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.
Completionist mode. Full spoilers, in play order, with every permanent loss called out before you reach it. 2 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
The empty-page finding
This sequence contains no missable items, Materia or weapons.
That is a positive finding rather than a gap in our research, and it is worth explaining how we are confident. Three independently structured guides cover this stretch, and all three organise their pages around item lists. One prints its items section as “None”. The other two mention no pickups at all. There are no chests in the examination room, the gas chamber, the media room or the airfield corridor.
If you have been sweeping rooms since Midgar — and we have been telling you to — you can stop for this one.
Why everyone thinks otherwise
Because of a second Junon.
The underwater reactor, the Carry Armor fight, the submarine chase, and the Battle Trumpet, Scimitar and Leviathan Scales that go with them are a completely separate trip, later, during the Huge Materia hunt. They share a city with this sequence and one enemy type with it, and that is enough for them to be filed under “Junon” and folded into this chapter constantly.
Everything in that list is on area 24, where it belongs. If you came here looking for the Leviathan Scales, that is why you could not find them.
Structure
Two forced groups rather than one party:
- A pair fighting out of a holding room, against ordinary soldiers.
- A single character, alone, on a scripted escape.
You choose neither lineup, and there is nothing to prepare, because nothing in here has unusual numbers.
Afterwards, Tifa leads the party for the following stretch, and Yuffie rejoins if you recruited her — she is in the building in a reporter’s disguise and has to be spoken to. If you never recruited her, nothing happens and no prompt tells you so.
Three corrections
The escape puzzle is not timed. One guide states it outright. It is presented with every cue of a timed sequence and it is not one; nothing is counting down. Players rush it, get it wrong, and conclude they failed something.
The confrontation on the cannon has no win or lose state. Two guides note this independently. Nothing later branches on it.
Sapphire Weapon cannot be fought. It is the only Weapon in the game the party never faces — it is destroyed on screen by Junon’s own cannon. If you are hunting Weapons for completion, it is not on the list and never was.
Roulette Cannon, settled
One enemy database lists an X-Potion as a steal from this enemy. Another lists no steal at all.
The second is right. From the game’s tables: 3,000 HP, Magic Defence 25, takes DOUBLE damage from Lightning, nullifies Poison — and the X-Potion is a guaranteed 100% DROP with no steal entry whatsoever.
Magic Defence 25 is close to nothing, so this is a fight you end with whatever is in your hand.
Afterwards
Junon stays visitable. What is gone is the disc 1 parade, which closed long before this and takes its reward band with it.
One forum account claims the front gate is closed during the window that follows and that you have to enter from the beach via the dolphin, as on disc 1. Nothing corroborates it, and it comes from a single board post. On the playtest sheet.
Then the sequence hands you the airship, retires the buggy and the Tiny Bronco, and opens the entire world map.
Game Notes
It is worth sitting with how strange the structure of this stretch is.
The party is captured, imprisoned, separated, put on television to be executed, saved by a monster attacking the city, and hands you an airship — and across all of that, the game gives you not one chest. Not a single item. In a genre where the reflex is to reward every corridor, FF7 runs its largest set piece in twenty hours and gives you nothing at all to carry out of it.
Which is, on reflection, correct. The thing you take out of this sequence is the airship and the fact that the world just opened. Putting a Hi-Potion in a cupboard here would have been noise.
The cost is that a certain kind of player — the kind this site is written for — will comb the empty rooms for twenty minutes, convinced they are missing something, because the game has spent twenty hours teaching them that empty rooms are their fault.
Everything in this area
What to expect
Corrections
During the escape
Enemies
Corrections
Afterwards
How this page was made
Researched across 4 community walkthroughs and written from scratch — no source’s wording appears here. 2 are marked where sources disagree with each other — we have not picked a winner for you.