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Final Fantasy IX

Amarant Coral

By
Jarrod Garripoli

Amarant Coral is an enigmatic fellow, with not too much known about him. Known as The Flaming Amarant, he seems to be feared in Treno, sending some people who know of his name running away. After meeting up with Zidane, he questions the thief’s motives, opting to follow him instead of carrying out his mission. Despite his nature, Amarant does seem to fight with honor.

One of Amarant’s special commands is Throw, allowing him to toss weapons and specific items at enemies. Note that the items thrown are lost, so be especially careful about throwing the more elusive weapons. His other special command is called Flair, which is just a set of offensive and defensive skills that he can use. The defensive skills are what shine here, as Chakra can heal both HP and MP, Revive is for the obvious, and Aura allows both Auto-Life and Regen. Amarant’s Trance turns Flair into Elan, basically turning all of those skills into multi-target ones.

Flair

Ability Learned AP Needed
Aura Duel Claws, Scissor Fangs 25
Chakra Leather Plate, Cat’s Claws 30
Countdown Kaiser Knuckles 40
Curse Mythril Claws, Kaiser Knuckles 20
Demi Shock Rune Claws, Avenger 50
No Mercy Duel Claws, Dragon’s Claws 25
Revive Rebirth Ring, Rune Claws, Tiger Fangs 35
Spare Change Poison Knuckles, Rune Claws 40

Support Abilities

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Guide Information
  • Publisher
    Square Enix
  • Platforms,
    iOS, PC, PS1, PS4, Switch, XB One
  • Genre
    RPG
  • Guide Release
    28 April 2019
  • Last Updated
    20 February 2021
  • Guide Author

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A group known as the Tantalus Theatre Troupe visits the kingdom of Alexandria to celebrate the birthday of Princess Garnet. Unbeknownst to the royal family and the citizens of the city, the troupe is actually a band of thieves, who are aiming to kidnap the princess. However, to add a twist, the princess was planning on escaping the castle all along, even asking the troupe to “kidnap” her. This little event kickstarts many others, leading to a grand adventure.

This guide is planned to have a beginning-to-end walkthrough of the main story, while simultaneously guiding you through all of the side quests and other goodies in the game. The side quests include Chocobo Hot and Cold, Tetra Master, and all of the smaller ones, like the jump rope mini-game, Friendly Monsters, Excalibur II, and much more. In addition to all of this, you will find lists of all abilities that characters can learn, as well as Quina’s Blue Magic.

  • Beginning-to-end walkthrough, covering all story elements
  • Coverage on all side quests, from major to minor ones
  • How to learn all abilities, including Quina’s Blue Magic
  • Detailed trophy/achievement guide

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