 |
 |
Import Games |
A quick note from KM:
Hello! No, this isn't another update, it's more like a quick addition
I'm putting here so that everyone will notice it. I'm asking that you
guys DON'T E-MAIL ME ABOUT FF7 QUESTIONS anymore. I've answered so
many e-mails I can't possibly count them all, and even though I stopped
the US FF7 FAQ back in January, people still e-mail me constantly, and
I don't have the time to answer it all. If you want to use my FF7 FAQ
on a web page, go ahead. If you want to use this FAQ in any other way
(such as in a publication or there is some sort of legal or credit
issue,) then you MUST contact me first, but otherwise, that's it! You
can't please everyone, which is a big reason why the FAQ won't be
updated anymore!
I'm not trying to be rude, but it gets a little tiring at times. I
realize that there are some mistakes still in the FAQ that I never got
around to correcting (the Emerald Weapon does damage equal to the
materia that you wear, there is no use for the miniature soldiers, you
cannot have chocobos that can fly, and any character who isn't in Disc
2 or 3 cannot be used without a GameShark code, and Bahamut Zero can be
gotten from Cosmo Canyon, this is in the FAQ but no one notices [ditto
with info. on how to get the Underwater Materia in the US version!]),
but I've done this thing for more than a year now and I'm tired of FF7,
geez! Besides, those of you who keep up on the legal side of things
know that I have other reasons for not wanting to continue the FAQ....
Anyway, if you _do_ send me a question, your mail will be erased! I
hate to end the FAQ on this sort of note, but that's how it is.
- March 31, 1998
777777777777 777777777777 7777777777777 7777777 7777777
77777777777777 77777777777777 777777777777777 777777777 777777777
77 77 77 77 77 7 77 77 77 77 77
7777 77 77 7777 77 77 777 777 777 777 777 777 777
7777 777 77 7777 777 77 777 777 777 777 777 777 777
7777 7777 77 7777 7777 77 777 777 777 777 777 777 777
7777 7777777 7777 7777777 777 777 777 777 777 777 777
7777 77 777 7777 77 777 777 777 777 777 777 777 777
7777 777 7777 777 777 777 777 777 777 777 777
7777 77 777 7777 77 777 777 777 777 777 777 777 777
7777 7777777 7777 7777777 777 777 777 777 777 777 777
7777 7777777 7777 7777777 7777 777 7777 777 777 777 777
7777 7777777 7777 7777777 7777 7 7777 777 777 777 777
7777 7777777 7777 7777777 7777 7 7777 777 777 777 777
7777 7777777 7777 7777777 77777 77777 777 777 777 777
777 777777 777 777777 777777 777777 77 77 77 77
77777777777777 77777777777777 777777777777777 777777777 777777777
777777777777 777777777777 7777777777777 7777777 7777777
---------------------------------------------------------------------
f i n a l f a n t a s y v i i
---------------------------------------------------------------------
Final Fantasy VII FAQ v1.3 -- FINAL
Part 2: Extra Information and Lists
(English/American Edition)
by K. Megura
for the Sony PlayStation
Unpublished work Copyright 1997-1998 Kao Megura
This FAQ is for private and personal use only. It can only be
reproduced electronically, and if placed on a web page or site, may be
altered as long as this disclaimer and the above copyright notice
appears in full. This FAQ is not to be used for profitable/promotional
purposes; this includes being used by publishers of magazines, guides,
books, etc. or being incorporated into magazines, etc. in ANY way.
This FAQ was created and is owned by me, Kao Megura .
All copyrights and trademarks are acknowledged that are not specifically
mentioned in this FAQ. Please give credit where it is due.
The Final Fantasy series is (c) Square Soft and (c) Sony Entertainment
of America.
This FAQ, and future revisions of it, can be found at:
Kao Megura's Home Page www.geocities.com/Tokyo/Pagoda/4610/
Other places that host this FAQ (but may not have latest revisions):
GameFAQs www.gamefaqs.com
Square Net www.square.net
And there's an HTML'ized version of my English Edition FAQ at:
jason's home page www.mallison.com/ffvii/
Dexco FF7 www.thenet.co.uk/~dexco/~ff7/index.html
Also, the FF7 FAQ has gone international! Three people are currently
writing versions of this FAQ in Spanish, French, and Swedish. While
none of the versions are complete, it's nice to know that people are
willing to translate this _entire_ thing into another language!
Currently up is the Swedish translation of the FF7 US FAQ, which can
be found at:
The page is maintained by Daniel Burvall, and...what can I say? He's
done an excellent job. While the main walkthough itself isn't up,
all the other sections have been converted and look very nice. You
can reach Mr. Burvall at with comments or questions.
The French translation has also been put up. It's located at this
address: , and is based on
version 2.1 of the Japanese FAQ and 0.2 of the English FAQ. Maintained
by Antoine Rotereau , it's another excellent
translation and will undoubtedly help out a lot of people.
-------------------------------------------------------
contents - part one : walkthrough and basic information
-------------------------------------------------------
1. R E V I S I O N H I S T O R Y
2. I N T R O D U C T I O N
3. D I S C 1 W A L K T H R O U G H
3.1 Makoro Power Plant
3.2 Midgar City
3.3 Avalanche Base
3.4 Mako Reactor Number 5
3.5 Sector 5 Slums
3.6 Wall Market
3.7 The Sewers / Train Yard Revisited
3.8 Into The Sky
3.9 Shinra Headquarters
3.10 Escape!
3.11 Kalm Town / Chocobo Farm
3.12 Mythril Mine / Junon Town
3.13 Shinra Cargo Ship
3.14 Costa Del Sol / New Continent
3.15 Gold Saucer
3.16 Gongaga Town / Cosmo Canyon
3.17 Return of Sephiroth
3.18 The Inventor
3.19 Betrayal
3.20 The Temple of the Ancients
3.21 Bone Village / Sleeping Forest
3.22 Forgotten Capital / Forgotten City
4. D I S C 2 W A L K T H R O U G H
4.1 The Cave
4.2 Icicle Inn
4.3 Lost in the Snow
4.4 The Crater / Whirlwind Maze
4.5 Junon Town Attacked!
4.6 Where's Cloud? / North Corel Express
4.7 Fort Condor
4.8 Inside Cloud's Head
4.9 100 Leagues Under the Sea
4.10 Underwater Adventure
4.11 Cid's Rocket
4.12 Forgotten Capital Revisited / Midgar City Under Siege
5. D I S C 3 W A L K T H R O U G H
5.1 Northern Crater
6. B O N U S A R E A S A N D S U B - Q U E S T S
6.1 Ancient Forest
6.2 Vincent's Waterfall
6.3 Bonus Materia Locations
6.4 Yuffie's Sub-Quest
6.5 Emerald and Ruby Weapons
7. P L A Y I N G T H E G A M E
7.1 Terminology
7.2 Starting / Saving the Game
7.3 Controller Functions
7.4 Battles
7.5 List of Status Changes
7.6 World Map and the Area Map
7.7 Having Fun
R. A U T H O R ' S N O T E
-------------------------------------------------
contents - part two : extra information and lists
-------------------------------------------------
R. R E V I S I O N H I S T O R Y
R. I N T R O D U C T I O N
8. S E C R E T S A N D C O D E S
8.1 Getting Yuffie Kisaragi
8.2 Getting Vincent Valentine
8.3 The Safe in Nivelheim
8.4 The Sleeping Man
8.5 Piano Trick
8.6 Key to Midgar City
8.7 Turtle's Paradise Flyers
8.8 All 7 Fever
8.9 FMV Viewing Trick
8.10 Exchange Gil for GP / Infinite Gil
8.11 Raising Chocobos
8.12 Uncharted Isles
8.13 GameShark Codes
9. A P P E N D I X
9.1 Materia Orbs
9.2 Huge Materia / Master Materia
9.3 Materia List
9.4 Materia Strategies
9.5 Enemy Skill List
9.6 Learning Limit Breaks
9.7 Limit Break List
9.8 Ultimate Weapons
9.9 Items and Equipment
9.10 Shopping List
9.11 Monster List
9.12 Rumors and Speculation
9.13 The Documents
10. S P E C I A L T H A N K S
11. A U T H O R ' S N O T E
(R is for a reprinted section originally located in the other part of
the FAQ).
=========================================================================
1 . R E V I S I O N H I S T O R Y
=========================================================================
VERSION 1.3 (January 1, 1998)
I'd like to thank WhisQ for providing me with a totally-revised Monster
List--it's arguably one of the biggest and best contributions ever.
Other various things have been added and corrected. Barring any new
discoveries, this is the last revision of the FAQ. I hope you enjoyed
the ride, and I'd like to express my thanks to all the people who were
there for me in the beginning, and those of you who were contributing
up until the very last update. Everyone who sent something into this
FAQ is worthy of praise. Well, that's it!
VERSION 1.2 (December 14, 1997)
The Monster List has been revised, and more numerous corrections and
additions have been made. Hmm...anything left to add? (Be reasonable
now!) I've been doing this since February, and I think the FAQ is as
good as it's gonna get, right? Well, let me know, otherwise, I
suppose this is it.
VERSION 1.1 (November 16, 1997)
The strategy section for the Ruby and Emerald Weapons has been updated,
and of course, there have been more numerous additions and corrections.
I'm happy to say that much of the new stuff in this revision is the
result of contributions by readers of the FAQ, so thanks, and keep your
hints and info. coming!
VERSION 1.0 (October 28, 1997)
The Walkthrough section has been updated for all three discs. Strategies
for fighting the Diamond, Emerald, and Ruby Weapons has also been added,
as well as many numerous corrections. Much of the Japanese text has also
been converted into English, along with other minor additions. I'm
expecting a hundred 'thank-you's' from _all_ the people who e-mailed me
day after day about fighting the Weapons.... ^_^; And with that, the FAQ
is bumped up to 1.0, since it's now a 'real' FF7 English-text version
FAQ. Also (as if you hadn't noticed) the FAQ has been split into two
parts.
Also, an important note to contributors! Did I e-mail you thanking you
for your contribution, but you never saw it added to the FAQ? If so,
please e-mail me, as I'm having a hard time finding all the e-mails I
wanted to use and who sent them to me. Sorry for my sloppiness;
especially those of you who were hoping to see your info. added to v0.3
but had to wait until now. It's just that there are a lot of
contributions and I have to weed out the usable ones and then add them
to the FAQ.
VERSION 0.3 (October 6, 1997)
A minor update to the Walkthrough section, and more general corrections
throughout the FAQ. Lots of GameShark codes this time, however, I only
made one of them, the 'Battle Select', the rest were submitted and
contributed by Ignacio DeLucas, Jeff Wong, and Charles Mac Donald. Mr.
DeLucas gets big props for correcting my GS codes and submitting ones of
his own (as I don't like making them, and he seems to be very good at
coming up with them!! ^_^;) I've replaced the 'Run from any battle'
trick with the 'Exchange Gil for GP' trick as the former cheat doesn't
work in the US version. Also, several sections have been rewritten
(since I had to rewrite them for another FAQ anyway).
Also, section 7.9 (Main Menu) has been deleted, since the Main Menu is
in English (obviously), and so this section is defunct and only adds
more wasted text to the FAQ (which is far too big as is!) On a sad
note, the 'Idiot List' has returned. Hey, I call it as I see it--and
I'm really serious about people not messsing with my work.
VERSION 0.2 (September 14, 1997)
More corrections made and more info. added. Also included the 'Gain
Lots of Experience Points', 'Super Select', and 'No Time Limit - Any
Character' GameShark codes.
VERSION 0.1 (September 7, 1997)
Basic information. Much of this FAQ is based on my earlier Japanese FF7
FAQ. Created GameShark codes 'Item Select', 'Materia Select' and
'Character Select' have been included. If the FAQ seems a bit sloppy
right now, well, it is based on the Japanese FAQ so it'll take a revision
or two to get everything into shape, as this is a big file :)
Also, my spell-checker and 'find/replace' options went a little crazy,
so if you spot any strange mistakes, please let me know! ^_^;
Began construction of VERSION 0.0 on August 18th, 1997
=========================================================================
2 . I N T R O D U C T I O N
=========================================================================
If this is your first time playing FF7, then trust me, you'll enjoy it.
If you were around back when I was working on the Japanese FF7 FAQ, then
I'd like to say, "Welcome back!" Square has a lot in store for us gamers
and this version of FF7 is by far the best, in my opinion.
This FAQ is split into two parts: "Walkthrough and Basic Information",
which contains a step-by-step 3-disc walkthrough and info. on playing
the game, doing well at the Gold Saucer, etc.
The second part, "Extra Information and Lists", includes GameShark
codes and has added information on how Materia work, finding the
Ultimate Weapons, etc. It also contains many lists of materia, enemy
skills, prices in shops, items and equipment, a full monster listing,
and so on.
For those of you who don't know, there are three versions of FF7. The
first one is the original Japanese game. The second is the English-text
release you've probably popped into your PlayStation just now. The third
version is the pending Japanese re-release, which is just like the one
you're playing, but with Japanese text :) If you're looking for a FAQ
for the original Japanese version, then please download my Japanese FF7
FAQ from:
It's divided into two parts, "The Complete Walkthrough", and "Extra Stuff
You Should Know". Since the combined size of both documents stands at
993,611 bytes, I think you'll be able to find just about whatever you're
looking for in one part or another.
