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                  ||    FFVII: Crisis Core DMW Mechanics   ||
                  ||             Version: 1.50             ||
                  ||       Copyright: Absolute Steve       ||
                  ||       Email: faq@shillatime.org       ||
                  ||      All rights reserved (C) 2008     ||
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||                    Foreword: Introduction to the FAQ                      ||
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This document goes over the mechanics of the DMW, an important aspect for the
battles you fight in Crisis Core. The first sections are not so technical, but
the further you read the more complicated it gets. It's not really necessary to
read all mechanics in order to play the game, but for those that like to tear
games apart, a full understanding may be crucial.

This document may hold slight errors. If you can read Japanese and feel like
helping, don't hesitate to send me an email. Yeah, I'm one of those rare people
who reads their email.

Whichever the reason, I hope you enjoy this guide.

- Absolute Steve

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can greatly support me and others, perhaps even for free.

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||                            Table of Contents                              ||
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General DMW Info
================

DMW Characters
==============

DMW Mechanics
==============

DMW Genji Shield/Magic Pot
==========================

Version History
===============
    
Credits
=======
    
Copyright
=========

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                ||       DMW (Digital Mind Wave) Info      ||
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DMW General Info:
=================
Digital Mind Waves or DMW is the Limit Break system in Crisis Core. During the
progress of the game, more people will be added to the DMW. It is also possible
to  unlock summon DMW's or gain Chocobo Mode, with other creatures' DMW. These
are all unlocked throughout the course of Missions. Below is a listing of what
each DMW does, and when they are unlocked.

o The DMW spins during battle in the upper left corner. One spin costs you 10 
  SP, which is deducted automaticaly. 9 SP or less means no DMW.

o As beautiful as the Summon FMV's are, you can skip them with circle if you 
  are getting bored of the long sequence.

o When under the Curse status, the DMW reels stop working. Cursed Ring and
  Heike Soul grant Auto-Curse. This also means no Levels Up.

o Below is a flow-chart on how the DMW works. Basically it splits up into a
  YES/NO: It either goes in Modulating Phase, or it doesn't.

.=============================================================================.
|                           DMW Spins (Costs 10 SP)                           |
|                                      |                                      |
|                               Left Image Stops                              |
|                                      |                                      |
|                     Right Image Stops. If it matches the                    |
|                   Left Image, DMW enters Modulation Phase                   |
| Modulating Phase  |                                     | No Picture Match  |
|.------------------'                                     '------------------.|
||                                                                           ||
|o Enters Modulating Phase                     o The pictures don't match, and|
|o Center Image Stops                            the middle picture stops.    |
|           |                                                    |            |
|           |                                                    |            |
|o Three numbers stop                          o Now, the NUMBER Wheels stop  |
|o If 777, Zack Levels Up (Needs EXP!)           and the game checks if any   |
|o If 2 numbers are the same                     special statuses are awarded.|
|  between 1 and 6, that materia                 [See the table below]        |
|  Levels Up by 1. If 3 numbers                                               |
|  are the same, it Levels Up by 2.                                           |
|           |                                                                 |
|           |                                                                 |
|o If all 3 Picture match, that                                               |
|  Limit Break is performed, and                                              |
|  Zack restores (and possibly breaks)                                        |
|  some HP/MP/AP.                                                             |
|           |                                                                 |
|o Sometimes, Genesis Mode, Summon Mode,                                      |
|  or Chocobo Mode are activated.                                             |
'============================================================================='

There  are pictures  on the reels, and there are numbers. These are completely
independent  from each other, and do completely different things. The pictures
are  for the  DMW attack that can be  performed, and a DMW attack will only be
performed if all three pictures end up being the same.

The numbers are for levelling up (both Zack or Materia), or a neat effect:

                             NO Modulating Phase:
                 .--------------.--------------------------.
                 |Numbers:      |Effect:                   |
                 |==============|==========================|
                 |777           |Invincibility (15 Sec)    |
                 |666           |All Critical Hits (20 Sec)|
                 |555           |Physical Guard (15 Sec)   |
                 |444           |0 AP Consumption          |
                 |333           |Magic Guard (15 Sec)      |
                 |222           |0 MP Consumption          |
                 |111           |Invincibility (15 Sec)    |
                 |77*           |0 MP Consumption (15 Sec) |
                 |7*7           |Physical Guard (15 Sec)   |
                 |*77           |Magical Guard (15 Sec)    |
                 |7**           |0 AP Consumption (12 Sec) |
                 |*7*           |0 MP Consumption (12 Sec) |
                 |**7           |Endurance (20 Sec)        |
                 '--------------'--------------------------'

                              Modulating Phase:
             .--------------.----------------------------------.
             |Numbers:      |Effect:                           |
             |==============|==================================|
             |777           |Zack Levels Up (with enough EXP)  |
             |2 the same #  |1 Level  up for equipped # Materia|
             |3 the same #  |2 Levels up for equipped # Materia|
             '--------------'----------------------------------'
             
Example: 
--------
If you get the numbers 6+6+3 while in Modulating Phase, Materia number 6 will 
level up. If you get 7+2+7 while NOT in Modulating Phase, you'll gain Physical 
Immunity for 15 seconds.


DMW Menu:
=========

o There are 2 Screens here, the Progress and the Limit Breaks/Verges Screens.

o Limit Breaks = # times the Limit Break has been performed.
o Limit Verges = # times there have been 2 pictures and the DMW went into the
                 Modulating Phase, but did NOT get the Limit Break.

o Note: Breaks/Verges have NOTHING to do with the Progress Screen. The Progress
        Screen involves seeing DMW memory scenes with Zack. More info below.


