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"Final Fantasy VII": Quick Reference for Side Quests, Achievements, Ultimate Weapons, Limit Breaks, Materia, and Strateg

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Final Fantasy VII is considered by many to be the best JRPG of the 1990s.

Final Fantasy VII is considered by many to be the best JRPG of the 1990s.

Overview

Final Fantasy 7 is a Japanese role-playing game, or JRPG, originally released on the Sony PlayStation in 1997. It was the first Final Fantasy title to use 3D polygonal graphics and feature pre-rendered computer-generated images for both backgrounds and movies. Due to its popularity, the game has been re-released on many different platforms. The constant re-releases has allowed Final Fantasy 7 to obtain over 10 million sales, making it the highest-selling game in the franchise.

  • PlayStation CD-ROM: 1997
  • Windows PC CD-ROM: 1998
  • PlayStation Network PSX Classic: 2009
  • Windows Digital Download: 2012
  • Steam Digital Download: 2013
  • iOS: 2015
  • PlayStation 4: 2015
  • Android: 2016
  • Switch: 2019
  • Xbox One: 2019

This guide is written from the perspective of someone who has played both the PSX and the PC version of Final Fantasy 7. Some areas of the guide may refer to a disc number. All PC versions of the game do not require disc swapping. Newer digital downloads of the game have unlockable achievements that show when you come to the end of one of the original PSX discs. I have tried to write multiple references into each area of this guide so that PC players will know where the location is in reference to the story without knowing what disc they are on, but disc swapping is still mentioned for those who do have access to the PSX or PSN version, both of which require disc swapping.

Also, note that the game is large and there are plenty of secrets. I will only write here about areas of the game that I have completed and verified. If the technique is listed here, then I've done it. Strategies and rumors that I have not confirmed will not be listed here.

Enemy Skill Materia

Enemy Skill materia is a command materia that levels differently from every other materia in the game. Normally, materia levels up by defeating enemies in battle and earning Ability Points, or AP. Enemy Skill materia only levels up when the player is attacked by specific enemies using specific attacks. Once the Enemy Skill is learned, it can then be used in battle by any character that equipped the Enemy Skill materia. Note that players cannot cast an Enemy Skill on each other to learn the skill multiple times. It has to be triggered by an enemy. Some Enemy Skills in the game are missable. This guide will list all the skills and where to obtain them.

There are four Enemy Skill materia in the game. The Enemy Skill does not give birth when mastered, unlike other materia.

  • First Enemy Skill materia is in Hojo's Lab inside Shin-Ra headquarters. After Red XIII joins the party, collect it from the specimen tank.
  • The second Enemy Skill materia may be picked up from the Respectable Inn at Junon.
  • The third Enemy Skill materia may be picked up from one of the houses in the Forgotten Capital.
  • The fourth Enemy Skill materia is given to the party inside the Chocobo Sage's house. The airship is required to reach this location. Talk to his Chocobo in the stable.

Most enemies use their skills in the normal course of battle. Some enemies need to be coerced by using Manipulate and will not use their skills on their own. The skills that will be used in the normal course of battle can still have Manipulate force their use, however.

Enemy Skill Materia: Skills

SkillMPEffectLearned FromManipulate Required?

Frog Song

5

Attack one enemy and inflict Sleep and Frog.

Touch Me (Gongaga on the world map), Toxic Frog (Temple of the Ancients), Christopher (North Crater)

No

L4 Suicide

10

Attack all enemies for damage equal to 31/32 of target's HP. Automatic critical hit and Small status on targets with Level divisible by 4.

Mu (Chocobo Farm on the world map), Trickplay (Bone Village on the world map)

No

Magic Hammer

3

Attack one target and absorb 100 MP if target MP is greater than 100. Attack one target and absorb all MP if target MP is less than 100.

Razor Weed (Wutai on the world map)

Yes

White Wind

34

Restore party's HP. Each character is cured for HP amount equal to current HP up to maximum HP. Cures Sleep, Poison, Confusion, Silence, Slow, Stop, Frog, Small, Slow-Numb, Petrify, Berserk, Paralysis, Darkness, Death Force, Resist.

Zemzellett (Fort Condor on the world map), Wind Wing (Whirlwind Maze)

Yes

Big Guard

56

Casts Haste, Barrier, and MBarrier on all allies. Ignores Reflect.

Beachplug (Costa del Sol beach on world map), Wolfmeister (North Corel Huge Materia Boss)

Yes

Angel Whisper

50

HP Recovery for living character. Life for KO'ed character. Cures Death, Sleep, Poison, Confusion, Silence, Slow, Stop, Frog, Small, Slow-numb, Petrify,Berserk, Paralysis, and Darkness. Ignores Reflect.

Pollensalta (North Crater)

Yes

Dragon Force

19

Raises Defense % and Magic Defense % to 150%. Ignores Reflect.

Dark Dragon (North Crater)

Yes

Death Force

3

Casts Death Force (Death immunity) on target. Ignores Reflect.

Adamantaimai (Wutai beach on the world map)

Yes

Flame Thrower

10

Attack one target with fire elemental damage.

Ark Dragon (Mythril Mine), Dragon (Mt. Nibel)

No

Laser

16

Attack one target for Gravity elemental damage equal to 1/2 of the target's current HP.

Dark Dragon (North Crater), Death Claw (Corel Prison)

No

Matra Magic

11

Attack all enemies for non-elemental damage.

Bullmotor (Corel Prison), Custom Sweeper (Midgar on world map), Death Machine (Junon alarm status)

No

Bad Breath

58

Attack all enemies and inflict Sleep, Poison, Confusion, Silence, Frog, and Small. Ignores Reflect.

Malboro (Gaea's Cliff, North Crater)

No

Beta

35

Attack all enemies with Fire elemental damage. Ignores Reflect.

Midgar Zolom (Mythril Mines swamp on world map)

No

Aqualung

34

Attack all enemies with Water elemental damage.

Jenova-LIFE (Forgotten Capital Boss), Harpy (Golden Saucer desert on world map), Serpent (Sunken Gelnika)

No

Trine

20

Attack all enemies with Lightning elemental damage. Ignores Reflect.

Materia Keeper (Mt. Nibel Boss), Godo (Wutai Pagoda Boss), Stilva (Gaea's Cliff)

No

Magic Breath

75

Attack all enemies with Fire, Ice, and Lightning elemental damage. Ignores Reflect.

Parasite(North Crater), Stilva (Gaea's Cliff)

No

????

3

Attack one target for damage equal to max HP minus current HP.

Jersey (Nibelheim Shin-Ra Manor), Behemoth (Midgar Sector 8 Underground during raid on Sister Ray)

No

Goblin Punch

0

Attack one target for damage based on Magic stat. Damage 8x if caster's Level is the same as target's Level.

Goblin (Goblin Island forests on world map)

No

Chocobuckle (See section below on how to obtain)

3

Attack one enemy for damage equal to the number of battles escaped from during game.

Chocobo (Chocobo Farm on world map)

No

L5 Death

22

Attack one target. If target's level is a multiple of 5, inflict Death if not immune. Ignores Reflect.

Parasite (North Crater)

Yes

Death Sentence

10

Attack one enemy. Inflict Death-Sentence if not immune. Ignores Reflect.

Boundfat (Sleeping Forest, Forgotten Capital), Gi Spector (Cosmo Canyon Cave of the Gi), Sneaky Step (Cosmo Canyon Cave of the Gi)

No

Roulette

6

Attack one random enemy or ally. Inflict Death if not immune. Ignores Reflect.

Death Dealer (North Crater)

No

Shadow Flare

100

Attack one target for non-elemental damage.

Safer-Sephiroth (North Crater Boss), Ultimate WEAPON (Cosmo Canyon Final Battle), Dragon Zombie (North Crater), Ruby WEAPON (Golden Saucer desert on world map Boss)

No

Pandora's Box (See section below, only triggers once per game)

110

Attack all enemies for non-elemental damage that ignores Vitality.

Dragon Zombie (North Crater)

No

Enemy Skill Materia: Chocobuckle

Chocobuckle is one of the skills that Enemy Skill materia can learn. It is difficult to get a Chocobo to use this skill. First, the party must have learned the Enemy Skill "L4 Suicide." If you have not learned this skill, find a Mu around the Chocobo Farm on the world map or a Trickplay near Bone Village on the world map. Once learned, find a Chocobo near the Chocobo Farm. Use Sense to determine whether or not the Chocobo's Level is a multiple of 4. If it is, feed the Chocobo a Mimett or Sylkis green, then cast L4 Suicide and watch the Chocobo counter with Chocobuckle.

Enemy Skill Materia: Pandora's Box

Pandora's Box is a skill that can be learned with the Enemy Skill materia. Before heading through the North Crater, make sure you equip all the Enemy Skill materia that you plan on mastering. This skill gets triggered once and only once for the entire game. If it was triggered, and you did not learn it, you need to load an older save file from before it was missed or start a new game. In the North Crater, find the point where the characters had to split up and take the right path. Dragon Zombies are found here. The first Dragon Zombie to die in battle will trigger Pandora's Box as its final attack. No other Dragon Zombie will use this skill.

