WALKTHROUGH
AND HIGHLIGHTS
This game
lasts an average of seventy to eighty hours, if you're fast, really good,
and don't do any of the side areas. With the side areas, the gold
chocobo, and seeing the sights, it can last upwards of ninety hours.
Besides the length, while it is linear, it still does not lend itself to
step-by-step handholding walkthroughs, because of the freedom the designers
gave you in what order you do things. Therefore, this will not be
a step-by-step hand-holding walkthrough, but a description of the rougher
parts and a guide to highlights and stuff easily missed. I've covered
general strategy so far. I'll try and point out where I'm describing
a side trek, instead of something you have to do.
Because
the instruction manual includes a step-by-step walkthrough of the first
reactor, there's only one thing I want to point out there: Cloud's
first fit. They've left it an open question as to who's warning him
there. I have a theory, and it isn't pleasant...
DISC
ONE-THE GAME IS AFOOT!(ONE LONG CHASE SCENE)
MIDGAR
CITY
After you've
left the Mako reactor, you can wander around Midgar a little. You'll
meet Aeris for the first time here, selling flowers. Now, one thing
I should mention:Your second major visit to Gold Saucer will be different
depending on how you treat Tifa, Aeris, and Yuffie, and it starts right
out of the gate. After you head off that screen, you'll be cornered
by Shinra soldiers. Eventually, Cloud will get sick of beating up
bucketheads, and do a neat little escape. I find the next sequence,
with AVALANCHE convincing themselves that Cloud didn't make it, rather
humorous; while they're all getting depressed and thinking he got killed,
he's battering on the door, trying to get them to let him in.
After you
get off the train, if you just wander a little, you'll find your way to
7th Heaven, Tifa's bar; you can wander around and hit Beginner's hall and
all the shops here. This is the first time you see Tifa in the game.
Whenever things slow down in 7th Heaven, try walking out; Barret will usually
interrupt you. After everybody's gone down to the base to plot, you
get to chat with Tifa for a minute; then head where everybody else went.
This time, when you leave, Tifa will stop you. You will see Cloud's
only accurate memory for a LONG time, as well as the first time Sephiroth
is even mentioned. For those of us who read the manual: No, you can't
skip the Materia tutorial. It's a mandatory sequence.
After you
leave, you'll get your second chance to wander Midgar at large. If
you go upstairs of the weapons shop, there's a "beginner's hall" with tips
for those of you who don't read the manual. However, if you look
around, you'll get an ether and an All materia
there; I usually pop in just long enough to grab the materia. I strongly
suggest that you check to make sure your equipment is current whenever
you see a shop in this game, especially early on, when you still haven't
visited all of the towns.
On the
train, when the man walks past you and sniggers, turn and catch him; he'll
give back the Gil he took, and it won't take that much off your time.
Inside the reactor, wander until you find a place almost identical to the
first reactor. The first really troublesome thing in the reactor
is that !$^%@$^ button puzzle. Try counting to three to help with
the timing. It's one of the most annoying timing "puzzles" in the
game. Luckily, there aren't many. When you get outside, you
might wonder why it's been so easy up until now. After all, you haven't
seen any guards, or any nasty security robots, or more than one lock.
If you're smart, you'll think of Murphy's 102nd Law: If it seems too good
to be true, it probably is. The Shinra troops that meet you are the
least of your worries. You might want to take note of what Prez Shinra
says about Sephiroth; this is the second time he's mentioned in the game,
and is a rather enlightening bit of foreshadowing. ("Ah, Sephiroth.
He was brilliant. Perhaps too brilliant...") The Airbuster,
once you get to fight it, might also seem pretty pitiful. After all,
you get an automatic side attack, and you can easily get it "stuck" so
it can't attack two of your party members. Once again, it seems too
good to be true. The Airbuster blows up, and Cloud reveals a teeny
flaw:Gravity seems to like him. Like him a lot, in fact. So
much that he's always falling from high places. Lucky for him Aeris's
flower bed (and the church cieling...and the church's upper floor...) break
his fall.
Aeris actually
takes it in stride. She starts her long trend of acting just a little
odd. Sometimes I wonder how much Aeris knows about what's going to
happen; she's never surprised by anything, and she always acts like she
expected things to happen all along. Midway through the conversation,
Reno comes in. If you want to be real nice to Aeris, follow her advice
and ignore him. If you want to see Cloud spaz out again, start walking
towards him. Sooner or later, Reno interrupts anyway, leaving you
to rescue Aeris.
This is
one of the harder puzzles in the game, actually. If you can drop
the barrels in the right order, Aeris won't have to fight at all.
However, you have to be real good at thinking in three dimensions to drop
the right barrels in the right order; you also have to keep the layout
of the church in mind. The right order of barrels is the left barrel
in the back, the right barrel in the back, then the right barrel in the
front.
Once you've
gotten out of the church, you get your first clue that Aeris isn't what
she seems-the Turks have been harrasing her for a long time. You
get to escort Aeris up to her house. When you first enter an inhabited
area of Sector 5, you'll pass by a pipe. You can go inside it and
talk to the man inside to get some nice foreshadowing-he's got a tattoo,
of the roman numeral II. You can't do anything to help him, no matter
how hard you try. Afterwards, you might want to reequip Cloud and
Aeris.
When you
meet Aeris's mother, Elmyra, she asks Cloud to slip out quietly; she doesn't
want Aeris getting into more trouble. All you have to remember to
sneak past Aeris (after you've picked up the Phoenix Down in the room)
is to WALK, NOT RUN. When you get to the hole in the wall between
sectors 5 and 6, you find out how effective that was. If you can't
find your way out of the maze, look for the pipe propped on the next floor
at the very top of the screen-it's a big pipe, in front of the construction
machine-and walk up it. Just keep going; you'll come to a playground,
where you'll get some more foreshadowing-Aeris knew someone in SOLDIER,
who Cloud really reminds her of. You'll hear a lot more about him
later. (His name was Zack...) Then, you get to see your first
chocobo in this game, pulling a wagon with Tifa in it. Tifa, however,
is not looking herself, and she's headed for a real bad part of town.
(You'll see the wagon again if you get lost in the desert around Corel
Prison; spend too much time wandering, and he'll come and offer you a lift.)
When you
get to Wall Market, talk to everybody-and I do mean everybody. Do
get equipment for Cloud, Tifa and Aeris; don't worry about Barret yet.
Once you've talked to everyone in the town, head up to the big mansion
and talk to the doorman. You get to see Cloud have a nice Moment
of Dawning Recognition (Or ohnosecond for short), as he realizes what he's
got to do to get Tifa out. You need to get at least a dress from
the dress shop; the owner of the shop will then point you towards a wig.
If you want to, run around the rest of the town, doing favors and checking
into every opportunity to get a more convincing disguise. (I bet
Cloud never wants to show his face around Wall Market again!) Once
you feel satisfied with your costume, head to the dress shop to change,
then back to the mansion. From here on out, it's not that hard.
Well, not hard on the player; I bet Cloud, Tifa, and Aeris are just having
a BALL. (As in, they would be more than happy to see that mansion
wiped off the face of the planet.) Once Corneo gives you the drop,
take the first chance you can to equip and prepare your party, then meet
Aps, his pet. Aps is not that tough,
or smart; his strongest attack damages him as well, and it is entirely
possible that he'll land the killing blow on himself. Rest assured
that, if you clear out all of the side quests, you will see Corneo again.
Make sure
to get all the goodies out of the sewers and the train graveyard.
Tip:Search the barrels in the train graveyard. After you've cleaned
the area, play with the lighted trains in the upper right corner; they'll
clear the path to Sector 7, where the battle for the pillar is well under
way. Run like heck for the top, where you get to see Reno
AGAIN. He's the first tough battle in the game. If he entraps
someone in a pyramid, have the next character who moves attack the victim;
the poor trapped sod won't take any damage, and you'll get rid of the pyramid.
Don't let Reno get two members of your party in pyramids; if he gets all
three trapped, you lose. (After all, how can you run from the explosion
when you're stuck in place?) Ice works
well on Reno. Sooner or later, you'll get to see the first of many
hasty Turk retreats. Then, you'll get to see a certain helicopter
for the first time. By the end of the game, you will want to see
that helicopter go through a fiery end. In the helicopter are the
highest ranking Turk, Tseng; and Aeris. Aeris, in case you can't
guess, is not along willingly. There is no way to stop Tseng from
leaving. Once you confirm that there's no way to shut down the bomb,
Barret will find an escape route, and you'll get to see one of the spectacular
scenes of mass destruction. If you think that's rough on Midgar,
wait 'till you see the ending.
After you
get Tifa and Barret with you, head back to the playground and nab the Sense
Materia. Then, head for Aeris's house. You finally find out
why Aeris is so unusual, although you don't know the full implications
yet. After talking to Elmyra, head for Wall Market. Make sure
everybody's well equipped, BUY THE BATTERIES, and go to the graffiti covered
wall by Don Corneo's mansion. This isn't exactly a difficult sequence,
just frustrating. For the bar jump, wait until just after it squeaks
to jump. You'll come up in front of Shinra HQ.
You'll
get a save point and a choice: Barge in and do a lot of damage, or sneak
in up the staircase. There actually is incentive to run up sixty
flights of stairs, in the form of no enemies an elixier most of the way
up. You also get to hear the trio argue the whole way up. Either
way you go, you will get to the fifty-ninth floor. Heal up and walk
across to the three guards, who'll attack; after you "explain your situation
to them", as Lennier of Babylon 5 would say, and "convince" them to give
you the keycard, hit the elevator. The only reasonable destination,
unless you want to run up that many stairs again, is the sixtieth floor.
This floor gets annoying, quick. However, if you're an incompentent
sneak, you can rest easy that sooner or later, they'll run out of guards
to throw at you on this floor. Run up the stairs to the sixty-first
floor, where the door has been pushed open. Talk to all the employees
hanging around; when you get a choice, don't say a word. You get
to see another example of the Einsteins Shinra hires, as he mistakes three
heavily armed people for maintenance and gives you the keycard. From
here on up, it's a little harder to get the keycards. The first keycard
is the sixty-third, which you have to get from the (ersatz) mayor of Midgar.
