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Within the Temple of the Ancients[1] is the twenty-third chapter of Final Fantasy VII, and the fourteenth chapter of the second act, "Pursuit". After finding the Keystone to the Temple of the Ancients, Cloud Strife, Aeris Gainsborough, and the party travel to the temple to obtain the Black Materia before Sephiroth can, and learn more about the temple built by the Cetra.

Walkthrough[]

Before entry[]

Battle #9 in Condor War for three Turbo Ethers is available before placing the Keystone at the altar at the entrance to the Temple of he Ancients if the payer did every other Condor War battle thus far.

During this chapter, Aeris is a mandatory member. The weapon and armor that she has equipped at the end of this chapter are lost. Her Materia and accessory return to the player's inventory. The easiest moment to unequip Aeris's unique weapon and armor is just before fighting the final boss of the chapter (Demons Gate). The last possible moment to de-equip her is actually after the boss battles, so the player can still equip her the best gear there and swap them out before they are gone, however, the window of opportunity is narrow.

Aeris' ultimate weapon can be obtained in this chapter, and with it and her ultimate Limit Break, Great Gospel, her kit can be completed here. Great Gospel will require grinding Limit Breaks, which can be done around the Nibel Area behind Mt. Nibel. This should be done if the player wishes to complete Aeris' kit, as she will leave the party after this dungeon.

It is very important to either have a number of Maiden's Kiss, or either the Esuna or Resist spells from the Heal Materia, due to enemies within the temple that inflict Frog. The user with the Heal Materia must also be protected from Frog themselves, meaning that they should equip White Cape or a paired Added Effect and Transform Materia.

The Temple of the Ancients can be reached using the Tiny Bronco, and is found on an island south of the eastern continent on the world map. Upon reaching the temple, a short dialogue scene will begin upon reaching the bridge. After this, at the top of the temple, the player can talk to Tseng to receive the Keystone, before interacting with the altar near him to enter the temple.

Navigating the labyrinth[]

The labyrinth is the start of the temple, where the player must follow the "spirit bodies" of the Cetra that were left in the temple aeons ago solely to protect it. The Ancients found here can heal HP/MP completely and prompt save. The first Ancient found also sells basic items. Inside the maze, the primary monster of concern is the Toxic Frog due to inflicting Frog; however, if the player has Maiden's Kiss or Esuna on hand, or is protected with White Cape or Added Effect + Transform Materia, they can avoid this effect.

The path to navigate is a follows:

  • Run forward from the start and take the left path, down the ramp, and then to the right down the vines and continue right to the first chest, containing a Trident, one of Cid's weapons.
  • Run right from the Trident chest down a ramp to a set of vines up, then run up the stairs up to the left and take the vines up to the obtain a Mind Source. From here, two paths are available (though both should be taken):
    • Following the Ancient down the stairs into a room allows Cloud to talk to the Ancient for an Item Store, as well as a free save point and heal. Inside the room is a chest containing Silver Rifle, a weapon for Vincent with strong stats but no Materia slots.
    • Running to the southwest leads to a Turbo Ether.
  • Following the stairs down from the Turbo Ether and running to the end down a short vine wall leads to a chest with Rocket Punch, a melee weapon for Barret with strong stats but no Materia slots.
  • Continuing on the path down the ramp leads to a climbable vine wall and another junction. where both paths should be taken.
    • The path northeast leads to a tunnel and then down the stairs right, up a climbable vine wall, and then to the Luck Plus Materia.
    • The path to the left leads into the next room, and the next puzzle.

Rolling boulders[]

The next room, the Well of Knowledge, is a long room where "U" shaped boulders roll towards Cloud. The player must position Cloud to safety under the hollow part of the boulders. If he is crushed, the boulder will push him to the start of the room, where the player must start over. Once Cloud make it to the half way point, the screen will flash. If Cloud gets hit now, he will only be rolled until the halfway point.

Halfway through this room is a pool with the Morph Materia on the ground in front of it. After reaching the end of the path, the screen flashes again and a story sequence occurs, after which boulders stop. Following this, when the player returns to the right end of the room, an Ancient that acts as a save point and inn awaits. After completing the quest, head to the end to the next room, where the clock puzzle takes place.