Missable Secret Characters

There are a total of nine playable characters in the game. Most of these characters will join your party during the course of the main storyline. There are two characters, however, who are considered secret. These characters will only join your party if you complete a specific side quest to obtain them. It is possible to make it through the entire game without obtaining these characters.

Watch out! Or else...

Watch out! Or else...

Missable Secret Characters: Yuffie Kisaragi

Yuffie Kisaragi is a materia hunter and self-proclaimed ninja. Due to her deceitful nature, she will fight the party and try to steal from everyone on more than one occasion. Sometimes she seems like she's more work than help during the course of the story and her specific side quests. The side quest to obtain her is very easy, however.

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Read More From Levelskip

On Disc 1, the party will gain access to the harbor town Junon. This is the earliest possible spot to recruit her. Head to the world map and run around the forests around Junon. Eventually, you will encounter the enemy "Mysterious Ninja." If you missed the chance to obtain Yuffie near Junon but don't yet have the ability to go back to Junon, you can also encounter her in the forests outside Gongaga. Defeat her in battle in order to get the opportunity to recruit her.

When the battle ends, you will be in a clearing with the enemy and a save point. Do not use the save point. Doing so will take the party's attention off the ninja and she will make off. Do not access the menu at any time during this encounter, either. Go talk to the ninja.

You will enter a conversation with a series of choices. You will have to choose the correct options in order to get the ninja into your party. The choices are not obvious and are pretty arbitrary. Choose the following responses in order to avoid having the ninja run away and steal Gil from the party.

1. "Not interested."

2. "...Petrified."

3. "Wait a second!"

4. "...That's right."

5. "...Let's hurry on."

If you've chosen the correct responses, Yuffie will give you her name (or whatever name you wish to give her for your game) and join the party.

He's becoming less human...

He's becoming less human...

Missable Secret Characters: Vincent Valentine

Vincent Valentine is my favorite character in Final Fantasy 7. His deadpan humor is fantastic and his limit breaks are reminiscent of classic horror movies. He will morph into a monster and you will lose control of him, but he will do some major damage to the enemy.

In order to get Vincent, you need to have access to the town of Nibelheim. Vincent is in the Shin-Ra mansion. He is in the basement behind a locked door. Getting the key to access him is a bit of work. It's in the safe, and you have to go on a scavenger hunt to find the combination. Fortunately, the safe can be opened with the correct combination without even doing the scavenger hunt. This was in the days before these things were randomized in order to prevent players from looking up the answers on guides like this.

The combination to the safe in the west wing is: Right 36, Left 10, Right 59, Right 97.

Why do the combinations have directions associated with them? That's because you have to put in the combination as if the safe had one of those dial-based locks. If you go in the wrong direction or go past a number, the safe will not open. You have twenty seconds in order to open the safe, so take your time and do not mess up. Use the direction on the d-pad to get to the right number, then enter it and move to the next number using the correct direction.

If you did not mess up, the safe will open and you will have a boss fight. If you are trying to get Vincent the first time you reach Nibelheim on Disc 1, the boss might be a bit of a challenge. If you've waited until Disc 2 or 3, it should be a pushover.

When the fight starts, both magic and physical attacks work well on the boss. Once one side dies, the strategy has to change. When the red side is alive, attack with physical attacks as this side is resistant to magic. It also attacks with magic. When the purple side is alive, attack with magic as this side is resistant to physical strikes. This boss can also be stopped with Time materia or the Choco/Mog summon materia. Paralyzing him makes the fight much easier.

Once the fight is finished, collect the Odin summon materia and get the basement key from the safe. Head to the basement and open the locked door. Vincent will be in a coffin. Talk with him several times until he tells you to go away and does not change the conversation anymore. Once you are at this point, what you depends on where you are at in the game. If this if your first time to Nibelheim, go to the library and advance the story with a scene. If this is not your first time and you've already had the scene play out, just leave. Once you are on your way out of the mansion, Vincent will stop you to join the party.

Ultimate Weapons

In the game, weapons are specific to each character. The ultimate weapons are the most powerful weapon for each character. Some of them are very hard to find during a player's first game. The weapons are capable of doing a lot of physical damage, offer no materia growth (use a different weapon if you want to level up your materia), and have different conditions under which the weapon grows in power. Each of these unique characteristics are outlined below along with detailed instructions on how to get the weapon.

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Ultimate Weapons: Cloud Strife's Ultima Weapon

Ultima Weapon is the ultimate weapon for Cloud Strife. To get this sword, you simple need to beat the boss Ultimate WEAPON. Confusing, I know, but it will make more sense once you've played the game. You will fight Ultimate WEAPON at least once as the first fight is part of the game's story. After the first fight, you will have the option to track down Ultimate WEAPON on the world map and engage with several more fights. Eventually, Ultimate WEAPON will wait near Cosmo Canyon for the final fight where he can be killed.

The Ultima Weapon deals more damage the higher Cloud's current HP is. When Cloud is at full HP, it will do the most damage. As Cloud takes damage, the Ultima Weapon deals less damage. Keep Cloud healthy for maximum effect. Consider attaching HP Plus materia to Cloud's weapon or armor to increase Cloud's damage potential.

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Ultimate Weapons: Barrett Wallace's Missing Score

The Missing Score can only be obtained during Disc 2 when the party raids Midgar. Just before the encounter with Hojo, there is a long staircase leading up the Sister Ray for the party to ascend. Barrett must be in your party before you get to this point in the game. If Barrett is not in the party, the chest with the Missing Score will not appear. If Barrett is in your party, simply collect the Missing Score from the chest.

The Missing Score offers no AP growth for equipped materia (just like all the ultimate weapons), but it's damage is dependent on the amount of AP the equipped materia has. Only use fully leveled materia in the Missing Score for maximum damage. A fully leveled Knights of the Round materia is perfect for this weapon, but any full combination of master materia will more than likely be enough to maximize the damage output.

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Ultimate Weapons: Tifa Lockheart's Premium Heart

The Premium Heart can be collected from Disc 2 onward. You will need to dig up the Key to Midgar from Bone Village. Once you have this item, make sure that you have both Tifa and Cid in your party, then return to Midgar and use the key to access the slums. Remember when Cloud had to assemble his drag queen outfit to infiltrate Don Corneo's mansion? Return here and find the house in the center of the slums that has a vending machine and a machine gun turret. Collect the Premium Heart from the vending machine.

The Premium Heart deals more damage each time Tifa misses one of her limit breaks. Aim for those "Miss!" slots in order to power up this ultimate weapon. Setting Tifa's limit level back to level 1 will help fill up the gauge faster, allowing more opportunities to try to miss her limit break, but you also have less chances for each limit trigger.

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Ultimate Weapons: Aeris Gainsborough's Princess Guard

The Princess Guard is the first ultimate weapon that you have access to. Once your party reaches the Temple of the Ancients on Disc 1, proceed through the dungeon until you arrive at the room where the clock hands form a bridge. Solve the puzzle to make the bridge take you to the room labeled "IIII." This is an incorrect Roman numeral and should have been "IV." Inside this room, collect the Princess Guard.

The Princess Guard does more damage if one party member is knocked out, and does the most damage with two party members knocked out. This ultimate weapon has no materia growth and only six slots. The disadvantage is that all other ultimate weapons have eight materia slots, but it is somewhat mitigated because it will be the first ultimate weapon that the player can obtain early in the game.

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Ultimate Weapons: Red XIII's Limited Moon

The Limited Moon can be obtained after the WEAPONs are unleashed on Disc 2. When this happens, return to Cosmo Canyon with Red XIII in your party and meet Bugenhagen in the observatory. Red XIII's grandfather will give him his ultimate weapon after a brief conversation. Make sure you get the Limited Moon before storming Midgar to stop the Sister Ray!

The Limited Moon does the most damage when Red XIII has full MP. As his MP decreases, the damage dealt by the Limited Moon decreases as well. Keep Red XIII at maximum MP and delegate support and healer roles to other characters in the party to conserve his MP. The MP Plus can help by increasing Red XIII's maximum MP. The HP <--> MP can provide a large boost to Red XIII's MP, but lowers his survival rate.

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Ultimate Weapons: Cid Highwind's Venus Gospel

After getting the Huge Materia quest finished in Rocket Town, where Shin-Ra launches the rocket, return to Rocket Town. Make sure Cid is in your party. Talk to the old man staring up at the leaning rocket three times. He will give you the Venus Gospel.

The Venus Gospel does more damage when Cid has full MP. Keep Cid's MP at full to make the most of the weapon. Delegate magic-using roles to the other characters in the party to conserve Cid's MP. The MP Plus materia can help provide a boost to Cid's maximum MP. The HP <--> MP materia can provide a large increase to Cid's maximum MP while lowering his survival rate.

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Ultimate Weapons: Cait Sith's HP Shout

On Disc 2, when you find yourself back in the Shin-Ra headquarters, make sure that Cait Sith is in your party and head to floor 64. One of the lockers in the locker room was not accessible during the trip during Disc 1, but will now yield the HP Shout. Make sure Cait Sith is in your party before you try to get it.

