Hello! No, this isn't another update, it's more like a quick addition
I'm putting here so that everyone will notice it. I'm asking that you
guys DON'T E-MAIL ME ABOUT FF7 QUESTIONS anymore. I've answered so
many e-mails I can't possibly count them all, and even though I stopped
the US FF7 FAQ back in January, people still e-mail me constantly, and
I don't have the time to answer it all. If you want to use my FF7 FAQ
on a web page, go ahead. If you want to use this FAQ in any other way
(such as in a publication or there is some sort of legal or credit
issue,) then you MUST contact me first, but otherwise, that's it! You
can't please everyone, which is a big reason why the FAQ won't be
updated anymore!
I'm not trying to be rude, but it gets a little tiring at times. I
realize that there are some mistakes still in the FAQ that I never got
around to correcting (the Emerald Weapon does damage equal to the
materia that you wear, there is no use for the miniature soldiers, you
cannot have chocobos that can fly, and any character who isn't in Disc
2 or 3 cannot be used without a GameShark code, and Bahamut Zero can be
gotten from Cosmo Canyon, this is in the FAQ but no one notices [ditto
with info. on how to get the Underwater Materia in the US version!]),
but I've done this thing for more than a year now and I'm tired of FF7,
geez! Besides, those of you who keep up on the legal side of things
know that I have other reasons for not wanting to continue the FAQ....
Anyway, if you _do_ send me a question, your mail will be erased! I
hate to end the FAQ on this sort of note, but that's how it is.
===================================================================
F i n a l F a n t a s y 7
===================================================================
FINAL FANTASY VII FAQ v2.2
Part 2 of 2 - Extra Stuff You Should Know
for the Sony PlayStation (import)
by K. Megura
Unpublished work Copyright 1997-1998 Kao Megura
This FAQ is for private and personal use only. It can only be
reproduced electronically, and if placed on a web page or site, may be
altered as long as this disclaimer and the above copyright notice
appears in full. This FAQ is not to be used for profitable/promotional
purposes; this includes being used by publishers of magazines, guides,
books, etc. or being incorporated into magazines, etc. in ANY way.
This FAQ was created and is owned by me, Kao Megura .
All copyrights and trademarks are acknowledged that are not specifically
mentioned in this FAQ. Please give credit where it is due.
The Final Fantasy series is (c) Square Soft and (c) Sony Entertainment
of America.
(Please note that this is the last revision of the Japanese FF7 FAQ.
If you own a US copy of FF7, I have an English FAQ that you can find
at most Final Fantasy-related sites, including my own homepage at:
<http://www.fortunecity.com/bally/orange/25/>. I've had a lot of
fun working on this guide and I appreciate everyone who contributed,
but at this point, there's not much of a reason to continue this
version of the FAQ now that the English release of FF7 is available.)
This FAQ is divided into two parts:
The Complete Walkthrough - You're not reading this file. It contains
a guide for the entire game, and has
information on how to play the game.
Extra Stuff You Should Know - The file you're reading now. This file
focuses on secrets in the game. In
addition it has extensive lists of materia
orbs, limit breaks, monsters and
speculation concerning FF7 rumors.
Both of these files can be found at the 'main' address (cgfm2's homepage)
Other sites that carry this FAQ may not have both files, or may have
older versions of the FAQ (it was just one file until v1.6). If you're
asking why I split up this FAQ, it's because it was too big for me to
edit on my computer.... ^_^; Both parts will be updated under the same
revision number--you can find out which file was updated by looking
under the 'Revision History' section. Some sections can be found in
both files, simply for ease of use and to create a more uniform
appearance.
Newest revisions of this FAQ can be found at:
Kao Megura's Home Page www.geocities.com/Tokyo/Pagoda/4610/
Otherwise, revisions of this FAQ can be found at:
GameFAQs www.gamefaqs.com
Square Net www.square.net
Secrets of the Sega Sages www.segasages.com
Astea's Page www.pconline.com/~astea/
Akuma's Manga/Video Game Page home1.gte.net/akuma/index.html
My Japanese Playstation Game FAQ Page home.att.net/~edf91/
The NEW CronoRye www.cronorye.com
OAK's FiNAL FANtASY VII PAGE members.aol.com/OAKtOWN510/
final.html
I'm no longer accepting people's URLs! If you are a contributor and
want to see your page up here, okay, but otherwise, nada. It seems like
people just want to see their site's name in print....
Translations from important scenes from FF7 can be found at:
Square Net www.square.net
Some very good Game Shark codes for FF7 are located at:
Game Shark Code Creator's Club www.htc.net/~brianj/gsccc/
===================================
CONTENTS - THE COMPLETE WALKTHROUGH
===================================
1. REVISION HISTORY
2. INTRODUCTION
3. WALKTHROUGH - DISC ONE
a. Makoro Power Plant
b. Midgar City
c. Avalanche Base
d. Return to the Makoro Plant
e. Midgar City Slums
f. Wall Market
g. The Sewers / Train Yard Revisited
h. Into The Sky
i. Shin-Ra Headquarters
j. Escape!
k. Kalm Town / Chocobo Farm
l. Mithril Mine / Junon Town
m. Shin-Ra Boat
n. Costa Del Sol / New Continent
o. Gold Saucer
p. Gongaga Town / Cosmo Canyon
q. Return of Sephiroth
r. The Inventor
s. Betrayal
t. The Temple
u. Excavator's Site / The Forest
v. Ancient City
4. WALKTHROUGH - DISC TWO
a. The Cave
b. Icicle Lodge
c. Lost in the Snow
d. The Crater / Tornado Labyrinth
e. Junon Town Attacked!
f. Where's Cloud? / North Corel Express
g. Condor Fort
h. Inside Cloud's Head
i. 100 Leagues Under the Sea
j. Underwater Adventure
k. Cid's Rocket
l. Return to the Ancient City / Midgar City Under Siege
5. WALKTHROUGH - DISC THREE
a. Makou Pit
6. BONUS AREAS
- Old Forest
- Vincent's Waterfall
- Bonus Materia Locations
- Yuffie's Sub-Quest
7. PLAYING THE GAME
- Terminology
- Starting The Game
- Controller Functions
- Fighting Battles
- World Map and the Area Map
- List of Status Changes
- Name Your Character
- Visiting Towns and Shops
- Having Fun
8. MAIN MENU
9. APPENDIX
- Translations
- Items and Equipment
- Shopping List
10. SPECIAL THANKS
11. AUTHOR'S NOTE
======================================
CONTENTS - EXTRA STUFF YOU SHOULD KNOW
======================================
12. REVISION HISTORY
13. INTRODUCTION
14. SECRETS AND STRATEGIES
- Getting Yuffie Kisaragi
- Getting Vincent Valentine
- The Safe in Nivelheim
- The Sleeping Man
- Piano Trick
- Key to Midgar City
- Kamedouraku Flyers
- All 7 Fever
- FMV Viewing Trick
- Always Run from Battles
- Raising Chocobos
- Uncharted Isles
- Game Shark Codes
15. MISCELLANEOUS
- The Characters
- Materia Orbs
- Huge Materia / Master Materia
- Materia List
- Enemy Skill List
- Learning Limit Breaks
- Ultimate Weapons
- Limit Break List
- Translations
- Items and Equipment
- Shopping List
- Monster List
- Rumors and Speculation
- The Documents
16. SPECIAL THANKS
17. AUTHOR'S NOTE
++++++++++++++++++++++
12. REVISION HISTORY
++++++++++++++++++++++
VERSION 2.2 (November 12, 1997)
Minor corrections and URL changes. Just a reminder that this is
the last revision of the FAQ, and that you should download my US
FF7 FAQ if you need help in the game.
VERSION 2.1 (August 19, 1997)
Stuck the disclaimer back in part 1 of the FAQ, and made a few
touch-ups.
VERSION 2.0 (August 10th, 1997)
More minor corrections. I think now I have everything covered :)
VERSION 1.8 (August 8th, 1997)
Added information Yuffie stealing 'disabled' materia, and made
various corrections I forgot to add to v1.7 ^_^;
VERSION 1.7 (August 4th, 1997)
The Disc Two and Three Walkthroughs have been entirely re-written,
and are now in English. In addition, the Monster List has been
updated. More corrections have been made as well, in addition to
extra information about the sub-quests, the URA battle, and more.
The FF7 FAQ is more or less complete at this point (I didn't think
I'd be saying that for a _long_ time). There are still some minor
things to be fixed/added here and there, but this is the last major
revision that I'll be making.
VERSION 1.6x (July 10, 1997)
A mini-update, I guess. Everything in the Disc 1 Walkthrough is now
in English, and the Translations and Shopping List sections have been
updated. Two new sections, Ultimate Weapons and Items and Equipment,
have also been added, in addition to the various usual minor fixes.
The 'Rumors and Speculation' section has also been updated.
VERSION 1.6 (June 20, 1997)
Finished the Materia List and revamped the 'Rumors and Speculation'
section. Changed the order of some sections and updated lots of
other stuff, including the Translation section. The Disc One
walkthrough is now completely rewritten--Disc Two should be done
by the next revision or so. Also added the initial release of the
monster list. If you haven't noticed, the FAQ has been split into
two files, too. Also updated the 'Earn Lots of AP' Game Shark code.
VERSION 1.5x (June 1, 1997)
Added the 'Materia Select' Game Shark code, in addition to some info.
about the hidden (or at least undocumented) Materia Orbs; you may want
to take a look at the 'Underwater Breath' materia. Also updated the
Rumors and Speculation section, Materia List and added all remaining
master AP scores for the Materia Orbs.
VERSION 1.5 (May 31, 1997)
Added the 'Item Select' Game Shark code! Fixed up minor changes made
in later releases of v1.4 so everything is up to date at this point.
Also added master AP scores for most of the materia in the Materia List.
VERSION 1.4 (May 29, 1997)
New sections have been added: 'Shopping List' (to make help with
purchases), 'Learning Limit Breaks' (self-explanatory), and
'Translations' (a list of items, etc. and their translated names).
Several sections have also been updated (like the Enemy Skills List
and Materia list). I am currently re-playing the game to fix
mistakes and clear up any poorly written sections; Disc 1 is a
little over half complete and I will work on the other discs soon.
As usual, more corrections and updates have been made (especially
for my translations :)). I've added some Game Shark codes that
were submitted to me in the 'Secrets and Strategies' section, as
well as more info on the FMV Viewing Trick. Finally, the disclaimer
has been tweaked a little (hopefully for the last time :)).
VERSION 1.3 (May 6, 1997)
Updated the Enemy Skills List, Materia List, and Raising Chocobos
sections. Added information on other Bonus Areas and Cosmo Canyon.
Added the 'Kamedouraku Flyers' and 'All 7 Fever' tricks, as well
as the 'Infinite Limit Break Use' and 'Start with Gold Chocobo' Game
Shark codes. There's also a new section, the Limit Break List.
General updates and corrections have been made throughout the FAQ.
Now that I have many of the 'correct' names for the items, locations,
etc., most of the names in this FAQ have been changed. The disclaimer
has also been changed somewhat.
Keep an eye out for a complete listing of monsters and their abilities;
the initial release will be added to this FAQ in an upcoming revision
or be released separately.
VERSION 1.2 (April 20th, 1997)
Complete overhaul of the Enemy Skills list. How to get the Bahamut
Zero materia, info. on red sub and events at Cosmo Canyon added. New
ASCII title, and a new URL added (for those of you who want to
understand this game's storyline).
VERSION 1.1 (April 14th, 1997)
Added the FMV Viewing Trick to the 'Secrets and Strategies' section.
VERSION 1.0 (April 12th, 1997)
The Disc Three walkthrough is done, making this version the 'official'
release (since it now guides you through the whole game). Added the
'Piano Trick', explained how to get the Alexander Materia and how to
reach the lower chest in the east wing of Sephiroth's Mansion.
Altered the Introduction and Revision History sections a bit, and
updated the Enemy Skill List and Materia Orbs sections. Also added
how to get back into Midgar City.
VERSION 0.4x (April 7th, 1997)
Various corrections/updates, among them the 'Character Select' code
and info. on the Sleeping Man, as well as the monster in section 4a.
VERSION 0.4 (April 6th, 1997)
The walkthrough for Disc Two is complete! This FAQ now provides a
complete guide for both Disc 1 and 2 at this point. The guide for
Disc 3 is currently underway.
VERSION 0.3 (April 5th, 1997)
Began work on Enemy Skill and Summon Materia charts. Fixed up some
misc. info. and other things in the FAQ, and added the Mini-Battle
game strategy to the 'Having Fun' section. Added 'Body Heat' Game
Shark code, and more information concerning the 'Character Select'
code.
VERSION 0.2 (March 31st, 1997)
Fixed information on the 'bug' Materia (it's actually Techniques of
the Enemy). Added the 'Character Select' Game Shark code, which
among other things, lets you play with Aerith AFTER Disc One or even
use Sephiroth! The Disc Two Walkthrough has just been started and
will be added in good time.
VERSION 0.1 (March 28th, 1997)
First release. Bare-bones walkthrough for Disc One and other basic
information. Still more to add and correct. Contains the 'No Time
Limit' Game Shark code.
Began construction of VERSION 0.0 on February 14th, 1997.
"The town of Midgar is under the tight grip of Shin-Ra, the infamous
conglomerate. The Shin-Ra Electric Power Company has been exploiting the
life force of the planet, destroying its' precious nature.
Meanwhile, the underground rebel force with a mission, Avalanche, managed
to blow up Makon Furnace No. 1. Their goal is to destroy Shin-Ra and
stop their atrocities. It turned out that Cloud, one of the former
Shin-Ra soldiers, helped the explosion.
Can just a handful of brave soldiers save the life of the planet?
Shin-Ra is much too big an enemy to fight against.
THE FATE OF THE PLANET IS ON THIS BATTLE."
So begins Final Fantasy VII's saga, set in a futuristic world where swords
and sorcery are combined with guns and machinery. This FAQ is designed to
guide people through the game, providing not only a walkthrough for the
adventures contained on each disc but also information on basic gameplay,
secrets and tricks, and more.
This FAQ is based entirely on the Japanese version of FF7. Therefore,
some things in this guide may not apply to the English version of FF7 when
it is released (presumably on September 7th, 1997). Furthermore, as the
writer of this FAQ neither speaks nor understands Japanese, this guide is
not 100% accurate. Although mistakes will be corrected in future
revisions as soon as they are noticed, some parts of this guide are bound
to be unclear on the subject or run the risk of supplying false info.
Any Japanese names that you come across have either been submitted to me
by someone else or I have translated them using a kana chart (and since I
don't know the first thing about the Japanese language, my translations
may not be correct). Now that I am doing item and name translations,
(as of v1.3 onwards) this is more true than ever. If you see a
translated name and would like to know the English equivalent, (assuming
there is one) then please refer to the 'Translations' section for details.
Whenever possible, I'll write NSS (Not So Sure) after anything that may
be incorrect or unconfirmable. Furthermore, the I'll try to provide
names of monsters, cities, locations, etc. when possible, but many things
may be referred to as 'the big brown hut', 'the four-armed red frog
monster', etc. because I don't know the exact name. This FAQ tries to be
as understandable and clear as possible, but this is not always the case.
Due to the size of this game, the FF7 FAQ will be revised whenever it is
necessary, and can be found at:
www.fortunecity.com/bally/orange/25/
You can find revisions elsewhere (look at the top of the FAQ). While I
update the FAQ whenever I have the spare time, I can't guarantee that
other places will have the latest revision.
++++++++++++++++++++++++++++
14. SECRETS AND STRATEGIES
++++++++++++++++++++++++++++
You can get Yuffie in your party during any disc. If you're in Disc 1
and are riding around in the Buggy, that will work, too. The two
places that she appears most often are the forests beyond the Gold
Saucer (in the Gongaga Area), and the small wooded area near the Condor
Fort. After a few battles, you'll fight Yuffie (seems to be a 1 in 15
chance, if you ask me).
-------------------------------------------------------------------------
BOSS TIPS: MEI NO NINJA LV: 37 HP: 1950 MP: 280
Just attack, really. The Summon Materia 'Titan' works well. Yuffie can
do all kinds of cool attacks during this time, but not once she joins
you! Yuffie's level, HP and MP vary depending on what level your
characters are at.
-------------------------------------------------------------------------
When the battle ends, you'll be in a plain with Yuffie lying nearby.
There's also a Save Point here. However, if you touch the Save Point,
then go to your menu screen to save, Yuffie escapes and steals 200 gil!
Don't worry, you can meet her again. You'll have to talk to her several
times to get her to join. As she and you converse, she'll ask you
several questions, and you can reply in two ways. To get her to join,
respond like this:
Bottom answer, Top answer, Bottom answer, Top answer, Bottom answer
Put another way, respond using the second reply, then the first reply,
then the second reply... and so on. After that, you can name her, and
she'll hook up with Cloud and the rest of the gang. Note that if you
choose the top answer for the last question she asks, you can name her,
but she'll steal 700 gil from you and run away. You'll have to repeat
the whole process if you want to get her in your party.
=========================================================================
GETTING VINCENT VALENTINE
=========================================================================
The second 'optional' (or hidden) character in the game, Vincent can
also join your party during any disc. You'll need the gold key from the
safe in Nivelheim's Shin-Ra Mansion (see below if you don't know how to
open it). Go down to the pink cavern leading to Sephiroth's library
(it's in the Shin-Ra Mansion, the entrance is in the stone wall in the
eastern wing).
Remember the door to the crypt you couldn't get through? You can now
enter it. Stand at the foot of the purple coffin and hit O. The lid
will fly off and Vincent will talk to you. Choose the bottom reply when
he asks you a question. When the coffin closes, press O again. Choose
the second (bottom) reply when Vincent poses another question, and you
can name him. Then, try to leave the cavern and he'll join you. Vincent
can join you from the first time you reach Nivelheim onwards (but not
during Cloud's flashback).
=========================================================================
THE SAFE IN NIVELHEIM
=========================================================================
What most people forget when trying to open the safe is that it's just
like a real combination lock...so you have to go in more than one
direction when inputting the numbers. Furthermore, unless you're
fast enough, you'll run out of time if you try any other combination.
The code is:
RIGHT TO 36, LEFT TO 10, RIGHT TO 59, RIGHT TO 97
This means that you hold right and scroll through the numbers, then
hold left until you reach 10, then hold right for the last two numbers.
Don't forget to press O to verify each entry. When the safe opens, a
Summon Materia (Odin) pops out, and you are assaulted by a big goon
(how'd he fit into that little safe?)
