Final Fantasy VII : Rebirth

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Levia Tenson
Levia Tenson

Date d'inscription : 09/12/2019
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CONTINENT PRINCIPAL

MIDGAR AREA

The Midgar Area is a region of the world map in Final Fantasy VII. It is located on the eastern continent sharing a mountain border with the Junon Area, and an open border with the Grasslands Area, reaching up until the end of the aforementioned mountain. The nearby islands belong to the Icicle Area.

The terrain had patches of grass, but much of its flora has withered, and the area's and entire planet's most notable location, Midgar (entered through the Sector 5 Slum), is surrounded by wasteland.

East of Midgar is the much smaller town of Kalm beside a stream that runs by a small mountainous section, the peak of which cannot be reached on foot. One could get there with the Tiny Bronco, but the mountain contains nothing of interest. In pre-release material a house stands on this mountain.

The scenery changes after setting the key in the Forgotten City and the Diamond Weapon appears, with the Sister Ray being moved to Midgar. During this time, an event triggers where the Diamond Weapon approaches Midgar, and engaging with it triggers a series of events (and a boss fight in the English and International release).

While the mountains behind Midgar appear to contain nothing of interest on the world map, an added scene in the western and International releases of Final Fantasy VII shows Zack and Cloud overlooking Midgar from the mountains to the south. A similar scene overlooking Midgar occurs in the ending, and although the perspective from where Midgar is being overlooked is unclear, the Final Fantasy VII: Advent Children recreation of the scene clearly shows Midgar from the north.


MIDGAR

Powered by eight giant mako reactors that were erected by the Shinra Electric Power Company, Midgar is known as the city of mako. Rising 300 meters above ground level, the steel plates surrounding the Shinra Building offer comfortable residential districts for its well-heeled citizens. Below these plates, however, are the dark and derelict slums for the impoverished.

Loading Screen, Final Fantasy VII Remake
Midgar is the most technologically advanced city on the planet. Its large circular structure is supported above the ground by eight mako reactors and a central pillar, with various other supports around the city. On top of the structure lies the city proper, divided into eight sectors, while underneath it lie the slums for the city's unfortunate and downtrodden. Midgar was once eight individual towns, but their names have been forgotten in favor of referring to the different areas as sectors.

Governed as a police state, the city is home to some of the richest and most powerful people who run most of the city's affairs from the central Shinra Building, which dominates the cityscape. Among these people are the Shinra executives, the de facto world leader, President Shinra, and the figurehead city leader, Mayor Domino. Midgar's construction and development is overseen by Shinra's head of urban development, Reeve Tuesti.

Construction of the city began in 1976, to provide residence for the Shinra Electric Power Company's growing investment and employment base. The city is under continuous construction throughout the Compilation of Final Fantasy VII.

Thanks to its eight mako reactors, the city's massive power demands are met, but at a cost to the surrounding countryside, which has become a barren wasteland due to the city sapping the surrounding life energy. Due to this, the city and its reactors are a prime target for terrorism/rebel groups like Avalanche who seek to restore the planet to its former state and stop Shinra from sapping its life energy.

Described as a "technological pizza", the city is divided up into nine sectors: Sectors 1 through 8 refer to the eight districts of the city, with Sector 0 being the central district that holds the main headquarters of Shinra. Between each sector is a mako reactor that provides the sectors with electricity, each reactor situated counterclockwise to a sector (e.g. No.1 Reactor sits between Sector 8 and Sector 1) with No.1 being the most northern, and the sectors increasing in number going clockwise.

The ground-level slums are accessed either via the city's train system running through the Corkscrew Tunnel or via hidden paths threaded throughout the city's sewers. A secret city, known as Deepground, is located below both Midgar and the slums, only accessible via the Sector 0 reactor.

In the original Final Fantasy VII, the raid on Midgar glitch allows one to skip the entire return to Midgar on Part 2.

Secteur 0 (Centre) : Tour SHINRA

The Shinra Building dominates the Midgar skyline from Sector 0. Mayor Domino works in the building's upper floors. Although supposedly in control of the city, he is little more than a librarian; President Shinra himself rules the city from the top floor, with executive Reeve Tuesti in charge of the city's urban development.

The Shinra Building houses the head offices of Shinra's business divisions. In addition to housing administrative offices, it acts as the army headquarters for the Shinra Public Security Forces, contains highly classified laboratories used for nearly all of the Research and Development Division's projects under Professor Hojo, and is also the location of Midgar's governmental office for Mayor Domino. At the very top of the building is the Executive Office of President Shinra, who oversees the city from its highest point.

The building was protected by the Turks during several attacks early in its construction, and served as the home base of SOLDIER, Shinra's elite military force. Following the Nibelheim Incident, Professor Hojo housed Jenova within his own secret laboratories. After Aerith Gainsborough was taken back to the building to be studied by Hojo, Cloud Strife, Barret Wallace, and Tifa Lockhart infiltrated the building to find her, fortunate to bypass the security cameras.[note 2] The group met Red XIII, who joined their cause.

The Shinra Building is a major dungeon in Final Fantasy VII. It is visited by a party of Cloud, Barret, and Tifa as they infiltrate the building. The player completes various puzzles along the way to reach Hojo's laboratory, where Aerith and Red XIII join the party, and several boss battles are fought upon leaving. Later in the game, the player can optionally return with a larger party to procure rare items. In Final Fantasy VII Remake, it serves a similar gameplay role, but makes up the final dungeon of the game, has altered events, and includes the Shinra Combat Simulator. In Crisis Core, Before Crisis, and Dirge of Cerberus, the building serves a smaller role in gameplay, visited for a few missions.

The Shinra Building is located in the middle of Sector 0, at the heart of Midgar. The structure towers over the rest of the city, being far larger than any of the city's other skyscrapers. The width of the building covers most of the space of Sector 0. The building itself is surrounded by a large wall around its perimeter, with an empty moat from the wall towards the circular plate on which the building stands.

Around the perimeter are offshoot structures, highway bridges, immense pipes, and walkways. The offshoot tower-like structures appear to be extensions of the main building, built in the same aesthetic with dome roofs and chimneys emitting smoke in the middle. The winding highway bridges lead around the building towards its underground parking lot, though never above the first floor of the building. The pipes of the building, seemingly used for feeding mako energy, lead from the central structure itself to each of Midgar's surrounding plates. The metal walkways cross the moat at the building's perimeter and are connected to its surrounding wall.

The building has two entrances, a front and a rear. The front entrance is a vast, curved, wide plaza beneath the front gates of the building, with a few Shinra trucks parked outside. Signposts outside read "shinra bldg." in white text,[note 1] and plants are found between the staircases. This entrance is accessed via skybridges with curved roofs connected to the outer walls. The rear entrance, leading directly to the underground parking lot, is located beneath the building, with a few of the highways leading towards it.

As the building is located in the heart of Midgar, each of the mako reactors of the surrounding city are connected to it directly.

The Shinra Building is a colossal tower at seventy stories tall that looms over the surrounding city. It is an almost entirely metal construct, with a bulky lower portion connected to its surrounding pipes, a middle portion in which the Drum structure (named by its resemblance to a drum) is located, and a slim upper tower for the highest executive floors.

Offshoot tower structures adjacent to the building reach up to the Drum in its middle portion, and the pipes connect to its bottom portion. A helipad is located on the roof, adjacent to the president's office. Beneath the main floors is a parking garage complex with a service entrance to the lobby on the first floor.

The building embodies the industrial aesthetic of many constructs in Midgar, with metal walls (resembling iron), large pipes, and a green hue from the emitted mako energy. The red Shinra logo is engraved above the front entrance, in the middle of the building, and near its upper tower. The building has large lamps at the bottom, similar to the larger sun lamps providing artificial light to the undercity.

he Shinra Building is 70 stories tall, with elevators and an emergency stairwell used to navigate between them. The first three floors constitute the lobby, but the higher floors require an elevator or the emergency stairwell to visit.

The most important floors are located above floor 59, the Skyview Hall, as floors 60-70 restrict access to high-level employees. The standard elevators from the hall at the lobby stop at 59, and further floors are reached using an escalator hall or a restricted access glass elevator. Below ground, the building has a parking lot and an underground research facility.

Though the research facilities and offices retain the industrial look of the exterior, other rooms, primarily those for executives or visitors, are more decorated, with red carpets and a cleaner look. In rooms for visitors, such as the lobby and Skyview Hall, kiosks and billboards advertise Shinra. Decorative plants are found here, either in pots or glass tanks (contrasting with the otherwise entirely industrial look of the building's exterior and interior).

Underground

Underground parking.

Beneath the building is a parking garage complex that comprises multiple floors connected by spiral ramps, as seen in Final Fantasy VII Remake. It hosts aisles of parked Shinra trucks, cars, motorcycles, as well as containers and boxes for cargo. On the top floor of the underground parking garage is a storage room for cargo, as well as a service entrance to the top floor.


General Affairs: Auditing on B3.

The basement levels comprise a network of steel corridors twisting through the plate interior.[note 5] Also below ground are rooms for general affairs, as an auditing room is located three floors below ground.[note 6] This room is an office space used by the Turks, with granite walls, a desk for Tseng in front of a large screen, and a long table with blue tablet-like screens across it. Further below underground, a materia research facility is located 13 floors below ground.[note 7] This facility, frequented by Scarlet, contains three large tubular reserve tanks filled with mako, in which Shinra develops materia types. The tanks are used to combine and cool the materia while testing.

Lobby

Lobby.

The lobby is a vast open space to the height of three floors reached via parallel staircases. Several balconies across the upper floors also overlook the lobby. The lobby is illuminated by a large lamp high above with smaller lamps hanging from it to light up the exhibition on the bottom floor, and the scaffolding around the pillars.


The exhibit in the back of the first floor.

The reception desk is on the bottom floor. Near the back is an exhibit showroom exhibiting cars, motorcycles, and locomotive parts on display stands, though this portion is locked behind a forcefield when closed off. The second floor contains an item store along with a video showcase of Shinra's vehicles in Final Fantasy VII,Floor 2 shop in Final Fantasy VII but little of note in Final Fantasy VII Remake.[note 8]

The third floor allows access to further floors via the elevator hall and emergency stairwell. The Hardy-Daytona is stored here on a display stand just in front of the elevator hall at the back, and there is a cafeteria for visitors. In Final Fantasy VII Remake, the emergency stairwell is located to the west of the cafeteria, providing an evacuation route from the upper floors, and to the east is an exhibition hall similar to that at the back of the first floor.

Floors 4-57
What floors 4-57 entail is largely unknown. Floor 10 is used for general affairs, floor 20 is for research and development, floor 30 for urban planning, floor 40 for space and aeronautics, floor 45 for advanced weaponry, and floor 50 for Public Security.[note 9] Floor 45 also contains archives for the building, where important documents are kept.[12]


Off-Duty SOLDIERs.

Floor 49 serves as the SOLDIER Floor, seen only in Crisis Core. It houses the SOLDIER Training Room, the Materia Room for materia development, the mission briefing room, and a lounge area for off-duty SOLDIER operatives. The Training Room also has a Virtual Reality System capable of projecting holographic interactive elements of a per-programmed surrounding, complete with digital enemies to fight. Health experts also train and supervise the mako-enhanced SOLDIER members. The floor's residents get free equipment from the company for missions and sign up for extra missions in the briefing room antechamber.

Floor 51 contains the SOLDIER director's office.[note 10] The office holds the director's work station as well as a small library. The floor is accessible at will by SOLDIER 1st Class members, and is used by Sephiroth after Director Lazard Deusericus goes missing.
Skyview Hall
Located on the 59th floor, the Skyview Hall[13] is a space for visitors named after the view it provides of the entire city from its large windows. A holographic receptionist begins a tour guide, giving tourists access to floors 60-64. At the back, with access granted by keycard, an escalator hall provides access to the upper floors by escalator or by the restricted glass elevators.

Directly beneath the Skyview Hall on floor 58 is a wide, open space comprising the Skyview Atrium, seen in Final Fantasy VII Remake.[14] It similarly has windows overlooking the city, but is contained in a smaller overall space.

Memorial Museum

President Shinra exhibit.

Seen in Final Fantasy VII Remake on floor 60, the Memorial Museum exhibition focuses on the life of President Shinra, Business Division operations, and on the invention and use of mako energy. The museum's entrance resembles a real-world outdoor museum with its stone walls and Greek pillars, both on the walls outside and within the President Shinra and Business Division exhibits. Between the exhibits, metal rooms feature large screens with videos for tourists to watch while waiting to enter the next room.


Business Division exhibit.

The President Shinra exhibit reflects his own self-pride,[6] and features a golden statue of him, images of him throughout his life and his major accomplishments. The Business Division exhibit showcases the work of each Shinra Company department, with a holographic recording of their respective director: Scarlet with Shinra robots at Advanced Weaponry, Palmer with rockets for Space and Aeronautics, Hojo with mako projects for Research and Development, Heidegger with Shinra soldier models for Public Security, and Reeve with a robot arm crane as well as design blueprints with Urban Planning.[note 11]


Mako Energy Exhibit.

The mako energy exhibit contains a model of the city of Midgar, recreated in 1/1000th scale,[6] and a staircase to floor 61.

In the original Final Fantasy VII, on floor 60 is a single guarded roomFloor 60 in Final Fantasy VII with rows of golden statue in the shape of President Shinra, vaguely resembling the Memorial Museum. The mako energy exhibit instead comprises the contents of a separate floor on floor 65.Floor 65 in Final Fantasy VII
Visual Entertainment Hall
Seen in Final Fantasy VII Remake, floor 61 contains the Visual Entertainment Hall, linked to the Memorial Museum below. The Cosmos Theater is a dome-shaped virtual reality theater with a movie on Shinra's knowledge of the Cetra civilization, how Shinra are upholding their legacy as stewards of the planet, as well as their plans for Neo Midgar. When Cloud, Tifa, and Barret visited, the theater was experiencing problems.[6]

Corporate Archives

Corporate Archives.

