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FFVII · Midgar

Final Fantasy VII · walkthrough

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.

56 things here are lost permanently, and 6 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.

This page does not tell you where to go. On a first run through Midgar you do not need telling — the place is a corridor with the lights on, and getting lost is close to impossible. What you need is to understand what the game is quietly teaching you, because Midgar is a five-hour tutorial that never once announces itself as one, and the habits you pick up here are the ones you will still be using forty hours from now.

So: no route, no plot, nothing spoiled. Just the things worth knowing while you walk it.

Put Barret in the back row and leave him there

The back row halves the damage you take and halves the damage you deal — except for long-range weapons, which lose nothing. Barret’s arm is a gun. He can stand at the back all game, take half damage forever, and give up absolutely nothing for it.

Nobody tells you this. The game shows you the row command and moves on. It is the first of several places where Midgar hands you something genuinely powerful and trusts you to notice.

Buy Lightning as soon as you can afford it

The slums have a Materia shop, and Lightning costs six hundred gil. Both bosses left in Midgar are weak to it, and so is most of what Shinra builds afterwards. If you buy one thing in this city, buy that.

You will also pick up Restore early and be unable to equip it for a while — that is not a bug, it is the game holding it back until someone explains Materia to you. When that lesson comes, it is worth sitting through.

Read the fights, do not race them

Two bosses in Midgar are built to punish exactly one instinct: the urge to keep pressing attack.

The first raises its tail, and while the tail is up it counters anything you do with a laser across the whole party. The in-game tutorial text will tell you to attack while the tail is raised. That advice is wrong. It is the game’s own most notorious mistake, and thousands of first-time players have been bounced off that fight by trusting it. Wait for the tail to come down.

The second splits your party across a bridge and stands between the two halves, turning to face whoever it is attacking. Hits landed on its back deal five times normal damage. It is the only fight in the entire game built this way, which is a strange thing to spend on a boss most players never realise they were supposed to outmanoeuvre.

The lesson underneath both is the same one the game keeps making: look at what the enemy is doing before you decide what you are doing.

Limit Breaks fill from damage taken, not damage given

A character’s Limit gauge builds as they get hurt. That means the character having the worst fight is usually the one about to end it — and it means a character who gets knocked out loses everything they had built up.

There is a room in the slums that will explain this to you at some length. It is one of the few tutorial rooms in any game from this era worth the ten minutes.

The conversation choices are doing something

Midgar asks you a lot of small, casual questions. Who to give something to. How to answer a friend. What you thought of your night’s sleep.

There is a hidden counter behind all of them. It decides a scene much later, and nothing in the game will ever show it to you, confirm it, or let you check where you stand. This page will not tell you which answers do what — knowing would change how you answer, and answering honestly the first time is the better experience by a distance.

Just know that the questions are real, that there is no way to undo one, and that the game is listening.

There is a timer, and it does not stop

At one point you will be given ten minutes to get somewhere. It is a flat ten minutes, it keeps running at all times — battles and menus included — and there is no version of this where the game lets you pick how long you get. Opening the menu to sort your Materia does not buy you a breather. Do not dawdle, and do not panic either: it is generous.

Where to slow down

Midgar is a closed box. Large parts of it become unreachable as you move forward, some permanently, and the game gives you no warning at any point that a door has shut behind you.

On a story run this does not matter, and you should not let it distract you. You are not going to ruin anything you will feel the loss of. But if you find yourself in a district that feels lived-in — shops, people with something to say, a room with a name on it — that is worth ten minutes of wandering, because some of those districts you are seeing for the last time without being told so.

If you want the full accounting of what disappears and when, that is what the completionist tab is for. Come back to it on your second run. It will still be here, and by then it will not cost you anything to read.

Game Notes

Midgar is the best-constructed opening in the series and it earns that by being small. One city, five hours, a cast you can count on one hand, and a set of systems introduced so gently that most players come out the other side fluent without ever having felt taught.

It is also the part of this game that the last thirty years have been least kind to. Everyone knows what is in Midgar. It has been remade, re-released, referenced and spoiled so thoroughly that a genuinely cold first playthrough is close to a historical artefact at this point. If you are having one — if you somehow got here without knowing what happens in this city — then put this page down, stop reading guides, and go. You are in rarer company than you think, and nothing written by me or anyone else improves on that.

The rest of us will be over on the other tab, counting things.

Worth doing on a first run

How this page was made

Researched across 3 community walkthroughs and written from scratch — no source’s wording appears here. 1 is confirmed first-hand in play, which is a stronger claim than any guide can make.

How we decide what to print