Final Fantasy VII Walkthrough
2.16: Raid on Midgar
To start the raid, just fly over Midgar. After the landing, follow Cait Sith in the alley. You’ll have a chance to save before going underground, but we suggest that you save on another save slot just in case you’re not leveled up enough to take care of the monsters and bosses inside. When you’re ready, just go down the ladder to reach the undercity.
You’ll have the choice between climbing down a ladder and walking a slope going down east. Start by walking down the slope, then head up until you reach the north wall. Go left to reach an Elixir, then right to claim a Megalixir. After that, go back to where you entered and climb down the ladder in another area.
When you reach the bottom of the ladder, immediately head west then north to climb up another ladder: it will lead you to a chest in the first area containing an Aegis Bracelet. Go back down and head east. A platform will give in under your weight (it is unavoidable, so don’t bother reseting to try again). After landing, head west, then up another ladder. Use the chute to reach another area.
Once you’re done sliding down, head west to claim the Starlight Phone from the treasure chest. East from this position, you’ll find an Elixir in another treasure chest. Down and east from there, you’ll be able to jump near another chute, that will lead you up, near another one of these now deeply annoying ladders. At the top of the ladder, head west and open the treasure chest to get the Max Ray weapon. After that, just go back to where you got the Starlight Phone, and use the stairs leading up from there; you’ll end up near a Save Point and a crawlspace. Use the Save Point (really, do use it).
Taking the crawlway will lead you to a familiar area of the very first hours of your game; the train tunnels. You now have two options: south or north.
If you go south, you’ll collect a Power Source, a Guard Source, a Mind Source and a Magic Source along the way, and will encounter various characters, depending on who is on your party at the moment. At the end of the tunnel you’ll find one of the most valuable materia available: the W-Item materia. We strongly recommend you to take this path first. After that, the only option is to go back and take the other path.
If you go north, you will face the Turks in a final showdown. Don’t forget to equip a Steal materia; you’ll be sorry if you didn’t...
Turks: Elena | Level | HP | MP | Attacks |
53 | 30000 | 100 | Flame Light, Confu | |
Absorbs | Blocks | Strong Against | Weak Against | |
Steal | Morph | Win Item | Enemy Skill | |
EXP | AP | Gil | Location | |
6400 | 800 | 7000 | Midgar | |
Immune to Status | Notes | |||
Sleep, Return, Confusion, Silence, Transform, Stop, Berserk, Paralysis, Stone, Slowly Stone, Manipulate, Death |
Turks: Reno (4/Midgar) | Level | HP | MP | Attacks |
50 | 25000 | 200 | Turk Light, Electropod | |
Absorbs | Blocks | Strong Against | Weak Against | |
Steal | Morph | Win Item | Enemy Skill | |
EXP | AP | Gil | Location | |
4500 | 450 | 3000 | Midgar | |
Immune to Status | Notes | |||
Sleep, Return, Confusion, Silence, Transform, Stop, Berserk, Paralysis, Stone, Slowly Stone, Manipulate, Death |
Turks: Rude (4/Midgar) | Level | HP | MP | Attacks |
51 | 28000 | 250 | Punch, Grand Spark | |
Absorbs | Blocks | Strong Against | Weak Against | |
Steal | Morph | Win Item | Enemy Skill | |
EXP | AP | Gil | Location | |
5500 | 600 | 5000 | Midgar | |
Immune to Status | Notes | |||
Sleep, Return, Confusion, Silence, Transform, Stop, Berserk, Paralysis, Stone, Slowly Stone, Manipulate, Death | ||||
Strategy | ||||
The Turks will use some strong physical attacks, as well as some elemental attacks, so you need to be prepared against that. Using characters with long-ranged weapons can be very effective, as they will take far less damage from the physical attacks. They also need the very best armor you can provide them with. Be advised that Elena will use a charm attack, so using Ribbons might be a good idea. On a final note, each Turk absorbs either Fire, Ice or Bolt magic, and is immune to Gravity magic, so take that into account when equipping materia. If you succeeded in raising the Ultima to the second level, it will do wonders. Otherwise, rely on Comet, Contain (but don’t forget about the Turks’ resistance to elemental magic), the most powerful summons you’ve got and physical attacks.
First, cast Big Guard and Regen. Then, definitely start by stealing from the Turks, as they hold valuable equipment. After that, unleash all you’ve got on them, with your most powerful spells, and concentrate your physical attacks on one Turk at a time. Don’t forget to heal once in a while, as they do have the power to bring your characters down easily. |
After the battle is over, you’re free to continue on your way through Midgar. Head north into the tunnels. When the path splits, you’ll have the choice to either go west or east: choose west to go on in the story, or east if you want to make a final visit of the Shinra Headquarters (many delicacies are available to you in there, so don’t miss them).
The Shinra Headquarters haven’t changed since the time of your escape (in fact, it hasn’t changed at all: they didn’t even clean up the mess Sephiroth did). However, a few things are available now. First, the treasure chests in the lobby’s shop are now available: they contain the Pile Banger and the Master Fist.
Second, on the 63rd floor, the walls that were used to separate the various parts of the room are gone, and a new treasure is here : the Grow Lance.
Third, on the 64th floor, one of the lockers you examined on your first visit finally reveals its usefulness, as it is Cait Sith’s ultimate weapon: the HP Shout. Also available in this room are some sources from the vending machine, if you put some money into it on your first visit.
Finally, go back to the 59th level, and take the stairs down. You will find the Behemoth Horn lying on one of the stairs (it won’t be there if you decided to climb up the stairs: it only appears if you climb down).
Once you’ve done all that, you can go back in the tunnels, head south and then take the west path to go on. Climb up your way out of the tunnels.
