8888888888 8888888888 88888 88888 88888 88888 888 888 888 888 888 888 888 888 888 88 888 88 888 888 888 888 888 8 888 8 888 888 888 888 888 888 888 888 888 888 888 88 888 88 888 888 888 888 8888888 8888888 888 888 888 888 888 88 888 88 888 888 888 888 888 888 888 888 888 888 888 888 88 88 888 888 888 888 888 888 888 888 888 888 888 888 888 888 888 888 88888 888 888 88888 88888 888 88888 88888 =================================================================== F i n a l F a n t a s y 7 =================================================================== FINAL FANTASY VII FAQ v2.1 Part 2 of 2 - Extra Stuff You Should Know for the Sony PlayStation (import) by K. Megura Feel free to do anything you want with this FAQ as long as you don't use it for profitable/promotional purposes or use it to get prizes or recognition from game magazines, contests, etc. Please give credit where it is due should you use part or all of this FAQ in a guide of your own (published or not) or use it in any way not mentioned here. The Final Fantasy series is (c) Square of Japan and (c) Square USA. If you have a question concerning this disclaimer, e-mail me--I have the right to do whatever I want if someone ignores the disclaimer :) This FAQ is divided into two parts: The Complete Walkthrough - You're not reading this file. It contains a guide for the entire game, and has information on how to play the game. Extra Stuff You Should Know - The file you're reading now. This file focuses on secrets in the game. In addition it has extensive lists of materia orbs, limit breaks, monsters and speculation concerning FF7 rumors. Both of these files can be found at the 'main' address (cgfm2's homepage) Other sites that carry this FAQ may not have both files, or may have older versions of the FAQ (it was just one file until v1.6). If you're asking why I split up this FAQ, it's because it was too big for me to edit on my computer.... ^_^; Both parts will be updated under the same revision number--you can find out which file was updated by looking under the 'Revision History' section. Some sections can be found in both files, simply for ease of use and to create a more uniform appearance. Newest revisions of this FAQ can be found at: CGFM2's Homepage www.geocities.com/SiliconValley/Park/7990/index.html Otherwise, revisions of this FAQ can be found at: www.gamefaqs.com www.gamefaqs.com The UnOfficial Squaresoft Home Page unofficial.sqla.com/ Secrets of the Sega Sages www.segasages.com Astea's Page www.pconline.com/~astea/ Akuma's Manga/Video Game Page home1.gte.net/akuma/index.html My Japanese Playstation Game FAQ Page home.att.net/~edf91/ The NEW CronoRye www.cronorye.com OAK's FiNAL FANtASY VII PAGE members.aol.com/OAKtOWN510/ final.html I'm no longer accepting people's URLs! If you are a contributor and want to see your page up here, okay, but otherwise, nada. It seems like people just want to see their site's name in print.... Translations from important scenes from FF7 can be found at: The UnOfficial Squaresoft Home Page unofficial.sqla.com/ Some very good Game Shark codes for FF7 are located at: Game Shark Code Creator's Club www.htc.net/~brianj/gsccc/ =================================== CONTENTS - THE COMPLETE WALKTHROUGH =================================== 1. REVISION HISTORY 2. INTRODUCTION 3. WALKTHROUGH - DISC ONE a. Makoro Power Plant b. Midgar City c. Avalanche Base d. Return to the Makoro Plant e. Midgar City Slums f. Wall Market g. The Sewers / Train Yard Revisited h. Into The Sky i. Shin-Ra Headquarters j. Escape! k. Kalm Town / Chocobo Farm l. Mithril Mine / Junon Town m. Shin-Ra Boat n. Costa Del Sol / New Continent o. Gold Saucer p. Gongaga Town / Cosmo Canyon q. Return of Sephiroth r. The Inventor s. Betrayal t. The Temple u. Excavator's Site / The Forest v. Ancient City 4. WALKTHROUGH - DISC TWO a. The Cave b. Icicle Lodge c. Lost in the Snow d. The Crater / Tornado Labyrinth e. Junon Town Attacked! f. Where's Cloud? / North Corel Express g. Condor Fort h. Inside Cloud's Head i. 100 Leagues Under the Sea j. Underwater Adventure k. Cid's Rocket l. Return to the Ancient City / Midgar City Under Siege 5. WALKTHROUGH - DISC THREE a. Makou Pit 6. BONUS AREAS - Old Forest - Vincent's Waterfall - Bonus Materia Locations - Yuffie's Sub-Quest 7. PLAYING THE GAME - Terminology - Starting The Game - Controller Functions - Fighting Battles - World Map and the Area Map - List of Status Changes - Name Your Character - Visiting Towns and Shops - Having Fun 8. MAIN MENU 9. APPENDIX - Translations - Items and Equipment - Shopping List 10. SPECIAL THANKS 11. AUTHOR'S NOTE ====================================== CONTENTS - EXTRA STUFF YOU SHOULD KNOW ====================================== 12. REVISION HISTORY 13. INTRODUCTION 14. SECRETS AND STRATEGIES - Getting Yuffie Kisaragi - Getting Vincent Valentine - The Safe in Nivelheim - The Sleeping Man - Piano Trick - Key to Midgar City - Kamedouraku Flyers - All 7 Fever - FMV Viewing Trick - Always Run from Battles - Raising Chocobos - Uncharted Isles - Game Shark Codes 15. MISCELLANEOUS - The Characters - Materia Orbs - Huge Materia / Master Materia - Materia List - Enemy Skill List - Learning Limit Breaks - Ultimate Weapons - Limit Break List - Translations - Items and Equipment - Shopping List - Monster List - Rumors and Speculation - The Documents 16. SPECIAL THANKS 17. AUTHOR'S NOTE ++++++++++++++++++++++ 12. REVISION HISTORY ++++++++++++++++++++++ VERSION 2.1 (August 19, 1997) Stuck the disclaimer back in part 1 of the FAQ, and made a few touch-ups. VERSION 2.0 (August 10th, 1997) More minor corrections. I think now I have everything covered :) VERSION 1.8 (August 8th, 1997) Added information Yuffie stealing 'disabled' materia, and made various corrections I forgot to add to v1.7 ^_^; VERSION 1.7 (August 4th, 1997) The Disc Two and Three Walkthroughs have been entirely re-written, and are now in English. In addition, the Monster List has been updated. More corrections have been made as well, in addition to extra information about the sub-quests, the URA battle, and more. The FF7 FAQ is more or less complete at this point (I didn't think I'd be saying that for a _long_ time). There are still some minor things to be fixed/added here and there, but this is the last major revision that I'll be making. VERSION 1.6x (July 10, 1997) A mini-update, I guess. Everything in the Disc 1 Walkthrough is now in English, and the Translations and Shopping List sections have been updated. Two new sections, Ultimate Weapons and Items and Equipment, have also been added, in addition to the various usual minor fixes. The 'Rumors and Speculation' section has also been updated. VERSION 1.6 (June 20, 1997) Finished the Materia List and revamped the 'Rumors and Speculation' section. Changed the order of some sections and updated lots of other stuff, including the Translation section. The Disc One walkthrough is now completely rewritten--Disc Two should be done by the next revision or so. Also added the initial release of the monster list. If you haven't noticed, the FAQ has been split into two files, too. Also updated the 'Earn Lots of AP' Game Shark code. VERSION 1.5x (June 1, 1997) Added the 'Materia Select' Game Shark code, in addition to some info. about the hidden (or at least undocumented) Materia Orbs; you may want to take a look at the 'Underwater Breath' materia. Also updated the Rumors and Speculation section, Materia List and added all remaining master AP scores for the Materia Orbs. VERSION 1.5 (May 31, 1997) Added the 'Item Select' Game Shark code! Fixed up minor changes made in later releases of v1.4 so everything is up to date at this point. Also added master AP scores for most of the materia in the Materia List. VERSION 1.4 (May 29, 1997) New sections have been added: 'Shopping List' (to make help with purchases), 'Learning Limit Breaks' (self-explanatory), and 'Translations' (a list of items, etc. and their translated names). Several sections have also been updated (like the Enemy Skills List and Materia list). I am currently re-playing the game to fix mistakes and clear up any poorly written sections; Disc 1 is a little over half complete and I will work on the other discs soon. As usual, more corrections and updates have been made (especially for my translations :)). I've added some Game Shark codes that were submitted to me in the 'Secrets and Strategies' section, as well as more info on the FMV Viewing Trick. Finally, the disclaimer has been tweaked a little (hopefully for the last time :)). VERSION 1.3 (May 6, 1997) Updated the Enemy Skills List, Materia List, and Raising Chocobos sections. Added information on other Bonus Areas and Cosmo Canyon. Added the 'Kamedouraku Flyers' and 'All 7 Fever' tricks, as well as the 'Infinite Limit Break Use' and 'Start with Gold Chocobo' Game Shark codes. There's also a new section, the Limit Break List. General updates and corrections have been made throughout the FAQ. Now that I have many of the 'correct' names for the items, locations, etc., most of the names in this FAQ have been changed. The disclaimer has also been changed somewhat. Keep an eye out for a complete listing of monsters and their abilities; the initial release will be added to this FAQ in an upcoming revision or be released separately. VERSION 1.2 (April 20th, 1997) Complete overhaul of the Enemy Skills list. How to get the Bahamut Zero materia, info. on red sub and events at Cosmo Canyon added. New ASCII title, and a new URL added (for those of you who want to understand this game's storyline). VERSION 1.1 (April 14th, 1997) Added the FMV Viewing Trick to the 'Secrets and Strategies' section. VERSION 1.0 (April 12th, 1997) The Disc Three walkthrough is done, making this version the 'official' release (since it now guides you through the whole game). Added the 'Piano Trick', explained how to get the Alexander Materia and how to reach the lower chest in the east wing of Sephiroth's Mansion. Altered the Introduction and Revision History sections a bit, and updated the Enemy Skill List and Materia Orbs sections. Also added how to get back into Midgar City. VERSION 0.4x (April 7th, 1997) Various corrections/updates, among them the 'Character Select' code and info. on the Sleeping Man, as well as the monster in section 4a. VERSION 0.4 (April 6th, 1997) The walkthrough for Disc Two is complete! This FAQ now provides a complete guide for both Disc 1 and 2 at this point. The guide for Disc 3 is currently underway. VERSION 0.3 (April 5th, 1997) Began work on Enemy Skill and Summon Materia charts. Fixed up some misc. info. and other things in the FAQ, and added the Mini-Battle game strategy to the 'Having Fun' section. Added 'Body Heat' Game Shark code, and more information concerning the 'Character Select' code. VERSION 0.2 (March 31st, 1997) Fixed information on the 'bug' Materia (it's actually Techniques of the Enemy). Added the 'Character Select' Game Shark code, which among other things, lets you play with Aerith AFTER Disc One or even use Sephiroth! The Disc Two Walkthrough has just been started and will be added in good time. VERSION 0.1 (March 28th, 1997) First release. Bare-bones walkthrough for Disc One and other basic information. Still more to add and correct. Contains the 'No Time Limit' Game Shark code. Began construction of VERSION 0.0 on February 14th, 1997. ++++++++++++++++++ 13. INTRODUCTION ++++++++++++++++++ "The town of Midgar is under the tight grip of Shin-Ra, the infamous conglomerate. The Shin-Ra Electric Power Company has been exploiting the life force of the planet, destroying its' precious nature. Meanwhile, the underground rebel force with a mission, Avalanche, managed to blow up Makon Furnace No. 1. Their goal is to destroy Shin-Ra and stop their atrocities. It turned out that Cloud, one of the former Shin-Ra soldiers, helped the explosion. Can just a handful of brave soldiers save the life of the planet? Shin-Ra is much too big an enemy to fight against. THE FATE OF THE PLANET IS ON THIS BATTLE." So begins Final Fantasy VII's saga, set in a futuristic world where swords and sorcery are combined with guns and machinery. This FAQ is designed to guide people through the game, providing not only a walkthrough for the adventures contained on each disc but also information on basic gameplay, secrets and tricks, and more. This FAQ is based entirely on the Japanese version of FF7. Therefore, some things in this guide may not apply to the English version of FF7 when it is released (presumably on September 7th, 1997). Furthermore, as the writer of this FAQ neither speaks nor understands Japanese, this guide is not 100% accurate. Although mistakes will be corrected in future revisions as soon as they are noticed, some parts of this guide are bound to be unclear on the subject or run the risk of supplying false info. Any Japanese names that you come across have either been submitted to me by someone else or I have translated them using a kana chart (and since I don't know the first thing about the Japanese language, my translations may not be correct). Now that I am doing item and name translations, (as of v1.3 onwards) this is more true than ever. If you see a translated name and would like to know the English equivalent, (assuming there is one) then please refer to the 'Translations' section for details. Whenever possible, I'll write NSS (Not So Sure) after anything that may be incorrect or unconfirmable. Furthermore, the I'll try to provide names of monsters, cities, locations, etc. when possible, but many things may be referred to as 'the big brown hut', 'the four-armed red frog monster', etc. because I don't know the exact name. This FAQ tries to be as understandable and clear as possible, but this is not always the case. Due to the size of this game, the FF7 FAQ will be revised whenever it is necessary, and can be found at: www.geocities.com/SiliconValley/Park/7990/index.html You can find revisions elsewhere (look