FINAL FANTASY 7 HINTS AND STRATEGIES
PAGE ONE
Click here to download the accual Word document.
Last updated: March 23, 1998
UPDATES
3-23 Made another addition to Key Items List, thanks to Skywize for noting it. Also added section to
the Raising EXP, AP and Gil, thanks to Binky for the suggestion. Made addition to the info on getting
Red's ultimate weapon, thanks to Daniel Haveck for noting it.
3-21 Added sections on Red, Yuffie and Cid's weapons and limit breaks, they're on page 2 (Cait Sith
and Vincent are the only ones left to put up, hopefully I'll get back in within the next couple of days).
Added a section on page 2 about the rumor that you can trade the Highwind for the Tiny Bronco.
Added Lunar Harp to the list of Key Items, thanks to Skywizefor noting its absence. Added to the list
of effects caused by Hades summon, thanks to lindac for noting it. Added additional info on a neat little
trick with the Mime materia (see the command materia section on page 2 for the entry on Mime),
thanks to B00714 for noting it. Made corrections to the Magic Breath enemy skill and to details about
the Sephiroth battles on disc 3, and a number of other things, chocobo stuff, enemy skill stuff,
etc--thanks to the diligent Slashley for the input and info! Added info on stopping Ruby during your
battle with her--see the section on beating Ruby on page 2, thanks to several people for pointing these
things out. Added a new Aeris resurrection rumor courtesy of Ms. Pedersen (who I hope emails me
again, I have a number of questions!) Added 2 more rumors to the Aeris resurrection rumors on page 2,
these come from Gregory Tobler--they are extremely different and have, as every Aeris rumor does, a
number of unclear parts, I hope Mr. Tobler gets back in touch with me soon.
3-18 Thanks to Shelly Duet for noting an error in the listing of Barrett's limit breaks on page 2--the
error has been corrected. I've gotten a lot of e-mail corrections, suggestions, additions, etc. I'll get them
up soon, as well as new sections including monster, morph and steal lists.
3-11 Made correction to Morph materia listing (thanks to D. Wiegel for noting the error).
3-9 Added additional discussion about the problem of Ruby casting her whirling sand attack even after
you've pulled the 2 dead character's trick (thanks to several people for e-mailing the suggestion).
3-6 Removed the paraiste-Trine connection in the enemy skill list since 9 people told me it never
worked for them and it will be a long time before I can try it myself. Made correction to Toughness
Ring accessory location with regard to Reno, thanks to Ian Shuley for noting it. Added extra info about
taking too long to kill Ruby when fighting her, thanks to several for noting it and Brett Torvik for
convincing me to add that warning.
3-4 Added section on Tifa's weapons and limit breaks (it's on page 2) only 5 more character's to go!
3-3 Added extra info on how to get to Lucrecia's cave to the list of how to get everyone's level 4 limit
break manuals--thanks to Ian Shuley for providing the more detailed list. Added new rumor to the 1/35
shinra soldiers lore. I don't believe either of the rumors there but I'm not going to try them so the only
way to find out if they're true or not is to let you all know about them and try them if you want and let
me know the results. Added additional info to the two Sephiroth battles in the final dungeon (as listed in
the boss fights section on page one--thanks to D. C. Rose for noting it.)
Welcome
Hello everyone, welcome to my not too sophisticated FF7 help page. The point of this page is
to be quickly informative with various aspects of the game, I'm not trying to
show off my HTML skills (or else I could really make this an elaborate set up with midi files,
frames, various graphics, and other stuff that would make the page take too long to load). This is just a
page of info, no effort was made to be fancy or creative. As it stands now, both pages combined print
out at about 100 pages long so have lots of paper ready if you're going to print this page off!
NOTE: this page is always under construction, I've got a lot more stuff planned, weapons lists, MP
costs of various materia spells, etc., I'll get them up as soon as I can. (c) Copyright, 1997 and 1998,
A. Massie, all rights reserved (except for the images--I don't own them, I got them from public sites).
You can print this page (or parts of it) off for your own use or even download it onto your own
homepage--but if you do the latter please give me credit. I've already seen large chunks of this page
downloaded onto other homepages without any reference to myself as the originator. I'm generally not
too possessive but I do like to receive credit for what I've typed (if you're making money off my work
then I reserve the right to be possessive).
Places to go on page one:
Where are the 24 Enemy Skills?
Chocobo Breeding
Barking Dog under Junon
Freeing Tifa from the Chair in the Gas Chamber
Secret Room at Cosmo Canyon Item Shop
Two secrets in Gaea Cliff
Where to get unlimited Sources
The 4 Special Materia Caves
Turtle's Paradise Flyers
Getting Yuffie and Vincent in your group
GP Exchanger
Lock Combinations
Piano Trick
How Limit Breaks are gained and how to use the level 4 manuals
Where are the Level 4 Limit Break Manuals?
Where are everyone's ultimate weapons?
Raising Money, EXP, and AP
Game Shark stuff
MASTER materia info and a warning about sharking them in
Where's the Final Attack materia?
Final Fantasy 7 World Map
Accessories, where they are and what they do
List of Items and Key Items
Complete Armor list and details
Boss Fights
Finding Yuffie and your materia in Wutai
Wutai Pagoda Battles
How to get Added Cut and Alexander easily
Places to go on PAGE TWO
List of other FF7 Links
How to find the sunken ship easily
Things that are supposed to happen
Complete list of what's for sale at every town in the game
The Kalm Traveler and the three things he wants from you
Getting the Guidebook
Beating Ruby Weapon with all 3 members in your party
Beating Emerald Weapon
Materia Combos
The W-Item Trick
Chocobo Racing Prizes and their GP values
Wonder Square items for sale
Battle Square items for sale
Battle Square handicaps
Status Score info
Summon Materia list
Support Materia list
Independent Materia list
Command Materia list
Spell Materia list
Entering the Ancient Forest--there are two ways!
Getting through the Ancient Forest
Key to Midgar
Prizes for Performing at Junon
Exchange the Highwind for the Tiny Bronco (rumor>
Cloud's weapons and limit breaks
Aeris' weapons and limit breaks
Barrett's weapons and limit breaks
Tifa's weapons and limit breaks
Cid's weapons and limit breaks
Red XIII's weapons and limit breaks
Yuffie's weapons and limit breaks
Aeris Resurrection
Where are the 24 Enemy Skills
The Enemy Skill materia are a nice bonus to the game, they let you learn some pretty neat enemy
attacks once they've been used on a character who is equipped with the materia. You'll notice that
when you look at the enemy skill materia in your materia list you'll see 24 gold stars--each one
corresponds to a specific enemy skill and when you learn that skill the star lights up. There are 4 enemy
skill materia to be found in FF7. The first shows up after you beat Boss HO512 in the Shinra building
(right after Barrett frees Red XIII and Aeris from Hojo's test tube). The second can be found in the
"Beginner's Hall" in Junon. The third one can be found when you're in the forgotten city (also called the
City of the Ancients--the place where Aeris gets killed). The last one can be gotten from talking to the
Chocobo sage's pet chocobo. So now all you have to do is learn the 24 enemy skills. Of course this
leads to the question--where are the 24 enemy skills--well here you go, in order of their stars--note that
this is not necessarily the order in which you will find them.
OK--a few pointers. Often the creatures will just use their skill on you and whoever has the enemy
skill equipped will automatically learn it. Then again, you will run into creatures who never use their skill
on you so what you have to do is first manipulate them (using that handy manipulate materia) and then
force them to use their skill. With the exceptions of the shadow snake (Midgar Zolom), Jenova Life and
ULTIMATE WEAPON, I think you can manipulate most creatures necessary. Also, be warned that a
number of these (like #s 8, 10, 20, 21 and 22) will not work on bosses, and occasionally on some other
beasts too, so don't waste your time. Happily, however, Magic Hammer does work on most bosses so
you can often take away most or all of their MP forcing them to lay off their spells--for many bosses it
is their spells that give them their best strength.
1. Frog Song (costs 5 MP to use) Casts sleep and Toad on a single opponent--or cures an ally of Toad.
Anywhere you find a frog (they're called Touch Me) you can learn this one--Gongaga is probably the
first opportunity you'll have.
2. Level 4 Suicide (10 MP) This spell casts a death sentence and mini on any single opponent whose
level is a multiple of 4. You can learn this skill from the little chipmunk like creatures sitting on tree
stumps (they're called Mu), they appear at various grassland spots but are most frequently found near
the Chocobo Farm and on the grassy plains near Bone Village. See skill 19 below for more info.
3. Magic Hammer (3 MP) This makes your character absorb 100 MP from a single enemy, if the
enemy has less than 100 MP then that's all you get. You can use this spell multiple times on a single
opponent. If you're fighting some beast with a lot of MP you can cast this on it a few times and
significantly reduce it's magic capability. You get this skill from the razor weeds that hang around
outside of Wutai.
4. White Wind (34 MP) This skill adds HP to all party members equal to the caster's current HP
amount. So if the character casting this skill has 612 HP, everyone's HP will be raised by 612. This also
cures most status effects (but not stop and slow). You get this skill from the Zemzellet, the giant
standing bird-like creature hanging around outside of Junon.
5. Big Guard (56 MP) This is a nice skill that casts Barrier, MBarrier, and Haste on all members of
your party. A very nice thing to have at the Battle Arena. You learn this from creatures called Beach
Plugs, they're on the beaches near Costa Del Sol.
6. Angel Whisper (50 MP) Completely refills HP and cures most conditions of a single target. It will
also revive and fully restore HP of a dead ally. This one is learned from Pollensalita (the woman in the
one piece bathing suit) in the final dungeon.
7. Dragon Force (19 MP) Increases magical defense and physical defense during a battle by 50% for
one ally. Learn this in the final dungeon from the dark dragon.
8. Death Force (3 MP) Protects a single ally from Death Spells. You learn this from the Adamantai,
the turtle-like creature on the beaches around Wutai.
9. Flame Thrower (10 MP) This does a medium amount of Fire-type damage to a single enemy. You
learn this one in the Mythril Mines, from the archdragon.
10. Laser (16 MP) Reduces an enemy's HP by 1/2--of course something this nice doesn't work on
bosses--heck it doesn't even work on all monsters. You learn this from the Death Claw beasts in the
Corel Prison. It can also be learned from the Dark Dragon in the Final Dungeon.
11. Matra Magic (8 MP) Does some light damage to all enemies. You learn this from the walking
machine gun things called custom sweepers, the easiest place to find them is just outside Midgar. You
should also be able to learn this from the Bull Motor beasts in the Corel Prison.
12. Bad Breath (58 MP) This is a nice one--it casts Poison, Sleep, Toad, Mini and Confuse on all
opponents. You learn this from the big plant with teeth called Malboro at Gaea Cliff. This beast also
shows up in the Final Dungeon.
13. Beta (35 MP) Does a pretty fair amount of Fire-type damage to all opponents. You learn this from
the shadow snake (Midgar Zolom, or Midgarsorm) guarding the entrance to the Mythril Mine close to
the Chocobo Farm. This one's a bit tricky because you can't manipulate the snake and he only uses his
skill at a certain point in the battle, and before he does this he will always knock a player out of your
party so you need to make sure he doesn't knock out the player(s) with the Enemy Skill materia. The
snake has 4000 HP and when he gets down to about 1000 HP he kicks one player off the screen and
you lose that player until the end of the fight--believe it or not you get to pick who is kicked out, but you
have to know the trick. The trick is that the snake kicks out whatever player has done the most damage
to him in the battle--so make sure that you attack with players who don't have the enemy skill materia,
that way whoever he kicks out won't matter. After kicking out one player the snake will usually make
one more physical attack and then use beta on the two remaining players. You have to be careful not to
kill the snake before this and be careful not to kill him right after he kicks someone out of the
battle--he's weak at that point and if you hit him too hard you'll kill him off and have to do the whole
thing over again.
14. Aqualung (34 MP) This does a medium amount of Water-type damage to all opponents. You get
this one from the Harpy (horse-bodied creature with 3 different beasts' heads in the Gold Saucer
desert--you get to this guy after you get the buggy, just drive around in the desert until you fight him).
Jenova-Life will also use this skill on you, but chances are, in that battle, only one player will be able to
learn the skill from her since the other two players who have the Enemy Skill materia (it's possible to
have 3 at that point) will be dead--maybe you could give all of the Enemy Skill materia to whomever
has the water ring--since that's the person who will be alive during the battle--I don't know if that will
work). The Serpent in the Crashed Gelnika also uses this enemy skill.
15. Trine (20 MP) This skill unleashes a moderate amount of Lightning-type damage on all opponents.
You learn it from the materia keeper in the Nibel Mountains. It can also be learned from a creatured
called the Stilva at Gaea Cliff. You should also be able to learn this in the fight with Godo at the Pagoda
in Wutai (see Pagoda Battles section below). The stilva also has enemy skill 16.
16. Magic Breath (75 MP) Does a moderate to heavy amount of three types of damage, Lightning,
Fire, and Ice to all opponents. You get this one from the Stilva at Gaea Cliff--that's the thing that looks
like a crab. The stilva also has the number 15 enemy skill. You can also get this from the parasites in
the cliff.
17. ???? (3 MP), yes ???? is what it is called! This skill causes damage equal to your max HP minus
your current HP to one enemy. You can learn this one from the Judges (also called Jersey's in some
manuals--I've forgotten which name appears on your screen--whichever is their actual name, they are
the ones who look like weight-scales floating in the air) in the Shinra mansion or from the Behemoth at
sector 8 in Midgar (I think there are a few other places that this one can be learned). Notice that it's
sector 8 in Midgar, and you don't get to sector 8 until you parachute off the Highwind so don't waste
your time looking for this when you are visiting Midgar by walking through the doors because you're not
in the right sectors.
18. Goblin Punch (O MP) This does a light amount of typeless damage to one opponent. If the enemy
you use this skill upon is at the same level as your character then the damage is increased dramatically!
You get this from the goblins on goblin island (see the chocobo breeding section below, part 2, for the
location of goblin island).
19. Chocobuckle (3 MP) One enemy takes type-less damage equal to the number of times he/she has
escaped from battle. You learn this from a level 16 chocobo. This is a tough one. You have to have 3
Mimett greens and get into a battle with a level 16 chocobo (the most frequent kind are level 13, so it
might take a while to find one). The best place to do this is on the tracks near the chocobo farm. The
grasslands around the farm are also the best place to find the Mu creatures that give you the Level 4
suicide skill which you need too. You have to make sure you have learned the Level 4 Suicide enemy
skill first! You can tell if you have a level 16 chocobo by the other creatures in the battle. If the
chocobo is flanked by two blue elephant-like things (they're called Elfadunks) or two ostrich-like things
(called Levrikons) you have a level 16 chocobo, if there are any other creatures or combinations of
creatures then it's a level 13. When you get into a battle with a level 16 chocobo you have to avoid
doing two things--1. Don't hit the chocobo, 2. don't kill the other creatures with the chocobo because it
will end the battle and you don't want that. As soon as you get into a battle with the level 16 chocobo go
to your item pack and feed it one of the mimett greens (it's a good idea to put the mimett greens at the
top of your item pack so that you don't waste time searching for them). After each character has fed
the chocobo a mimett green then have the person who knows Level 4 Suicide use it on the
chocobo--this will tick him off and cause him to use the chocobuckle on the caster--now you have the
chocobuckle skill. Sometimes the chocobo stays around after this, sometimes he doesn't, but it doesn't
matter if all you're after is learning the limit skill. Just for a kick, if you use chocobuckle on a chocobo
during battle you'll tick him off and make him leave, but he won't attack anyone before leaving.
20. Level 5 death (22 MP) instantly kills all enemies whose levels are multiples of 5. You learn this
from the parasite in the final dungeon.
21. Death Sentence (10 MP) This will cast death sentence on an enemy--that's where the enemy will
die when the timer above him/her runs out before the battle is over. You can learn this from beasts
called the sneaky step and the death spector in the Cave of the Gi. You can also learn this from the
plump yellow beasts called Boundfat in the desert-like area just beyond the sleeping forest (the area
between Bone Village and the City of the Ancients".
