Final Fantasy
Chapter 9. The Palamecia
Items Enemies
[1] Whistlewind Scarf (A) [E088] Vespid Soldier (12960)
[1] Perfect Conductor (C) [E086] Viking (140976)
[13] Barbed Tail (C) [E084] PSICOM Dragoon (12024)
[300] Gil [E083] Deckdrone (15840)
[1] Spark Ring (A) [E090a] Parafinka A (108000)
[E090b] Parafinka B (122400)
Characters: Lightning, Hope, Fang The Palamecia - Starboard Weather Deck
Save Station on the left. Go back towards the other side of the ship for a treasure.
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[348] Vespid Soldier x3
[552] Vespid Soldier x2, Viking
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Treasure: Whistlewind Scarf
Return to the Save Station and continue your way in between the moving wings.
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[348] Vespid Soldier x3
[232] Vespid Soldier x2
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Go right.
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[646] PSICOM Dragoon x2, Viking
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Treasure: Perfect Conductor, on the right.
And then head left.
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[646] PSICOM Dragoon x2, Viking
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Go down the ramp.
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[655] Vespid Soldier x2, Deckdrone x3
[987] Deckdrone x7
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You don't have to beat these last 7 enemies but you get CP if you do.
Now go up the ramp on the other side.
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[821] Deckdrone x5, Vespid Soldier
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Save Station
Take a right before the save Sation.
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[326] PSICOM Dragoon x2
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Treasure: Barbed Tail x13
Now go down and left way round to be able to get a treasure in the last hole like thing in this area.
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[705] Deckdrone x5
[743] Deckdrone x3, Viking
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Treasure: 300 Gil, Wait for the Blasters arm thing to go down to reach this treasure. You don't have to fight the next enemies, but as usual, you may want the CP and items they give.
Go right to find:
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[552] Vespid Soldier x2, Viking
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There are lots of PSICOM flying snipers in this area and defeating these will give you Credit Chips and the rare Incentive Chip which will sell for a lot of Gil. That will come in handy when you start upgrading your weapons. Because these components give relatively little EXP and EXP Bonus, and for upgrading you need lots of components which can be bought for lots of Gil.
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[809] PSICOM Dragoon x3, Viking
[652] PSICOM Dragoon x4
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Treasure: Spark Ring
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[326] PSICOM Dragoon x2
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Make sure your CS is up to date.
And head for the (!).
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[1280] Kalavinka Striker A
[1280] Kalavinka Striker B
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This enemy absorbs thunder, Libra him so that your Ravagers won't use it on him. Keep RAV/RAV/COM until your HP gets low. Then change to an optima with a Medic. Since its susceptible to slow and curse, you might want to cast that on him too.
The second time the enemy has a little more HP, but otherwise use the same strategy. You can use a COM/SYN/SAB to try and make it faster by debuffing him and buffing your party.
You'll get a Soulfront Talisman and a Blessed Talisman
Items Enemies
[1] Librascope (B) [E082] PSICOM Infiltrator (9504)
[1] Pain Dampner (A) [E081] PSICOM Raider (20592)
[1] Rune Bracelet (A) [E085] PSICOM Huntress (11960)
[1] Umbra (W) [E091] PSICOM Destroyer (23760)
[3600] Gil [E089] Thermadon (43200)
[1] Perfect Conductor (S) [E084] PSICOM Dragoon (12024)
[1] Gold Bangle (A) [E092] PSICOM Reaver (59400)
[1] Ethersol (S) [E093] (B)Barthandelus (462000)
[E094+E096] Right and Left Pauldron (50400)
[E095+E097] Right and Left Ailette (50400)
Characters: Lightning + Your choice(Hope, Fang) The Palamecia - Bridge Access
You can now choose your own party. I suggest keeping the original party of Lightning, Hope and Fang. Since it is nice and balanced.
