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Final Fantasy VII

 
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FAQ/Walkthrough

by SinirothX

===============================================================================

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===============================================================================
                        Final Fantasy VII FAQ/Walkthrough
                       For the Play Station Gaming Console
              By Nick Henson aka SinirothX ([email protected])
                   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 <http://gamefaqs.com>
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 <http://www.gamefaqs.com/> and affiliates
- Neoseeker <http://www.neoseeker.com/>
- IGN <http://www.faqs.ign.com/>

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                 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 say. He looks out and points out that you
can't see daylight at the bottom due to the plate at the top. He says that
the city does not have a day or a night, since it's all the same because of
that plate. Imagine how horrible the living conditions are down there, with
no plants, meaning no animals to eat. It's very hard, actually, and that's
why they refer to a lot of the sections as slums. Cloud then takes a gander
and says that it's a quite unsettling site, like a "floating city". Barret is
then quite surprised to here that out of someone like Cloud, being an ex-
SOLDIER and the tough, uncaring guy that he is and all. He then continues
talking with his strange language (you know, jes' for just, etc.). Hey, Barret,
correct grammer is your friend. He keeps on complaining about the horrible
living conditions, draining Mako, polluted air, among other things, and Cloud
makes a propostorous suggestion of moving up to the upper plate (or "pizza" as
Barret recently described it), and Barret says either because of lack of
money or that everyone's loyal to their homes, no matter how horrid things
become or develop into. Then, the scene switches to show the train moving
on its tracks around the huge structure. Then you get off at the train station.
We then watch the group unboard the train here and talk for a bit about meeting
up at the AVALANCHE hideout. You can talk to the people here, or just follow
your group to sector 7.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           Area #2 - Sector 7 Slums
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None
-> Items/Weapons/Armor: All Materia, Ether (note: excludes items that can be
purchased at shops.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

In the beginning of the next section, watch as the people clear out, and you
have a few directions to choose from. First, if you go down, there are two
guards standing there barring passage. The one on the right says something
about know who he is or some crap like that, and saying that his miserable job
is preveting scum like Cloud from getting through. Man, I wish you could fight
that guy and own him for saying that. Anyway, during that, the other guy's
admiring his pectorals (not really, just friendly admiration and respect) and
saying what a cool guy he is. Whatever. If you press the action button on the
guy to the left, he says that you are not allowed to pass further than that
without proper clearance, and then asks the guard on the right if he did well
that time. He then says that he's gotta be tougher than that. To the North is
a savepoint (save!) and a guy to talk to in the corner. Do so. At first he's
a bit startled, but then he explains about there being a bomb explosion at the
top, and about if it happend to come collapsing down, the slums would totally
be eradicated under it. Then the screen switches over to, and the camera moves
upwards to reveal its massive height. After that is done, you're back to normal
and the conversation is brought to a conclusion as the guy runs away.

Then, go to the path to the left and you see Jessie, Barret, Biggs and Wedge
storming out of the hideout shooting people (apparently local riffraffs, or
something of that nature). But who was that hot girl in that tight white shirt
and the short black shorts that came out with them? That's Tifa, and if that's
something that you said when you first gazed at her amazing physique, you're
definitely not alone. Then you're back in control of Cloud after the small
little mini-scene, and you can speak to the person hitting that girl, and the
girl being hit. The hitter says something about explosions and AVANLANCHE being
extremely cool. If you speak with the other person, she says "Did you hear".
Click on "No, what?" to find out. But, you already know, so press "Don't care".
All she talks about is how your group, AVALANCE, blew the Mako Reactor sky-
high. She babbles on, but just stop it there if you originally wanted to find
out, since what she continues on about is also impertinent. Don't bother trying
to go into any of the shops currently, since they're all closed right now. Now,
there is also a drunk guy and an old guy on the streets, too, but they're not
important to talk to, either. You can, however, go into the big place and buy
stuff. Nothing too good, but it's pretty much better than what you current are
in possession of. The prices are manageable, as well, so why not? Go ahead if
you want to, and then you can talk to the other two people here on the bottom
level. Also, you can sell here if you so please. You can pay the kid 1 Gil down
here to sleep up in his room. If you saying nothin', he calls you a cheap %#*^.
The other guy can teach you some valuable information if you want it. Upstairs
the first room is nothing for now, and up the ladder is the kid's room where
you can spend the night for some Gil (pay downstairs or here, but either way
you pay him 10 Gil, and he rejects your offer for one Gil, the bastard).

Well, once all of your business here is over with, go on back outside to the
streets of the Sector 7 Slums and then speak with Barret who's standing right
outside of the AVALANCHE hideout, and that's your next mini-destination. Once
you talk with him he lets you go through, and if you wait too long after he
first lets you through, he says to get off of your slow-moving ass and get on
inside. The nerve of that guy. Once inside, you're greeted by a young girl
named Marlene, and Barret's her father (well... uh... I bet you didn't see
this one coming, did you?). By the way, the bar section of this is the "Seventh
Heaven", which is owned by the lovely Tifa. Biggs, Wedge and Jessie are all at
the table drinking. Then Tifa comes out and goes over to Marlene, and she asks
if Tifa's going to go over and say anything to Cloud who's just standing right
there in the middle of the bar. Look at those knockers! (ok, I'll stop... for
now). She then goes over to him, welcomes him back, and asks how everything
went. Then, she questions you to see if you had any fights or arguments with
Barret during your mission. If you say not this time, she talks about how you
guys used to all the time, and how she's elated that you've gotten over it.
But, if you say "yeah", she says she should've known and that he's always
pushing and bossing people around, and that you've always been scuffing since
you were both little. She was worried, apparently. Then, you get to give her a
name, also. She then notices the flowers you bought from the flowergirl (that
is, if you even bothered to buy any at all). Here's your first chance to score
with Tifa. You can either give it to her or hand it over to Marlene. I suggest
Tifa, since giving it to Marlene will only lead to something stupid later on in
the game.

You can talk to Biggs at the table who suggests that you slam a beer. Both of
the options both lead to nothing happening whatsoever. Talk to Wedge and he
compliments Tifa on her cooking, and asks if you wish to hear about a story he
has to tell you. If you say yes, he gives a stupid talk about how Tifa is
always allowing him to taste her delicious pus... cooking, and look at him now,
he's "rolly-polly". He has dumb mixed emotions about it, and talks about how
the bar is famous for its outstanding food and drinks. Jessie is making no
sense. Apparently she's wasted. Go back over and talk to Marlene and it just
goes "..." She's shy, obviously. Then when Tifa is spoken to once more, she
apologizes for Marlene being shy. Talk to Biggs and he tells you not to tell
Barret what he just stated. That's it for talking. Now, start to walk outside
of the bar and Barret will come rushing in like a bull that's been poked in the
ass with a needle. He then lifts up Marlene in the air and everyone begins
talking with each other. He goes down the pinball machine with Marlene on his
shoulder, and everyone else starts to jump all the way down. Tifa goes back to
behind the bar. Go stand at the bar talk to Tifa. She wants you to sit down,
and asks if you want a drink. Go ahead and say yes to continue the talk with
her a little while longer. If you say no she just says "OHH!! I can make a
drink as good as anyone else". Then, as you walk away she wants to know if
you're feeling well. He says yes, and then it finishes. Any subsequent talks
with her will result in her saying that you should go downstairs. Now, go on
the pinball machine and press the action button on top of it to go down.

Down here, everyone's doing their own thing. Jessie is sitting there busy at
the computer terminal and TV typing and hooking things up. Wedge is there at
the table doing nothing (just like him), Biggs is also at the table, but least
he's passing the time by tapping his foot on the ground. Barret is punching the
punching bag while Marlene sits atop a box admiring her father. Then if you
walk toward them, Barret wants to ask Cloud something. He asks if there was
anyone from SOLDIER fighting against you today. Cloud answers no, and explains
that if there was any SOLDIERs, they wouldn't be standing. Barret starts trying
to go after Cloud then, Cloud ignores him, and Biggs tries to hold the big guy
back (probably for Barret's own good, anyways). Barret then knocks Biggs to
hell and back, and semi-warns Cloud. After the argument, if you start to walk
back, Tifa appears. Cloud ends everything by stating that he does not care
about SOLDIER, Shinra, AVALANCHE... or the Planet. At this point, Barret
starts punching the bag very fast. If you talk to Tifa she asks you to get
everything well again with everyone. Talk to Jessie and you get some headlines.
Wedge talks about more stupid stuff, like you don't care about things, but, you
went over to converse with him. He asks if it's really friends that you want.
You get two options: "Blow off", or, "I really don't care". If you choose the
second option, he says that you really are heartless and cold-blooded. And the
first choice somehow is misinterpreted by him to you look lonely, and if you
ever want to speak, go to him. Marlene says her dad's so great if you talk to
her, and Barret has nothing to say, really. Go up the pinball machine again.

Once you're up, it goes back down. As you start to walk on out of the bar,
Tifa comes up and asks Cloud to please reconsider and join AVALANCHE. He still
declines and apologizes. She then goes into restating the obvious which Barret
has already driven the point into the ground. The conversation continues on
until Tifa reminds Cloud of a promise he once made to her. Before that, though
she says you're just going to go out ignoring her, his childhood friend. Two
options are then offered: "How can you say that!" or "...Sorry" Both still
pretty much lead to the same place about "the promise". Cloud starts out not
remembering, but then she refreshes his memory. The screen switches to a new
screen to a time when they were both little children. Cloud looks pretty much
the same, but with different clothes, shorter, and his hair looks even more
less cared for. Tifa then appears with a hot blue dress on, but everything else
is almost the same except for probably her breast size, but that's beside the
point. She sits down, and they talk for a while about Cloud, him joining the
Shinra and SOLDIER, Sephiroth, and how Cloud wants to be just like him because
of his child-like admiration and idolization. He also tells her how he's
leaving their hometown, Nibelheim, for Midgar. It seems all of the young boys
are leaving, but Cloud's not going just for a job, no, he's always different.
He's of course there to join SOLDIER. She then asks him to make the promise
they're currently talking about: That once he becomes a famous hero/warrior,
he'd come back to Tifa, and rescue her if she's ever in dire straights. After a
little while longer, the flashback comes to a conclusion. He then states that
he's not a hero or famous, so the promise cannot be upholded. Barret climbs up,
gives Cloud his money, and another argument ensues. 1500 Gil apparently is not
enough for Cloud, and he agrees to do the next job for 2000 instead of 3000, as
that's for Marlene's education.

Later you find yourself in the room below. This can be a bivouac for you for a
while if you want to stay away from the game for a while, but too bad there is
no savepoint there at all. Go up. Marlene's at the counter tending to business,
while Tifa and Barret are standing in the middle of the room. If Tifa is spoken
to, she asks how you slept. Now, you could either say Barret's snoring disabled
you from sleeping, or that, next to Tifa, who wouldn't. The second option
temporarily confuses her, and the first one has her tell you to keep it quiet,
since Barret's always edgy before an operation. She's coming this time, too. If
you speak with Barret, he states the current itinerary, and your mission
objective to you. First you're going to the train where he'll continue the
briefing (God, don't you sometimes feel like you're in some sort of strange
military game), and then you're going to the Sector 5 reactor to "reinact" the
whole Mako 1 Reactor. Kaboom! He then openly states that he is clueless about
the utilization of Materia. You could fill him in, which initiates a whole
Materia tutorial for you if you do not know how to use it either, or you could
skip it by saying that he would not understand it. Here's an explanation by me,
which'll be just as informative, if not, even moreso than the game's:

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.

After the tutorial you give him (if you even both to at all), he's still
confused an doesn't get the concept at all, really. Then the Materia option is
accessible, and he lets Cloud be in charge of Materia handling. Tifa then
delivers a message to you about the Weapon Man in the slims wanting to give you
something, and then she goes to Marlene and asks if she'd please take care of
the bar while they're away (boy, will that be a helluva long time). Marlene
complies and wishes them the best of luck. The party then joins together and
then you should leave the bar. Now you can access every house/store in the
slums here. If you visit the bar's next-door neighbors, there's people inside
who talk about how much they miss their son. Nothing special in here at all. Go
to the item shop that was closed yesterday and you can buy/sell items here, It
is a good opportunity to make some money selling your unneeded items, and you
can use that money to balance spendings, and buy more useful items. The shop
has the following items: Potion (50 Gil), Phoenix Down (300 Gil), Antidote (80
Gil), Fire Materia (600 Gil), Ice Materia (600 Gil), Lightning Materia (600
Gil), Restore Materia (750 Gil). If you have a good supply of Gil, I suggest
stocking up on the top three items and Restore Materia (two or more if it's
possible). Do not worry about spending *too* much money here, as you'll quickly
be regaining it whilst fighting enemies in Midgar. At the Weapon's Shop is an
Iron Bangle selling for 160 Gil, an Assault Gun for 350 and a Grenade which is
going for just 80 Gil. Buy some if you want some. Now, go to the second floor
and then into the first room you see (the one which I said was of no use to you
earlier on).

Once you've entered, you first off see a savepoint bouncing away (???) Then,
the guy that was there earlier now has a dog next to him, a guy to his front,
and the gate door's opened. "Speak" with the dog and a big screen that tells
you how to use buttons appears: L1/R1 button: To turn quickly; Directional
Buttons: Up, Left, Down, Right - Walk; and Button: Triangle-Menu, Square-[used
only in some special situations], Circle-speak/execute, and X-run (use in
conjunction with the D-Pad controls. "Soft Reset" is L1&L2&R1&R2&Select&Start
buttons (only works on the field). All must be at the same time to easily reset
the game without having to get your lazy rump off your couch. Then, a finger
appears over your head and a red arrow at the door. I explained this earlier,
so there's no need to now. Talk to the guy next to the dog and he tells you
what this place is, The Beginner's Hall. Cloud then gets cocky and then a huge
screen appears with infos that he can tell the guy for free (this is really
meant to explain all of that to you, but whatever, you get the point). It
explains these items: How to save, How to heal your allies, Curative Magic,
Weapons and Armor, How to apply Materia, Effective ways to use Materia, How to
form your battle party, How to check your status, About Limit status, Other
things to watch for, or, that's all. All of which are covered in the Basics
section of this FAQ. You can get the Restore Materia right in front of the
other person, and then he says it was Materia, and then gives you a treasure
chest (more like it just falls out of the air). Open it and inside there is an
Ether waiting for you. Go inside the gated area and first speak with the woman
on the ground. She then explains the "fabled" savepoint, yeah right... She also
says that you'll meet her again sometime (Gold Saucer GP lady), and then the
treasure chest is partially explained. You can also teach the beginners up on
the crates a thing or two, as well. Afterwards, just leave.

Then just the leave the slums completely from the direction that you originally
entered it. The guards are talking about "Loveless" if you speak to them again.
They are so weird. Also, apparently, Midgar's under martial law as of currently
(well, what'd you expect, people to be all happy skipping around while licking
loli-pops at a time like this? Get real). Now, continue East into the train
station area again. Biggs, Wedge, and Jessie are already waiting for you in
front of the train, and once they spot you, they board the train and it rides
off without you. And if you just believed that, you're an idiot. Just get on
after they do. The train man orders the door to be shut and once you're on, the
important-looking guy is bummed out again and irritated, but this time he just
sits down right there. Barret then gets pissed at him and asks what the hell
did he say? He then says to Barret, in a sheepish manner, that it emptied out
because of people like us--"hoodlums". Barret then just punches him and he's
scared out of his mind (he probably pulled an Otacon from Metal Gear Solid and
wet his pants or something). He then talks about the current situation with
AVALANCHE briefly, and Barret threatens him over working for Shinra. Tifa butts
in (Tifa and butt go well together... Mmm...) and stops him. Barret proceeds
with the bleeped out vulgarity then. They then are done connecting the cars of
the train together and are finally readying for departure. Heh, notice the
Shinra executive now shivering and shaking with fear, hehe. Barret and Cloud
then talk about the current mission and about the ID Scanning system (I call it
IDSS for short). We can't use the fake IDs anymore, either. The train driver
then comes on and states that you'll be arriving at the Sector 4 Train Station
at 11:45 (not for you it won't).

Tifa explains the three-minute situation next. Then Barret pretty much explains
why you won't be arriving at that Sector 4 Station at 11:45, but even those
plans are changed. This means that in three minutes you shall have to jump off
the train to avoid being spotted by the ID checker. Even with that, Barret sits
down and starts to relax instead of preparing. Tifa then asks you to go over to
her so you can reconnoiter the monitor. If you talk with the homeless guy, he
says he's impressed that you're the only ones that'll ever talk to him or even
visit him, at that. Too bad he doesn't give you anything for it. The executive
is pretty scared still, and thinking to himself that he's going to brag to
everyone at work about this. Barret has nothing really to say besides some
unimportant stuff like the hobo and the executive. Once you go up to Tifa, she
can tell that you've already seen this, and as you start to see it again with
her, the ID Scanner goes off. It wasn't supposed to be until later on down the
tracks!??? Type A Security Alert!! Jessie then comes in and says that she will
explain later, and that we have to move quickly down the cars. A search of all
passengers will be conducted. Everything's flashing red, oh no! Then you have
14 seconds to get to the next car (why would you need that much?) In the next
car a notice is given that it's increasing in security level to 2. In the next
car, you are given 15 seconds to get all the way across, which we shouldn't
even need 1/4 of. Next car is when we reach a level 3 warning, but the lights
and sirens stop sounding. Barret asks if we're safe now but Jessie replies with
a no and that another search is going to be conducted soon, and then everything
turns back into pandaemonium. 18 seconds then 17 seconds to move up the next
two cars. In one there's two guys which you have to wait to move to cross. In
the third car from then you're at maximum alert, but no timer.

Just follow Barret and Tifa to the front of current car and he opens the door.
We're now going to have to jump out of it. Go up and talk to Tifa once, and
then once more while she's looking out the door. She then goes first, then you,
Cloud, go second, and Barret follows last. But before Barret goes, he says to
three suspicious looking characters to take care of the rest. By the way, those
three strange characters are Biggs, Wedge, and Jessie in costumes. It's pretty
easy to distinguish which ones are which. Then, watch Barret jump out. We now
find ourselves in the underground tunnels. Do not run South, as it's pretty
much endless, but it's a good place to train here. From the beginning, though,
run up, and the next screen's the last one in here. There's laser sensors here
which Cloud says you cannot get passed. Well, if you have the Select function
on, there should be a red arrow on screen. Go to it and examine it. After a
little disputing over whether to down or not (since it looks cramped and you do
not know where it leads to), Cloud has the ultimate say in it. You can stay and
wait for a while and wait aimlessly, or, just go down the first opportunity you
receive.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                   Area #3 - 2nd Mako Reactor/Church Crash
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Air Buster(B), Blood Taste, Blugu, Grashtrike Proto Machinegun,
Rocket Launcher, Smogger, Special Combatant
-> Items/Weapons/Armor: 2x Ether, H-Potion, Phoenix Down, Potion
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Once you've slid all the way down the tunnel, the first thing you're going to
want to do is to pick up the Ether that's right there plain in sight when you
first reach the bottom. Then, go down the stairs at the end of this miniature
tunnel. Continue climbing down the stairs, and then when you first get off, go
on over to the next pair and he'll automatically start to climb down those by
himself. When the screen switches, go down to the bottom. A good amount of
things to pick up in this area. By the way, you're newest fighting character,
Tifa, is here to add a third member to your fighting buddies, and she's not
half bad, either. Her stats are automatically proportionated to fit Cloud's and
Barret's by percentage after the raid on the first Mako Reactor. This reactor
provides home to some nice lvl-able enemies for which you can thrash and gain
all your characters some lvls. Tifa's weapons and fighting style includes using
her fists with special attacking gloves equipped, and her first Limit Break,
Beat Rush, can unleash some serious pain on some of the earlier enemies in the
game. I'd say, damage-wise, characters should be doing in the following ranges:
Cloud in the 70s-100s, Barret in the 60s-90s, and Tifa in the 40s-70s. There's
a flying fish enemy in here named the Blugu, and it's really bugger to deal
with. It has two attacks, physically striking and Hell Bubbles (annoying attack
which can Slp your party one at a time). They possess HP which you can probably
trash in one hit from Cloud or Barret, and probably two if Tifa's mixed in
there first. Their prognosticatable HP is 120 (Cloud can hopefully finish it in
one). Nothing else here is really that much of a pain, and there's a few
rehashed enemies from first reactor such as Special Combatant and Blood Taste,
which are just red-colored versions of their original counterparts which you
should be able to mentally identify quite quickly.

So anyway, back to the original mission. From where we left off last, there is
two ways to go. They eventually lead up to the same area and you can obtain the
same items, but I guess all that matters here is the order in which you get
them (if you really care about things like that). I guess some can come into
use quicker than others, but it's nothing really that drastically important that
your life depends on it or anything. Wedge is over there to the extreme left of
this area, and if you talk to him he says that the reactor's up this ladder.
I went up the ladder closest to him since as I was writing this guide, I went
to talk to him and didn't want to go back to the other one, so the walkthrough
goes this way ^_^ Down here, there's also the Rocket Launcher enemy with its
50 HP, and that's easy to take down, even with Tifa alone. Well anyway, at the
top of the ladder, there's Jessie, and two paths to take. What she has to say
is sorry, and that it was her fault the ID Scanner went on the fritz. She made
Cloud's ID special, and that's why it all occured. The two paths consist of
going down stairs and crawling in a duct. I suggest the stairs first. Down here
is Biggs, a Tent, and a savepoint to save your current progress at. Once you
talk to Biggs, he says they're going to pull out now, and that they're counting
on you [Barret and Tifa] to blow up the reactor. If you climb back up previous
ladder, you'll notice that Jessie is gone, and there's a Potion there on the
ground. If you go all the way back, Wedge is not present, either. Note: if you
climbed the big ladder in the beginning, it takes you to the duct that's near
where Jessie was/is. So anyhow, from where Biggs was, climb the ladder that was
nearest him. A side note is that where Jessie was there were some new enemies
like Grashtrikes. So, back to the path... again...

Well, now's when we notice a total rehash of the first reactor for the first
time, but it's just in a more gloomy color. We're in that biggest area where
there was the three spiraling staircases, plus, the big useless machine in the
center. There's a small difference in what we're going to do here, and it's
quite a bit less time consuming. Instead of having to run down the stairs, we
are at another side of this area, and from here, we can just slide down the
pipe that's in front of us after we enter this place. New enemies at the bottom
consist of mostly Special Combatants, and they still possess the same lame
Beam Gun as the Grunts. Note that Blood Tastes are remakes of the Guard Hounds
in the beginning of the first reactor which accompanied the MPs. The Special
Combatants come in different number groups, as well, four being the most
annoying to deal with. Once you've slid down to the bottom, go to the door at
the bottom which you would normally go through if you'd gone down the large
stairs. Jump over the gap to the pipe and then climb down the stairs. From
there make it down the diagonal steps and then down the next ladder after it.
At the bottom, move right, to the next area of the Sector 5 Reactor. Run along
all of the pipes here and then to the next ladder (this is all so familiar, is
it not?). At the bottom there's yet another savepoint which you can use (and
it's pretty recommended due to another boss bout coming up in the very near
future). From here, I do not suggest progressing further adumbratedly, but
rather, begin to train some more here (for a good 1/2 hour to and hour or so).
If you're already at lvl15+ from doing training to an extreme level at the last
reactor, don't worry about training, but I suggest getting to at least lvl13 or
14, and 15's even more useful.

Enemies in this area are pretty much all Blood Tastes and Smoggers for you to
get rid of. Smoggers have the Smog attack which can do damage and inflict
Dark on one character. It also has a normal attack and Poison (guess what that
does). Blood Tastes use normal bites and Tentacle Drain. After you have reached
desired level, you may proceed. We are at the core again and Cloud once again
starts to weird out. This time we see Tifa over her dead father! She states
that she hates Sephiroth, SOLDIER, Shinra, Mako Reactors, everything! Sephiroth
apparently was the one who did away with her father (this is explained later).
She then picks up a sword and runs through the door. After, Cloud comes to, and
then the bomb is set in place. No big thing this time, since perhaps it was
done with more caution or something like that. Keep on going back until you
reach the door near the huge stairs again (save before this if you want to).
Now proceed up those very stairs and through the door at the top. I suggest
placing Materias on characters respectively, and making sure they're healed
before you go too much further. Go down the elevator again and we're in yet
another familiar area (man, can't Shinra use more original designs for each of
their reactors?). Here, there's and Ether right there in the box, so get it.
Keep going forward and there's three control panels that your three members
much touch at the same time. When it starts, I suggest counting to three at
medium pace to get it just right. After, go through the newly opened doors and
save there. Go through the door at the top left of this small, small room and
then down the short steps and through the door to the next area. Note there's
Proto Machinegun enemies in that area, and they boast 100 HP plus the Machine
Gun attack, so it's pretty easy. Make sure you're completely healed in every
aspect possible (and by that I mean both your HP as well as your MP) before
heading into the next area.

Here, run to the fork of the catwalk and then Barret starts going off to the
left when out come six Shinra soldiers. Now starts playing my favorite music in
the whole game, and then President Shinra makes his debut. They get into a
long conversation about Cloud, SOLDIER, Sephiroth (him being brilliant...
perhaps too brilliant), AVALANCHE, and a bunch of other stuff. Shinra then
takes his leave to a dinner (LOL) in a helicopter. He leaves you with a "play-
mate" to fight, and here's Shinra's introduction to it: "Meet 'Airbuster', a
techno-soldier. Our Weapon Development Department created him". He then says
that the data it extracts from your lifeless bodies in the end (yeah, right)
will be of great use to Shinra in their experiments later on in the future.
Now is when Shinra leaves and the fight commences.

===============================================================================
-   BOSS: AIR BUSTER                                                          -
===============================================================================

-> Monster's Name: Air Buster
-> Monster's Locations:
- Midgar #5 Reactor - Catwalk (forced)
-> Monster's Level: 15
-> EXP for Defeating: 180
-> AP for Defeating: 16
-> Gil for Defeating: 150
-> Item Dropped from Monster: Titan Bangle x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1200
-> Monster's MP: 0
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   24,  80,  3,   75,  12,  320, 2
-> Fire (1/2), Ice (normal), Lightning (weak), Earth (immune), Poison
(normal), 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
- Back Attack = 5x dmg

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Big Bomber               0   1    Phys  Sht   Phys  50      100  X  X
  Rear Gun                 0   1    Phys  Sht   Phys  20      115  X  X
* Energy Ball              0   1    Phys  Shu   Phys  30      100  X  X
  Bodyblow [1]             0   1    Phys  Hit   Phys  40      90   X  X
  Bodyblow [2]             0   1    Phys  Hit   Phys  40      95   X  X
  Program 1 Operation      0   -    -     -     -     -       -    X  X (1)(2)
  Program 2 Operation      0   -    -     -     -     -       -    X  X (3)(4)

(1) If facing a side, turn around to face the other side
(2) Miscellaneous/Animation
(3) If facing a side, turn around to face the other side
(4) Miscellaneous/Animation

--> Attack Pattern:

-> Basic Pattern:
Is at least one character alive on Cloud's side?
Yes: Program 1 Operation available
Is at least one character alive on Barret's side?
Yes: Program 2 Operation available
Is Air Buster's ammo at least 1 (maximum of 4)?
Yes: Program 1 Operation, then Select a character
Is Air Buster facing not its Selected character?
Yes: If facing Cloud, Air Buster turns and faces Barret
     If facing Barret, Air Buster turns and faces Cloud
No: Big Bomber on Selected character on Cloud or Barret's side
Is Air Buster's ammo 0?
Yes: "Big Bomber's out of ammo." appears on screen and Air Buster cannot use
     Big Bomber
Next, Program 2 Operation
Air Buster Pre-Selects a random character
Is random Pre-Select character Barret, Tifa?
Yes: Is Air Buster facing Barret?
     Yes: Energy Ball on Pre-Select character
     No: Is Air Buster facing Cloud?
         Yes: Rear Gun on Pre-Selected character
No: Is random Pre-Select character Cloud?
    Yes: Is Air Buster facing Barret?
         Yes: Rear Gun on Pre-Select character (Cloud)
         No: Energy Ball on Pre-Select character (Cloud)

-> Counterattack Pattern:
Is Air Buster's HP less than or equal to 1/5 of its MaxHP?
Yes: "Turn Function non-operational." appears on screen
     Program 1 Operation and Program 1 Operation no longer available
Air Buster Pre-Selects the last character to attack it
Is Air Buster facing Barret?
Yes: Is Pre-Select character Cloud's side?
     Yes: CV is 1
     No: No CV gain
No: Is Air Buster facing Cloud's side?
    Yes: Is Pre-Select character on Barret's side?
         Yes: CV is 1
         No: No CV gain
Is CV 1?
"Counter Attack" appears on screen
2/3 - Is Air Buster facing Cloud and is Pre-Select character on Barret's side?
Yes: Bodyblow (95 Hit%) on Barret
No: Is Air Buster facing Cloud and is Pre-Select character Cloud?
    Yes: Body Blow (90 Hit%) on Barret
1/3 - Is Air Buster facing Cloud and is Pre-Select character on Barret's side?
Yes: Rear Gun on Pre-Select character
No: Is Air Buster facing Barret's side and is Pre-Select character Cloud?
    Yes: Rear Gun on Pre-Select character (Cloud)

- STRATEGY: You attack this enemy from both sides (Cloud to its immediate front,
and Barret and Tifa behind it). This may be a distraction, but nothing really
big. It has a good amount of HP, but it is nothing that we cannot handle,
especially at these levels. Airbuster boss is really susceptible to Lightning
(Bolt) magic, so use that frequently along with your physical attacks, and it
averages about 160 damage now when used, along with the about 100 damage that
Barret and Cloud can probably do, and the about 70 or 80 which Tifa can
dispense. This adds up eventually. Ok, time for how its attacks go in battle:
Big Bomber is its biggest threat, and it's used on occasional turns. I've found
that one character is usually put under Big Bomber's victimization, but it's
not always the case. It does within the 90-100+ range as stated to the above,
and can really put a hurtin' on your characters. "Behind Gun", as I like to
call it since it has no name, just does little damage to a character behind it,
and it's sort of like Counter Attack just for less damage, and, it does not
have to be hit by magic or regular attacks by a character behind it. Counter
Attack I just pretty much mentioned semi-intentionally in the last attack
explanation of "Behind Gun", but I left out the fact that its damage range is
usually from 30 to 40.

The two "operation" attacks are no immediate threat to you, but, evetually they
can mean some trouble for the character(s) Airbuster turns to face (at least
with Program 1 Operation, since non-operational means that it's not functioning
correctly [due to a lot of damage], and when it wants to use Program 1, it is
not able to). There is more to your strategy here than just attacking using
bolts. What I mainly mean by this is that whenever your Limit Break guages are
filled up, use them! Cloud's Braver is extremely useful (and you probably have
Cross Slash by now, too). Braver itself can do about 550 damage and Cross Slash
can dish out a good 650-700. Tifa's Beat Rush can probably do around 300, and
if she's gotten the Somersault, that'll let you reach about 500 damage. Big
Shot can do about 500-1100 damage. Do not bother with his Mindblow, since that
only restores your HP by implementing Drain in the attack (just another form of
it to make it look flashier, I suppose). Do not worry if you have not obtained
each character's second level 1 Limit Breaks, because the first ones will be
more than sufficient to bring this factory recall down. If you do the math,
550 + 300 + ~750 equates to 1550, which is more than enough to deplete every
last one of its 1200 Hit Points. Of course, you can always incorporate Bolt
into your repertoire of attacks to destroy it, as previously suggested earlier
in the strategy. Also note that Air Buster takes 5x damage from Back Attacks.

Once it's defeated, you notice it doesn't automatically explode after all HP
has been deducted like other enemies. There is a reason for this which you are
about to be finding out. After the battle, you get all your AP, Exp, Items,
etc., watch the proceeding cutscene. It shows the Airbuster completely
exploding and Cloud narrowly holding on to the edge as the others watch in
dismay. After a bit of arguing between Barret and Tifa of whether or not to
stay or leave, Cloud then gets two options. I'm slipping or Stay Strong. The
second one being the more admirable. Choose whatever, then the other two come
to a consensus and leave. Then it explodes some more and Cloud falls all the
way down (man, that's quite far down). There, that's the end of Final Fantasy
VII, hope you enjoyed........ And if I was anymore full of it, I'd have crap
pouring out of my ears. It's not the end; not even close. At the bottom, Cloud
crashes down through a church roof and the flowers at the bottom break his
fall. Then, a mysterious voice wakes up. Hey, it's the flowergirl from earlier
which you [hopefully] bought flowers from for a Gil. They speak for a little
while, and you get quite a few options during the course of the conversation,
At first she asks him if he's ok, he replies. Then they talk about the flowers
breaking his fall, and him apologizing for it. She says it's fine and that the
flowers there are quite resilient due to the fact that that is a holy, sacred
place. The she goes into explaining her love for this place. The first option
you get is when she asks him if remember her: "Yeah, I remember you..." or
"Never saw you before"; then.. "You were selling flowers" or "You're the slum
drunk," heh. The she exclaims her happiness, and if you bought flowers from her
before, she thanks you. The she goes about asking you if you have any Materia,
and says that she is in possession of a Materia that does absolutely nothing
whatsoever.

Cloud does not believe it at first and tries to change it to "you probably just
don't know how to use it". But, she does, it just doesn't do anything at all.
It was actually her mother's keepsake until she gave it to her. Then she asks
you if you feel like talking, and you are presented with the following choices
to choose from: "I don't mind"/"Got nothing to talk about". If you choose the
first choice, she says she first has to tend to her flowers, and if the other
choiced is picked on, nothing much really happens. Once the first is chosen
(whatever), you can go up and talk to her again, and then they finally get to
introduce themselves to each other. She's Aeris, and you're Cloud. She has a
pretty name, don't you think. It was really originally intened to be Aerith,
meaning Earth, but it was changed in the process. You can make it Aerith if
you so choose. Cloud then tells her his name, and a mysterious man in a black
suit comes in, he's a Turks member. And then Cloud goes on to telling Aeris
that he does a bit of everything. She asks if he'll be her bodyguard, and that
she'll repay him by going out on one date with him (covered in the Mechanics
section of the FAQ). But, that's only after you start to walk towards the front
and she says bad timing on her part and then go back and speak to her again.
She wants him to take her home... out of there... But, it'll cost her (that
greedy son of a gun). That's when she says that she shall go out with him once
if he agrees. He complies, and then a conversation with the Turks member, Reno,
ensues. He has a quick 1/2 second flash back saying "I know you", and he
suddenly remembers him, apparently from his Shinra days. Then three blue Shinra
soldiers appear from behind Reno. She then shows them to another place to
fight, as to not disturb the flowers.

Go back there next, and then Reno so rudely walks over the flowers, and he
says he realized Cloud's eyes and the Mako infusion he had when he was in
SOLDIER. Then he continues, and comes back to say to the guards to not step on
the flowers after he had just done the same thing, hehe. They protest for a
second, and then the screen switches over to the back of the church where
Cloud and Aeris are currently. Note that Aeris starts out pathetically and
pitifully weak from the beginning but her starting Limit Break, Healing Wind,
is extremely useful in healing your party. Her starting stats aren't really
especially good, especially her Str. From where you start off in the back,
broken down room, move in the only direction possible from the beginning, and
then position yourself correctly so that you can jump across to the other side
at the stairs. Isn't it amazing how he can jump that far right there and can't
emulate that in other parts of the game, and sometimes when the gap is much
shorter? So anyway, head on up those stairs and then to the left where you will
walk across the back strip of wood of a partially broken down piece of floor.
Now as you continue you make your way around the place, you'll reach another
small gap which you have to jump over, but, before you can make it on over,
Reno and the soldiers come barging in (how on Earth did it take them this long
to come in?). And after further contemplation, Cloud goes over and thinks that
Aeris can do the same, well, he's wrong. So then they make up their course of
action and bullets start flying. Apparently Aeris was hit a little and she
falls and slides down the big pillar. She's immediately up, and she yells to
Cloud for help as there's a soldier after her. You then have three things you
can choose on: "Hold on a minute!" (she waits as you go to drop a barrel down
at them), "Fight 'em!" (she engages in combat), or "RUN!" (she runs away from
them. I suggest choosing the very first choice on that list you get.

Note that there are enemies in the top area where you go to get the barrels,
but none of them are of high difficulty at all. At first, she's at the bottom
left area of the ground, so, there's a specific barrel to knock down there. It
is the one all the way in the back left, and once you push it over, it falls
all the way down and lands on the soldier that is in pursuit of Aeris (who
apparently is an "Ancient" from what Reno recently said). Aeris promtly thanks
you for your help, but not too long afterwards, she's being ambushed by another
soldier. This one calls for the one that's right under the one you just pushed
over. After, run around a little bit and she's once again being chased. This
one requires you to toss the one directly to the right of the one you just
pushed over the side. It takes out the guy chasing her on the stairs. Man,
these things are just so strategically placed! By the way, note that if Cloud
starts getting low on HP, do not hesitate to heal him with a Potion or two.
After this one, she runs all the way around and actually jumps over it this
time around. She then reaches you at the top, and the view from up there
completely changes. You both then run into the next area where you probably see
a red arrow near the humongous hole in the roof. Go over to it and jump out of
this place... you've been here long enough. But, if you decided to fight all
of those battles, here are some pointers: Aeris' attacks with her weapon
probably do from 12 to 20 damage at this point, and the enemies here, which
consist of the following singles or pairs: Guard Hound+Guard Hound, MP+MP, or
Guard Hound+MP, and some are just individually like just one MP in a battle.
will probably take 2-4 hits to take down. There will be three fights in all,
and I seriously suggest before all of this that you supplied Aeris with some
good Materia to face them. Well, after you're through the hole in the roof, we
now make our arrival in the next area of FFVII...

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           Area #4 - Sector 5 Slums
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Hedgehog Pie, Vice, Whole Eater, Hell House
-> Items: Poison Materia, Cover Materia, Ether, 5 Gil (special note on this)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Once you're out, Cloud and Aeris are conversing atop the roof. They're talking
about the Turks, how they're always after Aeris for some reason (this goes back
a bit into the last scene we were in, and covered more later on), how she
might be cut out for SOLDIER (my foot...), etc. Cloud also explains a little to
Aeris about what the Turks are. They're an organization of Shinra, and they
scout out possible SOLDIER-worthy candidates. But apparently with Aeris, they
have a hidden agenda. After the bulk of the conversation is over, Cloud says
let's go to Aeris, and you start to scale piles of stacked up garbage and
debris. You just have to move forward over all of it, while Aeris is trying to
catch up and keep up with Cloud who's making it all look so easy, Cloud pokes
fun at her nicely, asking is she sure she's cut out to be in SOLDIER and other
things of the like. When she finally catches up to you on some trash mound, she
is panting, puffing and wheezing, too, and then she asks if Cloud was ever in
SOLDIER because she notices the Mako glow in his eyes. She just continues the
talk for a small length of time and then they continue to traverse everything.
You then come down in a new area and Aeris is quite relieved. Aeris goes
upward and states that her house is over in that direction, but I suggest going
down first for a bit more exploration. You can reenter the church, and they ask
if it's ok that they're tending to the flowers. I told them no because I am a
sinister type person, but you can say whatever >:) The kids are exuberently
exultant and thank you kindly. You can leave and continue going South and see
the end of where Midgar is (its outer limits). You'll be there later, so don't
bother now. Now, keep heading North once more in the direction where Aeris
said her house was located. You can save there, too. Your HP should be fully
recovered with Aeris, as well, so take note of that.

In the proceeding area, you can head up the first chance you get and you're
really in the slums (moreso than in the Sector 7 Slums--wow...!). Or, you can
continue going up a bit and risk fighting more monsters (I'll get to explaining
those in just a sec) to talk to some little kids who're impeding passage to the
North. The child on the right is extremely rude, and the one on the left is
really just talking to the one on the left about a shop in the slums. About the
enemies: Hedgehog Pie is just like those little red-looking demon balls in the
Church with only 40 HP. It can use Charge which leads up to Fire attack; no
real threat there. One hit with Cloud's regular attack can take it down, but
Ice magic will do a much stronger job since being Fire, it's weak to it. It
doesn't give much in the way of after-battle spoils, however. Whole Eater is a
little bit more of a threat to you, but still nothing to go into a panic about
at all. With a measly 72 hit points, Cloud can decimate it in just one attack.
Its physical attack can do nearly 20 damage (more accurately calculate at
around 15-17, though), and it'll drop 70 Gil, 2 Ap and 24 Exp. Definitely
better than Hedgehog Pie except for AP which is 50 under that of HHP. It does
not have any weaknesses, so take it down normally. Vice is the second hardest
enemy around here, actually. 68 HP it packs, but its attack does less than
HP's. Rewards are a bit nice, and like with Whole Eater, you can Morph a
Potion out of it (doubt you'll be doing that now, but it's a nice to note to
keep in my for later), and you can steal a Speed Drink from it. But, well,
anyways, you still need to enter the slum, and there's a few things you can do
from the beginning. There's a guy right in the beginning that talks about the
strange guy in the pipe right next to him. Walking back and fourth next to that
guy is a man in green who asks if you've heard of Wall Market. Say yes and he
says that maybe he should have you run an errand for him there, but say no and
he gives a brief and concise explanation of it.

Also there's some guy in a hurry around the upper left store in the slums. If
you talk to the dog it turns to face you and barks a little. Near the central,
biggest structure, there's a woman who's walking around and it looks like she's
looking at the ground. If you talk to her...: "What am I doing? I'm walking
around looking at the ground". And I also guess she gives a helpful hint about
looking at the ground 'cause sometimes you can find items. Heh, well anyway,
there's not much left outside, so let's first go into where you're probably
closest to, the pipe. As you're walking in, Aeris comes out and says something,
and then you walk on in. He says nothing but "oooohhh" and "ahhhhhh". Aeris
asks if Cloud'd help him, but Cloud says no, he's no doctor. Aeris is saddened.
She then mentions the guy has a tatoo numbered "2". Afterwards, just leave out
of there. From here, enter the left-most door in the big place in the center of
the slum. In here, if you attempt to open the man's freezer, he stops you. This
is, by the way, the Materia Shop. Not much is selling that's really worth it,
but here's what it all is: Fire (600), Ice (600), Lightning (600), and Restore
(750). I suggest the first and the last if you do not have them yet (mainly so
you can have the last one on both characters), or you don't really have to.
Next door to it is the Item Shop. What do they have here, you ask? Potion going
for 50 Gil, Phoenix Down going for 300 Gil, Antidote for 80 Gil, and Tent is
500 Gil. Stock up on anything you may be in need or lack of (if your Gil is
plentiful, go ahead and buy a few Tents while you're there, they really come in
handy at save points or World Map when your HP/MP's low). Continuing to the
right of that store to the right extremity of the Sector 5 Slum is a random
person's house. If you speak with the first man (who for some inexplicable
reason has a serious tan when there's no sun whatsoever shining down on Midgar)
he talks about Shinra's lies and not being able to trust AVALANCHE. Go upstairs
and there's his small son sleeping in bed. He's muttering something about
not being able to find something... the top one...the bottom one... It's just
5 Gil in his drawer. Don't take it yet, since if you do, you'll miss a Turbo
Ether from the boy later, who somehow bought one with 5 measly Gil (???). If
you want the Gil now, though, examine both top and bottom drawers (in no real
particular order), and then again is a special drawer of both of them to get
the 5 small Gil). Leave the house once you're done with everything in there.

After that you can go into the top left store, and there's three people crowded
into that small place with all those items on top of items. If you talk to the
boy in the middle swinging his legs on the boxes, he's pretending he's on a
train to Midgar. If you speak with the guy on the left, he says there's no
weapons that he has to sell you, and the reason behind that is the weapon shop
is over there where the more elderly, chunkier man is. Not much is in supply
here, and I don't even recommend buying anything. You got a Titan Bangle from
the aftermath of your skirmish with Airbuster, and Grenades aren't really that
useful to you. But, it's your choice to make here, I'm just your advocate and
trying to get you to make better decisions in this game to accomplish the game
successfully. Exit again and go through the path leading through the shining
bright light next to the entrance to the Weapon Shop. This is a very beautiful
and tranquil looking place, isn't it? From the start, use the savepoint, then
go and get both the Ether and Cover Materia from the south garden. Then head
back across the bridge, down the steps and enter the house. When you go in,
Aeris comes out and says "I'm home, mom", which leads you to inquire that it's
Aeris' home that she wanted you to take her to (no, this isn't the end of Aeris
being with you throughout the game, by the way). After that, the screen goes
dark for a second and then it shows the three of you (Aeris, Elmyra [Aeris'
mom], and Cloud) talking, and the introductions begin. She then asks about the
Turks following her again and asks if she's all right. The she thanks Cloud
sincerely, and then he asks where Sector 7 is from here, because he wishes to
go to Tifa's Bar (Seventh Heaven). A controversial talk then ensues about Tifa
being a girl, and you get a chance to choose whether she's your girlfriend or
not. This has an impact later in the game, so be weary of that. The talk then
continues mostly about Aeris' safety, etc. Cloud acting all studly now... heh..

They talk a little bit about not being about to dispute with Aeris about
anything she's always so hard-headed and determined once she's made up her mind
about something. But, she then makes a suggestion that you should go tomorrow
since it's getting quite late now. The scene then changes over to Aeris going
up to make the beds. You can now talk to Elmyra, and for about two two caption
boxes, talk about SOLDIER, and then she asks if you could leave her tonight
without telling Aeris. If you speak with her again, she says the following:
"SOLDIER... the last thing Aeris needs is to get her feelings hurt again..."
Some of you are definitely confused by this, but it'a explained later on in
the game, both by the game itself, and by me. Now, head upstairs and talk with
Aeris, then after a small conversation, she wishes Cloud good night and walks
downstairs. A mysterious conversation with the voice in Cloud's head once again
goes down. A flashback happens with Cloud and his mother in Nibelheim. It's
mainly about girls and stuff. Cloud's being stubborn, surprise, surprise. Now
you wake up in the middle of the night and you have to get downstairs without
alarming Aeris. This is easier than you may think. All you have to do is walk
down the stairs (walk, not run!), and all shall be fine. The only way to
alert Aeris of your presence going down is to 1) go into her bedroom directly,
or 2) run out instead of walk - both are easy to avoid. Also be careful of the
one squeaky floorboard in the middle. All of this will trigger Aeris to come
out, tell you to get back in bed, and you have to keep trying. So walk along
the stairs railing to walk over and then down to avoid the squeaky, loose
floorboard. You can run when you're downstairs, though. Now continue the way
you came, and you'll now notice, when in the slums, that only the seller's in
the Weapon Shop, no one's outside besides the dog, and everyone who's really
supposed to be inside of their respective shops is.

So continue outward, and when you are out, go up to where those kids used to
be. Apparently Aeris was too quick (somehow, somewhere, someway there must be a
shortcut that she took to get right there). A brief greeting as if nothing'd
happend comes from Aeris, and both of them talk shortly and she runs off with
you following her. Looks like she's now back in your party. From here, this is
a small, downscale sized maze -ish area. From starting point, go up the upward
bridge, the across the iron walkway to the otherside. From there you head down
the red bars and through the pipe tunnel. Now, walk under the iron walkway and
then up the next pipe to the top. Ok, here, run to the other side and go down,
and then head into the next and upcoming area. Now you're in what looks like a
small children's playground. You now get to make a decision as to whether to
take her home (which does not happen even if you pick that it will not happen),
or you could opt to take her to Sector 7; better in both senses. If you say
take her home, she'll obviously be unhappy as well. But, if you say take
her to Sector 7, she says "won't I be in your way". Cloud doesn't understand
(God, is he clueless), and then she says "Nothing!". She obstensibly meant
about him and Tifa. That is, if you said Tifa was your girlfriend, if not, that
does not happen, and she does not argue. Whatever happens, she asks if you can
take a break here so she can sit at the tip of the big mouse slide and ponder
about the past and old memories here. Talk to her again to inaugurate it. At
the top, she becomes a little melancholy, and Cloud talks to her there, too.
You talk about SOLDIER, Cloud's rank (which he gets an instant flash and says
First Class), her old boyfriend a little, and more. After a while, you see Tifa
going off in a Chocobo carridge to Wall Market, uh-oh... Follow them!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            Area #5 - Wall Market
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Corneo's Lackey, Scotch
-> Items/Weapons/Armor: Ether, Hyper, Phoenix Down
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

There's a lot to do here in Wall Market on your first visit. And believe me...
it is A LOT. But it's all mostly fun, though. Before continuing on with the
story, there's much to be done like exploring and checking out all the sites
and stores of Wall Market. There's also people to talk to and things to do, and
some people actually make some pretty humorous remarks. The first person you'll
see is some guy in a blue shirt near the inn who only tries to persuade you to
stay at the inn. Don't feel obliged to unless you want/need to. It's costing 10
Gil per night to stay there, and that's not steep at all, so if you want, go
ahead and do so, it will not deteriment what happens in the game at all. The
next morning, leave and go talk to the fat guy at the other side of the vacant
shop in the middle of the beginning. He talks about a shop in town, but is not
too detailed. If you talk to the bad looking hoodlum wandering around he says
my favorite and most memorable line in the whole game. Here it is: "Hey boy!
You shore got a good lookin' heifer there!", and he's professedly talking about
Aeris when he says that. Haha. Pretty much in the middle of it all is the
strange, abandonned Item Shop that has a gun turret that'll nearly impale you
if you examine the red screen. Do I hear lawsuit? Above it is the real Item
Shop, and outside it is a little girl to talk to. Inside the guy is freaked out
when you come in, but you can buy stuff afterwards. They're selling a lot:
Potion (50), Phoenix Down (300), Antidote (80), Echo Screen (100), Eye Drop
(50), Hyper (100), Tranquilizer (100), Hi-Potion (300 -> really recommended),
and Tent (500). Above the Item Shop and to the right is a savepoint which you
can use. Next to that is a restaurant with a guy outside. Here you can buy
three foods (Korean BBQ Plate, Sushi Plate, or Today's Special), and they all
have slightly different appearances. They cost 70 Gil, and after you eat, you
eat you can say "...", "It was all right", or "I've had better dog food". No
matter what you say, leave afterwards. Note: if you buy all three foods at
least once, you get a pharmacy coupon for the item shop (more on that in just
a little while).

To the left of the restaurant is a person in purple deciding whether or not to
buy something. He's next to the dress shop, but this is nothing for now, but it
shall become quite important later (and leads to perhaps the most hilarious
video game scene of all time *doesn't want to spoil it just yet*). In the to
right corner of the first area is a strange place where the guy says they're
not open right now. You can now go into the next, Northern area of the Wall
Market and there's first off, two people discussing the trash build-up of the
Weapon Shop owner. The first tent is the work out gym, and inside, you see four
people training and working out. Also, there's a pub, and something in there
leads to your progression a little later. Oh, and for a laugh, you can talk to
the guy standing right outside of the bathroom and he says that someone's been
in there for hours and he really has to go. Go on ahead and open the door and
the person in there is apparently not done. Tons of people to talk to in here,
but none of them are really that interesting. Across from there is the Weapons
Shop. The person closest to the door is selling the following: Mythril Rod
(370), Metal Knuckle (320), Assault Gun (350), Titan Bangle (280), Mythril
Armlet (350). I can't make much suggestions here, just buy what you think is
right for each character taking note of stat increases and decreases (also take
heed that Tifa's coming back soon, so, don't forget her, whatever you do). The
other man has nothing as of the moment. And at the very top there's a path
leading to Don Corneo's place (more on that later), and it's nothing for now.

So, at this point, go back to the very beginning area to where you spoke to
that one overweight looking guy and head on to the right. Now here's a place I
would like to the manager of! The closest guy from the start of this small area
is really confused right now, and he asks you a question which you get two
options for; answer however you'd like and go talk to the hoodlum kid. He's
talking like he's all tough and like there's gonna be a fight breaking out and
stuff. There's also a guard trying to look in (you already know what kind of
place this is, don't you? And... Tifa's starting here soon!) The old fat guy
there asks if you're looking for a girlfriend (and by that he means more
intimacy than just a "girlfriend"). You get two options: "You know a girl named
Tifa", and, "This place doesn't interest me". Choose the first option, and he
says that Tifa's their newest girl acquisition. She is currently partaking at
an interview currently, so, you can't see her now. He then explains how Don
Corneo and him being a famous dilettante, and what he currently wants to do.
This is not good news for Tifa. The person at the front basically tells you to
screw off because this is a private club: "Shoo, shoo". What a pansy. Anyways,
now leave again, and this is where your crapload of stuff to do begins. Just so
you know, that place is called the Honey Bee Inn, if you're interested. This is
where things get interesting. So, first off, you have to go back to the main
entrance to the the Don's place and speak to his lackey outside. He doesn't let
Cloud come in because he's... well, a guy, but he's more than happy to let
Aeris in 'cause she's one fine heifer. However, Cloud has an objection to this,
mainly about letting Aeris going in alone because it's "that" kind of place.

Well, how are we going to get in? This is worked out by Aeris and Cloud, and
you come to the final conclusion that Cloud is going to have to get all fufu
and dress up like a woman. OH MY GOD! I am not lying about this, this is really
what happens, and what you're actually supposed to do. Well, now you leave from
here and we begin looking for stuff to make Cloud look all feminine. Damn, can
you imagine if Barret was here!? I first must begin by saying that you do
not have to obtain every single item mentioned herein, but, if you want to get
the most out of it, follow this very closely. Time to explain a little. In
dressing Cloud beautifully (still laughing about it), you have to find a wig
and a dress. That's all. But, you can go the extra mile (or rather, extra few
miles) and get other stuff like perfume and more. This all leads up to Don
Corneo picking either Tifa, Aeris, or you, Cloud, to be his woman. I must say,
this is the funniest and most amusing part of the game. This does has an
effect later in the game (as touched on in the Mechanics section), and it can
be detrimental or helpful to the outcome you wish to have occur. This will be
taking quite a while, so, I hope you're ready (that is, if you wish for every
item you can possibly have to make you look pretty), if not, ten minutes max.
First off, go on and save again at the savepoint in the first area of the Wall
Market after Aeris says that she's going to go and get a hot friend of hers.
Now, where to go first? Well, I said that it proved no point in a perhaps
earlier visit, and what I mean by this is the Dress Shop. This is located to
the Northwest of the first area of Wall Market. Inside will be a woman at the
counter and an old man. Don't bother about talking to the old man, since he
only says to stop pushing, hoodlum. Talk to the clerk lady at the counter to
initiate a conversation in which Aeris asks for a dress, but the girl replies
that her father (the owner) has been in the slumps lately and that he is more
than likely drunk at the bar.

So what you're off to do now is to go find and bring back her father. This is
easy, all you must do is go back to the second section of Wall Market and enter
the bar. He'll be the guy all alone by himself in black clothes in the bottom
portion of the bar. He's pretty plastered, as you can imply just by talking to
him. Cloud then asks him to make him some clothes, and his first response is
that he doesn't make men's clothing. Cloud then goes off for a second as Aeris
talks to the man in private. She tells the guy that Cloud has always wanted to
dress like a girl once, and the guy's a little surprised at first, but then he
complies since he thinks it might be interesting, and since he was bored with
making just regular clothes, it's pretty much a win/win situation. You now get
two options to choose from for how you want your dress. There are two combos to
choose from: "Soft/Shiny", "Soft/Shimmers", or, "Clean". The first choice I
mentioned gets you the Satin Dress. The choice after that is the Silk Dress,
after that is the cotton dress. Satin is the best and Cotton is the worst, so
I suggest Satin. Don't ever pick Cotton. Picking the best option here is the
first step in the progression to get the funniest results from the Don Corneo
fling. Afterwards, no matter what choice(s) you make, the guy says that he has
a friend that has Cloud's same tastes. Talk to him again and he'll sit there
pondering what it should look like. What's next? We have to go to the Dress
Shop once again and the man is already there with the dress made. He also has a
new attitude and inspiration/motivation. Talk to him at the counter and he
tells you to go and try it on. Received Key Item "[???] Dress"! Cloud then goes
into the dressing room to try it on. Apparently he's having some difficulties
in doing so. Cloud now needs a wig to conceal his spiked hair. He already set
you up to get one at the gym, though, so don't worry about that.

Now that you have the dress and Cloud comes out, we have to pay a little visit
to the gym here in Wall Market (whoa, isn't that the last place you ever though
you'd be getting a wig? I guess the men here in Wall Market have some lack of
testosterone, huh?). Well, the gym's located in the top half of Wall Market,
and it's the first house you can enter. Talk to the person in the middle who's
watching the two guys training in squats in the ring. You talk about the wig,
but it's obviously now going to cost you. No, not in money, but, you have to
beat Big Bro in squatting. Big Bro is the big, burly looking black guy in the
top right corner of this work out gym. The game is then explained to you. You
must press Square to squat down, X to get back up, and Circle to return to the
ready position. You must press them all like that (->X->O) in expedient yet
synchronized order, and get all timing down correctly. The object of the game
is to beat Big Bro, or in other words, get more squats down than him in set
time limit (30 seconds). Don't do the next move until previous one has been
completely executed correctly. Should you lose, you receive a very unsanitary
wig, a dye wig for tying him, and if you just so happen to win (not that hard),
you get the Blonde Wig (of course the best one, so try for it hard). If you
mess up your moving during this, you stop suddenly and scratch your head, but
so does he if he slips up. Received Key Item "[???] Wig"! The black guy then
gets punched to the other side of the room for whining and complaining like a
baby. You should now leave after Aeris rejoins your party. You could finish
this now and go to the Don's place now or you can continue for a more favorable
outcome. If you wish to quit now, go to Dress Shop and get dressed.

I am going to continue explaining how to get every single dress-up item, as
that's my job. We must first head over to the restaurant that I talked about
earlier. Once you're here, take your seat (it'll be only empty one in the whole
entire place). You can order whatever you like, it does not have to be any
specific dish, just so long as you, after consuming the food, say "It was all
right". That's a semi-compliment, and none of the other statements will work.
Afterwards, you are given the Pharmacy Coupon. You can exchange this at the
Items Shop for one of three special items. Since you have the coupon, you now
can get one of three extra items, instead of the usual. You don't have to pay.
either. The three of them are Disinfectant, Deodorant, or Digestive. The choice
you make here dictates which kind of cologne you receive a little later on.
All three of them net you a different kind of cologne (I really don't know why
they don't call it perfume since it's in a woman's case). Here's the list in
order from least prefered to most preferable: Digestive, Deodorant, and then
Disinfectant. What on Earth do you do with Digestive (or whatever else you had
got), you ask? Well, you must go back on over to the bar where you've been
before. But this time, you have to go get the person out of the bathroom who's
selfishly been in there all day long, according to the squirming guy outside
the bathroom door. Go and open it, and then talk to them after the door's open
to give them the item you just got from Pharmacy. I guess she just needed to
flush his system due to constipation, that's why it's best (and she's most
thankful) if you you give her the Digestive. For Digestive she gives you the
Sexy Cologne, for Deodorant she hands over Flower Cologne, and Disinfectant
nets you the normal Cologne. The other guy enters and never comes out, then.

Hey, do you remember that one fat guy near the entrance to the path to the
Honey Bee Inn? You know, the one who could not make up his mind earlier when
you probably spoke to him, Anyway, it seems that he's partially made up his
mind, and has decided to hand over his "Member's Card" item to you. This is a
membership to the Honey Bee Inn (remember the one queer working there who
wasn't letting you in because you were not a member). Now you can go in, and
this is where the first disturbingly scarring sexual innudendo of the Wall
Market takes place (not much of one, but it's enough to make some people like
me think twice about playing this game again). Now go up to the owner of the
Honey Bee Inn and he utters one of the most homosexually perverted phrases in
the entire game, and unless he was talking to Aeris, I'm quite frankly very
frightened. He now clears the way, and you can go in, and every one is in a
manincal frenzy to get in too. Haha, too bad! From the beginning, I hot girl
comes up and welcomes you in. By the way, Aeris is staying outside due to
obvious reasons. Talk to her again and she says to choose a room to stay in.
She's also thinking to herself something quite humorous. The room at the top is
not available, as it's a dressing room. The two right rooms are unvacant, and
you can watch the occupants through the keyholes on the doors. At the top right
room is the lover's room. You can take a listen or a peek. If you take a peek
you just see sort of a shower curtain and two old people talking to eachother.
Sane still? If you take a listen you hear some disturbing sexual noise being
uttered by two elderly individuals *shutters* The bottom is the Queen's Room.
Take a peek in here and you see the same as last time, but it's almost like
Sephiroth himself is in there with all the electricity and some really strange
talking goes on about a queen, Satan, and President Shinra??? Some spanking at
the end, too?

The rest is the &$#% Room, and you can take that which gives you the Lingerie.
The other is the Group Room which gives you the Bikini Briefs, and I recommend
that more. Choose one and the girl in the bee suit unlocks the door and shows
you in. First in here she asks if you should begin? (seems nice so far, right?
Don't let this fool you, you're about to be mentally and sexually disturbed).
Then she tells "everyone" to come in and Cloud is bamboozled. Choose an option
and the room suddenly becomes infested with gay men. Mukki's their leader,
apparently. Then you get two options, to either say I'm outta here or this
could be dangerous. Either way, they undress you and you're forced to shower in
a small tub with nine other men. For the love of Christ... When they ask how
it feels you can say "..." or "It hurts [AHH! MAKE IT STOP!]" He also asks if
you want to join the Young bubby's group; "Not interested" or "..." Your mind
shall be permanently scarred forever, I can assure you. But, for enduring that
torture, you get the better underwear, the Bikini Briefs. Ya'll get dressed,
then they leave the premise. God, he really must care about Tifa... Now, for
what goes on in the &$#% Room, it's almost as bad, but for sustaining (a
little) less, you get Lingerie which is not as good. When you enter, some nice
music plays (it gets me a little teary-eyed at times) plays and you see an
image of Cloud in here. Cloud starts weirding out, and the image asks if you
really should be here. Ms. "Poo" then comes in, and after a night, the next
morning you wake up and see Mukki on top of you (you hear "rub, rub, rub",
which isn't a good sign, a lot of other disturbing, disgusting sexual noises).
But, you get your HP/MP restored!? Mukki's now slapping you (dear lord, you
can guess what happened to Cloud, can't you?). There's two options then:
"Huh...?" or "Ugh...?". He then replies with "They say say youth is so long
but so short". God... He then leaves and you get Lingerie.

Note that you can also have the girl in here put makeup on Cloud, either the
normal makeup or a special type of makeup.

Well, not that you've learned that the Honey Bee Inn is men service and woman
only serve as escorts to your room... we continue to get the final item on our
agenda, the Tiara. Uh-huh... But first, you get Aeris from being hit on by all
of those guys out there, hehe... So, first, for the Tiara, go up to the North-
east shop of the first, bottom portion of Wall Market. In here there's a guy
just laying on the counter doing nothing and he doesn't really seem to care too
much about his business, whatever that is. Nothing would surprise me after what
we just experienced... He wants to ask a favor of you, but you can reject it if
you want to. He asks Aeris to turn away and she's curious about it. He wants to
know what they have in the vending machine at the inn. He does not want to ask
a girl to go see for him. He also cannot go all by himself because he had a
fight with the manager of the inn and was banned from ever going there again.
So, first off, collect 210 Gil so you can stay the night and get the very best
Tiara possible. But, you can use 110 for the medium Tiara, and 60 together for
to the worst one. Aeris rejoins and you can go over there now. She was getting
impatient, it seems. The 200 one is the Diamond Tiara, 100 is Ruby Tiara, and
50 Gil one is the Glass Tiara (but these are all what you get in return for
taking him the item from the vending machine there afterwards). Now, leave, and
you're done. For added effect, and Don Corneo's further approval, you can get
make up put on Cloud at the Honey Bee Inn. Go into the dressing room to fit it
all on. Aeris then gets a dress and she looks mega hot. Now if you go back to
Honey Bee Inn, you can't enter since the guys crowd around you. Heh.

You now get to walk/run all around as Cloudina, the First Class cookie seller
of the Girl Scouts. It's funny. He even has a new feminine, girly walk. He does
that well. I knew he had a little bit of "that" in him! Ok, go back to the guy
at the door to Don Corneo's place and he shows his aproval for Cloud, too. Heh.
Two ladies coming through! The inside of this place is awesome, man. The guy at
the front desk goes to inform The Don of your arrival. Now, go up the stairs
and through the door over to the right side. Down here is Tifa in a very sexy
dress, as well. There's a big talk and apparently there's some jealously and
animosity between the two girls who obviously have a thing for Cloud. After, go
to the back and claim the Ether. If you speak to Aeris, she's there giggling at
you. Tifa's confused as to why you're dressed like a woman. He then explains a
little about the fall and why he's dressed as such. He then interrogates her as
to what she's doing in a place like this, and it's on a mission that Barret got
some information out of a suspicious character in Sector 5. The conversation
continues about the Don and stuff, and then, leave the basement by way of the
stairs once again. Funny, if you go to Main Menu, Cloud's picture isn't at all
temporarily altered. That'd be a riot. Now, enter the main big room, and that's
the Don's room. Here, walk up and talk to Kotch who tells you to line up in
front of Corneo. He's astounded and obviously quite arroused. Now's where he
chooses. If Cloud does not have all the beauty items mentioned, either Tifa or
Aeris will be chosen, and that is done at random. Whoever is not picked, Scotch
and Kotch (who, to me, have very questionable names, indeed) get to have them.
If Cloud loses, he's thrown in a room with Corneo's Lackeys where you have to
fight them all off. Also, get a Phoenix Down from this room. But, whoever does
get picked is confronted in the bed by a horny Corneo when busts in the two
others. They all threaten to smash, cut off, and rip off his testicles in an
interrogation. That's a bit *too* inhumane, if you ask me.

Now, the information Corneo gives is extremely useful. Stuff such as how Shinra
plans to destroy Sector 7. After all the torturing and explaining of Heidegger
of Shinra and more, you now, get to acquire a Hyper from behind Don Corneo's
bed. Go up to the girls again and Corneo asks you a question with three
different answers. All of them lead to the same final, ultimate conclusion to
it, and that being that he pulls a secret lever that sends the group plummeting
down to the Train Graveyard/Sewers Under Sector 6. But, by the way, the middle
option is correct one according to him, if you want. But, as you're falliing,
the scene switches to the main room in the Shinra HQ where it shows Heidegger
(the fat guy with the horse laugh in the green suit), Reeves (the head of Urban
Development), and Shinra himself, who's at the desk. They're discussing the
operation to destroy Sector 7. Reeves seems to be showing some reluctancy
because he played such a huge role in building, as well as running, Midgar.
They also touch briefly on the lazy mayor (you meet him later). Heidegger then
leaves the scene with his annoyingly stupid horse laugh (don't worry, you'll
get used to it eventually throughout the game). President Shinra then suggests
a vacation to Reeves. Reeves just leaves. Shinra then divulges the rest of the
plans: Destroy Sector 7 and report that AVALANCHE had done it. Then they send
in the rescue operation care of Shinra, Inc. The perfect plan, according to
him.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                Area #6 - Sewers Under Sector 6/Train Graveyard
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Aps (B), Ceasar, Cripshay, Deenglow, Eligor, Ghost, Sahagin
-> Items/Weapons/Armor: Echo Screen, Ether, Hi-Potion, Potion, Steal Materia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Haha, looks like Corneo's door in his floor really works; it sends you
plummeting down to the sewers below the streets of Sector 6. It's not like this
is some huge trap or trick which is nearly impossible seeming to get out of,
but, it's just the sheer thought of being tricked by someone like Corneo, it's
enough to make you question existance. Well, when you're at the bottom, Cloud's
the only one who gets up while the two girls stay down a little longer. Talk to
them in any order whatsoever and they get up with Cloud asking them if they're
all right. Be aware, though, there are some random encounter enemies here, so
watch out. Sahagin isn't much of a threat, but it's Water Gun technique can do
some damage. Nothing you can't take, however. It's 150 should go under total
deletion in one hit, or two at most. Try to get your Limit Break up with Cloud
up by training here. Since after you wake them both up, there's an immediately
engaged boss fight with Aps. There's also the Ceasar enemy around here, though,
and it's even less of a threat than the Sahagin was. It has one attack really
worthy of mentioning, and that's Bubble. A lot like Water Gun. If you lose too
much HP here before Aps fight, replenish it with a Potion (try not to use up
your Hi-Potions yet, as you'll need them soon. Also, a pro tip would be to wake
up Aeris first, without Tifa, and get both Cloud's Limit Break and her Limit
Break (so that she can rejuvenate you in battle without MP cost or using up an
item), and then just use Tifa in battle until her Limit is up. I suggest being
lvl13 or higher for the upcoming boss bout with Aps just so that you don't find
your ass being handed to you in this fight. Well, with all that being said, let
us start the fight, shall we?

===============================================================================
-   BOSS: APS                                                                 -
===============================================================================

-> Monster's Name: Aps
-> Monster's Locations:
- Midgar - Sewer Under Sector 6(forced)
-> Monster's Level: 10
-> EXP for Defeating: 30
-> AP for Defeating: 3
-> Gil for Defeating: 89
-> Item Dropped from Monster: Phoenix Down (100%)
-> Item Stolen from Monster: Hyper x1 (8)
-> Item Morphed from Monster: Potion x1
-> Monster's HP: 150
-> Monster's MP: 0
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   23,  32,  2,   59,  8,   64,  12
-> Fire (weak), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Confusion, Petrification, Berserk, Frog, Small, Slow-Numb,
Manipulation, Death Sentence, Death
- Back Attack = 4x dmg

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Sewer Tsunami [1]        0   AT   Phys  Wat   Phys  18      100  X  X  (1)(2)
* Sewer Tsunami [2]        0   AT   Phys  Wat   Phys  18      100  X  X  (3)(4)
  Attack                   0   1    Phys  -     Phys  4       100  X  X  (5)
^ Tail Attack              0   1    Phys  Hit   Phys  18      90   X  X

(1) characters receive regular damage
(2) Aps receives back attack damage
(3) characters receive back attack damage
(4) Aps receives regular damage
(5) Sadness [100%]

--> Attack Pattern:

-> Basic Pattern:
Sewer Tsunami [1] on all characters
3/4 - Is at least on character in the back row?
      Yes: Tail Attack on random character in the back row
      No: Tail Attack on random character
1/4 - Is second character in party formation not under KO?
      Yes: Attack on second character in party formation
      No: Attack on random character
Is Action Count 0?
Yes: Action Count +1
Is Action Count 1?
Yes: Tsunami [1] on all targets
     [Action Count +1]
Is Action Count 2?
Yes: Action Count +1
Is Action Count 3?
Yes: Tsunami [2] on all targets
     [Action Count reset to 0]

- STRATEGY: First of all, when you've awoken everyone up, the match is right
away automatically initiated. When the fight starts, you'll probably be scared
out of your mind, 'cause man is Aps one ugly customer. It'll probably pull off
a Sewer Tsunami before you even get to attack, depending on your Agl - but if
not, try to get Cloud's Cross Slash on him for around 250 dmg. Now, for some
information on Tifa: I suggest having her equipped with any weapon/armor you
may've purchased for her at Wall Market, plus some Fire Materia if there's
double (if not, substitution should take place for something like Bolt). If
Tifa gets a chance for Limit Break, go on and use it, as it should be the
Somersault by now, you can expect some big damage. Aeris' Limit Break, Healing
Wind, comes in very useful to just about heal all of your party's HP, but
should only be used when HPs are running low. Now, with Sewer Tsunami, you
would assume that there'd be a status adulteration (such as Posion) involved,
but it's quite the contrary. All it does is mediocre damage to you, and about
twice as much on Aps. This boss has no real set attack pattern, either. Fire
is its once major elemental vulnerability, so utilize it well with whomever it
is equipped to. Here's how to differentiate both the Sewer Tsunami with the
"Op-ed" Sewer Tsunami (besides damage - since names don't have "Op-ed"): it's
the way the wave comes in at you. If it smashes you from behind, it's the "Op-
ed" Tsunami and it does more damage at you than itself, but it's the exact
opposite with the normal Sewer Tsunami. Aps' regular attack only does around
20 damage, so there's no need to worry over that.

After the battle's done and over with, Tifa has her doubts about the people of
the slums. Aeris then comforts her (no, not like that, you perverts...!). The
party then congregates. Now, go on and get the Potion that couldn't be more
obvious to find if there was a huge arrow point to it saying, "Hey idiot, there
is a Potion right in front of you!" Get back down to the starting point and
climb up the small ladder and run around the corner and down the next, upcoming
small ladder at the end. Now, run up the small stairs and down the tunnel
leading downward, further underground apparently. There's also a Steal Materia
there (it's a yellow color, so try not to miss it, since it's a little easy to)
Here, adumbrately, go down the set of tiny steps, then go across to the small
green arrow and walk on up. Now, head down to the end and climb up that ladder.
At the top you're in the Train Graveyard. Cloud then apologizes to Aeris for
entangling her in all of this. She still refuses to go home. Tifa then suggests
making it over all the trains. Save. From there, climb up the ladder to the top
of the first train, near the savepoint. Up here you can collect a Hi-Potion.
Continue running along the tops to the next train. From there Cloud can jump on
the metal bridge. Note there are a few enemies here. Deenglow is the biggest
threat. It uses Demi which subtracts 25% of current HP, meaning it can't ever
totally kill you, but leave you with at least 1HP. It absorbs Ice and heals
itself by set amount Ice spell was going to dish out. Invulnerable to quite a
few elements, too. Double dmg by Wind if you had it. The Ghost has the Drain
spell which takes HP from you, and whatever the deducted amount was is the
amount of HP it heals itself by. It can also turn invisible, in which scenario
you cannot hit it (everytime it's hit). It comes back after a turn or two.

Ok, so continue making it to the right on the metallic bridge. From here you
can spot a lot of items, but the only way to get them is to take a left on the
metal bridge. When you're on level land, head up and around the train and then
into the next train through the hole. You can get a Potion that's lying on the
floor there. Now continue making you're way down through the inside of that
train and then exit through the back door down the small ramp. Now, climb up
that ladder there and continue heading North to the next train and after that,
down the next ladder.

Here, go into that train and cross over to the next cart. Leave out through the
other side down the ramps, and from there, nab the Potion. This area is more
infested with Cripshays than any other part of the Train Graveyard. Its Dual
Spike attack is its only real attack and it usually only does from 10 to 15
damage. It also can execute Fire, so be prepared to heal a little bit if the
need arises. I've recently found a rare enemy in these parts, and have only
fought him once. It's called the Eligor, and you can obtain Striking Staff by
stealing from it. Its HP is not much to contend with, but it's definitely more
than the other enemies in this area of the game. It has the ability to Sleep
you with one of its attacks, so be prepared for a semi-difficult battle if
you encounter one (and also consider yourself lucky). From here, go upwards and
into the next place. This is the more confusing section of the Train Graveyard.
From the start, proceeding forward under the train that apparently was in a
gigantic wreck. At the junction right after it, you should head left, then down
so that you can receive yet another Potion. Enemies are just as plentiful in
this portion of the Graveyard, as well. You should now head all the way North
and climb on top of the train part there to obtain a Hi-Potion. Awesome. If you
wish, you can jump from there to the cart above it, but that serves no purpose
now. So climb back down and enter the train just below it. By the way, you can
probably rack up some good Gil in this area by training with local enemies.
Once you're inside that train, Cloud expropriates and annexes it and crashes it
straight into the train to the left, moving it. Now run back around and into
the Northernmost cart to commandeer it and he positions it next to the girder
so that you can run across. So, get on the cart where your last Hi-Potion was,
jump across, and then run over it to the other side to the Train Station, but
first you have to climb down the cart you're on by way of the ending ladder.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
              Area #7 - Pillar Attack/To Aeris' House (Sector 5)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Hedgehog Pie, Hell House, Vice, Whole Eater, Propeller, Reno (B)
-> Items/Weapons/Armor: Sense Materia, Possible Turbo Ether
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

All right, so when you first are in the Train Station here at Sector 7 again,
just run straight across. I suggest that you heal up here (or wait for the
up and coming savepoint so that you can use one of your Tents and fully
regenerate your HP/MP effortlessly. Also, check your Materia and make sure it's
some goos stuff, since you soon have to fight another boss which can prove to
be moderately difficult if you are not adequetely prepared beforehand. Anyway,
on the other side, you make it, talk, and here gunfire on the pillar. The scene
switches and shows AVALNACHE fighting up at the top. You see Wedge fall all the
way down to the bottom, and Cloud's concerned and asks him how he's doing. He's
apparently surprised that Cloud could recall his name. He apologizes to Cloud
for "not being any help", and then dies. Cloud exclaims that he's going to the
top, and commands Aeris to stay here and watch Wedge. Tifa then asks a favor of
Aeris, and asks if she'll go to the 7th Heaven and take Marlene some place
safe. Tifa clears the bystanders out as it's dangerous there. Now, why would he
have Aeris watch over Wedge if he's dead. If you try to leave this area through
any other path except towards the pillar, Tifa stops you and shows that she's
worried about Barret (who's at the very top of the Pillar). Afterwards, Cloud's
health is automatically rejuvenated along with Tifa's, so, save and then head
up the Pillar in progression to get to the highest point. Also, if you talk to
the old guy outside the gate, you can buy stuff.

From the start, you see Biggs half dead hanging over the railing. If you talk
to him, he asks if you're really not interested in saving the Planet. You then
get two choices for an answer. One of them being "Nope, not interested", and
the other is "You're wounded..." He thanks you for the second option and says
to not worry about him, and to worry about aiding Barret who's of course at the
top. If you choose the first option, he simply says that you haven't changed,
and he doesn't really want to talk past that. He probably won't die happy if
you choose that... Well, later Biggs. Anyway, as you keep on progressing toward
the top, going around all the spiraling staircases, you'll eventually reach the
next area, and if you keep going a little more up, you find Jessie who's also
about to die. Jeez. She is glad that she can talk with you one last time. Two
options then appear: "Don't say 'last'...", and "Is that so...". The last one,
of course, is the the callous and cruel one, and the first one shows some
actual human compassion (I ran out of that a while ago). The first option makes
her happy, but then she says that many people died because of AVALANCHE, and
that this is probably their punishment for doing so. The second option actually
leads to a nice small talk. She says that you're acting cool as usual, as an
ex-SOLDIER, and the fact that she always had liked that about you. None of
these choices affect anything later in the game. The enemies in this Pillar
consist of Propellers. They have quite a few attacks (more like 2) - aerial:
Propeller which does from 15-30 dmg; aerial, normal attack (small ptd); ground,
normal attack (same as aerial normal attack). After you take them past more
than half of their health, they fall out of the air and lose their propellers.
Also when they're on the ground they do Sword Rush which does about 25 damage.
If you gain your Limit Breaks, save them up for the upcoming boss fight. Keep
going up and you'll see Barret at the top platform shooting. After a cutscene
when Reno comes and turns on the switch, you must fight him.

===============================================================================
-   BOSS: TURKS:RENO                                                          -
===============================================================================

-> Monster's Name: Turks:Reno
-> Monster's Locations:
- Midgar - Sector 7 Plate Support Tower (top) (forced)
-> Monster's Level: 17
-> EXP for Defeating: 290
-> AP for Defeating: 22
-> Gil for Defeating: 500
-> Item Dropped from Monster: Ether x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1000
-> Monster's MP: 0
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   32,  52,  6,   50,  20,  62,  15
-> Fire (normal), Ice (normal), Lightning (1/2), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Confusion, Petrification, Berserk, Frog, Small, Slow-Numb,
Manipulation, Seizure, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Electro-mag Rod          0   1    Phys  Lit   Phys  24      100  X  X  (1)
* Pyramid                  0   1    Mag   -     -     -       255  X  X  (2)(3)
^ Short Staff              0   1    Phys  Hit   Phys  20      110  X  X
  Escape                   0   S    -     -     -     -       I    X  X  (4)

(1) Paralysis [24%]
(2) animate Pyramid around character
(3) Imprison [100%]
(4) escapes from battle - remove self

--> Attack Pattern:

-> Basic Pattern:
Action Count +1 at the beginning of battle
Reno Pre-Selects any character from party formation.
Does Pre-Select character have Imprison or is under KO?
Yes: BSV +1
Is Action Count greater than or equal to BSV +3?
Yes: 1/3 - Is Pre-Select character the first character in your party formation?
           Yes: Does Pre-Select character not have Imprison and is not under KO?
                Yes: Pyramid on the first character in your party formation
                     [Action Count reset to 0]
     1/3 - Is Pre-Select character the second character in your party formation?
           Yes: Does Pre-Select character not have Imprison and is not under KO?
                Yes: Pyramid on the second character in your party formation
                     [Action Count reset to 0]
     1/3 - Is Pre-Select character the third character in your party formation?
           Yes: Does Pre-Select character not have Imprison and is not under KO?
                Yes: Pyramid on the third character in your party formation
                     [Action Count reset to 0]
When Pyramid is first used, Reno: "Try and break it if you can." appears on
screen.

-> Counterattack Pattern:
Has Reno been attacked with Lightning magic? (this includes Bolt Plume, Swift
Bolt, and Ice Crystal)
Yes: Electro-mag Rod on last character to use Lightning magic on Reno
No: 2/3 - Short Rod on random character
    1/3 - Electro-mag Rod on random character

-> Special KO Pattern:
Is Reno's HP 0?
Yes: remove Pyramid from characters
     remove any status effects from Reno
     Reno: "It's time." appears on screen
     Escape on self
No: follow Basic Pattern

-------------------------------------------------------------------------------
-   PYRAMID                                                                   -
-------------------------------------------------------------------------------

-> Monster's Name: Pyramid
-> Monster's Locations:
- Midgar - Sector 7 Plate Support Tower (top) (Reno battle - only when Pyramid
is used)
-> Monster's Level: 2
-> EXP for Defeating: 0
-> AP for Defeating: 0
-> Gil for Defeating: 0
-> Item Dropped from Monster: None
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 10
-> Monster's MP: 0
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   0,   2,   0,   50,  0,   0,   0
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (instadeath), Water (normal), Wind (normal), Holy (normal)
-> Immune: Confusion, Petrification, Frog, Small, Slow-Numb, Berserk, Regen,
Peerless, Manipulation

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
  Remove                   0   S    -     -     -     -       -    X  X  (1)(2)

(1) gets removed from battle
(2) Miscellaneous/Animation

--> Attack Pattern:

-> Basic Pattern:
do nothing

-> Special KO Pattern:
Is Pyramid's HP 0 or has Gravity magic been used on it?
Yes: Remove on self
No: do nothing

- STRATEGY: After/during the cutscene, Reno turns on and activates the switch.
Crap. This guy packs a decent repertoire of attacks, but none of them are that
particularly dangerous, but one can get really rather bothersome. It becomes
really old and a nuisance... fast. He's also not that much of a threat as a
fighter altogether, but, if you screw up on too often of occasion, he can start
decimating your party (Barret, Tifa, and Cloud) slowly but surely. His 1000 HP
isn't that much to deal with, either, especially at this point in time. He has
two attacks that actually deal some sort of damage, but the pestering attack
does not lie therein. It's in the attack that encloses your character in a
clear -ish diamond (Pyramid). This prevents that character from attacking for
as long as they are in there, and they're pretty much impregnable from attacks
in this state (can't be too bad then, can it? Yes). But, his or her ATB Guage
does not subliminize, either.

Neither does their Limit Meter, as they can't can't take damage, thus disabling
increase in the bar. Sometimes this happens when a character is about to attack
and it prevents attack from going through and occuring. He uses it about every
other turn if there's not a character on field who's currently barred by the
Pyramid. Getting it off, or, removing it, is more of a simple matter than some
people make it out to be at first. You must use one of your two other free
characters (no more than one will ever be put in this at once) to hit the
Pyramid. It then disappears. If said characters was going to do a command or
action before the barrier was placed, they execute it now. Note that you do not
lose any HP gradually while inside of that enclosement.

One of his other attacks is where he goes up and uses Electro-mag Rod, and in
it Reno uses a giant taser to electrocute the victim. As I said, only really 50
or more dmg is done (and it pretty much ranges from a standpoint of 50 to
mainly a maximum of 70--80 on rare occasions). His other attack is a miniature
one, and it's barely even worth mentioning. It's a regular, normal physical
strike which does about 30, or slightly more, dmg. You can prognosticate that
soon after a character is de-Pyramid-ed, it will be cast unto them or someone
else soon enough, and all you have to do is to keep on busting them out (don't
worry, like I said, no damage can be done). Also, he never uses his other
attacks on an afflicted character who has Pyramid in place as to not free them
himself and negate his own efforts, I suppose.

Time to kill this bastard. He has no susceptibilities/weaknesses to any
elements, really, but Fire and Ice will do about double the amount of damage
as Bolt, since it does 1/2 damage. But, they will do more than just about any
physical type attack could do (spells such as Fire, Bolt). If you can do at
least 70-100 with Cloud's physical attacks, 60-90 with Barret's, and 60-70 with
Tifa's, just use normal attacks throughout the whole time in an effort to
conserve MP and use it for Cure spells on characters. Adumbrately, you could
unload with Limit Breaks on him. I say that Cloud's Cross Slash should do 300+
damage, Barret's Big Shot- ~300, and Tifa's Somersault with all "Yeah!s" could
execute 250-320 or so. These technicaly are not needed considering his low Def
and generally simple to deal with HP. Hell, Aps had 800 more HP than Reno does.
Anyway, once his 1000 HP count has been completedly depleted, the fight ends,
but he runs away.

