Final Fantasy IX · walkthrough
Conde Petie
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.
A town of dwarves on the Outer Continent. They will not let you in until you say “Rally-ho” back to the gatekeeper, and they will not let you out the far side until somebody gets married.
Neither of those is a puzzle. Both are just doors.
Four things to pick up
- 2,700 gil in a dark corner right by the gatekeeper, before you walk into town properly
- 1,800 gil upstairs in the Inn, at the left-hand bed
- Phoenix Pinion at the bottom of the Item Shop stairs
- Diamond on the Kirkboat — the boat-shaped altar where the wedding happens
The Inn gil is the one people miss. It is upstairs and there is no reason to go up there.
The wedding
To reach the Sanctuary the dwarves need you married, so Zidane and Dagger get married. Dagger says yes without hesitating, which is worth noticing.
Afterwards you can go back and talk to Vivi to set up a second ceremony for him and Quina. It is a short joke scene and it is the only thing in the whole town you can permanently miss. If you would rather, you can sneak the two of them past the guards instead — the game does not care.
Mogmatt has a letter
He is in the corner of the Item Shop. He gives you a letter for Suzuna, who is out on the Mountain Path — the area you are heading into next.
So take it with you now rather than walking back for it later.
Shopping
There is no synthesis shop here. If a guide has told you to synthesise at Conde Petie it means the Black Cat in the Black Mage Village.
The weapon stall sells Poison Knuckles for 5,000 gil. One guide tells you to buy them. Two point out that the character who uses them is not in your party yet, which is correct. Your call, but it is a lot of gil to sit on.
Game Notes
Conde Petie is doing something the game has not tried before, which is putting a gate in front of you that is made of manners.
Every other locked door in FFIX so far has been a physical thing — a gate pass, a bell, a broken gargant, a switch. Here the obstacle is that the dwarves have a greeting and a custom, and you do not get through until you have participated in both. You say Rally-ho. You get married.
And the game plays it entirely for comedy, right up until it doesn’t. Dagger agreeing to the wedding instantly is the joke’s setup and also the most direct thing she has done since Alexandria. The scene is funny, and it is also the first moment where what she wants is legible without her explaining it.
Then Vivi and Quina get married too, and it is a joke again.
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.
Completionist mode. Full spoilers, in play order, with every permanent loss called out before you reach it. 4 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Our area ordering was wrong here, and this is the first time
Every area on this site is numbered by the game’s own field ids, and we checked that ordering against a published chapter list and found it agreeing seventeen areas deep. It is how we settled the Disc 1 / Disc 2 boundary.
It breaks here. By field id, the Black Mage Village (1450–1464) comes before Conde Petie (1500–1509). In play, you reach Conde Petie first — the Black Mage Village is through the Dead Forest on the far side of it.
Two independent chapter numberings say so: Jegged files Conde Petie as its nineteenth Disc 2 chapter and the Black Mage Village as its twentieth, and Caves of Narshe numbers them 2-10 and 2-11. So we have swapped them, and Conde Petie is area 18 on this site.
Worth recording plainly rather than quietly fixing, because it bounds a rule we have been leaning on: field id order approximates play order, and is not it. It held for seventeen areas and then didn’t. Anywhere the game builds two regions in parallel — as it evidently did here — the ids record which was authored, not which is walked. We will keep checking rather than assuming from here on.
The gate award nobody has ever documented
Our extraction reads two award instructions at the town gate. One is the 2,700 gil, which seven publishers confirm. The other is item id 604, which we cannot name.
No publisher documents a second pickup at the entrance. Not one of nine.
The only card-shaped thing at Conde Petie is the Oglop Card, traded by Bryan Rootrunner near the Item Shop — wrong location, and it comes from a trade rather than an award. The id is in the high range where we have previously found cards, which is suggestive and nothing more.
So it stays a flagged unknown. We are not going to name an item to fill a row, and the honest version of this line is that our data says something is here and we do not know what it is.
Our zone names are wrong again
Our field layer calls both gate scripts the “Corridor”. Nine publishers describe that spot and all of them call it the entrance, the gate, or “behind the guard”. Nobody in the world calls it a corridor.
That is the second consecutive area where our zone naming has missed — Lindblum’s 3,000 gil was filed under a “Town Walls” that does not exist either. Two in a row is a pattern, not an accident, and it firms up the rule from area 16: our data is reliable about what and unreliable about where.
The same layer gets one badly right in the same breath. cp_shn_0 is named
“Shrine”, and six publishers put the Diamond on the Kirkboat — the
boat-shaped wedding altar. Different word, same place, and an unusually clean
match. The zone names are not noise; they are just not authority.
