Archive-name: games/video-games/final-fantasy/part2
Posting-Frequency: weekly Last-modified: 2001/12/30 Version: 2.0.2 See reader questions & answers on this topic! - Help others by sharing your knowledge +---------------------------------------------+ | * * * The alt.games.final-fantasy FAQ * * * | | * * * Part 2 of 3 * * * | +---------------------------------------------+ +---------------------------------------------------------------------+ | *** WARNING! *** | +---------------------------------------------------------------------+ Sections 4 and 5 answer the most frequently asked questions about Square video games. Some of these questions include questions about some of the plot events in the game, or questions about parts of the game which some players might have not reached yet. It is important to **READ THIS PART OF THE FAQ AT YOUR OWN RISK!** From this point forward, there could be (and will be) some serious plot spoilers. If you don't like spoilers, you are hereby advised not to read any further. There are some serious dragons in here. +---------------------------------------------------------------------+ |* Sec. 4 -Frequently Asked Questions about the Final Fantasy Series *| +---------------------------------------------------------------------+ * 4.1 - General Hints about the Final Fantasy Series * 4.1.1 - Monster XXX or Boss YYY is too difficult, and I have no chance against them. What should I do? If you encounter an enemy which you can't defeat, there is one of two things evident. One: You may be getting ahead of your party and putting them up against monsters which - at your party's experience levels - are too difficult for your party. In this case, you need to go backwards and gain more experience by fighting enemies which are more of a match for your party. Two: In a battle - in a video game or in real life - most of your chances of winning depends on your strategy. You need to come up with a strategy which is effective enough to defeat your enemy, or your enemy has a better chance of winning than your party does: - In all Final Fantasy games, the character at the top of your party's battle formation is the character who is going to be attacked more, make sure that character has a lot of HP and a very good defense rating. Keep your weaker and less defensive party members near the bottom of your party. (Note: This does not apply to Chrono Trigger.) - Don't waste magic by overhealing a player or overkilling an enemy when using spells, use only minor spells to heal minor wounds or do minor damage to enemies. - Conserve your most powerful attacks and spells until you **really** need them. - Your most powerful character should attack the most powerful enemy, the last thing you want (especially in Final Fantasy I) is to have everyone jump on the same enemy. - Buy new armor as your currency allows. However, there are times when you'd be best off shopping around before you make any decisions on what armor to buy. You might see some armor in one town which looks like a good buy, but if you go to another nearby town, you might find some better armor for only slightly more money. Example: In Final Fantasy VI, Albrook sells Diamond Vests, but the other towns in the vicinity sell Diamond Armor with much better defensive power. - Fight fire with ice, ice with fire, water with lightning, and sacred power with the undead. - And always keep an eye on your characters' HP levels so you know who needs to be healed and who can fight... * 4.1.2 - What kind of a party should I choose? This only applies to Final Fantasy I, III, V, and all SaGa games since these games allow you to mix & match party members and their occupations. Final Fantasy I and V has lots of party choices, but the only important thing about them is how they must be balanced. Your FAQ maintainer's favorite party combinations consist of a Fighter, a White Mage, a Black Mage, and one of the following: Thief, Black Belt, or Red Mage. Your FAQ maintainer also highly recommends that you do **not** build a party without either a Red Mage or a White Mage, because if you use neither in your party, you will not be able to exit some of the later dungeons in the game. (This strategy would also apply in theory to Final Fantasy III.) In Final Fantasy VIII, keep in mind that the two most important ability junctions are HP and strength. Make sure that all characters in a mission-critical scenario have magic junctions to HP and strength. For all the SaGa/Final Fantasy Legend games, the FAQ maintainer's favorite selections are: Two humans and two mutants, two humans & a mutant & a monster, a human & a mutant & a robot & a monster, and four mutants. The absolute worst party you can make in any of the SaGa/Final Fantasy Legend games has to be a party made up of four monsters, since the four monsters can only upgrade themselves by fighting more powerful monsters, so the chicken & the egg syndrome kicks in... * 4.1.3 - Why do you refer to Final Fantasy III as "Final Fantasy VI"? Which Final Fantasy games were put out in the USA, anyway? This FAQ uses the Japanese names for all the games because all of these games (with the lone exceptions of Rad Racer II and Secret of Evermore) were released in Japan first, then brought over to the USA. The maintainer doesn't mean to confuse anyone. So, here are a few lists of all of the Final Fantasy/SaGa games released in Japan, along with their American equivalents... For the Nintendo Famicom/Entertainment System: Japan USA -------------------------------------------------------- Final Fantasy I Final Fantasy I Final Fantasy II N/A Final Fantasy III N/A Final Fantasy I & II* N/A For the Nintendo Super Famicom/Entertainment System: Japan USA -------------------------------------------------------- Final Fantasy IV N/A Final Fantasy IV Easytype Final Fantasy II Final Fantasy V N/A Final Fantasy VI Final Fantasy III Final Fantasy USA Final Fantasy Mystic Quest For the Sony PlayStation: Japan USA -------------------------------------------------------- Final Fantasy IV* Final Fantasy IV (Chronicles) Final Fantasy V* Final Fantasy V (Anthology) Final Fantasy VI* Final Fantasy VI (Anthology) Final Fantasy VII Final Fantasy VII Final Fantasy VIII Final Fantasy VIII Final Fantasy IX Final Fantasy IX Final Fantasy Tactics Final Fantasy Tactics For the Nintendo Game Boy: Japan USA -------------------------------------------------------- Final Fantasy Gaiden Final Fantasy Adventure SaGa I The Final Fantasy Legend SaGa II Final Fantasy Legend II SaGa III Final Fantasy Legend III For the Bandai WonderSwan: Japan USA -------------------------------------------------------- Final Fantasy I N/A Key: N/A = not available/not released * = Re-released games, available as a collection or separately What about Europe? Sadly, only Final Fantasy VII, VIII, and IX have been released in Europe. * 4.1.4 - Translation aside, what are the differences between the Japanese and American versions of these games? Final Fantasy I (Japan) -> Final Fantasy I (USA): - The "crystals" in the Japanese version have become "orbs" in the USA version. - The clinic's symbol was modified. Final Fantasy IV -> Final Fantasy IV Easytype/Final Fantasy II: - Almost all of the plot/character development, character special abilities, special items, and subplots were removed from the game. See article 2.3.2 for a summary. - When the dialogue was censored & translated into English, the censors didn't do a very good job in doing so. See article 4.3.15 for more information. Final Fantasy VI (Japan) -> Final Fantasy III (USA): - Much of the game's dialogue was censored and replaced with "appropriate" dialogue which would be less offensive in America. There were several translation mistakes made in the process. - The opera lyrics were changed. - The characters' job descriptions were removed. - About 90% of the monsters underwent name changes. For instance, the Sabotenders of FF VI became Cactrots in FF III US. - In the Returners' Hideout, there was a sheet of paper laying on Banon's desk. This sheet of paper was a joke that would only make sense to the Japanese, so no one really understands it in the American version. - The message on the tombstone in Darril's Tomb was changed. (In the Japanese game, it said: "Rest in peace, my friend..." In the US game, it says: "The World Is Square") - Mashe was renamed to "Sabin," and Tina was renamed to "Terra". Some other characters had smaller, more subtle name changes. Final Fantasy VII (Japan) -> Final Fantasy VII (USA/Europe): - Several characters had slight name changes: "Barett" is now "Barret," the Tarks are now Turks, "Ylena" is now "Elena," and "Aerith" is now "Aeris". - Square added four new items: the Desert Rose, Earth Harp, Rising Sun, and Guide Book. They also altered one materia, 'Underwater', which was in the Japanese game but was not usable in that version. - Two entirely new bosses have been added: Emerald Weapon and Ruby Weapon. An existing character, Diamond Weapon, was also made into a boss character. - Supposedly, an enemy has been removed: Test Zero (whose validity is doubted). - In the Japanese version, all the menus had two items/materia/etc. per line. In the US version, the item lists were made longer, but there could only be one object per line. - A new feature, 'Exchange', was added to the Materia Screen, which allows you to switch active Materia orbs between members who are not in you party. - The number of characters allowed for a name was increased from six to nine spaces. - The random encounter rate was reduced. - Square added some dialogue to some of the battles to help players through some battles (e.g. Reno in sector 7, the Tail Scorpion in reactor #1). - Overlays outlining exits and climbing points were added. Final Fantasy Tactics (Japan) -> Final Fantasy Tactics (USA): - Several of the job names were changed. For instance, "Ying Yang Mage" became "Oracle," "Beginner" became "Squire," and "Dragoon" became "Lancer". Final Fantasy VIII (Japan) -> Final Fantasy VIII (USA/Europe): - Selphie's trademark line was changed from "Ma-mi-mu-me-mo!" to "Booyaka!" - The food served at Balamb Garden's cafeteria was changed to hot dogs. - A few of the monsters, GFs, and battle techniques had minor name changes between localizations. For example, "Sabotender" became "Cactaur," Squall's "End of Heart" limit break became "Lion Heart," etc. - Square added the ability to draw out some GFs from the monsters in Ultimecia Castle if the player missed certain GFs earlier in the game. - The game's first timed encounter in the Fire Cave was made easier. - The USA version also received a much more extensive online help system. Final Fantasy Collections (Japan) -> Final Fantasy Anthology (USA): - Final Fantasy IV was unbundled from the collection. - Faris was given a pirate's dialect for the USA version of Final Fantasy V. - The translation and localization for Final Fantasy VI is nearly identical to the original localization of Final Fantasy III USA, with a couple of things edited (eg. "Vicks" became "Biggs," "Fenix Down" became "PhoenixDown," AtmaWeapon's speech has been uncensored, etc.). - The USA version also includes a music soundtrack CD containing a sample of the music from Final Fantasy V and VI. Final Fantasy IV (Japan PSX), Chrono Trigger (Japan PSX) -> Final Fantasy Chronicles (USA): - Final Fantasy IV was almost completely retranslated from scratch. However, the names of characters, monsters, and places were mostly taken from the original localization of Final Fantasy II USA. - Final Fantasy IV's load times were dramatically reduced from the original Japanese release. - The translation and localization for Chrono Trigger is nearly identical to the original localization of Chrono Trigger (see 4.1.5 below) - NOTE: The US re-release of Final Fantasy IV is based on the original Japanese game, rather than the "easytype" version that Final Fantasy II USA was based on. SaGa series -> Final Fantasy Legend series: No known differences. Some of the dialogue might have been censored, but without knowing any of it no one can really tell the difference. The censorship present in Final Fantasy II & III (USA) can be mostly attributed to Nintendo. Nintendo has, or appears to have, strict rules about what can or can't appear in one of their games. Specifically; their policies attack violence, sex/nudity, death, religion, vulgarity, blood, or anything else that might make American parents angry at them. There are a few exceptions to these guidelines (Mortal Kombat II comes to mind here), but unfortunately, the Final Fantasy games had to be watered down because of this. * 4.1.5 - In regard to the previous question, what about non-Final Fantasy games? OK... Chrono Trigger (Japan) -> Chrono Trigger (USA): - The tech selection box in the Japanese version had two columns while the American version had one column. - A few characters were renamed. For instance; Flea, Slash, and Ozzie are Magus's three henchmen in the American version. - The dialogue was probably censored, although we don't know how much was if it was at all. SaGa Frontier (Japan) -> SaGa Frontier (USA): - For some strange reason (translation perhaps?) "Kowloon" in the Japanese version became "Koorong" in the USA version. - "Coon" was renamed to "Riki" in the USA release. - Difficulty was increased by removing the pre-produced combinations battle menus. Parasite Eve (Japan) -> Parasite Eve (USA): - Some of the video appears to have been edited to make Eve less "revealing". Einhander (Japan) -> Einhander (USA): - The "free" difficulty level, which apparently added a stage select feature to the game, seems to have been removed from the USA release Xenogears (Japan) -> Xenogears (USA): - A few religious references were changed. For instance, the "Church" became the "Ethos," and the colony ship "Noah's Ark" became "Eldrige". Vagrant Story (Japan) -> Vagrant Story (USA/Europe): - The timing for chain combos and defensive tactics was made a little more forgiving. Chrono Cross (Japan) -> Chrono Cross (USA): - Several characters and items were renmaed. Some of the name changes from the USA release of Chrono Trigger still stand in order to be consistent. Other name changes include "Yamaneko," who became "Lynx" in the USA version. * 4.1.6 - Why can't I resurrect Tellah, General Leo, Aeris, etc.? In almost every Final Fantasy game, there is at least one character central to the story who dies. While it's always possible to revive fallen partners through Life spells or Fenix Downs or Life potions, there are several characters which Square's writers killed off purposely: Most of the characters who die do so in order to advance/thicken the game's story. Here's a summary of the characters (playing & non-playing) who die: FF I: N/A FF II: Cid, Richard, Minyuu, Josef FF III: N/A FF IV: Tellah, Anna, Edge's Parents, Baigan FF V: Galuf, Zeza, Kelgar FF VI: Vicks, Wedge, Leo, Banon (debatable), Shadow (debatable), Cid (optional), everyone in Mobliz except for the children FF VII: A bunch of characters, including: Biggs, Wedge, Jessie, Cait Sith*, Aeris, Tseng, Rufus, Hojo, everyone in the Sector 7 slums, President Shinra FF VIII: Reine FF Tactics: Algus, Bart, Malak*, Olan, Dycedarg, Teta, Gafgarion, Draclau, Wiegraf, Izlude, Miluda, Elmdor, Ovelia, Zalbag (who dies, is revived, and dies again), Larg, Goltana SaGa: Michelle, So-Cho, King Sword, King Shield SaGa II: Dad* SaGa III: Jupiah*, Dion* Frontier: White Rose* (Asellus's quest), Blue (Blue's quest - optional) CT: Crono* PE: Klamp Xenogears: Everyone in Lahan (except Dan, Citan, and the children) BF Musashi: Kojiro VS: Samantha, Grissom (who dies, is revived, and dies again), Sydney (debatable), Rosencrantz * = These characters are exceptions - they die at one point in the game, but can later be revived. Once these characters are dead, there's no way to revive them. Period! * 4.1.7 - Tables of Information The "Job System" ---------------- FF I: Jobs are fixed, however, the characters are promoted to better jobs roughly halfway through the game. FF III: All of the characters start out as warriors, but can learn new jobs depending on what crystals they've collected. FF V: Characters are jobless at the beginning of the game, but each time a crystal shatters in the first world, the fragments of the crystal are collected by the party. Each crystal fragment has one job associated with it. You get all of the jobs this way, except for the hidden "mimic" job. FF VII: The equivalent to the job system in this game is called "materia". Your characters can gain different abilities by collecting different materia. There are several kinds of materia: One that gives your characters magic, one that summons monsters, and one that gives your characters different skills. There are other materia which increase your characters' HP, stats, or allow them to do certain things at certain points of the game. FF Tactics: Same as FF V, except that jobs are a learned skill. Crystals are not needed to learn jobs. FF II, IV, VI, VIII, IX: No job system, each character has one fixed job. SaGa trilogy: No job system, characters are free to do what they want. Chocobos, the Final Fantasy equivalent of horses ------------------------------------------------ FF I: No chocobos. FF II: There is a single Chocobo Forest in the game with White Chocobos the party could ride on. FF III: There are some more Chocobo Forests in this game. White Chocobos have mutated so that they can ford rivers. There is also a Big (Lardass) Chocobo who can store the party's inventory away. FF IV: There are lots of Chocobo Forests, and the Chocobo Forest north of Toroia needs to be visited in order to finish the game. The Black Chocobo, which can fly & land in forests, make their first appearance. The White Chocobos can no longer be used for rides, but they have acquired magical powers, and can restore the party's mages' MP. The Yellow Chocobo first appears in this game, and is now the chocobo who can give the party rides. FF V: The main character (Butz) rides a Yellow Chocobo, but there are other chocobos scattered around the place. The White and Big Chocobos are extinct; only the Black & Yellow Chocobos remain. FF VI: The Black Chocobo is now extinct; only the Yellow Chocobo remains. Chocobos are so rare that they only appear in stables, as well as Figaro Castle. Also, Yellow Chocobos can no longer ford rivers. FF VII: The Black & Big Chocobos have been revived; and there are also new Blue (river fording/shallow swimming), Green (mountain climbing), and Gold (all territory (including oceans!)) Chocobos. Black Chocobos no longer fly, but they can fall off of cliffs or use waterfalls, as well as everything the Green and Blue Chocobos can do. Yellow Chocobos now appear in the wild, away from organized forest communities. The colored chocobos (with one exception, see article 4.5.33) can only be obtained through breeding Yellow Chocobos. FF VIII: Once again, there's only Yellow Chocobos, and they only show up in forests. A PocketStation minigame, "Chocobo World," allows players to use chocobos to acquire special items not available in the regular game. FF IX: Same as FF VIII, excep that the Chocobo World minigame has been worked into the main game, so no PocketStation is required. Also, chocobos no longer run away once dismounted. FF Tactics: Yellow Chocobos are the most common chocobos, but every once in a while, a Black or Red Chocobo is born. Chocobos can be allied with the party, but wild chocobos are not afraid to engage your characters. A mediator is needed to tame wild chocobos. SaGa trilogy: No chocobos. The Final Fantasy "big bosses," and their deadly attacks -------------------------------------------------------- FF I (Chaos): NUKE FF II (Parmeki): ? FF III (Dark Cloud): Flare Wave FF IV (Zeromus): Big Bang & Black Hole FF V (Neo-Exdeath): Almagest (Ultra Gust) FF VI (Kefka): Goner FF VII (Sephiroth): Super Nova FF VIII (Ultimecia): Apocalypse FF IX (?): ? FF Tactics (Altima): All-Ultima SaGa I (Creator): FLARE SaGa II (Arsenal): Smasher! SaGa III (Xagor): Dark Force & Flare Magic & how it works -------------------- FF I: Only mages, wizards, knights, and ninjas can learn to use magic. Spell points are given on a magic level basis - the more experienced the character, the more spell points he will have in a magic level. Characters may learn up to three spells in one level, and all spells are bought from magic shops. FF II: Everyone can use magic. Spells are bought as items, which can be used to cast a high level version of the spell, or teach a character a spell. If the spell is taught to the character, it goes up in level after repeated use. FF III: Only certain jobs can cast certain kinds of magic. All spells are bought from magic shops. FF IV: Only Rydia, Rosa, Tellah, Cecil (paladin), Palom & Porom, Edge, and FuSoYa can use magic. Instead of spell points being restricted to magic levels, each character has MP, and each spell takes a certain amount of MP to cast. Characters learn spells by experience; except for FuSoYa, who knows every spell in the game; Rydia, who only learns Fire after an encounter with an ice wall; and Edge, who gains some spells when he has released a certain amount of anger. (Tellah knows every spell in the game, except for Holy/White, and Nuke. He also can't cast Meteo, because he never has enough MP.) FF V: Everyone can use magic, but they must either be a mage or have mage skills. Most spells are bought from magic shops, and some can be found in treasure chests. Once a spell is learned, it is added to the party's shared spellbook. FF VI: Everyone can use magic, but only Terra and Celes have inborn magic ability. Spells are learned from obtaining Espers, which (almost always) must be found. The source of magic is the three Goddess Statues, without which magic can not exist. FF VII: Characters do not memorize magic, but gain it if they are equipped with magic materia. Common spells can be purchased in shops, but rare spells can only be learned from rare materia. The source of magic is the Lifestream. FF VIII: Magic is obtained by "drawing" each spell, use by use, out of monsters. There is no MP; up to 100 uses of a spell can be kept by each character. Sometimes, magic can be immediately drawn out and used. The closest approximation to a source of magic would be the sorceresses. FF IX: Magic and special attacks are learned through equipping weapons, armor, and accessories. Once an ability acquired through an item has earned enough AP, it can be used by the character without requiring the equipping of the prerequisite item. FF Tactics: Same as FF V, except that magic spells are learned skills. SaGa I: Only mutants and monsters can use magic. Mutants can learn up to four spells each. SaGa II & III: Same as SaGa I, except that humans & robots can learn to use magic. However, they do not have the inborn magic ability that mutants have. Travelology ----------- FF I - Pirate Ship: After the party defeats Bikke the Pirate, they acquire this ship. It only docks in ports. With the canoe, though, it can be docked in rivers. Canoe: The sages give this to your party for defeating Lich. It can float through rivers. Airship: The Lefeinish made these back in their heyday. It provides unrestricted travel. It can only land on grass. FF II - Canoe: Minyuu gives it to the party near the beginning of the game. It operates like the canoe in FF I. Ships: The party can buy one-way trips on pirate ships, which only go between two targets. Ice Sled: Josef's Ice Sled is like a canoe which travels over ice. Airship: Cid flies the party on the Airship for a fee. After Cid dies, he leaves the airship to the party. It provides unrestricted travel. It can only land on grass. Pirate Ship: After the party defeats the pirates, they acquire Leila and this ship. It's similar to the ship in FF I. Hiryuu: This dragon used to belong to the dragoons. It can fly the party into the Whirlwind. FF III - Hikuutei: The first airship, obtained at the beginning of the game. It's destroyed early in the game. Canoe: Obtained after the wreck of the Hikuutei. Like the canoe in FF I, it only floats through rivers. Enterprise: A Viking ship, which gets turned into an airship. It allows access to the mainland, but it gets shot down by two armies at the kingdom of Salonia. Nautilus: This super-fast airship, obtained from Allus in Salonia, is the only airship which can fly through certain areas of the game (with random encounters!). It also gets upgraded to a submarine later in the game. Invincible: It's an airship which is larger than the Nautilus, but it's nowhere near as fast. It does, however, have a number of shops on board and allows the party to disembark over any non-mountainous territory. Finally, it has an on-board cannon which damages enemies in random encounters. FF IV - Hovercraft: Edward's Hovercraft can float over shallow water. Enterprise: Cid's airship. It provides unrestricted travel, and later on, it can carry the Hovercraft. It can only land on grass. Falcon: Stolen from the Red Wings. It's the same as the Enterprise, except that it can be equipped with a drill. Big Whale: The Lunarians invented this airship. It can fly to the moon, and return safely. FF V - Ships: There are two ships in this game. Faris has one, and so does Cid. They can be docked anywhere. Dragons: Hiriyuus are an endangered race, but if you can find one, use it to your advantage. It can fly over everything except for mountains. Hiriyuus can only land on grass. Airships: Fabled ships that can fly through the sky. They provide unrestricted travel. Airships can only land on grass and water. Submarines: Same as ships, except that they can dive. The Airship gains submarine capabilities later on in the game. FF VI - Blackjack: It comes equipped with a refreshener and an item store. It provides unrestricted travel. It can only land on grass. It's destroyed after finishing the Floating Continent dungeon. Falcon: It's faster than the Blackjack, but doesn't have the commodities. Otherwise, it's the same. FF VII - Freighter: The Shinra Freighter moves between Junon and Costa Del Sol. At the beginning of the game, it's the only way to move between continents. It costs money to ride. Buggy: The buggy, acquired from Shinra, can cross the desert and go through shallows. It disappears during disc 2. Tiny Bronco: Cid's airplane can be used as a makeshift boat. It can only tread rivers and shallow water, and can only be docked at beaches. It disappears during disc 2. Highwind: Cid's airship, which was stolen by Shinra. It provides unrestricted travel. It can only land on grass. Submarine: Whereas the Tiny Bronco can only tread shallow water, the Submarine can only tread deep water. It can also dive into the water. FF VIII - Cars: Rental cars can travel over flat ground like a chocobo. They take fuel to drive. Balamb Garden: Yes, the Garden moves. It's slow, and can't cross cliffs. It can only land on flat ground. Ragnarok: This space ship also acts as an airship. It provides unrestricted trave. It can land on just about any flat surface. FF IX - ? FF Tactics - N/A SaGa I - Floating Island: Used in floor 5 to sail the seas. It can be docked anywhere. Glider: Used in floor 10 to speed over crevices. It can land anywhere, but can not fly through trees. It disappears after Byak-Ko is defeated, but can be re-acquired. Bike: A speeder bike, similar to the ones used in the Star Wars trilogy. It can only travel across flat ground. Door: An item which teleports the party to any level. SaGa II - Dragons: In Dragon Town, the faster the dragon you purchase, the faster it will go. They can only travel across flat ground. Aegis MAGI: An item which teleports the party to any world. SaGa III - Talon: A time machine/airship. It fights with the party during certain battles. Who the Airships belong to... ----------------------------- FF I: The Lefeinish FF II: Cid FF III: Cid & others FF IV: Cid FF V: The Lonkan people FF VI: Setzer & Daryl FF VII: Cid FF VIII: Esthar FF IX: Cid FF Tactics: N/A SaGa I: Byak-Ko SaGa II: N/A SaGa III: Sol Cid Anthology ------------- FF I: No one's sure. Cid may be a robot, but... FF II: Cid is the Master of Airships. FF III: Same as FF II FF IV: Same as FF II FF V: Cid is an engineer who invented the Crystal Amplifier. His grandson, Mid, is an aspiring & resourceful engineer. FF VI: Cid is the Empire's Magitek research lead. He created Celes and Kefka in genetic cloning experiments. FF VII: Same as FF II FF VIII: Cid is the headmaster of the Garden military academy. FF IX: Same as FF II. Cid is also a king. FF Tactics: Cid leads Ivalice's Nanten assault group, which fought for Ivalice during the Fifty Years' War. He can join Ramza at one point in the game. SaGa trilogy: Cid doesn't appear in these games. Bahamut Anthology ----------------- FF I: Bahamut is the King of Dragons, and can change the classes of characters to something better than they are. FF II: Bahamut doesn't appear in this game. FF III: Bahamut is a summoned monster. FF IV: Bahamut is the King of Monsters. Rydia can learn to summon him. FF V: Same as FF III FF VI: Bahamut is an Esper. FF VII: Bahamut is a materia. He also has two relatives in this game, Neo Bahamut and Bahamut ZERO. FF VIII: Same as FF III FF IX: Same as FF III FF Tactics: Same as FF III SaGa trilogy: Bahamut doesn't appear in these games. The Crystals & the Sources of Elemental Power --------------------------------------------- FF I: There are four crystals (called "orbs" in the US version) which contain the elemental power, and a black crystal which contains evil power. The four light crystals are darkened, and need to be relit in order for their power to be restored. FF II: The crystals guard the Ultima spell. There doesn't seem to be any specified source of elemental power in this game. FF III: The four elemental crystals have the same function as FF I, except that there's three more black crystals (for a total of four black crystals). FF IV: There is a grand total of 16 crystals in this game: Four in the Overworld, four in the Underworld, and eight on the moon. The four Overworld crystals contain the elemental power. FF V: There is a grand total of eight crystals in this game: Four in Butz's world, and four in Galuf's world. They contain the elemental power. If the crystals are shattered, something mysterious may happen... FF VI: No crystals. The elemental power is contained in the three goddess statues. FF VII: No crystals. The elemental power is in the Lifestream. FF VIII: No crystals or obvious elemental power. FF IX: ? FF Tactics: No crystals, but there are 13 Zodiac Stones that are sort of like crystals. The people of Ivalice practice a religion very similar to Roman Catholicism, which means that God contains the elemental power. SaGa I: There are four spheres in this game; each one unlocks a certain amount of the Tower. The elemental power is granted by Creator. SaGa II: No crystals. The elemental power is contained in MAGI. SaGa III: ? What's in a name?