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    No Materia/No Items FAQ/Walkthrough by Thundaka

    Version: 2.02 | Updated: 03/01/06 | Search Guide | Bookmark Guide

                         By Thundaka (thundaka@yahoo.com)
    Copyright 2004 Thundaka.
    This guide is solely for private use.  If you wish to host this guide on your
    website, contact me for permission before doing so.  Any profitable use is 
    strictly prohibited.
    v1.00: Completed and posted the challenge for the first time.  Any corrections
    or suggestions to improve this guide are most welcome.
    v1.10: Made a whole lot of corrections.  Removed level 4 limit breaks from my
    strategies, modified boss strategies based on new information from Terence,
    and added strategies for obtaining the Ice Ring.
    v2.00: Made a major update.  Reformatted the FAQ to include a section on
    optional bosses, established Vincent's place in the party, and updated
    numerous boss strategies.
    v2.01: Corrected a few typos.
    v2.02: Corrected a few more typos.
    This challenge is a variant of the No Materia challenge first proposed by 
    Maxx_Power.  Its rules are simple:
    1. You may never equip materia on your weapons or armors.
    2. On the two occasions the game forces you to fight with materia--Lightning
    and Ice on Cloud in the Sector 1 reactor and Fire, All, and Sense on Red XIII
    when fighting Sample: HO512--you must not use the abilities these materia
    grant.  Once it is possible to remove the materia, you must do so immediately
    and dispose of them.
    3. You may never use the Item command in battle.
    4. With the exception of the Save Crystal in the Northern Crater, you may
    never use the Item submenu under the field menu.  (This includes the manuals
    for your level 4 limit breaks.  You aren't going to be plowing through the
    bosses with Omnislash or Catastrophe.)
    As you might guess, these rules greatly constrict the player.  All spells and
    command abilities require materia, and materia is also used to enhance your
    characters' stats and give them other special abilities.  The standard No
    Materia challenge relies heavily on items: healing items like Antidotes and
    Phoenix Downs, attack items like Swift Bolts and S-Mines, and occasionally
    status-casting items like Lunar Curtains.  How, you might ask, can a player
    survive all FFVII's bosses without either of the two?
    Limit breaks, and strategic use of armor and accessories, are the key.  Aeris'
    and Yuffie's healing limit breaks are most important.  They allow your
    characters to stay alive long enough to finish the bosses and survive between
    save points.  Other limit breaks--Cloud's Cross Slash, Barret's Mind Blow, and
    Red XIII's Lunatic High most significantly--have various special effects which
    can turn the tide of a battle.  The Fury status effect is extremely important:
    it doubles the rate at which you get limit breaks, allowing Aeris' and
    Yuffie's limits to fully heal the party.  It also can be useful for your other
    characters, though you must keep in mind that Fury causes your attacks to miss
    much more often than usual.  On the other hand, Sadness removes Fury and
    reduces your limit gains to half their normal rate; you'll generally want to
    avoid it, whether by equipping a Peace Ring or Ribbon or by avoiding areas
    where monsters use the status effect.  Although it substantially reduces
    physical and magical damage, making it useful in the final battles, in general
    Sadness is a very bad status effect.
    There are several things you should keep in mind.  First, KO'd characters can
    only be revived by resting at an inn or by Aeris' Pulse of Life limit break.
    If a character falls in most battles, he or she is lost for the remainder of
    the battle and possibly for a long time afterwards; thus, you cannot allow
    your characters to be killed even once.  Second, be very careful when you
    rest.  Using a bed, staying overnight at an inn, or any other action which
    restores your party's HP and MP also removes Fury and Sadness.  This
    occasionally will happen at certain key points in the story; it makes the
    battles upon exiting and reentering Midgar particularly hazardous.  Third,
    Poison is almost as dangerous as Sadness, as it damages your healers without
    refilling their limit gauges.  Keep Star Pendants or Ribbons on your healers
    whenever possible.
    Though the equipment and accessory setups I recommend often include equipment
    that increases your attack power--the most powerful weapon available, Gigas
    Armlet, Power Wrist, and Wizard Bracelet (for Vincent)--in general defensive
    measures have a higher priority than offensive one.  If you feel confident
    that you can make it through an area or defeat a boss without status
    protection, for example, feel free to substitute your Ribbons for Power
    Wrists.  Just be careful about it; you have very little to protect you beyond
    the equipment you wear, and if you screw up you often will have no choice but
    to return to your last saved game.
    Cloud Strife: Like it or not, you're require to have him in your party.  Cloud
    naturally has high Strength and HP, along with some pretty effective limit
    breaks.  Cross Slash does the best damage of any Level 1 limit break, and also
    paralyzes an enemy.  Blade Beam hurts all enemies and usually kills its main
    target.  Meteorain performs six hits, each of which does 150% the damage
    of a normal attack.  And Finishing Touch will instantly win most random
    encounters, killing any enemy not immune to Death.  His only real disadvantage
    is his lack of long range weapons, though with the Gigas Armlet he can do
    damage from the back row that is comparable to the true long range characters.
    Barret Wallace: He's your only long range character until you get Yuffie, and
    one of only two until at least Wutai.  His limit breaks do strong damage,
    though they aren't quite as powerful as Cloud's.  Grenade Bomb hits all
    enemies for medium damage, Satellite Beam hits all enemies for large damage,
    and Ungarmax will probably do over 10,000 damage by the time you learn it.
    And he has Mindblow, which will instantly destroy the MP of Rapps and most
    random encounter enemies.  (Because it is gravity-based, it will not work on
    most bosses.)  An all-around powerhouse; he is my usual third party member
    after the Temple of the Ancients.
    Tifa Lockheart: Sadly, Tifa is nearly useless in a NMNI party.  Her stats are
    disappointingly weak, her limit breaks even more so.  Red XIII, Barret, or
    Vincent is nearly always a better choice.
    Aeris Gainsborough: The second best character in this challenge.  There is no
    way you're going to get out of Midgar without heavy use of Healing Wind, and
    Seal Evil's status effects are an effective way of neutralizing many early
    enemies.  These two limit breaks will carry you until the Temple of Ancients,
    where you'll need Pulse of Life to survive.  She would have been the best
    hands down, but she just had to leave the party at the end of Disc 1.
    Red XIII: He's nothing special.  Lunatic High will put the party under Haste
    and increase evasion, while Blood Fang allows him to restore some HP on his
    own.  (Contrary to appearances, Blood Fang does not drain MP.  The same goes
    for Cid's Dragon.)  His damage-dealing limit breaks are inferior to Cloud's
    and Barret's, and the single long range weapon he has is pretty weak compared
    to those of your natural long range characters.
    Yuffie Kisaragi: Who'd have thought?  The materia thief is the single best
    character in the NMNI challenge.  Clear Tranquil, her 1-2 limit, heals the
    party in the same manner as Healing Wind.  Unlike Aeris, though, she stays
    with you for the entire game.  Just as importantly, she has the Conformer;
    this weapon does enormous amounts of damage to bosses, and is required for
    the final battles.  I used either Yuffie or Aeris, or preferably both, in any
    battle that I could.
    Cait Sith: At low levels, his Dice is the most damaging attack you have.  He
    also has good Strength and HP, and if you're good at manipulating the Slots he
    can be a very effective healer.  He has some severe drawbacks, though: he
    lacks a long range weapon, his limit breaks depend heavily on luck, and as the
    game progresses his limits become progressively weaker relative to the rest of
    the party.  I never used him voluntarily, though he can be useful given the
    right circumstances.
    Cid Highwind: His limit breaks and stats are largely equivalent to Barret's,
    but he lacks a long range weapon.  Since you'll probably spend a while
    developing Barret before you reach Rocket Town, he's not really worth
    bothering with beyond the times you're forced to use him on Disc 2.
    Vincent Valentine: Vincent is a long range character with good stats.  His
    transformation limit breaks give him big stat boosts, and incidentally also
    fully restore his HP.  He is the only character who is able to employ magical
    attacks, or (in his Hellmasker form) to inflict a number of status effects
    including Silence, Mini, and Poison.  And his ultimate weapon, the Death
    Penalty, can rival the Conformer in power once he has enough kills.  When used
    properly Vincent can be an enormous asset.  However, he is problematic in a
    number of ways.  To obtain him you must first beat Lost Number, a powerful
    boss who will not be taken down by an unprepared party.  And unless you've
    killed enough enemies to learn Death Gigas, or you equip him with a Fury Ring
    to bypass his limit breaks, he cannot be used against Materia Keeper, Red
    Dragon, or Jenova-DEATH (all of whom absorb Fire); his random attacks are a
    severe liability when fighting Schizo and Carry Armor.  If you decide to put
    him in your party, do so with caution.
                          NO MATERIA/NO ITEMS STRATEGY GUIDE
                                 *****DISC ONE*****
    I. Midgar - Sector 1 and Sector 7
    Watch the pretty opening FMV.  Then take control of Cloud.  Run forward to
    encounter your first battle: a forced encounter with two MPs.  Attack each of
    them once to kill them.
    Run on to the next screen, and assign names to Cloud and Barret.  Put Barret
    in the back row.  You could try killing the random enemies for EXP, but for
    now I recommend just escaping from all battles.  (To escape a battle, hold
    down the L1 and R1 buttons simultaneously.)  You could probably win a few
    random battles with no problem; just remember that you have no way to heal
    while in the reactor, and you need enough HP to survive Guard Scorpion and the
    random battles that follow.  Head down to the save point, then cross the
    BOSS: Guard Scorpion
    800 HP
    This should be easy, but even this early in the game things could become
    dangerous if he decides to attack one character over and over.  Just use
    physical attacks and limit breaks as you get them.  Bolt and Ice are strictly
    off-limits.  There is really only one piece of strategy involved: once he uses
    his second attack after Search Scope, stop attacking.  He will raise his tail,
    and if he is hit he will damage both Cloud and Barret with Tail Laser.  DO NOT
    let him use Tail Laser.
    Guard Scorpion will drop an Assault Gun for Barret.  Equip it as soon as you
    gain control of him.  Don't worry about the ten-minute timer; I managed to go
    all the way to the top, back down to rescue Jessie, and return to the top
    while winning every random battle along the way, and still had two and a half
    minutes to spare.
    After the reactor explodes, Cloud's HP is restored.  Be nice and buy a flower
    from Aeris--she's going to be doing a lot for you over the next several hours.
    When you walk forward you'll meet another group of MPs.  You can run, but
    since they're so easy you might as well gain a little more EXP and use a few
    more Bravers before you go.  Anyway, you'll eventually wind up back in Sector
    7 and Tifa's Bar.  Some stuff happens, you get to rest, Barret gives you 1500
    gil, and you'll be on your way to the Sector 5 reactor.  At this point you
    should be able to un-equip Cloud's materia; do so.  Don't buy anything here.
    II. Midgar - Sectors 5 and 6
    Don't get caught on the train.  The more random encounters you have, the lower
    your HP will be when you reach the boss.  I recommend putting Cloud, Tifa, and
    Barret in the back row, and having them escape from all battles; to reduce
    damage further, defend while you're escaping.  Go north, climb down the chute,
    enter the main area, and climb up the middle ladder.  Press the button at the
    same time as Tifa and Barret.  Make sure to take advantage of the save point.
    BOSS: Air Buster
    1200 HP
    Two or three limit breaks to his weak side will finish him.  Unlike most
    enemies, Air Buster's weak side is not determined by which way he's facing;
    instead, whichever side he did not target with his last attack is his weak
    side.  (If he just used Rear Gunner, for example, you need to attack his front
    side; if he just turned around, attack his back side.)  Don't delay, as his
    counterattacks can do substantial damage.
    When you gain control of Cloud again, you'll be in Aeris' church.  Be sure to
    give the Titan Bangle he drops to Cloud, and to move him back to the front
    row.  Talk to Aeris a few times, name her, and soon you'll help her escape
    from Reno.  Put her in the front row as soon as she is in your party.  Tell
    her to "Run!" from the first guard, "Hold on" for the second (push the top
    barrel), and "Run!" again from the final guard.  Leave the church and make
    your way to Aeris' house.  Rest up and save there, then make your way to Wall
    Before you start the Don Corneo mission, you must learn Cross Slash and Seal
    Evil.  Buy a Mythril Rod and Metal Knuckle from the Wall Market weapon shop,
    and equip the Mythril Rod on Aeris.  Then walk through the empty part of
    Sector 6 and allow Whole Eater and Hell House to refill your limit gauges
    repeatedly.  When your HP gets precariously low, rest at Aeris' house or the
    Wall Market inn.  Use Braver and Healing Wind 8 times each to learn the second
    limit breaks.  Note that you must win the battles for these uses to count
    toward the total. Refill your limit gauges once more and save.
    You need to make sure Cloud is the one chosen for Don Corneo's date.  (I found
    this out the hard way.  Corneo's goons reduced Cloud to 50 HP and made him
    empty his limit gauge, and as a result the only survivor of the Aps battle was
    Aeris under Sadness.)  To ensure this, you must do the following:
    Ask the man at the Honeybee Inn about Tifa, then talk to the guard at Don
    Corneo's mansion.  After talking to the girl in the clothes shop, go to the
    bar on the second screen and talk to her father.  Tell him you want a dress
    that "feels soft" and "shimmers."  Upon returning to the clothes shop, you
    will receive the Silk Dress.  Now go to the gym and hit Square-X-Circle over
    and over to beat Big Bro.  This will earn you the Blonde Wig.