22. Death Roulette (6 MP) One player will enter a game of chance with one enemy--there's no real
game to it, you just choose an opponent and the game decides to kill either you or that opponent
instantly. You learn this from the death dealers in the final dungeon. Essentially this is Russian Roulette
between you and an enemy.
23. Shadowflare (100 MP) This causes a very huge amount of type-less damage to all enemies. You
get it from ULTIMATE WEAPON. You can also get it from the Dragon Zombie.
24. Pandora's Box (110 MP) This lays out a fairly heavy amount of type-less damage to all opponents.
You get this from the dragon zombie in the final dungeon.
back to the beginning
Chocobo Breeding
First off, for those of you who've bought a gameshark--here's a code that is supposed to "turn any
growing chocobo into a Gold Chocobo. 8009BC4E 0400. I have never used this code so I can't tell you
anything about it--but if it works, probably it would turn the first baby chocobo you breed into a gold
one, you wouldn't have to go through all the steps below.
Here's my twelve step program for breeding chocobos to get the Gold one. Why do you want to do
that? Well the Gold Chocobo lets you go anywhere, except the Crater. Oceans, deserts, rivers,
mountains are nothing to the Gold Chocobo. This is really good since there are 4 secret materia caves
scattered about the map that have some very nice materia in them. It's true that some of the special
chocobos (Blue, Green, and Black) that you have to breed to get to the Gold are able to get to three of
these caves--but the fourth cave contains the Knights of the Round summon materia, if you're going to
get that you must breed a gold chocobo (not even the highwind can get you to the cave--well, it can get
to the cave, it just can't land there so you can't get out to get the KOR materia). If you're going to
breed up to the Gold you might as well just wait and use it to get all 4 materia--I've never ridden the
other chocobos to the caves. I just breed to the Gold and then go get all 4 materia.
Here are the four types of speical chocobos that you can breed
Blue chocobos can cross rivers and shallow water
Green chocobos cross mountains
Black chocobos can combine the skills of the blue and green ones
Gold chocobos does evertyhing the black ones can do plus it can cross oceans.
So here are the things you need to start.
You must be in possession of the highwind--because everything you need is on a different continent!!
You also must have Cloud back from his coma--you get the Highwind right after Meteor shows up--at
that time Gold Saucer is closed down, it re-opens when Cloud comes out of his coma and you need to
be able to get to Gold Saucer to race the chocobos you're breeding.
6 stables at the Chocobo farm (60,000 gil)--yes you can do it with just 4 or 5 but then you have to pay
attention to who you release when.
40 sylkis greens--at least--from the Chocobo Sage, I'll tell you where he is (200,000 gil).
A lifetime pass to the Gold Saucer (30,000 gil)
3 Carob nuts--I'll tell you how to get these.
1 Zeio nut--I'll tell you how to get this.
And of course you should have the chocobo lure.
So, if you've got the gil, here are the twelve steps.
1. Buy the stables from the guy in the house at the chocobo farm--I recommend buying all 6, but you
must at least have 4 or it can't be done. Take note that he will only sell you one stable per discussion so
you will have to talk to him 6 times for 6 stables. Make sure there are no chocobos anywhere on the
farm, if there are let them go now. No matter what anyone tells you, you can't do this with just 3
stables--it mathematically doesn't make sense. You have to breed the first two chocobos you catch
twice--and you can only breed chocobos if you have somewhere to put the offspring. If you only have 3
stables then after the first breeding you'll have to let one of them go to breed again--but you need all
three of these chocobos and a fourth one to proceed so letting one go now would put you in an endless
cycle.
2. Go to Goblin Island--it's out in the ocean, northeast of the farm. Check out the map a few sections
below!
Here you'll run into some ugly little goblins. You can steal the Zeio nut from them (or kill them and take
it)--you only need to get one. As a bonus, if you have manipulate and enemy skill on hand you can
manipulate a goblin and have it use its Goblin Punch on every member who has an enemy skill materia
equipped, that way you can learn that skill--note that it's not usually a great skill (read the section on the
Goblin Punch in the Enemy Skill section above) so if you don't do it there's nothing to cry about. If you
don't have the enemy skill materia yet, or you'd like another then skip down to section 4 of this breeding
guide and find out how to get another with no serious effort or risk.
3. Go the green grassland outside of Bone village (note--I do not mean the forest around the village but
the green area just south of it where you'll have to land the highwind). Run around until you have to
face a big red dragon-like creature called the Vlakorados (also called the Brachioladus) you can steal a
carob nut from it (or kill it and take it). You need three of these nuts so you need to do this a few
times--especially since not every Vlakorados you encounter will be carrying one. Despite how nasty it
looks the Vlakorados isn't too tough, he's got a lot of HP, around 33,500, but only three attacks, physical
and one lightning bolt and none of these are too painful. If you've got Barrier and Regen each linked
with an All you should be fine.
4. Go to the Chocobo Sage's cabin. Your first time there talk to his pet Chocobo and it will drop an
Enemy Skill materia for you--don't get too excited, he only does this one time. The Sage's cabin is on
the Northern Continent, due east of Icicle Inn (or Icicle Village, whatever you want to call it), nestled
away in the mountains near the east coast where only the highwind (or a Gold chocobo which you don't
have) could get to it. From him you'll need to buy, at least, 40 sylkis greens (they're 5000 gil each). You
may want to buy more, read section 8 first to decide. It has been suggested, although I've never tried it
(it sounds good though) that with a little patience you could, once you have the W-item materia (I've
always had the Gold Chocobo way before this, but you don't have to), you could use the W-Item trick
(see the section on page 2) in order to build up your sylkis greens without having to pay for it--I'm all
for circumventing the capitalist market!!!!
5. Now you're finally ready to get some chocobos (oh yeah, that's what this was about). The first place
to go is to the Chocobo tracks outside of Gold Saucer. Make sure you've got the Chocobo Lure (not
Chocobo/Mog Summon) equipped to someone and scamper around on these tracks until you get into a
battle where a chocobo is present amongst your enemies (whatever you do don't attack it, or cast a
spell that effects all enemies or he'll leave--after pecking EVERYONE a few times). You want your
chocobo to be accompanied by two Spencers (they are little green-fish like thing with big wings--they
hover just above the ground), if your chocobo is accompanied by anything other than exactly two
Spencers then don't waste your time catching it, it won't be the quality you want, if you do end up
catching it then just let it go, don't send it to the farm. Kill off the two Spencers (there will be one on
each side of the chocobo, usually in front of it) and, if the chocobo stayed around for the whole battle
you'll have captured it. Be warned that chocobos tend to run away from battles, even if they haven't
been hurt. But one of the tricks to keeping them around is to have some greens on you to catch his
interest (and if you've done everything above in the order I've told you you'll have 40 greens to entice
the chocobo into staying). Even with 40 greens in your item pack you'll find that chocobos will still
occasionally run away. One thing you can do to decrease the rate of this is to buy a bunch of some
cheaper greens and put them at the top of your item list, then when you get into a battle that has a
Chocobo with two Spencers you can feed the chocobo a green to start off and then attack his
companions. You feed it to the chocobo by going to the item list, pressing circle on the greens and then
aiming it at the chocobo and pressing circle again.
After capturing the chocobo dismount it by pressing X and you'll be given the option to send it to the
farm or let it go--I'm sure you've guessed which to do! Now hop back in the highwind and go to the
farm.
6. Once you get to the farm go to the barn and talk to Bill and pick the option for moving chocobos (this
gives you a chance to examine it (press the L1 or R1 keys to rotate the chocobo for a better look!),
name it, and place it in a stall). The chocobo you have should be walking with his head up, Bill will call it
a "good" chocobo--if somehow you've got some other type of chocobo then let it go and go get another
one. Put it in the stables--he'll tell you to give a name to the chocobo and he'll tell you what sex it
is--pay attention to this! Once you've got a walking chocobo leave the farm, save your game and now
you permanently have a walking chocobo in your stables. Hop in the highwind and go to the chocobo
tracks outside of Mideel--it's on the southernmost continent (the one below the farm), the city is on the
western edge of that continent.
7. What next? Well, you're going to scamper around these tracks with your chocobo lure equipped until
you get into a battle that has a chocobo with two Spirals (Sprials are light purple beasts that look like
armor plated wolves, there will be one on each side of the chocobo, usually in front of it)--if the
chocobo is accompanied by something other than exactly two spirals then it is not the kind you want.
After you've captured one of these chocobos fly back to the farm, SAVE YOUR GAME, and then go
to the barn and talk to Bill about moving chocobos again. The chocobo you have captured and are
examining should be running with his head up (Bill will say it's a "great" chocobo)--if somehow you're
chocobo is not this kind release it and go get another one. You want this chocobo to be of the opposite
sex of the walking chocobo you've already got in the stalls--if you're running chocobo turns out to be
the same sex as the walking chocobo then reset and try moving it again, eventually you will get the
gender you want--the chocobo's sex is determined randomly until it's put into a stall, so if you keep
resetting you'll get the right gender eventually--once you get the right gender be sure to put it in the stall
and immediately save your game. You should now have one walking and one running chocobo of
opposite sex in the stalls--if somehow you have any other chocobos on the farm then let them go.
8. To breed or not to breed. Now you have your first big decision. You can breed the two chocobos
now but it can be a little frustrating. Breeding them now you have three possible outcomes, a regular
yellow chocobo, a blue chocobo or a green chocobo. The yellow one is pointless so you'll have to reset
and breed again. The blue one is ok but if you keep it first it's harder to get the green one, so you'll
probably want to reset. The green one is the first one you'll want to keep. At this point you'll get a
yellow chocobo about 75% of the time, a blue one about 15% of the time or a green one about 10% of
the time. This can be frustrating, but if you want to do things this way then talk to Bill about breeding
your two chocobos and when asked what kind of nut use a Carob nut. If you go that route then skip the
next paragraph.
There is sort of an easier way. Rather than breeding them now you could fly back up to the
Chocobo Sage and load up on more sylkis greens, come back to the farm and feed them to each of the
chocobos until you max out their speed, stamina and intelligence--yes, this may be expensive, it may
even require more than one trip to the Sage. If you max out their stats and then go to the Gold Saucer
(make sure you have the lifetime pass or buy it when you get there because you're going to HAVE to
race the next 4 chocobos that are coming up) and enter the chocobo races. (Remember that to get into
Gold Saucer you have to go to North Corel and take the skylift across--don't worry, the skylift is free).
Keep in mind that these two yellow chocobos, even maxed out, are not Secretariat (that's a famous
racing horse) so they won't necessarily win easily, you might have to practice smart jockeying in order
to get into the A-rank. Remember when you are racing to hold down the R1 and R2 keys, this helps
keep your chocobo's stamina bar near the top--it will drop when you run at full speed but if keep R1
and R2 held down anyway. Talk to Ester, she's on the far left side of the screen beside the
Bookmakers table, and she'll let you enter a race with either of your chocobos. You'll want to race
each of them to at least A class (I usually race all the way to S class)--you have to talk to Ester after
each race in order to race again, there's no cost for racing so don't worry if it takes you a while to get
the hang of it. You'll start the race as a C class, it takes 3 wins to get to B, 3 more to get to A and then
3 more to get to S--which is the top class. It doesn't matter whether you race the long or the short
course, but if you're trying to do this as quickly as possible then the short course makes more sense!
Once both chocobos are at least A class then leave the Gold Saucer, return to the farm, save your
game and then breed them and be sure to use the Carob nut when asked. The benefits of racing them
before breeding are that, in my experience, you eliminate ever getting a yellow chocobo when you
breed these two and it no longer matters if you get the green or blue chocobo first. (The other benefit
of racing is that you can collect GP to exchange for materia at wonder square--1000 GP gets you a Gil
Plus materia, which doubles the amount of gil you get after a battle--of course you might need this
before you can afford to breed chocobos in the first place!!!--for 2000 GP you can get the EXP Plus
materia which gives the character it is equipped to 50% more EXP after a battle, when you master this
materia you get 2X the EXP per battle--see the section on raising money, EXP and AP below). If
you've done all of this it is important that you take a moment to see how many sylkis greens you have
(check your item menu) you must have 40 sylkis greens to do everything required from here on out.
So after you've bred your two chocobos you should get either a green or blue chocobo (it doesn't matter
which if you've raced them, if you didn't race them then you must keep resetting until you get the green
first). Pay attention to the color and gender of your new chocobo. You can't re-breed your yellow
chocobos yet so leave the farm, save your game, and run around on the world map and kill some
creatures (the best place to get some good EXP, AP and gil is in the forest and beaches around
Mideel--see the section on raising money, EXP and AP below). Usually if you clown around for about
10-15 minutes you can go back to the farm, save your game (that way you don't lose any of the gil,
EXP, AP you've just wasted time getting) and breed the two yellow chocobos again and again use the
Carob nut. This time you want an opposite color, opposite sex chocobo. For example, if you got a blue
male the first time you'll want to keep resetting until you get a green female. Once you've got opposite
color, opposite gender special chocobos then feed each of them 10 sylkis greens. Leave the farm and,
what a surprise, save your game.
9. Hop back in the highwind and go back to the Gold Saucer Chocobo racing room. Get yourself in the
races. You'll want to race the blue and the green chocobo until they are at least A Class level.
Remember to hold down the R1 and R2 keys while racing to keep your stamina bar up--also remember
it doesn't matter which course you race, the long or the short, a win is a win! Once both chocobos are
A class, at least, then hop back in the highwind and find somewhere to kill bad guys--strangely enough
all that time you spent racing doesn't count and your blue and green chocobos, now S class racers, are
still too young to breed. So fight some bad guys for a while, go back to the farm and save your game
again.
10. Once you're back at the farm talk to Bill about breeding the blue and green chocobos--use the last
carob nut--and you'll get a black chocobo--when you name it pay attention to what gender it is. About
1% of the time you will fail to get a black chocobo, just reset and try again. At this point you should
have two yellow chocobos, the blue and the green chocobos, and a black chocobo--if, somehow, there
are any other chocobos on the farm you should let them go. Feed the black chocobo 10 sylkis greens
and then leave the farm, save your game and jump into the highwind for one more chocobo quest.
11. Your destination--the chocobo tracks near Icicle Inn on the western edge of the Northern
Continent. Make sure that your chocobo lure materia is equipped (and that you have at least 10 sylkis
greens left) and run around on these tracks until you get into battle with a chocobo who is accompanied
by two Jumpings (those are the white rabbit creatures, there'll be one on each side of the chocobos)--if
the chocobo is accompanied by anything other than exactly two Jumpings then it is not the quality you
want. Once you've captured this chocobo get into the highwind, fly back to the farm and save your
game yet again. Next go into the barn and talk to Bill about moving chocobos again. You should have a
chocobo that is looks like he's running full speed (Bill will call it a "wonderful" chocobo), if your chocobo
is not like this then get rid of it and go back to Icicle Inn for another one. What you want is for this
chocobo to be of opposite gender to your black one, reset until you get that result--once you do get the
correct gender then put it in a stall and give it the last 10 sylkis greens. Now leave the farm and save
your game (you should be very good at saving by now!).
12. You're almost there. What you want to do now is to get back to the Chocobo races and get both
your wonderful and Black chocobos to at least the A class. Return to the farm and take note that you
currently have 6 chocobos and you only have 6 stables so before you can breed you'll have to let
someone go--it doesn't really matter which one(s) as long as you keep the wonderful chocobo and the
Black one! Once you've let at least one chocobo go then talk to Bill about breeding the wonderful
chocobo and the Black Chocobo--this time use the Zeio nut when asked--and you'll have a Gold
Chocobo (since you don't have to do any more breeding it doesn't matter what sex it is). Leave the
farm and save your game one more time--now you permanently have a Gold Chocobo at your disposal.
All you have to do is go to the farm and talk to Bill about riding chocobos and he'll tell you to pick the
one you want.
The great thing about Gold Chocobos (as well as the Blue, Green, and Black ones) is that you can enter
the highwind while riding a chocobo, just enter as you normally would. When you exit the highwind
you'll be on the chocobo. When you're done riding your chocobo it's a good idea to just ride it back into
the farm and it will automatically be put in the stables for you (that way you don't forget where you left
it).
