A quick note from KM: Hello! No, this isn't another update, it's more like a quick addition I'm putting here so that everyone will notice it. I'm asking that you guys DON'T E-MAIL ME ABOUT FF7 QUESTIONS anymore. I've answered so many e-mails I can't possibly count them all, and even though I stopped the US FF7 FAQ back in January, people still e-mail me constantly, and I don't have the time to answer it all. If you want to use my FF7 FAQ on a web page, go ahead. If you want to use this FAQ in any other way (such as in a publication or there is some sort of legal or credit issue,) then you MUST contact me first, but otherwise, that's it! You can't please everyone, which is a big reason why the FAQ won't be updated anymore! I'm not trying to be rude, but it gets a little tiring at times. I realize that there are some mistakes still in the FAQ that I never got around to correcting (the Emerald Weapon does damage equal to the materia that you wear, there is no use for the miniature soldiers, you cannot have chocobos that can fly, and any character who isn't in Disc 2 or 3 cannot be used without a GameShark code, and Bahamut Zero can be gotten from Cosmo Canyon, this is in the FAQ but no one notices [ditto with info. on how to get the Underwater Materia in the US version!]), but I've done this thing for more than a year now and I'm tired of FF7, geez! Besides, those of you who keep up on the legal side of things know that I have other reasons for not wanting to continue the FAQ.... Anyway, if you _do_ send me a question, your mail will be erased! I hate to end the FAQ on this sort of note, but that's how it is. - March 31, 1998 777777777777 777777777777 7777777777777 7777777 7777777 77777777777777 77777777777777 777777777777777 777777777 777777777 77 77 77 77 77 7 77 77 77 77 77 7777 77 77 7777 77 77 777 777 777 777 777 777 777 7777 777 77 7777 777 77 777 777 777 777 777 777 777 7777 7777 77 7777 7777 77 777 777 777 777 777 777 777 7777 7777777 7777 7777777 777 777 777 777 777 777 777 7777 77 777 7777 77 777 777 777 777 777 777 777 777 7777 777 7777 777 777 777 777 777 777 777 777 7777 77 777 7777 77 777 777 777 777 777 777 777 777 7777 7777777 7777 7777777 777 777 777 777 777 777 777 7777 7777777 7777 7777777 7777 777 7777 777 777 777 777 7777 7777777 7777 7777777 7777 7 7777 777 777 777 777 7777 7777777 7777 7777777 7777 7 7777 777 777 777 777 7777 7777777 7777 7777777 77777 77777 777 777 777 777 777 777777 777 777777 777777 777777 77 77 77 77 77777777777777 77777777777777 777777777777777 777777777 777777777 777777777777 777777777777 7777777777777 7777777 7777777 --------------------------------------------------------------------- f i n a l f a n t a s y v i i --------------------------------------------------------------------- Final Fantasy VII FAQ v1.3 -- FINAL Part 2: Extra Information and Lists (English/American Edition) by K. Megura for the Sony PlayStation Unpublished work Copyright 1997-1998 Kao Megura This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me, Kao Megura . All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. The Final Fantasy series is (c) Square Soft and (c) Sony Entertainment of America. This FAQ, and future revisions of it, can be found at: Kao Megura's Home Page www.geocities.com/Tokyo/Pagoda/4610/ Other places that host this FAQ (but may not have latest revisions): GameFAQs www.gamefaqs.com Square Net www.square.net And there's an HTML'ized version of my English Edition FAQ at: jason's home page www.mallison.com/ffvii/ Dexco FF7 www.thenet.co.uk/~dexco/~ff7/index.html Also, the FF7 FAQ has gone international! Three people are currently writing versions of this FAQ in Spanish, French, and Swedish. While none of the versions are complete, it's nice to know that people are willing to translate this _entire_ thing into another language! Currently up is the Swedish translation of the FF7 US FAQ, which can be found at: The page is maintained by Daniel Burvall, and...what can I say? He's done an excellent job. While the main walkthough itself isn't up, all the other sections have been converted and look very nice. You can reach Mr. Burvall at with comments or questions. The French translation has also been put up. It's located at this address: , and is based on version 2.1 of the Japanese FAQ and 0.2 of the English FAQ. Maintained by Antoine Rotereau , it's another excellent translation and will undoubtedly help out a lot of people. ------------------------------------------------------- contents - part one : walkthrough and basic information ------------------------------------------------------- 1. R E V I S I O N H I S T O R Y 2. I N T R O D U C T I O N 3. D I S C 1 W A L K T H R O U G H 3.1 Makoro Power Plant 3.2 Midgar City 3.3 Avalanche Base 3.4 Mako Reactor Number 5 3.5 Sector 5 Slums 3.6 Wall Market 3.7 The Sewers / Train Yard Revisited 3.8 Into The Sky 3.9 Shinra Headquarters 3.10 Escape! 3.11 Kalm Town / Chocobo Farm 3.12 Mythril Mine / Junon Town 3.13 Shinra Cargo Ship 3.14 Costa Del Sol / New Continent 3.15 Gold Saucer 3.16 Gongaga Town / Cosmo Canyon 3.17 Return of Sephiroth 3.18 The Inventor 3.19 Betrayal 3.20 The Temple of the Ancients 3.21 Bone Village / Sleeping Forest 3.22 Forgotten Capital / Forgotten City 4. D I S C 2 W A L K T H R O U G H 4.1 The Cave 4.2 Icicle Inn 4.3 Lost in the Snow 4.4 The Crater / Whirlwind Maze 4.5 Junon Town Attacked! 4.6 Where's Cloud? / North Corel Express 4.7 Fort Condor 4.8 Inside Cloud's Head 4.9 100 Leagues Under the Sea 4.10 Underwater Adventure 4.11 Cid's Rocket 4.12 Forgotten Capital Revisited / Midgar City Under Siege 5. D I S C 3 W A L K T H R O U G H 5.1 Northern Crater 6. B O N U S A R E A S A N D S U B - Q U E S T S 6.1 Ancient Forest 6.2 Vincent's Waterfall 6.3 Bonus Materia Locations 6.4 Yuffie's Sub-Quest 6.5 Emerald and Ruby Weapons 7. P L A Y I N G T H E G A M E 7.1 Terminology 7.2 Starting / Saving the Game 7.3 Controller Functions 7.4 Battles 7.5 List of Status Changes 7.6 World Map and the Area Map 7.7 Having Fun R. A U T H O R ' S N O T E ------------------------------------------------- contents - part two : extra information and lists ------------------------------------------------- R. R E V I S I O N H I S T O R Y R. I N T R O D U C T I O N 8. S E C R E T S A N D C O D E S 8.1 Getting Yuffie Kisaragi 8.2 Getting Vincent Valentine 8.3 The Safe in Nivelheim 8.4 The Sleeping Man 8.5 Piano Trick 8.6 Key to Midgar City 8.7 Turtle's Paradise Flyers 8.8 All 7 Fever 8.9 FMV Viewing Trick 8.10 Exchange Gil for GP / Infinite Gil 8.11 Raising Chocobos 8.12 Uncharted Isles 8.13 Game Shark Codes 9. A P P E N D I X 9.1 Materia Orbs 9.2 Huge Materia / Master Materia 9.3 Materia List 9.4 Materia Strategies 9.5 Enemy Skill List 9.6 Learning Limit Breaks 9.7 Limit Break List 9.8 Ultimate Weapons 9.9 Items and Equipment 9.10 Shopping List 9.11 Monster List 9.12 Rumors and Speculation 9.13 The Documents 10. S P E C I A L T H A N K S 11. A U T H O R ' S N O T E (R is for a reprinted section originally located in the other part of the FAQ). ========================================================================= 1 . R E V I S I O N H I S T O R Y ========================================================================= VERSION 1.3 (January 1, 1998) I'd like to thank WhisQ for providing me with a totally-revised Monster List--it's arguably one of the biggest and best contributions ever. Other various things have been added and corrected. Barring any new discoveries, this is the last revision of the FAQ. I hope you enjoyed the ride, and I'd like to express my thanks to all the people who were there for me in the beginning, and those of you who were contributing up until the very last update. Everyone who sent something into this FAQ is worthy of praise. Well, that's it! VERSION 1.2 (December 14, 1997) The Monster List has been revised, and more numerous corrections and additions have been made. Hmm...anything left to add? (Be reasonable now!) I've been doing this since February, and I think the FAQ is as good as it's gonna get, right? Well, let me know, otherwise, I suppose this is it. VERSION 1.1 (November 16, 1997) The strategy section for the Ruby and Emerald Weapons has been updated, and of course, there have been more numerous additions and corrections. I'm happy to say that much of the new stuff in this revision is the result of contributions by readers of the FAQ, so thanks, and keep your hints and info. coming! VERSION 1.0 (October 28, 1997) The Walkthrough section has been updated for all three discs. Strategies for fighting the Diamond, Emerald, and Ruby Weapons has also been added, as well as many numerous corrections. Much of the Japanese text has also been converted into English, along with other minor additions. I'm expecting a hundred 'thank-you's' from _all_ the people who e-mailed me day after day about fighting the Weapons.... ^_^; And with that, the FAQ is bumped up to 1.0, since it's now a 'real' FF7 English-text version FAQ. Also (as if you hadn't noticed) the FAQ has been split into two parts. Also, an important note to contributors! Did I e-mail you thanking you for your contribution, but you never saw it added to the FAQ? If so, please e-mail me, as I'm having a hard time finding all the e-mails I wanted to use and who sent them to me. Sorry for my sloppiness; especially those of you who were hoping to see your info. added to v0.3 but had to wait until now. It's just that there are a lot of contributions and I have to weed out the usable ones and then add them to the FAQ. VERSION 0.3 (October 6, 1997) A minor update to the Walkthrough section, and more general corrections throughout the FAQ. Lots of GameShark codes this time, however, I only made one of them, the 'Battle Select', the rest were submitted and contributed by Ignacio DeLucas, Jeff Wong, and Charles Mac Donald. Mr. DeLucas gets big props for correcting my GS codes and submitting ones of his own (as I don't like making them, and he seems to be very good at coming up with them!! ^_^;) I've replaced the 'Run from any battle' trick with the 'Exchange Gil for GP' trick as the former cheat doesn't work in the US version. Also, several sections have been rewritten (since I had to rewrite them for another FAQ anyway). Also, section 7.9 (Main Menu) has been deleted, since the Main Menu is in English (obviously), and so this section is defunct and only adds more wasted text to the FAQ (which is far too big as is!) On a sad note, the 'Idiot List' has returned. Hey, I call it as I see it--and I'm really serious about people not messsing with my work. VERSION 0.2 (September 14, 1997) More corrections made and more info. added. Also included the 'Gain Lots of Experience Points', 'Super Select', and 'No Time Limit - Any Character' GameShark codes. VERSION 0.1 (September 7, 1997) Basic information. Much of this FAQ is based on my earlier Japanese FF7 FAQ. Created GameShark codes 'Item Select', 'Materia Select' and 'Character Select' have been included. If the FAQ seems a bit sloppy right now, well, it is based on the Japanese FAQ so it'll take a revision or two to get everything into shape, as this is a big file :) Also, my spell-checker and 'find/replace' options went a little crazy, so if you spot any strange mistakes, please let me know! ^_^; Began construction of VERSION 0.0 on August 18th, 1997 ========================================================================= 2 . I N T R O D U C T I O N ========================================================================= If this is your first time playing FF7, then trust me, you'll enjoy it. If you were around back when I was working on the Japanese FF7 FAQ, then I'd like to say, "Welcome back!" Square has a lot in store for us gamers and this version of FF7 is by far the best, in my opinion. This FAQ is split into two parts: "Walkthrough and Basic Information", which contains a step-by-step 3-disc walkthrough and info. on playing the game, doing well at the Gold Saucer, etc. The second part, "Extra Information and Lists", includes GameShark codes and has added information on how Materia work, finding the Ultimate Weapons, etc. It also contains many lists of materia, enemy skills, prices in shops, items and equipment, a full monster listing, and so on. For those of you who don't know, there are three versions of FF7. The first one is the original Japanese game. The second is the English-text release you've probably popped into your PlayStation just now. The third version is the pending Japanese re-release, which is just like the one you're playing, but with Japanese text :) If you're looking for a FAQ for the original Japanese version, then please download my Japanese FF7 FAQ from: It's divided into two parts, "The Complete Walkthrough", and "Extra Stuff You Should Know". Since the combined size of both documents stands at 993,611 bytes, I think you'll be able to find just about whatever you're looking for in one part or another. If you want a FAQ for the Japanese re-release, then I suggest you check out that FAQ, too, but refer to this one if you want information on new things added to the game, like the Weapon monster scenarios. And if you want a FAQ for the English-text version of FF7, then you're at the right place, keep reading. Okay, finally, a notice to my would-be editors; those of you who are planning on reformatting the FAQ for Windows WordPad or ClarisWorks or whatever shouldn't go asking me, because I'll say 'no'. Similarily, those of you who want to HTML'ize my FAQ shouldn't bother asking me either. _However_, I have no problem with you reformatting/HTML'izing my FAQ as long as you state somewhere that you did it WITHOUT my permission. And if you're reading a reformatted FAQ or HTML'ized FAQ, please refer all questions to the maintainers of those FAQs and not me. This is because such FAQs are usually hard to keep updated; so the information they have might be from v0.2 for example, when v0.4 is already out. If you can't find the info in one of their FAQs, please check my homepage for the latest FAQ to see if that answers your question. ========================================================================= 8 . S E C R E T S A N D C O D E S ========================================================================= ------------------------------------------------------------------------- 8 . 1 g e t t i n g y u f f i e k i s a r a g i ------------------------------------------------------------------------- You can get Yuffie in your party during any disc. If you're in Disc 1 and are riding around in the Buggy, that will work, too. The two places that she appears most often are the forests beyond the Gold Saucer (in the Gongaga Area), and most forests in the Junon Area. After a few battles, you'll fight Yuffie (seems to be a 1 in 15 chance, if you ask me). _________________________________________________________________________ BOSS TIPS: MYSTERY NINJA (her stats. vary) Just attack, really. Yuffie can use all kinds of cool attacks during this time, but not once she joins you! Yuffie's level, HP and MP vary depending on what level your characters are at. _________________________________________________________________________ When the battle ends, you'll be in a plain with Yuffie lying nearby. There's also a Save Point here. However, if you touch the Save Point, then go to your menu screen to save, Yuffie escapes and steals 200 gil! Don't worry, you can meet her again. You'll have to talk to her several times to get her to join. As she and you converse, she'll ask you several questions, and you can reply in two ways. To get her to join, respond like this: Reply: Not interested (talk to her again) Reply: ......petrified Reply: Wait a second! Reply: ......That's right. Reply: ......Let's hurry on. Or in other words, choose the bottom reply, then the top one, then the bottom one, and so on. After that, you can name her, and she'll hook up with Cloud and the rest of the gang. Note that if you choose the top answer for the last question she asks, you can name her, but she'll steal 700 gil from you and run away. You'll have to repeat the whole process if you want to get her in your party. ------------------------------------------------------------------------- 8 . 