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FFIX · Pandemonium

Final Fantasy IX · walkthrough

Pandemonium

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.

8 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.

Prepare first. The fights here come one after another with no shop and no chance to change equipment in between, and Bran Bal is behind you.

Bring wind and lightning resistance, and Locomotion if you have it.

Five things to pick up

  • Holy Miter — examine the throne in the first room
  • 20,007 gil — set the elevator to 3 and ride to the top
  • Carabini Mail — the blue teleport pad room; it teaches Auto-Regen
  • Elixir — the second blue pad
  • Battle Boots — take the south path at the fork

The blue orbs are on a thirty-second timer. Work out where you are going before you step on one.

The fights

Amdusias — Zidane starts alone. Defend until Freya and Amarant turn up, then fight normally.

Abadon — Quina and Steiner, with Zidane joining. White Wind and Mighty Guard do the work.

Shell Dragoncast Float. It uses Earth Shake and Float turns that off. Dagger arrives partway in.

Silver Dragon — optional, and unusually willing to take Sleep, Slow, Silence and Blind for something its size. Steal the Dragon Mail and the Kaiser Knuckles before you finish it.

GarlandSilence and Blind both land. He casts Stop, which Locomotion blocks. Three things to steal: Battle Boots, Ninja Gear, Dark Gear.

Kuja — almost all magic, so Shell on everybody. Do not cast Reflect — he replies with Flare Star. Steal the Ether, the Carabini Mail and the Light Robe.

Quina eats well here

  • MalboroBad Breath
  • AbadonTwister
  • Shell DragonEarth Shake

Three in one dungeon, which does not happen again.

If you want to grind

This is a better place for it than Terra was. Abadon and Shell Dragon give 32,073 each and Malboro 30,579, against 23,801 for a Mover formation — and Bran Bal’s Vaccines are behind you now, so you can buy protection from Virus instead of stealing it.

Movers are here too, two formations of them, behaving exactly as they did in the trees.

Don’t miss Mozme

The moogle in the maze takes a letter and gives you a Kupo Nut.

Game Notes

Pandemonium is the first dungeon in this game that is honestly difficult in a structural way rather than a numerical one.

Everything up to here has let you leave. Ipsen’s Castle had a way out. Oeilvert was one-way but short. Even the Desert Palace, which locks a lot of doors, gives you a moogle and a chance to think.

Here the game takes away the one thing an RPG player reflexively reaches for when a fight goes badly, which is the menu. No shop, no swap, no reconsidering your loadout between rounds. Whatever you walked in with is what you have.

That is a much older kind of design than most of Final Fantasy IX, and it is doing something deliberate: it is the point in the story where the party stops being able to regroup, and the mechanics agree with the plot for once instead of politely ignoring it.

The practical consequence is boring and worth repeating anyway. Spend the gil at Bran Bal. You will not get another chance, and the game will not remind you.

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