Gary Rayner 11/6/06 Version 1 Dirge of Cerberus Final Fantasy Seven Weapon FAQ To find information on a particular part, open the 'Find' function of your browser and put in the code next to each section. Table of Contents ----------------- Copyright...............................................................[COPYR] Introduction............................................................[INTRO] Modification Notes......................................................[MODNT] Entry Format............................................................[ENTRY] Hangun Frames...........................................................[HANDG] Bonus Handguns.......................................................[BHAND] Death Penalty.....................................................[DEATH] Rifle Frames............................................................[RIFLE] Bonus Rifle..........................................................[BRIFL] Machine Gun Frames......................................................[MACHN] Bonus Machine Gun....................................................[BMACH] Short Barrels...........................................................[SHBAR] Bonus Short Barrel...................................................[BSBAR] Normal Barrels..........................................................[NMBAR] Bonus Normal Barrel..................................................[BNBAR] Long Barrels............................................................[LNBAR] Bonus Long Barrel....................................................[BLBAR] Scope Parts.............................................................[SCOPE] Option Parts............................................................[OPTON] Accessory Parts.........................................................[ACCES] Credits.................................................................[CREDT] Version History.........................................................[VERSN] ---------------------------------- Copyright and Contact Info [COPYR] ---------------------------------- This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The only sites allowed to host this FAQ are GameFAQS, Neoseeker, and SuperCheats. If you have information that should go into this guide, please contact me at swk3000@gmail.com Please put something in the subject line to indicate that you are addressing something about my guide. Also include a name for me to put in the credits section of the guide so that you recieve credit for your contribution. -------------------- Introduction [INTRO] -------------------- Hello, and welcome. This guide is intended to help you make informed descisions about what parts to use when creating your weapon of choice. There are a number of guides that have information on the gun parts, but they only cover the frames and barrels. Unfortunately, that's only 2 out of 5 slots. Not only that, but the information is at the bottom of their walkthroughs, so you have to go through the entire FAQ to find what you're looking for. I therefore decided to create a dedicated FAQ detailing all the parts and their stats so that you can find the information you are looking for with minimum fuss. If you have any information, corrections, etc. for me, e-mail me at swk3000@gmail.com. Put something in the subject line that lets me know you're e-mailing about my guide so that I don't delete your mail without reading it. -------------------------- Modification Notes [MODNT] -------------------------- Modification is done at any shop. As a general rule, you can start modifying a part as soon as you get it. There are, however, two exceptions to this rule. The first shop in the game is only capable of performing one modification, and that is to upgrade the Cerberus to the CerberusII. When you get to the shop, you have aquired the Long Barrel, and also have the Normal Barrel. Why you cannot perform any other upgrades is unknown, but it bears mention. The second exception is the Model Gun, which is obtained in chapter 3. However, it does not show up in the modification list until the second half of chapter 8. This is because it upgrades to become the second best weapon in the game. If you could upgrade it that early, much of the game would be far too easy. Also, once you get each frame upgraded to it's III version (such as the CerberusIII), you have a choice to make. There are three upgrades availavle at that point: a P version, an S version, and an M version. P upgrades focus on Power, or doing more damage with each shot. S upgrades focus on Speed, or firing more shots in a shorter amount of time. M upgrades focus on Magazine capacity, or holding more rounds so that you have to reload less often. My reccommendation is that you go with the M upgrades. They aren't as powerful, but their stats are more balanced, and you reload less often. Reloading takes about two seconds, and while that isn't much time in the real world, when facing, say, Bloodburst Rosso, two seconds may give her all the time she needs to start her 5-hit combo and kill you. Larger magazines allow you to get into extended shootouts with less worry about leaving yourself open. The final choice is up to you, but that's my reccommendation. -------------------- Entry Format [ENTRY] -------------------- Before we get into the information itself, you'll need to know how the information is arranged. This section will explain everything. Part Name: What the part is called. Obtained: A quick explanation of how to get the part. Bonus parts will be very likely to have a quick walkthrough for the section in question. Comments: My comments about the part. Note that this is my opinion; you may or may not agree with me. This doesn't make either of us right or wrong; it just means we see things differently. Take or ignore my advice as you wish. Part Tree: I'll only use this with the Frame parts, as the other parts have linear trees. This is just a