Final Fantasy VII
The 1997 original, walked through twice: once for the story, once for everything you would otherwise lose.
Square Enix · PlayStation, PC, Switch, PS4/PS5, Xbox · Official site
54 of 27 areas written · 27 of 27 catalogued. Progress is shown honestly below rather than hidden behind empty pages.
Guides
Chocobo catching, racing and breeding
The whole system end to end, with the nut sources settled from the game's own tables — including the one that explains why a widely-repeated breeding step is wrong.
The superbosses
Emerald and Ruby, the Weapon chase that unlocks them, and the elemental tables settled — Ruby absorbs nothing, whatever you have read.
Ultimate weapons and final Limit Breaks
Nine weapons, eight Limit Breaks — not nine — and a four-item deadline list that is the only part of this you can actually get wrong.
Areas
Midgar
The opening city: the No. 1 Reactor bombing through to the Shinra Building escape. Self-contained, heavily gated, and the single worst place in the game to leave something behind.
Kalm
The first town after Midgar, and the long flashback that frames the whole game. Almost nothing here is missable — but the one thing that is, is hidden inside a piano.
Chocobo Farm and the Marshes
Chocobo catching opens here, and the Midgar Zolom guards the way to the Mythril Mine. Nothing in this area is missable — but two of the things you can take from it shape the next thirty hours.
Mythril Mine and Fort Condor
A short mine with one genuinely important Materia in it, and then Fort Condor — a side activity that runs for most of the game and has a real ending you can lose.
Junon and Under Junon
Priscilla, the dolphin, and the parade sequence before the cargo ship leaves. Two one-shot minigames hand out their best prizes only to a good score, and one of the four Enemy Skill Materia in the game is lying on a floor here.
Cargo Ship
A short, entirely one-way sequence between continents — and the second hard permanent loss in the game, sitting on a floor you walk straight past.
Costa del Sol
A resort town with no dungeon in it, one conversation on a beach that closes if you go to bed first, and the most expensive optional purchase on the disc.
Mt. Corel and North Corel
A mountain made of broken railway, two deliberate falls that are the only way to reach two of its items, and a town at the bottom that hates you on sight.
Gold Saucer
An amusement park with its own currency, six attractions, a prize counter that hides its best three items behind question marks, and a plot that throws you out of it about twenty minutes after you arrive.
Corel Prison
A desert you cannot climb out of, the game's hardest permanent loss so far sitting in a waiting room, and a boss fought by one character alone.
Gongaga
Entirely optional, easy to drive straight past, and it holds a summon Materia found nowhere else plus a Turks fight with a loot rule that most players break without noticing.
Cosmo Canyon
A canyon town built around a fire, and a cave underneath it that seals forever after its boss — taking the game's only copy of a support Materia with it.
Nibelheim, the Shinra Mansion and Mt. Nibel
A safe with a twenty-second timer and four hints scattered through the house around it, and a mountain of pipes on the other side.
Rocket Town
A town built around a rocket that never launched. Short, no dungeon, one boss, and a Materia shop that finally sells things worth 10,000 gil.
Wutai
A wholly optional town that takes your entire Materia inventory off you, then gives it back, then offers five duels and a summon for finishing them.
The Temple of the Ancients
A one-way dungeon with a clock for a corridor, the game's only copy of a rare support Materia inside it, and a building that stops existing when you leave.
Bone Village and the Sleeping Forest
An excavation site where you hire diggers, set off a bomb, and read their sightlines — and the forest it unlocks, which holds a summon and the ring that makes the next boss trivial.
The Forgotten Capital
The end of the first disc. A quiet city of shells, five things worth picking up, and a chapter that runs on rails once it starts.
Icicle Inn
A small town at the top of the world, the last shop before a long cold stretch, and — despite its reputation — nothing in it that can be permanently lost.
The Great Glacier and Gaea's Cliff
A snowfield with no landmarks and a hidden step counter, then a climb with a temperature gauge — and between them, most of the permanent losses people mistakenly attribute to the town before.
The Whirlwind Maze
Three wind barriers, four things on the ground beside the path, and no chance at all to come back for anything you walk past.
Junon Again
Captured, imprisoned, and broken out. No boss, no treasure, no missables — and the airship at the end of it.
Mideel
A quiet coastal town with the best shop in the game, a key hidden in a creaking walkway, and an encounter that most missable lists get wrong.
The Huge Materia
Four reactors, four races against a clock, and four chances to permanently lose something by being slow. None of them stops the story.
The Sunken Gelnika
A crashed cargo plane on the sea floor, reachable only by submarine, holding four weapons, a summon, and every stat Source in the game as morph results.
The Raid on Midgar
A parachute drop back into the city, a long one-way sweep through it, and four steals that have no second chance anywhere in the game.
The Northern Crater
The last dungeon. You can walk back out of most of it, the game asks before it locks the door, and the enemies down here pay better than anything else in the game.