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------------------------------------------------------------------------- 7.5 game shark code list ------------------------------------------------------------------------- You need a Game Shark or a Pro Action Replay with version 1.98 software or later. Some of these codes don't work on a PAR, I don't know why. Don't forget to enter the Master Code (80000000 - 0000) first. CHARACTER SELECT - 3RD POSITION 8009CBDE - FF0x ------------------------------------------------------------------------- Enter this code, but replace the last digit with one of the following: x = 0 - Cloud Strife 1 - Barret Wallace 2 - Tifa Lockheart 3 - Aeris Gainsborough 4 - Red 13 5 - Yuffie Kisaragi 6 - Cait Sith (sometimes, Young Cloud) 7 - Vincent Valentine (sometimes, Sephiroth) 8 - Cid Hiwind 9 - <Young Cloud> A - <Sephiroth> B - <Chocobo> C - <'Nau Purintingu'> (Now Printing) D - <'Nau Purintingu'> (Now Printing) When you turn on the code, the character in the 3rd position will turn into whatever character you specified. You may want to go into the PHS menu, turn off the code, and put the character in/out of the PHS groups a few times to 'debug' it a bit. When you return to the Main Menu screen, that person will have the portrait/stats. of the desired character. It is HIGHLY recommended that you have the 3rd space EMPTY when you use this code as in some cases, a preexisting character may overlap with the selected one. The result is that, when you enter a battle, that character does not appear, cannot interact, and his/her HP drops steadily until it hits zero. Using this code: Characters all start off at their 'base' level (1). If you use this code to get a character that you don't have at the moment (say picking Aeris while in Disc 2 or 3), they'll have the same stats and abilities as they did when you last had them in your party. If you level them up, change their equipment, etc., then save the game and use the code to replace them with another character and put them back in, any changes you made will be saved, too. Note that if you use this code to get a character you already have (say, if Cid is in the 3rd position and you put in the code for Cid), you'll get multiple copies of the character. This also happens if you have the code on while you try to pull a character in/out of the active group. Copied characters disappear when you exit the PHS menu. This code also has a chance of starting up the 'error checker' feature (see the 'Super Select' code for details). Yes, if you save the game, you save the added characters. The only way to remove them is to use the code to 'select' a new character, or to put them in PHS (inactive party) and then return to your Main Menu. Also note that sticking a 'selected' character in the first position will make Cloud disappear on-screen (you can still use the cursor). Finally, note that if you enter a conversation/event with a character you're not supposed to have (say, Sephiroth outside of the flashback or Aeris after Disc 1), the game may (and probably will) crash. The only exception to this are the 'general' quotes which a character will say automatically, regardless of who he/she is. Specific Character info.: Both Cloud and Aeris become 'permanent' members of either your active party or the inactive party. To remove them, you'll have to stick them in the third position (use Order), and put in a code for one of your normal characters. Sephiroth is still controlled by the computer, although you can take or change his equipment and Materia. As he only has one weapon (Masamune), using the 'Item Select' code to have this item is useless as it's the only weapon he can equip. Although it will act as if he and Young Cloud have Limit Breaks, they don't in actuality (if you look, you'll see that it's Vincent's and Cait's Breaks instead). This code has trouble realizing who is Cait Sith/Young Cloud and who is Vincent/Sephiroth, because of the way the characters' data is stored. As a result, you may not always get the character you want when trying to get either of these characters. The 'Chocobo' and 'Now Printing' are not real characters. They have no weapons, statistics, etc. (if you look, you'll see that they borrow the stats. of another character, usually your leader). If you try to enter a battle with one of them in your party, you get the 'overlap' result described above (as they are not playable). ITEM SELECT 8009CCxx - yzzz ------------------------------------------------------------------------- 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 (although it seems as if it's not in the English version). An example code would be 8009CCA8 - 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 = Cannon Ball 003 = Ether 0A3 = Atomic Scissorss 004 = Turbo Ether 0A4 = Heavy Vulcan 005 = Elixir 0A5 = Chainsaw 006 = Megalixir 0A6 = Microlaser 007 = Phoenix Down 0A7 = A*M Cannon 008 = Antidote 0A8 = W Machine Gun 009 = Soft 0A9 = Drill Arm 00A = Maiden's Kiss 0AA = Solid Bazooka 00B = Cornucopia 0AB = Rocket Punch 00C = Echo Screen 0AC = Enemy Launcher 00D = Hyper 0AD = Pile Banger 00E = Tranquilizer 0AE = Max Ray 00F = Remedy 0AF = Missing Score 010 = Smoke Bomb 0B0 = Mythril Clip 011 = Speed Drink 0B1 = Diamond Pin 012 = Hero Drink 0B2 = Silver Barrette 013 = Vaccine 0B3 = Gold Barrette 014 = Grenade 0B4 = Adaman Clip 015 = Shrapnel 0B5 = Crystal Comb 016 = Right arm 0B6 = Magic Comb 017 = Hourglass 0B7 = Plus Barrette 018 = Kiss of Death 0B8 = Centclip 019 = Spider Web 0B9 = Hairpin 01A = Dream Powder 0BA = Seraph Comb 01B = Mute Mask 0BB = Behimoth Horn 01C = War Gong 0BC = Spring Gun Clip 01D = Loco weed 0BD = Limited Moon 01E = Fire Fang 0BE = Guard Stick 01F = Fire Veil 0BF = Mythril Rod 020 = Antarctic Wind 0C0 = Full Metal Staff 021 = Ice Crystal 0C1 = Striking Staff 022 = Bolt Plume 0C2 = Prism Staff 023 = Swift Bolt 0C3 = Aurora Rod 024 = Earth Drum 0C4 = Wizard Staff 025 = Earth Mallet 0C5 = Wizer Staff 026 = Deadly Waste 0C6 = Fairy Tale 027 = M-Tentacles 0C7 = Umbrella 028 = Stardust 0C8 = Princess Guard 029 = Vampire Fang 0C9 = Spear 02A = Ghost Hand 0CA = Slash Lance 02B = Vagyrisk Claw 0CB = Trident 02C = Light Curtain 0CC = Mast Axe 02D = Lunar Curtain 0CD = Partisan 02E = Mirror 0CE = Viper Halberd 02F = Holy Torch 0CF = Javelin 030 = Bird Wing 0D0 = Grow Lance 031 = Dragon Scales 0D1 = Mop 032 = Impaler 0D2 = Dragoon Lance 033 = Shrivel 0D3 = Scimitar 034 = Eye drop 0D4 = Flayer 035 = Molotov 0D5 = Spirit Lance 036 = S-mine 0D6 = Venus Gospel 037 = 8inch Cannon 0D7 = 4-point Shuriken 038 = Graviball 0D8 = Boomerang 039 = T/S Bomb 0D9 = Pinwheel 03A = Ink 0DA = Razor Ring 03B = Dazers 0DB = Hawkeye 03C = Dragon Fang 0DC = Crystal Cross 03D = Cauldron 0DD = Wind Slash 03E = Sylkis Greens 0DE = Twin Viper 03F = Reagan Greens 0DF = Spiral Shuriken 040 = Mimett Greens 0E0 = Superball 041 = Curiel Greens 0E1 = Magic Shuriken 042 = Pahsana Greens 0E2 = Rising Sun 043 = Tantal Greens 0E3 = Oritsuru 044 = Krakka Greens 0E4 = Conformer 045 = Gysahl Greens 0E5 = Yellow M-phone 046 = Tent 0E6 = Green M-phone 047 = Power Source 0E7 = Blue M-phone 048 = Guard Source 0E8 = Red M-phone 049 = Magic Source 0E9 = Crystal M-phone 04A = Mind Source 0EA = White M-phone 04B = Speed Source 0EB = Black M-phone 04C = Luck Source 0EC = Silver M-phone 04D = Zeio Nut 0ED = Trumpet Shell 04E = Carob Nut 0EE = Gold M-phone 04F = Porov Nut 0EF = Battle Trumpet 050 = Pram Nut 0F0 = Starlight Phone 051 = Lasan Nut 0F1 = HP Shout 052 = Saraha Nut 0F2 = Quicksilver 053 = Luchile Nut 0F3 = Shotgun 054 = Pepio Nut 0F4 = Shortbarrel 055 = Battery 0F5 = Lariat 056 = Tissue 0F6 = Winchester 057 = Omnislash 0F7 = Peacemaker 058 = Catastrophe 0F8 = Buntline 059 = Final Heaven 0F9 = Long Barrel R 05A = Great Gospel 0FA = Silver Rifle 05B = Cosmo Memory 0FB = Sniper CR 05C = All Creation 0FC = Supershot ST 05D = Chaos 0FD = Outsider 05E = Highwind 0FE = Death Penalty 05F = 1/35 Soldier 0FF = Masamune 060 = Super Sweeper 100 = Bronze Bangle 061 = Masamune Blade 101 = Iron Bangle 062 = Save Crystal 102 = Titan Bangle 063 = Combat Diary 103 = Mythril Armlet 064 = Autograph 104 = Carbon Bangle 065 = Gambler 105 = Silver Armlet 066 = Desert Rose <new> 106 = Gold Armlet 067 = Earth Harp <new> 107 = Diamond Bangle 068 = Guide Book <new> 108 = Crystal Bangle 069 = <blank> 109 = Platinum Bangle 06A = <blank> 10A = Rune Armlet 06B = <blank> 10B = Edincoat 06C = <blank> 10C = Wizard Bracelet 06D = <blank> 10D = Adaman Bangle 06E = <blank> 10E = Gigas Armlet 06F = <blank> 10F = Imperial Guard 070 = <blank> 110 = Aegis Armlet 071 = <blank> 111 = Fourth Bracelet 072 = <blank> 112 = Warrior Bangle 073 = <blank> 113 = Shinra Beta 074 = <blank> 114 = Shinra Alpha 075 = <blank> 115 = Four Slots 076 = <blank> 116 = Fire Armlet 077 = <blank> 117 = Aurora Armlet 078 = <blank> 118 = Bolt Armlet 079 = <blank> 119 = Dragon Armlet 07A = <blank> 11A = Minerva Band 07B = <blank> 11B = Escort Guard 07C = <blank> 11C = Mystile 07D = <blank> 11D = Ziedrich 07E = <blank> 11E = Precious Watch 07F = <blank> 11F = Chocobracelet 080 = Buster Sword 120 = Power Wrist 081 = Mythril Saber 121 = Protect Vest 082 = Hardedge 122 = Earring 083 = Butterfly Edge 123 = Talisman 084 = Enhance Sword 124 = Choco Feather 085 = Organics 125 = Amulet 086 = Crystal Sword 126 = Champion Belt 087 = Force Stealer 127 = Poison Ring 088 = Rune Blade 128 = Touph Ring 089 = Murasame 129 = Circlet 08A = Nail Bat 12A = Star Pendant 08B = Yoshiyuki 12B = Silver Glasses 08C = Apocalypse 12C = Headband 08D = Heaven's Cloud 12D = Fairy Ring 08E = Ragnarok 12E = Jem Ring 08F = Ultima Weapon 12F = White Cape 090 = Leather Glove 130 = Sprint Shoes 091 = Metal Knuckle 131 = Peace Ring 092 = Mythril Claw 132 = Ribbon 093 = Grand Glove 133 = Fire Ring 094 = Tiger Fang 134 = Ice Ring 095 = Diamond Knuckle 135 = Bolt Ring 096 = Dragon Claw 136 = Tetra Elemental 097 = Crystal Glove 137 = Safety Bit 098 = Motor Drive 138 = Fury Ring 099 = Platinum Fist 139 = Curse Ring 09A = Kaiser Knuckle 13A = Protect Ring 09B = Work Glove 13B = Cat's Bell 09C = Powersoul 13C = Reflect Ring 09D = Master Fist 13D = Water Ring 09E = God's Hand 13E = Sneak Glove 09F = Premium Heart 13F = HypnoCrown - Codes ending in 069 - 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 Barret. - Codes ending in 0B0 - 0BD are combs for Red XIII. - Codes ending in 0BE - 0C8 are rods for Aeris. - Codes ending in 0C9 - 0D6 are spears for Cid. - Codes ending in 0D7 - 0E4 are shurikens for Yuffie. - Codes ending in 0E5 - 0F1 are M-phones 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. In the Japanese version of FF7, having 'selected' items in your inventory would cause an 'error checker' to appear (see it's description under the 'Super Select' code listing). MATERIA SELECT 8009D0xx - 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. According to Mr. DeLucas, this is because of their position (so if you want a materia with lots of AP, find a code/position that works and remember 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 Plus 2E = (glitch) 01 = HP Plus 2F = (glitch) 02 = Speed Plus 30 = Master Command 03 = Magic Plus 31 = Fire 04 = Luck Plus 32 = Ice 05 = EXP. Plus 33 = Earth 06 = Gil Plus 34 = Lightning 07 = Enemy Away 35 = Restore 08 = Enemy Plus 36 = Heal 09 = Chocobo Plus 37 = Revive 0A = Pre-emptive 38 = Seal 0B = Long Range 39 = Mystify 0C = Mega All 3A = Transform 0D = Counter Attack 3B = Exit 0E = Slash-All 3C = Poison 0F = Double Cut 3D = Demi 10 = Cover 3E = Barrier 11 = Underwater <now a real materia> 3F = <no name, actually MBarrier> 12 = HP <-> MP 40 = Comet 13 = W-Magic 41 = Time 14 = W-Summon 42 = <no name, actually Reflect> 15 = W-Item 43 = <no name, actually Rifuabu> 16 = <no name, actually Booster> 44 = Destruct 17 = All 45 = Contain 18 = Counter 46 = Full Cure 19 = Magic Counter 47 = Shield 1A = MP Turbo 48 = Ultima 1B = MP Absorb 49 = Master Magic 1C = HP Absorb 4A = Choco/Mog 1D = Elemental 4B = Shiva 1E = Added Effect 4C = Ifrit 1F = Sneak Attack 4D = Titan 20 = Final Attack 4E = Ramuh 21 = Added Cut 4F = Odin 22 = Steal as well 50 = Leviathan 23 = Quadra Magic 51 = Bahamut 24 = Steal 52 = Kjata 25 = Sense 53 = Alexander 26 = <no name, actually Law> 54 = Phoenix 27 = Throw 55 = Neo Bahamut 28 = Morph 56 = Hades 29 = Deathblow 57 = Typoon 2A = Manipulate 58 = Bahamut ZERO 2B = Mime 59 = Knights of Round 2C = Enemy Skill ** 5A = Master Summon 2D = (glitch) 89 = (glitch) * Codes ending in 16, 26, 3F, 42 and 43 are 'disabled' Materia that you can't normally get during the game. In the Japanese game, they were still usable, but their abilities, descriptions, and other stats. have been removed/altered in this release. Note that the Underwater materia has been made into a real, usable Materia! It's not used to revive Aerith, but to explore more of the underwater areas (and fight the underwater Weapon monster). ** Starts off with a variable number of stars (usually missing the first eight or stars 3, 6, and 7). - 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. For information on the disabled materia, refer to part 2 of my Japanese FF7 FAQ. However, here is a quick explanation: 16 - Booster : A Support materia with no use. 26 - Law : A Command materia with the Throw and Coin abilities. 3F - MBarrier: A Magic materia with the MBarrier spell (3 levels). 42 - Reflect : A Magic materia with the Reflect and Wall spells. 