If you want a FAQ for the Japanese re-release, then I suggest you check
out that FAQ, too, but refer to this one if you want information on new
things added to the game, like the Weapon monster scenarios. And if you
want a FAQ for the English-text version of FF7, then you're at the right
place, keep reading.
Okay, finally, a notice to my would-be editors; those of you who are
planning on reformatting the FAQ for Windows WordPad or ClarisWorks
or whatever shouldn't go asking me, because I'll say 'no'. Similarily,
those of you who want to HTML'ize my FAQ shouldn't bother asking me
either. _However_, I have no problem with you reformatting/HTML'izing
my FAQ as long as you state somewhere that you did it WITHOUT my
permission.
And if you're reading a reformatted FAQ or HTML'ized FAQ, please refer
all questions to the maintainers of those FAQs and not me. This is
because such FAQs are usually hard to keep updated; so the information
they have might be from v0.2 for example, when v0.4 is already out.
If you can't find the info in one of their FAQs, please check my
homepage for the latest FAQ to see if that answers your question.
=========================================================================
8 . S E C R E T S A N D C O D E S
=========================================================================
-------------------------------------------------------------------------
8 . 1 g e t t i n g y u f f i e k i s a r a g i
-------------------------------------------------------------------------
You can get Yuffie in your party during any disc. If you're in Disc 1
and are riding around in the Buggy, that will work, too. The two
places that she appears most often are the forests beyond the Gold
Saucer (in the Gongaga Area), and most forests in the Junon Area.
After a few battles, you'll fight Yuffie (seems to be a 1 in 15 chance,
if you ask me).
_________________________________________________________________________
BOSS TIPS: MYSTERY NINJA (her stats. vary)
Just attack, really. Yuffie can use all kinds of cool attacks during
this time, but not once she joins you! Yuffie's level, HP and MP vary
depending on what level your characters are at.
_________________________________________________________________________
When the battle ends, you'll be in a plain with Yuffie lying nearby.
There's also a Save Point here. However, if you touch the Save Point,
then go to your menu screen to save, Yuffie escapes and steals 200 gil!
Don't worry, you can meet her again. You'll have to talk to her several
times to get her to join. As she and you converse, she'll ask you
several questions, and you can reply in two ways. To get her to join,
respond like this:
Reply: Not interested
(talk to her again)
Reply: ......petrified
Reply: Wait a second!
Reply: ......That's right.
Reply: ......Let's hurry on.
Or in other words, choose the bottom reply, then the top one, then the
bottom one, and so on. After that, you can name her, and she'll hook
up with Cloud and the rest of the gang. Note that if you choose the top
answer for the last question she asks, you can name her, but she'll steal
700 gil from you and run away. You'll have to repeat the whole process
if you want to get her in your party.
-------------------------------------------------------------------------
8 . 2 g e t t i n g v i n c e n t v a l e n t i n e
-------------------------------------------------------------------------
The second 'optional' (or hidden) character in the game, Vincent can
also join your party during any disc. You'll need the gold key from the
safe in Nibelheim's Shinra Mansion (see below if you don't know how to
open it). Go down to the pink cavern leading to Sephiroth's library
(it's in the Shinra Mansion, the entrance is in the stone wall in the
eastern wing).
Remember the door to the crypt you couldn't get through? You can now
enter it. Stand at the foot of the purple coffin and hit O. The lid
will fly off and Vincent will talk to you. To get him to join you,
respond to his questions like so:
Reply: Talk about Sephiroth.
(When the coffin closes, press O again.)
Reply: Who are you?
Then, try to leave the cavern and he'll join you. Vincent can join you
from the first time you reach Nibelheim onwards (but not during Cloud's
flashback).
-------------------------------------------------------------------------
8 . 3 t h e s a f e i n n i b l e h e i m
-------------------------------------------------------------------------
The hints are as follows:
- When reading the paper, move the cursor down to the blank space
and try and choose it.
- Examine the area around the bed on the upper floor. Then go out
and look in the hallway nearby.
- Search the opposite end of the broken piano.
- Open the chest in the greenhouse, then examine the chest again
for another clue.
What most people forget when trying to open the safe is that it's just
like a real combination lock...so you have to go in more than one
direction when inputting the numbers. Furthermore, unless you're
fast enough, you'll run out of time if you try any other combination.
The code is:
RIGHT TO 36, LEFT TO 10, RIGHT TO 59, RIGHT TO 97
This means that you hold right and scroll through the numbers, then
hold left until you reach 10, then hold right for the last two numbers.
Don't forget to press O to verify each entry. When the safe opens, a
Summon Materia (Odin) pops out, and you are assaulted by a big goon
(how'd he fit into that little safe?)
_________________________________________________________________________
BOSS TIPS: LOST NUMBER LV: 35 HP: 7000 MP: 300
This boss can be taken out just by attacking and using Limit Breaks.
Magic spells (Fire, Ice, Lighting) that are at level 2 are also okay to
use. Heal yourself and use Summon Materia (like Choco/Mog) and you'll
win in no time. Aside from physical attacks, all this guy can really do
is use a Bolt 2 spell on you, but it only does 400-500 points of damage
to one character, so it's nothing to worry about. Rarely, he does a
double-fisted hammer punch to one character that averages 2200 points of
damage, though, so pack in some Phoenix Downs before trying to tackle
him. If you blow off his red half (the one that uses magic) his
physical attacks become more aggressive, so keep your HP up. Likewise,
if his purple half is destroyed first, the Lost Number will use more
mid-level spells, like Quake 2, against your party. It is possible to
kill this boss without either part of it dying (by stunning it using
the 'Choco/Mog' spell).
_________________________________________________________________________
Not only do you get an item from the boss once you beat it (it's the
manual for Red 13's Level 4 Limit Break, the Cosmo Memory), but there's
also a gold key in the safe that you can grab (Key to the Basement).
Don't forget to take the Red Materia!
Did the code still not work? Remember, the safe's lock is LIKE A REAL
COMBINATION LOCK. So, when you're turning to 36, you can either land
on it or creep up to it, but you can't hit 37 and go back. This
applies to the rest of the digits, too; you can't go farther than the
number you want. If you do (i.e. you go to 09 when trying to get to
10), you'll have to start all over again.
-------------------------------------------------------------------------
8 . 4 t h e s l e e p i n g m a n
-------------------------------------------------------------------------
Get so many wins by fighting battles. To see how many wins you have,
get in the Highwind or ride a Green, Blue, Black, or Gold Chocobo
ever so slightly south and a little ways to the east of Midgar City,
where you'll find a cave surrounded by mountains with a river nearby.
If you're in Disc 1, drive the Buggy into Costa Del Sol, which allows
you to take it with you back to Junon if you board the cargo ship.
You can then drive it over the ford to the cave area.
Inside the cave is a sleeping fellow who (usually) tells you how many
wins you've gotten so far.
- If your last two digits are odd, he'll give you Mythril.
- If your last two digits are even, he'll give you an item
(usually a Bolt Ring or Ice Ring).
When you have the correct number of victories, talk to the sleeping
man. He'll toss and turn, then give you an item (Mythril). Next,
go to the house on the penninsula near the Gold Saucer (you should
recognize it since it's full of weapons inside). Talk to the man in
the house, and when he gives you a choice, pick the top option.
You'll lose the Mythril, but you now have the choice of opening the
long wooden chest by the bed to get a Gold Armlet, or examining the
metal lid on the upper floor at the end of the walkway to get the
manual for Aeris's Level 4 Limit Break.
You can keep earning more Mythril from the sleeping man as long as you
give the piece you have to the weaponsmith near the Gold Saucer.
-------------------------------------------------------------------------
8 . 5 p i a n o t r i c k
-------------------------------------------------------------------------
Go to Nibelheim during Disc 2 or 3, with Tifa in your party. Nibelheim
is the the town by the pointed mountains on the Western Continent. Enter
Tifa's house (the second building on the right side) and head upstairs to
where her piano is.
Choose the bottom option, then the bottom option again to play it (you
can't use the top option if you want the manual). Then, press:
X, S, T, L1+T, L1+S, X, S, T, L1+X, O, X, S, X*
You should find 1 gil betweent the piano keys. Play the piano again,
and you'll find an Elemental materia. On your third play, Tifa will
reach for the music sheets and find a letter addressed to her from her
mentor, Zangan. She'll also find the Limit Break manual that he left
for her.
* Note that you can also play the 'Highwind' them by pressing:
D, L, U, L1+T, L1+S, D, L, U, L1+X, R, D, L, D
Or, you can use a combination of buttons and directions. Playing the
music this way doesn't seem to get you anything, though. Also, for
the record, I _have_ gotten Tifa's manual without her in my party,
and without find 1 gil _or_ the materia, but I don't know what it is
that I did aside from play the Highwind theme over and over. Please
note that the piano-playing results are usually very random (you may
get 1 gil twice, or get nothing at all), so don't expect great
results on the first play.
-------------------------------------------------------------------------
8 . 6 k e y t o m i d g a r c i t y ( s e c t o r 5
k e y )
-------------------------------------------------------------------------
First talk to the man standing by the doors back at
Midgar City. He won't appear until after you've gotten the Highwind
and rescued Cloud from Mideel Village. Talk to him, then return to the
Bone Village on the Northern Continent. Chat with the man by the door
and pick the first option, then the second or third option. While you
could place diggers and hunt for the Key yourself, if you want to cheat,
go over to the destroyed plane atop the dinosaur's skull. See the one
excavator near the bottom of the screen? Near him is a tiny piece of
metal sticking outwards (the nose of the ruined plane); position yourself
underneath it and press up so that your character is looking forward,
then dig.
You can use the Key to enter the locked gates near Area 7 and look
around Midgar City. If you go into the church where you met Aeris,
you can see her bending over the flowers; she'll flicker and disappear
after a second (in the Japanese version; in the US version she appears
for a brief second and vanishes). There's not a lot to do here, but if
you go back to the Wall Market and go to the 'ITEM' building with the
machine gun inside it, you can get Tifa's Ultimate Weapon by examining
the computer before the gun fires upon you (you don't need Tifa to get
the item). Also, remember the man in the gun shop that you bought the
Batteries from to reach the Shinra Building back in Disc 1? The man in
the left side of the 'Machine & Gun' shop will sell you an accessory
(Sneak Glove) for 129,000 gil this time around.
-------------------------------------------------------------------------
8 . 7 t u r t l e s ' p a r a d i s e f l y e r s
-------------------------------------------------------------------------
There are six of these flyers scattered throughout the world. You can
find them in the following locations:
Flyer No. 1: Midgar City...the town next to Aeris' house. Go to
the second floor of the southeastern building and look
at the papers taped to the wall by the stairwell.
Flyer No. 2: Shinra HQ...on the first floor, check out the board with
the papers on it near the elevators. The only time you
can read this flyer is at the beginning of the game or
when you raid Midgar in Disc 2.
Flyer No. 3: Gold Saucer...go to the Ghost Square and enter the hotel.
Read the sign that says 'SHOP' next to the shop entrance.
Flyer No. 4: Cosmo Canyon...check the left wood post of the Tigerlily
Arms Shop.
Flyer No. 5: Cosmo Canyon...the gold paper by the door on the second
floor of the inn (the entrance is behind some hanging
cloth near the bonfire).
Flyer No. 6: Wutai...the bottom floor of Yuffie's house; it's the wall
scroll to the right of the doorway. You can't get there
unless you've done the sub-quest (refer to the 'Bonus
Areas' section).
You don't have to find the flyers (they look like pieces of paper) in
order. Whenever you have read all six of them, go to the restaurant
in Wutai (the large building in the southwestern corner of town). Talk
to the barkeep and you'll get a Power Source, Guard Source, Magic Source,
Mind Source, Speed Source, Luck Source, and a Megalixir.
-------------------------------------------------------------------------
8 . 8 a l l 7 f e v e r
-------------------------------------------------------------------------
(called 'Lucky Sevens (?)' in the US version).
As easy as this trick sounds, it's harder to perform than you might
think. One of your characters has to have a current HP of 7777. This
can be done by getting injured, equipping materia, or raising levels.
When that particular character enters a battle, the message
Lucky Sevens will appear. It will show up every time the 'fevered'
character attacks, too.
During this time, the person affected by the 'Lucky Sevens' will make one
_normal_ attack against each enemy when their Time Bar is filled, even if
you have materia such as Slash-All or Mega All equipped. However,
assuming they don't miss, that person will always strike for 7777 damage,
even if an enemy has special defenses. Furthermore, that person behaves
as if he/she was berserked (i.e. you can't select commands for them since
they will do nothing but attack), and can take no other action (even if
you're wearing a Counter Attack materia). They can still lose HP or be
affected by enemy abilities/magic/etc.
There are two major drawbacks to this trick; your current HP drops to 1
point after the battle (it can be healed by normal means), and you can't
repeat the trick unless you have 7777 HP exactly.
Charles Lee has sent me various methods on getting this all the time:
4 Examples (please read them all):
1. Cloud's HP status at the Status Window, let's say, is: 7177/9038
How do you get 7777 current HP points?
That is, how to get 7777/9038?
Ans: Use one Potion (HP +100) and one Hi-Potion (HP +500) on Cloud.
7177+100+500=7777
Now if you go into a battle, Cloud will be in "All 7 Fever".