                               Progress Screen:
                               ================
  .--------------------------..----------------------..-------------------.
  |Sephiroth: 4x 10%, 2x 25% ||Ifrit:        1x 100% ||Chocobo:   1x 100% |
  |--------------------------||----------------------||-------------------|
  |Angeal:    4x 10%, 2x 25% ||Bahamut:      1x 100% ||Cactuar:   1x 100% |
  |--------------------------||----------------------||-------------------|
  |Tseng:     4x 10%, 2x 25% ||Bahamut Fury: 1x 100% ||Tonberry:  1x 100% |
  |--------------------------||----------------------||-------------------|
  |Cloud:     4x 10%, 2x 25% ||Odin:         1x 100% ||Cait Sith: 1x 100% |
  |--------------------------||----------------------||-------------------|
  |Aerith:    4x 10%, 2x 25% ||Phoenix:      1x 100% ||Moogle:    1x 100% |
  |--------------------------||----------------------||-------------------|
  |Cissnei:   4x 10%, 2x 25% ||Genesis:      2x 45%  ||Magic Pot: 1x 100% |
  |--------------------------''----------------------''-------------------|
  |NOTE: Persons start at 10%, so the % always ends up at 100% completion.|
  '-----------------------------------------------------------------------'

The  percentages you see  here are an indication of how many memories you have
seen  so far.  For the  main 6  characters (Sephiroth,  Angeal, Tseng,  Cloud,
Aerith  and  Cissnei) you need to  have seen 6  memories in total to get 100%.
4 of those memories count for 10%, and 2 count for 25%. Whenever you unlock one
of these characters, they start at 10% already, which makes for 100% total.

For Genesis you only need to see 2 memories, which both count fo 45%. Again,
simply unlocking Genesis will also net you 10%.

For Summons and Chocobo Mode, you only need to have seen their animation once
and you'll get 100%.

To increase the chances of getting certain DMW Limit Breaks, and thus a higher
chance  that  you'll see the corresponding  memories, equip the DMW Materia of
your  choice. DMW  Materia can be bought from various shops, most notably from
Research Dept. QMC + (Found in chest in Gongaga Village, Chapter 10).

If you unlock all DMW's, enter the DMW Menu to receive a Fury Ring. You only 
need to unlock all pictures, and % doesn't matter here.

When you complete all DMW with 100% you'll get the Genji Armor, just go into
the DMW menu to check if you're close or not, and equip DMW boosting Materia
for the ones you only need a little more % on.


DMW Characters:
===============
Note: ALL DMW ATTACKS ARE *NON-ELEMENTAL*.

DMW Name:      (3x Silhouette)
Attack Name:   Chain Slash
Unlocked:      Start of the game
Stagger:       3
Can Critical:  Yes
Attack effect: Physical attack versus one enemy.
               .--------------.---.---.---.---.---.
               |Level:        | 1 | 2 | 3 | 4 | 5 |
               |==============|===|===|===|===|===|
               |Base Strength:| 48| 54| 60| 66| 76|
               '--------------'---'---'---'---'---'

DMW Name:      Sephiroth
Attack Name:   Octaslash
Unlocked:      Start of the game
Stagger:       4
Can Critical:  Yes
Attack effect: 8 physical hits with Base Strength depending on the DMW Level:
               .--------------.---.---.---.---.---.
               |Level:        | 1 | 2 | 3 | 4 | 5 |
               |==============|===|===|===|===|===|
               |Base Strength:| 9 | 11| 15| 18| 22|
               '--------------'---'---'---'---'---'

DMW Name:      Angeal
Attack Name:   Rush Assault
Unlocked:      Start of the game
Stagger:       4, 3, 4
Can Critical:  Yes
Attack effect: 15 physical hits total, split up in 7 hits, 7 hits, and 1 hit.
               All hits ignore the enemy's Vitality. The Strength of the hits:
               .--------------------------.---.---.---.---.---.
               |Level:                    | 1 | 2 | 3 | 4 | 5 |
               |==========================|===|===|===|===|===|
               |Base Strength (first 7):  | 6 | 7 | 8 | 9 | 10|
               |--------------------------|---|---|---|---|---|
               |Base Strength (next 7):   | 7 | 8 | 9 | 10| 11| 
               |--------------------------|---|---|---|---|---| (Last hit can
               |Base Strength (last hit): | 12| 18| 20| 24| 32| inflict:
               '--------------------------'---'---'---'---'---' [Stun: Inf-10])

DMW Name:      Tseng
Attack Name:   Air Strike
Unlocked:      Start of Chapter 3
Stagger:       4
Can Critical:  Yes
Attack effect: Physical Attack versus all enemies. Strength is listed below:
               .--------------.---.---.---.---.---.
               |Level:        | 1 | 2 | 3 | 4 | 5 |
               |==============|===|===|===|===|===|
               |Base Strength:| 40| 44| 48| 64| 72|
               '--------------'---'---'---'---'---'

DMW Name:      Cloud
Attack Name:   Meteor Shots
Unlocked:      Halfway Chapter 6
Stagger:       4
Can Critical:  Yes
Attack effect: Magical Attack versus all enemies. Strength is listed below:
               .--------------.---.---.---.---.---.
               |Level:        | 1 | 2 | 3 | 4 | 5 |
               |==============|===|===|===|===|===|
               |Base Strength:| 44| 48| 64| 72| 80|
               '--------------'---'---'---'---'---'

DMW Name:      Aeris
Attack Name:   Healing Wave
Unlocked:      Start of Chapter 5
Attack effect: Healing spell: Heals HP, MP and AP fully (and allows to exceed
               the maximum up to twice the max), and inflicts Invincibility
               (which lasts randomly somewhere between 3 and 20 seconds).

DMW Name:      Cissnei
Attack Name:   Lucky Stars
Unlocked:      Halfway Chapter 4
Attack effect: All attacks are critical hits for a duration of 10 - 80 seconds.
               The limit gauge goes up by 1 - 5 stages, depending on the level
               of the DMW. Lvl 1 is one stage up, Lvl 5 is five stages up.

