Final Fantasy IX
Final Fantasy IX completion tracker Tick things off as you go. Progress is saved in this browser only — there is no account and nothing is sent anywhere, so clearing your browser data clears your progress.
44 of 44 areas catalogued so far. Areas still being worked through are listed below so you can see what is coming, and what is not finished yet.
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.
Prima Vista — cargo room 47 Gil item Against the left wall, before you light the candle in the middle of the room. Potion item Right wall, opposite the gil. Lighting the candle starts the scene, so sweep first. Potion (second, by the barrel)Sources disagree Unconfirmed item Costs nothing to check the barrel on your way past. Sources disagree: One guide lists a third pickup here, by the barrel you land next to. Three others describe only two. It may be the same Potion counted twice. Masked Man (boss) boss Level 1, 10,188 HP. You are not meant to win and you cannot lose — the scene advances either way, so a knocked-out party costs you nothing. That makes this a free run at the steal list. Mage Masher (steal, Masked Man) weapon Third steal slot, 6.25%. The other two are a Potion at 100% and a Wrist at 25%. Published rates of 70% and 6% come from a model of the steal formula that does not match the game. Since the fight cannot be lost, keep stealing. Get another: Sold in shops later; it is an ordinary early dagger, not a unique. Alexandria — Main Street Alexandria — Grandma's house Alexandria — North Street Alexandria — tavern Alexandria — shops Alexandria — town square Alexandria — Ilia's house Alexandria — steeple Alexandria — rooftops Alexandria — Main Street Alexandria Castle Phoenix Down (Blutzen and Kohel's room) item At the foot of the bed, bottom-left corner. Phoenix Down (guard house)Sources disagree item Lower-left corner of the guard house. Sources disagree: Present in three guides, absent from one of the most widely used. The Knights of PlutoMissable Sources disagree sidequest Blutzen and Kohel are together near the moogle. Mullenkedheim is in the guest room, Laudo in the library, Haagen by the courtyard water, Weimar outside the west tower, Breireicht on the west tower stairs. Dojebon circles a walkway and has to be cut off rather than chased. Lost after: The castle segment ends when the ship leaves Alexandria, and it never reopens. Sources disagree: One guide says eight knights, two say nine. Both are right: Steiner himself is the first of nine, so there are eight others to find. Elixir (Breireicht)Missable item Find every knight first, then talk to Breireicht on the west tower stairs and keep talking. He does not hand it over on the first conversation. Lost after: The castle segment ends when the ship leaves Alexandria. The sword fight (100 nobles) progression Each correct and quick input is worth two nobles; every mistake costs ten. You can retry as often as you like and the game keeps your last attempt, so a perfect score is a matter of persistence rather than skill. Moonstone (Queen Brahne)Missable accessory One of only four in the game. Two separate steps, and the second is the one people miss: score 100 nobles in the sword fight, then find Brahne as Steiner and talk to her. Lost after: The castle segment ends when the ship leaves Alexandria. Scoring 100 is not enough on its own — you also have to go and speak to the Queen afterwards. Leather Hat and Silk Shirt (steal, Steiner)Copy missable reference Leather Hat is the first slot at 100% and the Silk Shirt the second at 25%. Published rates of 70% and 6% for this pair are wrong. Only the first of the three Steiner fights can be robbed. Lost after: The first Steiner fight. The two later ones have no steal list at all. Get another: Both are ordinary shop stock later; only this copy is tied to the fight. The three Steiner fights boss 10,169 HP, then 10,167, then 10,162 — none of them winnable, all of them scripted. Published figures for these three disagree with each other in every combination, and two of the three commonly printed numbers are attached to the wrong fight. Prima Vista — meeting room Prima Vista — the escape 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 Bronze GlovesCopy missable armour On the bridge, beside Baku. Four guides say so and one puts it at the top of the spiral staircase; the field script settles it as the bridge. Lost after: Leaving the forest. Get another: Ordinary shop stock later. WristCopy missable armour Bottom of the stairs, on the left. Lost after: Leaving the forest. Get another: Ordinary shop stock later. Ether (cabin)Copy missable item Against the back wall of Vivi's room. Lost after: Leaving the forest. Get another: Bought later. 116 GilMissable item Not a chest. Examine the sheets on the top bunk of the bunk bed in the cabin. Lost after: Leaving the forest. Ether (south hallway)Copy missable item The room immediately south of the cabin. Lost after: Leaving the forest. Get another: Bought later. Rubber HelmCopy missable armour A hidden pickup at the far end of the cargo room, not a visible chest. Three guides flag it as easy to walk past. Lost after: Leaving the forest. Get another: Ordinary shop stock later. Leather HatCopy missable armour In the entrance hallway. Three guides put it in the south room and a fourth on the ship's exterior; the field script puts it in the hallway, which is the placement only one publisher gives. Lost after: Leaving the forest. Get another: Ordinary shop stock later. Potion (meeting room)Copy missable item Southern side of Baku's room. Lost after: Leaving the forest. Get another: Bought here and everywhere after. Ether (instrument store)Copy missable item Blocked until the Baku fight is over. Go back for it — this is the one people forget because the room only opens after you have stopped exploring. Lost after: Leaving the forest. Get another: Bought later. Blank's Medicine (key item) key-item Given in the cargo hold. It unlocks equipping abilities, which is the real gift. Baku (boss) boss Level 2, 202 HP. Weak to fire and takes Slow. The battle table stores 10,202 for this fight — see the area page. Iron Sword (steal, Baku)Copy missable weapon Second slot, 25% — not the 6% widely printed, which is four times too pessimistic and has people resetting over it. It is a large upgrade for Steiner and it is worth having before the forest boss. Lost after: Baku is defeated. Get another: Bought later; it is not unique. Evil Forest Prison Cage — the first (boss) boss 513 HP. It drains the captive every turn it is not attacking, and losing them ends the game. No steals. Prison Cage — the second (boss)Sources disagree boss Drops Eye Drops and a Phoenix Down. One guide lists an Echo Screen instead. Sources disagree: Guides print 513 and 533 for "the Prison Cage" and contradict each other. Both numbers are right: these are two different fights, at 513 and 533. The error is publishing one figure for both. Broadsword and Leather Wrist (steal, second Prison Cage)Copy missable weapon First slot at 100% and second at 25%. Published figures of 70% and 23% for this pair come from a model of the steal formula that the game does not use. Lost after: The second Prison Cage is defeated. Get another: Both are ordinary stock later. Plant Brain (boss) boss Level 7, 916 HP — seven guides agree; two others print 1,000 and 900. Weak to fire. Drops a Phoenix Down and three Potions. Iron Helm (steal, Plant Brain)Copy missable armour Second slot, 25%, not 6%. Blank joins partway through the fight, so there is no reason to spend Zidane's early turns on anything else. Lost after: Plant Brain is defeated. Get another: Bought later. Blank's Silk Shirt (de-equip him)Copy missable armour The one genuinely non-obvious loss in the area. Strip him at the camp. An extra Silk Shirt immediately before a solo boss fight in an ice cave is worth more than it sounds. Lost after: The camp scene after the escape. Blank leaves wearing whatever is still on him, and he does not come back for a very long time. Get another: Silk Shirts are bought later; this is an extra, not a unique. Mognet: deliver Kupo's letter to MontySources disagree sidequest Monty hides in the tree stump beside the spring — his pompom is the only thing showing. Check Mognet twice while you are there; there is a second letter to read. Sources disagree: One guide files this under a one-time area and implies the delivery is lost with it. A dedicated moogle FAQ says Monty reappears as a travelling moogle after the forest and is not missable. Nobody has actually tested whether the later Monty accepts the letter. The spring reference Full HP and MP, free, unlimited, repeatable. It is the intended place to gain a couple of levels before the boss and the last free restore for a while. Tent (steal, Dendrobium) item Second slot, 25%. Ore sits behind it at 6.25%. Get another: Bought for 800 gil, which is why stealing them is worth the turns. Prima Vista wreck 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 Black Waltz 1 (boss) boss Level 2, 229 HP. Weak to fire and to ice — both, which only one publisher prints. Drops a Hi-Potion. Remedy and Silk Shirt (steal, Black Waltz 1)Copy missable armour First slot 100%, second 25%. Published as 70% and 23%. Lost after: The fight ends. Get another: Both are bought later; neither is unique. Sealion (boss) boss Level 3, 472 HP. Absorbs ice, immune to earth and water, and weak to fire — so fire is the only element that does anything at all. Mythril Dagger (steal, Sealion)Copy missable weapon Second slot, 25%. An Ether sits in front of it at 100%. Teaches Zidane Bandit, which makes every later steal easier. Lost after: The fight ends. Sealion cannot be fought again and no guide calls this missable, which it plainly is. Get another: Bought in Lindblum, so it is a head start rather than a loss. Ice Cavern The waterfall Ice Cavern 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 156 GilMissable Sources disagree item Lost after: The underground seals when the crate sequence fires. Sources disagree: Game8 files this above ground, in the village. It is in the factory entrance, which is where Final Fantasy Wiki and Gamer Guides put it. Eye DropsCopy missable Sources disagree item Lost after: The underground seals. Get another: Bought anywhere. Sources disagree: GameFAQs omits this from its Dali underground list, giving ten items where everyone else gives eleven. The Eye Drops are real. Potion ×3, Ether, Phoenix Down, Phoenix PinionCopy missable item Scattered across the resting area, the machine room and the storage area. The Phoenix Pinion is the one worth going out of your way for. Lost after: The underground seals. Get another: All ordinary stock. Iron HelmCopy missable armour Storage area, up the stairs. If you stole the other one off Plant Brain you now have two, which is exactly how many you want. Lost after: The underground seals. Get another: Bought later. Leather WristCopy missable armour Lost after: The underground seals. Get another: Ordinary stock. 95 GilMissable item Production area, by the large door. Lost after: The underground seals. Mognet: Kumop's letter for MogkiMissable sidequest Kumop is hiding inside a barrel in the storage area. Deliver Mois's letter to Gumo at the inn first — that is the other half of the chain. Lost after: The underground seals. Skeleton (random encounter)Sources disagree reference Level 8 with 400 HP, against a party fighting things with 120. Weak to fire and holy, halves shadow. It is the single biggest difficulty spike in the first five hours and three of the four best-read guides do not tell you it exists. Sources disagree: GameFAQs and Caves of Narshe list only Ghost and Vice down here; Final Fantasy Wiki lists only Ghost. Jegged lists Skeleton as well and is right — two of the four underground formations are Skeleton and Vice. Phoenix Pinion (steal, Ghost) item Fourth slot at 0.39%, behind Potion, Ore and Hi-Potion. Not worth farming, but the Hi-Potion in the third slot at 6.25% is. The cargo ship loading area Black Waltz 2 (boss)Sources disagree boss Level 6, 1,030 HP — one guide prints 1,000. Weak to wind, immune to earth. It will not attack Dagger, and it counters Vivi's fire with Fira. Sources disagree: Six publishers give six different locations for this fight. The script that starts it is the cargo-ship loading area, which is what Final Fantasy Wiki says and the least-cited of the six answers. Steepled Hat and Leather Plate (steal, Black Waltz 2)Copy missable armour First slot 100%, second 25%. Published as 70% and 23%. Lost after: The fight ends. Get another: Both bought later. Ether ×4 (drop, Black Waltz 2)Missable Sources disagree item Lost after: The fight ends. Sources disagree: Caves of Narshe prints "Ether x4" and everyone else prints one Ether. Caves of Narshe is right in a way it does not explain: all four drop slots hold an Ether, so you can come away with up to four. Returning later Dali village 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 Cargo Ship The deck Black Waltz 3 (boss) boss Level 7, 1,128 HP — the only boss figure in the first five areas that every publisher gets right. Weak to wind, immune to earth. Steepled Hat, Linen Cuirass, Silver Gloves (steal)Copy missable Sources disagree armour 100%, 25% and 6.25%. Three filled slots is unusual for this stage of the game, and the third one is a real 6.25% rather than the 6% usually printed. Lost after: The fight ends, and it ends on a timer of its own. Get another: All three are ordinary stock in Lindblum. Sources disagree: RPGClassics prints "Silver Greaves" for the third. Every other publisher, and the game, say Silver Gloves. Black Waltz 3 drops nothing reference All four drop slots are empty, and no gil or experience either. Caves of Narshe is the only publisher to explain why — the fight does not end with the boss dead. Steal early. Vivi begins the fight in Trance reference Scripted, not luck. Unlike the previous Black Waltz, this one does not counter his magic — so the correct play is the opposite of the last fight. It goes airborne reference After it takes a physical hit it lifts off, and physical attacks stop landing while it is up there. Its spells go multi-target at the same time. 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.
Lindblum Castle Business District Theatre District Tantalus Hideout Industrial District The gates The Festival of the Hunt Zaghnol (boss) boss Level 9, 1,574 HP. Weak to water, halves thunder. No drops, no card, no experience and no gil — everything it is worth is in the steal list. Mythril Gloves and Needle Fork (steal, Zaghnol)Missable Sources disagree weapon First slot 100%, second 25% — published elsewhere as 70% and 23%. Both are well ahead of what the shops sell at this point. Lost after: The Festival ends, and it ends whether you reach Zaghnol or not. Sources disagree: Caves of Narshe's enemy database says Zaghnol has no steal list. Its own walkthrough tells you to steal from it, and eight other publishers list both items. The database entry is the wrong one. The Festival prize — 5,000 Gil, the Coral Ring, or the Theater Ship CardMissable sidequest Zidane wins and you get 5,000 gil. Freya wins and you get the Coral Ring, which absorbs lightning and teaches her Lancer. Vivi wins and you get the Theater Ship Card, plus the achievement. Save before it starts. Lost after: The Festival runs once. You get exactly one of the three, decided by who wins. Master Hunter (key item)Sources disagree key-item Sources disagree: Four publishers say it comes regardless of which of the three wins; one says it goes to whoever has the most points; another ties it to scoring over 100. The reward script awards the same key item in all three winner branches, so the first group is right. The hunt monsters reference Fang 216 HP and weak to fire, Mu 201, Trick Sparrow 191 and weak to wind. Fourteen of them across the three districts, six of those in the Business District. Nothing can be stolen from any of them except a single Ore. Trick Sparrows pay experience and the other hunt monsters do notSources disagree reference Sources disagree: One source states that hunt-variant monsters award hunting points instead of gil and experience. That is true of Mu and Fang, which give zero of both, and false of Trick Sparrow, which gives 65 experience and 198 gil. When Zaghnol appearsSources disagree reference Sources disagree: Six publishers say the clock has to drop below 4:30; three say around four minutes or 4.5; two say it has nothing to do with the clock and depends on clearing the districts first — and those two disagree on whether it is two districts or three. Lindblum Point of no return: Nothing closes here. The marsh stays open, there are three more like it later, and the frog count carries across all of them. What is time-sensitive is recruiting Quina now rather than later, and that is about scenes, not items.