at the top of the FAQ). While I update the FAQ whenever I have the spare time, I can't guarantee that other places will have the latest revision. Also, please don't e-mail me requesting a FAQ; the e-mail address I use isn't mine and I don't have the time to send out copies to everyone. However, if you notice any errors, have any information you'd like to add to the FAQ, or have some suggestions, then e-mail me via: cgfm2@hooked.net. I may not be able to use everything I receive, but whomever contributes something that is added will have their name included in the Special Thanks section. Comments and questions are welcome, and I'll try to answer a question in the next revision of the FAQ (assuming it doesn't already provide an answer or solution). ++++++++++++++++++++++++++++ 14. SECRETS AND STRATEGIES ++++++++++++++++++++++++++++ ========================================================================= GETTING YUFFIE KISARAGI ========================================================================= You can get Yuffie in your party during any disc. If you're in Disc 1 and are riding around in the Buggy, that will work, too. The two places that she appears most often are the forests beyond the Gold Saucer (in the Gongaga Area), and the small wooded area near the Condor Fort. After a few battles, you'll fight Yuffie (seems to be a 1 in 15 chance, if you ask me). ------------------------------------------------------------------------- BOSS TIPS: MEI NO NINJA LV: 37 HP: 1950 MP: 280 Just attack, really. The Summon Materia 'Titan' works well. Yuffie can do all kinds of cool attacks during this time, but not once she joins you! Yuffie's level, HP and MP vary depending on what level your characters are at. ------------------------------------------------------------------------- When the battle ends, you'll be in a plain with Yuffie lying nearby. There's also a Save Point here. However, if you touch the Save Point, then go to your menu screen to save, Yuffie escapes and steals 200 gil! Don't worry, you can meet her again. You'll have to talk to her several times to get her to join. As she and you converse, she'll ask you several questions, and you can reply in two ways. To get her to join, respond like this: Bottom answer, Top answer, Bottom answer, Top answer, Bottom answer Put another way, respond using the second reply, then the first reply, then the second reply... and so on. After that, you can name her, and she'll hook up with Cloud and the rest of the gang. Note that if you choose the top answer for the last question she asks, you can name her, but she'll steal 700 gil from you and run away. You'll have to repeat the whole process if you want to get her in your party. ========================================================================= GETTING VINCENT VALENTINE ========================================================================= The second 'optional' (or hidden) character in the game, Vincent can also join your party during any disc. You'll need the gold key from the safe in Nivelheim's Shin-Ra Mansion (see below if you don't know how to open it). Go down to the pink cavern leading to Sephiroth's library (it's in the Shin-Ra Mansion, the entrance is in the stone wall in the eastern wing). Remember the door to the crypt you couldn't get through? You can now enter it. Stand at the foot of the purple coffin and hit O. The lid will fly off and Vincent will talk to you. Choose the bottom reply when he asks you a question. When the coffin closes, press O again. Choose the second (bottom) reply when Vincent poses another question, and you can name him. Then, try to leave the cavern and he'll join you. Vincent can join you from the first time you reach Nivelheim onwards (but not during Cloud's flashback). ========================================================================= THE SAFE IN NIVELHEIM ========================================================================= What most people forget when trying to open the safe is that it's just like a real combination lock...so you have to go in more than one direction when inputting the numbers. Furthermore, unless you're fast enough, you'll run out of time if you try any other combination. The code is: RIGHT TO 36, LEFT TO 10, RIGHT TO 59, RIGHT TO 97 This means that you hold right and scroll through the numbers, then hold left until you reach 10, then hold right for the last two numbers. Don't forget to press O to verify each entry. When the safe opens, a Summon Materia (Odin) pops out, and you are assaulted by a big goon (how'd he fit into that little safe?) ------------------------------------------------------------------------- BOSS TIPS: ROSUTONANBAA LV: 35 HP: 7000 MP: 300 This boss can be taken out just by attacking and using Limit Breaks. Magic spells (Flame, Cold, Lighting) that are at level 2 are also okay to use. Heal yourself and use Summon Materia (like 'Sumon Chocobo and Moogle', and you'll win in no time. Aside from physical attacks, all this guy can really do is use a Thunder 2 spell on you, but it only does 400-500 points of damage to one character, so it's nothing to worry about. Rarely, he does a double-fisted hammer punch to one character that averages 2200 points of damage, though, so pack in some Phoenix Tails before trying to tackle him. If you blow off his red half (the one that uses magic) his physical attacks become more aggressive, so keep your HP up. Likewise, if his purple half is destroyed first, the Lost Number will use more mid-level spells, like Quake 2, against your party. It is possible to kill this boss without either part of it dying (by stunning it using the 'Summon Chocobo and Moogle' spell). ------------------------------------------------------------------------- Not only do you get an item from the boss once you beat it (it's the manual for Red 13's Level 4 Limit Break, the Cosmo Memory), but there's also a gold key lying in the safe that you can grab (Chi x x no Key). Don't forget to take the Red Materia! Apparently, there's a paper in the lower room in the right wing of the mansion that hints at the correct combination for the safe, but someone like me can't read it :( Once you've read the paper, you can find hints throughout the house (by the piano, next to the chair in the bedroom, etc.) Refer to the Disc One Walkthrough for more information. Did the code still not work? Remember, the safe's lock is LIKE A REAL COMBINATION LOCK. So, when you're turning to 36, you can either land on it or creep up to it, but you can't hit 37 and go back. This applies to the rest of the digits, too; you can't go farther than the number you want. If you do (i.e. you go to 09 when trying to get to 10), you'll have to start all over again. ========================================================================= THE SLEEPING MAN ========================================================================= Get over 100 wins by fighting battles. To see how many wins you have, get in the Highwind or ride a Green, Blue, Black, or Gold Chocobo ever so slightly south and a little ways to the east of Midgar City, where you'll find a cave surrounded by mountains with a river nearby. Inside the cave is a sleeping fellow who (usually) tells you how many wins you've gotten so far. Not only do you need to have over 100 wins, but the last two digits have to be the same (100, 111, 255, 733, etc.) When you have the correct number of victories, talk to the sleeping man. He'll toss and turn, then give you an item (Mithril). Next, go to the house on the penninsula near the Gold Saucer (you should recognize it since it's full of weapons inside). Talk to the man in the house, and when he gives you a choice, pick the top option. You'll lose the Mithril, but you now have the choice of opening the long wooden chest by the bed to get a Gold Bracelet, or examining the metal lid on the upper floor at the end of the walkway to get the manual for Aerith's Level 4 Limit Break. It's probable that you can do this with less than 100 wins, but I'm not certain of that. Someone want to verify it for me? ========================================================================= PIANO TRICK ========================================================================= Go to Nivelheim (the town by the pointed mountains on the Western Continent). Enter Tifa's house (the second building on the right side) and head upstairs to where her piano is. Choose the bottom option, then the bottom option again to play it (you can't use the top option if you want the manual). Then, press: X, S, T, L1+T, L1+S, X, S, T, L1+X, O, X, S, X or* D, L, U, L1+T, L1+S, D, L, U, L1+X, R, D, L, D * You can also use a combination of buttons and direction presses. I'd like to stress that as far as I can determine, the result of playing the piano is random. Sometimes, nothing happens, other times, you'll find 1 gil, and other times, you'll find Tifa's Level 4 Limit Break Manual (keep reading). I'd also like to state that I've gotten her manual _without_ having Tifa in my party. I'm not sure how I did it, but I have a save file that proves it (see? see!) I thought I did it by playing the melody once, exiting out, playing it again, exiting out again, and then getting back on the piano and pressing L1+T. But, the way that you're _supposed_ to do it is to stick Tifa in your party, go to the piano, play it once using the 'button only' method, and she'll eventually find a letter from her master, Zangan (the caped guy you saw during the first Nivelheim flashback). Tifa will get the Final Heaven Limit Break Manual after reading his letter. ========================================================================= KEY TO MIDGAR CITY (AREA 5 KEY) ========================================================================= First talk to the man standing by the doors back at Midgar City. He won't appear until after you've gotten the Highwind and rescued Cloud from Mideel Village. Talk to him, then return to the excavator's village on the Northern Continent. Chat with the man by the door and pick the first option, then the second or third option. While you could place diggers and hunt for the Key yourself, if you want to cheat, go over to the destroyed plane atop the dinosaur's skull. See the one excavtor near the bottom of the screen? Near him is a tiny piece of metal sticking outwards; position yourself underneath it and press up so that your character is looking forward, then dig. You can use the Key to enter the locked gates near Area 7 and look around Midgar City. If you go into the church where you met Aerith, you can see her bending over the flowers; she'll flicker and disappear after a second. There's not a lot to do here, but if you go back to the Wall Market and go to the 'ITEM' building with the machine gun inside it, you can get Tifa's Ultimate Weapon by examining the computer before the gun fires upon you (you don't need Tifa to get the item). Also, remember the man in the gun shop that you bought the Zinc Batteries from to reach the Shin-Ra Building back in Disc 1? The man in the left side of the shop will sell you an accessory (Nusuzoku no Shoute) for 129,000 gil this time around. ========================================================================= KAMEDOURAKU FLYERS ========================================================================= There are six of these flyers scattered throughout the world. You can find them in the following locations: Flyer No. 1: Midgar City...the town next to Aerith's house. Go to the second floor of the southeastern building and look at the papers taped to the wall by the stairwell. Flyer No. 2: Shinra HQ...on the first floor, check out the board with the papers on it near the elevators. The only time you can read this flyer is at the beginning of the game or when you raid Midgar in Disc 2. Flyer No. 3: Gold Saucer...go to the Ghost Square and enter the hotel. Read the sign that says 'SHOP' next to the shop entrance. Flyer No. 4: Cosmo Canyon...check the left wood post of the Tigerlily Arms Shop. Flyer No. 5: Cosmo Canyon...the gold paper by the door on the second floor of the inn (the entrance is behind some hanging cloth near the bonfire). Flyer No. 6: Utai...the bottom floor of Yuffie's house; it's the wall scroll to the right of the doorway. You can't get there unless you've done the sub-quest (refer to the 'Bonus Areas' section). You don't have to find the flyers (they look like pieces of paper) in order. Whenever you have read all six of them, go to the restaurant in Utai (the large building in the southwestern corner of town). Talk to the barkeep and you'll get a Power Up, Guard Up, Magic Up, Mind Up, Speed Up, Luck Up, and a Last Elixir. ========================================================================= ALL 7 FEVER ========================================================================= As easy as this trick sounds, it's harder to perform than you might think. One of your characters has to have a current HP of 7777 (or a maximum and a current HP of 7777...I'm not sure yet). This can be done by getting injured, equipping materia, or raising levels. When that particular character enters a battle, the message 'Ooru 7 Fiibaa' (All 7 Fever) will appear. It will show up every time the 'fevered' character attacks, too. During this time, the person affected by the 'All 7 Fever' will make one _normal_ attack against each enemy when their Time Bar is filled, even if you have materia such as Slice Everybody or Everything Affect All equipped. However, assuming they don't miss, that person will always strike for 7777 damage, even if an enemy has special defenses. Furthermore, that person behaves as if he/she was berzerked (i.e. you can't select commands for them since they will do nothing but attack), and can take no other action (even if you're wearing a Counter materia). They can still lose HP or be affected by enemy abilties/magic/etc. There are two major drawbacks to this trick; your current HP