ITEMS TO GET: 135 gil, Hi-Potion
Control now shifts over to Steiner. Head down the stairs to the base of the windmill. Search the bushes in the far upper-right corner of the scene for 135 gil and collect the Hi-Potion from the box in the foreground. Go inside the windmill and speak with Morid, the old man. When he's done talking, go outside and leave the screen.
In a scene sure to be familiar to anyone following FF IX's pre-release hype, Steiner encounters an airship outside of Dali. Pick either option; they result in different humorous scenes. The result is the same however: Zidane and friends hop out of the barrel. Then the second Black Waltz shows up, demanding Garnet's return. Your party is automagically healed, and it's fight time.
Now, Steiner! / Fill up your hearts! / So you can shoot / Your sword with power! | |
Black Waltz Two's normal attacks only do about 60 HP damage, but if you use a magic attack against him, he'll counter with the same spell and blast the whole party for up to 170 HP damage. You can easily avoid this by having VIVI heal with items instead of using attack magic. Keep him alive, however; you need him for Steiner's Ice Sword attack, which can do over 300 damage to the Black Waltz. Zidane can also steal a Laser Plate or Pointed Hat off him. Don't forget that you can cast Cure to the whole party by tapping R1. However, if a character dies, you probably won't want to waste a turning reviving him or her, as Two's spells will probably take the victim out again right away. If you get a chance to use Trance Mode here, take advantage of each character's unique Trance powers -- Zidane can attack with Frenzy, while VIVI can cast two spells at once, and Steiner's physical attack powers increases tremendously.
The Black Waltz goes down after receiving 1000 HP of damage. Afterwards, your party will converse; select the first option to return to Dali. (You'll be in the cornfield; the actual town is further west.) You can buy any items you need here and save your game. Be sure to equip Steiner with the sword you picked up in town. When you're ready to proceed, go east from the cornfield and choose the first option to depart.
VIVI will ask Zidane a question; it doesn't matter how you answer. A brief CG scene follows as your party climbs aboard the Cargo Ship and sets sail for Lindbulm.
[next chapter] » The Unfriendly Skies
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