Ff7 when does disc 2 end




















In the original title, this is when Final Fantasy VII transitions to an open-world, globe-trotting adventure. Cloud and his friends travel across plans and through mountains, pick up some new party members, and fight to save the planet from Shinra and Sephiroth. The most likely possibility is that the second part of FF7 Remake will end where the original's first disc concludes: the Forgotten City.

When that happens, Sephiroth hopes to absorb the Lifestream and become a god. Right after Midgar, the party goes to Kalm which was hinted at in the Intergrade post-credits scene where Cloud tells a story about his past we later learn is muddled, to say the least. FF7 Remake Part 1 and Intergrade expand upon the original a great deal, introducing new characters and enhancing the roles of minor supporting figures by incorporating elements from spin-off games like Dirge of Cerberus.

There are also plenty of brand-new characters and details. Expect future entries to pull heavily from the animated movie Advent Children and other spin-off games like Crisis Core , particularly after Part 1 grappled heavily with these characters defying "Destiny.

Judging from the original saga, players will gain access to a host of new vehicles as Cloud's journey unfolds. Players will almost definitely get Chocobos , the ridable avians that appear in every Final Fantasy game. There's also a Buggy car that players will drive around in, along with the Tiny Bronco airplane that can only fly in shallow water, effectively functioning as a boat.

At one point, the player gets full control over an airship, but that probably won't happen until later entries in the Remake series. Final Fantasy VII Remake changed up the original's combat in significant ways, placing a greater emphasis on combo-driven action and giving all four playable characters — Cloud, Barret, Tifa, and Aerith — their own unique fighting styles. Since the next installments will likely bring new fighters onto the squad, we can expect to see new combat designs for characters like Red XIII, along with a host of familiar faces that Cloud and friends haven't yet crossed paths with.

According to co-director Hamaguchi Naoki , the optional Classic Mode of turn-based combat will also be altered in future installments to make it more enjoyable for players that want a greater strategic challenge. If this covers the story portions we're currently expecting, you should meet all of the original party members by the end of FF7 Remake Part 2. Red XII , who only appears as a "guest character" in FF7 Remake , should join your party right at the beginning of the second entry as a full member.

You can do tricks by doing different presses of the buttons off of jumps. Collect as many items as you can. When you get to the bottom, get your map and go to the red spot on it. Touch the steaming lakes and there is Materia here.

You will eventually pass out. Talk to the old man and he will tell you how to climb the cliff. Sleep and then climb. Make sure your body temperature is higher than 25 degrees, or you will have to start all over. If you press the Square button, Cloud will run in place and you will generate body heat. You will eventually find a cave. Go into it. Push the first rock to reveal a path. Go in it. Follow the passage and you must break the four icicles. In combat A bridge will appear in the room below if you do it.

Go out and fight the boss. Use normal attacks on his left arm and magic attacks on his right to kill him. When you get to the top of the mountain, enjoy the CG sequence. Follow the path to the crater.

Tifa will join if she is not already in your party. Continue on the path and go north. Time your movements through the barriers and you will run into Sephiroth. Event The Meteor and the Shinra You have to defeat a boss here. You will get the Black Materia. Pass through the final barrier.

This part is really awesome You are in control of Tifa now. In the Shinra Air base, Junon, talk to Barrett and a series with Rufus will show that you are in trouble. Follow the guards out of the room, and go to the conference. Go to the gas chamber door.

You will see and cool CG. Run to the corridors and look for help. In the upper level Yuffie will be in a disguise. Follow Cait Sith to the airship. You switch over to control Tifa, and you must get her free. Turn off the gas and look for the door out.

Go to the edge of the cannon, and now a sequence of Tifa and Scarlet will follow. Quickly tap Circle button to slap her faster.

You will see another CG and you will go on your Airship. Event Yuffie and her Family Go to the main control and talk to everyone. Red XIII will tell you to go to Mideel, on a small island to the southeast, but if you have Yuffie, head back to her hometown. Of course, you'll have to reset and try again if you want the Curse Ring. There's a hyperactive kid running around here, buying everything. Make sure you talk to the kid in every store see the price listing for Mideel if you want to know why.