The fight is done, and it shows Reno jumping over the side. Now, Tifa goes
directly to the terminal to see if she can discontinue the detonation sequence.
Talk to Barret and you can learn that it's a time bomb they set on the Pillar,
damn. Tifa says that she does not know how to stop it, and tells Cloud to try
it. Apparently it's not a normal time bomb. At this time, a helicopter comes up
with the leader of the Turks, Tseng, in it, but that's not the only person in
there... yep, it's Aeris! ****, THEY GOT AERIS!!! Tseng then reiterates the
obvious by saying that you'll have a tough time disarming that bomb. It'll blow
the second some stupid jerk touches it. Tifa then goes up and implores Tseng
(more like begs) Tseng to stop it, but, he then explains that only Shinra
Executive can set up or disarm the Emergency Plate Release System. Barret gets
hostile and opens fire, but Tseng suggests that he stops, since there's Aeris
aboard. Everyone's surprised... unpleasently... Cloud demands to know what
they plan on doing with Aeris, and he hasn't decided. Their orders were simply
to locate and capture the only remaining Ancient (Cetra) on the Planet. Aeris
then says that "she's" all right, obviously meaning Marlene. Tseng goes up and
slaps her (resist the urge drill your Buster Sword into his face, pull out his
brain, and piss on it). After a small amount more, the helicopter starts flying
away as everything else is blowing up and exploding around you. Speak to Tifa
and she explains about the plate falling. Barret then jumps up on the railing
(apparently he has some amazing balance), and he finds a wire to get down. So,
they all agree, then grab on and swing down as everything's falling and blowing
to hell around them. The plate is coming down and totals everything in Sector
7. Everyone in Sector 7 obviously dies. President Shinra is looking on with
apparent amusement, the bastard...

After the really cool scene, you find yourself in the park in Sector 6. You
all run up to the wreckage after the recent cataclysm and chaos. Barret yells
out his daughters name, starts pounding and pushing, and even starts shooting
in an attempt to vent out his frustration, or at least try to get through it
all, but to no avail. He's also concerned about all of his partners from the
group AVALANCHE, who're now also all dead. Crap. He also starts questioning
everything, and their purposes, and the other two try to calm him down (man,
how on earth did you guys swing down like that unscathed?), but their acts
to console him are useless as Barret does not stop. He starts shooting it all
over and over again. The scene switches back to them all three in the park,
and Barret's sad over his loss of Marlene. Tifa then soothes him by telling
him that Aeris had taken Marlene to someplace safe. Barret then is still sad
about the loss of his partners, however. The talk continues about the Sector 7
tragedy, and how the Shinra killed so many innocent lives just to get to you,
but, as you already should know, that's not *entirely* the case. Barret then
comes to his senses about all of it, and how it was not the fault of AVALNANCHE
at all, but rather, Shinra Inc. Our fight ain't never gonna be over until you
get rid of them! Tifa then shows her confusion about this whole ordeal, and
then he asks Cloud his opinions and feelings on the matter. He says the same
thing as he always does, absolutely nothing.

He walks away, and then Tifa and Barret continue the conversation on Aeris
and Marlene. Tifa says that she left Aeris in charge of Marlene, and how she
should be safe due to what Aeris had said right before they took her on that
Shinra helicopter. He then runs out in the direction that Cloud did, and so
does Tifa, but before she goes all the way, she turns around and looks at the
annihilated Sector 7, and then proceeds. In the next area, you're Cloud by
himself again. For some inexplicable reason besides something very obvious,
you can't go back right now. So, continue along the beat path that you followed
earlier when you were in this same area. Darn, now you have to fight the Hell
House all by yourself if you happen to run into it (and there's litters of
them around here), but with your newly-found lvls and stats increases, you
should find the difficulty level of these enemies dramatically decreased.
They have their Hell Bomber attack which does about 35 damage and ends in a
huge mushroom cloud explosion. There's the Suicide Drop attack which does dmg
to every party member (but there's only one now, so you only have to worry
about Cloud when this happens). It has its "fog" attack which inflicts you with
the Curse status effect. When Suicide Drop is done is when it's sustained a lot
of damage, and then the house is really screwed up and awkward looking after-
wards. 200 Gil you get for beating it, remember. Now, as you make your way to
the wooden bridge to go across to the other side, the party catches up with
you (that wasn't that long, now was it?).

Barret then suddenly goes "Take me to Marlene!". Tifa asks if you're going to
help Aeris? and the answer is yes. But before that, there's something that he
would like to know first. He wants to know about the Ancients, and then he has
a flashback to where someone is uttering the following words: "In my veins
courses the blood of the Ancients. I am one of the rightful heirs to this
planet!" This person later on becomes extremely important (well, becomes "the"
story) to the story later on, and so do those words, but I shall not spoil it
now since it's still a while down the road. Sephiroth...? Cloud then gets one
of his headaches or something and they're worried about him. The party gets
back together again, and now you can continue along the same set path as the
last time you were here. Enemies become like nothing now. Once you have made it
across, you're in Sector 5 now. So now go forward a bit and then just enter the
slums, as part of that is your next destination. The guy next to the pipe talks
about the plate falling down. The kid North of the pipe is crying about him
being scared when it came crashing down, and still is. The two people chatting
near the Weapons Shop are talking about how ironic it is that once you think
you are making a living in Midgar, there comes some giant disaster like that.
The woman that was looking down at the ground before now thinks that she should
start looking up, just in case stuff like that persists on happening. That
tyranical Shinra..! Head on over to the house on the East side of the slums,
and then head upstairs to the kid's room. If you didn't take the kid's money,
he'll give you a Turbo Ether which he somehow bought for 5 Gil somewhere. I
don't know about you, but I want to know where! His father downstairs is
outraged at the plate coming down. He doesn't care if it's AVALANCHE or Avant-
garde, they're crazy lunatics.

Their weapons at the shop have no changed, so don't buy anything there, that
is, unless you want some generally useless Grenades. But I DO, however,
recommend that you pay a visit to the item shop and stock up on some Tents,
Phoenix Downs, Potions (maybe), and perhaps Antidotes. Materia Shop is still
selling the same thing as ever, so don't even bother. So, where to now? That's
easy, to Aeris' house. Too bad she won't be there...:( Go now and save, and
then enter her house. When you come in, Elmyra asks if she remembered your name
correct, as Cloud. She then asks if you're here regarding Aeris. He then breaks
the news to her that Shinra have her. She already knew as they took her from
that house. Cloud then asks Elmyra why the Shinra are after Aeris, and she
explains that Aeris is the sole survivor of a race known as the Ancients.
Barret is confused, as always, but in this one there's justification for his
confusion, but, the answer is quite simple: Elmyra is not her real, birth
mother. 15 years ago Elmyra's husband was sent to the front during the war at
some far off place called Wutai. Then it goes into a flashback, and at first
it starts saying that one day she received a letter that he was coming home to
her on leave. So, she went to the Train Station in Sector 7, but... he never
showed up. It shows everyone and their friend's and families meeting up, but
she's left there all by herself.

She wonders if something had happened to him. But, she continued to still
optimistically believe that his leave was just canceled. From then on, she
went to the Train Station every single day, and one day Aeris' real mom died
outside of the train, with a young Aeris trying to revive her. Her last words
were "Please take Aeris somewhere safe". Elmyra decided to take her in as her
own child since her husband never, ever came back, and she had no kid to call
her own, so, that's why she decided to take care of her. Aeris and her quickly
became very close, and they always used to talk, and Aeris always told her
about every single detail of her life, even somethings that she didn't
necessarily want to hear or know. The flashback continues inside the house with
a younger Elmyra, and a 7 year old Aeris coming down the stairs. Barret asks
"Returned to the planet?" afterwards. Elmyra did not understand either, and
she asked Aeris if she meant a star in the sky. Aeris responded that it was
this planet. Another small flashback where Aeris comes down and tells her mom
not to cry. That's what she blurted out all of a sudden when Elmyra asked her
if something was wrong. Someone dear to Elmyra had just died...? His spirit
was coming to see her, but he had already returned to the planet before he
could reach her. She didn't believe Aeris at first, but, several days later
they apparently received a note that her husband had passed on. They were and
lived happily until one day when Tseng of the Turks saying that he wants her to
"return" Aeris to them, and that they've been searching for a very long time
for her. Aeris refuses, of course, being as recalcitrant as she is, but in this
situation it's understandable. The Ancients will lead them into a land of
supreme happiness and prosperity he says. That's why the Shinra would like and
appreciate Aeris' full cooperation. Who cares what the Shinra would like!?
Aeris denies being an Ancient and storms out of the house.

However, Elmyra already was aware of Aeris' mysterious powers, and how she is
able to speak with the planet. Aeris attempted extremely hard to mask it, so,
Elmyra as though she never even noticed or realized it. Cloud then says how it
is outstanding how Aeris has avoided Shinra for all these years (about 15 years
in total). The Shinra probably won't hurt her since they need her for their
sick and malignant experiments. Oh, yeah, that's much better. President Shinra
will probably go all Don Corneo -ish and try and rape her while they're at it,
too. We have to get her out of there, fast. Why now, though? Elmyra then says
that she brought a young girl here with her. Tseng found them on the way there.
She complied with the Shinra to go with them as long as the small girl remained
safe. That has to be Marlene. Barret then feels horrible about it, and starts
apologize for it, because of Marlene, Aeris was caught (probably slowing her
down on the way home whilst she could've been with Cloud and Tifa). Elmyra then
scorns Barret, and he feels bad about what she says, as well. He wants to be
with Marlene, but, he has to fight, also. Because if he doesn't, there won't be
a planet for him to be with Marlene on, so he's gonna continue. Admirable. She
is upstairs sleeping, so Barret goes to go see how she's doing. You can talk to
Tifa, and she says it's her fault since Aeris got involved in this mess. Elmyra
puts her at ease by saying that Aeris doesn't think that at all. Elmyra simply
sighs if you try to speak to her. You can go upstairs and go into the room
Barret and Marlene're in, and Barret's crying saying that he's glad that she's
all right. She tells him not to cry, and that his whiskers poke, heh. Childhood
innocence ^_^ As you leave the room, he asks if you're going to go help Aeris?

The reason being is that she's done so much for Barret, and he wants to return
the immense favor apparently. He nods his head yeah, and Barret says if it's
the Shinra you're dealing with, he's coming too. Marlene then comes up to Cloud
and says that Aeris was asking her a lot of questions, like what kind of person
Cloud is. Then you're presented with two choices after Marlene makes the
derivation that she likes Cloud. "I don't know" or "Let's hope so". This has an
impact later on in the game, so choose wisely and carefully. Marlene says you
are stupid if you choose the first choice. Second choice causes her to be
somewhat elated. Head downstairs now and try to leave the house. The party then
gets together, and Elmyra makes Barret promise to come back to Marlene safely
and actually breathing. So, now we're outside, and everyone's wondering how to
get to the Shinra Building (ever wonder why every noun proceeding "Shinra" is
always a capital letter?). Too bad there's no train leading to there anymore
ever since the plate came down and crushed everything in Sector 7. Tifa makes a
suggestion to head on over to Wall Market to see if you can find anything there
or not. So, let's head to Wall Market. On your way back through the slums, it's
of course easy mostly since there's no enemies directly in the slums, so that's
just a straight shot through. Through the outside you'll probably combat some
enemies, but you can obliterate them pretty easily. Once you're at the park,
you can pick up some Sense Materia. Anyway, continue to Wall Market.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         Area #8 - Wall Market (Again)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None
-> Items/Weapons/Armor: None
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Well, as you've already come to know, there's a decent amount to do in Wall
Market. This time around there's not as much, but still a fair amount,
especially if you want to make the most of this visit. You can go to tons of
places around the town, such as Honey Bee Inn and talk there for a quick laugh.
It seems as though some things have really changed since you last visited here
at Don Corneo's place. Hey, you can go to the Materia Shop now (that's the
place where you could've gotten a Tiara from earlier on). He sells stuff you
probably have by now for pretty much the same price, plus, he sells Cover
Materia for 1000 Gil. If you enter the Dress Shop, the dress maker says that
you've dressed normally today, and that if something else "interesting" ever
occurs, let him know. Item Shop is still selling the same kind of items, as
well. All the people around town pretty much have changed what they say to
represent something about the plate falling down to the ground. Remember, you
can save your file at the savepoint to the left side of town. We won't be
spending too much of our time in the first portion of Wall Market, instead, we
will be in the Northern portion. The pile of junk here is duly getting larger
due to the scraps falling from the plate. The people there are talking about
how the Weapons Shop's owner is acting suspiciously lately (don't worry, it's
nothing you have to deal with in the game, just their supersticion). Gym has
not changed much, either.

The guy who you helped get into the bathroom earlier is still in there. And
he says that last woman was in there long, the hypocrite. Aside from that,
nothing else is happening at the bar, although that wasn't much. As you walk
North, you see a group of three kids saying something's interesting to the
West side of town. Don't follow them just yet. You can pay a little visit to
Corneo's mansion if you so desire. If you missed any items there before (Hyper
behind his bed, Ether in the basement, or Phoenix down in the room where you
were being chased by four men), get them now. Kotch is tied up in the basement
from when Tifa beat him up. You can help him out and get him off or leave him
there. If you help him he then says that once we left there, Shinra officials
came saying "information leaked" and "good for nothing". They "relocated" the
Don apparently, hehe. He should be executed. He then runs out by way of going
up the stairs. Don's room is nothing since he left, as now there's no hilarity
ensuing there. The room where you, probably, were almost sexually violated by
men presents nothing now, either. So just leave the mansion and go pay a visit
to the Weapon Shop. You can buy equipment from the guy to the right, and, buy a
set of Batteries, which you need to progress in the game, from the guy on the
left, who apparently is the owner of this store. Buy them for 100 Gil each,
which amounts to 300 Gil. Now, go follow those children from earlier. When you
are there, speak to the little child standing right in front of the colossally
humongous wire leading upwards. The kid then explains that it leads to the
Upper World (or, the giant plate above Midgar which Barret talked about on the
train before). The party agress to go up, the kid moves, and you need to start
climbing up the wire to the upper area.

You can read grafiti on the wall as you climb up, and some is slightly amusing.
I've clocked the total time it takes to scale this wire at 20 seconds. At one
point, you hear children talking about Shinra doing this horrible deed. In the
next area, just climb up a little bit until you get off the ladder by yourself.
Run up the cord and head to the left so that Cloud jumps across to the pipe at
the other side. Now, start going right to the other side where you can jump to
the next pipe. *Note: there are no enemies in this area. Ok, on this next pipe,
head down and insert your first Battery into the slot there. This starts up the
propeller, spins for a while, and then stops in such a position enabling you to
cross over safely (how the Weapon Shop owner knew that would happen is beyond
me). So now go up to the very top of this pipe you're currently on and press O
at the end to hop onto the propeller. Run across to the other blade and then
jump to the next garbage hunk. From this point, jump down to the bottom of the
tracks. Now, climb up the other side and to the top where you'll be able to
embed another Battery into a socket. This now moves the blocking bar upwards so
perfectly that you can walk on it to the next area. Ok, grab hold of the next
wire to get to a higher platform. Your goal now is jump with just the correct
timing to make it to the swinging bar and grasp it. So make it right to the
edge of your current platform and wait for the bar to be as close to you as
possible, then jump. As it swings to the other side Cloud releases it and lands
on the other side of the junk. Run up near the train and start climbing that
pipe. At the top you'll find yourself in a new area.

Keep on climbing until you can finally walk freely again, then go up until you
can make a left on a strong wire. Walk across for a bit then start climbing it.
Now, once you've reached at the top climb back down the next wire that's there.
He drops once the end has been reached, then you can plug in and place your
final Battery into its respective spot. He puts it in and it opens a chest at
the top of the slot which you immediately gain an Ether from. You can climb a
pipe downwards there on the right, but theat serves no purpose but to annoy
you by making you believe you're going some place new, but what you're really
doing is backtracking to previous spots of this trashed area. So don't bother
yourself by doing that. But, you do need to climb back down the one to the left
in order to get back to the spot where you need to be at. So do so. Jump the
swinging pipe, climb up back to the top, get off. When you're there and get to
make another left at the horizontal wire and climb it, do that too, but do not
continue to go below. Instead, walk up the small pipe there above it. The other
way you'd be backtracking even more, further. From here, crawl down the little
wire the right side of this platform onto the bigger pipe. Now, proceeding
upward you'll find the gargantuan Shinra Headquarters.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        Area #9 - Shinra Headquarters
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Grenade Combatant, Mighty Grunt,  Sword Dance, Hammer Blaster, Moth
Slasher, Warning Board,  SOLDIER: 3rd, Brain Pod,  Zenene, Vargid Police, HO512
HO512-opt(B), Hundred Gunner/Heli Gunner(B),Rufus/Dark Nation(B), Vagrid Police
-> Items/Weapons/Armor: Elixir [Note: there is an "Item Shop" in this place..],
Elemental Materia, Megaphone, Poison Materia, Enemy Skill Materia, Potion (x4),
Phoenix Down, Ether <- I know, that's a lot of everything, is it not? Have fun!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Now, we are in for what may be the hugest single sub-subsection of this major
walkthrough, the Shinra HQ. This place is gigantic, and there is tons to do in
here. Hope you're in for some laborious reading ahead of you. Now let's begin.

Well, when you reach this colossal building, you'll probably have to pick your
jaw up off the ground, and perhaps get a change of shorts. This is where Shinra
plans everything, all of its dirty secrets also are in here, or at least start
here and spread to other locations throughout the game. And you thought some of
the Mako Reactors were big. Jesus, this is the biggest empire in the world, and
apparently its funds far outweigh any of current real life coporations and
organizations. When you first reach, go ahead and make a comparison on how the
windows in this place alone are twice as large as your characters. So after
that (if you actually chose to do so), you see that Barret is guessing that
Cloud probably knows this building  well. Actually, contrary to what Barret had
believed, he doesn't. This is the first time Cloud had ever even been to their
HQ. Barret says that he knows a little about this place. All of the floors that
are above the 60th floor is difficult to get to... even for employees. You must
be a special executive. And of course, this game being the way it is, you have
to get up to past the 60th floor. There're 70 in total, and you have to get to
the 70th. No, past that. The roof! Goddamn. Aeris must be beyond the 60th
floor. Barret suggests to go now while security is at a minimum. He starts
running towards the building, and Tifa stops and thinks he's crazy. She asks if
he's just going to barge right through the main entrance. He's obviously in the
mood to kick some serious Shinra butt. She suggests another method of getting
in. It's now Cloud's choice. You get two options, but both eventually lead to
the same place. I shall provide two walkthroughs for each path. So choose
either "Let's bust on in!" or "Let's sneak in quietly". Save.

=================================
Path #1 -> Let's Sneak in Quietly
=================================

Now that you've made the choice, Tifa's happy, and Barret doesn't say anything.
Where to go from here? Well, you don't want to head back from where you came
from, and you don't go through the front main entrance to the building, so
there's only one place left to go (it'd be easier to see if you had the red
arrows -Select Function- enabled). This is the path over there to the left side
of the TV screen. Go there. Run down the tunnel and then to the left. You see
the camera moving slowly down, looking at all the insane stairs you have to
climb up, and Tifa/Barret are arguing about Aeris. Start following them (man,
they geta big headstart). On about the eighth flight of stairs, Barret and Tifa
are waiting for you to catch up to them, then they start going again. In the
next area, Cloud starts talking as you're climbing up the next steps. On the
23rd flight of stairs, they're waiting for you again before they continue
running. Next area, Cloud and Barret start arguing and Tifa is amused. Once
you're at the 36th flight, they're once again awaiting your arrival. Next,
Barret is complaining about the stairs and how much longer they'll go on. Tifa
suggests that Barret ask the stairs how much further. Funny. Once you reach 50
flights of stairs, there they are again, waiting for Cloud to make his
appearance. Not done yet. Here, Barret persists on asking, in Simpsons fashion,
are you there yet, and Tifa continues putting him down. At the 64th flight of
stairs, you can find an Elixir laying right there on the ground, and the group
there once again for your slow-moving self. In the next area, Barret says that
he's had it and going back, but Tifa asks him if he'd like to take that same
amount of time, and he feels stupid. At 78th flight, you see Barret exhausted
from all the stair climbing, then a conversation ensues, and you continue you
climb. Tifa suggests that you both go on ahead. Now, at 92, they're once again
waiting. Note: two flights is one floor, so you're at about 46th floor. Also,
there's no enemies in this whole stair-climbing section. Barret's again moaning
and groaning, and Tifa tells him to stop acting retarded. That's impossible for
Barret, as she should know by now. At the 107th flight, they're again there for
you. At the 118th flight (final floor - 59th), you stop. All of you are
relieved to have made it. Now, go through the door and you're in the main part.

From the beginning you can head up directly to some elevators, or you can fight
guards if you head right to some more elevators. The enemies you fight are the
Mighty Grunts. They possess 230 HP, and their attacks are medium strength. Def
of said enemies is quite high. Double Gun does about twice as much damage as
their normal shot. Rollerspin is only done once their armor is destroyed (and
that's once 50%, 115 dmg, has been done/HP deducted), and it does 50+ damage to
its one target. Note: that if Cross-Slash is done to breach 115 HP (break its
armor), it won't occur if enemy is Stopped. You need to fight them to get the
Keycard 60 Key Item. Enter the elevator and heal if you need to do so. You get
three choices at the terminal >1floor, 59", or 60". We need to go to the 60th
floor, so click that. Talk to the party to end it and you're where there's a
guard sleeping at the surveillance camera screen controls. So once you exit the
elevator and appear on it, move on forward a little bit. Head up and to the
right so as to avoid the first two guards. Now, in that room up there, you make
the plan on how to get to the other side without being spotted. As you run, you
must hide behind each of the poles, and go when the guards aren't looking. By
not looking, I mean, walking back and forth. Once you get halfway, you have to
start signaling the party to come when they're not looking and facing away. If
you are spotted, by the way, you fight and have to start all over again from
the same room. Barret goes first, then you do it for Tifa. Then you have to
make it over to the other side, and signal them again to come. The other side
is harder, since the guards are running. These guys are also Mighty Grunts, by
the way. Arm and equip yourself with good Materia, weapons, and armor before
continuing. If you fight three times, however, you can get past without you
having to sneak your way across. Good for Exp, though.

Now, head up the stairs and you're on the 61st floor. If you talk to the man in
the black suit walking in the middle of the floor he'll explain what Barret did
when you first arrived here. The guy walking next to him is talking about some
woman. The people to the Northeast say stuff about the ruckus downstairs a
moment ago, and how at least it's safe above this floor. The person pacing near
the elevators asks who the hell you are: "Where's Aeris"/"..." If you choose
the first choice, he mistakes her for the receptionist. If you opt to choose
the second option, he thinks you're the Shinra, Inc. Repair Division. This
leads to you getting the Keycard 62. The guy standing to the right of the two
elevators explains tons of stuff to you. Now, head up the next stairs. Up here,
exit through the door and go to the room where the only people are. One person
outside, and the Midgar mayor, Mayor Domino. The person outside is Deputy Mayor
and he gives clues to a tough question in a second. Go in and speak to Domino.
He apparently knows you're AVALANCHE. He introduces himself, and says that he's
really only mayor in name, and everything is actually governed by Shinra. He
just watches over their documents. If you guess his password on the first try,
he gives you the next Keycard plus Elemental Materia. The choices are BEST,
KING, ORBS, BOMB, MAKO, HOJO. You can get clues all over the place. One way is
through Hart outside, but his prices are outrageously steep. Starting at 500,
it continues to add 500 Gil for each clue you want. But, you can find clues
around the libraries. There's four libraries and each has a misplaced file.
This is a bit confusing, so I'll explain it the best I can, which may be just a
tad bit on the vague side.

All right. As you can see, there are four library sections on the 62nd floor.
Each of them are dedicated to one of the four branches of Shinra, Inc. These
include Peace Preservation/Weapon Development, Shinra Inc. Space Development,
Shinra Inc. Scientific Research, and Shinra Inc. Urban Development. Look at
the signs near each door for which ones they are. Now, how do these help you
find out the clue you ask? This is where it's slightly confusing. Each of the
libraries contains three shelves, and these shelves have two different subjects
of books in them. Meaning six subjects altogether. But, only five of them
correspond to the branch of research that's on the sign. The other is from some
other library. Your job is to have a working knowledge of what all of them are
(which may be an insult to you idiots out there), and then find them all. There
is a number on each of the missing titles. This number has great significance,
and if you fail to pay attention to it, you have no chance of getting this. Ok,
the reason I'm not telling you the actual answer and getting it over with is
that every file you play has a different final conclusion. That's why. Anyway,
why are these numbers so imperative to getting it correct? The answer is
because that number is the number of letters you must look into the name of
the file to get your needed letter. Example: 4 - "Ranks"; you need to derive
the "k" from that word as one of your final letters. There's four libraries,
thus, four letter clues, and that's how many letters each of the answers are.
Now, when you get all of your answers, it may not necessarily all be in order,
and this is dependent on which order you checked libraries. If all the letters
don't make sense, check the answer choices and make your answer out. I suggest
writing all letters on some paper, as to not forget them. Go back to Domino and
tell him your answer, get the Elemental Materia (if you did it correctly), and
also receive the Keycard 65 (pass 63, 64, and 65 as well).

His reason for doing all of this is because, in reality, he actually utterly
despises the Shinra. Yeah, and he said he wants to get back at them for every-
thing they've ever done to him. His card only gets him to the 65th floor, and
he thinks that's like treating him like some common employee. Wow, who cares?
But thanks anyway, Domino, for the Elemental Materia and 65th floor Keycard.
Now, head up to the 63rd floor. Darn, is there a buttload of items waiting in
here for you or what!? From the start go into the first room you can and touch
the computer terminal. It allows you to open doors up to three times. Note that
you don't have to do this floor if you do not want to. Now, head up the top of
this floor and open the door up there. Then, head past the next door below you
and then open the next one that's past that. Not the one on the very end, but
right before that to the below. You can now enter your first room and get the
A Coupon. Now you have to go into the duct that is in that room and then crawl
forward, then right, the up to the next room. In here is the B Coupon. Now,
exit through the door. Now, what to do next? This should be fairly obvious now.
Head to the left and open the door there and head up into the room to get your
last, C Coupon. There goes your three door limit. Now crawl through the ducts
and then head down, and then right into the computer terminal room again. Now,
at the computer again, exchange your A, B, and C Coupons for Star Pendant, Four
Slots, and All Materia. Awesome, huh? Now head up to the 64th floor.

My God, apparently this is just a hang out place for executives. The upperleft
room is a bathroom, the massive room in the middle is reserved for a workout
room. Now, the bottom left room is a lounge where you can get some sleep to
recover HP an MP, plus there's a savepoint in there. There's a guy in there
sleeping, too. In the gym, you can talk to four people. The people on the
running machines say to get some rest if you're tired, and that he's starting
to worry about his belly. The guy doing crunches of some sort at the center
says that because he's the head of security for the building, his stamina must
be maintained. He's not doing a great job, is he? The woman at the counter says
that you can use any unused machine, too bad you can't. But, if you want, you
can go to one of the two vending machines in the topright and buy a "Shinra
Gym Special Drink" to restore MP and HP. No matter how hurtin' you are, don't
support Shinra! Get some rest in the room across the hall. Besides, they cost
a ridiculously high amount of 250 Gil. In the top center room is a room full of
lockers. You can get a Phoenix Down in the third locker from the right in the
first row. Can get an Ether from the second locker from the right in the second
row, and a Megaphone (ultimate weapon) for Cait Sith later on in the game in
the third locker from the left in the last, third row. Now, you should leave
this floor, since there's nothing else here.

You can take the elevators up to the 65th floor, or the stairs. It does not
matter which one you decide to choose...

God, I truly hate the 65th floor. One reason is that it's when the enemies
start popping up. This floor contains Sword Dances and Hammer Blasters. The
Sword Dance enemy can get annoying at times. It's impervious to a magic which
you don't have yet, Earth, and that's it. You can Stop it with Cross-Slash, but
that would probably kill its 160 HP anyways. Sword Dances normal attack does
about 17-30 damage. The Slap attack it can do does about 25 damage or so.
Sawback does about 15 damage to the entire party. It has an attack pattern that
goes like this: atk, Slap, atk, Sawback, repeat. If you let it live through an
entire attack pattern rotation, that's about 60 divided dmg to characters. It
also drops Loco Weed which Confuses certain susceptible enemies. Hammer Blaster
enemies are a bit less of a threat to deal with. They have 210 HP to delete,
but only have one attack. Where it hits you with a chained hammer. It does
about 5-12 damage. It is weak to Lightning (Bolt) attacks, so it's simpler to
kill off. More Exp, less Gil, and less AP is gained than with Sword Dance. By
the way, its attack can inflict Confusion, though, so be extra careful. Ok, now
to getting through this room. There's a model of Midgar in the middle and it
has missing pieces to it. So, from the beginning, go to the topleft room and
open the chest on the bottom. You get Midgar Parts. Go and set them in the very
bottom of the model where the part seems to be missing. Another chest opens up.
Head back to the same room and open the only other chest in there, and go place
those parts in the topright missing slot of the Midgar model. Now, this leads
to yet another chest being unlocked. Run on over to the room to the bottom of
the one you've been getting parts from and open the bottom chest. Take it back
to the parts to put it in the topleft missing portion. Go back to the last room
you were in and get the next Midgar parts to embed in the bottomleft corner. Go
and make your way to the topright room with all the plants to get the next set
of Midgar parts; place 'em in the topleft. Now, go to the chest by the stairs
to obtain Keycard 66, and then run up the stairs.

Good, this is another room where there are no enemies. There is a little spying
and eavesdropping in this floor, however. There are many, many rooms here, with
many, many people. The person in the bottomleft room thinks the Conference Room
smells. This is a small clue to something that's going to happen, but it's not
anything that will do anything. Does that make any sense? There's no one in the
topright room. Bottomleft room contains some paranoid person who thinks he
hears voices and whispers when he's in the bathroom. The other person in there
says that the major higher-ups are having an executive meeting (see the middle
room with Shinra, Heidegger and a few others in the center?). Sometimes the
paranoid guy comes running out of the room to the bathroom and goes back, lol,
but a few people around here do. The room to the left center has three people
in it, and the one man in there says he feels alive by moving the world with
just his hands. The bottom woman says that they're building the future of Mako.
The other woman sometimes carries files places, and she says she's tired of it,
but she says she gets one benefit of being a secretary and that's meeting lots
of guys. One guy walking around has nothing to say but "...[etc]" and then
Phew! at the end. The thing you have to do on this floor is to go into the
bathroom stall, and then up into the airduct when you get the following three
choices: "Flush?" (does nothing), "Climb up?" (need to do that to proceed), or
"Get out of here" (leaves the stall). Up here in the airduct, new music plays,
and you must crawl forward to the next duct vent. Here you can spy on the big
Shinra meeting that's taking place down below. Here's what goes down:

Reeve: "We have the damage estimates for Sector 7." Considering those factories
we already set up and all the investments, the damage is estimated at
approximately 10 Billion Gil..."
Reeve: The estimated cost to rebuild Sector 7 is..."
President Shinra: We're not rebuilding."
Reeve: "What?"
President Shinra: "We're leaving Sector 7 as it is. And restaring the
Neo-Midgar plan.
Reeve: "...then the Ancients?"
President Shinra: "The Promised Land will soon be ours."
President Shinra: "I want you to raise the Mako rates 15% in every area."
Palmer: "Rate hike! Rate hike! Tra, la, la! And please include our Space
Program in the budget!"
President "Shinra: Reeve and Scarlet will divide the extra income from the rate
increase."
Palmer: "Oh man!"
Reeve: "Sir. If you raise the rates, the people will lose confidence..."
President Shinra: "It'll be all right." "The ignorant citizens won't lose
confidence, they'll trust Shinra, Inc. even more."
Heidegger: "Ha ha ha! After all, we're the ones who saved Sector 7 from
AVALANCHE!
Barret: "That dirty #$*$^".
President Shinra: "Hojo. How's the girl?"
Hojo: "As a specimen, she is inferior to her mother. I'm still in the process
of comparing her to her mother, Ifalna, but now the difference is 18%".
President Shinra: "How long will the research take?"
Hojo: "Probably 120 years. It's impossible to finish in our lifetimes. Or in
the lifetime of the specimen too, for that matter."
Hojo: "That's why we're thinking of breeding her. Then we could create one that
could withstand our research for a long time."
President Shinra: "What about the Promised Land? Won't it hinder our plans?"
Hojo: "That's what I need to plan. The mother is strong... and yet has her
weaknesses."
President Shinra: "That concludes our meeting."

Interesting, huh? As everyone walks away, Scarlet stops, looks up at the vents,
and says that something stinks. This isn't necessarily your party, but could
mean what that one random guy was talking about earlier when he said the
conference room stunk. It could just be coming from the vent where you party
is. Whew! Your party talks for a little while in a conversation about Aeris,
and then comes to the conclusion to follow them. Hold up on your D-Pad to back
out of the duct and back down into the stall. Now leave the bathroom totally
and start walking to the stairs on this floor. You see Hojo going up the
stairs. So follow the mad scientist. He then walks through the door on the 67th
floor and apparently it doesn't close behind him. So after a brief conversation
amongst your team, head through it. There are three enemy types in this floor,
consisting of Moth Slasher (is a robot), SOLDIER: 3rd (heh, a member of SOLDIER
let's see what they're made of), and a Warning Board (it does not attack, and
just sits there for your pummeling). Moth Slasher's 260 HP can be destroyed by
using Bolt and Bolt 2 (if you have it) attacks. You can steal Carbon Bangles
from it and they're notorious for Back Attacks. Carbon Bangles are very awesome
to get. Its slash can cause Fury, and the other two attacks just do damage.
SOLDIER: 3rds possess Hardedge sword which you can steal, and it's a good
weapon for Cloud (much better than his Buster Sword). He's also weak to the
Fire elemental spell. Warning Board can be killed easily. No attacks, and still
it gives you some after-battle spoils. Now, the people in the bottomleft room
can't even be spoken to. The guy in the bottom left room is looking for info on
a request from Hojo. The topright area is filled with cells you can't enter
just yet. So, head all the way to the West in this floor. Note: SOLDIER: 3rd
can put you to Sleep, and has multiple Lv2 elemental spells.

Anyhow, continue forward into this area and Cloud sees Hojo in front of a
monster-like specimen, and some random executive comes in and asks if that is
today's specimen, and he replies with a yes. He then tells him to raise it to
the upper level (won't happen until a bit, though). The guy then leaves and
Hojo goes all Smeagol-from-Lord-of-the-Rings-ish with him. "My precious
specimen..." Then he walks away, and your party then looks at the beast in
wonder. Tifa goes up and gets a close peak into the containment. She asks a
question to the guys which they obviously don't know the answer to. Cloud looks
at Barret for a second, and then goes up to the enclosement to the right with
the purple light emanating from it. New music starts playing, signing that it's
a special, actually important, memory scene. It says Jenova on it, and then he
looks in. You see some strange, mutated Ancient known as Jenova. This, folks,
is Jenova, Sephiroth's mother. She has really weird breasts (one has one
purple, warped nipple, and one has none at all). She's also without a head, and
it's all a strange color in there. She used to look normal, apparently, since
she was an Ancient just like Aeris or Ifalna, but this is the result of them
doing countless biological experiments and DNA transactions on her. Cloud then
starts to flip out and he starts talking about Sephiroth... Jenova. So, they've
brought her here. Apparently he's met her before, and I doubt it was pleasant.
Tifa then tells him to be strong, and he asks if they saw it. Cloud says that
it's moving... still alive? Barret looks in and is immediately disgusted,
asking where's its ****ing head? He then suggests moving on, since the whole
thing is stupid. They agree, so continue upwards and save at the savepoint.
Now open the chest above the savepoint for the Poison Materia. Now go up the
lift at the top of this section.

At the 67th floor, exit the elevator and then the party seperates yelling out
Aeris' name. Hojo then learns her name apparently. Cloud exclaims and states
that we're taking Aeris back with us. Hojo then goes "Outsiders..." There're
so many frivolous things in this world, says Hojo. The party runs up with a
willingness to make Hojo swallow his genitals, but he recommends that the party
does not kill him because the equipment there is extremely delicate and without
him, no one could possibly operate any of it. The party logically thinks it out
(takes about 1 second to do so, too) and reconsider. Hojo commands the commands
his sambo henchman to raise up the other specimen downstairs. Both races on the
verge of extinction are in the same container (the sole survivors, too). The
monster acts as though he's going to eat Aeris, and everyone's worried about
her safety. Hojo has some twisted logic as to why he's doing this: to help them
out. One'll die (the more important - Ancient), and the other'll live??? You
know, for one intelligent scientist with probably 200+ IQ, he is pretty damn
moronic, wouldn't you say? Cloud then asks if Barret could shoot her out (I'm
sure his sword could do the same thing, but anyway...) and he starts to. Hojo
tells him to stop, then the container opens and the beast comes out and starts
ripping Hojo to shreads (somehow he does not die from about 5 minutes of this.
That much because you are about to battle a boss). Cloud goes in to help Aeris.
Cloud starts backing up because the elevator is moving, and Hojo says that it's
a very ferocious specimen. The beast then talks and says he'll help you out.
You then choose who you want to take Aeris somewhere safe (Barret or Tifa).
Choose the weaker of the two). Cloud then asks the beast his name, and it's Red
XIII according to Hojo's name he bestowed him with, but you are allowed to
change it if you so please. Boss time!

===============================================================================
-   BOSS: SAMPLE: HO512, SUB-BOSS: SAMPLE: HO512-OPT                          -
===============================================================================

-------------------------------------------------------------------------------
-   BOSS: SAMPLE: HO512                                                       -
-------------------------------------------------------------------------------

-> Monster's Name: Sample: HO512
-> Monster's Locations:
- Midgar - Shinra Headquarters - 68th Floor (forced)
-> Monster's Level: 19
-> EXP for Defeating: 300
-> AP for Defeating: 30
-> Gil for Defeating: 250
-> Item Dropped from Monster: Talisman x1 (100%), Grenade x[number of -opts
killed] (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1000
-> Monster's MP: 120
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   40,  60,  1,   65,  35,  64,  1
-> Fire (normal), Ice (normal), Lightning (1/2), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Confusion, Petrification, Berserk, Frog, Small, Slow-Numb,
Manipulation, Death Sentence, Death
- Absorbs Poison

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Shady Breath             4   A    Mag   Psn   -     -       255  X  X  (1)
* Reanimagic               40  AA*  MHPr  Res   Prop  2390    255  X  X  (2)(3)
                                                                         (4)
^ Keyclaw                  0   1    Phys  Cut   Phys  16      100  X  X

(1) Poison [72%]
(2) revive a Sample: HO512-opt from KO [100%]
(3) revives with MaxHP
(4) Sample: HO512-opts disappear when KO'd; this attack reanimates their model

--> Attack Pattern:

-> Basic Pattern:
Shady Breath on all characers
Is at least on Sample: HO512-opt under KO and inanimated and is Sample: HO512's
MP great than or equal to 40?
Yes: Reanimagic on random Sample: HO512-Opt under KO and inanimated (if more
     than Sample: HO512-opt is under KO and inanimated, Reanimagic on all
     Sample: HO512-opts under KO and inanimated)
No: Does at least one character have not Poison?
    Yes: 3/4 - do nothing
         1/4 - Shady Breath on all characters
    No: Keyclaw on random character with Poison

-------------------------------------------------------------------------------
-   SUB-BOSS: SAMPLE: HO512-OPT                                               -
-------------------------------------------------------------------------------

-> Monster's Name: Sample: HO512-opt
-> Monster's Locations:
- Midgar - Shinra Headquarters - 68th Floor (Sample: HO512 battle) (forced)
-> Monster's Level: 7
-> EXP for Defeating: 20
-> AP for Defeating: 2
-> Gil for Defeating: 0
-> Item Dropped from Monster: Tranquilizer x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 300
-> Monster's MP: 48
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   22,  46,  4,   45,  18,  32,  2
-> Fire (normal), Ice (normal), Lightning (normal), Earth (immune), Poison
(normal), Gravity (normal), Water (normal), Wind (normal), Holy (normal)
-> Immune: Frog, Small, Manipulation

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
  Rolling Attack           0   1    Phys  Hit   Phys  48      90   X  X
* Fire                     4   1/A  Mag   Fir   Mag   8       100  X  O
* Ice                      4   1/A  Mag   Ice   Mag   8       100  X  O
^ Bodyblow                 0   1    Phys  Hit   Phys  16      95   X  X  (1)

(1) only attack that is used if under Berserk

--> Attack Pattern:

-> Basic Pattern:
BSV is 0, 1, 2, 3 (chosen randomly)
Is BSV 0?
Yes: Bodyblow on random character
No: Is BSV 1?
    Yes: Does at least one character not have Paralysis?
         Yes: Rolling Attack on random character without Paralysis
    No: Is BSV 2?
        Yes: Is Sample: HO512-opt's MP greater than or equal to 4?
             Yes: 2/3 - Bodyblow on random character
                  1/3 - Fire on random character
             No: Bodyblow on random character
        No: Is BSV 3?
            Yes: Is Sample: HO512-opt's MP greater than or equal to 4?
                 Yes: 2/3 - Bodyblow on random character
                      1/3 - Fire on random character
                 No: Bodyblow on random character

- Note: Sample: HO512-opt is reanimated infinitely until Sample: HO512 is KO'd

- STRATEGY: This is totally a strategy fight. The boss has a few attacks, and
one of which is Shady Breath. This does Poison to possibly all of your group's
members, however, the Acc% of this attack is a discrepant factor in this
attack. It pretty much negates the possibility (doesn't completely diminish it)
of it connecting and executing its maximum effect and potential on all of the
party. Meaning, that it's totally redundant to even have such an attack. It
usually only gets one character, and sometimes two, in which case you should
take the following precautions on two characters. In the unlikely event that it
makes contact with all three characters, you'll definitely need to be in
possession of a few Antidotes for possible future utilization. The before-the-
battle precaution I implore you to make is to have Star Pendant which you ought
to have obtained from the 63rd story. Also, if need be, I make the suggestion
and strong recommendation that you equip the linked Materia combination,
Elemental=Poison on an armor. And, of course, in the event that you need to
nullify Poison from all three active characters, you can use Antidotes. Just
about after every single Shady Breath attack, it's followed by Rolling Attack,
but not in all scenarios, as I have found irreconcilable break in this (and is
a major inconsistency at times -> I have discovered that it is variable from
file to file). Its "slash" attack just does facetious amounts of damage, and
no special exceptions or trick additions. HO512-opts (its henchmen, which I
cover in just a second) have their own miniature attack, as well. Now, the
HO512-opt enemies have 200 HP, and quite easy to kill if you're around lvl15+.
But, there is no point at all in doing so since the boss puts them under total
reanimation right afterwards, so you can never have a bare boss. HO512 is in
the back row, connotating that Cloud and Red XIII do less damage with physical
attacks, and Barret is the only one that can do respectable damage - that's why
I allude bringing in him over Tifa.

Again, don't bother killing HO512-opts as they only respawn afterwards. But,
there is one minor beneficial part of killing them, and that is that you
receive an amount of Grenades that is correspondant to the number of them you
kill. Also, the mini foes, HO512-opts, have the Rolling Attack as part of their
offensive armamentarium. This attack is more roborantly oppressive than its
normal strike, and the average damage range is from 25-40 -> not much, is it?
Each one's HP are depletable when 200 damage has been dispersed onto them, but
it's really pointless to do so, sans the fact of Grenade accumulation which
equates to amount of opts disposed of, as touted previously. HO512 itself isn't
really a lot to deal with by itself, but, when you have four enemies at one
time with their dmgs accumulating, it can really rack up. I'd say in an average
"round" they can dish out seperated 90 damage points at least, and 125 at most.
A way to heal all of your characters' diminished Hit Points at once, a quite
effective method at that (although it costs some MP), is to link Restore and
All, and that revalesces everyone's lost HP in just one turn rather than doing
it all seperately. As you can see, this is a gigantic strategic expedite.
Alleviating Poison imperfection dealt by Shady Breath would be much easier if
we had Heal Materia. If you're wondeing why Red XIII's and Cloud's physical
attacks do so little, it's because HO512 is located in the back enemy row,
reducing damage. Barret's attack is the only attack at this point which can do
regular damage. I suggest putting him in the front row, though. Atypically,
Cloud or Red do over 55 damage with normal attacks. Consistently their damages
do in the 40- vicinity, and they should most definitely be placed in the front
row of the battle. Heh, you'd probably think by looking at HO512 it would go
under some transubstantiation or transmogrification due to its biologically and
freakishly disgusting appearance, however, it's quite the contrary. HO512 also
possesses a medium amount of HP for this point in the game, 1800, but it's easy
to beat if you follow the following agglomeration of gathered and formulated
tips, and intelligence information.

Now, since you already are aware of the fact that HO512 is in the back row,
and Cloud and Red cannot hit for optimum damage or perform at maximum
potential, this is where we begin. This is why I recommend that Cloud be
equipped with some useful long-distance magic Materia, such as Fire, Bolt, or
Ice. If you truly wish to inflict harm upon HO512 and HO512-opts as well, link
the magic(s) with All. However, this does subtract damage dispensed on four
enemies by nearly half. So, since our primary focus is the main boss HO512, I
seriously do not suggest linking All to them. A good suggestion is that if you
wish to add an extra 15-20 dmg to Red/Cloud's normal strikes, link Elemental
Materia to Fire on their weapon(s). This cannot happen with Red, though, but he
does come with Fire and All pre-linked, but it's only useable once, so take
heed to that fact. It may not be much, but think of it as such: in three turns
alone, that's 54+ damage extra. I have discovered that Fire does slightly more
than Bolt and Ice does about the same as Bolt, give or take a few dmg pts. I've
found out also that adding Elemental=Fire to Barret's weapon helps to increase
his average damage by nearly 13 or so. If you've collected enough Potions, use
them if you've a picky fetish about maintaining your perfect HP at all times.
And in conjunction to curing minused HP, you ought to use Ethers for MP
rejuventation. In this insinuendo of a situation rarity, it's the *only* time
you should use that Elixir: your health is in critical state, and MP is < 4 ->
only can heal one person, however. Anyways, obviously, we're going to be
utilizing Limit Breaks, and of course you, as I already mentioned, will be in
the front row, thus amplifying them as much as possible. Cross Slash will
probably be the second most useful, with Big Shot being the most, and Red's
Sled Fang (Lv1 Limit Break) will be least. If you're hurting for MP, Mindblow
is good. I'd say, altogether, that if you follow these instructions and this
strategic prepping, you should not have any/much trouble in defeating HO512. If
you kill the HO512, its opts die along side it, yet they don't count towards
the amount of Grenades you receive.

After the fight is over and done with, form two groups to go with you, and then
the other to go with Aeris. Now, then, head up to the top walkway and speak
with the man there. He then gives you the Keycard 68, and now you can pick up
the two Potions up here. Now, head downstairs and through the door. You now
need to go on downstairs and then get the Enemy Skill Materia that appeared in
the specimen chamber. That done, make it through the door, pick up the next the
next x2 Potions, and then down the stairs. At this point, you're in the 66th
floor (you know, there area that had the big meeting room for Shinra, and where
you had done your "spy" mission). Anyway, from here you don't have to do any-
thing large, simply make your way to the elevators. But, before you do so, I
mightily suggest that you heal your HP and MP of the characters chosen, and set
up some Materia that you need (although you will not be needing it much longer
after that). Enter the elevator, and go up to examine the floor-choosing
machine. Before you can input where you wish to go, Rude of the Turks come in,
and asks that Cloud presses "Up". Cloud knows it must be a set-up, as it
involves the Turks. Tseng then comes in and talks for about two caption boxes,
and then the party (Cloud, Barret, Red XIII and Tifa) are in President Shinra's
office in the top floor).

Now, up here, they all line up, and Shinra makes a long speech about many
things, and addressed a lot of cases. Some of these include the Ancients (and
now you know that they used to really call themselves the "Cetra"). Red XIII
is amazed that Aeris' is the last surviving Ancient. He also talks about the
Promised Land and about the Neo-Midgar plan, Shinra's new glory! After Shinra
concludes the "meeting", Barret insists on staying and beating the living crap
out of Shinra, but as he struggles, Rude comes up and personally escorts him
out of there. The next scene is where your party is divided into three cells
back at the 67th floor. Here's what you must do, and what you could opt to do
or not do while in here. First off, you can speak with Tifa and she'll ask how
you're going to break out of this one, and you get two options. One being
something to the effect of I don't know, and the other being leave it to me.
Choose anything, but it's obviously better to choose on the second choice. Now,
head up to the door and you are then presented with three choices. Pick the one
about Aeris, and a medium-length conversation begins. She then says she knew
you'd come for her, Cloud says of course as he's your bodyguard, and she
restates the deal for one date. Tifa then becomes notably irritated upon
learning of that fact.

Aeris is then surprised that Tifa was in that cell as well, and then Tifa
replies in an apparently mad manner. She then completely diverts and changes
the topic of discussion to asking Aeris if there really is such thing as the
Promised Land. She's not sure, but what she is sure of that the Cetra speak
with and unlock the planet. Cloud and Tifa are somewhat confused, but after,
you can go back to the door again and then choose either Barret or Red option.
Note that you don't have to do those, as you can go directly to sleep. If you
do any of those, you'd only be elongating and delaying the inevitable. Well, do
whatever you please, and then sleep. When you wake up, you see that the door
has been opened!? So, head outside, naturally, as Tifa's sleeping. Go to the
right and examine the recently deceased guard. Head back to the cell and wake
up Tifa. She then rushes out to examine what's happened. She's in utter shock.
Go out and speak to her, then you get the keys to the cells. She goes to get
Aeris out whilst you free Barret and Red XIII. After they've surveyed the
slaughter, Barret says that he'll stay back here and clean up, and Red XIII
states that he'll lead the way. So, follow him to the room where you fought
your last boss fight. From here, you have Aeris and Tifa accompanying Cloud
throughout the building.

We now have new enemies to deal with after you're caught, as there's biological
experimental disasters  roaming around every where. The Zenene is  one of the 3
of them. It has three attacks, and only two of them are actually of any concern
to your party. One being Ghenghana. This does large Fire damage to one  of your
characters. Its other attack is the Piazzo Shower, in which, it releases a mist
to Poison one person. Its normal attack does about 50-60 damage. They also have
a weakness to White Magic. This leads to you thinking that you can Cure the guy
to do about 40+ damage, and  you're correct. Next is Brain Pod, who can use two
different Refuse attacks. It first does Refuse [Poison] on a character and then
follows it with Refuse [Sleep]. After that, it does it all pretty much randomly
to another, and then continues the cycle. Its regular move does about 30 dmg to
one of your party members, which isn't a lot. Vagrid Police has immensely minor
Acc%, meaning that its attacks do not hit  very often. If it does, it only does
and execution amount of damage of 1, always. That is it for the enemy briefing.

Set up weapons, armors, and Materias accordingly. Don't spend too much of your
items on one single battle. Ok, when you reach the specimen room, Jenova's case
has been broken, and Jenova, gone. Oh, Jesus Christ. This is where it all
starts getting interesting and exciting. It wasn't Jenova that did all of this,
nor did she escape on her own. Proceed to the lift. This is someone else's
omnipotent presence. Uh-oh. Anyhow, you must continue following the portentous
trail of blood, which almost resembles a river of blood. Who on Earth could've
done this? You'll soon find out. Anyway, from here, continue to make your way
up to Shinra's office. Here you find something astounding, one of the hugest
plot twists in the game... President Shinra's... gone... dead... Yeah, wow.
Well, that's insanely awesome. He's over his table with a brobdingnagian sword
through his neck. It's Sephiroth! He's come back... he's alive... Barret and
Red make their appearance and Barret's overjoyed. Palmer comes out and an
interrogation by Cloud and Barret ensue. He then runs off to Rufus who's just
made an arrival in a helicopter. Rufus is the vice president, Shinra's son, and
now the new president. Crap! Anyway, run outside and confront Rufus. After a
long talk, including introductions of the party, and Rufus making a speech in
which he says that following: His dad ran Shinra and the masses by money, and
how it may've seemed like perfect exterior, but too complicated. He plans to
run this world using fear. What an incentive... Anyway, Cloud tells them all to
leave, and after a little arguing, they all agree.

As they run back to the 69th, Tifa stays to wait for Cloud, and you are in full
control of Barret, Aeris, and Red XIII. As you split, you get to remove Tifa's
and Cloud's Materia for now for use with the three characters, since there's a
boss fight about to start soon. I suggest arming Barret with Elemental=Bolt
combo on his weapon. Give Aeris Cure and Sense (just in case you wish to check
HP or weaknesses of the boss. Red should get all other oppressive magic, since
you won't even be able to reach it with anyone but Barret's regular attack. So,
continue to the elevators on this floor, and inside, you commence in a battle
with the following enemies...

===============================================================================
-   BOSS: HUNDRED GUNNER                                                      -
===============================================================================

-> Monster's Name: Hundred Gunner
-> Monster's Locations:
- Midgar - Shinra Headquarters - Elevator (forced)
-> Monster's Level: 18
-> EXP for Defeating: 330
-> AP for Defeating: 35
-> Gil for Defeating: 300
-> Item Dropped from Monster: None
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1600
-> Monster's MP: 0
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   52,  46,  1,   63,  0,   240, 0
-> Fire (normal), Ice (normal), Lightning (weak), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Darkness, Poison, Sleep, Stop, Confusion, Petrification, Paralysis,
Berserk, Frog, Small, Fury, Sadness, Slow-Numb, Manipulation, Death Sentence,
Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Aux Artillery            0   1    Phys  Sht   Phys  16      100  X  X
* Hidden Artillery         0   1    Phys  Sht   Phys  20      120  X  X
* Main Artillery           0   A    Phys  Sht   Phys  18      100  X  X
* Wave Artillery           0   A    Phys  Sht   Phys  27      255  X  X
* Sub Artillery            0   1    Phys  Sht   Phys  22      100  X  X  (1)
  Transform [1]            0   S    -     -     -     -       I    X  X  (2)(3)
  Transform [2]            0   S    -     -     -     -       I    X  X  (4)(5)
  Sensor Charge            0   S    -     -     -     -       I    X  X  (6)(7)

(1) dummy attack
(2) transform from first form to second form
(3) Miscellaneous/Animation
(4) transform from second form to third form
(5) Miscellaenous/Animation
(6) increase Sensor Charge Count BSV
(7) Miscellaenous/Animation

--> Attack Pattern:

-> Basic Pattern:
Is Hundred Gunner's HP greater than 2/3 of its MaxHP? (first form)
Yes: Is it Hundred Gunner's first turn?
     Yes: Aux Artillery on random character
     No: 3/4 - Aux Artillery on random character
         1/4 - Hidden Artillery on random character
(throughout first form)
No: Is Hundred Gunner's HP less than or equal to 2/3 of its MaxHP?
    Yes: Transform [1] on self immediately
         Main Artillery on all characters
    (throughout second form)
    No: Is Hundred Gunner's HP less than or equal to 1/3 of its MaxHP?
        Yes: Transform [2] on self immediately
             Has it Sensor Charged less than twice?
             Yes: Sensor Charge
                  Is its Sensor Charge Count BSV 0?
                  Yes: "Sensor Cannon Charging!" appears on screen
                  No: "Sensor Cannon Charged!" appears on screen
                      [add 1 to charge count]
             No: Wave Artillery on all characters
                 [charge count reset to 0]
             (throughout third form)

- STRATEGY: This fight is not that hard. First off, have Barret equipped with
Elemental + Lightning (Bolt) to his weapon. This adds Lightning affinity to his
attacks, meaning they'll do about 150 damage. Plus, when he uses normal Bolt,
it does about 140 damage. Aeris ought to be fitted with Cure (Restore) Materia.
This in conjunction with healing items can really heal you up quite well. Also,
if her Limit Break Guage fills up (which I predict to happen about 3-5 times in
this fight), her Healing Wind is useful, especially after multiple hit attacks
such as Wave Artillery. Red should use offensive magic like Ice and Fire until
Sled Fang.

===============================================================================
-   BOSS: HELI GUNNER                                                         -
===============================================================================

-> Monster's Name: Heli Gunner
-> Monster's Locations:
- Midgar - Shinra Headquarters - Elevator (after defeating Hundred Gunner)
(forced)
-> Monster's Level: 19
-> EXP for Defeating: 250
-> AP for Defeating: 25
-> Gil for Defeating: 200
-> Item Dropped from Monster: Mythril Armlet (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1600
-> Monster's MP: 0
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   52,  46,  1,   63,  0,   240, 0
        90*                 270*
* - in second form
-> Fire (normal), Ice (normal), Lightning (weak), Earth (immune), Poison
(normal), Gravity (immune), Water (normal), Wind (weak), Holy (normal)
-> Immune: Darkness, Poison, Sleep, Stop, Confusion, Petrification, Paralysis,
Berserk, Frog, Small, Fury, Sadness, Slow-Numb, Manipulation, Death Sentence,
Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* AB Cannon                0   1    Phys  Sht   Phys  16      100  X  X  (1)
* C Cannon                 0   1    Phys  Sht   Phys  16      100  X  X  (2)
* Firing Line              0   A    Phys  Sht   Phys  19      100  X  X  (3)(4)
* Flying Drill             0   1    Phys  Hit   Phys  24      95   X  X
* Spinning Bodyblow        0   1    Phys  Hit   Phys  20      100  X  X
  Transform                0   S    -     -     -     -       I    X  X  (5)(6)

(1) Sleep [28%]
(2) Poison [28%]
(3) Sleep [20%]
(4) Poison [28%]
(5) transform from first form to second form
(6) Miscellaenous/Animation

--> Attack Pattern:

-> Basic Pattern:
AB Cannon on random character at the beginning of battle
Is Heli Gunner's HP greater than 1/4 of its MaxHP? (first form)
(hovering)
     Yes: Is Action Count 0?
          Yes: AB Cannon on random character
               [Action Count +1]
          No: Is Action Count 1?
              Yes: 3/4 - C Cannon on random character
                         [Action Count +1]
                   1/4 - Firing Line on all characters
                         [Action Count +2]
              No: Is Action Count 2? (was C Cannon used on second turn?)
                  Yes: 3/4 - AB Cannon on random character
                             [Action Count -1]
                       1/4 - Firing Line on all characters
                             [Action Count +1]
                  No: Is Action Count 3? (was Firing Line used on second turn
                      or on third turn?)
                      3/4 - AB Cannon on random character
                            [Action Count -2]
                      1/4 - C Cannon on random character
                            [Action Count -1]
(throughout first form)
Is Heli Gunner's HP less than or equal to 1/4 of its MaxHP?
Yes: Transform on self immediately
     (spinning)
     1/2 - Flying Drill on random character
     1/2 - Spinning Bodyblow on random character
     (throughout second form)

- STRATEGY: After first boss is done, comes Heli Gunner. 600 less HP, but more
dangerous attacks. Continue with the same kind of strategy, however. Altogether
you have to face 2600 HP in this fight, Lvl19 monster, with 8 attacks (if both
were combined. Remember to watch your HP and keep it high.

Not much after the fight, but soon enough you will be pitted against Rufus and
his guard dog, fighting only as Cloud.

===============================================================================
-   BOSS: RUFUS, SUB-BOSS: DARK NATION                                        -
===============================================================================

-------------------------------------------------------------------------------
-   BOSS: RUFUS                                                               -
-------------------------------------------------------------------------------

-> Monster's Name: Rufus
-> Monster's Locations:
- Midgar - Shinra Headquarters - Roof (forced)
-> Monster's Level: 21
-> EXP for Defeating: 240
-> AP for Defeating: 35
-> Gil for Defeating: 400
-> Item Dropped from Monster: Protect Vest (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 500
-> Monster's MP: 0
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   35,  32,  14,  72,  0,   160, 8
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Confusion, Petrification, Berserk, Frog, Small, Slow-Numb,
Manipulation, Death, Death Sentence

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Shotgun                  0   1    Phys  Sht   Phys  16      100  X  X

--> Attack Pattern:

-> Basic Pattern:
2/3 - Shotgun on Cloud (Shotgun will always be the first attacked used)
1/3 - Is Rufus' HP greater than 200? and is [Rufus' MaxHP - Rufus' current HP]
      less than 100?
      Yes: Rufus: "Heh, Heh, Heh..." appears on screen
      No: Shotgun on Cloud

-------------------------------------------------------------------------------
-   SUB-BOSS: DARK NATION                                                     -
-------------------------------------------------------------------------------

-> Monster's Name: Dark Nation
-> Monster's Locations:
- Midgar - Shinra Headquarters - Roof (Rufus battle) (forced)
-> Monster's Level: 15
-> EXP for Defeating: 70
-> AP for Defeating: 7
-> Gil for Defeating: 250
-> Item Dropped from Monster: Guard Source (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 140
-> Monster's MP: 80
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   43,  38,  18,  74,  15,  94,  3
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (normal), Water (normal), Wind (normal), Holy (normal)
-> Immune: Confusion

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Barrier                  16  1A   Mag   -     -     -       I    X  O  (1)
* MBarrier                 24  1A   Mag   -     -     -       I    X  O  (2)
* Bolt                     4   1    Mag   Lit   Mag   8       100  X  O
^ Bite                     0   1    Phys  Hit   Phys  16      100  O  X  (3)

(1) Barrier [100%]
(2) Magic Barrier [100%]
(3) only attack that will be used if under Berserk

--> Attack Pattern:

-> Basic Pattern:
Does not Rufus have Barrier?
Yes: Is Dark Nation's MP greater than or equal to 16?
     Yes: Barrier on Rufus
     No: Bite on Cloud
No: Does Dark Nation not have Barrier?
    Yes: 1/2 - Is Dark Nation's MP greater than or equal to 16?
               Yes: Barrier on self
               No: Bite on Cloud
         1/2 - IPV is 1
    No: Does Dark Nation not have Magic Barrier?
        Yes: 1/2 - Is Dark Nation's MP greater than or equal to 24?
                   Yes: MBarrier on self
                   No: Bite on Cloud
             1/2 - IPV is 1
        No: 1/2 - Is Dark Nation's MP greater than or equal to 4?
                  Yes: Bolt on Cloud
                  No: Bite on Cloud
            1/2 - IPV is 1
Is IPV 1?
Yes: 1/2 - Is Dark Nation's MP greater than or equal to 4?
           Yes: Bolt on Cloud
           No: Bite on Cloud
     1/2 - Bite on Cloud

If Rufus is KO'd and Dark Nation remains, Rufus removes Dark Nation immediately

-------------------------------------------------------------------------------
-   <HELICOPTER>                                                              -
-------------------------------------------------------------------------------

-> Monster's Name: None (battle object)
-> Monster's Locations:
- Midgar - Shinra Headquarters - Roof (Rufus/Dark Nation battle) (forced)
-> Monster's Level: 1
-> EXP for Defeating: 0
-> AP for Defeating: 0
-> Gil for Defeating: 0
-> Item Dropped from Monster: None
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1
-> Monster's MP: 1
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   1,   1,   1,   1,   1,   1,   1
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (normal), Water (normal), Wind (normal), Holy (normal)
-> Immune: None

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
none

--> Attack Pattern:

-> Basic Pattern:
do nothing
<Helicopter> is untargettable

- STRATEGY: When you're back at the scene with Cloud and Rufus, you first get
to choose to remove Materia and set them up on Cloud him. I would like to make
one suggestion first. Set Elemental + Poison on his weapon, plus, Fire is a
very useful magic spell in this face-off. If Cloud needs to be healed before
the bout (due to Materia change) with HP or MP, do so, because chances are,
he's going to need all of it due to Rufus' Shotgun attack - usually does 45+
damage at one time. Plus he has a lot of Spd, so, he does it on a lot of turns.
He also has his Dark Nation hell hound, as I like to call it, which can help
him out. One thing it can do is use Bolt magic on you, which reallt starts to
add up insanely in the long run. Not only that, but its physcial attack does
about 20 damage with frequency, as well as accuracy. It also helps him out in
another wat, but I shall get into that in just a little bit later in the next
paragraph that's coming up.

All right, as you know, Rufus only has one attack Shotgun. Now, I already
covered it previously at the above, so I shan't at this time. Anyway, the dmg
can truly add up. Dark Nation has one technique known as Barrier, This is a lot
different from Reno's Pyramid. This is mainly because instead of putting it on
one of your characters and preventing them from attacking, it places a
protective barrier on Rufus and/or itself. This increases his Def and halves
all damage from physical attacks. When these occur, you'll want to resort to
using magical instead of physical moves. Spells like Fire or Bolt will do quite
nicely. About two of those spells are enough to murder Dark Nation. Also, Dark
Nation has MBarrier, which halves magically based damage. If both of these are
placed unto one of them, then you're pretty much screwed, as not even Braver or
Cross Slash can penetrate the regular Barrier. Your only best best at this
point is to use your Poison Elemental weapon, although Limits can still do in
the 100s of dmg. Rufus has 500 HP, so, attack as much as you need to in order
to defeat him. When the fight is over, he submits a Report, and if Dark Nation
is not already KO'd, he removes Dark Nation, then flies off.

All right, ok then, after the fight, run back into Shinra's office and run
past him sticking the middle finger up at his dead body. If you want, go up and
piss and spit on it. But whatever you do, leave through any of the stairs and
meet up with Tifa at the bottom. You may want to use the savepoint on this
floor, as well. Now, the scene switches on over to Aeris, Barret, and Red who
somehow just go off the elevator. Anyways, start heading out and Barret comes
out and goes outside, and immediately gunfire is heard. Barret comes running
back inside, and says that you're surrounded. He also states that if he was
alone, it wouldn't be a thang, but he's got a reputation to protect, however
believeable that is... Aeris tells them to get out while they can, as it's her
they're after, not them. Barret literally says screw that because he owes her
for what she did for Marlene. Ok, as Barret's about to go outside and open a
can on 'em, Tifa comes running down the stairs. She then tells them to hurry up
and they're all confused at first. Then you see Cloud on a motorcycle riding
all around Shinra tower. The rest go out and get in another cheaper vehicle,
and they all bust out of the building through a high-story window and land on
the road. That is one kick-ass bike! Then, everything's explained. Note: look
to the bottom to see this, as this is where I join both of these sections.

============================
Part #2 -> Let's Bust On In!
============================

Once you bust on into the place, everything goes to hell below the 59th floor.
You're attacked by tons of guards and crap, and you have to beat them all. Do
not worry, though, since they're not difficult whatsoever. As you head up the
stairs, you hear some rather humorous comments. Well, one the second floor, you
can pay a small visit to the Item Shop. They have tons of items which you may
want to buy for best survival in the Shinra HQ (Si) You can also take a look at
a video for Shinra Motors (Ni), but that's all really for no in there (Ro).
Also, there are two treasure chests in there which you (Th) cannot open just
yet in the game. After you've done your business in there, you'll want to head
up the elevator (X's) Now, this definitely is not the best of elevators you've
ever been on. The alarm for intruders begins to go off, and the elevator goes
on the fritz. Floors start spinning wildly, and you should stop on each one.
What is on every chosen floor is different: ranging for a frightened employee,
to enemy battles. After a few of them, you will (FF7) land on the 59th floor
(FAQ). Here, it's (©) the same as before (2003;) with the Let's Sneak (Nick)
In part of the Shinra (Henson) HQ.

From the beginning you can head up directly to some elevators, or you can fight
guards if you head right to some more elevators. The enemies you fight are the
Mighty Grunts. They possess 230 HP, and their attacks are medium strength. Def
of said enemies is quite high. Double Gun does about twice as much damage as
their normal shot. Rollerspin is only done once their armor is destroyed (and
that's once 50%, 115 dmg, has been done/HP deducted), and it does 50+ damage to
its one target. Note: that if Cross-Slash is done to breach 115 HP (break its
armor), it won't occur if enemy is Stopped. You need to fight them to get the
Keycard 60 Key Item. Enter the elevator and heal if you need to do so. You get
three choices at the terminal >1floor, 59", or 60". We need to go to the 60th
floor, so click that. Talk to the party to end it and you're where there's a
guard sleeping at the surveillance camera screen controls. So once you exit the
elevator and appear on it, move on forward a little bit. Head up and to the
right so as to avoid the first two guards. Now, in that room up there, you make
the plan on how to get to the other side without being spotted. As you run, you
must hide behind each of the poles, and go when the guards aren't looking. By
not looking, I mean, walking back and forth. Once you get halfway, you have to
start signaling the party to come when they're not looking and facing away. If
you are spotted, by the way, you fight and have to start all over again from
the same room. Barret goes first, then you do it for Tifa. Then you have to
make it over to the other side, and signal them again to come. The other side
is harder, since the guards are running. These guys are also Mighty Grunts, by
the way. Arm and equip yourself with good Materia, weapons, and armor before
continuing. If you fight three times, however, you can get past without you
having to sneak your way across. Good for Exp, though.

Now, head up the stairs and you're on the 61st floor. If you talk to the man in
the black suit walking in the middle of the floor he'll explain what Barret did
when you first arrived here. The guy walking next to him is talking about some
woman. The people to the Northeast say stuff about the ruckus downstairs a
moment ago, and how at least it's safe above this floor. The person pacing near
the elevators asks who the hell you are: "Where's Aeris"/"..." If you choose
the first choice, he mistakes her for the receptionist. If you opt to choose
the second option, he thinks you're the Shinra, Inc. Repair Division. This
leads to you getting the Keycard 62. The guy standing to the right of the two
elevators explains tons of stuff to you. Now, head up the next stairs. Up here,
exit through the door and go to the room where the only people are. One person
outside, and the Midgar mayor, Mayor Domino. The person outside is Deputy Mayor
and he gives clues to a tough question in a second. Go in and speak to Domino.
He apparently knows you're AVALANCHE. He introduces himself, and says that he's
really only mayor in name, and everything is actually governed by Shinra. He
just watches over their documents. If you guess his password on the first try,
he gives you the next Keycard plus Elemental Materia. The choices are BEST,
KING, ORBS, BOMB, MAKO, HOJO. You can get clues all over the place. One way is
through Hart outside, but his prices are outrageously steep. Starting at 500,
it continues to add 500 Gil for each clue you want. But, you can find clues
around the libraries. There's four libraries and each has a misplaced file.
This is a bit confusing, so I'll explain it the best I can, which may be just a
tad bit on the vague side.

All right. As you can see, there are four library sections on the 62nd floor.
Each of them are dedicated to one of the four branches of Shinra, Inc. These
include Peace Preservation/Weapon Development, Shinra Inc. Space Development,
Shinra Inc. Scientific Research, and Shinra Inc. Urban Development. Look at
the signs near each door for which ones they are. Now, how do these help you
find out the clue you ask? This is where it's slightly confusing. Each of the
libraries contains three shelves, and these shelves have two different subjects
of books in them. Meaning six subjects altogether. But, only five of them
correspond to the branch of research that's on the sign. The other is from some
other library. Your job is to have a working knowledge of what all of them are
(which may be an insult to you idiots out there), and then find them all. There
is a number on each of the missing titles. This number has great significance,
and if you fail to pay attention to it, you have no chance of getting this. Ok,
the reason I'm not telling you the actual answer and getting it over with is
that every file you play has a different final conclusion. That's why. Anyway,
why are these numbers so imperative to getting it correct? The answer is
because that number is the number of letters you must look into the name of
the file to get your needed letter. Example: 4 - "Ranks"; you need to derive
the "k" from that word as one of your final letters. There's four libraries,
thus, four letter clues, and that's how many letters each of the answers are.
Now, when you get all of your answers, it may not necessarily all be in order,
and this is dependent on which order you checked libraries. If all the letters
don't make sense, check the answer choices and make your answer out. I suggest
writing all letters on some paper, as to not forget them. Go back to Domino and
tell him your answer, get the Elemental Materia (if you did it correctly), and
also receive the Keycard 65 (pass 63, 64, and 65 as well).

His reason for doing all of this is because, in reality, he actually utterly
despises the Shinra. Yeah, and he said he wants to get back at them for every-
thing they've ever done to him. His card only gets him to the 65th floor, and
he thinks that's like treating him like some common employee. Wow, who cares?
But thanks anyway, Domino, for the Elemental Materia and 65th floor Keycard.
Now, head up to the 63rd floor. Darn, is there a buttload of items waiting in
here for you or what!? From the start go into the first room you can and touch
the computer terminal. It allows you to open doors up to three times. Note that
you don't have to do this floor if you do not want to. Now, head up the top of
this floor and open the door up there. Then, head past the next door below you
and then open the next one that's past that. Not the one on the very end, but
right before that to the below. You can now enter your first room and get the
A Coupon. Now you have to go into the duct that is in that room and then crawl
forward, then right, the up to the next room. In here is the B Coupon. Now,
exit through the door. Now, what to do next? This should be fairly obvious now.
Head to the left and open the door there and head up into the room to get your
last, C Coupon. There goes your three door limit. Now crawl through the ducts
and then head down, and then right into the computer terminal room again. Now,
at the computer again, exchange your A, B, and C Coupons for Star Pendant, Four
Slots, and All Materia. Awesome, huh? Now head up to the 64th floor.

My God, apparently this is just a hang out place for executives. The upperleft
room is a bathroom, the massive room in the middle is reserved for a workout
room. Now, the bottom left room is a lounge where you can get some sleep to
recover HP an MP, plus there's a savepoint in there. There's a guy in there
sleeping, too. In the gym, you can talk to four people. The people on the
running machines say to get some rest if you're tired, and that he's starting
to worry about his belly. The guy doing crunches of some sort at the center
says that because he's the head of security for the building, his stamina must
be maintained. He's not doing a great job, is he? The woman at the counter says
that you can use any unused machine, too bad you can't. But, if you want, you
can go to one of the two vending machines in the topright and buy a "Shinra
Gym Special Drink" to restore MP and HP. No matter how hurtin' you are, don't
support Shinra! Get some rest in the room across the hall. Besides, they cost
a ridiculously high amount of 250 Gil. In the top center room is a room full of
lockers. You can get a Phoenix Down in the third locker from the right in the
first row. Can get an Ether from the second locker from the right in the second
row, and a Megaphone (ultimate weapon) for Cait Sith later on in the game in
the third locker from the left in the last, third row. Now, you should leave
this floor, since there's nothing else here.

You can take the elevators up to the 65th floor, or the stairs. It does not
matter which one you decide to choose...

God, I truly hate the 65th floor. One reason is that it's when the enemies
start popping up. This floor contains Sword Dances and Hammer Blasters. The
Sword Dance enemy can get annoying at times. It's impervious to a magic which
you don't have yet, Earth, and that's it. You can Stop it with Cross-Slash, but
that would probably kill its 160 HP anyways. Sword Dances normal attack does
about 17-30 damage. The Slap attack it can do does about 25 damage or so.
Sawback does about 15 damage to the entire party. It has an attack pattern that
goes like this: atk, Slap, atk, Sawback, repeat. If you let it live through an
entire attack pattern rotation, that's about 60 divided dmg to characters. It
also drops Loco Weed which Confuses certain susceptible enemies. Hammer Blaster
enemies are a bit less of a threat to deal with. They have 210 HP to delete,
but only have one attack. Where it hits you with a chained hammer. It does
about 5-12 damage. It is weak to Lightning (Bolt) attacks, so it's simpler to
kill off. More Exp, less Gil, and less AP is gained than with Sword Dance. By
the way, its attack can inflict Confusion, though, so be extra careful. Ok, now
to getting through this room. There's a model of Midgar in the middle and it
has missing pieces to it. So, from the beginning, go to the topleft room and
open the chest on the bottom. You get Midgar Parts. Go and set them in the very
bottom of the model where the part seems to be missing. Another chest opens up.
Head back to the same room and open the only other chest in there, and go place
those parts in the topright missing slot of the Midgar model. Now, this leads
to yet another chest being unlocked. Run on over to the room to the bottom of
the one you've been getting parts from and open the bottom chest. Take it back
to the parts to put it in the topleft missing portion. Go back to the last room
you were in and get the next Midgar parts to embed in the bottomleft corner. Go
and make your way to the topright room with all the plants to get the next set
of Midgar parts; place 'em in the topleft. Now, go to the chest by the stairs
to obtain Keycard 66, and then run up the stairs.

Good, this is another room where there are no enemies. There is a little spying
and evesdropping in this floor, however. There are many, many rooms here, with
many, many people. The person in the bottomleft room thinks the Conference Room
smells. This is a small clue to something that's going to happen, but it's not
anything that will do anything. Does that make any sense? There's no one in the
topright room. Bottomleft room contains some paranoid person who thinks he
hears voices and whispers when he's in the bathroom. The other person in there
says that the major higher-ups are having an executive meeting (see the middle
room with Shinra, Heidegger and a few others in the center?). Sometimes the
paranoid guy comes running out of the room to the bathroom and goes back, lol,
but a few people around here do. The room to the left center has three people
in it, and the one man in there says he feels alive by moving the world with
just his hands. The bottom woman says that they're building the future of Mako.
The other woman sometimes carries files places, and she says she's tired of it,
but she says she gets one benefit of being a secretary and that's meeting lots
of guys. One guy walking around has nothing to say but "...[etc]" and then
Phew! at the end. The thing you have to do on this floor is to go into the
bathroom stall, and then up into the airduct when you get the following three
choices: "Flush?" (does nothing), "Climb up?" (need to do that to proceed), or
"Get out of here" (leaves the stall). Up here in the airduct, new music plays,
and you must crawl forward to the next duct vent. Here you can spy on the big
Shinra meeting that's taking place down below. Here's what goes down:

Reeve: "We have the damage estimates for Sector 7." Considering those factories
we already set up and all the investments, the damage is estimated at
approximately 10 Billion Gil..."
Reeve: The estimated cost to rebuild Sector 7 is..."
President Shinra: We're not rebuilding."
Reeve: "What?"
President Shinra: "We're leaving Sector 7 as it is. And restaring the
Neo-Midgar plan.
Reeve: "...then the Ancients?"
President Shinra: "The Promised Land will soon be ours."
President Shinra: "I want you to raise the Mako rates 15% in every area."
Palmer: "Rate hike! Rate hike! Tra, la, la! And please include our Space
Program in the budget!"
President "Shinra: Reeve and Scarlet will divide the extra income from the rate
increase."
Palmer: "Oh man!"
Reeve: "Sir. If you raise the rates, the people will lose confidence..."
President Shinra: "It'll be all right." "The ignorant citizens won't lose
confidence, they'll trust Shinra, Inc. even more."
Heidegger: "Ha ha ha! After all, we're the ones who saved Sector 7 from
AVALANCHE!
Barret: "That dirty #$*$^".
President Shinra: "Hojo. How's the girl?"
Hojo: "As a specimen, she is inferior to her mother. I'm still in the process
of comparing her to her mother, Ifalna, but now the difference is 18%".
President Shinra: "How long will the research take?"
Hojo: "Probably 120 years. It's impossible to finish in our lifetimes. Or in
the lifetime of the specimen too, for that matter."
Hojo: "That's why we're thinking of breeding her. Then we could create one that
could withstand our research for a long time."
President Shinra: "What about the Promised Land? Won't it hinder our plans?"
Hojo: "That's what I need to plan. The mother is strong... and yet has her
weaknesses."
President Shinra: "That concludes our meeting."

Interesting, huh? As everyone walks away, Scarlet stops, looks up at the vents,
and says that something stinks. This isn't necessarily your party, but could
mean what that one random guy was talking about earlier when he said the
conference room stunk. It could just be coming from the vent where you party
is. Whew! Your party talks for a little while in a conversation about Aeris,
and then comes to the conclusion to follow them. Hold up on your D-Pad to back
out of the duct and back down into the stall. Now leave the bathroom totally
and start walking to the stairs on this floor. You see Hojo going up the
stairs. So follow the mad scientist. He then walks through the door on the 67th
floor and apparently it doesn't close behind him. So after a brief conversation
amongst your team, head through it. There are three enemy types in this floor,
consisting of Moth Slasher (is a robot), SOLDIER: 3rd (heh, a member of SOLDIER
let's see what they're made of), and a Warning Board (it does not attack, and
just sits there for your pummeling). Moth Slasher's 260 HP can be destroyed by
using Bolt and Bolt 2 (if you have it) attacks. You can steal Carbon Bangles
from it and they're notorious for Back Attacks. Carbon Bangles are very awesome
to get. Its slash can cause Fury, and the other two attacks just do damage.
SOLDIER: 3rds possess Hardedge sword which you can steal, and it's a good
weapon for Cloud (much better than his Buster Sword). He's also weak to the
Fire elemental spell. Warning Board can be killed easily. No attacks, and still
it gives you some after-battle spoils. Now, the people in the bottomleft room
can't even be spoken to. The guy in the bottom left room is looking for info on
a request from Hojo. The topright area is filled with cells you can't enter
just yet. So, head all the way to the West in this floor. Note: SOLDIER: 3rd
can put you to Sleep, and has multiple Lv2 elemental spells.

Anyhow, continue forward into this area and Cloud sees Hojo in front of a
monster-like specimen, and some random executive comes in and asks if that is
today's specimen, and he replies with a yes. He then tells him to raise it to
the upper level (won't happen until a bit, though). The guy then leaves and
Hojo goes all Smeagol-from-Lord-of-the-Rings-ish with him. "My precious
specimen..." Then he walks away, and your party then looks at the beast in
wonder. Tifa goes up and gets a close peak into the containment. She asks a
question to the guys which they obviously don't know the answer to. Cloud looks
at Barret for a second, and then goes up to the enclosement to the right with
the purple light emanating from it. New music starts playing, signing that it's
a special, actually important, memory scene. It says Jenova on it, and then he
looks in. You see some strange, mutated Ancient known as Jenova. This, folks,
is Jenova, Sephiroth's mother. She has really weird breasts (one has one
purple, warped nipple, and one has none at all). She's also without a head, and
it's all a strange color in there. She used to look normal, apparently, since
she was an Ancient just like Aeris or Ifalna, but this is the result of them
doing countless biological experiments and DNA transactions on her. Cloud then
starts to flip out and he starts talking about Sephiroth... Jenova. So, they've
brought her here. Apparently he's met her before, and I doubt it was pleasant.
Tifa then tells him to be strong, and he asks if they saw it. Cloud says that
it's moving... still alive? Barret looks in and is immediately disgusted,
asking where's its ****ing head? He then suggests moving on, since the whole
thing is stupid. They agree, so continue upwards and save at the savepoint.
Now open the chest above the savepoint for the Poison Materia. Now go up the
lift at the top of this section.

At the 67th floor, exit the elevator and then the party seperates yelling out
Aeris' name. Hojo then learns her name apparently. Cloud exclaims and states
that we're taking Aeris back with us. Hojo then goes "Outsiders..." There're
so many frivolous things in this world, says Hojo. The party runs up with a
willingness to make Hojo swallow his genitals, but he recommends that the party
does not kill him because the equipment there is extremely delicate and without
him, no one could possibly operate any of it. The party logically thinks it out
(takes about 1 second to do so, too) and reconsider. Hojo commands the commands
his sambo henchman to raise up the other specimen downstairs. Both races on the
verge of extinction are in the same container (the sole survivors, too). The
monster acts as though he's going to eat Aeris, and everyone's worried about
her safety. Hojo has some twisted logic as to why he's doing this: to help them
out. One'll die (the more important - Ancient), and the other'll live??? You
know, for one intelligent scientist with probably 200+ IQ, he is pretty damn
moronic, wouldn't you say? Cloud then asks if Barret could shoot her out (I'm
sure his sword could do the same thing, but anyway...) and he starts to. Hojo
tells him to stop, then the container opens and the beast comes out and starts
ripping Hojo to shreads (somehow he does not die from about 5 minutes of this.
That much because you are about to battle a boss). Cloud goes in to help Aeris.
Cloud starts backing up because the elevator is moving, and Hojo says that it's
a very ferocious specimen. The beast then talks and says he'll help you out.
You then choose who you want to take Aeris somewhere safe (Barret or Tifa).
Choose the weaker of the two). Cloud then asks the beast his name, and it's Red
XIII according to Hojo's name he bestowed him with, but you are allowed to
change it if you so please. Boss time!

