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FINAL FANTASY VII - THE FIVE WEAPONS

WHOOOPS!!!! With so many games and so little time I was bound to get behind. Here's what I have so far. Got a question, some information to share, or anything else at all you can still e-mail me. Just use the link at the bottom of this page. Thanks for your patience and good luck :-)



QUICK LINKS


GENERAL INFORMATION ABOUT WEAPONS
SAPPHIRE WEAPON
DIAMOND WEAPON
ULTIMATE WEAPON
EMERALD WEAPON
RUBY WEAPON



GENERAL INFORMATION ABOUT WEAPON(S)



Q: What is/are Weapon/Weapons?
In Disc Two, Hojo explains about what he calls Weapon; "Weapon. Monsters created by the Planet. It appears when the Planet is in danger, reducing everything to nothingness." It is a little bit confusing that he speaks of Weapon in a singular tense but there are actually five Weapons. I'm not sure if this is a problem in translation or if we are supposed to see all five weapons as part of a singular weapon created by the planet and comprised of the five individual monsters. Suffice to say that they were created by the planet and there are five of them as noted below.
During the course of the game, as the story line plays out, the first weapon, Sapphire Weapon, attacks Junon, is killed by a shot from Junon's giant cannon, and sinks into the sea. This is the only weapon you do not get to engage in battle. Later you will face Ultimate Weapon (the flying weapon) multiple times before you can finally destroy him at Cosmo Canyon. Note, however that, except for the mandatory battle at Mideel, you are not required to face this weapon otherwise. After you take Bugenhagen to the Ancient City and use the Ancient Key, Diamond Weapon emerges from the sea to attack Midgar. You battle him until a shot from the Sister Ray destroys him and the Barrier at the Northern Crater.
The last two weapons, Emerald (underwater) and Ruby (desert) are also optional. However, you can gain an unprecedented amount of experience, gil and especially AP from these two weapons as well as trade the items you win from them to the man in Kalm for more valuable prizes, especially the three master materias (the gold chocobo doesn't seem to be that great so you can take it or leave it). Ruby Weapon does not appear until disc three and you will not have the equipment to take on Emerald Weapon until then as well.
Emerald and Ruby weapon are perhaps the most challenging bosses in the entire game. Perhaps the biggest challenge is to figure out which weapon and materia combinations will win the day. With the massive amount of AP offered for defeating them (50,000 FOR EACH ONE) it is obviously to your advantage to try and take advantage of double and triple growth weapons and/or armor. You should also consider your materia and the amount of AP needed to master each one carefully before placing them in empty slots (for example, sense only requires 40,000 AP to master and is basically a waste of space since the monsters cannot be sensed anyway and you can easily master this materia later on). Keep in mind that a normal growth slot will get 50,000 AP, a double growth slot will gain 100,000 AP, and a triple growth slot will get 150,000 AP. Thus if, for example, Hades is 52,000 AP from being mastered, it makes good sense to put it in a normal growth slot, whereas if Knights of Round is 300,000 AP from being mastered, a double or triple growth slot would be more beneficial. You will most likely be using at least some mastered materias. You will want to place these into normal or no growth slots. Place your other materia into normal, double or triple growth slots according to the AP needed to master them.


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SAPPHIRE WEAPON

After you lose Cloud at the Northern Crater, you wake up in Junon as a captive of the Shinra. It seems you have outlived your usefulness as live bait to draw Cloud into a Shinra trap, but you can further serve the warped purposes of Shinra and President Rufus as the victims of a live public execution. It will make the citizens feel better and serve as an example of what will happen to others who oppose the will of Shinra. During the botched execution, you are unable to free Tifa from Scarlett's special gas chamber as Sapphire Weapon attacks Junon. You are forced to leave Tifa behind and make a run for the airport where you capture the Highwind. Meanwhile, Tifa escapes her bonds and is freed from the chamber when a shot from Sapphire weapon blasts a whole in the wall. Tifa gladly uses it to escape. A point blank blast from the Junon cannon finishes off Sapphire Weapon and it drops into the sea.
LV: Unknown
HP: Unknown
MP: Unknown
Weak Vs: Unknown
Steal: Unknown
Treasure: Unknown
Morph: Unknown
Enemy Skills: Unknown
Attacks: Unknown
Exp: Unknown
AP: Unknown
Gil: Unknown
NOTE: You never actually get to fight this weapon (although for a long time I thought this was Emerald Weapon) so there are no official (or unofficial for that matter) stats to present for it. I'm not even really sure that this is the name of this weapon, other than that it seems to be the general consensus of everyone else and, since I have no contradictory eveidence, I will concede at this time.