If you have some Mimett Greens on you, you can feed the kid's white chocobo your character says that it wants 'Samolen Greens', but they really mean 'Mimett Greens'. More fun from the Square translators, no doubt! Feed the chocobo a Mimett Green, then choose to scratch behind it's ear and you'll get the Contain materia. When you try to explore the north end of the town, Tifa automatically goes over to the cat in the middle of the screen.

While playing with it she hears that a strange man has been brought to the hospital--inside is none other than Cloud, who survived the blast of energy back at the Crater. However, he's nothing more than a vegetable now.

Tifa insists on staying by his side. Back at the Highwind, Cait Sith reveals that the Shinra are hunting for the four Huge Materia, which they plan to use in order to destroy the Meteor before it crashes into the Earth. Barret gets distressed when he learns that the Shinra plan to destroy to get the Huge Materia from North Corel then Cid becomes the new party leader! Despite his dorky running style, Cid makes a good front man. Once you're able to control him, go to the Operations room and make a new team.

Before you go anywhere else, land and return to Mideel. You can now check out the house in the middle of the town, where an old man sits petting his cat. There's a large green item on the man's bed an Elixir. If you try to leave, the cat turns out to be a ferocious dog! When an option appears, pick the top one to admit that you took the Elixir. However, the man will let you keep it. On the other hand, if you pick the bottom option, Cid will feign innocence, until the old man tells him that the Elixir was rotten it's not.

Either way, you still get the item. There's nothing else to do here at least for now, anyways , so leave the town behind and board the Highwind. At this point in the game, two of the four Huge Materia sub-quests are available to you: you can either get the Huge Materia in North Corel, or get the one at Fort Condor. The choice is yours. If you want the one in North Corel first, keep reading. If you'd rather pick up the one at Fort Condor first, skip to section 4. Remember, you DON'T have to succeed at Huge Materia Quests; in fact, you can lose all four and still proceed with the game if you decide to do this, just ignore any mention of Huge Materia for the remainder of the FAQ.

Ready to go? The next thing you have to do is stop a train from moving the Huge Materia out of the Corel reactor. You can pilot the Highwind to two places; North Corel, and then work your way back through the old train tracks to the Makoro furnace, or you can land at the nearby cave-like entrance that leads to the furnace and take the train from there.

Either way, you'll still have to do a bit of walking, so it's up to you check out section 3. Anyway, once you reach the furnace, head to the center and you'll be attacked by some Shinra guards easy to defeat. After you do them in, a train will leave the furnace. What you have to do is catch up with it before it leaves the Corel mountains. The next scene finds you and your companions on a train trying to catch up to the Shinra train.

Remember the digit-damaging fun you had back at Gaea's Cliff? Well, this time, it's worse. You have to press Up and the button in a steady, yet extremely fast motion to make Cid pull the levers of the train so that you can catch up to the Shinra train. Even worse, there's a time limit--you have to reach the train, board it, kill the enemies on board, and stop it all within 10 minutes. If you practice, you should be able to catch up to the train in about seconds, but remember that you'll need about 4 minutes, at best, to beat the enemies on board, so work quickly.

You fight monsters each time you leap to a new train car, five battles in all and while they're relatively easy to win, they do take up your time the enemies are: Gas Doctor, Gas Doctor x2, Wolfmeister, Eagle Gun, Attack Squad. If you have learned it by now, Remove can be used in the first two battles for a quick win.

If you're low on time, don't use Summon Materia because the counter still decreases during the casting which usually takes some time. Assuming you get to the locomotive with time remaining, wait for the conversation between Cid and your other characters to stop.

The train will speed up, but will slow just as it reaches the town, if you've done it correctly. There are three outcomes to this event: If you never made it onto the Shinra train, you'll arrive at Corel and will not get the Huge Materia, nor will you get the Ultima materia.