drops to 1 point after the battle (it can be healed by normal means), and you can't repeat the trick unless you have 7777 HP exactly. Since I think your maximum HP has to be 7777 too, this means that you can't repeat that trick once you raise a level, since you will gain HP and it will affect the amount of HP a materia is adding/taking away from your 'real' total. This means that the only way to permanently keep this trick is to get really good at using materia orbs to customize your character's life, or by killing that character before the end of the battle so that they don't gain experience ^_^; ========================================================================= FMV VIEWING TRICK ========================================================================= All you FF7 owners out there should try this! Go to any point in the game with an FMV sequence (such as starting a new game--the part where Cloud runs up to the Makoro furnace). Open your PSX and put in another disc. When you continue playing (the game won't crash) the FMV sequence will be replaced with one from the disc! (Using the last example, put in Disc 3 and you'll see the sequence with the stone pillars rising from the center of the last level; it's the same bit you see after killing Jenova Synthesis before fighting Sephiroth for the last time.) What's really weird is that you can keep playing the game with another disc in your system! I beat the whole first part of the game and the CD would load up the various levels! I don't know for sure, but I guess that means that the ENTIRE game is written on each disc (barring the FMV, obviously)! If you want to verify this, try starting up a save file from disc 3 and replace it with, say, the first disc. You can do the submarine/snowboard sequences, or go to any place you couldn't go to in the first disc--and all the data loads up! Going back to the trick, though, you can try this anywhere, and you usually get cool results. For instance, near the end of Disc 2, the Weapon monster rises up from the sea and attacks Midgar City--and gets decapitated by the Mako Cannon. I switched to the first disc before viewing the FMV and saw parts of the intro, and some parts from the FMV during/after Aerith's death! If you're fast, try switching the discs during the opening FMV when you start a new game; with Disc 2 inserted, it showed some more FMV of Aerith (this is when you return with Buugen Haagen to the Ancient City). Even stranger is the fact that you can still see text/graphics over the FMV in some cases, such as Cloud and the Avalanche member running offscreen just after the furnace explodes near the start of the first disc, or Cid talking to Cloud on his phone during the part where the Weapon attacks Midgar City (of course, this is over the FMV from the disc you've chosen). And as I mentioned before, you can play normally after the FMV is over, even with the other disc in your PSX! In earlier versions of this FAQ, I said that there was 'hidden' FMV of a silver car rotating around. Several people e-mailed me and informed me that you can normally view this in the Shinra HQ during Disc One. What's interesting, though, is that when I saw this FMV by using the trick above, I had switched Disc One with Disc Three (at the FMV with the bridge collapsing in Cloud's flashback). This means that it's on at least two of the three discs. Why it's there is another story. Also, the scene with the planets in Buugen Haagen's observatory (which is only in Disc 1) will also be partially displayed if you switch it with Disc 2 or 3. ========================================================================= ALWAYS RUN FROM BATTLES ========================================================================= Interestingly enough, you will instantly flee a battle if at least one character is petrified, stopped, or paralyzed while in the 'running' pose. So as long as you are not fighting a boss or have been ambushed (see the Running section for more detail), you can always escape simply by letting the enemy do one of the above attacks to you, or by doing it to yourself (via Spell Materia)! This is also useful if all your members are paralyzed, stopped, or whatever, and your last character is about to suffer a similar fate. Simply try to run away (even if you can't), and you'll escape the moment you are hit by the attack. The only exception to this trick is that if you are petrified and your other teammates are dead or petrified, then you will always lose. This doesn't work on boss battles, by the way. ========================================================================= RAISING CHOCOBOS ========================================================================= This section is based upon a summarized guide written by Nikki. Some information is also taken from a more detailed guide written by Crow. Their addresses can be found in the Special Thanks section near the end of the FF7 FAQ. You're going to need a lot of money, patience, and luck if you want to raise chocobos. The payoff is that you can breed chocobos that can fly, swim, climb over mountains and go to places normal vehicles can't reach. a) Go to the Chocobo Farm once you've accquired the Highwind. Enter the house (not the barn) and talk to the person there. Choose the first option, then choose the top choice. Doing this will let you purchase one of the stalls in the barn. You'll need to purchase all six, but they cost 10000 gil a pop. If you want, you can do the process with only four stalls, but you'll have to kick out the chocobos you don't need to make room for the newer ones. b) Leave and get on the airship. Fly to the northern continent and land near the lone house surrounded by grass (it's exactly to the northwest of the farm). Equip one character with a Steal (yellow) materia and keep walking around on the grass until you fight a large red reptile (Brachosaur?) Try to steal from him until you get a Karabu Fruit (you'll get a message with an exclamation mark if you stole something). Run away or beat him, then repeat the process three times so that you have three Karabu Fruits. You can also get this item from the same enemy if you go to the tip of the penninsula near the excavator's village on the Northern Continent where the dark grass is. c) Now, go to the chocobo tracks near the Gold Saucer (by the shore). Equip someone with a Chocobo Attract materia and walk along the tracks until you enter a battle with a Chocobo. Don't kill the chocobo, but do kill the other enemies. When the battle is over, press X to dismount and select the top option to make the chocobo return to the farm. d) Go to the tracks on the Southern Continent, near the forest where you found Cloud in Disc 2. Unlike the walking kind, you can get running chocobos here. Just repeat step (c) to catch one. Wait a second--save your game. If you didn't get the right type of chocobo (more about this in part e), you can reset the game and try again: the chocobo's gender is determined randomly each time, so you can end up with the correct gender if you keep resetting and naming the Chocobo until you get the one you want. e) Return to the chocobo farm. Talk to the guy standing still in the barn and choose the 3rd option, then the first choice twice. Name your chocobo, then repeat with the other bird. This will also place your chocobos in the stables. You can tell by their stance (walking or running) if they are the right type. To tell your chocobo's gender and race ranking (more on this later), go up to them in the barn and press O. Next to their name are two characters. The last character is the same, but the first character identifies the chocobo's gender: Female (me): | Male (o): | __ / --------- \/ / | / \ _/ | _/ ___| You'll want to make sure that the running chocobo is female and the walking chocobo is male. If you have a chocobo walking with his head down, put it in a stall, then talk to the man again and choose the 6th option from the top. Pick that chocobo and choose the top option twice, then the bottom option once to let that bird go so you can get another one. If the sex of the chocobo is wrong, just use the trick in the above section to change it. f) Do you have the correct type and gender? Talk to the man in the barn again and choose the fifth option from the top. Choose one of the chocobos by walking up to it and pressing O. Pick the top option, then repeat with the other chocobo. When you get another choice, pick the top option. A list will appear. Remember the items you stole from that reptile in the north? It will appear as the item 7th from the top (there should be a 3 next to it since you stole 3 items). Choose and and choose the top choice. g) Hopefully you got a green Chocobo! If you got a blue one or a yellow one, reset and try to mate the two chocobos again (repeat step f). You'll want a blue chocobo, but if you get one right now, it's harder to breed a green one -NSS-. Keep note of your chocobo's gender--it's important. h) At this point, you can't mate the yellow chocobos again or the green chocobo. If you don't want to wait, repeat steps (c) through (f) and try to breed a Blue Chocobo who is the opposite gender of your Green Chocobo. If you have time on your hands, though, waste it and come back later. You can re-breed your two yellow chocobos and try to get a Blue Chocobo. Either way, it will take _a lot_ of tries, but you save the trouble of capturing and renaming chocobos if you waste some time and just re-breed your two yellow birds. Remember the item that you used (Karabu Fruit), will now have a '2' next to it since you already used one. Don't worry, it will still stay in the same place on the menu. i) Okay! Now, you should have a Blue chocobo and a Green chocobo of opposite genders. If you caught another pair of yellow chocobos, you won't have any more stall space and you'll have to let the two yellow ones go. If you simply breeded them again, you'll still have two stalls left open. Since the Blue chocobo is a newborn, you'll need to waste some more time before you can breed it to the Green one. Hop in the Highwind and fly back to the house on the grassy patch in the Northern Continent. Talk to the purple geezer and choose the first option. He will offer to sell ou items; buy 40 of the ones that cost 5000 gil (Shirukisu Vegetable). Return to the Chocobo Farm and give ten of them to your blue chocobo and 10 to your green chocobo. You can do this by picking the fourth option when you talk to the man, then picking the Shirukisu Vegetable (it's the next to last one). Pick the chocobo you want to feed it to and press up or down on your controller to increase the number. Then press O twice to feed the chocobo. j) Go to the Gold Saucer (you can get there from the sky lift in North Corel). Go to the Chocobo Square, enter the main building, and talk to the girl in front of the 'STAFF ROOM' door. Choose the first option and pick either your green chocobo or your blue chocobo to race. Then pick the top choice two times and press Start at the next screen to start the race. The point of racing is to improve your chocobo's race ranking. Remember what happened when you checked your chocobo's stats? Underneath the gender was the race ranking. You need to improve it from a C to an A-class ranking, and you can do so by racing. It doesn't matter if you lose; just keep racing until you gain new classes. Refer to the chocobo-racing tips in section 3o if you need help, although it's easy to win the races using Automatic Sequence Mode. Every time you win a race, pick the top option to get an item, the bottom option twice to get an item, or the bottom option, then the top option to get some GP. Remember, to raise a class level, you have to come in first place (and even then you may need to get a high score such as 1-2 or 1-2 a few times before you'll gain a level). When you do raise a race ranking, the girl will tell you. You can see your chocobo's class every time you race it (at the screen before the race starts). Obviously, it will take quite a few races before you can hit class 'A' (it took me around 3 races to raise to the next class each time). k) Fun, wasn't it? Get back in the Highwind and return to the Chocobo Farm. Refer to step (f) and breed the blue and green chocobos together. With a little luck, you'll find a black chocobo in one of the empty stalls the following day. Yes, you may have used up your last piece of Karabu, but you won't need it anymore. Once again, take note of your black chocobo's gender. l) There's an elongated island with a forest on it northeast of the Chocobo Farm. Go into the forest and wander around until you run into a tiny monster wearing boxing gloves (Goblin). You can steal a Zeio Fruit off of it--you only need one. After you get it, fly to the chocobo tracks on the west edge of the Northern Continent and capture one; you can get the dashing kind here. Then go back to the farm, name your yellow Chocobo, and put it in the stalls. If it isn't the opposite gender of your black chocobo, reset and try the naming process again. Refer to step (e) if you forgot how to do this. m) You should have 20 Shirukisu Vegetables left, so feed 10 of them to the dashing yellow chocobo and 10 to your black chocobo (just like how you did it in step i). Now for the real fun part--you have to get an A-rank class for both the yellow and black chocobos! So, just repeat what you did back in step (j). It will take a while, but when they're both at race ranking A, leave the Gold Saucer and return to the Chococbo Farm. n) Now, breed your yellow and black chocobo together. This time, use the Zeio Fruit (it's at the very bottom of the list). Once again, refer to step (f) if you have trouble navigating the menus. It may have to retry a few times, but you'll end up with the gold chocobo eventually. Now you can go anywhere on the World Map! YELLOW CHOCOBOS can go anywhere you can normally get to on foot. The sole advantage is that a chocobo