Gaming Guide

Water Shrine Walkthrough in Final Fantasy Resonance (How to Get There, Seals, Crate Puzzle and Chests)

Water Shrine walkthrough for Final Fantasy Resonance: the road from the Town of Amore to Warden's Cape, Alluvion's ambush, the entrance save point, the seal pedestals, the Area 3 raft lanes and the Area 4 crate puzzle step by step, with every chest and Tablet Shard.

Water Shrine walkthrough for Final Fantasy Resonance: the road from the Town of Amore to Warden’s Cape, Alluvion’s ambush, the entrance save point, the seal pedestals, the Area 3 raft lanes and the Area 4 crate…

Rain and the party on Warden's Cape facing the bridge to the Water Shrine

Chapter 3, “Wardens of the Aquapolis,” takes place at the Water Shrine in the Olderion Federation. After Waterfall Way, travel there from the Town of Amore. The objective appears first as “Go to Warden’s Cape”, changes to “Go to the Water Shrine”, and updates inside to “Go deeper into the Water Shrine”.

Interactive map: Water Shrine map

Quick answer: Leave the Town of Amore by its north gate, head west and then north to Warden’s Cape, where a stone bridge rises to the shrine. Inside, press the seal pedestals in Area 3 and Area 4 to open Area 1’s lower levels.

The shrine door shows “Recommended Level 26”. The layout centers on a shaft, Area 1, with side areas branching off it. Area 5 is a raft hall that leads to three water lanes in Area 3. Area 4 is a flooded channel with a crate puzzle, and Area 2 sits off the basement. Each of Area 3, Area 4 and Area 2 holds one seal pedestal. A pedestal can be pressed once, and each one changes something in Area 1. The save point is in the entrance hall.

WhereWhat is there
Entrance hallSave point (Save progress, Rest in a tent)
Area 1 1FArrival; ladders down to B1; west doorway to Area 5
Area 5Raft hall; three channels to the Area 3 lanes
Area 3, left laneSeal pedestal (lowers Area 1’s central floor)
Area 3, middle laneChest: Scale Mail
Area 3, right laneChest: Magicite Shard
Area 1 B1Doorways to Area 4 (east) and Area 2 (west); north arch (drained by the Area 4 seal); Tablet Shard by the north arch
Area 4Water switch; crate puzzle; chests: R’lyeh Text, Lightning Scroll I x3; seal pedestal
Area 2Viridian Pot (optional); third seal pedestal; chests and a Tablet Shard

How to get to the Water Shrine from the Town of Amore

Once you spend the night at the Amore inn, your objective becomes “Go to Warden’s Cape”. Before setting out, buy Phoenix Downs and Ethers from the Town of Amore shops.

Leave the inn by crossing the bridge east toward the shops. Head north through town to its north gate, then press F at Proceed.
Leave the gate heading west along the road on the World Map. A diagonal route to the north-west runs into impassable terrain.
At the turn, go north and follow the coastal road. The Warden’s Cape scene triggers automatically as you reach the cape.

Warden’s Cape: The bridge to the shrine

Lasswell opens the scene by saying, “This must be Warden’s Cape…”

Lasswell: This must be Warden's Cape, on the World Map north of Amore
Lasswell at Warden’s Cape.

Nichol then says, “I shall use the magic.”

Nichol: I shall use the magic, at Warden's Cape
Nichol uses the magic from the altar.

A stone bridge emerges from the ocean toward the shrine, enclosed in an enormous bubble of water.

A stone bridge rising from the sea toward the Water Shrine
The bridge rises out of the sea.

Rain reacts with “So this is the power of the First Maiden…” and Nichol answers, “The path to the Water Shrine has been revealed. Let us be on our way.” The objective changes to “Go to the Water Shrine”, and the game autosaves.

Quest Updated: Go to the Water Shrine, with Autosaving
The objective changes and the game autosaves.

Walk north across the new bridge to the door. It shows “Water Shrine” and “Recommended Level 26”, with F Proceed.

World Map: Water Shrine, Recommended Level 26, F Proceed
The shrine door: Recommended Level 26.

Alluvion’s ambush at the shrine

At the entrance, Nichol says, “I will use my power as a Warden of the Waters to remove the barrier around the shrine.”

Nichol: I will use my power as a Warden of the Waters to remove the barrier
Nichol lifts the barrier.

As the barrier disappears, Alluvion arrives and declares, “All according to plan!”

