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FFIX · Memoria and the Crystal World

Final Fantasy IX · walkthrough

Memoria and the Crystal World

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.

11 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.

Finish everything else before you come here. This is the end of the game. Stiltzkin’s last set, Mognet, the Stellazzio turn-in, the Treno auction, the Excalibur, Ozma — all of it is behind you the moment you commit.

And there is a door, later on, that you cannot walk back through.

Six things to pick up

  • Kain’s Lance — by the right-hand wall on the first screen
  • The Tower — the small platform jutting toward you in the Recollection room
  • Angel Flute — the left of the platform before the save point. Eiko’s, and it teaches Holy
  • Rune Claws — behind the pillar at the foot of the stairs. Amarant’s best
  • Mace of Zeus — the first platform in Gaia’s Birth. Vivi’s best
  • Excalibur II — left of the final door, and only if your total play time is under twelve hours. If it is not, there is nothing there

The four fiends

Maliris — fire resistance and Body Temp. Mustard Bomb kills outright if Heat is already on someone. Steal the Masamune.

Tiamat — fire and wind resistance, and keep everyone off Float; it answers Float with Snort.

Kraken — water resistance, Body Temp and Bright Eyes. Two tentacles. The easiest of the four.

Lich — earth resistance, no Doomsday, and LV5 Death kills anyone whose level is a multiple of five. Check your party’s levels before you walk in.

Before them, Nova Dragon: wind and water resistance, and steal the Grand Armor.

Quina eats extremely well here

  • StilvaAuto-Life
  • BehemothAngel’s Snack
  • Chimera and KrakenFrost
  • TiamatTwister
  • MalirisMustard Bomb
  • LichLV5 Death
  • Ash and VeteranDoom

Seven, in one dungeon. Auto-Life on its own is worth going out of your way for.

And this is the grinding spot

Behemoth 53,168. Iron Man 42,996. Chimera and Stilva 42,785. Ash 40,329.

Nothing short of a superboss pays better anywhere in the game.

Hades

There is an optional fight behind a rock formation in the ocean room. Win it and the master synthesist opens his shop, which is the only source of several late recipes.

He also carries the Running Shoes, if you never picked a pair up.

Before the door

Past a certain point the fights come one after another with no shop, no re-equip and no way back. Set your party and your abilities first. Save first.

Game Notes

Memoria is the only dungeon in this game built entirely out of places you have already been.

Not literally — you have not stood in these rooms. But the screens are named after things you have done: a recollection, a past, a birth, a world fusion. The game spends forty hours putting a world in front of you and then, at the end, walks you back up through it in the abstract.

It is also, mechanically, the most generous place in the game. The best experience, the best blue magic, three ultimate weapons and a fourth that almost nobody will ever hold. A final dungeon that is worth exploring is a rarer thing than it sounds — most games make the last stretch a corridor.

This one makes it a museum, and then puts a door at the end of it.

Worth doing on a first run

Nothing here needs tracking on a story run.

How this page was made

Researched across 3 community walkthroughs and written from scratch — no source’s wording appears here.

How we decide what to print