If you made it onto the Shinra train, it goes out of control and crashes into North Corel. You won't get the Huge Materia, but you can buy the Ultima Materia from a little kid for gil.

If you made it onto the Shinra train and stopped it, Corel won't be demolished. You'll get the Huge Materia and will be given the Ultima materia for free, as a reward from the kid.

In any case, go to the house below the inn and a lady in a hat will give you Barret's Level 4 Limit Break Manual. Remember, it's really in your best interest to save the town and get the Huge Materia. Pop into the Highwind and fly back to the blue tower with the big gold bird on it read section 3. Enter it, and climb to the top of the tower. Talk to the man in the room with the locked door. Choose the middle option, and you'll get to control another mini-battle.

Battle at Fort Condor The object of the game is to prevent the enemy from taking your land this is indicated by a pink bar to the left of the screen , and to wipe your foes out before they finish you off. Your guys are blue; the enemy's, red. In the beginning, you'll be in control of a cursor and there are no enemies on the screen. You can use this time to place your allies before the battle begins while you can place icons during the battle, it's easier to start off right now.

You can only set people as far as the red line; if you can't place a person, a red X appears over the hand cursor. Placing icons costs money gil. Remember, you can't place bad guys! The types and statistics of each icon good and bad are as follows: Note that not all of these will be available initially like the Fire Catapult and Tristoner.

The bad part about all this is that it costs real money your money! So it's best that you stock up on gil before playing. However, you'll be paid gil for every ally left standing when the battle ends. To buy an icon, use the controller to select them and press. Then choose where you want to place one and press again.

If you're placing a Fire Catapult or Tri stoner, then you'll see a red circle or wedge-shape when you place them; this indicates their line of fire. Use the Control Pad to choose how you want them to aim their attack. When you're ready, press and choose the top option. The battle begins! Your controls work like this: Accept a command.

Place the cursor over a character and place this button and you'll be given an option; see the list of icons to see what options are available. Press to accept, or to decline. You can redirect either type of droppers' line of fire. The dropper is destroyed. The catapult is destroyed. Pick where you want any of the three icons to move to and press.

If they can't walk to a certain location, an X appears over the cursor. These guys can automatically fight, too.

Works just like the WALK command explained above. Creates a bomb that explodes when enemies approach. The 'Dismantle' command for the catapults and droppers may seem useless, but once an enemy force has passed beyond the range of one of these icons, they are useless.

To free up space for more icons, you can only have 20 at a time, remember? Basically, the battle is fairly automatic. People attack when close, the catapults and droppers fire continuously. All you have to do is move, replenish, and place new members.

The battle ends when the 'land taken' meter maxes out i. Including the boss who shows up when most of the enemy force is defeated, there are about 40 enemies in total, who climb up the screen in a more or less steady, continuous wave. If you've played FF3, this feels a little like those 'mass-crazy-fight-till-you drop battles', but without the rush of adrenaline that usually accompanies such a fight. Note that you'll have to wait a while before another fight is available.

Also, as far as I can tell, there's no point in donating money since you'll have to spend Gil to hire troops, anyway. The prizes you win from each battle changes with each new battle.

Start by placing Tristoner at the top of each path and angle their line of fire to follow the path that's 4. Then, buy another one and place it at the main junction and make it fire straight forward. Now, purchase four Fire Catapults and place them at the bottom of the paths, as close to the red line as you can. Angle their line of fire to hit where the Tristoners can't.

If you can spare the gil, place two more just a little ways south and to either side from the main Tristoners for added protection. Still with me? Place some Defenders and Attackers down at the bottom, then place a whole bunch of Fighters, Attackers, and Defenders at the top of the screen.

Last, add in some Shooters in hard-to-reach areas where they can pelt the enemy. If the enemy gains too much ground, start amassing forces of Defenders and Attackers to take your opponents out and defend your installations.

The boss is easy to kill since he's slow and shows up when there's not a lot of people left leaving him all buy himself. Just gang up on him with Defenders and Fighters, and if you've placed them earlier, try to steer him towards the Bombs that the Workers can lay.