The HP Shout deals the most damage when Cait Sith is at full HP. Keep Cait Sith fully healed when using the HP Shout to make the most of this weapon. The HP Plus materia can provide a nice boost to Cait Sith's maximum HP, keeping small hits from taking too much power away from this weapon as they are now a lower percentage of HP.

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Ultimate Weapons: Yuffie Kisaragi's Conformer

The Conformer can be obtained during Disc 2 or Disc 3 once the party gets access to the submarine. Head to the Golden Saucer area (south side of the large bay) and search under the water for the sunken Gelnika. This is an airplane wreck. The Conformer is inside the wreck.

The Conformer deals full damage when Yuffie attacks an enemy with a higher level than her own. This weapon is also useful with the Morph materia as it does the same attack damage with the Morph command as with the Attack command. Use it to collect high powered items from high level enemies. The Conformer is very useful to farm Sources, items that permanently increase character stats. All enemies inside the Gelnika can be morphed into a Source, and other select enemies in the game may be morphed into Sources as well.

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Ultimate Weapons: Vincent Valentine's Death Penalty

The get the Death Penalty, you have to visit Lucrecia's waterfall twice with Vincent in your party. Lucrecia's waterfall is reachable with a green Chocobo, black Chocobo, gold Chocobo, or the submarine. The first visit will give the party important story information about Vincent's connection to Hojo and a minor character named Lucrecia. After this scene, head outside and fight a number of battles (at least 10, possibly more). Head back to the waterfall. Inside, examine the throne and collect the Death Penalty.

Each time you kill an enemy with the Death Penalty, it increases the amount of damage it does. Start the executions in order to maximize the damage this gun can do. One way to quickly level up the weapon is to put a Fury Ring on Vincent and have him hunt low-level enemies in the Mythril Cave (passage between Fort Condor and the swamp inhabitated by the Midgar Zolom). The enemies here can be found in groups of three to five. He will quickly attack and kill the enemies in one to two hits while the other characters defend.

Limit Breaks

Each character has a number of limit break skills to use in battle. Limit breaks are available in battle once the character's limit gauge has built up to maximum. Characters fill their limit gauge by taking damage. The mechanic is to illustrate how far one character can be pushed before becoming angry and unleashing hell. Through the course of the game, characters can learn new limit break skills and unleash moves that grow in power. Here is a list of all limit break skills available in the game and how to unlock them for each character.

Limit Breaks: Cloud Strife

When triggering Cloud's limit breaks, the player will be provided all unlocked for the current set limit level and will choose one to trigger.

LevelSkillHow to ObtainEffect

1

Braver

Cloud starts the game with this skill.

Attack one target for 3x damage.

1

Cross-Slash

Trigger Braver eight times.

Attack one target for 3.25x damage.

2

Blade Beam

Have Cloud deal 120 killing blows in battle.

Attack one target for 3.5x damage. All other targets receive ~1x damage.

2

Climhazzard

Trigger Blade Beam 7 times.

Attack one target for 4.375x damage.

3

Meteorain

Have Cloud deal 200 killing blows in battle after learning Blade Beam.

Attack one target with six strikes for 1.625x damage each.

3

Finishing Touch

Trigger Meteorain 6 times.

Attack all targets. Targets not immune receive death. Targets immune to death receive 3.125x damage.

4

Omnislash

Have Cloud learn all other limit break skills and then use the Omnislash manual (item in inventory).

15 strikes to random enemies for automatic critical hit with .75x base damage.

Limit Breaks: Omnislash Manual

Omnislash may be bought from the Golden Saucer Battle Square any time after breaking out of Corel Prison. It will cost either 51,200 BP or 32,000 BP depending on what point the story is at. Make sure you bring a lot of GP (currency used only in the Golden Saucer) because any BP you earn from battles will be lost once you leave the Battle Square.

Limit Breaks: Barrett Wallace

When triggering Barrett's limit breaks, the player will be provided all unlocked for the current set limit level and will choose one to trigger.

LevelSkillHow to ObtainEffect

1

Big Shot

Barrett begins the game with this skill.

Attack one enemy for 3.25x damage.

1

Mindblow

Trigger Big Shot 9 times.

Attack one enemy, depleting enemy MP.

2

Grenade Bomb

Have Barrett deal 80 killing blows.

Attack all enemies for 3.375x damage.

2

Hammer Blow

Trigger Grenade Bomb 8 times.

Attack one enemy and inflict death if the enemy is not immune.

3

Satellite Beam

Have Barrett deal 80 killing blows after learning Grenade Bomb.

Attack all enemies for an automatic critical hit with 2.1875x base damage.

3

Angermax (Ungarmax)

Trigger Satellite Beam 6 times.

18 shots to random enemies for .5x damage.

4

Catastrophe

Have Barrett learn all other limit break skills and then use the Catastrophe manual (item in inventory).

10 shots at random enemies for 1.25x damage.

Limit Breaks: Catastrophe Manual

After Shin-Ra tries to destroy North Corel with the train, return with Barrett in your party. The house near the Inn has a woman who grieves for her late husband. She will give you a memento of her husband, and this item is the manual for Catastrophe.

Limit Breaks: Tifa Lockheart

When triggering Tifa's limit break, a series of slots will be available. Each slot reel will trigger one of Tifa's limit break skills, starting at Beat Rush and continuing on for each skill she has learned up to the currently set limit level. "Miss"

LevelSkillHow to ObtainEffect

1

Beat Rush

Tifa starts the game with this skill.

Attack one random target for 1.25x damage.

1

Somersault

Trigger Beat Rush 9 times.

Attack one random target after Beat Rush for 1.375x damage.

2

Waterkick

Have Tifa deal 96 killing blows in battle.

Attack one random target after Somersault for 1.5x damage.

2

Meteodrive

Use Waterkick 7 times.

Attack one random target after Waterkick for 1.625x damage.

3

Dolphin Blow

Have Tifa deal 96 killing blows after learning Waterkick.

Attack one random target after Meteodrive for 1.75x damage.

3

Meteor Strike

Trigger Dolphin Blow 6 times.

Attack one random target after Dolphin Blow for 1.875x damage.

4

Final Heaven

Have Tifa learn all other limit break skills and then use the Final Heaven manual (item in inventory).

Attack one random target after Meteor Strike for 2.625x damage.

Limit Breaks: Final Heaven Manual

After obtaining the Highwind airship, head to Nibelheim with Tifa in your party. Visit Tifa's house and inspect the piano in her room. Note that there is also a piano in the Shin-Ra mansion that you can play, but this is not the correct piano. The notes that need to be played are thus:

PSX: x, ■, ▲, L1 + ▲, L1 + ■, x, ■, ▲, L1 + x, ●, x, ■, x

PC: [Cancel], [Switch], [Menu], [Page Up] + [Menu], [Page Up] + [Switch], [Cancel], [Switch], [Menu], [Page Up] + [Cancel], [OK], [Cancel], [Switch], [Cancel]

If played correctly, Tifa will look for the sheet music for the tune. She will find a letter from Zangan, explaining what happened to her after Sephiroth burned Nibelheim. Included will be his final lesson, the manual for the Final Heaven skill.

Limit Breaks: Aeris Gainsborough

When triggering Aeris's limit breaks, the player will be provided all unlocked for the current set limit level and will choose one to trigger.

LevelSkillHow to ObtainEffect

1

Healing Wind

Aeris begins the game with this skill.

All party members cured for .5x maximum HP.

1

Seal Evil

Trigger Healing Wind 8 times.

Status attack on all enemies, inflicts Paralyze and Silence if not immune.

2

Breath of the Earth

Have Aeris deal 80 killing blows in battle.

All party members cured of all status ailments.

2

Fury Brand

Trigger Breath of the Earth 6 times.

Fills the limit break gauge for both other party members.

3

Planet Protector

Have Aeris deal 80 killing blows in battle after learning Breath of the Earth.

All party members temporarily invincible.

3

Pulse of Life

Trigger Planet Protector 5 times.

All party members HP and MP restored and status ailments cured.

4

Great Gospel

Have Aeris learn all other limit break skills and then use the Great Gospel manual (item in inventory).

All party members HP and MP restored, party temporarily invincible.

Limit Breaks: Great Gospel Manual

Locate the cave north of Fort Condor and east of Junon. The cave is not marked on the world map. There is a man sleeping here. When you talk to him, he will provide one of several responses. He will talk about Huge Materia, list how many battles you have fought, or list how many times your party has escaped from battle. If you talk to him during Disc 1 when the last two digits of the number of battles fought are the same, he will give you the item Mythril.The earliest time to get to this cave is after you get the Buggy from Dio at the Golden Saucer. The Buggy vehicle can cross the continents at Junon and Costa Del Sol by way of the cargo ship.

After aquiring the Tiny Bronco, look for a house east of Gongaga. Like the cave, it is not marked on the world map. Give the weaponseller who lives in this house the Mythril, and he will offer you an item from his house in exchange. Head upstairs and try to open the safe there. The weaponseller will give you the Great Gospel manual.