Qu's Marsh Frog catching The frog-catching rewards sidequest 2 frogs Ore, 5 Ether, 9 Silk Robe, 15 Elixir, 23 Silver Fork, 33 Bistro Fork, 45 Battle Boots, 99 Gastro Fork. Six publishers print the same table; StrategyWiki stops at 9 and never mentions the rest. Leave one male and one female reference The pond restocks based on time spent away, so clearing it out stalls the count. Leave a breeding pair and the gold frog. Two guides disagree about which colour marks a female — one says the darker green, another the lighter — so go by the red feet and the stripe down the back. Gastro ForkSources disagree weapon Quina's best weapon. Realistically a late-game pickup. Sources disagree: It is not a chest in the marsh, whatever a location list implies. It is handed over by Quale after the 99th frog, and the award script is duplicated into all four marshes, which is why a raw extraction shows four of them. Quale (superboss) boss Level 76, 65,535 HP, and it triggers automatically on the 99th frog. Save first. Weak to thunder, absorbs water. Drops an Elixir in all four slots. Robe of Lords (steal, Quale) armour Fourth slot at 0.39%, behind an Elixir, Ninja Gear and a Glutton's Robe. Bring Master Thief. Two guides list the steals and omit the Elixir. Quale's HP is 65,535 and everyone prints it reference Worth noting because it is the same stored figure as Ozma, where the published number is 55,535 instead. Same value in the table, two different treatments in print, and we have not settled why. Qu's Marsh 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.
Before you go in The grotto Gizamaluke Bells (key items)Sources disagree key-item Each opens one door. Spend them carefully — there are more doors than bells if you open everything in the wrong order. Sources disagree: Seven publishers say four bells, three say five, and one says three. There are four places a bell is awarded; the one on the first soldier's body can be taken again if you run out, which is the fifth bell the dissenters are describing. Nobody is wrong except the count of three. Bronze VestSources disagree armour A hidden chest behind the cave wall on the upper-left path. Sources disagree: Game8's item list omits it entirely. Every other publisher has it. Mythril Gloves armour Hidden along the back wall near the top of the bell room stairs. Magus Hat armour Hidden on the ledge that runs underneath the bridge, towards the camera. The most walked-past pickup in the area. Holy Bell (key item) key-item From Moguta, once Vivi hands over the Kupo Nut. It opens the dark door. Moguta's Kupo Nut rewardsMissable sidequest Disc 1 the Holy Bell, disc 2 an Elixir, disc 3 an Extension, disc 4 an Aloha T-shirt. Every other delivery gives a Tent, a Phoenix Pinion or an Ether at random. The disc-4 shirt is the only one of the eight not obtainable from a chocobo dig. Lost after: Each disc gives a different fixed prize and you can only hold one Kupo Nut at a time. Miss a disc's window and that prize is gone for the run. Mognet: Moodon's letter to MogmiSources disagree sidequest Sources disagree: Caves of Narshe adds a condition nobody else states — that Mogmi only has the letter if you scored over 100 points at the Festival of the Hunt. Gizamaluke (boss) boss Level 16, 3,175 HP. Weak to thunder and to wind, immune to earth, halves water. It counters physicals with Crash and magic with Silent Voice. Elixir, Magus Hat and Ice Staff (steal, Gizamaluke)Missable Sources disagree weapon 100%, 25% and 6.25%. The third slot is a real 6.25%, not the 6% printed elsewhere and not the "rare" it gets called. Lost after: The fight ends. Sources disagree: Game8 lists only two steals and leaves the Ice Staff out. Do not open with a Tent unless it landsSources disagree reference Sources disagree: One guide opens the fight by throwing Tents to land Darkness and Silence. Another warns that a Tent that does not stick fully heals the boss instead. Both are describing the same item. Lamia reference 994 HP, weak to thunder, and Entice confuses the men. Freya is immune to it; so, usefully, is nobody else you are carrying. The vine at the exit is not a shortcut reference Climbing it reaches Popos Heights, where the only encounter is a Grand Dragon. At this point in the game that is a party wipe. Six publishers flag it, usually as a place to farm experience much later. 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 Burmecia The square Mythril SpearSources disagree weapon Freya's upgrade, and it teaches Reis's Wind. Equip it before you leave; no guide calls it missable and one still tells you not to forget. Sources disagree: Six publishers describe how it is acquired six different ways — pulled from a statue, reached over a statue, claimed in a scene, picked up automatically. It is the left-hand door off the fountain square. Lightning StaffMissable Sources disagree weapon Picking it up is what brings Stiltzkin out. Lost after: Leaving Burmecia. Sources disagree: StrategyWiki calls it a Thunder Staff. There is exactly one, in the back chest behind the right-hand door — our own extraction read two and was wrong, because the script holds two copies of the same chest routine with a jump over the second. Stiltzkin's bundle — Soft, Hi-Potion, Ether for 333 gilMissable item The only thing the dedicated GameFAQs missables walkthrough flags in the whole of Burmecia. Lost after: The end of disc 1. This is the first of eight Stiltzkin stops and buying every one of them is what pays out. Mognet: Mogki's letter to Atla, and a Kupo NutSources disagree sidequest Atla is the save point and runs a Mogshop. Deliver, take the nut, take the letter for Monev. Sources disagree: Caves of Narshe is the only publisher to call the Kupo Nut time-critical, on the grounds that you can only hold one. Burmecia The palace Burmecia 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 Phoenix Down (Rest Stop)Copy missable Sources disagree item Lost after: Leaving the summit. Get another: Bought anywhere. Sources disagree: Bottom-left by two publishers, top-right by a third, "near the entrance" by a fourth. Kupo Nut (Rest Stop)Sources disagree key-item You can only hold one at a time, which is what makes the chain fiddly. Sources disagree: One publisher makes it conditional — Nazna gives another only if you took the previous one back to Gizamaluke's Grotto. Others list it flat. Black Waltz 3 — the rematch (boss) boss Level 9, 1,292 HP, 864 gil. **No elemental weakness at all** — unlike the cargo ship fight, which is weak to wind and immune to earth. Two guides copy the earlier fight's stats onto this one. Lightning Staff and Flame Staff (steal, Black Waltz 3)Missable weapon Steepled Hat at 100%, Lightning Staff at 25%, Flame Staff at 6.25%. This is the only place either staff can be stolen, and it is where the claim that you can get a second Lightning Staff before Burmecia comes from — that steal is here, which is after Burmecia. Lost after: The fight ends. Alexandria Station The arches Tent and Hi-Potion (Burmecian Arch)Sources disagree item One chest either side of the gate. Sources disagree: Four publishers put these at the North Gate's Burmecian Arch, which is where the scripts put them. Game8 lists them as Burmecia items with no qualifier, which leaves its Burmecia