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Weapon Guide

In my opinion, Emerald Weapon is easier to beat purely for the fact it isn't resistant to half your attacks, and that it won't cause any nasty status ailments to your party. Your party should be of high level (preferably 90+), and you should be in Disc 3 so that you can access the Northern Cave's Movers and Magic Pots for ridiculous amounts of EXP and AP. I suggest beating the Emerald Weapon first so that you can trade the Earth Harp for the three Master Materia, which you can then use to defeat Ruby Weapon.

Emerald Weapon

The Emerald Weapon can be found by diving underwater with the submarine and is the large green object seen floating randomly around the ocean floor near the Junon Reactor. In order to fight it, simply crash the submarine into it.
There are two approaches to beating Emerald Weapon. In either case, here are some things you'll need beforehand:
Equipment
Mystile
Escort Guard/Minerva Band
Materia
Phoenix
Final Attack
Enemy Skill
Underwater
Items
Megalixir

Method One:
This relies heavily on the killer Knights of the Round/Mime combo. Equip one of your characters with [Knights of the Round]=[HP Absorb] and [W-Summon]=[MP Absorb]. Give everyone Mime, and where possible, pair them with HP Absorb. Equip the Underwater materia as well, this negates the 20 minute time limit when fighting Emerald Weapon. If you have the Enemy Skill Materia with Angel's Whisper and Big Guard, all the better. Use the W-Item trick to duplicate some Megalixirs as well.
Give your characters weapons with a high number of Materia slots, or fast Materia growth to take advantage of the AP you'll receive. If your characters do not have 9999HP and 999MP, equip them with HP Plus and MP Plus until they do. Be careful, though, the Emerald Weapon attacks with "Aire Tam Storm" that deals damage depending on the number of materia you have equipped.

*optional* Get one of your characters to 7777HP before the battle starts to get 63 pre-emptive hits on Emerald Weapon, each causing 7777 damage.
Start the battle with Big Guard, followed instantly by W-Summon Knights of the Round. Simply Mime each time and you should be able to kill it in 10 or so summons, or if you used the 7777 trick, 6 summons. Each Mime will restore HP and MP depending on your pairing system.
When Emerald exposes its Eyes, stay on guard. Final Attack + Phoenix should give your party another chance should you die (especially after that nasty Aire Tam Storm). Make sure your health is always higher than 7000 or so, if not, use a Megalixir.

Method Two:
If you don't have Knights of the Round, here's the combo for you. Equip one of your characters with [W-Magic]=[HP Absorb] and [(MST)Gravity]=[(MST)Quadra Magic]. Yes, Emerald Weapon is susceptible to gravity, so each Demi you cast, you'll be inflicting a nice 9999 damage. Equip Mime to your other characters, and have the Enemy Skill and Phoenix/Final Attack materia to support as mentioned above. If you have a strong summon like Bahamut Zero, bring that along as well. Don't forget that Underwater materia too! You'll need heaps of Megalixirs for this method.
Once again, try the Lucky Sevens 7777HP trick if you want for starters. Begin with Big Guard for protection, then proceed to cast W-Magic Quadra Demi for 8 x 9999 damage, followed by Mime. When Emerald exposes its eyes, cast Bahamut Zero to inflict 9999 damage on all of them, and Mime that twice to finish them off. Recover with a Megalixir after Aire Tam Storm, and restart the process by casting Demi x 8. You know you're making progress when Demi starts to cause less than 9999 damage! If your Limit Gauge maxes, use it instantly, and get the other two characters to use Curative Magic/Megalixirs.

EMERALD WEAPON STATISTICS
Lvl: Unknown
HP: approx 1,000,000
MP: 100
Eye HP: 25,000
Eye MP: 0
EXP: 50,000
AP: 50,000
Gil: 50,000
Win: Earth Harp

Attacks
- Emerald Shoot (upwards of 8000 damage to one character)
- Emerald Beam (upwards of 5000 damage to all characters, Despell)
- Revenge Stamp (upwards of 2000 damage to all characters)
- Aire Tam Storm (immense damage of 9000+ to all characters depending on number of Materia held)
- [Eye] Attack #1 (upwards of 4000 damage to one character)
- [Eye] Attack #2 (drains 500+ MP from one character)

Movement
Emerald Weapon starts off by alternating Emerald Shoot and Emerald Beam. When it has taken sufficient damage, it will expose the Four Eyes, which will each proceed to use their two attacks randomly.
Each time an Eye is killed, Emerald Weapon will use the Revenge Stamp. When all Eyes are gone, it will use the Aire Tam Storm, then repeat its attack pattern with Emerald Shoot and Emerald Beam. The Eyes will eventually regenerate.

Ruby Weapon

The Ruby Weapon can be found lurking in the Corel Desert around the Gold Saucer as a red scorpion tail. Either fly the Highwind near it, or use a Gold Chocobo to get close to it. Hopefully you should've beaten Emerald Weapon first so that you now have Knights of the Round at your disposal, and that you can summon it an infinite number of times as well. Equip HP Absorb to the Master Summon/Knights of the Round materia so you shouldn't have to worry about healing.
Here are some things you'll need
Equipment
Mystile
Escort Guard/Minerva Band
Ribbon
Materia
Knights of the Round
Hades
W-Summon
Phoenix
Final Attack
Items
Megalixir
Remedy
Ruby's big attacks are mainly special based, so Mystiles will help reduce damage (There are two in the game). The Minerva Band should nullify Ruby Fire. Ribbons will help protect against Confusion, Slow Petrify and Toad that some of Ruby's attacks may cause.
At the beginning of the battle, Ruby has three highly annoying attacks at its disposal, one of them being the Whirlsand which removes an ally from the battle, permanently. Here's what to do: Go into the battle with two characters dead, and the remaining character with Phoenix. When you enter the battle, Ruby should instantly plunge its Tentacles into the ground, disabling its ability to Whirlsand. Instantly cast Phoenix (It'll heal Ruby by around 200+, woohoo.) and revive your two characters. Any physical attack done to Ruby while its Tentacles are not visible will be nullified.
The main idea from here is to W-Summon Hades then Knights of the Round, then continuously Mime it. Ruby has a tendency to magic-counter with a hard-hitting Ultima, but Hades should put a stop to that. Eventually, you'll kill it off.

RUBY WEAPON STATISTICS
Lvl: Unknown
HP: approx 1,000,000
MP: 999
Tentacle HP: 50,000
Tentacle MP: 0
EXP: 50,000
AP: 50,000
Gil: 50,000
Win: Desert Rose

Attacks
- *Attack #1 (upwards of 3000 damage to one character)
- *Whirlsand (removes one character from play)
- *Grand Sweep (upwards of 5000 damage to all characters)
- Ruby Fire (Fire magic damage to one character)
- Ruby Ray (upwards of 3000 damage to one character, Confusion)
- Ultima (magic-counter attack, around 8000 damage to all characters)
- Shadow Flare (enemy skill, upwards of 9000 damage to one character)
- [Tentacle] Attack #1 (deals damage depending on current HP)
- [Tentacle] Attack #2 (drains MP depending on current MP)
* can only be used while Tentacles are not exposed

Movement
While its Tentacles are not exposed, Ruby Weapon will be firing off its first 5 attacks leisurely, and they will come quick. Once its Tentacles are in though, it'll become a bit more docile.
Ruby uses Ultima to counter-attack, as well as continual use of Ruby Fire, Ruby Ray and Shadow Flare. If you've managed to paralyse it with Hades, the Tentacles will not attack either, so you should be safe.