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FFIX · The Iifa Tree, Revisited

Final Fantasy IX · walkthrough

The Iifa Tree, Revisited

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.

Back through the Mountain Path to the tree. This is the last thing that happens on Disc 2 and it is mostly a corridor.

Sort your party first

Dagger is taken out of your party for this, whoever you brought. If you were building around her, move her out yourself rather than discovering it at the worst moment.

The Mistodons

Kuja sends them at you in waves. They are scripted, unavoidable, and there is no way past them except through.

They are undead. Cast Life and they die instantly; a Phoenix Down almost does the same. That is the fast way through a stretch of fights that is otherwise just attrition.

Steal first — a Hi-Potion and an Ore off each — because you will not see these again. The level 19 version only exists here. There is a much stronger Mistodon later in the game with the same name, and it is a different enemy.

Talk to Mocchi

He is half hidden behind a root near the top. Save, and take his letter — it is from Stiltzkin, and it is the next leg of the chain.

This is the same moogle you handed Mogryo’s letter to on the way down. One moogle, two letters, two visits.

The Aquamarine

At the bottom, at the Leviathan statue. Dagger gets it in a cutscene, it teaches Leviathan, and you cannot miss it.

That is the only item in the whole sequence. Ten guides cover this stretch and every one of them lists exactly that.

Game Notes

The last stretch of Disc 2 is a corridor with fights in it, and that is deliberate.

The disc has spent its final hours handing you things — a summon, a party member, the first free choice of who walks with you. Then it takes the choice back, benches a character without asking, and points you down a tree at a line of enemies you cannot avoid.

Nothing here is a puzzle. Nothing here is optional. The one item is given to you in a cutscene. After twenty hours of a game built almost entirely out of side rooms and things you could walk past, the disc ends on the only stretch with nothing in it at all.

Whatever is waiting at the bottom, the game has stopped letting you take the long way round to it.

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