-------------------------------------------------------------------------
BOSS TIPS: ROSUTONANBAA LV: 35 HP: 7000 MP: 300
This boss can be taken out just by attacking and using Limit Breaks.
Magic spells (Flame, Cold, Lighting) that are at level 2 are also
okay to use. Heal yourself and use Summon Materia (like 'Sumon Chocobo
and Moogle', and you'll win in no time. Aside from physical attacks,
all this guy can really do is use a Thunder 2 spell on you, but it only
does 400-500 points of damage to one character, so it's nothing to
worry about. Rarely, he does a double-fisted hammer punch to one
character that averages 2200 points of damage, though, so pack in some
Phoenix Tails before trying to tackle him. If you blow off his red
half (the one that uses magic) his physical attacks become more
aggressive, so keep your HP up. Likewise, if his purple half is
destroyed first, the Lost Number will use more mid-level spells, like
Quake 2, against your party. It is possible to kill this boss without
either part of it dying (by stunning it using the 'Summon Chocobo and
Moogle' spell).
-------------------------------------------------------------------------
Not only do you get an item from the boss once you beat it (it's the
manual for Red 13's Level 4 Limit Break, the Cosmo Memory), but there's
also a gold key lying in the safe that you can grab (Chi x x no Key).
Don't forget to take the Red Materia! Apparently, there's a paper in
the lower room in the right wing of the mansion that hints at the correct
combination for the safe, but someone like me can't read it :( Once
you've read the paper, you can find hints throughout the house (by the
piano, next to the chair in the bedroom, etc.) Refer to the Disc One
Walkthrough for more information.
Did the code still not work? Remember, the safe's lock is LIKE A REAL
COMBINATION LOCK. So, when you're turning to 36, you can either land
on it or creep up to it, but you can't hit 37 and go back. This
applies to the rest of the digits, too; you can't go farther than the
number you want. If you do (i.e. you go to 09 when trying to get to
10), you'll have to start all over again.
=========================================================================
THE SLEEPING MAN
=========================================================================
Get over 100 wins by fighting battles. To see how many wins you have,
get in the Highwind or ride a Green, Blue, Black, or Gold Chocobo
ever so slightly south and a little ways to the east of Midgar City,
where you'll find a cave surrounded by mountains with a river nearby.
Inside the cave is a sleeping fellow who (usually) tells you how many
wins you've gotten so far. Not only do you need to have over 100 wins,
but the last two digits have to be the same (100, 111, 255, 733, etc.)
When you have the correct number of victories, talk to the sleeping
man. He'll toss and turn, then give you an item (Mithril). Next,
go to the house on the penninsula near the Gold Saucer (you should
recognize it since it's full of weapons inside). Talk to the man in
the house, and when he gives you a choice, pick the top option.
You'll lose the Mithril, but you now have the choice of opening the
long wooden chest by the bed to get a Gold Bracelet, or examining the
metal lid on the upper floor at the end of the walkway to get the
manual for Aerith's Level 4 Limit Break.
It's probable that you can do this with less than 100 wins, but I'm
not certain of that. Someone want to verify it for me?
=========================================================================
PIANO TRICK
=========================================================================
Go to Nivelheim (the town by the pointed mountains on the Western
Continent). Enter Tifa's house (the second building on the right side)
and head upstairs to where her piano is. Choose the bottom option,
then the bottom option again to play it (you can't use the top option
if you want the manual). Then, press:
X, S, T, L1+T, L1+S, X, S, T, L1+X, O, X, S, X
or*
D, L, U, L1+T, L1+S, D, L, U, L1+X, R, D, L, D
* You can also use a combination of buttons and direction presses.
I'd like to stress that as far as I can determine, the result of
playing the piano is random. Sometimes, nothing happens, other times,
you'll find 1 gil, and other times, you'll find Tifa's Level 4 Limit
Break Manual (keep reading). I'd also like to state that I've gotten
her manual _without_ having Tifa in my party. I'm not sure how I did
it, but I have a save file that proves it (see? see!) I thought I did
it by playing the melody once, exiting out, playing it again, exiting
out again, and then getting back on the piano and pressing L1+T.
But, the way that you're _supposed_ to do it is to stick Tifa in your
party, go to the piano, play it once using the 'button only' method,
and she'll eventually find a letter from her master, Zangan (the caped
guy you saw during the first Nivelheim flashback). Tifa will get the
Final Heaven Limit Break Manual after reading his letter.
=========================================================================
KEY TO MIDGAR CITY (AREA 5 KEY)
=========================================================================
First talk to the man standing by the doors back at
Midgar City. He won't appear until after you've gotten the Highwind
and rescued Cloud from Mideel Village. Talk to him, then return to the
excavator's village on the Northern Continent. Chat with the man by the
door and pick the first option, then the second or third option. While
you could place diggers and hunt for the Key yourself, if you want to
cheat, go over to the destroyed plane atop the dinosaur's skull. See
the one excavtor near the bottom of the screen? Near him is a tiny
piece of metal sticking outwards; position yourself underneath it and
press up so that your character is looking forward, then dig.
You can use the Key to enter the locked gates near Area 7 and look
around Midgar City. If you go into the church where you met Aerith,
you can see her bending over the flowers; she'll flicker and disappear
after a second. There's not a lot to do here, but if you go back to
the Wall Market and go to the 'ITEM' building with the machine gun
inside it, you can get Tifa's Ultimate Weapon by examining the computer
before the gun fires upon you (you don't need Tifa to get the item).
Also, remember the man in the gun shop that you bought the Zinc Batteries
from to reach the Shin-Ra Building back in Disc 1? The man in the left
side of the shop will sell you an accessory (Nusuzoku no Shoute) for
129,000 gil this time around.
There are six of these flyers scattered throughout the world. You can
find them in the following locations:
Flyer No. 1: Midgar City...the town next to Aerith's house. Go to
the second floor of the southeastern building and look
at the papers taped to the wall by the stairwell.
Flyer No. 2: Shinra HQ...on the first floor, check out the board with
the papers on it near the elevators. The only time you
can read this flyer is at the beginning of the game or
when you raid Midgar in Disc 2.
Flyer No. 3: Gold Saucer...go to the Ghost Square and enter the hotel.
Read the sign that says 'SHOP' next to the shop entrance.
Flyer No. 4: Cosmo Canyon...check the left wood post of the Tigerlily
Arms Shop.
Flyer No. 5: Cosmo Canyon...the gold paper by the door on the second
floor of the inn (the entrance is behind some hanging
cloth near the bonfire).
Flyer No. 6: Utai...the bottom floor of Yuffie's house; it's the wall
scroll to the right of the doorway. You can't get there
unless you've done the sub-quest (refer to the 'Bonus
Areas' section).
You don't have to find the flyers (they look like pieces of paper) in
order. Whenever you have read all six of them, go to the restaurant
in Utai (the large building in the southwestern corner of town). Talk
to the barkeep and you'll get a Power Up, Guard Up, Magic Up, Mind Up,
Speed Up, Luck Up, and a Last Elixir.
=========================================================================
ALL 7 FEVER
=========================================================================
As easy as this trick sounds, it's harder to perform than you might
think. One of your characters has to have a current HP of 7777 (or a
maximum and a current HP of 7777...I'm not sure yet). This can be done
by getting injured, equipping materia, or raising levels. When that
particular character enters a battle, the message 'Ooru 7 Fiibaa' (All 7
Fever) will appear. It will show up every time the 'fevered' character
attacks, too.
During this time, the person affected by the 'All 7 Fever' will make one
_normal_ attack against each enemy when their Time Bar is filled, even if
you have materia such as Slice Everybody or Everything Affect All
equipped. However, assuming they don't miss, that person will always
strike for 7777 damage, even if an enemy has special defenses.
Furthermore, that person behaves as if he/she was berzerked (i.e. you
can't select commands for them since they will do nothing but attack),
and can take no other action (even if you're wearing a Counter materia).
They can still lose HP or be affected by enemy abilties/magic/etc.
There are two major drawbacks to this trick; your current HP drops to 1
point after the battle (it can be healed by normal means), and you can't
repeat the trick unless you have 7777 HP exactly. Since I think your
maximum HP has to be 7777 too, this means that you can't repeat that
trick once you raise a level, since you will gain HP and it will affect
the amount of HP a materia is adding/taking away from your 'real' total.
This means that the only way to permanently keep this trick is to get
really good at using materia orbs to customize your character's life,
or by killing that character before the end of the battle so that they
don't gain experience ^_^;
All you FF7 owners out there should try this! Go to any point in the
game with an FMV sequence (such as starting a new game--the part where
Cloud runs up to the Makoro furnace). Open your PSX and put in another
disc. When you continue playing (the game won't crash) the FMV sequence
will be replaced with one from the disc! (Using the last example, put
in Disc 3 and you'll see the sequence with the stone pillars rising from
the center of the last level; it's the same bit you see after killing
Jenova Synthesis before fighting Sephiroth for the last time.)
What's really weird is that you can keep playing the game with another
disc in your system! I beat the whole first part of the game and the CD
would load up the various levels! I don't know for sure, but I guess
that means that the ENTIRE game is written on each disc (barring the FMV,
obviously)! If you want to verify this, try starting up a save file from
disc 3 and replace it with, say, the first disc. You can do the
submarine/snowboard sequences, or go to any place you couldn't go to in
the first disc--and all the data loads up!
Going back to the trick, though, you can try this anywhere, and you
usually get cool results. For instance, near the end of Disc 2, the
Weapon monster rises up from the sea and attacks Midgar City--and gets
decapitated by the Mako Cannon. I switched to the first disc before
viewing the FMV and saw parts of the intro, and some parts from the
FMV during/after Aerith's death! If you're fast, try switching the
discs during the opening FMV when you start a new game; with Disc 2
inserted, it showed some more FMV of Aerith (this is when you return
with Buugen Haagen to the Ancient City).
Even stranger is the fact that you can still see text/graphics over the
FMV in some cases, such as Cloud and the Avalanche member running
offscreen just after the furnace explodes near the start of the first
disc, or Cid talking to Cloud on his phone during the part where the
Weapon attacks Midgar City (of course, this is over the FMV from the
disc you've chosen). And as I mentioned before, you can play normally
after the FMV is over, even with the other disc in your PSX!
In earlier versions of this FAQ, I said that there was 'hidden' FMV of
a silver car rotating around. Several people e-mailed me and informed
me that you can normally view this in the Shinra HQ during Disc One.
What's interesting, though, is that when I saw this FMV by using the
trick above, I had switched Disc One with Disc Three (at the FMV with
the bridge collapsing in Cloud's flashback). This means that it's on
at least two of the three discs. Why it's there is another story.
Also, the scene with the planets in Buugen Haagen's observatory (which
is only in Disc 1) will also be partially displayed if you switch it
with Disc 2 or 3.
=========================================================================
ALWAYS RUN FROM BATTLES
=========================================================================
Interestingly enough, you will instantly flee a battle if at least one
character is petrified, stopped, or paralyzed while in the 'running'
pose. So as long as you are not fighting a boss or have been ambushed
(see the Running section for more detail), you can always escape simply
by letting the enemy do one of the above attacks to you, or by doing it
to yourself (via Spell Materia)! This is also useful if all your members
are paralyzed, stopped, or whatever, and your last character is about to
suffer a similar fate. Simply try to run away (even if you can't), and
you'll escape the moment you are hit by the attack. The only exception
to this trick is that if you are petrified and your other teammates are
dead or petrified, then you will always lose. This doesn't work on boss
battles, by the way.
This section is based upon a summarized guide written by Nikki. Some
information is also taken from a more detailed guide written by Crow.
Their addresses can be found in the Special Thanks section near the end
of the FF7 FAQ.
You're going to need a lot of money, patience, and luck if you want to
raise chocobos. The payoff is that you can breed chocobos that can fly,
swim, climb over mountains and go to places normal vehicles can't reach.
a) Go to the Chocobo Farm once you've accquired the Highwind. Enter
the house (not the barn) and talk to the person there. Choose
the first option, then choose the top choice. Doing this will let
you purchase one of the stalls in the barn. You'll need to purchase
all six, but they cost 10000 gil a pop. If you want, you can do
the process with only four stalls, but you'll have to kick out the
chocobos you don't need to make room for the newer ones.
b) Leave and get on the airship. Fly to the northern continent and
land near the lone house surrounded by grass (it's exactly to the
northwest of the farm). Equip one character with a Steal (yellow)
materia and keep walking around on the grass until you fight a
large red reptile (Brachosaur?) Try to steal from him until you
get a Karabu Fruit (you'll get a message with an exclamation mark
if you stole something). Run away or beat him, then repeat the
process three times so that you have three Karabu Fruits. You can
also get this item from the same enemy if you go to the tip of the
penninsula near the excavator's village on the Northern Continent
where the dark grass is.
c) Now, go to the chocobo tracks near the Gold Saucer (by the shore).
Equip someone with a Chocobo Attract materia and walk along the
tracks until you enter a battle with a Chocobo. Don't kill the
chocobo, but do kill the other enemies. When the battle is over,
press X to dismount and select the top option to make the chocobo
return to the farm.
d) Go to the tracks on the Southern Continent, near the forest where
you found Cloud in Disc 2. Unlike the walking kind, you can get
running chocobos here. Just repeat step (c) to catch one. Wait
a second--save your game. If you didn't get the right type of
chocobo (more about this in part e), you can reset the game and
try again: the chocobo's gender is determined randomly each time,
so you can end up with the correct gender if you keep resetting
and naming the Chocobo until you get the one you want.
e) Return to the chocobo farm. Talk to the guy standing still in the
barn and choose the 3rd option, then the first choice twice. Name
your chocobo, then repeat with the other bird. This will also place
your chocobos in the stables. You can tell by their stance (walking
or running) if they are the right type. To tell your chocobo's
gender and race ranking (more on this later), go up to them in the
barn and press O. Next to their name are two characters. The last
character is the same, but the first character identifies the
chocobo's gender:
You'll want to make sure that the running chocobo is female and
the walking chocobo is male. If you have a chocobo walking with
his head down, put it in a stall, then talk to the man again and
choose the 6th option from the top. Pick that chocobo and choose
the top option twice, then the bottom option once to let that bird
go so you can get another one. If the sex of the chocobo is wrong,
just use the trick in the above section to change it.
f) Do you have the correct type and gender? Talk to the man in the
barn again and choose the fifth option from the top. Choose one
of the chocobos by walking up to it and pressing O. Pick the top
option, then repeat with the other chocobo. When you get another
choice, pick the top option. A list will appear. Remember the
items you stole from that reptile in the north? It will appear
as the item 7th from the top (there should be a 3 next to it
since you stole 3 items). Choose and and choose the top choice.
g) Hopefully you got a green Chocobo! If you got a blue one or a
yellow one, reset and try to mate the two chocobos again (repeat
step f). You'll want a blue chocobo, but if you get one right
now, it's harder to breed a green one -NSS-. Keep note of your
chocobo's gender--it's important.
h) At this point, you can't mate the yellow chocobos again or the
green chocobo. If you don't want to wait, repeat steps (c)
through (f) and try to breed a Blue Chocobo who is the opposite
gender of your Green Chocobo. If you have time on your hands,
though, waste it and come back later. You can re-breed your
two yellow chocobos and try to get a Blue Chocobo. Either way,
it will take _a lot_ of tries, but you save the trouble of
capturing and renaming chocobos if you waste some time and just
re-breed your two yellow birds. Remember the item that you
used (Karabu Fruit), will now have a '2' next to it since you
already used one. Don't worry, it will still stay in the same
place on the menu.
i) Okay! Now, you should have a Blue chocobo and a Green chocobo of
opposite genders. If you caught another pair of yellow chocobos,
you won't have any more stall space and you'll have to let the
two yellow ones go. If you simply breeded them again, you'll
still have two stalls left open. Since the Blue chocobo is a
newborn, you'll need to waste some more time before you can breed
it to the Green one. Hop in the Highwind and fly back to the
house on the grassy patch in the Northern Continent. Talk to the
purple geezer and choose the first option. He will offer to sell
ou items; buy 40 of the ones that cost 5000 gil (Shirukisu
Vegetable).
Return to the Chocobo Farm and give ten of them to your blue
chocobo and 10 to your green chocobo. You can do this by picking
the fourth option when you talk to the man, then picking the
Shirukisu Vegetable (it's the next to last one). Pick the chocobo
you want to feed it to and press up or down on your controller to
increase the number. Then press O twice to feed the chocobo.
j) Go to the Gold Saucer (you can get there from the sky lift in
North Corel). Go to the Chocobo Square, enter the main
building, and talk to the girl in front of the 'STAFF ROOM'
door. Choose the first option and pick either your green
chocobo or your blue chocobo to race. Then pick the top choice
two times and press Start at the next screen to start the race.
The point of racing is to improve your chocobo's race ranking.
Remember what happened when you checked your chocobo's stats?
Underneath the gender was the race ranking. You need to improve
it from a C to an A-class ranking, and you can do so by racing.
It doesn't matter if you lose; just keep racing until you gain
new classes. Refer to the chocobo-racing tips in section 3o if
you need help, although it's easy to win the races using
Automatic Sequence Mode. Every time you win a race, pick the
top option to get an item, the bottom option twice to get an
item, or the bottom option, then the top option to get some GP.
Remember, to raise a class level, you have to come in first place
(and even then you may need to get a high score such as 1-2 or
1-2 a few times before you'll gain a level). When you do raise
a race ranking, the girl will tell you. You can see your
chocobo's class every time you race it (at the screen before the
race starts). Obviously, it will take quite a few races before
you can hit class 'A' (it took me around 3 races to raise to
the next class each time).
k) Fun, wasn't it? Get back in the Highwind and return to the
Chocobo Farm. Refer to step (f) and breed the blue and green
chocobos together. With a little luck, you'll find a black
chocobo in one of the empty stalls the following day. Yes,
you may have used up your last piece of Karabu, but you won't
need it anymore. Once again, take note of your black chocobo's
gender.
l) There's an elongated island with a forest on it northeast of the
Chocobo Farm. Go into the forest and wander around until you
run into a tiny monster wearing boxing gloves (Goblin). You can
steal a Zeio Fruit off of it--you only need one. After you
get it, fly to the chocobo tracks on the west edge of the Northern
Continent and capture one; you can get the dashing kind here.