DMW Name:      Genesis
Attack Name:   Apocalypse
Unlocked:      Late Chapter 6
Stagger:       4
Can Critical:  No
Attack effect: Magical Attack versus all enemies. Strength is listed below:
               .--------------.---.---.---.---.---.
               |Level:        | 1 | 2 | 3 | 4 | 5 |
               |==============|===|===|===|===|===|
               |Base Strength:| 66| 76| 86| 96|120|
               '--------------'---'---'---'---'---'

DMW Summons:
============

DMW Name:      Ifrit
Attack Name:   Hellfire
Unlocked:      Clear Mission 8-1-1
Stagger:       4
Can Critical:  No
Attack effect: Magical Attack versus all enemies that ignores enemy's Spirit.
               .--------------.---.---.---.---.---.
               |Level:        | 1 | 2 | 3 | 4 | 5 |
               |==============|===|===|===|===|===|
               |Base Strength:| 52| 56| 60| 64| 77|
               '--------------'---'---'---'---'---'

DMW Name:      Bahamut
Attack Name:   Mega Flare
Unlocked:      Clear Mission 8-1-4
Stagger:       4
Can Critical:  No
Attack effect: Magical Attack versus all enemies that ignores enemy's Spirit.
               .--------------.---.---.---.---.---.
               |Level:        | 1 | 2 | 3 | 4 | 5 |
               |==============|===|===|===|===|===|
               |Base Strength:| 58| 62| 66| 70| 84|
               '--------------'---'---'---'---'---'

DMW Name:      Bahamut Fury
Attack Name:   Exa Flare
Unlocked:      Buy at Bone Village Commerce (unlock at Mission 7-5-3)
Stagger:       4
Can Critical:  No
Attack effect: Magical Attack versus all enemies that ignores enemy's Spirit.
               .--------------.---.---.---.---.---.
               |Level:        | 1 | 2 | 3 | 4 | 5 |
               |==============|===|===|===|===|===|
               |Base Strength:| 70| 74| 78| 82| 96|
               '--------------'---'---'---'---'---'

DMW Name:      Odin
Attack Name:   Zantetsuken
Unlocked:      Clear Mission 8-1-6
Stagger:       4
Attack effect: Cuts enemies in half. (Inflicts Sudden Death to all enemies.)

DMW Name:      Phoenix
Attack Name:   Rebirth Flame
Unlocked:      Chapter 9, Nibelheim Mystery #1. Check the Water Tower.
Stagger:       4
Can Critical:  No
Attack effect: Magical Attack versus all enemies that ignores enemy's Spirit.
               Casts ReRaise on Zack. Strength is listed below:
               .--------------.---.---.---.---.---.
               |Level:        | 1 | 2 | 3 | 4 | 5 |
               |==============|===|===|===|===|===|
               |Base Strength:| 48| 52| 56| 60| 78|
               '--------------'---'---'---'---'---'

Chocobo Mode DMW:
=================

DMW Name:      Chocobo
Attack Name:   Chocobo Stomp
Unlocked:      Treasure in Mission 8-4-1
Stagger:       3
Can Critical:  Yes
Attack effect: Physical Attack versus all enemies that ignores Vitality.
               .--------------.---.---.---.---.---.
               |Level:        | 1 | 2 | 3 | 4 | 5 |
               |==============|===|===|===|===|===|
               |Base Strength:| 48| 54| 58| 64| 72|
               '--------------'---'---'---'---'---'

DMW Name:      Cactuar
Attack Name:   1000 Needles
Unlocked:      Clear Mission 10-1-3
Stagger:       3
Can Critical:  No
Attack effect: 18 hits with fixed damage depending on the DMW level:
               .--------------.-------.-------.--------.--------.--------.
               |Level:        |   1   |   2   |   3    |   4    |    5   |
               |==============|=======|=======|========|========|========|
               |Base Strength:|18x 300|18x 500|18x 1000|18x 1500|18x 2000|
               '--------------'-------'-------'--------'--------'--------'

DMW Name:      Tonberry
Attack Name:   Murderous Thrust
Unlocked:      Clear Mission 10-2-3
Stagger:       3
Can Critical:  Yes
Attack effect: Physical Attack that ignores Vitality versus one enemy.
               .--------------.---.---.---.---.---.
               |Level:        | 1 | 2 | 3 | 4 | 5 |
               |==============|===|===|===|===|===|
               |Base Strength:| 52| 60| 64| 68| 78|
               '--------------'---'---'---'---'---'

DMW Name:      Cait Sith
Attack Name:   Courage Boost!
Unlocked:      Treasure in Mission 8-4-3
Stagger:       3
Attack effect: Cures: Poison, Silence, Stop, and Stun.
               Inflicts: Endurance, Barrier, Magic Barrier, 0 MP Consumption,
               0 AP Consumption, Physical Guard, and Magical Guard.

DMW Name:      Moogle
Attack Name:   Moogle Power
Unlocked:      Treasure in Mission 8-4-4
Attack effect: Inflicts Regen (duration is 40+ seconds).
               Levels up all equipped materia. If DMW Lvl is 1, then all
               materia goes up 1 level, if DMW Lvl is 5, they all go up by 5.

