FINAL FANTASY 7 HINTS AND STRATEGIES

PAGE 2

 Click here to download the accual text doccument.

 

 

Welcome

Hello everyone, welcome to page 2 of my not too sophisticated FF7 help page. This is the same set

up as the other page but contains different stuff--if I put it all on one page it takes a lot longer to load

and I know how annoying that is! 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. Be patient, there are only so many non-work related hours in the day.

(c) Copyright, 1997-98, 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 people's homepage without any reference to

the originator. I'm generally not too possessive but I do like to receive credit for what I've typed

(now if you're making money off my work then I reserve the right to be possessive).

 

 

 

This banner was provided by Maco144, you can find him in my links section

 

 

Places to go:

BACK TO PAGE ONE

Other FF7 Links

How to find the sunken ship easily

Things That Are Supposed to Happen

Complete List of Items For Sale in Each Town

Kalm Traveler and the 3 items he wants from you

Getting the Guidebook

Fighting Ruby Weapon with all 3 members

Fighting Emerald Weapon

Materia combos and strategies

W-Item trick

Chocobo Racing Prizes and their GP values

Wonder Square Items for Sale

Battle Arena Prizes

Battle Square Handicaps

Status Scores

Summon (red) materia info

Support (blue) materia info

Independent (pink/purple) materia info

Command (yellow) materia info

Spell (green) materia info

Entering the Ancient Forest--two ways

Getting through the Ancient Forest

Key to Midgar--where it is and what it's for

Prizes for Junon Performances

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

Vincent's weapons and limit breaks

Cait Sith's weapons and limit breaks

Aeris Resurrection

 

 

 

How to find the sunken ship easily

The sunken ship, called the crashed Gelnika, is the only place to pick up the Hades materia, Yuffie's

best weapon The Conformer, and Cid's Highwind Level 4 Limit Break Manual--as well as a few

other goodies. It's also a good place to get an unlimited supply of sources (power, guard, speed,

luck, magic and mind--they're all there)--see the section on page 1 about getting unlimited sources

for details. It's also a good place to build up your AP, EXP, and gil--see the section on building up

this stuff, it's on page one.

You need a sub--either from sinking the Red Shinra Sub (in which case you win the sub you were

using to do that) or, if you fail to sink the Red Sub you can still get a sub--as a matter of fact they

have to give you a sub, you need to find the Key to the City of the Ancients to complete the game

and it is in an underwater cave (see the section on the Barking Dog Under Junon, on page 1, to see

how to get a sub if you fail to sink the Red one). Once you have a sub, finding the crashed Gelnika is

easy.

Take the sub up to the surface and hit select until you get the big world map and make your way to

the long inlet just east of Gold Saucer. You want to go as far south in this inlet as possible (you'll be

near the chocobo tracks). Once you're there just dive and you'll be right beside the crashed Gelnika,

pilot your sub into the crashed Gelnika and you'll board it. Then it's off to battle!

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Things That Are Supposed To Happen

This is a list (and I'm always open to suggestions) of things that are supposed to happen in the game

and there's nothing you can do about them--I get a lot of e-mail asking if there was a way to save

Aeris or a way to keep Cait Sith from giving away the keystone and so I thought the need for this

section was becoming evident. These are not yet in any particular order.

The pillar near Midgar sector 5 will collapse and Aeris will be kidnapped by Shinra--no matter how

you fight or what you do.

Aeris' Death at the City of the Ancients (also called the Forgotten City). Yes, Sephiroth comes out of

nowhere and puts his sword through Aeris' back, there's nothing you can do to prevent it.

After you win the keystone from Dio (by entertaining him--i.e. appearing in at least one of the special

battles--you don't even have to win!) Cait Sith will take it from you while you're in the Ghost Hotel

(you won't be able to leave because the skylift is broken) and will give it over to Tseng. Once this has

happened the skylift is back in operation and no matter how you've reacted to Cait Sith in the

meantime he'll stay with your party.

When you're facing Don Corneo in his mansion and your questioning him about his involvement with

Shinra and making all these threats, he asks you a question--no matter what you answer you will be

dumped into the sewers.

When you're driving the buggy near Cosmo Canyon for the first time it will break down if you try to

go past Cosmo Canyon--this is to make you stop there before you go on to Nibelheim--the buggy

will be fixed once you been to Cosmo Canyon and learned about Red XIII's father's real fate.

(thanks to Trevor McQuaker for suggesting this one).

When heading towards Wutai Yuffie will steal a large amount of your materia--you can't control this,

nor which ones she will take--she goes for the MASTER materia, high level summon and spell

materia, stuff with a lot of AP and finally the blue and purple stuff.

After Yuffie steals materia from you you'll have to hunt her down in Wutai to get them back--when

you find Yuffie the first time and she takes you to her house and tells you to pull the lever on the

left--it doesn't matter which one you pull, it's a trap and Yuffie will be off again.

When facing Don Corneo on the Dachao statues and he asks you a question it doesn't matter how

you answer, the same result occurs in any case.

Slap fights--there are two slap fight scenes--one involving Tifa on the Junon Cannon after she

escapes from the gas chamber (see the section on page one on how to free her from the gas

chamber) and one involving Cloud on the path to the snowboard route when you first go to Icicle

Inn--it doesn't matter if you win or lose these fights.

On all Fort Condor battles--it doesn't matter if you beat the enemy by placing soldiers or just let

them reach the Fort and then fight Commander Grandhorn and kill him--it's actually easier, cheaper,

and faster to let the soldiers reach the Fort without any resistance and just fight Commander

Grandhorn (he's only got 8000 HP and he's weak against Heal spells and Fire) because you get the

Imperial Guard armor (see the Armor section on page one) for killing him. But then again, it's more

fun to place soldiers and catapults and try to kill off the bad guys as they're invading.

Both times you get your hands on Black Materia (at the Temple of the Ancients and then on your first

visit to the Crater) you will lose them to Sephiroth, no matter what you do.

While at Gold Saucer the first time you will get thrown into prison, no matter what you do.

It doesn't matter what you do during your first time to the Crater--Sephiroth will steal your black

materia, Cloud will space out and go to la-la land and Tifa and Barrett will wind up in Junon awaiting

public execution.

Mideel will be destroyed after your first battle with ULTIMATE WEAPON and Tifa and Cloud will

have to go through the life-stream and an annoyingly long memory game sequence to get him back to

his old self.

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The Complete List of Items for Sale in Each Town

Here's a complete list, town by town, of what you can buy at the various shops and what it will cost

you, including the updates for areas that drastically change their inventory once Meteor has shown

up. I try to keep the items listed in the following order: Items, Materia, Weapons & Armor. All prices

are in gil. I have a list of items, a list or armor and a list of accessories on page one--check them to

see what some of these things do if you don't know. I also have sections on page 1 on the

Independent and Support materia that you can check out if you need to. I'm currently putting

together a list for Weapons so you'll eventually be able to reference that if you need to know the

details about weapons.

Sector 7 Slums

Potion, 50. Phoenix Down 300. Antidote 80.

Fire 600. Ice 600. Lightning 600. Restore 750.

Iron Bangle 160. Assault Gun 350. Grenade 80.

Sector 5 Slums

Potion 50. Phoenix Down 300. Antidote 80. Tent 500.

Fire 600. Ice 600. Lightning 600. Restore 750.

Titan Bangle 280. Grenade 80.

Wall Market

Potion 50. Phoenix Down 300. Antidote 80. Echo Screen 100. Eye Drops 50. Hyper 100.

Tranquilizer 100. Hi-Potion 300. Tent 500.

Fire 600. Ice 600. Lightning 600. Restore 750. Cover 1000.

Mythril Rod 370. Metal Knuckles 320. Assault Gun 350.

Kalm

Potion 50. Phoenix Down 300. Antidote 80. Eye Drops 50. Hyper 100. Tranquilizer 100. Tent 500.

Earth 1500. Poison 1500. Steal 1200. Sense 1000. Heal 1500.

Mythril Saber 1000. Cannon Ball 950. Mythril Claw 750. Full Metal Staff 800. Mythril Armlet 300.

Fort Condor

Potion 50. Phoenix Down 300. Hyper 100. Tranquilizer 100. Tent 500.

Fire 600. Lightning 600. Ice 600. Restore 750.

Junon Town

Potion 50. Phoenix Down 300. Tent 500. Grenade 80.

Mythril Armlet 350.

Upper Junon-East Side

Potion 50. Hi-Potion 300. Phoenix Down 300. Antidote 80. Eye Drops 50. Echo Screen 100.

Hyper 100. Tranquilizer 100. Tent 500.

Sense 1000. Seal 3000. Restore 750. Heal 1500. Revive 3000.

Hard Edge 1500. Grand Glove 1200. Atomic Scissors 1400. Striking Staff 1300. Diamant Pin

1300. Boomerang 1400.

Upper Junon-West Side

Silver Glasses 3000. Headband 3000.

Fire 600. Ice 600. Lightning 1500. Poison 1500.

Mythril Saber 1000. Cannon Ball 950. Mythril Claw 750. Full Metal Staff 800. Mythril Clip 800.

Costa Del Sol

Potion 50. Phoenix Down 300. Hi-Potion 300. Soft 150. Antidote 80. Eye Drops 50. Hyper 100.

Tranquilizer 100. Tent 500. Molotov 400.

Heal 1500. Seal 3000. Revive 3000. Restore 750. Fire 600. Lightning 600. Ice 600.

Platinum Bangle 1800. Carbon Bangle 800. 4 Slot 1300.

North Corel

Potion 50. Phoenix Down 300. Maiden's Kiss 150. Cornucopia 150. Tent 500. Soft 150. Hyper

100. Tranquilizer 100.

Transform 5000

Carbon Bangle 800. Force Stealer 2200. Molotov 400.

Gongaga

Potion 50. Phoenix Down 300. Hi-Potion 300. Tent 500. Maiden's Kiss 150. Cornucopia 150. Soft

150. Tranquilizer 100. Hyper 100. Headband 3000. Silver Glasses 3000. Star Pendant 3000.

Talisman 4000. White Cape 5000. Fury Ring 5000. Impaler 500. Shrivel 500. Molotov 400.

Mystify 6000. Time 6000. Heal 1500. Transform 5000.

Hard Edge 1500. Grand Glove 1200. Atomic Scissors 1400. Striking Staff 1300. Diamant Pin

1300. Boomerang 1400.

Cosmo Canyon

Potion 50. Hi-Potion 300. Phoenix Down 300. Ether 1500. Tent 500. Maiden's Kiss 150.

Cornucopia 150. Soft 150. Hyper 100. Tranquilizer 100.

MP Plus 8000. HP Plus 8000. Mystify 6000. Transform 5000.

Butterfly Edge 2800. Tiger Fang 2500. Heavy Vulcan 2700. Prism Staff 2600. Silver Barrette 2500.

Pin Wheel 2600. Green MegaPhone 2400. Silver Armlet 1300.

Nibelheim

Potion 50. Hi-Potion 300. Phoenix Down 300. Tent 500.

Rocket Town

Potion 50. Hi-Potion 300. Phoenix Down 300. Ether 1500. Hyper 100. Tranquilizer 100. Tent 500.

Power Wrist 7500. Talisman 4000. Earring 7500. Protect Vest 3500.

Barrier 10,000. Exit 10,000. Time 6000.

Shotgun 3100. Gold Armlet 2000.

Wutai

NOTE--the guy in the weapon shop won't sell you anything until after Yuffie has rejoined your party.

Also note that there are no materia for sale here--these are a materia-obsessed bunch and they won't

sell any of it to anyone!

Hi-Potion 300. Phoenix Down 300. Ether 1500. Hyper 100. Tranquilizer 100. Tent 500. Fire Veil

800. Swift Bolt 800. Chocofeather 10,000.

Murasume 6500. Diamond Knuckle 5800. Chainsaw 6300. Aurora Rod 5800. Slash Lance 6500.

Blue MegaPhone 5500. Razor Ring 6000. Shortbarrel 6400. Gold Barrette 6000.

Bone Village

Potion 50. Hi-Potion 300. Phoenix Down 300. Ether 1500. Hyper 100. Tranquilizer 100. Tent 500.

Diamond Bangle 3200. Rune Armlet 3700.

Icicle Inn

Tent 500. Hi-Potion 300.

Organics 12,000. Dragon Claw 10,000. Hawkeye 12,000. Red MegaPhone 11,000. Microlaser

12,000 Mast Axe 13,000. Lariat 12,000. Adaman Clip 11,000.

Mideel--before it's destroyed

Hi-Potion 300. Phoenix Down 300. Ether 1500. Hyper 100. Tranquilizer 100. Remedy 1000. Tent

500. Ice Ring 8000. Fire Ring 8000. Amulet 10,000. Bolt Ring 8000. Fairy Ring 7000. Jewel Ring

7500. White Cape 5000.

MP Plus 8000. HP Plus 8000. Transform 5000. Gravity 8000. Destruct 9000.

Crystal Sword 18,000. Crystal Glove 16,000. A-M Cannon 18,000. Crystal Comb 17,000. Crystal

Cross 18,000. Crystal MegaPhone 18,000. Partisan 19,000. Winchester 18,000. Wizard Bracelet

12,000. Crystal Bangle 4800.

Mideel-after it's destroyed

Same as above except....

You can also get the following materia: Fire 600. Ice 600. Lightning 600. Restore 750. Things are a

little harder to find, don't miss the chocobo and the girl on a sugar-high on the ledge on the upper left

side of the screen

Also, if you feed the little white chocobo a Mimett green and then scratch him behind the ears

(nowhere else) he'll give you a Contain materia.

 

 

Post-Meteor--these are the big changes that occur when Meteor shows up

Costa Del Sol

Potion 50. Hi-Potion 300. Phoenix Down 300. Ether 1500. Hyper 100. Tranquilizer 100. Tent 500.

S-Mine 1000.

Fire 600. Ice 600. Lightning 600. Earth 1500. Gravity 8000. Poison 1500.

Solid Bazooka 16,000. Centclip 14,000. Spiral Shuriken 14,000. Long Barrel R 13,000. Gold

MegaPhone 15,000.

Junon

Sense 1000. Seal 3000. Restore 750. Revive 3000. Heal 1500.

Atomic Scissors 1400. Grand Glove 1200. Striking Staff 1300. Diamant Pin 1300. Boomerang

1400. Yellow MegaPhone 500. Spear 1200. Trident 7500. Quicksilver 1000. Powersoul 4200.

Enemy Launcher 3300. Magic Shuriken 6000. White MegaPhone 2300. Black MegaPhone 2800.

Silver MegaPhone 3300. Sniper CR 3300. Nail Bat 2800. Rocket Punch 3200. Work Glove 2200.

Hairpin 6000. Superball 3000. Trumpet Shell 3000. Mop 3200. Silver Rifle 3000. Windslash 2000.

Twin Viper 3200. Viper Halbred 7000. Dragoon Lance 6200. Peacemaker 3500. Buntline 6800.

Magic Comb 2000. Plus Barrette 3500. Rune Blade 3800. Enhance Sword 12,000. W-Machine

Gun 2000. Drill Arm 3300. Platinum Fist 2700. Kaiser Knuckle 15,000. Fairy Tale 2500. Platinum

Bangle 1800.

Wizard Staff 1800. Wizer Staff 3200. (These last two are weapons that double materia growth but

can only be used by Aeris who is quite dead by now!).

Rocket Town

Hi-Potion 300. Phoenix Down 300. Ether 1500. Tent 500. S-Mine 1000. Edincoat 8000.

Powerwrist 7500. Protect Vest 3500. Earring 7500. Peace Ring 7500. Safety Bit 7500.

Barrier 10,000. Deathblow 10,000. Exit 10,000. Time 6000. Throw 10,000. Manipulate 10,000.

Gold Armlet 2000.

Fort Condor

Hi-Potion 300. Phoenix Down 300. Ether 1500. Hyper 100. Tranquilizer 100. Tent 500. S-Mine

1000.

Throw 10,000. Manipulate 10,000. All 20,000. Deathblow 10,000. Destruct 9000.

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The Kalm Traveler and the 3 items he wants from you

The Kalm traveler is the old man on the top floor of the house on the far right, lower level, of Kalm.

If you go and talk to him before Meteor shows up he thinks life is pretty nice. After Meteor shows up

he's a bit grim and talks about going to visit friends and needing three things for the journey.

What he wants from you is to get these items for him--the Earth Harp, the Desert Rose and the

GuideBook. This subquest is totally optional, but it really is the most challenging part of the game

since the battles in the final dungeon are all relatively easy.

You should get the Guidebook first and trade it to the old guy--for this he'll give you an Underwater

materia which helps you to get the Earth Harp. See the section below on getting the Guidebook.