Then go back to the farm, name your yellow Chocobo, and put it in
the stalls. If it isn't the opposite gender of your black chocobo,
reset and try the naming process again. Refer to step (e) if you
forgot how to do this.
m) You should have 20 Shirukisu Vegetables left, so feed 10 of them to
the dashing yellow chocobo and 10 to your black chocobo (just like
how you did it in step i). Now for the real fun part--you have to
get an A-rank class for both the yellow and black chocobos! So,
just repeat what you did back in step (j). It will take a while,
but when they're both at race ranking A, leave the Gold Saucer and
return to the Chococbo Farm.
n) Now, breed your yellow and black chocobo together. This time,
use the Zeio Fruit (it's at the very bottom of the list).
Once again, refer to step (f) if you have trouble navigating
the menus. It may have to retry a few times, but you'll end up
with the gold chocobo eventually. Now you can go anywhere on
the World Map!
YELLOW CHOCOBOS can go anywhere you can normally get to on foot. The
sole advantage is that a chocobo is a lot quicker than walking.
BLUE CHOCOBOS can walk along rivers, but they can't go past waterfalls.
They can also walk in shallow water, just like Cid's airplane could.
GREEN CHOCOBOS can run over mountains, even the pointed mountains by
Nivelheim. They can also dash over _most_ cliffs and drops.
BLACK CHOCOBOS can walk along rivers and move around in shallow water.
They can also run over mountains and cliffs. Unlike the blue or green
chocobos, the black variety can go over any cliff or drop: even
walk up or down waterfalls, enter the canyon surrounding the Ancient
City, or walk _over_ the ice forest that you have to traverse in Disc
2 after the snowboard scene!
GOLD CHOCOBOS can do everything a black chocobo can--they can also
walk in the ocean, allowing you to go anywhere you want, even into
the dirt pit surrounding the Gold Saucer (just like the Saucer
vehicle). Truly the ultimate in transportation!
In case you didn't know about it, you can rotate the chocobo you're
viewing when using the various options in the Chocobo Farm by holding
the R1 or L1 buttons :)
Unlike chocobos that you capture and ride around on, the ones that you
ride out from the Chocobo Farm are a little tamer. They'll stay where
you get off them until you ride them again, and you can do this as much
as you want and return them to the Farm whenever you want (although you
can only have one chocobo out at a time). If you're riding a chocobo
and you try to enter the Highwind, you'll find it in the 'Chocobo' area
of the the ship. You'll automatically be riding the chocobo when you
land the ship, too.
Head due south from Cosmo Canyon in the Highwind, then go a little to
the west. You'll see an island that's part dirt, part grass, with
a smaller grassy island nearby. This isle doesn't appear on the Map,
but if you land the Highwind on the grassy plain and run around in
the dirt long enough, you can fight Sabotenders (better known as
Cactrots; those little cactus guys from FF3)! You can't get Rename
Cards from them or anything like that, but it's kinda fun fighting
them. Actually, the name of this island is 'Cactus Island' so it
makes sense to find them here.
To get to the second isle, head for the two islands near to each other
on the northeastern edge of the map. Then go north (and a little more
to the east), and you'll come across an oval-shaped island surrounded
by mountains. There's a cave entrance here, but you can't land there
in the Highwind. For more about the island, refer to the Bonus Areas
part in section 6. The name of this place is 'Round Island'.
=========================================================================
GAME SHARK CODES
=========================================================================
I'm not much of a code-maker myself, but here are some cheats you might
want to try. Remember, you need a Game Shark or a Pro Action Replay for
these to work. Some people have reported problems with these codes
(such as, these codes don't work with a PAR). FYI, I made these codes
using a Game Shark with PAR software (version 1.98), so I really don't
know why it wouldn't work on both devices.
All of the codes in this FAQ were made by me, unless otherwise stated.
If you want to reprint, submit, or display these codes, please give
credit where it is due. If you want to submit a code, just tell me
the code itself, what it does, and include any glitches/problems with
the code. Oh, and please tell me the code's creator if you didn't make
it yourself. Remember, these codes were made to work on the Japanese
version of FF7--they _may_ work on the English-text version or Japanese
re-released version, but I don't know for certain.
FF7 MASTER CODE 80000000 - 0000
-----------------------------------------------------------------------
This is the cheat that lets you use other codes with this game. I don't
know if it (and the other codes listed here) will work on every disc,
but if a code doesn't, then I'll let you know.
NO TIME LIMIT - 1ST POSITION 800F5E88 - FFFE
-----------------------------------------------------------------------
With this code, anyone in the first position always has a full Time bar.
This means that he or she can repeatedly choose commands and will do
them as fast as he is able. The other two characters act normally.
The plus side to this is that you can attack many times in a single turn
of combat. Also, if you reach your Limit Break, you can repeatedly
activate it as long as you start doing so before the first Limit Break
begins. (As an example, I used an old file and was able to kill the
boss of the Shinra Boat in the first round. This was possible because
Barett already had a full Limit bar when the battle began. I rapidly
selected Barett's Heavy Shot whenever the menu popped up. He did
something like 20 Heavy Shots in a row.) While this is obviously useful
when attacking or using Limit Breaks, you can't 'stockpile' Summon uses
or Magic casting. Even if you select to summon, say, Ifrit nine times,
you'll get a message for the subsequent 8 summons and nothing will
happen. Similarly, if you choose to cast a spell five times but don't
have enough MP, then you'll only use the spell until your MP runs out,
at which point you get a message telling you so and nothing happens until
your commands 'run out'. Just because you have a full Time bar doesn't
give you extra initiative, either; enemies will still attack you when
they are able (once you've stopped performing a command), and your allies
will do whatever you told them to do (once again, as soon as you stop
doing something). This code is especially useful if you're using the
'Control Enemy' Materia, since you can have them do whatever you want
as many times as you want (as long as they don't get hit).
CHARACTER SELECT - 3RD POSITION 8009B376 - FF0x
-----------------------------------------------------------------------
Enter this code, but replace the last digit with one of the following:
x = 0 - Cloud Strife
1 - Barett Wallace
2 - Tifa Rockheart
3 - Aerith Gainsborough
4 - Red 13
5 - Yuffie Kisaragi
6 - Cait Sith
7 - Vincent Valentine
8 - Cid Hiwind
9 -
A -
B -
C - <'Nau Purintingu'> (Now Printing)
D - <'Nau Purintingu'> (Now Printing)
When you start the game, the character in your 3rd slot (position) will
'turn into' the character you've chosen. If the graphics are messed up,
try entering and exiting the PHS screen to clear things up a bit. If
the code doesn't work initially, try checking your character's stats in
the PHS screen or switching that character in and out of the PHS screen.
This code works much better if you use a new game or have a saved file
in which the third character slot is empty. Basically, the code works
like this:
If you want to have any of the 'normal' characters, i.e. Cloud to Cid,
then they'll usually start off at level 1. The game won't freeze or
mess up if you talk to someone or if an event occurs, but if you're not
supposed to have that character yet, they won't appear or interact with
anyone.
The sole exception to this is Aerith. Like Cloud, she cannot be removed
from the party, or even the PHS system once she is put in reserve.
Furthermore, the game WILL freeze or hang if you put her in her party
once she's left for the last village, or if you have her join at any
point from the end of Disc One onwards. What's really weird about this
is that in some cases (like after the snowboarding event on Disc 2, when
the party comes to in the snow), she DOES have her own dialogue (these
seem to be 'any character' quotes, though). Those of you who want
another code can try:
PLAY AS AERITH - 3RD POSITION 801D3330 - 3313
-----------------------------------------------------------------------
It only lets you select Aerith, but seems to mess up less than the
character select code. To choose her, go into the PHS screen, place
your character on the 3rd person (who you don't have to remove), and
press the O button twice (as if you were going to check his/her
status). With this code, Aerith is 'invisible' during most events/
conversations and says nothing.
As for the 'Character Select' code:
Make sure that you don't have the same character in the third space
that you're going to use with the first code (i.e. don't have Cait
Sith in the third space and then enter a code for Cait Sith). The
result is that you can make 'copies' of that character, but not
select others. Unless you want to have, say, two Baretts--then put
Barett in the first or second space and then use the Barett code
in the third space.
The special characters are the ones whose names are in brackets. While
you probably recognize Young Cloud and Sephiroth from Cloud's flashback
after reaching the World Map, the Chocobo and the two 'Nau Purintingu'
portraits don't have any real stats, they'll just have Cloud's instead.
The problem with the special characters is that you cannot turn another
character into them, or their stats 'merge'. The result is that not only
does that character not even appear, but they lose all their HP instantly
(and don't appear, either) during battle sequences. Right now, Young
Cloud and Sephiroth are the only 'special' characters that don't merge
instantly. The Chocobo face appears when you try to raise Chocobos in
the second disk, so that explains that. The character that I called
'Kanjimaru' is in fact translated as 'Now Printing' in English. Mr.
Kelley (who translated the name) suggests that it was perhaps a test
portrait made by the programmers (sort of a default portrait perhaps
used before the actual portraits were drawn/decided upon), or simply
a joke by the programmers, which makes sense as the portrait has no
real stats, equipment, or anything else.
So, to play with one of the special characters, you have to have a blank
opening. I've been having some trouble 'creating' a blank space using
the PHS system, so I was forced to find a file when there are two
characters or less. The Shinra boat (Disc One) was the one file I had
on hand to use, so it's the one I'll use in my example (the file's at
the second Save Point, just before you meet with your friends and
encounter Sephiroth). You could also start a new game since there's
no one in the third position. If you can't get this code to work
(especially with one of the special characters), try it with a blank
space for optimum results. So, to test out one of the special
characters at the Shinra boat, for example:
Enter the code and start the game, then choose the file. Cloud will
be at the top, and at the bottom will be the messed-up portrait and
stats of either Young Cloud or Sephiroth. Go talk to Barett, in
order to speed up events, then go meet your friends. When you're
asked to pick new party members, kick out the 'special' character and
take two other characters. This prevents the game from glitching in
the next scene. Be sure to turn off the Game Shark so that your new
allies won't suddenly 'become' Young Cloud or Sephiroth.
Then, talk to one of your allies and remove your third member. Flick
up the switch on the Game Shark, and you've got your special character!
You can try them out in battle if you'd like in the hold below, but
don't try to meet Sephiroth with Sephiroth in your party or the game
will crash. For some strange reason, if Red 13 is your third member
and you turn the switch on to enable the code just before the battle
with Sephiroth's creature, the two won't merge and you can fight the
boss with Sephiroth.
Special notes about the characters:
SEPHIROTH is still automatically controlled by the computer. However,
you can de-equip and take his Materia for your own! Even better, you
can use this code at the very start of the game to have Sephiroth
accompany Cloud into the Shinra reactor! If you leave the code on
and have him switch places with Cloud, you'll have three Sephiroths
to fight with! (This does crash the game with a high rate, though).
BTW, even if you remove Sephiroth's Materia, he can still cast magic
in battle! If you start a new game with him as your character, you
can't select Materia since you can't choose that option yet.
While YOUNG CLOUD has a Limit Break, it (like Sephiroth's) doesn't
really exist (it can't be used in battle, even if you try it with
the 'Infinite Limit Break Use' code below).
The CHOCOBO and both NOW PRINTINGS always act as if they are 'merged'.
I have yet to find a way around this, so they are unplayable for the
time being, even though you can get their portraits (I doubt you
can play with either of them).
Unfortunately, the code for VINCENT VALENTINE almost always results
in a 'merged' (and hence, unplayable) version of Sephiroth, even if
I activate him in a blank space. Once you get Vincent (normally),
both this and the Sephiroth code give mixed results, at best. Even
without Vincent, this code gives you some strange results. For
instance, even though Sephiroth doesn't really have a Limit Break,
the name that is given is Vincent's initial Break.
As you can see, this code is far from perfect, and I haven't been able
to test the codes fully. If you have trouble using these codes,
remember that you MUST have a blank space to put one of the 'special'
characters or the code won't work and both characters will merge.
Also, don't be surprised if the game hangs, especially during character
events, even if the code you're using is for one of the 'normal
characters' (Aerith in particular).
With both of these codes (characters & Aerith) it's a good idea for
you to flip off the code after getting the character you want to
lessen the chance of the game hanging.
BODY HEAT ALWAYS STAYS AT 31 DEGREES 80074DC4 - 2000
-----------------------------------------------------------------------
This code has no effect on the game unless you go to the outside ledges
of the Frozen Mountain. While there, your body heat will stay at a
constant 31 degrees, and neither tapping the S button or being exposed
to the cold air will have any affect to your temperature. This way,
you can explore the mountain freely without worrying about passing out.
The number may fluctuate a bit (it sometimes stops at 91), but your
heat will still be unaffected.
INFINITE LIMIT BREAK USE - 3RD POSITION 800F619C - 00FF
-----------------------------------------------------------------------
As long as this code is activated, your Limit Bar instantly fills up
and stays full until you use a Limit Break. It then immediately fills
again, allowing you to use your Breaks as often as you'd like. The
only side effect is that you can 'choose' Breaks that you don't really
have--this has no affect on the actual game aside from wasting a turn
and if you try to use one, you get a message telling you that you don't
have enough MP. This code has no effect on Vincent after he's done
any of his Breaks, and it doesn't allow characters to use Limit Breaks
when they normally can't (Sephiroth, Young Cloud, Cait Sith
he's used the Slot Suit and gotten three moogles>, or characters who
can't use them due to their status, such as petrification). I really
want to get a '1st position' code so I could use it with the 'No Time
Limit' code...imagine what you could do with that. In fact, I've
been trying to get most of my codes to work for players in other
positions, so maybe I'll have some new stuff for you coders to cheat
with when the next revision is put up.
START WITH GOLD CHOCOBO 800E54B4 - 0004
-----------------------------------------------------------------------
This code suffers from some MAJOR drawbacks, but at least it's usable.
If I can tweak it enough to get a real chocobo select, then this code
will be updated. When activated, it turns your chocobo into a gold
chocobo. The color and type remain the same, but you can cross cliffs,
mountains, rivers, shallow water, oceans, go up waterfalls, etc. (as if
you were riding a gold chocobo). However, this code has it's share of
flaws, namely:
You can't do this with wild chocobos that you catch: you have to catch
a chocobo, send it to the Chocobo Farm, name it and ride it out of the
farm, _then_ activate the code. This effectively prevents you from
using this code until about halfway through Disc 2 when the option of
chocobo breeding is available to you, so you can't cheat wildly on the
first disc and do things like skip to new areas, bypass levels, or
grab the Knights of the Round Materia at such an early point in the
game :( Secondly, you can't leave the World Map while the code is on,
so you'll have to turn off the code before entering any area. When
you come back out, the chocobo will have 'reverted' to normal, so
you'll have to get back on and flip the switch up again to re-activate
the code. Also, the code sometime glitches if you enter the dirt pit
around the Gold Saucer. I had to have all the chocobo types before I
could make this code in the first place, so it didn't help me much. :(
ITEM SELECT 8009B4xx - yzzz
-------------------------------------------------------------------------
This is THE code that I've been wanting to make since I bought this game,
and I'm quite overjoyed to have it. I wish there were more secret items
in the game, and I would have really liked to get some Key Items, but
that's another code for another day. Don't forget that you can sell
these items for loads of cash (as long as the switch is up), and you can
use them to empower your characters (try the '-Appu' items) early on in
the game. Enjoy!
Please take note: As long as you follow the below guidelines (remember
to be careful when putting in the two 'location' digits), this code
should work. Several people have been complaining that they can't get
the code to work--even the people with the same GS and version number
as mine (1.98). If you've _carefully_ tried this code and can't get any
results, then you may simply not be able to use the code on your game.
I have NO IDEA what causes this and I'm sorry I can't offer more help to
those with problems concerning this code or the Materia Select code
(they both work in the same manner).
And yes, saving your game with this code _will_ save the items into
memory--you'll still have to be careful that you don't end up with the
'battle' glitch' described below.