Limit Breaks: Red XIII

When triggering Red XIII's limit breaks, the player will be provided all unlocked for the current set limit level and will choose one to trigger.

LevelSkillHow to ObtainEffect

1

Sled Fang

Red XIII begins the game with this skill.

Attack one enemy for 3x damage.

1

Lunatic High

Trigger Sled Fang 8 times.

All party members receive Haste status. Red XIII's DEF increased by .5 for each party member still alive.

2

Blood Fang

Have Red XIII deal 72 killing blows in battle.

Attack one enemy for 1.25x damage. Red XIII absorbs some HP and MP.

2

Stardust Ray

Trigger Blood Fang 7 times.

Ten strikes on random enemies for .625x damage each.

3

Howling Moon

Have Red XIII deal 72 killing blows in battle after learning Blood Fang.

Red XIII receives Haste and Berserk. Red XIII's ATT increased by .6.

3

Earth Rave

Trigger Howling Moon 6 times.

Five strikes on random enemies for ~2x damage each.

4

Cosmo Memory

Have Red XIII learn all other limit break skills and then use the Cosmo Memory manual (item in inventory).

Attack all enemies for 7.8125x damage.

Limit Breaks: Cosmo Memory Manual

The Cosmo Memory manual can be obtained as part of the same side quest to recruit Vincent Valentine. The manual is the first limit break skill manual that can be obtained in the game. The earliest point to obtain the manual is the first time the party visits the rebuilt Nibelheim (not the Kalm flashback). Inside the Shin-Ra mansion, head to the second floor and find the room with a piano and a safe.

The combination to the safe is: Right 36, Left 10, Right 59, Right 97.

When the safe opens, you will fight a boss named "Lost Number." Clean out the safe after the boss fight and you should have the Cosmo Memory manual.

Limit Breaks: Cid Highwind

When triggering Cid's limit breaks, the player will be provided all unlocked for the current set limit level and will choose one to trigger.

LevelSkillHow to ObtainEffect

1

Boost Jump

Cid begins the game with this skill.

Attack one enemy for 3.25x damage.

1

Dynamite

Trigger Boost Jump 7 times.

Attack all enemies for 2.25x damage.

2

Hyper Jump

Have Cid deal 60 killing blows in battle.

Attack one enemy. 20% chance to inflict death if not immune. Deals 3.5x damage if immune to death.

2

Dragon

Trigger Hyper Jump 6 times.

Attack one enemy for 1.25x damage. Cid's HP and MP will be restored by the lesser amount of damage dealt or enemy's current MP.

3

Dragon Dive

Have Cid deal 76 killing blows in battle after learning Hyper Jump.

Attack random enemies with six strikes. 20% chance to inflict death each strike if not immune. Deals 1.4375x damage each strike if immune to death.

3

Big Brawl

Trigger Dragon Dive 5 times.

Attack random enemies for eight strikes, dealing 1.125x damage each strike.

4

Highwind

Have Cid learn all other limit break skills and then use the Highwind manual (item in inventory).

Attack random enemies for eighteen strikes dealing .6875x damage each strike.

Limit Breaks: Highwind Manual

After obtaining the Shin-Ra submarine, head over to the bay just east of the Golden Saucer. Dive under the water and look for a sunken cargo airplane. This is the Gelnika, an optional dungeon. Along with Yuffie's Ultimate Weapon the Conformer, you will find the Highwind manual here.

Limit Breaks: Cait Sith

When triggering Cait Sith's limit breaks, the player will be provided one option depending on the selected limit level.

LevelSkillHow to ObtainEffect

1

Dice

Cait Sith begins the game with this skill.

Throws one die for every 10 character levels for Cait Sith, up to 6 dice. The sum of the highest repeated number is added to the total sum of the dice. Deals 100x previous sum damage to all enemies.

2

Slots

Have Cait Sith deal 40 killing blows in battle.

Trigger a slot skill based on reels.

Limit Breaks: Cait Sith's Slots Skills

SkillSlot CombinationEffect

Toy Soldier

3x Crown

Attack all enemies for 5x damage.

Mog Dance

3x Star

Full HP/MP recovery for all party members.

Lucky Girl

3x Heart

Automatic critical hits for all party members.

Transform

3x Moogle

Cait Sith becomes giant and replaces all party members. All stats are sum of active party member stats. After battle, HP and MP left on Giant Cait Sith are distributed back to party members.

Game Over

3x Face

Instant death to all enemies, including enemies immune to death.

Death Joker

2x Face, Bar

All party members receive instant death, even if immune.

Summon

3x Bar

Random Summon magic is triggered.

Toy Box

No Match

One random Toy Box skill is triggered.

Limit Breaks: Cait Sith's Toy Box Skills (Slots)

SkillEffect

Boulder

Attack one enemy for 2x damage.

Icicles

Attack one enemy for 2.5x damage.

Weight

Attack all enemies for 3x damage.

Hammer

Attack one enemy for 3.5x damage.

Fat Chocobo

Attack one enemy for 4x damage.

Hell House

Attack one enemy for 4.5x damage.

Comet

Attack one enemy for 5x damage.

Limit Breaks: Yuffie Kisaragi

When triggering Yuffie's limit breaks, the player will be provided all unlocked for the current set limit level and will choose one to trigger.

LevelSkillHow to ObtainEffect

1

Greased Lightning

Yuffie begins the game with this skill.

Attack one enemy for 3.125x damage.

1

Clear Tranquil

Trigger Greased Lightning 8 times.

All party members cured for .5x maximum HP.

2

Landscaper

Have Yuffie deal 64 killing blows in battle.

Attack all non-flying enemies for 3x damage. Enemies that absorb Earth will be healed.

2

Bloodfest

Trigger Landscaper 7 times.

Attack random enemies for ten strikes for .625x damage each strike.

3

Gauntlet

Have Yuffie deal 64 killing blows in battle after learning Landscaper.

Attack all enemies for a critical hit with 1.75x damage.

3

Doom of the Living

Trigger Gauntlet 6 times.

Attack random enemies for 15 strikes for .625x damage each strike.

4

All Creation

Have Yuffie learn all other limit skills and then use the All Creation manual (item in inventory).

Attack all enemies for 8x damage.

Limit Breaks: All Creation Manual

After obtaining the Tiny Bronco, the party can reach Wutai on the western continent and play out the Wutai Don Corneo side quest. After this side quest is complete, Yuffie can start the Wutai Pagoda sidequest. Make sure Yuffie is in your party and head to the Pagoda. Yuffie will have to fight solo against five bosses: Gorki, Shake, Checkov, Staniv, and Godo. Defeating Godo will win the All Creation limit skill manual.

Limit Breaks: Vincent Valentine

When triggering Vincent's limit break. Vincent will transform into the monster corresponding to his set limit level. The player can no longer command Vincent until the battle ends or Vincent dies. Each transform has its own set of skills that will tr

LevelTransformHow to Obtain

1

Galian Beast

Vincent begins the game with this transform.

2

Death Gigas

Have Vincent deal 40 killing blows in battle.

3

Hellmasker

Have Vincent deal 56 killing blows in battle after learning Death Gigas.

4

Chaos

Have Vincent learn all other transform skills and then use the Chaos manual (item in inventory).

Limit Breaks: Vincent Valentine's Transform Skills

TransformSkillEffect

Galian Beast

Beserk Dance

Attack one enemy for 1.5x damage.

Galian Beast

Beast Flare

Attack all enemies for 3.75x damage. Enemies that absorb Fire will be healed.

Death Gigas

Gigadunk

Attack one enemy for 2.625x damage.

Death Gigas

Live Wire

Attack all enemies for 4.375x damage. Enemies that absorb Lightning will be healed.

Hellmasker

Splattercombo

Attack random enemies for 5 strikes for .5x damage.

Hellmasker

Nightmare

Attack one enemy for 0 damage, inflicts Sleep, Poison, Silence, Confuse, Frog, and Mini if not immune.

Chaos

Chaos Saber

Attack all enemies for 2.5x damage.

Chaos

Satan Slam

Attack all enemies and cause instant death if not immune. Deals 5.625x damage if immune.

Limit Breaks: Chaos Manual

After obtaining the Shin-Ra submarine, head to a bay north of the Golden Saucer and Costa Del Sol. Dive under the water and look for an underwater cave. Follow the cave and surface when able. You should be in a lake with a waterfall. Dock the submarine at the rocks and head to the waterfall to enter Lucrecia's Cave (or the Crystal Cave). Inside, you will get more information on Vincent's past and his connection to Lucrecria and Hojo. After this event, you must fight a number of random battles. At least 10, but depending on your game, it may be more. Head back to Lucrecia's Cave, and she should be gone, leaving behind the Death Penalty Ultimate Weapon and the Chaos manual.

