=============================================================================== !" " """" "' """"""" !" '""""""'" '!" " ""''"""""""" ! '"""""""""""""""""! ' ""'""""""""""""""""' '!!!'!'''"""'"""""""""""""""' ' '!'!'''''''"'""""""""""""'" $$$$ !$$ $$ $! $ $$ '''$$$$'''$""'$'$$$$$$$$$ $ '! , , $$ $ $ $$ $ $ $ !''''$$'$'''$'''$$'$$$'$$'$ $ $$$$ $ $ '$'$'$'$' $$ $ $ $$ $ $ $''''''$$'$'''$'''$$!$'$'$$ $ $ $'$$ $ $ $ $ $ $ $$ $ $$!$!!'$' ! $!'''''$$ '''$'''$$!$ ''$$ '$! $$$! $!$ $ $ $ $ $$$ $ $'$$!!$$$ !'$!! '''$$$'''$$$''$$ $! $$ $$$ $ $$ $ $ $ $ $$$ $ $ $$!!$'$ $ !'''$$$'''$'$''$$!$ $$ $'$ $$ $$ $ $ $ $ $$! $ $ $$! $ $ $'''' $$ '''$ $''$'$$ $$ $'$ $$$ !$ $'$ $ $ $$ $ $ $$ $$$ $ $!'!!$$''''$$$''$ $$ $$ $!$ $$$$ !$ '$' $ $ $$ $ $ $$ $ $ $!$!'''$$''''$ $''$'$$ $$ $'$ $$$$ !$ $ $ $ $$ $ $ '$ $ $ $'$!!!''$''''$ $''$!$$ $$ $ $ $$$$ !$ $ $ $ '' !'' '' ' !'!'' ''''''' ''''! !' ' '' !! ! !'! '' $ '$'$' $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ ''!!!'!!!!!!!!''''''''' '' '!'!!!!!!!!''''! !' !!'!!!!!!!!'!'' !!'!!!!!!'!'' '!!!!!'' =============================================================================== Final Fantasy VII FAQ/Walkthrough For the Play Station Gaming Console By Nick Henson aka SinirothX (InfiniteZero000@aol.com) Version Final (Most Recent Update: 4/24/07) Copyright © 2007; Nick Henson 80 Characters Per Line Font/Style/Size: Courier New/Regular/10 =============================================================================== ¤=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*¤ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ P R O E M ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ¤=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*¤ Hello and welcome to my FAQ/Walkthrough for the now ten year old Final Fantasy VII. This has been my favorite game for the last eight years, and that is why I've decided to write for the game. To share everything I've learned about it in those years, to the best of my ability. I certainly do not claim this will be your favorite FAQ, or the best one for the game, but I have striven for it to be at least complete. I know this game has been covered to death, and is replete with many other incredible FAQs. I'm not writing with any thought of its oversaturation, or really even to get the most people to read it. Honestly, I'm writing this FAQ because I want to. To pay homage, if you will. I've worked hard on this guide and at this point am relatively satisfied with its content and overall presentation. To that end, enjoy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Copyright Information =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This document is © copyright 2007; Nick Henson, also known as, and hereinafter referred to as SinirothX. It is intended primarily and solely for personal and private use. Under those circumstances, it matters not what is done with it. However, any reproduction of this file as a means to solicit profit or in any manifestation of media is strictly prohibited. The contents herein are not to be used as a basis for your own unless otherwise noted and direct permission has been granted upon request. Nor is it to be copied and pasted down verbatim, save for the purpose of printing in whole or in part (again, for personal benefit). Upon initial release of this document, the only site with express permission to host is GameFAQs and its partners. It is, however, not exclusive to them, so if you wish to host this file on your webpage, feel free to e-mail me for permission. Note that I will not grant permission to personal webpages or "fan pages." If permission is granted, please, keep the version current (preferrably within 48 hours of its initial update--will always be found, again, at GameFAQs). Should this be too heavy a burden to bear, I humbly request not even asking. There was a time that I allowed my FAQs to be translated into Spanish. However, due to hassle and inaccuracies this policy has been furthermore discontinued. Any violation or failure to comply with the aforementioned terms will result in penalties, legal or otherwise, and is an infringement of federal copyright laws. All characters, areas and events in the game are © Squaresoft (1996) and Square Enix (2004). The following sites may host this FAQ as if yet: - GameFAQs and affiliates - Neoseeker - IGN =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Contact Policy =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Yes, I'm aware I list my e-mail in the header. That is for quick and easy reference. These should be thought of as a supplement to you receiving that address. I am not too particularly picky about what I receive in my inbox, but there are some things that really bother me. --> What I expect to see in my inbox: ------------------------------------- - Suggestions to improve the guide (ie. format, content presentation, language, or even typo corrections). - Strategies that you have found effective that I do not include in my listings already. I will accept and incorporate any and all of these should they prove to be efficient. - Requests for information, such as something relate to a subject covered herein, but is not currently included. - Missing information, or extra information on anything pertinent to this FAQ. By pertinent I mean do not send me anything outside the realm of enemies, strategies, maximization, or mechanics. - Should you be in need of live assistance. However, please note that I will not respond to just anything... there are particular guidelines you must follow to receive a response, or even attention, from me. - Please do not, as stated to the above, send me anything unrelated to this FAQ, and furthermore already contained within (unless it is to expand upon already present data). - Write with proper etiquette, spelling, and grammatical conventions to the absolute best of your ability. Honestly, it's appreciated. - Do not ask me questions about the game as per anything other than what this FAQ encompasses. While I'm most certainly capable of answering them, it's not what I or this FAQ have intended to do. - I will only respond to e-mails written in one of two languages: English or Spanish. Whichever the e-mail is written in, I will respond properly in the same language. Although I accept e-mails as such, do not mistake this for me allowing translation of this FAQ into any language aside from English. - It will be through solely my discretion if I wish to reply to hate mail. - All in all, just send something that's not complete shit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Links =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * My Contributor Recognition Page - http://www.gamefaqs.com/features/recognition/30775.html * My Myspace profile - http://www.myspace.com/omnihybrid =============================================================================== ----------------------------------- .:'*':. Table of Contents .:'*':. ----------------------------------- =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Using "Section Coded" Table of Contents =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - Yes, admittedly this is a colossal text file, and I'm sure the majority of people viewing it don't want to scroll through every section ad nauseum. - I've therefore implemented the cliche "section coding" into this FAQ. - Simply press CTRL+F, and in the box that appears, type in the "#S---" code located to the far right of the Table of Contents. - Press enter, and from there you will be immediately relocated to the desired section of the FAQ. Happy hunting. ----------------------------------------------------------------------------- / SECTION #. Name | VERSION #/% COMPLETED | SECTION CODE \ ------------------------------------------------------------------------------- |1. Update History | Changing/???% | #SA1U | ------------------------------------------------------------------------------- |2. Basics/Mechanics | Final/100% | #SB2B | ------------------------------------------------------------------------------- |3. About Game's Chrs | Final/100% | #SC3C | ------------------------------------------------------------------------------- |4. Story of FFVII | Final/100% | #SD4S | ------------------------------------------------------------------------------- |5. In-Depth Walkthrough | Final/100% | #SE5W | ------------------------------------------------------------------------------- |6. Lucrecia's Cave | Final/100% | #SF6L | ------------------------------------------------------------------------------- |7. The Gelnika Ship | Final/100% | #SG7G | ------------------------------------------------------------------------------- |8. Getting Secret Scene | Final/100% | #SH8S | ------------------------------------------------------------------------------- |9. Ultimate Weapons | Final/100% | #SI9U | ------------------------------------------------------------------------------- |10. The Ancient Forest | Final/100% | #SJ0A | ------------------------------------------------------------------------------- |11. Limit Breaks | Final/100% | #SK1L | ------------------------------------------------------------------------------- |12. Golden Saucer | Final/100% | #SL2G | ------------------------------------------------------------------------------- |13. Shop Listing | Final/100% | #SM3S | ------------------------------------------------------------------------------- |14. The Master Materia | Final/100% | #SN4M | ------------------------------------------------------------------------------- |15. Kalm Travler | Final/100% | #SO5K | ------------------------------------------------------------------------------- |16. Secret Weapon Seller| Final/100% | #SP6S | ------------------------------------------------------------------------------- |17. T's Paradise Flyers | Final/100% | #SQ7T | ------------------------------------------------------------------------------- |18. Costa del Sol/Rev...| Final/100% | #SR8C | ------------------------------------------------------------------------------- |19. Midgar Key to City | Final/100% | #SS9M | ------------------------------------------------------------------------------- |20. Sleepy Man | Final/100% | #ST0S | ------------------------------------------------------------------------------- |21. Items Listing | Final/100% | #SU1I | ------------------------------------------------------------------------------- |22. Weapons Listing | Final/100% | #SV2W | ------------------------------------------------------------------------------- |23. Armors Listing | Final/100% | #SW3A | ------------------------------------------------------------------------------- |24. Accessories Listing | Final/100% | #SX4A | ------------------------------------------------------------------------------- |25. Materia Listing | Final/100% | #SY5M | ------------------------------------------------------------------------------- |26. Locating Yuffie | Final/100% | #SZ6L | ------------------------------------------------------------------------------- |27. Locating Vincent | Final/100% | #SA7L | ------------------------------------------------------------------------------- |28. Wutai | Final/100% | #SB8W | ------------------------------------------------------------------------------- |29. Chocobo Raising | Final/100% | #SC9C | ------------------------------------------------------------------------------- |30. All WEAPONS | Final/100% | #SD0W | ------------------------------------------------------------------------------- |31. Vehicle Information | Final/100% | #SE1V | ------------------------------------------------------------------------------- |32. Enemy Compendium | Final/100% | #SF2E | ------------------------------------------------------------------------------- |33. Tips & Tricks | Final/100% | #SG3T | ------------------------------------------------------------------------------- |34. Codes | Final/100% | #SH4C | ------------------------------------------------------------------------------- |35. Fort Condor/Bone V. | Final/100% | #SI5E | ------------------------------------------------------------------------------- |36. Date Mechanics | Final/100% | #SJ6M | ------------------------------------------------------------------------------- |37. Stat Leveling Info | Final/100% | #SK7S | ------------------------------------------------------------------------------- |38. Music | Final/100% | #SL8F | ------------------------------------------------------------------------------- |39. FAQs ---> Q&A | Changing/???% | #SM0A | ------------------------------------------------------------------------------- |40. Ah, Those Rumors | Changing/???% | #SM1R | ------------------------------------------------------------------------------- |41. Acknowledgments | Changing/???% | #SN1A | ------------------------------------------------------------------------------- |42. Over and Out | Final/100% | #SO0O | ------------------------------------------------------------------------------- \ THIS BRINGS THE TABLE OF CONTENTS TO A CONCLUSION. ENJOY THE GUIDE! / ----------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2. Game Info Corner (not really a corner, but you get the picture.... right?) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +---------------------------+ | Name: Final Fantasy VII | | Developed: SquareSoft | | ESRB Rated: T(Teen) | | JP/US Releases: '96/'97 | | Number of Disks: 3 | | Number of Players: 1 | | Memory Card Blocks: 1 blk | |Sony Computer Entertainment| +---------------------------+ =============================================================================== ----------------------------------------- .:'*':. 