is a lot quicker than walking. BLUE CHOCOBOS can walk along rivers, but they can't go past waterfalls. They can also walk in shallow water, just like Cid's airplane could. GREEN CHOCOBOS can run over mountains, even the pointed mountains by Nivelheim. They can also dash over _most_ cliffs and drops. BLACK CHOCOBOS can walk along rivers and move around in shallow water. They can also run over mountains and cliffs. Unlike the blue or green chocobos, the black variety can go over any cliff or drop: even walk up or down waterfalls, enter the canyon surrounding the Ancient City, or walk _over_ the ice forest that you have to traverse in Disc 2 after the snowboard scene! GOLD CHOCOBOS can do everything a black chocobo can--they can also walk in the ocean, allowing you to go anywhere you want, even into the dirt pit surrounding the Gold Saucer (just like the Saucer vehicle). Truly the ultimate in transportation! In case you didn't know about it, you can rotate the chocobo you're viewing when using the various options in the Chocobo Farm by holding the R1 or L1 buttons :) Unlike chocobos that you capture and ride around on, the ones that you ride out from the Chocobo Farm are a little tamer. They'll stay where you get off them until you ride them again, and you can do this as much as you want and return them to the Farm whenever you want (although you can only have one chocobo out at a time). If you're riding a chocobo and you try to enter the Highwind, you'll find it in the 'Chocobo' area of the the ship. You'll automatically be riding the chocobo when you land the ship, too. ========================================================================= UNCHARTED ISLES ========================================================================= Head due south from Cosmo Canyon in the Highwind, then go a little to the west. You'll see an island that's part dirt, part grass, with a smaller grassy island nearby. This isle doesn't appear on the Map, but if you land the Highwind on the grassy plain and run around in the dirt long enough, you can fight Sabotenders (better known as Cactrots; those little cactus guys from FF3)! You can't get Rename Cards from them or anything like that, but it's kinda fun fighting them. Actually, the name of this island is 'Cactus Island' so it makes sense to find them here. To get to the second isle, head for the two islands near to each other on the northeastern edge of the map. Then go north (and a little more to the east), and you'll come across an oval-shaped island surrounded by mountains. There's a cave entrance here, but you can't land there in the Highwind. For more about the island, refer to the Bonus Areas part in section 6. The name of this place is 'Round Island'. ========================================================================= GAME SHARK CODES ========================================================================= I'm not much of a code-maker myself, but here are some cheats you might want to try. Remember, you need a Game Shark or a Pro Action Replay for these to work. Some people have reported problems with these codes (such as, these codes don't work with a PAR). FYI, I made these codes using a Game Shark with PAR software (version 1.98), so I really don't know why it wouldn't work on both devices. All of the codes in this FAQ were made by me, unless otherwise stated. If you want to reprint, submit, or display these codes, please give credit where it is due. If you want to submit a code, just tell me the code itself, what it does, and include any glitches/problems with the code. Oh, and please tell me the code's creator if you didn't make it yourself. Remember, these codes were made to work on the Japanese version of FF7--they _may_ work on the English-text version or Japanese re-released version, but I don't know for certain. FF7 MASTER CODE 80000000 - 0000 ----------------------------------------------------------------------- This is the cheat that lets you use other codes with this game. I don't know if it (and the other codes listed here) will work on every disc, but if a code doesn't, then I'll let you know. NO TIME LIMIT - 1ST POSITION 800F5E88 - FFFE ----------------------------------------------------------------------- With this code, anyone in the first position always has a full Time bar. This means that he or she can repeatedly choose commands and will do them as fast as he is able. The other two characters act normally. The plus side to this is that you can attack many times in a single turn of combat. Also, if you reach your Limit Break, you can repeatedly activate it as long as you start doing so before the first Limit Break begins. (As an example, I used an old file and was able to kill the boss of the Shinra Boat in the first round. This was possible because Barett already had a full Limit bar when the battle began. I rapidly selected Barett's Heavy Shot whenever the menu popped up. He did something like 20 Heavy Shots in a row.) While this is obviously useful when attacking or using Limit Breaks, you can't 'stockpile' Summon uses or Magic casting. Even if you select to summon, say, Ifrit nine times, you'll get a message for the subsequent 8 summons and nothing will happen. Similarly, if you choose to cast a spell five times but don't have enough MP, then you'll only use the spell until your MP runs out, at which point you get a message telling you so and nothing happens until your commands 'run out'. Just because you have a full Time bar doesn't give you extra initiative, either; enemies will still attack you when they are able (once you've stopped performing a command), and your allies will do whatever you told them to do (once again, as soon as you stop doing something). This code is especially useful if you're using the 'Control Enemy' Materia, since you can have them do whatever you want as many times as you want (as long as they don't get hit). CHARACTER SELECT - 3RD POSITION 8009B376 - FF0x ----------------------------------------------------------------------- Enter this code, but replace the last digit with one of the following: x = 0 - Cloud Strife 1 - Barett Wallace 2 - Tifa Rockheart 3 - Aerith Gainsborough 4 - Red 13 5 - Yuffie Kisaragi 6 - Cait Sith 7 - Vincent Valentine 8 - Cid Hiwind 9 - A - B - C - <'Nau Purintingu'> (Now Printing) D - <'Nau Purintingu'> (Now Printing) When you start the game, the character in your 3rd slot (position) will 'turn into' the character you've chosen. If the graphics are messed up, try entering and exiting the PHS screen to clear things up a bit. If the code doesn't work initially, try checking your character's stats in the PHS screen or switching that character in and out of the PHS screen. This code works much better if you use a new game or have a saved file in which the third character slot is empty. Basically, the code works like this: If you want to have any of the 'normal' characters, i.e. Cloud to Cid, then they'll usually start off at level 1. The game won't freeze or mess up if you talk to someone or if an event occurs, but if you're not supposed to have that character yet, they won't appear or interact with anyone. The sole exception to this is Aerith. Like Cloud, she cannot be removed from the party, or even the PHS system once she is put in reserve. Furthermore, the game WILL freeze or hang if you put her in her party once she's left for the last village, or if you have her join at any point from the end of Disc One onwards. What's really weird about this is that in some cases (like after the snowboarding event on Disc 2, when the party comes to in the snow), she DOES have her own dialogue (these seem to be 'any character' quotes, though). Those of you who want another code can try: PLAY AS AERITH - 3RD POSITION 801D3330 - 3313 ----------------------------------------------------------------------- It only lets you select Aerith, but seems to mess up less than the character select code. To choose her, go into the PHS screen, place your character on the 3rd person (who you don't have to remove), and press the O button twice (as if you were going to check his/her status). With this code, Aerith is 'invisible' during most events/ conversations and says nothing. As for the 'Character Select' code: Make sure that you don't have the same character in the third space that you're going to use with the first code (i.e. don't have Cait Sith in the third space and then enter a code for Cait Sith). The result is that you can make 'copies' of that character, but not select others. Unless you want to have, say, two Baretts--then put Barett in the first or second space and then use the Barett code in the third space. The special characters are the ones whose names are in brackets. While you probably recognize Young Cloud and Sephiroth from Cloud's flashback after reaching the World Map, the Chocobo and the two 'Nau Purintingu' portraits don't have any real stats, they'll just have Cloud's instead. The problem with the special characters is that you cannot turn another character into them, or their stats 'merge'. The result is that not only does that character not even appear, but they lose all their HP instantly (and don't appear, either) during battle sequences. Right now, Young Cloud and Sephiroth are the only 'special' characters that don't merge instantly. The Chocobo face appears when you try to raise Chocobos in the second disk, so that explains that. The character that I called 'Kanjimaru' is in fact translated as 'Now Printing' in English. Mr. Kelley (who translated the name) suggests that it was perhaps a test portrait made by the programmers (sort of a default portrait perhaps used before the actual portraits were drawn/decided upon), or simply a joke by the programmers, which makes sense as the portrait has no real stats, equipment, or anything else. So, to play with one of the special characters, you have to have a blank opening. I've been having some trouble 'creating' a blank space using the PHS system, so I was forced to find a file when there are two characters or less. The Shinra boat (Disc One) was the one file I had on hand to use, so it's the one I'll use in my example (the file's at the second Save Point, just before you meet with your friends and encounter Sephiroth). You could also start a new game since there's no one in the third position. If you can't get this code to work (especially with one of the special characters), try it with a blank space for optimum results. So, to test out one of the special characters at the Shinra boat, for example: Enter the code and start the game, then choose the file. Cloud will be at the top, and at the bottom will be the messed-up portrait and stats of either Young Cloud or Sephiroth. Go talk to Barett, in order to speed up events, then go meet your friends. When you're asked to pick new party members, kick out the 'special' character and take two other characters. This prevents the game from glitching in the next scene. Be sure to turn off the Game Shark so that your new allies won't suddenly 'become' Young Cloud or Sephiroth. Then, talk to one of your allies and remove your third member. Flick up the switch on the Game Shark, and you've got your special character! You can try them out in battle if you'd like in the hold below, but don't try to meet Sephiroth with Sephiroth in your party or the game will crash. For some strange reason, if Red 13 is your third member and you turn the switch on to enable the code just before the battle with Sephiroth's creature, the two won't merge and you can fight the boss with Sephiroth. Special notes about the characters: SEPHIROTH is still automatically controlled by the computer. However, you can de-equip and take his Materia for your own! Even better, you can use this code at the very start of the game to have Sephiroth accompany Cloud into the Shinra reactor! If you leave the code on and have him switch places with Cloud, you'll have three Sephiroths to fight with! (This does crash the game with a high rate, though). BTW, even if you remove Sephiroth's Materia, he can still cast magic in battle! If you start a new game with him as your character, you can't select Materia since you can't choose that option yet. While YOUNG CLOUD has a Limit Break, it (like Sephiroth's) doesn't really exist (it can't be used in battle, even if you try it with the 'Infinite Limit Break Use' code below). The CHOCOBO and both NOW PRINTINGS always act as if they are 'merged'. I have yet to find a way around this, so they are unplayable for the time being, even though you can get their portraits (I doubt you can play with either of them). Unfortunately, the code for VINCENT VALENTINE almost always results in a 'merged' (and hence, unplayable) version of Sephiroth, even if I activate him in a blank space. Once you get Vincent (normally), both this and the Sephiroth code give mixed results, at best. Even without Vincent, this code gives you some strange results. For instance, even though Sephiroth doesn't really have a Limit Break, the name that is given is Vincent's initial Break. As you can see, this code is far from perfect, and I haven't been able to test the codes fully. If you have trouble using these codes, remember that you MUST have a blank space to put one of the 'special' characters or the code won't work and both characters will merge. Also, don't be surprised if the game hangs, especially during character events, even if the code you're using is for one of the 'normal characters' (Aerith in particular). With both of these codes (characters & Aerith) it's a good idea for you to flip off the code after getting the character you want to lessen the chance of the game hanging. BODY HEAT ALWAYS STAYS AT 31 DEGREES 80074DC4 - 2000 ----------------------------------------------------------------------- This code has no effect on the game unless you go to the outside ledges of the Frozen Mountain. While there, your body heat will stay at a constant 31 