Located on floor 62, the Corporate Archives,[13] seen in Final Fantasy VII and Final Fantasy VII Remake, is a library where Mayor Domino's office is also located. The appearance of the archives changes between releases.

In Final Fantasy VII, the archive is separated into four rooms in the center, each of which is categorized by one area of research conducted by Shinra, and Mayor Domino's office is located left of them.Floor 62 in Final Fantasy VII In Final Fantasy VII Remake, the archives is contained in a single large, wooden, circular chamber with bookcases lining the walls. The area is set up as a series of concentric rings, with each inner ring being set in a lower recessed space. The largest outer ring connects to the mayor's office on the south end, and to the middle ring through small sets of stairs. On the level below, the middle ring connects to the inner area, where a series of desks and chairs stand around a short central pillar.

The mayor's office is a secluded, dimly-lit room with a wooden desk, where he keeps a computer as well as several trophies. The office also contains several large screens with security footage.

Storage area

Storage area.

Seen in Final Fantasy VII, a storage area is located on floor 63. It is a metal area comprising four rooms between a network of locked gates. Access to these rooms is provided by a security process from a computer terminal to allow a single person to enter. However, air ducts connect two of the rooms, allowing one to somewhat bypass the process and obtain the rare items within.
Recreational Facility


Floor in Final Fantasy VII (top) and Final Fantasy VII Remake (bottom).

The Recreational Facility[13] appears on floor 64 in Final Fantasy VII and Crisis Core, and on floor 63 in Final Fantasy VII Remake (adjacent to the Urban Planning Administration on the same floor). The facility serves different purposes between appearances.

In Final Fantasy VII and Crisis Core, the facility of floor 64 includes a small rest area and a gym, with an associated locker room, showers, and restrooms. The gym includes treadmills, benches, and vending machines, while the rest area contains small beds used by employees.

In Final Fantasy VII Remake, the facility contains a large food court across two levels linked by a spiral staircase, where food is served from a cafeteria across both levels. The upper level has a lounge outside the Shinra Combat Simulator, located in a dome at the back of the room. The lower level has a large atrium with a tree held within, along with tables for the cafeteria, and a projector screen that shows news. Similar to the Skyview Hall, large windows provide a view of the entire city.

The cafeteria around an atrium, as seen in the Recreational Facility on Final Fantasy VII Remake, are instead located separately on floor 61 in Final Fantasy VII.Floor 61 in Final Fantasy VII
Urban Planning Administration
Urban Planning Administration from FFVII Remake.png
Located on floor 63 in Final Fantasy VII Remake, adjacent to the Recreation Facility, the Urban Planning Administration is directed by Reeve Tuesti. His office is located on the floor itself, secluded from the rest of the administration room, a busy and hectic room where rows of desks with computers are used by the regular staff.
Conference Rooms

Conference Rooms.

Located on floor 66 in Final Fantasy VII, and on floor 64 in Final Fantasy VII Remake, the Conference Rooms[13] hall contains smaller rooms for administrative board meetings, around one larger room in the center for the Business Division executives. The hall also contains a small kitchen with vending machines and tables, as well as two bathrooms.

The hall in Final Fantasy VII Remake has an exquisite design, with many decorative plants and well-polished marble tiles around the hall and in the bathrooms, notably cleaner than those in the city below.[15] The smaller conference rooms have clean carpets with screens and whiteboards around inner tables. The larger conference room has much more grandeur, with red drapes and Greek pillars in between the marble tiles on the walls. The larger conference room has a long table with tablet-like screens across it, placed on a red carpet in front of a display screen.

Close to the board room is a metal stairway passage leading to the floors above where Hojo's laboratory is located, which requires a keycard to access.

Hojo's laboratory

Hojo's laboratory sublevel.

Hojo's main laboratory is spread across two floors, floors 67 and 68 in Final Fantasy VII, and floors 65 and 66 in Final Fantasy VII Remake. The lower floor contains the sublevel, while the floor above contains the main level on floor 66. Disconnected from the other floors of the Shinra Building, the laboratory floors are connected from a freight elevator with an industrial appearance, and the laboratory is accessed through a metal staircase passage from the Conference Rooms floor.

The laboratory comprises metal chambers dimly lit. Most rooms contain tanks with mako for use in Hojo's experiments, while others contain specimens normally in blue cylindrical tanks, such as those holding Aerith and Red XIII. Some rooms contain human-sized boards to strap subjects on, along with robotic arms holding syringes, likely used by Hojo for torture.[16] Larger specimens, such as Specimen H0512, are kept in metal tanks; in Final Fantasy VII, Jenova is kept in such a tank on the sublevel, but in Final Fantasy VII Remake she is located in the Drum.

Both floors have a larger area, lit by red lights. On the main level floor, above this area, is a control bridge with terminals from which Hojo can remain at a distance while tests are ongoing, and a tubular metal elevator at the back to the Executive Suite. The main level also contains an employee break room with a Shinra Combat Simulator dome.


Aerith's room in the specimen enclosures.

The sublevel of the laboratory also contains the specimen enclosures, which includes several small rooms across a hall. In Final Fantasy VII, these rooms are used as a prison. In Final Fantasy VII Remake, the rooms including Aerith's room where she lived as a child.[17] Her room is a tight, enclosed metal chamber that resembles the rest of the laboratory. However, it has basic furniture, several books, sticky notes, and colorful drawings (likely by Aerith of what she knows of Cetra civilization).
The Drum

The Drum.

The Drum is seen in Final Fantasy VII Remake. It is a highly classified extension of Hojo's laboratory that few employees are aware of,[18], filled with the most advanced technology in Midgar.[9] The Drum is located within the structure of the building resembling a drum, and its top level is connected to floor 68, a restricted floor above Hojo's laboratory.[note 12] The Drum is a vast, wide, circular chamber around an immense central tank housing Jenova at the top. The facility's research involves the enhancement of lifeforms and machines by applying Jenova's biological data.[19] It contains several wards housing and training test subjects, and is dimly lit by a few lights and a green hue emitted from the mako. Throughout the facility, makonoid subjects are held in mako pods along the walls, and cooling devices are located behind fences. PHS terminals provide communication between separate parts of the facility.

The central tank is filled with mako, and large wires and pipes connect to the tank, as well as bridges to access it. Below the tank housing Jenova is a central control terminal around a circular walkway, with a control for each pipe leading to the four wards. Several metal walkways surround the outskirts of the Drum, connecting to the four wards across nine different levels.

The four wards comprise long hallways and chambers, which are more brightly lit by blue and red lights. Many wards house medical equipment, including drugs and robotic medical arms used to dissect or enhance the subjects,[20] while others house storage containers. The first two wards have training areas with combat robotics, designed to pit Hojo's creations against one another to optimize their capability.[19] Debris from destroyed robots is strewn across the floors of the second ward, suggesting it has never been cleared, and a control deck is located above for Hojo to watch the combat tests. The third ward houses nurseries for refining and breeding the subjects, with storage containers for feeding specimens in large rooms, as well as stashes of metal cages containing them. Most cages are empty while others contain ferocious beasts, including the bloodhounds that have been genetically modified,[21] and the zenenes created as a synthesis of other lifeforms.[22] Finally, the fourth ward contains a chamber for synthesis between subjects. The ward is wider and hollow, with large draining pipes either side and smaller pipes across the ceiling.


Bottom levels.

Large cooling fans and cylindrical test subject pods with makonoid remains are situated between the walkways for the ward entrances across the walls. Adjacent to many wards are small break rooms, though these, too, contain computer terminals, mako container tanks, and cooling systems alongside the benches. The fourth level has a monitoring area, a room with large terminals locked behind a forcefield, and the floor above has a room with filing cabinets and desks.

The bottom levels of the Drum are heavily damaged, with rubble from fallen walkways and bridges, likely left from various rampaging test subjects. At the very bottom level, white metal pods are arranged over a mess of wires in a pattern circling the central tank, with a walkway around them. This floor, too, has been hit by rubble, as several pods are knocked over, and parts of the walkway are impassable.
Executive Suite

Executive Suite.

The Executive Suite,[13] located on floor 69, is a grandiose room directly beneath President Shinra's Executive Office. A long red carpet leads from the elevator hall through the suite to the grand staircase up to the Executive Lobby. The floors, ceilings, and walls are of polished granite, as well as the large pillars with gold-plated edges that are located across the suite. Electric chandeliers hang from the ceiling to light the room, and at the back, tall windows overlook the city.
Executive Office

President's Office.

The Executive Office[13] on floor 70 is the office of President Shinra. Continued from the room below, a red carpet leads to the President's desk in front of tall windows at the back. The room has wooden black pillars and electric candlelights hung on the side. The President's black metal desk is elevated and has a golden Shinra logo at the front, and blue screens in front of the President's chair.

A heliport is located outside on the roof, with a metal walkway from the Executive Office leading to it. The heliport is suspended at the top of the building high above the rest of the city. In addition to the heliport, a secret escape route that only Rufus and President Shinra knew about exists within the office.[1]

Secteur 1 : Gare, Réacteur mako n°1

The Sector 1 station provided appears on the edge of Sector 8 and Sector 1. Sector 1 is an urban area.
https://finalfantasy.fandom.com/wiki/Sector_1

Secteur 2
Secteur 3
Secteur 4
Secteur 5
Secteur 6 : encore en construction en 2007
Secteur 7 : zone résidentielle pour employés de la SHINRA

The Sector 7 plate is a residential district for Shinra employees, including Jessie's father. The town is home to large, concrete houses alongside clean streets. Close by the employee housing area is the S7-6 Annex, a large Shinra warehouse just south of the residential area.

Upper Sector 7 is joined to a winding overhead tunnel with a road that leads into the employee housing area, a depot beneath it that connects to the Corkscrew Tunnel, and the nearby plate partition that joins Sector 7 with Sector 6.

Secteur 8 : LOVELESS Avenue, Square, Fontaine

The metropolitan zone built atop the Sector 8 plate. Midgar's newest and and most picturesque sector is already a cultural hub, setting trends for the whole city. The district's playhouse is also home to the popular theater production Loveless.

The sector is known for Loveless Street, its main area of business and art, located in the business district. There, the Genesis fan club meets and performances of the epic Loveless musical take place. Sector 8 gives a glimpse of life in Midgar that those who escape the poverty of the slums can enjoy. As a traditional training mission, all rookie Turks are sent to patrol Sector 8.

Overview
Sector 8 uses notably European-style architecture, in the form of brick buildings, stone pavements, streets lit by flickering street lamps, and some landmarks representing European monuments. Along the sides of its streets are houses, cafes, and other stores. The streets feature red phone boxes, parked bikes, as well as speed limit signs showing a 25 mile per hour limit. Between the streets are narrow alleyways, some of which have visible graffiti markings on the walls, and above the streets in many areas are higher roads suspended on bridges.

In its thriving Business District is a center of art and culture, home to theater buildings with many posters advertising performances. The most notable of these is the Loveless theater, seen on Loveless Street located in the center of the district. The Business District is also home to its notable Fountain Plaza landmark.

Surrounding Sector 8's lived areas are the plate partition to its east, connecting it to Mako Reactor 1 and Sector 1, and a tunnel underground below that is used to reach the sector from Sector 0.

Plate partition

Plate partition.

The plate partition is an area connected to Mako Reactor 1 and Sector 1. The area is a stone tunnel lit by a few lights, with dangling live wires from the ceiling, and large water pipes. After Avalanche destroy the reactor, the partition is heavily damaged, and covered in rubble.

Just after the plate partition is a small warehouse zone outside, which after the reactor is destroyed, is filled with debris, destroyed construction material, and is partly in flames. From here, a staircase leads up to the rest of the business district.
Business District

Loveless Street.

The main attraction of Sector 8, the Sector 8 Business District is a center of art and culture where performances of the Loveless musical take place. The district is marked by large theater buildings, with billboards and posters along their side, as well as large monitors with Shinra insignia. It is here where Cloud meets Aerith while she is selling flowers in its Loveless Street.

In the northern end of the district, the Sector 8 Station is located. Leading towards it is Station Avenue, a populated avenue with larger residential and theater buildings found along the side. The avenue is located just west of the Mako Reactor 1, which can be seen from the railings, and an alleyway halfway along to the station leads west to the more central Loveless Street. The station itself is a grand, stone building located west of a building with red trucks that appear to be for emergency services.

Located just north of the Fountain Plaza, Loveless Street is an avenue with a large theatre in which performances of the epic LOVELESS play take place. It is also the avenue where Aerith and Cloud met. The avenue is also home to other attractions: as seen in Final Fantasy VII Remake, this includes a pharmacy store named One Shot, a Loveless Grand Hotel, and a fashion store named MiNes, a meat market, a cafe selling pizza, and has signposts leading to the Sector 8 Station and the City Hall.

Near the center of the district is the Fountain Plaza, marked by the tall fountain located in the middle. Either side of the fountain are tall, stone bridges with clocks in their center. Surrounding the plaza are several tall buildings with neon signs and wide rooftops to traverse. The plaza is a major attraction of the district: as seen in Final Fantasy VII Remake, a bakery cafe named 8th Street is located there, along with menus for many cafes, and a bus stop on the side of a fountain.

On Cloud's first visit, the district is filled with rubble and debris from the explosion, with windows broken, residents frantically fleeing the sign, and entire streets are blocked off by flipped cars. On returning later, the site is dominated by the Sister Ray.

Residential area
The Sector 8 residential area comprises tall multi-story residential buildings on the side of brick streets. The streets have with stone pavements and are lit by street lamps, and in addition to the residential buildings are pubs and cafes on the side, as well as vehicles parked by residents.

Railroad runs through the residential district. A gap between a street on the southern end of the residential area observes railroad below, which Cloud uses to escape.

Tunnel
Underneath Sector 8 is a series of winding underground tunnels through which the sector is reached.

Taudis du Secteur 1 :
Taudis du Secteur 2
Taudis du Secteur 3
Taudis du Secteur 4
Taudis du Secteur 5 : Marché, Eglise
Taudis du Secteur 6 : Wallmarket, terrain de jeu
Taudis du Secteur 7

The Sector 7 Undercity comprises run-down shanty homes across dirt floors and in-between crags, with very little vegetation growing and no natural light. The main areas of the slums are the residential area, which is close to the support pillar holding up the plate, as well as the Train Graveyard that is home to abandoned trains and warehouses.

