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{{Final Fantasy VII/Nav}}
{{Header Nav|game=Final Fantasy VII}}
== More Wisdom from Bugenhagen ==
{{floatingtoc}}


The point, as of now, is to go back to the Forgotten Capital with Bugenhagen.
The point, as of now, is to go back to the Forgotten Capital with Bugenhagen. Bugenhagen will then show you how to use the machine and you will see the four Huge Materia floating if you managed to get them all. Also if you managed to get Bahamut and Neo Bahamut, you just walk up to the blue materia and pick the option go closer and you will receive Bahamut Zero.


In the Forgotten Capital, you find a lot of Ancients-related stuff - and when you head to the left city parts, you find some sort of round area with a lot of mysterious stuff in the center. Bugenhagen is very interested of it.
In the Forgotten Capital, you find a lot of Ancients-related stuff, and when you head to the left city parts, you find some sort of round area with a lot of mysterious stuff in the center. Bugenhagen is very interested of it. After some cryptic talk, he tells you that the key to unlocking this place's mysteries can be found from where the sun doesn't shine. Take your submarine down by the northernmost continent and look for a hidden underwater cave at the end of a long tunnel. You'll find the Key to the Ancients there.


After some crypticism, he tells that the key to unlocking this place's mysteries can be found from where the sun doesn't... um... I think it's taken literally this time. Anyway, I think it's best at this point to just go looking for the key yourself; the whole scene here is quite anticlimatic if you just do it by the book. Actually, it's pretty flat either way, but at least you accomplish something.
As you return, Bugenhagen shows you some more of the amazing cutscene videos. As you leave, Cait Sith calls and tell you that Shin-Ra has moved the Junon cannon to Midgar.


Still want some direct clues? Submarine. Below sea. Northernmost continent. Secure bay. Hidden underwater cave under the continental shelf. Key to the Ancients.
==Diamond Weapon==
 
As you leave in the Highwind, something big shows up. A gigantic Weapon appears out of nowhere and heads toward Midgar! Just head to the shore and wait for the Weapon to get there.
As you return, Bugenhagen shows you some more of the amazing cutscene videos.
 
As you leave, Cait Sith calls. Apparently, Shin-Ra has moved the Junon cannon to Midgar. So ''that's'' what was missing from Junon.
 
== Big thing's coming this way! ==
 
As you leave for Highwind, something BIG shows up. A gigantic big Weapon appears out of nowhere and heads toward Midgar!
 
Not a big deal. Just head to the shore, wait for the Weapon to get there, and...


{{Final Fantasy VII/Boss|name=Diamond Weapon
{{Final Fantasy VII/Boss|name=Diamond Weapon
| image= FF7.Diamond_Weapon.png
|image= FF7.Diamond_Weapon.png
| level=???
|level=49
| hp=30000
|hp=30000
| mp=?
|mp=30000
| weak=Lightning
|weak=Lightning
| null=Gravity, Poison
|null=Gravity, Poison
| absorb=-
|absorb=None
| text=<p>Blammo blammo. Knights of the Round. KO in round one.</p>
|text=Overall, Diamond Weapon isn't a terribly difficult boss. Just let it taste your usual boss strategies. Diamond Weapon alternates between being immune to physical attacks and immune to magical attacks, and starts off being invulnerable to physical attacks. There's no way to tell except one attack type just doesn't work. Just fry the Weapon with Bolts and it will drop dead soon enough, though it does have some pretty nasty attacks. As usual, healing is important if you can't find a fast way to kill it, and Knights of the Round makes this battle much easier.
 
You can steal Rising Sun (a good double-growth weapon for Yuffie) from Diamond Weapon.}}
<!-- The rogram I used to get this picture wouldn't resize this model to a smaller size. -->
 
Ahem.
 
Overall, Diamond Weapon isn't a terribly difficult boss. Just let the thing taste your usual boss strategies. Diamond Weapon alternates between being immune to physical attacks and immune to magical attacks, and starts off being invulnerable to physical attacks. There's no way to tell except one attack type just doesn't work. Just fry the thing with Bolts and the thing will drop dead soon enough - though it does have some pretty nasty attacks. As usual, healing is important if you can't find a fast way to kill it.}}
 
Good grief! In the longish video that follows, the Northern Crater barrier gets shot. And looks like Shin-Ra is busy with their own troubles. Let's head to Northern Crater!