===============================================================================
-   BOSS: SAMPLE: HO512, SUB-BOSS: SAMPLE: HO512-OPT                          -
===============================================================================

-------------------------------------------------------------------------------
-   BOSS: SAMPLE: HO512                                                       -
-------------------------------------------------------------------------------

-> Monster's Name: Sample: HO512
-> Monster's Locations:
- Midgar - Shinra Headquarters - 68th Floor (forced)
-> Monster's Level: 19
-> EXP for Defeating: 300
-> AP for Defeating: 30
-> Gil for Defeating: 250
-> Item Dropped from Monster: Talisman x1 (100%), Grenade x[number of -opts
killed] (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1000
-> Monster's MP: 120
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   40,  60,  1,   65,  35,  64,  1
-> Fire (normal), Ice (normal), Lightning (1/2), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Confusion, Petrification, Berserk, Frog, Small, Slow-Numb,
Manipulation, Death Sentence, Death
- Absorbs Poison

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Shady Breath             4   A    Mag   Psn   -     -       255  X  X  (1)
* Reanimagic               40  AA*  MHPr  Res   Prop  2390    255  X  X  (2)(3)
                                                                         (4)
^ Keyclaw                  0   1    Phys  Cut   Phys  16      100  X  X

(1) Poison [72%]
(2) revive a Sample: HO512-opt from KO [100%]
(3) revives with MaxHP
(4) Sample: HO512-opts disappear when KO'd; this attack reanimates their model

--> Attack Pattern:

-> Basic Pattern:
Shady Breath on all characers
Is at least on Sample: HO512-opt under KO and inanimated and is Sample: HO512's
MP great than or equal to 40?
Yes: Reanimagic on random Sample: HO512-Opt under KO and inanimated (if more
     than Sample: HO512-opt is under KO and inanimated, Reanimagic on all
     Sample: HO512-opts under KO and inanimated)
No: Does at least one character have not Poison?
    Yes: 3/4 - do nothing
         1/4 - Shady Breath on all characters
    No: Keyclaw on random character with Poison

-------------------------------------------------------------------------------
-   SUB-BOSS: SAMPLE: HO512-OPT                                               -
-------------------------------------------------------------------------------

-> Monster's Name: Sample: HO512-opt
-> Monster's Locations:
- Midgar - Shinra Headquarters - 68th Floor (Sample: HO512 battle) (forced)
-> Monster's Level: 7
-> EXP for Defeating: 20
-> AP for Defeating: 2
-> Gil for Defeating: 0
-> Item Dropped from Monster: Tranquilizer x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 300
-> Monster's MP: 48
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   22,  46,  4,   45,  18,  32,  2
-> Fire (normal), Ice (normal), Lightning (normal), Earth (immune), Poison
(normal), Gravity (normal), Water (normal), Wind (normal), Holy (normal)
-> Immune: Frog, Small, Manipulation

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
  Rolling Attack           0   1    Phys  Hit   Phys  48      90   X  X
* Fire                     4   1/A  Mag   Fir   Mag   8       100  X  O
* Ice                      4   1/A  Mag   Ice   Mag   8       100  X  O
^ Bodyblow                 0   1    Phys  Hit   Phys  16      95   X  X  (1)

(1) only attack that is used if under Berserk

--> Attack Pattern:

-> Basic Pattern:
BSV is 0, 1, 2, 3 (chosen randomly)
Is BSV 0?
Yes: Bodyblow on random character
No: Is BSV 1?
    Yes: Does at least one character not have Paralysis?
         Yes: Rolling Attack on random character without Paralysis
    No: Is BSV 2?
        Yes: Is Sample: HO512-opt's MP greater than or equal to 4?
             Yes: 2/3 - Bodyblow on random character
                  1/3 - Fire on random character
             No: Bodyblow on random character
        No: Is BSV 3?
            Yes: Is Sample: HO512-opt's MP greater than or equal to 4?
                 Yes: 2/3 - Bodyblow on random character
                      1/3 - Fire on random character
                 No: Bodyblow on random character

- Note: Sample: HO512-opt is reanimated infinitely until Sample: HO512 is KO'd

- STRATEGY: This is totally a strategy fight. The boss has a few attacks, and
one of which is Shady Breath. This does Poison to possibly all of your group's
members, however, the Acc% of this attack is a discrepant factor in this
attack. It pretty much negates the possibility (doesn't completely diminish it)
of it connecting and executing its maximum effect and potential on all of the
party. Meaning, that it's totally redundant to even have such an attack. It
usually only gets one character, and sometimes two, in which case you should
take the following precautions on two characters. In the unlikely event that it
makes contact with all three characters, you'll definitely need to be in
possession of a few Antidotes for possible future utilization. The before-the-
battle precaution I implore you to make is to have Star Pendant which you ought
to have obtained from the 63rd story. Also, if need be, I make the suggestion
and strong recommendation that you equip the linked Materia combination,
Elemental=Poison on an armor. And, of course, in the event that you need to
nullify Poison from all three active characters, you can use Antidotes. Just
about after every single Shady Breath attack, it's followed by Rolling Attack,
but not in all scenarios, as I have found irreconcilable break in this (and is
a major inconsistency at times -> I have discovered that it is variable from
file to file). Its "slash" attack just does facetious amounts of damage, and
no special exceptions or trick additions. HO512-opts (its henchmen, which I
cover in just a second) have their own miniature attack, as well. Now, the
HO512-opt enemies have 200 HP, and quite easy to kill if you're around lvl15+.
But, there is no point at all in doing so since the boss puts them under total
reanimation right afterwards, so you can never have a bare boss. HO512 is in
the back row, connotating that Cloud and Red XIII do less damage with physical
attacks, and Barret is the only one that can do respectable damage - that's why
I allude bringing in him over Tifa.

Again, don't bother killing HO512-opts as they only respawn afterwards. But,
there is one minor beneficial part of killing them, and that is that you
receive an amount of Grenades that is correspondant to the number of them you
kill. Also, the mini foes, HO512-opts, have the Rolling Attack as part of their
offensive armamentarium. This attack is more roborantly oppressive than its
normal strike, and the average damage range is from 25-40 -> not much, is it?
Each one's HP are depletable when 200 damage has been dispersed onto them, but
it's really pointless to do so, sans the fact of Grenade accumulation which
equates to amount of opts disposed of, as touted previously. HO512 itself isn't
really a lot to deal with by itself, but, when you have four enemies at one
time with their dmgs accumulating, it can really rack up. I'd say in an average
"round" they can dish out seperated 90 damage points at least, and 125 at most.
A way to heal all of your characters' diminished Hit Points at once, a quite
effective method at that (although it costs some MP), is to link Restore and
All, and that revalesces everyone's lost HP in just one turn rather than doing
it all seperately. As you can see, this is a gigantic strategic expedite.
Alleviating Poison imperfection dealt by Shady Breath would be much easier if
we had Heal Materia. If you're wondeing why Red XIII's and Cloud's physical
attacks do so little, it's because HO512 is located in the back enemy row,
reducing damage. Barret's attack is the only attack at this point which can do
regular damage. I suggest putting him in the front row, though. Atypically,
Cloud or Red do over 55 damage with normal attacks. Consistently their damages
do in the 40- vicinity, and they should most definitely be placed in the front
row of the battle. Heh, you'd probably think by looking at HO512 it would go
under some transubstantiation or transmogrification due to its biologically and
freakishly disgusting appearance, however, it's quite the contrary. HO512 also
possesses a medium amount of HP for this point in the game, 1800, but it's easy
to beat if you follow the following agglomeration of gathered and formulated
tips, and intelligence information.

Now, since you already are aware of the fact that HO512 is in the back row,
and Cloud and Red cannot hit for optimum damage or perform at maximum
potential, this is where we begin. This is why I recommend that Cloud be
equipped with some useful long-distance magic Materia, such as Fire, Bolt, or
Ice. If you truly wish to inflict harm upon HO512 and HO512-opts as well, link
the magic(s) with All. However, this does subtract damage dispensed on four
enemies by nearly half. So, since our primary focus is the main boss HO512, I
seriously do not suggest linking All to them. A good suggestion is that if you
wish to add an extra 15-20 dmg to Red/Cloud's normal strikes, link Elemental
Materia to Fire on their weapon(s). This cannot happen with Red, though, but he
does come with Fire and All pre-linked, but it's only useable once, so take
heed to that fact. It may not be much, but think of it as such: in three turns
alone, that's 54+ damage extra. I have discovered that Fire does slightly more
than Bolt and Ice does about the same as Bolt, give or take a few dmg pts. I've
found out also that adding Elemental=Fire to Barret's weapon helps to increase
his average damage by nearly 13 or so. If you've collected enough Potions, use
them if you've a picky fetish about maintaining your perfect HP at all times.
And in conjunction to curing minused HP, you ought to use Ethers for MP
rejuventation. In this insinuendo of a situation rarity, it's the *only* time
you should use that Elixir: your health is in critical state, and MP is < 4 ->
only can heal one person, however. Anyways, obviously, we're going to be
utilizing Limit Breaks, and of course you, as I already mentioned, will be in
the front row, thus amplifying them as much as possible. Cross Slash will
probably be the second most useful, with Big Shot being the most, and Red's
Sled Fang (Lv1 Limit Break) will be least. If you're hurting for MP, Mindblow
is good. I'd say, altogether, that if you follow these instructions and this
strategic prepping, you should not have any/much trouble in defeating HO512. If
you kill the HO512, its opts die along side it, yet they don't count towards
the amount of Grenades you receive.

After the fight is over and done with, form two groups to go with you, and then
the other to go with Aeris. Now, then,head up to the top walkway and speak
with the man there. He then gives you the Keycard 68, and now you can pick up
the two Potions up here. Now, head downstairs and through the door. You now
need to go on downstairs and then get the Enemy Skill Materia that appeared in
the specimen chamber. That done, make it through the door, pick up the next the
next x2 Potions, and then down the stairs. At this point, you're in the 66th
floor (you know, there area that had the big meeting room for Shinra, and where
you had done your "spy" mission). Anyway, from here you don't have to do any-
thing large, simply make your way to the elevators. But, before you do so, I
mightily suggest that you heal your HP and MP of the characters chosen, and set
up some Materia that you need (although you will not be needing it much longer
after that). Enter the elevator, and go up to examine the floor-choosing
machine. Before you can input where you wish to go, Rude of the Turks come in,
and asks that Cloud presses "Up". Cloud knows it must be a set-up, as it
involves the Turks. Tseng then comes in and talks for about two caption boxes,
and then the party (Cloud, Barret, Red XIII and Tifa) are in President Shinra's
office in the top floor).

Now, up here, they all line up, and Shinra makes a long speech about many
things, and addressed a lot of cases. Some of these include the Ancients (and
now you know that they used to really call themselves the "Cetra"). Red XIII
is amazed that Aeris' is the last surviving Ancient. He also talks about the
Promised Land and about the Neo-Midgar plan, Shinra's new glory! After Shinra
concludes the "meeting", Barret insists on staying and beating the living crap
out of Shinra, but as he struggles, Rude comes up and personally escorts him
out of there. The next scene is where your party is divided into three cells
back at the 67th floor. Here's what you must do, and what you could opt to do
or not do while in here. First off, you can speak with Tifa and she'll ask how
you're going to break out of this one, and you get two options. One being
something to the effect of I don't know, and the other being leave it to me.
Choose anything, but it's obviously better to choose on the second choice. Now,
head up to the door and you are then presented with three choices. Pick the one
about Aeris, and a medium-length conversation begins. She then says she knew
you'd come for her, Cloud says of course as he's your bodyguard, and she
restates the deal for one date. Tifa then becomes notably irritated upon
learning of that fact.

Aeris is then surprised that Tifa was in that cell as well, and then Tifa
replies in an apparently mad manner. She then completely diverts and changes
the topic of discussion to asking Aeris if there really is such thing as the
Promised Land. She's not sure, but what she is sure of that the Cetra speak
with and unlock the planet. Cloud and Tifa are somewhat confused, but after,
you can go back to the door again and then choose either Barret or Red option.
Note that you don't have to do those, as you can go directly to sleep. If you
do any of those, you'd only be elongating and delaying the inevitable. Well, do
whatever you please, and then sleep. When you wake up, you see that the door
has been opened!? So, head outside, naturally, as Tifa's sleeping. Go to the
right and examine the recently deceased guard. Head back to the cell and wake
up Tifa. She then rushes out to examine what's happened. She's in utter shock.
Go out and speak to her, then you get the keys to the cells. She goes to get
Aeris out whilst you free Barret and Red XIII. After they've surveyed the
slaughter, Barret says that he'll stay back here and clean up, and Red XIII
states that he'll lead the way. So, follow him to the room where you fought
your last boss fight. From here, you have Aeris and Tifa accompanying Cloud
throughout the building.

We now have new enemies to deal with after you're caught, as there's biological
experimental disasters  roaming around every where. The Zenene is  one of the 3
of them. It has three attacks, and only two of them are actually of any concern
to your party. One being Ghenghana. This does large Fire damage to one  of your
characters. Its other attack is the Piazzo Shower, in which, it releases a mist
to Poison one person. Its normal attack does about 50-60 damage. They also have
a weakness to White Magic. This leads to you thinking that you can Cure the guy
to do about 40+ damage, and  you're correct. Next is Brain Pod, who can use two
different Refuse attacks. It first does Refuse [Poison] on a character and then
follows it with Refuse [Sleep]. After that, it does it all pretty much randomly
to another, and then continues the cycle. Its regular move does about 30 dmg to
one of your party members, which isn't a lot. Vagrid Police has immensely minor
Acc%, meaning that its attacks do not hit  very often. If it does, it only does
and execution amount of damage of 1, always. That is it for the enemy briefing.

Set up weapons, armors, and Materias accordingly. Don't spend too much of your
items on one single battle. Ok, when you reach the specimen room, Jenova's case
has been broken, and Jenova, gone. Oh, Jesus Christ. This is where it all
starts getting interesting and exciting. It wasn't Jenova that did all of this,
nor did she escape on her own. Proceed to the lift. This is someone else's
omnipotent presence. Uh-oh. Anyhow, you must continue following the portentous
trail of blood, which almost resembles a river of blood. Who on Earth could've
done this? You'll soon find out. Anyway, from here, continue to make your way
up to Shinra's office. Here you find something astounding, one of the hugest
plot twists in the game... President Shinra's... gone... dead... Yeah, wow.
Well, that's insanely awesome. He's over his table with a brobdingnagian sword
through his neck. It's Sephiroth! He's come back... he's alive... Barret and
Red make their appearance and Barret's overjoyed. Palmer comes out and an
interrogation by Cloud and Barret ensue. He then runs off to Rufus who's just
made an arrival in a helicopter. Rufus is the vice president, Shinra's son, and
now the new president. Crap! Anyway, run outside and confront Rufus. After a
long talk, including introductions of the party, and Rufus making a speech in
which he says that following: His dad ran Shinra and the masses by money, and
how it may've seemed like perfect exterior, but too complicated. He plans to
run this world using fear. What an incentive... Anyway, Cloud tells them all to
leave, and after a little arguing, they all agree.

As they run back to the 69th, Tifa stays to wait for Cloud, and you are in full
control of Barret, Aeris, and Red XIII. As you split, you get to remove Tifa's
and Cloud's Materia for now for use with the three characters, since there's a
boss fight about to start soon. I suggest arming Barret with Elemental=Bolt
combo on his weapon. Give Aeris Cure and Sense (just in case you wish to check
HP or weaknesses of the boss. Red should get all other oppressive magic, since
you won't even be able to reach it with anyone but Barret's regular attack. So,
continue to the elevators on this floor, and inside, you commence in a battle
with the following enemies...

===============================================================================
-   BOSS: HUNDRED GUNNER                                                      -
===============================================================================

-> Monster's Name: Hundred Gunner
-> Monster's Locations:
- Midgar - Shinra Headquarters - Elevator (forced)
-> Monster's Level: 18
-> EXP for Defeating: 330
-> AP for Defeating: 35
-> Gil for Defeating: 300
-> Item Dropped from Monster: None
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1600
-> Monster's MP: 0
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   52,  46,  1,   63,  0,   240, 0
-> Fire (normal), Ice (normal), Lightning (weak), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Darkness, Poison, Sleep, Stop, Confusion, Petrification, Paralysis,
Berserk, Frog, Small, Fury, Sadness, Slow-Numb, Manipulation, Death Sentence,
Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Aux Artillery            0   1    Phys  Sht   Phys  16      100  X  X
* Hidden Artillery         0   1    Phys  Sht   Phys  20      120  X  X
* Main Artillery           0   A    Phys  Sht   Phys  18      100  X  X
* Wave Artillery           0   A    Phys  Sht   Phys  27      255  X  X
* Sub Artillery            0   1    Phys  Sht   Phys  22      100  X  X  (1)
  Transform [1]            0   S    -     -     -     -       I    X  X  (2)(3)
  Transform [2]            0   S    -     -     -     -       I    X  X  (4)(5)
  Sensor Charge            0   S    -     -     -     -       I    X  X  (6)(7)

(1) dummy attack
(2) transform from first form to second form
(3) Miscellaneous/Animation
(4) transform from second form to third form
(5) Miscellaenous/Animation
(6) increase Sensor Charge Count BSV
(7) Miscellaenous/Animation

--> Attack Pattern:

-> Basic Pattern:
Is Hundred Gunner's HP greater than 2/3 of its MaxHP? (first form)
Yes: Is it Hundred Gunner's first turn?
     Yes: Aux Artillery on random character
     No: 3/4 - Aux Artillery on random character
         1/4 - Hidden Artillery on random character
(throughout first form)
No: Is Hundred Gunner's HP less than or equal to 2/3 of its MaxHP?
    Yes: Transform [1] on self immediately
         Main Artillery on all characters
    (throughout second form)
    No: Is Hundred Gunner's HP less than or equal to 1/3 of its MaxHP?
        Yes: Transform [2] on self immediately
             Has it Sensor Charged less than twice?
             Yes: Sensor Charge
                  Is its Sensor Charge Count BSV 0?
                  Yes: "Sensor Cannon Charging!" appears on screen
                  No: "Sensor Cannon Charged!" appears on screen
                      [add 1 to charge count]
             No: Wave Artillery on all characters
                 [charge count reset to 0]
             (throughout third form)

- STRATEGY: This fight is not that hard. First off, have Barret equipped with
Elemental + Lightning (Bolt) to his weapon. This adds Lightning affinity to his
attacks, meaning they'll do about 150 damage. Plus, when he uses normal Bolt,
it does about 140 damage. Aeris ought to be fitted with Cure (Restore) Materia.
This in conjunction with healing items can really heal you up quite well. Also,
if her Limit Break Guage fills up (which I predict to happen about 3-5 times in
this fight), her Healing Wind is useful, especially after multiple hit attacks
such as Wave Artillery. Red should use offensive magic like Ice and Fire until
Sled Fang.

===============================================================================
-   BOSS: HELI GUNNER                                                         -
===============================================================================

-> Monster's Name: Heli Gunner
-> Monster's Locations:
- Midgar - Shinra Headquarters - Elevator (after defeating Hundred Gunner)
(forced)
-> Monster's Level: 19
-> EXP for Defeating: 250
-> AP for Defeating: 25
-> Gil for Defeating: 200
-> Item Dropped from Monster: Mythril Armlet (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1600
-> Monster's MP: 0
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   52,  46,  1,   63,  0,   240, 0
        90*                 270*
* - in second form
-> Fire (normal), Ice (normal), Lightning (weak), Earth (immune), Poison
(normal), Gravity (immune), Water (normal), Wind (weak), Holy (normal)
-> Immune: Darkness, Poison, Sleep, Stop, Confusion, Petrification, Paralysis,
Berserk, Frog, Small, Fury, Sadness, Slow-Numb, Manipulation, Death Sentence,
Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* AB Cannon                0   1    Phys  Sht   Phys  16      100  X  X  (1)
* C Cannon                 0   1    Phys  Sht   Phys  16      100  X  X  (2)
* Firing Line              0   A    Phys  Sht   Phys  19      100  X  X  (3)(4)
* Flying Drill             0   1    Phys  Hit   Phys  24      95   X  X
* Spinning Bodyblow        0   1    Phys  Hit   Phys  20      100  X  X
  Transform                0   S    -     -     -     -       I    X  X  (5)(6)

(1) Sleep [28%]
(2) Poison [28%]
(3) Sleep [20%]
(4) Poison [28%]
(5) transform from first form to second form
(6) Miscellaenous/Animation

--> Attack Pattern:

-> Basic Pattern:
AB Cannon on random character at the beginning of battle
Is Heli Gunner's HP greater than 1/4 of its MaxHP? (first form)
(hovering)
     Yes: Is Action Count 0?
          Yes: AB Cannon on random character
               [Action Count +1]
          No: Is Action Count 1?
              Yes: 3/4 - C Cannon on random character
                         [Action Count +1]
                   1/4 - Firing Line on all characters
                         [Action Count +2]
              No: Is Action Count 2? (was C Cannon used on second turn?)
                  Yes: 3/4 - AB Cannon on random character
                             [Action Count -1]
                       1/4 - Firing Line on all characters
                             [Action Count +1]
                  No: Is Action Count 3? (was Firing Line used on second turn
                      or on third turn?)
                      3/4 - AB Cannon on random character
                            [Action Count -2]
                      1/4 - C Cannon on random character
                            [Action Count -1]
(throughout first form)
Is Heli Gunner's HP less than or equal to 1/4 of its MaxHP?
Yes: Transform on self immediately
     (spinning)
     1/2 - Flying Drill on random character
     1/2 - Spinning Bodyblow on random character
     (throughout second form)

- STRATEGY: After first boss is done, comes Heli Gunner. 600 less HP, but more
dangerous attacks. Continue with the same kind of strategy, however. Altogether
you have to face 2600 HP in this fight, Lvl19 monster, with 8 attacks (if both
were combined. Remember to watch your HP and keep it high.

After, the screen switches back to Cloud and Rufus where they're about fight...

===============================================================================
-   BOSS: RUFUS, SUB-BOSS: DARK NATION                                        -
===============================================================================

-------------------------------------------------------------------------------
-   BOSS: RUFUS                                                               -
-------------------------------------------------------------------------------

-> Monster's Name: Rufus
-> Monster's Locations:
- Midgar - Shinra Headquarters - Roof (forced)
-> Monster's Level: 21
-> EXP for Defeating: 240
-> AP for Defeating: 35
-> Gil for Defeating: 400
-> Item Dropped from Monster: Protect Vest (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 500
-> Monster's MP: 0
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   35,  32,  14,  72,  0,   160, 8
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Confusion, Petrification, Berserk, Frog, Small, Slow-Numb,
Manipulation, Death, Death Sentence

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Shotgun                  0   1    Phys  Sht   Phys  16      100  X  X

--> Attack Pattern:

-> Basic Pattern:
2/3 - Shotgun on Cloud (Shotgun will always be the first attacked used)
1/3 - Is Rufus' HP greater than 200? and is [Rufus' MaxHP - Rufus' current HP]
      less than 100?
      Yes: Rufus: "Heh, Heh, Heh..." appears on screen
      No: Shotgun on Cloud

-------------------------------------------------------------------------------
-   SUB-BOSS: DARK NATION                                                     -
-------------------------------------------------------------------------------

-> Monster's Name: Dark Nation
-> Monster's Locations:
- Midgar - Shinra Headquarters - Roof (Rufus battle) (forced)
-> Monster's Level: 15
-> EXP for Defeating: 70
-> AP for Defeating: 7
-> Gil for Defeating: 250
-> Item Dropped from Monster: Guard Source (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 140
-> Monster's MP: 80
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   43,  38,  18,  74,  15,  94,  3
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (normal), Water (normal), Wind (normal), Holy (normal)
-> Immune: Confusion

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Barrier                  16  1A   Mag   -     -     -       I    X  O  (1)
* MBarrier                 24  1A   Mag   -     -     -       I    X  O  (2)
* Bolt                     4   1    Mag   Lit   Mag   8       100  X  O
^ Bite                     0   1    Phys  Hit   Phys  16      100  O  X  (3)

(1) Barrier [100%]
(2) Magic Barrier [100%]
(3) only attack that will be used if under Berserk

--> Attack Pattern:

-> Basic Pattern:
Does not Rufus have Barrier?
Yes: Is Dark Nation's MP greater than or equal to 16?
     Yes: Barrier on Rufus
     No: Bite on Cloud
No: Does Dark Nation not have Barrier?
    Yes: 1/2 - Is Dark Nation's MP greater than or equal to 16?
               Yes: Barrier on self
               No: Bite on Cloud
         1/2 - IPV is 1
    No: Does Dark Nation not have Magic Barrier?
        Yes: 1/2 - Is Dark Nation's MP greater than or equal to 24?
                   Yes: MBarrier on self
                   No: Bite on Cloud
             1/2 - IPV is 1
        No: 1/2 - Is Dark Nation's MP greater than or equal to 4?
                  Yes: Bolt on Cloud
                  No: Bite on Cloud
            1/2 - IPV is 1
Is IPV 1?
Yes: 1/2 - Is Dark Nation's MP greater than or equal to 4?
           Yes: Bolt on Cloud
           No: Bite on Cloud
     1/2 - Bite on Cloud

If Rufus is KO'd and Dark Nation remains, Rufus removes Dark Nation immediately

-------------------------------------------------------------------------------
-   <HELICOPTER>                                                              -
-------------------------------------------------------------------------------

-> Monster's Name: None (battle object)
-> Monster's Locations:
- Midgar - Shinra Headquarters - Roof (Rufus/Dark Nation battle) (forced)
-> Monster's Level: 1
-> EXP for Defeating: 0
-> AP for Defeating: 0
-> Gil for Defeating: 0
-> Item Dropped from Monster: None
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1
-> Monster's MP: 1
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   1,   1,   1,   1,   1,   1,   1
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (normal), Water (normal), Wind (normal), Holy (normal)
-> Immune: None

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
none

--> Attack Pattern:

-> Basic Pattern:
do nothing
<Helicopter> is untargettable

- STRATEGY: When you're back at the scene with Cloud and Rufus, you first get
to choose to remove Materia and set them up on Cloud him. I would like to make
one suggestion first. Set Elemental + Poison on his weapon, plus, Fire is a
very useful magic spell in this face-off. If Cloud needs to be healed before
the bout (due to Materia change) with HP or MP, do so, because chances are,
he's going to need all of it due to Rufus' Shotgun attack - usually does 45+
damage at one time. Plus he has a lot of Spd, so, he does it on a lot of turns.
He also has his Dark Nation hell hound, as I like to call it, which can help
him out. One thing it can do is use Bolt magic on you, which reallt starts to
add up insanely in the long run. Not only that, but its physcial attack does
about 20 damage with frequency, as well as accuracy. It also helps him out in
another wat, but I shall get into that in just a little bit later in the next
paragraph that's coming up.

All right, as you know, Rufus only has one attack Shotgun. Now, I already
covered it previously at the above, so I shan't at this time. Anyway, the dmg
can truly add up. Dark Nation has one technique known as Barrier, This is a lot
different from Reno's Pyramid. This is mainly because instead of putting it on
one of your characters and preventing them from attacking, it places a
protective barrier on Rufus and/or itself. This increases his Def and halves
all damage from physical attacks. When these occur, you'll want to resort to
using magical instead of physical moves. Spells like Fire or Bolt will do quite
nicely. About two of those spells are enough to murder Dark Nation. Also, Dark
Nation has MBarrier, which halves magically based damage. If both of these are
placed unto one of them, then you're pretty much screwed, as not even Braver or
Cross Slash can penetrate the regular Barrier. Your only best best at this
point is to use your Poison Elemental weapon, although Limits can still do in
the 100s of dmg. Rufus has 500 HP, so, attack as much as you need to in order
to defeat him. When the fight is over, he submits a Report, and if Dark Nation
is not already KO'd, he removes Dark Nation, then flies off.

All right, ok then, after the fight, run back into Shinra's office and run
past him sticking the middle finger up at his dead body. If you want, go up and
piss and spit on it. But whatever you do, leave through any of the stairs and
meet up with Tifa at the bottom. You may want to use the savepoint on this
floor, as well. Now, the scene switches on over to Aeris, Barret, and Red who
somehow just go off the elevator. Anyways, start heading out and Barret comes
out and goes outside, and immediately gunfire is heard. Barret comes running
back inside, and says that you're surrounded. He also states that if he was
alone, it wouldn't be a thang, but he's got a reputation to protect, however
believeable that is... Aeris tells them to get out while they can, as it's her
they're after, not them. Barret literally says screw that because he owes her
for what she did for Marlene. Ok, as Barret's about to go outside and open a
can on 'em, Tifa comes running down the stairs. She then tells them to hurry up
and they're all confused at first. Then you see Cloud on a motorcycle riding
all around Shinra tower. The rest go out and get in another cheaper vehicle,
and they all bust out of the building through a high-story window and land on
the road. That is one kick-ass bike! Then, everything's explained.

You get to press Triangle to go to the menu and set up Materia (take heed,
there's a mechanical boss coming up, so...). X button is to form your party,
and Start is to begin everything (I'll give suggestions for everything during
the battle, so when you are ready, press Start. Controls are the D-Pad to move,
 to attack left, and O to go right. You are being pursuited by Shinra's bike
troops (God, they have people for everything, don't they?). You must fend them
off from attacking the truck. If any of your characters die (lose all of their
health bar, it's Game Over). Cloud also has a health bar, and likewise applies
for him, also. Ok, here's how this whole thing plays out: There are soldiers on
bikes from Shinra that are in hot pursuit of you, that much is obvious. You're
not going to raid their HQ, injure their president, kill a lot of their guards,
and ruin experiements in their tower and expect to get away without somebody
knowing and wanting revenge. So, there're two different colored bikers chasing
after you: Red and Yellow. The yellow ones are so stupid that apparently, to
them, there is indifferentiation between their asses and holes in the ground.
They are the suicidal bikers that literally suicidally and insanely attack your
truck with no regard for their own lives. Red ones, on the other had, are quite
intelligent, and difficult to deal with. They stay away from the truck until
you are stupid enough to go and follow them, and then with their immense speed
and handling, go get some free hits on the truck, and then back off. The worst
case scenario that could possibly happen during this is that you have three
red bikers on at once - VERY annoying. You must kill anyones of any color that
you see while doing this, and try to keep damage sustained to a minimum.

But, there are more ways that just slashing to kill these guys, and I'm about
to mention every single one of them, just in case you want to put a little
divertation into your method(s), or if it's just to bothersome to nail them
the normal way. Ok, one of them is knocking and turning hard into the side
walls on the road with the other bike sandwiched in-between. This sometimes
takes a while, though. Another way, and one of my most prefered ways, when a
bike is just coming up from behind you, stop and reverse the gas into the very
front of their bikes and they'll right away fall down. This is somewhat of a
challenge to pull off sometimes, as you need to have semi-decent accuracy
(yourself, not the stat). You can also wait until their are bikes aligned with
each other (one in front of the other), and then kill the one in front, and
this causes somewhat of a chain reaction, or domino effect that knocks them,
and everyone behind them down. This isn't always effective, as the smarter red
guys sometimes dodge, but not always. The most I ever knocked down with this
was four, so ha! The last way (and my least favorite aka not recommended) is
to do sort of the same thing with the first method, but against the truck, and
that can rarely do it. One last note: when attempting the third suggested
method, be careful, as sometimes when it's done in front of the truck, they
can sometimes hit the truck itself, and cause damage. At a 3/4 way point, you
go around a turn and the camera is reversed. Don't let this fool you, controls
are still the same. At the end, the fight starts.

===============================================================================
-   BOSS: MOTOR BALL                                                          -
===============================================================================

-> Monster's Name: Motor Ball
-> Monster's Locations:
- Midgar - Highway (forced)
-> Monster's Level: 19
-> EXP for Defeating: 440
-> AP for Defeating: 45
-> Gil for Defeating: 350
-> Item Dropped from Monster: Star Pendant x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 2600
-> Monster's MP: 120
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   44,  32,  10,  67,  17,  34,  1
-> Fire (1/2), Ice (normal), Lightning (weak), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Darkness, Poison, Sleep, Stop, Confusion, Petrification, Paralysis,
Berserk, Frog, Small, Fury, Sadness, Slow-Numb, Manipulation, Death Sentence,
Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Twin Burner              16  A    Mag   Fir   Mag   10      255  X  X
* Rolling Fire             24  A*   Mag   Fir   Mag   16      255  X  X
^ Deadly Wheel             0   A    Phys  Hit   Phys  16      100  X  X
  Arm Attack               0   1    Phys  Hit   Phys  20      110  X  X
  Highway Back Attack      0   A    Phys  Hit   Phys  16      95   X  X

--> Attack Pattern:

-> Basic Pattern:
Highway Back Attack on all characters at the beginning of battle
100% Back Attack
Is Action Count 0, 1? (first turn)
Yes: Motorball is in first form (hidden flamethrower)
     Arm Attack on character with highest HP
     [Action Count +1]
No: Is Action Count 2?
    Yes: Motorball is in second form (revealed flamethrower)
         Is Motorball's MP greater than or equal to 16?
         Yes: Twin Burner on all characters
         No: Deadly Wheel on all characters
             [Action Count +1]
    No: Is Action Count 3?
        Yes: [Action Count +1]
        No: Is Action Count 4?
            Yes: Deadly Wheel on all characters
                 [Action Count +1]
            No: Is Action Count 5?
                Yes: Motorball is in first form (hidden flamethrower)
                     [Action Count +1]
                No: Is Motorball's MP greater than or equal to 24?
                    Yes: Rolling Fire on all characters
                    No: Deadly Wheel on all characters
                        [Action Count reset to 0]

-> Counterattack Pattern:
Is Motor Ball's HP less than or equal to 1/8 of its MaxHP?
Yes: second form (revealed flamethrower) is no longer available
No: first and second forms are still available

- STRATEGY: Well, right after the way on the highway (couldn't resist), a huge
mech boss enemy confronts your party. He first chases you a bit during the
actual game, and then you break out into a fight. Its name is Motor Ball, and
you will not like it. 100% Back Attack. Anyways, time to make suggestions.
(before you even started the bike chase). I do suggest that Cloud have linked
the following two Materias onto his weapon/armor: Cure and All. This allows you
to automatically cure every character at once, since unmistakably, after such
attacks as Rolling Fire, you'll be feeling pain, believe me. Another given is
to equip your character with highest Str (probably Cloud or Barret) with the
Elemental/Lightning combination on their weapon (well, since Cloud's Hardedge
only has one linked couple, this'll have to go to Barret or Red XIII, unless
Cloud is not given the previous recommended combo and someone else is. This
will enable that character to do two things: 1) begin that they can attack with
Lightning affinity in their attacks, and 2) be allowed to use Bolt seperately.
This is actually more useful, as it does more damage. Normal Lightning attack
in this fight dishes out about 270 damage or so, and the attack with Lightning
on it, a good 150-160 at most. Both very useful, and if you want to conserve MP
there's nothing wrong with doing normal attack as its 2600 HP isn't that much
to deplete altogether. But if you want to, instead of doing Elemental Lightning
(since that can be substituted by just using normal Lightning -> smarter, since
it does almost twice the damage), you can put Elemental + Fire combo on an
armor and completely put damage normally done by Twin Burner and/or Rolling
Fire under complete negation, reducing the need for Cure/All. I definitely
suggest removing that Elemental/Poison off of Cloud from the Rufus/Dark Nation
fight, since it's immune to Poison status/Bio element. Limit Breaks work like a
charm in this fight, so use them at any opportunity, and keep an eye on HP!
Since Motor Ball possesses a susceptibility to Slow, you may wish to exploit
that to your utilizational and advantageous needs, to more easily bring about
a swift derailing of Motor Ball.

Once the heated battle is finally over, they all have a long talk about what
they're going to do, and what's going to happen. Cloud says that Sephiroth is
alive, and that he has to settle the age old score. Barret wants to know if
that'll save the planet from its current course to damnation, and Cloud says
that it looks like it will. Barret then agrees to go under that circumstance.
Aeris decides she's going to go with you all as well, because she has things
she wishes to find out. Not just about the Cetra (although that's partially it)
but also about other things, as well. Tifa's also going, and just says that
it's goodbye Midgar, as there's no Sector 7 or 7th Heaven to return to, so,
she's going to come along on the adventure with you. The scene then switches to
outside where the party is waiting to leave. God, this music is so tear-
enducing, since it's the time when "FF7" truly begins. The great journey. What
a signification. You can now speak with everyone. Red XIII says that he'll
accompany you until he reaches home (hey, how does he know that you will even
be going to his home, anyway, although you are, just for the record...). Tifa
guesses that this is the start our journey, and goddamn is she right. You then
get to choose from two options: "You hate traveling?" or "It's dangerous. You
sure you want to go?"; none of them matter, just pick one. The second answer
she gives for the second choice is cool: it should be all right as long as he
keeps his promise. If you pick first one, she says that she doesn't have
nowhere else to go, so it doesn't matter if she hates traveling or not. Aeris
says this is the first time she's ever actually left Midgar. Two choices are
then presented: "Really?... You worried?" or "It's dangerous. You sure you want
to go?". First choice she says she is but she has her bodyguard for protection.
Second choice leads to her saying that she thought he'd say that.

If you speak to Barret, mentions Marlene, and how you asked of Elmyra to take
her and relocate her someplace safe. So, she should be fine. You can then
choose from "Yeah, she should be" and "Hmm, I don't know". First one has Aeris
turn and start talking a little about her mom wanting to leave Midgar, so she
ought to be safe, anyways. Now, the second one also has Aeris speaking, and
she says to just stop it! She's worried about both of them, too. Well, when you
want to leave, start to head out and choose Let's go! Barret says that ya'll
need a team leader for the quest, and that only he's cut out for the job. Pfft.
Tifa and Aeris immediately suggest otherwise, and think Cloud should be it.
Barret's noticeably mad at this, but surprisingly maintains his composure and
just gives in, and says to depart to the to the Northeast town of Kalm. If
something happens, you will all meet up there. Damnit, of course, the game
just can't ever let you all stay together, since apparently it's too dangerous
to be strolling the fields with five people, which makes little sense, since
you'd have more manpower. God. Anyway, it's now your job to split the party up
into two groups. Make your selection, and then set them up with proper Materia
and weapons (equip that Star Pendant from Motor Ball, too). Anyway, this is
where it all begins, really. You have a long and memorable road ahead of you,
where there will be love, tragedy, happiness, and sorrow, and it all makes this
game amazing. The world is so huge and immersive, so I hope you're prepared to
face it. You'll get to know your characters throughout this game so well that
they'll become like your own friends. Embark now on your epic quest in FFVII.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            World Map/Road to Kalm
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Well, there's no turning back now. You're too far into this thing. So, from
the start when you leave Midgar, you learn that when you're out on the World
Map, you can do it without a savepoint. The Rs and Ls buttons now are of some
use whenever you're on the map; they can move your camera angle forward and up,
and can rotate it as well. The radar you start off with in the bottomright
corner tells you where you are (flashing red dot), the cities/towns/villages,
continents, and all the black around it is oceans and ohtre bodies of water. It
can be enlarged and made invisible by using the Select Button. You still have
an empty spot on the menu, and that's for the PHS later. Music's pretty nice,
too, eh?

As you may have guessed, the World Map will be a great tool, and probably
primary source of lvling up through and throughout the game. The beginning is
no exception. Each area has varying enemies, each for the stage in the game,
and the most recommended lvl you should be at. In this area, there are Devil
Ride enemies, for one. These are the ones that look like super pimped-out
hogs, and they're mainly red and white in color. Their HP isn't very much (only
240, actually). Their attacks aren't anything special, but Drift Turn is the
only one that actually hits everyone, and it's for nearly in the 10-15 area.
Kalm Fang enemies are ones that look like psychotic purple wolves. They have
a regular attack which does about 20-25 damage, and Bodyblow which does about
20-30. Devil Rides are partially weak to Lightning, but not as weak as you
might think. Kalm Fang are pretty easy to kill; only 160 HP. Sometimes these
guys are paired together, and you should combine all of the above information
to your advantage. Around these parts can also be found the Prowler, it has
150 HP and it has a tendency to pilfer items from you. If you wait too long
after it takes them, it can disappear and you lose the item forever, but if you
off it quickly enough, you get your item back. Custom Sweepers are the harder
of the enemies out here. It has the Matra Magic Enemy Skill for you, and you
can get it once it uses it, under two conditions: you have Enemy Skill Materia
on, and you survive the attack (both easy to do). Steal Atomic Scissors from
it, as well, as they're a great weapon for Barret. Note that all of the
commodities of using savepoints also become available, like using Tents.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                Area #10 - Kalm
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None [with the exception of the flashback, but Sephiroth does the
fighting]
-> Items: Ether, Guard Source, Peacemaker
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

After you've reached around lvl17 or so, I suggest heading Northeast, and not
prolonging it. There you should reach a town with a humongously evident
disproportionation called Kalm. Anyway, do not disregard in the slightest
talking to the people in this town, as they can divulge some very pertinently
useful information to you. You can also do some exploring after the party
disbands and heads to the inn. There's actually a good amount to do in this
seemingly uneventful town. First off, the house nearest the inn has a staircase
right in the beginning. Open the door on it and grab the Ether inside. The
woman talks about Mako Energy, and gives you two choices. The little girl
upstairs pretty much restates what her mom downstairs just said. In the house
to the right of that you can speak to an old man there. Under the stairs you
can free his dog for no retrobution or compensation. Up the stairs is a locked
treasure chest, so don't even bother going up there. The next house over has a
guy in there that says he saw a man in a black cloak and has a wicked-looking
sword. My God, it's Sephiroth! I'm surprised Cloud doesn't make a bigger
commotion about hit, but he stays nanchalant. Go up the straight stairs to
the top, first. Here, in a cabinet, there's a Guard Source; nab it. The boy
running around says he wants to be in SOLDIER later in life, so that's why he's
training to vigorously. Sorry, kid, but you're gonna have to do better than
that. Up the spiraling staircase is Peacemaker in a treasure chest just so you
know.

The house all the way to the right of town, first off, contains an elderly-
looking woman who asks if Shinra really made a monster, and you probably have
no clue unless you've played the game previously. I'm not going to spoil it
now, so choose whatever choice you please. The guy upstairs says that he's
content with the world as it is, at peace. Well, man, not for much longer, I
can tell you that, and that's what leads to a very rewarding and retrobutional
sidequest later on into the game. But for now, all's well. If you head under
the bridge, you enter the very secluded bar. The guy on the left talks about
terrorist (AVALANCHE) attacks on Midgar. The guy on the left says he left his
job in Mythril Mine as enemies have begun to show themselves as of late. This
is actually has more significance later than you might think now. The bar is
speaking about Shinra and AVALANCHE. Now, why can't I get a hard one! If you
even attempt to enter the back kitchen, the woman with an obvious obesity
disorder tells you to literally get the hell out. Not much else is going on at
the bar. Up the stairs to the top of town (you sometimes have to contend with
getting up with some guy who also goes up and down as slow as a snail with its
balls chopped off.

Up here, the very first store on the extreme left is the Item Store. Here they
sell Potions (50), Phoenix Down (300), Antidote (80), Eye Drop (50), Hyper
(100), Tranquilizer (100), Tent (500). Buy and stock up on whatever you need.
Now, to the right of the Items Shop is the elaborated Materia Shop-and-Go. It
even has a sparkling Materia showcase in some really expensive-looking case.
You wouldn't think a town like this would have this much money. Anyway, I
hardily recommend acquiring assloads of Gil out on the World Map, since I want
you to buy at least one of everything here except for maybe Sense, since
chances are you've already made acquisitions of two or so of them. Everything
you can purchase here costs as follows: Earth (1500 -> definitely recommended),
Poison (1500), Steal (1200), Sense (1000), Heal (1500 -> most recommended thing
to get at this store). I know, the prices may seem a little bit ridiculous, but
for what they do, it's worth it, believe me. To the right of the Materia Shop
is where the Weapons Shop is (you don't even have to leave the store, since
it's one big store in one). The proceeding equipment is one sale: Mythril
Saber (1000 -> Cloud/Hardedge is better), Cannon Ball (950/Barret -> get!),
Mythril Claw (750 -> Tifa/get this, even if she's not in your party), Full
Metal Staff (800 -> Aeris/definitely purchase it), and Mythril Armlet (350 ->
use on anyone / get it, although it may reduce Barret, but the outcome for
Cloud and Aeris is usually better. The others most often stay the same). Now
that we have done and covered all of this, make your way towards the inn.

Head up the stairs and meet up with your gang. If you wish to make things take,
like, three seconds longer, speak with the clerk and she'll tell you that your
party is waiting for you upstairs. You're late. Aeris informs you of this fact.
Hey, you know what sucks? There's a big cabinet near the stairs, and if you
open it, there's an item inside, but Cloud's too short to reach it. Damn, he
can jump 5 feet into the air with Braver, but he can't do this... give me a
break. As you join the group, Cloud apologizes for not being on time. Barret
then says something to the effect of "let's hear your story..." You know, the
one about Cloud explaining Sephiroth, and the "real crisis for the planet". The
music then ceases from playing as Cloud states that he once wanted to be like
Sephiroth so he joined Sephiroth. We already know this from the flashback a tad
earlier about Cloud's promise to Tifa. After working with Sephiroth they became
like friends, well more of war buddies, but... He was older then Cloud, and he
never talked about himself or anything (that's why in his instruction manual
biography it almost says everything is unknown). Suffice it to they trusted
each other. That is, until that one fateful day... He then explains what the
duty of SOLDIER was after the war; defeat any of Shinra's resistances 5 years
ago, which have long since past when Cloud was 16, thus begins the flashback.

It starts out with Cloud, three random SOLDIERs, and Sephiroth all driving in
a truck. Cloud starts out by mentioning the obvious: it's raining hard. I
wonder how long it took him to figure that one out? He then goes up to check on
one of the blue soldiers; he's all right. He then does the same with the other
guy. Sephiroth then, for the first time in the game (and not the last, since
this guy likes to talk about himself more than President Shinra ever did),
talks. OMG! He tells him to settle down, as he seems very restless. He then
starts doing squats and childishly talking about a new Materia he received (man
why couldn't he do squats that perfectly in the Wall Market gym =P) Cloud then
asks if Sephy's gonna brief you on the mission parameters. After his first
statement, Cloud's already pumped, and the conversation drags into Cloud saying
how he admires Sephiroth, blah blah). By the time the war was over it was the
time he made First Class, haha! Sephiroth then gives him a briefing after
Cloud calls him "MISTER" Sephiroth. Blasphemy! He then says everything that's
going to happen in the mission (about the investigation of a run-down, hole-in-
the-ground Mako Reactor, as, of late, there's been strange sitings of monsters
around there). Reason for this is that it has been malfunctioning and producing
violent, brutal creatures. The objective is to kill the monsters and then
located the problem for neutralization. It's in Nibelheim, Cloud's old,
hometown. Something then crashes into the truck, then Cloud and Sephiroth go
out to fight it. You won't really get to do any actions, so, don't try, as
Sephiroth utterly abolishes it with a really, really, REALLY powerful
attack. Holy Heaven, how is this guy that strong? Maybe the lvl50 he's at will
do the trick, huh? Yeah... I suppose so. Notice the humongous monster, and how
it does 0 dmg to Sephiroth, and notice Cloud's damage done/HP/MP in comparison
to Sephiroth's. It takes Sephiroth two hits to kill the cyclopean monster.

Afterwards, the flashback momentarily ends, and Cloud then comments on how
the sheer awe-inspiring strength that Sephiroth displayed that day was simply
utter insanity. It's unreal. He then states how he's more powerful in real
life than he is in any story you could've possibly heard about the badass. Tifa
then asks where does Cloud come in, and he replies with he was mesmerized by
the way Sephiroth fought. The flashback the continues once they reach the town
of Nibelheim. Sephiroth then starts out by asking Cloud what is feels like to
be back at his hometown. He asks this mainly because he does not possess any
knowledge of the feeling to be home. Cloud asks if he has any parents; Jenova's
Sephiroth's mother, and she had died after giving birth to him, and his father
(he'd rather not talk about it apparently). You all then make the scene. Now,
if you speak with the soldier on the left, he says that he is so bored and
frustrated being on watch duty. You can say if he envies you, in a nutshell, or
to just sit tight and that it's his job. The first choice leads to you teaching
him the "SOLDIER" pose, and him saying that he honestly does not care to be in
SOLDIER anymore. The second choice has Cloud saying that you'll talk to him
every so often. Plus, the other guy just gives you a warning to something. Talk
to Sephiroth and he states that Mako small is quite bad in this parts.

As you move forward into town, Barret first mentions that Jenova was that
freakish looking thing in the Shinra HQ. What genius you are, Barret! Here's
your reward: ... that's it, that's your reward. Tifa is obviously annoyed that
Barret idiodically interrupted Cloud's story for such a trivial matter. Anyway,
the flashback then continues on. When in restarts, Sephiroth says that you'll
head for the reactor tomorrow morning, so get some sleep soon. He then heads
into the inn. Sephiroth also gives Cloud permission to visit his family and
friends. Man, this guy's evil? He seems nicer than Aeris... Some random person
runs out of the house and then stops of the house next to the inn. He desires a
picture of the legendary Sephiroth. You then get to answer with "Take my
picture" or "Better get back in the house, it's dangerous". The first one is
funny. He says he doesn't take pictures with nobodys. Haha, sorry Cloud, looks
like you're nowhere near like Sephiroth. The second one is strange, and I
never could make much sense out of it. Now, exploration time! House next to
the inn has somebody in it who comes up and greets you. Cloud then flashes out
of it, as it has no bearing or pertinence to the flashback.

The house at the very West of town, across the bridge, has nothing or no one in
it, so don't even bother entering. If you go two houses up from it, it's...
it's, Cloud's house. Too bad you can't explore it just now, since it has
nothing to do at all with the incident 5 years ago. As you "memory-leave" from
there, the party stops you and says that they want to hear. Two options are
presented forth when asked if he saw his family: "Don't want to talk about it"/
"All right..." I suggest choosing on the second option. If you do, it's kind of
elongated and tells a bit about the mysterious Cloud's "family". He doesn't
think of it as a family as his father died when he was immensely young, and
that is why his mom was living alone as a widow in this house. He saw his mom,
and then he goes into talking about how she was a vibrant woman. She died a
couple days later. They then have a lenghty conversation about how he's grown,
girlfriends, and more. Maybe she died of a broken heart because Cloud's such an
inconsiderate, uncaring son of a... Apparently they have an argument at the
end, and she ends it with something to the effect of I will always be your
mother. He then wants to stop. You're back out on the street again. Ok, next on
your list of places to go is the house one down from Cloud's. It's Tifa's! As
you enter, Tifa asks if you entered her house. Yeah.. No..? To continue in
there you have to press yes. Head upstairs. First off, up here, go into the
room to the left and she asks if you went in her room. In her big dresser is
her Orthopedic Underwear. Tifa goes ballistic, and you have two options of
"It's true!!!" or "Just kidding. Don't get mad". You can examine her Piano and
then you get three choices. You can play as much as you want. When you're done,
if you want read the letter, and then, head back to the inn.

Inside of the inn, the guy to the left of the counter is Zangan, and he starts
talking without previous introduction. He is Tifa's old instructor of martial
arts, and he goes around everywhere teaching it to younger children. He jumps
over Cloud and states his 128 students worldwide. He thinks Tifa'll be a very
powerful fighter (well, we know that now, good job Zangan!). Head upstairs and
talk to Sephiroth. He feels like he's been here due to this scenery. If you
talk to the soldier, he states that you're short by one bed. Now, talk to
Sephiroth once again and he says that you should get some sleep. Once you wake
up in the morning, you may be wondering how they came to a solution for the
beds shortage. Well, my guess is that the lookout slept on the floor, or even
outside. Well, the next morning, it shows Cloud running out of the inn towards
the Northern part of town. I guess he overslept. The person in the white shirt
wants to get a picture of Sephiroth, who, according to him (and the rest of the
world), is a "somebody". Tifa's dad is down at the bottom, obviously worried
about something. Now, talk to Sephiroth to begin initiation of everything, and
to proceed. Now, the guide comes. It's some girl with a huge head of hair, and
then Tifa's dad goes up to Sephiroth and talks. Sephiroth says to trust him.
Now, the girl is... is... Tifa. Heh, she looks like a female version of Cloud!
Cloud is a little hesitant and relucant to drag Tifa into this mission, but
Sephiroth simply says if he protects her well, it should all be fine, right?

The photographer then asks if he could get a picture of the whole group of
three, Tifa, Cloud and Sephiroth. Once he gets it developed, he's gonna give
'em each a copy of it. Now, a CG plays where it shows the enormous Mt. Nibel.
It explains a little about the mountain, and says that there was the Mako
Reactor built on it, since it was an ideal location due to the abundant Mako.
Upon your arrival, you first cross the bridge, you probably already know what's
going to happen. Ineliminably, the bridge collapses, sending Cloud, Tifa,
Sephiroth, and one soldier down. The other guy apparently is lost... but was
expendable anyways. Sephiroth asks if they can keep on moving to where we were.
This is a small impedement to the mission, but not huge, as the caves are
intertwined. By the way, now, if you go to the menu, Cloud has a different
picture from when he was younger, and you can see Sephiroth's. You can check
out weapons, stats, Materia, etc. of both characters, but it shall not allow
you to change any of it. Well, how on Earth did they survive such a far fall?
I guess now we know how Cloud survived the drop from the Sector 5 Reactor, he's
used to it. All right, the enemies around here are all creamated by Sephiroth,
so you truly do not have to worry too much.

Ok, so keep on heading up the path. Enter the first door you get a chance to
here, and then inside, it's a strangely colored cavern. From the start, head
forward slightly and Tifa explains to the group what this is. Sephiroth has an
idea as to why the cave is colored as such, and it's probably the Mako energy
that's copiously abundant here, as I stated before. Once the party's gotten
back together, know that there's nothing going for you through the first mini-
cave path to the left of the beginning. So, head around the right side to the
other side of the cave. At the next area, there's a beautiful sight. It's a
Mako Fountain, a miracle of nature. It is rare to find Mako in its purest form.
You then learn from Sephiroth that Materia is simply a condensed version of
Mako. Cloud asks why when Materia is equipped, and Sephiroth answers him, but
is surprised that he didn't know that from being in SOLDIER. The wisdom of the
Ancients is inside Materia, and this wisdom can allow us to freely use powers
of the planet, and it interacts between both the user and planet. They talk a
little bit more about Hojo and Mako, and then continue along the mountain
trail. You all then reach the big Reactor that you've been wandering for (hey,
if it took this little of time to do it after the fall, I bet it was just
across the bridge before, unless that fall actually helped you. So, upon
reaching the Mako Reactor, start to go on up the steps. Cloud orders Tifa to
wait here and she complies, since only authorized people are allowed to enter
the inside of the Reactor. It contains Shinra's big industrial secrets.
Sephiroth then orders the soldier to contain Tifa and take care of her here.
She is noticeably aggravated as Cloud and Sephiroth, and has it known by her
stomping her foot on the ground and exclaiming her frustration. She then says
the he better take really good care of her, and from that you can imply
whatever you want...

Ok, so inside, walk across the wires as Sephiroth is way ahead of you. Now, to
the left until you can get off on a metal platform, and from there, climb down
the chains. Once the bottom is reached, run across the giant pipe to the other
side to head through the open door there. This is the place. Make your way up
the stairs to meet up with Sephiroth. He's staring at the name at the top of
the door, "Jenova", in absolute horror. They then walk down the stairs, and
Sephiroth checks one of the containment chambers. There's the reason for the
major malfunction. He then orders you to close the valve as he checks another
one of them. He does so, then go talk to Sephiroth. He then takes a peek inside
one, and says that he now understands, Hojo. But then, Sephiroth explains, he
will never be on the same level as Professor Gast. You may've heard of him
while reading his notes at the HQ in Midgar. Sephiroth then explains to Cloud
that this is a system that condenses and freezes the Mako energy when it's
functioning correctly. You now get to see what's inside, and it's a hideous
monstrosity, but it used to be a human. Hojo has been condensing and freezing
Mako energy, but with those humans inside, and the product is a mass-produced
super SOLDIER. Cloud falls off the window in shock and disbelief. These people
have been exposed to a far further degree of Mako than Cloud was. The twisted
"monsters" here are simply mutated, mutilated living organisms produced by the
Mako energy. Sephiroth then goes all Cloud -ish and starts freaking out.

He starts asking himself if he was created like this too, and pulls out his
Masamune and starts slashing away at the containment machines. Cloud jumps back
to watch his own ass. He asks if he's the same as all of these monsters, and
continues slicing another one. Durable sword, huh? Cloud fails and refuses to
believe that those monsters were human beings. Sephiroth then goes into talking
about how ever since he was small he felt somehow different, or in some way
special. A monster at the top then breaks out, and apparently Cloud would be
flipping out right about now.

Afterwards, the flashback again takes a break and you hear Barret saying
something about the more he hears about the Shinra, the more he despises them.
Tifa never would have believed that the Mako Reactor held such a brutal secret.
Red XIII then makes the suggestion that we should listen very carefully to
Cloud. After Barret asks why is he talking to him, you can save and then keep
talking, or just choose to pass up saving for now and keep on telling the
story, which I bet most of you find to be quite interesting. After doing
whatever you wish here, the flashback then continues on. Back at Nibelheim,
Sephiroth had confined himself at the inn, and did not try to talk to anybody
there, not even Cloud. He then disappeared into the huge Shinra Mansion near
the North side of Nibelheim. Everyone congregates near the Shinra Mansion:
Tifa, Tifa's Father, Photographer, SOLDIER member, Zangan, and Cloud. And after
that, Cloud bravely enters the mansion. Holy crap, there's a lot of rooms here.
I'm going to detail them all for exploratory purposes. The first room on the
left contains two windows, and a few tables. The piano on the right has the
keys for all the notes on this piano and the one in Tifa's house, and this has
some significance for later on. The room directly across the main hall has
nothing in it of any benefit to you. The room under the stairs in the middle
leads to a new room with nothingness on the right, and the piano room on the
left side of the hallway. Up the stairs and to the left has a safe, and that's
the only thing of importance, but not to now, for later on. Up the stairs and
then to the right is where you need to go. The soldier there says there is no
sign of Sephiroth, but he saw come here to this room. Head into the room in
front of him, and then into the corner wall which should have a red arrow on
it. Take the spiraling, wooden walkway down to the bottom and into the below
part of the mansion, the basement.

Take note that there is no enemies here now, but there will be later on in the
game, so that's when you have to walk around with cognizance, not now. At the
bottom, run forward in the evily colored corridor, and into the next area. Keep
on running to the other side, the basement. In there you find Sephiroth reading
about his mother Jenova in a book. It says that an apparently dead organism was
discovered in a geological stratum of 2000 years of age. Professor Gast had
named this organism Jenova. X Year, X Month, X Day, and the book also says that
Jenova was dubbed and confirmed to be an Ancient. The "Jenova Project" was
approved, and the 1st Reactor (which we blew up in a catastrophic bang!), was
also approved for usage. He turns the page and continues reading into the back
section of the library. He then asks himself, could it just be a coincidence
that Jenova's his mother's name, and then there's the Jenova Project. He also
wishes that Gast would have told him something, revealed some information to
him before he died. Go and talk to Sephiroth now, but he wants to be alone. As
you start to leave, you see Sephiroth going through numerous books, and Cloud
is talking about he didn't come out ever, and he was reading as if he were
possessed by something. Not once did the light go out in the library. Later,
you wake up in a bed in the mansion, and some eerie music is playing. Uh-oh...
Go back to the basement. If you talk to the soldier first, he says that
Sephiroth seems different. No, what was his first clue?

Anyhow, back at the library, you hear Sephiroth malignantly laughing. Make your
way to the back portion of the library. This is when the story really starts
shaping up. Upon your arrival, Sephiroth calls you a traitor. Cloud is quite
confused, then Sephiroth intensifies it by calling you an ignorant traitor. But
then he explains everything. He starts by talking about the Cetra who were an
intinerant race. They'd migrate in to settle the planet, and then continue on.
After their difficult journey had came to an end, they found the Promised Land,
and land of supreme happiness and prosperity. However, there were those who
disliked that harsh journey full of labor and hardships, so the opted to build
homes and shelters and lead a simpler, easier life, but obviously sans the
serenity of the Promised Land. Those people had taken what the Cetra and the
planet had made without giving one whit in return for it. Those are Cloud's
ancesters, which I guess is what Sephiroth means by calling Cloud a traitor.
His story continues. Disaster struck this planet a long time ago, and Cloud's
ancesters survived because they fled and hid, whilst the Cetra made the huge
sacrifice to save the planet. So, I guess they're the creators and saviors of
this planet. I guess it's "humans" that're Cloud's predecessors, since that
sounds just like our pitiful human race. But, the Cetra were galant. But as of
then, Sephiroth continues, all that's left of the Cetra is in those notes,
reports, and scientific research. Obviously, he's not aware of Aeris. Cloud
then asks what does all of this have to do with Sephiroth himself? He then goes
on a says that Jenova, a Cetra, was found in that geological stratum, and his
mother is Jenova, so, he's an Ancient. The Jenova Project was aimed to produce
people with the Cetra's magnificent powers and abilities (I guess this answers
a lot about Sephiroth's incredible strength). Sephiroth was a production of the
Jenova Project. Cloud is in awe over this astounding fact.

It was Professor Gast, genius scientist and head of the Jenova Project pretty
much manufactured, produced, and bioengineered Sephiroth from Jenova's cells.
He then marches to the other side of the library, and Cloud still wants to know
how Gast did it all. Sephiroth says that he's going to see his mother, and
Cloud tries to stop him by knocking some sense into him. Good luck with that.
The devilish theme of Sephiroth begins to play. Something abhorrent has just
happened. So, exit the mansion through the front entrance. When you arrive
outside, you see the town up in an inferno of the raging and burning flames of
hell. Almost everyone in Nibelheim has been massacred in the carnage. Cloud is
jubilant... not! In fact, he's recognizably pissed off beyond belief. Sephiroth
was so unostentatious before coming here, but now look what happened. A little
knowledge about his mother has proven to be extremely deadly. All right, out
here, amongst the ravaging flames which makes you feel like you're in the pit
of hell, go on a talk to Zangan. Cloud surveys the destruction, and then Zangan
asks you to help him after asking you if you're still sane. He checks on house
and you check yours. You come out empty-handed, and then think to yourself that
this is despisably terrible... no, too terrible. Cloud then turns around and
sees Sephiroth slaughter two more people. Then, my favorite mini-scene in the
game, where Sephiroth is standing in the flames, and then walks through them as
the biggest badass on earth. Now you KNOW he isn't human. Back at the Mt. Nibel
Mako Reactor, make it back to the room with Jenova in it.

But first, as you're entering the room, you see Tifa laying over her dead
father who just died fighting valiantly versus Sephiroth. This is the real part
of that scene where Cloud weired out at the Sector 5 Reactor. She then picks up
a sword and charges in the room like a bat out of hell. Sephiroth is here to
see his mother, and Tifa charges Sephiroth. He then takes the sword from her,
and cuts her pretty badly, and she slowly falls down the stairs, the bastard.
Talk to the wounded Tifa, and she says that you promised you'd come whenever
she was in trouble or in danger. Cloud carries her off to the side without
saying anything, then you run up to the Jenova room, with a purpose, too! As
you enter, you see Jenova, and Sephiroth is talking about taking back the
planet with his mother. He has thought of a great idea of going to the Promised
Land. Cloud now makes his appearance. He then is asking why he did all of those
horrendous things out there to his home and his family (I thought he said he
didn't really have a "family" - ???). Sephiroth then begins to chuckle very
sinisterly, saying they've come again. Jenova with her superior knowledge,
magic, and power, was destined to rule this planet by fate. So, he's the seed
of the most powerful Ancient... figures... Then a CG plays with Sephiroth
talking about the worthless creatures taking the planet from his mother. He
then rips off the statue and sees the real Jenova behind it. But Cloud says
what about his sadness, his family and friends, the sadness of having his own
hometown destroyed and taken from him!? He draws his Buster Sword.

He then says it's the same as Sephiroth's sadness, but Sephiroth replies with
his Masamune out, "Hahaha...my sadness? What do I have to be sad about?". He
is the chosen one, and he has been chosen (by his mother, apparently), to be
the supreme, ultimate ruler of this planet. He has orders to retrieve the
planet from the current, stupid, mindless inhabitants of the planet for the
Cetra. Cloud trusted Sephiroth, and now look what he gets for it. He's not the
Sephiroth he used to know and admire. It starts flashing back and forth
between them, and they fought, and the outcome is explained later in the game,
and I don't want to spoil it now. But, Cloud's not dead and Sephiroth's alive
now, so what happened? It all makes sense (very little) later. Well, that's
the end of Cloud's story. Barret asks if there's more, but that's all that
Cloud can recall and remember. Aeris asks what happened to Sephiroth, and in
terms of skill, there was not a snowball's chance in hell that Cloud could've
won, and official records Tifa read in a newspaper state that Sephiroth is
dead. But then Aeris replies that Shinra owns the newspaper, so, that goes to
the questioning of its believeability. Cloud is now traveling with another
purpose: to find out the truth of what happened...then. Tifa's even still
alive after her short-lived confrontation with Sephiroth. None of this is
making any sense to them (and probably you, too). Jenova was in the Shinra HQ
when they were there, but that's because it/she was transported from Nibelheim
to Midgar. But, how'd they seize it from Sephiroth? But of course, it was
later found missing, so, it must've been Sephiroth who took it out. Barret's
confused also (doesn't take much), then Barret starts to go down the stairs.
He says let's go.

You get the choice of waiting for a bit, or going now. After a notion from
Barret, you get the chance to say "Beautiful, just beautiful" (if that's in a
serious or facetiously sarcasting manner, I don't know), or "Is that all?"
Whatever choice(s) are chosen, Barret still runs downstairs. Tifa then goes
up to Cloud and asks just how badly she was cut (well, for one, I'm surprised
that she can walk after landing on the steel steps like that). He thought she
was a goner for sure, and he was actually...sad. Aeris then mentions that the
Cetra, Jenova, and Sephiroth, are all the same. Cloud, Tifa and Aeris head on
down the stairs, and Red XIII stays for a second to say that that was a truly
fascinating story. At the bottom, Tifa gives you the PHS. This enables you to
change your party members by way of phone. But, it only works when at a save-
point or you're out on the World Map. The girls go on ahead. The guy right in
front of the inn says that he saw Sephiroth walking to the East to that grassy
field. Finish up any last things you may want to do in Kalm, but after it, just
leave out to the World Map.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                       World Map/Road to Chocobo Ranch
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

All right, so, look at the radar at the bottomright corner of your screen (or
at whatever display you have it on). Our next destination is the white dot to
the East of Kalm. That is the Chocobo Ranch, where you need to go. On the way
there, you'll undoubtedly encounter some new enemies. One enemy that you'll
definitely be seeing a lot of is the Levrikon. You shall be able to distinguish
them from the other enemies by them looking like huge birds on land (they don't
fly). It is lacking high HP, so, you'll be able to slay it in a matter of no
time. Its Flaming Peck can do Fury on you, and it's normal Bird Kick does some
good damage, as well. Mu is an enemy that can prove to be very useful. They
look like some strange creatures in the ground. One of their attacks, Sewer, is
immensely powerful. Average damage is 200 from it and it's a great way to build
up Limit Breaks. Its regular attack launches a rock at you for some small ptd.
Hot Springs is a very useful attack. It actually goes up and heals your HP, but
its animation looks like that of Sewers, but don't freak out. You can also, if
you have Enemy Skill Materia equipped, learn L4 Suicide from it, but that is a
rarity when it uses it, but, it does administer substancial damage. Sinking
does Earth elemental damage on one character.

Next on our list of enemies is the Mandragora. This guy is like a downscale,
plant-like version of the Mus. It's a plant coming out of the ground, and it
has quite a few attacks. Its HP is very low for this stage, and you should be
able to cut it down to size in one hit, but at most two. Also, against it,
magic is absolutely not the way to go, although at first glance you might
believe that it'd be especially pregnable to Fire based attacks. This, however,
is not the case, just like with any other magic you can through its way. To
make up for this restriction to mainly physical attacks, Square decided to give
it really little, low HP, as to not piss you off to badly with as many of you
know their unruly parsimoniousness (they're Gods like that). It only does its
moves as counter attacks to your attacks, as well, so... The absolute last
newly seen enemy on this trail is the Elfadunk. It has higher Hit Points than
any other enemy in this area, but not by much. It possesses two attacks, one of
them being Shower. This shoots bubbles at the target, and then ends looking a
small bit like Mu's Sewer, yet it does a lot less damage to said character.
Also, they can do a normal physical attack on you. They have no weaknesses or
preferences to elements just like every other enemy here in the "outback". One
last thing is that Elfadunk can Sadden your characters with its attacks.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                  Area #11 - Chocobo Ranch (Howdy, Partner!)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None
-> Items/Weapons/Armor: Choco/Mog Materia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

I really don't think you should train or lvl up too much outside the Chocobo
Ranch, because as it is, you're already one or two lvls ahead of what you
normally should be for easy passage if you've listened to me. Around 15-17 will
do fine. Ok, you'll know that you're nearing the Chocobo Ranch because you
will begin to see these footsteps that look as though they were created by huge
birds, and that's exactly what Chocobos are, and you should know that if you
have played any Final Fantasies previous to this one. They're giant yellow
birds that are mainly for serving you and transporting you more safely from
place to place. But, they've really made Chocobos a humongous aspect and facet
of this game, as described in the Chocobo Breeding section of the FAQ. But,
that's further into the game, and you shouldn't be concerned about doing any
of that stuff now, as it's virtually impossible.

Well from the beginning, you'll definitely see some four Chocobos fenced in
the front of the farm. Speak with the one that's looking at you from the start.
You then receive two choices. If you say "Warrrk" they get pissed and nothing
happens. But, if you choose "Wark" they become jubilant, do a little cute dance
for you, and then you receive your first red, summon Materia, the Choco/Mog. I
suggest putting this on someone. What are you supposed to do now? Well, head
over to the house and talk to the man inside. This is Choco Bill. He asks you
if you're thinking of crossing the marshes. Your choice has to be "yeah" to
continue. He then says that it will probably be safer if you get yourself a
Chocobo. And with such, you can expedite getting across the marshes, and avoid
any unneeded confrontations with the humongous serpent-like monster there which
I cover in a little while.

He explains that it's the only way to avoid being attacked and ambushed by the
Midgar Zolom. That is not so, as there is a way to get across without getting a
Chocobo, and probably a better way, as it'll save you a lot of money, but, I
shall explain both ways in-depth. He then tells you exactly what the Midgar
Zolom is, and it's pretty much what I already said, but he also adds in that
it's over 30 feet tall! The creature detects footsteps that enter the marshes
and rushes towards them for an attack. Then, he suggests that you go to the
back stables to the rear of the ranch to talk to his grandson, Choco Billy.

All right, run past everything, and don't try to climb that one ladder, and
just enter the stables in the back.

Ok, inside of the stables with the weird picture of a Chocobo on the front
(God, you'd think this was a ranch for artificial insemination) you find Bill's
grandson, Choco Billy. He's not the guy in brown walking around, as that's
Chole, probably one of the caretakers and all he says is welcome. Billy is the
small 'lil guy. He's either really young, or a midgit, as he's like, half the
size of Cloud! But, we all know this isn't the most accurately proportionated
game in the world. He asks if you want a Chocobo. Too bad, though, they're all
out of them. The ones out front are being watched for someone else, so, what
are you possibly going to do to solve this problem? Well, you're going to catch
one out of the wild yourself, that's what. Aww, get your asses off your easy
chairs, put down your Buds, turn off sports and stop being lazy and go out and
do it. Well, you can now inquire about some information about Chocobos, such as
what they are (I've already said that), how to catch them (I'll get to that in
just a quick jiffy), and what else? What else explains a little more about a
thing in capturing them. Then, after you click on that, a new option arises
that says where are they.

I suggest simply skipping all of that and saying nothing. He then says you
should get down to business. He shall sell you a Chocobo Lure Materia for 2000
Gil. Hmm, this is really yout choice, whether you want to dump all of that Gil
out for something you don't need, or, you want to expedite doing it. I suggest
not buying it, but whatever. But, if you do buy this, you can buy greens for
catching Chocobos. Here's how to do that if you'd like. First off, you must
have Chocobo Lure on someone's weapon or armor. Anybody's. Now, you must also
have greens to keep Chocobos distracted as you relentlessly destroy the enemies
they come paired with (only if Lure is in place). In lamen's terms, the more
expensive the green, there longer it keeps the Chocobo happy and content. Now,
where do you find these guys? It's obvious. They're located in the places where
you see Chocobo foot tracks on the ground on the World Map. There's some right
outside the ranch. Yee-haw!

Well, if you're going to follow the method of capturing the Chocobos, read the
next paragraph, and if you're not, skip over to the paragraph proceeding that
one, but they both, of course, lead to the same place: Mythril Mines.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          World Map/Catching Temporary Chocobo/Road to Mythril Mines
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

All right, it's time to do some scouring for a Chocobo. I suggest you've bought
two of the most expensive green at least, and five of the cheapest one. Don't
buy any of the other ones, as they're complete wastes of time and money. Well,
as you're searching for a Chocobo, with Chocobo Lure on, mind you, you should
be able to find it in no time at all. You'll know even before the battle starts
if you have a Chocobo in there or not, as the battle music changes to something
a bit more catchy. Anyway, once the battle starts, waste no time in immediately
tossing a green to the Chocobo. If you decide to throw the cheap one, you might
have to rethrow 3+ times during the match, so that is why I recommended buying
around five, just in case you miss your first opportunity in a fight. And, if
you make the choice to use the more pricey ones, you *might* (meaning there's a
slim chance) have to throw one more, so that's wht I had you by 2-3. Note that
you've already probably wasted 3000+ valuable Gil buying and preparing for
this, when you could've used it on some items, Materia, or equipment. Another
note is that if you enter Choco Bill's room, you can pay him to stay there and
sleep to pervade and revitalize any lost HP and MP. In battle, do not attack
enemies when Chocobo is not eating, and try to move quickly to prevent the
monsters from attacking you too often. Chocobo's are highly sensitive, and
scare quite easily. Anyway, this isn't hard to capture a Chocobo, so after you
get one, DON'T GET OFF! That would revoke all your efforts and Gil to capture
one and you'd have to do it again. This is a negligibility, don't even toy
around with it, as you'll get very ticked off. After you defeat all enemies, a
Chocobo belongs to you, by the way. Also know that you can learn an attack from
them with Enemy Skill called Chocobuckle, but it's rather difficult to do so.

This next method of getting across the marshes doesn't even require you to go
to the Chocobo Ranch, but, you'll still want to, if only to obtain the Choco/
Mog summon. Anyway, this one may be dismissed by some people as "cheating", but
if you have the balls to do it, I wouldn't call it that. Anyway, when you're
ready, head out for the marshes. First things first, don't head out into the
marshes until I advise you to. So, once you're at its edge, change camera views
so that your vision can span the marsh, so that you can see the Zolom's current
location in accordance to what we need to do. Now, once it's far away from the
middle or so, change camera back to normal quickly, and then run as far as you
can into the marshes. The Midgar Zolom will, of course, pick up on your
movement and come after you, and like this, you stand no chance in hell of out-
running it. So, when it's as close as possible to you without initiating
battle, go to the menu. Here, save your game, then turn your console off. Now,
reload your game again, and the Zolom will be located in another spot of the
marshes, allowing you more time for easy passage across. Also note that you
can get across without using this method or Chocobos, and do it purely, and
straightforward on foot, but it's insanely improbable. Of course, there's yet
another method of doing this, and that's killing the Midgar Zolom. Of course,
to do this, you're going to need some hardcore tips, as it's a crazily
challenging fight for this time of the game. First of all, I think you should
know a little about its HP, and how it attacks first. It possesses a high 4000
HP count, which is more than double any single boss you've battled thus yet,
making it a formidable battallion. Not only that, but it has some ungodly
powerful attacks. One of them, where I really wish to stress, is Beta. Beta is
a magic attack that is used once it's at 500 HP or lower. It does over 1000+
damage to all characters, but is used after a character is ejected from battle.
You can also learn this as an awesome Enemy Skill, but I suggest doing that
later in the game once your HP is at 1500+, which won't be too long.

It has other attacks, as well. Well, two of them, to be exact. One of them is
its normal attack, where it goes up and bites a character. This usually does
275+ damage to one character, so have them Hi-Potions and Cure Magics ready.
It also has an attack where it attacks you and sends you permanently out of
the fight. Also, if you had Morph at this time, you could potentially get an
X-Potion out of it. All right, well, here's the recommended party, and what
Materia to have them equipped with. Cloud, first of all, since you have no
choice. Put Choco/Mog on him definitely. He also should be equipped with
Restore (Cure) + All combination. Some lvl2 black magic will also do nicely
here, as they're your best bet for actually damaging Midgar Zolom. Next, I'd
like to recommend Aeris. She should also have some lvl2 black magic in her
Materia set-up. I don't suggest giving her Cure, as she has Healing Wind, and
that will be coming up quite frequently due to intense damage dished out by
Zolom, although you might have to use some Phoenix Downs, so buy some from
Kalm. Also stock up on Potions, since, if you sustain some smaller amounts of
damage, you might want to heal up slightly. But, Cure is always the best way
to go when you don't have Healing Wind up. If Aeris has Seal Evil, that's an
insane advantage you have, but it's not as needed if you have Barret, but still
have her in with it, and if Barret doesn't have a turn or isn't around due to
its "knock out" attack, she comes in quite handy, or vice versa. Next character
as you've probably inplied from my above rambling, is Barret. His Mindblow
Limit, for the first time, comes in real useful. Also, give him your other
Restore Materia that you should've bought from Kalm. And also link it with All.
So, if you need to heal on either Cloud or Barret's turns, you can heal every
one instead of just one person at a time. If you wish to give him some lvl2
magic, do so, and give anyone else any other Materia that you'll find useful,
but try to keep HP high before battle, as its attacks are hard-hitters. Bio,
for one, is very good here - does dmg, plus, occasionally Poisons Midgar Zolom.

Another very useful item for your inventory is Hi-Potions. Hopefully you have
five or more, and you didn't use them up and dissipate them, as it's really
incomprehensible as to why you'd even need to. It's a very predominant boss, so
you'll need them here more than back then... Your first step to propitously
winning this fight is to either have Barret or Aeris with their Limit Breaks at
full maximum. Now, whoever receives their turn first, use either Seal Evil with
Aeris or Mindblow with Barret. This minuses one major factor later on in the
fight, and that's the usage and execution of Beta. It's a magically inclined
offensive manuever, so, if you use Seal Evil to Silence it it's without
required MP to carry out desired attack. And with Mindblow, it depletes all MP
from Zolom, so, it's yet again disabled. If you use Seal Evil, don't you dare
use Mindblow, instead, use Big Shot for actual damage. If you use Mindblow
first, save Aeris' Healing Wind for later when it's really needed. Cloud's
Cross Slash can also be used quite advantageously. Cross Slash does about 350+
damage in one hit to the Zolom, and if you pair that with Big Gun, that's
about 700-800 damage in just two quick moves. Now, soon enough, Zolom should
be receiving its turn, in which it'll only be using its bite for the first
chunk of the fight, and you should use Cure or Hi-Potion after each one (Hi-
Potion is more recommended if you have Cure-All, unless all characters are
damage). By the way, I suggest using a Tent beforehand just in case you have
some wounded people. Also, in conjunction with healing and Limit Breaks, you
should use those lvl2 magic attacks I so explicitly mentioned. They can do
from 150-250 damage per hit, whichever one, too. Another way of dispensing a
quick 300+ damage upon Zolom is using that Choco/Mog summom Materia, but, it
can only be used once in this fight, so choose your time carefully.

Now, at some point during this showdown, when it's HP gets under 1000 or so,
it stretches up so you can see its true height. This also is a signification
that it can now start executing a new attack. No, it's not Beta, it's the
ejection attack. In this, it chooses just one character and then knocks them
completely out of the battle for the rest of it. This is useful and annoying at
the same time. Useful in the sense that when Beta is used and cataclysmically
obliterates your party, the end result will not be a Game Over, but rather,
just a wipe out, and you start again with everyone at the beginning of the
marshes again. If you skip this stage and go straight to the Beta stage (which
is under 500 HP, you can be quite screwed with a Game Over). But, during the
"knock out stage", after it knocks one of you out of battle, it simply resorts
to biting again until its HP has hit or gone under 500. Now's when Beta will
start occuring. Of course, you have nothing to worry about if you've used the
Mindblow or Seal Evil previously, and you can continue pummeling him until his
death. Also, if you have Enemy Skill on now, and Beta does go through, it'll
say Enemy Skill "Beta" Acquired, but since you're dead, you will not have it
afterwards. I suggest coming back later when your HP/Stats are higher, and as
suggested by my friend, Chdnz0r, Laser has been acquired. Another thing, if
you use Cross Slash when its HP is on 501 at most (whatever the chances of
that are), and it does extra damage, and it kills the Zolom, the Beta part of
the fight is over, but your Str does have to be quite higher for that. Remember
to keep your HPs high, and that Healing Wind is your friend. If all this is
followed correctly, you should emerge from the fight fortuitous, but, with some
250 Exp, 25 AP, and 400 Gil. Also note that once you kill the Zolom, another
one simply appears, just in a different location of the marshes.

At the other side of the marshes, there's a cave; enter it. Here, you you'll
see a dead Midgar Zolom transfixed over a tree. Right through its body, and
this is obviously the doing of Sephiroth. I swear, if I hadn't seen that
flashback in Kalm, I never would've believed that he was capable of somthing
like this. You can talk to your group and they're just in utter amazement. Now,
leave here, and then enter the cave again. Now you're in the Mythril Mines,
which, unlike seeing that Zolom transpierced, is actually condusive to your
progression in Final Fantasy VII.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           Area #12 - Mythril Mines
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Ark Dragon, Castanets, Crawler, Madouge
-> Items/Weapons/Armor: Ether, Long Range Materia, Tent
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Interesting looking place, no? All right, first, this place is crawling with
enemies. The most dangerous of the bunch is the Ark Dragon. Its HP is higher
than the HP of any normal enemy you could've fought yet. But, even with this,
it has its weakness, but more strengths, though. Its one weakness is the
element of Wind. Now, we've recently ascertained a new summon that is of the
Wind persuasion, and that's the Choco/Mog. You can summon this for some major
damage onto it. Its weakness to Wind comes from the fact that it's a flying
type enemy, thus, stimulusly and susceptibly opening itself to Wind attacks,
but, also immunizing itself from Earth attacks. Its attacks consist of Flame
Thrower (learnable Enemy Skill), and its normal attack. You can steal an Ether
from it, as well. Castanets is the next enemy I'd like to discuss and cover
here. One of its attacks, the 2-stage Attack, does minimal physical damage to
one character. Scissor Spark causes a minor explosion which does around 30 dmg.
It's weak to Fire, so use it. Fire-Elemental on your weapon is a very effective
means of killing off these pests. Their HP isn't high at all (~190 I believe),
so fighting them should not consume too much of your time. You can win some Hi-
Potions from them too. Crawlers, on the other hand, are even easier than the
Castanets. Their HP is substancially lower (140), and their physcial attack
does only from 15-30 damage. The only threat they could possibly pose is by
utilizing their attack, Cold Breath. Earth is their major vulnerability, so,
exploit it. Lastly is the Madouge enemy. These are the second most powerful of
the enemies here. Their attacks with their ball and chains do from 40-60 dmg
to one character. Also, they have the Swamp Shoot attack which does about 30
damage, and is slightly like the Castanets Scissor Spark. You can Steal Grand
Glove from them if you wish. Too bad you don't have Morph yet, as if you did,
you could get a Hi-Potion out of these psycho looking fiends.

If you have Tifa in your group, go on and equip Tifa with the Grand Glove. Well
from the starting entrance to the Mythril Mines head to the right and into that
first room. Be mindful of your HP as well. Here, go ahead and climb up the
plant vine on the left-most wall to this area. Up here you will find the Long
Range Materia. This should only be placed on Cloud or anyone else besides
Barret. Cloud is the most recommended, however. This allows that character to
attack at normal capacity even front far distances. Boy, this would've been
useful during that HO512 fight, eh? Climb back down and run up the stairs to
the highest peak in this place. Here is a treasure chest and the contents of it
is a Tent. At around this point Red XIII should know Lunatic High, by the way.
As you're coming down the stairs grab the Ether off to the right. You can now
leave this room and head in the left direction of the entrance. Once you reach
the junction at the bottom, go right first to get a Mind Source from the chest
down in the corner. Then take the left fork road up to the next area. When you
first arrive here, you see Rude there. Red XIII starts it out by saying that
he'd hoped that he'd never see Rude again, and then he actually asks you if you
know who he is. Holy mother of god, what does he takes us for, a stupider than
usual dresser? You can say you don't know and make yourself seem as such, or
you could say that you know he's from the Turks. He then explains what the
Turks do, and as you try to stay awake, out comes a new Turks member, Elena.
She, in all honesty, is an idiot. The only reason they have her around is
because earlier on we messed Reno up pretty bad. She's really just a lackey to
Tseng, in the big picture.

He then dismisses Rude and Elena and tells them to remember to file their
reports. She just slips up again with such idiocy and divulges where Sephiroth
is headed to. Tseng then gets pissed and finally dismisses her completely, and
they both leave. Reno now wants to show you his "affection" with a new weapon
after the injuries he sustained at your hands heal. Tseng then comes up and
if Aeris's with you or not affects this scene. After he leaves, go up through
the North room and get the Elixir in the chest. Then head up the ramp there to
the top and pick up that Hi-Potion. Man, this is a super-item-filled area, huh?
Some very useful stuff you've picked up here. Note that this is the place that
the one guy in the Kalm bar resigned from his job at because of these monsters
showing up. Now climb the vine to where Tseng just was and exit the Mythril
Mines completely. Now you're back at the World Map.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                              World Map/Road to Junon
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

From here, don't go straight to the first land structure you see, since that's
Fort Condor. We shall visit there later in the game. I shall tell you the
location you need to go to now, though. You see that one dot right on the west
coast of the Eastern Continent? That's the city of Junon, and if you paid any
attention to Elena, that's where Sephiroth is going, thus, your destination. On
the way over there however, since it's a long hike, there's quite a few enemies
wandering around these new parts. Note: you can of course go to Fort Condor now
and get some stuff, and learn a few things for later on, but, you can do just
whatever you want, as it's not currently a big aspect of the story, but will be
later, as I said before. I cover it all more in-depth in the Fort C. section of
this guide. The first enemy I wish to talk about is the Zemzelett. It's a giant
and strange bird like creature. It looks more like a fusion of a bird and a
bear, if you ask me. It has an attack where it conjures up this black mist to
do damage on you, but not much. Thunderbolt is its next attack of mention.
Obviously, it does Lightning (Bolt) damage, so, if you want, to avoid the usual
235 damage that occurs on one character, have the Elemental-Lightning on one
character, and hope that it usually does it against them with more frequency.
If you opt not to take that risk, just use Cure on attacked character there
afterwards. Once it has 100 or less HP, it flies into the air. You can also
learn White Wind Enemy Skill, but only later on after Manipulate has been
acquired (I'll que you when you can later in the game). This monster is totally
weak to Wind, and Wind elemental attacks do radical amounts of damage. So, if
you put Choco/Mog-Elemental linked pair on a weapon to do crazy damage, or you
can do it singly. 285 HP isn't a lot any more.

