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FFIX · The Desert Palace

Final Fantasy IX · walkthrough

The Desert Palace

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.

1 thing here is 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.

Kuja’s palace is a candle puzzle. Light things in the right order, statues move, staircases appear.

The six bloodstones are the point

Each room you finish gives you a bloodstone, and each bloodstone hands you a piece of equipment.

More importantly, each one disables one of the boss’s buffs.

Valia Pira opens the fight by raising its magic power, its defence, its evasion, its magic defence, its magic evasion, and its immunity to every element. Every bloodstone you found beforehand takes one of those away.

Find all six and the fight is easy. Find none and it is the hardest thing on the disc. Six guides say this and none of them disagrees.

The six:

  • Promist Ring — the lobby
  • Anklet — the brazier room, after lighting all three
  • Shield Armor — the hallway
  • N-Kai Armlet — the library, upper level
  • Black Hood and Venetia Shield — the shadow chamber

And one actual chest

Fairy Earrings, in the room with the statues. Light the candle to raise the staircase. It is the only ordinary chest in the palace.

Valia Pira

12,119 HP. It is a pure caster and never attacks physically.

Carbuncle turns the fight off. Its Reflect bounces Valia Pira’s own magic straight back. You can also just drain its MP if you would rather.

Do not plan to steal anything — Zidane is at Oeilvert and nobody here can.

If Quina is with you

Level 5 Death clears three of the four encounters. Torama, Drakan and Grimlock are all level 30. Ogre is level 29 and is the only one it misses.

The moogles

Mojito runs the shop in the lobby and has a letter for Mogsam, who is in the library behind a wall that opens once you have lit enough candles.

Mogsam is your last save before the boss.

Come back for the card

Once you return from Oeilvert there is a Namingway Card on a table in Kuja’s room. It is not behind anything, which is exactly why people miss it.

Game Notes

The bloodstone mechanic is the best-designed thing in the second half of this game and almost nobody notices it is happening.

You are not told the bloodstones do anything. They look like what they are on the surface — a reward for solving a room, one accessory each. A player who solves four rooms and gets bored takes four accessories and walks into a boss fight with two-thirds of its buffs intact, and concludes the boss is hard.

A player who cleared the palace walks into the same fight and finds a caster with no defences that dies to its own spells.

Same boss. Same party. The difference was made an hour earlier by something the game never explained, and both players come away with a completely coherent and completely different impression of how difficult Final Fantasy IX is.

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