/Renaming the characters ----------------------------------------- FF I: You can't. FF II: You can't. FF III: You can't. FF IV: Namingway can rename your characters. He appears in every town in the game, including some obscure places. FF V: You can't. FF VI: You can win a Rename Card by fighting monsters in the Colosseum - see article 4.4.19. FF VII: You can't. FF VIII: You can't. FF IX: A certain subquest later in the game allows you to rename any character. FF Tactics: The Soldier Office can change monsters' names. SaGa I: Your original character can't be renamed. Other characters can be "renamed" by dropping them from the party and getting replacements from the Guild. (For obvious reasons, these replaced characters have different stats than your originals.) SaGa II: You can't. SaGa III: You can't. Relative data sizes of the Final Fantasy games ---------------------------------------------- FF I: 2 megabits (256 kilobytes) FF II: 2 megabits FF III: 4 megabits (512 kilobytes) FF IV (easytype, USA version): 8 megabits (1 megabyte) FF V: 20 megabits (2.5 megabytes) FF VI: 24 megabits (3 megabytes) FF VII: approximately 1.8 gigabytes FF VIII: approximately 2.4 gigabytes FF IX: approximately 2.4 gigabytes FF Tactics: approximately 650 megabytes SaGa I: 1 megabit (128 kilobytes) SaGa II & III: 2 megabits each The Name of the Party --------------------- FF I: Light Warriors FF II: Orphans FF III: Onion Warriors FF IV: N/A FF V: Light Warriors FF VI: Returners FF VII: Avalanche FF VIII: SeeD FF IX: N/A FF Tactics: Hokuten (chapter 1), N/A (all other chapters) SaGa trilogy: N/A * 4.1.8 - Known bugs in several Square games (USA releases, USA titles) Final Fantasy II (SNES version): - If one acquires the Frying Pan, and doesn't return it until after the Giant of Bab-il is defeated, it's stuck permanently in the inventory. Final Fantasy III: - Occasionally, using Relm's "Sketch" command later in the game can produce odd results in early copies of this game. See article 4.4.20 for details. Final Fantasy VII (PSX version): - It is possible to accidentally park a chocobo and the Highwind on the same space. Doing so usually causes the game to lock up. - Early copies of this game may suddenly crash during the dating scene on disc 1, and the scene following the defeat of Diamond Weapon on disc 2. Later copies of the game do not have this problem. Final Fantasy VII (Windows version): - This game has known problems with non-Intel CPUs. Some problems may have been fixed by now for Cyrix processors, but AMD processor users may be out of luck. - Certain system configurations may suddenly crash early in the game. This could be caused by anything. Should this happen to anyone, they should contact Eidos technical support. - Some system configurations may suddenly stop working during the Cosmo Canyon observatory scene on disc 1, and the scene displaying the coming of the weapons on disc 2. The problem's cause is unknown, and at the time of this writing, Square Soft has not resolved the issue. Secret of Mana: - Sometimes, using the software reset (Select, Start, L, R) does not correctly delete memory left over from the last session. This bug can be used to exploit some bizarre memory-related bugs (see article 6.8.1). Secret of Evermore: - See article 6.9.1 for an explanation of the "unlimited stamina" bug. Final Fantasy IV (PSX version): - According to Square EA, some early copies of this game were burned incorrectly and will not play. * 4.2 - Final Fantasy I * 4.2.1 - How do I get into the Sea Shrine? You need Oxyale to get into the Sea Shrine. Oxyale can be obtained from a spring in the Town of Gaia, but the fairy that lived at the spring seems to be kidnapped. A pirate in Gaia claims to have sold the fairy to a caravan. In the town of Onrac, on the other side of the world, a person there mentions that there was a caravan out in the desert and was holding a close-out deal. Move to the desert and go to the spot with the trees in it. The caravan is at this oasis, and they have a bottle on sale - for 50,000 GP. Although it's expensive, you need to buy it. Now, take the bottle to Gaia, and open the bottle. Head towards the fairy spring, and the fairy will be back there. Talk to her to get some Oxyale. You can now take the Oxyale back to Onrac and use the submarine to reach the Sea Shrine. * 4.2.2 - How do I get the Excalibur Sword? The blacksmith in the Dwarf Cave can make one for you. You reach this place in the game relatively early on, but he can't make you anything because his supply of Adamant is exhausted. Unfortunately, you don't get any Adamant until way later in the game. You can find some inside a chest in the Sky Castle. When you have it, take it back to the blacksmith, and he'll make Excalibur for you. Only a Knight can wield it. * 4.2.3 - How do I get into the Mirage Tower? First, you need to be able to speak the language of the Lefeinish in order to deal with them. If you can't speak the language of the Lefeinish, you can by first finding the Stone Slab, and taking it to Dr. Unne in Melmond. The Slab is on the top floor of the Sea Shrine, and it's rather hard to find, but you should be able to turn it up. Once you do this, you can deal with the Lefeinish. Talk to all of them, and one of them will give you a chime. Once you have this chime, you will be able to enter the Mirage Tower. * 4.2.4 - What do I do with Matoya? When you first meet her, she's not much use at all because she's blind. But if you can make her see again, she can help you wake the sleeping elf prince. To make Matoya see again, you need to find the Crystal. The Crystal is in the possession of Astos, the Dark Elf, and the only way to get it from him is by giving him the Crown and then beating him in a battle. The Crown is inside the Marsh Cave. You don't need anything special to get it, except for a lot of Heal Potions, because it is a very difficult item to salvage. Remember: Make sure your mages have either FIR2 or LIT2 - they'll need to save them for the Wizards that guard the crown. Good luck. * 4.2.5 - I defeated the Vampire, now what do I do? You need to take the Vampire's Ruby, leave the cave, and give the ruby to the titan in a cave to the northeast of the Earth Cave. You'll now be able to pass through the cave and talk to Sarda. Sarda will give you a rod which will allow you to reach the bottom of the Earth Cave. Take some Soft Potions with you, because the bottom two floors of the Earth Cave have lots of Cockatrices living in them. Cockatrices can turn a character to stone in one attack, making them the second most annoying monsters in the game behind the Sorcerers (who can kill a character in one hit). * 4.2.6 - I defeated Lich, now what do I do? Depart from Melmond and round the outside southern part of the continent. You'll eventually come across a port on the outside of the far eastern point of the continent. Dock and hike to Crescent Lake, and talk to the sages to find out what you need to do next. * 4.2.7 - I defeated Kary, now what do I do? Talk to the man in the upper-left corner of Crescent Lake to get an idea on what to do next. * 4.2.8 - I got the Floater, but what use is it? The people of Elfland know. Travel back to Elfland and talk to all of them again. They'll tell you what to do with the Floater. * 4.2.9 - I defeated Kraken, now what? See 4.2.3. You now need to deal with the Lefeinish in order to get into the Sky Castle to defeat Tiamat. * 4.2.10 - I defeated Tiamat, now what? You must now hurry to the Temple of Fiends to go to the final dungeon. On your way, talk to the Sages in Crescent Lake to hear an interesting story about the elements. (Why didn't they tell you this before?) * 4.2.11 - What items can I use in battles? Not many, all the ones you can use are quite rare. Here's a list of them... Item Spell Cast ------------------------------------ Black Shirt ICE2 Defense Sword RUSE Heal Helmet HEL2 Heal Staff HEL2 Light Axe HRM2 Mage Staff FIR2 Power Gauntlet SABR Thor's Gauntlet LIT2 Thor's Hammer LIT2 White Shirt INV2 Wizard Staff CONF Avoid getting rid of any of the above items at all costs! They are quite useful if you can find space to use them in. * 4.2.12 - What magic should I use to defeat the elemental fiends? Lich: FIRE, FIR2, FIR3, NUKE, HARM, HRM2, HRM3, HRM4, FADE. Kary: STUN, SLEP.* Kraken: LIT, LIT2, LIT3. Tiamat: RUB, BRAK, BANE, ZAP!, XXXX.** * = Contrary to popular belief, ICE spells don't work well on Kary. ** = Yes, using fatal spells on Tiamat works (according to Nintendo), but your chances of succeeding are slim. Your best bet is to take Tiamat down fighting. Rumor has it that BANE works every time on Tiamat when you fight her inside the Sky Castle, but I haven't confirmed this. * 4.3 - Final Fantasy IV and Final Fantasy IV Easytype (USA: Final Fantasy II) * 4.3.1 - Palom and Porom have been turned to stone. When I approach them, an item selector box pops open, but nothing has any effect. What do I do? Easytype version: What you're seeing is a bug. Original version: This isn't a bug; this is a chance to waste a Golden Needle. In the non-easytype version of this game, as well as the PSX versions, there's a needle item which could revive characters who were turned to stone if used, known as the "Golden Needle." If you had a needle and tried to use it on Palom/Porom, you'd get a message which said: "No effect. They have been turned to stone by their own will." The party would then lose the needle. The needle was taken out of the easytype version of the game, but the item selector box would still appear if you talked to Palom or Porom. And no, you can't unstone Palom and/or Porom at any point in either the original or easytype versions of the game. * 4.3.2 - I got the Poison Axe, but no one can use it. What gives? Cecil can use it, but you first need to un-equip his shield since the Poison Axe is a two-handed weapon. There are a few other two-handed weapons as well, like the Avenger Sword. * 4.3.3 - Where is Odin? Odin talks about some Summoned Monsters place. Where's that? Odin is in the basement of Baron Castle. At the beginning of the game, the area is off-limits to Cecil. When Cecil returns to Baron through the Old Waterway, the passage leading to the basement is magically sealed. Once Kainazzo is defeated, however, the seal will break and Cecil can go into the basement. When you first meet Odin, he will probably ask Cecil to go to the Land of the Summoned Monsters before returning. If you just defeated Kainazzo and came down here, keep in mind that it's going to be a very loooooooooong time before you get that far in the game. When Edge finds the Falcon Airship, and Cid has coated the ship so it can fly over lava, you can fly to the Summoned Monster Cave, which is on an island near the middle of the Underworld. At the very bottom of this cave is the Land of the Summoned Monsters. When you reach this point, before you leave, make sure Cecil talks to Queen Asura and King Leviathan. Also, read all the books in the library before continuing. (We mean it! They're important.) * 4.3.4 - How do I deal with cursed items? You can't, but rumor has it that the Cursed Ring does wonders for Cecil's magic defense. If someone can confirm this, well... * 4.3.5 - How do I defeat Asura? You need to prevent her cure spells from hitting herself. The best way to do this is to cast Reflect on her, then just keep fighting to take her out. Original version: This battle is a little tougher than in the easytype version, since Asura's opening spell is always "Armor," so it'll take a little longer to win. * 4.3.6 - How do I defeat Bahamut and/or Wyvern? Bahamut will slowly count from 5 to 1, and when time runs out, he'll cast MegaFlare on the party. The force of the spell will wipe out your entire party in one turn... To defeat Bahamut, you need to use the same technique you used to defeat Asura, except this time you should put those Reflect spells on your party. This will reflect the power of the MegaFlare attack back on Bahamut and save your skin. Wyvern is exactly the same as Bahamut, except he doesn't do a countdown before he launches a MegaFlare attack - he attacks immediately. (Fortunately, Bahamut's MegaFlare is stronger than Wyvern's.) * 4.3.7 - How do I defeat Odin? This one's a little harder. Read the book about Odin in the Land of the Summoned Monsters. Once you've read it, apply what you've read to when Odin sticks his sword up into the air. (You may have to do this before he does, or else he'll charge before you get the chance to pull it off.) If you're really desperate, read on... When it's Rydia's second turn during the battle, have her cast Lit-3 ("Bolt3" in the PSX version). All other characters should attack as normal. Keep attacking until the lightning bolt destroys Odin. (Note: Only Lit-3 works. Lit-1 and Lit-2 barely faze Odin.) * 4.3.8 - How do I get the rarest armor in the game? More Adamant. You got some Adamant by taking the Rat's Tail to the man in the mines in the Overworld, right? And you used it to turn your Legend Sword into the Excalibur, right? You can get a Pink Tail by fighting Pink Puffs somewhere inside the Subterranean Caves on the moon. Pink Puffs are the rarest monsters in the game, and your chances of getting a Pink Tail from one is something like 1:64, so good luck. * 4.3.9 - The Magus Sisters are giving me problems. How do I defeat them? Take out the one in the center first, as she can restore life to the other two. From there, just take them out, one by one. * 4.3.10 - Where can I find some really rare items? Here's a really complete list: Items not in the manual Obtained by battling ----------------------------------------------------- Adamant Armor N/A Artemis Bow 1 Warlock & 1 or 2 Karys Bomb (call magic) 2 Grenades/2 Balloons Crystal Sword N/A Dragon Whip 2 Blue Dragons Excalibur Sword N/A Glass Helmet EvilMasks Imp (call magic) Imps (various types) Lilith Rod Liliths Mage (call magic) 2 Mages Medusa Sword 3 Black Lizards Spoon N/A (see 6.3.2) Items _in_ the manual Obtained by battling ------------------------------------------------------------------ Artemis Arrows Edge - sneak from Karys Avenger Sword 2 Behemoths CatClaw Panthers & Black Cats Crystal Ring Behemoths or Red Dragons Cure3 Potions EvilMasks Cursed Ring Spirits/Ghosts/D. Bone Dragoon Gauntlet Red Dragons Dragoon Spear 3 Red Dragons/1 Red Dragon & 1 Behemoth Earth Hammer Edge - sneak from Staleman Heroine Robe 1 Warlock, 1 Kary & 1 Red Giant Poison Axe 2 Red Giants/MacGiants in group Power Armor 2 Behemoths Ribbon Warlocks Rune Axe 2 Red Giants/MacGiants in group Silence Staff Conjurers or Marions Zeus Gauntlet 2 Skulls and 3 Red Bones * 4.3.11 - What calls can I find and give Rydia? Little Rydia starts the game with the Chocobo call, and when she rejoins the party in the Dwarf Castle, she will also have learned the Mist, Indra, Shiva, Jinn, and Titan calls. Here's a rather complete list of all the calls you can find in the game: Monster Location Effect ----------------------------------------------------------------- Asura** Land of the Summoned Mnstrs. Random Cure/Life**** Bahamut** Bahamut's Cave MegaFlare Bomb*** 2 Grenades/2 Balloons Explodes Chocobo N/A Chocobop! dummy* N/A Cockatrice Attack Imp*** Imps (various types) Imp Attack Indra N/A Lit Elemental Attack Jinn N/A Fire Elemental Attack Leviathan** Land of the Summoned Mnstrs. Tsunami Attack Mage*** 2 Mages ? Mist N/A Mist Dragon Attack Odin** Castle Baron Destroys Enemies Shiva N/A Ice Elemental Attack Sylph Sylph Cave Steals HP from Mnstrs. Titan N/A Earthquake * = Was removed from the Easytype/USA version. You can still get it, but only by using codes on the Game Genie. ** = You must fight this enemy to learn its call. *** = These enemies are regular enemies that can be called on. Sometimes, when you defeat them in a battle, they'll give you their call magic as an item. If Rydia is in your party, use the item to learn the magic. (See 4.3.10.) **** = When Asura is called upon, she will randomly show one of three faces. Depending on what face she shows, she will do one of the following to all allies: Red face: Mega-cure (in the easytype version) Cast "Armor/Protect" on everyone (in the original version) Human face: Super-cure Metal face: Cast "Life1" * 4.3.12 - What spells should I use to defeat the elemental fiends? Milon: Fire, Fir-2, Fir-3, Blaze (Edge), Jinn (Rydia), Nuke. Kainazzo: Lit, Lit-2, Lit-3, Blitz (Edge), Indra (Rydia). Valvalis: White, Lit-3. Rubicant: Ice, Ice-2, Ice-3, Flood (Edge), Leviathan (Rydia), Shiva (Rydia).* * = Rubicant's weakness is only revealed when he is attacking. When Rubicant is cloaked, all spells used against him will heal him instead of hurting him. * 4.3.13 - How do I get to the Cave Magnes (the Dark Elf's Cave?) You can't land your airship there, and you can't swim across the sea. However, some people in Toroia mention a legend about flying Black Chocobos which can land in the forest. There's a Chocobo Forest just north of town. Wouldn't that be a great place to start looking? * 4.3.14 - How do I defeat the Dark Elf? Before you even enter Cave Magnes, you **must** have the TwinHarp in your inventory. If you don't, you'll lose every single time. (You can get the TwinHarp by finding Edward in Toroia Castle.) If you have the TwinHarp, though, after you lose the battle to the Dark Elf, Edward will start playing his harp, which will be broadcast through the TwinHarp and distort the magnets inside the cave. At this moment, you should re-equip all of your characters with their regular weapons and armor. Now, the Dark Elf should be easy for the party to demolish. Still having trouble? Hint: The Weak spell works against him. * 4.3.15 - Why are the characters speaking in really sloppy English? (US SNES version) Well, if you've played through this game, you've probably noticed that the game was badly translated. Ted Woolsey did not translate the game (he only translated FF VI and Chrono Trigger when they came to the USA), instead, this game was translated by a group of Japanese translators who must have not been totally fluent in English themselves. Note that most of these "mistranslations" would have made some sense in Japanese grammar, but were not translated with English grammar in mind, and that's the prime reason why the characters appear to be speaking in bad English. When Final Fantasy VI was released in the USA (as Final Fantasy III), the translation had English grammar in mind, which is why US FF III's translation looks so much better. Here's a couple of examples... - After Cecil and the party arrive in Baron for the second time and have fought Yang, Tellah says something to Yang which was something like: "It appears that the Baron was trying to use you while you were amnesiac." (This sentence would probably be correct in Japanese, but looks funny when literally translated into English.) - This isn't a real mistranslation, this was really a badly chosen word that the translators used and probably didn't know it wasn't used very often these days, at least inside the USA. When Tellah fights Edward in Damcyan Castle, Tellah says to him: "You spoony bard!" (He probably meant "you foolish bard" according to my dictionary. I've also been told that in the Japanese version, Tellah says "Kono yalou!," which means "You *%&hole!," so they couldn't do a direct translation for obvious reasons...) - This one's my favorite. After the party returns to Baron just after finishing the Tower of Zot, Cecil had to blurt this out: "Where is it?" Then Rosa replies: "It is your room in Baron..." - When you get to Baron the second time and talk to the guards in front of Castle Baron, they reply: "What are you?" (Again, this part was supposedly translated directly from Japanese, where the sentence was literally "what are you?". But translated into English, it looks incorrect and silly...) - Yang keeps talking about a "surprise" when Cid is digging up the Enterprise. Even if Yang was trying to say "secret" instead of "surprise," it still wouldn't go very well. - There were a few vaguely strange phrases in the game's intro, such as the whole dialogue between the Mysidian elder and Cecil... Elder: What have we done? Cecil: The crystal or your life! Elder: Never! Cecil: Then take the crystal by force! Note that many of the funny "Engrish" lines from the Super NES version are absent from the PSX version, with the exception of Tellah's classic "spoony bard" line. * 4.3.16 - How can I tell if I have the "original version" or the "easytype version" of Final Fantasy IV? As mentioned in articles 2.3.1 and 2.3.2, Square released two different versions of this game. There was the original game, and then there was the easy version of the game. The differences between the two are mentioned in article 2.3.2, but to clear up any confusion: If you have the version of Final Fantasy IV that was released on the PSX, whether in Japan or North America, then you have the _original_ version of the game. If you have the USA Super NES release "Final Fantasy II," then you have the _easytype_ version of the game. If you have the Japan Super Famicom release of Final Fantasy IV, and it says (in katakana) "i-ji taipu" on the title screen, under the word "Final Fantasy IV," then you have the _easytype_ version of the game. If you have the Japan Super Famicom release of Final Fantasy IV, and it does not say the above on the title screen, then you have the _original_ version of the game. Hopefully this sorts things out. * 4.4 - Final Fantasy VI (USA: Final Fantasy III) * 4.4.1 - What time is it? The folks living in Zozo are l-i-a-r-s. Remember everything they say about time, write it down, and take the one time which is _not_ mentioned by anyone. If you knew the time, you could reset the clock and get the Chain Saw from a passage opened by setting the clock properly. Desperate? Read on... The time is 6:10:50. * 4.4.2 - How do I get the Water Rondo dance for Mog? All the dances are learned in self-explanatory places (caves, deserts, etc.) except for this dance. There are only two places in the game where Mog can learn this dance - the Lete River and the Serpent Trench. Both places are only accessible in the World of Balance, so if you reach the World of Ruin and don't know this dance, you'll never be able to learn it. * 4.4.3 - I'm in the World of Ruin, and can't find Shadow... In the last few seconds before the World of Balance ended, and you made it to the end of the path, you were given the choice to jump, or to wait. If you jumped, then Shadow will die and won't show up anywhere in the World of Ruin. But if you waited, then just a few seconds before the world would end, Shadow will re-join your party and he'll be saved. You'll meet him in the World of Ruin again, and this time, he'll become a full-time member of your party. If you **did** save Shadow, but **still** can't find him, here's a hint: Look in the Cave on the Veldt. * 4.4.4 - How do I defeat Wrexsoul? Wrexsoul is a clever one. He only shows up when a randomly selected character in your party is either near-fatal or wounded. Wrexsoul chooses a pattern of possessing your characters before the fight begins, and sticks to this pattern throughout the fight. To get him to appear, you must hurt or wound a character, and see if Wrexsoul appears. If not, rejuvenate the person and try on another character. Keep going until you've figured out Wrexsoul's pattern so you can easily beat on a character to make Wrexsoul appear and then beat on Wrexsoul in the little time you have before he disappears again. Desperate? Read on... Of course, you can always cast X-Zone on the SoulSavers. If you can get both SoulSavers into the X-Zone, you've automatically won the fight. Careful! If you suck the SoulSavers into the X-Zone, you won't get the Minerva that Wrexsoul drops if he was defeated the usual way. * 4.4.5 - How do I defeat MagiMaster? You must find a way to prevent all of your characters from being struck wounded from his Ultima attack when MagiMaster runs out of HP. There are several ways of doing this: 1. If you finished the Phoenix Cave before you entered here, and one of your characters has all the Phoenix's spells, have him/her cast Life 3 on some party members so they will rise up again after Ultima knocks them down. 2. Buff a character up so they will totally ride out the spell when it's cast. The Muscle Belt helps here, if you have it. 3. The MagiMaster is a magic creature, and like all magic creatures, he dies when he runs out of MP. Use Rasp to drain his MP, and Osmose when your character's low on MP due to all of the Rasping. When MagiMaster reaches 0 MP, he'll cast Ultima, but won't have enough MP to cast it, so he'll perish without laying a finger on the party. 