In the forests you'll find a very annoying and troublesome enemy that likes to
appear in large numbers known as the Capparwire. They look like grown up they
could be grown up versions of the Mandragoras from earlier on the Road to the
Chocobo Ranch. Their most favorable attack (to them, not you) is the Grand
Spark. This causes what looks like an explosion of friction in front of one
character and the end result is usually 100-130 damage done to them. They also
have a regular attack which does 50-60 damage, give or take a few. They are
admittedly not weak to Fire, which may come as a surprise to some, just like
with the Mandragoras. They have substancially lower HP than any other enemy in
this area so that's their only downfall, really. Hell Rider VR2 is the next
topic of discussion. This guy is a rare find around here, but is mainly in the
open plains. It has no weaknesses whatsoever, so, nothing will do any extra
damage to it. On the other hand, it also has no strengths, thus, all attacks
are pretty much equal, unless you upgrade to magics like Fire2 or any other lv2
spell. Now, Formula is the most power enemy around these parts, although it
does not have the highest amount of HP to complete, as that title is awarded to
the Zemzelett, and is a 45 HP deficit, as well. It looks like a baby, always-
flying version of the Zemzelett, and if that was somehow the case, then I'm
glad it evolved, as they can had you your ass, and the other is just weaker,
plus Zemmy is a much more common fight in this neck of the woods. This guy
possesses two attacks, both of which are quite powerful, indeed. One, of course
is more powerful, though. Its regular attack does powerful damage against one
character, and it's more than what you've come to expect from a regular enemy's
normal attack (and even some previous bosses), but, get used to it, as that's
how it gets from now on. Blue Impulse is its best attack, and does about 200
damage to the entire group of party members. Cure-All is in order definitely.
Being a flying enemy, it's invulnerable to Earth and weak to Wind, so, Choco/
Mog will work nicely in that aspect, and that it can be Stopped. Steal a
Boomerang from it for Yuffie who's in forests around these parts.

Lastly, is Yuffie, a secret character you can get at this time in the game in
forests. She is the female ninja. You can get her to join your party
eventually in the game. She's the first secret, unlockable character in the
game, and arguably the easiest of the two to unlock. The first time you can
enlist her is when you have left the Mythril Mines, and she'll be found in any
forest (big areas of green plants and marsh on the World Map) throughout the
game. How to get her to appear is to continue to fight random battles in
these forests, and a thieving ninja girl will eventually pop up. This is
Yuffie. First, you must beat her in the battle (it's ridiculously simple, by
the way, so don't fret). Just be totally adequetely prepared and completely
ready for tons of Fire based attacks. She may have the name "Mystery Ninja" in
this battle, but her name will change to Yuffie Kisaragi once you get her. Once
the fight is over, you're automatically taken to a small area with a save
point, your three battling characters, and Yuffie lying on the ground. If you
try to use the save point, Yuffie steals 200 Gil from you and runs away. So,
while here, talk to Yuffie on the ground. She then issues a challenge to fight
you once again, so that she can prove herself. Here's how the conversation has
to go to get her: Yuffie- "You spikey-haireded jerk! One more time, let's go
one more time!"; Response- "Not interested."; Yuffie- "You're pretty scared of
me, huh?"; Response- "...petrified."; Yuffie- "I'm really gonna leave.
REALLY!"; Response- "Wait a second!"; Yuffie- "You want me to go with you?";
Response- "...That's right."; Yuffie- "All right! I'll go with you!"; Response-
"...Let's hurry on." Now congratulations, Yuffie's now one of your playable
characters from here on out. Use her ninja skills wisely and she'll be a great
asset to you, and the game. Now, when you're totally ready, you can proceed to
Junon exactly where I told you it was located.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            Area #13 - Junon Harbor
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Bottomswell(B)
-> Items/Weapons/Armor: Shiva Materia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

As the party enters the Junon Harbor area, Cloud first mentions how run-down
the town is. Talk to the lady at the bottom of the screen from the start, and
she mentions how it's a rare occurrance to see anybody from the outside of town
(besides the Shinra), as it's such a beaten-up old place. Inside of the house
that she was in front of is nothing of use right now, but you're able to rest
there later. The house on the ground to the East of town is the Weapon/Item
Shop (God, they're so poor they can't even make two seperate stores with decent
items, sheesh). Here they sell one piece of equipment, and with redundancy to
a previous shop in Kalm. It's the Mythril Armlet which is selling for 350 Gil,
but, it can still be useful. The rest there is items, and they include the
following: Potion (50), Phoenix Down (300), Grenade (80), Tent (500)--all like
past stores. Nothing new is going on in this bottom portion of the city, so
don't expect it to. But, I stil suggest purchasing some Tents while you're
there, since there's no inn to rejuvenate your HP and MP at, you can at least
exit to the World Map and use Tents. But, this will change soon enough. Across
from that shop to the left is a guy next to giant hanging dead fish bones. In
a very polluted-sounding voice he talks about how ever since the war when the
Shinra had built that city up above, there has been no fish (like that whopper)
in the water due to the obvious and increasingly high level of pollution here.
This is like a *majorly* downscale, degraded version of Midgar. But, there were
some places in Midgar that made this place look like heaven. Don't follow the
path under him just yet, as that leads to something you don't want to do yet
until I advise you of stuff in the next paragraph. The guy walking around near
the top of town (not the Shinra dude), says that he's never seen a feller with
a black cape before when Cloud asks him if he has. The high house which he
generally walks under or near has nothing of value, but you can climb the bed
just for a quick relaxation period in which you can go take a shower, get a
snack, or just change the channel as you play, I guess... The Shinra guard to
the North basically tells you to **** off when you talk to him.

So, now, there's going to be a boss fight soon with an enemy called Bottomswell
at the shore. I suggest Barret being in your party and in the front row with a
Long Range weapon such as Assault Gun. You ought to give Cloud the Long Range
Materia on his weapon. I suggest having your other character be Red XIII, since
his Str at this point is generally stronger than that of Tifa or Aeris, and
that's really what you need in this fight. Also, of course, if you're going to
be needing some Long Range weapons and attacks, that obviously hints at the
fact that you'll be needing some lvl2 magic attacks such as Fire2/Bolt2/Ice2/
but Earth2 won't work. Also, don't refrain from using Choco/Mog Summon, as
Bottomswell is weak to Wind attacks. So when you're duly prepared to fight it,
go down to the beach. Here you shall meet a small girl by the name of Priscilla
and she'll be found playing with a dolphin, which she's named Mr. Dolphin. She
has a tendency to be good with animals, and, she absolutely loathes Shinra,
Inc. She makes this fact known by thinking that you're members of Shinra, Inc.,
and she tells you to get out of there. Well, in a second, the who place is
rocked and boss music starts rollin'! This is when Bottomswell, an apparent
production of all the bad pollution, comes to fight. This guy looks insane, but
trust me, he's not as difficult as he may seem.

===============================================================================
-   BOSS: BOTTOMSWELL                                                         -
===============================================================================

-> Monster's Name: Bottomswell
-> Monster's Locations:
- Junon - Mr. Dolphin Area (disk 1) (forced)
-> Monster's Level: 23
-> EXP for Defeating: 550
-> AP for Defeating: 52
-> Gil for Defeating: 1000
-> Item Dropped from Monster: Power Wrist x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 2500
-> Monster's MP: 100
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   42,  36,  1,   69,  30,  96,  0
-> Fire (normal), Ice (normal), Lightning (normal), Earth (immune), Poison
(normal), Gravity (1/2), Water (normal), Wind (weak), Holy (normal)
-> Immune: Stop, Confusion, Petrification, Paralysis, Berserk, Frog, Small,
Slow-Numb, Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Big Wave                 0   A    Phys  Wat   Phys  30      100  X  X
* Moonstrike               0   1    Phys  Hit   Phys  20      90   X  X
* Tail Attack              0   1    Phys  Hit   Phys  20      90   X  X
^ Bodyblow [1]             0   1    Phys  Hit   Phys  40      90   X  X
^ Bodyblow [2]             0   1    Phys  Hit   Phys  40      95   X  X
^ Waterball                0   1    Mag   -     -     -       I    X  X  (1)(2)
  Transform [1]            0   S    -     -     -     -       I    X  X  (3)(4)
  Transform [2]            0   S    -     -     -     -       I    X  X  (5)(6)

(1) Imprison [100%]
(2) animate Waterpolo around character
(3) transform from first form to second form or second form into third
(4) Miscellaenous/Animation
(5) transform back into first form
(6) Miscellaenous/Animation

--> Attack Pattern:

-> Basic Pattern:
Bottomswell's range is far
Is Bottomswell in first form?
Yes: Is Action Count 0, 1, 2?
     Yes: Tail Attack on random character
          [Action Count +1]
     No: 2/3 - Bodyblow [1] on character with highest HP
         1/3 - Pre-Select is Tail Attack
(if Bottomswell takes more than 6 turns in first form, Transform [1] on self -
 Bottomswell is in second form)
(if Bottomswell's HP is less than or equal to 1/2 of its MaxHP, Transform [1]
 on self - Bottomswell is in third form)
No: Is Bottomswell in second form?
    Yes: Is Action Count 0?
         Yes: Is second character in party formation not under KO?
              Yes: Moonstrike on second character in party formation
              No: Is first character in party formation not under KO?
                  Yes: Moonstrike on first character in party formation
                  No: Is third character in party formation not under KO?
                      Yes: Moonstrike on third character in party formation
                      No: Action Count +1
                          [Action Count +1]
         No: Is Action Count 1?
             Yes: Bodyblow [2] on character with highest HP
             No: Is Action Count 2?
                 Yes: Moonstrike on random character
                      [Action Count +1]
                 No: Is Bottomswell's HP greater than 3/4 of its MaxHP?
                     Yes: Transform [1] on self
                          Bottomswell is in second form
                     No: Moonstrike on random character
                         [1/2 - Action Count is 1]
                         [1/2 - Action Count is 0]
    (if Bottomswell takes more than 6 turns in second form, Transform [1] on
     self - Bottomswell is in third form)
     No: Is Action Count 0?
         Is there at least 2 characters without Imprison and not under KO?
         Yes: Waterpolo on random character without Imprison and not under KO
              [Action Count +1]
         No: Is Action Count 1, 2?
             Yes: Action Count +1
             No: Is Action Count 3?
                 Yes: Is Bottomswell's HP greater than 1/2 of its MaxHP?
                      Yes: Transform [2] on self
                           Bottomswell is in first form
                      No: Big Wave on all characters
                          [Action Count +1]
                 No: Does at least one character have Waterpolo?
                     Yes: Action Count is 1
                     No: Action Count is 0

-> Special KO Pattern:
Is Bottomswell's HP 0?
Yes: Big Wave on all characters as final attack
     Does at least one character have Waterpolo?
     Yes: remove Waterpolo from all characters with Waterpolo
     No: do nothing
No: follow Basic Pattern

-------------------------------------------------------------------------------
-   WATERPOLO                                                                 -
-------------------------------------------------------------------------------

-> Monster's Name: Waterpolo
-> Monster's Locations:
- Junon - Mr. Dolphin Area (disk 1) (Bottomswell battle - only when Waterball
is used)
-> Monster's Level: 4
-> EXP for Defeating: 10 (only if not KO'd)
-> AP for Defeating: 0
-> Gil for Defeating: 0
-> Item Dropped from Monster: None
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 40
-> Monster's MP: 0
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   1,   100, 1,   1,   1,   254, 0
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (normal), Water (normal), Wind (normal), Holy (normal)
-> Immune: Darkness, Poison, Silence, Sleep, Stop, Confusion, Petrification,
Paralysis, Berserk, Frog, Small, Slow-Numb, Regen, Peerless, Manipulation,
Death Sentence, Death
- Immune to physical damage

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
  Remove                   0   S    -     -     -     -       I    X  X  (1)

(1) gets removed from battle

--> Attack Pattern:

-> Basic Pattern:
do nothing

-> Special KO Pattern:
Is Waterpolo's HP 0?
Yes: Remove on self
No: do nothing

-> Special Character KO Pattern:
Has character with Waterpolo been KO'd?
Yes: Remove on Waterpolo
No: follow Special KO Pattern

- STRATEGY: Well, after Priscilla chases it and then falls down in the water in
clear and present danger, the party then decides to go to her rescue (I do
suggest that the party be Cloud, Barret, and Red XIII, for reasons stated to
the above). All right, first of all, this enemy, Bottomswell, has four attacks,
and all of them compliment each other quite nicely, also. It also has somewhat
of a predictable attack pattern from beginning to end. It starts out the whole
battle doing Tail Attacks, which damage can really start to gather up from,
until HP is taken to a certain point. At this point, Bottomswell starts moving
faster and more aggressively. This signals that on its next turn, it shall
enclose you in a bubble. This attack places a character inside a not-so-
protective enclosement and prevents said character from attacking, and disables
all actions from them. If character in question has an attack in progress, it's
rainchecked until the bubble is removed. While the character is inside of the
bubble, trapped, it slowly eats away at your HP, and you'll slowly die a very
prolonged agonizing death. There is only one possible way to remove this bubble
once it's been set into action, and that is to use any magic attack on it. Even
its an element linked on your weapon to the Elemental Materia carried out in a
physical attack, that'll work. Be careful, though, and be sure that you're
arrow is pointing to the bubble when the attack/magic is executed, as, unlike
with Pyramid, you can actually do damage to your contained character if you are
not careful and mindful of this fact. Once they're free, the horrible boss
changes his attack pattern to strictly using Moonstrikes, and that damage can
also accumulate badly over time if you do not watch your HP constantly and heal
it up when it's down.

All right, as for attacking, I pretty much stated it all before the strategy in
semi-depth, so now I cover every little facet of it. First of all, this battle
is completely fought in the Long Range perspective, so, make sure Cloud (I
truly recommend it on him other than any other character, as his Str is more
than like the biggest). Along with that, on his weapon, link Elemental-Choco/
Mog so that you can exploit his weakness to Wind. So, when you attack, it feels
Wind's ultimate wrath, and, if you decide to flat-out summon it, it even adds
in an extra 25 damage most of the time. But, that can only be used once in the
battle, that is, unless you're a freak with no life and has trained your summon
and characters for 50+ hours outside of Junon, in which case you can summon it
twice. This is a good way to bust characters out of bubble move, as well, as
it has Wind *magic* on it, so, it works wonders. I recommend putting most of
your lvl2 magics with Red XIII, so that he can do substancial and actually
respectable damage on more occasions than when he gets to use Sled Fang (note:
if you desire more, faster-coming turns, use Lunatic High to Haste the entire
party). Barret's weapon should do some good, 110+ damage on its own as long as
it's a long range one, and Big Gun can do impressive amounts of damage, too.
Any lvl2 magic besides Earth (which I doubt you even have lvl2 of yet, anyways)
can do great damage, as they're Long Range moves, hence, their damage is nice.
This in conjunction with Cloud's Long Range on his weapon + Elemental-Choco/Mog
summon amounts in some serious hurtin' of Bottomswell. Limit Breaks are always
a nice addition here and there. Also, watch your HP, as when Bottomswell's HP
goes under 1000 he starts using Big Wave, which can annihilate an unwatchful
party, and does around 100 damage to all.

After the fight, Priscilla is unconcious and not breathing. A guy the comes
down the steps and checks on Priscilla. The then insists that Cloud does and
performs CPR (Mouth-to-Mouth Rececitation) on her. I mean, this guy doesn't
even give a please. Very demanding SOB, wouldn't you agree? Your party then
urges him to do it. All right, now it's explained to you just how to do this.
You must press the  button once in order to activate the CPR Guage, and it
moves the bar up the lung-shaped sides. You must press  once again in order to
breathe into her. It also must be done at exactly the precise time. That is,
right when it reaches the top. You might want to get your timing down a bit,
and don't let it exceed the limit to where overexert yourself. Anyway, it isn't
too hard. After you've done it correctly 5 times, each with the full 10 total
inhalations, her conciousness is revived. The man then exults his happiness and
joy and then carries her off home without thanking you or anything. All right,
the woman that was wandering around seemingly aimlessly by the front before has
now stopped by the door to her house. She invites you into her humble abode.
She then thanks you so much for what you did for Priscilla, then she offers you
the three beds for the night, meaning you can replenish HP/MP for free. Of
course you're going to say yes, if not you're a moron. During the night it is
not like a normal stay at an inn, though. Cloud talks to that mysterious voice
in his head, with that eerie yet beautiful music playing in the background.
They talk about 5 years ago, Nibelheim, Tifa being your guide, and a little bit
more. Tifa then wakes you up, and some marching band -ish music is playing
outside. Cloud then asks Tifa about his dream, then they rush outside.

What could it possibly be now? The party is together in the middle of town. If
you talk to Yuffie (who you may or may not have, but I won't state this from
now on, as I expect you recruit her), she says the music is giving her a
headache. Aeris mentions something that she heard something about Priscilla
regaining conciousness. Tifa believes that it's strange that it all got so
noisy and loud all of a sudden. Barret, of course, like always, very astute.
Nothing gets past him... Red XIII wonders if this has anything to do with the
Shinra? Well, does anything so grand ever happen in the FF7 world without the
Shinra being a part of it? Not often, let's leave it at that. The local
denizens are talking about how it used to be a busy fishing port, until that
blasted Shinra came in and ruined everything. When you're ready to continue,
start going up the stairs to the highest house. At halfway, Priscilla comes
down and Cloud asks how she's doing. She then shyly exclaims her gratitude and
apologizes for mistaking you for a member of Shinra. She's forgiven. She then
says that she'll make up for it, and reward your enormous favor by giving you
the Shiva Materia. Shiva is a beautiful Ice goddess summon. Barret asks what's
all the music and commotion, and she's heard that they're rehearsing the big,
grand reception for the newly-appointed, and cheatingly-dubbed president of
Shinra, Rufus. Oh dear god...

Barret then says he has to "pay his respects", hehe. Priscilla continues with
some information about her grandparents have told her many a story about how
this whole place use to be a beautiful beach when they were young many moons
ago, but after the Shinra built that huge city of Junon above it (which, in
size, does not pale in comparison to Midgar), which prevents sun from shining
through, and the water to become very polluted. Now it's just some desolate old
town under where everything really happens. Priscy, as I like to call her, was
raised on that story and detests the Shinra so much she could die. I bet that
there would be a humongous extolated eulogization down here if the Shinra were
one day to fall... The whole conversation continues on, and Aeris is wondering
if Rufus is planning on crossing the ocean to the west, too. They then get into
Sephiroth, and Red's puzzled as to why Rufus is still alive. He thought Cloud
had killed him. Barret then suggests going to the tower and climbing to the
top, but Priscy immediately advises against that, since there's a high voltage
current underneath the tower. She then gets the brilliant idea that Mr. Dolphin
could help you out with getting up there. So then, follow her back down to the
beach's shores where you first met her. The party also forces Cloud quite
sarcastically to be the one to do this and then split. Lousy cowards. Anyway,
follow after Priscilla to the beach, now.

Note: now you can go back to the woman's house and use it as a free in all the
time if you'd like. Now, go on over and talk to Priscy. She then whistles and
the dolphin comes. Barret comes out and says that he's never, ever seen a
dolphin jump that high. Well, he's not just a dolphin, he's MR. DOLPHIN! Ok,
whenever Priscy blows that whistle, dolphin jumps for her. She then gives you
control of it. You must stand in a precise location and blow the whistle with
. Mr. Dolphin then comes and catapults you upwards. Now, you'd think this one
would take you a while to figure out, but, that's not so. After Barret takes
the PHS warning that it'll break if it gets wet, and you getting the whistle,
it's time to start. From the starting place, blow the whistle once to have the
dolphin vault you up. Now, at that precise spot of landing, without moving a
bit, whistle it again. This time, you'll land on top of the contumacious
structure. Or, you could do it the hard way and try to position yourself for
hours in every feasible location. Idiot. From up there, jump across to the
left and climb up.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               Area #14 - Junon
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None
-> Items: Grenade, 6x Potion, 6x Ether, 5000 Gil, x2 1/35 Soldier, Mind Source,
Luck Source, Power Source, Guard Source, Speed Source, Silver Glasses, HP Plus
Materia, Force Stealer
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You then see the view of a colossal airship. Ok, so now, make your way forward.
In the next area, board the oversized elevator and then at the other side,
press on the yellow control box. This lowers you down below, then you can run
directly across and enter the main section through the small entrance. As you
walk in, you see three soldiers walking past you marching, and then some guard
comes out and mistakes you for a SOLDIER because of your clothes. God, they
don't pay much attention to who they have appointed around here, do they? Well,
anyhow, he basically tells you to get the hell in the room. Now, go examine
the cracked open locker and you can then change into the Shinra uniform (which
you must do in order to progress). He says it brings back memories as he's
about to change, the guard tells you to hurry up and quit yappin'. He then goes
into the changing room and starts with how he was so proud when he first put it
on many years ago, and it seems he's having a bit of difficulties getting it on
correctly. Hmm. Eventually, he couldn't bear wearing it any longer. Then, you
see him come out as a soldier with his rifle in position. Man, first he dresses
like a woman and now he dresses like the enemy, what's next, a watermelon? The
guard compliments him on his appearance in it, then asks if you remember the
Greeting Procedure. Your eyes show that you're confused and don't recall. He
then instructs you as if you were in military school or something. Two other
guards come in to aid in the demonstration.

Once you've gotten the gist of it, follow everyone. You see everything
happening outside, with a helicopter flying by, people looking out the windows,
and tons of soldiers on the street. You see all these soldiers marching,
Heidegger in the front, and Rufus riding along in a heavily protected car.
When you've relinquished control once again, go and save around the corner.
Now, if you enter the room nearest the savepoint, you can go down an elevator
to Junon Harbor, but, you'll have to go back up, so, go through the other door
up here. You then get an awesome view of Junon and its gigantic cannon. You
then arrive in the streets, and it appears as though you're late, but then
decide to take a shortcut to catch up with everyone. So, at the other side,
you need to sneak into a back row without drawing too much attention to
yourself. You're on TV, and how you perform affects your live TV ratings.
Depending on your ratings, you can receive one of the following items: 29% or
under- Grenade, 30%-39%- x6 Potion, 40%-49%- x6 Ether, 50%+- 5000 Gil. At
the next area you see Rufus and Heidegger talking about stuff, and Rufus tells
him to stop the dumb horse laugh, haha. They then leave on the machine after
Heidegger harassess some soldier. Soldier's then talk about a man in the black
cape and it tweaks Cloud's interest. The guard then comes up and asks you if
you're messing with the army.

You then later appear back in the locker room, and he explains that your orders
for today are to send off Rufus at the docks. His other soldiers come in and
you start a new drill. After you get the hand of using buttons for this and
all, you can do the special pose, which Cloud shows off his battle ending pose.
They like it, so they'll use it. All right, it's time for you to do some
exploring of the town. You see Rude walking, but you can't catch him, so
don't try to. At the first building is a Materia shop. Here's what's up for
sale: Sense (1000), Seal (3000), Restore (750), Heal (1500), Revive (3000).
It's all good stuff, and they new stuff they have is the expensive, 3000 Gil
Materia, so, buy them both. The next building contains the Item Shop with some
good stuff in it: Potion (50), Hi-Potion (300 - get a lot of these), Phoenix
Down (300), Antidote (80), Eye Drop (50), Echo Screen (100), Hyper (100),
Tranquilizer (100), Tent (500). Load yourself with whatever you need as it's
all useful, but especially get some Hi-Potions. Man, I'm surprised being a
soldier you don't get any special discounts. Through the next door is a normal
house. Talk to the guard to go into the basement. People at the other side
ask you about stuff. The guy on the left asks about Materia. Topics covered
are: Growth, Kinds, Combinations, Divisions, Number of Materias. The rest is
a secret if you don't want to. Guy on the right asks about Limits. Coverable
here is: Developing Limits and Extreme Limits. All the people on the right
are ghosts of the people at the Beginner's Hall earlier. They didn't do well
because apparently you didn't explain everything to them. They want revenge...
So, now you explain tons of crap to them now if you'd like. You can also get
the Enemy Skill Materia down here.

Head back up the ladder when you're prepared. Now, go up the stairs in this
house. In the first room on the left is a Mind Source and a 1/35 Soldier.
Next to that room is a Luck Source. Continuing up the stairs there's a Power
Source and Guard Source. The guy in the room says he's not going to the parade,
as becoming SOLDIER First Class is very difficult and strenuous. Leave this
whole building now. Keep heading down the street. Here head straight forward,
as there's nothing to the bottom. Continue, over, and into the next
neighborhood complex. In the first building on the right is a bar with Elena
and two guys who appear to be Tseng and Reno. Elena says some interesting stuff
about the men of the Turks. You can talk to Reno and Elena but not Tseng. You
can save in the next building, and it's an inn on the bottom floor. 30 Gil per
stay. Upstairs talk to the girl, and then it's another Materia shop. The girls
here are apparently to attract customers.:) Here they sell Fire (600), Ice
(600), Lightning (600), Earth (1500), Poison (1500). Buy, if you want. Keep
going on up and there's an ex-SOLDIER running the Accessory Shop which has
Silver Glasses and Headband both going for 3000 Gil. Silver Glasses protect
against Darkness, and Headband protects against Sleep. The next house is a
SOLDIER's house. Here is a Speed Source. There's also a lazy delinquent worker
in there, too. Up the stairs is another 1/35 Soldier off to the side (may be
a little hard to spot, it's to the right of the rubber duck). The Shinra
Manager is sad that he's not in a 5-Star hotel on this trip like they promised.

The next place over is the Weapons Shop. What do they have, you ask? Well,
I I'll tell you: Mythril Saber (1000), Cannon Ball (950), Mythril Claw (750),
Full Metal Staff (800), Mythril Clip (800) -> just like in Kalm's stock. When
you're all done with this part of town, head into the next area. Time for you
to impress Rufus' ass. You must now follow all the commands that you learned in
the locker room last time, and at the end, press any button to pull of your
special finishing move. Your performance affects Rufus' mood, and his mood
affects which item you receive. Hey, by the way, notice Red XIII in the
background? Anyways, here're the prizes rewarded by Heidegger for making Rufus
happy: 50 or lower nets you Silver Glasses (good way to get them for free
instead of for 3000 Gil at the Accessory Shop), 60 through 90 you get an HP
Plus Materia, but, 100+ nabs you a Force Stealer. After the two head honchos
leave, you guys talk for a while, and you can make tons of gestures with your
buttons. All right, as you're leaving, you talk to Red XIII for a while, and
then you're boarded on the Shinra ship. Avast ye matey!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         Area #15 - Shinra Cargo Ship
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Jenova-BIRTH(B), Marine, Scrutin Eye
-> Items/Weapons/Armor: All Materia, Ether, Wind Slash
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Ahoy lads and lassies, you're now on the Shinra Ship. We be crossin' that thar
body 'o water fer the new continent!

Well, as you're crossing the ocean, you again regain control of Cloud after a
long ways. Ok, so, once you start out, you can pick up an Ether in the chest to
the right. Over to the right is Yuffie in a sailor's suit, and she's impeding
your way to an All Materia. She asks if you have a Tranquilizer, as she's
becoming very seasick. You can get the All a bit later. Near the front of the
cargo holds area in the blue soldier suit is Aeris. This conversation has some
bearing on what happens later on in the game. She asks if you saw that airship
at Junon. She wonders if she could ever get on it. Your answer choices are
"I'll take you someday" and "I dunno..". You know which one to pick if you
want a positive response from her, jackass.

As you go up the stairs, you can talk to a guy that's working out vigorously.
Up here, you can see Tifa atop a platform scanning and patrolling. She's doing
a very good job blending in if I do say so myself, but too bad the same thing
can't be said for Red XIII. This talk also has some impact on further on. She
reiterates that she hates war, soldiers, uniforms, etc., which you learned a
bit earlier on, and she wishes they'd all disappear. This is where you get to
make a choice to agree with her or act like an asshole. The guy on the
starboard of the ship. If you say something's missing he'll sell you a Potion
for 50 Gil and Phoenix Downs for 300. Nothing much, but I guess it's better
than nothing. If you say that you're tired he'll sell you, for 250 Gil, an
Invisile Alpha which is a super drink for seamen. It puts HP and MP under total
revification. Or you can opt to tell him to leave you alone.

Over by the savepoint is Red XIII who's pathetically trying to stand on two
legs and blend in. He says that it's harder than it looks to stand on two feet,
but he thinks he makes a fine looking human being. He also thinks that he
should not get caught or spotted, as humans only look at appearances anyway.
But, Red, your tail is sticking out like the sore thumb! All righty then, so,
you've found everyone in your party but one: Barret! He's not hard to find,
either, although it may seem like you've checked everywhere for characters. So,
head back down to the holds down below. Here you should speak to Aeris once
again. She hopes Barret isn't doing some stupid (is that even a possibility?),
but, like always, he is. So now if you head back up to the top, the guy who
was once blocking your way to the next area talking about a vacation to Costa
Del Sol is gone, allowing you passage.

And wouldn't you know it, there's Barret in a retarded looking sailor suit
spying in on Heidegger and Rufus in the next room. So close, yet so far... Talk
to Barret again and he loses his cool, and he starts saying that he's going to
settle things here and now. The alarm starts insanely going off, and everyone
thinks that they were found. You need to go meet up with your team in the area
you just came from. They're all here, so, it must be him... Sephiroth. If you
didn't before, save now. Now you must form a party for the upcoming battle. I
do recommend that it be Red XIII and whoever else is the strongest in your
group, but, it's always a matter of who you like in this game, and party you've
grown to like more. Plus, if you're the more honorable type, and don't want
women to get involves, that rules out three people, but overall is stupid. You
now go look into what's happened. And after the party is chosen, they drop the
disguises and go look. But, the unchosen characters stay in the uniforms. The
seller guy still sells stuff. If you have second thoughts on your party, go
talk to the others and change people out for others.

When you head down, you notice that everyone down there has been brutally
killed. You can also go pick up that All Materia that Yuffie was blocking
earlier. But, another thing that's new is there is enemies aboard the ship.
First is the Scrutin Eye. They have a weakness to Wind, so, that always calls
for Choco/Mog summon, or based attack. They are totally immune to Earth, since
they hover above the ground. Its normal attack isn't much to worry about, but,
its Ice2 and Fire2 can be extremely dangerous. You can steal Ethers from these
guys, and their 240 HP isn't much to deal with. Choco/Mog can also Stop them,
but, from damage already done, they'll most likely be done with. All in all,
even though they're not hard or difficult to beat at all, they are the hardest
normal enemy located on this ship, so that should be a little bit of a relief
to you. As your consolation enemy, the Marine, is very easy to dispose of.
First of all, you can loot the Shinra Beta armor from them. It's quite decent
of an armor for this time in the game, too. None of their attacks are really
anything bad, but, they have 300 HP, which may be somewhat troublesome.

At this point, it's time for you to put together your Materia before the up
and coming fight. Refer to the actual strategy of the boss for some serious
recommendations. But for now, after you've taken care of your business in the
cargo area, head through the door which the soldier was blocking access to
previously. Make sure you're all healed up, too. When you enter here, go up
the stairs and around the walkway to pick up the Wind Slash weapon for Yuffie
Kisaragi. Ok, when you're totally prepared to engage in combat, go up and
examine the guard up front who's near the wall. He then turns and falls dead at
your feet. Then, a mysterious voice comes out and starts saying that after
a long sleep, the time has come. Sephiroth then appears, and everyone's in
shock. Sephiroth, apparently, doesn't remember Cloud. The time is now. He
starts bouncing around the room, knocks you down, and leaves you to fight
Jenova... Jenova-BIRTH. To fight Jenova, there's not the normal boss music,
but instead, it's Jenova's theme.

===============================================================================
-   BOSS: JENOVA-BIRTH                                                        -
===============================================================================

-> Monster's Name: Jenova-BIRTH
-> Monster's Locations:
- Shinra Cargo Ship (forced)
-> Monster's Level: 25
-> EXP for Defeating: 680
-> AP for Defeating: 64
-> Gil for Defeating: 800
-> Item Dropped from Monster: White Cape x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 4000
-> Monster's MP: 110
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   38,  56,  1,   60,  30,  180, 10
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Poison, Silence, Sleep, Stop, Confusion, Petrification, Paralysis,
Berserk, Frog, Small, Slow-Numb, Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Tail Laser               0   A    Phys  Sht   Phys  48      90   X  X  (1)
* W-Laser                  0   1/A  Phys  Sht   Phys  48      90   X  X  (2)
^ Laser                    0   1/A  Phys  Sht   Phys  48      90   X  X  (3)
* Stop                     34  A    Mag   -     -     -       I    X  O  (4)
  Gas                      0   1    Phys  -     Phys  48      90   X  X  (5)

(1) cannot Critical Hit
(2) cannot Critical Hit
(3) cannot Critical Hit
(4) Stop [60%]
(5) cannot Critical Hit

--> Attack Pattern:

-> Basic Pattern:
1/2 - Action Count is 0 at beginning of battle
1/2 - Action Count is 3 at beginning of battle
Is Action Count 0?
Yes: Does at least one character have Stop?
     Yes: Gas on random character with Stop
     No: Is Jenova-BIRTH's MP greater than or equal to 34?
         Yes: Stop on random character
         No: Action Count +1
             [Action Count +1]
No: Is Action Count 1, 2?
    Yes: Action Count +1
    No: Is Action Count 3?
        Yes: 2/3 - Does at least on character not have Stop?
                   Yes: Laser on random character without Stop
                   No: Laser on random character
             1/3 - Laser on all characters without Stop and not under KO
                   [Action Count +1]
        No: Is Action Count 4?
            Yes: Tail Laser on all characters
                 [Action Count +1]
            No: Is Action Count 5?
                Yes: 2/3 - Does at least on character not have Stop?
                           Yes: W-Laser on random character without Stop
                           No: W-Laser on random character
                     1/3 - W-Laser on all characters without Stop and not under
                           KO
                           [Action Count +1]
                No: Does at least one character have Stop?
                    Yes: Gas on random character with Stop
                    No: 2/3 - Action Count reset to 0
                        1/3 - Gas on random character
                              [Action Count reset to 0]

- Strategy: Well, there is one major party that I recommend, and can totally
eradicate Jenova-BIRTH if used correctly. This party is Yuffie, Red XIII, and
of course, Cloud. Also, pay heed to the Materia set-ups and commands I suggest,
as well. First of all, we start by examining Cloud. He may've received Force
Stealer for impressing Rufus in Junon, but, I still recommend pertaining to
Hardedge, as even though it has lower stats, it has more Materia slots, and
some are actually linked, unlike Force Stealer with three unlinked ones. Ok,
first thing, I implore you to equip him with Enemy Skill (if you learned Flame
Thrower from Ark Dragon in Mythril Mines) on a potentially unlinked Materia if
at all feasibly possible. Also, placing the Revive/All combo on his weapon/
armor is a definite bonus. As a last offensive procedure, I'll tell you to put
Shiva in any one of his left-over, free Materia slots. Do not be audacious to
any of this even though some may seem like wastes; they're not, and extremely
useful.

Now, Red XIII. First thing, I suggest entrusting him with most of the useful
magic in the group, such as Choco/Mog (summon), the lvl2 spells, and Cure/All
combination. He'll probably be receiving most of the turns due to high Dex, so,
he should have your most usefully oppressive techniques. Note: take off Long
Range Materia from anyone if it's equipped. Make sure that he has Lunatic High
Limit Break also (he should, anyways). Now, last but not least, Yuffie. Her
Throw ability comes in very handy in this fight. I hope that you stole tons of
Boomerangs on the Road to Junon outside of Mythril Mines, as they are quite
considerably useful, and probably the best projectile thus far. Also, if Yuffie
hasn't learned Clear Tranquil yet, train a lot outside in the cargo bay to gain
it. All in all, that should pretty much be all of the preparations that you
need in order to beat Jenova-BIRTH, so now, we move right along, directly into
the strategy on how to pound her into the group. Nyah!

First of all, her Tail Laser is quite the dangerous attack, but it isn't
anything big to worry about compared to one of her other attacks in a second.
If you've linked Restore/All, you can restore any of the HP you may lose from
your party being hit by it. Sometimes Jenova thinks it's funny to do it a full
two times in a row and cause double (about 330) damage. This can still be cured
by Cure/All, it's just annoying. Its W-Laser is stronger than it, but is only
done upon one character. It's not recommended that you waste Cure/All's MP on
just curing one character (unless you need to from other attacks previously),
so, just use a Potion in order to heal about half the HP deducted from it, or,
Hi-Potions, which aren't the most expendable items in the world, to heal it
all. Not only that, but you have its troublesome regular attack, which it uses
on frequent occasions. It does in the same damage radius as Tail Laser, but
only on one opponent. Recommended to heal this one is a simple Potion, which
should be an abundant commodity to you at this point. Procuring a few Ethers is
also mightily recommended if you use a lot of MP using summons and magic.

Note: you can really only use summons once in a fight at this time so choose
your time wisely. If you want, equip Shiva/Elemental onto Cloud if an extra
link is available, for a respectable amount of damage added onto his normally
expected damage. Then, Shiva on regular occasion can do a horribly high damage
count of about 300, sometimes higher. Under no circumstances are summons in
this fight irrevokable after utilization, unless it's a special case in which
you've gone off the perverbial deep end, as touted in the Bottomswell battle.
Its other attack is Stop, and that's its most annoying attack. It prevents you
from doing any actions, and there's only one way of negating this status, and
that is to wait until Tail Laser is done onto them to nullify the effect. This,
of course, may take from a very little amount of turns, to a huge number of
turns for it to take place.

Now, Jenova has high quickness, so, you'll see it start doing a lot of turns
in tandem. Sometimes too quickly, as I already mentioned with her double Tail
Laser attack, and damage can start adding up. There is a way you can start to
turn the tables and get in more turns yourself. First of all, get to about
lvl17 or so, so that you can high HP to survive tons of attacks, and not "turn
off" the following effect. You can use Red XIII's Lunatic High Limit Break to
Haste your party. Like this, you can usually receive 2 turns in the time it
takes BIRTH to get one. More than likely (not always a definitive yes, though),
you'll lose a character or two in this fight. This is why I recommend having
Revive/All combo present and in full effect. Note that once an All effect has
been consumed, however, that's it for the fight, unless it happens to be yet
another special case as stated with the summons, and it lvls up. In this fight,
lvl2 black magic attacks can do nearly 200 damage (more precisely would be to
say 170, but, sometimes it does exceed expectations and limitations like that).

Choco/Mog can do about 235 damage, but only useable once. Again, this should be
placed on Red XIII for best results strategically. Same note that I gave for
Revive/All goes for Cure/All, for your information. Now, Yuffie's role in this
fight is to Throw Boomerangs at the monster. Recommended is that you stole at
least 10 from that one area. Her Greased Lightning is good for some damage
towards BIRTH. But, the only really required of her Limits is Clear Tranquil,
which heals all members. This pretty much replaces Aeris' Healing Wind. Also,
Mindblow and Seal Evil do not prevent Stop as some might originally think it
would. Bah! Having Cloud with Enemy Skill is a huge advantage to you, as the
Flame Thrower move works miracles in this fight, hitting damages of around 250
or more. It's a derivative of an enemy mentioned before in Mythril Mines. If
you don't have it, Matra Magic is ok. Also, any of Cloud's Limits'll do 340+
damage, and Blade Beam (if obtained now/Lv2) even more. Barret's Big Gun should
hit for around 220, and if he's attained Grenade Bomb, around 270 or more. Note
that it uses W-Laser 3 times in a row, once on each character. That should be
all you need to know to beat this thing.

The fight ends with you winning (hopefully), and the party will stand
victorious against the Jenova that dared to oppose you. What's left of it is
its arm that remains there moving as if it still had life. After some small
deliberation, they now know it was Sephiroth, and the arm somehow disappears,
vanished into thin air. They're also rather baffled as to what the meaning of
"the time is now" meant. Barret openly states his confusion, saying he doesn't
know what the hell is going on. What else is new? He asks Cloud ro explain it
all, and you can choose not to, or try to. If you try to, he first tells Barret
not to interrupt. Sephiroth went off searching for the Promised Land, so that
he could take back and rule the planet for the Cetra, and it has been 5 years
since then. Now he comes back and kills Shinra, and now you just saw him and
he was carrying Jenova (how on Earth could some small guy like that carry some
20 foot monster which you just fought?). Sephiroth, of course, wants to go to
the Promised Land with his mother, Jenova. That's it. Cloud, what the hell was
there to interrupt? That was one short-as-hell explanation. An announcement
then goes over the intercom that you'll be docking in Costa del Sol in 5 min.
[Spanish-to-English translation of Costa del Sol = Sun Coast] Barret then
suggests that you hurry and hide, and then him and Red XIII walk off. Don't
neglect picking up the Ifrit Summon Materia. Now, follow the rest of them. As
you're leaving the room where you fought Jenova, Cloud talks to himself for a
brief second, and then leaves. You now dock at Costa del Sol.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           Area #16 - Costa del Sol
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None
-> Items/Weapons/Armor: Fire Ring, Motor Drive, Power Source
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

When the party arrives, Barret is hot, but glad he can dispose of his sailor
outfit. You now have to mingle like regular folks, according to Barret, so...
whatever. They then talk about how Barret's sailor suit was so cute, and he
gets mad over that. Tifa suggests that he uses them for pajamas, and asks Cloud
his opinions on the trifle matter. You can say yeah, or, to keep their minds on
Sephiroth. Red then politely asks if you could continue on and cut this
pointless talking, as the heat is drying his nose. Yuffie says it's drying her
nose, too??? Ok... Yuffie runs off and says not to bother looking for her. Tifa
and Aeris are gonna go swimming (yeah, sure...;P *thinks perverted thoughs*).
Aeris then asks Cloud if he's thinking of anything in particular, and that his
cool exterior's cracking, hehe. If I were him, I'd now need to resist the
immense urge to join them. You now get to explore the bustling city with your
chosen party from on the Shinra Ship. As you go up the steps, Rufus and
Heidegger as well come out of the ship and meaninglessly chat amongst
themselves for a while. A helicopter also lands on the helipad at the other
side of the bay. All the norms here are all surprised and curious as to what
the hell's going on. Rufus is VERY pissed at Heidegger, and consistently
insults him. Rufus now boards the copter, and Heidegger is real edgy, attacking
the commonfolk. If you haven't noticed, Heidegger is very volatile and has a
major inferiority complex.

You now have control again, and can explore the town. The first door at the
other side of the short bridge leads to some inn which you can't use. And down
the stairs of that place is a Fire Ring in a chest, Power Source, and the
Motor Drive. There's no reason to go into the bar unless you just want to
mingle with the commonpeople. Near the other side of town are two kids playing
soccer, and you can kick the ball around if you'd like. Through the entrance
that says Bar del Sol, there's some delusionary guy, and his girlfriend's
taking a shower. Squeaky, sweaky. Here're a few lists so I can save time of
the prices of stuff sold here.

MATERIA SHOP:
1. Heal - 1500 Gil
2. Revive - 3000 Gil
3. Restore - 750 Gil
4. Seal - 3000 Gil
5. Fire - 600 Gil
6. Ice - 600 Gil
7. Lightning - 600 Gil

* Note: If Yuffie is in your party (which she should be), she'll be in charge
of running the Materia shop. She's trying to make a buck, so, apparently she
still considers herself an independent part of the group. If she's not with you
though, the fat guy who stands next to it when she is running it runs it. His
name is Butch, and he just advertises when she is, though. When she's running
it, he says that they're lucky to have that cutie working for them part-time.
But, of course, if Yuffie's not in your party, she won't be there.

ITEM SHOP:
1. Potion - 50 Gil
2. Hi-Potion - 300 Gil
3. Phoenix Down - 300 Gil
4. Soft - 300 Gil (buy some!)
5. Antidote - 80 Gil
6. Eye Drop - 50 Gil
7. Hyper - 100 Gil
8. Tranquilizer - 100 Gil
9. Tent - 500 Gil

Also, there's an inn in town. It's situated right between the Materia Shop and
the Item Shop, and it's unmissable, as it says "INN" in huge bold lettering. In
order to spend the night, talk to the guy playing pool and he charges 200 Gil
a night. You'll definitely need some healing after that bout with Jenova-BIRTH.
Excogiate your newly replenished HP/MP, then leave. You can talk to people down
by the beach. Note: there's a man in the bar who'll sell you Platinum Bangle
(1800), Carbon Bangle (800), Four Slots (1300), and Molotov (400). All very
useful except Molotovs. But altogether, this city is pointless, and has no
pertinence to the storyline whatsoever. Leave.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          World Map/Road to Mt. Corel
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Once you've departed from Costa del Sol, save on the World Map. You shall only
be finding two enemies out here. The first one is the Beachplug. However, you
will need to walk along the sandy shores of the beaches in order to encounter
it. They're no threat to your party, but can be dangerous if you're that
unsuspecting. They can use the Ice spell, but that only hits you for about 35
damage and they scarcely use it. It does have Big Guard, and you can learn that
via Enemy Skill Materia (which you now can have on two characters if you like),
but, it's not available now. You need to come back at a later date (around the
time you need to go back to the Fort Condor area for Zemzelett's White Wind)
and use Manipulate on it. It's at that time, and that time only that you can
attain the Big Guard spell. God, they can't just make it easy on you and not
test your memory. Don't worry, though, I'll remind you later. They only have
200 HP, which is low for the current game's standards. They come in groups of
three usually, but still aren't that much of a threat, especially considering
they usually only use their normal attacks for about 10-15 damage.

The other enemy around here is the only real threatening one, and that's not
even that much of a worry in itself. It's the enemy known as the Grangalan,
and it's one interesting specimen at that. You can tell nature (aka Squaresoft)
was having a clever day when they designed this bastard. First and foremost,
these guys cannot be found in the beach areas, so don't waste your time ever
searching there unless you're looking for the Beachplugs. Anyways, their only
attack is Silver Wheel, which like from the Wild Wild West movie, shoots a
silver bladed wheel at a person to hit them in the head (but in the movie, it
actually adhered to the laws of nature which state: "If you're sliced anywhere
on your body by a silver wheel, you shall lose that part of your body). The
attack usually only does 60 damage, and appearances stay intact. Anyway, once
you take its HP to 330 of 550, it creates a Grangalan Jr. This enemy's Silver
Wheel does only about 45 damage. Grangalan Jr has as much HP as the Grangalan's
HP when it adds a Jr - 330. Once the Grangalan Jr's HP goes to 110, it makes 3
Grangalan Jr Jrs, enemies with 110 HP. This is as far as the chain goes. These
guys' Silver Wheels do about 30 damage with frequency. If it goes that far, I
suggest using All lvl2 black magic, or summoning to kill them all out. If the
big one goes, the others go, too. They're all immune to Earth. Also, if you
only kill the big one, you only get Exp for that guy, but if you kill them
all individually or at once (which is where my suggestion for All or summons
came from), you get all the Exp from each one, which amounts to 363 (88+77+66+
66+66 = 363).

Well anyhow, you may be pondering where in the hell you need to go at this
point. First take close heed to your HP before you continue, and if it's low,
heal with a Tent, as enemies in Mt. Corel are some tough cookies. Well, time
to find this Mt. Corel of which I speak. It's actually quite easy to find if
you know what you're looking for, but, spotting it may be quite the hassle.
It's through the mountains trail that you see quite near to here. There'll be
a set path going through the mountains, and you have to cross it. At the other
side when you're back on the grassy area, enter the cave to enter Mt. Corel.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                             Area #17 - Mt. Corel
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Bagnarada, Boatfloat, Bomb, Cokatolis, Needle Kiss, Search Clown
-> Items/Weapons/Armor: Mind Source, Phoenix Down, Star Pendant, Tent,
Transform Materia, Turbo Ether, Wizard Staff, W Machine Gun
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This place is just crawling with monsters, and some of them are actually quite
difficult to deal with, surprisingly enough. We've been used to simple monsters
thus far during our adventure (with the exception of a few bosses, of course),
so, it's all about to change. I always thought that might be why it's playing
the same music as when you left Midgar, as it's somewhat of a turning point or
something. Whatever, now, let's start off by mentioning my least favorite enemy
in this whole place, the Bombs. These guys have three attacks, but only two of
them are really worthy of any recognition whatsoever. First of all, its second-
to-biggest attack, Fireball. It simply does Fire elementally based damage to
one character, and is usually for 80+ damage or around that vicinity. The other
one only occurs under certain conditions. Bomb possesses 600 HP, and once you
have dealt 450 damage to it (leaving it, of course, at 150), it will explode on
your last attacking character for 500dmg. God almighty. I told you enemies here
aren't pushovers. Then it has its physical attack, which hits for about 22 dmg
only. Big break from the normal damage it does, huh? Also, they're immune to
Earth and Fire. Next enemy in this place is the Bagnarada. The thing looks like
a huge mutated turtle with majorly serious growth hormones. Poison Breath
attack done by them causes the Poison status to be inflicted, and of course,
afflicted character gradually loses HP over time. It also does some atrocious
damage. Star Pendants on two characters is useful, and you're going to get your
third one soon. Its other two physical attacks do about 50-60 damage. The Def
and durability level of this monster is phenomenal, and it also has 450 HP, so
be prepared for quite the fight. You can steal a Diamond Pin from them, and
later on when you get the Morph ability, you can use that you turn them into
Guard Sources for you.

Now is the Search Clown bastard, or more appropriately, bastards. They have
very low HP counts, but conversely they come in large groups. Four Laser is a
move that can get on your nerves quite quickly, and does some considerable
damage, and when you have 4 or 5 enemies doing it at once, it can enfuriate
you rather quickly. Seed shooting is very little when it comes to damage, but,
again, with tons of them doing it to you at one time, the damage can start to
add up. They absorb and regain health from Fire inclined attacks, so, just
refrain from using them. No other magic really has an above average effect, but
any of them will have enough power behind them to kill it completely, since its
150 HP isn't much, right? Boatfloat is a rather easy enemy. It has 240 HP (and
that can be disposed of in 2 hits, or about there. If not, lvl up you lazy
bum). It has a weakness to Wind *cough Choco/Mog cough*, but an immunity to
Earth attacks. Its normal attack does laughable damage, but Spiky Hell is a
different story--it's actually quite powerful. And their Vacuum can also be
considered, as well. Needle Kiss is a flyer, meaning it's immune to Earth, but
also it's immune to Lightning. Thunder Kiss does Lightning damage, while Chute
Attack is quite nothing. The enemy is weak to Wind, and also have 180 HP, so
with that information combined, they're rather simple to beat. Note that you
can Chocobo/Mog/Elemental your weapon to kill them off very quickly with one
physical attack, especially Cloud's. The final enemy on the list is Cokatolis,
a weird bird. If you bought tons of Soft from Costa del Sol (which is the
reason it's the first place in the game to get them, and they were mooching off
you for them, but it was worth it). They have Petrify Smog, and that's what
Softs are for. Bird Kick is its second best attack which does physical damage,
and its beak striking attack is even weaker. It has 420 HP in all, so, it may
be a slightly lenghty battle, but nothing you're not set to handle.

Well, back on track, when you've first entered the Mt. Corel area, start making
your way up, jump the rocks, etc. Now, there's a guy there who's obviously very
exhausted. Talk to him for some valuable information about Sephiroth. He says
he just passed him there, and he tried to warn Sephiroth of the dangers up
ahead (LOL) and Sephiroth just blew him off. Your party then bands together
again, and you start moving up the path into the next area. Note: at this point
you have a summon for everyone: Choco/Mog (sometimes Fat Chocobo which I failed
to mention, but detail it in the Materia section), Shiva and Ifrit. And, Shiva
could do 800+ damage to the local Bagnaradas!!! Keep on going up and you're
right in the area of a Mako Reactor. Huh, here!? All right, so proceed around
the catwalk fighting any enemies that show themselves, and then run down the
train tracks. Here, continue down the tracks until you are in the next area.
There is a savepoint for your usage here, so, don't be shy. This place is
rather interesting. In three parts of the tracks, you'll start falling. Don't
prevent this the first two times. You'll fall, and you have to mash eiter right
or left + O to go to a direction. This dictates which item you get. To the
right, as you climb back up, you receive a Star Pendant, so now your whole
fighting party can be protected from Poison. And to the left you get a Wizard
Staff. In addition to this, on the tracks, you can get a Turbo Ether, Transform
Materia, and W Machine Gun in the treasure chest. If you take the bottom path
into the next area, the rest of the party says you need to put the bridge down
and that the switch is in the shack ("over there (^^);"). You can also use PHS
here if you wish to switch people out. If you wish to maintain any PHSed
character's Materia before exchanging, remove them at the Materia screen with
Triangle. So go back and take the upper path to the new area. Run over to the
shack and put the bridge down for the other characters.

As they're running across, you'll here some birds. Now, climb up the back wall
here and you'll see some birds in their nest. This is a beautifully animated
scene. But, you see it on top of a treasure chest. You then have a choice to
take the treasure or leave it where it is. If you take the treasure, you get
a whopping 10 Phoenix Downs. But, at that expense, your friends are a bit
disappointed in you, but, this has no bearing later on. Also, at the expense of
you gaining the 10 Phoenix Downs, you are to fight the mother Cokatolis. Note
that Yuffie will be extremely happy if you take it, though, damn thief... I
love her >;) As you jump way far down afterwards, continue to move across the
tracks to the previous area, then go across the bridge like the others did,
along all the tracks into the next mini-area. Now, run to the other side of the
*HUGE* bridge and into the next area, Corel Village.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           Area #18 - Corel Village
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None
-> Items/Weapons/Armor: None
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Well, as you enter this destroyed rubble city (my god, my toilet after I've
eaten beans looks better than this). As you enter the town, Barret's greeted
by some not-so-friendly people. These guys heavily bash Barret into the ground
ruthlessly, and don't stop for a while. I mean these are some horrible
arraignments, and they continue embittering him abhorrently about how it's his
fault North Corel was turned into this hellhole, etc. Barret doesn't even have
the aptness to argue, as it's all truthfully said. I've never seen Barret be
abased left and right like this! Barret apologizes, and that's all he says.
They then walk away saying that Techno-freak isn't worth it. Barret confronts
the party and says that it's all true. Once control is abdicated to Cloud, you
can go around town. At the Weapons Shop you can buy a Carbon Bangle (800),
Force Stealer (2200), as well as Molotovs (400). All stuff you have. Man, this
place really is some disconsolate, uncouth heap of garbage. But don't get me
wrong, this place was once very prosperous. If you talk to one of the guys
walking around here, he says the only way to make ends meet in this acheronian,
barren wasteland is to collect junk. At the Item Shop they have: Transform
(5000 - ludicrously priced), Maiden's Kiss (150), Cornucopia (150), Soft (150),
Hyper (100), and Tranquilizer (100). The Item Shop here is superlatively
pathetic; Potion (50), Phoenix Down (300), and Tent (500). That's it. What
redundancy... so boring. Anyways, you can talk to a lot of people with their
cruel demeanors, and the inn is the top house, going for 50 Gil. Not the bext
accomodations, but whatever. When you're ready, go up to where it says Gold
Saucer on the sign, go talk to the party, and after the whole scene, get on
the Ropeway to Gold Saucer.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            Area #19 - Gold Saucer
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: N/A [with exception of Battle Arena enemies - note that their stats
are increased from normal map enemies]
-> Items/Weapons/Armor: Sprint Shoes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

As you arrive, you see the awesome CG as you enter the Gold Saucer. My god,
this place kicks ass. This is the best theme park known to mankind. I mean,
just look at the place. This, along with Midgar and Junon, is just one way you
can tell how advanced technology is in this game. Anyway, as the train makes
a stop at the front entrance of the Gold Saucer, you exit it. Now, the first
noticeable feature is the "happy" guy in the Chocobo suit walking and jumping
around. Next is the savepoint back in the back. You cannot use this yet, as
they feel like screwing you can charging 5 GP to use it. This, in other words,
is Gold Saucer money. You can go back and save here later if you'd like. So,
to actually proceed you must go up and speak to the woman near where it says
"welcome" under a pair of eyes. You *must* pay to get in, but, you can regulate
how much Gil you fork over in one sitting. If you want a single pass, you have
to pay 3000 Gil. However, a lifetime pass costs you 30000 Gil. If you're very
loaded (either because you trained insanely and gained unfathomable amounts of
Gil by this point, or you've just neglected buying anything at shops), I now
recommend buying a lifetime pass, but, if you aren't necessarily rich and are
going to wait until later on, get the single time pass. Note that if you leave
Gold Saucer with just single pass, of course, your tickets are invalidated. She
then explains what GP is and then you can finally enter the fabled Gold Saucer.

When you enter the party splits up, and at first Aeris wants to just go off and
have fun! Then she goes up and tells Barret to cheer up, and she keeps urging
him to as he's resisting. Aeris totally blows him off and goes to Cloud. Tifa
thinks that was a little harsh and callous of Aeris to do that, but she then
says that it's best to act in a nanchalant manner when this happens. She then
goes back to Barret and states that they're all going to go play, and he
literally goes Berserk and runs off by himself. Aeris gets all facetiously
sarcastic and says that she thinks he's mad. Now, you can choose a party to
join up with for the Gold Saucer expedition, but it can only be a party of two
(Cloud and somebody else). Note to choose wisely, as your seemingly small
decision has a big impact on some later scenes. And now...you're off to have
fun in the Gold Saucer! Note that you can go to info and check out what each
section has in store for you. If you want to have fun for the moment and relax
from the crazy story for a while, DON'T go to the Battle Square after you've
gone to the Wonder Square!

First off, you should head into the Wonder Square (where Barret supposedly
went, but he's nowhere to be found in here). Right as you come up, you meet
some strange character named Cait Sith. He's a cat riding on top of a giant
stuffed Mog. He then tries to tell you your fortunes numerous times, but fails
miserably. All ansers are non-sequitor. This is not the case, however, for the
last one he gets, and it reads "What you pursue will be yours. But you will lose
something dear". Maybe it isn't such a horrible fortune teller after all. Now,
I'm not going to spoil what this means, but after playing the game once, I
knew *exactly* what it meant, and it leads to one of the biggest and most
infamous scenes in the game... if not ever. But, you'll find out later for your
own damn self. This fortune even baffles Cait Sith himself. So, he wants to go
with you, even if you have any objections, as he desperately wants to find out
what this means, also. So, he joins your party. This is obviously why the game
didn't allow you to choose more than two characters a second ago. Apparently
Cloud's foretelling abilities far superceed that of Cait Sith, and exceed any
one's expectations. Impressive. Anyway, Cait Sith brings what you've been
needing for a long time now, and that's the Manipulate Materia, too bad you
can't go back to Zemzelett or Beachplug until later. He also has Transform
Materia with him, as well. Seems as though you've lucked out with this guy.

If you head up the stairs, you're entering and area with a crapload of games
for you to play. But, one of them is out of order for the time being, and the
other is being occupied by someone else. But, if you wish to know more about
the games available, as well as the two other games for later on in the game,
refer to the Gold Saucer section of the FAQ (#SL2G). Next is the Ghost Square.
This is a hotel/inn with quite creepy and spooky decor. You can get Turtle's
Paradise flyer from here, and the Item Shop for Gold Saucer is here, too;
Potion (50), Phoenix Down (300), Ether (1500), Antidote (80), Maiden's Kiss
(150), Cornucopia (150), Soft (150), Echo Screen (100), Hyper (100), and the
Tranquilizer (100). What, no Tent? Anyway, if you're so rich that you smell
like money, buy a few Ethers, although more than 5'll cost you a mini-fortune.
This place also serves as inn, so you can rest here, but it's slightly
different than normal inns, as you pay with GP here instead of the well known
Gil. The Wonder Square is nothing now, but quite a cute area at a particular
scene a bit on in the game. There are two ways to gain GP here, as some of
Gold Saucer's attractions require Gil and some GP, and both of the ways are by
way of the Chocobo Square, and winning a lot of games in the Wonder Square. You
do, however, have to pay Gil for games at the Wonder Square. Also take note
that you can win a Speed Source for getting over 10000 points in the G-Bike the
first time in the Wonder Square, as well. At the Round Square you can take a
ride around the whole park seeing all the sites with one person of your choice.

Next, there's the Speed Square. Before coming here, I recommend that you spend
some time at both the Chocobo and Wonder Squares, so that you've accumulated
much GP. This ride costs a decent amount of GP. I suggest that you do this now
and follow all my tips, as it's the earliest time you could obtain Aeris' most
ultimate weapon, Parasol. The requirement is 5000 points or more in this
extraordinary rollercoaster, so, now, time for you to follow some of my tips.
This is a such an awesome game. It's perhaps the best thing to do here at Gold
Saucer (besides G-Bike, which may be my absolute favorite), and aside from
that, it's also quite rewarding. The basics of it are that you have a laser
firing weapon on your rollercoaster, which you can fire at anytime to the
location indicated by the current position of your crosshairs. There are tons
of enemies and obstacles the pop up during the course of this game. Shoot them
all for points. Here's how points (meaning prizes perhaps at the end, but only
if you get high enough are the rewards truly significant): If you get 3000
points, you receive some useless item that I hope you feel like a pathetic
human being and a waste of flesh about if you get it. Or, if you manage to net
in 5000+ points, you can get Aeris' Parasol (her ultimate weapon) only during
disk one, and Cid's Flayer at anytime proceeding that. Now, back to just a few
more basics.. You can charge up your laser beam as well, and this is by not
firing, it charges up. If you are firing it goes down. Simple enough, correct?
This is more prolific than you may think, since some things require more
sustained shot power to destroy.

Ok, no more suspense BS (although it was a horrible attempt in the first place.
In fact, probably such little suspense there that you most likely didn't even
know I tried to build it up :|). Anyway, I'll list all of the obstacles and/or
things you can shoot. That's it. If you believed that, slap yourself 50 times
in the face... I'll do you one better; I'll list everything to shoot in this
ride, *and* how many points they give you. In order of appearance (when they
show up during the ride, in other words), since they don't have any designated
specific names to call them by. Ghouls (40); Cactus Plant (may offer from 30
points to 50 points); Blue Plane (50 at least and 60 at most); Fast Plane (50
or 60 points); Golden Boulder In Desert (200); Ship (60); Shining Star (40);
Icicle (40 to 50 points--not totally sure; will get back on this); Ball (70);
Small Balloon (30); Large Balloon (70); Small UFO (60); Missile-type thing
(50); Burning Boulder (70); Chopper (it gives from 40 to 50 points); Large
UFO (1000 - you must be extremely quick to catch this one, sorta like in Kirby
series); Wheel (1[!!!]). Well, there you have it. I've listed the prizes you
may get to the above. Be sure to build up your skills and reactions to succeed
in this game.

Lastly, you can visit the Battle Square (if you wish to pay a visit to this
area without proceeding into the story, do so before you go to the Wonder
Square). As you go up the stairs, you can sign up one person to fight through a
series of 8 fights. Refer to the Battle Square area of the Gold Saucer area of
the FAQ for rules and regulations of this arena. If you win 8 fights in a row,
you can go exchange BP for current, available items. Also, if you do them all,
you can re-exit the Battle Square, head down the long steps, and talk to the
person right by them. You get the Sprint Shoes for this, which is an immensely
useful accessory for any character bearing it. This is, obviously, when you
revisit just a little later, as when you first enter, there's a woman there who
says they're currently renovating. Oh, how convenient, they're renovating just
when we don't yet have Cait Sith. Wow.

Well anyway, when you're ready (after getting Cait Sith), head on over to the
Battle Square. When you arrive here, you see a soldier there who makes like a
guard on the Shinra boat and collapses. You then go to investigate the man, and
of course, the bastard's dead. Now, you think Sephiroth HAD to have been here.
Wrong! It wasn't Sephiroth. Apparently Cloud can sense that, and without going
saying anything, runs up the stairs to investigate matters futher. Your rest of
your party chases after him, too. Up here, you see 6 people slaughtered. Cloud
then goes and examines one, and he realizes that they haven't been sliced by a
sword, but rather, gunshots, and Sephiroth would never use a gun. The one woman
at the desk isn't dead, it seems, and says that it was a man with a gun on his
arm that executed this, and Cloud is like, WTF!? Dio, who is the owner of this
establishment, then appears, and blames you for all of this. You deny it, and
Cait Sith with his dumbass self says to make a run for it. They chase you down
as you go into the fighting area, and you are beaten and restrained by robots
and are taken into another room. You're dropped through a floor in the ground
that says "Gateway to Heaven" around it. Heh, more like "Gateway to the Center
of a Constipated Elephant's Ass" 'cause it's bad down there. Damn those sons of
bitches. Now, welcome to the next area, the huge trash heap, Corel Prison. Dio,
that bastard... Well, I guess it's time to start getting around this hell hole.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           Area #20 - Corel Prison
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: 2-Faced, Bandit, Dyne(B) Land Worm
-> Items/Weapons/Armor: Ramuh Materia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

After a little talking, and some varification and examination of the area, and
hearing of rumors and speculation of the place, your party notices Barret over
there and runs to him. Cloud questions him as to whether he really did commit
that homicidally deplorable act. Barret starts backing up, saying it's
something that he alone has to deal with. Well, what does that mean?
He then runs on off. Cait Sith is shocked that he's one of your allies, and
that he sure looks dangerous and unstable. Heh, we learned that lesson quite
a while ago. But what Cait Sith failed to descry is that he is unbelievably
stupid, and elephantinely below the IQ of the average turnip. Note: don't go
down the ladder to the bottom level near this first portion of the prison, as
all that's down there is a noisome small area, and an empty treasure chest. I'm
not sure if there's a way to ever make this chest contain something, but, I've
never uncovered how, so, oh well. Oh well, it's nebulously apparent, anyway. As
you may have surmised, there are enemies in this parts. Not many, and none of
them are really dangerous. Let's start off by covering them before pursuiting
Barret.

First of all, the first enemy in question is the Bandits. A lot like the
Prowler which you've probably encountered earlier on your first visit to Kalm.
These guys, like Prowlers, are very annoying, if not more. It's first move,
Hold-Up, allows it to steal all your Gil. You must exterminate it before it
vanishes it, along with its disheveled clothes and all. This sucks. A feature
Prowler didn't have. Yet another move these contemptible creatures possess is
the Mug ability. It can steal any of your items (except for currently equipped
weapons or Key Items), and the same incapacitationally and brutally intended
razing of said enemy orthodoxly ensues, or, from the battle it pulls its hasty
exodus, leaving you without your precious item, and it one vehement little
bastard. It can also do a physical attack on you for about 20-25 damage at the
very highest. Next is the 2-Faced. It has 330 HP and 80 MP. The thing is, it
shall never attack you unless provoked, meaning you attacking it first. But,
there is an exception to the rule. Sometimes, when you attack it, it just stays
there with its stolid grimace and doesn't do anything in sinister compensation
for your move. They may also react in a very negative way, which sucks mind
you, and that's by using Self-Destruct. This diminishes about 400 HP from
any random character it chooses. Then, there's the best thing that could
possibly happen, and that's it using Cure3 on your entire party, and that truly
exemplifies just how generous an enemy can be. Death Claw is an easy enemy,
with no major attacks, but you can learn the Enemy Skill Laser from it.

In the next area, it looks like you have a stalker, and it's some fat sweaty
man who looks like some biker who's recently had his brain transplanted with a
potato after it was placed in a blender and set to "liquify". If you talk to
him, all he says is "Ha ha ha", which makes me question whether or not the
creators of this game were sober during this game's creation. And after seeing
Mukki and his "friends", I would not be surprised at whatever the sedativity
figure of Square was, after a few months of heavy barbiturates. What's next, is
some man going to run around in the nude screaming "Viva la Resistance!"? Note
that if you do not appreciate this portly tub of lard following you around with
the lucid desire to rape you, feel free to be obdurate and save then reset then
restart the game again. Note, the three retarded looking men lined up in a row
as if to try to count backwards from four, all they tell is lies, so, if they
tell you something, convert it to the opposite of the information, and you've
actually received correct clues from liars...indirectly. They're like echoes of
each other also, as after one says something, they all emulate it, which gets
rather tediously annoying. Down near the bottom, there's a chubby guy who asks
if you want to enter a Chocobo Race. Choose whatever choice you'd like, then
continue into the house to his right. In the house, Barret shows up, and after
some yelling and screaming, he starts firing, and when you think he's shooting
at you, some guy falls dead from behind the couch. I like the way Barret goes
about solving his problems and his disputes. If only that were legal in the
real world... Wait, it is, it's called television. Barret then reiterates that
he didn't want none of them to get involved, and at that moment, the rest of
your party storms in, and of course this scene is mainly dictated by the choice
of party you made. They all comfort Barret and say that they're already
involved in it, and they simply wish for him to enunciate what in the hell is
going on.

Red XIII then asks if the man at the Battle Arena with the gun on his arm who
was responsible for the mass murders of those innocent people was Barret, and
he truthfully denies it. There was another man who had a gun grafted into his
arm, and it was four years ago. Flashback time! It starts out with an old man
coming and warning at Barret and Dyne (who was in the last of Barret's flash-
back memories) that their village was under bombardment by the Shinra soldiers.
They're unmistakably pissed off and astonished by this, and race to the cliff
overlooking Corel. They see it burning down in a ravaging inferno, that is just
extinguishing the population there dramatically. Barret yells out and is in
serious agony. Dyne then attempts to solacely assuage Barret, and then they
start going back to the village. They killed the old "messanger" man, and then
open fire on Dyne as well as Barret. Then you start running, and Scarlet the
bitch comes. She then kicks one guy's ass and starts opening fire with her own
gun. She knocks Dyne off the ledge (impecable aim she's got there), and Barret
is holding his arm as not to let him fall. The soldiers keep on firing along
the mountain ridge, and incapacitate both of their arms. Dyne falls into the
abysmal infinitude below. The flashback then abruptly ends, and he explains how
and why he got his right arm removed and replaced with a gun (which somehow he
can detatch and resinate it with a new one from time to time). Dyne also had
undergone a similar surgery, however, his was on his left arm instead. Cloud
then lightens the mood with some sarcastic comedic relief. Your party can then
be chosen, but, it has to be Cloud, Barret, and someone else. I suggest Yuffie,
actually. Afterwards, you can still switch by talking, but when you're really
finally prepared to leave, do so through the entrance you came in from.

If you want, though, you can leave through the other exit and then head down.
Here is the Item Shop of this unostentatious town. It has the following for
sale: Potion (50), Phoenix Down (300), and the usual Tent (500). Note: if you
lost a lot of money possibly gambling at the Chocobo Square at Gold Saucer, I
recommend fighting a lot around here to regain some money if you want items. Of
course, the items here aren't the best in the world, so you might want to wait
until later, since you won't really be missing anything special. Now, by the
truck down at the bottom, you can talk to the boss inside who talks about the
Chocobo Races and getting out, but that's kind of circumbendibusly palaverous.
But, a useful aspect of that truck is that you can sleep in the front seat, so,
regain your HP and MP there if need be. Anyways, head back to the first area
you started from in this prison, and head over to where the was once guarding
the gate; he's been shot as well. Note, if you go through that way, it's the
way to proceed in the story, but, the other way leads to an endless desert. If
you wander far enough into it, you can be brought back by a Chocobo carridge.
There is also the Land Worm enemy. It's rather powerful, but quite manageable
to beat out. But beware, it has 1500 HP. However, when you are ready, go
through the one gate where the guy once was, and into the next area. Here, head
through the open gate to the right and all the way across. You're in the most
ostracizing area in the Prison. Make your way to the back and there's Dyne.
After the long conversation between him and Barret, Barret fights him alone,
without the rest of the group, so that he can settle this once and for all.
Note: in this area you can fight Bull Motors, as well, and they posses Matra
Magic Enemy Skill for the second character who now has the Materia on.

===============================================================================
-   BOSS: DYNE                                                                -
===============================================================================

-> Monster's Name: Dyne
-> Monster's Locations:
- Corel Desert (forced)
-> Monster's Level: 23
-> EXP for Defeating: 600
-> AP for Defeating: 55
-> Gil for Defeating: 750
-> Item Dropped from Monster: Silver Armlet x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1200
-> Monster's MP: 20
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   32,  64,  1,   55,  25,  250, 0
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Confusion, Petrification, Berserk, Frog, Small, Slow-Numb,
Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Molotov Cocktail         0   A    Phys  Hit   Phys  52      90   X  X  (1)
* Needle Gun               0   1    Phys  Hit   Phys  48      90   X  X
* S-Mine                   0   1    Phys  Hit   Phys  50      90   X  X
* Fire                     4   1    Mag   Fir   Mag   8       100  X  O  (2)

(1) has capacity to hit all characters, but since you fight Dyne with 1
character, it will only target 1 character
(2) dummy attack

--> Attack Pattern:

-> Basic Pattern:
Is Dyne's HP less than or equal to 1/4 of his MaxHP?
Yes: Needle Gun on Barret
     Molotov Cocktail on Barret
No: Is Dyne's HP less than or equal to 1/2 of his MaxHP but greater than 1/4 of
    his MaxHP?
    Yes: Needle Gun on Barret
         S-Mine on Barret
    No: Is Dyne's HP less than or equal to 3/4 of his MaxHP but greater than
        1/2 of ihis MaxHP?
        Yes: 3/4 - Needle Gun on Barret
             1/4 - S-Mine on Barret
        No: Needle Gun on Barret

-> Special KO Pattern:
Is Dyne's HP 0?
Yes: 1/2 - Molotov Cocktail on Barret as final attack
           removes any status effects from Dyne
           Dyne: "Urgh!" appears on screen
     1/2 - remove any status effects from Dyne
           Dyne: "Urgh!" appears on screen
No: follow Basic Pattern

- Strategy: Sure, go ahead Barret, fight him all alone, and if you die we
for some reason can't butt in and prevent a damn Game Over. Sheesh. There is
not much worry of this happening, however, as it's an admittedly easy bout.
He has three attacks, and they're nothing to special, really. S-Mine does a
good amount of damage and so does Needle Gun, but all you need is the Restore
Materia in place and you're pretty much set already to kick his ass. His
Molotov Cocktail is only used in later parts of the battle, and can have you
sustain a large amount of damage, so always be mindful of your HP after each
and every one of his attacks. This is one of those tedious fights where you
constantly have to keep a watchful eye on your HP, as there's only one person
doing the fighting and Dyne's attacks aren't the friendliest ones in the world,
I'll tell you that much. His 1200 HP isn't really that much, considering at
what level your Limit Break Big Shot can do one its own (usually around 300 to
350). This depletes almost 25% of his HP in just one hit, meaning about four
more hits to finish this puny fight. You'll be receiving many opportunities to
utilize that Limit Break, as well, as his attacks carry out some much raw dmg
that your Limit Break Guage skyrockets through the roof at times. Summons such
as Ifrit or Shiva will make him suffer, and put him to his death quickly, but
your MP shall nosedive if you do so. Choco/Mog is your best bet, as it can Stop
him, and allow more attack(s) afterwards. It even does considerable dmg on him.
He sometimes does Needle Gun back-to-back with S-Mine, so be careful with that.
Really, all in all, it's not a difficult battle for Barret to triumph over.

After the battle's conclusion, there's a long scene. Dyne starts it off by
saying that he didn't just lose his arm way back when, but he also lost
something that's irreplaceable. Barret asks if there is possibly another way to
settle this dispute, but, Dyne still wishes only calamity and adversity onto
everything, and he wants to destroy everything. He even wants to destroy
himself, that lunatic. Dyne realizes that even if he were to go see Marlene,
she wouldn't remember him at all, as she was just too young back at the time
when the incident occured and disaster struck. Dyne also thinks that his hands
are a bit too stained to carry Marlene anymore. He tosses him a pendant, which
he wants Barret to hand over to Marlene. It was Eleanor, his wife's, memento.
Barret complies. Dyne starts walking to the ledge, reminiscing and recollecting
Marlene, how old she now is, and leaves Barret with his final wishes. He falls
backwards off the cliff and commits suicide. He's not coming back from that
one. Barret cries out in anguish, and says that his hands aren't any cleaner,
and that he shouldn't be allowed to hold Marlene, either. Poor guy. After this
scene is done, your team is back in the boss' place at the prison, Mr. Coates.
Ya'll wanna go up, but he reiterates that you have to get his permission and
then win in a Chocobo Race, but then Barret abruptly interrupts him. He reveals
Dyne's pendant, and is in disconcertment. Astonished, he asks if you'd killed
Dyne. He's ebulliently and vivaciously buoyant with learning this fact, and
thinks that now the place can get some peace and quiet. Barret is exceptionally
pissed off, and gets in the more-than-likely malodorous man's face. He almost
wets himself trying to apologize for his notably harsh words.

Cloud asks if you can get out of here, and he pretty much says no. You already
have Coates' authorization, but, there's still the matter of winning the
Chocobo Race held in the Gold Saucer. Only one can go at a time, and the whole
problem lies therein. Barret threatens him again, but he still says no, as that
would ruin the whole system down here, and not even he could possibly dream of
doing such a thing. The party then agrees to have Cloud be the one to go (of
course). It's at this time, after Coates mentions you need a manager, that a
woman named Ester comes in. Impecable timing on her part, eh? She's gonna be
your manager, and then Coates says that although she may look funny, there is
absolutely no better manager. It was a putdown, in conjunction with a adulation
which is beguiling. They introduce themselves further, and then you're heading
up the elevator with Ester. You can learn a bit about the Chocobo Races, and
just how to race. You can opt not to, though, if you have already played the
game, or simply wish to save a tad bit of time. Later, after some introductions
with Joe, Ester goes to sign you up. It's at this time you should go pick up
the Ramuh summon Materia in the corner over there. After the announcement, and
Ester comes back out, talk with her to commence in the race after any final
preparations you may need.

All right, as you begin with the race, you start off on a way of control called
Automatic Sequence. I suggest changing this over to Manual Sequence with the
Select button. From here, you can race as you please, with you controlling the
Chocobo by yourself, rather than by the computer. Basically, just let the game
control your movements, but when you see Chocobos gaining on you, boost forward
with the Circle button to break away from them, as the races soon get close if
you don't. There's a bar over to the left-hand side of the screen, and that is
simply your Stamina Bar. The bar shows just how much Stamina you have, which
dictates how long your Chocobo can fair. Boosting quickly depletes this. You
can, however, bring this bar back up by pressing and holding the following
buttons at one time: R1+R2+L1+L2. This will gradually bring it up through and
throughout the race. If you're holding them along with the Circle button, the
guage usually stays about the same, give or take a little lowering. There's
usually a fast Chocobo that gets ahead straight from the beginning. It doesn't
have a lot of Stamina, just Speed, and it shall die out and lose its apparent
glory quickly, with you passing it, as you can manage your guage well. Yours is
a good all around Chocobo for this race (in later races in the game, it'd be
cremated), and it won't lose easily in this race. If once you take the lead,
you see Chocobos catching up to you, boost forward slightly to gain the upper
advantage once again. Once you get to the real outer space -ish area, crank up
your boost, as the end's right around the corner, and all the other Chocobos
will be fighting for the first spot.

Afterwards, you're back talking to Ester. She duly congratulates you on your
victory and then gives you a letter from Dio. It gives you more congratulations
and also says that he's sorry for what he did and gives you his fullest pardon.
You shall now be set free, and he even gives some information on Sephiroth. He
also gives you the buggy so that you can cross deserts and shallow areas of
rivers. You can't enter the prison again, though. You get to choose your party,
and then you're out on the World Map, and you get a small tutorial on Buggy
usage. I already explained the basics of it, but, you can get on with O and out
of it with X. You can even enter Costa del Sol and Junon by Buggy, by hitching
a ride on the Cargo Ship. Note you're not impervious from running into monsters
in this thing. Next stop, Gongaga Village, to the Southwest!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                   World Map/Road to Gongaga -> (On Buggy!)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Note: at this point, before heading to Gongaga Village, you might want to head
back to Costa del Sol. First off, you can learn Big Guard from the Beachplugs
around the beach areas. If you ride the Buggy into Costa del Sol, you can go to
the Cargo Ship and pay 100 Gil to become stowaways to Junon. Here, you can
fight the Zemzeletts and Manipulate them, as well, for the White Wind Enemy
Skill. Too bad you don't get to "enjoy" the ride over there this time :P Note:
while in Junon, you can go down that one tunnel where the sailor was blocking,
and you can inquire a little about the Underwater Reactor. Also, as you move
along, you can take a ride on that machine that says "New Age Rufus", but that
ultimately leads to nothing, as well. The way to get across Junon to the World
Map is by way of the elevator near the dressing room. If you want to visit
Priscilla, note that she's sleeping, and dreaming about Mr. Dolphin. One the
World Map, you'll even have your Buggy, as you brought it with you. Anyway, go
off and Manipulate Zemzelett and get White Wind. If you want, cross through the
Mythril Mines again (if you have 1000+ HP), and fight Midgar Zolom for Beta. If
you don't have that HP, I'll tell you in a little while just when again you can
come to get it safely. When you need to get back, go to the man right next to
the steps before the beach. Now use Mr. Dolphin again to get back up to the
higher level of Junon. All you have to do is call him this time, and he takes
you directly to the Cargo Ship, back to Costa del Sol. All right, back on your
Buggy, we go to Gongaga Village. But, along your way, we encounter plethora of
enemies, and they're all new and more powerful ones, too.

First off, in the desert area surrounding the prison, we find the Harpy enemy.
This can also be called a Chimera, I suppose. It has three heads (Bull, Dragon,
and Sabertooth Tiger), and it also has a Snake for a tail. This thing is very
powerful, and quite dangerous. Its 800 HP can be an extreme pain in the next to
deal with, but, with four summons in a row, it'll probably be dead quite soon.
Its first attack of mentioning, Poison Storm, does exactly what the name
implies, and that's to Poison a character. Star Pendant deals with this easily.
Its normal attack is nothing to fool around with, either, as it does just about
100 damage each time. None of this is what makes Harpy so damn dangerous,
though, and it's really the fact that it possesses an attack that's called
Aqualung. This attack is powerful as holy hell. It usually does from 500-600
damage to all characters, which screw you badly. Be sure to save before looking
for fights in the desert. But, if at least one character (that has Enemy Skill
Materia equipped) survives the Aqualung attack, you can learn the attack. This
is beyond helpful, as you can see. Using Limit Breaks and summons is the best
way to go against Harpy. In the desert you can also find Flapbeats, and they're
really easy to beat. Sure, their Flying Sickle attack can do about 100-200
damage, and their normal attack does nearly 50, but, its 330 HP is easy to take
down, especially when the fact that it's weak to Wind is taken into further
consideration. Immune to Earth, though. Arguably the easiest enemy in these
parts is Spencer. It has no striking features, and all of its attacks are very
bland, and nothing special about them. Upper Cutter attack does about 45 dmg to
one character, and Swordblade does minor physical damage. It has 250 HP and no
MP, so, nothing to worry about in terms of attacks or time to beat the thing.
You can also win Saraha Nuts from it, too.

Next and final enemy is the Joker, and it's more dangerous than you might think
from the beginning. It uses playing cards to attack you, and there's quite a
few of them. One being Club, in which it does Earth damage to one character for
about 160 damage. If it draws a Heart, be thankful, as it uses the Cure effect
on one character. Even if you don't need healing, like it, as it's a wasted
turn which it could've attacked you onerously. Getting a Spade does about 80
points of physical type damage, and only to one character, however. Next, if it
does a Diamond, it's a physcially based attack, but does only 1/4 to 1/2 of the
damage that can be done by way of Spade. Of course, there's always the Joker
card. The Joker means spontaneous Death, but it's only used on rare occasions,
so don't worry too much, although it's still a possible threat. Earth magic
does not harm this monster, as it flies a bit up off the ground, but, along
with that, it has its natural weakness to the Wind element, meaning Choco/Mog
will make quick work of it. So with any other summon for that matter (feel free
to try out your new Ramuh summon, by the way) as the 370 HP it's packin' ain't
that much. I also suggest training a little bit out here, and possibly building
up high on Gil, as chances are, at this point, you've probably spent all, if
not a lot of it at Gold Saucer (although, of course, you've gained some since
then due to fights with enemies and Dyne). I suggest going back to the Battle
Square now and getting that accessory, Sprint Shoes which I mentioned in the
Gold Saucer area of the walkthrough.

Anwyay, when you're ready and you've gotten all of that stuff out of the way,
head to the river to the South, cross it, and then head West. You'll know that
you're in the correct area since there's gonna be lots of marshy areas and
jungles and woods, plus tons of river. In this area, there are 3 new enemies to
be found and fought (and for me to cover). First is the Gagighandi, which
looks like a cross between a dragon and an Elfadunk. Their Stone Stare attack
puts Slow Numb status on, meaning that in 30 counts of the ticker, your
character with the affliction will experience Petrification status effect. Also
it has a physical attack, but that's nothing too much. We now shall cover the
Grand Horn. These guys are semi-strong, but, you can dispose of them quickly
with just normal attacks. If they use their regular attacks, prepare yourself
for 60 or more dmg points done to one character. This is nothing compared to
its Grand Punch, however. The Grand Punch, what it does, is to use Quake (aka
Earth elemental) on one character. They can start doing tons of damage when in
their groups of two, but, when they attack you as singles, they're actually
rather pathetic. Touch Me is the final enemy, and it merits a good amount of
attention for two reasons. One being that it can turn you into a Frog two ways,
and one being its Frog Song (it's also attainable if at least one character
possesses the Enemy Skill on them) and Frog Jab. Frog Jab is just a stupid
move that turns you into a Frog, and if you're already a Frog and it's used
versus that same character, they're un-Frogged. Lastly, you can find Beachplugs
around the beaches shores here, but I already covered them, so look at the
appropriate place to the above in the walkthrough for detailed information.

