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FFIX · Daguerreo

Final Fantasy IX · walkthrough

Daguerreo

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.

4 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.

First, the bad news about timing

Daguerreo has been reachable since Disc 3, by airship or a Sky chocobo, and its weaponsmith stocks the Rune Blade and the Obelisk — both of which teach abilities you cannot learn anywhere else — plus the Zorlin Shape.

That window closed at the Shimmering Island. If you are here after it, the stock is gone.

Nothing you can do about it now. It is on this page so that it is on a page.

What to pick up

  • Capricorn Stellazzio — the watery path on the right of the entrance screen
  • Two Elixirs — one on the lower balcony’s left path, one hidden right of the stairway

The pedestal by the item shop turns 4 Ore into 1 Aquamarine.

Repair the elevator

Left lever twice. Rod into the hole in the wall. Right lever twice.

The weaponsmith is upstairs behind it.

The synthesis shop

Angel Bless and Sargatanas, plus robes, rings and jewels. The Sargatanas is a good pick for Zidane — and if you bought spare Zorlin Shapes at Bran Bal, two Sargatanas make Thief Gloves.

The Excalibur takes two discs

The old man by the library wants a Magical Fingertip, and getting one is the longest errand in the game:

  1. Buy and resell all four artifacts — Doga’s Artifact, Une’s Mirror, Rat Tail, Griffin’s Heart — at the Treno auction, selling each to the collectors standing outside the synthesis shop.
  2. On Disc 4, the Magical Fingertip appears at the auction. It goes for 40,000–60,000 gil.
  3. Bring it back here.

It is Steiner’s, and it teaches Climhazzard.

Two cards and a medal

There is a Meteor Card for taking the right side in the I Want to Be Your Canary argument, and a Namingway Card that lets you rename characters.

The four-armed man grades your Treasure Hunter rank and hands over a medal at the top grade.

Noggy the moogle is by the synthesis shop. The librarian rents hammocks at 100 gil.

Game Notes

Daguerreo is four screens and it might be the densest place in the game.

A library, an item shop, a weaponsmith behind a broken elevator, a synthesis shop, a moogle, a Stellazzio coin, a card debate, a naming service, a treasure-hunter grader, an ore converter, and the first step of a two-disc errand for a sword. In four rooms, on an island in the corner of the map, that the story never once requires you to visit.

That is the design philosophy of this game stated as plainly as it ever gets. Everything optional is genuinely optional — not a marker on a map, not a quest log entry, not a character standing in your way saying you should really go and see Daguerreo sometime. It is an island you might notice while flying somewhere else.

The cost of that is the paragraph at the top of this page. A game that never tells you a place exists also never tells you when it stops being worth visiting.

Worth doing on a first run

Nothing here needs tracking on a story run.

How this page was made

Researched across 4 community walkthroughs and written from scratch — no source’s wording appears here.

How we decide what to print