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FFIX · Evil Forest

Final Fantasy IX · walkthrough

The Evil Forest

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.

2 things here are lost permanently, and 13 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.

The ship you spent the first two hours on is now scenery. You can walk through it, which very few games would bother to let you do, and everything inside it is yours for the next half hour and then never again.

Rob the wreck

Sequence first: the Prima Vista is broken open in the trees, Baku is standing on the bridge, and there is a fight coming that you win by not dying. Before any of that, go through the ship.

Cargo outside. Cabins inside. A bunk bed with money tucked in the sheets. A hallway room, a cargo room with something easy to walk straight past, a meeting room. None of it is guarded, none of it is unique, and all of it is behind a door that shuts for good when you leave the forest.

The one people miss is not in the ship at all when they look for it. After Baku, go back. A room that was locked during your sweep is open now, and there is an Ether in it. It is the one pickup here that requires you to search a place you have already finished searching.

Baku is free money

He hits reasonably hard and he cannot actually take anything from you. Fire hurts him, Slow sticks, and the fight ends when the story wants it to.

So spend it on Steal. He is carrying a Hi-Potion and an Iron Sword, and the Iron Sword is a genuine weapon upgrade sitting behind a one-in-four roll — not the near-impossible chance most guides print for it. Zidane should be doing nothing else until it is in your bag. Steiner will be swinging it inside an hour.

Blank hands you the actual reward

The key item he gives you in the cargo hold is not a consumable. It is the thing that turns equipment into a teaching system — gear you wear starts feeding you abilities, and from this point on what you put on a character matters for reasons that have nothing to do with stats.

If you skimmed the tutorial text, this is the one to go back and read.

The spring is unlimited

There is a clearing in the forest with a spring in it that restores your whole party, HP and MP, for free, as many times as you like.

The game does not sell this hard and it should. Everything that follows this area is a solo ice cave with no shops and no inn. Grind here. Two or three levels off the local wildlife costs you ten minutes and makes the next two hours comfortable rather than tense.

There is a moogle in the tree stump next to it — you can only see his pompom — and he wants the letter you picked up in Alexandria. Check Mognet twice while you are standing there.

The cages want a hostage, not a win

Two fights in this forest are the same enemy wearing the same name, and neither of them is really about damage. Each one has somebody in it, and every turn it spends not attacking you, it is draining the person inside.

Losing them is a game over. Not a setback — a game over, in an area that has been nothing but free rides up to now, roughly ninety minutes into a forty-hour game.

So the rule for both fights is: stop the cage, do not out-heal it. Hit it hard and hit it now. If it has an arm up, get rid of the arm.

Strip Blank before you sleep

At the camp scene after the escape, Blank leaves. He leaves wearing whatever is still on him, which includes a Silk Shirt — and he is gone for a long, long time.

Open the menu. Take it off him. It is not a unique item and you can buy another eventually, but “eventually” is a while away and the very next thing you do is walk into a cave alone.

Game Notes

The Evil Forest is where FFIX stops being charming at you.

Everything before this has been a performance — a play inside a play, a fake ticket, a kidnapping that goes right for the kidnappers. Then the ship burns, the ship crashes, and the game drops you into a place where the trees are hostile, your friend gets taken, and the way you rescue him is to run before it is finished.

And it does not let you go back and fix it. The forest seals. Blank stays where he is. The game’s first real lesson about itself is that it will let a thing go wrong and then keep going, which is a strange and quite confident thing for a game with this art style to do in its second hour.

It is also the last time for a while that anything is free. The spring is the most generous mechanic in the early game and it exists exactly once, in exactly the place where the game is about to take your party away from you.

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