FFXII Giza Plains Garamsythe Waterway
After speaking with Old Dalan, go outside and south to the southgate. Save at the Rabanastre Crystal and go out of town to continue the Final Fantasy XII walkthrough.
The Hyena's are probably weaker than the Wolves that you were fighting. This should be especially easy if you bothered to build up to defeat Thextera.
Take the first south exit to the Nomad Village of Giza Plains. Speak with the kind folks here, specifically Masyua who tells you about the Sunstones. Turns out the Shadestones that the Nomads here have are brought around to the Dark Crystals until they become Sunstones. The kids here have to do this, and one of them (Jinn) is missing.
As Vaan exits, Penelo is here. She just joins you, fortunately she is at Level 5. She already has Cure unlocked, but unlock Light Armor 2 so she can have the Headguard, and black magic so she can use Fire, Thunder, and Blizzard. You can buy her some stuff at the shop here, notably a Broad Sword if you want optimum attack power.
Leave to the south. Penelo hands you 3 Potions and 2 Tufts of Phoenix Down once you do. Also, she tells about Gambits. This makes fighting with multiple allies easier.
From the Nomad Village, take the west exit, then south to Starfall Field, and east to Crystal Glade. Jinn is here, with a bad leg. Explain your deal about needing a Sunstone to Jinn. You are given a Shadestone, and you need to find a few of these Dark Crystals to power up your Shadestone. It doesn't matter which three Dark Crystals you visit, though I tend to go to the Gizas South Bank for the first one (just to the east) and work your way counterclockwise to the next two Dark Crystals.
Back with Jinn, and you really have a Sunstone. You will automatically be back at the Nomad Village and you are thanked for saving Jinn. Your reward is 50 Gil, 2 Potions, and 2 Teleport Stones.
You are at the south gate, so just look for that huge door that opens to Lowtown. Vaan leaves Penelo as he enters Old Dalan's House. He has the Crescent Stone and gives it to you since you have the Sunstone.
Storehouse Five is what leads to the left door and ultimately the Garamsythe Waterway. It is in the northwest part of Lowtown Rabanastre. Remember where you were fighting rats earlier with Vaan? This is near where you need to go, but go left instead. Kytes opens the door and hands you 2 Potions, and 4 Phials of Eye Drops.
Your first real look at the depths of the Garamsythe Waterway. Hang a right if you want to clear out some Dire Rats and get a treasure. Left for a Save Point, and then you will be in a different area. You are heading northeast and going uphill as you face Dire Rats and Steelings on the other side. Eventually to the northeast there are stairs down to the watery level, and the path becomes much more linear.
Also you will run into some tough Ichthon's. Take the south route when you can after going west for a bit, to find an Oaken Staff. Further west and north for another treasure, and you will soon find the Royal Palace.
Rabanastre Royal Palace
You see two characters fly in. Then you gain control of Vaan, so get a Map of the Royal Palace of Rabanastre and save. Lots of treasures in the next room, and then talk to everyone. Seems there is something important upstairs, but as you try to go to the northwest a guard tells you to wait. The seeq notices you want to go up, so talk to him. Now for some reason Vaan is the one to call the guard, and the Seeq then chats with him. Just go to the wall to the right of Vaan and stick to it so you can go by and flip around up the stairs.
The Signet yearns for sunstone's strength, To light the clouded way. Once in the Palace, you'll find the signet tile. Give to it the Sun's power, and it will light your path. That is what Old Dalan said regarding this floor.
However there are guards everywhere. The trick here is to create a path going north by calling the soldiers south. Start by taking the south route east, and then at the far east call the guards just north of you. They will run south, so hurry up and run back to the beginning. At the beginning, call the guards that are just north of you so that they run south. Now you can go east, hugging the north wall as it wraps to the north. Snake around west and stop at the Lion signet. Use the Crescent Stone to light the path (which looks to be in the far northwest). Just continue to call the guards in the northwest south of you, so that you can wrap east, north, and back west to get to that faint light. Search it for a small path.
The door shuts behind you. Search around for a 'switch' by the blocked door ahead of you. Examine the wall now, and Vaan goes through. You meet those strange people that flew in, just as Vaan finds the Goddess Magicite. They demand it, but then soldiers begin to run all over. Balthier and Fran catch you, and just as you are trying to flee you are almost shot down.
You are back in the sewers. Turns out, Vaan will be working with Balthier and the Viera Fran. Use up the rest of their License Points if you can get something decent for them, and then Save. Before you continue through the Sewers, you get a far more detailed explanation on Gambits.
Next area, look east for a map of the Garamsythe Waterway. The exit route looks quite simple. Start heading south and clockwise in general until you reach the stairs. You should not have much trouble with the monsters along the way, although the paths are skimpy so you will likely have to plow through them all. The Gigantoad's can surprise you with their speed and 25-30 damage per hit. Take the thin routes in the southeast all the way to the middle-south, where you find another blue Save Point.
You meet a lady that Vaan catches, named Amalia. The Imperial Soldiers are not difficult to withstand. Turns out this Amalia is going to join you for the ride, though Vaan seems kind of clueless as to her identity. Balthier then explains the Guest system in FFXII. Return back to save, then continue onward.
Four slimes ambush you ahead. Flan to be exact. They are weak to fire, so anyone who can cast it should do so (probably Vaan and Fran). These guys can gang up on you, but the damage they take off is negligible. Just burn these guys down one at a time, try to target whoever Amalia is fighting to keep things quick plus she takes off a ton.
Tougher monsters are ahead in the southwest though. Ghosts teleport into battle and cannot be hurt while they are in the middle of teleportation. They take off a bit especially with Fire. Then there are the Garchimacera's, you may remember them from Final Fantasy V as Garkimasra in the Walse sewers. Anyway, you fight three of them at once so try to gang up on one at a time to evaporate their ranks.
As you begin to head north again from the southwest corner, take the east route to the center. Lots of rusted devices here, they will be used later. And save your game before you go in the Overflow Coaca.
Big flaming unicorn in the next room. Of course, this is why you bought Blizzard. It will use Rush and likely will be hammering your guest Amalia, so try to heal her when you can though she is liable to spam Potions on herself too. Casting Protect on her could be useful too, or for whoever the Firemane is attacking. If you are not careful you may lose a character here. Bushfire can really do a number on you, have all of your characters run away from him when he readies that ability.
Afterwards, disaster strikes. Vayne is here. Vaan has a dream with his brother, and Galbana Lilies.