FINAL FANTASY VII

FINAL FANTASY VII

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Obtaining Materia and Maximising AP Growth
By Magic Man
A guide on how to obtain each piece of Materia in Final Fantasy VII, as well as how to maximise the party's AP growth in order to efficiently master them.
   
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Introduction
In Final Fantasy VII, Materia are one of the most fundamental pieces of the combat system. The Materia that a character has equipped determines what options they have available to them in battle and how efficiently they can utilise them.

Materia can be split into three different categories - standard Materia, Huge Materia, and Master Materia. There are 80 different types of standard Materia, 4 types of Huge Materia, and 3 types of Master Materia. You can hold at most 200 pieces of Materia in your inventory at once, but the Huge Materia do not count towards this total as they are Key Items.
Standard Materia
Almost every single type of Materia which you obtain will be in this category. This group is so large that it is also broken down into the following five subcategories:

Materia
Colour
Types
Use
Magic
Green
21
Gives access to the Magic command window in battle and allows your character to perform various spells. Restorative spells can be cast outside of battle.
Support
Blue
13
If connected to a piece of Magic, Command, or Summon Materia on equipment with linked slots, it will augment the effects of the attached Materia.
Command
Yellow
13
In battle, adds a new command to the command window. Each one has a unique effect, such as allowing the character to steal an item from an enemy.
Independent
Purple
17
There is a wide range of potential with this type of Materia. Some affect the world outside of battle, some give stat buffs, etc.
Summon
Red
16
In battle, gives access to the Summon command window. Your character summons a powerful being or monster to perform an attack.

When a battle is won, on top of the EXP (Experience Points) and the gil (currency) your party will gain, every piece of Materia which was equipped to the party's weapons and armour will gain AP (Ability Points). This allows the Materia to level up and become more powerful. Once a piece of Materia reaches the maximum level, it will be considered "mastered". From here, it will produce a clone of itself which will be the minimum level if there is available space in your inventory.

The one exception to this is the Underwater Materia, which cannot be levelled up, is mastered from the moment you get it and will never clone itself.
Standard Materia Locations (Part 1)
Magic Materia (Green):
Below is a table with the location details of all 21 Magic Materia:

Materia
Location(s)
Method(s)
Price (Gil)
Missable?
Barrier
Rocket Town
Shop
10,000
No
Comet
Forgotten City
Ground
-
No
Contain
Mideel
Chocobo: Feed Mimmett Greens, tickle behind ear
-
No
Destruct
Shinra Mansion
Fort Condor
Mideel
Speak to Sephiroth before obtaining the Highwind
Shop (Disc 2 & 3)
Shop (After Lifestream section)
10,000
No
Earth
Kalm
Junon
Costa del Sol
Shop
Shop (Disc 1)
Shop
1,500
No
Exit
Rocket Town
Shop
10,000
No
Fire
Sector 7 Slums
Sector 5 Slums
Wall Market
Shinra Building
Fort Condor
Junon
Costa del Sol
Mideel
Shop
Shop
Shop
Red XIII (Initial Equipment)
Shop
Shop (Disc 1)
Shop
Shop
600
No
Fullcure
Cosmo Canyon
Behind item shop after obtaining the Highwind
-
No
Gravity
Cave of the Gi
Costa del Sol
Mideel
After Gi Nattak
Shop (Disc 2 & 3)
Shop (After fighting Ultimate Weapon)
8,000
No
Heal
Kalm
Junon
Costa del Sol
Gongaga
Shop
Shop
Shop (Disc 1)
Shop
1,500
No
Ice
No. 1 Reactor
Sector 7 Slums
Sector 5 Slums
Wall Market
Fort Condor
Junon
Costa del Sol
Mideel
Cloud (Initial Equipment)
Shop
Shop
Shop
Shop
Shop (Disc 1)
Shop
Shop
600
No
Lightning
No. 1 Reactor
Sector 7 Slums
Sector 5 Slums
Wall Market
Fort Condor
Junon
Costa del Sol
Mideel
Cloud (Initial Equipment)
Shop
Shop
Shop
Shop
Shop (Disc 1)
Shop
Shop
600
No
Mystify
Cosmo Canyon
Gongaga
Shop
Shop
6,000
No
Poison
Shinra Building
Kalm
Junon
Costa del Sol
Floor 67
Shop
Shop (Disc 1)
Shop
1,500
No
Restore
No. 1 Reactor
Sector 7 Slums
Sector 5 Slums
Wall Market
Fort Condor
Costa del Sol
Junon
Mideel
Core
Shop
Shop
Shop
Shop
Shop (Disc 1)
Shop (Disc 1)
Shop
750
No
Revive
Costa del Sol
Junon
Shop (Disc 1)
Shop
3,000
No
Seal
Junon
Costa del Sol
Shop
Shop (Disc 1)
3,000
No
Shield
Northern Cave
Lake Path
-
No
Time
Gongaga
Rocket Town
Shop
Shop
6,000
No
Transform
Gold Saucer
Corel Bridge
North Corel
Cosmo Canyon
Gongaga
Mideel
Cait Sith (Initial Equipment)
Train tracks
Shop
Shop
Shop
Shop (After fighting Ultimate Weapon)
5,000
No
Ultima
North Corel
North Corel
Gift (If you stop the train)
Shop (If you catch up to the train but don't stop it)
50,000
YES