His aide will help you guess his password, for a lot of money. It's
an anagram code; note down the numbers on the misplaced files in the library,
count forward that many letters into the alphabet, then arrange them into
one of Domino's keywords. If you get it right on the first try, he'll
give you an Elemental materia as well as the
keycard.
The next
floor gives you a nice opportunity to get cool stuff. Here's a tip:Go
through as few doors as you can; go by the upper-left route, open two doors,
enter the farthest left room, then use the airducts to get to the farthest
right room. From there, you only need to open one door to get to
the middle room. After you've fetched the trinkets, just run right
up the stairs. To get the next keycard, you need to fix a model
of Midgar city; just investigate the boxes scattered around, and put the
pieces in any old place. Once you've got seven of the sectors fixed,
hit the last box for the keycard.
Now you come to Shinra's board
room. In the Playstation version, there was a glitch that allowed
you to go into the boardroom proper if you moved fast. However, they
fixed it, and you'll just have to settle for slipping into the bathroom
air duct. Once they're done discussing nefarious plans, go out and
follow Hojo. Hojo leaves doors open behind himself, so you don't
need to worry about keycards. Keep following him, and you'll get
your first look at two major characters: Red XIII, and Jenova. You'll
get your last look at the laboratory intact. Hit the save point and
chest, then take that nifty little elevator up.
After a
short discussion with Hojo, Barret opens the cage for Red and Aeris.
Red shows Hojo his appreciation, but is interrupted when something nasty
starts coming up the elevator. Pick your party-Red comes fully equipped,
with his own Materia-then deal with the beastie.
Fire and Ice work well on this monster;
Bolt doesn't work that well, and Bio
heals it. Don't even bother with its little rolly things; as soon
as you kill one, H05 will only resurrect it.
Hojo takes the opportunity to slip away quietly. Nab the Enemy
Skill materia from the cage, then run back to your meeting place
and get in the elevator at the bottom of the screen, grabbing the potions
on your way out. This is actually the closest Tseng ever gets to
Cloud alive. Naturally, it's not a good thing; Rude comes in to back
him up.
You get
a partial explanation of some of what's going on. After you get taken
back to your cell, check on everyone and go to sleep; don't worry about
escaping. Sephiroth handles that part for you. When you wake
up, the door's open, the guard is dead, and there's a trail of destruction
leading up. Boy, subtle, isn't he? Check out the slashes in
the wall; one of those scary little details. Also, check out Jenova
in the lab. Oh, she isn't there? Huh.
When you get to the top, you get to see Sephiroth's sword for the first
time, and President Shinra doing an impression of a bug mounted in one
of those entymology boards. Equip Barret, Red, and Aeris as best
as you can, ignoring Tifa and Cloud for now. Head on out to meet
Rufus, the new President of Shinra. Cloud sticks around to keep Rufus
busy while the rest escape. Tifa stays behind to wait for Cloud,
leaving you with Aeris, Red, and Barret to get out. Take the elevator
down; because all your key-cards have been confiscated, it's the only way
you can take. The two robots aren't
that difficult; just have Aeris and Red casting Bolts
and Cures, and Barret attacking and Curing.
As soon as the battle's won, you'll get a chance to reequip Cloud.
Give him Poison, Restore,
and some other attack materia. When you get to fight
Rufus, take out his pet first, then cast spells and use limit breaks
on him. If you start running low on HP, don't be afraid to stop and
cure; Rufus is pretty fast with that Shotgun, and you rarely know how many
times he'll hit you between your moves. Once you've beaten Rufus,
go down to meet Tifa, then take the elevator. You'll get a nice,
long mixed cut-scene, and make a nice, spectacular escape. Fiddle
with your party when they give you the chance. Whatever three characters
you pick, equip them well, and make sure someone has an All=Restore.
Follow this rule of thumb for party order: Put Tifa, Cloud, or Red in the
BACK rank; put Aeris and Barret in the FRONT rank. It will make a
difference.
It's hard
to lose the mini-game, but trust me, you want to keep damage to a minimum.
When you hit the end of the road, you'll see a nice, big robot coming up
the road behind you; unfortunately, Cloud can't whack the Motor
Ball with his sword from the bike. This boss will get a free
attack from behind on the whole party. This is why you reverse your
ranks; you won't have to waste a turn hitting Change with the entire party.
Bolt, of course, works well. Don't let anyone drop too low,
or it will take them out.
CHASING
SEPHIROTH-ON FOOT AND CHOCOBO, KALM TO JUNON
After you've
beaten it, you get to leave Midgar. It doesn't really matter who
you pick to take with you, because you won't be away from the others that
long. Kalm is not far from Midgar; it's more north than east, so
don't wander too far that way. The only thing your party affects
is everyone's opinion of you, which affects your second trip to Gold Saucer.
When you
arrive, go ahead and go straight into the inn. Cloud will fill the
party in on what happened in Nibelheim five years ago. It's terribly
linear, but still interesting, even if it is wrong. Half of the cutscenes
with Sephiroth in them are here. Before you hit the reactor, you
can even look over his stats in the menu, although you may not want to-he's
scary enough as is. Sadly, you cannot control him, not one iota.
Cloud is definitely the junior partner. You don't have to go in Tifa's
house, unless you want to irritate her; however, DO go talk to Cloud's
mother. You'll get to see the clearest picture of how reliable Cloud's
memory is, as he skips and fuzzes out like a vinyl record that's been used
as a frisbee for a few years. Don't even bother checking out the
safe or the door in the basement; there may as well be a big "Do not disturb
for seven years" sign on the door. You can't wake Vincent up in the
flashback, or find the safe's combination, so don't bother trying.
Note yet another time gravity shows its affection for Cloud-and Tifa, and
Sephiroth, and the two bucketheads. After Cloud's sudden stop, everybody,
including Cloud, heads downstairs. Go back upstairs, and check out
the cabinet in the corner, hiding behind the staircase. Cloud will
say he can't reach the item there. Examine it enough times, and Cloud
will get frustrated and kick the cabinet; the Megalixer (yes, a megalixer!)
will fall right into his hands.
Go with
whatever party you want, and explore Kalm fully. In the back tower-just
look for a spiral staircase-you'll find a Peacemaker, for Vincent.
You won't actually get to use it until you reach Nibelheim, but it's a
good idea to nab it now. Talk to the guy by the entrance to town
to get a little bit of "Speak of the Devil and he shall appear"; while
Cloud was telling everybody about Sephiroth's psychotic fit in Nibelheim,
Sephiroth was heading east. Be sure to reequip everybody you plan
on keeping with you, and head east. Don't even try to go through
the swamp; the Zolom will catch you, and he
will trounce you like the insignificant bugs you are. Instead, head
for the Chocobo farm. Talk to the chocobo by the fence to get your
first summon Materia, the Choco-Mog, then
go inside, buy the chocobo lure, some greens, and stay the night in the
other building. Talk to the grandfather to hear about a strange man
in a black cape who got eaten by the Zolom, doubtless. Gee, now who
could that be?
Go out
and catch a chocobo, then head across the
swamp. If you're having a hard time catching a choco, there are some
tips to make it easier: 1. Set the ATB timer to Wait. 2.
Customize your item list with the greens at the very top. Watch for
the Zolom; if you run the chocobo right into its jaws, it will attack,
so keep an eye on that sillhouette below the water's surface. On
the other side of the swamp, you get to see how successful one of the Zoloms
was in eating that strange man with the black cape. Frankly, I agree
with Aeris: "Our enemy is someone who could do THIS?" Yikes.
Explore the mythril mine's right hand passages before heading for the left
passage. Here's where you get to meet my favorite Turk, Elena, who
just blurts out stuff you aren't supposed to know. Check out the
door on that level and get the goodies before you leave. If you have
the Enemy Skill materia, you can get Flamethrower
from the dragonflies. When you're done with the mines, follow the
route Tseng and Rude took.
If you
need an inn, head south to Condor Fort, and agree to help them fight the
Shinra; you don't have to, but it gives you access to the shops and room.
You also get a chance to find Yuffie; just wander around the forests around
Junon, and sooner or later, she'll attack you. Just string her along
(or is that let her string you along?) and she'll come with you.
Head for Junon; there isn't much to do, besides go down to the coast.
Once there, you'll see a girl playing with a dolphin. Aww, how sweet.
Then, a big, flying monster comes up and attacks. Figures, doesn't
it? The Bottomswell is a prime chance
to play with the Choco/Mog summon, since it
does wind-based damage. If it encases a character in a bubble, pick
any offensive spell, move the target arrow to the afflicted character,
then hit up once; you should select the bubble. Once the spell takes
effect, the bubble will pop. Remember that only Yuffie and Barret
can physically attack the Bottomswell. Afterwards, get ready for
a rather tedious sequence where you save Priscilla. You'll be offered
a room for a night, and all the stores will open to you.
When Priscilla
offers to show you how to get up to Port Junon proper, everybody besides
Cloud suddenly has more important things to do. The amulet she gives
you is a summon Materia, Shiva, by the way.
About the dolphin: if you don't even move, just hit Switch twice, the dolphin
will drop you nicely above the electrified area. Once the Shinra
officer shows his intelligence, go ahead and follow him. After you
go through the parade (and, most likely, futz it up!), you'll be given
one more chance. Don't bother practicing the drill; it's random,
anyway. When you go to the ship, notice how suspiciously familiar
the band of soldiers and sailors ahead of you looks. Go ahead and
do your best drilling for Rufus; do well enough, and you'll get a real
nice sword. You'll also see one of Rufus's more hilarious flubs,
as he tells Cloud to guard the ship from himself. If you try and
leave, Red gets your attention and calls you on board.
CHASING
SEPHIROTH-THE NEW CONTINENT-COSTA DEL SOL TO COSMO CANYON
The ship
leaves. If you've got Yuffie, you won't be able to get to the All
materia at first; just wait. Explore the ship and talk to everybody.
Catch Red XIII, for sure; it's hilarious that noone notices him :) .