DMW Name:      Magic Pot
Attack Name:   Item Mugger
Unlocked:      Encounter Magic Pot in certain Missions. Earliest possible is
               Mission 10-2-3. Use Jump, Fira, Gravity, Assault Twister on it 
               when it asks for those specific attacks, and you'll get the DMW.
Attack effect: Magic Pot will give you a certain item, depending on the level:
.------.----------------------------------------------------------------------.
|Level:| Obtainable Items:                                                    |
|======|======================================================================|
|Lvl 1:| Curaga Materia, Drain Materia, Graviga Materia, Libra Materia        |
|Lvl 2:| Iron Bangle, Titanium Bangle, Carbon Bangle, Platinum Bangle         |
|Lvl 3:| Kaiser Knuckles, Shinra Beta Plus, Royal Crown, Crystal Orb          |
|Lvl 4:| Elixir x5, Elixir x10, Phoenix Down x1, Phoenix Down x3              |
|Lvl 5:| Ribbon, Gold Rolling Pin x1, Gold Rolling Pin x3, Gold Rolling Pin x5|
'------'----------------------------------------------------------------------'

DMW Name:      Miss
Attack Name:   Dud
Unlocked:       
Stagger:       3-6
Note:          12.5% chance of "Miss" appearing when all reels line up with
               Chocobo pictures.
Attack effect: Damages Zack and inflicts [Stun: 100]. 
               .---------------.---.---.---.---.----.
               |Level:         | 1 | 2 | 3 | 4 |  5 |
               |===============|===|===|===|===|====|
               |Damage to Zack:| 1 | 1 | 10|100|1000|
               |---------------|---|---|---|---|----|
               |Stagger:       | 3 | 3 | 4 | 5 |  6 |
               '---------------'---'---'---'---'----'

                   DMW Status Effect Durations (in seconds):
                   =========================================
.---------------.-------------------------.------.------.------.------.------.
|Name:          |Status Effect(s):        |Lvl 1:|Lvl 2:|Lvl 3:|Lvl 4:|Lvl 5:|
|===============|=========================|======|======|======|======|======|
|Healing Wave   |Invincible               |   3  |   5  |   8  |  10  |  20  |
|---------------|-------------------------|------|------|------|------|------|
|Lucky Star     |Critical Hits            |  10  |  15  |  20  |  40  |  80  |
|---------------|-------------------------|------|------|------|------|------|
|Courage Boost! |Endure, Barrier, MBarrier|  30  |  40  |  50  | 100  |  (*) |
|               |MP Cost 0, AP Cost 0     |  20  |  30  |  60  | 120  |  (*) |
|               |Physical Null, Magic Null|   5  |   8  |  10  |  15  |  30  |
|---------------|-------------------------|------|------|------|------|------|
|Moogle Power   |Regen                    |  40  |  60  |  80  | 100  |  (*) |
|---------------|-------------------------|------|------|------|------|------|
|Dud            |Stun                     |   2  |   3  |   4  |   5  |   6  |
'---------------'-------------------------'------'------'------'------'------'
 (*) = Lasts until end of battle, or certain dispels.


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                ||              DMW Mechanics              ||
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  This section is intended to uncover the mysteries that are folded around what
  we know as the DMW wheels and all it's effects. It's a challenging progress,
  and it's not required to play the game properly. Purely educational, this 
  section will leap into the depths of the mechanics. Up for a challenge?

DMW State Mechanics
===================
Your "DMW State" knows five phases, through which it can switch. These phases
are: LOW, NORMAL, HIGH, SKY HIGH, and HEAVENLY. As described below in Step 1,
these phases are of great importance to getting a Limit Break at all. There are
various things that affect your DMW State. The table below goes over all of the
possibilities:

  .------------------------------------------.-----------------------------.
  |DMW State Event:                          |Change in State:             |
  |==========================================|=============================|
  |Performing a Limit Break                  |-2 to +3 (see Step 8)        |
  |------------------------------------------|-----------------------------|
  |Lucky Star                                |+1 to +4 (see DMW Characters)|
  |------------------------------------------|-----------------------------|
  |Certain enemy attacks                     |-1 to -4                     |
  |------------------------------------------|-----------------------------|
  |Proceed through the story (certain events)|Sets to NORMAL               |
  |------------------------------------------|-----------------------------|
  |Special Campaign Potion in Shinra Building|Sets to NORMAL               |
  '------------------------------------------'-----------------------------'


Step 1: DMW Activation Chance
======= =====================
As you may know from the previous section, you can either get a Modulating
Phase from the DMW or.. not. What deals with this, exactly? The answer is quite
simple. Depending on your current DMW state, you have a certain chance to enter
the Modulating Phase. The chances are laid out in the table below, have a look:

.--------.------------------. 
|State:  |Activation Chance:| 
|========|==================| For those wondering why these %'s don't add up to
|LOW     |       2.3%       | 100%, the answer is simple. These are individual
|NORMAL  |       4.7%       | chances. Simply said, if you're in SKY HIGH state
|HIGH    |       6.3%       | then you have a 7.8% chance of activating a
|SKY HIGH|       7.8%       | Modulating Phase, whenever the DMW is spinning.
|HEAVENLY|      18.8%       |
'--------'------------------' After Step 1, head to Step 2.

Step 2: Summon Mode Activation Chance
======= ==============================
This covers the chances of activating Summon Mode. The pre-requisite is that,
of course, you have obtained at least one Summon picture. The chances for 
entering Summon Mode are in the table below:

.------------------------------.
|Base Activation Rate = 12.5%  | Over the initial chance at Step 1 comes now a
|------------------------------| different chance. If you have a Summon Materia
|Materia Level:|(+3.1% per Lvl)| equipped, this chance may be upped. Please do
|==============|===============| note, that this is the chance of entering the
|       1      |     15.6%     | Summon Mode. It's not yet certain if you get
|       2      |     18.7%     | a Summon Limit Break or not.
|       3      |     21.8%     |
|       4      |     24.9%     | Success: Go to Step 5.
|       5      |     28.0%     | Failure: Go to Step 3.
'--------------'---------------'

Step 3: Chocobo Mode Activation Chance
======= ===============================
This covers the chances of activating Chocobo Mode. The pre-requisite is that,
of course, you have obtained at least one Chocobo picture. The chances for 
entering Chocobo Mode are in the table below:

NOTE: In certain special battles (Sephiroth/Genesis for example), you can not
      trigger Chocobo Mode.