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DIAMOND WEAPON

After you take Bugenhagen to the Ancient City and use the Ancient Key, this weapon emerges from the sea and attacks Midgar.
LV: Unknown
HP: Unknown
MP: Unknown
Weak Vs: Unknown
NOTE: Cannot be sensed
Steal: Rising Sun
Treasure: None
Morph:Nothing
Enemy Skills: None
Attacks:
Stomp: 975+
Energy Ball: 700+
'Countdown': Counts down from 4 to next attack
'Diamond Flash': 5000+ to all and [Silence]
Exp: 35000
AP: 3500
Gil: 25000
NOTES: Try to use double and triple slot weapons and armor to maximize the generous AP for defeating this weapon. Also an EXP Plus and Gil Plus materia would be useful as well.


After the battle Sister Ray fires a shot that destroys Diamond Weapon.

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ULTIMATE WEAPON

This flying Weapon first appears over Mideel after you return from the Huge Materia episodes at North Corel and Fort Condor. During this battle you fight on the ground and can steal a Cursed Ring. You don't receive any ap or gil for this battle. After you take Bugenhagen to the Ancient City and use the Ancient Key, this weapon is hovering over the round lake close to Junon. To start battling him, just fly the Highwind to the lake and run into him. You don't receive any experience, ap, or gil until the final battle at cosmo canyon. Until then you can fight him multiple times. To do this you have to find him flying around after each battle and run into him several times. Here are some of the places he likes to hang out:
First Battle
Round Lake by Junon - Fight in Air - Steal Circlet
Other Battles
Mideel - Fight in Air - Steal Circlet
Midgar - Fight on Ground - Steal Reflect Ring
Fort Condor - Fight on Ground - Steal Reflect Ring
Mountains between Nibelheim and Rocket Town - Fight in Air - Steal Circlet
North Crater - Fight on Ground - Steal Reflect Ring
Note that for these battles it seems that when you fight on the ground you can steal a reflect ring, but when you fight him in the air you can steal a circlet. Also there is no advantage to be gained for battling him multiple times, such as additional AP or experience, although you do get the extra items you can steal.

Here are the stats for the Final Battle at Cosmo Canyon:
LV: Unknown
HP: Unknown
MP: Unknown
Weak Vs: Unknown
NOTE: Cannot be sensed
Steal: Circlet
Treasure: Ultima Weapon
Morph: Nothing
Enemy Skills: Shadow Flare (used as a Final Attack)
Attacks:
'Quake 2': 1000+ to all
Bolt Ball: 700 - 1350+
'Ultima Beam': 1600+ to all
'Shadow Flare': 3500+ (Final Attack)
Exp: 35000
AP: 3500
Gil: 50000


After the final battle at Cosmo Canyon, Ultimate Weapon falls from the sky and is destroyed. In the process, he creates a path to the Ancient Forest located behind (i.e. to the north of) Cosmo Canyon.

Other Tips:
When you are fighting him multiple times, follow him after each battle until he stops, then you can land and re-equip and/or heal as needed. This way he doesn't have a chance to escape (i.e. if you healed first and then tried to figure out where he ran off to).