2. Cloud's HP status is: 3577/7397
(Note that the MAXIMUM HP POINTS is now less than 7777.)
How can you get the "All 7 Fever" in this example?
Ans: Raise your maximum HP by equipping HP Plus materia(s).
Suppose after equipping one HP Plus materia, Cloud's HP status
becomes: 3577/9038
To get 7777/9038,
you can now use 2 Potions (2*100) and 8 Hi-Potions (8*500):
3577+(2*100)+(8*500)=7777
3. HP status is: 7781/9999
How to get HP to be 7777/9999 for YOUR NEXT BATTLE?
Let your enemy hit you for a few times. When your current HP is
close to and above 6777
(or 5777, 4777, 3777, 2777, 1777, 777, BUT NOT 7777 since you
automatically go into "All 7 Fever" mode but you actually WANT TO
SAVE IT FOR THE NEXT BATTLE!),
cast "Toad" on him so that he will hit you for 1 point damage only.
When your current HP reaches 6777 (or 5777, 4777, 3777, 2777, 1777,
or 777), kill the enemy immediately. As soon as the battle is over,
go to the Status Window and use (Hi-)Potions to add your current HP
to 7777. Now when you enter your next battle, you should be able to
sneak attack 62 times (which is what the All 7 Fever does) with each
of your attack doing 7777 pts of damage.
4. HP status is: 7775/9999
How do you get 7777/9999?
Ans: Let your enemies (or allies) hit you until your current HP is
close to but above xx77. Suppose after taking some damage, your
current HP is now 6285 (close to and above 6277). Quickly cast
"Toad" on your enemy transforming him into a frog and let him hit
you until your current HP is 6277. Immediately kill him and use 3
Hi-Potions to add your HP to 7777.
Note:
When one of your characters is in "All 7 Fever", he/she will continuously
attack for 62 times. (You can check it by using the trick I described
above on Ruby.) When two characters have the "All 7 Fever", they will
attack for a total of 63 times. Don't know what happens when all 3
characters have the "All 7 Fever".
Only requirement for getting the "All 7 Fever": Maximum HP >= 7777.
-------------------------------------------------------------------------
8 . 9 f m v v i e w i n g t r i c k
-------------------------------------------------------------------------
All you FF7 owners out there should try this! Go to any point in the
game with an FMV sequence (such as starting a new game--the part where
Cloud runs up to the Mako furnace). Open your PSX and put in another
disc. When you continue playing (the game won't crash) the FMV sequence
will be replaced with one from the disc! (Using the last example, put
in Disc 3 and you'll see the sequence with the stone pillars rising from
the center of the last level; it's the same bit you see after killing
Jenova Synthesis before fighting Sephiroth for the last time.)
What's really weird is that you can keep playing the game with another
disc in your system! I beat the whole first part of the game and the CD
would load up the various levels! I don't know for sure, but I guess
that means that the ENTIRE game is written on each disc (barring the FMV,
obviously)! If you want to verify this, try starting up a save file from
disc 3 and replace it with, say, the first disc. You can do the
submarine/snowboard sequences, or go to any place you couldn't go to in
the first disc--and all the data loads up!
Going back to the trick, though, you can try this anywhere, and you
usually get cool results. For instance, near the end of Disc 2, the
Weapon monster rises up from the sea and attacks Midgar City--and gets
decapitated by the Mako Cannon. I switched to the first disc before
viewing the FMV and saw parts of the intro, and some parts from the
FMV during/after Aeris's death! If you're fast, try switching the
discs during the opening FMV when you start a new game; with Disc 2
inserted, it showed some more FMV of Aeris (this is when you return
with Bugenhagen to the Ancient City).
Even stranger is the fact that you can still see text/graphics over the
FMV in some cases, such as Cloud and the Avalanche member running
offscreen just after the furnace explodes near the start of the first
disc, or Cid talking to Cloud on his phone during the part where the
Weapon attacks Midgar City (of course, this is over the FMV from the
disc you've chosen). And as I mentioned before, you can play normally
after the FMV is over, even with the other disc in your PSX!
In earlier versions of this FAQ, I said that there was 'hidden' FMV of
a silver car rotating around. Several people e-mailed me and informed
me that you can normally view this in the Shinra HQ during Disc One.
What's interesting, though, is that when I saw this FMV by using the
trick above, I had switched Disc One with Disc Three (at the FMV with
the bridge collapsing in Cloud's flashback). This means that it's on
at least two of the three discs. Why it's there is another story.
Also, the scene with the planets in Bugenhagen's observatory (which
is only in Disc 1) will also be partially displayed if you switch it
with Disc 2 or 3.
-------------------------------------------------------------------------
8 . 1 0 e x c h a n g e g i l f o r G P /
i n f i n i t e g i l
-------------------------------------------------------------------------
When you arrive at the Golden Saucer, there will be a man standing near
the back of the screen (past the Save Point), who appears there about
1/60th of the time. If you talk to him, he will sell you one GP for
100 gil. You can buy up to 100 GP from him.
An easy way to find him is to enter the Saucer and leave, then enter
again, but you'd better have a Gold Ticket or plenty of spare gil
otherwise!
As long as we're talking about money, there are some items that you can
buy that have a higher resale value. A prime example is the Sylkis
Greens in the Chocobo farm. Buy one, then use the W-Item trick to make
copies of it. You can sell them back for lots of cash, early on in the
game. This is a great way to buy expensive stuff or always have enough
money on hand for the Coin toss command.
-------------------------------------------------------------------------
8 . 1 1 r a i s i n g c h o c o b o s
-------------------------------------------------------------------------
This section was based upon a summarized guide written by Nikki. Some
information is also taken from a more detailed guide written by Crow;
neither of these guides are on the Net anymore (...okay, Lungdemon?
Yeah, I won't say anything.... :))
You're going to need a lot of money, patience, and luck if you want to
raise chocobos. The payoff is that you can breed chocobos that can fly,
swim, climb over mountains and go to places normal vehicles can't reach.
Here are some brief instructions. Remember, there is a random element
to Chocobo breeding, so it may take a couple of tries to get the kind
of Chocobo you desire. Also, be sure to save after correctly
completing a step as you'll undoubtedly have to reset a couple of
times during the breeding process.
- After getting the Highwind in Disc 2, return to the Chocobo Barn.
You can purchase stalls from Choco Bill for 10000 gil per stall,
and you'll need at least four stalls (you can purchase six total).
Remember, after you don't need chocobos any more, you should just
kick them out to make room.
- Before you can start breeding, though, you need to stock up on
supplies. Fly to either Bone Village or the Chocobo Sage's
house. If you run around on the grass, you'll eventually fight
an enemy called Vrakoladus. Fight that enemy three times,
stealing a Carob Nut from it each time (you'll need the Steal
materia first). Then, go to the Goblin Island or Round Island
and steal a Zeio Nut from the Goblins that live there. Finally,
go to the Chocobo Sage's house and purchase 40 Sylkis greens
from him.
- Equip a Chocobo Lure materia. Fly to the chocobo tracks near
the Gold Saucer (by the shore), and capture a chocobo. Press
X to dismount from the chocobo, and choose the option to return
it to the Chocobo Barn. You need to capture 2 chocobos from
here, although you can get the other chocobo later or not get it
at all, if you wish.
- Now, fly to the chocobo tracks near Mideel. Capture a chocobo
here, and send it back to the Chocobo Barn.
IMPORTANT NOTE: The gender of a Chocobo is not determined until you
return to the Chocobo Barn and name them. Therefore, it is advised
that you save your game before naming them. That way, if you don't
get the kinds you want (see below), then you can reset and try naming
them again and seeing if their gender changed.
- Return to the Chocobo Barn and talk to Choco Billy. Name your
Chocobos (this will put them in the stalls). Now, go up to
your chocobos and examine them by pressing O. You'll want to
make sure that you have one male and one female (or two males
and one of any gender, if you caught three chocobos).
Furthermore, one of them should be the running kind (usually
you'll want the females), and the other should be the walking kind
(usually, this should be the males). Your third chocobo needs to
be a 'runner' type.
- So, you have at least one male and female, and one is a walker
and the other is a runner, right? If not, you'll have to
release the chocobos that aren't the ones you want and go and
capture more (or reset, if you heeded the important note).
- Choose to mate the chocobos, and tell Choco Billy that you
want to feed them a Carob Nut as well. Hopefully, you'll
get a colored chocobo the next day! It should be green or
blue. If not, you'll have to reset and give it another go.
Keep note of your baby chocobo's gender--it's very crucial
later on.
IMPORTANT NOTE 2: Later on in this process, you can race chocobos at
the Gold Saucer (see below). However, if you have trouble getting the
correct type of chocobo during these few steps, you can optionally
choose to race them. The better your chocobo's race class is, the
higher chance you have of getting the needed color type of chocobo.
Remember that you don't _have_ to race your chocobos, but the chance
of getting a new type of chocobo is very low otherwise.
- At this point, waste some time, then mate your unused 'runner'
chocobo with the green chocobo. You can repeat the last few steps
(get a chocobo from the Gold Saucer, get a chocobo from Mideel, make
sure they're both the correct types, and breed them using a Carob
Nut). Or, if you got two other chocobos the first time around, you
can then breed them together. Your third choice
is to use the same pair of chocobos that you just breeded. In
that case, you'll have to waste some game time, as chocobos that
have just mated can't do it immediately again.
- In any case, you'll want to breed your chocobos together and get
a blue chocobo, using the steps outlined above. Your blue chocobo
MUST be the opposite gender of your green chocobo, or you can't
mate them. Feed the blue chick and the green chick 10 Sylkis
Greens each.
(these next 2 steps are optional)
- Get in the Highwind and go to the Gold Saucer via North Corel's
ropeway. Go to the Chocobo Square and talk to Ester. Tell her
that you want to race using either your green or blue chocobo.
The goal here is to keep racing until your chocobo's race level
reaches A. To do this, win the races consistently; it will take
a couple of tries. To insure winning, just use Automatic Mode
for most of the race and hold R1 + R2 to recover lost Stamina
while racing, or all four shoulder buttons to run faster. After
one chocobo has hit rank A, do the whole racing process again with
the other one.
- Once your green and blue chocobos are both rank A, return to the
Chocobo Barn. Breed the two chocobos together, using your last
Carob Nut (refer to the above steps for help). If everything
worked out, you'll have a black chocobo.
- Fly to the Northern Continent (the snowy one), and look for
Chocobo tracks on the western edge of the continent. Land and
then capture a chocobo at the tracks. Return to the Chocobo
Barn and name it (it should be the opposite gender of your
black chocobo, and should be the 'dashing' kind--it runs very
fast with it's head down).
(this step is optional, but you still have to feed them a Zeio Nut)
- Now for the fun part. Feed 10 Sylkis Greens to the black chocobo
and the dashing yellow chocobo. Then, go _back_ to the Gold
Saucer and race both Chocobos up to race class A again! When
they're both at rank A, go back to the Chocobo Barn and tell
Choco Billy that you want to mate them, using the Zeio Nut this
time around. With a little luck, you'll get the Gold Chocobo!
Unlike wild chocobos that you can catch, the ones that you've named
are tamer, and if you get off them, they will stay where you left
them until you get back on. You can also ride a tame chocobo into
the Highwind and transport them around with you on the airship.
YELLOW CHOCOBOS can go anywhere you can normally get to on foot. The
sole advantage is that a chocobo is a lot quicker than walking.
BLUE CHOCOBOS can walk along rivers, but they can't go past waterfalls.
They can also walk in shallow water, just like Cid's airplane could.
GREEN CHOCOBOS can run over mountains, even the pointed mountains by
Nivelheim. They can also dash over _most_ cliffs and drops.
BLACK CHOCOBOS can walk along rivers and move around in shallow water.
They can also run over mountains and cliffs. Unlike the blue or green
chocobos, the black variety can go over any cliff or drop: even
walk up or down waterfalls, enter the canyon surrounding the Ancient
City, or walk _over_ the ice forest that you have to traverse in Disc
2 after the snowboard scene!
GOLD CHOCOBOS can do everything a black chocobo can--they can also
walk in the ocean, allowing you to go anywhere you want, even into
the desert surrounding the Gold Saucer (just like the Saucer
vehicle). Truly the ultimate in transportation!
In case you didn't know about it, you can rotate the chocobo you're
viewing when using the various options in the Chocobo Farm by holding
the R1 or L1 buttons :)
-------------------------------------------------------------------------
8 . 1 2 u n c h a r t e d i s l e s
-------------------------------------------------------------------------
Head due south from Cosmo Canyon in the Highwind, then go a little to
the west. You'll see an island that's part dirt, part grass, with
a smaller grassy island nearby. This isle doesn't appear on the Map,
but if you land the Highwind on the grassy plain and run around in
the dirt long enough, you can fight Sabotenders (better known as
Cactrots; those little cactus guys from FF3)! You can't get Rename
Cards from them or anything like that, but it's kinda fun fighting
them. Actually, the name of this island is 'Cactus Island' so it
makes sense to find them here.
To get to the second isle, head for the two islands near to each other
on the northeastern edge of the map. Then go north (and a little more
to the east), and you'll come across an oval-shaped island surrounded
by mountains. There's a cave entrance here, but you can't land there
in the Highwind. For more about the island, refer to the Bonus Areas
part in section 6. The name of this place is 'Round Island'.