degrees, and neither tapping the S button or being exposed to the cold air will have any affect to your temperature. This way, you can explore the mountain freely without worrying about passing out. The number may fluctuate a bit (it sometimes stops at 91), but your heat will still be unaffected. INFINITE LIMIT BREAK USE - 3RD POSITION 800F619C - 00FF ----------------------------------------------------------------------- As long as this code is activated, your Limit Bar instantly fills up and stays full until you use a Limit Break. It then immediately fills again, allowing you to use your Breaks as often as you'd like. The only side effect is that you can 'choose' Breaks that you don't really have--this has no affect on the actual game aside from wasting a turn and if you try to use one, you get a message telling you that you don't have enough MP. This code has no effect on Vincent after he's done any of his Breaks, and it doesn't allow characters to use Limit Breaks when they normally can't (Sephiroth, Young Cloud, Cait Sith , or characters who can't use them due to their status, such as petrification). I really want to get a '1st position' code so I could use it with the 'No Time Limit' code...imagine what you could do with that. In fact, I've been trying to get most of my codes to work for players in other positions, so maybe I'll have some new stuff for you coders to cheat with when the next revision is put up. START WITH GOLD CHOCOBO 800E54B4 - 0004 ----------------------------------------------------------------------- This code suffers from some MAJOR drawbacks, but at least it's usable. If I can tweak it enough to get a real chocobo select, then this code will be updated. When activated, it turns your chocobo into a gold chocobo. The color and type remain the same, but you can cross cliffs, mountains, rivers, shallow water, oceans, go up waterfalls, etc. (as if you were riding a gold chocobo). However, this code has it's share of flaws, namely: You can't do this with wild chocobos that you catch: you have to catch a chocobo, send it to the Chocobo Farm, name it and ride it out of the farm, _then_ activate the code. This effectively prevents you from using this code until about halfway through Disc 2 when the option of chocobo breeding is available to you, so you can't cheat wildly on the first disc and do things like skip to new areas, bypass levels, or grab the Knights of the Round Materia at such an early point in the game :( Secondly, you can't leave the World Map while the code is on, so you'll have to turn off the code before entering any area. When you come back out, the chocobo will have 'reverted' to normal, so you'll have to get back on and flip the switch up again to re-activate the code. Also, the code sometime glitches if you enter the dirt pit around the Gold Saucer. I had to have all the chocobo types before I could make this code in the first place, so it didn't help me much. :( ITEM SELECT 8009B4xx - yzzz ------------------------------------------------------------------------- This is THE code that I've been wanting to make since I bought this game, and I'm quite overjoyed to have it. I wish there were more secret items in the game, and I would have really liked to get some Key Items, but that's another code for another day. Don't forget that you can sell these items for loads of cash (as long as the switch is up), and you can use them to empower your characters (try the '-Appu' items) early on in the game. Enjoy! Please take note: As long as you follow the below guidelines (remember to be careful when putting in the two 'location' digits), this code should work. Several people have been complaining that they can't get the code to work--even the people with the same GS and version number as mine (1.98). If you've _carefully_ tried this code and can't get any results, then you may simply not be able to use the code on your game. I have NO IDEA what causes this and I'm sorry I can't offer more help to those with problems concerning this code or the Materia Select code (they both work in the same manner). And yes, saving your game with this code _will_ save the items into memory--you'll still have to be careful that you don't end up with the 'battle' glitch' described below. An example code would be 8009B4A8 - 202A for the Ghost Hand item, for those of you who don't understand how the x/y/z entries work. xx = Location where item appears on the Item Select Screen. You can change this number to enter the code multiple times to have multiple items of your choice, but you _must_ use EVEN numbers (i.e. C2, 9A, or 88) or the game may glitch. Also, if this code would put an item over an occupied space and not a blank one, the game may freeze or the item may not appear. Finally, try to keep the location range between 8_ and C_ or the game may crash. y = No. of items; you'll have an infinite amount unless you turn the switch off (usually). The number you enter is converted to hexidecimal form (so what you put in won't correlate with the # of items you get). Keep in mind that 0 is a valid number and can be used. zzz = Item name: 000 = Potion 0A0 = Gatling Gun 001 = Hi Potion 0A1 = Assault Gun 002 = X Potion 0A2 = Cannonball 003 = Ether 0A3 = Atomic Scissor 004 = Ether Turbo 0A4 = Hard Vulcan 005 = Elixir 0A5 = Chainsaw 006 = Last Elixir 0A6 = Micro Razor 007 = Phoenix Tail 0A7 = A. M. Cannon 008 = Poison Neutralize 0A8 = Double Machine Gun 009 = Gold Needle 0A9 = Drill Arm 00A = Virgin's Kiss 0AA = Sold Bazooka 00B = (Uchide no Koduchi) 0AB = Rocket Punch 00C = (Yamabikoenmaku) 0AC = Enemy Launcher 00D = Stimulant 0AD = Pile Banker 00E = Tranquilizer 0AE = Maximum Ray 00F = Almighty Medicine 0AF = Missing Score 010 = Silent Smoke 0B0 = Mithril Clip 011 = Speed Drink 0B1 = Giyaman Hairpin 012 = (Ei x no Kusuri) 0B2 = Silver Baretta 013 = Vaccine 0B3 = Gold Baretta 014 = (Shurudan) 0B4 = Adamant Clip 015 = Bomb Fragment 0B5 = Crystal Comb 016 = Right Arm Bomb 0B6 = Magic Comb 017 = Gold Hourglass 0B7 = Platinum Baretta 018 = Death God's Kiss 0B8 = Battle Clip 019 = Spider Thread 0B9 = (Kanzashi) 01A = Dream Powder 0BA = Seraph Comb 01B = Silent Mask 0BB = Behimoth Horn 01C = Battle Gong 0BC = Spriggan Clip 01D = Delusion Washi Weed 0BD = Limited Moon 01E = Fire Dragon Fang 0BE = Guard Rod 01F = Fire Scroll 0BF = Mithril Rod 020 = Antarctic Wind 0C0 = Full Metal Rod 021 = Cold Binding Crystal 0C1 = Strike Rod 022 = Electric Shock Bird Horn 0C2 = Prism Rod 023 = Fast Thunder 0C3 = Aurora Rod 024 = Earth Drum 0C4 = Wizard Rod 025 = Earth Hammer 0C5 = Confusion/Vizier Rod 026 = Harmfulness Material 0C6 = Fairy Tail 027 = Molbol's Tentacle 0C7 = Umbrella 028 = Sand Star 0C8 = Princess Guard 029 = Vampire Fang 0C9 = Spear 02A = Ghost Hand 0CA = Slash Pike 02B = Basilisk's Nail 0CB = Trident 02C = Light Curtain 0CC = Pole Axe 02D = Moon Curtain 0CD = Partisan 02E = Reflection Mirror 0CE = Serpent Halberd 02F = Holy Torch 0CF = Javelin 030 = Big Bird Feather 0D0 = Glow Lance 031 = Sea Dragon Scale 0D1 = Mop 032 = (Mozu no Hayanie) 0D2 = Dragoon Lance 033 = Shorten 0D3 = (x ryuu x getsutou) 034 = Eye Medicine 0D4 = (Houtenga x geki) 035 = Fire Cocktail 0D5 = (Ronginusu) 036 = S Mine 0D6 = Venus Gospel 037 = 203 Million Bullet Shells 0D7 = Juuji Shuriken 038 = Gravity Ball 0D8 = Boomerang 039 = Space-Time Bullet 0D9 = Windmill 03A = (Ikasumi) 0DA = Crescent Moon Ring 03B = Numbness Needle 0DB = Hawk Eye 03C = Fang of Dragon Pair 0DC = Crystal Cross 03D = Witch's Cauldron 0DD = Wind Slasher 03E = Shirukisu Vegetable 0DE = Twin Viper 03F = Reigen Vegetable 0DF = Manji Shuriken 040 = Mimetto Vegetable 0E0 = Super Ball 041 = Kuriie Vegetable 0E1 = Fuuma Shuriken 042 = Pasaana Vegetable 0E2 = Rising Sun 043 = Tantaru Vegetable 0E3 = (Kari x) 044 = Karakka Vegetable 0E4 = Irreconcilable 045 = Gizaaru Vegetable 0E5 = Yellow Megaphone 046 = Tent 0E6 = Green Megaphone 047 = Power Up 0E7 = Blue Megaphone 048 = Guard Up 0E8 = Red Megaphone 049 = Magic Up 0E9 = Crystal Megaphone 04A = Mind Up 0EA = White Megaphone 04B = Speed Up 0EB = Black Megaphone 04C = Luck Up 0EC = Silver Megaphone 04D = Zeio Fruit 0ED = (Hou xx) 04E = Karabu Fruit 0EE = Gold Megaphone 04F = Porofu Fruit 0EF = (Totsu x rappa) 050 = Paramu Fruit 0F0 = Starlight Phone 051 = Rasan Fruit 0F1 = Marvelous Cheer 052 = Saraha Fruit 0F2 = Quicksilver 053 = Rujiru Fruit 0F3 = Super 054 = Pipio Fruit 0F4 = Landal 055 = Zinc Battery 0F5 = (Raiatto) 056 = Pocket Tissue 0F6 = Winchester 057 = S. U. W. G. C. S. Manual 0F7 = Peacemaker 058 = Catastrophe Manual 0F8 = (Bantorain) 059 = Final Heaven Manual 0F9 = Longbarrel R 05A = Great Word of God Manual 0FA = Silver Jewel Gun 05B = Cosmo Memory Manual 0FB = Sniper CR 05C = Universe Manual 0FC = Highbrow ST 05D = Chaos Manual 0FD = Outsider 05E = Highwind Manual 0FE = Death Penalty 05F = (1/35 Shin-Ra x) 0FF = Masamune 060 = Super Alloy Sweeper 100 = Bronze Bangle 061 = Masamune Blade 101 = Iron Bangle 062 = Save Crystal 102 = Titanium Bangle 063 = Dio's Exciting Fight Diary 103 = Mithril Bracelet 064 = Signed Colored Paper 104 = Carbon Bangle 065 = _My Life's Gambling_ 105 = Copper Bracelet 066 = 102 106 = Gold Bracelet 067 = 103 107 = Daia Bangle 068 = 104 108 = Crystal Bangle 069 = 105 109 = Platinum Bangle 06A = 106 10A = Rune Bracelet 06B = 107 10B = (Ejinkooto) 06C = 108 10C = Wizard Brace 06D = 109 10D = Adamant Bangle 06E = 110 10E = Gigas Bracelet 06F = 111 10F = Imperial Guard 070 = 112 110 = Aegis Bracelet 071 = 113 111 = Force Brace 072 = 114 112 = Warrior Bangle 073 = 115 113 = [Shin-Ra Relaxed Form Defense Tool] 074 = 116 114 = [Shin-Ra Armor Type Defend Tool Reform] 075 = 117 115 = Four Slot 076 = 118 116 = Ardent Flame Bracelet 077 = 119 117 = Aurora Bracelet 078 = 120 118 = Thunder Bracelet 079 = 121 119 = Dragon Bracelet 07A = 122 11A = Minerva Brace 07B = 123 11B = Escort Guard 07C = 124 11C = Myth Tear 07D = 125 11D = (Zaidorittsu) 07E = 126 11E = (xx wan x kei) 07F = 127 11F = Chocobo Bracelet 080 = Buster Sword 120 = Power Wrist 081 = Mithril Saber 121 = (Boudan Chokki) 082 = Hard Breaker 122 = Earring 083 = Butterfly Edge 123 = Talisman 084 = Enhance Sword 124 = Chocobo Feather 085 = Ogre Nix 125 = Charm 086 = Crystal Sword 126 = Champion Belt 087 = Force Eater 127 = Poison Ring 088 = Rune Blade 128 = Toughness Ring 089 = Murasame 129 = Sacred 08A = Nail Bat 12A = Star Pendant 08B = (Riku x syukichikou) 12B = Silver Edge Glasses 08C = Apocalypse 12C = Headband 08D = (Ten no Ganshou) 12D = Fairy Ring 08E = Ragnarok 12E = Jewel Ring 08F = Ultima Weapon 12F = White Cape 090 = Leather Glove 130 = Hermes' Shoes 091 = Metal Knuckle 131 = Peace Ring 092 = Mithril Claw 132 = Ribbon 093 = Grand Glove 133 = Flame Ring 094 = Tiger Fang 134 = Cold Ring 095 = Daia Knuckle 135 = Thunder Ring 096 = Dragon Claw 136 = Tetra-Element 097 = Crystal Glove 137 = Safety Bit 098 = Motor Drive 138 = Angry Ring 099 = Platinum Fist 139 = Cursed Ring 09A = Kaiser Knuckle 13A = Protection Ring 09B = Army Cotton Gloves 13B = Spirit Bell 09C = Over <-head> Throw 13C = Reflection Ring 09D = Master Fist 13D = Water Ring 09E = God Hand 13E = (Nusuzoku no Shoute) 09F = Premium Heart 13F = Hypno-Crown - Codes ending in 066 - 07F give you these items. As of right now, I don't know what their purpose is (they may be disabled Key Items, I think). - Codes ending in 080 - 08F are swords for Cloud. - Codes ending in 090 - 09F are claws for Tifa. - Codes ending in 0A0 - 0AF are cannons for Barett. - Codes ending in 0B0 - 0BD are combs for Red XIII. - Codes ending in 0BE - 0C8 are rods for Aerith. - Codes ending in 0C9 - 0D6 are spears for Cid. - Codes ending in 0D7 - 0E4 are shurikens for Yuffie. - Codes ending in 0E5 - 0F1 are megaphones for Cait Sith. - Codes ending in 0F2 - 0FE are handguns for Vincent. The code ending in 0FF looks like a gun, but it is in fact Sephiroth's Masamune blade. - Codes ending in 100 - 11F are defensive bracelets. - Codes ending in 120 - 13F are accessories you equip. - Codes ending in 140 - FFF are 'glitch' items that don't exist and have no purpose/effect on the game. If you have this code activated and you go into a battle, you may get a strange effect that prevents you from fighting the battle. As the battle begins, these messages will appear, one after the other: ̣ ȴ̴ᴮ մ xx ޴ I think it would be translated as: xxx: ### / Error Occurred: ## L1+R1+SELECT x Reset xxx System Error x xx xxxx Should you press L1+R1+Select at any time, you're instantly taken out of the battle. While you don't gain AP, gil, or experience points or items, you don't lose anything, either. Not only can this be used to bypass normal battles, but it can be used during boss battles and the game will continue as if you had fought and beaten the boss! This is pure speculation on my part, but I think this is probably some sort of error checker/debugger that was used by the game's programmers to test battle sequences, probably to fix up any flaws in the 'Active Time Battle' system. This seems possible because the number seem to indicate your party's Agility compared to the enemies (I think). And assuming my translations are correct (assuming, mind you :)) it would make some sense. Keep in mind that this may still happen even with the code off. So, it's a good idea not to have this code on when you go into a battle. The best procedure would probably be to put in the codes for the items you want, then save your game and load it without using this code. Then, make sure that you don't have any spare items left in your menu (use them, sell them, or try 're-equipping' them to reduce the amount that you have--if you re-equip them you'll still keep one, but the others will vanish). Of course, if you don't want to fight any battles, then leave the code activated :) MATERIA SELECT 8009B6xx - 00yy ------------------------------------------------------------------------- Well well! Here's an interesting code. It works very much like the Item Select code above, except that you have