Missables:
  • Ultima is missable if you do not manage to catch up with the train.

Support Materia (Blue):
Below is a table with the location details of all 13 Support Materia:

Materia
Location(s)
Method(s)
Price (Gil)
Missable?
Added Cut
Great Glacier
Crossroads
-
No
Added Effect
Cave of the Gi
Cave Switch Room
-
YES
All
Sector 7 Slums
Shinra Building
Shinra Building
Cargo Ship
Mt. Nibel
Great Glacier
Fort Condor
Gold Saucer
Beginner's Hall
Floor 63 (Coupon gift)
Red XIII (Initial Equipment)
Cargo Room
Chutes Room
Snow Cave
Shop (Disc 2 & 3)
Wonder Square (Snowboarding B Course 89+ points)
20,000
No
Counter
Northern Cave
Light Cavity
-
No
Elemental
Shinra Building
Mt. Nibel
Nibelheim
Floor 62 (Guess Mayor's password first attempt)
Mako Fountain
Tifa's House (Piano) [MISSABLE]
-
ONE IS
Final Attack
Gold Saucer
Battle Square (Special Battle prize)
-
YES
HP Absorb
Wutai
Northern Cave
Cat's House (After completing Yuffie's quest)
Winding Descent
-
No
Magic Counter
Northern Cave
Gold Saucer
Above Mako Stream
Chocobo Square (S-Class prize 500 GP)
-
No
MP Absorb
Wutai
Item Shop (Chest during Yuffie's quest)
-
YES
MP Turbo
Whirlwind Maze
After Jenova·DEATH
-
YES
Quadra Magic
Mideel Area
Materia Cave (Need Blue, Black, or Gold Chocobo)
-
No
Sneak Attack
Gold Saucer
Chocobo Square (A/S-Class prize 300 GP)
-
No
Steal As Well
Wutai
Da-chao Statue
-
No

Missables:
  • Added Effect is missable if you leave the Cave of the Gi before picking it up.
  • The Elemental Materia in Tifa's house is missable. During the Nibelheim flashback, you must go to Tifa's piano and "jam on it". Then, when Tifa becomes the party leader in Disc 2, you must return to the piano and start playing it to obtain the Materia.
  • Final Attack is missable if your Materia stock is full when you first complete special battle.
  • MP Absorb is missable if you do not complete Yuffie's quest in Wutai before Disc 3.
  • MP Turbo is missable if you reach the end of the Whirlwind Maze.
Standard Materia Locations (Part 2)
Command Materia (Yellow):
Below is a table with the location details of all 13 Command Materia:

