Final Fantasy VII · walkthrough
Gongaga
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.
Gongaga is optional. Nothing points you at it, nothing blocks you leaving the continent without it, and a lot of first-time players never see it at all.
Go anyway. It is twenty minutes and it contains two of the best Materia available at this point in the game.
The reactor
Behind the village is a wrecked reactor. Walk in and look around properly — there is Materia here, and one piece of it is a summon that exists nowhere else in the world.
If people in suits turn up
There is a fight here against two opponents at once, and there is a right way to finish it.
Bring them both down together. If you knock one out well before the other, the survivor leaves — and he takes what he was carrying with him. Both of them are holding something you want, and both are guaranteed if you finish them close together.
So: soften them both, then finish quickly. Do not focus one down and then start on the other.
Talk to your party afterwards
There is a scene in one of the houses in the village. When it is over, go and speak to the people who were standing there with you before you leave.
The game is watching. Walking out without a word is the worst thing you can do here, and it is the easiest thing to do by accident.
Things in the jungle
The wildlife around the village takes double damage from a couple of specific elements, including the one you just picked up in the reactor. The completionist tab has the details; the short version is that the summon you just found is the answer to the enemies standing next to where you found it.
Game Notes
Gongaga is the game’s first real test of whether you are the kind of player who drives past things.
The world map has just opened up. You have a vehicle. There is a village in the bottom corner of the continent with nothing pointing at it, no quest marker, no NPC saying you should go to Gongaga. Skipping it costs you nothing the story notices.
It also costs you Titan, Deathblow, a weapon for the party member who joined holding nothing, and one of the quietest and best-written scenes on the disc.
That is a 1997 design instinct that has almost completely vanished: the assumption that some players will find the good stuff and some will not, and that this is fine. No compass arrow, no “new location discovered” chime. Just a village, in the corner, with the good things in it.
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. 1 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
What is here
Settled from the game’s own message data for the Gongaga maps:
- Titan Materia — the only one in the game. A multi-target Earth summon, and one of the best damage options you will have for a long stretch.
- Deathblow Materia — always-critical attacks that can miss. The foundation of a genuinely broken setup much later, sitting in an optional village on disc 1.
- White M-phone — a Cait Sith weapon. He joined at the Gold Saucer holding whatever he arrived with; this is the first upgrade available to him.
- X-Potion.
None of it is missable. All of it is skippable, which is worse, because skipping it takes no decision at all.
The Turks: kill them together
This is the mechanic the area is actually about.
Both Turks carry guaranteed 100% drops:
- Reno (2,000 HP) drops Fairy Tale — attack 37, normal growth, and seven slots with no links. Judge it as a Materia rack rather than a damage upgrade; the attack number is unremarkable and the slot count is not.
- Rude (2,000 HP) drops an X-Potion.
If you defeat one of them significantly before the other, the survivor leaves the battle — and his drop leaves with him. The fight ends, you win, and the game awards you one item instead of two with no explanation.
So do not focus-fire. Bring both down to low HP, then finish them in quick succession.
Two settled details that help:
- They are both 2,000 HP, which resolves a discrepancy between published tables that list Rude noticeably higher.
- Rude’s Magic Defence is 100; Reno’s is 82. Spells land better on Reno. If you are trying to balance their remaining HP, that asymmetry is your lever — magic on Reno, physicals on Rude.
Both nullify Gravity, so Demi is not a shortcut.
The payouts are not equal either: Reno is 660 EXP, 60 AP and 1,500 gil; Rude is 720, 70 and 2,000. Together that is 1,380 EXP, 130 AP and 3,500 gil, which is the largest single purse in the area by some distance and another reason to finish the fight tidily rather than quickly.
The scene in the house, and the three-point penalty
There is a scene in one of the village houses. Afterwards, the hidden affection counter checks whether you go and speak to the people who were standing there with you.
- Talking to Aerith afterwards is worth one or two points depending on the answer.
- Talking to Tifa is worth one.
- Leaving without talking to either of them costs three points each.
That is unusual. Most of FF7’s affection system rewards you for picking the right answer; this is one of very few places where not engaging at all is actively punished, and it is the easiest thing in the world to do by accident — the scene ends, the emotional beat lands, and you walk out.
If you are steering toward a particular Gold Saucer date, do not walk out.
Enemies, settled from the game’s tables
- Flower Prong (550 HP, three stored variants) — absorbs Poison, takes double damage from Fire and from Earth. Which is to say: the Titan Materia you just found in the reactor is the correct answer to the enemies standing outside the reactor. All three drop an Earth Drum at 12.7%.
- Touch Me (300 HP) — carries an Impaler at 50.8%, drops Maiden’s Kiss at 12.7%. You will need the Maiden’s Kiss for what it does to you first.
- Heavy Tank (1,600 HP) — nullifies Gravity, carries a Phoenix Down at 50.8%, and pays 1,300 gil, which is more than four Touch Mes.
- Kimara Bug (700 HP, Magic Defence 90) — nullifies Gravity, carries a Spider Web at 50.8%. Spider Webs inflict Slow when thrown, which is a real tool this early.
The three Flower Prongs are not identical bar one number, which is how they are usually described. Magic Defence runs 100 / 125 / 150, their Magic stat runs 30 / 38 / 46, and the payout climbs with them: 200 / 220 / 240 EXP, 20 / 22 / 24 AP, 300 / 350 / 400 gil. The hardest one to kill with spells is also the one worth the most, and a Titan cast ignores the distinction entirely.
An open thread
The game’s script here includes a travelling salesman who asks you to carry a letter to his wife, with an explicit yes/no choice. That is unambiguous — it is in the data.
What we have not been able to settle is what it pays out. Published guides either do not mention it or describe it inconsistently. Take the letter; it costs nothing. We have put it on the playtest sheet.
Game Notes
The Turks fight in Gongaga is the best-hidden mechanic in the first half of FF7, and it is hidden by being perfectly ordinary.
Nothing in the fight signals it. There is no dialogue about it, no on-screen message when the survivor flees, no “Rude ran away!” text you could reasonably notice. You defeat one, the other vanishes, the victory fanfare plays, you get an item, and you move on entirely satisfied — having lost a weapon you will never otherwise see.
The only way to learn it in 1997 was to beat the fight twice, differently, and notice the inventory was different. Which is to say: it was discovered by datamining and by obsessives, not by playing, and it is exactly the kind of thing a guide is for.
It also tells you something about how these fights were built. The two Turks are not one encounter with two health bars — they are two independent participants, each with their own exit condition, sharing a battlefield. Beat one badly enough and the other one has somewhere else to be.
Everything in this area
Getting there
The reactor
The Turks
Conversations that count
Enemies worth fighting
Open threads
How this page was made
Researched across 4 community walkthroughs and written from scratch — no source’s wording appears here. 1 is marked where sources disagree with each other — we have not picked a winner for you.