4. There's one other way. Use magic to weaken MagiMaster, and when the MagiMaster is critically low on HP, have one character use the Palidor Esper. The characters will jump into the air, and if the MagiMaster is defeated with at least one character still in the air during the fight, the character(s) in the air won't even be scratched by Ultima, so you will win the fight. Caution! If you try this, do **not** equip your Palidor-equipped person with the Gem Box. The Gem Box disables Espers from being used by its bearer... * 4.4.6 - Where is the Cursed Shield? It's in Narshe, but to find it, you must have Locke in your party. Only Locke can unlock the locked doors in Narshe. * 4.4.7 - What do I do with the Cursed Shield? Equip it on a character, and wear it for at least 255 battles. The curse will be broken, and the shield will become the Paladin Shield - the game's strongest. * 4.4.8 - Where is the Atma Weapon? (The one which is a sword usable by the party, not the monster with the same name.) It's somewhere deep inside the Gateway to the Esper World. The Atma Weapon appears simple at first, but becomes a deadlier weapon as your character gains HP. Like Dyrnwyn from Lloyd Alexander's Prydain Chronicles, the Atma Weapon grows longer and longer with more and more HP, and delivers a harder blow as well. It's overall one of the game's most valuable weapons - it can also be the game's most powerful weapon if it's equipped on a very experienced character. * 4.4.9 - How do I increase my chances of getting critical hits on enemies? There are four weapons in the game - the Rune Edge, Ogre Nix, Ragnarok, and Illumina - which consume MP each time they're used to inflict a critical hit on the enemy. If you have lots of MP on one character, it might be worthwhile to try this out. * 4.4.10 - How do I revive General Leo? You can't. Let's put an end to this rumor _now_, folks. What's dead is dead, and what's lost can never be saved (thank you, Billy Corgan). * 4.4.11 - Where is the Air Anchor? A thief in Maranda knows the answer to this one. Talk to him in the Inn, then go search for it in the Fanatics' Tower. Remember what the thief said, as it is the key to getting the Air Anchor. Desperate? Read on... Head to the first Treasure Room in the Fanatics's Tower, then face the wall to the right of the treasure chest and press A. Another room will appear outside, and inside this room is the Air Anchor. * 4.4.12 - Where can I find the secret characters? One of them is in Narshe. To find him, you must first defeat Tritoch, then move on from where it was. The other is inside the Zone Eater. Don't know where to find the Zone Eater? Finish Doma Castle, then talk to a man standing outside one of the stores in Thamasa to find out where. If you ever find the Zone Eater, let it Engulf your entire party. (Really.) * 4.4.13 - How do I get the Crusader Esper? You need to defeat the Eight Dragons: One is in Narshe. One is in the Fanatics' Tower. One is in the Phoenix Cave. One is in the Ancient Castle. One is in the Opera House. One is in Mount Zozo. Two are in Kefka's Tower. Beat all of them, and you get Crusader. * 4.4.14 - Where is the Ancient Castle? Head back to Figaro Castle later in the game once you have the Airship and a considerable amount of experience, and submerge the castle. On the way back to the Figaro Desert, the engineers will report that the castle has run into something. Stop and explore. * 4.4.15 - Where are the Golem and ZoneSeek Espers? They're both on sale in Jidoor. You can catch them both at the Auction, but they're both rather rare auction items. You're unfortunately more likely to see an Imp Doll or an Airship Piece auctioned off instead. * 4.4.16 - Where is the Raiden Esper? Once you have the Odin Esper, you can convert him to the Raiden Esper. Have a scholarly conversation with one of Figaro's scholars. He will give you an important clue on how you can do so. Head back to the Throne Room of the Ancient Castle and try it. Give up? Read on... Go to the Throne Room of the Ancient Castle. Step into the Queen's Throne (the rightmost throne), step forward five times from the seat of the throne, and press A. Head back to the Queen's Room, and head down the stairs. Find the Queen's Statue, and the Esper will be converted. Careful! Odin is the _only_ Esper in the game which can increase your characters' speed. Without Odin, you will never be able to increase your characters' speed, and once you have Raiden, there's no turning back. * 4.4.17 - Should I get the Ragnarok Esper or the Ragnarok Sword? It's all up to you. The Ragnarok Sword is definitely a good sword - it uses MP to do critical hits on enemies, is ultra-strong, and randomly casts Flare on an enemy. However, with the Ragnarok Esper, you can convert enemies into items, and the bearer of the Esper will learn Ultima, the game's most powerful spell. * 4.4.18 - Where is the Experience Egg? Search for it once you enter Darril's Tomb (which only appears once you reach the World of Ruin). To find it, keep moving through the tomb until you find a room with four graves. Read all four graves, then head back to near the beginning. In the hallway where you began, in the door on the upper-left is a room with a blank grave. The four words from the tombstones will appear, and you need to make a sentence using them. .sdrawkcab knihT :tniH If you got the puzzle right, the location of the Experience Egg will be revealed to you. Mental block today? If so, read on... From the beginning, head left down the entry hall, turn down (south), go downstairs. Search the right wall. * 4.4.19 - Where are the Illumina, Muscle Belt, Rename Card, Marvel Shoes, Merit Award, Cursed Ring, etc... These are all rare items in the game which can only be obtained by betting certain items in the Colosseum and winning the following battle. The Colosseum only appears in the World of Ruin. (You can go to the house up north of Kohlingen in the World of Balance to talk to its devisor, but the Colosseum won't appear quite yet.) When you fight in the Colosseum, you need to bet an item you have in your inventory and battle a monster to get a more powerful item. If you bet a rather common, everyday item, then you will be placed up against Chupon. But if you bet a more unique or rare item, you will fight against a monster holding another more unique or rare item. If you lose the battle, you lose the item. But if you win the battle, you lose the old item and get the monster's item. If you exit the battle for any reason (ie Chupon sneezes the character away), nothing changes. There was a link here which pointed to a list of items usable in the Colosseum. Since it doesn't work anymore, it wouldn't hurt to post the entire list... --- Final Fantasy 3: Colosseum Betting List By: Albert Calis Completed and revised on February 19, 1997 This list is comprised of all the items that you win and the enemies that you have to fight there for them. Almost all of the lesser items you bet end up with you fighting Chupon and winning an Elixir. But I've deciphered those items that, when you bet them, you can fight some rather interesting monsters and possibly win some really cool items. They are as follows: Item Wagered Enemy fought Item Won ================================================================ Items and Consumables ---------------------------------------------------------------- Elixir Cactrot Rename Card Fenix Down Cactrot Magicite Rename Card Doom Drgn Marvel Shoes Megalixir Siegfried(?) Tintinabar Daggers and Dirks ---------------------------------------------------------------- Thief Knife Wart Puck Thief Glove Assasin Test Rider Sword Breaker Hardened Phase Murasame Graedus Karkass Dirk Valiant Knife Woolly Assasin Striker Chupon * Striker Stunner Test Rider Strato Knives and Japanese Swords ---------------------------------------------------------------- Murasame Borras Aura Aura Rhyos Strato Strato Aquila Pearl Lance Sky Render Scullion Aura Lance Spears and Lances ---------------------------------------------------------------- Imp's Halberd Allosaurus Cat Hood Pearl Lance Sky Base Strato Aura Lance Land Worm Sky Render Brushes ---------------------------------------------------------------- Rainbow Brush Test Rider Gravity Rod Swords ---------------------------------------------------------------- Flame Sabre Evil Oscar Ogre Nix Blizzard Scullion Ogre Nix Thunder Blade Steroidite Ogre Nix Break Blade Lethal Wpn Break Blade Ogre Nix SrBehemoth Soul Sabre Drainer Enuo Drainer Soul Sabre Opinicus Falchion Falchion Outsider Flame Shield Crystal Borras Enhancer Ragnarok Didalos Illumina Illumina Scullion Scimitar Scimitar Covert Ogre Nix Atmaweapon GtBehemoth Graedus Rods and Staffs ---------------------------------------------------------------- Heal Rod Pug Magus Rod Punisher Opinicus Gravity Rod Magus Rod Allosaurus Strato Projectiles ---------------------------------------------------------------- Ninja Star Chaos Drgn Tack Star Tack Star Opinicus Rising Sun Special Weapons ---------------------------------------------------------------- Rising Sun Allosaurus Bone Club Bone Club Test Rider Red Jacket Sniper Borras Bone Club Wing Edge Rhyos Sniper Gambler Weapons ---------------------------------------------------------------- Doom Darts Opinicus Bone Club Trump Allosaurus Trump Fixed Dice Trixter Fire Knuckle Claws and Knuckles ---------------------------------------------------------------- Fire Knuckle Tumbleweed Fire Knuckle Dragon Claw Test Rider Sniper Tiger Fangs Mantodea Fire Knuckle Tools ---------------------------------------------------------------- Air Anchor Brontaur Zephyr Cape Shields ---------------------------------------------------------------- Thunder Shield Outsider Genji Shield Flame Shield IronHitman Ice Shield Ice Shield Innoc Flame Shield Force Shield Dark Force Thornlet Tortoise Shield Steroidite Titanium Helmet Aegis Shield Borras Tortoise Shield Genji Shield Retainer Thunder Shield Cursed Shield Didalos Cursed Ring Paladin Shield Hemophyte Force Shield Armor ---------------------------------------------------------------- Red Jacket Vectagoyle Red Jacket Nutkin Suit Opinicus Genji Armor Genji Armor Borras Air Anchor Imp's Armor Rhyos Tortoise Shield Moogle Suit Madam Nutkin Suit Chocobo Suit Veteran Moogle Suit Tabby Suit Vectaur Chocobo Suit Behemoth Suit Outsider Snow Muffler Minerva Armor Pug Czarina Gown Czarina Gown Sky Base Minerva Armor Force Armor SrBehemoth Force Armor Snow Muffler Retainer Charm Bangle Crystal Mail Covert Ice Shield Mirage Vest Vectagoyle Red Jacket Helmets ---------------------------------------------------------------- Thornlet Opinicus Mirage Vest Red Cap Rhyos Coronet Genji Helmet Fortis Crystal Helmet Regal Crown Opinicus Genji Helmet Coronet Evil Oscar Regal Crown Cat Hood Hoover Merit Award Crystal Helmet Dueller Diamond Helmet Titanium Helmet Brachosaur Cat Hood Relics ---------------------------------------------------------------- Cursed Ring Steroidite Air Anchor Relic Ring Sky Base Charm Bangle Blizzard Orb Allosaurus Rage Ring Moogle Charm Outsider Charm Bangle Rage Ring Allosaurus Blizzard Orb Charm Bangle Retainer Dragon Horn Gold Hairpin Evil Oscar Dragon Horn Dragon Horn Rhyos Gold Hairpin Hero Ring Rhyos Pod Bracelet Pod Bracelet Hemophyte Hero Ring Marvel Shoes Tyranosaur Tintinabar Gauntlet Vectagoyle Thunder Shield Genji Shield Hemophyte Thunder Shield Sneak Ring Tap dancer Thief Glove Thief Glove Harpy Dirk Ribbon Dark Force Gold Hairpin Memento Ring Chupon Memento Ring Tintinabar Dark force Exp. Egg Exp. Egg Steroidite Tintinabar Economizer Vectagoyle Dragon Horn Muscle Belt Allosaurus Crystal Orb Crystal Orb Borras Gold Hairpin Safety Bit Pug Dragon Horn Merit Award Covert Rename Card Gem Box SrBehemoth Economizer * = For the Striker, if Shadow survived the collapse of the Floating Continent, then you will fight him for the Striker and if you win, he'll join your party, as well as you winning the Striker. Any items not listed here means that if you bet that particular item, you will battle Chupon and try to win an Elixir. This is basically the entire list of all the important items. I might have missed one or two, but I plan to find them and update the list when I do. Enjoy! :-) \\ \\ --=========================================[|@|]:::::::::0 // // Illumina FINAL FANTASY GAMES RULE!!!!! :-) --- * 4.4.20 - I just gave Relm the command to sketch monster XXX, and everything got all weird/locked up, but now I have 255 Gem Boxes, etc. What happened? Congratulations! Many of the early to late copies of the game have a bug in them known mainly as "Relm's Sketch Bug". If you sketch certain enemies late in the game, especially invisible enemies or any of your characters who appear on the other side of the screen (ie Gau), this can happen. It is highly recommended that you do not sketch any enemies late in the game, because there are certain side effects to the bug. You can get lucky and win 255 Atma Weapons, Gem Boxes, Excaliburs, etc. but if you're not so lucky, all your saved games may just be erased. Be careful with this one, and find the FakeMustache as soon as possible. * 4.4.21 - The world has ended, and my party's missing! Where do I find them? Celes: Just start the game! Sabin: Tzen Terra: Mobliz* Setzer: Kohlingen Edgar: Nikeah** Cyan: Mt. Zozo Gau: Anywhere on the Veldt (you must have a party of 3) Relm: Cave on the Veldt*** and/or Jidoor Shadow: If he's not in the Cave on the Veldt****, he's dead... Strago: Fanatics' Tower***** Locke: Phoenix Cave Mog: Narshe Banon: He seems to have disappeared, don't worry about him. * = Terra will not join the party until Phunbaba is defeated. Your party must confront Phunbaba twice - once to scare him off, and then return to Mobliz later in the game to destroy him. ** = You'll meet up with Edgar in Nikeah, but he won't join the party until you reach Figaro Castle. *** = In this scenario, you must rescue Relm from the Cave, but she will not join the party until Chadarnook is defeated in Jidoor. **** = In this scenario, you must rescue Shadow from the Cave, but he will not join the party unless you bet the Striker at the Colosseum. ***** = Strago will not join the party unless Relm is in the current party. * 4.4.22 - My character was low on HP, and he/she just did a really strange but powerful attack. How did that happen? What you just witnessed was a "near-fatal" move, or a "limit break" as it would be called in future Final Fantasies. When a character is low on HP, there is a very small chance that they will do one of these. Each character only does one move, and those moves are as follows: Terra: Riot Blade Locke: Mirager Edgar: Royal Shock* Sabin: Tiger Break Shadow: Shadow Fang Cyan: Black Blade Celes: Spin Edge Setzer: Red Card Mog: Moogle Rush Strago: Sabresoul Relm: Star Prism Secret Character #2: X-Meteo Note that Gau and Secret Character #1 don't have near-fatal moves, because they don't have "Fight" battle commands. * = It's Royal _Shock_, not Royal _Shook_! * 4.4.23 - I want to know where all the Espers are, and I want to know _now_! OK, OK, calm down. Here's a list of all the game's Espers, their locations, uses, and spells. An asterisk next to a spell indicates that this spell is unique only to this Esper. Name: Ramuh Location: Zozo Effect: Ramuh appears and zaps the enemies with lightning. Spells: Bolt (x10), Bolt 2 (x2), Poison* (x5) Name: Kirin Location: Zozo Effect: The "Regen" spell is cast on the entire party. Spells: Cure (x5), Cure 2 (x1), Regen (x3), Antdot (x4), Scan (x5) Name: Siren Location: Zozo Effect: A siren will appear and sing a very off-tune song. Afterwards, all the enemies will be muted as if the spell "Mute" was cast on all of them. Spells: Sleep (x10), Mute (x8), Slow (x7), Fire (x6) Name: Stray Location: Zozo Effect: All enemies are Muddled as a stray cat skips by them. It doesn't always work. Spells: Muddle* (x7), Imp (x5), Float (x2) Name: Ifrit Location: Vector Effect: Ifrit appears and launches a fire-elemental attack on the enemy. Spells: Fire (x10), Fire 2 (x5), Drain* (x1) Name: Shiva Location: Vector Effect: Shiva appears and freezes all the enemies with an Ice-elemental attack. Spells: Ice (x10), Ice 2 (x5), Rasp (x4), Osmose (x4), Cure (x3) Name: Unicorn Location: Vector Effect: Cures all status conditions. Spells: Cure 2 (x4), Remedy (x3), Dispel (x2), Safe (x1), Shell (x1) Name: Bismark Location: Vector Effect: The battlefield is flooded by water as Bismark swims by and leaves the enemies in his wake. Water/Ice-elemental. Spells: Fire (x20), Ice (x20), Bolt (x20), Life (x2) Name: Maduin Location: Vector Effect: Terra's father appears and physically (non-elementally) attacks the enemies. Spells: Fire 2 (x3), Ice 2 (x3), Bolt 2 (x3) Name: Carbunkl Location: Vector Effect: Carbunkl casts "Rflect" on all party members. Spells: Rflect* (x5), Haste (x3), Shell (x2), Safe (x2), Warp (x2) Name: Phantom Location: Vector Effect: A ghost will drift across the screen and cast "Vanish" on all party members. While your characters are invisible, physical attacks can't hit them, but magic attacks will work on them and will also remove the effect. Spells: Bserk* (x3), Vanish* (x3), Demi* (x5) Name: Shoat Location: Vector Effect: A bull appears on the screen for a few seconds, and by the time he leaves, he attempts to dispatch all the enemies. It doesn't always work, though; especially against undead enemies which Shoat ends up healing. Spells: Bio* (x8), Break* (x5), Doom* (x2) Name: Sraphim Location: Tzen Effect: An angel floats across the screen and heals the party. Spells: Life (x5), Cure 2 (x8), Cure (x20), Regen (x10), Remedy (x4) Name: ZoneSeek Location: Jidoor Effect: ZoneSeek will appear and cast "Shell" on all the party members. Spells: Rasp (x20), Osmose (x15), Shell (x5) Name: Golem Location: Jidoor Effect: A stone golem will appear for a second, then disappear. After that, he blocks many physical attacks by the enemy on the party. Spells: Safe (x5), Stop (x5), Cure 2 (x5) Name: Starlet Location: Jidoor Effect: A goddess appears and heals the party. Spells: Cure (x25), Cure 2 (x16), Cure 3 (x1), Regen (x20), Remedy (x20) Name: Palidor Location: The Solitary Island Effect: Palidor will fly across the screen, and all the party members will jump on its back. After a while, they'll drop down and thrust at the enemies. Spells: Haste (x20), Slow (x20), Haste2* (x2), Slow2* (x2), Float (x5) Name: Fenrir Location: Mobliz Effect: The Fenris Wolf appears and makes multiple images of all the party members. As if in a house of mirrors, the enemies don't know which one of your characters is the real one, which means that until they figure it out or the battle ends, physical attacks won't hit a character who has multiple images. Spells: Warp (x10), X-Zone* (x5), Stop (x3) Name: Tritoch Location: Narshe Effect: The Esper which started this entire mess will launch a three-way elemental attack on the enemies. The air freezes and explosions fill the air as Tritoch appears and shoots lightning bolts at the enemies. Great for enemies with elemental weaknesses, but will heal enemies who are strong against any fire/ice/bolt elemental powers. Spells: Fire 3 (x1), Ice 3* (x1), Bolt 3* (x1) Name: Terrato Location: Narshe Effect: The Midgard Serpent will lift his head out of the ground, causing a massive earthquake. Your party is transported to somewhere safe, so it only effects the enemies. Spells: Quake* (x3), Quartr* (x1), W Wind* (x1) Name: Ragnarok Location: Narshe Effect: Will metamorph the enemy into an object usable by the party. The object you get depends on the enemy - different enemies leave different objects, and most carbon-based enemies will just leave you Dried Meat by default. It doesn't always work. Spells: Ultima* (x1) Name: Phoenix Location: Phoenix Cave Effect: This only works if one or more of your party members have been defeated, zombified, or they have been effected in some way. It does nothing if your whole party is hale and hardy. If (a) character(s) is/are wounded or zombified, the Phoenix will appear and return them to consciousness. If (a) character(s) is/are poisoned, seizured, slow, stopped, muddled, berserked, blind, imped, mute, etc. then a Phoenix will appear, cure their conditions, and then heal them. Spells: Life (x10), Life 2 (x2), Life 3* (x1), Cure 3 (x2), Fire 3 (x3) Name: Bahamut Location: DoomGaze's stomach (defeat DoomGaze to make him cough it up) Effect: Bahamut appears and launches a powerful nuclear attack against all enemies. The effect of "Flare" on all enemies. Spells: Flare* (x2) Name: Alexandr Location: Doma Castle Effect: A giant robot pops out of the ground, scans the enemies, then launches a massive attack of sacred power (aka "Pearl") on all enemies. Spells: Pearl* (x2), Shell (x10), Safe (x10), Dispel (x10), Remedy (x15) Name: Odin Location: The Ancient Castle Effect: Odin, mounted on Slepinir, will fly down from Valhalla and cleave at all enemies. The attack is more likely to work than Shoat's. Spells: Meteor (x1) Name: Raiden Location: The Ancient Castle Effect: Same as Odin, except a bolt of lightning flashes through the sky as Raiden attacks. It's just a visual effect, though. Note that you can't have Odin and Raiden at the same time (see article 4.4.16 of the FAQ). Spells: Quick* (x1) Name: Crusader Location: Beyond the reaches of all space and time... Effect: Three Mage Warriors (from the War of the Magi) appear and zap at each other with magic for a while. Once they leave, both the party and the enemies are damaged. Spells: Meteor (x10), Merton* (x1) * 4.4.24 - Where can I get the most powerful stuff in the game? If you're looking for power, and a chance to make this game become really easy, this is for you. Here are the locations of the most powerful items that a character can be equipped with: Atma Weapon: Found in the Gateway to the Esper World (in the World of Balance). See article 4.4.8. Offering Relic: Found in the Ancient Castle (in the World of Ruin). When a character has the Offering equipped and is instructed to fight, he/she will fight four times in the same battle turn to random enemies (like Cyan's Quadra techniques.) As far as we've been able to tell, this is the rarest relic in the game, since there are only two of them (the other one is in General Leo's inventory and can't be unequipped.) Gem Box Relic: Found in the Fanatics' Tower (in the World of Ruin). The Gem Box will allow a character to cast two magic spells in one battle turn. The only caveat: you can't summon Espers while the Gem Box is equipped. Ragnarok Sword: Found in Narshe (in the World of Ruin). Locke must be in your party to get this one - the weapon salesman in Narshe has it and can turn it into a sword. Casts Flare randomly in battle, and consumes MP for mortal blows like the Rune Edge. See article 4.4.17. Illumina Sword: Only available at the Colosseum. To get it, you must trade the Ragnarok Sword. The Illumina is a sword of mystic purity - it has all the same abilities as the Ragnarok Sword, but it casts Pearl randomly and raises a few stats a little more than the Ragnarok Sword does. Air Anchor Tool: Found in the Fanatics' Tower (in the World of Ruin). See article 4.4.11. Chain Saw Tool: Found in Zozo (any time). See article 4.4.1. Economizer Relic: Found by defeating Brachiosaurs (in the World of Ruin). Some Brachiosaurs carry this relic around, which can make it so that casting spells will only reduce a character's MP by one (as well as Strago's lores). Brachiosaurs are only found in a forest north of the Veldt, which is shaped like a Tyrannosaur head. Good luck, Brachiosaurs are the hardest regular enemies in the game. * 4.4.25 - I got a Snow Muffler and a Bone Club, but how do I equip it on my sasquatch? You can't. Secret Character #1 can't be equipped. Besides, why would you want to do that? Secret Character #1 already has the Bone Club and Snow Muffler equipped. Take a look at his inventory by selecting "Equip," then press L or R to select the party. Press A to look at the entire party's equipment. There's not much you can do with the Bone Club, but the Snow Muffler is probably the best armor you can equip Gau with. * 4.4.26 - Where is the Paladin Ring? The Paladin Ring does not exist. It has only been rumored to appear in some prerelease versions of the game. Please stop any rumors that this item may exist. We've talked it to death by now. (Note: To clear this up, the Paladin Ring does not exist in the vast majority of games which made it to the market. If you try uncursing the Cursed Ring and get a Paladin Ring, congratulations. But seeing that most copies do not have the Paladin Ring present, I would not even try.) * 4.4.27 - Where are the dragons in the forest north of the Veldt? There are no dragons on the Northeastern continent in the World of Ruin. This is a translation error in the American version of the game. The person on the Veldt which tips the party into this should have said "dinosaurs," but in Japanese, the Kanji for dinosaurs can also be applied to "fearful dragons," so the text was slightly mistranslated. As far as we know, this is the only major translation error in the game. If you do go to the forest on the Northeastern continent, you will find some of the most difficult monsters in the game - Tyrannosaurs and Brachiosaurs. Tyrannosaurs can cast Meteor and have a deadly bite, while Brachiosaurs can use Ultima against you (!). You get a lot of experience, though, if you emerge victorious. * 4.4.28 - What is the best way to get through Kefka's Tower? First, to enter the tower: Fly over the tower in the Falcon, and attempt to land on top of it. The character selection screen should appear after this, and you will be asked to divide your party into three groups. The group to the left of the screen will be referred to as "Group #1" from here on after, the middle group will be "Group #2," and the right group will be "Group #3". When selecting characters to go into these groups: Make sure you assess each and every party's strengths and weaknesses before you go. Group #1 should be your overall weakest party, Group #3 should be your strongest, and Group #2 should be somewhere in between the others. Group #1 will have the easiest path through the tower. There are no bosses to fight on the initial road through Kefka's Tower. After a while, Group #1 will run into a locked door in a room where the two other groups enter from the left and right sides of the room. The other two groups can step on switches to open this door up. (This room and the next room will be referred to as the "Convergence Rooms".) In the next room, Group #1 can either move left or right. If Group #1 moves to the left, they will have to fight the Doom Magi. If they move to the right, they will have to fight the Goddess Magi. (Hint: You might want to put Strago in Group #1. Doom is one of the only monsters who can teach Strago the Force Field lore, and Goddess is one of the only monsters who can teach Strago the Quasar lore. Either one of these should be beneficial to Strago in the final battles.) Group #2 should also have an easy trip through the tower. There is one optional boss they may fight - Atma - if you want a Save Point. In the Rooms of Convergence, the bosses Group #2 will have to fight depends on where Group #1 went: If Group #1 moved to the left, Group #2 will have to fight the Goddess Magi. If Group #1 moved to the right, Group #2 will have to fight Guardian and the Poltergeist Magi. Group #3 has the longest and most difficult path ahead of them. Along the path, they will be attacked by one boss. (Remember Baigan from FF IV? If so, this boss will be somewhat familiar to you.) In the Rooms of Convergence, the bosses Group #3 will have to fight depends on where Group #1 went: If Group #1 went to the left, Group #3 will have to fight Guardian and the Poltergeist Magi. If Group #1 went to the right, Group #3 will have to fight the Doom Magi. Groups #2 and 3 will also run into two dragons just before they reach the Convergence Rooms. In the Convergence Rooms, it is **highly** recommended that Group #1 moves to the left. This will put Group #2 on the right, and Group #3 straight up the center. The center bosses - Guardian and the Poltergeist Magi - are also the most difficult, and should only be attempted by experienced parties. After the Magi are defeated, have each group move beyond them and stand on the three switches. All three parties will now be teleported to Kefka's room. After you choose your order for the upcoming battle, the party will have to fight resurrections of all three Magi for a while before fighting Kefka. Doom comes first, then Poltergeist, and then Goddess. Once they are all killed, the party will then fight Kefka... Good luck! * 4.4.29 - How many endings are there? Is there a "secret ending"? There is only one ending in this game. If you were hoping for a "secret ending," that was a rumor that was made up back when the game was first released. There is **no** secret ending in this game. If you're still looking for a "secret ending," go play Chrono Trigger, where there **are** several secret endings. 