Click on an image and it will take you to that Character's Limit Breaks.
Limits are special attacks that characters can only use during battle.
Each character has his or her own unique set of limits. Characters learn
limits by defeating enemies, or using their limits a certain amount of
times. Limits do not need to be learned in order. Some of the character's
final limits require 'Manuals' to learn, these can be very difficult to
aquire and need all of the character's previous limits to be learned before
they can use the Manual to learn their fourth limit.
A character can only have one 'level' of limits equipped at any time.
There are 2-4 levels with 1-2 limits on each one, depending on the character.
Select 'Limit' from the main menu and pick a character. Then select which
level you want for that character. When you select one, a window opens
asking if you wish to proceed as doing so will empty your Limit Gauge,
i.e. If you had a full Limit Gauge and you were on Level 2 and you switched
to Level 3, the gauge would empty and you would have to refill it all
over again.
During a battle, a character's 'Limit Gauge' fills up whenever he/she
takes damage. When it is full, the bar will flash and instead of the normal
'Attack' command, a new command will be in place, called 'Limit'. Select
it and select which Limit you wish to use, (remember you can only use
the limits on that characters current 'Level', mentioned above) then you
pick an enemy, or all enemies in some cases to use the limit.
Once you have used a Limit, your Gauge is emptied and you'll need to fill
it up again before you can use another limit.
There are two statuses that can effect the Limit Gauge. When a character
is in 'Fury' status, he/she will take twice as much damage, but their
Limit Gauge will fill up faster, which is useful for learning new limits.
When a character is in 'Sadness' status, he/she will take half as much
damage, but their Limit Gauge will fill up slower.
That just about covers the basics!
Cloud Strife
LEVEL 1
First
Braver - Cloud Jumps up and slashes an enemy.
Required to Learn: (initially learned)
Second
Cross-Slash - Cloud does a series of strikes at an enemy, it can
sometimes paralyze the enemy as well.
Required to Learn: Use Braver 8 times.
LEVEL 2
First
Blade Beam - Cloud puts his sword over his shoulder (as if to power the
sword up) and swings his sword
towards an enemy and a bright beam of energy hits it.
If there is more than one enemy, the energy wave then splits into slightly
smaller waves, which hits any other enemies on the battle field.
The smaller waves does about 1/3 of the damage of the bigger energy wave.
Required to Learn: Kill 120 enemies.
Second
Climhazzard - Cloud thrusts his sword deep into an enemy, then leaps
upwards,
causing lots of damage. This works very well, but it can only be used
on one enemy.
Required to Learn: Use Blade Beam 7 times.
LEVEL 3
First
Meteorain - Cloud leaps into the air and hurls down several meteors
which hits all enemies.
Best used against one opponent, but can also be used against weak groups.
Required to Learn: Kill 320 enemies.
Second
Finishing Touch - Cloud swings his sword above his head, causing
a whirlwind, that sweeps
away most enemies, excluding bosses. If they're not swept away, the fall
back to the ground will still do big damage.
Required to Learn: Use Meteorain 6 times.
LEVEL 4
OMNISLASH - This is Cloud's Ultimate 4th Limit Break. Hitting for 15 times,
it can cause a phenomenal amount of
damage to several opponent's, or a single enemy.
Location: This can only be found at the Gold Saucer, in the Battle Arena
for 64,000 (!!) Battle Points in Disc 1 or 32,000 (!) Battle Points in
Disc 2-3.
Battle Arena? BP?
The Battle Arena is at the Gold Saucer, (you might remember it from when
Dio made you fight there) it's a place where you battle a series of 8
random battles against one or several random enemies. If you win a battle,
you'll receive a small amount of Battle Points, (BP) which you can exchange
for prizes at the machines outside the Arena.
(Look below for Prize Table).
However if you leave the Battle Arena by going down the stairs, you'll
LOSE all your BP!!! So you won't be able to Save any progress until you've
finished.
When you want to battle talk to the lady at reception and choose to battle
by paying 10 GP, (Gold Points, gained doing various activities at Gold
Saucer) so you might want to get about 500 GP before you start! A good
way to do this is racing Chocobos and if you win, taking the GP instead
of the prize. Then select the Character you want and enter the Arena.
