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![Evil Forest](http://www.rpgclassics.com/shrines/psx/ffix/Pics/dali.jpg)
Enemies
in this area:
Black
Waltz No. 2 (boss)
Carve Spider <Eat: Lv3
Def-less>
Ghost <Eat: Roulette>
Python <Eat: Pumpkin Head>
Vice <Eat: Vanish> |
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You are now in Nolrich
Heights.
Don't go to the small village yet
. .
. instead, head left to the South Gate. Speak to the gate guard
and
choose each option once. A woman named Mary will appear, and she
will
allow you to rest (for 100 gil), or to buy and sell. She has only
the
bare necessities, but if you're low on them, she can literally be a
life saver. You will see her again later.
Now head toward the small village. It is possible that you will
encounter a different type of creature in the forests here. You
can
always tell when you encounter a friendly creature because the battle
music is much more benign. The Ragtime Mouse is a friendly
monster who
will ask your party trivia questions. A correct answer will earn
you
gil and a confetti shower. For more information, see the Side Quests
and Mini-Games section. |
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![The Mountain](http://www.rpgclassics.com/shrines/psx/ffix/Pics/mountain.jpg) |
Before entering Dali, go to
the
mountain area on the right.
Search by the cart for a Hi-Potion,
and look back by the fence for 135
gil. Inside the hut, which belongs to a man named Morrid,
examine the Mini-Prima Vista.
Morrid
will trade it for three rare coffees - Burman, Kirman, and
Moccha. These must all be found before the end of Disc 3.
For more information, see the Side
Quests and Mini-Games section.
Search in front of the window, and read the shipping
instructions. You are finished here for now, so it's time to go
to Dali. |
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Enter Dali, and go to the
inn. The
characters will have a
conversation, and then go to sleep. Zidane wakes up alone. |
ATE:
Vivi,
Confused
The village children run away from Vivi on sight, and he wonders why.
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ATE:
Dagger Tries
Dagger tries to speak like an ordinary person, but there is too much to
which she has never been exposed.
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There is a Potion in
the corner of the
room, and an Antidote
by the fountain. Return to the lobby. |
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Speak to the moogle here, and
check
Mognet. There is a letter for Gumo. Next to the table, you
can read the menu. Walk outside the inn. |
ATE:
Cat's
Eye
In the inn, the innkeeper is talking to himself. He's going to
tell someone about you and your friends.
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![Chocobo sounds](http://www.rpgclassics.com/shrines/psx/ffix/Pics/whatwasthat.jpg) |
Across the street is a weapon
and armor shop which you should consider
visiting. You can pick up 120
gil at the right of the shop. The next door up on the left
is the mayor's house, but
he is rather rude, so don't linger here. On the right side of the
street, you can look through a window into your room. Speak to
the kids, and, farther down the street, to Vivi.
ATE:
Cat's
Eye 2
In the inn, the innkeeper is talking again. Evidently someone was
"sent" to perform a kidnapping. |
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Walk into the windmill beside
you.
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ATE:
Dagger Tries Harder
In the weapon shop, the princess again practices casual speech.
Someone rushes in to speak with the shopkeeper, and Dagger stands back
to listen. |
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![Aries](http://www.rpgclassics.com/shrines/psx/ffix/Pics/aries.jpg) |
In the windmill, examine the
door to the right. You will
determine that you need the Mayor's Key to open it. Search behind
the central column for the Aries
Stellazzio. This is part of a very worthwhile side
quest. The passage at the lower left leads back to the mayor's
house. Go to the back and climb the ladder. There are two
chests up here, but you can't get them while the windmill is
operating.
The building to the right of the windmill is a pub. They aren't
open, but you can still buy medicine here. Speak to the girl
twice to learn an that another man is helping her - wonder who?
On the left side of the room, you can read the menu.
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Go right, and you will be in
the field where Dagger was standing in an
earlier ATE. The old lady there saw Dagger go back into the
village. She is still in the weapon shop. Go there and
speak to her, and choose the nice answers. Search on the left for
information about abilities, and a little about Tetra Master. You
can play cards with the shopkeeper if you wish.
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![Trying hard](http://www.rpgclassics.com/shrines/psx/ffix/Pics/tryinghard.jpg) |
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ATE:
Queen
Brahne's Steiner
Steiner, helping out in the pub, apparently has other plans about the
party's destination.
