Final Fantasy IX · walkthrough
Lindblum — the Council
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.
Cid needs a remedy and it takes three potions. That is the chapter.
The three potions
- Strange Potion — in the junk by the stairs in the studio
- Beautiful Potion — from Alice at the item shop in the Business District
- Unusual Potion — from Cinna, at the Tantalus hideout
Nothing moves until you have all three, so none of them can be lost.
Open the hideout chests again
1,273, 970 and 4,826 gil. The same three chests you have opened twice before, with money in them again — they held 97, 68 and 282 the first time and 340, 262 and 993 the second.
That is about seven thousand gil for walking into a room you know.
And look for a fourth chest. Our data says there is one on this visit with a Protect Ring in it, and no guide in the world mentions it. It may not be there. It costs you nothing to check.
The rest of the city
- Egoist’s Armlet and an Elixir in the castle guest room
- Chimera Armlet at Serpent’s Gate
- Lapis Lazuli in the studio
- a Remedy at the Dragon’s Gate
- a Remedy and an Elixir in the house in the Business District
- Sagittarius, a Stellazzio coin
Spend down to under 50 gil at some point
There is an ATE called “Give Me My Money!” and it only happens if you are carrying less than 50 gil.
You have just opened three chests holding seven thousand. If you want every scene, you will have to deliberately spend almost all of it first. Two guides flag this as the one people miss and it is easy to see why.
Then take the ship
The Blue Narciss is at Serpent’s Gate. It is the boat you stole, rebuilt, because the Mist is back and nothing flies.
Game Notes
Cid has been a frog for a while now and the game has never once made it sad.
That is a harder trick than it looks. The Regent of Lindblum was turned into an animal by his wife, his city has been bombed, his airships are grounded, and he is presiding over a war council from a table he can barely see over. Every element of that is humiliating.
And the game plays it completely straight — he is still the sharpest strategist in the room, still the one who works out what to do next, still the one everybody defers to. The joke is never at his expense. Hilda left him for a reason he deserved, and the game lets that be true at the same time as letting him be competent.
Then you go and find three potions, and he turns into something slightly worse, and he carries on running the meeting.
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.
Completionist mode. Full spoilers, in play order, with every permanent loss called out before you reach it. 3 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Four chests where there have always been three
Back at the post-attack Lindblum page we established that the three gil chests in the Tantalus hideout refill — 97, 68 and 282 on Disc 1; 340, 262 and 993 on Disc 2 — and that eleven publishers had documented the mechanic numerically without one of them writing the sentence.
Seven publishers give 1,273, 970 and 4,826 for this visit. Our field data agrees.
Our field data also carries a fourth chest, holding a Protect Ring.
Here is the room across all three visits:
| Visit | Chests | Contents |
|---|---|---|
| Disc 1 | 3 | 97, 68, 282 gil |
| Disc 2 | 3 | 340, 262, 993 gil |
| Disc 3 | 4 | 1,273, 970, 4,826 gil, Protect Ring |
No publisher lists it. Not one of seven that cover this chapter. And it is worse than silence: Final Fantasy Wiki has a dedicated page for the item listing six sources for it in the whole game — Chocobo Hot and Cold, a Dead Pepper dig, the endgame synthesis shop, Mognet Central, the Nero family quest, and the Ragtime Mouse — and the Lindblum hideout is not among them.
So the corpus does not merely fail to mention it. It has a document whose job is to be exhaustive about this item, and that document excludes this place.
Why we are not simply deferring to that
Every rule this project has says that when our data disagrees with the corpus, we are wrong. It came out of the Ozma retraction and it has been right almost every time.
The structure is what makes this one different. The four awards in this room are not four different kinds of thing. They are four identical units, evenly spaced, each one a chest encoded the way every chest in this game is encoded — a single signed value with the engine choosing gil or item from its sign:
2172 → 2281 gil 1,273
2768 → 2877 gil 970
3364 → 3473 gil 4,826
3960 → 4065 Protect Ring
Four units at the same 487-byte stride, each with the same internal pairing. Three of them produce figures seven publishers confirm to the digit. The fourth is the same shape.
If our reader were misfiring at this address, the three confirmed chests sitting either side of it would be misfiring too.
Why nobody would have written it down
This is the part that makes it plausible rather than merely arguable.
The hideout is a room every guide has already covered twice. By the Disc 3 chapter, “the three gil chests in the Tantalus hideout” is an established fact with two chapters of history behind it. A writer arriving for the third time knows what that room is.
And the refill is what makes the room feel like a known quantity in the first place. Eleven publishers have written down three different sets of figures for it without ever writing the sentence that would make a reader look again.
A fourth chest appearing on the third visit to a room that has taught everyone it contains exactly three is about the best possible hiding place in a corpus organised by route.
We are not publishing it as fact. It is flagged, it says plainly that no publisher supports it, and it is near the top of the playtest sheet. But the structural argument here is stronger than for any other unconfirmed award we hold — stronger than the Conde Petie gate, which was a different kind of award in a different kind of script.
Ids 274, 275 and 276 are the three potions
Three consecutive key-item ids, awarded in three different Lindblum locations on this visit. The same technique that named the Coloured Stones: a short consecutive run confined to one area, then ask the corpus what set of that size lives there.