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EMERALD WEAPON


In Disc Two, when you get the submarine, you will often see Emerald weapon swimming around under the ocean. Avoid him, at all costs, until you have the equipment and materia needed to face off against him in Disc Three. To help you avoid him, here are some common places he will hang out:
1) By the Sunken Gelnika. If you encounter him here surface quickly or go back into the Sunken Gelnika quickly. He will usually reappear somewhere else when you come back.
2) Swimming around in the large open area between the two continents containing Junon and Costa Del Sol. He is usually easy to avoid here.
3) Hovering over a crater close to ???
4) coming soon
As I mentioned above, Emerald Weapon is one of the most challenging bosses in the entire game. You should consider your materia and the amount of AP needed to master each one carefully before placing them in empty slots (for example, sense only requires 40,000 AP to master and is basically a waste of space since the monster cannot be sensed anyway and you can easily master this materia later on). Keep in mind that a normal growth slot will get 50,000 AP, a double growth slot will gain 100,000 AP, and a triple growth slot will get 150,000 AP. Thus if, for example, Hades is 52,000 AP from being mastered, it makes good sense to put it in a normal growth slot, whereas if Knights of Round is 300,000 AP from being mastered, a double or triple growth slot would be more beneficial. You will most likely be using at least some mastered materias. You will want to place these into normal or no growth slots. Place your other materia into normal, double or triple growth slots according to the AP needed to master them.

My own best tactic consisted of having Cloud (of course), Cid, and either Vincent, Barrett or Yuffie in my party. The equipment consisted of everyone equipped with a Wizard Bracelet (eight connected slots) and a ribbon accessory. Additionally, I equipped Cloud with Apocalypse, Cid with Javelin, and Vincent with Buntline (although this would also work with Barrett equipped with Drill Arm or Yuffie equipped with Rising Sun but consider that Buntline and Rising Sun have connected slots when making your decision). Everyone had mastered Final attack paired with mastered Revive (Phoenix is also a good choice here), Enemy Skill, and mastered HP plus in the normal growth armor slots. I put mastered [command] counter paired with master mime in cloud and vincent's armor slots and an unmastered counter with unmastered mime in cid's weapon slots. I placed a mastered magic counter paired with mastered Knights of round in Cid's armor and an unmastered KOR with an unmastered HP absorb in the double growth weapon slots. I also placed W-summon in the extra double growth slot of Cid's weapon. Finally, I placed a mastered magic plus in Cid's armor and an unmastered magic plus in vincent's armor (I think in hind sight I considered these unneccessary so consider placing another materia in it's place). The rest of the slots I just picked materia with low levels that required a lot of AP to master, especially for the double and triple growth slots. I also considered which materia caused HP levels to drop below the max; if they did, I placed something else, like a command or support or independent materia in the slot instead. W-Item, W-magic, and magic counter seemed like good choices for me. Other good choices were Quadra Magic, Ultima, or Full Cure. You may also be able to get some AP on Hades or Bahamut Zero. Of course your choices may vary slightly depending on how much AP you already have on these. Remember you are wasting a slot if a materia requires much less than 50,000 to master for a regular growth slot, under 100,000 to master for a double growth slot, or under 150,000 for a triple growth slot (check out my materia section to see how much AP is required to master any materia in question). You may also consider whether it is more useful to you to get double or triple growth on a few materia or equip an eight slot normal growth weapon and get only 50,000 AP on more materia. By this stage of the game you have undoubtedly come up with your own strategies but I will say this: it is a boat load of fun to have 8 or 10 different materia be mastered and born after the battle. Also from a mathematical standpoint, you are just as well off to get normal growth for eight materia as you are to get double growth on only four materia (there is a boredom factor to consider with this though; mastering materia can be great fun when it happens in rapid succession with double growth or triple growth weapons but may become tiresome with the longer time it takes to master them in a normal growth weapon or armor).

Anyway, this was such a lethal combination of materia that I think Emerald Weapon only got one or two attacks in. So lethal that he never even got a chance to activate his eye beam arms (with the yellow and blue eye beams). Nine uses of Knights of the Round was all it took. I used w-summon/knights of the round to get things started (numbers 1 and 2). Emerald Weapon's first attack prompted magic counter/knights of the round response (number 3) and two or three mimed counters with it (numbers 4, 5 and maybe 6). After the second attack and three more mimed counters of knights of the round (numbers 7, 8 and 9), Emerald Weapon was history.

