Final Fantasy IX Walkthrough
Written by Shotgunnova
Contributor
2.9: Fossil Roo
Enemies: Abomination, Feather Circle, Seeker Bat, Griffin, Armodullahan, Lani, Goblin Mage, Griffin, Cactuar
Treasures: Elixir x2,
Survival Vest,
Lamia's Tiara,
Fairy Earrings
Optional: Blue Magic |
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Head inside past the suspicious looking door to find out there's a big baddie trapped behind… and it's on the loose! It will chase you through an "axe field," where getting hit will allow it to catch up and attack. The battle is optional, per se, but if you should accidentally lose ground and it catches you, you're in for a fight. Armodullahan always gets a back attack on you, even with Alert enabled. Plus, Armodullahan can't be defeated permanently, which makes it a pretty dumb fight to replay even with its delightful pun on the legendary Final Fantasy VI boss. Luckily, one powerful magic attack from Vivi can usually put it momentarily out of commission, so the 'Death' and 'LV5 Death' attacks of which it is capable shouldn't be too much of a bother.
Once clear of the axe field, it's out of the frying pan and into the fire, in the form of a bounty hunter's axe…
Lani ![]() Boss Monster Can't Flee |
Type |
Level |
HP |
MP |
Gil |
Exp |
Attack |
Magic Atk. |
|
Human | 19 | 15708 | 4802 | 0 | 0 | 30 | 12 | ||
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
Speed |
Strength |
Spirit |
Eaten Magic |
||
3 | 10 | 10 | 4 | 50 | 12 | 19 | None | ||
Stolen Items |
Dropped Items |
Dropped Card |
|||||||
None | None | ||||||||
Elemental Absorb | Elemental Immunities | ||||||||
None | None | ||||||||
Elemental Resistence | Elemental Weakness | ||||||||
None | None | ||||||||
Status Immunity | |||||||||
Petrify, Venom, Virus, Silence, Trouble, Zombie, Zombie, Confuse, Berserk, Stop, Auto-Life, Trance, Defend, Poison, Sleep, Regen, Float, Heat, Freeze, Vanish, Doom, Mini, Gradual Petrify | |||||||||
Slap her with Darkness (Blind/

After Lani leaves, follow back towards the cavern's beginning and search where the Armodullahan (still giggling) was cooped up for an oft-forgotten

Optional: Stiltzkin's Steals |
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To start off, take the path leading to a gargant right near the moogles to end up by a chest with

- Turn on the No. 1 Switch
- Ride Gargant to No. 2 Switch (There's an
Ether chest along the path)
- Flip No. 2 Switch
- Ride Gargant back to No. 1 Switch
- Flip No. 1 Switch
- Ride Gargant back towards main mining room

Nearby is 'Switch No. 4', already in its best position. Turn it anyway and take the gargant to a

The miner here will let you dig in exchange for a measly

Exit to the southeast of the screen and look for a

Climb up the ivy-covered wall to the northwest corner to find the last (#4) switch. It warns that you will be shut out on the new continent once you trigger it to the exit path, so advance when ready. Fall into the water and take the lower southeastern path to the last gargant you will ever see. Walk out into the sunlight and put this hellhole behind you. The new destination is Conde Petie, the bridge city, but there are plenty of other things to dabble in before you commit to that weird place. Frog-catching at the second Qu's Marsh is one thing (23 frogs wins you a

Optional: (Mostly) Free Madain's Rings |
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Optional: Blue Magic Update |
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Optional: Chocographs Update |
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Caves of Narshe: Final Fantasy IX
Version 6
©1997–2025 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
Version 6
©1997–2025 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.