Anyway, around here, there will be a humongous object in the middle of one of
the forests in this area, and this is where you must go. It's called Gongaga
Village, although it may not look like much of a village at the present time.
So, enter, and you're there.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          Area #21 - Gongaga Village
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Flower Prong, Heavy Tank, Kimara Bug, Reno/Rude(B)
-> Items/Weapons/Armor: Deathblow Materia, Titan Materia, White M-phone
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

As you start to enter, move forward a bit and you see Reno and Rude there
talking. What do two male members of the Turks talk about in their leisure
time? Well, girls. Reno asks Rude who he likes, and he says that he likes Tifa.
Well, who the hell doesn't? Reno thinks that a better couple would be Rude and
Elena. And in that relationship, I doubt it'd be Rude being the drunk ->IDIOT<-
who watches TV all day. But apparently Elena has a thing for Tseng. However,
there's still a problem there, too; Tseng likes Aeris! Cloud is puzzled as to
what on Earth they're talking about, and it's at that time that Elena casually
shows up and says that it's just stupid. She, like an idiot, started talking to
them as if they were members of the Turks, and not the enemy. What an imbecile.
She then goes running to Reno and Rude screaming that they're (meaning you) are
really here! Note: who you have in your party now has some bearing on the
current cutscene, and, dating later on in the game. Once Elena runs off, Reno
starts talking about it being payback time for what you did to him in Sector 7.
Two choices present themselves: "Sector 7?" (making you sound like a complete
and utter fool) or "Out of our way". Whatever you choose starts the fight.

===============================================================================
-   BOSS: TURKS:RENO, BOSS: TURKS:RUDE                                        -
===============================================================================

-------------------------------------------------------------------------------
-   BOSS: TURKS:RENO                                                          -
-------------------------------------------------------------------------------

-> Monster's Name: Turks:Reno
-> Monster's Locations:
- Gongaga - Jungle (forced)
-> Monster's Level: 22
-> EXP for Defeating: 660 (only if KO'd)
-> AP for Defeating: 60 (only if KO'd)
-> Gil for Defeating: 1500 (only if KO'd)
-> Item Dropped from Monster: Fairy Tale x1 (100%) (only if KO'd)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 2000
-> Monster's MP: 80
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   35,  66,  1,   69,  35,  164, 0
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Confusion, Petrification, Berserk, Frog, Small, Slow-Numb,
Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Electropod               0   1    Phys  Lit   Phys  48      90   X  X
* Turk Light               0   1    Mag   -     Mag   12      90   X  X
^ Short Staff              0   1    Phys  Hit   Phys  20      110  X  X
  Escape                   0   S    -     -     -     -       I    X  X  (1)(2)

(1) escape from battle - remove self with no reward (unless KO'd)
(2) Miscellaneous/Animation

--> Attack Pattern:

-> Basic Pattern:
On Reno's first turn,
Has Reno been attacked with Lightning magic? (this includes Bolt Plume, Swift
Bolt, and Ice Crystal)
Yes: Electropod on last character to attack Reno with Lightning magic
No: 1/2 - Turk Light on random character
    1/2 - Short Staff on random character
For all subsequent turns,
1/2 - Turk Light on random character
1/2 - Short Staff on random character

-> Special KO Pattern:
Is Reno's HP 0?
Yes: remove any status effects from Reno
     Reno: "We may be retreating, but..."
           "we're still victorious." appears on screen
           Escape on self
           follow Rude's Special Ally KO Pattern
No: follow Basic Pattern (unless Rude's HP is 0)

-> Special Ally KO Pattern:
Is Rude's HP 0?
Yes: Escape on self
No: follow Basic Pattern

-------------------------------------------------------------------------------
-   BOSS: TURKS:RUDE                                                          -
-------------------------------------------------------------------------------

-> Monster's Name: Turks:Rude
-> Monster's Locations:
- Gongaga - Jungle (forced)
-> Monster's Level: 22
-> EXP for Defeating: 720 (only if KO'd)
-> AP for Defeating: 70 (only if KO'd)
-> Gil for Defeating: 2000 (only if KO'd)
-> Item Dropped from Monster: X-Potion x1 (100%) (only if KO'd)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 2000
-> Monster's MP: 135
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   40,  100, 1,   65,  35,  200, 0
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Confusion, Petrification, Berserk, Frog, Small, Slow-Numb,
Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Grand Spark              0   1    Mag   Hit   Mag   24      100  X  X  (1)
* Fire                     4   1    Mag   Fir   Mag   8       100  X  O
* Cure                     5   1A   Mag   Res   Cure  126     255  X  O
^ Shoulder Attack          0   1    Phys  Hit   Phys  48      90   X  X
  Sentinel                 0   1A   -     -     -     -       I    X  X  (2)
  Escape                   0   S    -     -     -     -       I    X  X  (3)(4)

(1) dummy attack
(2) Rude will randomly get in the way and take damage for attacks targetted at
    Reno
(3) escape from battle - remove self with no reward (unless KO'd)
(4) Miscellaneous/Animation

--> Attack Pattern:

-> Basic Pattern:
Is Reno's HP less than 1/2 of his MaxHP?
Yes: Is Rude's MP greater than or equal to 5?
     Yes: Cure on Reno
     No: Is Rude's MP greater than or equal to 4?
         Yes: Fire on random character that is not Tifa
         No: Is any character besides Tifa available?
             Yes: Shoulder on random character that is not Tifa
             No: 2/3 - Shoulder Attack on Tifa
                 1/3 - Rude: "..." appears on screen

-> Special KO Pattern:
Is Rude's HP 0?
Yes: remove any status effects from Rude
     Rude: "..." appears on screen
     Escape on self
     follow Reno's Special Ally KO Pattern
No: follow Basic Pattern (unless Reno's HP is 0)

-> Special Ally KO Pattern:
Is Reno's HP 0?
Yes: Escape on self
No: follow Basic Pattern

- STRATEGY: Well, this fight can be a little tricky if you don't come into it
prepared. There are, as you can see, two bosses in this, and both of them are
members of the Turks. They're usually not pushovers, but you probably have some
attacks that can make them look awfully pitiful. All right, since there are, in
fact, two bosses you must fight here, any oppressive lvl2 black magic should be
paired with an All Materia in order to achieve the best possible results. Of
course, damage is cut down slightly when this is done, but it's much more
useful than doing it in single moves, and really expedites beating up on the
bosses. Any summon Materia is useful here, especially Choco/Mog, as it can Stop
any one of the bosses (sometimes even both), plus it does some nice damage.
Shiva and Ifrit are mainly there for some high damage (around 300 per hit). But
you do have a summon which can cause an ungodly amount of damage, and that one
being Ramuh, the Lightning summon. It'll usually do 450+ damage to both Reno
and Rude, quickly minusing a lot of their health. Most Limit Breaks will really
help here (yes, even Mindblow).

A lot of times they don't attack one after the other, as one's Spd is a little
faster than the other, that one being Reno. Reno is the more annoying of the
two, mainly due to his Turk Light attack, which does around 200 damage to one
character, and he uses it fairly often. His other attacks aren't really bothers
except for Electropod. Rude, on the other hand, has Cure, so work on killing
him mostly. Fire attack from him does about 140 damage, and sometimes more than
even that. His "punch" isn't very detrimental, and only does around the damage
family of 30-40, unlike Reno's which does 60-75. In conjunction to All magics
and summons, a few attacks that can simply eradicate the two are the following:
Aqualung, as well as Beta. They can probably drop off half of both their HPs in
just one hit, but they do cost quite a large amount of MP. Once they're done,
you may be phlegmatic as to why you didn't kill them. Well, no matter what they
run off with their tails between their legs, as it's part of the story.

You're now all skeptical as to how everywhere you go, the Turks are always
there, seemingly waiting for you. Well, if Elena keeps screwing up like that,
it won't matter to their enemies where in the hell they are. Cloud thinks that
there has to be a spy, but both Barret and Cloud refuse to believe that big
possibility, as Cloud trusts everyone in the party. Anyway, from the point you
are at after the fight, head North. Here, continue forward. Note that there are
new enemies in this spots. First of all, the most dangerous one out here is
the Heavy Tank. This is like a cross between a tank and Triceratops in
appearance. It has Big Spiral, which does about 150+ damage to your entire
party. Wheelie Attack also does good damage. Charge just targets one character
for some medium damage points. It has 1600 HP (wow!) and is invulnerable to
Gravity. Flower Prong is the next active enemy on the list, and it can be
annoying, given the right circumstances, but otherwise it should be no problem.
Its one attack, Bio2, is very annoying, as you should know, due to the fact
that you've probably used it on an occasion or two. The thing has 3 different,
divergent forms. You can disembellish this guy simply if you use Fire and Earth
attacks, as it's weak to them, however, Poison attacks are absorbed by it and
it replenishes HP. For this point, they have more or less a diminutively small
HP count, so it shouldn't take up too much of your time trying to dispose of
this frivolously insignificant creature. In its last form, it has the Pollen
attack, which can Sleep your whole party. Lastly, we have the Kimara Bug. First
of all, it has an immunity to Gravity, so Laser won't work here, obviously.
Now, it has 700 HP, and that, while not really that high, may cause problems.
Eruditely, you could use Aqualung or Beta to annihilate it immediately, but it
only comes with one, so, it'd pretty much be a waste of MP to get rid of it.
Stop Web attack puts Stop effect on one character (and if you're not quick, it
can get on all of your characters, but fast). Butterfly Attack and Spider Web
aren't much to be concerned over, though. It has no weaknesses, so just summon
or use lvl2 magic spells to kill the Kimara Bug.

All right, from where you are after the fight with Reno and Rude, keep going
straight into the path on the left. In this next area, keep going straight to
the next path on the left at this "y" junction, not totally out of there, as
that would lead out to the World Map. Instead, just pick up the Deathblow
Materia that's just laying there on the ground for the pickin's'. Now head
through to the other path. Now, as you walk into the town, Cloud notices the
ruined Mako Reactor in the distance. The first house in this village is the
Accessory Shop. You can buy accessories or listen to his story. He tells you
about the destroying of that Mako Reactor, and how the town was condemned
thereafter (in a very brief fashion of: "People can live without Mako Reactors)
And, the accessories/Materia they supply here are the following:
Headband (3000), Silver Glasses (3000), Star Pendant (4000), Talisman (4000),
White Cape (5000), Fury Ring (5000), Mystify (6000), Time (6000), Heal (1500),
Transform (5000). So from this we can conclude that although this town is very
seemingly rundown and out of it, they sure sell some awesome stuff. Buy away. I
suggest that you go out on the World Map and gain some heavy coinage so that
you can buy such items as Mystify and Time, and some of those awesome-ass
accessories. The house over a tad bit to the right of that one is the Item Shop
where some nice items are being sold: Potion (50), Hi-Potion (300), Phoenix
Down (300), Tent (500), Maiden's Kiss (150), Cornucopia (150), Soft (150),
Hyper (100), Tranquilizer (100).

Or, his story consists of Shinra coming in, building the Reactor with no
regards or remorse, and what you now see is the result of their carelessness.
My God, this is getting tiresome hearing the same damn thing over and over
again. The house at the Northwest of town has a treasure chest that contains an
X-Potion. It also serves as an inn for 80 Gil per night, and you can also
listen to the guy's story in which he says that one day there was a giant
explosion, and a lot of townspeople died from it. The house up to the Northeast
has a weapon for Cait Sith called the White M-phone. The man in there simply,
pretty much recapitulates what everyone else has been saying, and how it's the
Shinra's fault this is such an unpageant town, due to that Mako Reactor mostly.
Now, to proceed in the story, head to the house down at the Southwest extremity
of town. The party splits, and the man inside could tell from the glare in your
eyes that you are, or formerly were in SOLDIER. His wife asks you if you would
happen to know anything about there son (note: this is immensely shaping up
what the story is of this game for later, heh)? The boy's name is Zack, and
apparently, it has been nearly 10 years since he left for Midgar, and saying
that he did not want to dwell in the country. He wanted to be in SOLDIER, and
is curious as to whether Cloud has heard of him. He doesn't know, actually. As
you're walking, Cloud voices that he never heard anything of a man named Zack,
however, the name sounds familiar, and he's baffled as to why. The one
character that can be in your party that has a huge impact on this scene is
Aeris. Zack had a girlfriend once, and Aeris was her. This probably makes you
think back to that scene in the park in Midgar when she was talking about it.

The conversation will continue; Zack, being in SOLDIER, was also in First Class
just like Cloud, and there's not really that many people in First Class, so it
comes as a surprise that they'd never heard of or seen one another. Aeris
learned that Zack once, five years past, had gone off on a SOLDIER mission and
never returned, leading her to inquire that he had met a new girlfriend, as he
was a real stud. Also, having Tifa in your party now can really get her pissed
as hell, as there are so many similar elements with Zack's story as there is
with Cloud's, like when he left Nibelheim for SOLDIER, and both of them had
then become First Class in SOLDIER...??? And how Cloud sort of had a childhood
girlfriend, Tifa, like Aeris has Zack, which makes things even stranger and
more puzzlingly confusing on you. Well, after all this is done, head back to
the very first "y" junction you encountered, and this time, head upwards into
the next area. Note: you'll know that you're in the right area when you start
to encounter the Heavy Tank enemies (look for their appearance two paragraphs
above this one if you wish to use them as a marker for location). Ok, so once
you're here, head straight for the decimated Mako Reactor in the far distance.
Continue forward to the small junction in the reactor, and he says exactly what
he said when he first noticed it in the village; "A ruined reactor". You then
see a helicopter land, and see Scarlet, who's the Head of Shinra Weapon
Development, and Tseng. You run off to hide in a corner and spy on them.

She starts off by saying that the reactor is no good whatsoever, and you only
receive junky Materia from junky reactors. What are they planning? And what
could the Head of Weapon Development want with such Materia? The Reactor's a
total failure. She's searching for capaciously sized Materia, not this crap.
Hmm? Tseng says that he'll get to looking for some on the double. Then she
states a startling fact: they could make the ultimate weapon if they only had
some. Oh dear God. Also, with Hojo gone, Weapon Development's budget is really
increasing, and Tseng envies them. Scarlet then makes a crack on Heidegger, and
Tseng blankly goes silent. Scarlet then remembers that Heidegger is actually
Tseng's boss. Sucks for him. After that, they take their leave, and Cloud is
completely confused as to what she meant by "huge Materia", and the "ultimate,
perfect weapon". He wonders what the Shinra are up to, but that's apparently
nondescript right now. And then you see Tseng and Scarlet fly away. Now,
examine one of the sides where the junction is and you can get Titan summon
Materia which is indistinguishable from the surrounding environment. Now, as
you leave Gongaga Village completely, I suggest recovering any lost HP, then
riding your Buggy through the red mountains to the West.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        World Map/Road to Cosmo Canyon
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

As you head to the West, you'll eventually find yourself on a huge range of
mountains, and they have a red -ish sunset upon them always. First, though, you
of course have to cross that one river, and you're pretty much homefree to the
mountains, but there are a new set of four enemies that roam and wander the
mountains. First and foremost, we look into the Golem. First of all, they're
made out of rock, so obviously, as we've discovered in the past, they shall
have higher than average Def. For amplification of this, it also possesses a
decent amount of HP, but nothing we can't handle, especially since we've fought
enemies with less HP than it before, one of them being the Heavy Tank. Its HP,
if you were wondering, is an even 1000. There are two attacks that it uses, one
of them being the Megaton Punch. This causes about 150 damage on average, but,
like most other attacks, it has its variances, and does more damage or less
damage on occasion (always note that these calculations are done with the
average stats you're expected to be at by any particular stage in the game).
Also, there's its Finger Shot, which also can do some damage. You can steal a
Turbo Ether from this guy, too. Next enemy to mention is the Desert Sahagin.
These, in my opinion, are the most annoying enemies in all of the mountain
range. First of all, they have two attacks; Harpoon and Sandgun. Sandgun causes
a nasty status on one character, and Harpoon does some significantly noteworthy
damage, of around 140+ per hit. Not bad for being such small, infantile beings.
Note: Their element info goes as such: Fire (1/2 Dmg), Ice (2x Dmg), and Water
(Absorb). The rest are normal effect on it. They can also reduce physcial
damage done to them to 1, but only after a few attacks, which can kill them.

Next enemy on our list is the Skeeskee enemy, which, in my humble opinion, is a
horribly named enemy. I mean... Skeeskee? What the hell? Whatever...
At any rate, these little bastards aren't much of a threat. Rage Bomber on one
character, though, can cause the Fury status. If you want to remove it, you
need to have some Hypers at your disposal. Beak, its physical attack, does from
70-100 damage, and can be taken lightly if you wish, as that's now nothing in
this point in time. You can steal a Tranquilizer from Skeeskee now, also. Last
but certainly not least is the Griffin. They have tons of HP in their favor,
plus two powerful attacks, called Slash and Peacock. Slash does 120+ points of
damage, and is its physical attack. This can be dangerous, especially when
paired with the Peacock attack. What Peacock does is drain large chunks of MP
from a character, disabling a lot of your more powerful magic attacks such as
Beta or lvl2 spells sometimes. They possess a good amount of HP (760), as well.
So all in all, they are pretty formidable adversaries, with some acerbit moves.
Bagrisk is another enemy you'll encounter.. beware it's Stone Strike which will
has a 100% chance of inflicting Petrification status on on of your characters.
All right, as you approach Cosmo Canyon (you know, the only structure that
actually resembles a town in this barren desert mountain range), the Buggy
experiences terminal failure, and it meltsdown. Cloud, noticeably annoyed, is
wondering, like any other sane individual, why on earth did the breakdown have
to happen now. The good news is that, you're about five steps from Cosmo Canyon
at this point.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           Area #22 - Cosmo Canyon
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Gi Nattak/Soul Fires(B), Gi Spector, Heg, Sneaky Step
-> Items/Weapons/Armor: Added Effect Materia, Black M-phone, Elixir, Ether,
Fairy Ring, Gravity Materia, Turbo Ether, X-Potion
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Once you enter this village, you first get a far away view of it, so you can
see the whole place. Now, this place may not look like much, but, luckily it is
the only village in all of FF7 that has not been taken over by the Shinra. It's
Cosmo Canyon, the head of the study of life and the mysteries of the planet.
Beat that, Shinra! This area has some awesome music, in my opinion, and if your
memories are decent, you should remember that this was the same music that
played with Red XIII's appearance after beating HO512 in the Shinra HQ. Now,
what does this mean, you ask? Well, it's simple, this is Red XIII's home
village. You know, the one that he said he'd follow you up to, and then quit
journeying? Crap. Well, anyway, as you run up the steps from the beginning to
the guy at the entrance under the "Cosmo Canyon" sign, Red comes if he's not in
your party, and if he is, it really does not matter. He says "It is I, Nanaki!"
Apparently that's his real name, and it's not Red XIII. Remember, Hojo just
gave him that name for scientific research. There is much exuberance between
the gatekeeper and Re...Nanaki. After he welcomes Nanaki in, Cloud's puzzled as
to his name. What's funny to do on your second try is to name him Nanaki from
the start, and it still makes no difference whatsoever on this scene. Now, head
up to the man at the gate. When he asks if you're familiar with this land, you
get "yes" or "no" options. Yes leads him to knowing that you're a liar, because
some how he has telepathic powers, and "no" leads him to explain. I suggest
picking the "no" so you can get a brief explanation. Although you're there, it
is at its full capacity at present, so he cannot let you in. Red XIII then
comes and convinces him to let you in. It's time to explore this cool town now.

Ok, start off by going to the East side of town. There is a kid standing next
to a "magical" bonfire. He thanks it for bringing Nanaki back, and then tells
you a little bit about it. Now, from there, you can enter the only hut on the
ground. This is a bar/inn. The bar is on the ground while the inn is at the top
and should be the only one of any use to you. It'll cost you 100 Gil to stay
there, too. Now, you see the poster on the wall to the left of the inn's
cashier? Well, that's a Turtles Paradise flyer, and it's covered in appropriate
section of the FAQ. Ok, downstairs in the bar, you can head through a door
which practically leads to nothing but peace and solitude. Note: there's a guy
right outside the bar that fixes your Buggy for free if you say "no" to his
question, as you explore Cosmo Canyon. Climbing that ladder to the extreme East
side of the village will take you to the Item Shop; Potion (50), Hi-Potion
(300), Phoenix Down (300), Tent (500), Maiden's Kiss (150), Cornucopia (150),
Soft (150), Hyper (100), Tranquilizer (100). Anyways, follow where Red XIII
went and you'll see him on the corner of the ledge. He then says that this was
his hometown, and his tribe were the protectors of those who appreciate the
canyon and the planet. He then says how his mother stood and fought valiantly,
whilst his father fled like a coward, and now Red's the last of their race. Now
after being called in by his grandpa, Red XIII comes. The party disbands for
this, and go to explore every little idiosyncrasy of the Cosmo Canyon. First
off, savepoint here; use it. Materia Shop has MP Plus (8000), HP Plus (8000),
Mystify (6000), Transform (5000). Note: the owner is sleeping, so you have to
talk to him twice to get him to sell you anything.

In the same exact room as the savepoint, you have the Weapons Shop. There is
tons of good stuff here, and they are: Butterfly Edge (2800 - Cloud), Tiger
Fang (2500 - Tifa), Heavy Vulcan (2700 - Barret), Prism Staff (2600 - Aeris),
Silver Barrette (2500), Pinwheel (2600 - Yuffie), Green M-phone (2400 - Cait
Sith), Silver Armlet (1300). If you now go up the short set of steps, you
can enter the room straight ahead of you where Barret talks about how the
group AVALANCHE was born. Throughout the conversation, you can choose to
discontinue his banter, or for him to continue. He is also sad that now,
AVALANCHE is no more. Theoretically, that's true, but, he still has his group
and friends that still're fighting against the Shinra. Ok, now leave the room
that Barret is in and head through the room at the right side of here. Now
you are back on the outside, overlooking the denizens down below. Proceed on
up the stairs, and in the next area, you shall first see a child in front of a
giant metal door. This is significant for later. Well first of all, the only
thing progressive to the game here is to climb the ladder, and this takes you
to a huge research observatory/laboratory. As you emerge from below, enter the
first room into the research facility. My lord, is that not the most tremendous
telescope you ever did see? Go up and speak with Red XIII. He introduces you to
his "grandfather", Bugenhagen. He is a very intelligent and knowledgeable man.
Now, he's not Red XIII's true grandfather, per se, but, it's honorary.

He thanks you much for taking care of Red XIII, and for helping him out while
he was away from the safe confines of Cosmo Canyon. Apparently, Red XIII is not
an adult, but is still a child. Sure, he may be 48 years old, but due to his
tribe's incredible longevity, he can only be considered a 15-16 year old
teenager in human reckoning. Cloud is blown away by this, since he is very
quiet, deep, and of course, intelligent. Bugenhagen thinks that's kind of
funny, actually. Red XIII then says that he wants to be an adult so that he can
protect and defend any protuberent enemies. Bugenhagen doesn't think that he's
ready, however. He says that if Red XIII were to do that now at this time, it
would just destroy him in the long run. He then talks a little about the stars
of the great city of Midgar, but then says that that is a bad example, as
looking up too much causes you to lose perspective. He then starts floating
over the table and says that when it is time for the planet to die, you shall
understand that you asolutely know nothing. Huh? Cloud asks how Bugenhagen
knows that the planet'll die tomorrow or perhaps 100 years in the future (and
that isn't long off). He replies that he hears the cries and the anguish of the
planet itself. Then an eerie noise is suddenly heard throughout the observatory
and the camera starts changing. Cloud asks what the sound is, and Bugenhagen
says that it's the sound of the stars in the heavens. While this goes on,
planets are born, and die. Then another sound happens, and that's a scream from
the planet.

Red XIII then says that your party has come on a quest to save the planet from
complete destruction and damnation, and suggests that Bugenhagen show them his
apparatus. Apparently he finds it ridiculous that they've come to "save the
planet", but it wouldn't hurt to show them anyway. Some random villager enters
and says that several odd looking people have arrived (???) Red XIII goes off
to look for characters, and then says to pick people to be in your party, as
only three people can fit in Bugenhagen's Planetarium. Now how many of you knew
that one was coming? I mean, could it be any more obvious. I'm surprised they
didn't have some huge flashing light above his Planetarium that said "Only 3
People Allowed At Once!". So, don't go to the savepoint yet for PHS, but go
to the room to the left down the stairs and that'll be a shop later, remember
that. Or, you could just talk to one of your scattered party members to put
together a party. Once your party is chosen and gathered together, head back to
Bugenhagen. Enter the first door on the right and you're in what looks to be a
rather little room, but you'll soon see it transmogrify into the most awesome
and realistic Planetarium you've ever seen. Now, speak with Bugenhagen and he
activates the machine, and everything around them goes dark besides what's
above them. You are then elevated to it, and it's like you're really in outer
space. Who you have in your party now does affect the scene itself, but nothing
later on as with emotions or anything of the sort. What an awesome laboratory
ya got there, Bugen. It is the most technologically advanced thing in all of
Final Fantasy VII.

All the workings and miracles of space are transfered and relegated into this
3D Holographic System, where it transmits pretty much the exact image of
whatever is going on, give or take colossal disproportinations in size. You
then see a shooting star fly across, a planet with its orbiting moons, and then
some asteroids being drawn in a blackhole off in the distance. Bugenhagen, of
course, proud to boast this accomplishment of a research lab (who wouldn't?),
brags slightly about it. Then, the information and knowledge-giving starts. He
begins by pointing out the obvious, that all humans eventually die, and are
then decomposed and returned to the planet whence they came. But, what happens
to their hearts and their souls once they die? This is answered in the same
way: it is also returned to the planet. Not only humans' are, but anything's.
The spirits that are then returned to the planet merge and fuse with each other
and roam the planet, thus the the Lifestream is born. A new child is blessed
with "Spirit Energy" from the Lifestream and are born into this world. Then,
years later, they die, and the Spirit Energy that they "borrowed" for their
lifetime is given back. Bugenhagen's digressed, so he shows you something that
makes you understand better. It depicts a person on Earth dying, along with
trees, and them returning to the planet, and shows the Lifestream and Spirit
Energy. He then shows what would happen if it were to disappear by taking it
away manually, and the planet dissintegrates. Damn, Shinra'll do that to the
planet if they don't f'ing stop! All that he just recently explained are the
basics of the Study of Planet Life. Spirit Energy is possible because it exists
within Nature, and if it's forcefull extracted and manufactured like Shinra's
doing, it can't accomplish its true purpose. The conversation continues into
the subject of Mako Energy, and how all it'll ultimately do is destroy the
planet. Your party then gathers again, and returned back to the ground.

After a few more statements from Bugenhagen, you're then free again to roam
about as you please. Note: if you back to the room where Barret was a bit
earlier, and you can learn about the Promised Land from the guy who'd lost
something previously, but had located it now. Also, at the end of his lesson,
he says that your friends are all at Cosmo Candle (aka huge bonfire on the West
side of town). Now, before joining up with them, I suggest going to the Inn,
entering the bedroom (without paying unless you want to rest, too), and search
under the sofa there for an Elixir. Now, leave and meet your party by the Cosmo
Candle. Talk to everyone. Yuffie thinks this place is very boring, and wants to
go find some Materia. Cait Sith is remembering being here once before, and
wonders just how many years it's been. Barret talks about how Cosmo Canyon was
where AVALANCHE started. He has once promised Wedge, Biggs and Jessie that
after they beat Shinra they'd go to Cosmo Canyon and celebrate, but now they're
gone, and they died for the planet. Everyone here hates Shinra, and he wonders
if his partners will ever forgive him. He then goes on to state that if there
is anything he could do to help, he's going to do it, nor does he care the
reason. AVALANCHE is reborn, and so he voices that fact. Aeris talks about how
the elders taught her many things, and now she knows...she's alone... Cloud
shows some human compassion, but to no avail, really. Tifa starts talking to
you about how bonfires can make you remember all sorts of things and memories.
Then she speaks about that incident five years ago, but she's too afraid to
ask, but Cloud insists that she tells him. It feels to her like Cloud is going
far away, and out of her reach. Forget this, this isn't FF7, this is Inuyasha!
Afterwards, go to talk to Red XIII. He's recollecting memories about how when
he was young, they were once around Cosmo Candle like this. He then says how
whenever he talks about his mother, he's prideful, but when of his father, his
heart is consumed by anger.

It's at that time that Bugenhagen comes out of nowhere and wonders if Red XIII
honestly can't forgive his father for what he allegedly did. He can't, of
course, because he supposedly left his mother for dead, and when the Gi tribe
attacked, he left with such cowardice, and it was up to his mother and the
people of the canyon to fight. Bugenhagen then asks Red XIII to follow him, as
there is something that he must see. He then suggests that, since the place
they will be going to is dangerous, Cloud and one other person come along with
them, so choose your character wisely. Afterwards, if you want, if you think
you made possibly the wrong choice, talk to any one of the other group members
to switch them in instead. Now, follow Bugenhagen up the Western side of the
mountain to where that big steel door is. Now, talk to Bugenhagen. He then asks
if you're ready to enter, and if you wish to proceed, choose the first choice,
but if not and you wish to make more preparations, press "just a minute". Note:
you may want to skip down a few paragraphs to the boss strategy to know how to
prepare adequately. At any rate, once you're ready, tell him, and he opens up
the door and after some pointless banter, they all enter in.

First, climb down the ladder, and then the small rope that is on the platform
below (Note: you'll notice the Cosmo Canyon music begin to fade as you climb
down further and further and further). From that point, make it down the even
smaller ladder, and then the next rope downwards. Next, down the next ladder,
then two more ropes. At the very bottom, head through the door into the next
area.

This is a tough area, and has a lot of new and challenging enemies. The first
of them being the Sneaky Step. They only have one attack and it's called Triple
Attack, and it only does from 50-60 damage. The other thing they possess is
Death Sentence (I don't really consider this a move, but more like a status
effect). It puts Death Sentence on one character, and then it counts down 60.
This is also a learnable Enemy Skill, so...yeah... They only have 600 HP, so
one summon should do it. Hegs are the next enemies that are on the list.
This monster's activities are quite frequent (meaning in battle appearances).
They show up in large groups usually, and sometimes even with Sneaky Steps.
Poison Fang does about 50 damage + Poison effect unto one character. Then
there's its Halt Whip attack, as well. It has 400 simple Hit Points, and a
weakness to Ice magic. Poison, as you may have guessed, is absored by Heg.
Lastly, we have the Gi Spector, who is the most powerful enemy in these parts.
They have three attacks: Skewer, Hell Spear, and Death Sentence. 450 is the
HP that they're packing. They also are undead creatures, meaning that using
curative magic/items will inflict damage upon it. They also have a weakness to
Fire, so using lvl2 of that will ruin its life quite nicely. Here you can
examine in tons of caves for enemies and items. There is the Added Effect
Materia in this section, so take note of that. In the next area, after you've
pretty simply made it through this one, there is an Ether and Black M-phone.
Note: do not step on that goowy looking stuff on the ground, as it runs you
into a wall of spikes for some hard damage. At the next area there is a few
Stinger enemies to fight (spider-looking creatures that are really powerful and
annoying). There's also the Fairy Ring, X-Potion, and Turbo Ether in this area,
as well. In the next area, we engage in a boss fight with the Gi Nattak and its
little Soul Fire henchmen.

===============================================================================
-   BOSS: GI NATTAK, SUB-BOSS: SOUL FIRE (X2)                                 -
===============================================================================

-------------------------------------------------------------------------------
-   BOSS: GI NATTAK                                                           -
-------------------------------------------------------------------------------

-> Monster's Name: Gi Nattak
-> Monster's Locations:
- Cosmo Canyon - Cave of the Gi (forced)
-> Monster's Level: 29
-> EXP for Defeating: 1400
-> AP for Defeating: 150
-> Gil for Defeating: 3000
-> Item Dropped from Monster: Wizer Staff x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 5500
-> Monster's MP: 200
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   70,  70,  1,   75,  25,  140, 0
-> Fire (normal), Ice (normal), Lightning (normal), Earth (immune), Poison
(normal), Gravity (immune), Water (immune), Wind (normal), Holy (weak)
-> Immune: Silence, Sleep, Poison, Confusion, Petrification, Paralysis,
Berserk, Frog, Small, Slow-Numb, Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Aspil                    1   1    MMAb  -     Mag   2       255  X  X
* DeBarrier                12  1/A  Mag   -     -     -       255  X  X  (1)(2)
                                                                         (3)(4)
* Drain                    1   1    MgAb  -     Mag   6       255  X  X
^ Spear Attack             0   1    Phys  Pnch  Phys  35      100  X  X
* Take Over                0   1A   -     -     -     -       I    X  X  (5)

(1) remove Reflect [100%]
(2) remove Shield [100%]
(3) remove Barrer [100%]
(4) remove Magic Barrier [100%]
(5) controls 1 Soul Fire ally to possess 1 character

--> Attack Pattern:

-> Basic Pattern:
Action Count increases by 1 every turn Gi Nattak takes
Gi Nattak Pre-Selects a character at the beginning of battle
Is Action Count 0, 2?
Yes: Does Pre-Select character have Barrier or Magic Barrier?
     Yes: 2/3 - do nothing
          1/3 - DeBarrier on Pre-Select character
     No: 3/5 - Drain on Pre-Select character
         1/5 - Spear Attack on Pre-Select character
         1/5 - Aspil and Spear Attack on Pre-Select character
No: Is Action Count 1?
    Yes: Has left Soul Fire not been used to Take Over Pre-Select character and
         has Pre-Select character not been possessed?
         Yes: Take Over on Pre-Select character
              Pre-Select character is possessed
              Left Soul Fire is untargettable
         No: Spear Attack on Pre-Select character
    No: Has right Soul Fire not been used to Take Over Pre-Select character and
        has Pre-Select character not been possessed?
        Yes: Take Over on Pre-Select character
             Pre-Select character is possessed
             Right Soul Fire is untargettable
        No: Spear Attack on Pre-Select character
            [Action Count -1]

-> Special KO Pattern:
Is Gi Nattak's HP 0?
Yes: Are any Soul Fire not under KO?
     Yes: remove any Soul Fire not under KO
     No: KO immediately
No: follow Basic Pattern

-------------------------------------------------------------------------------
-   SUB-BOSS: SOUL FIRE                                                       -
-------------------------------------------------------------------------------

-> Monster's Name: Soul Fire
-> Monster's Locations:
- Cosmo Canyon - Cave of the Gi (Gi Nattak battle) (forced)
-> Monster's Level: 21
-> EXP for Defeating: 200 (only if KO'd)
-> AP for Defeating: 10 (only if KO'd)
-> Gil for Defeating: 100 (only if KO'd)
-> Item Dropped from Monster: Phoenix Down x1 (8) (only if KO'd)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1300
-> Monster's MP: 220
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   16,  130, 1,   60,  16,  10,  0
-> Fire (absorb), Ice (normal), Lightning (normal), Earth (immune), Poison
(immune), Gravity (immune), Water (immune), Wind (weak), Holy (weak)
-> Immune: Silence, Sleep, Poison, Confusion, Petrification, Paralysis,
Berserk, Frog, Small, Slow-Numb, Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Fire2                    22 S/1/A Mag   Fir   Mag   20      100  X  O
  Relinquish               0   S    -     -     -     -       I    X  X  (1)(2)

(1) relinquish possession over character - return to Gi Nattak side
(2) Miscellaenous/Animation

--> Attack Pattern:

-> Basic Pattern:
Have left or right Soul Fire possessed a character?
Yes: Is possessed character under KO or has possessed character been possessed
     for 4 turns?
     Yes: Relinquish on self
          Left or right Soul Fire is back on Gi Nattak's side
     No: Is Soul Fire's MP greater than or equal to 22?
         Yes: Fire2 on possessed character
         No: do nothing
No: Is Soul Fire's MP greater than or equal to 22?
    Yes: Fire2 on self
    No: do nothing

- STRATEGY: Any summon works well against the Gi Nattak itself, as they all do
significant damage. There is no one most useful, but any one past Choco/Mog
(meaning Shiva, Ifrit, Ramuh, and Titan), can do some amazing damage to it.
That is why I suggest having them all equipped, and one person will of course
have two (may two people will have two if you also wish to equip Choco/Mog).
It sometimes uses Take Over attack to send a Soul Fire to possess you. At this
time, it occasionally does Fire2, which does from ~250+ damage. If it's not in
your body, and its HP is sometimes down, it uses Fire2 on itself to recover
some of its own HP. I suggest killing these guys off first. If a Soul Fire does
possess you, if you have Reflect on the character that is Reflected, Fire2 will
still Reflect off of your character, but it will hit the internal Soul Fire
still, thus healing it as it would when you're not possessed. Remember, all of
these (including Nattak) have a weakness to Holy, so curing can actually hurt
the things. Never use Fire spells on the 2 Soul Fires, as they absorb the
effects. You should have a lot of Ethers and Hi-Potions handy to counter Aspil
from Gi Nattak. With all that being said, after Nattak's 5500 HP is gone,
thusly ends the fight with you getting a Wizer Staff and a Phoenix Down.
- Note: of course, Limit Breaks are great here, too.

Get the Gravity Materia after the fight is over with, and the conversation is
completely finished, as well. Then, follow the rest of them and an emotional
scene ensues. Bugenhagen starts it by saying that to the above is the warrior
who fought against the Gi. This warrior prevented them from taking even the
slightest step into Cosmo Canyon. However, he was never, ever able to return
to Cosmo Canyon. That is Nanaki's father, the great warrior of legend, Seto.
The scene switches up to Red XIII's father, Seto, who's cast in stone with many
sharp objects through his body. Red XIII is in awe after finding this out.
Bugenhagen then says that Seto stayed here to fend off the Gi tribe from here,
and it was all to protect Cosmo Canyon. Seto continues to protect them, even
now while his body is nothing but a statue, and the poisonous arrows through
him. Red XIII has made a huge error in his belief about his father, and now he
sees that, because of Seto and Seto alone, that Cosmo Canyon is safe. He wants
to know if his mother knew, and she did, and they were the two that made
Bugenhagen promise to lock the cave shut closed, and completely forget about
it (probably for the good of the canyon). Bugenhagen then asks if Cloud and
Yuffie would please leave them alone for a while. They comply and undersrtand
why. He then says that he wants Red XIII to continue on their journey so that
they can make a difference, although he doesn't believe it's truly possible.
He wants to aid a planet in misery. Heh, and he can't do anything about it
directly, as this year he's turning 130 years old! Then, at the end of the
cutscene, Red XIII says he's going to come back a true warrior to the noble
name of "son of the great warrior Seto". Then, Seto starts crying crystal tears
and howling along with Red XIII. Touching. You will receive the Seraph Comb
(a Memento of Seto) after the events. Now, you're all back at Cosmo Candle.
I suggest buying some stuff before hitting the road with your newly-repaired
Buggy. Select your new party. Now, before they leave they have a few words
about Red XIII, and you can start to leave through the front gate. Now, Red
XIII comes and rejoins you, then you can officially leave from Cosmo Canyon.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        World Map/Road to Nibelheim
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

All right, first you must ride off the Cosmo Canyon mountains to the North side
and then across the river there. From here, start heading in a Northernly
direction. You'll need to cross a river a little to East, as well. You see the
dot third fartest North on the Western continent? Well, that is where you are
having to go for now. Continue to the North past the river and there's a new
bunch of enemies that make their debuts. One of them being the Valron. First
of all, they boast 950 HP, and that may or may not be something difficult for
you to deal with. They sometimes put up M-Barrier, which as you previously
discovered with Rufus' Dark Nation, that it halves the regular damage from
magical spells. This means that not even Beta stands a chance of killing it if
this is on! The Jump Kick attack it does does about 120-150 damage, and
sometimes more. It also has Demi3, which does damage proportional to 75% of the
one target's HP. Diving Kick does some good amount of damage when used, and it
seems as though it has something to do with your current HP, but I have no way
of actually proving this theory. Speed Punch of its does a quick attack that
does around the vicinity of 100 damage to one character. Nibel Wolves are
quite the bothersome little pests, they are. Their Fang attack causes around
100 points of physcially based damage to one character, which isn't too much.
Their Bodyblow attack does the same amount, if not a little more (which kind of
puzzles me, as a piercing blow should always be more fatal [or in this case,
damaging] than a blunt attack). Normally, this wouldn't be any sort of problem,
but, they have 700 HP, and sometimes if you kill them and leave another one
alive, they use Howling. This reanimates another Nibel Wolf with the full 700
HP maximum. They either come alone in pairs of two, or like that paired up with
one Valron.

The last enemy on the agenda to cover for this area is the Crown Lance. No, you
cannot find them by roaming the fields and plains scrounging to find them, but,
you can locate them successfully if you search on the beach shores. This guy
has two dangerous attacks, and one laughable attack. The pathetic attack is its
Claw. All it does is a pitiful amount of around 50 dmg. They can use Sleepel
to obviously put you to Sleep status. They can use Bolt for Lightning damage
(hey, what'd you expect? It's a damn jellyfish, for crying out loud!). Their
last attack is only used as a counter-action to any sort of oppressive means
against them, and it is called Deadly Needles. It inflicts whoever just acted
against it with the Petrification status, so, you'll want to try to kill them
all in one sweeping blow. They come singularly, or in pairs, so watch out, and
know how to kill them all at once if in grouped situations. You can exploit and
expose their weakness to Fire and destroy them like a plague from hell with
lvl2 Fire magics. Then again, avoid using any types of Earth magic, as it's
completely immune to it. Plus, if that's not enough, it adds the other limit
that you can't use Lightning without the monster absorbing it and regaining
some HP. Note: if you get all characters Stoned by Deadly Needles, it's a Game
Over automatically. Anyway, enter on into town when you're ready after enough
training, spraining, and Gil gaining.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                             Area #23 - Nibelheim
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Dorky Face, Ghirofelgo, Judge, Lost Number (B - perhaps), Black
Bat, Mirage, Ying/Yang
-> Items/Weapons/Armor: Elixir, 2x Luck Source, Platinum Fist, Turbo Ether,
Mind Source, Silver M-phone, Twin Viper, Enemy Launcher, Magic Source, Destruct
Materia, Odin Materia, Cosmo Memory Manual
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Welcome to Nibelheim, hometown of Cloud, and of course, let's not forget Tifa
and those breasts of hers... Wait, what am I thinking? Those voluptuous things,
them. Anyway, getting back on track, from where you start off in Nibelheim, go
forward until your party comes out. Whoever's in your party from hearing the
flashback story will be confused, because Cloud said that this town was burned
down to the ground by Sephiroth, that benevolent bastard. Cloud remembers the
intense heat of the flames around him, but apparently there's some disbelief
from some of the party members. Of course, Yuffie'd be confused if she's in
your party, though, as she wasn't there for the story of five years ago. This
is all very confusing, but at any rate, start exploring your way around town.
I first suggest going to the place next to the inn, which is the Item Shop.
You can talk to the person in the back, and they say that you've been runnign
business there for a long time, and Cloud accuses them of lying. They ask if
you have anything to do with this town and you get two options. Choose. The
freak to the right side in all black, has a number "12" tatoo. You can steal an
Elixir from the guy, too. Cloud is such the bully. The man is a Sephiroth
worshipper. He follows Sephiroth like a satanistic religion (very much like
the Zio case in Phantasy Star IV, if you've ever played that for the Genesis).
"Can you hear the voice of Se...phi...ro...th..."? Well, the Item Shop owner is
selling Potions (50), Hi-Potion (300), Phoenix Down (300), and Tent (500), and
that's it. Very degraded from some of the more recent other Item Shops. So,
after leaving the Item Shop, you have a new sense of beleaguerment.

If you head into Cloud's house, surprisingly nothing insanely emotion occurs,
however, there is another woman in his house. That wench! If you talk to her,
choose to hear her story out. It's mainly Cloud's story, saying he lived there
until the ripe age of 14, but then she asks if you're sick or something, and
then kicks you out. Don't take any crap from her; don't leave. Be a rebel!
Actually, don't leave, as she, along with everyone else, don't seem to remember
you or Tifa whatsoever. What the hell is going on? In Tifa's house, there's
yet another one of those freaky guys in black cloaks, praising Sephiroth. He
says something about bringing something to Sephiroth and become one with
Sephiroth. What can that mean? The guy there is #5. Upstairs there's another
one of the cult members, and he's number 4. You can pilfer the Platinum Fist
for Tifa from him. He's wondering where his damn "Great Sephiroth" is. If he
was up your God forsaken ass you'd know damn well where he was. Now, go
upstairs in the house next to Tifa's. There's too more of those guys, and they
appear to be strangely whacking off in their gothic, psychopathic sort of way.
You can get a Luck Source from them, as well. Now, to the North of town, the
strange guy to the left gives you a Mind Plus, which is pretty much the not-
completely-translated version of a Mind Source. The one on the right says that
the great, almighty Sephiroth is in the mansion...calling... Ok, so, rest at
the inn if need be, but once you've accomplished all of this, head on into the
Shinra Mansion.

Once inside, you instantly know that they weren't lying, outside the gate,
because the Sephiroth Theme plays. Time to examine every single enemy in this
mansion, starting from the basement, and then moving our way up to every other
area of this place. First of all, the Black Bat is a common encounter in the
basement. These guys are nothing to worry about. All they have in their favor
is a good amount of HP to dispose of. But, their attacks really do nothing but
make it seem like Squaresoft didn't make an enemy with no attacks (besides
Warning Board, but that's a different story), as they're not very strong at
all. It's of course weak to Wind and immune to Earth, so take both of those
elements into consideration when dueling with Giant Bats. Now, the most
troubling enemy in the whole place, Ying/Yang. It's two enemies that coexist
with each other. Each of them has their own strengths, weaknesses and strong
resistances. Yang, for me, being the more annoying of the bunch, is strong to
magic type attacks. And in conjunction with that, Ying is strong against the
physically inclined attacks. So, what you are to do is to flip that around on
them and use physical attacks on Yang, and also, magical attacks on Ying.
They each have 1200 HP, which is still a good amount for a regular enemy even
for this stage and time. What's more is that Gravity doesn't work on them (no
Laser or Demi this time, bub), so their HP can't be quickly depleted. Of course
you have some other powerful magics to fall back on, too. Each of them has one
attack. One has Bolt2 and one has Ice2. Both of them, as you know, are
definitely not the most pleasant in the world. Now that that is done, we do
Judge enemy up above. This is a very interesting enemy, and is somewhat of a
semi-prep to a boss that you may be facing soon enough. They have a scale, and
it tips regularly. One side is physical, one is magical. Current state is
correspondent to their current attacks. A major noteworthy point about the
Judge is that it can utilize an attack ????. It's learnable with Enemy Skill
Materia, as well. Dorky Face, the very funnily named enemy around here, is a
really bad enemy to run into, and that happens VERY often. It has Funny Breath
which Confuses your party, and Curses, which Silences a character. It also has
a Cutter physical attack, but that's nothing to fret over. While its 520 HP
may not be much to handle, its attacks are fatal, and proper preparation is
crucial, and you'll soon realize the futility of fighting with them without the
right stuff. Last but not least is the Ghirofelgo. Its some insane deranged
monster on a guillotine. He has 1600 HP, and his "Slash" attack can do some
high damage, but that's pretty much it. But also, Gravity magic does 2x Dmg to
it, so, he's easier to kill, although he does have a total immunity to the
Earth status.

Now, time to start for real. Anyway, I'm going to first detail how to finish
the major sidequest (which I seriously recommend you do now), and how to get
the Odin summon Materia, and Cosmo Memory Manual for Red XIII, and also how to
get the game's last secret character, Vincent.

Heh, you'll definitely be glad when you get him in your group. He's not really
a human, but he's more of a half-man, half-demon. He is not too hard to unlock,
but it might be more of a challenge (and lengthy process) than unlocking Yuffie
Kisaragi was. He's a powerful character, and he also has a special limit break
case. Whenever he uses a limit, he transforms into an uncontrollable demon
which does major damage. He's my favorite character in the game (not because of
strength or usefulness in battle, because Cloud would win that), but because of
his attitude, personality, awesome mysteriousness, and how he's so enigmatic.
Now, there are a few requirements you must do in order to even start to get
him. The first main one would be to have have opened the safe and received the
Key to the Basement item. More on this in just a bit. Ok, so, here's how to get
the Key to the Basement and unlocking the safe here in the Nibelheim Shinra
Mansion.

Now, I suggest that you are pretty prepared level, stat, item, and Materia wise
since you're going to have to put it to some use in just a bit while trying to
get the Key to the Basement. First thing: you want to get on over to the
Nibelheim Shinra Mansion that you have unmistakably been there before. Well,
first you fly over to Nibelheim, and then you enter the mansion, but you get
the picture, right? Anyway, if this is your second time through the mansion,
I suggest that your levels be at least near the 30 range before you enter the
mansion and even consider trying to get this. Now, you may read the note that
some insane and psychotic person left behind, explaining and twisted game that
he apparently made with his demented sense of humor. Someone tell the guy that
no-one's laughing... Well, in the note, he describes (in a lot of detail, too,
the crazy lunatic) how the game plays out, and what you'll need to do to fully
succeed. He also describes what they've done to one of the Turks, who's been
genetically altered and put in a safe (ah, so this is "the safe") upstairs in
this mansion. But, it being a safe, you can't just barge up there and open it
and expect to get your reward. Nope, you have to find the code to unlock it,
and there's four you must find. Now, just how will you go about doing this?
You're going to have to scout the whole mansion for clues and evidence leading
to your answers. You get to play detective!... sort of. Anyway, your next stop
is Clue Location Nation. Enjoy!

Now, where are earth do we begin to look for clues? Well, that's simple, it
tells you in the notes you found to the left side of the entrance to the Shinra
Mansion. The clue is simple, yet the answer you might find to be quite complex.
Maybe not. It states something about the first clue answer being in an area
with much oxygen in it. Hmm... you may be thinking that there's oxygen
everywhere, and that there cannot be any specific answer. Well, let me put it
simply: you're wrong. All right, we're going to have to think a little about
this. What is the natural resource that actually produces oxygen? That's a
simple one if you actually passed elementary school. It's produced by something
called plants. Now I could get into a huge lesson on this, but this is an FF7
guide, and I despise science class, so, no... We are now required to look all
over the Shinra Mansion in order to find a good supply of oxygen-producers (aka
plants). Don't worry, the mansion isn't too huge, so you won't be looking for
more than five minutes. It's in the area where you can get Enemy Launcher, and
it's on the top of the treasure chest where you received that. So, check it
with the action button, and that's how you received your very first clue for
the secret safe upstairs.

Second clue is *much* more complicated to figure out than the first one. So if
you thought that the first clue you had to look for was even remotely difficult
or mind-boggling, I suggest you pull yourself together and do this one. You
have to already know the mansion like the back of your own hand, or, you can
just read this FAQ and make it all extremely easy for you. Well, it says some
stuff about ivory's short tea & ray. You may be thinking what the hell? You
don't know any relationship between ivory, tea, and rays. Well, if you don't
know much about the mansion you may want to run a long and detailed examination
of the whole mansion. During this scan over the mansion, you may spot out a
piano. There's your first clue right there! Yes. Now, I've studied the piano
for a good amount of time at one time, and I know them back and forward. So,
it all lies within what pianos are made out of. Or more precisely, what are the
keys made out of? The answer is ivory. So there's the very first part of your
clue, but what's this shit about tea and ray? Heh, this one actually had me
stumped for about twice as long as the ivory part. It was pretty confusing to
me. Once you play the piano once, you realize that the "ti" key, and the "re"
key are out of function. Well, ti makes the tea sound, so this already makes
sense. And re is pronounced like ray, and not like in "real". So, all of your
clues lead up to this one piano, but when you examine it, nothing happens, and
no number is revealed. The solution to this problem is checking behind the
piano itself, and then there's your next number puzzle solution.

This next clue really made me ticked for quite a long time the first time I
was attempting this. The clue says that the number will be located five steps
to the left direction, nine steps in the up direction, left twice more, and
then from there (the squeaking floorboard), you go upward for exactly six more
steps. The squeak in the floor will be near a chair. Ok, you may be having a
headache right about now from thinking just where to begin. Don't blame you,
but that's what I'm here for. Well, not only must you take careful steps in
order not to over-walk your steps (after you find beginning point), but you
must also press the action button every step to examine that area of the floor
to see if it's squeaking to find the beginning point. But don't use those
directions from the very beginning. Instead, you must first find the creaky
floorboard. This will be located nearer to the stairs that go on and lead into
the basement. From there, use the directions to find the next number for your
combination (5 left, 9 up, 2 left, and 6 up). Now, the next one is easy, so
don't worry about too much more work (if any at all). Go back to the note, and
there is no "real" fourth clue at all. Just simply move down and click where
the fourth clue supposedly should be and press circle. Now, Cloud then sees
that the last combo number is there already written, invisibly. Now, you have
all of your numbers.

All right, you can now go upstairs to the safe. When you examine the the safe,
it gives you some sort of attempted-scary warning. Ignore this completely, of
course, and proceed to entering your combination. To do this, you have to use
right and left to get to the correct number needed from the combination that
you've one-by-one collected. When you get to the number that you need to enter,
you simply press the circle button. Be careful, though, not to exceed the
number, as that will result in you losing and having to try again. Not only
that, but to make things slightly more difficult on you, you must do this all
in 20 seconds. The combination is the following: 36 right, 10 left, 59 right,
97 right. Now, you must fight a boss--Lost Number--to proceed on.

===============================================================================
-   BOSS: LOST NUMBER (FIRST FORM)                                            -
===============================================================================

-> Monster's Name: Lost Number
-> Monster's Locations:
- Nibelheim - Shinra Mansion - Second Floor (open the safe)
-> Monster's Level: 35
-> EXP for Defeating: 2000
-> AP for Defeating: 80
-> Gil for Defeating: 2000
-> Item Dropped from Monster: Cosmo Memory x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 7000
-> Monster's MP: 300
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   80,  120, 1,   82,  35,  280, 1
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Sleep, Confusion, Petrification, Berserk, Frog, Small,
Slow-Numb, Manipulation, Death, Death Sentence

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Bolt                     4   1/A  Mag   Lit   Mag   8       100  X  O  (1)
* Bolt2                    22  1/A  Mag   Lit   Mag   20      100  X  O
^ Punch                    0   1    Phys  Hit   Phys  16      95   X  X
  Transform [1]            0   S    -     -     -     -       I    X  X  (2)
  Transform [2]            0   S    -     -     -     -       I    X  X  (3)

(1) dummy attack
(2) transform into second form (physical)
(3) transform into second form {magical)

--> Attack Pattern:

-> Basic Pattern:
Action Count is 0, 1, 2 (chosen randomly)
Is Action Count 0?
Yes: Punch on random character
     [2/3 - Action Count +1]
     [1/3 - Action Count +2]
No: Is Action Count 1?
    Yes: Punch on random character
    No: Is Lost Number's MP greater than or equal to 22?
        Yes: Does at least one character not have Reflect?
             Yes: Bolt2 on random character without Reflect
             No: Punch on random character
        No: Punch on random character
            [1/2 - Action Count is 1]
            [1/2 - Action Count reset to 0]

-> Counterattack Pattern:
Is Lost Number's HP less than or equal to 3/6 of its MaxHP?
Yes: Does Lost Number not have Paralysis, Stop?
     Yes: follow Basic Pattern
     No: Was the attack that made Lost Number's HP 3/6 of its MaxHP physical?
         Yes: Transform [1] on self
         No: Transform [2] on self
No: follow Basic Pattern

- STRATEGY: Damn, the whole surrounding of mysteriousness, and an eerie
tranquility suddenly turns to insanity once you open up the safe. I bet you
didn't think it'd be this enemy would be just so God-awfully deplorable,
disgusting, repulsive, and gruesome. Well, I made just minor preparation
suggestions in the first paragraph of this section. Anyway, as I stated before,
your lvls should be near 20-25 vicinity, and you should have a plethora of
healing items, and a few linked Materias that I'm about to get into. You may
want to have Cure-All on as well, so if you all start getting big damaged, one
Cure will heal you all back up. Another one to have, since it can attack quite
quickly is Haste (Lunatic High by Red XIII), to use, so you can have a lot of
quick and deadly attacks on it. Now, let's talk statuses. It's susceptible to
quite a few, and immune to many. How do we know which ones? Well, just look
upwards and I have them listed right there.

Poison by itself on it could prove to be a bit useful. Poison is best when Bio2
is done, since it also does the 2nd biggest amount of pre-damage when applied.
No magical elements should really be used here, and this is mainly because none
of them do anything special to it (just normal damage), and it's invincible to
Gravity moves. So don't do them. But, there is always some useful magic, like
Beta or Aqualung. When you've taken him down to about half of its health (3498)
you engage in the second halftime of battle. During this, only half of Lost
Number remains (unless one of your attacks completely kills off 7000 HP, in
which case you don't have to worry about this). But, we're speaking hypothical
here. So, half of it will be eliminated, and the remaining portion is
determined by one of two factors. Blue side will remain if red dies, and red
side will remain if blue dies. Blue dies if halftime attack physical (normal),
and red dies if halftime attack is magically inclined. Blue is physical side,
and red is magical side. Both increase in power, however, so be warned. Some
summons like Shiva, Ifrit, Titan, and Ramuh come in really handy, too.

Now, once the fight comes to a conclusion, and everything's done and over with,
you hit the jackpot. You can pick up the red summon Materia that's dropped out
of the safe, which is Odin. There's also the Cosmo Memory Manual that you get
once you beat it for Red XIII. Then, examine inside safe to receive the Key to
Basement (aka Key to Unlocking Vincent Valentine). Now, we head towards the
spiraling wooden staircase leading to the basement (which if you go further
than we need to go you'll reach Sephiroth's Library). But, we needn't go that
deep, but only about halfway into the purple -ish basement. Then, there's a
door (which the first time I played, I found partially hidden, but now I
realize that it's quite obvious to spot). So, you use the Key to the Basement
on it, and there's tons of coffins in there, you see. There's only one of
importance, however, and that is the one in the middle of the room. Open it,
and in there is Vincent Valentine. You talk for a little while, and he talks
about atonement. If you choose Sephiroth option, he gets pissed and jumps out
and lands quite perfectly on the edge of his coffin. You then talk more. Later
he goes back in, and then you open it back up. He speaks about Lucrecia
(Sephiroth's mother, and apparently Vincen't past love), Sephiroth, The Jenova
Project, and Professor Gast. This is one of the reasons he is in this coffin.
Also, you learn about his past involvement with Shinra, but now he despises
them, and wishes revenge. You speak about your story, and how you're after
Shinra and Sephiroth. He then goes back in his coffin, and you attempt to leave
but then he stops you. He asks if you'll be meeting Hojo, and you say yes, so
he complies and goes with you on your quest.

Anyway, back on the main path, you can head to the room to the right of the
mansion's main entrance and pick up the Silver M-phone from the box. In the
room under the stairs and to the right you can also pick up another equipment
piece called Twin Viper. Enemy Launcher is in a chest to the top right of the
Shinra Mansion. Anyways, make your way towards the basement (up the stairs to
the right). You can get a Magic Source from a box in here, too. As you make it
down the basement, remember to be mindful of the enemies here, as well. There's
also another enemy, and it's mainly found on the rickety wooden staircase
leading down to the basement. It has only one attack, Slice, and it does around
100+ damage. The only other thing about it is that it has 570 HP, which is
quite humorous now. Now, as you head down the basement, in the second area of
it, there will be a door along the back wall near the very start. Ok, with the
Key to the Basement in your possession, open the door and go in side. Now, read
the above paragraph to learn what to do in here. Afterwards, you'll have a new
character, Vincent Valentine, a former member of the Turks. Now, head into the
library and into the back area.

Sephiroth is here. He says that just being there brings back memories (and for
Cloud, probably not the fondest ones, either). He asks if you are going to be
participating in the Reunion that all of those psychopaths in a state of mass
delirium and dementia outside were talking about. Cloud doesn't even know what
the Reunion is, though. Now is when things get confusing. He says that Jenova
will be at the Reunion, will join the Reunion, and become a calamity from the
skies. Cloud is confused as hell, obviously, as any normal human being would
be. This leads Sephiroth to believe that you don't have the right to be in that
Reunion. He says now that he's going to the North, past Mt. Nibel, and if you
wish to find out what all of this means, then you should follow him. He is
still confused. Note: "Calamity from the skies" has some humongous significance
in what this story's about. He then throws a Materia at you, and he flies away.
It is the Destruct Materia. Now, leave the Shinra Mansion and head out from the
North side of town to Mt. Nibel.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                             Area #24 - Mt. Nibel
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Sonic Speed, Dragon, Screamer, Kyuvilduns, Twin Brain, Zuu
-> Items/Weapons/Armor: All Materia, Counter Attack Materia, Elemental Materia,
Elixir, Plus Barrette, Powersoul, Rune Blade, Sniper CR
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

As you start off at the foot of the mountain, and you see a lot of winding and
intertwining paths, but don't let this scare you, as this place isn't that bad.
Sure, there are a lot of enemies here, and you'll be encountering them rather
frquently, but, at this point in time, you really should be adequately prepared
to take them on, and hopefully, beat them to smitherines. Ok, so run forward
from the start on the only path that you can. This is where you'll start seeing
enemies, and not on the small World Map trail leading to Mt. Nibel. That little
trail outside only has Valrons and Nibel Wolves. On that note, the first
enemy, and is probably the most common around these parts, is the Kyuvilduns.
These little bug-like creatures have only one attack, and it's named Lay Flat.
It does 200+ damage on my average occasions, and when you have tons of them
doing it at once (due to their tendency to travel in packs), it can really
start to piss you off...badly. These guys are not immune to anything, but they
do have one weakness, Fire. A lvl2 Fire attack can incinerate this little
enemy's 800 HP quite nicely.

The next enemy on our que to cover is the most powerful normal enemy thus far
in the game, and can easily wipe the floor with you if you're not cautious.
They possess enormous HP of 3500, and a small repertoire of attacks, but all of
which are erratically powerful. Before I cover them, though, I'd like to say
that you can get a great armor from stealing from them, Gold Armlet. Ok, first
attack is dragon fang attack (otherwise known as its regular physical attack),
does 450+ damage to one character, making it extremely deadly and baleful. You
might want to have a lot of healing items at this point (buy some before you're
leaving Nibelheim, or, fight around outside, and buy some then). It has one
other attack, known as Flamethrower. This, despite what you may think at first,
is not its most lethal attack, while dragon fang is. Note that if you didn't
acquire the Flamethrower Enemy Skill from Ark Dragon earlier (back at Mythril
Mines), you can get it now. To make this task slightly easier, you can up and
Manipulate Dragon. You get huge amounts of Exp, Gil, and AP for winning this
match-up with the Dragon enemy. Also, don't even think about using Fire magic
on this badass, as, with most other Fire-using enemy, it absorbs the effects,
and the end result is it regaining some HP. Also, it's totally immune to Earth
elemental magic, also.

What other enemies are there, you ask? Well, we're not near done with them, and
the next one up to the plate is the Sonic Speed. These are flying enemies, and,
from previous past experience, we know that they're immune to Earth, and weak
to Wind attacks. Choco/Mog is good sometimes, but, I suggest other attacks, as
it's kind of outdated at this point. You can loot Ethers from Sonic Speeds. Its
Harrier attack does about 140 damage to one character. Sonic Speed doesn't have
a lot of HP (750). Swoop does only about 100, and is a physical attack. Note
you can Morph them for Speed Drinks later on in the game, if you'd like. Also,
they drop Hi-Potions, so, fighting them nets you quite a few of those in all.

Twin Brain, arguably the easiest enemy to beat on the mountain, however, they
are also a nuisance. As an opening move, they use an attack called Stare Down,
and it's a pestersome attack, that it is. What it does is puts one character of
yours under the Paralysis status, and you know what means already. They also
have another move called Absorb, and this drains some HP, and can also get on
your nerves in a hurry. As a stolen item from them, you can receive an Ether,
so it is my suggestion that you look around Mt. Nibel vigorously in order to
find some of these Twin Brain enemies. From there, don't worry about fighting
them too much, as their 400 HP is easily disposed of, and worry about doing
some good old fashioned pilfering from it. You'll be needing tons of Ethers for
later, believe me when I tell you that. If you wish also, later on in the game,
come back with the Morph Materia, and you can transform these ugly, creepy-
looking enemies into Turbo Ethers. Just a suggestion.

The last enemy we have up on the list is a semi-tricky one, and it's a huge
bird creature who's out to kick your ass. First of all, it has two attacks, one
of which is its regular attack, and it's long range from the back row. It does
very impressive damage, as well, so be weary of that. Then, it also has an
attack that is called Great Gale. It damages the entire party for around 130
damage. Zuu is immune to Earth and Gravitational attacks. You can steal Bird
Wing from it, too. Watch it, though, you have to be capable of killing an enemy
with 1200 HP to kill the Zuu, and that's not difficult at all... or, at least I
hope not...:P

Well, well, it's time to start venturing the mountain, and scaling the cliffs.
First of all, as you make it around the first bend, you can head up a path
that spirals around to a higher platform. Up here to can obtain the Rune Blade,
but it has no linked slots, so, I recommend staying with Butterfly Edge if
that's what you have. If you're still using Hardedge or Force Stealer, then
definitely switch over to the Rune Blade at this point. Afterwards, head back
down onto the beat path and continue forth, around the next two, short bends.
You then jump down below, and then, you are to continue making your way towards
the next area, where the suppose-to-be collapsed bridge is. What the hell?
But before that, you can take a secret little path (that is heard to see,
actually), and that one leads to the Plus Barrette, and then you head back.
Anyhow, this time you make it all the way across the bridge safely, and at the
top, you enter a small little cavern with tons of machinery inside. There are
five pipes, all numbered on through five (5-1, as five is on the left and one
is on the right). Only two of these pipes lead to any items. Pipe#4 takes you
to an All Materia, and Pipe#2 takes you to Powersoul. I suggest letting down
the ladder here before using any of the pipes. All right, but say you didn't
bring the ladder down, you'd have to use the path at the bottom of the screen
it around again and obtain the second item. From here, jump down to the level
below and enter that room. Familiar cave from the recollection sequence at
Kalm, no? You can get an Elixir inside the cave here by going to the very top
tunnel in this cave, and running back on the left side. Then you exit through
the top exordum.

Here is where the Mako Fountain is that you saw earlier. Laying right next to
it on the floor is the Elemental Materia. Now, once you have collected that,
there's another North exit to go through. In this next area, you can nab the
Sniper CR from the chest, and then you can leave through the Southeast exit of
it. A lot of Screamers in this area. From the beginning of this area, head to
the left and then continue along the very straightforward and distinct path. A
landmark for this area, so that you know where you are distinguishably, you'll
notice the Mako Reactor from earlier. There is nothing inside of it to worry
about right now, so, head around the back of the reactor along the leftward,
small mountain path, and then through that door. You're now back in the pipe
room. Now, set the ladder down if it wasn't done before and go get the second
item you missed, and you wouldn't have had to do that if you put it down in the
first place. Now, you see that huge dragon looking thing guarding the exit to
here? Well, we're going to have to fight that soon, but first, make any
preparations you need (tips in battle strategy), and save at the savepoint.

===============================================================================
-   BOSS: MATERIA KEEPER                                                      -
===============================================================================

-> Monster's Name: Materia Keeper
-> Monster's Locations:
- Mt. Nibel - Caves (forced)
-> Monster's Level: 38
-> EXP for Defeating: 3000
-> AP for Defeating: 200
-> Gil for Defeating: 2400
-> Item Dropped from Monster: Jem Ring x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 8400
-> Monster's MP: 300
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   90,  100, 10,  90,  12,  280, 10
-> Fire (absorb), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Sleep, Confusion, Petrification, Berserk, Frog, Small,
Slow-Numb, Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Hell Combo               0   1    Phys  -     Phys  28      95   X  X
* Big Horn                 0   1    Phys  Pnch  Phys  16      95   X  X
* Trine                    20  A*   Mag   Lit   Mag   34      100  X  X  (1)
^ Keyclaw                  0   1    Phys  Cut   Phys  16      100  X  X
* Cure2                    24  1A/A MHPr  Res   Cure  786     255  X  O

(1) Enemy Skill

--> Attack Pattern:

-> Basic Pattern:
Materia Keeper's initial IRV is 5
Action Count is 0, 1, 2, 3, 4 (chosen randomly)
Is Action Count 0, 1, 2?
Yes: Has 1 been chosen out of Rnd[1..IRV]?
     Yes: Hell Combo on random character
     No: 1/2 - Big Horn on random character
         1/2 - Keyclaw on random character
               [Action Count +1]
No: Is Action Count 3?
    Yes: Is Materia Keeper's HP less than or equal to 1/2 of its MaxHP and is
         Materia Keeper's MP greater than or equal to 24?
         Yes: Cure2 on self
              [Action Count +1]
         No: Has 1 been chosen out of Rnd[1..IRV]?
             Yes: Hell Combo on random character
                  [Action Count reset to 0]
             No: 1/2 - Big Horn on random character
                 1/2 - Keyclaw on random character
                       [Action Count is 0, 1, 2 (chosen randomly)]
    No: Is Materia Keeper's MP greater than or equal to 20?
        Yes: Trine on all characters
        No: Hell Combo on random character
            [Action Count reset to 0]

-> Counterattack Pattern:
Is Materia Keeper's HP less than or equal to 1/4 of its MaxHP?
Yes: IRV is 2
No: Is Materia Keeper's HP less than or equal to 1/2 of its MaxHP?
    Yes: IRV is 3
    No: Is Materia Keeper's HP less than or equal to 3/4 of its MaxHP
        Yes: IRV is 4
        No: IRV does not change

- STRATEGY: All right, this guy is easily the hardest and most difficult boss
that you've yet to face in your adventure in Final Fantasy VII. It packs quite
alignment of attacks, each of which do unfathomable damage. Its normal attack
(actually two different animations sometimes), does around 400 damage to one
character, and can easily and usually set them into Limit Break status. Now,
we deal with Big Horn, and that does from around 450-550 damage on one
character, meaning that it's a slightly upgraded version of its physical
attack. Hell Combo is an attack that you'll really want to watch out for, as it
does a nasty combination of attacks on one character, amounting to nearly 700
damage or more. This, if your HP with targeted character isn't high, can
easily wipe them out with no remorse and extreme brutality. None of these are
its most dangerous attacks, however. The most powerful and strongest attack it
possesses in its repertoire is Trine. This does enormous damage to all
characters like Beta did (not quite as powerful, though), and usually equates
to 400+ damage to all of them. This usually leads you to start healing like
mad in an attempt to revive a bit. You can also learn Trine with the Enemy
Skill Materia, if one character with it on survives (since by this point you
have two Enemy Skill Materias). After this, you have two powerful attacks that
you can use on Materia Keeper; Trine and Aqualung. No Beta, as Materia Keeper
absorbs Fire magic and restores HP. Plus, Beta does so much damage that it'd
regain nearly 1100+ HP from its usage, which would suck.

All right, since the monster is, in fact, susceptible to Poison, I suggest
having a character use Bio2 right off the bat. This keeps on whithering away at
its HP whilst you punish it with other attacks. Keep in mind that Materia
Keeper is immune to Gravity, so, that being said, the effects of Laser and
Demi2 are pretty much void against this boss, like with all other bosses. Some
summons can do some tremendous damage against this ugly beast, such as Odin
(hopefully you did the sidequest in Shinra Mansion), and its Gunge Lance can
to up to 1200 damage on the Materia Keeper. Shiva isn't all that great, and
only inflicts around 300-310 damage. Ifrit, on the other hand, is a horse of a
totally different color. If you use him, it heals Materia Keeper, so please
refrain. Ramuh and Titan both do about 400 damage to the dragon monster, also.
Aqualung is definitely the way to go a lot of times on normal turns, as it does
700+ damage. Cloud's Blade Beam (Lv2 Limit Break) right now, can do from 700-
900 damage, so it's definitely a necessity. On some occasions, Yuffie's Clear
Tranquil Limit Break can become quite useful when HPs are low. Couple that with
Cure2-All and Cure-All and that's some massive healing force. A lot of lvl2
black magic spells like Bolt2, or Ice2 can do around 300 damage, and Quake2 can
hit even 400. No Fire2! It heals. Once it uses Trine, you can learn it with
the Enemy Skill, and start to use it against it for around 500 damage. You can
cut out damage when it uses Trine by having Elemental-Lightning on your armor.
Have tons of Hi-Potions to heal up after such attacks as Hell Combo and Big
Horn. Also, if you're using Vincent, never use Galian Beast, as its Beast Flare
is a Fire based attack, and it's uncontrollable, so you could find yourself
healing Materia Keeper by nearly 750. Always watch your HP, too!

After the fight is over, pick up the Counter Materia that it left on the floor
(I wonder if this is why they call it the "Materia Keeper"). Now, save and
maybe use a Tent at the savepoint to heal up if the need has arisen. Then,
afterwards, leave using the path that the Materia Keeper was once guarding.
From here, you're outside on Mt. Nibel again; run around the first corner. Now,
you're back out on the World Map, but no more Buggy. Oh well. Where to now?
Rocket Town!!!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        World Map/Road to Rocket Town
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

To the North of Mt. Nibel's exit, is Rocket Town. It's a fairly lengthy trip
over there, but nothing that should take all that long, with the exception of
you running into random enemy encounters. Speaking of enemies, there are three
new enemies roaming the fields and forests this side of the Nibel mountains.
First being one that you can find only in forests, Bahba Velamyu. Its HP isn't
horribly high, but it does have quite a numerous amount of attacks at their
disposal. First of them being Bonecutter, which does only around 50-60 points
of physical damage to one character. They have the Slow attack, which, of
course, afflicts one character with the Slow status. They also have Jumping
Cutter which does about twice the amount of damage as Bonecutter. Its Magic
Cutter attack drains MP from you, and adds it to its own. Easily the most
annoying and obnoxious enemy around these parts is the Battery Cap, which looks
like an enemy from Mt. Corel. It has an attack called Four Laser, and it does
usually in the 300-350 damage range. Seed Shot is its other attack, it does
no damage, but inflicts one character with Darkness status effect. You can
steal Dazers from it, as well. They come in large pairs, meaning a lot of pain.
The largest group they come in is 6 of them, and all of them have 640 HP. The
last new enemy for this region's enemies is Velcher Task. It has its physical
attack which does in the mid to high 100s of damage. Poison Blow is the last of
this 900 HPed monster's attacks which does no damage, and causes Poison. You
can steal Remedies from Velcher Task, also. Also, do not think to use any of
your Bio spells against Velcher Task enemies, since when they're utilized, it
only serves to heal the Velcher Task foe through means of absorption, which can
be bad, especially with its 900 HP. Also, as for unoriginal enemies that have
debuted before, Valrons, as well as Nibel Wolf enemies make their unillustrious
reappearance in the parts. Just head into Rocket Town to the North afterwards.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            Area #25 - Rocket Town
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Palmer(B)
-> Items/Weapons/Armor: Drill Arm, Power Source, Yoshiyuki
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Right as you enter, Cloud looks off into the distance and sees a huge, rusty,
broken-down rocket ship. Hmm.. maybe that explains why this town is thusly
dubbed Rocket Town. He wonders why they would make something so damn huge for?
You'll soon be finding out that reason for yourself, yessiree. Note: you can
get tons of information from people walking around town, and most of it is
pertinently useful, surprisingly enough. Also, if you speak to the man in front
of the Item Shop twice (and choose to look at the rocket with him), he'll hand
over the Yoshiyuki weapon for Cloud. Here's what's inside the Item Shop for you
to buy: Potion (50), Hi-Potion (300), Phoenix Down (300), Ether (1500), Hyper
(100), Tranquilizer (100), Tent (500), Barrier (10000), Exit (10000), Time
(6000). All good stuff here. Notice the Ethers, and the Barrier/Exit Materias
they have for sale, also. There's two people in the house to the West side of
town, who if you talk to them, you discover that they're immensely bored. Who
cares? Leave. The store to the bottom left of the screen in Rocket Town is the
Weapon/Accessory Shop. Some awesome stuff here, too; Shotgun (3100 - Vincent),
Gold Armlet (2000), Power Wrist (7500), Protect Vest (3500), Earring (7500),
Talisman (4000). I suggest getting the Shotgun, along with anything else you
may desire around here. Note: you could steal Gold Armlets from Dragons in Mt.
Nibel, but that's a lot of work, but could save you a lot of Gil here. If you
are currently using Sniper CR weapon for Vincent, you might not want to change
it because of its 255 Acc, but, the Shotgun does have higher Str. Your choice.

The Shanghai Inn goes for 100 Gil per stay a night, and that is right across
from the Weapons/Accessory Shop. You can ask the bartender here to hear his
story, but he says to meet that "Captain", instead. Note: if you look close
enough, in the inn, there seems to be a replica of the Mona Lisa. In the house
to the right side of town or so, you can get a Power Source from a treasure
chest. Oh, and in the Northern most house, you can first nab the Drill Arm for
Barret. Now, inside of this same house where the Drill Arm is, exit through the
back door, and what you find is a plane called the Tiny Bronco. You guys think
it's really cool. A woman then comes out and asks if you need anything (or, in
other words, what the hell are you doing). She says if you'd like to use it for
any reason or other, talk to the Captain about it, and that he can be found in
the Rocket. Her name is Shera, as she introduces herself, and asks of your
party their names. After the momentary introductions, she thought you were
originally with Shinra for the approval for reopening the Space Program, but
you're as far from that as possible. Seems as though Rufus is coming here, and
that it's had the Captain restless all morning. After your little chit-chat is
wrapped up, you now have to head off for the rocket at the North end of town.

Run over all the stairs here until you make it to the other side. Climb the
steps on the main rocket, and then make your way up the ladder to the left. At
the top, run along the rickety catwalk into the inside of the rocket, where
there's a man working. This is Cid, aka "Captain". Go up and talk to the guy,
and he asks who you guys are. They have business with the Captain, and he's it,
and suddenly new music starts playing. He proclaims he's the Captain: Cid. Then
he asks what'd you come for, and you get three options. The first one leads to
him explaining what this rocket is. He first says how the Shinra developed tons
and tons of technological gadgets and advancements during the war; it was a
weapons manufacturer in the past, but now it is a company of Mako. One of these
afforementioned "technological gadgets" was a rocket engine, and there was so
much excitement about going to space, and their dreams escalated further. There
was so much money flowing through the project, and they built 25 prototypes, a
and finally came up with Shinra No. 26., and they also chose the best pilot in
the world for it, Cid. Then, at the day of the launch, but at the fault of
Shera (aka the dumbass -> Shera, how's Elena doing? Send her my thanks for all
the times she's slipped up and given use classified information). This led to
Shinra nixing their space conquests and exploration. Cid became very pissed at
this fact. He was scheduled to be the first man in space, but it meant nothing,
absolutely nothing to the Shinra. You also learn that everyday, it tilts a
little more (like a Leaning Tower of Pisa in FF7).

Since he's so depressed afterwards, leave out, and then come back in and ask
him about the second choice, is Rufus really coming? It's true, and it should
be some good news, mainly about restarting the Space Program, he hopes. Then,
you can ask him if you're allowed to borrow the Tiny Bronco. He then basically
asks you if you're out of your *&$^$# mind! It's his most cherished possession.
Now that you've spoken to Cid and he's promulgated all he has to tell you,
get out of the rocket and make your way back to the house where you first met
Shera, the dumbass responsible for ruining the rocket launch into outerspace,
shattering Cid's hopes and dreams.

As you casually walk in, you're immediately greeted by Shera, and she asks if
Cid said anything. You reply negatively. At that moment, Cid busts in like he
owns the damn place (which he does ^_^), and starts cursing left and right.
Don't worry, you'll get used to it, as he's worse than a Cuban woman without
makeup. He constantly swears for the most minuscule things, but that's actually
understandable, considering the fact that his hopes and dreams have been
trampled on, and then pissed on by the Shinra, making him a senile and angry,
and fairly-aged individual. Hell, this guy makes Barret look innocent. He also
throws orders around like mad. He then makes quite the leave to go tune up the
Tiny Bronco in the back. Then there's a small scene between your party and
Shera talking, and then the flashback. First Cid is ordering her around, saying
she works as slow as a Goddamn snail. Later, at the top of the ship, Cid meets
up with his men, and you're ready for lift off. As he's making the final
preparations for the launch, you then being countdown to ignition. The the
alarm goes ape shit and all goes to hell. There is a mechanic in the engine
area of the rocket, and wouldn't you know it, it's the dumb bitch, Shera. She
tells you to just launch, as she had to check other things, and it would scorch
Shera to hell once you lift off, but she doesn't mind, as she can't bear to
have to lose your dream over her perfectionist attitude to every idiosyncrasy.
Cid, being a somewhat-caring human being, not wanting to have a woman's life
sacrificed for a launch, disengages the launch sequence, and prevents
cancellation of Shera's life. He aborted the mission to save her life,
despite the resounding reality that it was her fault, but, she cared so much
for him and his dreams that she was willing to risk her life for his dreams,
and to ensure that all was safe for his lunar departure. A life for a dream, or
a dream for a life. Now she feels in debt to him, and will live her life to
serve him.

Cid barges back in, barraging Shera with even more insults and bad-mouthing, in
typical Cid Highwind fashion. While he is eagerly anticipating Rufus' arrival,
Palmer so timingly enters the house. After the introduction of two former
acquaintances (said former acquaintances being Cid and Palmer), and Cid right
away, immediately asks when the Space Program is beginning yet again, and then
Palmer redirects him to Rufus, who's right outside on the streets of Rocket
Town. He charges outside like a pissed ant on a motorcycle, whilst Palmer
demands some tea from Shera, with tons of sugar and honey, and lard, too. That
revolting, fatass, he disgusts me. I do find it interesting, however, as to
why, while there's a major executive of Shinra in your presence, your party
doesn't just rip the piggish glutton to shreads. But, obviously, you have to go
outside and see Cid in shock, as after so many years of despair, his hopes were
finally up again, they're jolted downward once again, as Rufus has no intention
of revitalizing the Space Program. The sole reason that Rufus and his lackeys
even came to such a remote town as Rocket Town is just to borrow the Tiny
Bronco. The audacity of these arrogant fools, I swear... This is because they
have been tracking Sephiroth (how, I don't know), and they've been searching in
the wrong direction. He's crossing over the ocean, and the most effective
method of crossing the massive waters is to use the Tiny Bronco. Cid is VERY
displeased upon hearing this, as first they took his airship (the Highwind,
back at Junon), the rocket, and now they want his plane. These Goddamn Shinras
have got some nerve. It now seems as though Palmer is attempting to steal the
Tiny Bronco himself (I think more appropriately, the plane should be riding
him). So, step outside the back, and after you bust the fat bastard, you engage
in a boss bout with him.

===============================================================================
-   BOSS: PALMER                                                              -
===============================================================================

-> Monster's Name: Palmer
-> Monster's Locations:
- Rocket Town - Near Tiny Bronco (forced)
-> Monster's Level: 38
-> EXP for Defeating: 1800
-> AP for Defeating: 98
-> Gil for Defeating: 5000
-> Item Dropped from Monster: Edincoat x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 6000
-> Monster's MP: 240
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   100, 100, 50,  60,  25,  200, 0
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Sleep, Confusion, Petrification, Berserk, Frog, Small,
Slow-Numb, Peerless, Manipulation, Death Sentence, Death
- Weak to Sleep

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Mako Gun [Bolt2]         22  1/A  Mag   Lit   Mag   20      100  X  O
* Mako Gun [Fire2]         22  1/A  Mag   Fir   Mag   20      100  X  O
* Mako Gun [Ice2]          22  1/A  Mag   Ice   Mag   20      100  X  O
  Taunt                    0   -    -     -     -     -       I    X  X  (1)

(1) taunts your party - Palmer: "Heh hic heh hic!" appears on screen

--> Attack Pattern:

-> Basic Pattern:
1/4 - Is Palmer's MP greater than or equal to 22?
      Yes: Mako Gun [Bolt2] on random character
      No: do nothing
1/4 - Is Palmer's MP greater than or equal to 22?
      Yes: Mako Gun [Fire2] on random character
      No: do nothing
1/4 - Is Palmer's MP greater than or equal to 22?
      Yes: Mako Gun [Ice2] on random character
      No: do nothing
1/4 - Does at least one character not have Sadness?
      Yes: Taunt
      No: do nothing

-> Special KO Pattern:
Is Palmer's HP 0?
Yes: remove any status effects from Palmer
     Palmer: "Heh heh hic!" appears on screen
     battle ends
No: follow Basic Pattern

-------------------------------------------------------------------------------
-   <SHINRA SEMI>                                                             -
-------------------------------------------------------------------------------

-> Monster's Name: None (battle object - Shinra Semi Truck that runs over
Palmer as he escapes)
-> Monster's Locations:
- Rocket Town - Near Tiny Bronco (Palmer battle - after battle is over)
(forced)
-> Monster's Level: 1
-> EXP for Defeating: 0
-> AP for Defeating: 0
-> Gil for Defeating: 0
-> Item Dropped from Monster: None
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1
-> Monster's MP: 0
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   0,   0,   0,   1,   0,   0,   0
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (normal), Water (normal), Wind (normal), Holy (normal)
-> Immune: Normal

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
none

--> Attack Pattern:

-> Basic Pattern:
none
<Shinra Semi> is untargettable.

-------------------------------------------------------------------------------
-   <TINY BRONCO>                                                             -
-------------------------------------------------------------------------------

-> Monster's Name: None (battle object - this is the Tiny Bronco behind Palmer)
-> Monster's Locations:
- Rocket Town - Tiny Bronco (Palmer battle) (forced)
-> Monster's Level: 1
-> EXP for Defeating: 0
-> AP for Defeating: 0
-> Gil for Defeating: 0
-> Item Dropped from Monster: None
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 1
-> Monster's MP: 0
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   1,   2,   0,   1,   1,   2,   0
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (normal), Water (normal), Wind (normal), Holy (normal)
-> Immune: Manipulation

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
none

--> Attack Pattern:

-> Basic Pattern:
none
<Tiny Bronco> is untargettable.