page showing two Tents. Potion and Eye Drops (Melda Arch)Sources disagree item Sources disagree: Exactly one publisher covers this map at all. Our own first reading showed two Potions; the second is a shop purchase, not a chest. Moccha Coffee (key item, Bohden Arch)Missable Sources disagree key-item One of the three rare coffees for the observatory sidequest, with Kirman and Burman. An Ether is in the same place. Lost after: One publisher says it goes when you reach Terra, which is very late and very far from here. Sources disagree: Spelled Moocha, Moccha and Mocha by three different publishers. Elixir ×2 and 3,206 Gil (Treno Arch)Sources disagree item The second largest single gil award in the game's field scripts, after Dali's 30,000. Sources disagree: One publisher covers this map, and its listing matches the scripts item for item including the gil figure. No walkthrough we could reach mentions it. After the gate The South Gate 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 entrance The slums Taurus (Stellazzio coin) key-item Behind the item shop stall, down the ladder. Queen Stella's reward ladder sidequest Thirteen coins, thirteen rewards, alternating gil and items: 1,000 gil, Phoenix Pinion, 2,000, Blood Sword, 5,000, Elixir, 10,000, Black Belt, 20,000, Rosetta Ring, 30,000, Robe of Lords, Hammer. Two publishers print the ladder identically; a third prints running totals instead, which does not reconcile against it at a glance. 1 Gil item Exactly one gil, in a chest, and eight publishers list it. It is the smallest award in the game's field scripts and it is clearly a joke. Yeti Card card In a chest beside the 1 gil and the Taurus coin. The west walkway The synthesis shop The Auction House The Queen's House The Knight's House Griffin (arena)Missable boss Level 16, 1,470 HP. One character fights alone. Rewards a Tonberry Card. Lost after: Leaving Treno on this visit. One publisher is explicit that a missed arena fight cannot be re-initiated. The other three arena fightsSources disagree reference Catoblepas at 3,727 HP pays 15,000 gil. Amdusias at 6,578 HP pays Running Shoes. Behemoth at 24,123 HP pays a Circlet, except in one Japanese source which says a Blood Sword. One publisher says the arena Behemoth gives no experience or gil at all, which its own stat line does not reflect. Sources disagree: Publishers disagree about when Catoblepas and Amdusias unlock — during the card tournament, before the airship, after the airship — and one lists them as alternatives rather than a sequence. Doctor Tot's tower Treno The Knight's House Treno 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 The tunnel 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 Trunk's chestsMissable item Phoenix Down, Ice Staff, Ether, Needle Fork, Tent, Flame Staff, Mythril Vest, Desert Boots, Remedy, Mythril Gloves, Potion, Elixir, Hi-Potion and Gysahl Greens, plus the two below. Most are hidden behind trees, roots or camera blind spots rather than sitting in the open. Lost after: Leaving Cleyra. 900 GilMissable item In the whirlpool room with a Hi-Potion. Six publishers place it here. Do not confuse it with the settlement's 970 gil near the sandpit. Lost after: Leaving Cleyra. Magician Shoes ×2Missable Sources disagree accessory Lost after: Leaving Cleyra. Sources disagree: Six publishers say one pair, three say two, and none says three. There are two: the screen holds four chests — Magician Shoes, Ice Staff, Silk Robe and a second Magician Shoes — and the publishers saying one are counting only what the normal climb reaches. Our own extraction read three, because the first pair is scripted into both states of that screen. Silk Robe and the second Magician ShoesMissable armour Visible from the climb and unreachable on it. Watch both of Quina's Active Time Events in the settlement, then jump into the garbage pit beside the town entrance. One guide places this at the Antlion sandpit instead, which is a different pit. Lost after: Leaving Cleyra, and you cannot reach them at all without the trigger below. The settlement Stiltzkin's bundle — Hi-Potion, Ether, Phoenix Pinion for 444 gilMissable item His second of eight stops. Buying every one is the whole point of the chain, so a miss here costs the payout at the end. Lost after: One guide says before the settlement entrance, another before the events at the top of the tree. Either way it goes with the city. The settlement pickupsMissable item 970 gil near the sandpit, 1,250 gil and an Echo Screen and Ether in the inn, Thunder Gloves by the water mill, a Yellow Scarf in the cathedral lobby, Gysahl Greens, Ore, Remedy and three Phoenix Pinions scattered around. Most are searched out of scenery, not opened. Lost after: Leaving Cleyra. Three pickups in the harp roomMissable item An Ore in the back wall, a Phoenix Pinion in the right wall, an Ether in the left pillar. Two publishers list them; the rest treat the harp room as a cutscene. Lost after: Leaving Cleyra. The sandpit The attack The cathedral Before you leave Cleyra's Trunk The settlement Cleyra The Red Rose 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 castle The chapel The throne room The castle The library Tantarian (optional boss, the library)Sources disagree boss Level 41, 21,997 HP. Hides inside a book and only the pages are a valid target until it comes out. Almost every guide recommends leaving it for the later visit, because of the clock. Sources disagree: One Steam guide says this visit is the last chance. Six publishers say there are two opportunities, and that the later Alexandria visit is the final one. Running Shoes (drop, Tantarian) and Demon's Mail (steal)Sources disagree accessory Running Shoes teaches Auto-Haste. The steal list is Ether, Elixir, Silver Fork and **Demon's Mail at 0.39%**, which is a lottery inside a long fight. Sources disagree: Game8 says Tantarian drops nothing. Six publishers say Running Shoes, and the battle record has it in the guaranteed drop slot. Game8 is wrong. Tantarian is weak to holy and halves shadowSources disagree reference Sources disagree: Caves of Narshe lists it weak to shadow *and* holy. Game8 prints holy at 150% and shadow halved. Game8 is right — shadow is resisted, not a weakness, and taking the wrong reading into a 22,000 HP fight costs a lot of turns. The escape The castle 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 Ramuh The lower area Pinnacle Rocks The whole area is optional reference One publisher says you can walk out of the Ramuh sequence entirely, and a missables guide files the area as not missable. Nothing here is required, including the summon. Zaghnol, in the wildSources disagree reference 1,189 HP here, against the 1,574 of the Festival version in Lindblum. Same name, different record. Sources disagree: One publisher says it halves thunder; another says it is immune. It is halved. Weak to water either way. Seeker Bat and Sand ScorpionSources disagree reference Seeker Bat 594 HP, weak to fire and wind, immune to earth. Sand Scorpion 526 HP, weak to ice, absorbs water. Sources disagree: Caves of Narshe's steal and drop lists for Seeker Bat are transposed against two other publishers — it prints the drop as a steal and vice versa. 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.