graphical view of the upgrade paths. Barrel, Scope, Option, and accessory part information will be arranged in order of upgrade. Upgrade Stats: Stats of each upgrade. Stats are as follows: Wt: Weight. Higher weights make Vincent move more slowly. This mainly applies to the Rifle; most other weapons don't have the weight neccessary to reach the mark where movement speed decreases (I believe it to be 2000, but I'm not sure. If you know, please e-mail me at swk3000@gmail.com) Pow: Power. The higher this number, the more damage each shot causes. Spd: Speed. Higher speeds have less time between shots. Rng: Range. The higher the range, the farther Vincent can aim and make an accurate shot. Long: Long range accuracy. As with most of the stats, higher is better. Med: Medium range accuracy. Again, higher is better. Note that the numbers do not represent percentages. Short: Short range accuracy. Higher is better, as always. Mag: Magazine size. This is the max amount of ammo the gun can hold at one time. Higher is better, as you spend less time reloading and more time firing when you have a larger magazine. Cost: Costs to upgrade to that part. Sell: How much gil you get if you sell the part. If you know what your final configuration is going to be, you can sell unneeded parts. If you sell a frame or barrel part and decide you want it later, you can buy it at the shop that shows up between chapters, but it will be at the lowest level. ---------------------- Handgun Frames [HANDG] ---------------------- Part Name: Cerberus Obtain: Part of Vincent's starting weapon. Comments: The handgun, or Cerberus, is generally the best choice of weapon. It has balanced stats and is effective at most ranges, and is generally lightweight. The only downside to this is ammo usage. See, Vincent can carry a total of 500 rounds of any ammo. With the Cerberus, he only gets 167 shots out of 500 rounds. This is because for each pull of the trigger, the Cerberus fires 3 rounds. Now, this isn't quite the big deal you might think it is, because handgun ammo is easy to find, and it costs half as much as Rifle and Machine Gun ammo. 5000 Gil will get you a full 500 rounds of Handgun ammo, while you need 10000 gil to get the same thing with Rifle and Machine Gun ammo. Part Tree Cerberus | CerberusII | CerberusIII | +-----------------+-----------------+ | | | P Cerberus S Cerberus M Cerberus | | | P Cerberus Gamma S Cerberus Gamma M Cerberus Gamma | | | Powered Cerberus Zero Cerberus Quantum Cerberus Cerberus: Designed for neutralizing close and medium-range targets, this handgun frame is capable of firing 3 rounds at once. Wt: 540 Pow: 60 Spd: 80 Rmg: 60 Long: 70 Med: 115 Short: 110 Mag: 18 Cost: 1000 Sell: 700 CerberusII: Additional firepower has been added to this handgun frame. Wt: 540 Pow: 105 Spd: 80 Rng: 60 Long: 70 Med: 115 Short: 110 Mag: 18 Cost: 2000 Sell: 2100 CerberusIII: A larger magazine and increased accuracy have been added to this handgun frame. Wt: 540 Pow: 105 Spd: 80 Rng: 60 Long: 75 Med: 125 Short: 120 Mag: 24 Cost: 5000 Sell: 5600 P Cerberus: While equipped with a smaller magazine, this high-powered handgun frame is designed for dealing sizable damage. Wt: 540 Pow: 145 Spd: 55 Rng: 60 Long: 75 Med: 125 Short: 120 Mag: 18 Cost: 10000 Sell: 12600 P Cerberus Gamma: Improved accuracy is one of the benefits of the upgraded P Cerberus. Wt: 540 Pow: 145 Spd: 55 Rng: 60 Long: 80 Med: 145 Short: 140 Mag: 18 Cost: 17000 Sell: 245000 Powered Cerberus: This high-powered handgun frame has been fine-tuned to inflict maximum damage. Wt: 420 Pow: 200 Spd: 55 Rng: 60 Long: 80 Med: 145 Short: 140 Mag: 18 Cost: 26000 Sell: 42700 S Cerberus: This handgun frame features a highly improved firing rate. Wt: 420 Pow: 105 Spd: 95 Rng: 60 Long: 75 Med: 125 Short: 120 Mag: 24 Cost: 10000 Sell: 12600 S Cerberus Gamma: A significantly improved firing rate is one of the benefits of the upgraded S Cerberus. Wt: 420 Pow: 105 Spd: 110 Rng: 60 Long: 75 Med: 125 Short: 120 Mag: 24 Cost: 17000 Sell: 24500 Zero Cerberus: This ultra rapid-fire handgun boasts the highest firing-rate on the market. Wt: 120 Pow: 105 Spd: 125 Rng: 60 Long: 75 Med: 125 Short: 120 Mag: 24 Cost: 26000 Sell: 42700 M Cerberus: This handgun frame is equipped with a considerably large magazine capable of housing 48 rounds of ammunition. Wt: 420 Pow: 110 Spd: 80 Rng: 60 Long: 75 Med: 125 Short: 120 Mag: 48 Cost: 10000 Sell: 12600 M Cerberus Gamma: This handgun frame is equipped with an extremely large magazine capable of housing 60 rounds of ammunition. Wt: 420 Pow: 115 Spd: 80 Rng: 60 Long: 80 Med: 135 Short: 130 Mag: 60 Cost: 17000 Sell: 24500 Quantum Cerberus: Capable of housing 84 rounds of ammunition, this handgun is equipped with the largest magazine available. Wt: 240 Pow: 120 Spd: 80 Rng: 60 Long: 80 Med: 135 Short: 130 Mag: 84 Cost: 26000 Sell: 42700 ---------------------- Bonus Handguns [BHAND] ---------------------- Part Name: Model Gun Obtain: In chapter 3, you are required to escort a boy around the top of the central square of Edge. You eventually have to fight a DG Commander in order to obtain a Keycard to get through the barrier in the northern part of the square. After completing the mission, a cutscene occurs and Vincent automatically exits the building. Once the cutscene is over, re-enter the building. There is a breifcase next to the door; get it to obtain the Model Gun. Comments: The model gun is useless now, but once you get to the second half of chapter 8, you can upgrade it. The first 3 versions are pretty worthless, with extremely poor power, range and accuracy. Weight and speed aren't bad, but it's not enough to make up for everything else. However, the final upgrade is the second-best weapon in the game, so it's well worth the significant chung of gil (250000 total) required to upgrade it. Part Tree: Model Gun | Silver Model Gun | Gold Model Gun | Ultima Weapon Model Gun: A plastic gun popular among children