After you've talked to all the sailors and soldiers, head back down for
a minute and talk to Aeris; then go up by the bridge. Sephiroth saves
you once again; when Barret goes to do something REAL stupid, he "interrupts"
Barret by killing most of the crew. Pick your group, then go downstairs
and grab that Materia on your way to the engine room. Get all the
goodies before you talk to the Shinra officer. If you thought that
Sephiroth snuck on board wearing an officer's uniform, guess what?
You're dead wrong! He didn't wear any kind of a disguise, and he
managed to sneak on board anyway! This is the first time you'll fight
Jenova. This is actually her most dangerous
incarnation, because it is impossible to turn her into a pinata or destroy
her ability to attack. Once you've beaten Jenova*BIRTH, pick up the
Ifrit summon left behind, and head out of
the cargo chamber.
You arrive
in Costa Del Sol uneventfully. After your party clears out, Rufus
disembarks, absolutely overjoyed at the events of the trip. Explore
Costa Del Sol; everyone who isn't in your band will be relaxing.
Yuffie, if she isn't in your trio, will have found a part-time job at the
Materia shop with surprising enthusiasm. Reequip, then head for the
beach, where you see the last person you'd expect to see on vacation.
Go over and pester him. It takes Hojo a few minutes to realize you're
there; he says some...*revealing*...things, if you listen hard. You
may want to note down what he says for later. Once you're done harassing
Hojo, go back up and get some sleep. In the morning, if Yuffie is
not in your trio, but is in your party, she'll have cleaned out the Materia
store. You may want to remember that for later. Go ahead and
go across the mountains to North Corel. Once again, you'll hear of
a strange man in a black cape who's doubtless been killed by the numerous
natural hazards ahead. It's kind of hard for a natural disaster to
fall prey to other natural disasters, if you catch my meaning ;) .
When you get to North Corel, after Barret takes some abuse, go talk to
everybody. You get an interesting observation from one of the residents
about Sephiroth-he has a tattoo of the roman numeral I. Hmm, where
have you seen tattoos like that before? ( Hint: You've seen II and
XIII.) My, what fun implications!
Go on up
to Gold Saucer. Barret will give a partial explanation of what happened
to North Corel; once you get into the Station, you'll be able to choose
one party member to take with you. Take whoever you want with you;
keep in mind that who you take will affect what happens next time you have
to visit Gold Saucer. Explore a little, if you want, and blow some
Gil. You can replay the motorbike mini-game in Wonder square.
You can talk to Dio in Speed Square; he's also noticed a certain tattoo,
and demonstrates how truly clueless he is. He is one of the few people
who isn't the slightest bit creeped out by Sephiroth. From the Werewolf:The
Apocalypse main book, about people who are not frightened by a war-form
werewolf: "They either have nerves of steel or a brain of jell-o."
Dio has one of those, and it ain't the first one. When you're done
goofing off, and before you get too frustrated about Dio losing track of
Sephiroth, go to Wonder Square and meet Cait Sith. Cait Sith
makes an...interesting(*ha, ha, ha*) prediction. Cait will then insist
on accompanying you. Wander a little more, and wend your way over
to Battle Square, where someone has taken the name a little too literally.
Shockingly, this time Sephiroth isn't the one responsible for the massacre;
after all, he hates guns. However, someone with a gun on his arm
was. Dio once again demonstrates how bright he is, by arresting you
and dropping you down the hatch.
When you
wake up, head south, for the trailer, where Mr. Coates will tell you how
to get out of the prison. Once you've gotten that cheery bit of news,
head for the house nearby-the one with the couches in it. Barret
will rescue you from a tail, and explain what's going on. Explore
the Prison a little more, and head back up to the path that was blocked
off with a wire. It will now be open. In the junkyard, you
can get the Matra Magic and Laser
enemy skills. Make sure Barret has a Restore materia, and go on up
into Dyne's lair for one of the almost depressing sequences-Barret and
Marlene's backstory. After Dyne kills himself, head back to Mr. Coates,
who'll try and thwart you; you're saved by Esther, one of the more
oddball sources of help you'll get. You'll meet Joe for the first
time; once you get into racing your own chocobos, you will learn to curse
his name, and that of his chocobo, TEIO. When you get the chance,
grab the Ramuh summon materia, and
wait for Esther. The first Chocobo she gives you will usually be
impossible; don't worry if you lose the first race. You should be
able to win on the second race. Once you've won, Dio will give you
a little gift to make your life easier:the Dune Buggy. Go south.
While it isn't mandatory, it's probably a good idea to hit the bombed-out
town just south of Gold Saucer, in the woods. Elena once again demonstrates
her brilliance, as she gripes about her partners to you before realizing
who you are. If you win this battle, you will once again get to see
the Turks retreat. This is the first
of two times you can fight all three Turks. If you avoid this battle
by not going to Gongaga, you'll miss a nice part of the story. Explore
a bit; you'll get the Deathblow materia.
Head for the reactor, and you'll get a bit of foreshadowing, as Scarlett
and Tseng are scouting out reactors. Once they've left, you can get
the Titan summon out of the reactor.
Go in and
talk to the people of Gongaga. You'll hear once again about someone
who was in SOLDIER and resembles Cloud; this time, you actually get his
name, Zack. Cloud, who says he should know everybody in SOLDIER,
doesn't recognize the name. Aeris and/or Tifa, if they're in your
group, react strangely. If you want to tick them off, just ignore
them and leave. You should reequip in Gongaga; keep in mind that
you'll have to climb poles to reach some of it. Once you're done
with Gongaga, head west across the river. You can get the
Frog Song enemy skill from the Touch Mes in the forest.
Go north. You can try and drive right past Cosmo Canyon, if you like;
it won't accomplish anything. If you don't stop, the buggy will break
down.
Cosmo Canyon
is Red XIII's hometown; here, everyone calls him Nanaki. Explore
and reequip, concentrating on Cloud, Red, and one other character.
Go up to Bugenhagen's place; he'll talk to you and Red. Pick one
other character to go with you, and head out to the caves. Explore
everything before you move past each section of the cave; there's lots
of nifty stuff hidden around there. Remember that most of the things
in the cave are dead, and Dead Things can be hurt by Cure
magic. To verify this, use Sense to make sure a creature's Weak against
Holy before you accidentally heal something you shouldn't. When you
hit the Stingers, be ready; the spiders are dangerous. Keep lots
of healing magic and items, and be prepared to hit Limit Break often.
(If the oil in the lava room is bugging you, think of this:Get past the
oil the same way you snuck past Aeris earlier; it works better on the oil
than it did on Aeris.) Sooner or later, you'll hit the Gi
Nattak boss. So long as you exclude his little Soul Fires,
the most damaging attack you can have is Cure 2,
which makes the battle go a heck of a lot shorter and easier. After
killing the Gi Nattak, go see Red's father. When you emerge from
the cave, explore again to get interesting information from the Elders;
some if it won't make a lot of sense, but keep it in mind as you go on.
When you're ready to go, just head out of down; Red will meet you on your
way out. The Buggy will be fixed.
CHASING
SEPHIROTH-WHAT CAME BEFORE-NIBELHEIM TO THE TEMPLE OF THE ANCIENTS
Just keep
going north. You'll see a little town nestled in some creepy mountains.
Hop out of the buggy and head on in to see a familiar sight: Nibelheim,
intact. The people here contradict Cloud and Tifa about Nibelheim's
history; you won't find out why until Disc 2 or 3. You'll also see
a bunch of strange creatures in black robes wandering around. Talk
to them to find more of those roman numeral tattoos and interesting items,
as well as tangled bits of foreshadowing. (Reunion!) You can
skip the mansion, although you shouldn't if you want a few more clues as
to what the heck is going on in this game. You also shouldn't skip
the mansion if you want Vincent, and all the little tips on the story he
gives. You will find out next to NOTHING about Sephiroth's backstory
if you do not get Vincent. (He knows as much about Sephiroth as Hojo,
and he's more accurate and more willing to talk.) In the Shinra mansion,
just play with the riddles to get the combination to the safe; the Lost
Number boss is fairly tough. When he loses enough HP, depending
on how you do most of your damage, he'll adapt and morph into one of two
forms. One is strong against spells but not against physical attacks;
the other is strong against physical attacks but not against magic.
(If it's red, attack it; if it's blue, cast spells at it.) When you
kill it, you get the basement key, the Odin
Summon, and Red's Cosmo Memory Manual.
Head into the secret passage to the basement; if you have the basement
key, the locked door is now open, and you can wake Vincent up. Tell
him about Sephiroth; you'll get his attention, but he'll decide to stay
where he is. Leave the basement, then come back and ask who he is;
he'll blow you off AGAIN, but catches up to you in the hallway and decides
to stay with you. Here's where that Peacemaker you picked up in Kalm
comes in handy. Now, you can head for the lab and meet Sephiroth
again! He's a little more coherent this time, but not much; however,
he gives you a useful materia before leaving. You can walk around
and read some of the books he's left open, most of which contain chilling
clues about Cloud and someone else. (Come back in late Disc 2 or
Disc 3 to find out who Subjects A and B were...)
Whenever
you're done exploring the mansion, head for Mt. Nibel. You can get
some nifty materia and items in the caves and tunnels around the mountain,
so explore fully. In the room with the tubes, don't go down the tubes
until you've let down the ladder; you can't let it down from below.
The big spidery thing in the mountain-the Materia
Keeper-is one of the toughest battles so far. He usually takes
me between twenty and thirty minutes to kill, with copious use of Phoenix
Downs and Cure spells. However, you can get the nasty Trine
enemy skill from him, so go in with the Enemy Skill Materia equipped!
You can even explore the old Jenova reactor, although there's nothing interesting
there anymore. Head straight through the mountain when you're done,
and go north to Rocket Town.
Talk to
everybody in the Town, and reequip fully. If you look at the rocket
with the old man, he'll give you a sword for Cloud for indulging him.