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Go to the inn and talk to Dagger
again. Something strange is
going on in this village. Vivi has not yet returned, and people
are acting suspiciously. Plans are made to leave through
South Gate.
At the inn, Zidane and Dagger are worried about Vivi, and decide to
look for him. Equip them with purchases from the weapon shop, and
save at the moogle before leaving the inn.
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Go to the area beside the
windmill where Zidane last saw
Vivi. The sound of crying is coming from under the
windmill. They decide to find a way to
get underground. Go inside the windmill, and you will find that
the guard is gone. Open the trap door and go down.
Take lift down, and get 156 gil
from the chest at the bottom. Go up the passage, and you will see
the chocobo that was making the sounds you heard earlier. Follow
the men when they leave. |
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Get the Potion from
inside the small pavilion, and the Eye Drops in the chest on the
right. In the next room, examine what looks like a coffin on the
left. Go behind the barrel, and jump up to get the Ether. Talk to the
moogle in the barrel . . . it is Kumop. Check Mognet to find that
he a letter for Mogki. Use a tent if you need to rest, and save
the game. Near the doorway, kick the rusty wheel to make the
highest chest drop down. Open it for a Potion.
In the next room on the middle right side of the
passage is a chest containing a Leather
Wrist. Go up the steps on the left, and jump up.
Run
across to the far side of the crates to find a chest with an Iron Helm. You can also
get here by jumping up the crates on the far side. |
![A recognizable symbol](http://www.rpgclassics.com/shrines/psx/ffix/Pics/familiarpattern.jpg) |
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![Suspicions](http://www.rpgclassics.com/shrines/psx/ffix/Pics/strangemachine.jpg) |
In the next room, search the box
near the doorway for a .
. .
Vivi! Open the chest at the back for 95 gil. Examine the
machine which is producing eggs. There is mist coming under the
door at the back. Open the door, and you will find a mist-making
machine here. There is a Phoenix
Down in the chest in the front, and a Potion behind the mist
machine. A Phoenix Pinion
can found to the right of the mist machine.
Back in the previous room, go down the path by the egg
machine. In the next room, your party will learn more interesting
and suspicious things. Continue down the path into the next
room. You will see large black mage puppets coming off an
assembly
line. Someone is coming, so the party rushes onto the conveyor
belt to hide. They are packaged up and sent out to the cargo ship. |
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Meanwhile, Steiner is at the
mountain asking Morrid about the cargo
ship schedule. Run back down the mountain and into the house,
where the schedule is posted. Steiner will learn that the cargo
ship is in the process of loading. Exit the mountain area.
When you arrive at
the loading site, examine the barrel and choose to observe it some
more. After a brief conversation, the party sees something
approaching - it is Black
Waltz No. 2, of whose existence you were warned. He has come to
return the princess to the castle, so you must fight him. |
![Making plans](http://www.rpgclassics.com/shrines/psx/ffix/Pics/anticipation.jpg) |
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![Dire warning](http://www.rpgclassics.com/shrines/psx/ffix/Pics/wait.jpg) |
He zaps around and uses
elemental attacks, but isn't terribly tough if
you're careful. Steal a Leather
Plate, a Steepled Hat,
and a
couple of Ethers from
him before the battle ends. After you
finish him off, return to the inn, where Innkeeper Hal is surprised to
see Vivi. In your room, if you examine the desk at left, you can
get your "color fortune" told for 10 gil. At the right of the
room is the very impressive Dali Inn Library. Save the game.
Just as a point of interest, if you exit town at this time, you can see
the cargo ship resting on
the strange symbols on the ground outside town. Return to the
field and board the airship. Dagger and Zidane start piecing
things together, and realize the ship is heading for Alexandria.
As the party climbs the ladder to the ship, Zidane gets in trouble.
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![Suspected destination](http://www.rpgclassics.com/shrines/psx/ffix/Pics/notdeceived.jpg) |
![Watch your hands!](http://www.rpgclassics.com/shrines/psx/ffix/Pics/takingliberties.jpg) |
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![Taking off](http://www.rpgclassics.com/shrines/psx/ffix/Pics/takingoff.jpg) |
![Not exactly an apology](http://www.rpgclassics.com/shrines/psx/ffix/Pics/excuses.jpg) |
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