Once in the Arena, you'll fight a series of 8 battles, these battles will
gradually get tougher as you progress, as, not only will the enemies get
stronger, but before each battle some Handicap Slots will pop up (see
below for Handicap Table). When they do, take your time picking a Handicap,
I found that picking a Handicap that you're protected against is very
effective.
Because if you pick to become a Frog for example, (it's a picture of a
frog in the Slots) and you're equipped with a White Cape or Ribbon, (protection
against Frog) then the Handicap will be cast, but it won't work because
you're protected, so then the game thinks you're doing all these battles
as a Frog and will give you more BP as a result!
Note: If you're having trouble selecting the Handicap you want in the
Slots, tap Square continuously, to make the Slots disappear and reappear
over and over.
Trust me, it really helps!
After winning a battle, you'll see the amount of BP you have, and an option
to carry on, (Off Course!! - It really is spelt like that) and fight more
battles, or quit, (No Way) and take the BP you have.
I recommend taking the BP you've got and quitting, but only if your HP
is low, or you have a really bad Handicap, like No Sword, or All Materia
Broken.
If you choose to carry on, and you die, then you'll return to reception,
and any BP gained in that round will be lost, but any gained before that
you get to keep. You'll also receive a Tissue, a completely useless Item.
If you fight all 8 battles, you'll return to reception, with a lot of
BP if you played your Handicaps right!
What will I need?
To get Omnislash you will need:
~ plenty of free time to get the battle points (a couple of hours).
~ a playstation that will NOT crash on you.
~ a character with loads of HP/MP (a few thousand HP is best).
~ a good weapon (Ultimate weapon preffered, as you won't receive AP anyway
(all Ultimate Weapons have a no AP ability , which is what makes your
Materia level up!).
~ very good armor, with very high Defense (Imperial Guard is an excellent
option as it has very high Defense, Magic Defense).
~ a Ribbon accessory (or Death, Slow, Poison, or Small/Frog Protection,
if you don't have a Ribbon)
~ excellent Materia, (not too much though because you want to keep your
HP up) such as Slash-All, HP-UP, Counter-Attack, Fire or Thunder, a couple
of strong Summons, Time, Enemy Skill with Big Guard and Trine, and but
you don't want to rely on Materia toomuch, as one bad Handicap such an
All Materia Broken, would completely destroy any chance you've got!
A good tactic is to have at least two types of Materia that you don't
have, so when the Handicap Slots come up, you can safely select the types
of Materia you don't have. For example you have all types of Materia equipped,
except for Yellow, (Command) Materia. Then when the Slots come up, select
to Brake Yellow Materia, which won't have an effect as you don't have
any, and the game thinks you're winning battles without any Command Materia
and gives you loads of BP!!!
~ being able to do 4,000+ damage a strike.
Notes - Tips
If you ever encounter a Master Tonberry in the Battle Arena, KILL IT AS
FAST AS YOU POSSIBLY CAN!!!
Because if you leave it for more than about 4 turns, it'll get too close
to you, (it moves around every turn) and will perform Kitchen Knife,
a deadly attack that kills you instantly! You may also encounter a Ghost
Ship, you may want to kill this guy A.S.A.P. as well, as although his
attacks aren't too bad,
he may use his oar to knock you out of the battle, causing you to lose,
so watch out for this guy!
You won't gain any AP, GIL, Items or EXP for the battles, and HP, MP and
Limits will return to normal after returning to reception, (Handicaps
will also disappear) so you can really go for it!
Handicaps
After each battle, you are given an option to carry on or quit, if you
carry on, a Handicap Slot Machine appears.
In the first round there is only one Slot, after the second battle two
and so on...
In each Slot, there are 3 different Handicap options. When they start
to spin, pressing Square continuously actually helps you select the Handicap
you want.
Handicaps can be anything, Broken Materia, Broken Sword, Frog, Cure, or
even Nothing! All Handicaps will return to normal after returning to reception.
Note: When you're battling, please remember that the worse the Handicap
the more BP, and the better the Handicap the less BP you get!