Materia
Location(s)
Method(s)
Price (Gil)
Missable?
Deathblow
Gongaga
Fort Condor
Rocket Town
Forest Path
Shop (Disc 2 & 3)
Shop (Disc 2 & 3)
10,000
No
Double Cut
Sunken Gelnika
Research Room
-
No
Enemy Skill
Shinra Building
Junon
Forgotten Capital
Icicle Area
Floor 68 (Hojo's Lab sample tank) [MISSABLE]
Respectable Inn (Beginner's Hall)
Inn (Behind beds)
Chocobo Sage's House (Talk to Green Chocobo)
-
ONE IS
Manipulate
Gold Saucer
Fort Condor
Rocket Town
Cait Sith (Initial Equipment)
Shop (Disc 2 & 3)
Shop (Disc 2 & 3)
10,000
No
Mime
Wutai Area
Materia Cave (Need Green, Black, or Gold Chocobo)
-
No
Morph
Temple of the Ancients
Well of Knowledge
-
YES
Sense
Sector 6
Shinra Building
Kalm
Junon
Park (South gate)
Red XIII (Initial Equipment)
Shop
Shop (Disc 1)
1,000
No
Slash-All
Ancient Forest
Center Area
-
No
Steal
Corneo Hall
Kalm
Sewer
Shop
1,200
No
Throw
Overworld
Fort Condor
Rocket Town
Yuffie (Initial Equipment)
Shop (Disc 2 & 3)
Shop (Disc 2 & 3)
10,000
No
W-Item
Winding Tunnel
Fork (Go wrong direction in Disc 2)
-
No
W-Magic
Northern Cave
Light Cavity
-
No
W-Summon
Gold Saucer
Battle Square (Disc 2 & 3 for 64,000 BP)
-
No

Missables:
  • The Enemy Skill Materia in Hojo's Lab is missable if you leave the Shinra Building without it.
  • Morph is missable if you enter the large doors in the doorway puzzle room without having picked it up.

Independent Materia (Purple):
Below is a table with the location details of all 17 Independent Materia:

Materia
Location(s)
Method(s)
Price (Gil)
Missable?
Chocobo Lure
Chocobo Farm
Chocobo Farm
Buy from Choco Billy (Disc 1)
Fences (Disc 2 & 3)
2,000
No
Counter Attack
Mt. Nibel
Gold Saucer
Defeat Materia Keeper
Chocobo Square (A/S-Class prize 300 GP)
-
No
Cover
Sector 5
Wall Market
Aerith's House (Garden)
Shop (After fall of Sector 7)
1,000
No
Enemy Away
Gold Saucer
Chocobo Square (B/A/S-Class prize 300 GP)
-
No
Enemy Lure
Gold Saucer
Battle Square Prize (250 - 5,120 BP)
-
No
EXP Plus
Gold Saucer
Wonder Square (Disc 2 & 3 - Prize 2,000 GP)
-
No
Gil Plus
Gold Saucer
Wonder Square (Disc 2 & 3 - Prize 1,000 GP)
-
No
HP Plus
Junon
Cosmo Canyon
Mideel
Rufus' Send-off (Score 60 - 90 points)
Shop
Shop
8,000
No
HP <--> MP
Corel Area
Materia Cave (Requires Black or Gold Chocobo)
-
No
Long Range
Mythril Mine
East Area
-
No
Luck Plus
Temple of the Ancients
Labyrinth Area
-
YES
Magic Plus
Corel Valley
Cave Climb
-
No
Mega All
Northern Cave
Mako Stream
-
No
MP Plus
Cosmo Canyon
Mideel
Shop
Shop
8,000
No
Pre-Emptive
Gold Saucer
Battle Square Prize (1,000 - 10,240 BP)
-
No
Speed Plus
Flashback
Gold Saucer
Cloud's equipment during flashback only
Battle Square (Prize 4,000 - 20,480 BP)
-
No
Underwater
Kalm
Give Kalm traveller a Guide Book.
-
YES

Missables:
  • Luck Plus is missable if you enter the large doors in the doorway puzzle room without having picked it up.
  • Underwater is missable if you missed the Morph Materia, as it is required to morph a Ghost Ship into a Guide Book.

