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FFVII · The Raid on Midgar

Final Fantasy VII · walkthrough

The Raid on Midgar

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.

10 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.

You go back to the city you started in, by parachute, with three characters you choose before you jump and cannot swap afterwards.

Two things to do before you go

Bring Barret. There is a weapon in here that does not exist unless he is standing in the party when you reach it. Not a chest you can come back for — a chest that is simply absent. It is the single most consequential party choice in the game.

Bring Steal, and status protection. There is a fight partway through with three opponents, each carrying something, and the odds are good. Two of those items you will never see again.

You get the airship back

Worth saying plainly, because a lot of guides imply otherwise: this is not your last chance to do things. The airship is taken away for this sequence and handed back afterwards. Everything optional you have been putting off is still there when you come out.

The real point of no return is much later and the game will ask you directly.

Take the side branches

The route forward through the undercity and the tunnels does not pass most of the chests. Every one of them is down a branch you have to choose to walk.

And in the building: every floor. There is a weapon in a locker, another in a stairwell, and a vending machine that gives you something only if you bought from it on your very first visit, many hours ago.

If you have been collecting pub flyers all game, the last one you might be missing is on the ground floor here, and this is the final opportunity.

The fights

The three in suits each absorb a different element, so any spell you pick will heal one of them. Physicals, or aim carefully.

The big mechanical thing has no weakness at all — do not waste turns hunting for one.

The last fight has three stages back to back. Nothing is awarded until all three are done.

Game Notes

Midgar in disc two is the game checking whether you were paying attention at the start.

The tunnels are the same tunnels. The building is the same building — the same floors, the same vending machine, the same lockers, and the game remembers whether you put 250 gil into a machine twenty-five hours ago and gives you something for it now.

It is also structured as a mirror of the opening. You came out of this city on a train, under pursuit, at the bottom. You come back into it by dropping from the sky, and you climb the same tower you fell out of.

Almost nothing about that is stated. It is just the same rooms, in the opposite order, with everything broken.

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