    Don't visit the clothes shop yet.  Enter the restaurant just north of the item
    shop.  Sit down and order anything on the menu; when prompted say, "It was
    alright."  Take the Pharmacy Coupon you're given to the item shop, and
    exchange it for a Digestive.  Now go all the way north to the bar, and talk to
    the woman in the bathroom.  Offer her the Digestive; in relief and gratitude
    she will give you the Sexy Cologne.  Finally, talk to the man inside the shop
    on the northeast corner of the first screen.  Accept his offer, stay at the
    inn, and buy the 200 gil item from the vending machine.  He will give you the
    Diamond Tiara.
    So to recap, you need four items: Silk Dress, Blonde Wig, Sexy Cologne, and
    Diamond Tiara.  With these, Cloud is guaranteed to be chosen.  Go back to the
    clothes shop to try on your new clothes.  Then save once more, and enter Don
    Corneo's lair.
    Go up the stairs and to the left to enter the room Tifa is in.  You will then
    be summoned to Don Corneo, who will hopefully pick "this healthy-looking girl"
    as his date.  (One wonders how good Corneo's eyesight is.)
    III. Midgar - Sector 7
    Some dialogue with story significance occurs, and the trio falls into the
    sewers.  Equip Tifa's Metal Knuckle, move her to the front row, and reduce the
    battle speed to the slowest setting.
    BOSS: Aps
    1800 HP
    Use both Cross Slash and Seal Evil at the beginning of battle, and he will be
    immobilized for a long while.  Proceed to melee him to death; by the time he
    starts moving he will only have a few hundred HP left.  Chances are good he'll
    kill himself with Sewer Tsunami.
    Hopefully you survived that battle with most of your health.  Head toward the
    vent on the far right, and climb the ladder on the next screen.  Save when you
    reach the Train Graveyard.  Climb over the trains, use the first lighted train
    to push another train out of the way, and move the second lighted train
    forward to form a path out of the Train Graveyard.  You can engage in a few
    random battles if you want, but be warned: Ghost's Fire and Drain can be
    painful at your low levels.
    Upon reaching the Sector 7 pillar, your health is automatically restored.  Put
    Cloud and Tifa in the back row and save.  Run up the stairs, escaping from
    all random battles.  When you meet up with Barret, put Cloud and Tifa in the
    front row.
    BOSS: Reno
    1000 HP
    The only thing he has going for him is Pyramid, which a physical attack will
    easily break.  You'll beat him before anyone falls below half health.
    IV. Midgar - Sectors 5 and 6
    When you gain control of Cloud, send him south a bit.  Hopefully he won't get
    into a random encounter before Barret and Tifa catch up to him.  With all
    three characters, you should be able to win a few random encounters before
    healing at Aeris' house.
    Go back to Wall Market, resting at the inn if necessary.  Buy two Mythril
    Armlets; these are the best armors available prior to the world map, and could
    be helpful while escaping Midgar.  Then buy the Batteries from the weapon
    shop, and climb the wire to the Shinra tower.
    V. Midgar - Assault on Shinra HQ
    Save outside the building.  You have two choices: you can take the staircase
    up 59 flights, or you can assault the Shinra head-on and take the elevator
    from the lobby.  The stairs are boring and hard on your thumbs, but they allow
    you to fight just one forced battle.  Taking the direct route saves time, but
    also leads to several more forced battles: one in the lobby, several in the
    elevator, and most likely two random encounters.  (All battles in the Shinra
    building are forced prior to receiving Keycards 63-65.)  I went with the
    direct route.  In addition to the battles listed above, I also messed up the
    floor 60 sneaking exercise once and had to fight two Mighty Grunts attacking
    from both sides.  My characters reached floor 61 with about 90 HP.
    Talk to a man wandering around floor 61 for Keycard 62.  Then talk to Mayor
    Domino, and simply guess every option until he gives you Keycards 63-65.  On
    floor 63, go to the monitor to open the minigame.  Go to the top of the screen
    and unlock the door to your left.  Keep going as far left as you can, then
    stop; now open the door directly below you.  Walk into the room to your lower
    left, pick up the A coupon, and climb through the ventilation duct.  Go down
    into the middle vent and pick up the B coupon.  Finally, go out the door; open
    the door to your left and grab the final C coupon.  Climb back up the
    ventilation duct, dropping down through the vent in the monitor room.  You can
    exchange the coupons for an All materia, Star Pendant, and Four Slots.
    On floor 64 you can rest and save your game.  Floor 65 is simple enough: open
    the suitcases, place the Midgar Parts on the model, and take Keycard 66 from
    the suitcase near the stairs.  You can encounter Sword Dance on this floor,
    the first enemy to inflict Fury.  It won't do you much good now, though;
    continue on.  Some stuff happens, and you must follow Hojo to floor 67.  Equip
    the Star Pendant on Cloud, put him in the back row, and reduce the battle
    speed to the lowest level.  Then save and go up the elevator.  When prompted,
    have Tifa take Aeris away.
    BOSS: Sample: HO512
    1000 HP
    Opening the battle with Cross Slash will keep him from using Shady Breath for
    a while, preventing a substantial amount of poison damage.  Move Red XIII to
    the back row, and focus all your attacks on the Sample.  You can probably kill
    him before anyone dies.  Don't use Fire or Sense.
    After the fight, immediately unequip Red XIII's materia.  Make your party
    Cloud, Barret, and Aeris.  Due to the random encounters you've run from, you
    need to spend some time leveling up on the 65th or 67th floor.  Level 13 for
    Aeris will be high enough to face the bosses that follow.  (In theory you
    could beat Motor Ball with Aeris as low as Level 11, but it would require her
    to avoid taking any damage at all in the motorcycle minigame.  Even at Level
    12, it's hard to keep Aeris adequately protected.)
    Try to get Sword Dance to use Slap on Aeris, since under Fury she should be
    able to fully heal the damage the party receives.  Sword Dance has 160 HP;
    Slap is used on the character who reduces him below 80 HP.  In any case, you
    can still rest on Floor 64.  Fill up Cloud's and Aeris' limit gauges and rest;
    then enter the elevator, and become captured by the Turks.
    VI. Midgar - Escape from Shinra HQ
    After some more talking, you'll wake up to find the guard incapacitated.
    Follow the trail of blood to floor 69.  Take off Cloud's Star Pendant, give
    him the Four Slots, and save.  Note that you can still fight some easy battles
    on floor 65; this is your last chance to level up before facing two of the
    hardest bosses in the challenge.
    Don't bother trying to put Aeris under Fury; it is removed, and the party's HP
    restored, when you discover President Shinra's body.  Make sure Cloud's Star
    Pendant is removed.  To save time in case you die, go downstairs and have
    Cloud save before meeting Rufus.  When you get control of Aeris, equip the
    Guard Stick and Star Pendant on Aeris and Mythril Armlets on all your current
    characters.  Lower the battle speed to the lowest possible setting.  Then take
    the elevator.
    BOSS: Hundred Gunner and Heli Gunner
    1600 HP and 1000 HP
    Without Fury, Healing Wind cannot keep the party alive indefinitely.  Because
    only Barret (and Red XIII with Sled Fang) can hit these bosses, you'll have to
    hope that Healing Wind holds out for long enough and that Aeris is targetted
    often enough.  Only have Aeris and Red defend when one more attack will fill
    their limit gauges; it is important that they use their limit breaks to make
    this fight as short as possible.  Barret, meanwhile, should do nothing but
    attack the Gunners.
    Hundred Gunner only deals raw damage.  Initially, he hits one target at a time
    for about 40 damage.  As his HP drops, he first uses Main Artillery every turn
    (30 damage to all) and then Wave Artillery every three turns (50 damage to
    Heli Gunner is much nastier.  In addition to dealing the same damage as
    Hundred, Heli also uses status effects: AB Cannon inflicts Sleep, C Cannon
    inflicts Poison, and Firing Line can inflict both on all characters.  Poison
    is bad; it saps away more HP the longer the battle lasts, and if Barret is
    poisoned it's quite possible he'll die before you can do enough damage to
    finish him.  (You will probably need to use Healing Wind three times.)  If
    Barret is put to sleep, have Aeris or Red attack to wake him up; the longer
    the battle drags on, the harder it is to survive.  At low HP Heli Gunner stops
    using status effects and starts using Spinning Bodyblow and Flying Drill
    instead; Flying Drill does almost 100 damage even in the back row.  With a
    little luck, Barret can finish him before he kills anybody.
    Shift to the rooftop, and equip your new Mythril Armlet.  I hope you have
    Cross Slash ready.
    BOSS: Rufus and Dark Nation
    500 HP and 140 HP
    Begin by using Cross Slash on the Dark Nation.  If you're lucky, it will be
    dead before it can put a Barrier on Rufus.  If not, you'll still kill it in
    one hit.  Attack Rufus until you gain a second limit break; use another Cross
    Slash to paralyze him for several turns.  This is a pretty easy battle, and
    you should win on your first try.
    After defeating Rufus, head downstairs and save before talking to Tifa.  You
    really don't want to do all that again if you lose to Motor Ball.
    When in control of Aeris, have her head toward the front doors to trigger the
    cutscene.  (Where'd he get that motorcycle, anyway?)  You are now able to
    change characters and remove equipment PHS-style.  Put Cloud, Barret, and
    Aeris in your active party; give all three of them Mythril Armlets, Cloud the
    Protect Vest, and Aeris the Mythril Rod and Talisman.  All three should be in
    the front row.  When you're ready, press Start to initiate the motorcycle
    minigame.  Your HP for the Motor Ball battle is tied to how much damage you
    take in the minigame.  You need at least 320 HP remaining to win.
    BOSS: Motor Ball
    2600 HP
    On his opening move, Motor Ball will attack the party from behind.  Since you
    are now in the back row, his wheel attack will be reduced to 20 damage.  He
    will attack your highest-HP character (probably Cloud) with Arm Attack on his
    first two turns, then transform into the compact form to use Twin Burner.  He
    will skip a turn, hit the whole party with his wheel attack once again, skip
    another turn, and change to his upright form.  Then he will use Rolling Fire,
    a devastating attack that does 200 damage to your entire party.
    Since Aeris will almost certainly not get Healing Wind before Rolling Fire is
    used, she must have enough HP to survive it.  Have Aeris move forward on her
    first turn, Cloud on his second turn.  Have everyone pummel him until after
    Twin Burner, at which point Aeris should defend to reduce damage from his
    wheel attack.  Continue attacking until he changes into the upright form, at
    which point Cloud should move to the back row.  Have Aeris, Cloud, and Barret
    attack in that order during the Rolling Fire animation; this will allow you to
    activate Healing Wind and Cross Slash before Motor Ball attacks again.  From
    there, it's just a matter of surviving long enough to deal the killing blow.
    Move Cloud to the front again after the second Arm Attack, and hope you do
    enough damage to kill him before the next Rolling Fire.
    It is now safe to raise the battle speed as high as you want.  Say goodbye to
    polluted, cramped Midgar and hello to the world map!
    VII. Midgar and Junon Areas
    Make your party Cloud, Barret, and Aeris.  Go to Kalm and make the obligatory
    detour through Cloud's past.  Buy a Full Metal Staff and Mythril Saber at the
    weapon shop, then leave town.
    Levrikon, found in the grassland around the Chocobo Farm, will occasionally
    inflict Fury with his Flaming Peck.  If is Aeris under Fury, you shouldn't
    need to rest at an inn for quite some time.  But watch out for Elfadunk, whose
    Shower inflicts Sadness; I advise fleeing whenever you meet one.
    Now it is time to cross the Midgar Marshes, home of the infamous Midgar Zolom.
    The No Materia rule prevents you from catching a chocobo to outrace the Zolom,
    and you clearly can't beat it in battle.  So how do we solve this dilemma?
    There are two ways.  First, you can walk to where the grass extends farthest
    into the marsh, change the view to perspective mode, and wait until you see
    the Zolom head for the southeast corner of the swamp.  You can sometimes get
    all the way across in one try this way.
    Second, you can simply keep crossing until you see the Zolom approach you from
    the edge of the map.  If you are quick you can open the menu, save your game,
    and soft-reset before the Zolom reaches you.  When you reload the game you
    will be at the same position, but the Zolom will be miles away.  This is the
    method I generally use; it usually takes me three reloads to get across the
    After crossing the swamp, you must pass through the Mythril Mines.  There's
    nothing here, except perhaps an enlightening cutscene.  Exit the Mythril
    Mines, rest at Fort Condor if necessary (you must agree to help them first),
    and make your way west to Junon.
    Before you get to Junon, however, there is an important task you must
    complete.  Walk around in one of the two forest areas on this side of the
    continent until you encounter the Mystery Ninja.  Defeat her in battle--she's
    not that hard--and offer the following answers *without* opening the menu:
             "Not interested."
             "Wait a second!"
             "...That's right."
             "...Let's hurry on."