Handicap Table
Description |
Name |
Effect |
A Green
Blob of Poison |
Poison |
You are
Poisoned, causing HP to gradually decrease. |
A Green Frog |
Toad |
You transform
into a Frog, disabling all commands, except for Item and Attack, which
is weakened. |
A Tiny picture
of Cloud |
Small |
You become
really tiny, and your Attack and Defense is drasticly reduced. |
A Red Materia |
Broken Red
Materia |
You can't
use Summons. |
A Yellow
Materia |
Broken Yellow
Materia |
You can't
use Command Materia. |
A Green Materia |
Broken Green
Materia |
You can't
use Magic. |
A Purple
Materia |
Broken Purple
Materia |
Your Independant
Materia loses all effects. |
A Blue Materia
|
Broken Blue
Materia |
Your Support
Materia loses all effects. |
All 5 Materia |
All Materia
Broken |
You can't
use ANY of your Materia. |
A Grey Ring |
Broken Accessory |
Your Accessory
loses all effects. |
A Grey Bag |
Broken Item |
You can't
use any Items. |
A 7 |
No Handicap! |
No Handicap! Woohoo! |
A Grey Boot |
1/2 Speed |
Your Time
gauge will fill half as slow as it used to! |
HP |
1/2 HP |
Your Max
HP is halved! |
MP |
1/2 MP |
Your Max
MP is halved! |
HP MP |
1/2 HP and
MP |
Your Max
HP and MP is halved! |
MP 0 |
0 MP |
Your MP is
reduced to 0, but can be restored by using an Item. |
A Grey Sword |
Broken Weapon |
Your Attack
is weakened drasticly. |
A Grey Bracelet |
Broken Armor |
Your Defense
is weakened drasticly. |
A Clock |
Time 30x
Damage |
You take
damage according to your Time gauge. |
LVL (Small
arrow down) |
Down 5 levels |
You lose
5 levels! |
LV (Big arrow down) |
Down 10 levels |
You lose 10 levels!! |
Cure |
HP Restored! |
Your HP is
cured to maximum. |
Prize List
After battling you will receive BP, which you can use at machines on either
side of Reception.
Just whatever you do don't leave the Battle Arena, or all your BP will
be gone!
Here's the list:
Disc 1
Phoenix Down - 100 BP
Remedy - 200 BP
Mimmet Greens - 400 BP
Enemy Lure - 800 BP
Bird Wing - 1600 BP
S Wing - 3200 BP
Pre-Emptive - 6400 BP
Speed Plus - 12800 BP
Championship Belt - 32000 BP
Omnislash - 64000 BP
Disc 2/3
Remedy - 100 BP
Enemy Lure - 250 BP
Right Arm - 500 BP
Pre-Emptive - 1000 BP
Regan Greens - 2000 BP
Speed Plus - 4000 BP
Stardust - 8000 BP
Championship Belt - 16000 BP
Omnislash (1) - 32000 BP
W-Summon (1) - 64000 BP With all that info, you'll get Omnislash in no
time! Good luck!
Required to Learn: (requires item)
Barret Wallace
LEVEL 1
First
Big Shot - Barret first collects a large amount of orange energy in
his gun, and then releases it at an
enemy. This is only really helpful in the beginning of the game, when
the enemies are weak
Required to Learn: (initially learned)
Second
Mindblow - Barret collects a large amount of blue energy, then releases
it at an enemy. This
does not do damage, but instead drains the opponent's MP.
Required to Learn: Use Big Shot 8 times.
LEVEL 2
First
Grenade Bomb - Barret unleashes a large amount of explosives at all enemies.
This causes
a fair amount of damage to all enemies.
Required to Learn: Kill 80 enemies.
Second
Hammerblow - Barret sends an enemy soaring into space. This then
kills that enemy.
It will not, however, kill bosses and some stronger enemies.
Required to Learn: Use Grenade Bomb 8 times.
LEVEL 3
First
Satellite Beam - Barret calls for an attack from the skies for this limit
break. As this is stronger than the Grenade Bomb,
it's very helpful against a group, but not so much against a single enemy.
Required to Learn: Kill 160 enemies.