A lot of this info was gained from the walk through at www.spectra.net/~franke which is a very good
walkthrough but with a few important mess ups. I've trimmed it down and weeded out the errors and
unnecessary steps and added a few tricks of my own.
back to the beginning
Barking Dog Under Junon
Many players have asked me about the barking dog in the tunnels under Junon. "How do I get around
him?" Well, you can't, unless you have to. When you go under Junon your mission is to steal a sub and
then sink the Red Shinra sub--if you succeed (and it's relatively easy to do) then you get to keep the sub
that you've stolen. This is good since you can not complete the game without having a sub--you need to
get the key to the City of the Ancients and it's in an underwater cave! If, however, you fail to sink the
Red sub within the allowed time then you don't get to keep the sub that you've stolen. But, since you
need a sub to complete the game, there is a back-up. If you fail to sink the Red sub then, when you go
back to the tunnels under Junon the dog won't be there guarding the door--so go in the door and you'll
get a sub--in fact, you get the Red one that you failed to sink (it's supposed to be a mark of shame, I
suppose, to have to drive the sub you failed to destroy). Of course, if you manage to sink the red sub
the you have no reason to get into that room so the dog will remain guarding the door.
back to the beginning
Freeing Tifa from the Chair in the Gas Chamber
Here's all there is to it--X, X, Triangle, hold X+Triangle, hold O+Triangle, O, O.
Not too tough!
back to the beginning
Post-Meteor Items in Cosmo Canyon
When you first visit the item shop in Cosmo Canyon you'll notice that the doorway to your right is
blocked off with a red rope. Go back to the shop after Meteor has shown up and the rope will be gone
and you can go through the door and get an Elixir, Magic Source and the Full Cure materia for free!
back to the beginning
Two secrets in Gaea Cliff
You may have discovered these already, but in case you haven't...
When you climb up the side Gaea Cliff you go into three different caves--there are two secrets hidden
here. When you climb into the first cave you go under a little archway shortly after entering the cave.
After going into a couple of doors you find yourself on top of that archway--go straight across the
archway and instead of following the path around walk straight for the wall on the right side of the
screen, there's a little opening that will take you to a hidden room where you can get the Ribbon
accessory out of the chest.
The second little secret stares you right in the face--when you climb into the third cave at Gaea Cliff
you see a save point with a bright light just off to the right of it--go to the light and press circle and it
will restore you party's HP and MP for free--you can also go back to that after you fight the boss at the
end of the tunnel in that cave.
back to the beginning
Unlimited Sources
There are 6 creatures in the Gelnika and, coincidentally enough, 6 types of sources--Magic, Mind, Luck,
Speed, Guard, and Power. If you morph these creatures they turn into sources so if you hang around
the Gelnika long enough you can get as many sources as you want (see the section on page 2 for a
discussion of Status Scores to decide if gathering sources is something you want to do--I think it is,
unless you have a game shark and can just shark in an infinite supply of them.) The added benefit of
doing this is that you can rack up some good AP, EXP and gil from fighting a lot in the Crashed Gelnika
(see the section below on building EXP, AP and Gil for more details). Here's what you get from which
beast.
Luck Source--Morph the Evil Rap beast--little green floating blobs.
Power Source--Morph Unknown 1--bright red thing
Guard Source--Morph Unknown 2--the small fan-faced thing
Magic Source--Morph Unknown 3--The brown, floating jellyfish-like thing
Mind Source--Morph the Serpent--Greenish-blue flying dragon
Speed Source--Morph the Pudolea--snail like things with long tails
back to the beginning
Special Materia Caves
Here are the locations and contents of the 4 special materia caves and the type of chocobos that can
get to them.
1. In the ocean due east (and a little south) of the Chocobo Farm--Quad Magic materia--you can get
here by using the Highwind (to get you close to the area) and a Green or Black Chocobo--or just use
the Gold Chocobo and walk on the ocean and eliminate the need for the Highwind.
2. South of Wutai--Mime Materia. You can get this with the Highwind (to get you close to the area)
and a Blue or Black Chocobo, or just use the Gold Chocobo.
3. North of North Corel--HP-MP Switch materia. You can get this with the Highwind (to get you close
to the area) and a Black Chocobo or just use a Gold Chocobo.
4. Round island in the northeast corner of the map--Knights of the Round. You can only get this with a
Gold Chocobo--don't even bother flying there with the Highwind because you can't land anywhere near
(or on) the island.
back to the beginning
Turtle's Paradise Flyers
Just in case you didn't find this out while you were in Wutai--and since you were busy trying to track
Yuffie down to get your materia back you could easily have missed it--the bar at Wutai (called Turtle's
Paradise) has a contest where if you can locate all 6 flyers they've posted around the world they'll give
you some prizes. Here are the locations of the 6 flyers and the list of prizes you get. You can get the
flyers in any order--but you have to get all 6 of them to get the prizes.
1. Sector 5 slums--in the house on the east side--it's on the wall in the boy's room upstairs.
2. Bulletin Board on the back of the lobby's 1st level in the Shinra Headquarters.
3. At the Ghost Hotel in Gold Saucer--it's in the lobby near the entrance to the item shop.
4. At Tiger Lilly Arms Shop in Cosmo Canyon (that's the one with the Save Point near it).
5. On the wall next to the innkeeper at the Cosmo Canyon inn.
6. On the wall just outside Yuffie's room with the trap in it.
Once you've read all 6 flyers go talk to the owner of Turtle's Paradise in Wutai (he's behind the bar)
and he'll give you a megalixir, power source, mind source, luck source, guard source, magic source,
speed source.
back to the beginning
Getting Yuffie and Vincent
Here's how to get the game's two 'secret' characters, Yuffie and Vincent.
Yuffie--you can get Yuffie by running around any forest area on the map--the easiest place seems to
be the forests at the base of the mountains near Junon--she shows up about once in every 12 battles
there--but it sometimes takes longer. You'll have to fight her and win--then the key thing to do is
answer questions in the right way or she'll steal gil from you and run away and you'll have to hunt her
down again. When you win the battle there'll be Yuffie lying on the ground and a save point
nearby--DO NOT go to the save point. Talk to Yuffie to wake her up and then she'll start
talking--when you have to speak make the following choices--
"not interested"
"petrified"
"wait a second"
"that's right"
"let's hurry on"
Yuffie will now join your party--although she'll cause you some grief if you ever choose to go to Wutai,
she's probably worth it.
To get Vincent you must first get the key to the basement in the Shinra Mansion (see the section on
Lock Combinations below for how to get the key). Once you've got the key head to the basement of
Shinra Mansion--once you get down there you'll notice, on the screen right before the library door, that
there's a door at the top of the screen, open this door (that's what the key was for) and go to the coffin
in the center of the room and press circle--the lid will pop off and Vincent will be awakened. Keep
talking to him as much as you want but remember to do at least two things before you leave--tell him
about Sephiroth and ask him his name (you'll find he has a habit of going back to sleep on you so you
might have to keep waking him up until you've done these two things). Once you've done these two
things you should go on to the library and have your dramatic scene with Sephiroth and get the Destruct
materia (this is optional in terms of getting Vincent, you can get Vincent just by heading to the
stairs--but you will have to visit the library before you can go on with the game beyond Nibelheim).
Once you begin to make your way back to the stairs to leave the mansion Vincent will join you on your
way out.
back to the beginning
GP Exchanger
Yes, there really is a guy near the Gold Saucer who will exchange your gil (which is practically
worthless there) for GP. I'm told by Andy Ellsworth that this guy does not show up on the first disc so
don't waste your time trying. When you do find him then 10,000 gil will get you 100 GP--and that's all
he'll trade you at a time so if you need more than 100 GP, which you probably will, you'll have to meet
up with this guy a lot of times.
First and foremost what you will have to do is have a lifetime pass to the Gold Saucer (this will cost you
30,000 gil). Next, pay attention to the house that sits behind the save point outside of the Gold Saucer
main entrance. At the far left corner of this house is where this shady little guy will appear. The
problem is that he only appears there randomly. What you have to do is run in and out of the entrance
to Gold Saucer until he shows up (this is why you need the lifetime pass) this can take as few as 3
entries/exits or as many as 22 (in my experience). When you do get the chance to see him go and talk
to him and agree to change gil for GP, he'll give you up to 100 GP at a time. Then repeat the process as
necessary to get the amount of GP you want. This GP can be used at the Battle Arena (to enter
battles--but not to buy prizes!) or to play games or to exchange for prizes at Wonder Square. You need
1000 GP to exchange for the gil plus materia (which can double the gil you get after a fight) and 2000
for the EXP plus materia which initially gives you 50% more EXP per battle but when mastered gives
double the EXP per battle--see the section on Independent materia on page 2 for more details about
these materia.
back to the beginning
LOCK COMBINATIONS
The combination to the safe on the second floor (far left room) of the Shinra Mansion in Nibelheim is:
Right 36, Left 10, Right 59, Right 97
Once you start you only have 20 seconds to get this stuff in correctly. Don't worry, you get as many
tries as you want. The key thing to remember is to avoid overshooting the mark. For example, if while
going to Right 59, you accidentally hit 60 the whole combination is null and void, and you won't have
enough time to start the combination again on that turn. So you'll have to take several turns at it.
Opening the safe releases the boss Lost Number--beat him and you get the key to get to Vincent (he's
down in the basement just before you get to the library--see the section above on how to get Vincent in
your party), the Odin Summon Materia and Red XIII's Cosmo Memory Level 4 Limit Manual.
The combination to get the Huge Materia from the Rocket when Cid and Cloud are in space is:
Circle, Square, X, X--if you get this combination right on the first try Cid is a little suspicious of you--but
so far as I can tell this suspicion doesn't come back to haunt you later so why worry?--grab the materia
and run out of there!
back to the beginning
Piano Trick To get Tifa's level 4 Limit Break Manual you have to have Tifa in your party (or at least,
I've never been able to do it otherwise, but some swear that they have--could be), go to her house in
Nibelheim and play the piano--the notes are:
X, square, triangle, R1+triangle, R1+square, X, square, triangle, R1+X, circle, X, square, X.
If you do the piano trick during disc 1 all you get is a gil.
If you do the piano trick during disc 2 or 3 when Cloud is the leader or your party and Tifa is with you
then you'll get her Level 4 Limit Break Manual.
If you do the piano trick during the time when Tifa is the leader of your party (when Cloud is missing or
sick) you'll get an Elemental Materia. I've had several folks tell me that this hasn't happened for them,
I've never tried it but was told by usually reliable friends that it does work, I'll check on it soon.
back to the beginning
How Limit Breaks are gained and how to use the level 4 manuals
Here's how gaining limit breaks works--except for Cait and Vincent--I'll talk about them in the end.
Every character has 3 levels of limit breaks, each with 2 breaks. You have to learn both breaks on each
level before you can use the character's level 4 limit manual. If you are having trouble using your
level 4 limit break manual it is probably because you haven't learned all 6 limit breaks for
that character!!!!! That means for Cloud, Aeris, Tifa, Barrett, Yuffie, Cid, and Red, each will have to
have learned 6 limit breaks before they can use their level 4 manual! For Vincent there is only one
break per level so he only has to learn a total of 3 limit breaks before he can use his level 4 manual.
Cait Sith doesn't have a limit break manual.
Each player starts with their level 1 1st break. To get the level 1 2nd break you must use the level 1 1st
break 8 times.
To get the level 2 1st break you have to kill 80 enemies. IT DOES NOT MATTER WHETHER OR
NOT YOU'VE LEARNED OR EVEN USED YOUR LEVEL 1 2ND BREAK!!!! This is what
screws people up, it is possible to get the level 2 1st break without having learned the level 1 2nd, but to
use the character's level 4 manual you have to have learned every break. If you're having trouble using
a character's level 4 manual go back and check to see that you've learned BOTH limit breaks for all 3
levels--if one is missing you have to set your limit break back to that level and learn it. This is the most
frequent e-mail question I get!
To register a kill the character has to be the one to deliver the blow that kills the enemy. For example, if
it's Cloud's hit that causes the enemy to die then, even if the other characters had caused damage to the
creature first, Cloud will be the one who gets the kill. It does not matter how you kill the enemy, limit
breaks, spells, summons, or good old physical violence.
To get the level 2 2nd break you have to use the level 2 1st break 7 times.
To get the level 3 1st break you have to have killed 80 enemies since gaining the level 2 1st
break--again it doesn't matter if you've even learned the level 2 2nd break.
To get the level 3 2nd break you need to use the level 3 1st break 6 times.
Once you've learned your level 3 2nd break (and all others before it) you can go to your item list and
use the character's level 4 manual on him or her--you do not have to ever have used the level 3 2nd
break--I've never used any of mine.
Here are the exceptions to the rules just stated:
Vincent only has one break per level--he starts with level 1, to get to level 2 Vincent has to kill 60
enemies, to get to level 3 he has to kill another 60--as soon as he gets to level 3 you can use his level 4
manual.
Cait Sith only has two limit levels--he begins with level one and he needs to kill 80 enemies to get to
level 2
That's the story, folks
back to the beginning
Where are the Level 4 Limit Break Manuals
To use these manuals you have to have learned every limit break for that character--for Cid, Cloud,
Aeris, Tifa, Barrett, Yuffie and Red that means you have to learn both limit breaks for each of their
three levels (a total of 6) before you can use their limit break manual. For Vincent it's a little easier, he
only has one break for each of his three levels so you only have to learn 3 breaks before using his
manual. And Cait Sith doesn't even have a manual so there's nothing to worry about there. For a write
up on what these limit breaks do see each character's weapons and limit break list on page 2. As for
where the manuals are, well....
Aeris--Great Gospel--to get this manual you have to first speak to the sleeping old man in the cave
near Junon. You need the buggy to get to him--once you get the buggy at the Corel Prison just drive it
into Costa Del Sol--don't get out near Costa Del Sol and then walk into town--you must drive it into
town and then make your way to the docks, one of the sailors will charge you 100 gil to stow away on
the ship back to Junon. Once you get to Junon make your way back to the world map and you'll be in
the buggy. From Junon go southeast across a river, stay at the base of the mountains and continue
moving (you'll be going counter-clockwise around the mountains) cross a second river then follow along
its banks northeast until you find a shallow point to get to the cave. If you talk to the sleeping old man at
a time when your number of battles ends in the same two digits (ie, if you've fought 88, 177, 2344 etc,
battles) he will give you a piece of Mythril. Take this to the weapon seller (that little house northeast of
Gongaga) and he'll let you exchange it for what's in the large box or the small box--take the small box.
Barrett--Catastrophe--once Meteor has shown up and you have saved N. Corel from the runaway
train (I'm not sure you can still get it if you fail) go back to North Corel and talk to the woman in the
middle house on the ledge on the west end of town.
Cloud--Omnislash--Fight in the Battle Arena at Gold Saucer. If you're on disc 1 it takes 64,000BP to
buy it, if you're on disc 2 or 3 it only takes 32,000BP.
Yuffie--All Creation--While in Wutai take Yuffie to the 5 story pagoda (it's called the Pagoda of the
Five Mighty Gods--pretty creative, huh?--see the Pagoda battles section below). If she can beat all 5 of
the enemies here she will get her manual.
Tifa--Final Heaven--see the Piano Trick section above.
Cid--Highwind--Once you have the submarine find the sunken ship (Crashed Gelnika--see the section
on page 2 on how to do this) and you can pick up Cid's manual in the cargo bay (that's the large room
with all the junk on the floor).
Red XIII--Cosmo Memory--When in the Shinra Mansion at Nibelheim, open the safe in the room
upstairs on the left side (see the section on lock combinations above). Defeat the Boss "Lost Number"
(see the section on Bosses below) and you'll get the Odin Summon Materia, a key to the area in the
basement where Vincent is sleeping (see the section above on how to get Vincent in your party), and
Red XIII's manual.
Vincent--Chaos--Visit Lucrecia's Cave (due east of Niebelheim) on disc 2 or 3--there are several
ways to do this (thanks to Ian Shuley for providing a full list)
use a Gold Chocobo
use the Highwind to get you near and then a Black or Green chocobo
use the Submarine
The first time you visit you get a little story line. Visit again later, walk up to the light, and you'll get
Vincent's manual--note that on both visits you need to have Vincent in your party and I'm not sure how
long you have to wait between visits--but you can do both visits on the same disc--I've done it several
times.