Here are his stats for the battle:
LV: Unknown
HP: Unknown, but is approximately 1,000,000
MP: Unknown
Weak Vs: Unknown (but see the notes on your attacks and damage below for what he is weakest against)
NOTE: Cannot be sensed
Steal: Nothing
Morph: Unknown (likely Nothing)
Manip: No
Exp: 50000
AP: 50000
Gil: 50000
Treasure: Earth Harp
Enemy Skills: None
Attacks: Damage
'Revenge Stamp': 1000+ to all
'Emerald Shoot': 6000+ and removes barriers
'Aire Tam Storm': 0-9999 to all (1111 per materia the character has equipped)
'Emerald Beam': reduces everyone's current HP by about 2/3 (actually it is a reduction of about 65.6 percent)
Blue Eye Beam: Reduces HP (approximately 2800+ but it may actually be a percentage of the current HP)
Yellow Eye Beam: Reduces MP (approximately 500+ but it may actually be a percentage of the current MP)


Your Possible Attacks/Damage/Emerald Weapons Response


ATTACK TYPE DAMAGE RESPONSE
Knights of the Round Summon Approx 104,000+ to all RESPONSE
Bahamut Zero Summon 9999 to all RESPONSE
Hades Summon 9000+ to all RESPONSE
Typoon Summon none - misses all RESPONSE
Neo Bahamut Summon 8400+ to all RESPONSE
Phoenix Summon 3900+ to all RESPONSE
Alexander Summon 7300+ to all RESPONSE
Kjata Summon Cures 6400+ to all RESPONSE
Bahamut Summon 6000+ to all RESPONSE
Leviathan Summon Cures 4500+ (to all???) RESPONSE
Odin Summon 4900+ RESPONSE
Titan Summon none - misses all RESPONSE
Ramuh Summon 2000+ to all RESPONSE
Ifrit Summon 1600+ to all RESPONSE
Shiva Summon Cures 1500+ to all RESPONSE
Choco/Mog Summon 1500+ to all RESPONSE
Ultima Magic 9000+ to all RESPONSE
Contain: Freeze/Break/Tornado/Flare Magic Cures 6100/misses/7000+/7600+ RESPONSE
Comet Magic 1600+ per hit to all RESPONSE
Bolt 3 Magic 7600+ (to all if all paired with it) RESPONSE
Bio 3 Magic Misses RESPONSE
Fire 3 Magic 4000+ (to all if all paired with it) RESPONSE
Ice 3 Magic Cures 4000+ RESPONSE
Quake 3 Magic Misses RESPONSE
L4 Suicide Enemy Skill Misses/No Effect RESPONSE
Flamethrower Enemy Skill Up to 1000 RESPONSE
Laser Enemy Skill 9999 RESPONSE
Bad Breath Enemy Skill no effect RESPONSE
Matra Magic Enemy Skill Up to 1000 to all RESPONSE
Beta Enemy Skill 3000+ to all RESPONSE
Aqualung Enemy Skill cures 3000+ to all RESPONSE
Trine Enemy Skill 3000+ to all RESPONSE
???? Enemy Skill up to 9998 RESPONSE
Magic Breath Enemy Skill Cures 4000+ to all RESPONSE
Goblin Punch Enemy Skill 9999 RESPONSE
Chocobuckle Enemy Skill Depends on number of times you escaped RESPONSE
Shadow Flare Enemy Skill 7000+ RESPONSE
Pandora's Box Enemy Skill 5000+ to all RESPONSE
L5 Death Enemy Skill misses/no effect RESPONSE
Frog Song Enemy Skill no effect RESPONSE
D. Blow Command 9000+ RESPONSE
Omnislash Limit 5000+ per hit to all RESPONSE
Catastrophe Limit 5000+ per hit to all RESPONSE
Highwind Limit 2000+ per hit to all RESPONSE