The main attraction of the undercity is Seventh Heaven, a bar and restaurant owned by Tifa Lockhart, which also houses one Avalanche cell's secret headquarters beneath it. Aside from this, the town is home to the Beginner's Hall, which houses a weapon store in its bottom floor, as well as many other stores for residents. Among the town's notable residents are Tifa, Avalanche, and Johnny.

In Final Fantasy VII Remake, the town is also home to an apartment block named Stargazer Heights, where Cloud and Tifa live, as well as an abandoned Talagger factory nearby, and the Scrap Boulevard where monsters reside to the west of the residential area.

The sprawling slum quarter beneath the Sector 7 plate. Life is mean and meager in this dark section of Midgar—a stark contrast to the thriving cityscape just above it. Despite the poor quality of life, there is a strong sense of community and independence among its people.

The slums comprise run-down buildings mostly made of metal plates and occasionally wood, across dirt floors in between crags. Little vegetation grows in the slums, and no natural light reaches them, and abandoned construction material is littered throughout. The concrete Undercity Station is located west of the Train Graveyard, and east of the plaza connected to the Pillar. Further west of this is the vast residential area.

The main attraction of Sector 7 is Seventh Heaven, a bar and restaurant owned by Tifa Lockhart, which also houses one Avalanche cell's secret headquarters. The bar is located in the north of the residential area, a town with many shanty homes and a large gathering of people.

In Final Fantasy VII Remake, other than Seventh Heaven, the residential area houses the Stargazer Heights apartment block owned by Marle where Tifa lives, the Beginner's Hall that is home to the Neighborhood Watch and a weapons store, and a shelter for cats. Further west of the slums is Scrap Boulevard, where several monsters attack the town, and in the northwest of the Pillar plaza is an abandoned Talagger factory.

ector 7 Undercity Station

Sector 7 Undercity Station.

The Sector 7 Undercity Station is used for trains leaving from and arriving in Sector 7. It is a concrete area with several railway platforms lit by street lamps. To the right is the Train Graveyard, an abandoned part of the slums with damaged trains. To the left is the path to the residential area.

Pillar plaza
The plaza connecting the Support Pillar of Sector 7 in the north, the Slums in the west, the train station in the east, as well as the route to Sector 6 in the south. Surrounding the roads at the plaza are piles of metal beams, as well as shanty homes. To the north is a fence outside the Support Pillar, as well as a sewage pipe on the left.

Pillar


The Support Pillar is located behind a fence in the pillar plaza, and holds up the Sector 7 plate above the slums. Adjacent to the stone pillar is a tubular metal tower with a large staircase leading up to a console area at the top.

Abandoned Talagger factory
The Talagger factory appears only in Final Fantasy VII Remake and "Episode INTERmission". Locked behind barricades from the Pillar plaza, the abandoned Talagger factory is a maze-like area comprised of abandoned warehouses and towers. Abandoned red vehicles and construction material are seen nearby, along with the usual rusting pipes, and some cut power cables. Many of the warehouse walls are damaged, and some have worn away graffiti, while one warehouse is missing its roof entirely.

Residential area
The residential area is a large plaza surrounded by metal structures and rocks, comprised of shanty houses and stores. It is the location of Seventh Heaven, Johnny's home, the Item Store, and the Beginner's Hall.

The houses in the residential area are mostly wooden and brick shanty houses, often with a single story. The area has minimal vegetation, and the ground is mostly made of dirt. Around the buildings are littered debris, including broken tires and pipes. Signposts are seen around the slums pointing to its landmarks, and the area is illuminated by green neon lights. In Final Fantasy VII Remake, along with houses are many stores, some in buildings while some are outside on stalls selling clothing, as well as a few cafes. The area is also home to a cat shelter in the south, and cats are found roaming the shelter. Though few vehicles are parked, some are converted into stalls. Jessie and Wedge's houses are located in the southeast areas.

According to an NPC conversation with one of Johnny's friends, the Sector 7 slums used to have a giant TV monitor like the one seen in the Sector 5 Slums, but Barret shot it up when President Shinra was on. In Final Fantasy VII, the remains of the shot-up TV monitor can still be seen behind Seventh Heaven.

Beginner's Hall

Beginner's Hall in the remake.

The Weapon Shop is the tallest building in Sector 7, located at the southern end of the residential area. It contains a weapon shop on its first floor, a Beginner's Hall, on its second, and a bedroom on the top floor inside a small cubicle. which the player can use as an inn. It is a large, multi-story building made largely from metal beams connecting concrete roofs, with outside ladders and stairs used to climb its floors, curtains surrounding the outside, metal-plated walls around each room, and two flags hanging from the third roof. On the top is the metal cubicle containing the bedroom.

The ground floor of the Beginner's Hall is the weapon shop itself, where merchants work at a counter. In this room, several deadly weapons, and robot parts, are displayed around the walls, along with shooting targets and boxes of ammunition. At the back is a ladder leading up to the second floor on the outside.

On the second floor, the Neighborhood Watch room of the Beginner's Hall can be reached. In Final Fantasy VII Remake, Avalanche can be found here, though in Final Fantasy VII several boxes and characters appear for to provide the player tutorials. In Final Fantasy VII, the building has a ladder to a third floor, which itself has a set of stairs up into a small bedroom of three beds, each decorated with a few posters, implying they are lived in by the owners who simply rent the room to visitors.
Item Store

Item Store sign.

Marked by a neon sign reading "Item Store," the store is a small building situated on the southwestern end of the slums, and is made of navy blue metal plates. Inside, the building comprises a single room with a counter, a few items in the form of boxes and bottles on display, and what appears to be a furnace.

In Final Fantasy VII, adjacent to the building's front door are large signposts written by Avalanche, reading "Don't be taken in by the Shinra. Mako energy will not last forever. Mako is the life of the Planet and that life is finite. The end is coming. Saviors of the Planet: AVALANCHE."
Johnny's home
Johnny's home is located in the northeast of the slums. The house's interior is depicted only in the original Final Fantasy VII, in which it contains a living room with a TV and table comprising most of the space, with a bathroom and bedroom both sectioned off. In Final Fantasy VII Remake, Johnny is seen taken from his house and his parents can be talked to on the doorstep, but the house is never entered.
Seventh Heaven
Main article: Seventh Heaven (Final Fantasy VII)

Seventh Heaven.

Seventh Heaven is a tall wooden building located on the western end of the Slums, built in the style of a Texan bar. The bar and restaurant is located in the upper floor, while Avalanche's hideout is located underground, reached through a secret elevator disguised as a pinball machine. Inside, the bar has tables, bar stools, a counter where drinks are served, and a TV screen. In Final Fantasy VII Remake, it also has a darts board and a jukebox.
Stargazer Heights
The Stargazer Heights appears only in Final Fantasy VII Remake. It is a two-story stone apartment complex with a wooden roof and balcony on its upper floor, that has one room per resident. The rooms have a single bed, a desk, a sink, and a bathroom. Each room has an air conditioning unit outside, suggesting the sector can get warm.

Marle, the owner, stays in the room on the bottom floor on the right end, while Tifa stays in 201, the room on the top-left, a resident named Marco stays in room 203, and Cloud is given a room in between in 202. In Tifa's room, she keeps a handbag hanging up as well as a pair of boots, a poster for "AIR Music Gallery for music lovers", and on her desk are music CDs and books.

Municipal storage area
Seen only in Final Fantasy VII Remake, the municipal storage area is located northeast of Seventh Heaven. A barricade, with a caution site in front of it has been written over in Japanese writing, blocks the way towards it, and after this is a winding path with wooden barricades either side of the path. Metal stone walls surround the storage area itself, which has several metal warehouses and abandoned construction material.

Scrap Boulevard
Seen only in Final Fantasy VII Remake, Scrap Boulevard is a site that attracts monsters, located west of the town behind barricades used to keep the monsters out, and just adjacent to a stone wall that walls in the residential area. The area has dirt paths in between its crags, used to navigate the area. At the northwest end, a barricade blocks exit out onto another rocky path.

The boulevard is filled with abandoned scrap. This comes in the form of damaged, rusting cars, and abandoned construction material likely left behind from the factory. Between its crags are large metal pipes between its crags, and a few rusting lamps dotted around, suggesting the site is at least partially man-made.

Close to the boulevard's entrance, a large Shinra structure in the shape of a rocket jet is buried within the ground. In the north end of the boulevard, close to its entrance, is a cave, dimly lit by a few lamps, connecting two parts of the boulevard.

Taudis du Secteur 8 :


Dernière édition par Levia Tenson le Lun 27 Déc - 17:43, édité 1 fois
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MessageSujet: Re: Lieux   Lieux EmptyLun 27 Déc - 17:38

KALM

Geography
Kalm on the World Map.
Kalm is located to the North on Gaia's Eastern continent to the East of the Midgar Wasteland. The town is comprised of buildings with European timber-frame architecture, and is fortified by stone walls with crenelations.

The town is centered around a village square in the middle, with a fountain and a water wall at the center. The rest of the buildings, which include an inn, tavern, shops, and various residences, surround the village square, which is overlooked by a tall watch tower built into the stone walls. Although the town is powered by mako energy,[2] minimal technology can be seen used in the town, aside from the electric lights in place of candle lights.
Society
The presence of Shinra dominates Kalm, with its residents being completely divided on if they have benefited from mako energy. Though many of the residents express loyalty to Shinra and great gratitude at how mako energy has made their lives more convenient, others are either skeptical of Shinra or upset to see plants and animals die as a result of them. Many of the residents of the town are former coal miners who worked at the Mythril Mine, but were put out of work when the monsters appearing as a result of mako reactors made it unsafe to mine. Kalm's residents [2]

The Weapon Shop at Kalm sells mythril weapons, likely a remnant of its residents' history mining mythril.
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MessageSujet: Re: Lieux   Lieux EmptyLun 27 Déc - 17:39

JUNON

Junon is a major city and military installation in Final Fantasy VII. Its location used to feature a peaceful fishing town, now designated Under Junon, before Shinra Electric Power Company built the city right beside it. The city's elevated airfield was built directly above the old town, blocking out the sun and polluting the surrounding seas. As a result, the once-thriving fishing industry has died out, but the economically deprived village soldiers on, dominated by its larger neighbor.

The new city of Junon became the secondary headquarters for the Shinra Corporation and the central office for the Vice President, Rufus Shinra. Junon is heavily defended by retractable artillery batteries and its sizable Shinra garrison, as well as being the initial home of Shinra's major defense project, the Mako Cannon, a large long-range cannon powered by Huge Materia.

As well as being Shinra's primary airbase, Junon is also a major port, having a submarine dock in the Junon Underwater Reactor and being one of the ports of call for the cargo ship. There is also a B1-Alpha Helicopter that can carry the party to the different parts of the city, or even completely out of it to the world map.

Overview

Junon on the world map.

Junon is located to the west on the eastern continent of the planet. It is directly adjacent to Under Junon, located at the foot of its right side, and is situated on the side of a vast cliff overlooking the ocean. The terrain and walls surrounding the city mean it must be reached only through an elevator from Under Junon, which itself is well-guarded.

Junon is dominated by its Mako Cannon in the center. With the cannon splitting the city down the middle, the city is divided into two halves: Lower Junon, where the dock is located, and Upper Junon, where the airport is located. The center of Junon includes the Junon Branch, the cannon, and a path down beneath Junon to the submarine dock and the Underwater Reactor.

Both Lower and Upper Junon comprise rows of houses with European architecture, a road running along them, and an alleyway in-between them. Large flags for Shinra are dotted along the roads, and a wall along the road on the bottom way separates the city from the ocean.

Lower and Upper Junon

Lower and Upper Junon's streets.

Both Lower and Upper Junon comprise rows of houses with European architecture, a road running along them, and an alleyway in-between them. Large flags for Shinra are dotted along the roads, and a wall along the road on the bottom way separates the city from the ocean. Each of the city is home to a number of shops, a bar, and a barracks.

Lower Junon is located on the left side of the cannon, and connects to the docks. Along this half of the city is the Shinra Member's Bar and the Junon Inn, as well as struggling stores selling items that are of lower value than those in Upper Junon. In the basement of its barracks is the Respectable Inn.

On the right side of the cannon is Upper Junon, which connects to the airport. This half has stores that sell more valuable items, as well as a weapon store and bar with drunkards in an alleyway. Being connected to the airport and the Under Junon elevator, this half of the city greets visitors first.

Junon Underwater Reactor
Main article: Junon Underwater Reactor
The Junon Underwater Reactor is connected to the city's submarine dock, which itself is attached to Junon Path at the city's center.

Society
Much of Junon's population are military personnel, with the largest buildings of both Upper and Lower Junon being barracks, and a major military presence throughout the entire city. Said personnel are a mix of those who struggle to keep up with life in Shinra's army, or who aspire to become members of SOLDIER. A few residents are also former SOLDIER members.[4]

Throughout the rest of Junon are largely struggling small businesses. Many shopkeepers talk about their inability to attract customers, and one materia store is forced to hire girls to beckon customers so the business can compete, though doing so means the owner makes less than the girls.[4] Between the two halves, Lower Junon sells less valuable items than Upper Junon, suggesting that Upper Junon may be better-off.

UNDER JUNON

Grandpa and grandma told me this beach was beautiful when they were small. But after the Shinra built that city above, the sun stopped shining here, and the water got polluted...

Priscilla
Under Junon is a town in the Final Fantasy VII series. The city of Junon was constructed next to the town, with its airport hanging above, enveloping the town in its shadow and polluting the waters. Its relationship to Junon is similar to the relationship between the Midgar Slums and Midgar's plate.

An elevator carries people up to Junon on foot. A tower on the Dolphin Offing beach also leads up to Junon's Airport, although a high voltage runs through it.