Second
Ungermax - Barret unloads a large amount of ammunition into a group
of enemies, or a single
enemy. Sometimes this limit break can be more helpful than the Satellite
Beam, because it hits more times.
Required to Learn: Use Satellite Beam 6 times.
LEVEL 4
CATASTROPHE - Barret's 4th limit break is exactly that. A Catastrophe.
It hits for a large amount of damage
to all enemies, and will definitely come in handy.
Location: This can be found in North Corel, in the tent to the left of
the well.
But only after you stop the Runaway Train from destroying North Corel,
(although you can still get the limit if you failed to save the town)
on Disc 2.
Talk to the lady in the tent and she will give Barret the CATASTROPHE
Limit Break.
Required to Learn: (requires item)
Tifa Lockhart
All of Tifa's limit breaks are linked, for example, you have all of her
limit breaks up to Dolphin Blow,
in a battle you use her limit break and get a 'HIT' in every Slot, Tifa
will (in order) do Beat Rush, Somersault, Waterkick, Meteodrive
then Dolphin Blow. So if you have all her limits, that's a 7 hit combo!
However if you get too many misses in a slot, Tifa will not perform the
respective attack.
Note that getting 'Yeah!' in a slot gives Tifa's attacks more power.
LEVEL 1
First
Beat Rush - Tifa gives a single enemy a good few punches, for her
first in the combo.
Required to Learn: (initially learned)
Second
Somersault - Placing her foot on an enemy, Tifa kicks off in somersault
fashion, for her second attack.
Required to Learn: Use Beat Rush 10 times.
LEVEL 2
First
Waterkick - Tifa does a fast sweeping kick, that appears as a wave
of water (her limits are not elemental however).
Required to Learn: Kill 95 enemies.
Second:
Meteodrive - Tifa grabs an enemy and performs a quick backdrop, for
her fourth hit.
Required to Learn: Use Waterkick 7 times.
LEVEL 3
First
Dolphin Blow - Tifa calls upon a dolphin friend, who does an enemy
some fair damage, for Tifa's fifth combo.
Required to Learn: Kill 190 enemies.
Second
Meteor Strike - Grabbing an enemy again, Tifa takes the monster high
into the air and hurls
him to the ground for attack number six.
Required to Learn: Use Dolphin Blow 6 times.
LEVEL 4
FINAL HEAVEN - Tifa's 4th limit break. Tifa attacks with all her 6 limit
breaks as usual, (as long as you've learned them and not got any 'Misses'
in the slots)
then Tifa charges her fist and punches an enemy with the power of an Atomic
Explosion, for her seventh 'Heaven' finale.
Location: This Limit can be obtained by playing the piano in Tifa's house
in Nibelheim, after finding the 'Real Cloud' on Disc 2 onwards.
Make sure you have Tifa in your party when you play the piano.
The tune will be a familiar one:
+
+
+
.
You can also play the 'Highwind' theme by pressing:
Down, Left, Up,
+
+ , Down, Left,
Up, + ,
Right, Down, Left, Down. (But it doesn't do anything.)
Tifa will then reach for the music sheets and find a letter addressed
to her from her teacher, Zangan.
She will also find the Limit Break manual that he left for her.
If you play the tune correctly on the piano before the 2nd disc you will
get 1 GIL,
if you almost do the tune on disc 2 onwards, (with Tifa in your party)
you will get 1 GIL.
Required to Learn: (requires item)
Aeris Gainsborough
LEVEL 1
First
Healing Wind - Aeris calls upon holy winds to heal your party.
Required to Learn: (initially learned)
Second
Seal Evil - This will paralyze an enemy, as well as silence it if
you are lucky.
Required to Learn: Use Healing Wind 7 times.
LEVEL 2
First
Breath of the Earth - Heals your entire party of any Status Ailments
(poison, sleep, silence, etc..).
Required to Learn: Kill 80 enemies.
Second
Fury Brand - Aeris will fill up your party's limit bars, but of course
it will deplete her of her own.
Required to Learn: Use Breath of the Earth 5 times.
LEVEL 3
First
Planet Protector - Makes your party invincible, (they will receive
no damage) for a short amount of time.
Required to Learn: Kill 160 enemies.