...oops! Darn! Looks like Hojo is finally going crazy. (Who ''would'' have guessed?) The next step is to parachute in Midgar and fry Hojo before he does something dumb.
In cutscene that follows, the Northern Crater barrier gets shot. Before you go back to the crater, Hojo starts going crazy, so you'll need to parachute in Midgar and take care of him first.


== ...but before we get to that... ==
==Before moving on==
This is your absolute last chance to do most of the stuff that needs to be done in Disc 2, such as the [[Final Fantasy VII/Wutai sidequests|Wutai sidequests]]. These can be saved for Disc 3, but if you want, you can also do the following:
* Raise Chocobos and get the four hidden materia.
* Obtain Omnislash, W-Summon and Final Attack from the Battle Arena in Gold Saucer.
* Get the maximum limit breaks for all your characters.


'''Note:''' This is your absolute last chance to do most of the stuff that needs to be done in Disc 2. This includes...
You can also take on [[Final Fantasy VII/Enemy Weapons#Ultimate Weapon|Ultimate Weapon]] now if you want to, however, note that if the thing flies over Midgar, you end up in Midgar instead of fighting it, so it's better to save each time before you start engaging the Weapon.


* [[Final Fantasy VII/Wutai sidequests|Wutai sidequests]]
==Midgar tunnels==
When you reach Midgar, you find that the city is under martial law, so you'll have to parachute in. Cait Sith is telling you where to go from here: you need to use the tunnels. The side street with the manhole has a save point.


It's also a good time to make sure you have done the following, though they can (and should, unless you're in a terrible pinch) be left to do in Disc 3 too:
After you go down, you end up in a really big room with lots of pipes and ladders. This place is somewhat confusing, but wandering around here shouldn't be too difficult; just remember that the only way to get to some places is through a platform, ventilation pipe or a ladder somewhere else. The treasure chests here are green.
* Raised Chocobos and got the 4 hidden materia
* Obtained Omnislash, W-Summon and Final Attack from the Battle Arena
* Get the maximum limit breaks for all your characters


You can take on [[Final Fantasy VII/Weapons#Ultimate Weapon|Ultimate Weapon]] now if you want to, however, note that if the thing flies over Midgar, you end up to Midgar instead of fighting the thing (so it's better to save each time before you start bumping it).
The first thing you'll want to do is head down the ramp rather than the stairs. You can pickup the Megalixir and Elixir here. Come back up the ramp, head down the staircase, then climb down the ladder. Head behind you to the other ladder to climb up and get your Aegis Armlet. Head back down the ladder again and jump the space to the bridge, the bridge will collapse and seal your re-entry to the location you just left.  


== Commandos in Midgar ==
Head behind you and jump on the red pipe then climb the ladder. At the top you'll be on the platform that was under you when you first entered. Head to the ventilation shaft and climb through. Head to the right and get the chest with elixir, then head down the ladder and into the next ventilation shaft. Climb the ladder on the next platform to get the Max Ray (Barret). Head back down the ladder and back through the ventilation shaft. Climb back up the ladder, head back across and get the Starlight Phone (Cait Sith) chest on the left, then head up the stairs.


As you reach Midgar, the city is under martial law, so, to borrow an action movie cliche, "I guess we gonna have to jump!"
Use the save point before heading into the duct.


Cait Sith is telling where to go from here - You need to use the tunnels. The side street with the manhole has a save point.
Moving through the duct you end up in the tunnels. Go all the way downward from here (eight intersections down) to get some great items, like Power, Guard, Mind and Magic sources, and most importantly, the unique W-Item materia (lower right area of the screen). The only bad thing about the place is that there are tons of Shadow Maker enemies here: they drop turbo ethers, but the annoying thing about them is that they have ''really slow'' attacks, use slash-all with a strong and fast teammate and you should be ok as they have lower health than the other enemies here. Using a Trine on them should work as well.