.------------------------------.
|Base Activation Rate = 9.4%   | If Step 2 fails, the game checks the chances
|------------------------------| to enter Chocobo Mode. Equipping a relevant
|Materia Level:|(+3.1% per Lvl)| Materia will increase your chances, where
|==============|===============| relevant Materia relates to Chocobo Materia,
|       1      |     12.5%     | and possibly regular Summon Materia as well.
|       2      |     15.6%     | 
|       3      |     18.7%     | Success: Go to Step 5, AND see NOTE below.
|       4      |     21.8%     | Failure: Go to Step 4.
|       5      |     24.9%     | 
'--------------'---------------' NOTE: There is a 12.5% chance that "Miss" will
                                       be activated as Limit Break.

Step 4: Genesis Mode Activation Chance
======= ==============================
This covers the chances of activating Genesis Mode. The pre-requisite is that,
of course, you have obtained Genesis' picture. The chances for entering Genesis
Mode are in the table below:

.------------------------------.
|Base Activation Rate = 12.5%  | If Step 3 (and thus also Step 2) fails, the
|------------------------------| game will perform a check to see if it can
|Materia Level:|(+3.1% per Lvl)| enter Genesis Mode. This check is based off
|==============|===============| %'s as usual, 
|       1      |      9.4%     | 
|       2      |     12.5%     | 
|       3      |     15.6%     | Go to Step 5.
|       4      |     18.7%     | 
|       5      |     21.8%     | 
'--------------'---------------'

Step 5: Limit Break Selection Process
======= =============================
This step is more of a "hub". Depending on Steps 2-5, the next step varies.
If you don't go into Summon, Chocobo or Genesis Mode, you go into Normal Mode,
which includes all regular Limit Breaks, excluding of course Genesis.

Normal Mode  = Step 6a
Genesis Mode = Step 6b
Summon Mode  = Step 7b
Chocobo Mode = Step 7c

Now is a good time to include a note about the Limit Break appearance modifier.
This modifier is shown when you open the menu, and looks like [x1], [x6], and
it will appear under the specific Limit Breaks. By standard, all Limit Breaks
have an equal chance of appearing - when you get a Limit Break at all. You can
increase your chances for a certain Limit Break by equipping DMW Materia. If
one of your Limits gets a modifier of [x4], this means it is 4 times more likely
to show up than a Limit Break with a [x1] modifier. If you also have an other
Limit Break with a [x2] modifier, then the [x4] modifier will generally only
appear 2 times more often than *that* Limit Break.

In other words, these modifiers do not increase your chance to get *a* Limit
Break, but the increase the chance that you get a *specific* Limit Break of
your choice. It is therefore useless to boost all these modifiers, as you'll
end up with the exact same chances (if you would have them all at [x5], the
effect would be the same as if they were all [x1], just so you know).

NOTE: Summon and Chocobo DMW Materia, as can be seen under Step 2+3, increase
      not only their own Limit Break (Magic Pot, for example), but they also
      increase the chances of activating their mode.

                              DMW Rate Modifiers:
                              -------------------
     .-------------------------.---------------------.-------------------.
     |Cause of State Change:   |Modified Limit Break:|Modifier Change(*):|
     |=========================|=====================|===================|
     |Equipping a DMW Materia  |Limit that is boosted|+ [Summed Levels   |
     |                         |by the Materia       |   of Materia +4]  |
     |-------------------------|---------------------|-------------------|
     |"Heightened emotions have|Event Specific       |        +4         |
     | affected the DMW"       |(see the table below)|                   |
     |-------------------------|---------------------|-------------------|
     |Triggering the affected  |The Triggered Limit  |50% chance being   |
     |Limit Break              |Break                |set to default     |
     |-------------------------|---------------------|-------------------|
     |Proceed with story (at   |All Limit Breaks     |Sets to default    |
     |certain events)          |                     |                   |
     |-------------------------|---------------------|-------------------|
     |Shinra Campaign Potion   |All Limit Breaks     |Sets to default    |
     |from the Shinra Lady     |                     |                   |
     '-------------------------'---------------------'-------------------'
     (*)NOTE: Summed Levels = All *specific* DMW Materia Levels added up.
              (Lucky Star Lvl 1 + Lucky Star MASTER = Lvl 6)

Example #1: Your Cissnei's default is [x1], and you equip a Lucky Star Materia,
            which is Level 1. Since the Level is 1, you fill this in to the
            formula: + [1 + 4] = +5. You get an increase of +5, and you were by
            default at [x1]. so that gets you to [x6] now.

Example #2: You do everything in Example #1, but you decide to equip another
            Lucky Star Materia, also Level 1. This makes the formula:
            + [2 + 4] = +6. This gives you a [x7], since your default was [x1].
            As you can see, the boost is much smaller than the initial boost,
            because of the four free points you get.

                                Event Specific:
                                ---------------
 .-------------------------------------------------------.------------------.
 |Emotional DMW Affecting Event (chronological order):   |Affected DMW (+4):|
 |=======================================================|==================|
 |Entering Tamblin Fort                                  |Angeal            |
 |Leaving Tamblin Fort                                   |Sephiroth         |
 |First Meeting with Cissnei                             |Cissnei           |
 |Hearing Sephiroth's Past at Mako Reactor No.5          |Angeal            |
 |Visiting the highway at Street 0                       |Aeris             |
 |Before fighting Bahamut Fury                           |Aeris             |
 |First meeting with Cloud                               |Cloud             |
 |Second Floor of the Modeoheim Bathhouse                |Tseng & Cloud     |
 |Selling Flowers with Aeris at the park in the slums    |Aeris             |
 |After phonecall from Aeris in Nibelheim                |Aeris             |
 |Before fighting Sephiroth                              |Sephiroth         |
 |After escaping from the Shinra Mansion Sample Pods     |Angeal            |
 |After parting with Cissnei on the Nibel Plains         |Cissnei           |
 |Seeing an Angeal-like person at Gongaga                |Angeal            |
 '-------------------------------------------------------'------------------'

Step 6a: Limit Break Memory Activation (Normal Mode)
======== ===========================================
Sometimes during the DMW, you will see scenes that represent Zack's memories.
This section covers the chances that a memory activates. A "Character Unique"
memory is a scene that looks like an in-game scene. Generic memories are the
pictures that will often pop up during the DMW.