Second
Pulse of Life - Gives your entire party full recovery, same effect
as a Tent.
Required to Learn: Use Planet Protector 5 times.
LEVEL 4
GREAT GOSPEL - Heavenly angels come, blessing your party with a full recovery,
as well as invincibility. This is one of the hardest Limit Breaks
to get and is received after you get the Mythril from the sleeping man
near Junon.
On the first Disc, get on the Buggy, (obtained at the Gold Saucer) and
drive to Costa Del Sol. Talk to the man next to the ship and he will smuggle
you onto the ship if you give him 100 Gil. Pay him and get on the ship.
It will then sail you to the Eastern Continent.
Get off the ship and make your way through Junon until you see a man in
the middle of the road waving his arms.
Talk to him and he will offer you a helicopter ride, say you want to go
'out of town', and the helicopter will pick you up. When you are out of
Junon, (you should be in the Buggy) head North-East and you will come
to a forest area. Head North to where there is a river and cross it.
Go North-East again and you will come to a cave.
Go inside the cave and there will be a Sleeping Man on the floor, talk
to him, he usually speaks a load of rubbish, but if he says, "You've
already fought [number of how many times you've fought] times..."
then keep note of that number and fight enough battles to make the 2 last
digits the same.
Go back and talk to the Sleeping Man, if he says, "Who're you?"
then you get either the Mythril or an accessory. You get either an Ice
Ring or a Bolt Ring, when the last two digits are even. For example
588 or 144.
You will get the Mythril when the last two didgits are odd. For
example 155 or 433.
What's Mythril?
Mythril is a pretty rare substance in FFVII, although it can't be sold,
you can trade it with the Weapon Seller near Gongaga, see below, for Aeris'
4th limit Break Manual, the GREAT GOSPEL, or a Gold Armlet.
But of course, getting the Mythril is only half the mission.
After you've finished Rocket Town, and have received the Tiny Bronco on
Disc 1, you need to get to the Weapon Seller's house, you can go back
to Costa Del Sol, (if you're coming through Junon) and use the Buggy to
go to the Weapon Seller's house North-East of Gongaga.
Or land the Highwind on a peice of land North-East of Gongaga (Disc 2-3)
and enter the house.
Talk to the man in there and choose to give him the Mythril.
He will reward you by letting you pick one of the two boxes in his house.
If you go up the stairs and pick the black safe-like box, you will get
the GREAT GOSPEL!
But if you choose the box by the bed you will get a Gold Armlet, but you
don't want that right now, so you can leave it.
You will be able to continue getting Mythrils from the Sleeping Man, but
you are only allowed one-at-a-time, so you have to take your old one to
the Weapons Seller if you want another!
The Weapon Seller will also continue to give you Gold Armlets in exchange
for your Mythril if you already got the Great Gospel, which is a good
opportunity to get that Gold Armlet if you wanted it.
Required to Learn: (requires item)
Red XIII (a.k.a Nanaki)
LEVEL 1
First
Sled Fang - Gathering speed, Red will sprint towards an enemy, and
then quickly make a dash through it,
causing about, double or triple his normal attack damage.
Required to Learn: (initially learned)
Second
Lunatic High - Red will cast haste on your entire party, which comes
in handy when fighting bosses, etc.
Required to Learn: Use Sled Fang 8 times.
LEVEL 2
First
Blood Fang - Red will attack an enemy, also receiving a small amount
of HP and MP after the damage is done.
Required to Learn: Kill 75 enemies.
Second
Stardust Ray - Red XIII calls a group of stars to fall on all enemies,
this causes much more damage than Blood Fang, but will not cure Red.
Required to Learn: Use Blood Fang 6 times.
LEVEL 3
First
Howling Moon - Red will cast berserk and haste on himself, the berserk
will cause Red to cause more damage per attack than normal and the haste
will cause him to attack more often. Unfortunately the 'Berserk' status,
although it increases attack power, also makes Red automatically attack
the enemy, giving you no control of his actions whatsoever.
Required to Learn: Kill 145 enemies.
Second
Earth Rave - Red XIII launches a five-hit Elemental combo, that hits
each enemy for moderate damage.
