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Final Fantasy IX Walkthrough

Written by  Shotgunnova
Contributor

4.3: The Crystal World

Enemies: Lich (Crystal), Tiamat (Crystal), Kraken (Crystal), Stilva, Maliris (Crystal), Behemoth,
Deathguise,
Trance Kuja,
Necron

The monsters here are the former Chaos bosses, but they don't have the same immunities, making them considerably easier to abuse. This sounds like the work of δSargatanas + Soul Blade, huh? Each one of the foursome will fork over 7 AP upon defeat as well, which is pretty exciting. Oh, and if you find any Behemoths, remember to Silence them so that their killer 'Meteor Counter' can't be used! Said monster and Stilvas only appear in the "To the Origin" space location, though.

Anyway, walk in the expanse of space (just move forward) and Zidane will come to a light that teleports him to the crystal world proper. The fourth screen down will have a save point, except this one has all the previous options + 'Teleport' (teleport to first save point, one-way-only). Save and δTent if you want to and enter the warp nearby. Time to shake hands with this beefcake…

Deathguise
Deathguise
Boss Monster
Can't Flee
Type
Level
HP
MP
Gil
Exp
Attack
Magic Atk.
Demon, Bug, Flying
74
65535
9999
8916
0
94
25
Evasion
Defense
Mag. Def.
Mag. Evade
Speed
Strength
Spirit
Eaten Magic
7
10
10
9
49
25
46
None
Stolen Items
Dropped Items
Dropped Card
Slot 1: δElixir
Slot 2: δBlack Belt
Slot 4: δDuel Claws
Slot 1: δWing Edge
Slot 2: δPhoenix Down
Slot 3: δEther
Slot 4: δEther
None
Elemental Absorb
Elemental Immunities
None
Earth
Elemental Resistence
Elemental Weakness
None
IceWind
Status Immunity
Petrify, Venom, Virus, Silence, Blind, Trouble, Zombie, Confuse, Berserk, Stop, Auto-Life, Trance, Defend, Poison, Regen, Float, Heat, Freeze, Vanish, Doom, Mini, Gradual Petrify
  


When in 'Open' mode, it will use its regular physical-type attacks; when in 'Closed' mode, it will use its nasty spells like 'Death,' 'Twister,' etc. Have Steiner use Shock / Climhazzard, Zidane attack and steal, Eiko use Curaga / Full-Life / Holy, Dagger be everyone's nurse, Vivi use Flare, and Quina use Mighty Guard. Freya can Jump / Dragon's Crest like usual, while Amarant gets to spread Aura around and use No Mercy when available. This is actually a simple battle of sorts, but sometimes Deathguise leads off with 'Meteor,' which can kill/heavily damage everyone at once and make a whole mess of everything. If this happens, I honestly suggest resetting until the first round goes in your favor. You can hit it with Slow, but that's about all there is for Doomga- uh, I mean, Deathguise.

As soon as the battle is done, you can go back and save! Just don't proceed towards Kuja. δTent, save, and equip your best element-reducing equipment (δProtect Ring, δRibbon, δGauntlets, δDefense Gloves, etc.) for the road ahead. Jump back through the warp when ready and get ready to square-dance with…

Trance Kuja
Trance Kuja
Boss Monster
Can't Flee
Type
Level
HP
MP
Gil
Exp
Attack
Magic Atk.
Human
64
42377
2813
0
0
82
23
Evasion
Defense
Mag. Def.
Mag. Evade
Speed
Strength
Spirit
Eaten Magic
7
10
24
8
50
23
41
None
Stolen Items
Dropped Items
Dropped Card
None
None
None
Elemental Absorb
Elemental Immunities
None
None
Elemental Resistence
Elemental Weakness
None
None
Status Immunity
Petrify, Venom, Virus, Silence, Blind, Trouble, Zombie, Confuse, Berserk, Stop, Auto-Life, Trance, Defend, Poison, Regen, Float, Heat, Freeze, Vanish, Doom, Mini, Gradual Petrify
  


Amarant should get to work with Aura'ing everyone, then start using the No Mercy schtick; Steiner should be Shock-ing like crazy. Eiko should be doing Curaga-all just about every turn, and if she finds an opening, a Shell spell is a good choice. Zidane can steal if he wants, but damaging is a bit more important. 'Flare Star' is just as nasty as before, and you will get to see it a lot more use if you cast Reflect on everyone - don't! Quina needs to break out Mighty Guard if s/he's with, and Freya should Jump to avoid most damage, or use Dragon's Crest if it's maxed-out. Vivi's the Flare master again, and Dagger's just the Curaga-all person. Should Kuja give himself Reflect status, dispel it so he doesn't inflict more damage by bouncing spells off himself. Basically, a party past level 50 should have more than enough HP to withstand any attack - 'Flare Star' is the most damaging, and it's tolerable… and can even miss! Just make sure Eiko knows the attack and adapts to it!

Afterwards, you can choose your party again and view the menu (take off any useless ability – Alert, Master Thief, etc. - and put stones into status protection and/or 'Restore HP'). Then, it's off to a final showdown with… wait, what's this boss doing here? Surprise intervention's right down the hall, buddy…

Necron
Necron
Boss Monster
Can't Flee
Type
Level
HP
MP
Gil
Exp
Attack
Magic Atk.
Flying
69
64100
9999
0
0
88
24
Evasion
Defense
Mag. Def.
Mag. Evade
Speed
Strength
Spirit
Eaten Magic
7
28
31
9
23
24
44
None
Stolen Items
Dropped Items
Dropped Card
Slot 1: δElixir
Slot 2: δElixir
Slot 3: δElixir
Slot 4: δElixir
None
None
Elemental Absorb
Elemental Immunities
None
Earth
Elemental Resistence
Elemental Weakness
None
WindHoly
Status Immunity
Petrify, Venom, Virus, Silence, Blind, Trouble, Zombie, Confuse, Berserk, Stop, Auto-Life, Trance, Defend, Poison, Sleep, Regen, Float, Heat, Freeze, Vanish, Doom, Mini, Gradual Petrify
  


Whatever party you have, the basic setup comes out like so: have someone on standby to use an δElixir / Curaga whenever 'Blue Shockwave' comes about, and be ready to Curaga-all 'Neutron Ring'; thus, why there are item healers - don't let those δElixirs you've been stockpiling go to waste! But, the main attraction is 'Grand Cross', right out of previous Final Fantasy games. It inflicts multiple status effects on everyone, and can really be a killer… not just because it's heinous, but because any person who gets zombified has to have a δMagic Tag used on them before they are able to be revived! It is slightly unfair, to say the least. Of course, which of Necron's many attacks you will end up seeing at any given point is up to chance and no one gets hit with all at once - cope with δRemedy items, Esuna and Angel's Snack if you have it. Here's the oversimplified breakdown: Also note that if you have a Dark Matter, that can inflict 9999 damage to the boss as well. Of course, any Trances are welcome. The main obstacle is getting around 'Grand Cross' and overcoming the turns afterwards, which can be a bind if you get a 'Neutron Ring' or affect-all elemental attack. Attempt to get back on track, cure Zombified characters immediately, and Curaga-all when possible. Don't forget that if you've got Phoenix learned, there's a chance, albeit slim, that Rebirth Flame occurs after the party gets annihilated and revives everyone. Don't count on it, but it's happened to me before - lifesaver! It really doesn't matter who lives or dies at the end of the battle, since no EXP is awarded and there's no more bosses that pop out of nowhere to fight you.

Enjoy the incredibly sweet ending scenes, because you sure as heck earned them! Oh, and don't forget that you can play a blackjack minigame at the very end of ends!

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

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