-------------------------------------------------------------------------
8 . 1 3 g a m e s h a r k c o d e s
-------------------------------------------------------------------------
I'm not much of a code-maker myself, but here are some cheats you might
want to try. Remember, you need a GameShark 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 GameShark with PAR software (version 1.98), so I really don't
know why it wouldn't work on both devices.
All of the codes in this FAQ were made by me, unless otherwise stated.
If you want to reprint, submit, or display these codes, please give
credit where it is due. If you want to submit a code, just tell me
the code itself, what it does, and include any glitches/problems with
the code. Oh, and please tell me the code's creator if you didn't make
it yourself.
Finally, the reason why I've made these codes is because I didn't see
anything like them beforehand. So don't BS me about making the 'Materia
Select' code first or any of that garbage, as I'm not interested.
FF7 MASTER CODE 80000000 - 0000
-------------------------------------------------------------------------
This is the cheat that lets you use other codes with this game. I don't
know if it (and the other codes listed here) will work on every disc,
but if a code doesn't, then I'll let you know.
CHARACTER SELECT - 3RD POSITION 8009CBDE - FF0x
-------------------------------------------------------------------------
Enter this code, but replace the last digit with one of the following:
x = 0 - Cloud Strife
1 - Barret Wallace
2 - Tifa Lockheart
3 - Aeris Gainsborough
4 - Red 13
5 - Yuffie Kisaragi
6 - Cait Sith (sometimes, Young Cloud)
7 - Vincent Valentine (sometimes, Sephiroth)
8 - Cid Hiwind
9 -
A -
B -
C - <'Nau Purintingu'> (Now Printing)
D - <'Nau Purintingu'> (Now Printing)
When you turn on the code, the character in the 3rd position will turn
into whatever character you specified. You may want to go into the
PHS menu, turn off the code, and put the character in/out of the PHS
groups a few times to 'debug' it a bit. When you return to the Main
Menu screen, that person will have the portrait/stats. of the desired
character.
It is HIGHLY recommended that you have the 3rd space EMPTY when you
use this code as in some cases, a preexisting character may overlap
with the selected one. The result is that, when you enter a battle,
that character does not appear, cannot interact, and his/her HP drops
steadily until it hits zero.
Using this code:
Characters all start off at their 'base' level (1). If you use this
code to get a character that you don't have at the moment (say picking
Aeris while in Disc 2 or 3), they'll have the same stats and abilities
as they did when you last had them in your party. If you level them
up, change their equipment, etc., then save the game and use the code
to replace them with another character and put them back in, any changes
you made will be saved, too. Note that if you use this code to get a
character you already have (say, if Cid is in the 3rd position and you
put in the code for Cid), you'll get multiple copies of the character.
This also happens if you have the code on while you try to pull a
character in/out of the active group. Copied characters disappear when
you exit the PHS menu. This code also has a chance of starting up the
'error checker' feature (see the 'Super Select' code for details).
Yes, if you save the game, you save the added characters. The only way
to remove them is to use the code to 'select' a new character, or to
put them in PHS (inactive party) and then return to your Main Menu.
Also note that sticking a 'selected' character in the first position
will make Cloud disappear on-screen (you can still use the cursor).
Finally, note that if you enter a conversation/event with a character
you're not supposed to have (say, Sephiroth outside of the flashback
or Aeris after Disc 1), the game may (and probably will) crash. The
only exception to this are the 'general' quotes which a character will
say automatically, regardless of who he/she is.
Specific Character info.:
Both Cloud and Aeris become 'permanent' members of either your active
party or the inactive party. To remove them, you'll have to stick
them in the third position (use Order), and put in a code for one of
your normal characters.
Sephiroth is still controlled by the computer, although you can take or
change his equipment and Materia. As he only has one weapon (Masamune),
using the 'Item Select' code to have this item is useless as it's the
only weapon he can equip. Although it will act as if he and Young Cloud
have Limit Breaks, they don't in actuality (if you look, you'll see
that it's Vincent's and Cait's Breaks instead).
This code has trouble realizing who is Cait Sith/Young Cloud and who
is Vincent/Sephiroth, because of the way the characters' data is
stored. As a result, you may not always get the character you want
when trying to get either of these characters.
The 'Chocobo' and 'Now Printing' are not real characters. They have
no weapons, statistics, etc. (if you look, you'll see that they
borrow the stats. of another character, usually your leader). If you
try to enter a battle with one of them in your party, you get the
'overlap' result described above (as they are not playable).
ITEM SELECT 8009CCxx - yzzz
-------------------------------------------------------------------------
Please take note: As long as you follow the below guidelines (remember
to be careful when putting in the two 'location' digits), this code
should work. Several people have been complaining that they can't get
the code to work--even the people with the same GS and version number
as mine (1.98). If you've _carefully_ tried this code and can't get any
results, then you may simply not be able to use the code on your game.
I have NO IDEA what causes this and I'm sorry I can't offer more help to
those with problems concerning this code or the Materia Select code
(they both work in the same manner).
And yes, saving your game with this code _will_ save the items into
memory--you'll still have to be careful that you don't end up with the
'battle' glitch' described below (although it seems as if it's not in
the English version).
An example code would be 8009CCA8 - 202A for the Ghost Hand item, for
those of you who don't understand how the x/y/z entries work.
xx = Location where item appears on the Item Select Screen. You can
change this number to enter the code multiple times to have
multiple items of your choice, but you _must_ use EVEN numbers
(i.e. C2, 9A, or 88) or the game may glitch. Also, if this code
would put an item over an occupied space and not a blank one, the
game may freeze or the item may not appear. Finally, try to keep
the location range between 8_ and C_ or the game may crash.
y = No. of items; you'll have an infinite amount unless you turn
the switch off (usually). The number you enter is converted
to hexidecimal form (so what you put in won't correlate with
the # of items you get). Keep in mind that 0 is a valid
number and can be used.
zzz = Item name:
000 = Potion 0A0 = Gatling Gun
001 = Hi-Potion 0A1 = Assault Gun
002 = X-Potion 0A2 = Cannon Ball
003 = Ether 0A3 = Atomic Scissorss
004 = Turbo Ether 0A4 = Heavy Vulcan
005 = Elixir 0A5 = Chainsaw
006 = Megalixir 0A6 = Microlaser
007 = Phoenix Down 0A7 = A*M Cannon
008 = Antidote 0A8 = W Machine Gun
009 = Soft 0A9 = Drill Arm
00A = Maiden's Kiss 0AA = Solid Bazooka
00B = Cornucopia 0AB = Rocket Punch
00C = Echo Screen 0AC = Enemy Launcher
00D = Hyper 0AD = Pile Banger
00E = Tranquilizer 0AE = Max Ray
00F = Remedy 0AF = Missing Score
010 = Smoke Bomb 0B0 = Mythril Clip
011 = Speed Drink 0B1 = Diamond Pin
012 = Hero Drink 0B2 = Silver Barrette
013 = Vaccine 0B3 = Gold Barrette
014 = Grenade 0B4 = Adaman Clip
015 = Shrapnel 0B5 = Crystal Comb
016 = Right arm 0B6 = Magic Comb
017 = Hourglass 0B7 = Plus Barrette
018 = Kiss of Death 0B8 = Centclip
019 = Spider Web 0B9 = Hairpin
01A = Dream Powder 0BA = Seraph Comb
01B = Mute Mask 0BB = Behimoth Horn
01C = War Gong 0BC = Spring Gun Clip
01D = Loco weed 0BD = Limited Moon
01E = Fire Fang 0BE = Guard Stick
01F = Fire Veil 0BF = Mythril Rod
020 = Antarctic Wind 0C0 = Full Metal Staff
021 = Ice Crystal 0C1 = Striking Staff
022 = Bolt Plume 0C2 = Prism Staff
023 = Swift Bolt 0C3 = Aurora Rod
024 = Earth Drum 0C4 = Wizard Staff
025 = Earth Mallet 0C5 = Wizer Staff
026 = Deadly Waste 0C6 = Fairy Tale
027 = M-Tentacles 0C7 = Umbrella
028 = Stardust 0C8 = Princess Guard
029 = Vampire Fang 0C9 = Spear
02A = Ghost Hand 0CA = Slash Lance
02B = Vagyrisk Claw 0CB = Trident
02C = Light Curtain 0CC = Mast Axe
02D = Lunar Curtain 0CD = Partisan
02E = Mirror 0CE = Viper Halberd
02F = Holy Torch 0CF = Javelin
030 = Bird Wing 0D0 = Grow Lance
031 = Dragon Scales 0D1 = Mop
032 = Impaler 0D2 = Dragoon Lance
033 = Shrivel 0D3 = Scimitar
034 = Eye drop 0D4 = Flayer
035 = Molotov 0D5 = Spirit Lance
036 = S-mine 0D6 = Venus Gospel
037 = 8inch Cannon 0D7 = 4-point Shuriken
038 = Graviball 0D8 = Boomerang
039 = T/S Bomb 0D9 = Pinwheel
03A = Ink 0DA = Razor Ring
03B = Dazers 0DB = Hawkeye
03C = Dragon Fang 0DC = Crystal Cross
03D = Cauldron 0DD = Wind Slash
03E = Sylkis Greens 0DE = Twin Viper
03F = Reagan Greens 0DF = Spiral Shuriken
040 = Mimett Greens 0E0 = Superball
041 = Curiel Greens 0E1 = Magic Shuriken
042 = Pahsana Greens 0E2 = Rising Sun
043 = Tantal Greens 0E3 = Oritsuru
044 = Krakka Greens 0E4 = Conformer
045 = Gysahl Greens 0E5 = Yellow M-phone
046 = Tent 0E6 = Green M-phone
047 = Power Source 0E7 = Blue M-phone
048 = Guard Source 0E8 = Red M-phone
049 = Magic Source 0E9 = Crystal M-phone
04A = Mind Source 0EA = White M-phone
04B = Speed Source 0EB = Black M-phone
04C = Luck Source 0EC = Silver M-phone
04D = Zeio Nut 0ED = Trumpet Shell
04E = Carob Nut 0EE = Gold M-phone
04F = Porov Nut 0EF = Battle Trumpet
050 = Pram Nut 0F0 = Starlight Phone
051 = Lasan Nut 0F1 = HP Shout
052 = Saraha Nut 0F2 = Quicksilver
053 = Luchile Nut 0F3 = Shotgun
054 = Pepio Nut 0F4 = Shortbarrel
055 = Battery 0F5 = Lariat
056 = Tissue 0F6 = Winchester
057 = Omnislash 0F7 = Peacemaker
058 = Catastrophe 0F8 = Buntline
059 = Final Heaven 0F9 = Long Barrel R
05A = Great Gospel 0FA = Silver Rifle
05B = Cosmo Memory 0FB = Sniper CR
05C = All Creation 0FC = Supershot ST
05D = Chaos 0FD = Outsider
05E = Highwind 0FE = Death Penalty
05F = 1/35 Soldier 0FF = Masamune
060 = Super Sweeper 100 = Bronze Bangle
061 = Masamune Blade 101 = Iron Bangle
062 = Save Crystal 102 = Titan Bangle
063 = Combat Diary 103 = Mythril Armlet
064 = Autograph 104 = Carbon Bangle
065 = Gambler 105 = Silver Armlet
066 = Desert Rose 106 = Gold Armlet
067 = Earth Harp 107 = Diamond Bangle
068 = Guide Book 108 = Crystal Bangle
069 = 109 = Platinum Bangle
06A = 10A = Rune Armlet
06B = 10B = Edincoat
06C = 10C = Wizard Bracelet
06D = 10D = Adaman Bangle
06E = 10E = Gigas Armlet
06F = 10F = Imperial Guard
070 = 110 = Aegis Armlet
071 = 111 = Fourth Bracelet
072 = 112 = Warrior Bangle
073 = 113 = Shinra Beta
074 = 114 = Shinra Alpha
075 = 115 = Four Slots
076 = 116 = Fire Armlet
077 = 117 = Aurora Armlet
078 = 118 = Bolt Armlet
079 = 119 = Dragon Armlet
07A = 11A = Minerva Band
07B = 11B = Escort Guard
07C = 11C = Mystile
07D = 11D = Ziedrich
07E = 11E = Precious Watch
07F = 11F = Chocobracelet
080 = Buster Sword 120 = Power Wrist
081 = Mythril Saber 121 = Protect Vest
082 = Hardedge 122 = Earring
083 = Butterfly Edge 123 = Talisman
084 = Enhance Sword 124 = Choco Feather
085 = Organics 125 = Amulet
086 = Crystal Sword 126 = Champion Belt
087 = Force Stealer 127 = Poison Ring
088 = Rune Blade 128 = Touph Ring
089 = Murasame 129 = Circlet
08A = Nail Bat 12A = Star Pendant
08B = Yoshiyuki 12B = Silver Glasses
08C = Apocalypse 12C = Headband
08D = Heaven's Cloud 12D = Fairy Ring
08E = Ragnarok 12E = Jem Ring
08F = Ultima Weapon 12F = White Cape
090 = Leather Glove 130 = Sprint Shoes
091 = Metal Knuckle 131 = Peace Ring
092 = Mythril Claw 132 = Ribbon
093 = Grand Glove 133 = Fire Ring
094 = Tiger Fang 134 = Ice Ring
095 = Diamond Knuckle 135 = Bolt Ring
096 = Dragon Claw 136 = Tetra Elemental
097 = Crystal Glove 137 = Safety Bit
098 = Motor Drive 138 = Fury Ring
099 = Platinum Fist 139 = Curse Ring
09A = Kaiser Knuckle 13A = Protect Ring
09B = Work Glove 13B = Cat's Bell
09C = Powersoul 13C = Reflect Ring
09D = Master Fist 13D = Water Ring
09E = God's Hand 13E = Sneak Glove
09F = Premium Heart 13F = HypnoCrown
- Codes ending in 069 - 07F give you these items. As of right now,
I don't know what their purpose is (they may be disabled Key
Items, I think).
