Gary Rayner
11/6/06
Version 1
Dirge of Cerberus Final Fantasy Seven Weapon FAQ

To find information on a particular part, open the 'Find' function of your
browser and put in the code next to each section.

Table of Contents
-----------------
Copyright...............................................................[COPYR]
Introduction............................................................[INTRO]
Modification Notes......................................................[MODNT]
Entry Format............................................................[ENTRY]
Hangun Frames...........................................................[HANDG]
   Bonus Handguns.......................................................[BHAND]
      Death Penalty.....................................................[DEATH]
Rifle Frames............................................................[RIFLE]
   Bonus Rifle..........................................................[BRIFL]
Machine Gun Frames......................................................[MACHN]
   Bonus Machine Gun....................................................[BMACH]
Short Barrels...........................................................[SHBAR]
   Bonus Short Barrel...................................................[BSBAR]
Normal Barrels..........................................................[NMBAR]
   Bonus Normal Barrel..................................................[BNBAR]
Long Barrels............................................................[LNBAR]
   Bonus Long Barrel....................................................[BLBAR]
Scope Parts.............................................................[SCOPE]
Option Parts............................................................[OPTON]
Accessory Parts.........................................................[ACCES]
Credits.................................................................[CREDT]
Version History.........................................................[VERSN]

----------------------------------
Copyright and Contact Info [COPYR]
----------------------------------
This may be not be reproduced under any circumstances except for
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--------------------
Introduction [INTRO]
--------------------
Hello, and welcome. This guide is intended to help you make informed descisions
about what parts to use when creating your weapon of choice. There are a number
of guides that have information on the gun parts, but they only cover the
frames and barrels. Unfortunately, that's only 2 out of 5 slots. Not only that,
but the information is at the bottom of their walkthroughs, so you have to go
through the entire FAQ to find what you're looking for. I therefore decided to
create a dedicated FAQ detailing all the parts and their stats so that you can
find the information you are looking for with minimum fuss. If you have any
information, corrections, etc. for me, e-mail me at swk3000@gmail.com. Put
something in the subject line that lets me know you're e-mailing about my
guide so that I don't delete your mail without reading it.

--------------------------
Modification Notes [MODNT]
--------------------------
Modification is done at any shop. As a general rule, you can start modifying a
part as soon as you get it. There are, however, two exceptions to this rule.
The first shop in the game is only capable of performing one modification, and
that is to upgrade the Cerberus to the CerberusII. When you get to the shop,
you have aquired the Long Barrel, and also have the Normal Barrel. Why you
cannot perform any other upgrades is unknown, but it bears mention. The second
exception is the Model Gun, which is obtained in chapter 3. However, it does
not show up in the modification list until the second half of chapter 8. This
is because it upgrades to become the second best weapon in the game. If you
could upgrade it that early, much of the game would be far too easy.

Also, once you get each frame upgraded to it's III version (such as the
CerberusIII), you have a choice to make. There are three upgrades availavle
at that point: a P version, an S version, and an M version. P upgrades focus
on Power, or doing more damage with each shot. S upgrades focus on Speed, or
firing more shots in a shorter amount of time. M upgrades focus on Magazine
capacity, or holding more rounds so that you have to reload less often. My
reccommendation is that you go with the M upgrades. They aren't as powerful,
but their stats are more balanced, and you reload less often. Reloading takes
about two seconds, and while that isn't much time in the real world, when
facing, say, Bloodburst Rosso, two seconds may give her all the time she needs
to start her 5-hit combo and kill you. Larger magazines allow you to get into
extended shootouts with less worry about leaving yourself open. The final
choice is up to you, but that's my reccommendation.

--------------------
Entry Format [ENTRY]
--------------------
Before we get into the information itself, you'll need to know how the
information is arranged. This section will explain everything.

Part Name: What the part is called.

Obtained: A quick explanation of how to get the part. Bonus parts will be very
likely to have a quick walkthrough for the section in question.

Comments: My comments about the part. Note that this is my opinion; you may or
may not agree with me. This doesn't make either of us right or wrong; it just
means we see things differently. Take or ignore my advice as you wish.

Part Tree: I'll only use this with the Frame parts, as the other parts have
linear trees. This is just a graphical view of the upgrade paths. Barrel,
Scope, Option, and accessory part information will be arranged in order of
upgrade.

Upgrade Stats: Stats of each upgrade. Stats are as follows:
   Wt: Weight. Higher weights make Vincent move more slowly. This mainly
applies to the Rifle; most other weapons don't have the weight neccessary to
reach the mark where movement speed decreases (I believe it to be 2000, but I'm
not sure. If you know, please e-mail me at swk3000@gmail.com)
   Pow: Power. The higher this number, the more damage each shot causes.
   Spd: Speed. Higher speeds have less time between shots.
   Rng: Range. The higher the range, the farther Vincent can aim and make an
accurate shot.
   Long: Long range accuracy. As with most of the stats, higher is better.
   Med: Medium range accuracy. Again, higher is better. Note that the numbers
do not represent percentages.
   Short: Short range accuracy. Higher is better, as always.
   Mag: Magazine size. This is the max amount of ammo the gun can hold at one
time. Higher is better, as you spend less time reloading and more time firing
when you have a larger magazine.

Cost: Costs to upgrade to that part.

Sell: How much gil you get if you sell the part. If you know what your final
configuration is going to be, you can sell unneeded parts. If you sell a frame
or barrel part and decide you want it later, you can buy it at the shop that
shows up between chapters, but it will be at the lowest level.

----------------------
Handgun Frames [HANDG]
----------------------
Part Name: Cerberus

Obtain: Part of Vincent's starting weapon.

Comments: The handgun, or Cerberus, is generally the best choice of weapon. It
has balanced stats and is effective at most ranges, and is generally
lightweight. The only downside to this is ammo usage. See, Vincent can carry a
total of 500 rounds of any ammo. With the Cerberus, he only gets 167 shots out
of 500 rounds. This is because for each pull of the trigger, the Cerberus fires
3 rounds. Now, this isn't quite the big deal you might think it is, because
handgun ammo is easy to find, and it costs half as much as Rifle and Machine
Gun ammo. 5000 Gil will get you a full 500 rounds of Handgun ammo, while you
need 10000 gil to get the same thing with Rifle and Machine Gun ammo.