young and old. Wt: 30 Pow: 1 Spd: 85 Rng: 5 Long: 40 Med: 40 Short: 40 Mag: 18 Cost: - Sell: 10 Silver Model Gun: A well-crafted silver gun often framed and hung over a fireplace. Wt: 30 Pow: 2 Spd: 85 Rng: 5 Long: 40 Med: 40 Short: 40 Mag: 18 Cost: 15000 Sell: 10 Gold Model Gun: A gaudy gold gun that looks like it belongs in a disco. Wt: 30 Pow: 3 Spd: 85 Rng: 5 Long: 40 Med: 40 Short: 40 Mag: 18 Cost: 35000 Sell: 10 Ultima Weapon: A powerful firearm crafted to perfection by the world's finest gunsmith. Wt: 30 Pow: 200 Spd: 140 Rng: 110 Long: 200 Med: 200 Short: 200 Mag: 99 Cost: 200000 Sell: 10 --------------------- Death Penalty [Death] --------------------- Part Name: Death Penalty Obtained: Just prior to the second half of chapter 12, during a video sequence. Comments: The Death Penalty is an an unusual weapon. It gets its own slot (giving you a grand total of 4), and it cannot be altered in any way. The Death Penalty is a complete weapon, and you cannot add barrels, scopes, option parts, or accessories. However, this weapon doesn't need any of that. Remember when I talked about Ultima Weapon being the second best weapon in the game? This is the best weapon in the game. However, it's only able to be used in the final half of chapter 12, and is way too powerful. Once you get the weapon, everything, including the final boss, is easy. For a real challenge, beat the final boss with anything except the Death Penalty. Death Penalty: This weapon is only available when Vincent has regained control of Chaos. It's firepower increases as Vincent collects the essence of corrupted life. Wt: 500 Pow: 500 Spd: 500 Rng: 500 Long: 500 Med: 500 Short: 500 Mag: 6 Cost: - Sell: - -------------------- Rifle Frames [RIFLE] -------------------- Part Name: Hydra Obtain: Edge, chapter 3. It's on the ground floor in a building in the first section of the game. You'll find 3 cases of Rifle ammo on the floor above. Comments: The Hydra is a long-range weapon. It's best used for sniping distant enemies, and for shooting memory capsules. In fact, at least one memory capsule requires the Hydra, as the other weapons don't have the firepower to make an accurate shot at that distance. It also makes a good back-up weapon in case you run out of bullets for the Cerberus, but it isn't as good at close range, and that may hurt you. The Hydra is also the only weapon I've seen that is capable of slowing Vincent down, and that's if you go with the Gigant Hydra. Also, you can go with the S Hydra upgrade line (which gets you the Feather Hydra) and still get a good weapon. When compared to the M Hydra line (which ends with the Velvet Hydra), the Feather Hydra has better Weight and Speed, while the Velvet Hydra has better Power and a bigger Magazine. Which one you use is up to you. Part Tree Hydra | HydraII | HydraIII | +-----------------+-----------------+ | | | P Hydra S Hydra M Hydra | | | P Hydra Gamma S Hydra Gamma M Hydra Gamma | | | Gigant Hydra Feather Hydra Velvet Hydra Hydra: This rifle frame is designed for accuracy and range. Wt: 1050 Pow: 140 Spd: 65 Rng: 140 Long: 140 Med: 120 Short: 120 Mag: 5 Cost: 1000 Sell: 700 HydraII: A larger magazine has been added to this rifle frame. Wt: 1050 Pow: 140 Spd: 65 Rng: 150 Long: 140 Med: 120 Short: 120 Mag: 8 Cost: 2000 Sell: 2100 HydraIII: Additional firepower and improved accuracy are the benefits of this rifle frame. Wt: 1050 Pow: 160 Spd: 65 Rng: 150 Long: 150 Med: 125 Short: 125 Mag: 8 Cost: 5000 Sell: 5600 P Hydra: To increase power and accuracy, the magazine size of this rifle frame has been reduced. Wt: 1050 Pow: 185 Spd: 55 Rng: 150 Long: 160 Med: 145 Short: 140 Mag: 5 Cost: 10000 Sell: 12600 P Hydra Gamma: To further increase firepower, the magazine of this rifle has been significantly reduced. Wt: 1050 Pow: 225 Spd: 30 Rng: 180 Long: 160 Med: 145 Short: 140 Mag: 3 Cost: 17000 Sell: 24500 Gigant Hydra: While boasting remarkable power, this rifle's frame is only capable of housing a single bullet. Wt: 1050 Pow: 280 Spd: 1 Rng: 200 Long: 180 Med: 160 Short: 160 Mag: 1 Cost: 26000 Sell: 42700 S Hydra: Lowering the firepower of this rifle frame has allowed for an improvement in its firing rate, as well as reducing its overall weight. Wt: 570 Pow: 130 Spd: 85 Rng: 150 Long: 150 Med: 125 Short: 125 Mag: 7 Cost: 10000 Sell: 12600 S Hydra Gamma: A lighter build is one of the benefits of the upgraded S Hydra. Wt: 330 Pow: 130 Spd: 85 Rng: 170 Long: 150 Med: 125 Short: 125 Mag: 7 Cost: 17000 Sell: 24500 Feather Hydra: This ultra rapid-fire rifle is as light as a feather. Wt: 30 Pow: 130 Spd: 125 Rng: 170 Long: 150 Med: 125 Short: 125 Mag: 8 Cost: 26000 Sell: 42700 M Hydra: This rifle frame boasts a lighter body and a larger chamber capable of housing 16 rounds of ammunition. Wt: 570 Pow: 160 Spd: 55 Rng: 150 Long: 150 Med: 125 Short: 125 Mag: 16 Cost: 10000 Sell: 12600 M Hydra Gamma: Capable of housing 28 rounds of ammunition, this rifle frame boasts an even larger chamber than the M Hydra. Wt: 570 Pow: 165 Spd: 55 Rng: 170 Long: 150 Med: 125 Short: 125 Mag: 28 Cost: 17000 Sell: 24500 Velvet Hydra: Capable of housing 42 rounds of ammunition, this rifle frame is equipped with the largest chamber available. Wt: 570 Pow: 170 Spd: 80 Rng: 170 Long: 150 Med: 125 Short: 125 Mag: 42 Cost: 26000 Sell: 42700 ------------------- Bonus Rifle [BRIFL] ------------------- Part Name: Bayonet Rifle Obtain: In chapter 10, you go through a building where you have to make your way past a number of proximity mines, areial mines, and explosive barrels being tossed through a hole in the wall. After exiting the building, there will be a number of DG Soldiers on the roof opposite you. Take them out, then head downstairs until you are on the second floor of a ruined building. There will be a large number of enemies below you. Take out as many as you can, especially the guy manning the machine gun turret. Once you do, head down the stairs and pop off a couple