- Codes ending in 080 - 08F are swords for Cloud.
- Codes ending in 090 - 09F are claws for Tifa.
- Codes ending in 0A0 - 0AF are cannons for Barret.
- Codes ending in 0B0 - 0BD are combs for Red XIII.
- Codes ending in 0BE - 0C8 are rods for Aeris.
- Codes ending in 0C9 - 0D6 are spears for Cid.
- Codes ending in 0D7 - 0E4 are shurikens for Yuffie.
- Codes ending in 0E5 - 0F1 are M-phones for Cait Sith.
- Codes ending in 0F2 - 0FE are handguns for Vincent.
The code ending in 0FF looks like a gun, but it is in
fact Sephiroth's Masamune blade.
- Codes ending in 100 - 11F are defensive bracelets.
- Codes ending in 120 - 13F are accessories you equip.
- Codes ending in 140 - FFF are 'glitch' items that don't exist
and have no purpose/effect on the game.
In the Japanese version of FF7, having 'selected' items in your inventory
would cause an 'error checker' to appear (see it's description under the
'Super Select' code listing).
MATERIA SELECT 8009D0xx - 00yy
-------------------------------------------------------------------------
Well well! Here's an interesting code. It works very much like the
Item Select code above, except that you have to go into the Materia
Screen. As long as the switch is up, you have an infinite number of
whatever Materia you've selected. The only bad thing about this code
is that it will sometimes start off the Materia orbs with 'beyond master'
levels, meaning that you can use all their abilities, but you can't get
another one by mastering it. According to Mr. DeLucas, this is because
of their position (so if you want a materia with lots of AP, find a
code/position that works and remember it).
xx = Location where the materia appears on the Materia Menu. You can
change this number to enter the code multiple times to have
multiple materia of your choice, but you _must_ use EVEN numbers
(i.e. A0, C4, or 86) or the game may glitch. Also, if this code
would put a materia over an occupied space and not a blank one, the
game may freeze or the materia may not appear. Finally, try to
keep the location range between 8_ and C_ or the game may crash.
yy = Name of Materia:
00 = MP Plus 2E = (glitch)
01 = HP Plus 2F = (glitch)
02 = Speed Plus 30 = Master Command
03 = Magic Plus 31 = Fire
04 = Luck Plus 32 = Ice
05 = EXP. Plus 33 = Earth
06 = Gil Plus 34 = Lightning
07 = Enemy Away 35 = Restore
08 = Enemy Plus 36 = Heal
09 = Chocobo Plus 37 = Revive
0A = Pre-emptive 38 = Seal
0B = Long Range 39 = Mystify
0C = Mega All 3A = Transform
0D = Counter Attack 3B = Exit
0E = Slash-All 3C = Poison
0F = Double Cut 3D = Demi
10 = Cover 3E = Barrier
11 = Underwater 3F =
12 = HP <-> MP 40 = Comet
13 = W-Magic 41 = Time
14 = W-Summon 42 =
15 = W-Item 43 =
16 = 44 = Destruct
17 = All 45 = Contain
18 = Counter 46 = Full Cure
19 = Magic Counter 47 = Shield
1A = MP Turbo 48 = Ultima
1B = MP Absorb 49 = Master Magic
1C = HP Absorb 4A = Choco/Mog
1D = Elemental 4B = Shiva
1E = Added Effect 4C = Ifrit
1F = Sneak Attack 4D = Titan
20 = Final Attack 4E = Ramuh
21 = Added Cut 4F = Odin
22 = Steal as well 50 = Leviathan
23 = Quadra Magic 51 = Bahamut
24 = Steal 52 = Kjata
25 = Sense 53 = Alexander
26 = 54 = Phoenix
27 = Throw 55 = Neo Bahamut
28 = Morph 56 = Hades
29 = Deathblow 57 = Typoon
2A = Manipulate 58 = Bahamut ZERO
2B = Mime 59 = Knights of Round
2C = Enemy Skill ** 5A = Master Summon
2D = (glitch) 89 = (glitch)
* Codes ending in 16, 26, 3F, 42 and 43 are 'disabled' Materia that
you can't normally get during the game. In the Japanese game,
they were still usable, but their abilities, descriptions, and
other stats. have been removed/altered in this release.
Note that the Underwater materia has been made into a
real, usable Materia! It's not used to revive Aerith, but to
explore more of the underwater areas (and fight the underwater
Weapon monster).
** Starts off with a variable number of stars (usually missing the
first eight or stars 3, 6, and 7).
- Codes ending in 00 - 0D, 10 and 12 are Independant Materia.
- Codes ending in 0E, 0F and 17 - 23 are Combination Materia.
- Codes ending in 13 - 15, 24, 25, 27 - 2C and 30 are Command Materia.
- Codes ending in 31 - 3E, 40, 41, and 44 - 49 are Magic Materia.
- Codes ending in 4A - 5A are Summon Materia.
- Codes ending in 2D - 2F, 89 are game glitches and not real Materia.
- However, equipping the '089' materia will raise most of your stats.
to 255 and your MAX MP to 999, although your HP will be dramatically
reduced.
- All other codes (5B - FF, excluding 89) are game glitches and not
real Materia.
For information on the disabled materia, refer to part 2 of my Japanese
FF7 FAQ. However, here is a quick explanation:
16 - Booster : A Support materia with no use.
26 - Law : A Command materia with the Throw and Coin abilities.
3F - MBarrier: A Magic materia with the MBarrier spell (3 levels).
42 - Reflect : A Magic materia with the Reflect and Wall spells.
43 - Rifuabu : A Magic materia with the Wall spell (3 levels).
and....
11 - Underwater Breath : An Independent materia with no use. This
was made into a real, usable materia called 'Underwater' in the
US version.
SUPER SELECT 800F389E - 0xxx
-------------------------------------------------------------------------
NOTE: As far as I know, you have to enter this in your Comms Link and
turn it on in-game in order for the code to work. It _will not_ work
with a normal GameShark, as far as I know. Even with a Comms Link, I'm
having trouble getting it to work (if you can only use Turbo Ethers or
Phoenix Downs, the code isn't behaving properly, BTW).
Basically, this code will let you do just about anything in battle. It
works like this:
- Use an item, and it will become whatever item you specified in terms
of effect. You do lose one of whichever item you selected, though.
- Cast a spell, and the spell will instead be the one specified. The
amount of MP you lose is determined by the spell you selected via
this code, not the one you chose in the spell menu. This also
applies to using Summons and Enemy Skills.
- Manipulate an enemy, and you can choose which power you want it to
use, even ones that aren't listed.
- Assuming the game doesn't crash :), you can enter an 'error checker'
mode that allows you to exit out of battle immediately. This can
be used against normal enemies and bosses, and while exiting out
(by pressing L1+R1+Select) doesn't get you any AP, EXP, or Gil, it's
considered a win for all practical purposes as events will continue
normally should you exit out of a boss battle, etc.
This code affects all your allies. You need at least one of the
following in order to make use of this code:
- One Magic Materia in order to cast spells.
- One Summon Materia in order to call a summoned monster.
- One Enemy Skill Materia in order to use Enemy Skills.
- One Manipulate Materia in order to manipulate enemies.
- At least one item that is usable in battles in order to change the
effects of that item.
- One character who has his Limit Break bar maxed out, at any level.
(optional)
This chart below shows how the number you enter into the code affects
the resulting commands in battle:
xxx =
ITEM RESULT SPELL RESULT SUMMON RESULT E. SKILL RESULT
___________________________________________________________________
0 Potion Cure DeathBlow!! Frog Song
1 Hi Potion Cure2 Diamond Dust L4 Suicide
2 X-Potion Cure3 Hellfire Magic Hammer
3 Ether Regen Judgement Bolt White Wind
4 Turbo Ether Poisona Anger of the Land Big Guard
5 Elixir Esuna Steel-Bladed Sword Angel Whisper
6 Megalixir Resist Tidal Wave Dragon Force
7 Phoenix Down Life Mega Flare Death Force
8 Antidote Life2 Tetra-Disaster Flame Thrower
9 Soft Mini Judgement Laser
A Maiden's Kiss Toad Phoenix Flame Matra Magic
B Cornucopia Sleepel Giga Flare Bad Breath
C Echo Screen Confu Black Cauldron Beta
D Hyper Silence Disintergration Aqualung
E Tranquilizer Berserk Tera Flare Trine
F Remedy Barrier Ultimate End Magic Breath
10 Smoke Bomb MBarrier MBarrier ????
11 Speed Drink Reflect Reflect Goblin Punch
12 Hero Drink Wall Wall Chocobuckle
13 Vaccine Haste Haste L5 Death
14 Grenade Slow Slow Death Sentence
15 Shrapnel Stop Stop Roulette
16 Right arm DeBarrier DeBarrier Shadow Flare
17 Hourglass DeSpell DeSpell Pandora's Box
18 Kiss of Death Death Death Fat-Chocobo
19 Spider Web Escape Escape Gunge Lance
1A Dream Powder Remove Remove Beat Rush
1B Mute Mask Fire Fire Somersault
1C War Gong Fire2 Fire2 Waterkick
1D Loco weed Fire3 Fire3 Meteodrive
1E Fire Fang Ice Ice Final Heaven
1F Fire Veil Ice Ice2 Game Over
20 Antarctic Wind Ice Ice3 Death Joker
21 Ice Crystal Bolt Bolt
22 Bolt Plume Bolt
23 Swift Bolt Bolt
24 Earth Drum Quake
25 Earth Mallet Quake
26 Deadly Waste Quake
27 M-Tentacles Bio
28 Stardust Bio
29 Vampire Fang Bio
2A Ghost Hand Demi
2B Vagyrisk Claw Demi
2C Light Curtain Demi
2D Lunar Curtain Comet
2E Mirror Comet
2F Holy Torch Freeze
30 Bird Wing Break
31 Dragon Scales Tornado
32 Impaler Flare
33 Shrivel FullCure
34 Eye drop Ultima
35 Molotov Shield
36 S-mine
37 8inch Cannon
38 Graviball Choco/Mog
39 T/S Bomb Shiva
3A Ink Ifrit
3B Dazers Ramuh
3C Dragon Fang Titan
3D Cauldron Odin
3E Sylkis Greens Leviathan
3F Reagan Greens Bahamut
40 Mimett Greens Kjata
41 Curiel Greens Alexander
42 Pahsana Greens Phoenix
43 Tantal Greens Neo Bahamut
44 Krakka Greens Hades
45 Gysahl Greens Typoon
46 Tent Bahamut ZERO
47 Power Source Knights of Round
48 Guard Source Frog Song
49 Magic Source L4 Suicide
4A Mind Source Magic Hammer
4B Speed Source White Wind
4C Luck Source Big Guard
4D Zeio Nut Angel Whisper
4E Carob Nut Dragon Force
4F Porov Nut Death Force
50 Pram Nut Flame Thrower
51 Lasan Nut Laser
52 Saraha Nut Matra Magic
53 Luchile Nut Bad Breath
54 Pepio Nut Beta
55 Battery Aqualung
56 Tissue Trine
57 Omnislash Magic Breath
58 Catastrophe ????
59 Final Heaven Goblin Punch
5A Great Gospel Chocobuckle
5B Cosmo Memory L5 Death
5C All Creation Death Sentence
5D Chaos Roulette
5E Highwind Shadow Flare
5F 1/35 soldier Pandora's Box
60 Super Sweeper
61 Masamune Blade
62 Save Crystal
63 Combat Diary
64 Autograph
65 Gambler
66 Desert Rose
67 Earth Harp
68 Guide Book
and so on... (It would take forever to write out the whole thing. Refer
to the GameShark item list for the 'Item Select' code if you need help,
and experiment with the other numbers with caution ^_^;)
Notes __________________________________________________________________
USING ITEMS:
- After 046, all items will do zero damage when used. The effect that
goes with each item changes (Fire2, Vaccine, etc.)
USING SPELLS:
- 036 will instantly summon Death, who will kill one of your
characters.
- Using 037 gives you a blank spell, which you can never have enough
MP to cast.
- Using 038 - 047 casts a spell with the name of a Summoned Monster.
All of these spells cause immense damage to the enemy, except
Leviathan, which causes zero damage.
- Using 048 - (onwards) casts a spell with the name of a Enemy Skill.
The effect upon a target is very strange (looks like an Elixir being
used, sounds like Barrier, etc.) but the result really is that
particular Enemy Skill.
USING SUMMONS:
- Using 10 - 21 results in a Summon with the name of the current spell,
and the summoned monster is the base monster onwards. The result is
the corresponding base Enemy Skill (for example, 10 makes you cast
MBarrier, which looks like Choco/Mog, and hits one enemy with the
effects of Frong Song. On the other hand, 12 makes you cast Wall,
which looks like Ifrit, and hits one enemy with the effects of Magic
Hammer).