Battle Square Prizes:
Prizes in the Battle Square can vary in price depending on how far into the game you are. Below is a table summarising the prices of the three Independent Materia that are sold here:

Materia
Before Tiny Bronco
After Tiny Bronco
After Highwind
Enemy Lure
5,120 BP
800 BP
250 BP
Pre-Emptive
10,240 BP
6,400 BP
1,000 BP
Speed Plus
20,480 BP
12,800 BP
4,000 BP
Standard Materia Locations (Part 3)
Summon Materia (Red):
Below is a table with the location details of all 16 Summon Materia:

Materia
Location(s)
Method(s)
Missable?
Alexander
Great Glacier
Touch the Hot Springs then touch the Snow woman
No
Bahamut
Temple of the Ancients
Mural Room (Pick up after defeating Red Dragon)
YES
Bahamut ZERO
Cosmo Canyon
Bone Village
Planetarium (Blue Huge Materia + both other Bahamuts)
Can be dug up (Disc 3 if missed any Huge Materia)
YES
Choco/Mog
Chocobo Farm
Interact with Chocobo by fence
No
Hades
Sunken Gelnika
Cargo Room
No
Ifrit
Cargo Ship
Engine Room (Pick up after defeating Jenova∙BIRTH)
YES
Knights of Round
Round Island
Materia Cave (Requires Gold Chocobo)
No
Kujata
Sleeping Forest
Second screen (Floating around)
YES
Leviathan
Wutai
Pagoda (Defeat fifth and final opponent Godo)
No
Neo Bahamut
Whirlwind Maze
Crossing Area
YES
Odin
Nibelheim Mansion
Upstairs safe (Pick up after defeating Lost Number)
No
Phoenix
Fort Condor
Bone Village
Nest (If you successfully defend the Huge Materia)
Can be dug up (Disc 3 if not picked up at Fort Condor)
No
Ramuh
Gold Saucer
Jockey Room
YES
Shiva
Under Junon
Under Junon
Gift from Priscilla after defeating Bottomswell
Priscilla's Room (If Materia stock was full first time)
No
Titan
Gongaga
Reactor (Examine the ruins)
No
Typhon
Ancient Forest
Tree tops
No

Missables:
  • Bahamut is missable if you head to the XII in the Clock Room without picking it up.
  • Bahamut ZERO is missable if you collect all four Huge Materia but missed out on either Bahamut or Neo Bahamut.
  • Ifrit is missable if you leave the Cargo Ship without picking it up.
  • Kujata is missable if your Materia stock is full when you try to pick it up. Due to a glitch, it will vanish completely.
  • Neo Bahamut is missable if you head too far into Whirlwind Maze without picking it up.
  • Ramuh is missable if you win your freedom in the Chocobo Race without picking it up.

Notes:
  • Once the Highwind is obtained, a Chocobo will only be by the fence once you've caught on and sent it to a rented stable.
  • Titan Materia will be invisible until Disc 2, but it will still be obtainable.
Huge Materia
Unlike standard Materia and Master Materia, pieces of Huge Materia count as Key Items and thus take up none of your 200 Materia spaces.

Somewhat into Disc 2, you will be tasked with stealing four pieces of Huge Materia from Shinra. Obtaining each piece requires you to successfully complete a quest, which are mandatory to continue with the game, but are all possible to fail. Below are the details:

No.
Location
Success
Failure
1
North Corel
Board the train and stop it within the 10-minute time limit.
Fail to board the train in time or fail to stop it before time runs outs.
2
Fort Condor
Stop the enemy forces from reaching the shed or defeat the enemy commander.
The enemy forces reach the shed and then the party loses against the enemy commander.
3
Junon
Destroy the enemy submarine without being destroyed within the 10-minute time limit.
Your submarine is destroyed or the time limit is reached.
4
Rocket Town
Correctly guess the correct password within the 3-minute time limit.
Fail to guess the correct password within the time limit.

Below are the different button combinations for the Shinra No. 26 password:

Console
Buttons
PC (Default)
X, Insert, C, C
PC
[OK], [SWITCH], [CANCEL], [CANCEL]
Sony PlayStation
Circle, Square, Cross, Cross
Nintendo Switch
B, X, A, A (It might actually be B, Y, A, A)
Microsoft Xbox One
B, X, A, A
Android Phone
A, X, B, B

Once the four quests have been completed, you will move any Huge Materia obtained to Buganhagen's observatory in Cosmo Canyon and they will become usable.