of materia shots at the party you find waiting for you. Once they're gone, head out and you'll be ambushed by 3 DG Elites. Take them out to get a Keycard, then use it at the barricade in the upper left corner of the area. Use the Mako point, then head downstairs, where you'll see two doors. The one on the right has a shop, so use it if you need to, then head through the left door. Immediatley move forward and crouch down, as you'll be attacked by a troop of soldiers. Take out the two manning machine gun turrets first, then take out the DG Soldiers. Now drop down and follow the checklist as it is presented below, or you will not be able to get all 4 items, and they are all very good items, so you do want them. 1. Stand across from the platform you entered from and look at the pipes up and to the right of it. One of them has a proximity mine in it. Use the Hydra to snipe it, and it will fall out of the pipe. Shoot it again and grab the Keycard that was inside. 2. Use the Keycard you just got on the barricade to your right and grab the two keycards behind it. FROM NOW ON, DON'T USE ANY KEYCARDS WHILE IN THIS AREA!! 3. Head towards the tunnel at the far end of the area. Be warned that a DG Elite will emerge from the tunnel, so take him out before moving on. 4. Head down the tunnel, but keep the camera on the ceiling. About halfway down you will see a proximity mine next to a light. Shoot it, then get the Keycard. DO NOT USE THE KEYCARD RIGHT NOW!! I can't stress that enough. 5. Head up the ramp and you'll end up in a room with a Mako point, a machine gun turret, and a briefcase behind a barricade. Sit in the turret and look up and to the left for a white cargo crate. Squeeze off a single round to knock it down, then head back down the ramp and through the tunnel. Break the crate and grab the Keycard. DO NOT USE THE KEYCARD RIGHT NOW!!! 6. Head back to the room with the turret, but this time head up the second ramp. A DG Elite will pop up; immediatley retreat. If you hit him when he appears, he will fall down the hole he just jumped out of, and you will have to deal with him while being shot by the friend he has waiting below. Take the first one out before descending, then drop down and take care of his friend. 7. Climb the ladder at the other end of the tunnel. You will see a Keycard in the air behind you as you climb up. Once you get to the top of the first ladder, drop down the hole to get it. 8. Climb both ladders and you will find yourself in an area with a Cargo crate and a shop. Break the crate for a Keycard. There is another Keycard behind the shop, which is not up against the wall like most shops are. 9. Jump out the window to the ground below and move forward to a cliff. DO NOT FALL DOWN, AS THERE IS NO WAY TO GET BACK UP AND YOU WILL BE FORCED TO FACE THE BOSS, NERO. Move the camera until you can see the Keycard, then inch towards it until you get it. Once you do, head back to the room with the shop (jump onto the debris near the overhang, then onto the overhang itself to get back in). 10. Head back to the second sewer tunnel. The far end has a series of electromagnetic barricades. Use seven of your eight cardkeys to deactivate them. You will find a Lucky S Barrel and two Keycards. Once you have the two keycards, unlock the other 3 barricades. The two in the first section of the sewer tunnel contain a Limit Breaker and an Elixor (the only one in the game. It combines the effects of an Elixir and a Phoenix Down into one item), and the barricade next to the machine gun turret holds the Bayonet Rifle. Comments: The Bayonet Rifle is an excellent weapon. In terms of the different rifles, you can use the Bayonet Rifle, the Velvet Hydra, or the Feather Hydra. The Feather Hydra has the best Weight and Speed, and ties the Velvet Hydra in Range and Accuracy. The Velvet Hydra has the best Power and Magazine size. The Bayonet Rifle has better range, but less accuracy overall. However, the Bayonet Rifle also increases the power of Melee attacks. Besides, the differences in stats are extremely low (except in weight and magazine size), so it's really a matter of preference. Bayonet Rifle: A specialty rifle frame, it slightly increases the power of melee attacks. Wt: 600 Pow: 150 Spd: 85 Rng: 160 Long: 140 Med: 120 Short: 120 Mag: 10 Cost: - Sell: 10 -------------------------- Machine Gun Frames [MACHN] -------------------------- Part Name: Griffon Obtain: In chapter 1, after beating the first boss and traveling through the building you will find yourself in the square where you fought the boss. Finish the mission here, then exit the square and talk to the WRO member. You can get Spirit Rations and Vital Rations from him. Once you're done talking to him, he runs off. There are two briefcases on the ground near the street where he ran off. One contains the Griffon, while the other has ammo for it. Comments: The Griffon is really not a good weapon. It is only good at short range, and it's accuraccy sucks. Even if you aren't going for the S-Rank in every chapter, the fact that it's accuracy is so low means you'll have to use more shots to hit an enemy. Even it's power is low, so you'll waste even more ammo because your shots are doing so little damage. The only thing the Griffon has in it's favor is the fact that it is capable of rapid fire. You'll get better results with the Cerberus every time. Part Tree Griffon | GriffonII | +-----------------+-----------------+ | | | P Griffon S Griffon M Griffon | | | P Griffon Beta S Griffon Beta M Griffon Beta | | | P Griffon Gamma S Griffon Gamma M Griffon Gamma | | | Dueling Griffon Sonic Griffon Starry Griffon Griffon: Designed for rapidly firing large amounts of ammunition in succession, this machine gun frame has a higher firing rate than most weapons. Wt: 1050 Pow: 25 Spd: 150 Rng: 20 Long: 20 Med: 55 Short: 65 Mag: 35 Cost: 1000 Sell: 700 GriffonII: Additional firepower has been added to this machine gun