The town is never referred to as "Under Junon" or by any other name in game dialogue, its name is only used in menus. Though it is unclear in the English version, the name is a proper noun in Japanese versions. The name is used as a proper noun by characters in the English version of Final Fantasy VII The Kids Are Alright: A Turks Side Story.

History

Junon beach.

Under Junon was formerly a sunny beach town that was populated by fishermen. When Junon was built by the Shinra Electric Power Company several decades prior to the events of Final Fantasy VII, the water became polluted and Junon blocked the sun.[1][2]

During "The Stowaway Strategy", after Elena let slip that Sephiroth was heading for Junon Harbor,[3] Cloud and party traveled on foot to Under Junon. They found that Junon was on high alert for Rufus's inaugaration ceremony as the new president of Shinra, and so needed a plan to covertly enter. After saving a girl named Priscilla from the Bottomswell, she allowed Cloud use her dolphin to get to the upper city.[1] Priscilla later remembered that Junon Harbor could be reached by dolphin and the rest of the party were ferried there while Cloud navigated enemy territory.[4]

Geography

Location of Under Junon, indicated by crosshair.

Under Junon is located to the west on the planet's eastern continent. It is located on the coast and has a submarine dock next to it.

The town itself is sparsely populated, comprised of a few wooden houses along the side of a cliff, with a stone staircase leading down to the beach. What remains of the town is overshadowed by Junon above it, with a huge stone wall near the town containing an elevator up to Junon, a metal pillar built above one of the houses, and a large offshore metal construct resembling an oil rig built just off the coast. The construct presumably connects to the Junon Underwater Reactor.

Society
Under Junon is home to former fishermen and a mostly elderly population. The pollution emitted from Junon has meant there are no fish remaining in the water, and Shinra dominates the town. As such, the town's residents mostly express a sense of defeatism, believing it will never return to its former glory.[2]


Dernière édition par Levia Tenson le Lun 27 Déc - 17:50, édité 1 fois
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MessageSujet: Re: Lieux   Lieux EmptyLun 27 Déc - 17:44

GRASSLANDS AREA

The Grasslands Area is a region of the World Map in Final Fantasy VII. It is located east of the Midgar Area with no clearly defined border, but begins where a mountain ends which is also where the extent of wasteland caused by Midgar's Mako extraction ends. Separating it from the Junon Area is a mountain with the Mythril Mine serving as a passage through. Off to its east and south are the Mideel Area islands, and to the north are the Goblin Islands.

Set up in the otherwise empty plains of the Grasslands Area is the Chocobo Farm owned by Choco Bill, who has made business out of running an inn and selling Chocobos and Chocobo Lure Materia to travelers trying to cross the marsh.

The entrance to the Mythril Mine is located across are the marshes, which are entirely enclosed by mountains, and therefore to reach it requires crossing the swamp. Miners from Kalm once used the mine, however increase in monsters has made it too dangerous. Among the monsters is the Midgar Zolom, an aggressive type of serpent that swims around the marshes and a threat to even trained fighters. Although it is possible to avoid the Midgar Zolom and cross the marsh without a Chocobo, catching and riding a Chocobo is much easier.

After crossing the marshes for the first time, the player will enter a one-time field where they see an impaled Midgar Zolom, however this event can be skipped with a menu press.

Old concept artwork of the World Map refer to this location as 大草原 (Daisōgen?), referring to large grass plains or a prairie[1], which is likely the term from which "Grasslands Area" was later derived.

As some Chocobo enemies' in this area have a level divisible by four (16), the Chocobuckle enemy skill can be learned in this area. The Mu enemies fought in this area have the L4 Suicide enemy skill, and the Mimett Greens can be fought in the Chocobo Farm. Giving a Mimett Greens to a Chocobo that appeared paired with two Levrikon or two Elfadunk, and then using L4 Suicide on it will cause the Chocobo to use Chocobuckle.

TEMPLE OF THE ANCIENTS

The Temple of the Ancients is a location in Final Fantasy VII, built by the Cetra thousands of years ago to house the Black Materia. The outside of the temple is similar in architecture to the Mayan pyramid of Kukulkan. The interior is a large maze-like cavern of staircases, and includes a passage where the party must avoid falling boulders, and a large clock the party must operate, walking across it to access the rooms its hands can point to. The mural room where the source of the Black Materia is stored shows paintings similar to the ancient Egypt, depicting the summoning of Ultimate Magic, Meteor.
The Keystone is required to open the temple's door. The temple lies on an island, and can only be reached via the Tiny Bronco. It can only be visited once, and is replaced by a crater on the world map.

The labyrinth was likely inspired by Relativity, a lithograph print by the Dutch artist M. C. Escher.


Dernière édition par Levia Tenson le Sam 1 Jan - 22:05, édité 1 fois
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MessageSujet: Re: Lieux   Lieux EmptyLun 27 Déc - 17:45

JUNON AREA

The Junon Area is a region of the world map in Final Fantasy VII located on the eastern continent. It is the largest of its three regions, separated from the other two regions by mountains. The Mythril Mine links it to the Grasslands Area on its eastern side. The in-game world map has no link between it and the Midgar Area, although it is possible the mountains of the north are traversable, as a scene in the game shows characters approaching Midgar from mountains to the north.

Junon connects with the eastern continent via boats, such as the Cargo Ship, that travel between Junon and Costa del Sol. After crossing the sea the player cannot return until they obtain the buggy, whereupon they can bribe the Cargo Ship workers to smuggle them and their vehicle across the ocean.

A small island in Junon's southeast is included in the Junon Area. In the same area is the island that is the Woodlands Area, however, the tail of this island that is separated from the rest by mountains is actually part of the Junon Area.

The mainland of Junon is divided into two areas by a stream, which cannot be crossed on foot, but the buggy can cross on its shallowest point, and the Tiny Bronco can sail up it. Upon Meteorfall, a crater appears in Junon that cuts off the stream from the ocean and removes the shallows, though the area is still accessible with the Highwind and skilled chocobos. North of the stream, in a mountain adjacent to the northern border mountain is a cave: the Old Man's House. The player needs to visit here with the buggy to get Mythril for Aeris's ultimate Limit.

South of the stream is the main portion of the Junon Area. The north of this section contains forests where the Mystery Ninja may appear. This is the earliest point she may be encountered (12.5% chance) to recruit Yuffie. Many of these forests are destroyed in the forming of the aforementioned crater. In the center of the southern section is Fort Condor, which is surrounded by wasteland due to its mako reactor. After the Fort Condor Huge Materia mission, the Condor atop the fort disappears. Tucked away on the coast in the northwest is the region's namesake, Junon (next to the minor settlement Under Junon). Junon's cannon disappears after the Underwater Reactor Huge Materia mission. By Junon is a bay for submarines.

Chocobos can be encountered on tracks on the easternmost peninsula with the Chocobo Lure equipped.

After Diamond Weapon is defeated and North Crater's barrier is destroyed, Ultimate Weapon takes residence above the Junon crater.

The Zemzelett has the White Wind enemy skill, although it cannot be obtained without the Manip. ability, which the player cannot have on their first visit here, although they can as soon as they get the buggy.
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MessageSujet: Re: Lieux   Lieux EmptyLun 27 Déc - 17:46

CHOCOBO FARM

The Chocobo Farm is located in the northeast area of the eastern continent. It is situated in the middle of grassland with an abundance of chocobos roaming the land nearby. The farm itself is relatively small, with a single ranch, an outside pen, and a house for the owner.

MARSHES

The Marshes is both an area on the world map and a one-time visit field location in Final Fantasy VII. The marshes are a portion of area on the world map separating the majority of the Grasslands Area from the entrance to the Mythril Mine. The marshes are inhabited by the Midgar Zolom, a giant snake that has prevented workers at the mine from mining.

MYTHRIL MINE

The Mythril Mine is a location in Final Fantasy VII. Located on the eastern continent of the planet in the mountain range, it was mined by the townsfolk of Kalm before monsters put the miners out of business. The marsh around the entrance to the mine became home to Midgar Zolom, a powerful beast that few can defeat.
In Crisis Core -Final Fantasy VII- the Mythril Mine does not appear as a location, but has a shop visitable from the menu as Mythril Mine Trading.

Mythril Mine was mined by many residents of Kalm, until they were put out of business by the appearance of monsters, many miners turning to drinking at Kalm's bar.[1] Nonetheless, the town still sold mythril weapons.

During "Going After Sephiroth", Cloud and his party traveled through the mines during their world-wide hunt for Sephiroth. After trying to cross the marsh that was infested by Midgar Zolom, they found one impaled on a tree, speculating that the feat was accomplished by Sephiroth who left its corpse there as a warning.

Once Inside the mines, the party encountered the Turks: Rude, Tseng, and the rookie Elena. The Turks did not attack them, only warning that Reno would be back with a new weapon to fight them soon. Elena slipped that Sephiroth has been sighted heading towards Junon, and both parties part ways. Tseng also asked after Aerith, inquiring about her wellbeing.[2]

The Mythril Mine is located to the south on Gaia's eastern continent. Its mines penetrate the mountain range in the eastern continent, connecting the Chocobo Farm in the north to Fort Condor and Junon in the south.

The mines themselves are dark and comprised almost entirely of rock, with a few tree roots running through them and some light that is let in.

FORT CONDOR

Fort Condor is located to the south of Gaia's eastern continent, in the middle of a patch of badlands. It is just southwest of the Mythril Mine, on the eastern side of the continent.

Within the fort is a village comprised of several rooms and stores across underground caves. The village is entered through a rope at the bottom of a hill. A ladder within the village leads to a shed overlooking the condor and the rest of the fort, from which the army is commanded. The vast battlefield stretches across a rocky hill beneath the condor, which sits across atop a metal building. Several metal pipes are also found in plateaus dotted across the battlefield.
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MessageSujet: Re: Lieux   Lieux EmptyMer 29 Déc - 23:49

MIDEEL AREA

Referred to as a three-taloned island south of the eastern continent, the area is mainly comprised of three long and thin islands, with seven or so smaller visitable islands around them.

The southernmost of the three main islands contains the hot springs town of Mideel, and the middle island contains nothing of interest. Both of these two islands are partially visitable when the player has the Tiny Bronco, although due to the steep terrain only small parts of the islands are accessible, and the forests and Mideel cannot be reached.

All three islands, including the northernmost, can be accessed via Highwind. The northernmost island contains a Materia Cave with the Quadra Magic Materia, although it is on a level of the island without grass. The intended method of reaching this cave is with a green or blue chocobo, although the player can also reach it using a glitch with the Highwind to land on the unintended terrain.

BANORA

Banora Village is a town in Crisis Core -Final Fantasy VII- and home to many secrets. It is the only location of which Banora apples grow because of the village's rich soil, as in the area Lifestream runs near the surface. Banora is located in the Mideel Area, as evidenced by the Crisis Core: Final Fantasy VII Ultimania.
The cans of apple juice are spotted throughout the game; a few cans are locked within a room within the Shinra Mansion. Dr. Hollander also wears a shirt with the Banora White Apple Juice logo.

Banora was one of many sites examined by the Shinra Electric Power Company for the potential to host a mako reactor. The underground mines were built with this purpose in mind, with the village constructed to conceal the mines' construction and existence. The mining site was closed when Shinra discovered the Emerald Weapon in stasis, and the village was built to hide the discovery with Shinra staffing the new village with residents. Though the village was placed there to conceal the vestiges of the mining site from the general public, it was also used as a location to keep the staff of Project G under house arrest.[1]

En 2002, Banora a été détruit par la SHINRA

After the Banora Village is destroyed by Shinra to cover up the latest incidences there, the underground caverns can be reached from above easily. Genesis uses the secret lair as his base of operations as he conducts his war against the Shinra Company. When Zack descends into the caves, Genesis uses the Goddess Materia to transform into Genesis Avatar. When Zack defeats him Genesis returns to human form, now cured of his degradation. Genesis again challenges Zack, but is defeated again.

Voir ce qu'il est advenu des caves depuis.

MIDEEL

Mideel is a hot springs town in the Mideel Area in Final Fantasy VII, known for being a place where the lifestream is close to the surface. It is located on a large island south of the eastern continent.

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MessageSujet: Re: Lieux   Lieux EmptyMer 29 Déc - 23:58

WUTAI AREA

Before I was born, Wutai was a lot more crowded and more important... You saw what it looks like now, right? ...JUST a resort town... After we lost the war, we got peace, but with that, we lost something else.

Yuffie
Wutai is a nation and an optional location in Final Fantasy VII, labeled as Wutai Area (ウータイエリア, Ūtai Eria?) on the World Map. It is also a location in Before Crisis -Final Fantasy VII- and Crisis Core -Final Fantasy VII-. It is mentioned as the enemy nation of Shinra Electric Power Company in Final Fantasy VII Remake.

The name refers to the nation occupying the western-most continent on the planet, although the name is also primarily used to refer to the nation's major settlement, Wutai Village. The country's people are also referred to as "Wutai".

Once a proud, powerful and independent nation state known for its people's honor and mystique, after the Wutai War against the Shinra Electric Power Company it fell to serving as a tourist resort. Some individual pockets of rebellion still seek to regain the country's old glory and rebel factions use Wutai as a base of operations.

The nation's guardian deity is Leviathan, and the god's likeness appears throughout the nation's architecture through banners, flags, and statues. Wutai soldiers wear samurai-like uniforms of green and orange, the color of which dictate rank, and wield varieties of halberds with gun attachments. Another notable Wutai weapon is the oversized shuriken.

Wutai is currently ruled by Godo Kisaragi.

The nation of Wutai occupies the western-most continent on the Planet. While comparable in size to the other continents the majority of Wutai's landmass is occupied by mountainous terrain and forests. The only way to access the continent via the ocean is via a beach head along the southern tip. The rest of the landmass is skirted by cliffs. The town of Wutai is located to the north of the continent at a forest and river junction at the foot of the Da-chao Statue.

In addition to Wutai's main island, there are small landmasses at its southeastern end, only one of them large enough to access, that are included in Wutai's border.