Required to Learn: Use Howling Moon 6 times.
LEVEL 4
COSMO MEMORY - Red XIII creates a huge ball of fire, that engulfs all
enemies for incredible damage.
Location: You win this after a boss battle with Lost Number (Optional),
in the Shinra mansion in Nibelheim on Disc One onwards.
To trigger the fight with Lost Number, head over to the Shinra Mansion
at Nibelheim, (you come here in late Disc One, but if you missed it then
you can still go back later anyway) and once inside, go left into a room.
There's a letter on the floor. Pick it up and it'll give you clues to
find the code for a safe...
Here's where to find the clues, codes, and what to do with them:
Clue (#1) Behind the ivories short of tea and ray - Go through door on
the left, (just above the room where you found the letter) and you will
find a room with a piano. You can play on it,
but the keys for "Te" and "Re" aren't working! So
look behind the piano, (press
around the area) and Cloud will find the first code! Code: Right 36.
Clue (#2) The lid of the box with the most oxygen - Return to the main
hall. Go upstairs and turn left. You'll find a treasure chest in a green-house-type
room.
Open the treasure chest and you will get an Enemy Launcher (a weapon for
Barret). Search the chest again and you will get your second code! Code:
Left 10.
Clue (#3) The creak in the floor near the chair on the second floor...
then to the left five steps, up nine steps, left two steps, and up six
steps (?) - From the main hall, go up the stairs, and go right. Near the
Secret Entrance to the basement (you have been there in Cloud's past),
search the chair near the bed, you'll hear a creak and Cloud will shake
his head. So, press left for 5 of Cloud's steps, then up for 9 steps,
left 2 steps, and up 6 steps. This should take you down the corridor outside
the room.
You'll be somewhere at the end of the corridor outside the room with the
chair. Press
for the third Code! Code: Right 59.
Clue (#4) What! No clue?! - Read the letter again until you are given
the options to read the clues.
Scroll the cursor down to Clue 3, but don't select! Instead go down once
more to find a fourth option in invisible ink! Select it, and get the
last code! Code: Right 97.
So, now you have:
Right 36
Left 10
Right 59
Right 97
But what do they mean?
Go upstairs, then take a left. Warning! Boss coming up! Get yourself ready!
Go to the room above you, and go to the safe at the back.
Press when
you're next to it, Cloud will have a bad feeling about the safe....
You'll have 20 seconds to do the code. Here's how:
When the timer comes up, another box with 00 in it pops up as well, it's
the number that is currently on the safe door.
So, remember the code? Good. Press right, until the number says 36, STOP!
Another number more and you have to start all over again.
When you reach 36 successfully, press .
Then quickly press left to get to number 10, STOP! Press .
Then press right until you reach 59, STOP! Press .
Last one! Go right again, until you get to 97, STOP! Quickly press
before the time runs out!
If you make a mistake, just wait for the time to run out, and you can
try again.
If you do it, then the safe opens, a red Summon Materia pops out and lands
behind you, and a 'successful' box comes up. When you press to get rid
of the box,
the Boss, Lost number fights you!
Check the Walkthrough, Secrets or the Boss Guide for the strategy to defeating
this Boss.
After he's defeated you'll receive Cosmo Memory as a reward!
Required to Learn: (requires item)
Cait Sith
(Yes, he only has two)
LEVEL 1
First
Dice - Cait Sith throws two or more dice on the ground, and what
he rolls determines the amount of damage.
For example, three-six-seven = 1600, (each dot on the dice means a hundred.
Example three dots = three hundred).
This limit break grows over time, so Cait Sith will throw more and more
dice as the limit grows.
Required to Learn: (initially learned)
LEVEL 2
First
Slots - There are 7 possible combinations for this limit break.
(A few of these are sometimes automatically selected regardless of timing.)
They are as follows:
3 Stars
Mog Dance - A little mog restores the party's HP, MP and any Negative
status.
3 Crowns
Toy Soldier - 6 tiny soldiers appear and attack all enemies.
3 Bars
Summon - Cait Sith casts a random summon spell.
3 Mogs
Transform - Cait Sith transforms into a larger version of himself.