Note that Cait Sith does not have a level 4 limit break--he only has two limit breaks in all, he starts with
the first one and after he's killed 80 bad guys his second one is learned. See the section on learning limit
breaks, above.
back to the beginning
Where are the Ultimate Weapons?
For a list of that stats and special properties of these weapons see each character's weapons and limit
breaks section on page 2. As for where they are, well I'll tell you...
Cloud--Ultima Weapon--you get this from defeating ULTIMATE WEAPON who shows up hovering
over Lake Junon once the shield over the crater is destroyed. Note: you'll probably have to chase him
down and fight him a couple of times as he has a tendency to fly away after he gets hurt. Once he
settles over Cosmo Canyon he's done running and it's a fight to the finish.
Cait Sith--HP Shout--You can, if you want, make your second raid on Shinra Headquarters when you
parachute into Midgar on disc 3--if you do this make sure to stop back in at the locker room on level 64.
Remember the first time you were there, back on disc 1, and Cloud found a megaphone in the lockers
but decided to leave it because it was worthless, well, now that Cait Sith is one of your companions
Cloud will take the megaphone (note, you do not have to have Cait with you when you open the locker).
Yuffie--Conformer--Once you have the sub find the sunken ship (Crashed Gelnika--see the section on
page 2) and in the generator room (the one with all the stairs and grid-iron walkways) you'll find
Yuffie's best weapon.
Tifa--Premium Heart--Once you've gotten the key to sector 5, see the section on page 2 on how to do
this, go back to Midgar, go to Wall Market and check out that little hut with the computer screen in it,
go to the screen and press the circle key and you will get the Premium Heart.
Barrett--Missing Score--On the last landing on the Sister Ray (before you get to the platform where
Hojo is) make sure Barrett is in your party, open the chest and you'll find Barrett's best weapon.
Aeris--Princess Guard--Aeris' ultimate weapon is in the room marked IV in the Cetra Shrine in the
Temple of the Ancients.
Cid--Venus Gospel--After the rocket has left Rocket Town talk to the old man outside the item shop.
As usual he will tell you about how much he likes (or used to like, now) looking at the rocket and will
eventually turn over Cid's Venus Gospel.
Vincent--Death Penalty--Just like with his level 4 limit break manual (see the section above), you need
to visit Lucrecia's cave. Your first visit gets you a little drama scene and on your second visit (I don't
know how long you must wait between visits) just go to the light and you'll get his ultimate weapon and
level 4 limit break.
Red XIII--Limited Moon--After Bugenhagen joins you in the City of the Ancients and tells you all
about Holy, continue on with your game as normal. On disc 3 be sure to go back to Cosmo Canyon and
from time to time and eventually you'll find him up in his house. When he does finally show up at
Cosmo Canyon again, he's very sick, make sure Red XIII is a member of your party when you talk to
him--just before he dies Bugenhagen gives Red XIII his best weapon.
back to the beginning
Raising money, EXP, and AP
For a quick boost of gil sell off a mastered All materia, you get nearly 1 1/2 million gil for it!
The best place to raise these things is outside of Mideel after it has been destroyed. It's true that the
Crashed Gelnika raises these things faster, if you've got the sub to get down to it, but to refresh your
HP and MP you need to use a tent at the save point in the entrance--and you don't have an infinite
supply of tents. Of course if you have learned the White Wind and Magic Hammer enemy skills you
can keep fighting, perhaps infinitely, without having to use any tents (see the Enemy Skill section above
for details about these two Enemy Skills). If you go this route then you'll want to check out the room to
the right when you first get in the ship, it has the better EXP, AP gain. The other benefit of building at
the Crashed Gelnika is that you can morph the creatures here and get as many sources as you want
(see the section above on how to do this--see the section on page 2 about status scores to find out
whether or not you think this is worth the effort--I think it is).
The other thing to do is go to Mideel. After Mideel has been destroyed you can always go back in and
talk to the nurses up on the ledge, the nurse on the left will let you refresh your MP and HP for free as
often as you like. (Of course this is only if you don't have a game shark--there are game shark codes to
allow you to get 57,599 EXP and AP after every battle. There's also one to get infinite money. If you
don't have a game shark you can still build up gil, EXP and AP, it just takes some patience!)
If it's gil you're after stick to the beaches--there you'll fight the sea worm--he has somewhere between
8 and 10 thousand HP and likes to cast darkness--so equip your characters accordingly. If you kill him
you get a fair amount of AP and EXP and 5000 gil, if you run up and down the beach and fight him 20
times you've got 100,000 gil. Be warned that Earth based attacks and summons are absorbed by the
sea worm, so don't use them.
If EXP and AP are what you're after then stick to the forest around Mideel. You'll often run into a trio
of silk-worm like Crysaleses--they like to cast sleep on characters, so equip accordingly. If you kill
them you get around 1600 EXP and 240 AP. The other creatures you'll find (usually in groups of 3 or 4)
are ugly green things called headhunters. Killing off a quartet of these guys yields about 1900 EXP and
320 AP--not too shabby.
A third option (one of the favorites although it happens so late in the game that I have already used one
of the two methods above and so have no use for it and in fact have never used it!) is to check out the
Magic Pots in the crater.
(The following paragraph on the crater comes from Maco144's page (I've made a few corrections to
typos but not to content, you can find a link to his site in my FF7 links section--note that you'll need a lot
of elixirs to do this, you'll probably need to use the W-item trick, see the section on page 2) In the
Northern Crater take the first left then go up. Go through the first room that you come to. Now in this
room just walk around and you'll fight two great enemies. The first are magic pots which give you 8,000
EXP and 1,000 AP each. They usually come by themselves or with a partner. To kill these enemies you
need to feed them an elixir. Also in this room you'll find a rare threesome. They're called Movers,
they're small orange-red spheres, I think (I've never seen them, of course I've never tried) and they
give you 2,400 AP for the three of them and 160,000 gil (240,000, at least, with gil plus materia--thanks
to Andy Ellsworth with the correction on this one). The only bad part is they give you no EXP points.
Here's a suggestion from Binky (I haven't tried this, let me know how it works for you if you try it).
When in Junon go down to the beginner's hall (where you can learn more detailed info about the game
and pick up an Enemy Skill materia for free). Hit the alarm on the wall and you will get into a battle--I
think when you leave Junon or maybe while you're still in the basement, that part wasn't very clear to
me--with some enemies that might not normally appear at that part of the game, they'll be some tough,
but manageable battles and you'll get a generous amount of AP and EXP for your trouble.
Of course, whichever location you use you should check to see if you've kept some of your old
weapons and armor (you didn't sell them, did you?) because some of them increase AP for the materia
equipped in them at 2X and even 3X the normal rate.
For armor it's the Platinum Bangle and the Rune Armor--each of these doubles AP.
Here's the weapons' break down:
Cait Sith-White and Black Megaphones--double ap
Red XIII--Magic Comb and Platinum Barrette--double ap
Barrett--Drill Arm and W. Machine Gun--double ap
Tifa--Motor Drive, Platinum Fist and Powersoul--double ap
Cloud--Force Stealer and Rune Blade--double ap
Cid--Viper Halbred and Javelin--double ap
Yuffie--Wind Slash, Rising Sun, Twin Viper-double ap
Vincent--Buntline and Peacemaker--double ap
In addition Cid's Scimitar and Cloud's Apocalypse will triple ap
Of course there are draw backs, these are not necessarily the best armor and weapons available at that
point (I'm not even sure if every one of these weapons is available by this point in Disc 2--I haven't
checked that yet, but most of them should be). The Mideel battles are not so serious that the lower
grade weapons and armor should be a problem--especially if you're equipped with barrier and regen,
you can really delay how frequently you have to go visit the nurse to get some rest. Furthermore, many
of these weapons and armor don't have a large number of slots--so you may have to decide on whether
or not to go for raising 3 or 4 materia at double the speed or raising 6 to 8 at normal speed.
See the section about the GP exchanger to find out about materia you can buy at the Gold Saucer to
double the EXP and the gil received from battle.
back to the beginning
Game Shark stuff
For those of you who have a game shark here are some bits of info which you may not yet have. For
those of you trying to decide whether or not to run to your gaming store and shell out $45-50 for one of
these little boxes that let you stick in codes to cheat on your favorite Sony games, this may help push
you over the edge.
I'm going to give you a link to a big list of shark codes, but please read this whole section before you go
there, please! A very large list of codes (contains the codes for all materia and items) can be found at
Sephiroth's Final Fantasy 7 Gameshark Codes page. This page differentiates between the codes for
getting materia at regular levels and at master levels. It also tells you how to put things in your item and
materia lists in specific positions so that you don't shark in something over top something you want to
keep--if you shark in an item or materia in a position that is already occupied you lose what was in that
position.
The really great thing is that part of the code will ask you to put in how many of an item you want, for
instance you can, at the beginning of the game, shark in the code for a ribbon--if you shark in 1 ribbon it
will multiply that by 8--so actually you get 8 ribbons, everyone can have one. Not that 8 would matter
because of the game shark glitch for these things--this glitch is also true of materia--you can use an
item all you want but you will always have the same number left in your item pack. So even if you
shark in 1 ribbon (which will show up as 8 in your item pack) and give a ribbon to everyone, there will
still be 8 ribbons in your pack. In essence, once you shark something in you have an infinite number of
them. Shark in a turbo ether and you can use turbo ether forever, it will never run out. The same is true
of materia. Try starting the game having sharked in the MASTER SPELL materia (the one that lets
you cast any of the spells from the various green materia without having to have any of those materia).
There will be one on your materia screen--when you get the chance (which isn't until you get to the bar
after blowing up the first reactor) put that MASTER SPELL materia in Cloud's armor or weapon. Well
now Cloud can use any spell (from a green materia) in the book--but wait, go back to your materia
screen--the MASTER SPELL materia is still there, does this mean you can also give one to Barrett?
You bet, go ahead and give one to Barrett. Go back to your materia screen--oh no, this cannot be,
there's still a MASTER SPELL materia in your materia screen--well give it to Tifa. As a matter of
fact, give one to every member of the party as they join you and there will STILL be one on your
materia screen--why not trash it, go ahead, try and throw it away--guess what, it is still there, you can't
get rid of it unless you take away the shark code or switch the box off. Start off sharking in the
MASTER COMMAND and MASTER SUMMON materia too--then every player, as soon as they join
your party will have every spell, every summon and almost every command (the yellow materia) at
his/her disposal.
Another great feature of this gameshark glitch occurs at Wutai. As you know (or will soon find out) if
you choose to go to Wutai you find that Yuffie steals your materia and you have to go on the hunt for
her to get it back--on this hunt you encounter a few battles (and one boss battle as well) all without
your materia. Well, if you've sharked in materia before you've wandered towards Wutai then Yuffie
can't steal them--sure she'll take most of the stuff from your weapons and armor and most of the stuff
in your pack--but everything you sharked in will still be in your pack (she can't steal that stuff) and
thanks to the glitch you have an infinite supply of those materia to give out to everyone while you're
hunting for Yuffie--so shark in some good stuff and you won't be so vulnerable during your quest for
Yuffie. I have to warn you about the game shark codes on the page I linked above--I've tried many, but
not all of them so I don't promise they will work. All three of the MASTER materia codes work and so
does the Final Attack code.
NOTE--the following codes were NOT on the web page (at least not the last time I checked, which
was a few months ago) I gave you a link to above! You'll need to copy them down from here.
You say, growing all the materia which I don't shark in takes a long time and I want it now!!!!
Ok--here's the code that gets you 57,599 AP after every battle,
8009D7DC EOFF
There is a code that is supposed to give you over 99 million AP after each battle, 8009D7DE O5F5, but
I've never been able to get it work, it shows 99942432 AP after a battle but never actually distributes it
to the materia I have that need to grow. So, take the 57,599 code and build up any materia you find or
shark in that aren't at their top level--it won't take long at that rate.
There's also a code for raising your EXP by over 99 million per battle (and this one does work), it's
8009D7D8 O5F5--this will take your players to level 99 after just one battle.
If you want a little more of a challenge try 8009D7DA EOFF--this will raise your EXP by 57,599 per
fight, it takes a few more turns to get to level 99 that way.
What about money? Oh yeah, there's one of those too,
8009D262 O5F5--this is a one time code to add over 99 million gil the second you put it in (not after
each battle), so after you shark in this code your are instantly set up better than Bill Gates. You can
spend as carelessly as you want the entire game--why not buy that 300,000 gil house in Costa Del
Sol?--and will still have plenty of gil left over for anything you'll ever need.
There's another gil code, 8009D260 EOFF--judging by the last 4 pieces of this code it will get you
57,599 gil when you put it in (but I've never tried it).
Of course you don't need to waste code space with these gil codes. Thanks to the materia glitch you
can kill two Jenovas with one stone! Recall that the item and materia game shark glitch allows you to
have an infinite supply of whatever you shark in (shark in one ribbon and you can hand them out to
everyone and there's still going to be one in your item pack!). If you shark in some materia with good
re-sale value you can just sell it over and over again. For example, start the game by sharking in the
MP Plus materia. Distribute MP Plus materia to everyone in your party as they join you and there's still
an MP Plus materia in your materia list. You can't get rid of materia by equipping them or throwing
them away--nor can you get rid of them by selling them. Go to an item, weapon or materia store and
sell off the MP Plus materia that you sharked in (a mastered MP Plus materia sells for about 560,000
gil). Sure enough, you gain 560,000 gil but the materia is still in your materia pack. Sell it off 10 times
and you've got 5,600,000 gil at the very start of the game and you still have the MP Plus materia to
distribute to as many characters as you want. Or, shark in a mastered All materia and sell it off for
nearly 1 1/2 million gil per sale!This is sort of like the old trick you see in the movies of tying a string to
a quarter, putting the quarter in a soda machine, getting 25cents credit and then yanking the quarter
back out! Why put in a separate code for gil when you can just infinitely sell off sharked in materia
without losing them? If you should somehow find that 5,600,000 gil isn't enough for you then the next
time you're in some shop somewhere sell it off some more.
There's also a code that turns "any growing chocobo into a Gold chocobo"--I've never used it so I can't
tell you anything more about it--but here it is, 8009BC4e 0400.
Finally, one other potentially useful set of codes:
800F5E6A OOFF
800F5E9C OOFF
800F5ED2 OOFF
these are codes to set your limit break bar to full each and every turn (so that every single physical
attack you ever make is done with your limit break). The top code turns this feature on for the number
one player in your group. The middle code works for the middle player and the last code works for the
third player in your group.
One neat trick you can do is, when you're far enough in the game to trade in items with the Kalm
Traveler just shark in the code for the Earth Harp--because of the glitch you can keep trading it in for
as many MASTER COMMAND, MASTER SUMMON, and MASTER SPELL materia as you want
and it only takes one shark code (and you can delete the code when you've got enough--of course if
you started the game by sharking in each of these materia there's really no need to do this because you
have an infinite supply already).
I'm not the originator of these codes but I have tried all of the ones for gil, EXP, AP and Limits (except
for the one I mentioned) and they worked fine for me. I'm not claiming to have made them or in
anyway be the author of them so don't list me as the author--I don't really care about that sort of stuff
anyway. And don't email me saying you had them first, I'm not trying to one-up anyone, I'm just trying
to get these codes which I've seen at a few pages on the web a little exposure for FF7 gamers.
back to the beginning
MASTER materia, and a warning about sharking them in
MASTER materia come in three varieties--red, green, and yellow.
The Red one allows you to cast any summon spell in the game. The green one allows you to cast any
spell from the various green materia. And the yellow one allows you to cast most of the spells from the
various yellow materia.
To get MASTER materia what you have to do is have a mastered version of each materia of a specific
color and then trade them in at Bugenhagen's lab. For example, to get the MASTER SUMMON
materia you'll need to have a mastered version of every red materia in the game and then go to
Bugenhagen's lab in Cosmo Canyon and examine the huge Red materia. When you do this all of your
individual mastered materia will disappear and the MASTER SUMMON will appear in its place. Use
the same procedure for each of the other two colors--for the green one examine the huge green
materia in the lab, for the yellow one examine the huge yellow materia.