Around 1992 the Shinra Electric Power Company sought to control the Wutai area as an ideal area for a mako reactor. Wutai defended its independence but although initially putting up a good fight, could not stand against the might of SOLDIER and was forced into submission. The Wutai War ended with the capture of Fort Tamblin by Shinra forces. Many Wutai forces continued to rebel and joined other rebellion groups in making repeated attempts against Shinra, but time and again they were thwarted by SOLDIER and Turk operatives until their suppression around 0001.

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MessageSujet: Re: Lieux   Lieux EmptySam 1 Jan - 21:53

GOBLIN ISLAND

Goblin Island is a large forested island in Final Fantasy VII located on the edge of the world's eastern hemisphere.
Native to the land are the Goblins, a race of fighters who dwell in the forests. From them, the player can obtain the Zeio Nut, a crucial item in advanced Chocobo breeding. Goblins also teach the enemy skill Goblin Punch.

The BradyGames guide does not call the island Goblin Island, but the forest Goblin Forest. This is due to Goblin enemies only being fought in forests, with other enemies being fought on other terrain.

Goblin Island is surrounded by four other islands that are labeled Goblin Island in the menu. Since these islands do not contain forests, Goblins cannot be fought on them. Another island mostly covered in beach further north is also Goblin Island in the menu, but also does not contain forests. This island is notable because, as with all Goblin Island areas, battles on beaches result in the usual grass encounters even though on this island one is standing entirely on beach.

Round Island, an island entirely covered in forest, shares Goblin Islands encounters, and therefore is infested only with Goblins. Since Round Island is difficult to get to, requiring a gold Chocobo, it is not a good place to battle Goblins, whose value is their involvement in the breeding sidequest.
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MessageSujet: Re: Lieux   Lieux EmptySam 1 Jan - 21:54

CACTUS ISLAND

Goblin Island is a large forested island in Final Fantasy VII located on the edge of the world's eastern hemisphere.
Native to the land are the Goblins, a race of fighters who dwell in the forests. From them, the player can obtain the Zeio Nut, a crucial item in advanced Chocobo breeding. Goblins also teach the enemy skill Goblin Punch.

The BradyGames guide does not call the island Goblin Island, but the forest Goblin Forest. This is due to Goblin enemies only being fought in forests, with other enemies being fought on other terrain.

Goblin Island is surrounded by four other islands that are labeled Goblin Island in the menu. Since these islands do not contain forests, Goblins cannot be fought on them. Another island mostly covered in beach further north is also Goblin Island in the menu, but also does not contain forests. This island is notable because, as with all Goblin Island areas, battles on beaches result in the usual grass encounters even though on this island one is standing entirely on beach.

Round Island, an island entirely covered in forest, shares Goblin Islands encounters, and therefore is infested only with Goblins. Since Round Island is difficult to get to, requiring a gold Chocobo, it is not a good place to battle Goblins, whose value is their involvement in the breeding sidequest.
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MessageSujet: Re: Lieux   Lieux EmptySam 1 Jan - 21:56

ROUND ISLAND

The Round Island, known as NE Island in the BradyGames guide, is a location in Final Fantasy VII, situated on the northeast of the planet. It is unmarked on the world map, and can only be accessed via the gold chocobo.
Inside the cave is the Knights of Round Materia. The island can be seen from the airship, but it cannot land on it.
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MessageSujet: Re: Lieux   Lieux EmptySam 1 Jan - 22:10

WESTERN CONTINENT

COREL AREA

The Corel Area is a region of the world map in Final Fantasy VII. It is located on the western continent, and links with the eastern continent via a shipping route between Costa del Sol and Junon on the eastern continent.

The Corel Area exists in two parts linked via a mountain pass. The western section contains an entrance to Mt. Corel, and a passage through the mountain leads to North Corel in the Gold Saucer Area. A river to the north of the Corel Area separates it from the North Corel Area (an area north of the Corel Area that does not contain North Corel). The section with Costa del Sol in the east is separated by a river with the Gold Saucer Area to its south, which has a section shallow enough for the buggy to cross.

Entering Costa del Sol with the buggy allows one to cross to Junon Area, smuggled on the Cargo Ship for a price.

Inside of Mt. Corel is the Corel Reactor, which has a railway linking it to North Corel.

COSTA DEL SOL

Costa del Sol is a town in Final Fantasy VII visited at the end of the quest "Dangerous Voyage". Though there are no major story objectives in the town, while there, Cloud can see what others who aren't in the active party are doing, visit the shops, and meet Professor Hojo and Johnny.
Because the town is close to Mt. Corel, which is filled with petrification-inflicting monsters, the town specializes in making Softs. The player can purchase President Shinra's summer cottage, the "Villa Cloud", for 300,000 gil. It serves no purpose except being a place to sleep.

The player can take the cargo ship back to Junon after having acquired the buggy by paying 100 gil at the docks. The buggy can be taken aboard the ship by driving it into Costa del Sol from the world map.

Costa del Sol is located to the east on Gaia's western continent. It is enclosed by the mountain range to the west and the river to the south. The nearby river can be crossed on a buggy or some chocobo types, and driving the buggy to Costa del Sol lets the player take it across on the cargo ship; this is needed to get Mythril for Aeris's ultimate Limit Break.

The beach near Costa del Sol on the world map has Beachplugs as random encounters, which reach the useful Big Guard enemy skill when manipulated.

The world map area where Costa del Sol is situated is known as the Corel Area.

arbor

Harbor.

This is where the ship from Junon pulls in. Various holidaymakers lounge on the nearby water planes. A helipad serves as a base for presidential transport.
Town

Town.

Here Cloud can visit Butch's Materia shop, an Item shop, find out more about Costa del Sol from the tourist center near the bridge, and access the beach to the right. The main street to the left leads to the world map at Corel Area. When not in the active party during the player's first visit, Red XIII will lie down in the shade of the buildings here, complaining of the heat. The nearby kids are playing football, and the player can kick the ball to hit Red XIII, making him yelp. If the player already recruited her, Yuffie works part time at the Materia shop where the player can interact with her to buy Materia.
Bar del Sol

Bar del Sol.

Mukki and his friends are found enjoying themselves in the bar, and Cloud can buy equipment from a merchant desperate to make ends meet.
Inn

Inn.

The Inn's owner can be found playing pool. During the player's first visit, the if Barret is not in the acyive party he will be in the bathroom here, admiring himself in the sailor suit disguise he used when crossing the ocean on the cargo ship in the mirror, imagining what Marlene would think of it. Knocking on the door has him violently exclaim that the bathroom is taken and the player can't enter and talk to him directly. After meeting her at the beach, Aerith lies on the bed contemplating her loneliness as the last Cetra. If Cloud sleeps in the inn at Costa del Sol, they are told the rest of the party already left.

During Meteorfall the innkeeper be lounging upon a bed, despairing. The inn is free to stay at this point.
Villa

Villa.

Dubbed "House for Sale" on the map, the villa was once owned by President Shinra, earning it the name "Shinra Villa" from the locals. The villa can be bought by any party leader at any time for 300,000 gil. As well as having luxury furnishings, it boasts a basement containing various items. The player can take the items even before they buy the villa. The villa can be slept in for free after purchasing, although Cloud is the only one who can use it for this purpose. Once bought, the receipt message reads "Bought Villa Cloud!" in the text window. The menu name for the location is "House for Sale" prior to purchasing it. Once purchased, the menu name becomes "Cloud's Villa" (even if purchased with Tifa or Cid as party leader).

Cellar
Even after purchasing the villa, a man lives in the cellar. Here, a Fire Ring, Power Source, and Motor Drive can be found.
Johnny's New Home

Johnny's New Home.

After leaving Midgar, Johnny settled down in Costa del Sol with a new girlfriend. During the party's first visit to the town, Tifa can be found catching up with her friend. Johnny's girlfriend is always taking a bath in the locked bathroom and Johnny is seen attempting to peek through the door as the party enters the house, but quickly moves away from it.
Beach

Beach.

Holidaymakers sunbathe and swim on the beach. The player can walk a little bit into the water and intercepting the swimmer in the shallows has him complain that he will drown. Hojo retired to Costa del Sol after resigning from Shinra Electric Power Company, and enjoys himself on the beach, surrounded by admiring girls. Aeris and Tifa are found here if they are not in the player's active party during the player's first visit to town.

MT COREL

Mt. Corel is a field map in Final Fantasy VII. It is a mountain located in the Corel Area on the western continent and divides the area around Costa del Sol from the rest of the western continent. It is also adjacent to North Corel, which is just at the foot of the mountain.
Mt. Corel has enemy formations with as much as five enemies (the maximum in one encounter), making it a desirable place to grind or unlock a new level in Limit Breaks.

East
Mountain road
As entered from a cave in the side of a mountain in Corel Area on the world map, the mountain road comprises a simple linear path north. Here, a non-player character can be found, and during "Barret's Past", will warn of a man in a black cape. At the top is the next screen, the road to the Corel Reactor.

Road to Corel Reactor
Much like the mountain road, road to the Corel Reactor is a single screen with a linear path leading to the north.

Corel Reactor
The Corel Reactor's path north connects to the road to the east side of Mt. Corel, leading directly to the road to the Corel Reactor, while the path south leads to the valley in the west side of Mt. Corel. The reactor interior is inaccessible, but is relevant during the Huge Materia mission as Cid. The valuable Bagnadrana enemy spawns in random encounters in this area, which can be used for item farming for min-maxing if the party has Morph.

West
Valley
The valley has a bridge that connects to the larger railway tracks area. To the left of the railway bridge is a branching path that leads up to a plateau overlooking Corel Reactor (with no items of note) and a dead-end bridge. This screen is also seen in Barret's flashback about Dyne.

Railway
Corel-train-tracks.png
The rollercoaster-like tracks area has a save point and a Transform Materia to find; however, it is better to neglect leveling up this Materia because a party member who joins soon after this point comes with another Transform equipped, which already has AP accrued.

The first parts of the railway are weak and break when stepped over, leading to pitfalls (see below). Falling down a hole and pressing Left or right can nab a Wizard Staff weapon for Aeris and a Star Pendant accessory for poison-immunity.

Railway support
After falling through one of the pitfalls, Cloud will appear in the railway support. This area has no music track, but nothing to do here other than obtain the item if Cloud fell in the right place.

River
Located east of the railway are waterside tracks. The lower waterside tracks eventually lead to the hole on the left and the bridge to North Corel on the south. At first, however, the bridge for these tracks is initially raised and this area is inaccessible, as characters not in the party will be found outside; this presents an opportunity to use PHS and change party members. The upper tracks lead to a shack with controls to lower the bridge; if Tifa or Aeris are not in the party, they will cheer Cloud on from the lower tracks while he passes to use the controls. On the upper tracks, next to the shack, climbing the wall nearby leads to the nest.

Nest
The Cokalis nest is found by climbing the wall on the waterside tracks where the tweeting sounds emanate before triggering the scenes with Barret in North Corel. Each party member has unique dialogue and the player can choose or reject the 10 Phoenix Downs found in the nest. If the player rejects the bounty, they will never get the chance to take the treasure again.

Hole
Mt corel dwelling.png
There is a cave to the left of the River area with the waterside tracks, found by going left and down right before entering the rope bridge. There is a man here as well as a Tent, Mind Source, and Power Source.
Bridge
The bridge connects to North Corel at the bottom of the screen. This area has the unique Bomb enemy to fight in random encounters, which leaves no spoils if it dies via self-destruction.



COREL
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MessageSujet: Re: Lieux   Lieux EmptySam 1 Jan - 22:22

GOLD SAUCER AREA/OLD COREL AREA

The Gold Saucer Area is a region of the world map in Final Fantasy VII. It is located on the western continent, and shares a border with five other areas. In the center of the Gold Saucer Area is the Corel Desert, which surrounds Corel Prison, and above Corel Prison is the Gold Saucer. Gold Saucer is accessed via a ropeway from North Corel.

The Gold Saucer is connected to the Corel Area via a river with shallow enough water for the buggy to cross, and Mt. Corel whose foot North Corel sits, providing a path through. A river separates it from both the Gongaga Area and Cosmo Area, although the river can be crossed into the Gongaga Area via buggy. Mountains also separate it from the Nibel Area and North Corel Area. The mountain separating it from the Nibel Area contains Lucrecia's Cave, which is hidden behind a waterfall.

The Corel Desert cannot be traversed on foot, and requires a buggy or certain chocobos. If one goes to the center of Corel Prison with the buggy, they can enter the Corel Desert field area where can fight Land Worm and Cactuar, but at this time the player cannot return to Corel Prison and can only exit back onto the world map.

The chocobo tracks in this area is the only place chocobos with a "Good" rating can be encountered with a pair of Spencers, or a pair of Flapbeats if they're behind the Chocobo.

When Ultimate Weapon starts roaming the world, above North Corel is one place where it can stop. The actual encounter appears to take place on the ground by the Corel Reactor.

After defeating the Ultimate Weapon (and engaging in one more battle), Ruby Weapon appears in the desert. Colliding with it in Highwind or chocobo will set off an encounter. At first just its head will stick out the sand, but after engaging with it, it emerges from the sand, and if one escapes, it remains that way until one enters the field.

GOLD SAUCER (pas encore construit)
The Gold Saucer is a location in Final Fantasy VII. A towering amusement park built over the ruins of Old Corel, it is a world famous tourist attraction operated by Dio. Cait Sith joins the player's party during their first visit here.
The Gold Saucer is notable in gameplay for being home to a number of minigames, particularly at the Battle Square and Chocobo Square. It is divided into seven attractions (possibly an allusion to the game's title), and uses GP as its own currency, which can only be won from its minigames.

COREL PRISON/OLD COREL
Corel Prison is an unrevisitable location in Final Fantasy VII, with an appearance in Before Crisis -Final Fantasy VII-. Previously the site of the town of Corel, destroyed by Shinra Electric Power Company, it has become a prison in Gold Saucer's shadow. The surviving townsfolk have since relocated to North Corel.