I have one thing to say to the citizens of Rocket Town: "May you
live in exciting times" was an old Chinese CURSE. When you're done
talking to everybody, go to the empty house with the back door to check
out the cool airplane; Shera will tell you to go talk to the captain about
borrowing the Tiny Bronco. The captain is in the rocket, and is none
other than Cid. After Cid has told you why he's waiting for Rufus
and Palmer to show up, head back down to the town and go to his house;
Shera will be waiting. She'll explain why the space program was cut,
then Cid will show up. A few minutes after Cid arrives, Palmer comes
in. While Palmer is bugging Shera, poke your nose out the door.
Rufus, not knowing you're there, will tell you where to find Sephiroth,
and really tick Cid off. Follow Shera's advice, and save the Tiny
Bronco from Palmer; he's weak, but annoying.
You get a short flight in the boat-to-be, before Shinra troops demolish
the tail. After you crash, you get your first chance to go to Wutai
and go through Yuffie's subquest. I suggest you wait to go up a few
levels before you rescue her and Elena from Corneo. This is also
the first point where you can get Aeris's Great Gospel
manual. A word of advice:Go all out with Aeris to get her Level 4
Limit break before going any further; you'll thank yourself later.
When you're
ready, go visit that house on the peninsula due south of Costa Del Sol,
and just northeast of Gongaga. He'll tell you about some silly old
legend about a Keystone to get in the Temple of the Ancients. He'll
say he just sold it to someone who it looked like a bad idea to say "no"
to. You get a chance to panic and think he sold it to Sephiroth, then you
find out he's sold it to (Drumroll, please) Dio, of all people. This
compels you to troop back to Gold Saucer. The Keystone is in Dio's
show room in Battle Square; study it, and Dio will give you a chance to
get it-Cloud has to enter the Battle Square games. Dio will give
you a special prize if you can win all eight battles; otherwise, you just
get the Keystone. When you go to leave, the Ropeway's broken, and
Cait Sith tells you he can get a place to stay. Before everyone goes
to bed, you review the situation. You finally get the admission from
Red that his XIII tattoo is the same as the tattoos sported by Sephiroth,
the man in Sector 5, and all the strange black robed creatures; a fact
which greatly disturbs him. Everyone else should be safe, since they
don't have number tattoos...heh, heh, heh....
This is
where how you've treated Tifa, Aeris, and Yuffie comes into play.
The one you've treated the best (usually Aeris, unless you make a conscious
effort to avoid encouraging her) will come in and drag Cloud off to see
the sights. With regards to how the rest of the game affects this
sequence, Aeris is the easiest to get, Yuffie is the hardest; I've heard
a rumour that it's possible to get Barret or even Red to show up.
I usually try to get Tifa, because the "play" is absolutely hilarious with
her. (Either you screw up and she knocks Cloud out, or you do it
right, and she makes herself look like an idiot. "Is that it?
That can't be the end. Was that the end?") As you're returning
to the hotel via the station, you see Cait Sith, acting suspicious, carrying
the Keystone. Chase him. If you lose him, go to Chocobo Square
and flush him out of the building. You'll get to see that helicopter,
with Tseng, yet again, as Cait Sith tosses Tseng the Keystone. After Cait
engages in a little hostage situation, you agree to take him with you.
Here, you are told to head straight for the Temple; however, if you choose,
you can hit Yuffie's subquest or get Aeris's L4 Limit Manual. Until
the end of the Temple, Aeris is a mandatory member; you have to bring her.
If you don't get Aeris's L4 Limit Break before the Temple of the Ancients,
you never will. (Well, you can get it, but it won't be much use.)
The Temple
is on a forested island just south of Fort Condor and Junon. You
can't miss it; it's a big, Mayan-style step pyramid. On the steps,
one of your characters will spaz out; surprisingly, it isn't Cloud, but
Aeris. She says something about "You could return to the planet,
but you're stopping it with force of will". I'm not entirely sure
what this means, but I'm pretty sure she's referring to Sephiroth.
When you get in, you see Tseng for the last time; he gives you the Keystone
before he dies. The first time I saw the next area, I thought I was
in Escher's 3-d physics-defying maze, silly me. It's still confusing;
however, you can find your way around by following the little blue guy.
There's plenty of keen stuff hidden around there, so be sure to explore
before you continue on. You'll come to a pathway with boulders rolling
along it; time your dashes so Cloud stands in the holes in the boulders.
When you manage to get all the way to the end, Aeris stops and dashes back.
Can't win, can't break even, can't quit the game. When you meet her
at the pool, she leans over and starts talking to things you can't hear
again; then, she triggers a vision from the pool, of the Turks in a room
with hieroglyphs on the wall. After Elena leaves in the vision, Sephiroth
walks by behind you-not in the vision,but in reality. Of course,
he starts messing with the vision. After the vision is over, you
can head on past the boulder pathway to the clock. The clock's pretty
simple, if you turn the hands yourself and follow the instructions.
Go through the number VI door last, to get all the goodies; if you're feeling
adventurous, let the second hand knock you off, down into the room in the
Escher maze that was blocked off by an energy barrier. You'll be
attacked by two BIG dragonflies; there's a
sword for Cloud that, while powerful, has NO materia slots. When
you've cleaned the area out to your satisfaction, go through VI.
The pattern changes from game to game; number the doors, then take
notes on which door he goes through each time to predict where he'll come
out. Also, pause to pick up the glove for Tifa out of the chest at
the bottom. When you catch the guard, he'll open the door to the
Hieroglyph room. You'll meet Sephiroth in here, even more coherent
yet still acting strangely; you won't get within seven feet of him, because
he keeps swinging his sword in front of him. The last time you see
him in here, you find him sitting unconcerned in front of a pedestal; after
a short conversation; he gets up. Jamming his sword into the ground,
he outlines a simple plan to become more powerful than you really want
to think about; however, as a nasty side effect, all life currently on
the planet will die. Then, as soon as he leaves, Cloud will
REALLY spaz out. Once he comes around, you'll hear something behind
you; someone in your party will ask if it's Sephiroth. Although you
won't see him, you'll hear Sephiroth say, "That's not me.", just before
the Red Dragon attacks. The dragon is
fairly anticlimactic for a boss; if you think he's the boss of the Temple,
just remember the rule about something being "too good to be true".
Be sure to grab the Summon Bahamut materia
he leaves behind, then go look at the pedestal you last saw Sephiroth at.
It's a model of the Black Materia-the entire Temple. Cait Sith will
prove his usefulness; head for the exit, out door XII of the clock.
Now you get to see the real boss of the Temple, the Demon Gate. This
is the last battle you have with Aeris in the group. Once you've
escaped, Cloud retrieves the Black Materia. Sephiroth quickly shows
up and takes over Cloud, who gives him the Black Materia, then attacks
Aeris. Your third character will stop Cloud, who'll black out and
have an odd dream sequence with Aeris, acting almost as strange as Sephiroth;
she'll tell him to leave it all up to her. When she leaves, Sephiroth
drops out of nowhere-the first time he does that around Aeris-and comments
that she'll be trouble. Once again, for Cloud's mortal nemesis, he
seems awful relaxed around Cloud...
CHASING
AERIS-CLOUD'S "PROBLEM"-GONGAGA TO THE CITY OF THE ANCIENTS
Cloud wakes
up in Gongaga. He doesn't want to stay on the quest, to keep Sephiroth
from taking control of him again; the others convince to come, Barret commenting
"If it happens again, I'll just go upside your spikey head and bring you
back to normal!" Gee, thanks, Barret. You can explore a little,
go through Yuffie's Subquest, or just head north to Bone Village.
If you walk into the Sleeping Forest, it will look awful familiar-it's
the forest from the dream with Aeris and Sephiroth. However, to get
through the forest without simply repeating the same two screens over and
over, you need to get the Lunar Harp from the archaeologists, who are more
than happy to help-for Gil. Once you've got it, you can go through
the Forest, nab the Kujata summon, and get
the Water Ring on your way to the City of the Ancients. When you
arrive, explore and find everything, among which is the Aurora armlet-very
useful! Then go spend the night in one of the intact buildings on
the right side of the city.
Cloud will
wake up in the middle of the night; head for the crossroads, and follow
Cloud's premonitions. In the main building, go up to find the Comet
materia (I thought this was a glitch at first, silly me; but it's
Comet, not Meteor.) then go back down the steps to find an underwater temple,
a'la Rebma. If you want to turn Jenova*LIFE into a pinata, this is a good
time to set up your Healer with the Water Ring and the appropriate Materia.
You might also want to bring an Enemy Skill
materia, to get the Aqualung skill. Head for the series of pillars,
where Cloud will hop across, alone, to see Aeris. If you try to talk to
her, Cloud will just start spazing out again. You can try and fight
it, but every time you hit the OK button, he comes that much closer to
doing something hideous. Luckily, the others stop him. Sephiroth,
never one to give up easily, decides to follow the old rule about getting
things done: "If you want something done right, do it yourself."
Yep, this is The Ambush, the one computer game cutscene that can scare
the heck out of my parrot. After you've seen this, you should agree
with me about being afraid of Sephiroth-very afraid.
After Aeris
dies, Sephiroth will torment Cloud a little more, then leave; Jenova
will attack you. After you beat her, you'll see the first, last,
and only time Jenova speaks. There will be a short funeral
for Aeris, then you'll go straight into Disc 2.
DISC
2-WE'RE ALL GONNA DIE!
CHASING
SEPHIROTH-WHERE I GET HOMESICK-CITY OF THE ANCIENTS TO THE GAIA CLIFF
You'll
be left in the City of the Ancients; spend the night again, and Cloud will
see a vision of Sephiroth heading North, and remember Sephiroth's directions.