An example code would be 8009B4A8 - 202A for the Ghost Hand item, for
those of you who don't understand how the x/y/z entries work.
xx = Location where item appears on the Item Select Screen. You can
change this number to enter the code multiple times to have
multiple items of your choice, but you _must_ use EVEN numbers
(i.e. C2, 9A, or 88) or the game may glitch. Also, if this code
would put an item over an occupied space and not a blank one, the
game may freeze or the item may not appear. Finally, try to keep
the location range between 8_ and C_ or the game may crash.
y = No. of items; you'll have an infinite amount unless you turn
the switch off (usually). The number you enter is converted
to hexidecimal form (so what you put in won't correlate with
the # of items you get). Keep in mind that 0 is a valid
number and can be used.
zzz = Item name:
000 = Potion 0A0 = Gatling Gun
001 = Hi Potion 0A1 = Assault Gun
002 = X Potion 0A2 = Cannonball
003 = Ether 0A3 = Atomic Scissor
004 = Ether Turbo 0A4 = Hard Vulcan
005 = Elixir 0A5 = Chainsaw
006 = Last Elixir 0A6 = Micro Razor
007 = Phoenix Tail 0A7 = A. M. Cannon
008 = Poison Neutralize 0A8 = Double Machine Gun
009 = Gold Needle 0A9 = Drill Arm
00A = Virgin's Kiss 0AA = Sold Bazooka
00B = (Uchide no Koduchi) 0AB = Rocket Punch
00C = (Yamabikoenmaku) 0AC = Enemy Launcher
00D = Stimulant 0AD = Pile Banker
00E = Tranquilizer 0AE = Maximum Ray
00F = Almighty Medicine 0AF = Missing Score
010 = Silent Smoke 0B0 = Mithril Clip
011 = Speed Drink 0B1 = Giyaman Hairpin
012 = (Ei x no Kusuri) 0B2 = Silver Baretta
013 = Vaccine 0B3 = Gold Baretta
014 = (Shurudan) 0B4 = Adamant Clip
015 = Bomb Fragment 0B5 = Crystal Comb
016 = Right Arm Bomb 0B6 = Magic Comb
017 = Gold Hourglass 0B7 = Platinum Baretta
018 = Death God's Kiss 0B8 = Battle Clip
019 = Spider Thread 0B9 = (Kanzashi)
01A = Dream Powder 0BA = Seraph Comb
01B = Silent Mask 0BB = Behimoth Horn
01C = Battle Gong 0BC = Spriggan Clip
01D = Delusion Washi Weed 0BD = Limited Moon
01E = Fire Dragon Fang 0BE = Guard Rod
01F = Fire Scroll 0BF = Mithril Rod
020 = Antarctic Wind 0C0 = Full Metal Rod
021 = Cold Binding Crystal 0C1 = Strike Rod
022 = Electric Shock Bird Horn 0C2 = Prism Rod
023 = Fast Thunder 0C3 = Aurora Rod
024 = Earth Drum 0C4 = Wizard Rod
025 = Earth Hammer 0C5 = Confusion/Vizier Rod
026 = Harmfulness Material 0C6 = Fairy Tail
027 = Molbol's Tentacle 0C7 = Umbrella
028 = Sand Star 0C8 = Princess Guard
029 = Vampire Fang 0C9 = Spear
02A = Ghost Hand 0CA = Slash Pike
02B = Basilisk's Nail 0CB = Trident
02C = Light Curtain 0CC = Pole Axe
02D = Moon Curtain 0CD = Partisan
02E = Reflection Mirror 0CE = Serpent Halberd
02F = Holy Torch 0CF = Javelin
030 = Big Bird Feather 0D0 = Glow Lance
031 = Sea Dragon Scale 0D1 = Mop
032 = (Mozu no Hayanie) 0D2 = Dragoon Lance
033 = Shorten 0D3 = (x ryuu x getsutou)
034 = Eye Medicine 0D4 = (Houtenga x geki)
035 = Fire Cocktail 0D5 = (Ronginusu)
036 = S Mine 0D6 = Venus Gospel
037 = 203 Million Bullet Shells 0D7 = Juuji Shuriken
038 = Gravity Ball 0D8 = Boomerang
039 = Space-Time Bullet 0D9 = Windmill
03A = (Ikasumi) 0DA = Crescent Moon Ring
03B = Numbness Needle 0DB = Hawk Eye
03C = Fang of Dragon Pair 0DC = Crystal Cross
03D = Witch's Cauldron 0DD = Wind Slasher
03E = Shirukisu Vegetable 0DE = Twin Viper
03F = Reigen Vegetable 0DF = Manji Shuriken
040 = Mimetto Vegetable 0E0 = Super Ball
041 = Kuriie Vegetable 0E1 = Fuuma Shuriken
042 = Pasaana Vegetable 0E2 = Rising Sun
043 = Tantaru Vegetable 0E3 = (Kari x)
044 = Karakka Vegetable 0E4 = Irreconcilable
045 = Gizaaru Vegetable 0E5 = Yellow Megaphone
046 = Tent 0E6 = Green Megaphone
047 = Power Up 0E7 = Blue Megaphone
048 = Guard Up 0E8 = Red Megaphone
049 = Magic Up 0E9 = Crystal Megaphone
04A = Mind Up 0EA = White Megaphone
04B = Speed Up 0EB = Black Megaphone
04C = Luck Up 0EC = Silver Megaphone
04D = Zeio Fruit 0ED = (Hou xx)
04E = Karabu Fruit 0EE = Gold Megaphone
04F = Porofu Fruit 0EF = (Totsu x rappa)
050 = Paramu Fruit 0F0 = Starlight Phone
051 = Rasan Fruit 0F1 = Marvelous Cheer
052 = Saraha Fruit 0F2 = Quicksilver
053 = Rujiru Fruit 0F3 = Super
054 = Pipio Fruit 0F4 = Landal
055 = Zinc Battery 0F5 = (Raiatto)
056 = Pocket Tissue 0F6 = Winchester
057 = S. U. W. G. C. S. Manual 0F7 = Peacemaker
058 = Catastrophe Manual 0F8 = (Bantorain)
059 = Final Heaven Manual 0F9 = Longbarrel R
05A = Great Word of God Manual 0FA = Silver Jewel Gun
05B = Cosmo Memory Manual 0FB = Sniper CR
05C = Universe Manual 0FC = Highbrow ST
05D = Chaos Manual 0FD = Outsider
05E = Highwind Manual 0FE = Death Penalty
05F = (1/35 Shin-Ra x) 0FF = Masamune
060 = Super Alloy Sweeper 100 = Bronze Bangle
061 = Masamune Blade 101 = Iron Bangle
062 = Save Crystal 102 = Titanium Bangle
063 = Dio's Exciting Fight Diary 103 = Mithril Bracelet
064 = Signed Colored Paper 104 = Carbon Bangle
065 = _My Life's Gambling_ 105 = Copper Bracelet
066 = 102 106 = Gold Bracelet
067 = 103 107 = Daia Bangle
068 = 104 108 = Crystal Bangle
069 = 105 109 = Platinum Bangle
06A = 106 10A = Rune Bracelet
06B = 107 10B = (Ejinkooto)
06C = 108 10C = Wizard Brace
06D = 109 10D = Adamant Bangle
06E = 110 10E = Gigas Bracelet
06F = 111 10F = Imperial Guard
070 = 112 110 = Aegis Bracelet
071 = 113 111 = Force Brace
072 = 114 112 = Warrior Bangle
073 = 115 113 = [Shin-Ra Relaxed Form
Defense Tool]
074 = 116 114 = [Shin-Ra Armor Type
Defend Tool Reform]
075 = 117 115 = Four Slot
076 = 118 116 = Ardent Flame Bracelet
077 = 119 117 = Aurora Bracelet
078 = 120 118 = Thunder Bracelet
079 = 121 119 = Dragon Bracelet
07A = 122 11A = Minerva Brace
07B = 123 11B = Escort Guard
07C = 124 11C = Myth Tear
07D = 125 11D = (Zaidorittsu)
07E = 126 11E = (xx wan x kei)
07F = 127 11F = Chocobo Bracelet
080 = Buster Sword 120 = Power Wrist
081 = Mithril Saber 121 = (Boudan Chokki)
082 = Hard Breaker 122 = Earring
083 = Butterfly Edge 123 = Talisman
084 = Enhance Sword 124 = Chocobo Feather
085 = Ogre Nix 125 = Charm
086 = Crystal Sword 126 = Champion Belt
087 = Force Eater 127 = Poison Ring
088 = Rune Blade 128 = Toughness Ring
089 = Murasame 129 = Sacred
08A = Nail Bat 12A = Star Pendant
08B = (Riku x syukichikou) 12B = Silver Edge Glasses
08C = Apocalypse 12C = Headband
08D = (Ten no Ganshou) 12D = Fairy Ring
08E = Ragnarok 12E = Jewel Ring
08F = Ultima Weapon 12F = White Cape
090 = Leather Glove 130 = Hermes' Shoes
091 = Metal Knuckle 131 = Peace Ring
092 = Mithril Claw 132 = Ribbon
093 = Grand Glove 133 = Flame Ring
094 = Tiger Fang 134 = Cold Ring
095 = Daia Knuckle 135 = Thunder Ring
096 = Dragon Claw 136 = Tetra-Element
097 = Crystal Glove 137 = Safety Bit
098 = Motor Drive 138 = Angry Ring
099 = Platinum Fist 139 = Cursed Ring
09A = Kaiser Knuckle 13A = Protection Ring
09B = Army Cotton Gloves 13B = Spirit Bell
09C = Over <-head> Throw 13C = Reflection Ring
09D = Master Fist 13D = Water Ring
09E = God Hand 13E = (Nusuzoku no Shoute)
09F = Premium Heart 13F = Hypno-Crown
- Codes ending in 066 - 07F give you these items. As of right now,
I don't know what their purpose is (they may be disabled Key
Items, I think).
- Codes ending in 080 - 08F are swords for Cloud.
- Codes ending in 090 - 09F are claws for Tifa.
- Codes ending in 0A0 - 0AF are cannons for Barett.
- Codes ending in 0B0 - 0BD are combs for Red XIII.
- Codes ending in 0BE - 0C8 are rods for Aerith.
- Codes ending in 0C9 - 0D6 are spears for Cid.
- Codes ending in 0D7 - 0E4 are shurikens for Yuffie.
- Codes ending in 0E5 - 0F1 are megaphones for Cait Sith.
- Codes ending in 0F2 - 0FE are handguns for Vincent.
The code ending in 0FF looks like a gun, but it is in
fact Sephiroth's Masamune blade.
- Codes ending in 100 - 11F are defensive bracelets.
- Codes ending in 120 - 13F are accessories you equip.
- Codes ending in 140 - FFF are 'glitch' items that don't exist
and have no purpose/effect on the game.
If you have this code activated and you go into a battle, you may get
a strange effect that prevents you from fighting the battle. As the
battle begins, these messages will appear, one after the other:
¥·¡¼¥ó¡§¡ô¡ô ¡¿ ¥¨¥é¡¼¥³¡¼¥É¡§ ¡ô¡ô
£Ì£±¡Ü£Ò£±¡Ü£Ó£Å£Ì£Å£Ã£Ô ¥Ç¥ê¥»¥Ã¥È¥·¥Æ¥Í
¥·¥¹¥Æ¥à¥¨¥é¡¼¥¬ xx ¥·¥Þ¥·¥¿
I think it would be translated as:
xxx: ### / Error Occurred: ##
L1+R1+SELECT x Reset xxx
System Error x xx xxxx
Should you press L1+R1+Select at any time, you're instantly taken out of
the battle. While you don't gain AP, gil, or experience points or items,
you don't lose anything, either. Not only can this be used to bypass
normal battles, but it can be used during boss battles and the game will
continue as if you had fought and beaten the boss!
This is pure speculation on my part, but I think this is probably some
sort of error checker/debugger that was used by the game's programmers
to test battle sequences, probably to fix up any flaws in the 'Active
Time Battle' system. This seems possible because the number seem to
indicate your party's Agility compared to the enemies (I think). And
assuming my translations are correct (assuming, mind you :)) it would
make some sense.
Keep in mind that this may still happen even with the code off. So,
it's a good idea not to have this code on when you go into a battle.
The best procedure would probably be to put in the codes for the items
you want, then save your game and load it without using this code.
Then, make sure that you don't have any spare items left in your menu
(use them, sell them, or try 're-equipping' them to reduce the amount
that you have--if you re-equip them you'll still keep one, but the
others will vanish). Of course, if you don't want to fight any battles,
then leave the code activated :)
MATERIA SELECT 8009B6xx - 00yy
-------------------------------------------------------------------------
Well well! Here's an interesting code. It works very much like the
Item Select code above, except that you have to go into the Materia
Screen. As long as the switch is up, you have an infinite number of
whatever Materia you've selected. The only bad thing about this code
is that it will sometimes start off the Materia orbs with 'beyond master'
levels, meaning that you can use all their abilities, but you can't get
another one by mastering it.
xx = Location where the materia appears on the Materia Menu. You can
change this number to enter the code multiple times to have
multiple materia of your choice, but you _must_ use EVEN numbers
(i.e. A0, C4, or 86) or the game may glitch. Also, if this code
would put a materia over an occupied space and not a blank one, the
game may freeze or the materia may not appear. Finally, try to
keep the location range between 8_ and C_ or the game may crash.
yy = Name of Materia:
00 = MP Up 2E = (glitch)
01 = HP Up 2F = (glitch)
02 = Speed 30 = Master Command
03 = Magical 31 = Flame
04 = Lucky 32 = Cold
05 = Experience Points Up 33 = Earth
06 = Gil Up 34 = Thunder
07 = Enemy Avoid 35 = Remedy
08 = Enemy Collect 36 = Medical Treatment
09 = Chocobo Collect 37 = Resurrect
0A = Advance Attack 38 = Seal
0B = Long Distance Attack 39 = Perplex
0C = Everything Affect All 3A = Transform
0D = Counter 3B = Seperation
0E = Slice Everybody 3C = Poison
0F = Continuous Slice 3D = Gravity
10 = Protect 3E = Barrier
11 = Underwater Breath * 3F = Mabarrier *
12 = HP/MP Replace 40 = Meteorite
13 = Double Magic 41 = Time
14 = Double Summon 42 = Reflect *
15 = Double Item 43 = (Rifuabu) *
16 = Booster * 44 = Annihilation
17 = Affect Everybody 45 = Sealed Off
18 = Command Counter 46 = Full Cure
19 = Magic Counter 47 = Shield
1A = MP Turbo 48 = Ultima
1B = MP Absorb 49 = Master Magic
1C = HP Absorb 4A = Chocobo & Moogle
1D = Attribute 4B = Shiva
1E = Additional Effect 4C = Ifrit
1F = Surprise Attack 4D = Titan
20 = Final Attack 4E = Ramuh
21 = Slice in Addition 4F = Odin
22 = Steal in Addition 50 = Leviathan
23 = Random Magic Strike 51 = Bahamut
24 = Steal 52 = Kujata
25 = See Through 53 = Alexander
26 = Law * 54 = Phoenix
27 = Throw 55 = Bahamut Reborn
28 = Metamorphosis 56 = Hades
29 = Certain Kill 57 = Chupon
2A = Manipulate 58 = Bahamut Form Zero
2B = Mimicry 59 = Knights of the Round
2C = Techniques of the Enemy *2 5A = Master Summon
2D = (glitch) 89 = (glitch)
* Codes ending in 11, 16, 26, 3F, 42 and 43 are 'disabled' Materia that
you can't normally get during the game.
*2 With this code, the Teki no Waza orb will have all stars filled
except for stars 1-8.
- Codes ending in 00 - 0D, 10 and 12 are Independant Materia.
- Codes ending in 0E, 0F and 17 - 23 are Combination Materia.
- Codes ending in 13 - 15, 24, 25, 27 - 2C and 30 are Command Materia.
- Codes ending in 31 - 3E, 40, 41, and 44 - 49 are Magic Materia.
- Codes ending in 4A - 5A are Summon Materia.
- Codes ending in 2D - 2F, 89 are game glitches and not real Materia.
- However, equipping the '089' materia will raise most of your stats.
to 255 and your MAX MP to 999, although your HP will be dramatically
reduced.
- All other codes (5B - FF, excluding 89) are game glitches and not
real Materia.
Here are materia charts for each of the 'disabled' materia. Please note
that the abilities/AP levels of these materia tend to fluctuate, even if
you put these in using the Game Shark, saved your game, and then played
again without the GS codes on. Refer to the 'Main Menu' section of the
first part of the FAQ for information on Materia descriptions, etc.
This materia has its own description, Mabaria no.... Although it is just
like other Magic Materia descriptions, note that the bracket-like quotes
put around most magic spells are not used in this description (as in
Mabaria instead of [Mabaria], sort of).
Status Changes: POWER -02 MAGIC +02 MAXHP -05%
STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05%
Find: Use the 'Materia Select' Game Shark code (3F).
LV1: Reflect ¥ê¥Õ¥ì¥¯ 30 Reflects most magic
LV2: Wall ¥¦¥ª¡¼¥ë 58 Barrier and Mabarrier cast at once
This materia has its own description, Rifureku no.... Although it is
just like other Magic Materia descriptions, note that the bracket-like
quotes put around most magic spells are not used in this description (as
in Rifureku instead of [Rifureku], sort of).
Status Changes: POWER -02 MAGIC +02 MAXHP -05%
STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05%
Find: Use the 'Materia Select' Game Shark code (42).
L1: -- -- --
L2: Wall ¥¦¥ª¡¼¥ë 58 Barrier and Mabarrier cast at once
This materia has its own description, Uooru no.... Although it is just
like other Magic Materia descriptions, note that the bracket-like quotes
put around most magic spells are not used in this description (as in
Uooru instead of [Uooru], sort of).
Status Changes: POWER -02 MAGIC +02 MAXHP -05%
STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05%
Find: Use the 'Materia Select' Game Shark code (43).
This materia seems to have no effect when equipped, nor does it affect
anything or anyone at any point in the game, as far as I can tell.
Unlike all other materia, it has only one star. I would assume that
this Materia starts off mastered, but because of the Materia Select code,
I have way over a million AP and I can't seem to make that number go
down. It could be that you have to master it (just like other materia)
but then it would be the only materia in the game that starts off with
no mastered star levels.
* The info. box will give the stats. of the last Materia the cursor was
on should you move it around (unless it was last on an Independant
Materia, in which case it will display 'SuichuuKokyuu' for the ability
name).
Find: Use the 'Materia Select' Game Shark code (11).
NOTE: If you want to learn more about this materia, please refer to the
'Rumors and Speculation' and 'Documents' sections for more detailed
conjecture. For those of you who keep asking, I've been to the Ancient
City and _nothing_ happens. Believe me, I've experimented with this
materia in just about every possible way and it doesn't seem to have
any effect in the game.
LV1: ZENINAGE (Coin Toss) ¤¼¤Ë¤Ê¤²
Just like the 'Zeninage' skill of the 'Nageru' materia. Although
it doesn't say it, you also have the Nageru skill (Throw) in
battle, too.
Find: Use the 'Materia Select' Game Shark code (26).
* Mr. Kelley points out that this is most likely a joke by the
programmers. 'Law' is what lawyers deal with, and the listed skill
given for this materia is Coin Toss. As in 'you have to throw away
your money when dealing with lawyers'.
So far, it doesn't seem to affect any Materia I equip it to. From the
name, though, I'd imagine that it's supposed to increase the range/
effectiveness/power of the Materia that you combine it with or perhaps
increase the amount of AP you earn for that Materia.
Find: Use the 'Materia Select' Game Shark code (16).
Here are some codes sent in by contributors:
ALWAYS HAVE 9999999 GIL 8009B9F8 - 967F
submitted by 8009B9FA - 0098
-----------------------------------------------------------------------
As long as this code is activated, you'll always have 9999999 gil, even
if you win a battle or purchase something (you can turn the code off to
spend and gain money normally, and it won't drop down to the original
amount you had before you used this code). If you turn off the code and
earn a lot of gil, the numbers may look a little buggy, but it's not a
harmful effect and it won't do anything to your game (and the amount
will appear normal when you're purchasing items from a shop).
GAIN LOTS OF EXPERIENCE POINTS FROM BATTLES 8009BF70 - FFFF
submitted by
-----------------------------------------------------------------------
With this code turned on, you'll win much more EXP. from enemies than
you would normally. You don't need to use this code to keep your new
exp. levels, either, since you can save them into the game just as if
you had earned them normally. I wonder how the 'Experience Up' materia
would affect this code?
GAIN LOTS OF ABILITY POINTS FROM BATTLES 8009BF74 - 0FFF
submitted by
-----------------------------------------------------------------------
This works pretty much like the above code; simply turn it on and when
you win a battle, you'll always earn a ton of ability points (AP),
usually 4000-8000 points per battle. You can save your game normally
to keep any materia orbs that you've mastered or leveled-up, too, so you
don't have to keep using this code. If you affix a Materia Orb to a
weapon that increases the rate at which a materia levels-up (such as
Cloud's Apocalypse weapon), then you'll gain double or triple the amount
of AP that you would normally.
