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FFVII · Cargo Ship

Final Fantasy VII · walkthrough

Cargo Ship

Story mode. Written for a first playthrough and kept free of spoilers — it will not tell you what happens here, only what the game is asking of you.

9 things here are lost permanently, and 1 more you can get another of later. Everything below is worth taking as you pass it. The completionist tab lists every one of them with the exact moment it stops being obtainable.

Short stretch. Talk to people, fight something, arrive somewhere warmer.

Everyone is wearing the same face

Your party is disguised as crew, and they all look like generic sailors. You find them by walking up to sailors and talking until one of them turns out to be somebody you know.

Only one of those conversations is required to move the story on. The rest are optional — and the rest are where all the character writing is, so do them anyway. Some of them are also quietly changing something behind the scenes.

One of your party is seasick and would appreciate something for it. If you happen to be carrying a Tranquilizer, that is what it is for. If you are not, you cannot help, and the game notices.

Look around properly before the fight

Once the alarm goes off, the ship opens up and there are things to find below deck — including a chest up a ladder above the engine room that is easy not to notice, and a Materia that was hidden behind somebody standing in front of it earlier.

If you swept the cargo hold when you first boarded and thought it was empty, go back. It was not empty; it was blocked.

After the boss

There is a Materia lying on the engine-room floor when the fight ends.

The game does not hand it to you. It does not announce it. You will very likely be walking toward the exit with the music playing and the cutscene finished, and it is behind you on the floor.

Pick it up before you leave the room. You do not get to come back for it.

Game Notes

The cargo ship is a palate cleanser, and it is doing more work than it looks like.

Everything before this has been forward motion — escape the reactor, escape the city, cross the marsh, get up the cliff. This is the first stretch where the game puts you somewhere you cannot leave and lets you wander around talking to your own party for twenty minutes. Nobody is chasing you. There is nowhere to go. The only thing to do is find out who these people are.

It is also the first time the game does the disguise gag properly — five people in identical uniforms, and the joke is that you have to work out which generic sailor is the enormous man with the gun for an arm.

Then it puts something important on a floor and says nothing about it, because it is 1997 and nobody had invented the glowing outline yet.

Worth doing on a first run

How this page was made

Researched across one community walkthrough and written from scratch — no source’s wording appears here.

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