'nuff said. * 4.5 - Final Fantasy VII * 4.5.1 - How do I revive Aeris? The same way that you revived General Leo in Final Fantasy VI. (In other words, you can't. Again, I will say that what is lost can never be saved...) * 4.5.2 - Why does Aeris have to die? Aeris is a Cetra, an Ancient. Even in death, Aeris will always protect the planet from anything that should try and destroy it. * 4.5.3 - Why are the characters swearing so much? Unlike the previous Final Fantasy games, the dialogue in FF VII USA was unaltered from the dialogue in the Japanese game. Speculation has it that Nintendo was responsible for censoring the language in the previous Final Fantasy games. If FF VII was released for a Nintendo system, even if it was released in the USA (probably as "Final Fantasy IV"), no one can imagine how much cutting would be going on behind the scenes. There are plenty of things that would be changed, but we're not going to list them all. If you've played both FF III and VII, you'd be able to tell what would be censored, though. * 4.5.4 - How do the 'Elemental' and 'Added Effect' materia work? For the 'Elemental' materia: You need to have a weapon or bracelet with two connected slots. Put the Elemental materia in one and any elemental damage-type materia in the other slot. The materia that can be paired are: MAGIC MATERIA SUMMON MATERIA Fire = Fire Ifrit = Fire Ice = Ice Shiva = Ice Bolt = Bolt Ramuh = Bolt Earth = Quake Titan = Earth Poison = Bio Leviathan = Water Gravity = Demi Phoenix = Fire Ultima = Non-element Alexander = Holy any Bahamut = Non-element* Chupon = Wind Choco/Mog = Wind * = With any type of Bahamut materia/or the Ultima materia equipped, you are protected from non-element attacks (such as Ultima). Attaching it to your weapon is pointless as your attacks are naturally non-element anyway. No matter how you equip it, this pairing won't show up on the status screen. Now, your weapon or bracelet is affected by that elemental type. If you have the Elemental Materia and one of the materia listed above attached to your weapon when you attack, you will do that type of damage (holy, fire, water, etc.). This is good in some situations, such as equipping Choco/Mog to your weapon and attacking flying monsters (who are weak against Wind), but it can work in reverse if you (for example) have Ice attached to your weapon and are attacking an Ice Golem (in which case, you may cause no damage, or even heal the enemy!) If your Elemental materia and the materia it has been paired with are attached to armor, then you are protected from that type of elemental damage. As your Elemental materia raises levels, the type of protection offered changes: Level 1: Half-reduction - Damage from this type of element is halved. Level 2: Void - Damage from this type of element causes no loss of HP. Level 3: Absorb - Damage taken from this type of element is instead absorbed as free HP. For the 'Added Effect' materia: You need to have a weapon or bracelet with two connected slots. Put the Added Effect materia in one slot and any abnormal status-inducing materia in the other slot. The materia that can be paired are: MAGIC MATERIA SUMMON MATERIA Mystify = Confusion, Berserk Choco/Mog = Stop Poison = Poison Hades = Confusion, Minimum, Poison, Seal = Sleep, Silence Silence, and Sleep Time = Slow, Stop Odin = Death Transform = Minimum Destruct = Death Your weapon or bracelet will now be affected by that status ailment. In battle, striking your opponent with a weapon that has, say, Seal attached has a small chance of putting that enemy to sleep or silencing them. Enemies that are immune to certain status changes (flying enemies cannot be turned small or changed into frogs, for instance) will still take normal damage, but won't be affected by that particular status ailment. Assuming you attached 'Added Effect' and one of the listed materia to your armor, you are now totally resistant to that type of status ailment. Note that you are only protected from the listed status ailments (so, if a Molbor used 'Bad Breath' on you and your bracelet had 'Added Effect' attached to 'Transform', you wouldn't be turned into a frog, but you would still run the risk of being put to sleep, poisoned, etc.). * 4.5.5 - What does it mean when a Materia is 'born'? When you've mastered a materia (raised it to it's maximum level by collecting AP), it stops growing. However, a new materia of the same kind will appear in your Materia menu: however, it will be at level 1 with zero AP. While you can usually find/buy more materia of the same type, there are some cases in which there is only one materia of that type (say, Comet or Odin) in the entire game. In that case, you have to master that materia if you want to get another one, via the 'birth' method. * 4.5.6 - How do I learn Enemy Skills? First, you need to have an Enemy Skill materia. They can be found in these locations: * In the sample chamber after you kill Sample H0512. * In the underground training hall in Junon. * Take the right road from the entrance of the Forgotten Capital. In the shell house where you can spend the night, look behind the headboard of the third bed. * Talk to the green Chocobo in the Chocobo Sage's house that's on the Northern Continent (Disc 2 or 3 only). Equip an Enemy Skill materia. When fighting certain enemies, they may use an Enemy Skill on you. Alternately, you can control some of them using the 'Manipulate' materia and have them use their skill on you. You'll know if you learned the skill because your character will spin around and you'll receive a message telling you what skill you got. At this point, you _have_ to win that battle in order to retain knowledge of the skill. If you die, run away, or otherwise escape from that battle, you will not have learned anything. Also, you can only learn enemy skills by having a monster use it's skill on you; you cannot have an ally use an Enemy Skill on another character in hopes of learning that skill. Furthermore, unlike other materia, learning all 24 Skills will not cause the Enemy Skill materia to give birth to a new materia. Here are the enemies you must fight to learn all the Skills, listed in the order that you can first learn the during the game: DISC ONE: * Learn 'Matra Magic' from the Sweeper Customs that will fight you just outside of Midgar City. * Learn 'L4 Suicide' from the Mus that live in the field around the Chocobo Barn. * Learn 'Beta' from Midgar Zolom in the nearby marsh. You must severely injure him (he'll start waving back and forth), before he will be able to use Beta against your party. * Learn 'Flame Thrower' from the Arc Dragons flying around in the Mythril Mine. * Learn 'White Wind' by Manipulating a Zemlezett (found in the area near Junon), and having him use it on you. (You need the Manipulate materia.) * Learn 'Laser' from the Death Claws in Corel Prison. You can also learn it from the Dark Dragons in the last dungeon (Disc 3). * Learn 'Aqualung' from the Harpys found near the Gold Saucer and in the Corel Desert area. You can also learn it from 'Jenova Life', who you fight in the Forgotten Captial. * Learn 'Frog Song' from the Touch Mes in the forests in the Gongaga Area. * Learn 'Big Guard' from the Beach Plugs that live on the shores of the Gongaga Area. * Learn '????' from the Judges that roam the halls of the Shinra Mansion in Nibleheim. You can also learn this skill from the Behemoths in the area below Midgar (Disc 2), and from the King Behemoths in the last dungeon (Disc 3). * Learn 'Death Sentence' from the Sneaky Step enemy in the cave under Cosmo Canyon. You can also learn this skill from the Bound Fats in Zango Valley. * Learn 'Trine' from the Materia Keeper boss that you fight in the Nible Mountains. You can also learn this skill from the Stilves in Gaea's Wall (Disc 2). * Learn 'Death Force' from the Adamantaimais that live on the shore of the Wutai area. * Learn 'Magic Hammer' from the Razor Weeds in the Wutai Area. DISC TWO: * Learn 'Bad Breath' from the Molbors on the outside ledges of Gaea's Wall. * Learn 'Magic Breath' from the Stilves in Gaea's Wall, or from the Parasites in the final dungeon (Disc 3). * Learn 'Chocobuckle' from the Chocobos found in the Mideel Area. You must feed that Chocobo a 'Mimett Greens' during battle, then cast L4 Suicide on it. After enough attempts, it will counter with 'Chocobuckle'. * Learn 'Goblin Punch' from the Goblins found on Goblin Island and Round Island. * Learn 'Shadow Flare' during the final battle with the Ultima Weapon. You can also learn it from the Dragon Zombies in the last dungeon (Disc 3). DISC THREE: * Learn 'Dragon Force' from the Dark Dragons in the last dungeon. * Learn 'L5 Death' from the Parasites in the last dungeon. * Learn 'Angel Whisper' from the Pollensalitas in the last dungeon. * Learn 'Roulette' from the Death Dealers in the last dungeon. * Learn 'Pandora's Box' from the Dragon Zombies in the last dungeon. This is by no means a complete list, by the way. * 4.5.7 - I'm at the Wall Market. What do I need to do in order to make Cloud dress up as a woman? All that you really need is a dress and a wig. First, go to the Honeybee Inn and talk to the silver-haired man. Ask about Tifa. Then, go up to Corneo's mansion and talk to the bouncer. After that, go to the clothing store and talk to the lady there. She'll tell you that her father is drunk at the bar. So, go there and talk to the man sitting near the entrance. He'll ask you what types of cloth should be used in making the dress. After he's done talking to you, return to the clothing store. The man will give you a dress depending on what types of cloth you picked out earlier. After Cloud tries it on, go to the gym and compete against Big Bro's trainees. Depending on how well you did at the squats game, you'll get a wig. At this point, you can return to the clothing store, put on the items, and then go off to Corneo's mansion. However, while you're still in your normal clothes, there are other areas to explore and other things to get. To get a tiara, go to the store that's closed at the north part of town. Talk to the man there and agree to listen to his problem. Say you'll help, then go to the inn and spend the night. Cloud will wake up in the middle of the night and go to the vending machine. Buy an item, then go back to the store the next day. Depending on the value of the item you bought, the man will give you a type of tiara as a reward. To get undergarments, talk to the fat man in the white shirt near the bottom of the first screen. He'll give you his Member's Card. Now, go to the Honeybee Inn and go inside. If you go into the upper-left room and talk to the image of Cloud, you'll pass out, but Mukki will wake you up. You'll be given the 'Lingerie' as a present. If you want the 'Bikini briefs' instead, enter the lower-left room and agree to sit in the tub with Mukki and his pals. After washing, he'll give you the 'Bikini briefs' regardless of how you answered his questions. A woman in the Honeybee inn will also put make-up on your face after you get one undergarment or the other, but I don't think this has any great effect on the game. There's another undergarment called 'Mystery Panties'. The description says that it has a 'childish design on the front'. I have no idea how to get this item at the moment. To get some cologne, enter the sushi bar, sit down, and order whatever dish you like. After eating it, tell the chef that it's okay, and she'll give you some Coupons. Go to the pharmacy and use the Coupons to buy one of three items. Now, return to the bar where you found the owner of the clothing store and try to enter the bathroom in the upper-left corner. Choose to give the item you got at the Pharmacy to the woman inside the bathroom, and she'll give you a type of cologne in return. The more items you have and the better they are, the higher the chance of Corneo picking Cloud as his bride. * 4.5.8 - Sector 7 has just been destroyed. I bought Batteries from the Weapon Shop in Wall Market, but I don't know what to do now. Return to the Sector 6 Slums and go to Aeris' house. Talk to Elmyra, her mother. After Barret has been reunited with his daughter, return to the Wall Market. Go up to the top screen where the entrance to Don Corneo's mansion is, and look for a path on the right side of the screen. You will see a bunch of kids run along the path. Follow them, and then climb up the pipe to continue your quest. * 4.5.9 - I'm fighting Reno at the support pillar in the Sector 7 Slums. What do I do about his 'Pyramid' attack? Simply attack your allies who have are surrounded by a 'Pyramid'. They will receive no damage, but the Pyramid will break. You must act quickly, because if all three characters are hit by Pyramids, the game is over! * 4.5.10 - I'm in the Shinra HQ. How do I solve Domino's puzzle? To solve Domino's puzzle, go into each library and read the names of the files. Each library room has a certain theme (Materia Use, Shinra Weapon Advancements, etc.). Look for the one file that has been misplaced (say, a file about materia in a room that is about Industrial Developments). Write down the first letter of that file's name. Find the misplaced files in all four rooms, and write them down. You need four letters to solve this puzzle. These four letters can be obtained from the "incorrect" books. The letters that you use are an equidistant number of letters from the left of each title, not counting spaces or punctuation. (In other words, if you have the sentences "Use Ultima to do damage to all enemies." and "Teioh, the Black Chocobo, won the race." and the number of letters from the left is eight, then you find the eighth letter from the left of each sentence. In the first sentence, the letter would be "m". In the other, the letter would be "e".) So, how are you supposed to find the number of letters from the left to use? You'll have to talk to Domino and get the possible answers in order to find out. Anyway, try to find and re-arrange the letters using the above criteria into a word that would fit as one of Domino's answers. If you got it right, Domino will give you the next Keycard and an item as a bonus. You'll get a less-valuable item depending on how many times you mess up, and eventually Domino will not give you anything aside from the Keycard if you messed up badly. (It should be noted that this puzzle changes every time you start a new game. The answer is always randomly selected, and the books are always randomly re-shelved.) * 4.5.11 - I'm still in the Shinra HQ. Where do I go now that Jenova has escaped? Return to the lab floor where you met Red XIII. Near the south part of the screen is a passage with two Potions in it that leads away to the right. It looks as if you'd have to enter this passage from the upper walkway, but in fact, you enter it from the ground floor. It leads up to the rest of the Shinra building's floors. * 4.5.12 - I'm currently listening to Cloud recounting his past at Kalm Town. Is there anything special I can do during his flashback? No. Nothing you do in the flashback has an effect on the rest of the game, nor can you get Vincent or Tifa's 'Final Heaven' manual during the flashback. The only exception is, if you explore Tifa's house and look in her closet, read her letters, etc., she will dislike you for doing so. * 4.5.13 - How do I capture a Chocobo? Do I have to have one in order to cross the marsh near the Chocobo Barn? To capture a Chocobo, you must have bought a 'Chocobo Lure' materia from Choco Billy in the barn. Equip it to any character. Now, go outside and wander around on the Chocobo tracks. Eventually, you'll enter a battle, and if you're lucky, the music will be different and one of your enemies will be a Chocobo. To safely capture the Chocobo, kill off the other enemies, but don't hurt the Chocobo. Work quickly, because if the other enemies start attacking the Chocobo, it will go berserk after a while, attack everyone, and then escape. You can prevent a Chocobo from running away by using Greens on it (which you can also buy at the Chocobo Barn; they come highly recommended). After killing all the enemies, the battle will end and you'll find yourself riding a Chocobo! As for crossing the marsh, since chocobos are much faster, it is easier to avoid the marsh snake (Midgar Zolom). However, if the snake's shadow touches you, you will still have to fight it. What's more, if you run away, you'll find yourself back on the side you approached the marsh from. You can get across the marsh without a Chocobo, but it requires a lot of luck. * 4.5.14 - I'm fighting Bottom Swell at Under Junon. What do I do about the Waterpolos that appear around my character? To kill the Waterpolos, cast attack magic on them, or use a Summon spell. Your character will take no damage, but the Waterpolos will die if you did enough damage (they have 40 HP). Any Waterpolos that are on-screen when Bottom Swell is killed will also vanish. When a character is encased in a Waterpolo, they lose life at a rapid pace, so act quickly before your ally is killed. * 4.5.15 - I'm supposed to use Mr. Dolphin to get Cloud up on top of the electrical tower. But, I can't seem to land on the beam. How do I get up there successfully? Don't move. When Cloud appears in the water, press Square once to make the dolphin come and flip into the air. You'll miss. Without moving, press Square again and Mr. Dolphin will take Cloud up to the beam. * 4.5.16 - Where do I go once I have the Buggy? Since the Buggy can cross fords, go across the river near the Gold Saucer, and continue exploring. You'll eventually find Gongaga Town, and later on, Cosmo Canyon. * 4.5.17 - There's an iron safe in the Shinra Mansion at Nibleheim. How do I open the safe? If you examine the paper in the southwest corner of the first floor, you'll find clues hinting at what the numbers are. Here is how to find the clues: * 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. If you're not to be bothered with searching for clues, the combination for the safe is: * Right to 36, Left to 10, Right to 59, Right to 97. Remember, operating the lock is like operating a real-life combination lock. Turn in the specified directions, and don't go past the number you want, or the safe won't open. Since there's a time limit, I suggest hurrying toward the number you want, then slowing down when you are within 7 or so digits so that you won't go past the correct number. After beating the monster in the safe, you can get a key, the Odin materia, and the Cosmo Memory manual. * 4.5.18 - I just escaped from Rocket Town in the Tiny Bronco, Cid's airplane. What do I need to do now? Go to the weaponsmith's house on the peninsula near the Gold Saucer and talk to him. He'll tell you that you need the Keystone, which he gave to Dio. So, return to the Gold Saucer by means of North Corel. Go to the Battle Square and examine the Keystone atop the pillar in Dio's Show Room. Dio will appear. Accept his offer to fight in the Battle Square. While you'll get bonus items for winning lots of battles, you can lose even the first battle and he'll still give you the Keystone. From there, go to the Ancient Temple in the Woodland Area island to continue your quest. * 4.5.19 - Hey...when I went on a date at the Gold Saucer, it was with Aeris. But last time I played, it was with Tifa. What gives? After the 'Keystone' event, there is a dating sequence at the Gold Saucer. Up until now, the CPU has been keeping track of how Cloud has been behaving towards the other characters. If Cloud is nicer to one character than he is to another, he will date that character. If you got Yuffie early on in the game, she also becomes a possible 'girlfriend' for that night. And yes, if you're mean to all the women in your party, but nice to Barret, he'll date you (no, it's not like that)! Here are some of the events that determine who you will date: * Running into Aeris after the reactor explodes - tell her to get away (mean response), or chat with her (nice response) Aeris will also dislike you if you chat with her but don't buy any flowers. * Buying flowers from Aeris makes her look favorably toward you, and giving the flowers to Tifa makes her like you even more. Give the flowers to Marlene, and Barret will like you. * Ignore Tifa's story of how things were when she and Cloud were young, and she'll dislike you. * Teach Barret how to use Materia, and he'll like you. * When you meet Aeris in the church, telling her that you don't remember her will count as a mean response. So does letting her fight all the battles when Reno chases you out of the church. * During Cloud's flashback in Nibelheim, if Cloud accidentally enters Tifa's house, Tifa will ask if Cloud entered her house. You can either say 'yes' (mean response) or say 'no' (nice response). * Yuffie will ask Cloud for a tranquilizer while on board the ship from Junon. If you give her a tranquilizer, she'll like you more. * If you enter the Pagoda of the Five Strong in Wutai without Yuffie in your party, you will never be able to date Yuffie. Don't do it! * And so on.... Generally, if you want to go out with a certain character, be nice to them, and be as cruel as possible to the others. Since there are few direct situations which involve Yuffie, you can only date her by being mean to everyone, including Barret. Aeris is the prime candidate for a date, so unless you're careful, you'll almost always get her for your companion. In other words, make your decisions carefully! * 4.5.20 - I finished the clock puzzle and am trying to escape, but the Demon's Gate boss is beating me up! How do I kill it? There are two ways... When the battle begins, cast Barrier and Haste on yourself (or use Big Guard, if you've got it). Have your characters make physical attacks, and don't forget to summon Bahamut now that you have that materia. Although Demon's Gate can cause a lot of damage, this will help to raise your Limit bars. To further this effect, make sure that you have used Hypers on your characters prior to the battle. Use Aeris' 'Healing Wind' break when you need it, and the other characters should always attack with their best Break when the situation arises. I suggest that you have a Restore materia attached to an All materia so that you can heal your characters as needed. The Demon's Gate is level 45, and has 10000 HP and 400 MP. If you need more MP, use Ghost Hands or the Magic Hammer skill to siphon MP from the boss. Are you a pacifist? Try using Phoenix Downs on it to reduce it to one HP/kill it outright, depending on the situation. * 4.5.21 - Now, I'm at Bone Village. I need to find the Lunar Harp, but where do I dig? After choosing to dig for the Lunar Harp, try putting excavators at the four compass points of the digging area. Then watch in what direction they turn their heads--this will clue you in to the Harp's location. Give up? Go to the upper level of the digging area. Move _slightly_ south from the left edge of the tent and move a little ways to the west. Dig, and you'll get the Lunar Harp the next morning. * 4.5.22 - Okay, I finally got to Disc Two. How do I leave Icicle Inn? There seems to be no exit! After you encounter Elena and the Shinra guards, the town's entrance will be blocked. So, there must be another way out... Go to the house where there is a child in the back room. Talk to him and his pet will move out of the way, allowing you to take his snowboard. Exit, and enter the house by the snowman. Examine the map on the wall of the inner room and take it. Finally, go out to the forest and talk to the man near the trees. He will let you snowboard out of the town. * 4.5.23 - I crash-landed into the Great Glacier and don't know what to do now. Where do I go from here? Depending on the routes you took while snowboarding, you will crash land in one of four places. Your main goal is to make it to the red X shown on the map, so try to figure out where you are by comparing landmarks on the map and head towards the X. If you take too long, you will pass out, which will get you to where you want to be, anyway. * 4.5.24 - I'm having trouble navigating through the snowy wasteland that's between the Great Glacier and the old man's cabin. How do I get through this? Here is a simple map of the snowy field: Old Man's Shack +-----------------------------+ S | | A I t | | l M c o | | e a N e n | | x t | e | | a e W-- + --E G | | n r | a F | Cave | d i S t a | | e a e c | | r e | | +-----------------------------+ Ice Gate (Steaming Lakes) No matter where you are headed, if you touch any of the four boundaries at any point, you'll end up in that particular area. To tell in what direction you are headed, press O to lay down spikes in the snow. This way, when the screen rotates, you can tell from the position of the spikes in what direction you are facing and adjust your path accordingly. * 4.5.25 - If I go east from the snowy field, there is a woman who tells me to go away. What am I supposed to do here? Return to the Great Glacier area. The best path to take is to go south from the snowy wasteland. This will eventually lead to an area with hot springs (lakes with steam rising from them). Go down to the edge of the left lake and touch the water, you will hear a sound effect. Now, leave, and return to the woman. She will fight you, and if you win the battle, you'll receive the Alexander Materia. * 4.5.26 - Hey, I've been incarcerated in Junon! And Tifa's getting gassed! How can I free her before it's too late? Actually, Tifa cannot be killed by the gas, so feel free to take your time. What you need to do is manipulate Tifa by using the buttons, so that she can pick up the key and unlock herself. There are two ways to do this, but remember to pace your button presses in time with Tifa's movements: * Press: X, X, T, X+T, T+O, O (or) X, X, T, X+T, T+S, S. Once Tifa is free, examine the back of the room, on the left side of the chair in order to shut off the gas, then examine the door. From there, how to escape should become apparent. * 4.5.27 - Right now, I'm trying to get a Huge Materia and prevent North Corel from being hit by a train. I'm running out of time and don't know what to do! What you have to do is have your train catch up to the Shinra train, then get on it and stop it before it crashes into North Corel. To speed up your train, press Up and the Triangle button in a steady, yet fast motion (Up, T, Up, T...) Once aboard the Shinra train, fight your way to the front. Then, make sure there are no messages on the screen. With Cid grabbing the controls, press: * Up + T, Down + X, Down + X (or) Down + X, Down + X, Down + X Don't forget to clear any message boxes between presses. If you entered either command successfully, the train will stop. * 4.5.28 - I'm at the underground Submarine Dock, and Reno just sent a boss, C. Armor, to attack my party. How do I beat this guy? C. Armor is tricky, because he actually consists of three parts, the left and right arms, and the main body. C. Armor has the ability to pick up your allies and hold them there. This is bad because damage inflicted on the arm holding an ally will also hurt the ally. Even worse, if he's holding an ally and the other(s) are killed, the game is over! Since C. Armor and its components are weak against Lightning, use Bolt-based spells and attacks. Work on taking out it's arms before going after the main body. The Phoenix materia and Life spells come in handy here as you will need to revive your allies more than once, presumably. Also, keep your HPs high, as the main part of C. Armor has a deadly attack called the Lapis Laser, which causes around 1500 points of damage! I suggest using Big Guard, or at least Barrier and Haste, in order to protect yourselves. * 4.5.29 - What's the code to release the Huge Materia from Cid's Rocket? Cid will clue you in as to what the code is should you mess up initially. However, if you aren't able to get the code correct before the time limit ends, you'll lose the Huge Materia for good. Not going to bother with Cid's clues? In that case, the code (to be entered one button at a time per message box) is: O, S, X, X. * 4.5.30 - How do I fight the Ultima Weapon? It keeps running away! First, get in the Highwind and look for the newly-created lake near Junon. The Ultima Weapon will be there. Crash the Highwind into it and attack it. When it escapes, follow it as it swerves around in the air. What you need to do is ram it 4 or 5 times, at which point it will stop flying back and forth and fly straight to a certain, random location. Fight it again, and keep repeating this until the Weapon makes it's final stop at Cosmo Canyon (the number of fights you have to go through depends on the amount of damage you inflict on it before it escapes). After the battle at Cosmo Canyon, it will be dead for good. * 4.5.31 - I'm now on Disc 3, and am in the last dungeon. How do you kill those Magic Pots? In the Japanese version of FF7, all you had to do was attack. In the US version, these guys are invincible to all forms of damage unless you use an Elixir on them first, which will nullify all their defenses. Need Elixirs? Try stealing them from the Master Tonberries that roam the lower levels of the final dungeon. If you're fighting more than one Magic Pot, try using a Megalixir to affect them all (that is, if you really want to waste it). * 4.5.32 - Yeah, but what if I want to kill the Master Tonberries? They're tough! Try casting 'Freeze' on them four times (no, you can't use Quadra Magic, but you can Mimic the spell three times afterward if you want to conserve MP). They'll solidify and die after the fourth casting of 'Freeze'. (NOTE: This trick only works in the Japanese version of the game. It does not work in the USA version.) * 4.5.33 - There's this guy in Kalm Town who wants to trade things with me. What can I trade with him? There are three items that he will trade with you: * Trade the Guide Book for the Underwater Materia. * Trade the Desert Rose for the Gold Chocobo. * Trade the Earth Harp for a set of Master Materia. To get the Guide Book, go to Junon and fight enemies that appear in the glass walkway that leads to the underwater Mako Reactor. One of your opponents will be the Ghost Ship. Make sure you have a Morph materia equipped, and kill it with a Morph attack to get the Guide Book. Your reward, the Underwater Materia, is only useful when fighting the Emerald Weapon. When you wear it, your entire party can breath underwater, so you won't have to worry about the 20-minute time limit like you'd normally have to. To get the Desert Rose, kill the Ruby Weapon. If you give the Desert Rose to the trader, he'll put a Gold Chocobo in the stalls at the Chocobo Barn that you can use. Make sure you've bought a stall, though! To get the Earth Harp, kill the Emerald Weapon. Trade it with the man at Kalm and he'll give you a set of three materia: Master Command, Master Magic, and Master Summon. * 4.5.34 - I want to get Secret Character #1 in my party. How do I find this person? You can have Character #1 (Yuffie), join you during any disc. Go to either Junon Area or the Gongaga Area and run around in the forests. There is a slim chance that one of your fights will be against the 'Mystery Ninja'. Defeat her in battle, and you'll find yourself in a field. Be careful when answering Yuffie's questions! If you mess up, or if you try to save your game at a Save Point, she will escape and steal some gil from you! Answer her questions in this order: * Question 1: Second (lower) answer. ("Not Interested") * Question 2: First (upper) answer. ("...petrified") * Question 3: Second (lower) answer. ("Wait a second!") * Question 4: First (upper) answer. ("...That's right.") * Question 5: Second (lower) answer. ("...Let's hurry on.") Yuffie will chase after your group when you are done chatting with her and she will join you as a more or less permanent member. * 4.5.35 - Okay, now I want to get Secret Character #2. How do I get this person to join my party? Character #2 can join you during any disc. Go to the Shinra Mansion in Nibleheim. There, you have to open the iron safe on the second floor. Take the key inside, and go to the bedroom in the east wing of the mansion, on the second floor. Touch the curving stone wall to reveal a staircase. Go down it. In the pink caverns, look for a door on the northern wall. You can now open it, thanks to the key. Inside is a crypt; examine the purple coffin in the center of the crypt and Vincent Valentine will pop out. While talking to him: * When you're asked to pick between two choices, choose the second (bottom one, "Talk about Sephiroth."). Vincent will climb back into his coffin, so open it again. * When you're asked a question by Vincent, choose the second (bottom) answer ("Who are you?"). Vincent will once again lock himself in his coffin. Now, leave the crypt and try to exit the basement caves. Vincent will catch up to your party and insist on joining you. * 4.5.36 - Isn't there some way to get back into Midgar during Disc 2 or 3? How is it done? After getting the Highwind and getting Cloud back in your party, go to Midgar. There will be a man out front who tells you that he lost his keys. Go back to Bone Village and talk with the excavators. Choose any method that you want in order to dig for items. See the wrecked F-14 plane? Near the bottom of the screen, there is a piece of metal sticking out. Go to it and press Right, then Up, so that Cloud is firmly wedged next to the plane, below the piece of metal. Choose to dig here and you'll get the Sector 5 Key the next morning that lets you return to Midgar City. * 4.5.37 - I'm trying to find all six Turtles' Paradise flyers. Where are they located? It's important to find and read these flyers as soon as possible, because one of them can't be read after Disc 2 ends, preventing you from getting a reward from the owner of Turtles' Paradise. Here are the locations of the flyers, listed in the earliest order you can find them: * Midgar City, Sector 6 Slums. There is a two-story house with a kid upstairs lying on his bed. Examine the posters by the wall, near the stairs, to read the first flyer. * Shinra Building, first floor. Go all the way to the back of the room, and check out the message board near the elevators. If you miss this flyer now, you can read it again during the raid on Midgar in Disc 2, but if you miss it again, you're out of luck. * Gold Saucer, the Ghost Square. Enter the hotel and read the marquee on the wall labeled 'SHOP' next to the shop entrance. * Cosmo Canyon, Tigerlily Arms Shop. Read the piece of paper attached to the left-hand wood beam. * Cosmo Canyon, Shildra Inn. Look for the gold note hanging by the door on the second floor of the inn. * Wutai, Yuffie's house. In the room with the iron cage, walk all the way to the right end of the hall and look at the wall scroll. After reading all the flyers, go to the Turtles' Paradise bar in Wutai. Talk to the owner, and you'll be given one of each item: Power Source, Guard Source, Magic Source, Mind Source, Speed Source, Luck Source, and a Megalixir. * 4.5.38 - Is there another way to get a Gold Chocobo aside from striking a deal with the trader at Kalm town? I need some Chocobo breeding tips! 