Clock puzzle[]

Temple of the ancients clock room

The Clock Room.

Past the room with the rolling boulders is the Void of Time, a circular room shaped like a clock. The end of each number leads to a room. It is possible to move the hands of the clock, but only one at a time. The hand moved is respective to where the player starts; if Cloud came from a room connected through the minute hand, he'll move the hour hand, and vice-versa. By completing a full cycle, either clockwise or counterclockwise, the player can move the other hand as well.

The path to leave is hand VI, though before this, rare items can be obtained. This can be done at the following:

Hands I and III will lead to battles with enemies, which can be skipped unless the player wishes for EXP.

Another set of items can be obtained by deliberately being knocked off the clock. Being knocked off the clock will cause Cloud to fall into a room and have to face two Ancient Dragons in an attack from both sides. Completing the battle allows access to a treasure chest containing the Nail Bat, a weapon which gives strong stats but no Materia slots. Cloud can be built effectively toward physical or magic damage, but having no Materia slots is a waste of his potential, meaning it may be better to use other weapons. Cloud can then navigate back to the clock puzzle to proceed.

Leaving through the VI hand leads to the next room and the final puzzle.

Catching Ancient in the gate room[]

The gate room reached after the clock puzzle has multiple cave openings, and a locked gate at the top that presents the path forward. First, the player must win a game of hide and seek with an Ancient. This can be done by jumping down to the middle level and entering the second door from the right (third from the left) right away to catch it.

Once the Ancient is caught, the gate will unlock, and the Ancient will serve as an inn and save point. The chest at the bottom level contains a Work Glove. This is Tifa's equivalent of Cloud's Nail Bat: it has strong stats, but no Materia slots. As Tifa is built much more toward physical damage, this weapon has more use for her than it does Cloud or Cait Sith, but is still a significant drawback.

Leave through the gate at the top to the mural room.

End of the Temple of the Ancients[]

In the mural room, a story sequence occurs, followed by a boss battle with Red Dragon. Pairing Fire and Elemental on armor and equipping Fire Ring will avoid most of its magic attacks (as they are predominantly Fire-elemental attacks), and simply using Big Guard will reduce its damage significantly. The Red Dragon can also be poisoned.

After Red Dragon is defeated, it drops Dragon Armlet, a powerful armor piece with six Materia slots, all linked, that halves Fire, Ice, and Lightning elemental damage. This should not be equipped to Aeris, as her armor at the end of the quest is lost, meaning it is safest to give it to another party member. Bahamut Materia can be picked up. Interacting with the altar on the right leads to another story sequence. When prompted to shake, take, or leave the object on the altar, the choice is irrelevant and the following sequence is the same regardless.

Following this sequence, the player must head out back through the gate, take the opening on the right back to the clock room, and proceed straight to XII. This leads to a boss battle with Demons Gate, before which the player should check equipment. Against Demons Gate, it is ideal to equip Time Materia with the Slow spell. Demons Gate is resistant to magic attacks, meaning Magic and Summon Materia will be weaker; Long Range Materia should be equipped on physical attackers such as Cloud, Tifa, or Cid (or Barret if he is using a melee weapon, though he can save a Materia slot by using a gun).

During the battle, Demons Gate's physical attacks are strong and its speed is dangerous, meaning Slow should be cast on it, while Big Guard can be cast both to speed up the party and also resist its damage. Due to its magic resistance, Aeris' main role will be healing with Limit Breaks and healing spells, while the others should focus on physical attacks.

Following defeat of Demons Gate, the Gigas Armlet is dropped, a powerful armor with five Materia slots (four of which are linked), strong defensive stats, and +30 Strength, making it ideal for physical attacks. After this, an extended story sequence (with player participation) begins. If Tifa is in the party, when Aeris asks Cait Sith asks about her compatibility with Cloud, Tifa will turn away in a huff.

The last possible moment to de-equip Aeris occurs later in the sequence: it is possible to open the menu during the moment Cloud lunges at Aeris at the bottom of the pit (exactly after Aeris says "It's not your fault" to Cloud).

The story sequence leads directly to the next chapter, "Parting with Aeris", which begins in Gongaga.

Citations[]

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