    Congratulations, you've just won a brand new Yuffie!  She comes equipped with
    a long range weapon and a Carbon Bangle, the best armor you're going to get
    for a while.  Remember to unequip her Throw materia immediately.
    Now comes the formidable task of learning her 1-2 limit break.  In order to
    use Clear Tranquil, Yuffie must first use Greased Lightning eight times.  The
    forest area near the river is good for building limit breaks, though it also
    can be somewhat dangerous for Aeris.  Don't be surprised if several rest stops
    at Fort Condor are required.
    Once both Yuffie and Aeris have healing limit breaks, you can fight for as
    long as you want without the risk of death--provided the enemies aren't able
    to overwhelm the whole party at once or incapacitate the healers.  Which,
    unfortunately, is a good description of the next boss...
    VIII. Junon
    Save on the world map after watching the cutscene in Junon.  Make your party
    Cloud, Barret, and Yuffie.  If possible, let Flaming Peck put Yuffie under
    Fury.  Put all characters in the back row.
    BOSS: Bottomswell
    2500 HP
    He's like a bigger, nastier version of Reno, whose Pyramid is unbreakable and
    gradually kills its target and whose attacks don't suck.  In other words,
    nothing like Reno at all.  Next to Arm Grab and possibly Whirlsand,
    Bottomswell's Waterpolo is the cheapest move in the game.
    How difficult this battle is depends completely on when he uses Waterpolo and
    on whom.  You can't break the Waterpolos, since magic materia are not allowed,
    and you can't revive their victims with Phoenix Downs; once a character is
    imprisoned, he or she is a lost cause.  Barret and Yuffie can hit Bottomswell
    with their normal attacks, and Cloud can hit him with his limit breaks.  He
    MUST NOT use Waterpolo on Yuffie, except possibly near the end of battle; if
    he does, Barret must not be targetted and must have enough HP to survive a few
    Big Waves.  No matter who gets targetted, you will almost certainly win the
    battle with one or two dead characters.
    His normal attacks are nothing to write home about.  His regular physical
    attack does around 100 damage, Big Wave a bit less.
    Once Bottomswell is finally defeated, Cloud will be forced to perform CPR on
    Priscilla.  Breathe in five full lungfuls of air, and she should wake up.  Go
    out to the world map and save just in case.  Then rest inside the house near
    the entrance of town.  When you awake, Cloud will be by himself.  Go up to
    talk to Priscilla, then down to the water so Mr. Dolphin can help get you into
    upper Junon.  Press Square twice without moving to reach the tower.
    Once on top, you will have to participate in the Junon march.  There's no real
    requirement to get a high rating, and I don't have a strategy for getting one.
    If you insist on winning the best prizes, look at GarlandG's Low Level/No
    Materia FAQ.  Anyway, once you've been properly disciplined for your failure
    you are free to go shopping.  Follow Rude into the alley with the blinking
    blue button, and buy a Striking Staff.  While you're at it, buy two Silver
    Glasses for Wutai; you can sell your unequipped weapons if you're short on
    gil.  That's all for Junon.  When performing for Rufus, try to score 100
    points or more.  This will earn you the Force Stealer, Cloud's best weapon
    until Cosmo Canyon.
    IX. Shinra Boat
    Not much to see here.  Talk with Aeris, Tifa, and Red.  Then talk to Barret
    twice to trigger a plot event, and form a party with Cloud, Yuffie, and Aeris.
    Before examining the body of the soldier, climb the ladder to your left and
    walk around.  The chest contains a Wind Slash for Yuffie.  Equip your
    characters with their new weapons, give Cloud the Power Wrist from
    Bottomswell, and put everyone in the back row.
    BOSS: Jenova-BIRTH
    4000 HP
    With both Yuffie's and Aeris' healing limits at work, Jenova cannot kill you.
    Simply hack away with physical attacks and the occasional Cross Slash, and
    allow Stop to wear off after she casts it.
    X. Costa del Sol and Corel Areas
    There is one particularly important item in the Costa del Sol.  As you leave
    the harbor, walk into the house directly in front of you.  In the basement is
    a chest containing a Fire Ring; you're going to need it later on. Barret now
    needs to kill 80 enemies in order to learn Grenade Bomb.  (You may wish to
    have Cloud, Yuffie, and Aeris walk through the Corel Mountains first to pick
    up the W Machine Gun.)  The Costa del Sol is a good place to do this, as
    you'll meet a Grangalan in each encounter.  Attack it three times, and it
    spawns a Grangalan Jr.; attack the Grangalan Jr. three times, and it spawns
    three Grangalan Jr. Jr.'s.  The Grangalan has 550 HP, Grangalan Jr. has 330
    HP, and Grangalan Jr. Jr. has 110 HP.  Take out Grangalan Jr. first, as its
    Triclops (used only after a Grangalan Jr. Jr. has been killed) inflicts
    Sadness and Slow-Numb.
    Once he learns Grenade Bomb, set Barret's limits to level 2 and refill his
    limit gauge.  Then rest in the Costa del Sol, put Yuffie and Aeris in your
    party, and head through Corel.  Travel through the mountain pass to the west,
    then pass through the Corel Mountains.  Feel free to fight as many random
    battles as you want, but beware of Cockatolis' Petrify Smog and Bagnadrana's
    Poison Breath.  Pick up the W Machine Gun in the chest.  When the train tracks
    collapse under you the first time, DO NOT jump over; allow yourself to fall
    through, and tap Circle while holding the right direction button to get a Star
    Pendant.  You can jump over the collapsing tracks after that.  Rest at the
    Corel inn, remove Yuffie's Carbon Bangle, save on the world map, and enter the
    Gold Saucer.
    When prompted, put either Yuffie or Aeris in your party.  Meet and name Cait
    Sith.  Remove the Manipulate and Transform materia and his Silver Armlet, then
    visit the Battle Arena.  You will only have one healer in the Desert Prison,
    and Bandits may steal a valuable piece of equipment, so you're best off
    running away from all random battles.  Go down to the cabin, talk to Barret,
    and put Yuffie or Aeris in your party.  Equip the W Machine Gun, Silver Armlet,
    and Power Wrist on Barret, and put everyone except your healer in the back
    row.  Now go up two screens and to the right to trigger a boss fight.  Don't
    worry about Barret's HP; it will be automatically restored during the
    BOSS: Dyne
    1200 HP
    Since Barret can't heal, you simply have to try and remove all Dyne's HP
    before he kills you.  Two Grenade Bombs plus several physical attacks should
    do the job.
    After you win, you'll have to race a chocobo.  It's no Gold, but its stamina
    is more than enough to beat out the competitors.  At the beginning of the
    race, switch to Manual mode.  Tap the square button repeatedly to increase
    your chocobo's speed while you hold R1+R2 to save stamina.  If you have
    enough stamina at the end, press Circle to sprint the home stretch.  You'll be
    rewarded by being able to leave this place, and by receiving a Buggy.
    XI. Gongaga and Cosmo Areas
    When you return to the world map, equip the Power Wrist and the Silver Armlet
    from Dyne on Cloud, and form a party with Aeris and Yuffie; put all three in
    the front row.  Cross the river to your south.  If you want a new weapon for
    Aeris, or you just feel like having another fight, go south to Gongaga and
    fight the Turks.  Have Aeris or Yuffie wear the White Cape, as Touch Me loves
    to inflict Toad.  (For the strategy, see the Optional Bosses section.)
    Equip the Fairy Tale.  If you want, you can venture into Gongaga Village.
    There is a White M-Phone inside the house to the upper left, and the accessory
    shop sells White Capes and Fury Rings.  The Fury Ring puts a character under
    Berserk, greatly boosting their attack strength.  While this can be useful for
    your non-healer characters, and it grants them automatic immunity to
    Confusion, it has the disadvantage that you cannot use limit breaks while it
    is equipped.  (This can sometimes work in your favor if you equip it on
    Vincent, but on any other character you will lose out on a major source of
    damage.)  Also, the character wearing it attacks enemies indiscriminately, and
    is as likely to hit back row enemies as those in front.  As always, use your
    After forests filled with Toad- and Slow-Numb-inflicting nasties, you will
    arrive in the relative sanctuary of Cosmo Canyon.  I love this area, simply
    because this is the first time in the game that it is easy to get Fury.
    Skeeskees come in groups of three, and when below half HP they inflict Fury
    with Rage Bomber.  Put Cloud, Red XIII, and Yuffie under Fury, and save before
    entering Cosmo Canyon.
    Go to the very top of Cosmo Canyon to speak with Bugenhagen.  Then go down the
    ladder, talk to Cait Sith in the room on your right, and pick two party
    members to accompany Cloud.  Your choice does not particularly matter.  Head
    back down to the Cosmo Candle and talk to Tifa, Barret, Aeris, and finally Red
    XIII.  You will be forced to form a party; make your third member Aeris, and
    save.  Buy the Butterfly Edge, Heavy Vulcan, Prism Staff, Silver Barrette,
    Pinwheel, and a Silver Armlet from the weapon shop.  Equip Cloud with the
    Butterfly Edge, Red XIII with the Silver Barrette, Aeris with the Prism Staff,
    giving everyone Silver Armlets and Star Pendants.
    The Cave of the Gi is a nasty area.  Two enemies inflict Paralysis, two use
    Death Sentence, and Heg can poison you.  In addition, you are require to fight
    two Stingers.
    BOSS: Stinger
    2200 HP
    Put all your characters in the back row.  His regular physical attack does
    about 60 damage, and Rabbit Gouge does 120.  Sting Bomb cuts a character's HP
    by 75%; he will use this as an automatic counterattack twice per battle, once
    when he falls below 1100 HP and again when he falls below 550 HP, and can also
    use it on his turn.  (Fortunately, he only has the MP to use it three times.)
    If Aeris has a ready limit break and everyone is at fairly high HP, she can
    use Seal Evil to prevent Sting Bomb and freeze Stinger for a few rounds.
    Otherwise, just hope that Aeris is the target or is able to heal the target
    before he is killed.
    Before facing the second Stinger, go to your left and then down.  There is a
    hidden path leading to a Fairy Ring; take it.  Now leave the cave, remove
    Aeris' equipment, and talk to Yuffie to put her in your party.  Give her the
    Pinwheel, Silver Armlet, and Star Pendant, then save.  If anyone was killed,
    rest at the inn and go outside to put Yuffie under Fury again.  Now return to
    the cave.  Before approaching the statue, put all characters in the back row
    and give the Fire Ring to Cloud, the Protect Vest to Red XIII, and the Power
    Wrist to Yuffie.
    BOSS: Gi Nattak
    5500 HP
    A single X-Potion is enough to kill him.  Unfortunately, you can't use
    X-Potions or any other items in this challenge, so you just have to duke it
    out.  The Soul Fires can inflict a surprising amount of damage; don't be
    surprised if Red XIII dies early on.  After ten castings of Fire2 their MP
    will be exhausted; the rest of the battle will mostly consist of Gi Nattak
    casting Drain on your characters and occasionally spearing them for 200+
    damage.  You could win this with Yuffie alone if you had to, but try to keep
    your other characters alive for the EXP.
    After the cutscene with Seto, form a party of Cloud, Aeris, and Yuffie.  Have
    Skeeskee put everyone under Fury, and take the buggy north across the river to
    XII. Nibelheim and Rocket Town Areas
    The only thing of interest in the town itself is Lost Number.  He is released
    when you enter the proper combination into the safe in the Shinra Mansion.
    Defeat him, and you will be able to recruit Vincent Valentine into your party.
    However, you are probably not ready to fight him now; wait at least until you
    are ready for Materia Keeper.
    To beat Materia Keeper, you will either need to level up substantially--I
    would recommend Level 25 if you use the brute force strategy--or will need to
    collect a few Bolt Rings.  To get the Bolt Rings, ride the buggy into the
    Costa del Sol.  Bribe the sailor at the dock to ride the cargo ship, then ride
    the air force helicopter out of Junon.  Now take the buggy to the forests
    north of Fort Condor, and cross the river to reach a cave.  There is a
    sleeping man inside, who randomly spouts out game statistics in his sleep.  If
    the last two digits of the number of battles you've fought are the same and
    even (166, 188, and so on; double zeros don't count), he will give you a Bolt
    Ring.  You can gain up to three Bolt Rings this way, granting your entire
    party immunity to Lightning attacks.
    In any event, return to Nibelheim once you are prepared for Materia Keeper.
    (To get back into Junon, bribe the elevator guard 10 gil.)  Save outside the
    mountains, put everyone in the back row, give Cloud the Fire Ring, and run
    from every random encounter.  The first chest contains a Rune Blade for Cloud;
    pick it up if you want, but ignore all the other chests.  Slide down pipe 3,
    then make a beeline for the save point.  Equip Silver Armlets on everyone.  If
    you have Bolt Rings, equip them (Cloud has top priority); otherwise equip the
    Talisman on Cloud, the Protect Vest on Aeris, and the Power Wrist on Yuffie.
    Save your game and talk to Materia Keeper to initiate the fight.