The Phoenix Pinion, and a five-way split over one item
| Position | Publishers |
|---|---|
| Item Shop, bottom of the stairs, first visit | Jegged, Gamer Guides, Final Fantasy Wiki, Drslice — 4 |
| A ledge after the wedding ceremony | one GameFAQs FAQ — 1 |
| Not in the area at all | Game8 omits it from its item table |
Our field data puts the award in the Item Shop script, which matches the four.
The Game8 omission is the interesting one, because it is not a mistake so much as a consequence: Game8 merges the Conde Petie Mountain Path into its Conde Petie page, folding in a Remedy, a Tent, an Ether, a Moonstone and the Hilgigars fight — content that Jegged and Gamer Guides keep on a separate page for a separate area. A guide that redraws an area’s boundary ends up with a different item list, and the disagreement reads as a factual dispute when it is really an editorial one.
This is the third distinct way we have now seen publishers disagree about an item list without anyone being wrong: split visits (the Lindblum hideout), split halves of one area (Pinnacle Rocks), and split area boundaries (here).
Stiltzkin is not in Conde Petie
His fourth stop is the Conde Petie Mountain Path — the next area, not this one. 666 gil for a Magic Tag, a Tent and an Ether. Two publishers agree on the stop, the price and the contents, and three independent Stiltzkin lists give the same eight-stop itinerary.
Recording it because the two places share a name and the mistake is easy. If you are tracking the every-stop reward, the Mountain Path is where you need to be carrying 666 gil.
Mogmatt, and a letter with somewhere to be
Mogmatt is the only moogle in town, in the corner of the Item Shop — which lines up with our own moogle-marker id appearing exactly once here, in the Item Shop script.
He gives you a letter for Suzuna, who is on the Mountain Path. Carry it forward rather than making the trip twice.
No publisher says whether that letter is time-limited. We looked. That is an absence of coverage rather than a confirmation that it is safe, and it is the kind of gap that cross-area systems keep producing.
The letter’s content is a joke about the password: Mogmatt keeps saying “Rally-kupo!” instead of “Rally-ho!”
The wedding, and what is actually optional
Mandatory: Zidane and Dagger marry, because the dwarves will not open the path to the Sanctuary otherwise. Three publishers state the gating explicitly.
Optional: Vivi and Quina’s ceremony, which fires only if you go back and talk to Vivi afterwards. Four publishers cover it; one names the ATE “Nuptial Joy”. You can sneak the pair past the guards instead. Nothing is gained or lost either way.
That optional scene is, as far as we can tell, the only missable thing in Conde Petie — and it is a joke.
Five ATEs on the first visit: Vivi and the Couple, Quina Accused, Quina Can’t Communicate, Dagger and William, Hungry Bryan. Two publishers list the same five with identical titles.
The Oglop Card
Catch an Oglop on the Mountain Path, bring it to Bryan Rootrunner near the Item Shop, get a card. Two publishers document the trade; they disagree on whether it repeats, one saying you can do it as many times as you like and the other phrasing it as a single exchange.
Separately, one card-location FAQ lists Crawler, Sand Scorpion, Nymph and Sand Golem as winnable from named dwarf NPCs across Discs 2–3. That is a single source and the outcomes are random, so it does not map onto anything in our field data and we are not going to render it as a checklist.
When this closes
Not now. You come back for the wedding, and the town stays open for a long time after.
Conde Petie, the Mountain Path and the rest of the Outer Continent close permanently once you take the Shimmering Island passage, much later. Two publishers say so, in different words — one calls it the Shimmering Island portal and the other the passage to Terra, and they are the same event.
Nothing at Conde Petie is on our permanent-missables list except the Vivi joke.
Game Notes
The gate award is worth sitting with, because it is the cleanest example yet of what our data can and cannot do.
We can see, in the game’s own scripts, that there are two award instructions at the gate of this town. That is not an inference. It is read directly out of the shipped files, and the instruction-count rule does not explain it away — the two are different kinds, one gil and one item, so this is not a branch pair or a duplicated routine.
And the entire published record of this game, across nine guides we could reach and roughly twenty-five years of people writing them, contains no mention of a second thing at that gate.
One of two things is true. Either there is something there that nobody has found, or our reader is doing something at this address that we do not understand yet. After the Ozma retraction we know which way to bet, and it is not the exciting one.
So it goes in the checklist as a flagged unknown with no item name attached, and on the playtest sheet as a thing to go and look at. That is the whole methodology, and it is much less satisfying than the alternative.
Everything in this area
The entrance
The Inn
The Kirkboat
The Item Shop
The entrance
The Item Shop
The entrance
The Kirkboat
Conde Petie
The Item Shop
Conde Petie
The weapon stall
Conde Petie
How this page was made
Researched across 9 community walkthroughs and written from scratch — no source’s wording appears here. 4 are marked where sources disagree with each other — we have not picked a winner for you.