Limit Breaks: Power Leveling

Players that like to grind levels out early in the game can unlock most of their character's limit breaks fairly early. I believe the best time to learn all limit breaks is just after acquiring Cid Highwind as a playable character. He is the last character to be acquired as part of the main story. The only characters that may be missed by this time are Yuffie Kisaragi and Vincent Valentine. The party will also have access to the Tiny Bronco and can return to the starting continent.

If the party has Enemy Skill materia, see if you have learned the skill Matra Magic. If not, fight the Custom Sweeper, just outside of Midgar. Make sure to equip Enemy Skill on the character that you want to learn new limit breaks on. Also keep on hand some Hyper items in order to keep a Fury status on the character. This will allow the character to trigger more limit breaks.

Head to the beach just south of Fort Condor, and enter the Mythril Mines. From here, head to the room to the north of the mine exit. This room will regularly give enemy formations of four or five monsters, and Matra Magic can inflict a one-hit kill on most of them for relatively few MP. Just farm creatures in this room until the character you are unlocking limits for has learned all the skills that require X amount of killing blows. This is typically the first limit break for levels 1, 2, and 3.

From here, head south toward Mideel. If you have the Tiny Bronco, you can't access Mideel yet, but you can land on the beach to the east on the barren part of the island. Fight the enemies here, letting them fill your limit gauges. They do a decent amount of damage, even to high level characters. Have your characters trigger their limit breaks enough time to unlock the rest of the limit skills you have not yet learned.

You can even get access at this point to the final limit skill manuals for Red XIII (Cosmo Memory), Aeris (Great Gospel), and Yuffie (All Creation) at this point by completing the relevant side quest. Red XIII gets his manual while obtaining Vincent Valentine at the Nibelheim Shin-Ra manor. Aeris gets Great Gospel by delivering Mythril to a weaponmaker east of Gongaga. Yuffie gets All Creation by heading west to Wutai and completing the Wutai Pagoda.

Item Duplication

Final Fantasy 7 has a well-known software-based glitch that allows a player to duplicate items. The source of the glitch is the W-Item materia, which allows one character to use 2 items per turn instead of 1. There is also a hardware-based glitch with W-Item that allows PSX owners to duplicate items, but this cannot be replicated with later PC versions and the PSN version of the game. Using one of the methods outlined below, a player can easily duplicate 99 of many items. Some players regard this as cheating, while others shrug it off as an idiosyncrasy that was never fixed despite each new release giving Square Enix the opportunity to do so. Many aspects of the end game become easier with the glitch, such as duplicating expensive Sylkis Greens for Chocobo breeding or duplicating hundreds of sources for stat building your characters. However you feel about it, just know it exists and using the glitch will not prevent you from getting all the possible achievements in this game.

If you do not have W-Item materia, you may not have advanced far enough in the game to obtain it. It is found during the raid on Midgar after Sister Ray is moved from Junon back to the city. In the underground subway tunnels, head south for quite a ways. The W-Item materia will be at the very end of a long series of tunnels. If you missed it during those events, you can also dig it up at Bone Village once Sister Ray fires at the North Crater.

Item Duplication: W-Item and Items Usable in Battle

The first method of duplication is the easiest and may be done with any item that is usable from battle. If an item is not usable inside a battle, this specific method will not work. This method requires that you own at least 2 of the item before this will work. This is useful on expensive items, such as Sylkis Greens, or rare items, such as Elixirs.

Put the item you wish to duplicate at the top of your item list for easy access. Now, equip a character with the W-Item materia and enter a random battle. Wait for this character's turn, and then select "W-Item." The first item should be the one you wish to duplicate. Select this item, then select a target. You will be prompted to select a second item. Select the same item again, but this time do not select a target. Hit cancel. You should notice the item increase by 1. Keep selecting the item, then hitting cancel when prompted to select a target. Each time you do this, the item will increase by 1. In very short time, you will have 99 of the item. Once you have as many of the item you need, hit cancel until you arrive back at the top level menu, and finish the battle any way you see fit.

Item Duplication: W-Item and Morph/Steal

This second method of duplicating items works with items that may be obtained by using the Morph or Steal commands. This method is more difficult than the simple duplication used for items that are usable in battle. This method is fantastic for duplicating full stacks of Sources (items that permanently increase stats).

In order to pull off this glitch, there is a bit of prep work. Equip one character with W-Item materia. Equip a second separate character with Morph or Steal. In your inventory, find one item that is usable in battle that your party only has a single instance of. If you cannot find an item, head to any shop that sells Potions and sell all but your last potion. Move this item to the top of your inventory. This is Item A. Find a second item that is also usable in battle but different from the first. I suggest using a Hi-Potion. Move this item to the second inventory slot, just below the first item. This is Item B.

Enter a random battle. Have your character that equipped the Morph or Steal materia do the appropriate command (Morph, Steal, or Mug). Before the command executes, have the second character select W-Item. Select Item A, then select a target. This should remove Item A from your inventory. Do not select Item B yet. Wait for the Morph or Steal command to finish executing, and you should see the new item in the same inventory slot as Item A was. Now, select Item B, but cancel when prompted to select a target. Keep selecting Item B and canceling on selecting a target. Each time you do this, the item that you Morphed or Stole should increase by 1.

Note that this method only works on the PC and the PSN versions when there is at least 1 enemy left alive. If you used Morph or Mug on the last enemy, removing it from battle, the battle ends and you cannot increase the item by selecting and cancelling. The PSX version has a way around this. When the enemy vanishes from battle, before the victory poses and music hit, open the disc tray. This prevents the game from ending the battle and allows the player to increase items to max. Simply close the disc tray again when you are ready to end the battle.

final-fantasy-vii-quick-reference-guide

Chocobo Breeding: Breeding a Gold Chocobo

Cloud Strife and his party may use Chocobos to travel the world, race at the Golden Saucer, or even breed them. Breeding the Chocobos is one of the ways to acquire different color Chocobos.

Colored Chocobos determine on what terrain the Chocobo can walk over. The standard Chocobos that Cloud and his party can capture are yellow and can only run on flat ground. Green Chocobos are able to climb mountains. Blue Chocobos are able to cross lakes, rivers, and shallow ocean near the coast. Black Chocobos are able to both climb mountains and cross shallow lakes and rivers. The gold Chocobo is able to cross deep waters such as the ocean, as well as run over lakes, rivers, and mountains. The golden Chocobo is the only way to reach a secret materia cave that grants the party the Knights of the Round summon materia.

There are two ways to get a gold Chocobo. Breeding one is the easiest way but it takes time and preparation. The second way is to defeat Ruby WEAPON once the WEAPONs are unleashed, then take the Desert Rose key item Ruby WEAPON gives you to Kalm and trade it for the gold Chocobo. Breeding a Chocobo is recommended for a good racing Chocobo. Breeding is also recommended if you would like to use Knights of the Round in a fight against Ruby WEAPON.

In order to breed the rare gold Chocobo, you will need to complete a bit of preparation. First, you cannot breed a gold Chocobo until you have progressed through the game enough to obtain the Highwind. There are some places that will require the Highwind in order to reach before you begin breeding Chocobos. Second, you must have at least one Chocobo Lure materia. Without this materia, you will not be able to capture wild Chocobos. Wild Chocobos are a must for starting the gold Chocobo breeding process and finishing it. Third, rent as many stalls that are available at the Chocobo Ranch.

Chocobo Breeding: Shopping List

Before catching Chocobos, please purchase each item on this shopping list.

  1. Chocobo Lure materia: This can be bought from the Chocobo Ranch for 2,000 Gil. If you are on disc 2, it may be found near the fence of the Chocobo Ranch.
  2. Sylkis Greens: Purchase these from the Chocobo sage. Buy as many as you can, or duplicate these items with the W-Item duplication trick. You will use up to 90 on each Chocobo that you raise in order to max out their racing stats.
  3. Gysahl Greens: These are cheap and purchased from the Chocobo Ranch. We only need a handful in order to catch Chocobos. We feed them to wild Chocobos while we kill the other enemies. More on catching Chocobos later.
  4. Carob Nuts: You will need at two of these and possibly more if you breed two males when you needed at least one female. You may find the Carob Nut as a prize at the Golden Saucer's Wonder Square or you can steal one from an enemy known as the Vlakorados. The Vlakorados can be found in the islands south of Bone Village. It has 30,000 HP, so it may take a few hits to kill it once you've stolen your prize.
  5. Zeio Nuts: You will need at least one of these and possibly more if you breed two females when you needed at least one male. The Zeio nut has to be stolen from a Goblin. You may find Goblins on the Northeastern islands. Fly to one with the Highwind and make sure you land on one that has a forest. The Goblins only attack inside the forests.
  6. Chocobo Stalls: You can purchase stall space for breeding at the Chocobo Ranch. Purchasing all six will let you keep your champion Chocobos and will make life easier in general. Each stall costs 10,000 Gil.
Areas of interest to Chocobo breeders.

Areas of interest to Chocobo breeders.

Chocobo Breeding: Catching Wild Chocobos

Two "Good" Chocobos from the Golden Saucer area and two "Great" Chocobos from the Mideel area are needed. Check the Chocobo map if you are unfamiliar with these locations.

