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FFIX · The South Gate

Final Fantasy IX · walkthrough

The South Gate

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.

5 things here are lost permanently, and 2 more you can get another of later. 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.

The disc turns over and you are somebody else.

Zidane’s party is where you left them. This is Dagger and Steiner, on the other side of the continent, trying to get through a checkpoint. It is a short stretch and an easy one, and it exists mostly so that the two of them have to talk.

Take the racket and the pass

At the gate there is a chest on the left with a tennis racket in it. Take it — it is useless now and it becomes a decent weapon later if you feed it to a synthesis shop.

A guard puts a gate pass on the ground rather than handing it to you, which is the sort of small rudeness this game keeps noticing. Pick it up.

There is a chest up a ladder at the station that you cannot reach. You are not missing a trick; come back much later.

Shop

The station sells potions and the usual. It is the last shop for a while and the party you are carrying is two people, one of whom is wearing an entire suit of armour and cannot heal anybody.

The rematch

At the top of the cable line, an old acquaintance is waiting, and it has been upgraded.

The important thing, and no guide quite says it: this one has no weakness. The version you fought on the cargo ship folded to wind. This one does not fold to anything, so stop looking for the trick and just hit it.

What it does have is two staves in its pockets, and they are the only two of their kind you can steal anywhere. Take both before you finish it.

Then down the other side

There is money in a chest past the broken bridge — a decent amount, and eleven different guides put it in six different places, so look around rather than trusting a description.

On the way out, take the left fork through the crop field. There is an Elixir in it and one guide calls it your only chance.

The arches are a different thing

Scattered on the world map there are four stone arches, and the game files them with this area even though you reach them at wildly different times.

They have real things in them — a tent, a potion, a coffee that matters in about thirty hours, two elixirs and a large pile of gil. Almost no walkthrough covers them, because they are not on the way to anywhere.

If you are the sort of player who drives into every corner of the map, they are there. If not, nothing here is required.

Game Notes

This is the shortest chapter in the game and the most structurally interesting thing about it is who is in it.

FFIX splits the party for most of disc 2, and the split is not a gimmick — it is the whole argument. Dagger has spent the game being fetched, carried, kidnapped and rescued. Steiner has spent it chasing. Here they are alone on a mountain railway with nobody to defer to, and the game makes them the playable characters and gives them a boss fight.

Neither of them is good at this. Steiner cannot heal. Dagger cannot hit anything. They have to actually cooperate, which is the first time either has been asked to.

And the black mage they meet is the same design that came off the line in Dali, sent again, still following orders. The game does not say anything about that. It just puts it in front of the princess whose mother built it.

Worth doing on a first 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