2 g e t t i n g v i n c e n t v a l e n t i n e ------------------------------------------------------------------------- The second 'optional' (or hidden) character in the game, Vincent can also join your party during any disc. You'll need the gold key from the safe in Nibelheim's Shinra Mansion (see below if you don't know how to open it). Go down to the pink cavern leading to Sephiroth's library (it's in the Shinra Mansion, the entrance is in the stone wall in the eastern wing). Remember the door to the crypt you couldn't get through? You can now enter it. Stand at the foot of the purple coffin and hit O. The lid will fly off and Vincent will talk to you. To get him to join you, respond to his questions like so: Reply: Talk about Sephiroth. (When the coffin closes, press O again.) Reply: Who are you? Then, try to leave the cavern and he'll join you. Vincent can join you from the first time you reach Nibelheim onwards (but not during Cloud's flashback). ------------------------------------------------------------------------- 8 . 3 t h e s a f e i n n i b l e h e i m ------------------------------------------------------------------------- The hints are as follows: - 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. What most people forget when trying to open the safe is that it's just like a real combination lock...so you have to go in more than one direction when inputting the numbers. Furthermore, unless you're fast enough, you'll run out of time if you try any other combination. The code is: RIGHT TO 36, LEFT TO 10, RIGHT TO 59, RIGHT TO 97 This means that you hold right and scroll through the numbers, then hold left until you reach 10, then hold right for the last two numbers. Don't forget to press O to verify each entry. When the safe opens, a Summon Materia (Odin) pops out, and you are assaulted by a big goon (how'd he fit into that little safe?) _________________________________________________________________________ BOSS TIPS: 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). _________________________________________________________________________ Not only do you get an item from the boss once you beat it (it's the manual for Red 13's Level 4 Limit Break, the Cosmo Memory), but there's also a gold key in the safe that you can grab (Key to the Basement). Don't forget to take the Red Materia! Did the code still not work? Remember, the safe's lock is LIKE A REAL COMBINATION LOCK. So, when you're turning to 36, you can either land on it or creep up to it, but you can't hit 37 and go back. This applies to the rest of the digits, too; you can't go farther than the number you want. If you do (i.e. you go to 09 when trying to get to 10), you'll have to start all over again. ------------------------------------------------------------------------- 8 . 4 t h e s l e e p i n g m a n ------------------------------------------------------------------------- Get so many wins by fighting battles. To see how many wins you have, get in the Highwind or ride a Green, Blue, Black, or Gold Chocobo ever so slightly south and a little ways to the east of Midgar City, where you'll find a cave surrounded by mountains with a river nearby. If you're in Disc 1, drive the Buggy into Costa Del Sol, which allows you to take it with you back to Junon if you board the cargo ship. You can then drive it over the ford to the cave area. Inside the cave is a sleeping fellow who (usually) tells 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). When you have the correct number of victories, talk to the sleeping man. He'll toss and turn, then give you an item (Mythril). Next, go to the house on the penninsula near the Gold Saucer (you should recognize it since it's full of weapons inside). Talk to the man in the house, and when he gives you a choice, pick the top option. You'll lose the Mythril, but you now have the choice of opening the long wooden chest by the bed to get a Gold Armlet, or examining the metal lid on the upper floor at the end of the walkway to get the manual for Aeris's Level 4 Limit Break. You can keep earning more Mythril from the sleeping man as long as you give the piece you have to the weaponsmith near the Gold Saucer. ------------------------------------------------------------------------- 8 . 5 p i a n o t r i c k ------------------------------------------------------------------------- Go to Nibelheim during Disc 2 or 3, with Tifa in your party. Nibelheim is the the town by the pointed mountains on the Western Continent. Enter Tifa's house (the second building on the right side) and head upstairs to where her piano is. Choose the bottom option, then the bottom option again to play it (you can't use the top option if you want the manual). Then, press: X, S, T, L1+T, L1+S, X, S, T, L1+X, O, X, S, X* You should find 1 gil betweent the piano keys. Play the piano again, and you'll find an Elemental materia. On your third play, Tifa will reach for the music sheets and find a letter addressed to her from her mentor, Zangan. She'll also find the Limit Break manual that he left for her. * Note that you can also play the 'Highwind' them by pressing: D, L, U, L1+T, L1+S, D, L, U, L1+X, R, D, L, D Or, you can use a combination of buttons and directions. Playing the music this way doesn't seem to get you anything, though. Also, for the record, I _have_ gotten Tifa's manual without her in my party, and without find 1 gil _or_ the materia, but I don't know what it is that I did aside from play the Highwind theme over and over. Please note that the piano-playing results are usually very random (you may get 1 gil twice, or get nothing at all), so don't expect great results on the first play. ------------------------------------------------------------------------- 8 . 6 k e y t o m i d g a r c i t y ( s e c t o r 5 k e y ) ------------------------------------------------------------------------- First talk to the man standing by the doors back at Midgar City. He won't appear until after you've gotten the Highwind and rescued Cloud from Mideel Village. Talk to him, then return to the Bone Village on the Northern Continent. Chat with the man by the door and pick the first option, then the second or third option. While you could place diggers and hunt for the Key yourself, if you want to cheat, go over to the destroyed plane atop the dinosaur's skull. See the one excavator near the bottom of the screen? Near him is a tiny piece of metal sticking outwards (the nose of the ruined plane); position yourself underneath it and press up so that your character is looking forward, then dig. You can use the Key to enter the locked gates near Area 7 and look around Midgar City. If you go into the church where you met Aeris, you can see her bending over the flowers; she'll flicker and disappear after a second (in the Japanese version; in the US version she appears for a brief second and vanishes). There's not a lot to do here, but if you go back to the Wall Market and go to the 'ITEM' building with the machine gun inside it, you can get Tifa's Ultimate Weapon by examining the computer before the gun fires upon you (you don't need Tifa to get the item). Also, remember the man in the gun shop that you bought the Batteries from to reach the Shinra Building back in Disc 1? The man in the left side of the 'Machine & Gun' shop will sell you an accessory (Sneak Glove) for 129,000 gil this time around. ------------------------------------------------------------------------- 8 . 7 t u r t l e s ' p a r a d i s e f l y e r s ------------------------------------------------------------------------- There are six of these flyers scattered throughout the world. You can find them in the following locations: Flyer No. 1: Midgar City...the town next to Aeris' house. Go to the second floor of the southeastern building and look at the papers taped to the wall by the stairwell. Flyer No. 2: Shinra HQ...on the first floor, check out the board with the papers on it near the elevators. The only time you can read this flyer is at the beginning of the game or when you raid Midgar in Disc 2. Flyer No. 3: Gold Saucer...go to the Ghost Square and enter the hotel. Read the sign that says 'SHOP' next to the shop entrance. Flyer No. 4: Cosmo Canyon...check the left wood post of the Tigerlily Arms Shop. Flyer No. 5: Cosmo Canyon...the gold paper by the door on the second floor of the inn (the entrance is behind some hanging cloth near the bonfire). Flyer No. 6: Wutai...the bottom floor of Yuffie's house; it's the wall scroll to the right of the doorway. You can't get there unless you've done the sub-quest (refer to the 'Bonus Areas' section). You don't have to find the flyers (they look like pieces of paper) in order. Whenever you have read all six of them, go to the restaurant in Wutai (the large building in the southwestern corner of town). Talk to the barkeep and you'll get a Power Source, Guard Source, Magic Source, Mind Source, Speed Source, Luck Source, and a Megalixir. ------------------------------------------------------------------------- 8 . 8 a l l 7 f e v e r ------------------------------------------------------------------------- (called 'Lucky Sevens (?)' in the US version). As easy as this trick sounds, it's harder to perform than you might think. One of your characters has to have a current HP of 7777. This can be done by getting injured, equipping materia, or raising levels. When that particular character enters a battle, the message Lucky Sevens will appear. It will show up every time the 'fevered' character attacks, too. During this time, the person affected by the 'Lucky Sevens' will make one _normal_ attack against each enemy when their Time Bar is filled, even if you have materia such as Slash-All or Mega All equipped. However, assuming they don't miss, that person will always strike for 7777 damage, even if an enemy has special defenses. Furthermore, that person behaves as if he/she was berserked (i.e. you can't select commands for them since they will do nothing but attack), and can take no other action (even if you're wearing a Counter Attack materia). They can still lose HP or be affected by enemy abilities/magic/etc. There are two major drawbacks to this trick; your current HP drops to 1 point after the battle (it can be healed by normal means), and you can't repeat the trick unless you have 7777 HP exactly. 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 "All 7 Fever". 2. Cloud's HP status is: 3577/7397 (Note that the MAXIMUM HP POINTS is now less than 7777.) How can you get the "All 7 Fever" 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 "All 7 Fever" 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 All 7 Fever 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: When one of your characters is in "All 7 Fever", he/she will continuously attack for 62 times. (You can check it by using the trick I described above on Ruby.) When two characters have the "All 7 Fever", they will attack for a total of 63 times. Don't know what happens when all 3 characters have the "All 7 Fever". Only requirement for getting the "All 7 Fever": Maximum HP >= 7777. ------------------------------------------------------------------------- 8 . 9 f m v v i e w i n g t r i c k ------------------------------------------------------------------------- All you FF7 owners out there should try this! Go to any point in the game with an FMV sequence (such as starting a new game--the part where Cloud runs up to the Mako furnace). Open your PSX and put in another disc. When you continue playing (the game won't crash) the FMV sequence will be replaced with one from the disc! (Using the last example, put in Disc 3 and you'll see the sequence with the stone pillars rising from the center of the last level; it's the same bit you see after killing Jenova Synthesis before fighting Sephiroth for the last time.) What's really weird is that you can keep playing the game with another disc in your system! I beat the whole first part of the game and the CD would load up the various levels! I don't know for sure, but I guess that means that the ENTIRE game is written on each disc (barring the FMV, obviously)! If you want to verify this, try starting up a save file from disc 3 and replace it with, say, the first disc. You can do the submarine/snowboard sequences, or go to any place you couldn't go to in the first disc--and all the data loads up! Going back to the trick, though, you can try this anywhere, and you usually get cool results. For instance, near the end of Disc 2, the Weapon monster rises up from the sea and attacks Midgar City--and gets decapitated by the Mako Cannon. I switched to the first disc before viewing the FMV and saw parts of the intro, and some parts from the FMV during/after Aeris's death! If you're fast, try switching the discs during the opening FMV when you start a new game; with Disc 2 inserted, it showed some more FMV of Aeris (this is when you return with Bugenhagen to the Ancient City). Even stranger is the fact that you can still see text/graphics over the FMV in some cases, such as Cloud and the Avalanche member running offscreen just after the furnace explodes near the start of the first disc, or Cid talking to Cloud on his phone during the part where the Weapon attacks Midgar City (of course, this is over the FMV from the disc you've chosen). And as I mentioned before, you can play normally after the FMV is over, even with the other disc in your PSX! In earlier versions of this FAQ, I said that there was 'hidden' FMV of a silver car rotating around. Several people e-mailed me and informed me that you can normally view this in the Shinra HQ during Disc One. What's interesting, though, is that when I saw this FMV by using the trick above, I had switched Disc One with Disc Three (at the FMV with the bridge collapsing in Cloud's flashback). This means that it's on at least two of the three discs. Why it's there is another story. Also, the scene with the planets in Bugenhagen's observatory (which is only in Disc 1) will also be partially displayed if you switch it with Disc 2 or 3. ------------------------------------------------------------------------- 8 . 1 0 e x c h a n g e g i l f o r G P / i n f i n i t e g i l ------------------------------------------------------------------------- When you arrive at the Golden Saucer, there will be a man standing near the back of the screen (past the Save Point), who appears there about 1/60th of the time. If you talk to him, he will sell you one GP for 100 gil. You can buy up to 100 GP from him. An easy way to find him is to enter the Saucer and leave, then enter again, but you'd better have a Gold Ticket or plenty of spare gil otherwise! As long as we're talking about money, there are some items that you can buy that have a higher resale value. A prime example is the Sylkis Greens in the Chocobo farm. Buy one, then use the W-Item trick to make copies of it. You can sell them back for lots of cash, early on in the game. This is a great way to buy expensive stuff or always have enough money on hand for the Coin toss command. ------------------------------------------------------------------------- 8 . 