Theatre District Castle Dragon's Gate Business District Theatre District Serpent's Gate Lindblum Business District Lindblum 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 The tunnels The far side LaniSources disagree boss No experience, no gil, no drops and no elemental weakness. Steal an Ether, a Gladius and a Coral Sword — the Gladius is the reason to bother. Sources disagree: Four different HP figures circulate: 5,708 from seven publishers, 5,709 from two, 6,250 from a blog, and 15,708 which is what our field carries. The tunnels Fossil Roo 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 entrance The Inn The Kirkboat The Item Shop The entrance The Item Shop The entrance The Kirkboat Conde Petie The Item Shop Conde Petie The weapon stall Conde Petie The shop stock reference Item shop runs Potion 50, Phoenix Down 150, Echo Screen 50, Soft 100, Antidote 50, Eye Drops 50, Annoyntment 150, Tent 800. The Inn is 100. Goldpiler's stall carries the Mythril Fork and the Magician Cloak, which are the two worth looking at. What you meet on the Outer Continent reference Griffin, Zaghnol, Goblin Mage and Cactuar on the world map around the town, plus the Friendly Ladybug, which does not want to fight. One publisher covers this and none prints HP. 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 Inn The entrance The Item Shop The synthesis shop The synthesis shop roof The water mill The Dead Forest The Dead Forest — right, right, left, right progression The sign asks about owls. Take right, right, left, right, and an owl disappears from the trees on each correct turn. Every publisher that describes it gives the same four turns. The Dead Forest may be one-waySources disagree Unconfirmed reference If you want to farm Myconid for gil, the safe assumption is to do it before you walk into the village. Sources disagree: A single forum post says you pass through once and cannot return. No published guide confirms or denies it. MyconidSources disagree reference 1,372 HP, 1,368 EXP and 726 gil — a good rate for this point in the game. Weak to fire and wind, nulls earth. Sources disagree: Our steal and drop lists have Echo Screen and Eye Drops in the opposite slots from the one publisher with a full table. Zemzelett reference 1,571 HP, 2,093 EXP, 889 gil. Weak to wind, nulls earth. Steal an Ore, a Hi-Potion and an Ether. The Black Mage Village The synthesis shop 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 first trail The roots The first trail The roots Tent item A chest, distinct from the Tent in Stiltzkin's bundle. Six publishers list both separately. Ether item On the final screen, beside the Green Stone. Stiltzkin's bundle — Magic Tag, Tent, Ether for 666 gilMissable item Near Suzuna. Seven publishers agree on the price and all three items. Lost after: Leaving the path. This is his fourth stop; the reward for buying at every stop is cumulative, so skipping one ends it for the run. Suzuna, and a Kupo Nut for Mogmatt's letter sidequest Deliver the letter you picked up from Mogmatt in Conde Petie and she hands you a Kupo Nut. Three publishers name the reward. The Oglop sidequest Run at it while hammering the confirm button. Take it back to Bryan Rootrunner in Conde Petie for the Oglop Card. Five publishers document the catch and the trade. HilgigarsSources disagree boss 8,106 HP at level 28, confirmed by six publishers. Steal a Phoenix Down, a Mythril Fork and — rarely — a Fairy Flute. Slow and Silence are what actually work on it. Sources disagree: One publisher says it is weak to thunder and recommends Ramuh. Six say it has no elemental weakness at all, which is also what our data reads. Ochu reference 3,568 HP, weak to fire. Steal a Hi-Potion, a Phoenix Pinion, an Ether. Gnoll and Troll reference Gnoll 1,375 HP, drops a Sapphire. Troll 1,469 HP, steal an Ore and a Tent. Neither has an elemental weakness. A Phoenix Pinion one guide lists and ten do notSources disagree reference Listed so you know we looked, not because we think it is there. Sources disagree: One publisher lists a loose Phoenix Pinion "in a corner by stairs". Ten others do not, our field data does not carry it, and a Phoenix Pinion is an Ochu steal here — which is the likelier source of the claim. 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.
The fountain The kitchen The fountain The resting room Madain Sari The Eidolon Wall Madain Sari 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 The bottom The inner roots The Iifa Tree Dracozombie, Stroper, Zombie and MyconidSources disagree reference Dracozombie 2,179 HP, Stroper 1,840, Zombie 973, Myconid 1,372 — all four match that publisher exactly on HP. Sources disagree: Our element reads and the one publisher with a full table disagree twice: we read Dracozombie as weak to fire, thunder and holy where they read fire and ice, and Zombie as weak to fire and holy where they read holy alone. Stroper and Dracozombie teach LV5 Death enemy-skill If Quina is with you, eat one. Both enemies carry it and both live on the screens that survive the area closing. Get another: The lower Roots screens stay reachable on later discs, so this is the one thing here you can come back for. Madain Sari — the Eidolon Wall Point of no return: Nothing here is permanently missable — not one publisher flags anything. The village is reachable again on the last disc for a separate sidequest.
The room under the kitchen The Eidolon Wall The room under the kitchen The Eidolon Wall Scarlet HairSources disagree boss A one-on-one fight with Zidane. It alternates an evasive phase with a wind-up it announces out loud; hit it then. Steal an Ether and the Poison Knuckles first. Sources disagree: Four figures circulate for its HP — 8,985, 8,986, 18,985 and 6,800 — and there is no consensus. See the walkthrough body. Poison Knuckles, stolen weapon Worth stealing because it is free, not because it is rare. If you already bought a pair at Conde Petie, this is the money you did not need to spend. Get another: Sold in six shops for 5,000 gil, including the one in this village. Two publishers make the point explicitly. Amarant joins character Automatic after the fight. Nine publishers agree there is no choice involved. Madain Sari You pick your own party for the first time progression Three publishers flag this as the game's first free party selection. Up to here the game has been choosing for you. Do not give Amarant your good accessories yet reference Two publishers warn that he learns abilities from weaker gear he will need to wear later, and that loading him up now makes that worse. Not missable, just expensive to undo. There are no ATEs on this visit reference All five of the village's ATEs belong to the first trip. Three publishers itemise them and none carries any forward. The first visit's chests are not here againSources disagree reference If you cleared the village last time there is nothing to re-open. If you did not, take them now. Sources disagree: Our second-visit script re-declares the Tent, Ore, Phoenix Pinion, Libra coin and Kirman Coffee. Fourteen publishers list none of them as available now, and none discusses the question either way. You can come back once more, much later reference On the last disc, with the airship, for a sidequest at the Eidolon Wall involving Lani and Garnet's real name. It needs a party without Dagger, Eiko or Amarant. Nothing else is documented as available then. Point of no return: Nothing is missable. The sequence runs to the end of Disc 2 on its own.
The statue at the bottom The tree trunk The Iifa Tree 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 Garnet's room The steeple Main Street The weapon shop The Neptune statue The castle grounds The docks The mini-theatre The castle grounds Alexandria Kupo, and a moogle at the steeple sidequest Kupo takes a Mognet delivery. The steeple moogle is a save point. No publisher names the steeple one on this visit. Six ATEsMissable sidequest It's So Big!, Long Time No See!, To Fly High, Artemicion, I Forgot!, and Clowns on a Dark Night. One publisher's achievement guide lists all six and marks none of them missable, which is not the same as saying they survive the chapter. Lost after: Leaving for Treno. There is no boss on this visit reference The library boss is available on the next Alexandria visit, not this one. No publisher covering this chapter mentions a fight. Alexandria opens up again later reference Once you have a ship you can return for a second wave of pickups — several gems, two large gil finds, and a card from a little girl. Two publishers document it. That is a different visit and a different list. 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 The Auction House Treno Dr. Tot's residence Treno The Queen's House Queen Stella's reward ladder reference Thirteen rungs alternating gil and items — 1,000 gil, Phoenix Pinion, 2,000, Blood Sword, 5,000, Elixir, 10,000, Black Belt, 20,000, Rosetta Ring, 30,000, Robe of Lords, and the **Hammer** at thirteen. The Hammer is what Steiner's best armour is synthesised from. The Knight's House Treno 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.