When you win, you can open the sealed door. On the rooftop is a red materia Phoenix , and if you talk to the man in white wearing the large hat in the lower room, you get a Huge Materia.

For a condor's baby, that bird sure looks like a Chocobo if you ask me If you fail the mini-battle, you're kicked out of Fort Condor and can never return. You can't get the Huge Materia or the Phoenix materia, either. When you talk to Tifa, the screen will start to shake. Go outside, and you'll be attacked He's pretty easy to beat, so just keep summoning your best monsters and use physical attacks to deal out damage.

After you've injured it enough or it runs out of MP use Magic Hammer on it , it will fly away. You can absorb Ultima Beam attacks by equipping the Elemental materia plus any non-element materia, like Transform, Exit, etc.

The next scene with Tifa and Cloud is so funny! They're puffy and superdeformed, and well let's just say any sense of danger or surprise at this sudden attack is forgotten once you see their wide- eyed faces as they escape the crumbling village.

After Tifa and Cloud take a dive, you'll find yourself playing with Tifa, who's in a strange world filled with Cloud's memories. First, talk to the northmost Cloud. You'll head into his memories of the trip he took to that one town near the Jenova plant with Sephiroth. When Cloud shows up, speak to him again. When you reach the 'center' of Cloud's mind again, speak to the Cloud on the left. Once you're in control of Tifa, converse with the Cloud sitting on the steps to the right near the 'kid' Cloud.

Then talk to the 'kid' Cloud and look in the window. When you can move Tifa, talk to the 'shadow' Cloud. Once you're back in Cloud's mind talk to the 'real' Cloud and go back to the town area again.

Everything else unfolds by itself you can go to the Main Menu during the burning of Nibelheim--again! At the end, speak with Cloud one last time, and you'll return to the 'real' world. Back at the airship, prepare a new team and take control of the Highwind. You can buy goods that weren't available before back in Mideel, and you'll want to get the Contain materia orb at some point.

To get it, climb up the slope on the west side of town to where the hyperactive kid is running around. If you didn't get the Contain materia in Mideel the first time, then, talk to his White Chocobo and pick the first option make sure you have at least one Mimett Green on you. When a list of six options appear, pick the fifth one from the top "scratch behind it's ears". The chocobo will then reveal the Contain materia , which you can take.

Furthermore, if you went into each store in Mideel and talked to the hyperactive kid in each one, he will now be selling all the items that you could normally buy there! However, if you didn't go into any of the shops, or only talked to him in one shop or two shops, then he will only be selling items from those stores or will be selling nothing at all. Also, at this point in the game, the man who lost his keys will appear outside Midgar City, enabling you to get the Sector 5 Key, among other things.

You might want to take some time now to breed Chocobos , do some shopping, or maybe have some fun at the Gold Saucer since you can now get in with Cloud in your party. Also, there is an extra scene new to the US release--return to Nibelheim and go down into the library in the Shinra Mansion.

Examine the tanks in the back of the room for a flashback. Whenever you're ready to proceed with the game, head to Junon Town for the third Huge Materia quest you can't do the fourth one until later. Head into the center of Junon, and go down the main road you'll see a scene with Cloud inspecting the damage that the Weapon inflicted on the town earlier. Keep walking until you arrive at the gray underpassage where a commander is drilling his men.

He will order his men to run away when he sees you. Continue down the passage until you see a door labeled '1' against the left wall. Enter it, and you'll find yourself in an elevator. Two guards in here will attack you; dispatch them and let the lady take you down to the bottom of the elevator shaft.

When you step out, you'll be attacked by more Shinra soldiers. Ignore the dog and go down the slope, then through the door. In the next room, head down the set of stairs until you reach another door. Past it is yet another set of stairs, and at the bottom is a Save Point. Go through the door here to reach a second lift which takes you to the bottom of the sea floor.

The area is shaped like a huge glass tube. If you go north to the second screen in front of the Mako reactor , and fight enemies, you'll eventually meet up with the Ghost Ship. Head north until you reach the underwater tunnel and follow it until you arrive at the Mako plant. Inside, examine the red light on the far wall to pump water out of the chamber.