The Chocobos from each class should be different sexes, meaning you should have a "Good" male Chocobo, a "Good" female Chocobo, a "Great" male Chocobo, and a "Great" female Chocobo.

In order to catch a Chocobo, equip 1 character with the Chocobo Lure materia and find some Chocobo tracks on the world map. Walk across these until you enter a battle. If you are lucky, a Chocobo will be one of the enemies. Feed a green to the Chocobo (if you have over 90 Sylkis greens, you can use one here or toss it a cheaper green from the Chocobo Ranch) and then kill all the other enemies while the Chocobo is eating. Do not attack the Chocobo or else it will run away. Once all enemies are dead and the Chocobo stands alone, you will win the battle and capture it, sending it back to the Chocobo Ranch.

Return to the Chocobo Ranch and examine the Chocobos. As long as two Chocobos are "Good" and two Chocobos are "Great" and they are a male/female combination for each class, then we will keep them. If not, we will have to go back out and try again. If Choco Billy says the Chocobo is anything but "Good" or "Great" then you should release it and not waste your time. Once you have the desired Chocobos, then it's time to feed them the greens. Give each one 90 Sylkis greens. This will guarantee their stats are maxed out. Once all four Chocobos have maximum stats, we will take them racing at the Golden Saucer.

Chocobo Breeding: Racing at the Golden Saucer

Once you have the wild Chocobos caught and stabled and you have fed them each 90 greens, now begins the slow task of racing each one at the Gold Saucer in order to level it up. The "Good" Chocobos should be raced until they reach the "B" class, and the "Great" Chocobos should be at least "B" class as well but can reach "A" class in the hands of a skilled jockey. Get the Chocobos to the highest class that you can. The higher their class, the better the chance of getting a Chocobo that you want when breeding.

Chocobo Breeding: Green and Blue Chocobos

Once all four of your Chocobos have been raced and gotten to the "B" class or higher, we can try to mate them. It is very important to save your game before each mating attempt. If you get a mating result that you did not intend, it is much easier to reload the game than to wait for the Chocobos to be ready to mate again.

Start with the male "Good" Chocobo and the female "Great" Chocobo. Mate them and choose a Carob nut. You should get a green Chocobo. Make a note of the baby Chocobo's sex. You will need to breed a blue Chocobo of the opposite sex.

Now mate the female "Good" Chocobo with the male "Great" Chocobo. When mating, again choose the Carob nut. You should get a blue Chocobo. If the blue Chocobo is the same sex as the green Chocobo, reload your save and try mating again until you have a blue Chocobo and a green Chocobo of the opposite sex.

Chocobo Breeding: The Black Chocobo

Now that you have the blue Chocobo and the green Chocobo, you should know what to do. Get some more Sylkis greens and max out their stats. Once their stats are maxed out, it's time to take them to the Golden Saucer for more races. These two Chocobos should be able to reach the "S" class races. They are better than their parents.

Once both Chocobos are "S" class, it's time to head back to the ranch for some more breeding. If the Chocobos are not old enough to breed yet, take some time to complete another side-quest and come back. Once they are ready to breed, save the game and mate them with a Carob nut. The result should be the black Chocobo, who is able to cross both rivers and mountains.

Chocobo Breeding: The Gold Chocobo

The final step to breeding the gold Chocobo involves catching one more wild Chocobo. Make a note about what sex your black Chocobo is. You will need to catch a wild yellow Chocobo of the opposite sex. The Chocobo must be a "Wonderful" Chocobo, which are found in the snowy areas in the north. Consult the Chocobo map earlier in this guide for a reference. Capture a "Wonderful" Chocobo. You may want to stop by the Chocobo sage to pick up more Sylkis greens for your black Chocobo and "Wonderful" Chocobo, or duplicate the greens with the W-Item materia.

You should know the drill by now. Make sure the "Wonderful" Chocobo and black Chocobo have their stats maxed out. Now we head back to the Golden Saucer and enter these two in races. Have both of them climb the ranks to become "S" class.

When both Chocobos are "S" class, return to the Chocobo Ranch. Save the game. Now head inside and breed the black Chocobo and the "Wonderful" Chocobo with the Zeio nut. The result should be a gold Chocobo. If it is not, reset the system, load the game, and try again.

Chocobo Breeding: What to do with a Gold Chocobo?

Now that you've taken the time to breed a rare gold Chocobo, there are several things to do with it.

  1. Race it. Feed the gold Chocobo 90 Sylkis Greens. The gold Chocobo will have better stats than any of your previous Chocobos. The gold Chocobo will blow away all the other Chocobos at the races. Use it to gain any of the rare prizes you missed from the Golden Saucer's race area.
  2. Visit the materia caves around the world. The first is north of Corel and will yield the "HP<->MP" materia that swaps a characters HP and MP. This is useful for characters who will be using a lot of summon spells. The second is over the mountains near Wutai and will yield the "Mime" materia that lets a character copy another character's action in battle. The far eastern peninsula, visible on the world map, yields the "Quadra-Magic" support materia which lets a player cast a magic spell or summon four times in one turn but with half the damage. The final materia cave is not visible on the world map. There is an island in the north east corner of the map that must be crossed by the gold Chocobo. Once you find it, you will obtain the "Knights of the Round" summon materia. This is the most powerful summon in the game and is essential for defeating many difficult bosses.
  3. Get Vincent's ultimate weapon. There is a waterfall near the center of the western continent. Take the gold Chocobo there, dismount, and enter the waterfall with Vincent in your party.
  4. Cactuar Island, south of Gongaga, is only reachable by gold Chocobo.
  5. Get to the Ancient Forest without having to defeat Ultimate WEAPON.

WEAPONs: The Planet Protectors

When an alien being, later named JENOVA, arrived on the Planet, the Planet decided to take matters into its own hands and created the WEAPONs. These are giant monsters that attack anything that threatens the Planet itself. In this game, five are revealed between Disc 2 and Disc 3. Two more would be introduced in the Final Fantasy VII universe though other games and films but are not present here.

Four of the five WEAPONs are bosses in the game. If you follow only the story without completing sidequests, you will fight two and kill one. It is possible to kill all four WEAPONs that you may fight. The three optional kills will open up opportunities with other side quests that yield nice loot.

Sapphire WEAPON

Sapphire WEAPON

WEAPONs: Sapphire WEAPON

Sapphire was not named in the original game, and the player will see no mention of its name in the story other than just WEAPON. The FFVII International release introduced the name Sapphire.

Sapphire is the only WEAPON in the game that the player cannot fight. The player cannot miss this WEAPON. It has a pivotal role to play in the main story, as the attack it wages on Junon allows Tifa to escape her public execution at the hands of the Shin-Ra. Junon's Mako canon, later moved to Midgar and named Sister Ray, fires on Sapphire at point blank range, killing the WEAPON.

Diamond WEAPON

Diamond WEAPON

WEAPONs: Diamond WEAPON

Diamond WEAPON is a mandatory fight in the story of Final Fantasy VII. The player cannot miss it. Diamond moves to attack Midgar after Sapphire's demise at Junon. The player's party will have to wait for it to make landfall, then touch him to initiate battle.

Diamond WEAPON is not difficult when the party is sufficiently leveled. He is weak against lightning, so spam any and all lightning magic, items, and summons. Diamond starts the battle immune to physical attacks, so make sure you start casting strong magic and summons on him. After his armor opens, he is immune to magic but vulnerable to physical attacks, and Diamond Flash is triggered three turns after Diamond uses Countdown. Diamond Flash is the main attack to watch for, as it will reduce all party members HP by 77.5% and inflict Silence. Make your party immune to Fire using Elemental materia or a Flame Ring. If you don't have these, a Megalixer is a good item to have on hand for this attack. Diamonds other attacks should never hit for much more than 1,000 HP.

Make sure somebody has Steal equipped as Diamond carries the Rising Sun. The Rising Sun is a weapon for Yuffie Kisaragi with Double AP growth. Steal this from Diamond before dispatching him.

WEAPONs: Diamond WEAPON Stats

Level

HP

MP

 

49

30,000

30,000

 

Strength

Vitality

Defense %

 

50

250

1

 

Magic

Spirit

Luck

 

50

250

0

 

EXP

AP

Gil

 

35,000

3,500

25,000

 

 

 

 

 

Half

Null

Absorb

Weak

Fire

Gravity

 

Lightning

 

 

 

 

Immune

Vulnerable

 

 

Death, Sleep, Poison, Confuse, Silence, Stop, Frog, Small, Slow-NumbPetrify, Regen, Death-Sentence, Berserk, Paralyzed

Slow, Darkness

 

 

Ultimate WEAPON

Ultimate WEAPON

WEAPONs: Ultimate WEAPON

Ultimate WEAPON is both a mandatory and optional fight. It is the only WEAPON the player can fight more than one battle with.

The first fight with Ultimate WEAPON is the only mandatory fight with it. It will attack Mideel as part of the main game story. Your party will be absent Cloud Strife for this fight. The fight is not difficult, and winning it will cause Ultimate WEAPON to abandon his attack rather than die. For this first fight, a Curse Ring may be obtained using the Steal command.