A special thanks to Deuce for discovering that if you
change the code to 8009BF74 - 8FFF, you will gain far more AP per battle
(around 36800 points) than you would normally.
=========================================================================
THE CHARACTERS
=========================================================================
Who's going to help Cloud fight against the Shin-Ra? Read on to discover
friends (maybe even foes) who hook up with Cloud as the game progresses.
AERITH GAINSBOROUGH (22 years old)
A beautiful woman with a mysterious atmosphere. She met Cloud when she
was selling flowers in (Midgar, and now she plays an important role in
Cloud's adventure. She is better at magic attacks than attacking with
weapons.
BARETT WALLACE (35 years old)
The leader of "Avalanche". His overwhelming power and a gun made
especially for him would destroy anything. He lost his wife in the
past and now lives for his little daughter, Marin.
CAIT SITH (age unknown)
No one knows where he is from. The way he talks lets us guess he is a
male being. He gives life to the fat stuffed animal of Moogle and rides
its back. His attacks during the battle are worth seeing; it is as
though everything in a toy box were coming out. Fortune telling is his
hobby, but what he says is never reliable.
CID HIWIND (32 years old)
A pilot who dreams like a boy. In the sky or on the water, no one steers
better than him. He is dreaming of traveling the endless starry sky. A
man always willing to face danger with a lance in his hand. He also has
an amazing knowledge of mechanics.
CLOUD STRIFE (21 years old)
A former soldier of Shin-Ra. He is now a member of the rebel force
"Avalanche", and is getting involved with battles that would decide the
fate of the planet. There is nothing that his sword would not destroy.
RED XIII (age unknown)
Sex unknown. Red XIII has decidedly red fur and looks threatening, but
has an intelligence level that is well beyond that of humans. The only
thing known about Red XIII is that it attacks the enemy with its claws
and fangs. A very mysterious beast.
SEPHIROTH (age unknown)
He was also a Shin-Ra soldier, and Cloud was under him. Only Shin-Ra's
confidential files know his past. He was one of the best soldiers
there. His long sword has an incredible power, and he is the only one
who can use it. No one knows where he is now.
TIFA ROCKHEART* (20 years old)
An optimist who encourages the members of the party. Despite her cute
appearance, she is a real martial arts fighter who only uses her fists.
She is also an important member of "Avalanche". She has known Cloud
since they were small and has feelings for him but still cannot tell
him so.
* It may be 'Lockheart', for all I know.
VINCENT VALENTINE (27 years old)
A guy with a dark, mysterious atmosphere. It seems that the past
relation with Shin-Ra is making him travel with Cloud and others.
It is known that his slim body possesses some kind of amazing power
and abilities.
YUFFIE KISARAGI (16 years old)
She is a member of a Ninja family with long history, but she does not
care much about it. She decided to join Cloud's party only because she
wanted to get "something". She is a clever, selfish girl, but plays an
important role in battles by using her Ninja tricks and skills.
As you play the game, you'll find, buy, and be given Materia Orbs. When
equipped, these orbs have various functions (like Relics from FF3), and
become stronger as you use them (like the Classes from FF5j). There are
five types of Materia:
Green - Spell Materia. When equipped, you can cast
spells like Thunder, Fire, Cure, Barrier, etc.
Yellow - Command Materia. These give you the ability
to Steal, Throw, Mimic, etc.
Purple - Independent Materia. These will increase
your scores, like Max HP or Speed.
Blue - Support Materia. These augment the power
of certain other Materia. For instance,
the 'Select All' Materia, when combined with
a Flame materia, lets you cast a fire spell on
all foes.
Red - Summon Materia. These let you summon monsters,
like Chocobo, Shiva, Bahamut, or even Chupon!
* My tv has some strange color properties. This means that when I
mention a 'Purple Materia', it may actually be a Blue Materia. I
didn't even realize this until after first releasing this FAQ, so
try and bear with me, okay? I'll avoid incorrect naming in the
future, but I may still get it wrong sometimes. Sorry! ^_^;
You can equip Materia from the Main Menu, and mix and match them in
any way you want. This is how they work:
Weapons and bracelets have a certain number of 'holders' on them. You
can equip one Materia per holder. So, if a sword has one holder and a
bracelet has five holders, you can equip six Materia in all. The benefit
to equipping a Materia is the skills/magic/etc. it gives you. The bad
part is that equipping Materia tends to lower your statistics. While
this is only temporary, you'll have to decide if you value skills or
scores more when equipping certain Materia. To restore your stats. to
normal, simply unequip the Materia you're using. You'll notice that
some holders aren't connected, and some are (it looks something like
this: 0=0 ). Connected holders are used to couple an Independent
Materia with another Materia, since Independent Materia have no effect
on their own.
When you win a battle, you gain AP (Ability Points). Each Materia has
a number of stars, representing its' 'levels'. All Materia start off
at level 1, but can be increased to their max. level. The more level
stars a Materia has, the stronger and more useful it becomes. To
gain a star level, you have to gain a certain number of Ability Points,
just like raising levels or learning Esper magic (in FF3). However,
only Materia that you have equipped earn AP. Luckily, that Materia has
the same number of points no matter who uses it. For example, let's
say Cloud keeps the Summon Chocobo materia equipped for a long time,
and manages to raise it to level 2. If Barett, who's never worn that
Materia before, equips it, he can also use it at level 2 strength. When
you do 'master' a Materia (by gaining all its' levels), you will
instantly get another Materia of the same type! Even though it will
begin at level 1 (i.e. unused), this means that you can have as many
Ultima or Summon Bahamut materia as you want (for example), providing
you max out the ones you already have beforehand. Be sure to sell off
Materia that you don't need; if you have a full Materia list with no
empty places and you master a materia that you have equipped, it will
appear in a random location on the list, permanently erasing the Materia
that was in it's place (guess the programmers at Square never bothered
to check that out, did they?)
You'll want to be careful if you have more than one of the same Materia,
because you have to raise them seperately. And there's no point in
giving two of the same Materia to the same person! Try to figure out
what Materia works best with which person (i.e. give the MAX MP up
Materia to a good magic-user, and give the Certain Kill materia to a
character with low normal attack power). Also, take note of the way
the holders look; if they don't have silver dots in them (like this:
O=O or just O), then you can still equip Materia, but you can't level-
up them since none of the AP you gain in battles will be distributed to
the Materia in that weapon or item. The tradeoff is that such equipment
is usually very strong.
From Disc 2 onwards, you have the chance to find and collect four 'Huge
Materia'. They can be gotten from these locations:
Blue Materia - North Corel. You have to save the town from being
destroyed by a train during Disc 2.
Yellow Materia - The other Huge Materia is located in the Condor Fort--
you can only get this during Disc 2. What you have to
do is win the 'mini-battle' sequence atop the tower or
you won't receive the Huge Materia.
Green Materia* - Rocket Town. After you and Cid blast off in his ship,
you'll have to enter the code command to free the huge
Green Materia. If you can't save the Materia, it's lost
for good. This quest can only be done during Disc 2.
Red Materia - Red Submarine. If you were able to sink the red sub
during the return trip to Junon Town in Disc 2, you can
capture the huge Red Materia from the sunken submarine
at any time during Discs 2 or 3. If you weren't able
to stop the sub, then this Materia is permanently lost.
* In one game, I tried beating every quest but Corel. I had three of
the materia, Yellow, Green, and Red. I always thought the Blue Materia
was part of the Rocket Town sub-quest, but I guess not.
While you have to get two of the Huge Materia in order to make the game
progress during Disc 2, you don't need to collect all four of them.
However, you can get the powerful 'Master Materia' from the Huge Materia,
as well as the strongest Bahamut summon materia, 'Bahamut Form Zero', so
it's advisable that you try to find them all. You can receive the
following materia from each Huge Materia:
NAME DESCRIPTION PREREQUISITES
Master Magic Cast any magic spell Huge Green materia and a
'master' level for all 21
magic materia.
Master Command Use most commands Huge Yellow materia and a
'master' level for seven
command materia (see below).
Master Summon Use all summon spells Huge Red materia and a
'master' level for all 16
summon materia.
Bahamut Form Zero A summon materia Huge Blue materia and the
Bahamut and Bahamut Reborn
summon materia orbs.
Once you've fulfilled the prerequisites to get a certain master materia,
simply return to Buugen Haagen's observatory in Cosmo Canyon and touch
the correct Huge Materia (I hope you have the Huge Materia on you/have
already taken it to the observatory in Cosmo Canyon beforehand!) Pick
the first option and the screen will glow; pick the top option to get
your master materia or the bottom option if you want to get that
particular master materia later. You do have to have all the mastered
materia on hand, but it doesn't matter whether they're equipped or not.
If you're trying to get Bahamut Form Zero, then all you have to do is
touch the huge blue materia and you'll automatically receive it after
choosing the first option; you have to get this summon spell before you
can receive the Master Summon materia. There's good news and bad news,
though:
- All of the Master materia do not have level stars, so you can't
simply 'master' them and get a second Master Materia. Wearing
one doesn't effect your statistics, either (so all of you who
were hoping for a 'MAX MP +80%' or something like that will be
disappointed!)
- When you receive a Master materia, you lose all the materia that
you mastered. This means that not only will you be left with a
bunch of low-level materia (since you get another materia of the
same type when you master it, remember?), but you'll have to master
each of them if you want to get a second Master materia of that
type. The good news is that if you have two mastered orbs of the
same type (say, two Flames and you're trying to get the Master
Magic materia), you'll only lose one and keep the other. So, if
you have two mastered Kujata materia and you get a Master Summon
materia and want another one, you'll only have to level-up 15 orbs
instead of 16 since one is already mastered.
Individual notes on the Master materia:
- If you affix a combination materia like Affect All or Random Magic
Strike to the Master Magic orb, it will affect all the spells!
However, not all combination materia work with each spell.
- When you master a Summon materia, you can call a particular summoned
beast five times. With the Master Summon materia equipped, you can
summon any beast an infinite number of times (providing you have the
MP for it)! Like the Master Magic materia, Combination materia
attached to this orb will affect all summon spells.
- You only have to master the Steal, See Through, Throw, Metamorphosis,
Certain Kill, Manipulate and Mimicry materia orbs in order to get the
Master Command materia. This may sound good, but then again, all you
get are the above abilities of those materia: this orb won't let you
use other commands like Swordplay, Double Item, Techniques of the
Enemy, or Continuous Slice, for example (but you can equip these
seperately, if you like).
- And of course, there are no Master Combination or Master Independant
Materia :)
=========================================================================
MATERIA LIST
=========================================================================
This section lists each Materia and explains it's abilities and other
information. A new addition to this section is 'AP to Master': this
tells you how many AP you will need to master that materia. It's easy
enough to check your current AP level in the Main Menu, but you can't
figure out what the master amount of AP is until you're at the next
to the last level--the reason for this addition.
=====================
GREEN MATERIA - SPELL
=====================
-------------------------------------------------------------------------
MATERIA NAME (Translated Name) AP TO MASTER # OF LEVEL STARS
-------------------------------------------------------------------------
Name in Japanese
Levels: Translated Name* MP Cost Effect when used
Changes to status when Materia is equipped:
Who has it when they first join you:
Where you can buy it from: (may change depending on what Disc
you're currently on)
Where you can find it at: (* anything else you should know)
* The translated name is often not the exact Japanese equivalent, but
rather, what the _intended_ meaning is. For example, the -ra and
-ga endings to some of the spells don't actually mean anything aside
from denoting the strength of the spell. Because numbers were used
in previous American FF games, I use '2' or '3' in the FAQ, although
that isn't exactly a 'by the book' translation. For more details,
please refer to the 'Translations' section.
-------------------------------------------------------------------------
HONOO (Flame) 35000 AP 4 stars
-------------------------------------------------------------------------
¤Û¤Î¤ª ¡Ê±ê¡Ë
LV1: Fire 1 ¥Õ¥¡¥¤¥¢ 4 Fire damage
LV2: Fire 2 ¥Õ¥¡¥¤¥é 22 Fire damage x2
LV3: Fire 3 ¥Õ¥¡¥¤¥¬ 52 Fire damage x3
Status Changes: POWER -01 MAX HP -02%
MAGIC +01 MAX MP +02%
Initially equipped: Red 13
Purchase from: Wall Market, Costa Del Sol, Condor Fort, Mideel
-------------------------------------------------------------------------
REIKI (Cold) 35000 AP 4 stars
-------------------------------------------------------------------------
¤ì¤¤¤ ¡ÊÎä¡Ë
Status Changes: POWER -01 MAXHP -02%
MAGIC +01 MAXMP +02%
Purchase from: Kalm Town, Costa Del Sol
-------------------------------------------------------------------------
DOKU (Poison) 38000 AP 4 stars
-------------------------------------------------------------------------
¤É¤¯ ¡ÊÆÇ¡Ë
LV1: Bio ¥Ð¥¤¥ª 8 Poison dmg., then continuous damage
LV2: Bio 2 ¥Ð¥¤¥ª¥é 36 Poison dmg., then continuous damage x2
LV3: Bio 3 ¥Ð¥¤¥ª¥¬ 80 Poison dmg., then continuous damage x3
Status Changes: POWER -01 MAXHP -02%
MAGIC +02 MAXMP +02%
Purchase from: Kalm Town, Costa Del Sol
Find: Shinra HQ -- 68th floor
-------------------------------------------------------------------------
JUURYOKU (Gravity) 40000 AP 4 stars
-------------------------------------------------------------------------
¤¸¤å¡¼¤ê¤ç¤¯ ¡Ê½Å¡Ë
LV1: Gravity ¥°¥é¥Ó¥Æ 14 Reduces current HP to 3/4*
LV2: Gravity 2 ¥°¥é¥Ó¥é 33 Reduces current HP to 1/2
LV3: Gravity 3 ¥°¥é¥Ó¥¬ 48 Reduces current HP to 1/4
Status Changes: POWER -01 MAXHP -02%
MAGIC +01 MAXMP +02%
Purchase from: Costa Del Sol, Mideel
Find: Cave below Cosmo Canyon after beating the boss.
* If the description doesn't make sense, think of it like this: Gravity
reduces current HP by 1/4, Gravity 2 reduces current HP by 1/2, and
Gravity 3 reduces current HP by 3/4. Make sense now?
-------------------------------------------------------------------------
INSEKI (Meteorite) 60000 AP 3 stars
-------------------------------------------------------------------------
¤¤¤ó¤»¤
LV1: Comet ¥³¥á¥Ã¥È 70 Special damage x4 against one enemy
LV2: Cometeo ¥³¥á¥Æ¥ª 110 Special damage x4 against all foes
Status Changes: POWER -02 MAGIC +02 MAXHP -05%
STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05%
Find: Ancient City
-------------------------------------------------------------------------
FUUIN (Sealed Off) 60000 AP 5 stars
-------------------------------------------------------------------------
¤Õ¤¦¤¤¤ó
Status Changes: POWER -04 MAGIC +04 MAXHP -10%
STRENGTH -02 MAGIC DEFENSE +02 MAXMP +10%
Find: Mideel (see note *1)
*1 Go to the town on the Southernmost Continent and feed the hyperactive
boy's chocobo. You'll have to make sure that you have the proper
seasoning on you (buy it for 1500 gil from the Chocobo Farm; it's the
same one you use to learn Chocobockle; the 5th item from the top).
Choose the top option when you examine the chocobo, then choose the
5th option (the next to last one), and you'll get this materia. You
can still do it even after the town is partially destroyed.
-------------------------------------------------------------------------
ALTEMA (Ultima) 100000 AP 3 stars
-------------------------------------------------------------------------
¥¢¥ë¥Æ¥Þ
LV1: -- -- --
LV2: Ultima ¥¢¥ë¥Æ¥Þ 130 Special damage (heavy) to all foes
Status Changes: POWER -04 MAGIC +04 MAXHP -10%
STRENGTH -02 MAGIC DEFENSE +02 MAXMP +10%
Purchase from: North Corel (see note *2)
Find: North Corel
*2 You get this for free if you save the town. If you fail, you can
still buy it from a kid in one of the train cars for 50,000 gil.
-------------------------------------------------------------------------
KAIFUKU (Recovery) 40000 AP 5 stars
-------------------------------------------------------------------------
¤«¤¤¤Õ¤¯
LV1: Cure ¥±¥¢¥ë 5 Recover lost HP
LV2: Cure 2 ¥±¥¢¥ë¥é 24 Recover lost HP x1.5
LV3: Regene ¥ê¥¸¥§¥Í 30 Gain back some HP each round
LV4: Cure 3 ¥±¥¢¥ë¥¬ 64 Recover lost HP x3
Status Changes: POWER -01 MAXHP -02%
MAGIC +01 MAXMP +02%
Purchase from: Midgar City -- Area 5, Wall Market, Mideel,
Condor Fort
Find: Makoro Furnace
-------------------------------------------------------------------------
FULKEA (Full Cure) 100000 AP 3 stars
-------------------------------------------------------------------------
¥Õ¥ì¥±¥¢
LV1: -- -- --
LV2: Full Cure ¥Õ¥ì¥±¥¢ 99 Recover all lost HP
Status Changes: POWER -04 MAGIC +04 MAXHP -10%
STRENGTH -02 MAGIC DEFENSE +02 MAXMP +10%
Find: Cosmo Canyon; behind the Item Shop (Disc 2+ only)
-------------------------------------------------------------------------
CHIRYOU (Medical Treatment) 60000 AP 4 stars
-------------------------------------------------------------------------
¤Á¤ê¤ç¤¦
LV1: Poisona ¥Ý¥¤¥¾¥Ê 3 Cures Poison status
LV2: Esuna ¥¨¥¹¥Ê 15 Cures any bad status
LV3: Resist ¥ì¥¤¥º¥£¥¹¥È 120 Prevents status change
Status Changes: POWER -01 MAXHP -02%
MAGIC +01 MAXMP +02%
Purchase from: Kalm Town, Gongaga Town, Junon Town
-------------------------------------------------------------------------
SOSEI (Resurrect) 55000 AP 3 stars
-------------------------------------------------------------------------
¤½¤»¤¤
LV1: Raise ¥ì¥¤¥º 34 Come back to life with some HP
LV2: Araise ¥¢¥ì¥¤¥º 100 Come back to life with all HP
Status Changes: POWER -02 MAGIC +02 MAXHP -05%
STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05%
Purchase from: Junon Town, Costa Del Sol (Disc 2+)
-------------------------------------------------------------------------
FUUJIRU (Seal) 20000 AP 3 stars
-------------------------------------------------------------------------
¤Õ¤¦¤¸¤ë
Status Changes: POWER -01 MAXHP -02%
MAGIC +01 MAXMP +02%
Purchase from: Junon Town
-------------------------------------------------------------------------
MADOWASU (Perplex) 30000 AP 3 stars
-------------------------------------------------------------------------
¤Þ¤É¤ï¤¹
LV1: Confuse ¥³¥ó¥Õ¥å 18 Enemy is confused
LV2: Berserk ¥Ð¡¼¥µ¥¯ 28 Automatic attack/Attack Power goes up
Status Changes: POWER -01 MAXHP -02%
MAGIC +01 MAXMP +02%
Purchase from: Cosmo Canyon (see note *3)
*3 Berserk is useful against magic-casting enemies because they're
forced to attack and can't use spells. You can also use this
spell on yourself; while the ally can do nothing but attack, his
attack power is greatly increased (but this is true for enemies
hit with this spell, too).