After you go down, you end up in a really big room with lots of pipes and ladders. This place is somewhat confusing, but wandering around here shouldn't be too difficult - just remember that the only way to get to some places is through a platform, ventilation pipe or a ladder somewhere else. The treasure chests here are green. You can, among other things, pick up '''Aegis Armlet''', 2 x '''Elixir''', '''Megalixir''', '''Starlight Phone''' (for Cait Sith), and '''Max Ray''' (for Barret).
There is also a save point in the screen with the W-Item Materia, save up if you'd like, then start the trek back north (up). You'll eventually run into the Turks.


There's a save point next to the duct that leads out. You end up in the tunnels. Now, I highly recommend going downward from here - eight intersections down is a really long way, but you can get some cool stuff, like '''Power, Guard, Mind and Magic sources''', and most importantly, the unique '''W-Item materia''' at the very end of the tunnel with the save point. The only bad thing about the place is that there's tons of Shadow Maker enemies here - you can find Turbo Ethers from them, but the annoying thing about them is that they have ''really slow'' attacks, and they also make your party quite slow too! The journey down will take forever!
{{Final Fantasy VII/Boss|name=Reno, Rude and Elena
|image=
|level=50 (Re),  51 (Ru),  53 (E)
|hp=25,000 (Re), 28,000 (Ru), 30,000 (E)
|mp=200 (Re), 250 (Ru), 100 (E)
|weak=None
|null=
|absorb=Lightning (Re), Fire (Ru),   Ice (E)
|text=When you fight the Turks be sure to steal from them as this is your 2nd opporunity to get "Tough" (Touph) Ring from Reno (Sunken Gelinka is your other chance) and your 3rd opportunity to get "Ziedrich" from Rude (Shin-Ra Rocket and Sunken Gelinka are the other chances). This is also the only time you fight Elena and can steal "Minerva Band" from her.}}


Once you go up from the rails section where you came through, the Turks will appear. If you did the Yuffie subquests, they give you the option to not to fight them.
In the room numbered "8" taking the left path will lead you to your next boss fight with Proud Clod, taking the right path will continue you forward, moving you to the room numbered "0" where the left path will take you to the Shin-Ra building.


: ''Todo: Stats in the not so unlikely case it's unavoidable...''
==Shin-Ra building==
Head all the way back up the tunnels to where you entered. Once you go up from the rails section where you came through, the Turks will appear. If you did the Yuffie subquests, they give you the option of whether or not to fight them. Up from there, there's two passages. Take the right passage, then left passage to get back to the Shin-Ra building (you'll find an air duct that leads there), and if you missed the Turtle's Paradise poster earlier, now's the time to go read it: it's on the first floor lobby, on the farthest wall, and you won't get another chance in the game!


Up from there, there's two passages. The farthest up one leads back to the Shin-Ra building, and if you missed the Turtle's Paradise poster earlier, now it's the time to go read it - it's on the first floor lobby, on the farthest wall. You won't get another chance in the game! There's not much else to do in the building, except perhaps go pick up other things you missed earlier.
Things to do here:
*'''1st floor''': Read the Turtle's Paradise flyer.
*'''2nd floor''': Get Pile Banger for Barret and Master Fist for Tifa.
*'''63rd floor''': Pick up the Grow Lance for Cid.
*'''64th floor''': Bang on the vending machine to pick up a Mind and Speed Source, get HP Shout (upper left set of lockers) for Cait Sith, and have a rest if you need to.
*'''Fire escape''' (nearer top than bottom): Get Behomoth Horn for Red XIII.
*'''All floors''': Pick up any items you missed on your first visit.
*'''Outside''': There's a save point here.


The second underground passage takes you to the Sister Ray. Well, it would, if Scarlet, mad about losing the Sister Ray, would try to restrain herself from coming up with some more weapon names. So here's Scarlet's and Heidegger's new toy...
The second underground passage takes you to the Sister Ray, but on the way Scarlet ambushes you in control of Heidegger's new mechanical boss.


