Playing the Game
- Controls 
1. Normal Play
D-Pad
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Move
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Speak, Execute
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Run
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Menu
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Turn Left
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Turn Right
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Position Cursor
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2. Battle
D-Pad
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Move
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Up One Item
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Down One Item
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Change Order
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Defend
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Select Menu Command
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Cancel Selection
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Select Active Character
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Hide Command Menu
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Information Mode
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Pause
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Toggle All Mode on/off
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Toggle Targeting Mode on/off
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3. World Map
D-pad
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Move
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Rotate view right
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Rotate view left
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Toggle high view/low view
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Map toggle, between off/small/large
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Menu
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You can only walk on dry land. You cannot climb mountains.
- HP/MP System 
For those of you that have not played RPG's, here's a brief explanation of HP and MP:
HP stands for Hit Points. This is basically your character's lifeline, energy, or health. Once your HP goes down to 0, you die. HP is subtracted by attacks (represented by white numbers popping up after a hit takes place), or added by curative magic or items (represented by green numbers). Your character's HP is displayed in the lower right corner of the screen during a fight scene. The maximum number of HP is 9,999 for your character, and 99,999 for an enemy.
MP stands for Magic Points. This number determines how many spells a character can cast. Each time a magic attack is cast, a monster is summoned, or an Enemy Skill is performed, MP are subtracted from your character's total. The more powerful a magic attack, generally the more MP are taken away. These are displayed in the lower right corner of the screen during a battle. The maximum MP for your character is 999, and 9,999 for an enemy.
- Experience System 
More details for you novice RPGer's. Experience points are added to your character after each battle (with a few exceptions). After a certain amount of experience, your character will go up a level. Going up a level increases that character's stats, being attack power, defense, magic power, speed, and a handful of others. You can check your character's total experience, level, and amount of experience to go to the next level. Just access the menu and select Status, then the desired character. Under the character's name, it says LVxx, where xx is the level. To the right, just next to the box that says Status, is the character's total experience. Under the box that says Status is how much experience is needed to get to the next level.
- Materia/AP System 
Materia and ability points are not an entirely new concept to RPG's, Final Fantasy 5 had these to a degree. Basically, equipping a certain type of Materia on a character allows him to cast certain spells or perform other special actions. You cannot use Materia until just before you assault the No. 5 Reactor.
Weapons and armor have slots on them for Materia (with few exceptions). Just access the Materia subscreen on the menu. This shows the slots. Black slots are empty, and colored ones have Materia in them. Navigate between the slots with the finger cursor. This displays the Materia's name and stats in the box to the lower left. The magic that each Materia enables is displayed in the box in the lower left, under Ability List. White options are ones that you can use, grey still have to be developed. The effects of equipping that Materia are shown under Equip Effect.
After each battle (for the most part) you win AP. AP stands for Ability Points. As Materia gains AP, more abilities are enabled. For example, if you get a Lightning Materia, it starts out on level 1, and you only can use the spell Bolt. But as you gain AP, and thus gain levels, you get access to the spells Bolt 2 and Bolt 3. The amount of AP needed to get the Materia to gain a level is shown on the Materia screen next to "To next level". The number of levels gained by the Materia is shown by how many stars are lit up. Once all the stars are lit, the Materia is mastered, which means it is at its full functionality. When you master a Materia, it creates a new one of itself, which starts out at no AP. The game tells you after a fight when Materia gains a level or is born.
Each weapon and armor has a different growth rate of Materia. This is displayed on the Equip screen, under Growth. Normal means that the number of AP you get after a battle is added to each Materia in the weapon or armor. Double, Triple, or Quadruple mean that the AP is multiplied by two, three, or four times. Nothing means that Materia does not grow in that weapon or armor.
Linked slots are shown on weapons and armor by having a black line between them. This allows paired blue Materia to be used. If Restore is paired with All, you can Cure everyone. But, there has to be a link between the slots.
- Battles 
Battles are the main action in this game. The controls for the Battle Screen are listed in your manual. Your character has basically five guages: Barrier, HP, MP, Limit, and Time. Barrier displays the time you have until your barrier disappears. HP displays your health, MP your magic points. Limit is a guage that, when full, allows you to unleash a special attack. Time shows the remaining time until that character can attack again.