Up ahead is a Save Station. This area has a left side, a middle side and a right side. The paths to other sections can be reached by activating panels on the sides of the platforms. I numbered the platforms in the middle to make it easier to understand where you should go. C1 is the platform with the Save Station where you start. C5 is the end. L1 is the first platform on the left, R1 is the first platform on the right. You can avoid all this by going all the way down ignoring side platforms and treasure.
Here is a rough sketch of the area and the numbered platforms.
Start Treasure:
[R1] |C1| [L1] L1: Pain Dampener R1: Rune Bracelet x2
|| |SP| || L2: Librascope R2: X
|| || || L3: X R3: Umbra
|| || || L4: 3600 Gil R4: X
[R2]====< C2 >====[L2] L5: X R5: X
|| || || L6: Gold Bangle R6: Perfect Conductor
|| || ||
|| || || C5: Ethersol
[R3]====< C3 >====[L3] SP: Save Station
|| || ||
|| || ||
|| || ||
[R4]====< C4 >====[L4]
|| || ||
|| || ||
|| || ||
[R5]====< C4 >====[L5]
|| || ||
|| |SP| ||
|| [ C5 ] ||
[R6] || [L6]
||
End
The best way to go would be:
From C1 activate the panel to open a path to C2, take it.
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[602] PSICOM Infiltrator x3, PSICOM Destroyer
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Then on C2 activate the panel on the left side, a path opens to L2.
L2 Treasure: Libra Scope.
Now activate the path to L1.
L1 Treasure: Pain Dampner
Go back down to C2 and activate the right path from there to R2.
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[487] Thermadon, PSICOM Destroyer
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Activate the right path to get to R1.
R1 Treasure: Rune Bracelet x2
Go back to R2 and activate the path to R3.
R3 Treasure: Umbra, weapon for Snow.
Activate the panel to C3.
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[986] PSICOM Huntress x2, PSICOM Reaver, PSICOM Destroyer
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Activate the path to L3
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[707] PSICOM Dragoon x3, PSICOM Destroyer
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Activate the path to L2 if you want, then activate the path to L4.
L4 Treasure: 3600 Gil
Activate the path to C4
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[525] PSICOM Raider x2, Thermadon
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Activate the path to R4.
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[966] PSICOM Dragoon x2, PSICOM Raider x2, PSICOM Reaver
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Activate the path to R3 if you want, then activate the path to R5.
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[628] PSICOM Huntress, PSICOM Destroyer x2
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Activate the path to R6
R5 Treasure: Perfect Conductor
Go back to R5, Activate the path to C5
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[1036] PSICOM Dragoon x4, PSICOM Reaver
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Activate the path to L5.
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[871] PSICOM Infiltrator x3, PSICOM Destroyer, Thermadon
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Activate the path to L4 if you want then activate the path to L6.
L6 Treasure: Gold Bangle
Go back to C5, Activate the path to C6.
C6 Treasure: Ethersol
Now save at the Save Station and exit this place. Make sure your CP's are spent.
Characters: Lightning + Choice (Hope, Fang) The Palamecia - Bridge
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[6000] Barthandelus, Right & Left Pauldron,
Right & Left Ailette
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Use a Librascope so you get all data in one go, start with RAV/SYN/COM to get some buffs from Hope (he will buff your defense).
Then go for RAV/RAV/COM to stagger all heads one by one. Change to a MED when HP gets low. When the heads are buffed, change to RAV/RAV/SAB and despel them.
Use a MED/MED/COM to get fully healed when you run out of TP, otherwise I suggest using Renew to heal. When the heads are finished, atack the main body, and after a while he wil start bowing down and charges for an attack. When that happens, Go with RAV/MED/COM until fully healed, then go with RAV/RAV/COM until the attack is over. Switch to MED/MED/COM to heal up again. The more you attack Barthandelus during this stage, the less damage the attack does.
After battle:
Crystarium Expanded!
- End of Chapter 9 -
~ 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.