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FFIX · Quan's Dwelling

Final Fantasy IX · walkthrough

Quan's Dwelling

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.

1 thing here is 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.

Quina’s old master lived in a cave outside Treno. You walk there through a forest full of encounters — no chocobo, no ship, just a walk.

This is entirely optional and it opens in stages. You can come now, but some of it will not be here yet.

What you can take today

  • Three Ethers — one at the entrance, one by the spring you reach on the rope, one up the ladder in the upper chamber
  • Scorpio, a Stellazzio coin, in the wall just south of the spring

That is it for now, and it has been available since long before this chapter.

The spring is free healing

Full HP and MP, as many times as you like, at no cost. There is no moogle and no save point here — plenty of people remember one, and it is the spring they are thinking of.

Come back later for the rest

Two things need prerequisites you do not have yet.

The clock on the patio holds Running Shoes. To get at it you need Vivi and Quina both in your party and you need the airship you are given later this disc. That trip also triggers the scene with Quan, which is the actual reason to come.

Ophiuchus, the thirteenth Stellazzio coin, appears in the same spot as Scorpio — but only once you have handed the other twelve to Queen Stella. There is nothing there until then, so do not go hunting.

And if you are doing the chocobo sidequest, there is a dive spot here later.

One thing you can lose

There is an ATE called “Home Sweet Home”, and you lose it permanently by collecting Vivi from this cave at the wrong moment rather than letting him go home in Treno.

If you are going for every scene, do the card tournament first and come here afterwards.

Game Notes

Quan’s Dwelling is the most skippable place in Final Fantasy IX and it is where the game keeps one of its best scenes.

Nothing points you here. No character asks you to come, no quest marker exists, the walk is through a forest of random encounters, and the reward for the first trip is three Ethers. A player could finish the game having never once opened the door.

And if you bring the right two characters at the right time, you get Quina standing on a dead man’s patio, talking about food, while a piece of music plays that the game has been saving.

That is the whole design philosophy of this game in one optional cave. The best thing in the room is not in the chest.

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