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Side Quests and Secrets
Hippual Racing
You can only take part in this mini-game with Vivi at the beginning of Disc 3. Hippaul stands with his mother on the main street in Alexandria. When you speak to Hippaul's mother, Vivi and Hippaul will run a race.
Tap the Circle and Square buttons to run to the finish line. Hippaul's level increases the more you race him. For every 10 levels Hippaul gains, his mother gives you a card. You win new cards through level 70, plus a Key Item at level 80. You can actually level Hippaul up to level 100 (but you receive nothing for it).
PrizesLevel 10: Wyerd Card
Level 20: Carrion Worm Card
Level 30: Tantarian Card
Level 40: Armstrong Card
Level 50: Ribbon Card
Level 60: Nova Dragon Card
Level 70: Genji Card
Level 80: Athlete Queen (Key Item)
Jump Roping
The first mini-game encountered during FINAL FANTASY IX is the jump rope mini-game in Alexandria. To participate, have Vivi approach the little girls jumping rope to the left of the ticket booth. Once he has done so, the girls offer to let him join. This is a good opportunity to earn some Gil, get extremely rare cards, and obtain a Key Item very early in the game. After Vivi moves over the rope, press the Circle button to begin the game and press the X button again to jump each time a "!" appears over Vivi's head.
Jumping rope is fairly easy, but don't underestimate the game! The speed at which the rope moves increases at 20 jumps, increases again at 50 jumps, and then once again at 100 jumps. At 200 jumps, the speed subsides a bit, but the timing is different. After 300 jumps, the speed and timing of the jumps remain the same.
You can play the jump rope mini-game at the beginning of Disc 1. At the beginning of Disc 3, the jump rope girls move their game to the moogles' bell tower. You can only play during Disc 3 and 4 if you have Eiko or Vivi in your party.
You can only win each reward one time. You will not receive the same reward again if you start over and match the number of jumps you achieved previously.
Prizes20 Jumps: 10 Gil50 Jumps: Cactuar Card100 Jumps: Genji Card200 Jumps: Alexandria Card300 Jumps: Tiger Racket Card1000 Jumps: King of Jump Rope (Key Item)
Chocobos
Upon setting out from Lindblum's Dragon's Gate, you can venture due east over land to the Chocobo's Forest. This is where you get to meet Mene and his pal Choco. They need your help in order to get to Chocobo Paradise.
Many of the side quests described in this section depend entirely upon your progress in FFIX and in the Chocobo Hot and Cold game. Your party will not be able to reach certain areas or find some powerful items until you have commandeered certain vehicles and Choco has acquired the necessary skills to swim, climb mountains, or fly.
Each time you pay Mene 60 Gil, you get 60 seconds to search the Chocobo Forest for valuable items and Gil. To search, ride Choco around the area and press the Square button to dig. Choco will let out a "Kweh" sound each time you dig to indicate how close or how far you are from a buried item. Choco makes a variety of sounds, each with its own meaning. Here's what they mean: Kweh: No treasure nearby
Kweh!?: You're getting closer to the treasure
Kwehhh!?: You're very close to the treasure
When Choco screams "K-KWEHHH!!!" (all in caps), you have struck the spot where an item is buried. Different items are buried at different depths; obviously, the better items are deeper down and take longer to dig out
For each item or amount of Gil you find, you receive points. If you find four items in one sixty-second game, Mene will add 10 seconds to the clock and double your points for each item found thereafter. If you dig up two items within five seconds of one another, you receive additional bonus points.
Choco's beak level will increase occasionally, depending on the total number of points you've earned. As Choco improves, finding items and digging them up become much easier and faster.
Chocographs
There are certain items buried deep beneath the ground in the forest called Chocographs. Chocographs are items that provide clues to the whereabouts of buried treasure that Choco can dig up on the World Map. During your first visit to the Chocobo Forest, you may find the first Chocograph within 3 or 4 games. The first Chocograph, labeled "Streamside," lets you dig up a treasure chest buried on the beach near the river just outside the Chocobo Forest.