The cave The patio Quan's Dwelling The cave 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 The town The castle Alexandria There are no ATEs in this chapter reference Eight publishers cover the attack and not one lists an ATE in it. The scenes people remember from around here belong to the Lindblum chapter that follows. There is almost nothing to pick up reference No publisher gives a room-by-room sweep for this chapter, because there is nothing to sweep. It is a forced march with no backtracking. The two conditional rewards are the whole of the loot. The city reopens after you get the airship reference A Sapphire, an Ether, a Remedy, an Amethyst, 365 gil, a Tent, 4,832 gil, a Topaz, a Peridot, a second Sapphire and an Alexandria Card from a girl in the square — all on a later stop, once the Hilda Garde 3 is yours. Different visit, different page. 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.
The studio The Business District The Tantalus hideout The guest room Serpent's Gate The studio Lindblum The Business District Lindblum Serpent's Gate Lindblum Point of no return: Nothing closes during the chapter. One publisher says an Iifa root seals the palace much later, after Terra.
The Desert Palace The lobby The brazier chamber The hallway The library The shadow chamber The light chamber Kuja's room The Desert Palace Valia PiraSources disagree boss Level 36, and a pure caster — no physical attacks at all. **Carbuncle's Reflect turns its own magic back on it.** You can also simply drain its MP. Sources disagree: Five publishers print 12,119 or 12,120 HP. One prints 22,119 — exactly ten thousand more — and that one matches our raw field. We render the five. Publishers also split on the weakness: the two with full stat tables say wind, three others recommend water. There is nothing to steal here reference Zidane is at Oeilvert, so nobody in this party can steal anyway. Two publishers point it out. Level 5 Death clears the encounters enemy-skill Torama, Drakan and Grimlock are all level 30 with 3,292 HP. **Ogre is level 29** and is the only one it misses. If Quina knows Level 5 Death, this dungeon is where it pays off. Mojito and Mogsam sidequest Mojito runs the shop in the lobby and gives you a letter for Mogsam, who is in the library behind a wall that opens once enough candles are lit. Mogsam is the last save before the boss. Cid's minigame has a timer progression Five or six minutes depending on which guide you read. Failing costs nothing but a retry, and several publishers flag it as the chapter's frustration point. The party split is free, and it does not matter later reference Zidane must go to Oeilvert; you choose three to go with him and the other four end up here. **Send the mages here** — Oeilvert seals magic and this place does not. No publisher reports any lasting consequence either way. No Stiltzkin, no ATEs reference He has no stop here, and two dedicated ATE catalogues list nothing for this chapter at all — they jump from Lindblum straight to Bran Bal. Point of no return: Oeilvert closes permanently once you take the Gulug Stone. Everything left in it is gone.
Oeilvert The final chamber The moogle room The entrance hall The hologram rooms The ship display The moogle room The final chamber Outside Oeilvert 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 Wing EdgeMissable weapon Free, behind the shop counter on the right — walk round the desk. Seven publishers describe it as a pickup rather than stock, and our field data records it as an award rather than an inventory line. Lost after: The Shimmering Island, on the last disc. Not urgent. Octagon Rod — only sold hereMissable weapon 4,500 gil, and it teaches Vivi **Firaga, Blizzaga and Thundaga** at once. Three publishers single it out as the reason to stop. This is the only shop in the game that carries it. Lost after: The Shimmering Island. Buy Vaccines before Mount Gulug reference The boss up the mountain inflicts Virus, which blocks AP gain from the fight. Three publishers tell you to stock up here. The rest of the stockSources disagree reference Scissor Fangs, the Silver Fork, Zorlin Shape, Gold Armor, Diamond Gloves and a long list besides. It is the best-stocked shop you have seen in a while. Sources disagree: One publisher says the shop sells no weapons and no armour at all. Three others give matching, priced lists of both. The odd one out also names the local moogle wrongly, and appears to have merged this page with Mount Gulug's. The terrace Esto Gaza 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 The summit Mount Gulug There really are two Wraiths reference 4,686 HP at level 36 and 4,846 at level 37, with different fire and ice profiles. Three publishers document both. The second shares its stat line with Worm Hydra, which is a coincidence rather than an error. The rest of the roster reference Grenade 4,685, Worm Hydra 4,846, Vepal. No publisher lists anything else. Moolan and MogtakaMissable sidequest Moolan is by the well and takes Mogrika's letter from Esto Gaza, then gives you one for Mogtaka, who is further in and runs a small shop. Both are save points. Lost after: Leaving Mount Gulug. The summit 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.
Alexandria The town The sweep — gems and gil through the ruins item Sapphire, Ether, Remedy, Amethyst, Topaz, Peridot, Opal, a Tent, **365 gil** and **4,832 gil**, scattered through the streets, the square and the ferry dock. Four publishers give near-identical lists. The square The town Alexandria The bell tower The steeple The steeple has more in it on the last disc reference **Stiltzkin's final stop** — Moonstone, Ruby and Elixir for 5,555 gil — and the **Mognet Central** chain both start there, on Disc 4. Our field data holds them in this same script. They are not available yet. The Ribbon needs all eight Stiltzkin stopsMissable reference He hands it over at the last stop **only if you bought every bundle**. Miss one and there is no second route — the only other Ribbon is in the Treno auction. Lost after: Any one of his eight stops you did not buy from. Burmecia, Cleyra, Fossil Roo, the Mountain Path, Alexandria on Disc 3, Oeilvert, Bran Bal, and Alexandria on Disc 4. The mini-theatre Alexandria Point of no return: It does not close. Ipsen's Castle is still reachable on the last disc — a moogle here is a link in a Disc 4 letter chain.
Ipsen's Castle Weak weapons hit hardest progression Inside the castle the Attack command is inverted: **the lower a weapon's attack power, the more damage it does.** It applies to weapons only — abilities, magic and armour all behave normally. Equip everyone's worst weapon on the way in. Seven terrible weapons, which is the point weapon **Dagger, Broadsword, Mage Staff, Fork, Rod, Air Racket and Cat's Claws** — each one the weakest or near-weakest in its category, scattered through the castle for exactly this reason. Take them, use them here, and do not keep them. The mural room The entrance hall The fresco The pot room Below the courtyard The sword room The mural room Ipsen's Castle Tonberry — do not farm them reference 7,886 HP and worth fighting once or twice. But **Everyone's Grudge scales with every Tonberry you have ever killed**, four to the power of the count, so grinding them here makes every later Tonberry lethal. Veteran, Gargoyle, Agares and Cerberus reference 6,972, 6,977, 6,775 and 6,977 HP. All four match published figures exactly. KumoolSources disagree sidequest Runs a shop that sells cheap low-power weapons — which is to say, the best weapons available inside this building. He is also a link in the Mognet chain, on this disc and the next. Sources disagree: One publisher spells him Kermool. Seven others do not. You can come back reference Unusually for a late dungeon, this one does not close — a Disc 4 letter chain routes through Kumool here. Nothing inside is permanently missable, which makes it the exception on this stretch of the game. You never actually visit the Fire Shrine reference Of the four shrines, **only the Earth Shrine is played**. The other three fights happen off-screen while you watch. The Fire Shrine in particular is named, real, and never rendered. Point of no return: Not here, but immediately after. Once the mirrors are placed you fly to the Shimmering Island, and that is the real door.
