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FFIX · Alexandria Castle — the escape

Final Fantasy IX · walkthrough

Alexandria Castle — the escape

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.

4 things here are lost permanently, and 2 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.

You start in a cage hanging over a courtyard, and you get out of it by leaning the way it is already going.

Then a clock appears in the corner of the screen and the chapter becomes a different kind of thing.

Thirty minutes, and it runs during the talking

You have half an hour to reach the princess. The timer does not pause for cutscenes, dialogue or menus, and running out is a game over.

That is enough time. It is not enough time to explore thoroughly, which is the real design of the sequence — you are meant to feel hurried and mostly not be.

Take Marcus’s equipment off

He leaves partway through, wearing whatever you gave him. One guide out of thirteen mentions this.

It is the second time in two chapters the game has quietly taken a temporary character away with your gear on them. Get into the habit: when somebody joins who is obviously borrowed, check what they are wearing before the scene that sends them home.

The rotating platform

Below the Queen’s chambers there is a passage with a slab that turns. Two chests sit off it, and you get to them by jumping at the right moment.

One holds a sword that is a genuine upgrade — unless you already stole one off Beatrix in Cleyra, in which case it is a spare.

Do not fight the book

There is a library, and in the library there is a book, and the book is a monster with more HP than anything you have met.

Not now. Almost every guide says the same thing: it is a long fight, the clock is running, and you get another chance at it later with no timer and a stronger party. The one guide that says this is your last chance is wrong.

The jesters

Two of them, passing a spell back and forth. Hit whichever one is holding it and the spell fizzles.

Kill the smaller one. The fight ends when either dies, and one of them has barely half the health of the other, so there is no reason to fight the big one at all — except that he is carrying a spear worth taking first.

And then her again

Third time. It ends the way it ended twice before: she decides when, and you are all on one HP afterwards.

Same approach. Steal, do not bother attacking, and do not feel bad about it.

Game Notes

The clock is the most interesting thing here and it is not really about time.

Thirty minutes is generous. Most players finish with a lot left. What the timer actually does is stop you doing what this game has trained you to do for thirteen chapters — walk into every room, check every wall, talk to everyone twice. It puts a library full of books in front of you, containing an optional boss and a sidequest, and makes looking at them cost something.

And it works, because the thing the timer is counting down to is a person. FFIX has spent the game making you search rooms. This is the one time it says: not now, she is in there.

Then Beatrix appears, beats you for the third time, and lets you go anyway — and what the game is actually building toward is not a rematch you eventually win. It is her deciding.

Worth doing on a first 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