You'll head north, through a nifty little ice cavern. The cave's
pretty straightforward; however, make sure you get all the chests, and
head to the bottom of the ladder to get the materia. You'll come out on
a snowy plain. *Sigh* Home....Sorry, it's an Alaskan thing. If you
head north and west, you'll come around the mountains. There's chocobo
tracks here if you're lazy, but by this point you're so close to Icicle
you may as well skip the chocobos until later. Icicle will be your
last chance to reequip for a while, so be thorough. Until you're
done reequiping and preparing, don't go out the back way! Talk to everybody
in Icicle; you should hear something about an Ancient who used to live
there. The second door from the left in the whole town leads to an
odd room filled with machinery, with a cozy library and living area downstairs-Gast
and Ifalna's old lair. There's a machine with several videos, which
clear up a lot about Aeris and Jenova's background. Whenever you
feel ready, head out the back of town; you'll be warned off by one of the
residents, then interrupted by Shinra troops, led by Elena. Elena
is firmly convinced that you killed Tseng, and decides to try and take
you down herself. It's easy enough to dodge her; if you do, she slips
and goes tumbling right out of town, tailed by the two bucketheads she
brought with her. If she hits you, you'll wake up in Gast's old lair.
Either way, she gets a head start on you, intentional or no. Once
the Turk has left, more bucketheads will set up a perimeter; while
you can fight them to go back, it's really counter-productive. Just
gather the things you're told to get to go to Gaia's Cliff, and head down
the path after Elena.
As soon
as you leave town, you're put into the snowboarding minigame. There
are four possible "exits" from the course, and each one drops you in a
different place on the Great Glacier. You'll want to go past the
hot springs, and be sure to walk down to the edge and touch them.
This isn't necessary, but helps you snag a Summon materia a little later.
Also, explore the three mountain paths; one of them has an Added
Cut materia hidden on it. There's materia and items hidden
all over the Great Glacier, in fact. However, it is very cold out
there, and if you wait too long, you'll pass out. Lucky for you Gussiks
some old Sourdough is willing to dig you out of the snow and thaw you out.
(Again, an Alaskan thing. Is it not scary that we actually have a
slang term for "foreign idiot who doesn't know what he's doing and almost
freezes to death, except we saved him"?) You'll wake up in Holzhoff's
cabin at the base of Gaia's cliff, if you passed out. If you didn't,
and you head north off the map, you'll come to the Lost in the Snow section.
Walk straight up, placing three markers in a row with a fair distance between
them-but be sure you can always see at least two on the screen! That
way, when the blizzard turns you around, you can keep your direction.
Keep going north until you hit a cave. Here you have two choices:
You can head east and pick up the Alexander
materia, or you can keep going north and reach Holzhoff's cabin without
him dragging you there to thaw you out. If you head east, you'll
find a snow creature in a cave that hates hot springs, which is why you
gotta touch the hot spring to get the Alexander summon from it.
Holzhoff
will give you some advice for going up the cliff. Barret will prove
to be a total Cheechako; while griping about the weather may be an Alaskan
pastime, we never let it get so far that we stop griping about the government,
much less say they may not be so bad. Gaia's Cliff can get tedious,
but so long as you keep an eye on the path ahead, and keep your temperature
up above 35, it isn't that hard. (I must interject here-because they
only do costume changes for the entire party ONCE, on the cargo ship, the
only one who's actually somewhat dressed for the weather is Vincent.
Everybody else must be freezing, especially Tifa and Yuffie. Only
people who've lived in that kind of a climate for several years can get
away with running around in shorts and a t-shirt.) (Another interjection:From
how fast your temperature drops, I'm guessing it's at least forty below
(Fahrenheit) on that cliff. Cait Sith's gears and parts would be
freezing stiff and brittle at that temperature, and everybody else would
be getting frostbite-except possibly Vincent.) You'll get several
chances to get inside caves, where your temperature won't drop. If
you see the icicles, be sure to drop them all before you jump back down;
there's goodies up there. Sooner or later, you'll see a room with
a pool and a save point. Hit the save point, and heal up. In
the next hallway, you'll see one of the black robes get tossed to the ground
by something off screen; your party will look at it, look around paranoiacally,
see something off screen, then ready for battle. It's Schizo,
one of the more annoying bosses. One head breathes fire, and one
head breathes ice. You've gotta keep track of which is which, because
if you cast the wrong kind of elemental spell, you'll heal one of the heads.
The Kujata summon heals both heads. Try and kill only one head at
a time; each head has a dying gasp that does a lot of damage, and if you
kill both heads at once, it WILL kill you. When you've found your
way up Gaia's cliff, you'll get to see the one cutscene that I play over
and over again when I get homesick. That's a mild, small aurora display,
by the by, but very accurate. *Sigh* Aurora borealis...*sniff* Home....As
soon as you get to see what makes me really homesick, you'll get down into
the crater proper. And, being an Alaskan, I must say that Sephiroth
has impeccable taste in lairs.
SEPHIROTH'S
LAIR-WORLD TURNED UPSIDE DOWN-NORTH CRATER AND WHIRLWIND MAZE
As you
head down the inside of the crater, you'll come across another of the black
robed creatures. At this point, Cloud's stopped keeping track of
numbers. When you get to the bottom of the crater, Tifa will join
you, if she isn't with you already. Heading into the crater, be sure
to grab the Neo Bahamut summon, which is just
laying right in your path. It's the last Bahamut summon that's left
out for you to find. When you get to the top of that screen, Cloud
will notice the Highwind passing overhead. As soon as it gives you
back control, go ahead off the screen. This is the first of three
shields you'll have to pass. Inch as close to it as you can, then
wait for the green to die down and run through. If you run into it
while the shield is up, you'll be attacked by a Wind Wing, a little dragonish
monster. There'll be a stretch of rock with a caravan of black robes,
then another shield. Before you go through the shield, set up a Healer-just
like for Jenova*LIFE-save that the Healer should have the Dragon armlet
instead of the Water Ring, and there are no interesting skills for the
Enemy Skill materia.
On the
next screen, the first thing you should notice is Sephiroth killing two
of the black robes before vanishing. He messes with your head a little,
makes a few threats, then vanishes and Jenova shows up again. This
is the third battle with Jenova, and the second time she has all magical
attacks of one element and no physical attacks. You can pull the
pinata trick on Jenova*DEATH easily.
Once you've killed Jenova, the Black Materia will be left behind.
Cloud will pick it up, then have second thoughts, not wanting to pull what
he did at the Temple of the Ancients. Either Barret or Red will take
the Black Materia. Then, talk to Tifa, and continue on. You'll
have to get through the final, and toughest, shield; however, like the
Bucketheads on the sixtieth floor of the Shinra building, if you get knocked
back enough times, it will let up a little. After you pass out of
that screen, you'll get a nasty surprise:An exact replica of Nibelheim,
following the sequence of the Kalm flashback. This time, Cloud isn't
there, but someone you won't recognize. If the "flashback" ever stops,
just talk to everybody (including Sephiroth!) until it starts going again.
Sephiroth will manipulate Cloud and everybody else, trying to convince
Cloud that he's nothing more than a creature created from whatever Hojo
could scrape up after Nibelheim. Sooner or later, it'll skip to the
Shinra board, who are standing in the center of the maze, watching Weapon
stir in its sleep. The scene will cut back to the rest of the crew;
the area will wierd out, and when the background returns to normal, everyone
except the person with the Black Materia will vanish. While they're
standing around wondering what the heck just happened, Tifa will run in
and tell them to come, and hurry. After they go trooping off to help
Cloud, Tifa stands in the middle of the screen and starts snickering.
Her mannerisms become less and less Tifa and more and more Sephiroth, until
he finally drops the disguise, although he tries to play the role up before
dropping it. After he vanishes, you'll see the rest of the group
lying on the ledge unconscious to a man. Sephiroth drops all of the
illusions in the central chamber of the maze, finally allowing the Shinra
band and Cloud's trio to see each other. The person with the Black
Materia enters, quite happily relinquishing the Black Materia to Cloud;
Tifa yells at them to stop, but Sephiroth pretty much hits the Mute button.
(You know, I wish I could do that with my parrot.) Sephiroth takes Cloud
up to his "nest" above the crater; as soon as he's got the Black Materia,
the crater starts collapsing. The Shinra people are willing to forget
their rivalry and let you on the Highwind; I think they only really care
about GETTING THE HECK OUT OF THERE!!! However, Cloud is not among
those rescued, although some of the members are pretty beat up in the escape.
The five Weapon monsters will break loose and scatter.
SEARCH
FOR CLOUD-TIFA'S TURN-JUNON TOWN TO MIDEEL
Tifa comes
around after spending a week out; the group is in Port Junon, as Ummmguests
of the Shinra. Barret will point out Meteor hanging in the sky, then
Rufus and Heidegger will enter. Nobody knows where Cloud is, but they're
planning on executing Tifa and Barret for PR purposes. You'll be
given control of Barret for a while. Two of the reporters in the
"press room" should look familiar, if you look close-one's Cait Sith, and
another's Yuffie. I also think the Buckethead who escorts Tifa into
the gas chamber is another member of your group; that act of dropping the
key seems a little too intentional for anything else. (Because everyone
else is occupied, and you don't see a tail, that's either Cid or Vincent-unless
the Highwind crew are going the extra mile to help out their Captain.)
Before the execution can get too far, Sapphire Weapon attacks; the reporters
(except Cait Sith) and some of the bucketheads panic and leave the press
room; Rufus and Heidegger try firing the big cannon at it.
It keeps coming. Cait Sith knocks Scarlett out, then helps Barret
fight off the two remaining bucketheads. You should at least try
to rescue Tifa, then use the menu to equip Cait Sith, Barret, and Yuffie.
Whenever you're ready, leave. As soon as you're out the door, Scarlett
comes around and locks you out. Head outside to the walkway; there
will be a news crew, complete with camera and suspiciously familiar standup,
filming the Weapon attack. When you blunder into them, Yuffie gets
rid of the disguise and joins you. You should be able to make it
to the Highwind without incident-um, except for the SOLDIER, 2nd Class
running around. Be careful when you see them; they're tougher than
they look.
The scene
will cut back to Tifa, in the gas chamber. You need to get the key
off the floor, get it to where you can unlock one arm, then unlock your
other arm. Remember to try more than one thing at once. Once
you're loose, the button to the left of the chair will shut off the gas;
then, try and open the door. You'll cut to Rufus and Heidegger; they'll
pour small arms fire into Weapon, who'll just get mad and put a hole in
the front of the city. Then, just as it's getting ready to blast
again, the cannon fires-straight down its throat. Chalk up one Weapon
to the Shinra folks! It'll cut back to Tifa; it turns out the hole
Weapon made cuts right across the roof of the gas chamber. Scarlett
will start shrieking at Tifa to open the door; Tifa, naturally, tells her
where to stick it, and climbs out on the outside of the building.