The next thing to get is the Earth Harp, for this the old man will give you a MASTER SPELL,

SUMMON, and COMMAND materia (Green, Red, and Yellow, respectively--see the section on

page one about MASTER materia to find out details about these three materia. You have to defeat

an enemy called Emerald Weapon (or Emmy for short) to get the Earth Harp. There is a section

below on how to fight Emerald Weapon.

The other foe is Ruby Weapon--I believe she won't appear until after you've defeated Ultimate

Weapon (see the section on page one on finding the Final Attack Materia for more details). You'll

find her sticking out of the sand a little around Gold Saucer (note that she is not always there so if you

can't find her after you've defeated ULTIMATE just go do some other parts of the game and check

back later)--fly the Highwind over her and she'll pop out of the sand to attack. If you defeat her you

get the Desert Rose which the old guy will take from you and give you a Gold Chocobo in return

(there doesn't really seem to be anything special about this Gold Chocobo compared to the ones you

breed). There is a section below on how to beat Ruby Weapon.

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Getting the Guidebook

The guidebook can be obtained by morphing the ghostship creature. This creature is found in the

underwater tunnel beneath Junon. That's the neat little glass tunnel (the one where you can see the fish

and dolphins swimming around you) that you have to go through when you're crawling around under

Junon to get the sub. Don't worry if you didn't get the guidebook when you went through to get the

sub--you can always go back to Junon and go back down. There are about 4 different creatures that

you may encounter in the tunnel so keep running around until you find the ghostship and then keep

using morph on him until he dies and he'll turn into the guidebook which can be traded for the

underwater materia back in Kalm--talk to the old guy upstairs in the house that's on the lower level of

Kalm, all the way to the right. The underwater materia is only used for taking away the 20 minute

timer when you face EMERALD weapon--it DOES NOT let you walk around underwater, nor does

it help you revive Aeris.

One thing you might notice about the ghostship is his nifty little move called the gonnai where he picks

up a player with his oar and flings him/her out of the picture--this player is lost until the battle is

over--often the ghostship will do this to two players. If you go to the underwater tunnel with only one

morph materia the ghostship will almost certainly pick that character to fling out of the picture--the

solution, make sure you have each character equipped with a morph materia, then even if he flings

two players out you'll still have a morph materia left in the battle. This is the only tricky thing about

fighting the ghostship (although don't use any holy based attacks, they're worthless)--he only has

about 6 or 7 thousand HP so he's not too tough to kill.

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Fighting Ruby Weapon with all three members

Of all three subquests for the Kalm Traveler this one appears to be the most worthless--all you get

from Ruby is the Desert Rose and if you give that to the old man you'll get a Gold Chocobo. By now

you probably already have a Gold Chocobo (or at least you should, if you've followed the chocobo

breeding guide on page 1) so it isn't clear why you'd need another one.

It's very likely that you've tried to fight Ruby already and found that she is very tough (she has 1

million HP, I'm not exaggerating) and she has a nasty habit of casting that whirling sand attack twice

and cutting your party down to one member, and it's tough to defeat her with one member--the

solution....fight her with all three members! Can this be done? Sure--all you have to do is make sure

two party members are dead when you start the battle--Ruby thinks that dead people are not a

threat to her (and she doesn't seem to count on you using a revive spell or Phoenix summon) so she

doesn't ever bother using that whirling sand attack, she immediately sinks her claws in the sand. Be

careful, though, you must wait for her to put her claws in the sand before you revive anyone or she

will cast her whirling sand attack! Just cast a Phoenix summon as your FIRST move and then begin

attacking her. She will never use her whirling sand unless you make the mistake of attacking her

tentacles sticking out of the sand behind you--if you do she will then cast the whirling sand attacks

and knock your party down to one! Because of this it is a bad idea to put Phoenix and Final Attack

together because you can't control where the Final Attack spell goes--to Ruby's body or her

tentacles, if it hits the tentacles you've just given her the opportunity to cast the whirling sand attack!

Here are the materia I take, all at mastered level, to the battle with EACH player:

Final Attack linked with Revive

Phoenix

W-Summon

Knights of the Round linked with MP Absorb

HP Plus

MP Plus

(if you don't want to take the time to grow 3 KORs to master level then skip to the Alternate Tactics

section a few paragraphs down).

and make sure the one person who is alive when the battle starts is wearing the Ribbon! And try to

have all your characters advanced enough so that the HP plus gives them over 9000 HP and the MP

plus gives them 999 MP!

The first thing to do is to use a W-Summon, cast Phoenix first and the KOR at Ruby second. After

this, unless a character dies and doesn't have enough MP to revive themselves stay away from

Phoenix, it costs a whole lot of MP just to revive someone--reviving is all it's good for since it doesn't

do any damage to Ruby. Actually she absorbs the Phoenix's attack!

From here on out all you have to do is be patient and alert. Once in a while it might happen that

someone has too few MPs to cast KOR the first time, all you can do is use up that turn with a turbo

ether. Thereafter you should be ok since every time you cast KOR you will absorb over 1000 MPs

(and the max you can have is 999 so your MPs will always be safe). It has never happened to me

that all 3 players were dead at the same time and that a turn was wasted with 3 consecutive castings

of Final Attack-Revive, so it was always the case that at least one person was casting KOR at Ruby

at any given time. Stay away from Mime materia--since your KOR is linked to an MP absorb the

real benefit of Mime (casting spells without losing MPs) is totally worthless here--and if you

accidentally Mime after someone has done Final Attack-Revive you've just wasted a turn). Just be

patient and every time a player gets a turn cast KOR twice via your W-Summon materia. Don't

worry about guarding your HP since each player will be able to revive themselves 4 or 5 times if your

Final Attack materia are mastered. If you've got them you could also link three mastered KORs to

HP absorbs, then every time a character casts KOR he/she will get both MP and HP back. You

didn't know you could do this? Check out the "materia stuff" section below for more details! It's not a

bad idea to use the the HP absorb thing too, if you've got enough KORs, because each casting of

KOR will cause Ruby to respond with Ultima, unless you try the two tactics in the following

paragraph. You might also be able to nullify this problem by putting Added Effect-Ultima on each

player's armor--if you've got the room (this suggestion by Matt Davignon)!

If you steal Dazers from the creatures know as Boundfats (they're in the area between the Sleeping

Forest and the City of the Ancients, they're small yellow beasts) you can, I've been told by several

people, cast stop on Ruby and get a few free shots in. It is also the case, several people have told

me, that casting Hades Summon will freeze her for 4 or 5 turns, giving you a lot of free hits!

Alternate Tactics

So say you don't want to take the time to grow 3 KORs to master level (that's understandable, it

takes a great deal of time). What you should do then is at least have one mastered KOR and two

mastered Mimes. Make sure the character that's still alive when the battle starts is wearing the

Ribbon and make sure not to waste your time or MP attacking Ruby's tentacles sticking out of the

ground behind you (some people recommend doing this but I haven't found it to be worthwhile so I

just ignore them). Follow the same tactics from above except that you should probably link your

KOR to the HP Absorb materia rather than the MP Absorb materia. Begin the battle by casting

Phoenix so that everyone comes back to life and then cast KOR, make sure the two characters who

don't have KOR are the ones who have Mime equipped. Mime the casting of KOR and you'll have

hit Ruby for three KORs (this will be roughly one third of her HP). When you get back to the

character that originally cast KOR you'll have to cast it again (if you've got enough MP) and then

have the next two characters Mime again. If, however, your character with KOR doesn't have

enough MP to re-cast then you have to waste a turn with an Ether or Turbo Ether and you ruin the

chain (because now if the other two characters Mime they'll be Miming an Ether not KOR). If you've

got 3 mastered Mimes (one for each character) then this isn't a problem, since after KOR is cast

once all 3 characters can just Mime thereafter.

Remember that if someone gets killed and casts Final Attack-Revive then if you do a Mime next

you'll have wasted your turn because you'll be miming Final Attack-Revive.

If you pay attention to what is happening in the battle you can do it with one KOR and two mimes,

it's a little easier with one KOR and 3 mimes--but it's a lot less confusion to just take the time and

master 3 KORs (see the section on page one on where to build money, EXP and AP)--the benefit of

spending the time building up your KORs is that you also build up your characters' levels

simultaneously--and that never hurts!

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Beating Emerald Weapon

When going after Emmy I use the same strategy as I do for Ruby, except of course that you don't

have to start fighting Emmy with two players already dead and it is a good idea to get the

Underwater Materia (you get this from the Kalm Traveler in exchange for the Guide Book, see the

section on getting the guide book above). It usually doesn't take 20 minutes to beat Emmy--I usually

kill her off with over 2 minutes to spare but it really doesn't hurt to have the Underwater materia

equipped to someone so as to eliminate this timer just in case something goes wrong and you need a

little time to get things back on track. Emerald, like Ruby, has 1 million HP so it will take you a little

time to finish her off! Usually what takes up so much time in the battle is how long it takes for KOR

to cast.

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Materia Combos and Strategies

Here are some interesting combinations and strategies for using materia. Please note that this is not an

exhaustive list of interesting combinations--many of the pages on my links page (top of the menu on

this page) have some other combos--Maco144's page is a good choice.

Put added effect in your weapon and have it linked to one of the following:

poison--sometimes poisons the enemy hit

contain--sometimes confuses, stops or petrifies

time--sometimes slows or stops

destruct--sometimes causes instant death

mystify--sometimes causes confusion or berserk

seal--sometimes causes sleep

HP and MP absorb at the same time--try linking a spell or summon with HP absorb and then a

second version of that spell or summon with an MP absorb--when you cast the spell you'll get MP

and HP back at the same time. There is a catch--the spell or summon have to be of the same level.

If, for example, you link HP Absorb to a mastered Fire, and MP Absorb to a brand new Fire then if

you cast Fire3 (which can only be done from the mastered materia) you'll only get HP back since the

MP Absorb was linked to a materia that couldn't cast that level of spell.

Counter Attacks ad infinitum--the more counter attacks you put on one person the more he/she

will counter attack, place three counter attacks on a character and, when attacked, he/she will strike

back up to three times (depending on how high of a level your counter attacks are--remember the

lower level counter attacks don't always work). Try doing the three counter attacks with a magic

counter and when attacked you'll retaliate with three physical attacks and one spell. Link other

versions of that spell with MP and HP absorb and once attacked you'll hit back 3 times physically,

once with a spell (or a summon if you want) and get HP and MP back--that's not bad considering

technically you're just retaliating, you haven't even had your turn on offense yet!

Final Attack combos at the suggestion of Maco144 I'm adding this section just in case there are

any new players who haven't heard it elsewhere, now you'll know. Combine the Final Attack materia

with either a mastered Revive materia or with a Phoenix materia. With the Revive materia your

character will come back to life after being killed (you can usually do this once per level of the Final

Attack materia). With the Phoenix not only will every dead character come back to life but your

opponent will get a moderate amount of Phoenix Fire damage too. Again you can only do this once

per level of your Final Attack materia.

Sneak Attack and Knights of the Round: Sneak Attack is a nice blue materia that will let you (as

you increase its levels) begin a battle--before anyone else has a turn, friend or foe--with the equipped

summon or spell. Link this with KOR and most battles will be over before the bad guys even get to

think about attacking--link additional KORs to HP and MP absorbs and not only will most battles be

over before the enemy got to start, but you'll also gain MP and HP without ever having been hit--if

the enemy you hit is big enough you often get back more MP than it costs to cast the KOR.

Mime--as you've probably already discovered, this lets you mime the last action performed by an

ally before you--whether physical attack, spell or summon (although you can't mime someone else's

limit break, you just lose a turn if you try, you can of course have a character mime his/her own limit

break as long as no one else has performed any action since the limit break was originally

performed)--if you mime a spell or summon you get to cast it without costing any MP. If you mime

someone whose attack included an MP and/or HP absorb then the character who casts mime will

also get that effect!

Steal As Well-Deathblow--when this works it's a pretty nice comb, you can steal something at the

same time you attempt a deathblow move.

Quad Magic-Contain--ok, say you've mastered both of these materia, quad let's you cast a spell

four times for the price of one, link this with contain and choose any of the four spells to cast it four

times in a row. If you have W-Magic you get to cast it 8 times in a row (or cast one of them 4 times

and then one of the others four times) and it only costs you the MP of having cast it twice--that's six

free casts of some pretty nasty contain magic. If you have your other characters mime you then they

get to do the same thing you did but it doesn't cost them any MP--so you get to cast a contain spell

24 times and it only costs one player the MP cost of casting it twice!

Here's a confusing but effective combo--if you've got the slots and the materia for it (remember

to try and have the spell materia you use all be at the same level).

Try Quad Magic with (for example) fire, have steal as well linked to a fire, an HP and/or MP linked

to a Fire, and Added cut materia linked with a fire and have the W-magic equipped too. What do

you get?

This combo will cast fire 4 times, between each casting is a steal move, you will gain HP and/or MP

for each casting of fire and one regular physical attack (via the added cut-fire combo) for the price of

one fire casting. With W-Magic you get to then do the whole thing again--so you get all this for the

cost of casting fire twice--chances are you'll get more MP back than it costs you and will knock your

opponent into a different zip code. Have your other two characters mime this! Remember, it doesn't

cost them any MP to mime but they will gain MP from the MP absorb (if that was part of your

attack). You can do this same thing with a W-Summon and use with a summon of your choice, have

other versions of the summon linked to HP and/or MP as well as with the added cut materia. You'll

cast the summon twice (but it will cost you the MP for two castings) but you'll get HP and/or MP

back too and get a physical attack to boot--have your other characters mime this and they'll cast the

summon spell two times each and it won't cost them anything!

Try Added Effect-Hades on your weapon, it creates the opportunity for Hades to cast one of his 7

different condition spells on your opponent, each time you hit there's a good shot at a new condition

being added to the one the bad guy got last time.

Counter Attack-Mime--submitted by [email protected] haven't tried this one yet, it sounds

great though. Link these two materia together and when attacked you'll counter with the last move

made before you were attacked.

MASTER COMMAND-HP/MP absorb If you link an HP or an MP absorb to your MASTER

COMMAND materia then any time you use Morph or Deathblow you'll absorb based on which

materia you're linked to--but this combo has an extra benefit, if you just do a regular physical attack

(using no spell, summon, command or limit break) you will still absorb HP or MP--so once you

make this combo, say MASTER command and HP absorb, every time you swing that sword you'll

get HP back!

Finally For a good way to get some MP back try linking an MP Absorb to the Alexander materia.

Alexander does a great deal of damage for relatively little cost (and absorbed MP or HP are

determined by the level of the absorb materia, level of the materia it is linked to, and the damage it

does to the thing it hits). You will often get a good deal more MP than you used.

Be sure to check out the section above on how to fight Ruby with all three party members and the

right materia tricks on how to make this fight a snap.

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The W-Item trick

Here's how you can increase the number of many, though not all, of the items you have in your item

pack. Since it is immensely easier to use a game shark for this stuff I never use the W-Item trick so

you'll have to experiment with it to find out what works and what doesn't--but at least you now know

it is there! During a battle select W-Item and go to the item you want to duplicate, let's say ether (I

think ether's will work). Now let's say you currently have two of these, select the item (pressing the

circle button) and then a person to use it on (and again press the circle button) now you do the select

the item again but after you've selected the item instead of pressing the circle key to give it to a

character you press the X key--now you'll have 3 ethers. Repeat as often as necessary up to 99 of

an item. Yes this is time consuming. The best way to do this is get into some battle where you can

manipulate your opponent (make sure the person who manipulates is not the same person who has

the W-Item materia), that way you can do this as often as you like without getting attacked--if you

have multiple opponents then just manipulate one, kill off the others and then pull off the W-Item

trick.

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Racing Prizes

Here are the prizes that can be won at the chocobo races.

So far as I can tell there is no way to control which item you get so if there is something here you

really want you'll have to keep trying until you win it--and that may take a long time--I once spent

over an hour just trying to get the Sneak Attack materia (it isn't available anywhere else in the game!).

Listed are the items and accessories (and the number of GP you would get if you chose to skip

taking that item) and the rank at which you have to be to win them

Hyper--(10 GP), ranks C and B.

Tranquilizer--(10 GP), ranks C and B.

Phoenix Down--(10 GP), any rank.

Hi-Potion--(15 GP), ranks C, B, and A.

Hero Drink--(15 GP), ranks B, A, and S.

Bolt Plume--(20 GP), any ranks.

Antarctic Wind--(20 GP), ranks B, A, and S.

Fire Fang--(20 GP), ranks B, A, and S.

Ether--(30 GP), ranks B and A.

Ice Crystal--(50 GP), ranks B and A.

Swift Bolt--(50 GP), ranks A and S.

Fire Veil--(50 GP), ranks A and S.

Turbo Ether--(150 GP), ranks B and S.

Elixir--(200 GP), ranks B, A, and S.

Megalixir--(300 GP), rank S.

