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Final Fantasy XII: The Zodiac Age eGuide
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Contents

  • Changelog
    • Updates
  • Foreword
    • Foreword
  • Getting Started
    • Return to Ivalice
    • Character Relationships
  • Treasure Chest System
    • Treasure Chest System
  • Battle System
    • Battle System
  • Gambits
    • Gambits
  • Zodiac Job System
    • Zodiac Job System
    • Party Composition
    • Jobs
    • Archer
    • Black Mage
    • Bushi
    • Foebreaker
    • Knight
    • Machinist
    • Monk
    • Red Battlemage
    • Shikari
    • Time Battlemage
    • Uhlan
    • White Mage
  • Espers and Quickenings
    • Espers
    • Quickenings
  • Trophies
    • Trophies
  • Walkthrough Part 1
    • Introduction
    • The Story Begins
    • Nalbina Fortress
    • Rabanastre 1
    • Dalmasca Estersand (The Stepping)
    • Lowtown 1
    • Giza Plains (Dry)
    • Garamsythe Waterway 1
    • Royal Palace of Rabanastre
    • Garamsythe Waterway 2
    • Nalbina Dungeons
    • Fire Up the Power Relay and Open the Gate
    • Dalmasca Estersand
  • Walkthrough Part 2
    • Rabanastre 2
    • Lowtown 2
    • Back to Rabanastre
    • Bhujerba 1
    • Lhusu Mines
    • Bhujerba 2
    • The Dreadnought Leviathan
    • Ogir-Yensa Sandsea
    • Nam-Yensa Sandsea
    • Tomb of Raithwall
    • Giza Plains (The Rains)
    • Ozmone Plain
    • Jahara—Land of the Garif
    • Golmore Jungle 1
    • Eruyt Village
    • Golmore Jungle/Ozmone Plain
    • The Henne Mines
    • Golmore Jungle 2
    • Paramina Rift 1
    • Mt Bur-Omisace
    • Paramina Rift 2
  • Walkthrough Part 3
    • Stilshrine of Miriam
    • Nalbina Town
    • Mosphoran Highwaste
    • The Salikawood
    • The Phon Coast
    • Tchita Uplands
    • Sochen Cave Palace
    • Sochen Cave Palace (Main)
    • Old Archades
    • The Imperial City of Archades
    • Draklor Laboratory
  • Walkthrough Part 4
    • Balfonheim Port 1
    • Golmore Jungle
    • The Feywood
    • The Feywood (South)
    • The Ancient City of Giruvegan
    • Balfonheim Port 2
    • Ridorana Cataract
    • First Ascent: Horizon of First
    • Second Ascent: Reach of Diamond Law
    • Third Ascent: Mete of Dynasty
    • Balfonheim Port 3
    • Sky Fortress Bahamut
  • Side Events
    • Side Events Part 1
    • Side Events Part 2
    • Side Events Part 3
    • Side Events Part 4
    • Side Events Part 5
    • Other Stuff
  • Weapons, Armor, and Accessories
    • One-Handed Weapons
    • Two-Handed Weapons
    • Ranged Weapons
    • Shields & Armor
    • Accessories
  • Items
    • Items
  • Technicks and Magicks
    • Technicks and Magicks
  • The Bazaar
    • The Bazaar
  • Bestiary
    • Overview Enemies
    • The Dalmasca Sands Enemies
    • Giza Plains Enemies
    • The Garamsythe Waterway Enemies
    • The Barheim Passage Enemies
    • The Lhusu Mines Enemies
    • The Yensan Sandsea Enemies
    • The Tomb of Raithwall Enemies
    • Ozmone Plain Enemies
    • Golmore Jungle Enemies
    • The Henne Mines Enemies
    • Paramina Rift Enemies
    • The Stilshrine of Miriam Enemies
    • The Mosphoran Highwaste Enemies
    • The Salikawood Enemies
    • Phon Coast Enemies
    • Tchita Uplands Enemies
    • The Sochen Cave Palace Enemies
    • The Feywood Enemies
    • The Ancient City of Giruvegan Enemies
    • The Ridorana Cataract Enemies
    • The Pharos Enemies
    • Zertinan Caverns Enemies
    • Cerobi Steppe Enemies
    • The Nabreus Deadlands Enemies
    • The Necrohol of Nabudis Enemies
    • Marks
    • Elite Marks Enemies
    • Espers Enemies
    • Bosses
    • Rare Game Enemies
    • Humanoid Enemies
    • The Archadian Empire Enemies
  • Trial Mode
    • Trial Mode

Final Fantasy XII: The Zodiac Age Guide › Walkthrough Part 1

Garamsythe Waterway 2

OBJECTIVE

Survive the Underground Waterway

Venture from the royal palace back to the city via the treacherous underground waterway, defeating deadly foes along the way.

