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FFVII · Mideel

Final Fantasy VII · walkthrough

Mideel

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.

3 things here are lost permanently, and 1 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.

A quiet coastal town built on wooden walkways. Take your time here — some of what is in it does not last.

Spend your money

The weapon shop stocks an upgrade for every character in the party at once, which has not happened before and does not happen again for a while. The item shop is the first in the game to sell Remedy.

If you have been hoarding gil since the airship, spend it here.

The creaking board

Walk up and down the walkway outside the accessory shop until you hear a board creak. Examine it. There is a key under there.

The key opens the back door of the weapon shop, and then it breaks. When you are asked about it, tell the truth — you get to keep what is behind the door.

What is behind the door is an accessory with enormous stat bonuses and a nasty catch, and it is one of the more interesting things you can equip in this game.

The chocobo

There is a white chocobo in the weapon shop. If you bring it Mimett Greens from a chocobo stable and then scratch behind its ears, it gives you a Materia.

Sources disagree about whether this still works later. Do it now and it does not matter.

The fight

At some point something very large attacks the town.

You are not supposed to win this. It has a fixed pattern and it leaves when the pattern is done, no matter how much damage you have dealt. Do not spend the fight attacking.

Spend it surviving and stealing. It is carrying something worth having and the odds are much better than they look. Any damage you do land is not wasted — it carries over to the next time you meet.

Game Notes

Mideel is the game apologising, briefly, with a shop.

You have just come off the coldest, longest, most punishing stretch of the game — a snowfield, a cliff, a maze, a prison — and the reward is a small town on stilts where everything is warm and the weapon merchant has something for everyone. It is the first time since Costa del Sol that the game has simply been pleasant at you.

And then it destroys it.

That is not a criticism; it is the point. The game gives you a town worth caring about for about forty minutes so that it has something to take away. It is the same move it made with North Corel, except this time you are there when it happens.

Buy the weapons. Get the key. Enjoy the walkways.

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