43 - Rifuabu : A Magic materia with the Wall spell (3 levels). and.... 11 - Underwater Breath : An Independent materia with no use. This was made into a real, usable materia called 'Underwater' in the US version. SUPER SELECT 800F389E - 0xxx ------------------------------------------------------------------------- NOTE: As far as I know, you have to enter this in your Comms Link and turn it on in-game in order for the code to work. It _will not_ work with a normal GameShark, as far as I know. Even with a Comms Link, I'm having trouble getting it to work (if you can only use Turbo Ethers or Phoenix Downs, the code isn't behaving properly, BTW). Basically, this code will let you do just about anything in battle. It works like this: - Use an item, and it will become whatever item you specified in terms of effect. You do lose one of whichever item you selected, though. - Cast a spell, and the spell will instead be the one specified. The amount of MP you lose is determined by the spell you selected via this code, not the one you chose in the spell menu. This also applies to using Summons and Enemy Skills. - Manipulate an enemy, and you can choose which power you want it to use, even ones that aren't listed. - Assuming the game doesn't crash :), you can enter an 'error checker' mode that allows you to exit out of battle immediately. This can be used against normal enemies and bosses, and while exiting out (by pressing L1+R1+Select) doesn't get you any AP, EXP, or Gil, it's considered a win for all practical purposes as events will continue normally should you exit out of a boss battle, etc. This code affects all your allies. You need at least one of the following in order to make use of this code: - One Magic Materia in order to cast spells. - One Summon Materia in order to call a summoned monster. - One Enemy Skill Materia in order to use Enemy Skills. - One Manipulate Materia in order to manipulate enemies. - At least one item that is usable in battles in order to change the effects of that item. - One character who has his Limit Break bar maxed out, at any level. (optional) This chart below shows how the number you enter into the code affects the resulting commands in battle: xxx = ITEM RESULT SPELL RESULT SUMMON RESULT E. SKILL RESULT ___________________________________________________________________ 0 Potion Cure DeathBlow!! Frog Song 1 Hi Potion Cure2 Diamond Dust L4 Suicide 2 X-Potion Cure3 Hellfire Magic Hammer 3 Ether Regen Judgement Bolt White Wind 4 Turbo Ether Poisona Anger of the Land Big Guard 5 Elixir Esuna Steel-Bladed Sword Angel Whisper 6 Megalixir Resist Tidal Wave Dragon Force 7 Phoenix Down Life Mega Flare Death Force 8 Antidote Life2 Tetra-Disaster Flame Thrower 9 Soft Mini Judgement Laser A Maiden's Kiss Toad Phoenix Flame Matra Magic B Cornucopia Sleepel Giga Flare Bad Breath C Echo Screen Confu Black Cauldron Beta D Hyper Silence Disintergration Aqualung E Tranquilizer Berserk Tera Flare Trine F Remedy Barrier Ultimate End Magic Breath 10 Smoke Bomb MBarrier MBarrier ???? 11 Speed Drink Reflect Reflect Goblin Punch 12 Hero Drink Wall Wall Chocobuckle 13 Vaccine Haste Haste L5 Death 14 Grenade Slow Slow Death Sentence 15 Shrapnel Stop Stop Roulette 16 Right arm DeBarrier DeBarrier Shadow Flare 17 Hourglass DeSpell DeSpell Pandora's Box 18 Kiss of Death Death Death Fat-Chocobo 19 Spider Web Escape Escape Gunge Lance 1A Dream Powder Remove Remove Beat Rush 1B Mute Mask Fire Fire Somersault 1C War Gong Fire2 Fire2 Waterkick 1D Loco weed Fire3 Fire3 Meteodrive 1E Fire Fang Ice Ice Final Heaven 1F Fire Veil Ice Ice2 Game Over 20 Antarctic Wind Ice Ice3 Death Joker 21 Ice Crystal Bolt Bolt <glitch> 22 Bolt Plume Bolt <glitch> 23 Swift Bolt Bolt 24 Earth Drum Quake 25 Earth Mallet Quake 26 Deadly Waste Quake 27 M-Tentacles Bio 28 Stardust Bio 29 Vampire Fang Bio 2A Ghost Hand Demi 2B Vagyrisk Claw Demi 2C Light Curtain Demi 2D Lunar Curtain Comet 2E Mirror Comet 2F Holy Torch Freeze 30 Bird Wing Break 31 Dragon Scales Tornado 32 Impaler Flare 33 Shrivel FullCure 34 Eye drop Ultima 35 Molotov Shield 36 S-mine <death> 37 8inch Cannon <blank> 38 Graviball Choco/Mog 39 T/S Bomb Shiva 3A Ink Ifrit 3B Dazers Ramuh 3C Dragon Fang Titan 3D Cauldron Odin 3E Sylkis Greens Leviathan 3F Reagan Greens Bahamut 40 Mimett Greens Kjata 41 Curiel Greens Alexander 42 Pahsana Greens Phoenix 43 Tantal Greens Neo Bahamut 44 Krakka Greens Hades 45 Gysahl Greens Typoon 46 Tent Bahamut ZERO 47 Power Source Knights of Round 48 Guard Source Frog Song 49 Magic Source L4 Suicide 4A Mind Source Magic Hammer 4B Speed Source White Wind 4C Luck Source Big Guard 4D Zeio Nut Angel Whisper 4E Carob Nut Dragon Force 4F Porov Nut Death Force 50 Pram Nut Flame Thrower 51 Lasan Nut Laser 52 Saraha Nut Matra Magic 53 Luchile Nut Bad Breath 54 Pepio Nut Beta 55 Battery Aqualung 56 Tissue Trine 57 Omnislash Magic Breath 58 Catastrophe ???? 59 Final Heaven Goblin Punch 5A Great Gospel Chocobuckle 5B Cosmo Memory L5 Death 5C All Creation Death Sentence 5D Chaos Roulette 5E Highwind Shadow Flare 5F 1/35 soldier Pandora's Box 60 Super Sweeper 61 Masamune Blade 62 Save Crystal 63 Combat Diary 64 Autograph 65 Gambler 66 Desert Rose 67 Earth Harp 68 Guide Book and so on... (It would take forever to write out the whole thing. Refer to the Game Shark item list for the 'Item Select' code if you need help, and experiment with the other numbers with caution ^_^;) Notes __________________________________________________________________ USING ITEMS: - After 046, all items will do zero damage when used. The effect that goes with each item changes (Fire2, Vaccine, etc.) USING SPELLS: - 036 will instantly summon Death, who will kill one of your characters. - Using 037 gives you a blank spell, which you can never have enough MP to cast. - Using 038 - 047 casts a spell with the name of a Summoned Monster. All of these spells cause immense damage to the enemy, except Leviathan, which causes zero damage. - Using 048 - (onwards) casts a spell with the name of a Enemy Skill. The effect upon a target is very strange (looks like an Elixir being used, sounds like Barrier, etc.) but the result really is that particular Enemy Skill. USING SUMMONS: - Using 10 - 21 results in a Summon with the name of the current spell, and the summoned monster is the base monster onwards. The result is the corresponding base Enemy Skill (for example, 10 makes you cast MBarrier, which looks like Choco/Mog, and hits one enemy with the effects of Frong Song. On the other hand, 12 makes you cast Wall, which looks like Ifrit, and hits one enemy with the effects of Magic Hammer). USING ENEMY SKILLS: - Using 17 or 18 doesn't summon anything, but the resulting damage and range are similar to the Fat-Chocobo and Gunge Lance summonings. - Using 1A - 1E result in you casting Roulette. - Using 1F makes you cast Matra Magic. - Using 20 really does cause Death Joker (ouch)! USING THE MANIPULATE MATERIA: - Assuming you can manipulate an enemy, you need only change the number and try to use any of that enemy's powers to see what the result is. Note that if you go to far ahead (try to access a power that isn't there), you may crash the game or start up the 'error checker'. USING LIMIT BREAKS: - In most cases, using a Limit Break results in the 'error checker' starting up. However, be careful, because you may end up crashing the game if the code gives your characters someone else's Limit Break (in one case, Red 13 tried to use Gigadunk and the game crashed. Another time, he did Vincent's 'Satan Slam', and it worked!) CAUTION: - Using this code along with the 'Throw' command will hang the game as your character tries to throw repeatedly. - This code may cause enemies or allies to move to different locations on the screen, and will interfere with the zoom/position of the battle camera. - Some of the numbers will cause the game to hang. Others cause the 'error checker' to appear, so use them with caution. Okay, as you can tell, this code still requires much more testing. If you come up with any interesting results, please let me know. Right now, I'm trying to discover an easier, surefire method of calling up the 'error checker' using this code (as that would allow you to skip any battle instantly!) NO TIME LIMIT - ANY CHARACTER 800E7A48 - 000x ------------------------------------------------------------------------- Replace x with: 0 = Character in the 1st position 1 = Character in the 2nd position 2 = Character in the 3rd position When using this code, the affected character(s) will be given their chance to act during a battle immediately. You can also give them new commands while they are attacking, casting magic, etc (the only exception is during a Summon or if they get past the initial frames of a Limit Break). Otherwise, the battle is played out normally. This code can lead to some strange situations, like windows that don't close, or you may have chosen to cast a spell eight times in a row only to run out of MP after the third one (in which case, you simply waste the next 5 turns while the message "You don't have enough MP!" appears on the screen repeatedly. In some cases, there's nothing you can do about the windows, but if you try going into that particular window (say, the Limit Break window), and then exiting out, it should close. GAIN LOTS OF EXPERIENCE POINTS 8009D7D8 - xxxx ------------------------------------------------------------------------- Replace xxxx with any number; FFFF for the most EXP, 0000 for no EXP. This code gives you hecka EXP when you win a battle, regardless of what kind of enemy you fought. That's all there is to it :) BATTLE COMMAND SELECT - 1ST POSITION 8009D8A4 - 02xx ------------------------------------------------------------------------- This code will make the third slot in your Battle Command window change to what you specified using this code: Replace xx with = 00 = Left 0F = 4x: 01 = Attack 10 = <blank> 02 = Magic 11 = Mug 03 = Summon 12 = Change 04 = Item 13 = Defend 05 = Steal 14 = Limit 06 = Sense 15 = W-Magic 07 = Coin 16 = W-Sum. 08 = Throw 17 = W-Item 09 = Morph 18 = Slash-All 0A = D.blow 19 = 2x-cut 0B = Manip. 1A = Flash 0C = Mime 1B = 4x-cut 0D = E.Skill 1C = <glitch> 0E = All: 1D = <glitch> Normal abilities will work as they should, but some of them function a little differently. Note that none of the commands that make use of the Summon screen actually reduce your character's MP, although you must have enough MP to be able to select that summon spell. Left - When used, this brings up the Summon Screen (you must have at least one equipped Summon Materia for this to work). Choosing a summon results in no effect for that character's turn. Change - When used, this brings up the Summon Screen (you must have at least one equipped Summon Materia for this to work). Choosing a summon results in the character changing row position. Defend - When used, this brings up the Summon Screen (you must have at least one equipped Summon Materia for this to work). Choosing a summon results in the character defending for that turn. Limit - When used, this brings up the Summon Screen (you must have one or more Summon Materia equipped for this to work). Choosing a summon results in the character's respective Limit Break. The 'Limit' ability is by far the best one, because you can use any limit break providing you have seven Summon materia equipped (4 in the case of Vincent, 2 for Cait Sith), without having to change break levels or fill your Limit Bar. Even better: if you try to use a Limit Break you don't have (the 8th summon for most characters, the 2nd, 4th, 6th, 8th and so on for Vincent, or the 2nd, 4th, and so on for Cait Sith), you get a _perfect_ 'error checker' allowing you to bypass _any_ battle, boss or otherwise! Codes submitted by contributors: CHARACTER SELECT - SEE THEM DURING THE GAME 8009CBDC - xxyy submitted by Igancio DeLucas <delucas@hotmail.com> 8009CBDE - 00zz ------------------------------------------------------------------------- Replace xx, yy, and zz with the number that represents your character. This code allows you to choose three characters at one time: xx, yy, zz = 00 - Cloud Strife 01 - Barret Wallace 02 - Tifa Lockheart 03 - Aeris Gainsborough 04 - Red 13 05 - Yuffie Kisaragi 06 - Cait Sith (sometimes, Young Cloud) 07 - Vincent Valentine (sometimes, Sephiroth) 08 - Cid Hiwind 09 - <Young Cloud> 0A - <Sephiroth> 0B - <Chocobo> 0C - <'Nau Purintingu'> (Now Printing) 0D - <'Nau Purintingu'> (Now Printing) With this code, the character in the first position (use the 'Order' command from the main menu) can be seen in the rendered areas (note that it may be the second position, this seems to happen from time to time). In the World Map, your character will be Cloud unless one of the characters has been specified as Tifa or Cid, in which case, that character will be the one shown regardless of order. Note that only Cloud can climb up ladders and do other acts other than walking or running, and if you try to do such an activity with another character, you will hear the sound of that character doing something, but they won't actually do it, and if you try again, the game may glitch. Also, note that your character won't always appear in some areas, and that they won't actually change until you exit an area. An even stranger glitch is that, if you start a game saved in the World Map, that you are transported, usually out into the ocean at the far edges of the map. I haven't found a use for this yet, but it's interesting, to say the least. Otherwise, this code works like the CHARACTER SELECT - 3RD POSITION code listed below, including glitches and game bugs (having a character die in battle, the trouble with the Sephiroth, Now Printing character codes, having the leader be