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FFVII · Missables

Final Fantasy VII

Final Fantasy VII: everything you can permanently lose

145 permanent losses and 20 where only that copy is lost, in the order you reach them, each with the exact moment it stops being obtainable. Ticks here sync with the completion tracker.

Two different things get called "missable". Most guides merge them, which is why players think an early Materia they walked past has ruined a run. An orange Missablebelow means gone for good. A blue Copy missable means you lost that one and we tell you where the next is.

Entries also carry how far a claim has been taken, but only when that tells you something: Confirmed in game was played and checked, and Sources disagree means the guides we researched contradict each other and we have not picked a winner. No badge means ordinary researched reference.

Midgar

Point of no return: Riding out of Midgar at the end of the Shinra Building escape. But one district closes permanently long before that and cannot be reached again by any means, so treat every area here as a single visit and clear it before the story moves on.

Sector 1 and the No. 1 Reactor

Sector 8

The train home

Sector 7 slums

The train to the No. 5 Reactor

Sector 4 and the No. 5 Reactor

Sector 5 church and slums

Sector 6 and Wall Market

The sewers and the Train Graveyard

The Sector 7 pillar

The Shinra Building

The escape

Kalm

The Nibelheim flashback

Conversations that count

Mythril Mine and Fort Condor

The Mythril Mine

Fort Condor

Junon and Under Junon

Point of no return: The cargo ship departing. The parade and the send-off performance are one-time events and neither can be replayed.

Upper Junon

The parade and the send-off

Cargo Ship

Point of no return: Walking out of the engine room after the boss. The ship becomes an ordinary ferry later, but this interior with its chests never comes back.

After the boss

The crossing

Conversations that count

Costa del Sol

Point of no return: None. Costa del Sol stays open for the rest of the game and the ship back to Junon keeps running.

On arrival

Mt. Corel and North Corel

Point of no return: None on this visit. Mt. Corel can be walked again and North Corel stays on the map, though you will not have a reason to come back for a long time.

The tracks

Corel Prison

Point of no return: Winning the chocobo race. The prison is sealed the instant that race ends and no later part of the game returns to it.

Before the race

In the prison

The desert

The race

Gongaga

Point of no return: None, but the Turks fight happens once. Kill one of them before the other and half the reward leaves with him.

The Turks

Conversations that count

Cosmo Canyon

Point of no return: Defeating the boss in the cave beneath the town. That cave closes permanently the moment the fight ends. The town above stays open all game.

The cave

Nibelheim, the Shinra Mansion and Mt. Nibel

Point of no return: None. Nothing here is sealed by story progress — the town, the mansion and the mountain all stay reachable. Several published guides say otherwise about individual items; the section below says what we could and could not confirm.

Nibelheim

Mt. Nibel

Rocket Town

Point of no return: Leaving on the Tiny Bronco, for most of what is here. Sources disagree on how hard that deadline is — see the corrections below.

In town

Shops

Wutai

Point of no return: Not the next story dungeon, whatever the chapter ordering in other guides implies. The documented deadline is much later, on disc 2.

In town

The Temple of the Ancients

Point of no return: Finishing the Temple. The building does not survive the end of the sequence, and anything left in it goes with it. There is no return trip.

Before you enter

The labyrinth

The clock

Bosses

Enemies worth fighting

Bone Village and the Sleeping Forest

Point of no return: None. Bone Village stays open for the rest of the game and its dig pool grows as the story advances. The Sleeping Forest stays walkable too.

The forest

The Forgotten Capital

Point of no return: Not what most guides say. The city itself is revisited later and missed chests remain collectable. The chapter ends for story reasons rather than because a door closes behind you.

Before you go

The Great Glacier and Gaea's Cliff

Point of no return: Leaving Gaea's Cliff. The cliff never reopens. The Great Glacier below it DOES — it is reachable again by airship, which makes several published "permanently missable" labels wrong.

Gaea's Cliff

The Whirlwind Maze

Point of no return: Yes, and a real one. Nothing in this area comes back. Everything on this page has to be picked up on the way through.

Before you go

The maze

Enemies worth fighting

Mideel

Point of no return: The town closes permanently at a fixed story point. Two things in it are genuinely lost; most of the rest survives, despite what the missable lists say.

Before the story moves

The fight you cannot win

The Huge Materia

Point of no return: Each reactor closes on its own. Failing one costs you that Huge Materia and nothing else — the game continues either way and never mentions it again.

Reactor 1 — North Corel

Reactor 2 — Fort Condor

Reactor 3 — Junon

Reactor 4 — Rocket Town

The payoff

The Sunken Gelnika

Point of no return: The dungeon itself never closes. One encounter inside it does — the Turks fight disappears once the story moves on.

The boss

The Raid on Midgar

Point of no return: For Midgar, yes — everything here closes when you leave. For the rest of the game, no: the airship comes back afterwards and every overworld sidequest is still open.

Before you go

The Turks

The tunnels

The building

The bosses

The Northern Crater

Point of no return: The confirmation prompt at the bottom, after the party regroups. Everything above that point is freely exitable — there is a climbable ledge back to the airship.

The descent

Enemy Skills

Before you commit