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Final Fantasy IX Walkthrough

Written by  Shotgunnova
Contributor

3.12: Ipsen's Castle

Enemies: Veteran, Tonberry, Agares, Gargoyle, Cerberus

Treasures: δDagger, δAquarius, δCat's Claws, δBroadsword, δJavelin, δRod, δBarette, δMaiden Prayer, δGolem's Flute, δWind Mirror, δFire Mirror, δWater Mirror, δEarth Mirror, δFork, δMage Staff, δAir Racket, δAncient Aroma

Optional: Blue Magic Update

Enemy to Eat
Blue Magic Learned
More
Word of advice: equip your worst weapons on the characters, since the weird upside-down nature of this place makes them stronger while making others a lot weaker. Although, Soul Blade + δSargatanas instantly petrifies monsters and thus makes a good substitute. To aide you towards this end, everyone's initial equip can be found somewhere around here, too, just in case you've sold them off. Note that skills and magic are not impacted by this oddity, and therefore do their regular damage.

Your party will be slightly limited once you arrive, but it likely won't be a significant burden. Organize the party and enter the first room. Get the δDagger behind the left pillars, and the δAquarius behind the right. Beyond is a large courtyard with Kumool in it. Deliver his letter, check out his mogshop if you like - he does have Vaccines, so it's not a complete waste. Get the δCat's Claws in the upper corner (visible) before sliding down the pole, fireman-style.

In the upside-down part, take the nearby ladder to a balcony door. Take a screen to find the hollow part of the castle, full of ladders and walkways. Climb up and jump off to the right, leading to a δBroadsword chest; then jump left off the ladder to find a δJavelin chest. Descend the ladder fully and take the catwalk. At the first prompt, jump off to find the δRod chest before exiting at the ladder's pinnacle.

The next room has an elevator and a fresco; investigate the latter first, in this order:
  1. Examine
  2. Push
  3. Pound
  4. Think
  5. Push
  6. Pound
  7. Try Something Drastic
  8. Rest


After resting, the door will open - kind of plays to the nature of this backwards place, huh? This opens up a passage to the first room's balcony with a δBarette on it. Go back and take the elevator; if you don't have a mage in the party, make sure to equip better weapons since skills will do more damage!

Up the elevator, inspect the mural's four seals and get the δWind Mirror, δFire Mirror, δWater Mirror, and δEarth Mirror. There's a pathetic crony of a boss to fight over these objects, though. So vain!

Taharka
Taharka
Boss Monster
Can't Flee
Type
Level
HP
MP
Gil
Exp
Attack
Magic Atk.
Flying
46
29186
1776
8092
0
61
19
Evasion
Defense
Mag. Def.
Mag. Evade
Speed
Strength
Spirit
Eaten Magic
5
21
10
7
28
19
32
None
Stolen Items
Dropped Items
Dropped Card
Slot 1: δElixir
Slot 2: δMythril Claws
Slot 3: δOrichalcon
None
♥Ramuh
Elemental Absorb
Elemental Immunities
None
Earth
Elemental Resistence
Elemental Weakness
Ice
FireWind
Status Immunity
Petrify, Venom, Virus, Blind, Trouble, Zombie, Confuse, Berserk, Stop, Auto-Life, Trance, Defend, Float, Freeze, Vanish, Doom, Mini, GradualPetrify
  


The first order of business is inflicting this doofus with Silence, which will take out its main method of damage. Taharka is basically a two trick pony with two states. When 'compact', physical damage is decreased by a lot and it can only use the 'Ram' attack; when 'open' it uses magic and the 'Chop' ability. So… uh, what's the problem here? Besides its HP, it isn't so much of a trial. Gizamaluke gave you more bang for your buck! You can inflict Slow, Poison, Power Break, Armor Break, and probably a few more… as if you needed the help here. This creepy crawlie is also susceptible to Heat status, making the fight much shorter. Make sure to steal an δOrichalcon from the thing, though!

Backtrack to Kumool and an ally nearly falls through a trapdoor (all are now active). Fall in the one nearby to land by a δMaiden Prayer, then backtrack to the first room. If you opened the fresco by the elevator, there will now be a stairway going up…and another 'hidden' stairway underneath it, which is a bit of eye trickery. Going up it leads to a balcony in Kumool's room where a chandelier is revealed above the pole - the δFork and δMage Staff can now be obtained by climbing that thing to its top. Back in the hidden stairway, follow it to a 2nd elevator by an δAir Racket chest; take the thing down.

There is a replica of a sword here, with two odd pots in front of it. Open the δGolem's Flute chest and start moving the pots counterclockwise (a hint will come up telling you to 'go against the flow of time' if you're going the wrong way). If you do it right, the sword's power will drain and Zidane will receive an δAncient Aroma when he picks up the pot into which the power siphoned. Leave this place.

As you try to leave, you'll find that you can't yet. Go back in for a bit, it won't take long.

Zidane's the man with the plan now. Read on to find out more.

Caves of Narshe: Final Fantasy IX
Version 6
©1997–2017 Josh Alvies (Rangers51)

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