{{Final Fantasy VII/Boss|name=Proud Clod
{{Final Fantasy VII/Boss|name=Proud Clod
| level=53/52
|image= FF7.Proud_Cloud.png
| hp=60000/20000
|level=53/52
| mp=320/300
|hp=60000/20000
| weak=-
|mp=320/300
| null=Gravity
|weak=None
| absorb=-
|null=Gravity
| text=Proud Clod consists of two parts: The thing itself and '''Jamar Armor''' (second set of stats above). As usual, try Big Guard or set barriers, those really help in the fight. Aside of this, this fight is relatively straightforward and doesn't have big surprises, just use the biggest and meanest spells and attacks you can think of. The boss will start using the big guns at the latter half of the fight though, so watch out for that (MBarrier or Big Guard will help greatly there too!) Or, eh, Knights of Round, first-turn KO (if you don't have Knights of the Round use the Phoneix Summon, this does a lot of damage!).}}
|absorb=None
|text=Proud Clod consists of two parts: The thing itself and Jamar Armor (second set of stats in the table). As usual, try Big Guard or set barriers, as those really help in the fight. Aside from that, this fight is relatively straightforward and doesn't have any big surprises. Just use the biggest and meanest spells and attacks you can think of. The boss will start using the big guns in the latter half of the fight though, so watch out for that. Like always, Knights of the Round can turn this into a first-turn knockout. If you don't have Knights of the Round, use the Phoneix Summon, which does a lot of damage.


Head up. There's two boxes here with '''Mystile''' and '''Elixir''', and a savepoint. Then, up the ladder! If Barret is in your party, you can find the '''Missing Score''' here, which is Barret's best weapon - the box isn't here if he isn't in the party.
Note that neither the Proud Clod or the Jamar Armor have any items available to steal, so just defeat this boss as quickly as you'd like}}


Up in the uppermost platform, we find this mad scientist, who, like any mad scientists, injects himself with "my beautiful creation, mwahahaha" and turns into a hideous monster.
After the fight, head up. There are two boxes here with Mystile and an Elixir, along with a save point. Next go up the ladder. If Barret is in your party, you can find the Missing Score here, which is Barret's best weapon; the box isn't here if he isn't in the party. Up in the uppermost platform, you'll find the mad scientist, who injects himself with Jenova cells and turns into a hideous monster.


The following boss fight is done in a single fight. This is going to be a long fight with tons of different creatures and Hojo's forms, so whatever you do, don't waste Knights of Round on his first form. (If you have Knights of Round, I suggest not using it at all - this is probably simple enough to do in any case - or saving it for the last of the three forms. Or you may waste it on the first form if you're really sure you can take the latter two without it...)
==Hojo==
The following is a single fight, though Hojo goes through a few transformations. This is going to be a long fight with tons of different creatures and Hojo's forms, so whatever you do, don't waste Knights of Round on his first form.


