EliteGrindLab
FFIX · Treno

Final Fantasy IX · walkthrough

Treno

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.

3 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.

You are here to get one item from one man in a tower. Everything else in Treno is optional and most of it is worth doing.

Watch the scenes in the order the game wants

There are seven optional scenes here, and unusually the order matters — one guide sets out a specific sequence and warns that taking them out of order can lock you out of the set.

The sequence is: stay at the entrance for the first, then go west, then down the stairs, then south, then back to the entrance and up the right-hand stairs, then north, and the last one plays when you come back from the tower.

The first of them is not just a scene. Watching it is what makes a man hand over a belt you want.

Throw money in the fountain

Thirteen times, ten gil a throw. You get a coin out of it.

That coin is one of thirteen scattered across the whole game, and a woman by the river gives you something every time you bring her one. The last few rewards are very good indeed. There is another coin here, behind the item shop stall down in the slums.

Nothing tells you any of this. Start now or the hunt is thirty hours of backtracking later.

Down in the slums

There is a chest with one gil in it. Take it anyway, for the same reason anybody does.

There is also a card down there and the second coin. This is the poor half of a city whose other half is auctioning off jewellery, and the game puts the joke chest in the poor half without comment.

Fight the thing in the basement

The weapon shop has an arena under it and it will let one of your characters fight a monster alone.

Do it now. You get a card for it and the offer does not come back — one guide is explicit that a skipped arena fight cannot be restarted. Three more monsters appear here as the game goes on and they get considerably worse.

Then the tower

Go west, along the walkway, past the chest with a dagger in it. The man at the top gives you what you came for and then shows you a way home that is faster and much stranger than the way you came.

Game Notes

Treno is where FFIX stops being coy about what it is about.

Alexandria was a festival. Lindblum was a hunt. Both were cities the game liked. Treno is a city where nobles bid on antiques in a lit room while people sleep on the dock below, and the game walks you through both in the same five minutes without a single line of commentary.

The princess does the walking, which is the point. Dagger has spent nine chapters being told she is being protected. Here she is out of the castle, in a city her own class runs, with a knight who believes in all of it and a thief’s brother who does not, and the game lets her look at it.

It is also the first place with a proper sidequest economy — coins, an arena, an auction — and all three are things you buy into rather than find. Treno’s idea of a reward is that you can pay for 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