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FFVII · The Huge Materia

Final Fantasy VII · walkthrough

The Huge Materia

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.

10 things here are lost permanently, and 2 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.

Four separate errands, spread across the map, each with its own timer or its own minigame. You now have an airship, so you can do them in the order you like.

The most important thing about all four

Failing one costs you one thing and nothing else.

The story does not branch. Nobody comments. The game continues exactly as it would have. If a timer runs out on you, you can reload, or you can shrug and carry on — both are legitimate and neither breaks your game.

Knowing that in advance is worth more than any of the individual tips below, because every one of these is designed to make you panic and panic is what actually loses them.

The train

Catch it, fight your way along it, then work the brake. About ten minutes overall.

One of the things you fight on that train is worth an enormous amount of experience — far more than anything else at this point in the game. If you have been feeling under-levelled, this carriage fixes it in one fight.

The fort

Not timed. This one is the tower-defence minigame, and here is the trick: you want to lose the field battle. Losing drops you into a straight fight with the commander, which still counts, costs you nothing in unit fees, and hands you something that winning cleanly does not.

Afterwards there is a Materia on the ground where the egg hatches. Fifth time. Look down.

The underwater one

Fight down to the reactor, beat the thing guarding it, then a submarine chase with a ten-minute limit that several guides describe as far more time than you need.

Before you leave the dock, open the chests. There are three, one of them is a key item, and missing that key item quietly costs you two more things in a town on the other side of the world.

The rocket

A locked hatch with a four-button code: Circle, Square, X, X.

Sources cannot agree on how much time you get — one says the first try is untimed, three say the clock runs from the start, one says there is no clock at all. Since nobody knows, just have the code in front of you before you start.

Game Notes

This is the moment Final Fantasy VII briefly becomes a different game.

For twenty-five hours it has been a line: corridor, town, corridor, boss. Now there is an airship, four errands scattered across a world map, and no order imposed on any of them. You pick. You fly. Nobody tells you where to go.

And the game’s response to failure here is remarkably relaxed for its era. Miss a timer and you lose a collectible. That is it. No game over, no locked door, no scolding — the plot walks on and the rocket launches with however many you managed to get.

That is a confidence most games of this period did not have. It trusts you to care about something it has explicitly told you is optional, and it is right to, because you will reload the train.

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.

How we decide what to print