The Four Shrines The Earth Shrine The Four Shrines The Earth Shrine The Four Shrines 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 What the Shimmering Island closedMissable reference **Conde Petie and its Mountain Path, the Desert Palace, Esto Gaza, Mount Gulug, Fossil Roo, both Gates, the Iifa Tree, Observatory Mountain and Pinnacle Rocks** — all sealed by the passage here. Four independent sources give substantially that list. Lost after: Already gone. Listed so you know what happened, not so you can act on it. And what went with themMissable reference **Morrid's rare coffees**, the **Amdusias** fight at Treno's Knight's House, Conde Petie's **Coloured Stones**, the Oglop trade, and the Daguerreo shop stock including the **Rune Blade**. One publisher also warns it can cost you the top Treasure Hunter rank. Lost after: The Shimmering Island. The stepping stones The path by the pond The treetop The tree base Terra Minerva's Plate is not hereSources disagree reference Look for it in the village, not in the trees. Sources disagree: Eight publishers list a Minerva's Plate "in Terra"; our field data puts it on a stairway in **Bran Bal**. Both are true — Bran Bal is a village in Terra. Every publisher who gives *directions* describes a staircase, and **Terra's nine screens contain none**. One publisher's ten-item "Terra" haul also splits exactly across our two blocks, Elixir count and all. Movers — the best experience in TerraMissable reference **Three per formation, 23,801 experience** — against 18,816 for a Ring Leader and 17,096 for a Hecteyes, so it is comfortably the best fight *here*. Only the middle one pays; the other two exist for **Delta Attack**, which needs all three healthy and standing. **Damage one and the threat is gone.** They null earth and are weak to everything else. Lost after: Leaving Terra. They are also in Pandemonium, one area on. Nowhere on Gaia. Movers are not the best experience in the gameSources disagree reference What is true is that a Mover is **cheap** — 7,352 HP and weak to everything but earth. Best return per unit of effort in the area, not the biggest number in the game. Sources disagree: We published that claim on this page and our own data falsifies it. **On experience the Mover ranks thirteenth**: Behemoth 53,168, Iron Man 42,996, Chimera and Stilva 42,785, Yan 42,673, Grand Dragon 35,208, and Pandemonium's Abadon and Shell Dragon 32,073 each — one area from here. Two publishers recommend **Grand Dragons at Popos Heights**; none recommend Movers. Virus blocks experience entirely reference Movers and Ring Leaders inflict it. **A character with Virus gains nothing from a fight**, so you can grind here for an hour and come away with nothing. Carry Vaccines — you can steal them from Ring Leader. Hecteyes — Roulette enemy-skill 9,567 HP, undead, weak to fire and holy — **a Phoenix Down and an attack will do it.** Quina eats one for Roulette. Get another: Also learnable from Ghosts and Zombies much earlier in the game. Ring Leader — Magic Hammer enemy-skill 9,569 HP, weak to wind, and it carries the Vaccines you want. Get another: The earliest source is Magic Vice in Burmecia, back on Disc 1. This is the second chance. No boss, no moogle, no Stiltzkin reference Five publishers say the field is boss-free. The moogle and Stiltzkin's final stop are both in Bran Bal, not out here. Two characters drop out shortlySources disagree reference Don't build this stretch around Steiner or Dagger. And do your equipment pass now — one publisher warns that what follows is a run of **consecutive boss fights with no chance to re-equip between them**. Sources disagree: One publisher says all eight are selectable for this chapter; another names **Steiner and Dagger** as out of commission, but on its *Bran Bal* page rather than its Terra one. The reshuffle is real and it bites at the village, not in the trees. Point of no return: **Bran Bal cannot be revisited once you leave it.** Everything below is gone the moment you go on.
Storage Free the moogle before you do anything elseMissable progression **Moorock starts trapped inside a jar.** Until you let him out there is no shop, no save point and no Mognet stop here — and it is entirely possible to walk the whole village, talk to nobody, and leave without ever seeing a shop counter. Everything else on this page depends on this line. Lost after: Leaving Bran Bal. Zorlin Shape — last source in the gameMissable Confirmed in game weapon **6,000 gil each, and you want more than one.** It is an ingredient in **Masamune** and **Sargatanas**, and two Sargatanas synthesize into **Thief Gloves**. One publisher says buy at least three; a synthesis FAQ's own totals come to four or five if you want everything. Lost after: Leaving Bran Bal. Esto Gaza is already sealed and Daguerreo stops stocking it, so this is the end of the line. Stiltzkin's seventh setMissable Confirmed in game sidequest **Diamond, Ether and Elixir for 2,222 gil.** He appears after you leave the Storage room and come back. **Seventh of eight** — the last one is at **Alexandria on Disc 4**, for 5,555 gil, and buying all eight is what pays the Ribbon and settles *Driving the Hard Bargain*. Lost after: Leaving Bran Bal. Stairway Gate Storage Laboratory Storage Pond Storage Moorock's Mogshop — the full counterMissable Confirmed in game reference **Orichalcon 17,000 · Avenger 16,000 · Holy Lance 11,000 · Bistro Fork 10,300 · Defender 9,340 · Zorlin Shape 6,000 · Gladius 2,300 · Mythril Racket 2,250 · Mythril Dagger 950 · Mage Masher 500 · Rising Sun 500 · Dagger 320.** Armour: **Minerva's Plate 12,200 · Platina Armor 10,500 · Demon's Vest 10,250 · Adaman Hat 6,100 · Defense Gloves 6,000 · Flash Hat 5,200 · Dragon Wrist 4,800 · Platinum Helm 4,600 · Coronet 4,400.** Plus the usual consumables, **Vaccine among them at 100 gil**. Lost after: Leaving Bran Bal. The Vaccines arrive one area too late reference Moorock sells Vaccines, but **Terra's Movers are behind you**. If you want to grind Movers with bought Vaccines rather than stolen ones, the place to do it is **Pandemonium**, which is ahead. Nobody puts these two facts on the same page. Save point, and the last one for a while reference Moorock is the save point. One publisher warns that what follows is a run of **consecutive boss fights with no chance to re-equip between them** — so do the equipment pass at this counter, not after it. Bran Bal 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.