Some final notes:
The magic materias with status effects, like transform, mystify, seal, and time (stop) have no effect on him. From the exit materia, escape works for you but remove has no effect on him. Also I did not test the damage from the lower level elementals; I did not see a point since if you have, say, Bolt 3 available you will probably not use Bolt 2 or plain old Bolt on this boss. For that matter, you are insane if you use even high level elementals on this boss.
You can magnify the damage from magic and summon attacks by equipping a mastered magic plus materia and/or using multiple hero drinks when the battle starts (use your w-item trick to get them maxed out to 99). Also, an MP Turbo materia might boost a materia's attack power (although with the tactic presented here these are hardly neccessary). Finally, you could go to the Sunken Gelnika and stock up on some magic sources to increase your magic power to the max (this could take a while and may get boring unless someone has a cheat to automatically stock up on these - please let me know).
Since he doesn't seem to to do any status changes you could equip another accessory other than a ribbon.

More Coming Soon!!!


For additional information see
Emerald Weapon in the bosses section.

MORE COMING SOON!!!!

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RUBY WEAPON


In hindsight, Ruby Weapon does not seem like much of a challenge compared to Emerald Weapon although he does present some interesting challenges of his own. For starters he uses a quicksand attack that removes your party members from the battle. I had a hard time with this until I read somewhere to enter the battle with two of your party members already dead. If you do that, Ruby buries his claws in the sand right away. Then simply revive your teammates (I recommend everyone equipped with an enemy skill materia that has angel whisper), and once everyone is healed up, start using KOR. In this instance, and with emerald weapon as well, magic counter paired with KOR creates a disadvantage if it is not mastered. With only 4 stars, I found myself running out of opportunities to cast it (since magic counter counted as one of the castings) and had to fall back on a quadra magic paired with bahamut zero to finish the battle. Of course I also had fewer materia than my own suggested best tactic above for emerald weapon. If you win the earth harp from Emerald Weapon first, be sure to trade it in to the Kalm Traveller for the mastered materia, which will give you an additional KOR materia of sorts, with an unlimited amount of times you can cast it. Given that you enter the battle with two party members dead and must spend a few turns reviving them, I would suggest taking off the magic counter paired with the KOR and replace it with an HP absorb. If you got a second KOR materia 9or the master summon materia) try adding a second pairing with an MP absorb. Also note you cannot do any damage to Ruby Weapon until he buries his claws, and even then he is still surprisingly strong against physical attacks, including limits. For instance, Omnislash only does about 500 damage per hit. Also if possible, concentrate your attacks on the main beast in front of you. If you attack his claws behind you, he will unbury them, making him invulnerable and allowing him to use his whirlsand attack again. An additional note is that Ruby Weapon will retaliate with Ultima doing 7200+ damage. Your party can only survive one casting of it so here is an additional tactic. Equip Cloud with the Master Summon materia as well as the Original unmastered KOR materia. Now, have cloud cast KOR, and have other party members use healing items or spells in between. An occasional Counter mime of KOR plus cloud casting KOR every turn and everyone else concentrating on healing will put an end to Ruby Weapon.

Here are his stats for the battle:
LV: Unknown
HP: Unknown, but is approximately 1,000,000
MP: Unknown
Weak Vs: Unknown (but see the notes on your attacks and damage below for what he is weakest against)
NOTE: Cannot be sensed
Steal: Nothing
Morph: Unknown (likely Nothing)
Manip: No
Exp: 45,000
AP: 50,000
Gil: 30,000
Treasure: Desert Rose
Enemy Skills: Shadow Flare
Attacks: Damage
'Ultima': 7200+ to all
'Whirlsand': removes an ally from the battle
'Shadow Flare': coming soon
'Ruby Ray': 3400+ and [confu]
'Ruby Flame': 3700+
Claw: causes status effects and damage including but not limited to any of the following: [Frog], [Poison], [Small], [Death Sentence], steals 400+ MP