1 1 r a i s i n g c h o c o b o s ------------------------------------------------------------------------- This section was based upon a summarized guide written by Nikki. Some information is also taken from a more detailed guide written by Crow; neither of these guides are on the Net anymore (...okay, Lungdemon? Yeah, I won't say anything.... :)) You're going to need a lot of money, patience, and luck if you want to raise chocobos. The payoff is that you can breed chocobos that can fly, swim, climb over mountains and go to places normal vehicles can't reach. 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 Barn. 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 Vrakoladus. 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 Barn. 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 Barn. IMPORTANT NOTE: The gender of a Chocobo is not determined until you return to the Chocobo Barn 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 Barn 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. - 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 insure 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 Barn. 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 Barn 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 :) ------------------------------------------------------------------------- 8 . 1 2 u n c h a r t e d i s l e s ------------------------------------------------------------------------- Head due south from Cosmo Canyon in the Highwind, then go a little to the west. You'll see an island that's part dirt, part grass, with a smaller grassy island nearby. This isle doesn't appear on the Map, but if you land the Highwind on the grassy plain and run around in the dirt long enough, you can fight Sabotenders (better known as Cactrots; those little cactus guys from FF3)! You can't get Rename Cards from them or anything like that, but it's kinda fun fighting them. Actually, the name of this island is 'Cactus Island' so it makes sense to find them here. To get to the second isle, head for the two islands near to each other on the northeastern edge of the map. Then go north (and a little more to the east), and you'll come across an oval-shaped island surrounded by mountains. There's a cave entrance here, but you can't land there in the Highwind. For more about the island, refer to the Bonus Areas part in section 6. The name of this place is 'Round Island'. ------------------------------------------------------------------------- 8 . 1 3 g a m e s h a r k c o d e s ------------------------------------------------------------------------- I'm not much of a code-maker myself, but here are some cheats you might want to try. Remember, you need a Game Shark or a Pro Action Replay for these to work. Some people have reported problems with these codes (such as, these codes don't work with a PAR). FYI, I made these codes using a Game Shark with PAR software (version 1.98), so I really don't know why it wouldn't work on both devices. All of the codes in this FAQ were made by me, unless otherwise stated. If you want to reprint, submit, or display these codes, please give credit where it is due. If you want to submit a code, just tell me the code itself, what it does, and include any glitches/problems with the code. Oh, and please tell me the code's creator if you didn't make it yourself. Finally, the reason why I've made these codes is because I didn't see anything like them beforehand. So don't BS me about making the 'Materia Select' code first or any of that garbage, as I'm not interested. FF7 MASTER CODE 80000000 - 0000 ------------------------------------------------------------------------- This is the cheat that lets you use other codes with this game. I don't know if it (and the other codes listed here) will work on every disc, but if a code doesn't, then I'll let you know. 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 - A - B - 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 106 = Gold Armlet 067 = Earth Harp 107 = Diamond Bangle 068 = Guide Book 108 = Crystal Bangle 069 = 109 = Platinum Bangle 06A = 10A = Rune Armlet 06B = 10B = Edincoat 06C = 10C = Wizard Bracelet 06D = 10D = Adaman Bangle 06E = 10E = Gigas Armlet 06F = 10F = Imperial Guard 070 = 110 = Aegis Armlet 071 = 111 = Fourth Bracelet 072 = 112 = Warrior Bangle 073 = 113 = Shinra Beta 074 = 114 = Shinra Alpha 075 = 115 = Four Slots 076 = 116 = Fire Armlet 077 = 117 = Aurora Armlet 078 = 118 = Bolt Armlet 079 = 119 = Dragon Armlet 07A = 11A = Minerva Band 07B = 11B = Escort Guard 07C = 11C = Mystile 07D = 11D = Ziedrich 07E = 11E = Precious Watch 07F = 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 3F = 12 = HP <-> MP 40 = Comet 13 = W-Magic 41 = Time 14 = W-Summon 42 = 15 = W-Item 43 = 16 = 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 = 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 22 Bolt Plume Bolt 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 37 8inch Cannon 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 = 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 = 0E = All: 1D = 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 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 - 0A - 0B - 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 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 ------------------------------------------------------------------------- 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 ------------------------------------------------------------------------- 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 ------------------------------------------------------------------------- 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 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 ------------------------------------------------------------------------- (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 ------------------------------------------------------------------------ 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 ------------------------------------------------------------------------- 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 ------------------------------------------------------------------------- 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 ------------------------------------------------------------------------- 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 edited by Dave Upton ------------------------------------------------------------------------- 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 ------------------------------------------------------------------------- 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 ------------------------------------------------------------------------- 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 The key items are divided into four sets of 16 items, the last set having only 3. The way the items are enabled corresponds to the _binary_ value of the number, i.e.: hex: binary: 0001 = 0000000000000001 : Item 1 0003 = 0000000000000011 : Items 1-2 0007 = 0000000000000111 : Items 1-3 00FF = 0000000011111111 : Items 1-8 You can only have item sets 1&2 or 3&4 enabled; if you mix them, the game will slow down or lock up. Most likely, there's two items that are conflicting with each other, but I didn't have enough time to try all the possibilities. 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). Hopefully this code will help put to rest a *ahem* certain rumor that stated you could return to Midgar in Disc One.... ========================================================================= 9 . A P P E N D I X ========================================================================= ------------------------------------------------------------------------- 9 . 1 m a t e r i a o r b s ------------------------------------------------------------------------- As you play the game, you'll find, buy, and be given Materia Orbs. When equipped, these orbs have various functions (like Relics from FF3), and become stronger as you use them (like the Classes from FF5j). There are five types of Materia: Green - Spell Materia. When equipped, you can cast spells like Lightning, Fire, Cure, Barrier, etc. Yellow - Command Materia. These give you the ability to Steal, Throw, Mimic, etc. Purple - Independent Materia. These will increase your scores, like Max HP or Speed Plus. Blue - Support Materia. These augment the power of certain other Materia. For instance, the 'Select All' Materia, when combined with a Fire materia, lets you cast a fire spell on all foes. Red - Summon Materia. These let you summon monsters, like Chocobo, Shiva, Bahamut, or even Typoon! You can equip Materia from the Main Menu, and mix and match them in any way you want. This is how they work: Weapons and bracelets have a certain number of 'holders' on them. You can equip one Materia per holder. So, if a sword has one holder and a bracelet has five holders, you can equip six Materia in all. The benefit to equipping a Materia is the skills/magic/etc. it gives you. The bad part is that equipping Materia tends to lower your statistics. While this is only temporary, you'll have to decide if you value skills or scores more when equipping certain Materia. To restore your stats. to normal, simply unequip the Materia you're using. You'll notice that some holders aren't connected, and some are (it looks something like this: 0=0 ). Connected holders are used to couple an Independent Materia with another Materia, since Independent Materia have no effect on their own. When you win a battle, you gain AP (Ability Points). Each Materia has a number of stars, representing its' 'levels'. All Materia start off at level 1, but can be increased to their max. level. The more level stars a Materia has, the stronger and more useful it becomes. To gain a star level, you have to gain a certain number of Ability Points, just like raising levels or learning Esper magic (in FF3). However, only Materia that you have equipped earn AP. Luckily, that Materia has the same number of points no matter who uses it. For example, let's say Cloud keeps the Choco/Mog materia equipped for a long time, and manages to raise it to level 2. If Barret, who's never worn that Materia before, equips it, he can also use it at level 2 strength. When you do 'master' a Materia (by gaining all its' levels), you will instantly get another Materia of the same type! Even though it will begin at level 1 (i.e. unused), this means that you can have as many Ultima or Bahamut materia as you want (for example), providing you max out the ones you already have beforehand. Be sure to sell off Materia that you don't need; if you have a full Materia list with no empty places and you master a materia that you have equipped, it will appear in a random location on the list, permanently erasing the Materia that was in it's place (guess the programmers at Square never bothered to check that out, did they?) You'll want to be careful if you have more than one of the same Materia, because you have to raise them seperately. And there's no point in giving two of the same Materia to the same person! Try to figure out what Materia works best with which person (i.e. give the MAX MP Plus Materia to a good magic-user, and give the Deathblow materia to a character with low normal attack power). Also, take note of the way the holders look; if they don't have silver dots in them (like this: O=O or just O), then you can still equip Materia, but you can't level- up them since none of the AP you gain in battles will be distributed to the Materia in that weapon or item. The tradeoff is that such equipment is usually very strong. ------------------------------------------------------------------------- 9 . 2 h u g e m a t e r i a / m a s t e r m a t e r i a ------------------------------------------------------------------------- From Disc 2 onwards, you have the chance to find and collect four 'Huge Materia'. They can be gotten from these locations: - North Corel (stop the train) - Fort Condor (win the simulation battle) - Upper Junon (go to the Underwater Reactor, get a Shinra submarine, sink the red submarine, and then find it underwater) - Rocket Town (release it from the guard system inside the rocket) If you fail any of these quests, you can always dig up the Huge Materia at Bone Village in Disc 3, or at least, I've been told this by numerous people. PLEASE NOTE: The Huge Materia types are NOT determined by where you get them from, but the order you get them in! That order is: Yellow Huge Materia (from North Corel) Green Huge Materia (from Fort Condor) Red Huge Materia (from the sunken Shinra submarine) Blue Huge Materia (from Cid's rocket) So, if you fail the first three quests, you'll still get the 'from North Corel' Huge Materia when you explore Cid's Rocket. See what I mean? While you have to get two of the Huge Materia in order to make the game progress during Disc 2, you don't need to collect all four of them. However, you can get the powerful 'Master Materia' from the Huge Materia, as well as the strongest Bahamut summon materia, 'Bahamut ZERO', so it's advisable that you try to find them all. You can receive the following materia from each Huge Materia: NAME DESCRIPTION PREREQUISITES Master Magic Cast any magic spell Huge Green materia and a 'master' level for all 21 magic materia. Note that you can't get this materia until Disc 3 as not all the Magic materia are obtainable in Disc 2. Master Command Use most commands Huge Yellow materia and a 'master' level for seven command materia (see below). Master Summon Use all summon spells Huge Red materia and a 'master' level for all 16 summon materia. Bahamut Form Zero A summon materia Huge Blue materia and the Bahamut and Neo Bahamut summon materia orbs. Once you've fulfilled the prerequisites to get a certain master materia, simply return to Bugenhagen's observatory in Cosmo Canyon and touch the correct Huge Materia (I hope you have the Huge Materia on you/have already taken it to the observatory in Cosmo Canyon beforehand!) Pick the first option and the screen will glow; pick the top option to get your master materia or the bottom option if you want to get that particular master materia later. You do have to have all the mastered materia on hand, but it doesn't matter whether they're equipped or not. If you're trying to get Bahamut ZERO, then all you have to do is touch the huge blue materia and you'll automatically receive it after choosing the first option; you have to get this summon spell before you can receive the Master Summon materia (don't forget that you need Bahamut and Neo Bahamut, too). There's good news and bad news, though: - All of the Master materia do not have level stars, so you can't simply 'master' them and get a second Master Materia. Wearing one doesn't effect your statistics, either (so all of you who were hoping for a 'MAX MP +80%' or something like that will be disappointed!) - When you receive a Master materia, you lose all the materia that you mastered. This means that not only will you be left with a bunch of low-level materia (since you get another materia of the same type when you master it, remember?), but you'll have to master each of them if you want to get a second Master materia of that type. The good news is that if you have two mastered orbs of the same type (say, two Fires and you're trying to get the Master Magic materia), you'll only lose one and keep the other. So, if you have two mastered Kjata materia and you get a Master Summon materia and want another one, you'll only have to level-up 15 orbs instead of 16 since one is already mastered. Individual notes on the Master materia: - If you affix a combination materia like All or Random Magic Strike to the Master Magic orb, it will affect all the spells! However, not all combination materia work with each spell. - When you master a Summon materia, you can call a particular summoned beast five times. With the Master Summon materia equipped, you can summon any beast an infinite number of times (providing you have the MP for it)! Like the Master Magic materia, Combination materia attached to this orb will affect all summon spells. - You only have to master the Steal, Sense, Throw, Morph, Deathblow, Manipulate and Mime materia orbs in order to get the Master Command materia. This may sound good, but then again, all you get are the above abilities of those materia: this orb won't let you use other commands like Flash, W-Item, Enemy Skill, or Slash All, for example (but you can equip these seperately, if you like). - And of course, there are no Master Support or Master Independant Materia :) ------------------------------------------------------------------------- 9 . 