There are two types of Character Unique memories, which are distinquished by
10% and 25%. This relates to how much these memories fill your DMW statistic.

There are three types of Generic memories, distinguished simply by amount.

  .-------------.------------.---------------------.-----------------------.
  |DMW State:   |No Memories:|  Character Unique:  |        Generic:       |
  |             |            |(10%-type)|(25%-type)|1 Scene|3 Scene|5 Scene|
  |=============|============|==========|==========|=======|=======|=======|
  |LOW          |    69.9%   |    5.6%  |    3.9%  |  9.8% |  7.1% |  3.7% |
  |NORMAL       |    56.9%   |   11.0%  |    5.9%  | 12.1% |  9.2% |  4.9% |
  |HIGH         |    40.3%   |   20.7%  |   11.7%  | 12.3% |  9.7% |  5.3% |
  |SKY HIGH     |    13.0%   |   38.3%  |   23.4%  | 12.9% |  7.9% |  4.5% |
  |HEAVENLY     |     3.1%   |   25.0%  |   50.0%  |  3.1% |  6.3% | 12.5% |
  '-------------'------------'----------'----------'-------'-------'-------'
                                Go to Step 7a.

Step 6b: Limit Break Memory Activation (Genesis Mode)
======== ============================================
This step is essentially the same as Step 6a, except for Genesis Mode.

      .-------------.------------.------------.-----------------------.
      |Limit State: |No Memories:|Character   |        Generic:       |
      |             |            |Unique (25%)|1 Scene|3 Scene|5 Scene|
      |=============|============|============|=======|=======|=======|
      |LOW          |    72.1%   |    7.8%    |  9.6% |  6.9% |  3.6% |
      |NORMAL       |    60.5%   |   11.7%    | 12.9% |  9.7% |  5.2% |
      |HIGH         |    49.1%   |   17.6%    | 15.0% | 11.9% |  6.4% |
      |SKY HIGH     |    24.6%   |   27.3%    | 24.6% | 15.0% |  8.5% |
      |HEAVENLY     |     6.3%   |   50.0%    |  6.3% | 12.5% | 25.0% |
      '-------------'------------'------------'-------'-------'-------'
                                Go to Step 7a.

Step 7a: Limit Break Activation (Normal & Genesis Mode)
======== ==============================================
After the previous Step (either 6a or 6b), it's finally time to select the
Limit Break that's going to be performed. See the table below for chances.

Again, these %'s don't add up to 100% because they don't have to. They're only
indicating the individual chance of getting a certain Limit Break under certain
circumstances. As you can see, the higher your DMW State, the better chances.

 .-------------.------------.---------------------.-------------------------.
 |DMW State:   |No Memories:|  Character Unique:  |        Generic(*):      |
 |             |            |(10%-type)|(25%-type)|1 Scene|3 Scenes|5 Scenes|
 |=============|============|==========|==========|=======|========|========|
 |LOW          |    31.3%   |   78.1%  |  100.0%  | 78.1% |  85.9% | 100.0% |
 |NORMAL       |    50.0%   |   70.3%  |  100.0%  | 78.1% |  85.9% | 100.0% |
 |HIGH         |    70.3%   |   78.1%  |  100.0%  | 78.1% |  85.9% | 100.0% |
 |SKY HIGH     |    85.9%   |   93.8%  |  100.0%  | 78.1% |  85.9% | 100.0% |
 |HEAVENLY     |    93.8%   |  100.0%  |  100.0%  | 78.1% |  85.9% | 100.0% |
 '-------------'------------'----------'----------'-------'--------'--------'
(*)NOTE: There exists a 6.3% chance under Generic that the Reel Movement will
         follow the movements of (C), see the "Odds and Ends" section. This will
         guarantee success.

                                Go to Step 8.

Step 7b + 7c: Limit Break Activation (Summon OR Chocobo Mode)
============= ===============================================
Same basics as Step 7a, except for Summons/Chocobo's and memories don't apply.

           Step 7b: Summons                      Step 7c: Chocobo's
    .------------------------------.      .------------------------------.
    |  DMW State:  |    Chance:    |      |  DMW State:  |    Chance:    |
    |==============|===============|      |==============|===============|
    |LOW           |     50.0%     |      |LOW           |     31.3%     |
    |NORMAL        |     70.3%     |      |NORMAL        |     50.0%     |
    |HIGH          |     56.9%     |      |HIGH          |     70.3%     |
    |SKY HIGH      |     93.8%     |      |SKY HIGH      |     85.9%     |
    |HEAVENLY      |    100.0%     |      |HEAVENLY      |     93.8%     |
    '--------------'---------------'      '--------------'---------------'
    NOTE: There exists a 6.3% chance that the Reel Movement will follow the
          movements of (C), see the "Odds and Ends" section. This will 
          guarantee success.

                                Go to Step 8.