His HP increases to 9999 and his MP to 999.
He can use all his normal abilities, but causes greater damage, and cannot
use his limit breaks.
The rest of your party vanish for the whole battle, but later reappear
with 3333 hit points and 333 Magic points.
3 Hearts
Lucky Girl - A girl appears and your party's hit percentage goes up to
100 % for the rest of the battle.
2 Cait Siths + 1 Bar
Death to all - The entire party is instantly killed, no buts. Don't worry,
this is extremely rare,
but cannot be prevented with safety bit etc.
3 Cait Siths
Instant Victory - Death to all enemies, (including bosses) unfortunately
this is also extremely rare.
Anything else
Toy Box - A box will appear and do a bit of damage to the enemy.
Required to Learn: Kill 45 enemies.
Cid Highwind
LEVEL 1
First
Boost Jump - Jumping into the air, Cid then drives his spear into
an enemy,
for a medium amount of damage. This is really useful in the beginning
of the game.
Required to Learn: (initially learned)
Second
Dynamite - Taking out a stick of dynamite, Cid lights it with his
cigarette and chucks
it at all enemies. This causes a fair amount of damage to all enemies
and is more useful than Boost Jump.
Required to Learn: Use Boost Jump 7 times.
LEVEL 2
First
Hyper Jump - Jumping into the air, (just like Boost Jump) Cid comes
down on all enemies hard,
hitting them with a blue pulse of energy, this will sometimes deal death.
Required to Learn: Kill 60 enemies.
Second
Dragon - Cid summons a blue dragon which attacks an enemy for a large
amount of damage,
which then gives Cid some HP and MP. This HP and MP gain doesn't help
much, unless you have nothing else to replenish HP or MP.
Required to Learn: Use Hyper Jump 6 times.
LEVEL 3
First
Dragon Dive - Cid jumps down on all enemies several times, making
big explosions.
The hits do a medium amount of damage each, but against a single enemy,
this would deal huge damage. This limit will sometimes deal death.
Required to Learn: Kill 135 enemies.
Second
Big Brawl ~ Cid shows off his fighting skills by attacking all enemies
very fast, this and Dragon Dive definitely come in useful.
Required to Learn: Use Dragon Dive 5 times.
LEVEL 4
HIGHWIND - Cid calls for some assistance from the airship "Highwind"
for his 4th limit break.
The airship will drop a load of bombs on all opponents. Very useful for
causing great damage on one or more enemies.
Location: Found underwater, on Disc 3, the HIGHWIND is in the cargo bay
of the sunken Gelnika airplane.
The Gelnika is a sunken Shinra plane, located south-east of the Gold Saucer,
use the Submarine near the dock there and drive into the wreck to enter
it.
Then enter the room on the left of the Save Point, if you came here before
you Returned to Midgar in late Disc 2, you battle Reno and Rude,
if you have completed the Return to Midgar mission they won't be here.
Go through this room and enter the last room at the end; the Cargo Room.
You'll find lots of excellent items scattered around here, so pick them
all up, unfortunately there are just as powerful enemies here to match!
Anyway the Items here are another Megalixir, Spirit Lance, (A weapon for
Cid) Outsider, (A weapon for Vincent) Cid's 4th Limit Break Manual, Highwind,
and finally the Hades Summon Materia.
That's it, finished! But you might want to stay a little longer and level
up against those tricky enemies.
Also, a quick warning; before you leave the Gelnika, SAVE! As there's
a chance of Emerald Weapon being right outside it, so you automatically
have to battle the weapon!
Required to Learn: (requires item)
Secret Characters
Yuffie Kisaragi
LEVEL 1
First
Greased Lightning - Yuffie slashes an enemy and, after delivering the
first blow,
then jumps back and throws her weapon for a second hit. Does a medium
amount of damage to one enemy.
Required to Learn: (initially learned)
Second
Clear Tranquil - Yuffie's only curative limit break, she restores
some of the party's HP with blue bubbles.
Required to Learn: Use Greased Lightning 8 times.
LEVEL 2
First
Landscaper - Yuffie slams her fist into ground, causing the ground
to rise where all enemies are,
the ground then shatters into tiny pieces, causing a large amount of damage
to all enemies.