3 m a t e r i a l i s t ------------------------------------------------------------------------- This section lists each Materia and explains it's abilities and other information: ========================================================================= MAGIC MATERIA (Green Materia) - ATTACKING SPELLS ========================================================================= ------------------------------------------------------------------------- MATERIA: Fire COST AP NEEDED EFFECT Level 1: Fire 4 0 Fire element damage Level 2: Fire 2 22 2000 Fire element damage (x2) Level 3: Fire 3 55 18000 Fire element damage (x3) Level 4: -- -- 35000 -- STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Wall Market, Costa Del Sol, Fort Condor, Mideel (comes equipped on Red 13) ------------------------------------------------------------------------- MATERIA: Ice COST AP NEEDED EFFECT Level 1: Ice 4 0 Ice element damage Level 2: Ice 2 22 2000 Ice element damage (x2) Level 3: Ice 3 55 18000 Ice element damage (x3) Level 4: -- -- 35000 -- STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Wall Market, Costa Del Sol, Mideel, Fort Condor (comes equipped on Cloud) ------------------------------------------------------------------------- MATERIA: Lightning COST AP NEEDED EFFECT Level 1: Bolt 4 0 Lightning element damage Level 2: Bolt 2 22 2000 Lightning element damage (x2) Level 3: Bolt 3 55 18000 Lightning element damage (x3) Level 4: -- -- 35000 -- STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Wall Market, Costa Del Sol, Mideel, Fort Condor (comes equipped on Cloud) ------------------------------------------------------------------------- MATERIA: Earth COST AP NEEDED EFFECT Level 1: Quake 6 0 Earth element damage Level 2: Quake 2 28 6000 Earth element damage (x2) Level 3: Quake 3 68 22000 Earth element damage (x3) Level 4: -- -- 40000 -- STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Kalm town, Costa Del Sol ------------------------------------------------------------------------- MATERIA: Poison COST AP NEEDED EFFECT Level 1: Bio 8 0 Poison element damage Level 2: Bio 2 36 5000 Poison element damage (x2) Level 3: Bio 3 80 20000 Poison element damage (x3) Level 4: -- -- 38000 -- STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Kalm town, Costa Del Sol, Shinra Building - Floor 68 NOTES: The 'Bio' spell strikes for poison-element damage as well as causes the 'Poison' status ailment at the same time, resulting in continuous damage in later rounds. ------------------------------------------------------------------------- MATERIA: Gravity COST AP NEEDED EFFECT Level 1: Demi 14 0 Gravity element damage Level 2: Demi 2 33 10000 Gravity element damage (x2) Level 3: Demi 3 48 20000 Gravity element damage (x2.5) Level 4: -- -- 40000 -- STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Cosmo Canyon; it appears after you kill Gi Nattak in the Gi Tribe Cave. NOTES: 'Demi' drains an enemy's current HP by 1/4th. 'Demi 2' drains an enemy's current HP by 1/2. 'Demi 3' drains an enemy's current HP by 3/4ths. ------------------------------------------------------------------------- MATERIA: Comet COST AP NEEDED EFFECT Level 1: Comet 70 0 Physical damage x4 to 1 target Level 2: Comet 2 110 12000 Physical damage x1 to 4 targets Level 3: -- -- 60000 -- STATUS CHANGES: STRENGTH +02 VITALITY -01 MAGIC +02 MAGIC DEF +01 MAXHP -05% MAX MP +05% LOCATED AT: Forgotten Capital ------------------------------------------------------------------------- MATERIA: Contain COST AP NEEDED EFFECT Level 1: Freeze 82 0 Ice damage (x4) + 'Paralyze' Level 2: Break 86 5000 Earth damage (x4) + 'Petrify' Level 3: Tornado 90 10000 Wind damage (x4) + 'Confusion' Level 4: Flare 100 15000 Fire damage (x4) Level 5: -- -- 60000 -- STATUS CHANGES: STRENGTH -04 VITALITY -02 MAGIC +04 MAGIC DEF +02 MAXHP -10% MAXMP +10% LOCATED AT: Mideel village in Disc 2. Feed the white Chocobo a Mimett Greens and scratch it's ear. NOTES: When Freeze, Break, or Tornado hit an enemy, there is a 10% chance that the enemy is affected by the listed status ailment. ------------------------------------------------------------------------- MATERIA: Ultima COST AP NEEDED EFFECT Level 1: -- -- 0 -- Level 2: Ultima 130 5000 Non-element damage to all foes Level 3: -- -- 100000 -- STATUS CHANGES: STRENGTH -04 VITALITY -02 MAGIC +04 MAGIC DEF +02 MAXHP -10% MAXMP +10% LOCATED AT: North Corel. You'll get this materia for free if you save the town. If you get to the Shinra train but can't stop it in time, you can buy this materia for 50,000 gil. If you didn't reach the Shinra train in time, you'll never be able to get the Ultima materia. ------------------------------------------------------------------------- ========================================================================= MAGIC MATERIA (Green Materia) - RESTORATIVE SPELLS ========================================================================= ------------------------------------------------------------------------- MATERIA: Restore COST AP NEEDED EFFECT Level 1: Cure 5 0 Recovers lost HP Level 2: Cure 2 24 2500 Recovers lost HP (x2) Level 3: Regen 30 17000 Causes 'Regen' status Level 4: Cure 3 64 24000 Recovers lost HP (x3) Level 5: -- -- 40000 -- STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Midgar City - Sector 5 Slums, Wall Market, Mideel, Fort Condor, Costa Del Sol, Mako Reactor No. 1 ------------------------------------------------------------------------- MATERIA: FullCure COST AP NEEDED EFFECT Level 1: -- -- 0 -- Level 2: FullCure 99 3000 Recovers all lost HP Level 3: -- -- 100000 -- STATUS CHANGES: STRENGTH -04 VITALITY -02 MAGIC +04 MAGIC DEF +02 MAXHP -10% MAXMP +10% LOCATED AT: Cosmo Canyon (back room of the Item Shop, Disc 2-3 only) ------------------------------------------------------------------------- MATERIA: Heal COST AP NEEDED EFFECT Level 1: Poizona 3 0 Heals 'Poison' status ailment Level 2: Esuna 15 12000 Heals any bad status ailment Level 3: Resist 120 52000 Prevents bad status ailments Level 4: -- -- 60000 -- STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Kalm town, Gongaga village, Upper Junon ------------------------------------------------------------------------- MATERIA: Revive COST AP NEEDED EFFECT Level 1: Life 34 0 Come back to life with 1/4 HP Level 2: Life 2 100 45000 Come back to life with all HP Level 3: -- -- 55000 -- STATUS CHANGES: STRENGTH +02 VITALITY -01 MAGIC +02 MAGIC DEF +01 MAXHP -05% MAX MP +05% LOCATED AT: Upper Junon, Gongaga village, Costa Del Sol (Disc 2-3) ------------------------------------------------------------------------- ========================================================================= MAGIC MATERIA (Green Materia) - INDIRECT SPELLS ========================================================================= ------------------------------------------------------------------------- MATERIA: Seal COST AP NEEDED EFFECT Level 1: Sleepel 8 0 Inflicts 'Sleep' status Level 2: Silence 24 10000 Inflicts 'Silence' status Level 3: -- -- 20000 -- STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Upper Junon, Costa Del Sol (Disc 2-3 only) ------------------------------------------------------------------------- MATERIA: Mystify COST AP NEEDED EFFECT Level 1: Confu 18 0 Inflicts 'Confusion' status Level 2: Berserk 28 12000 Inflicts 'Berserk' status Level 3: -- -- 25000 -- STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Gongaga village, Cosmo Canyon ------------------------------------------------------------------------- MATERIA: Transform COST AP NEEDED EFFECT Level 1: Mini 10 0 Inflicts 'Small' status Level 2: Toad 14 8000 Inflicts 'Frog' status Level 3: -- -- 24000 STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: North Corel, Cosmo Canyon, Gongaga village, Mideel, Mt. Corel (comes equipped on Cait Sith) ------------------------------------------------------------------------- MATERIA: Exit COST AP NEEDED EFFECT Level 1: Escape 16 0 Allies escape from battle Level 2: Remove 99 10000 Targets instantly killed Level 3: -- -- 30000 -- STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Rocket Town (Disc 2-3 only) ------------------------------------------------------------------------- MATERIA: Time COST AP NEEDED EFFECT Level 1: Haste 18 0 Causes 'Haste' status Level 2: Slow 20 8000 Inflicts 'Slow' status Level 3: Stop 34 20000 Inflicts 'Stop' status Level 4: -- -- 42000 -- STATUS CHANGES: STRENGTH +02 VITALITY -01 MAGIC +02 MAGIC DEF +01 MAXHP -05% MAX MP +05% LOCATED AT: Gongaga village, Rocket Town ------------------------------------------------------------------------- MATERIA: Barrier COST AP NEEDED EFFECT Level 1: Barrier 16 0 Causes 'Barrier' status Level 2: MBarrier 24 5000 Causes 'MBarrier' status Level 3: Reflect 30 15000 Causes 'Reflect' status Level 4: Wall 58 30000 'Barrier' and 'MBarrier' status Level 5: -- -- 45000 -- STATUS CHANGES: STRENGTH +02 VITALITY -01 MAGIC +02 MAGIC DEF +01 MAXHP -05% MAX MP +05% LOCATED AT: Rocket Town ------------------------------------------------------------------------- MATERIA: Shield COST AP NEEDED EFFECT Level 1: -- -- 0 -- Level 2: Shield 180 10000 Causes 'Peerless' status Level 3: -- -- 100000 -- STATUS CHANGES: STRENGTH -04 VITALITY -02 MAGIC +04 MAGIC DEF +02 MAXHP -10% MAXMP +10% LOCATED AT: In the Northern Crater (Disc 3) ------------------------------------------------------------------------- MATERIA: Destruct COST AP NEEDED EFFECT Level 1: DeBarrier 12 0 Removes special defenses Level 2: DeSpell 20 6000 Removes indirect spells/statuses Level 3: Death 30 10000 Target is instantly killed Level 4: -- -- 45000 -- STATUS CHANGES: STRENGTH +02 VITALITY -01 MAGIC +02 MAGIC DEF +01 MAXHP -05% MAX MP +05% LOCATED AT: Fort Condor, Mideel (Disc 2-3), Shinra Mansion (Disc 1; Sephiroth will throw it at you) NOTES: 'DeBarrier' will negate these defenses: the 'Barrier', 'MBarrier', 'Reflect' and 'Peerless' statuses, and the effects of the 'Wall' spell. 'DeSpell' will negate these indirect spells and statuses: the 'Regen', 'Haste', 'Slow', and 'Stop'. It will also negate the effects of the 'Resist' spell and the 'Death-sentence' Enemy Skill. ------------------------------------------------------------------------- MATERIA: Master Magic Level 0: Can cast the following spells using their standard MP cost: Cure Cure 2 Cure 3 Poisona Esuna Resist Life Life 2 Regen Fire Fire 2 Fire 3 Ice Ice 2 Ice 3 Bolt Bolt 2 Bolt 3 Quake Quake 2 Quake 3 Bio Bio 2 Bio 3 Demi Demi 2 Demi 3 Sleepel Confu Silence Mini Toad Berserk Haste Slow Stop Barrier MBarrier Reflect DeBarrier DeSpell Death Escape Remove Wall Comet Comet 2 Freeze Break Tornado Flare FullCure Shield Ultima STATUS CHANGES: No changes LOCATED AT: Kalm town (get it from the traveler in return for the Earth Harp), Cosmo Canyon (bring all 21 mastered Magic Materia to the Huge Green Materia in the observatory) ------------------------------------------------------------------------- ========================================================================= COMMAND MATERIA (Yellow Materia) ========================================================================= ------------------------------------------------------------------------- MATERIA: Sense AP NEEDED FUNCTION Level 1: Sense 0 Lets you see an enemies statistics Level 2: -- 40000 -- STATUS CHANGES: None LOCATED AT: Kalm town, Upper Junon, Midgar City - Playground outside of the Wall Market ------------------------------------------------------------------------- MATERIA: Steal AP NEEDED FUNCTION Level 1: Steal 0 Try to steal an item from an enemy. Level 2: Mug 40000 'Steal' and attack at the same time. Level 3: -- 50000 -- STATUS CHANGES: DEXTERITY +02 LOCATED AT: Midgar City - Sewers (before/after the fight with Aps), Kalm town ------------------------------------------------------------------------- MATERIA: Throw AP NEEDED FUNCTION Level 1: Throw 0 Hurl an unequipped weapon at a target Level 2: Coin 45000 Hurl a handful of gil at all targets Level 3: -- 60000 -- STATUS CHANGES: VITALITY +01 LOCATED AT: Condor Fort (Disc 2-3 only), Rocket Town (Disc 2-3 only) (comes equipped on Yuffie) NOTES: When using the 'Throw' command, you can throw any weapon but Red 13's hairpins (via a GameShark, you can throw Sephiroth's Masamune!) The damage a weapon does is it's attack difference times 10, I believe. When using the 'Coin' command, you can select how much gil you will throw by pressing up to increment the number by 10000, down to decrement it by 10000, right to increment it by 1000, and left to decrement it by 1000 gil per press. Every 1000 coins do 100 points of damage, up to 9999 damage total. ------------------------------------------------------------------------- MATERIA: Deathblow AP NEEDED FUNCTION Level 1: D.Blow 0 Make one double-damage attack Level 2: -- 40000 -- STATUS CHANGES: LUCK +01 LOCATED AT: Fort Condor, Rocket Town, Jungle area near Gongaga village ------------------------------------------------------------------------- MATERIA: Manipulate AP NEEDED FUNCTION Level 1: Manip. 