Alluvion: All according to plan! at the Water Shrine
Alluvion arrives.

Alluvion confines the party inside water bubbles, then explains that flooding Olderion was intended to make the Wardens draw on the Crystal’s power. Alluvion departs to pursue the Crystal. There is no fight here.

The party trapped in water bubbles by Alluvion
Alluvion traps the party in water bubbles.

El knows the shrine best and runs in alone to reach the Crystal first. Rain says, “El ran into the shrine. We have to hurry!”

Rain: El ran into the shrine. We have to hurry!
El has gone ahead alone.

The objective becomes “Go deeper into the Water Shrine”, the game autosaves, and you start on Area 1 1F with the party fully healed. The party here includes Archwitch Fina. The rest of the chapter flow is covered in the Final Fantasy Resonance walkthrough.

Water Shrine Area 1 1F arrival: Go deeper into the Water Shrine, Recommended Level 26
Where you arrive inside, on Area 1 1F.

The entrance hall save point

The save point is not at the spot where you arrive. It is in the entrance hall behind you. Step back through the doorway behind the arrival spot to find the save circle. Its menu offers Save progress and Rest in a tent, and the save file reads “Chapter 3 – Wardens of the Aquapolis, Water Shrine”. Save before you go deeper. The menu works as described in how to save in Final Fantasy Resonance.

Save list with slot 08: Chapter 3 - Wardens of the Aquapolis, Water Shrine, Lv.23
Saving at the entrance hall save point.

Random fights happen throughout the shrine, such as a slime paired with a wisp. You can escape them without trouble using the steps in how to escape battles. The enemies list covers what you can run into.

Random battle in the Water Shrine against a green slime and a blue wisp
A random fight inside the shrine.

How the seals work

  • Each seal is a glowing crystal pedestal that you press with F (Examine).
  • When you activate the pedestal, it lights up; a brief camera sweep then reveals the change in Area 1.
  • Each pedestal works once.

Area 1’s middle is a big octagonal floor that sits high at the start. This route presses the Area 3 seal before the one in Area 4.

Area 1 central octagonal floor before any seal is pressed
Area 1’s central floor at the start.

Area 5 and Area 3: The raft lanes

In Area 1 1F, enter the west doorway to reach Area 5, the raft hall. Press F to board the raft and guide it toward one of the three channels at the far end. Each channel connects to a separate lane in Area 3, with a small raft and a landing in each lane; use F for Disembark when you reach the landing. Make the trip through all three lanes.

Raft at a landing in the Water Shrine with F Disembark
Disembark at each lane’s landing.

Left lane: The first seal

Walk up to the crystal pedestal and press F Examine.

Area 3 left lane seal pedestal with F Examine
The seal pedestal in the left lane.

The camera pans to Area 1’s central floor.

Camera pan of Area 1's central floor after the Area 3 seal
The seal’s camera pan to Area 1.

When you return to Area 1, the central floor sits a full level lower.

Area 1 central floor lowered after the first seal
The central floor, one level lower.

Middle lane: Scale Mail

A chest here holds the Scale Mail, a piece of heavy armor with Physical Defense 121, Magic Defense 70 and Speed -29. Its effect reads “Increases HP by 170. Grants constant Protect when at less than half of max HP.” It sits alongside the other pieces in the armor list.

You obtained the following: Scale Mail x1
Scale Mail from the middle lane chest.

Right lane: Magicite Shard

This lane’s chest holds a Magicite Shard, described as “A shard imbued with the power of the Farplane. Has the power to awaken visions.” Its use is explained in how to awaken Visions.

You obtained the following: Magicite Shard x1
Magicite Shard from the right lane chest.

Area 4 crate puzzle, step by step

Reach Area 4 by taking the ladders on Area 1 1F’s east side down to the basement, B1. At the bottom, use the doorway on B1 near the ladders.

From the arrival point, walk north to the small pedestal switch and press F.
Area 4 pedestal switch with F Examine above the flooded channel
The water switch in Area 4.

The water in the channel below drains away.

Area 4 channel drained after pressing the switch
The channel drained.

Rain says, “It looks like we can push these crates.” Nichol follows with “They may be of use to us. Let us take a closer look at our surroundings.”