The most interesting thing about Ultimate WEAPON is the number of fights the player can initiate with him after the story fight. He becomes slightly tougher, but his HP pool carries over from fight to fight. Starting from the story fight, he has 100,000 HP. Each fight with him will reduce this pool. After reducing his HP to 20,000 or less, the party can initiate the final fight, which will result in the death of Ultimate WEAPON and opening up an area near Cosmo Canyon known as the Ancient Forest. He cannot heal between fights, but cannot be killed until the final fight, so it is possible for his HP to be reset to 20,000 HP if the party reduces it to 0 early.

To initiate a fight with Ultimate WEAPON, simply find him on the world map. He will be found first over a lake near Junon. His final fight will take place above Cosmo Canyon. Each fight between these two will be at a random location. Here is a list of all locations.

  • Junon Area: Air battle and the first location after the Mideel story fight and defeating Diamond WEAPON
  • Fort Condor: Ground Battle
  • Gongaga Village: Ground Battle
  • Mideel: Air Battle
  • Midgar: Ground Battle
  • Mt. Nibel: Air Battle
  • North Corel: Air Battle
  • North Crater: Ground Battle
  • Cosmo Canyon: Air battle and the last location once Ultimate WEAPON has 20,000 HP or less remaining.

The air and ground battles have a difference. In the air battles, only characters using weapons with the Long Range ability or equipped with Long Range materia will be able to attack Ultimate WEAPON. An item may be stolen for each new fight initiated with Ultimate WEAPON. A Circlet is the prize during air battles, and during ground battles, the party can Steal a Reflect Ring.

Ultimate WEAPON's attack Ultima Beam can be absorbed. Equip a mastered Elemental materia with any green non-element materia on a character's armor. This is an exploit of the "Hidden" element. Bolt Ball can also be absorbed as it is a Fire elemental attack. A Flame Ring or mastered Elemental materia paired with Fire element magic will do it.

When Ultimate WEAPON is killed, he will cast Shadow Flare on the party member who dealt the killing blow. This can be learned as an Enemy Skill. Some players like to fight the last battle with just one party member wearing all four Enemy Skill materia and a Reflect Ring. Because one party member is doing all attacks, he is guaranteed to be targeted with Shadow Flare at the end of the fight. The Reflect Ring will make sure that party member takes no damage and all four Enemy Skill materia will pick up Shadow Flare. If it is missed here, the player can still pick it up from Ruby WEAPON or from enemies inside the North Crater (Dragon Zombie and end-game boss Safer Sephiroth).

If your party has trouble with Ultimate WEAPON, take advantage of his status vulnerabilities. He can be both slowed and blinded (darkness). Keeping these statuses up on him will help a fragile party increase their survival rate.

WEAPONs: Ultimate WEAPON Stats (Mideel Story Fight)

Level

HP

MP

 

61

100,000

400

 

Strength

Vitality

Defense %

 

100

120

3

 

Magic

Spirit

Luck

 

170

100

50

 

EXP

AP

Gil

 

0

0

0

 

 

 

 

 

Half

Null

Absorb

Weak

 

Gravity

 

 

 

 

 

 

Immune

Vulnerable

 

 

Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small, Slow-numb, Petrify, Regen, Death-Sentence, Berserk, Paralyzed

Slow, Darkness

 

 

WEAPONs: Ultimate WEAPON Stats (Ground)

Level

HP

MP

 

61

100,000

400

 

Strength

Vitality

Defense %

 

100

120

3

 

Magic

Spirit

Luck

 

170

100

50

 

EXP

AP

Gil

0

0

0

 

 

 

Half

Null

Absorb

Weak

 

Gravity

 

 

 

 

 

 

Immune

Vulnerable

 

 

Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small, Slow-Numb, Petrify, Death-Sentence, Berserk, Paralyzed

Slow, Darkness

 

 

WEAPONs: Ultimate WEAPON Stats (Air)

Level

HP

MP

 

61

100,000

400

 

Strength

Vitality

Defense %

 

100

120

3

 

Magic

Spirit

Luck

 

170

100

50

 

EXP

AP

Gil

 

0

0

0

 

 

 

 

 

Half

Null

Absorb

Weak

 

Earth, Water, Gravity

 

 

 

 

 

 

Immune

Vulnerable

 

 

Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small, Slow-Numb, Petrify, Death-Sentence, Berserk, Paralyzed

Slow, Darkness

 

 

WEAPONs: Ultimate WEAPON Stats (Final Battle)

Level

HP

MP

 

61

20,000

400

 

Strength

Vitality

Defense %

 

100

120

3

 

Magic

Spirit

Luck

 

170

100

50

 

EXP

AP

Gil

 

35,000

3,500

25,000

 

 

 

 

 

Half

Null

Absorb

Weak

 

Earth, Water, Gravity

 

 

 

 

 

 

Immune

Vulnerable

 

 

Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small, Slow-Numb, Petrify, Death-Sentence, Berserk, Paralyzed

Slow, Darkness

 

 

Ruby WEAPON

Ruby WEAPON

WEAPONs: Ruby WEAPON

Ruby WEAPON is an optional boss and is only present in the NA, PAL, and International versions of the game (sorry, Japan). The player never has to fight Ruby WEAPON to complete the game. Ruby is considered a superboss due to the extreme difficulty he presents, especially to newer players. Ruby WEAPON appears in the sands around the Golden Saucer after Ultimate WEAPON's death. If you have killed Ultimate WEAPON (he is not dead until after the final fight above Cosmo Canyon and opens a crater in the mountains to the Ancient Forest) and do not see Ruby, fight some random battles and look again.

Ruby WEAPON is able to knock two of your party members out of battle for the duration with an attack called Whirlsand. You cannot bring them back. You cannot choose which two members Ruby knocks out, but you can trick him in one of two ways. The first strategy is to enter battle with only one active character and keep the other two KO'ed. Ruby will not toss out KO'ed characters, and will never toss out your last active character. The second strategy involves setting up all three characters as if they were to fight Ruby WEAPON solo. After two are knocked out, the third character is already outfitted to finish the fight solo. The first strategy has more benefits than the second as you can revive those characters once Ruby WEAPON has become vulnerable.

Ruby WEAPON is invulnerable while his claws are above the ground. Once two of your party members are either KO'ed or ejected from battle, the claws will go in, and you will face an attack from both sides. Ruby WEAPON will be in front of your character, and two tentacles will be behind.

Ruby WEAPON has incredible resistance to physical attacks. Even a character with 255 strength will have difficulty dealing damage to Ruby WEAPON even when he is vulnerable. One way around this is to use the item Hero Drink. Hero Drink will buff a character's stats for a few turns in battle. Multiple Hero Drink items can bring the stats of one character past the limit. Up to four Hero Drink items can be active on one character, doubling a character's stats. It's possible to bring strength up to 510. Another way to do full damage of 9,999 against Ruby is to throw money at him. Throwing 100,000 Gil per attack will do it, so killing Ruby would only cost around 8,000,000 Gil.

Even with maximum defense of 510, Ruby WEAPON will still do incredible damage to your character. The tentacle's damage will be gravity-based and will take a large fraction of your character's HP. The tentacles can also take a large portion of MP from a character. They also cast status effects, making a Ribbon a must-have accessory on any character you wish to keep in the fight.

In addition to the tentacles and the Whirlsand attack that ejects party members from battle, Ruby has access to Ultima, Comet 2, Ruby Flame, Ruby Ray, and Shadow Flare. Bring some Enemy Skill materia if you have not yet learned Shadow Flare, as Ruby is one of the few enemies to use it. Ultima will be used as a counter to the Knights of the Round summon. Comet 2 will only be used when Ruby does not have his tentacles out. Ruby Ray can inflict confusion on your character, which is disastrous, so I say again that a Ribbon is a must-have accessory to prevent this effect.

Ruby WEAPON is not vulnerable to much, but can be slowed and paralyzed. Take advantage of this with magic, summons, or items. Time magic will slow the beast, allowing you to hit multiple times. The summon Hades or the item Dazers can paralyze him, allowing you to go all out. When paralyzed, Ruby will not counter-attack, so getting this effect on him is crucial if you are planning to utilize Knights of the Round.

Defeating Ruby WEAPON will net your party the Key Item "Desert Rose." This item may be taken to the man in Kalm and exchanged for a gold Chocobo. The gold Chocobo is suitable for riding, but the stats on it are sub-par compared to the stats of a player-bred gold Chocobo.

WEAPONs: Ruby WEAPON Three Character Item Strategy

This strategy is valid for high level and high stat characters, particularly those who have taken the time to max out strength to 255. It requires W-Item materia to be in possession of your party, but does not require any mastered summons.

Before initiating battle, obtain a high number of Dazers and Hero Drinks, at least 30 of each but preferably more. I used the W-Item duplication trick. Dazers can be won from the Boundfat in the Sleeping Forest and Corral Valley area. The Hero Drink can be won as a prize from Chocobo racing in the B, A, and S ranks at the Golden Saucer. KO two of the three characters in a random battle using friendly fire.