invisible, activating the 'error checker', etc.) USE ANY OPTION ANYWHERE 8009D2A4 - xxxx submitted by Ignacio DeLucas <delucas@hotmail.com> 8009D2A6 - 0000 ------------------------------------------------------------------------- With this code, all of the Main Menu options are available during any point of the game, even if they are greyed out or not supposed to be visible w/out the code. Replace xxxx with 0000 for no options available (heh), but the one you'll want to use is FFFF, which gives you all abilities. Note that if you have less than 3 characters (and no characters in the 'inactive' group), and you enter the PHS menu, you can't exit out, as you have to make a three-member party but won't have enough members. Mr. DeLucas would like to stress that credit is also due to the original creator of the 'Save Anywhere' code, whoever he/she is, because he used that person's code as a basis for this one. SET TELEVISION RATING IN JUNON TOWN PARADE 80075E40 - xxxx submitted by Ignacio DeLucas <delucas@hotmail.com> ------------------------------------------------------------------------- With this code on, during the part in Junon Town (in Disc 1) where you are supposed to march behind the soldiers, you can set the percentile rating you recieve. Replace xxxx with 0000 for the worst rating, or 5500 for the best rating. Note that you should turn this code on _after_ the commander tells you to get in line, or the game may glitch (as in, he'll never ask you to get moving, so you'll stay marching). SET DRILL EXCERISE SCORE IN JUNON TOWN SEND-OFF 80075E3A - xxxx submitted by Ignacio DeLucas <delucas@hotmail.com> ------------------------------------------------------------------------- With this code activated, during the drill part of Rufus' send-off to Costa Del Sol (the part where you must follow the soldier's lead and turn, act, etc.), you can set the score Rufus gives you depending on his attitude. Replace xxxx with 0000 for the worst score, or 0014 for the best score. SET POINTS EARNED FROM PLAYING G-BIKE GAME 800BDFB4 - xxxx submitted by Ignacio DeLucas <delucas@hotmail.com> ------------------------------------------------------------------------- When turned on, this code can be used to determine the score you'll receive from the G-Bike game at the Gold Saucer (not the actual G-bike scenario when you escape from the Shinra Headquarters). Replace xxxx with 0000 for the worst score, or 2000 for the best score. FIRST FIVE ENEMIES HAVE BEEN SCANNED, LIKE USING 'SENSE' 800F5CF0 - 4000 submitted by Ignacio DeLucas <delucas@hotmail.com> 800F5D34 - 4000 800F5D78 - 4000 800F5DBC - 4000 800F5E00 - 4000 ------------------------------------------------------------------------- When you use the 'Sense' command on an enemy, it shows you it's vital stats. Afterward, pressing Select and highlighting a 'sensed' enemy with the cursor (usually when choosing a target), will display that enemy's amount of current/maximum HP. With this code activated, you can see the current/maximum HP of any enemy in the game, as if you had scanned them. Note that this code will work on _every_ enemy and boss, but that enemies that aren't normally able to be 'scanned' may have misleading amounts of HP, or they may cause this game to freeze, in which case, you'll have to reset the game. TURN ANY TAME CHOCOBO INTO A GOLD ONE 800E5674 - 0004 submitted by Ignacio DeLucas <delucas@hotmail.com> ------------------------------------------------------------------------- (Yeah, I fixed the 3/E mistake. Thank you everyone *sarcastic sigh* for telling me about this, repeatedly.... ^_^;) (Just to clear up any confusion, this is the same code as my Gold Chocobo code for the Japanese version of FF7. However, since Mr. DeLucas not only tested my code for me but corrected it so that it'd work on the US version, he gets credit for doing all the work :)) You must be riding a tame chocobo (any color) for this code to work (you can get tame chocobos in Disc 2 or 3, see the 'breeding' guide for more information). When this code is activated, your chocobo will gain all the abilties that a gold chocobo would have (it can go over rivers, mountains, the sea, etc.) Remember, though, 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 desert around the Gold Saucer. ALTER CLOUD'S ELEMENTS/STATUS AILMENTS EFFECTS (see below) submitted by Ignacio DeLucas <delucas@hotmail.com> ------------------------------------------------------------------------ Since all of these codes only apply to Cloud, and because they all work in the same way, I'm listing these codes together: Any Weapon attack strikes with all Elemental types: 8009D888 - FFFF This code works just as it says. However, if an enemy is immune to a certain type of element, then they will be healed instead of harmed regardless of the other active elements. Take half damage from all Elements: 8009D88A - FFFF Take No damage from all Elements: 8009D88C - FFFF Absorb all Element damage as HP: 8009D88E - FFFF (Remember that for these last three codes, you're also able to defend against the unlisted 'non-element' damage type.) Any Weapon attack strikes with all Status Ailments: 8009D890 - FFFF 8009D892 - FFFF (With this code, the 'Petrified' status takes precedence over all other status afflictions, so while you are attacking with every status effect, the one that will override the others is 'Petrify'. If you haven't already realized this, using Slash All along with this code lets you petrify all enemies with one attack, instantly making you win the battle..... :)) Cloud is unaffected by all Status Ailments: 8009D894 - FFFF 8009D896 - FFFF (Unfortunately, this code seems to affect beneficial status changes as well, such as Haste.) GAIN LOTS OF ABILITY POINTS 8009D7DC - 8FFF submitted by Jeff Wong <JeffWong@Pacbell.net> ------------------------------------------------------------------------- When you win a battle, you'll gain lots of AP. Don't change the number to a value higher than 8FFF or you won't actually earn the AP listed. UNLIMITED GIL 8009D260 - FFFF submitted by Jeff Wong <JeffWong@Pacbell.net> ------------------------------------------------------------------------- This code gives you a huge amount of gil, which you'll always have the same amount of as long as the switch is up. You can save your game in order to retain all the extra money, too. HAVE 9999 GOLD PIECES AT THE GOLD SAUCER 8009D3D2 - 270F submitted by Jeff Wong <JeffWong@Pacbell.net> ------------------------------------------------------------------------- The title says it all. You'll have 9999 GP, and if you save the game, you'll retain all that GP, too. HAVE 65000 BATTLE POINTS AT THE GOLD SAUCER 8009D3D8 - FDE8 submitted by Jeff Wong <JeffWong@Pacbell.net> edited by Dave Upton <azurite@baybytes.com> ------------------------------------------------------------------------- This works much like the last two codes in that you'll have lots of BP, and that number won't decrease as long as the switch is up. However, since BP are temporary, if you leave the Battle Square with the switch off, all your BP are lost. NO RANDOM BATTLES WHILE ON THE WORLD MAP 8007173C - 0000 NO RANDOM BATTLES WHILE IN A RENDERED AREA 8011627C - 0000 submitted by Jeff Wong <JeffWong@Pacbell.net> ------------------------------------------------------------------------- Both of these codes are listed together because they function similarily, and you'll want to use them both ^_^; As long as the switch is up, you'll never run into battles, however, you _will_ have to fight boss battles and other unavoidable confrontations. KEY ITEM SELECT (see below) submitted by Charles Mac Donald <cgfm2@hooked.net> ------------------------------------------------------------------------- Yup, someone finally came up with a Key Item Select code (I've been trying to make one since the earliest versions of my Japanese FAQ way back in March), and it's none other than Charles MacDonald! I'll let him explain how the code works from here: 8009 D2C8 FFFF - 1st 16 items 8009 D2CA FFFF - 2nd 16 items 8009 D2CC FFFF - 3rd 16 items 8009 D2CE 0007 - Last 3 items For those interested, the item(s) you get correspond to the individual bits enabled within the longword. In regard to the last set of items, there are only three, so don't enable bits for the non-existant items. Also, certain key items (Like PHS) you can't use immediately, even though you have that item. That's because the use of some items are story-driven. You just have to wait [until they become normally usable]. (Okay, back to me!) Obviously this code is cool because it lets you have all the items, but as they are story-driven (like CGFM2 sez), you can't (for example), have the Sector 5 Key in your inventory and return to Midgar City in Disc One. Still, though, this code is worth having (since it turns out it's possible to make one after all). ------------------------------------------------------------------------- 7.6 having fun ------------------------------------------------------------------------- A good deal of the chocobo racing and snowboarding information in this section comes from Martin Debes, David McGrath, and KFattyPro2, so give them a hand, please! THE BATTLE SQUARE ----------------------------------------------------- To play this game, go to the Battle Square and enter the main building. Talk to the lady by the righthand booth and she'll give you an option. Choose the top one to enter the Battle Arena, or the bottom one to decline. It costs 10 GP to enter the Battle Arena each time. Should you accept, you have to choose which character will fight by himself in the Arena. Once inside the Arena, you have to fight 8 consecutive battles against randomly-picked sets of monsters. Fighting is done normally, and you can use anything you have equipped (weapons, spell materia, command materia, items, etc.) to attack your enemies with. Each time you finish a battle, you get the message 'GREAT!' and you're then told how many BP (Battle Points) you've won in that particular battle (it's on the right side of the window). You have two options; pick the left one to keep fighting or the right one to give up and leave the Arena. If you choose to keep fighting, a slot machine appears prior to your next bout and you have to press O to stop the wheel. Whatever you land on will have a significant effect upon you as soon as the next battle starts. However, most of these conditions can be remedied by using items, and some (such as Minimum) won't even affect you if you're wearing an accessory that protects you from that type of status ailment. Below is a list of many of the various results you may land on: Poison - 'Poisoned' status. Frog - 'Toad' status. Mini-Cloud - 'Minimum' status. Red Orb - Disables Red (Summon) Materia. Yellow Orb - Disables Yellow (Command) Materia. Green Orb - Disables Green (Magic) Materia. Purple Orb - Disables Purple (Independent) Materia. Blue Orb - Disables Blue (Support) Materia. Five Orbs - Disables all Materia. Ring - Disables accessories. Bag - Disables items. Luck Plus 7 - No ailment for that round. Boots - Time Bar is cut in half. HP & MP - Max HP and MP is halved. MP Sign - Max MP is halved. MP Zero - Max MP is reduced to 0. Sword - Attack power is lowered. Bracelet - Your defense is lowered. Stopwatch - Time spent in the Battle Arena times 30 is given to you in damage. Lv. Down - This lowers your level by 5, 10, 15.... Cure - Gain back 9999 HP. The worse off your character is, the more Battle Points you earn. So if you have no life left, all your materia are sealed, and you're poisoned, you'll get more BP then having beaten all the matches with no serious injuries or handicaps. Of course, it is possible to cheat. For example, if your Magic materia have been disabled but you just used Mimic after casting a magic spell, you can mimic yourself to still use that spell. Or if you have Throw combined to a Counter Attack materia and youritems are disabled, you will still hurl one of your throwable items. Each time you choose to keep fighting, yet another bar appears on the slot machine. And because the eight battles are continuous, you'll keep whatever ailment you landed on in the last battle (unless you cured it), and get another ailment as well, making the battles progressively harder as you suffer from more and more handicaps. You do not gain AP, EXP, or gil for fighting in the Battle Arena. You can't learn enemy skills, either, even if you proceed to win all eight battles. You can Steal or Morph enemies to get items, but that's it. Using Limit Breaks in the Arena won't deplete your Limit bar when the battles are over, though. Your fighting spree ends if: - You win all 8 battles. - You choose to give up after completing a battle. - You cast Escape on yourself or use an item that has a similar effect. - You run away :) - You are killed during the course of the battles :( Unless you're killed or run away, you will keep all the Battle Points that you've earned from each fight. What's more, you can continuously enter the Battle Arena (providing that you have enough GP) and fight over and over to pick up even more Battle Points. However, you lose _all_ your BP if you leave the Battle Square, so you have to get the number of points you want in one trip. You can trade in the Points you've earned for prizes by going to the machines on the left or right side of the entrance and examining them. The following chart appears if you have enough BP to purchase something. Note that it changes multiple times and so is listed for Disc 1, later in Disc 1, and then for Disc 2 and 3. NAME COST Potion 80 