1. Update History .:'*':. #SAIU ----------------------------------------- =============================================================================== ------------------------------------------------ I. Version: 1.0 - Updated When: 9/11/03 - KB: 23 ------------------------------------------------ - Ok, this was the very first day I've worked on this gonna-be-a-beast FAQ, and on this day I have finished the main layout and format of the guide. - What I've also done today was finish a few of the guide's many, many appendices here and throughout. - Note: This guide was not released to the public on GameFaqs.com on this date, only started it. ------------------------------------------------- II. Version: 1.1 - Updated When: 9/12/03 - KB: 45 ------------------------------------------------- - I have finished up the semi-massive job of completing the Basics/General Infos section. - After I was all done with that, I went on to finish the About Character's section which wasn't as big a task. - And that's not all I did, no sir, I also finished little 3-min task of doing the Story of FFVII section of the FAQ. - And right when you think that's it, I throw more stuff that I've done today at you: I finished a few of the beginning Sidequests sections, as well as doing the Codes section. - And that is it! ^_^ ------------------------------------------------- III. Version 1.3 - Updated When: 9/13/03 - KB: 51 ------------------------------------------------- Not much of an update today, as you can see, but here's what went down... - I added the Menu into the Basics section. Redid statistics in the same section. - I got some awesome new ASCII art for the top of the guide. - That's pretty much it besides I nabbed one spelling error. ------------------------------------------------ IV. Version 1.4 - Updated When: 9/14/03 - KB: 84 ------------------------------------------------ - This wasn't much of a big update. The biggest thing that I did was complete the All Limits section of the guide. Which up'd me about 27K. - Next, and is the only other thing I did was to complete the Ancient Forest section which was about 6K more. ------------------------------------------------ V. Version 1.5 - Updated When: 9/16/03 - KB: 165 ------------------------------------------------ - I did a lot of sections past the Ancient Forest, but there's still a lot to come, and I also changed the final layout of this thing to what you see before you now. The layout won't change again. ------------------------------------------------- VI. Version 1.6 - Updated When: 9/24/03 - KB: 259 ------------------------------------------------- - Well, I elaborated on a lot of sections, for one thing, that were lacking some information that I felt was imperative. - I began the walkthrough, and it's finished up until you blow up the first Mako Reactor. - Expect big updates in the near future. -------------------------------------------------- VII. Version 1.7 - Updated When: 9/25/03 - KB: 276 -------------------------------------------------- - I have gotten a lot done in the walkthrough, or, to be more precise, up till you get to Tifa's bar Seventh Heaven. - I fixed up a few typos here and there, and corrected some layout issues in some sections that needed it. --------------------------------------------------- VIII. Version 1.8 - Updated When: 10/1/03 - KB: 328 --------------------------------------------------- - Worked a somewhat significant bit on the Walkthrough section. I've been relatively satisfied lately with my progress made on it, and I don't expect that it should be too much longer into the future that I finally finish the entire thing. I've been striving to make it as detail-rich as humanly possible. ------------------------------------------------- IX. Version 1.9 - Updated When: 10/7/03 - KB: 371 ------------------------------------------------- - Haha, well, the king of procrastination is back with a decently sized update to this FAQ. What did I do, you ask? Well, I'm going to tell you right now...:) - The Walkthrough is complete up until Wall Market, and I even got a little bit of that done, as well. This will take a while to complete, since I plan to make it vomit-enducingly detailed when it's finished. - I also incorporated a Stat Leveling Info section with some small datas I've collected and compiled into one section. - You know what else is finished? Huh, huh? Ok, it's the Basics section of this FAQ, as I have finally gotten around to explaining the Materia system in it. -------------------------------------------------- X. Version 2.0 - Updated When: 10/14/03 - KB: 527K -------------------------------------------------- - Huge update since that last time, no? Anyway, I did a lot, and this is where I tell you everything that I accomplished this time. - Well for one, I finished the walkthrough all the way up to when you first finish the Shinra HQ and leave for the World Map. - I subtracted and then added a little more to the Stat Leveling Information section to better please the reader. - I corrected a few spelling and grammatical errors every now and then. --------------------------------------------------- XI. Version 2.1 - Updated When: 10/26/03 - KB: 737K --------------------------------------------------- - First off, I made an addendum to criterion in the copyright section, as well as the contact section. - Finished the walkthrough up to past Cosmo Canyon. - I also redid the Limit Break section with a better format and some extra information on all Lv4 Limits for characters. ---------------------------------------------------- XII. Version 2.2 - Updated When: 10/31/03 - KB: 906K ---------------------------------------------------- - I am 90 percent happy with this update. - I mainly only worked on the walkthrough. - The walkthrough is done to Gaea's Cliff. - I plan to finish a bit past the Crater tomorrow. - That is all for this update ^_^ ------------------------------------------------------ XIII. Version 2.3 - Updated When: 11/22/03 - KB: 1321K ------------------------------------------------------ - Massively large update this time around, eh? I'm pretty frickin' happy with it, too. - Well, the absolute largest section of the guide has, at long last, been completed, and that of course is the Walkthrough. - Added a little in some random sections. - My second most major accomplishment this time around is finishing the Boss Encyclopaedia of the FAQ. - Also, the Basics/Mechanics [#SB2B] has been totally revamped with all data any beginner could want. ----------------------------------------------------- XIV. Version 2.4 - Updated When: 12/10/03 - KB: 1390K ----------------------------------------------------- - Eh, not an update with as much grandeur as the last one, but hey... - Anyhow, I did finish the Accessories section (I finally nabbed those last two I had archived in my first play but couldn't find!) - Finished the Tips & Tricks section, too! ---------------------------------------------------- XV. Version 2.5 - Updated When: 12/30/03 - KB: 1419K ---------------------------------------------------- - Added a codes section. - I also added five new Materia combos. ---------------------------------------------------- XVI. Version 2.6 - Updated When: 3/19/04 - KB: 1450K ---------------------------------------------------- - I FINALLY added all of the data that I have compiled regarding B. and S. Sephiroth's HP. - I added core stats and other relevant info (along with stats for extra things in some boss battles like Pyramid or Shinra Semi) of all bosses. - I updated the walkthrough a bit, including some new items/enemies mainly. ----------------------------------------------------- XVII. Version 2.7 - Updated When: 3/20/04 - KB: 1452K ----------------------------------------------------- - Just corrected and added a few things that needed to be corrected and added here and there throughout the guide. ------------------------------------------------------ XVIII. Version 2.8 - Updated When: 3/24/07 - KB: 3272K ------------------------------------------------------ - All the data in this update has been collected and in the works over the last 2 years in which I was in an FAQing hiatus, but I did a lot of work/testing on games in lue of that. - The enemy section is finally 100% complete. - Weapon section, Armor section, Accessory section, Materia section, Limit Break section, and Item section are all done. - Date Mechanics section included. - Basics/Mechanics section has been added to. - Added every enemy formation. - Added all the items you can excavate from Bone Village, as well as formation and general battle information for all of Fort Condor. - Included Battle Square enemy modifications. - I added in a section titled Music where, aside from Song Lyrics (which were already there), can also be found the entire tracklisting and running times for the Final Fantasy VII OST. - A Vehicles section is now part of this FAQ. - Included a Shop List section, for easy reference and supplementation. - The Wutai subquest section of this FAQ is now also finished, replete with strategies for Rapps and the five Pagoda bosses. - Fixed quite a few errors that were present, and also did some proof-reading here and there. - Addendums to Copyright and Contact Information have been made. - The next update (if there is one) will entail a lot of translated information from the Ultimania Omega (story/character-wise) and Don Corneo's choice mechanics, but otherwise this is a finished product. -------------------------------------------------------- XVIII. Version Final - Updated When: 4/24/07 - KB: 3304K -------------------------------------------------------- - I went through the FAQ and fixed some spelling and grammar errors that were present since this beginning. - Noticed some problems with some algorithms for calculating certain things, so those are fixed now. Also any minor corrections or clarifications I could make to any existing walkthrough information have been made. - The major addition in this update was Don Corneo's choice mechanics. In a nutshell I added a list of all possible combinations of accessories you can have on Cloud, and the results they yield. This list was provided with permission courtesy of Fantasy Gamer, and his Don Corneo Mechanics FAQ can also be found here on GameFAQs. =============================================================================== ------------------------------------------------ .:'*':. 1. Basics/General Info .:'*':. #SB2B ------------------------------------------------ =============================================================================== In this section you will be able to find anything you may need to know before you play the game. You find all of the basics and necessities of the game of Final Fantasy VII. This includes Status Effects, basic need-to-know things, the controls, the Main Menu, Battle information, and modes of transportation. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Basics of FFVII =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Topic #1 - Exploring The Game: ------------------------------ FF7, like with most RPGs, is a large game, and requires a large amount of exploration and discovery to be sucessful. So, don't be surprised when you find your clock's hours wearing quite high :) Through and throughout this game, you shall encounter and come upon many cities, forests, towns, caves, buildings and other things of the sort, and while not all of them require the same amount of exploration and idiosyncrasy-delving, you should at least give them more than a passing glance, as sometimes, the best items can be found in some of the most unsuspected and unusal of places. There shall be tons of treasure chests, things almost serving no feasible purpose laying in the most random places, savepoints, etc., all which are imperative to the game. Now, while some things may look the same on the ground, ie. a yellow Materia on the ground like Deathblow, then later on, W-Item, for instance, so pick up everything you see, as well as pilfering every noticeable treasure chest. Of course, some are more inconspicuously concealed than others, while others may just be sitting right in the open, saying "get the hell over here and pick me up!" There are also many of the game's secrets which require you to partake foregone sidequests in the game, ranging from various difficulties and time lengths, from easy and short, to long and time-consuming. Also, when you're in random cities, or in places you want to be in, always take it upon yourself to converse with the locals, as they sometimes divulge pertinent or useful information, or, in some instances, reward you with some useful item of some sort. Or under some circumstances, even both. Along with these items, there are some in the game that cannot be obtained ever again after you miss it at a certain time (all of those are covered in #SI5E of the FAQ. It may also behoove you to examine some "burial grounds" of bosses, who may not immediately give you an item after a fight, but indirectly in form of dropping it on the floor afterwards. Topic #2 - Utilizing Items: --------------------------- This is almost a no-brainer topic, and requires very little education to comprehend, however, I feel it imperative to give it some mention. This feature which is in most RPGs, can come in many different forms. By this I mean, you can use them as Key Items, which are used to trigger and/or unlock something special in the game, battle usage of normal items, and outside usage of some particular normal items only. First, I cover Key Items, and give an insinuendo. All right, an example of a Key Item would be the Leviathan Scales, and it is used to decinerate flames in Da Chao cave, allowing you access to the items therein. They're, obviously, contained in the "Key Item" submenu of the item screen on the Main Menu (covered also in this basics section). Topic #3 - Equipment: --------------------- This screen is simply accessible from paying a minor visit over to the Items division of the Menu Screen which you access by pressing Circle when not in a battle or a cutscene throughout the storyline or plot. Basically, in a nut- shell, what this is is a listing of every weapon and armor that a certain character has (since every character has different weapons and armors as anyone who has played Final Fantasies in the past would know). This screen allows for easy equipping and unequipping of those equipments. You also have the option of using the command called "Sort" to easily order and organize your party's armors and weapons. Topic #4 - Saving Your Game Progress: ------------------------------------- Throughout the game of Final Fantasy 7, you are inevitably going to encounter some of those little wierd-looking things laying in some places where they seem to serve no conceivable purpose. These, in fact, are save points, or save spots, if you wish to call them that as an alternative; it doesn't matter. At each and every single one of these, when you first touch them, it will let you access menu and then highlights the Save option at the bottom. Now you can save your current game progress up to that point on either memory card slot 1 or 2. Topic #5 - Where To Look For Some Darn Help?: --------------------------------------------- There is a very simple and extremely easy-to-use option which you can access by simply paying a little visit to the Menu Screen (pressing the Circle button when not in battle or cutscenes), and then by choosing on the option down at the very bottom, which is "Help". This of obviously opens up the Help Menu. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2. Statistics =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In this subsection I will cover semi-briefly the core stats that make up your characters, as well as the derived stats that come from those very same core stats. ------------------------------------------------------------------------------- - CORE STATS - ------------------------------------------------------------------------------- There are a total of 9 core stats in the game, 7 of which are the real stats that determine performance in battle. The first two in the following list simply determine your capacities (health and mana). All core stats other than HP, MP, and lvl increase by 0-3 for a level gain. No more than that is allowed. 