Seven publishers, unanimous: the Strange Potion, the Unusual Potion and the Beautiful Potion, the three ingredients for Doctor Tot’s remedy for Cid. No publisher offers any other candidate set.
| Our field | Item | Where publishers put it |
|---|---|---|
| The studio | Strange Potion | in the junk by the studio stairs |
| The Square | Beautiful Potion | from Alice at the item shop |
| “Theatre Avenue” | Unusual Potion | from Cinna, at the Tantalus hideout |
The set is settled. The third placement is not. Six publishers of seven put Cinna in the hideout and nobody names a “Theatre Avenue” at all — so this is almost certainly the hideout’s entrance screen under a label of our own invention.
Fifth zone-name miss, after Town Walls, Corridor, Brahne’s fleet and the fishing area at Quan’s Dwelling. The standing decision holds: our zone names never render as locations.
As with the Coloured Stones, we are naming the set and not the individual ids. Which potion is 274 and which is 276 does not follow from anything we can read.
Publishers document a second Disc 3 stop here
Three of them: a later Lindblum visit, after Mount Gulug, where Hilda briefs Zidane, Dagger rejoins permanently, and the Hilda Garde 3 is delivered.
Confirmed since, and more firmly than we had it. A later research pass found eight of nine publishers giving that stop its own chapter or sub-heading, sitting between Mount Gulug and Ipsen’s Castle — one titles it “Third Lindblum’s a Charm”, which numbers it against the Disc 1 and council visits and settles that it is a third stop rather than a re-telling of this one.
Correcting ourselves on one point: we wrote here that two publishers say that trip has no chests or potions. It does — there is an Elixir aboard the Hilda Garde III itself, reachable only while it is docked, plus a Tent, a Mognet delivery and two ATEs. Four publishers list the Elixir. What is true, and what we should have written, is that none of this visit’s items reappear there.
We checked our own field table for a fourth Lindblum block and there is none — the Disc 3 scripts stop at this one. So either that later stop is flag-gated inside the same block, which is the pattern we have seen at Madain Sari and Alexandria, or its content lives somewhere we have filed under another name.
Recorded as an open question about our area list rather than answered. We are not inventing an area on an inference.
The rest of the visit
Egoist’s Armlet and an Elixir in the castle guest room; Chimera Armlet at Serpent’s Gate; Lapis Lazuli in the studio; a Remedy at the Dragon’s Gate; a Remedy and an Elixir in the Business District house that several publishers call Card Freak Gon’s. All seven-of-seven.
Two publishers also list an Ore on the studio table that the other five omit — a minority claim we carry as disputed, since a two-against-five split on a small item in a cluttered room is exactly the shape of thing that turns out to be real.
The Chimera Armlet here is the second of the disc; the other is the four-armed man in Treno, whose script we showed last area gives a Power Belt on the earlier visit and a Chimera Armlet on the later one.
No boss. Seven publishers, complete silence on combat. No Stiltzkin — he has no Lindblum stop on any disc. The Festival of the Hunt does not return, and one publisher’s missables page says so outright.
The ATE with the strange condition
Seven ATEs, and one of them is a genuinely odd design: “Give Me My Money!” requires the party to be carrying under 50 gil.
You arrive at this chapter having just opened three chests holding seven thousand gil between them. Getting under fifty takes deliberate effort.
Two publishers flag it as the one people miss, and a third independently confirms the condition. Two other ATEs on this visit are gated on things done much earlier — one on having seen a particular scene in Treno, another on having saved two named characters in Burmecia back on Disc 1.
Which is the cross-chapter problem again, in its most demanding form: a completionist needs to have made three correct decisions in three different chapters to see everything in this one, and no single page tells them so.
Missables
No publisher flags anything from this visit as permanently missable. The Egoist’s Armlet, the Chimera Armlet and the Lapis Lazuli simply appear in item lists with no warning attached.
In practice the later Lindblum stop has none of them, so they are almost certainly gone if skipped — but that is our inference from a second visit’s emptiness, not a sourced claim, and we render it as advice rather than as a fact.
The three potions are mandatory, so they cannot be lost.
Game Notes
The fourth chest is the finding this project has been building toward for twenty-nine areas, and it is worth being clear about what kind of finding it is.
We cannot confirm it. We have one data reading, no publisher support, and a wiki page that is supposed to be exhaustive and does not include it. By our own rules that is the profile of a claim we should distrust, and we do.
But the reason it is interesting rather than merely doubtful is that it sits at the exact intersection of two things we established months apart. The refill, which taught us that the corpus records this room’s contents numerically and never describes them. And the structure of a chest, which tells us this fourth thing is encoded identically to three figures seven publishers print to the digit.
A guide organised by route writes this room three times, from three different chapters, each time recording what is in the chests. Nobody is placed to notice that the number of chests changed, because noticing that requires reading three chapters against each other — which is a thing a reader does and an author does not.
If it is there, it has been there since 2000, in the most-documented room of the most-documented city in the game.
Somebody should go and look.
Everything in this area
The studio
The Business District
The Tantalus hideout
The guest room
Serpent's Gate
The studio
Lindblum
The Business District
Lindblum
Serpent's Gate
Lindblum
How this page was made
Researched across 8 community walkthroughs and written from scratch — no source’s wording appears here. 3 are marked where sources disagree with each other — we have not picked a winner for you.