EliteGrindLab
FFIX · Alexandria — the Coronation

Final Fantasy IX · walkthrough

Alexandria — the Coronation

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.

9 things here are lost permanently. 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.

Disc 3 opens at home, with nothing chasing you. There is no boss and no dungeon.

Do everything here before you leave for Treno. Almost all of it closes when you go, and the chapter gives you no warning at all.

The footrace is the big one

There is a boy on Main Street called Hippaul. Race him, beat him, and his level goes up. Keep going.

Prizes at levels 10, 20, 30, 40, 50, 60 and 70 are cards. Level 80 gives the Athlete Queen, a key item.

That is eight prizes, and most players stop after two or three because nothing tells them there is a ladder. If you are going to grind one thing this chapter, grind this.

The steeple

Stiltzkin is here — Phoenix Pinion, Hi-Potion and Elixir for 777 gil. Fifth stop.

There is also a bell. Pull the rope and you get a Shiva Card and a Ramuh Card — but it does nothing at all if you are already holding 100 cards. It fails silently. Clear some space first.

And there are card players down there, by the steeple and on Main Street, if you play.

The shell game

The Nero brothers run one in the weapon shop. Cards as prizes, and winning nine in a row is worth an achievement.

Things lying around

  • 3,927 gil and a Phoenix Pinion at the docks
  • 2,680 gil on the mini-theatre floor
  • Lapis Lazuli behind the fountain in the castle grounds
  • an Ether and two more Phoenix Pinions around the castle exterior
  • Leo, a Stellazzio coin, in the room with the Neptune statue

Garnet’s room

Doctor Tot gives her Opal, Topaz and Amethyst, which teach Shiva, Ifrit and Atomos. This happens in a scene; you do not have to find anything.

The ATEs

Six of them. They are the whole point of the chapter, and they go when you do.

Game Notes

This is the calmest hour in Final Fantasy IX and the game knows exactly what it is doing with it.

Disc 2 ended with a queen’s fleet, a summoned dragon and a character dying. Disc 3 opens with a boy who wants to race you down the street, a shell game in a shop, a bell you can ring for no reason, and a princess being handed three rocks by her old tutor.

None of it is required. All of it is on a timer.

That combination is unusual and it is deliberate — the chapter is about people getting one last ordinary afternoon, and it makes you feel the shape of that by quietly taking the afternoon away when you leave. You do not get told. You just go to Treno, and the footrace was yesterday.

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