Precious Watch--(300 GP), rank S.***

Chocobracelet--(400 GP), rank S.***

Sprint Shoes--(500 GP), ranks A and S.***

Cat's Bell--(500 GP), ranks A and S.***

Materia Prizes--

Sneak Attack--(300 GP), ranks A and S.***

Counter Attack--(300 GP), ranks A, and S.

Enemy Away--(300 GP), ranks B, A, and S.***

Magic Counter--(500 GP) ranks A and S.***

***--designates items or materia that are not available anywhere else in the game, if you want them

you have to get them here! Actually, as many folks have pointed out, I've forgotten to mention that

you can get Sprint Shoes another way. At the bottom of the long purple stairs is battle arena is a girl

who tells you she doesn't like fighters who are all talk. If you win 8 consecutive battles at battle arena

and then leave the arena and talk to her (notice, however, that you shouldn't do this until you're done

in battle arena because once you leave you lose all your battle points) she'll tell you how impressed

she is and give you Sprint Shoes--this only works once, though.

As a bonus--if at the S rank you beat Joe (the black-clad racer who rides the black chocobo named

Teioh, the one with the incredible speed burst at the end) 5 straight times Ester will give you Sprint

Shoes, Chocobracelet, Precious Watch Power Vest and a Counter Attack Materia.

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Wonder Square Shopping List

These are the items you can buy from the woman at Wonder Square and how much they cost.

Potion--1 GP

Ether--20 GP

Ex-Potion--80 GP

Turbo Ether--100 GP

Gold Ticket--300 GP

Carob Nut--500 GP

???? (gil plus materia)--1000 GP

???? (exp plus materia)--2000 GP

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Battle Arena Prizes

Here are the prizes you can trade BP for at the Battle Arena. Remember that unlike GP, your BP

resets to zero if you leave the Battle Arena so you have to trade BP for prizes while you're there or

the BP is lost.

On Disc 1

100 BP--Phoenix Down

200 BP--Remedy

400 BP--Mimett Greens

800 BP--Enemy Lure materia

1600 BP--Bird Wing

3200 BP--S. Mine

6400 BP--Pre-Emptive materia

12800 BP--Speed Plus materia

32000 BP--Championship Belt

64000 BP--Omnislash

On Discs 2 and 3

100 BP--Remedy

250 BP--Enemy Lure materia

500 BP--Bomb's Arm

1000 BP--Pre-Emptive materia

2000 BP--Reagan Greens

4000 BP--Speed Plus materia

8000 BP--Stardust

16000 BP--Championship Belt

32000 BP--Omnislash

64000 BP--W-Summon materia

If on disc 2 or 3 you have the W-Summon materia equipped to Cloud and Cloud has learned his

Omnislash limit break and is carrying his ultima weapon (which he gets from killing ULTIMATE

WEAPON who shows up over Lake Junon once the shield around the crater has been destroyed.

He likes to run when injured so you'll have to hunt him down and fight him a couple of times before

he settles in at Cosmo Canyon for his last stand) you can talk to the woman at the counter and she'll

ask if you want to participate in special battles--say yes and you'll be in for 8 fights (again with

handicaps)--if you win you get the Final Attack materia. If you succeed in these special battles

subsequent times you can get Dio's autograph, Dio's diaries (I haven't found a use for either of these

yet) or a Ribbon. You can also get a ribbon by morphing the second creature in this battle.

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Battle Arena Handicaps

As you no doubt know, when you fight in the Battle Arena at Gold Saucer you get handicapped at

the beginning of the second round and these handicaps stay with you throughout the subsequent

battles. The amount of Battle Points you get is determined by the handicaps you've suffered and

when they occurred. I don't have exact numbers (you'll see why in a minute), but below are the

handicaps in order of the BP you get from them--the higher BP handicaps are first. The All Materia

Broken handicap gives around 10,000 BP if it happens as your 7th handicap, if it happens as your

third handicap it is only worth about 120 BP. So when you have the handicap determines how much

you get from it too! For example, if Minimum happens as your first handicap it's only worth about 7

BP, if it happens as your 7th handicap (regardless of if it's ever happened before in that battle) it's

worth over 2900 BP. If you get the O MP handicap as your 4th it's worth 70 BP, if you get it as y

our 6th it's worth 502 BP. So, in terms of BP, you want things higher up on the list to happen as your

6th or 7th handicap because it is worth more points than if it happens as your 1st or 2nd handicap.

Then again, in terms of survival, it's not always easy to go into the later battles, against the tougher

opponents, with all your materia suddenly broken.

All Materia Broken

Green Materia Broken

Weapon Broken

Item Bag Sealed

Blue Materia Broken

Pink Materia Broken

Red Materia Broken

Accessory Broken

Yellow Materia Broken

MP max and HP max cut by 1/2

Frog

Mini

Armor Broken

HP max cut by 1/2

Current MP set to 0

MP max cut by 1/2

Time (begin round by taking damage = character level x number of hours played

Down 10 Levels

Down 5 Levels

Poison

Speed cut by 1/2

Lucky 7 no handicap

Cure--HP refilled to max

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Status Scores

One of the most overlooked aspects of this game are your character's status scores such as strength,

dexterity, magic etc. You'll find these in your Status heading under your triangle menu. There just

aren't enough speed sources, power sources, magic sources, luck sources, guard sources and mind

sources in the game to max out everyone--unless you see the section on page one on where to get an

unlimited supply of sources and are willing to spend the time getting them. These things are important.

For example, if Cloud's strength is 150 and his level is 99 then his ultima weapon (if it scores a direct

hit) will do less than 7500 HP damage--which isn't too bad, but if all that if his level was 99 and his

strength was maxed out--which is around 250, then a direct hit causes 9999 HP damage--a

significant difference. Direct hits are determined by your dexterity and your luck so the lower they are

the less chance you have of scoring a direct hit, more likely you'll only get a partial hit. For example,

with Cloud's level at 99 and his strength at 255 if he makes a direct hit he scores 9999 HP damage, if

not then he'll do anywhere between 5500-8000 HP damage--again, that's a big difference. Similarly

for your magic status--if you use a mastered Knights of the Round materia from someone whose

magic status is 150 then each Knight strikes for 7000-7500 HP damage (if they each hit for 7500

HP that would be a total of 97,500 HP) but if the character's magic status was maxed out at 255

then each Knight hits for 9900-9999 HP (at 9900 HP each that's over 128,000 HP). The moral of

the story is, if you have the gameshark you should take advantage of the gameshark glitch (see the

gameshark section on page one) and make a point of getting the sources to max out all your

characters status scores! If you don't have a gameshark then, allow me to point out again, you can

still get all you want, you need to go to the sunken ship (Crashed Gelnika) and you can get an infinite

supply of them by morphing the beasts you find there--see the section on getting an unlimited supply

of sources on page one for more details. It's easy to do with a gameshark--just shark in the item

code for each of the 6 sources and you'll have an infinite supply of them--go to your triangle menu,

select item and scroll down to the sources and keep feeding them to all your characters until it makes

that buzzing sound that tells you they've maxed out! In case your wondering--Speed makes your

attack bar go faster during battles, vitality helps decrease the damage you suffer from an attack (the

lower your vitality the more a hit will hurt) and spirit aids in your defense against magic (thanks to

Slashley for giving me the info on that one)!

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Summon Materia

Here is a list of the red Summon materia, hopefully in the order that you can find them and in the

order of their strength--included are what they do (including the two versions of Odin and

Choco/Mog), where you can find them and how many AP it takes to master them. As with all

materia, they do more damage the higher the level of the materia, the caster and the caster's magic

status.

1. Choco/Mog--35,000 AP to master. When you first go to the chocobo ranch you see some

chocobos walking around in the barnyard, go to the part of the fence at the bottom of the screen and

talk to the chocobos a couple of times, they'll eventually do this goofy dance for you and then give

you the Choco/Mog materia. Version one of this materia is where a chocobo with a mog on his back

runs around your enemies and does a small amount of typeless damage and occasionally causes stop.

Version two (which happens at random about once every 15 or 16 times) is where a huge chocobo

falls from the sky on your enemies causing damage roughly equivalent to a deathblow move.

2. Shiva--50,000 AP to master. In Junon, after you've saved Priscilla, be sure to find her the next

day, talk to her a little and she'll give you the Shiva materia. This does a light amount of Ice damage

to all opponents.

3. Ifrit--60,000 AP to master. You get this after you beat Jenova-Birth on the Shinra boat on your

way to Costa Del Sol. Ifrit does a light amount of Fire damage to all opponents.

4. Ramuh--70,000 AP to master. When you're in Gold Saucer about to race chocobos to free the

group from Corel Prison you'll find the Ramuh materia in one of the stalls at the top of the screen in

the racer's lounge. It does a light amount of Lightning damage to all enemies.

5. Titan--80,000 AP to master. At the ruins in Gongaga, after Scarlet shows up and looks into the

reactor and says there's nothing but "weak" materia there be sure to go and check out that

spot--you'll get the Titan materia. It does a light amount of Earth damage to all opponents on the

ground.

6. Odin--80,000 AP to master. Defeat Lost Number after you open the safe in the Shinra mansion in

Nibelheim (see the section on lock combinations on page one). Version one: This materia attacks all

enemies for some moderate damage and causes instant death about 75% of the time. Version two--if

you cast this on opponents that are immune to instant death spells (such as most bosses) then Odin

attacks with a spear doing a moderate amount of damage.

7. Leviathan--100,000 AP to master. Defeat Godo on level 5 of the Pagoda of the Five Mighty

Gods at Wutai (see the Wutai Pagoda section on page one). This does a fairly nice amount of water

damage to all enemies.

8. Bahamut--120,000 AP to master. Defeat the Red Dragon at the Temple of the Ancients. Bahamut

does a medium amount of typeless damage to all enemies.

9. Kjata--140,000 AP to master. In the sleeping forest (that area between Bone Village and the City

of the Ancients) you'll find this materia--keep your eyes open, it blinks in and out and floats around

so you might have to wait a few seconds to find it and catch it. It shows up on the second screen of

the forest. This does a moderate amount of each of Fire, Ice, Lightning and Earth damage to all

opponents.

10. Alexander--150,000 AP to master. After you've snowboarded out of the course and you're

running around the snowy woods outside of Icicle Inn (or Icicle Village as it is sometimes called) you

need to first find the Hot Springs and dip your hands in them and then find Snow's cave and beat her

to get the Alexander materia. See the section on page one for the easiest path to take to get this (and

the Added Cut) materia. This materia does a large amount of Holy damage to all enemies.

11. Phoenix--180,000 AP to master. After you've won at the mandatory Fort Condor battle

(remember that you can fight several battles before the mandatory one) the condor on top of the fort

collapses, the egg hatches and you can pick up the Phoenix materia. This materia does a moderate

amount of fire damage to all enemies and casts Life2 on all dead allies.

12. Neo-Bahamut--200,000 AP to master. When you're on the whirlwind maze making your way to

the crater there's an area with a save point, at the bottom of this area is the Neo-Bahamut materia. It

does a heavy amount of typeless damage (3000-5000 HP) to all enemies regardless of their

defenses.

13. Bahamut-Zero--250,000 AP to master. Visit Bugenhagen's little solar system room after you've

saved the Huge materia from the rocket at Rocket Town, if you failed to save the materia from the

rocket then you're out of luck. Store the huge materia you've collected and be sure to examine the

huge blue materia Bugenhagen has there, if you've got the Neo-Bahamut and the Bahamut materia in

your possession (I don't think you have to have them equipped, you just have to own them) you'll get

Bahamut-Zero which does heavy typeless damage (5000-8000 HP) to all enemies regardless of their

defenses.

14. Hades--250,000 AP to master. You find this in the sunken ship (Crashed Gelnika). This is

absolutely the coolest looking summon! It does a heavy amount of typeless damage and randomly

casts one or some of the following; sleep, silence, mini, frog, slow, confuse, poison and paralyze on

all enemies.

15. Typoon--250,000 AP to master. You find this in the Ancient Forest behind Cosmo Canyon (see

the section below on how to get into the Ancient Forest). This does a heavy amount of typeless

damage to all enemies--seems to do a little extra-damage to flying enemies.

16. Knights of the Round--500,000 AP to master. You find this on the round (get it?) island out in

the northeast part of the ocean. You have to have a Gold Chocobo to get it--you can fly there in the

Highwind, but you can't land (they thought of everything, so if you want this materia you should check

out the chocobo breeding section on page one). 13 Knights attack all enemies for heavy amounts of

typeless damage. If the materia is mastered, the player is at level 99 and his/her magic status is maxed

(which is 250). Each Knight will usually do 9,999 HP which totals 129,987 HP of damage.

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Support Materia

Here's a list of the blue Support Materia--included in the list are where to find them, how much AP is

needed to master them and details on how they work.

1. All (also called Enemy All)--35,000 AP to master. Red XIII begins the game with this materia you

can also buy one at Fort Condor (after Meteor has shown up) and you can find one in the Sector 7

Slums, Shinra Headquarters, Shinra Boat to Costa Del Sol, Nibel Mountain and in a cave near the

Ice Gate at Icicle Inn. This materia links to green materia and spreads the spell cast by that materia

over every enemy (or every ally)--likewise it spreads the damage out by the appropriate fraction.

You can turn off the All materia by using the R1 key before casting the spell--a little target area will

appear and you move it over which target you want to focus the spell upon. All can be used as many

times as its level.

2. Elemental--80,000 AP to master. You can get this in the Nibel Mountains, via the Piano Trick in

the Shinra Mansion (see the piano trick section on page one) and if you guess the mayor's password

on the first try in the Shinra Headquarters. Connects to green and red materia and adds the elemental

effect of that materia to your armor or weapon. For example, use Elemental linked with Fire in your

weapon and your weapon will often do fire damage with each hit. Add that combo to your armor

and you'll get protection from fire--if the elemental is level 1 then fire damage is cut in half, if the

elemental is at level 2 then fire damage is nullified, if the elemental is at level 3 then the fire damage is

absorbed and turned into HP.

3. Added Effect--100,000 AP to master. You pick this up the Gi Cave in Cosmo Canyon. Similar to

Elemental--it connects to green or red materia but it doesn't have to be an element-based materia.

You could use Added-Effect-Ultima in your armor (since Ultima is not an element-based spell it

wouldn't work with Elemental materia) and get protection from Ultima spells. It adds the effect of the

paired green or red materia to your weapon if equipped on a weapon.

4. HP Absorb--100,000 AP to master. You find this in Wutai. You can link this to a green, yellow,

or red materia. When the materia to which the HP Absorb is linked to is used then your character not

only causes damage to the enemy but he/she also gets back 1/10 of the damage caused as extra HP.

The higher the level of the HP Absorb materia the more frequently it will absorb.

5. MP Absorb--100,000 AP to master. You find this in Wutai. This works exactly like the HP

Absorb except it gives 1/100 of the damage caused by the spell, command, or summon back to the

character who cast the spell as extra MP.

6. MP Turbo--120,000 AP to master. You find this in the Whirlwind maze while making your first

trip to the Crater--after you get the black materia and give it to someone in your party for

safekeeping. This materia increases the power of a green or red materia to which it is linked. 10%

increase per level of the MP Turbo materia (ex. MP Turbo at level 2 adds 20% to the power of the

materia to which it is linked).

7. Added Cut--200,000 AP to master. You find this while roaming the snowy area near Gaea Cliff

(see the section on page one on how to get Added Cut and Alexander materias easily). Links to a

green, red, or yellow materia and grants the character one physical attack after the spell, summon, or

command is cast. In a battle this will work once for each level of the Added Cut materia. Note, this

does not work if attached to Double Cut or Slash All materia.

8. Final Attack--160,000 AP to master. You get this in the special battles at the Battle Arena in Gold

Saucer (see the section on page one on finding the Final Attack Materia). Connects to green, red, or

yellow materia. When a player is killed this materia will cast the spell, summon, or command that the

Final Attack is linked to--during battle it works once per level of the Final Attack materia.

9. Added Steal--200,000 AP to master. You get this in the Da-Chao cave after you've put out the

fires with the leviathan scales that you hopefully picked up just before stealing the sub under Junon.

Attaches to green, yellow, or red--adds a steal move after the attached materia has been cast. Note,

this doesn't work with all yellow materia. In each battle this works once per level of the Added Steal

materia.

10. Sneak Attack--150,000 AP to master. This is one of the gifts you can get from Chocobo Racing

(see the Chocobo Racing Gifts section above). Casts attached green, yellow, or red materia as a

pre-emptive strike. If the Sneak Attack materia is at level 1 you will get the first attack 20% of the

time, 35% of the time at level 2, 50% of the time at level 3, 65% of the time at level 4, 80% of the

time at level 5.

11. Magic Counter--200,000 AP to master. This is one of the gifts you can get from Chocobo

Racing (see the Chocobo Racing Gifts section above). Attaches to green or red materia, when a

character is damaged this materia casts the attached spell or summon. It works 30% of the time if the

Magic Counter is at level 1, 40% of the time at level 2, 60% of the time at level 3, 80% of the time at

level 4 and 100% of the time at level 5.