Run like heck for the end of the cannon, where you'll get into a catfight
with Scarlett that just begs the question:Why doesn't Tifa just HIT Scarlett
and knock her right over-and you know she could! No matter if you
beat Scarlett or not, you've still got several armed bucketheads pointing
rifles at you. Lucky for Tifa that Heidegger's been abusing the Highwind
crew; the second Cid asks them to defect, they're more than happy to.
After the Highwind rescues Tifa, you'll be put on the bridge.
Congrats-you've
got the Highwind. You can now wander the world pretty much at will.
At this point, you can head for the Chocobo ranch and set up your operation,
you can get Yuffie's subquest over with if you haven't yet, or you can
just roam around and cause trouble. Whenever you feel like getting
serious (seriously depressing...) head south to the second island in the
chain where the Temple of the Ancients was. See the little town in
the woods? That's Mideel. Go there. Reequip everyone
except Tifa, and go into the center of town. You'll find Cloud, all
right-not that he'll be much use. He's basically as comatose, and
the prognosis is not good. The doctor is surprised he's still living,
much less think that he'll recover. Tifa
decides to stay behind with him.
THE
HUGE MATERIA QUESTS-CID'S TURN-NORTH COREL AND FORT CONDOR
On the
Highwind, Cid settles in by the pilot's seat for a nap, while the rest
of the group discusses who's going to lead now. Barret rules himself
out, Red never even offers, noone's quite willing to trust Cait Sith that
much, and Yuffie and Vincent are out of the question. (Too bad; if
they could get Vincent convinced it was a good idea, he might not do a
half-bad job. Yuffie, on the other hand-{*Shudder*}) Someone
pokes Cid awake, and they congratulate him on becoming the group's new
leader. Cait Sith becomes a double agent, and lets you
know what Shinra's up to-gathering the Huge Materia so they can launch
it into Meteor using Cid's old rocket. The first one is being picked
up at North Corel. They'll be using the old train to bring it out.
Unfortunately for North Corel, what little is left is built on top of the
train tracks, and they won't stop the train for the town. Note that
here, just as with Tifa earlier, you can wander as much as you want before
hitting the North Corel reactor. Head for the North Corel reactor
via the train tracks; once you've disposed of the bucketheads, the train
will rumble by. Just as everybody starts thinking they've lost, Cid
drags them inside and fetches another train. It would probably be
a good idea to have an Escape materia equipped
somewhere here.
The others
marvel that Cid can drive a train; Cid lets them know that he has no idea
what he's doing. Fortunately, the train is fairly straightforward.
Catch up to the other train as fast as you can, and jump over to it.
The easiest thing here is to go through as many battles as you can by exiting;
on the others, use all-out overkill on magic to kill the monsters as quickly
as possible. As soon as that's over, start trying to stop the train.
If you succeed,the train stops just short of North Corel; you become the
heroes of the town, with a free stay at the inn and a gift from the grateful
townsfolk-the Ultima materia. If you
fail, the town is demolished, and you'll just have to poke through the
rubble for the Ultima. Once you've saved (or destroyed) North Corel,
wander if you want, then head for Fort Condor. A tip: Do not give
money to the war effort; it'll just vanish. Go straight into the
game and lay out twenty mixed units; especially fun is putting tristoners
at the trail heads, pointing down. Then, as the battle goes on, lay
out new troops as you need them, but try and avoid letting your total drop
below twenty for long. As soon as the commander shows up, send all
of your troops down after him. If and when you win, the condor will
die rather spectacularly, leaving its egg hatched. Go on outside;
you'll get the Phoenix summon, and the Condor
chick will test its little wings and fly off. When you're ready to
go back inside, talk to the old man at the table; he'll reluctantly reveal
that the Huge Materia wasn't in the reactor, and give it to you.
Cid is a little upset at being tricked, but is willing to forgive and forget.
When you've got the Huge Materia, Cid decides it'd be a good idea to go
visit Cloud. Make sure your party is well equipped and ready for
battle, then head for Mideel.
MIDEEL
LIFESTREAM FLASHBACK-INSIDE CLOUD'S HEAD-HEY, HE FINALLY GETS IT RIGHT!
When
you arrive in Mideel, you'll get to see Cloud again, and he's not getting
any better. Worse, not only does an earthquake hit, but the Ultima
Weapon attacks. Cid and the rest of the trio chase it off, but can't
do that much about Mideel sinking into the Lifestream. There will
be one of the wierder looking cutscenes, and then Tifa will be pulled into
the Lifestream, along with Cloud.
This is
a very linear sequence; just follow the tips given by the game, and pay
attention. You finally get to see what really happened in Nibelheim,
although you still don't find out what happened to Cloud's missing two
years. (The Truth is Out There!) They also still don't explain
how Cloud survived getting skewered by Sephiroth, much less how Tifa survived.
There will be yet another time Cloud gets to experience gravity from a
high place; if you were paying attention, he refered to it unknowingly
when he first dropped in on Aeris in the church(pun intended). You
also find out why Cloud's memory of his mother was so screwy; after all,
it would completely screw up the rest of the "edited" memories.
After Tifa
helps Cloud get his head screwed on right, they go back to the world of
the living, where Mideel is now REALLY a hot springs town. Or is
that a Lifestream town? If you talked to the kid with the chocobo
in every store, he'll now sell you all the items the others don't have
anymore. After Tifa comes around for a minute, she blacks out again;
the next time the scene clears, they're in the operations room of the Highwind,
where Cloud is just finishing explaining what happened to everyone else.
Just so you know, now that there are no messed up memories for him to play
with, Sephiroth can't pull Cloud's strings anymore. You'll get to
put your party back together. From here, you can play with your chocobos-and
you can now race them to get them up ranks!; you can get Tifa's Final
Heaven Manual from Nibelheim; you can fetch Vincent's
Chaos Manual and Death Penalty with
a chocobo; You can finish Yuffie's subquest; you can take a green, black,
or gold Chocobo and explore the Forest of the Ancients on the southern
cliff near Cosmo Canyon; you can fetch the Natural Materia; or you can
do the serious thing and head for Junon. If you go to Nibelheim,
the man in the back of the third building in on the left reveals why they
don't tell the truth about Nibelheim's history. (Having cut the space
program, Shinra has plenty of money to spend to get people to move into
a town and pretend they've always lived there-and nothing has ever happened
there.) Also in Nibelheim, if you go into the basement of
the Shinra Mansion-all the way into the lab-you'll get a cut scene that
explains Cloud's missing two years, where Zack fits in, and how Cloud survived
being shish-ka-bobed by Sephiroth.
HUGE
MATERIA QUEST-CID GETS TO GO INTO SPACE-JUNON UNDERWATER REACTOR AND ROCKET
TOWN
Your next
destination is the Junon underwater reactor. Here the Shinra bucketheads
start getting smart. Remember those troops you might have seen drilling
in the tunnel? Well, you do have to get by them, but never fear.
When the commander tells them to charge, they charge. I believe the
saying is, "When the going gets tough, the smart get going-preferably in
the opposite direction.". The bucketheads are a lot smarter than
the officer by that standard, as they take one look at you and run.
The officer stands waiting for the battle to start, then realizes that
it won't start. He looks back, and discovers that he's leading a
bunch of Not Mes and Ida Knows into battle. Naturally, he turns and
runs after his troops, yelling at them to come back. So much for
Shinra bravery. See that big red button on the wall? Do you
know the one rule in games about pressing big red buttons in enemy fortresses?
If you push it, you set off all the alarms in Junon, and you'll run into
a lot more guards and robots. Considering what's at the end of the
trip, I advise not touching it.
You'll
get to go down into one of the more interesting settings, a glass-walled
tunnel leading up to the reactor. It only lasts for two screens,
then you're in the reactor. Go as fast as you want here; it won'
t do any good. You'll get bogged down by several pairs of bucketheads,
and get to the Materia holder just in time to see the crane carry the materia
away. Cloud says you'll still have a chance. When you get out
to the dock, you walk right up behind Reno, who learns why you always look
when you start telling someone to do something. Before you can trounce
him, he calls over a nice little loading robot, the Carry
Armor. This robot has a Lapis Lazer that does an obscene amount
of damage, and can do an arm strike. There is a good chance that,
on any given arm strike, it picks up its hapless victim, who has no choice
but to dangle there. The only way to get it to drop them is to kill
the arm (even if the character is dead, it still hangs on!); however, every
time you attack the arm, the poor guy (or gal) hanging there takes damage
too. This is one of the harder bosses in the game, even if you do
have Quadra=Neo Bahamut
or =Ultima. After you scrap the loading
bot, the sub has already left. You are left with only one choice-go
take the other sub. Be sure to pick up all the nifty goodies in the
chests on the dock; they will be useful, especially the weapon for Cid
and the Leviathan Scales. You'll have to fight through lots of bucketheads
to get down into the sub, although some of them are having second thoughts
before attacking you. You then hit one of my favorite little spots
of dialog in the bridge. For someone so eager to fight to the death,
you can sure take them prisoner easily. I definitely reccomend reading
the manual before you try the mini-game.
The sub
will disembark, leaving you with the submarine mini-game. This is
one of the easiest mini-games; just keep the red sub highlighted and in
front of you, and tap Switch as fast as you can. The mines are easy
to avoid, and the enemy subs don't fire back. After it sinks, Cloud
will want to head straight back up, and retrieve the materia from the sub
later; you can take it or leave it as you choose.
When you
decide to go back up to the Highwind, Cait Sith will inform you that there's
one more huge Materia-in Rocket Town, about to be launched. Hightail
it over to Rocket Town, and head straight for the rocket. If Cid
isn't in your party, he'll insist on joining you. You get to fight
through more bucketheads, then just when you think you're home free, you
bump into Rude. Don't worry too much
about his buckethead backup; concentrate on the Turk. Once you've
beaten Rude, watch as the Shinra officer in the rocket basically panics.