The prison is loosely guarded; the harsh desert surrounding it makes escape by land impossible. Corel Prison is largely self-run by Mr. Coates and a mysterious leader. Despite being largely in ruins, the faint outline of a town can still be seen. Convicts in the Corel Prison are used in the chocobo races.
---
orel is a location in Before Crisis -Final Fantasy VII- and a historical town mentioned in Final Fantasy VII that was destroyed before the events of the game. It was an impoverished town inhabited by coal miners, including Barret Wallace and Dyne. Shinra Electric Power Company burned the town perceiving it as a threat. The townsfolk since relocated to North Corel, while the remnants of Corel form the Corel Prison interment facility below the Gold Saucer.
Corel became gradually stagnant before Shinra's arrival, with a dwindling economy based around coal mining. Due to mako eclipsing coal as an energy source, the town saw Shinra's proposal to construct the Corel Reactor in Mt. Corel as a great opportunity, something only Dyne opposed. Later, after an attack on the Corel Reactor, Shinra blamed the citizens and razed everything to the ground in retaliation. The survivors blamed Barret for the tragedy, as he had been an outspoken supporter of the mako reactor construction.

Though they have the same name, the Corel Valley in the Icicle Area is unrelated to the town.

Corel was a peaceful coal mining town. Barret Wallace was born there in 1972,[1] and was close with Dyne from a young age. The two worked in the coal mines to the north, and Dyne raised his daughter, Marlene, with his wife, Eleanor, while Barret lived with his own wife, Myrna.[2][3]

The global fall in coal use led to Corel's economic decline,[2] and Shinra Electric Power Company bought the mines.[4] Scarlet, an executive of Shinra, came to propose the building of a mako reactor,[2] a structure the townspeople had never seen before.[4] Dyne opposed the plan, but Barret supported it along with most of the townspeople, citing a need to provide better for his wife. Scarlet promised that Shinra would "guarantee [their] livelihood]" once the reactor was complete. The reactor's construction went forward despite Dyne's objections,[2] and would take a year and a half to build.[4]


Corel burns.

The town seemed to be moving towards greater prosperity, until disaster struck. On May 8, 0003, during Episode 16 of Before Crisis -Final Fantasy VII-, the eco-terrorist organization Avalanche occupied the incomplete reactor to fight Shinra.

Corel was situated in the middle of a quicksand desert[3] on the western continent of the planet. The town was replaced by the Gold Saucer, built in the same location, and the Corel Prison.

Corel resembled an old Western town, comprising mostly wooden and stone buildings using Western false front architecture. The town also had a water tower, a pub, and a building resembling a church. Only a few of the buildings from Corel remain intact in the Corel Prison.
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MessageSujet: Re: Lieux   Lieux EmptySam 1 Jan - 22:42

GONGAGA AREA

The Gongaga Area is a region of the world map in Final Fantasy VII that lies in the southernmost part of the western continent. It borders the Gold Saucer Area to the north via a river, which can be crossed with the buggy at its shallowest point. A river flows through the Gongaga Area, although it ends at a waterfall emerging from a forested mountain that belongs to the Cosmo Area. The other forested mountains on the Cosmo Area border instead belong to the Gongaga Area. The Gongaga Area also has a land border with the Cosmo Area: the grass south side belongs to the Gongaga Area, and the north dirt side belongs to the Cosmo Area.

Southwest of the Gongaga Area are a group of five traversable islands that lead toward the Woodlands Area.

The town of Gongaga is fairly central to the area and is surrounded by jungle. The town is not marked on the world map. The first time the player is in the Gongaga Area, they may pass straight through as the areas are not required, although after the Temple of the Ancients events the player will be taken to Gongaga. There are various events only available before the Temple of the Ancients event.

The solitary house of the Weapon Seller lies at the easternmost point of the mainland and is surrounded by beaches. Visiting the Weapon Seller is optional, although the player will invariably pass it by on the Tiny Bronco after the Rocket Town events. The Weapon Seller at this point will provide information about the Keystone and its new owner, Dio.

The Ultimate Weapon may settle above Gongaga when it is roaming the world.

GONGAGA

Gongaga is an optional field map in Final Fantasy VII. It can be visited at any point in the game, and visiting it before Meteor is summoned allows the player to partake in "Gongaga, the Village of Sadness", in which a brief boss battle is fought and some unique dialogue takes place. Gongaga is a worthwhile visit due to some useful items that can be obtained.

Gongaga is located to the south on the planet's western continent. In Final Fantasy VII Gongaga is the only major location that is not marked on the world map with a dot.

Jungle

Jungle (path to Gongaga).

Upon entering the Gongaga area from the world map, the jungle is the first area visited. During "Gongaga, the Village of Sadness", this is where Turks:Reno and Turks:Rude are initially fought. Following this, a number of random encounters are fought.

The jungle has a forking path between its two divided screens. The fork on the right leads to the Reactor Wasteland area. The fork on the left leads to the village path, which itself has another fork north and south; the south fork leads back out to the world map and has a Deathblow Materia on the ground, while the fork north leads up to the village.

Reactor Wasteland

Reactor Wasteland.

The Reactor Wasteland is a barren land between the jungle and the ruins of the reactor (named "Meltdown Reactor"). The same Heavy Tank enemy can be encountered here as in the Meltdown Reactor area; this enemy can be morphed into Power Sources once the Morph Materia is available.
Meltdown Reactor

Meltdown Reactor.

Comprising the scrapyard around the ruins of a mako reactor, the Meltdown Reactor has a short scene with Scarlet and Tseng upon arrival during "Gongaga, the Village of Sadness". The ruins has a path that forks left and right, but neither path leads anywhere; halfway along the right path, the Titan Materia can be found by inspecting the building.

The Heavy Tank enemy appears in this area as a random encounter.
Village
The village of Gongaga has a graveyard near the front and five buildings: the Weapon Store on the left, the Inn on the top-left, the Mayor's Home on the top-right, the Item Store on the right, and the residence of Zack's parents on the bottom-right. The Weapon Store has two floors, where the bottom floor sells accessories, and the top floor sells weapons. Entering the home of Zack's parents will trigger unique dialogue if Tifa and/or Aeris are in the party for "Gongaga, the Village of Sadness".

After the events at the Temple of the Ancients, Cloud will awake in the Gongaga Inn.

THE WEAPON SELLER
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MessageSujet: Re: Lieux   Lieux EmptySam 1 Jan - 22:48

COSMO AREA

The Cosmo Area is a region of the world map in Final Fantasy VII located on the western continent on a mountainous region, and contains mostly dirt. When the player enters it the lighting switches to dusk colors. Mountains border it and the Gongaga Area surrounds its south and east, with some of the border being an open border marked by where the grass stops. A river in the northwest marks the border to it and the Nibel Area and Gold Saucer Area, with the Nibel Area having a shallow area traversable by buggy.

In the center of the area's canyons is Cosmo Canyon. Within the canyons is the Cave of the Gi, a secret cavernous passage leading into Cosmo Canyon whose entrance on one side is sealed by the Gate of Naught, and on the other (not visible not on the map) is defended by the petrified Seto.

Some of the canyon walls that separate the Cosmo Area and Gongaga Area are forested meaning they can be visited on by chocobos that can traverse mountains. The two forested walls to the east are labeled as part of the Cosmo Area, while the one on the south (with a waterfall and river emerging from it) is labeled as part of the Cosmo Area. The plateau to the south contains the Ancient Forest on top of it. The forested area of the world map contains no random encounters.

The Ultimate Weapon sidequests ends with the Ultimate Weapon being defeated atop the Cosmo Area, and when it crashes to earth the crater created forms a walkable path up to the Ancient Forest.

The Cosmo Area is passed through during the story while chasing hints to Sephiroth. Cosmo Canyon is not an intended destination for the party, however, the buggy will break down outside of the town if the player tries to pass it, and the player must complete the events at the town to get it moving again. Thus, the player needs to "park" the buggy further away from the town so it won't break down to be able to do all available Condor War battles at Fort Condor, or thy won't be able to return there in time to participate.

THE ANCIENT FOREST

The Ancient Forest is a hidden location in Final Fantasy VII situated on a plateau in the Cosmo Area just south east of Cosmo Canyon. The player can get there by a green, black, or gold chocobo. When the Ultimate Weapon is defeated, it leaves a crater that allows the player to reach the forest by foot.
The Ancient Forest is a puzzle involving the use of plant pods and the placement of frogs and flies to progress. It contains many rare items and enemies. An unusual feature to the forest is that if the player gets stuck or lost, they can press Square to instantly return to the entrance, although it cannot be used in Treetops and Cave screens. The enemies around have an annoyingly high evade, so using weapons with 255% accuracy helps: God's Hand for Tifa, and Long Barrel R and Sniper CR for Vincent.

If the player manually changes the Square on the settings to do other than its default purpose, such as to set it to open the menu, the assigned purpose for the button won't work as Square will always transport the player to the beginning of the screen.

COSMO CANYON

Cosmo Canyon is a location in Final Fantasy VII. It is also known as the "Valley of the Fallen Star". It is a pilgrimage site for those who pursue the study of natural life, and home to an observatory from which the planet and its surroundings can be studied. The eco-terrorist group Avalanche was founded in Cosmo Canyon by an unspecified person at an unknown time. The members of Red XIII's tribe guard this land. Every fifty years a male and female of the species perform a rite to appease the planet.
Cosmo Canyon has several notable features: there is an observatory created by the elder Bugenhagen; the Cosmo Candle, the guardian fire that never goes out; and the Shildra Inn that serves a popular drink named after the Cosmo Candle.

Cosmo Canyon is located on the southwest of the western continent of the planet. It is situated among a tall rock plateau reaching high above ground level, giving the telescope perched atop the highest plateau a greater vantage point. The town is traversed using steps made of stone both leading up to the town and connecting its different levels.

Cosmo Canyon's settlements, including the Tiger Lily Arms, the Starlet Pub, and the Shildra Inn, are found mostly within caves inside the plateau, as well as in wooden huts situated around it. The settlements are lit by candlelight, and a campfire is found outside, as the entire civilization has very little machinery.

Overlooking Cosmo Canyon is the observatory at the very top. This is a metal structure with a large telescope, and a planetarium inside using holograms. The observatory is the largest place in Cosmo Canyon that makes use of any machinery, and makes use of electric lights, but still inside has barrels and wooden walls characteristic of the rest of the Cosmo Canyon's settlements.

Beneath Cosmo Canyon is the Cave of the Gi, a vast network of caves which is blocked off from visitors by a metal gate known as the Gate of Naught. Past it lies the wall created by Seto to block invaders.

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MessageSujet: Re: Lieux   Lieux EmptySam 1 Jan - 22:51

NIBEL AREA

The Nibel Area is a region of the world map in Final Fantasy VII located in the middle-east of the western continent. The river to its south separates it from the Cosmo Area. Mountains, among them Mt. Nibel, border the Gold Saucer Area to the east, the North Corel Area to the northeast, and the Rocket Launch Pad Area to the northwest.

The Nibel Area is in two segments separated by Mt. Nibel. The west exit leads to a small area of land that contains a partial land border to the Rocket Launch Pad Area, with the two regions divide between two beaches roughly in line with the mountain. The east exit of Mt. Nibel is located behind Nibelheim.

Mt. Nibel contains the Nibel Reactor.

A lake surrounded by mountains exists in the southeast edge, which it shares with the Gold Saucer Area. Behind a waterfall by the lake hides Lucrecia's Cave.

When Ultimate Weapon starts roaming the world, above Mt. Nibel is one place where it can stop. The actual encounter appears to take place on the ground by the Corel Reactor.

The Mystery Ninja has 25% chance of being encountered in forests if Yuffie is not yet recruited.

The Nibel Area is first passed through on the hunt for Sephiroth. The last hint the player has is that Sephiroth went east from the Gold Saucer toward Gongaga. After traveling past Gongaga and Cosmo Canyon, the player ends up at Nibelheim. In the Shinra Mansion the player can meet Sephiroth who tells Cloud he is heading north past Mt. Nibel.

Areas of the Nibel Area are first visited in the flashback of Cloud's past in Kalm. A Nibelheim and Mt. Nibel of five years ago are visited by a group of Shinra employees, including Sephiroth and Cloud. During the flashback Nibelheim and Mt. Nibel can be traveled between, although the player is transported directly from one to the other and does not have to traverse the world map as they do during the game's present day events. There is a scene with a the Shinra party traveling through the Nibel Area that has Sephiroth and Cloud encounter a Dragon.

NIBELHEIM

Nibelheim is a small mountain village located in Final Fantasy VII. It is the hometown of both Cloud Strife and Tifa Lockhart, located at the base of Mt. Nibel in the Nibel Area. Years before the start of the game, a devastating incident occurred in the town that was never revealed to the public. Shinra Electric Power Company owns a mako reactor on the nearby Mt. Nibel, providing the town with power, as well as a manor on the outskirts of town that was the base for the company's scientific research for many years before it was left abandoned.
Nibelheim is located to the west on Gaia's Western continent, specifically in the Nibel Area. The town is located at the base of Mt. Nibel, and runs through the town from the entrance to lead up to the mountain. The Nibel Reactor located within Mt. Nibel presumably powers the town.

Nibelheim comprises several buildings which are an architectural mix between classical style houses, with a few technological details added on. In the center of the town is a well tower, around which the houses circle it. Past this plaza is the Shinra Manor, a grander building surrounded by a fence. Nibelheim is light on vegetation, with a few flowers close by the buildings and trees inside the manor's fence, but is built on otherwise barren ground beneath the mountain.

Beneath the town is a large man-made sewer-system that stretches from the reactor upon Mt. Nibel to the town beneath Shinra Manor.[1]
Inn

Inn second floor.

The inn can be entered from the main area of Nibelheim, and has three rooms. The first is the room on the first floor that has a Save point. Upstairs is where Sephiroth stands, and in the room with the beds.

Outskirts
The Nibelheim outskirts can be accessed through the town's main area. The outskirts lead off into two more places, Mt. Nibel's trail, and the Shinra Manor. There is a chest containing an Ether here.

