EliteGrindLab
FFIX · Alexandria — the Bahamut Attack

Final Fantasy IX · walkthrough

Alexandria — the Bahamut Attack

Story mode. Written for a first playthrough and kept free of spoilers — it will not tell you what happens here, only what the game is asking of you.

3 things here are lost permanently, and 1 more you can get another of later. Everything below is worth taking as you pass it. The completionist tab lists every one of them with the exact moment it stops being obtainable.

Alexandria is burning and you are not exploring it. This is a corridor with two decisions in it.

Give the soldiers the right orders

Beatrix asks you to assign four pairs of the Knights of Pluto. All four right gets you the Angel Earrings.

  • Blutzen and Kohel — gather information
  • Weimar and Haagen — protect the townspeople
  • Breireicht and Laudo — contact Lindblum
  • Dojebon and Mullenkedheim — the cannons

The reward degrades rather than disappearing. None right is a Hi-Potion, one is an Ether, two is an Elixir. You cannot get exactly three — assign three correctly and the fourth is right by elimination.

The scene happens once.

Do not skip the library

There is a boss in it called Tantarian, and this is the last chance in the game to fight it. There were only ever two.

Examine a book on the bottom-left standing bookshelf to start it.

21,997 HP, weak to holy. It fights with its covers shut and is hard to hurt that way; keep hitting it and it opens to the middle pages, and then it is vulnerable. Then it closes again.

Steal first — an Ether, an Elixir, a Silver Fork, and, very rarely, a Demon’s Mail.

It drops Running Shoes guaranteed, plus a Ramuh Card. Running Shoes teach Auto-Haste and there are only two other sources in the game.

The Mistodons

Seven fights, fixed, as Steiner and Beatrix cross the town. They are undead, so Life kills them instantly if you would rather not grind through.

The last one puts Steiner in Trance on its own.

Everything else

There is a moogle in the guest room, which is being used as a hospital, and it is the only save point in the chapter.

There is nothing to pick up. No chests, no gil, no ATEs — eight guides cover this chapter and none of them has a room-by-room list, because there is no room to go back to.

Game Notes

The Knights of Pluto have been a joke for the entire game.

They are the palace guard of a country that has been conquering its neighbours, and every time you have met them they have been losing a fight, falling over, or arguing about lunch. Steiner captains them and is faintly embarrassed by it. The game names all eight of them and gives them personalities so that the joke has somewhere to live.

And then the city burns, and the game asks you — not Steiner, you — to decide what four pairs of them should be doing while it does.

There is a correct answer. Two of them are good at gathering information. Two are strong enough to move people. Two can be trusted to carry a message. Two can work a cannon. You know all of this, if you have been paying attention to a running gag.

That is the whole trick: the game spent twenty hours making you fond of them, and then made the reward for being fond of them an accessory.

Worth doing on a first run

Nothing here needs tracking on a story run.

How this page was made

Researched across 5 community walkthroughs and written from scratch — no source’s wording appears here.

How we decide what to print