Your Possible Attacks/Damage/Ruby Weapons Response
updates coming soon as current data based on emerald weapon stats


ATTACK TYPE DAMAGE RESPONSE
Knights of the Round Summon Approx 104,000+ to all RESPONSE
Bahamut Zero Summon 5000 to 9999 to all RESPONSE
Hades Summon 9000+ to all RESPONSE
Typoon Summon none - misses all RESPONSE
Neo Bahamut Summon 8000+ to all RESPONSE
Phoenix Summon 3900+ to all RESPONSE
Alexander Summon 7300+ to all RESPONSE
Kjata Summon Cures 6400+ to all RESPONSE
Bahamut Summon 6000+ to all RESPONSE
Leviathan Summon Cures 4500+ (to all???) RESPONSE
Odin Summon 4900+ RESPONSE
Titan Summon none - misses all RESPONSE
Ramuh Summon 2000+ to all RESPONSE
Ifrit Summon 1600+ to all RESPONSE
Shiva Summon Cures 1500+ to all RESPONSE
Choco/Mog Summon 1500+ to all RESPONSE
Ultima Magic 9000+ to all RESPONSE
Contain: Freeze/Break/Tornado/Flare Magic Cures 6100/misses/7000+/7600+ RESPONSE
Comet Magic 1600+ per hit to all RESPONSE
Bolt 3 Magic 7600+ (to all if all paired with it) RESPONSE
Bio 3 Magic Misses RESPONSE
Fire 3 Magic 4000+ (to all if all paired with it) RESPONSE
Ice 3 Magic Cures 4000+ RESPONSE
Quake 3 Magic Misses RESPONSE
L4 Suicide Enemy Skill Misses/No Effect RESPONSE
Flamethrower Enemy Skill Up to 1000 RESPONSE
Laser Enemy Skill 9999 RESPONSE
Bad Breath Enemy Skill no effect RESPONSE
Matra Magic Enemy Skill Up to 1000 to all RESPONSE
Beta Enemy Skill 3000+ to all RESPONSE
Aqualung Enemy Skill cures 3000+ to all RESPONSE
Trine Enemy Skill 3000+ to all RESPONSE
???? Enemy Skill up to 9998 RESPONSE
Magic Breath Enemy Skill Cures 4000+ to all RESPONSE
Goblin Punch Enemy Skill 9999 RESPONSE
Chocobuckle Enemy Skill Depends on number of times you escaped RESPONSE
Shadow Flare Enemy Skill 7000+ RESPONSE
Pandora's Box Enemy Skill 7000+ to all RESPONSE
L5 Death Enemy Skill misses/no effect RESPONSE
Frog Song Enemy Skill no effect RESPONSE
D. Blow Command 9000+ RESPONSE
Omnislash Limit 5000+ per hit to all RESPONSE
Catastrophe Limit 5000+ per hit to all RESPONSE
Highwind Limit 2000+ per hit to all RESPONSE




Some final notes:
The magic materias with status effects, like transform, mystify, seal, and time (stop) have no effect on him (to be verified but suspect it is true as it was for emerald weapon). From the exit materia, escape works for you but remove has no effect on him. Also I did not test the damage from the lower level elementals; I did not see a point since if you have, say, Bolt 3 available you will probably not use Bolt 2 or plain old Bolt on this boss. For that matter, you are insane if you use even high level elementals on this boss.
You can magnify the damage from magic and summon attacks by equipping a mastered magic plus materia and/or using multiple hero drinks when the battle starts (use your w-item trick to get them maxed out to 99). Also, an MP Turbo materia might boost a materia's attack power (although with the tactics presented here these are hardly neccessary). Finally, you could go to the Sunken Gelnika and stock up on some magic sources to increase your magic power to the max (this could take a while and may get boring unless someone has a cheat to automatically stock up on these - please let me know).
Your ribbon accessory is absolutely necessary as the attacks from behind by his claws also inflict status changes.

More Coming Soon!!!


For additional information see
Ruby Weapon in the bosses section.

MORE COMING SOON!!!!

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