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 Brachioladus. 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. Once again, you can capture a second chocobo here, but you don't have to. 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 females, if you caught four 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). * 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, it's required that you 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. * At this point, you have three options. 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. * 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. 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). * 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! What's the point of doing all this? Well, Green Chocobos can cross mountains, Blue Chocobos can walk along rivers and shallow areas of the sea, and Black Chocobos can do both, and they can also go up and down waterfalls, or over any cliff or drop (like the Glacier up north or the canyon surrounding the Forgotten Capital), unlike the other two types of colored chocobos. The Gold Chocobo can do everything a Black Chocobo can do, and it can also cross the deep sea areas as well. 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. * 4.5.39 - How do I enter the 'secret' battle that Master Dio is sponsoring at the Gold Saucer's Battle Square? First you must have gotten Cloud's Ultima Weapon, and he must know all his Limit Breaks except for his Extreme Limit Break. Go to the Gold Saucer during Disc 2 or 3 and collect enough Battle Points so that you can buy either the Omnislash Manual or the W-Summon materia. Purchase one or the other, then collect more points and buy the remaining item. Use the manual so that Cloud will learn his Level 4 Limit Break, then, go and talk to the receptionist, just as you would if you wanted to fight a normal battle. Instead, you'll be given the option to partake in Dio's secret battle against his hand-picked enemies (all bosses, I believe). Only Cloud can fight the 'secret' battle. Depending on how well he does, he can get the Combat Diary, Gambler, or Autograph items, and if he wins all eight battles, he'll be given the 'Final Attack' materia. * 4.5.40 - Where can I get all the Materia Orbs in the game? Here's a list showing at least one location/situation in which you can find, buy, or be given a Materia orb. If a disc number is given, then it means that you can only get it during that particular disc, or that it isn't available until that disc: MP Plus - Purchase at Cosmo Canyon/Mideel. HP Plus - Purchase at Cosmo Canyon/Mideel. Speed Plus - Gold Saucer, a Battle Square item. Magic Plus - Bottom of the ladder in the caves beyond the Forgotten Capital (Disc 2). Luck Plus - At the Ancient Temple (Disc 1). EXP. Plus - Purchase at the Gold Saucer's Wonder Square. Gil Plus - Purchase at the Gold Saucer's Wonder Square. Enemy Away - Gold Saucer, win this at the Chocobo Square races. Enemy Plus - Gold Saucer, a Battle Square item. Chocobo Lure - Buy from Choco Billy at the Chocobo Barn. There's another one which appears next to the stable at the Chocobo Barn (Disc 2). Pre-emptive - Gold Saucer, a Battle Square item. Long Range - Found in the Mythril Mine. Mega All - Found in the last dungeon; it's floating in the air and you have to grab it while jumping (Disc 3). Counter Attack - Caves in Mt. Nibel, or as a chocobo race prize. Slash-All - Found near a snapping plant in the Old Forest. Double Cut - Found in the wrecked underwater plane. Protect - In the garden next to Aeris' house. Underwater - Offer the Guide Book with the trader at Kalm. HP<->MP - Cave in the desert peninsula near North Corel. W-Magic - Found in the last dungeon; search the trees north of the shining light in the outside area. W-Summon - Gold Saucer, a Battle Square item (Disc 2). W-Item - The south end of the tunnels beneath Midgar (Disc 2). All - Sector 7 Slums, the Training Hall. Counter - In the last dungeon in the center of the patch of shiny light in the outside area (Disc 3). Magic Counter - Gold Saucer, win this at the Chocobo Square races. MP Turbo - At the Ancient Temple (Disc 1). MP Absorb - Shop at Wutai, during Yuffie's sub-quest. HP Absorb - Chest in the attic above the cat room in Wutai. You must complete Yuffie's sub-quest first. Elemental - Shinra HQ, answer Domino's riddle correctly the first time around. Added Effect - Cosmo Canyon, found in the Gi Tribe's cave. Sneak Attack - Gold Saucer, win this at the Chocobo Square races. Final Attack - Gold Saucer, win if you complete the 'special' battle at the Battle Square (Disc 2). Added Cut - The 'map' area before the snowy field (the one where you can pass out). Take the northeastern path at the mountain crossroads and look for this materia while you're traveling along the repeating path (Disc 2). Steal as well - Extinguish the fires in the cave at the Dachao Statue area east of Wutai town. Quadra Magic - Cave at the end of the peninsula near Mideel. Steal - Find in the sewers prior to fighting Aps (Disc 1). Sense - Midgar, in the playground after Sector 7 is destroyed. Throw - Yuffie comes with one of these. Morph - At the Ancient Temple (Disc 1). Deathblow - Path in the jungle area near Gongaga Town. Manipulate - Cait Sith comes with one of these. Mime - Cave beyond the mountains in the Wutai Area. Enemy Skill - Refer to the 'How do I use Enemy Skills?' question. Master Command - Cosmo Canyon, master the required materia. Fire - Red 13 comes with one of these. Ice - Cloud comes with one of these. Earth - Purchase at Kalm town. Lightning - Cloud comes with one of these. Restore - Near the reactor during Cloud's first mission. Treatment - Purchase from Kalm/Gongaga Village. Revive - Purchase at Junon or Costa Del Sol. Seal - Purchase at Junon. Mystify - Purchase at Cosmo Canyon. Transform - Cait Sith comes with one of these. Exit - Purchase from Rocket Town. Poison - Shinra HQ, chest near a Save Point and Jenova. Gravity - Dropped after beating Gi*Nanataku in the Gi Cave. Barrier - Purchase from Rocket Town. Comet - Found in the Forgotten Capital. Time - Purchase from Gongaga Village or Rocket Town. Destruct - Purchase from Condor Fort (Disc 2), or Mideel. Contain - After Mideel is destroyed, find the hyperactive kid and feed his chocobo a Mimett Greens, then scratch the chocobo's ear (Disc 2). FullCure - Room behind the shop at Cosmo Canyon (Disc 2). Shield - In the lake area of the final dungeon (Disc 3). Ultima - Given to you for free if you save North Corel. If you mess up, it costs 50000 gil. If you didn't even make it to the Shinra train, you can't get it. Master Magic - Cosmo Canyon, master the required materia. Choco/Mog - Listen to the chocobos at the Chocobo Barn (Disc 1). Shiva - Rescue Priscilla from Bottom Swell at Junon (Disc 1). Ifrit - Kill Jenova Birth aboard the cargo boat (Disc 1). Titan - Check the ruined machinery near Gongaga Town. Ramuh - Check the alcoves in the Chocobo racer's room (Disc 1). Odin - Open the safe in the Shinra Mansion at Nibelheim. Leviathan - Win from Godo at the Pagoda of Five Strong in Wutai. Bahamut - Ancient Temple, after fighting the red dragon boss (Disc 1). Kjata - In the forest past Bone Village; it's floating around. Alexander - Refer to the 'Woman who tells me to go away' question. Phoenix - Win the Huge Materia Simulation Battle at Fort Condor during Disc 2. Neo Bahamut - Found in the Tornado Maze, on the same screen with the Save Point, near the bottom ledge (Disc 2). Hades - Found near the ruined helicopter in the wrecked underwater plane (Disc 2). Typoon - Found in a large item bag in the Old Forest (Disc 2). Bahamut ZERO - Cosmo Canyon, take Bahamut and Neo Bahamut there. Knights of Round - Use a Gold Chocobo to reach Round Island (Disc 2). Master Summon - Cosmo Canyon, master the required materia. * 4.5.41 - How do I get the Huge Materia and Master Materia? There are four Huge Materia that can be found during Disc 2 or 3: * Huge Green Materia: Successfully win the simulated battle at Fort Condor. * Huge Yellow Materia: Prevent the Shinra train from crashing into North Corel. * Huge Blue Materia: Use the passcode to eject the Huge Materia from the warhead of Cid's rocket. * Huge Red Materia: Successfully complete the submarine attack (you have to sink the red sub with your missiles). Then, get in your silver sub and explore the sea floor near the chain of islands to the south. You can then extract the Red Materia from the ruined red submarine. Huge Materia is obtained in order of location. For instance, if you missed the Huge Materia in Cid's rocket, but you got the Huge Materia in the submarine, the submarine Huge Materia will be the Blue Huge Materia, and you won't receive the Red Huge Materia at all. In order to get the Master Materia, you must have the Green, Yellow, Blue, and Red Huge Materia. After getting them, return to Cosmo Canyon. Bugen Hagen will let you keep the Huge Materia in his observatory. Now, you can get the Master materia: * To get the Master Magic materia, you must master _every_ magic (green) materia in the game. Whether they are equipped or in your materia list, go to Cosmo Canyon and touch the Huge Green Materia to receive the Master Magic materia, which lets you cast any magic spell. * To get the Master Summon materia, you must master _every_ summon (red) materia in the game. This means that you will have to also have obtained Bahamut and Neo Bahamut, because the only way to get Bahamut Zero is to take both Bahamut summon materia (mastered or not), and touch the Huge Blue Materia. Once you've mastered all the summon materia, go to Cosmo Canyon and touch the Huge Red Materia to receive the Master Summon materia, which lets you call any summoned monster. * To get the Master Command materia, you must master these Command (yellow) materia: Deathblow, Manipulate, Mime, Morph, Sense, Steal, and Throw materia. Then return to Cosmo Canyon and touch the Huge Yellow Materia to receive the Master Command materia, which has all the abilities of the aforementioned Command materia. You can get as many Master materia as you want, provided that you master another whole set of materia (either buy them in stores or use the 'birth' copy) and return to Cosmo Canyon. * 4.5.42 - Are there any Materia besides the ones listed above? No. In the story itself, there is Sephiroth's Black Materia that he uses to cast Meteo, and Aeris' White Materia that is used to cast Holy, but these materia aren't real, usable items. There are also seven materia present that can't be obtained through normal means. In the US version, they have been left untranslated, (and were for some reason altered in terms of number of level stars, stats., etc.), but the Japanese version of FF7 had fairly accurate descriptions of them. They are: Housoku (Law) A Command materia (yellow). It has 2 levels. It lets you use Coin Toss and Throw (unmentioned in the description). Booster A Combination materia (blue). It has 5 levels. It also has no description, and apparently has no effect in terms of gameplay, either. SuichuuKokyuu (Underwater Breath/Respiration) An Independent materia (purple). It has 1 level. It also has no description, and apparently had no effect in terms of gameplay in the Japanese version. For the US release, this was made into the 'Underwater' materia that is used to nullify the time limit when fighting the Emerald Weapon. MBarrier A Magic materia (green). It has 3 levels, and lets you cast the MBarrier spell at each level. Reflect A Magic materia (green). It has 4 levels, and lets you cast the Reflect and Wall spells. Rifuabu (no translation, but has something to do with 'reflect') A Magic materia (green). It has 3 levels, and lets you cast the Wall spell after it reaches 2nd level. In the case of the three Magic materia, they would affect your stats as so when equipped: Strength -02, Magic +02, MaxHP -05%, Vitality -01, Magic def +01, MaxMP +05%. * 4.5.43 - How do I gain new Limit Breaks? The answer is highly debatable, but what's listed here is what seems to be the best method to learning new Limit Breaks: Level 1, first Limit Break: * You start with this one, so don't sweat it. Level 1, second Limit Break: * You must use your first Limit Break of that level ten times. Level 2, first Limit Break: * Kill a certain number of enemies. You don't have to win that battle, you just have to kill a particular enemy using the character who's trying to learn a new Break. You can kill them in any way, too; use magic, use Morph, use an item, whatever. The number of enemies you have to kill tends to be between 40 - 80. It's been proven that Vincent can kill less enemies to learn his second Breaks, but the exact number is unknown. Level 2, second Limit Break: * You must use your first Limit Break of that level eight times. Level 3, first Limit Break: * See 'Level 2, first Limit Break' notes. Level 3, second Limit Break: * You must use your first Limit Break of that level six times. Level 4, Extreme Limit Break: * You must know all your other Limit Breaks. Then, select your character's 'Extreme Limit Break' manual and use it on them just as you would any other item. See below for details on finding your character's Extreme Limit Break manual. Note that Limit Breaks work differently from character to character... Cloud, Barret, Aeris, Yuffie, Red XIII, and Cid all have two Limit Breaks each for levels 1-3, and one level 4 Limit Break. Tifa acquires Limit Breaks the same way as Cloud & the others do, except that hers work differently. When Tifa gets a limit break in battle, she will attempt to use all of her currently available Limit Breaks. For each Limit Break she has available, an extra slot appears on a slot machine that appears when Tifa executes a Limit Break. If you get a "miss," Tifa will not execute that particular Limit Break during that battle. A "hit" means that the corresponding Limit Break will do normal damage, and a "yeah!" means that it will do additional damage. Vincent only acquires one Limit Break per level. All of his Limit Breaks change Vincent into a beast. While Vincent is a beast, his HP doubles and he can't be controlled, but he has some powerful attacks. Cait Sith only acquires one level 1 and one level 2 Limit Break. * 4.5.44 - Where are the Extreme Limit Break manuals located at? Here's how to find and obtain each manual: Cloud: You can purchase 'OmniSlash' as a prize at the Gold Saucer's Battle Square during Disc 2 or 3. Barret: To get the 'Catastrophe', talk to a girl in one of the houses near the train tracks after you succeed or fail at the North Corel Huge Materia Quest in Disc 2. Tifa: Go to Nibleheim and enter Tifa's house during Disc 2. With her in your party, play the piano in her house using this theme: X, S, T, L1+T, L1+S, X, S, T, L1+X, O, X, S, X Play it repeatedly and Tifa will find a letter from her mentor, as well as the Final Heaven manual. Aeris: To get the 'Great Gospel', after getting the buggy, pilot it _into_ Costa Del Sol. You can now ride back to Junon. Exit, and drive the Buggy back over the river fords to a cave. Inside the cave is a sleeping man who will tell you how many battles you've been through. If the last two numbers of the battles are the same (22, 155, 888), he'll give you a lump of Mythril. Return to the weaponsmith's house on the peninsula near the Gold Saucer, and give him the Mythril, then go up the stairs and open the small metal lid at the end of the walkway for the Great Gospel Manual. Red 13: You'll win his manual (Cosmo Memory) if you go to Nibleheim, open the iron safe, and defeat the boss inside, "Lost Number," during any disc. Yuffie: You can get her manual (All Creation) if you go to Wutai and beat her father, Godo, on the fifth floor of the pagoda northwest of the village. Cait: (He doesn't have an Extreme Limit Break.) Vincent: (Refer to the 'Ultimate Weapon' section below.) Cid: While exploring the sunken Shinra plane, open the chests to find his Extreme Limit manual, 'Highwind'. * 4.5.45 - Where can I find my character's Ultimate Weapon? What makes the Ultimate Weapons so special? Ultimate weapons have zero Materia growth, but have eight holders, and every two holders are linked. When using the 'Morph' materia, the amount of damage inflicted drops to 1/8th, but with an Ultimate Weapon, the amount only drops to 1/3rd. There are also special ways to increase the amount of damage these weapons do: Cloud Strife's 'Ultima Weapon': * Kill the Ultima Weapon during Disc 2 or 3 to get the Ultima Weapon. This weapon does damage based on the (lack of) difference between Cloud's current HP and maximum HP. In other words, the fuller your life is, the more damage you do. Note that this isn't similar to the way the Atma Weapon worked in FF III. Barret Wallace's 'Missing Score': * Stick Barett in your party while climbing up the stairs to the Mako Cannon during the raid on Midgar during Disc 2. If Barett's in your party, a chest will be visible on one of the landings that contains his Ultimate Weapon. To empower Barett's weapon, attach materia to it that have lots of AP (such as mastered materia). Tifa Lockheart's 'Premium Heart': * Get the Sector 5 Key and return to Midgar during Disc 2 or 3. Go to the Wall Market and enter the building labeled "Item". Examine the computer and you'll get her weapon. During a battle, Tifa's weapon does more damage the closer she gets to maxing her Limit Break. If she does a Limit Break and misses one of the slots, the weapon's power will momentarily increase, then lessen. Aeris Gainsborough's 'Princess Guard': * While exploring the Ancient Temple during Disc 1, open the chest in one of the corridors connected to the clock puzzle room in order to get the Princess Guard. If her allies are in critical condition or are killed, the power of her weapon shoots up. (Note: Materia has normal growth in the Princess Guard - it's the only ultimate weapon which has materia growth.) Red XIII's 'Limited Moon': * Prior to the raid on Midgar City in Disc 2, or during any time in Disc 3, go to Cosmo Canyon with Red XIII in you party. Bugenhagen will give him his Ultimate Weapon before dying. The Limited Moon does more damage depending on how much current MP Red has, just like how the Ultima Weapon's ability to inflict damage depends on Cloud's current HP to maximum HP. Yuffie Kisaragi's 'Conformer': * Her Ultimate Weapon is found in one of the chests in the wrecked Shinra plane that's lying on the sea floor. When fighting enemies, if they are of a level higher than Yuffie's, she does more damage per hit. Cait Sith's 'HP Shout': * Found in the back row of lockers on Floor 64 of the Shinra HQ, during the raid on Midgar City in Disc 2. Just like the Ultima Weapon, Cait does more damage depending on how close his current HP is to his maximum HP. Vincent Valentine's 'Death Penalty': * Put Vincent in your party and visit Lucresia during Disc 2; she's in the Waterfall Cavern on the Western Continent and you can get there using a Green Chocobo or the submarine. You should go here as soon as you're able to. Then, visit Lucresia again before you go off to kill Hojo, and she'll give Vincent the Death Penalty and his Extreme Limit Manual, Chaos. The Death Penalty's power raises in proportion to how many enemies Vincent has killed since joining your group. Cid Highwind's 'Venus Gospel': * After the Rocket Huge Materia Quest, return to Rocket Town. Talk to the old man who gave Cloud the Yoshiyuki. Chat with him repeatedly and he'll produce the Venus Gospel for Cid. Like Red's Limited Moon, the amount of damage this weapon does depends on how close Cid's current MP is to his maximum MP. * 4.5.46 - What are the Weapons? How do I defeat them? The Weapons, as Aeris's mother recalls, are a sort of planetary self-defense force. They are created by the planet in order to defend the planet from whatever might hurt it (again, applied Gaia theory). Four of the six weapons seem to be targeting Shinra, because of their Mako plants depleting the planet's life energy. There are five Weapons created by the planet: "Weapon," Diamond Weapon, Ultima Weapon, Emerald Weapon (USA and International versions only), and Ruby Weapon (USA and International versions only). For more information about the Weapons, we bring you: THE COMPLETE FF VII WEAPONS GUIDE --------------------------------- By: Kao Megura and Nick Zitzmann Weapon: The first weapon, whose name is unspecified in the game, appears shortly after Jenova is defeated in disc 2. He heads toward Junon, where he is destroyed by the Sister Ray. Ultima Weapon: He appears after Cid & the others return to Mideel to check on Tifa & Cloud. You fight him at several different places in the game, see article 4.5.30. Ultima Weapon's stats: The statistics of this monster change depending on where and when you fight it: The first time you fight it (Mideel): - It can use Quake 3 and the Ultima Beam against you. - You can steal a Curse Ring from it. Any aerial battle (Junon Lake, Mideel, North Corel): - It can use a spark attack and the Ultima Beam. - You can steal a Circlet form it. Any ground battle (Fort Condor, Mideel, Gongaga): - It can use Quake 3 and the Ultima Beam against you. - You can steal a Reflect Ring from it. The last battle with the Ultimate Weapon (Cosmo Canyon): - It can use the Ultima Beam and Shadow Flare (an enemy skill) - You can win the Ultima Weapon from it. - During the last battle, it's stats. change: LV: ?? EXP: 35000 Steal: n/a HP: ?? AP: 3500 Win: Ultima Weapon MP: 400 Gil: 25000 Morph: n/a Control: n/a Note that the number of battles you fight depends on how much damage you inflict per battle--if you injure it enough in your second fight, it will fly to Cosmo Canyon for the last fight. Normal way to defeat Ultima Weapon: You can protect yourself from the Ultima Beam by equipping someone's bracelet with 'Elemental' plus 'Ultima' or 'Bahamut (any kind)', I (Kao) believe. The best way to attack it is to cast MBarrier on yourself and hit it with summon spells or physical attacks. It's the weakest of all the Weapons and shouldn't be too hard to kill. Quick & dirty way to defeat Ultima Weapon: If you happen to have Knights of the Round, it should do enough damage to put Ultima Weapon away. Diamond Weapon: As soon as the party returns to the Highwind after the return to the Forgotten Capital during disc 2, Diamond Weapon surfaces and initiates an attack on Midgar. In the USA & International versions of the game, Cloud & the others will have to attack Diamond Weapon up until the defense forces in Midgar are ready. Diamond Weapon's stats: LV: ?? EXP: 35000 Steal: Rising Sun HP: 30000 AP: 3500 Win: n/a MP: 3000 Gil: 25000 Morph: n/a Control: n/a Notes: Cannot be 'sensed'. Weak against Lightning and Slow. Diamond Weapon's attacks: <no name> A laser ray attack causing 700+ damage to one target. <no name> A foot stomp attack causing 1000+ damage to one target. 'Countdown' This is done when the Weapon's HPs are getting low. Unless you kill it in 3 rounds, it will use the 'Diamond Flash' attack. Afterwards, it will keep doing these two attacks repeatedly. 'Diamond Flash' This causes around 1500-3500 damage to all party members, and casts 'Silence' as well (probably 'Minimum' too). Normal way to defeat Diamond Weapon: Diamond Weapon is protected from physical attacks by a strong exterior shell, so forget about physical attacks. To beat it, cast Barrier on yourselves to reduce physical damage, then cast Slow on the Diamond Weapon. Use magic (Bolt 3, Tornado, Break, and Ultima all work well) to wear him down. Eventually, the Diamond Weapon may open up its protective covering, allowing you to use physical attacks (but it's possible to fight it repeatedly and never have this happen once, or for it to do this at the start of a battle--it's seemingly random.) If it does lower its defenses, you should use Limit Breaks, and if a character has the Double Cut materia, that will come in handy. Note that the Diamond Weapon will automatically become vulnerable to physical attacks if it does the 'Diamond Flash' attack. Quick & dirty way to defeat Diamond Weapon: If you have the Knights of Round materia, use it here. One shot of KOTR should do the trick. Emerald Weapon: After you received the submarine from the underwater base during disc 2, you may see Emerald Weapon roaming around on the floor of the ocean. He serves no purpose to the plot of the game, but he has a valuable item (the Earth Harp) that you obtain if you can defeat him. Unless one of your characters has an Underwater materia equipped, you're on a time limit during this battle. Good luck! Emerald Weapon's stats: LV: ?? EXP: 50000 Steal: n/a HP: 1000000 AP: 50000 Win: Earth Harp MP: 100 Gil: 50000 Morph: n/a Control: n/a Emerald Weapon's attacks: 'Emerald Shoot' Causes 8000+ damage to one target. 'Emerald Beam' Causes 6000+ damage to all targets. 'Revenge Stamp' Causes 3000+ damage to all targets. It's used as a counterattack. 