Part Tree
                             Cerberus
                                 |
                             CerberusII
                                 |
                             CerberusIII
                                 |
               +-----------------+-----------------+
               |                 |                 |
          P Cerberus         S Cerberus         M Cerberus
               |                 |                 |
       P Cerberus Gamma    S Cerberus Gamma    M Cerberus Gamma
               |                 |                 |
       Powered Cerberus   Zero Cerberus        Quantum Cerberus


Cerberus: Designed for neutralizing close and medium-range targets, this
handgun frame is capable of firing 3 rounds at once.
Wt: 540
Pow: 60
Spd: 80
Rmg: 60
Long: 70
Med: 115
Short: 110
Mag: 18
Cost: 1000
Sell: 700

CerberusII: Additional firepower has been added to this handgun frame.
Wt: 540
Pow: 105
Spd: 80
Rng: 60
Long: 70
Med: 115
Short: 110
Mag: 18
Cost: 2000
Sell: 2100

CerberusIII: A larger magazine and increased accuracy have been added to this
handgun frame.
Wt: 540
Pow: 105
Spd: 80
Rng: 60
Long: 75
Med: 125
Short: 120
Mag: 24
Cost: 5000
Sell: 5600

P Cerberus: While equipped with a smaller magazine, this high-powered handgun
frame is designed for dealing sizable damage.
Wt: 540
Pow: 145
Spd: 55
Rng: 60
Long: 75
Med: 125
Short: 120
Mag: 18
Cost: 10000
Sell: 12600

P Cerberus Gamma: Improved accuracy is one of the benefits of the upgraded
P Cerberus.
Wt: 540
Pow: 145
Spd: 55
Rng: 60
Long: 80
Med: 145
Short: 140
Mag: 18
Cost: 17000
Sell: 245000

Powered Cerberus: This high-powered handgun frame has been fine-tuned to
inflict maximum damage.
Wt: 420
Pow: 200
Spd: 55
Rng: 60
Long: 80
Med: 145
Short: 140
Mag: 18
Cost: 26000
Sell: 42700

S Cerberus: This handgun frame features a highly improved firing rate.
Wt: 420
Pow: 105
Spd: 95
Rng: 60
Long: 75
Med: 125
Short: 120
Mag: 24
Cost: 10000
Sell: 12600

S Cerberus Gamma: A significantly improved firing rate is one of the benefits
of the upgraded S Cerberus.
Wt: 420
Pow: 105
Spd: 110
Rng: 60
Long: 75
Med: 125
Short: 120
Mag: 24
Cost: 17000
Sell: 24500

Zero Cerberus: This ultra rapid-fire handgun boasts the highest firing-rate on
the market.
Wt: 120
Pow: 105
Spd: 125
Rng: 60
Long: 75
Med: 125
Short: 120
Mag: 24
Cost: 26000
Sell: 42700

M Cerberus: This handgun frame is equipped with a considerably large magazine
capable of housing 48 rounds of ammunition.
Wt: 420
Pow: 110
Spd: 80
Rng: 60
Long: 75
Med: 125
Short: 120
Mag: 48
Cost: 10000
Sell: 12600

M Cerberus Gamma: This handgun frame is equipped with an extremely large
magazine capable of housing 60 rounds of ammunition.
Wt: 420
Pow: 115
Spd: 80
Rng: 60
Long: 80
Med: 135
Short: 130
Mag: 60
Cost: 17000
Sell: 24500

Quantum Cerberus: Capable of housing 84 rounds of ammunition, this handgun is
equipped with the largest magazine available.
Wt: 240
Pow: 120
Spd: 80
Rng: 60
Long: 80
Med: 135
Short: 130
Mag: 84
Cost: 26000
Sell: 42700

----------------------
Bonus Handguns [BHAND]
----------------------
Part Name: Model Gun

Obtain: In chapter 3, you are required to escort a boy around the top of the
central square of Edge. You eventually have to fight a DG Commander in order to
obtain a Keycard to get through the barrier in the northern part of the square.
After completing the mission, a cutscene occurs and Vincent automatically exits
the building. Once the cutscene is over, re-enter the building. There is a
breifcase next to the door; get it to obtain the Model Gun.

Comments: The model gun is useless now, but once you get to the second half of
chapter 8, you can upgrade it. The first 3 versions are pretty worthless, with
extremely poor power, range and accuracy. Weight and speed aren't bad, but it's
not enough to make up for everything else. However, the final upgrade is the
second-best weapon in the game, so it's well worth the significant chung of gil
(250000 total) required to upgrade it.

Part Tree:
                  Model Gun
                     |
              Silver Model Gun
                     |
               Gold Model Gun
                     |
               Ultima Weapon

Model Gun: A plastic gun popular among children young and old.
Wt: 30
Pow: 1
Spd: 85
Rng: 5
Long: 40
Med: 40
Short: 40
Mag: 18
Cost: -
Sell: 10

Silver Model Gun: A well-crafted silver gun often framed and hung over a
fireplace.
Wt: 30
Pow: 2
Spd: 85
Rng: 5
Long: 40
Med: 40
Short: 40
Mag: 18
Cost: 15000
Sell: 10

Gold Model Gun: A gaudy gold gun that looks like it belongs in a disco.
Wt: 30
Pow: 3
Spd: 85
Rng: 5
Long: 40
Med: 40
Short: 40
Mag: 18
Cost: 35000
Sell: 10

Ultima Weapon: A powerful firearm crafted to perfection by the world's finest
gunsmith.
Wt: 30
Pow: 200
Spd: 140
Rng: 110
Long: 200
Med: 200
Short: 200
Mag: 99
Cost: 200000
Sell: 10

---------------------
Death Penalty [Death]
---------------------
Part Name: Death Penalty

Obtained: Just prior to the second half of chapter 12, during a video sequence.

Comments: The Death Penalty is an an unusual weapon. It gets its own slot
(giving you a grand total of 4), and it cannot be altered in any way. The
Death Penalty is a complete weapon, and you cannot add barrels, scopes, option
parts, or accessories. However, this weapon doesn't need any of that. Remember
when I talked about Ultima Weapon being the second best weapon in the game?
This is the best weapon in the game. However, it's only able to be used in the
final half of chapter 12, and is way too powerful. Once you get the weapon,
everything, including the final boss, is easy. For a real challenge, beat the
final boss with anything except the Death Penalty.