to go into the Materia Screen. As long as the switch is up, you have an infinite number of whatever Materia you've selected. The only bad thing about this code is that it will sometimes start off the Materia orbs with 'beyond master' levels, meaning that you can use all their abilities, but you can't get another one by mastering it. xx = Location where the materia appears on the Materia Menu. You can change this number to enter the code multiple times to have multiple materia of your choice, but you _must_ use EVEN numbers (i.e. A0, C4, or 86) or the game may glitch. Also, if this code would put a materia over an occupied space and not a blank one, the game may freeze or the materia may not appear. Finally, try to keep the location range between 8_ and C_ or the game may crash. yy = Name of Materia: 00 = MP Up 2E = (glitch) 01 = HP Up 2F = (glitch) 02 = Speed 30 = Master Command 03 = Magical 31 = Flame 04 = Lucky 32 = Cold 05 = Experience Points Up 33 = Earth 06 = Gil Up 34 = Thunder 07 = Enemy Avoid 35 = Remedy 08 = Enemy Collect 36 = Medical Treatment 09 = Chocobo Collect 37 = Resurrect 0A = Advance Attack 38 = Seal 0B = Long Distance Attack 39 = Perplex 0C = Everything Affect All 3A = Transform 0D = Counter 3B = Seperation 0E = Slice Everybody 3C = Poison 0F = Continuous Slice 3D = Gravity 10 = Protect 3E = Barrier 11 = Underwater Breath * 3F = Mabarrier * 12 = HP/MP Replace 40 = Meteorite 13 = Double Magic 41 = Time 14 = Double Summon 42 = Reflect * 15 = Double Item 43 = (Rifuabu) * 16 = Booster * 44 = Annihilation 17 = Affect Everybody 45 = Sealed Off 18 = Command Counter 46 = Full Cure 19 = Magic Counter 47 = Shield 1A = MP Turbo 48 = Ultima 1B = MP Absorb 49 = Master Magic 1C = HP Absorb 4A = Chocobo & Moogle 1D = Attribute 4B = Shiva 1E = Additional Effect 4C = Ifrit 1F = Surprise Attack 4D = Titan 20 = Final Attack 4E = Ramuh 21 = Slice in Addition 4F = Odin 22 = Steal in Addition 50 = Leviathan 23 = Random Magic Strike 51 = Bahamut 24 = Steal 52 = Kujata 25 = See Through 53 = Alexander 26 = Law * 54 = Phoenix 27 = Throw 55 = Bahamut Reborn 28 = Metamorphosis 56 = Hades 29 = Certain Kill 57 = Chupon 2A = Manipulate 58 = Bahamut Form Zero 2B = Mimicry 59 = Knights of the Round 2C = Techniques of the Enemy *2 5A = Master Summon 2D = (glitch) 89 = (glitch) * Codes ending in 11, 16, 26, 3F, 42 and 43 are 'disabled' Materia that you can't normally get during the game. *2 With this code, the Teki no Waza orb will have all stars filled except for stars 1-8. - Codes ending in 00 - 0D, 10 and 12 are Independant Materia. - Codes ending in 0E, 0F and 17 - 23 are Combination Materia. - Codes ending in 13 - 15, 24, 25, 27 - 2C and 30 are Command Materia. - Codes ending in 31 - 3E, 40, 41, and 44 - 49 are Magic Materia. - Codes ending in 4A - 5A are Summon Materia. - Codes ending in 2D - 2F, 89 are game glitches and not real Materia. - However, equipping the '089' materia will raise most of your stats. to 255 and your MAX MP to 999, although your HP will be dramatically reduced. - All other codes (5B - FF, excluding 89) are game glitches and not real Materia. Here are materia charts for each of the 'disabled' materia. Please note that the abilities/AP levels of these materia tend to fluctuate, even if you put these in using the Game Shark, saved your game, and then played again without the GS codes on. Refer to the 'Main Menu' section of the first part of the FAQ for information on Materia descriptions, etc. ------------------------------------------------------------------------- MABARIA (Mabarrier) - Magic Materia 20000 AP 3 stars ------------------------------------------------------------------------- ޴ܴ LV1: Mabarrier ޴ܴ 24 Lessens magical damage LV2: Mabarrier ޴ܴ 24 Lessens magical damage LV3: Mabarrier ޴ܴ 24 Lessens magical damage This materia has its own description, Mabaria no.... Although it is just like other Magic Materia descriptions, note that the bracket-like quotes put around most magic spells are not used in this description (as in Mabaria instead of [Mabaria], sort of). Status Changes: POWER -02 MAGIC +02 MAXHP -05% STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05% Find: Use the 'Materia Select' Game Shark code (3F). ------------------------------------------------------------------------- RIFUREKU (Reflect) - Magic Materia 20000 AP 4 stars ------------------------------------------------------------------------- ʹ LV1: Reflect ʹ 30 Reflects most magic LV2: Wall ϴ 58 Barrier and Mabarrier cast at once This materia has its own description, Rifureku no.... Although it is just like other Magic Materia descriptions, note that the bracket-like quotes put around most magic spells are not used in this description (as in Rifureku instead of [Rifureku], sort of). Status Changes: POWER -02 MAGIC +02 MAXHP -05% STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05% Find: Use the 'Materia Select' Game Shark code (42). ------------------------------------------------------------------------- RIFUABU (Reflect Wave?) - Magic Materia 60000 AP 3 stars ------------------------------------------------------------------------- ʹ L1: -- -- -- L2: Wall ϴ 58 Barrier and Mabarrier cast at once This materia has its own description, Uooru no.... Although it is just like other Magic Materia descriptions, note that the bracket-like quotes put around most magic spells are not used in this description (as in Uooru instead of [Uooru], sort of). Status Changes: POWER -02 MAGIC +02 MAXHP -05% STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05% Find: Use the 'Materia Select' Game Shark code (43). ------------------------------------------------------------------------- SUICHUU KOKYUU (Underwater Breath) - Independant Materia 1 star ------------------------------------------------------------------------- یی Has no description. It says it's ability is 'SuichuuKokyuu*' This materia seems to have no effect when equipped, nor does it affect anything or anyone at any point in the game, as far as I can tell. Unlike all other materia, it has only one star. I would assume that this Materia starts off mastered, but because of the Materia Select code, I have way over a million AP and I can't seem to make that number go down. It could be that you have to master it (just like other materia) but then it would be the only materia in the game that starts off with no mastered star levels. * The info. box will give the stats. of the last Materia the cursor was on should you move it around (unless it was last on an Independant Materia, in which case it will display 'SuichuuKokyuu' for the ability name). Find: Use the 'Materia Select' Game Shark code (11). NOTE: If you want to learn more about this materia, please refer to the 'Rumors and Speculation' and 'Documents' sections for more detailed conjecture. For those of you who keep asking, I've been to the Ancient City and _nothing_ happens. Believe me, I've experimented with this materia in just about every possible way and it doesn't seem to have any effect in the game. ------------------------------------------------------------------------- HOUSOKU (Law*) - Command Materia 20000 AP 2 stars ------------------------------------------------------------------------- ۸ Has no description. LV1: ZENINAGE (Coin Toss) ۹ Just like the 'Zeninage' skill of the 'Nageru' materia. Although it doesn't say it, you also have the Nageru skill (Throw) in battle, too. Find: Use the 'Materia Select' Game Shark code (26). * Mr. Kelley points out that this is most likely a joke by the programmers. 'Law' is what lawyers deal with, and the listed skill given for this materia is Coin Toss. As in 'you have to throw away your money when dealing with lawyers'. ------------------------------------------------------------------------- BUUSUTAA (Booster) - Combination Materia 90000 AP 5 stars ------------------------------------------------------------------------- մ Has no description. It says it's ability is 'Buusutaa'. So far, it doesn't seem to affect any Materia I equip it to. From the name, though, I'd imagine that it's supposed to increase the range/ effectiveness/power of the Materia that you combine it with or perhaps increase the amount of AP you earn for that Materia. Find: Use the 'Materia Select' Game Shark code (16). Here are some codes sent in by contributors: ALWAYS HAVE 9999999 GIL 8009B9F8 - 967F submitted by 8009B9FA - 0098 ----------------------------------------------------------------------- As long as this code is activated, you'll always have 9999999 gil, even if you win a battle or purchase something (you can turn the code off to spend and gain money normally, and it won't drop down to the original amount you had before you used this code). If you turn off the code and earn a lot of gil, the numbers may look a little buggy, but it's not a harmful effect and it won't do anything to your game (and the amount will appear normal when you're purchasing items from a shop). GAIN LOTS OF EXPERIENCE POINTS FROM BATTLES 8009BF70 - FFFF submitted by ----------------------------------------------------------------------- With this code turned on, you'll win much more EXP. from enemies than you would normally. You don't need to use this code to keep your new exp. levels, either, since you can save them into the game just as if you had earned them normally. I wonder how the 'Experience Up' materia would affect this code? GAIN LOTS OF ABILITY POINTS FROM BATTLES 8009BF74 - 0FFF submitted by ----------------------------------------------------------------------- This works pretty much like the above code; simply turn it on and when you win a battle, you'll always earn a ton of ability points (AP), usually 4000-8000 points per battle. You can save your game normally to keep any materia orbs that you've mastered or leveled-up, too, so you don't have to keep using this code. If you affix a Materia Orb to a weapon that increases the rate at which a materia levels-up (such as Cloud's Apocalypse weapon), then you'll gain double or triple the amount of AP that you would normally. A special thanks to Deuce for discovering that if you change the code to 8009BF74 - 8FFF, you will gain far more AP per battle (around 36800 points) than you would normally. +++++++++++++++++++ 15. MISCELLANEOUS +++++++++++++++++++ ========================================================================= THE CHARACTERS ========================================================================= Who's going to help Cloud fight against the Shin-Ra? Read on to discover friends (maybe even foes) who hook up with Cloud as the game progresses. AERITH GAINSBOROUGH (22 years old) A beautiful woman with a mysterious atmosphere. She met Cloud when she was selling flowers in (Midgar, and now she plays an important role in Cloud's adventure. She is better at magic attacks than attacking with weapons. BARETT WALLACE (35 years old) The leader of "Avalanche". His overwhelming power and a gun made especially for him would destroy anything. He lost his wife in the past and now lives for his little daughter, Marin. CAIT SITH (age unknown) No one knows where he is from. The way he talks lets us guess he is a male being. He gives life to the fat stuffed animal of Moogle and rides its back. His attacks during the battle are worth seeing; it is as though everything in a toy box were coming out. Fortune telling is his hobby, but what he says is never reliable. CID HIWIND (32 years old) A pilot who dreams like a boy. In the sky or on the water, no one steers better than him. He is dreaming of traveling the endless starry sky. A man always willing to face danger with a lance in his hand. He also has an amazing knowledge of mechanics. CLOUD STRIFE (21 years old) A former soldier of Shin-Ra. He is now a member of the rebel force "Avalanche", and is getting involved with battles that would decide the fate of the planet. There is nothing that his sword would not destroy. RED XIII (age unknown) Sex unknown. Red XIII has decidedly red fur and looks threatening, but has an intelligence level that is well beyond that of humans. The only thing known about Red XIII is that it attacks the enemy with its claws and fangs. A very mysterious beast. SEPHIROTH (age unknown) He was also a Shin-Ra soldier, and Cloud was under him. Only Shin-Ra's confidential files know his past. He was one of the best soldiers there. His long sword has an incredible power, and he is the only one who can use it. No one knows where he is now. TIFA ROCKHEART* (20 years old) An optimist who encourages the members of the party. Despite her cute appearance, she is a real martial arts fighter who only uses her fists. She is also an important member of "Avalanche". She has known Cloud since they were small and has feelings for him but still cannot tell him so. * It may be 'Lockheart', for all I know. VINCENT VALENTINE (27 years old) A guy with a dark, mysterious atmosphere. It seems that the past relation with Shin-Ra is making him travel with Cloud and others. It is known that his slim body possesses some kind of amazing power and abilities. YUFFIE KISARAGI (16 years old) She is a member of a Ninja family with long history, but she does not care much about it. She decided to join Cloud's party only because she wanted to get "something". She is a clever, selfish girl, but plays an important role in battles by using her Ninja tricks and skills. ========================================================================= MATERIA ORBS* ========================================================================= As you play the game, you'll find, buy, and be given Materia Orbs. When equipped, these orbs have various functions (like Relics from FF3), and become stronger as you use them (like the Classes from FF5j). There are five types of Materia: Green - Spell Materia. When equipped, you can cast spells like Thunder, Fire, Cure, Barrier, etc. Yellow - Command Materia. These give you the ability to Steal, Throw, Mimic, etc. Purple - Independent