Cid will tell all the technicians to get lost, and then just as he moves
to check on the rocket, Palmer hits the launch button. Cid will argue
with you about the merits of science over magic. Soon after you get
launched into space, you discover that whoever locked the autopilot did
a good job:You're going to crash right into Meteor. Cid relents in
his views on magic, and comes to help you get the Huge Materia out of its
holder. However, there is a keycode lock on it; if you input the
wrong code, it will give you a few minutes to total lockdown, after which
no code will work. Cid will give hints, although they won't help
as much as you will want. If you really get stuck, the code is OK-Cancel-Switch-Switch.
Once you've got the Huge Materia, Cid leads the way to the escape pod;
however, oxygen tank 8 blows as you pass by, pinning Cid under the debris.
Cloud and your other character alone can't lift it off of him. Just
when it looks like you're going to have no choice but to crash into Meteor
with the rocket, Shera shows up and helps free Cid. The escape pod
leaves, and Shinra's best plan to get rid of Meteor fails utterly; the
Meteor reassembles itself immediately after being blown up.
AERIS'S
LEGACY-WEAPON ATTACK-COSMO CANYON, ANCIENT CAPITAL, MIDGAR AREA
The scene
reopens as Cloud, Cid, and the others are gathered on the bridge after
fishing the escape pod out of the ocean. They discuss the planet,
the current crisis, and what they should do; eventually, they all decide
to go pester Bugenhagen into giving them some direction. Bugen calls
everybody into the observatory to think on what has gone before.
Aeris comes up with just about everybody. (Well, everybody who comes
up with something; Yuffie, Cait, and Cid don't come up with much.)
Bugenhagen asks to hitch a ride up to the City of the Ancients, to see
if he could find out what Aeris knew that the rest of the group didn't.
Before everybody leaves, Cloud asks to leave the Huge Materia there.
If you have both of the Bahamut summons up till now-not necessarily equipped-examine
the lower right Materia. Bahamut will roar, and the Huge Materia
and the two Bahamuts will flare; when the light dies, you will have the
Bahamut ZERO summon, the second most powerful
summon in the game. When you take him up there, explore the
city; eventually, Bugen will find some writing left by the Ancients.
Scribbled nearby is a partial translation: "Sunlight cannot reach (space)
(space) key." My father and I had a difference of opinion; he believed
it meant the key was underground, and I thought the key was underwater.
This is
one of the nicest breaks you get. You can wander Midgar as you please,
handling anything you haven't gotten to yet. I reccomend you do;
you're almost to the end of Disc 2. You can also pick up the Huge
Materia from the downed red sub, take the underwater tunnel to Vincent's
waterfall, or explore the crashed Gelnika airplane you'll find in the bay
just east of Gold Saucer. In the Gelnika is Yuffie's Conformer,
Cid's Highwind Manual, the
Hades Summon, and bunches of other nifty stuff. There's also
a save point, probably because it's the most hazardous place on Disc 2.
If you explore the airship at all, you'll bump into Reno
and Rude on their little salvage operation. As usual, they
won't be happy to see you. The monsters in the two cargo rooms are
all on the level of bosses, and most are...well, on the "Heaven Knows"
scale of ugliness, Heck Knows. (From best to worst: Heaven Knows,
Heaven Doesn't Want to Know, Heck Knows, Heck Doesn't Want to Know.)
Explore
enough, and somewhere in an underwater tunnel on Midgar, you'll find a
mysterious shell suspiciously like those the Ancients built their city
out of-the Key of the Ancients. (Dad and I were both right-it was
underground, and it was underwater.) If you want to goof off some
more, don't take it back to Bugenhagen immediately. When you're ready,
take it to the Forgotten Capital; Bugen will start up the device, where
you'll find out just why Aeris stuck around for Sephiroth to kill her.
You'll also find out why you should stop worrying about Meteor and start
worrying about Sephiroth again. When you take off in the Highwind,
something will interfere with it-Diamond Weapon
has decided to get rid of Midgar. Land near the city and stand on
the northern beach; Weapon will walk right into you. Ideally, you
should be able to set up Quadra=Bahamut
ZERO followed immediately by Mime,
hitting it eight times. After that kind of punishment, all you'll
need to do is breathe on it; it'll start a countdown. When it starts
the Countdown, you're close to the end; when it hits one, the monster turns
away from you.
Rufus will power
up the new Sister Ray to take out Sephiroth. That's right, the cannon
is mounted at Midgar City, and they fully expect it to destroy the North
Crater, barrier and all. As the Goblin Standard Bearers in Legend
of the Five Rings say, "Scary, innit?" Diamond Weapon will sense
this and get very upset; instead of obliterating you, it fires at Midgar
just as the Sister Ray fires. What follows is like some old gunfight,
when they both draw simultaneously and kill each other-the Sister Ray shell
goes right through Diamond Weapon and keeps going, while Diamond Weapon
takes out the upper floors of Shinra HQ, including President Rufus's observation
deck. Chalk another Weapon up to the Shinra folks! (And chalk
up another President to Sephiroth and his pals!) The Sister Ray succeeds
at destroying the barrier, but not the North Crater. Because it draws
such an enormous amount of power, Shinra decides to shut it down and recharge
their reactors. However, someone's taken control of it from the manual
control area. This will be your last chance to wander freely on Disc
2; just don't fly over Midgar City. This will also be the first time
you can hunt down the Ruby, Emerald, and Ultima Weapons.
Ruby is hiding in the sand near Gold Saucer. It uses heat and Earth
based attacks. I haven't beaten it; it always stomps everybody before
I can even blink. Emerald is underwater; you need to ram into it
with the sub. There will be a timer, and if it runs out, you drown.
Again, Emerald usually wipes me out before I can blink. Ultima starts
out hovering over the crater lake near Fort Condor; the full description
of how to kill it is discussed under Cloud's Ultima
Weapon. I recommend getting Cloud's Ultimate Weapon and Omnislash
Manual before you go any further.
SISTER RAY OVERLOAD-HOJO FINALLY SNAPS-MIDGAR CITY
When you're
ready, fly the Highwind over Midgar. Guess what? You're going
to do an Airborne mission! That's right, since security in Midgar
is so tight, you parachute in and go through the underground tunnels.
Explore the first tunnel area fully; there's plenty of good stuff there.
Past it, in the subway tunnels, you'll be stopped by the Turks.
If you went through Yuffie's subquest and helped save Elena, you'll be
given the option to skip the battle. If you didn't, they'll try to
kill you. However, they still don't fight to their deaths, and they
will leave when they take enough damage. In Shinra HQ, up the staircase
you took if you snuck in to save Aeris, there will be the Behemoth Horn,
a weapon for Red. In the gym, you can now retrieve the megaphone;
it's Cait Sith's ultimate weapon, the HP Shout.
Head out up the electrical tower to the city above. When you try
and leave, Scarlett and Heiddeger stop you with their nice new toy, the
Proud Clod. It looks quite fearsome,
but it's a pushover, and it takes Scarlett and Heidegger with it when it
blows. It'll start raining. The staircase to the Sister Ray
is nearby; just keep climbing, and try to avoid battles on your way up.
If Barret is in your party, his Ultimate Weapon will be on the steps.
At the top, you'll meet Hojo, who's gone utterly
mad. To top it off, he's been dinking around with some of the stuff
in the lab. He'll turn to confront you, looking a little green around
the gills-literally. Did I mention old H. Frankenstein's the boss
of Disc 2? He summons two creatures that you might recognize if you
spent some time in the Gelnica. Like the rollies of H05, he'll just
ressurect them if you kill them.
Do enough
damage to Hojo, and he morphs into a very ugly monster. How ugly?
On the Heaven Knows scale, he's a Heck Doesn't Want to Know. He's
got three pieces; if you kill one of the arms, it will grow back after
a turn or two. Keep hitting him, but hold back your nastiest spells
and attacks. After he takes more damage, he'll morph again, into
a wierd little wasp-creature. Now unload everything you've got into
him. He can wreak a lot of havoc in this form. Once the good
doctor's gone, the disc just ends.
DISC 3-DESCENT INTO AVERNUS
"It is
easy, the descent into Avernus. But to climb up again, to trace your
footsteps back to the air above, There lies the task, the toil."
-Virgil, the Aeneid.
SOME
NOTES
You'll
automatically go blasting off to the North Crater. If you want to
do some more exploring, you're missing some Ultimate Weapons and Level
4 Limit Breaks for your party, or you're using Red, you'll definitely want
to go back on to the bridge of the Highwind and take off again. You
can still do Yuffie's subquest, the Weapon hunts, and anything else that
isn't too tied to a specific point in the storyline. This is also
the earliest you can get Red's Ultimate Weapon, the Limited
Moon.
CATCHING
SEPHIROTH IN HIS LAIR-THE NORTH CRATER MAZE-THE FINAL BATTLE
Sooner
or later, you just have to go to North Crater. Before you go charging
off into Sephiroth's Sanctum Sanctorum, stock up on Megalixers, Elixers,
and a Tent or two. Grab as many Elixers and Megalixers as you can,
but you'll only probably need one Tent. Check out all the treasure
chests on the first set of ledges; keep the save crystal until the end
of the maze-it's the only one you'll get. Explore the maze as much
as you can to pick up the treasure, but try to avoid too many fights.
This is where that Enemy Away Materia from
the Chocobo races comes in handy. Eventually, you'll meet up with
the rest of the group, in a place where you'll have to split up.
Take more than three characters with you; there'll be another branch, and
you'll need to have someone to send down the other branch. There's
a chance you'll hit a dead end; if you do, just backtrack and try another
branch. In the end, you'll come to a second meeting place.