    BOSS: Materia Keeper
    8400 HP
    He mostly relies on physical attacks; his claw attack and Big Horn both do
    250, while Hell Combo does 400.  But unless Hell Combo goes critical at a
    particularly bad moment, his physical attacks shouldn't kill anyone.  If Aeris
    has a full limit break and everyone is at relatively high health, use Seal
    Evil instead of Healing Wind; this will freeze him for a good while.  (You
    could also use Cross Slash, though I prefer Climhazzard for its high damage.)
    Once you've damaged him a fair bit, Materia Keeper will heal himself for 1000
    HP with Cure2 and then hit the party with Trine.  This is annoying, but it
    fills your limit breaks pretty fast, and he can only do this six times before
    his MP runs out.  (Obviously, Trine will not damage anyone who wears a Bolt
    Ring.)  This is a long battle; Yuffie and Climhazzard will probably account
    for most of your damage.
    Materia Keeper drops a Jem Ring, one of the better status protection
    accessories.  Follow the path Materia Keeper had been blocking to the world
    map, then go north to Rocket Town.  The weapon shop here sells Power Wrists,
    Protect Vests, Talismans, and Gold Armlets.  You could buy some stuff here if
    you want, but I recommend saving your gil for now.  Talk to the old man
    looking at the rocket, and he will give you a Yoshiyuki for Cloud.  Equip it.
    Then check out the Tiny Bronco, meet and name Cid, talk to Shera again, and
    move your characters to the front row before checking out the Tiny Bronco once
    BOSS: Palmer
    6000 HP
    Easy, easy, easy.  His only attack is Mako Gun, which will quickly fill up
    your healers' limit gauges.  He is susceptible to Cross Slash and Seal Evil,
    and on half his turns he won't even attack.
    Congratulations, Cid is now in the party.  You'll probably only use him in a
    few battles, but he's still good for entertainment.
    XIII. Wutai
    Now that the Tiny Bronco is yours, you have some business to complete on the
    world map.  First and foremost is to complete the Wutai sidequest.  You must
    do this, and you must do it while Aeris is still in the party.  First, though,
    go all the way north to Bone Village and buy three Diamond Bangles.
    Land the Tiny Bronco on the beach in Wutai.  Take Yuffie out of the party and
    replace her with Barret.  Equip the Yoshiyuki and Fairy Ring on Cloud, the
    Heavy Vulcan and Silver Glasses on Barret, and the Fairy Tale and Silver
    Glasses on Aeris; give Diamond Bangles to all three.  Set Barret's limit
    breaks to level 1.
    When you go north, you will fight a forced battle with some Shinra soldiers.
    With Darkness protection, they're not particularly bad.  I advise running from
    most random battles at the moment.  The Thunder Kisses can hit your whole
    party for 400 damage with Lightning, and you may encounter as many as five of
    them in one battle.
    Make your way to the town and begin chasing Yuffie.  (Buy the Aurora Rod from
    the weapon shop as you enter.)  First, go to the screen with the pagoda and
    enter the building to your right.  Enter the room on your left as you enter,
    but do not rest.  Examine the wall to open a secret passageway containing a
    Magic Shuriken.  Exit this room and go right to the next screen.  Enter the
    first room on this screen, open the secret passageway, and go right to obtain
    the Hairpin, Red XIII's long range weapon.  Finally, talk to the man on the
    ground four times to make Yuffie appear.
    Go back the way you came, and enter the bar on the bottom left corner of the
    main screen.  Talk to the Turks, then leave them to their drinks.  A new chest
    is now accessible at the item shop; open it, and your new MP Absorb materia
    will be immediately stolen.  (As if it would have done any good even if you
    were using materia.)  Now enter the house next to the entrance, and fold back
    the fabric.  Once again, Cloud's slow reflexes fail you.  From there, it should
    be pretty obvious: hit the pot three times.  A few short cutscenes and one
    cheap trick later, you'll find yourself in Yuffie's basement.
    Go back to the screen with the pagoda.  Go left to the bell, and examine it to
    ring it and open a secret door.  Down below, Yuffie gets her just desserts.
    Follow the Don, and a few incompetent Shinra grunts will run straight into
    you.  It's the same as the first battle, except there is one more of them.
    Now head out, and talk to Reno to clear the way for the boss battle.  Equip
    Star Pendants on all three characters, put your characters in the back row,
    and save.
    BOSS: Rapps
    6000 HP
    The only way you're likely to get a Game Over is if Rapps casts Aero3 on Aeris
    or Barret as his opening move.  It will inevitably kill its target; you need
    Barret to prevent future uses of Aero3, and without Healing Wind no one is
    going to survive for very long.  If they do not die, use Mindblow to remove
    all his MP.  He now only uses a normal attack and Scorpion's Tail, both of
    which do 200 damage in the back row.  As long as he doesn't ignore Aeris for a
    long time, you should be fine.
    Scarcely two minutes later, Don Corneo becomes a squashed tomatoes.  As part
    of your booty, you receive the Peace Ring.  This accessory prevents Berserk,
    Confusion, and Sadness, making it one of the best in the game.  If anyone has
    died, rest in the room which held the Magic Shuriken.  Razor Weed's Spaz Voice
    counter will put you back under Fury.  And of course, remember to put Yuffie
    back in the party.
    While you're here, it would be wise to fight the bosses in the pagoda.
    Chekhov drops an Ice Ring; though not mandatory, this accessory will make
    Schizo and the Glacier area significantly easier.  See the optional boss
    section for advice on defeating the pagoda bosses.
    XIV. Stuff to Do On the World Map
    With that out of the way, continue with the story.  Return to the Tiny Bronco,
    then take it to the river that runs across the western continent.  Get off
    near the Gold Saucer desert, go north to Corel, and take the tram up to the
    Gold Saucer.
    Buy a ticket for 3000 gil.  (A lifetime pass would be a waste, since you're
    never going to visit the Gold Saucer again.)  Go to the Battle Arena, and head
    off to the right to see the Keystone in Dio's showroom.  He challenges Cloud
    to a Battle Arena match.  Obviously, with no healer you won't last long; but
    he gives you the Keystone regardless.  Unfortunately you are stranded in the
    Gold Saucer, and a certain little snitch decides to give away the Keystone.
    When prompted to form a party, make Yuffie your third character.
    Before heading to the Temple of the Ancients, Aeris must learn Pulse of Life.
    First she must kill 160 enemies to learn Planet Protector.  (The Mythril Mines
    are ideal for this, as long as Aeris has Darkness protection.)  Then she must
    use Planet Protector six times in battle.  The dirt areas of Wutai work well;
    Thunder Kiss' Lightning does 400 damage.
    Put Aeris and Yuffie back under Fury with Razor Weed's Spaz Voice.  (There is
    no need to go all the way north to fight them; they appear in a patch of grass
    just south of the Wutai beach.)  Put the Peace Ring on Aeris.  Now take the
    Tiny Bronco south of the Junon area.  The Temple of the Ancients is located on
    a large forested island.  Beware of Slaps in the forest, whose Bug Needle
    inflicts Sadness and Poison.
    XV. The Temple of the Ancients
    Give Cloud the White Cape, Aeris the Star Pendant, and Yuffie the Fairy Ring.
    Pick up the Rocket Punch in a chest near the lower left corner of the first
    area.  No matter what you do, DO NOT ask the Ancient to restore your HP/MP,
    since it will remove Fury and screw you for the battles that follow.  Pick up
    the Rocket Punch along the way.  This will greatly increase Barret's attack
    power, though unfortunately it is not a long range weapon.
    After getting past the two sets of rolling rocks and watching the cutscene,
    save and enter the clock room.  No matter where else you go, visits Rooms IV
    and V first.  IV contains the Princess Guard.  This is Aeris' most powerful
    weapon, and it has a nice damage bonus: it does double damage when one
    character is dead, triple damage when two are dead.  V contains a Ribbon; for
    obvious reasons, you cannot do without it.  After collecting both, you should
    equip the Ice Ring on Cloud, save, and allow the second hand to knock you into
    the room below.  You will be forced to fight two Ancient Dragons in an ambush.
    After defeating them, open the chest for a Nail Bat, Cloud's best weapon for a
    long time.
    Go to room VI and track down the Ancient.  After he runs away, jump down to
    the second level and enter the second door from the right to catch him.  Then
    jump down to the bottom level, get the Work Glove in the chest, and enter the
    far right door to return to the upper level.  Exit to the clock room and
    reenter (this will save you some trouble if Red Dragon ends up killing you),
    equip the Nail Bat and Fire Ring on Cloud, put all your characters in the back
    row, and save your game.  Enter the now unlocked door.
    BOSS: Red Dragon
    6800 HP
    As long as Aeris has more than 800 HP, you can't lose.  Pulse of Life restores
    the party to full health and revives KO'd party members.
    A cutscene follows.  The next battle will be your last with Aeris; whatever
    armor you equip on her will be lost forever.  Give her the Princess Guard, a
    Diamond Bangle, and the Jem Ring.  Equip the Dragon Armlet and Ribbon on
    Yuffie and a Diamond Bangle and the Ice Ring on Cloud.  (If you don't have the
    Ice Ring, give the Dragon Armlet and a Protect Vest to Cloud.)  Save, and
    return to the clock room.  There is now only one path you can follow.  Go
    BOSS: Demons Gate
    10,000 HP
    There are exactly two ways you can get a Game Over here.  Demons Gate will
    sometimes drop two rocks (700 damage to one target) on the same turn; if both
    land on Aeris, or a rock drop goes critical on her, you're probably dead.
    Otherwise, Pulse of Life will ensure your survival.  He can also inflict
    Slow-Numb on Cloud with Petrif-Eye, but there is a very small chance of that
    Demons Gate drops the Gigas Armlet, a good defensive armor which also adds 30
    to your Strength.  Together with the Power Wrist and a good weapon, it is a
    true armor of mass destruction.
    XVI. Finding Aeris
    No sooner have you escaped the temple and won the Black Materia than you end
    up losing it and Aeris.  Yes, all the work you've put into your primary healer
    has vanished.  From now on, Yuffie will be responsible for all your healing.
    When you come to your senses and return to the world map, put Barret and
    Yuffie in your party.  
    Board the Tiny Bronco, and take the river to the other end of the continent.
    Along the way, buy two Power Wrists in Rocket Town.  Go along the northern
    edge of the water, and search for a beach.  A short distance to the north is
    Bone Village.  To get through the Sleeping Forest ahead, you'll need the Lunar
    Harp; you can usually find it behind the smoke on the upper level.  Detonate
    the bomb, set the search location there, and check the box the following
    Head north until you arrive at a screen with a large log.  Go underneath the
    log, and open the chest for a Water Ring.  Don't bother with the random
    battles here; Malldancer's Dance hits all characters with Darkness and Slow,
    and Hungry can cast Mini on your characters to remove them from battle with
    Eat.  Climb up, cross through the log, and go north into the City of the
    As you enter, take the left path.  Ignore the buildings and keep walking until
    you reach an indoor area.  Go down the stairs and pick up the Aurora Armlet
    in a chest; you will need this later.  Now go back toward the entrance, this
    time taking the right path.  Enter the second building you see, and rest to
    trigger a cutscene.
    You could put Yuffie under Fury if you wish, but it's probably not worth it.
    Equip the Yoshiyuki, Gigas Armlet, and Water Ring on Cloud, the Rocket Punch
    and Power Wrist on Barret, and the Power Wrist on Yuffie, and put everyone in
    the front row.  Head down the center path.  Enter the building on the small
    pond, go down the glowing blue path, and save.
    BOSS: Jenova-LIFE
    10,000 HP
    All Jenova's attacks are water-based; with the Water Ring, they will all heal
    Cloud.  Just start meleeing her.  Expect everyone besides Cloud to be wiped
    out by Aqualung; it does 1500 damage, more than the HP of most party members.
    If that happens, the Yoshiyuki's special damage properties will allow Cloud to
    finish Jenova in a few hits.
    So sad.  Say goodbye to Aeris, the faithful healer who got you through Midgar
    and the Temple of the Ancients.  Then save your game, and switch to Disc 2.
                                 *****DISC TWO*****
    XVII. Icicle Area and Great Glacier
    If anyone was killed by Jenova, you will need to rest and put Yuffie under
    Fury again.  Backtrack through the Ancient Forest and Bone Village to the Tiny
    Bronco; then return to Wutai, and have Razor Weed put you under Fury once
    again.  Go back, and save outside the City of the Ancients.
    Take the right path again, and follow the path you saw Sephiroth take.  Hop up
    on the spiral staircase of spikes, then enter the cave on top of the screen.
    Go into the second crack from the right, and climb up.  Jump off on the left
    side, and walk left until you reach the next crack.  Climb up, jump off, and
    reenter the crack.  Now climb up, and open the chest containing a Bolt Armlet.
    Ignore the other chests, and climb the cracks until you reach the ladder.
    Climb up, and exit the cave into the Icicle region.
    Head west until the mountains no longer block your way north; then go north to
    Icicle Village.  Buy a Lariat (if you are using Vincent) and a Micro Laser
    from the weapon shop.  Approach the back exit, and Elena will show up and try
    to punch Cloud.  Hold the left and up direction buttons and the cancel button
    to make her miss and roll all the way down the hill.  Pick up the map in the
    house on the far right, and the snowboard in the center house.  Take the back
    exit out of town, and the snowboard minigame commences.  When you land in the
    Great Glacier, equip the Nail Bat, Gigas Armlet, and Ice Ring on Cloud, the
    Magic Shuriken, Dragon Armlet, and Ribbon on Yuffie, and the Microlaser,
    Aurora Armlet, and Peace Ring on Barret.