12. Quad Magic--200,000 AP to master. You get this in the materia cave on the elongated island

east (and a little south) of the Chocobo Ranch--you need either a Blue, Green, Black or Gold

Chocobo to get it. Links to green or red materia, allows you to cast the spell or summon four times in

a row but only costs the MP of one casting--works as many times per battle as the level of the Quad

Magic materia. Note, if you have the same materia linked to an All then the All is nullified (for

example, if you have the combos Ice-All and Ice-Quad Magic then the Ice-All combo is shut off).

13. Command Counter--200,000 AP to master. You find this in the Final Dungeon in the middle of

the green glowing spiral on the left route. Connects to Steal, Sense, Throw, Morph, Deathblow,

Manipulate or Mimic--any time the character is hit then the attached materia is cast (while Command

Counter-Deathblow, or Throw or Morph or Manipulate or Mimic makes sense I can't figure out why

anyone would link it to the others). It works 30% of the time if the Command Counter is at level 1,

40% of the time at level 2, 60% of the time at level 3, 80% of the time at level 4, and 100% of the

time at level 5.

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Independent Materia

Here's a list of the Independent (purple or pink, depending on your TV setting) materia. Included in

the list are where they are, what they do and how much AP it takes to master them.

1. Cover--40,000 AP to master. You can buy this at Wall Market and you can find it in the little

woods near Aeris's house. This materia causes the character wearing it to jump in front of allies when

attacked and take the blow for them. It works 20% of the time at level 1, 40% at level 2, 60% at

level 3, 80% at level 4, and 100% at level 5.

2. Counter Attack--100,000 AP to master. You get this from beating the Materia Keeper boss and

it's a Chocobo Racing gift (see the above section on Chocobo Racing gifts). The character wearing

this materia counters with a physical attack each time he/she is hit for damaged (it is possible to wear

more than one of these materia and increase the number of counter attacks). It counters 20% of the

time at level 1, 40% at level 2, 60% at level 3, 80% at level 4, and 100% at level 5.

3. Long Range--80,000 AP to master. You find this materia in the Mythril Mine. The character

wearing this does the same amount of damage if moved to the back row as if he/she were in front.

4. MP Plus--50,000 AP to master. You can buy this at Cosmo Canyon or Mideel (after it's been

destroyed). This materia increases a characters Max MP by 10% if the MP Plus is at level 1, 20% at

level 2, 30% level 3, 40% at level 4, and 50% at level 5.

5. HP Plus--50,000 AP to master. You can get this at the same places you can get the MP Plus

materia, also, if you perform well in the drills for Heidegger and Rufus before you board the Shinra

boat for Costa Del Sol (you have to get Heidegger's mood up to between 60 and 90). This raises the

character's Max HP by the same percentages as the MP Plus does for MP.

6. Luck Plus--100,000 AP to master. You find this in the Temple of the Ancients. It increases a

character's luck status score by the same percentages as the HP and MP Plus materia.

7. Magic Plus--50,000 AP to master. You find this in Corral Valley (the area between the City of the

Ancients and Icicle Inn). It increases a character's magic status score by the same percentages as the

Luck Plus materia.

8. Speed Plus--100,000 AP to master. This is one of the prizes you can buy at Battle Arena in Gold

Saucer--it costs 12800 BP on disc 1 or 4000 BP on discs 2 and 3. (see the Battle Arena Prizes

section above for a full list). It does the same thing for your speed status score as Magic Plus does

for your magic status score.

9. Chocobo Lure--30,000 AP to master. You can buy this from Chocobo Billy (the guy in the barn

at the chocobo ranch) for 2000 gil, but after meteor has shown up you can find it there for free if you

accidentally got rid of your first one. To find the free one simply go to the farm and make your way to

the bottom of the screen and then walk in front of the fence toward the right side of the screen, you'll

eventually find it laying on the ground. This materia, when equipped, increases your chances of getting

into battle with a chocobo when running around on the chocobo tracks scattered throughout the

world. At level one it barely does anything for you, at level 2 it increases your chances by 1.5, at

level 3 it doubles your chances, and at level 4 it quadruples your chances.

10. Gil Plus--150,000 AP to master. You can purchase this at Wonder Square for 1000 GP. When

equipped, this increases the amount of gil gained after a battle by 1.5 at level 1 and doubles the

amount of gil received after a battle from level 2 on (so there is nothing gained by growing this

materia beyond level 2, even at level 3 you just get double the gil, but you should leave it in anyway

to keep getting the double gil).

11. EXP Plus--150,000 AP to master. You can purchase this at Wonder Square for 2000 GP.

When equipped, this increases the amount of EXP the character receives 1.5 times the EXP listed

after each battle and doubles it from level 2 on (so again there is nothing gained by growing this

materia beyond level 2 except that when you master it you can give the new one to another character

to help boost his/her EXP gains).

12. Pre-Emptive--80,000 AP to master. You can buy this at Battle Arena for 6400 BP on disc 1 or

1000 BP on discs 2 or 3 (see the Battle Arena Prizes section above for a full list). Increases your

chances of getting to attack first in a battle and your enemies are turned away from you. Normally

this happens about 3% of the time, with a Pre-Emptive materia at level 1 it occurs 5% of the time, at

level 2 it's 8%, at level 3 it's 10%, at level 4 it's 15%, at level 5 it's 20%.

13. Enemy Lure--20,000 AP to master. You can buy this at Battle Arena for 800 BP on disc 1 or

250 BP on discs 2 and 3 (see the Battle Arena Prizes section above for a full list). At level one this

materia will increase your enemy encounter rate by about 50%, at levels 2 and 3 it doubles the rate at

which you run into enemies.

14. Enemy Away--20,000 AP to master. You can win this at the Chocobo Races (see the Chocobo

Racing Prizes section above for a full list). This materia decreases the rate you encounter enemies by

50% at level one and by 75% at levels 2 and 3.

15. HP/MP Switch--80,000 AP to master. You find this in the materia cave North of Corel--you

need either a Black of Gold Chocobo to get it. Your HP and max HP switch with your MP and max

MP--absolutely one of the most worthless materia in the game except (as a number of people have

noted) if you're trying to build up your limits because your limit bar raises at a faster level if a higher

percentage of your HP is taken away with a hit--i.e. if you're at 9999 HP and sustain 100 HP of

damage your limit bar will not go up as much as if you were at 999 HP and sustained 100 HP of

damage!

16. Mega-All--100,000 AP to master. You find this in the Final Dungeon on the left route when you

get to the area with the light green waterfall and all the rocks that you jump on like stepping stones, if

you get on the rock right in the middle of the screen (roughly midway between two green chests that

are setting on rock ledges on either side of you) and jump into the waterfall you'll get the Mega-All

materia (you can usually not even see it!). Don't worry about jumping into the waterfall, you will land

right back on the rock you jumped from without any injury at all. When you first jump on to the

pedestal the game will try to make you automatically jump to the ledge on the left, what you have to

do is try to push the circle button as soon as you hit the pedestal and push forward into the waterfall,

don't worry if you don't get it the first time, you can always go back and try it again until you get it.

When equipped a normal physical attack becomes a Slash-All attack and if the character who has

this materia equipped also has any or all of Steal, Sense, Morph, Manipulate, or Deathblow

equipped then each one of them will target all enemies (note, none of these have to be linked to the

Mega-All, they just have to be equipped to the same character that has Mega-All--whichever one or

ones you equip will get the Mega-All benefits). Also note that linking Double-Cut (see the section

below on Command (yellow) materia to Mega All will result in nullifying the Double Cut materia.

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Command Materia Info

Here's some info on the various command (yellow) materia available throughout the game--included

among the details are what they do, where you can get them and the amount of AP needed to master

them.

1. Steal--50,000 AP to master. You can buy this at Kalm and you can find one in the Midgar

Sewers after you fall through Don Corneo's trap door. This materia executes a steal move instead of

an attack. When you've mastered this materia it will allow you to "Mug" an opponent, which is a

regular physical attack followed by a steal move.

2. Sense--40,000 AP to master. You can by this at Kalm, you can find it in the park at Midgar

Sector 6 after the pillar has collapsed and Tifa and Barrett have rejoined the group, also, Red XIII

begins the game with this one. Using this materia you can see the stats on your enemy--HP/HP max,

MP/MP max and any weaknesses he has. If after you've used sense on an enemy you press select

next time he/she/it is targeted you can see these stats again--the higher the level of the Sense materia

the more times you can do this per battle. This doesn't work on most bosses and a few other

enemies.

3. Deathblow--40,000 AP to master. You can find one of these in the paths around Gongaga and

you can buy one, after Meteor has shown up, at Rocket Town and at Fort Condor. You attempt a

deathblow move, which does a great deal more damage (critical damage=2x normal attack damage,

thanks to Slashley for that info) than you normally would and often times causing death with one hit,

the disadvantage is that your luck, dexterity and magic status, as well as the level of the Deathblow

materia, determine how often this works--if you hit then you do a great deal amount of damage, if

you miss then you miss entirely and have wasted an attack.

4. Manipulate--40,000 AP to master. Cait Sith begins with this materia, you can also buy one, after

Meteor appears, at Fort Condor or at Rocket Town. You attempt to gain control of an enemy's

movements--the enemy will turn green if your attempt is successful. The enemy remains under your

control until dead (of course) or until he his hit with an attack--the character who casts this spell can

not be used while the manipulation spell is working. This is very useful in getting the Enemy

Skills--see the section on page one for more details. Not effective on most bosses and some

enemies.

5. Morph--100,000 AP to master. You can find the only one of these at the Temple of the Ancients.

You attack an enemy for 1/8 the normal damage you would do, but if on that attack the enemy is

killed than it is morphed into some useful item (for example a Hi-Potion or Phoenix Down). Not all

enemies can be morphed, most bosses can't be either.

6. Throw--60,000 AP to master. At lower levels this materia allows you to throw any weapon in

your item pack at an enemy to cause damage--you do not get the weapon back so you should only

use this in desperation, if at all. Once mastered it allows you to execute a "Coin Toss" move which

allows you to throw gil at an enemy--10 gil will do 1 HP of damage--you don't get the gil back

either.

7. Slash All--150,000 AP to master. You find this in the Ancient Forest (see the section below about

how to get into the Ancient Forest) At lower levels this materia automatically makes your normal

physical attack target every enemy for the appropriate fraction of damage--if you attack 4 enemies

then each one receives 1/4 the damage you would do if you just hit one of them. If you master this

materia it turns to "Flash Slash" which makes your normal physical attacks target all enemies and

automatically kills them if it hits--note, your magic, luck and dexterity levels determine how often this

Flash Slash works (over 50% of the time this attack will miss completely so you frequently just waste

an attack, it's your gamble!) and it doesn't always work against bosses.

8. Double Cut (2x Cut)--150,000 AP to master. You find this in the Crashed Gelnika when you've

got the sub. At lower levels this makes your regular physical attack hit an enemy twice per turn. Once

you've mastered this materia it becomes a Quad Cut (4x cut) and hits an enemy with 4 physical

attacks per turn. NOTE--if you attach this to Mega All (the pink materia you find in the waterfall of

the final dungeon--see the section above on independent materia for details on this one) you

automatically turn the Double Cut materia's effects off.

9. Mime (also called Mimic)--100,000 AP to master. You get this from the materia cave near

Wutai--see the section on page one on the special materia caves. During a battle this allows a

character to mime the last move of a party member before him/her. So, if Cloud makes a physical

attack and then the next character who has a turn uses mime then the character miming will also do a

physical attack. If the last thing a character did was cast the Knights of the Round Summon then the

character miming will cast the KOR summon--but the character miming will not lose any MP with

that casting. Likewise with items, if one character uses a potion during battle (thus lowering the

number of potions by one) and the next character mimes this act then he/she will also use a potion but

it won't decrease the number of potions. This works for all spells, summons and attacks except limit

breaks--you can't mime someone else's limit break. You can mimic your own limit break, but of

course this means that your other two characters had to have done nothing since you used your limit

break the first time in that battle. One neat little trick about this is that if a character tries to cast a

spell or summon for which he/she doesn't have enough MP then of course nothing will happen, but if

the next character mimes then he/she will cast the attempted summon or spell for free.

10. W-Item--250,000 AP to master. You find this in Midgar Sector 8, after you've parachuted off

the Highwind--when you get into the underground tunnels if you run towards the bottom of the screen

you enter a series of tunnels (don't worry, the tunnels are set up in such a way that you've only one

path to follow and you can't get lost), keep following them and you'll pick up some useful items and

eventually, after about 7 or 8 tunnels, the W-Item materia near the dead end. Once you've got this

materia turn around and make your way back to the point where you entered the underground tunnel

and this time run towards the top of the screen and you'll be on your way to the Shinra Headquarters

(this is optional, but there's some nice stuff there) and then to the Sister Ray. This allows you to use

two items from your item pack per turn during battle--it's also useful for the W-Item trick--see the

section above with that title for details.

11. W-Summon--250,000 AP to master. You can buy this at battle square at Gold Saucer on disc 2

or 3 for 64,000 BP. This allows you to cast two summon spells per turn.

12. W-Magic--250,000 AP to master. You find this in the Final Dungeon on the Left/Up Route--it's

just under the treeline near the bright light in the center of the screen (the Command Counter

materia--see the section on Blue (support) materia above--is hidden in the center of the bright light).

This materia allows you to use two magic spells per turn.

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Spell Materia Info

Here is a list, roughly in the order they can be acquired of the info on the Spell (green) materia.

Included in this list are where you find them, what they do, the amount of AP needed to master them

and other info. Note that (if I remember my trial and error right) comet, contain, shield, ultima, full

cure, and exit will not work with an All materia.

1. Restore--40,000 AP to master. You can buy this one at just about every town up through

Meteor's appearance (see the Shopping List section above). You also find one on your way to blow

up the first reactor. One of the best materia in the game--it restores HP (small amount at Cure1,

medium amount at Cure2 and large amount at Cure3) or does a similar amount of Heal damage (to

creatures that are weak against heal spells). In between Cure2 and Cure3 there's a level called Regen

which continually replenishes HP for a limited amount of time during battle.

2. Heal--60,000 AP to master. You can buy this at Kalm, Junon, Gongaga and, after Meteor shows

up, at Costa Del Sol. There are three spell levels for this materia; Poisona--cures poison condition,

Esuna--cures all conditions except those resulting from Time, Barrier or Restore spells, Resist--does

not heal any current conditions but makes characters impervious from receiving any other conditions

during that battle.

3. Revive--55,000 AP to master. You can buy this at Junon, Gongaga and, after Meteor appears, at

Costa Del Sol. This materia has two spell levels--Life1, brings character back to life at 1/4 previous

HP level. Life2, brings character back to life with max HP.

4. Lightning--35,000 AP to master. You can buy this at most cities (see the Shopping List section

above) up until Meteor appears, you can also buy it at Fort Condor once Meteor has shown

up--Cloud begins the game with this materia. This materia has three spell levels; Bolt1--100 to 300

HP lightning damage, Bolt2--500 to 1200 HP lightning damage, Bolt3--2000 to 4000 HP lightning

damage.

5. Fire--35,000 AP to master. You can buy this at most cities (see the Shopping List section above)

up until Meteor appears and you can buy it at Fort Condor after Meteor shows up, Red XIII begins

with this materia. This materia has three spell levels; Fire1--100 to 300 HP fire damage, Fire2--500

to 1200, Fire3--2000 to 4000.

6. Ice--35,000 AP to master. Same locations as Fire and Lightning (but neither Cloud nor Red XIII

starts with this one). This materia also has three spell levels; Ice1--100 to 300 HP ice damage,

Ice2--500 to 1200, Ice3--2000 to 4000.

7. Earth--40,000 AP to master. You can buy this at Kalm, Junon and, after Meteor appears, at

Costa Del Sol. This materia has three spell levels; Quake1--200 to 500 HP earth damage,

Quake2--750 to 1500, Quake3--2500 to 4500.

8. Poison--38,000 AP to master. You can buy this at Junon and, after Meteor shows up, at Costa

Del Sol. You will also find one in the Shinra Headquarters near the save point on the 67th floor. This

materia has 3 spell levels aside from the poison damage, each level also casts the poison condition on

the enemy or enemies it hits--the poison condition drains additional HP throughout the battle;

Bio1--150 to 400 HP of poison damage, Bio2--600 to 1200, Bio3--2000 to 3500.

9. Gravity--40,000 AP to master. You can buy this one at Mideel or, after Meteor shows up, at

Costa Del Sol--you also get one for defeating the Gi Nanataku boss in the Cave of the Gi in Cosmo

Canyon. This materia is generally not of any use against bosses! There are 3 spell levels;

Demi1--damages an opponent(s) equal to 1/4 their current HP, Demi2--damages opponent(s) equal

to 1/2 their current HP, Demi3--damages opponents equal to 3/4 their current HP.