USING ENEMY SKILLS:
- Using 17 or 18 doesn't summon anything, but the resulting damage and
range are similar to the Fat-Chocobo and Gunge Lance summonings.
- Using 1A - 1E result in you casting Roulette.
- Using 1F makes you cast Matra Magic.
- Using 20 really does cause Death Joker (ouch)!
USING THE MANIPULATE MATERIA:
- Assuming you can manipulate an enemy, you need only change the number
and try to use any of that enemy's powers to see what the result is.
Note that if you go to far ahead (try to access a power that isn't
there), you may crash the game or start up the 'error checker'.
USING LIMIT BREAKS:
- In most cases, using a Limit Break results in the 'error checker'
starting up. However, be careful, because you may end up crashing
the game if the code gives your characters someone else's Limit
Break (in one case, Red 13 tried to use Gigadunk and the game
crashed. Another time, he did Vincent's 'Satan Slam', and it
worked!)
CAUTION:
- Using this code along with the 'Throw' command will hang the game as
your character tries to throw repeatedly.
- This code may cause enemies or allies to move to different locations
on the screen, and will interfere with the zoom/position of the
battle camera.
- Some of the numbers will cause the game to hang. Others cause the
'error checker' to appear, so use them with caution.
Okay, as you can tell, this code still requires much more testing. If
you come up with any interesting results, please let me know. Right
now, I'm trying to discover an easier, surefire method of calling up
the 'error checker' using this code (as that would allow you to skip
any battle instantly!)
NO TIME LIMIT - ANY CHARACTER 800E7A48 - 000x
-------------------------------------------------------------------------
Replace x with:
0 = Character in the 1st position
1 = Character in the 2nd position
2 = Character in the 3rd position
When using this code, the affected character(s) will be given their
chance to act during a battle immediately. You can also give them new
commands while they are attacking, casting magic, etc (the only
exception is during a Summon or if they get past the initial frames of
a Limit Break). Otherwise, the battle is played out normally.
This code can lead to some strange situations, like windows that don't
close, or you may have chosen to cast a spell eight times in a row only
to run out of MP after the third one (in which case, you simply waste
the next 5 turns while the message "You don't have enough MP!" appears
on the screen repeatedly. In some cases, there's nothing you can do
about the windows, but if you try going into that particular window
(say, the Limit Break window), and then exiting out, it should close.
GAIN LOTS OF EXPERIENCE POINTS 8009D7D8 - xxxx
-------------------------------------------------------------------------
Replace xxxx with any number; FFFF for the most EXP, 0000 for no EXP.
This code gives you hecka EXP when you win a battle, regardless of what
kind of enemy you fought. That's all there is to it :)
BATTLE COMMAND SELECT - 1ST POSITION 8009D8A4 - 02xx
-------------------------------------------------------------------------
This code will make the third slot in your Battle Command window change
to what you specified using this code:
Replace xx with =
00 = Left 0F = 4x:
01 = Attack 10 =
02 = Magic 11 = Mug
03 = Summon 12 = Change
04 = Item 13 = Defend
05 = Steal 14 = Limit
06 = Sense 15 = W-Magic
07 = Coin 16 = W-Sum.
08 = Throw 17 = W-Item
09 = Morph 18 = Slash-All
0A = D.blow 19 = 2x-cut
0B = Manip. 1A = Flash
0C = Mime 1B = 4x-cut
0D = E.Skill 1C =
0E = All: 1D =
Normal abilities will work as they should, but some of them function a
little differently. Note that none of the commands that make use of
the Summon screen actually reduce your character's MP, although you
must have enough MP to be able to select that summon spell.
Left - When used, this brings up the Summon Screen (you must have at
least one equipped Summon Materia for this to work). Choosing
a summon results in no effect for that character's turn.
Change - When used, this brings up the Summon Screen (you must have at
least one equipped Summon Materia for this to work). Choosing
a summon results in the character changing row position.
Defend - When used, this brings up the Summon Screen (you must have at
least one equipped Summon Materia for this to work). Choosing
a summon results in the character defending for that turn.
Limit - When used, this brings up the Summon Screen (you must have one
or more Summon Materia equipped for this to work). Choosing
a summon results in the character's respective Limit Break.
The 'Limit' ability is by far the best one, because you can use any
limit break providing you have seven Summon materia equipped (4 in the
case of Vincent, 2 for Cait Sith), without having to change break levels
or fill your Limit Bar. Even better: if you try to use a Limit Break
you don't have (the 8th summon for most characters, the 2nd, 4th, 6th,
8th and so on for Vincent, or the 2nd, 4th, and so on for Cait Sith),
you get a _perfect_ 'error checker' allowing you to bypass _any_ battle,
boss or otherwise!
Codes submitted by contributors:
CHARACTER SELECT - SEE THEM DURING THE GAME 8009CBDC - xxyy
submitted by Igancio DeLucas 8009CBDE - 00zz
-------------------------------------------------------------------------
Replace xx, yy, and zz with the number that represents your character.
This code allows you to choose three characters at one time:
xx, yy, zz = 00 - Cloud Strife
01 - Barret Wallace
02 - Tifa Lockheart
03 - Aeris Gainsborough
04 - Red 13
05 - Yuffie Kisaragi
06 - Cait Sith (sometimes, Young Cloud)
07 - Vincent Valentine (sometimes, Sephiroth)
08 - Cid Hiwind
09 -
0A -
0B -
0C - <'Nau Purintingu'> (Now Printing)
0D - <'Nau Purintingu'> (Now Printing)
With this code, the character in the first position (use the 'Order'
command from the main menu) can be seen in the rendered areas (note that
it may be the second position, this seems to happen from time to time).
In the World Map, your character will be Cloud unless one of the
characters has been specified as Tifa or Cid, in which case, that
character will be the one shown regardless of order. Note that only
Cloud can climb up ladders and do other acts other than walking or
running, and if you try to do such an activity with another character,
you will hear the sound of that character doing something, but they
won't actually do it, and if you try again, the game may glitch. Also,
note that your character won't always appear in some areas, and that
they won't actually change until you exit an area. An even stranger
glitch is that, if you start a game saved in the World Map, that you
are transported, usually out into the ocean at the far edges of the
map. I haven't found a use for this yet, but it's interesting, to say
the least.
Otherwise, this code works like the CHARACTER SELECT - 3RD POSITION code
listed below, including glitches and game bugs (having a character die
in battle, the trouble with the Sephiroth, Now Printing character codes,
having the leader be invisible, activating the 'error checker', etc.)
USE ANY OPTION ANYWHERE 8009D2A4 - xxxx
submitted by Ignacio DeLucas 8009D2A6 - 0000
-------------------------------------------------------------------------
With this code, all of the Main Menu options are available during any
point of the game, even if they are greyed out or not supposed to be
visible w/out the code.
Replace xxxx with 0000 for no options available (heh), but the one you'll
want to use is FFFF, which gives you all abilities. Note that if you
have less than 3 characters (and no characters in the 'inactive' group),
and you enter the PHS menu, you can't exit out, as you have to make a
three-member party but won't have enough members.
Mr. DeLucas would like to stress that credit is also due to the original
creator of the 'Save Anywhere' code, whoever he/she is, because he used
that person's code as a basis for this one.
SET TELEVISION RATING IN JUNON TOWN PARADE 80075E40 - xxxx
submitted by Ignacio DeLucas
-------------------------------------------------------------------------
With this code on, during the part in Junon Town (in Disc 1) where you
are supposed to march behind the soldiers, you can set the percentile
rating you recieve. Replace xxxx with 0000 for the worst rating, or
5500 for the best rating.
Note that you should turn this code on _after_ the commander tells you to
get in line, or the game may glitch (as in, he'll never ask you to get
moving, so you'll stay marching).
SET DRILL EXCERISE SCORE IN JUNON TOWN SEND-OFF 80075E3A - xxxx
submitted by Ignacio DeLucas
-------------------------------------------------------------------------
With this code activated, during the drill part of Rufus' send-off to
Costa Del Sol (the part where you must follow the soldier's lead and
turn, act, etc.), you can set the score Rufus gives you depending on his
attitude. Replace xxxx with 0000 for the worst score, or 0014 for the
best score.
SET POINTS EARNED FROM PLAYING G-BIKE GAME 800BDFB4 - xxxx
submitted by Ignacio DeLucas
-------------------------------------------------------------------------
When turned on, this code can be used to determine the score you'll
receive from the G-Bike game at the Gold Saucer (not the actual G-bike
scenario when you escape from the Shinra Headquarters). Replace xxxx
with 0000 for the worst score, or 2000 for the best score.
FIRST FIVE ENEMIES HAVE BEEN SCANNED, LIKE USING 'SENSE' 800F5CF0 - 4000
submitted by Ignacio DeLucas 800F5D34 - 4000
800F5D78 - 4000
800F5DBC - 4000
800F5E00 - 4000
-------------------------------------------------------------------------
When you use the 'Sense' command on an enemy, it shows you it's vital
stats. Afterward, pressing Select and highlighting a 'sensed' enemy
with the cursor (usually when choosing a target), will display that
enemy's amount of current/maximum HP. With this code activated, you can
see the current/maximum HP of any enemy in the game, as if you had
scanned them.
Note that this code will work on _every_ enemy and boss, but that enemies
that aren't normally able to be 'scanned' may have misleading amounts of
HP, or they may cause this game to freeze, in which case, you'll have to
reset the game.
TURN ANY TAME CHOCOBO INTO A GOLD ONE 800E5674 - 0004
submitted by Ignacio DeLucas
-------------------------------------------------------------------------
(Yeah, I fixed the 3/E mistake. Thank you everyone *sarcastic sigh*
for telling me about this, repeatedly.... ^_^;)
(Just to clear up any confusion, this is the same code as my Gold Chocobo
code for the Japanese version of FF7. However, since Mr. DeLucas not
only tested my code for me but corrected it so that it'd work on the US
version, he gets credit for doing all the work :))
You must be riding a tame chocobo (any color) for this code to work (you
can get tame chocobos in Disc 2 or 3, see the 'breeding' guide for more
information). When this code is activated, your chocobo will gain all
the abilties that a gold chocobo would have (it can go over rivers,
mountains, the sea, etc.) Remember, though, you can't leave the World
Map while the code is on, so you'll have to turn off the code before
entering any area. When you come back out, the chocobo will have
'reverted' to normal, so you'll have to get back on and flip the switch
up again to re-activate the code. Also, the code sometime glitches if
you enter the desert around the Gold Saucer.
ALTER CLOUD'S ELEMENTS/STATUS AILMENTS EFFECTS (see below)
submitted by Ignacio DeLucas
------------------------------------------------------------------------
Since all of these codes only apply to Cloud, and because they all work
in the same way, I'm listing these codes together:
Any Weapon attack strikes with all Elemental types:
8009D888 - FFFF
This code works just as it says. However, if an enemy is immune to a
certain type of element, then they will be healed instead of harmed
regardless of the other active elements.
Take half damage from all Elements:
8009D88A - FFFF
Take No damage from all Elements:
8009D88C - FFFF
Absorb all Element damage as HP:
8009D88E - FFFF
(Remember that for these last three codes, you're also able to defend
against the unlisted 'non-element' damage type.)
Any Weapon attack strikes with all Status Ailments:
8009D890 - FFFF
8009D892 - FFFF
(With this code, the 'Petrified' status takes precedence over all other
status afflictions, so while you are attacking with every status effect,
the one that will override the others is 'Petrify'. If you haven't
already realized this, using Slash All along with this code lets you
petrify all enemies with one attack, instantly making you win the
battle..... :))
Cloud is unaffected by all Status Ailments:
8009D894 - FFFF
8009D896 - FFFF
(Unfortunately, this code seems to affect beneficial status changes as
well, such as Haste.)
GAIN LOTS OF ABILITY POINTS 8009D7DC - 8FFF
submitted by Jeff Wong
-------------------------------------------------------------------------
When you win a battle, you'll gain lots of AP. Don't change the number
to a value higher than 8FFF or you won't actually earn the AP listed.
UNLIMITED GIL 8009D260 - FFFF
submitted by Jeff Wong
-------------------------------------------------------------------------
This code gives you a huge amount of gil, which you'll always have the
same amount of as long as the switch is up. You can save your game in
order to retain all the extra money, too.
HAVE 9999 GOLD PIECES AT THE GOLD SAUCER 8009D3D2 - 270F
submitted by Jeff Wong
-------------------------------------------------------------------------
The title says it all. You'll have 9999 GP, and if you save the game,
you'll retain all that GP, too.
HAVE 65000 BATTLE POINTS AT THE GOLD SAUCER 8009D3D8 - FDE8
submitted by Jeff Wong
edited by Dave Upton
-------------------------------------------------------------------------
This works much like the last two codes in that you'll have lots of BP,
and that number won't decrease as long as the switch is up. However,
since BP are temporary, if you leave the Battle Square with the switch
off, all your BP are lost.
NO RANDOM BATTLES WHILE ON THE WORLD MAP 8007173C - 0000
NO RANDOM BATTLES WHILE IN A RENDERED AREA 8011627C - 0000
submitted by Jeff Wong
-------------------------------------------------------------------------
Both of these codes are listed together because they function similarily,
and you'll want to use them both ^_^; As long as the switch is up,
you'll never run into battles, however, you _will_ have to fight boss
battles and other unavoidable confrontations.