Action Checklist

1. Learn how to use the Gambit system.

2. Work through the waterway canals.

3. Pick up a “party guest” and defeat a powerful Imperial force.

4. Fight off a nasty Flan ambush.

5. Defeat Firemane, the game’s first real boss.

Pop odds If pop, Gil odds & Amt Normal Loot w/Diamond Armlet

#

App. %

Gil %

Amt. if Gil

50%

50%

90%

10%

1

80%

40%

~80

Phoenix Down

Phoenix Down

Knot of Rust

Meteorite (A)

2

80%

30%

~80

Antidote

Antidote

Knot of Rust

Meteorite (A)

3

80%

45%

~90

Potion

Altair

Knot of Rust

Meteorite (B)

4

80%

40%

~100

Hi-Potion

Leather Breastplate

Knot of Rust

Meteorite (A)

5

75%

30%

~80

Antidote

Antidote

Knot of Rust

Meteorite (A)

6

75%

40%

~80

Potion

Light-woven Shirt

Knot of Rust

Meteorite (A)

7

75%

40%

~80

Potion

Chromed Leathers

Knot of Rust

Meteorite (A)

8

75%

35%

~110

Ether

Ether

Knot of Rust

Meteorite (A)

9

75%

35%

~80

Potion

Oaken Pole

Knot of Rust

Meteorite (B)

10

75%

40%

~90

Potion

Kotetsu

Knot of Rust

Meteorite (A)

11

100%

0%

—

Hi-Potion

Hi-Potion

Hi-Potion

Hi-Potion

12

100%

0%

—

Phoenix Down

Phoenix Down

Phoenix Down

Phoenix Down

13

80%

35%

~80

Dark Mote

Dark Mote

Knot of Rust

Meteorite (A)

14

80%

35%

~90

Soleil Fang

Soleil Fang

Knot of Rust

Meteorite (B)

15

70%

40%

~95

Antidote

Silken Shirt

Knot of Rust

Meteorite (A)

16

70%

40%

~85

Potion

Bowgun

Knot of Rust

Meteorite (A)

17

70%

40%

~300

Hi-Potion

Longsword

Knot of Rust

Meteorite (A)

18

70%

45%

~80

Phoenix Down

Mace

Knot of Rust

Meteorite (B)

19

90%

50%

~300

Chronos Tear

Serum

Knot of Rust

Meteorite (C)

20

90%

50%

~300

Ether

Long Bolts

Knot of Rust

Meteorite (A)

21

90%

50%

~300

Nu Khai Sand

Hi-Potion

Knot of Rust

Meteorite (A)

22

100%

0%

—

Gilt Measure

Gilt Measure

Gilt Measure

Gilt Measure

23

90%

50%

~300

Ether

Aqua Mote

Knot of Rust

Meteorite (B)

24

90%

50%

~300

Potion

Gold Needle

Knot of Rust

Meteorite (A)

25

90%

50%

~300

Ether

Potion

Knot of Rust

Meteorite (A)

26

90%

50%

~300

Phoenix Down

Gold Needle

Knot of Rust

Meteorite (B)

27

90%

50%

~300

Dispel Mote

Gravity Mote

Knot of Rust

Meteorite (A)

28

100%

0%

—

Hornito

Hornito

Hornito

Hornito

29

90%

50%

~300

Nu Khai Sand

Silent Shot

Knot of Rust

Meteorite (A)

30

100%

0%

—

Jade Collar

Jade Collar

Jade Collar

Jade Collar

31

90%

50%

~300

Potion

Aero Mote

Knot of Rust

Meteorite (B)

32

90%

50%

~300

Echo Herbs

Aqua Mote

Knot of Rust

Meteorite (A)

33

100%

0%

—

Achilles

Achilles

Achilles

Achilles

34

90%

50%

~300

Antidote

Ether

Knot of Rust

Meteorite (A)

35

90%

50%

~300

Eye Drops

Chronos Tear

Knot of Rust

Meteorite (B)

Learn Gambits!