The basic commands in battle are Attack, Magic, Summon, and Item. Attack can be replaced by 2x Cut, 4x Cut, Slash-All, or Flash. Magic appears when you have magic Materia can be replaced by W-Magic, and allows you to cast magic spells on enemies or allies. Summon appears when you have summon Materia equipped and can by replaced by W-Summon, and allows you to summon a monster to attack the enemy. Item allows you to use an item carried and can be replaced by W-Item. More commands appear when you equip certain command Materia. Commands such as Steal, Throw, and Mime can be displayed for example, but there are othere listed in the Materia section of this guide.
- Status Changes 
FF7 has a status system, like all of the other Final Fantasies. When a character has a particular status, he acts differently than normal. Status effects of materia can be ascribed to weapons and armor through the use of the Added Effect Materia. If the materia is linked with Added Effect on a weapon, that weapon ascribes that status to the target. If Added Effect is used on armor, the armor protects against that status. Here are the statuses:
Death: The character falls to the ground, dead. His HP have dropped to 0. The only way he can fight again is to have Revive-type magic used on him, or the item Phoenix Down. The character does not gain experience or AP when he is dead. If all of your party has this status, you lose. This lasts until he is revived.
Near-Death: The character falls to his knees and his HP are represented in yellow. He is very close to dying. This can be rectified by using Potion or Elixir-type items, or Restore-type magic. This lasts until he is cured.
Sleep: The character stops and has "ZZzz" coming out of him. His time gauge does not fill. To wake him, he needs to be attacked, either by you or an enemy. This lasts until the fight ends.
Poison: The character flashes green and loses a certain amount of HP every turn. To cure this, use Heal-type magic, or the item Antidote. This lasts until the fight is over.
Sadness: The character's Limit Gauge turns blue. He does not hit as hard with physical attacks, and his Limit Gauge only fills half as fast. This is ended with the item Hyper. This status lasts until you use a Hyper.
Fury: The character's Limit Gauge turns from pink to red. He hits harder, but misses attacks more often. His Limit Gauge fills twice as fast. This is ended with the item Tranquilizer. This status lasts till you Tranquilize him.
Confusion: The character spins in circles and attacks you and your party members. This is solved by the character being attacked, either by an enemy or you. When the fight is over, the character returns to normal.
Silence: The character has a speech bubble with "...." floating over his head. He cannot use magic attacks, Summons, or Enemy Skills. This is cured with Heal-type magic or the item Echo Screen. This lasts until the end of the fight.
Haste: The character moves twice as fast, and his Time Gauge fills twice as fast. This is ended with the character's death, or use of Slow-type or DeSpell magic. This ends after the battle.
Slow: The character moves half as fast, and his Time Gauge fills half as fast. This is ended with the character's death, or use of Haste-type or DeSpell magic. This ends after the battle.
Stop: The character stops moving. His Time Gauge does not move. The only way to cure this is to use DeSpell magic, wait until it wears off, or finish the current fight. This only lasts until the end of the battle.
Frog: The character turns into a frog. During this, he can use no magic besides Frog, and his attacks are greatly reduced. This is cured by using Frog-type magic, DeSpell, Heal-type magic, or the item Maiden's Kiss. This ends after the fight.
Small: The character shrinks down to a quarter of his normal size. He can still use all magic and attacks, but they only do 1 HP damage. This is cured by Mini-type magic, Heal-type magic, DeSpell, or the item Cornucopia. This lasts until the end of the battle.
Slow-numb: The character flashes grey and has a time over his head. When the time expires, he turns into status Petrify. Slow-numb is cured by Heal-type magic, or the item Soft. This lasts until the end of the battle, or until the timer runs out, whichever comes first.
Petrify: The character is grey. His time gauge does not fill and he does not move. If all characters are petrified, you lose. This is cured with the item Soft, or with Heal-type magic. This lasts until the fight is over.
Regen: The character flashes orange. His HP slowly comes back up if it is not at its maximum. This ends at random, usually more than eight turns. Once the battle ends, so does Regen.
Barrier: Each time someone uses a physical attack on the character, a white pyramid appears in front of him and he takes half the normal damage. This can be ended by DeBarrier-type magic. This lasts until the Orange (top) Barrier Gauge goes to nothing, or until the fight is over.
MBarrier: Each time someone uses a magic attack on the character, a colored dome appears in front of him and he takes half the normal damage. This can be ended by DeBarrier-type magic. This lasts until the Red (bottom) Barrier Gauge goes to nothing, or until the fight is over.