BP (Disc 1) Phoenix Down 160 Shrapnel 320 Ether 640 Mimett Greens 1280 Fury Ring 2560 Enemy Lure 5120 Pre-emptive 10240 Speed Plus 20480 Champion Belt 41960 Phoenix Down 100 BP (later in Disc 1) Remedy 200 Mimett Greens 400 Enemy Lure 800 Choco Feather 1600 S-mine 3200 Pre-emptive 6400 Speed Plus 12800 Champion Belt 25600 OmniSlash 51200 Remedy 100 BP (Disc 2 or 3) Enemy Lure 250 Right arm 500 Pre-emptive 1000 Reagan Greens 2000 Speed Plus 4000 Stardust 8000 Champion Belt 16000 OmniSlash 32000 W-Summon 64000 You can buy as many of each item as you like if you have enough BP. Note that the first time you win 8 battles in a row, you can get a free pair of Sprint Shoes from the person standing at the foot of the flight of stairs outside (the one that says that she doesn't like fighters who are 'all talk'). THE SPEED SQUARE ------------------------------------------------------ In the Speed Square, you have to shoot down targets while riding in a roller coaster. The main thing to remember is that firing with a full gauge is better than constantly firing a near-empty gauge. There are some invisible targets and hidden targets--it's up to you to find them, but here's a few pointers for high scorers: the red things coming out of the lava are worth 70 points, the riverboat will give you more points depending on how long you shoot it, and one of the lights near the end of the ride can be broken for another 200 points. Prizes from this square include: Over 3000 points - Masamune, Custom Sweeper, 1/35th soldier Over 5000 points - Umbrella (Disc 1), Flayer (Disc 2-3) You can earn multiple 1/35th soldiers here, too. THE WONDER SQUARE ----------------------------------------------------- There are a bunch of games in this Square that you can play to earn GP or other prizes. (SUBMARINE GAME) The first play nets you 20 GP. The first time you win the following battles, you'll get an item. - Underwater Huge Materia Battle: Ink - Level 1: T/S Bomb - Level 2: Dragon Fang - Level 3: Dragon Scales - Level 4: Cauldron (ARM-WRESTLING GAME) You can win 1 GP for 100 gil by fighting the Sumo wrestler, or 2 GP for 100 gil by fighting the 'normal' wrestler. (MOG HOUSE GAME) The first time you win at 'Mog House' the person standing behind you will give you 30 GP. (BASKETBALL GAME) The first 10 dunks in a row are worth 1 GP, the 11th will double that amount to 20 GP. The next ten dunks are worth 1 GP, and the 22nd dunk doubles that to 60 GP. This continues at every next dunk, presumably (33, 44, etc.) (BIKE-RACING GAME) You can earn 10 GP instead of 2 GP if you score over 10,000 points. In addition, you'll get a Speed Plus materia the first time you do this. (WONDER CATCHER GAME) Possible prizes include: Nothing (!), 1 GP, 3 GP, Potion, 80 GP. (3D BATTLER GAME) Being beaten by the first two opponents nets you nothing, the third gets you 2 GP, and the fourth lands you 20 GP. (SNOWBOARD RACING) If Tifa or Cid is in your party, they'll randomly ask if they can play in your place. Check out Tifa on the snowboard! Blue and Green balloons are worth 3 and 5 points, respectively. Blue are semi-hard, while Green take a bit of skill to collect. Don't forget to edge (R1)! It'll help you take corners a lot easier. If you're going fast enough when you reach the goal, jump right before you pass the sign. You'll fly through, hit the retaining barrier at the end, and fly right back out again!) The ranks in the normal courses are BAD (0-49), AWFUL (50-69), and GOOD (70-100?) Course A ______________________________________________________________ Speed up before coming to the course, then jump at the first cliff so you can nab the Blue balloon. If you miss it, press Start and choose RETRY -- it won't cost you any more Gil. (With free continues, one wonders how Shinra makes any money on this game!) Keep collecting balloons and avoiding obstacles until you see the Moogle holding the arrow. Ether slow down or take the curve creatively; I recommend the former, since a Blue balloon is soon after, surrounded by snow chocobos. A while later is the downhill portion -- don't miss the Blue balloon on your way in -- and this is your place to gain some speed. Just avoid the obstacles! Near the end you'll have to swerve around some igloos; make sure you do it at a high enough speed to clear the arch up ahead so you can collect the Green balloon. The first time you score at least 90 points, you'll get 20 GP and a Safety Bit. Course B ______________________________________________________________ Don't miss the Blue balloon, but try to miss the rock under it. A couple of sharp turns soon after requires skillful turning. Too little, and you'll hit the walls. Too much, and you'll spin out. After a few more curves, you'll come to a metal-lined area with a Blue balloon near the beginning. Following that is a sharp curve, then a forest with another Blue balloon between two trees. Right at the end is an arch, beyond which is a Green balloon over a snow chocobo. Time the jump right to clear the chocobo. Several sharp turns challenge you soon after -- be careful not to hit the warning signs! -- and then you're given a breather with a slow curve to the left. There's one more short curve, then the goal. Course C ______________________________________________________________ Soon after you enter the course is a line of 8 red balloons followed by a cliff and a blue balloon. Collect 'em (and RETRY if you don't.) Beware the unmarked sharp turns that follow, and watch out for the snowman -- that blue thing is his hat, not a balloon.... Next are the ice caves. Dodge falling icicles, and don't go straight through in the cavern areas, as chunks of ice will fall from the ceiling. Dodge around the chunks, and collect the balloons. Soon after the second cavern area is the exit; be sure to collect the Blue balloon as you jump out. The rocky area after the caves shouldn't present too much of a challenge, but the curves soon after may. Near the bottom, you'll come across Blue and Green balloons, each well protected; don't hit the obstacles in front, or the balloons will fly away. Two balloons after is the exit. Time Attack ___________________________________________________________ Score at least a Good -- 70 points -- on each of the three tracks, and a yellow balloon will appear at the beginning of the track. Collect it and all the obstacles'll disappear from the courses. The objective now is to race your way through the courses. Your best race time since the PSX was turned on will be represented by a ghost moogle. Press START during the game and you'll be able to select between a snowboarding or a sledding moogle. (You'll also be able to change the ground texture from snow to checkered.) Stay ahead of the moogle, and you'll have beaten your old time. (On the straightaway at the end of Course A, either make sure Cloud is centered, or that he has a good lawyer...) The ranks in Time Attack are Fail, Poor, and Average. There are surely more. As far as snowboarding goes: W/ Ballons get -Good (beginner) 30 GP + Safety Bit -Good (advanced) nothing -Good (crazy) nothing I finally broke sec. on the beginner course (53.824) which gave me a "super" (the best) which meant that I had achieved a super on every course. Now there is a new "ghost" I can race against!!! It is a little cactrot (cactus type enemy from FFIII) I forget what they are called on this game however, it races me down the hill running. If you get 97/100 on advanced course you will get 100 GP and "All" Materia (>95 ?? may work too) If you get 96/100 on the crazy course you will get 300GP and a Crystal Bangle (>90 ?? may work too) CHOCOBO RACING -------------------------------------------------------- Again, Tifa or Cid will randomly ask to take your place in the race if they're in your party. There are four ranks in the Chocobo Races. In increasing order, they are: C, B, A, and S. Placing first moves you up in rank. Place first in S a few times, and you'll win a prize pack of sorts for being so good: Sprint Shoes, Precious Watch, Cat's Bell, Chocobracelet, and a "Counter Attack" Materia. (This only happens once) Beware that sometimes you'll race against Teioh, whose Chocobo's stats are always higher than your own (+15 km, +250 stamina). You *can* beat him, but it gets progressively more difficult as you advance in rank. Incidentally, once you race a Chocobo to S rank, you can bet at that rank. To win the bonus in S-Class 10 races need to be won (by the same chocobo). The win ratio is 7:5:3 i.e. for best prizes only have 3/15 (1/5) chance. Green, Black & Gold chocobos also have an advantage in the racing, as they are not slowed by Space (Short), or the Waterfall (Long Course). Chocobo Racing Prize List: Prize GP Ranks Potion 5 C (Buy for 1 GP) Phoenix Down 10 CBAS Hyper 10 CB Tranquiliser 10 CB Hi-Potion 15 CBA Hero Drink 15 BAS Antarctic Wind 20 CBA Bolt Plume 20 CBAS Fire Fang 20 CBA Ether 30 CBA (Buy for 20 GP) Ice Crystal 50 AS Swift Bolt 50 AS Fire Veil 50 AS Turbo Ether 150 B S (Buy for 100 GP) Elixir 200 BAS Enemy Away 300 AS Sneak Attack 300 AS Counter Attack 300 AS Precious Watch 300 S Megalixir 300 S Chocobracelet 400 S Magic Counter 500 S Cat's Bell 500 AS Sprint Shoes 500 S FORT CONDOR BATTLES --------------------------------------------------- You can fight at the Fort Condor during any disc, although if you want the Huge Materia, you'll have to play and win at least once in Disc Two. What's written here are brief instructions and simple strategies to win. The object of the game is to prevent the enemy from taking your land (this is indicated by a pink bar to the left of the screen), and to wipe your foes out before they finish you off. Your guys are blue; the enemy's force is red. In the beginning, you'll be in control of a cursor and there are no enemies on the screen. You can use this time to place your allies before the battle begins (while you can place icons during the battle, it's easier to start off right now). You can only set people as far as the red line; if you can't place a person, a red X appears over the hand cursor. Placing icons costs money (gil). Remember, you can't place bad guys! The types and statistics of each icon (good and bad) are as follows: Note that not all of these will be available initially (like the Fire Catapult and Tristoner). STATS. OF THE GOOD GUYS _______________________________________________ NAME HP ATTACK RANGE COST STRONG/WEAK VS Stoner 100 20 1~4 480 n/a Tristoner 150 30 1~5 1000 n/a Catapult 100 18 1~5 480 n/a Fire Catapult 120 25 1~6 600 n/a Fighter 200 30 1 400 n/a Attacker 180 25 1 420 Beast/Barbarian Defender 220 35 1 440 Barbarian/Wyvern Shooter 160 20 1~3 520 Wyvern/Beast Repairer 160 10 1 480 n/a Worker 160 15 1 400 n/a STATS. OF THE BAD GUYS ________________________________________________ NAME HP STRONG AND WEAK AGAINST Beast 230 Shooters / Attackers Wyvern* 190 Defenders / Shooters Barbarian 100 Attackers / Defenders Commander 250 ??? * These guys can fly over obstacles, giving them more range. The bad part about all this is that it cost real money (your money!) to play this game. So it's best that you stock up on gil before playing. However, you'll be paid gil for every ally left standing when the battle ends. If you have 12 1/35 soldiers, you won't need to pay for your army, though. To buy an icon, use the controller to select them and press O. Then choose where you want to place one and press O again. If you're placing a (Fire) Catapult or (Tri)stoner, then you'll see a red circle or wedge-shape when you place them; this indicates their line of fire. Use the Control Pad to choose how you want them to aim their attack. When you're ready, press X and choose the top option. The battle begins! Your controls work like this: O Accept a command. Place the cursor over a character and place this button and you'll be given an option; see the list of icons to see what options are available. X Decline a command L1 / L2 Decrease the Speed Plus of the battle R1 / R2 Increase the Speed Plus of the battle Start Pause/unpause the game Select Show/hide instruction screen Pad Moves cursor/put over ally or foe to see their statistics and the direction they're heading in. Every time one of your icons finishes walking, enters battle, or is killed, you will be asked if you want to go to their location/give them a new command (if they died, it asks if you want to place a new one). Press O to accept, or X to decline. ICON OPTIONS __________________________________________________________ Stoner TOP OPTION - DIRECTION. You can redirect TriStoner either type of droppers' line of fire. BOTTOM OPTION - REMOVE. The dropper is destroyed. Catapult TOP OPTION - DIRECTION You can redirect Fire Catapult either type of catapult's line of fire. BOTTOM OPTION - REMOVE. The catapult is destroyed. Fighter OPTION - ACTION. Pick where you want any of the Defender three icons to move to and press O. If they Shooter can't walk to a certain location, an X appears over the cursor. Repairer OPTION - ACTION. Works just like the ACTION command explained above. If you make a Repairer walk near a damaged Catapult, Fire Catapult, Boulder, or Triple Boulder, he can repair them (give them back HPs). These guys can automatically fight, too. Worker TOP OPTION - ACTION. Works just like the WALK command explained above. BOTTOM OPTION - BOMB. Creates a bomb that explodes when enemies approach. The 'Dismantle' command for the catapults and droppers may seem useless, but once an enemy force has passed beyond the range of one of these icons, they are useless. To free up space for more