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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