1. HP (HIT POINTS) ------------------ -> HP can be divided into two subjects of interest. One would be MaxHP. This is the maximum HP that a character has. It caps at 9999 (or 999 if said character is equipped with HP<->MP Materia). The other is what I call CurHP. This can be defined as the current HP a character has. It will always be less than or equal to MaxHP. For example if a character has a MaxHP of 8765, and battle starts with that character at MaxHP and they go five turns without sustaining any damage, their MaxHP = 8765 and CurHP = 8765. In retrospect, if their MaxHP is 8765 and they are attacked for 1349 damage, their MaxHP = 8765 while their CurHP = 7416. If a character's CurHP = 0, they enter KO/Death status. -> HP cannot be increased through Sources, but it will be increased through leveling up, as well as particular Items, Accessories, Armor, Weapons, Materia, and Limit Breaks. 2. MP (MAGIC/MANA POINTS) ------------------------- -> HP can be divided into two subjects of interest. One would be MaxMP. This is the maximum MP that a character has. It caps at 999 (or 9999 if said character is equipped with HP<->MP Materia). The other is what I call CurMP. This can be defined as the current MP a character has. It will always be less than or equal to MaxMP. For example if a character has a MaxHP of 865, and battle starts with that character at MaxMP and they go five turns without sustaining any MP damage or using any attacks which consume MP to use, their MaxMP = 865 and CurMP = 865. In retrospect, if their MaxMP is 865 and they use Wall Magic (MP cost of 58), their MaxMP = 865 while their CurMP = 807. If a character's CurMP = 0, they can no longer use any abilities which require MP. On that same note, if a character's CurMP is less than the MP cost of an ability, that ability is unavailable to them. -> MP cannot be increased through Sources, but it will be increased through leveling up, as well as particular Items, Accessories, Armor, Weapons, Materia, and Limit Breaks. 3. LVL (LEVEL) -------------- -> Levels determine the overall base stat increases of a character. The max lvl any character can achieve is 99. The lowest lvl anyone can ever see is 1, which is the base level for all characters other than Cloud and Sephiroth. However, when you get the chance to name a character when they enter your party, they are automatically brought up to around the lvl of your party, so that they are not far behind and obsolete. The maximum a character can be leveled to automatically when you name them is 98. The formulae for figuring out a character's level when you first get them are as follows. Tifa = [average party lvl - 2] Aeris = [average party lvl - 3] Barret = [average party lvl - 1] Red XIII = [average party lvl + 2] Cid = [average party lvl + 3] Yuffie = [Mysterious Ninja lvl]* Vincent = [average party lvl + 3] Cait Sith = [average party lvl] * - only 6 available values; 17, 22, 27, 32, 37, or 42, which depend on Cloud's lvl, generated as such: Cloud's Level | Mystery Ninja Level --------------+-------------------- 1~20 | 17 21~25 | 22 26~30 | 27 31~35 | 32 36~40 | 37 41~99 | 42 -> Lvl is increased through raising Exp (Experience) through winning battles. There is a way to calculate how much Exp is required to reach each level for a character. There will be two special characters defined at this point: Young Cloud (in Nibelheim flashbacks), and Sephiroth (also in Nibelheim flashbacks - not to be confused with Bizarro Sephiroth, Safer Sephiroth, and Sephiroth fought at the end of the game). Experience is gained from a character being in battle is [total Exp of enemies killed by party]; Experience gained from a character being in battle by under KO at the end is 0; Experience gained from a character being outside of battle is [Exp x 1/2] (this is not including story events in which they cannot be called via PHS - in which case they receive 0 Exp). Experience is not divided amongst characters (all characters receive the full Exp available from the defeated opposing group). The formula to calculate the required amount of total Exp needed for a character to reach any Lvl is [LvMod x {(lvl - 1) / 2} / 10], where LvMod is defined through the following: L2~11 L12~21 L22~31 L32~41 L42~51 L52~61 L62~81 L82~99 Cloud 68 71 73 74 74 74 75 77 Tifa 67 70 72 74 74 75 76 78 Aeris 68 71 73 74 75 75 75 76 Barret 70 73 75 76 77 77 77 77 Red XIII 68 71 74 75 75 75 76 76 Cid 69 72 75 75 76 76 77 77 Yuffie 69 72 75 75 76 76 77 77 Vincent 70 72 75 76 76 76 76 76 Cait Sith 69 72 75 75 75 76 76 76 Sephiroth 68 71 73 74 74 74 75 77 Young Cloud 130 140 140 110 90 70 48 27 The numbers you see for each character for each level grouping is what is used to replace LvMod in the above formula. Exp continues to increase after Lv99, but no lvl increase will take place. Now, base lvls and Exp for each character are as follows. Base Lvl Base Exp Cloud 6 610 Tifa 1 8 Aeris 1 0 Barret 1 10 Red XIII 1 12 Cid 1 18 Yuffie 1 0 Vincent 1 16 Cait Sith 1 14 Sephiroth 50 * 320438 * Young Cloud 1 * 12 * * - both these characters will never progress passed this point in terms of lvl or Exp. Lastly, here are the Max Natural values for all stats for each character. By natural it is meant without use of Sources. For HP and MP it is very hard to reach the highest Max Natural value because you must always be between certain amounts on each level, and if you're off by even 1, you can -never- reach the Maximum Natural values for either of those two stats. Keep in mind that the number on the left is the lowest Maximum Natural stat possible, whilst the number on the right is the highest Maximum Natural stat value. HP MP Str Vit Mag Spr Dex Luck Cloud 8960/9511 851/905 98/100 89/96 98/100 93/100 55/62 22/29 Tifa 8513/9037 800/850 89/96 78/85 82/89 89/96 64/71 23/30 Aeris 8304/8816 942/994 71/78 76/83 100/100 98/100 51/58 21/28 Barret 9435/9999 748/796 94/100 97/100 78/85 82/89 47/54 20/27 Red XIII 8980/9556 814/866 84/91 85/92 84/91 89/96 71/78 21/28 Cid 8682/9284 776/822 85/92 90/97 79/86 83/90 54/61 20/27 Yuffie 8471/8993 790/841 82/89 78/85 85/92 86/93 70/77 25/32 Vincent 8211/8779 859/915 74/81 74/81 89/96 93/100 51/58 23/30 Cait Sith 8608/9135 822/869 78/85 74/81 89/96 93/100 51/58 23/30 - Note: for information on exactly how Str, Vit, Mag, Spr, Dex, HP, and MP increase based on level, reference Terence's Party Mechanics FAQ, to which I credit the information in these last few charts. 4. STR (STRENGTH) ----------------- -> Str determines the base physical attack power of a character. You will only ever see it in base form if you do not have a weapon equipped. -> Str increases through increasing levels and permanently through the use of Power Sources. 5. VIT (VITALITY) ----------------- -> Vit is the base form of the resistance to physical attacks that a character possessed. -> Vit increases through increasing levels and permanently through the use of Guard Sources. 6. SPR (SPIRIT) --------------- -> Spr is the base form of the resistance to magical attacks that a character possesses. -> Spr increases through increasing levels and permanently through the use of Mind Sources. 7. DEX (DEXTERITY) ------------------ -> Dex is the base form of the speed of a character. Note that in the case of enemies, their Dex, at any value, is [Dex - 50] compared to anyone in your party. -> Dex increases through increasing levels and permanently through the use of Speed Sources. 8. MAG (MAGIC) -------------- -> Mag determines the base magical attack power of a character. This is always the the constant for Magic, however MAt will still be used to denote its derived stat. -> Mag increases through increasing levels and permanently through the use of Magic Sources. 9. LUCK (LUCK) -------------- -> Luck factors into the frequency of Critical Hits. -> Luck increases through increasing levels. ------------------------------------------------------------------------------- - DERIVED STATS - ------------------------------------------------------------------------------- 1. ATT (ATTACK) --------------- -> Derived from Str. -> Att = [Str + weapon Att increase] 2. DEF (DEFENSE) ---------------- -> Derived from Vit. -> Def = [Vit + armor Def increase] 3. MAT (MAGIC ATTACK) --------------------- -> Derived from Magic. -> MAt = [Mag] 4. MDF (MAGIC DEFENSE) ---------------------- -> Derived from Spirit. -> MDf = [Spr + armor MDf increase]* * - Final Fantasy VII has a bug in its coding that does not allow -ANY- MDf increase to be experienced; thus, your MDf is, in essence, your base Spr. 5. AT% (ATTACK PERCENTAGE) -------------------------- -> At% = [weapon At% increase] 6. DF% (DEFENSE PERCENTAGE) --------------------------- -> Derived from Dexterity. -> Df% = [(Dex x 1/4) + armor Df% increase] 7. MD% (MAGIC DEFENSE PERCENTAGE) --------------------------------- -> MD% = [armor MD% increase] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3. Damage Calculation =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= First off, we must define base physical damage and base magical damage: ------------------------------ STEP 1 - BASE DAMAGE ------------------------------ Base PhysDmg = [Att + {(Att + lvl) / 32} x {(Att x lvl)} / 32)}]* * - if user has Small, Att = 0 Base MagDmg = [(MAt + lvl) x 6] Now, if there has been any modification through items, spells, etc., to the above base damage calculations (and these modifications can all be found throughout this FAQ), the base damages -must- be considered as such: Base PhysDmg 2 = [Base PhysDmg x (PhMod + 100) / 100] Base MagDmg 2 = [Base MagDmg x (MgMod + 100) / 100] - Note: certain attacks do not require checks for certain parts of damage formula. These attacks are denoted mainly in the Data Representation sections for sections detailing abilities (in this FAQ). ---------------------------------- STEP 2 - ATTACK FORMULAE ---------------------------------- This step checks for the formulae the attack uses (which will be detailed in other sections that contain ability information). There are 8 total formulae that FF7 uses to calculate damage. We start off with Dmg 1 = [Dmg 1] ------------------------------------------- STEP 3 - BASE DAMAGE MODIFICATION ------------------------------------------- If an attack (again, as will be mentioned with any attack in this document that the following pertains to) has a special modification to base damage, it is calculated as such: Dmg 2 = [Dmg 1 x base damage modification] Ultimate Weapons all have their own special base damage modification, which will be detailed in their specific entries in this FAQ. It is also important to note that if two base damage modifications are being used in conjunction, the base damage modification is calculated as such: Base Damage Modification = [(Mod1 x Mod2 x 16) + (15 / 16) / 16], where Mod1 and Mod2 can be interpretted each as one of the base damage modifications in question. Base damage modification only is counted if the attack is a base Command Skill. As such, again, Dmg 2 = [Dmg 1 x base damage modification] Otherwise, Dmg 2 = [Dmg 1] ----------------------------------------- STEP 4 - EFFECT SPLIT REDUCTION ----------------------------------------- The attack's damage/effect is divided amongst the targets it is used on (which will also be noted in attack-specific sections of this document), then: Dmg 3 = [Dmg 2 x 2/3] Otherwise, Dmg = [Dmg 2] ------------------------------- STEP 5 - QUADRA MAGIC ------------------------------- The game now checks if the attack is being used via Quadra Magic, and if so: Dmg 4 = [Dmg 3 x 1/2] Otherwise, Dmg 4 = [Dmg 3] ---------------------------------------- STEP 6 - DEFENSE/MAGIC DEFENSE ---------------------------------------- If the attack is not Piercing, then the damage reduced by Def and MDf is as follows: Def Factor = [Def x (DefMod + 100) / 100] MDf Factor = [MDf x (MDfMod + 100 / 100] where, DefMod and MDfMod come from external stat modifying items, abilities, etc. (covered elsewhere). Thus, Dmg 5 = [Dmg 4 x (512 - Def Factor OR MDf Factor) / 512] Otherwise, Dmg 5 = [Dmg 4] ------------------------------------------ STEP 7 - BERSERK/CRITICAL DAMAGE ------------------------------------------ If the attack is physical and the character has Berserk, then: Dmg 6 = [Dmg 5 x 1.5], or if the attack was Critical, Dmg 6 = [Dmg 5 x 2] Otherwise, Dmg 6 = [Dmg 5] ----------------------- STEP 8 - FROG ----------------------- If the attack is physical and the character has Frog, then: Dmg 7 = [Dmg 6 x 1/4] Otherwise, Dmg 7 = [Dmg 6] --------------------------- STEP 9 - MP TURBO --------------------------- If the attack is magical and is being used with MP Turbo, depending on the lvl of the MP Turbo Materia, damage is modified thusly: Dmg 8 = [Dmg 7 x {(MP Turbo lvl / 10) + 1}] Otherwise, Dmg 8 = [Dmg 7] ---------------------------- STEP 10 - BACK ROW ---------------------------- If the user is in the Back Row and the attack under utilization is not Long Range or magical, then the following occurs even for attacking themself or allies: Dmg 9 = [Dmg 8 x 1/2] Otherwise, Dmg 9 = [Dmg 8] ----------------------------------------- STEP 11 - BARRIER/MAGIC BARRIER ----------------------------------------- If the attack is physical and Barrier is in place upon the target, Dmg 10 = [Dmg 9 x 1/2] or, If the attack is magical and Magic Barrier is in place upon the target, Dmg 10 = [Dmg 9 x 1/2] Otherwise, Dmg 10 = [Dmg 9] --------------------------- STEP 12 - SADNESS --------------------------- If the target has Sadness and the attack is not Restorative, an Item, and Random Variance is not included in the attack's damage calculation, then: Dmg 11 = [Dmg 10 - (Dmg 10 x 79/256)] Otherwise, Dmg 11 = [Dmg 10] ----------------------------------- STEP 13 - RANDOM VARIANCE ----------------------------------- If the attack uses Random Variance in its damage calculation, then: Dmg 12 = [Dmg 11 x (Rnd[0..1] + 15) / 16] Otherwise, Dmg 12 = [Dmg 11] Note that the lowest damage possible at this point is 1. -------------------------------- STEP 14 - ADDED DAMAGE -------------------------------- If the weapon has an Added Da,age and is used with a base Command Skill, then: Dmg 13 = [Dmg 12 x Added Damage] Otherwise, Dmg 13 = [Dmg 12] ---------------------------------------- STEP 15 - ELEMENT MODIFICATION ---------------------------------------- Note that this step should be taken in order of priority. If the target absorbs the imbued Element (if any), then: Dmg 14 heals Dmg 13 to the target, or If the target is immume to the imbued Element (if any), then: Dmg 14 = 0, or If the target 1/2's the imbued Element (if any), then: Dmg 14 = [(Dmg 13 + 1) / 2], or If the target is weak to the imbued Element (if any), then: Dmg 14 = [Dmg 13 x 2] Otherwise, Dmg 14 = [Dmg 13] -------------------------------- STEP 16 - FINAL DAMAGE -------------------------------- Note that now final damage is calculated, and there are actually a few things to consider once we reach this step. If the damage from all the above steps is greater than or equal to 9999, then: Final Damage = 9999 (HP Damage) or 999 (HP Damage) if HP<->MP Materia is equipped, or Final Damage = 999 (MP Damage) or 9999 (MP Damage) if HP<->MP Materia is equipped Otherwise, Final Damage = [Dmg 14] Now we have a chance of damage overflow and negative damage. Damage overflow will occur when damage is above 262144 before base damage is included into the damage formula. If damage is between 524288~559094 before Random Variance, the damage will overflow in this case, as well. If the damage overflow is negative and not positive, the game deals negative damage. In terms of this game's mechanics, this means that your damage has actually given the enemy more HP than before the attack was used, and consequently removes all of the enemy's HP, resulting in an instant KO to all enemies in the game except for Ruby Weapon. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 4. Attack-Landing Chance =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Chance = [(Dex / 4 + At%) + Df% - (Df% - 1)] This is just the *basic* formula, to get the real numbers you have to factor in the Luck formula. It comes into play when you land a "lucky hit" (dealing critical damage, unless you are using Deathblow, in which case you won't be able to tell if it's a lucky hit or not). It's possible that the attack would "Miss" according to the above formula, but you have a [Luck / 4]% to land a lucky hit. So to get accurate numbers you have to take the value x that comes out of the above formula and add the luck factor: [n% + (1 - n)] x [Luck / 4]% (note that the second x is not a percentage, i.e. you have to divide it by 100 to get it between 0 and 1, and if it's above 100%, then luck doesn't come into the equation anyway). I want to note, in case you didn't notice, that the Mystile doesn't only have great Df%. If you look at the first formula (and know that Df% is [Armor Df% + (Dex / 4)]), you'll see that it also gives you a great Hit% bonus (50% to be precise). This is enough to get a 100+ Hit% on "almost" every enemy (some have sometimes under special circumstances a 255 Df% rating....), with regular attacks, that is. But even Deathblow should stick almost everytime if the character is equipped with the Mystile... but you can do the math and see for yourself >_>. So just to sum it up: if you have 100 At% and the enemy 50 Df%, chances are you will have a much better than 50% chance to hit him. To only have a 50% chance to hit you would need an armor with 0 Def% (possible) and only 3 or less Dex (don't think that's possible, without cheating, of course >_>). In fact, if you only had 3 Dex but a Mystile equipped you would have exactly 100% chance to hit. Thanks to lolo26 for this brief but effective explanation =) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5. Status Augmentations =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= There are a large amount of status effects in FFVII, and here I will cover each of them. 1. DEATH (KO) - NEGATIVE ------------------------ -> Effect: The inflicted cannot act; remove all statuses except Frog, Small -> Continuance: Until removed (even outside of battle and into other battles) -> Removal Methods: Phoenix Down, Angel Whisper, Phoenix, Life, Life2 -> Preventative Methods: Safety Bit, Destruct+Added Effect, Odin+Added Effect, Death Force, Petrification, Resist, Peerless -> Appearance: The inflicted lies on the ground motionless; CurHP = 0/MaxHP; HP text turns red -> Special Notes: If all characters have Death, Game Over (except in Battle Square and Pagoda battles) 2. NEAR DEATH (CRITICAL) - NEGATIVE ----------------------------------- -> Effect: N/A -> Continuance: Until removed -> Removal Methods: Restoring CurHP above 1/4 MaxHP, Death -> Preventative Methods: Keeping CurHP above 1/4 MaxHP -> Appearance: The inflicted kneels down; HP text turns yellow -> Special Notes: Near Death is only inflicted if the inflicted's CurHP is less than or equal to their MaxHP 3. SLEEP - NEGATIVE ------------------- -> Effect: The inflicted cannot act -> Continuance: 26 battle time units or until removed -> Removal Methods: Esuna, Remedy, White Wind, Angel Whisper, physical damage, Death -> Preventative Methods: Headband, Ribbon, Hades+Added Effect, Seal+Added Effect, Petrification, Resist, Peerless -> Appearance: The inflicted kneels down; "zzz" appears above their head -> Special Notes: N/A 4. POISON - NEGATIVE -------------------- -> Effect: The inflicted receives 1/32 MaxHP physical Poison elemental damage every 2.5 battle time units and ignores Def, Barrier (damage done is not effected by Random Variance) -> Continuance: Until battle ends or until removed -> Removal Methods: Antidote, Poisona, Esuna, Remedy, White Wind, Angel Whisper, Death -> Preventative Methods: Star Pendant, Poison Ring, Fairy Ring, Ribbon, Hades+ Added Effect, Poison+Added Effect, Petrification, Resist, Peerless -> Appearance: The inflicted kneels down; the inflicted flashes green; Color Priority = 2 -> Special Notes: If target is immune to Poison elemental damage, they will. also be immune to Poison status, and likewise is true. Also note that the damage you receive every 2.5 battle time units is the elemental damage; the status is simply the state of having Poison. 5. SADNESS - NEGATIVE --------------------- -> Effect: [Limit Guage Growth x 1/2]; Dmg Taken = [177/256 dmg] -> Continuance: Until removed -> Removal Methods: Hyper, Esuna, Remedy, Death -> Preventative Methods: Peace Ring, Ribbon, Petrification, Resist, Peerless -> Appearance: Limit Guage turns blue -> Special Notes: N/A 6. FURY - NEGATIVE ------------------ -> Effect: [Limit Guage Growth x 2]; Dmg = [dmg x 2] -> Continuance: Until removed -> Removal Methods: Tranquilizer, Esuna, Remedy, Death -> Preventative Methods: Peace Ring, Ribbon, Petrification, Resist, Peerless -> Appearance: Limit Guage turns red -> Special Notes: N/A 7. CONFUSION - NEGATIVE ----------------------- -> Effect: The inflicted randomly attacks allies and self -> Continuance: Until battle ends or until removed -> Removal Methods: Esuna, Remedy, White Wind, Angel Whisper, physical damage, Death -> Preventative Methods: Peace Ring, Ribbon, Mystify+Added Effect, Hades+Added Effect, Contain+Added Effect, Petrification, Resist, Peerless -> Appearance: The inflicted spins around in circles -> Special Notes: If a command was given to the inflicted but not carried out before entering Confusion, their first action will be to use the command against allies and/or self. 8. SILENCE - NEGATIVE --------------------- -> Effect: The inflicted cannot use Magic, Summons, Enemy Skills -> Continuance: Until battle ends or until removed -> Removal Methods: Echo Screen, Esuna, Remedy, White Wind, Angel Whisper, Death -> Preventative Methods: Ribbon, Hades+Added Effect, Seal+Added Effect, Petrification, Resist, Peerless -> Appearance: The inflicted kneels down; an elipses appears above their head -> Special Notes: N/A 9. HASTE - POSITIVE ------------------- -> Effect: [battle time unit speed x 2]; other status effects with timers will be removed twice as quickly -> Continuance: Until battle ends or until removed -> Removal Methods: DeSpell, Holy Torch, Death -> Preventative Methods: Petrification, Resist, Peerless -> Appearance: [movement animation rate x 2] -> Special Notes: N/A 10. SLOW - NEGATIVE ------------------- -> Effect: [battle time unit speed x 1/2]; other status effects with timer will be removed half as quickly -> Continuance: Until battle ends or until removed -> Removal Methods: White Wind, Angel Whisper, DeSpell, Holy Torch, Death -> Preventative Methods: Time+Added Effect, Petrification, Resist, Peerless -> Appearance: [movement animation rate x 1/2] -> Special Notes: N/A 11. STOP - NEGATIVE ------------------- -> Effect: [battle time unit speed x 0]; other status effects in place will not effect the inflicted until Stop is removed -> Continuance: 15 battle time units or until removed -> Removal Methods: White Wind, Angel Whisper DeSpell, Holy Torch, Death -> Preventative Methods: Time+Added Effect, Contain+Added Effect, Choco/Mog+ Added Effect, Petrification, Resist, Peerless -> Appearance: [movement animation rate x 0] -> Special Notes: N/A 12. FROG - NEGATIVE ------------------- -> Effect: Physical Dmg = [1/4 base dmg]; the inflicted can only use Fight, Item, W-Item, Toad -> Continuance: Until battle ends or until removed -> Removal Methods: Maiden's Kiss, Impaler, Toad, Esuna, Remedy, White Wind, Angel Whisper -> Preventative Methods: White Cape, Ribbon, Hades+Added Effect, Transform+ Added Effect, Petrification, Resist, Peerless -> Appearance: The inflicted becomes a frog/toad -> Special Notes: N/A 13. SMALL - NEGATIVE -------------------- -> Effect: Att = 0; Elemental damage uses 1 for its affinity modification -> Continuance: Until battle ends or until removed -> Removal Methods: Cornucopia, Mini, Shrivel, Esuna, Remedy, White Wind, Angel Whisper -> Preventative Methods: White Cape, Ribbon, Hades+Added Effect, Transform+ Added Effect, Petrification, Resist, Peerless -> Appearance: The inflicted becomes much smaller than normal size -> Special Notes: N/A 14. SLOW-NUMB - NEGATIVE ------------------------ -> Effect: When 30 battle time unit timer above the inflicted's head reaches 0, Petrification on the inflicted -> Continuance: 30 battle time units or until removed -> Removal Methods: Soft, Esuna, Remedy, White Wind, Angel Whisper -> Preventative Methods: Jem Ring, Safety Bit, Ribbon, Petrification, Resist, Peerless, Death -> Appearance: The inflicted has a timer above their head; the inflicted flashes grey; Color Priority = 1 -> Special Notes: N/A 15. PETRIFICATION - NEGATIVE ---------------------------- -> Effect: The inflicted cannot act; immune to all damage/healing; immune to all other status effects -> Continuance: Until battle ends or until removed -> Removal Methods: Soft, Esuna, Remedy, White Wind, Angel Whisper -> Preventative Methods: Jem Ring, Safety Bit, Ribbon, Contain+Added Effect, Resist, Peerless -> Appearance: The inflicted turns to stone; [movement animation rate x 0] -> Special Notes: If all characters have Petrification, Game Over (except in Battle Square and Pagoda battles) 16. REGEN - POSITIVE -------------------- -> Effect: The inflicted restores 1/32 MaxHP per battle time unit -> Continuance: 32 battle time units or until removed -> Removal Methods: DeSpell, Holy Torch, Death -> Preventative Methods: Petrification, Resist, Peerless -> Appearance: The inflicted flashes orange; Color Priority = 6 -> Special Notes: N/A 17. BARRIER - POSITIVE ---------------------- -> Effect: [received physical dmg x 1/2] -> Continuance: 30 battle time units or until removed -> Removal Methods: DeSpell, Holy Torch, DeBarrier, Death -> Preventative Methods: Petrification, Resist, Peerless -> Appearance: N/A -> Special Notes: N/A 18. MAGIC BARRIER - POSITIVE ---------------------------- -> Effect: [received magical dmg x 1/2] -> Continuance: 30 battle time units or until removed -> Removal Methods: DeSpell, Holy Torch, DeBarrier, Death -> Preventative Methods: Petrification, Resist, Peerless -> Appearance: N/A -> Special Notes: N/A 19. REFLECT - POSITIVE ---------------------- -> Effect: Spells directed at the inflicted will be redirected back at user, or if an ally of the inflicted casts it, the spell will be redirected at a random enemy -> Continuance: 4 Reflects have been used or until battle ends or until removed -> Removal Methods: DeSpell, Holy Torch, DeBarrier, Death -> Preventative Methods: Petrification, Resist, Peerless -> Appearance: N/A -> Special Notes: Cure, Cure2, Cure3, Poisona, Esuna, Resist, Life, Life2, Regen, Fire, Fire2, Fire3, Ice, Ice2, Ice3, Bolt, Bolt2, Bolt3, Quake, Quake2, Quake3, Bio, Bio2, Bio3, Sleepel, Confu, Silence, Mini, Toad, Berserk, Haste, Slow, Stop, Barrier, MBarrier, Death, Freeze, Break, Tornado, Flare, Wall, Frog Song, L4 Suicide, Magic Hammer, Death Force, Flame Thrower, Laser, Matra Magic, Aqualung, Shadow Flare, Pandora's Box are the only abilities compatible with Reflect 20. SHIELD - POSITIVE --------------------- -> Effect: The inflicted is immune to normal attacks; absorbs physical and elemental damage -> Continuance: 17.5 battle time units or until removed -> Removal Methods: DeSpell, Holy Torch, DeBarrier, Death -> Preventative Methods: Petrification, Resist -> Appearance: N/A -> Special Notes: Does not protect against item damage or spells with non- elemental affinities. 21. DEATH SENTENCE - NEGATIVE ----------------------------- -> Effect: When 60 battle time unit timer above the inflicted's head reaches 0, Death on the inflicted -> Continuance: 60 battle time units or until removed -> Removal Methods: Death -> Preventative Methods: Safety Bit, Ribbon, Petrification, Resist, Peerless, Death Force -> Appearance: The inflicted has a timer above their head; the inflicted kneels down -> Special Notes: If all characters have Death Sentence, it indirectly means Game Over because the only removal for Death Sentence is Death (whether it be by the end of its counter, HP being reduced to 0, or instant Death status) 22. MANIPULATION - NEGATIVE/POSITIVE ------------------------------------ -> Effect: The inflicted is under control of the one that Manipulated them; Manipulation Menu is available in which the controller can select from the inflicted's attacks to use -> Continuance: Unitl battle ends or until removed -> Removal Methods: White Wind, physical damage, Death -> Preventative Methods: Sleep, Stop, Paralysis, Petrification, Resist -> Appearance: The inflicted flashes blue; Color Priority = 7 -> Special Notes: This is the only status effect that cannot be used on your party; one character can only Manipulate one enemy at once. 23. BERSERK - NEGATIVE ---------------------- -> Effect: The inflicted attacks random enemies only with physical attacks; [phys dmg x 1.5]; cannot Critical Hit; (when used on non-characters, each enemy has a specific Berserk Attack that it will solely use) -> Continuance: Until battle ends or until removed -> Removal Methods: Esuna, Remedy, White Wind, Angel Whisper, Death -> Preventative Methods: Peace Ring, Ribbon, Mystify+Added Effect, Petrification, Resist, Peerless -> Appearance: The inflicted flashes red; Color Priority = 3 -> Special Notes: N/A 24. PEERLESS - POSITIVE ----------------------- -> Effect: immune to all damage/healing; immune to all other status effects -> Continuance: 17.5 battle time units -> Removal Methods: N/A -> Preventative Methods: Petrification, Resist -> Appearance: The inflicted flashes yellow; Color Priority = 4 -> Special Notes: N/A 25. PARALYSIS - NEGATIVE ------------------------ -> Effect: The inflicted cannot act -> Continuance: 8 battle time units or until removed -> Removal Methods: Esuna, Remedy, White Wind, Angel Whisper, Death -> Preventative Methods: Jem Ring, Ribbon, Petrification, Resist, Peerless -> Appearance: The inflicted kneels down; [movement animation rate x 0] -> Special Notes: N/A 26. DARKNESS - NEGATIVE ----------------------- -> Effect: The inflicted's attack accuracy percentage is reduced -> Continuance: Until battle ends or until removed -> Removal Methods: Eye Drop, Esuna, Remedy, Angel Whisper, Eye Drop -> Preventative Methods: Silver Glasses, Fairy Ring, Ribbon, Petrification, Resist, Peerless -> Appearance: The inflicted kneels down; the inflicted flashes black; Color Priority = 5 -> Special Notes: N/A 27. DUAL - NEGATIVE ------------------- -> Effect: The inflicted loses 1/32 MaxHP per battle time unit -> Continuance: Until battle ends or until removed -> Removal Methods: KO Waterpolo, Death -> Preventative Methods: N/A -> Appearance: N/A -> Special Notes: N/A 28. DEATH FORCE - POSITIVE -------------------------- -> Effect: The inflicted is immune to Death -> Continuance: Until battle ends or until removed -> Removal Methods: White Wind, DeSpell -> Preventative Methods: N/A -> Appearance: N/A -> Special Notes: N/A 29. RESIST - POSITIVE --------------------- -> Effect: The inflicted is immune to all status effects -> Continuance: Until battle ends or until removed -> Removal Methods: White Wind, DeSpell -> Preventative Methods: N/A -> Appearance: N/A -> Special Notes: N/A 30. LUCKY GIRL - POSITIVE ------------------------- -> Effect: [100% Critical Hit Rate] -> Continuance: N/A -> Removal Methods: Death -> Preventative Methods: N/A -> Appearance: N/A -> Special Notes: N/A 31. IMPRISON - NEGATIVE ----------------------- -> Effect: The inflicted cannot act; the inflicted cannot be targetted -> Continuance: Until battle ends or until removed -> Removal Methods: KO Pyramid, KO Waterpolo, KO Left Arm/Right Arm (in Carry Armor battle) -> Preventative Methods: N/A -> Appearance: [movement animation speed x 0] -> Special Notes: If all characters have Imprison, Game Over. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 6. Elements List =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------- - STANDARD ELEMENTS - ------------------------------------------------------------------------------- 1. FIRE ------- -> Uses the element of Fire to attack/modify damage. -> Opposes: Ice 2. ICE ------ -> Uses the element of Ice to attack/modify damage. -> Opposes: Fire 3. LIGHTNING ------------ -> Uses the element of Lightning to attack/modify damage. -> Opposes: Water, Mechanical types 4. EARTH -------- -> Uses the element of Earth to attack/modify damage. -> Opposes: Wind, Flying types 5. WIND ------- -> Uses the element of Wind to attack/modify damage. -> Opposes: Earth, Flying types 6. WATER -------- -> Uses the element of Water to attack/modify damage. -> Opposes: lightning, Mechanical types 7. GRAVITY ---------- -> Uses the element of Gravity to attack/modify damage. Damage done will always be in proportion to the target's HP or MP. -> Opposes: None in particular 8. POISON --------- -> Uses the element of Poison to attack/modify damage. Attacks using the Poison element will typically inflict Poison status. -> Opposes: None particular 9. HOLY ------- -> Uses the element of Holy to attack/modify damage. -> Opposes: Undead types 10. RESTORATIVE --------------- -> Uses the element of Restore to recovery HP or in the case of Undead enemies, attack/modify damage. -> Opposes: Undead types (absorb Restorative) ------------------------------------------------------------------------------- - SPECIAL ELEMENTS - ------------------------------------------------------------------------------- 1. HIT ------ -> The element of Hit is used when the attack uses a blunt weapon. 2. CUT ------ -> The element of Hit is used when the attack uses a bladed weapon. 3. PUNCH -------- -> The element of Punch is used when the attack uses a Piercing weapon. 4. SHOOT -------- -> The element of Shoot is used when the attack uses a projectile weapon. 5. SHOUT -------- -> The element of Shout is used when the attack uses waves as a weapon. Also note that while it seems the only feasible character to use this is Cait Sith, he does not. This will only be experienced through enemy attacks. 6. HIDDEN --------- -> The element of Hidden is actually unknown, but can be experienced in 10 cases throughout the game: Aeris' Fury Brand, Attack Squad's Smoke Bullet, Bagrisk's Stone Strike, Cokatolis' Petrify Smog, Demons Gate's Petrif-Eye, Dorky Face's Funny Breath and its Curses, Gagighandi's Stone Stare, Marine's Smoke Bullet, and Ultimate Weapon's Ultima Beam. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 7. Battle Intelligence Data =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Topic #1 - Prepping Up For Battles: ----------------------------------- What there must be before anything else can take place is that there must be three characters set up for the battle. You can of course do this by setting them as the first three in the Formation. Note that there will be a few and minor exceptions to this rule throughout the game. Note that there will be a few and minor exceptions to this rule throughout the game. --> Some Tips: -If you're new to the game: Cloud, Barret, Tifa -If you're already experienced: Cloud, Red XIII, Barret/Aeris -If you like Physical parties: Cloud, Red XIII, Cid/Vincent -If you like Magical parties: Aeris, Vincent, Yuffie/Cait Sith Next what you need to do to get adequetly prepared for battle is have your characters well and pre-equipped with good armors as well as weapons (in other words, equipment). I suggest that for best performance in battle, that you have weapons: Ultima Weapon, Missing Score, Venus Gospel, HP Shout, Conformer, Premium Heart, Princess Guard, Limited Moon, Death Penalty. Also, refer to Secrets/Tips section for more good materia for special occasions). You might also want to heal some way or another if you're hurt before rushing off into random battles. Let's start! Topic #2 - Basics of Battling/Good-Stuff-To-Know: ------------------------------------------------- Here, I will list all possible commands you find on the Command Window in battle. But not just that, I take it up a notch and tell you not just what they do, but how to best utilize them, and even provide few examples of each. -> Subtopic #1 - Attacking: When you choose the "Attack" command, this then takes you to where there's a little arrow which you point at the enemy you wish to strike. Once you confirm your choice, you attack the set enemy with your currently equipped weapon. With some flying enemies, or far away enemies, if you try to target them as your choice, the screen will pop up with "Enemy is out of reach", which means that you cannot hit them physically, so try your Black Magics or possibly a Limit Break. Eva stat and Atk% (Acc) are also factors in this. If Atk% is much lower than enemy Eva, attack will miss. Same goes in opposite circumstances. When you attack, Str is accounted, and is the judge of how much damage you do, but that goes against enemy Def stat which may cut it down. Other factors may be a magic or inherent status that makes damage be decreased (Wall), or increased (Berserk/Fury). -> Subtopic #2 - Magic: After you've selected "Magic" command from the Command Window, it does like "Attack" would; it shows arrow(s). If it's a single- striking magic, it'll show one movable arrow, otherwise, it shows a lot of arrows on every enemy so you hit them all. After you are done choosing which opponent you wish to nail, you get them with chosen magical attack. You set different magics by using Materias. These are, unlike normal attacking, an ideal choice for taking out flyers or out-of-range enemies unless you use earth magic, which is not good for flyers. There are many types of magic, such as Elemental, Status-Changing, Restorative, Time&Space, Master. The stats that come into play here are Mdef and Mag. The higher/lower the Mag or Mdef, the more/less damage spell will do. If enemies have "built-in" good statuses on them, try to take them off with DeBarrier, or DeSpell. -> Subtopic #3 - Limit: First of all, there's a guage or meter, if you will, that's on the command menu, but the guage itself is not a command. So, only when that guage is full and flashing will you be able to use actual command. The guage can rise by being attacked by an enemy only, which is too bad that you cannot charge it when you attack, huh? Fury will increase rate at which meter charges, while Sadness decreases fill-up rate. Anyway, when meter hits the end, you can no longer choose "Attack" command, but instead, its place is taken by "Limit" command. When you choose on the Limit command, you are then taken to a list of all that character's current Limit Breaks: Lv1/Lv2/Lv3/Lv4. After selecting one, there might be special events that you must do like do the slots on Tifa's, or just be transformed like in Vincent's where he's incontrollable and permanently in that form for remainder of battle. A few stats are part of this, and some of these Limits for more than on hit at a time. Some even inflict status ailments. A list? -> Subtopic #4 - Item: These are some of the things that keep you running in battle, and against most bosses in the game, you'd be lost without items. There are many types of items, ranging from onerous to roborant. The useful and more curative items, which are used to heal HP, MP, or status ailments, can be accessed by the means of simply choosing this option. The max number of these items you can hold at once is 99x, but you can throw some away if you don't want too much of certain item. -> Subtopic #5 - Summon: Lets you summon forth an entity called a... well... summon. They come by and do an eye-candy flyby, usually resulting in more damage than a normal character could do. Sure, some do status ailments to their opponents, and they do take into account elemental affinities and the statistics of their oppositions as well. You can boost them to make them way more useful and powerful by putting certain Materia on your characters along with having the specific particular summon equipped on that same exact character as well. -> Subtopic #6 - "Run": You can *sometimes* run away from the scene of the battle if things get to intense, or if things just happen to be getting to boring.:) You can do this by holding R1+L1 for a little bit. Time it takes for party to evacuate is pending on which enemy(ies) you're facing. Note: you cannot run from bosses in the storyline. So do not never, ever try it. Topic #3 - In-The-Battle Info: ------------------------------ - Pre-Emptive Strikes: In these kind of strikes, there will be the words up at the top of the screen which read "Pre-Emptive Strike". In this, it is about the exact opposite of Ambushes, because of instead of the enemy ambushing you and getting in all of their turns first, you will be the one to get in many, many turns in before the enemies even start to begin to scathe you at all. So, what this means is that the game completely and totally disregards Agility of all members and enemies, and lets your whole party get in turns before the opposing team does. Proceeding the usage of all characters turns during Pre-Emptive Strike. - Back Attack: Ok, in this, it can be either you or the enemies that pop up that do it. What happens is that either the enemies or you show up behind the opposition, and like this, you get free attacks while they're not looking. As can be inferred, there are two types of - Side Attack: During this, the enemies that pop up randomly are located in the middle of your characters, which is totally opposite of the "Attacked from both sides" in which your party is in the middle and then the enemies you're facing are surrounding you. - Attacked from both Sides: During this, the enemies that pop up randomly are situated in the surrounding area of your party, whilst the party is in-between them. This is actually, though, the exact opposite of Side Attack. It will be referred to as Ambush in the Enemy Formations area of the FAQ (for the sake of space conservation). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 8. All About Materia =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Before anything, you must get into the Main Menu, and there you shall find a sub-menu called "Materia". How appropriate. If you forgot how to do that for no real reason, it can be done by pressing down the Triangle button. Ok, time for the explanation and no more preliminary junk. First off, some data on just what Materia is. It's Mako energy that has been condensed into its most basic form. There are quite a few kinds of Materia types (five to be more precise; consists of Support, Independent, Summon, Magic, and Command - color correspondants in order: Blue, Purple, Red, Green, Yellow). Now, about how weapons and armors come into play when it comes to dealing with Materia. They each have different numbers of Materia "slots". These are used for the insersion of Materia, obviously. Also as you can notice, some weapons and armor with multiple slots have them linked (if there's an even number passed one, all slots are linking, and if there's any odd number, some are linking and some aren't). There is no armor/weapon that lacks Materia slots, so no worries there. Now, what do these links mean? The answer is simple, yet complex, and requires a lengthy answer. First thing, some Materia compliment each other, and can enhance eachother's capabilities, and/or multiply them, such as in this insinuendo: you can have a Fire Materia equipped in one linked slot, and then the "All" Materia in the one that it's liked to. This has no immediate effect outside of battle, though. You must first be in battle to experience and witness the effects. Not just any battle, however, it must be one with at least two or more enemies. This transforms Fire's normal effect on one enemy, so that it affects every single enemy on field. One disadvantageous factor to this is that the division of the Fire causes the damage to be spread sometimes, meaning that it does ever so slightly less damage, but nothing extremely drastic. Say, the biggest damage jump I've seen is with Fire 3, going from 9999 damage regularly, to 9300 damage with all against three enemies (by the way, the less enemies fighting, the less damage is divided into smaller parts). See? Still, the amount of damage carried out was still quite large. Another good example is when W-Summon is linked to any summon, having be summoned twice in one turn (especially good when it's linked to Knights of the Round). First example can also be applied to healing magic, like Cure, so it can be used against all your party members at once, instead of just one at a time, which can get tedious, and is sometimes more trouble than it's worth, since sometimes enemies can get damage in on a character you just healed as you are healing another one, making the effort you just did null. Another topic is about when you highlight a certain Materia on the Materia sub-screen, is that information box that appears in the bottom left-hand corner of the screen. This contains pretty much all of the info you need about that particular Materia except for basic explanations of exactly what they do, but that's not too important. First thing is the name, and a colored orb of the Materia type to the left of it (use color keycodes in the first paragraph of the explanation to figure out what each orb's color means). Then, to the right of that, there's stars, and however many are filled in, is the level that the Materia is on. "Level", you ask? Yes, sort of like your characters, your Materia also gains levels and AP, but not in the same way. Below the stars is the amount of AP said Materia has, and another line below that is the AP "To next level". Both of these are all dependent on how many times you use the Materia in battle, or in some white magics' cases, outside of battle. Once said AP to next level quota is met, the Materia levels up. Five is the maximum level (see, there is five stars there). There are three level-up cases, and by this I mean that you can learn new abilities of the same class, if All is linked - first case happens along with being able to use the All+Magic effect in battle without it turning to only useable once, and in summons' cases, how many times you are able to summon a particular summoned monster in battle before the summon's option turns gray. All are caused by leveling up your Materia. In that same bottom-left box is the current ability in white, and if it can turn into a new ability, any of those can be white if attained, or grayed if not. Across from them is the effect's that each one has, and usually affects statistics (ie. some can give +?