    This area can be a bit confusing.  If you get lost, I recommend using the
    ASCII map in Apathetic Aardvark's excellent FAQ.  My directions will assume
    that you turned right on the snowboard course at both intersections.  Head
    north until you encounter a frozen lake.  If you want to pick up the Safety
    Bit, go northwest and cross the ice floes; otherwise continue going northeast.
    (You can buy as many Safety Bits as you want after obtaining the Highwind.)
    Head right on the screen with the lone tree, and from there just keep going
    When you reach the snowfield, take note of the horizontal and vertical lines
    in the snow.  Simply walk along one of the vertical lines, tapping X
    frequently to set markers behind you.  When the screen starts to turn, stop
    moving; the markers will help to point you in the right direction.  You will
    walk past an igloo in the middle of the snow field; if you enter and exit the
    igloo, the screen will be oriented with north on top again.
    Should you wander too long, Holzhoff will take you to his cabin and force you
    to rest.  If this happens, all is not lost; the Headbombers on Gaea's Cliff
    can inflict Fury with Extreme Bomber, though this also does a lot of damage.
    If you manage to get to the cabin without collapsing, use the save point and
    head north to Gaea's Cliff.
    XVIII. Gaea's Cliff and Whirlwind Maze
    Should your body temperature falls below 30 degrees out here, you will
    collapse and end up back at Holzhoff's Cabin.  Raise your body temperature by
    holding the Square button, and try not to spend too long climbing between
    platforms; just climb straight up to the cave entrance.  The Ribbon is
    necessary in case Malboro attacks you with his Bad Breath, and also protects
    you against Zolokalter.  I really don't advise fighting any battle involving
    Zolokalter, as Toxic Barf quickly creates problems.  (If you do, give
    everyone--especially Yuffie--protection against Poison.)
    Once inside the cave, switch Yuffie's Dragon Armlet for the Bolt Armlet; this
    will provide adequate protection against Stilva's Magic Breath.  Head north to
    the next screen and enter the door to your left.  Go down and then to the
    right.  Keep going right, and you will pass through a tunnel in the wall to
    the second Ribbon.  Give it to Barret right away.  After collecting the
    Ribbon, continue north.  Open the chest with the Javelin, go to the top, and
    push the rock to destroy the stalagmites that were blocking your way.  Go back
    the way you came, and exit the cave to the outside.  Re-equip your Ice
    protection.  Go up until you reach the third platform, then go right, and
    continue up to the top.  Remember to hold the Square button if your body
    temperature drops too much.
    Inside the next cave, there is a save point.  (Finally!)  If Vincent is in
    your party, this would be an excellent place to employ Galian Beast.  Go out
    the door to your right, following the path around to the top.  You will have
    to fight three battles against an Icicle and some Evilheads to continue.
    Before you do, put your characters in the back row and pick up the Fire Armlet
    in the chest on your right.  Equip Cloud with the Nail Bat and Gigas Armlet,
    Yuffie with the Magic Shuriken and Aurora Armlet, Vincent with the Lariat and
    Wizard Bracelet, and everyone with Power Wrists.  If you don't have Vincent,
    continue using Barret and ignore the last part of this strategy.
    BOSS: Icicle, Evilhead x4
    3000 HP, 700 HP each
    Though the Icicle itself can only counterattack, the Evilheads make each of
    these battles tougher than some storyline bosses.  There are five targets,
    rendering multi-hitting limit breaks almost worthless, and all physical
    attacks (including limit breaks) have a 25% chance of automatically missing
    them.  Worse, they can use Ultrasound four times per round for almost 300
    damage per hit; if they repeatedly target your non-healer characters, they
    will die and Yuffie will be thoroughly screwed.  It doesn't help that they can
    steal back 100 HP per turn with Blood Suck, either.
    Concentrate on killing the Evilheads one by one first.  Once they are all
    dead, you can start attacking the Icicle.  It will randomly counterattack with
    Icicle Drop, dealing 300 damage in the back row.  Note that Cloud's Blade Beam
    will instantly kill the Icicle, along with any Evilheads that do not dodge the
    secondary attack.  Grenade Bomb or Satellite Beam can also kill the Evilheads
    in one shot, but as with all limits there's no guarantee that they won't
    Vincent is uniquely useful in this battle, because of his limit break.  Beast
    Flare both instantly kills the Icicle (since it is weak against Fire) and is
    guarantee to kill all the Evilheads (since it is magical rather than
    physical).  It doesn't hurt that Vincent's HP is fully restored when he
    transforms.  However, between the long charge time required for Galian Beast
    and the mere 25% chance of Beast Flare being used, it's likely that you'll get
    as many kills from Cloud as from Vincent.
    You can jump down and save if you feel at all uneasy about fighting more than
    one Icicle battle in a row.  I recommended trying them back-to-back first; if
    worse comes to worse, you can always run away.  Once three Icicles have been
    defeated, you can follow the newly formed path all the way into Schizo's lair.
    You can revive any fallen allies at the healing spring, so long as you
    remember to put Yuffie back under Fury.  Equip the Aurora Armlet and Fire Ring
    on Cloud, the Fire Armlet and Ice Ring on Barret, and the Dragon Armlet and
    Talisman on Yuffie.  This boss doesn't use physical attacks, so feel free to
    put Cloud in the front row.  Do not use Vincent under any circumstances, even
    if he knows Death Gigas.
    BOSS: Schizo (Right) and Schizo (Left)
    18,000 HP each
    On their turns Schizo's two heads can hit a target with their individual
    breath attacks for 1000 damage, or Double Breath for 1700 damage.  The right
    head's attack is Fire elemental, the left head's is Ice elemental, and Double
    Breath is neutralized by both Fire and Ice protection.  Each head counters
    with an Earth attack that hits the party for 600 damage, and when it dies it
    releases a Lightning-based attack for 1200 damage to all characters.
    You have two options.  The first is to simply wait for both heads to exhaust
    their MP on breath attacks.  These cannot harm Cloud or Barret at all, and
    Yuffie will only take half damage from them.  This completely eliminates
    concerns about the Earth counterattack and the need to count your attacks, so
    only the final attacks are a real concern.  Unfortunately, this takes a long
    time; each head has enough MP for more than 40 breath attacks, so you could be
    sitting around for a while.
    If you choose not to wait, things become a bit more difficult.  The Earth-
    based counterattack is activated every fifth time a head is damaged.  Everyone
    will take the full damage, as you have no way to protect against Earth; if
    Yuffie takes too much damage from the breath attacks that follow, she is dead.
    Make sure Yuffie always has 1000 HP or more before the fifth hit against
    either head, and be prepared to activate Clear Tranquil immediately after the
    counterattack is triggered.  Even more importantly, make sure that you do not
    activate both heads' counterattacks on the same turn.  Not only will this
    almost definitely kill Yuffie, but it puts even Cloud's and Barret's lives
    directly at risk.  Keep a careful running total of how many times each head
    has been hit, and be even more careful when using a hit-all limit break like
    Blade Beam.  Patience is extremely important while both heads are alive; do
    not be afraid to wait in order to let a breath attack heal Cloud/Barret or
    charge up Clear Tranquil at a critical moment.  The final attack will do
    pretty severe damage to Cloud and Barret, but Yuffie will take the same damage
    as from the regular counterattack.  Unless both the final attack and a
    counterattack are activated by the same limit break, highly improbable at
    best, the final attacks are not especially dangerous.
    Once Schizo is down to one head, staying alive is much simpler.  You must
    still keep Yuffie's HP fairly high, but with just one attack per round and no
    Double Breath this should be quite easy.  Once again, make sure that Cloud and
    Barret have enough HP to survive the final attack.
    Tifa will be forced to join the party soon.  Go back to the save point, remove
    the Fire Ring and Ice Ring, and switch Barret for Tifa.  Equip Tifa with the
    Work Glove and Cloud and Yuffie with Ribbons.
    Go past the save point in the Whirlwind Maze to watch the cutscene.  Then
    save, and proceed onto the next screen.  You need to cross while the wind is
    weak.  If you don't, you will have to fight a forced battle with Wind Wing;
    like Rapps, he casts the deadly Aero3.  Ignore the chest on the next screen.
    You will come to a second passage; in addition to avoiding the wind, you must
    avoid the cyclones which periodically cross the screen.  The moment you reach
    the next screen, equip the Fire Armlet on Cloud, the Fire Ring on Tifa, and
    the Dragon Armlet on Yuffie.
    BOSS: Jenova-DEATH
    25,000 HP
    Like Jenova-LIFE, your equipment guarantees your survival.  Unlike
    Jenova-LIFE, it is easy for more than one character to survive this battle.
    She has no attack which is nearly as powerful as Aqualung, and all three
    characters can be protected against Fire.
    Unequip the Fire Armlet.  Pick up the Poison Ring on this screen.  Then save
    your game, and try to pass by the next screen.  This time you have three
    things to avoid: the wind, the cyclones, and lightning strikes.  For your own
    convenience, I advise unequipping your accessories and armor after you cross.
    XIX. Escaping Junon
    After a long series of cutscenes, you'll end up in control of Tifa.  Don't
    bother equipping any accessories or good armors; you're never going to use her
    again.  Talk to Barret now.  When the cutscene ends, you'll be handcuffed and
    on your way to the execution chamber.  Be sure to save on the way there, and
    equip a Ribbon on Barret.
    Once Sapphire Weapon comes to the rescue, you will engage in a battle.  Simply
    escape from this battle; do the same for every battle until you reach the
    Highwind.  After being locked out of the execution room, head to the right and
    run down the path until you catch up with Yuffie.  Though you have a healer
    again, there is no way to put her into Fury; keep running from all battles
    until you reach the Highwind.
    Hit X, X, Triangle, X+Triangle, Circle+Triangle, Circle, Circle to free Tifa
    from the chair, then deactivate the switch on your left.  Give Scarlet a good
    whacking, then make it a break for it.  You are the owner of a brand new
    XX. Mideel, Corel, and Fort Condor
    Head straight to Mideel.  Before triggering the event with Cloud, you should
    go shopping in the weapon and accessory stores.  Buy the AM Cannon, Crystal
    Cross, Crystal Sword, and Partisan, in order of importance, from the weapon
    shop.  Before fighting Ultimate Weapon, you also should buy a Fire Ring from
    the maid in the house on the upper left; she also sells Bolt Rings (you should
    have at least one if you plan to fight Ultimate Weapon), Ice Rings, and
    various less useful accessories.
    After the cutscene, Tifa will be out of the party and Cid will be the new
    leader.  The Huge Materia quest now commences.  If you want to, now would be
    the time to go shopping.  You can buy Power Wrists and Safety Bits in Rocket
    Town.  Gongaga sells Fury Rings; if you're using a character who doesn't have
    a valuable limit break, this could help you end your battles more quickly.
    Remove Yuffie's Ribbon/Peace Ring if she's wearing one, reequip the 4-Point
    Shuriken, and set down in Wutai.  Get into a battle with Razor Weed, then
    attack to put Yuffie under Fury.  Now bring Barret into the party.  Equip
    Ribbons on Yuffie and Barret and the Fairy Ring on Cid; equip all three
    elemental armors and the new weapons from Mideel.  Now set the airship down
    near Corel, and walk all the way through the mountains back to the reactor.
    Put your characters in the back row.
    Since this is a No Materia game, there is no need to win Corel's Huge Materia
    (or any of the Huge Materia, for that matter).  But even so, you may wish to
    win just to show up the Shinra.  If so, here are some tips for the enemies on
    the train:
    -Gas Ducter/Gas Ducter x2 (3000 HP): No real problem, as long as you have
    accessories that protect against Poison and Darkness.  They'll still put Cid
    under Sadness, but Boost Jump isn't a very good limit break anyway.
    -Wolfmeister (10,000 HP): You may wish to replace your status protection with
    Power Wrists at this point.  In addition to some powerful attacks--Big Sword
    does 600 damage, Atomic Ray almost 1000--Wolfmeister can slow you down with
    Big Guard.  Probably the most annoying enemy on the train.
    -Eagle Gun (17,000 HP): He has two single-target attacks and a full-party
    attack, both of which do 600 damage.  Wail on him with physical attacks and
    Barret's limit breaks, and he should fall quickly enough.
    Defeat the lone soldier at the front of the train. Push the levers up in
    unison, then down, then down again to stop the train.  Whether you succeed or
    not, you'll be forced to sleep in the inn.
    Remove Yuffie's Ribbon, go back to Wutai, and have Razor Weed Fury you once
    more.  Reequip the Ribbon, and head to Fort Condor.  Don't bother placing any
    units; it's a waste of gil, and you don't get a reward for winning the
    strategy battle.  Instead, allow the enemy units to reach the top and fight
    Commander Grand Horn.  He's incredibly easy as long as you're protected
    against Poison.  Defeating him nets you an Imperial Guard, the highest-Defense
    armor available in this challenge.  Talk to the man at the table downstairs
    for the Huge Materia, then exit Fort Condor.