icons, (you can only have 20 at a time, remember?) you'll want to use this ability. Basically, the battle is fairly automatic. People attack when close, the catapults and droppers fire continuously. All you have to do is move, replenish, and place new members. The battle ends when the 'land taken' meter maxes out (i.e. they reach the little brown hut) or you win the battle by destroying all the enemies. Including the boss who shows up when most of the enemy force is defeated, there are about 40 enemies in total, who climb up the screen in a more or less steady, continuous wave. If you've played FF3, this feels a little like those 'mass-crazy-fight-till-you drop battles', but without the rush of adrenaline that usually accompanies such a fight. (Note that you'll have to wait a while before another fight is available. Also, as far as I can tell, there's no point in donating money since you'll have to spend Gil to hire troops, anyway.) The prizes you win from each battle changes with each new battle. STRATEGY FOR THE HUGE MATERIA BATTLE Hope you have some money. Start by placing Tristoner at the top of each path and angle their line of fire to follow the path (that's 4). Then, buy another one and place it at the main junction and make it fire straight forward. Now, purchase four Fire Catapults and place them at the bottom of the paths, as close to the red line as you can. Angle their line of fire to hit where the Tristoners can't. If you can spare the gil, place two more just a little ways south and to either side from the main Tristoners for added protection. Still with me? Place some Defenders and Attackers down at the bottom, then place a whole bunch of Fighters, Attackers, and Defenders at the top of the screen. Last, add in some Shooters in hard-to-reach areas where they can pelt the enemy. As your installments are destroyed/killed, all you have to do is place new ones. EXPENSIVE STRATEGY If you have a _lot_ of cash, then just go crazy with the Tristoners and keep placing new ones (since they'll instantly fire). If the enemy gains too much ground, start amassing forces of Defenders and Attackers to take your opponents out and defend your installations. The boss is easy to kill since he's slow and shows up when there's not a lot of people left (leaving him all buy himself). Just gang up on him with Defenders and Fighters, and if you've placed them earlier, try to steer him towards the Bombs that the Workers can lay. ========================================================================= 8. ANSWERS TO THE MOST-ASKED QUESTIONS ========================================================================= This section contains answers to the questions that people just can't stop asking. This is for those of you who refuse to read the rest of the FAQ and want your answers _now_! Questions are listed roughly in the order that their answers come up during the game. ----------------------------------------------------------------------- How do I learn Enemy Skills, and where are all the Skills at? ----------------------------------------------------------------------- To use an Enemy Skill, you need an Enemy Skill materia. With one equipped, go into a battle. If an enemy uses their Skill on you, you'll spin around and a message will appear stating that you've learned it. You _have_ to then win the battle; if you run away, you will not have learned it. Some enemies will not use their Skills normally. In some cases, you can control them using the Manipulate materia and then make them use their skill. You can't have a friend use a skill on you in order to learn it, but if you have more than one Enemy Skill materia equipped, you can learn the skill for all materia at the same time. Here's a list of available skills: ------------------------------------------------------------------- ANGEL WHISPER COSTS 50 MP ------------------------------------------------------------------- - This skill brings the target back to life and cures any status ailments. It _sets_ the targets HP to a random amount (usually in excess of 7000 points. However, this can mean trouble for characters with high HP, as they will actually have their life lowered by this skill. Note that the 'setting HP' aspect of this spell doesn't affect enemies. - Learn from the women in the yellow swimsuits (Polan Solita) you meet in the Northern Crater (Disc 3 only). - You can manipulate a Polan Solita. ------------------------------------------------------------------- AQUALUNG COSTS 34 MP ------------------------------------------------------------------- - All targets are hit for water damage. - Learn from Jenova*Birth in the Forgotten Capital (Disc 1), or from the chimera-like Harpy in the Corel Desert, or from the floating dragon-like monster (Serpent) in the sunken plane near the Gold Saucer (Disc 2 or later). - You can meet Harpies if you walk around the edge of the desert (even if you don't have the Buggy). Then just manipulate one when you meet it. ------------------------------------------------------------------- BAD BREATH COSTS 58 MP ------------------------------------------------------------------- - Inflicts multiple status ailments on all enemies, including: Confusion, Frog, Minimum (Shrink), Mute, Poison, and Sleepel. - Learn from the green creatures with big mouths (Mobors) on the outside ledges in Gaea's Cliff (Disc 2). You can also meet them in the Northern Crater. - Be sure to have some protective accessories equipped (such as a Ribbon), or you may be too weakened to kill the Molbor after it attacks. ------------------------------------------------------------------- BETA COSTS 35 MP ------------------------------------------------------------------- - All targets are hit for fire-based damage. - Learn from the shadow snake (Midgar Zolom) in the marsh near the Chocobo Farm. - Midgar Zolom won't use this skill until he's been severely weakened (he'll start waving back and forth). ------------------------------------------------------------------- BIG GUARD COSTS 56 MP ------------------------------------------------------------------- - This skill has the same effect as casting Haste, Barrier, and MBarrier on all your allies. - You can learn it from the shelled cratures (Beach Blug) that live on the shore near Gongaga Town. - You have to manipulate this enemy in order to learn the skill. ------------------------------------------------------------------- CHOCOBUCKLE COSTS 3 MP ------------------------------------------------------------------- - One foe is hit for special damage. This attack does 1 point of damage for each time that you've run away from a battle since starting the game. - To learn it, purchase some Mimett Greens, and make sure you know L4 Suicide. Go fight some Chocobos outside of the Chocobo Farm, or fight Chocobos living near Mideel. If the Chocobo you fight has a level that's a multiple of 4, use a Mimett Green on it, then cast L4 Suicide on it. It should counterattack with the Chocobuckle Skill. ------------------------------------------------------------------- DEATH FORCE COSTS 3 MP ------------------------------------------------------------------- - One ally becomes immune to instant death attacks. - Learn from the huge turtles (Adamantaimai) by the shoreline of the westernmost continent (near Wutai). - You can control an Adamantaimai. ------------------------------------------------------------------- DEATH SENTENCE COSTS 10 MP ------------------------------------------------------------------- - One enemy is condemned (they die when the counter reaches zero). - Learn from the Sneaky Steps in the Sealed Cave below Cosmo Canyon (Disc 1 only), or from the yellow Bound Fats that live in the area before and behind the Forgotten Capital. - You can control a Bound Fat. ------------------------------------------------------------------- DRAGON FORCE COSTS 19 MP ------------------------------------------------------------------- - This skill increases your physical defense and magic defense rating. - Learn from the Dark Dragons in the Northern Crater. - You can't learn this unless you manipulate a Dark Dragon. ------------------------------------------------------------------- FLAME THROWER COSTS 10 MP ------------------------------------------------------------------- - A stream of fire will burn one enemy for fire-based damage. - Learn from the yellow dragons (Archdragon) in the Mythril Mine, or from the Dragons in the mountains behind Nibelheim. - You can control a Dragon or Archdragon. ------------------------------------------------------------------- FROG SONG COSTS 5 MP ------------------------------------------------------------------- - Transforms one enemy into a frog and puts them to sleep. - Learn from the green frogs (Touch Me) in the circular forest near Gongaga. - You can manipulate a Touch Me. ------------------------------------------------------------------- GOBLIN PUNCH COSTS 0 MP ------------------------------------------------------------------- - One enemy is hit for physical damage. The damage inflicted is multiplied if your opponent has the same exp. level that you do. - Learn from the boxing glove-wearing Goblins found on the only forested island in the northeast area of the map (Goblin Isle). - You can manipulate a Goblin. ------------------------------------------------------------------- L4 SUICIDE COSTS 10 MP ------------------------------------------------------------------- - Any enemy with an experience level that is a multiple of 4 loses almost all of their HP. They may also be afflicted with the Minimum status. - Learn from the squirrels (Mu) found near the Chocobo Farm. ------------------------------------------------------------------- L5 DEATH COSTS 22 MP ------------------------------------------------------------------- - Any enemy whose level is a multiple of 5 is instandly killed. - Learn from the blue, leech-like Parasites in the Northern Crater. - You can manipulate a Parasite. ------------------------------------------------------------------- LASER COSTS 16 MP ------------------------------------------------------------------- - This skill reduces an enemy's HP by one-half. - Learn from the Death Claws in the Corel Prison (Disc 1 only), or from the Dark Dragons in the Northern Crater. - You can manipulate both the Death Claws and Dark Dragons. ------------------------------------------------------------------- MAGIC BREATH COSTS 75 MP ------------------------------------------------------------------- - All enemies are hit for fire, ice, and lightning-based damage. - Learn from the crab-like Stilves in Gaea's Cliff (Disc 2 only), or from the blue, leech-like Parasites in the Northern Crater. - You can manipulate a Parasite. ------------------------------------------------------------------- MAGIC HAMMER COSTS 3 MP ------------------------------------------------------------------- - One enemy is bopped on the head. They lose up to 100 MP, which will be given to you. It's worth noting that most enemies who rely on magic attacks will be unable to do much of anything if their MP is drained to zero. This includes quite a few of the bosses. - Learn from the plant-like begins (Razor Weed), found on the tip of the westernmost continent (north of Wutai). - You can manipulate a Razor Weed. ------------------------------------------------------------------- MATRA MAGIC COSTS 8 MP ------------------------------------------------------------------- - When used, you'll fire a volley of missiles at one enemy for magical damage. - Learn from the large machines (Sweeper Custom) near the Midgar Area, or from the wheeled robots in the underwater section of Junon (Disc 2 only). - You can manipulate a Sweeper Custom. ------------------------------------------------------------------- PANDORA'S BOX COSTS 110 MP ------------------------------------------------------------------- - All enemies are hit for physical damage. - You can learn this from the Dragon Zombies in the Northern Crater. ------------------------------------------------------------------- ROULETTE COSTS 6 MP ------------------------------------------------------------------- - When used, one friend or foe is randomly killed. - Learn from the floating card-jesters (Death Dealer) in the Northern Crater. - You can control a Death Dealer. ------------------------------------------------------------------- SHADOW FLARE COSTS 100 MP ------------------------------------------------------------------- - When used, one foe is attacked and takes magic damage. - Learn from the Ultimate Weapon (Disc 2 or 3), or from the Dragon Zombies in the Northern Crater. - The Ultimate Weapon will use this skill before dying, so just concentrate on killing it in order to learn it. ------------------------------------------------------------------- TRINE COSTS 20 MP ------------------------------------------------------------------- - All targets are hit for lightning-based damage. - Learn from Godo on the top floor of the pagoda in Wutai, or from the red crab-like Stilves in Gaea's Cliff (Disc 2 only), or from the spider-like Materia Keeper boss in the mountains behind Nibelheim (Disc 1 only). ------------------------------------------------------------------- WHITE WIND COSTS 34 MP ------------------------------------------------------------------- - All allies will regain back lost HP depending on the current HP of the caster. Everyone will also have their status ailments cured. - Learn from the white and green monsters (Zemzelett) in the grassy area near Junon. You can also learn it from the winged serpents (Wind