frame. Wt: 1050 Pow: 35 Spd: 150 Rng: 20 Long: 20 Med: 55 Short: 65 Mag: 40 Cost: 2000 Sell: 2100 P Griffon: A high-powered machine gun with improved accuracy. Wt: 1050 Pow: 50 Spd: 130 Rng: 20 Long: 35 Med: 70 Short: 80 Mag: 35 Cost: 5000 Sell: 5600 P Griffon Beta: Additional firepower is one of the benefits of the upgraded P Griffon. Wt: 1050 Pow: 60 Spd: 130 Rng: 20 Long: 35 Med: 70 Short: 80 Mag: 35 Cost: 10000 Sell: 12600 P Griffon Gamma: Improved accuracy is one of the benefits of the upgraded P Griffon. Wt: 1050 Pow: 60 Spd: 130 Rng: 20 Long: 45 Med: 80 Short: 90 Mag: 35 Cost: 17000 Sell: 24500 Dueling Griffon: This high-powered machine gun frame has been tuned to deal bone-shattering damage. Wt: 1050 Pow: 75 Spd: 130 Rng: 20 Long: 45 Med: 80 Short: 90 Mag: 35 Cost: 26000 Sell: 42700 S Griffon: This machine gun features a lighter body and an improved firing rate. Wt: 810 Pow: 35 Spd: 200 Rng: 20 Long: 20 Med: 55 Short: 65 Mag: 40 Cost: 5000 Sell: 5600 S Griffon Beta: Increased accuracy is one of the benefits of the upgraded S Griffon. Wt: 810 Pow: 35 Spd: 200 Rng: 40 Long: 20 Med: 55 Short: 65 Mag: 40 Cost: 10000 Sell: 12600 S Griffon Gamma: This is a lighter version of the rapid-fire machine gun, S Griffon Beta. Wt: 510 Pow: 35 Spd: 200 Rng: 40 Long: 20 Med: 55 Short: 65 Mag: 40 Cost: 17000 Sell: 24500 Sonic Griffon: This ultra rapid-fire machine gun features one of the highest firing rates available. Wt: 300 Pow: 35 Spd: 200 Rng: 40 Long: 20 Med: 55 Short: 65 Mag: 99 Cost: 26000 Sell: 42700 M Griffon: This machine gun frame is equipped with a considerably large magazine capable of housing 50 rounds of ammunition. Wt: 900 Pow: 35 Spd: 150 Rng: 20 Long: 20 Med: 55 Short: 65 Mag: 50 Cost: 5000 Sell: 5600 M Griffon Beta: This machine gun frame is equipped with an extremely large magazine capable of housing 70 rounds of ammunition. Wt: 900 Pow: 40 Spd: 150 Rng: 20 Long: 35 Med: 65 Short: 75 Mag: 70 Cost: 10000 Sell: 12600 M Griffon Gamma: This machine gun frame is much lighter than the M Griffon Beta. Wt: 510 Pow: 45 Spd: 150 Rng: 20 Long: 35 Med: 65 Short: 75 Mag: 70 Cost: 17000 Sell: 24500 Starry Griffon: This machine gun frame is equipped with an enormous magazine capable of housing 99 rounds of ammunition. Wt: 300 Pow: 50 Spd: 150 Rng: 20 Long: 35 Med: 65 Short: 75 Mag: 99 Cost: 26000 Sell: 42700 ------------------------- Bonus Machine Gun [BMACH] ------------------------- Part Name: Blast Machine Gun Obtain: In chapter 10, you come across a bridge. It has an area underneath it that has a briefcase, and to the left is a white cargo crate with a Limit Breaker. The briefcase contains the Blast Machine Gun, but collecting it springs an ambush of 17 Guard Hounds and 3 Crimson Hounds. If you grabbed the Limit Breaker, use it to take out the hounds, as it's the easiest way. Comments: The most useless frame of a collection of useless frames. It weighs a ton, has low power, and has the worst range and accuracy of any of the weapon frames. The only thing it has going for it is the fact that it knocks over anything hit by its bullets. Blast Machine Gun: This is a specialty machine gun frame. Although low on power, it will knock over anything that is it my its fire. Wt: 1350 Pow: 35 Spd: 160 Rng: 20 Long: 30 Med: 60 Short: 70 Mag: 35 Cost: - Sell: 10 --------------------- Short Barrels [SHBAR] --------------------- Part Name: Short Barrel Obtained: Chapter 1. After the first boss fight, you will find the Short Barrel under the stairs in the building Vincent dives into. Comments: The Short Barrel is as useless as the Griffon, in my opinion. It suffers from the same probems as the Griffon: low power, range, and accuracy. The only good thing is that it increases the speed of your weapon. I wouldn't use this, but you might like it. Short Barrel: By cutting the size of this barrel in half, its weight has been reduced to a fraction of its mid-sized counterparts. Wt: 360 Pow: 35 Spd: 150 Rng: 25 Long: 5 Med: 30 Short: 55 Mag: - Cost: 1000 Sell: 700 Short Barrel II: Additional Firepower has been added to this short barrel. Wt: 360 Pow: 45 Spd: 150 Rng: 25 Long: 5 Med: 30 Short: 55 Mag: - Cost: 1500 Sell: 1750 Short Barrel III: This model improves on one of the short barrel's major weaknesses-accuracy. Wt: 360 Pow: 45 Spd: 150 Rng: 25 Long: 10 Med: 40 Short: 80 Mag: - Cost: 4000 Sell: 4550 Short Barrel Beta: This model improves on another of the short barrel's major weaknesses-range. Wt: 360 Pow: 45 Spd: 150 Rng: 45 Long: 10 Med: 40 Short: 80 Mag: - Cost: 8000 Sell: 10150 Short Barrel Gamma: This high-quality, short barrel is quite expensive, but many features have been upgraded. Wt: 240 Pow: 50 Spd: 150 Rng: 45 Long: 20 Med: 80 Short: 105 Mag: - Cost: 13500 Sell: 19600 Gale S Barrel: Like its name, this short barrel is as quick and powerful as a winter storm. Wt: 30 Pow: 55 Spd: 180 Rng: 55 Long: 20 Med: 80 Short: 105 Mag: - Cost: 21000 Sell: 34300 -------------------------- Bonus Short Barrel [BSBAR] -------------------------- Part Name: Lucky S Barrel Obtained: See information on how to obtain the Bayonet Rifle [BRIFL] for information on how to obtain this part. Comments: Like the Short Barrels, I find this part useless. It's weight is average, it's power is slightly above the lowest version, and it's speed is slightly below the lowest version. However, it's accuracy and range are just horrible. The only good thing about this barrel is that it increases EXP earned when making a kill. If you can stand the low accuracy, you can farm an area to get more EXP to use either for leveling up, or for getting money. Lucky S Barrel: When equipped, this unique short barrel will increase the amount of EXP earned by its user when making a kill. Wt: 300 40P140ow: Spd: 140 Rng: 5 Long: 5 Med: 5 Short: 5 Mag: - Cost: - Sell: 10 ---------------------- Normal Barrels [NMBAR] ---------------------- Part Name: Normal Barrel Obtained: Part of Vincent's starting weapon. Comments: The Normal Barrel is an average weapon. Short Barrels add speed to the weapon equipped with it, while Long Barrels add power. The Normal Barrel has no extra effects. Accuracy is average compared to the other two, but it is still a good choice. It's lighter than the Long Barrel (which tops out at 1650, while this only hits 600, and those are for the first versions), but has better accuracy than the Short Barrel. If you don't like the 1200 weight of the final Long Barrel, this will make an excellent barrel. You'll lose some power, but accuracy is more balanced. Normal Barrel: This average, mid-sized berrel excels in short- and medium-range accuracy. Wt: 600 Pow: 60 Spd: 90 Rng: 65 Long: 60 Med: 100 Short: 90 Mag: - Cost: 1000 Sell: 700 Normal Barre lII: Additional firepower has been added to this mid-sized barrel. Wt: 600 Pow: 80 Spd: 90 Rng: 65 Long: 65 Med: 100 Short: 90 Mag: - Cost: 1500 Sell: 1750 Normal Barrel III: Increased range is one of the benefits of this upgraded barrel. Wt: 600 Pow: 80 Spd: 90 Rng: 85 Long: 65 Med: 100 Short: 90 Mag: - Cost: 4000 Sell: 4550 Normal Barrel Beta: The improved firing rate of this mid-sized barrel makes it much more effective when used in situations with multiple targets. Wt: 600 Pow: 80 Spd: 105 Rng: 85 Long: 65 Med: 100 Short: 90 Mag: - Cost: 8000 Sell: 10150 Normal Barrel Gamma: This mid-sized barrel's lighter boddy will not slow down its user. Wt: 360 Pow: 80 Spd: 105 Rng: 85 Long: 65 Med: 100 Short: 90 Mag: - Cost: 13500 Sell: 19600 Master N Barrel: The most balanced mid-sized attachment available, this barrel's accuracy has been fine-tuned to perfection. Wt: 360 Pow: 75 Spd: 105 Rng: 85 Long: 160 Med: 160 Short: 160 Mag: - Cost: 21000 Sell: 34300 --------------------------- Bonus Normal Barrel [BNBAR] --------------------------- Part Name: Guard N Barrel Obtain: In chapter 6, near the end you head into the basement of the ruined WRO headquarters. As you head down the corridor, you will see a path on your left. If all 12 WRO members survived, then there will be a white cargo crate with the Guard N Barrel inside. Otherwise, there is nothing there. This is hard to do, since 4 of the members can easily die during the portion where you have to shoot the helicopters. Concentrate on protecting the WRO members and shoot the missles launched at you before going after the helicopters. Comments: Weight is mid-range for the Normal Barrels, and power, speed, and accuracy are lower, but the barrel increases Vincent's defence while it is equipped. It's not a bad barrel, but it could be better. Guard N Barrel: When equipped, this unique mid-size barrel will increase the defence of its user. Wt: 450 Pow: 75 Spd: 100 Rng: 65 Long: 75 Med: 110 Short: 100 Mag: - Cost: - Sell: 10 -------------------- Long Barrels [LNBAR] -------------------- Part Name: Long Barrel Obtained: In chapter 1, just before facing the first boss, you will be ambushed by a group of four DG Soldiers. Take them all out and one will drop the Long Barrel. A Limit Breaker is the reccommended method for taking them out. Comments: My favorite choice for the barrel of my weapon. It has increased range, making it excellent for long range shots, but more importantly, it has the highest power increase, which I think is important. It's also the best (and in my opinion only) choice for the Rifle. However, it is quite heavy (lighest version has a weight of 1200), so when using it with the Gigant Hydra, Vincent's movement speed will be slowed unless you use a Gravity Floater as the Option part. Long Barrel: This extended barrel can be used to increase the accuracy of most firearms. Wt: 1650 Pow: 70 Spd: 80 Rng: 150 Long: 130 Med: 60 Short: 20 Mag: - Cost: 1000 Sell: 700 Long Barrel II: This long barrel is significantly lighter than its previous model. Wt: 1200 Pow: 70 Spd: 80 Rng: 150 Long: 130 Med: 60 Short: 20 Mag: - Cost: 1500 Sell: 1750 Long Barrel III: Additional firepower has been added to this already devastating long barrel. Wt: 1200 Pow: 90 Spd: 80 Rng: 160 Long: 130 Med: 60 Short: 20 Mag: - Cost: 4000 Sell: 4550 Long Barrel Beta: Further improved accuracy is one of the benefits of this upgraded long barrel. Wt: 1200 Pow: 90 Spd: 80 Rng: 160 Long: 200 Med: 100 Short: 80 Mag: - Cost: 8000 Sell: 10150 Long Barrel Gamma: Additional firepower has been added to this long barrel, making it one of the most powerful available. Wt: 1200 Pow: 110 Spd: 80 Rng: 170 Long: 200 Med: 100 Short: 80 Mag: - Cost: 13500 Sell: 19600 Nova L Barrel: This long barrel boasts such a long range that it is said bullets shot from it can reach the stars. Wt: 1200 Pow: 130 Spd: 105 Rng: 250 Long: 200 Med: 100 Short: 80 Mag: - Cost: 21000 Sell: 34300 ------------------------- Bonus Long Barrel [BLBAR] ------------------------- Part Name: Faerie L Barrel Obtain: In chapter 10, in the city ruins you come across the bridge. Below it is a briefcase with the Blast Machine Gun. This time, go up the stairs onto the bridge, and take out the snipers on the roofs. At one end of the bridge is an electromagnetic barricade. Grab the Keycard from the other end of the bridge, then head towards the barricade. A couple of Heavy Armored Soldier S will jump out and fire a missle at you. Take them out and use the Keycard to get through the barricade, then turn left. DO NOT JUMP DOWN FROM HERE!!! If you jump down, you will be unable to get the barrel. Pull out your Hydra and use the Sniper Scope to look to the left of the white cargo crate on the ledge across from you. Between the cargo crate and the rusty barrel, you will see part of an explosive barrel lying on it's side. Shoot it and it will blow the cargo crate off the ledge, where it will hit the ground and break. Now you can drop down and collect the barrel. If you jumped down, you can't get it, as there are 2 more rusty barrels blocking the explosive barrel. Comments: This barrel is a little faster than the Nova L Barrel, but it sacrifices Power