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ff7 emrald weapon how do i kill it

#1 {lang:macro__useroffline}   Jake {lang:icon}

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Posted 02 June 2005 - 03:04 AM

i have a party of lv 99s i am useing a gameshark code that gives me constant limit break on all of my chars..... but i still get slaughtered..... HOW DO I KILL THE DAM THING!?!?!?!?!??????
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#2 {lang:macro__useroffline}   ticktockclok {lang:icon}

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Posted 02 June 2005 - 03:06 AM

Kill it with a diamond. Everyone knows emeralds aren't as hard as diamonds.
And now we have the quote of the day, from greenl2l: PLONGED!!!
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#3 {lang:macro__useroffline}   Jake {lang:icon}

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Posted 02 June 2005 - 03:08 AM

no wander i cant kill it.... i need 2 find a diamond weapon. stupid me bluetongue.gif

edit:or maybe if i got diamond weapon to fight emrald weapon emrald weapon would die..... but then i need 2 find a nuke 2 get rid of diamond weapon............. hmmm should i let the metor crash?

edit2: forget it diamond weapon is a wimp..... so is ultima weapon..... GODDAM EMRALD THINGY! screama.gif

This post has been edited by Sephiroth: 02 June 2005 - 04:20 PM

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#4 {lang:macro__useroffline}   X Zolon {lang:icon}

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Posted 02 June 2005 - 04:14 AM

*Moved to Video-Gamage*
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#5 {lang:macro__useroffline}   Jake {lang:icon}

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Posted 02 June 2005 - 05:17 AM

*sigh* i can kill ozma but not emerald weapon.............
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#6 {lang:macro__useroffline}   Capozide {lang:icon}

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Posted 02 June 2005 - 06:06 PM

Alright, so you have your characters with 9999 HP right? Ok, so it has an attack called Aire Tam (Materia backwards) and it does 1111*(However many materia you have on your character). Ok, so take the character you want to kick ***, and put Counter (mastered) and Attackx16 on it. NOTHING ELSE. When the Emerald Weapon does its Aire Tam attack, that characters HP will be reduced to 7777, which is lucky sevens. Lucky sevens makes your character automatically go crazy and unleash some whip ***. So every time Emerald attacks, that character will do 9999 damage 16 times. Lather, rinse, repeat.

This post has been edited by Capozide: 02 June 2005 - 06:07 PM

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#7 {lang:macro__useroffline}   Capozide {lang:icon}

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Posted 02 June 2005 - 06:17 PM

------------------------
BOSS: EMERALD WEAPON/EYE
------------------------

- Monster's Name: Emerald WEAPON
- Located Where: Underwater near Junon [use submarine]
- Monster's Hit Points: 1000000/25000
- Monster's Magic Points: 100/100
- Sp, Lk, Ev, St, Df, Mg, Mdf
230, 1, 1,180, 90,180, 90
254, 1, 1, 50, 1, 50, 1
- Experience Gained From Beating Monster: 50000/0
- AP Gained From Beating Monster: 50000/0
- Gil Gained From Beating Monster: 50000/0
- Items Monster Drops: Earth Harp
- Monster's Lvl: 99/50
- Stolen From Monster: N/A
- Morphed Out of Monster: N/A

- Status Change Information: Invulnerable: Just about everything
- Elemental Information: Normal: Fire, Ice, Lightning, Earth, Water, Wind,
Holy, Gravity (Eye: Susceptible: Fire; Absorption: Ice, Water; Immune: Earth)

- Monster's Attacks:
1. Aire Tam Storm: If you look at it, it's not a typo, but, "Aire Tam" is the
word "Materia", simply backwards. It has something to do with Materia,
obviously. It does 1111 damage for every Materia you have equipped. A special
trick to this mentioned later.
2. Emerald Beam: Shoots balls at your party, and it takes away a set percentage
and that's 66.66% of *maximum, not current HP* (ie. 9999 HP would be reduced to
about 5999). Also, opens four of its eyes.
3. Emerald Shoot: I'd think this is a typo, but not sure. What it does is shoot
a blast at one person, and it unveils one eye.
4. Revenge Stamp: damages all characters - ptd - counter attack when eye is
killed.