{{Final Fantasy VII/Boss|name=Hojo
{{Final Fantasy VII/Boss|name=Hojo
| level=53
|image=FF7.Hojo.png
| hp=13000
|level=53
| mp=250
|hp=13000
| weak=-
|mp=250
| null=Gravity
|weak=None
| absorb=-
|null=Gravity
| text=Hojo is basically a sitting duck with no really big attacks - the only headacheful attack is the <del>Flunkie</del> Capsule ability which summons a '''Bad Rap sample''' and '''Poodler sample''' (who look like Bad Rap and Poodler respectively). The ability also heals the critter if one already exists, so don't waste your ammunition on the two flunkies.}}
|absorb=None
{{Final Fantasy VII/Boss|name=Helletic Hojo
|text=Hojo is basically a sitting duck with no really big attacks. The only attack to watch out for is his Capsule ability, which summons a Bad Rap sample and a Poodler sample. The ability also heals the critter if one already exists, so don't waste your ammunition on the two flunkies.}}
| level=53
{{Final Fantasy VII/Boss|name=Heretic Hojo
| hp=26000/24000/5000
|level=53
| mp=200/400/300
|hp=26000/24000/5000
| weak=-
|mp=200/400/300
| null=Gravity
|weak=None
| absorb=-
|null=Gravity
| text=Once you smash Hojo for a while, the Jenova brew starts to have some odd effects on him, and turns him into a gigantic huge critter that has a body and two arms (stats above are for the body, left arm and the right arm). The body can recreate the missing limbs. This thing is big and the arms can cause status effect changes against which there are some cool remedies (like Ribbons or White Wind), but basically, all there is to this fight is a lot of good old-fashioned smashing.}}
|absorb=None
|text= ''"Helletic" is a mispelling for "Heretic".'' <br /> Once you smash Hojo for a while, the Jenova brew starts to have some odd effects on him, and turns him into a gigantic critter that has a body and two arms (stats in the table are for the body, left arm and the right arm). The body can recreate the missing limbs. This enemy is big and the arms can cause status effect changes against which there are some good remedies, like Ribbons or White Wind. Basically, all there is to this fight is a lot of good old-fashioned smashing.}}
{{Final Fantasy VII/Boss|name=Lifeform Hojo-NA
{{Final Fantasy VII/Boss|name=Lifeform Hojo-NA
| level=58
|level=58
| hp=30000
|hp=30000
| mp=100
|mp=100
| weak=-
|weak=None
| null=Gravity
|null=Gravity
| absorb=-
|absorb=None
| text=The last form is relatively easy, but can give some headaches because the Combo attack makes a whole lot more status effect stuff than any of the previous attacks. You should give the character who has all of the nice spells and toys a Ribbon or Headband to make sure your entire party isn't sleeping throught the whole fight - Just about everything else can be cured easily, but that trick makes this fight a piece of cake.}}
|text=The last form is relatively easy, but watch out for the Combo attack, which inflicts more status effects than any of the previous attacks. You should give the character who has all of the nice spells and toys a Ribbon or Headband to make sure your entire party isn't sleeping through the whole fight. Just about everything else can be cured easily, but that trick makes this fight a piece of cake.}}
 
Hojo is dead, Scarlet and Heidegger are stuck in a wreck, Turks scattered, and Rufus presumably perished in the Weapon attack (I don't want to spoil things, but I say emphasis on ''presumably''). Thus, Shin-Ra is no more. (But you can't really kill a corporation, at least without tons of paperwork, now can you?)
 
A longish cutscene follows - and that concludes the CD 2 of ''Final Fantasy VII''. The adventure continues in CD 3, ''The Formerly Missing Non-Linear Game Experience'', included with your copy of ''Final Fantasy VII''.
 
{|align="right"
| On to Disc 3 and...[[Final_Fantasy_VII/Walkthrough/Descent_into_the_Northern_Crater|Descent into the Northern Crater]]
|}


Hojo is dead, Scarlet and Heidegger are stuck in a wreck, the Turks are scattered, and Rufus presumably perished in the Weapon attack. Thus, Shin-Ra is no more. A cutscene follows, and that concludes Disc 2.


{{Final Fantasy VII/Walkthrough Navigation}}
{{Footer Nav|game=Final Fantasy VII|prevpage=Huge Materias|nextpage=The Northern Crater}}

Latest revision as of 18:24, 30 September 2023

The point, as of now, is to go back to the Forgotten Capital with Bugenhagen. Bugenhagen will then show you how to use the machine and you will see the four Huge Materia floating if you managed to get them all. Also if you managed to get Bahamut and Neo Bahamut, you just walk up to the blue materia and pick the option go closer and you will receive Bahamut Zero.

In the Forgotten Capital, you find a lot of Ancients-related stuff, and when you head to the left city parts, you find some sort of round area with a lot of mysterious stuff in the center. Bugenhagen is very interested of it. After some cryptic talk, he tells you that the key to unlocking this place's mysteries can be found from where the sun doesn't shine. Take your submarine down by the northernmost continent and look for a hidden underwater cave at the end of a long tunnel. You'll find the Key to the Ancients there.

As you return, Bugenhagen shows you some more of the amazing cutscene videos. As you leave, Cait Sith calls and tell you that Shin-Ra has moved the Junon cannon to Midgar.

Diamond Weapon[edit]

As you leave in the Highwind, something big shows up. A gigantic Weapon appears out of nowhere and heads toward Midgar! Just head to the shore and wait for the Weapon to get there.