and Accuracy so that it can reduce the weight of the barrel. In terms of power, it's between the Long Barrel II and the Long Barrel III, Range is equal to the Long Barrel Gamma, and Accuracy is between the Long Barrel III and the Long Barrel Beta. However, it weighs far less than even the lightest of the normal Long Barrels. As with the Guard N Barrel, it isn't too bad, but it could be better. Faerie L Barrel: This unique long barrel is unlike others in that it has a high firing rate and is as light as a feather. Wt: 90 Pow: 80 Spd: 115 Rng: 170 Long: 150 Med: 75 Short: 50 Mag: - Cost: - Sell: 10 ------------------- Scope Parts [SCOPE] ------------------- Part Names: Sniper Scope, Materia Floater Obtain: Sniper Scope is in chapter 1. At one point, you're prompted to find Keycards. Just down the street from there is a briefcase with the Sniper Scope. The Materia Floater is in chapter 3. While you're escorting the boy around the top of the central plaza, you will climb a ladder. Once you've climbed it, turn to the right and drop down the hole (no-one will attack the boy at this point, so you can do this while escorting him) and follow the passage. The gate in your way will open, so go through it and grab the Materia Floater at the end of the passage. Comments: The Sniper Scope is a must have item, especially for the rifle. It zooms in on a target, allowing you to make prescision shots (especially useful for making critical shots, and for hitting soldiers using machine gun turrets). It's reccommended that you get the cursor in the general area of the target before activating the Sniper Scope (done by pressing down on the Right Analog Stick). When going Memory Capsule hunting, a Sniper Scope is the reccommended Scope accessory. The Materia Floater is an excellent item as well, as it allows you to increase the power of any Materia you have equipped. When using the Cerberus, I'd reccommend the Gamma version for the scope slot. Note that higher Materia levels cost more MP, but do more damage. Sniper Scope: Zooms in on distant targets, allowing for precise aiming while sniping. Wt: 750 Effect: Zoom Cost: 1000 Sell: 700 Materia Floater: Raises the level of equipped materia by one. Wt: 450 Effect: Materia level +1 Cost: 1000 Sell: 700 Materia Floater Gamma: Raises the level of equipped materia by two. Wt: 450 Effect: Materia level +2 Cost: 32000 Sell: 23100 -------------------- Option Parts [OPTON] -------------------- Part Names: Power Booster, Gravity Floater, Materia Booster, Auto Reloader Obtain: Power Booser is obtained in the Nibelheim sewers in chapter 5. Look for the elevator, then duck under the steel door to it's left. There are 3 briefcases containing a total of 500 gil and the Power Booster. Gravity Floater is obtained in chapter 4. On the fifth floor, you see a group of enemies enter an elevator and descend to the fourth floor. Defeat the lone DG Soldier left behind, then head to the fourth floor and take out the rest of the enemies to get the Gravity Floater. Materia Booster becomes available in shops after completing chapter 4. Auto Reloader becomes available in shops after completing the first half of chapter 8. Comments: The Power Booster is an excellent accessory for people like me, who prefer to focus on Power. Note that the Power Booster Beta has the same stats and effect as the Power Booster Gamma, so upgrade the Power Booster once, then save the 23000 gil that you would have used to upgrade to the Gamma version for another upgrade. The Gravity Floater is a nice accessory, but really only needed when your weapon causes you to move more slowly without any option part. This will likely only be neccesarry with the Gigant Hydra and the Nova L Barrel. Otherwise, you can sell it. As an interesting note, if you have a weapon that weighs less than 2000, you can still equip the Gamma version, resulting in a weapon that weighs nothing. The only effect this has is to give your weapon an S-Rank in the Weight category. The Materia Booster works like the Materia Floater Scope part. It's reccommended that you use the Scope part and use something else for the option part. The Auto Reloader automatically reloads your weapon when it runs out of ammo, which means Vincent won't pause to reload. I'd personally reccommend getting a weapon with a larger magazine, as that works just as well, and allows you to use something else for the Option slot. Power Booster: This optional attachment increases a weapon's power at a fixed rate. Wt: 750 Effect: Power +25% Cost: 1000 Sell: 700 Power Booster Beta: This optional attachment significantly increses a weapons power, however, it is quite heavy. Wt: 750 Effect: Power +60% Cost: 8000 Sell: 6300 Power Booster Gamma: This optional attachment significantly increases a weapon's power. Wt: 750 Effect: Power +60% Gravity Floater: This optional attachment slightly lowers a weapon's total weight. Wt: -600 Effect: Lowers total weight of weapon by 600. Cost: 1000 Sell: 700 Gravity Floater Beta: This optional attachment lowers a weapon's total weight. Wt: -1200 Effect: Lowers total weight of weapon by 1200. Cost: 10000 Sell: 7700 Gravity Floater Gamma: This optional attachment significantly lowers a weapon's total weight. Wt: -2000 Effect: Lowers total weight of weapon by 2000. Cost: 25000 Sell: 25200 Materia Booster: This optional attachment raises the level of equipped materia by one. Wt: 450 Effect: Materia level +1 Cost: 1000 Sell: 700 Material Floater Gamma: This optional attachment raises the level of equipped materia by two. Wt: 450 Effect: Materia Level +2 Cost: 32000 Sell: 23100 Auto Reloader: This optional attachment will automatically reload a weapon when it runs out of ammuntion. Wt: 750 Effect: Automatically reloads gun when magazine is empty. Cost: 24000 Sell: 16800 ----------------------- Accessory Parts [ACCES] ----------------------- Part Names: Cerberus Relief, S Adjuster, M Adjuster, L Adjuster, Power Cross, Fire