Disc One Bosses

2. Air Buster. HP=1200, MP=0, Leave-Titan Bangle, EXP 180, AP 16. This is the big robo cop that shows up after the
Shinra president catches you after setting the second bomb. Gravity and Earth based attacks are pointless against him. This is a
pretty straightforward fight, try to go into it fully healed, watch your HP, use lightning and limit breaks whenever possible. If
you can work it out to start this way, Cloud or Barrett's limit break will usually eliminate, or almost eliminate, Air Buster in just
one turn.

3. Apps (also called Apus). HP=1800, MP=0, Leave-Phoenix Down, EXP 240, AP 22. After Don Corneo sends you
tumbling through his trap door you'll run into Apps in the sewers. This is again a pretty straightforward fight, try to be fully
healed when you go in. Fire does some extra damage to him so use it whenever possible. Apps sewer tsunami does damage to
him as well as to the party, whichever of you gets hit first gets the most damage, so, he'll be helping you kill him off! Cloud's
Cross-Slash Limit Break has a chance to paralyze Apps--it is usually the case that most paralysis effects don't work on
bosses, but this one is an exception so if you can go into the battle with Cloud close to his limit be sure to use this break.

4. Reno. HP=1000, MP=0, Leave-Ether, EXP 290, AP 22. At the top of the tower supporting the plate you'll run into Reno
for the first time. The key is to do enough damage to him to make him get annoyed and leave. Be careful of his little pyramid
spells, if he gets a character in one you'll have to attack that character to break him/her out of it. If he gets all 3 characters in
pyramids then you're dead. Reno occasionally casts confuse on a character so be careful. Gravity attacks don't harm this guy
but he does get hit for extra damage if you use Fire or Ice.

5. HO512. HP=1000, MP=120, Leave-Talisman, EXP 300, AP 30. This ugly guy shows up right after you free Aeris and
Red XIII from Hojo's test tube on level 67 of the Shinra Headquarters. He has a few little friend in front of him--don't waste
your time attacking them because HO512 can regenerate them infinitely and you'll never get done--concentrate on the boss
himself. The only key to this battle is to not use poison on HO512, he absorbs the damage.

6. Hundred Gunner. HP=1600, MP=0, EXP 330, AP 35. This is one of the two bosses that Aeris, Barrett and Red XIII will
have to fight from a distance after the President of Shinra has been killed by Sephiroth. You can't reach this guy with normal
physical attacks (except Barrett) so limit breaks and spells are all you've got. This is a mechanical boss so lightning is a good
idea. Also, after you've done a fair amount of damage to it the Hundred Gunner starts to prepare it's big cannon, this takes two
turns to do so try and use everything you've got during this time so you don't have to sustain those cannon blasts! Once you've
beat him you get to fight the next boss.

7. Heligunner. HP=1000, MP=0, Leave-Mythril Gauntlet, EXP 250, AP 25. Once again distance prevents Red XIII and
Aeris' physical attacks from being effective. Limit breaks and spells are a must. This boss is weak against wind and lightning
attacks (although at this point in the game would you have any wind-based attacks?).

8. Rufus and Dark Nation. Rufus--HP=500, MP=0, Leave-Protect Vest, EXP 240, AP 35. Dark Nation--HP=140, MP=0,
Leave-Guard Source. If you equip someone's armor with an Elemental-Lightning combination then Dark Nation's lightning
attacks won't be so bad. In some ways it's good to fight off Dark Nation first because he can do some nasty lightning damage
(which means it's a bad idea to use lightning on him--remember the FF7 rule for enemies, if they cast a spell on you it's usually
not a good idea to use the same spell on them because if they can cast it they're probably healed by having it cast on them!)
and he casts some protect spells on Rufus throughout the battle. Then again, if you do enough damage to Rufus he and Dark
Nation both leave.

9. Motor Ball. HP=2600, MP=120, Leave-Star Pendant, EXP 440, AP 45. This is the ORV/machine gun that shows up after
you've done the little sword slashing motorcycle escape from the Shinra Headquarters. This guy can do anywhere from
200-300 HP of damage to everyone at once so keep an eye on everyone's HP. Use Aeris' Healing Wind limit break and the
Restore-All, combo as often as necessary. Motorball is a machine so use lightning whenever you can.