Death Penalty: This weapon is only available when Vincent has regained control
of Chaos. It's firepower increases as Vincent collects the essence of corrupted
life.
Wt: 500
Pow: 500
Spd: 500
Rng: 500
Long: 500
Med: 500
Short: 500
Mag: 6
Cost: -
Sell: -

--------------------
Rifle Frames [RIFLE]
--------------------
Part Name: Hydra

Obtain: Edge, chapter 3. It's on the ground floor in a building in the first
section of the game. You'll find 3 cases of Rifle ammo on the floor above.

Comments: The Hydra is a long-range weapon. It's best used for sniping distant
enemies, and for shooting memory capsules. In fact, at least one memory capsule
requires the Hydra, as the other weapons don't have the firepower to make an
accurate shot at that distance. It also makes a good back-up weapon in case
you run out of bullets for the Cerberus, but it isn't as good at close range,
and that may hurt you. The Hydra is also the only weapon I've seen that is
capable of slowing Vincent down, and that's if you go with the Gigant Hydra.
Also, you can go with the S Hydra upgrade line (which gets you the Feather
Hydra) and still get a good weapon. When compared to the M Hydra line (which
ends with the Velvet Hydra), the Feather Hydra has better Weight and Speed,
while the Velvet Hydra has better Power and a bigger Magazine. Which one you
use is up to you.

Part Tree

                               Hydra
                                 |
                              HydraII
                                 |
                              HydraIII
                                 |
               +-----------------+-----------------+
               |                 |                 |
            P Hydra          S Hydra           M Hydra
               |                 |                 |
         P Hydra Gamma     S Hydra Gamma     M Hydra Gamma
               |                 |                 |
         Gigant Hydra     Feather Hydra      Velvet Hydra

Hydra: This rifle frame is designed for accuracy and range.
Wt: 1050
Pow: 140
Spd: 65
Rng: 140
Long: 140
Med: 120
Short: 120
Mag: 5
Cost: 1000
Sell: 700

HydraII: A larger magazine has been added to this rifle frame.
Wt: 1050
Pow: 140
Spd: 65
Rng: 150
Long: 140
Med: 120
Short: 120
Mag: 8
Cost: 2000
Sell: 2100

HydraIII: Additional firepower and improved accuracy are the benefits of this
rifle frame.
Wt: 1050
Pow: 160
Spd: 65
Rng: 150
Long: 150
Med: 125
Short: 125
Mag: 8
Cost: 5000
Sell: 5600

P Hydra: To increase power and accuracy, the magazine size of this rifle frame
has been reduced.
Wt: 1050
Pow: 185
Spd: 55
Rng: 150
Long: 160
Med: 145
Short: 140
Mag: 5
Cost: 10000
Sell: 12600

P Hydra Gamma: To further increase firepower, the magazine of this rifle has
been significantly reduced.
Wt: 1050
Pow: 225
Spd: 30
Rng: 180
Long: 160
Med: 145
Short: 140
Mag: 3
Cost: 17000
Sell: 24500

Gigant Hydra: While boasting remarkable power, this rifle's frame is only
capable of housing a single bullet.
Wt: 1050
Pow: 280
Spd: 1
Rng: 200
Long: 180
Med: 160
Short: 160
Mag: 1
Cost: 26000
Sell: 42700

S Hydra: Lowering the firepower of this rifle frame has allowed for an
improvement in its firing rate, as well as reducing its overall weight.
Wt: 570
Pow: 130
Spd: 85
Rng: 150
Long: 150
Med: 125
Short: 125
Mag: 7
Cost: 10000
Sell: 12600

S Hydra Gamma: A lighter build is one of the benefits of the upgraded S Hydra.
Wt: 330
Pow: 130
Spd: 85
Rng: 170
Long: 150
Med: 125
Short: 125
Mag: 7
Cost: 17000
Sell: 24500

Feather Hydra: This ultra rapid-fire rifle is as light as a feather.
Wt: 30
Pow: 130
Spd: 125
Rng: 170
Long: 150
Med: 125
Short: 125
Mag: 8
Cost: 26000
Sell: 42700

M Hydra: This rifle frame boasts a lighter body and a larger chamber capable
of housing 16 rounds of ammunition.
Wt: 570
Pow: 160
Spd: 55
Rng: 150
Long: 150
Med: 125
Short: 125
Mag: 16
Cost: 10000
Sell: 12600

M Hydra Gamma: Capable of housing 28 rounds of ammunition, this rifle frame
boasts an even larger chamber than the M Hydra.
Wt: 570
Pow: 165
Spd: 55
Rng: 170
Long: 150
Med: 125
Short: 125
Mag: 28
Cost: 17000
Sell: 24500

Velvet Hydra: Capable of housing 42 rounds of ammunition, this rifle frame is
equipped with the largest chamber available.
Wt: 570
Pow: 170
Spd: 80
Rng: 170
Long: 150
Med: 125
Short: 125
Mag: 42
Cost: 26000
Sell: 42700

-------------------
Bonus Rifle [BRIFL]
-------------------
Part Name: Bayonet Rifle

Obtain: In chapter 10, you go through a building where you have to make your
way past a number of proximity mines, areial mines, and explosive barrels
being tossed through a hole in the wall. After exiting the building, there will
be a number of DG Soldiers on the roof opposite you. Take them out, then head
downstairs until you are on the second floor of a ruined building. There will
be a large number of enemies below you. Take out as many as you can, especially
the guy manning the machine gun turret. Once you do, head down the stairs and
pop off a couple of materia shots at the party you find waiting for you. Once
they're gone, head out and you'll be ambushed by 3 DG Elites. Take them out to
get a Keycard, then use it at the barricade in the upper left corner of the
area. Use the Mako point, then head downstairs, where you'll see two doors. The
one on the right has a shop, so use it if you need to, then head through the
left door. Immediatley move forward and crouch down, as you'll be attacked by
a troop of soldiers. Take out the two manning machine gun turrets first, then
take out the DG Soldiers. Now drop down and follow the checklist as it is
presented below, or you will not be able to get all 4 items, and they are all
very good items, so you do want them.