When you get out of the tunnels, you can only take a few steps before the next boss.
Proud Clod | Level | HP | MP | Attacks |
53 | 60000 | 320 | Wrist Laser, Machine Guns, Materia Jammer, Beam Cannon | |
Absorbs | Blocks | Strong Against | Weak Against | |
Steal | Morph | Win Item | Enemy Skill | |
EXP | AP | Gil | Location | |
7000 | 1000 | 10000 | Midgar | |
Immune to Status | Notes | |||
Sleep, Return, Confusion, Silence, Slow, Transform, Stop, Berserk, Poison, Paralysis, Stone, Slowly Stone, Manipulate, Death | ||||
Strategy | ||||
Make your usual starting move by casting Big Guard and Regen. Then, go after the Proud Clod with you best magic and Limits. Using Tornado and Flare will prove to be very efficient, as well as using Ultima and Comet2. Omnislash will be put to good use if you have it.
Be aware that when his HP are halved, the Proud Clod will start using the Beam Cannon, which is a powerful magical attack. When Proud Clod is preparing the Beam Cannon, it will kneel down, so you’ll have some time to refresh your Magical Barrier gauge if it ran out. |
After the fight, you’ll be awarded with the Ragnarok sword for Cloud: do equip it because it’s likely to be your most powerful weapon at the time, and you’ll need it in a moment. Don’t forget to collect the Mystile in one of the two treasure chests (the other one contains an Elixir), and then save at the nearby Save Point. If he wasn’t in your party already, make sure that Barret is in now.
When you’re ready, just climb up the metal stairs. If Barret is in your party, you’ll find his ultimate weapon laying on the stairs: the Missing Score. If you don’t want to go on with Barret for the upcoming final boss of Midgar, you can go back to the save point once you claimed his weapon. Regardless of who you take up there, the same man will be waiting for you: Hojo. At least one of your characters should be equipped with a Ribbon to make this battle a smooth one.
Hojo | Level | HP | MP | Attacks |
50 | 13000 | 250 | Capsule | |
Absorbs | Blocks | Strong Against | Weak Against | |
Steal | Morph | Win Item | Enemy Skill | |
EXP | AP | Gil | Location | |
0 | 0 | 0 | Midgar | |
Immune to Status | Notes | |||
Sleep, Return, Confusion, Silence, Slow, Transform, Stop, Berserk, Poison, Paralysis, Stone, Slowly Stone, Manipulate | ||||
Strategy | ||||
Hojo will start the battle by creating samples of powerful monsters, and will do so every time you take out one of his Bad Rap Sample or Poodler Sample. The best strategy here is to put the samples to sleep (Bad Breath and Sleepel will take care of that), and then attack Hojo without fear of retaliation. When you take him down, he will transform in a much more powerful form. |
Heretic Hojo | Level | HP | MP | Attacks |
55 | 26000 | 200 | Bio Gas, Sleepel | |
Absorbs | Blocks | Strong Against | Weak Against | |
Steal | Morph | Win Item | Enemy Skill | |
EXP | AP | Gil | Location | |
0 | 0 | 0 | Midgar | |
Immune to Status | Notes | |||
Sleep, Return, Confusion, Silence, Slow, Transform, Stop, Berserk, Poison, Paralysis, Stone, Slowly Stone, Manipulate, Death | ||||
Strategy | ||||
In this form, Hojo will have a few status inducing attacks, and so do his arms (that’s where the Ribbon comes in handy). Using White Wind will allow you to regain HP and take care of these status effects. You can choose to concentrate on the main body, or use spells that affect the entire group. However, don’t bother concentrating on the arms, as Heretic Hojo will revive them if need be. Use your most powerful attacks, but save up any Limits available; you will need them later, as Hojo will transform into his final form after you’re finished with this one. |
Heretic Hojo Left Arm | Level | HP | MP | Attacks |
55 | 24000 | 400 | ||
Absorbs | Blocks | Strong Against | Weak Against | |
Steal | Morph | Win Item | Enemy Skill | |
EXP | AP | Gil | Location | |
0 | 0 | 0 | Midgar | |
Immune to Status | Notes | |||
Sleep, Return, Confusion, Silence, Slow, Transform, Stop, Berserk, Poison, Paralysis, Stone, Slowly Stone, Manipulate, Death |
Heretic Hojo Right Arm | Level | HP | MP | Attacks |
55 | 5000 | 300 | ||
Absorbs | Blocks | Strong Against | Weak Against | |
Steal | Morph | Win Item | Enemy Skill | |
EXP | AP | Gil | Location | |
0 | 0 | 0 | Midgar | |
Immune to Status | Notes | |||
Sleep, Return, Confusion, Silence, Slow, Transform, Stop, Berserk, Poison, Paralysis, Stone, Slowly Stone, Manipulate, Death |
Lifeform Hojo | Level | HP | MP | Attacks |
58 | 30000 | 100 | ||
Absorbs | Blocks | Strong Against | Weak Against | |
Steal | Morph | Win Item | Enemy Skill | |
EXP | AP | Gil | Location | |
25000 | 2500 | 6000 | Midgar | |
Immune to Status | Notes | |||
Sleep, Return Confusion, Silence, Transform, Stop, Berserk, Poison, Paralysis, Stone, Slowly Stone, Manipulate, Death | ||||
Strategy | ||||
Even if it’s his last form, it’s not his most powerful. If you saved up some Limits, he will go down easily. If not, just stick to your usual strategy, and occasionally heal from the Silence spell that Hojo will use every time you attack him with magic (or use magic only with the character equipped with Ribbon). He really poses only minimal threat in this form, so it should be no problem. |
After Hojo’s done for, you will leave Midgar for good, and head for the final dungeon. This will mark the end of the second disc.
Version 6
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