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FFIX · Burmecia, Realm of Eternal Rain

Final Fantasy IX · walkthrough

Burmecia, Realm of Eternal Rain

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.

6 things here are lost permanently, and 5 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.

Freya is from here. That is all the setup the game gives you before it shows you what is left.

Walk across the balcony

One chest in this city sits at the end of a balcony that is about to fall down. If you run at it the floor gives way and the chest is gone for the rest of the visit.

Walk. It is the only trap of its kind in the game and it costs you a pair of boots that are genuinely useful.

Search the beds and the carts

Burmecia hides things the way a ruin hides things — under furniture and behind debris rather than in chests on pedestals.

There is a coin behind an overturned cart on the first street. There is a key item under a bed, on the far side, which is why people walk out without it. There is another chest in the same bedroom that four separate guides place in four different corners.

Take the antidotes seriously. Something in here turns people to stone slowly, and the city is handing out the cure for a reason.

Some of the chests are not chests

Three of them are monsters. They look exactly like the real ones, they are worth a good deal of money, and they call in a friend that steals from you.

Nothing is lost by opening them. Just do not be surprised.

Two people are still alive

There is a room with two survivors in it. Nothing points you there and nothing happens if you skip it.

Go and talk to them. A scene much later, in a city a long way from here, only plays if you did. It is the sort of thing this game does constantly and never flags.

Freya gets her spear

Behind the left-hand door off the fountain square. It is a real upgrade and it teaches her something worth having, so put it on before you leave — one guide reminds you and the rest assume you will.

Behind the right-hand door is a staff for Vivi and a moogle who runs a shop. Take the letter. Take the nut.

Picking up the staff brings a travelling merchant out of nowhere. Buy his bundle. He does this eight times across the game and buying from him every single time is the only way to get what he is actually offering.

The fight at the end

You cannot win it, in the sense that it ends when she decides it ends — about ten turns in, with everyone on one HP.

So treat it as a shopping trip. Steal. There are three things on her and the third is very rare indeed, which means those ten turns are all the attempts you are ever going to get.

Do not bother attacking. One guide is explicit that hitting her actively makes the stealing worse.

Game Notes

Burmecia is the turn the game has been walking toward since the black mages came off the production line in Dali.

It does not make a scene of it. There is no cutscene where somebody explains what happened. There is rain, and empty streets, and bodies, and two survivors in a room who are not important to the plot and get a conversation anyway. Freya walks through her own city and the game declines to give her a speech about it.

Then Beatrix arrives and you lose, and the game is quite clear that you lose — not a scripted defeat dressed as a draw, an actual defeat, with the four of you on the floor and her walking away.

It is the first time FFIX has let a fight mean something, and it does it by taking the win away.

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