0 Control and command one enemy Level 2: -- 40000 -- STATUS CHANGES: None LOCATED AT: Fort Condor (Disc 2-3 only), Rocket Town (Disc 2-3 only) (comes equipped on Cait Sith) ------------------------------------------------------------------------- MATERIA: Morph AP NEEDED FUNCTION Level 1: Morph 0 Turn a killed enemy into an item Level 2: -- 40000 -- STATUS CHANGES: None LOCATED AT: Temple of the Ancients ------------------------------------------------------------------------- MATERIA: Enemy Skill AP NEEDED FUNCTION Level 0: E.Skill n/a Learn and use the skills of enemies: Frog Song L4 Suicide Magic Hammer White Wind Big Guard Angel Whisper Dragon Force Death Force Flame Thrower Laser Matra Magic Bad Breath Beta Aqualung Trine Magic Breath ???? Goblin Punch Chocobuckle L5 Death Death Sentence Roulette Shadow Flare Pandora's Box STATUS CHANGES: None LOCATED AT: Shinra Building - Floor 67, Upper Junon (in the Respectable Inn), Forgotten Capital, Chocobo Sage's house (talk to the Green Chocobo). ------------------------------------------------------------------------- MATERIA: Mime AP NEEDED FUNCTION Level 1: Mime 0 Imitate the last action performed Level 2: -- 100000 -- STATUS CHANGES: None LOCATED AT: In the cave beyond the mountains in the Wutai Area ------------------------------------------------------------------------- MATERIA: Double Cut AP NEEDED FUNCTION Level 1: 2x-cut 0 Attack one enemy two times Level 2: 4x-cut 100000 Make four attacks against random foes Level 3: -- 150000 -- STATUS CHANGES: DEXTERITY +02 LOCATED AT: Wrecked Plane 'Gelnika' ------------------------------------------------------------------------- MATERIA: Slash-All AP NEEDED FUNCTION Level 1: Slash-All 0 Attack all enemies at once Level 2: Flash 100000 All enemies facing you are killed Level 3: -- 150000 -- STATUS CHANGES: None LOCATED AT: Ancient Forest ------------------------------------------------------------------------- MATERIA: W-Magic AP NEEDED FUNCTION Level 1: W-Magic 0 Cast two magic spells in one turn Level 2: -- 250000 -- STATUS CHANGES: None LOCATED AT: In the Northern Crater; look near the trees in the stone pit area with the shiny light ------------------------------------------------------------------------- MATERIA: W-Summon AP NEEDED FUNCTION Level 1: W-Summ. 0 Call two summoned allies in one turn Level 2: -- 250000 -- STATUS CHANGES: None LOCATED AT: Buy from the Gold Saucer's Battle Square for 65000 BP. ------------------------------------------------------------------------- MATERIA: W-Item AP NEEDED FUNCTION Level 1: W-Item 0 Use two items in one turn Level 2: -- 250000 -- STATUS CHANGES: None LOCATED AT: The southernmost end of the rail track in the subways below Midgar City (during the raid at the end of Disc 2) ------------------------------------------------------------------------- MATERIA: Master Command Level 0: You can use the following command abilities in battle: Deathblow Coin Manip. Morph Mime Sense Steal Throw STATUS CHANGES: None LOCATED AT: Kalm town (get it from the traveler in return for the Earth Harp), Cosmo Canyon (bring mastered versions of the Deatblow, Throw, Manipulate, Morph, Mime, Sense, and Steal materia to the Huge Yellow Materia in the observatory) ------------------------------------------------------------------------- ========================================================================= INDEPENDENT MATERIA (Purple Materia) ========================================================================= ------------------------------------------------------------------------- MATERIA: HP Plus AP NEEDED Level 1: Amount of maximum HP increases by 10% 0 Level 2: Amount of maximum HP increases by 20% 10000 Level 3: Amount of maximum HP increases by 30% 20000 Level 4: Amount of maximum HP increases by 40% 30000 Level 5: Amount of maximum HP increases by 50% 50000 STATUS CHANGES: None LOCATED AT: Cosmo Canyon, Mideel village ------------------------------------------------------------------------- MATERIA: MP Plus AP NEEDED Level 1: Amount of maximum MP increases by 10% 0 Level 2: Amount of maximum MP increases by 20% 10000 Level 3: Amount of maximum MP increases by 30% 20000 Level 4: Amount of maximum MP increases by 40% 30000 Level 5: Amount of maximum MP increases by 50% 50000 STATUS CHANGES: None LOCATED AT: Cosmo Canyon, Mideel village ------------------------------------------------------------------------- MATERIA: HP<->MP AP NEEDED Level 1: Switches your maximum HP and maximum MP scores. 0 Level 2: -- 80000 STATUS CHANGES: None LOCATED AT: The cave on the desert peninsula near Mt. Corel. ------------------------------------------------------------------------- MATERIA: Luck Plus AP NEEDED Level 1: Your Luck score increases by 10% 0 Level 2: Your Luck score increases by 20% 15000 Level 3: Your Luck score increases by 30% 30000 Level 4: Your Luck score increases by 40% 60000 Level 5: Your Luck score increases by 50% 100000 STATUS CHANGES: None LOCATED AT: Temple of the Ancients ------------------------------------------------------------------------- MATERIA: Magic Plus AP NEEDED Level 1: Your Magic score increases by 10% 0 Level 2: Your Magic score increases by 20% 10000 Level 3: Your Magic score increases by 30% 20000 Level 4: Your Magic score increases by 40% 30000 Level 5: Your Magic score increases by 50% 50000 STATUS CHANGES: LOCATED AT: Cave area past the Forgotten Capital; search near the bottom of the long ladder to the left. ------------------------------------------------------------------------- MATERIA: Speed Plus AP NEEDED Level 1: Your Speed score increases by 10% 0 Level 2: Your Speed score increases by 20% 15000 Level 3: Your Speed score increases by 30% 30000 Level 4: Your Speed score increases by 40% 60000 Level 5: Your Speed score increases by 50% 100000 STATUS CHANGES: None LOCATED AT: Purchase at the Gold Saucer's Battle Square. ------------------------------------------------------------------------- MATERIA: Gil Plus AP NEEDED Level 1: You'll win x1.5 more gil from a battle. 0 Level 2: You'll win x2.0 more gil from a battle. 80000 Level 3: -- 150000 STATUS CHANGES: LUCK +01 LOCATED AT: Purchase at the Gold Saucer's Wonder Square. ------------------------------------------------------------------------- MATERIA: EXP. Plus AP NEEDED Level 1: You'll win x1.5 more EXP from a battle. 0 Level 2: you'll win x2.0 more EXP from a battle. 60000 Level 3: -- 150000 STATUS CHANGES: LUCK +01 LOCATED AT: Purchase at the Gold Saucer's Wonder Square. ------------------------------------------------------------------------- MATERIA: Enemy Away AP NEEDED Level 1: Enemy encounter rate drops by 1/2. 8000 Level 2: Enemy encounter rate drops by 1/4th. 50000 Level 3: -- STATUS CHANGES: LUCK +01 LOCATED AT: A prize you can win at the Gold Saucer's Chocobo Square. ------------------------------------------------------------------------- MATERIA: Enemy Lure AP NEEDED Level 1: Enemy encounter rate increases by 1.5. 8000 Level 2: Enemy encounter rate increases by 2.0. 50000 Level 3: -- STATUS CHANGES: LUCK -01 LOCATED AT: A prize you can buy at the Gold Saucer's Battle Square. ------------------------------------------------------------------------- MATERIA: Chocobo Lure AP NEEDED Level 1: You are able to encounter chocobos on the World Map. 0 Level 2: The rate of encountering chocobos increases by 1.5. 3000 Level 3: The rate of encountering chocobos increases by 2.0. 10000 Level 4: The rate of encountering chocobos increases by 3.0. 30000 STATUS CHANGES: LUCK +01 LOCATED AT: Buy from Choco Billy at the Chocobo Barn. Find near the outside chocobo pen's right corner. (Disc 2-3) ------------------------------------------------------------------------- MATERIA: Pre-emptive AP NEEDED Level 1: The chance of that ally attacking first is 6% 0 Level 2: The chance of that ally attacking first is 12% 8000 Level 3: The chance of that ally attacking first is 24% 20000 Level 4: The chance of that ally attacking first is 36% 40000 Level 5: The chance of that ally attacking first is 48% 80000 STATUS CHANGES: SPEED +02 LOCATED AT: Purchase at the Gold Saucer's Battle Square. ------------------------------------------------------------------------- MATERIA: Long Range AP NEEDED Level 1: Alters your ability to attack. 0 Level 2: -- 80000 STATUS CHANGES: None LOCATED AT: Mythril Mine, on the ledge above the vine. NOTES: When this materia is equipped, you can be in the back row and use close-range weapons with no attack penalty. You can also attack out-of-reach enemies (usually the flying sort) with close-range weapons as well. Note that this applies to all 'target' materia, allowing you to Morph or Steal from 'out of range' enemies, too. ------------------------------------------------------------------------- MATERIA: Cover AP NEEDED Level 1: That ally will guard another ally 20% of the time. 0 Level 2: That ally will guard another ally 40% of the time. 2000 Level 3: That ally will guard another ally 60% of the time. 10000 Level 4: That ally will guard another ally 80% of the time. 25000 Level 5: That ally will guard another ally all the time. 40000 STATUS CHANGES: VITALITY +01 LOCATED AT: Wall Market, Sector 6 Slums (the garden near Aeris' house in Midgar City) ------------------------------------------------------------------------- MATERIA: Counter Attack AP NEEDED Level 1: If attacked, that ally strikes back 20% of the time. 0 Level 2: If attacked, that ally strikes back 40% of the time. 10000 Level 3: If attacked, that ally strikes back 60% of the time. 20000 Level 4: If attacked, that ally strikes back 80% of the time. 50000 Level 5: If attacked, that ally strikes back all the time. 100000 STATUS CHANGES: None LOCATED AT: Mt. Nible (after destroying the Materia Keeper), win as a prize in the Gold Saucer's Chocobo Square ------------------------------------------------------------------------- MATERIA: Mega All AP NEEDED Level 1: Any command usable in battle affects all targets. 0 Level 2: -- 10000 Level 3: -- 50000 Level 4: -- 80000 Level 5: -- 160000 STATUS CHANGES: None LOCATED AT: Found in the final dungeon, floating in a geyser of lifestream. You'll have to press O while jumping if you want to get it. ------------------------------------------------------------------------- MATERIA: Underwater AP NEEDED: 0 Level 1: Negates the 20-minute time limit when fighting Emerald Weapon. STATUS CHANGES: None LOCATED AT: Kalm town (get it from the travel man in return for the Guide Book) ------------------------------------------------------------------------- ========================================================================= SUPPORT MATERIA (Blue Materia) ========================================================================= Note that for the SUPPORT section; Slash-All and Double-Cut cannot be normally supported unless you use the 'Master Command' trick (see the 'Materia Strategy' section for details). ------------------------------------------------------------------------- MATERIA: HP Absorb AP NEEDED Level 1: (function) 0 Level 2: -- 100000 FUNCTION: If the connect materia inflicts damage upon an enemy, 1/10th of that damage is given back to the attacker in the form of HPs. CAN SUPPORT: Fire, Ice, Lightning, Earth, Poison, Gravity, Meteorite, Contain, Ultima, Steal (Mug), Deathblow, Manipulate, Morph, Throw, Slash-All, Double Cut, Master Command, Mimic (if it did damage), W-Summon, W-Magic (using a listed spell), or any summon spell. LOCATED AT: The final dungeon ------------------------------------------------------------------------- MATERIA: MP Absorb AP NEEDED Level 1: (function) 0 Level 2: -- 100000 FUNCTION: If the connect materia inflicts damage upon an enemy, 1/100th of that damage is given back to the attacker in the form of MPs. CAN SUPPORT: Fire, Ice, Lightning, Earth, Poison, Gravity, Meteorite, Contain, Ultima, Steal (Mug), Deathblow, Manipulate, Morph, Throw, Slash-All, Double Cut, Master Command, Mimic (if it did damage), W-Summon, W-Magic (using a listed spell), or any summon spell. LOCATED AT: Chest in the Item Shop in Wutai (you must complete Yuffie's sub-quest first). ------------------------------------------------------------------------- MATERIA: MP Turbo AP NEEDED Level 1: Effectiveness and MP cost increase by 10% 0 Level 2: Effectiveness and MP cost increase by 20% 10000 Level 3: Effectiveness and MP cost increaes by 30% 30000 Level 4: Effectiveness and MP cost increase by 40% 60000 Level 5: Effectiveness and MP cost increase by 50% 120000 FUNCTION: When attached to the listed materia, the standard MP cost increases. However, that spell becomes more effective (usually in terms of damage) as well. CAN SUPPORT: Any Magic materia, any Summon materia, Enemy Skill materia. LOCATED AT: Ancient Temple ------------------------------------------------------------------------- MATERIA: All AP NEEDED Level 1: Change the connected materia's range once. 0 Level 2: Change the connected materia's range twice. 1500 Level 3: Change the connected materia's range thrice. 6000 Level 4: Change the connected materia's range four times. 18000 Level 5: Change the connected materia's range five times. 35000 FUNCTION: The attached materia's range can be changed so that it affects all targets instead of just one. However, the effectiveness of the connect materia is reduced by 33 percent. You can use a spell on a single target and not waste an 'All' use by pressing R1 to make the cursor focus on one target only. CAN SUPPORT: Restore, Heal (Poisona/Esuna), Fire, Ice, Lightning, Earth, Poison, Gravity, Seal, Mystify, Time, Barrier, Destruct, and FullCure. LOCATED AT: Fort Condor (Disc 2-3 only), Sector 7 Slums, Shinra Building - Floor 68, Cargo Ship (near Yuffie), Mt. Nibel, Great Glacier. ------------------------------------------------------------------------- MATERIA: Quadra Magic AP NEEDED Level 1: Quadruple-cast a spell/summon/skill once. 0 Level 2: Quadruple-cast a spell/summon/skill twice. 40000 Level 3: Quadruple-cast a spell/summon/skill thrice. 80000 Level 4: Quadruple-cast a spell/summon/skill four times. 120000 Level 5: Quadruple-cast a spell/summon/skill five times. 200000 FUNCTION: When a spell, summon, or Enemy Skill is used, it will be cast four times in succession, yet the MP cost is the same as if you had only used that power once. However, you cannot pick your targets; they are choosen at random. Furthermore, the effectiveness of the chosen power drops by 2/5ths. CAN SUPPORT: Any Magic materia, and any Summon materia (except Knights of Round) LOCATED AT: In the cave at the end of the chain of peninsulas near Mideel village. ------------------------------------------------------------------------- MATERIA: Sneak Attack AP NEEDED Level 1: That ally has a 20% chance of making a sneak attack. 0 Level 2: That ally has a 35% chance of making a sneak attack. 20000 Level 3: That ally has a 50% chance of making a sneak attack. 60000 Level 4: That ally has a 65% chance of making a sneak attack. 100000 Level 5: That ally has a 80% chance of making a sneak attack. 150000 FUNCTION: If successful, the ally wearing this materia will step forward and use the connected materia before any allies or enemies can make an action or attack. This materia functions regardless to situations like Pre-emptive or Ambush-style battles. Note that the target of the ally's action is chosen randomly, and that the CPU will always make the ally use the best ability he currently has (Coin instead of Throw, Cure 3 instead of Cure 2, etc.) CAN SUPPORT: Any spell materia, any command materia, any summon materia. LOCATED AT: Win at the Gold Saucer's Chocobo Square. NOTES: Charles Lee notes that there is a direct relation between the success rate of this materia, and your Dexterity level. He suggests equipping an accessory that raises Dexterity, or wearing a Speed Plus materia, in order to take advantage of this relationship. ------------------------------------------------------------------------- MATERIA: Magic Counter AP NEEDED Level 1: That ally has a 30% chance of making a counter-cast. 0 Level 2: That ally has a 40% chance of making a counter-cast. 40000 Level 3: That ally has a 60% chance of making a counter-cast. 80000 Level 4: That ally has a 80% chance of making a counter-cast. 160000 Level 5: That ally always makes a counter-cast. 300000 FUNCTION: When attacked, that ally will counterattack with the linked materia, always casting the best possible spell available (doesn't apply to summons). CAN SUPPORT: Any Magic materia, or any Summon materia. LOCATED AT: Win this at the Gold Saucer's Chocobo Square. ------------------------------------------------------------------------- MATERIA: Counter AP NEEDED Level 1: That ally has a 30% chance of using a command. 0 Level 2: That ally has a 40% chance of using a command. 40000 Level 3: That ally has a 60% chance of using a command. 80000 Level 4: That ally has a 80% chance of using a command. 120000 Level 5: That ally always counters by using a command. 200000 FUNCTION: When attacked, that ally will respond by using the attached Command Materia against the person who attacked him or her. CAN SUPPORT: Any Command materia except Enemy Skill or Master Command. LOCATED AT: The final dungeon (look in the patch of shiny light in the stone pit area) ------------------------------------------------------------------------- MATERIA: Final Attack AP NEEDED Level 1: That ally can make a final action once per battle. 0 Level 2: That ally can make a final action twice per battle. 20000 Level 3: That ally can make a final action thrice per battle. 40000 Level 4: That ally can make a final action 4 times per battle. 