To use a Chocograph to find buried treasure, leave the Chocobo Forest riding Choco. Press the Triangle button to open the Chocograph menu, select the treasure you want to search for, and exit the menu. Now toggle the Select button until the mini-map appears in the lower right-hand corner of the screen. The picture of the treasure's location should appear just above the mini-map. Ride Choco to that location and begin searching for the treasure by pressing the Square button. Choco will make similar sounds as in the "Chocobo Hot and Cold Game" to indicate the proximity of the treasure.
A Chocograph also lists the skills your Chocobo must possess in order to find that treasure. The Chocograph will appear grayed out on the menu until Choco has the proper abilities to find it.
A complete list of the Chocographs is further down, including the treasures you can find and a reference map.
Chocobo Abilities
A few Chocographs provide hints about locations where Choco can dig up a "Power Up." In this case, instead of finding treasures, Choco will fall asleep and go to Chocobo's Dream World for a moment.
Here, Fat Chocobo (god of all Chocobos) bestows upon Choco a new ability, which in turn changes Choco's color. Each color indicates that Choco has attained a new ability. The abilities are cumulative, so Choco will not lose a previously gained ability just because he has turned a new color.
When Choco is light blue, he has the REEF ability and can search the reefs (light-blue areas of the ocean) just offshore. A red-colored Choco has the Mt. ability and can run across mountains and ridges, which were previously impassable. This also enables Choco to search the high ledges to the left and to the right in the Chocobo's Forest area. However, you should only search up there when it appears that there's nothing on the ground. A dark-blue-colored Choco with the SEA ability can swim across any part of the ocean. Finally, a gold-colored Choco with the SKY ability can lift off from or land in any forest area; simply press the X button to do so. This enables a gold Choco to reach islands and areas that not even an airship can access.
Chocobo's Lagoon
Continue digging up Chocographs in the Chocobo's Forest until Choco tells Mene that there are no more Chocographs to find. Once the party has a vehicle, pilot the party to the small strip of islands south of the western Forgotten Continent. Land on the island where you see chocobo tracks, and use a Gysahl Green to summon Choco.
Choco must have the REEF ability to travel in the light blue colored water areas to find Chocobo's Lagoon. Ride Choco north across the reefs in this area, curving south until you reach an island with a cave visible in the side, close to the reef. When you see the "?" appear, ride in with Choco. This is Chocobo's Lagoon.
Mene appears and offers to let you search the area for 30 seconds at 30 Gil a shot. With the REEF ability, the light blue colored chocobo can only search the shallow portions of the area. Once he earns the SEA ability, the dark blue chocobo can search the entire area for 60 seconds at 60 Gil. Note that, you must have a red chocobo before you can have the ocean chocobo. To acquire the ocean chocobo, you must return to Chocobo Forest with the red chocobo.
Chocobo's Air Garden
After finding all of the Chocographs in Chocobo's Lagoon, Mene indicates that it's time to find Chocobo's Air Garden. The whereabouts of this mysterious place is indicated by the clues inscribed on the back of the six Chocograph Pieces. You must dig up all six of these pieces in the "Chocobo Hot and Cold game." After finding them all, the Chocograph that leads you to the gold-colored chocobo SKY ability immediately becomes available.
Most of the Chocograph Pieces indicate a location on the World Map. Fly to each location with the gold Choco and search for a small black shadow on the ground. The five possible locations are indicated on the following map.
When you find the shadow, hover Choco directly over it and then take Choco up into the sky. Feed Choco a Dead Pepper, which temporarily increases Choco's abilities, to find the Air Garden. After Mene arrives, you can play the "Chocobo Hot and Cold Game" here to find the remaining Chocographs. Search along the two islands floating among the clouds, but don't hop to the other one until you're sure there are no more treasures on the isle you're currently on.
Chocobo's Paradise
After finding all of the Chocographs and digging up their corresponding treasures, it's time to head to Chocobo's Paradise. You'll need a Dead Pepper, an item you can find while playing "Chocobo Hot and Cold."
