Garamsythe Waterway to the Rabnastre Royal Palace


Key EventsLocationsFiendsSidequests
Enter Rabanastre Palace

Talk to Palace Servant in Cellars to progress to Lower Halls

Find Lion Signet on Lower Halls floor and use Key Item Crescent Stone

Find hidden door and switch to access the Treasury (receive Key Item Goddess Magicite)
Garamsythe Waterway, Rabanastre PalaceDire Rat, Steeling, Ichthon, Razorfin (rare) -


enter the Garamsythe Waterway
(20) You're finally on your way to the
big adventure
Not much to say about that part, actually. When you arrive in the Garamsythe Waterway, there's a save crystal waiting for you; further ahead, you must go through a couple of areas before reaching the palace. In terms of fiends, there are mostly Dire Rats and Steelings which should be a walk in the park even if you haven't levelled up much. There are also two fish types in North Spur Sluiceway, including one rare (Razorfin). Now, I know I've said you're often better off leaving "friendly fiends" alone, but here, you may want to try and steal a few Fish Scales from Ichthon as you'll be able to exchange them a little later for better equipment and a unique type of ammo (understand, you can only get it through trading, and you'll need 2x Fish Scale for that). Take your time to loot all the treasures here, especially if you haven't upgraded your weapons in Nalbina and/or obtained a Rod or a Mace in the Dalmasca Desert. Once you're past the three small dead-ends on the right, you'll reach a first fork: go left first. At the end of the way is potentially an Oak Staff. If you don't get that and you already have the Rod, don't worry too much though because it's quite weaker. Then go back and upstairs, then down and again, you can choose either left or right. Left leads to another chest with a good chance to get a Mage Masher (Attack Power +19 and inflict Silence status): equip that on Vaan if you don't have it already (remember that you first need the licence for it!). When you finally reach the stairs leading to the palace, you're prompted to confirm you want to go upstairs. Think carefully because this is your last chance to go back to Rabanastre before a while! When you deem yourself ready, choose twice the top option to walk upstairs

inside the royal palace
on your way to the treasure
(21) Progress through the palace to
get to the treasure
Ok, you end up in a small ante-room [21] where you'll find a save crystal and a small, bright statue - have a closer look at the latter for the map of the palace. Save your game and enter the next room. Ultimate Weapon Alert! Do not open the chest SE of the Cellars area (Treasure Chest (1) if you refer to the popup map) or you can kiss getting the Zodiak Spear the easy way goodbye! Trouble is in this case not both chests in that corner appear so just to make sure I don't open the wrong one, I never open any chest there, period (it's not as if any of the items you could get from them are must haves anyway....). There are several other chests in the area you can open, as well as an exit all the way north - unfortunately, there are guards. If you approach the stairs, you will trigger a short cutscene. Now try to walk past the guard: of course, he won't let you pass through to the stairs. Go now talk to the red Seeq nearby - you'll be encouraged to trick the guard to come where you stand by pressing [square]. While he makes his way to where the Seeq and you are, run close to the wall either on his left or right to sneek past him and up the stairs. Enter the next room where you'll find lots of guards - again. You cannot walk past them which means you have to move them around to cut yourself a path to what you need. Honestly you can move them all in a different order, the whole point is to clear your way to the Lion Signet and to the entry leading to the Secret Passage (see map). Here's one way to do it: from the entrance to Lower Halls, take the first right and then the southernmost way. Turn around, and you'll see guards at the next intersection. You need to get them out of the way: call out to them using square again and run all the way back to the entrance. Now you can take the way before you. There's a symbol on the floor, but it's not the one you're after, so ignore it. When you reach the end of the way, go all the way north and turn left to get the guards up there out of the way again. It's boring, but don't worry, there's just one more team of guards to go. Go back on your steps towards south and take the one horizontal alley you haven't taken yet (the one with Lion Signet). Use the Crescent Stone when you reach the symbol on the floor and a passage will open elsewhere in the room. Now you need to actually get there. Easy, just call out for the guards at the end of the way where you are currently standing and take the one pathway open to cross the room towards the west again. Now take the right until you reach the last intersection. The secret way is on your left

