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FFIX · Cleyra

Final Fantasy IX · walkthrough

Cleyra

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.

16 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.

This is the single biggest one-time area in the game, and unlike the Evil Forest or Burmecia, the things in it are worth having.

Two shops with stock you will not see again. A travelling merchant. Four scenes. Three spells. Around thirty pickups across a dungeon and a town. All of it goes.

So: do not rush the middle of this chapter. Whatever else you skip, do not skip Cleyra.

The tree is full of hidden chests

The climb up the trunk is the densest hidden-pickup stretch in the game. Chests tucked behind trees, behind roots, in camera blind spots, at the base of a sandfall, in a room full of whirlpools.

Search walls. Search behind things. If a room looks like it has one chest, walk the edges before you leave it.

Two chests you can see and cannot reach

Early in the climb there is a pair of chests above you that you cannot get to. They are not decoration and they are not a tease.

Get to the town, watch both of Quina’s scenes, then go to the rubbish pit beside the town entrance and jump in. You land next to them.

Those two scenes are also two of the four you need for the watch-everything achievement, so this is one of the rare cases where the completionist route and the loot route are the same route.

Buy the merchant’s bundle

There is a travelling moogle in the inn selling three items for 444 gil. Buy them.

He turns up eight times across the whole game and the payoff only arrives if you have bought from him every single time. Cleyra is his second stop and it is the easiest one to walk past, because the inn is not on the way to anything.

Talk to the priest

The high priest gives you a gem. He does not hand it over unprompted and four guides flag it as easy to lose. Go and speak to him before you head for the town entrance.

When the attack starts

You will be asked where to send people. Right, then left, then across the bridge to the right.

Get them right and the survivors thank you afterwards with seven items. Get them wrong and they do not.

Before you leave

Take Quina’s equipment off.

Quina is not coming with you, and whatever Quina is wearing goes too. Exactly one guide out of fifteen mentions this. It is the most expensive thing in the area after the merchant.

While you are at it: Quina can eat three things in this tree and learn three spells, one of which heals the whole party for a long time. Quina leaves in about twenty minutes.

Game Notes

Cleyra is the best-built place in FFIX and the game destroys it forty minutes after you arrive.

It is a city of refugees who left a war and built a home inside a tree, protected by a sandstorm they maintain with a dance. The dance is a real ceremony, performed by people with a stake in it, and the game lets you watch the whole thing. There is a harp. There is a priest. There are children.

Then Alexandria turns the storm off and walks in.

What makes it land is the pacing. You spend an hour climbing into this place and learning where its chests are, which is the most intimate way a game has of making you know somewhere. By the time the attack comes you have been in the inn, the cathedral, the mill and somebody’s back garden. The loss is measured in rooms you recognise.

And then — this is the part the game does not soften — Freya walks through the ruins of the second city of her people to be destroyed in two chapters, and meets the same knight, and loses again.

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