-------------------------------------------------------------------------
HENSHIN (Transform) 24000 AP 3 stars
-------------------------------------------------------------------------
¤Ø¤ó¤·¤ó
LV1: Minimum ¥ß¥Ë¥Þ¥à 10 Body shrinks; stats./damage drop to 1.
LV2: Toad ¥È¡¼¥É 14 Can do nothing but attack/ cast 'Toad'
Status Changes: POWER -01 MAXHP -02%
MAGIC +01 MAXMP +02%
-------------------------------------------------------------------------
RIDATSU (Seperation) 30000 AP 3 stars
-------------------------------------------------------------------------
¤ê¤À¤Ä
LV1: Escape ¥¨¥¹¥±¥× 16 Escape from battles (some exceptions)
LV2: Degeon ¥Ç¥£¥¸¥ç¥ó 99 All enemies are banished (killed)
Status Changes: POWER -01 MAXHP -02%
MAGIC +01 MAXMP +02%
Purchase from: Rocket Village (see note *4)
*4 Yes, if you cast Degeon on yourself then you'll all die ^_^;
-------------------------------------------------------------------------
JIKAN (Time) 42000 AP 4 stars
-------------------------------------------------------------------------
¤¸¤«¤ó
LV1: Haste ¥Ø¥¤¥¹¥È 18 Time bar fills faster
LV2: Slow ¥¹¥í¥¦ 20 Time bar fills slower
LV3: Stop ¥¹¥È¥Ã¥× 34 Time bar can't fill for a short while
Status Changes: POWER -02 MAGIC +02 MAXHP -05%
STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05%
Purchase from: Gongaga Town, Rocket Village
-------------------------------------------------------------------------
BARIA (Barrier) 45000 AP 5 stars
-------------------------------------------------------------------------
¥Ð¥ê¥¢
LV1: Barrier ¥Ð¥ê¥¢ 16 Lessens physical damage
LV2: Mabarrier ¥Þ¥Ð¥ê¥¢ 24 Lessens magical damage
LV3: Reflect ¥ê¥Õ¥ì 30 Reflects most magic
LV4: Wall ¥¦¥ª¡¼¥ë 58 Barrier and Mabarrier cast at once
Status Changes: POWER -02 MAGIC +02 MAXHP -05%
STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05%
Purchase from: Rocket Village (see note *5)
*5 Reflect reflects a magic spell to the opposite party (foe to ally, ally
to foe) even if the caster and receiver are both allies or enemies.
If a spell affects more than one person, only the people with Reflect
will have the spell reflected.
Unlike previous Final Fantasy games, a reflected spell (at least, if
the reflective power is automatic or due to an accessory like the
Reflect Ring) will bounce back and forth until it 'breaks through'
a target's reflectiveness (which will still be there--it's not
permanently removed) or misses. This is quite a change from the
normal 'reflect one time' rule of other FF incarnations, and whether
it was programmed in purposely or is a glitch remains to be seen.
Riflek doesn't work against Juuryoku-type spells, Inseki-type spells,
Ultima, Shield, Debarrier, or Dispel.
-------------------------------------------------------------------------
SHOUMETSU (Annihilation) 45000 AP 4 stars
-------------------------------------------------------------------------
¤·¤ç¤¦¤á¤Ä
Status Changes: POWER -02 MAGIC +02 MAXHP -05%
STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05%
Purchase from: Condor Fort, Mideel (see note *6)
*6 Dispel removes status-changing magics such as Wall, Haste, Slow,
Regene, Toad, etc. It only affects the spells in use, but can
remove more than one magical status at once.
-------------------------------------------------------------------------
SHIIRUDO (Shield) 100000 AP 3 stars
-------------------------------------------------------------------------
¥·¡¼¥ë¥É
LV1: -- -- --
LV2: Shield ¥·¡¼¥ë¥É 180 Ally becomes invincible for a while
Status Changes: POWER -04 MAGIC +04 MAXHP -10%
STRENGTH -02 MAGIC DEFENSE +02 MAXMP +10%
Find: Makou Pit
-------------------------------------------------------------------------
MASUTAA MAHOU (Master Magic) n/a no stars
-------------------------------------------------------------------------
¥Þ¥¹¥¿¡¼¤Þ¤Û¤¦
When equipped, you can cast ANY magic spell, providing you have enough
MP. The spells are listed in this order:
Remember, using a combination materia together with the Master Magic
materia will affect all your spells, but not all of them will be
compatible with certain types of combination materia.
-------------------------------------------------------------------------
NUSUMU (Steal) 50000 AP 3 stars
-------------------------------------------------------------------------
¤Ì¤¹¤à
LV1: NUSUMU (Steal) ¤Ì¤¹¤à
Attempt to steal an item from an enemy. It doesn't always work,
and you can't steal if an enemy has no items.
LV2: BUNDORU (Plunder) ¤Ö¤ó¤É¤ë
As above, but you will attack and steal at the same time. Once
you learn this, you can't use Nusumu.
Status Changes: SPEED +02
Purchase: Kalm Town
Find: After killing the boss when you fall into the sewers
once you've rescued Tifa from Wall Market (Disc 1).
-------------------------------------------------------------------------
NAGERU (Throw) 60000 AP 3 stars
-------------------------------------------------------------------------
¤Ê¤²¤ë
LV1: NAGERU (Throw) ¤Ê¤²¤ë
You can throw one of the weapons in your inventory at an enemy.
You'll lose the weapon you throw, however. The only items you're
allowed to throw are: swords (Cloud), rods (Aerith), cannons
(Barett), shuriken (Yuffie), megaphones (Cait Sith), handguns
(Vincent), and spears (Cid). You cannot throw a weapon an ally
is equipped with.
LV2: ZENINAGE (Coin Toss) ¤¼¤Ë¤Ê¤²
Once you learn it, this command and Nageru switch constantly while
the Battle Window is open. If you choose it, you must then decide
how much money you will _keep_ by using the controller (just like
purchasing a certain amount of items). No matter how much gil you
toss, the maximum damage is always 9999. The ratio of gil to
damage points is 10:1, so you'd better have a lot of money.
Status Changes: STRENGTH +01
Intially Equipped: Yuffie
Purchase: Condor Fort, Rocket Town
-------------------------------------------------------------------------
RENZOKUGIRI (Continuous Slice) 150000 AP 3 stars
-------------------------------------------------------------------------
¤ì¤ó¤¾¤¯¤®¤ê
LV1: RENZOKUGIRI (Continuous Slice) ¤ì¤ó¤¾¤¯¤®¤ê
You can make make two physical attacks on one enemy.
LV2: MIDAREUCHI (Random Hit) ¤ß¤À¤ì¤¦¤Á
You can attack 4 times, but the damage you inflict is slightly
lower than normal. Each enemy that you attack is picked at
random.
Status Changes: SPEED +02
Find: Wrecked Plane
-------------------------------------------------------------------------
ZENTAIGIRI (Slice Everybody) 150000 AP 3 stars
-------------------------------------------------------------------------
¤¼¤ó¤¿¤¤¤®¤ê
LV1: ZENTAIGIRI (Slice Everybody) ¤¼¤ó¤¿¤¤¤®¤ê
You can make one attack which will hit all enemies. It's possible
to hit and miss at the same time with this command.
LV2: IAINUKI (Swordplay) ¤¤¤¢¤¤¤Ì¤
All enemies facing you are instantly killed. This command doesn't
always work.
Find: Old Forest
-------------------------------------------------------------------------
MIYABURU (See Through) 40000 AP 2 stars
-------------------------------------------------------------------------
¤ß¤ä¤Ö¤ë
You're shown an enemy's HP, MP, experience level, and any weaknesses they
may have. Furthermore, their current HP and MP rate is shown if you
select them while the Help Window is activated. Not all enemies can be
scanned with this command.
Initially Equipped: Red 13
Purchase: Kalm Town, Junon Town
Find: Midgar City -- Area 7
-------------------------------------------------------------------------
HENKA (Metamorphosis) 100000 AP 2 stars
-------------------------------------------------------------------------
¤Ø¤ó¤«
This command makes you do a physical attack at roughly 2/3rds less
damage. If your foe is killed with this hit, he will transform into an
item for you to take. Not all enemies can be morphed.
Find: At the Temple
-------------------------------------------------------------------------
HISSATSU (Certain Kill) 40000 AP 2 stars
-------------------------------------------------------------------------
¤Ò¤Ã¤µ¤Ä
When used, an ally will try to make a critical strike. This attack
misses often, but still hits more frequently than a regular critical
attack does.
Status Changes: LUCK +01
Purchase: Condor Fort, Rocket Village
Find: Area near Gongaga Town
-------------------------------------------------------------------------
AYATSURU (Manipulate) 40000 AP 2 stars
-------------------------------------------------------------------------
¤¢¤ä¤Ä¤ë
You can control an enemy with this command. If it works, your character
can't do anything aside from controlling the enemy. Not all enemies can
be controlled, and on top of that, this command doesn't always work.
While an enemy is under your command, you can do nothing aside from
direct it (you can't perform normal commands, only pick commands for the
monster under your control). If you're using this materia and Subete
Zentaika, you'll attempt to control all monsters, but you can only
control one, no matter how successful you are :(
Initially equipped: Cait Sith
Purchase: Condor Fort, Rocket Village
-------------------------------------------------------------------------
TEKI NO WAZA (Techniques of the Enemy) n/a 24 stars
-------------------------------------------------------------------------
¤Æ¤¤Î¤ï¤¶
You can learn certain skills normally available only to your enemies
with this materia equipped. To learn a skill, the enemy must use it
on you (even if you dodge it or are killed by it), and you must then
proceed to win the battle. Each time you gain a new skill, one of the
24 stars in the Materia Menu lights up and the skill's name is added
to the gray box beneath it. Using enemy skills costs MP, in most cases.
You can also check out Enemy Skills in the Magic Menu.
Find: Shinra HQ -- 68th floor, after killing the boss.
Ancient City (behind a bed), Chocobo Sennin's
house (talk to the Green Chocobo), basement of
Junon Town (the room with the soldiers).
-------------------------------------------------------------------------
MONOMANE (Mimicry) 100000 AP 2 stars
-------------------------------------------------------------------------
¤â¤Î¤Þ¤Í
You can mimic the last action one of your allies made when using this
command, whether it was spell-casting, using up an item, activating a
Command Materia, summoning a monster, changing rows, etc. You won't
lose any HP, MP, items, or anything else that would be used up or
depleted normally. Since Monomane mimics the last action made, you can
skip through the other allies until it is your turn again to repeatedly
imitate yourself. And while you can't mimic Limit Breaks, you can
imitate your own Breaks. What's really cool about this materia is that
you will imitate the person's combination materia, too. So if someone
casts Faira, and it's combined with Mahou Midareuchi, then you will
use Mahou Midareuchi as well when you mimic them without having to have
it equipped!
Find: One of the bonus areas...refer to section 5b.
-------------------------------------------------------------------------
W MAHOU (Double Magic) 250000 AP 2 stars
-------------------------------------------------------------------------
£×¤Þ¤Û¤¦
This command lets you cast two spells, one right after the other. MP
consumption remains normal and you have to have enough for both spells.
The great thing about this materia is that you can still use Mahou
Midareuchi, Zentaika, Subete Zentaika, MP Turbo, or any other materia
that affects magic along with this to affect both spells that you're
casting.
Find: Makou Pit.
-------------------------------------------------------------------------
W SHOUKAN (Double Summon) 250000 AP 2 stars
-------------------------------------------------------------------------
£×¤·¤ç¤¦¤«¤ó
You can summon two monsters, one right after the other, when this Materia
is equipped. You have to have enough MP to perform the summons, and if
you've already called a monster the maximum number of times, you can't
call it again using this command.
Find: A prize you can buy at the Gold Saucer's Battle
Square.
-------------------------------------------------------------------------
W AITEMU (Double Item) 250000 AP 2 stars
-------------------------------------------------------------------------
£×¥¢¥¤¥Æ¥à
You can use two items, one right after the other, with this command.
You must have enough items to use, though.
Find: At the end of the passageway leading south when you
raid Midgar City at the end of Disc 2.
-------------------------------------------------------------------------
MASUTAA KOMANDO (Master Command) n/a no stars
-------------------------------------------------------------------------
¥Þ¥¹¥¿¡¼¥³¥Þ¥ó¥É
When equipped, you can use the following commands in battle: Certain
Kill, Coin Toss, Manipulate, Metamorphosis, Mimicry, See Through, Steal,
and Throw.
Note that when more than one of the following Materia are worn, their
bonus is culmulative: HP Up, MP Up, Lucky, Magical, and Speed. This
means that you can wear more than one for an even higher increase in
your scores (but you can only wear so many--try to equip lots of the
same type of Materia and you'll see that your stats. remain the same.
The rest of the Purple Materia (Gil Up, Teki Yose, etc.) have no
additional effect of two or more of them are worn at once. The only
exception is when you wear the Counter Materia; see below for details.
-------------------------------------------------------------------------
HP APPU (HP Up) 50000 AP 5 stars
-------------------------------------------------------------------------
£È£Ð¥¢¥Ã¥×
LV1: HP 10% Up When equipped, your Maximum HP increases by the
LV2: HP 20% Up listed amount, allowing you to gain back more HP.
LV3: HP 30% Up Your HP cannot be raised above 9999, though, and you
LV4: HP 40% Up lose your HP bonus when this materia is de-equipped.
LV5: HP 50% Up
LV1: MP 10% Up When worn, your Maximum MP increases by the listed
LV2: MP 20% Up amount, allowing you to gain back more MP. Your MP
LV3: MP 30% Up cannot be raised above 999, though, and you lose the
LV4: MP 40% Up MP bonus when this materia is taken off.
LV5: MP 50% Up
This materia switches your maximum HP score with your maximum MP score.
While this allows you to have up to 9999 MP, your HPs can never go
beyond 999 while wearing this materia. Interestingly enough, equipping
an 'HP Up' materia will increase your MP amount (up to 9999), and
wearing a 'MP Up' materia will increase your maximum HP (but you still
can't go beyond 999 Hit Points).
Find: One of the bonus areas...refer to section 5b.
-------------------------------------------------------------------------
RAKKII (Lucky) 100000 AP 5 stars
-------------------------------------------------------------------------
¥é¥Ã¥¡¼
LV1: Luck 10% Up This materia raises your luck score (which helps
LV2: Luck 20% Up determine your critical hit (Hissatsu) rate. If
LV3: Luck 30% Up it is removed, your luck drops back to normal.
LV4: Luck 40% Up
LV5: Luck 50% Up
Find: At the Temple.
-------------------------------------------------------------------------
MAJIKARU (Magical) 50000 AP 5 stars
-------------------------------------------------------------------------
¥Þ¥¸¥«¥ë
LV1: Magic 10% Up This materia raises your magic score (which helps
LV2: Magic 20% Up rate the effectiveness of Mahou materia). When
LV3: Magic 30% Up de-equipped, your magic score returns to normal.
LV4: Magic 40% Up
LV5: Magic 50% Up
Find: Bottom of ladder in the cave beyond the Ancient
City in Disc 2.
-------------------------------------------------------------------------
SUPIIDO (Speed) 100000 AP 5 stars
-------------------------------------------------------------------------
¥¹¥Ô¡¼¥É
LV1: Speed 10% Up This materia increases your speed rating (which
LV2: Speed 20% Up determines, in part, battle initiative and your
LV3: Speed 30% Up ability to dodge attacks). Should this materia
LV4: Speed 40% Up be taken off, your speed will go back to it's
LV5: Speed 50% Up former level.
Find: A prize you can buy at the Gold Saucer's Battle
Square.
LV1: Chance of attacking first is 12% When worn, this materia gives
LV2: Chance of attacking first is 24% your party an increased chance
LV3: Chance of attacking first is 36% of getting a free round of
LV4: Chance of attacking first is 48% fighting, just as if you had
made an initial attack.
Status Changes: SPEED +02
Find: A prize you can buy at the Gold Saucer's Battle
Square.
You may attack from the back row without any reduction in your attack
power. This materia has no effect if you are in the front row.
Find: In the Mithril Mine.
-------------------------------------------------------------------------
KABAU (Protect) 40000 AP 5 stars
-------------------------------------------------------------------------
¤«¤Ð¤¦
LV1: 20% Up The character wearing this Materia will block
LV2: 40% Up an enemy's attack by standing in front of one of
LV3: 60% Up his allies when they are attacked. It won't
LV4: 80% Up always happen (unless you're at 100%), and that
LV5: 100% Up ally will keep guarding even if his HPs are low.
This only works when another ally is hit by a
physical attack, not by magic or certain enemy
abilties.
Status Changes: STRENGTH +01
Find: In the garden next to Aerith's house.
-------------------------------------------------------------------------
KAUNTAA (Counter) 100000 AP 5 stars
-------------------------------------------------------------------------
¥«¥¦¥ó¥¿¡¼
The character wearing this will counterattack using his weapon if he is
targeted by an enemy (the attack doesn't have to be physical, and it
doesn't have to be aimed specifically at the person wearing the Counter
Materia. In fact, it doesn't even have to hit or do damage in order
to trigger a counterattack). Damage is the same, just as if you had
attacked normally (it's even possible to miss).
A counterattack is made only against the enemy you hit; combining this
materia with Subete Zentaika, Renzokugiri, or any other materia that
affects your ability to attack will have no effect. However, I'm not
sure how Enkyori Kougeki would affect this materia. The chance of you
countering when hit raises at 20% per star. You won't counterattack
your friends if they attack you, BTW.