- STRATEGY: As the first starts out, you'll probably be disgusted as to how
he's manuevering his body like some  twelve year old schoolgirl on heavy doses
of helium. Before the battle (if you can even call this a "battle") truly
begins he slaps his ass in an attempt to sensually distract you, but ultimately
only serves to piss you off and appall you even further. Now, there is an
unwritten rule in RPGs that later bosses in said game doesn't necessarily have
to be harder than any of the last few bosses, but in this scenario, they drive
this point into the ground to the point of ridiculousness. Also, if he had this
6000 HP before in Shinra Tower, and his attack could do around 600+ to you
back then, then why was he scared to the point of nearly pissing himself, and
didn't obliterate you when he had the chance? Perhaps he's been training
somewhere, but that would immensely surprise me beyond fathomability, because
first of all, he's still laughably pathetic and weak, and secondly because
you'd expect him to have trimmed off some of the damn wait in doing so. This
shall remain a mystery throughout the annals of FF7 time. Anyway, as for the
actual strategy, simple. He only has one attack, called Mako Gun, which can
actually serve as three seperate attacks, emulating effects of Fire2, Ice2, or
Bolt2, and this does around 400 damage to one character. There are of course
ways to nullify these, as well, using accessories (at least Fire2's). His
durability definitely is not anything to boast over, and most physical attacks
do quite a bit of damage. If you have some Power Wrist accessories equipped,
it will prove to be quite useful, and serve as a means to strengthen said
physical attacks. Thankfully, the roguish fatass is susceptible and predisposed
to many negative status effects that can actually work advantageously for you.
First of which he's prone to is Poison, which if you inflict with Bio2, can,
first of all, cause the occurrence of a supercilious amount of damage, as well
as the cumulative effect of said augmentation. He is also apt to Paralysis, as
well as Stop, making him a very unprodigious boss encounter. Most summons and
Limit Breaks at this point, along with tons of lvl2 spells will do away with
the fat, chunky tub of lard rather expeditiously. No Gravity, though, as he's
totally and completely immunized himself from its effects, being a boss and
all. Note that some holocaust attacks such as Beta or Aqualung can eradicate
Palmer nicely, too. As the fight ends, the Tiny Bronco starts to fly away, and
he manages to avoid being decapitated by it. But as he chases after it, you
get to relish in him being nailed by a truck. I'd imagine the truck sustained
more damage than Palmer himself. Hilarity ensues.

The Tiny Bronco is about to take off, and you guys get on it and start off. A
kickass CG ensues where you're flying Tiny Bronco, around the rocket and into
the sky. You're being fired at by Shinra soldiers, and Cid manages to run and
catch hold of the plane. Crap, the tail's been shot, sending you down into the
ocean, but the plane floats. Cid voices the obvious with such verbosity in
saying that "she won't fly anymore". Cloud makes the recommendation to use
it as a boat. After some more meaningless banter, you get your newest vehicle,
along with your newest and last party member recruit, Cid. Welcome aboard,
numskulls! Cid actually LIKES you guys. Your next destination, although it says
clearly the Temple of the Ancients (not until later), is actually quite
different. After it explains how to use the Tiny Bronco, control is once again
relinquished to you. All right, it's time to have some more fun!!!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
World Map/Road to East of Gongaga -> (Weapon Seller) // Search For The Keystone
                                    Begins
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

First of all, after the cutscene, and controls for the Tiny Bronco are taught
to you, you gain full control of the vehicle. You may now choose to proceed
with the story, or, do a few on-the-side the things, and one in particular can
really be rewarding to you. First of all, since you're now in control of all of
the game's party members, I suggest that you take a breather, and train
everyone in these areas. I suggest to about lvl28+ or so, so that you can keep
up pretty even with future enemies and bosses, without making them too easy,
thus diminishing all of the challenge from the game. You'll be gaining some new
Limit Breaks with everyone, too (I suggest that you at least get to the last of
everyone's Lv2 Limits, but Cait Sith and Vincent are, of course, minor, special
cases to the Limit Break rule. Means that Cait Sith will have mastered all his
Limit Breaks by this point). I also suggest going to Cosmo Canyon now, and then
buying some HP and MP Plus Materias. Also, you can go around collecting enemy
missed Enemy Skills, or anything else of the sort. At this point, if you didn't
do the sidequest in the Shinra Mansion previously, it is advisable that you do
so now. Especially since your characters are probably significantly leveled
from that time to now. Note: Tiny Bronco can only cross rivers, and shallow
parts of oceans, meaning you can't go onto those darker spots until later on in
the game, meaning no continent jumping 'til then. The major thing that you
should concern yourself with at this point in the game is partaking in the
Wutai sidequest, which I strongly advise doing, as it can net you some awesome
items and rewards for doing so, plus some lvl-ups in between. I won't be
covering it here in the walkthrough, though, but, I shall be going over it in
extreme detail in Section 28. (#SB8W), titled "Wutai". It's there that you find
all the information and get the skinny on what goes down during the sidequest.

Anyhow, when you're ready, you shall have to head to a small area East of
Gongaga Village, which you previously visited. Or, you can think of it as South
of the Gold Saucer Prison, but across the river to the left. You'll probably
be thinking that you're looking for something huge due to what the title says,
but, you're looking for probably the most infantile and unpretentious object on
all of the World Map. What it is, in a nutshell, is a small house, a good bit
away to the East from Gongaga. This is a weapon seller, but nothing buy-able
for now, but, I do detail this further in the Secret Weapons Seller section of
this FAQ. So, if this is the information you so desperately seek as to scroll
down so long in the walkthrough, I simply have to redirect you in the right
direction. Anyway, enter the house, and you're immediately greeted by the
Weapon Seller of the establishment. He's one odd looking bloke, that he is. He
asks if it's the Keystone you're searching for, but, he has a negatory response
to that, as he's already sold it to the very exposed and attempting-to-be-
provocative man in speedo, Dio, who for some reason or not, is the owner of
Gold Saucer, as apparently it's legal to dress nearly-naked when there are kids
running around in a public amusement park in this day and age. But, your party
not knowing what in the hell they're doing, whether they have to search for
Sephiroth or that pile of dung said to be buried somewhere underground, wasn't
here for the Keystone, but instead, just aimlessly visiting.

But, they'll understandably be pissed off and feel very idiotic upon learning
that it's the one key to unlocking the Temple of the frickin' Ancients. Well,
haha, that sucks for you. Anyway, you can run around and gawk at his
magnificant collection of weapons, weaponry, and craftsmenship, but that would
serve no higher purpose than meaninglessly meandering around the already-dull
weapons seller's place. So, talk to him and you can ask where the temple is,
but he says it's just a myth and a legend. However, he did happen upon some
intelligence that there's a Materia there called "Ultimate Destruction Magic".
Hey, Sephiroth's supposedly traveling towards the Temple. Sephiroth... Ultimate
Destruction Magic..!? Oh dear God, save us now. Also inquire about the Keystone
and he tells you its whereabouts, and how he didn't necessarily wish to sell
it, but it's not really a good choice not to sell it to a greasy man who barges
into your store half naked in a speedo halfway up his ass asking for your
damn Keystone, know what I mean? He also told said weapon seller that he wanted
to put it in his museum display, meaning, that is has to be at Gold Saucer (if
all the previous clues weren't enough for you to somewhat divulge that). And,
as well should all by now, his museum is located in the Battle Square of the
Gold Saucer. So, from that information, we can draw the conclusion that we must
cross the river, and head North up to Gold Saucer's location.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        Area #26 - Gold Saucer (again)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None
-> Items/Weapons/Armor: Elixir, Keystone
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Well now, as you enter the Gold Saucer, you know now, more than ever, is the
cheapest woman ever. First off, if you didn't pay the 30000 Gil before for a
lifetime pass to the park, you must pay another 3000 now, or pay 30000 now.
And if you did pay it before, you'd realize that it was ludicrously priced,
even if it was for the most awesome damn park in the world. I swear, the woman
at the front has to be Jewish... Pay whatever you wish, and then enter the park
for the love of God. Now, you can go and enjoy yourself moreso than your last
visit here this time, or you can jump right on the bandwagon and continue.
All right, but, when you're done enjoying yourself and selfishly having fun
while the planet is being threatened by some twisted-ass company run by a
pansy, a fatass, a guy who randomly strikes innocents when he's minisculy
treated by his boss, and a maniacal bitch, and a genetically enhanced super-
SOLDIER with a ten foot sword seeking to rule the planet with his dead mother,
who, apparently is the most powerful Cetra that ever lived on this planet,
proceed with the story. Hell, let the planet save its own damn self. But, how
to do you continue? Easy, only for the last two paragraphs I've been shoving
the idea of going to Dio's showroom down your throats with a railroad stake.
But, you may not know where that is at the moment? Hmm, let's see, dumbass,
you've been to every place in the Gold Saucer (where feasibility of a huge and
sweaty man having any interest is quite low), but when you go into the Battle
Arena there's a big room off to the right side that says, in huge bold letters,
I might add, "DIO's SHOW ROOM". Yeah... Anyway, enter it.

My God, if you've been in here before, you've already got the urge to laugh at
that hideous and exposing picture of him in the back and at the amazing
gathering of pure, sheer crap out of your system, but if not, feel free to do
so now. You can examine most of craps to see a little text about it. I,
personally, think it should say "This piece of crap is a piece of crap, and I
found it at Crap Deluxe for a craptacularly crappy price" under every one. But,
there's always the Keystone that lays prestigiously on the pedestal in the
center of the room, in all its glory and beauty. After you've gotten yourself
off the floor from all your belowing, go up and examine the Keystone. Cloud
astutely realizes it's the Keystone... His brilliance is unsurpassable; I'm
envious. At that moment, the thong man walks in, and, with a trick only he can
do, draws more attention to himself and makes a bigger scene with himself by
only walking into a room. This guy scares me. Now, if you are an extreme
pervert, you can interpret his first statement quite disgustingly, calling you
"boy", and spitting out the ever-famous remark, "you like that, huh?" He then
does some flashing and flexing of his pectorals, biceps, and some minor, almost
unnoticeable thrusting of his pelvis. Contain yourself, Dio. You ask permission
to rent the thing (rent.. hehe). At first he refuses to allow you, but, after
Barret, Cid, and Cloud offer him sexual favors, he gladly cooperates. But no,
actually, since you have been "good" to him in the past (are you Mukki in
disguise, Dio?), he'll let you have (wait, I thought it was "rent"... rent
which means "Sorry Dio, we took it to the Temple of the Ancients and completely
lost it under a sinking temple and you cannot ever have access to it again")
it, but under one special condition; you have to "entertain" him. Dio, I
thought I told you not to do that in public, you're scaring away the damn
customers. Ahhh! Dio, I'm to young, take Tifa instead, damnit! Mmm-hmm...?

No, what he wants you to do instead is to fight in the Battle Arena, and only
you can go (not like in regular goes at it where you can choose), as in Cloud
himself. He's expecting a good and exciting fight, so do your best. If you do
not think you're correctly prepared at the time being, choose to decline his
offer and adjust your Materia. Putting all your summons in would be a mistake,
albeit a foolish one; only Odin and Titan are really needed. Since you're only
one character in these rounds, you ought to opt not to have any Restore or
curative magics paired with All, as it would only waste a Materia slot. Total
doomsday moves are recommended, such as Aqualung, Beta, or even Trine. Lvl2
black magics are a wise move, too, and pounding enemies to everliving hell
with Cloud's Limit Breaks is always a sight to behold. I suggest having him on
Blade Beam, since it hits one target for high full damage (around 1100+), and
then all other targets for around 300 most of the time, so always aim for the
strongest enemy (generally speaking, of course). Note: you shall be vigorously
participating in eight straight battles, which, after each, you get a special
handicap (see Gold Saucer/Battle Square section of this FAQ for every and any
possible details on all of this). Just do every match, as even if you torn a
new ass, he still relieves possession of the Keystone over to Cloud and your
group. Do note, however, that if you do manage to overcome the hardships and
succeed, you shall be justly rewarded with a Choco Feather and a Protect Vest,
which may just be worth your time training some to beat everything in here.

Really, I'm bewildered as to how some people get their asses kicked here. All
it requires is a little patience and skill (and mental capability, and that's
the least of your worries, shit-for-brains). Although, the enemies levels do
get higher as you level up through the game. Also, I can't tell you all the
enemies in order, but that's not because of incapability, but rather, it is all
random, and sometimes enemies don't even show up. If you really desire those
extra bonuses, I suggest you have a recent save file to back up on and try
again after some decent lvling, and proper Materia set-up. Also, don't you go
and dissipate any Gravity magic here. And in the immortal words of Uncle from
Jackie Chan Adventures, "one more thing"; if you wish to disseminate damage
from lvl2 black magic attacks further, pair some of them with All. Insensically
you could just let the enemies kill you from the start, and expedite your
receiving of the Keystone. Afterwards, he says his final words, and leaves. I
swear to God, if he even says "heh heh heh" again when referring to Cloud, I
am to shove the Keystone so far up his ass (with the speedo on), that it comes
out his damn mouth. Now, where to go?

This should be simple, but it's actually more complicated than you think, as
the Ropeway thinks it would be funny to conviniently break down and cease
function. But, like always, thank goodness we have a stuffed animal controlled
by a cat who has an inexplicable fettish wish megaphones on our side. He
jubilantly hops out from nowhere (or if he's with you, he's just there), and
asks what the problem is. You answer his question by apparently telling him
the tram is out of order, although no text box appears. Now isn't that curious?
How nice, though, the fluffed animal actually has people connections (or, which
doesn't surprise me, with his supernatural poltergeist friends at the Ghost Inn
here. Also, while you're at it, say high to Big Foot and Elvis while you're
there. Thanks). But, the game, being the caring inanimate object it is, doesn't
make you break your lazy asses to go to the inn yourself, but no, it takes you
there itself by a simple switch of the screen. Wow, this is a rarity, where you
all actually get to be congregated together like this, and Cait Sith states it.
It's true, too. Man, I can imagine the hellacious job it is tending to all
these nine people at the inn would be. And, since Cait Sith gets 'em all in for
free, they lose all the business, although for some strange reason, everytime
you stay at an inn, they only charge you for one person, unless that final
outcome everytime is all persons' costs added, which means, whenever I wanna go
on a vacation, I'll jump in my TV and visit FF7.

Anyways, Cait Sith asks for you to fill him in on what's going on, since he
wasn't here from the beginning and Cid and Vincent agree to it. Why not Yuffie?
Barret voices his long-lasting confusion, and says that he has, indeed, been
with you from the start, but he's still perplexed. I wonder what other crazy,
asinine thoughts could be barbarously thrashing in his head that he hasn't
caught on yet, the dimwitted harlequin. It's probably nothing but an endless
void of nothingness and consummate stupidity. You can opt to clue them all in,
or, say that you're tired. I'll detail the second option now, but you can just
choose whatever floats your boat. He starts out by perfect copying Barret, by
pointing out the exceedingly obvious; they're going after Sephiroth, and that
he is in search of the Promised Land. Cid doesn't know what the Promised Land
is, so, you fill the guy in on it. Aeris says that it'll lead the Cetra to a
land of boundless and limitless happiness. Barret, being the imbecile
that he is, asks if Cetra is some kind of disease? I'm surprised Cid, Vincent,
or Yuffie even came along for this, seeing as how Barret is so dumb. Barret,
we've already gone over this a few dozen times. How on EARTH could you not know
what Cetra is!? She (meaning Aeris) then calmly answers Barret, and somehow
refrains from utterly humiliating him (which she could've done quite easily, I
might add), saying that the Cetra are the Ancients. Aeris and Cloud, in a joint
effort then, state that Sephiroth is after not just the Promised Land, but
something even greater, the "Black Materia". This won't bode well. Apparently
they learned this from Dio, who, aside from being a speedo-relishing greasy
man and isn't even after Sephiroth, knows twice the information about his
whereabouts and plans than your party does. Time to swap him out for Barret!
"Heh heh heh"... ok, maybe not... Barret, cap his ass! Red XIII then says and
shows the number 13 (XIII) which Hojo cruely branded on him. Aeris believes
that Hojo did something to those demented freaks at Nibelheim, but not sure
what links it has to Sephiroth. That's why she thinks we should do what we've
been doing this whole time: follow Sephiroth. Don't worry Aeris, you're still
hot, and that's all that matters. After some more chattering, you all decide
to hit the sack (no, not Dio's method, either!).

Later that night, Cloud apparently can't sleep. With room decor such as that,
who could. Although the frighteningly periodical lightning does add a nice
touch to the peace and tranquility of it all. Then, all of a sudden, you hear
a knock at the door. OH NO, IT'S DIO!!! Really, it's not, it's your date. No,
it doesn't necessarily have to be Aeris, but any other character you're most
"compatible" with at the time, and that's a reflection of your actions
throughout the game thus far. I go over it in the Mechanics section of the FAQ.
You may be payed a visit by one of four characters: Tifa, Aeris (so far, so
good), Yuffie, and...Jesus, are you ready for this...you sure?...ok, if you
insist...it's Barret! I am not lying. This is the most hilarious date you can
possibly go out on. So, if you don't get Aeris as your date, apparently you
became her bodyguard for nothing, and most of this storyline's a waste.. Ah,
gotcha.

Well anyway, after you end your date of the Gondola, you see Cait Sith
wandering around suspiciously. And...the bastard's got the Keystone. That son
of... Cloud yells out to him, in obvious infuriation, and he starts running
like a yella'belly'd pussy. Chase him all around the Goddamn place. First to
the Chocobo Square, where he sees you and hides behind the reception counter.
Follow him outside, where Tseng shows up in the helicopter. Cait Sith then
relinquishes the Keystone to Tseng. Damn you to hell, Cait Sith! He then flies
away (you should like, use Bolt2 on his pathetic helicopter as he leaves).
Cloud and your date (insane as hell if it's Barret) make their stride up to
Cait Sith with such an anger and malice intent, that I wouldn't be surprised if
Cloud went all Hiten Mitsurugi Ryuu (Rurouni Kenshin reference) on the
scumbag. Ryu Tsui Sen! (all right, I'll shut up now). He was a spy hired by
Shinra, and he's the spy. I guess that steadfast saying "I trust everyone" back
at Gongaga goes straight out the door now... He tries to act nice and say
something to the effect of "how about we continue like nothing happened", and
Cloud quickly spits on that idea. Also, apparently the toy is just a cat, and
it is being controlled by someone back at that Midgar Shinra HQ, but who? He
then starts to make some sense, and he actually has a thread of decency in his
being, and says that your way of being makes him feel as though his own life is
not going in the proper direction. This guy is probably Reeves. He then relays
a message from Marlene, who's been captured, and you allow him to stay in your
team. He marches along like the scum of the earth. He then says he knows where
the Temple of the Ancients actually is, and that you'll leave tomorrow, but
Shinra'll be there first. Back at the room, you can nab an Elixir from Cloud's
dresser closest, which also makes the eeriest noise when opened.

When you're ready after recovering from hearing the awful news, and learning
that you have a Shinra spy in your party (which you actually have to listen to,
instead of simply beating him to a pulp!), leave the room. Cait Sith tries to
act innocent down at the bottom, and also reveals the location of the Temple of
the Ancients, which is East towards the sea. All right, you have no choice but
to take Aeris along on this expedition, but you do get to choose the other
character. Now go ahead and leave Gold Saucer in the newly repaired tram. All
right, from there, you of course obviously leave North Corel, and then exit it
out onto the World Map. It's time for a long hike over to the Temple of the
Ancients.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                   World Map/Road to Temple of the Ancients
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Anyways, we hit the road again, and this time we're in this for good. We
couldn't be in any deeper crap if we wanted to :P Obviously, from where you
leave Corel and Gold Saucer, you have to move on back to where you last left
the Tiny Bronco. Time to get movin'! But where to; where is the Temple of the
Ancients? It's such an expansive World Map. Well first of all, head South down
along the river that divides the Western Continent into two seperate parts.
Once you're on the mainwater, head around the dark (meaing deeper) portion of
water and head straight under you're at a small patch of beach straight ahead
of you. The beach itself is only about twice the size of the Tiny Bronco, so
you can differentiate it by such means. If you have close up view of Cloud on
at the moment, you'll already be able to see the Temple of the Ancients
peering out over the treetops. Surprisingly enough it's been able to stay a
legend, seeing as how the only way it could be more obvious is if it had a
drunk elephant in a plane skywriting "Hey, dumbasses, it's the Temple of the
Ancients". If this place is a legend, then Midgar isn't even real...

Well anyway, with this new batch of land, comes new enemies, and with new
enemies, comes me explaining them all to you. Joy. First and foremost, we have
the Tonadu as first topic of discussion. Enemy in question is a humongous
bird, reminiscent of the Zuu from Mt. Nibel. They have quite high HP (1600),
and, are only found near the beach areas, as well as the rock-infested patches
of ground that are scattered around places. Since they are flying enemies, they
are instantly immune to the effects of Earth, but, as always, weak to Wind. Not
that at this point you have any attacks capable of doing any substancial Wind
damage either way, as Choco/Mog is admittedly rendered useless now. The Tonadu
has quite the repertoire of attacks, the Great Gale. It does 100+ damage to
all characters. Now, alone that's nothing, but, it also inflicts Darkness on
everyone, as well. Since you're forced to use the pulchritudinous Aeris for
this part of the game, you can use her Breath of the Earth to alleviate this
plaguing ailment. Of course, that is what an iconoclast to normality would do,
as it's easier to use an Echo Screen. But hey, sometimes its attacks frequently
send you into Limit status. Its Big Sound is also a threat, and its regular
physical attack is also something of note. It sometimes uses it twice in a row
on the same character, so have that Restore Magic ready. Next enemy activity
in said area is that of the Dual Horn. It has two attacks, and two attacks
alone. The first of which is Angle Punch. It simply tilts its head forward like
a charging bull and strikes you for about 100 HPs of damage. The Horn Lift also
does around that same range of damage, but he throws his head upward for a
"horn-uppercut" of sorts, spearing your character. It has 2500 HP, and no
noteable weaknesses, so it may be a lengthy process to off it completely. If
these guys come in two pairs, well, good luck :) And, a forest-exclusive enemy
are the Slaps. They are little wasps that come in pairs. They have Berserk
Needle, Poison Needle, and Paralyzer Needle. These attacks do exactly what
their very specific names imply; induce status that is afforementioned within
the name itself. They do little damage, however (20-30). And, for being such
little creatures, they're packin' some serious HPage each (900). In a more
retrospectical point of view, Berserk Needle can work disadvantageously, as
you'll quickly be deteriorating and sending its HP into massive retrograde.
Lastly, there's the area's most scarcely seen enemy, the Under Lizard. It has
1400 HP, one pitiful attack, and another dangerous one. Its physical attack,
"bodyblow", does about 130 damage to one character. Petrified Frog, its other
move, turns one character into a Frog, and Slow Numb, where in thirty ticks,
he/she/it becomes petrified. Beat it down mercilessly, unremorsefully, you
distilliationless bastard.

Anyway, when you're ready, brave the forests surrounding the Temple of the
Ancients, and once you reach the real Egyptian Pyramid -ish structure in the
middle, you're there... The Temple of the Ancients.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                       Area #27 - Temple of the Ancients
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: 8 eye, Jemnezmy, Ancient Dragon, Under Lizard, Toxic Frog,
Doorbull, Kelzmelzer, Demons Gate(B), Red Dragon(B)
-> Items/Weapons/Armor: Bahamut Materia, Luck Plus Materia, Megalixir, Mind
Source, Morph Materia, Nail Bat, Princess Guard, Ribbon, Rocket Punch, Silver
Rifle, Trident, Trumpet Shell, Turbo Ether, Work Glove, Black Materia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

"Just a legend". Pfft, my foot. Last time I checked, legends don't really
appear right in front of you. You never should doubt a spiky-headed kid with a
5 foot sword, a man with a gun on his arm, a hot girl with mystical powers,
an "above average" woman who can kick the hell out of Jet Li, a talking lion,
a seemingly drunk man with a lance and vulgarity disorder, a half-man/half-
biological experiment, a toy cat riding a stuffed animal, and a ninja girl with
a projectile the size of three of my TVs, when they tell you that the Temple of
the Ancients exists. When you first arrive, you get a top view of the temple.
As you then run across the bridge, when you start, Aeris falls on the ground,
saying that she can feel the knowledge of the Ancients floating. She says that
"you" could become one with the Planet (this is obviously the Ancients using
Aeris as a medium for the deliverance and channeling of their message), but
she's stopping it by the will of strength. Then she gets up after Cloud goes up
to her, and then you get up and start heading up the stairs. What does she
mean by "You're uneasy...but happy?" After you see one of those psychopathic
Sephiroth occultists unexplainably die at the top of the stairs
near the door (he's #9) head on through the door at the top.

In the altar room, you see Tseng laying there, who's recently been up close and
personal with Sephiroth's Masamune. He actually tells you a lot of useful
information about Sephiroth... purposely, unlike that dumb broad, Elena. He
(Sephiroth) is not really searching for the Promised Land, as that's not his
main desideratum in all of this. He then starts talking to Aeris, mainly, after
he says that it was a mistake letting her go, and it was the beginning of his
"bad luck". What bad luck in question is, I don't know... but, she doesn't
agree with him, and after a small dispute between the two of them, he relieves
control of the Keystone to you, and tells you to place it on the altar. Said
alter is in the front of the room in plain sight. Cloud goes to check on Aeris,
who's crying, and she says that although Tseng's part of the Turks, but she has
known him ever since they were children. He's one of the only people who truly
know her. After this little lingo, go put that damn doggone thing on the alter,
for pete's sake. After some deliberation, Cloud puts it in, and sees lights on
the alter begin to shine, and then it opens the way to the inner sanctum.

After some more of her more nonsensical bantering about so many words and
feelings here, and some more rhetorical chattering about this confusing looking
maze, continue forward. Holy mother of Christ, -look- at this damn maze. It's
enough to make you want to just rip your hair out in frustration, but fear
not, as you have me to fall back on ^_^ We do have a few new enemies introduced
to us (some, in not the nicest of manners) in this area, which can start to
writhe on your nerves while you're trying to navigate this place. Oh sister, I
wish you could some how walk around here clandestinely, without any
circumspection of any sort. First is the enemy, Kelzmelzer. Weird name. Anyway,
although it has a strange name, it can be somewhat dangerously powerful. In
appearance, it somewhat resembles a tortuously circuitous centipede fiend.
Hard to describe it fully. Its main gimmick is to Poison you with Liquid Poison
attack. It also has a physical attack, but that's really not even worth any
recognition. If you're not prepared correctly, you could get caught off guard
with impromptu poisoning. Next enemy is the Doorbull which looks like a
minotaur, but there's also a cat's face on the body. It possesses 2800 HP, and
some good attacks, but I personally think this enemy could've been so much
more. Its two attacks with physical inclination are 100-hitting attacks.
But for some reason it has two other attacks (Fire Shell and Light Shell) that
really don't do that much more damage. Fire Shell does Fire damage and Light
Shell does Shout element damage, so it all can be nullified, by the way.
It absorbs Fire magics and is totally immune from Earth-type attacks.
Afterwards in a battle with it, you can with a Hi-Potion, and it is
beneficial for you to engage in some fights with this enemy. But, all in all,
in combat and whilst doing battle with this enemy, he can hurt you pretty bad,
even if you manage to win. Also, if you run into 8 eyes, simply cast Poison
against them and they'll immediately be KO'd. Some of their HP% damage attacks
can get annoying (as can its ability to cause Darkness and Slow), so don't
leave it alive longer than you have to. Work the same Poison trick on any
Jemnezmy you may find.

Toxic Frog is next. it merits a good amount of my delving-into-enemy-type
attention for two reasons. One being that it can turn you into a Frog two ways,
and one being its Frog Song (it's also attainable if at least one character
possesses the Enemy Skill on them) and Frog Jab. Frog Jab is just a stupid
move that turns you into a Frog, and if you're already a Frog and it's used
versus that same character, they're un-Frogged. Last and actually least is the
Under Lizard. This enemy is almost another waste of explanation time. It has
1400 HP, one pitiful attack, and another dangerous one. Its physical attack,
"bodyblow", does about 130 damage to one character. Petrified Frog, its other
move, turns one character into a Frog, and Slow Numb, where in thirty ticks,
he/she/it becomes petrified. Beat it down mercilessly, that's all. That's it
on enemies for now.

Anyhow, folks, from the start, shoot forward, and then head to the left to the
end. Don't go up the first steps, but instead, down the second steps that you
can see. Now, once you're down here on the below floor, head through the little
door there, and then make your way down the green vines present on the wall.
Note: these vines, everywhere you see them, can basically serve as ladders,
simply with different appearances. Now, just run under the stairs (it may not
be the most obvious thing in the world, as it's all shaded black with shadows
and looks like it's blocked). Over here is the Trident inside of the treasure
box. At this point, continue forward, down the stairs, and then, up the vines
on the vall to the left. Ok, don't try entering that door there, though, as it
is somehow magically sealed, and the sound apparently brings back some memories
for Cloud.  No worries, you can continue to the left, and then scale those
steps, too. You'll be seeing the wizard man running at this point. Anyway, head
under the arch and collect your next item, the Turbo Ether. But, under that,
don't continue any further in that direction, and instead, head back and climb
the wall with the fines right behind you (where that wizard -ish man just
scaled). Nab the Mind Source here Afterwards, make it back down the
stairs. Then, there'll be a door on Cloud's right; enter through it. Here, you
catch up with that small little wizard-looking man who was previously fleeing,
it seemed. Go and talk to him, and he says nothing but "nyum, nyum". Aeris
explains that they're the spirit bodies of the Ancients. They have been
protecting this temple for a long time, away from the planet. She then explains
more about them, and then you join back up. Go and get the Silver Rifle from
the chest to the right, next.

Now, if you want, you can talk to the spirit body for a mobile, portable, and
on-the-go Item Shop. Whippee! What's it got?: Potion (50), Hi-Potion (300),
Phoenix Down (300), Ether (1500), Hyper (100), Tranquilizer (100), Maiden's
Kiss (150), Tent (500). Not only that, but he can also serve as a mini-inn,
where you can heal up with his magic. For free, too! Along with that, you can
even save your game, as you won't be able to turn back easily. Man, this guy
is really handy, not to mention convinient. Now, leave again, down the vines,
and under where you obtained the Turbo Ether. From here, make your way down the
huge steps, and take a left turn. Now, down the small stairs, and over across,
down the small vines in the corner to the Rocket Punch in the chest. Continue
to go down the steps just below where you just got the Rocket Punch, and follow
the short path to another bit of vines right under another one of those spirit
body guys. Do not follow him just yet. But rather, continue to climb the steps,
under the arch, and down the stairs to the left side inside. Continue up the
vines here vines here so that you can accomplish picking up a Luck Plus Materia
on your venture (it says Lucky Plus when you pick it up, though :)) Now head
back to where you just recently saw that short fry and enter that very same
room he just went to. Here you're in one insane room, where you see rocks with
little niches in them rolling past.

If you just so happen to get nailed by one, it sends you back to the beginning,
flattened like a pancake, in typical Lara Croft style. No damage is inflicted,
thankfully. You must continue to use those little, little platforms to the
sides (not with all rocks, as you could get run over), and continue running
under and through the niches when the time is right, and you must do this all
of the way down the hallway. Have fun, as there's not too much else I can tell
you on this specific matter. But also, sometimes, as you run under a rock
from the front (this is actually key), Cloud kneels, staying under the niche,
safely passing. Don't come into this extemporaneously prepared. Once you clear
it an head off to the left, a green light flashes, signalling successful
passage. Move forward and get the Morph Materia. Now you to proceed on with
this crap to the next side of the room. At the other side, another green light
flashes, and the boulders cease coming. Good. Exhausted, Aeris for some reason
goes over to that surreal pool of purple light back there at the halfway
point. The rest of your party, of course, being stupid, follow her, and you
learn that it contains the conciousness and knowledge of the Ancients. It's
attempting to communicate, but Aeris does not understand it. She learns of an
evil nearby. Can you say "Sephiroth"? Then, and irredescent light shines, and
you see a shrine where Tseng and Elena are, looking at the many workings and
arts of the Ancients. There was probably a translation problem in the game
(I wouldn't be surprised), and the name was supposed to be "Ancient Egyptians",
instead of "Ancients". That, or they shortened it. Tseng and Elena make a date,
then, heh. Sephiroth appears in the most stereotypical badass fashion, then,
and teaches Tseng the meaning of pain. He's so damn awesome. But first, he
thanks Tseng for opening the door. Well done, jackass. He plans to become one
with the planet, and all its knowledge, beings, and spirits. But how? The way
to do this lies right within that chamber they're in. Death is all that awaits,
but do not fear, as it is through death that a new spirit energy is born. You
shall be born again as part of Sephiroth. Damn, we're screwed.

During some talking (with your party probably frightened out of their frickin'
minds), Cloud wants to know where that room is. Aeris, being able to sense it
with her knowledge and feelings of the Cetra, says you're almost there. Cloud,
with the utmost stalwart, says that it's gonna end here for Sephiroth. Rock on!
\m/ As you start to walk away, if your eye is keen, you can see Sephiroth
eeriely moving around in the light, and then flying away, and the light dying
down. Now, talk to the spirit body at the end of the path. You can rest or save
here, what ever you'd like. Then, keep going down the stairs to the right side.
This next area is kind of confusing.

This whole room is one clock, with all three hands of a clock. The game tells
you how to move them, and there's also treasure in some of them, enemies, or,
nothing whatsoever. Beware, as you stand on hands, the second hand may knock
you down to the bottom where you fight two Ancient Dragons for the Nail Bat.
These enemies have Southern Cross, which does 600+ damage with Ice. They are
weak to Gravity as well as Wind, but, immune to Earth and Water (not much worry
of the Water one for now). Also, they have 2400 HP each, so it might take a
little while. Anyway, at the clock, you need to position the minute hand and
the hour hand each to get to a door. Here's what all doors lead to: 1) enemy
fight; 2) nothing; 3) enemy fight; 4) Princess Guard; 5) Ribbon (equip it to
somebody, as it's an accessory that blocks all abnormal statuses); 6) maze
[covered below here]; 7) Trumpet Shell; 8) Megalixir; 9) nothing; 10) starting
point; 11) nothing; 12) exit -> note: you can do these all, but it's advised
that you stay away from "nothings" and enemy fights. Now, for info on the
infamous room 6 (or VI, what ever you'd prefer). But first note: if you fell
to get the Nail Bat, you have to make it all the way back up here from the
beginning of the maze.

Ok, after you see the spirit body escape with the key, it's up to you to find
him by using these doors, and get the key to the main door at the top, which
Aeris says is locked. It says that you can use the left side, or, jump down to
the below if the need arises. All right, you must use all these doors to find
him on his predictable pattern through them. The first two doors (the one you
came from and the locked middle one) are completely useless to us. So, I'll be
numbering all doors to better illustrate my point in this chart.

                         ---
                        | 1 |         X           X
                         ---
                        |---|
                         ---     ---     ---     ---
                        | 2 |---| 3 |---| 4 |---| 5 |
                         ---     ---     ---     ---
                        | 6 |---| 7 |---| 8 |---| 9 |
                         ---     ---     ---     ---

As you can see from this plot of the area, only nine of the total eleven rooms
actually pertain to this.

Note: you can get a Work Glove from a chest down at the bottom left of the big
area. Ok, here's the pattern of how the spirit body moves: 1-9, 2-4, 3-6, 4-1,
5-8, 6-5, 7-2, 8-7, 9-3. Once you have caught the guy, it says that the door
has been unlocked. You can talk to him now, hear him say nyum, nyum, then rest
and/or save your game progress. Now go up to the top and through the middle
door that's now unlocked. This is the room that you just saw Sephiroth slicing
the living hell out of Tseng in.

Uh-oh, crap. After some minor observing of the environment, Cloud calls out to
Sephiroth. Then he appears, flashing, and floating in the air. He starts
talking nonsensical things at first, and then tells you to come. Meaning, go to
the middle of the room, where he's standing there looking at one of the murals.
He describes this place as "a treasure house of knowledge". Cloud doesn't
comprehend what Sephiroth is getting at. He evilly snickers, and then
disappears. Now, go to the other side of the room, where his sinister plot is
then revealed. He is looking at a mural on the wall depicting a meteor coming
down on the planet. Oh no. He is becoming one with the planet. Now, keep going
to the end of the room, this time, where he's casually laying there saying it's
almost time for him and his mother to become one. When you get there, he gets
up, and Aeris asks just how he intends to merge with the planet. Good question,
Aeris. Can you imagine how confused Barret is/would be now?

Sephiroth, uncharacteristically answers her politely. It's simple, according to
what he says. He proclaims that if the planet is hurt, it accumulates Spirit
Energy together in order to heal its wound. The amount of energy depends on the
actual size of the injury. If he were to inflict a wound upon the planet that
would threaten its very existence, what would happen? A lot of Spirit Energy
would be gathered, at that. He will be the cause of that injury, and also be at
the center of it; it will all become his. And, by fusing with the energy of
the planet, he shall become a new lifeform. Basically, by melding with the
planet, he intends to become God, and control all life. Man, this isn't really
that take over the world and rule with power and fear sort of thing, is it? He
plans to do this with the Black Materia, the Ultimate Destructive Magic...
Meteor. Sephiroth flies away, even after Cloud said he was going to personally
kick his ass. Then Cloud has his worst weird-out yet whilst looking at the
portrayal of Meteor on the wall. He's laughing...? He's replicating himself,
too... Apparently, he was being possessed by Sephiroth. Damn, this can't be
good. Once he comes to, they proceed as if nothing out of the ordinary had
just occured. That's FF7 for ya. Cloud understood what he was saying (that's a
first). Aeris then completely explains what could happen with the situation,
and then everything starts shaking, but it's not Sephiroth, it's your upcoming
boss battle with Red Dragon.

===============================================================================
-   BOSS: RED DRAGON                                                          -
===============================================================================

-> Monster's Name: Red Dragon
-> Monster's Locations:
- Temple of the Ancients (forced)
-> Monster's Level: 39
-> EXP for Defeating: 3500
-> AP for Defeating: 200
-> Gil for Defeating: 1000
-> Item Dropped from Monster: Dragon Armlet x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 6800
-> Monster's MP: 300
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   95,  80,  5,   90,  85,  260, 5
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Sleep, Stop, Confusion, Petrification, Berserk, Frog,
Small, Slow-Numb, Peerless, Seizure, Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Red Dragon Breath        0   1    Mag   Fir   Mag   20      95   X  X
^ Tail Attack              0   1    Phys  Hit   Phys  20      90   X  X
^ Dragon Fang              0   1    Phys  Hit   Phys  40      100  X  X

--> Attack Pattern:

-> Basic Pattern:
On Red Dragon's first turn,
3/4 - Red Dragon Breath on random character
1/4 - Dragon Fang on random character
For all subsequent turns,
1/2 - Dragon Fang on random character
1/4 - Tail Attack on random character
1/4 - Red Dragon Breath on random character

- STRATEGY: Contrary to what you're probably think, this is actually an easy
fight to emerge victorious from. First of all, it's immune to Gravity, like all
bosses, so don't try it. It, being a dragon (biggest reason why), can absorb
Fire and heal itself, so that's an even larger no-no. It's susceptible to
Poison, meaning Bio2 should be used when the fight starts. I suggest Big Guard
placed to cut down on the damage from Red Dragon Attack, which is a powerful
attack. I wish we could Enemy Skill it ;P It has no weaknesses, too, even
though you might think it'd be Ice magic, but it's not. Sorry to burst your
bubble. Healing with Cure2-All will definitely become a necessity in this
fight, so have it pre-linked. Using summons and Limit Breaks in this fight
(after application of Poison) is the way to go. So are lvl2 magics, as they're
really quite useful. I suppose your biggest worry in this fight, even moreso
than Red Dragon Breath, is one of its two regular attacks, Dragon Fang. It'll
do significant damage unless Big Guard is in place. Unfortunately, this is
the attack it uses the most, so you'll have to cope. You can cut down Red
Dragon Breath's damage by having measures of protection against Fire element.
In no time flat you'll have this fight won, with all of its 6800 HP diminished.

Note: After the fight, you get your HP and MP totally rejuvenated by the spirit
      body outside if you want.
Note: Don't use too many of your good items here, as you have a harder, more
      challenging boss fight in just a few.

Now, once you've successfully beaten the Red Dragon, you can nab the Bahamut
summon Materia, which is recommended that you equip it now. And if someone has
Choco/Mog on, scrap it, as Bahamut's a *MUCH* better choice. Well, go all the
way to the right side of the room and examine the object.
"B.l.a.c.k...M.a.t.e.r.i.a" is etched on it. So, choose the option to take the
Black Materia when it's offered. As you try, it doesn't allow you to, so Aeris
goes to seek answers from the Ancients. They said that the temple itself is
the Black Materia. What the hell? Funny how you failed to realize that earlier,
Ancient-girl. But, the whole being crushed to get the Black Materia ordeal,
and how you need to solve puzzles, yada yada. The PHS rings, and Cait Sith says
you can use his stuffed body to do it, for the future of the planet. So, choose
the first option, and then you head for the exit. Now head to the clock room
and through door 12. As you approach the door, everything goes to hell, and
you're about to fight Demons Gate.

===============================================================================
-   BOSS: DEMONS GATE
===============================================================================

-> Monster's Name: Demons Gate
-> Monster's Locations:
- Temple of the Ancients (forced)
-> Monster's Level: 45
-> EXP for Defeating: 3800
-> AP for Defeating: 400
-> Gil for Defeating: 4000
-> Item Dropped from Monster: Gigas Armlet x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 10000
-> Monster's MP: 400
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   150, 100, 0,   120, 96,  450, 0
-> Fire (normal), Ice (normal), Lightning (normal), Earth (1/2), Poison
(immune), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Sleep, Stop, Confusion, Paralysis, Petrification, Berserk,
Frog, Small, Slow-Numb, Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Demon Rush               0   A    Phys  -     Phys  24      255  X  X
* Cave-in                  0   A    Phys  Ice   Phys  16      100  X  X
^ Falling Rocks            0   1    Phys  Hit   Phys  24      100  X  X
* Petrif-Eye               12  1    Mag   Hid   -     -       255  X  X  (1)
  Move Forward             0   S    -     -     -     -       I    X  X  (2)(3)
  Move Backward            0   S    -     -     -     -       I    X  X  (4)(5)

(1) Slow-Numb [100%]
(2) Demons Gate moves forward
(3) Miscellaneous/Animation
(4) Demons Gate moves backward
(3) Miscellaneous/Animation

--> Attack Pattern:

-> Basic Pattern:
Demons Gate's initial IRV is 8
Action Count is 0, 1, 2, 3, 4 (chosen randomly)
Is Action Count 0, 1?
Yes: Does at least one character not have Slow-Numb or Petrification?
     Yes: Falling Rocks on random character without Slow-Numb or Petrification
          (if 1 has been chosen out of Rnd[1..IRV], then Falling Rocks x2 in
          on turn)
          [Action Count +1]
     No: Action Count +1
No: Is Action Count 2?
    Yes: Does at least one character not have Slow-Numb or Petrification?
         Yes: Cave-in on all characters without Slow-Numb or Petrification
              [Action Count +1]
         No: [Action Count +1]
    No: Is Action Count 3?
        Yes: Does at least one character not have Slow-Numb or Petrification?
             Yes: Has 1 been chosen out of Rnd[1..IRV]?
                  Yes: Petrif-Eye on random character without Slow-Numb or
                       Petrification
                  No: Falling Rocks on random character without Slow-Numb or
                      Petrification
                      [Action Count is 0, 1, 2 (chosen randomly)]
             No: Action Count is 0, 1, 2 (chosen randomly)
        No: Is Action Count 4?
            Yes: Move Forward on self
                 [2/3 - Action Count +2]
                 [1/3 - Action Count +1]
            No: Is Action Count 5?
                Yes: Action Count +1
                No: Does at least one character not have Petrification?
                    Yes: Demon Rush on all characters with Petrification
                         Move Backward on self
                         [Action Count reset to 0]
                    No: Action Count reset to 0

-> Counterattack Pattern:
Is Demons Gate's HP less than or equal to 1/4 of its MaxHP?
Yes: IRV is 2
     Move Forward on self
No: Is Demons Gate's HP less than or equal to 1/2 of its MaxHP?
    Yes: IRV is 3
         Move Forward on self
    No: Is Demons Gate's HP less than or equal to 3/4 of its MaxHP?
        Yes: IRV is 4
             Move Forward on self
        No: IRV does not change

- STRATEGY: This is a tough fight, although the boss doesn't have the fastest
agility in the world, but he is still one of the fastest you've done battle
with them thus far. You can easily tip the odds immensely in your favor if
you implement Slow on the boss, and possibly have Red XIII in your party for
his Lunatic High. Big Guard Enemy Skill in this fight is very useful, as well.
You'll need a Softs and/or Remedies. Bahamut Materia is very useful when you
want to deplete about 2500 HP from it right away. Then, if you follow that by
perhaps Cloud's Climhazzard and Cid's Hyper Jump can almost halve its HP right
there. Some other summons may be useful, too. Earth shouldn't be used, as the
damage is halved (meaning Titan and Quake2 generally shouldn't be utilized).
Most summons aren't really that great, though. Limit Breaks are the key. Cure2-
All combination is also your god in this fight, as it's extremely beneficial.
Note that boss in question possesses high Mdef, magical attacks won't do that
much. Some summons are even renedered virtually useless against this guy. On
regular turns when not much is available, physical attacks still do regular
damage, so they're useful. Prepare for its most powerful attack on the next
turn it gets after its HP is reduced below the 7500 mark, the 5000 mark, and
the 2500 mark. The attack is Demon Rush, and it will do significant damage to
all your characters (this is the primary reason for the Cure-All Materia
combination).

After the fight, Cait Sith makes the scene (unless he's already with you, in
which case he just happens to be there, of course). He says to take care of
yourselves, and that he'll take it from here. Wow, so he's actually gonna do
it, give his stuffed life for the good of the cause. That's semi-admirable,
seeing as though he's not losing an animate life. Aeris begs Cloud to say
something (probably to stop him), but Cloud's not good at that sort of thing,
as we've established before, and his people skills certainly aren't the best in
the world. Aeris then asks Cait Sith to read their final fortunes. He's
exultant, and right or wrong, he's still the same 'ol him (you can say that
again). She then wants him to predict how compatible she and Cloud are. It'll
cost her exactly on date, :) This is a scene that's kind of sad in the
strangest and oddest sense. He then does his little dance, and pulls out the
fortune. More gentle and serene music plays next, as he says that it isn't
good, and shouldn't say it; poor Tifa. She wants him to tell her anyway.
Apparently, they are perfect for each other. Note: choices you've made in the
past don't effect this scene. Even if you went on the date with someone either
than Aeris, he'll still pull that fortune. It then gets sad, when he tells you
his thanks, for believing in him and trusting him, even as it was beknowenst
to you that he was a Shinra spy. He says his farewells, and hops away to
perform this noble deed, and since Aeris told him to be strong, he's happy.
After he gets up from his small fall, he continues hopping along to get the
Black Materia. Tons of cute talking goes down, and then, he draws the Black
Materia out. You see the Temple of the Ancients sinking and transmogrifying
into the Black Materia, which is down at the bottom of the pit.

Cloud and Aeris head down, and they pick up the Black Materia. As long as they
have this, Sephiroth won't be able to summon forth Meteor. But, with our
current luck, how long will that be? He asks Aeris if "you guys" (in other
words, the Cetra) can use the Black Materia, but she answers no, and it
requires great, wonderous spiritual power. You need to go somewhere special,
where the planet's spirit energy is great; The Promised Land! Man, this is all
starting to make sense, somewhat. But, just as it starts to, the game later on
throws more twists at you. Sephiroth shouldn't be able to find the Promised
Land, though, since he's not an Ancient. And, it is at that moment where there
is a flash on the screen and Sephiroth appears, and he states that he has
indeed found the Promised Land. So much for their half-baked theory. He then
starts flying, saying that he's actually, far superior to the Ancients. This
guy's not bluffing either, did you see his power? It's not just egotism. He
has traveled the Lifestream and gained knowledge and infinite wisdom of the
Ancients. But, he has even gained knowledge of those after the Ancients'
existence, and they went under total extinction, and, in time, he shall create
the future. Your minuscule party has some objections, but it's not like it
matters, as Sephiroth can own your ass. The screen goes white, and you see
the present Cloud laying on the floor freaking out. You see a younger version
of him, and Sephiroth makes a screeching noise which makes Cloud insanely
chase after Sephiroth, and give the Black Materia to him. Oh, great, now the
world is sentenced to a hellaciously cataclymisic doom. Good going Cloud, we
really freakin appreciate it. Sephiroth then flies away, and all is returned
to normal.

Cloud is angry at himself, to say the very least. Do you even know HALF of
what this means, you dimwit? Cloud seeks Aeris for comfort, asking her what
the hell he did. You screwed the world over, that's what you did. She tries to
offer support, telling him to be strong. Meanwhile, whoever your other party
member is, is running around like a chicken on fire at the top of the ledge.
Cloud is still tormenting himself over this, and rightfully so. Aeris still
tries to soothe his conscience by telling him he didn't do anything. Oh, maybe
he didn't do anything in the "Magical Fun and Conceited World Where Nothing
Goes Wrong and All is Happy and Good". Die. "It's not his fault" my ass. Ok,
actually, Sephiroth was controlling his mind. Great, it seems Sephiroth can do
it all: fly, disappear, replicate, control minds, etc. We're in so much shit.
Cloud then starts attacking and striking Aeris. That little son of a... Now,
Cait Sith 2 comes, and thinks it was at a bad time. Whoever your other party
member is jumps down and knocks him unconcious. Everything is white, and
apparently he can't recall anything, and if everything is a dream, he doesn't
want to be woken. The screen then switches from Cloud talking to his death
warrant signing self to a mysterious forest where Aeris is. She says that she's
going to go off and handle Sephiroth herself. Apparently, Aeris has been taking
to many puffs of the peace pipe. Either that or she's drunk. Aeris, I thought I
told you to save that for at nights when we're at the inns! ;) All the while,
she's disappearing, showing up in different places, and telling Cloud to worry
about himself, so that he doesn't have a breakdown. This place is called the
Sleeping Forest, and leads to the City of the Ancients. After some more talking
she mentions a "secret" just ahead, and also mentions that only a Cetra can
save the planet from Sephiroth's Meteor. She runs off, and Cloud is frozen so
that he cannot follow her. Then you hear Sephiroth talking about her attempt of
interference, and shows up from the trees.

He says that "we" must stop that girl soon. What you mean by "we", Sephiroth?
After a flash, Cloud wakes up from the bed with Tifa and Barret at Gongaga's
inn. Choose whatever choice when asked how you're feeling. Apparently, Aeris is
missing. So, you just dreamt that Aeris went off to challenge and put a stop to
Sephiroth alone, and now when you've come to, she's also gone off somewhere.
Interesting. And, of course, as we've established previously, Cloud's psychic
abilities are unparalled, so, she's heading to the City of the Ancients, and
that's a fact. Barret says that you've got to follow her, but Cloud cuts him
short and says that only Aeris, the last surviving Ancient, can save them from
Meteor. But, Tifa says that you have to find her, as if she's discovered by
Sephiroth, she's in it big. And, from Cloud's recent dream sequence, we know
that Sephiroth already knows that she's coming, and will find her soon. Great.
Cloud doesn't want to go, as he might lose it again, and something bad like
punishing the planet to a dreadful fate at the hands of a deranged man who
thinks he's Neo God. Nothing much, though. Barret then verbally kicks Cloud's
ass, saying that it was ALL HIS FAULT that Sephiroth is currently in possession
of the Black Materia. Damn, that's some contradictory statements bumping around
in Cloud's head now. Aeris says it's not his fault, but Barret says it is, and
personally, I side with Barret. Wow, now that's a first. Cloud says he's too
scared to continue, but, Barret and Tifa somewhat change his mind, then leave.
After you get up from bed, leave the inn.

On the village's streets, your team meets up and asks how Cloud is doing.
Barret asks if he wants to find out or if he's scared. Barret comforts Cloud in
only the way he can, and it's quite funny, but you can tell he actually cares
for Cloud. Tifa also soothes him with a few encouraging words. After Cloud
agrees, they all come to a consensus, and now you're out to find Aeris. Note:
in Gongaga, somethings I failed to mention: on the second floor above the
Accessory Shop is the Weapon Shop, which sells Hardedge (1500), Grand Glove
(1200), Atomic Scissors (1400), Striking Staff (1300), Diamond Pin (1300),
Boomerang (1400), Impaler (500), Shrivel (500), Molotov (400). Anyways, when
you're ready, just leave Gongaga completely the same way you came in that one
time you were here. Outside, you can find the Tiny Bronco waiting right off
the shores of the beach near Gongaga. Get it in, and we're movin' out!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        World Map/Road to Bone Village
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

All right, once you hop in your coveted Tiny Bronco, you have to start riding
it West, along the side of the Western Continent. This is because, to get to
the Northern Continent (which is your current destination, by the way), you
have to follow that, as the other way is blocked to the Tiny Bronco. This is
only partial, however, as you first (immediately after getting in) need to go
East and cut through the West Continent-dividing river, and continue to make
your way around its West to the far North. Near the only shore here, you'll
see the only real area (more of a small patch) that's not engulfed in snow on
the entire Northern Continent. Outside on the beaches we have a Tonadus
again, so no point in reinforming you on them here. Refer to the appropriate
section of the walkthrough for their information. Heh, apparently Aeris was
nice enough to leave you all of her Materia, so use them to set up accordingly.
Off of the beaches but still out of the forests we have solely the Trickplay.

Trickplays can get to be a pain, but all in all, they aren't that bad. Decently
sized amount of HP is with them, though, and that is a total of 1500. Sure, we
have dealt with enemies with far more than that before, but it's still an ok
amount. This guy, as you might be able to tell just by looking at him with one
glance, looks suspiciously like the Mu, which we encountered earlier on the
way to the Chocobo Ranch on the Eastern Continent. But, of course, a lot more
dangerous, packing a much larger and powerful repertoire of attacks to punish
your party members. One of them being Sinking, which does Quake2 damage on one
character for about 250 damage on average. They also have Gold Mountain, which
does about the same damage as Sinking, but by physical means alone. We have its
bigger Magma attack, which does about 200 damage (on average range) of Fire
type damage to one character. Sewer is also in its repertoire, and it does
exactly what Mu's did. The Trickplay's rock shoot attack (physical attack),
does around the 200 damage vicinity, and effects one character, obviously. And
lastly, it uses L4 Suicide, which you can learn with the Enemy Skill Materia
fitted one anyone's weapons or armor. Its Hot Springs attack, unlike its other
ones, can actually heal for about 500 HP. From all of this, we can derive that
most of its attacks do around the 200-250 range (sometimes below, in the 150-
175 range), and with L4 Suicide, can really screw your party over (but you can
also learn it as an Enemy Skill, of course).

Ok, when you've accomplished what needed accomplishing, you can enter Bone
Village, which is that area that looks like the remains of a dinosaur nestled
in the forest. This is where you currently need to go to progress on, so,
enter it, genius.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           Area #28 - Bone Village
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None
-> Items/Weapons/Armor: Buntline, Lunar Harp
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Now, from the start of this place, you'll see tons of people working around the
place if you run around a little bit. Well first of all, you can, surprisingly,
get some shopping done at an Item Shop. Item Shop? Here? Yeah, as shocking as
it may sound. Now, it's not an "item shop", per se, but it is a guy who sells
stuff and serves the same purpose as one. It's the guy second closest to you
when you walk in, and you have to choose "I want to buy something". From here,
you can purchase tons of good crap, such as: Diamond Bangle (3200), Rune
Armlet (3700), Potion (50), Hi-Potion (300), Phoenix Down (300), Ether (1500),
Hyper (100), Tranquilizer (100), Tent (500). The first ones, if you purchase
them, can come in quite useful. All right, time to do some talking to the
locals around the village (we'll exclude the item shop guy until the end).
First, the guy nearest the entrance tells you just what this village is, and
then asks you what it is exactly that you want to know (City of the Ancients
location, Aeris' current location, or, ask him what he's doing). First off,
how in the holy hell is he gonna know who Aeris is, but he astutely picks up
that it was probably a girl that entered the Sleeping Forest; he warned her,
but she ignored him. Yep, that's definitely our girl. If you ask him where the
City of the Ancients is (also, by them, called the Forgotten City), he doesn't
answer you, actually. Bastard. And, if you ask him what he's doing, exactly,
he explains briefly that he's excavating, and like the land is telling the
planet's history.

As you head up the stairs to the North side of town, there're two guys on the
right. The first guy tells you about the Lunar Harp being able to awaken the
Sleeping Forest, allowing passage, and he also mentions that Aeris just went
through using a Lunar Harp. You can inquire about getting a Lunar Harp, or,
say that you're not interested, but of course of you are! But, he redirects you
to the guy in the tent below (the guy who I said we were going to exclude till
the end). The guy even to the right of him explains how they use earthquake
simulations by way of bombs, and then, check the sound waves given off by the
tremors, and that's how they find treasure and excavate. Or at least that's how
they find where to start digging, as although they already have developed that
kind of technology, they can't develop some sort of machine to also do the
digging for them, too. The man in green over to the left says the treasures
that they excavate are placed into that box down below. The guy to the very
North tip of town tells you about the Sleeping Forest up ahead.

Now, down to the guy in the large tent down below. You can, as always, use the
Item Shop, or, the first option, which is the required one. You can opt to
look for Lunar Harp, Good Treasure, or Normal Treasure. Good Treasure can net
you a Bluntline, Normal Treasure can usually just net you crappy items such as
insignificant Potions, and other things of the sort. Then, we have the Lunar
Harp option. Hmm, I wonder if this possibly could lead us to that Lunar Harp
everyone's been talking about? This shall be stripping you of some Gil, too,
as it's 100 Gil to set one person, so the maximum of five at a time shall cost
you 500 Gil. The basic things to do here, first, is to select any part of the
Bone Village (top or bottom levels), and then press  to set someone there. You
can continue to set more people (max = 5) around the place, and when you're all
done, select "done" to finish it up. Then, they explode the bomb, and face in
the direction of the tremors. It's now your job to place them to dig in just
whatever place you chose (common sense tells you to do it in a somewhat
relevant area to how they were turning/facing). And the next morning, whatever
item they excavated for you will be in that chest, if any. Anyway, once you've
gotten any Normals/Goods you wanted, it's time to unearth the Lunar Harp!

Sure, you might be thinking that this'll be a hard, difficult, and lengthy
process, but to the contrary; it isn't. Anyways, where to start, you ask? This
is easy. First, you get your crew ready by selecting the Lunar Harp option, and
start placing them randomly across the top portion, then ignite the bomb for
explosion. After the tremors are calculated, they all should be facing in the
same direction, to the left of the tent up there (or close to it). Now, select
a reasonable spot for excavation. There's quite a large margin for error here,
and it's not an "exact" spot. But as long as it's in a reasonable spot, and
you're not looking back at Junon whilst they're looking next to the tent, you
should be in fine shape. The following morning, check the chest, and you should
have the key item Lunar Harp now in your inventory. All right, when you're
ready now (you might need to redo it a few times), head up to the Sleeping
Forest.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          Area #29 - Sleeping Forest
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Boundfat, Hungry, Malldancer
-> Items/Weapons/Armor: Kjata Materia, Water Ring
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Mmm-hmm, this looks very familiar, huh? It's where Cloud just dreamt that Aeris
ran away to stop Sephiroth herself, and then Sephiroth giving chase. Anyway,
after you get past this area, you're in the next area, with no actual enemies
in it. These enemies include Hungry, Malldancer and Boundfat. Malldancer is
immune to Earth and Water, and its Dance ability inflicts Darkness and Slow to
the entire party - not a pretty combination. Hungry has the ability to eat
your characters once they're in Small status from its Mini attack. Meh,
it's easy to dispose of, nonetheless. Very straightforward.

First of all, there's an eerie green light and that says that the forest awoke.
Here, on the left side of the screen running around is the Kjata Materia.
Anyhow, from here, continue forward into the next area from the top. These
first two parts of the forest are really straightforward and easy, ya?

Don't worry, it doesn't get much more complicated to navigate than that, but
just a little, I suppose. It actually involves, what am I looking for, hmm,
thought! But know, it just takes very little, so even you bumbling bufoons
should be able to make your way around. The next area you come to has some
rocks to walk along. Run under the log from the start (after a little moving,
first), and it shall contain a Water Ring for you. Now, head for the start of
the rocky area, and head up the left rock path, and through the log up ahead.
Now, keep going into the next area, which is a path that leads to, in fact,
the World Map on the other side.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                Area #30 - City of the Ancients/Forgotten City
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Jenova-LIFE
-> Items/Weapons/Armor: Aurora Armlet, Comet Materia, Elixir, Enemy Skill
Materia, Guard Source, Magic Source
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

All right, once you're out on the Icicle Area of the World Map, you need to
just head forward until you're in the next area, which should be about 10
running steps, and you'll then be in the City of the Ancients (Forgotten City).
The game now plays you a new tune, specifically for the Forgotten City, as it's
somewhat of a turning point in the game, and one of the biggest scenes in
history will happen here, in just a little while. From the beginning, you have
to go forward a little bit, and then there's a _|_ junction. The "|" being the
path leading to the main city, where you need to go for the main story to
actually continue. The area to the left has a savepoint, a Magic Source in
the same nearby vicinity as the savepoint, and an Aurora Armlet there, too.
The branch-out to the right side leads to a new area. There's a few paths here,
and the one to the right sends you to a house with a Guard Source at the top in
a treasure chest. That's around the spiral and then climb the small wooden
ladder to get to it. Outside, if you continue left on the fork, you arrive at
yet another destroyed, abandonned house. You can get an Elixir on the bottom
floor, and at the top there are some beds for you to rest at. Brilliant. As
you wake up during the middle of the night, Cloud says he can sense and feel
that Aeris, as well as Sephiroth, are here. After your party bands together
again, grab the Enemy Skill Materia behind the beds, then leave the house and
go South for the main area.

You now are to use the middle walkway to get to the main section of the City of
the Ancients. Hmm, he hears Aeris' voice? Down the center path, in the next
area, simply proceed straight through, as it's just a straight path to the up
and coming area. Here, you get to see some really tranquil, peaceful, and calm
looking scenery. There's a lake, and some of the sun's beams are getting
through the top of the trees, and the lake is glistening. There's also a house
behind the lake, so that's where we're headed. While inside of it, continue up
on the spiral walkways upwards, and at the top pick up the green Comet Materia.
Once you've picked it up and preferrably equipped it to someone, head to about
the halway point on the spiralling walkway, and from there, head across on the
little blue staircase into a new place. Here everything looks really strange,
but awesome. Proceed down the long and winding crystalline steps to the bottom
(and still don't worry, there is no enemies, so continue on your way peacefully
without a care). Here, it is highly recommended that you save for the upcoming
boss fight, and set-up Materias. For some information on good set-ups, refer to
the actual strategy just a little bit down.

All right, so near the savepoint you should've just recently saved at, you head
down to a series of five pillars to jump across. After Cloud jumps the first
one and notices Aeris in the distance near the center of the city praying, the
rest of the party insists they come, but Cloud has objections. Now, hop the
five small pillars, the screen shall switch to show another angle that strictly
shows Cloud and Aeris. As you approach, Cloud has a momentary freak out, and
then you can keep on forth to Aeris. When you try to talk to her, Cloud turns
around and draws his sword. Talk to her again to face her, and now as you make
any movements, it, in turn, causes Cloud to raise his sword as if he's going to
slash Aeris. The hell? Just as you're about to kill her, the party stops you.
Then, out of nowhere, in a CG cinema, Sephiroth comes from the air, impaling
Aeris through the back. Look at the bastard smile evilly. You then see her
Materia fall from her hair, down the pillars, into the water below. You see her
fall completely dead on Sephiroth's sword, and Sephiroth smiling about it as
it's a victory. Aeris came into your party and offered so much, and now she has
passed like an ephemeral fantasy, an evanescent dream... Cloud then runs to
catch the falling Aeris, and tries his hardest to get her to speak. He cannot
believe this. The Ancients are no more. Sephiroth then tells him not to worry,
as she'll soon be one with the planet. Man, you may see that as a victory, you
sinister Sephiroth, but screwing with us like this is your biggest mistake, and
adds more to your inevitable end.

He then says that her energy shall be heading North, to the Promised Land, over
the snowy fields, where he'll be, waiting to merge with the planet, as with
her. Cloud is unimaginably angry at Sephiroth, and you can feel his anguish as
he tells Sephiroth to be quiet. Now, Cloud uncharacteristically starts talking
about how Sephiroth's plan doesn't mean anything, and now Aeris is gone. She
shall no longer talk, laugh, cry, or get mad (that was so cute when she was
angry). He is furious, and his eyes are burning with the flaming hatred and
utmost contempt for Sephiroth. Sephiroth, like I was, is surprised to find out
that Cloud actually has feelings, but doesn't necessarily believe it. He then
flies away, leaving the conversation very open-ended for later. As he flies
away, he leaves you a little present to play with: Jenova-LIFE.

===============================================================================
-   BOSS: JENOVA-LIFE                                                         -
===============================================================================

-> Monster's Name: Jenova-LIFE
-> Monster's Locations:
- City of the Ancients - Altar (forced)
-> Monster's Level: 50
-> EXP for Defeating: 4000
-> AP for Defeating: 350
-> Gil for Defeating: 1500
-> Item Dropped from Monster: Wizard Bracelet x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 10000
-> Monster's MP: 300
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   128, 110, 10,  140, 40,  290, 40
-> Fire (normal), Ice (normal), Lightning (normal), Earth (weak), Poison
(normal), Gravity (immune), Water (absorb), Wind (normal), Holy (normal)
-> Immune: Silence, Sleep, Stop, Confusion, Petrification, Berserk,
Frog, Small, Slow-Numb, Seizure, Peerless, Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Aqualung                 34  A*   Mag   Wat   Mag   52      100  X  O  (1)
* Blue Flame               12  1    Mag   Wat   Mag   16      100  X  X
* Blue Light               8   1    Mag Wat/Shu Mag   14      100  X  X
* Reflect                  30  S    Mag   -     -     -       I    X  X  (2)

(1) Enemy Skill
(2) Reflect [100%]

--> Attack Pattern:

-> Basic Pattern:
Jenova-LIFE's initial IRV is 5
Action Count is 0, 1, 2, 3 (chosen randomly)
Is Action Count 0, 1?
Yes: Blue Light on random character (if 1 has been chosen out of Rnd[1..IRV],
     Blue Light x2 in one turn)
No: Is Action Count 2?
    Yes: Blue Flame on random character
         [Has 1 been chosen out of Rnd[1..IRV]?
          Yes: Action Count +1]
          No: Action Count reset to 0]
    No: Aqualung on all characters
        [Action Count reset to 0]

-> Counterattack Pattern:
Has Jenova-LIFE been attacked magically?
Yes: Does Jenova-LIFE not have Reflect?
     Yes: Is Jenova-LIFE's MP greater than or equal to 30?
          Yes: Reflect on self
          No: do nothing
     No: follow Basic Pattern
No: follow Basic Pattern
Is Jenova-LIFE's HP less than or equal to 1/4 of its MaxHP?
Yes: IRV is 2
No: Is Jenova-LIFE's HP less than or equal to 1/2 of its MaxHP?
    Yes: IRV is 3
    No: Is Jenova-LIFE's HP less than or equal to 3/4 of its MaxHP?
        Yes: IRV is 4
        No: IRV does not change

- STRATEGY: As you fight this boss, the first noticeable feature is that the
regular boss music you're accustomed to is replaced and just continues playing
Aeris' theme. Anyways, this boss may seem very familiar to you since you last
fought BIRTH on the Shinra Ship, but this one, as you may expect, is twice as
hard. Sure, this one's Agl isn't as fast as that of BIRTH, but, its attacks are
a lot more powerful. You've encountered its first one, Aqualung, before. Hell,
you may even have it in your Enemy Skills, as you may have obtained it from the
Harpy enemies near the desert prison. Anyway, it does about 1000 points of
Water based damage to all characters. This really sucks, and might be able to
easily eliminate your entire party in one fleeting instant. But, there is a
counter-measure to this, and that's by having one character equipped with the
Water Ring accessory that you recently made the acquisition of in the Sleeping
Forest. This makes them survive the onslaught, and then they can revive all of
the fallen fighters, or heal them completely, if they didn't die from it. It's
a very annoying attack, but thank God that it doesn't use it as frequently as
its two other main attacks, Blue Light and Blue Flame. Blue Light only damages
one character, and the resulting damage isn't that ominous, and the same goes
for Blue Flame. Note: you can, if you haven't before (or on the newly obtained
Enemy Skill), learn Aqualung from the Jenova-LIFE freak.

Gravity magic is pretty much damn useless, so if you have Demi2 ready to
crank for this fight, take it off to free that slot for something else. Earth
magic kicks ass against LIFE, so, Quake2 and Titan prove to be very awesome
attacks for this bout. If it casts Reflect, your magics are sent back at you,
so... But, there is a way around this, and it's to use Destruct Materia
and use DeBarrier can remove it instantly. If you have Water Ring on someone,
Blue Light also becomes ineffective, and is made to be absorbed by the wearer,
just like with Aqualung. Some Cure/Cure2-All spells come reallu useful in this
fight, especially if Aqualung comes around and only one character is not
affected. Even if only one character is left standing after Aqualung, and you
don't wish to revive them, the one character should be enough to finish LIFE
by themselves, as all of its attacks are voided.

Comet in this fight can do around 1300 points of damage. If you have Bahamut
ready to fight, it can do about 2300 damage, and your newly obtained Kjata can
rack up around 1500. Cid's Limit Breaks do around 900 damage, and Cloud's
Climhazzard does a good 1200. Cid's Galian Beast's Beast Flare can do around
850+ damage, so that's the recommended party for the fight. Time for more
character possibilities. Yuffie's Bloodfest can do 1450+ damage, which is
actually very good, but that's really the only purpose she serves. With Red
XIII, you could have Lv1 Limits still on for the Lunatic High Haste boost, or
make the switch to the next level and use Blood Fang and/or Stardust Ray.
Tifa's Meteodrive is considerable, also, and Barret's Hammerblow is what you
should be using with him if he's in. Quake2 magic does around 800+ damage, and
the Titan summon, here, can hit in for around 900 or more. Big Guard is
effective here, as are a few other Enemy Skills. Also, Odin's Gunge Lance can
do about 1100 damage, so it's also considerable. The battle isn't that hard.

Once the fight is over, Jenova says that you are a puppet, and apparently
finishes off what Sephiroth was going to say as he flew away. Also, notice the
"beacause" in the game :) This confuses Cloud, as one might expect. After some
more condolences for Aeris by the party, a devastated Cloud carries her off to
the lake in front of this house, and lets her fall into the lake peacefully.
This is her tranquil grave. Goodbye, Aeris... She gently floats to the bottom,
where she shall lay for the rest of eternity. Back at the house, Cloud tells
everyone what he's there to do, and that he's afraid of himself. He doesn't
fully comprehend a part of himself, and in not doing so, made him relieve the
Black Materia to Sephiroth, dooming the planet.

He then says if the party hadn't stopped him, he may have been the one to take
Aeris' life, instead of Sephiroth, and that would be even more unbearable. He
then thinks that he should quit the journey before he does something terrible.
Oh, so giving the Black Materia to Sephiroth wasn't "terrible"? Ok, so maybe
the nuclear threat of North Korea isn't that terrible either. All right, I
gotcha. No, it's not like Meteor means the total end of the world or anything.
But, Cloud still says he's going, if only for the revenge. Cloud wants your
party to come along still, so that they could prevent him if he ever is going
to do something terrible. Hey, what's Barret for! After a little bit more
talking, you end disk one. Switch to disk 2 after saving.

===============================================================================

                               =-= Disk Two =-=

===============================================================================

Here, you're back at the first house on the right where you can take that one
path stemming off to the right from the beginning. First off, since you haven't
been able to heal since the boss fight with Jenova-LIFE, do so in the next
house up in the beds. And, if you missed any items before around the Forgotten
City, be sure to pick them up now. But first, as you are walking along, your
party will come out and wonder where Sephiroth went, and Cloud somehow can
tell that he was walking to the North. Now head up to the way you just saw
Sephiroth going.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        Area #31 - Corral Valley Cave
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Acrophies, Boundfat, Grimguard, Hungry, Trickplay
-> Items/Weapons/Armor: Bolt Armlet, HypnoCrown, Megalixir, Magic Plus Materia,
Power Source, Viper Halberd
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

From the beginning, we have some enemies, but they're only from past areas,
like the World Map outside of Bone Village and the Sleeping Forest. They
consist of Trickplay and Boundfat. You can refer to the Road to Bone Village
section of the walkthrough for information on Trickplays, but note that it's
really nothing much at this point. Bountfats have quite a few attacks. Ice2 is
the main one, and damage can be significant, but nothing we haven't seen or
experienced before. It has a pathetic 500 HP, meaning two hits should be enough
to kill it.  Its regular attack is nothing much, either. Don't use Ice type
magic on Boundfat, as it absorbs the full effects. And, sometimes as a final
desperation move, it uses Death Sentence on one character. But since it's
dying, if you don't manage to kill all its partners, is the only way it can
possibly be detrimental.

Ok, from the beginning, you can deviate a little to the left, and there you
will find the Viper Halberd for Cid inside of it. At any rate, though, when
you're ready, make your way to the huge spiraling spiked object in the middle,
and jump on it. Cloud makes 12 jumps to the top. From here, you'll want to
continue to spiral around to the top. Head around the conch at the top and into
the next area, which is, in fact, the Corral Valley Cave.

Here we have two actual new active monsters, one being the Acrophies, and the
other being Grimguard. None of them are significantly challenging. But, they're
*definitely* not the easiest ones, either...

Acrophies is the first one that I'd like to cover. It is a strange looking
enemy, and its most striking feature is its gregariously high HP. It sets in at
exactly 2400. Sure, there's been two enemies (Dual Horn and Dragon) that have
had more, but, this is still a lot, and it's more powerful than Dual Horn,
although Dragon could kick its ass. It absorbs Wind and nullifies water, so
refrain from using those. It has its major attack, Huge Tidal Wave, which
does high amounts of damage to all characters. Then, its regular attack is
not much special, so don't expect it to be. Grimguards are next. First, they
have Bolt2 and Ice2, which as you may very well know, can cause past 220 dmg.
And along with that, they make them selves invincible to Lightning and Ice
attacks. They have the Grim Rod attack, which does medium damage to one person
only. Lastly, its Spin Shield does nothing, actually, so no need to worry.

We also have ones that we have already encountered in the Sleeping Forest, and
they're the Hungrys. They have two attacks, Mini and the physical attack. Its
normal attack does around 125 damage, whilst Mini, obviously, turns your
victimized character into a midget. It does have 2000 HP, which is startling
high when you consider its appearance, and how pathetically it backs it up with
its attacks; it's pitiful. They usually travel in pairs, but they can come
alone. When they come in pairs and your Limit Break's up with Cloud, Blade Beam
could become your best friend. Along with those two attacks, it rarely uses
Eat, and what this does is makes the Hungry swallow a character, putting them
out of commission for the remainder of battle. Boundfats are also here, BTW.

Anyhow, the way to navigate this place is via cracks and crevasses in the right
side wall. The only one from the beginning that you can actually use is the one
on the right. From a certain point, it asks you if you'd like to head right or
left. Head left, and then go up the next crevasse here for you to climb. As you
climb this one, head right when the option is presented. Now, run along the
ledge until you can climb down and get a HypnoCrown from that treasure chest.
Then, climb back up and go left. Run to the other side and then head up when
you're asked, then go left for the Bolt Armlet from that chest. Then, go down
that crevasse and take the first left that you can. From here, run all the way
to the right side of the screen and climb up, then to the right. Here is a
Megalixir. Now, climb it again, but this time head to the left side. Run until
Cloud jumps into the next crack in the wall, and, after a little climbing, he
will jump out. From there, run to the left and make your way down the long
ladder. At the bottom, you can get the Magic Plus Materia on the ground. Now,
climb back up. At the top, proceed to the right of the screen where you can
go to the next area through that door. Here, pick up the Power Source from
that chest to your immediate right when you use the door. Continue through the
next door ahead of you with the shiny blue light coming out of it, and that
takes you out on the far snowy north on the World Map.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         World Map/Road to Icicle Inn
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

After emerging from the cave of Corral, you'll find yourself in a region of
the World Map completely powdered in rich snow. There are a few enemies around
here, too, and like with all other enemies, they need some explaining. Most of
the enemies around these parts also adumbrate the role of "snow creatures",
but, some don't, and that's expected. Note: it's cool to see yourself leaving
footprints in the snow and then watching them disappear. It helps add to the
realism. We have a few enemies on our queue, so let's start. First up is
Bandersnatch, a wolf-like enemy reminiscent of a few others we've seen before.
It's the snowy counterpart of such enemies as the Kalm Fangs and Nibel Wolves,
but not too much more dangerous when the stage in the game is taken into
consideration. It has only 860 HP to go at you with, so don't expect the fight
to be a long one, although they do hunt in packs. They are weak against Fire
magic, so Fire2 spells will annihilate them quickly. We next up have the
Vlakorados, which is the toughest enemy in the game thus far... by far. It has
three attacks that it throws at you, but none are *that* much to wet yourself
over. Its most powerful attack, Violent Advance, is quite the dangerous attack.
It uses it automatically when its HP is below 24999, 16666, and also 8333.
Its Bolt Ball attack does Lightning damage, and its regular attack does about
250+ damage. The real aggrivating part about this boss is its biblically high
HP. Its more than 3x that of the highest HP'd boss thus far! Its exact HP is
actually 33333, so, have fun when fighting it. It is quite beneficial to you
to fight it, as well, for reasons covered in the Chocobo section of this FAQ.
Vlakorados also only receives half of the effects from Gravitionally-based
attacks, meaning that instead of doing, say, 50% damage of its health, it'd
only rip off 25%. Meaning that Demi2 becomes Demi and Demi3 becomes Demi2.
Demi doesn't really even work all that well. They are a very rare encounter,
however, so if you don't really want to go about battling them, you have very
little chance of actually doing so in the first place. Lastly, we have the
Jumping. This is a little hyper bunny that hops and jumps joyously throughout
the whole entire fight. It's got 999 (right on the brink of 1000), but not many
attacks, and they're not that dangerous, to boot. Dive Kick does about 45 damage
to just one character, but, Club Sword is very powerful. It has a power
constant of 200, meaning quite a bit of damage (around 600+) will be done to
one of your characters 1/2 of the time. In retrospect, it does not exhibit high
Att power, and therefore balances out somewhat.

Ok, now, from the cave, it's kind of a long hike to Icicle Inn, so expect quite
a good number of fights along the way. First, head West from the cave's mouth,
and at the turning point of the mountains, follow them North. Note: you will
see a tip of green, grassy land on the tip of this continent, and that's where
you can find Trickplays in this area, as well. It's also significant for
getting wonderful Chocobos from the footprints in the snow later on, so you'll
have to remember that, or just read the Chocobo section of this guide. Near
that grassy tip, you'll have to continue Northeast around the mountains and hug
them until you get to the small looking town up there, which is our next
destination that I have already mentioned quite a few number of times, Icicle
Inn.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            Area #32 - Icicle Inn
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None
-> Items/Weapons/Armor: Glacier Map, Hero Drink, Snowboard, Turbo Ether,
Vaccine, X-Potion
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

From the beginning, there's three immediate houses, and then two more to the
left that you have to move a little from the entrance to see. The one closest
to Icicle Inn's entrance (a little to the right) is the Item/Weapon Shop.
They've become one in this area, but, it's still not as good as KFC and Taco
Bell under one roof. Here, there's a little girl that constantly has to wake
up her sleeping grandfather so that you can buy items. But really, he nevers
wakes up, so the little girl sells you stuff. Man, you should just be able to
steal from this little munchkin. But, I must say, this place sells some
awesome crap. First is the Organics: it's a weapon for Cloud, and it costs
you 12000 Gil. After that on the list is Dragon Claw for Tifa, and it is worth
10000 Gil. Third one is Microlaser, it's a weapon for Barret and is selling
for 12000 Gil like Organics. Adaman Clip is the next one, belongs to Red XIII
if bought, and is going for 11000. Hawkeye, which is a weapon for Yuffie, sells
for 12000 Gil, as well. Cait Sith's Red M-phone is there for 11000 Gil. Mast Ax
is a weapon for Cid; most expensive thing there at 13000 Gil. Then there's the
Lariat: Lariat is a weapon for Vincent, and you have to pay 12000 for it.
Lastly we have the Tent for 500 and Hi-Potion for 300. Heh, quite expensive,
eh? Well anyway, don't blow too much of your fortune in this one place, however
tempting it may be.

The house in the middle doesn't offer you anything but uselessness, and an
utter waste of your time. But, the house over to the East side of town is quite
useful. Nice 8 point buck on the wall here, too :) Anyway, in here, you can
pick up a Hero Drink and a Vaccine right next to each other. One the outer wall
of the room where you can pick those two items up is the Glacier Map. Take it.
And the house a bit above this one is the inn, and it goes for 200 Gil per
stay. The door next to the stairs leads to the bar, and there you can get some
useful information about this place, and some legends and myths surrounding it.
Go up the stairs, and neat the window directly in front of the door, nab the
X-Potion. It may be a little hard to see, though. Leave the inn now and head
for the house behind the Items Shop. This is the fabled Professor Gast's home.
Wow, just what you'd expect from his house, a computer-infested mini-
laboratory. This is where he lived after he quit from the Shinra. On the bottom
level is a Turbo Ether on the right side of the bed. Now what could be of any
Goddamned importance to us here, you ask? Tons, as it really clears up yet
another aspect of the game's story line. But first note something small: you
can let light into the room by using the left computer, and that slightly
opens the roof. Nothing important, but a minuscule detail.

Now, the computer in the middle is the one of actual importance. When it asks
you if you wish to play the video, you, of course, press on yes. First video:
"The Original Crisis". You start off by seeing Gast and Ifalna (Aeris' mother,
as you should know from before - they were married, and they had a child, and
called her Aeris). Gast sets up a camera, and then asks Ifalna about the Cetra.
She then starts out by talking about how 2000 years long since past, the Cetra
(or Ancients) heard the cry of the planet). This "original disaster" was what
Sephiroth spoke of earlier when he said "calamity from the sky". A calamity
from the skies came down, and wounded the planet, much like Sephiroth intends
to, but it's quite a bit different. This site where it was damaged was/is
called Knowlespole. Gast then asks where this Knowlespole is, and it's really
in this general area, and it's where the Cetra began to read the planet. Planet
reading entails actually having conversations with the planet. She states that
thousands of Cetra joined forces, and together, tried to heal the planet with
spirit energy. But, due to the wound's severity, it was only able to heal
itself, and that in itself took many, many years. Gast then asks if the Cetra
had powers to heal the planet, but no, the answer is that the life force of the
planet's living organisms become the energy. They simply attempted desperately
to cultivate it as to not deplete the energy that was needed in order to heal
the wound. The planet tried to persuade the Cetra to leave the area called
Knowlespole, but to no avail. Then, as the Cetra were going to leave, "it"
appeared. The crisis from the sky. It acted as a mutual friend at first, but
then tricked them all and gave them the virus that spread throughout, and
turned everyone at Knowlespole into monsters, and then did it to every other
Cetra clan. Gast then stops taping it.

The next video: What is "Weapon?". First, Gast asks if Ifalna could comment on
the creature called "Weapon". She agrees, then starts explaining. The calamity
from the sky was mistook by Gast to be an Ancient, but was really Jenova. This
explains what you meant earlier by Sephiroth not being an Ancient. The planet
itself somehow knew that it had to eliminate and destroy Jenova, as it can
never completely recuperate from the wound as long as Jenova still lives, so,
the planet produced a weapon (called Weapon) of its own will to destroy Jenova.
However, Weapon was apparently never used, as no record was taken of it. It was
a small number of remaining Cetra that beat Jenova and then confined it.
Ironic. The planet makes Weapon, but it was members of the race that was trying
to help the planet and was being destroyed by Jenova who defeated it finally.
However, since Weapon cannot vanish, it is still somewhere on this planet...
sleeping...waiting. Although Jenova is confined and defeated, if it were to
come back to life (hehe), Weapon would be needed. Or, I have a better idea.
How's about we get Cloud and his party to whup its ass? Also, the planet is
still not yet fully healed, and is still watching Jenova. Ifalna doesn't even
know where Weapon is, as she can't hear the planet's voices too well. He then
quits running this tape as Ifalna again starts crying.

The last video that you're able to watch is called "Confidential", and it's
actually two videos in one that you can choose from; "Daughter's Record:
10th Day after birth" and "Daughter's Record: 20th Day after birth". I'll start
by explaining them both in that order. Ok, let us start, shall we? It starts
by Ifalna asking her husband, Professor Gast, what he's doing. He wants to
tape something on video, but the tape's not working, and this leads Ifalna to
think that there's still something that she hasn't explained to him clearly
enough. But, that isn't it, he wants to record his beautiful daughter. But
first they want to pick a name for her, and as you and I both know, it'll be
Aeris. This one, unlike 10DAB, is an actual video with the two, Gast and
Ifalna. Heh, he just got done taping, and he's going at it again. He wants
desperately to capture their daughter's childhood on tape. But Ifalna clearly
states that if he keeps on doting her like this, she shall not be strong when
she grows up. Apparently he stopped, as we could tell when she was in our
party. Damn...Sephiroth... Ifalna wonders what dangers await Aeris, as she's
different from all the other children, and Gast doesn't her to say such things.
He says he'd protect them all no matter what, as they're his only treasures.
This also sends her to almost start crying, and he comforts her. Then, there's
a knock at the door. They were about to start having sex apparently, and now
they're interrupted. My God, if that was me, I'd murder them all! 3 Laws of
Nature: 1) Respect your fellow man; 2) Never take the life of another; 3) NEVER
interrupt someone when they're about to "get some". At that moment, she goes to
get the door, and two Shinra troops, along with a much younger Hojo barge in.
Hojo says he's been looking for her awhile. Apparently Gast and Hojo don't like
each other, as Gast was trying to keep Ifalna away from that psycho Hojo. This
confrontation between the two sends Ifalna to tears, and God knows it doesn't
take much.

