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FFIX · Missables

Final Fantasy IX

Final Fantasy IX: everything you can permanently lose

178 permanent losses and 45 where only that copy is lost, in the order you reach them, each with the exact moment it stops being obtainable. Ticks here sync with the completion tracker.

Two different things get called "missable". Most guides merge them, which is why players think an early Materia they walked past has ruined a run. An orange Missablebelow means gone for good. A blue Copy missable means you lost that one and we tell you where the next is.

Entries also carry how far a claim has been taken, but only when that tells you something: Confirmed in game was played and checked, and Sources disagree means the guides we researched contradict each other and we have not picked a winner. No badge means ordinary researched reference.

Alexandria and the Prima Vista

Point of no return: The castle segment ends when the ship leaves, and it does not reopen. The Elixir from Breireicht and the Moonstone from Queen Brahne are both earned inside it, both require finishing something first, and neither can be collected afterwards. Everything else here is a consumable you can buy again — what you lose is the treasure-count point, not the item.

Alexandria Castle

Evil Forest

Point of no return: Everything here is one-time. The forest and the wreck inside it are sealed when you leave and no guide has ever found a way back. Nothing in it is unique — the equipment is all bought or found again later — so what you actually lose is the treasure count, four Active Time Events, and one shirt that is on somebody else's back.

The crash site

Prima Vista wreck

Evil Forest

Prima Vista wreck

Ice Cavern

Point of no return: The cavern stays open after you clear it — you can walk back in from the world map. It closes when you leave Dali, which is the same moment the Dali underground closes. One guide says disc 2 instead; leaving Dali is the precise answer and it is earlier than people expect.

The first rooms

Icicle Field

The upper path

The waterfall

The Village of Dali

Point of no return: The underground factory is entered once and sealed. Leaving Dali also closes the Ice Cavern behind you. The village itself reopens much later, and several of the best things in it are only reachable on that return trip.

Observatory Mountain

Dali village

The underground

The cargo ship loading area

Returning later

Dali village

The Cargo Ship

Point of no return: Nothing to lose here, because there is nothing here. What you can lose is everything you left behind in Dali and the Ice Cavern, both of which close the moment this ship leaves.

The deck

Lindblum

Point of no return: Lindblum reopens later and most of what is here can be had again. Three things cannot: the two Theatre District key items, which close when you enter the Tantalus hideout, and the Festival of the Hunt, which happens once.

Business District

Theatre District

The Festival of the Hunt

Lindblum

Gizamaluke's Grotto

Point of no return: Entering the grotto shuts the Lindblum trolley and with it the three city districts. The grotto itself stays open and you come back to it more than once.

The grotto

Burmecia, Realm of Eternal Rain

Point of no return: Jegged files Burmecia as a one-time area and says to take everything before you leave. Other publishers only seal the palace, and two Mognet chains require coming back on disc 4. Treat the chests as one-time and the moogle as not.

The suburb

Uptown

The square

Burmecia

The palace

The South Gate

Point of no return: The gate complex itself is a one-way journey — you cross it and the story moves on. The four arches are world-map structures and several of them hold things that only appear on a later disc.

Bohden Gate

Bohden Station

Summit Station

Alexandria Station

The arches

After the gate

Treno

Point of no return: Treno reopens twice. What does not come back is the arena fight offered on this visit and, by one account, the weapon shop's stock.

The Knight's House

Treno

Gargan Roo

Point of no return: You cross this tunnel twice and can only explore it once. The second pass is a scripted ride that overshoots the station entirely, so anything left in the first pass is left for good.

The tunnel

The entrance

The ride out

The ride back

Cleyra

Point of no return: Cleyra is destroyed and cannot be revisited. Publishers put the cutoff in three different places: before the events at the top of the tree, before the settlement entrance, and after escaping the Red Rose. Take everything early and the disagreement stops mattering.

Cleyra's Trunk

The settlement

The sandpit

The attack

The cathedral

Before you leave

Cleyra's Trunk

The settlement

Cleyra

Alexandria Castle — the escape

Point of no return: The castle reopens later. What goes with this visit is anything left on a temporary party member, and the clock means you cannot search at leisure.

The secret passage

The prison

The chapel

The throne room

The castle

Pinnacle Rocks

Point of no return: The interior is one-way once you leave. The entrance screen stays reachable until the endgame, when the Iifa roots seal it — which is why one guide calls this a point of no return and four say you can come back.

The entrance

The lower area

The upper area

The lower area

Lindblum, After the Attack

Point of no return: The Industrial District is gone and does not come back. Anything you left in the Theatre District shops during the Festival is still there; the Festival itself is not.

Lindblum

Fossil Roo

Point of no return: Fossil Roo closes behind you. Publishers disagree about which switch does it — No. 3, No. 4, or an unnumbered one by the ivy wall — but they agree that once the path is set you cannot come back. Everything here is missable.