Pilot your gold chocobo to the most northwestern part of the World Map, where you'll find a hidden island. There's a forest for Choco to land in and a small mountain nearby. Look for a large crack on the side of the mountain. Move Choco across the ground to the crack, and then open the menu (press the Triangle button) and use a Dead Pepper. Choco will dig open the entrance to Chocobo's Paradise.
Now ride Choco to the right, where he will use the fountain as a springboard to leap up to the high platform. This is where Fat Chocobo presides. At this stage, the Fat Chocobo will indicate that there are still treasures to find on the World Map. Also, you are now able to understand all of the chocobos when they speak. The chocobo seated to the left of Fat Chocobo will give you 99 Dead Peppers. All the rest of the chocobos, including the two near the entrance, provide clues as to the whereabouts of treasures hidden in the world that you can find by using Dead Peppers.
If you've found all of the treasures, Fat Chocobo dictates that Choco must stay in Chocobo's Paradise. He gives you the ultra-rare Fat Chocobo Card, as if it's any consolation. But don't worry, Choco won't abandon his friends. When you move back to the entrance, Choco rejoins you for more adventures.
Chocographs
NO.
|
Name
|
Treasures
Found
|
1
|
Streamside
|
2 Elixir,
3 Hi-Potion, 4 Ethers, 2 Germinas Boots
|
2
|
Between
mountains
|
5 Potion,
5 Hi-Potion, 2 Tent, 2 Cotton Robe
|
3
|
Uncultivated
land
|
10 Antidote,
1 Jade Armlet, 3 Wing Edge, 1 Cargo Ship Card
|
4
|
Healing
shore
|
Chocobo
upgrade to light blue Choco
|
5
|
Abandoned
beach
|
9 Phoenix
Pinion, 5 Phoenix Down, 12 Peridot, 1 Diamond Gloves
|
6
|
Cold field
|
5 Echo
Screen, 7 Hi-Potion, 3 Tent, 1 Theater Ship Card
|
7
|
Forgotten
lagoon
|
8 Gysahl
Greens, 5 Ether, 7 Hi-Potion, 1 Dragon's Claws
|
8
|
Faraway
lagoon
|
37 Potion,
6 Magic Tag, 1 Shield Armor, 1 Gaia Gear
|
9
|
Abandoned
lagoon
|
6 Soft,
4 Ether, 1 Feather Boots, 1 N-Kai Armlet
|
10
|
Bird's-eye
lagoon
|
8 Potion,
4 Phoenix Down, 3 Ether, 1 Magician Robe
|
11
|
Small
beach
|
4 Remedy,
2 Elixir, 8 Rising Sun, 1 Oak Staff
|
12
|
Dawn lagoon
|
Chocobo
upgrade to red Choco
|
13
|
Forbidden
forest
|
7 Ether,
2 Elixir, 10 Wing Edge, 1 High Mage Staff
|
14
|
Green
plains
|
Chocobo
upgrade to dark blue Choco
|
15
|
Dusk Plains
|
12 Phoenix
Down, 14 Ore, 1 Kaiser Knuckles, 1 Iron Man Card
|
16
|
Forgotten
plains
|
17 Ore,
5 Ether, 14 Opal, 1 Demon's Mail,
|
17
|
Sea at
dusk
|
15 Phoenix
Pinion, 1 White Robe, 1 Diamond, 1 Masamune Card
|
18
|
Ocean
|
27 Ore,
1 Light Robe, 1 Whale Whisker, 1 Alexander Card
|
19
|
Cold lagoon
|
11 Peridot,
9 Opal, 15 Sapphire, 19 Topaz
|
20
|
Mist ocean
|
Chocobo
upgrade to gold Choco
|
21
|
Outer
island
|
21 Amethyst,
16 Garnet, 1 Genji Armor, 1 Ragnarok
|
22
|
Outer
island 2
|
11 Sapphire,
1 Circlet, 1 Pumice Piece, 1 Hilda Garde 3 Card
|
23
|
Fairy
island
|
33 Potion,
15 Annoyntment, 1 Holy Miter, 1 Dark Matter Card
|
24
|
Forgotten
island
|
1 Ribbon,
1 Rebirth Ring, 13 Amethyst, 1 Ark Card
|
Dead Pepper Treasure Locations
Indicated on the Chocograph Map (see previous map) are locations where you can use Dead Peppers to search for additional treasures. The exact locations are indicated by either cracks in the sides of mountains or by bubbling water.