10. Seal--20,000 AP to master. You can buy this at Junon or, after Meteor appears, at Costa Del

Sol. There are two spell levels to this materia; Sleepel--attempts to put target(s) to sleep,

Silence--attempts to silence target(s) thus making them incapable of casting spells. Odds of success

for these vary based on your character's status scores for magic and luck and on the target(s) you are

casting at.

11. Transform--24,000 AP to master. You can buy this at North Corel, Gongaga, Cosmo Canyon,

Mideel, you will also find one at Corel Mountains and Cait Sith begins with this materia. This materia

has 2 spell levels; Mini--attempts to miniaturize target(s), Toad--attempts to turn target(s) into a toad.

Odds of success vary along the same lines as for Seal materia. Also, if you cast these spells on an

enemy or character that already has that condition then it will heal them of it.

12. Mystify--25,000 AP to master. You can buy this at Gongaga and Cosmo Canyon. There are 2

spell levels to this materia; Confu--attempts to confuse target(s), Berserk--attempts to put target into

berserk (where they're so crazy that they decrease their odds of making a solid hit, but they do often

tend to attack faster). Odds of success vary along the same lines as with the Seal materia.

13. Time--42,000 AP to master. You can buy this at Gongaga or at Rocket Town. There are 3 spell

levels for this materia; Haste--causes time bar for an enemy or ally to fill up faster, Slow--causes time

bar for an enemy or ally to fill up slower, Stop--freezes an opponent until spell wears off or the target

is dispelled of the condition--this has a better chance of working if cast on an enemy that has already

been slowed first (thanks to Slashley for noting this). Stop usually doesn't work on bosses.

14. Destruct--45,000 AP to master. You buy this at Mideel and, after Meteor shows up, at Fort

Condor, you will also get one in the Shinra Mansion in Nibelheim when Sephiroth pelts you with it

before he leaves. This materia has 3 spell levels; DeBarrier--destroys Barrier, MBarrier, Wall and

Shield, DeSpell--destroys all the things that DeBarrier destroys but also eliminates other conditions

(Haste, Death Sentence, Slow, Stop, Regen, and Resist), Death--causes instant death on

target(s)--chances of success of Death spell vary along the same lines as Seal materia.

15. Exit--30,000 AP to master. You can buy this at Rocket Town. Note--this materia automatically

effects all enemies or allies so it does not link with an All materia! There are two spell levles to this

materia; Escape--all allies instantly flee from battle--this doesn't work on bosses and some other

enemies as well, Remove--all enemies are "removed" from battle by a light from the sky--this doesn't

work on bosses and on a few other monsters (you will get normal AP and EXP but you will not

receive any gil from enemies that you defeat this way).

16. Barrier--45,000 AP to master. You can buy this at Rocket Town. This materia has 4 spell levels;

Barrier--creates a barrier that cuts damage from physical attacks by 1/2 for a limited time,

MBarrier--creates a barrier that cuts damage from magic attacks by 1/2 for a limited time,

Reflect--sets up a barrier that reflects the next four spells cast against it, Wall--combination of Barrier

and MBarrier.

17. Comet--60,000 AP to master. You find this in the City of the Ancients (Forgotten City) in one of

the little huts on the right path. There are 2 spell levels to this materia; Comet--One meteor hits

opponent for damage over 4000 HP, Comet2--four meteors hit enemy (or if there are more than one

enemy it randomly distributes the four over those enemies) each doing between 1000 and 2000 HP

damage.

18. Contain--60,000 AP to master. You find this at Mideel--after meteor has gone through be sure

to stop back and find the little white chocobo, feed it a Mimett green and then scratch him behind the

ears, you only get to do this once so don't scratch him anywhere else. There are 4 spell levels to this

materia; Freeze--Ice damage over 5000 HP to one target, Break--Earth damage over 5250 HP to

one target, Tornado--Wind damage over 5500 HP to one target, Flare--Fire damage over 6000 HP

to one target.

19. Full Cure--100,000 AP to master. You find this in Cosmo Canyon after Meteor shows up, (see

the section on page one about the Secret Room at Cosmo Canyon for more details). This spell

completely refills HP of one target. The higher it's level the more it can be used per battle.

20. Ultima--100,000 AP to master. You get this at North Corel, after Meteor shows up, if you

succeed in saving North Corel from the runaway train--the little boy will give this materia to you

when you get back to the town. If you make it to the Shinra train but fail to stop it then you can't get

Ultima. If, however, you let the Shinra train go (and don't catch up to it and board it) you can buy

Ultima from the boy in the last car of the train for 50,000 gil. Note--this materia targets all enemies

automatically and so can not be linked to an All materia. Does over 5000 HP damage to all

enemies--note, you have to get 20,000 AP on this materia before it works!

21. Shield--100,000 AP to master. You find this in the Final Dungeon on the left/up route. This

materia provides limited time protection from all physical damage and converts all typed magic

damage into HP.

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Entering the Ancient Forest--two ways

The Ancient Forest is a strange little optional quest. It's just a little northeast of Cosmo Canyon but

it's not easy to get to--the Typoon materia (see the summon materia section above) the Slash All

materia (see the command materia section above) are here, as well as the Minerva Band (see the

accessories section on page one) and Cloud's Apocalypse Sword which triples the growth rate of

materia (see Cloud's weapons and limit breaks section below) and a few other things are also here so

it is worth the trip. There are two ways to get into the Ancient Forest northeast of Cosmo Canyon.

The traditional way is by defeating ULTIMATE WEAPON after the shield over the crater has been

destroyed and he shows up floating over Lake Junon. You'll have to fight him several times, he has a

tendency to fly away when injured, but eventually he'll settle over Cosmo Canyon and it's a fight to

the finish (although I've been told that if you hit him with Knights of the Round when you fight him

over Junon then exit the highwind, save your game on the world map, re-enter the highwind and fly to

Cosmo Canyon he'll be there waiting for you, credit vici.timor with this tip). Beat him near Cosmo

Canyon and when his lifeless body hits the ground it opens up a path to the Ancient Forest.

There is a way to get there even earlier (provided you breed chocobos before you get to the shield's

destruction). I had thought about this a number of times but never remembered to try it--thanks to

Rob Hill for remembering to try it and verifying it does work. You can simply ride a Green, Black or

Gold chocobo right up to the Ancient Forest, dismount and walk right in. If you're using the Green or

Black you'll have to ride them into the highwind (see instructions at the end of the Chocobo breeding

section on page one), land the highwind on the grass outside of Cosmo Canyon and ride them to the

forest. If you're using the Gold chocobo you can just ride him across the ocean and into Cosmo

Canyon and to the forest. Even if you go to the Ancient Forest this way you should still make a point

of killing ULTIMATE WEAPON since it is by killing him that Cloud gets his best weapon, the

Ultima Sword--see the section below on Cloud's weapons and limit breaks for details on this sword.

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Getting Through the Ancient Forest

The Ancient Forest isn't too tough to get through, you just have to be patient because a little bit of

backtracking is required at times.

There are three types plants that are of use to you...

pod plants--light grey hanging pods that you can put insects or frogs into--when you do this the pod

closes and you can walk across the top. Be warned, the pod digests insects within 7 seconds and

then re-opens so you can't walk across them without giving it another insect. If you put a frog into a

pod plant you'll get a different reaction, the plant will close but after 7 seconds the plant spits the frog

back out and if you're on the plant when this happens it hurls you in whatever direction you're facing

(there are times when you want to take advantage of this!)

Spring vines--hanging pink vines that when you jump on them propel you forward, no insects of frogs

needed.

Beehives--you can get these from the big orange plants (note--orange, not pink) and put them in the

large pink fly traps to get them to close up without hurting you. Here's a hint--if the plant is at ground

level then it is a fly trap, if the plant is up on a ledge then it's a beehive.

Also be warned that there are enemies roaming the Ancient Forest so be prepared for random

battles! So here goes....

When you first enter the Ancient Forest you are immediately introduced to bugs (little green things

that look like flies) and frogs. You want to gather the bug and take it under the little earth-bridge

(where you'll pass two other bugs) and over to the ledge on the right. By this ledge you'll see the

hanging pod plants I mentioned. Don't release the bug too near the plant or it will get eaten and you

don't want that yet but don't leave it too far away or it won't do you any good! Go back under the

little bridge and take one of the other bugs and put it with the one you just dropped off. Now go

back to the bridge and get the final bug and this time go up to the pod plant and release the bug. If

you're close enough the plant will take the bug--if not, pick it up and try again. Once it takes the bug

it closes, it will only stay that way for about 7 seconds so don't hesitate here. Go back and get one of

your other bugs, hop onto the first plant and release the bug into the second. Now jump back down

and get the third bug, jump on the first plant, then to the second, release the bug into the third plant,

jump onto it and then over to the grass. At the bottom of the screen you'll see a large pink plant with

a grey package in the middle. If you approach this plant very carefully and walk onto it a step at a

time (press circle after each step) you'll be able to pick up Vincent's Supershot ST without the plant

closing on you. Once you get it then back off the plant.

Now, head to the right and you'll come to a pink springy vine, jump on it and it will bounce you

across the chasm. Go up and around the tree on your left to get Red XIII's Spring Gun Clip. After

you do this head to the right. Now grab the bug and hit the next springy vine and you will end up on a

ledge. Put the insect in the pod plant to your right, jump onto it, then to the next pod plant (which is

already closed for your jumping convenience) then to the springy vine which will boost you to the

right side of the big flytrap in the middle of the screen. Once you land grab the frog and walk up the

ledge that is flanked by pod plants. Put the frog in the pod plant on the left, jump onto this plant, face

left and wait for the plant to spit the frog out. You're now on the ledge with the big orange plant--in

the middle of it is a beehive, pick it up and walk off the ledge and go to the pink fly trap on your left.

Release the beehive in the fly trap and it will close and you can walk around it and get the Slash All

materia. Now go get the frog again and go up to the ledge with the pod plants on either side and put

the frog in the right pod plant, get onto it and face right. You'll probably notice a grey bag on one of

the trees here, don't worry about it, you can't get it yet. When the plant spits out the frog you'll be

thrown into the next screen.

On the next screen you'll find an bug right in front of you, pass it and head right and pick up the bug

you'll find there. Head back to your left and find the pod plants, go to the ledge near the pod plants

and release the bug into the plant, go get the bug you saw when you first came in, jump onto the first

pod plant, release the bug, jump to the second pod plant and then to the springy vine--you will be

shot up into the tree tops.

Head to the big trunk on your left and work your way down, you'll get the grey package you saw

before, it's the Minerva Band (see the armor list on page one for details on this armor). You can't go

back up the tree--all you can do is exit to the left, grab the frog, go to the ledge with the pod plants

on either side of it and put the frog into the right pod plant, jump on it, face right and you'll be hurled

back to the next screen (you realize this is the third time you've put that particular frog through that

experience!).

Now that you're back where you need to be you need to get up to the tree tops again, use the same

method you used a second ago. Once you're back in the tree tops head to the trunk on the left again,

but this time work your way up instead of down. Once you get to the next branch go right on that

branch, you'll eventually come to an area with a broken stump angling up and to the right. Climb on

this stump and jump across the three springy vines. When you land work your way to the far left side

of the screen and, near the bottom of the screen, you'll find the Typoon materia (see the section

summon materia above) in grey bag. Now backtrack across the three springy vines to the broken

stump and work your way down the right side of this stump. You'll do a little tightrope walking and

eventually exit to the right.

Now grab the first bug you find and head to the pod plants on the right. Put the bug in the lower

plant, jump on it and then to the already closed second plant and then up to the ledge where the

beehive is. Grab the beehive, walk off the ledge and release the beehive in the big fly trap. Find

another bug, grab it and then head up to the ledge above the now closed fly trap. Put the bug in the

pod plant, jump on the plant and then jump to the ground on your left.

Now get the bug on the far left side of the screen and release it in front of the hollow tree--if you

release it near enough to the opening a frog will jump out and eat the bug. Now pick up the frog (you

better hope all this frog handling doesn't cause warts!) and take it to the ledge on the right, release it

but not too close to the pod plant. Now head left again and find another bug, pick it up and take it to

the ledge where you just left the frog. Put the bug in the pod plant, then pick up the frog, jump onto

the pod plant and the jump to the ground to your right. Now walk past the closed fly trap and to the

ledge on the right. This time put the frog in the lower pod plant, jump onto that pod plant and then

simply face right and wait for the plant to spit out the frog and hurl you to the next screen.

Go in the cave you see and head straight to the right and you'll find a chest with Cloud's Apocalypse

sword (see the section on Cloud's weapons and limit breaks below for more details on this useful

sword). Now get back into the center of the cave and start heading north, you'll soon see the exit,

there are some stairs on the right side of the screen at this point, head up them to find a chest with an

elixir in it. Now you've got everything, go through the exit and you'll be out of the Ancient Forest.

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The Key to Midgar

The key to Midgar is a useful item to pick up but a little difficult to find, I'll do my best to fill you in on

the details.

After Cloud recovers from his coma go to Midgar, get out of the highwind and walk into the city.

You'll find that the door is locked and there's an old guy standing beside it. Talk to him and he'll

mention losing a key, probably on an excavating tour (boy does that guy know how to vacation!). Go

to Bone Village and talk to the guy on the hill about digging for normal treasure. You want to dig

down on the lower level on the right side of the screen under what looks like a big metal claw or

talon. It might take you a few tries but you'll eventually find the right spot--and you'll have the key to

Midgar.

Why do you want this--well, for one thing it will get you to Wall Market where you'll be able to

purchase the Sneak Glove (see the Accessories list on page one) and Tifa's ultimate weapon (see the

section on everyone's ultimate weapons on page one). And you can partake a little more in the

mystery that surrounds Aeris' resurrection. If you go to the church where you first met her you'll find

two kids looking over the flowers and you'll see a few seconds of Aeris' faint ghost. Some people

have suggested that whatever you need to do/have done/have obtained to get Aeris back needs to

happen/have happened by/been obtained by now and that this is the point where she can be brought

back--but I have no way of confirming or denying this.

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Prizes for Junon Performances

Your first time in Junon you'll have to play soldier twice and how well you do it will determine what

gifts you get. The first instance will be when you have to join in with the parade ranks. The better you

do the better the audience rating and therefore, the better your prize. You have to make your way

across the ranks and to the open spot on the last row and then try to march in time with the others

If your final audience rating is from 0-29% you get a grenade.

30-39% gets you 6 Potions

40-49% gets you 6 Ethers

50% or higher gets you 5000 gil.

The second time you're going to be judged is when you have to perform rifle drills in front of

Heidegger and Rufus just before you get on the ship to Costa Del Sol, how well you do affects

Heidegger's mood so try to keep him happy.

If his mood falls between the 0-50 range you get Silver Glasses.

From 60-90 you get an HP Plus Materia

From 91 up you get Cloud's Force Stealer sword (see the section below).

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Exchanging the Highwind for the Tiny Bronco

There has suddenly appeared a rumor that you can switch the Highwind for the Tiny Bronco--I have

no idea why you'd want to do this. I have not found anyone who has told me they've accomplished

the feat--but a lot of people seem to know the way. There is one crucial piece of info missing--where

exactly the repairman in Junon is located. With so many people noting how to do this, but none of

them could ever find this guy either. I'd love for someone to confirm that they've tried all this stuff and

it doesn't work, that way I can take this section back off. But if this does work I want to know

exactly where to find the repairman, if you e-mail me and tell me that it worked but you don't tell me

where the repairman is located then I'm not going to consider that a confirmation. This explanation

comes from Stanley Davis who admits that he hasn't been able to get it to work either!

Go to Gold Saucer and play the roller coaster game until you manage to get the Super Sweeper. So

far the Super Sweeper has had no known use. After you have the Super Sweeper head to Junon and

talk to everyone until you find the repairman, he'll say "I can fix anything." Once you find this guy talk

to him again and he'll ask you if you want to make a trade and he'll take the Super Sweeper and fix

the Tiny Bronco and you get it and surrender the Highwind to him.

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Cloud's weapons and limit breaks

Here's a complete list of Cloud's weapons, hopefully in the order you can get them, including details

on materia slots, special effects, improvements to status scores (where applicable), and locations

where you can get the weapon. This section also contains a discussion of all of Cloud's limit breaks.

Weapons

1. Buster Sword--1 set of linked slots, normal materia growth. Cloud begins with this weapon and

you can't sell it, even as he gets new and better weapons. Attack=18, Hit=23, Magic=2.

2. Mythril Saber--1 set of linked slots, 1 unlinked slot, normal growth. You can buy this for 1000 gil

at Kalm and Junon. Attack=23, Hit=98, Magic=4.

3. Hardedge--1 set of linked slots, 2 unlinked slots, normal materia growth. You can buy this at

Junon and Gongaga for 1500 gil, you can also steal it from Shinra 3rd Class Soldiers in the Shinra

Headquarters. Attack=32, Hit=98, Magic=6.