Step 8: Limit Break Activation (Normal & Genesis Mode)
======= ==============================================
This is a juicy part. By this time, a Limit Break has already been selected,
and all other processes have been covered. But what about the Limit Break Lvl?
That is what's covered in this section. The higher the Level, the better.

o Pattern in the table below distinguishes between the type of memory, or modes
  that don't even have memories such as Summon Mode.

o Depending on memories, you can gain various amounts of SP.
o Under a certain condition (see C under Odds and Ends), this amount can double.

o Gauge Modification indicates what happens with your DMW State after you've
  performed the Limit Break. Zero indicates no chance, but -1 could for example
  drop your DMW State from HIGH to NORMAL
  .
o Additionally, the DMW State (LOW) always has a 50% chance of giving a +1, and
  the DMW States (SKY HIGH) and (HEAVENLY) always have a 50% chance of -1.

o There is one other factor regarding Limit Break Level, for which the formula
  is used. However, when all numbers a 7's, the Modification is random.

           ===========================================
           For every number 7: [Sum of Numbers/10] + 1
           ===========================================

  Example #1: You attain the numbers 456. Nothing changes in Modification terms.
  
  Example #2: You attain the numbers 473. You have *one* number 7, so you use
              the formula: [(4+7+3)/10] = [1.4] = 1 (always round down).
              1 + 1 = 2, so the Modification gets a total of +2.

  Example #3: You attain the numbers 767. You have *two* number 7's, so you use
              the formula..twice. [(7+6+7)/10] = 2. 2 + 1 = 3. You should use
              the formula again, which makes for a total of 3 + 3 = 6. This
              will then obviously give you a Level 5 Limit Break, the highest.

  Example #4: You get the numbers 777. Modification is completely random.

o Recovery indicates how big of a boost you get to your HP/MP/AP. The %'s are
  based on your Max HP/MP/AP, and they cannot normally exceed 2x your Max stat.

.----------------------.----------------.----.------.-----------.-------------.
|Pattern:              |DMW State:      | SP:|Level:|Gauge Mod.:|  Recovery:  |
|======================|================|====|======|===========|=============|
|No Memories           |LOW or NORMAL   | 300|   1  |     0     |      10%    |
|                      |HIGH or higher  | 300|   1  |    -1     |      10%    |
|Character Unique (10%)|LOW             | 500|   3  |    +1     |      20%    |
|                      |NORMAL or higher| 500|   3  |     0     |      20%    |
|Character Unique (25%)|LOW             |1000|   4  |    +2     |      50%    |
|                      |NORMAL          |1000|   4  |    +1     |      60%    |
|                      |HIGH            |1000|   4  |    +1     |      80%    |
|                      |SKY HIGH        |1000|   4  |    +1     |     100%    |
|                      |HEAVENLY        |1000|   4  |     0     |     150%    |
|Generic (1 Scene)     |All             | 500|   2  |     0     |      15%    |
|Generic (3 Scenes)    |All             |1000|   3  |     0     |      25%    |
|Generic (5 Scenes)    |LOW             |2000|   5  |     0     |      50%    |
|                      |NORMAL          |2000|   5  |     0     |      60%    |
|                      |HIGH            |2000|   5  |     0     |      80%    |
|                      |SKY HIGH        |2000|   5  |     0     |     100%    |
|                      |HEAVENLY        |2000|   5  |     0     |     150%    |
|Summon Mode           |LOW             |3000|   1  |     0     |      60%    |
|                      |NORMAL or higher|3000|   1  |     0     |      70%    |
|Chocobo Mode          |LOW             |1000|   3  |    +2     |      30%    |
|                      |NORMAL          |1000|   3  |    +1     |      30%    |
|                      |HIGH or higher  |1000|   3  |     0     |      30%    |
'----------------------'----------------'----'------'-----------'-------------'


Odds and Ends:
==============
A few closing notes about how the DMW works, which really doesn't fit anywhere
else. Oh yes, the DMW is quite the system with all it's tweaks.

o There are 3 different "Reel Movements" besides the regular spin. These are
  about the Middle Reel, and can be described as:

(A): Reel slips one frame forward.
(B): Reel stops for a moment, then shakes left and right, and slides very slowly
     down one more frame.
(C): Reel stops for a moment, then starts up again spinning at a high speed.
     Afterwards, proceeds to Summon or Chocobo Mode, or Memory Activation.
     With this movement, activation is 100% guaranteed. Furthermore, the amount
     of SP gained in the table above will double if (C) occurs. Good stuff.

o Each Limit Break has 5 levels in growing strength
o Target enemy for Limit Breaks is randomly chosen
o Limit Breaks have no element (not even summons)
o Distant enemies can be hit
o Limits can activate when Zack is Stopped or Stunned
o Good status altering Limit Breaks will activate even when the battle is
  already over and no enemies are left (so you gain the good status/lvl up, etc)

o The DMW slot reels do not act independently. There is only ONE generator,
  which is controlled by the entire above process. The numbers that you can get,
  however, are chosen completely random, with the exception of 777 (Lvl Up).

And.. that's pretty much the mechanics behind the DMW. There may be one small
thing about Chocobo Mode that I couldn't quite figure out, but that is something
of lesser importance. If you can help (Japanese readers, I could really use a 
lending hand), feel free to email me and I'll be sure to respond.


Oo*=-*=-*=-*=-*=Oo=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-oO-*=-*=-*=-*=-*=-oO
                ||         DMW Genji Shield/Magic Pot      ||
                Oo*=-*=-*=-*=-*=-*=-*=-*=-*=-=-*=-*=-*=-*=-oO

A  very frequently asked  question is.. How do I get a Genji Shield. Or: How to
encounter a Magic Pot. This section will answer both these questions, and hopes
to  make  your experience  as easy  as possible.  Among my  thanks is the user
Arag0rn, who provided an excellent Board FAQ solely dealing with this.