Required to Learn: Kill 65 enemies.
Second
Bloodfest - Yuffie delivers a quick series of blows to all enemies.
The hits do a medium amount of damage each, but the damage will quickly
build as the limit break grows.
This limit is not very good when there are a lot of enemies, but very
good against a small group of enemies or a boss.
Required to Learn: Use Landscaper 7 times.
LEVEL 3
First
Gauntlet - Yuffie summons a blue vortex below her opponents, damaging
all enemies,
Yuffie deals more damage with this limit than with Bloodfest, and will
normally come in handy with large groups, unlike Bloodfest.
Required to Learn: Kill 130 enemies.
Second
Doom of the Living - Yuffie will hit all enemies 15 times in total,
around the same amount as Cloud's Omnislash.
The hits are generally weak, but still useful against one or more enemies.
Required to Learn: Use Gauntlet 6 times.
LEVEL 4
ALL CREATION - Yuffie toasts her enemies with a huge blast of energy.
It causes a huge amount of damage to all enemies.
Location: This is received in Wutai on Disc 2-3, once Yuffie beats the
5 bosses in the Pagoda at the back of the town.
Once she defeats her father, Godo, she will get All Creation. For tips
on the Pagoda, check out the optional section of our Walkhrough.
Required to Learn: (requires item)
Vincent Valentine
In most of Vincent's transformations, his HP will double and you will
lose control of him, so watch out for that. For example, don't use Vincent's
first limit, the Galian Beast, against an enemy that is immune to or absorbs
fire, for his fire-based attacks won't be of any use and you won't be
able to stop or change his actions unless he is KO'd.
LEVEL 1
First
Galian Beast - Vincent transforms into a purple wolf-like creature
with two fire-based attacks:
Berserk Dance: He attacks wildly against an enemy.
Beast Flare: He launches several fire bombs, which explode at a group
of enemies.
Required to Learn: (initially learned)
LEVEL 2
First
Death Gigas - Turns into a monster that looks very much like Frankenstein,
with physical and lightning based attacks:
Gigadunk: Vincent punches an enemy.
Livewire: Vincent does a lightning based attack against a group of enemies.
Required to Learn: Kill 40 enemies.
LEVEL 3
First
Hellmasker - Turns into a monster with a chain saw:
Splattercombo: Vincent hits an enemy a few times with his chain saw, which
could deal instant death.
Nightmare: A single enemy gets hit with Confusion, Mute, Sleep, Frog and
Mini at the same time.
Required to Learn: Kill 95 enemies.
LEVEL 4
Chaos - Vincent transforms into a winged demon with two non-elemental
attacks:
Satan Slam: A large skull appears and causes massive damage to all enemies.
Those that survive are hit by flaming skulls.
Chaos Saber: A lot like 'Slash-All' and hits enemies for a large amount
of damage.
Location: You can only get his Limit Break and Ultimate weapon, in Disc
2-3,
You can go to Lucrecia's Cave to find Vincent's 4th Limit and Ultimate
Weapon, but also to learn a bit more about Vincent's past...
You can get there by either using a Green, Black or Gold Chocobo, (please
refer to the Chocobo
Breeding Guide Section for details on how to get these Chocobos, the
lake is between Nibelheim and North Corel) or you can hop in the submarine
to go underwater and through a tunnel South-East of the Gold Saucer (by
the submarine dock and the sunken Gelnika) and surface when you get to
the end. You'll be in a very small lake surrounded by mountains. Land
the sub at the dock and enter the waterfall. Inside the waterfall/cave
you'll meet "Lucrecia" triggering some flashbacks about Vincent's
past. Make sure you have Vincent in your party, and head into Lucrecia's
Cave to hear a bit about Vincent's past. There won't be anything else
here for a long time, (in the later parts of Disc 2 onwards) so come back
around the end of Disc 2, and lying in the cave will be the Death Penalty
and Vincent's level 4 Limit Break Manual, Chaos.
Remember to have Vincent in your party though!
Required to Learn: (requires item)
Click on an image and it will take you to that Character's
Limit Breaks.
By FFFreak, edited by Deep.
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