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FFVII · Junon Again

Final Fantasy VII · walkthrough

Junon Again

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.

You arrive in custody. This stretch is almost entirely story.

There is nothing to collect here

No chests. No floor pickups. No hidden rooms. Not in the holding room, not in the corridors, not at the airfield.

That is worth saying out loud, because this guide has spent twenty hours telling you to look at floors, and here the correct instruction is: don’t bother. Three separate walkthroughs list nothing for this sequence, and so do we.

Nothing to prepare either

You do not choose the party. The game hands you a pair, and then a single character alone, and the enemies in between are ordinary soldiers with ordinary numbers.

The escape is not timed

There is a section that looks and sounds like a timed puzzle. It is not timed. Nothing is counting down and nothing bad happens while you work it out. The pressure is entirely in the presentation, which is a compliment to the presentation.

Take your time, get it right, stop panicking.

One thing to do

If you recruited a certain optional character a long way back, she is in this building in a disguise. Talk to people. If you never recruited her, nothing happens and you will not notice.

Game Notes

Every so often a walkthrough’s most useful sentence is “there is nothing here.”

That sounds like a failure of a guide, and it is the opposite. A player who has been trained — by this game, and by this site — to sweep every room and examine every object will sweep this sequence too, and find nothing, and keep sweeping, because the absence of a reward feels like a failure to search properly.

So: it is not you. The rooms are empty. The game is doing something else here, and the something else is worth your attention rather than your inventory management.

The other thing worth knowing is what comes out the far side of it, which is an airship and the whole map. This is the moment Final Fantasy VII stops being a corridor and becomes a world you can move around in freely — and it hands that to you, with no fanfare, about ninety seconds after the least interactive stretch in the game.

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