Rain: It looks like we can push these crates.
Rain spots the crates.
South of the switch, descend the stairs to the drained channel floor, where a line of four crates awaits.
Stairs from the Area 4 switch down into the drained channel by the crates
The stairs down to the channel floor.
One loose crate stands by itself further along the channel. Walk past its west side so that you end up on its north side. The crate only moves away from you, so pushing from the wrong side sends it the wrong way. If that happens, leave Area 4 and come back, and the crate resets.
From the crate’s north side, face south toward it and press F to shove it one space.
Rain pushing the loose crate south along the Area 4 channel, first push
The first push.

Push it twice more.

The loose crate after the second push in the Area 4 channel
The second push.

On the third push, it takes the vacant fifth position at the row’s end.

The loose crate in the fifth slot beside the row of four crates
Third push: the crate fills the fifth slot.
Before the channel fills again, open the two chests that end up under water. The first, the R’lyeh Text, is just east of where the loose crate started.
You obtained the following: R'lyeh Text x1
The R’lyeh Text chest, only reachable while drained.

The R’lyeh Text is a grimoire with Physical Attack 35 and Magic Attack 93, and its effect reads “Increases damage dealt by Water attacks by 30%.” The second chest, Lightning Scroll I x3, is at the north end of the channel.

You obtained the following: Lightning Scroll I x3
Lightning Scroll I x3 at the channel’s north end.

Lightning Scroll I reads “Deals Lightning magic damage to a single enemy. Power increases and targets all enemies when thrown.”

Return up those stairs and activate the switch once more. Water fills the channel, lifting the five crates into a bridge.
Area 4 channel flooded again after the second switch press
The channel floods again.
Head for the platform’s southern edge, then cross east over the floating crates to the opposite side.
Rain on the bridge of five floating crates in Area 4
Crossing the floating crate bridge.
Walk north to the seal pedestal and press F Examine.
Area 4 seal pedestal with F Examine
The Area 4 seal pedestal.

The camera pans to the north arch on Area 1’s basement level, B1, where the water is now gone.

Camera pan of the Area 1 B1 north arch after the Area 4 seal
The pan to B1’s north arch.

After the Area 4 seal: B1’s north arch and Tablet Shard

Back on Area 1 B1, the formerly submerged north arch is dry and its stairs are visible.

Area 1 B1 north arch drained with stairs showing
The north arch on B1, now dry.

This route leads north into the eastern section of Area 2. In our run, the Area 4 seal did not lower Area 1’s central floor by much; what it opened was this arch.

Right next to the arch is a Tablet Shard that the water had cut off. Press F Examine to pick up “Tablet Shard x1”. The rest are covered in the Tablet Shard locations.

You obtained the following: Tablet Shard x1 on Area 1 B1
The B1 Tablet Shard by the north arch.

Area 2 and the Viridian Pot

B1’s west doorway opens onto a small railed platform in the west part of Area 2. The Viridian Pot waits here. It is an optional Lv 22 Fairy with 99,999 HP and a rare Elixir drop. In our battle, physical attacks did no damage to it, and we escaped. The platform is a dead end.

The Viridian Pot on its railed platform in Area 2 with F Examine
The Viridian Pot platform in Area 2.

In Area 2, you’ll find the third seal pedestal, a Tablet Shard, and two additional chests containing the Piercing Mace and the Calm Armlet.


Alluvion, the Water Shrine boss

StatAlluvion
LevelLv 26
HP48,000
TypeHumanoid
WeaknessThunder
NullifiesWater
Reward6,300 EXP, 7,500 Gil

Alluvion’s trait reads “Power of special skill increases with each prism core.” Since Alluvion nullifies Water, leave Water spells and the R’lyeh Text’s Water boost out of the fight. Alluvion is listed with the other bosses in the bosses list.

The Aquatic Veil from Waterfall Way provides this effect: “Halves damage taken from Water attacks.” Equip it for the shrine. You can find other choices in the accessories list.


Water Shrine chests and Tablet Shards

The shrine holds six chests and three Tablet Shards, and the rest of the game’s chests are in the chest locations.

ItemWhere
Scale MailArea 3, middle lane
Magicite ShardArea 3, right lane
R’lyeh TextArea 4 channel, east of the loose crate (only while drained)
Lightning Scroll I x3Area 4, north end of the channel (only while drained)
Piercing MaceArea 2
Calm ArmletArea 2
Tablet ShardArea 1 B1, by the north arch (after the Area 4 seal)
Tablet ShardArea 1, below B1
Tablet ShardArea 2, ledge north of the Viridian Pot platform