4. Force Stealer--3 unlinked slots, double materia growth. You can buy this sword at North Corel

for 2200 gil, you can win it at Junon buy scoring over 91 when you perform drills for Heidegger and

Rufus before getting on the ship for Costa Del Sol. Attack=36, Hit=100, Magic=7.

5. Butterfly Edge--2 sets of linked slots, normal materia growth. You can buy this at Cosmo Canyon

for 2800 gil. Attack=39, Hit=100, Magic=8.

6. Rune Blade--4 unlinked slots, double materia growth. You can buy this for 3800 gil at Junon,

you can also find one at Nibel Mountain--when you get to the area that has two rocky peaks and the

rope bridge on the left go to the little peak on the right and you'll find one on one of the ledges.

Attack=40, Hit=108, Magic=9.

7. Yoshiyuki--2 unlinked slots, normal materia growth. You get this at Rocket Town if you stop and

talk to the old man outside the house in the center of town--be sure to talk to him a while and gaze at

the Rocket with him! Attack power doubles when one of Cloud's party members is dead, it triples

when they are both dead. Attack=56, Hit=100, Magic=9.

8. Murasume--2 sets of linked slots, 1 unlinked slot, normal materia growth. You can buy one for

6500 gil at Wutai. Attack=51, Hit=100, Magic=12.

9. Organics--2 sets of linked slots, 2 unlinked slots, normal materia growth. You can buy one of

these for 12,000 gil at Icicle Inn. Attack=62, Hit=100, Magic=12.

10. Nail Bat--no materia slots. You can find one of these in the Temple of the Ancients--when

you're in the clock room stand on the arm of the clock and let yourself be knocked off by the second

hand, you receive no damage, you get the nail bat and then will easily make your way back to the

clock room. You can also buy one of these in Junon for 2800 gil after Meteor appears. Attack=70,

Hit=100, Critical=4.

11. Enhance Sword--4 sets of linked slots, normal materia growth. You can buy this at Junon after

Meteor shows up, for 12,000 gil. You will also find one at Gaea Cliff in the treasure chest you'll find

after you've killed the 4 icicles and jumped down to the lower path. Attack=43, Hit=107, Magic=16.

12. Crystal Sword--3 sets of linked slots, normal materia growth. You can buy this at Mideel for

18,000 gil. Attack=76, Hit=105, Magic=19.

13. Apocalypse--3 unlinked slots, triple materia growth. You find one of these in the Ancient

Forest behind Cosmo Canyon after you've killed ULTIMATE WEAPON and his falling carcass

opens a path for you. This sword raises Cloud's Magic and Spirit status scores. Attack=88,

Hit=110, Magic=43, Spirit=16.

14. Heaven's Cloud--6 unlinked slots, normal materia growth. You find this in the Crashed Gelnika

once you have the sub. This sword raises Cloud's Magic status score a great deal. Attack=93,

Hit=100, Magic=31.

15. Ragnarok--3 sets of linked slots, normal materia growth. You get this from defeating the Proud

Clod boss (see page one's section on Boss fights--he's number 8 on disc 2). This sword raises

Cloud's Spirit and Magic scores by a large amount. Attack=97, Hit=105, Magic=43, Spirit=35.

16. Ultima Weapon--4 sets of linked slots, no materia growth. You get this sword from defeating

ULTIMATE WEAPON once the shield over the Crater has been taken out by the Sister Ray

(Midgar Cannon). As Cloud's HP rises so does the attack power of the sword, it also raises Cloud's

Magic and Spirit status scores considerably. Attack=100, Hit=110, Magic=51, Spirit=24.

Limit Breaks

For more info on how limit breaks are gained see the section on page one. Also note that the amount

of damage each break does is determined (at least in part if not entirely, by Cloud's level, his status

scores and the type of sword he's carrying).

Level 1, 1st break--BRAVER--Cloud focuses energy into whatever sword he has and then strikes

for a moderate amount of damage.

Level 1, 2nd break--CROSS-SLASH--Cloud does a series of slashes on an enemy, causing more

damage than BRAVER and often paralyzing the enemy.

Level 2, 1st break--BLADE BEAM--Cloud hits one enemy with a burst of energy from his sword

doing a medium amount of damage, the other enemies are hit for around 1/4 that damage each.

Level 2, 2nd break--CLIMHAZZARD--Cloud stabs a single enemy and then leaps into the air

ripping the sword through the enemy, this does a heavy amount of damage.

Level 3, 1st break--METEORAIN--Cloud jumps into the air and fires six meteors that hit enemies

randomly, each doing a light amount of damage.

Level 3, 2nd break--FINISHING TOUCH--Cloud creates a whirlwind that swoops all enemies out

of the battle, ending the battle instantly. Note that against bosses this doesn't end the battle, it swoops

them into the air and drops them back to the ground doing a moderate amount of damage.

Level 4--OMNISLASH--Cloud attacks 15 times, hitting enemies at random, doing a moderate

amount of damage with each hit.

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Aeris' weapons and limit breaks

Here's a list of Aeris' weapons, hopefully close to the order in which you can find them, including

things like materia slots, materia growth levels, and any other important info including how they raise

her status scores. This section also contains a discussion of her limit breaks

Weapons

1. Guard Rod--1 slot, normal materia growth. Aeris starts with this weapon. Attack=12, Vitality=1,

Magic=2, Spirit=4, Hit=99.

2. Mythril Rod--1 pair of linked slots, normal materia growth. You can buy this at Wall Market for

370 gil. Attack=16, Magic=3, Hit=100.

3. Striking Staff--1 pair of linked slots, 2 unliked slots, normal materia growth. You can buy this at

Junon or Gongaga for 1300 gil, or you can steal it from the Chimera (appears in the desert around

Gold Saucer (you must be in the buggy to drive around there and fight it, it's also called the Harpy) or

from Eligor (that's the beast in the Midgar trainyard that looks like someone--something--in a

chariot). You can also buy one in Junon after Meteor has shown up--but by then Aeris is dead! Note

that this weapon raises your chances of getting a critical hit. Attack=32, Magic=7, Hit=100,

Critical=2.

4. Full Metal Staff--1 pair of linked slots, 1 unliked slot, normal materia growth. You can buy this at

Kalm for 800 gil. Attack=22, Magic=4, Hit=100.

5. Wizard Staff--3 unliked slots, double materia growth. You can find one of these at the Corel

Mountain by letting yourself fall off the train tracks and grabbing onto the left side and scaling back

up. You can also buy one at Junon after Meteor appears--of course Aeris is dead by then so why

would you want to (or maybe she's supposed to have been revived by then, nothing like Squaresoft

going out of their way to make this a mystery that starts out intriguing but then ends up being

annoying!). Attack=28, Magic=6, Hit=100.

6. Umbrella--no materia slots. You can win one of these at Gold Saucer--on disc 1 if you score

over 5000 points on the Shooting Coaster game you'll get this weapon. Attack=58, Vitality=20,

Magic=10, Hit=118, Critical=5.

7. Fairy Tale--7 unliked slots, normal materia growth. You can get this Junon after meteor (so who

cares, Aeris is dead) and by defeating Reno when you encounter him and Rude and Gongaga.

Attack=37, Magic=8, Hit=103.

8. Prism Staff--2 pairs of linked slots, normal materia growth. You can buy this at Cosmo Canyon

for 2600 gil. Attack=40, Magic=10, Hit=105.

9. Wizer Staff--4 unliked slots, double materia growth. You get this from beating the Gi Nanataku

boss in the Gi Cave in Cosmo Canyon. You can also buy one at Junon after Meteor shows up, even

though Aeris is dead by then. Attack=33, Magic=7, Hit=100.

10. Aurora Rod--2 pairs of linked slots and one unliked slot, normal materia growth. You can buy

this for 5800 gil at the weapon shop in Wutai (after you've saved Yuffie from Corneo--see the

section on finding Yuffie and your materia at Wutai on page one). Attack=51, Magic=14, Hit=110.

11. Princess Guard--3 pairs of linked materia slots, one unlinked slot, normal materia growth. You

find this in the IIII section of the clock room at the Temple of the Ancients (why didn't they call it IV

instead of IIII?). The attack power on this weapon doubles when one of the members in the party is

dead and triples when both are dead and Aeris is the only one left fighting. Attack=52, Vitality=12,

Magic=22, Spirit=20, Hit=111.

Limit Breaks

Level 1, 1st break--HEALING WIND--recovers 1/2 of each character's max HP.

Level 1, 2nd break--SEAL EVIL--casts stop and silence on all enemies (not effective on every

monster).

Level 2, 1st break--BREATH OF THE EARTH--Mega-dispell, every abnormal condition, this

includes all time conditions and every positive condition (like Regen) is cleared away from all

characters.

Level 2, 2nd break--FURY BRAND--fills up the limit bars of the other two members of the party.

Level 3, 1st break--PLANET PROTECTOR--For a limited time, all party members are invulnerable

to all attacks.

Level 3, 2nd break--PULSE OF LIFE--Recovers max HP and MP of all party members--even

dead ones.

Level 4--GREAT GOSPEL--combination of Pulse of Life and Planet Protector--all party members

max HP and MP are restored (even dead members) and everyone becomes invincible to all attacks

for a limited time.

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Barrett's weapons and limit breaks

Here's a list of Barrett's weapons, hopefully in the order you can get them, including details on

materia slots, status effects and other info. There is also a list of Barrett's limit breaks and what they

do.

Weapons

1. Gatling Gun--1 materia slot, normal materia growth. Barrett begins with this weapon, you can't get

rid of this weapon. Note that this weapon does full damage even if you move Barrett to the back

row. Attack=14, Hit=97.

2. Assault Gun--1 pair of linked slots, normal materia growth. You can buy this at Midgar Sector 8

and at Wall Market for 350 gil. You can also steal one from the Guard Scorpion (the 1st boss--see

the boss fights section on page one). This weapon does full damage from the back row. Attack=17,

Magic=1, Hit=98.

3. Atomic Scissors--1 pair of linked slots, two unlinked slots, normal materia growth. You can buy

this at Junon and Gongaga for 1400 gil. You can also steal one from the Custom Sweeper, the

machine-gun like beasts surrounding Midgar that you learn the Matra Magic enemy skill from.

Attack=32, Magic=4, Hit=99.

4. Cannon Ball--1 pair of linked slots, 1 unlinked slot, normal materia growth. You can by this at

Kalm and at Junon (before Meteor shows up) for 950 gil. Attack=23, Magic=2, Hit=99.

5. W Machine Gun--3 unlinked slots, double materia growth. You can buy this at Junon for 2000

gil after Meteor appears, you can also find one at the Corel Mountain (it's in a chest on the highest

part of the tracks). This weapon does full damage even from the back row. Attack=30, Magic=3,

Hit=100.

6. Heavy Vulcan--2 pairs of linked slots, normal materia growth. You can buy this at Cosmo Canyon

for 2700 gil. This weapon does full damage even from the back row. Attack=39, Magic=8,

Hit=100.

7. Enemy Launcher--1 pair of linked slots, 3 unlinked slots, normal materia growth. You can by this

at Junon for 3300 gil after Meteor has shown up. You can also find one in the Shinra Mansion in

Nibelheim (upstairs in the round room all the way to the left). This weapon does full damage even

from the back row. Attack=35, Magic=7, Hit=100.

8. Drill Arm--4 unlinked slots, double materia growth. You can buy this at Junon for 3300 gil after

Meteor appears, you can also find one in Rocket Town (in the chest in the room beside the

bathroom in Cid's house). This weapon increases the odds of scoring a critical hit. Attack=37,

Hit=97, Critical=3.

9. Chainsaw--2 pairs of linked slots, 1 linked slot, normal materia growth. You can buy this for 6300

gil at Wutai, once you've rescued Yuffie from Corneo (see the section on finding Yuffie at Wutai on

page one). Attack=52, Magic=10, Hit=100.

10. Rocket Punch--no materia slots. You can buy this for 3200 gil at Junon once Meteor has

appeared, you can also find one in the Temple of the Ancients in the chest in the lower left corner of

the stair maze. This weapon increases the odds of scoring a critical hit. Attack=62, Hit=110,

Critical=4.

11. Microlaser--2 pairs of linked slots, 2 unlinked slots, normal materia growth. You can buy this for

12,000 gil at Icicle Lodge. This weapon does full damage even from the back row. Attack=63,

Magic=13, Hit=101.

12. Solid Bazooka--4 pairs of linked materia slots, normal materia growth. You can buy this at

Costa Del Sol, after Meteor has shown up, for 16,000 gil. This weapon does full damage even from

the back row. Attack=61, Magic=15, Hit=100.

13. AM Cannon--3 pairs of linked slots, normal materia growth. You can buy this at Mideel for

18,000 gil. This weapon does full damage even from the back row. Attack=77, Magic=16, Hit=103.

14. Maximum Ray (also called Max Ray)--3 pairs of linked slots, normal materia growth. You can

find this in Midgar Sector 8 (after you parachute from the Highwind) at the top center of the screen

with all the stairs and ramps. This weapon does full damage even from the back row and it raises

Barrett's magic status considerably. Attack=97, Magic=30, Hit=98.

15. Pile Bunker--3 pairs of linked materia slots, no materia growth. You find this in the Shinra

Building after you've parachuted off the Highwind, it's in the gift shop in one of the two chests that

you couldn't open on disc 1 (the other chest contains Tifa's Master Fist--#15 in Tifa's weapon list

below). This weapon raises the odds of scoring a critical hit. Attack=90, Hit=80, Critical=3.

16. Missing Score--4 pairs of linked slots, no materia growth. You find this in a green chest on the

last landing of the Sister Ray (see the section on everyone's ultimate weapons--page one--for more

details). Attack power rises as the total AP of all materia equipped to Barrett--the higher the AP

total of the materia Barrett is carrying, the strong the attack power of this weapon becomes. This

weapon does full damage even from the back row and significantly raises Barrett's magic status.

Attack=98, Magic=49, Hit=108.

Limit Breaks

Level 1, 1st break--BIG SHOT--Barrett fires one focused pulse of energy at a single opponent for

moderate damage.

Level 1, 2nd break--MINDBLOW--Reduces an enemy's MP level to 0, not effective against most

bosses.

Level 2, 1st break--GRENADE BOMB--Huge grenade is fired, hits all enemies for a moderate

amount of damage.

Level 2, 2nd break--HAMMER BLOW--Instant death to a single enemy, this doesn't work against

most bosses and a few other enemies.

Level 3, 1st break--SATELLITE BEAM--Lasers blasts fall from the sky causing moderate to heavy

damage on all targets.

Level 3, 2nd break--UNGERMAX--Eighteen rounds are fired randomly at enemies, each hit causes

light damage.

Level 4--CATASTROPHE--Huge beam of energy that targets all enemies and hits scores a total of

20 hits, at random, each hit causes light damage.

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Tifa's weapons and limit breaks

Here are lists of Tifa's weapons (roughly in the order they can be acquired) and her limit breaks. Her

weapons list includes, for each weapon, materia slot info, where the weapon can be found and any

other special info.

Weapons

1. Leather Glove--1 slot, normal materia growth. This is the weapon that Tifa starts with. Attack=13,

Hit=99, Critical=2.

2. Metal Knuckle--1 pair of linked slots, normal materia growth. You can buy this for 320 gil from

Wall Market. Attack=18, Magic=1, Hit=102, Critical=2.

3. Mythril Claw--1 pair of linked slots, 1 unlinked slot, normal materia growth. You can buy this at

Kalm and, before Meteor appears, at Junon, in both places it costs 750 gil. Attack=24, Magic=3,

hit=106, Critical=2.

4. Motor Drive--3 unlinked slots, double materia growth. You can find this at Costa Del Sol, it's

downstairs in the villa that the guy will try to sell to you for 300,000 gil--you don't have to buy the

villa to get the stuff downstairs! Attack=27, Magic=6, Hit=106.

5. Grand Glove--1 pair of linked slots, 2 unlinked slots, normal materia growth. For 1200 gil you can

buy this at Junon or Gongaga. You can also steal this from the Madouge creature, purple gumby-like

beasts swinging big cannonballs, they appear in the Mythril Mine (the place you get to after crossing

the marsh where the shadow snake is). Attack=31, Magic=6, Hit=110, Critical=2.

6. Tiger Fang--2 pairs of linked slots, normal materia growth. You can buy this at Cosmo Canyon

for 2500 gil. Attack=38, Magic=8, Hit=110, Critical=2.

7. Platinum Fist--4 unliked slots, double materia growth. You can find this at Nibelheim, upstairs in

Tifa's house in the bedroom. You can buy one of these for 2700 gil at Junon. Attack=30, Magic=7,

Hit=108.

8. Powersoul--4 unlinked slots, double materia growth. You can find this is the Nibel Mountains,

go down Chute 2 when in the mountain. After Meteor shows up you can buy this for 4200 at Junon.