This is a different part of the waterway now: you start at the East Spur Stairs. Save your game at the Save Crystal nearby and head downstairs for a quick Gambit tutorial. Follow it carefully, and take note of Balthier’s advice: “Vitality before violence.” In general, you should put healing/repair gambits before fighting gambits in your task order. (Again, for a more in-depth look at Gambits, see the “Gambits” chapter in this guide.)

For now, each ally has just two gambit slots (more will be unlocked on license boards along the way), and the gambit condition selection is limited (many more gambit options will be available very soon).

After the tutorial, open the Party Menu and check out the party’s Gambit setups. Throughout the game, you'll want gambits set up that enable party members to sustain and enhance each other, while efficiently thinning out incoming enemy ranks. Design gambits that will be useful in many scenarios, and that will remove the types of actions you don't want to worry about, and save your attention for contingencies, issuing commands to your characters that are beyond the scope of the Gambit system.

For now, assign the first (higher-priority) gambit slot on each character to some kind of healing action, and the second gambit to offense. For now, "Ally HP < 30%—Potion" and "Ally HP < 50%—Cure" suffice for restoration, and "Foe: lowest HP—Attack" covers attacking.

These are just suggestions, mind you. Feel free to experiment with the order and type of gambits in the early going until you get a feel for how they actually work on the ground. And read the chapter in this guide on Gambits!

Move Down the Eastern Waterway

Now examine the fallen soldiers lying nearby. Balthier identifies them as anti-Imperial insurgents who infiltrated the area, hoping the Imperial guard would be distracted by the palace fete. He speculates that Vayne used himself as bait to draw them in, then sent in his powerful air brigade led by the Ifrit to crush the resistance.

Look at the fallen soldiers to get Balthier’s explanation of the night’s hostilities.

Head down the waterway into the next area, the East Waterway Control. Turn left to nab the full waterway map from the Map Urn, then continue along the route. As in the west waterway, the eastern route is essentially linear, although there are a few treasures tucked into alcoves and dead ends. (Refer to the maps in this section for possible treasure locations.) Fighting rats and bats is much easier with Balthier’s gun and Fran’s bow backing up Vaan.

Use Renewable Resources to Heal

Don’t use Potions or Hi-Potions for healing unless you need a quick emergency boost of health, or if you’ve expended all your MP in the heat of battle. Since MP regenerates as you move around, use your party’s Cure spells for healing as much as possible. Fran is capable of casting Cure magick, even without any licenses purchased.

Continue south through the East Waterway Control into the No. 11 Channel. This is where the party encounters the Gigantoads, formidable Level 5 foes. If you have Libra active (or a Bangle equipped), however, you’ll see that Gigantoads are weak against the Fire element.

Luckily, Fran can cast the Fire magick, so you can command her to nuke the Gigantoads with Fire magick when she has MP to spare, instead of relying on her gambits to trigger a regular Attack.

Keep in mind along the way here that all three characters here are thieves—two professionals, and one aspiring amateur. Even without a job assigned, Vaan, Balthier, and Fran can Steal from enemies. Selling loot and stolen goods are the main ways you'll build up a bankroll in FFXII. 

Upon reaching the East Sluice Control area, the party will hook west to find a Save Crystal. Save your game and proceed down the stairs to trigger an event. Up ahead, Vaan and the party spot an approaching squad of Imperial soldiers chasing a woman in a red skirt—the same woman you saw earlier in the brief event in the waterway where the resistance forces were rallying for the palace assault.

The woman fights valiantly, but she’s outnumbered four to one. The Imperials trap her on a ledge. Her doom looks imminent… until Vaan sprints out into the open, calling for her to jump. She does and Vaan catches her. Saved!

Naturally, the Imperial guard isn’t too pleased with this turn of events. Here comes the first serious action against the Empire!

Defeat the Imperial Foursome

The area gates swing shut behind your party as the action begins; no retreat is possible. If your party’s gambits are set as suggested earlier, though, you should have no problem with this fight. The woman joins your party in this fight, but she fights independently; you have no control over her.

Stay Focused

When fighting multiple foes, focus your party’s fury on one target at a time. If everyone’s attack-related gambit is set to attack the leader’s target—i.e., “Foe: party leader’s target”—your party leader basically selects everyone’s target when he selects his own target. This takes out targets faster. Ditto gambits that will naturally focus the party's fire if they're set the same on everyone, like "Foe: lowest HP" (for general combat) or "Foe: highest max HP" (when weaker enemies are just a distraction in the face of scarier opposition on the field).