1. Stand across from the platform you entered from and look at the pipes up and
to the right of it. One of them has a proximity mine in it. Use the Hydra to
snipe it, and it will fall out of the pipe. Shoot it again and grab the Keycard
that was inside.

2. Use the Keycard you just got on the barricade to your right and grab the two
keycards behind it. FROM NOW ON, DON'T USE ANY KEYCARDS WHILE IN THIS AREA!!

3. Head towards the tunnel at the far end of the area. Be warned that a DG
Elite will emerge from the tunnel, so take him out before moving on.

4. Head down the tunnel, but keep the camera on the ceiling. About halfway down
you will see a proximity mine next to a light. Shoot it, then get the Keycard.
DO NOT USE THE KEYCARD RIGHT NOW!! I can't stress that enough.

5. Head up the ramp and you'll end up in a room with a Mako point, a machine
gun turret, and a briefcase behind a barricade. Sit in the turret and look up
and to the left for a white cargo crate. Squeeze off a single round to knock it
down, then head back down the ramp and through the tunnel. Break the crate and
grab the Keycard. DO NOT USE THE KEYCARD RIGHT NOW!!!

6. Head back to the room with the turret, but this time head up the second
ramp. A DG Elite will pop up; immediatley retreat. If you hit him when he
appears, he will fall down the hole he just jumped out of, and you will have to
deal with him while being shot by the friend he has waiting below. Take the
first one out before descending, then drop down and take care of his friend.

7. Climb the ladder at the other end of the tunnel. You will see a Keycard in
the air behind you as you climb up. Once you get to the top of the first
ladder, drop down the hole to get it.

8. Climb both ladders and you will find yourself in an area with a Cargo crate
and a shop. Break the crate for a Keycard. There is another Keycard behind the
shop, which is not up against the wall like most shops are.

9. Jump out the window to the ground below and move forward to a cliff. DO NOT
FALL DOWN, AS THERE IS NO WAY TO GET BACK UP AND YOU WILL BE FORCED TO FACE THE
BOSS, NERO. Move the camera until you can see the Keycard, then inch towards it
until you get it. Once you do, head back to the room with the shop (jump onto
the debris near the overhang, then onto the overhang itself to get back in).

10. Head back to the second sewer tunnel. The far end has a series of
electromagnetic barricades. Use seven of your eight cardkeys to deactivate
them. You will find a Lucky S Barrel and two Keycards. Once you have the two
keycards, unlock the other 3 barricades. The two in the first section of the
sewer tunnel contain a Limit Breaker and an Elixor (the only one in the game.
It combines the effects of an Elixir and a Phoenix Down into one item), and the
barricade next to the machine gun turret holds the Bayonet Rifle.

Comments: The Bayonet Rifle is an excellent weapon. In terms of the different
rifles, you can use the Bayonet Rifle, the Velvet Hydra, or the Feather Hydra.
The Feather Hydra has the best Weight and Speed, and ties the Velvet Hydra in
Range and Accuracy. The Velvet Hydra has the best Power and Magazine size. The
Bayonet Rifle has better range, but less accuracy overall. However, the Bayonet
Rifle also increases the power of Melee attacks. Besides, the differences in
stats are extremely low (except in weight and magazine size), so it's really
a matter of preference.

Bayonet Rifle: A specialty rifle frame, it slightly increases the power of
melee attacks.
Wt: 600
Pow: 150
Spd: 85
Rng: 160
Long: 140
Med: 120
Short: 120
Mag: 10
Cost: -
Sell: 10

--------------------------
Machine Gun Frames [MACHN]
--------------------------
Part Name: Griffon

Obtain: In chapter 1, after beating the first boss and traveling through the
building you will find yourself in the square where you fought the boss. Finish
the mission here, then exit the square and talk to the WRO member. You can get
Spirit Rations and Vital Rations from him. Once you're done talking to him, he
runs off. There are two briefcases on the ground near the street where he ran
off. One contains the Griffon, while the other has ammo for it.

Comments: The Griffon is really not a good weapon. It is only good at short
range, and it's accuraccy sucks. Even if you aren't going for the S-Rank in
every chapter, the fact that it's accuracy is so low means you'll have to use
more shots to hit an enemy. Even it's power is low, so you'll waste even more
ammo because your shots are doing so little damage. The only thing the Griffon
has in it's favor is the fact that it is capable of rapid fire. You'll get
better results with the Cerberus every time.

Part Tree
                              Griffon
                                 |
                             GriffonII
                                 |
               +-----------------+-----------------+
               |                 |                 |
            P Griffon        S Griffon          M Griffon
               |                 |                 |
        P Griffon Beta     S Griffon Beta     M Griffon Beta
               |                 |                 |
         P Griffon Gamma   S Griffon Gamma    M Griffon Gamma
               |                 |                 |
         Dueling Griffon    Sonic Griffon      Starry Griffon

Griffon: Designed for rapidly firing large amounts of ammunition in succession,
this machine gun frame has a higher firing rate than most weapons.
Wt: 1050
Pow: 25
Spd: 150
Rng: 20
Long: 20
Med: 55
Short: 65
Mag: 35
Cost: 1000
Sell: 700

GriffonII: Additional firepower has been added to this machine gun frame.
Wt: 1050
Pow: 35
Spd: 150
Rng: 20
Long: 20
Med: 55
Short: 65
Mag: 40
Cost: 2000
Sell: 2100

P Griffon: A high-powered machine gun with improved accuracy.
Wt: 1050
Pow: 50
Spd: 130
Rng: 20
Long: 35
Med: 70
Short: 80
Mag: 35
Cost: 5000
Sell: 5600

P Griffon Beta: Additional firepower is one of the benefits of the upgraded P
Griffon.
Wt: 1050
Pow: 60
Spd: 130
Rng: 20
Long: 35
Med: 70
Short: 80
Mag: 35
Cost: 10000
Sell: 12600

P Griffon Gamma: Improved accuracy is one of the benefits of the upgraded P
Griffon.
Wt: 1050
Pow: 60
Spd: 130
Rng: 20
Long: 45
Med: 80
Short: 90
Mag: 35
Cost: 17000
Sell: 24500

