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    Gun Part Data FAQ by kigo3000

    Version: 1.1 | Updated: 11/25/06 | Search Guide | Bookmark Guide

    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
    personal, private use. It may not be placed on any web site or
    otherwise distributed publicly without advance written permission. Use
    of this guide on any other web site or as a part of any public display
    is strictly prohibited, and a violation of copyright. The only sites allowed to
    host this FAQ are GameFAQS, Neoseeker, and SuperCheats.
    
    If you have information that should go into this guide, please contact me at
    swk3000@gmail.com
    Please put something in the subject line to indicate that you are addressing
    something about my guide. Also include a name for me to put in the credits
    section of the guide so that you recieve credit for your contribution.
    
    
    
    --------------------
    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.

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