The rebel woman fights independently, attacking whichever enemy is nearest.

One of the Imperial Swordsmen has a Protect spell cast, so save him for last. When the last enemy falls, the gates reopen followed by another event that introduces the woman as Amalia. Suddenly, the stone Vaan took from the palace treasury starts to glow. What is it?

Fran and Balthier want to move on immediately, so Vaan invites Amalia to join the party. When control returns to Vaan, the gates have reopened, so go back upstairs to the Save Crystal, heal up, and save your game. Then go back downstairs and approach Amalia to trigger one last event. She agrees to travel with the group… but only as a guest, which means you can alter her gambits and give battle orders to her, but you cannot change her equipment or licenses.

Fight Off the Flan Ambush

Continue pushing to the west and move into the Southern Sluiceway, which is a big open area just perfect for an ambush. Sure enough, as the party enters, four slimy Flan monsters surround the group. These nasty beasts cast Blind against your party, so prepare to use Eye Drops on anyone afflicted with the Blind status effect. All escape routes are sealed, so you must fight or die.

Clear Your Eyes

Remember that Eye Drops will remove the Blind status effect.

This is a tough fight. The Flan beasts cast Cure on each other, so just when you think you’ve got a gelatin-head on the ropes it may suddenly get a health boost. Don’t be dismayed if a party member gets KO’d, however. Just use a Phoenix Down to revive him/her along with a quick Potion to boost HP.

Flans are weak against Fire, so switch Fran’s attack gambit action from Attack to Fire.

Soleil Fang the Flan

If you picked up an item called Soleil Fang, use it to deal Fire damage to all foes within its range. When timed correctly, you can nail all four Flans with one hit of Soleil Fang.

Although not technically a boss battle, this fight is long and tough enough that the game displays a congratulations screen when the last Flan finally melts into oblivion. Good work! Now it’s time to move on.

Get to the Waterway Exit

The passages open back up once you defeat the Flans, so backtrack to the East Sluice Control and use the Save Crystal again. Then go west two areas to the West Sluice Control and start heading northward from there. Watch out for some new enemies, the Ghost (weak against Cure magick) and the Garchimacera (weak against the Water element).

New enemies like the Garchimacera keep things interesting as you push through the underground.

Proceed through the No. 10 Channel until you reach the Central Waterway Control, a semicircular area with a set of four rusted, locked mechanisms used for operating sluice gates. There is also a handy Save Crystal near its north exit. Recharge and save, then go through the door that leads north into the Overflow Cloaca.

Firemane

The doors clang shut behind the party. That’s never a good sign. Suddenly, a fireball blows into the room and changes into a flaming stallion: Firemane! This boss is weak against the Aqua element, but you do not have the Aqua spell at this point in the game, so just launch normal attacks. Do not let Fran attack with Fire magick!

If you haven’t done so already, you may want to move Vaan’s attack gambit above his Cure gambit. All party members will spend a good portion of this battle with less than 70 percent of their normal HP, so Vaan may spend too much time curing and not enough time hitting Firemane with sword attacks.

Firemane’s super attack is a blistering inferno called Bushfire that inflicts massive damage and sometimes Poison.

From time to time, Firemane will teleport around the room so rotate the camera to locate his new position. Amalia is a very valuable ally in this fight, so keep Amalia healthy with Cure and Potions if her HP gets too low. With good Cure gambits in place, you can outlast this boss without too much trouble.

Use Those Antidotes

The equine beast occasionally rears back and kicks out the powerful Bushfire attack that inflicts Poison in addition to dealing heavy damage. When an ally is poisoned, be quick to administer an Antidote.

Yes, the victory over Firemane is bittersweet, as Imperial troops under the direct command of Lord Vayne suddenly burst in and seize the entire party, including Amalia. As they are led away in chains, Amalia pleads for their release, but to no avail.

Penelo arrives at the scene and tries to reach Vaan, but Balthier steps into her path and gives her something to keep “just until I bring Vaan back.” We also see a bangaa bounty hunter, angry at losing Balthier to the Imperials.

Then the scene fades to a flashback. Here’s where the significance of the Galbana Lilies (the ones Vaan picked in the Estersand) is explained.

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