Dueling Griffon: This high-powered machine gun frame has been tuned to deal
bone-shattering damage.
Wt: 1050
Pow: 75
Spd: 130
Rng: 20
Long: 45
Med: 80
Short: 90
Mag: 35
Cost: 26000
Sell: 42700

S Griffon: This machine gun features a lighter body and an improved firing 
rate.
Wt: 810
Pow: 35
Spd: 200
Rng: 20
Long: 20
Med: 55
Short: 65
Mag: 40
Cost: 5000
Sell: 5600

S Griffon Beta: Increased accuracy is one of the benefits of the upgraded S
Griffon.
Wt: 810
Pow: 35
Spd: 200
Rng: 40
Long: 20
Med: 55
Short: 65
Mag: 40
Cost: 10000
Sell: 12600

S Griffon Gamma: This is a lighter version of the rapid-fire machine gun, S
Griffon Beta.
Wt: 510
Pow: 35
Spd: 200
Rng: 40
Long: 20
Med: 55
Short: 65
Mag: 40
Cost: 17000
Sell: 24500

Sonic Griffon: This ultra rapid-fire machine gun features one of the highest
firing rates available.
Wt: 300
Pow: 35
Spd: 200
Rng: 40
Long: 20
Med: 55
Short: 65
Mag: 99
Cost: 26000
Sell: 42700

M Griffon: This machine gun frame is equipped with a considerably large 
magazine capable of housing 50 rounds of ammunition.
Wt: 900
Pow: 35
Spd: 150
Rng: 20
Long: 20
Med: 55
Short: 65
Mag: 50
Cost: 5000
Sell: 5600

M Griffon Beta: This machine gun frame is equipped with an extremely large
magazine capable of housing 70 rounds of ammunition.
Wt: 900
Pow: 40
Spd: 150
Rng: 20
Long: 35
Med: 65
Short: 75
Mag: 70
Cost: 10000
Sell: 12600

M Griffon Gamma: This machine gun frame is much lighter than the M Griffon 
Beta.
Wt: 510
Pow: 45
Spd: 150
Rng: 20
Long: 35
Med: 65
Short: 75
Mag: 70
Cost: 17000
Sell: 24500

Starry Griffon: This machine gun frame is equipped with an enormous magazine
capable of housing 99 rounds of ammunition.
Wt: 300
Pow: 50
Spd: 150
Rng: 20
Long: 35
Med: 65
Short: 75
Mag: 99
Cost: 26000
Sell: 42700

-------------------------
Bonus Machine Gun [BMACH]
-------------------------
Part Name: Blast Machine Gun

Obtain: In chapter 10, you come across a bridge. It has an area underneath it
that has a briefcase, and to the left is a white cargo crate with a Limit
Breaker. The briefcase contains the Blast Machine Gun, but collecting it
springs an ambush of 17 Guard Hounds and 3 Crimson Hounds. If you grabbed the
Limit Breaker, use it to take out the hounds, as it's the easiest way.

Comments: The most useless frame of a collection of useless frames. It weighs
a ton, has low power, and has the worst range and accuracy of any of the weapon
frames. The only thing it has going for it is the fact that it knocks over 
anything hit by its bullets.

Blast Machine Gun: This is a specialty machine gun frame. Although low on
power, it will knock over anything that is it my its fire.
Wt: 1350
Pow: 35
Spd: 160
Rng: 20
Long: 30
Med: 60
Short: 70
Mag: 35
Cost: -
Sell: 10

---------------------
Short Barrels [SHBAR]
---------------------
Part Name: Short Barrel

Obtained: Chapter 1. After the first boss fight, you will find the Short Barrel
under the stairs in the building Vincent dives into.

Comments: The Short Barrel is as useless as the Griffon, in my opinion. It
suffers from the same probems as the Griffon: low power, range, and accuracy.
The only good thing is that it increases the speed of your weapon. I wouldn't
use this, but you might like it.

Short Barrel: By cutting the size of this barrel in half, its weight has been
reduced to a fraction of its mid-sized counterparts.
Wt: 360
Pow: 35
Spd: 150
Rng: 25
Long: 5
Med: 30
Short: 55
Mag: -
Cost: 1000
Sell: 700

Short Barrel II: Additional Firepower has been added to this short barrel.
Wt: 360
Pow: 45
Spd: 150
Rng: 25
Long: 5
Med: 30
Short: 55
Mag: -
Cost: 1500
Sell: 1750

Short Barrel III: This model improves on one of the short barrel's major
weaknesses-accuracy.
Wt: 360
Pow: 45
Spd: 150
Rng: 25
Long: 10
Med: 40
Short: 80
Mag: -
Cost: 4000
Sell: 4550

Short Barrel Beta: This model improves on another of the short barrel's major
weaknesses-range.
Wt: 360
Pow: 45
Spd: 150
Rng: 45
Long: 10
Med: 40
Short: 80
Mag: -
Cost: 8000
Sell: 10150

Short Barrel Gamma: This high-quality, short barrel is quite expensive, but
many features have been upgraded.
Wt: 240
Pow: 50
Spd: 150
Rng: 45
Long: 20
Med: 80
Short: 105
Mag: -
Cost: 13500
Sell: 19600

Gale S Barrel: Like its name, this short barrel is as quick and powerful as a
winter storm.
Wt: 30
Pow: 55
Spd: 180
Rng: 55
Long: 20
Med: 80
Short: 105
Mag: -
Cost: 21000
Sell: 34300

--------------------------
Bonus Short Barrel [BSBAR]
--------------------------
Part Name: Lucky S Barrel

Obtained: See information on how to obtain the Bayonet Rifle [BRIFL] for
information on how to obtain this part.

Comments: Like the Short Barrels, I find this part useless. It's weight is
average, it's power is slightly above the lowest version, and it's speed is
slightly below the lowest version. However, it's accuracy and range are just
horrible. The only good thing about this barrel is that it increases EXP earned
when making a kill. If you can stand the low accuracy, you can farm an area to
get more EXP to use either for leveling up, or for getting money.

Lucky S Barrel: When equipped, this unique short barrel will increase the
amount of EXP earned by its user when making a kill.
Wt: 300
40P140ow: 
Spd: 140
Rng: 5
Long: 5
Med: 5
Short: 5
Mag: -
Cost: -
Sell: 10

----------------------
Normal Barrels [NMBAR]
----------------------
Part Name: Normal Barrel

Obtained: Part of Vincent's starting weapon.