Entrance

Fossil Roo

The tunnels

Mining Site

The nest

Mining Site

Conde Petie

Point of no return: Nothing here closes on this visit — you come back for the wedding. The whole Outer Continent, Conde Petie included, shuts permanently once you take the Shimmering Island passage much later.

The Kirkboat

Conde Petie

The Black Mage Village

Point of no return: One source says the Dead Forest cannot be re-entered once you reach the village, and it is a forum post rather than a guide. Nothing in the village itself closes on this visit.

The water mill

The Black Mage Village

The Conde Petie Mountain Path

Point of no return: Nothing closes here during normal play. One publisher says the path is sealed by the Iifa roots in the endgame, and none gives the trigger.

The roots

Madain Sari

Point of no return: Nothing closes. You return here after the Iifa Tree, and the second visit is where most of the village's items actually become available.

Madain Sari

The Iifa Tree

Point of no return: The whole descent closes once the sequence is over. The lower Roots screens stay reachable for encounters; the chests, the puzzle and the boss do not.

The Outer Seal

The inner roots

The bottom

The inner roots

Alexandria — the Coronation

Point of no return: The optional content here closes when you leave for Treno. Publishers disagree on whether the trigger is leaving the city or leaving the chapter — do it all before you go either way.

Main Street

The steeple

Main Street

The weapon shop

The Neptune statue

Alexandria

Treno — the Card Tournament

Point of no return: The tournament, its ATEs and the Catoblepas fight close when you leave for Alexandria. The town itself stays open for the rest of the game.

The Card Stadium

The Bishop's House

The Knight's House

Treno

Quan's Dwelling

Point of no return: The area never closes and no publisher says otherwise. One optional scene is lost by fetching Vivi from here at the wrong moment.

Quan's Dwelling

Alexandria — the Bahamut Attack

Point of no return: The library closes when you go up the tower, and that is the last Tantarian fight in the game. The Knights of Pluto assignment happens once.

The castle

The library

Lindblum — the Council

Point of no return: Lindblum stays reachable, but publishers document a later Disc 3 stop here with none of this visit's items in it. Sweep before you sail.

Lindblum

The Desert Palace

Point of no return: Nothing closes during the chapter. One publisher says an Iifa root seals the palace much later, after Terra.

Kuja's room

Oeilvert

Point of no return: Oeilvert closes permanently once you take the Gulug Stone. Everything left in it is gone.

The moogle room

The entrance hall

The hologram rooms

The ship display

The moogle room

Oeilvert

Esto Gaza

Point of no return: Nothing closes for a long time. Esto Gaza survives all of Disc 3 and most of Disc 4, and shuts only when you commit to the Shimmering Island.

The shop

Mount Gulug

Point of no return: One pass, no return. Everything you leave here is gone, and the dragons are the last ones in the game.

The entrance building

The scaffolding

The well

Near Moolan

Past the well

The mineshaft

Mount Gulug

Alexandria — the Ruined City

Point of no return: Nothing here has a window inside the visit. The disc ends when you leave for Terra, and the town stays reachable until then.

The steeple

Terra

Point of no return: Terra itself stays open until much later. The door you have already walked through is the one that mattered — the Shimmering Island sealed a dozen areas behind you.

Terra

The stepping stones

The path by the pond

The treetop

The tree base

Terra

Bran Bal

Point of no return: **Bran Bal cannot be revisited once you leave it.** Everything below is gone the moment you go on.

Storage

Stairway

Gate

Storage

Laboratory

Storage

Pond

Storage

Bran Bal

Pandemonium

Point of no return: Once the boss run starts there is no shop and no re-equip until it ends. Do your preparation at Bran Bal, which is now behind you.

Mind Control

Elevator

Maze

Pandemonium

Maze

The Invincible

Point of no return: None here. This is the opposite — the ship is what un-seals the world for the last stretch.

Core

Daguerreo

Point of no return: Daguerreo itself stays open. **Its best stock does not** — the weaponsmith's Rune Blade and Obelisk, and the Zorlin Shape, are gone once you pass the Shimmering Island.

Daguerreo

Entrance

2nd Floor

Hilda Garde 3 and the Blue Narciss

Point of no return: None inside the ship. The thing to know is the timing — this is a **Disc 3** chapter that our numbering files late, because the game files its vehicles last.

Deck

Hilda Garde 3

Memoria and the Crystal World

Point of no return: **The door past the Portal.** One publisher puts it plainly: once you go through, you cannot get back to any of the dungeon without starting the level again. Everything optional happens before it.

Memoria

Entrance

Recollection

The Past

Time Interval

Gaia's Birth

Gate to Space

Memoria

Black Mage Village — the return

Point of no return: None here. The village stays reachable until you commit to Memoria.

Black Mage Village