KEY ITEM SELECT (see below)
submitted by Charles Mac Donald
-------------------------------------------------------------------------
Yup, someone finally came up with a Key Item Select code (I've been
trying to make one since the earliest versions of my Japanese FAQ way
back in March), and it's none other than Charles MacDonald! I'll let
him explain how the code works from here:
8009 D2C8 FFFF - 1st 16 items
8009 D2CA FFFF - 2nd 16 items
8009 D2CC FFFF - 3rd 16 items
8009 D2CE 0007 - Last 3 items
The key items are divided into four sets of 16 items, the last set having
only 3. The way the items are enabled corresponds to the _binary_ value
of the number, i.e.:
hex: binary:
0001 = 0000000000000001 : Item 1
0003 = 0000000000000011 : Items 1-2
0007 = 0000000000000111 : Items 1-3
00FF = 0000000011111111 : Items 1-8
You can only have item sets 1&2 or 3&4 enabled; if you mix them, the game
will slow down or lock up. Most likely, there's two items that are
conflicting with each other, but I didn't have enough time to try all
the possibilities.
Also, certain key items (Like PHS) you can't use immediately, even though
you have that item. That's because the use of some items are story-
driven. You just have to wait [until they become normally usable].
(Okay, back to me!)
Obviously this code is cool because it lets you have all the items, but
as they are story-driven (like CGFM2 sez), you can't (for example),
have the Sector 5 Key in your inventory and return to Midgar City in
Disc One. Still, though, this code is worth having (since it turns out
it's possible to make one after all). Hopefully this code will help
put to rest a *ahem* certain rumor that stated you could return to Midgar
in Disc One....
=========================================================================
9 . A P P E N D I X
=========================================================================
-------------------------------------------------------------------------
9 . 1 m a t e r i a o r b s
-------------------------------------------------------------------------
As you play the game, you'll find, buy, and be given Materia Orbs. When
equipped, these orbs have various functions (like Relics from FF3), and
become stronger as you use them (like the Classes from FF5j). There are
five types of Materia:
Green - Spell Materia. When equipped, you can cast
spells like Lightning, Fire, Cure, Barrier, etc.
Yellow - Command Materia. These give you the ability
to Steal, Throw, Mimic, etc.
Purple - Independent Materia. These will increase
your scores, like Max HP or Speed Plus.
Blue - Support Materia. These augment the power
of certain other Materia. For instance,
the 'Select All' Materia, when combined with
a Fire materia, lets you cast a fire spell on
all foes.
Red - Summon Materia. These let you summon monsters,
like Chocobo, Shiva, Bahamut, or even Typoon!
You can equip Materia from the Main Menu, and mix and match them in
any way you want. This is how they work:
Weapons and bracelets have a certain number of 'holders' on them. You
can equip one Materia per holder. So, if a sword has one holder and a
bracelet has five holders, you can equip six Materia in all. The benefit
to equipping a Materia is the skills/magic/etc. it gives you. The bad
part is that equipping Materia tends to lower your statistics. While
this is only temporary, you'll have to decide if you value skills or
scores more when equipping certain Materia. To restore your stats. to
normal, simply unequip the Materia you're using. You'll notice that
some holders aren't connected, and some are (it looks something like
this: 0=0 ). Connected holders are used to couple an Independent
Materia with another Materia, since Independent Materia have no effect
on their own.
When you win a battle, you gain AP (Ability Points). Each Materia has
a number of stars, representing its' 'levels'. All Materia start off
at level 1, but can be increased to their max. level. The more level
stars a Materia has, the stronger and more useful it becomes. To
gain a star level, you have to gain a certain number of Ability Points,
just like raising levels or learning Esper magic (in FF3). However,
only Materia that you have equipped earn AP. Luckily, that Materia has
the same number of points no matter who uses it. For example, let's
say Cloud keeps the Choco/Mog materia equipped for a long time,
and manages to raise it to level 2. If Barret, who's never worn that
Materia before, equips it, he can also use it at level 2 strength. When
you do 'master' a Materia (by gaining all its' levels), you will
instantly get another Materia of the same type! Even though it will
begin at level 1 (i.e. unused), this means that you can have as many
Ultima or Bahamut materia as you want (for example), providing
you max out the ones you already have beforehand. Be sure to sell off
Materia that you don't need; if you have a full Materia list with no
empty places and you master a materia that you have equipped, it will
appear in a random location on the list, permanently erasing the Materia
that was in it's place (guess the programmers at Square never bothered
to check that out, did they?)
You'll want to be careful if you have more than one of the same Materia,
because you have to raise them seperately. And there's no point in
giving two of the same Materia to the same person! Try to figure out
what Materia works best with which person (i.e. give the MAX MP Plus
Materia to a good magic-user, and give the Deathblow materia to a
character with low normal attack power). Also, take note of the way
the holders look; if they don't have silver dots in them (like this:
O=O or just O), then you can still equip Materia, but you can't level-
up them since none of the AP you gain in battles will be distributed to
the Materia in that weapon or item. The tradeoff is that such equipment
is usually very strong.
-------------------------------------------------------------------------
9 . 2 h u g e m a t e r i a / m a s t e r m a t e r i a
-------------------------------------------------------------------------
From Disc 2 onwards, you have the chance to find and collect four 'Huge
Materia'. They can be gotten from these locations:
- North Corel (stop the train)
- Fort Condor (win the simulation battle)
- Upper Junon (go to the Underwater Reactor, get a Shinra submarine,
sink the red submarine, and then find it underwater)
- Rocket Town (release it from the guard system inside the rocket)
If you fail any of these quests, you can always dig up the Huge Materia
at Bone Village in Disc 3, or at least, I've been told this by numerous
people.
PLEASE NOTE: The Huge Materia types are NOT determined by where you
get them from, but the order you get them in! That order is:
Yellow Huge Materia (from North Corel)
Green Huge Materia (from Fort Condor)
Red Huge Materia (from the sunken Shinra submarine)
Blue Huge Materia (from Cid's rocket)
So, if you fail the first three quests, you'll still get the 'from
North Corel' Huge Materia when you explore Cid's Rocket. See what I
mean?
While you have to get two of the Huge Materia in order to make the game
progress during Disc 2, you don't need to collect all four of them.
However, you can get the powerful 'Master Materia' from the Huge Materia,
as well as the strongest Bahamut summon materia, 'Bahamut ZERO', so
it's advisable that you try to find them all. You can receive the
following materia from each Huge Materia:
NAME DESCRIPTION PREREQUISITES
Master Magic Cast any magic spell Huge Green materia and a
'master' level for all 21
magic materia. Note that
you can't get this materia
until Disc 3 as not all
the Magic materia are
obtainable in Disc 2.
Master Command Use most commands Huge Yellow materia and a
'master' level for seven
command materia (see below).
Master Summon Use all summon spells Huge Red materia and a
'master' level for all 16
summon materia.
Bahamut Form Zero A summon materia Huge Blue materia and the
Bahamut and Neo Bahamut
summon materia orbs.
Once you've fulfilled the prerequisites to get a certain master materia,
simply return to Bugenhagen's observatory in Cosmo Canyon and touch
the correct Huge Materia (I hope you have the Huge Materia on you/have
already taken it to the observatory in Cosmo Canyon beforehand!) Pick
the first option and the screen will glow; pick the top option to get
your master materia or the bottom option if you want to get that
particular master materia later. You do have to have all the mastered
materia on hand, but it doesn't matter whether they're equipped or not.
If you're trying to get Bahamut ZERO, then all you have to do is touch
the huge blue materia and you'll automatically receive it after choosing
the first option; you have to get this summon spell before you can
receive the Master Summon materia (don't forget that you need Bahamut
and Neo Bahamut, too). There's good news and bad news, though:
- All of the Master materia do not have level stars, so you can't
simply 'master' them and get a second Master Materia. Wearing
one doesn't effect your statistics, either (so all of you who
were hoping for a 'MAX MP +80%' or something like that will be
disappointed!)
- When you receive a Master materia, you lose all the materia that
you mastered. This means that not only will you be left with a
bunch of low-level materia (since you get another materia of the
same type when you master it, remember?), but you'll have to master
each of them if you want to get a second Master materia of that
type. The good news is that if you have two mastered orbs of the
same type (say, two Fires and you're trying to get the Master
Magic materia), you'll only lose one and keep the other. So, if
you have two mastered Kjata materia and you get a Master Summon
materia and want another one, you'll only have to level-up 15 orbs
instead of 16 since one is already mastered.
Individual notes on the Master materia:
- If you affix a combination materia like All or Random Magic
Strike to the Master Magic orb, it will affect all the spells!
However, not all combination materia work with each spell.
- When you master a Summon materia, you can call a particular summoned
beast five times. With the Master Summon materia equipped, you can
summon any beast an infinite number of times (providing you have the
MP for it)! Like the Master Magic materia, Combination materia
attached to this orb will affect all summon spells.
- You only have to master the Steal, Sense, Throw, Morph, Deathblow,
Manipulate and Mime materia orbs in order to get the Master Command
materia. This may sound good, but then again, all you get are the
above abilities of those materia: this orb won't let you use other
commands like Flash, W-Item, Enemy Skill, or Slash All, for example
(but you can equip these seperately, if you like).
- And of course, there are no Master Support or Master Independant
Materia :)
-------------------------------------------------------------------------
9 . 3 m a t e r i a l i s t
-------------------------------------------------------------------------
This section lists each Materia and explains it's abilities and other
information:
=========================================================================
MAGIC MATERIA (Green Materia) - ATTACKING SPELLS
=========================================================================
-------------------------------------------------------------------------
MATERIA: Fire COST AP NEEDED EFFECT
Level 1: Fire 4 0 Fire element damage
Level 2: Fire 2 22 2000 Fire element damage (x2)
Level 3: Fire 3 55 18000 Fire element damage (x3)
Level 4: -- -- 35000 --
STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02%
LOCATED AT: Wall Market, Costa Del Sol, Fort Condor, Mideel
(comes equipped on Red 13)
-------------------------------------------------------------------------
MATERIA: Ice COST AP NEEDED EFFECT
Level 1: Ice 4 0 Ice element damage
Level 2: Ice 2 22 2000 Ice element damage (x2)
Level 3: Ice 3 55 18000 Ice element damage (x3)
Level 4: -- -- 35000 --
STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02%
LOCATED AT: Wall Market, Costa Del Sol, Mideel, Fort Condor
(comes equipped on Cloud)
-------------------------------------------------------------------------
MATERIA: Lightning COST AP NEEDED EFFECT
Level 1: Bolt 4 0 Lightning element damage
Level 2: Bolt 2 22 2000 Lightning element damage (x2)
Level 3: Bolt 3 55 18000 Lightning element damage (x3)
Level 4: -- -- 35000 --
STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02%
LOCATED AT: Wall Market, Costa Del Sol, Mideel, Fort Condor
(comes equipped on Cloud)
-------------------------------------------------------------------------
MATERIA: Earth COST AP NEEDED EFFECT
Level 1: Quake 6 0 Earth element damage
Level 2: Quake 2 28 6000 Earth element damage (x2)
Level 3: Quake 3 68 22000 Earth element damage (x3)
Level 4: -- -- 40000 --
STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02%
LOCATED AT: Kalm town, Costa Del Sol
-------------------------------------------------------------------------
MATERIA: Poison COST AP NEEDED EFFECT
Level 1: Bio 8 0 Poison element damage
Level 2: Bio 2 36 5000 Poison element damage (x2)
Level 3: Bio 3 80 20000 Poison element damage (x3)
Level 4: -- -- 38000 --
STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02%
LOCATED AT: Kalm town, Costa Del Sol, Shinra Building - Floor 68
NOTES: The 'Bio' spell strikes for poison-element damage as
well as causes the 'Poison' status ailment at the same
time, resulting in continuous damage in later rounds.
-------------------------------------------------------------------------
MATERIA: Gravity COST AP NEEDED EFFECT
Level 1: Demi 14 0 Gravity element damage
Level 2: Demi 2 33 10000 Gravity element damage (x2)
Level 3: Demi 3 48 20000 Gravity element damage (x2.5)
Level 4: -- -- 40000 --
STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02%
LOCATED AT: Cosmo Canyon; it appears after you kill Gi Nattak in
the Gi Tribe Cave.
NOTES: 'Demi' drains an enemy's current HP by 1/4th.
'Demi 2' drains an enemy's current HP by 1/2.
'Demi 3' drains an enemy's current HP by 3/4ths.
-------------------------------------------------------------------------
MATERIA: Comet COST AP NEEDED EFFECT
Level 1: Comet 70 0 Physical damage x4 to 1 target
Level 2: Comet 2 110 12000 Physical damage x1 to 4 targets
Level 3: -- -- 60000 --
STATUS CHANGES: STRENGTH +02 VITALITY -01 MAGIC +02
MAGIC DEF +01 MAXHP -05% MAX MP +05%
LOCATED AT: Forgotten Capital
-------------------------------------------------------------------------
MATERIA: Contain COST AP NEEDED EFFECT
Level 1: Freeze 82 0 Ice damage (x4) + 'Paralyze'
Level 2: Break 86 5000 Earth damage (x4) + 'Petrify'
Level 3: Tornado 90 10000 Wind damage (x4) + 'Confusion'
Level 4: Flare 100 15000 Fire damage (x4)
Level 5: -- -- 60000 --
STATUS CHANGES: STRENGTH -04 VITALITY -02 MAGIC +04
MAGIC DEF +02 MAXHP -10% MAXMP +10%
LOCATED AT: Mideel village in Disc 2. Feed the white Chocobo a
Mimett Greens and scratch it's ear.