General Information:
====================

o First of all, you need to be able to do Mission 7-6-6. Refer to the mission
  section to see the other missions you need to beat to get here.

o In order for the/any Magic Pot, to drop the Genji Shield, you MUST have
  already gotten the Magic Pot DMW. Because of this, I highly suggest you get
  this DMW from a different Magic Pot enemy than the one in Mission 7-6-6.
  The other Magic Pots are easier, as they require different, easier, attack
  combinations. For example:

o The Magic Pot in Mission 2-2-6 asks for Blizzaga, Firaga, Thundaga, 
  and Gravity. 

Prepare Yourself:
=================

Heavenly DMW:
-------------
o Now you'll need to boost your DMW to it's highest potential, "Heavenly".
  So.. how the heck do we do that? Don't fret, I'm about to tell you.

o Go buy a few Lucky Stars DMW Materia from Research Dept QMC+ Shop. This shop
  can be found in Gongaga's outskirts. Go do a few easy missions and let the
  DMW Spin. When you get Cissnei's Lucky Stars, check if your DMW status is
  Heavenly afterwards. If it is, end the battle and mission.

o Now you'll want to permanently fix that Heavenly status. The best way to do
  this is to get yourself cursed. Equipping a Cursed Ring does the trick the
  easy way. It may take a little more effort if you don't have it, because you
  will need an enemy to cast Curse on you. 
  
  An enemy in Mission 2-2-5, the Ahriman, will cast it frequently. Start the
  mission, hug the left wall and follow it around to the boss. Kill the Griffon
  and let the Ahriman have a good time with you. 

o Oh, and in case you were wondering, UNEQUIP the Curse Ring after equipping.
  Just don't cure your Curse, you'll NEED it.

All the rest:
-------------
o The Magic Pot in Mission 7-6-6 will ask for the following four attacks:
  Gil Toss, Costly Punch, 99999 damage, and Octaslash.
  
  People often ask what the 99999 damage materia/attack is.. Well, it's simple.
  You just need to deal that specific 99999 damage, with any attack allowed.
  Therefore, your best and most logical bet is probably to just use Costly
  Punch another time to hit it for 99999 damage. Gil Toss is simple as well.
  This leaves us with the Octaslash attack, which is. .completely random. Ouch.

o Buy 4 Octaslash Materia from the Research Dept QMC+ Shop. That shop can be
  accessed after you've it in a chest in the Gongaga Outskirts near endgame.

o Also buy the Dash Materia if you don't have it. This will help you escape
  from battles easier.

o Naturally, equip Gil Toss and Costly Punch in any case. This leaves 4 slots,
  so you'll have to choose between Dash and a potential fourth Octaslash. You
  may Master the Octaslash Materia to raise your success rate, but you won't
  need it per se.

o Mission 7-4-6 holds a Gil Toss, and a Costly Punch can easily be made by
  fusing any DMW Materia (like Octaslash, for example) with a "Punch Materia",
  such as Goblin Punch.

o Equip the "Brutal" item, which increases your damage limit to 99999 instead
  of the puny 9999. If you have a better item that also deals with this, go
  ahead and use it. For those who don't, the Brutal item can be gotten as a
  reward from Mission 7-4-6.

o Furthermore, equip stat boosting equipment and focus mainly on your Vitality.
  Also keep your Strength up, you might need it. This will ensure, or rather at
  least endure your survival. Power Suit or Ziedrich are both quite useful 
  mentions here.

o You may also want to equip something that prevents Stun. There are other
  random birdies in the mission we're about to enter that can make your life..
  unpretty with a Stun attack.

o Lastly, be sure to have a few Remedies. You'll need to remove Curse later.


Encountering Magic Pot:
=======================

o Save your game with all the preparations.

o Start Mission 7-6-6 and get into a random encounter. It doesn't matter where,
  the chances of a Magic Pot appearing are the same everywhere (unfortunately).

o When you get the infamous Magic Pot during an encounter, use asked attacks
  on him, until it asks Octaslash. At this point, quickly use a Remedy on 
  yourself to relieve the nasty (but so far handy) Curse Status. This instantly
  gets the DMW spinning again.

o Now it's only a matter of luck that you get Octaslash in the short time span
  that the Magic Pot is willing to wait for it.. which .. isn't very long. In
  any case, you've maximized your chances for getting the Genji Shield, so be
  a man (or a girl .. wait, that doesn't sound right, just be a man) and reset
  when things don't go your way. Repeat the Mission, get to a Magic Pot.. etc.

o ???
o PROFIT! The Genji Shield is now yours. Congratulations!

Oo*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-oO
||                             Version History                               ||
Oo*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-oO


June 22th, 2008.
================
o First draft, as presented in the Main Guide.

July 25th, 2008.
================
o Added in the Genji Shield/Magic Pot section.
o Small correction in the Gauge Mod. table.

August 22th, 2008.
==================
o Added DMW State info right before Step 1.
o Added Limit Break Rate information under Step 5.
o Added notes about (C) Reel Movement under Step 7.
o Added modification formula under Step 8.
o Added "Odds and Ends" section.
o Plus many small corrections.

Oo*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-oO
||                                 Credits                                   ||
Oo*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-oO

Main Credits:
=============
o Jujubix:        Great help with translations of the Ultimania.
o Arag0rn:        Big help with the Genji Shield section.
o Absolute Steve: For writing this Guide, all rights reserved.
o My Readers:     Thank you for reading this.


Oo*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-oO
||                                Copyright                                  ||
Oo*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-oO

This may *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.  Do *not* copy or alter information slightly from this guide, and
do not present it as your own.  The creation of this guide took a lot of time,
please respect that.  Below is a list of sites that are allowed to host this
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*NOT* allowed: CheatCC or Cheat Code Central, nor any other cheat websites owned
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Oo*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-*=-oO

                  Writing a thank-you email takes a minute.
                  The pleasure of reading it lasts all day..