Hojo says that he has been waiting two years for the new sample, meaning Aeris.
This confuses me. He learns her name here, but when you bust into the Shinra HQ
and call her Aeris, he didn't know until then. This, I guess, is just one of
those "game moments". Gast is severing all ties with the Shinra, and tells Hojo
basically to get the hell out. Aeris pleads with Hojo to just take her, as he
doesn't need Aeris, but Hojo is fully intent on using both of them for his
twisted experiments. Said twisted experiments mainly involve changing the
planet, and of course there's making insane, diabolical creatures such as HO512
that you fought back at the HQ. Petty things like that. Gast wants to kick his
ass now, but Hojo asks him to please refrain, as he doesn't want any harm to
come of his "precious sample". The bastard, is that all she is to you!? A
sample? He then orders the guard to destroy the camera which he has spotted
with his mad observational skills, and the taping abruptly ends there with the
sound of a gunshot. But, the audio still continues, and you can hear the action
going down. Gast protects Aeris and Ifalna, and tells her to take Aeris out of
there and run. And, he's apparently killed in doing so. A noble man, he was. He
then pretty much takes Gast's tapes about the Ancients and Weapon for himself,
so that he gains even more knowledge himself on the subject, and for the
despots back at Shinra. Damn him.

Now that you have the Glacier Map, you're pretty much prepared to continue, and
if you don't look up a few paragraphs. Now, mosey to the extreme North end of
Icicle Inn, and then the person wandering around, seemingly aimlessly, stops
you saying that it's a steep downgrade from there. You can thank the person for
their kindness, or say that you don't give a shit and go anyway. Pick the first
option, and then strange people show up on the screen. Oh crap, it's the stupid
wench, Elena! Meaning that the Three Stooges and that one cracked up retarded
hobo from the corner of the street can't be far away, either. They run up to
Cloud together, and quite rythmically, at that. She says that you won't be
getting any further, but she sure doesn't sound too sure of herself. Cloud
nanchalantly asks what's down there (like he's just ignoring her and treating
her as some random passerby), and she says it's a secret. Dumbass, Elena, we
don't care, as we're gonna find out anyway. She says you must also have some
big balls doing her boss in like that (for those of you as stupid as she is,
Tseng is her boss). But you insist to her that it was Sephiroth who did it.
She, being an unfathomable idiot, doesn't believe you, because she thinks that
you could make a slice as big as what Sephiroth's sword could do. Cloud
continues to try to reason with her, but to no avail. Cloud, you should know by
now that there's no reasoning with those of a lower lifeform. She now starts
threatening you and warning you that she's going to punch you in the face (yes,
she actually warns you) for four text boxes. You can dodge her punch with the
D-Pad, or let her punch you, which just has you being knocked out by a dumbass,
which puts you beyond dumbass. If you telegraph it, she rolls out of Icicle Inn
with her idiot guards following after her.

Now, head back to the house in the middle of the Icicle Inn area and talk to
the boy in the back room. He says that he can't use his snowboard for a while
since he got hurt on it a little bit back. He then kindly and nicely offers you
his snowboard. Examine it to get it, the head all the way North of Icicle Inn,
and that person lets you pass. He offers to teach you how to ride it. The
controls are: D-Pad Up (Kick off when stopped), D-Pad Left (turn left), D-Pad
Right (turn right), D-Pad Down (brake),  (brake), X (jump), D-Pad Left + R1
(edge left), D-Pad Right + R1 (edge right). Afterwards, hop on your snowboard
and ride! Now, this is a rather difficult game, and it will thrash and bash
some unsuspecting newbies rather humorously. It's a lot harder than the Shinra
bike chase, so, if you had difficulty with that, prepare for hell on ice here.
You can refer to the Snowboarding section of Gold Saucer for information, but
take note that there is no points here, nor is there Time Attack. It's more
straightforward, one course, and you just collect/hit stuff. The final thing is
that depending on which path you take here, determines where you land in Great
Glacier, and there's four different ones. Here they are: If you right and right
at both junctions, you go to area 5. If you go left and left you are at area 3.
Landing you at area 9 is right and left turns. And finally, if you go left and
right you start off at area 1.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           Area #33 - Great Glacier
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Bandersnatch, Frozen Nail, Ice Golem, Magnade, Snow, Hopping,
Shred, Lessaloploth
-> Items/Weapons/Armor: Mind Source, Potion, Safety Bit, Elixir, All Materia,
Alexander Materia, Added Cut Materia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This is the most complicated area in the whole game, and requires a lot if you
wish to fully navigate it, and perhaps obtain everything there possible. As I
mentioned, the routes you decided to take while shreding on the snowboard have
the only impact on where you end up after the final jump off the cliff. There
are four possible places, so, this walkthrough will be actually quite difficult
to do for the Great Glacier, since you don't just have a set path. Anyway,
when your party awakens, they'll be amidst heavy and blinding snow. After their
conversation, you're ready to continue. Note that if you stay out in the cold
too long, you'll fall unconcious, in which case you awaken in Mr. Holzoff's
house, but I'll cover that later on. Now, time for a basics, idiot explanation
(yes, I'm going to walk you through this as if you were 2 years old). There
are, in total, 13 locations of the Great Glacier, and your ultimate destination
is the 13th area, which is the legendary Gaea Cliffs. You can check the Great
Glacier Map by using the  button, by the way. It's definitely not the biggest
or greatest help in the world, though, so don't expect you be able to use it
anytime and get out of any pickle you're in. All right, if you're too lazy to
search around for items, as well as the Gaea Cliffs yourself, you can always
just stand in one place or run around until you pass out, which takes you
straight to the base of the cliffs. All right, it's time for you to get some
items (note that you won't be getting them all on this first try, so don't
be disappointed if you do not).

1. Section#1 -> Since this a location immediately accessible by just landing
after the snowboarding mini-game, I heavily suggest it for you. Not only can
you re-exit to the World Map from the South end enter Icicle Inn again. You
can save, and perhaps buy some more stuff with some extra Gil you may have
acquired fighting a little around the Great Glacier area(s). This is really
the most useful place altogether that you could begin, plus you can go very
straight forward through the place, as there's almost no mistaking where to go
through and throughout. You can land at this place by using the proper fork-
taking directions mentioned about two paragraphs up from this one. There are
no items here, as you can see, so, just make it into one of the other paths
it leads into. There are actually three that it leads to, and it's up to you
to make a choice. Sure, you might not be able to visit every place in Great
Glacier, but using the directions I give you, you can make a pretty good
determination as to which ones to use. The three following paths here are
Section#3 (up), Section#2 (left), Section#5 (right).

2. Section#2 -> To get to this section as quickly as possible, first head
North to Section#3 of Section#1, and then West, and the path that leads to will
be mentioned in just a bit. This place is very boring, as well, like Section#1,
and ultimately offers you (the player) nothing for going there, so, don't,
really. That is, unless you're the kind of person who likes standing in places
aimlessly. But, like Section#1, it does serve one purpose (or three, if you
want to get real technical): this is to lead out to other paths from itself,
like ? -> ?. Anyway, there, again, is three paths to choose from, each leading
to a different section. Here they are: Section#6 (up), Section#1 (down), and
Section#3 (right).

3. Section#3 -> First off, the absolute easiest way to get here is to head
North from Section#1 to arrive here. But, of course, there are other ways
theoretically equally as effective, and others that take longer, but I prefer
this way, since it's the most straightforward way, from the first area, to
boot. There are a lot of trees here, and that is its most strikingly obvious
feature, so that you can differentiate it from most others. Also note that if
you take the left then left route deviations while snowboarding from Icicle Inn
to here, you can land here from the very start. This section, unlike the last
two that I have mentioned, also has a Mind Source that is laying on the ground
near your arrival point (whether it be from the air [crash landing!] or from
Section#1/???, it's still quite close, and obvious, on top of that. From here,
you may wish to head into another path for another section at Section#3, and
there's, again, three in total to choose from. Section#1 (down), Section#4
(right), Section#2 (left). That is all for the information from me on the
Section#3.

4. Section#4 -> This, although #3 possessed an item for you to pick up, is the
first real useful section of the Great Glacier. This is mainly because there
are two items to pick up, and one is actually an equipment. The other is pretty
much at this stage of the game, totally useless (it's a Potion), but, the
other item more than makes up for it. Anyway, I'd say the easiest way to get
to this section is to first, head right from Section#1 to lead you straight
into Section#3. From this point it's simple. All you have to do is head left
from #3 and you'll right away find yourself in Section#4 of the Great Glacier.
This is moreso of a surprisingly longer and bigger place than any of the last
three sections that I've mentioned, and like I said before, provides more items
than just one. It is where the Great Glacier's lake is, and it's freezing here,
therefore, there is a patch of ice leading across it. On said patch of ice, you
are able to pick up the Potion that is there (in pretty much plain sight, too).
Not only this can be done here, but you can also head Northwest and into a new
area, which I call #4A. Here there's a small mini-game to partake in, in which
you jump on correctly faced cubes in the water. However, there is a catch
involved in this, as they're not just going to make it so damn easy for you.
Whenever you jump on a correctly overturned ice cube, the ones next to it are
flipped opposite. It is your job to think your way through this one, and
perhaps put some forethought into it. Think questions like, what will happen if
I do this, or that. Like a sequencing chain of events. At the other side, if
you manage to successfully make it all of the way across, is access to #4B,
which ultimately leads to a small cave right in front of #4B's entrance, which
I call #4C. In here, under the small man-made tent that's there, you can pick
yourself up a Safety Bit. The paths that Section #4 lead to are Section#3 (left
or down), Section#5 (right or down), and also Section#9 (up).

5. Section#5 -> This is an easy one to find, as from the beginning point you're
at from Great Glacier at Section#1 (again, this is where I *recommend* that you
start from), you just head through the right path of it. This area is almost
fully enclosed by mountains, and leads to three other sections, and one sub-
section. From the start, you can head right into the cave which I appropriately
have dubbed #5A. First, note: that if you did right/right at the two forks on
the snowboarding course, you will have immediately and automatically shown up
in Section#5, and you can easily enter Section#1 from there, too. In the cave,
you can make it up the small bit of frozen rocks into the next area, #5B. This
place make look a little strange (also know that there is no items to be found
in the 5th section, and it's just to serve as a second #1 of sorts - you'll
see what I mean in just a second). There is a huge slippery ice "roller
coaster" here, and you can choose to slide on it, which actually concludes in
Cloud tumbling and falling and rolling across the whole thing until he is
finally vaulted out of the Great Glacier, and to the World Map area that is
right outside of Section#1. Now, do you now see what I meant by a second type
of Section#1?. It's not much different, but you get to have a little bit more
fun as you're exiting. The three other paths on the main area #5 lead to the
following: Section#1 (down), Section#4 (left), and also Section#10 (right).

6. Section #6 -> A fairly useful section, Section#6 is. I find that the
absolute, undisputed fastest way of arriving at this section is to first head
West from Section#1, and then heading North through Section#2. After you've
done that, you'll undoubtedly be situated in #6, unless of course, you made a
mistake while you were searching. From the beginning of it, all you see is a
desolate snowy area with not much activity or anything, but, you should also
spot a cave in the middle of the whole area. It has two entrances, a front one
closest to you, #6A, and the one on the other side, #6B. They both lead to
the same item, and that is an Elixir. But, the thing is, #6B will take you just
a wee bit longer to obtain it, as you, first off, have to walk around the
main chunk of the cave, and then on the inside, you have to run into the next
sub-cave to find it on the floor. In retrospect, all that you have to do when
utilizing #6A is enter, find it laying right there on the ground, and then make
your leave from it totally. It also has paths branching out from it, but, this
place has four, each leading to different sections, of course. Section#2
(down), Section#7 (right), Section #11 (up-left/up-right).

7. Section#7 -> There is literally nothing to do here, but, you do have to
cross over it in order to reach Gaea Cliffs (if you want to do it the honest
way, that is). This section is just due East of Section#6, and the only real
feature about it (and it's not even that attention-drawing), is the log that
joins the two sides of the section together. This is above a trail of snow,
too. You are not going to find any items here, not even if you strip naked and
pray to God that you find one, you won't. So, just exit to any of the two
areas that is possible to go to, which is Section#9 (right) and Section#6
(left).

8. Section#8 -> I have, first off, found that the quickest and most effective
means of getting to this section is to first go to #5 from #1 then, from there
head to the right and you'll find #10. Head through the top left to reach #8
from there. Ok, this section's main feature is the Hot Springs. You can't miss
'em. Anyway, if you touch them, it's very useful just a bit later, even though
you can't see what it does for your characters. This is only good if you plan
to going all the way to Section#13, but if you plan otherwise, it's useless,
and in which case you needn't touch the Hot Springs, of course. The top path
leads to Section#12 and the bottom path leads to Section#10.

9. Section#9 -> This is a very desolate and abandonned looking place, and
actually reminds me of the World Map of Dezolis in Phantasy Star IV. All it has
is one snow-covered tree in the middle, and that's its only feature. The most
fast, quick, and easy way to arrive and make it here is to take a right, as
well as a left afterwards when you're tearing up the terrain on your kickass
snowboard. Of course, there are other ways you can do this, but, I simply
mention the easiest ways of doing so in these eplanations. You cannot do
anything here but continue along on your way. The three paths here lead to the
following and are as such: Section#4 (down), Section#10 (right), as well as
Section#7 (left). Other than that, Section#9 is pretty much the most boring,
uneventful, and featureless section in all of Great Glacier. So, it's
definitely not the best place that you'll want to start from, either, although
it is pretty deep into the glacier. Also note that there is no other section
that you can go to from the very beginning that's further into the Great
Glacier than this section right here. Too bad they couldn't make it more
exciting. But what can you expect from an old frozen and snowing mountain? Meh.

10. Section#10 -> This is a huge section, and many of the Glacier's paths
meet up here, making this an opportune place for you to make your way into any
one of four seperate sections. The first is Section#8, which is the higher of
the two paths that are off to the left in Section#10. As I already mentioned,
this can take you to the Hot Springs which are very useful a little later on in
the mountain's trail, but not immediately. The path to the left that is under
that one leads you directly to Section#9, which, as we've already established,
is a boring area who's only purpose is to really lead you to #10, so there's no
real sense in reversing that. The lower path to the South in #10 takes you to
Section#5, also. Note that the top path, although brings you from #13 to here,
doesn't take you from here to #13. Instead, it takes you to #8, and along the
way you can make the acquisition of the Added Cut Materia.

11. Section#11 -> This is another quite barren, and featureless region of
Great Glacier. Section#11 can be found nearer to the mountains on the Northwest
side of the glacier, and is a peaceful little area, although, of course, you
can encounter monsters. There is not much to do in this small little place,
and all it really provides is a means of you getting from here to another place
like with some others. From here, you can go in three directions, each leading
you up to a different section, obviously. The Northern side (up) leads you
right to Section#12. Along with that, the left exit takes you to Section#6,
while the exit at the bottom moves you on over to Section#7.

12. Section#12 -> Probably the largest, but most confusing, yet physically
involved area of the Great Glacier, is Section#12. This is mainly a hugely
enormous snowfield. But, what really gets you here is the constantly blustering
and blowing and gusting snow that makes it more difficult and challenging for
you to traverse the area. From the start, you need to start heading forward,
and always remember and keep perfect track of which direction you're headed in,
as it's easy to get lost for a very long time. And that would inevitably lead
to you succumbing to the low temperatures and passing out and arriving at
Holzoff's house. You can always use bright red markers with the Circle button
to mark your trail as to prevent against getting lost. Occasionally, as you
walk along this large snowfield (also reminiscent of PSIV), the camera and
screen shall begin to rotate around, in an attempt to throw you off course,
and make you lost. It's a real nuisance. But, as long as you continue to place
the markers, you really should have no real problem. Along the way, at roughly
the center of all the action (really, not much, as it's quite lifeless, with
the exception of the occasional enemy, of course), is a little cave. I mean,
could it be more in the middle of nowhere even if it wanted to be of its own
free will? I mean, really, look how damn out of the way from everything else
it's in - deep into the Great Glacier (#12), middle of an infernal snowstorm
in a huge snowfield, and it's quite small. But inside of it is an All, so
that's nice. Plus, it can serve as an even larger and more recognizable land
mark to go by while traveling across. The left exit of #12 leads to #11. The
one to the bottom leads to #8, and the right one takes you to #13 (needed).

13. Section#13 -> This is as far and deeply North in the Great Glacier as you
could possibly get, and is quite Northeast, at that. It's deep into the
mountains, and actually has a few paths here. But, also, the lady of the snow
dwells here. Note: this is where whether or not you touched the Hot Springs
in Section#8 comes in handy. If you did, she gets all pissed off at you for
doing so, and then she wants you fight you, and it's the only time you see the
enemy, Snow, around here. If you beat her (which actually isn't that difficult,
as some of you may think), you can win the new Alexander summon Materia from
her for doing so. Also, there's always the outside paths which need mentioning.
Outside of the cave I call #13A, you can go to Section#12, first of all (up).
There's also travelling to Section#10 from here (down), but for some reason or
another, you can't use that same path to go back to #13, and it leads to #8
instead, as we've already covered.

Now, the enemies in this area are quite numerous, and there's quite a plethora
of them around here, too. Bandersnatch, Frozen Nail, Ice Golem, Magnade, Shred,
Snow (Snow, as some people think is not a non-random encounter, but it's a very
rare encounter). That's a list of them. Bandersnatch is a weak wolf, that, like
its counterparts, is easy to deal with. Nothing really of note when it comes to
these guys. Frozen Nail is a weird looking enemy, and it has a few attacks.
Continu-claw does about 100+ damage to one character, while its Flying Sickle
does quite a bit more, considerably. It has small, 1300 HP, and it's not that
difficult to deal with. Then there's the Ice Golem. This is a very small golem
like creature, and you'd expect it to be weak with minuscule HP. But, in good
'ol Japanese logic, small pathetic foes usually tend to be some of the most
powerful in the world. That's not the case here, but its HP is outstandingly
high, landing in at 4000 in all. Cold Snap does some medium damage to one
character, but it's not anything that obnoxious. Punch does about 170 points
of physical damage, while Wide Grazer is its more powerful attack to worry
about, overall. It absorbs Ice magic, so resist any urge you may have to use it
against Ice Golem. Magnades, perhaps, are some of the biggest sons of bitches
in this entire location. It has two attacks (which I'll cover in a minute), but
HP is not that impressive (1000). It has high Dex, so, physical attacks
almost always miss. Its W-Shield Throw does about 450+ damage points to one
character, and can be a real hassle to sustain. Also, the Shield Throw attack
does about 160 damage to one character, so it's a weaker counterpart of W-
Shield Throw. Also, Gravity and Fire do double damage versus the Magnade
enemies of Great Glacier. Shred is the next enemy on the slate for description.
These guys look like a genetic cross between a lizard and a dragon. They
aren't the toughest nuggies in the world, but provide a small threat. They
have 900 HP (not really a lot, though), and three attacks: Cure3 (on themself),
Crazy Claw which causes Berserk and about 35 damage, and its regular, laughable
physical attack. It is weak to Fire and Wind, but immune to Ice, Lightning, and
Water effects. And last on the agenda is Snow, which is a majorly rare
encounter mostly found on the road from #8-#10. It has 4000 HP, and is easily
the toughest enemy here. She is an ice woman version of Jemnezmy from Temple of
the Ancients, but harder (she makes me a bit harder, too ;)). She has Cold
Breath which does Ice damage, Ice2 (duh), and Fascination, and I'm sure you can
guess what that does...;) You can steal a Circlet from her, and she gives
reasonable Exp and AP afterwards. It's not an overly difficult fight at all.
Note: she's weak to Fire yet immune to Ice. And lastly, along Snow
with being found rarely randomly, you can fight her near the hermit lady (#13).
Another enemy around these parts you'll be likely to encounter is Lessaloploth.
It has three total attacks (Avalanche, Wing Cut [normal attack], and its
Scorpion's Tail). It never uses the same attack twice in a row. Mainly just
concern yourself with the poisonous effect of Scorpion Tail, and the overall
power of Avalanche. You can summon Choco/Mog for some heavy damage against it
in a hurry - its Slow effect does not work against Lessaloploth.

Anyways, if you make it to Gaea's cliff through passing out due to the extreme
subzero climate here a Great Glacier, you'll first be at Mr. Holzoff's little
cabin in the mountains. You wake up in bed, and then do a little bit of talking
with him about him and his friend Yamski getting lost here 20 years ago, and
just stayed to keep trying. This, apparently, is the guy from the house near
the inn in Icicle Inn that has been missing 20 years. He also cautions you
about trying to scale the mountain, as no one has ever done it, but, you've to
remember, our party has already bested the impossible on past occasions, so
this'll be nothing...almost. He also tells you slightly about the calamitous
disaster that fell from the sky near here a long time ago (now it's called
Knowlespole), and it apparently was what forced the land here upwards, causing
the formation of the Gaea Cliffs. Then, he importantly declares that you'll
be needing to take two precautions before attempting to scale the mountain.
The first is to check your route, as it's difficult considering all of the snow
around here: (ok) is to confirm your route, and the mashing the  in rapid
succession to warm your body a bit, as it is, as you should've noticed by now
even if you had shit for brains, it's freezing out there. If your temperature
gets to low (now we know why Cloud is so stolid, his body temperature's maximum
level is 38!). Anyway, you should save using the savepoint in the main room of
Holzoff's house, and then depart for the outside, where your entire party is
waiting, freezing their asses off. Note: head also lets you rest here at his
humble abode, so you'll be fully prepared for the road ahead of you.

Barret, when you arrive outside, starts talking to you, and first presents you
two options as to whether or not you actually care to hear them. I suggest you
do, as it's pretty interesting to see Barret in deep thought, coming up with
all this strange philosophy, makes you think Confucious has possessed the guy.
Hmm, must be the acrimonious weather conditions. He talks about how it's funny
that nature can be so powerful, and as he's trying to save the planet, the
planet is giving him the perverbial kick in the ass here. It's like the total
opposite of Midgar, and makes Shinra not seem so bad after all. He then kicks
his own ass for even saying that, as again, it must be the immensely sardonic
weather that's around here. Or, you can launch your premeditated response of
"save it for later". In other words "shut the hell up, Barret". Man, that just
rolls off the tongue. You can watch the rest of your party (besides Cait Sith
and Red XIII - hmm, one's fake and the other is an animal with fur, I guess
that pretty much explains it all). Cait Sith says that Rufus is also heading
this way for some reason. It shouldn't be a mystery for too long. Remember
Sephiroth said the Promised Land was here...? Yeah. You can change your party
around here if you'd like. Anyways, afterwards, you can go back and pick up
any items that you may have missed before (you can do this infinitely, as even
you pass out, you can go and do it again and again and again). When you're
ready, head North to the base of Gaea Cliffs.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           Area #34 - Gaea's Cliff
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Evilhead, Head Bomber, Stilva, Zolokalter, Icicle, Malboro, Blue
Dragon, Schizo (Right), Schizo (Left), Cuahl
-> Items/Weapons/Armor: Elixir, Enhance Sword, Fire Armlet, Javelin, Megalixir,
Speed Source
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Welcome to the Gaea's Cliff, where from the start you're probably in awe over
the ogling magnificance and sheer awesome power of the giant cliffs. They are
imposing, ne?

When you arrive here, you first off notice that there is a guage in the bottom-
left corner of your screen, and it starts out on the number 36. This guages
your current body temperature, and it also increases and decreases depending on
two things. The factor that makes it decrease is the weather, and staying
outside too long. If the number down there goes under 26, you faint and start
over from Holzoff's house. How to make it increase, you ask? This is simple,
especially since I, as well as Holzoff, have already explained it. You have to
repeatedly press the  button in order to increase it if it gets too low for
comfort. The maximum body temperature you can get to is 38, so don't expect any
more than that. Cloud is definitely one cold-blooded guy. That was a joke,
people, albeit a bad one *wonders why no one is laughing* Anyway, it is very
simple to climb up the side of this mountain, and is definitely easier than
everyone made it out to be. Hell, everyone else needed this insane and
elaborate equipment, yet you scale the whole thing without one bit of supplies,
rations, or other provisions. That's because you're Cloud! The basics of
climbing is that every ledge that you're allowed to climb is marked by a little
red flag, similar to what they use on some of those survival shows. When you
think about it for a minute, this cliff is pretty much straightforward enough
that those flags aren't even necessary, and their purpose, nulled. Man, those
failures who can't climb Mt. Everest ought to be ashamed of themselves!

Anyway, once you've climbed about four sections of the mountain on the outside,
you come to the entrance of a cave, which you obviously are to enter. In here
is where the new enemies for Gaea's Cliff begin. Note: body temperature in
here is not a worry, as the guage is stopped, as apparently there's no freezing
cold draft in here that with the deprivation of all light and privations, you
could actually manage to survive. Mind boggling, isn't it? Well, anyhow, like
always, you're going to need some coverage so that you can know what to expect
inside the mountain. Note: I shall do them chronologically, and only enemies in
certain areas shall be mentioned then, and others later, since they all don't
show up at once in an area. First fiend activity is the Zolokalter, and it
looks strangely similar to some of those freakishly weird monsters you've seen
before. It has one main attack, and another regular physical attack (goes for
about 185+ damage to one person). The main attack it has is Toxic Barf, which
in, what it lacks in damage (none), it makes up for in applying the Psn status
upon *any* battle object (not self). They have 950 HP and usually come in packs.
Also, it has an absorption reaction to Poison spells and magics, so, avoid
using them at all costs. No weaknesses, though. Keep them Antidotes handy! Now
we have the Evilhead enemy, which looks like a small and pitiful bat. It has
admittedly low HP for this point in the game, but, conversely, it travels in
usually-large numbers. There are only two attacks it possesses, Ultrasound and
Blood Suck. Blood Suck is a physical attack with the Drain effect implemented
into it, so, if it uses it, be prepared to not only fork over some HP, but also
heal the bastard in the process. Kill yourself first! No, I'm only joking. And,
it even has the Ultrasound attack, and that, in conjunction with doing
laughably minor amounts of damage, Silences the victimized target.

Headbomber can be a royal pain in the ass at times. It's a lot like the
Skeeskees you encountered back at Cosmo Canyon way back when. It's just a
yellow rehash of that same enemy, with newly improved attacks. It has 1600 HP,
which actually isn't that much to you anymore (don't you remember a time where
that seemed astronomical?). It has two attacks to mention. Man, is this number
two getting repetitive or what? Anyway, the dorsal punch is nothing worry
about, but its Extreme Bomber can cause the Fury status effect, just like its
Skeeskee counterparts. That is all that you should need to know about the
Headbombers, along with that they have no weaknesses to exploit on them, so you
can't really expedite the kick-Headbombers'-ass process in that respect. Next
up we have the Stilva, which actually resembles a miniature replica of the
Materia Keeper. It's a powerful enemy, and can eradicate you without care if
you're not cautious. First of all, the first two important things to notice are
that it has 2000 HP and it is invulnerable to Gravity. It has some powerful
attacks, and two of three are learnable Enemy Skills. First is Trine (which if
you didn't grab from the Materia Keeper, shame on you, but now you get the
chance to get it on a newer ES Materia). It does Lightning damage to all, as
we've previously discussed. It has a new one, though, called Magic Breath. It's
a very powerful attack and skill to hone, but in retrospect, it's just as
powerful on your characters, and does major damage to everybody. Its next
attack is physical, and it's called Big Red Clipper. Beware of all of this.

Well, that is all the enemies for this first area, so let's get to moving
along! From the start, you're in a glistening crystalline cavern. All right,
it's simple now. Just run under the bridge and through the small door to the
next, upcoming area of Gaea's Cliffs. In this next room, run immediately to the
left and through the door. Wrap around the top ledge and pick up the Javelin
from the chest there. Then, head through the door nearest it, as through the
last one, there's a bunch of stupid stalagmites impeding passage. Run through
the door ahead of you here through to the top. Push the rock down and watch it
crush the stalagmites. Actually, he up and kicks the thing! Now, run around,
all the way back to where the stalagmites were blocking your from proceeding,
and then continue through the next path and to the second level (under where
you pushed the rock). At this point, make your way indelibly to the right side
of the area, and through this area's exodus. From where you entered this newer
area, just run on over to the right side and exit to the outside area. Again,
out here, the same rules for your body temperature apply. At one point, you're
going to have to make a decision to go left, right, or up. It matters not
which path you take, as they all ultimately end up taking you to the same place
on the mountain. Simple continue on up the mountain until Cloud eventually
crawls into a cave, and in this room, there's an Elixir off to the right in a
chest. It also has a savepoint in it.

Don't worry about using the platforms in the water to cross just yet, as we get
to fix that noticeable "problem" later. So, easy, you simply improvise and use
the door to the right side. You're now on the cliff of the mountain, outside,
but your temperature doesn't go down. How curious. Out here, a brand new, super
powerfu/annoying enemy called the Malboro. Aside from sounding like a brand of
cigarettes, it also has the ability, with one attack, to give you many negative
status ailments. I think Square was trying to give us a message inadvertently
with this enemy about not doing cigarettes. It has an attack that gives you
many "health problems", its name sounds like a brand, and the name of the
attack is, wouldn't ya know it, Bad Breath. Don't smoke, kids! Anyway, yeah,
it's located outside on the ridge, and it does possess the most massive enemy
HP to date, 4400. It has three attacks, Bad Breath, Frozen Beam, and Bio2. All
a bad combination on you, and fights with this enemy can grow tedious in a
hurry. Bio2, of course, causes Poison status on its victims, along with doing
a good 300+ damage. Frozen Beam is unlike all of its other attacks in that it
does Ice damage, instead of status imperfections. The damage is quite large, as
well. Then, we get to its most powerful and party-demolishing Bad Breath
attack. I'm not joking about the above statement, either; it really can wipe
out your entire group if used (which is usually for its first action). It
inflicts quite a few effects, and they're arguably the worst ones (they give
you a slow, annoying, and agonizing defeat). It inflicts Confusion, Poison,
Silence, Sleep, Frog, and Mini on everyone. Do I hear Ribbon, anyone? I mean
it, you'll totally abhor this bastard after just one encounter. To completely
immunize someone from all its attacks, equip Aurora Armlet and Ribbon. One good
comes of Bad Breath, and that is that you can Enemy Skill it. Yes! And to top
it all off, the Malboro is immune to Gravity, and it absorbs Poison. But, it is
weak to Water magic (not that that helps you any yet). At the end, you can also
win M-Tentacles from it, which does Bio3(!) on all oppositions.

Anyway, wrap around this right side of the inside mountain area and enter the
next area. Immediately, grab the Fire Armlet from the chest, then continue
making your way to the left side of the screen, fighting off all the Icicles
and accompanying enemies. Icicles only show up right here, non-randomly. You do
battle with them four times in total, and it gets old really fast. They appear
with the Evilhead enemies, but we already covered 'em, so, let's jump straight
to doin' the Icicles. First, it does have semi-formidable HP, but doesn't back
it up in terms of both attacks, and THREE weaknesses. Its one attack is its
Icicle Drop Demi2 attack, and does damage for 1/2 of HP damage to one char,
but that's all it has. It has 3000 HP, yet is weak to Fire, Earth, and Gravity.
But, it absords Ice, so completely refrain. When it dies, it has to make a huge
spectacle of itself by taking like 50 hours to crack. You can choose to jump
down to the room below after every fight, but don't until the last one is
through, so you can pick up that Megalixir. I know, I know, it's called a Last
Elixir when you open the chest to get it, but that must be a translation flaw,
as it's nothing but an ordinary Megalixir. Hmm. Note that you don't have to
beat the Evilheads, just the Icicle. I know, these fights can be pains in the
ass, but try to manage without falling asleep while using Fires... Note: you'll
only get the Icicle's 500 Exp if you beat it only. Now, exit through the first
room after all the fights are done, then reenter. Jump down to the room below,
and all the Icicles have landed in the water where you couldn't completely
hope across due to that current lack of Icicles. Now, head up to the left where
one apparently fell (a much more sizeable one, too). Get the Speed Source at
the top. Now save, then merily hop across to the newly accessible door.

At the other side, as you may have guessed, is the side of the outside cliff
(where Malboros are), on the left side, that was previously inaccessible due to
their being a small gap in between, forming a chasm. From the beginning, move
forward a tad bit to pick up the Enhance Sword, a weapon for Cloud, from the
chest. Although it has the maximum number of linked slots and increases Def, it
drastically lowers your Atk, so I advise against equipping it. Anyways, as you
should know, just reverse the directions I said from the other side of said
chasm to the left side and you'll find yourself in yet another, new area of the
Gaea Cliffs. You're now in the below, bottom area of the room where you had
battled with the four consecutive Icicles, but all you have to do now is run
across the walkway to the other side, as opposed to fighting four back-to-back
lengthy fights. On the other side, you'll find yourself back out on the outside
of the mountain, where you have to climb up. Keep your temperature warm, as
starting back from Holzoff's house should not be on your list of priorities.
If you do, thank his ass for being go darn generous as to climb all the way up
here for you. Heh, I find it funny how he said it was such the challenge for
him and Yamski (who committed suicide by cutting his own rope, plummeting him
to hell) to climb the mountain, yet he gets nearly to the top effortlessly to
rescue you. It's one of these mysteries that is probably best left a mystery...

Also, it does not matter which directions you take when asked as you're scaling
the side of the mountain, as they all lead up to the same location eventually.
Just let Cloud do the thinking, and you do the climbing. Or maybe it's the
other way around??? Oh well, who cares? Inside, save at the savepoint, and you
can even recover at the spring to restore HP and MP. I think that the spring is
kind of redundant, as you can use a Tent at the savepoint. I guess it might be
the game's nice effort to enable you to save a Tent. Boss fight coming soon,
and if you wish to know how to prepare beforehand, check the strategy, and now
you can actually have a clear conscience about being an impatient SOB ;) The
upcoming boss is very hard, so, proceed in the next area to do battle with it.

===============================================================================
-   BOSS: SCHIZO (LEFT), BOSS: SCHIZO (RIGHT)                                 -
===============================================================================

-------------------------------------------------------------------------------
-   BOSS: SCHIZO (LEFT)                                                       -
-------------------------------------------------------------------------------

-> Monster's Name: Schizo (left)
-> Monster's Locations:
- Gaea's Cliff - Final Area (forced)
-> Monster's Level: 43
-> EXP for Defeating: 2200
-> AP for Defeating: 120
-> Gil for Defeating: 1500
-> Item Dropped from Monster: Dragon Fang x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 18000
-> Monster's MP: 350
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   57,  52,  1,   72,  40,  94,  0
-> Fire (normal), Ice (absorb), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Poison, Silence, Sleep, Slow, Stop, Confusion, Petrification,
Berserk, Frog, Small, Slow-Numb, Seizure, Haste, Peerless, Manipulation, Death
Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
^ Double Breath            10  1    Mag   Fi/Ic Mag   55      255  X  X
^ Left Breath              10  1/A  Mag   Ice   Mag   35      255  X  X
^ Left Breath 2            0   A*   Mag   Lit   Mag   35      255  X  X
^ Tremor                   8   A*   Mag   Eth   Mag   25      255  X  X

--> Attack Pattern:

-> Basic Pattern:
Is Action Count 0, 1, 2?
Yes: Is Schizo (right) not under KO?
     Yes: Left Breath on random character
     No: Left Breath on all targettable characters
         [Action Count +1]
No: Is Action Count 3, 4?
    Yes: Action Count +1
    No: Is Schizo (right) not under KO?
        Yes: Double Breath on random character
        No: Is second character in party formation not under KO?
            Yes: Left Breath on all targettable characters
            No: Is first character in party formation not under KO?
                Yes: Left Breath on all targettable characters
                No: Is third character in party formation not under KO?
                    Yes: Left Breath on all targettable characters
                    No: Game Over
                        [Action Count reset to 0]

-> Counterattack Pattern:
Has Schizo (left) had five turns?
Yes: Tremor on all characters (used every sixth turn)
No: follow Basic Pattern

-> Special KO Pattern:
Is Schizo (left)'s HP 0?
Yes: Left Breath 2 on all characters
No: follow Basic Pattern

-------------------------------------------------------------------------------
-   BOSS: SCHIZO (RIGHT)                                                      -
-------------------------------------------------------------------------------

-> Monster's Name: Schizo (left)
-> Monster's Locations:
- Gaea's Cliff - Final Area (forced)
-> Monster's Level: 43
-> EXP for Defeating: 2200
-> AP for Defeating: 120
-> Gil for Defeating: 1500
-> Item Dropped from Monster: None
-> Item Stolen from Monster: Protect Ring x1 (8)
-> Item Morphed from Monster: None
-> Monster's HP: 18000
-> Monster's MP: 350
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   57,  52,  1,   72,  40,  94,  0
-> Fire (normal), Ice (absorb), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Poison, Silence, Sleep, Slow, Stop, Confusion, Petrification,
Berserk, Frog, Small, Slow-Numb, Seizure, Haste, Peerless, Manipulation, Death
Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
^ Double Breath            10  1    Mag   Fi/Ic Mag   55      255  X  X
^ Right Breath             10  1    Mag   Fir   Mag   35      255  X  X
^ Right Breath 2            0  A*   Mag   Lit   Mag   35      255  X  X
^ Tremor                   8   A*   Mag   Eth   Mag   24      255  X  X

--> Attack Pattern:

-> Basic Pattern:
Yes: Is Schizo (left) not under KO?
     Yes: Right Breath on random character
     No: Right Breath on all targettable characters
         [Action Count +1]
No: Is Action Count 3, 4?
    Yes: Action Count +1
    No: Is Schizo (left) not under KO?
        Yes: Double Breath on random character
        No: Is second character in party formation not under KO?
            Yes: Right Breath on all targettable characters
            No: Is first character in party formation not under KO?
                Yes: Right Breath on all targettable characters
                No: Is third character in party formation not under KO?
                    Yes: Right Breath on all targettable characters
                    No: Game Over
                        [Action Count reset to 0]

-> Counterattack Pattern:
Has Schizo (right) had five turns?
Yes: Tremor on all characters (used every sixth turn)
No: follow Basic Pattern

-> Special KO Pattern:
Is Schizo (right)'s HP 0?
Yes: Right Breath 2 on all characters
No: follow Basic Pattern

- STRATEGY: As you can see, Schizo is actually two bosses for the price of one,
and this will escalate the difficulty level, as well as the need for actual
strategic tactics as opposed to randomly and aimlessly bashing away
significantly increases. What you see is actually two dragon-like heads on one
body, thus, you can move your attack confirmation arrow left and right in
accordance to where they are. You'll get nowhere if you don't know which ones
they are, as both of them have elemental inclinations to one specific element,
and the rest are normal, even the one that their particular element is
supposedly weaker to. The one on the left is Ice based and absorbs Ice type
attacks, of course, whilst the right one thusly absorbs Fire as it's based on
Fire. And when you think about it, it's truly an easy concept to grasp. All
this in mind, we need to make some preparations that can be benefical to us,
and prove to us advantageous in this conflict. Also first note that, like all
bosses, Schizo is consummately immune to Gravity attacks and magic. First of
all, I suggest that you have the Enemy Skill Materia equipped, for reasons
discussed later in the strategy, as it'll prove to be a lifesaver... literally.
The Restore-All combination is a must have (with Regen), so if you don't, take
your scrawny little ass back out for some more training to level it up. Note
that all subsequent Restore spells after Cure are necessities in this fight,
however, Cure won't prove to be of much use. As for another thing, Barrier
leveled to M-Barrier is immensely useful, as it helps reduce said enormous
damage from the magic attacks by half, but be sure to pair it with an All. You
theoretically could have Ice2 and Fire2 on, but they serve no major purpose, as
one side is immune and it only does mundane damage to the other. You even
might also want to consider equipping one character with Aurora Armlet and the
other with Fire Armlet, for obvious reasons. Haste Materia at this point is
useful, too, when used, so, it's a good suggestion, especially for you people
negligent to lvling up.

First off, as we've covered, everyone of this boss' attacks does monstrous
amounts of damage. The elemental attacks usually do within a huge damage
spectrum of 1000+. I know, that's a lot, but it's the truth. Tremor, on
the other hand, does from 700+ damage to above... on all characters! So,
needless to say, you need to keep your HP up. Ok, prioritizationally speaking
you should really focus on attacking whenever you get the right opportunity
(mainly when your HP is comfortably high), and that should normally be with
some ultra-powerful attacks. Some of these include but are not limited to:
most summons past Ramuh (be careful with Kjata, as it heals him), Cloud's Lv2
Limit Breaks (if he's developed his first Lv3 one, great. OMG Cloud's hit Limit
Break puberty!), Death Gigas with Vincent, or most any other Lv2 or higher
Limits with other characters. You can free up a Materia slot by substituting
Haste for Red XIII and use his Lunatic High, but it's more appropriate to have
him in with higher Limits such as Lv2s+. Howling Moon can elevate his attack
damage to about 1000+, given he has the right weapon. Note: sometimes the
bosses combine both of their unique elemental attacks into one, causing overly
catastrophic damage to one character. As I said, Bahamut and Odin are summons
that can do about 2500 or more damage, and Alexander (if you have him) can hit
for 3000+. Comet can do 1000+ damage, and Comet2 (gratz if you have it), can
even hit for 2000+ damage, which is a nice asset to you in this battle. Three
last notes: In order to kill off this boss completely, both heads have to say
byebye. Its Breath 2 attack, each head does as it's dying, and does for about
1400 damage to all characters, this is why I recommended Big Guard. But note
that if a character has Aurora or Fire Armlet on, HP healed will also be sliced
in half. And also, its Agl becomes drastically slower once it loses a head,
and one remains. For winning you get a Dragon Fang, but I suggest that at
least at some point you steal a Protect Ring from Schizo (right).

Your party regroups, somehow unphased by the recent intense battle, and simply
joins back together without saying one word expressing exhaustion, excitement,
pain, or anything. Anyway, afterwards, continue on down the path which Schizo
previously impeded passage to. We may now encounter a random enemy in this
path called the Blue Dragon, and it's exceedingly obvious that it's excessively
difficult. It, first of all, has twice the amount of HP as Malboro, making it
the largest HPed regular enemy thus far, and it backs it all up immensely. It
has a rather good amount of attacks, too. The first of which is Great Gale. It
goes for around 800 damage to all characters, which I personally find to be
beyond insanity. Treat this thing as a damn mini-boss. The thing's regular
attack hits for 1600+ damage to one character. Hell, this thing surpasses most
bosses, Goddamnit! It even initiates Odin to use Gunge Lance instead of Steel
Bladed Sword, a trick only most bosses pull off. Blue Dragon Breath does about
600 Ice dmg to all, as well. Scared yet? Its other physical attack where it uses
its tail instead of biting does about half of its other, if not a little less
(~800 or so). Then, Dragon Force is a stat increaser. It's immune to Gravity
(also somewhat reminiscent of bosses and what not) and it absorbs Ice, and
has no weaknesses, so go semi-nuts. Great Gale will be used right away when its
HP goes below 4400 and 2200, likewise for Blue Dragon Breath (if its MP is
above 20) when its HP moves below the 6600 mark. There is even the Cuahls that
are found here, but pose little threat. Their Light Spell is their only attack,
and it's nothing much at all. 1300 HP is quite pathetic, too, so don't fret at
all when you're exploring around this area here (not that there's much to
explore around here, anyways).

Anyway, on the outside, grab hold of the right side of the door to the mountain.
Square's made another miscalculation, yay! Correct me if I'm wrong, but it's
supposed be colder at higher altitudes yet you do not have to watch your body
temperature. Freaky o_O As you make it over the top and peak over the mountain,
continue forward, and there it is. In all its majesty, it's Knowlespole, The
Crater. Watch the kickass CG opening introduction to it, and then pick your jaw
up and press on.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                             Area #35 - The Crater
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Sculpture, Gremlin, Grenade, Killbin, Gigas, Wind Wing, Ironite,
Jenova-DEATH(B)
-> Items/Weapons/Armor: Ether, Hi-Potion, Kaiser Knuckle, MP Turbo Materia, Neo
Bahamut Materia, Poison Ring
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Once you enter, there is some little talking about a long time ago, and how
something [huge] fell down and crashed upon this land, and that left a grand
scar on this planet. This is that scar, Knowlespole. What you see before you is
the energy the planet has amassed to heal itself, and is truly a stupendous
site to behold. Sephiroth, being an insane bastard who wishes to merge with
said planet, has harvested this energy, and is attempting to use it to call
unto Earth, Meteor. After the little talking, you can head on down, but, you
shall be encountering some new foes, and they're not the friendliest faces to
be acquainted to.

First and foremost, we have the Grenade, which is a three-times-as-powerful
version of the Bombs we ecountered earlier on. They have 2000 HP, which isn't
too much, but the problem lies within their attacks, and their power. First is
its physical attack, which isn't that much in itself, but that's not what
we're concerned about. What is of notable mention is its Bomb Blast attack,
and that's done after three attacks have been dealt to it. Afterwards, the Bomb
thinks it funny to just self-destruct on one of your characters, and simply
destroy them with about 3400+ damage. Hilarious. Also, in this case, you aren't
supplied with any Exp, AP, or Gil, so killing it with a summon is best. It's
immune to Earth, also. And when it comes in packs, it really hurts. It also has
an attack called Gush which does about 300 damage to one character. Now,
Sculpture, hmm, Sculpture? What is there to say about Sculptures? Not much,
really. Fire Shell is its only powerful attack, doing Fire damage to
characters. It also has another attack, which just so happens to be physically
based, but, all it does is about 160+ damage to one character, which when you
think about it, is actually quite pitiful. Gigas is the next enemy in the area.
Apart from perhaps being the largest and most imposing enemy you've encountered
in the whole game thus far, it's quite the pushover. Sure, it's not that easy,
but we've faced a lot harder, even for normal enemies. Blue Dragon, anyone?
Anyhow, he has a few attacks, one of which is his Moon Wars. You'd think this
move would be stronger than it really is, but that is far from the case. It
does about 450 damage to one character by dropping a huge fist on them.
Physical attack by Gigas is when he stomps on one character for about 300 dmg.
Go ahead and take the liberty of pilfering Gigas Armlets from it, too. Killbin
is another enemy found here, and the one that I'll get to covering now. This is
a confusing enemy, but powerful, to boot. It can attack with two different
elemental attacks. One of them being Ice2, and the other one being Fire2.
They all do about 750+ damage to one character, while its physical attack does
about 200 at one person. Wind Wing is an enemy with a wide variety of attacks,
and 1900 HP. Sadly, no weaknesses. They are not random enemies, either, and are
in comeuppance for coming in contact with the wind at the Crater. You can
Manipulate it for the White Wind (also from Zemzelett), and can feel the Aero3
spell for Wind damage. It's VERY powerful, but only uses it one out of twenty
attacks. Tailbeat does around 200 damage, and Sham Seal is its other attack.
Last is Gremlin, the easiest enemy around here, looks like a drugged up Furby.
It has Bad Mouth and a laughable physical attack.

As we move down the first sloping pile of rocks, you see one of those psycho
freakazoids worshipping Sephiroth die suddenly. Laugh at him unmercifully then
continue on. You're now in an area where tons of energy has been accumulated,
and it's quite eerie walking across it. If Tifa's in your party now, joy, but
if she's not, you're not in luck, as she appears and tells you to take her
pretty ass along with you, as if you're going to have it out with Sephiroth,
she wants to have it out, too, as she has lost many things due to his insanity.
You also get any and all HP/MP revived at this point, too. Anyhow, just move
along inside further, and here, watch the next freak commit suicide by jumping
off of that ledge ahead of you. Keep going down and across the linear path,
and be damned sure you pick up the Neo Bahamut Materia. Now, head over to the
savepoint, use PHS to reclaim some Materia from your last character (if Tifa
wasn't in your party, that is), and save, obviously. From here, head to the
right and jump the small little chasm, to where Cloud realizes the humongous
airship flying here. The scene switches over to Rufus, Scarlet, and Heidegger
talking inside. They all do their cliché sinister and maniacal laughing, about
how they've arrived at the fabled..."Promised Land". He basically pisses on
his dad's "legacy", and says that he'll be the one who gets it. Hojo then shows
near Rude and says that the land belongs to no one, and that they all will
gather here for the Reunion. You're then back to Cloud, and you should just
keep down the path.

This next area can get real annoying. Ok, as you approach the freaks in the
next area, where the wind is blowing ruthlessly (hence the name, "Whirlwind
Maze") Talk to both freaks to get a Hi-Potion and an Ether. Ok, the basic thing
here is to cross over the path when the wind is calm, as to avoid fighting a
Wind Wing enemy. But, that might be beneficial if you never got the White Wind
Enemy Skill from the Zemzeletts. Here there's a whole legion of those black-
cloaked freaks walking up the hill, and dying. Go get the Kaiser Knuckle on
your way up. Also in this area, we have a new enemy called the Ironite. It has
the pestersome tendency to put you to Sleep, and can also do physical damage
with two attacks. Its HP is nothing special, so go wild. In the next area,
there's an even more challenging wind area to get by. In addition to blowing
wind across, you also have to contend with waves of energy flowing across
nonstop at peridodical intervals, but isn't much more precarious than the last
one, you just have to be even more aware of your timing. Dun dun dun. At the
other side, you're in a strangly silent area. It's quiet...too quiet. Oh, crap,
it's Sephiroth, and he sadistically kills off two more of those freaks. Cloud
gets royally pissed off, and goes after him. He then disappears, saying that
that body's usefulness has run down. Walk around randomly a bit, and then some
mysterious voice comes out and says their purpose is to deliver that Black
Materia to their master.

After some more walking, the same voice comes out and proclaims that those who
carry Jenova's cells... then nothing else. Cloud's confused as to the meaning
of "master", then the voice replies "of course...Sephiroth". The heartbeat gets
louder as a laugh is heard, then Sephiroth comes from high up and slashes your
entire party in one sweeping blow. You get up, and then he unleashes Jenova-
DEATH on your hapless party.

===============================================================================
-   BOSS: JENOVA-DEATH                                                        -
===============================================================================

-> Monster's Name: Jenova-DEATH
-> Monster's Locations:
- Whirlwind Maze/The Crater (forced)
-> Monster's Level: 55
-> EXP for Defeating: 6000
-> AP for Defeating: 400
-> Gil for Defeating: 5000
-> Item Dropped from Monster: Reflect Ring x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 25000
-> Monster's MP: 800
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   140, 90,  1,   150, 70,  320, 0
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Poison, Silence, Sleep, Stop, Confusion, Petrification, Berserk,
Frog, Small, Slow-Numb, Seizure, Peerless, Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Tropic Wind              12  1    Mag  Fi/Wd  Mag   16      100  X  X
* Red Light                8   1    Mag  Fi/Shu Mag   18      100  X  X
* Silence                  24  1/A  Mag   -     -     -       100  X  O  (1)

(1) Silence [60]

--> Attack Pattern:

-> Basic Pattern:
Jenova-DEATH's initial IRV is 4
1/2 - Action Count is 0 at the beginning of battle
1/2 - Action Count is 3 at the beginning of battle
Is Action Count 0?
Yes: Does at least one character have Silence or is Jenova-DEATH's MP less than
     24?
     Yes: Has 1 been chosen out of Rnd[1..IRV]?
          Yes: Red Light x3 in one turn on all targettable characters
          No: Random chance of Red Light on random character (random chance of
              Red Light x2 in one turn [random chance of Red Light x3 in one
              turn)
     No: Silence on random character without Silence
No: Is Action Count 1, 2?
    Yes: Action Count +1
    No: Is Action Count 3?
        Yes: Has 1 been chosen out of Rnd[1..IRV]?
             Yes: Red Light x3 in one turn on all targettable characters
             No: Random chance of Red Light on random character (random chance
                 of Red Light x2 in one turn [random chance of Red Light x3 in
                 one turn)
                 [Action Count +1]
        No: Is Action Count 4?
            Yes: Has 1 been chosen out of Rnd[1..IRV]?
                 Yes: Red Light x3 in one turn on all targettable characters
                 No: Random chance of Red Light on random character (random
                     chance of Red Light x2 in one turn [random chance of Red
                     Light x3 in one turn)
                     [Action Count +1]
            No: Is Jenova-DEATH'S MP greater than or equal to 12?
                Yes: Tropic Wind on all characters
                No: do nothing

-> Counterattack Pattern:
Is Jenova-DEATH's HP less than or equal to 1/4 of its MaxHP?
Yes: IRV is 2
No: Is Jenova-DEATH's HP less than or equal to 3/4 of its MaxHP?
    Yes: IRV is 3
    No: IRV does change

- STRATEGY: You first off might want to know that this boss possesses Dex that's
higher than most bosses you've encountered before. Don't be surprised if you
suddenly find it stringing together three of its attacks in a row (Red Light
has the least recovery time). Also, like all bosses, Gravity dun work, y'hear?
Now, some in-depth attack coverage, ok? Its Red Light, as mentioned above, does
Fire damage to one character, and that damage is usually from 400-650, which is
quite a bit. And a lot of times it puts 2+ of these attacks together, and can
aim them at one character exclusively, or spread it around to harm a whole
group of characters. Now, the Tropic Wind is somewhat similar, but I'd more or
less categorize it as generally being a weaker attack than Red Light; average
damage is moreso 400 or slightly plus/below. Then, it's most devastating attack
although it does no damage, is Silence. It can very much limit powerful attacks
such as Comet and summons (newest one being Neo Bahamut). It's always great to
have some Echo Screens on hand. Big Guard is great here, although note that
when healing it halves the amount that is restored. Regen should be part of
your moves now, definitely, and that'll be a huge asset to you. As you can see,
the apothegm of most of its attacks is Fire, so, Fire Armlet can be a great
axiom to have your accessories based on. All right, all powerful attacks will
do, and to help amplify your performance here, use any move/spell/Limit that
induces Haste status. Reflect Ring after!

After the fight, your whole party is amassed amongst the Black Materia, which
is magically floating in the air after the fight. Talks about Jenova's Cells,
and about all of that random, senseless crap the strange, invisible voice was
speaking about before you engaged in combat. Tifa is in utter amazement that
in all this time, it's been Jenova, and not Sephiroth, they've been after. But,
Cloud says that he'll explain this ordeal to her later, and all he has his mind
focused on right now is beating Sephiroth. Don't make me laugh, Cloud, he could
take a crap on your mom's dead face, then wipe his ass with your spiky head and
you still couldn't do jackshit about it. Apparently, you haven't been after the
real Sephiroth at all (thus, he said that body was of no more use), and that
the "real" Sephiroth is just over this pass. After a strong statement by Cloud,
he goes up to collect the Black Materia. Tifa then suggests that you shouldn't
move on in possession of the Black Materia, and that you let someone hold onto
it. Choose to give it anyone, as it all leads to the same, indubitable outcome,
with no bearing on the actual storyline. Afterwards, talk to Tifa, and then you
move up the path nabbing the MP Turbo Materia, and you also see the one whom
you've handed the Black Materia over to right there. Use the savepoint and heal
if you need to at it.

Move along and get the Poison Ring from the chest to the left then proceed to
the following area of The Crater. Heh, now we have a whirlwind "trial" harder
than the last one. There's now lightning bolts striking at predictable times
(about every four seconds between strikes). Plus, you have the same old energy
flying across predictably, along with the wind blowing. It could be an obstacle
to be reckoned with, but nothing to difficult if you're not inebriated or half-
way asleep. As you approach the upcoming place, it all goes white, and Cloud
tries to calm Tifa down by worrying her even more... The scenery switches over
back to the two's home town of Nibelheim. This is an illusion Sephiroth has
created to confuse your party, and he stalwartly says to proceed on, 'cause as
long as you know it's an illusion, you'll be ok. Tell me that after your
experience about five minutes from now, Cloud. Anyways, the first thing that
happens is Sephiroth arriving in Nibelheim on that fateful day, five years ago.

My goodness, he comes with the regular two soldiers, but it's not Cloud as the
other guy with the gigantic sword. It's some guy with black hair triple as
spiky as Cloud's. Sephiroth is trying to psyche Cloud out, and he doesn't buy
into it. Heh, you'll see... This person is known as Zack, and is obviously
Aeris' boyfriend from Gongaga, who ran off on SOLDIER mission and was never
heard from again. Sephiroth starts laughing, and then the so-called "illusions"
disappear. Talk to Tifa to proceed to a new screen (note: it adds more to this
if you have Vincent in your party). Now, it's that moment when Sephiroth
completely incinerated Nibelheim in that abysmal inferno pit. Cloud expects it
correctly, saying that it's not going to be him running out of the Shinra
Mansion to the rescue, and indeed it isn't. It's Zack again, who does the same
actions as Cloud did in the Kalm flashback, and Zangan's even there with the
"you're still sane?" line. Tifa doesn't wish to watch this, and she insists
that Cloud doesn't, either. After some more minor reassurence on Cloud's part
to Tifa, the screen switches to where Cloud previously viewed Sephiroth
walking all devilishly through the flames. Cloud expects Sephiroth to tell him
that he wasn't in Nibelheim five years ago, and then...he appears... The
startlingly resounding chord of his theme plays, and he says that alas, Cloud
finally understands the truth. Cloud, unsurely, says that what Sephiroth truly
wants to do is confuse him, though.

He then says that not even seeing those horrific images won't affect him. We'll
see. Cloud explicitly remembers the heat, pain, and rage in his heart, and
depicts it in detail. Sephiroth goes on to say that all Cloud is is a puppet,
and he has no heart, and that he is incapable of feeling pain, or comprehending
"human" emotions. Apparently, what has just been shown to Cloud is the brutal
reality, and, what Cloud claims he remembers, is nothing but an illusion...
Your party members have nothing to say but "Cloud..." so talk to Sephiroth
again. He asks if Cloud understands now, but he doesn't want to understand.
However, he does have a question for Sephiroth: "why?" He then disappears near
the other characters, and scares the living hell out of them. Sephiroth now
wants to take Cloud back to his old self, or more specifically, the one that
relinquished control of the Black Materia, that one day... Cloud is a, a...
"failed experiment"? And one who proved useful? Now, Cloud was created by Hojo
fives years ago, after the hellacious incident at Nibelheim, and implanted
with Jenova's cells, her knowledge, as well as the power of the Mako. He was
meant to be a clone of Sephiroth, but failed, and poor Cloud did not even
receive a number. That, everyone, is Cloud's unmistakable reality. Tifa has
something to say now, and it leads into a small yet deep and heart-felt chat.
Sephiroth then asks Tifa why she's frightened by his words, and asks her if he
should show everyone what is in her heart. He disappears, and Cloud asks Tifa
if Sephiroth speaks the truth. Go talk to her again, and you reassure of who
you are, and not to be afraid, and finally opens up and expresses a lot about
himself, something he's never done before now. If you think about it, this is
ever so slightly like the story of Inuyasha. Tifa is confused and muddled, and
doesn't know how to express how she feels, and asks for you to give her a
little time to sort things out among herself.

Sephiroth appears near the back of town, now, and tells Cloud that the ability
to change the appearance and power of one solely belongs to Jenova. Then, he
explains how Jenova has merged and fused with Tifa's memories, creating what
Cloud is. I know, it's confusing. He disappears again, and then reappears
right behind them and tells Cloud to think! Heh, after Tifa told him not to.
Sephiroth then is wondering why he just addressed him as "Cloud", as he truly
never was dubbed a name. Cloud tells him to shut up, as he's apparently too
confused to think of a better comeback, and then Sephiroth asks if you remember
that picture they took before departing for Mt. Nibel five years ago, and then
Tifa. Sephiroth then marches over to the the dead body of the photographer and
picks it up (the picture which he claims Cloud couldn't feasibly remember). He
then offers to show it to Cloud, and Tifa, reluctantly, begs and pleads with
him not to, but he says he wants to, as he should be in the picture. Notice
that he's not to sure of himself when he says that. But then he has his stupid,
Barret-worthy logic of "even if I'm not, this is just some fantasy world
Sephiroth made up" crap. Illusory my foot. As you take a look, there's Tifa in
the middle, Zack on the left, and Sephiroth on the right. He continues to say
that he remembers what really happened and that the picture is phony. But,
Cloud, didn't Sephiroth just get done telling you how you received those
memories? He then tries to think back to when he enlisted in SOLDIER, but he
can't remember, as that wasn't after the Nibelheim fiasco. He then starts going
off the deep end in confusion, and then the flashback abruptly ends and you're
back at the Crater, where you see Rufus and then rest of the main Shinra crew
in a new area.

They're admiring the grandeur of the Materia amassion at the top, and there's
one main orb there, too. It's rich with Mako on the exterior, and on its
interior, it's a treasure trove of Materia. Hojo with his scientific self
butting in says that the Promised Land is fiction, a legend. But, as we've
already learned in the case of Temple of the Ancients, legend = a fancy name
for reality. Rufus then bashes Hojo to hell, calling him a second-rate
scientist. Now, at this point, the ground starts violently shaking, and an eye
opens up to reveal itself in the wall. Hojo then identifies this creature as
none other than the legendary Weapon. He didn't believe it at first, but now
he sees it (man, you're wrong about a lot of things, Hojie, my man). He then
describes its purpose, as detailed in the reports of Professor Gast. Then he
shows the report to Rufus, which he never saw, as Hojo's a little secretive
devil like that.

Back at the previous screen, the remainder of your party is wondering if Cloud
and the others are all right, or if Cloud's impending doom upon the Earth
again, or something rather. Now, whoever you put in charge of the Black Materia
is then transported into a vortex of seemingly infinite nothingness. Tifa shows
up on the scene while everyone is gone, and tells the character to move along,
as everyone else's up ahead. Little does the character know, that Tifa is
Sephiroth with the momentum in his brain to mascarade as her and trick them
into bring the Black Materia along. He disappears and the rest of them show up
there, and then the screen switches back over to the scene with the Shinras,
where apparently all has calmed down. Scarlet's paranoid, like any typical
blonde after so many thoughts have gone through their head at once. Overload!
Rufus makes the suggestion to get back to the airship to move along with the
inspection. And, all of a sudden, Cloud, Tifa, and whoever the other character
was appears from out of nowhere.

When asked where they came from just now, Cloud doesn't know, and duly states
that things'll soon become out of control soon. He then says to everyone (yes,
including the Shinras, as apparently he has a fiber of human compassion in him,
somewhere). Rufus, being the arrogant bastard that he is, refuses. Hey, I
thought they were leaving, but, apparently, since Cloud said to let him handle
the situation, he wants to be a stubborn little bitch about it. They should
name this guy Rufina or something. Cloud depressedly says that everything
begins and ends here, where the Reunion is, and then the character who you
entrusted with the Black Materia intervenes in the conversation. Cloud then
strangely and slowly walks up to whoever has been put in charge of the Black
Materia as you press the directional buttons and few times towards them. He
asks where the Black Materia is (and now Tifa keeps calling Cloud's name), and
the character who possesses the Black Materia at present says it's safe, and
then Cloud asks them to hand it over to him. Apparently Cloud can't hear Tifa's
voice, and the BM person is concerned for him. Tifa yells for the character not
to hand it over, but they can't hear her, either.

Cloud then suspiciously says "leave the rest to him". Then, Sephiroth appears
and disappears quickly, calling for Black Materia, then afterwards, Cloud, for
some reason, thanks the party, and apologizes. He especially apologizes to
Tifa, as she's been so good him (and from that, imply whatever you wish...;P),
and he's speechless, pretty much. He makes little to no sense here, like a
Downs Syndrome victim sniffing cocaine out of a balloon, says, that he never
lived up to being "Cloud". Tifa then starts sobbing and crying profusely, and
Hojo, being the evil, megalomaniacal bastard that he is, is laughing at this,
as he now sees that his experiment was a success, instead of a failure, as was
previously believed. Hojo, not knowing experiment well, apparently, doesn't
know and asks where Cloud's number is, and Cloud replies with the obvious
answer. This baffles Hojo even more. Cloud begs Hojo to give him a number, yet
Hojo tells him to basically shut the hell up and die, as he's nothing more than
a "miserable failure". Huh, what the hell!? Cloud starts levatating after the
semblance of Sephiroth flashes for a brief moment. Ok, now, Hojo explains that
the real Sephiroth died 5 years ago, and Cloud was an attempt to clone him.

He also explains Cloud's unusual birth, and the abnormality of how he came to
be. Jenova and Mako were combined to create him. Now, he sees that the Jenova
Reunion Theory has at last been proven. Now, another of the story's aspects is
explained here. Jenova has been dismembered, and her body, discombobulated, but
at the Jenova Reunion, her body will once again become one. I guess this pretty
much explains why Sephiroth has been carrying around three different Jenova
pieces, BIRTH, LIFE, and DEATH. Also, Hojo has made many clones throughout the
five years, and all of them are starting to gather, and Hojo has been waiting
for this moment for this whole period of time.

Hojo was wrong with his calculations as to where the clones would gather, as
he originally believed they'd go to Jenova in Midgar, but as she left, they
followed. Now, the camera switches to Cloud standing upside down on the trove
of flavorfully abundant Materia at the top, and he pretty much states what
Sephiroth's ambitious intentions truly are. Cloud starts curling up like an
idiot, and some voice says "that's how it got started". After another
bickering sentence from Hojo, the voice eerily agrees with him on how it
couldn't figure it out, either. This is officially weirding me out. However, he
did know that their desideratum destination was whereever Sephiroth's main
terminus was. The voice (which I think now is Cloud) says that he wasn't
pursuing Sephiroth. But, he was being summoned by Sephiroth??? The anger he
bore Sephiroth compelled him to Sephiroth. Now, Cloud talking like an Eagor
wannabe says the he's brought the Black Materia for Sephiroth. You now get to
walk upside down, and where you go is right to the center, and the encasing
of Mako. Then, the casing falls a little bit to reveal Sephiroth inside. This,
ladies an gentlemen, is the REAL Sephiroth.

Hojo is astounded! Hojo is excited about the impending catastrophic doom of
the earth, for some reason, and Tifa literally calls him a dumbass. Rufus then
states the painfully obvious fact that they have to get their asses out of
there on the double. Rufus asks of you that you come with him, as he still
wants to hear more. Cloud is still up there, and you see him on the verge of
total insanity, flying around like Sephiroth after getting high. He then gives
the Black Materia to Sephiroth, causing the Mako and Materia fall to the
ground, and this leads to the unleashing of Weapon. Brilliant, Cloud, you've
sentenced the earth to an even more calamitous fate than before. And, with the
Black Materia in Sephiroth's possession, Meteor shall be summoned after such
long elongation. Now, time for an explanation that you all might need as to
this whole Sephiroth explanation, 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.

Anyways, after the Black Materia's possession is relinquished to Sephiroth,
all goes to hell. The planet's inevitable destruction is upon us, and the
insurrection of Sephiroth is impending. Only sheer and utter cataclysmic chaos
can ensue, and all that can come of Weapon's release is a decimating
annihilation of the planet, as it's in danger of damnation. The hellacious
beast flies out of the crater in indelible pursuit of the airship, and you
watch as your party frantically makes their escape from the ultimately
inescapable Weapon. Watch as you view perhaps the most awe-inspiring CG cinemas
in this game thus far. It truly shows the raw impressiveness of Squaresoft,
and really shows off the times. An immense chaotic future lies in the bowels,
and you're going to be impelled to the ultimate limit for the rest of the game.

The next scene is kind of strange, as it first shows Cloud and Tifa walking in
a boundless void of nothingness. Then, the scene switches back over to the
train station in Midgar with the train guy asking Cloud how's he's feeling.
Cloud is in confused agony, obviously, and the guy feels bad for him. Tifa then
makes the scene and asks him how he's doing. Redundancy alert! He doesn't do
anything but spew out random moaning and groaning sounds pointlessly. Aww,
c'mon, Cloud, don't be a pansy. He gets up after realizing that it's Tifa. The
whole conversation gets kinda strange after he gets up. As she heads back a
little, he does a momentary freak out. If you ask me, that's just an excuse for
Cloud to yank out some of that spiky hair that everyone makes fun of. It keeps
on going for a while, talking about how long it's been and all. This whole
strange scene, apparently, is a flashback to when Cloud returned to Tifa five
years ago in Midgar. I know there'd be some idiot asking me what on Earth was
going on here, and that brief answer was to prevent that from occuring. Anyway,
Tifa thinks to herself that it's actually been seven years. Huh...? He has got
his wish of joining SOLDIER, and he quit after the Sephiroth incident, and now
he's a mercenary, getting stipends for his skills. Cloud was also scrupulously
honest about what went down after Cloud left from Nibelheim. She did feel,
however, that there was some oddness about some of the things that he spoke to
her about. He knew certain things he shouldn't've, and some he didn't know
that he should've. She also heard that he was going far away, and she didn't
want that. She told him about AVALANCHE so that she could be with and watch
him. Next, the scene switches back to the present where she is laying in bed.
Barret is tending to her, and he asks her how's she doing and all of that, and
also says that she's been sleeping out cold for quite a while. He asks why she
doesn't ask about "him", obviously meaning Cloud.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                      Area #36 - Junon's Shinra Building
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Attack Squad, SOLDIER: 2nd
-> Items/Weapons/Armor: None
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

She starts to get out of bed, and she answers by saying that she's scared.
The conversation drags on meaninglessly, mainly about Cloud and his current,
unknown condition, which is quite impertinent to the main situation at hand.
Situation in question is Weapon being unleased to wreak havoc on the planet,
and Sephiroth summoning Meteor. Although, that whole chain of events was
brought about by Cloud himself, so... Also, Barret informs Tifa of how long
she was asleep when asked, and he replies that she's been sleeping for nearly
seven days straight. When asked about Sephiroth, Barret replies that ever
since you guys flew away hastily (more like in an intense panic), that the
North Crater has been surrounded by a barrier of light, protecting it, and
preventing any unsolicited intrusion, and that Sephiroth lies within its
confines. Man, Barret finally showing some signs of sagacity, it's a surprise,
eh? Apparently, Weapon has been on an inparadoxically congrous and totally
uncontrollable rampage on the earth, as we knew from when it was awoken and
released would happen. Could it be that Weapon is protecting Sephiroth, Tifa
wants to know.

Rufus is now fighting against Weapon. And, as much as it pains Barret to say
it, he admits that Rufus has got some guts. She then inquires about Meteor,
then Barret opens the window, revealing Meteor on a collision course for Earth.
Oh, shit. Afterwards, go over and talk to Barret and then Rufus comes in the
door. He talks about Cloud and Hojo and about Meteor. Essentially, it's all but
over now, but when you have Cloud...er, everyone on your side, you usually pull
through. Rufus mentions a task that there might be for you, and at that moment,
fat 'ol Heidegger with his laugh as if he had an octopus up his ass. He
delivers startling news about the preparations for a "public execution" being
complete. What the hell? Barret gets pissed, understandably. I wouldn't want to
be publically executed by the people who we've been trying to execute this
whole damn time, either. Rufus says that all of them are going to be executed
on grounds for bringing about this whole armageddon situation. It's like a new
apocalypse is among you. No, I'm not siding with Rufus, but, he's making some
sense. In America, it takes killing an abortion doctor to be executed, yet in
the world of Final Fantasy VII, they let you push it to unleashing total,
inevitable destruction upon the earth. He then states the true reason for this
senseless execution, and that's that the mindless masses are ignorant, and they
would feel more at ease if someone was killed for this situation which is bound
to cause mass hysteria. Then, Barret takes back whatever small praise and
compliments he had for the jackass, who's nothing more than a big pansy. Rufus,
being the one who he is, couldn't care less, and wonders what the hell that has
to do with the gas station.

He walks off, giving you all some last moments together, but Heidegger says
that he'd rather tie their arms now. That fat bastard, when I get my hands on
him...! Well, they are escorted through the sizeable building, and you have
control of Barret for now with his arms tied up. I am led to come to the
conclusion that the good people at Squaresoft are racist. This reminds me,
somewhat, of the movie Roots, for some twisted reason. Anyway, keep down the
walking ways following where Tifa was taken, as the game doesn't enable you to
speak with anybody around here. Well, in the next room, you find a savepoint,
but at this one, it disables PHS, for obvious reasons. This next area may seem
familiar to you if you pointlessly explored some of Junon's extra areas, but,
still, it matters not to you. Delve into the next area. The next room is where
you'll supposedly be executed for the ultimate crime, of undoing the natural
balance of nature, and, of course, bringing catastrophy upon the earth in the
form of a monstrosity known as Weapon. Only a disastrous fate can occur, at
this point. There're tons of Shinra executives here, along with Scarlet,
running the whole damn thing. Note the really, really, really strange looking
person in the purple suit. Wow, Scarlet is more evil than most of you probably
thought from the start, although most of you probably already knew that she was
a derranged, demented bitch when she was first introduced. All great games have
one. It's like the glue that holds everything together. Now I shall shut up, as
you more than likely want me to continue.

Scarlet wants to start with Tifa, as she's jealous that Tifa's breast size is
twice as large as hers, and wishes to rid the world of those sumptuous, juicy
things. Sweet, sweet Tifa. Barret goes into a ferocious conniption, insisting
that he'd rather them start with him, instead of Tifa, so that the world could
admire her breasts just a little bit longer. Scarlet, being the crazy woman
that she is, insists that the camera aim their way, as audiences, apparently,
enjoy sad and tearful farewells. Her psychoticy is unparalled even by the most
insane of bitches in the world, and trust me, I've known a lot... Tifa is
unfriendily introduced to the gas chamber, where her execution is scheduled to
take place; Scarlet wants it to be a slow and excrutiating death. The guard
unties her. As she's tied down to the seat, Scarlet bitchslaps the
hell out of Tifa, and then she walks away, closely followed by the guard, who
is like a male version of Elena; he drops the damn key and doesn't even
recognize nor acknowledge the clinging of the key on the ground. Just outside,
the alarm goes nuts, and there's an Emergency, and... Weapon is approaching!!!
Oh, crap! Military personnel are ordered to take their positions, and the
whole place goes straight to hell in a fit of panic.

Everyone evacuates the execution room like scolded dogs, except for Barret and
the person in the purple suit who gases Scarlet and unveils his true identity
to be Cait Sith. Rock on, fluffed dude! You now have to fight against two
Guard Squads as Cait Sith and Barret. They have three attacks (Machine Gun,
Smoke Bullet, and Grenade), as well as 1300 HP. You can dispose of them rather
quickly, and also win 8-inch Cannon from them. Although, beware, Smoke Bullet
induces Sleep, which can get tiresome...literally. Note: if you forgot to set
up Materia for the new characters (unless they happened to be in your party
previously), you can just run from the fight if you don't think you can manage
or hold out. But, in that case, you don't receive any reward(s). Barret is
surprised that Cait Sith would do this, as he's a part of Shinra, and Cait Sith
replies nanchalantly that he's against capital punishment, and he hates that
dumb broad, Scarlet, so let's go help Tifa out. Cait's gonna keep watch at the
entrance while you go to the gas chamber door and attempt valiantly to open it,
but to no avail. The scene goes over to Heidegger running around like a cat on
Livewire. Rufus and him are peering out the window, where they see Weapon, and
then goes into another amazingly detailed and action-packed CG cinema that is
simply breathtaking. It comes in at a blindingly fast rate from the ocean, all
the while there are soldiers firing cannons at it (which is impossible to even
scathe the monster in pursuit of disaster). They also fire the "big cannon" at
Weapon, but alas, it's unharmed. Tifa, in the chamber, can feel the seismic
blasts, and is startled, to say the very least, but also, the gas starts
flowing around here. She tries to hold her breath and turn away and call Barret
for assistance. He's frantically trying to break in and come to her rescue,
but your final choice is to have her reach for the key on the ground with her
foot and her long, smooth, healthy...er, legs.

But first, go talk to Cait Sith, and you guys have to get out of the room.
Barret steadfastly promises that he'll save Tifa, somehow. As you're leaving,
the door is closed shut behind the two of them, not allowing access to it.
Jesus, this just keeps getting worse and worse. Scarlet sinistrally laughs,
saying that now there's no hope, and you cannot save Tifa. Bite me, Scarlet.
Cait Sith calls for an alternate method, and that's to get to the airpad.
Barret finds this call of action ludicrous first, but Cait simple replies that
in dire situations such as this, you need to take chances. You'll be finding
SOLDIER: 2nds around here, and they have a physical attack, called Fight, if
you Manipulate them, and it does for around 200 damage or somewhere around that
vicinity. They also have Sword of Doom, which is a bigger concern to you here.
It will do about 700 damage to one character in one, slower, emphasized blow.
Now, just continue along the beat path to the right side, and the screen
switches to the outside area where calamity and crisis is ensuing. Just run
down the walkway passed all the commotion, where apparently the inhabitants
are totally unphased by the local beasties, and just continue about their small
routines around here, such as battling and fending off the imposing Weapon
which threatens their very existence. You know, the usual stuff. Everyone, also
as you saw, is firing very unmeticulately at the Weapon, and they actually
dream of accomplishing anything by such means, hinting at their insanity. Ah,
yes, they're going to prevent an ancient monster that was created for the sole
purpose annihiliating everything when the planet was in danger, from killing
you all with normal cannons. Makes sense. You'll see Yuffie being photographed
along the way. Then, after the scene, and Weapon comes out of the water, so
that you can get a look at its sheer, awesome magnificance. She then joins your
party (that is, of course, if she's even in your party by now).

In the next area, which happens to be the airport, go onto the exaggerated
elevator, and head on up. Ok, start making it to the right towards the large
airship. It's like Airforce 1 and Titanic in one. Barret is skeptical of why
Cait Sith brought you out here, and no, he's not a traitor, but he just must've
made an incorrect turn somewhere along the way. This notably pisses Barret off,
and then he starts posing and some other crap like that. Back at Tifa's dim
situation. Man, she can really hold her lungs. Must those big bre...er, lungs.
You are now to move your body parts using the four main buttons on the
controller, , X, O, and Tri. Ok, I could make a few dirty comments right now,
but, since I'm not really up to it, use your imagination. Here's how to fully
free Tifa: First, press X to extend her legs outward. Now, press X yet again
to reach for the key and reel them in. Now, press X+Tri at the same time to
have her pick up the key from her feet and keep them in her mouth. Now, press
either +Tri or O+Tri (whichever matters not). This frees one of her arms, and
then press that same combination to free her other arm. Now, you have to shut
off the gas (which surprising never can kill you...). The switch is in the
back left corner to turn it off. Now try to open the door, and it plays Weapon
piercing through some metal with its laser beam, making an opening for Tifa to
escape, and then the Big Cannon decapitating its damn head off. Apparently,
this monster wasn't as disastrous or destructive as everyone once thought. It
plummets into the ocean, and then it goes back to Tifa's current scenario.

Tifa and Scarlet have a small verbal scuffle through the steel door, and then
Tifa makes her hasty escape. Now you have to scale this whole side of Junon,
basically. Heh, and you thought Gaea's Cliffs were bad... Not only this, but
guess which psychopathic bitch who's probably having her period and her pitiful
henchmen are chasing after you. I bet you she's one of those violent types...
Haha, one of the guards goes falling down to the bottom after slipping up.
Loser. Once you climb down a certain point (along the darker side of the wall),
the ignoramuses just stop, enabling you to retreat unscathed. At one point
while descending, Tifa falls and she lands safely on the ground below. Get up,
and run to the right shortly and then head up and start to cross the enormous
cannon. It says "Sister Ray" on it. Anyway, just move along leisurely to the
very end of the cannon's tip, way above the seemingly endless expanse of ocean.

Scarlet makes the scene as you're nearing the edge, and states that although
the public execution proved unsuccessful, seeing you plummet into the water
some hundred stories down might be enjoyable. She then goes up and slaps Tifa
across the face again. Oh, crap, she's done it now. Tifa gets pissed, and then
you engage in my favorite part of the game. The two women start slapping one
another, and you slap by pressing O. It doesn't matter if you win or lose the
small catfight, but if you lose, you get to bear the shame of losing to that
wild crazy wench. Then, you hear a voice yelling to you from the air, telling
you to run to the end of the cannon. It's your group arriving in the airship,
then you see an awesome scene with Tifa running and jumping off, and grabbing
onto a rope, and then flying away. Hold on tight, and don't let those knockers
hit you in the face!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                       Area #37 - Onboard the Highwind
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None
-> Items/Weapons/Armor: None
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Onboard, Tifa asks basically what you guys are doing with the airship. Cait
Sith says he doesn't have time to explain it now, and simply says that now,
you're in possession of the airship, Highwind. Now, don't get the idea that the
Shinra're being generous, as it's actually the fact that it's Cid's airship.
Cid "Highwind". I'm sure there are some idiots out there who couldn't catch
onto that right away. Well, now the we've learned that that particular Weapon
wasn't as detrimental nor portentous to the earth and the general population.
Guess it was just a little pretentious little bug if that's all it took to kill
the thing. Once you gain freedom to move about again, head on inside the
awesome vessel. Go down to the lowest level and attempt to cross over the
bridge. You see Barret and Cait Sith talking there, about Barret being pissed
that no one told him they could fly an airship. Barret, count your blessings
and go cry in a corner or something. All right, head across into the main
room, where you're greated by Cid, who's also touted as the best flyer in the
world. He welcomes to aboard his impressive vessel, the Highwind. At last,
you're away from Scarlet and her bitchy demonization. Now, the proceeding
conversation between the party starts to get kind of pointless, and then you're
once again commanding over Tifa. Barret really has nothing to say. If you talk
to Cait Sith he says he cna give Shinra information to you when you need some,
but as strange as it may be, he never does. Talk to the main pilot of the ship
up at the front, and he tells you not to talk to him, as he's a nervous, Lv3
Pilot in Training. Vincent is glad you're doing ok. Go down to Red XIII and
talk to him to trigger a chain of events.

You talk about Weapon being on a rampage, and Meteor is coming to obliterate
the planet. Tifa is confusedly wondering what to do in desperate times like
these, but she ultimately has no idea at all. Barret then reiterates his
infamous line "there ain't no gettin' offa this train we're on" from earlier in
Gongaga. Everyone's trying to cheer her up, as she's lost without Cloud here,
and does necessarily believe that you can triumph without the spiky-headed
little guy. She misses the small mannerisms of Cloud, such as egotistically
standing around giving orders. All the idiosyncrasies she misses, like what
he'd tell her if things were bad, and how he randomly pissed himself at night.
After some more useless banter from the group about Cloud and Tifa and other
things of the sort, you can move around again. If you talk to the Lv3 Pilot in
Training, Cid tells you that he still has to teach him some things like how to
land, and also, how to readily differentiate your anus from a crack in the
wall. He also tells you to go to the Operation Room to prepare. Talk to Cid
himself and you get a long talk about how he always thought Cloud was odd, and
so many oddities happened around him, and he tries to kindly and nicely
reassure Tifa that she'll see him again. Red XIII, being a Goddamn pessimist
for once, brings up the worst of possible situations; that Cloud is still
burried and entombed deep in the North Crater, where the ground may have
engulfed him. Tifa is confused, and asks if what he meant by "deep within the
earth" was the Lifestream, and sure as hell, it is, but he gives a more
detailed explanation as to that possibility's feasibility.

You see, the Lifestream occasionally surfaces and gushes from cracks at the
bottom of the expansive ocean, and that Cloud may be in such a place. Barret is
a little dramatic about the whole thing, saying things like "does Cloud always
gotta be around?", as quite frankly, they did fine without him in the
beginning. What he's failing to mention is that, in the beginning, there was
no demonistically powerful and psychopathically derranged being who is in
search of becoming God by wounding the earth with a giant Meteor, which would
ultimate send the earth out of its natural allignment, and send you
hellaciously plummeting out of orbit, where you will surely experience the
most excrutiating death imagineable out in infinite void. Y'see, only minor
details like that before Cloud came along. Cait Sith still spews the same BS
about him telling you anything about the Shinra, yet he still never gets
around to that. Anyway, depart for the Operation Room. Heh, and also, if you
notice the jacinths here and there of random things such as women and Chocobos
around the ship.

In the Operation Room, talk to the guy near the front of the entrance, and he
allows you to amalgamate your desired party, and one of the characters,
annoyingly for some, has to be Tifa. Now, if you're someone who doesn't want
Tifa with you, or failed to train her correctly (tisk, tisk, for shame), it
can really bite. If you talk to the guy at any time after that, you can use PHS
again, save, or get your HP/MP restored. Now, after you're all set up and ready
to continue, head back over to the cockpit, where the rest of your party is. If
you talk to Red XIII, he gives small valuable information about there being an
island near where the Lifestream pours out, but he doesn't remember much else
from what Seto told him. Vincent gets very philosophical here, saying that too
much hope is the opposite of despair, and an overpowering love may consume you
in the end. Cait Sith says that all is calm back at Shinra, finally, and that
you should be more focused on searching for Cloud. Barret has a word or two to
say also, mainly about Cloud and the Shinra. Anyway, when you're ready go up
and talk to the now Lv4 Pilot in Training, and choose "we're going". Now this
owns all. You now get to pilot the Highwind, as your new vehicle. Its controls
are quite simple, too. D-Pad Down to ascend, D-Pad Up to descend, O to fly
forward and D-Pad right/left to turn, and also, Triangle to reenter the ship,
and lastly, X is to land the ship on grassy areas only. If you get out of the
ship, O is to get back in, by the way.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           World Map/Road to Mideel
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

All right, so, in all of this expansive world you have to explore, there're
now so many things you can do. I suggest putting finding Cloud on hold, as you
can do that at your leisure. The first thing I suggest doing is, if you didn't
do it when I told you to, go back to Nibelheim and get Vincent, or, get Yuffie
from any forest in the world. Also, if you want, go back to any of the major
continents and reclaim any of the Enemy Skills you may have missed previously.
For a little bit of fun, you can just go annihilate the Midgar Zolom, which you
likely couldn't do before. There are some towns to revisit, so if you happened
to have missed some items in then before, get them now. Also, if you speak to
people in the towns, most of them point you in the right direction, which is
good. You can also head back over to Fort Condor, and using the section for
that of my FAQ, beat it. Go back to Cosmo Canyon, and head on into the Item
Shop. Y'see, the rope has been let down, allowing you access to the room in the
back, where there's the Full Cure Materia on the bed, and Elixir and Magic
Source in the bag. Our the intrepid party members we have can fight off huge
and powerful beings like Jenova, yet they couldn't just hope over the damn rope
which served as a crappy baracade. Maybe they were just being polite, who the
hell knows? If you want, head back over to Costa del Sol for the Weapon Seller
there, as well. Also, the Gold Saucer has been temporarily shut down due to
Meteor coming.