Step outside and you'll find yourself in a huge undersea dock where several submarines are sitting. Go along the walkway--it leads to a hall with a Save Point. Walk north from here to arrive at a room filled with guards.

If you talk to the guard who's walking around, he'll attack you. You'll then fight the two other guards by the opening in a second battle. If you don't talk to the walking guard, then all three will ambush you. However, if you let yourself get ambushed, you won't have to fight the second set of soldiers by the other opening. Decide what you want to do fun, isn't it? Then go through the opening to your right to find a chamber full of machinery. Cloud will automatically stop in front of one of the machines as you walk past it.

When you can control him again, head to the right to see the Red Huge Materia being loaded onto a Shinra submarine. Reno of the Turks is here, and he'll summon a mechanical freak to take you out while he makes a hasty retreat.

However, since it has three parts, if you're making an attack that hits more than once, your ally gets struck twice or even three times! Furthermore, if the third character is killed while the other two are imprisoned, the battle is instantly lost. Destroying it's arms should be your top priority, but the arms rotate and switch sides when they are hit, so adjust your attacks accordingly.

Summoning spells and enemy skills work well here. The boss' attacks are not so strong, but they come quickly. BTW, the only way to free a character is to destroy the arm that's holding them, or have him or her die. This makes the Phoenix summon very useful if you just freed a friend and want to revive and attack at the same time. You'll get the God's Hand weapon when you kill it and both arms.

With the Carry Armor out of the way, head to the left to find a chest with the Battle Trumpet inside it. Then go back to the right and run along the pier until you reach the gray submarine. Open the chest by the stairs to get the Scimitar. To the left of that chest is a chest holding a Key Item: the Leviathan Scales.

You'll need it later so be sure to pick it up. Go up the stairs to find a bunch of soldiers running around in place ha! Cloud will then enter the submarine and be ambushed by three soldiers. You may win a set of 'Shinra Beta' armor from the guards, but it's not that great.

Anyway, there's a Save Point here, and when you're done using it, head through the northern door to reach the bridge of the submarine. Here, you'll meet two guards and their scared-as-hell commander. You can either choose the bottom option and let them live, or you can pick the top option and kill them. You can steal the 'Shinra Alpha' very strong armor from the captain if you choose to fight.

Whatever your choice is, examine the captain's seat when you're able to and you'll be given three options. Pick the second one to climb into the chair. From there, pick the top option to see a description of the sub controls, or the bottom option to start up the sub and enter the submarine mini-game explained below. You can tell how far they are from the floor by the red columns beneath them. The purpose of this 'mini-game' is to destroy the the main Shinra sub red in the time allotted, although you can kill some of the ten yellow submarines if you want to.

If you win, then the submarine you're in is automatically piloted to shore. If you mess up, your characters will jettison themselves from the sub. Either way, you'll learn that a Huge Materia is being transported from the Junon Airport. You can go there it's the same place where the Highwind was docked to see some FMV of the plane taking off, or not it's optional. At this point in the game, you have two options available to you.

You can either sneak back into Junon and get yourself another submarine, or you can go to Rocket Town and do the fourth and final Huge Materia quest. If you already have a submarine, then you can do some underwater exploring or do the last Huge Materia quest refer to section 4. If you need to get a second submarine, then keep reading. Go back into the main part of Junon Town and work your way back to the gray hallway, down the elevator with the woman, and to the room with the guards, a dog, and the sloping floor.

Beat the guards and examine the dog. When he moves aside, follow him and examine him again. Choose the top option, and you'll enter the red Shinra submarine.

When the guards show up, choose the top option to let them go, or the bottom option to fight them. In the cockpit room, choose the top option to save the commander, or the bottom option to fight him and his men. Either way, you still get to pilot the sub. Note that if you got the gray sub, you can't go through here and get the red sub. New to the US version is the 'Weapon' scenario--you can now fight the Emerald Weapon underwater, and meet and trade with the man in the upper- right house in Kalm Town.