Note that the more of these that you wear, the more times you make a
counterattack. So if you have 4 Counter materia equipped and an enemy
hits you with a physical attack, you will strike that foe 4 times.
Find: Caves behind Nivelheim, or you can receive it as a
prize for winning the chocobo races held at the
Gold Saucer.
Like Zentaika, this materia allows you to target all allies or enemies
instead of just one. However, the Subete Zentaika affects _every_
ability your character possesses. The ability must be a selectable one
(in the Battle Window), and not an ability such as Counter or Cover.
This Materia doesn't work with Summon Spells or the ability to use Items
(even with W Item equipped).
Find: Makou Pit.
==========================
BLUE - COMBINATION MATERIA
==========================
-------------------------------------------------------------------------
HP KYUUSHUU (HP Absorb) 100000 AP 2 stars
-------------------------------------------------------------------------
£È£Ð¤¤å¤¦¤·¤å¤¦
Every time you hit an enemy with magic, 1/10th of the damage you did is
given back to you in the form of HPs.
When paired with a Mahou or Summon materia, the MP cost raises by about
1/3rd the original amount. However, the effectiveness of the spell cast
is increased by a third as well, whether it is damaged inflicted or HP
restored. The only exception to this that I've found so far is the
Knights of the Round materia--pair it to MP Turbo and the cost raises
only 5 points, yet the amount of damage is still raised by a third.
Find: In the Temple.
-------------------------------------------------------------------------
ZENTAIKA (Affect Everybody) 35000 AP 5 stars
-------------------------------------------------------------------------
¤¼¤ó¤¿¤¤¤«
When linked to a green materia, you will target that spell on all allies
or enemies instead of just one. This allows you to hit them all with
that spell. The more levels you raise this materia, the more times you
can do this; after enough uses of that spell, you'll have to target
one enemy again until the next battle. Note that Zentaika will not work
with the following materia: Altema, Chiryou (Resist only), Fulkea, Fuuin,
Inseki, Ridatsu, or Shield.
Initially Equipped: Red 13
Purchase from: Condor Fort
Find: Shinra HQ -- trade in one of the bags from the
'locked door' puzzle to get it.
This can be combined with Spell or Summon Materia. When used, the spell
strikes 4 times, with the target randomly chosen each time. The damage
that spell would inflict is reduced, but the you only lose MP as if you
had casted the spell once. The same applies if it is combined with a
Summon Materia. This Materia works with every magic spell and summon
skill except for Escape and Knights of the Round.
Find: One of the bonus areas...refer to section 5b.
-------------------------------------------------------------------------
FUIUCHI (Surprise Attack) 150000 AP 5 stars
-------------------------------------------------------------------------
¤Õ¤¤¤¦¤Á
If you have a Mahou, Summon, or Command materia attached to the Fuiuchi
materia, then the character wearing them will instantly use the
attached materia before the allies or enemies can attack. However,
there is only a small chance of this working, but you can increase it
by raising this materia's levels. This materia doesn't work against
enemies that are supposed to attack first (such as the armored tank
that you fight after escaping from Shinra HQ in Disc One).
Find: Receive as a prize if you did well in the chocobo
races at the Gold Saucer.
Despite it's name, you can attach a Mahou or a Summon materia to this
materia orb. If you are attacked, there is a chance that you will
counterattack with whatever spell or Shoukan you have equipped, providing
you have the MP for it. The chance of you making a counterattack
increases 20% per level star you earn. If you have either the Master
Magic or Master Summon materia equipped, the Shoukanjuu or magic spell
used is determined randomly.
Find: Receive as a prize if you did well in the chocobo
races at the Gold Saucer.
This materia will only work if it is attached to a Command Materia.
Furthermore, it will will only work with the following Materia:
Ayatsuru, Henka, Hissatsu, Miyaburu, Monomane*, Nageru, and Nusumu.
If you have the Master Command materia linked to this one, then one of
the eight commands will be picked at random. When you are attacked by
an enemy, you will counterattack with the command materia you have
equipped. The chance of you counterattacking increases by 20% for each
new level star you earn. If the command chosen is Nageru or Zeninage,
then the item thrown/amount of gil thrown is randomly determined.
* Since Monomane will make you imitate what you or your allies just did,
you can use Monomane to counterattack with Renzokugiri, a Summon
spell, or any other Materia ability. It's probably the best Materia
to have when using the Command Counter because you can strike back
with just about any ability you can think of.
This works just like the ability that many of your enemies have; when
your HP is reduced to 0, you will activate whatever Materia is attached
to the Final Attack Materia, but that Materia has to be a Mahou, Shoukan,
or Command materia. Be careful, though, since if one of your allies
kills you, you'll attack them with the Materia you have equipped! You
can equip a Materia like Sosei or Barrier to revive yourself or protect
your party once you pass away, though, making this useful as both an
offensive and defensive tactic. The more stars you've earned, the more
times you can use this Materia when you are killed.
Find: A prize you can win at the Gold Saucer's Battle
Square, should you win the URA Battle.
-------------------------------------------------------------------------
TSUIKAGIRI (Additional Slice) 200000 AP 2 stars
-------------------------------------------------------------------------
¤Ä¤¤¤«¤®¤ê
After using the materia that this is combined with, you'll perform a
single physical attack on the enemy affected by the materia. This means
that if you use a materia on yourself (like Barrier), you'll attack
yourself or your allies!
Find: Look on the 'switching path' in the Mountain
Crossroads area (it's where you can use your map
in the 2nd disk, just before the snowfield).
-------------------------------------------------------------------------
TSUIDENI NUSUMU (Steal in Addition*) 200000 AP 2 stars
-------------------------------------------------------------------------
¤Ä¤¤¤Ç¤Ë¤Ì¤¹¤à
After using the materia that this is combined with, you'll attempt to
steal from the enemy affected by the previous materia (you won't move
or anything--you simply receive a message telling you if you were
successful or not). Combining this with the Nusumu materia is obviously
pointless unless you're having a hard time stealing from a particular
foe.
Find: In a cavern above Uutai (you need to be able to
cross the fire-pits before you can reach it).
* Could also be translated 'Steal while you are doing (action)'.
This materia is affect not only by which Mahou or Shoukan materia you
combine it with, but if you affix it to your weapon or your bracelet.
It takes the properties of the linked materia and gives your weapon or
bracelet those properties. For example, equip Shiva on your paired
bracelet holders and you are protected from Ice damage. Equip it and
the Ikazuchi materia on your weapon's holders and your normal attacks
will hit for lightning damage. Like Zokusei (below), not all materia
will work with this combination materia.
Find: Cosmo Canyon -- the cave that you and the old man
explore.
-------------------------------------------------------------------------
ZOKUSEI (Attribute) 80000 AP 4 stars
-------------------------------------------------------------------------
¤¾¤¯¤»¤¤
Like Tsuika Kouka, this materia affects the weapon or armor it is
attached to as well as the materia it is combined with. Zokusei only
works when paired with certain Mahou or Shoukan materia. If it is
attached to a weapon, the type of damage you inflict is the same as the
Materia combined with Zokusei (so if you have Phoenix attached to your
weapon and it is combined with this materia, you'll hit for fire damage.
And if you have Doku attached to you armor along with this materia, you
will be protected from Poison attacks). This Materia has no additional
power when linked with a weapon, but if it is combined with a bracelet,
it has the following abilities:
LV1: Damage inflicted is reduced to 1/2 if it is the corresponding type.
LV2: No damage is received if it is the corresponding type.
LV3: Gain HP if you are struck with the corresponding type of attack.
Zokusei will only work when paired with these materia:
Find: From Domino on the 62nd floor of the Shinra HQ.
Also in either Tifa's house or the mountains
behind Nivelheim (NSS).
====================
RED - SUMMON MATERIA
====================
All summon materia have five level stars. The more levels you raise,
the more times you can summon that particular Shoukanjuu (Summoned
Beast) during a battle. Unless mentioned, all summon attacks strike
all enemies at once.
-------------------------------------------------------------------------
CHYOKOBO & MOOGURI (Chocobo and Moogle) 35000 AP COST - 14 MP
-------------------------------------------------------------------------
¥Á¥ç¥³¥Ü¡õ¥â¡¼¥°¥ê
Technique: HISSATSUWAZA!! (Ultimate Special Technique!!)
Dash attack hitting for physical damage. Has a small
chance of stunning your foes for several rounds.
Technique: DEBUCHOKOBO (Fat Chocobo)
Fat Chocobo performs squashing attack hitting for
physical damage. Occurs 1/16th of the time.
Status Changes: MAGIC +01 MAXHP -02%
MAXMP +02%
Find: Talk to the fenced in Chocobo at the Chocobo Farm.
-------------------------------------------------------------------------
SHIVA 50000 AP COST - 32 MP
-------------------------------------------------------------------------
¥·¥ô¥¡
Technique: DAIYAMONDODASUTO (Diamond Dust)
Attacks with frost blast for ice (Reiki) damage.
Status Changes: MAGIC +01 MAXHP -02%
MAXMP +02%
Find: In the cave between the chocobo farm and Condor Fort
(before Junon Town).
Technique: ZANTETSUKEN (Iron-Cutting Sword)
Slashes with sword, instantly killing all enemies.
Technique: GUNGNIR NO YARI (Gungnir Spear)
Impales one foe with spear for special damage (done
only vs. foes that cannot be 'instantly killed', such
as bosses).
Technique: ANKOKU NO KAMA (Cauldron of Darkness)
Hades appears and summons a gas from within his cauldron
which will affect enemies with various status ailments,
in addition to inflicting poison damage.
Find: Near the ruined helicopter in the sunken Shinra plane
next to the Gold Saucer.
-------------------------------------------------------------------------
BAHAMUUTO REISHIKI (Bahamut Form Zero) 250000 AP COST - 180 MP
-------------------------------------------------------------------------
¥Ð¥Ï¥à¡¼¥È£Ú£Å£Ò£Ï
Technique: TEREAFUREA (Teraflare)
Bahamut's ultimate form appears in outer space and
eradicates all enemies with a super flare for special
damage. This attack hits for around 8000-9999 damage.
Find: Touch the floating blue stone in Cosmo Canyon after
revisiting the Ancient City with the old man. You
must have Bahamut and Bahamut Kai or you won't
receive this materia.
Technique: TENCHI HOUKAI (Collapse of Heaven and Earth)
Chupon creates a wind vortex, then turns the ground
upside-down and all the enemies fall down into the
sky :) This attack instantly kills foes, but it can
miss.
Find: In a bag on a branch across from three pink vines, in
the third area of the Old Forest.
-------------------------------------------------------------------------
NAITSUOBORAUNDO (Knights of the Round) 500000 AP COST - 250 MP
-------------------------------------------------------------------------
¥Ê¥¤¥Ä¥Ü¥é¥¦¥ó¥É
Technique: ARUTIMETTOENDO (Ultimate End)
King Arthur and his fellow knights (they don't look
like knights to me) each take a turn attacking your
opponents with all kinds of attacks (causing fire
damage, ice damage, special damage, etc.)
=========================================================================
ENEMY SKILL LIST
=========================================================================
This section lists the enemy skills you can learn in numerical order.
It also lists the amount of MP needed to use an enemy skill, the effect
of that skill, and the locations of monsters you can learn them from.
-------------------------------------------------------------------------
STAR 01 - KAERU NO UTA (Song of the Frog) COST - 5 MP
-------------------------------------------------------------------------
¥«¥¨¥ë¤Î¤¦¤¿
Effect: Transforms all foes into frogs and puts them to sleep.
Learn: From the green frogs (Tatchimi) in the circular forest near
Gongaga Town (also from the other forests nearby).
Tip: You can control the enemy and make it use Kaeru no Uta on you
(pick the bottom option).
Effect: All enemies with an experience level that is a multiple of 4
loses almost all their HP (you can't kill an enemy with this
spell--the best you can do is reduce their HP to one point).
In addition, they may be afflicted with the 'Minimum' status.
Learn: Burrowing squirrel-like foes (Muu) found near the Chocobo Farm.
Tip: You can't control this enemy, so you'll have to wait until they
use it on you.
Effect: Bop one foe on the head and gain up to 100 MP (assuming
the monster has enough MP).
Learn: Plant-like monsters (Ashigirisou) found on the tip of the
Westernmost Continent (in the dark grass).
Tip: You can control an Ashigiisou and have it use the Magic
Hammer against one of your allies (choose the third
option).
Effect: Each ally regains lost HP and their status ailments are cured
and dispelled. The amount of HP recovered depends on the
current HP of the caster.
Learn: The white and green cactus-like monsters (Zemzerett) in the
grassy area by Junon Town , or from the winged
serpents you fight if you're hit by a barrier at the Frozen
Mountain.
Tip: You can't learn White Wind from a Zemzerett unless you control
it and make it use the skill on you (pick the bottom choice to
do this).
Effect: Has the same effect as casting Haste, Barrier, and Mabarrier on
all your allies.
Learn: The spiky, shelled creatures with green tentacles (Beach Plug)
that live on the shore near the Gongaga Town.
Tip: The Beach Plug won't use Mighty Guard unless you control it
and make it use the skill on one of your members (it's the
middle option).
-------------------------------------------------------------------------
STAR 06 - TENSHI NO SASAYAKI (Angel's Whisper) COST - 50 MP
-------------------------------------------------------------------------
Å·»È¤Î¤µ¤µ¤ä¤
Effect: An angel appears above one person and brings them back to life
if they are dead. They also relieve any status ailments and
dispel any bad effects. In addition HP is restored to the
amount shown during the skill's use; however, this can be a
bane to characters with high HP because if your life is higher
than the amount shown, it is reduced to that amount. You'd
think that this would be a great way to weaken enemies with
more than 9999 HP, but it won't work on your opponents in this
manner--it will only heal them, remove status ailments, etc. :(
Learn: From the beckoning women in the yellow swimsuits (Polan Solita)
you meet in the Makou Pit if you take the right path the first
time you meet your friends.
Tip: The easiest way to learn this skill is by controlling your
enemy and picking the bottom option to make them use this skill
on you.
Effect: Increases your physical and magical defense rating.
Learn: From the dragons (Dark Dragon) you meet during the descent into
the Makou Pit.
Tip: You can't learn this unless you control the Dark Dragon and have
it use Dragon Force on one of you (pick the second choice).
Effect: One ally becomes immune to instant death attacks (this doesn't
protect you from dying if you lose all your HP).
Learn: The huge tusked turtles (Adamantaimai) by the shoreline of the
Westmost Continent.
Tip: You can't learn this skill unless you control the turtle and
make it use Death Force against you. To do this, choose the
bottom option once it's under your control.
Effect: A stream of fire burns one foe for fire (Honoo) damage.
Learn: From any enemy that utilizes a fire breath attack. One of the
earliest locations would be the room with the ladders and
pipes where you fight the boss of the mountains behind
Nivelheim; you can fight Dragons in that area that use Kaen
Housha often. You can also learn it from the
flying yellow monsters (Aakudoragon) in the Mithril Mine.
Tip: While you could learn this skill by controlling a Dragon and
picking the bottom choice to make it use this skill on you,
chances are it will hit you with Kaen Housha as it's initial
attack in the first place. The same goes for the flying
Aakudoragons.
Effect: Reduces an enemy's HP by one-half.
Learn: From the dragons (Dark Dragon) you meet during the descent into
the Makou Pit.
Tip: You can either let the Dark Dragon use this ability on you, or
you can control it (using Ayatsuru), and pick the top option
to make it use Laser on one of your allies.
Effect: Fire a pack of missiles at one enemy for magic damage.
Learn: Machines with big feet and guns for arms (Sweeper Custom) around
Junon Town. Or from the wheeled robo-creatures in
the underwater part of Junon Town.
Tip: To learn this skill from the Sweeper Custom, just control it
and choose the last option.
Effect: Inflict multiple status ailments upon all enemies, including
Confusion, Frog, Minimum (Shrink), Mute, Poison, and Sleep.
Learn: From the Mobol creatures (green guys with tentacles and really
big mouths) living on the outside ledges in the Frozen Mountain. You can also meet them in the Makou Pit, if you take
the right path the first time you run into your friends.
Tip: Be sure to have some protective accessories equipped when trying
to learn this skill or your party may be too weakened by the
Smelly Breath to kill the Molbol or even escape!
Effect: A swirling red shape appears, surrounded by specks of white.
All targets are hit for magic damage.
Learn: The big shadow snake (Midgal Zuolm) in the marsh near the
Chocobo Farm.
Tip: This monster won't use Beta unless he's waving back and forth.
To make him do that, inflict heavy damage on him. Then just
wait until he uses Beta. If he still doesn't use it, take off
a little bit of his life since he tends to use Beta more when
he's near death.
Effect: Blue bubbles strike all enemies for water damage.
Learn: From the boss of the Ancient City , the winged chimera
in the plains surrounding the Gold Saucer ; or from
the floating sea-dragon creature (Saapando) in the sunken plane
near the Gold Saucer.
Tip: To pick up this skill, just control a Chimera and choose the
bottom option to make it use Aqua Breath.
Effect: A Delta Force-like attack that hits all enemies for lighting
(Ikazuchi) damage.
Learn: The Ashura-like boss (Godo) of the pagoda's top floor in Utai. Also from the red spider/crab-like creature (Stilve)
living inside the Frozen Mountain , or the spider-like
boss (Materia Keeper) of the mountains behind Nivelheim.
1>. Remember, the _only_ time you can learn this skill is while
fighting one of the above monsters, so learn it while you still
can! If you miss it, it's possible to learn it from the Stilves
you meet in the Gold Saucer's Battle Square, though -NSS-.
Tip: Actually, the Materia Keeper is more likely to use this against
your characters than any other enemy that can use this skill.
It's a good thing, too, since you can't control it.
Effect: Rainbow orbs hit all foes for fire, ice, and lighting damage.
Learn: From the red spider/crab-like creatures (Stilve) living inside
the Frozen Mountain. Also from the blue, leech-like
enemies (Parasite) in the Makou Pit.
Tip: To learn this skill from a Parasite quickly, control it and
pick the last option to have it use Magical Breath on your
allies.
Effect: A weight drops and hits for special damage. The amount is
equal to the amount of damage the caster has received in
battle.
Learn: From the balance-like creatures (Judge) in Nivelheim.
Also from the purple behemoths (Behemoth) you encounter when
raiding Midgar City. Keep in mind that you won't
actually learn this skill unless you take damage from it.