80000 Level 5: That ally can make a final action 5 times per battle. 160000 FUNCTION: When an ally is killed, they will use the connected materia before dying. The power of the materia will always be the strongest ability available (i.e. Coin instead of Throw). CAN SUPPORT: Any Spell materia, any Summon materia, any Command materia. LOCATED AT: Win this by completing the 'special battle' being offered at the Gold Saucer's Battle Square. ------------------------------------------------------------------------- MATERIA: Added Cut AP NEEDED Level 1: (function) 0 Level 2: -- 200000 FUNCTION: After using the materia that this is combined with, your character will make a single physical attack on the enemy targeted by the previous materia use (a random target is chosen if the materia use effected all/random targets). Don't link this to a materia you use on your allies, or you'll attack them! CAN SUPPORT: Any Magic, Command, or Summon materia. LOCATED AT: Located on the second screen of the 'switching path' of the mountain crossroads at the Great Glacier. ------------------------------------------------------------------------- MATERIA: Steal as well AP NEEDED Level 1: (function) 0 Level 2: -- 200000 FUNCTION: After using the materia that this is combined with, your character will make one 'Steal' attempt as if (s)he had the Steal materia equipped. The attempt will be made against the enemy targeted by the previous materia use (a random target is chosen if the materia use effected all/random targets). CAN SUPPORT: Any Magic, Command, or Summon materia. LOCATED AT: Wutai village - extinguish the large fire-pit in the cave found in the Dachao Statue area. ------------------------------------------------------------------------- MATERIA: Added Effect AP NEEDED Level 1: (function) 0 Level 2: -- 100000 FUNCTION: If this materia and the materia it is connected to are attached to your weapon, you will be capable of inflicting status ailments when you strike with your weapon (there is a percent chance of a status ailment successfully being transferred from your weapon to the enemy). If both materia are attached to your armor, you are protected from the type of status ailment the attached Materia causes-- such bad statuses cannot effect you. CAN SUPPORT: Mystify, Poison, Seal, Time, Transform, Destruct, Contain, Choco/Mog, Hades, Odin. LOCATED AT: Cosmo Canyon - the Gi Tribe cave. ------------------------------------------------------------------------- MATERIA: Elemental AP NEEDED Level 1: This type of element damage is halved 0 Level 2: This type of element damage causes no damage 10000 Level 3: This type of element damage is absorbed as HP 40000 Level 4: -- 80000 FUNCTION: If this materia and the materia it is connected to are attached to your weapon, you will be capable of inflicting elemental damage when you strike with your weapon (the kind of damage depends on the attached materia). If both materia are attached to your armor (bracelet), you are protected from that type of element--see above for info. on what kind of protection you have for each level. CAN SUPPORT: Fire, Ice, Lightning, Earth, Poison, Gravity, Choco/Mog, Ifrit, Shiva, Ramuh, Titan, Leviathan, Phoenix, Alexander, Bahamut, Neo-Bahamut, Bahamut Zero. LOCATED AT: Shinra Building - Floor 62, Mt. Corel, Nibelheim (it's in Tifa's piano). ------------------------------------------------------------------------- ========================================================================= SUMMON MATERIA (Red Materia) ========================================================================= ------------------------------------------------------------------------- MATERIA: Choco/Mog MP COST - 14 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 2000 Level 3: Summon this monster thrice per battle. 14000 Level 4: Summon this monster four times per battle. 25000 Level 5: Summon this monster five times per battle. 35000 FUNCTION: (DeathBlow!!) Causes wind-based damage. There is a 10% chance it also causes 'Paralyze'. (Fat-Chocobo) A stronger physical attack against all enemies. Occurs 1/16th of the time this summon is used. STATUS CHANGES: MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Listen to the chocobos sing at the Chocobo farm. ------------------------------------------------------------------------- MATERIA: Shiva MP COST - 32 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 4000 Level 3: Summon this monster thrice per battle. 15000 Level 4: Summon this monster four times per battle. 30000 Level 5: Summon this monster five times per battle. 50000 FUNCTION: (Diamond Dust) Causes ice-based damage. STATUS CHANGES: MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Get from Priscilla in Junon. ------------------------------------------------------------------------- MATERIA: Ifrit MP COST - 34 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 5000 Level 3: Summon this monster thrice per battle. 20000 Level 4: Summon this monster four times per battle. 35000 Level 5: Summon this monster five times per battle. 60000 FUNCTION: (Hellfire) Causes fire-based damage. STATUS CHANGES: MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: After killing Jenova*Birth on the Cargo Ship. ------------------------------------------------------------------------- MATERIA: Ramuh MP COST - 40 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 10000 Level 3: Summon this monster thrice per battle. 25000 Level 4: Summon this monster four times per battle. 50000 Level 5: Summon this monster five times per battle. 70000 FUNCTION: (Judgement Bolt) Causes lightning-based damage. STATUS CHANGES: MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: One of the alcoves in the Chocobo Jockey's room above Corel Prison. ------------------------------------------------------------------------- MATERIA: Titan MP COST - 46 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 15000 Level 3: Summon this monster thrice per battle. 30000 Level 4: Summon this monster four times per battle. 60000 Level 5: Summon this monster five times per battle. 80000 FUNCTION: (Anger of the Land) Causes earth-based damage. STATUS CHANGES: MAGIC +01 MAXHP -02% MAXMP +02% LOCATED AT: Examine the right side of the Meltdown Reactor near Gongaga Town. ------------------------------------------------------------------------- MATERIA: Odin MP COST - 80 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 16000 Level 3: Summon this monster thrice per battle. 32000 Level 4: Summon this monster four times per battle. 65000 Level 5: Summon this monster five times per battle. 80000 FUNCTION: (Steel-Bladed Sword) An instant-kill attack. (Gunge Lance) A non-element attack against one enemy. Used against enemies that are immune to instant-kill attacks. STATUS CHANGES: MAGIC +01 MDEF +01 MAXHP -05% MAXMP +05% LOCATED AT: Open the iron safe in the Shinra Mansion at Nibelheim. ------------------------------------------------------------------------- MATERIA: Leviathan MP COST - 78 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 18000 Level 3: Summon this monster thrice per battle. 38000 Level 4: Summon this monster four times per battle. 70000 Level 5: Summon this monster five times per battle. 100000 FUNCTION: (Tidal Wave) Causes water-based damage. STATUS CHANGES: MAGIC +01 MDEF +01 MAXHP -05% MAXMP +05% LOCATED AT: Beat Godo with Yuffie atop the Pagoda at Wutai. ------------------------------------------------------------------------- MATERIA: Kjata MP COST - 110 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 22000 Level 3: Summon this monster thrice per battle. 60000 Level 4: Summon this monster four times per battle. 90000 Level 5: Summon this monster five times per battle. 140000 FUNCTION: (Tetra-Diaster) Causes fire/ice/lightning-based damage. That's right, it strikes three times, not four. STATUS CHANGES: MAGIC +01 MDEF +01 MAXHP -05% MAXMP +05% LOCATED AT: Search the second screen of the Sleeping Forest. ------------------------------------------------------------------------- MATERIA: Bahamut MP COST - 100 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 20000 Level 3: Summon this monster thrice per battle. 50000 Level 4: Summon this monster four times per battle. 80000 Level 5: Summon this monster five times per battle. 120000 FUNCTION: (Mega Flare) Causes non-element damage. STATUS CHANGES: MAGIC +01 MDEF +01 MAXHP -05% MAXMP +05% LOCATED AT: After killing the Red Dragon at the Temple of the Ancients. ------------------------------------------------------------------------- MATERIA: Alexander MP COST - 120 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 25000 Level 3: Summon this monster thrice per battle. 65000 Level 4: Summon this monster four times per battle. 100000 Level 5: Summon this monster five times per battle. 150000 FUNCTION: (Judgement) Causes holy-element damage. STATUS CHANGES: MAGIC +01 MDEF +01 MAXHP -05% MAXMP +05% LOCATED AT: Touch the hot springs, then go meet with Snow east of the snowfield south of Gaea's Cliff. ------------------------------------------------------------------------- MATERIA: Neo Bahamut MP COST - 140 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 30000 Level 3: Summon this monster thrice per battle. 80000 Level 4: Summon this monster four times per battle. 140000 Level 5: Summon this monster five times per battle. 200000 FUNCTION: (Giga Flare) Causes non-element damage (x2 strength). STATUS CHANGES: MAGIC +01 MDEF +01 MAXHP -05% MAXMP +05% LOCATED AT: Search the bottom of the screen in the area with the first Save Point (Whirlwind Maze). ------------------------------------------------------------------------- MATERIA: Phoenix MP COST - 180 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 28000 Level 3: Summon this monster thrice per battle. 70000 Level 4: Summon this monster four times per battle. 120000 Level 5: Summon this monster five times per battle. 180000 FUNCTION: (Phoenix Flame) Causes fire-element damage (x2 strength) and casts 'Life 2' on all allies. STATUS CHANGES: MAGIC +02 MDEF +02 MAXHP -10% MAXMP +10% LOCATED AT: Win the Huge Materia Quest at Fort Condor (Disc 2). ------------------------------------------------------------------------- MATERIA: Hades MP COST - 150 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 35000 Level 3: Summon this monster thrice per battle. 120000 Level 4: Summon this monster four times per battle. 150000 Level 5: Summon this monster five times per battle. 250000 FUNCTION: (Black Cauldron) Causes non-element damage, and randomly inflicts Confuse, Frog, Minimum, Paralyze, Silence, Sleep, and Slow. STATUS CHANGES: MAGIC +04 MDEF +04 MAXHP -10% MAXMP +15% LOCATED AT: Lying near the wrecked helicopter in the storage area of the sunken 'Gelnika' prototype aircraft. ------------------------------------------------------------------------- MATERIA: Bahamut ZERO MP COST - 180 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 35000 Level 3: Summon this monster thrice per battle. 120000 Level 4: Summon this monster four times per battle. 150000 Level 5: Summon this monster five times per battle. 250000 FUNCTION: (Tera Flare) Causes non-element damage (x3 strength). STATUS CHANGES: MAGIC +04 MDEF +04 MAXHP -10% MAXMP +15% LOCATED AT: Take Bahamut and Neo Bahamut to the Huge Blue Materia at Cosmo Canyon (if you got it, that is). ------------------------------------------------------------------------- MATERIA: Typoon MP COST - 160 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 35000 Level 3: Summon this monster thrice per battle. 120000 Level 4: Summon this monster four times per battle. 150000 Level 5: Summon this monster five times per battle. 250000 FUNCTION: (Disintergration) An instant-kill attack. Survivors are hit for non-element damage. STATUS CHANGES: MAGIC +04 MDEF +04 MAXHP -10% MAXMP +15% LOCATED AT: Lying on the large tree branch in the Ancient Forest. ------------------------------------------------------------------------- MATERIA: Knights of Round MP COST - 250 AP NEEDED Level 1: Summon this monster once per battle. 0 Level 2: Summon this monster twice per battle. 50000 Level 3: Summon this monster thrice per battle. 200000 Level 4: Summon this monster four times per battle. 300000 Level 5: Summon this monster five times per battle. 500000 FUNCTION: (Ultimate End) Causes various types of damage to all enemies. There are 13 attacks in all. STATUS CHANGES: MAGIC +08 MDEF +08 MAXHP -10% MAXMP +20% LOCATED AT: Use a Gold Chocobo to get to Round Island in the northeast corner of the map (not shown normally). ------------------------------------------------------------------------- MATERIA: Master Summon MP COST - Varies AP NEEDED FUNCTION: Summon any 'summoned monster' an infinite number of times per round. LOCATED AT: Take all mastered Summon Materia to the Huge Red Materia in Cosmo Canyon (if you got it, though). ------------------------------------------------------------------------- Here is a quick reference list of the locations of all the Materia in the game: MP Plus - Purchase at Cosmo Canyon/Mideel. HP Plus - Purchase at Cosmo Canyon/Mideel. Speed Plus - Gold Saucer, a Battle Square item. Magic Plus - Bottom of the ladder in the caves beyond the Forgotten Capital (Disc 2). Luck Plus - At the Ancient Temple (Disc 1). EXP. Plus - Purchase at the Gold Saucer's Wonder Square. Gil Plus - Purchase at the Gold Saucer's Wonder Square. Enemy Away - Gold Saucer, win this at the Chocobo Square races. Enemy Lure - Gold Saucer, a Battle Square item. Chocobo Lure - Buy from Choco Billy at the Chocobo Barn. Pre-emptive - Gold Saucer, a Battle Square item. Long Range - Found in the Mythril Mine. Mega All - Found in the last dungeon; it's floating in the air and you have to grab it while jumping (Disc 3). Counter Attack - Caves in Mt. Nibel, or as a chocobo race prize. Slash-All - Found near a snapping plant in the Old Forest. Double Cut - Found in the wrecked underwater plane. Protect - In the garden next to Aeris' house. Underwater - Offer the Guide Book with the trader at Kalm. HP<->MP - Cave in the desert penninsula near North Corel. W-Magic - Found in the last dungeon; search the trees north of the shining light in the outside area. W-Summon - Gold Saucer, a Battle Square item (Disc 2). W-Item - The south end of the tunnels beneath Midgar (Disc 2). All - Sector 7 Slums, the Training Hall. Counter - In the last dungeon in the center of the patch of shiny light in the outside area (Disc 3). Magic Counter - Gold Saucer, win this at the Chocobo Square races. MP Turbo - At the Ancient Temple (Disc 1). MP Absorb - Shop at Wutai, during Yuffie's sub-quest. HP Absorb - Chest in the attic above the cat room in Wutai. You must complete Yuffie's sub-quest first. Elemental - Shinra HQ, answer Domino's riddle correctly the first time around. Added Effect - Cosmo Canyon, found in the Gi Tribe's cave. Sneak Attack - Gold Saucer, win this at the Chocobo Square races. Final Attack - Gold Saucer, win if you complete the 'special' battle at the Battle Square (Disc 2). Added Cut - The 'map' area before the snowy field (the one where you can pass out). Take the northeastern path at the mountain crossroads and look for this materia while you're traveling along the repeating path (Disc 2). Steal as well - Extinguish the fires in the cave at the Dachao Statue area east of Wutai town. Quadra Magic - Cave at the end of the peninsula near Mideel. Steal - Find in the sewers prior to fighting Aps (Disc 1). Sense - Midgar, in the playground after Sector 7 is destroyed. Throw - Yuffie comes with one of these. Morph - At the Ancient Temple (Disc 1). Deathblow - Path in the jungle area near Gongaga Town. Manipulate - Cait Sith comes with one of these. Mime - Cave beyond the mountains in the Wutai Area. Enemy Skill - Refer to the 'How do I use Enemy Skills?' question. Master Command - Cosmo Canyon, master the required materia. Fire - Red 13 comes with one of these. Ice - Cloud comes with one of these. Earth - Purchase at Kalm town. Lightning - Cloud comes with one of these. Restore - Near the reactor during Cloud's first mission. Heal - Purchase from Kalm/Gongaga Village. Revive - Purchase at Junon or Costa Del Sol. Seal - Purchase at Junon. Mystify - Purchase at Cosmo Canyon. Transform - Cait Sith comes with one of these. Exit - Purchase from Rocket Town. Poison - Shinra HQ, chest near a Save Point and Jenova. Gravity - Dropped after beating Gi*Nanataku in the Gi Cave. Barrier - Purchase from Rocket Village. Comet - Found in the Forgotten Capital. Time - Purchase from Gongaga Village or Rocket Town. Destruct - Purchase from Condor Fort (Disc 2), or Mideel. Contain - After Mideel is destroyed, find the hyperactive kid and feed his chocobo a Mimett Greens, then scratch the chocobo's ear (Disc 2). FullCure - Room behind the shop at Cosmo Canyon (Disc 2). Shield - In the lake area of the final dungeon (Disc 3). Ultima - Given to you for free if you save North Corel. If you mess up, it costs 50000 gil. If you didn't even make it to the Shinra train, you can't get it. Master Magic - Cosmo Canyon, master the required materia. Choco/Mog - Listen to the chocobos at the Chocobo Barn (Disc 1). Shiva - Rescue Priscilla from Bottom Swell at Junon (Disc 2). Ifrit - Kill Jenova Birth aboard the cargo boat (Disc 1). Titan - Check the ruined machinery near Gongaga Town. Ramuh - Check the alcoves in the Chocobo racer's room. Odin - Open the safe in the Shinra Mansion at Nibelheim. Leviathan - Win from Godo at the Pagoda of Five Strong in Wutai. Bahamut - Ancient Temple, after fighting the red dragon boss (Disc 1). Kjata - In the forest past Bone Village; it's floating around. Alexander - Refer to the 'Woman who tells me to go away' question. Phoenix - Win the Huge Materia Simulation Battle at Fort Condor during Disc 2. Neo Bahamut - Found in the Tornado Maze, on the same screen with the Save Point, near the bottom ledge (Disc 2). Hades - Found near the ruined helicopter in the wrecked underwater plane (Disc 2). Typoon - Found in a large item bag in the Old Forest (Disc 2). Bahamut ZERO - Cosmo Canyon, take Bahamut and Neo Bahamut there. Knights of Round - Use a Gold Chocobo to reach Round Island (Disc 2). Master Summon - Cosmo Canyon, master the required materia. ------------------------------------------------------------------------- 9 . 4 m a t e r i a s t r a t e g i e s ------------------------------------------------------------------------- Here's a listing of ways to use materia to their maximum effect: MATERIA CHAINING: To make a materia 'chain', get several materia that are of the same type and preferably, level. Equip them, then load up on support materia. For instance: Comet + HP Absorb, Comet + MP Absorb This produces a single casting of 'Comet' that will absorb both HP and MP. Materia chains can be doubled, too: Counter + Steal, Steal + Steal as well, Counter + Deathblow In this example, both Counter and Steal are doubled. This results in the character being hit, then stealing once, stealing a second time, then delivering a Deathblow attack. You can also supplement chains with other materia: W-Summon, Titan + MP Turbo, Titan + Quadra Magic For this one, you'll cast Titan eight times and will do more damage, because each Titan is being boosted by MP Turbo. It isn't really a 'chain', but notice the bonus of this setup: Shiva, Shiva, Shiva, Shiva, Shiva, Shiva, Shiva, Shiva, Shiva, Shiva, Shiva, Shiva, Shiva, Shiva, Shiva, Shiva What's the point? I can now cast Shiva 16 times in 1 battle (or 80 times in one battle if they were all mastered). Okay, so maybe it's not that useful, but it can be done :) Here's a list of the pros and cons of materia (not all are listed because they are obviously useful or bad, like Gil Plus and Enemy Lure): MP PLUS / HP PLUS These materia can only increase your stats so high: 5 materia at 10%, 2 materia at 50%, and so forth. Watch to make sure you aren't equipping needless orbs if they aren't having an effect. LONG RANGE In addition to letting you attack from the back row without penalty, you can also attack flying/out of reach enemies with this materia equipped. Don't give it to Vincent or Yuffie, because their weapons have a 'long range' anyway. The same applies to Barret, but not all of his weapons are long-ranged. MEGA ALL This materia makes every battle command affect all targets. It comes in handy when used with magic, eliminating the need to attach multiple 'All' materias, and works well with command attacks. It also changes 'Attack' into 'Slash-All' but will cancel the effects of the Double Cut materia. COUNTER ATTACK Each time you're attacked, you'll make a normal physical attack, usually against the enemy that hit you, but it is sometimes random. Note that attacking does not imply damage; if you are drained of MP, or miss an attack or spell, you'll still counter-attack. Furthermore, you'll counterattack once for every materia you have equipped. So, if you have 16 Counter Attack materia, you can be hit once and then will strike back sixteen times. SLASH-ALL Try using the Command Counter trick along with this and you can use Steal as well or Added Effect, etc. along with Slash-All! This masteria is _really_ useful in such cases as Contain + Added Effect, since you can hit a group of enemies and (if you're lucky), petrify, paralyze and confuse all of them! DOUBLE-CUT Works nicely with the Command Counter trick, especially with Steal as well. COVER A great way to raise your Limit Bar, especially if you use a Hyper on yourself. Be sure that the character using this has high HP. And as long as he or she is covering others, it's in your best interest to give that person Counter Attack, Counter, or Magic Counter materia so that they can attack more. HP<->MP This materia has a very limited use, since it makes you incredibly weak. I suggest using it only for 'chains' of materia. At least use all your extra MP to cast 'Shield' on yourself so that you can stay alive for a while. This materia is good if you want to have a powerful magic user, providing you stick them in the back row and make sure that their defense is high. W-MAGIC Casting two spells in one turn may sound nice, but this works even better in long materia chains, allowing you to do the sequence twice. And if you throw in Quadra Magic, you're doing the whole thing eight times. On top of that (at this point, maybe you'll need HP<->MP afterall!), someone else can then Mimic it.... W-SUMMON See W-MAGIC, above. W-ITEM If you want to conserve Remedies, but a character is say, suffering from 'Minimum' and 'Poison', then use this materia so that you can use the 'Maiden's Kiss' and 'Antidote' on them, one after another. It's also useful if you layer attack items (Fire Fang, then Fire Fang), or to attack enemies and heal yourself at the same time (X-Potion, M-Tentacles). This materia also has a side-effect of duplicating items for free! The only requirement is that they have to be usable in battle. To do it, select the item you want to dublicate, then select another item (any item). Cancel that item, then choose another item, cancel that too, etc. Every time you cancel the second item, the first item in stock increases by one. That's right, infinite items! ALL Remember, this materia can work outside of battle (like casting Cure on all members at once). COUNTER Works like Counter Attack, but you will avenge yourself with the attached Command materia. Note that the 'Master Command' trick won't work with Counter, but you can equip multiple Counter materia for a repeating effect (i.e. get hit once and strike back with a Manipulate and three Deathblow attacks). MAGIC COUNTER Works like Counter, but using magic and summon spells. Use it in the same way. MP TURBO Avoid this materia like the plague. It really isn't that helpful, even when mastered, and the MP Cost rate shoots sky high. MP ABSORB Support this with something _really_ damaging, like the 'Master Command' trick, Deathblow, Knights of Round, etc. Only then is it really useful. This materia is a godsend if you're making a materia chain, because if the total damage is high, you'll ususally get back more MP then what it took for the casting. HP ABSORB The amount of HP you can win back just isn't enough to justify using this materia. Only good when supported by very powerful materia, like Knights of the round. Works okay if you do the 'Master Command, Double Cut' trick, but only if your attack power is high. ELEMENTAL In my opinion, not as useful as Added Effect, but it's still good. Not only can you use it to inflict extra damage on enemies, but try this on for size: if you give yourself a bracelet or accessory that drains that particular attached element, or put the same combination on your bracelet and your Elemental materia is mastered, you can attack yourself and get free HP! Elemental works well with Choco/Mog since it's the only way in the game to attack with the wind element. ADDED EFFECT This is IT. One of the most useful materia in the whole game. Until you find the Ribbon, attaching this to your armor along with Hades will make you immune to seven status ailments. Attach it to your armor and use Destruct and you can make instant death attacks. Even better, use it with multiple effect materia (like Mystify or Contain), and you have a chance of striking and hitting with all the listed effects! See SLASH-ALL for details. SNEAK ATTACK By itself, this is okay, but it really shines in a materia chain. For instance, try using the same materia (say three of them), attached to Sneak Attack, Added Cut, and Steal as Well. Now you not only got a free use of whatever was attached to the Sneak Attack materia, but a free attack and chance to steal, too. The 'Master Command' trick won't work with this materia, though. FINAL ATTACK This overhyped materia isn't that useful, because it won't always work. Otherwise, try linking it to Revive or Phoenix to keep yourself alive. Otherwise, it doesn't have much use, and as a materia chainer, it's useless, because you'll be dead at the end of your chain ^_^; ADDED CUT This is an okay support materia. Try it in a materia chain along with HP or MP Absorb in order for a higher damage/payback total. Works well with just about anything, but don't link it to a spell you'd use on your allies! STEAL AS WELL This is _insanely_ useful if you use it with Slash-All and the Master Command trick. Otherwise, try using it along with a function that is under the influence of 'All' or 'Mega All' so that you can steal from everyone. If an enemy is hard to steal from, try the Master Command trick and Double Cut for two chances to steal (or Steal + Steal as well for two chances to steal). QUADRA MAGIC Another overhyped materia. Sure you can cast a spell or summon four times, but the effect is drastically reduced. It's passable if combined with W-Magic, though, and works good with percent chance spells (such as Choco/Mog's chance of paralyzing an enemy), since the chance is effectively quadrupled. STEAL Just your average materia, but lose it the moment you get Steal as well. 'Mug' is nice but is only really useful if you use it and Mega-All. SENSE Remember, after Sensing an enemy, you can see their current/maximum HP by pressing Select and highlighting them with the cursor. You really should use some support materia along with this item so that it isn't a completely wasted turn. THROW Believe it or not, the throw command isn't useful unless you've got lots of one item to spare, because the damage isn't too hot. Coin, on the other hand, is just what the doctor ordered, but you'll need lots of gil to use it. Try mastering and selling All or Underwater materia. After all, the latter materia lets you get as much AP as you want on it, and you can always get more by giving Guide Books to the man in Kalm Town. MORPH Only useful when used along with an Ultimate Weapon, since the damage isn't so drastically reduced. DEATHBLOW Works nicely as a last ditch attempt, but you're better off attaching this to Added Cut or using in in tandem with Mega-All. A contributor points out that there is a way to make this ability hit _every_ time; just give your character a weapon with 255 accuracy (the God's Hand, Sniper CR, or Long Barrel R). MANIPULATE Not only does this let you control an enemy (although enemy commands are usualyy worthless), but that enemy can't move or attack during that time, meaning that you can kill them with spells easily (they won't break free), and use them to hit speedy enemies (like the cactus men on Cacteur Island). MIME The biggest benefit of this is that you can use it without a loss of items or MP. This means that if one character has a good materia chain (say, HP<->MP, four Magic Counter materia and four Knights of Round attached), they can use it, and then you can do the same thing for no cost whatsoever (...as if any enemy could survive that). The one downside to this is that if (using the above example), that character ran out of MP halfway through, you'd only mime the successfully cast magic/summons and not the rest. Since 'Mime' will mimic something more or less exactly, you can use it to imitate using Mega-All plus Deathblow (but not Slash-All or 2x Cut). You can even mime your own limit breaks! ENEMY SKILL Not all of the enemy skills are useful, but the ones that are useful are _really_ useful. After all, what spell works like Angel Whisper or Big Guard? And between ???? makes a great comeback attack. If you think searching out Enemy Skills is a waste of time, then you've got another thing coming to you. MASTER COMMAND Gives you a couple of commands...that's nice. What's slick about this orb is a little trick you can do: attach it to a support materia, then equip a Command materia that can't be supported, namely Slash-All or Double Cut. You can now use non-spell related support materia twice on one enemy or against all enemies, depending on what materia you use. EARTH Don't use it! The high MP cost isn't worth it when you could use Ice or Lightning for the same damage. Only good if an enemy is weak against Earth or strong against Fire/Ice/Lightning. RESTORE This materia and the All materia make a nice combination you should keep using throughout the game. Regen may seem useless, and it is, in normal battles. But in drawn out battles (such as most boss fights), this spell can keep you from death's door, since you'll have enough time to let it heal you round after round. HEAL Not really that useful, considering there are a number of accessories and items with the same effect as Heal's spells. Vaccine is especially useless, because it actually _keeps_ you suffering from any status ailment you may currently have. REVIVE If your levels are low, this one is good. Life 2 is also very handy along with Final Attack or when fighting powerful enemies. But in most cases, just keep a clutch of Phoenix Downs on you--you can get a lot of them easily throughout the game. SEAL / MYSTIFY / TRANSFORM All of these are useless, except for Mystify's 'Berserk' spell, which is best used on allies with high attack power. EXIT If Remove didn't cost so many MP (or prevent you from getting gil when used), this materia'd be more useful. Get a Smoke Bomb if you need to run away from battles, instead. POISON Doesn't always work, but it's ability to cause continuous damage is nice, even if the damage isn't that high. Good for 'using and forgetting' about, especially in a boss fight. DEMI When it works, it works nicely. Very effective when used with All. BARRIER Should be used only until you get Big Guard. Reflect isn't a great defense because not all spells can be reflected, and in FF7, two people with 'Reflect' will bounce the spell repeatedly. COMET If your character's attack power is low, give 'em Comet and that's that. This materia not only inflicts non-element damage, but the damage itself is very high. Comet 2 should be avoided, as it is 4 times weaker than Comet. TIME Haste and Stop. 