'Aire Tam Storm' Causes 1111 points of damage, multiplied by the amount of materia the character is currently using (ie. a character with nine or more materia equipped will be hit for 9999 points of damage). This attack is only used when all of the Weapon's Eyes are destroyed. It will stop using this once it hides its Eyes and goes back to regenerating them. And here are the statistics of it's 'Eyes': LV: ?? EXP: (shared) Steal: n/a HP: ~25000 AP: (shared) Win: (shared) MP: 0 Gil: (shared) Morph: n/a Control: n/a The attacks of the four Eyes include: <no name> Causes 5000+ damage to one opponent. <no name> Drains 550+ MP from one opponent. (The 'Eyes' appear after you've been fighting for a while. They attack continuously, and after killing all four of them, the Emerald Weapon will hide them and then rejuvenate them after a while.) Normal way to defeat Emerald Weapon: Choose three characters, and give them their Ultimate Weapons. We suggest Barett (because you'll be equipping a lot of materia, which increases the power of his Missing Score anyway), and Yuffie (because her Conformer will usually cause max. damage against the Emerald Weapon if there is a large difference between their levels). Make sure you have an Escort Guard, as this will cut the damage of Aire Tam Storm by 2/3rds (really!). The other character(s) should be wearing Wizard Bracelets. Now, give each character enough HP Plus materia so that they all have high life (at least 9000 points). One person should have 'Revive' or 'Phoenix' handy. Although it's optional, the 'Underwater' materia is also useful.If you don't have many Elixirs or other restorative items on you, then 'Restore' + 'All' would also be advisable. However, make sure that's _all_ the materia they have, because you'll want to fill their other slots with Counter Attack orbs. It is suggested that you get as many of these as you can (see article 4.5.40), maxing them all out by fighting enemies like Magic Pots (be sure to equip your double and triple AP weapons), and continuing to do this until you have at least 8 Counter Attack materia per person, although it's advisable that you have enough to fill up all the empty slots. Go into battle with the Emerald Weapon, but don't do anything (maybe cast Barrier on yourselves if you think it's necessary). Wait until the Weapon attacks your party, and then you'll counterattack once for each Counter Attack materia equipped! So if the Emerald Weapon used Revenge Stamp and every character had 10 Counter Attack orbs, you'd do 30 attacks in all against the Weapon, and they'd all do 9999 damage (except for Cloud, since his damage amount changes on how much HP he has--for that reason, you may consider giving him a normal weapon). You can then use your turns to heal yourselves, since you'll be attacking more or less automatically. Warning! I (Nick) found that Emerald Weapon, unlike most "normal" monsters, can counter-counterattack. That is, it can counterattack your counterattacks. So make sure you keep your HP high! The second method is to get the W-Summon and Knights of Round Materia (or Master Summon), and at least one Mime materia. Cast KoR twice and then keep Miming it. This strategy works very well if you can get Mime for all three members, but it also requires you to have gotten Knights of the Round or to have beaten the Ruby Weapon beforehand, which isn't easy or practical. Quick & dirty way to defeat Emerald Weapon: This one's so difficult that there really isn't a way. Try doing this: As above, but instead of Counter Attack Materia, use the 'double Knights of Round' strategy described in the 'Ruby Weapon' section below. Remember that you can run away from the Emerald Weapon if things get a little hairy. Ruby Weapon: Once you have the Highwind, you can encounter Ruby Weapon in the desert surrounding the Gold Saucer. Bumping into his location in the desert should cause him to surface. Like the Emerald Weapon, he serves no purpose to the game's plot, but it does have a valuable item (the Desert Rose) if you can defeat it. Ruby Weapon's stats: LV: ?? EXP: 50000 Steal: n/a HP: 1000000 AP: 50000 Win: Desert Rose MP: ??? Gil: 50000 Morph: n/a Control: n/a Notes: Is weak against Stop, Dazers, and Hades. Ruby Weapon's attacks: 'Whirlsand' Removes one character from your party for the duration of the battle. It will always do this attack when there is more than one character in your party who is alive. 'Grand Sweep' Damages all allies for about 5000+ points. <no name> A claw attack that hits one target for 3500+ damage. 'Ruby Fire' Causes variable Fire-element damage to one target. 'Ruby Ray' Causes around 3000 damage to one ally. 'Ultima' The magic spell. Used as a counterattack. (Note that Whirlsand, Grand Sweep, and <no name> can't be used by the Ruby Weapon when its claws are in the ground.) Normal way to defeat Ruby Weapon: You can use any characters you want, as long as they all have high HP (9000 at least). One of them should be wearing 'Mystile'; the others should wear something that offers protection against fire, or should have 'Elemental' + 'Fire' or 'Phoenix' attached to their bracelet. I (Kao) personally suggest killing the Emerald Weapon first so that you can get the set of Master materia from Kalm to use in this battle. And since you don't need lots of Materia slots, you might as well use your triple and double AP weapons in this battle, since you can load them up with non-mastered materia and then get lots of AP when the battle is over. Give one character this materia chain: Master Summon + HP Absorb or Knights of Round + HP Absorb, Hades. That character also needs to have 'W-Summon', and enough MP Plus materia so that he/she has enough MP to cast KoR and Hades once. One character needs to have 'Master Command' or 'Mime', but I suggest that all three characters have it. If you don't have a lot of restorative items, pack an All + Restore materia. Now, kill off your two teammates and go into battle with the Ruby Weapon. As soon as it puts its hands into the ground, revive your allies. Have one character cast Hades and Knights of Round, then keep Miming it. Hades has a chance of paralyzing the Ruby Weapon, preventing it from attacking. And since you're continually summoning monsters, its tentacles won't get much of a chance to attack either. Best of all, the HP Absorb materia will earn you at least 6800 HP when using Knights of the Round, making you party practically invincible. There are two things you need to watch out for, though. First of all, since the Ruby Weapon uses the Ultima spell as a counterattack, it can hit you with it between a W-Summon if it isn't paralyzed. Secondly, if you have to stop Miming in order to revive a character, etc, make sure that the Ruby's Tentacles haven't drained too much MP from the person with Master Summon/KoR-Hades, so that they can cast it and you can go back to using Mime repeatedly. Remember: Ruby Weapon is virtually indestructible until its hands are in the ground. Make sure you hold your attacks until this happens. You may find that this boss is much more difficult than Emerald Weapon... Quick & dirty way to defeat Ruby Weapon: Hahahahahahahahahheeheeheeheeheeheehoohoohoohoohoohoo! Try this: As above, but W-Summon Knights of Round twice. This will do much more damage, especially with three people Miming it, but is also a little risky. If you need to stop Miming, cast Stop or use a set of Dazers on the Ruby Weapon so that it won't be able to attack you while you're busy reviving/healing, etc. This strategy also works well for the Emerald Weapon (too bad you can't stop it with spells or Dazers, though). Remember that you can run away from the Ruby Weapon, too, as long as its tentacles aren't waving around behind you. * 4.5.47 - What do the greens and nuts do to my chocobos? Here's a list of the greens, and what they do (thanks to jdresel@direct.ca): Gizzard greens: Speed +, Stamina + Karaka greens: Intelligence + Tantal greens: Speed +, Stamina+, Intelligence+ Phasana greens: Intelligence + Kurrie greens: Speed +, Stamina + Mimitt greens: Speed + Sylkis greens: Speed +, Stamina +, Intelligence + Reagan greens: Speed +, Stamina + (All of them make your chocobo get along better.) There are a bunch of nuts, and some of them may modify some of the statistics of your newborn chocobo. The only two nuts which actually can mutate your baby chocobo are the Carob and Zeio nuts. Neither one are sold in stores; you must obtain them in battle (see article 4.5.38 for details). * 4.5.48 - What other neat things can I do with my materia? Here's some extra stuff you might want to know: You can make your normal attacks be affected by Support Materia by equipping Master Command and linking to that. For example: - Equip Master Command and Steal as well together. When you make a normal attack, you'll also steal from your enemy. - You can also use this with Double Cut or the Slash All materia. Using the above combination, you could steal four times if you had the 4x-cut ability, or steal from all enemies using Slash All. This works very well with materia such as HP Absorb or MP Absorb. - Note that you can't do Master Command + Counter to make your attacks (with or without Double Cut or Slash-All) counter normally. Finally, you can also chain Materia together to have more than one materia work at once. For instance: - Equip Gravity + All, Gravity + HP Absorb, and Gravity + Steal as well. You can cast a Demi spell on all enemies, steal HP from all of them, and then attempt to steal from each enemy. Remember, you can use any type of Materia but Independent (there are some other exceptions) in your materia chains. * 4.5.49 - How do I perform that "unlimited money trick" that I've heard about? There is no "unlimited money trick" in FF VII. The person who might have spread this false rumor may have also mentioned a town named Manchuria, a town which does not exist in any Final Fantasy game (let alone VII). Please! Stop this rumor! * 4.6 - SaGa I (USA: The Final Fantasy Legend I) * 4.6.1 - How do I get the Excalibur? It's on Floor 21 of the Tower. Find the exit from the tower on this level, and you'll find yourself in a world full of flowers and mountains. Somewhere in this world is a straw hut with an old man lying in bed. Talk to him to get the Excalibur. The Excalibur, when used, will attack a whole group of enemies at once. * 4.6.2 - Where is the Nuke Bomb? It's on Floor 19 of the Tower. Somewhere on this level is a little room with corpses littering the floor. Take the stairs, and you'll find a dead corpse and his diary. Read the diary, and you get the Nuke Bomb - the game's most powerful weapon. (Note that the item is added to your inventory without notifying you.) The diary also contains an extremely important clue about the forces controlling Ashura, so read it carefully. * 4.6.3 - How do I solve Ryu-O's riddle on Floor 5? Ryu-O has the other orb required to get the Sphere for Floor 5, but you must solve his riddle to get the Sphere. He'll give you a list of items. Write this list down somewhere, and go look up the price for each item at the store in the town near the Tower. Add the prices up, and buy an item whose price matches the number you got when you added the numbers together. Take the fresh item (don't use it!) to Ryu-O and he'll give you the Orb. If it still doesn't work, you may have to put the item in possession of your party's leader in order for it to work. * 4.6.4 - What's the best way to defeat Ashura? The best way is to equip your lead character with the Revenge Sword, and use it. That way, if Ashura uses a particularly strong attack on your lead character, the lead will counter attack and do twice the damage of Ashura's attack. If you have the Glass Sword, use it. Also, your mutants should use Flare on Ashura. * 4.6.5 - Where can I find a Board? You need a ROM before you can get a Board. (Sound strange? I realize that, but that's the way it goes.) Find the ROM in the deserted town on Floor 16. If you can't find the deserted town, head to the Library and search for it. Take the ROM to Ameyoko town (in the northeast.) In the far-upper-right corner of town is a Board Shop - it's tough to find. Go there and use your ROM to get a Board. When you have the Board, head back to the Pub and show it to So-Cho so you can start looking for the plutonium. * 4.6.6 - How do I get through Sei-Ryu's Castle? First off, most of the doors are locked. Find the key to unlock them - it should be somewhere near the entrance to the castle. After a while of exploring the castle, you should find three rooms - one with a horizontal line of orbs, one with a vertical line of orbs, and another one filled with orbs. Back in the town, there was a person who told you to "remember where the two lines meet." Keep this in mind, and use the clues in the first two rooms to find where the lines intersect. Find where the "lines" intersect in the third room. If you guessed correctly, Sei-Ryu will attack the party. If not, you'll be attacked by an AtomCrab instead. Give up? Read on... Go to the third room. Select the orb which is two orbs away from the top and two orbs away from the right. That orb hides Sei-Ryu. * 4.6.7 - What is the best weapon in the game, and where can I find it? The King Sword, actually, is the game's best weapon: It can be used an unlimited amount of times, and can critically hit _any_ monster. Too bad you lose it at the beginning of the game... Aside from the King Sword, the Glass Sword is the best weapon in the game. Only the Nuke Bomb can do more damage than it can, and that can only be used once. The Glass Sword can be used 50 times! You can find it in the upper levels of the Tower. While proceeding up the Tower, take a look in the room to the right of the stairs on each floor up. The Glass Sword is in one of these rooms. The Aegis (Aezis) Shield and some other goodies can be found the same way. * 4.6.8 - Where did my glider go? Once you defeat Byak-Ko on floor 10, the game assumes that you don't need the glider anymore after you have the sphere and take off for the Tower. If you do revisit floor 10 for any reason, you can get the glider back by talking to some of the people inside the Pub in the first town. * 4.7 - SaGa II (USA: The Final Fantasy Legend II) * 4.7.1 - Do I really need to conquer the Nasty Dungeon? If you want to have any remotely possible chances of finishing the game, you should explore the depths of the dungeon. You _can_ try to finish the game without exploring it, but many powerful items (the Gungnir Spear, the Glass Sword, a Nuke Bomb, etc.) lie on the bottom level. Maybe not the first time you enter, though, because the monsters at the bottom of the dungeon are particularly difficult. Come back when you have the items and experience, and take them on. There are eight levels in the Nasty Dungeon; each one becomes increasingly more difficult. Helpful Hint: When you reach the end of the Dungeon, the sprite character will ask you if you thought it was nasty. Careless of what you really think, say "yes". If you say "no," you will be teleported back to the fifth level and have to finish all over again... * 4.7.2 - What do I do in Venus's World? You can start by searching for MAGI in the city sewers. You can't enter the sewers from inside Venus's City, but you can from the outside. There should be another way in somewhere around the Outcasts' Village. (Look behind the city walls.) After you get all the MAGI in the sewers, talk to Venus & then Flora in Venus's City to make the volcano rise. Go into the volcano to find more MAGI. * 4.7.3 - What do I do with the Masamune, Aegis, and Heart MAGIs? These MAGI, when equipped, can be used as items in battle. In battle, scroll down the person's inventory, and a ninth item - the MAGI - will appear. You can use it as an item now. The Masamune MAGI can be used as a sword. The Aegis MAGI works the same way as a shield, except it covers the entire party instead of just one character. The Heart MAGI will revive a stunned character in battle, but it only works once until it is recharged at an inn or with a tent. * 4.7.4 - Where is the Seven Sword? This item's more trouble to get than it's worth, but if you really want to know... The Seven Sword is in the possession of Haniwas in the Center of the World. Unfortunately, Haniwas are very rare enemies. Even more unfortunately, only a few of them hold the Seven Sword. You could spend days fighting in the Center of the World, and not get anything. Edmund Wong (bacchuswng@altavista.net) tells us how to easily find Haniwas: "There is a certain pattern of battles in FF Legend 2. If you haven't noticed already, as soon as you walk on ground that enemies can actually attack you on, they will attack you on your first step, your fourth step, and your fifth step (if you re-load a game where your characters are already on ground that will allow enemies to attack, that re-loading counts as one step). After that, the game will allow you to walk for quite a long time before the fourth attack begins. "This applies to the center of the world. If you have many tents plus the hyper cannon equipped on the robot OR if your characters are strong enough to take down the Haniwa with Flare and other strong weapons, you're set. You use a tent and save before reaching Arsenal. Turn off the Game Boy and turn it back on (resetting it by pressing all buttons does not work). Reload your game and right when you enter the game, you will immediately be attacked (first step). You have two options: (1) Fight off these enemies [the hard way] OR (2) pressing all the buttons at the same time to reset the Game Boy. Although you will get no gold or anything from the enemies, the FFL2 cartridge will think that you already fought the battle and will remember that you already made the step. After reloading the game OR killing all the enemies, you take another three steps before you are attacked for the second time. Again, you can take either of the two options (the FF Legend 2 cartridge does remember how many steps you have already took). After that, you will be attacked on your next step. Again, the two options can be done. Finally, after all this is done, you will be allowed to walk around for quite a while, but you will eventually be attacked. If you are in the center of the world, the enemy that will attack you is the Haniwa. Use the Hyper Cannon to immediately destroy it OR fight it off with Flare and other weapons and you might win the Seven Sword. After this is done, you save and turn off the Game Boy. Use a tent before you save if you lost any HP during the battle, OR if you used the Hyper Cannon and cannot fight it off without it (if you do equip the 3-use Hyper Cannon with the Robot, it becomes 1-use, but every time you use a Tent, you will be able to use it again!). Turn it back on and repeat this process. You will continually fight Haniwas, and eventually you will win the Seven Sword." NOTE: This trick does not work if you are playing the game on a Super Game Boy, for some strange reason. In order to get it to work, you must use a regular Game Boy. * 4.7.5 - How do I defeat Apollo? The key to fighting Apollo is to jump on him immediately and keep fighting. When you first find him, he won't attack you for at least six or so rounds, so fight now. This may sound self-explanatory, but use your best weapons against him. The Samurai Bow seems to be quite effective, and so is the Excalibur. If a character should become stunned, make sure one of your stronger characters has the Heart MAGI equipped so he/she/it can revive fallen warriors. When Apollo's HP becomes critical, he'll start melting. Apollo will explode when his HP reaches 0. NOTE: In order to win this battle, Dad and at least one other character must still be alive when Apollo starts melting. If not, Apollo will explode and destroy your party almost instantly. * 4.7.6 - What are the best items in the game, and where are they? Here's some of the items to look out for when playing FFL II: Parasuit: The Parasuit is a full suit of armor for a character (kind of like the Power Armor from FFL I.) Humans and mutants can't wear other pieces of armor while the Parasuit is equipped; but it gives its bearer over 70 defense points and protection against fire, ice, and gas. There's only two of them in the game: One is in the Nasty Dungeon, the other is in the Final Dungeon. Samurai Bow: The Samurai Bows are by far the most powerful bows in the game - they can do massive amounts of damage to one group of enemies at a time. Highly recommended gear for robots - your robot will become a walking war machine with one or two Samurai Bows equipped. You can find the two Samurai Bows in the Shogun's Palace (in Edo) and the Nasty Dungeon. Don't lose them! Gungnir Spear: Same as the Samurai Bows, except that the Gungnir Spear runs off strength instead of agility. The only one in the game is in the Nasty Dungeon, although Odin is also known to use one. Excalibur Sword: Same as the Gungnir Spear, except that it can be used an unlimited amount of times. It is hiding in the Final Dungeon. Seven Sword: See article 4.7.4. Glass Sword: The Glass Sword deals a huge amount of damage to one enemy, but it can only be used once. The only one in the game is in the Nasty Dungeon. Hermes and Hecate Shoes: Where the Geta Shoes boost a character's strength, the Hermes Shoes boost a character's agility and the Hecate Shoes boost a character's mana. The Hermes Shoes are located in Dunatis's Cave (in Apollo's World), and the Hecate Shoes are on board the Bannana Boat (in Edo.) Nuke Bomb: Same as the Nuke Bomb in FFL I - they do huge amounts of damage to all enemies. There are two of them in this game - one in the Nasty Dungeon and one in the Final Dungeon. Hyper Cannon: The Hyper Cannon kills all of the enemies on the screen instantly, but it doesn't work on bosses. You can find it in the Nasty Dungeon. Abacus: This item isn't particularly strong - its only use is to paralyze enemies, but it is one of the most difficult items to find in the game. To get it, you must defeat Echigoya (in Edo) and be extremely lucky. There's only a small chance that Echigoya will drop the Abacus once he's defeated. * 4.8 - Final Fantasy Tactics * 4.8.1 - How do I kill Gafgarion? You fight Gafgarion three times in the game. The strategy to beat him depends on where you are. First time: Before entering the battle at the falls, change Gafgarion's class to something other than Black Knight, and make sure he's completely unequipped. He'll go down easily. Second time: To stop his Dark Sword ability, try to use either Steal Weapon or Weapon Break. Third time: This is a duel between Ramza and Gafgarion, and there's no way to win while Gafgarion keeps using his Dark Sword ability. Try to steal or break his weapon again. If that doesn't work, make sure that Ramza has the Chakra punch art ability, and keep using it repeatedly until the melee outside the castle gates clears up. Once you've defeated the enemies outside of the castle, move Ramza into position next to the gate switch. Now, rush in and go for the kill. * 4.8.2 - How do I survive the battles at Riovannes Castle? There's three of them - one easy battle and two super-tough battles. General hint: Although it will prompt you to save the game, do not save the game over your current game in progress! Doing so may result in you having to play the entire game over again! Battle one: This battle is relatively easy, and shouldn't be a problem for your characters. Just take out Malak and those three archers, and the rest shouldn't be a problem. Battle two: Wiegraf can kill Ramza in two turns, while Ramza can barely scratch Wiegraf. This battle requires you to know what you're doing, which is the biggest problem with this battle... The following works, however: Give Ramza the Auto Potion, Accumulate (use with the "Guts" command), and Move-HP Up abilities. Throw away all of your Potions and Hi-Potions, and only use X-Potions. Support ability is up to you, but it's a good idea to use Two Blades. Make sure Ramza has a high Brave level - if necessary, use mediator skills to raise Ramza's bravery. (The braver the character, the more likely the reaction ability will work.) Now, keep Accumulating during this battle, and running away from Wiegraf. If Wiegraf hits Ramza with a Holy Sword attack, Ramza should counter with an X-Potion. If not, or if Ramza's attack power reaches 25-35, charge Wiegraf and try to take him out. It should only take a single attack. When Wiegraf uses the Brave Stone, immediately try to take out the demon. He should also go down in a single turn. Battle three: This battle is particularly infuriating, since Celia and Lede can kill any character in a single hit. Since their goal is to take the stone from Rafa, it is critical that you keep Rafa's HP high, or else this will be a very short battle. About the best way to win this battle is to use your warriors to take out Elmdor quickly and efficiently. Since your characters on the ground will be targeted by Celia and Lede, it's probably best to use lancers. Keep jumping on Elmdor to weaken him, and end the battle. * 4.8.3 - How do I learn the Ultima spell? Celia and Lede know the spell, and if they cast it on Ramza while he is a squire, then Ramza will learn it. It's the only way to master Ramza's squire job. * 4.8.4 - What does the "Secret Hunt" thief skill do? Secret Hunt allows your character to poach the monsters they kill, and sell them back at fur shops. One of the key advantages to this is it makes the enemy completely disappear, which is very helpful for removing undead monsters (which might otherwise revive). Fur shops open up during Chapter 3 inside trade cities. * 4.8.5 - How do I get the secret character? To get started, you need to be on Chapter 4 of the game, and have Mustadio in your party. Go to Goug Machine City during Chapter 4. Mustadio's father will demonstrate a weird machine. After that, go to Goland Coal City and listen to rumors at the bar. One of the rumors is about a monster underground Goland. Once you've heard that rumor, head next door to Lesalia Imperial Capital. Ramza will take the "underground monster" quest, and Beowulf will ask if he can join the party. Let him join. Go to Goland, and you'll engage in four back-to-back battles. After they're all finished, Beowulf and Reis will join the party as PCs. Head back to Goug, and the weird machine will transform into Worker 8. Worker 8 will then join you. Go to the bar in Zeltennia Castle, and a shrine will appear on the map. Now, walk all the way back to Goug Machine City. Mustadio's father will demonstrate another strange machine. On your way to Limberry Castle, Ramza may run into a flower girl (Aeris Gainsborough, from FF VII). If so, make sure you buy a flower. Go to the shrine (you're probably getting sick of all the random battles by now, huh?) and you'll fight Worker 7*new. Defeat him to acquire a Zodiac Stone. Beowulf will use this stone to transform Reis back into a human. Back at Goug, the Zodiac Stone you just acquired will summon the secret character - whom is none other than Cloud Strife, the lead character from Final Fantasy VII. However, he'll run off in pursuit of Sephiroth (Sephiros?) before Ramza can introduce himself. After that, go to Zarghidas Trade City. Aeris is attacked, and Cloud is having a breakdown. Your goal is to save Cloud. Afterwards, Cloud will join Ramza. This story's not over yet. In order to use his Limit commands, Cloud must be equipped with the Materia Blade. If you point to Cloud's name in the status screen, he says "It's hidden on the top of the volcano!" That would be a good place to check, no? * 4.8.6 - How do I survive the battles at Limberry Castle? To believe Ramza saved the life of Marquis Elmdor during Chapter 1! Now, Elmdor is Ramza's worst enemy, and he may have a clue to the location of Alma. However, you'll have to survive three difficult battles to find her. Battle one: Just bring Celia or Lede's HP to critical levels, and this battle will end. Don't worry about the demons too much. If Orlandu is in your party, he can strike down either character almost single-handedly. Battle two: Use women for this battle - Celia and Lede's Allure special attack has an almost perfect chance of charming any male character in the party. Also, equip every character with Angel Rings. Celia and Lede can use their Stop Bracelet attack to instantly kill any party member without fail, so the Angel Rings will give the characters a certain amount of protection. Also, equip one character with the Barette, so Elmdor's Blood Suck commands will be nullified. Elmdor is equipped with the Masamune, a full set of Genji hardware, and has the Blade Grasp reaction ability. As a result, it'll be nearly impossible to use physical attacks on him. Agrias is the best character to use for this battle, since she can not be charmed by Celia/Lede, and her Holy Sword abilities will always damage Elmdor. Be careful about using Orlandu, since if Celia/Lede charms him, it'll be all over quickly. Worker 8 can also dish out some serious damage on Elmdor. Do not attack Celia or Lede. It's important that they be left alive. (You'll see why if you kill them...) This battle is Ramza's last chance to learn Ultima (see article 4.8.3). Battle three: Mustadio's Snipe skill will prove its usefulness in this battle against the undead. Use Mustadio to get most of the undead out of the way, but don't kill all of them. That's what Meliadoul's for. Just keep attacking the Zodiac demon with your strongest attacks, and it'll be all over. The previous battle really was more difficult. Meliadoul will join the party after the conclusion of this battle. * 4.8.7 - How do I get various jobs? Here's a list of all the jobs, and how to acquire them. Prerequisites are listed in brackets. UNSKILLED LABOR --------------- Squire [no prerequisite]: Squires have no really strong points. However, most of the jobs involving combat require some Squire skill. Chemist [no prerequisite]: Chemists are the only class that can use items. Later in the game, they can be equipped with guns. Most of the jobs involving magic require some Chemist skill. SORT OF SKILLED LABOR --------------------- Knight [L2 Squire] Early in the game, knights are useful as military units. They can break the equipment of other characters, which is sometimes useful in disabling human opponents. However, there are better physical jobs out there. Archer [L2 Squire] Archers are the only characters in the game that can be equipped with bows. Having a long range attack is useful by itself, but the archer is especially useful when he/she is located higher than the target. The Charge skills aren't that useful, but the Concentrate ability is. Monk [L2 Knight] Monks can pound enemies for huge amounts of damage, and they aren't even equipped with weapons. The Punch Art and Counter abilities are also worth learning. Priest [L2 Chemist] Priests are the White Wizards of previous Final Fantasy games. They can use white magic spells, but none of them (except for Holy) are all that useful. Wizard [L2 