Final Fantasy VII · walkthrough
Gold Saucer
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.
The ropeway drops you at a gate with a ticket booth. This is the single largest optional area in the game and you can spend as long here as you like.
Getting in
3,000 gil for one visit, or 30,000 gil for a lifetime pass.
You almost certainly cannot afford the lifetime pass right now. Pay the 3,000 and do not feel bad about it — there is a third way to get the permanent pass later, and it is cheaper than either.
GP is not gil
Most attractions take GP, which is park money. Someone will tell you that GP cannot be bought. Someone else, at the station, will sell you some anyway at a terrible rate.
The honest ways to get GP are the arcade at Wonder Square and the Chocobo Races. Both are more fun than the exchange rate.
Two things worth knowing before you start:
- Saving your game at the Saucer’s save point costs 5 GP. It is the only save point in the game that charges you.
- If a machine offers you a “DOUBLE CHANCE”, read the message properly. Losing does not cost you your stake. Losing sets your GP to 1.
The prize counter
Wonder Square has a counter that swaps GP for items, and the three best prizes on it are hidden behind question marks until you can afford them. They are worth saving for — one of them makes every fight for the rest of the game give more experience.
Go to Battle Square last
You can wander the park freely, and then you will go to Battle Square, and the story will take the controller off you for a while.
Nothing is destroyed and you will be back. But you will be gone for a bit, so spend your GP before you walk in there.
Game Notes
The Gold Saucer is the moment FF7 stops pretending to be a game about a resistance cell.
Structurally it is enormous and almost entirely optional: six attractions, a currency, a betting system, an arcade, a hotel. You can leave after twenty minutes or you can lose an afternoon in it, and the game genuinely does not mind which.
That generosity is the point. Everything before this has been corridors — a reactor, a pillar, a sewer, a mine, a boat, a mountain. Then you ride a cable car into a neon amusement park built on top of a strip mine and the game says: here, there are eight things to do, none of them matter, enjoy yourself.
It is also, for the record, deeply weird that the amusement park sits directly on top of the town that got destroyed to power it. The game knows. You just came down that mountain.
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.
Completionist mode. Full spoilers, in play order, with every permanent loss called out before you reach it. 3 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
This is the largest optional area on the disc and the most badly documented. We logged eighteen direct contradictions between published sources on this one location. Where the game’s own script settles something, we have said so and quoted it; where it does not, we have said that too rather than picking a winner.
Three prices for the same pass
Settled from the script, word for word:
“A single pass is 3000 gil, or you can purchase a lifetime pass for 30000 gil.”
And there is a third route nobody puts next to the other two: the Gold Ticket, which is the lifetime pass in item form, sits on the Wonder Square prize counter for 300 GP.
So the permanent pass costs 30,000 gil, or 300 GP, depending on which counter you walk up to. At the station’s gil-to-GP rate of 100 gil per GP that is the same 30,000 — but if you earn your GP in the arcade rather than buying it, the ticket is effectively free. Grind Wonder Square, buy the Gold Ticket, never pay admission again.
How GP really works
Settled from the script, and it is funnier than the guides make it:
- An NPC states plainly that GP is not sold — “They don’t sell GP. You can only get ’em from the Wonder Square games or at the Chocobo Races.”
- A man at the station will nonetheless change gil into GP at 1 GP per 100 gil, and will refuse you once you are holding more than 10,000, on the grounds that it looks suspicious.
- Your GP cap is 10,000.
- The save point charges 5 GP per save. It is the only one in the game that does.
“DOUBLE CHANCE”
The exact wording, from the game:
“Double your GP for the game, but if you lose, your GP will be 1.”
Not halved. Not your stake. One. And it offers to let you keep doubling after each win, which is precisely how a player sitting on four thousand GP ends the session with a single digit.
If you are going to use it at all, use it on small balances early, never on the pile you were saving for the prize counter.
The prize counter
Exactly as the game prints it:
| Prize | Cost |
|---|---|
| Potion | 1 GP |
| Ether | 20 GP |
| X-Potion | 80 GP |
| Turbo Ether | 100 GP |
| Gold Ticket | 300 GP |
| ??????????? | 500 GP |
| ??????????? | 1000 GP |
| ??????????? | 2000 GP |
The three hidden tiers are a Carob Nut, “Gil Plus” Materia and “EXP Plus” Materia. The game’s text does not print which sits at which price, and published guides disagree, so we have not guessed — it is on the playtest sheet.
EXP Plus is the thing to save for. It raises experience gain for whoever wears it, permanently, for the rest of the game. Everything else on this counter is a consumable or a convenience; that one changes your levelling curve.
Both of the Plus Materia have only two levels, and the AP costs are settled: EXP Plus reaches its second level at 60,000 AP, Gil Plus at 80,000, and both master at 150,000. You will not master either on this visit or the next ten. Equip them for the effect, not for the mastery.