'Nuff said. Even Slow is useful in certain situations. Works nicely along with 'Added Effect'. CONTAIN Break and Whirlwind are this materia's key attractions; they do element damage and they have a chance to petrify and confuse your enemy. Equip this one to Added Effect as soon as you can. See SLASH-ALL for details. FULL CURE Skip it. C'mon, Angel's Whisper is better than this, even! SHIELD Invincibility? Sounds good to me. Shield's short duration and high cost reduce it's usefulness, but it makes a great comeback materia, especially if you've got one guy left who's trying to revive his or her friends. ULTIMA Not so hot--and the cost is way too high. Whatever else, don't link it to Quadra magic. MASTER MAGIC Support it with All or Quadra Magic and you can influence most of the spells this way. SUMMON SPELLS Well, Choco/Mog is good in the beginning, and Alexander is great for holy damage, as is Hades for the multiple status ailments. Otherwise, don't use these in battle (except for Knights of Round and Phoenix); attach them to your weapon or armor along with Element or Added Effect. ------------------------------------------------------------------------- 9 . 5 e n e m y s k i l l l i s t ------------------------------------------------------------------------- This section lists the enemy skills you can learn in numerical order. It also lists the amount of MP needed to use an enemy skill, the effect of that skill, and the locations of monsters you can learn them from. ------------------------------------------------------------------------- STAR 01 - FROG SONG COST - 5 MP ------------------------------------------------------------------------- Effect: Transforms one foe into a frog and puts him/her/it to sleep. Learn: From the green frogs (Touch Me) in the circular forest near Gongaga Town (also from the other forests nearby). Tip: You can control the enemy and make it use Frog Song on you (pick the bottom option). ------------------------------------------------------------------------- STAR 02 - L4 SUICIDE COST - 10 MP ------------------------------------------------------------------------- Effect: All enemies with an experience level that is a multiple of 4 loses almost all their HP (you can't kill an enemy with this spell--the best you can do is reduce their HP to one point). In addition, they may be afflicted with the 'Minimum' status. Learn: Burrowing squirrel-like foes (Mu) found near the Chocobo Farm. Tip: You can't control this enemy, so you'll have to wait until they use it on you. ------------------------------------------------------------------------- STAR 03 - MAGIC HAMMER COST - 3 MP ------------------------------------------------------------------------- Effect: Bop one foe on the head and gain up to 100 MP (assuming the monster has enough MP). Learn: Plant-like monsters (Razor Weed) found on the tip of the Westernmost Continent (in the dark grass). Tip: You can control an Razor Weed and have it use the Magic Hammer against one of your allies (choose the third option). ------------------------------------------------------------------------- STAR 04 - WHITE WIND COST - 34 MP ------------------------------------------------------------------------- Effect: Each ally regains lost HP and their status ailments are cured and dispelled. The amount of HP recovered depends on the current HP of the caster. Learn: The white and green cactus-like monsters (Zemzelett) in the grassy area by Junon Town , or from the winged serpents (Wind Wing) you fight if you're hit by a barrier at Whirlwind Maze Tip: You can't learn White Wind from a Zemzelett unless you control it and make it use the skill on you (pick the bottom choice to do this). ------------------------------------------------------------------------- STAR 05 - BIG GUARD COST - 56 MP ------------------------------------------------------------------------- Effect: Has the same effect as casting Haste, Barrier, and MBarrier on all your allies. Learn: The spiky, shelled creatures with green tentacles (Beach Plug) that live on the shore near the Gongaga Town. Tip: The Beach Plug won't use Mighty Guard unless you control it and make it use the skill on one of your members (it's the middle option). ------------------------------------------------------------------------- STAR 06 - ANGEL WHISPER COST - 50 MP ------------------------------------------------------------------------- Effect: An angel appears above one person and brings them back to life if they are dead. They also relieve any status ailments and dispel any bad effects. In addition HP is restored to the amount shown during the skill's use; however, this can be a bane to characters with high HP because if your life is higher than the amount shown, it is reduced to that amount. You'd think that this would be a great way to weaken enemies with more than 9999 HP, but it won't work on your opponents in this manner--it will only heal them, remove status ailments, etc. :( Learn: From the beckoning women in the yellow swimsuits (Polan Solita) you meet in the Northern Crater if you take the right path the first time you meet your friends. Tip: The easiest way to learn this skill is by controlling your enemy and picking the bottom option to make them use this skill on you. ------------------------------------------------------------------------- STAR 07 - DRAGON FORCE COST - 19 MP ------------------------------------------------------------------------- Effect: Increases your physical and Magic Plus defense rating. Learn: From the dragons (Dark Dragon) you meet during the descent into the Northern Crater. Tip: You can't learn this unless you control the Dark Dragon and have it use Dragon Force on one of you (pick the second choice). ------------------------------------------------------------------------- STAR 08 - DEATH FORCE COST - 3 MP ------------------------------------------------------------------------- Effect: One ally becomes immune to instant death attacks (this doesn't protect you from dying if you lose all your HP). Learn: The huge tusked turtles (Adamantaimai) by the shoreline of the Westmost Continent. Tip: You can't learn this skill unless you control the turtle and make it use Death Force against you. To do this, choose the bottom option once it's under your control. ------------------------------------------------------------------------- STAR 09 - FLAME THROWER COST - 10 MP ------------------------------------------------------------------------- Effect: A stream of fire burns one foe for Fire damage. Learn: From any enemy that utilizes a fire breath attack. One of the earliest locations would be the room with the ladders and pipes where you fight the boss of the mountains behind Nibelheim; you can fight Dragons in that area that use Flame Thrower often. You can also learn it from the flying yellow monsters (Archdragon) in the Mythril Mine. Tip: While you could learn this skill by controlling a Dragon and picking the bottom choice to make it use this skill on you, chances are it will hit you with Flame Thrower as it's initial attack in the first place. The same goes for the flying Archdragons. ------------------------------------------------------------------------- STAR 10 - LASER COST - 16 MP ------------------------------------------------------------------------- Effect: Reduces an enemy's HP by one-half. Learn: From Death Claw in the Corel Prison (in the caryard area near Dyne's home: just manipulate one of them). Or, from the dragons (Dark Dragon) you meet during the descent into the Northern Crater. Tip: You can either let the Dark Dragon use this ability on you, or you can control it (using Manipulate), and pick the top option to make it use Laser on one of your allies. ------------------------------------------------------------------------- STAR 11 - MATRA MAGIC COST - 8 MP ------------------------------------------------------------------------- Effect: Fire a pack of missiles at one enemy for magic damage. Learn: Machines with big feet and guns for arms (Sweeper Custom) around Midgar Area. Or from the wheeled robo-creatures in the underwater part of Junon Town. Tip: To learn this skill from the Sweeper Custom, just control it and choose the last option. ------------------------------------------------------------------------- STAR 12 - BAD BREATH COST - 58 MP ------------------------------------------------------------------------- Effect: Inflict multiple status ailments upon all enemies, including Confusion, Frog, Minimum (Shrink), Mute, Poison, and Sleepel. Learn: From the Mobor creatures (green guys with tentacles and really big mouths) living on the outside ledges in Gaea's Cliff. You can also meet them in the Northern Crater, if you take the right path the first time you run into your friends. Tip: Be sure to have some protective accessories equipped when trying to learn this skill or your party may be too weakened by the Smelly Breath to kill the Molbor or even escape! ------------------------------------------------------------------------- STAR 13 - BETA COST - 35 MP ------------------------------------------------------------------------- Effect: A swirling red shape appears, surrounded by specks of white. All targets are hit for magic damage. Learn: The big shadow snake (Midgar Zolom) in the marsh near the Chocobo Farm. Tip: This monster won't use Beta unless he's waving back and forth. To make him do that, inflict heavy damage on him. Then just wait until he uses Beta. If he still doesn't use it, take off a little bit of his life since he tends to use Beta more when he's near death. ------------------------------------------------------------------------- STAR 14 - AQUALUNG COST - 34 MP ------------------------------------------------------------------------- Effect: Blue bubbles strike all enemies for water damage. Learn: From the Jenova Birth in the Forgotten Capital , the Harpy in the plains surrounding the Gold Saucer ; or from the floating sea-dragon creature (Serpent) in the sunken plane near the Gold Saucer. Tip: To easily pick up this skill, just control a Harpy and choose the bottom option to make it use Aqualung. ------------------------------------------------------------------------- STAR 15 - TRINE COST - 20 MP ------------------------------------------------------------------------- Effect: A Delta Force-like attack that hits all enemies for lighting damage. Learn: Godo, of the pagoda's top floor in Wutai. Also from the red spider/crab-like creature (Stilve) living inside the Frozen Mountain , or the spider-like boss (Materia Keeper) of the mountains behind Nibelheim. . Remember, the _only_ time you can learn this skill is while fighting one of the above monsters, so learn it while you still can! Tip: Actually, the Materia Keeper is more likely to use this against your characters than any other enemy that can use this skill. It's a good thing, too, since you can't control it. ------------------------------------------------------------------------- STAR 16 - MAGIC BREATH COST - 75 MP ------------------------------------------------------------------------- Effect: Rainbow orbs hit all foes for fire, ice, and lighting damage. Learn: From the red spider/crab-like creatures (Stilve) living inside the Frozen Mountain. Also from the blue, leech-like enemies (Parasite) in the Northern Crater. Tip: To learn this skill from a Parasite quickly, control it and pick the last option to have it use Magic Breath on your allies. ------------------------------------------------------------------------- STAR 17 - ???? COST - 3 MP ------------------------------------------------------------------------- Effect: A weight drops and hits for special damage. The amount is equal to the amount of damage the caster has received in battle. Learn: From the balance-like creatures (Jersey) in Nibelheim. Also from the purple behemoths (Behemoth) you encounter when raiding Midgar City. Keep in mind that you won't actually learn this skill unless you take damage from it. Tip: The Jersey will use this skill eventually. You can't control them, but they're easier to run into than the Behemoths. ------------------------------------------------------------------------- STAR 18 - GOBLIN PUNCH COST - 0 MP ------------------------------------------------------------------------- Effect: One foe is hit for physical damage. The damage inflicted is multiplied if your opponent has the same EXP level that you do. Learn: Imp-like monsters wearing boxing gloves :) (Goblin) found on the only forested island in the northeast area of the map. Tip: You can control the Goblins if you want (pick the middle option to use the Goblin Punch), but it's more likely that they'll hit you with it in the first place, so don't even bother and just let them strike first. ------------------------------------------------------------------------- STAR 19 - CHOCOBUCKLE COST - 3 MP ------------------------------------------------------------------------- Effect: A fat chocobo bounces around and hits one foe for special damage. This attack gains strength each time you flee from a battle. Learn: Purchase some Mimett Greens from the Chocobo Barn, and make sure you have L4 Suicide. There are chocobos living outside of the barn that you can use L4 Suicide on, so when you fight one of them, use a Mimett Greens on it, then cast L4 Suicide. With luck, it will counterattack with Chocobuckle (Disc 1). You can also learn this on Mideel Island in Disc 2 or 3 from the Chocobos living there. Tip: Make sure the chocobo you fight has a level that's a multiple of 4, or the L4 Suicide power won't work. ------------------------------------------------------------------------- STAR 20 - L5 DEATH COST - 22 MP ------------------------------------------------------------------------- Effect: Any enemy whose level is a multiple of 5 is instantly killed. Learn: From the blue, leech-like enemies (Parasite) in the Northern Crater. Tip: Simply use Manipulate to command your foe and then choose the middle option if you want the Parasite to use Level 5 Death on one of your members. ------------------------------------------------------------------------- STAR 21 - DEATH SENTENCE COST - 10 MP ------------------------------------------------------------------------- Effect: One enemy is Condemned (they die when the counter over their head reaches zero). Learn: The Sneaky Steps in the Sealed Cave Also from the yellow, spiked enemies (Bound Fat) that live in front of and in the area behind the Forgotten Capital. Tip: You could control these guys (the Bound Fats), but if you kill one it will counterattack with this skill so it may be easier to simply off one, especially if you don't have the Manipulate materia. If you do, then simply control them and pick the bottom option to use the Death Sentence. ------------------------------------------------------------------------- STAR 22 - ROULETTE COST - 6 MP ------------------------------------------------------------------------- Effect: One friend or foe is randomly killed. Learn: From the floating card-jesters (Death Dealer) in the Northern Crater if you take the right path the first time you meet your friends. Tip: You can control the Death Dealer and make him use Roulette on you by picking the second option when the enemy abilities window appears. If it kills one of your enemies, you'll have to try a