    XXI. Mideel
    Make sure your characters enter with more than 2000 HP.  Equip the Reflect
    Ring on either Cid or Barret; put all your characters in the back row, and
    save.  It is imperative that you buy at least one Fire Ring, and any other
    accessories you may want, before talking to Tifa.  (You can still buy weapons
    even after the town is destroyed; take the left path up from the ruins, and
    talk to the woman chasing a chocobo.)
    BOSS: Ultimate Weapon
    Don't even bother attacking, as he'll automatically fly away after three
    rounds.  He opens with a full-party Quake2; the character with the Reflect
    Ring will suffer no damage, while the other two will take almost 2000 damage.
    Heal with Clear Tranquil.  His second move will be a physical attack for 1000
    damage.  Finally, he will use Ultima Beam for 2000 damage and leave.  Everyone
    except the character he used the physical attack on will survive.
    If you're having trouble surviving Ultima Beam, consider going to the beaches
    near the chocobo farm and letting Elfadunk put Cid and Barret under Sadness.
    This will reduce the attack to a more manageable 1350 damage.
    XXII. Junon
    Wade through the long series of cutscenes until you're in control of Cloud
    again.  It's time to face a particularly nasty boss in Junon.  But first, go
    back to Wutai and put Yuffie under Fury again.  Give the Ribbons to Cloud and
    Yuffie and the Peace Ring to Barret.  Don't forget to equip the Crystal
    Sword.  Now enter upper Junon, and head down the hallway into the elevator.
    You will be forced to fight some Shinra guards.
    Make your way down to the underwater reactor, killing the Shinra guards as you
    go.  Keep going until you see the Huge Materia being pulled out of the
    reactor, then loaded into the sub.  Whatever you do, DO NOT walk up to Reno
    now.  Instead, return to the second passageway after the elevator from the
    main tunnel.  To beat Carry Armor, Yuffie needs to be Level 50; this hallway
    is the best leveling-up spot currently available to you.  To maximize your EXP
    gain, wait for the Guard Systems to bring out their defense systems before you
    kill them.
    Once Yuffie is at Level 50, I advise you to run from every random encounter
    from now on.  Yuffie's HP must be low enough at the end of the game for
    Sephiroth's Deen to activate Clear Tranquil; if your level is too high, he
    becomes much harder.  Return to the underwater reactor save point, set Cloud's
    limits to level 2 and Barret's to level 1, equip Power Wrists on everyone and
    the Gigas Armlet on Cloud, and save.  Before you talk to Reno, try to have
    everyone enter with as close to full HP as possible.
    BOSS: Carry Armor, Left Arm, Right Arm
    24,000 HP; 10,000 HP each
    This robot is infamous for screwing challenges like this up.  Though he will
    spend most turns attacking physically for 300 damage, he has two very
    dangerous attacks: Arm Grab and Lapis Laser.  Arm Grab imprisons a character,
    so they are incapacitated and counted as dead, and hits them for 500 damage
    each time one of Carry Armor's parts is damaged.  Though killing an arm will
    release the character it imprisons, in most cases the victim of Arm Grab will
    be dead for the duration of this mission.  If Yuffie is ever grabbed, a Game
    Over is certain.
    Because of this, I recommend attacking each arm once and leaving them alone
    for the duration of the battle.  Initially, each arm has a 1 in 16 chance of
    using Arm Grab on any given turn.  After being targeted once (to show it you
    mean business) it has less than a 1% chance of using Arm Grab, making it a
    negligible risk for the remainder of the battle.  Just be extremely careful
    not to damage them.  When the arm falls below 7500 HP, the chance of Arm Grab
    quadruples.  It quadruples again below 5000 HP, and by the time it hits
    critical HP it has a 50% chance of using Arm Grab on any turn.  Believe me,
    killing them is not worth it.
    That leaves Lapis Laser.  It takes off 1650 HP, just enough for Clear Tranquil
    to heal back.  Initially it is used sporadically, though he will occasionally
    use it automatically at the beginning of battle.  If he gets the Lapis Laser
    sneak attack, then uses it on his turn before you can activate Clear Tranquil,
    your party is most likely dead.  Assuming that doesn't happen, Yuffie should
    keep you at nearly full HP.  (As long as you stay in the back row, the damage
    from Carry Armor's physical attacks should be insignificant.)  As his HP
    becomes lower he uses Lapis Laser more and more often, until below 6000 HP he
    uses it every turn.  Fortunately, that phase shouldn't last long; Lapis Laser
    will quickly fill Barret's and Cloud's limits, and with his current equipment
    Cloud's Climhazzard can do as much as 6000 damage.
    That machine was way tougher than Reno ever was.  Once you've reassured
    yourself that you actually beat him this time, reequip the Ribbons and head
    forward.  Pick up the Scimitar, in the chest next to the submarine, but ignore
    the other chests.  After killing two groups of soldiers, Cloud will jump into
    the submarine and be forced into an attack from both sides.  Save once you win
    that battle, then win the sub minigame.  It's extremely easy as long as you
    keep the red sub in your sights; I usually win it in about 10 to 20 seconds.
    XXIII. The Ocean Floor and Rocket Town
    Save on the world map, then return to the ocean floor.  Take care to avoid
    Emerald Weapon down here.  If you won the Huge Materia, approach the red sub
    near the southwest corner of the ocean.  Since you're already down here, you
    might as well get the Key to the Ancients to save yourself trouble later.  Go
    to the northwest part of the ocean, and enter a trench there.  At the end of
    the trench will be a partially concealed tunnel, leading to a room with the
    Key to the Ancients.  (A strange design for a continental landmass, methinks.)
    Your main goal, though, is the Sunken Gelnika.  It is located at the bottom of
    a trench near the Gold Saucer desert, on the west side of the ocean.  As you
    enter the Gelnika from the ladder, there will be a chest containing the
    Heaven's Cloud.  Equip it, along with any Lightning, Poison, and Confusion
    protection you possess, then save and enter the next room.  The Escort Guard
    is near the stairs, ideal protection against the vicious Unknowns here in the
    Gelnika.  And in the upper left corner, in a chest hidden by the walkway above
    it, is Yuffie's Conformer.  Without a doubt, this is the most superb weapon of
    the challenge.  To see why, test it against Reno and Rude.  (For a Turks
    strategy, see the Optional Bosses section.)
    Once you've cleared out the Turks, you can go through the doorway behind them
    to the Gelnika's cargo room.  At the far right end of the catwalk is the
    Spirit Lance, a powerful weapon for Cid.  One of the chests at the bottom of
    the stairs contains the Outsider.  Unless you either defeat Ultimate Weapon
    (to reach the Supershot ST in the Ancient Forest) or defeat close to 1000
    enemies to power up the Death Penalty, the Outsider is the most powerful
    weapon Vincent is going to get.
    Return to the surface, board the airship, and save outside Rocket Town.
    Replace Barret with Cid; give him the Spirit Lance, Escort Guard, and Fairy
    Ring.  Fight your way past the guards, and you'll meet a familiar face once
    BOSS: Rude
    9000 HP
    Eliminate the Shinra guards first.  This Rude's shoulder attack does less
    damage from the front row than the one in the Gelnika did in the back row,
    though he does compensate somewhat by being able to use three Grand Sparks in
    a single combo.  Not a difficult fight at your levels.
    One more dead guard, and you're in space.  To get at the Huge Materia, enter
    the following combination: Circle, Square, X, X.  The Huge Materia quest is
    officially complete.
    XXIV. The World Map
    Head back to Cosmo Canyon to admire your prizes.  Then set the airship down
    just outside the City of the Ancients, take the left path to reach the
    fountain, and watch the next cutscene.  (If you didn't get the Key to the
    Ancients earlier, do so now.)
    When you attempt to board the airship, one of the cooler scenes in the game
    commences: a cutscene on the World map.  Before you face the Weapon, put
    everyone under Fury and fill their limit gauges.  Equip the Fire Armlet and
    two Fire Rings on your characters.  Set down outside of Midgar, and walk into
    BOSS: Diamond Weapon
    30,000 HP
    Diamond has three attacks: a foot stamp for about 1000 damage, a Fire-based
    projectile attack, and Diamond Flash.  Diamond Flash tears off 93% of your
    party's HP and inflicts Silence.
    Begin the battle by using three limit breaks.  After a certain number of limit
    breaks have been used (three initially, two when his HP is low), Diamond
    begins the countdown to Diamond Flash.  When that happens, he temporarily
    loses both his foot stamp and his immunity to physical attacks.  Each Diamond
    Flash will fully refill your Limit gauges; simply use Clear Tranquil and
    another Limit Break to start the next countdown.  So long as you are protected
    against fire and use your limit breaks as soon as you get them, it is
    impossible for him to kill you.
    XXV. The Raid on Midgar
    Board the airship again, and head toward the North Crater.  When you reach it
    you'll get a cutscene, and the party will be summoned back to Midgar.  Fly the
    Highwind over Midgar to initiate the next mission.
    Unfortunately, for some reason the party's HP/MP is restored and Fury removed
    when you drop into Midgar.  Save once you land in the city, and climb down the
    ladder.  There are two items you should get before leaving this area.  Go left
    as you enter, then down a ladder to reach another screen, and immediately head
    for the ladder in the upper left corner of the area.  Open the chest for the
    Aegis Armlet.  (This armor gives you 50% magical evasion.  Until you get a
    Mystile, this is the best armor in your inventory.)  Head down from this
    ladder, and head right past the first ladder to make the floor collapse.  Walk
    to the left to climb into a pipe leading to the other side.  Now climb down
    the ladder, jump into the pipe on the right side of the screen, and climb up
    to get the Max Ray.  This is Barret's best weapon, hands down.
    Eventually you'll leave this area and end up in the tunnels.  Almost
    immediately the Turks will come to challenge you.  Since Yuffie isn't under
    Fury, and there's no available monster which inflicts Fury, Yuffie's healing
    won't be able to keep up with three strong enemies.  This is where Wutai comes
    in.  Because you saved Elena, the Turks will allow you to go free.  Press
    onward, taking the right path at the next fork.  Then take the left path, and
    climb the ladder.
    You will be at the Shinra building again.  Enter the elevator in the lobby and
    take it to Floor 64.  Rest and save your game.  Unequip Yuffie's Ribbon/Peace
    Ring, and give her an armor with a Def% of zero.  (The Edincoat will work.)
    The next part is a little tedious: before facing Proud Clod, you must put
    Yuffie under Fury status.  The only way to do this is by letting Sword Dance
    attack you with Slap on Floor 65.  Unfortunately, it is only used as an
    opening attack and once his HP has fallen below 50%; and even with starting
    weapons, your attacks will kill it in one hit.  You'll have to wait for Sword
    Dance to open with Slap on Yuffie and successfully inflict Fury; this took me
    a good two hours. 
    When Yuffie finally succumbs to Fury, save without resting.  Leave the Shinra
    building and return to the second-to-last fork in the tunnels.  This time head
    left.  Equip the Heaven's Cloud, Imperial Guard, and Power Wrist on Cloud, the
    Max Ray, Aegis Armlet, and Power Wrist on Barret, and the Conformer, Gigas
    Armlet, and Power Wrist on Yuffie before heading toward the Sister Ray.
    BOSS: Proud Clod and Jamar Armor
    60,000 HP and 20,000 HP
    Jamar Armor has only purpose: to divert half of Meteorain's/Ungarmax's hits
    away from Proud Clod.  Concentrate your physical attacks on Jamar Armor first.
    Proud Clod's attacks are all pretty weak--only the machine gun and Beam Cannon
    break 1000 damage--but he can often use two in a single combo.  Yuffie will
    need to heal the party pretty often.  Not hard at all, just long.
    After battle, Proud Clod drops the Ragnarok.  Unless you plan on killing
    Ultimate Weapon, this is the best sword Cloud is going to get; equip it now.
    Run up to the save point, move your party to the back row, raise the battle
    speed to the highest setting (if it isn't there already), and save.  Equip
    Ribbons on Yuffie and Cloud and the Fairy Ring on Barret.
    Before you head up, get the Mystile.  I repeat, GET THE MYSTILE.  It is in a
    chest just south of the stairs that lead to Hojo.  This area has some of the
    nastiest random encounters in the game.  Grosspanzers do 2400 damage (600 if
    you're defending in the back row), and SOLDIERs First Class like to attack you
    from both sides; Sword of Doom does 3000 damage to a character with his back
    turned.  If anyone dies, or you're hurt too badly, reset and try again.  It
    took me three attempts to get to Hojo without anyone dying.  Do not pick up
    the Missing Score, and for God's sake don't equip it; it is pathetically weak
    in a No Materia game.
    BOSS: Hojo
    13,000 HP
    Ignore the Bad Rap and Poodler samples, and attack Hojo.  Eventually, he
    transforms into...