Refer to section 6. This section outlines a series of side-quests and optional events. While some have to be done at a certain point, the others are listed here only because you now have a submarine and can explore the ocean. You can skip this section and go on to 4. If you can't get by an area while skimming the sea, try submerging and looking for a passage.

If you can't get over a rock wall while submerged, try ascending and looking for another way around. Also, the sub can only land at docks such as the one near Junon Town. BTW, the mini-game at the Gold Saucer also becomes available once you have a submarine. If you sunk the red submarine, then get in your submarine and look at the map.

Head to the chain of small islands southeast from the weaponsmith's house the guy who lived near the Gold Saucer. Submerge and you'll find the red submarine. Should you touch it, Cloud will retrieve the Huge Materia from the wrecked submarine. If you failed to sink it earlier, then it won't be here. Note that you can wait and pick up the Huge Materia in Disc 3 if you'd rather not get it right now.

Next, return to the Junon Town dock and go west until you reach a jutting peninsula or go north from where the red submarine was, assuming you sunk it. Go around the penninsula and head south until you reach land you'll be in a little bay, near a dock, and you should be able to see the Golden Saucer from where you are.

Descend and you'll find a wrecked plane lying on the sea floor. It's the prototype Shinra air carrier 'Gelinka'. Touch it to board the sunken plane. Inside the plane, go down the ladder. Run to the left to find a Save Point and a treasure chest inside is the Heaven's Cloud sword. Enter the northern door the one with the Shinra emblem on it and head east along the walkway. There's a green chest here with an Escort Guard in it.

Go down the incline to the lowest level of this room and head to the upper-left corner. Hidden by a pipe is another green chest; inside it is Yuffie's Ultimate Weapon, the Conformer. Now to all the way to the upper-right corner and search the wall for a hard to see yellow materia Double Cut.

Finally, return to the entrance and go north and then east across the beams. This leads to the final chest which has a Megalixir inside of it. Return to the main room and go through the door on the left wall. In the adjoining chamber are Reno and Rude of the Turks, who will talk to you briefly before attacking your party. They also have the nasty ability to confuse you, which can be a serious problem if the confused member has a Double Cut or Slash All materia equipped.

Once you inflict enough damage on one of them, that person will leave. If you kill Reno, then Rude will simply stand around until you lower his HP to zero. Since this battle is tougher than it might seem, Haste your characters and use your best attacking and summon spells. You'll get an Elixir when the battle is concluded. With the Turks out of the way, go through the northern door. A chest sitting near the entrance contains a Megalixir, and if you continue along the walkway and go all the way to the right, you'll find another chest with a Spirit Lance inside.

Go down the stairs to the lower area; near the bottom of the screen are two chests; one to the left and one to the right. Before leaving, look by the wrecked helicopter for a shimmering red sphere it's lying between the body of the helicopter and one of the broken, detached parts next to it. It's the Hades materia , so pick it up and then head back to your submarine. You don't need to return to the wrecked plane again, although you can fight the monsters here and transform them into various '-Source' items you can also do this to several of the monsters in the Mideel Area.

Considering this game's difficulty the lack of, that is , you shouldn't have to do this, though. Once you're in the submarine, look at your map. Just south and east of the southeastern tip of the Northern Continent are three islands in a sort of a curving pattern.

If you can't quite tell where you are, just go along the coast of the Northern Continent until you reach an area surrounded by shallows where there are three islands you should be near snowy ground with patches of grass, in addition to a large mountain.

Submerge the submarine and look for an underwater tunnel around here guide the submarine into the dead-end and turn around; you should see it as you're moving. The short tunnel leads to a twisted, spiky object which you will take it's called the Key to Ancients; Bugenhagen asks you to find it later on when you return to the Ancient City in section 4.

Finally, get back in your airship and fly to Wutai on the Westernmost Continent. Go up into the Dachao Statue area, and head along the path until you reach the path that heads north.

Follow it past the statue's head until you reach another crossroads with a cave entrance nearby.



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