Of course it's great to shark in the three MASTER materia, red, yellow, and green. But be warned,
you're not able to give up your quest for materia yet. It's a good idea to collect and multiply Revive
materia--you might want to hook these to your Final Attack materia later--you can link MASTER
materia to Final Attack but you have no say over which spell it casts! The same reasoning applies to
the argument for collecting and multiplying the Phoenix materia--sure, you've got Phoenix within your
red MASTER materia, but you can't count on linking that to a Final Attack materia because you never
know which summon it will cast. As for the warning about the yellow MASTER materia, well here
goes. Unlike the green and red MASTER materia, the yellow MASTER materia DOES NOT give you
every possible spell for that color. It only has Sense, Morph, Throw, Manipulate, Steal, Deathblow and
Mime--things like W-Item, W-Summon, Slash All, and Mug (which is what you get from a mastered
version of Steal) will still have to be picked up separately if you want to use those spells.
back to the beginning
Where's the Final Attack materia?
One of the most frequent questions I get is, "where do I find the final attack materia?" Well, you have
to go back to battle square at the Gold Saucer when you're on disc 2 or 3. What you need is to have
learned Cloud's level 4 limit break (Omnislash) and to have the W-Summon materia equipped to Cloud
(both of these have to be won at battle square, you probably did this already--Omnislash takes 32000BP
and W-Summon takes 64000BP--remember, you BP resets to zero when you leave battle square!).
You also need to have Cloud carrying his ultimate weapon, which you get after defeating ULTIMATE
WEAPON who shows over Lake Junon right after the shield on the crater has been destroyed. He has
a tendency to run away after he gets hit a couple of times so you'll probably have to hunt him down and
fight him several times--eventually he'll settle over Cosmo Canyon--at that point he's done running and
is ready to fight to the finish. Take all three of these things (make sure Cloud is carrying the
W-Summon and his Ultima Weapon and that his limit break is set to level 4) to battle square and talk to
the woman at the registration desk, she'll ask you if you want to compete in some special battles--say
yes and be prepared for 8 fights (much more difficult than previous ones) and there will again be
handicaps.
Just a note, I've had a number of people tell me that you only need the W-Summon materia and the
Ultima Weapon to get into these battles--having just those two items has never worked for me, nor for
several friends I know.
back to the beginning
The world
this map is from Clay's FF7 home page.
The materia cave on the western most continent is where you get the Mimic materia, the materia cave
on the elongated island in the southeast corner of the map is where you get the quad magic materia--I
have no idea why these things are still written with Japanese names on the map.
back to the beginning
List of Accessories
This list is in no particular order, if you find I've forgotten a place where something can be located
please let me know.
Star Pendant--protects against poison, absorbs damage caused by poison attacks. You can get this at
the Shinra Headquarters (trading in coupons on the 63rd floor) and at North Corel and for defeating the
Motor Ball boss outside of the Shinra Headquarters.
Fury Ring--Puts wearer in Berserk. You buy this at Gongaga.
Ribbon--Protects against all enemy effects except Slow, Haste, Stop. You can get this from Gaea
Cliff--see the section above on Secrets in Gaea Cliff. There is also one in the V room at the Temple of
the Ancients, you can also get them from morphing Master Tonberry creatures (both in the Crater and
as the second enemy in the special battles) and as a prize if you keep fighting in the Battle Arena
special battle after winning the Final Attack Materia--it sometimes takes two or three victories first
(often you'll get Dio's Autograph or Diaries first).
Tetra Elemental--Absorbs damage from Fire, Ice, Earth and Lightning. You can morph a Cactuer
(the little cactus creatures you'll find on an uncharted little island due south of Cosmo Canyon near the
very bottom of the screen--you can get as many Tetra-Elementals as you want if you just keep running
around on this island and getting into battles) and you can find it in the Final Dungeon.
Amulet--Raises your luck by 10 points. You buy this at Mideel.
Talisman--Adds 10 to your spirit. You can by this at Gongaga and at Rocket Town. You also get one
of these for beating the HO512 boss (the one Hojo sends after you when you save Aeris and Red XIII
from his test tube).
Bolt Ring--Absorbs Lightning attacks. You can buy this at Mideel or get it from the Sleeping Old Man
when you wake him up at a time when you've fought a number of battles that ends in the same two
digits (100, 399, 1622, etc).
Cursed Ring--Casts death sentence on wearer (which means you've only got until the count of 30 to
win the battle or your character is an ex-character), also raises attack and magic by 35, raises, speed,
spirit and luck by 15 and luck by 10. You can find this at Mideel--you need to first find the key to the
locked door in the materia shop (it's out on the balcony of the house upstairs and on the far left, it's at
the northeast corner of that house, listen for a creaking board), once you have the key go to the materia
shop and try to use it in the door behind the seated guy, you'll break the key and the guy will ask you
what you're doing, tell the truth and you'll get the Cursed Ring. You can also steal one of these from
Ultimate Weapon. You can remove the negative effects of this ring by linking Added Effect and
Destruct on your armor or by getting hit with the Death Force enemy skill (thanks to Slashley for both
of these suggestions).
Water Ring--Absorbs Water damage (useful only against Jenova-Life in the City of the Ancients).
You can find one in the little area between the sleeping forest and the City of the Ancients, it's in the
chest behind the log. You can steal one of these from the Acrophies--the deformed lobster with two
heads that guards the entrance to Icicle Inn when you climb up the spiky, twisting stairs after the City
of the Ancients--of course by then you won't need it anymore. You can also steal one of these from the
Serpent in the Crashed Gelnika once you have the sub. So far as I can tell the only time you ever need
the Water Ring is when you're fighting Jenova-Life--by the time you get to Acrophies or the Serpent
Jenova-Life is already dead so why would you want to get them?
Hypnocrown--Increases your odds of using Manipulate with success. This can also be found at Corral
Valley--that's the area you go to after Aeris is dead and your making your way to Icicle Inn.
Fairy Ring--Protects against both darkness and poison. You can buy one of these at Mideel or find
one in the Cave of the Gi (that secret place in Cosmo Canyon that Red XIII's grandfather takes you
to).
Protect Vest--Raises your constitution by 10 points. You can buy these at Rocket Town or get one
when you fight Rufus and Dark Nation outside the Shinra Headquarters. It's also a prize you get if you
make it through at least 5 battles in order to win the keystone from Dio.
Powerwrist--Adds 10 to your attack status. The can be bought at Rocket Town and you can get one
from defeating the Bottomswell boss.
Jewel Ring--(also called Jem Ring) Protects against Petrify, Slow Numb and Paralysis. You can buy
these at Mideel, supposedly there's one in Nibelheim somewhere but I don't remember where, and you
get one for beating the Materia Keeper boss.
Circlet--Raises magic and spirit by 30. You can steal one from Snow and from Ultimate Weapon.
Championship Belt--Adds 30 to constitution and to attack. This can be bought at the Battle
Arena--see the section on page 2 for a list Battle Arena Prizes.
Sprint Shoes--Puts the wearer in Haste. This is one of the prizes you can win for Chocobo
Racing--see the section on page two for a list of Chocobo Racing Prizes You can also get this item if
you win 8 consecutive battles at battle arena and then go talk to the woman at the bottom of the long
purple stairs that lead into Battle Arena--note that doing this will cause you to lose your battle points, so
make sure you spend them before you do this (and you can only do this one time).
Earring--Adds 10 to magic. You can buy these at Rocket Town.
Silver Glasses--Protects against Darkness. You can buy these at Junon before Meteor appears, it's
also the gift you get if you score between 0 and 50 on the little performance you have to do for Rufus
and Heidegger at Junon Harbor before you get on the boat for Costa Del Sol.
Safety Bit--Protects from Petrify, Slow Numb, Death Sentence and Instant Death. You can buy one at
Rocket Town after Meteor has appeared. You can also find one at the cave near the Ice Gate at Icicle
Inn and it's one of the prizes you can win by snowboarding at Wonder Square.
Cat's Bell--Slowly replenishes HP as you walk--it's been reported that if your HP is full then this
accessory will slowly drain HP as you walk--I never use the Cat's Bell so I can't swear to this info.
This is one of the gifts from Chocobo Racing--see the section on page 2 on Chocobo Racing Prizes.
Protect Ring--Casts Barrier and Mbarrier at the beginning of every battle. You can steal this from the
Twin Head creature and you can morph the Mover creature to get one of these.
Choco Feather--Adds 10 to your speed. You can buy these at Wutai or it's one of the prizes you get
for making it through all 8 battles to get the keystone from Dio.
Headband--Protects against sleep. You can buy these at Junon before Meteor shows up and at
Gongaga.
White Cape--Protects from Frog and Mini. You can buy these at Gongaga and and Mideel and you
get one from beating Jenova Birth.
Peace Ring--Protects against Confuse, Fury, Berserk and Sadness. You can buy these at Rocket
Town after Meteor shows up, by beating the boss Rapus (or Rapps as he's also called) and you can
win it for succeeding in two battles at Fort Condor.
Poison Ring--Absorbs damage from Poison. You find this at the Whirlwind maze.
Toughness Ring--Adds 50 to constitution and spirit. You can steal this from Reno on two different
meetings with him.
Fire Ring--Absorbs Fire damage. You can buy them at Costa Del Sol and at Mideel.
Ice Ring--This absorbs Ice damage. You can get this from beating the Chekhov boss on floor three of
the Pagoda of the Five Mighty Gods (see the Pagoda battles section below) and you can buy them at
Mideel.
Reflect Ring--Casts Reflect on the wearer (just like the spell). You can find this at Gaea Cliff, you
can steal one from Ultimate Weapon and you get one for beating Jenova Death.
Sneak Glove--This increases your chances of pulling off a steal. You can get this at Wall Market
after Meteor has shown up.
back to the beginning
Items and Key Items
Most of this list comes from Maco144's FF7 page--I have made little changes and additions in
places--you can find a link to Maco144's page in my list of links and he's a member of the Ring of Aeris
webring that's linked below.
Here is a complete list of all the items that you can either buy, steal, morph, find, or pick up after killing
a creature in the game.
Potion-Restores HP by 100 for one character
Hi-Potion-Restores HP by 500 for one character
X-Potion-Fully restores HP for one character
Ether-Restore MP by 100 for one character
Turbo Ether-Fully restores MP for one character
Elixir-Fully restores HP/MP for one character
Megalixir-Fully restore all members' HP/MP
Phoenix Down-Restores life to one character
Tent-Fully restores all members' HP/MP, can be used only at save point
Luck Source-Permanently raises Luck Status Score by 1 point
Speed Source-Permanently raises Dexterity Status Score by 1 point
Mind Source-Permanently raises Spirit Status Score by 1 point
Magic Source-Permanently raises Magic Status Score by 1 point
Guard Source-Permanently raises Vitality Status Score by 1 point
Power Source-Permanently raises Strength Status Score by 1 point
Grenade-Explosive damage on one opponent
Shrapnel-Explosive damage on all opponents
Right Arm-Explosive damage on all opponents
Hourglass--Casts Stop on all opponents
Kiss of Death--Casts Death on all opponents
Dream Powder-Casts Sleepel on all opponents
Mute Mask-Casts Silence on all opponents
War Gong-Casts Berserk on all opponents
Loco Weed-Casts Confu on all opponents
Fire Fang-Casts Fire2 on all opponents
Fire Veil-Casts Fire3 on all opponents
Antarctic Wind-Casts Ice2 on all opponents
Ice Crystal-Casts Ice3 on all opponents
Bolt Plume-Casts Bolt2 on all opponents
Swift Bolt-Casts Bolt3 on all opponents
Earth Drum-Casts Quake2 on all opponents
Earth Hammer--Casts Quake3 on all opponents
Deadly Waste-Casts Bio2 on all opponents
M-Tentacles-Casts Bio3 on all opponents
Stardust-Casts Comet2 on all opponents
Holy Touch-Casts DeSpell on one ally (cures slow and stop)
Ink-Casts Darkness on all opponents
Vampire Fang-Drains around 200 HP out of one opponent
Ghost Hand-Drains roughly 30 MP out of one opponent
Basilisk Claw--Petrifies one opponent
Dragon Scales-Water damage on all opponents--roughly 4000 HP
Impaler-Changes one opponent into a frog
Shrivel-Casts Mini on one opponent
Molotov-Fire damage on one opponent
S-mine-Explosive damage on one opponent--usually around 1500 HP
8-Inch Cannon-Explosive damage on one opponent--usually around 3000 HP
Graviball-Casts Demi on one opponent
T/S Bomb-Casts Demi2 on one opponent
Dazers-Paralyzes one opponent
Dragon Fang--Casts Bolt3 on all opponents
Cauldron--Casts Bad Breath enemy skill on one opponent
Spider Web-Slows all opponents
Bird Wing-Uses Whirlwind on all opponents--usually causes around 1000 HP of damage.
Light Curtain-Casts Barrier on all allies
Lunar Curtain--Casts MBarrier on all allies
Mirror--Casts Reflect on all allies
Hyper-Cures Sadness
Tranquilizer-Cures Fury
Vaccine-Protects against transformations
Eye Drop-Cures Darkness
Hero Drink-Raises vitality, magic, speed, spirit, and luck once during battle
Speed Drink-Casts Haste on one ally
Smoke Bomb-Can escape from opponents during battle
Remedy-Cures abnormal status
Echo Screen-Cures Silence
Cornucopia-Cures Small
Maiden's Kiss-Cures Frog
Soft-Cures Petrify
Antidote-Cures Poison
NOTE on the following chocobo greens the more expensive they are the better they are at increasing
the chocobo's status scores--Sylkis and Regan greens can only be purchased from the Chocobo
Sage--see the section above on Breeding Chocobos for more details.
Sylkis Greens-Feed to chocobos--raises stamina, speed, and intelligence--5000 gil
Reagan Greens-Feed to chocobos--raises stamina and speed--3000gil
Mimett Greens-Feed to chocobos--raises speed--1500gil
Curiel Greens-Feed to chocobos--raises speed and stamina--1000gil
Pahsana Greens-Feed to chocobos--raises intelligence and helps tame them--400gil
Tantal Greens-Feed to chocobos--raises stamina and intelligence--400gil
Krakka Greens-Feed to chocobos--raises intelligence--250gil
Gyshal Greens-Feed to chocobos--raises speed and stamina--100gil
NOTE See the section above on Breeding Chocobos--the only nuts worth having if you're going to
breed a Gold Chocobo are a Zeio Nut and 3 Carob nuts.
Zeio Nut-For breeding chocobos
Carob Nut-For breeding chocobos
Porov Nut-For breeding chocobos
Pram Nut-For breeding chocobos
Lasan Nut-For breeding chocobos
Saraha Nut-For breeding chocobos
Luchile Nut-For breeding chocobos
Pepio Nut-For breeding chocobos
Tissue-This item has no use--you get them after each fight at Battle Arena.
1/35 Soldier-Shinra armored "attack" soldiers: 12 in the set--the rumor is that you can find a set of 12
scattered around Junon (but I've never met anyone who could tell me where more than 2 were). You
can win as many as you want at Gold Saucer--score over 3000 on the Roller Coaster game,
supposedly. There is also a rumor (thanks to Brigid Bradbuy for bringing it to my attention) that if you
can collect over 450 of them and take them to the sleeping man in the cave he will clone either
Sephiroth or Aeris for you--but this is not confirmed--of course, how you are supposed to get more than
99 to show up in your item pack is unclear, I could never do it.
Save Crystal-Use in Final Dungeon to set up a save point anywhere you want--don't set it too early in
the dungeon or every time you get killed you'll have a long way to go to get back to where you got
killed.
Super Sweeper-A new machine to protect the reactor--this has no use that I can find.
Also, for fighting in the special battles at battle arena you can get Dio's autograph, Dio's diary and the
gambler--none of these things has any use that I can find.