Wing) if you're hit by a barrier in the Whirlwind Maze (Disc 2 only). - You can't learn this skill from a Zemzelett unless you manipulate it. ------------------------------------------------------------------- ???? COSTS 3 MP ------------------------------------------------------------------- - One enemy recieves non-elemental damage. The amount inflicted is equal to the amount of damage the caster has recieved in battle thus far. - From the balance-like monsters (Jersey) in Nibelheim's Shinra Mansion. You can also learn it from the purple Behemoths you encounter when raiding Midgar (Disc 2 only). You can't learn this skill unless you take damage from it. ----------------------------------------------------------------------- How do I get Yuffie Kisaragi to join my party? ----------------------------------------------------------------------- She can join during any disc. You can meet her on foot, or in the Buggy. The two places that she appears most often are the forests beyond the Gold Saucer (in the Gongaga Ara), and most forests in the Junon Area. After a few battles, you should run into a fight with Yuffie. She's easy to defeat and shouldn't pose too much of a problem. When the battle ends, you'll appear in a plain with Yuffie lying nearby. To get her to join your party, talk to her and respond to her like this: Reply: Not interested (talk to her again) Reply: ......petrified Reply: Wait a second! Reply: ......That's right. Reply: ......Let's hurry on. If you try to use the Save Point nearby, or if you give a wrong answer, Yuffie will escape and steal some gil from you. This means that you have to re-find and re-fight her, then go through the same conversation again, if you want her to join. ----------------------------------------------------------------------- Who is this guy near the Gold Saucer who exchanges gil for GP? ----------------------------------------------------------------------- Every time you arrive at the Gold Saucer, there is a 1-in-60 chance that a man will be standing near the back of the screen, past the Save Point. If you go up and talk to him, he will sell you one GP for 100 gil. You can exchange up to 100 GP from him. ----------------------------------------------------------------------- How do I open the safe in Nibelheim? ----------------------------------------------------------------------- Well, the hints are as follows, for those who want to try it for themselves: - When reading the paper, move the cursor down to the blank space and try and choose it. - Examine the area around the bed on the upper floor. Then go out and look in the hallway nearby. - Search the opposite end of the broken piano. - Open the chest in the greenhouse, then examine the chest again for another clue. The real problem is that most people forget that the safe's lock is just like a real one, so you have to go in more than one direction when selecting the numbers and you can't go past the number you want. The actual lock code is: RIGHT TO 36, LEFT TO 10, RIGHT TO 59, RIGHT TO 97 When you open the safe, you'll be attacked by a monster, Lost Number. _____________________________________________________________________ BOSS TIPS: LOST NUMBER LV: 35 HP: 7000 MP: 300 This boss can be taken out just by attacking and using Limit Breaks. Magic spells (Fire, Ice, Lighting) that are at level 2 are also okay to use. Heal yourself and use Summon Materia (like Choco/Mog) and you'll win in no time. Aside from physical attacks, all this guy can really do is use a Bolt 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 Downs 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 'Choco/Mog' spell). _____________________________________________________________________ ----------------------------------------------------------------------- How do I get Vincent Valentine to join my party? ----------------------------------------------------------------------- Vincent can also join your party during any disc. Go to Nibelheim and enter the Shinra Mansion. Go to the pink cavern beneath the hidden spiral stairway, and open the northern door (the portal just before the library). To open the door, you'll need the gold key from the safe (see above). Once inside, go to the purple coffin and press O. To get him to join you, respond in the following manner: Reply: Talk about Sephiroth. (When the coffin closes, press O again.) Reply: Who are you? Then, try to leave the pink cavern and he'll join you. Vincent cannot join you during Cloud's flashback, just so you know. ----------------------------------------------------------------------- What am I supposed to do with the sleeping man near Midgar? ----------------------------------------------------------------------- The sleeping man will give you something when you have won a certain number of battles. You can find him in a cave a little ways south and east of Midgar. You'll need the Buggy, the Airship, or the Green, Blue, Black, or Gold Chocobo to get to him. If you want to get to him using the Buggy, drive it _into_ Costa Del Sol and you will have the option of transporting it back to the continent where Midgar is. Inside the cave is the sleeping man, of course. He'll usually tell you how many wins you've gotten so far. - If your last two digits are odd, he'll give you Mythril. - If your last two digits are even, he'll give you an item (usually a Bolt Ring or Ice Ring). If you have a piece of Mythril, you can take it to the blacksmith who lives in the house on the penninsula near the Gold Saucer. He'll let you trade the Mythril for a Gold Armlet (in the long wooden chest), or the Great Gospel Manual (in the metal lid on the upper floor). You can return to the sleeping man and get as many rings or pieces of Mythril as you like. ----------------------------------------------------------------------- What's the point of playing Tifa's piano? ----------------------------------------------------------------------- Go to Nibelheim during Disc 2 or 3, when Tifa is in your party. Go into Tifa's house, and head upstairs to where her piano is. Choose the botom option twice, then press: X, S, T, L1+T, L1+S, X, S, T, L1+X, O, X, S, X* You should find 1 gil between the piano keys. Play the piano again, and you'll find an Elemental materia. On your third play, Tifa will find a letter from Zangan and her Limit Break manual. * You can also play this theme (the 'Highwind' theme), by pressing: D, L, U, L1+T, L1+S, D, L, U, L1+X, R, D, L, D Or by using a combination of buttons and directions. But you don't usually find anything this way. Getting items from the piano is a bit iffy at times, and don't expect it to work out exactly as I've listed here. ----------------------------------------------------------------------- How do I get back into Midgar? (Sector 5 Key) ----------------------------------------------------------------------- In Disc 2 or 3, talk to the man standing by the doors near Midgar. He won't appear until you've rescued Cloud from Mideel village. Then go to Bone Village (where you dug up the Luna Harp), and dig near the tip of the destroyed plane atop the dinosaur's skull. Stand under the nose of the plane, face upward, then dig to find the key. You can use the key to return to Midgar. There's not much to do here, but you can get Tifa's Ultimate Weapon from the ITEM building in the Wall Market, and you can buy the Sneak Glove from the Machine & Gun shop (where you bought the Batteries), also in the Wall Market. ----------------------------------------------------------------------- Where are all the Turtles' Paradise Flyers? ----------------------------------------------------------------------- There are six of these flyers scattered across the world. You can take the flyers to Wutai and give them to the restaurant owner in return for one of every kind of Source item, and a Megalixir. The location of the six flyers are at: - One's in Midgar City, in the second floor of the southeastern building north of Aeris' house (look at the papers taped to the wall near the stairwell). - Another is in the Shinra Building, on the first floor, check out the board with papers on it near the elevators. You can only read this at the beginning of the game or when you raid Midgar in Disc 2. - The next one is in the Gold Saucer. Go to the Ghost Square and enter the hotel. Read the sign that says 'SHOP' next to the shop entrance. - Two of them are in Cosmo Canyon. One is stapled to the lefthand wooden post on the Tigerlily Arms Shop. The other is the gold paper by the door on the second floor of the inn (the entrance is behind some haning cloth near the bonfire). - The last one is in Wutai. It's on the bottom floor of Yuffie's house--it looks like a wall scroll hanging to the right of the doorway. You can't get to it unless you've done the Yuffie's quest, though. ----------------------------------------------------------------------- How do I get all the Huge Materia, and what are they used for? ----------------------------------------------------------------------- You can get the Huge Materia from these locations during Disc 2: - You'll get one if you prevent the Shinra train from crashing into North Corel. - You'll get one if you win the battle at Fort Condor. - You'll get one if you destroy the red submarine after finding it in the Underwater Mako Reactor in Junon, then go and search the red submarine using your submarine afterwards. - You'll get one if you use the correct code to free the Materia warhead from Cid's Rocket when it's launched into space. Note that regardless of the color of the Huge Materia during the game, you _earn_ them in the _order_ they're stored in the game. So while the materia in Cid's Rocket is blue, you'll get the Red Huge Materia from it if you skipped/failed the submarine quest. You can take all your Huge Materia to Bugenhagen's observatory in Cosmo Canyon. After leaving them there, you can do the following: - Get mastered versions of all spell materia and take them to the Huge Green Materia to get a Master Magic materia. - Get mastered versions of all summon materia and take them to the Huge Red Materia to get a Master Summon materia. - Get mastered versions of Deathblow, Throw, Manipulate, Morph, Mine, Sense, and Steal materias and take them to the Huge Yellow Materia to get the Master Command materia. - Take the Bahamut and Neo-Bahamut summon materias to the Huge Blue Materia to get the Bahamut Zero materia (you don't need to master Bahamut or Neo-Bahamut). ----------------------------------------------------------------------- Where are all the Ultimate Weapons? ----------------------------------------------------------------------- All Ultimate Weapons have zero materia growth, but they have eight connected holders. Best of all, they can power-up and do more damage under certain conditions, and when using the Morph materia, the damage done only drops to 1/3rd instead of 1/8th. The only exception to this is Aeris' Ultimate Weapon, which has seven holders and can gain AP. Here's where they are and how you can power them up: - Cloud's "Ultima Weapon" can be gotten from killing the Ultimate Weapon who flies around the World Map in Disc 2 or 3. This weapon does damage based on the difference between Cloud's current and maximum HP scores. So when you have full HP, you'll do more damage, whereas if Cloud's life was 32/4400, he'd do much less damage. - Barret's "Missing Score" can be found while climbing up the stairs to the Mako Cannon for the battle with Hojo during the end of Disc 2. The chest holding his Ultimate Weapon cannot be seen or opened unless he's in your party. Barett's weapon does more damage if you equip a materia with lots of MP on it (such as a mastered materia). - Tifa's "Premium Heart" can be found in Midgar during Disc 2 or 3. Get the Sector 5 Key from Bone Village and go to Wall Market. Go into the building labeled ITEM and examine the computer. If Tifa attempts a Limit Break but gets a MISS for one of her slots, the power of this weapon will increase. - Aeris' "Princess Guard" can be found in the Temple of the Ancients during Disc 1. Open the chest in one of the corridors connected to the clock puzzle in order to find it. When Aeris'a allies are in critical condition or are killed, this weapon becomes stronger. - Red XIII's "Limited Moon" can be gotten at Cosmo Canyon prior to the raid on Midgar in Disc 2 (or at anytime in Disc 3). Go to the observatory and meet with Bugenhagen with Red 13 in your party in order to get this item. The Limited Moon does more damage depending on how much MP Red XIII currently has (it works just like Cloud's Ultimate Weapon, but uses MP instead of HP). - Cait's "HP Shout" can be found in the Shinra Building during the raid on Midgar in Disc 2. Look in the back row of lockers on the 64th floor. Just like the Ultima Weapon, the HP Shout does more damage depending on how close Cait's current HP is to his maximum HP score. - Cid's "Venus Gospel" can be gotten in Rocket Town. After the Huge Materia Quest that resulted in the destruction of Cid's rocket, go back to Rocket Town. Talk to the old man who gave Cloud the Yushiyoki several times and he'll give Cid the Venus Gospel. This weapon will do more damage depending on Cid's MP amount, just like Red's Limited Moon. - Yuffie's "Conformer" can be found in one of the chests in the wrecked underwater plane called "Gelnika". If Yuffie's opponents are of a higher level than Yuffie's, she'll do more damage with this weapon. - Vincent Valentine's "Death Penalty" can be gotten Disc 2 or 3. Put him in your party and visit Lucresia