To get the ball rolling, return to Quan's Dwelling on the Mist Continent. Search the edge of the patio overlooking the ocean, where you can see the foaming water below. Decide to try a Dead Pepper, and Zidane reappears on the World Map riding Choco on the patio. Using the Dead Pepper causes Choco to swan-dive into the bubbling waters, retrieving the treasure.
During Disc 4, move Choco across the waters using the SEA ability and head for where the Shimmering Island once stood. Keep moving until Choco is positioned exactly on the dot where "Shimmering Island" is still indicated on the World Map (when you press the SELECT button). When you use a Dead Pepper, Choco uncovers the greatest treasure cache of them all! This stash includes Zidane's Ultima Weapon, the strong Maximillian armor, and the ultra-rare Invincible Card!
Foaming Water Beneath Quan's Dwelling
9 Ore
15 Topaz
1 Tiger Racket
1 Red Rose Card
Foaming Water Directly North of Iifa Tree
50 Potion
25 Hi-Potion
9 Ether
7 Elixir
Foaming Water Directly Between Mist Continent and Outer Continent
8 Straw Hat
8 Pearl Armlet
7 Aloha T-shirt
8 Sandals
Foaming Water at South Tip of Forgotten Continent
10 Remedy
1 Black Robe
1 Genji Gloves
1 Blue Narciss Card
Mountain Crack on Eastern Part of Lost Continent
41 Lapis Lazuli
1 Rosetta Ring
1 Protect Ring
1 Airship Card
Mountain Crack on Northeastern Part of Forgotten Continent
19 Eye Drops
1 Madain's Ring
1 Genji Helmet
1 Hilda Garde 1 Card
Mountain Crack Near Oeilvert
1 Maiden Prayer
1 Dragon's Hair
1 Gauntlets
1 Odin Card
Exact Former Location of Shimmering Island
10 Aquamarine
1 Ultima Weapon
1 Maximillian
1 Invincible Card
Chocobo's Revitalizing Ability
As an added bonus for completing the "Chocobo Hot and Cold" game, Choco can learn to completely restore your party's HP and MP, as well as remove any status abnormalities. All you need to do is visit a beach.
First, find every treasure on the World Map and all of the Chocographs. Then visit Chocobo's Paradise and challenge Fat Chocobo to a card game. When you challenge Fat Chocobo to a card game, he will give you clues to the beaches. It isn't necessary to even play against him, as long as you challenge him.
Ride Choco to a beach and dismount. Then press the Circle button and you will hear a chime. After you repeat this process on every single beach, you will heal your entire party. You can now heal your party completely just by visiting any beach and pressing the Circle button!
Ozma
The most terrifying enemy in the game is not the final Boss, but the creature hidden at the Eidolon grave in Chocobo's Air Garden.
When should you fight this creature? Well, I have a few tips to prepare you for this battle, but that's about it.
You must complete most other sidequests first. You must have the gold chocobo to access Chocobo's Air Garden. To find Ozma, go to the Garden and ride Choco to the back islet. When you examine the Eidolon grave, Mene warns you that something dangerous is there. You'll get a few chances to back out, so make sure you only fight it when you're ready. Your characters will also need the Ultima Weapon and at least the Ragnarok.
Black Jack After finishing the game, let the credits roll until the phrase "The End" appears. While it's on-screen, enter the following sequence of buttons on your controller to access the hidden card game "Blackjack": R2, L1, R2, R2, Up, X, Right, Circle, Down, Triangle, L2, R1, R2, L1, Square, Square, Start. The dealer deals out of two decks and stands on 17, and you begin the game with a bankroll of 1,000.
Tetra Master
The official name of the card game is Tetra Master. Many people all over the world play Tetra Master. The only way to find out who plays is by challenging them. Tetra Master players never back down from a challenge. To challenge people, walk up to them and press the Square button. If you challenge a person who isn't a player, he or she will probably just talk to you.