Materia, Thunder Materia, Blizzard Materia, Recoil Limiter Obtain: Cerberus Relief is obtained in chapter 1. After obtaining the Griffon, head down the street and take a right at the intersection. Defeat all the enemies there and one of them will drop the Cerberus Relief. All 3 Adjusters are dropped by Red Saucers in the Train Graveyard during the battle with the Deepground Commander during the first half of chapter 8. Additionally, the L Adjuster is dropped by the DG Sergeant accompanying the Black Widow II outside of the WRO Headquarters in Chapter 6. The Power Cross is found in chapter 4. Upon first entering the basement, Vincent has to save 3 WRO members from 2 DG Soldiers and a DG Sergeant. One of the DG Soldiers drops the Power Cross. The Fire Materia is found in a briefcase next to the first Mako Point in chapter one. The Thunder Materia is dropped by one of the Guard Hounds in the fight with the Crimson Hound boss in chapter 2. The Blizzard Materia is found in the Nibelheim Sewers in chapter 5. Head to the upper right area of the map. There are 2 hallways: one going to the right that leads to the next area of the sewer, and one going to the left. Take the left one to get the Blizzard Materia. The Recoil Limiter becomes available in the shops after completing chapter 6. Comments: The Cerberus Relief increases Vincent's Defense when it is equiped. If you find yourself using very few Materia Shots, the Cerberus Relief is a very good accessory to use instead. All 3 Adjusters increase the accuracy of certain shots. The S Adjuster increases the accuracy of short-range shots, the M Adjuster increases the accuracy of mid-range shots, and the L Adjuster increases the accuracy of long-range shots. In the battle with the Deepground Commander, you must not kill the boss until you have obtained the 3 Adjusters from the final wave of enemies, which happen to be Red Saucers. In the battle with the Black Widow II in front of the WRO Headquarters, you must defeat the DG Sergeant before killing the Black Widow II. In either case, if you kill the boss before killing the other enemies, you will miss the Adjuster(s). The Power Cross is an excellent accessory against the DG Elite, unless you prefer to use Materia Shots when fighting them. The Power Cross increases the power of Melee attacks. Put Gamma version on the Bayonet Rifle and you can do some serious damage. Fire, Thunder, and Blizzard Materia allow you to use Materia Shots when they are equipped. Fire Materia fires a blast of fire in a straight line that expands when it hits something. This is the cheapest Materia. Blizzard Materia fires a blast of ice that homes in on a single enemy. It is possible for it to miss, but I've seen the blast pull a 180 when I used it against Rosso. Blizzard Materia has a higher cost than Fire Materia. Thunder Materia hits an enemy with an electric current, and can hit nearby enemies. It is the most powerful materia shot, but also costs the most MP. The Recoil Limiter reduced recoil, allowing for more precise aiming. This is mainly noticable when using the Sniper Scope and firing multiple shots. Note that all Accessory parts have a Wt of 30. Cerberus Relief: This accessory slightly increases defense. Wt: 30 Effect: Def +7 Cost: 1000 Sell: 700 Cerberus Relief Beta: This accessory increases defense. Wt: 30 Effect: Def +11 Cost: 6500 Sell: 5250 Cerberus Relief Gamma: This accessory significantly increases defense. Wt: 30 Effect: Def +15 Cost: 18000 Sell: 17850 S Adjuster: This accessory increases the accuracy of short-range shots. Wt: 30 Effect: Short-range accuracy +25% Cost: - Sell: 10 S Adjuster Gamma: This accessory significantly increases the accuracy of short-range shots. Wt: 30 Effect: Short-range accuracy +100% Cost: 15000 Sell: 10 M Adjuster: This accessory increases the accuracy of medium-range shots. Wt: 30 Effect: Medium-range accuracy +20% Cost: - Sell: 10 M Adjuster Gamma: This accessory significantly increases the accuracy of medium-range shots. Wt: 30 Effect: Medium-range accuracy +85% Cost: 15000 Sell: 10 L Adjuster: This accessory increases the accuracy of long-range shots. Wt: 30 Effect: Long-range accuracy +15% Cost: - Sell: 10 L Adjuster Gamma: This accessory significantly increases the accuracy of long-range shots. Wt: 30 Effect: Long-range accuracy +80% Cost: 15000 Sell: 10 Power Cross: This accessory slightly increases the power of melee attacks. Wt: 30 Effect: Melee damage +35 Cost: 1000 Sell: 700 Power Cross Beta: This accessory increases the power of melee attacks. Wt: 30 Effect: Melee damage +55 Cost: 6500 Sell: 5250 Power Cross Gamma: This accessory significantly increases the power of melee attacks. Wt: 30 Effect: Melee damage +80 Cost: 18000 Sell: 17850 Fire Materia: Materia infused with fire energy. Wt: 30 Effect: Allows Fire Materia shots. Cost: 1000 Sell: 700 Blizzard Materia: Materia infused with ice energy. Wt: 30 Effect: Allows Blizzard Materia shots. Cost: 1000 Sell: 700 Thunder Materia: Materia infused with lightning energy. Wt: 30 Effect: Allows Thunder Materia shots. Cost: 1000 Sell: 700 Recoil Limiter: This accessory reduces recoil, allowing for more precise aiming. Wt: 30 Effect: Reduces recoil. Cost: 16000 Sell: 11200 --------------- Credits [CREDT] --------------- The majority if the credit for this guide goes to the people at Bradygames; specifically those who wrote the official Strategy Guide. I got the majority of my information from this guide. Thank you. Thank you to CJayC for creating GameFAQS. I've never needed to visit another site for my video game walkthrough needs. Finally, thank you to the people at Square Enix for creating this game. It was short, and a little easier than I would have liked, but still very good. ----------------------- Version History [VERSN] ----------------------- 11/8/06 - Version 1.0 completed and submitted. 11/25/06 - Version 1.1 - Added a site to the list of sites allowed to host this guide.