NOTES: When Freeze, Break, or Tornado hit an enemy, there is
a 10% chance that the enemy is affected by the listed
status ailment.
-------------------------------------------------------------------------
MATERIA: Ultima COST AP NEEDED EFFECT
Level 1: -- -- 0 --
Level 2: Ultima 130 5000 Non-element damage to all foes
Level 3: -- -- 100000 --
STATUS CHANGES: STRENGTH -04 VITALITY -02 MAGIC +04
MAGIC DEF +02 MAXHP -10% MAXMP +10%
LOCATED AT: North Corel. You'll get this materia for free if you
save the town. If you get to the Shinra train but can't
stop it in time, you can buy this materia for 50,000
gil. If you didn't reach the Shinra train in time,
you'll never be able to get the Ultima materia.
-------------------------------------------------------------------------
=========================================================================
MAGIC MATERIA (Green Materia) - RESTORATIVE SPELLS
=========================================================================
-------------------------------------------------------------------------
MATERIA: Restore COST AP NEEDED EFFECT
Level 1: Cure 5 0 Recovers lost HP
Level 2: Cure 2 24 2500 Recovers lost HP (x2)
Level 3: Regen 30 17000 Causes 'Regen' status
Level 4: Cure 3 64 24000 Recovers lost HP (x3)
Level 5: -- -- 40000 --
STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02%
LOCATED AT: Midgar City - Sector 5 Slums, Wall Market, Mideel,
Fort Condor, Costa Del Sol, Mako Reactor No. 1
-------------------------------------------------------------------------
MATERIA: FullCure COST AP NEEDED EFFECT
Level 1: -- -- 0 --
Level 2: FullCure 99 3000 Recovers all lost HP
Level 3: -- -- 100000 --
STATUS CHANGES: STRENGTH -04 VITALITY -02 MAGIC +04
MAGIC DEF +02 MAXHP -10% MAXMP +10%
LOCATED AT: Cosmo Canyon (back room of the Item Shop, Disc 2-3 only)
-------------------------------------------------------------------------
MATERIA: Heal COST AP NEEDED EFFECT
Level 1: Poizona 3 0 Heals 'Poison' status ailment
Level 2: Esuna 15 12000 Heals any bad status ailment
Level 3: Resist 120 52000 Prevents bad status ailments
Level 4: -- -- 60000 --
STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02%
LOCATED AT: Kalm town, Gongaga village, Upper Junon
-------------------------------------------------------------------------
MATERIA: Revive COST AP NEEDED EFFECT
Level 1: Life 34 0 Come back to life with 1/4 HP
Level 2: Life 2 100 45000 Come back to life with all HP
Level 3: -- -- 55000 --
STATUS CHANGES: STRENGTH +02 VITALITY -01 MAGIC +02
MAGIC DEF +01 MAXHP -05% MAX MP +05%
LOCATED AT: Upper Junon, Gongaga village, Costa Del Sol (Disc 2-3)
-------------------------------------------------------------------------
=========================================================================
MAGIC MATERIA (Green Materia) - INDIRECT SPELLS
=========================================================================
-------------------------------------------------------------------------
MATERIA: Seal COST AP NEEDED EFFECT
Level 1: Sleepel 8 0 Inflicts 'Sleep' status
Level 2: Silence 24 10000 Inflicts 'Silence' status
Level 3: -- -- 20000 --
STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02%
LOCATED AT: Upper Junon, Costa Del Sol (Disc 2-3 only)
-------------------------------------------------------------------------
MATERIA: Mystify COST AP NEEDED EFFECT
Level 1: Confu 18 0 Inflicts 'Confusion' status
Level 2: Berserk 28 12000 Inflicts 'Berserk' status
Level 3: -- -- 25000 --
STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02%
LOCATED AT: Gongaga village, Cosmo Canyon
-------------------------------------------------------------------------
MATERIA: Transform COST AP NEEDED EFFECT
Level 1: Mini 10 0 Inflicts 'Small' status
Level 2: Toad 14 8000 Inflicts 'Frog' status
Level 3: -- -- 24000
STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02%
LOCATED AT: North Corel, Cosmo Canyon, Gongaga village, Mideel,
Mt. Corel (comes equipped on Cait Sith)
-------------------------------------------------------------------------
MATERIA: Exit COST AP NEEDED EFFECT
Level 1: Escape 16 0 Allies escape from battle
Level 2: Remove 99 10000 Targets instantly killed
Level 3: -- -- 30000 --
STATUS CHANGES: STRENGTH -01 MAGIC +01 MAXHP -02% MAXMP +02%
LOCATED AT: Rocket Town (Disc 2-3 only)
-------------------------------------------------------------------------
MATERIA: Time COST AP NEEDED EFFECT
Level 1: Haste 18 0 Causes 'Haste' status
Level 2: Slow 20 8000 Inflicts 'Slow' status
Level 3: Stop 34 20000 Inflicts 'Stop' status
Level 4: -- -- 42000 --
STATUS CHANGES: STRENGTH +02 VITALITY -01 MAGIC +02
MAGIC DEF +01 MAXHP -05% MAX MP +05%
LOCATED AT: Gongaga village, Rocket Town
-------------------------------------------------------------------------
MATERIA: Barrier COST AP NEEDED EFFECT
Level 1: Barrier 16 0 Causes 'Barrier' status
Level 2: MBarrier 24 5000 Causes 'MBarrier' status
Level 3: Reflect 30 15000 Causes 'Reflect' status
Level 4: Wall 58 30000 'Barrier' and 'MBarrier' status
Level 5: -- -- 45000 --
STATUS CHANGES: STRENGTH +02 VITALITY -01 MAGIC +02
MAGIC DEF +01 MAXHP -05% MAX MP +05%
LOCATED AT: Rocket Town
-------------------------------------------------------------------------
MATERIA: Shield COST AP NEEDED EFFECT
Level 1: -- -- 0 --
Level 2: Shield 180 10000 Causes 'Peerless' status
Level 3: -- -- 100000 --
STATUS CHANGES: STRENGTH -04 VITALITY -02 MAGIC +04
MAGIC DEF +02 MAXHP -10% MAXMP +10%
LOCATED AT: In the Northern Crater (Disc 3)
-------------------------------------------------------------------------
MATERIA: Destruct COST AP NEEDED EFFECT
Level 1: DeBarrier 12 0 Removes special defenses
Level 2: DeSpell 20 6000 Removes indirect spells/statuses
Level 3: Death 30 10000 Target is instantly killed
Level 4: -- -- 45000 --
STATUS CHANGES: STRENGTH +02 VITALITY -01 MAGIC +02
MAGIC DEF +01 MAXHP -05% MAX MP +05%
LOCATED AT: Fort Condor, Mideel (Disc 2-3), Shinra Mansion (Disc 1;
Sephiroth will throw it at you)
NOTES: 'DeBarrier' will negate these defenses: the 'Barrier',
'MBarrier', 'Reflect' and 'Peerless' statuses, and the
effects of the 'Wall' spell.
'DeSpell' will negate these indirect spells and
statuses: the 'Regen', 'Haste', 'Slow', and 'Stop'. It
will also negate the effects of the 'Resist' spell and
the 'Death-sentence' Enemy Skill.
-------------------------------------------------------------------------
MATERIA: Master Magic
Level 0: Can cast the following spells using their standard MP cost:
Cure Cure 2 Cure 3
Poisona Esuna Resist
Life Life 2 Regen
Fire Fire 2 Fire 3
Ice Ice 2 Ice 3
Bolt Bolt 2 Bolt 3
Quake Quake 2 Quake 3
Bio Bio 2 Bio 3
Demi Demi 2 Demi 3
Sleepel Confu Silence
Mini Toad Berserk
Haste Slow Stop
Barrier MBarrier Reflect
DeBarrier DeSpell Death
Escape Remove Wall
Comet Comet 2 Freeze
Break Tornado Flare
FullCure Shield Ultima
STATUS CHANGES: No changes
LOCATED AT: Kalm town (get it from the traveler in return for the
Earth Harp), Cosmo Canyon (bring all 21 mastered Magic
Materia to the Huge Green Materia in the observatory)
-------------------------------------------------------------------------
=========================================================================
COMMAND MATERIA (Yellow Materia)
=========================================================================
-------------------------------------------------------------------------
MATERIA: Sense AP NEEDED FUNCTION
Level 1: Sense 0 Lets you see an enemies statistics
Level 2: -- 40000 --
STATUS CHANGES: None
LOCATED AT: Kalm town, Upper Junon, Midgar City - Playground outside
of the Wall Market
-------------------------------------------------------------------------
MATERIA: Steal AP NEEDED FUNCTION
Level 1: Steal 0 Try to steal an item from an enemy.
Level 2: Mug 40000 'Steal' and attack at the same time.
Level 3: -- 50000 --
STATUS CHANGES: DEXTERITY +02
LOCATED AT: Midgar City - Sewers (before/after the fight with Aps),
Kalm town
-------------------------------------------------------------------------
MATERIA: Throw AP NEEDED FUNCTION
Level 1: Throw 0 Hurl an unequipped weapon at a target
Level 2: Coin 45000 Hurl a handful of gil at all targets
Level 3: -- 60000 --
STATUS CHANGES: VITALITY +01
LOCATED AT: Condor Fort (Disc 2-3 only), Rocket Town (Disc 2-3 only)
(comes equipped on Yuffie)
NOTES: When using the 'Throw' command, you can throw any weapon
but Red 13's hairpins (via a GameShark, you can throw
Sephiroth's Masamune!) The damage a weapon does is it's
attack difference times 10, I believe.
When using the 'Coin' command, you can select how much
gil you will throw by pressing up to increment the
number by 10000, down to decrement it by 10000, right
to increment it by 1000, and left to decrement it by
1000 gil per press. Every 1000 coins do 100 points of
damage, up to 9999 damage total.
-------------------------------------------------------------------------
MATERIA: Deathblow AP NEEDED FUNCTION
Level 1: D.Blow 0 Make one double-damage attack
Level 2: -- 40000 --
STATUS CHANGES: LUCK +01
LOCATED AT: Fort Condor, Rocket Town, Jungle area near Gongaga
village
-------------------------------------------------------------------------
MATERIA: Manipulate AP NEEDED FUNCTION
Level 1: Manip. 0 Control and command one enemy
Level 2: -- 40000 --
STATUS CHANGES: None
LOCATED AT: Fort Condor (Disc 2-3 only), Rocket Town (Disc 2-3 only)
(comes equipped on Cait Sith)
-------------------------------------------------------------------------
MATERIA: Morph AP NEEDED FUNCTION
Level 1: Morph 0 Turn a killed enemy into an item
Level 2: -- 40000 --
STATUS CHANGES: None
LOCATED AT: Temple of the Ancients
-------------------------------------------------------------------------
MATERIA: Enemy Skill AP NEEDED FUNCTION
Level 0: E.Skill n/a Learn and use the skills of enemies:
Frog Song L4 Suicide
Magic Hammer White Wind
Big Guard Angel Whisper
Dragon Force Death Force
Flame Thrower Laser
Matra Magic Bad Breath
Beta Aqualung
Trine Magic Breath
???? Goblin Punch
Chocobuckle L5 Death
Death Sentence Roulette
Shadow Flare Pandora's Box
STATUS CHANGES: None
LOCATED AT: Shinra Building - Floor 67, Upper Junon (in the
Respectable Inn), Forgotten Capital, Chocobo Sage's
house (talk to the Green Chocobo).
-------------------------------------------------------------------------
MATERIA: Mime AP NEEDED FUNCTION
Level 1: Mime 0 Imitate the last action performed
Level 2: -- 100000 --
STATUS CHANGES: None
LOCATED AT: In the cave beyond the mountains in the Wutai Area
-------------------------------------------------------------------------
MATERIA: Double Cut AP NEEDED FUNCTION
Level 1: 2x-cut 0 Attack one enemy two times
Level 2: 4x-cut 100000 Make four attacks against random foes
Level 3: -- 150000 --
STATUS CHANGES: DEXTERITY +02
LOCATED AT: Wrecked Plane 'Gelnika'
-------------------------------------------------------------------------
MATERIA: Slash-All AP NEEDED FUNCTION
Level 1: Slash-All 0 Attack all enemies at once
Level 2: Flash 100000 All enemies facing you are killed
Level 3: -- 150000 --
STATUS CHANGES: None
LOCATED AT: Ancient Forest
-------------------------------------------------------------------------
MATERIA: W-Magic AP NEEDED FUNCTION
Level 1: W-Magic 0 Cast two magic spells in one turn
Level 2: -- 250000 --
STATUS CHANGES: None
LOCATED AT: In the Northern Crater; look near the trees in the stone
pit area with the shiny light
-------------------------------------------------------------------------
MATERIA: W-Summon AP NEEDED FUNCTION
Level 1: W-Summ. 0 Call two summoned allies in one turn
Level 2: --