Tip: The Judges will use this skill eventually. You can't control
them, but they're easier to run into than the Behemoths.
Effect: One foe is hit for physical damage. The damage inflicted is
multiplied if your opponent has the same EXP level that you
do.
Learn: Imp-like monsters wearing boxing gloves :) (Goblin) found on the
only forested island in the northeast area of the map.
2-3>
Tip: You can control the Goblins if you want (pick the middle option
to use the Goblin Punch), but it's more likely that they'll hit
you with it in the first place, so don't even bother and just
let them strike first.
Effect: A fat chocobo bounces around and hits one foe for special
damage. This attack gains strength each time you flee from a
battle.
Learn: Go to the Chocobo Farm. Talk to the man in the barn and choose
the first choice. The 5th item from the top costs 1500 gil;
purchase three of them. Then go to the chocobo tracks on the
Southern Continent near the forest. Equip yourself with a
Chocobo Yose materia. When you encounter a chocobo, kill off
all but one of the other enemies and use the item you bought 3
of on the chocobo (it looks like an orange squash). This will
make the chocobo peck at the ground. At any time after that
point (whether or not the chocobo is still pecking), use the
Level 4 Jibaku enemy skill and you'll be hit by the Chocobockle.
Tip: Make sure you're in the right location (the forest near Mideel);
you can't learn this skill from any other type of Chocobo (these
are the only ones who will be affected by Level 4 Jibaku).
Effect: Any enemy whose level is a multiple of 5 is instantly killed.
Learn: From the blue, leech-like enemies (Parasite) in the Makou Pit.
Tip: Simply use Control to command your foe and then choose the
middle option if you want the Parasite to use Level 5 Death
on one of your members.
-------------------------------------------------------------------------
STAR 21 - SHI NO SENKOKU (Death Sentence) COST - 10 MP
-------------------------------------------------------------------------
£Ø¤ÎÀë¹ð
Effect: One enemy is Condemned (they die when the counter over their
head reaches zero).
Learn: The yellow, spiked enemies (Bound Fat) that live in front of and
in the area behind the Ancient City.
Tip: You could control these guys, but if you kill one it will
counterattack with this skill so it may be easier to simply
off one, especially if you don't have the Ayatsuru materia. If
you do, then simply control them and pick the bottom option to
use the Death Sentence.
-------------------------------------------------------------------------
STAR 22 - SHI NO RUURETTO (Roulette of Death) COST - 6 MP
-------------------------------------------------------------------------
£Ø¤Î¥ë¡¼¥ì¥Ã¥È
Effect: One friend or foe is randomly killed.
Learn: From the floating card-jesters (Death Dealer) in the Makou Pit
if you take the right path the first time you meet your friends.
Tip: You can control the Death Dealer and make him use Shi no
Roulette on you by picking the second option when the enemy
abilities window appears. If it kills one of your enemies,
you'll have to try again until the pointer lands on you.
Effect: A black flare hits a single opponent for magic damage.
Learn: From the flying black dragon in Disc 3; it uses it as a
counterattack before dying. Or, learn it from the Dragon
Zombies in the Makou Pit.
Tip: If you're fighting the flying dragon, just kill it and it will
use the Shadow Flare on you. If you're trying to learn it from
a Dragon Zombie, you'll have to wait until it uses it since you
can't control them.
Effect: A star field and question mark appear; hits all enemies for
physical damage.
Learn: From the huge, multi-limbed bone dragons (Dragon Zombie) in
the Makou Pit if you take the right path the first time you
meet your friends.
Tip: As the Dragon Zombies are uncontrollable, you'll simply have
to keep fighting them until they use this skill on one of
your characters.
To learn an enemy skill, you must be equipped with a Teki no Waza (Learn
Enemy Skill) yellow materia. When an enemy hits you with it's special
skill, you will learn it, even if it misses or kills you. However,
unless you win the battle, you won't keep the skill you've learned.
There are 24 skills in all, and one of the 24 stars on the Materia Menu
will light up as you get more enemy skills. Note that you can't learn
a skill and then have your player cast it on another person with a
Teki no Waza; they _must_ learn it from enemies. You'll know if you
learned a skill because the character with the materia equipped will
spin in a circle once and you'll get a message ending in an exclamation
point. Keep in mind that if you're controlling a monster to learn a
particular skill, you'll have to target the character wearing the Teki
no Waza in order to learn the skill.
For those of you who would like a more definitive guide, here is a list
that shows the earliest point at which you can learn each skill as you
play through the game:
DISC ONE ---------------------------------------------------------------
Matora Magic - from the Sweeper Customs after you've escaped from
Midgar City.
Level 4 Self-... - from the Muus in the area around the Chocobo Farm.
Beta - from Midogaru Zuorumu, the snake you encounter after
reaching the Chocobo Farm.
Flame Blaster - from the Aakudoragons in the Mithril Mine (I tried to
learn it from the Mootaabooru boss, but I couldn't
get it, so....)
White Wind - from the Zemzeretts in the Junon Area (land between
the Condor Fort and Junon Town).
Aqua Breath - use the Gold Saucer vehicle to get attacked by a
Chimera in the dirt pit around the Saucer.
Song of the Frog - the Tatchimis in the forests around Gongaga Town.
Mighty Guard - the Beach Plugs on the shore near Gongaga Town.
???? - from the Judges in Sephiroth's Mansion in Nivelheim.
Tryne - from the Materia Keeper boss of the Nivelheim
mountain range.
Death Force* - from the Adamantaimais on the shores of the
Westermost Continent (once you have Cid's airplane).
Magic Hammer* - from the Ashigiisous found in the dark, grassy areas
of the Westernmost Continent (just before entering
Utai).
Death Sentence - from the Bound Fats found just before the Ancient
City.
* If Yuffie hasn't joined you yet, then you can get these skills without
worry. But if she has joined your party, then she'll steal all your
Materia, preventing you from learning these two skills until after
you've completed her sub-quest and gotten your Teki no Waza materia
back (along with the rest of your materia).
DISC TWO --------------------------------------------------------------
Smelly Breath - from the Molbols while climbing up the Frozen
Mountain.
Magical Breath - from the Stilves inside the Frozen Mountain.
Once you get the Highwind...
Chocobockle - from the Chocobs found in the forest near Mideel.
Goblin Punch - from the Goblins on the forested isle in the
northeast part of the World Map.
Shadow Flare - from the Ultima Weapon flying around in the sky.
DISC THREE ------------------------------------------------------------
Dragon Force - from the Dark Dragons in the Makou Pit.
Laser - from the Dark Dragons in the Makou Pit.
Level 5 Death - from the Parasites in the Makou Pit.
Angel's Whisper - from the Polan Solitas in the Makou Pit.
Death Roulette - from the Death Dealers in the Makou Pit.
What??? - from the Dragon Zombies in the Makou Pit
(you can also learn Shadow Flare from them).
A lot of people don't know how the process to learn Limit Breaks works,
or they may not know how to learn all the Breaks. Basically, the Limit
Break mastery process goes like this:
- Breaks are divided into four levels of power, and most characters
have two Breaks per level, excluding level four (you only have one
break for that level).
- Each ally starts out with his first Level 1 break, so you don't
have to fret over learning it.
- But when you want to learn the second Limit Break of that particular
level, you have to use the first break approximately:
Ten times to get your second Level 1 break
Eight times to get your second Level 2 break
Six times to get you second Level 3 break
You don't have to do this all in one battle, but you do have to kill
the enemy your Break affects (if it is an attacking type of Break),
Also, you do have to win the battle, since the new Limit Break you
learn appears in the 'EXP/AP Gained' screen, although you don't have
to be the one to kill the last opponent, as long as you killed at
least one enemy with a Break. I'm a little unsure when it comes to
non-attacking breaks...I think you just have to use them a certain
number of times (see above).
- Once you have your second Break, your goal is to reach the next
level of power (and get that level's first Break in the process).
To do this, your character has to win 40 battles _on his own_.
This means that if the other characters kill the enemies and you
do nothing or only inflict damage, you won't reach the next level.
You have to win the battle using your abilities (attacking, magic,
Limit Breaks, items, etc.), although it's okay if other characters
damage that enemy before you kill it.
- Finally, there is the Level 4 Limit Break. To learn it, you must
have learned _all_ of that character's other breaks. Furthermore,
you must have a special manual (you can tell what it is since it
has the same name as the Limit Break). If you try to use the manual
on another character, or on a character who has yet to learn all his
or her breaks, you'll get a message in red and white. But when you
have filled all the requirements, simply using the manual on the
correct person will automatically give them their last Break (don't
forget to set that person's level to 4 so that you can use it in
battle :)) Here are the locations of each character's manual:
CLOUD STRIFE
You must earn 32,000 battle points at the Gold Saucer in _one visit_.
You can then trade them in for the manual.
BARETT WALLACE
Get it from a lady wearing a hat in one of the buildings in North
Corel after the train ride in Disc 2.
TIFA ROCKHEART
Go to Nivelheim and play the 'Highwind' theme twice on the piano in
Tifa's house followed by L1+T (see section 8 for details).
AERITH GAINSBOROUGH
Get 1xx wins in battle (where xx are two matching digits). Then go
to the cave where the sleeping man is and he'll give you the Mithril.
Head to the blacksmith's house by the Gold Saucer, give him the
Mithril, then climb up the stairs and examine the metal lid at the
end of the walkway. Once you get the Highwind, doing this is a snap.
But Aerith will have already left you by then. So, to get her
manual while she's still in your party in Disc 1, do the following:
Hop on the Gold Saucer Buggy. If you haven't gotten it yet, keep
playing until you've finished the Gold Saucer area. Then pilot the
Buggy _into_ Costa Del Sol. You'll enter the town as if you had
walked into it. Go to the harbor and talk to the sailor by the boat.
Choose the top option to pay 100 gil and you can then walk along the
dock and enter a ship, which will return to Junon Town. Although
there's not much new here, you will get a different reaction from
most people because you're no longer dressed up as a guard. Anyway,
once you exit the city (the fastest way is to take the helicopter--
refer to the end of section 4e for details), you'll find that you've
brought the Buggy with you! From here, it's a simple matter of
heading towards the river, crossing it at the ford below the
waterfall, then heading up to the cave where the sleeping man is.
And after getting the Mithril, you have to go _all_ the way back to
the Eastern Continent so you can reach the blacksmith's house.
Well, don't say I didn't warn you!
RED XIII
Go to Nivelheim and unlock the safe in the right wing of Sephiroth's
Mansion (use the code in section 8 if you don't know how). You'll
receive Red 13's manual from the boss when you defeat him.
YUFFIE KISARAGI
Return to Uutai after completing Yuffie's sub-quest. Head to the
pagoda and beat the five bosses within--she'll get her manual once
Godo is defeated in battle.
VINCENT VALENTINE
Once you have the submarine or a Green, Black, or Gold Chocobo, go to
the waterfall in the middle of the Western Continent. If you enter
the waterfall from the left side with Vincent in your party, he'll
meet a girl from his past (Rukuresshia). You have to visit the falls
twice, once during Disc 2 and again in Disc 3; it's during your
second visit that you'll get his manual. Much to my surprise, I
tried this and it _doesn't work_! I've heard from more than one
source that this is the correct method, so if someone can tell me
what I did wrong, it'd be appreciated. All I know is that I went
to the room under the falls in Disc 3 and there's no one there,
even when I stuck Vincent in my party.
CID HIGHWIND
After you get a submarine, go underwater and search for the wrecked
plane near the southern part of the World Map, between the Western
and Eastern continents. His manual is in one of the treasure chests
inside the plane.
- Note that Cait Sith only has two Limit Breaks; his inital one and
one for Level 2. You still learn it the normal way you'd learn
the first break of a new level. The same applies to Vincent, who
has four Break levels but only one break per level. All other
characters have two breaks a level (but only one break for Level 4).
Limit Breaks become stronger and stronger as you play. This is due in
part to your character's current level. Limit breaks that inflict
damage become stronger depending on your Attack Power as well, even
ones like Cait's Dice attack (in which the damage amount can vary),
and Vincent's transformations (even though he doesn't use his guns).
At the very least, equipping a strong weapon will add to the basic
amount of damage a Limit Break can inflict*.
* The only exception to this is Cait's Slot attack, when he summons
a monster; damage is determined normally for this attack. Remember,
if the Break doesn't inflict damage, it isn't affected by your
character's Attack Power.
Truly the best in offensive weaponry, the Ultimate Weapons can make
mincemeat out of even the strongest opponent (like there are any :)).
How do you know if you got an Ultimate Weapon? Well:
* The weapon will have eight connected Materia holders.
* Materia attached to the weapon don't gain AP (the holders are
black).
* The weapon will power-up and do more damage after certain
conditions are met.
* The weapon (usually) has a higher Attack Power and Hit Rate than
any other weapon.
* The weapon's power won't decrease if you're using the Metamorphosis
(Henka) materia. With other weapons, Attack Power is reduced by
about 2/3rds when using this materia against an enemy.
The sole exception to this is Aerith--her Ultimate Weapon has only
seven slots, and you _can_ earn AP for Materia equipped to them.
Also, another one of her weapons (the Umbrella), has a higher Attack
Power than her Ultimate Weapon (the Princess Guard).
Where you can find each weapon, and what you have to do to make it
power-up, is listed below:
CLOUD: ULTIMA WEAPON
Location: Kill the Ultima Weapon (the big dragon) flying around in Disc
2/3. It will take a few tries as he will escape from battle
several times before finally facing you.
Condition: The more current HP you have, the more damage this weapon
inflicts. (i.e. the closer your score is to the maximum
amount, the higher the damage, regardless of defenses).
BARETT: MISSING SCORE
Location: Look on the landing near the Sister Ray during the raid on
Midgar City in Disc 2 (if Vincent's not in your party, he'll
be on the landing near the chest with the Ultimate Weapon in
it).
Condition: Equip materia on this weapon. The more AP a materia has,
the higher the damage (so if you're wearing 8 mastered
materia, Barett will do _lots_ of damage).
TIFA: PREMIUM HEART
Location: Return to Midgar City in Disc 2 or 3 and examine the computer
in the Wall Market. It's in a room marked 'ITEM'.
Condition: When Tifa performs her Limit Break, but gets a 'MISS' for
one or more of the spinning wheels, her weapon powers-up.
AERITH: PRINCESS GUARD
Location: You can get it in the Temple, during the talking clock mini-
game. This only has seven materia holders instead of eight,
but it's still considered an Ultimate Weapon. Since Aerith
has no Limit Breaks that inflict damage, I wonder if this
weapon has any effect when you use a Limit Break (see below
for details).
Condition: 'This weapon (should) power-up when protecting an ally.'
The English translation of this weapon's description, more
or less. I guess this means that this weapon is stronger
when Aerith is healing injured companions, or that it works
only when she's defending with a Kabau (Protect) materia?
RED 13: LIMITED MOON
Location: Buugen Haagen will give this to Red 13 when he dies at Cosmo
Canyon after the monster attacks Midgar City in Disc 2
(although you can get it in Disc 3, as well).
Condition: The more current MP you have remaining (the closer you are
to you maximum amount of MP), the stronger this weapon is.
YUFFIE: FUGUTAITEN
Loaction: Look in the Wrecked Plane in Disc 2 or 3.
Condition: If an enemy's experience level is higher than Yuffie's,
this weapon will power-up and do added damage.
CAIT SITH: MARVELOUS CHEER
Loaction: Search the lockers on the 64th floor of the Shinra HQ during
your raid on Midgar City during Disc 2. You can get to the
HQ by heading north along the underground rail passage.
Condition: The more current MP you have remaining (the closer you are
to you maximum amount of MP), the stronger this weapon is.
VINCENT: DEATH PENALTY
Location: You get this when you get his limit break manual (see above).
Condition: The more enemies that Vincent kills (as in, he finishes them
off, at least), the stronger this weapon becomes. This
counts for all the enemies he's killed since he joined you,
not the enemies he's defeated since getting this weapon
(just like the way the computer determines damage for the
Chocobockle Enemy Skill).
CID: VENUS GOSPEL
Location: Talk to the old man standing outside the house that's just
left of the rocket launch pad (the same one who gave Cloud
a sword in Disc 1). You can only do this after completing
the 'Huge Materia' rocket sub-quest in Disc 2 or 3 (which
means the rocket has been destroyed). After talking to the
geezer three times in a row, he'll give Cid his Ultimate
Weapon.
Condition: The more current MP you have remaining (the closer you are
to you maximum amount of MP), the stronger this weapon is.
Finding these weapons can be hard or difficult; Cloud's weapon can be
easily won from the Ultima Weapon monster, but Barett's weapon won't
appear if he's not in your party, so it's easy to miss. I myself
haven't been able to verify it, but it's been said that the power of
your character's Limit Breaks are _greatly_ increased when he/she is
wielding their 'Ultimate Weapon'.
=========================================================================
LIMIT BREAK LIST
=========================================================================
This is a list of each character's Limit Break, it's effect, and a brief
description. The letters and numbers mean the Break Level and which one
it is (i.e. B3/1 is Level 3, 1st Break).
============
Cloud Strife
============
-------------------------------------------------------------------------
B1/1: ¥Ö¥ì¥¤¥Ð¡¼ BUREIBAA (Braver)
-------------------------------------------------------------------------
Cloud dashes forward and performs a diving slash against one opponent.
-------------------------------------------------------------------------
B1/2: ¶§»Â¤ê KYOUGIRI (Cross Slash)
-------------------------------------------------------------------------
Cloud's three slashes create a symbol over his enemy. When it fades
away, that enemy is hit once. It also has a chance of paralyzing the
hit foe.
-------------------------------------------------------------------------
B2/1: ÇËÚè·â HAKOUGEKI
-------------------------------------------------------------------------
Cloud sends a wave of green energy at the targeted foe. When it hits,
smaller waves shoot outward to hit each remaining foe, although the
damage is less than the first, big wave.
-------------------------------------------------------------------------
B2/2: ¥¯¥é¥¤¥à¥Ï¥¶¡¼¥É KURAIMUHAZAADO
-------------------------------------------------------------------------
Cloud sticks his sword into an enemy and then yanks it upwards while
jumping for heavy damage.
-------------------------------------------------------------------------
B3/1: ¥á¥Æ¥ª¥ì¥¤¥ó METEOREIN
-------------------------------------------------------------------------
Cloud twirls his sword and leaps into the air. With one swing, he sends
a shower of meteors down upon his foes, hitting 4 times.