Comments: The Normal Barrel is an average weapon. Short Barrels add speed to
the weapon equipped with it, while Long Barrels add power. The Normal Barrel
has no extra effects. Accuracy is average compared to the other two, but it is
still a good choice. It's lighter than the Long Barrel (which tops out at 1650,
while this only hits 600, and those are for the first versions), but has better
accuracy than the Short Barrel. If you don't like the 1200 weight of the final
Long Barrel, this will make an excellent barrel. You'll lose some power, but
accuracy is more balanced.

Normal Barrel: This average, mid-sized berrel excels in short- and medium-range
accuracy.
Wt: 600
Pow: 60
Spd: 90
Rng: 65
Long: 60
Med: 100
Short: 90
Mag: -
Cost: 1000
Sell: 700

Normal Barre lII: Additional firepower has been added to this mid-sized barrel.
Wt: 600
Pow: 80
Spd: 90
Rng: 65
Long: 65
Med: 100
Short: 90
Mag: -
Cost: 1500
Sell: 1750

Normal Barrel III: Increased range is one of the benefits of this upgraded
barrel.
Wt: 600
Pow: 80
Spd: 90
Rng: 85
Long: 65
Med: 100
Short: 90
Mag: -
Cost: 4000
Sell: 4550

Normal Barrel Beta: The improved firing rate of this mid-sized barrel makes it
much more effective when used in situations with multiple targets.
Wt: 600
Pow: 80
Spd: 105
Rng: 85
Long: 65
Med: 100
Short: 90
Mag: -
Cost: 8000
Sell: 10150

Normal Barrel Gamma: This mid-sized barrel's lighter boddy will not slow down
its user.
Wt: 360
Pow: 80
Spd: 105
Rng: 85
Long: 65
Med: 100
Short: 90
Mag: -
Cost: 13500
Sell: 19600

Master N Barrel: The most balanced mid-sized attachment available, this
barrel's accuracy has been fine-tuned to perfection.
Wt: 360
Pow: 75
Spd: 105
Rng: 85
Long: 160
Med: 160
Short: 160
Mag: -
Cost: 21000
Sell: 34300

---------------------------
Bonus Normal Barrel [BNBAR]
---------------------------
Part Name: Guard N Barrel

Obtain: In chapter 6, near the end you head into the basement of the ruined
WRO headquarters. As you head down the corridor, you will see a path on your
left. If all 12 WRO members survived, then there will be a white cargo crate
with the Guard N Barrel inside. Otherwise, there is nothing there. This is hard
to do, since 4 of the members can easily die during the portion where you have
to shoot the helicopters. Concentrate on protecting the WRO members and shoot
the missles launched at you before going after the helicopters.

Comments: Weight is mid-range for the Normal Barrels, and power, speed, and
accuracy are lower, but the barrel increases Vincent's defence while it is
equipped. It's not a bad barrel, but it could be better.

Guard N Barrel: When equipped, this unique mid-size barrel will increase the
defence of its user.
Wt: 450
Pow: 75
Spd: 100
Rng: 65
Long: 75
Med: 110
Short: 100
Mag: -
Cost: -
Sell: 10

--------------------
Long Barrels [LNBAR]
--------------------
Part Name: Long Barrel

Obtained: In chapter 1, just before facing the first boss, you will be ambushed
by a group of four DG Soldiers. Take them all out and one will drop the Long
Barrel. A Limit Breaker is the reccommended method for taking them out.

Comments: My favorite choice for the barrel of my weapon. It has increased
range, making it excellent for long range shots, but more importantly, it has
the highest power increase, which I think is important. It's also the best (and
in my opinion only) choice for the Rifle. However, it is quite heavy (lighest
version has a weight of 1200), so when using it with the Gigant Hydra,
Vincent's movement speed will be slowed unless you use a Gravity Floater as the
Option part.

Long Barrel: This extended barrel can be used to increase the accuracy of most
firearms.
Wt: 1650
Pow: 70
Spd: 80
Rng: 150
Long: 130
Med: 60
Short: 20
Mag: -
Cost: 1000
Sell: 700

Long Barrel II: This long barrel is significantly lighter than its previous
model.
Wt: 1200
Pow: 70
Spd: 80
Rng: 150
Long: 130
Med: 60
Short: 20
Mag: -
Cost: 1500
Sell: 1750

Long Barrel III: Additional firepower has been added to this already
devastating long barrel.
Wt: 1200
Pow: 90
Spd: 80
Rng: 160
Long: 130
Med: 60
Short: 20
Mag: -
Cost: 4000
Sell: 4550

Long Barrel Beta: Further improved accuracy is one of the benefits of this
upgraded long barrel.
Wt: 1200
Pow: 90
Spd: 80
Rng: 160
Long: 200
Med: 100
Short: 80
Mag: -
Cost: 8000
Sell: 10150

Long Barrel Gamma: Additional firepower has been added to this long barrel,
making it one of the most powerful available.
Wt: 1200
Pow: 110
Spd: 80
Rng: 170
Long: 200
Med: 100
Short: 80
Mag: -
Cost: 13500
Sell: 19600

Nova L Barrel: This long barrel boasts such a long range that it is said
bullets shot from it can reach the stars.
Wt: 1200
Pow: 130
Spd: 105
Rng: 250
Long: 200
Med: 100
Short: 80
Mag: -
Cost: 21000
Sell: 34300

-------------------------
Bonus Long Barrel [BLBAR]
-------------------------
Part Name: Faerie L Barrel

Obtain: In chapter 10, in the city ruins you come across the bridge. Below it
is a briefcase with the Blast Machine Gun. This time, go up the stairs onto
the bridge, and take out the snipers on the roofs. At one end of the bridge is
an electromagnetic barricade. Grab the Keycard from the other end of the
bridge, then head towards the barricade. A couple of Heavy Armored Soldier S
will jump out and fire a missle at you. Take them out and use the Keycard to
get through the barricade, then turn left. DO NOT JUMP DOWN FROM HERE!!! If you
jump down, you will be unable to get the barrel. Pull out your Hydra and use
the Sniper Scope to look to the left of the white cargo crate on the ledge
across from you. Between the cargo crate and the rusty barrel, you will see
part of an explosive barrel  lying on it's side. Shoot it and it will blow the
cargo crate off the ledge, where it will hit the ground and break. Now you can
drop down and collect the barrel. If you jumped down, you can't get it, as
there are 2 more rusty barrels blocking the explosive barrel.