Tifa's attack scores doubles if she is equipped with this and has a death spell cast on her. Attack=28,

Magic=7, Hit=106.

9. Diamond Knuckle--2 pairs of linked slots, 1 unlinked slot, normal materia growth. You can buy

this from the weapons dealer at Wutai (after you've tracked down Yuffie and recovered your

materia--see the Wutai section on page one) for 5800 gil. Attack=51, Magic=10, Hit=112,

Critical=2.

10. Work Glove--no materia slots. You can buy this for 2200 gil at Junon after Meteor shows up,

you can also find one in the Temple of the Ancients in the chest at the bottom of the room with all the

doors that you have to chase the monk through. This weapon increases Tifa's odds of scoring a

critical hit. Attack=24, Magic=3, Hit=106, Critical=2.

11. Dragon Claw--2 pairs of linked slots, 2 unlinked slots, normal materia growth. You can buy one

at Icicle Inn for 10,000 gil. Attack=62, Magic=13, Hit=114, Critical=2.

12. Kaiser Knuckle--1 pair of linked slots, 6 unlinked slots, normal materia growth. You can buy

one at Junon, after Meteor appears, for 15,000 gil. You can also find one on top of the crater.

Attack=44, Magic=13, Hit=110, Critical=1.

13. Crystal Glove--3 pairs of linked slots, normal materia growth. You can buy this at Mideel for

16,000 gil. Attack=75, Magic=16, Hit=115, Critical=2.

14. God's Hand--2 pairs of linked slots, normal materia growth. You get this for defeating the boss

Carry Armor just before stealing the sub under Junon. You're almost guaranteed to score a direct hit

with this weapon. Attack=86, Magic=34, Hit=255, Critical=2.

15. Master Fist--6 unlinked slots, normal materia growth. You find this in the Shinra Headquarters

when you parachute back into Mideel off the Highwind--go to the shop on the second floor and

check out the two chests in the back of the room--earlier in the game you can't open these boxes,

but now you can and the Master Fist is in one of them (the other is Barrett's Pile Bunker--#15 in

Barrett's weapon list above). Tifa's attack power increases by 38 points for each negative condition

cast on her (ie--silence, slow, poison, etc). Attack=38, Hit=108.

16. Premium Heart--4 pairs of linked slots, no materia growth. Once you get the Midgar door key

(see the section above on this page) go back to Wall Market and check out the Item hut, it's the one

with a bunch of junk, a computer screen but no one in it. Go up to the computer screen and press the

circle button. The attack power on this weapon gets better as her limit gauge increases. Attack=99,

Magic=32, Hit=112.

Limit Breaks

Note that Tifa's limits breaks, unlike everyone else's, add together, so when you're at (for example)

her level 2, 2nd break she will perform all 3 limit breaks prior to as well as the specified one.

Level 1, 1st break--BEAT RUSH--Tifa hits an opponent with a punch doing low amounts of

damage.

Level 1, 2nd break--SOMERSAULT--Tifa pulls a somersault kick on an opponent for low damage.

Level 2, 1st break--WATER KICK--A low kick for light to moderate damage.

Level 2, 2nd break--METEORDIVE--Tifa grabs an enemy and smashes them to the ground head

first for moderate damage.

Level 3, 1st break--DOLPHIN BLOW--Tifa summons a dolphin that smacks an opponent for

moderate damage.

Level 3, 2nd break--METEOR STRIKE--Tifa raises an opponent up into the air and slams them to

the ground for moderate to heavy damage.

Level 4--FINAL HEAVEN--Tifa hits an opponent with a big blast causing heavy damage.

back to the beginning

 

 

 

Cid's Weapons and Limit Breaks

Here is a list, roughly in the order you find them, of Cid's weapons, all important data included. I've

also got a list of Cid's limit breaks following the weapons list.

Weapons

1. Spear--2 pairs of linked slots, normal materia growth. Cid starts with this weapon, you can also

buy one at Junon, after Meteor appears, for 1200 gil. Attack=44, Magic=8, Hit=97.

2. Slash Lance--2 pairs of linked slots, 1 unlinked slot, normal materia growth. You can buy this at

Wutai, after you have found Yuffie and gotten her to return your materia (see the section on getting

Yuffie and your materia back at Wutai on page 1) for 6500 gil. Attack=56, Magic=10, Hit=98.

3. Dragoon Lance--8 unlinked slots, normal materia growth. You can buy this for 6200 gil at Junon

after Meteor has appeared, or you can find one in the Dachao caves at Wutai. Attack=66, Magic=7,

Hit=100.

4. Trident--6 unlinked slots, normal materia growth. You can buy this for 7500 gil in Junon after

Meteor shows up, you can also find one in the Temple of the Ancients out in the stairstep maze.

Attack=60, Magic=12, Hit=105.

5. Mop--no materia slots. You can buy this at Junon for 3200 gil after Meteor appears. You can

also find one at Bone Village--it's one of the "good" treasures you can dig up, if you really want to,

after getting the Lunar Harp. This weapon increases the chances of Cid scoring a critical hit.

Attack=68, Magic=3, Hit=118, Critical=5.

6. Viper Halberd--4 unlinked slots, double materia growth. You can find one of these in Zango

Valley (between the City of the Ancients and Icicle Inn--it's in the chest at the bottom of the

spike-stairs. Attack=58, Magic=13, Hit=102.

7. Mast Ax--2 pairs of linked slots, 2 unlinked slots, normal materia growth. You can buy this for

13,000 gil at Icicle Inn. Attack=64, Magic=15, Hit=99.

8. Javelin--2 pairs of linked slots, one unlinked slot, double materia growth. You find this in the first

cave you enter when climbing Gaea Cliff. Attack=62, Magic=12, Hit=104.

9. Partisan--3 pairs of linked slots, normal materia growth. You can buy this at Mideel for 19,000 gil.

Attack=78, Magic=17, Hit=100.

10. Scimitar--1 pair of linked slots, triple materia growth. You find this in the undersea reactor

beneath Junon, in a chest on the dock where you steal the sub. Attack=86, Magic=20, Hit=102.

11. Flayer--6 unlinked slots, normal materia growth. You can win this at Gold Saucer, on disc 2 or

3, on the shooting rollercoaster game. Attack=100, Magic=20, Hit=100.

12. Spirit lance--2 pairs of linked slots, normal materia growth. You find this in the Crashed Gelnika.

This boosts Cid's magic and spirit scores. Attack=92, Magic=43, Spirit=20, Hit=112.

13. Grow Lance--3 pairs of linked slots, normal materia growth. You find this during your second

raid on the Shinra Building if you choose to re-visit the Shinra Building before finding Hojo and the

Sister Ray (you do this on disc 3, after parachuting in off the Highwind). Go to the 63rd floor, the last

time you were there you could only open 3 doors at any given time. Well, now all the doors are open

and if you search one of the rooms in the middle you'll find the Grow Lance. Attack=78, Magic=31,

Hit=102.

14. Venus Gospel--4 pairs of linked slots, no materia growth. You get this weapon in Rocket

Town, after the Rocket has gone off, by talking to the old man outside the house in the center of

town, he used to talk about how much he liked looking at the rocket, now he talks about how much

he misses it, if you keep talking to him he'll eventually hand over the Venus Gospel. As Cid's max

MP level grows so does the power of this weapon. Attack=97, Magic=42, Hit=103.

Limit Breaks

Level 1, 1st break--BOOST JUMP--Cid makes a big leap and then plunges his spear into a single

enemy for moderate damage.

Level 1, 2nd break--DYNAMITE--Cid pulls out a stick of dynamite, lights it with his cigarette and

then hurls it at his enemies hitting all of them for light amounts of damage.

Level 2, 1st break--HYPER JUMP--Cid leaps into the air and when he hits he causes an explosion

that hits all enemies for moderate damage.

Level 2, 2nd break--DRAGON--Cid calls forth a dragon that hits a single enemy for light damage

and then he absorbs HP and MP equal to the enemy's current MP level.

Level 3, 1st break--DRAGON DIVE--Cid leaps onto an enemy and then bounces for six more hits,

each one hitting an enemy at random and doing light amounts of damage.

Level 3, 2nd break--BIG BRAWL--Eight random attacks, each doing light damage.

Level 4--HIGHWIND--Cid launches 18 missiles that hit targets at random and cause light to

moderate amounts of damage.

back to the beginning

 

 

 

Red XIII's Weapons and Limit Breaks

Here's a list, roughly in the order they can be found, of Red XIII's weapons and all important details.

Following the weapons list is a list of Red's limit breaks.

Weapons

1. Mythril Clip--2 pair of linked slots, 1 unlinked slot, normal materia growth. Red starts with this

weapon, you can also buy one, before Meteor shows up, at Junon for 800 gil. Attack=24, Magic=6,

Hit=100.

2. Magic Comb--3 unlinked materia slots, double materia growth. You can buy this at Junon, after

Meteor appears, for 2000 gil. You can also win one of these for fighting battles at Fort Condor.

Attack=37, Magic=4, Hit=100.

3. Diamint Pin--1 pair of linked slots, 2 unlinked slots, normal materia growth. You can buy this for

1300 gil at Junon or Gongaga. You can also steal one from the Bagnadrona beast, the big green and

purple turtle-like things near Mt. Corel. Attack=33, Magic=8, Hit=102.

4. Silver Barrette--2 pairs of linked slots, normal materia growth. You can buy this for 2500 gil at

Cosmo Canyon. Attack=40, Magic=10, Hit=110.

5. Seraph Comb--4 unlinked materia slots, normal materia growth. You can find this in the Cave of

the Gi. Attack=68, Magic=14, Hit=110.

6. Platinum Barrette (sometimes called the Plus Barrette)--4 unlinked slots, double materia growth.

You can buy this, after Meteor shows up, at Junon for 3500 gil. You can also find one in the Nibel

Mountains, at the top of the tallest of the mountain peaks just inside the mountain area. Attack=39,

Magic=12, Hit=104.

7. Gold Barrette--2 pairs of linked slots, 1 unlinked slot, normal materia growth. You can buy this at

Wutai for 6000 gil, after you've gotten Yuffie and your materia back (see the section on page one for

details about how to do this). Attack=50, Magic=13, Hit=104.

8. Hairpin--no materia slots. You can buy this at Junon for 6000 gil after Meteor has shown up.

You can also find one at Wutai in the secret room adjacent to Godo's bedroom. This weapon raises

Red's odds of making a critical hit. Attack=57, Magic=15, Hit=120, Critical=5.

9. Adaman Clip--2 pairs of linked slots, 2 unlinked slots, normal materia growth. You can buy this at

Icicle Inn for 11,000 gil. Attack=60, Magic=15, Hit=106.

10. Centclip--8 unlinked slots, normal materia growth. You can buy this from the guy in the bar at

Costa Del Sol, after Meteor appears, for 14,000 gil. Attack=58, Magic=22, Hit=108.

11. Crystal Comb--3 pairs of linked slots, normal materia growth. You can buy this at Mideel for

17,000 gil. Attack=76, Magic=20, Hit=108.

12. Spring Gun Clip--3 pairs of linked slots, normal materia growth. You can get this from the

Ancient Forest (see the sections above on how to get into and how to manuver through the Ancient

Forest). This weapon drastically raises Red's magic score. Attack=87, Magic=55, Hit=100.

13. Behemoth Horn--6 pairs of unlinked slots, normal materia growth. You find this in the Shinra

Building, if you chose to go there, on Disc 3 when you parachute in off the Highwind. You have to

take the stairwell rather than going into the building (and, I think, the first time you raided the Shinra

Headquarters back on disc 1 you had to have taken these stairs too, rather than going inside, in order

to end up with this weapon on disc 3--but I'm not sure of that). This weapon raises Red's constitution

and spirit scores considerably. Attack=91, Vitality=35, Magic=26, Spirit=18, Hit=75.

14. Limited Moon--4 pairs of linked materia slots, no materia growth. You can get this at Cosmo

Canyon on disc 3 when Bugenhagen is dying. As Red's max MP goes up the power of this weapon

goes up. Attack=93, Magic=31, Hit=114.

Limit Breaks

Level 1, 1st break--SLED FANG--Red hits an enemy for moderate damage.

Level 1, 2nd break--LUNATIC HIGH--Red casts haste on all party members and increases their

odds of dodging an attack by 50%.

Level 2, 1st break--BLOOD FANG--Red charges an enemy causing light to moderate damage and

then he gains HP and MP equal to the enemy's current MP level.

Level 2, 2nd break--STARDUST RAY--Red calls down 10 shooting stars that hit enemies at

random, each causing light damage.

Level 3, 1st break--HOWLING MOON--Red leaps and the moon appears in the background and

he casts haste and berserk on himself and his attack power is greatly increased.

Level 3, 2nd break--EARTH RAVE--Red attacks enemies 5 times at random, doing moderate to

heavy amounts of damage each time.

Level 4--COSMO MEMORY--Red calls on the power of the stars and unleashes a big blast hitting

all enemies for heavy damage.

back to the beginning

 

 

 

Yuffie's weapons and limit breaks

Here's a list, roughly in the order they can be found, of Yuffie's weapons, including all important info

on them, followed by a list of her limit breaks.

Weapons

1. 4-point Shuriken--1 pair of linked slots, 1 unlinked slot, normal materia growth. Yuffie starts with

this weapon. Attack=23, Magic=6, Hit=100.

2. Boomerang--1 pair of linked slots, 2 unlinked slots, normal materia growth. You can by this at

Junon or Gongaga for 1400 gil. You can also steal one from the purple teradactyl-like birds around

Junon called Formulas. Attack=30, Magic=7, Hit=101.

3. Wind Slash--3 unlinked slots, double materia growth. You can buy this, after Meteor shows up,

at Junon for 2000 gil. You can also find one on the Cargo Ship on the metallic catwalk in the engine

room where you find Sephiroth and face Jenova for the first time. Attack=30, Magic=7, Hit=103.

4. Pinwheel--2 pairs of linked slots, normal materia growth. You can buy this for 2600 gil at Cosmo

Canyon. Attack=37, Magic=9, Hit=104.

5. Twin Viper--4 unlinked slots, double materia growth. You can buy this for 3200 gil in Junon,

after Meteor appears. You can also find one in the Shinra Mansion in Nibelheim, on the downstairs

level, top right corner room. Attack=36, Magic=8, Hit=108.

6. Razor Ring--2 pairs of linked slots, 1 unlinked slot, normal materia growth. You can buy this at

Wutai, after you have regained Yuffie and your materia, for 6000 gil. Attack=49, Magic=12,

Hit=105.

7. Magic Shuriken--3 unlinked materia slots, normal materia growth. You can buy this at Junon, after

Meteor appears, for 6000 gil. You can also find one in the secret room near Godo's bedroom in

Wutai. This weapon raises Yuffie's speed and critical scores, but doesn't add anything to her magic

score. Attack=64, Speed=10, Hit=113, Critical=2.

8. Hawkeye--2 pairs of linked slots, 2 unlinked slots, normal materia growth. You can buy this for

12,000 gil at Icicle Inn. Attack=61, magic=14, Hit=107.

9. Superball--no materia slots. You can buy this for 3000 gil in Junon after Meteor has appeared.

You can also get this for winning battles at Fort Condor (it takes winning 4 battles to get this). This

weapon increases Yuffie's odds of landing a critical hit. Attack=68, Magic=10, Hit=120, Critical=4.

10. Spiral Shuriken--1 pair of linked slots, 6 unlinked slots, normal materia growth. You can buy this

from the guy in the bar at Costa Del Sol, after Meteor shows up, for 14,000 gil. Attack=68,

magic=18, Hit=110, Critical=2.

11. Crystal Cross--3 pairs of linked slots, normal materia growth. You can buy this for 18,000 gil at

Mideel. Attack=74, Magic=18, Hit=110.

12. Rising Sun--2 pairs of linked materia slots, double materia growth. You can steal this from

Diamond Weapon--the one that comes out of the ocean and marches onto the beach near Midgar.

Attack=68, Magic=16, Hit=108.

13. Oritsuru--2 pairs of linked slots, 4 unlinked slots, normal materia growth. You can find this in

Wutai behind the flames at the Dachao mountains. To extinguish the flames you need the Leviathan

scales that you pick up near the ladder to the sub that you steal underneath Junon. This weapon

significantly raises Yuffie's magic score. Attack=90, Magic=38, Hit=116.

14. Conformer--4 pairs of linked slots, no materia growth. You find this on the Crashed Gelnika

(sunken plane). This weapon's attack score increases based on the level of the enemy it is being used

on. Also, the weapon does its normal damage (rather than 1/8, like every other weapon in the game)

when used with morph. Attack=96, Magic=42, Hit=112.

Limit Breaks

Level 1, 1st break--GREASED LIGHTNING--Yuffie charges and opponent for moderate damage.