10. Bottom Swell. HP=2500, MP=100, Leave-Power Wrist, EXP 550, AP 52. This is the beast that shows up on the beach
at Junon and attacks Priscilla. Make sure you've healed yourself fully before going into this battle. Physical attacks are
worthless so use magic--as with many flying characters, he's weak against wind attacks. Like some flying creatures, you can't
reach this guy with normal physical attacks so you need spells, limit breaks, and Barrett's long range capabilities. Be sure to
burst any of the bubbles he puts on a character (just attack that character with some sort of magic spell)--if he bubbles all 3 of
your characters you're done for the day. You're getting to the level where casting poison on an enemy isn't a bad idea at all,
poison continues to drain HP in chunks throughout the battle. Bottom Swell has a Big Wave attack that he usually only uses as
a a final attack move--this can do about 100 HP damage to everyone so make sure your HP stay above 100 at all times. Now
since Bottom Swell isn't actually on the ground it is pointless to try any Earth-based spells or summons (like Quake spells or
Odin).

11. Jenova-Birth. HP=4000, MP=110, Leave-White Cape, EXP 680, AP 64. Jenova-Birth shows up in cargo ship after
everyone has been killed and Sephiroth has waxed all cryptic and gloomy again. She's sort of tough so use summons, limit
breaks and spells. The Flame Thrower Enemy Skill is very effective against her. The best summons to use are Shiva and
Choco/Mog. Her biggest attack is the tail laser, it does about 200 HP damage so keep your HP above that!

12. Dyne. HP=1200, MP=20, Leave-Silver Armlet, EXP 600, AP 55. Dyne is Barrett's old friend who doesn't think too
much of Barrett now. You'll run into him east of the crashed cars in Corel Prison. Barrett has to fight him alone so make sure
Barrett is fully healed. Keep an close eye on your HP, Dyne can attack up to 3 times in a row. Just keep hitting him back with
spells (you might find it useful to equip Barrett with Restore materia too), it's a pretty good idea to poison Dyne too!

13. Reno and Rude. Reno--HP=2000, MP=80, Leave-Fairy Tale, EXP 660, AP 60. Rude--HP=2000, MP=135, Leave-X
Potion, EXP 720, AP 135. I hope you like these guys, you'll see them a few more times! You'll find these two in the destroyed
area in Gongaga. By now you should have the Magic Hammer and Big Guard enemy skills (see the Enemy Skill section
above). This would be a good time to use them--start with Big Guard and then hit each one with a Magic Hammer spell (this
will reduce Rude's MP to 35 and will clean Reno completely). In the meantime have the other characters attack as normal.
Rude has a tendency to cast some heal spells so if you smack him around until he leaves then you can concentrate on Reno.
Aeris' Seal Evil limit break should paralyze both of these guys for a turn or two (moss bosses are immune to this sort of thing)
allowing you to get in a couple of free shots.

14. Gi Nattak. HP=5500, MP=200, Leave-Wizard Staff, EXP 1400, AP 150. This is the ugly green thing you have to fight in
the Cave of the Gi (the secret area in Cosmo Canyon that Bugenhagen takes you to). he's got a couple of little fireball friends
which he can regenerate at will and he's also able to heal himself a couple of times. He's weak against Holy attacks so use
them if you've got them. Of course, as he's an undead creature he doesn't care to much to have Heal spells cast on him
(note--this is not the same as Restore or Revive, it's one of the other green materia). You can also kill him off by going to the
item screen and using a Phoenix Down or an X-Potion on him (the X-Potion hits more frequently than the Phoenix Down).
Equip as many characters as possible with protection against Fire, especially since this guy's little Soul Fire buddies will
occasionally posses a character for a short while and do some fire damage in the process. Don't use Fire spells on him, it just
gives him some extra HP.

15. Lost Number. HP=7000, MP=300, Leave-Cosmo Memory, EXP 2000, AP 80. Lost Number appears in the Shinra
Mansion in Nibelheim after you've opened the safe (see the section on Lock Combinations above). He's got a purple side
(physical attacks) and a red side (magic attacks). You should hit these sides oppositely, attack the red side with physical
attacks and the purple side with magic. At some point the boss will transform into either all red or all purple (this is determined
by the last blow delivered before the transformation--if your last hit on him was a spell you get the red side, if the last hit was
physical you get the purple side). Once the transformation is over if you get the red side just keep on attacking. If you get the
purple side be on guard (and you should probably cast Big Guard and White Wind) because it can do over 2200 HP of
damage per attack. If you have stop use it as often as possible to freeze him for a few round's. Aeris' Seal Evil limit break will
also do this.

16. Materia Keeper. HP=8400, MP=300, Leave-Jewel Ring, Enemy Skills-Trine, EXP 3000, AP 200. You run into this guy
in the Nibel Mountains after you've collected all the treasures to be had in the reactor-pipe area. Don't use fire on him because
he absorbs the damage (and that means Vincent's level 1 limit break is a bad idea). Otherwise just watch your HP and pound
away on this guy. His attacks do around 200-300 HP damage and Trine will do about 500 HP damage so watch your HP.
You can't manipulate him to learn his enemy skill, you just have to stall and wait for him to use it--be sure that you have the
enemy skill materia equipped! This guy can extend the battle by healing himself a couple of times (up to 1000 HP per time) so
make sure you've got Restore linked with an All so you can do the same.