Key Items and where to find them
Key to Midgar Sector 5--you get this at Bone Village, see the section on page 2 for more details
Pharmacy Coupons-Wall Market
Cotton Dress-Wall Market
Satin Dress-Wall Market
Silk Dress-Wall Market
Wig-Wall Market
Blonde Wig-Wall Market
Dyed Wig-Wall Market
Disinfectant-Wall Market
Deodorant-Wall Market
Digestive-Wall Market
Cologne-Wall Market
Flower Cologne-Wall Market
Sexy Cologne-Wall Market
Glass Tiara-Wall Market
Ruby Tiara-Wall Market
Diamond Tiara-Wall Market
Member's Card-Wall Market
Bikini Briefs--Honey Bee Inn at Wall Market
Lingerie--Honey Bee Inn at Wall Market
Keycard 60-Shinra Tower Level 59
Keycard 62-Shinra Tower Level 61
Keycard 65-Shinra Tower Level 62
Midgar Parts-Shinra Tower Level 65
Keycard 66-Shinra Tower Level 65
Keycard 68--Shinra Tower Level 66
PHS-Kalm Inn, you get it when you start to leave the Inn after Cloud's flashback
Basement Key-Shinra Mansion--see the section above on Lock Combinations
Keystone-Dio's Showroom in Gold Saucer--after you find out that you need it and talk to the Weapon
Seller and he tells you he sold it to Dio--go back to the Battle Arena and participate in the fights when
Dio asks you to entertain him--no matter how well (or poorly) you do in the fights you'll get the
keystone. You need the keystone to get into the Temple of the Ancients--after you get it Cait Sith will
give it to Tseng but when you go to the Temple of the Ancients you find Tseng near death after his run
in with Sephiroth and he gives it back to you.
Black Materia-Temple of the Ancients and in the whirlwind maze--you never get to keep any of
these--Sephiroth always finds a way to get them back from you.
Glacier Map-Icicle Inn--this map is so vague as to be worthless.
Snowboard-Icicle Inn--get it from the kid in the center house after you've had your fight with Elena.
Mythril-Sleeping man near Junon--see the section above on getting everyone's level 4 limit breaks to get
the details on this one.
Leviathan Scales-Underwater Reactor--in the chest just before you steal the sub--be sure to get them!
They put out the fires in the Da-Chao cave in Wutai.
Huge Materia-North Corel--after stopping Coal Train
Huge Materia-Fort Condor--after meteor shows up and you win a battle at the Fort
Huge Materia-Shinra Rocket--see the section above on Lock Combinations for more details
Huge Materia-Downed Submarine--you have to sink the Red Sub and then find it on the ocean floor to
get this piece of Huge Materia.
Key to the Ancients-Beneath Northern Continent--you have to be in the sub to get this one--it's way
back in an underwater cave (near Bone Village).
Lunar Harp, you dig this up in Bone Village, it's on the top level just to the left of where the tent makes
a U shape.
back to the beginning
Complete Armor List and Details
Here is a list of the armor available in the game--in general this list starts with the weakest armor and
ends with the strongest (but opinions vary). Included in this list are where you can get the armor, how
many linked slots (note that 2 linked slots means 2 slots linked together), how many unlinked slots (note,
even though it makes no sense to say 1 unlinked slot--because if there's only one slot how can it be
linked?--but for the sake of uniformity I will often use that expression), and any interesting details about
what the armor does.
Bronze Bangle--Cloud, Barrett, Tifa and Aerith all start with this one
Iron Bangle--1 unlinked slot, normal materia growth, you can buy this at Midgar Sector 7 Slums
Titan Bangle--2 unlinked slots, normal materia growth, you can buy this at Midgar Sector 5, at Wall
Market and when you kill the Air Buster Boss
Mythril Armlet--2 linked slots, normal materia growth, Red XIII starts with this, you can also buy it at
Wall Market, Kalm, Junon and you get it when you defeat the Heligunner Boss
4 Slot--4 unlinked slots, normal materia growth, you can buy this at Costa Del Sol and you get it for
trading in Coupon B on level 63 of the Shinra Headquarters--note, this is just 4 unlinked materia slots, it
provides no protection
Shinra Beta--2 linked slots, 2 unlinked slots, normal materia growth, you get this from killing just about
any of the Shinra Marines (Shinra Soldiers dressed in Blue) throughout the game
Carbon Bangle--2 linked slots, 1 unlinked slot, normal materia growth, Yuffie starts with this, you can
buy it at Costa Del Sol, North Corel and you can steal it from the Moth Slasher beast (the machine
gun-like beasts with a sphere surrounded by spikes for a foot in the Shinra Headquarters)
Platinum Bangle--2 unlinked slots, double materia growth, you can buy this at Costa Del Sol and, after
Meteor has shown up, at Junon, you can also steal them from the Deathclaw beast (the green spiky
things in the Corel Prison)
Silver Armlet--2 linked slots, 2 unlinked slots, normal materia growth, Cait Sith and Vincent start with
this, you can buy it at Cosmo Canyon and you get one from defeating Dyne at Corel Prison
Gold Armlet--4 linked slots, normal materia growth, you can buy this at Rocket Town, you can steal it
from the Dragon (the enormous purple-bellied green beast that you can learn Flamethrower from) in
the Nibel Mountains and you can get one if you take the piece of Mythril that the sleeping old man
gives you and trade it to the Weapon Seller for what's in the large box (see the section above on getting
everyone's Level 4 Limit Break manuals, you can get Aerith's Level 4 Manual you take what's in the
small box instead of the large one)
Edincoat--7 unlinked slots, normal materia growth, raises the your magic strength slightly, you can by
this at Rocket Town and you get one for defeating Palmer before you steal the Tiny Bronco
Adaman Bangle--2 linked slots, normal growth, you get this from defeating the Adamantai beast on the
beaches of Wutai--this is also the beast you learn the Death Force enemy skill from (see the section on
enemy skills above)
Dragon Armlet--6 linked slots, normal materia growth, cuts damage from Fire, Lightning and Ice in half,
you get this from defeating the Red Dragon Boss in the Temple of the Ancients and the Blue Dragon
beast at Gaea Cliff and you can steal it from the Dark Dragon in the Final Dungeon
Gigas Armlet--4 linked slots, 1 unlinked slot, materia will not grow in this armor, raises attack status
significantly, you get this from defeating the Demon Gate Boss in the Temple of the Ancients and you
can steal it from the Gigas Beast in the Crater
Diamond Bangle--4 linked slots, 1 unlinked slot, normal materia growth, you can buy this at Bone
Village
Rune Armor--4 unlinked slots, double materia growth, you can buy this at Bone Village
Aurora Armlet--4 linked slots, normal materia growth, absorbs ice damage, you find this in the City of
the Ancients and you can steal it from Unknown2, the little thing that looks like it has a flower for a
face on the sunken ship (Crashed Gelnika)
Wizard Bracelet--8 linked slots, normal materia growth, it raises your magic power and helps protect
against magic attacks, you can buy this at Mideel, you get it from defeating Jenova-Life in the City of
the Ancients, you can steal it from Epiolnis (the ostrich-like beast in the Ancient Forest--see the section
on page two about getting into the Ancient Forest).
Fire Armlet--4 linked slots, normal materia growth, absorbs fire damage, you can find one in Gaea Cliff
and you can steal it from Unknown3 (the brown, floating jelly-fish thing) in the Crashed Gelnika
Bolt Armlet--4 linked slots, normal materia growth, absorbs lightning damage, you can find one in Corral
Valley (the area between the City of the Ancients and Icicle Inn) and you can steal it from Unknown1
(the strange red beast) in the Crashed Gelnika
Crystal Bangle--6 linked slots, normal materia growth, you can buy this at Mideel and you can win it at
the Snowboarding game at Gold Saucer
Force Bracelet--4 linked slots, 1 unlinked slot, normal materia growth, best magic defense armor in the
game, raises magic power moderately as well, you can buy it in Rocket Town after Meteor has shown
up
Imperial Guard--6 linked slots, normal materia growth, you can find this in the Final Dungeon and you
get one from defeating Commander Grandhorn (the enemy commander at the Fort Condor battle after
Meteor shows up--the only way to fight him directly and get this is to let the soldiers reach the top of
Fort Condor and then you'll have to fight the Commander--once you kill him you win the Fort Condor
battle and can get the Huge Materia that's outside by the Condor--there's absolutely no penalty for
winning the battle this way--it's also a lot cheaper since you aren't buying soldiers and goes a lot
quicker).
Warrior Bangle--4 unlinked slots, materia will not grow in this armor, it raises your attack status
significantly, you can steal this from the Eaglegun beast (the last beast you face when running across
the speeding train on a collision course with North Corel)
Shinra Alpha--6 linked slots, you can steal this from the Marine Captain and the Shinra Marines near
the Sister Ray
Ziedrich--no materia slots, cuts all types of magic damage in half, raises magic and attack status
significantly
Precious Watch--8 unlinked slots, normal growth, like 4 Slots above, this is just a materia holder and
offers no protection, you can win this at the chocobo races
Chocobracelet, 4 unlinked slots, normal materia growth, increases speed and luck statuses, you can win
this at the chocobo races
Minerva Band--6 unlinked slots, normal materia growth, repels ice, fire, gravity and holy attacks, you
can find this in the Ancient Forest (see the section on page two about getting into the Ancient Forest)
and you can steal one from Ilyna when you have to fight her (and Reno and Rude) in the Midgar Sector
8 tunnels after you parachute off the Highwind--NOTE--ONLY WOMEN CAN USE THIS ARMOR
Escort Guard--6 linked slots, normal materia growth, repels earth, lightning, poison and water damage,
you can find this in the Crashed Gelnika and you can get them by morphing the Iron Giant (huge iron
beast you'll encounter on your way to the final battle in the Final Dungeon)--NOTE--ONLY MEN
CAN USE THIS ARMOR
Aegis Armlet--4 linked slots, normal materia growth, extremely high magic defense, you find this in the
slums of Sector 8 in Midgar after you parachute off the Highwind
Mystile--6 linked slots, normal materia growth, very high magic and physical defense, you find this in
the slums of Sector 8 in Midgar after you parachute off the Highwind and in the Final Dungeon down
the Right Path
back to the beginning
Boss Fights
This is, I hope, a complete list of the bosses you will face and it is, I hope, in the order that you will
encounter them. Included in this list are some key bits of data and some hints that might help you along.
The format of this info is as follows
Name of boss. HP total, MP total, Leave (things they will leave when killed), steal (things you can steal
from them), skills (any enemy skill you can get from them), EXP gained, AP gained. Note that on most
bosses status spells like sleep, manipulate, slow, stop, confuse, etc, will not work. I'll mention it a few
times early on, but to cut down my typing I'm going to say it as a general rule here--for almost every
boss, it is pointless to use Gravity spells, they don't do anything!
Disc One Bosses.
1. Guard Scorpion. HP=800, MP=0, Leave-Assault Gun, EXP 100, AP 10. This guy shows up after
Cloud places the bomb at the first reactor. When he begins to shake violently and raises his tail in the
air (usually one of the characters shouts some sort of warning) do not attack, use this opportunity to
cast some potions on yourself. If you attack when the tail is up he unleashes a pretty nasty laser which
will bring Barrett and Cloud close to death (if not killing them outright). When the tail is down return to
attacking. As with most mechanical beasts in the game, lightning is a pretty good weapon to use. He's
invulnerable to gravity-based attacks.
2. Air Buster. HP=1200, MP=0, Leave-Titan Bangle, EXP 180, AP 16. This is the big robo cop that
shows up after the Shinra president catches you after setting the second bomb. Gravity and Earth
based attacks are pointless against him. This is a pretty straightforward fight, try to go into it fully
healed, watch your HP, use lightning and limit breaks whenever possible. If you can work it out to start
this way, Cloud or Barrett's limit break will usually eliminate, or almost eliminate, Air Buster in just one
turn.
3. Apps (also called Apus). HP=1800, MP=0, Leave-Phoenix Down, EXP 240, AP 22. After Don
Corneo sends you tumbling through his trap door you'll run into Apps in the sewers. This is again a
pretty straightforward fight, try to be fully healed when you go in. Fire does some extra damage to him
so use it whenever possible. Apps sewer tsunami does damage to him as well as to the party,
whichever of you gets hit first gets the most damage, so, he'll be helping you kill him off! Cloud's
Cross-Slash Limit Break has a chance to paralyze Apps--it is usually the case that most paralysis
effects don't work on bosses, but this one is an exception so if you can go into the battle with Cloud
close to his limit be sure to use this break.
4. Reno. HP=1000, MP=0, Leave-Ether, EXP 290, AP 22. At the top of the tower supporting the plate
you'll run into Reno for the first time. The key is to do enough damage to him to make him get annoyed
and leave. Be careful of his little pyramid spells, if he gets a character in one you'll have to attack that
character to break him/her out of it. If he gets all 3 characters in pyramids then you're dead. Reno
occasionally casts confuse on a character so be careful. Gravity attacks don't harm this guy but he does
get hit for extra damage if you use Fire or Ice.
5. HO512. HP=1000, MP=120, Leave-Talisman, EXP 300, AP 30. This ugly guy shows up right after
you free Aeris and Red XIII from Hojo's test tube on level 67 of the Shinra Headquarters. He has a
few little friend in front of him--don't waste your time attacking them because HO512 can regenerate
them infinitely and you'll never get done--concentrate on the boss himself. The only key to this battle is
to not use poison on HO512, he absorbs the damage.
6. Hundred Gunner. HP=1600, MP=0, EXP 330, AP 35. This is one of the two bosses that Aeris,
Barrett and Red XIII will have to fight from a distance after the President of Shinra has been killed by
Sephiroth. You can't reach this guy with normal physical attacks (except Barrett) so limit breaks and
spells are all you've got. This is a mechanical boss so lightning is a good idea. Also, after you've done a
fair amount of damage to it the Hundred Gunner starts to prepare it's big cannon, this takes two turns to
do so try and use everything you've got during this time so you don't have to sustain those cannon
blasts! Once you've beat him you get to fight the next boss.
7. Heligunner. HP=1000, MP=0, Leave-Mythril Gauntlet, EXP 250, AP 25. Once again distance
prevents Red XIII and Aeris' physical attacks from being effective. Limit breaks and spells are a must.
This boss is weak against wind and lightning attacks (although at this point in the game would you have
any wind-based attacks?).
8. Rufus and Dark Nation. Rufus--HP=500, MP=0, Leave-Protect Vest, EXP 240, AP 35. Dark
Nation--HP=140, MP=0, Leave-Guard Source. If you equip someone's armor with an
Elemental-Lightning combination then Dark Nation's lightning attacks won't be so bad. In some ways
it's good to fight off Dark Nation first because he can do some nasty lightning damage (which means
it's a bad idea to use lightning on him--remember the FF7 rule for enemies, if they cast a spell on you
it's usually not a good idea to use the same spell on them because if they can cast it they're probably
healed by having it cast on them!) and he casts some protect spells on Rufus throughout the battle.
Then again, if you do enough damage to Rufus he and Dark Nation both leave.
9. Motor Ball. HP=2600, MP=120, Leave-Star Pendant, EXP 440, AP 45. This is the ORV/machine
gun that shows up after you've done the little sword slashing motorcycle escape from the Shinra
Headquarters. This guy can do anywhere from 200-300 HP of damage to everyone at once so keep an
eye on everyone's HP. Use Aeris' Healing Wind limit break and the Restore-All, combo as often as
necessary. Motorball is a machine so use lightning whenever you can.
10. Bottom Swell. HP=2500, MP=100, Leave-Power Wrist, EXP 550, AP 52. This is the beast that
shows up on the beach at Junon and attacks Priscilla. Make sure you've healed yourself fully before
going into this battle. Physical attacks are worthless so use magic--as with many flying characters, he's
weak against wind attacks. Like some flying creatures, you can't reach this guy with normal physical
attacks so you need spells, limit breaks, and Barrett's long range capabilities. Be sure to burst any of the
bubbles he puts on a character (just attack that character with some sort of magic spell)--if he bubbles
all 3 of your characters you're done for the day. You're getting to the level where casting poison on an
enemy isn't a bad idea at all, poison continues to drain HP in chunks throughout the battle. Bottom Swell
has a Big Wave attack that he usually only uses as a a final attack move--this can do about 100 HP
damage to everyone so make sure your HP stay above 100 at all times. Now since Bottom Swell isn't
actually on the ground it is pointless to try any Earth-based spells or summons (like Quake spells or
Odin).