    BOSS: Helletic Hojo, Left Arm, and Right Arm
    26,000 HP, 24,000 HP, and 5000 HP
    Focus your attacks on the Right Arm right away.  The Conformer will take it
    out in two hits at most.  Killing it will prevent Pile Banger and Bio Gas
    (Helletic Hojo's only damage-dealing attacks) as well as Confu.  Then attack
    the Left Arm until the Right Arm regenerates, and repeat.  Since killing both
    arms will kill Helletic Hojo, and the Left Arm has less HP, you should ignore
    the body.  If Barret succumbs to Confu or Sleepel, an attack from the
    Conformer will cure him up without doing any damage.  Upon death, this
    annoying form will change to...
    BOSS: Lifeform-Hojo N
    30,000 HP
    Hojo has three attacks in this form: a fairly weak single-target magic attack,
    Slow, and Combo.  Unfortunately, Ribbons don't protect against Slow.  You just
    have to hope Hojo doesn't cast it on Yuffie, or if he does that she'll be able
    to use Clear Tranquil fast enough after her gauge fills.  Combo does 800
    damage in the back row, and if Barret is the target he will be put to sleep.
    If you're having trouble surviving the damage from repeated Combos, take into
    account the fact that Combo is usually used on the character who attacked Hojo
    last.  Simply have Yuffie attack immediately after the others, and you should
    have no trouble healing.  The battle probably won't last long enough to be a
    problem anyway, since the Conformer and Gigas Armlet allow Yuffie to do more
    than 6000 damage per hit.
    Once you beat Hojo, there is nothing more you can do until you change discs.
    Dive into the North Crater, and prepare for one of the toughest battles you'll
    ever face.
                                 *****DISC THREE*****
    XXVI. The North Crater
    Before descending into the North Crater to face Sephiroth, take the airship
    back to Wutai.  Remove Yuffie's Ribbon and Gigas Armlet, give her the 4-Point
    Shuriken, and have Razor Weed put her under Fury once again.  Now replace
    Barret with Red XIII, and set his limits to level 1.  Give the Mystile and
    Star Pendant to Cloud, the Aegis Armlet and Ribbon to Yuffie, and the Imperial
    Guard and Poison Ring to Red XIII.  Save your game, and take the airship back
    into the North Crater.  Pick up the Save Crystal as you enter, then run from
    every random encounter.  Allow Parasite (or Allemagne, via his Teardrop
    counter) to put Cloud and Red XIII under Sadness; this is extremely important
    for the final battles.
    There is something you absolutely must do here if you want to beat Safer
    Sephiroth.  When it's time for the party to split in two, send Tifa to the
    right and everyone else to the left.  Your other choices don't matter.  Walk
    down until you reach the screen marked Bottom of the Nothern Crater (the music
    will stop), create and use a save point there via the Save Crystal, and walk
    up until you return to the split point.  This time follow the path Tifa took.
    Walk to the end of the spiral path and hop down; the first chest here contains
    another Mystile.  There is a Tetra Elemental accessory somewhere in the Dragon
    Graveyard, but you don't really need it.  Walk down the dragon bones to return
    to the bottom of the crater, then head toward the lower left to collect your
    party members.  Now talk to Tifa to receive the third and final Mystile.  (Had
    you talked to her right away, the Mystile in the chest would have
    disappeared.)  It would be wise to fill Red XIII's limit gauge now.  Equip
    Cloud with a Ribbon and Yuffie with a Mystile, remove Red XIII's armor and
    accessory, and make your final save.
    Expect to reload your game numerous times before you finish this challenge.
    When you feel ready, hop down the stepping stones of death.  Replace Red XIII
    with Barret, and give him the Mystile and Poison Ring.  Unless you stick
    around long enough for Iron Man's sword or Dragon Zombie's Shadow Flare to
    kill you, you should have no problem surviving to meet the final Jenova.
    BOSS: Jenova-SYNTHESIS A, B, and C
    60,000 HP, 10,000 HP, and 8,000 HP
    Concentrate your attacks on Jenova-SYNTHESIS B (the arm to the player's right)
    first, to prevent its deadly Stop spell and Fury-inducing slap.  Though you
    may be tempted to kill the other arm as well to immobilize Jenova, I advise
    against it.  Killing Jenova isn't difficult with the Conformer in play, but
    the EXP she grants will cause Yuffie to gain at least two levels; once she
    gets to Level 56 and beyond, beating Sephiroth becomes a much more difficult
    Since you clearly can't survive the final Ultima, and even with Mystiles you
    can't be sure to dodge it, the only way to avoid the EXP is to wait until she
    no longer has the MP to cast it.  Cure3 is the most efficient way to do this;
    simply sit tight and wait until Jenova casts it 8 times.  Then continue
    attacking the body until the countdown triggers, taking out the arms with the
    Conformer as they appear.  When the count reaches zero, the message
    "Jenova-SYNTHESISA's skill power is used up" will appear, and the party moves
    on without leveling up.
    After the cutscene, first form a party of Cloud, Yuffie, and Barret again.
    Remove Barret's Mystile, then exit the menu and select, "Just one more time!"
    This time form a party of Cloud, Yuffie, and Red XIII.  Equip Cloud with the
    Buster Sword and Red XIII with the Mythril Clip, Mystile, and Reflect Ring.
    Increase the battle speed to the maximum setting, choose, "Let's go,
    everyone," and get ready to fight for your life.
    BOSS: Bizarro Sephiroth, Head, Right Magic, Left Magic, Core
    40,000 HP, 2000 HP, 4000 HP, 4000 HP, 10,000 HP
    Bizarro Sephiroth has several dangerous moves, all of which can potentially
    screw up the Safer battle.  When the part scheduled to act on a turn is dead,
    you will generally see Sephiroth Shock, a fairly harmless physical attack that
    does about 700 damage.  Left Magic and Right Magic cast level 3 elemental
    spells, each of which will kill Yuffie in one hit and Cloud or Red in two.
    Bizarro's Stigma inflicts 1800 damage as well as Poison and Slow on the party,
    Heartless Angel reduces everyone to 1 HP, and Aurora Fence nullifies Fury and
    Sadness.  Aurora Fence is the deadliest of the three full-party attacks, since
    Yuffie can't keep the party alive if Clear Tranquil isn't activated.  But
    Stigma and Heartless Angel are dangerous as well: Stigma's Poison is likely to
    kill Red XIII, and if you are hit by Heartless Angel it will be difficult to
    keep the party's HP high enough for Safer.
    Fortunately, there is a way to avoid seeing anything but Sephiroth Shock.
    Bizarro always attacks in the following order (thanks to Terence for the
    1. Sephiroth Shock (if the Head is alive) or Aurora Fence
    2. Bolt3 (if Right Magic is alive) or Sephiroth Shock
    3. Quake3 (if Left Magic is alive) or Sephiroth Shock
    4. Stigma (if both the Head and Core are alive), Heartless Angel (if the Head
    is alive but the Core is dead), or Sephiroth Shock (if both are dead)
    5. Do nothing
    6. Do nothing
    7. Ice3 (if Right Magic is alive) or Sephiroth Shock
    8. Fire3 (if Left Magic is alive) or Sephiroth Shock
    Repeat from turn 1
    Note that when the Head is killed, Bizarro will revive it anywhere between the
    second and fourth turns after it has been killed.  Sephiroth Shock will not be
    used on these turns, but any of the full-party moves can be used on the same
    turn.  Because of this, and the turns on which he does nothing except reviving
    the head, counting Bizarro's turns will probably only confuse you.  Instead,
    have Yuffie attack his parts in the following order, making sure to activate
    the Attack command as quickly as possible.  (The numbers below refer to the
    turn before she attacks.  If Yuffie's turn comes before Bizarro has moved at
    all, wait for him to attack once.)
    1.  Right Magic (the arm on the player's left)
    2.  Left Magic
    3.  Head
    4.  Core
    5.  Core
    6.  Core
    7.  Body
    8.  Body
    9.  Body
    10. Body
    11. *Head*
    12. Body
    13. Body
    14. Body
    15. Body
    16. Body
    Repeat from turn 9
    The Conformer will do a bit over 4000 damage, instantly killing the Head and
    arms and destroying the Core in three hits.  Have both Cloud and Red defend
    all the time.  If you follow the order of attack listed above, Bizarro should
    be dead before the twentieth round.  Sephiroth will start rumbling, and
    transform into your worst nightmare.
    BOSS: Safer Sephiroth
    80,000 HP
    He always begins the battle by casting Wall.  If Yuffie gets a turn before he
    casts it, consider yourself blessed; the Conformer deals 8000 damage when
    Barrier is not in the way.  Activate Lunatic High now, and Meteorain if Wall
    has not yet been cast.  Quickly identify the character with the highest HP,
    and have them defend.  Yes, even if it's Yuffie.
    Safer's second attack is Shadow Flare.  This is one of two places where the
    strategy can come undone.  If he targets Yuffie and connects, the battle is
    over; it will kill her for sure, and Yuffie has both the only means of healing
    and the only weapon which does good damage against him.  If he targets Barret
    and connects, you'll still probably lose; that gives you one fewer target to
    divert Sephiroth's attacks away from Yuffie.  You just have to hope that the
    Mystiles evade the spell, or you get lucky and he casts it on Red XIII.  Have
    your highest-HP character defend at this time.
    Next comes his wing attack.  He always uses it on the character with the
    highest HP.  This does 1000 damage to Cloud and Red if they are defending
    (1500 to Yuffie), though it will sometimes go critical for 2000 damage.
    Assuming you survived this as well, have Yuffie attack him until just after
    Pale Horse.  After the wing attack, Safer rises out of reach of Cloud's sword.
    His next attack will be Pale Horse.  This will do about 2000 damage to its
    target; if it is Red XIII, Frog and Mini will be inflicted as well.  (If he
    targets Cloud or Red XIII with both the wing attack and Pale Horse, his target
    has a fair chance of dying even at full HP.  Though Pale Horse makes Red XIII
    harmless if Supernova confuses him, it also seals away Lunatic High.)
    His next move is Supernova.  It's a nasty one: it cuts the party's HP by 93%,
    and has a chance of inflicting Confusion (on Red XIII) and Slow as well.  Use
    Clear Tranquil IMMEDIATELY.  If you see the speech bubble indicating Silence
    over Red's head when the damage is inflicted, and he is not in Frog status,
    have him defend and Cloud remove Confusion with a physical attack right after
    Clear Tranquil.  Though the Conformer will not damage him, you cannot afford
    to use it; Yuffie must spend every turn attacking Safer.
    The turn after Supernova is the other place where the strategy can come apart,
    as he will now use Break.  Like Shadow Flare, it is powerful enough to kill
    Cloud or Yuffie in one hit.  Assuming you've been using the highest speed,
    Safer's Wall will be gone now (or within the next few turns if you're using
    Wait mode) and the Conformer will do full damage.
    Safer won't attack for two more rounds, though if Yuffie is Slowed she will
    probably only get one attack during this.  First he flies down, then uses
    DeSpell to heal Slow.  (How nice of him.)  If Red XIII is alive and able to
    use it, cast Lunatic High now.  Now he uses Deen, hitting the men for 1000
    damage and Yuffie for 1500.  If you heeded my earlier advice and kept your
    levels low enough, this will instantly recharge Yuffie's limit gauge.  If not,
    you must get lucky again and hope she is not targetted by Pale Horse.
    Safer will follow up with another wing attack, again on the character with the
    highest HP.  Since Cloud has more HP than Yuffie and took less damage from
    Deen, it will almost certainly be him.  Have him defend.  If Yuffie is still
    alive at this point, you've almost certainly won: Safer's Wall status is gone,
    and he uses nothing more powerful than Pale Horse for the next six rounds.  If
    you've gotten this far, you will almost certainly finish him before he recasts
    BOSS: Sephiroth
    1 HP
    Sephiroth attacks.  Maybe.  Either way, you win.
    Congratulate yourself.  You've just completed one of the hardest challenges
    Final Fantasy VII has to offer.
    With the exception of the Turks in Midgar, Emerald Weapon, and Ruby Weapon,
    every boss in Final Fantasy VII can be defeated with a No Materia/No Items
    party.  Listed below are strategies for all the optional bosses that are
    possible within the confines of this challenge, along with tips for
    preparation and related material such as the combination for Lost Number's
    **1) TURKS: GONGAGA**
    Simply enter the Gongaga woods any time before the Temple of the Ancients to
    find them near the entrance.  Equip Cloud with the Force Stealer and Fire
    Ring, Aeris with the Striking Staff and Talisman, and Yuffie with the Wind
    Slash and Power Wrist.  Obviously, equip stronger weapons if you're not
    fighting them at the first opportunity.
    BOSS: Reno and Rude
    2000 HP each
    With two healers, you shouldn't be able to lose this battle.  Defeating either
    Turk will cause the other to run away; focus all your attacks on Reno, so you
    can be sure you'll win the Fairy Tale.
    **2) LOST NUMBER**
    In order to get Vincent in your party, you must first get the Key to the
    Basement by defeating this boss.  Do not attempt to fight him unless your
    party is strong enough to take on Materia Keeper.  Make your party Cloud,
    Aeris, and Yuffie, equipping your best weapons and putting everyone under Fury
    beforehand.  Lower the battle speed to the slowest setting, put everyone in
    the front row, and set Cloud's and Aeris' limit breaks to level 1.  If you
    have a Bolt Ring, give it to Cloud.  Save on the world map.