Chemist] Wizards are the Black Wizards of previous Final Fantasy games. They can use black magic spells, but later in the game, only the costlier spells will be useful. They're useful when the spells are cheap, at the beginning of the game, but are difficult to maintain afterward. Time Mage [L2 Wizard] Time Mages provide easy ways to drive your competition crazy - they can speed up characters, slow/stop them, and cast the mighty Meteo spell. Worse yet, the computer can usually make very effective use of them. Nevertheless, it wouldn't hurt to have some characters with time magic abilities. Summoner [L2 Time Mage] Summon spells are not only visually impressive, but in a few ways, they're the most powerful type of magic that can be cast. Summon spells affect an entire area instead of five squares, and typically deal out big damage. However, spells take a lot of JP to earn. Thief [L2 Archer] Thieves can steal stuff from enemies, but tend to be killed very easily because of their low armor. Draw your own conclusions. Mediator [L2 Oracle] Mediators have abilities no other class can perform: Their Talk Skill can increase/decrease the bravery/faith of any character, and their Invitation skill can invite any normal enemy into the party. They can also use guns, which adds a little to their value. Oracle (Yin-Yang Mage) [L2 Priest] Yin-Yang Magic can change the status of the enemy, but it adds more insult than injury. As a result, this class is rather useless. Temple Knights are more useful, and perform the same general actions. Geomancer [L3 Monk] Geomancers can equip most of the same equipment as knights and squires, and can use the elements to assault the enemies. However, since the magic is rather weak and never improves, it's only useful at the beginning of the game. Lancer (Dragoon) [L3 Thief] The Highwind family would be proud of these guys. Jump attacks increase the power of regular attacks, and once a lancer is in the air, they can't be attacked until they come back down. This job is one of the best attack jobs to acquire. HIGHLY SKILLED LABOR -------------------- Samurai [L3 Knight, L4 Monk, L2 Lancer] Samurai can unleash the hidden powers of Japanese katana blades, which typically can heal the party or hurt enemies. Moreover, healing katanas won't affect enemies, and hurting ones won't affect allies. The only problem is these katanas can be destroyed after repeated use. Ninja [L3 Archer, L4 Thief, L2 Geomancer] Ninjas are the fastest characters, can be equipped with two weapons, and can throw objects & projectiles at enemies. Need we say more? As warriors, these guys are excellent for sneak attacks. However, their low armor prohibits them from being too confrontational. Calculator [L4 Priest, L4 Wizard, L3 Time Mage, L3 Oracle] Calculators select magic targets based on different calculations - for instance; the height, level, or experience of the targets. They can theoretically hit every target on the screen, and their magic is cast instantly with no charge delays. However, they are the game's slowest characters. Bard [male, L4 Summoner, L4 Mediator] Bards can sing songs that affect every allied character on the screen. Their ability to hit every allied character is their strongest point. However, since the effects are often rather weak, and the charge time is rather long, they're not always that useful. Dancer [female, L4 Geomancer, L4 Lancer] Same as bards, except their dances hit every enemy on the screen. Just like the bards, unfortunately, the dances are rather weak. Mime [L8 Squire, L8 Chemist, L4 Summoner, L4 Mediator, L4 Geomancer, L4 Lancer] Mimes don't have any commands of their own; instead, they mimic the actions of the other characters. This has the potential to be the strongest job in the game, however, the prerequisites turn most gamers away from this prestigious job. SPECIAL JOBS ------------ Squire [Ramza, Delita (ch. 1 only), Algus] These three characters have special abilities which can not be obtained by any other squire. Ramza's abilities especially change from chapter to chapter. Delita and Algus won't be in the party long enough to gain some of their more advanced techniques, though. Holy Knight [Agrias, Delita (ch. 2 onward)] Holy Knights can do some impressive tricks with their swords, which work with perfect accuracy and cause big damage. They're very useful characters, especially for some enemies which can't be hit by physical attacks. Dark Knight [Gafgarion] Gafgarion can perform two neat sword tricks which drain HP and MP away from their targets. However, Gafgarion is in the party for too short a time to be really useful. Engineer [Mustadio] Mustadio can be equipped with guns, and can use them to change the status of the enemy. Mustadio is very good at paralyzing enemies, but he only has three abilities to learn. Nevertheless, these three jobs can save your party many times. Princess [Ovelia] Ovelia's Mbarrier attack provides decent magic defense, however, she's with the party for only one battle. Cleric [Alma] Alma's basically the same as Ovelia. Astrologist [Olan] Olan is no different than any squire. However, his special attack, Galaxy Stop, can paralyze every enemy on the screen. Unfortunately, Olan only fights one battle with Ramza. Heaven Knight [Rafa] "Truth" attacks are very unpredictable, and tend to have more of a chance of hitting allies rather than enemies. In other words, Rafa is not a very useful character. You can dispose of her and you'll never miss her. Hell Knight [Malak] To believe God even gave this guy a second chance on life! Malak is even less useful than his sister, especially since "Un-Truth" attacks don't ignore faith. Again, you won't miss him if you choose not to let him join. Holy Swordsman [Orlandu] Orlandu can use all of the sword skills used by Agrias, Gafgarion, and Meliadoul. If that wasn't good enough, his sword skills are typically twice as powerful, and he comes with the mighty Excalibur sword. Orlandu really upsets the balance of difficulty in this game. The only reason you wouldn't want to use him is if you wanted to make the game more difficult... Arc Knight [Zalbag] The Arc Knight might have some neat special skills, but since Zalbag is with the party for such a short time, you'll never see them. Divine Knight [Meliadoul] It's a shame Meliadoul didn't trust Ramza at the beginning of Chapter 4, because she would have been more useful if she joined the party before Orlandu. Nevertheless, her Save the Queen sword and battle strength make her a welcome addition to anyone's party. Just remember: Mighty Sword techniques are useless on animals - they only damage humans with the equipment the skill is designed to break. It also doesn't work against characters with the Maintenance support skill. Temple Knight [Beowulf] Beowulf is everything the Oracle job should have been. His "Magic Sword" spells are cast without any charge time, are typically more effective than Yin-Yang magic, and have a few more powerful spells. All in all, Beowulf is a very powerful character, only second to Orlandu. Holy Dragon [Reis] Reis is like any other dragon, except she can use all three Bracelet abilities. She's extremely powerful, but can't be equipped with armor, so she tends to be killed really easily. Steel Giant [Worker 8] Worker 8 is a useful character since he is extremely powerful and has several bone-crunching special attacks. However, he can't change jobs, can't be re-equipped, and has no faith. Dragoner [Reis] After Reis transforms, she's basically the same as she used to be, except she gains a few mediator-esque skills. Soldier [Cloud] The game's secret character could have been a bit better. His attacks take a while to charge up, and there is absolutely no FF VII-esque Limit Break animation. What was Square thinking of? Nevertheless, Cloud is the only male character in the game which can be equipped with the Barette, which makes Cloud basically immune to status changes. However, he's not very useful otherwise. * 4.9 - Final Fantasy V * 4.9.1 - There is a dead end in the Valley of the Dragons. What next? It's actually not a dead end. There's a cleverly hidden passageway which allows you to continue. To see the passageway, arrive at the "dead end" room, then make one character a Geomancer. There is a hole in the ground inside this room which allows you to continue on your way. * 4.9.2 - How do I defeat Bahamut or any of the other difficult near-end-game bosses? There are a number of different strategies to use. Here's one: Have one or two characters master the Ninja and Hunter jobs. Then, remove their class (change them to "bare"), and set them to use the 2-handed ability and the four-attack command. With two weapons (preferably weapons from Kuza Castle or better) and the four-attack command, the character will hit the boss eight times for big damage each time. With the more powerful weapons, it's not uncommon to be doing 10,000 points of damage per attack... * 4.10 - Final Fantasy VIII * 4.10.1 - How do I get from Balamb to Timber? Enter Balamb town, and head left after going straight down the road. This takes you to the train station which has a route to Timber. * 4.10.2 - Where are all the GFs? Here are the GFs which you can collect/junction/summon by normal means: Quetzalcoatl and Shiva (Disc 1): You start the game with these two. Ifrit (Disc 1): Acquired in the Fire Cave. Siren* (Discs 1 & 4): Can be drawn from Elvoret during the mission in Dollet. Diablos (All Discs): Acquired by using the Magic Lamp item. You get the Magic Lamp by talking to Cid following the dance scene. (It can't be acquired at any later time in the game.) Brothers (Discs 1 & 4): Acquired in the Tomb of the Unknown King. Carbuncle* (Discs 1 & 4): Can be drawn from Iguion during the mission in Deling City. Leviathan* (Discs 2 & 4): Can be drawn from NORG during the revisit to Balamb Garden. Pandemona* (Discs 2 & 4): Can be drawn from Fujin during the mission in Balamb. Cerebus* (Discs 2 & 4): Acquired in Galbadia Garden. Alexander* (Discs 2 & 4): Can be drawn from Edea in Galbadia Garden. Doomtrain (Discs 3 & 4): Acquired by using the Solomon's Ring item, 6 Steel Pipes, 6 Remedy+ (requires Alexander for refining through Med LV-Up), and 6 Malboro Tentacles. Note that Solomon's Ring can only be found at Tears' Point, and only before Lunatic Pandora arrives at the point (in other words, it's only available after entering Esthar and before entering space). Bahamut (Discs 3 & 4): Acquired at an underwater base. It's in the southwesternmost corner of the map, and requires approaching a blue light. Pick the first option first, the second option second, and the third (invisible) option third. Tonberry (Discs 2, 3, 4): Acquired in the Centra Ruins. First, acquire the GF Odin. Then, fight 20 Tonberries. After defeating all of them, you'll fight the King Tonberry immediately afterward. Cactaur (Discs 3 & 4): Acquired on Cactus Island, in Centra. (You must defeat the Giant Cactaur to receive this GF.) Eden* (Discs 3 & 4): Can be drawn from Ultima Weapon in the underwater base. To get there, you must have Zell in your party, and you must spend all but ten units of power getting to the bottom of the base. At the bottom, let Zell handle opening the door. Here are the GFs which can only be summoned, but not junctioned: Odin (Discs 2, 3, 4): Enter the Centra Ruins and complete it within the time limit. Get both eyes from the gargoyle statues, and place them both in the statue on top to receive a passcode. Take the eyes, place them in the gargoyle down below, and then enter the passcode to fight Odin. (Odin will randomly enter a battle and destroy all the enemies, but the chance of him appearing is random and depends on luck.) Gilgamesh (Disc 3): If you got Odin before the end of disc 3, then Odin will become Gilgamesh. Phoenix (Discs 2, 3, 4): Summoned by using a Phoenix Pinion, which can be refined from Mega Phoenixes (which can be refined from Phoenix Downs). Chicobo (Discs 2, 3, 4): Summoned by using Gyashl Greens, which can be purchased from Chocoboy inside Chocobo Forests. MiniMog, Moomba (Discs 2, 3, 4): These two are only available through the PocketStation "Chocobo World" minigame. * = If you missed drawing out this GF at this point in time, and if you're playing the non-Japanese version of the game, you can receive it again inside the final dungeon during disc 4. Also, note that for the junctionable GFs which are not drawn out of enemies, you will need to fight and defeat the GFs to earn their services. * 4.10.3 - Where is the White SeeD ship? The White SeeD ship is hidden in a random inlet somewhere in the portion of Centra northwest of Edea's house. Because its location is randomly selected between several inlets, it could be anywhere. Sorry this isn't more helpful, but its location is going to be a little different for everyone... Don't give up hope, though; it is out there. * 4.10.4 - How do I defeat Sorceress Adel? The easiest way to defeat Adel is to use either Squall, Zell, or Quistis. Simply cast Aura on them, which you should have drawn out during the previous battle against Seifer, then use their best limit breaks. One of Squall's Renzokuken/Lion Heart limit breaks will instantly wipe out Adel. Also try Quistis's Shockwave Pulsar. Any move with Zell will work, but avoid using Final Heaven (since it'll hurt Rinoa as well) and Meteor Strike (which doesn't work during this battle). If that fails, or you don't have Squall's Lion Heart sword or Quistis's Shockwave Pulsar spell, it'll be a little more difficult. Try these: * Don't summon GFs, except for Cerberus and Carbuncle. Remember that GFs will attack Rinoa, and you want to avoid harming Rinoa at all costs. * If you have the Regen spell, cast it on Rinoa right away. * Junction as much as you can to strength, vitality, and HP. * Did you know that you can refine tents into Curaga spells? * If you don't have Cerberus, then cast Double or Triple (preferrably the latter) on someone who has lots of Curagas. That person will be your designated healer for this battle. * Keep fighting; Adel will drop sooner or later (and it's going to be later unless you were able to pull off a Renzokuken/Lion Heart). But wait! After defeating Adel, you'll be launched into a series of battles that are even more difficult before you can go to the game's final dungeon. If you are having troubles with Adel and want to cheat your way around it, think twice. * 4.11 - Final Fantasy IX * 4.11.1 - Is this game ever going to be released for Windows, like Final Fantasy VII and VIII were? One word: No. +---------------------------------------------------------------------+ |* Sec. 5 - Frequently Asked Questions about Other Square Soft Games *| +---------------------------------------------------------------------+ * 5.1 - Chrono Trigger * 5.1.1 - How do I defeat the Golem Twins? This doesn't seem very obvious at first. However, the Golem Twins copy whatever attack you might use against them. Your character's physical attack, unfortunately, is their strongest copycat attack. Refrain from physical attacks at all times while fighting, and concentrate on high-powered magic attacks. Try this: Take Lucca with you; equip her with the Taban Suit and equip the others with either Red Vests, Red Mail, or Ruby Suits. Have Lucca cast Flare, and the other characters hang tight and restore Lucca's MP. The fire copycat attacks used by the Golem Twins will have little/no effect against the Taban Suit and Ruby Suits, and will be absorbed by the Red Vests and Red Mail. * 5.1.2 - I'm at the Forest Ruins. What do I do? You can't do anything here unless you have charged the Pendant up in 12,000 BC so you can break the seal here. Inside are two treasure chests, but you can only take from one. The one on the left is the Safe Helm; the one on the right is the Swallow sword. Personally, the FAQ maintainer recommends the Safe Helm, but you can take whatever you like. * 5.1.3 - How do I forge the Masamune? You first need to go to 600 AD and head to the Denadoro Mountains. On top of the mountain somewhere is the Masamune, but you must first beat Masa & Mune twice before you can get it. (Hint: If you encounter any Ogans on your climb, use Lucca's Flame Toss tech to turn them into regular Goblins.) When you beat Masa & Mune the second time, you'll get the Broken Sword. (Apparently, the Masamune has been broken all this time.) Take the Broken Sword to Frog in the Cursed Woods. He'll move out of the way so you can open the pot behind him. Inside is the Broken Hilt. Take both to Melchior in 1000 AD. He'll tell you that you need some rare Red Rock to finish forging the Masamune, but it can only be found in ancient times. Now, here's the long one... Head back to 65,000,000 BC via the End of Time. Visit Ayla at the Ioka Village, and beat her in a soup-drinking contest to win the rock. On the morrow, you'll have the Rock, but you'll lose the Time Key. To get it back, you must go into the Forest Maze. After you get through the Forest Maze, go into the Reptite Lair and defeat Nizbel to get the Time Key back. Finally, head back to 1000 AD and forge the Masamune at Melchior's. Whew! (You first need to find the Magic Cave in 600 AD before Frog will equip the sword, though. It's just to the east of the Denadoro Mountains.) * 5.1.4 - What do I do in the Northern Ruins? It's a structural wreck in 1000 AD. A carpenter in 600 AD can help out, but he doesn't have any tools. Go to the inn in 1000 AD, and ask the carpenter there for his tools. Take the tools to the carpenter in 600 AD, and have him repair some of the structure. When he's done, go in and defeat the ghosts in the way. Keep heading back, recruiting more help, fighting ghosts, going back, etc. until the whole place has been fixed. Now, take Frog to the room you reach from going to the far left at the entrance. In this room at the end will be Cyrus's grave. Cyrus's soul will talk to Frog, and the real power of the Masamune will be revealed. The Northern Ruins will now be called the "Hero's Grave". While you're at it, take time to search around for treasure. The Moon Armor, as well as other extremely powerful items, can be found here. * 5.1.5 - There's something in some chests in 600 AD which interfere with the Pendant. Should I remove the contents? No. If you're asked this, say "no," go back to the same place in 1000 AD, and open the chests. You'll get an upgraded item. * 5.1.6 - My party is in the Blackbird, and I've lost everything. What do I do? You wouldn't be able to do anything under regular circumstances, but one guard decided to nod off while guarding some of your stolen inventory. Climb into the air ducts above, and find this sleeping guard below. Get your stuff. With one character equipped, you should be able to find all your other equipment. Bonus hint: If you took Ayla before you got into this mess, it makes things easier since Ayla can fight unarmed, meaning you'll never be able to get caught outside and dragged back to the cell. * 5.1.7 - What do I do with Fiona in 600 AD? You can help her later on in the game. First off, in 12,000 BC, a lady asks you if she should plant or burn a seedling she has. Tell her to plant it. She'll agree - maybe one day it will save the environment. It will. Now, once you do that, a whirlpool will appear in the desert in 600 AD. Head into the whirlpool and defeat all the monsters inside. When you've defeated the boss inside, leave and report back to Fiona. The desert will no longer be an obstacle, but it'll now take too long to replant the forest. The only person who will be alive that long is Robo - bring Robo to Fiona, and have Robo do the work. Go to 1000 AD, and the desert will now become Fiona's Shrine. Inside is Robo. After you get Robo back, the party camps out and leads an interesting discussion about time passing. After the discussion, Lucca finds a time warp leading back to the day she feared most - the day her mother became a vegetable. To prevent this from happening, go to the side of the machine. Wait until you hear the beep, then input Lara's name. (Hint: Hear the beep, and press L-A-R-A on the Super NES version of the game, or L1-O-R1-O on the PSX version of the game.) Once you return, your net result from all this Fiona business is the Green Dream - an accessory which instantly revives a wounded fighter. * 5.1.8 - What must I do to get the New Game + mode to be active on my copy of the game? You must go through the game, and finish the Black Omen before fighting Lavos. It's the only way! In the PSX version of the game, you must also save the system data acquired at the end of the game before the New Game + command will appear. * 5.1.9 - How do I remove the curse on Frog? You technically can't, because it's never lifted totally until Lavos is defeated. But anyways, if you want to see it, defeat Magus twice, then defeat Lavos. Frog will now be Glenn again, but you won't be able to get the secret character if you do this. * 5.1.10 - How many secret characters are in this game? One. You meet him after you finish the Blackbird in 12,000 BC. Meet him on the northern point. When he asks to fight you, say "no" and he'll join your party. Well now, isn't this guy familiar? * 5.1.11 - Are there any hidden weapons for my secret character? Yes. Look for them _carefully_ in the guillotine room of Ozzie's Fort. They're hidden along a wall in the room. * 5.1.12 - How do I defeat the Son of Sun? It's easier than it looks. Don't attack the center, but instead focus your attacks on the flames. One of the flames holds the Son's HP - if you hit it, the Son of Sun will lose HP. The other flames just counterattack. Find that one flame through trial and error, then rank on it up until the Son of Sun shuffles the flames. Then, find it again and repeat the process until the Son of Sun becomes the Moon Stone. Alternatively, if you have the secret character in your party, have the secret character cast "Black Hole". Some of the Son of Sun's flames will be swept away, so your chances of finding the real flame is much higher. This works until the Son of Sun uses Roulette to shuffle the flames, and then the other flames will be back. * 5.1.13 - The Moon Stone is missing, and I suspect the greedy mayor has it. What do I do to get it? You need to change this guy's heritage for good. First, go to the Snail Stop, and buy some Jerky. Go back to 600 AD, and give the Jerky to the lady in the elder's house. When she puts up an offer to buy it, tell her you'll give it to her. She'll teach her kids generosity. Now, go to the future, and the mayor will be willing to give you your Moon Stone back. * 5.1.14 - What does the right telepod do? It's shining like a tab... In the New Game + game, and _only_ a New Game + game, pressing the talk/selection button (default is A in the SNES release, and X in the PSX release) in front of the Right Telepod will instantly warp the party to the Day of Lavos with no return. It doesn't appear in regular new games, since a new adventurer would easily be overpowered by Lavos. You can get some interesting endings by using this... * 5.1.15 - How many endings are in this game? There are lots of variations, but it's generally agreed that there are about 15. Here's a list of known endings: Key: RT - Right Telepod (see article 5.1.14) EOT - End of Time (use the bucket to warp to the Day of Lavos, 1999 AD) BO - Black Omen (appears after Dalton Plus is defeated) EP - Epoch (take the Epoch to 1999 AD) - Programmers' Ending (RT- fight Lavos the very first time you go see Lucca's telepods at the fair)* - Frog Ending (RT- fight Lavos the first time you return from 600 AD before you go to the castle) - Nu Ending (RT, EOT- fight Lavos after going to the End of Time for the first time) - Robo-Tata Ending (RT, EOT- fight Lavos after you arrive in 600 AD for the second time) - Various Scenes Ending (RT, EOT- fight Lavos after you get the Hero Medal) - Various Character Ending (RT, EOT- fight Lavos after you return from 65,000,000 BC) - Frog vs. Magus Ending (RT, EOT- fight Lavos after you show Frog the Masamune and have him join your party) - Reptite Ending (RT, EOT- fight Lavos after you defeat Magus) - Magus Ending (RT, EOT- fight Lavos after you defeat Azala and Black Tyrano) - Slide Show Ending (RT, EOT- fight Lavos after you watch Schala enter the Queen's Chamber in 12,000 BC)** - No Crono Ending I (RT, EOT, BO- fight Lavos after the Black Omen appears)*** - No Crono Ending II (EP- fight Lavos after the Black Omen appears)*** - Epoch Ending (RT, EOT, BO- fight Lavos after you clear Death Peak)*** - Balloon Ending (EP- fight Lavos after you clear Death Peak)*** - Bad Ending (RT, EOT, BO, EP- fight Lavos at any time and let Lavos win) Notes: * = You can also get this ending when you fight Lavos in 12,000 BC at the end of the Ocean Palace. Lavos is ultra-difficult to defeat this way, but the effort is worth it as this is a very neat ending. ** = This appears to be a very special ending indeed - it _only_ occurs at this place and this place only. If you defeat Lavos at this time, you will see this ending. If you make progress in the game, however (where you get the Pendant powered up and Schala seals Crono out of Zeal), and then defeat Lavos, you will instead get the Magus Ending. *** = There are a lot of variations on these endings. The end result of these endings depends on the number of cats Crono has (you can get more cats by playing the 80-point game in the Tent of Horrors), if Lucca saved Lara's legs (if you don't then Lara will be a vegetable, if you do then Lara will feel like dancing), if you have the secret character in your party or not (if you don't then Frog will transform back into Glenn), and many others. If you see an ending which is not listed here, report it to the FAQ author and/or the alt.games.final-fantasy newsgroup. * 5.1.16 - There's a locked drawer in a house in Dorino. How do I open it? You need to bring the residents some Nagaette Bromide. Nagaette Bromide is hidden in the lower-left room from the main hallway in the Cathedral; find it and give it to them to receive a tab. Because you have to fight several Henchmen after you get the Bromide, it can be difficult for a beginner to get the Bromide. * 5.1.17 - Gaspar says that someone needs my help, and to find that person fast. Who is this person? Queen Zeal. Gaspar will keep giving you this message until your party has finished the Black Omen. There's no other way to make it go away. * 5.1.18 - Does Ayla's weapon ever change? Seemingly, no; but it can happen. When Ayla reaches a particularly high level (like level 70 or so), her Fist gets upgraded and hits harder. This may happen several more times - up until Ayla reaches around level 98 or so, and has the game's ultimate weapon in her fists. Now, she can punch an enemy, and if it's a critical hit, it's always 9,999 HP damage! * 5.1.19 - Can I get Schala to join my party? No! This is a false rumor that started in the newsgroup that went wildly out of control. * 5.1.20 - Can I avoid going to jail at the beginning of the game? No, there's no way to avoid getting locked up. (At least one magazine incorrectly informed readers that it was possible.) You can change the juror's minds about Crono's guiltiness, though. There are certain things you can do at the beginning of the game that will make Crono more guilty... - Nearby Gato: You might see some old man's lunch. If Crono eats the lunch, the old man will later accuse him of eating the lunch. - Near the telepods: Before approaching the telepods for the first time, Marle will stop and browse a candy store. If Crono tries to run away twice, Marle will say: "There's no need to drag me off like a kidnapper!" - At Leene's Bell: When Crono first bumps into Marle, if Crono takes Marle's necklace _before_ talking to Marle following the collision, this will be noted in court. - At Melchior's: If Marle is in the party, Melchior will ask Crono if he could talk Marle into selling her necklace. If you say "yes," the prosecution will note this in court. - Nearby the caveman dance: A girl has lost her cat. The cat is nearby Gato's place. Talk to it once, and it'll follow you - talk to it twice, and it'll run away. If it runs away, the girl is called in as a witness for the prosecution in the case. (If you return the cat, the girl is called in as a witness for the defense in the case.) - While in court: The prosecutor will ask Crono who was responsible for the collision. If you blame it on Marle when you really bumped into her, it counts against you. - Also while in court: The prosecutor will ask Crono if he was tempted by Marle's fortune. It counts against Crono if you admit to temptation. If you want to be innocent, try not to do any of the above. If Crono is found guilty, he is immediately locked up and detained for five days before being executed. If Crono is found innocent, he is detained for five days, but the Chancellor has him executed anyway. The only difference between being guilty and innocent, besides the dialogue, is if Crono is found innocent, some sympathizers will leave him some Ethers. * 5.2 - Seiken Densetsu III (not released in the USA) * 5.2.1 - What do I do in the Black Market? Here's the item list of Baizel's Black Market. The market is open only at night, and this list is from near the end of the game, so I don't remember if there were any other merchants