11. Jenova-Birth. HP=4000, MP=110, Leave-White Cape, EXP 680, AP 64. Jenova-Birth shows up in
cargo ship after everyone has been killed and Sephiroth has waxed all cryptic and gloomy again. She's
sort of tough so use summons, limit breaks and spells. The Flame Thrower Enemy Skill is very effective
against her. The best summons to use are Shiva and Choco/Mog. Her biggest attack is the tail laser, it
does about 200 HP damage so keep your HP above that!
12. Dyne. HP=1200, MP=20, Leave-Silver Armlet, EXP 600, AP 55. Dyne is Barrett's old friend who
doesn't think too much of Barrett now. You'll run into him east of the crashed cars in Corel Prison.
Barrett has to fight him alone so make sure Barrett is fully healed. Keep an close eye on your HP,
Dyne can attack up to 3 times in a row. Just keep hitting him back with spells (you might find it useful
to equip Barrett with Restore materia too), it's a pretty good idea to poison Dyne too!
13. Reno and Rude. Reno--HP=2000, MP=80, Leave-Fairy Tale, EXP 660, AP 60. Rude--HP=2000,
MP=135, Leave-X Potion, EXP 720, AP 135. I hope you like these guys, you'll see them a few more
times! You'll find these two in the destroyed area in Gongaga. By now you should have the Magic
Hammer and Big Guard enemy skills (see the Enemy Skill section above). This would be a good time to
use them--start with Big Guard and then hit each one with a Magic Hammer spell (this will reduce
Rude's MP to 35 and will clean Reno completely). In the meantime have the other characters attack as
normal. Rude has a tendency to cast some heal spells so if you smack him around until he leaves then
you can concentrate on Reno. Aeris' Seal Evil limit break should paralyze both of these guys for a turn
or two (moss bosses are immune to this sort of thing) allowing you to get in a couple of free shots.
14. Gi Nattak. HP=5500, MP=200, Leave-Wizard Staff, EXP 1400, AP 150. This is the ugly green
thing you have to fight in the Cave of the Gi (the secret area in Cosmo Canyon that Bugenhagen takes
you to). he's got a couple of little fireball friends which he can regenerate at will and he's also able to
heal himself a couple of times. He's weak against Holy attacks so use them if you've got them. Of
course, as he's an undead creature he doesn't care to much to have Heal spells cast on him (note--this
is not the same as Restore or Revive, it's one of the other green materia). You can also kill him off by
going to the item screen and using a Phoenix Down or an X-Potion on him (the X-Potion hits more
frequently than the Phoenix Down). Equip as many characters as possible with protection against Fire,
especially since this guy's little Soul Fire buddies will occasionally posses a character for a short while
and do some fire damage in the process. Don't use Fire spells on him, it just gives him some extra HP.
15. Lost Number. HP=7000, MP=300, Leave-Cosmo Memory, EXP 2000, AP 80. Lost Number
appears in the Shinra Mansion in Nibelheim after you've opened the safe (see the section on Lock
Combinations above). He's got a purple side (physical attacks) and a red side (magic attacks). You
should hit these sides oppositely, attack the red side with physical attacks and the purple side with
magic. At some point the boss will transform into either all red or all purple (this is determined by the
last blow delivered before the transformation--if your last hit on him was a spell you get the red side, if
the last hit was physical you get the purple side). Once the transformation is over if you get the red side
just keep on attacking. If you get the purple side be on guard (and you should probably cast Big Guard
and White Wind) because it can do over 2200 HP of damage per attack. If you have stop use it as
often as possible to freeze him for a few round's. Aeris' Seal Evil limit break will also do this.
16. Materia Keeper. HP=8400, MP=300, Leave-Jewel Ring, Enemy Skills-Trine, EXP 3000, AP 200.
You run into this guy in the Nibel Mountains after you've collected all the treasures to be had in the
reactor-pipe area. Don't use fire on him because he absorbs the damage (and that means Vincent's
level 1 limit break is a bad idea). Otherwise just watch your HP and pound away on this guy. His
attacks do around 200-300 HP damage and Trine will do about 500 HP damage so watch your HP.
You can't manipulate him to learn his enemy skill, you just have to stall and wait for him to use it--be
sure that you have the enemy skill materia equipped! This guy can extend the battle by healing himself
a couple of times (up to 1000 HP per time) so make sure you've got Restore linked with an All so you
can do the same.
17. Palmer. HP=6000, MP=240, Leave-Edincoat, EXP 1800, AP 98. This annoying little Shinra guy
you'll find outside of Cid's house in Rocket Town trying to steal the Tiny Bronco--you'll have to fight
him for it. He's a pretty weak guy, not immune to anything so do what you want. A good move is to
paralyze him with Aeris' Seal Evil Limit Break or with the Choco/Mog summon. If you do either of
these in the first round you can often beat him before he ever gets to attack.
18. Rapps (also called Rapus). HP=6000, MP=300, Leave-Peace Ring, EXP 3200, AP 33. This little
beast is thrown at you by Corneo after he leaves Yuffie and Elena hanging on the statue in the
Da-Chao Mountains. You won't have your materia at this point (unless you've sharked in materia,
because Yuffie can't steal that, she'll take the stuff from your weapons and armor, but anything you've
sharked in will still be in your materia list and, thanks to the gameshark glitch mentioned above, that
means you've got an infinite supply of them to give to everyone!) so you've got to use items, limit
breaks and physical attacks. If you can arrange it, have Barrett in your party and have his limit bar full
when this attack happens, then have him use his Mind Blow Limit Break, this will zap most of Rapps
MP and will keep him from being able to use his best (and deadliest) spell--the Aero3 spell which does
about 1500 HP damage, everything else Rapps has will only do 200-300 HP damage.
19. Red Dragon. HP=6800, MP=300, Leave-Dragon Armlet, EXP 3500, AP 200. This big guy shows
up when you're in the Temple of the Ancients at door VI of the Cetra Shrine after you've captured the
purple monk as he runs in and out of the doors. First you'll have a little melo-dramatic act by Sephiroth
then you'll get the dragon. If you've got fire rings equip them, if you can, give someone an
Elemental-Fire combo on their armor and you'll nullify most of the damage this dragon can do. Of
course, if he can do it to you it's a bad idea to do it to him--don't use fire on this guy. Cast Barrier on
everyone, this will cut the damage from his bite from 700-800 down to about 350-400 HP. Casting
Regen early on is a good thing to do (make sure this is Regen-All, Regen by itself is pretty stupid!).
Casting a poison spell on this guy is a good way to help finish him off more quickly.
20. Demon Gate. HP=10,000, MP=400, Leave-Gigas Armlet, EXP 3800, AP 220. Not long after
you've beaten the Red Dragon and are making your way out of the Temple (via door XII) you'll run into
a door that instead of opening turns into a beast. The Demon Gate is probably the nastiest boss you've
fought until now--he has a great deal of HP, he casts some nasty spells that can do anywhere from
1000 to 2000 HP damage at a time. Use Barrier to cut this damage down. He's invulnerable to poison
and gravity-based attacks and earth-based attacks only do 1/2 damage. Summon's are a good idea here,
also the Big Guard enemy skill doesn't hurt either, and the enemy skill White Wind would be necessary
too. It's not a bad idea to cast slow on this guy either. If you use Magic Hammer a few times you can
take away his ability to use his magic attacks pretty quickly. Be aware that this guy can petrify your
characters (only one at a time though) so make sure you've got the Heal materia equipped or a few
softs that in your item pack--if he petrifies all three of you all you can do is watch him kill your
characters off one by one.
21. Jenova-Life. HP=10000, MP=300, Leave-Wizard Bracelet, EXP 4000, AP 350. Jenova-Life is the
first beast you'll run across that uses water-based spells. You'll find her in the City of the Ancients after
you've explored all the side paths. Right after Aeris gets killed Jenova-Life comes to work on the rest
of you. Make sure that someone is equipped with the Water Ring you found in the desert-like section of
the sleeping forest (between Bone Village and the City of the Ancients)--that person will be pretty
close to invulnerable throughout the battle, the others will probably die off in the first two rounds.
Jenova-Life doesn't fair too well against earth magic so use that on her. Be careful that after awhile
she might cast reflect on herself so any spell you cast at her will come back at you--if you just attach
the earth materia to an Elemental materia in your weapon then you can just swing at her without having
to worry about the rebound effect. Be sure to begin by casting the Big Guard Enemy Skill--the
MBarrier and Haste benefits of this skill are a big help here. It's also possible for Jenova to use up all
her magic powers while you're still alive--at this point whoever is left in the group can use Revive or
Phoenix Down to bring your other characters back and Jenova can't do anything to them.
End of Disc One Bosses.
Disc Two Bosses.
Preliminary remarks--as soon as you get the Highwind you should make a point of breeding a Gold
Chocobo (see the section above on breeding chocobos)--getting the gold chocobo let's you get the
Knights of the Round Materia which should be able to kill off every boss listed here with just one try.
From here on out I'll assume that for each battle you know you could end it in one turn by casting
Knights of the Round so I won't repeat that option each time.
1. Twinhead (also called Schizo). HP=18,000 per head, MP=350 per head, Leave-Dragon Fang,
Steal-Protect Ring (from the right head), EXP 2200 per head, AP 120 per head. Twinhead appears at
the top dungeon when scaling the side of Gaea Cliff. The right head casts fire and so is healed by fire
attacks, the one left head casts ice and so is healed by ice. This means, of course, that the head on the
right is weak against ice, the head on the left is weak against fire. Do not use confuse on these two
because it just boosts their HP. Each head is also capable of casting Quake3, so keep your HP up. It's
a good idea to try and take these guys out separately because each one casts a big lightning spell for a
final attack before it dies--if you kill them both at the same time you'll get hit by two big bolts (and that
will be about 3000-3500 HP damage to everyone). Summon materia are a good move here, avoid Kjata
though, it will give them HP. Of course enemy skills like Big Guard and White Wind are a very good
idea here.
2. Jenova-Death. HP=25,000, MP=800, Leave-Reflect Ring, EXP 6000, AP 400. Jenova-Death
appears in the Crater after you've made your way through the whirlwind maze. She's pretty easy if
you've protected characters against fire (Fire Ring, Elemental-Fire combo on your armor, Fire Armlet).
She does like to cast Silence on occasion so make sure at least one character is protected against that.
Otherwise just attack, avoid using fire spells though, and keep your HP up. Be sure to cast Regen over
your entire party early on too.
3. Ultimate Weapon. HP=10,000, MP=400, Steal-Cursed Ring, EXP 35,000, AP 3500. Ultimate
Weapon shows up at Mideel after you've stopped the runaway train at Corel Mountain (even if you
don't save North Corel, he'll be there!). He's very strong on attacks but relatively weak on defense.
After you've done enough damage to him he'll leave (you'll see him again floating over Lake Junon
once the shield over the Crater has been destroyed--see the section on the Final Attack materia for
more details). The key to this battle is to do a lot of damage quick and get him to run away before he
does a lot to you. Summons, Comet2, and Contain are good choices. Casting the Big Guard Enemy Skill
and Regen is a good opening strategy.
4. Carry Armor. Body-HP=24,000, MP=200, Leave-God's Hand, EXP 2800, AP 240.
Arms-HP=10,000, MP=100, EXP 1400, AP 95. This boss shows up when you're in the undersea
reactor under Junon. This thing's laser can do over 2500 HP damage to everyone per attack.
Additionally he has the nice habit of picking up characters with those arms of his and that makes them
useless until the arm is killed (but attacking the arm also does damage to the character it holds so you
might have to Revive that character after Carry Armor drops the carcass!). If Carry Armor has a hold
of two characters and kills the third then the game is over. Big Guard enemy skill is a good move, it
cuts the laser damage in half and summons are a must (because they attack all parts of the boss at
once). Again, this is a mechanical beast so a high-level Ramuh materia is a good move, so is Lightning3
paired with an All materia.
5. Rude. HP=9000, MP=240, Leave-Hi Potion, Steal-Ziedrich, EXP 3400, AP 80. Rude shows up once
you return to Rocket Town as you're trying to board the rocket. The strategy from here on out is
always to make sure you've stolen from the Turks before you kill them, they have some nice
stuff--Rude is carrying a good piece of armor. He's not too tough, just smack him around until he's
gone. When he gets weak he will cast Cure2 on himself, if you've zapped him with Reflect then his
spell will bounce onto you (of course this means any spell you throw at him will bounce onto you too, so
if you cast Reflect be sure to only use physical attacks thereafter). He likes to use lightning spells so
you might want to equip yourself against that.
6. Diamond Weapon. HP=50,000, MP=0, Steal-Rising Sun, EXP 35,000, AP 3500. Diamond Weapon
shows up after Bugenhagen has used the key in the music box at the City of the Ancients. You need to
position yourself on the beach outside of Midgar and wait for him to walk across the ocean to you. For
the most part this guy's a wimp offensively but has some tough armor so the strategy is hit him hard
with spells and summons (because his armor nullifies all of your puny physical attacks) until he opens
his chest. At this point you need to do your biggest damage moves--the best summon, or a saved up
limit break, or whatever because once he opens his chest he's about to unleash a pretty nasty blast that
will do up to 3000 HP damage and will mute anyone not wearing a Ribbon, so make sure someone has
this on and that this character also has the Restore and Heal materia equipped so he/she can restore
HP and cure the mute status so you can continue attacking Diamond--if you're lucky you'll kill him off
before he gets to unload.
7. Reno, Rude and Elena. Reno-HP=25,000, MP=110, Leave-X Potion, Steal-Toughness Ring, EXP
900, AP 80. Rude-HP=28,000, MP 250, Leave-Elixir, Steal-Ziedrich, EXP 5500, AP 600.
Elena-HP=30,000, MP=100, Steal-Minerva Bracelet, EXP 6400, AP 800. This is the last time you'll
have to deal with the Turks (of course you have the option of skipping this battle). They show up in the
tunnels when you're making your raid on Midgar, after you've parachuted from the Highwind and
crawled into the sewers. If you chose to fight them remember that all you have to do is kill one of them
and they all leave. Also, make sure you steal from them first. Just keep your HP up and pound away on
them. Elena likes to cast Confuse so have characters protected from this, she can cast a fire spell that
hits everyone for some pretty hefty damage--and she absorbs HP from Ice spells so don't use them on
her. Rude can hit for critical damage up to 4000 HP, so be on your guard, or maybe I should say, be
sure to cast Big Guard and Regen.
8. Proud Clod. HP=60,000, MP=320, Leave-Ragnarok, EXP 7000, AP 1000. The Proud Clod is also
wearing armor with its own status--HP=20,000, MP 300, EXP 8000, AP 1500. This armor protects him
from magic spells but doesn't give him much help against physical attacks--if you're planning to use
magic you'll have to take out the armor (it's the section where his ribs would be) first. You meet Proud
Clod on your way to the Sister Ray via the sector 8 tunnels. Except for the attack he does from his
knees (which can do up to 1500 HP on everyone) he's not too deadly--just keep Big Guard cast and
attack with summons, limit breaks and whatever else you've got that will do a lot of damage. Beware of
his Rainbow Ray, it casts reflect on whatever character it hits so if you try to heal that character then
Proud Clod gets the healing--just cast Debarrier to break this off.
9. Hojo. HP=13,000, MP=250. Once you've scampered to the top platform on the Sister Ray you find
Hojo, more insane than ever, all the way to the right. Talk to him awhile, he acts all lunatic-like and then
fights you in three different incarnations. This first one is a simple battle, ignore the little beasts he's got
with him and just do the 13000 HP damage to him any way you can. Keep an eye on your HP--there's
no break between the 3 Hojo fights so guarding your HP is critical. It's a good idea to cast the Big
Guard enemy skill since its MBarrier, Barrier and Haste effects can carry over from one round to the
next.
10. Heretic Hojo (also called Helletic Hojo). HP=26,000, MP=200. Like the first Hojo, this one is
merely a diversion to try and take out some of your HP before the real battle. Attack the right arm, this
is the one that does the most damage--there's always a chance that Hojo will regenerate it, but then
again, that costs him a turn to do it so you get a free attack. There is no reason to attack or even worry
about the left arm. He likes to cast Sleep and Confuse so be prepared. Once you've taken out the right
arm go for the body--of course you can use spells or summons to hit all parts of him at once and be
done with it quicker.