Any other things you want to accomplish, do so, and then we have to continue on
with the story, so don't get caught up and entangled in having too much fun.
Mainly, you can get an Elemental Materia near Tifa's piano back at Nibelheim,
and also read a new and semi-startling note on her desk. Anyhow, when you're
absolutely sure that you're ready, make your way to the Southeast of the World
Map, to the only place that you haven't already visited. This is Mideel, but,
as comes new places to go to, comes a new slate of enemies to go over. First,
the most powerful in the area is located near the beach shores off the coast of
Mideel. This is the Sea Worm, and it's enormously reminiscent of the Land Worm
you may have or may have not encountered back in the desert in the Gold Saucer/
Corel Prison. It's just more freaky-looking due to more colors, and it's even
more imperilingly forboding. It comes with a high 9000 HP to subtract from it,
as well as three attacks, that are very stereotypical of a monster like this.
But first, lemme cover its elemental status: it ostracizes usage of Gravity and
Fire by immunizing itself from them, first off. Next, it can absorb Earth magic
which could've been a force for Sea Worm to reckon with if it had been
otherwise. Lastly, don't oscillate using Ice magic, as it does twice the normal
damage on account that Sea Worm has an abnormal susceptibility and weakness to
it. Now, its attacks come into play. Sandstorm, which definitely isn't a strong
or formidable attack, does about 140 damage to each character, but also causes
Darkness. Earthquake, on the other hand, is a powerful attack, which does large
damage to everybody. And lastly, it has Crush which practices about 300 damage
unto one character. Crysales is an annoying enemy that is found within the
Jungles of Mideel. They have 1500 HP, and can use Sleep Scales to put one
character under the Sleeping status. And also, their physical strikes do from
200-400 damage (I've never gotten much of an exact figure). Head Hunter is also
a Jungle-included fiend. It possesses more HP than Crysales (2000, to be
exact), and, also, two attacks. The first of which is Sickle, its physical
move. It does small damage, so don't worry. Raising Dagger does quite a bit
more damage, and is its main attack. You can win Tranquilizers from it, also.
You'll sometimes be pitted against the Hippogriff, an enemy in the same aire as
Griffin's and Valrons. It'll always use L2 Confu on its first turn, but that
will miss any character whose level is not a multiple of 2. Hippogriff will fly
into the air when its HP goes below 50% and it's attacked physically. It has
a Beak attack on the ground (which has the same stats as the air version, but
the different is purely academic). It'll do around 300-400 damage to one, so
nothing too much to worry about there. It also has an attack called ??? (not to
be mistaken with ???? Enemy Skill). It'll do around 1000-1200 damage, and as
such is Hippogriff's most powerful attack. Hippogriff's range is far when it
flies into the air, so use long-distance type attacks to bring it down then.
Last enemy around here is the Spiral. They are bland enemies, and aren't
anything bad. They have a few attacks which aren't scary whatsoever. Also, they
sometimes come along with Chocobos with Chocobo Lure in place. 2800 HP is what
it has in that department, as well.

Anyway, when you're ready enter the town of Mideel.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                               Area #38 - Mideel
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None
-> Items/Weapons/Armor: Contain Materia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Mideel, surprisingly enough, is a tranquil and peaceful town, which doesn't
meet the description of the game right now, in my opinion. First of all, we
need to cover what you can buy and the exploration of this town. The Item Shop
here rocks ass, selling Hi-Potion (300), Phoenix Down (300), Ether (1500),
Hyper (100), Tranquilizer (100), Remedy (1000), Tent (500). Definitely purchase
yourself a few of those Remedies. Also, on this visit, there'll be a small
white Chocobo running around, and you must talk to it when it's not near the
lady. This Chocobo likes Mimett Greens, but, the game calls them Samolen Greens
for some reason. Choose to give it some if you have any (if you don't, you
might want to make a little pitstop at the Chocobo Ranch to buy some). Now,
Tifa has the irrestible urge to tickle it, as it's so adorable. Man, I've never
wanted to be a Chocobo until now... Anyway, if you wish to get the Materia
here, choose the option to tickle behind his ears. You now get the Contain
Materia from it. Note that it can be found in the Weapon Shop as well. Speaking
of Weapon Shop, the one here sells some great stuff, which goes well in
conjunction with lvling up outside Mideel; Crystal Sword (18000), Crystal Glove
(16000), A-M Cannon (18000), Crystal Comb (17000), Crystal Cross (18000),
Crystal M-phone (18000), Partisan (19000), Winchester (18000), Crystal Bangle
(4800), and Wizard Bracelet (12000). Heh, and in the Materia Shop, the White
Chocobo runs rampant in there, as well. What is there to buy at said Materia
Shop, you ask? Well, I'll tell you. HP Plus (8000), MP Plus (8000), Transform
(5000), Gravity (8000), as well as Destruct (9000). Accessory Shop also is
great here, and it sells off, for bargain prices, actually, Amulet (10000),
Fire Ring (8000), Ice Ring (8000), Bolt Ring (8000), Fairy Ring (7000), Jem
Ring (7500), and White Cape (5000).

Anyway, head under the main overpass and into the main part of the city, where
once you go in far enough, Tifa notices a small dog by itself. Tifa sees a bit
of her own situation in the dog, seeing as how it probably was lost and
seperated from somebody it loved dearly. Then, the two men say some pokey-
headed person washed up on shore about a week ago holding a gigantic sword. The
person in question also had amazingly weird blue eyes he had. He just described
Cloud to a fault, and Tifa overheard the conversation, and butts in on their
little chit-chat session. She runs up to inquire about the person they found,
and they say that a villager found him down the coast a week ago, and brought
back here to Mideel. Tifa, agitatedly estatic, proclaims that it just has to be
Cloud. The rest of your party congratulates you finding him, and then she asks
where he can be located. They answer by saying that he's at the clinic just up
ahead, and they make a bolt for the clinic.

She rushes inside and asks where Cloud is. He's in the other room, but the main
doctor says that with the way you came in here, you'd think Meteor was falling,
or something miraculous happened, like Cid went one sentence without cursing.
The doctor sadly informs her that Cloud is in quite terrible condition, and
he's being tended to by a nurse. Never thought you'd see Cloud in a wheelchair,
did you? Now, Cloud starts spasming while some weird sounds play. He's in an
immensely terrible pain, as he's afflicted with an advanced case of Mako
poisoning. Cloud has been exposed to large quantities of Mako protractedly, and
has undergone an extreme level of amnesia. He's all alone, in a place far from
our reach, and everyone feels bad for him. The doctors ask that they all wait
outside, to leave Tifa and Cloud to themselves. She's confused, and begs Cloud
to say something...anything. She has come this far believing solely in the
memories that both of them have together, and she wants to refuse to believe
that any of this is happening, as it's too cruel for her to bear reasonably.
Cut back to the rest of your party, who are speaking with the doctor and the
nurse. They ask if Cloud'll be all right, but, due to the severity of his Mako
poisoning (the worst he's ever encountered), he doesn't really know. Mako
poisoning is basically Mako-drenched knowledge, and so much was crammed into
his brain at one time, and really, no normal human could've survived it. It's
quite miraculous. The doc truly suggests that you not give up hope, as
something awful could occur to Cloud. And besides, "hope" is the only thing the
party has left now, anyway.

Tifa emerges from the clinic, and she's asked how she's doing. She apologizes
for worrying them all, and she wants to tell everyone something. They follow
her back to the inside. She says that she doesn't care about anything, only
Cloud. She honestly wants to just be by his side through thick and thin, and,
pretty much, the whole party supports her decision. They salute her steadfast
decision, as well. She then says that she's sorry for doing it at a time like
this, but, if it wasn't a time like this, she wouldn't have to do it. The rest
of them say that they'll be back later to check on them, and tell her to stay
strong, and to hang in there. Now, back on the Highwind, your party is.

This is a pretty depressing mood set, and everyone's confused as to what they
are going to do now. Everything seems stacked against them, and it seems like
they have a Goddamn bone to pick with everyone, Barret, especially. He really
doesn't know what to do, and one option he excludes is for someone to tell him
to wait until Cloud makes a recovery. Well, that pretty much singles out the
major option. He's trying to act like the whole boss of everything, acting like
somewhat of a leader for now, and that's when Cait Sith butts in. He has some
good news, but Barret pretty much, from the start, bashes him. He then says
that both "Gya ha ha" and "Kya ha ha" (obviously mocking the laughs of some of
the major bigheads at Shinra) are up to something (no good, of course). He asks
if you wish to eavesdrop on them. Man, Cait Sith always pulls through, doesn't
he? Anyway, back at the Shinra Headquarters, you see Reeves, Palmer, Heidegger,
and Rufus, all in the conference room which you went all covert on earlier.
Rufus brings up the two issues at hand, both of which are destroy Meteor, and
remove the barrier from around North Crater and finish Sephiroth once and for
all. Then he asks for some input from the three others, and Heidegger starts
with his "gya ha ha", and says there's already a solution to the first problem.
He says they're going to smash Meteor to a zillion pieces by, namely,
collecting the Huge Materia from each region. While Rufus ponders this option,
Scarlet makes the scene in her famous prostitute outfit. She explains that Huge
Materia is a special kind of Materia, with high density and is made through a
compression process at Mako reactors. Hmm, so maybe that's what she was talking
about back at Gongaga...

Then she states the proportions of it to be 330 times more powerful and
concentrated than that of any regular Materia. So, the postulate of this plan
is to gather it all together, and then ram it into Meteor, destroying it
completely. Rufus' first concern is whether or not they have the technological
capabilities to take on such a feat. Heidegger states that the Huge Materia
from Nibelheim, and the only other places that they need are from Corel and
Fort Condor. Troops have already been dispatched to Corel, and should be
arriving there shortly. Back on the airship, Barret goes insane when he learns
about them going to Corel. First they destroy it and reduce it to nothing, and
now this, my goodness gracious. You refuse to allow the Shinra to get ahold of
the Huge Materia, and on top of that, Barret wants to shock Cloud with it. Cait
Sith then gets Barret pissed off funnily. Barret then brings up the tough
subject of leadership. He says that he isn't cut out or qualified to be a
leader like he used to think, and he suggests that Cid, who is sleeping through
all of this, be the leader. They get into an argument, as Cid thinks it'd be
too much of a pain in the ass. But since he's the captain of the Highwind, it's
only natural that he assumes the position of group leader. He agrees to the
responsible job after some deliberation. For once, something went to his heart
and touched him; his ship's going to save the planet. The solemn mood of the
ship suddenly changes.

Now, you're in control of Cid, and you first have to go to the Operation Room.
You see Yuffie ready to puke, and then Barret comes out, and says that once he
is prepared with any proper accoutrements, you're heading for the big Corel
Reactor, so hurry it up. Talk to Yuffie and she's flattering herself, but at
the same time, she's ready to vomit all of the place. Anyway, mosey to the
Operation Room and prepared. Save, HP/MP Restoration, and PHS are in here,
again. After you're all set up and prepared, run on back to the cockpit, where
Barret is quite explosive when spoken to. Cait Sith states some redundant
information, yet, he also says there's another place that has it, but he can't
necessarily remember. Red XIII suggests that you visit Tifa and Cloud every so
often. Note: you can get free rests at Mideel's clinic. Vincent is envious of
Cid, of his go-get-'em attitude, but, his emotions and feelings vanished mostly
during his long slumbering hibernation. When you're ready, go talk with the Lv6
Pilot in Training and opt to take off. So, fly over to Corel after departure.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         Area #39 - Corel (revisited)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Bagnarada, Boatfloat, Bomb, Cokatolis, Needle Kiss, Search Clown,
Gas Ducter, Wolfmeister, Eagle Gun, Attack Squad
-> Items/Weapons/Armor: Ultima, Huge Materia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Anyway, back at Corel, you can do the usual stuff, but, I've already described
exploration of this town enough in the first section of Corel, so look there if
you're really that lazy that you can't explore this small, hellhole of a town
by yourself. Anyway, like I said before, if you go to the Gold Saucer, there's
Dio who's shut the place down for a while, and is contemplating whether or not
he should be open for business at such a crucial time. Hell, the savepoint back
there is even gone. Anyhow, if you did that, head back to the city and talk to
a few of the local inhabitants of Corel. They say that the Shinra soldiers that
Heidegger recently dispatched have already been by here, and said that they
were here to conjure up Corel's huge Materia. They plan on bringing it by the
coal train, and that runs from the Corel Reactor. So, head to the East side of
town, and to where you earlier came across that long bridge.

Cross said bridge over to the other side to get to the next area, obviously.
It, as you should remember, is a sizeable little hike where mainly Bombs have
habituated themselves. From the other side, you're back on the train tracks,
where you have to make it back to the rollercoaster. You remember, right? The
savepoint is still there, so use it, possibly. In the next area, head across
the tracks and you're right in the presence of the forboding reactor, where it
hits the usual chord. Try to run inside, and you are stopped by guards. These
enemies are Attack Squads. They have 1300 HP, and you fought them in the Junon
Shinra Building. They have pathetic attacks which are laughable, so, just a
few strikes should kill them. But, they have the propensity to put your
characters to Sleep and Dark, so watch out. Now, a whole train comes out of the
Shinra Mako Reactor; runaway train! The chase is on.

Now, you hop in a train of your own, and head after them in hot pursuit. Cid is
figuring out how to run and maneuver the train, and then calculates the time
this should take, putting you on a time limit of 10 minutes. All right, start
driving the thing with Triangle and Up alternations, and once you catch up
with their train, you guys make a jump for it. Ok, let's get this thing
started!

On the first cart, you fight an enemy called Gas Ducter. It has a few attacks,
one being Smog Alert, which Silences and causes moderate damage. The physical
attack it possesses does about 200 damage to one character or more. It has no
weaknesses or invulnerabilities. However, if you stupidly decide to utilize
Bio, you'll find yourself detrimentally healing the thing, instead of aiding
your plight. The next cart has two Air Ducters, so, just use the same tactics
as with the last cart, just expect the battle to be generally twice as
difficult. On the next one is a very imposing enemy called the Wolfmeister.
Surprisingly, it possesses a sword that shames Sephiroth's, and even Cloud's!
It has two attacks called Big Guard and Heavy Sword. In Heavy Sword it attacks
you with its cyclopeanly monstrous sword for a good amount of damage. Its Big
Guard does exactly what it says it does, and can be learned by way of Enemy
Skill. It also attacks with its fist, doing about the same amount as its Heavy
Sword. It s weak to Water, and has 10000 HP, so, be prepared. Aqualung is a
very useful spell. This bastard is quite tough, so, attempt to drop it out of
existence before he receives the opportunity to use Big Guard. I've recently
discovered that Wolfmeister has another attack called Atomic Ray, which is
weaker than Heavy Sword and its physical attack. It'll do around 900 damage
to one your characters through non-elemental magic damage. The next Cart
has the Eagle Wing, which is insanely powerful. Its 17000 HP is quite
intimidating, to say the least. It has a weakness to Lightning attacks, so
that should be one of your main focuses. Summon forth Neo Bahamut, Alexander,
and Bahamut (and other powerful summons) to do your bidding. It's immune to
Earth and Water, so refrain from using them. Demi2 is good to hurt it a lot
from the start, and Demi isn't half bad, either. Single Wing Fire does about
450 damage, and Dual Wing Fire does about twice as much. Keep those HPs up!
Trine is quite useful, too.

All right, this next part is kind of difficult, and is assuming that you
actually have a good amount of time left after the Attack Squad battle. You
must alternate between moving the lever up and down, and the incessant banter
of your party members. The whole point of this is to stop the train from
crashing at full force into Corel, which would make a bigger mess of things, at
that. Also, if you manage to stop the train in time, you receive the Huge
Materia, as well as getting the Ultima Materia for free, instead of for a
whopping 50000 Gil. As you walk into town (assuming you stopped the train),
you're now heralded as heroes, and Barret's bad reputation over here is
abolished. Everyone's very optimistic, and say that since they're coal miners,
they'll just dig a hole and hide from Meteor. If you stopped it, a kid comes
up and gives you an amazing rock (Materia) he got from the bottom of that
there well. It's the Ultima Materia. And, since they're greatful since you
fought a horrific battle for them (if you didn't prevent it, they're pretty
much in despair), you get to stay at the inn today for free. Now, head up to
the top and enter the house near the inn. In here, talk to the lady, and she
gives you Barret's Catastrophe, regardless of whether or not you stopped the
train. Now, since we have that Huge Materia, we need to go to the next place
that the Shinra are expected to strike, Fort Condor.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            Area #40 - Fort Condor
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None
-> Items/Weapons/Armor: Huge Materia, Phoenix Materia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

All right, after reaching Fort Condor, go up and talk to the man at the
entrance, who proclaims that they have been fighting and fending off the malign
Shinra for quite a long time. And, since it's not like the Shinra to ever give
up, they're still prepared for a long, full-scale war against them. He asks
that if you don't have anything else to do, will you help them? Choose yes, and
you're welcomed into the fort. Head inside, and then climb up the rope in the
small rocky room. Continue up the ladder and get into conversation with the man
at the table. He suggests that you get down before they engage in war with the
Shinra. But then, your party insists that they help with their fight against
the Shinra, as they, of course, have a bigger problem with the Shinra then just
about anybody in the world. He then gets into explaining what is at the top of
this mountain (from the outside it looks like a wonderous golden bird). It's a
Mako Reactor, but, at the top of that reactor, is a Condor. Then, he also says
that, apparently, there is special (Huge) Materia up there, but the Condor's
impeding passage, so, Shinra has unleashed troops to dispose of it. They plan
on finishing off Fort Condor to reach the Huge Materia. Once the conversation
is over, head downstairs.

Take a rest down here, and then when you wake up, save your game progress. Now,
in the Item Shop, they're selling off the following: Hi-Potion (300), Phoenix
Down (300), Ether (1500), Hyper (100), Tranquilizer (100), Tent (500), S-mine
(1000). In the Materia Shop across from the Item Shop they have Throw (10000),
Manipulate (10000), Deathblow (10000), Destruct (9000), and All (20000). Next,
make your way up by climbing the set of stairs to the left, then run up the
steps in the room. Talk to the man overlooking the outside and surveying to see
when the Shinra're coming. Or, look out the window to see the Condor and its
egg. The tan guy here explains their strategy, and primary course of action. We
already know that the enemy is going to climbing to get up, so, that puts us at
somewhat of an advantage. He begs you to use your own money to buy soldiers and
place traps, etc., as the good people at Fort Condor are pretty much penniless.
You must also do the commands, and lead them into full-frontal warfare. Also,
if the enemy manages to achieve penetration, you'll have to fight them off
yourself immediately. Then, you can ask of him any questions you'd like. The
conditions for victory is to beat everybody, or to just kill off the commander
in charge, which lowers stipulations. There is four types of enemies. The
Wyverns are bird-like creatures that fly at high speeds. The Stoner and
Tristoner are ineffective versus them. Beasts are ground/monster kinds, and
move sluggishly, but, their attacks are devastating. Barbarians are human types
who attack indirectly, so you have to be on your toes and keep your wits about
ya. Then, there's the Commanders, who are the enemies who need to be subdued,
but, it's not gonna be that easy.

Now, your mobile soldiers are Fighters, Attackers, Defenders, Shooters,
Repairers, and Workers, and the immobile ones are Stoner, Tristoner, Catapult,
and the Fire Catapult. Fighters are good at defending and attacking, but not
are not efficient or deficient against any particular enemy. Attackers move
extremely speedy, and can expand the front line nicely. Strong vs. Beasts, yet
weak vs. Barbarians. Defenders have high endurance and durability, however,
they are slow and strive against Barbarians, but fall prey to Wyverns. The
Shooters like to attack indirectly, however, their durability is unapplaudable.
They are strong versus enemy Wyverns, but are weak to Beast. Repairers fix up
allied aircraft, however they are not suited for fighting. Workers are able to
plant Torpedos, which have high attack roborancy, but, Workers themselves do
not. Torpedos explode when they are touched by an enemy, and damage not only
the enemy, but anything in the immediate area. Now, Stoners: they launch rocks
and boulders at the opposition, causing extensive damage to all of its victims.
Tristoners launch three boulders simultaneously, resulting in the same effect
as the Stoner, just more widespread. Catapults fire rocks a great distance,
doing damage. And lastly, there's the Fire Catapult, which launches flaming
bombs a long ways, doing high damage, as well.

If you choose "about funding", they say they need 3000 Gil for each battle, and
state their current profit margin. You then get to choose how much Gil you want
to donate to their desperate cause, or, none at all, which you eventually need,
as that enables you to continue. Choose any amount--the higher the better. And,
under the "other issues" title, and he explains how to set troops and little
bit on preparations. Then, once they're all set, you press X to initiate
combat. Also, keep in mind that soldiers can only be arranged near the shed in
the beginning, due to the fact that if they're too far away, you can't give
them successful instructions; they only can be placed on the horizontal line at
the bottom. They can be commanded by pushing Select Button. They can report by
pressing the O button, and the cursor shall move to whomever filed the report.
And, also, press the X button and you'll be enabled to hear the report without
even moving. Shinra, being the conniving bastards that they are, will send
platoons in on you on a routine basis. When you're ready, proceed into battle
by clicking on "enough", and then "okay, ready".

Now, it's time that you take a look over at the Fort Condor section of the FAQ,
for tips on this, strategy, and much more in-depth overlooks at the above, plus
top ways on how to beat opposing enemies. To summarize it, it'll be taking you
a long time to do, and you'll more than likely need some help if this is your
first time playing through the game. Anyway, once it's over, you head up to
see what happened with the condor, who just looked like it died, and its egg is
hatching. When you get up there, you see the baby condor hatch, and then fly
away. From here, you can pick up the Phoenix summon Materia. All right, now, go
back inside, and from there, head downstairs. From here, go up to the table and
talk to the man that you had spoken to previously. After some talking, he gives
the only retribution he has for your kindness, and it's more than generous. It
is the Huge Materia. Your party is momentarily angry, as they think that they
fought for nothing, as that man had it the whole entire time, and then he
honestly admits, that the whole time, it was to save the condor. They were
forcefully made by the Shinra to aid in the construction of the Mako Reactor
here, and since that was the case, he knew this had to be of some importance,
so he took it. He now gives it to you as a token of his gratitude. Your leader,
Cid, then makes a suggestion; that you should go back to Mideel and check on
Tifa, who they fear may've collapsed taking care of Cloud in his critical
condition. So, it's off to Mideel with yas!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        Area #41 - Mideel (revisited)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Ultima WEAPON(B)
-> Items/Weapons/Armor: Elixir
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Heh, from your arrival in town, head over to the town nearest the clinic, and
take the Elixir from the bed. As you leave, the old man interogates you, and
demands to know if you took something. With either choice you make, you can
keep it, and then leave. Anyway, you have to go to the clinic, and I first
recommend that you talk to the nurse. She says that Tifa has been trying her
best, and that there's been no change in condition with Cloud, and that Tifa is
finally showing signs of being tired. Then, since you all look terrible and
miserable, she offers to let you sleep here free of charge. You take her up on
the offer, and then you're free to move around again. The doctor says that
Cloud's state has remained unchanged, and that you'll have to wait with time,
like fine wine, time is of the essence. Heh. You now need to go over and Talk
with Tifa (let me ask you, just how obvious was that?). She's in utter despair
whilst Cloud is in his agonizing confusion. She fears that if he's never better
for the rest of his life, what would she do? Then, the ground starts shaking
and rumbling violently. Cloud exclaims that "they're coming..." Cid is confused
by Cloud's statement, and holds onto Tifa. The doctors are worried, too. All
right, step outside, and the whole city is in a state of emergency, and panic
prevails. The Lifestream is gushing up through the earth's surface, as well
as it...Weapon. Tifa rushes outside, curious as to what's happening, but Cid
tells her to get back inside quickly, fearing for her safety. Cid reassures her
that he'll be all right, and he ain't going to die that easily. Then, Weapon
attacks the damn place, and it's in total chaos. This is a different Weapon
than what you encountered in Junon (this is Ultimate, that one was never
identified), there's more than one. Time to fight.

===============================================================================
-   BOSS: ULTIMATE WEAPON                                                     -
===============================================================================

-> Monster's Name: Ultimate Weapon
-> Monster's Locations:
- Mideel (forced)
-> Monster's Level: 61
-> EXP for Defeating: 0
-> AP for Defeating: 0
-> Gil for Defeating: 0
-> Item Dropped from Monster: None
-> Item Stolen from Monster: Curse Ring x1 (32)
-> Item Morphed from Monster: None
-> Monster's HP: 100000
-> Monster's MP: 400
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   100, 120, 3,   120, 170, 100, 50
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(normal), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Poison, Silence, Sleep, Stop, Confusion, Paralysis, Petrification,
Berserk, Frog, Small, Slow-Numb, Seizure, Regen, Peerless, Manipulation, Death
Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Ultima Beam              40  A*   Mag   Hid   Mag   24      100  X  X
^ Claw                     0   1    Phys  Pnch  Phys  32      100  X  X
* Quake2                   28  A/1  Mag   Eth   Mag   24      100  X  O
  Escape                   0   S    -     -     -     -       I    X  X  (1)

(1) Ultima Weapon escapes from battle with no reward

--> Attack Pattern:

-> Basic Pattern:
Action Count increases by 1 every turn Ultimate Weapon takes
Is Action Count 1?
Yes: Quake2 on all characters
No: Is Action Count 2?
    Yes: Claw on random character
    No: Is Action Count 3?
        Yes: Ultima Beam on all characters
        No: Escape on self (battle ends)

-> Special KO Pattern:
Is Ultimate Weapon's HP less than or equal to 20000?
Yes: Escape on self (battle ends)
No: follow Basic Pattern

- STRATEGY: This fight is actually a tough one to beat, but not because of
its HP, as there has been regular enemies that put that to shame, but, its
attacks do a very large amount of damage, that can destroy your party quickly.
You're going to need a lot of preparations to win this fight, trust me, I
guarantee it. First of which should be the Enemy Skill Materia, as it's useful
to have Big Guard, which ultimately comes with Enemy Skill. Another thing you
might want to keep in mind is that you currently have three Elemental Materias,
meaning that if you travel back to Kalm, buy three Quake Materias, and pair
them with Elementals on each characters armor before hand, Quake2's effect
shall be negated. Along with that, there's always the issue of curing and
restoring HP when it's down at hand, and that's a simple one to solve. For
certain, you're going to need Restore-All combination on someone, and from the
start of battle, cast Regen. And from there, whenever someone needs curing in
the bout, they can cast Cure2. Of course, like with any of the other bosses in
this game, Ultimate WEAPON is immune to the effects of Gravity. But, as an
added bonus to itself, since it's capable of utilizing the effects of Earth/
Quake magic, it is automatically immune to its effects when harnessed against
it. Now, the Ultima Beam it possesses does a huge amount of damage to all
characters, and so does Quake2 (I've already mentioned how to nullify that,
however). Its physical attack ("Claw") does large (2100) damage to one
character. Note: Haste is always a good Materia to have on a character in this
fight, especially when you want to unload a barrage of strong attacks against
it before it gets to do many of them itself. I strongly recommend linking a
Materia that does not possess any elemental property (such as HP Plus=
Elemental), to cancel out Ultima Beam damage. Before too long, you should have
WEAPON beaten, and watch it fly away, while your battered party semi-celebrates
their hard-fought victory. With WEAPON away, the threat of it is temporarily
over, and the next time you encounter a showdown with it is later on, so quit
your worrying. Note: on its forth turn it will escape (Quake2, Claw, Ultima
Beam, then escape), regardless of whether or not you did any damage to it. If
that is what you decide to make your course of action, I suggest that you at
least steal a Curse Ring from it (making sure you heal your characters
accordingly).

After it flies away, all is calm and peaceful...but for how long...? After a
little bit of meaningless bickering amongst your party members, the ground
starts to shake again. It's the main stream of the Lifestream kicking up, and
it's a much bigger tremor than the last one. A bigger WEAPON is coming up
than the last one, apparently. Your party runs off in a fretful panic, and Cid
warns Cloud and Tifa, by way of yelling at the top of his lungs, to get the
hell out of here. Back at the clinic, Tifa is rather fearful, and asks the
doctor what they should be doing with Cloud. He suggests taking refuge in a
wide open space, so they get him out of there, as the structure's collapsing,
and Tifa makes a hasty getaway with Cloud, where they fall into the Lifestream.
You see them sinking to the bottom, where it seems to be endless nothingness.
After Tifa stops spinning around at the bottom, she wakes up, confused as to
where she is. But, she's obviously more concerned as to Cloud's whereabouts
right now. She starts hearing some very strange sounds, and they startle her.
She starts talking insensically, as if someone was talking to her, accusing her
of things... She then pulls a Cloud, and starts weirding out. She starts
panicing, and then hears gunshots all around here, while those strange sounds
are being heard. She calls out to Cloud to help her, and then she continues to
sink further, to where weirdness ensues. She doesn't know where she is, and
rightfully so, and she sees Cloud in pain. She comes to the realization that
"we're not in Mideel anymore". She believes that she's inside of Cloud's
subconciousness. There are many paths that extend from the center of the room
where Tifa starts, and you see Cloud at the end of each one. She sees that he
must be searching for himself. She says that she's going to help, to bring the
real him back. Ok, once control is relinquished over to you, go up and talk to
the Cloud to the North side of the screen to begin this interesting
intermission.

Cloud is sitting there, pondering, and when you talk to him, he says that those
ahead of him are the gates to Nibelheim, where it all happened, and where
Sephiroth passed through five years ago. He gets up, and then Tifa makes the
decision to start from here, as it call connects to Nibelheim. Now, start to
run into Nibelheim, and Tifa turns around and comforts Cloud, as it's not going
to be easy, what they're about to embark on. As the screen moves in on
Nibelheim, you get to enter it now. Tifa, in an almost haphazardous manner,
begins to point out tons of memorable spots around town, such as the well, inn,
and the only truck in town. She asks if this is what he remembers, as it's what
she recalls..."their Nibelheim". Cloud then appears, sitting against the truck,
waiting for you to talk to him. She starts saying how five years ago, Sephiroth
and Cloud came, and asks if Cloud can again show her what happen. He starts to
remember, and then a figure of Sephiroth appears, asking the same questions as
in the memory you viewed back at Kalm. And Tifa randomly gives side commentary
as Sephiroth speaks. Then, Cloud makes the scene, along with the two other
useless guys. Tifa then says that she's been way too afraid to admit something
to Cloud, fearing that if she told him, something abhorrent might happen.

The fact of the matter is, Cloud wasn't there, nor did he come to Nibelheim on
that day five years ago. She waited at the gates of town for quite some time,
hoping to God that her Cloud would come and appear in town, but it never
happened. She says that is was only Sephiroth and the other person (who is a
bit later identified as none other than Zack, the kid with the black spiky
hair). Back outside on what I call the "subconcious grid", Tifa and Cloud talk
some more about who really came to Nibelheim that fateful day, and it was
Sephiroth as well as Zack. Tifa regretfully informs Cloud that it really was
not him that day, and leaves Cloud with the words "you must find the answer
yourself...", and leaves him to his searching, alone.

All right, after that, the next Cloud you need to go to is the Cloud over to
the West, where he's recollecting upon that one starry night at the well, where
Cloud that one night. He's wondering if it was really...if that memory was only
a lie. Tifa tells him to keep soul searching, checking all of those little,
minuscule emotions, and by doing so, it'll all slowly but surely come back to
him. The screen then moves up to the starry night, where the heavens were
filled with many illuminations. Now, Tifa and Cloud are on the well, with Cloud
depressed, and searching the deepest reaches of his soul. He starts to remember
Cloud and Tifa as little kids, sitting there at the well, talking innocently,
without a care in the world. Tifa explicitly remembers those clothes she was
wearing, and Cloud being so small. Wow, and for those of you with sharp eyes,
you'd notice that back then, Cloud had red eyes, before that Mako infusion. She
then recalls Sephiroth once saying that Cloud comprised his memories and ideas
from stories that were told to him by Tifa. But, Cloud didn't just "imagine"
this sky, no, he remembered it.

Tifa remembers the night so well, how it was just her and Cloud, alone at the
well, discussing various subjects, such as the future. That was what made/makes
her still believe that he's still "Cloud". The kid embodiment of Cloud then
disappears and replicates at the top of the well, whilst Tifa is saying that
although she believes in him (Cloud), he doesn't believe in himself. The screen
goes back to the subconcious grid, and Tifa says that those memories alone
aren't simply enough, and asks about his other memories, but then she corrects
herself. Memories are something that, apparently, have to be conciously
recalled, and that is the reason that they can occasionally be mistaken for
something different. After a little bit of thinking, Tifa lights a lightbulb in
her head, and comes up with the brilliant plan for Cloud to remember some
memory that solely has to do with Tifa directly. She says something, and he
remembers it, and he says something and she remembers it, as well, and that's
how they shall be able to distinguish their memories together from others. Tifa
then tells Cloud talk to her about any important memory that he has, about
anything.

But to keep things really on target, and probably answer her own curiosity, she
asks why he ever wanted to enlist in SOLDIER, anyway. For the longest while,
Tifa believed that it was a sudden, flesh-of-the-moment decision. He says these
words for his justification: "...I was devastated... I wanted to be noticed",
and he believed that if he became stronger, he really would be noticed and
recognized. Interesting logic there, Cloud, as if your hair alone weren't
enough to merit you at least a passing glance. Tifa interrogates to find out
just who he wanted to notice him, and it was "you" (Tifa) all along. He then
shows her why, and the camera zooms in on young, ankle-biter Cloud. Cloud says
that it's all right, though, as she had her own business to tend to back then,
and it's understandable that she doesn't remember him way back then. It is an
important memory to him, although he hates to say it. He offers to show it to
Tifa, and she says yes, that she wishes to see it, too.

Now, go up and talk to the last Cloud you haven't yet made interaction with,
near the East side of the screen. He speaks about tender memories, which is
sealed up. A sealed secret...wish, hmm? Now go up and talk to little child
Cloud who has run up to the window and speak to him. He asks Tifa if she has
any clue as to where this window leads to, and then it goes through to Tifa's
house, where the three (Tifa, kid Cloud, and the sealed-memory Cloud) are
standing around in her room. The small Cloud talks about it being the first
time in her room, as before, he only peered up at it from outside of its
confines. Then, out of nowhere, little kids pop up in the room along with a
miniature Tifa. They were looking out of the window, saying Cloud's coming, and
you also see a confusedly tormented-looking Tifa there, silent as hell. She
remembers that, although they were next door neighbors, they didn't really know
each other all that well. All of the kids gather 'round Tifa as Cloud appears
in her room, and Tifa (current one) says that she really doesn't necessarily
recall Cloud ever being inside of her room ever. Young Cloud starts talking in
the third person about Tifa, saying how she was always with this threesome.
Goddamn, I don't know about you, but I wish I was a damn part of it.

Also, Cloud used to think that they were all stupid, and there was apparently
some animosity between them. Do I hear envy and jealousy, anyone? I guess it
wasn't too much tension between them directly, but, he thought that they all
(including Tifa) were stupid, as they always acted so damn childish, laughing
and giggling at every little trinket. Tifa, being the intelligent one of the
two, says that you *were* children back then, and that was rightful
justification. He now sees that after all of this time, and admits that he was
the stupid one, shutting them all out and not giving them a chance.
Momentarily, he turns around and says how he always wanted to be accepted and
be part of their group, but they were always closing him out of it, which led
him to the realization that he must have been different, and that he was not
like those immature kids...

Then, Cloud starts pulling a Sephiroth and starts self-replicating himself,
and an embodiment of himself comes out from within himself, to say that he
hoped that they'd invite him into the house, and that's the reason he stayed
around, and he admittedly states that he was so prejudice and weak. That same
night, he asked Tifa if she would meet him out by the well, so that they could
talk, but, there was a part of him that mysteriously told him that Tifa would
not show up there, and that she despised Cloud entirely. Man, was he mistaken,
as it's been Tifa now that has been helping his ass nonstop. But although she
was surprised at the suddeness of the invitation, she still came, although it
is the truth that they were never that close during childhood. Even though that
is true, she proclaims that once Cloud departed for Midgar from Nibelheim, she
thought about him constantly, and consistently looked through the newspapers to
see if there were any articles or headlines on Cloud, and to see if he managed
to successfully join SOLDIER. Young Cloud asks if you'll tell that to the real
Cloud later on, and that that he would be exultant to learn that.

Next up, Tifa asks if what happened on this day was special at all, and it sure
as hell was. This is the day Tifa's mother died. However, I'm not sure if that
would be important to her or not... A new, emotional-sounding chord starts to
play, heralding the idea of the say Tifa's mom passed away. Tifa then is seen
back in the corner by her window, saying that she wants to see her mother, and
the runs off on the brink of tears. The scene switches over to Mt. Nibel, which
probably forbodes her beyond much other things. She's curious as to whether
there is anything that lies beyond the mountain. Also, the three boys that are
in Tifa's "threesome" (if one of them dies, let me know, 'cause I want to join)
are there with Tifa, surveying the mountain, saying that no one has ever
crossed over that mountain and kept their livelihood. Tifa wonders if her mom
crossed the mountains and makes the exclamatory remark that she's going! They
all walk off into the mountains, but, there is one intelligent kid that leaves,
and then you see Cloud come. At the bridge, the rest of the kids leave as Tifa
is crossing, but Cloud still follows. On the next screen there's kid Tifa,
kid Cloud on the ground in infinite whiteness, and Cloud along with "shadow
replica" Cloud standing. Talk to shadow Cloud to trigger some people coming out
to the kids' rescue, and they get mad at Cloud for bringing Tifa to a place
like Mt. Nibel. Man, if they only knew the half of it...!

They pick Tifa up while scolding Cloud unjustly like the calous bastards they
are, bringing up the worst possible situation of Tifa dying. He only scarred
his knees in the rapid descent from the bridge, but she seems to be seriously
injured. Nothing she can't handle; her breasts probably broke her fall and
served as a landing trampoline for her. The end result was, however, that Tifa
ended up in a coma for seven straight days, and there was a lot of doubt as to
her survival, and now he's angry that he couldn't save her. He has also felt
that, ever since that time, Tifa has blamed him for the mishap, and that caused
Cloud to lose control, get into fights, with total disregard as to the
recipients of said uncontrollable fights were. Then, that was the first time he
heard about Sephiroth, and he thought to himself with a twisted motif that if
he became powerful like Sephiroth was, people would probably notice him, and
stop picking on him so damn much all of the time. I swear, this guy receives
too much wanton ridicule.

Mainly, though, he wished for Tifa to recognize him more, and she realizes the
error of her ways now, and apologizes to Cloud now, after all of the misfortune
has happened. Great, Tifa, I still love you anyway. How about that threesome
now, that you've ditched all of those amateurs back at Nibelheim? ;) Cloud then
says that it's not her fault at all, but, she says that she remembers when you
two were eight, and not that particular incident. She now knows the he wasn't
created five years ago, and that all of her memories aren't make-believe or
made up. She again reassures Cloud (man, this reassurence is a big recurring
theme in this game, isn't it?), and says to him to hang in there just a little
bit longer, as he's almost found the real Cloud after such mass confusion and
torment.

She then makes the suggestion to head on back to Nibelheim (first Cloud you
visited) again. So head back there and talk to him. As you guys make it back to
the reactor, there is a bit of talking first, which isn't really thrilling to
sit through, but it isn't that long, thankfully. And also, praise God that you
don't have to make it through Mt. Nibel, and it immediately transubstantiates
your position to right when Sephiroth slashed the living hell out of Tifa, and
watch as she thuds disgustingly on the floor at the hands of the wicked
Sephiroth. Zack then makes the scene, and instead of rescuing or aiding Tifa as
would be expected (since, apparently, Cloud did just that five years ago), but,
he just runs up towards Sephiroth to ATTEMPT to kick his ass, but after some
talking about how Cloud remember's that guy's name as Zack. Tifa is exuberent
that Cloud was able to recall that. In the Jenova chamber, you later see Zack
completely destroyed and crippled by Sephiroth, catapulting him from the room,
and he lands right on one of those freakshow, Materia-enhanced creatures
containers, while Tifa asks if Cloud saw it all happen. Then, a dark figure who
is in a SOLDIER uniform, steals Zack's Buster Sword, runs into the Jenova
chamber, and just up and impales Sephiroth through the stomach with his sword.
He says to give him back his mom, and is town, in an enraged fashion. He pulls
out the sword, and starts stepping away, saying that he had so much respect and
admiration for him, and now, it's all diminished. He reveals himself as Cloud,
and that's what really happened. It was Cloud the whole time, one of the
solders who came, and the one who watched Tifa outside the reactor. He never
made it in SOLDIER, and tons of flashbacks happened, showing what really
happened. So climatic, huh? He kept his promise to Tifa to come when she was
in trouble. Then, Sephiroth comes out pissed off, marching out with something
in hand. Zack tells Cloud to go and kill Sephiroth.

He stops Sephiroth dead in his tracks, and Sephiroth stabs him, and lifts him
high off the ground. But, Cloud telegraphs this bravely, and throws Sephiroth
off the side to his inevitable demise. Cloud then stays there and sits there in
pain, the hero that he is. That is how the real Sephiroth died, and why he was
dead back there in the North Crater when you were there. Damn, Cloud had some
serious audacity back then, huh? If only he had the balls to do that now, we
wouldn't be getting our ass kicked by Sephiroth constantly, and Meteor wouldn't
be in that indelible spot in the sky, where certain doom is impending. Back out
on the subconcious grid, Tifa talks to the little Cloud, who says farewell.
All of the Clouds join together to become one, and he's finally found himself.
The truth has been discovered, and no longer is his soul tormented. Yes, no
more freak outs of any sort. Man, why couldn't we do this before he handed over
the Black Materia to Sephiroth, huh? Anyway, you can take one final look around
his subconciousness if you'd like. And I thought my mind was messed up...
Anyhow, talk to the newly merged Cloud, who has all the answers (and who's
laying on the ground bidding farewell to his creepiness with one final mini-
freakout), and then he gets up. Afterwards, it's like their own little reunion,
as they've both rediscovered each other once again. Heh, and in pure
stereotypical fashion for some anime -ish comic relief, she says "You stupid
jerk!! You has us all worried sick!!". I'm sure Barret would have some
objections to that, but whatever. Actually, scratch that, Cloud starts hearing
a voice, but so does Tifa, and they come to the realization that they are
located in the Lifestream. You then decide to leave, and join everyone back at
the surface. Damn, you've just been through a whole hell of a lot.

Back at Mideel, you're laying down after being transported mysteriously back
to the surface. The Lifestream looks suspiciously like my toilet water after
taking a long piss. Tifa and Cloud wake up after doing some talking and that
kind of crap. You're all sort of worried for each other for a moment, but then,
after a little scene, you all find yourself back on the airship in the
Operation Room, no less. Here, we see Cloud apologizing to the party and almost
caught speechless. He shamefully admits to never being in SOLDIER, and he made
up and lied about the stories about him being in SOLDIER 5 years long since
past. He, wanting to be in SOLDIER and attain glory, left Nibelheim to attempt
it, but failed. He could barely bear the shame; then he heard a story from
Zack. And, from that, he made up his own fantasy illusion of what he'd seen in
real life, and he's been living in it ever since, and, he continued to play at
that charade as if it were the real truth of the matter. Also, he says that he
is physically built, and has the body mass of someone enlisted in SOLDIER, and
then he gets into the subject of Hojo cloning Sephiroth, and how, in reality,
it wasn't really that difficult in its nature. Basically, in a nutshell, he
followed the same procedure as when they're creating members for SOLDIER, but,
they aren't just exposed to high concentrations of Mako energy, but are also
injected with the cells of Jenova. And it is because of that, that you can only
be strong if you plan on entering in SOLDIER, and it has nothing to do
whatsoever with the fabled Jenova Reunion, either. But, weaklings like Cloud
get lost in the scheme of things. In a sense, Cloud was created by Jenova's
Cells, Sephiroth's strong will, and his very own weaknesses. And, "Sephiroth's
Will" part explains just how Cloud was able to be used as a puppet by the
master puppeteer, Sephiroth, on a few occasions before. Cloud is the master of
his own illusionary world in which he deluded himself into living, but now he
refuses to entangle himself in that fantasy anymore. He shall live his life
truthfully from here on out, and then some of the group poke some fun at him.

Cloud also is going to do everything in his power to stop Meteor and Sephiroth,
as he's the reason Meteor is even falling. All right, let's get over this "It's
all Cloud's fault" crap, as we all know well and good that Sephiroth would've
kicked his ass and taken it anyway. The game lifts this solemn note, and there
is a whole new flash of inspiration amongst the party, all yelling Barret's
famous quote "There ain't no gettin' offa this train we're on!", and, "The
train we on don't make no stops!" Rock on!!! Your group is reborn anew, and
with a new willingness to hand Sephiroth his ass.

Anyway, as you start to leave the Operation Room, the guy in there stops you
and says that he was deeply moved by Cloud's story, and that it struck a major
chord with him. He can relate to Cloud in terms of weakness, and tries to get
you you riled up. Now, set your party up the way you want it. If you have a
newfound love for Tifa and not just for her breasts, you might consider
including her in your main party. In the cockpit, you do some talking about
your mission perogative, and Cait Sith mentions an Underwater Reactor at Junon,
which is now obviously where you need to fly over to. It has the only Huge
Materia left, so prepare yourself first and let's go. Now, talk to the now Lv8
Learner Pilot (who's overcome his fettish of yelling in panic before going),
and let's take off!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                     Area #42 - Junon's Underwater Reactor
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: SOLDIER: 2nd, Roulette Cannon, Slalom, Death Machine, Submarine
Crew, Ghost Ship, Hard Attacker, Guardian, Underwater MP, Gun Carrier,
Senior Grunt, Diver Nest, Corvette, Carry Armor(B)
-> Items/Weapons/Armor: Battle Trumpet, Leviathan Scales, Scimitar
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

All right, before I get into this place, I'd like to cover all of the different
things you can do now, so if you want, redirect yourself to the appropriate
section if something catches your eye or sparks your interest. First of all, if
you go back to Mideel, it's reduced to a heap of garbage, like Corel, just
magical. Its shops become pathetic, also, selling things from near the start of
the game. I've seen some better stuff in Midgar... Now, remember not too long
ago Dio had closed down the Gold Saucer to the crisis and state the world was
in, and his contemplation of whether or not it's the right time to be in
business? Well, now he realizes that this is the ONLY time if any that it
should be open, to help people ease their minds from the impending calamity.
You can also head back to Nibelheim now for the Final Heaven Limit Break for
Tifa, covered in the Limit Breaks section. If you wish, you can partake in the
game's absolutely most rewarding sidequest, called Chocobo Breeding, and this
leads to some of the game's best treasures (one is truly *the* best). It also
branches out into a few other mini-sidequests, which I cover throughout the
FAQ, so look for them instead of being lazy, please? If you read those sections
you'll be able to tell if you can go to them now, or if you have to wait til
later, or what. All right, though, when you're ready and done leisurely having
fun, mosey over to the seashore city of Junon.

All right, you have to make it above this desolate town, and you'd naturally
assume that you, again, have to use Mr. Dolphin to get your asses up there.
This, however, is not the case this time. It seems as though Mr. Dolphin has
magically vanished from the coasts of Junon, and he never, ever comes back,
either. So how in the hell are you going to get to the top, you ask? Well, it's
a very simple matter, and requires just about as much thinking and work as it
takes you have a dolphin vault you to the top almost effortlessly. You have to
go up the the guard in the small town in the Northeast corner by the door, and
also, pay him an unfathomable quantity of Gil. Jesus, I'm almost reluctant to
state it, as it's gonna make you hit bankruptcy...1...0...Gil. Yes, 10 Gil, the
horror! I suggest you go out and obliterate a few thousand enemies to come up
with that kind of coinage. Damn, this guy's really hurtin' for money, allowing
and outsider (who is potentially detrimental to their plans) into a top secret
facility, and 10 Gil. Wow. Anyway, utilize the elevator here to make it to the
top of the city. First, the guy by the window says that they're collecting the
Huge Materia straight from Junon and bringing it to the airport. Ok, outside on
the airport where the Highwind once was, you can eavesdrop on two soldiers
talking about how they're going to take the Huge Materia from here and directly
transport it to Rocket Town via Gelnika. Thank you, Neo Elenas! I hope you
enjoy Shinra's new "2+2=22" daycare program! The enemy wasn't just standing
right next to you overhearing every damn word you just said. Nope, not THE
ENEMY. In the next area, continue down the city streets until Cloud stops.

He says that something seems like it's missing, but he could be mistaken. Umm,
talking insensically is not good for you Cloud, go back to school and stop
skipping just to look at those pictures of Tifa in the shower. That's my job.
Anyway, continue down the city streets two areas from here. Head down to the
bottom end at this point, where you see idiotic guards training. They head down
to the end and the main leader says not to go that way, as that's the
Underwater Reactor. Now, if this doesn't light any bulbs in your head, I hereby
expel you from using this FAQ henceforth, and I hope that your family dishones
you. Anyway, head down to the bottom where the idiots have gone. Man, is it
just me, or are the Shinra becoming more idiot-infested every time you
encounter them. I guess the standards to become a Shinra member have
significantly decreased ever since Meteor and Weapon have come along. Also take
note that the enemies start appearing here, so let's cover them now.

First off we have the Slalom, which is an easier and simpler to beat version of
the Air Ducter. It has two attacks (they're the same, except "Smog Alert" turns
into simply "Smog"), and the regular attack is just as pathetic, if not more.
They usually come together, but not always, and don't count on Bio working,
either, as it absorbs it. HP of Slaloms is about half of the Air Ducters, too.
Roulette Cannon is the next thing I'd like to cover. It looks a lot like an
amped up version of the Rocket Launcher from before in the Sector 5 Reactor
(whew, that was a long time ago, eh? *softly sobs*). They haven't a notable
aspect about them besides their weakness to Lightning and Immunity to Poison.
Also, their HP can be a handful, however nothing you're not accliamated to
dealing with by now. You'll be finding SOLDIER: 2nds around here, and they
have a physical attack, called Fight, if you Manipulate them, and it does for
around 200 damage or somewhere around that vicinity. They also have Sword of
Doom, which is a bigger concern to you here. It will do about 700 damage to one
character in one slower emphasized blow. You can steal Remedies from them, too.
Next I shall delve right on into Death Machine, which is a pain, but nothing
that you should fret more than three seconds over. It has three attacks, and
2500 HP, but the only threat lies within the attacks it actually possesses, the
first of which is 100 Needles, which is a worry, and a good attack. Matra Magic
you have already seen before, but it's more powerful this time around, but you
can still make its acquisition by having the Enemy Skill Materia set up. Lastly
it has W-Machine Gun which does fair damage. It can only be found on the top
story if you trip the alarm off, and further minimization of the threat comes
from it only coming with one at a time. Next we have Ghost Ship on the slate,
which is a powerful enemy, even for this stage in the game. It has 6600 HP,
with a plethora of attacks. It's immune to Gravity and Earth, weak to Holy, as
it's an undead creature, and cuts Water damage in half. CentoElmos Fire does
a good amount of Fire damage, and so does Goannai. Its physical attack is not
that formidable, so don't worry about it. Note that it is only found in the
tunnel located underwater. You can Morph Guide Book from them, which is
extremely important, and I cover it in #SO5K of the FAQ. Submarine Crew isn't
really worth the damn mention, but, Hand Grenade is a medium-powerful attack.

Next up we have the Diver Nest, which has Wind and Water attacks, which hurt,
but it also has a weak little physical attack, which hits for around 150-250
damage, which is laughable at this stage in the game. Remember when that would
seem immolating to you? Ok, I don't know why I'm suddenly reminiscing, but I'll
stop. Anyway, it's strong against Water, and immune to Earth, so, avoid the
usage of those spells. Underwater MP is a pathetic enemy, barely worthy of
mention, but you can steal the Shinra Alpha from it, so do so and kill them.
Next up, Corvette! Nope, they're not a badass car (in which case the Devil
Rides should've been named Harleys, respectfully), but they are an insane enemy
that is like the Sword Dance from Shinra HQ only purple in coloration. They
have four attacks (Bodyblow, Gash, Slap, Spinning Cut), and each do moderate
damage. 3200 HP is not much to deal with, so, just eliminate this enemy (which
poses little threat from the get-go, anyway) as quickly as hell. It is immune
to Earth, and, like many enemies in this vicinity, halves the effects done by
Water. Corvette will use Slap when its HP is 2400, 1600, and 800 (if alive).
At 2400, Corvette has a 1/4 chance of using Gash more than once in one turn, at
1600 it has a 1/3 in chance, and at 800 it has a 1/2 chance of doing this.
Otherwise (if HP > 2400) it has a 1/5 chance of linking together combo attacks.
Gun Carrier is a moderately powerful enemy, but, nothing you can't take.
Its physical attack does a good 300+ damage to one, while Normal Shell, while
being its strongest attack, isn't horribly powerful, praise the lord. It has
around the same amount of HP as the Corvette enemy which I just got done going
over, and it is weak to Lightning; so expose that wound and dump the salt water
on it (Lightning). Senior Grunt is a semi-pathetic enemy, with a small little
accrued repertoire of attacks, but none are seriously hazardous. It more than
likely will come with Underwater MPs, but all of them are quick to rid yourself
of. Hard Attacker is a medium-level enemy, and has two attacks, a physical one,
and Oil. Oil, obviously being its main attack (it has a name, duh!) still isn't
much to handle. It does physically-based fire damage on one character (for ~320
points of damage. It halves damage from Fire and Water, and possesses 2500 HP.
Last but not least there's Guardian which is like a merger between Death
Machine and Hard Attack, is a dangerous enemy which poses somewhat of a threat.
It has W-Rocket Punch, Rocket Punch, and Jumping Blow, all as attacks, and each
does semi-sizeable to sizeable damage. It has no elemental preferences or
anything, so go nuts.

Anyway, once you enter the door where the guards coincidentally led you
to, and you are greeted unfriendily by two of the guards, who are stupidly
trying to decide who'll take the elevator lady out. Then, you're forced into
doing pitiful battle with the weak simpletons. They turn out to be laughably
weak Submarine Crews, which didn't even merit much of an explanation in the
enemy overview of the area. Just dispose of them within a few seconds, and then
you have simply frighteningly mortified the lady in the elevator, but, she
kindly cooperates with you, and takes you down to the bottom floor, to the
Underwater Reactor. But, she's also quite pissed that you just slaughtered two
perfectly good men in that brutal onslaught. Oh, well, you can have Barret.
Down at the bottom, you're immediately forced into combat again versus weakling
Submarine Crew enemies. After their massacre, continue along timely. The dog is
impeding passage to the nearest door, so head down the hallway through the door
located at the other side. Continue around the bend and through to the door,
and in the postliminarily subsequent area, save, and proceed onward. In this
next place, we immediately spot another elevator to descend with. Now, in this
next area, an eerie sound is heard throughout, and you just have to head up to
the upcoming section of the Underwater Reactor. This next place is very
interesting, and looks a lot like Chrono Cross in a way.  You are in the
underwater tunnel, and there are tons of sea creatures swimming around in your
view, but blocked away by strong supportive glass. Hey, mommy, it's Mr.
Dolphin, lookie! Simply run around the corner once you're through admiring
the place and enter the main reactor.

The next, small room is strangely silent; go and press the button to close
the door, fill the tanks with water, and pretty much serve as an underwater
elevator to transport you, subsequentially, to the proceeding area. Now we
start playing the Mako Reactor music here, to start us off in this place. Yeah!
Wait a minute... Aw, never mind. Run along the catwalk and you shall
undoubtedly notice two huge submarines which put U571 to shame. Along the
walkway at the other side, you come to another door along the linear
pathway to the core. The new area yields a savepoint, so utilize it wisely.
Keep on forward. Fight through the Submarine Crews in this next area. They're
all surprised to see you're here, Cloud. No, morons, I only infiltrated this
place five damn minutes ago and wiped out half of your men already. They also
say you're not getting the Huge Materia. Umm, yeah we are. In the next area,
make it around the corner and Cloud notices the Huge Materia. It's being taken
away, and in this next area, Reno makes the scene, and he also leaves you to
fight the next boss: Carry Armor.

===============================================================================
-   BOSS: CARRY ARMOR, SUB-BOSS: LEFT ARM, SUB-BOSS: RIGHT ARM)               -
===============================================================================

-------------------------------------------------------------------------------
-   BOSS: CARRY ARMOR                                                         -
-------------------------------------------------------------------------------

-> Monster's Name: Carry Armor
-> Monster's Locations:
- Underwater Mako Reactor (forced)
-> Monster's Level: 45
-> EXP for Defeating: 2800
-> AP for Defeating: 240
-> Gil for Defeating: 4000
-> Item Dropped from Monster: God's Hand x1 (100%)
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 24000
-> Monster's MP: 200
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   90,  200, 1,   80,  55,  300, 0
-> Fire (normal), Ice (normal), Lightning (weak), Earth (normal), Poison
(immune), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Darkness, Poison, Silence, Sleep, Slow, Stop, Confusion, Paralysis,
Petrification, Berserk, Frog, Small, Fury, Sadness, Slow-Numb, Seizure, Haste,
Peerless, Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Lapis Laser              10  A*   Mag   -     Mag   50      255  X  X
^ Damage Attack            0   1    Mag   -     Mag   16      255  X  X
  Release [1]              0   1    -     -     -     -       I    X  X  (1)(2)
  Release [2]              0   1    -     -     -     -       I    X  X  (3)(4)
  Remove                   0   AA   -     -     -     -       I    X  X  (5)(6)

(1) release character from Imprison from Right Arm's Arm Grab
(2) Miscellaneous/Animation
(1) release character from Imprison from Left Arm's Arm Grab
(2) Miscellaneous/Animation
(5) removes Left Arm and Right Arm from battle
(6) Miscellaneous/Animation

--> Attack Pattern:

-> Basic Pattern:
Carry Armor's initial IRV is 4
2/3 - Carry Armor moves on to first attack decision
1/3 - Lapis Laser on all characters at the beginning of battle
Is Action Count 0?
Yes: Does at least one character not have Imprison and has 1 been chosen out of
     Rnd[1..IRV]?
     Yes: Lapis Laser on all characters without Imprison
          [Action Count +1]
     No: Action Count is 0
No: Has Right Arm used Arm Grab and character is in its grasp?
    Yes: Damage Attack on character in Right Arm's grasp
    No: Has Left Arm used Arm Grab and character is in its grasp?
        Yes: Damage Attack on character in Left Arm's grasp
        No: follow "Action Count is 0" pattern

-> Counterattack Pattern:
Is Carry Armor's HP less than or equal to 1/4 of its MaxHP?
Yes: IRV is 1
No: Is Carry Armor's HP less than or equal to 1/2 of its MaxHP?
    Yes: IRV is 2
    No: Is Carry Armor's HP less than or equal to 3/4 of its MaxHP?
        Yes: IRV is 3
        No: IRV does not change

-> Special KO Pattern:
Is Carry Armor's HP 0?
Yes: Is a character in either Right Arm's or Left Arm's grasp?
     Yes: Release [1] on any character in Right Arm's grasp and/or Release [2]
          on any character in Left Arm's grasp
     No: Are Left Arm or Right Arm not under KO?
         Yes: Remove on Left Arm and/or Right Arm
         No: KO immediately
No: follow Basic Pattern or Counterattack Pattern

-------------------------------------------------------------------------------
-   SUB-BOSS: LEFT ARM                                                        -
-------------------------------------------------------------------------------

-> Monster's Name: Left Arm
-> Monster's Locations:
- Underwater Mako Reactor (Carry Armor battle) (forced)
-> Monster's Level: 45
-> EXP for Defeating: 1500
-> AP for Defeating: 90
-> Gil for Defeating: 0
-> Item Dropped from Monster: None
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 10000
-> Monster's MP: 100
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   80,  200, 1,   80,  55,  300, 0
-> Fire (normal), Ice (normal), Lightning (weak), Earth (normal), Poison
(immune), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Darkness, Poison, Silence, Sleep, Slow, Stop, Confusion, Paralysis,
Petrification, Berserk, Frog, Small, Fury, Sadness, Slow-Numb, Seizure, Haste,
Peerless, Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Arm Grab                 0   1    -     -     -     -       I    X  X  (1)
^ Arm Punch                0   1    Phys  Hit   Phys  20      100  X  X
^ Damage Attack            0   1    Phys  -     Phys  15      255  X  X
  Release                  0   1    -     -     -     -       I    X  X  (2)(3)

(1) Imprison [100%]
(2) release character from Imprison status
(3) Miscellaneous/Animation

--> Attack Pattern:

-> Basic Pattern:
Left Arm's initial IRV is 12
Is no character in Left Arm's grasp?
Yes: Has 1 been chosen out of Rnd[1..IRV]?
     Yes: Does at least one character not have Imprison?*
          Yes: Arm Grab on random character without Imprison
          No: 1/2 - Arm Punch on random character without Imprison
              1/2 - do nothing
     No: 1/2 - Arm Punch on random character without Imprison
         1/2 - do nothing
No: Damage Attack on character in Left Arm's grasp or,
    Is a character in Right Arm's grasp?
    Yes: Damage Attack on character in Right Arm's grasp
    No: Damage Attack on character in Left Arm's grasp is the only available
        option

* - it is not possible for at least one character to not have Imprison

-> Counterattack Pattern:
Is Left Arm's HP less than or equal to 1/4 of its MaxHP?
Yes: IRV is 2
No: Is Left Arm's HP less than or equal to 1/2 of its MaxHP?
    Yes: IRV is 8
    No: Is Left Arm's HP less than or equal to 3/4 of its MaxHP?
        Yes: IRV is 32
        No: IRV does not change

-> Special KO Pattern:
Is Left Arm's HP 0?
Yes: Is a character in Left Arm's grasp?
     Yes: Release on character in Left Arm's grasp
     No: KO immediately
No: follow Basic Pattern or Counterattack Pattern

-------------------------------------------------------------------------------
-   SUB-BOSS: RIGHT ARM                                                       -
-------------------------------------------------------------------------------

-> Monster's Name: Right Arm
-> Monster's Locations:
- Underwater Mako Reactor (Carry Armor battle) (forced)
-> Monster's Level: 45
-> EXP for Defeating: 1400
-> AP for Defeating: 95
-> Gil for Defeating: 0
-> Item Dropped from Monster: None
-> Item Stolen from Monster: None
-> Item Morphed from Monster: None
-> Monster's HP: 10000
-> Monster's MP: 100
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   80,  200, 1,   80,  55,  300, 0
-> Fire (normal), Ice (normal), Lightning (weak), Earth (normal), Poison
(immune), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Darkness, Poison, Silence, Sleep, Slow, Stop, Confusion, Paralysis,
Petrification, Berserk, Frog, Small, Fury, Sadness, Slow-Numb, Seizure, Haste,
Peerless, Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Arm Grab                 0   1    -     -     -     -       I    X  X  (1)
^ Arm Punch                0   1    Phys  Hit   Phys  20      100  X  X
^ Damage Attack            0   1    Phys  -     Phys  15      255  X  X
  Release                  0   1    -     -     -     -       I    X  X  (2)(3)

(1) Imprison [100%]
(2) release character from Imprison status
(3) Miscellaneous/Animation

--> Attack Pattern:

-> Basic Pattern:
Right Arm's initial IRV is 12
Is no character in Right Arm's grasp?
Yes: Has 1 been chosen out of Rnd[1..IRV]?
     Yes: Does at least one character not have Imprison?*
          Yes: Arm Grab on random character without Imprison
          No: 1/2 - Arm Punch on random character without Imprison
              1/2 - do nothing
     No: 1/2 - Arm Punch on random character without Imprison
         1/2 - do nothing
No: Damage Attack on character in Right Arm's grasp or,
    Is a character in Left Arm's grasp?
    Yes: Damage Attack on character in Left Arm's grasp
    No: Damage Attack on character in Right Arm's grasp is the only available
        option

* - it is not possible for at least one character to not have Imprison

-> Counterattack Pattern:
Is Right Arm's HP less than or equal to 1/4 of its MaxHP?
Yes: IRV is 2
No: Is Right Arm's HP less than or equal to 1/2 of its MaxHP?
    Yes: IRV is 8
    No: Is Right Arm's HP less than or equal to 3/4 of its MaxHP?
        Yes: IRV is 32
        No: IRV does not change

-> Special KO Pattern:
Is Right Arm's HP 0?
Yes: Is a character in Right Arm's grasp?
     Yes: Release on character in Right Arm's grasp
     No: KO immediately
No: follow Basic Pattern or Counterattack Pattern

- STRATEGY: This boss is a real pain in the [insert TOS violation here] ass.
But, we're going to give the bastard an ultimatum: delete all of its polygons
and data from the game, or be terminated! Huh, what's this!? It's not
complying!? Oh, well, looks like it's time for it to learn the true meaning of
ignominy. First of all, you'll definitely want a decent supply of MP with
whoever has the Enemy Skill (and for you laymen, that means put Enemy Skill on
someone, as well!), so that they can utilize Big Guard frequently, to cut the
damage done by Lapis Laser down to a minimal 700 damage or so. In accordance,
you might also consider equipping a character with the Restore-All combo, as to
expedite the healing process after sustaining the unmerciful effects Lapis
Laser, even if it is dramatically reduced. You might need to redeem yourself
sometimes by reinstating Big Guard, to reinforce Def. Also, as an added bonus
to having Enemy Skill placed, you can use Trine a lot, too. The enemy is weak
to Lightning magic, being the mechanical foe that it is, so, Bolt? will work
quite nicely. Bolt3-MP Turbo Materia combination can cause 3000+ damage to it
in one strike, but does start to drastically reflect from an MP standpoint.
Also, as a perk of being a boss, it automatically immunizes itself to the
effects of Gravity so refrain from using it, however mouth-wateringly tempting.
One Demi3 spell could take out 9999 HP if applicable, and so could Demi2. A
useful summon here is Ramuh, and it is a good idea to do the Ramuh-Elemental
combination on your strongest attacker's weapon, as to be able to hit for
around ~1250 or more with each connecting blow. Remember that without proper
protection, Lapis Laser can really put a damper on your life. Anyway, any
of the usual attacks for bosses will do quite nicely, and suit you to killing
this boss with rapidity. Note: it's three bosses in one, the two arms, and the
body. If the body dies, everything dies.

Afterwards, the submarine has the the docking bay, taken off. Damnit, Reno, I'm
gonna rip out your intestinal track and feed it to you next time I see you! The
rest of your party suggests that you get in the other submarine and frickin'
follow the bastards who stole your Huge Materia and made off like bandits. Make
it to the other side of the screen where you see all of the guards loading onto
the submarine. Along the way get the Battle Trumpet, Scimitar, and Leviathan
Scales. Nope, not the legendary summon, but some key item. You see, on the
submarine, that those idiotic guards who were probably trained by Elena, and
are running around fretfully. Go and kill them all! Bleed, suffer, massacre,
die!!! "You're not taking over this ship!" Again, yes we are...

In the submarine, you continue the continuous onslaught, and hear their
perpetual agonizing screams continually. Afterwards, use the savepoint that is
there just screaming "hey, dumbass, use me!" Go through the door to the bridge,
where you can take the losers in here prisoner for a few laughs, or fight them
just to feel sinister and an Exp hog. Cloud starts to sound like the biggest
pussy on Earth, saying that he can't take this roaring and cramped space, so,
you learn something new about Cloud every day, and today he's clustrophobic.
Cid gets it started, and Cloud feels better driving, so he does so. When you're
ready, you can read the manual on how to maneuver this thing and pilot it
correctly and efficiently, sit in the seat and get this thing on the road, or
leave it alone for the time being. Ok, after any preparation, sit in the seat
and start this sucker up. The controls for this are as ensues: D-Pad controls
move you in their respective directions, while Tri moves your forward, X
backwards, and  is to shoot. So basically, a lot of buttons come into play. I
suggest reading that Submarine Attack section of the Gold Saucer area of this
FAQ for more information. Anyways, you have 10 minutes to track down the red
submarine with the Huge Materia and destroy it. Note: the yellow ones are
insignificant. You now have a new vehicle, the "Shinra Sub" for usage under-
water, and can be left at any docks, such as near Junon or Costa del Sol.
Intercepting transmission from Shinra, you answer it in place of the regularly
assigned guards. They divulge their whole next mission to you, and you just
make affirmative confirmation. You have to make it to the airport now, and
come back for the Huge Materia later on. First, though, just find the Huge
Materia at the ocean's floor, and proceed to the Junon airport.

Note that the strongest enemy in the game now prowls the ocean floor, Emerald
WEAPON, so unless you wish to become intimately acquainted with your ass, stay
the hell away from it at all costs. Well, when you arrive at the airport, you
see the Gelnika flying off to Rocket Town with the Huge Materia it has
accumulated in a nice-looking CG scene. You all then agree to chase after it,
since it's headed to Rocket Town, of course. Press onward to Rocket Town, your
next destination.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                      Area #43 - Rocket Town (revisted)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: Attack Squad, Rude/Attack Squad(B)
-> Items/Weapons/Armor: Huge Materia
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

It's funny when you arrive, as you notice that everyone is there looking at the
rocket off in the distance solicitously. Talk to any of them to find out that
Shinra is going to launch that rocket into space, and we already know why in
the hell they're doing it in the first place, although all of the denizens of
Rocket Town seem to be clueless. They are preparing the rocket and stuffing it
with tons of Huge Materia, and they actually intend to cram that bitch into
Meteor. Wow. There's even some ordinary citizens around the rocket waiting to
see a "spectacular event". Well, as you may have guessed, you need to make
your way over to where the rocket resides, and here, you'll have to fight
through numerous soldiers who wish to prevent the "terrorists" from reaching
the ship. What the hell? Last time I checked, terrorists aren't people who
risk their life and limb in order to protect a world who obviously doesn't give
a damn about them. Anyways, all of the pathetic guards that try to stop you
from getting onto the rocket are more Attack Squads. Watch as they pitifully
try to impede you getting up (heh, almost all that you need to do is watch, as
little effort or fighting goes into schoolin' these sumbitches).

Note that there's one Senior Grunt, but he's just as damn easy to own. At the
top, at the entrance to the rocket, there's Rude, along with two Attack Squads.
The little bastard wants to have at you again, and he doesn't run like Reno
does. You see, Reno was apparently traumatized by people throwing yellow
porcupines at him when he was a kid, and I guess that explains why he's so
crappin' afraid of Cloud. Also explains why he always says he's gonna kick your
ass, yet he never gets around to it. C'mon, Reno, we only want to mutilate you
and a turn your internal organs into stew, nothing to be afraid of. Anyway, it
is now time to fight.

===============================================================================
-   BOSS: TURKS:RUDE, SUB-BOSS: ATTACK SQUAD (X2)                             -
===============================================================================

- Note: look under Attack Squad's enemy entry for its information

-> Monster's Name: Turks:Rude
-> Monster's Locations:
- Rocket Town (disk 2) (forced)
-> Monster's Level: 42
-> EXP for Defeating: 3400
-> AP for Defeating: 80
-> Gil for Defeating: 3000
-> Item Dropped from Monster: Hi-Potion x1 (8)
-> Item Stolen from Monster: Ziedrich x1 (8)
-> Item Morphed from Monster: None
-> Monster's HP: 9000
-> Monster's MP: 240
-> Att, Def, Df%, Dex, MAt, MDf, Luck
   60,  60,  5,   78,  30,  160, 9
-> Fire (normal), Ice (normal), Lightning (normal), Earth (normal), Poison
(immune), Gravity (immune), Water (normal), Wind (normal), Holy (normal)
-> Immune: Silence, Sleep, Confusion, Petrification, Berserk, Frog, Small,
Slow-Numb, Seizure, Peerless, Manipulation, Death Sentence, Death

-> Attacks:

* Name                     MP  Tar  Type  Elem  Form  PwrCst  %    M  R  +Added
-------------------------------------------------------------------------------
* Grand Spark              0   1    Mag   Hit   Mag   20      100  X  X
* Bolt2                    22  1/A  Mag   Lit   Mag   20      100  X  O
* Cure2                    24  1A/A Mag   Res   Cure  786     255  X  O
* MBarrier                 24  1A/A Mag   -     -     -       I    X  O  (1)
^ Shoulder Attack          0   1    Phys  Hit   Phys  48      90   X  X
  Escape                   0   S    -     -     -     -       I    X  X  (2)
  Remove                   0   AA   -     -     -     -       I    X  X  (3)(4)

(1) Magic Barrier [100%]
(2) escape from battle
(3) removes any Attack Squad not under KO
(4) Miscellaneous/Animation

--> Attack Pattern:

-> Basic Pattern:
If Rude's HP is less than 1/4 of his MaxHP, Pre-Select character is the last
character to attack Rude
On Rude's first turn,
2/3 - Is any character besides Tifa available?
      Yes: Shoulder Attack on random character besides Tifa
      No: 2/3 - Shoulder Attack on Tifa
          1/3 - Rude: "..." appears on screen
1/3 - Grand Spark on random character besides Tifa
For all subsequent turns,
Is Pre-Select character not immune to Lightning?
Yes: Is Rude's MP greater than or equal to 22?
     Yes: Bolt2 on Pre-Select character
     No: do nothing
No: Is Rude's HP less than 1/4 of his MaxHP and is Rude's MP greater than or
    equal to 24?
    Yes: Cure2 on self
    No: Does Rude not have Magic Barrier and is Rude's MP greater than or
        equal to 24?
        Yes: 3/4 - do nothing
             1/4 - MBarrier on self
        No: restart Basic Pattern

-> Special KO Pattern:
Is Rude's HP 0?
Yes: remove any status effects from Rude
     Rude: "Ugh..." appears on screen
     Remove on all allies not under KO
     Escape on self
No: follow Basic Pattern

- STRATEGY: Heh, personally, I don't think this should be considered a boss
fight, as it's so easy, but it is, so whatever. No major preparations have to
be made here, as the fight's easy enough as it is, that if you really wanted
to, you could be him, along with his Attack Squad buddies with physical attacks
alone. The only thing I majorly advise outfitting someone with Steal, so that
you can loot one of the game's best armors, Ziedrich, from him. So, just kick
back, relax, and exonerate any worries from your mind about this even
resembling a difficult battle. Just take out his Attack Squad bastards with
little to no effort, and your attacks probably do fairly exorbitant amounts of
damage to them, as well. Or, if you want, just annihilate them with some of
your magics (-All) or summons to take them all out at once.

As you enter the rocket after the battle comes to a subtle conclusion, there is
a guard in there who wants to fight you as revenge. Kill him quickly and
proceed into the cockpit. In here, Cid sees his fellow crew members, and they
say that they're gonna launch this rocket as a Materia bomb straight into
Meteor. Cloud tries to intervene, and Cid promptly tells him to shut the hell
up. Cid > Cloud > j00. They say that they originally planned to run it into
Meteor using Auto-Pilot, however, the main device being broken prevents this.
They have Shera working on the repairs, and knowing Cid, this noticeable pisses
him off. Cid says that he's gonna handle the thing, and for them simply not to
worry about Auto-Pilot. As they're dismissed, Cloud goes up to question Cid as
to what in God's name he is doing, and explains that generations of accrued
knowledge and wisdom are embedded in that Materia, and says that since they're
going to use it to stop Sephiroth, there's no Goddamned way we can lose that
bitching Materia, got that? Cid knows what he's saying, and the game suddenly
hits a solemn chord. But, honestly, Cid explains, that he doesn't give a rat's
ass if it's science or magic, and that if he had to, he'd go with science. He
explains why, and now, you're heading into outer space for the first time.
People have been dreaming that for eons, as they've only been able to roam this
world like peons. He gives some long-winded lecture to Cloud, and he says that
he's still going threw with this. Cloud still attempts to talk him out of it.

Cid puts it all into perspective (at least to him), and tells whoever isn't in
this, to basically get the hell out. His main priority is getting into space.
Suddenly, there's a transmission from the fat tub of lard bastard, Palmer on
the intercom. Shera has apparently finished her work quickly this time, and
Palmer has launched the ship. Cid gets a little sad that there won't be any
countdown to the launch, and you blast off. Watch the kickass FMV that ensues,
and you're sent into outer space. The time of reckoning is now, and it leaves
Rocket Town with such majesty. Man, is there anywhere this game doesn't take
us? Cid is happy to the verge of tears that he's finally in outer space.
Congratulations, Cid. He checks to see how the course is set, and it is headed
directly for a collision course with Meteor. You then learn that Palmer, being
so fat that the lard leaks to his brain, scrambling them, has locked the Auto-
Pilot device, and there might be no way to alter its set path. Cloud starts to
lose small hope, and asks "this is the end?". Cid livens him up, saying that
he's still young, Goddamnit, and he's giving up that damn easily. Jesus. Cid
has immense drive and determination not to collide with Meteor, and he shows
you that he never leaves home without an Escape Pod, in case of emergencies
like this arise. Well, I sincerely doubt that he ever anticipated any emergency
of this magnitude. No one really expects some crazily powerful psycho to
unleash a calamity of such cataclysmic proportions on the earth in an attempt
to somewhat become God. At least, I hope they don't...

Cid then says that he's deciphered the Escape Pod code, and they shall make a
hasty escape just as they're going to crash into Meteor. Also, Cid doesn't
really give a damn what you do with the Huge Materia, as all he cared about was
journeying into space and fulfilling his life-long fantasy. All right, head
through the right, and then climb the ladder up. Approach the Huge Materia, and
Cid informs you that it is structured so that you can only access it via a code
which you must input from the control panel. Ok, then, examine it, to try and
operate it. You have three minutes to input the right password from the keys
, O, X, and Tri. If you enter the correct one, the Huge Materia is yours. But,
as is expected of your party, you don't know crap, and must input the code
randomly. Cid does try and help you out throughout your guessing spree,
however, but it ultimately boils down to you randomly choosing codes like mad.
Anyway, if you want the code, it is O--X-X. Note: only if you get it wrong
does the 3 minute time initiate. If you don't get it from there (imbecilic
jackass if you don't; the code's right here), you won't be able to get it ever
again. As you leave to the cockpit again with the Huge Materia, head down, and
continue to climb the next ladder and continue this process down the linear
walkways and corridors of the spaceship.

As you keep going, tank 8 explodes, trapping Cid badly under some rubble and
debris. They try and aid him from under the wreckage, but fail miserably, but,
nobly. Cid commands them to get the hell out of there while there's still time,
but Cloud steadfastly says "I can't go without my friends". Cid starts swearing
at them to get out, but there's no getting through to Cloud and that spiky mug.
Cloud doesn't give a damn what Cid says, and continues to try and help, but
alas, it is to no avail. Cid starts to reminisce about tank 8 really actually
malfunctioning like Shera once cautioned him about, and starts talking to
himself, saying that Shera actually was right in her past analysis all of those
years ago. He starts to lose hope, and out of nowhere, Shera shows up, and in a
nutshell, Cid makes amends with her for all of his cruelty and heartlessness.
With the combined force of all three of them, they are able to help Cid out,
and then you are to proceed on to the Escape Pod Cid so briefly mentioned
previously. As you are dispatched from the ship, and awesome CG ensues, in
which the ship is launched towards Meteor, and causes an insane explosion, and
Cid bids it farewell. People on Earth are happy as hell, and Bugenhagen even
feels the damn effects from inside of his apparatus. Afterwards, a piece of
Meteor is blown off, but, vastly it remains as one in the core, and it starts
to combobulate again. The citizens of Earth are demoralized afterwards, as now
inevitable catastrophy is impending.

Afterwards, your whole team is back in the cockpit of the highwind. Cloud, for
one, is depressed that Rufus' grand plan was a complete and total failure. So,
you decided to leave the fate of mankind up to the Shinra, huh? Ok. Anyway,
after some more depressing statements from your now denobled party, Tifa says
that you need to think logically, and stop the damn bitching.
Uncharacteristically, Cid crossreferences to Tifa's statement to build on it,
saying that she's damned right. He says that if you worry and complain too
much (like they're doing, albeit an ungodly amount, to boot), everything starts
falling apart before you, and become worse and worse. Barret asks him, since he
seems so optimistic all of a sudden, and asks if he's up to something. Again,
Cid, showing us a new side of him, says that he's actually been thinking! So
has Cloud, and both about pretty much the same things; the planet, universe,
ocean, and pretty much everything imagineable is in there somewhere. Cid then
goes into saying how once upon a time, he saw this planet as such a huge thing
in the everlasting cosmos, but, viewing it from space made him change his
perspective on it entirely. He now believes and knows that it's actually so
small and that floating in the dark makes you feel pretty powerless ultimately.
But, of course, to make things worse, there's Sephiroth inside it like a viral
disease, which is a huge detriment, as we know. Cid now views this planet as a
sick, trembling kid in the middle of the intimidatingly expansive galaxy, and
someone has to protect it from chaos, and that someone is you. He has touched
everyone, and starts an impulse of inspiration amongst the party, even Barret.
He then asks Cid if he's got a plan, and that pretty much stumps him. Red XIII
then hears a cry of the planet, and they're all confused as the Ancients should
only hear that. He then suggests that you make it back to Bugenhagen in Cosmo
Canyon who may have some answers. And, in FF7 logic, that means he does have
answers. Talk to the Lv10 Learner Pilot and head out, crew!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                      Area #44 - Cosmo Canyon (revisted)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-> Enemies: None
-> Items/Weapons/Armor: Bahamut ZERO Materia, Key to Ancients
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Upon entering Cosmo Canyon once again, you can, of course, do a little shopping
around, as there is a really useful Materia Shop here. They supply a surplus of
HP and MP Plus Materias. Also, note that it is the first time now that you can
go and obtain Cid's ultimate weapon (detailed in #SI9U of the FAQ). Anyway,
where you are headed this time around is Bugenhagen's planetarium observatory,
so mosey over to there. Talk to the old floating man who's, well...floating in
this apparatus. You explain your current precarious scenario to him, and asks
of his wisdom and guidance. He says that when you have lost your way, you need
to take a long look at one's self, and that there is always something in the
deepest annals of your heart; something buried or forgotten, it has to be what
you are looking for. Of damn course, this is exactly the type of nonsensical
banter that you'd expect from 130-year-old man who levitates off the ground.
Cloud informs him of this, and how what he's saying makes no friggin' sense. It
sure as hell is easy to say, but Cloud doesn't remember an inkling. Bugenhagen
continues insisting that you continue searching, as it has to be in there.
Cloud decides to call everyone here, as it's only appropriate. But, of course,
he's no intelligent enough to figure that out by himself, and relies upon
another party member (that's with you) to suggest that.

The whole point of this evades most of your party members, and to them is as
confusing as all. Cloud mentions Aeris, however, and he vividly remembers her
with ardor. But, that cannot be it, as he hasn't forgotten her ever. He talks
very emotionally about her, and then Tifa claims that she was the same, as was
Red XIII, and Barret. Cloud goes into saying how Aeris once told him that she,
and she alone, was the only one capable of preventing Meteor, but now she's
gone, and there's little hope of that now. After some talking from the party
(and they don't know what the hell they're talking about), Cloud gets an idea
out of all of it, and it seems somewhat unardent at the moment, saying "what
did Aeris know" and "why did she face Sephiroth without running away?" They
talk about the City of the Ancients, and it intrigues Bugenhagen's interest,
and he says that he doesn't know what triggered it, but he hasn't felt like
this in ages. You're all a little astounded to learn that a 100+ year old man
is going to be accompanying you shortly on a dangerous trip to the City of
the Ancients. Red XIII suggests that it must be the planet calling Bugenhagen
which is capturing his interest, and then Cid, being the cool-as-hell bastard
that he is, replies facetiously to Red XIII's comment. As everyone leaves the
room, Cloud stays after to ask if he could leave the delicate Huge Materia for
safekeeping, and he gladly complies. He teaches you how to use the machine to
get to the planetarium, and you just set it all there. Damn, is that huge or
what? Bugenhagen expresses his astoundment over the awe-inspiring rare Materia,
which according to him, must have a special conciousness enclosed in it. Now,
examine the blue one to get the Bahamut ZERO summon, which tubulerly owns ass.
Note: you must have Bahamut and Neo Bahamut to get this here. Now, leave Cosmo
Canyon, and depart for City of the Ancients, and also, Bugenhagen is amazed at
the wonderous Highwind you possess. Now, talk to the Lv11 Learner Pilot and
head for your submarine parked at Junon.

... Yeah... you may be a little confused as to why I told you to go here
instead of the Forgotten City like previously stated. The answer is simple, and
it's because without what you're about to obtain, you can't do this correctly.
We have to uncover the Key to Ancients which resides down here in the deepest,
darkest depths of the ocean. From Junon, head Northwest and once you reach the
Northmost tip of