Final Fantasy VII/Minigames/Fort Condor

Fort Condor is located in the Junon area, near the back entrance to the Mythril Mine. It's easily accessible from Junon (though a river appears there later in the game).

The basic problem is this: Folks at Fort Condor are waging war against Shin-Ra, who seem to be hell bent on conquering back their precious Mako reactor. The Fort folks merely want to protect the giant condor who is nesting on top of the reactor.

So, you're going to spend money on a gigantic warfare thing. You can either let the folks fight it out themselves, or command the troops yourself. Warcraft II it ain't, but nevertheless it's an interesting and fun real-time strategy minigame.

When to play

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Fort Condor is an interesting minigame, and you can access it in various parts of the journey on CD 1 and CD 2.

Shin-Ra attacks the fort a total of 17 times, which are as follows:

  1. When you first reach Fort Condor.
  2. After saving Priscilla and resting at that old person's house.
  3. After receiving the whistle from Priscilla, before going to Upper Junon.
  4. After getting the Buggy.
  5. After finishing the storyline events in Cosmo Canyon.
  6. After getting the Tiny Bronco.
  7. After getting the Keystone from Dio.
  8. After finishing the storyline events in the Temple of the Ancients.
  9. After finishing the storyline events in the Forgotten Capital.
  10. Not possible. You cannot reach Fort Condor at the time Shin-Ra attacks.
  11. See above.
  12. See above.
  13. See above.
  14. See above.
  15. After getting the Highwind.
  16. Not possible. See reason for missing battles 10-14.
  17. The Final Battle. Mandatory. See Walkthrough.

You only need to fight battle number 17 to recover the Huge Materia, but it is probably better to fight (and win) some of the other battles, as they will yield some very useful items. If you are ever short on funds, consider selling a mastered "All" materia.

Units

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The various units are as follows

Name HP Attack Range Cost (gil) Notes
Fighter 200 30 1 400 No weaknesses and no strengths
Attacker 180 25 1 420 Good against beasts; Bad against barbarians.
Defender 220 35 1 440 Good against barbarians; Bad against wyverns.
Shooter 160 20 1—3 520 Good against wyverns; Bad against beasts.
Repairer 160 10 1 480 Can repair warmachines; Weak attack and defense
Worker 160 15 1 400 Can set a mine. Weak attack and defense.
Stoner 100 20 1—4 480 Cannot move or rotate once deployed. Rolls down one stone down a preset path.
Tristoner 150 30 1—5 1000 Cannot move or rotate once deployed. Rolls down three stones down a preset path (wider attack area than with Stoner.)
Catapult 100 18 1—5 480 Can be reaimed during combat. Launches boulders at a given spot.
Fire Catapult 120 25 1—6 600 Can be reaimed during combat. Launches flaming boulders at a given spot, giving a wider attack area.

Enemies

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Todo: Fill enemy details

(Probably incomplete list)

Name HP Notes
Beast - The equivalent of an ally's Defender. Strong against Shooters; weak against Attackers.
Barbarian - The equivalent of an ally's Shooter. Strong against Attackers; weak against Defenders.
Wyvern - The equivalent of an ally's Attacker. Strong against Defenders; weak against Shooters.
Commander 280 Combat will end if defeated.

Controls

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Button Explanation
[PgUp] Speed up the battle.
[PgDn] Slow down the battle.

...and more.

Basic strategies

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Note that you can only deploy your units on the top half of the battlefield.

Todo: For those with less money...

If money is no objection, here's what I usually do: Just above the line, there's a good slaughterground. Set up two tristoners on the left path (few units try to go this way usually and these are easily rebuilt), two on the very far right, and three tristoners on the middle. Place the multiple ones on top of each other; this way, if the enemy is destroying the lower one, it's getting hit on the head by the one above.

On the slaughterfield, deploy some Defenders and perhaps a few Shooters as well. Shooters are good to be placed right above Tristoners as well.