On the living character, equip the following:

  • Ribbon Accessory
  • Recommended Phoenix summon paired with Final Attack as a safety net.

On the KO'ed characters, equip the following:

  • Ribbon Accessory
  • W-Item materia is recommended for fast Hero Drink usage.

When battle begins, Ruby should start by putting his claws in the ground and pulling out the tentacles. Have the living character use Dazers on Ruby WEAPON until he is paralyzed. Now, revive the other members of the party using Phoenix Downs and other restorative items. Now, get your combat flow going. One character should have the responsibility of keeping Ruby paralyzed. One character should have the responsibility of giving a steady supply of Hero Drinks to the hardest hitting character. From here, just keeping Ruby paralyzed and keep hitting him hard. He will eventually die.

WEAPONs: Ruby WEAPON Solo Summon Strategy

This strategy is valid for a party that has not maxed out their stats and has high level summon materia. The materia does not have be mastered, but it is recommended.

Before initiating battle, KO two of the three party members with friendly fire in a random battle.

Equip the following on the living character:

  • Ribbon Accessory
  • Knights of the Round materia linked with MP Absorb materia.
  • Hades materia linked with HP Absorb materia.
  • Revive materia linked with Final Attack materia.
  • W-Summon materia.
  • Mime materia.

Once Ruby WEAPON has deployed his tentacles and is vulnerable, W-Summon Hades and then Knights of the Round. Due to HP Absorb and MP Absorb, this combination should keep you at near-full HP and MP and also keep Ruby WEAPON paralyzed. While paralyzed, Ruby cannot counter with Ultima. Mime this action the next turn, and keep it going. Revive and Final Attack are a safety net in case Ruby does kill the character. Do not be afraid to use an Elixir, Turbo Ether, or X-Potion in case a quick recovery is needed. Ruby will eventually fall.

WEAPONs: Ruby WEAPON Stats

Level

HP

MP

59

800,000

2,560

Strength

Vitality

Defense %

100

480

100

Magic

Spirit

Luck

200

500

10

EXP

AP

Gil

45,000

50,000

30,000

Half

Null

Absorb

Weak

Gravity, Water

Fire, Ice, Lightning, Earth

Immune

Vulnerable

Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small, Slow-Numb, Petrify, Death-Sentence

Slow, Paralyzed

Emerald WEAPON

Emerald WEAPON

WEAPONs: Emerald WEAPON

The final WEAPON in the game is Emerald WEAPON. This is the second superboss due to the difficulty Emerald poses to newer players. Emerald WEAPON has higher HP than Ruby WEAPON, but lower defense, making it easier to deal lots of damage each turn. Emerald WEAPON may be found patrolling the ocean floor. You can only reach him with the submarine. If you do not find Emerald on the ocean floor, try advancing the game until you see Ruby WEAPON around the Golden Saucer. If Ruby was unleashed, then Emerald was, too.

Emerald WEAPON is a unique fight in that he has an optional timer. If you do no preparation for the fight, you will have 20 minutes to defeat him in battle. If the timer runs out, you drown and it's "game over." The timer can be removed by obtaining Underwater materia and equipping it on one of the characters in the fight. In order to obtain Underwater materia, you must first obtain the Key Item "Guide Book." This item can be morphed from enemy in the Junon Underwater Reactor tunnel. The enemy is "Ghost Ship" and is unmistakable as it looks like a living pirate ship. Take the Guide Book to an old man in Kalm (northeast of Midgar) and he will provide you with Underwater materia.

Emerald WEAPON has an attack called Aire Tam Storm that will destroy your party if not countered correctly. Notice that the attack is "Materia" spelled backwards. The attack will hit the entire party and will deal 1,111 damage for each piece of materia equipped on the target. That means if Cloud has 4 pieces of materia equipped, he will receive 4,444 damage. Keeping the materia count on each party member low is key. Aire Tam Storm is also Emerald's counter attack to Knights of the Round, so consider not using this summon.

Emerald Shoot is an attack that will hit one party member for massive damage and cancel out Barrier, MBarrier, Shield, Death Force, and Resist. Emerald Beam will attack the entire party for massive damage and get rid of Regen. Because of these attacks, and because of damage mitigation for Aire Tam Storm, I do not recommend bringing Time, Barrier, or Restore materia to battle.

Emerald WEAPON can open eyes in its shoulder that serve as additional targets. Keeping these eyes out of battle will help minimize the number of times Emerald will cast Aire Tam Storm.

Defeating Emerald WEAPON will provide you with the Key Item "Earth Harp." Take this back to the man in Kalm who gave you the Underwater materia, and he will exchange the Earth Harp for a Master Magic, Master Command, and Master Summon materia. Not bad, especially if you missed any of the earlier Huge Materia quests.

WEAPONs: Emerald WEAPON Minimum Materia Strategy

Due to Emerald WEAPONs Aire Tam Storm attack, I recommend keeping as few pieces of materia on each party member as possible. I also recommend taking high-level and high-stat characters to battle so that a lack of magic and summons will not feel like a handicap.

Items will be your best friend for this battle. Be sure to stock up on Elixirs, Megalixirs, and X-Potions for this battle. These will take the place of your normal Restore magic. Another must have are Hypers to keep up the Fury status, which will help the characters trigger more high level limit breaks after each damage spike from Emerald. Other items that keep positive status effects up are valuable, not not required, especially as Emerald can get rid of the best status effects for your party such as Barrier, MBarrier, and Regen. Hero Drinks are welcome for characters with low stats, but not needed if characters can survive the damage spikes and are still doing full or close to full damage per attack.

I recommend each party member take Double Cut and Counter materia. Mastered Double Cuts are preferred in order to get off four hits per attack. If the characters do full damage each hit, it won't take long to whittle down Emerald WEAPON. Finally, a mastered Phoenix summon linked with a Final Attack on one character is recommended as a safety net, but is not required.

WEAPONs: Emerald WEAPON Stats

Level

HP

MP

 

99

1,000,000

100

 

Strength

Vitality

Defense %

 

180

360

1

 

Magic

Spirit

Luck

 

180

360

1

 

EXP

AP

Gil

 

50,000

50,000

50,000

 

 

 

 

 

Half

Null

Absorb

Weak

Gravity

Earth

Ice, Water

Lightning

 

 

 

 

Immune

Vulnerable

 

 

Death, Sleep, Poison, Confusion, Silence, Stop, Frog, Small, Slow-Numb, Petrify, Death-Sentence, Berserk, Paralyzed

Slow, Darkness

 

 

This is the house where the player may find the Kalm Traveler.

This is the house where the player may find the Kalm Traveler.

Kalm Traveler

The Kalm Traveler sidequest was not present in the original Japanese PSX version of Final Fantasy 7, but was included in all releases since. This is a short sidequest that is closely tied to the WEAPON superbosses. All items sought by the Kalm Traveler are obtained while preparing to fight the WEAPONs or by defeating the WEAPONs.

The Kalm Traveler is located on the second floor of a house in Kalm. The house is to the right of the bar in town. Talk to him after the WEAPONs are released into the world, and he will ask for three rare items to be brought to him. The Guide Book, the Desert Rose, and the Earth Harp.

The Guide Book is the easiest item to obtain. Inside the Junon Underwater reactor is a clear tunnel. The player can see the ocean all around. Trigger some random battles here to meet an enemy named Ghost Ship. It looks like a living pirate ship. Use the Morph command on this enemy to get the Guide Book. Having Yuffie in the party is helpful, as her ultimate weapon Conformer makes it very easy to Morph enemies. In exchange for the Guide Book, the Kalm Traveler will give you Underwater materia. This materia eliminates the timer during the fight with the Emerald WEAPON when equipped.

The Desert Rose is a prize won by defeating Ruby WEAPON. In exchange for this item, the Kalm Traveler will trade a gold Chocobo. This Chocobo is suitable for riding, but not for racing. The stats are sub-par when compared to a player-bred gold Chocobo. Some players elect to win the Desert Rose and then keep it since they can breed their own gold Chocobo. There is no benefit to holding on to the Desert Rose.

The Earth Harp is a prize won by defeating Emerald WEAPON. In exchange for this item, the Kalm Traveler will trade a Master Magic, Master Command, and Master Summon materia set. These materia are not unique, as the player can use Huge Materia to meld these materia. That involves mastering each magic materia, command materia, and summon materia independently. Some players hold on to the Earth Harp instead of trading it due to this. There is no benefit to holding on to the Earth Harp.

Bone Village and the Sleeping Forest

Bone Village and the Sleeping Forest

Bone Village

Bone Village is a town the player visits near the end of Disc 1 after the player has visited the Temple of the Ancients. The first time the player visits, the player must find and excavate the Lunar Harp Key Item to advance the story. From then on, Bone Village remains open and the player may pay to dig and excavate treasure at any time. Near the end of the game, Bone Village can the become the source of materia or items that are either very rare or that the player has missed in the normal course of the game.

Map of dig locations for Bone Village.