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.
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.
Completionist mode. Full spoilers, in play order, with every permanent loss called out before you reach it. 4 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
The key under the walkway
Settled from the game’s data, including its name — the game calls it a “Beat-up Useless Old Key”.
Walk the walkway outside the accessory shop until a board creaks, examine it, then use the key on the weapon shop’s back door. The key breaks. Answer honestly when asked about it and you keep the Curse Ring.
Curse Ring gives large boosts to every stat and inflicts Death Sentence on its wearer every battle. That is a real build, not a joke item — paired with the right setup it is one of the strongest accessories in the game.
There are two chances at a Curse Ring and they close at the same moment: this one, and a steal from the thing that attacks the town. Both are gone once Mideel falls.
The Curse Ring steal is roughly one in two
This is the practical finding on this page.
From the game’s tables: the Mideel encounter with Ultimate Weapon carries a Curse Ring at roughly 50%. Not a rare steal — a coin flip, in a fight you are going to spend standing around in anyway.
Other versions of the same encounter, elsewhere in the world, carry a Reflect Ring and a Circlet at the same rate. If you meet it again on the world map, bring Steal again.
You cannot kill it at Mideel, and here is how we know
One widely-read walkthrough states that you defeat Ultimate Weapon at Mideel and immediately receive the Ultima Weapon sword, 35,000 EXP, 3,500 AP and 25,000 gil. Four other sources say the Mideel fight is unwinnable by design.
The game’s data settles it, and the mechanism is neat: it stores this boss as several separate encounters, and every one of them pays zero EXP, zero AP and zero gil — except one. That single exception is the final encounter, somewhere else entirely, and it is the one carrying the Ultima Weapon drop at 100% and exactly the payout numbers that guide prints.
An encounter coded to pay nothing is an encounter you are not meant to finish. The outlier guide is not inventing figures; it has compressed the whole multi-stage chase into its Mideel chapter and attached the ending’s rewards to the beginning.
What is true: damage carries over between encounters. Chipping at it here is not wasted, it just will not pay out here. Its numbers, for the record: 100,000 HP, level 61, Magic Defence 50, nullifies Gravity.
The chocobo
There is a white chocobo in the weapon shop. Buy Mimett Greens at a chocobo stable, feed it, then scratch behind its ears.
The game’s own message is just “Received Materia from the Chocobo!” — it does not name what you get, which is probably why accounts of this vary. Sources disagree about whether it survives the town’s destruction; one says it stays available, nothing confirms that, and nothing confirms the opposite.
Do it on the first visit and the argument never touches you.
The shops
The best selection in the game to this point:
- Weapons — a Crystal-series weapon for every character at once: Crystal Sword, Crystal Glove, A·M Cannon, Crystal Comb, Crystal Cross, Crystal M-phone, Partisan, Winchester. Plus Crystal Bangle and Wizard Bracelet.
- Items — the first shop in the game that sells Remedy.
- Accessories — Fairy Ring, Jem Ring, White Cape, and the elemental rings.
- Materia — HP Plus, MP Plus, Transform, Gravity, Destruct.
Do the shopping on the first visit. One FAQ says every shop except accessories closes after the town falls; two other sources describe the displaced shopkeeper selling the same stock from elsewhere, and one says the Materia shop survives with a reduced list. They may all be describing the same thing from different angles, but relying on a wandering vendor when you could just buy now is a gamble for nothing.
Outside the town
Sea Worm — 9,000 HP at level 22, which is the mismatch that gives this coast its reputation for killing parties that fly in early. It absorbs Earth, halves Fire, and takes DOUBLE damage from Ice — and behind Magic Defence 115, Ice is the only magic worth the MP.
Its Dragon Scales are a steal at roughly one in two, not a drop. It also morphs into Dragon Scales and drops a Turbo Ether at roughly one in eight, so there are three separate ways to leave the fight with something. It pays 5,000 gil and 200 AP, which makes it an excellent farm the moment you can handle it.
Head Hunter — 2,000 HP. One database lists its Tranquilizer as a drop; another splits it. Settled in favour of the split: Tranquilizer stealable at roughly one in two, Ether dropped at roughly one in eight.
Hippogriff — 3,000 HP, drops an Echo Screen at roughly one in thirty, which is an unusually miserly rate for an unremarkable item.
The sequence afterwards
Linear, mandatory, no combat, no menu access, no branching choices. Every source agrees. You walk one character around a space and speak to three figures until they merge.
There is nothing to optimise and nothing to lose, which is worth knowing so you can watch it rather than hunting the corners.
One misfiled item
A missables summary attaches the Elemental Materia from the piano to Mideel’s deadline. It is a Nibelheim item with a Nibelheim condition, nine areas earlier — and it has two other unconditional copies anyway. Filed under the wrong town.
Game Notes
The zero-payout encounter is the most elegant thing the datamine has turned up in this whole project, because it is the game telling you its own intent in a language guides cannot read.
The argument about whether Ultimate Weapon can be killed at Mideel has run for years, and both sides are arguing from experience — one person remembers winning, another remembers it flying away. Experience is a bad witness here, because the fight looks winnable. It has HP. The HP goes down. Nothing on screen says “you cannot do this.”
But an encounter that awards zero EXP, zero AP and zero gil is not a fight the designers expected you to finish. Nobody writes a boss worth 100,000 HP and no reward by accident. And the one variant that does pay — 35,000 EXP, 3,500 AP, 25,000 gil, Ultima Weapon at 100% — sits somewhere else in the table entirely, waiting for the end of a chase across the whole world map.
The reward table is the design document. It says, in numbers, this one does not count, and this one does. Twenty-five years of players could only guess at that from the outside.
Everything in this area
Before the story moves
Shops
Corrections
Before the story moves
The fight you cannot win
Corrections
The fight you cannot win
The area outside
Afterwards
Corrections
How this page was made
Researched across 5 community walkthroughs and written from scratch — no source’s wording appears here. 4 are marked where sources disagree with each other — we have not picked a winner for you.