Crisis Core: Final Fantasy 7 Reunion – Crisis Core: Final Fantasy 7 Reunion tells the tale of Zack Fair, Cloud’s friend and Aerith’s beau, to a new audience. With Final Fantasy 7 Remake behind it and Rebirth still to come, the timing is ideal. The joy still comes through even though the little missions may seem unusual on non-PSP hardware.
We’ve put together this walkthrough so you can get ready for everything that will go in the way of our hero, whether you’re returning to Zack’s wonderful story or, as we anticipate will be the case for many, completely new to it. Let’s stroll!
Prologue: Midgar Assault – Chapter 1 Guide For Crisis Core: Final Fantasy VII Reunion
You may remember that this portion was its own chapter if you played Crisis Core on the PSP when it first released. It was originally Chapter Two, but the developers decided to change things up by adding it to Chapter One. This makes sense because Crisis Core: Final Fantasy 7 Reunion now has an even ten chapters rather than the somewhat odd eleven thanks to this part’s new placement.
After enjoying the opening cutscene, get to work. With the improved Materia you’ll momentarily enjoy here, the initial scuffle is virtually impossible to lose against. Take comfort in the fact that instructions will later return in the your mail (email) part of the main menu if you unintentionally rush through one of the many tutorial windows that will pop up along the road.
Even though it’s still rather easy, the Behemoth puts up a considerably bigger struggle before being defeated, so don’t be hesitant to use healing supplies if necessary. We discovered that sprinting in circles right close to the Behemoth, assaulting a few times on every side of it before continuing apace, prevented it from ever harming Zack, despite the fact that standard strategies like Materia spam and hit-and-run physical attacks are easily effective.
Getting Your Bearings – Crisis Core: Final Fantasy 7 Reunion – Chapter One Walkthrough
The Shinra Building’s main floor is where you are currently. Welcome. Despite the fact that you’ll be spending a lot of time here throughout the entire game, it won’t be long before a few more floors, an explorable Midgar Sector 8, and other things become available. Simply follow the simple plot prompts. It will soon be off to Wutai after Zack has been informed on the Genesis scenario.
Missions will be covered as part of introductions to the main events of Crisis Core Reunion. The majority of the gameplay is made up of 300 missions that are eventually unlocked through various methods. There is only one at the moment. Additionally, you’ll receive a tonne of new tutorials; read them all, then inform Kunsel that you’re finished.
Fort Tamblin (Forest)
Much of Crisis Core: FF7’s level design is linear, so we won’t be spending a lot of time mulling over your various paths in this walkthrough. It’s important to keep in mind that your straight path usually temporarily widens to make room for combat elements just before a conflict starts. Keep that in mind, and you’ll understand what we’re talking about in no time.
Such regions will reopen for battle if you leave and then come back. Although the range is limited, they are not always used against the same opponents, and at this stage in the game, they will be static. Use this truth to your advantage to become more acquainted with fighting 101. Because the adversaries in the forest don’t hit all that hard, get practise at evading and blocking.
Fort Tamblin (Interior)
Zack will be compelled to engage in combat with a number of reappearing Wutai soldiers as you arrive at the gates of Fort Tamblin. The gunners’ shots will make Zack pause as he takes damage, which will rapidly start to annoy you. As a result, hug the wall and wait for the troops to approach; this will make it harder for the gunners to find you.
Fort Tamblin is an unusual site; when Lazard gives Zack a ring, a running counter of battles that must be conquered before you can advance will appear in the top-left corner of the screen. You have to go around to find all the scripted interactions because there aren’t any random ones here.
Unlike other battles, Zack will be initially encircled by the foes in many of the programmed clashes. It won’t matter which way you drive Zack through if you’re up against only humans, but if your adversaries include either the four-legged Foulanders or the Wutai soldiers known as Sergeants, they’re stronger foes. We advise eliminating one humanoid to leave them out of range before closing in for the kill.
Just in case, some of the programmed interactions may eventually include dealing with concealed (but fairly evident…) barriers. The game makes this pretty plain. When you interact with the towers at the bottom, the Wutai Sergeants at the top will jump down and challenge you.
Director Lazard eventually calls Zack once more. When you get to the inner gate of the fort, you usually still have a few encounters left even if you might have finished them all by now. You can ignore them and continue, but then go back and finish the work. If you do, you will later receive a better evaluation, which results in better prizes.
You aren’t missing anything if you’re wandering around the menus to see where the game mentions Zack’s Experience Points and how many are needed to level up. This details are obscured.
Don’t worry about “random” encounters being useless because experience points do exist and they will determine when you level up. To provide the DMW’s signifier—landing on “777” to improve Zack’s level—a more genuine sensation, the game keeps it a secret.
Yuffie, it’s good to see you. The courtyard has a Hi-Potion on one side and Earrings that increase Zack’s Magic stat by five on the other. That’s not terrible this early in the game, so be sure to grab them. Contrary to the previous segment, random encounters are once again occurring. Engaging with more than is necessary is largely pointless.
It’s a good idea to get in the habit of employing this whenever you like because it applies to the majority of Crisis Core. By hugging the walls rather than entering the enlarged spaces that indicate fight zones, you can avoid numerous chance encounters. Take use of this if the Foulanders and Sergeants are bothering you, though you’ll still have to combat some of the latter.
Move in the direction of the building’s door, which is meant to be your final stop, and…
Boss Fight: Vajradhara Wu and Vajradhara Tai
These two aren’t all bark, but their bite isn’t as nasty as it first appears to be. The Vajradhara pair stand out for being wholly forward-looking. They can never cut Zack down as long as he’s constantly barreling around them with a nice mix of evading and regular running.
except when their Limit Break appears, that is. Attack them while they are still casting to try and lessen the damage a bit, but after a few hits, back off and choose to block. Don’t get “greedy” and keep thwacking until it lands because you’ll reduce the pain through both methods, but particularly the later.
The cast time is tough to predict the first time you come up against it, but after that it never changes, even if one dies and the other summons a different Limit Break on its own. Our second piece of advise is to try pursuing one rather than both, but don’t worry if you occasionally mistakenly hit the wrong one. It will occur. It will help to lock on.
The best potential reward is now yours if you cleared out every scripted encounter inside the fort earlier: a Fire Armlet. As soon as possible, equip this to Zack and Blizzard Material as well. In order to avoid mistakenly casting Fire Materia against the following boss, we also advise de-equipping it.
Then proceed through the remaining sequences, eliminating the enigmatic G Assassins and saving your work before moving through the jungle.
Boss Fight: Ifrit
With around 7,000 HP, Ifrit will take some time. You can evade all of his standard strikes by keeping your distance, with the exception of his Limit Break. Hellfire, the Limit Break, hits quite hard, therefore block and keep a healing item in the centre of your item bar.
Ifrit’s advantages and disadvantages, which we discussed in the preceding section of the guide, are the source of the caution we gave there. Because Ifrit absorbs fire and is vulnerable to ice, you shouldn’t map fire to your Materia button configuration. When you are far enough away from Ifrit to get a shot in, spam Blizzard.
If you have the Fire Armlet on, all Fire-elemental damage is reduced by half, lessening the impact of the flame-shooting strike should you be struck by it. Even though the damage from Hellfire has been reduced by half, Zack’s HP will still likely drop, necessitating some urgent healing to remain safe.
Sadly, Angeal is no longer with us. It’s also unfortunate that Zack is depressed. But you’ve finished Crisis Core: Final Fantasy 7 Reunion’s first chapter. That is awesome!