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FFIX · Gizamaluke's Grotto

Final Fantasy IX · walkthrough

Gizamaluke's Grotto

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. 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.

Before you take a step into this cave: the Lindblum trolley stops running the moment you enter. The three districts close behind you and the only shop left is the one at the gate, which sells potions and nothing else.

Buy what you need now.

Bells open doors and you do not have many

Burmecian soldiers are dying at the entrance, and one of them gives you a bell. The bell opens one door, and then it is gone.

There are more doors in here than there are bells, so do not open doors to see what is behind them. Take the left-hand small door first, then the right, then the big one in the middle. That order collects the other bells as you go.

If you do run dry, go back to the first soldier’s body. There is another one on him — several guides describe it as a safety net and one describes it as only appearing when you are stuck.

Three of the four items are hidden

None of them is a chest you can see.

A vest behind the cave wall on the upper-left path. Gloves along the back wall near the top of the bell room stairs. A hat on the strip of ledge that runs underneath the bridge, towards the camera — that one is walked past by almost everybody, because the bridge reads as scenery and the ledge under it reads as the edge of the map.

Hug the walls. This is the last area in the game that is this dense with hidden pickups per square metre.

The moogle under the bell

There is a moogle pinned under a fallen bell and his wife would like him out. Vivi is carrying a Kupo Nut. Hand it over.

You get a key item for it that opens the last door. You can only carry one nut at a time, and this moogle gives out a different prize on every disc — so it is worth coming back with one whenever you pass.

The fish

Thunder and wind both hurt it and nothing else really does. It counters your physical attacks and it counters your magic with silence, so someone is going to get shut up and it may as well not be Vivi.

There is an Ice Staff on it that is worth three attempts.

Do not climb the vine

On the way out there is a vine going up. It leads somewhere you are not ready for — the only thing living up there is a dragon that will end the party in about two turns.

It is a good place to come back to. It is not a shortcut.

Game Notes

The grotto is the first time FFIX gives you a resource you can waste.

Everything before this has been generous. Free healing springs, unlimited mist jets, shops that restock, a festival you cannot fail. Here you get four bells and five doors, and the game does not tell you that in advance. It just puts a soldier’s corpse in front of you, gives you a bell off it, and lets you learn what a bell is worth by spending one on a door you did not need.

It is also the first place where the war is not abstract. Burmecia has already been attacked. The soldiers at the entrance are not enemies and not quest-givers; they are people who ran this far and stopped. One of them hands you the thing that lets you keep going.

And then it drops a giant fish on you, which is very much this game — it will do something quietly bleak and then immediately do something absurd, and never acknowledge the gear change.

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