17. Palmer. HP=6000, MP=240, Leave-Endicoat, EXP 1800, AP 98. This annoying little Shinra guy you'll find outside of
Cid's house in Rocket Town trying to steal the Tiny Bronco--you'll have to fight him for it. He's a pretty weak guy, not immune
to anything so do what you want. A good move is to paralyze him with Aeris' Seal Evil Limit Break or with the Choco/Mog
summon. If you do either of these in the first round you can often beat him before he ever gets to attack.

18. Rapps (also called Rapus). HP=6000, MP=300, Leave-Peace Ring, EXP 3200, AP 33. This little beast is thrown at you
by Corneo after he leaves Yuffie and Elena hanging on the statue in the Da-Chao Mountains. You won't have your materia at
this point (unless you've sharked in materia, because Yuffie can't steal that, she'll take the stuff from your weapons and armor,
but anything you've sharked in will still be in your materia list and, thanks to the gameshark glitch mentioned above, that means
you've got an infinite supply of them to give to everyone!) so you've got to use items, limit breaks and physical attacks. If you
can arrange it, have Barrett in your party and have his limit bar full when this attack happens, then have him use his Mind Blow
Limit Break, this will zap most of Rapps MP and will keep him from being able to use his best (and deadliest) spell--the Aero3
spell which does about 1500 HP damage, everything else Rapps has will only do 200-300 HP damage.

19. Red Dragon. HP=6800, MP=300, Leave-Dragon Armlet, EXP 3500, AP 200. This big guy shows up when you're in the
Temple of the Ancients at door VI of the Cetra Shrine after you've captured the purple monk as he runs in and out of the
doors. First you'll have a little melo-dramatic act by Sephiroth then you'll get the dragon. If you've got fire rings equip them, if
you can, give someone an Elemental-Fire combo on their armor and you'll nullify most of the damage this dragon can do. Of
course, if he can do it to you it's a bad idea to do it to him--don't use fire on this guy. Cast Barrier on everyone, this will cut the
damage from his bite from 700-800 down to about 350-400 HP. Casting Regen early on is a good thing to do (make sure this
is Regen-All, Regen by itself is pretty stupid!). Casting a poison spell on this guy is a good way to help finish him off more
quickly.

20. Demon Gate. HP=10,000, MP=400, Leave-Gigas Armlet, EXP 3800, AP 220. Not long after you've beaten the Red
Dragon and are making your way out of the Temple (via door XII) you'll run into a door that instead of opening turns into a
beast. The Demon Gate is probably the nastiest boss you've fought until now--he has a great deal of HP, he casts some nasty
spells that can do anywhere from 1000 to 2000 HP damage at a time. Use Barrier to cut this damage down. He's invulnerable
to poison and gravity-based attacks and earth-based attacks only do 1/2 damage. Summon's are a good idea here, also the
Big Guard Enemy skill doesn't hurt either, a few White Winds would be necessary too. It's not a bad idea to cast slow on this
guy either. If you use Magic Hammer a few times you can take away his ability to use his magic attacks pretty quickly. Be
aware that this guy can petrify your characters (only one at a time though) so make sure you've got the Heal materia equipped
or a few softs that in your item pack--if he petrifies all three of you all you can do is watch him kill your characters off one by
one.

21. Jenova-Life. HP=10000, MP=300, Leave-Wizard Bracelet, EXP 4000, AP 350. Jenova-Life is the first beast you'll run
across that uses water-based spells. You'll find her in the City of the Ancients after you've explored all the side paths. Right
after Aeris gets killed Jenova-Life comes to work on the rest of you. Make sure that someone is equipped with the Water Ring
you found in Zango Valley (between Bone Village and the City of the Ancients)--that person will be pretty close to
invulnerable throughout the battle, the others will probably die off in the first two rounds. Jenova-Life doesn't fair too well
against earth magic so use that on her. Be careful that after awhile she might cast reflect on herself so any spell you cast at her
will come back at you--if you just attach the earth materia to an Elemental materia in your weapon then you can just swing at
her without having to worry about the rebound effect. Be sure to begin by casting the Big Guard Enemy Skill--the MBarrier
and Haste benefits of this skill are a big help here. It's also possible for Jenova to use up all her magic powers while you're still
alive--at this point whoever is left in the group can use Revive or Phoenix Down to bring your other characters back and
Jenova can't do anything to them.

End of Disc One Bosses.

Onto Disc 2 Bosses