Diamond Weapon
FF7.Diamond Weapon.png

Overall, Diamond Weapon isn't a terribly difficult boss. Just let it taste your usual boss strategies. Diamond Weapon alternates between being immune to physical attacks and immune to magical attacks, and starts off being invulnerable to physical attacks. There's no way to tell except one attack type just doesn't work. Just fry the Weapon with Bolts and it will drop dead soon enough, though it does have some pretty nasty attacks. As usual, healing is important if you can't find a fast way to kill it, and Knights of the Round makes this battle much easier. You can steal Rising Sun (a good double-growth weapon for Yuffie) from Diamond Weapon.

Level Hit Points Magic Weak against Strong against Absorbs
49 30000 30000 Lightning Gravity, Poison None

In cutscene that follows, the Northern Crater barrier gets shot. Before you go back to the crater, Hojo starts going crazy, so you'll need to parachute in Midgar and take care of him first.

Before moving on[edit]

This is your absolute last chance to do most of the stuff that needs to be done in Disc 2, such as the Wutai sidequests. These can be saved for Disc 3, but if you want, you can also do the following:

  • Raise Chocobos and get the four hidden materia.
  • Obtain Omnislash, W-Summon and Final Attack from the Battle Arena in Gold Saucer.
  • Get the maximum limit breaks for all your characters.

You can also take on Ultimate Weapon now if you want to, however, note that if the thing flies over Midgar, you end up in Midgar instead of fighting it, so it's better to save each time before you start engaging the Weapon.

Midgar tunnels[edit]

When you reach Midgar, you find that the city is under martial law, so you'll have to parachute in. Cait Sith is telling you where to go from here: you need to use the tunnels. The side street with the manhole has a save point.

After you go down, you end up in a really big room with lots of pipes and ladders. This place is somewhat confusing, but wandering around here shouldn't be too difficult; just remember that the only way to get to some places is through a platform, ventilation pipe or a ladder somewhere else. The treasure chests here are green.

The first thing you'll want to do is head down the ramp rather than the stairs. You can pickup the Megalixir and Elixir here. Come back up the ramp, head down the staircase, then climb down the ladder. Head behind you to the other ladder to climb up and get your Aegis Armlet. Head back down the ladder again and jump the space to the bridge, the bridge will collapse and seal your re-entry to the location you just left.

Head behind you and jump on the red pipe then climb the ladder. At the top you'll be on the platform that was under you when you first entered. Head to the ventilation shaft and climb through. Head to the right and get the chest with elixir, then head down the ladder and into the next ventilation shaft. Climb the ladder on the next platform to get the Max Ray (Barret). Head back down the ladder and back through the ventilation shaft. Climb back up the ladder, head back across and get the Starlight Phone (Cait Sith) chest on the left, then head up the stairs.

Use the save point before heading into the duct.

Moving through the duct you end up in the tunnels. Go all the way downward from here (eight intersections down) to get some great items, like Power, Guard, Mind and Magic sources, and most importantly, the unique W-Item materia (lower right area of the screen). The only bad thing about the place is that there are tons of Shadow Maker enemies here: they drop turbo ethers, but the annoying thing about them is that they have really slow attacks, use slash-all with a strong and fast teammate and you should be ok as they have lower health than the other enemies here. Using a Trine on them should work as well.

There is also a save point in the screen with the W-Item Materia, save up if you'd like, then start the trek back north (up). You'll eventually run into the Turks.

Reno, Rude and Elena

When you fight the Turks be sure to steal from them as this is your 2nd opporunity to get "Tough" (Touph) Ring from Reno (Sunken Gelinka is your other chance) and your 3rd opportunity to get "Ziedrich" from Rude (Shin-Ra Rocket and Sunken Gelinka are the other chances). This is also the only time you fight Elena and can steal "Minerva Band" from her.

Level Hit Points Magic Weak against Strong against Absorbs
50 (Re), 51 (Ru), 53 (E) 25,000 (Re), 28,000 (Ru), 30,000 (E) 200 (Re), 250 (Ru), 100 (E) None Lightning (Re), Fire (Ru), Ice (E)

In the room numbered "8" taking the left path will lead you to your next boss fight with Proud Clod, taking the right path will continue you forward, moving you to the room numbered "0" where the left path will take you to the Shin-Ra building.