- Strategy: Haha, you've undoubtly had to have heard legends about this ungodly
and insanely power boss previously. And if you believed all the seemingly
ridiculous story about its power, you're smart, since chances are they're true
(unless you've heard something like it's impossible to beat, and harder than
FFX's Penance, in which case it's quite the contrary in believeability). Like
all bosses of its caliber (or just about any boss for that matter), you'll need
to be making some hardcore preparations, and more extreme than just any normal
boss, however. If you've fought and defeated, or lost to, Ruby WEAPON, you most
likely know what you're in for in this battle: the long haul. However, I did
find this battle more simple to overcome than Ruby WEAPON, but that's only due
to one little trick you can pull off against this guy - I'll get into that
later on in the strategy. First, let's talk a little bit about location, and
the how/where/when on finding Emerald WEAPON, since it may be a little hard
compared to the other ones. First off, you must wait until quite late in the
game until you have access to the submarine (not the first chance you get,
as chances are you'll get massacred). [Oh Siniroth, that's a real big help!
Where do you use the Submarine; there's TONS of ocean everywhere...] Patience
is a virtue, I was just getting to that. You must take the submarine over to
the area near Junon (always keep it at the docking bay there, as well), and
go under the water. You can't miss it under here. Swim North and you shall
definitely eventually find a gargantuan creature scanning the sea floor, and it
is just your job to go and run your submarine into Emerald WEAPON.

After this, you engage in immediate battle, and for the love of God, I hope
you're ready... But before any of this, I find it absolutely mandatory to
provide you with in-depth prep-ups, ultimate party, and how to eliminate the
20 minute timer to beat it. First of all, there are quite a few Materias that
you need to make this really easy (by the way, I'll be giving a really easy,
"kill-Emmy-in-1/10-of-time" strategy after main initial strategy. Just thought
I'd let you know that, if you were by any chance wondering about the special
"trick" that I mentioned before). First get the Underwater Materia to take
off the 20 minute limit to beat it. Here is just how you can do that:
- You need the Guide Book, first of all, and here's how to do this in order:
To get the Guide Book, it's really MUCH easier to get than it is to attain the
other two items this greedy, greedy man wants. All right, so, to get this item,
you must obtain it at the Underwater Reactor area over near Junon area. It's
not as simple as opening a treasure chest and getting the damn item, no...
that would be too easy, and Square could never allow that. *cough*******scough*
Anyway, it's here, but, you must Morph a foe here to get it. The name of the
needed-to-be-Morphed enemy is Ghost Ship. Its main hang out spot is near the
floor of the ocean, in all of the corridors and passages. Now, later in the
game, if you take this item to the guy at Kalm, he'll hand over Underwater
Materia, which is used to subtract the 20 minute time limit to defeat Emerald
WEAPON.

Heh, gave a lot on that alone, didn't I? Well, I'm nowhere near done with the
preparations, but none will be that long again, I promise. The other Materias
that you should get, and how to pair them will now be covered in this current
paragraph. Mime is a must have, and that's found in a cave near Wutai. This
comes in very handy when you utilize it correctly. If you pair this with the
Counter Materia, it's very good. Next off, another good Materia to have (and
it's pretty much imperative sometimes, but makes everything a lot easier on
yourself), is the grand summon Materia, KotR (or, Knights of the Round [Table])
This summon is so incredibly useful that it's unbelieveable. Where do you get
it, you ask? First you must breed yourself a Gold Chocobo (or get a less
physically capable one from Kalm Traveler man in exchange for the Desert Rose
you get from Ruby WEAPON. Now, Knights of the Round can be found in a cave on
a small, obscure island to the Northeast surrounded by mountanous ranges. This
summon does so much damage when used... It does a maximum of 129987 damage,
across 13 hits (9999max x 13 = 129987). Final Attack is also a must-have. You
ought to pair it up with Revive, and that can be found in some select Materia
Stores around FFVII. Perhaps the second most important thing to have is W-
Summon, which you could get with 64000 BP at the Battle Square on 2nd-3rd
disks. You link this to your Knights of the Round for a super combo. It allows
you to summon twice in one turn, thus, maximum damage is 259974 over 26
semi-consecutive attacks. Also, at the Crater, Counter is found, and as I'd
previously stated, it goes linked up with Mime. Get HP Absorb, too, so that
when KotR hits, you get HP back. It, as well as HP Plus (which you also need)
can be located in the shop at Mideel. MP Plus is also a worthy suggestion, as
well.

