Final Fantasy
Chapter 9. The Palamecia
Items Enemies
[4] Digital Circuit (C) [E081] PSCICOM Raider (20592)
[1] Millerite (C) [E082] PSICOM Infiltrator (9504)
[3] Incentive Chip (C) [E083] Deckdrone (15840)
[4] Silicone Oil (C) [E084] PSICOM Dragoon (12024)
[1] Lifesaber (W) [E085] PSICOM Huntress (11960)
[1] Ember Ring (A) [E086] Viking (140976)
[1] Pandoran Spear (W)
~。~。~。~。~。~。~。~。~。~。~。~。~。~。~。~。~。~。~。~。~New at Shop:
Unicorn Mart B&W Outfitters Lenora's Garage
<> Painkiller <> Titanium Bangle <> Liquid Crystal Lens
<> Mallet <> Brawler's Wristband <> Epicyclic Gear
<> Shaman's Mark <> Ring Joint
<> Glass Orb <> Crankshaft
Characters: Lightning The Lindblum - Airship Hangar
You can talk to all your team mates now. And save your game.
Talk to the guy indicated by the (!) called Rigdea to proceed.
~ Sanctum Skyfleet ~
Characters: Lightning, Hope, Fang The Palamecia - Short-field Landing Deck
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[384] PSICOM Raider x2, PSICOM Infiltrator
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Save Station on the left.
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[384] PSICOM Raider, PSICOM Infiltrator x2
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Walk up to the red circle and press the switch. It will bring down a platform to which you can jump, it'll go up and allows you to jump up further.
Go to the right first.
Treasure: Digital Circuit x4
Follow the path to the end.
Characters: Lightning, Hope, Fang The Palamecia - External Berths
Go the other way first.
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[282] Deckdrone x2
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Treasure: Millerite
Now head back towards the Save Station.
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[445] Deckdrone x2, PSICOM Dragoon
[705] Deckdrone x5
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Jump up the structure and to right.
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[163] PSICOM Dragoon
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Treasure: Incentive Chip x3
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[326] PSICOM Dragoon x2
[423] Deckdrone x3
[727] Deckdrone x4, PSICOM Dragoon
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Treasure: Silicone Oil x4
No need to fight this one:
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[282] Deckdrone x2
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But these are unavoidable
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[749] Deckdrone x3, PSICOM Dragoon x2
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Characters: Lightning, Hope Fang The Palamecia - Crew Corridors
Save Station right ahead. Prepare for a long road with lots of hard enemies.
So keep an paradigm with a medic. You can try and run past these, but you need to get some CP anyway.
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[512] PSICOM Infiltrator x2, PSICOM Raider x2
[576] PSICOM Infiltrator x3, PSICOM Huntress
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Now, you should go right, because that is the way to go. You can choose to go straight though, which will give you this:
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[448] PSICOM Raider x2, PSICOM Huntress
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And you'll be back at the Short-field Landing Deck, where you can find a Save Station, but as I said, you don't really need to go there anyway.
Go back to the part where I said to go right, which is left if you took the road anyway. Of course if you took the road to the next area with the Save Point, the enemies will have re-spawned.
Treasure: Lifesaber, Weapon for Lightning.
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[512] PSICOM Huntress x2, PSICOM Infiltrator
[320] Viking
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Treasure: Ember Ring
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[640] PSICOM Raider x2, PSICOM Huntress x2
[576] PSICOM Raider x2, Viking
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Save Station.
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[384] PSICOM Infiltrator x2, PSICOM Raider
[384] PSICOM Huntress x2
[256] PSICOM Raider x2
[384] PSICOM Infiltrator x3
[704] PSICOM Huntress x2, Viking
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Treasure: Pandoran Spear, weapon for Fang.
Items Enemies
[1] Royal Armlet (A) [E062] Flanitor (3780)
[12] Murky Ooze (C) [E087] Flanborg (12600)
Characters: Sazh, Vanille The Palamecia - Cargo Access
The enemies here are a lot easier to beat thankfully. There is a Save Station in the room where you start.
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[166] Flanborg, Flanitor
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Check the panel on the left to open the door.
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[102] Flanborg
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Go right for:
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[204] Flanborg x2
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Take a right and open the door using the panel on the right for:
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[268] Flanborg x2, Flanitor
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Treasure: Royal Armlet
Then turn around and walk to the (!). If you want, you can fight the enemies
on the other side to the (!) for some CP which are:
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[230] Flanitor x2, Flanborg
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Treasure: Murky Ooze x12
Check the panel on the left to proceed.
