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The Highwind is the player's primary airship in Final Fantasy VII. It can land on plains in the overworld and only patches that are big enough for it to fit. The player can board the airship while riding a chocobo, in which case the bird will be in the stables inside the airship; this way, the player can transport their chocobo to different areas. There is a man in the command room that acts as a save point who can fully heal the party for no cost.

The Highwind can be used to ram into Ultimate Weapon to make it stop fleeing and fight. In some battles with the Ultimate Weapon, the deck is used as the battleground. The airship is also used as a part of Cid's Limit Break Highwind, in which the Highwind rains 18 missiles down on random targets.

Transportation[]

The player can steer the Highwind on the world map and land it on grassy areas. It can move forwards and backwards. Boarding the airship while riding a chocobo lets the player take the chocobo on board the airship. If the player tries to board the Highwind and a chocobo at the same time, the game freezes. If the player rides the Highwind backwards into the barrier around the North Crater, they can pass through it. However, if the player tries landing the Highwind within the crater, they will be knocked out by the barrier.

It is possible to lose the Highwind as the party's vehicle and thus make finishing the game impossible; if the player leaves the Highwind on an island and leaves the area on a chocobo, takes the chocobo to the Chocobo Farm and releases it to the wild, and then trashes the party's Chocobo Lure Materia, the player will never be able to recover the Highwind.

Fields[]

Layout.

When in control of the Highwind, pressing the [MENU] button will enter the fields inside the Highwind. There are a few screen inside.

Bridge[]

Highwind bridge

Bridge.

The Bridge is located forward of the airship's gondola and can be seen from the outside through a large curved window supported by metal grid-work. The deck contains three work stations, including the pilot controls (located top right and manned by Cid), communications and radar post (located left), and a station for various other stats and controls (located bottom right). The Bridge is accessible via the Machinery Room.

Most of the player party can be conversed with here. Talking to the pilot gives the option to return to the world map where the player can take control of the Highwind.

Inside[]

Machinery Room
Highwind-ffvii-inside

Machinery room.

The Machinery Room links all other areas. The room covers two floors. The ground floor is entered from the Bridge in the bottom-right. If Yuffie was recruited, she resides in the bottom-left of the screen, suffering from motion sickness. On the northern door of the ground floor is the entrance to the Operation Room. On the right of this is the entrance to the Stables. A set of stairs lead to the second floor, which contains another set of stairs out onto the Deck.

Operation Room
Highwind strategy room

Operation room.

The Operation Room links to the rest of the Highwind via a door to the Machinery Room. The Operation Room has a table and a screen which occasionally displays the position of the Highwind on the World Map. A crewman found here will allow the the player to replenish HP and MP, save their game and change party members.

Stables
Highwind Cargo Hold

Stables.

The Stables link to the rest of the Highwind via the Machinery Room. The Stables provide suitable accommodation for a chocobo. Accessible via the engine room, the stable contains hay, water and various chocobo feed. If the player boards the Highwind while riding a chocobo, it can be visited here.

Deck[]

Highwind observation deck

Deck.

The Deck provides access to the airship via a staircase into the Machinery Room. Geisel Bugenhagen can be found here during the time he boards the Highwind.

The deck is the first area of the Highwind visited by the party when Tifa first boards. At a number of times the Deck uses a series of ropes and ladders, which can be unfurled to provide access to the ground as well as a mooring to anchor the Highwind while "landed". It is from the Deck the player can descend into Northern Cave.

Quests[]

Date mechanics[]

There is a hidden affection value that determines whom Cloud will go on a date with in Gold Saucer. The value is determined by the dialogue and party member choices made prior to the date. Near the end of the game, the affection value for Tifa determines which version of the "under the Highwind" scene plays.

If Tifa's affection points are 49 or lower, when returning to the Highwind, she will ask if the rest of the party had listened to her and Cloud's conversation under the Highwind, then walk into a corner, acting shy. If Tifa's affection points are 50 or higher, she will ask if the party has been watching the conversation, then walk into a corner and collapse in embarrassment.

Encounters[]

Battlebg-ffvii-highwind

Battle background.

Although no random encounters can occur while traversing the rooms of the Highwind, Ultimate Weapon can be fought on the deck for a number of battles, including the first battle above the waterfall in the Junon Area. The battles fought on the Highwind are the battle in the Junon Area, the battle above Mideel, the battle at Mt. Nibel, the battle above North Corel, and the final battle near Cosmo Canyon.

Behind the scenes[]

If Cloud talks to Yuffie in the airship, she will ask for advice on air sickness and Cloud will respond that having been in SOLDIER, he often traveled in trucks, even if having Cloud back in the party after obtaining the Highwind happens after he got his real memories back.

Gallery[]

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