Comments: This barrel is a little faster than the Nova L Barrel, but it
sacrifices Power and Accuracy so that it can reduce the weight of the barrel.
In terms of power, it's between the Long Barrel II and the Long Barrel III,
Range is equal to the Long Barrel Gamma, and Accuracy is between the Long
Barrel III and the Long Barrel Beta. However, it weighs far less than even the
lightest of the normal Long Barrels. As with the Guard N Barrel, it isn't too
bad, but it could be better.

Faerie L Barrel: This unique long barrel is unlike others in that it has a high
firing rate and is as light as a feather.
Wt: 90
Pow: 80
Spd: 115
Rng: 170
Long: 150
Med: 75
Short: 50
Mag: -
Cost: -
Sell: 10

-------------------
Scope Parts [SCOPE]
-------------------
Part Names: Sniper Scope, Materia Floater

Obtain: Sniper Scope is in chapter 1. At one point, you're prompted to find
Keycards. Just down the street from there is a briefcase with the Sniper Scope.

The Materia Floater is in chapter 3. While you're escorting the boy around the
top of the central plaza, you will climb a ladder. Once you've climbed it, turn
to the right and drop down the hole (no-one will attack the boy at this point,
so you can do this while escorting him) and follow the passage. The gate in
your way will open, so go through it and grab the Materia Floater at the end of
the passage.

Comments: The Sniper Scope is a must have item, especially for the rifle. It
zooms in on a target, allowing you to make prescision shots (especially useful
for making critical shots, and for hitting soldiers using machine gun turrets).
It's reccommended that you get the cursor in the general area of the target
before activating the Sniper Scope (done by pressing down on the Right Analog
Stick). When going Memory Capsule hunting, a Sniper Scope is the reccommended
Scope accessory.

The Materia Floater is an excellent item as well, as it allows you to increase
the power of any Materia you have equipped. When using the Cerberus, I'd
reccommend the Gamma version for the scope slot. Note that higher Materia 
levels cost more MP, but do more damage.

Sniper Scope: Zooms in on distant targets, allowing for precise aiming while
sniping.
Wt: 750
Effect: Zoom
Cost: 1000
Sell: 700

Materia Floater: Raises the level of equipped materia by one.
Wt: 450
Effect: Materia level +1
Cost: 1000
Sell: 700

Materia Floater Gamma: Raises the level of equipped materia by two.
Wt: 450
Effect: Materia level +2
Cost: 32000
Sell: 23100

--------------------
Option Parts [OPTON]
--------------------
Part Names: Power Booster, Gravity Floater, Materia Booster, Auto Reloader

Obtain: Power Booser is obtained in the Nibelheim sewers in chapter 5. Look for
the elevator, then duck under the steel door to it's left. There are 3
briefcases containing a total of 500 gil and the Power Booster.

Gravity Floater is obtained in chapter 4. On the fifth floor, you see a group
of enemies enter an elevator and descend to the fourth floor. Defeat the lone
DG Soldier left behind, then head to the fourth floor and take out the rest
of the enemies to get the Gravity Floater.

Materia Booster becomes available in shops after completing chapter 4.

Auto Reloader becomes available in shops after completing the first half of
chapter 8.

Comments: The Power Booster is an excellent accessory for people like me, who
prefer to focus on Power. Note that the Power Booster Beta has the same stats
and effect as the Power Booster Gamma, so upgrade the Power Booster once, then
save the 23000 gil that you would have used to upgrade to the Gamma version for
another upgrade.

The Gravity Floater is a nice accessory, but really only needed when your
weapon causes you to move more slowly without any option part. This will likely
only be neccesarry with the Gigant Hydra and the Nova L Barrel. Otherwise, you
can sell it. As an interesting note, if you have a weapon that weighs less than
2000, you can still equip the Gamma version, resulting in a weapon that weighs
nothing. The only effect this has is to give your weapon an S-Rank in the
Weight category.

The Materia Booster works like the Materia Floater Scope part. It's
reccommended that you use the Scope part and use something else for the option
part.

The Auto Reloader automatically reloads your weapon when it runs out of ammo,
which means Vincent won't pause to reload. I'd personally reccommend getting a
weapon with a larger magazine, as that works just as well, and allows you to
use something else for the Option slot.

Power Booster: This optional attachment increases a weapon's power at a fixed
rate.
Wt: 750
Effect: Power +25%
Cost: 1000
Sell: 700

Power Booster Beta: This optional attachment significantly increses a weapons
power, however, it is quite heavy.
Wt: 750
Effect: Power +60%
Cost: 8000
Sell: 6300

Power Booster Gamma: This optional attachment significantly increases a
weapon's power.
Wt: 750
Effect: Power +60%

Gravity Floater: This optional attachment slightly lowers a weapon's total
weight.
Wt: -600
Effect: Lowers total weight of weapon by 600.
Cost: 1000
Sell: 700

Gravity Floater Beta: This optional attachment lowers a weapon's total weight.
Wt: -1200
Effect: Lowers total weight of weapon by 1200.
Cost: 10000
Sell: 7700

Gravity Floater Gamma: This optional attachment significantly lowers a weapon's
total weight.
Wt: -2000
Effect: Lowers total weight of weapon by 2000.
Cost: 25000
Sell: 25200

Materia Booster: This optional attachment raises the level of equipped materia
by one.
Wt: 450
Effect: Materia level +1
Cost: 1000
Sell: 700

Material Floater Gamma: This optional attachment raises the level of equipped
materia by two.
Wt: 450
Effect: Materia Level +2
Cost: 32000
Sell: 23100

Auto Reloader: This optional attachment will automatically reload a weapon when
it runs out of ammuntion.
Wt: 750
Effect: Automatically reloads gun when magazine is empty.
Cost: 24000
Sell: 16800

-----------------------
Accessory Parts [ACCES]
-----------------------
Part Names: Cerberus Relief, S Adjuster, M Adjuster, L Adjuster, Power Cross,
Fire Materia, Thunder Materia, Blizzard Materia, Recoil Limiter

Obtain: Cerberus Relief is obtained in chapter 1. After obtaining the Griffon,
head down the street and take a right at the intersection. Defeat all the
enemies there and one of them will drop the Cerberus Relief.