    Lost Number's safe is on the second floor of the Shinra Mansion, in the left
    wing.  To unlock him, you must enter the following combination before the 20
    second timer runs out: Right 36, Left 10, Right 59, Right 97.  If you
    overshoot a number, the combination will automatically fail.  Once you
    successfully unlock the safe, big ugly himself will pop out.
    BOSS: Lost Number
    7000 HP
    Initially, Lost Number is like most other bosses: assault him with physical
    attacks and Cloud's limits, and heal with Clear Tranquil and Healing Wind as
    they come.  His punch does 300 damage, while Bolt2 does 500--nothing serious,
    especially if Cloud is immune to Lightning.
    However, at 3500 HP and below he becomes very dangerous.  Upon falling below
    half health, Lost Number changes forms.  His new form has extremely high
    Defense, so your attacks do barely a fourth of their normal damage.  Worse, he
    becomes much more powerful: his punches do 400 damage in the back row, and the
    deadly Lost Blow does 1200 damage.  The latter is certain death at your
    current levels.  If you attempt a bum rush, he will eliminate your characters
    one by one with Lost Blow.
    In order to beat him before moving on to Mt. Nibel, you have to take advantage
    of Lost Number's vulnerability to Paralysis and Stop.  He cannot transform
    while under these statuses, but must wait until someone attacks him while able
    to move in order to change forms.  Once you think he's close to 3500 HP (using
    a calculator might be wise), stop attacking until the next Cross Slash or Seal
    Evil.  Cross Slash is always used immediately, while Seal Evil is only used
    when you're sure that Clear Tranquil will be enough to keep the party alive.
    Once Paralysis or Stop is inflicted, you can use regular attacks as long as
    Lost Number remains frozen.  If you screw up once, the party is done for.  If
    you manage it perfectly, this method is actually faster than the standard
    brute force method due to the first form's far lower Defense.
    Alternatively, if the above method seems like too much trouble you could
    simply wait until later, when Aeris learns Pulse of Life.  Pulse of Life
    revives and fully heals the party, reducing the threat from Lost Blow; as
    long as Aeris defends when she has less than 1200 HP, and activates Pulse of
    Life immediately, he should not be able to kill you.  You could also fight him
    after getting the Highwind, though at that point Lost Blow will no longer be a
    serious threat.  A single high-level Meteorain will easily send Lost Number
    straight to hell.
    After completing the Wutai materia sidequest, Yuffie can challenge the five
    guardians of the Pagoda.  I strongly recommend beating the first three bosses,
    since Chekov drops the highly useful Ice Ring.  None of the other items they
    give you are of any use in a NMNI game, though the 8600 EXP from defeating
    both Staniv and Godo will go a long way on Gaea's Cliff.  The preparations for
    each battle are listed in the individual strategies.
    BOSS: Gorkii
    3000 HP
    Equip the Magic Shuriken and Power Wrist, and set the battle speed to the
    highest setting.  Gorkii can cast Regen, Barrier, and Reflect on himself,
    frustrating your attempts to damage him.  He can also cast Demi2, and uses a
    dive kick that takes off 25% of Yuffie's maximum HP.  Fortunately, he doesn't
    have a lot of MP; after a few Demi2's he will no longer be able to cast
    anything, and his Regen and Barrier status should wear off quickly.  Simply
    wait until Regen wears off, healing with Clear Tranquil as needed.  Once he's
    out of MP, he's a cinch to kill; heal with Clear Tranquil after every other
    dive kick, and otherwise attack until he's dead.
    BOSS: Shake
    4000 HP
    Yuffie must have more than 1000 HP for this battle.  The higher her HP, the
    easier it will be.  Equip the Magic Shuriken, Diamond Bangle, and Protect
    Vest.  The first half of the battle is easy; Shake's beak attack does a bit
    over 200 damage, requiring only infrequent use of Clear Tranquil.
    Once he falls below 2000 HP (this will probably happen after the sixth or
    seventh hit), Shake will counter every hit with the powerful Rage Bomber.  It
    does almost 600 damage, and the animation lasts long enough that he will get
    another attack before you can activate Clear Tranquil.  In order to survive,
    Yuffie must only attack if Clear Tranquil has just restored her to full HP;
    Shake will use his beak attack both before and after Rage Bomber, leaving her
    with very little HP.
    This part of the battle gets tedious.  Two beak attacks will recharge Clear
    Tranquil, allowing Yuffie to heal back a bit more than the 450 damage Shake
    deals.  The greater her maximum HP, the faster she can recover.  Wait until
    she is once again restored to full HP before your next attack.  In most cases
    a critical hit will kill Yuffie; a critical Rage Bomber is always certain
    BOSS: Chekov
    5000 HP
    Set the battle speed to 75% of its maximum value, so it is midway between the
    left end of the gauge and the default setting.  This is what will win the
    battle for you.  Equip the Magic Shuriken, Diamond Bangle, and Power Wrist.
    (If you've completed the Temple of the Ancients, equip the Gigas Armlet
    instead.  It makes this battle so much easier.)  Chekov may occasionally open
    the battle by inflicting Paralysis, but not to worry; it is only used once,
    and he won't attack you for a while yet.  Chekov just stands there until he
    falls below half health, at which point he damages you and heals himself for
    250 HP with Absorb.  Yuffie can deal more damage than he can heal back--
    between 325 and 400 per hit, depending on her level--but only if she attacks
    every turn.
    Here is where the battle speed comes in.  After every second Absorb, Yuffie's
    limit break will charge.  Command Yuffie to attack during the Absorb
    animation; she will spend three or four seconds attacking, and thanks to the
    newly charged limit she will be able to heal with Clear Tranquil before Chekov
    gets to move again.  If the battle speed is too low, Yuffie will not be able
    to attack again before the limit gauge fills.  If it is too high, Chekov will
    get another turn before you are able to use Clear Tranquil.  As it is, you
    should be able to damage him just fine.  Keep attacking in this fashion--the
    net damage you deal is rather low, so it will take a while to reduce his HP to
    zero--and eventually the Ice Ring will be yours.
    BOSS: Staniv
    6000 HP
    Equip Yuffie with the Magic Shuriken, Diamond Bangle, and Peace Ring.  His
    regular attack does about 300 damage, while War Cry (which inflicts Sadness)
    does nothing.  He has a 50% chance of countering with the powerful Iron Attack
    the moment he falls below 875 HP.  Iron Attack does about the same damage as
    Rage Bomber; you can either deal with this the same way you dealt with Shake,
    or simply hope that he doesn't use it.  Either way, there's no reason not to
    beat him before leaving Wutai.
    BOSS: Godo
    10,000 HP
    In order to beat Godo, Yuffie needs both a Ribbon and an armor that protects
    against Lightning.  You get the first of both in the Temple of the Ancients,
    as well as some much needed EXP to boost Yuffie's HP.  Equip the Magic
    Shuriken, Dragon Armlet, and Ribbon.
    Thanks to the Ribbon, many of Godo's attacks will be rendered harmless.
    Sleepel and Mini will have no effect, and both the poison and damage from Bio2
    will be avoided.  But Beast Sword, Demi3, and Trine will still hurt you.
    Trine is most dangerous; it deals 1000 damage unprotected, which is why you
    need Lightning protection to survive.
    Actually finishing Godo can be a bit of an ordeal.  When his HP falls too low
    Godo will counter with Cure2, healing 1200 HP.  Since you obviously cannot
    keep up with this healing, you must allow him to use up his MP.  This will
    take a while, since he starts with 1000 MP, but after enough Demi3's, Cure2's,
    and status spells he will eventually run low.  At that point he will only use
    Drain, stealing around 150 HP to heal himself, and Beast Sword.  There should
    be no problem dealing enough damage to finish him.
    Reno and Rude are in the room to the left of the Gelnika's save point,
    blocking the way to the cargo room containing the Spirit Lance and Outsider.
    Equip the Heaven's Cloud, Bolt Armlet, and Ribbon on Cloud, the AM Cannon,
    Escort Guard, and Peace Ring on Barret, and the Conformer, Dragon Armlet, and
    Ribbon on Yuffie before the battle.
    BOSS: Reno and Rude
    15,000 HP and 20,000 HP
    A surprisingly easy battle.  Reno will waste most of his turns attempting to
    confuse you with Neo Turk Light, though occasionally he will use the powerful
    Electroprod 2.  Fortunately it's a Lightning attack; Cloud and Barret will not
    be damaged, while Yuffie will only take 600 damage.  Rude's shoulder attack is
    pretty powerful, dealing almost 1000 damage in the back row.  But due to a
    programming bug, once he casts a spell Rude will be unable to move at all.
    Target Reno first, then finish Rude once he's gone.  The Conformer does 3000
    per hit against these guys, ending the battle quickly.
    Ultimate Weapon appears on the world map after you defeat Diamond Weapon,
    floating above the recently formed crater near Junon.  To fight him, ram the
    airship into him.  For all battles, except possibly the last one, I recommend
    equipping Cloud with the Ragnarok (Heaven's Cloud if you want to kill him on
    Disc 2), Bolt Armlet, and Power Wrist, Barret with the AM Cannon/Max Ray,
    Escort Guard, and Power Wrist, and Yuffie with the Conformer, Gigas Armlet,
    and Bolt Ring.
    BOSS: Ultimate Weapon
    100,000 HP
    The random battles with Ultimate Weapon fall under two categories: air battles
    and land battles.  In both cases he will attack three times, then flee.  He
    uses Ultima Beam, a full-party Quake2, and a physical attack in the land
    battles, while in the sky battles he uses Ultima Beam and a lightning-based
    magic attack.  Note that in the air battles, Cloud's sword cannot reach
    Ultimate Weapon.
    In order to shorten this ordeal, you want to deal as much damage as possible
    in the time you're given.  Always have Yuffie attack first, so she has time to
    both attack and use Clear Tranquil after Ultima Beam and Quake2.  The
    Conformer will do 5000-6000 damage per hit, while Meteorain and Ungarmax will
    likely do over 10,000.
    Once he flees from battle, the irritating part begins.  To trigger the next
    battle, you have to ram Ultimate Weapon several times with the airship.  Do
    your best to keep him on the screen, or it will take you forever to find him
    again.  Eventually Ultimate will start to travel in a straight line, coming to
    rest over a random location.  Once he does, set down on the world map and
    save.  (NOTE: Ultimate Weapon can appear over both the Northern Crater and
    Midgar.  If you want to defeat him on Disc 2, he cannot be allowed to settle
    over both locations; otherwise you will be forced into the Midgar mission.)
    If the party is not near full health, use Clear Tranquil in a random
    encounter.  Then get back into the airship, and fly into him to initiate the
    next battle.  Once he flees again, repeat the process.  Since he always flies
    back to the Junon crater first, it would be wise to position the airship so
    that after the battle you can immediately fly in the direction of the crater
    by pressing X.
    When he falls below 20,000 HP Ultimate will immediately warp to Cosmo Canyon,
    where the final battle will take place.  You now have a choice to make.
    Ultimate gives 35,000 EXP, enough for Yuffie to gain two levels.  As the
    walkthrough mentions, the final battles become significantly more difficult if
    Yuffie is higher than Level 55.  If you can live with Yuffie's higher level,
    equip the Reflect Ring on Cloud.  Otherwise, leave your equipment as it is.
    Save your game, and knock Ultimate out of the sky.
    BOSS: Ultimate Weapon
    ~20,000 HP
    This battle is the same as the other sky battles until Ultimate dies.  At that
    point, he retaliates by casting Shadow Flare on the character who killed him,
    wiping them out for sure.  If you do not want Yuffie to level up, have her
    deal the killing blow with the Conformer.  (Only use physical attacks and
    Finishing Touch/Satellite Beam if you are following this strategy; the multi-
    hitting limits will most likely kill him in one shot.)  Shadow Flare kills
    Yuffie, while Cloud and Barret survive to take the spoils.
    If you wish everyone to survive, attack him once or twice with the Conformer
    and finish him with Meteorain.  The Reflect Ring will cause Shadow Flare to
    bounce back for 8000 damage, in effect killing him twice.
    Ultimate drops the Ultima Weapon, Cloud's ultimate sword.  (At full HP, his
    physical attacks do triple damage with this sword; it's a good weapon to have
    around.)  And in the explosion that follows his death, Ultimate blows open a
    gap in the mountains near Cosmo Canyon.  You can now walk from Cosmo Canyon to
    the Ancient Forest.  The Ancient Forest contains the Supershot ST, Vincent's
    most powerful weapon by far (unless you spend an eternity killing enemies to
    power up the Death Penalty), and the Minerva Band, a women's armor that
    nullifies Fire, Ice, and Gravity.
    GarlandG: For setting the groundwork for this FAQ in his LLNIIENACMO
    challenge.  Also for offering useful advice, and for letting me borrow his
    strategies for the Gunners, Rufus, and Motor Ball.
    Apathetic Aardvark: For his FAQ/Walkthrough, which I used to gain much
    information on the locations of chests, the proper sequence for freeing Tifa,
    the Huge Materia puzzles, etc.
    Terence: For explaining the attack patterns of numerous enemies, especially
    Carry Armor and Bizarro Sephiroth.
    Squaresoft: For creating the Final Fantasy series.

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