SHINRA MANOR

The Shinra Mansion on the outskirts of Nibelheim was the first structure built years before the town was established, and it holds many secrets of Professor Hojo's experiments. The mansion, having been in the Shinra Electric Power Company's possession for a long time, was the setting for the experiments that would become the Jenova Project. It is a derelict house of grandeur with a walk leading from the town outskirts to the entrance.

Shinra Manor, also known as Shinra Mansion, is a location in the world of Final Fantasy VII. It is an abandoned mansion on a hill on the outskirts of Nibelheim, and was once used by Shinra Electric Power Company researchers as a study, as well as a secret lab via a hidden passage in the basement.

The Shinra Manor is an abandoned, old Victorian-style building with an ominous look. A chandelier hangs from the ceiling of the foyer, and several large mosaic windows are dotted around the walls, giving the building an air of regality, while the laboratory beneath it is contained within stone walls resembling a cellar. The Shinra Manor is mostly devoid of technology, aside from that within the underground laboratory. The building is mostly worn down due to abandonment.

The foyer is attached to two rooms beneath it, and at the back is a door to several rooms as well as a staircase leading to its top floor. This is where an atrium, a safe room, and several bedrooms are located, with the bedroom on the furthest right end having a secret staircase leading down to the basement with both a dungeon and an underground laboratory that contains filled bookshelves as well as advanced equipment that glow neon.

MT NIBEL

Mt. Nibel is a mountain near the village of Nibelheim in the Nibel Area in Final Fantasy VII. It is the site for the Nibel Reactor where Jenova was stored for some time. In Final Fantasy VII the player must cross the mountain to get to Rocket Town. Mt. Nibel is also a playable location in Crisis Core -Final Fantasy VII- and also appears in Before Crisis -Final Fantasy VII-.

Many years ago, Mt. Nibel was one of the many earliest locations where Shinra Electric Power Company erected a mako reactor. While the nearby town of Nibelheim prospered due to the power it supplied, its forests and wildlife withered away and the mountain became a barren coarse wasteland notorious for its dangerous monsters, from which many of the locals speak tales of people who ventured into its heights only to never return.

Mt. Nibel is located on the western continent, and separates two segments of the northwest of the content. The west exit of the mountain leads to a patch of land where Rocket Town is located, while the east exit is behind the village of Nibelheim. The mountain dominates much of the landscape of the north of the continent.

The mountain is mostly barren rock, with air described as cold.[3] A narrow, winding traversable path runs through it, and a long, wooden bridge prone to collapsing connects one of the plateaus to a cave. Several caves lit green by mako are dotted around the mountain, and a mako spring is located within a cave containing several dead trees. At the base of the mountain's west exit (close to Rocket Town) is a large infrastructure of winding pipes, ladders, and metal plates above a pool of mako, likely connected to the Nibel Reactor.

NIBEL REACTOR

Nibel Reactor is a mako reactor on top of Mt. Nibel owned by the Shinra Electric Power Company, and was particularly infamous for its role in the Nibelheim Incident that resulted in Sephiroth losing his sanity. It is visited in Final Fantasy VII in a flashback and during the party's route through Mt. Nibel to reach Rocket Town, and is seen in Before Crisis -Final Fantasy VII-, Crisis Core -Final Fantasy VII-, Last Order -Final Fantasy VII-, and Final Fantasy VII Remake.

Locations
Nibel Reactor Entrance
The outside of the reactor is barren and has stairs leading up to the entrance. Tifa stays here with a Shinra infantryman in the story Cloud tells the party in Kalm in Final Fantasy VII.

Nibel Reactor
Core
A narrow walkway crosses the glowing core that leads to the depths of the planet and the lifestream. Steam or mako vapor rises from the pit.

Container Room
The room has rows of pods that are filled with mako energy and test subjects known as makonoids. The broken valve that had the reactor malfunction was located here. The stairs in the middle lead to a chamber that has the plaque "JENOVA" above the door.

Jenova's Chamber
Jenova is held in the container in the middle that is illuminated by blue lights. Various tubes are attached to her body, and on the floor in front of the tube is a sign that reads "JENOVA". One can use the largest tube into the tank to walk up to it. Jenova is usually covered by an angelic effigy.




Nibel Plains
Nibel Forest
Hunter's Village
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MessageSujet: Re: Lieux   Lieux EmptyDim 2 Jan - 22:36

ROCKET LAUNCH PAD AREA

The Rocket Launch Pad Area is a region of the world map in Final Fantasy VII located on the northwest of the western continent, and features Rocket Town as its singular area of interest. Mountains (including Mt. Nibel) border it and the Nibel Area, with the remainder of its border on the eastern side being a land border. A sea separates it from the North Corel Area to its east.
The Rocket Launch Pad Area changes on the world map after the Huge Materia event, with the Shinra No. 26 being absent following its launch into space.

This region marks the end of the main chasing Sephiroth storyline after having traversed the entirety of the eastern and western continents. After visiting Rocket Town the player gets the Tiny Bronco that allows travel to the Wutai Area, Icicle Area, and Woodlands Area, although the next place the player must go for the story is back to the Gold Saucer.

ROCKET TOWN

Rocket Town is a town in the Rocket Launch Pad Area in Final Fantasy VII built around the launch site of the Shinra No. 26 rocket, part of Shinra Electric Power Company's space program.

The Shinra No. 26 is the rocket piloted by Cid Highwind in Final Fantasy VII. It was one of the successful rockets developed by Shinra's Space Exploration Department. Because of a mishap that occurred inside the rocket during the day of the launch, it was aborted. The site of the aborted launch served as a landmark years later for Rocket Town.
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MessageSujet: Re: Lieux   Lieux EmptyDim 2 Jan - 22:38

NORTH COREL AREA (nouveau nom car north corel n'existe pas encore???)

The North Corel Area is a desert area of the world map in Final Fantasy VII, located on the western continent. Despite its name the area of North Corel is not located here (instead located in the Gold Saucer Area); the area is located on the other side of the mountains North Corel is backed onto. The name of North Corel in Japanese uses the kanji for north, 北 (Kita?), while this area uses the English word for north written in katakana (ノース, Nōsu?).

A southern part of its river separates it from the Corel Area, and a small amount of ocean on the west separates it from the Rocket Launch Pad Area. Mountains on the west of the southern border (including Mt. Nibel) separate it from the Gold Saucer Area and the Nibel Area. The islands on the north and eastern side of the area belong to the Icicle Area.

The area has five separate sections that cannot be traversed between on foot. The south-western section is accessed by crossing the mountains via a Chocobo with mountain-traversing abilities (green, black, or gold). A small incline separates it from the north-western section, which also requires the same kind of Chocobo to reach. The eastern section is separated from the western sections by a river and therefore requires a Chocobo that can traverse both mountain and water (black or gold). This section contains the only accessible location on the island, a Materia Cave containing the HP↔MP Materia. A small dirt section is found behind mountains in the northwest. A small bit of grass, too small for the Highwind to land on, but big enough to dismount a Chocobo, is found behind mountain on the far-east.

Despite having three types of terrain, enemies can only be encountered in the desert parts.

The Cactuer enemy who gives out large quantities of EXP and AP, and can be morphed into a Tetra Elemental, can be encountered here. However, the encounter rate is lower than on Cactus Island where they are fought exclusively (on the desert parts).

COIN VIDE, AJOUTER DES VILLES???
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MessageSujet: Re: Lieux   Lieux EmptyMar 4 Jan - 10:50

NORTHERN CONTINENT

The Icicle Area is a region of the world map in Final Fantasy VII. It is the largest area on the world map and encompasses the entirety of the northern continent. In addition to the main continent, various surrounding small islands are also included among the Icicle Area, including groups of islands located near the North Corel Area and Midgar Area. Ifalna states the Cetra referred to "this area" as the Knowlespole (ノルズポル, Noruzuporu?), although the extent of land to which the term refers is unknown.
Most of the Icicle Area is covered in snow, although a good portion of the southernmost areas and islands are grass. Bone Village located on the far south is surrounded by forest. Behind Bone Village is the Sleeping Forest, a mysterious forest that does not allow people through without the Lunar Harp. The Sleeping Forest exits out into the Corel Valley, a valley composed of coral where the Forgotten City resides. On the far side of the valley is the Corel Valley Cave which is a path through the mountain and leads to the Snow Fields. In the snow fields on a hill is the Icicle Inn. Behind the Icicle Inn is a steep hill that leads into the Great Glacier. The Great Glacier backs onto a mountainous area known as Gaea's Cliff that turns out to be the south side of the North Crater, with the Whirlwind Maze located inside and the Northern Cave located beneath.

Enclosed by mountains in the middle of the area is the Chocobo Sage's House, which has a small grass surrounding big enough to land the Highwind.

Beneath the Icicle Area in a subterranean passage at the bottom of the sea accessible by Submarine, the player can find the Key to Ancients.

Introduced in Crisis Core -Final Fantasy VII- is Modeoheim, an instalation located slightly south of the Icicle Inn. The Great Cavern of Wonders introduced in missions is described as a subterranean den near the northern cave.

Notable features of the Icicle Area is the coral terrain in the Corel Valley that is possible to land the Highwind on and contains no random encounters. The forests also contain no encounters.

During Meteorfall a barrier appears over North Crater, which then disappears following the Diamond Weapon events. After the barrier disappears the player must fly over the crater to advance the story.

Chocobos with a "Terrible" rating can be found in this area, and it is also the only place where Chocobos with a "Wonderful" rating can be found. Mating a Wonderful Chocobo with a black chocobo is the key to obtaining the Gold chocobo. Wonderful chocobos can be encountered with a single or pair of Jumping enemies. The Vlakorados enemies fought on grass areas are used as a source of Carob Nut useful for the sidequest.

The Ultimate Weapon may settle above the North Crater when it is roaming the world. If this happens at the point when to advance the plot the player must investigate North Crater, then they will not be able to encounter Ultimate Weapon until after the scene is viewed.

BONE VILLAGE

Bone Village is an archaeological dig site in the Icicle Area in Final Fantasy VII. It is the entrance to the Sleeping Forest. It is accessible as soon as the player obtains the Tiny Bronco, but the digging minigame won't be available until after completing Temple of the Ancients. The Bone Village is a useful place to visit for the double growth armor they sell and for the few unique items that can be dug up during the minigame. The player can retrieve certain missed items by digging at Bone Village.
In Crisis Core -Final Fantasy VII- Bone Village does not appear as a location, but has a shop visitable from the menu as Bone Village Commerce.

The Bone Village is located to the south on Gaia's northern continent.

SLEEPING FORREST

The Sleeping Forest is a cold boreal forest in the Icicle Area in Final Fantasy VII, located directly between the Bone Village and the Corel Valley. If the player does not dig up the Lunar Harp before entering the Forest, the first screen repeats infinitely. The entrance to the Sleeping Forest from Bone Village may have been planned to be closed at one point, as dummied dialogue suggests the way in would have opened for Aeris with "a loud noise".[1]
The forest has no enemy encounters, not even on the world map.

CORRAL VALLEY

Corel Valley, also known as Corral Valley, is a valley on Gaia in the Final Fantasy VII series. It is located on the northern continent in the Icicle Area, north of Bone Village. A pathway leading down into the southern side of the valley exists beyond the Sleeping Forest. The Corel Valley Cave (サンゴの谷洞窟, Sango no Tani Doukutsu?) appears on the north end of the valley and exits out into another part of the Icicle Area where the Icicle Inn can be traveled to on foot. The main feature of Corel Valley is the Forgotten City, a past settlement of the Cetra.
The valley itself is primarily seen in Final Fantasy VII, and is visible from the world map. The player can only access it after obtaining the Lunar Harp and traveling through the Sleeping Forest. The Corel Valley contains only one location, the Forgotten City, and the player can travel to Corel Valley Cave by traversing a large conch shell from the abandoned settlement. The coral terrain in the valley is the only type of ground the Highwind can land on other than grass.

The literal translation of the valley's name is "Coral Valley", referring to coral, the marine invertebrates. The name was originally mistranslated as "Corral Valley", and later mistranslated again as "Corel Valley". Corel is a town and portion of the world map unrelated to Corel Valley.

Corel Valley is an area on the world map, but also includes a couple of areas traveled through after the Sleeping Forest but before entering the world map. The world map area can be accessed after exiting the field areas, or by an exit in the Forgotten City. The Highwind can land on the coral ground, and this area of the world map is also notable because there are no random encounters.

Forest Exit

Forest Exit.

The forest exit is a large area, referred to as "Corel Valley" in the menu. The exit at the bottom of the screen leads into the Sleeping Forest while the exit at the top of the screen leads to the descent area.

The area features two floors. The lower area is on the bottom-half of the screen, and if the player heads up and underneath the tree log, they can find a chest containing the Water Ring, an accessory that absorbs Water, useful for an upcoming boss battle where the boss only uses Water-elemental attacks.

A slope on the left of the screen takes the player between the levels, who can travel through the hollow tree log to get to the other side.

One of the area's notable features is a cave entrance and a vine leading down from it; however, neither of these things can be interacted with. This area can be good for level grinding as the enemies are easy to kill and give a lot of EXP for this part of he game.
Descent

Corel Valley.

The descent area is a straight path, referred to as "Corel Valley" in the menu. The exit at the bottom of the screen leads to the forest exit area, while exiting at the top leads onto the world map, into the southern portion of the valley.

The screen has nothing on it bar random encounters. This area overlooks the valley and the exterior of the Forgotten City, but due to the movement and zoom of the camera and the orientation of the screen, most of the background is not seen.

Forgotten City
Main article: Forgotten City
Corel Valley Cave

Climb.

The Corel Valley Cave is at the end of the Corel Valley. The valley-side entrance sits high above ground-level, accessible by a climbable conch shell. The entrance at the other side leads into a snowfield where the Icicle Inn is located. The cave is vertical, as it connects the land above the valley to the bottom of the valley.

All areas of the Corel Valley Cave are referred to as "Corel Valley Cave" in the menu.

Climb
The large rocky wall is traversed by climbing between cracks via multiple pathways. The exit in the bottom-right leads out into the Forgotten City, while the exit in the top-right leads to the cave's exit.

