Final Fantasy VII · walkthrough
Rocket Town
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.
Small town, no dungeon, one fight. An hour at most.
Say yes
There is an old man standing outside the item shop who asks whether you would like to go and look at the rocket.
Say yes. There is a weapon behind that conversation and the game will not offer it again in any other way. It is the single easiest thing to miss in town, because declining costs nothing and feels like declining a tour.
Open the houses
There are only a handful of buildings and two of them have chests worth having. The guides that describe this town cannot agree which houses, so open all of them. It takes two minutes.
Buy the Barrier Materia
The Materia shop here sells Barrier for 10,000 gil, and if you can afford one thing in this town, that is the thing.
It is Barrier, MBarrier and eventually Reflect. Almost every hard fight for the next twenty hours gets easier with it, and the shop after this one does not sell it.
The weapon shop also stocks the first real caster accessories the game has offered — an Earring and a Talisman. Good, but second in line behind the Barrier.
The fight
Someone eventually runs away from you badly enough that you have to fight him. He is not dangerous — one attack, random element, a lot of fleeing.
Afterwards you get a new party member and a way off this continent.
Game Notes
Rocket Town is a joke town with a sad thing in the middle of it.
Mechanically it is almost nothing: a few chests, a shop, a boss who is written as comic relief and fights like it. You could clear it in twenty minutes and the story would not suffer.
What it is really doing is standing a failed rocket in the middle of the map and letting you walk around underneath it. Everyone in town has arranged their life around a thing that did not happen. The whole place is a monument to a launch that got cancelled, and people built houses at the foot of it anyway.
It is the same trick the game pulled with North Corel, and it will pull it again. FF7 keeps putting you in towns that exist because of something Shinra started and did not finish, and it never once explains that this is what it is doing.
Buy the Barrier Materia.
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. 5 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
The Yoshiyuki is behind a yes
The old man outside the item shop asks whether you want to see the rocket. Agreeing is the only route to the Yoshiyuki, a Cloud sword, and there is no chest, no alternative prompt, and no second offer.
Settled from the game’s data as a Rocket Town item — though the town’s text is stored as one shared block across eleven of its maps, so the data cannot tell us which building it sits in, only that it is here.
How hard is the deadline? Four sources say it is gone the moment you leave town. The GameFAQs missable walkthrough instead says it survives until the Underwater Reactor, several areas away. Those cannot both be true. Take it now and the question is academic.
The two chests
- Drill Arm — a large Barret upgrade.
- Power Source — permanent +1 Strength.
Both are in houses, and this is where guides fall apart. The Drill Arm’s building is described as “the back house”, “the northern house”, “the north-east room of the north house” and “the fenced house on the north end of the square” by four different guides. The Power Source is in the eastern house according to three sources and the westernmost building according to a fourth.
There are about five buildings. Open all of them and the disagreement stops mattering.
Shops
Materia — this is the important shelf.
| Materia | Price |
|---|---|
| Barrier | 10,000 |
| Exit | 10,000 |
| Time | 6,000 |
Buy Barrier. It is four spells, not three, and the AP thresholds are settled:
| Spell | AP |
|---|---|
| Barrier | equipped |
| MBarrier | 5,000 |
| Reflect | 15,000 |
| Wall | 30,000 |
| mastered | 45,000 |
Wall is Barrier and MBarrier in a single cast, and it is the argument for keeping this Materia on one character and letting the AP pile up rather than buying a second copy later and splitting the curve. In a game whose next twenty hours are mostly about surviving large single hits, that is the shelf. If you have exactly 10,000 gil in this town, it goes here and not on an accessory.
Time is Haste, Slow and Stop — 8,000 AP and 20,000, mastering at 42,000. Exit is Escape and Remove, 10,000 and 30,000. Both are cheaper than they look in AP terms; neither is worth 10,000 gil ahead of Barrier.
Weapons and accessories: Shotgun 3,100 · Gold Armlet 2,000 · Protect Vest 3,500 · Talisman 4,000 · Power Wrist 7,500 · Earring 7,500.
Settled from the accessory table: Earring is Magic +10, Talisman is Spirit +10, Power Wrist is Strength +10. Ten points flat, no status effects attached to any of the three. The Shotgun is attack 48, accuracy 112, four slots with two links.
Items: Potion 50 · Hi-Potion 300 · Phoenix Down 300 · Ether 1,500 · Tent 500 · Hyper 100 · Tranquilizer 100.
The Shotgun is a Vincent weapon. Sources describe it as available “for a limited time” without saying what ends it; one gives a specific and far later deadline. Since it is shop stock rather than an object, the worst case is a purchase window closing, not something being destroyed.
Palmer
6,000 HP. One widely cited enemy database lists 600, which is an order of magnitude out and does not match the game’s own table. Three other sources agree on 6,000, and so does the file.
- Nullifies Gravity. Magic Defence 100. No elemental weakness. Pays 1,800 EXP, 98 AP and 5,000 gil, which is half the Materia shop’s Barrier on its own.
- Edincoat is a guaranteed 100% drop — the only entry on its item table. One source lists it as a steal. There is no steal.
The Edincoat is the real reward and it is easy to under-read. Defence 50, magic defence 33, and seven slots with no links. The Gold Armlet on the shop shelf in the same town is defence 46 with four slots. You are trading four points of defence for three extra Materia, on a piece of armour the boss hands you for free.
He has one real attack, which rolls a random element, and spends most of the fight running. This is a comedy boss and it fights like one.
Afterwards the pilot joins permanently. (One guide’s Disc 2 page describes him joining during the later rocket sequence — that is a misreading of its own earlier page; it happens here.)
Two corrections worth their space
The rocket’s famous missables are not on this visit. Several guides merge Rocket Town’s two appearances into a single list, which makes this trip read as far more dangerous than it is. The timed button code, the armour steal from a Turk, and the Huge Materia are all part of a return trip much later in the game. On this visit, the rocket interior is a climb and a conversation.
The Fort Condor battle available in this window is not the one with the Superball. Two guides call it battle seven and promise a weapon; the most granular published schedule numbers it as five, pays out Hi-Potions, and places the Superball battle much later, after the Gold Saucer date. We cannot settle this from the game’s data — the Fort Condor scheduling is the same badly-documented system flagged back at area four — but it is worth the warning, because it is a promise a reader will act on and be disappointed by.
No affection points here
The standard date-mechanics documentation lists no point changes anywhere in Rocket Town. If you are steering that counter, this area is neutral — nothing you say here moves it in either direction.
Game Notes
The Yoshiyuki is a small, pure example of a kind of missable that barely exists in modern games: one hidden behind politeness.
There is no chest. No hidden room. No item on a floor. An old man asks if you would like to see the rocket, and if you say no — which is a perfectly reasonable thing to say to an NPC in a town you are passing through, in a game where most NPCs are scenery — a sword stops existing for you.
That is a design instinct from an era when players were expected to talk to everyone, twice, and say yes to things. It has aged into a trap, because the modern reflex is to decline anything that looks like it might start a minigame.
Say yes to people in this game. It is, more or less, the whole trick.
Everything in this area
In town
Shops
The boss
Corrections
How this page was made
Researched across 4 community walkthroughs and written from scratch — no source’s wording appears here. 5 are marked where sources disagree with each other — we have not picked a winner for you.