in the Waterfall Cavern on the western continent (you need the submarine or a Green Chocobo). Then visit her later on in the same disc, or in the next disc, and you'll find the Death Penalty waiting for you, as well as Vincent's Limit Break Manual. The Death Penalty's power raises in proportion to how many enemies Vincent has killed since joining your party. ----------------------------------------------------------------------- How do I learn my character's Limit Breaks? ----------------------------------------------------------------------- Every character has seven Limit Breaks, excluding Cait Sith, who has two of them, and Vincent, who has four breaks. To earn your Limit Breaks: Level 1, first break: - You start with this one already. Level 1, second break - Use your first break of that level 8 times. Level 2, first break: - Kill 80 enemies. Your character has to be the one to deliver the killing blow in order to have it count. You can kill an enemy in any way (spell, Morph, use an item, etc.) Vincent only has to kill 60 enemies in order to fulfill this requirement. Level 2, second break: - Use your first break of that level 6 times. Level 3, first break: - See 'Level 2, first break' notes. Level 3, second break: - You must use your first break of that level 4 times. Level 4, extreme limit break: - Learn all your character's other Limit Breaks (6 for everyone but Cait, 3 for Vincent). Then use your character's Limit Break Manual on that person. I suggest giving your character the Slash All materia or some spell that injures all enemies when trying to learn your first break for each new level. Try to find an area where you can fight many, easy to kill enemies at once (like near Mideel). As for second breaks, try using a Hyper on the character whose break you want to learn, then give them a Cover materia so they'll take more damage and consequently have their Limit Break bars fill faster. If you're really desperate, give them a weak bracelet and a weak weapon so that they'll take more damage and be able to use their break more times without killing their opponent per battle. If anyone has any corrections for the Limit Break learning process, let me know, but please keep in mind that there's a glitch that affects the learning process (it's explained in the next question). As for those Limit Break Manuals, you can find them listed here: CLOUD STRIFE You must earn a varying number of battle points at the Gold Saucer in _one visit_. You can then trade them in for the manual. BARRET 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 LOCKHEART Go to Nibelheim in Disc 2 and play the 'Highwind' theme on the piano with Tifa in your party. AERIS GAINSBOROUGH Get xx wins in battle (where xx are two odd digits, for example: 33, 175 or 291). Then go to the cave where the sleeping man is and he'll give you the Mythril. Head to the blacksmith's house by the Gold Saucer, give him the Mythril, 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 Aeris 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 Mythril, 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 Nibelheim 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 Wutai 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 before raiding Midgar City; it's during your second visit that you'll get his manual. 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. ----------------------------------------------------------------------- I should be able to use my Limit Break Manual, but I can't? Why? ----------------------------------------------------------------------- It's a glitch found in every version of FF7 that I know of aside from the original Japanese version. You may earn no Limit Breaks, or start with all of them, learn a lot of them or none of them in one go, or (as is most common), not be able to use your Limit Break Manual when you're ready to. There's no way around this short of restarting and playing a new game (and hoping that it doesn't happen again). ----------------------------------------------------------------------- What is the 'special battle' in the Gold Saucer's Battle Square? ----------------------------------------------------------------------- You can enter this in Disc 2 after you get Cloud back in your party. Go to the Battle Square and earn enough BP to get the W-Summon materia and Cloud's Limit Break Manual (use it so that you have all seven limit breaks). Then go and kill the Ultima Weapon, get the Ultimate Weapon. Now, return to the gold Saucer and Dio will sponsor a special battle for you. You'll have to fight against many tough enemies (mostly bosses). Win the battles and you'll get lots of rare items, including the Cat's Bell, the Gambler, and so on. The easiest way to win the special battle is to Mime something powerful or useful like a healing spell or Knights of the Round, so that even if you lose use of your magic or summon materia, you'll still be in the clear. ----------------------------------------------------------------------- How do I raise those damn Chocobos? ----------------------------------------------------------------------- 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 swim, climb over mountains and go to places normal vehicles can't reach. Here are some brief instructions. Remember, there is a random element to Chocobo breeding, so it may take a couple of tries to get the kind of Chocobo you desire. Also, be sure to save after correctly completing a step as you'll undoubtedly have to reset a couple of times during the breeding process. - After getting the Highwind in Disc 2, return to the Chocobo Farm. You can purchase stalls from Choco Bill for 10000 gil per stall, and you'll need at least four stalls (you can purchase six total). Remember, after you don't need chocobos any more, you should just kick them out to make room. - Before you can start breeding, though, you need to stock up on supplies. Fly to either Bone Village or the Chocobo Sage's house. If you run around on the grass, you'll eventually fight an enemy called Vlakoradus. Fight that enemy three times, stealing a Carob Nut from it each time (you'll need the Steal materia first). Then, go to the Goblin Island or Round Island and steal a Zeio Nut from the Goblins that live there. Finally, go to the Chocobo Sage's house and purchase 40 Sylkis greens from him. - Equip a Chocobo Lure materia. Fly to the chocobo tracks near the Gold Saucer (by the shore), and capture a chocobo. Press X to dismount from the chocobo, and choose the option to return it to the Chocobo Farm. You need to capture 2 chocobos from here, although you can get the other chocobo later or not get it at all, if you wish. - Now, fly to the chocobo tracks near Mideel. Capture a chocobo here, and send it back to the Chocobo Farm. IMPORTANT NOTE: The gender of a Chocobo is not determined until you return to the Chocobo Farm and name them. Therefore, it is advised that you save your game before naming them. That way, if you don't get the kinds you want (see below), then you can reset and try naming them again and seeing if their gender changed. - Return to the Chocobo Farm and talk to Choco Billy. Name your Chocobos (this will put them in the stalls). Now, go up to your chocobos and examine them by pressing O. You'll want to make sure that you have one male and one female (or two males and one of any gender, if you caught three chocobos). Furthermore, one of them should be the running kind (usually you'll want the females), and the other should be the walking kind (usually, this should be the males). Your third chocobo needs to be a 'runner' type. - So, you have at least one male and female, and one is a walker and the other is a runner, right? If not, you'll have to release the chocobos that aren't the ones you want and go and capture more (or reset, if you heeded the important note). - Choose to mate the chocobos, and tell Choco Billy that you want to feed them a Carob Nut as well. Hopefully, you'll get a colored chocobo the next day! It should be green or blue. If not, you'll have to reset and give it another go. Keep note of your baby chocobo's gender--it's very crucial later on. IMPORTANT NOTE 2: Later on in this process, you can race chocobos at the Gold Saucer (see below). However, if you have trouble getting the correct type of chocobo during these few steps, you can optionally choose to race them. The better your chocobo's race class is, the higher chance you have of getting the needed color type of chocobo. Remember that you don't _have_ to race your chocobos, but the chance of getting a new type of chocobo is very low otherwise. If you want to have better chances at winning the races, feed your Chocobos various types of Greens until you get the message 'no improvement....' to make sure that you've maxed out that trait of your bird. - At this point, waste some time, then mate your unused 'runner' chocobo with the green chocobo. You can repeat the last few steps (get a chocobo from the Gold Saucer, get a chocobo from Mideel, make sure they're both the correct types, and breed them using a Carob Nut). Or, if you got two other chocobos the first time around, you can then breed them together. Your third choice is to use the same pair of chocobos that you just breeded. In that case, you'll have to waste some game time, as chocobos that have just mated can't do it immediately again. - In any case, you'll want to breed your chocobos together and get a blue chocobo, using the steps outlined above. Your blue chocobo MUST be the opposite gender of your green chocobo, or you can't mate them. Feed the blue chick and the green chick 10 Sylkis Greens each. (these next 2 steps are optional) - Get in the Highwind and go to the Gold Saucer via North Corel's ropeway. Go to the Chocobo Square and talk to Ester. Tell her that you want to race using either your green or blue chocobo. The goal here is to keep racing until your chocobo's race level reaches A. To do this, win the races consistently; it will take a couple of tries. To ensure winning, just use Automatic Mode for most of the race and hold R1 + R2 to recover lost Stamina while racing, or all four shoulder buttons to run faster. After one chocobo has hit rank A, do the whole racing process again with the other one. - Once your green and blue chocobos are both rank A, return to the Chocobo Farm. Breed the two chocobos together, using your last Carob Nut (refer to the above steps for help). If everything worked out, you'll have a black chocobo. - Fly to the Northern Continent (the snowy one), and look for Chocobo tracks on the western edge of the continent. Land and then capture a chocobo at the tracks. Return to the Chocobo Barn and name it (it should be the opposite gender of your black chocobo, and should be the 'dashing' kind--it runs very fast with it's head down). (this step is optional, but you still have to feed them a Zeio Nut) - Now for the fun part. Feed 10 Sylkis Greens to the black chocobo and the dashing yellow chocobo. Then, go _back_ to the Gold Saucer and race both Chocobos up to race class A again! When they're both at rank A, go back to the Chocobo Farm and tell Choco Billy that you want to mate them, using the Zeio Nut this time around. With a little luck, you'll get the Gold Chocobo! Unlike wild chocobos that you can catch, the ones that you've named are tamer, and if you get off them, they will stay where you left them until you get back on. You can also ride a tame chocobo into the Highwind and transport them around with you on the airship. 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 desert 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 :) ----------------------------------------------------------------------- How do I kill the Ruby Weapon? ----------------------------------------------------------------------- The Ruby Weapon appears in the Corel Desert near the Gold Saucer after you the Diamond Weapon is destroyed in Disc 2. I suggest that you use the characters with triple AP growth weapons (Cloud, Cid, Red 13, Yuffie, etc.), so that you can take advantage of all the AP you'll earn. Equip your characters with Mystiles, or if you don't want to, Rune Armlet or Platinum Bangles. If your HP is low, you may also consider wearing fire-protective equipment (or use the Elemental Materia + Fire / Phoenix when equipped to your weapon). As for accessories, give everyone Ribbons. Concerning materia, you'll need three Master Commands, or one or two Mimic materia. You'll also need one Master Summon, Hades, or Knights of the Round materia. Finally, you need one W-Summon materia, one HP Absorb materia, and then three Revive materia for each of you and as many HP Plus materia as you need. If your magic powers are low, I suggest a Magic Plus materia as well. Bring along plenty of Elixirs, Megalixirs, X-Potions, and Turbo Ethers. You can be any level to beat the Ruby Weapon, although you need enough MP to cast Knights of the Round. Kill off your two allies before the round begins, or just after the round begins. This way, you have a much lower chance of it using 'Whirlsand' once you revive your allies. Once the Ruby Weapon sticks it's arms into the ground, revive your friends. One character should have these materia: Master Summon attached to HP Absorb, and W-Summon. Or, Knights of the Round + HP Absorb, Hades, and W-Summon. All characters should have a Master Command or Mimic materia. All you need to do is have one character W-Summon Knights of the Round and Hades, then have all three characters mimic that until the Ruby Weapon dies. It's that easy! This