All 3 Adjusters are dropped by Red Saucers in the Train Graveyard during the
battle with the Deepground Commander during the first half of chapter 8.
Additionally, the L Adjuster is dropped by the DG Sergeant accompanying the
Black Widow II outside of the WRO Headquarters in Chapter 6.

The Power Cross is found in chapter 4. Upon first entering the basement,
Vincent has to save 3 WRO members from 2 DG Soldiers and a DG Sergeant. One of
the DG Soldiers drops the Power Cross.

The Fire Materia is found in a briefcase next to the first Mako Point in
chapter one.

The Thunder Materia is dropped by one of the Guard Hounds in the fight with the
Crimson Hound boss in chapter 2.

The Blizzard Materia is found in the Nibelheim Sewers in chapter 5. Head to the
upper right area of the map. There are 2 hallways: one going to the right that
leads to the next area of the sewer, and one going to the left. Take the left
one to get the Blizzard Materia.

The Recoil Limiter becomes available in the shops after completing chapter 6.

Comments: The Cerberus Relief increases Vincent's Defense when it is equiped.
If you find yourself using very few Materia Shots, the Cerberus Relief is a
very good accessory to use instead.

All 3 Adjusters increase the accuracy of certain shots. The S Adjuster
increases the accuracy of short-range shots, the M Adjuster increases the
accuracy of mid-range shots, and the L Adjuster increases the accuracy of
long-range shots. In the battle with the Deepground Commander, you must not
kill the boss until you have obtained the 3 Adjusters from the final wave of
enemies, which happen to be Red Saucers. In the battle with the Black Widow II
in front of the WRO Headquarters, you must defeat the DG Sergeant before
killing the Black Widow II. In either case, if you kill the boss before killing
the other enemies, you will miss the Adjuster(s).

The Power Cross is an excellent accessory against the DG Elite, unless you
prefer to use Materia Shots when fighting them. The Power Cross increases the
power of Melee attacks. Put Gamma version on the Bayonet Rifle and you can do
some serious damage.

Fire, Thunder, and Blizzard Materia allow you to use Materia Shots when they
are equipped. Fire Materia fires a blast of fire in a straight line that
expands when it hits something. This is the cheapest Materia. Blizzard Materia
fires a blast of ice that homes in on a single enemy. It is possible for it to
miss, but I've seen the blast pull a 180 when I used it against Rosso. Blizzard
Materia has a higher cost than Fire Materia. Thunder Materia hits an enemy with
an electric current, and can hit nearby enemies. It is the most powerful
materia shot, but also costs the most MP.

The Recoil Limiter reduced recoil, allowing for more precise aiming. This is
mainly noticable when using the Sniper Scope and firing multiple shots.

Note that all Accessory parts have a Wt of 30.

Cerberus Relief: This accessory slightly increases defense.
Wt: 30
Effect: Def +7
Cost: 1000
Sell: 700

Cerberus Relief Beta: This accessory increases defense.
Wt: 30
Effect: Def +11
Cost: 6500
Sell: 5250

Cerberus Relief Gamma: This accessory significantly increases defense.
Wt: 30
Effect: Def +15
Cost: 18000
Sell: 17850

S Adjuster: This accessory increases the accuracy of short-range shots.
Wt: 30
Effect: Short-range accuracy +25%
Cost: -
Sell: 10

S Adjuster Gamma: This accessory significantly increases the accuracy of
short-range shots.
Wt: 30
Effect: Short-range accuracy +100%
Cost: 15000
Sell: 10

M Adjuster: This accessory increases the accuracy of medium-range shots.
Wt: 30
Effect: Medium-range accuracy +20%
Cost: -
Sell: 10

M Adjuster Gamma: This accessory significantly increases the accuracy of
medium-range shots.
Wt: 30
Effect: Medium-range accuracy +85%
Cost: 15000
Sell: 10

L Adjuster: This accessory increases the accuracy of long-range shots.
Wt: 30
Effect: Long-range accuracy +15%
Cost: -
Sell: 10

L Adjuster Gamma: This accessory significantly increases the accuracy of
long-range shots.
Wt: 30
Effect: Long-range accuracy +80%
Cost: 15000
Sell: 10

Power Cross: This accessory slightly increases the power of melee attacks.
Wt: 30
Effect: Melee damage +35
Cost: 1000
Sell: 700

Power Cross Beta: This accessory increases the power of melee attacks.
Wt: 30
Effect: Melee damage +55
Cost: 6500
Sell: 5250

Power Cross Gamma: This accessory significantly increases the power of melee
attacks.
Wt: 30
Effect: Melee damage +80
Cost: 18000
Sell: 17850

Fire Materia: Materia infused with fire energy.
Wt: 30
Effect: Allows Fire Materia shots.
Cost: 1000
Sell: 700

Blizzard Materia: Materia infused with ice energy.
Wt: 30
Effect: Allows Blizzard Materia shots.
Cost: 1000
Sell: 700

Thunder Materia: Materia infused with lightning energy.
Wt: 30
Effect: Allows Thunder Materia shots.
Cost: 1000
Sell: 700

Recoil Limiter: This accessory reduces recoil, allowing for more precise
aiming.
Wt: 30
Effect: Reduces recoil.
Cost: 16000
Sell: 11200

---------------
Credits [CREDT]
---------------
The majority if the credit for this guide goes to the people at Bradygames;
specifically those who wrote the official Strategy Guide. I got the majority
of my information from this guide. Thank you.

Thank you to CJayC for creating GameFAQS. I've never needed to visit another
site for my video game walkthrough needs.

Finally, thank you to the people at Square Enix for creating this game. It was
short, and a little easier than I would have liked, but still very good.

-----------------------
Version History [VERSN]
-----------------------
11/8/06 - Version 1.0 completed and submitted.
11/25/06 - Version 1.1 - Added a site to the list of sites allowed to host this
guide.