Reflect: If a magic attack is used on a character, three green domes appear in front of him and the magic is reflected upon the opposing party. This is ended by DeSpell magic. This lasts a random amount of turns, usually around eight, or it ends when the fight does.
Shield: The character is invincible to most attacks for a short time. This ends in a few turns, or when the fight does, whichever comes first.
Death-sentence: The character has a timer over his head. When the timer expires, the character's status changes to Death. This ends with the timer running out, or the fight ending, whichever comes first.
Manipulate: The character flashes green, and is controlled by a member of the opposing party. This is cured by an attack, Sleep status, or the character dying. This ends at the end of a fight.
Berserk: The character flashes red and controls himself. He only performs physical attacks, but both his speed and attack power are increased. This is cured by Heal-type magic. It ends with the fight.
Peerless: The character flashes yellow. Like Shield status, but the character is completely invincible. There are no attacks that can break through the Peerless status. Ends in a few rounds, or with the end of the fight, whichever comes first.
Paralyzed: Like Stop status, but is cured with Heal-type magic. This ends when the fight does.
Darkness: The character flashes black, and cannot see. His hit accuracy rate is severely reduced. This is cured by Heal-type magic, or the item Eyedrop. This ends with the fight.
- Elementals 
Elementals are the various types of magic in Final Fantasy 7. The elemental of a particular materia is listed on the Materia screen. Elementals of materia can be ascribed to weapons and armor through the use of the Elemental Materia. If the materia is linked with Elemental on a weapon, that weapon adds damage according to the element. If Elemental is used on armor, the armor protects against that element. There are 8 basic elementals:
Fire
Fire effect. Works best on animals and water monsters.
Ice
Ice effect. Works best on fire monsters and things that hate the cold.
Lightning
Lightning effect. Works best on mechanical things.
Earth
Attacks using the earth's power. Doesn't work on flying enemies.
Poison
Poisons enemies. Doesn't work on any poison based enemies.
Gravity
Gravity based attack. These hurt if they hit.
Water
Calls on the earth's water. Works well on fire monsters.
Wind
Calls up the winds. Works well on flying enemies.
Holy
Calls up the Planet's power. Works well on dark monsters.
- Locations 
Please note that maps have not been added yet (except Places of Interest).
Here are references to the important places on the World Map.
1. Continents
Map of Continents
 Northern Continent: The large continent at the top of the Map. Looks like a Chocobo.
 Eastern Continent: The continent that you start the game on.
 Central Continent: The continent to the west of the Eastern Continent. Has Nibelheim and the Gold Saucer.
 Western Continent: The long, thin continent to the left side of the Map. Has Wutai on it.
 Southern Continent: The long, thin continent near the bottom of the Map. Has Mideel on it.
2. Cities
Map of Cities
Midgar: The city where you first enter the World Map. Large, eight-sectioned city with smog around it. Northwest corner of the Eastern Continent.
Kalm: The city just to the east of Midgar. Represented by two houses, one with a green roof, and one with a blue roof. North side of the Eastern Continent.
Junon: South and a little west of Midgar. Western coast of the Eastern Continent. Built into a cliff, so it's hard to see. For a majority of the game, it has a large cannon (the Sister Ray) jutting out of it.
Costa Del Sol: Northeast coast of the Central Continent. Looks like two houses with pink roofs, and two docks. Almost directly west of Midgar.
Corel: Northern side of the Central Continent. Looks like two old cabin tents. Straight west of Costa Del Sol.
Gongaga: Southeast corner of the Cenral Continent. Looks like a blown up can. Almost straight south from Corel.
Cosmo Canyon: Southwest corner of the Central Continent; the sky is red here. Looks like two green huts and an observatory built into a cliff. Almost straight west of Gongaga.
Nibelheim: Western side of the Central Continent. Surrounded by pointy gray mountains. Looks like two houses with pink roofs. Southwest of Corel.
Rocket Town: Northwest corner of the Central Continent. Looks like two houses and a rocket propped up by a stand. Northwest of Nibelheim.
Wutai: The only city on the Western Continent, it's near the northern tip. Looks like two red Japanese houses. Northwest of Rocket Town.
Bone Village: Southern tip of the Northern Continent. One of the few places on the Northern Continent without snow. Looks like a dinosaur's rib cage and skull. Northwest of Midgar.
Forgotten City: Southern part of the Northern Continent. Looks like a giant tree in a crack in the ground. Just northeast of Bone Village.
Icicle Inn: Center of the Northern Continent. Looks like two beige houses. Northwest of Bone Village.