The colours of Huge Materia gained will not be determined by which locations you stole them from, but rather the amount you managed to steal - for example, you cannot steal just the Blue Huge Materia. Below is a table detailing the uses of each Huge Materia:

Huge Materia
Successful Quests
Use
Yellow
At least 1
You can exchange a specific subset of 7 mastered Command Materia for a Master Command Materia. This can be repeated.
Green
At least 2
You can exchange a full set of all 21 mastered Magic Materia for a Master Magic Materia. This can be repeated.
Red
At least 3
You can exchange a specific subset of 11 mastered Summon Materia for a Master Summon Materia. This can be repeated.
Blue
All 4
If you have both a Bahamut Materia and a Neo Bahamut Materia, then you will be granted a Bahamut ZERO Materia. This cannot be repeated.
Master Materia
There are three types of Master Materia - Master Magic Materia, Master Command Materia, and Master Summon Materia.

There are two methods to obtain the Master Materia:
  • Exchange a set of mastered standard Materia to the Huge Materia in Bugenhagen's observatory in Cosmo Canyon. This can be done as many times as you want.
  • Defeat Emerald WEAPON and give the Earth Harp it drops to the Kalm Traveller. He will give you a full set of Master Materia. This can only be done once.

Master Magic Materia Requirements:
All 21 types of standard Magic Materia are required to create the Master Magic Materia. It takes a total of 1,029,000 AP to master the entire set.

Master Command Materia Requirements:
Of the 13 types of standard Command Materia, only 7 are needed to create the Master Command Materia. It takes a total of 430,000 AP to master the needed subset.

Needed
Not Needed
Deathblow
Manipulate
Mime
Morph
Sense
Steal
Throw
Double Cut
Enemy Skill
Slash-All
W-Item
W-Magic
W-Summon

Master Summon Materia Requirements:
Of the 16 types of standard Summon Materia, only 11 are needed to create the Master Summon Materia. It takes a total of 1,885,000 AP to master the needed subset.

Needed
Not Needed
Alexander
Bahamut ZERO
Choco/Mog
Hades
Knights of Round
Kujata
Leviathan
Odin
Shiva
Titan
Typhon
Bahamut
Ifrit
Neo Bahamut
Phoenix
Ramuh
Equipment with Enhanced AP Growth
AP is rewarded whenever a battle is won, and it is given to any Materia which is currently equipped to your party members’ weapons or armour. Each weapon and armour will have a certain amount of Materia slots as well as an AP growth rate, which can apply a multiplier to the amount of AP gained by the Materia on that item.

Most weapons have a “Normal” growth rate (1x). Below is a table displaying any weapons with unusual growth rates:

AP Growth
Weapon (User, Slots)
Armor (Slots)
Nothing (0x)
  • Nail Bat (Cloud, 0)
  • Ultima Weapon (Cloud, 8)
  • Rocket Punch (Barret, 0)
  • Pile Banger (Barret, 6)
  • Missing Score (Barret, 8)
  • Work Glove (Tifa, 0)
  • Premium Heart (Tifa, 8)
  • Umbrella (Aeris, 0)
  • Hairpin (Red XIII, 0)
  • Limited Moon (Red XIII, 8)
  • Superball (Yuffie, 0)
  • Conformer (Yuffie, 8)
  • Trumpet Shell (Cait Sith, 0)
  • Battle Trumpet (Cait Sith, 6)
  • HP Shout (Cait Sith, 8)
  • Silver Rifle (Vincent, 0)
  • Supershot ST (Vincent, 6)
  • Death Penalty (Vincent, 8)
  • Mop (Cid, 0)
  • Venus Gospel (Cid, 8)
  • Bronze Bangle (0)
  • Gigas Armlet (5)
  • Warrior Bangle (4)
  • Ziedrich (0)
Double (2x)
  • Force Stealer (Cloud, 3)
  • Rune Blade (Cloud, 4)
  • W Machine Gun (Barret, 3)
  • Drill Arm (Barret, 4)
  • Motor Drive (Tifa, 3)
  • Platinum Fist (Tifa, 4)
  • Powersoul (Tifa, 4)
  • Magic Comb (Red XIII, 3)
  • Plus Barrette (Red XIII, 4)
  • Wind Slash (Yuffie, 3)
  • Twin Viper (Yuffie, 4)
  • Rising Sun (Yuffie, 4)
  • White M-Phone (Cait Sith, 3)
  • Black M-Phone (Cait Sith, 4)
  • Peacemaker (Vincent, 3)
  • Buntline (Vincent, 4)
  • Viper Halberd (Cid, 4)
  • Javelin (Cid, 5)
  • Platinum Bangle (2)
  • Rune Armlet (4)
Triple (3x)
  • Apocalypse (Cloud, 3)
  • Scimitar (Cid, 2)
  • None