is because Hades keeps the Ruby Weapon 'stopped', so you can attack it without fear. If your characters die, revive them and restart the process of mimicking one character's W-Summon. However, this isn't likely to happen, as the HP Absorb materia will give back thousands of HP to each character when they mimic the W-Summon casting. Alternately, you can W-Summon Knights of the Round twice. This will allow you to win much faster, but is also more risky. STATISTICS OF RUBY WEAPON: LV: ?? EXP: 50000 Steal: n/a HP: 1000000 AP: 50000 Win: Desert Rose MP: ??? Gil: 50000 Morph: n/a Control: n/a Attacks: * Whirlsand (removes one character from your party for the duration of the battle) * Grand Sweep (damages all allies for 5000+ damage) * <no name> (a claw attack that hits one ally for 3500+ damage) Ruby Ray (causes around 3000 damage to one ally, plus Confusion) Ruby Fire (causes Fire-based damage to one ally) Ultima (used as a counterattack, as per the spell) Shadow Flare (Enemy Skill) Ruby's attacks can also cause 'Toad' and 'Slow Petrify'. * Can't be used when the 'Ruby's Tentacles' are present. Notes: - Can dig it's hand into the ground, turning them into additions called 'Ruby's Tentacles'. - The Ruby Weapon cannot be 'sensed'. Attack: The Ruby Weapon has a host of deadly attacks when it's tentacles aren't around, so it's in your best interest to get it to stick it's hands into the ground so as to reduce it's arsenal. It will use the Ruby Ray and Ruby Fire often, sometimes twice in a row. It also casts the Ultima spell as a _counterattack_. This means that if you W-Summon Hades and KoR, and it isn't currently paralyzed, it may use Ultima _between_ the first a second spell cast. There's no real way to defend against this aside from having high life, although the Mystile bracelet has such a high magic evade rate that you can dodge Ultima about 70% of the time. STATISTICS OF RUBY'S TENTACLES LV: ?? EXP: (shared) Steal: n/a HP: 50,000 AP: (shared) Win: (shared) MP: 0 Gil: (shared) Morph: n/a Control: n/a Attacks: <no name A> (causes variable damage to one opponent) <no name B> (drains variable MP from one opponent) Notes: - There are two of these. They fight independently of the Ruby Weapon. - Neither of them can be 'sensed'. Attack: Generally, you don't have to worry about these two parts of the Ruby Weapon. The damage they inflict varies (less damage as your life gets lower, sort of like the Demi spells), but their ability to sap MP can be a problem if you're forced to stop miming KoR + Hades and revive a character. For that reason, keep plenty of MP-restoring items on hand. ----------------------------------------------------------------------- How do I kill the Emerald Weapon? ----------------------------------------------------------------------- The Emerald weapon will appear on the ocean flor once you've gotten a gray or red Shinra submarine in Disc 2. I suggest using Cloud, Barret, and Yuffie. Give Cloud the Ragnarok, and Barret and Yuffie should use the Missing Score and Conformer. Give your characters all Wizard Braces, but one person should be wearing a Ziedrich or Escort Guard. Each person should also be carrying a Revive or Phoenix materia, and one person should have an Underwater materia. Give as many Counter Attack and HP Plus materia as you can manage to each person as well. It's important that one person is wearing less materia than the rest so that they will survive the Aire Tam Storm attack (see below). The easiest way to get lots of Counter Attack materia is to replace Barett with Cid, then give each character their triple AP growth weapon. Go to the Northern Crater (you must be in Disc 3), and fight the Magic Pots and Movers. Or, beat the Ruby Weapon first and have a couple of Counter Attack materia equipped in order to get them maxed out quickly. You should also have plenty of Megalixirs, Elixirs, X-Potions, and Turbo Ethers on you. Your level should be pretty high, but I was able to beat the Emerald Weapon at Level 30 due to lots of HP Plus materia being equipped. The only real problem is keeping your HP high as possible, which is easier at a higher level. The trick to beating the Emerald Weapon is that when it attacks you, you'll counterattack with all the Counter Attack materia you're wearing. This means that you could technically earn up to 48 attacks inflicting 9999 damage per round, although more realistically, you should have about 8 Counter Attack materia per person. All you really have to do is concentrate on staying alive. You may want to use Final Attack + Revive, but it doesn't always work. Just keep everyone's life above 8800 and you'll be okay. Your main concern is the Aire Tam Storm, which causes damage equal to the number of materia someone is wearing. If one person has less materia equipped than the others, he can survive the attack and then resurrect the others. Alternately, you can use the 'W-Summon Knights of the Round twice' strategy listed for the Ruby Weapon. STATISTICS OF EMERALD WEAPON: LV: ?? EXP: 50000 Steal: n/a HP: 1000000 AP: 50000 Win: Earth Harp MP: 100 Gil: 50000 Morph: n/a Control: n/a Attacks: Emerald Shoot (around 8000 damage to one target) Emerald Beam (around 6000 damage to all targets + DeSpell) Revenge Stamp (around 3000 damage to all targets) Aire Tam Storm (inflicts varying damage to all targets) Notes: - Has four body parts, called 'Eyes'. It can rejuvanate them once they are all destroyed, but it takes a few rounds. - The Emerald Weapon cannot be 'sensed'. Attack: The Emerald Weapon will use the Emerald Shoot repeatedly. After a while, it will use the Emerald Beam, then expose the four Eyes. It will continue to use Emerald Shoot, and will counterattack with the Revenge Stamp every time an Eye is killed. When all four Eyes are killed, it will go back to relying solely on the Emerald Shoot, but in a few rounds it will use Emerald Beam again, and then rejuvanate and re- expose all four Eyes. The Aire Tam Storm inflicts more damage to a character if they're wearing more materia. STATISTICS OF EYE: LV: ?? EXP: (shared) Steal: n/a HP: ~25000 AP: (shared) Win: (shared) MP: 0 Gil: (shared) Morph: n/a Control: n/a Attacks: <no name A> (causes 5000+ damage to one opponent) <no name B> (drains 550+ MP from one opponent) Notes: - There are four of these. They fight independently of the Emerald Weapon. - None of them can be 'sensed'. Attack: Once the Emerald Weapon exposes these, they will continually fire beams at your party. It's a good idea to kill them all as soon as possible, but watch out for the Weapon's 'Aire Tam Storm' attack after destroying the last Eye. ----------------------------------------------------------------------- Where is the Guide Book, and what can I do with it? ----------------------------------------------------------------------- To get it, go to Junon and head towards the Underwater Mako Reactor (take the elevator at the end of the long gray hall that divides Junon into two halves). There is an area two screens long that consists of a large glass ceiling allowing you to see the sea around you. Go to the second screen (where the entrance to the reactor is), and keep fighting battles until you encounter a Ghost Ship. Morph it, and it will become a Guide Book. If you return to Kalm after the Diamond Weapon is defeated, a man there will be asking for the Guide Book. Give it to him, and he'll give you the Underwater Materia, which you can use to negate the time limit during your battle with the Emerald Weapon. ----------------------------------------------------------------------- What else can I get from this guy in Kalm? ----------------------------------------------------------------------- Kill the Ruby Weapon and you'll get the Desert Rose, which you can trade for a Gold Chocobo. Kill the Emerald Weapon and you'll get the Earth Harp, which you can trade for a set of Master Magic, Command, and Summon materia. ----------------------------------------------------------------------- What's this item duplication trick I hear about? ----------------------------------------------------------------------- All you need to do is get the W-Item materia from the tunnels beneath Midgar at the end of Disc 2. The only requirement to the trick is that the item you want to duplicate must be usable in battle. To duplicate an item, select the one you want a copy of, then select any other item. Cancel that item, then choose another item, then cancel it, too. Every time you cancel the second item, the one you chose initially increases by one! This trick can be used to get a lot of Gil by purchasing a Sylkis Greens, duplicating it, then selling it, since it has the highest resale value of any item in the game. ----------------------------------------------------------------------- Speaking of items, tell me what the 1/35 Soldiers do, and what the (no purpose) items are used for! ----------------------------------------------------------------------- If you get all 12 of the 1/35 soldier items, you won't have to pay any money in the Fort Condor battles (I haven't tested this myself). You can get a couple of them in Junon, and win the rest in the Gold Saucer, at the Speed Square. As for the (no purpose) items, they aren't used for anything! That's why I wrote that they had no purpose! The Diary, Tissue, Gambler, Masamune Blade, Sweeper, and the rest of them have _no use whatsoever_. ----------------------------------------------------------------------- What's the Lucky Sevens condition I get in battle sometimes? ----------------------------------------------------------------------- This condition occurs when one of your characters has a current HP amount of 7777. This can be done via getting injured, equipping materia, or raising levels. The person affected by Lucky Sevens will make one _normal_ attack against each enemy when their Time Bar is filled, even if you have materia like Slash-All equipped. Assuming that person doesn't miss, they'll always strike for 7777 damage, even if an enemy has special defenses. The person with Lucky Sevens will automatically attack and cannot be made to perform any other action (even if you're wearing a Counter materia). The drawback to this condition is that your HP drops to 1 point after the battle ends. Charles Lee has sent me various methods on getting this all the time: 4 Examples (please read them all): 1. Cloud's HP status at the Status Window, let's say, is: 7177/9038 How do you get 7777 current HP points? That is, how to get 7777/9038? Ans: Use one Potion (HP +100) and one Hi-Potion (HP +500) on Cloud. 7177+100+500=7777 Now if you go into a battle, Cloud will be in "Lucky Sevens". 2. Cloud's HP status is: 3577/7397 (Note that the MAXIMUM HP POINTS is now less than 7777.) How can you get the "Lucky Sevens" in this example? Ans: Raise your maximum HP by equipping HP Plus materia(s). Suppose after equipping one HP Plus materia, Cloud's HP status becomes: 3577/9038 To get 7777/9038, you can now use 2 Potions (2*100) and 8 Hi-Potions (8*500): 3577+(2*100)+(8*500)=7777 3. HP status is: 7781/9999 How to get HP to be 7777/9999 for YOUR NEXT BATTLE? Let your enemy hit you for a few times. When your current HP is close to and above 6777 (or 5777, 4777, 3777, 2777, 1777, 777, BUT NOT 7777 since you automatically go into "Lucky Sevens" mode but you actually WANT TO SAVE IT FOR THE NEXT BATTLE!), cast "Toad" on him so that he will hit you for 1 point damage only. When your current HP reaches 6777 (or 5777, 4777, 3777, 2777, 1777, or 777), kill the enemy immediately. As soon as the battle is over, go to the Status Window and use (Hi-)Potions to add your current HP to 7777. Now when you enter your next battle, you should be able to sneak attack 62 times (which is what the Lucky Sevens does) with each of your attack doing 7777 pts of damage. 4. HP status is: 7775/9999 How do you get 7777/9999? Ans: Let your enemies (or allies) hit you until your current HP is close to but above xx77. Suppose after taking some damage, your current HP is now 6285 (close to and above 6277). Quickly cast "Toad" on your enemy transforming him into a frog and let him hit you until your current HP is 6277. Immediately kill him and use 3 Hi-Potions to add your HP to 7777. Note that when a character is in the Lucky Sevens condition, he or she will continuously attack 62 times. When two characters have Lucky Sevens, they will attack 63 times _total_. So if you have more characters in this condition, you'll do less damage overall. ----------------------------------------------------------------------- Is there really a way to view FMV scenes in my PlayStation? ----------------------------------------------------------------------- Yes, but it's a bit random. Before any FMV sequence begins, take out the disc you're using and quickly put in another disc. If you're lucky, another FMV scene will be loaded. That's it! This trick only works if you have a Yaroze, a modified PlayStation, or if the model number is SCPH-1000. Thanks goes to EBWells for correcting me on this. ----------------------------------------------------------------------- Are there other endings to this game? ----------------------------------------------------------------------- No! There really and truly are no other endings aside from the one you see. And while I'm on the subject of rumours, Aeris cannot be revived after Disc 1, you can't play with Sephiroth or Young Cloud without a Game Shark code (see above), and the last boss if always Sephiroth. _Any_ rumour that you hear that is not mentioned in this FAQ is false, please believe me. |