from the middle of the game... itemname (price):[translation]{description} what it's for Guy on the Right: (item on top when you rotate the ring clockwise) Darts (5): just darts Spectre no Hitomi (40): [spectre eyes] {blue eye} release sabre gauge (?) Kurayami no Coin (22): [darkness coin] {darker coin} shadow magic damage Maamapoto no Abura (22): [Maamapoto's oil] {red jar} heal status Poto no Abura (30): [Poto's oil] {green jar} heal HP Hikari no Coin (22): [light coin] {silver/gray coin} light magic damage Pumpkin Bomb (16) Hand Axe (5) Guy on the Left: (clockwise as above) Daichi no Coin (22): [earth coin]{gold coin} earth magic damage Kerberos no tsume (40): [kerberos' claw]{brown claw} fire property to weapon Doreiku no uroko (22): [Drake's scale]{orange egg-like} Raise strength Hono'o no Coin (22): [Fire Coin]{brighter/darker brown} fire magic damage Poseidon no tsume (40): [poseidon's claw]{blue claw} water property weapon Sahagin no uroko (22): [Sagagin's scale]{blue egg} Raise Int/Wis Ko'ori no Coin (22): [ice coin]{blue coin} water magic damage Siren no tsume (40): [siren's claw] {white claw} wind property to weapon Baado no uroko (22): [Bird's scale] {yellow egg} Raise speed Arashi no coin (22): [storm coin] {yellow coin} wind damage MoleBear no tsume (40): [molebear's claw]{yellow claw} earth property to weapon Barette no Uroko (22): [Barette's scale]{lavender egg} Raise Defense I think that's all. Remember to buy Doreiku no Uroko here. Now that I look at the list, maybe Barette no Uroko might also be a good idea. ^_^ * 5.3 - SaGa Frontier * 5.3.1 - What do I do next? SaGa Frontier is **completely** open ended. Because there is no central storyline, and because the quests are very different, the "next quest" varies from character to character. Here's some ideas on what to do for each quest, listed in order of general linearity from most to least: Red: Talk to the engineer to move to the next region. Once you're off the Cygnus crew, explore each region to find a character who will join you. Take up their quest. It might lead you to a BlackX base. Emelia: Go level-building in between quests, and talk to Roufas when you're ready to move on. T260G: ? Riki: You can search for the rings in any order you want. Talk to Mei-Ling in Koorong for guidance. Blue: You start with the gift for Realm magic, and have to find the gifts (in order) for Rune/Arcane and then Time/Space Magic to fight Rouge. Lute: Roam the world and do some serious level-building. When you're ready to end Lute's quest, go to the cafeteria in Owmi. Asellus: You first have to find a way to escape from Fascinaturu. Once you've done so, head home to Shrike for a family reunion. You'll also need to visit Lord Manor in Owmi. From there, seven mini- events are triggered at random places throughout the world... * 5.3.2 - How does magic work in this game? Magic is divided into a number of categories, and each category is paired with a similar (but contradicting) category. When a character earns magic from one category, he/she will be unable to obtain spells from the contradicting category. Here's a list of each category and contradicting category: (These are the names of the magic in the English version.) Realm / Mystic Light / Shadow Rune / Arcane Mind / Evil Time / Space Heart / Mirage Each category has a "gift". When a character has the gift for the magic category, he/she can naturally learn magic spells in that category without having to buy them. Also, there are certain high-level magic spells in each category that can not be bought, and are only obtainable by characters with the gift for the particular magic category. Here's a more in-depth explanation of the magic in this game... Name: Realm Description: Basic attack/defense spells taught by the Magic Kingdom. Purchaseable region: Magic Kingdom Obtaining the gift: Only Blue and Rouge have the gift, no one else can get it. Notes: "VermillionSand" does a four-digit amount of non-elemental damage to all enemies, and can sometimes blind them. It's truly a useful spell! Name: Mystic Description: Basic attack/defense spells taught by Fascinaturu. Purchaseable region: Fascinaturu Obtaining the gift: Only full-blooded mystics have the gift, no one else can get it. Note about Asellus: Asellus automatically receives the gift after killing the FireSage boss. Notes: "GlassShield" is probably the best way to protect weaker characters. Name: Light Description: Light elemental spells which do major damage to the undead. Purchaseable region: Luminous Obtaining the gift: Complete the Luminous Labyrinth. Notes: "LightSword" gives the caster the mightiest sword in the game for the remainder of the battle. Name: Shadow Description: Shadow elemental black magic spells. Purchaseable region: Luminous Obtaining the gift: Complete the Shadow Labyrinth. Notes: "ShadowStalker" creates a duplicate of the caster, nearly doubling the effect of their actions in battle. Name: Rune Description: Utilizes the power of runes to create energy. Purchaseable region: Devin Obtaining the gift: Find the four Runes... Koorong: In the room after climbing down a ladder, with lots of rocks and a manhole, take the manhole. (The rocks lead back to the airport in Koorong.) You will find a cave with the Rune. Shrike: Ignore the warning in Muu's Tomb and raid the place. Keep going down the stairs until you arrive in a room with a dragon skeleton. Have fun defeating this guy... Tanzer: After you get the Shrike rune and use a regional transport, you'll end up here. Fei-on will show you the way. Despair: Talk to Annie in Koorong after obtaining any other rune. Hint: Don't forget to equip a LaserScope! Note about Emelia: Emelia doesn't need to get the Despair rune because she already has it. Remember? Notes: "StasisRune" is a useless spell, except during Blue's quest, where casting it during "OverDrive" will give Blue eight turns per round under normal combat conditions and with no loss of JP/WP! Name: Arcane Description: Uses the power of tarot cards to create energy. Purchaseable region: Devin Obtaining the gift: Find the four Tarot cards... Baccarat: Talk to Emelia to reveal the gnomes. Follow them to the basement, and give them four GoldIngots to get the card. Yorkland: Talk to each brewer to get drunk and gain information. From there, enter the swamp. Try to avoid being in the line of sight of the enemies, because they are powerful enemies. Wakatu: First, get Gen in Scrap. Go to Wakatu and let Gen lead the way. When you reach the card, to get it, press a button when you hear the swords clink together. IRPO: You'll be asked to go to Mosperiburg and get a rare flower. This is easier said than done. Good luck with the Suzaku boss! Note about Red: Red doesn't need to go to Mosperiburg; if Fuse is in the party, Fuse will just give him the IRPO card upon arrival at IRPO. Notes: "Tower" is the best offensive spell in the game! It converts all the caster's WP into energy, delivering tremendous damage, but leaves the caster completely depleted afterwards. Name: Mind Description: Uses the hidden powers of the mind for defense. Purchaseable region: Kyo Obtaining the gift: You must go through a training session. Only humans can get the gift. Note about Blue/Rouge: Blue/Rouge can not obtain the gift until the corresponding brother is dead. Notes: "MindHeal" is far more powerful than StarlightHeal, but it only works on the caster. Name: Evil Description: Uses the evil powers of the mind for offense. Purchaseable region: N/A Obtaining the gift: N/A Notes: Only Zozma, a mystic, has the basic magic. He appears in Emelia and Asellus's quests. Higher level Evil spells can only be used by enemies. Name: Time Description: Powerful magic which uses time itself against enemies. Purchaseable region: TimeLord's Region Obtaining the gift: Only TimeLord, a mystic, has the gift. Note about Blue: Blue will have to kill TimeLord in order to steal the gift. Notes: "OverDrive" grants the caster eight turns, during which he will not lose JP/WP, but leaves him depleted afterwards. Name: Space Description: Powerful magic which uses space against enemies. Purchaseable region: Kylin's Paradise Obtaining the gift: Only Kylin has the gift. Note about Blue: Same as Time magic. Notes: Nothing extremely special here. Name: Heart Description: High-level heal and revive spells. Purchaseable region: N/A Obtaining the gift: Only Blue/Rouge can acquire the gift. The brother who emerges victorious will automatically obtain the gift. Notes: A cure spell which heals the party, and a revive spell with no depletion of LP. These spells are keepers! Name: Mirage Description: Summons monsters to attack the enemy. Purchaseable region: N/A Obtaining the gift: Only Rei, a mystic, has the gift. She only shows up in Asellus's quest. Notes: The spells are just like the regular "PhantasmShot" creature summoning Mystic magic, except with better control over which creatures are summoned. * 5.4 - Parasite Eve * 5.4.1 - Where can I find key XXX? If this was a real RPG, Aya would theoretically be able to shoot down every door she came into contact with. Unfortunately, Parasite Eve is a computer RPG, and so the player has to live by the computer's rules. That means that Aya will have to find keys for just about every door in this game. Here's a list of the keys, and where to find them... Backstage Key: Search the burnt body in the first save room. Rehearse Key: After getting the previous key, go into one of the locked rooms and read Melissa's diary to receive this key. Zoo Key: Inside the first save room in Central Park; search a drawer for this key. Weapons Key: It's sitting on a table in the department's screening room. It's used to open the weapons storage. Locker Key: A dying policeman will hand this item over. It's used to unlock a special locker inside the department's locker room. Morgue Key: Inside the save room in the basement of the hospital; search the drawers to find the key. (It's discarded when used.) Blue Key Card: Search the burnt body inside the morgue. (It's discarded when used.) Green Key Card: Rescue the nurse inside the familiar-looking operating room. (It's discarded when used.) Elevator Key: On the 13th floor of the hospital, look in the hospital records to find this key. (It's discarded when used.) Warehouse Key: It's found lying on the ground on one of the first scenes inside the Warehouse. Klamp Key: First, deactivate the security system in the museum. Then, return to Klamp's office to obtain this. * 5.4.2 - What does Maeda's Gun do? It has no effect on normal monsters, and does no more than 1 HP damage. However, when used on the various forms of the boss on Day 6, the gun does tremendous damage. This gun is essential for finishing the game, so hold onto it! * 5.4.3 - What do the various weapon effects do to the weapon? Here's a mini-guide to what the various weapon effects do... Rate of fire: Determines how many munitions can be fired during one turn. Having high rates of fire is fun, but lower rates of fire actually do more damage per munition fired. The amount of damage done by a weapon per munition fired is greatly reduced if the rate of fire is increased, so be careful about modifying this attribute. Burst: Used by every shotgun. Some of the damage done to one target may also affect a nearby target. Explosion*: Used by the more powerful shotguns. It's a more powerful version of Burst. Scatter: Used mainly by machine guns. With a scatter gun, the gun will fire at random targets inside the gun's range. Double Turns: The two-gun icon indicates the gun allows Aya to act twice in one turn without any damage penalty. Triple Turns*: The three gun icon indicate that Aya gets three consecutive turns. 1st: Weapons with this icon will allow Aya to always strike first (that is, her charge meter is always full at the beginning of every battle). Critical Hit Rate Up: Self-explanatory. Tranquilizer Rounds: Usually associated with grenade launchers. These kinds of rounds cause certain monsters to be temporarily numbed. Acid Rounds: Usually associated with grenade launchers. Rounds will contain acid, and do bonus damage to monsters vulnerable to acid. It makes the launcher useless against acid-based monsters. Flame Rounds: Also associated with grenade launchers. Rounds will burn, and do bonus damage to monsters weak against fire. It makes the launcher useless against fiery monsters. Ice Rounds: (You get the idea by now, don't you?) Cyanide Rounds*: This comes from one of the most powerful M79 grenade launchers. The lethal cyanide from this weapon will randomly do **TREMENDOUS** damage (500+ points) to any non-venom-producing target (such as snakes). Note that the cyanide option doesn't make the weapon useless against venom-producing monsters, but the cyanide damage will not kick in. Steal: Clubs 2 and 3 can steal items from the enemy. This has a slight penalty on weapon strength. Super Steal*: The highest of high level clubs can steal items from the enemy with no weapon strength penalty. Note that it is impossible to modify rocket launchers and Maeda's Gun. You can only modify a club using another club. * = Only available in the EX game, inside the Chrysler Building. (See article 6.16.1.) * 5.5 - Xenogears * 5.5.1 - How do I defeat Calamity? Unless you wish to make this battle very hard on yourself, you should go to Ol' Man Balthesar and buy all of the most expensive gear parts he sells. Upgrading your gears dramatically increases your chance of survival in gear battles such as this one. * 5.5.2 - How do I get a gear to perform combos? Each gear can perform combos which usually become available after their pilots have learned similar combo moves. To reach the higher levels of gear combos, your character needs to learn the more powerful 6 AP attacks. (The 7 AP attacks don't do anything for your gears.) Once you have some combos, simple fighting will raise the gear's attack level. For each time a gear attacks but does not use a combo, if the pilot has learned the required prerequisite combos, then the gear's attack level will rise. (NOTE: There are two exceptions to this rule. Seibzehn begins the game with the ability to reach attack level 3 without any pilot prerequisites, and Chu-Chu is incapable of performing combos.) Attack levels always start at zero. At level 1, the gear can use one of two possible weak attack combos. Level 2 enables up to two medium attack combos, while level 3 enables up to two fierce attack combos. How to gain attack levels: Level 1 requires each character's first two 4-point attacks, level 2 requires the first two 5-point attacks, and level 3 requires the first two 6-point attacks. What about the remaining three attacks? They can be performed, but only if the gear is equipped with accessories called "DeathBlowers." For example, the DeathBlower1 will give the gear an additional level 1 attack if the character has their third 4-point attack. Attack level is appropriately decreased when using a combo. For example, a weak combo will decrease the attack level by 1, while a fierce combo will decrease the attack level by 3. Now that we've briefly described gear combos, note that there is one additional attack level. The "infinite" attack level allows your character to execute one of three devastating fuel-efficient attacks, but it only lasts for three turns. Charging while in infinite attack mode restores several times more fuel than normal. Your characters can not enter infinite attack mode until after you have defeated Achtzehn at Shevat during disc 1. After this, each character will have their limiters removed, which will allow them to enter this attack mode. To reach infinite attack level, your character must be at attack level 3 during a battle. They then have a random chance of reaching infinite attack level. The gear's chances of reaching infinite attack level are increased when it does or takes damage. In other words, the more damage done or taken by an attack level 3 gear during battle, the greater the chance of the gear reaching infinite attack level. Usually, infinite attack level kicks in after a gear's "hyper mode" has reached about 60% or higher. Each character has up to three infinite attack level moves. The other two become available as the character increases in level, which should happen around levels 50 and 60 or so. (This is true for all gears except for Weltall-2. With Weltall-2, you can take the normal approach to reaching the infinite attack level, or immediately enter infinite attack level by using the special "System Id" skill.) Also, Xenogears (and only Xenogears) is in a permanent 99% hyper mode. This means that after reaching attack level 3, if you make one more attack without using a combo, then Xenogears will immediately enter hyper mode! * 5.5.3 - How do I get gear parts in Dazil? At the beginning of the game, after escaping the forest with Citan, you don't. You need to let Citan hitch a desert ride and let Fei go to sleep. The next morning, it wouldn't hurt if you have Fei follow Citan... * 5.5.4 - How do I defeat Redrum? Probably the best way to defeat him is to perform a single weak attack every turn up. Conserve your characters' AP, build it up to the maximum of 26 points, then _really_ let 'em have it in the Combo menu! Don't forget to heal your allies should Redrum use his excessively annoying Murder attack. Redrum is quite difficult, so don't be discouraged if you can't beat him on the first try. * 5.5.5 - How do I defeat Id? Use the same strategy as defined in the question above (5.5.4), but you must make sure of one thing: You should have Billy in your party, and unless you want to make this battle overwhelmingly difficult, Billy **MUST** cast his all-healing spell every single turn he gets. (Citan can do something similar, but it takes him two turns to get a version of the spell off which affects the entire party. With the amount of damage Id can create, you might not have those two turns.) * 5.5.6 - How do I defeat Shakahn's gear? You must have Seibzehn in your party or you have little to no chance. Seibzehn is the only gear whose defenses can survive his attack, and do enough damage to set Shakahn back a bit. * 5.5.7 - How do I solve the puzzles in Anima Dungeon 2? The puzzles in this dungeon range from slightly confusing to maddening, but they are all solvable. For hints, you need to read the writing on the walls, which usually give adequate (but vague) hints on how to solve the puzzles. Does writing on the wall scare you? If so, read on... For the first puzzle, you need to move to various places in the room to get three blocks to appear. The exact placements of the triggers are hard to describe, but here's a hint: Once you've got one down, don't push it in quite yet. One of the triggers may be on top of one of those stones, and you'll need the block to reach it. For the second puzzle, avoid walking in the middle of the room. Walk on the sides until you reach the end of the room. Note the direction which leads to the dead end of the room you're in. Walk in the opposite direction, straight down the middle, until your characters fall through a trap. At that point, press and hold in the same direction as the dead end to find a secret passage. For the third puzzle, remain calm when the ceiling caves in. If you don't move an inch, it won't hurt you. Jump on top and ride it back up to find the room which takes you to the next puzzle... For the fourth puzzle, you're in a room with water levels ranging between 1 and 10, and starts at level 10 (the highest). The object is to set the water level to 5. There's a switch on one side of the room which enables you to switch between filling three and seven levels at a time. (It defaults to three.) So, here's the strategy: Press the button to drain the water level _three_ times, to lower the water level to 1. Press the switch on the wall with seven marks to make the water level refill by seven spaces. Press the other button to fill the water, and it'll reach level 8. Now, press the switch with three marks to go back to filling three levels. Drain the water once, and it'll reach level 5. Problem solved! * 5.5.8 - Someone in the Snowfield Hideout wants the Kishin Sword. What do I do? Give it to him. If Fenrir is currently equipped with the Kishin Sword (which was dropped earlier in the game, from the elementals), unequip it temporarily and talk to the guy again. * 5.5.9 - Does the "special options" gear menu actually do anything? Why, yes, it does, as a matter of fact. It does nothing early in the game, but has some nice gear-specific options later in the game. For all gears (optional): Fix Frame HP - becomes active when the gear is equipped with a Frame HPxx accessory. The xx determines how much HP the frame fixer will restore as a percentage of your gear's total HP, but the more powerful accessories also consume more fuel as well. Note that using it outside of battle will always restore 10% of the gear's HP. For Brigandier and Andvari: Ygg. D-charge - becomes active after Bart's first underwater battle with Ramsus. Using it will call the Yggdrasil, which will drop depth charges on all the enemies. For Vierge: Aerod - becomes active after Dominia is defeated under the sea. It does non-elemental ether damage to all enemies. For Weltall-2: System Id - is active upon acquiring Weltall-2. It immediately puts Weltall-2 into infinite attack level (see article 5.5.2). For Weltall-2: Thor Wave - is active upon acquiring Weltall-2. Despite the name, this option does a non-elemental ether attack. For Weltall-2: Hellfire - is active upon acquiring Weltall-2. It does fire-based ether damage to all enemies. For Renmazuo and El-Renmazuo: Jessie's Cannon - is active after defeating Bishop Stone, after Fei comes to senses during disc 1. Jessie fires a giant cannon which damages all enemies. For El-Renmazuo: Jessie Blasta - becomes active after the omnigear upgrade. It's a more powerful version of Jessie's Cannon, but it uses more fuel as well. Seibzehn uses a number of special options which can normally be used by using Maria's "Controls" ether abilities. Specifically, Seibzehn begins with a missile launcher, and unlocks a cannon after its first battle against Achtzen. Also, note that the Yggdrasil IV, used by Bart in the battle against Ft. Avalanche during disc 2, has a special option called "Yggdrasil Cannon". It does 9999 HP damage, but costs 9000 fuel units to use. Still, the effect is worth watching. Note that other than Fix Frame HP; Weltall, Xenogears, Heimdal, Fenrir, Stier, El-Stier, and (of course) Chu-Chu do not acquire special options. * 5.5.10 - Where can I find some more guns for Billy and Renmazuo? Billy/Renmazuo have four guns available for each character, for a total of eight guns. Each gun has an attack rank, from A at the lowest to AAA at the highest. Each gun also has its own special set of bullets which only work with that gun. Here's where you can find each gun: - Rank A (M10): (Billy and Renmazuo start the game with these guns.) - Rank AA (M686): Renmazuo's M686-G isn't that hard to find; it's dropped by the Giant Wels you fight in Renmazuo's first battle. The M686 for Billy is a little trickier to find, though. It's in the orphanage, and in order to get it, you need to find three books. Book A is given to you from a kid in the orphanage foyer. Book B is given to you from a kid using the bathroom, but this only seems to happen on your first trip to the orphanage. For the third book, put Rico into your party and talk to the kid in the room next to the bathroom. Return to the orphanage a little later on, and put the books into the bookshelf to reach a secret room with Billy's M686 inside. - Rank AA (Matchlock): The Matchlock and Matchlock-G are available for sale inside Solaris at the end of disc 1. Matchlocks are more powerful than the M686 guns, but they do elemental damage and evidently make the shotgun weapon do the same elemental damage. - Rank AAA (Godfather): To find El-Renmazuo's finest weapon, you need to find the lighthouse near the end of disc 2. Inside the lighthouse is a number of buildings containing, among other things, a gear shop, a convenience store, and a subway. Inside one of these buildings is the Godfather-G. For Billy's equivalent weapon, you need to go to the Sandman Desert, which is located on a small desert island at the end of disc 2. Head to the right of the sandfalls from the beginning until you're clear of them. Head north, then follow the sandsharks to the next scene. The Godfather is in a treasure chest in the next scene - to get it, change the camera angle and try to move as far as you can to the right. * 5.6 - Brave Fencer Musashiden (USA: Brave Fencer Musashi) * 5.6.1 - Where are the scrolls and crest guardians? Earth Scroll: After saving Steamwood from almost certain disaster, return to the mountains. After crossing the river, head left. Race Rootrick to the top of the cliff to find the scroll. Earth Guardian: Find the four people the elder asks you to find after obtaining the earth scroll to proceed through Hell's Valley and fight this boss. Water Scroll: After defeating the group of giant vambees, get the rope from the church and climb down the well. You can't miss it! Water Guardian: Once you get the angel key from the church, head back down into the restaurant dungeon and unlock the big door which is straight forward from Musashi's starting point. You'll go through a little dungeon; the crest guardian is at the very end of this dungeon. Fire Scroll: Once the mayor's wife gives you some salt, go down to the beach and use the salt on the slug guarding the way in. The Fire Scroll is nearby. Fire Guardian: He's at the end of the ice palace. Wind Scroll: After defeating the fire crest guardian, head to the fire crest to get the Wind Scroll. Wind Guardian: She's at the end of the dungeon which opens up after saving the gondola from the giant ant. Once you finish the little boulder-dodging mini-game, the guardian will appear in the next chamber. Sky Scroll: If you haven't already done so, look for the earth crest and activate it to climb the cliff. Activate the nearby wind crest (see the article below). Sky Guardian: You'll find it, oh yes you will! * 5.6.2 - OK, so where are the crests? Earth Crest: It's at the end of a pipe in the Steamwood Forest. It allows you access to the wind crest. Water Crest 1: Look for this crest in the Grillin' Resivoir. It refills the resivoir when activated. Water Crest 2: There's another crest just outside town, surrounded by a little lake. Using this crest drains the lake, allowing you to get the treasure box inside. Fire Crest: This is also inside the Grillin' Resivoir, in the cave which becomes available after the resivoir is refilled. Wind Crest: It's just beyond the Earth Crest. Note that it can only be activated when it's raining. Activating it takes you to the place where the Sky Scroll is located, but watch out: As Jon warns you, once this is done, you can't return! Sky Crest: (It would be unfair to reveal what this crest does...) * 5.7 - Vagrant Story * 5.7.1 - I took the FAQ's advice in article 4.1.1, but I'm still getting wasted. Help! Believe it or not, all of the battles in Vagrant Story can be won using a bit of elemental analysis: * First, use a weapon which has a strong affinity against monsters of the monster's type. * If the monster is more slimy than solid, use an edged or piercing weapon. * If the monster has a hard-as-armor exterior, use a blunt weapon. * If the monster uses fire magic, use ice affinity attacks. * If the monster uses ice magic, use fire affinity attacks. * If the monster throws thunderbolts, use earth affinity attacks. * If the monster uses various gasses, use air affinity attacks. * If the monster is undead or evil, use light affinity attacks. * If the monster doesn't affiliate themselves with an affinity, then use spells such as Herakles and Prostasia to empower yourself. * Always use accessories, gems, or (if you haven't cast any "fusion" enchanter spells) magic to defend yourself from elemental attacks. * Make it a priority to learn the defensive techniques that halve elemental damage. When these skills are used successfully in battle, the enemy may do a lethal amount of damage with a spell or special attack, but if the defensive technique is used, Ashley can never fall to 0 HP. This is very important for monsters with strong elemental attacks early in the game. * Be careful about using combo moves. All bosses and some monsters are immune to certain status changes. It's a good idea not to use moves which dramatically increase risk during long battles. Remember that, after eight consecutive combos, risk will start to rise to incredible levels. Of course, some bosses (especially early and late in the game) can be completely overwhelming. If you've done everything you are capable of doing and just can't inflict any damage on a boss, then you can still win, but it will take longer. Just be patient and keep attacking the boss, using the appropriate offensive and defensive techniques, until you win. It helps to have plenty of Vera Roots, since you need to keep your risk at 30 or lower for the entire battle. * * * To Be Continued in Part 3 * * * -- Nick Zitzmann ICQ: 22305512 To see my real signature, finger my E-Mail address. User Contributions: |
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