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FFIX · The Four Shrines

Final Fantasy IX · walkthrough

The Four Shrines

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.

Do everything else first

Once the mirrors are placed you go to the Shimmering Island, and that closes a long list of places permanently — Conde Petie, the Desert Palace, Esto Gaza, Mount Gulug, Fossil Roo, the Gates, the Iifa Tree and more.

Anything you were saving, save it now. This chapter is your last comfortable stop.

The pairs are chosen for you

  • Water — Dagger and Eiko
  • Fire — Freya and Amarant
  • Wind — Steiner and Vivi
  • Earth — Zidane and Quina

You fly the airship to each shrine and drop them off. Who you had in your party beforehand makes no difference.

Only the Earth Shrine is a place

The other three are a stop on the world map and a line of text telling you it went well. You walk and fight at the Earth Shrine and nowhere else.

There is nothing to pick up in the entire sequence — no chest, no gil, nothing. The boss is the only thing in it.

The corridor

The room closes in on you. Press the button when the field icon appears.

Earth Guardian

20,756 HP.

It absorbs earth — and healing magic, so no Cure, no potions thrown at it. It is weak to wind and holy.

Steal the Avenger and the Rubber Suit. The Avenger is also sold later for sixteen thousand gil, so this is the cheap route rather than the only one.

Game Notes

The four shrines are the most economical sequence in Final Fantasy IX, and the economy is the point.

Four pairs, four elements, four journeys — a structure that in most games would mean four dungeons. It would be the obvious thing to build. The game builds one, and tells you about the other three.

And it picks the right one. Zidane and Quina is the pairing with the least to say to each other; the fight is a wall that absorbs its own element; the corridor puzzle is a single button press. Nothing about the Earth Shrine is memorable, because it is not trying to be.

What it is doing is making four things happen at once while you are only in one place — which is exactly what the story needs right before everyone gets on an airship together and goes somewhere none of them will come back from the same.

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