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Final Fantasy IX Walkthrough

Written by  Shotgunnova
Contributor

3.7: Oeilvert

Enemies: Ogre, Epitaph, Garuda

Treasures: δRemedy, δRising Sun, δElixir, δShield Armor, δGaia Gear, δDiamond Sword, δPower Vest, δFeather Boots, δGulug Stone

Pick up Mimoza's letter, and check out the mogshop she's got set up. The δGreen Beret teaches Clear Headed and you will want to start learning this on every applicable person starting now. Up the road, the gates to the city will magically unlock for everyone.

Epitaph enemies will appear in here; remember that you can kill them in an instant by throwing a δSoft their way! It really saves a lot of hassle.

So, just inside the gate, look by the stairbottom for a δRemedy chest. Up this stairway is a δRising Sun; enter west on the terrace. It leads to an δElixir and a lightbulb-shaped device. Flip it on, backtrack down the stairs, and enter right.

This 'star display' is where Mooel resides, so drop off his letter that you just got. The far side of the room's got a δGaia Gear chest, too.

Optional: Stiltzkin's Steals

It's a δHi-Potion, δEmerald, and δElixir this time for 888 Gil. Note that if you want to buy this, do it early; Stiltzkin disappears halfway through your foray into this location. More
Double-back to that first room and go west on the low ground. Open up the δDiamond Sword chest, watch the weird planet hologram, and get a δShield Armor behind the thing. Exit towards the foreground (south). Crack open the δPower Vest and δFeather Boots by the four unused holograph displays. To work them in the correct order, start on the δFeather Boots platform and try the one farthest from it; then, work your way down, ending with the one by the lower door. When you've finished, though, try the higher door.

This leads to a shiny crystal-ball-looking object that gives a timeline of an ancient race. When it concludes, return to the room with the first planet display and enter the (un)locked blue door in the north. Watch the dialogue and return to the room with Mooel in it. The following abilities will help coming up:
Put any designated healers in the back row before you descend! Enter the stairwell off the side of Mooel's room and take the δGulug Stone and… oh, you can't…?

Ark
Ark
Boss Monster
Can't Flee
Type
Level
HP
MP
Gil
Exp
Attack
Magic Atk.
Flying
38
20002
1374
5964
0
51
17
Evasion
Defense
Mag. Def.
Mag. Evade
Speed
Strength
Spirit
Eaten Magic
5
19
10
6
27
17
28
None
Stolen Items
Dropped Items
Dropped Card
Slot 1: δElixir
Slot 2: δPower Vest
Slot 3: δHoly Lance
Slot 1: δPumice Piece
Slot 2: δEther
Slot 3: δEther
Slot 4: δEther
♥Atomos
Elemental Absorb
Elemental Immunities
None
Earth
Elemental Resistence
Elemental Weakness
None
Wind
Status Immunity
Petrify, Venom, Virus, Trouble, Zombie, Confuse, Berserk, Stop, Auto-Life, Trance, Defend, Poison, Regen, Float, Heat, Freeze, Vanish, Doom, Mini, Gradual Petrify
  


I will try to generalize, since I know party formation differs a bit. Any mage you have should be doling out δHi-Potions to counteract 'Photon,' and fixing anyone in Confuse status (weak physical attacks/δRemedy). Try to steal the δHoly Lance Ark has stashed away if you can. It's also susceptible to Darkness, Silence, and Slow - use an add-status effect or the δTent trick to slap those on. Only 'Photon' and 'Boomerang' are worth gawking at, and a steady round of healing per turn should make party upkeep easy. If you find yourself in a rut and dying, buy a bunch of δHi-Potions at Mimoza and put the Chemist ability on your healers. With your mages in the back row, this shouldn't be too much of a struggle. If you hold out for a Trance, Grand Lethal will do 9999 damage.

Rob the tombstone of the δGulug Stone and return to the party left behind.

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

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