% to MaxHP, or some -1 to MP, etc.). This can become a major factor in choosing great Materias later on which can prove very beneficial to you in the more difficult battles of the game. All right, what I neglected to do earlier was to give a detailed description of the five Materia classes, so I'm going to do that now, and then end the Materia informator. First off, Support Materia: These show full effect when used in conjunction with other Materias. I explained this earlier in the case of using All along with some curative and black magic. Another one is MP or HP Plus which can, whenever damage is done to an enemy, amount of damage done is deducted from enemy as usual, but then adds that amount of HP/MP to revive. These effects are useless unless you are actually lacking on one of those two. Independent Materia which raises stats, can come very useful when trying to amplify attributes to maximum, or fighting tough foes. Summon Materia, which is exactly what the name implies, and it enables the summon of special creatures to come an do your bidding in a battle. Usually can do more damage than your normal characters, but some can become useless once your characters are able to hit at the 9999 mark. Magic Materia lets you use Black Magic and/or White Magic (which I've covered in a bit of detail in the preceeding paragraphs of this tutorial). And finally, Command Materia, and this adds special commands in battle such as Enemy Skill and Steal (can lead to Mug, by the way). This shall end the Materia informator. =============================================================================== -------------------------------------------- .:'*':. 3. About Game's Chrs .:'*':. #SC3C -------------------------------------------- =============================================================================== Note: These come from the Instruction Manual verbatim. ___ /#1.\__________________________________________________________________________ ------------------------------------------------------------------------------- C L O U D S T R I F E ------------------------------------------------------------------------------- Name: Cloud Strife Age: 21 Height: 5'7" Birthplace: Nibelheim Job: Mercenary (ex-member of SOLDIER) Weapon: Sword Birthdate: August 19 Blood Type: AB Biography: The main character of Final Fantasy VII. Originally a member of SOLDIER, he is now a mercenary who will take any job. After being hired by AVALANCHE, he gradually gets caught up in a massive struggle for the life of the plant. His enormous sword can cut through almost anything. ------------------------------------------------------------------------------- ___ /#2.\__________________________________________________________________________ ------------------------------------------------------------------------------- A E R I S G A I N S B O R O U G H ------------------------------------------------------------------------------- Name: Aeris Gainsborough Age: 22 Height: 5'3" Birthplace: Unknown Job: Flower Merchant Weapon: Rod Birthdate: February 7 Blood Type: O Biography: Young, beautiful, and somewhat mysterious. Aeris met Cloud while selling flowers on the streets of Midgar. She decided to join him soon after. Her unsual abilities enable her to use magic, but she seems more interested in deepening the love triangle between herself, Cloud, and Tifa. ------------------------------------------------------------------------------- ___ /#3.\__________________________________________________________________________ ------------------------------------------------------------------------------- T I F A L O C K H E A R T ------------------------------------------------------------------------------- Name: Tifa Lockheart Age: 20 Height: 5'4" Birthplace: Nibelheim Job: Bar Hostess, AVALANCHE member Weapon: Glove Birthdate: May 3 Blood Type: B Biography: Bright and optimistic, Tifa always cheers up the others when they're down. But don't let her looks fool you, she can decimate almost any enemy with her fists. She is one of the main members of AVALANCHE. She and Cloud were childhood friends, and although she has strong feelings for him, she would never admit it. ------------------------------------------------------------------------------- ___ /#4.\__________________________________________________________________________ ------------------------------------------------------------------------------- B A R R E T W A L L A C E ------------------------------------------------------------------------------- Name: Barret Wallace Age: 35 Height: 6'4" Birthplace: Corel Village Job: Leader of AVALANCHE Weapon: Gun-Arm Birthdate: December 15 Blood Type: O Biography: Head of the underground resistance, AVALANCHE, Barret is fighting the mega-conglomerate Shinra, Inc. which has monopolized Mako Energy by building special reactors to suck it out of the planet. Barret depends on brute strength and his "Gun-Arm" to see him through. His wife died in an accident several years ago, and now he lives with his daughter, Marlene. ------------------------------------------------------------------------------- ___ /#5.\__________________________________________________________________________ ------------------------------------------------------------------------------- R E D X I I I ------------------------------------------------------------------------------- Name: Red XIII Age: 48 Height: 3'9" Birthplace: Cosmo Canyon Job: Beast Weapon: Headdress Birthdate: Unknown Blood Type: Unknown Biography: Just as his name implies, he is an animal with red fur. But under his fierce exterior is an intelligence surpassing that of any human's. His sharp claws and fangs make him good at close-range fighting, but other than that, not much is known about him. It's not even certain that "Red XIII" is his real name. A real enigma. ------------------------------------------------------------------------------- ___ /#6.\__________________________________________________________________________ ------------------------------------------------------------------------------- C I D H I G H W I N D ------------------------------------------------------------------------------- Name: Cid Highwind Age: 32 Height: 5'8" Birthplace: Unknown Job: Pilot Weapon: Spear Birthdate: February 22 Blood Type: B Biography: Cid is a tough-talking, warm-hearted old pilot who hasn't forgotten his dreams. There's no better pilot by air or sea. He believes someday he'll fly to the ends of the universe. With his handmade spear and knowledge of machinery, he throws himself into any attack regardless of danger. ------------------------------------------------------------------------------- ___ /#7.\__________________________________________________________________________ ------------------------------------------------------------------------------- S E P H I R O T H ------------------------------------------------------------------------------- Name: Sephiroth Age: Unknown Height: 6'1" Birthplace: Unknown Job: Top ranking SOLDIER officer Weapon: Longsword [Masamune] Birthdate: Unknown Blood Type: Unknown Biography: Even amongst the elite troops of SOLDIER, Sephiroth is known to be the best. His past is locked away in a confidential file held by Shinra, Inc. His giant sword, which only he can handle, has extremely destructive power. Said to have disappeared in a battle years ago, his current whereabouts are unknown. ------------------------------------------------------------------------------- ___ /#8.\__________________________________________________________________________ ------------------------------------------------------------------------------- Y U F F I E K I S A R A G I ------------------------------------------------------------------------------- Name: Yuffie Kisaragi Age: 16 Height: 5'2" Birthplace: Wutai Job: Materia Hunter, Ninja Weapon: Knife, Boomerang, Origami Birthdate: November 20 Blood Type: A Biography: Although you'd never know it be looking at her, Yuffie comes from a long line of Ninja. She forced herself into the group just to get a "certain something". She's sneaky, arrogant, and "way" selfish. But with her super shuriken and her special skills, there isn't anyone else you'd rather have on your side in a fight. ------------------------------------------------------------------------------- ___ /#9.\__________________________________________________________________________ ------------------------------------------------------------------------------- C A I T S I T H ------------------------------------------------------------------------------- Name: Cait Sith Age: Unknown Height: 3'2" Birthplace: Unknown Job: Toysaurus Weapon: Megaphone Birthdate: Unknown Blood Type: Unknown Biography: Cait Sith rides around on the back of huge stuffed Mog he magically brought to life. Megaphone in hand, he's always shouting orders and creating dopey attacks. When his slot machine attack works, the enemy lines look like an overturned toy box. His hobby is fortune telling, but like his personality, it's pretty unreliable. ------------------------------------------------------------------------------- ____ /#10.\_________________________________________________________________________ ------------------------------------------------------------------------------- V I N C E N T V A L E N T I N E ------------------------------------------------------------------------------- Name: Vincent Valentine Age: 27 Height: 6' Birthplace: Unknown Job: Unemployed Weapon: Gun Birthdate: October 13 Blood Type: A Biography: A mystical man, stern and upright while at the same time dark and mysterious. His past connections with Shinra, Inc. is what made him join Cloud and the others. He may seem frail at first glance, but hidden inside his body lurks a fearsome power. ------------------------------------------------------------------------------- =============================================================================== ----------------------------------------- .:'*':. 4. Story of FFVII .:'*':. #SD4S ----------------------------------------- =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. Main Plot =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The story of FFVII revolves mainly around Cloud, and 21 year-old, ex-member of SOLDIER, an elite group. Throughout this journey which starts out with him joining a group called AVALANCHE to go against his old group, Shinra, Inc. and to first take out Mako Reactors which harvest Mako energy. But soon, your adventure becomes much more. Throughout the game, Cloud meets many new characters, each with their own outlook on life, as well as each offering something useful and unique to your party. But, some of them play bigger roles in the whole scheme of things than others. The whole quest then turns into a big adventure to stop Sephiroth from unleashing Meteor and getting to The Promised Land, and along this path you will take part in many mystical happenings, and it takes you far beyond anything you've ever seen, or have come to know in an RPG. Hope you're prepared...! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2. Specific "Confusing" Aspects Analysis =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Here I'll cover some of the more confusion aspects and facet's of the game specifically, that gave me hell when I first played, as they are quite confusing. But, first, I must mark: SPOILER ALERT: THERE ARE SPOILERS ABOUND IN THIS AREA, AND IF YOU DON'T MIND OR ALREADY KNOW, LOOK, IF NOT, READ AT YOUR OWN RISK. SPOILERS APLENTY. -------------------------------------------- Cloud With No Past/Zack & Cloud's Connection -------------------------------------------- After sustaining injuries back at Nibelheim in the incident five years ago (Cloud stabbed by Sephiroth, and Zack contorted over a container, again... by Sephiroth), they were put in those containers and exposed to Mako by Hojo, and it really did a number on Cloud, who was weak, unlike Zack. This is why Cloud was laying there in the train station during that one intermission with Tifa, where all he was doing was making hurt noises like he was in pain. As a result of Hojo's twisted experimentations on Cloud, it left his mind open and *almost* completely erased his true memories. From this, his mind was, again, vulnerable to so many thoughts and memories, that from the stories Zack, as well as Tifa, told him, and what he aspired to be, he was able to build the illusionary world he lived in for so long, before the incident at Mideel, where he was snapped out of it completely. ----------------------- Jenova's Reunion Theory ----------------------- Time for an explanation that you all might need as to all of this Goddamn... this whole Sephiroth ordeal here, as he's supposed to be dead. You've been facing the only successful clone of Sephiroth thus far, with the tatoo #1 on him. The real Sephiroth is dead, and how, you'll find out later. But, if the real one is dead, then how in God's name are the clones being controlled? This is not really simple to answer, and the game doesn't really ever explain it thoroughly. Basically, though, Sephiroth just has super powers, is what I expect. Now, another thing is about the Reunion, which also may be confusing to you. Ok, as you know from Hojo's longwinded speech, Jenova's parts were supposedly going to merge and become one with her again, however, as Hojo also stated, there's "Sephiroth's Will". It is controlling them, and since Jenova lives inside of Sephiroth in essence, they are returning to her in some way. ------------------------------------------- Lucrecia/Jenova/Sephiroth - What's Up Here? ------------------------------------------- My hypothesis on the matter goes a little something like this. First, after he was born of Lucrecia (who, as you know, has Jenova inside her), and was immediately exposed to high amounts of Mako and Jenova Cells, as with all SOLDIERs. However, again, like with Cloud, this may have made him weak, and he never knew his real mother as Lucrecia (remember, she never got to hold him once, so naturally, as a baby, he never even knew her). From all the testing and experimentation, he was probably always told that Jenova is his real mother, and that was the reality he knew, and when he went to Nibelheim five years ago, it added more knowledge to his memories, so basically, Cloud and him are the same in a lot of ways. Anyway, after a while, you can head back into the cave and go to where she once stood to receive Death Penalty and Chaos. The first one is his ultimate weapon, and the second is his Lv4 Limit Break. =============================================================================== ----------------------------------------------- .:'*':. 