Level 1, 2nd break--CLEAR TRANQUIL--All party members are healed at a rate of 1/2 of their

max HP.

Level 2, 1st break--LANDSCAPER--Yuffie creates an energy wave that rumbles through the

ground and hits all enemies for moderate damage.

Level 2, 2nd break--BLOODFEST--Yuffie strikes with 10 random hits, each doing light damage.

Level 3, 1st break--GAUNTLET--Yuffie concentrates an energy beam that does heavy damage to

all enemies, an enemy's defense level does not shield it from this blast.

Level 3, 2nd break--DOOM OF THE LIVING--Yuffie strikes with 15 random beams of purple

light, each doing light damage.

Level 4--ALL CREATION--Yuffie blasts all enemies with a concentrated energy pulse that does

heavy damage.

back to the beginning

 

 

 

Vincent's weapons and limit breaks

Here's a list, hopefully in the order you can find them, of Vincents weapons, the list includes

important details about the weapons. Following the weapons list is a list of Vincent's limit breaks.

Weapons

1. Quicksilver--1 pair of linked slots, 2 unlinked slots, normal materia growth. Vincent begins with

this weapon, you can also buy one for 1000 gil at Junon after Meteor shows up. Attack=38,

Magic=10, Hit=110.

2. Peacemaker--1 pair of linked slots, 1 unlinked slot, double materia growth. You can by this at

Junon for, 3500 gil, after Meteor appears. You can also find one of these at Kalm on the top floor of

the house in Kalm that is just to the left of the stairs leading to the second level of Kalm. Attack=38m

Magic=8, Hit=118.

3. Sniper CR--2 pairs of linked slots, normal materia growth. You can find one of these in the caves

of Nibel Mountain (it's in the cave just beyond where you pick up an Elemental Materia. You can

also buy one at Junon once Meteor has appeared for 3300 gil. This weapon has a max Hit score,

making it very unlikely that you'll ever miss. Attack=42, Magic=7, Hit=255.

4. Shotgun--2 pairs of linked slots, normal materia growth. You can buy this for 3100 gil at Rocket

Town. Attack=58, Magic=12, Hit=112.

5. Shortbarrel--2 pairs of linked slots, 1 unlinked slot, normal materia growth. You can buy this for

6400 gil at Wutai, once you get Yuffie to give you your materia back (see the section on page one on

finding Yuffie and your materia in Wutai). Attack=51, Magic=14, Hit=118.

6. Silver Rifle--no materia slots. You can buy one of these at Junon, once Meteor appears, for

3000 gil. You can also find one in the Temple of the Ancients in the little room that you track the first

purple monk into while you're on the stairstep maze. This weapon increases Vincent's chances of

scoring a critical hit. Attack=62, Magic=8, Hit=120, Critical=4.

7. Buntline--2 pairs of linked slots, double materia growth. You can find this in Bone Village--dig

for good treasure and you just might be able to locate it. You can also just buy one, after Meteor has

appeared, at Junon for 6800 gil. Attack=48, Magic=18, Hit=124.

8. Lariat--2 pairs of linked slots, 2 unlinked slots, normal materia growth. You can buy this at Icicle

Inn for 18,000 gil. Attack=64, Magic=16, Hit=120.

9. Long Barrel R--4 pairs of linked slots, normal materia growth. You can buy this at Costa Del Sol

from the man in the bar, once Meteor has shown up, for 13,000 gil. This weapon also has a max Hit

score, making it unlikely that Vincent will ever miss. Attack=66, Magic=14, Hit=255.

10. Winchester--3 pairs of linked slots, normal materia growth. You can buy this at Mideel for

18,000 gil. Attack=73, Magic=18, Hit=120.

11. Supershot ST--3 pairs of linked slots, no materia growth. You can find this in the Ancient

Forest (see the section on this page). This weapon has a very strong Attack and Magic score.

Attack=97, Magic=52, Hit=120.

12. Outsider--2 pairs of linked slots, 4 unlinked slots, normal materia growth. You can find this in the

Crashed Gelnika, see the section on this page to find the Crashed Gelnika (or sunken ship) easily.

Attack=80, Magic=48, Hit=120.

13. Death Penalty--4 pairs of linked slots, no materia growth. You find this in Lucrecia's cave (see

the section on page one about how to find everyone's ultimate weapon). The attack power on this

weapon increases based on the number of enemies Vincent has killed. Attack=99, Magic=34,

Hit=115.

Limit Breaks

Note that Vincent's limit breaks are all transformations, he becomes a different beast for the entire

battle in which you use his limit break. You also lose control of him until the battle is over.

Level 1--GALIAN BEAST--this form has higher speed and evasive capabilities and a 30% higher

max HP during battle. There are two possible attacks in this form, which one happens appears to be

determined at random. One of them is the Berserk Dance--a physical attack for light damage. The

other is the Beast Flare--a fire based attack that does medium to heavy damage.

Level 2--DEATH GIGAS--this form has double Vincent's HP and a strong defense score, it's attack

bar moves slowly and it is weak against most magic attacks. Again, there are two, apparently

randomly chosen, attacks to this limit break. One is the Gigadunk--a physical attack that does about

50% more damage than the Berserk Dance. There's also the Livewire--a lightning based attack for

heavy damage.

Level 3--HELL MASKER--this form has strong defense against physical attacks, it is relatively

weak on offense. There are two possible attacks for this form, again, which one you get seems to be

randomly decided. Splatter Combo--this attack is just 5 hits with the chainsaw, this usually does less

damage than the Gigadunk from level 2. The other attack is the Nightmare--attempts to cast Silence,

Confusion, Frog, Sleep, Poison and Mini on one enemy.

Level 4--CHAOS--this is the best of his limit breaks (perhaps that's why it's level 4!), it's very strong

on offense and can resist physical and magic attacks very well. There are two, randomly determined

it seems, possible attacks to this limit break. One of them is Chaos Saber--hits all enemies for heavy

damage. The other attack is Satan Impact--a skull rises from the ground under all enemies and does

a heavy amount of type-less damage, often it causes instant death.

back to the beginning

 

 

 

Cait Sith's weapons and limit breaks

Here's a list, roughly in the order they're acquired, of Cait Sith's weapons, including all important info

on them. Following this is a list of Cait's limit breaks.

Weapons

1. Yellow Megaphone--1 pair of linked slots, 2 unlinked slots, normal materia growth. Cait starts

with this one, you can also buy it, after Meteor shows up, at Junon for 500 gil. Attack=36, Magic=8,

Hit=100.

2. White Megaphone--3 unlinked slots, double materia growth. You can buy one of these, after

Meteor appears, at Junon for 2300 gil. You can also find one at Gongaga, go to the village and

check in the house at the top right of the screen. Attack=35, Magic=8, Hit=102.

3. Green Megaphone--2 pairs of linked slots, normal materia growth. You can buy this at Cosmo

Canyon for 2400 gil. Attack=41, Magic=9, Hit=100.

4. Black Megaphone--4 unlinked slots, double materia growth. You can buy this at Junon for

2800 gil, after Meteor appears. You can also find one while wondering around in the Cave of the Gi

in Cosmo Canyon. Attack=31, Magic=10, Hit=104.

5. Silver Megaphone--8 unlinked slots, normal materia growth. You can buy this, after Meteor has

appeared, at Junon for 3300 gil. You can also find one in the Shinra Mansion on the lower level, in

one of the rooms on the right. Attack=28, Magic=14, Hit=106.

6. Blue Megaphone--2 pairs of linked slots, 1 unlinked slot, normal materia growth. You can buy this

at Wutai, after you've got Yuffie and your materia back (see the section on page one about find

Yuffie and your materia at Wutai for details) for 5500 gil. Attack=48, Magic=10, Hit=100.

7. Trumpet Shell--no materia slots. You can find this at the Temple of the Ancients in the VII

room. You can also buy one at Junon, after Meteor shows up, for 3000 gil. This weapon increases

Cait's chances of scoring a critical hit. Attack=68, Magic=2, Hit=118, Critical=4.

8. Red Megaphone--2 pairs of linked slots, 2 unlinked slots, normal materia growth. You can buy

this at Icicle Inn for 11,000 gil. Attack=60, Magic=15, Hit=100.

9. Gold Megaphone--4 pairs of linked slots, normal materia growth. You can buy this, once Meteor

has appeared, from the guy in the bar at Costa Del Sol for 15,000 gil. Attack=58, Magic=28,

Hit=103.

10. Crystal Megaphone--3 pairs of linked slots, normal materia growth. You can buy this at Mideel

for 18,000 gil. Attack=74, Magic=20, Hit=100.

11. Battle Trumpet--3 pairs of linked slots, no materia growth. You can find this on the platform

where you steal the sub from under Junon, the Battle Trumpet is on the far left end of one of the

docks near the sub. Attack=95, Hit=95, Critical=2.

12. Starlight Phone--4 pairs of linked slots, normal materia growth. You find this while in the maze of

ladders and tubes. This weapon significantly increases Cait's Constitution score. Attack=88,

Vitality=30, Magic=31, Hit=102.

13. HP Shout--4 pairs of linked slots, no materia growth. You find this if you chose to make a raid

on the Shinra Headquarters after parachuting off the Highwind but before going to the Sister Ray. Go

to the 64th floor and check out the lockers--when you were here on disc 1 Cloud found a

megaphone in one of the lockers but decided to leave it because it served no purpose. Now that Cait

is one of your friends (well, sort of) Cloud will take the megaphone this time. The attack power on

this weapon increases as Cait's HP increases (not HP max) so not only should you get Cait's HP to

max (9999) you should, in order to benefit the most from this weapon, try to keep his actual HP as

close to that as possible. Attack=95, Magic=44, Hit=110.

Limit Breaks

Cait only has two limit breaks (and no limit break manual.

Level 1--LUCKY DICE--Cait throws six dice and the total of those dice is multiplied by either 100,

200, 300, or 400 (the higher Cait's level the more often 300 or 400 are the multiplier) and this

damage is done to one opponent.

Level 2--SLOTS--this break involves 3 slots that create different results depending on how they

come up, there are 8 possible results.

1--Toy Box, when you fail to get 3 of a kind you get the Toy Box--one random item is dropped on a

single opponent's head for light to moderate damage.

2--Toy Soldiers, when you get 3 crowns, a pack of toy soldiers attack all enemies for medium to

heavy damage.

3--Mog Dance, when you get 3 stars, a little mog appears and causes your party's HP and MP to be

refilled to max--this and Toy Box are the most common slot results.

4--Lucky Gal, when you get 3 hearts, a floating woman blows kisses on your party members making

every regular physical attack a critical hit until the battle is over.

5--Random Summon, when you get 3 bars, a summon is chosen at random from all the ones your

party has ever used and cast without costing any MP.

6--Transform (also called Combine), when you get 3 mogs, the two other party members jump into

Cait's body causing him to become large and gain the HP of the other two party members as well as

his own--a physical attack does an extreme amount of damage now.

7--All Over, when you get Cait's cat face as the result of your slots, all enemies are instantly killed,

even if they have immunity to instant death.

8--Joker Death, if you get 2/3 of Cait's cat face and the other slot is a bar then everyone in your

party is instantly killed--there is no way to avoid this instant death! Luckily, this is the least likely

outcome of the slots (less than 1 in 100 I've been told) but it is the most undesirable!

back to the beginning

 

 

 

Aeris resurrection

To date I have tried every method I've ever seen posted for resurrecting Aeris and none of them

have worked (most of them require that you do something or get something that you can't do at that

part of the game, if at all). The rumor is that some character named Ben Lansing claiming to be an

employee (or former employee) of Squaresoft spewed some stuff about Squaresoft taking out the

Aeris resurrection sequence to get the game out on time. Then later this apparent person apparently

claimed that he made that up just to see how many people would believe him and that there never

was an Aeris resurrection sequence ever planned. Of course this presents a quandry, no one knows

if this guy exists, if he is (or was) actually a Squaresoft employee or just someone using the name of

an employee, or when he was lying. Currently he claims that there never was a resurrection

sequence--he could be lying (perhaps because he's gotten in trouble for mentioning it) to make us

quit believing. Or maybe he's now telling us the truth, there never was a resurrection sequence--but

that would mean he lied to us in the past. So, either way you look at it, this guy is lying, there's really

no way to tell which of his claims (the old one or the current one) is the false one--you cannot retract

a lie without admitting that you shouldn't be trusted at all!

But just in case, I make a point of trying all of the supposed tactics and none of them have worked.

Personally I believe that she can't be resurrected, but I have no real proof for that, only the fact that

no one has ever provided a method that works even though the game has been out for over 6 months

now! Note that you can simply use a gameshark (see the section on gameshark stuff on page 1 if you

don't know what this is) and shark in a code to make Aeris a member of your party (see Sephiroth's

page, it's in my links section, to get the code for this) after she's dead, of course the game doesn't

expect to see her after the City of the Ancients and will often crash if you code her in.

It is a bit interesting that without bringing Aeris back you end the game with 8 players (which is

enough for 2 full parties and one party of two), and when you go to fight Sephiroth in the final

dungeon and everyone is standing on the rocks there's still a rock left over (as if there's supposed to

be another person there!), and after Meteor shows up and you go back to the weapon seller in Junon

you can buy Aeris' Wizer and Wizard Staves (both of these double materia growth--pretty useful as

the game goes on--although you won't need these weapons because Aeris isn't there to use them!)

and it's hard to believe that you have about 20 opportunities to be nice or mean to her all for nothing

more than that tiny date at Gold Saucer.

So who knows, either it can be done or it can't, either way it's still a great game.

If you know a way to bring Aeris back without having to use a gameshark and sharking her character

code in please tell me (please don't tell me to e-mail you if I'm interested in finding out, this is really

annoying, why should I have to e-mail you for you to send me the answer, just send it!!!!--I AM

interested, so if you've really got the answer just e-mail it to me--my email address is at the bottom of

this page), I'll post it here, put your name in BOLD LETTERS and FF7 gamers will probably elect

you President.

Here is a little piece info:

If you have a gameshark and use this code 80074F16 0004 you can open the door back into

Midgar at any time (remember that one of the prevalent rumors is that you have to get back into

Midgar on disc 1 and help the sick guy in the pipe and then, after Aeris is killed go back to Midgar

and talk to the guy outside the pipe and tell him that Sephiroth killed Aeris and he'll give you

something to move the fish out your way when you go back to the place Aeris was killed). This code

is only supposed to be turned on when you are using the door and otherwise it should be turned off.

This code comes from [email protected]. The code works, I've used it and several people have

e-mailed me saying it worked for them too. The problem is that once you get back into Midgar, even

if you're still on disc 1, the guy will no longer be in the pipe but will be off to the "reunion" the guy

outside the pipe will tell you this. So the idea that if you get back into Midgar on disc 1 you can help

the sick guy (and thus fulfill one of the requirements for reviving Aeris) is false.

Here's one of the newest one's I've gotten but haven't tried--if you try it let me know if it works for

you. This one comes from the daughter of James Pedersen using his email address.

1. Always be nice or positive to Aeris and always be mean or negative to Tifa.

2. Before going to the Temple of the Ancients go the sleeping man in the cave and get the mythril (see

the section on getting everyone's level 4 limit manuals, on page one, this is part of the requirement for

getting Aeris' level 4 manual).

3. Trade in the mythril to the weapons maker and take what's in the small box--this is going to be

Aeris' level 4 manual.

4. Build up Aeris' limit breaks (ie--learn all 6 of her limit breaks--2 per level) and then use her Great

Gospel level 4 limit break manual on her.

5. Go to Cosmo Canyon and talk to Bugenhagen until he takes you up into the little solar system lab,

make sure Aeris goes into the lab with you.

6. Now you can go into the Temple of the Ancients.

7. When you go to the clock room be sure to go into the III room, make sure Aeris dies in this battle.

Now I'm not sure if you're allowed to revive Aeris after she gets killed in the III room or not. I think

you are supposed to revive her after the III battle because I am also told that when the Temple folds

up and Cloud has the black materia that you should turn to Aeris and talk to her rather than

Sephiroth (is this even an option?) and if you do this she will take the black materia and Sephiroth

will leave. She will then fuse her white materia with this black materia. Now, you are supposed to be

able to re-enter Midgar without the key, just go back and walk through the door. Aeris is then

supposed to talk to Marlene and decide to stay there with her (I don't know where Marlene is

supposed to be in Sector 5, I'm just telling you what was told to me--I really hope Ms. Pedersen

gets in touch with me in order to clarify a few questions I have about this method).

8. Now go on with the game as normal and when you get to the beginning of disc 2 all you have to

do is go and pick up Aeris where you left her in Midgar.

back to the beginning of page 2

 

 

 

Feel free to Email me at [email protected] I will try to get back to you within 48 hours, but

that won't always be possible given the huge volume of e-mail questions I've been getting, be patient.

If you ask me a question that is covered on my website I will simply refer you back to my

website, this saves me a great deal of time typing.

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