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FFIX · Tracker

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.

Overall

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

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

Prima Vista — meeting room

Prima Vista — the escape

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

Ice Cavern

The waterfall

Ice Cavern

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 Cargo Ship

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.

Lindblum Castle

Business District

Theatre District

Tantalus Hideout

Industrial District

The gates

The Festival of the Hunt

Lindblum

Qu's Marsh

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

Qu's Marsh

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.

Before you go in

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

Burmecia

The square

Burmecia

The palace

Burmecia

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

The South 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 entrance

The slums

The west walkway

The synthesis shop

The Auction House

The Queen's House

The Knight's House

Doctor Tot's tower

Treno

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

The tunnel

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

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

The escape

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

Ramuh

The lower area

Pinnacle Rocks

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

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

The tunnels

The far side

The tunnels

Fossil Roo

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 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 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 Inn

The entrance

The Item Shop

The synthesis shop

The synthesis shop roof

The water mill

The Dead Forest

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

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.

The fountain

The kitchen

The fountain

The resting room

Madain Sari

The Eidolon Wall

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

The bottom

The inner roots

The Iifa Tree

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

Madain Sari

The Iifa Tree, Revisited

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

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

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.

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

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.

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

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.

The Desert Palace

The lobby

The brazier chamber

The hallway

The library

The shadow chamber

The light chamber

Kuja's room

The Desert Palace

Oeilvert

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

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

The terrace

Esto Gaza

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

The summit

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 square

The town

Alexandria

The bell tower

The steeple

The mini-theatre

Alexandria

Ipsen's Castle

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

The mural room

The entrance hall

The fresco

The pot room

Below the courtyard

The sword room

The mural room

Ipsen's Castle

The Four Shrines

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

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.

Pandemonium

Mind Control

Elevator

Maze

Pandemonium

Observatory

Hall

Pandemonium

Control Room

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

The Invincible

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

Left Hall

2nd Floor

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

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

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