Pandemonium Mind Control Elevator Maze Pandemonium Three blue magics from the randomsMissable enemy-skill **Malboro → Bad Breath. Abadon → Twister. Shell Dragon → Earth Shake.** This is the densest stretch of blue magic in the back half of the game and no publisher lists all three in one place. Lost after: Leaving. Malboros are also on the world map later; Abadon and Shell Dragon are harder to find again. The best random encounters in the game so far reference **Abadon 32,073 · Shell Dragon 32,073 · Malboro 30,579**, against 23,801 for a Mover formation. If you wanted to grind, here is better than Terra — **and Bran Bal's Vaccines are behind you**, which they were not before. Movers, again reference Two formations. Same three-Mover shape, same 23,801, same Delta Attack — damage one of the outer pair and it switches off. Four of six bosses have no agreed HPSources disagree reference Sources disagree: **Amdusias, Silver Dragon, Garland and Kuja** are printed at two different figures, **exactly 10,000 apart in every case**. Roughly twenty-five boss records across the game carry the same offset. **The lower figure is the one you fight** — settled by arithmetic elsewhere in the game — so the entries below lead with it. The page explains the rest. Observatory Hall Pandemonium Silver DragonMissable Sources disagree boss **24,055 HP**, level 58, and it takes **Sleep, Slow, Silence and Blind** — unusual for something this size. Wind attacks, so resist wind. **Steal the Dragon Mail and the Kaiser Knuckles**; it drops a Wing Edge and three Elixirs, and gives the **Fenrir** card. Lost after: Leaving Pandemonium. It is optional. Sources disagree: **24,055** per two guides, 34,055 per one. Take 24,055. Control Room Pandemonium Maze Point of no return: None here. This is the opposite — the ship is what un-seals the world for the last stretch.
Core The Invincible Check the coins now, not laterConfirmed in game sidequest Thirteen coins, twelve of them out in the world. **This is the last one the game hands you**, and Queen Stella's ladder pays 1,000 gil → Phoenix Pinion → 2,000 gil → **Blood Sword** → 5,000 gil → Elixir → 10,000 gil → **Black Belt** → 20,000 gil → **Rosetta Ring** → 30,000 gil → **Robe of Lords** → Hammer. The thirteenth appears at Quan's Dwelling **after** you turn in the other twelve. It lands where nothing else doesConfirmed in game reference **Barren land, desert, swamp and snow** — the Hilda Garde III only sets down on grass. If a place looked unreachable earlier, try it again now. It still will not land in forest or on mountains. This is the chapter the sidequests live in sidequest Everything optional that is still open, opens now. The two with the longest fuses are **Stiltzkin's eight sets** — seven are behind you and **the eighth is at Alexandria, 5,555 gil**, so the Ribbon is still live — and **Mognet**, which runs through 45 moogle rooms across the whole game. Three airship bridges, one script block reference Our field data files the **Hilda Garde and Red Rose bridges inside this block**, alongside the Invincible's own three. Nothing for you to do with that — it is just how the game files the flyable ships. 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 Left Hall 2nd Floor Weaponsmith — Rune Blade and ObeliskMissable Confirmed in game weapon Both **teach abilities you cannot learn from anything else**, and one publisher is explicit that this is the last place to buy them. Lost after: The Shimmering Island. Synthesis shopConfirmed in game reference **Angel Bless, Sargatanas**, robes, rings and jewels. One publisher recommends the Sargatanas for Zidane and the Glutton's Robe for Quina — and remember that **two Sargatanas synthesize into Thief Gloves**, which is what the Zorlin Shapes were for. Excalibur — the longest chain in the gameMissable Confirmed in game weapon The old man by the library wants a **Magical Fingertip**. It appears at the **Treno auction on Disc 4 only after you have bought and resold all four artifacts** — Doga's Artifact, Une's Mirror, Rat Tail, Griffin's Heart — to the collectors outside the synthesis shop. Then it goes for 40,000–60,000 gil. **Steiner's, and it teaches Climhazzard.** Lost after: The chain has to be started on Disc 3 and can only be finished on Disc 4. Two Tetra Master cards card Our field data holds two card awards here, each in three flag-variants. The corpus names two cards at Daguerreo — the **Meteor Card**, for taking the right side in the *I Want to Be Your Canary* argument, and the **Namingway Card**, which lets you rename characters. **We are not assigning which id is which.** Entrance Left Hall Right Hall Entrance 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.
Hilda Garde 3 Deck Hilda Garde 3 Three publishers, three different countsSources disagree reference Sources disagree: One says **nothing is aboard**, one says **one Elixir**, one says **Elixir and Tent**. Our field data holds two chests on the deck and agrees with the third. Walk the ladder and settle it yourself — it takes a minute. Mogki's letterMissable Confirmed in game sidequest Mogki at Lindblum hands you a letter for **Kumool**, who is in **Ipsen's Castle**. Carry it before you go, not after. Lost after: The chain stalls rather than breaks, but the recipient is in Ipsen's Castle and that is a one-way trip. It only lands on grassConfirmed in game reference Grassy ground and nothing else. The Invincible, much later, sets down on barren land, desert, swamp and snow — so anywhere you bounced off in this ship is worth revisiting in that one. Blue Narciss 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 Seven blue magics — the best stretch in the gameMissable enemy-skill **Stilva → Auto-Life. Behemoth → Angel's Snack. Chimera and Kraken → Frost. Tiamat → Twister. Maliris → Mustard Bomb. Lich → LV5 Death. Ash and Veteran → Doom.** Auto-Life and Angel's Snack alone are worth the detour, and no publisher page lists the set together. Lost after: Passing the door. The best experience in the game is here reference **Behemoth 53,168 · Iron Man 42,996 · Chimera and Stilva 42,785 · Ash 40,329.** Nothing outside a superboss pays better anywhere. This — not Terra — is where the grinding happens. Nova DragonSources disagree boss Level 67. Wind and water resistance; it takes Silence, Darkness and Sleep. **Steal the Grand Armor.** Sources disagree: **54,940** per two guides; our field and one other read 64,940. Twenty-five boss records in this game carry the same 10,000 offset and **the lower figure is the one you fight.** Maliris boss **59,497 HP**, level 72, and unanimous across every source. Fire resistance and **Body Temp** — Mustard Bomb is an instant kill on a character already carrying Heat. Steal **Genji Armor, Ultima Sword and the Masamune**. Tiamat boss **59,494 HP**, level 72. Fire and wind resistance, and **do not let anyone float** — it answers with Snort. Steal the **Blood Sword** and **Feather Boots**. Kraken boss **59,496 HP**, level 72, with two tentacles. Water resistance, Body Temp and Bright Eyes. The easiest of the four. Steal the **Genji Helmet**, the **Wizard Rod** and the **Glutton's Robe**. Lich boss **58,554 HP**, level 71. Earth resistance, **no Doomsday**, and **LV5 Death** kills anyone whose level is a multiple of five — check the party before you walk in. Steal the **Genji Gloves**, the **Siren's Flute** and the **Black Robe**. Hades — the master synthesistMissable boss Optional, hidden **behind a rock formation in the ocean room**. Beating him opens the **master synthesis shop**, which is the only source of several late recipes. Steals include the **Reflect Ring, Running Shoes, Battle Boots and the Robe of Lords.** Lost after: Passing the door. The Phantom card playersMissable Confirmed in game card Hidden Tetra Master opponents scattered through the dungeon — **Master, Defense, Strong, Dark and Rare Phantom**. Last card games in the game. Lost after: Passing the door. The Nero family — last chanceMissable Confirmed in game sidequest One publisher flags this as the final opportunity to finish the Nero brothers, and the window closes before the Portal rather than at the door. Lost after: The Portal. Crystal World Black Mage Village — the return Point of no return: None here. The village stays reachable until you commit to Memoria.
Black Mage Village Inn Entrance Item Shop Water Mill Black Mage Village Water Mill