If you want to maximise the Materia you are gaining, then you will want to choose equipment with both high AP growth and a high number of Materia slots.

It is also important to consider whether you want a few Materia levelled up extremely fast or many Materia levelled up at a good speed. For example, the Rune Armlet has 4 slots with doubled AP growth, meaning that it can effectively take 8 times the amount of AP given at the end of a battle. However, the Precious Watch has 8 slots with normal AP growth, which means that it also takes 8 times the AP given.

The best two pieces of equipment for AP growth are Cloud’s Apocalypse, which gives 9 times the AP earned, and Cid’s Javelin, which gives 10 times the AP earned.

Cid’s Scimitar has tripled AP growth, but only two Materia slots. This means that it gives 6 times the AP earned. Despite this, the tripled AP rate can be excellent for quickly levelling Materia which needs an enormous amount of AP.

For example, the Knights of the Round Materia normally takes 500,000 AP to master. With a doubled AP growth rate, it effectively takes 250,000 AP to master. With a tripled AP growth rate, it instead effectively takes 166,667 AP to master.

Where to Obtain Equipment:
  • Rune Armlets can be bought in Bone Village for 3,700 gil.
  • Weapons with 4 slots and 2x growth can be bought from the various weapon shops in Junon after obtaining the Highwind.
  • Cid's Javelin can be found in a chest at Gaea's Cliff, which means that it is missable.
  • Cid's Scimitar can be found in a chest at the Junon Underwater Reactor, from a chest by the submarines. This is also missable, as you cannot return to here after boarding the submarine.
  • Cloud's Apocalypse can be found in a chest in the Ancient Forest, a location near to Cosmo Canyon which can only be accessed by either riding a Green/Black/Gold Chocobo or defeating Ultimate Weapon.
Total AP Required for Materia Mastery
AP Total
Magic (Green)
Support (Blue)
Command (Yellow)
Independent (Purple)
Summon (Red)
500,000 AP
Knights of Round
300,000 AP
Magic Counter
250,000 AP
W-Item
W-Magic
W-Summon
Bahamut ZERO
Hades
Typhon
200,000 AP
Added Cut
Quadra Magic
Steal As Well
Neo Bahamut
180,000 AP
Phoenix
160,000 AP
Final Attack
Mega All
150,000 AP
Sneak Attack
Double Cut
Slash All
EXP Plus
Gil Plus
Alexander
140,000 AP
Kujata
120,000 AP
MP Turbo
Bahamut
100,000 AP
Full Cure
Shield
Ultima
Added Effect
Counter
HP Absorb
MP Absorb
Mime
Morph
Counter Attack
Luck Plus
Speed Plus
Leviathan
80,000 AP
Elemental
HP <--> MP
Long Range
Pre-Emptive
Odin
Titan
70,000 AP
Ramuh
60,000 AP
Comet
Contain
Heal
Throw
Ifrit
55,000 AP
Revive
50,000 AP
Steal
Enemy Away
Enemy Lure
HP Plus
Magic Plus
MP Plus
Shiva
45,000 AP
Barrier
Destruct
42,000 AP
Time
40,000 AP
Earth
Gravity
Restore
Deathblow
Manipulate
Sense
Cover
38,000 AP
Poison
35,000 AP
Fire
Ice
Lightning
All
Choco/Mog
30,000 AP
Exit
Chocobo Lure
25,000 AP
Mystify
24,000 AP
Transform
20,000 AP
Seal