meet new friends
(22) Meet your new friends
Run all the way north; the door is on the right, but you need to find a switch first. When you get to the very end of the way, it's located on your left (you can't see it, but the action icon will help you find it - if still in trouble, just check the popup map). Once you've activated the switch, you can take the way to the right: the door to the treasure room is the left panel. Enter and a cutscene will introduce you to your soon-to-be teammates, Balflear, who, btw, has maybe the coolest character introduction line of the entire FF series (be it in Japanese or in English!), and Fran, who you'll be very, very happy to have around in battle! But for now, they are after you, or rather, after the Key Item Goddess' Magicite you've just taken. Run all the way upstairs, which will trigger a couple new cutscenes, including a CG, at the end of which you and your new friends must walk their way through the rest of the Garamsythe Waterway

Garamsythe Waterway - again!


Key EventsLocationsFiendsSidequests
Fight Imperials - Amalia joins party as Guest

Reach Overflow Cloaca (boss battle)
Garamsythe WaterwayDire Rat, Steeling, Gigantoad, Ghost, Garchimacera, Imperial Swordsman, Flan (boss), Firemane (boss) -


set your gambits
learn new licenses
(23) Adapt your party members settings
Okay, you now have a party of three. You can choose your party leader simply by using the arrows up and down to highlight the name of the leader of your choice, then confirm with [O] (or [X] depending on your version of the game). I often choose Balflear (gee, I'm sure you all wonder why!) but this has little to no impact on the gameplay at this point, so choose whoever you prefer. Save your game at the save crystal, and head downstairs. Balflear will stop you: remember Penelo's explanation about gambits? Now you're about to learn how to customize them (for the details, please visit the Gambits section - coming soon!), at the end of which both the "Gambit" and the "Party" entries will be added to the party menu. Before heading for a rather long trip down the Garamsythe Waterway, set your gambits and check all of your members' license boards. Since the question of the necessary level and abilities at one given point of the game often shows up in forums, here's what I recommend at this point: I usually arrive with Vaan at level 6-9; Balflear and Fran will join you at one level higher (here Vaan was 7, i.e. Balflear and Fran were both 8). It's enough at this stage. As for Gambits, you may want to consider having at least one character heal the others using the "Ally's HP <70%" with "Cure" or Potion (I'd rather teach everyone "Cure" and go with that except if I'm in a really tight spot or during boss fights when speed matters really, since using a spell is more time consumming than using an item). I would set that as the second gambit, behind "Foe: nearest visible" - "Attack" for the leader, and "Foe: party leader's target" - "Attack" for the others. That way, they'll finish off the enemies first and will then heal - I choose that because enemies aren't tough and it's very unlikely one of your members could get killed before they'd be cured, even that way. Also don't forget licenses. Everyone should get "White Magic 1" for Cure, and at least one person "White Magic 2" for Poisona as well. If you have enough LPs left, then I recommend the HP +50 slot for everyone, boosting their HP a little [23], as well as "Potion Lore 1" (you will recover a little more than the standard 100 HP for each potion used). When you're all set, go ahead

meet amalia
(24) You're joined by Amalia
In the next two areas, you'll encounter a lot of random enemies, mostly of the same type as before, only slightly tougher, as well as Gigantoads (charming!); don't forget to keep stealing for more loots, and therefore more money as soon as you can get near a merchant somewhere.... When you arrive in East Waterway Control, turn left for a local map as well as a treasure chest. Next area, you may find some much useful equipment if you haven't upgraded much yet, in particular a Long Sword (attack +19), an Escutcheon (a shield) and a Leather Armor. There's also a small chance you'll get to steal a Leather Shield from the Rats, as well as some heavy armor from Gigantoads. Once in East Sluice Control, head down the stairs after the save crystal to trigger a scene. A few Imperial Soldiers and another cutscene later [24], you've got yourself a Guest. Basically, a Guest fights by your side as a fourth teammate, but their actions are totally controled by the AI. You should know that one of Amalia's gambits is "Ally's HP < 40%" - "Potion", and whatever potion she'll use will be from her own stock: to sum up, she'll cure everyone for free. While she's with you, it might be wise not to have any "Ally's HP < 70%" - "Potion" setting: that would just be a waste of potions really

just before the flan battle
during flan fight
(25) There's nothing like a little fire
magic in that case
Go back on your tracks to save the game before entering Southern Sluiceway. Balflear's gun will be pretty useless in the next battle - your first real boss battle! - so you should either equip him with a sword, or have him learn "Black Magic 1" for Fire. If you don't have enough LPs left, don't hesitate to go back on your steps to level up a little and earn more License Points. When you're ready, head for Southern Sluiceway. As you are about to cross it, a cutscene occurs, and you're attacked by four Flans



