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FFVII · Mythril Mine and Fort Condor

Final Fantasy VII · walkthrough

Mythril Mine and Fort Condor

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.

5 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.

Two things here, and they could not be less alike: a cave you walk through in fifteen minutes, and a strategy game bolted onto the side of a mountain.

Climb the vines

There is a Materia up there called Long Range, and it is one of the best things you will find in this half of the game.

It does one thing: a character carrying it hits for full damage from the back row. Which means a sword user can stand at the back, take half damage, and give up nothing — the same deal Barret has had for free since the first reactor.

Take it, put it on whoever is most fragile, and forget about it. You will notice the difference for the next twenty hours.

It is easy to miss because it is up a climbable wall rather than on the path, and because nothing in the cave suggests you should be looking up.

Everything else in the mine is optional

There are chests and a couple of floor pickups. The mine stays open all game, so none of it needs doing now.

There is a scene partway through with some people in dark suits. It is not a fight. Let it happen.

Fort Condor

The mountain with the reactor on top, just past the mine. Climb it and an old man asks for help defending it.

Here is the honest version: this is a whole separate strategy game, it runs for most of FF7, and you can ignore essentially all of it. You buy units with your own gil and place them to stop soldiers climbing a hill. If you like that sort of thing, it is genuinely good and it pays out consistently.

If you do not, skip it. There is exactly one battle here that matters and it happens much later, and it does not require you to have played any of the others.

What you should do on this visit is talk to the old man and say yes — the conversation is worth points on the hidden counter regardless of whether you play — and then decide for yourself.

Game Notes

Long Range is a quiet masterpiece of an item and almost nobody talks about it.

FF7’s row system is one of its better ideas and one of its least explained. The back row halves what you take and halves what you deal, except for weapons the game has decided are long-ranged, which lose nothing. It never tells you which weapons those are. It never tells you that a Materia exists to change the answer. It puts that Materia up a wall in a cave, on the way to a boss that hovers out of melee reach.

That is the game’s whole teaching method in one sequence: here is a system, here is the tool that breaks it open, here is a fight that punishes you for not having found either. No tutorial, no prompt, no arrow. Just a wall you can climb if you think to look.

Fort Condor, meanwhile, is FF7 at its most 1997 — an entire second genre stapled to the side of a mountain because somebody on the team wanted to make it, running for thirty hours, almost entirely optional, and with one hard consequence hidden right at the end of it. Nobody would ship that now. The game is better for 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.

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