Mideel: The only city on the Southern Continent. Looks like two houses before Ultimate Weapon attacks, looks like a greel pool afterwards. Due south of Kalm.
3. Islands
Map of Islands
 Woodlands Area: Island southwest of Fort Condor. On the large World Map, has a V-shaped mountain at the northeast corner.
 Goblin Island: Actually should be Goblin Islands. The group of islands at the northeast corner of the World Map. Northeast of Kalm.
 Cactus Island: Uncharted island in the far south and not so far west part of the Map. Looks like a small island. South and slightly west of Cosmo Canyon.
 Round Island: Uncharted Island at the extreme northeast corner of the Map. Looks like a small, round island, with a ring of mountains around it.
4. Other Places of Interest 
 Chocobo Farm: Southeast of Kalm. Eastern side of the Eastern Continent. Looks like a house with a pink roof, a barn, and a silo.
 Fort Condor: Southern portion of the Eastern Continent. Looks like a blue cylinder with a bird perched atop it before you win the battle, minus the bird afterwards.
 Gold Saucer: Eastern side of the Central Continent. Looks like a giant gold tree. Almost due south of Corel, it's surrounded by desert.
 Weapon Seller's: Single house in the southeast corner of the Central Continent. Straight south of the Gold Saucer.
 Ancient Forest: Southern side of the Central Continent. Looks like a green gumdrop high atop a cliff. Just southeast of Cosmo Canyon.
 Chocobo Sage's: Dead center of the Northern Continent. Looks like a house with a green roof. East and slightly north of Icicle Inn.
 Northern Crater: Top point of the Northern Continent. The Chocobo's eye. Looks like a large hole in the ground, duh! Due north from Icicle Inn.
 Sleeping Man's Cave: North-central part of the Eastern continent. Looks like a cave! Southeast of Midgar.
 Temple of the Ancients: On the Woodlands Area Island just off the southwest coast of the Eastern Continent. Looks like a pyramid before it gets turned into the Black Materia, afterwards it's just another hole in the ground.
 Mythril Mine: South-central part of the Eastern Continent. It's a cave at the south side of the swamp. Southwest of the Chocobo Farm.
 Mt. Corel: Northern part of the Central Continent. Looks like a cave at the end of mountain road. Ever so slightly northeast of Corel.
 Mt. Nibel: Northern part of the Central Continent. Looks like a cave in the side of a pointy mountain. Just west of Nibelheim.
 Corral Valley Cave: Eastern-Central part of the Northern Continent. Looks like a cave. North and a little west of the Forgotten City.
 Vincent's Waterfall: North-central part of the Central Continent. Looks like a waterfall at the top of a large lake. Just southeast of Nibelheim.
 Westernmost Cave: Eastern-central part of the Western Continent. It's a cave in the side of a small mountain. Straight west from Rocket Town.
 Western Cave: Northern part of the Central Continent. Looks like a cave. North of Corel.
 Southernmost Cave: Northern tip of the island chain off of the Southern Continent. It looks like a cave in a small mountain with a long strip of land leading up to it.
 Northernmost Cave: Round Island. Northeast of, well, everything. Almost as far north and east as you can go. It's the only thing on Round Island.
- The PHS 
The PHS stands for the Party Hensei System. It is like a cell phone that you can use to call your friends. You can call them from the World Map or from most save points to change party members. It is also used at various points in the game for communication. To use it, press  to access the menu, scroll down to PHS, select it, then choose which characters you wish to put into your party.
- General Tips 
 To reset the game during Normal Play or on the World Map, hit  ,  ,  ,  ,  , and  at the same time.
 Always have at least 5 Tents on you at any time. You never know when you may need one.
Cover Materia is good to equip on someone whom you are trying to teach their Limit Breaks. Also use the item Hyper.
Elixirs and Megalixirs are very valuable. Megalixirs are like Tents that you can use anywhere.
 Good places to build experience are the Northern Crater, the Sunken Plane, and near Mideel.
 The best place to accumulate AP is in the Northern Crater. Take the Upper Left Path and fight the Magic Pots. Give them each an Elixir for 1000 AP. This is not a problem if you use the W-Item cheat (see Unlimited Item Cheat).
 Move Barret to the back row if he has a long range weapon. Alternately, give someone the Long Range Materia and move them to the back row. They only take half of the physical damage from back here.
 Always keep cursor mode (  BUTTON) on during play and fights. It helps!
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