The Carob Nut matters far later, for chocobo breeding, and is otherwise annoying to get hold of. Buy it when you can.
The Wonder Catcher is underpriced
100 gil a play. The game’s own prize strings for the machine include:
Safety Bit, Crystal Bangle, All Materia, Speed Source, Cauldron, Dragon Fang, Dragon Scales, Ink, T/S Bomb — spelled here as the game’s own item table spells them.
An All Materia out of a 100-gil crane game is the single best value in the building. The Safety Bit is the other one worth the handle: its immunity list is Death, Death-sentence, Petrify and Slow-numb — four entries, settled from the accessory table, and every one of them is a status that removes a character rather than inconveniencing one.
A Crystal Bangle out of the same machine is defence 70 with six slots and three links. For scale: the Gold Armlet that Rocket Town’s weapon shop sells five areas from here, for 2,000 gil, is defence 46 with four slots.
What every game costs
Settled from the script:
- 50 gil — Fortune Telling
- 100 gil — Arm Wrestling, Mega Sumo, Mog House, Wonder Catcher
- 200 gil — Basketball, 3D Battler, G Bike, Snow Game, Submarine Game
The Basketball game tells you its own controls in the description: hold the button to build strength, release to shoot. The Snow Game and Submarine Game are both full minigames reused later in the story, which is why they are here — they are tutorials wearing a costume.
Battle Square
Eight consecutive fights with a randomly rolled handicap applied between each one, paying out in Battle Points.
We are not printing a BP price table. Sources disagree on the tiers, and several of the tables circulating are describing the disc 2 and disc 3 versions of the shop rather than this one. It is on the playtest sheet, because a player writing down their own BP against their own prize would settle it in ten minutes.
Go to Battle Square last. Arriving here is what advances the plot on the first visit, and the plot does not ask permission.
Speed Square
A rail shooter, scored, with a prize band structure that every source states differently and none of them agree on. The game does not print the bands in its field text, so we cannot settle it from data.
What is not in dispute: a high score here is the source of one of Cloud’s better mid-game weapons, and it is the only reason most players ever play it twice.
Chocobo Square
The other sanctioned GP tap, via betting and racing. On a first visit it is simply a faster way to turn gil into GP than the arcade. It becomes the centre of a very long sidequest later, and the Carob Nut on the prize counter is the first thread of it.
Ghost Square
The park’s hotel and a save point. It also holds Turtle’s Paradise flyer No. 3 — settled from the game’s data.
There are six flyers worldwide. You only have to read them; there is nothing to pick up and nothing to carry. Once all six are read, telling the pub owner in Wutai gets you a prize. Two more of them are in Cosmo Canyon, which is three areas from here.
Round Square and Event Square
Round Square is the gondola ride. Event Square is closed until its show is running — the game tells you so directly if you turn up early. Neither has anything mechanical on a first visit. Both matter later.
One line in the script worth knowing about in advance: on a particular night the park announces that all the attractions are free. That is not a bug and it is not something you can trigger now.
The order to do things in
- Buy a single pass.
- Wonder Square — grind GP on the cheap games, work the Wonder Catcher.
- Chocobo Square — bet, if you want GP faster.
- Speed Square — one run at least.
- Cash out at the prize counter. Do not carry GP out of here.
- Ghost Square — read the flyer, save, rest.
- Battle Square, last, when you are finished with everything else.
Game Notes
What the Gold Saucer really is, mechanically, is a sealed economy the designers used to hide three permanent upgrades behind a wall of slot machines.
Read the prize counter again. Potion, Ether, X-Potion, Turbo Ether — junk, junk, junk, junk. Then a lifetime pass, then three question marks. Everything above the line is there to make the counter look like a tuck shop. Everything below it is EXP Plus, Gil Plus and the breeding item that gates the best chocobo in the game.
And the entry price does the same trick in reverse. Thirty thousand gil for the lifetime pass looks like an absurd luxury purchase, aimed at a player who will never have that much — right up until you notice the same pass is sitting on the prize counter for three hundred units of a currency you can farm out of a crane game.
The park is a con, in other words, and the game is entirely aware of it. That is what it is for. It is the one place in FF7 where being a little bit greedy and a little bit patient is the correct way to play, and where the house edge is real and printed on the screen in a sentence most players click straight past: if you lose, your GP will be 1.
Everything in this area
Getting in
Wonder Square
Battle Square
Speed Square
Chocobo Square
Ghost Square
Round Square
Event Square
Before you trigger the plot
How this page was made
Researched across 4 community walkthroughs and written from scratch — no source’s wording appears here. 3 are marked where sources disagree with each other — we have not picked a winner for you.