With the unclimbable cracks and inability to see the entire area at once, this area can be difficult to navigate. A chest in the upper-left contains a Bolt Armlet armor. Due to the large interaction area of the chest, it can also be opened from the ledge below. A chest in the lower-right contains a HypnoCrown accessory. A chest in the upper-right contains a Megalixir.

At the top, the player can climb down a ladder to pick up the Magic Plus Materia from a secluded area.

Snow Fields Exit

The exit onto the snowfields is a small cave area. The exit at the top leads out onto the Snow Fields part of the Icicle Area, while the exit at the bottom leads into the climb portion of the cave.

A chest in the bottom-right by the exit contains a Power Source item.

FORGOTTEN CITY

The Forgotten City, sometimes translated Forgotten Capital, and also known as the City of the Ancients (古代種の都, Kodai-shu no Miyako?), is a ruined city in Final Fantasy VII. It is located in the Icicle Area inside Corel Valley, beyond the Sleeping Forest, and far to the east of Icicle Inn.
The city was the primary capital of the ancient Cetra civilization, but after the Calamity from the Skies struck the planet nearly wiping out the Cetra, the few survivors gradually assimilated into human culture and the city has been an abandoned ruin for a long time.

Many of the remaining houses still contain furniture and artifacts indicating the area appears just as it did when it was abandoned. The city contains a machine, which allows one to communicate with the planet, and an underground section with several crystal buildings surrounding an altar. The city's inhabitants incorporated nature into their buildings, many having roofs made up from conch shells and other organic materials.

The area's general layout invokes an aquatic motif; many of the buildings have a shell-like appearance and the ground resembles the sea floor. Within the "upper city" there are several crystals that when touched give off a flash and cause the current main character to explain they heard something they didn't understand. Below the ground level is a hidden "castle" with medieval-style towers connected to the surface with a staircase made of light. This area holds a spring and an altar.

The Forgotten City is located to the east on Gaia's northern continent. It is inside of Corel Valley, and backs onto the Corel Valley Cave.

ICICLE INN

Icicle Inn is a town in Final Fantasy VII located in the Snow Fields of the Icicle Area, in an area referred to by the Cetra as the Knowlespole. To the north is the Great Glacier, and to the south is Modeoheim (only appears in Crisis Core -Final Fantasy VII-). It is called Icicle Lodge in the Japanese version.
The town functions as a resort because it snows year round. The constant cold temperatures are not due to the location, which is somewhat polar, but because of the town's proximity to the North Crater, where the planet uses a large amount of Spirit Energy to try to heal itself.

The snowboarding minigame, which is also playable in Gold Saucer after it reopens in disc 2, was made into a full game of its own with the mobile phone game, Final Fantasy VII: Snowboarding.

Icicle Inn is located to the west on Gaia's Northern continent.

Town
Approaching the woman at the top of the screen for the first time will trigger a scene with Elena and soldiers. After the encounter soldiers will be blocking the southern exits to the village. After snowboarding for the first time, the soldiers disappear allowing the player to backtrack.

Weapon Store
Inn
1f.
2f.
Bar
The Bar is located within the Inn. The Rest Room in the bar will have different people inside with different dialogues at different times of the game.

Before avoiding Elena punch:
check first time: "WHAT YOU LOOKIN' AT!?"
check second time: "You're a real freakazoid, aren't you?"
After avoiding Elena punch, before you go snowboarding:
check first time: "Eyaaaaaaaaah!!!" (and Cloud will get punched)
After you go snowboarding:
check first time: "I'm still in here! All right!?"
Gast's House
Two consoles are by the door. The one on the left controls the sky light, while the other gives the player the option to watch videos. There are 4 videos to choose from, with two being under the "Confidential" choice in the menu.

Holzoff's House
An old woman lives here, stating that her husband left 20 years ago and should be at the foot of Gaea's Cliff. This references Holzoff whom the party find later. After Meteor is summoned, she instead talks about a doctor on a Southern Island, referencing the Doctor taking care of Cloud in Mideel.

Another woman in the house, who refers to Holzoff's wife as "Grandma" and Holzoff as "master" states that Holzoff was an experienced climber who knows every corner of the Great Glacier. Before Meteorfall, the old woman and other woman have alternative dialogue set to run when the other woman is standing by the fire. The woman advising the old woman not sleep next to the fire, and the old woman's response of her feeling comfortable, although the characters do not need to be spoken to in order.

A man outside the house advises taking the map if spoken to him before going down the mountain. If the player has taken it before speaking to him he will comment on it.

In the room at the top is a room containing two items. The one on the left is a Vaccine, and the one on the right is a Hero Drink. On the wall outside this room is a map. The player can look at the map which brings up the map of the Great Glacier (which can later be viewed in certain areas of the Great Glacier if the player has the item), or they can take the map which removes the map from the wall and adds its to the player's inventory, therefore unviewable from here in the future.

Family House
Snowboard is found here. It's given to the player by a young boy whose family just moved into the village. The boy had an accident while learning to snow board and broke his leg, so he can't use the board anymore. He gives it to Cloud and asks him to tell him about anything he does with it.

GREAT GLACIER

he Great Glacier is a large frozen waste north of Icicle Inn in the Icicle Area in Final Fantasy VII. It is a maze of wilderness trails around several landmarks, such as trees, icy water, and caves. Crossing the glacier is required to reach Gaea's Cliff and later the Whirlwind Maze of the North Crater. Cloud Strife and his party pass through the glacier in the last leg of their world-wide pursuit of Sephiroth.
Depending upon which way was taken on in the snowboarding minigame, the party will land in different locations in the glacier (see below). They collapse after wandering through the snow and are saved by Mr. Holzoff. The party can find the Alexander Summon Materia in the glacier by touching a hot springs and then finding a snow woman in a cave. Due to the cold, Cloud passes out after every 544 steps (equates to 145 seconds of movement in the NTSC American version or approximately 174 seconds in the PAL version), and will wake up in Holzoff's hut. If a player intends to collect all items, it's common, if not almost certain, for Cloud to pass out two or three times before everything has been collected.

The Great Glacier is temporarily unavailable during the times where Tifa and Cid are party leaders, as the player cannot snowboard or enter the glacier from the world map. Entering Icicle Inn from the back is also not possible during this time.

Ice Gate
Forest
Frostbite Cave Entrance
Directional Sign
Frozen Lake
Bridge
Tree
Ice Rocks
Crossroads
Hot Spring
Cliff Face
Snow Field
Snow's Cave Entrance
Base of Gaea's Cliff
Frostbite Cave
Path
Slope
Heading slightly right gives the option to exit the glacier. Doing so will have Cloud run and roll through a path that leads him off screen and outside on the world map. Selecting to stay will move the player slightly left (back over the dialogue trigger line). The area the player can move in is small, but encounters still exist in this area matching the path area of the cave.

Icebergs
Lake Island
Island Cave
Ice Rocks Cave
Snow Field Cave
Snow's Cave
Holzoff's Cabin
Front Room
Back Room

NORTH CRATER

North Crater, also known as the Northern Cave Crater (大空洞火口, Dai Kūdō Kakō?, lit. Large Crater Cavity), or simply Crater (クレーター, Kurētā?), is a geographical location in Final Fantasy VII. It appears in the Icicle Area on the Northern Continent of the Planet. It was created when an asteroid or meteorite fell thousands of years ago. This, in tandem with the continent's titular proximity to the Planet's North Pole, makes most of the Northern Continent a frozen desert. An enormous wound to the Planet, a mass of Spirit Energy is brought around the crater to heal it. Because of the near-extinction of the Cetra, and thus little to no life being cultivated and no new Spirit Energy being created, the wound heals very slowly and still exists 2,000 years later.

The North Crater was created when the asteroid or meteorite that contained Jenova crashed into the Planet thousands of years ago. Jenova began to destroy the Planet's lifeforms until the Cetra sealed her within the crater.

The North Crater is located to the North on Gaia's Northern continent.

Gaea's Cliff is an unrevisitable location in Final Fantasy VII. From the ground, it seems to be a mountain, but is actually the side of the North Crater. Due to its height and location past the frigid wastes of the Great Glacier, the cliff is so cold few can survive the climb-up. A large cave system penetrates the cliff, which must be explored to reach the top.
Mr. Holzoff and a friend of his once attempted to climb Gaea's Cliff, but the expedition ended when his friend was killed on the task. Holzoff now resides in a cabin at the base of the cliff to help out potential climbers. Cloud Strife and his party climb Gaea's Cliff to reach Sephiroth at the Whirlwind Maze.

When Cloud is not the party leader, the player is prevented from snowboarding at Icicle Inn and cannot enter the Great Glacier from the world map. When Cloud is party leader during Meteorfall, Holzoff will prevent the player from climbing. Before the Raid on Midgar, Holzoff will tell the player it's dangerous because of the barrier, while afterward he only tells the player they shouldn't climb unprepared.

Due to the name of the planet officially being Gaia in certain English promotional materials (see naming of Gaia), Gaea's Cliff may appear as a reference to it. However "Gaia" (ガイア, Gaia?) has never been used to refer to the planet in any Japanese media, and thus the connection may be coincidental.

First Ascent
Archway Cave
First cave.

Boulder Cave
There's an ice rock that can be pushed.

Second Ascent
Water Level Cave
Dropping icicles into this room raises the water level that leads to an exit.

Icicle Cave
In this area the icicles are fought, cracked, and dropped.

Mountain Paths
Left Mountain Path
Right Mountain Path
Third Ascent
Healing Spring
Spring heals HP and MP, and despite not saying it removes status effects too.

Ice Tunnel
Schizo fought in here.

Final Ascent
Short ascent before an FMV starts.

The Whirlwind Maze is a location at the bottom of the North Crater in Final Fantasy VII. It is a barren area filled with massive amounts of Mako sent by the Planet to heal the wound that is the North Crater. There are parts of the Maze where the player must dodge lightning bolts at the right time, or be knocked back and have to fight an enemy. It can only be visited once by climbing Gaea's Cliff.

Crossing
Outermost Atmospheric Wall
Winding Path
Between Atmospheric Wall
Rocky Path
Innermost Atmosphere Wall

Northern Cave
The Northern Cave, also called the Great Cavity (大空洞, Daikūdō?) is a location and the final dungeon of Final Fantasy VII. It is situated at the bottom of the North Crater that takes up much of the Icicle Area. The inside is a large cave system where the game's most powerful monsters reside. It is visited twice in the game, once briefly towards the start of Part 2, and again at the end of Part 3.
At the end of the game Sephiroth waits at the cave's bottom, at the Planet's Core (星の体内, Hoshi no Tainai?) as the game's final boss.
Reunion Area

Northern Cave, first visit.

This area has walls composed of Materia, and is the resting place for Sephiroth, and where Jenova, being controlled by Sephiroth, leads the Sephiroth Clones for the Reunion. The Weapons also rest here.

This part of the cave is only visited once in Part 2. Beneath this area of the cave continues a path down towards the center of the Planet. These parts of the cave are visited as the final dungeon in Part 3.

This area has set enemy formations including the Tonberry. Random encounters here are disabled, and the player never has control of the character in the area, so they are never fought. Thus, Tonberries can only be encountered on the Gold Saucer Battle Square. Another battle exclusive to this area is a battle against a Killbin and two Gremlins, two enemies never otherwise fought together.
Cave Opening

Entrance to Northern Cave.

A circular path from the mouth of the crater leads into the North Cave beneath the crater where Sephiroth awaits. The long and winding path leaves the party open to many random encounters.

Enemy formations encountered here are of the weaker variety available in this dungeon although the Master Tonberry and Scissors are able to kill party members in a single blow. Gargoyles encountered here can also inflict slow numb on party members and are immune to all attacks until they wake up in the battle and begin to move.

Some of the rock formations will fall as the player steps on them but this will never result in anything negative or damaging and only happens the first time the player visits the area. The player may turn around and leave the dungeon at any time. Should they choose to, they will appear in a small cave near the mouth of the crater opening and can climb out a rigid rock formation appearing on the players right hand side facing the screen, which means this is not a point of no return.

First Descent
Spiral Descent
Winding Descent
Platform Descent
Red Passage
Horizontal Fork
Vertical Fork
Up Descent
Lake Crossing
The player must enter the water to get through the area.

Lake Path
Light Cavity
Down Descent
Rocky Descent
Above Mako Stream
Mako Stream
Right Descent
Spiral Upper
Spiral Lower
Hatchery
Spine
Final Descent
Cloud and his allies gather here before the final battle against Sephiroth. Moving beyond this point is the point of no return.

Junction
Floating Platforms
Inside the Planet
Planet's Core
This is where Sephiroth has reconstructed his new body and where the final battle takes place.

CHOCOBO SAGE

The Chocobo Sage is a character in Final Fantasy VII. He lives in an isolated chalet in the mountains of the Icicle Area only reachable by Highwind or a green, black, or gold chocobo. The cabin is not marked on the world map.

Chocobo Sage keeps a green chocobo in a stable in his cabin, which gives out the Enemy Skill Materia. He sells a nuts and greens, among them the rarest and most valuable ones aside from Carob and Zeio Nuts. Chole from the Chocobo Farm admires him, reacting impressed if the party talks to her after meeting the Chocobo Sage.

MODEOHEIM

Modeoheim is an unrevisitable location in Crisis Core -Final Fantasy VII-, located slightly to the south of the Icicle Inn. It seems to have sprung up when many Shinra scientists and engineers gathered to the Modeo ravine when the site was named for Mako extraction. The town seems to have not been in use for some time and is completely abandoned.
Modeoheim comprises the sixth chapter and represents the halfway point.

GREAT CAVERN OF WONDERS
The Great Cavern of Wonders is a location in Crisis Core -Final Fantasy VII-. It is a long, deep series of caves that hide the game's superboss, Minerva. It is visited in Missions, and the mission series 9-1-1 to 9-6-6 covers Zack's exploration of the cavern.
Geographically, it is in the Icicle Area of the Northern Continent next to the Northern Cave. While its exact location is not known, its placement next to the Northern Cave suggests it is either within the North Crater or very near to it.


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