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FFVII · Junon and Under Junon

Final Fantasy VII · walkthrough

Junon and Under Junon

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.

7 things here are lost permanently. 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.

This is the first stretch of the game with real one-shot moments in it. Not items — performances. Two of them, both scored, both giving you exactly one attempt, and both handing out a much better prize for doing well.

Save before each.

The boss on the beach hovers

It floats. Most of your physical attacks are going to be swinging at air.

If you picked up the Long Range Materia in the mine, this is the fight it was put there for — stick it on your sword user and they hit properly again. Failing that, use magic, and use whoever fights at range naturally.

It also grabs one of your party in a bubble that drains them. You break the bubble by attacking the bubble, not the boss. People lose party members here while dutifully hitting the wrong target.

Search the barracks properly

Once you are up in Junon and free to wander, there is a block of buildings on the first street with something on almost every floor — including an Enemy Skill Materia sitting on the ground.

There are only four of those in the entire game. Each one is another character who can carry the whole skill collection. Do not walk past it.

The parade

You march in a line and a percentage rating ticks along at the top. Better rating, better prize, and the top band is a solid pile of gil.

Two things nobody tells you:

  • Run straight down toward the camera to reach the back line. Following the soldiers around the long way is slower and you arrive out of position.
  • Alignment is what scores, not rhythm. Stay in a straight line with the soldiers and press when the prompt appears. One guide reckons the prompt only appears at all when you are properly lined up.

The send-off

Later, a second performance — the officer calls out moves and you copy them. Ten points each, thirty for the finish, hundred maximum.

Two traps: turns themselves score nothing, and if you are facing the wrong way a correct button press counts for zero. Also, the practice run uses a fixed order and the real one is random, so do not memorise the sequence.

The top prize is a sword with double Materia growth, which is worth far more than its damage number for a long time.

Before you board

The ship leaves and that is that. Buy what you want, take what you can see, and grab a Tranquilizer if you have someone prone to seasickness — it comes up.

Game Notes

Junon is where FF7 stops being a game about a city and starts being a game about a world, and it marks the transition by making you march in a parade for a man you are trying to kill.

That is the joke and it is a good one. You spend Midgar blowing up Shinra infrastructure, and then you spend Junon in a Shinra uniform, in formation, being scored on television for how well you please the people you came here to stop. Nobody comments on it. There is no dialogue beat where a character points out the irony. The game just puts you in the costume and starts counting.

And underneath, the same thing the Turks scenes keep doing: these are not monsters you are fighting. They are an employer. They have a parade. They have a viewer rating, and they care about 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.

How we decide what to print