Backtrack from here until the Menu shows the location as North Cave again,
and use the Save Crystal and the Tent. Then go back to the second
meeting place, and talk to everybody. Most of your party will have
items they've picked up along the way. Tweak your equipment and party
until you're absolutely satisfied, use all of your remaining Sources, and
be sure to equip an Exit materia. Also,
try to have a Slash All, Mastered
Life, Mastered All=Mastered
Restore, Phoenix, Bahamut
ZERO=Quadra, Knights
of the Round, Ultima, Contain,
and a few HP+MP Pluses, in addition to some
good attack Materia. Also useful would be an All=Mastered
Barrier. If you've got it, link the Final
Attack to Phoenix, and give it to the
character who's normally the last one standing when you're losing.
Go down
the row of rocks, using Exit to get out of
as many of the battles as you can. At the bottom, you'll come to
a wide area with crystal spikes forming a platform. Here, Jenova
will attack you for the last time. First thing in the battle, if
you've taken any damage from monsters, use a Megalixer or Elixers to heal
up. If you take out Jenova's tentacles and keep them down, she can't
attack you; this is where a Slash All materia
comes in handy. When you've thrashed Jenova for the last time, the
floor will drop out from under you. The entire group will be down
in a strange area of ledges with Sephiroth. Depending on how fast
you got to and defeated Jenova, you can make one or two auxilliary teams,
besides Cloud's. You'll get into the first battle with a Bizarro
Avatar sent by Sephiroth. Go ahead and follow the game's advice
about switching parties; however, if one party is doing tons of damage
and the others are barely scratching it, feel free to favor that party.
Unload everything you've got, but be sure to save a handful of Megalixers
and Elixers for the next battle. One of the wings can cast healing
spells, so try to take that wing out first. The other wing uses offensive
spells; hit it next. After that, concentrate on the lower head-the
one that doesn't ressurect itself every time you kill it.
Knights of the Round has a clear advantage over Omnislash in this
battle, in that it does equal damage to all parts with each strike, whereas
each strike of Omnislash only hits one part. They made one little
oversight that you can use to your advantage: The counters of how many
times you've used a summon spell reset when you switch teams, so if you
switch teams often, you can use a level 1 summon materia several times.
Eventually,
you'll defeat the Bizarro avatar. Cloud's team, platform and all,
will be pulled into the sky to face the winged Safer
Avatar. When he's hovering nearby, he can attack you, but
you can attack him. He'll usually fly back before pulling a Supernova.
This is the last real battle in the game, and I hope you saved four or
five Megalixers and a handful of Elixers. Put up Walls, Barriers,
and Mbarriers in front of your whole party; this is why I say the Barrier
should be linked to an All. Then, go all out to take him down as
quickly as possible. Don't be afraid to ressurrect and Cure whenever
you're hurting. He has two real nasty attacks: Shadow Flare, which
will usually kill whichever character it's targetting; and Supernova,
a Summon that knocks everybody down a large amount. It's a good idea to
use a Megalixer after he hits Supernova. He also has a few wing slash
attacks.
Once you've killed the second
Avatar, the cavern will start collapsing, and everyone will head for the
exit. Part of the way out, Cloud stops, says Sephiroth is still there
and laughing at them; Cloud leaps right back into the Lifestream.
This is where Cloud has his duel with Sephiroth. If you don't worry,
it'll be the second time Cloud overpowers Sephiroth ;) . Once
Cloud takes out Sephiroth, you can just sit back and watch the ending.
COMMENTARY ON THE BACKSTORY
Now, about Sephiroth's
plan: Why are all these villains after destroying the world, wiping
out all life, and becoming gods? Isn't it counter-productive to become
a nearly omnipotent being when all you have to rule over is a charred,
lifeless ball of scorched rock? Wouldn't that get kind of boring
after a while? If I were him, I'd be perfectly happy with wreaking
havoc from my hidey-hole in the Lifestream, manipulating Cloud+Co. into
destroying Shinra to ensure my continued existence, then using my powers
to mess with life, maybe set myself up for worship, wreak some havoc now
and then, nothing major. You get to be immortal, mind-numbingly powerful,
and you have plenty of interesting stuff to keep you busy! Another rant:
After typing this up, I can confidently say that it will be a great day
when someone disables the Caps Lock on the keyboard of whoever wrote this
game. SOLDIER, AVALANCHE, Bahamut ZERO, TEIO, et cetera, et
cetera, ad nauseum. Furthermore, Vincent is living proof that someone
around Square's studio watches way too many late-night horror movies, and
reads way too much Edgar Allan Poe. Also, the designers seem to have
taken out their frustration on two scape-goats: Zack and Vincent; I can't
decide who got kicked around more. And as for Cloud, he's nothing
but a weak-willed wimp with an identity crisis and a problem with gravity,
who only accomplishes things through sheer dumb luck and help from his
friends. Thank you for patiently listening to that rant. And
no, I'm not out of my mind.
REALLY
HIDDEN STUFF
THE ANCIENT FOREST:
This is a hidden area. It's on the jungle cliff just south of Gold
Saucer. There are two ways to get to it: You can ride a Green,
Gold, or Black chocobo
up the cliff to it; or you can kill the Ultimate
Weapon and walk up the slope it creates when it dies. This
place can really give you headaches; it's one long string of puzzles involving
using critters to get past obstacles. There are three kinds of critters
you can pick up: insects, frogs, and wasp's nests. These basically
correspond to two kinds of obstacles-pitcher plants and snapping plants-and
one special thing, the frog hole. Whenever you hear a frog croaking,
drop an insect to get a frog. Obstacle behavior: Pitcher plants will
swallow either frogs or insects if you release them close to the plant.
They will actually digest insects, leaving nothing. With frogs, they
will spit the frog out after a minute. If you're standing on the
plant when it spits out the frog, it will catapult you somewhere else.
Snapping plants will snap shut on you if you get too close, taking a large
number of HP. If you drop a wasp's nest into them, they will close
on the wasp nest and not reopen. If you get stuck or run out of bugs,
you have two choices: You can leave the screen and come back, in which
case all the obstacles and critters will reset; or you can reset the entire
sequence and return to the beginning by pressing Switch.
This place
deserves a walkthrough. When you first enter, go right until you
see your first snapping plant. This one isn't very sensitive; if carefully
edge onto it, hitting OK the whole time, you can pick up the Supershot
ST without getting hurt. Next, you need three bugs and frogs in any
combination. Take two up to the ledge by the pitcher plants and release
them at the base. Pick up the third, walk to the edge of the ledge,
and release it. Then run down and grab the second one, hop onto the
closed plant, and release it. Repeat this quickly, and jump across.
On the other side, go straight right, cut up to pick up the Spring Gun
Clip for Red, and leave the first screen.
On the
second screen, begin by picking up a bug. Jump up using the pink
bungee plant; when you land, you can release the bug to get a frog.
Let the frog or bug go into the first pitcher plant, and jump across.
Take the frog on that side, put him in the left pitcher plant, and wait
for it to catapult you up to the wasp nest. Pick up the wasp nest,
jump back down, and let it go next to the left-most snapping plant.
When it closes, you can pick up the Slash All materia.
Pick the frog back up, let him go into the right pitcher plant, and wait
for it to catapult you over the second snapping plant. From here,
you can go the third screen.
Pick up
two bugs, let the pitcher plants eat them, and hop across the plants to
the bungee plant, which will sling you up into the canopy. Head left
and down the trunk to get the Minerva Band. Sometimes, you can hop
back up the trunk into the canopy; if you can't, just repeat the maneuver
with the frog you used before to get out of the second screen. When
you get back into the canopy, head right to a broken branch, then jump
across three bungee plants; head right and down to get the Typhon
Summon, which is in an item bag instead of just floating free. Go
back across the bungee plants, and go a little up and right from the broken
limb-there's a semi-hidden path that leads down to a snapping plant and
two pitchers. Pick up the bug, release it into the first pitcher
plant, and grab the wasp's nest. Drop the wasp's nest into the snapping
plant, go back across, and grab a bug. Release the bug by the hollow
tree that croaks, and pick up the frog that eats it. Take the
frog back past the snapping plant, release it into the pitcher plant, and
wait for that pitcher plant to catapult you across to a cave entrance.
Go straight right and you'll find the Apocalypse sword for Cloud.
Go up and right, and fetch the Elixer out of the second chest. Then
leave, and you'll be back outside.
DA-CHAO STATUE:
If you try and explore the tunnels on the Da-Chao statue in Wutai, you'll
be stopped by flame jets that block off most of the tunnel. Ask around
in the town, and sooner or later, someone will mention the Scales of the
Water God. If you think much on Wutai culture, and have finished
Yuffie's side area at the Pagoda, you'll know that the Water God is Leviathan.
When you're in the Underwater Reactor in Junon headed for the Submarine
sequence, open ALL of the chests on the sub docks. There is one,
on the dock by the submarine you steal, that is on the very end of the
dock out of the way. In that chest is something called Leviathan
Scales. Once you have the Leviathan scales, return to Wutai and go
into that tunnel on Da-Chao. There are several items in here: An
Oritsuru for Yuffie, a Spirit Lance for Cid, and a Steal
As Well materia.
THE NIBELHEIM SECRET
And I'm not talking about Vincent, either. No, there's yet another
secret hidden in Tifa and Cloud's home town. Anytime after Cloud's
Mideel Lifestream Flashback-when you find out what REALLY happened at Nibelheim-go
back to the Shinra mansion and check out Hojo's lab in the basement.
They'll go into a long cut-scene explaining what happened to Cloud and
Zack after the disaster, how they escaped Hojo, and why Zack isn't around
anymore. (So close, yet so far away...) As for Zack, well,
I'm thinking of setting up a vote. (Please, watch this cut-scene
before you enter. It gives Zack a fighting chance in the final vote.)
Who did the writers abuse more in Final Fantasy VII, Vincent or Zack?
Just e-mail me at [email protected] with
your opinion. (I'll try to post most of them!) I almost think
Zack is the real hero of FFVII. What does Cloud do? Cloud surprises
Sephiroth a couple times, and acts as a figurehead for the others to follow.
Zack and the rest of the group do all the work, and Cloud gets all the
credit. I've said it before, and I'll say it again: Cloud is a wimp.
(In case you haven't noticed, I really don't care for Cloud all that much.
Give me Chaz of Phantasy Star IV or Shining Force CD's DEANNA over Cloud
anytime.)