11. Lifeform Hojo. HP=30,000, MP=100, Leave-Power Source, EXP 25,000, AP 2500. This last
version of Hojo is pretty nasty--he can Poison, Sleep, Mute and Slow everyone at once--make sure at
least one character has the ribbon and that this character also has the Heal materia so he/she can
remove these statuses from other players (note that even a ribbon won't prevent a character from being
Slowed). Summons are a big help at this point. White Wind and Big Guard enemy skills are a big deal
too! He can do combo attacks that hit a character (or sometimes every character) for 500 HP damage
several times plus status effects--if you've got Counter Attack materia equipped then EACH of these
attacks are countered.
End of Disc Two Bosses
Disc Three Bosses
1. Dragon Zombie. HP=13,000, MP=400, Leave-Cauldron, X Potion, Steal-Cauldron, Morph-Vaccine,
Enemy Skills- Shadow Flare, Pandora's Box, EXP 4000, AP 300. Ok, technically, I think, Dragon
Zombie is not a boss, but you'll find him on your way to the final boss fights with Sephiroth and he's
significantly nasty enough to get some attention. Like most undead creatures he hates it when you use
holy and Heal based spells.
2. Iron Giant. HP=20,000, MP=100, Leave-Phoenix Down, Steal-Elixir, Morph-Escort Guard, EXP
10,000, AP 150. After the Dragon Zombie fight you'll next run into the Iron Giant. Again, this guy isn't
technically a boss, but he, like Dragon Zombie, is a pain in the neck designed to weaken you a little
before you get to Sephiroth. This guy, as his name implies, is made of iron, and (for all you
non-metallurgists out there) iron gets brittle and weak when cold, so slap this guy with anything
ice-based you have in your arsenal.
3. Jenova-Synthesis. Torso, HP=60,000, MP=800. Right Arm, HP=10,000, MP=600. Left Arm
HP=8000, MP=600. Throughout this game we are supposed to get this feeling that Jenova is such a big
deal, but all the battles with her have been, well, not so tough. This one is no exception except for a few
little tricks. The arms go limp after you've killed them, but if you don't kill the torso quickly enough she'll
just regenerate them and you'll be up for a three-way battle all over again. The other catch to this fight
is the countdown she does. When she gets sufficiently weak she'll start a countdown to a casting of
ultima magic, if you don't kill her on the turn after she starts the countdown you're going to get hit. For
the most part, like the Dragon Zombie and the Iron Giant before her, this is a diversion to make you use
some MP and lose some HP before Sephiroth.
4. Bizarro-Sephiroth. Head, HP=40,000, MP=1000. Torso, HP=2000, MP=400. Core, HP=10,000,
MP=400. Left-Magic, HP=4000, MP=400, Right-Magic, HP=4000, MP=400. Let me state right now
that it appears to be the case that if Cloud reaches level 99 then this Sephiroth and the next one become
even harder to kill and much better at defending themselves. As you can see, there are five parts to this
guy so the thing to do is to make sure you use a lot of summons and use spells that are linked to an All
materia so you can hit all of him at once. Here's how this fight works, if you can pull it off all you really
need to kill is the Torso, but you've got to hit it hard to do that, otherwise you'll have to take him down
piece by piece--you have to destroy the Left and Right-Magics of Sephiroth first in order to give you a
chance to weaken the Core, once you kill off the Core then you can attack the Torso--once the Torso
goes you win (so obviously there is no reason to worry about the head as it doesn't play any role in this
chain). This sounds pretty easy until you find out that the Core can heal the Torso and it can regenerate
the Right and Left-Magics, making it a little tough to get a chance to start weakening the Core which
will let you get to take out the Torso. The thing to do, especially if you have multiple parties, is keep
attacking opposite sides of this guy. Note that it is not required that you switch parties during the fight, if
you answer "no" when asked if you are worried about the other members you won't ever switch
parties, if you choose to go the switching party route then here's how I do the fighting. Use the team on
the right to focus on the Right-Magic and the team on the left to focus on the Left-Magic. It is a very
good idea to have a bunch of Mime's and a few KORs at this point. Sephiroth hits with a lot of magic
so the Big Guard Enemy Skill is a must (because it will cast Barrier, MBarrier, and Haste on everyone)
for each party. It is also a good idea to have each party's Enemy Skill list include White Wind for a
quick healing when things start looking grim. Sephiroth has a magic attack called Fallen Angel, this
reduces everyone's HP to 1 so it is a very good idea to keep Cure 3 handy for each group--if you've got
the ability to keep all of this straight without going insane, it is also a good idea to keep everyone
covered by Regen, that way as soon as your HP falls to one it will begin building again while you're
casting Cure 3. Final Attack-Phoenix (or Final Attack-Revive, is a must for as many characters as you
can link it to!). If you can start off with KOR and have everyone Mime it this isn't too tough of a fight.
Keep in mind that if you have multiple parties you can only Mime spells cast from that party--so if you
have a party on the left and the right and the left side attacks first with KOR then no one on the right
will be able to Mime that KOR because it didn't happen over there.
5. Safer-Sephiroth. HP=73,000 MP=2000. This is the final battle, and it's not really a nasty one. He's
got some pretty good attacks--Pale Horse does some minor physical damage and hits the character
with every status effect in the book, Ribbon will protect you from most of these but you better have the
Esuna spell handy or a few Remedies in your item pack to get the rest. He's got a Shadow Flare spell
that hits one character for around 7000 HP damage. He's got a weaker spell called Deen, it does
1000-2000 HP damage, but that can add up pretty fast. He's also got a Super Nova summon, this
summon takes forever to cast, and it hits for critical damage (supposedly) but even at 9999 HP for my
characters it has never done more than 3500 HP damage--perhaps if you've got some good armor
and/or magic defense it lessens the blow. He also has a habit of setting up a Barrier on himself so be
sure you've got Debarrier equipped.
The things you need to do are cast the Big Guard Enemy Skill (as this will decrease the damage
Sephiroth does) and keep things like White Wind and Angel Whisper Enemy Skills handy as well as
Cure 3 and Regen so that you can stay alive. The Shield-All combo is a pretty smart move too!
Offensively you need to hit with anything that allows you to attack more than once--have 2x-Cut
equipped to as many characters as you can--cast spells like Comet2, use limit breaks and
KOR--anything to hit this guy often and hard. This is the last battle in the game--now you are done!
back to the beginning
Wutai Pagoda Battles
While at Wutai you should definitely take the opportunity to fight in the Pagoda of the Five Mighty
Gods. These are five fights that Yuffie can fight in (after she's rejoined you and returned your materia)
and the prizes are an Ice Ring, Yuffie's Level 4 Limit Break Manual (All Creation) and the Leviathan
summon materia and a few minor items. You begin at floor one and have to win your way to floor 5.
Make sure you've rested and properly stacked the deck in Yuffie's favor. I advise giving her the ribbon
or the Jewel Ring (Jem Ring), an Enemy Skill materia that contains both White Wind and Big Guard.
You'll be able to change how you equip Yuffie before each battle--but these things should go with you
to every battle. If your HP or MP are low after a battle be sure to use potions or ether's as necessary.
Floor 1--Gorikii (also called Gorki). HP=3000, MP=150, EXP=3200, AP=33. You get an X-Potion for
winning this one. This guy's pretty weak against wind. Like most of these battles, this is just a test to
see who can last the longest. Start out with Big Guard, it's also a good idea to equip your armor with a
combo of Elemental-Gravity to protect you from Gorki's gravity attacks. Just keep your HP up and fire
away.
Floor 2--Shake. HP=4000, MP=180, EXP=2200, AP=50. You get a Turbo Ether for winning this one.
Shake's Rage Bomber attack does around 600 HP damage (300 if you've got Big Guard going) but
otherwise he's not too dangerous to you. Choco/Mog summon is a nice move here, if it hits and
paralyzes Shake then there's nothing to this fight. Again start with Big Guard and keep an eye on your
HP.
Floor 3--Chekhov. HP=5000, MP=210, EXP=2900, AP=50. This guy drops an Ice Ring when killed.
This guy attacks rather slowly, you can usually hit him two or three times per one of his attacks once
you've cast Big Guard on yourself--it is important to be accessorized against paralysis since Chekhov
has a stare-down move that will paralyze Yuffie. Again, just hit him hard and watch your HP.
Floor 4--Staniv. HP=6000, MP=240, EXP=3600, AP=50. You get an Elixir for beating this beast. This
is another battle to see who's tougher. Cast Big Guard and you'll find that Staniv's nastiest moves cause
only about 150 HP damage. So you just have to hit harder and keep your Big Guard and HP up and
you'll be fine.
Floor 5--Godo (Yuffie's father). HP=10,000, MP=1000, EXP=5000, AP=60. Winning this one gets you
Yuffie's All Creation Limit Break Manual and, after some hallmark moments, the Leviathan summon
materia. This guy's got 3 heads, each with its own attack style. The Red Face attacks with a Beast
Sword for around 300 HP damage, and it also uses the Trine Enemy Skill for about 1000 HP damage.
The Gold Face casts Sleep or Mini (so be sure you're wearing a Ribbon) and will also try to cure Godo
with Cure2 when Godo starts to get weak, otherwise this Face is not to be worried about. The White
Face can drain your HP, it also uses Bio2 and Demi3. I'd start off with the Ribbon, the same Enemy
Skill materia you've been using throughout, Added-Effect-Poison combo will make her attacks stronger
against Godo and it helps to poison him too! It's not a bad idea for you to have a Restore materia that
has Regen on it. I also think that the Elemental-Gravity combo on Yuffie's armor is a good idea too.
Start out by casting Big Guard, next cast Regen, and then go for the Red Face--Trine is the biggest
offensive weapon Godo has so you want to get rid of the Face that uses it. After that, while always
keeping an eye on your HP and casting White Wind if it gets too low, go for the White Face since it has
the next set of offensive attacks. Remember to keep casting Regen and Big Guard as necessary. If you
find that Yuffie's levels are too low to give her enough HP and MP to beat this last guy then leave
Wutai, wait until she's built up her levels and then go back and you can go right back to fighting him.
back to the beginning
Finding Yuffie in Wutai
After Yuffie has joined your party and you have the Tiny Bronco you are able to go to Yuffie's
hometown of Wutai--it's on the long island on the far west of the map. Note that you don't have to do
this--but you can't get Yuffie's level 4 limit break manual and some nice weapons and materia if you
don't go. It's not necessary to go right when you get the Highwind--Yuffie's going to steal your materia
as you get close so you're going to need some good weapons and high levels to survive more easily.
Here's what happens when you do go to Wutai
If you go via the Tiny Bronco you'll land on the beach quite a distance to Wutai and will have to make
your way north through the mountains--this is really annoying, I wait until I've got the Highwind and
then just land right beside the town! Make sure Yuffie is in your party. When you get close enough to
Wutai some Shinra guards will show up as Yuffie steals your materia--she leaves you to fight the two
guards. So kill them off and continue to Wutai.
Once in Wutai head to the bar--far west side of town--you'll run into the Turks and have a little chat
with them. The bar you're in is Turtle's Paradise--if you've decided to collect the Turtle's Paradise
flyers (see the section above on the flyers for more details) you now know where to turn them in
at--once you get all 6.
Now go to the item shop (it's the building in the middle of Wutai near the save point) and open the
treasure chest you find inside--you'll get the MP Absorb materia (see the section on page 2 on
Independent materia for more details). Try not to get too fond of that materia--Yuffie jumps down from
the rafters and runs off with it! The chase is on again.
Now leave and head west--you'll have a change of screens--go into the house on the left. You'll find a
guy lying down, this is Godo, Yuffie's father. Talk to him a while and Yuffie will come out of hiding,
she's not very happy with her father, and she takes off again.
Check out the "hidden" room on the right side of your screen and then leave and go back to the first
part of town. Go into the house that was on your left when you first came into Wutai--there's an little
boy and an old man in there, they're not important but the dressing shade on the left side of the room
is--Yuffie's back there, go to the shade and hit the circle button, when it opens up Yuffie will take off
again.
Go back to Turtle's Paradise and you should make note of the barrel that's standing outside to the right
of the entrance--if you watch long enough you'll notice that it moves--go up to it and look inside and
you'll find Yuffie--she tries to run but you've got her cornered and she's ready to be good.
Yuffie takes you to her house and tells you that to get your materia back you have to pull the left
lever--pull left or right, it doesn't matter--it's a trap and she's off again. Whichever one you didn't pull
the first time will have to be pulled to free your friends.
Go all the way to the top of the screen and to the 5 floor Pagoda section again and make sure to ring
the bell. This will open a secret door below and in it you'll note Don Corneo and some Shinra soldiers
heading into the Dachao mountains. Soon the Turks will show up (it turns out the Corneo has both
Elena and Yuffie--so you and the Turks are sort of on the same side at this point). Follow them into the
mountains and after a bit of gabbing with Don Corneo--after you find him--you'll have to fight Rapps
(this is Boss #18 in the boss battles disc 1 section above). Once you win this battle, there'll be some
more overly dramatic moments to sit through and finally Yuffie will give all the materia back--but she
returns them in random order so you'll have to re-distribute them before you get into any more battles.
Two things to note--once you have Yuffie back put her in your party and find the house with all the
cats in it--they block the stairway unless Yuffie is with you--go upstairs and you'll find the HP Absorb
materia (see the section on page 2 on Independent materia). Also, if you happened to find the weapon
shop earlier you'll note that the owner won't sell you anything--they don't take well to strangers in
Wutai--but once Yuffie is back with you he'll be happy to do business with you. Now that you've done
all this you can, if you want, go back to the Pagoda area on the north side of town and enter the Pagoda
in order to fight some battles and get Yuffie's level 4 limit break manual--see the section immediately
before this one for more details!
back to the beginning
How to get Added Cut and Alexander easily
One of the more difficult parts of the game is finding your way around the snowy maze at the base of
Gaea cliffs. When you snowboard out of Icicle Inn nothing you do matters too much except which
paths you choose. You can collect all the balloons you want and try to have a really fast time for getting
through the course but it doesn't matter, there are no prizes to be won. What does matter is which way
you go. Two times during the snowboard course you have to choose when the path splits left and right.
The only worthwhile parts of running around the snowy maze are that you can get the Added Cut
materia and the Alexander materia--but you have to set yourself up for success.
The first time, during snowboarding, that you have to choose between paths take the right one, the next
time you have to choose take the left one. When you finally fly off the course you'll be at a snow
covered tree when you recover.
1. From here exit to the right of the screen
2. The first screen will be a snow covered rocky path--follow that path (it goes to the top right of the
screen)--there will be two more screens like this.
3. The next screen will be place where paths meet, you are coming in on the lower left path, you need
to go into the middle of the screen and then head out the path that goes to the top of the screen (none
of the other paths are of use to you) and once you go out this path you need to angle toward the top left
corner of your screen.
4. Now you'll be on a snow covered path that angles to the upper left part of the screen--there will be
two of these paths--on the second one--near the center of the screen where the path makes a slight
bend you can barely see the Added Cut materia buried in the snow at the base of the rocky wall.
5. After you've picked it up continue the way you were going (towards the top left of the screen) and at
the next screen you'll be at the hot springs
6. Go the edge and dip your hands in the spring--this is IMPORTANT!
7. Continue on to the top left of the screen and you'll wind up at the snowy plains where the wind will
turn you around so you have to place flags using the circle button to keep your bearings
8. Once you hit the snowy plains you need to go to the right for a little while (be sure to place flags so
that you don't go the wrong direction)
9. Eventually you'll find yourself on an icy path--keep heading right
10. Then you'll go over path with snow on it--keep going right
11. Next will be a path with snow and rocks on it--keep going right
12. Finally you'll come over a hill and Snow's cliff will be visible on the right side of the screen. Go into
the cave and touch her--she'll be ticked that you've touched her after touching the hot springs and will
attack you--kill her and you get the Alexander materia.
13. If you have time before you pass out from the cold back track to the snowy plains and head north to
get to Gaea Cliff.
Remember that time is of the essence--if you get too cold you'll pass out so run your way through these
sections. Once you've gotten both the Added Cut and Alexander materias though it doesn't really
matter if you pass out because once you pass out you'll end up at the cabin which is at the base of the
cliffs which is where you want to go anyway.
back to the beginning
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