5. In-Depth Walkthrough .:'*':. #SE5W ----------------------------------------------- =============================================================================== This section will undoubtedly take up the largest portion of this FAQ. What I shall be covering in this section is just how to get from the very beginning of the game to the end of it. This will include strategies for all bosses along your way (no secret bosses, though), shops, item locations as you play, and just every area of the main storyline. It will not go over any of the minigames or sidequests in this game. If you want to learn about those, that's what the forty other sections of this FAQ are designated to, so don't look here for that kind of assistance. Now we begin our greatest adventure... Brace yourself! =============================================================================== =-= Disk One =-= =============================================================================== Ok, so now we begin the game. This subsection of the FAQ will offer coverage on the first disk of Final Fantasy VII (what a revelation... I cover in this sub- section exactly what I put on the header!). If you have not noticed, there are three disks in your Final Fantasy VII case, instead of what you've been used to preceeding this FF installment (you know, the single cartridge). Alright, once you turn on your PS1 or PS2, whatever, it goes directly into the classic Final Fantasy "Prelude" song. It's re-done just like with most other FF's, and this one, in my opinion, is the best one. It goes whilst pre-credits role, and once you've optionally skipped that (or watched it all, in which case I call you insane), you are on a dull screen with the Buster Sword in the ground and a solemn light shining upon it. There are two plain options here (nope, you don't get any others like in some other games that you could quite possibly be used to). They consist of the following: NEW GAME (yes, it is in all caps, because apparently Squaresoft knew it'd be so awesome and exiciting to start for the first time that they made it all in capitals), and, Continue. This is only used if there is stored data for Final Fantasy VII on your memory card. It's only used if you wish to reload from your last spot (at a savepoint, which I cover in the basics section of my FAQ, so you know what they are and how they look like). It also has a question mark as if to ask you if you wish to continue in a question form(?) Anyway, this walkthrough covers through all of if you are starting a brand new game, or replaying it. You'll definitely be saving throughout your journey and turing your game power off, so you'll also need to be loading your saved data by Continue? from time to time. Now, we start off. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Area #1 - 1st Mako Reactor =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -> Enemies: 1st Ray, Guard Hound, Guard Scorpion(B*), Grunt, Mono Drive, MP, Sweeper [* - denotes it's a boss enemy) -> Items/Weapons/Armor: Phoenix Down, 3x Potion, Restore Materia =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Dun dun dun! It's finally time to begin this amazing game, Final Fantasy VII. Sure, the first cutscene isn't anything too special in terms of graphical quality (well, back then it was the best you could ask for, but by today's stupid standards they looking quite trashy). The cutscene starts off by showing you the night sky filled with stars lighting and shining it up. Quite lovely. Then, the scene switches over to the ground, and we see a beautiful young flowergirl named Aeris. You see her for a few seconds, and then it shows her walking out into a huge and bustling street of Midgar. There's tons going on, and a lot of stores and visiting places apparently. Cool music playing, too. Many cars, and I bet it's not the most sanitary place to live, either. Hmm, what's that place Loveless I see there? Hmm... All right, then you see a huge overview of all of Midgar, and constant flashes to an area where there's a train moving along its tracks. During this time, the words Final Fantasy VII appear and grand music begins to play in the background. Soon enough, however, that train you just saw a bit ago makes a stop, and people start busting out. People fly out dead, and a spikey haired kid along with a Mr. T impersonator jump out all cool-like. He says "C'mon newcomer" to someone who obviously is better than him, and it's quite laughable. The spikey haired person is the main character in the game, Cloud, and the big guy with a gunarm is Barret. Then he starts running, and you start following him (note: press X to run instead of just walking). Examine the first deceased body to obtain a Potion, and then, keep on running. You're then ambushed by a group of soldiers. You should have no trouble whatsoever in defeating them with simple normal attacks, or if you want the job done quicker, use some magic like Bolt and/or Ice. Note however that you start off with 58MP and 302HP with Cloud, but after that fight you immediately level up to level 7. Proceeding the short-lived battle, move forward 'til you reach the next dead body of a soldier in red. Examine him and you receive yet another Potion from it. And after the battle you probably got a Potion, so you're doing quite well with Potion stock currently. And since you start with three, you're now at six hopefully. Items you start off with are of course the three Potions, an Ether, and one Phoenix Down. Note: that if you lost HP, and when you level up afterwards, your lost HP isn't automatically proportionated to your new level when HP increases to 318. Currently, after the fight your core stats should correspond to the following: Str- 18, Dex- 9, Vit- 17, Mag- 25, Spr- 18, Luck- 16; then Atk- 36, Atk%- 96, Def- 25, Def%- 2, MagAtk- 25, MagDef- 18, MagDef%- 0. Buster Sword (originally equipped weapon) has two Materia slots, by the way. Once you've taken that last Potion I mentioned to get, turn to the left at the end and go through to the next area. From here, go out on to the main street, go upwards, and speak with the two guys closest to the gate. You do not even have to press O to talk, just walk up to these people. They talk about Cloud's ex-profession in SOLDIER, about AVALANCHE, etc. Then, you get to create your name. Personally, I leave mine as Cloud as not to "disturb" the game (no effect besides when name is stated, but it changes it in my own mind). The name can only be nine letters/or numbers long at maximum. You can space it, delete letters, choose default, and when you're finally done, pick select to exit that menu. Cloud then persists in being rude in a very cool leave-me-the-hell-alone, anime -ish, typical hero who saves the world type fashion. Barret then makes the scene, and then they talk for a little while again. He explains the mission objective, splits the parties up (you're with Barret), and then the gate opens; go through it to the next semi-area. Name Barret, too. So, apparently SOLDIER is the enemy of AVALANCHE, and then Barret makes it known that he does not trust Cloud at all, him being an ex-SOLDIER member and all. Hey, why do you think his auto name in the beginning was "Ex-SOLDIER" instead of Cloud? Yeah... As you're going on through the gate, he explains how to walk and run which isn't really needed since I already explained it earlier. The camera then moves in close to Cloud as Barret runs off, and then aims at the Shinra, Inc. (a very evil autocratic "government" that apparently runs everything and anything in the Final Fantasy VII world) Tower. Now, follow them up, and eventually reach stairs that lead to a new area. Note that in that area you could encounter random enemy attack battles at any time, so move quickly. Don't even bother training there, since the real enemies to train with are in the section I'm about to explain. In this next area, you see three members of the party run off the high railing up, and the fat one who looks like he fingers his pets runs off by himself to scout. You want to go with the three who went together as to avoid a possible sexual harassment charge with the other guy. Proceed with the mission: destroy the first Mako Reactor and blow it sky high. Here, some really eerie music, which is actually my second- favorite in the entire game, starts playing. Head up the small bit of steps there and join the rest of the group. Barret talks about reactors, Mako energy, how the planet's dying out, and apparently Cloud could care less. Barret joins you, so now you have twice the abilities in battles. Don't bother talking to Jessie in the corner, since she only says "Biggs and I got the code for this door". Instead, speak with Biggs by the control panel for the door to open it. Ok, now, before I continue with this walkthrough informator any further, I'd like to explain a few things to you, since this game can get very confusing, as it already may be a little this early in the game. First off, I have to speak a little about Mako. Mako is pretty much the lifeblood this planet. It's what keeps it "alive". It comes from a special river so commensuratedly called the "Lifestream". The evil coporation of Shinra has established many Mako Reactors around Midgar (some in other parts of the FFVII world, but they're all pretty much out of commission now). You're in one right now to destroy it. What these Mako Reactors (more appropriately called Mako Suckers) do is actually drain the Mako from the planet. What for? For energy and money apparently. Those greedy bastards. This clears up and explains why Barret was going on for a brief period about the planet dying. Because with some many Mako Reactors running all the time absorbing Mako from the planet, it's drawing away its lifeblood, as previously stated. Now, I don't know about you, but my body needs blood to survive, and so does the planet in this game, so think of it that way. If your body was drained of all of its blood, you would simply cease to live, as with the planet. That's pretty much it. Now back to the walkthrough again. Once the first door is opened, you and the rest of the guys run through it, and walk up to the next door. This time it's Jessie's turn to decipher the door's code, so if you speak to Biggs he says to think about just how many people put their lives on the line in order to obtain the information for that very door code you're about to use. Who cares... right..? Now, don't e-mail me and complain about my inhumanities, ok? Thanks. Speak with Jessie then you get the "Code Deciphered", and run on through to the next one. Talk to her again and she opens this one which leads into the elevator. As if you couldn't figure this next one out on your own, she tells you to go press the button over there. How hard! Anyway, do as she says and you descend in the elevator. Barret then explains exactly what I just did in the last paragraph, although I do it in more depth, make more analogies, and just with more overall sexiness. Cloud then does a typical response of "It's not my problem". How'd we all know he was going to say that, that badass him. Barret then throws a fit and nearly busts a kidney going berserk (ok, so maybe it's not that bad) and simply repeats himself like an idiot. Cloud makes the same kind of remark, about all he cares about is the job. He turns around and the literally curses Cloud, shaking his gunarm like some old person scolding a child. Leave the elevator and you're in a new big area. Follow the rest of the gang down the stairs, and do not bother climing the ladder there, since it leads to absolutely nothing whatsoever (why would they put that there, and make it actually CLIMEABLE if it does not lead to anything beneficial). There are three flights of stairs to go down, and then you have to go through the door at the very end. Here you appear on a small platform with a broken down walkway in front of you. No, you don't have to get across some special way, just simply walk to the edge of the ledge and it'll automatically make you jump over the gap. There's Jessie at the other side. If you talk to her, she explains how to get on, climb up and down ladders. Basically in a nutshell all you have to do is press the action button (aka O or [ok]) and you'll instantly grab hold. Then once you're on, you use the D-Pad controls to move up and down, or in some cases, side-to-side. Not all the time are they ladders, but they can be vines or ledges. Simply press select to make an identifier appear to mark the things you need to climb with a green arrow. And along with that, it marks doors or escapes/tunnels with a red arrow, and our spikey-headed hero, Cloud, with a pointing finger above his spiker head. So right after the small two caption explanatory tutorial, go up to the ladder here, press action button, and climb on down to the next metal walkway. Get down, and run across to nab the Potion. Now, do not even waste your time talking to Jessie again, since she says the same exact thing as when you were just at top, so run on down the diagonal steps going downward. Here, grab hold of the ladder and make your way downward. At the bottom on the pipe, go to the right to the next place. Proceed with caution, however, as there are enemies everywhere ready to random- encounter your butt. Most of these include Sweepers (giant robotic enemies with big cannons on them), and Grunts (stupid pansy looking blue guys who can attack you and shoot small particle beams). Both of which are incredibly easy. Sweeper is electronic, so you can derail it easily with Bolt, and the other guys can be disposed of with ease under the merciless power of your regular attacks like insects. Barret starts off at lvl6, and increases to 7 in a few battles, and his stats are ok, but not truly on par with Cloud's. He's best when put in the back row under formation option at Main Menu. Well go through the next way at the end of the three-step pipe and you're in a newer area. Here you should consider training with the local beasties. But first, scale the intertwining pipes and go down to the bottom of the enormous ladder. Pretty much same enemy types here as with previous section, I just recommended this area because there is a save point at the end of the ladder (it's shaped like a question mark). Plus by at least this point you've probably accumulated a decently fair amount of Potions to heal up with. I suggest training to about lvl10 at this point so that the