Shin-Ra building[edit]

Head all the way back up the tunnels to where you entered. Once you go up from the rails section where you came through, the Turks will appear. If you did the Yuffie subquests, they give you the option of whether or not to fight them. Up from there, there's two passages. Take the right passage, then left passage to get back to the Shin-Ra building (you'll find an air duct that leads there), and if you missed the Turtle's Paradise poster earlier, now's the time to go read it: it's on the first floor lobby, on the farthest wall, and you won't get another chance in the game!

Things to do here:

  • 1st floor: Read the Turtle's Paradise flyer.
  • 2nd floor: Get Pile Banger for Barret and Master Fist for Tifa.
  • 63rd floor: Pick up the Grow Lance for Cid.
  • 64th floor: Bang on the vending machine to pick up a Mind and Speed Source, get HP Shout (upper left set of lockers) for Cait Sith, and have a rest if you need to.
  • Fire escape (nearer top than bottom): Get Behomoth Horn for Red XIII.
  • All floors: Pick up any items you missed on your first visit.
  • Outside: There's a save point here.

The second underground passage takes you to the Sister Ray, but on the way Scarlet ambushes you in control of Heidegger's new mechanical boss.

Proud Clod
FF7.Proud Cloud.png

Proud Clod consists of two parts: The thing itself and Jamar Armor (second set of stats in the table). As usual, try Big Guard or set barriers, as those really help in the fight. Aside from that, this fight is relatively straightforward and doesn't have any big surprises. Just use the biggest and meanest spells and attacks you can think of. The boss will start using the big guns in the latter half of the fight though, so watch out for that. Like always, Knights of the Round can turn this into a first-turn knockout. If you don't have Knights of the Round, use the Phoneix Summon, which does a lot of damage.

Note that neither the Proud Clod or the Jamar Armor have any items available to steal, so just defeat this boss as quickly as you'd like

Level Hit Points Magic Weak against Strong against Absorbs
53/52 60000/20000 320/300 None Gravity None

After the fight, head up. There are two boxes here with Mystile and an Elixir, along with a save point. Next go up the ladder. If Barret is in your party, you can find the Missing Score here, which is Barret's best weapon; the box isn't here if he isn't in the party. Up in the uppermost platform, you'll find the mad scientist, who injects himself with Jenova cells and turns into a hideous monster.

Hojo[edit]

The following is a single fight, though Hojo goes through a few transformations. This is going to be a long fight with tons of different creatures and Hojo's forms, so whatever you do, don't waste Knights of Round on his first form.

Hojo
FF7.Hojo.png

Hojo is basically a sitting duck with no really big attacks. The only attack to watch out for is his Capsule ability, which summons a Bad Rap sample and a Poodler sample. The ability also heals the critter if one already exists, so don't waste your ammunition on the two flunkies.

Level Hit Points Magic Weak against Strong against Absorbs
53 13000 250 None Gravity None
Heretic Hojo

"Helletic" is a mispelling for "Heretic".
Once you smash Hojo for a while, the Jenova brew starts to have some odd effects on him, and turns him into a gigantic critter that has a body and two arms (stats in the table are for the body, left arm and the right arm). The body can recreate the missing limbs. This enemy is big and the arms can cause status effect changes against which there are some good remedies, like Ribbons or White Wind. Basically, all there is to this fight is a lot of good old-fashioned smashing.

Level Hit Points Magic Weak against Strong against Absorbs
53 26000/24000/5000 200/400/300 None Gravity None
Lifeform Hojo-NA

The last form is relatively easy, but watch out for the Combo attack, which inflicts more status effects than any of the previous attacks. You should give the character who has all of the nice spells and toys a Ribbon or Headband to make sure your entire party isn't sleeping through the whole fight. Just about everything else can be cured easily, but that trick makes this fight a piece of cake.

Level Hit Points Magic Weak against Strong against Absorbs
58 30000 100 None Gravity None

Hojo is dead, Scarlet and Heidegger are stuck in a wreck, the Turks are scattered, and Rufus presumably perished in the Weapon attack. Thus, Shin-Ra is no more. A cutscene follows, and that concludes Disc 2.