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FFVII · The Temple of the Ancients

Final Fantasy VII · walkthrough

The Temple of the Ancients

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.

7 things here are lost permanently, and 1 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.

Do your errands first

This is a one-way dungeon and the shape of the game changes shortly after it.

If there is anything you have been meaning to get around to — a sidequest, a shop, something you were saving for later — later is now. Several things that feel like they will keep will not.

Bring status cures. Something in here turns your party into frogs.

Inside

The first stretch is a maze. Walk all of it — there is a lot on the floor, including one Materia that exists nowhere else in the game and opens up a whole mechanic you have not used yet.

The clock

Then there is a room with a giant clock, and the hands are the bridges. You pick an hour and walk the hand to the room numbered with it.

A second hand sweeps the dial while you do this and can knock you off.

Being knocked off is not a failure. It drops you somewhere else, there is a fight down there, and the fight has a reward. One guide treats the fall as losing; three others treat it as the point. Let it happen at least once.

Only one of the twelve rooms is on the way forward — the one where you have to catch someone by guessing which door they will come out of. Guessing wrong costs nothing; walk out and back in and try again. Everything else on the clock is optional and most of it is worth doing.

The last stretch

Two fights, one after the other, with a pickup in between that is left on the floor and not handed to you. You have seen this game do that twice already. Look at the floor before you move on — this one costs more than either of the others.

The second fight is heavily armoured against magic. Hit it.

Game Notes

The clock room is the only time Final Fantasy VII builds a dungeon out of a single idea and then trusts it to carry twenty minutes.

Everything else in this game is corridors with things in them. This is a dial, with twelve doors, and a moving hazard that you route around — and the genuinely clever part is that the hazard is not a punishment. Get swept off and you land somewhere you could not otherwise reach, and there is something down there worth having.

That is a rare and generous piece of design. Failure as a route. Most games of this era would have dumped you back at the entrance with a damage tick.

It is also the last properly playful thing the game does for a long while, which is probably not an accident. Something is waiting at the bottom of this building, and the designers gave you a clock to play with first.

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