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FFIX · Bran Bal

Final Fantasy IX · walkthrough

Bran Bal

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.

11 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.

A village at the bottom of the roots. You cannot come back here, so do the whole page before you move on.

First: there is a moogle in a jar

Moorock is trapped in a vase in the Storage room, and until you let him out there is no shop, no save point and no Mognet stop.

This is the single most important line on the page, because nothing announces it. You can walk every screen of this village, open every chest, and leave without ever finding out there was a shop.

Let him out first.

Six chests

  • Minerva’s Plate — up the first staircase, hug the left wall
  • Flash Hat — the right-hand path beneath the stairs
  • Elixir — the back room
  • Elixir — the laboratory basement, examine the hole
  • Wing Edge — the storage room
  • Angel Earrings — the northern shore of the pool

If a guide told you the Minerva’s Plate was in Terra, this is the one it meant.

Buy Zorlin Shapes

6,000 gil each, and this is the last place in the game that sells them.

You want more than one. They feed two of Zidane’s best weapons later, and one of those feeds a pair of gloves after that. Three is the floor; four or five if you intend to have everything.

Esto Gaza used to sell them and is sealed. Daguerreo used to and stops. This counter is the end of the line and nothing tells you so.

Stiltzkin, seventh of eight

Diamond, Ether and Elixir for 2,222 gil. Leave the Storage room and come back and he will be there.

This is the seventh set, not the last. The eighth is waiting at Alexandria on Disc 4 for 5,555 gil. But this one is behind a door that shuts — so if you are collecting them, the run either survives this room or it does not.

Before you leave

Save at Moorock. What follows is a run of boss fights with no chance to re-equip in between, so spend at his counter now rather than regretting it in twenty minutes.

Steiner and Dagger are unavailable for this stretch. Swap them out.

There is no boss here. Control passes to Eiko for a while — watch the Active Time Events and talk to everyone, which both gathers the party and counts toward the movie-watching achievement.

Game Notes

The moogle in the jar is a good example of something this game does repeatedly and almost never flags.

Bran Bal has the last Zorlin Shapes in the game behind it. It has Stiltzkin’s eighth set behind it, and the Ribbon behind that. It has the save point before a boss run behind it. All of that sits behind one optional conversation with a piece of pottery, in a village you cannot return to, in a chapter where the story is doing something loud enough that most players are not looking at the scenery.

The game is not being cruel. It is being consistent: Final Fantasy IX puts its rewards where a curious player would go and nowhere else, and it declines to mark the difference between a room you can skip and a room you cannot.

What is unusual here is only the concentration. Most missed moogles cost you a letter. This one costs you a shop.

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