All righty then, that's it for the Materia suggestions that I have to offer
you. That's not it, though, we still have items, party recommendations, and
types of stats you should have. Note this is not a fight like Diamond WEAPON
where you make a total implementation of all magic and not use physical moves,
since that would make the fight pretty ridiculous, but I am not saying that it
would be an impossibility. Well, first make sure that you have a healthy supply
of Ethers and Hi-Potions (if you have enough Elixir that they can be surrogated
then that'd be fine, too). Note that you can find many Ethers for free by doing
battle with local fiends there. Now, there's been some controversy in my mind
about what the absolute party of supremecy for this battle is, and a lot of
different ones came to mind. The ultimate party is definitely Cloud, Barret and
Tifa. Cloud's Emmy-Battle set-up should be: lvl99; stats, 210+; Omnislash Limit
Break; Ultima Weapon (Cloud's legendary weapon); O=O -> W-Summon and Knights of
the Round; MP 999 and HP 9999. Tifa should have the first two items mentioned
for Cloud, her ultimate Limit and weapon, should have Mime, as well. Plus, she
should also have MP Plus and HP and MP that correspond to Cloud's. Barret is
also pretty much the same thing as Tifa, except for the main weapon/Limit Break
differentiations. Have him with Mime and HP Plus Materia also. If you want to
spend the extra amount of time, you could get at least one character to maximum
statistical attributes for the upcoming skirmish, too.

Ok, it's time to hint at the trick for killing it simply now, and during this
initial main strategy I'll strategically formulate it into one quick super-
annihilate-Emerald method. It all lies within Aire Tam Storm. As I said before
in its attack briefing, it does 1111 damage for every single piece of Materia
you may have equipped to your characters. So, I must seriously caution you
that you *must, no questions asked* have 9999 HP with your three chosen people
to fight. Next thing is, and this is the most important step, is to have only
two Materia equipped on each character (hey, that goes well with the above
Materia set-up admonitions except for the exception of Cloud, doesn't it!?).
Ok, so, if you're slightly a quick mental interceptor you may have now realized
just what the hell is going on here. With a total two Materia placed on all
characters, and then the execution of Aire Tam Storm (aka Materia Storm), it
will take your 9999 HP on everybody down to 7777 HP. Now, what does this mean?
Well, it's in the Tips and Tricks section of FAQ. What this is is the Lucky 7s
Effect. This means that if your HP is reduced to 7777 by an enemy's attacks,
your character literally goes berserk and throws a blind caniption and starts
insanely attacking the opponent like mad. This'll take away a good 3/4 of the
Emerald WEAPON's HP right then and there. But, it does have a downfall, and it
is only in this and Ruby fight that it has this downfall. Every time (and this
goes for all enemies) you use this, your HP is reduced down to 1. Every time.
Whether it happens to be for next battle, in which case you heal, it happens
(note: I don't know why I'm talking like I'm at a funeral...). And, since both
these enemies can survive, you're pretty much screwed. That's why I suggest
you have that set-up on everyone, or if you only can have it on one character,
make sure the other characters don't have more Materia than they can handle
(ie. if they have 7000 HP, make sure to only put a max of 6 Materia on them).
Then, make sure the character that does the Lucky 7, doesn't have KotR. At this
point you can W-Summon +(?) Mime Knights of the Round and finish it.

Ok, this is the last few nuggets of information I have to give to you about
Emerald WEAPON strategics. When you're in battle, first of all, and you do not
plan to use the Lucky 7 trick due to lack of HP or something, there is a way
to endlessly string Knights of the Rounds together. Wanna know how? Of course
you do! First, have one character with W-Summon=Knights of the Round linked
inschism and have that character use it. You must also have another characters
with Mime on, then continue using it. In all their three first turns, they can
dish out a maximum of 779922. If you hit all of that (highly doubtful unless
your stats are maxed out), its HP will be lessened to about 77008. From here,
you can either do another one and waste ever more MP (take heed that both KotRs
in one turn will still count towards two KotRs, thus, the same amount of MP
is deducted as if you summoned them seperately), or, you can use either one of
those three characters' maxed Limit Breaks: Omnislash, Final Heaven, or
Catastrophe. Each one of these will terminate that left over HP from the six
simultaneous Knights of the Rounds summons against Emerald WEAPON. Note: Ribbon
is an extremely useful type of armor to have equipped this battle. With that,
you should eventually all come to the same conclusion of battle with your party
emerging victorious over the formidable super-boss.

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