You need to know how to play the card game to finish FINAL FANTASY IX, since the player must compete and become a finalist in the Treno Card Tournament event. You can find cards in hidden treasure chests throughout the game, and you receive them after defeating monsters. Not all monsters will yield their own card after a battle; some monsters drop the card of another monster after a battle.
CARD BASICS
Describing Tetra Master is actually more complicated than playing it! When the card game begins, you must select five cards to play. You can't play the game unless you have at least five cards. You should choose cards based on the number of arrows they have, and by the statistics shown on the card. Both features of cards are explained later.
After selecting five cards, a 4x4 grid appears. Anywhere from 0 to 6 tiles on the game table can be blocked off, preventing you and your opponent from placing a card there. A coin toss determines whether you or your opponent goes first.
Card Game Basics
Cards are placed on the grid. Your cards are blue and your opponent's are red. Put down a card next to or diagonal to your opponent's in an attempt to capture their card.
Each card has up to eight arrows pointing outward, positioned on the sides or the corners of each card. These arrows determine what happens when a card is placed next to an opponent's card. If the arrow on your card points to your opponent's card, you can convert the enemy's card to blue. If there are no arrows on the two sides or corners of the two opposing cards that are touching, nothing happens. If the enemy card has an arrow, but the card you just played does not, then nothing happens. However, if a card is placed so that an arrow is pointing at a side or corner of an enemy card that does not have an arrow, you capture the enemy card.
If an arrow on your card faces an arrow on your opponent's card, a card battle begins. If your card wins the card battle, you capture the opponent's card and it changes to blue. If your card loses, the opponent captures your card and it changes to red. If you have to battle two or more cards, you must choose which of the opponent's cards to battle first.
Notes
1.When you win a card battle, you also automatically capture any card to which the captured card's arrows point. 2.Use the strategy of leaving down a weak card wth multiple arrows next to a strong enemy card. The weaker card loses, but on your next turn you can defeat your precious card in a card battle and easily capture the strong card as well.
End Notes
The game ends once all the cards are played, and the player with the most cards on the grid, captured or placed, is the winner. The winner then gets to pick one of the loser's captured cards. If a Perfect is scored, where the player or the opponent captures all of the cards on the grid, then the winner gets to take all of the loser's cards! If both players have the same number of cards on the grid, then a Draw is called and a rematch is usually suggested.
CARD STATISTICS
Each card has a combination of four letters and numbers on it. These numbers and letters display the strength of the card, and determine which card wins in a card battle.
[lb] The first number is the card's attack power in hexadecimal, from 0 to E, with E being the highest.
[lb] The second statistic is the card's attack type. P is Physical, M is Magical, X attacks the lowest defense number, and A attacks the lowest number on the card.
[lb] The third number is the card's physical defense in hexadecimal. The fourth number is the card's magical defense in hexadecimal.
When two cards battle, the just-placed card attacks using the attack number (the first stat on the card) and the attack type (the second stat on the card). The just-played card's attack number is compared to the corresponding defense number on the enemy card. The card with the highest number usually wins, although there is a small chance that a weaker card can still beat a stronger card.
You can raise the statistics on cards by playing with certain cards over and over and winning numerous Tetra Master games with them.
COMBO ATTACKS
When a card is captured in a battle, that card will then capture any cards at which its arrows point to. This is called a "Combo," the art of capturing multiple cards at once. Mastering combos is key to winning the card game. A card with many arrows, while being very versatile, is also more vulnerable to counter combo-attacks.
CARD INVENTORY
You can view your catalog of cards at any time by selecting the Card option from the Main Menu. You can never carry more than 100 cards. You should always discard weaker cards in the hopes of finding stronger or "rare" cards. A weaker card is one that has few arrows and low stats.
If you end up with more than 100 cards after a game of cards, you must throw away cards of your choice until you have 100. If you want to collect all 100 cards, you can only carry one of each card.
RARE CARDS
There are some very rare cards you can only obtain by searching certain areas of the game. If you pass up these opportunities, then you may not be able to collect all 100 cards.