To master each group requires:

Type
Colour
AP Required
Magic
Green
1,029,000
Support
Blue
1,845,000
Command
Yellow
1,480,000
Independent
Purple
1,320,000
Summon
Red
2,515,000
Total
-
8,189,000

The following Materia are "mastered" at 0 AP do not produce a clone upon doing so:
  • Master Command
  • Master Magic
  • Master Summon
  • Underwater
An Enemy Skill Materia can only be mastered by learning all 24 enemy skills on it.
Fastest AP Grinding Location
The best location to grind for AP is the game’s final dungeon, the Northern Cave – specifically in the Lake Area where you will end up after the team splits up if you go left and then to the upper path.

In this location, the best encounters are Movers, which give 800 AP each, but always attack in groups of three, meaning each fight is worth 2,400 AP.

The second-best encounters are Magic Pots, which give 1,000 AP each. They will attack either alone or as a pair, meaning that you can get 1,000 AP to 2,000 AP from each fight, but each one you kill will cost you one Elixir. I would recommend learning the W-Item glitch so that you can clone Elixirs ready for grinding.

The other encounters in this area are decent for AP gain:

Enemy
AP
Notes
Allemagne
100
Appears alone or as a duo.
Christopher
80
Always appears with Gighee.
Gighee
60
Always appears with Christopher.
Magic Pot
1,000
Appears alone or as a duo.
Master Tonberry
200
Always appears alone.
Mover
800
Always appears as a trio.
Mastering an Enemy Skill Materia
The Enemy Skill Materia is not mastered by grinding AP, but instead by learning all of the 24 possible enemy skills on it.

Below is a table containing the details of all Enemy Skills:

No.
Skill Name
Enemy
Location
Method
Missable?
01.
Frog Song
Touch Me
Toxic Frog
Christopher
Gongaga Area
Temple of the Ancients: Labrynth
Northern Cave: Lake
-
-
-
No
02.
L4 Suicide
Mu
Trickplay
Chocobo Farm Area
Icicle Area, Forgotten City
-
-
No
03.
Magic Hammer
Razor Weed
Wutai Area
Manipulate
No
04.
White Wind
Zemzelett
Wind Wing
Junon Area
Whirlwind Maze
Manipulate
Confusion
No
05.
Big Guard
Beach Plug
Costa del Sol Area, Gongaga Area
Manipulate
No
06.
Angel Whisper
Pollensalta
Northern Cave: Stalactite
Manipulate
No
07.
Dragon Force
Dark Dragon
Northern Cave: Spiral Descent
Manipulate
No
08.
Death Force
Adamantaimai
Wutai Area: Beach
Manipulate
No
09.
Flame Thrower
Ark Dragon
Dragon
Mythril Mine
Mt. Nibel
-
-
No
10.
Laser
Death Claw
Dark Dragon
Corel Prison
Northern Cave: Spiral Descent
-
Manipulate
No
11.
Matra Magic
Custom Sweeper
Bullmotor
Death Machine
Midgar Area
Corel Prison
Junon
-
-
-
No
12.
Bad Breath
Malboro
Gaea's Cliff, Northern Cave: Stalactite
-
No
13.
Beta
Midgar Zolom
Swamp Area
[1]
No
14.
Aqualung
Harpy
Jenova∙LIFE
Serpent
Gold Saucer Area
Forgotten City
Sunken Gelnika
-
-
-
No
15.
Trine
Materia Keeper
Godo
Stilva
Mount Nibel
Wutai: Pagoda
Gaea's Cliff
-
-
-
YES
16.
Magic Breath
Stilva
Parasite
Gaea's Cliff
Northern Cave: Spiral Descent
-
Manipulate
No
17.
????
Jersey
Behemoth
Shinra Mansion
Midgar: Sector 8 Underground
[2]
-
No
18.
Goblin Punch
Goblin
Goblin Island
-
No
19.
Chocobuckle
Chocobo
Any Chocobo tracks
[3]
No
20.
L5 Death
Parasite
Northern Cave: Spiral Descent
Manipulate
No
21.
Death Sentence
Boundfat
Gi Spector
Sneaky Step
Corel Valley, Forgotten City
Cave of the Gi
Cave of the Gi
-
-
-
No
22.
Roulette
Death Dealer
Northern Cave: Stalactite
-
No
23.
Shadow Flare
Ultimate Weapon
Ruby Weapon
Dragon Zombie
Safer∙Sephiroth
Cosmo Canyon Area
Gold Saucer Area
Northern Cave: Stalactite
Northern Cave: Planet's Core
Dying attack
-
-
[4]
No
24.
Pandora's Box
Dragon Zombie
Northern Cave: Stalactite
[5]
YES