Materia. These will increase your scores, like Max HP or Speed. Blue - Support Materia. These augment the power of certain other Materia. For instance, the 'Select All' Materia, when combined with a Flame materia, lets you cast a fire spell on all foes. Red - Summon Materia. These let you summon monsters, like Chocobo, Shiva, Bahamut, or even Chupon! * My tv has some strange color properties. This means that when I mention a 'Purple Materia', it may actually be a Blue Materia. I didn't even realize this until after first releasing this FAQ, so try and bear with me, okay? I'll avoid incorrect naming in the future, but I may still get it wrong sometimes. Sorry! ^_^; You can equip Materia from the Main Menu, and mix and match them in any way you want. This is how they work: Weapons and bracelets have a certain number of 'holders' on them. You can equip one Materia per holder. So, if a sword has one holder and a bracelet has five holders, you can equip six Materia in all. The benefit to equipping a Materia is the skills/magic/etc. it gives you. The bad part is that equipping Materia tends to lower your statistics. While this is only temporary, you'll have to decide if you value skills or scores more when equipping certain Materia. To restore your stats. to normal, simply unequip the Materia you're using. You'll notice that some holders aren't connected, and some are (it looks something like this: 0=0 ). Connected holders are used to couple an Independent Materia with another Materia, since Independent Materia have no effect on their own. When you win a battle, you gain AP (Ability Points). Each Materia has a number of stars, representing its' 'levels'. All Materia start off at level 1, but can be increased to their max. level. The more level stars a Materia has, the stronger and more useful it becomes. To gain a star level, you have to gain a certain number of Ability Points, just like raising levels or learning Esper magic (in FF3). However, only Materia that you have equipped earn AP. Luckily, that Materia has the same number of points no matter who uses it. For example, let's say Cloud keeps the Summon Chocobo materia equipped for a long time, and manages to raise it to level 2. If Barett, who's never worn that Materia before, equips it, he can also use it at level 2 strength. When you do 'master' a Materia (by gaining all its' levels), you will instantly get another Materia of the same type! Even though it will begin at level 1 (i.e. unused), this means that you can have as many Ultima or Summon Bahamut materia as you want (for example), providing you max out the ones you already have beforehand. Be sure to sell off Materia that you don't need; if you have a full Materia list with no empty places and you master a materia that you have equipped, it will appear in a random location on the list, permanently erasing the Materia that was in it's place (guess the programmers at Square never bothered to check that out, did they?) You'll want to be careful if you have more than one of the same Materia, because you have to raise them seperately. And there's no point in giving two of the same Materia to the same person! Try to figure out what Materia works best with which person (i.e. give the MAX MP up Materia to a good magic-user, and give the Certain Kill materia to a character with low normal attack power). Also, take note of the way the holders look; if they don't have silver dots in them (like this: O=O or just O), then you can still equip Materia, but you can't level- up them since none of the AP you gain in battles will be distributed to the Materia in that weapon or item. The tradeoff is that such equipment is usually very strong. ========================================================================= HUGE MATERIA / MASTER MATERIA ========================================================================= From Disc 2 onwards, you have the chance to find and collect four 'Huge Materia'. They can be gotten from these locations: Blue Materia - North Corel. You have to save the town from being destroyed by a train during Disc 2. Yellow Materia - The other Huge Materia is located in the Condor Fort-- you can only get this during Disc 2. What you have to do is win the 'mini-battle' sequence atop the tower or you won't receive the Huge Materia. Green Materia* - Rocket Town. After you and Cid blast off in his ship, you'll have to enter the code command to free the huge Green Materia. If you can't save the Materia, it's lost for good. This quest can only be done during Disc 2. Red Materia - Red Submarine. If you were able to sink the red sub during the return trip to Junon Town in Disc 2, you can capture the huge Red Materia from the sunken submarine at any time during Discs 2 or 3. If you weren't able to stop the sub, then this Materia is permanently lost. * In one game, I tried beating every quest but Corel. I had three of the materia, Yellow, Green, and Red. I always thought the Blue Materia was part of the Rocket Town sub-quest, but I guess not. While you have to get two of the Huge Materia in order to make the game progress during Disc 2, you don't need to collect all four of them. However, you can get the powerful 'Master Materia' from the Huge Materia, as well as the strongest Bahamut summon materia, 'Bahamut Form Zero', so it's advisable that you try to find them all. You can receive the following materia from each Huge Materia: NAME DESCRIPTION PREREQUISITES Master Magic Cast any magic spell Huge Green materia and a 'master' level for all 21 magic materia. Master Command Use most commands Huge Yellow materia and a 'master' level for seven command materia (see below). Master Summon Use all summon spells Huge Red materia and a 'master' level for all 16 summon materia. Bahamut Form Zero A summon materia Huge Blue materia and the Bahamut and Bahamut Reborn summon materia orbs. Once you've fulfilled the prerequisites to get a certain master materia, simply return to Buugen Haagen's observatory in Cosmo Canyon and touch the correct Huge Materia (I hope you have the Huge Materia on you/have already taken it to the observatory in Cosmo Canyon beforehand!) Pick the first option and the screen will glow; pick the top option to get your master materia or the bottom option if you want to get that particular master materia later. You do have to have all the mastered materia on hand, but it doesn't matter whether they're equipped or not. If you're trying to get Bahamut Form Zero, then all you have to do is touch the huge blue materia and you'll automatically receive it after choosing the first option; you have to get this summon spell before you can receive the Master Summon materia. There's good news and bad news, though: - All of the Master materia do not have level stars, so you can't simply 'master' them and get a second Master Materia. Wearing one doesn't effect your statistics, either (so all of you who were hoping for a 'MAX MP +80%' or something like that will be disappointed!) - When you receive a Master materia, you lose all the materia that you mastered. This means that not only will you be left with a bunch of low-level materia (since you get another materia of the same type when you master it, remember?), but you'll have to master each of them if you want to get a second Master materia of that type. The good news is that if you have two mastered orbs of the same type (say, two Flames and you're trying to get the Master Magic materia), you'll only lose one and keep the other. So, if you have two mastered Kujata materia and you get a Master Summon materia and want another one, you'll only have to level-up 15 orbs instead of 16 since one is already mastered. Individual notes on the Master materia: - If you affix a combination materia like Affect All or Random Magic Strike to the Master Magic orb, it will affect all the spells! However, not all combination materia work with each spell. - When you master a Summon materia, you can call a particular summoned beast five times. With the Master Summon materia equipped, you can summon any beast an infinite number of times (providing you have the MP for it)! Like the Master Magic materia, Combination materia attached to this orb will affect all summon spells. - You only have to master the Steal, See Through, Throw, Metamorphosis, Certain Kill, Manipulate and Mimicry materia orbs in order to get the Master Command materia. This may sound good, but then again, all you get are the above abilities of those materia: this orb won't let you use other commands like Swordplay, Double Item, Techniques of the Enemy, or Continuous Slice, for example (but you can equip these seperately, if you like). - And of course, there are no Master Combination or Master Independant Materia :) ========================================================================= MATERIA LIST ========================================================================= This section lists each Materia and explains it's abilities and other information. A new addition to this section is 'AP to Master': this tells you how many AP you will need to master that materia. It's easy enough to check your current AP level in the Main Menu, but you can't figure out what the master amount of AP is until you're at the next to the last level--the reason for this addition. ===================== GREEN MATERIA - SPELL ===================== ------------------------------------------------------------------------- MATERIA NAME (Translated Name) AP TO MASTER # OF LEVEL STARS ------------------------------------------------------------------------- Name in Japanese Levels: Translated Name* MP Cost Effect when used Changes to status when Materia is equipped: Who has it when they first join you: Where you can buy it from: (may change depending on what Disc you're currently on) Where you can find it at: (* anything else you should know) * The translated name is often not the exact Japanese equivalent, but rather, what the _intended_ meaning is. For example, the -ra and -ga endings to some of the spells don't actually mean anything aside from denoting the strength of the spell. Because numbers were used in previous American FF games, I use '2' or '3' in the FAQ, although that isn't exactly a 'by the book' translation. For more details, please refer to the 'Translations' section. ------------------------------------------------------------------------- HONOO (Flame) 35000 AP 4 stars ------------------------------------------------------------------------- ۻ 汐 LV1: Fire 1 ʹ۴ 4 Fire damage LV2: Fire 2 ʹ۴ 22 Fire damage x2 LV3: Fire 3 ʹ۴ 52 Fire damage x3 Status Changes: POWER -01 MAX HP -02% MAGIC +01 MAX MP +02% Initially equipped: Red 13 Purchase from: Wall Market, Costa Del Sol, Condor Fort, Mideel ------------------------------------------------------------------------- REIKI (Cold) 35000 AP 4 stars ------------------------------------------------------------------------- ۓ LV1: Blizzard 1 4 Ice damage LV2: Blizzard 2 22 Ice damage x2 LV3: Blizzard 3 52 Ice damage x3 Status Changes: POWER -01 MAXHP -02% MAGIC +01 MAXMP +02% Initially equipped: Cloud Purchase from: Wall Market, Costa Del Sol, Mideel, Condor Fort ------------------------------------------------------------------------- IKAZUCHI (Thunder) 35000 AP 4 stars ------------------------------------------------------------------------- ۼ LV1: Thunder 4 Lightning (bolt) damage LV2: Thunder 2 ˴ 22 Lightning (bolt) damage x2 LV3: Thunder 3 ˴ 52 Lightning (bolt) damage x3 Status Changes: POWER -01 MAXHP -02% MAGIC +01 MAXMP +02% Initially equipped: Cloud Purchase from: Wall Market, Costa Del Sol, Mideel, Condor Fort ------------------------------------------------------------------------- DAICHI (Earth) 40000 AP 4 stars ------------------------------------------------------------------------- LV1: Quake ۴ 6 Earth damage LV2: Quake 2 ۴ 28 Earth damage x2 LV3: Quake 3 ۴ 68 Earth damage x3 Status Changes: POWER -01 MAXHP -02% MAGIC +01 MAXMP +02% Purchase from: Kalm Town, Costa Del Sol ------------------------------------------------------------------------- DOKU (Poison) 38000 AP 4 stars ------------------------------------------------------------------------- ۃ 殂 LV1: Bio ܴ۴ 8 Poison dmg., then continuous damage LV2: Bio 2 ܴ۴ 36 Poison dmg., then continuous damage x2 LV3: Bio 3 ܴ۴ 80 Poison dmg., then continuous damage x3 Status Changes: POWER -01 MAXHP -02% MAGIC +02 MAXMP +02% Purchase from: Kalm Town, Costa Del Sol Find: Shinra HQ -- 68th floor ------------------------------------------------------------------------- JUURYOKU (Gravity) 40000 AP 4 stars ------------------------------------------------------------------------- یېۍ 渁 LV1: Gravity  14 Reduces current HP to 3/4* LV2: Gravity 2  33 Reduces current HP to 1/2 LV3: Gravity 3 48 Reduces current HP to 1/4 Status Changes: POWER -01 MAXHP -02% MAGIC +01 MAXMP +02% Purchase from: Costa Del Sol, Mideel Find: Cave below Cosmo Canyon after beating the boss. * If the description doesn't make sense, think of it like this: Gravity reduces current HP by 1/4, Gravity 2 reduces current HP by 1/2, and Gravity 3 reduces current HP by 3/4. Make sense now? ------------------------------------------------------------------------- INSEKI (Meteorite) 60000 AP 3 stars ------------------------------------------------------------------------- ۗ LV1: Comet Ҵ̴ 70 Special damage x4 against one enemy LV2: Cometeo Ҵ 110 Special damage x4 against all foes Status Changes: POWER -02 MAGIC +02 MAXHP -05% STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05% Find: Ancient City ------------------------------------------------------------------------- FUUIN (Sealed Off) 60000 AP 5 stars ------------------------------------------------------------------------- ۗ LV1: Freeze ʹ 82 Ice damage + Stop (chance) LV2: Break ۴ 86 Earth damage + Petrify (chance) LV3: Tornado 鴑괃 90 Wind damage + Confyuu (chance) LV4: Flare ʹ 100 Fire damage Status Changes: POWER -04 MAGIC +04 MAXHP -10% STRENGTH -02 MAGIC DEFENSE +02 MAXMP +10% Find: Mideel (see note *1) *1 Go to the town on the Southernmost Continent and feed the hyperactive boy's chocobo. You'll have to make sure that you have the proper seasoning on you (buy it for 1500 gil from the Chocobo Farm; it's the same one you use to learn Chocobockle; the 5th item from the top). Choose the top option when you examine the chocobo, then choose the 5th option (the next to last one), and you'll get this materia. You can still do it even after the town is partially destroyed. ------------------------------------------------------------------------- ALTEMA (Ultima) 100000 AP 3 stars ------------------------------------------------------------------------- LV1: -- -- -- LV2: Ultima 130 Special damage (heavy) to all foes Status Changes: POWER -04 MAGIC +04 MAXHP -10% STRENGTH -02 MAGIC DEFENSE +02 MAXMP +10% Purchase from: North Corel (see note *2) Find: North Corel *2 You get this for free if you save the town. If you fail, you can still buy it from a kid in one of the train cars for 50,000 gil. ------------------------------------------------------------------------- KAIFUKU (Recovery) 40000 AP 5 stars ------------------------------------------------------------------------- LV1: Cure 5 Recover lost HP LV2: Cure 2 24 Recover lost HP x1.5 LV3: Regene 30 Gain back some HP each round LV4: Cure 3 64 Recover lost HP x3 Status Changes: POWER -01 MAXHP -02% MAGIC +01 MAXMP +02% Purchase from: Midgar City -- Area 5, Wall Market, Mideel, Condor Fort Find: Makoro Furnace ------------------------------------------------------------------------- FULKEA (Full Cure) 100000 AP 3 stars ------------------------------------------------------------------------- ʹ LV1: -- -- -- LV2: Full Cure ʹ 99 Recover all lost HP Status Changes: POWER -04 MAGIC +04 MAXHP -10% STRENGTH -02 MAGIC DEFENSE +02 MAXMP +10% Find: Cosmo Canyon; behind the Item Shop (Disc 2+ only) ------------------------------------------------------------------------- CHIRYOU (Medical Treatment) 60000 AP 4 stars ------------------------------------------------------------------------- ېۍ LV1: Poisona ۴ 3 Cures Poison status LV2: Esuna մ 15 Cures any bad status LV3: Resist ۴մ 120 Prevents status change Status Changes: POWER -01 MAXHP -02% MAGIC +01 MAXMP +02% Purchase from: Kalm Town, Gongaga Town, Junon Town ------------------------------------------------------------------------- SOSEI (Resurrect) 55000 AP 3 stars ------------------------------------------------------------------------- ۸ LV1: Raise ۴ 34 Come back to life with some HP LV2: Araise ۴ 100 Come back to life with all HP Status Changes: POWER -02 MAGIC +02 MAXHP -05% STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05% Purchase from: Junon Town, Costa Del Sol (Disc 2+) ------------------------------------------------------------------------- FUUJIRU (Seal) 20000 AP 3 stars ------------------------------------------------------------------------- ۑ LV1: Sleep մ״ 8 Enemy falls asleep LV2: Silence ۴ 24 Enemy is silenced Status Changes: POWER -01 MAXHP -02% MAGIC +01 MAXMP +02% Purchase from: Junon Town ------------------------------------------------------------------------- MADOWASU (Perplex) 30000 AP 3 stars ------------------------------------------------------------------------- ۃە LV1: Confuse Ҵʹ 18 Enemy is confused LV2: Berserk 28 Automatic attack/Attack Power goes up Status Changes: POWER -01 MAXHP -02% MAGIC +01 MAXMP +02% Purchase from: Cosmo Canyon (see note *3) *3 Berserk is useful against magic-casting enemies because they're forced to attack and can't use spells. You can also use this spell on yourself; while the ally can do nothing but attack, his attack power is greatly increased (but this is true for enemies hit with this spell, too). ------------------------------------------------------------------------- HENSHIN (Transform) 24000 AP 3 stars ------------------------------------------------------------------------- ۯۗۗ LV1: Minimum ޴ 10 Body shrinks; stats./damage drop to 1. LV2: Toad 14 Can do nothing but attack/ cast 'Toad' Status Changes: POWER -01 MAXHP -02% MAGIC +01 MAXMP +02% Initially equipped: Cait Sith Purchase from: North Corel, Cosmo Canyon, Gongaga Town, Mideel ------------------------------------------------------------------------- RIDATSU (Seperation) 30000 AP 3 stars ------------------------------------------------------------------------- ېۀ LV1: Escape մ 16 Escape from battles (some exceptions) LV2: Degeon 99 All enemies are banished (killed) Status Changes: POWER -01 MAXHP -02% MAGIC +01 MAXMP +02% Purchase from: Rocket Village (see note *4) *4 Yes, if you cast Degeon on yourself then you'll all die ^_^; ------------------------------------------------------------------------- JIKAN (Time) 42000 AP 4 stars ------------------------------------------------------------------------- ۗ LV1: Haste ۴մ 18 Time bar fills faster LV2: Slow մ 20 Time bar fills slower LV3: Stop մ̴ 34 Time bar can't fill for a short while Status Changes: POWER -02 MAGIC +02 MAXHP -05% STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05% Purchase from: Gongaga Town, Rocket Village ------------------------------------------------------------------------- BARIA (Barrier) 45000 AP 5 stars ------------------------------------------------------------------------- ܴ LV1: Barrier ܴ 16 Lessens physical damage LV2: Mabarrier ޴ܴ 24 Lessens magical damage LV3: Reflect ʹ 30 Reflects most magic LV4: Wall ϴ 58 Barrier and Mabarrier cast at once Status Changes: POWER -02 MAGIC +02 MAXHP -05% STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05% Purchase from: Rocket Village (see note *5) *5 Reflect reflects a magic spell to the opposite party (foe to ally, ally to foe) even if the caster and receiver are both allies or enemies. If a spell affects more than one person, only the people with Reflect will have the spell reflected. Unlike previous Final Fantasy games, a reflected spell (at least, if the reflective power is automatic or due to an accessory like the Reflect Ring) will bounce back and forth until it 'breaks through' a target's reflectiveness (which will still be there--it's not permanently removed) or misses. This is quite a change from the normal 'reflect one time' rule of other FF incarnations, and whether it was programmed in purposely or is a glitch remains to be seen. Riflek doesn't work against Juuryoku-type spells, Inseki-type spells, Ultima, Shield, Debarrier, or Dispel. ------------------------------------------------------------------------- SHOUMETSU (Annihilation) 45000 AP 4 stars ------------------------------------------------------------------------- ۍۇۀ LV1: Debarrier ܴ 12 Cancels Barrier spells LV2: Dispel մ 20 Cancels any magic LV3: Death 30 Kills foe instantly Status Changes: POWER -02 MAGIC +02 MAXHP -05% STRENGTH -01 MAGIC DEFENSE +01 MAXMP +05% Purchase from: Condor Fort, Mideel (see note *6) *6 Dispel removes status-changing magics such as Wall, Haste, Slow, Regene, Toad, etc. It only affects the spells in use, but can remove more than one magical status at once. ------------------------------------------------------------------------- SHIIRUDO (Shield) 100000 AP 3 stars ------------------------------------------------------------------------- LV1: -- -- -- LV2: Shield 180 Ally becomes invincible for a while Status Changes: POWER -04 MAGIC +04 MAXHP -10% STRENGTH -02 MAGIC DEFENSE +02 MAXMP +10% Find: Makou Pit ------------------------------------------------------------------------- MASUTAA MAHOU (Master Magic) n/a no stars ------------------------------------------------------------------------- ޴մ When equipped, you can cast ANY magic spell, providing you have enough MP. The spells are listed in this order: Cure Cure 2 Cure 3 ۴ Poisona մ Esuna մ Resist ۴ Raise ۴ Araise Regene ʹ۴ Fire ʹ۴ Fire 2 ʹ۴ Fire 3 Blizzard Blizzard 2 Blizzard 3 Thunder ˴ Thunder 2 ˴ Thunder 3 ۴ Quake ۴ Quake 2 ۴ Quake 3 ܴ۴ Bio ܴ۴ Bio 2 ܴ۴ Bio 3  Gravity  Gravity 2 Gravity 3 մ״ Sleep Ҵʹ Confuse ۴ Silence ޴ Minimum Toad Berserk ۴մ Haste մ Slow մ̴ Stop ܴ Barrier ޴ܴ Mabarrier ʹ Reflect ܴ Debarrier մ Dispel Death մ Escape Degeon ϴ Wall Ҵ̴ Comet Ҵ Cometeo ʹ۴ Freeze ۴ Break 鴑괃 Tornado ʹ Flare ʹ Full Cure Shield Ultima Remember, using a combination materia together with the Master Magic materia will affect all your spells, but not all of them will be compatible with certain types of combination materia. ======================== YELLOW - COMMAND MATERIA ======================== ------------------------------------------------------------------------- NUSUMU (Steal) 50000 AP 3 stars ------------------------------------------------------------------------- ۈ LV1: NUSUMU (Steal) ۈ Attempt to steal an item from an enemy. It doesn't always work, and you can't steal if an enemy has no items. LV2: BUNDORU (Plunder) ۅۗۃۑ As above, but you will attack and steal at the same time. Once you learn this, you can't use Nusumu. Status Changes: SPEED +02 Purchase: Kalm Town Find: After killing the boss when you fall into the sewers once you've rescued Tifa from Wall Market (Disc 1). ------------------------------------------------------------------------- NAGERU (Throw) 60000 AP 3 stars ------------------------------------------------------------------------- ۑ LV1: NAGERU (Throw) ۑ You can throw one of the weapons in your inventory at an enemy. You'll lose the weapon you throw, however. The only items you're allowed to throw are: swords (Cloud), rods (Aerith), cannons (Barett), shuriken (Yuffie), megaphones (Cait Sith), handguns (Vincent), and spears (Cid). You cannot throw a weapon an ally is equipped with. LV2: ZENINAGE (Coin Toss) ۹ Once you learn it, this command and Nageru switch constantly while the Battle Window is open. If you choose it, you must then decide how much money you will _keep_ by using the controller (just like purchasing a certain amount of items). No matter how much gil you toss, the maximum damage is always 9999. The ratio of gil to damage points is 10:1, so you'd better have a lot of money. Status Changes: STRENGTH +01 Intially Equipped: Yuffie Purchase: Condor Fort, Rocket Town ------------------------------------------------------------------------- RENZOKUGIRI (Continuous Slice) 150000 AP 3 stars ------------------------------------------------------------------------- ۓۗ۲ۨې LV1: RENZOKUGIRI (Continuous Slice) ۓۗ۲ۨې You can make make two physical attacks on one enemy. LV2: MIDAREUCHI (Random Hit) ۧۓ You can attack 4 times, but the damage you inflict is slightly lower than normal. Each enemy that you attack is picked at random. Status Changes: SPEED +02 Find: Wrecked Plane ------------------------------------------------------------------------- ZENTAIGIRI (Slice Everybody) 150000 AP 3 stars ------------------------------------------------------------------------- ۹ۗۨې LV1: ZENTAIGIRI (Slice Everybody) ۹ۗۨې You can make one attack which will hit all enemies. It's possible to hit and miss at the same time with this command. LV2: IAINUKI (Swordplay) ۢ All enemies facing you are instantly killed. This command doesn't always work. Find: Old Forest ------------------------------------------------------------------------- MIYABURU (See Through) 40000 AP 2 stars ------------------------------------------------------------------------- ۧۊۅۑ You're shown an enemy's HP, MP, experience level, and any weaknesses they may have. Furthermore, their current HP and MP rate is shown if you select them while the Help Window is activated. Not all enemies can be scanned with this command. Initially Equipped: Red 13 Purchase: Kalm Town, Junon Town Find: Midgar City -- Area 7 ------------------------------------------------------------------------- HENKA (Metamorphosis) 100000 AP 2 stars ------------------------------------------------------------------------- ۯۗ This command makes you do a physical attack at roughly 2/3rds less damage. If your foe is killed with this hit, he will transform into an item for you to take. Not all enemies can be morphed. Find: At the Temple ------------------------------------------------------------------------- HISSATSU (Certain Kill) 40000 AP 2 stars ------------------------------------------------------------------------- ۵ۀ When used, an ally will try to make a critical strike. This attack misses often, but still hits more frequently than a regular critical attack does. Status Changes: LUCK +01 Purchase: Condor Fort, Rocket Village Find: Area near Gongaga Town ------------------------------------------------------------------------- AYATSURU (Manipulate) 40000 AP 2 stars ------------------------------------------------------------------------- ۢۊۀۑ You can control an enemy with this command. If it works, your character can't do anything aside from controlling the enemy. Not all enemies can be controlled, and on top of that, this command doesn't always work. While an enemy is under your command, you can do nothing aside from direct it (you can't perform normal commands, only pick commands for the monster under your control). If you're using this materia and Subete Zentaika, you'll attempt to control all monsters, but you can only control one, no matter how successful you are :( Initially equipped: Cait Sith Purchase: Condor Fort, Rocket Village ------------------------------------------------------------------------- TEKI NO WAZA (Techniques of the Enemy) n/a 24 stars ------------------------------------------------------------------------- ۮەۦ You can learn certain skills normally available only to your enemies with this materia equipped. To learn a skill, the enemy must use it on you (even if you dodge it or are killed by it), and you must then proceed to win the battle. Each time you gain a new skill, one of the 24 stars in the Materia Menu lights up and the skill's name is added to the gray box beneath it. Using enemy skills costs MP, in most cases. You can also check out Enemy Skills in the Magic Menu. Find: Shinra HQ -- 68th floor, after killing the boss.