Items Enemies
[1] White Cape (A) [E088] Vespid Soldier (12960)
[1] Pain Dampner (A) [E089] Thermadon (43200)
[1] Rhodochrosite (C) [E081] PSICOM Raider (205292)
[1] Perfect Conductor (C) [E086] Viking (140976)
[E082] PSICOM Infiltrator (9504)
[E085] PSICOM Huntress (11960)
Characters: Lightning, Hope, Fang The Palamecia - Rotary Shaft
Next is a big circle room. I'll list the enemies going anti-clockwise all theway round. Starting from the Save Station.
# OUTER CIRCLE #
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[232] Vespid Soldier x2
[525] Thermadon, PSICOM Raider x2
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Treasure: White Cape, on the right.
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[960] Viking x3
[501] Thermadon B, Vespid Soldier x2
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The exit is now on your right side if you wish to leave already.
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[604] Vespid Soldier x3, PSICOM Infiltrator x2
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Treasure: Pain Dampner, on the right.
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[960] Viking x3
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Then its back where you started at the Save Station.
# MIDDLE CIRCLE #
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[384] PSICOM Infiltrator x3
[960] Viking x3
[384] PSICOM Huntress x2
[269] Thermadon
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And back at the Save Station.
# INNER CIRCLE #
Treasure: Rhodochrosite
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[512] Viking, PSICOM Huntress
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Treasure: Perfect Conductor
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[232] Vespid Soldier x2
---------------------------------
And back at the Save Station again.
Now make your way to the end, not forgetting the Treasure I listed.
2 on the outer circle and 2 on the inner circle.
Items Enemies
[8] Segmented Carapace (C) [E087] Flanborg (12600)
[1] Phoenix Down (B) [E062] Flanitor (3780)
[E089] Thermadon (43200)
[E088] Vespid Soldier (12960)
Characters: Sazh, Vanille The Palamecia - Primary Engine Bay
Save Station ahead of you.
And another circle room.
Go right to find:
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[128] Flanitor x2
[268] Flanborg x2, Flanitor
[269] Thermadon
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This last enemy is guarding the way out.
Go left to find:
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[268] Flanborg x2, Flanitor
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Treasure: Segmented Carapace x8
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[204] Flanborg x2
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And again the Thermadon guarding the exit.
Go straight ahead to find:
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[617] Vespid Soldier x3, Thermadon
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Treasure: Phoenix Down
And after that the same Thermadon as before, guarding the exit.
You can lure this enemy towards you and then attack it from behind to trigger a pre-emptive strike. Making it easier to beat.
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[385] Vespid Soldier, Thermadon
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~ Sanctum Guardian Corps ~
Warrior (Fighter) — A specialist in heavy weapons and armor who can withstand tremendous amounts of punishment. Can become the Knight later in the game, who is able to use the most powerful weapons and some White Magic spells.
Monk (Black Belt) — A martial arts expert who is best left fighting empty-handed, but may also wield nunchaku, and the most basic of staves. Does tremendous amounts of damage in combat, but cannot wear heavy armor. Can become the Master later in the game. In the original Famicom/NES version a high level, barehanded Master who is unencumbered by armor, can do more damage in a single attack than any other character type; a party of four Masters can defeat the final boss monster in less than two full rounds. A rather weak class in the beginning, but you never have to buy much weapons/armor for him.
Thief — A high evasion/accuracy finesse fighter with very limited weapon and armor selection, but greater agility and luck (ability to escape from combat). However, the ability to flee is bugged in versions before the Origins release. Later in the game, the Thief can be upgraded to the Ninja class. Ninja can use almost every weapon and most armor, and can use many Black Magic spells.
White Mage — A specialist in White Magic. Not a good fighter, but can use hammers for physical attacks. Can be upgraded into a White Wizard, which allows the character to use the most powerful White Magic spells in the game.
Black Mage — A specialist in Black Magic and a very weak fighter. Becomes the Black Wizard later on. Black Wizard is the only character who can cast Flare (NUKE in the original North American localization), one of the two damaging spells that retain full effectiveness against Chaos (the White Wizard can cast Holy, the other spell, but it is less powerful than Flare).
Red Mage — A jack-of-all-trades character, able to use most but not all of both White and Black Magic, and possessing fighting abilities similar to but not quite as good as the Fighter. Becomes the Red Wizard later in the game.