upcoming boss battle will seem like a walk in the park to you, and for future primary orifice-kicking. So, you'll probably be healing, gaining more Potions, and saving for about and hour to get up to desired lvl. Also do not even consume precious time looking like and idiot while trying to go through what looks like a passage next to the save point. It's nothing. If it was a passageway or some thing of that nature, when you pressed select it would show a red arrow above it. But, it doesn't, thus denoting that it is not something that you can walk through. When you've reached that lvl or higher, go down the walkway and you're near the core. I also suggest building up your Limit Breaks before going through there. Well, by this point I had accrued about 17 Potions, so I was ready to rock. I hope you are as well. Walk forward first and pick up the plain-in-sight Materia that's there. This is the Restore Materia. Now continue forward and you'll eventually seperate from Barret and he comes out and states some impertinent stuff that we already knew, such as "When we blow this place, this ain't gonna be nothin' more than a hunka junk". Umm... thank you Barret for restating the obvious. So, he then suggests that Cloud (meaning you) set the bomb in place. Cloud says that Barret should do it and Barret comes up with some excuse about his distrust and says he'd rather watch just to make sure that Cloud doesn't pull one on him. Cloud then weirds out and the screen goes red with some really strange screeching sound: "Watch out! This isn't just a reactor!!" Barret then asks what the hell's wrong with him and he replies like he's clueless as to what just happened. Cloud then plants the bomb and it sets off the alarm. Time for your first boss battle of the game with Guard Scorpion. =============================================================================== - BOSS: GUARD SCORPION - =============================================================================== -> Monster's Name: Guard Scorpion -> Monster's Locations: - Midgar #1 Reactor - Reactor Valve/Bomb Planting Point (forced) -> Monster's Level: 12 -> EXP for Defeating: 100 -> AP for Defeating: 10 -> Gil for Defeating: 100 -> Item Dropped from Monster: Assault Gun x1 (100%) -> Item Stolen from Monster: None -> Item Morphed from Monster: None -> Monster's HP: 800 -> Monster's MP: 0 -> Att, Def, Df%, Dex, MAt, MDf, Luck 30, 40, 0, 60, 15, 300, 1 -> Fire (normal), Ice (normal), Lightning (weak), Earth (normal), Poison (immune), Gravity (immune), Water (normal), Wind (normal), Holy (normal) -> Immune: Darkness, Poison, Sleep, Silence, Frog, Small, Slow-Numb, Petrification, Manipulation, Paralysis, Berserk, Confusion, Fury, Sadness, Death Sentence, Death -> Attacks: * Name MP Tar Type Elem Form PwrCst % M R +Added ------------------------------------------------------------------------------- ^ Rifle 0 1 Phys Sht Phys 16 100 X X * Scorpion Tail 0 1 Phys Sht Phys 28 95 X X * Tail Laser 0 A Phys Sht Phys 48 120 X X * Search Scope 0 1 - - - - - X X (1)(2) (1) selects a target (2) Miscellaneous/Animation --> Attack Pattern: -> Basic Pattern: Is Action Count 0, 2? Yes: Search Scope on random character and "Locked on target" appears on screen [Action Count +1] No: Is Action Count 1/3? Yes: 1/3 - Scorpion Tail on Search Scope character (if Guard Scorpion has less than 1/2 MaxHP, 2/3 - Rifle on Search Scope character and 1/3 - Scorpion Tail on Search Scope character) [Action Count +1] No: Is Action Count 4? Yes: Is only Cloud not under KO? Yes: Cloud says "It's gonna fire that laser...", then No: Are both alive? Yes: Cloud says "Barret, be careful!" No: Is only Barret not under KO? Yes: Barret says "I dunno what's goin' on, but...", then "it looks pretty bad", then "Let's see what it does when it's tail's up..." Cloud can also say "Attack while it's tail's up!" and "It's gonna counterattack with its laser..." (unsorted) [Action Count +1] No: Game Over No: Is Action Count 5, 6? Yes: Action Count +1 No: Action Count reset to 0 -> Countattack Pattern: Counterattack with Tail Laser when Action Count is 4 -> STRATEGY: First off, do not let boss' intimidation be your weakness and downfall. It may look a little bit scary at first, but it's bite is nowhere near as loud as its bark. It has a total of four attacks as you can see by observing the above data. One is Rifle, which it always execute right after it uses Search Scope (just like the attack, Scorpion Tail it does under the same circumstances). This only hits one character, and it is not a huge thing to worry about in the long run. Search Scope I just explained, and it is not anything to fret about, but you could worry about healing if you're under 40 HP at this point before Rifle hits. Then, there's Tail Laser, which you do not have to worry about until later in the fight. But, when it does hit, it is something to worry about, since it does anywhere from 70 to 90+ damage to both Cloud and Barret. Well, time to get to strategic tactics and all. Once fight is engaged, I hope you have both of your Limit Breaks ready for action. Cloud has Braver at this point and it should do about 130 damage, and Barret should to about the same amount of his damage with his Big Shot. They both compliment each other quite nicely in this battle. From this point, it'll probably use its Search Scope. And in this span, it becomes totally useless until its next go. Now, Cloud should use Bolt for about 100 damage since it's a mechanical type creature, and Barret to simply attack. By the way, no special Materia should be set up other than your originals, with one small discrepancy: Barret should be equipped with that recently acquired Restore Materia. After you've take it to 50% of its max HP (400), it'll raise its tail. At this point Cloud issues a warning, and it starts using Tail Laser. It also starts doing less damage with your attacks, as well. Oh well... Heal after every two of them, and continue using Bolt and attack with Barret. After about three more rounds of attacks, Guard Scorpion will be nothing more than a bucket of bolts. Now, the alarm is still going. Hopefully you did not think that once you had beaten this boss, that the alarm would cease going off, because it doesn't. So, you now are under a timer of 10 minutes (10:00, 9:59...) *tick tock, tick tock* What does this mean? Well, Cloud explains it well enough. It means that you have a full ten minutes to get out of this Mako Reactor before it goes into a gigantic explosion. Don't think for one minute that the timer will pause for brief periods during special things like going into a battle, or entering the Main Menu or other things of the sort, like black screens between areas or black screens after battles. First as you're high-tailing it out of there, aid Jessie in getting get leg unstuck from the metal bars. Then follow her up the sloping ladder, then jump that same gap from earlier. In the next area, keep on making your way up the three spiraling staircases, and then go through the door at the top portion. Do not yet speak with Jessie, and go through the little way in the corner near the code door. In here, open the treasure chest to grab the item, Phoenix Down. Now, speak with Jessie and do not senselessly talk with Biggs because that would spend some precious seconds needlessly. Continue through the door, then talk to Biggs this time to make it through that next one (apparently they each had codes for each door). Now, run on down the small stairs and make it through the door. This is as far as you need to go because from here you just let the game take control as an impressive cutscene plays with the Mako Reactor blowing to smitherines. After it's done, you guys get up, talk, go to the next area and bust out of the burning building. The fat guy runs around aimlessly, then the group speaks, and you regain control, plus HP. All right, from here, the first thing you are to do is run on up the stairs there. Then, continue forward into the next area. You come into a small area where you see a few people who immediately clear out upon your appearance for some reason. Plus, there's a beautiful flowergirl (it's the same exact one that you saw in the first, opening CG Cinema that you saw right in the beginning of the game). You talk for a second, and she asks you to disclose what just happend up there; you are then given two options: "You'd better get out of here" or "Nothing...hey, listen...". It's best if you choose the second option if you wish to "have" her later in the game, but if you don't, do whatever. Read the Mechanics section where I cover it more extensively. Then, she gives you two more options: "Don't see many flowers around here", and, "Never mind". I suggest picking the first choice and then buying a flower from her. C'mon, don't be a cheapskate, they're only one Gil to buy! Jesus Christ... But, if you really don't want one, choose "Forget it", as opposed to "Buy one". Easy to distinguish what both choices initiate. After that, she leaves. Don't try talking to her as she's walking away, because I've tried before, but to no avail. It doesn't work. From there, follow where she just went through to the next area coming up. You can talk to the guy with the black clothes and the red hair here you you'd like, but he does not divulge any particularly useful information that can prove to monotarily beneficial at all. If you talk to the other man just standing, he reads the wall. Anyways, go grab the Potion and proceed into the next area. Here, just continue to run forward for a brief, short bit, and then you're ambushed from behind by Shinra guards. You can choose "Fight them!" or "Later!" The latter of the two allowing you to run away, and the first option letting you fight them. This happens four times, with four batches of guards coming in from both sides. Choose whatever options you'd like, but they all lead to pretty much the same conclusion. They are only the types of guards to had first encountered as your starting opponents when you got off the train at the Mako Reactor, so they're a sinch to overcome. One normal attack will do each of them in, and magic serves as attacks to just annihilate them. Some teams of guard soldiers contain three of them while others contain two. The only difference obviously is the amount, and the one extra attack you must pull off to kill them all off. One dissimilarity between these and the ones in the 1st Mako Reactor is that they can do a diminutively increased amount of damage than the others could, but it's still nothing to worry about. Also note that some of them may be Attacked from both sides! so you ought to be ready for those. Man, this would be quite a bit easier if that Barret would ever come through for you. I seriously recommend running away from them all four times, since the only benefit to reap from fighting them is the AP gained after battle. It's not much to make up for the amount of time you'll spend in these pathetically boring fights you'll have to endure. Anyway, after it's said and done (either of the two ways), you jump off onto the moving train. Meanwhile, they're inside doubting you, talking about how you never came, thinking you may have died, etc. Cloud then makes a surprise bust-in to everyone's surprise. They're all exultant that he's alive apparently. Yes, even Barret. Just like that guy, always barging in unsuspected, and always having people either worried, or pissed off. He then makes a stupid excuse (well, not really an excuse, but more of a "Heh, looks like I'm late" sort of thing, to lighten the mood a little). Barret then exclaims his anger and making a big production out of everything like he always does. Dude, this guy needs to take a chill pill or something, because he's always screaming and complaining about something. If it's not one thing, it's another with this guy. Goddamn...! They then move to the next part of the train. As everyone besides Barret makes their way over, they either congratulate Cloud, say how they'll improve upon what they just did next time around, or Jessie shuts the door, wipes Cloud's face and thanks him for his assistance back there when they were at the Reactor. What was he gonna do, leave her there to die? Go up and jump over as well. When the team then busts into this next car, everyone scrambles out of it into the next one (you seem some strange looking people in this car as well. First, if you try to converse with the guy laying down in the back of the train, he says this is his house and tells you to accomodate yourselves. Talk with the guy next to Barret and he talks about the Reactor exploding. He thinks AVALANCHE is a band of terrorists? Damn newspapers... He thinks they have a very calculated leader, too. Barret!? Calculated!? My ass... If you then move on to talk with Barret, he tells you to stop acting childish and sit down. Biggs has to say that the train probably has not switched security mode yet, and it'll most likely be done tomorrow. Fat Wedge is just thinking about fame and glory... Be careful not to move to far up, as some train man will come out and tell you to stop bothering the passengers. Bite me. Next is the conversation with Jessie. She asks if you wish to take a look at the train's panel there, and explains a few of her interests to you. Wait a second and a model of all of Midgar will appear on the screen. It's a 1/10000 scale (meaning that you'd need to multiply that model by about 10000 and you would get the approximate size of Midgar). We now get into the plate above Midgar, and that's about fifty meters total above the bottom section, which is the slummy, sorry excuse for a city. But the top is the better part of it. She then goes into explaining how the main support structure holds the plate up from the center, and that there are even more structures to support it up (one in each section). Pretty well thought-out design, huh? Wonder how long it took them to friggin' build that. Then she whispers in Clouds ear something about how we blew up the North section Reactor1. There's Reactor 1,2,3,4,5,6,7,8 (but now there's only everything passed 1, hehe). They're all what provide Midgar its electricity from Mako for it to function properly. Also, all of the towns in Midgar used to have designated names, but at this point in time, no one is able to recall them and they're just referred to as sectors. Pretty sad... Then, the screen changes to the route your train is currently on. It spirals around the main structural support, and we're coming around the center right about now and it shows it on the monitor. Next thing that is talked about is ID Sensor devices at each checkpoint. Those check out the backgrounds, as well as the identity of everyone currently aboard the train by linking to the central database at Shinra's HQs. We're using fake IDs to get by, by the way. Afterwards, the screen is switched back to its normal state, and a red light starts buzzing. That means that they're nearing an ID scanning place. Nothing to worry about, so do not fuss. It then ends quickly, and if you walk back, Barret actually has something to