TypeElemental
Amorph/ FlanWeak against Fire

ImmuneStatusBonus
Petriy - Guns & Measures Resist, Safety

LocationCondition
Garamsythe Waterway - Southern Sluiceway -

LevelHPMPStrengthMagickVitalitySpeed
54201001072011

AttackDefenseMagick ResistanceEvasionEXPLicense pointsClan PointsGils
111060 0 2 190 -

DropStealPoach
- Potion, Caramel, Sagittarius Gem -


Extra Notes
Combo: 2(17%)


Now there are two things you need to know about them. One is that they are weak against Fire, so have Fran [25], and Balflear if you've taught him this ability, cast Fire at each of them once. You can finish the job with swords and arrows, as they are weaker to physical attacks than Flans in previous FF. The other thing is that they like to cast Blind status on your characters - just use either the Blinda spell or an Eye Drop to cure it quickly since a character afflicted becomes pretty useless with a weapon (there are still chances that they'll hit though). All in all, it shouldn't be too tough; defeat them all and, surprise, you'll be rewarded by a nice "Congratulation" screen, but also, you'll get to hear for the first time the traditional Victory music of Final Fantasy! Before leaving the area, check it for two more chests, one of which may get you a Leather Shield (a better type of Shield than the Escutcheon), before continuing your progression down the Garamsythe Waterway

TypeElemental
Boss/ Flame SpiritAbsorb Fire
Weak against Water

ImmuneStatusBonus
Petrify, Countdown, Confuse, Sleep, Virus, Blind, Reverse, Poison - Safety

LocationCondition
Garamsythe Waterway - Overflow Cloaca -

LevelHPMPStrengthMagickVitalitySpeed
7357172016113212

AttackDefenseMagick ResistanceEvasionEXPLicense pointsClan PointsGils
18770 0 3380 -

DropStealPoach
- Potion, Phoenix Down, Grimoire Togail -


Extra Notes
Combo: 3(10%)


about to fight bush fire boss
sent to nalbina
(26) Your toughest fight so far
Yes, you guessed it from the table above, there's another boss fight looming on the horizon for you. Don't hesitate to fight around a lot for some levelling up if you are still below level 8 or so, and to win more items which you'll soon be able to sell and trade in for some useful equipment. You'll eventually reach a semi circular room with a save crystal - Central Waterway Control. Many doors around, but most of them won't open, except the one that leads to the Overflow Cloaca where the next boss awaits. Save your game and prepare yourself to face Firemane. It's not too difficult, especially thanks to Amalia, but it can be more or less easy if you get the right settings. Most importantly, get both Balflear and Fran back on gun and bow if you had switched them to sword or staff/rod, so that they can stay away from the boss. Also, have Fran, or any other character with enough LP learn Slow. Go through the gate, and Firemane will show up [26]. Of course, it's a fire elemental monster, which means it's mostly weak against water. Unfortunately, there's no water spell available at this stage. Now, I know most people recommend Blizzard, but honestly, it's not really more effective than physical attacks, and it takes more time, so I'd rather save my MP for healing if I were you. Of course, Amalia will take care of that as well as she can, but if you're still below level 9-10, a little help probably won't hurt. The best tactics I know of with that boss is first to have Fran cast Slow, then make Vaan the leader and have him escape until you can lure Firemane into the water - being there will cost it a little HPs at each turn. Next select either Balflear or Fran as the leader and keep them both away from the boss - the real danger comes from its special attack that it will perform probably twice or so, which deals fire damages and will probably cast Bio on one or more characters, as it hits anyone who stands nearby; you'll want to cure the last as soon as possible, either with Antidotes or Poisona White Magick. Apart from that, keep attacking and you should eventually beat it. No sooner has it disappeared that you'll be off to Nalbina after a handful of cutscenes then

Next stop: The Nalbina Dungeons and the Barheim Passage