  1. Midgar Zolom will only use this move when its HP is low.
  2. Jersey will be unable to use this move if it has been damaged.
  3. Find a Chocobo whose Level is a multiple of 4. Feed it Mimett Greens and then use the Enemy Skill L4 Suicide.
  4. Post-JORG version only. This enemy is beyond the game's "point of no return". "JORG" is short for "Japanese Original".
  5. Dying attack used against its killer. Only the first Dragon Zombie encountered in a playthrough will be able to use this move.

Important Rules about Learning Enemy Skills:
  • Fleeing a battle or having your whole team ejected from the fight will cause any Enemy Skills learned during the battle to be forgotten.
  • Enemy Skills cannot be learned from enemies in the Gold Saucer’s Battle Square.
  • Enemy Skills cannot be learned by using the Enemy Skill from one of your characters against another character holding an Enemy Skill Materia without the move.
  • A single character can learn an Enemy Skill on multiple Enemy Skill Materia at once by carrying more than one. However, if an Enemy Skill has already been learned on at least one of the Enemy Skill Materia being held by a single character, then being targeted by that attack will not teach it to the remaining Enemy Skill Materia.
Missable Enemy Skills
Of the 24 Enemy Skills which can be learned, only two of them can be missed.

15. Trine:
It is only possible to have two Enemy Skill Materia by the time that the Materia Keeper boss fight is encountered in Mt. Nibel. The third Enemy Skill Materia can be obtained before Gaea’s Cliff is reached, where Stilva can be battled.

Unfortunately, the Highwind is required to reach the fourth Enemy Skill Materia, which can only be obtained after the Whirlwind Maze has been completed, which stops you from revisiting Gaea’s Cliff.

For this reason, it is vital that the Wutai Pagoda sidequest is not completed until after the fourth Enemy Skill Materia is obtained from the Chocobo Sage’s House on the Northern Continent. Then Yuffie must equip only the Enemy Skill Materia that have not yet learned Trine before she faces the fifth and final opponent of the Wutai Pagoda, Godo. He will eventually use the move Trine against you.

24. Pandora's Box:
After losing all their health, Dragon Zombies are supposed to perform this attack against their killer before they die. However, due to a coding error, only the very first Dragon Zombie encountered will be able to use this move. Thus, it is important to save your game before entering the stalactite area of the Northern Cave and put all four Enemy Skill Materia onto the character who will kill the Dragon Zombie, which will have a maximum of 13,000 HP. It is also vital that the Dragon Zombie has enough MP left to cast Pandora’s Box before it dies.
4 Comments
Psiheim 24 Feb @ 7:05pm 
Yaboi I know how to fix your problem
It'syaboi 8 Feb @ 8:22pm 
I MADE A MISTAKE!!!
I didn't know about the Master Materia, so I sold the copies of my Summon materia. WHY DID I DO THAT?!
I had never mand it this far in the game, before, so I never thought of it!!!
Life is Pain I Hate 12 Dec, 2024 @ 6:45am 
thx just started this is v useful
Magic Man  [author] 14 Jan, 2024 @ 6:47pm 
Monday 15th January 2024:
Had this in my backlog for about 2 years now. Decided to finally finish it and it's now public.