For example, you can only collect the Namingway Card during Disc 3 in two different places. The easiest place is behind the stack of books in Kuja's room inside the Desert Palace. The only other way to find the card requires some effort. When your party returns to Treno for the Card Tournament, during the ATE "How He Ended Up Here" choose to have Vivi stay in Treno. A new ATE will become available shortly, entitled "Hippo's Prize." Watch this event, and the Namingway card will appear randomly during the second round of the card tournament prior to the attack on Alexandria. This is the one card with a function. If you talk to the Guy Doing Research in the library at Daguerreo, he will become inspired to rename any of the characters in your party.
You can also find rare cards in other ways. Certain treasure chests found in the world while riding a chocobo contain rare cards. The jump rope and Hippaul mini-games reward cards as prizes. However, if you already have 100 cards in your inventory, these new cards are automatically discarded. Note that when this occurs, you will NOT get a chance to choose which card you want to discard like you do in the card game.
There are also rare cards to obtain for various weapons, towns, airships, for most of the Eidolon, and for several of the Boss monsters and the rare items.
Card Masters
In the stage of the game called "Memoria," exclamation marks appear over Zidane's head in various corners and niches. If you press the X button to examine these areas, Zidane will shake his head in confusion. These areas indicate where you can battle a Card Master's ghost. Press the Square button to initiate a card battle with a ghost. You can obtain many rare cards in this manner.
COLLECTOR'S RANK
As you collect cards, you gain prestige as a Tetra Master player. This is measured by your Collector's Rank, a number between 0-1700 that is viewable in the Card menu.
To get the maximum number of collector's points, you must collect or capture one of every card type, and each card must have a unique arrow arrangement. You must also play with each card enough times until they all level up to attack type A.
Card Tips
The player's Collector's Rank goes up a little when his or her card's attack type levels up. Raising the card's numeric values has no effect on Collector's Rank. Also, the stat that was used in a card battle (Physical Attack, Magical Defense, etc.) is more likely to level up, but some cards' stats level up faster or slower than others. A few cards have stats that cannot increase at all, like any of Frog's stats, or Lindblum's attack stat.
CARD LISTING
The following section summarizes
all of the cards in Tetra Master. For convenience, we've listed
them by the rows in which they appear on the card sub-screen.
Monsters
Column 1
Goblin
Fang
Skeleton
Flan
Zaghnol
Lizard Man
Zombie
Bomb
Ironite
Sahagin
Column 2
Yeti
Mimic
Wyerd
Mandragora
Crawler
Sand Scorpion
Nymph
Sand Golem
Zuu
Dragonfly
Column 3
Carrion Worm
Cerberus
Antlion
Cactuar
Gimme Cat
Ragtimer
Hedgehog Pie
Ralvuimahgo
Ochu
Troll
Column 4
Blazer Beetle
Abomination
Zemzelett
Stroper
Tantarian
Grand Dragon
Feather Circle
Hecteyes
Ogre
Armstrong
Column 5
Ash
Wraith
Gargoyle
Vepal
Grimlock
Tonberry
Veteran
Garuda
Malboro
Mover
Column 6
Abadon
Behemoth
Iron Man
Nova Dragon
Ozma
Hades
Spells
Holy
Meteor
Flare
Shiva
Column 7
Ifrit
Ramuh
Atomos
Odin
Leviathan
Bahamut
Ark
Fenrir
Madeen
Alexander
Weapons
and Items
Column 8
Excalibur 2
Ultima Weapon
Masamune
Elixir
Dark Matter
Ribbon
Tiger Racket
Save The Queen
Genji
Mythril
Sword
Airships
Column 9
Blue Narciss
Hilda Garde 3
Invincible
Cargo Ship
Hilda Garde 1
Red Rose
Theater Ship
Viltgance
Chocobos
Chocobo
Fat
Chocobo
Column 10
Mog
Frog
Oglop
Castles
Alexandria
Lindblum
Special
Cards
Two Moons
Gargant
Namingway
Boco
Airship
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