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Nibelheim is a field map in Crisis Core -Final Fantasy VII- that serves as the main setting of chapter 8, and the first half of chapter 9. The chapters depict Zack's version of the Nibelheim Incident. Nibelheim is also home to the Seven Wonders sidequests, that grants the player access to rare items including the Phoenix materia.

The town layout in Crisis Core is similar to the location map of the town in Final Fantasy VII, with the main exception being that the player has fewer houses to explore.

Layout[]

Town[]

In the main area the player can also talk to a boy, who is at the heart of the Seven Wonders sidequest. The area grants access to the outskirts and the inn.

Later in chapter 8, when the town is burning, a chest containing a Fire Ring sits outside the building. The player can talk to the boy to save his mother from the building as part of the Seven Wonders sidequest.

Inn[]

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[]

Shinra Manor outside from CCVIIR

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[]

Shinra Manor can be reached from the outskirts, and has four areas. The first and second floors, and the hidden underground cave, leading to the basement facilities.

1st Floor
VIICC Shinra Manor

Inside the main lobby

There are two keyholes on this floor, and no items in chapter 8. Heading up the stairs leads to the second floor.

In chapter 9, there is a chest on the west of the first floor containing a Shinra BETA.

2nd Floor
VIICC Shinra Mansion Bedroom

A bedroom.

The western section of the second floor houses the locked safe. The eastern section houses a the secret door leading to the underground cave which can only be accessed after the story events on Mt. Nibel.

In Chapter 9 a chest in the upper room of the western section holds a Firaga. In the room opposite, the player can open one cabinet for 5,000 gil, and the adjacent cabinet for a SOLDIER outfit.

Underground Cave
VIICC Shinra Manor Underground Caves

The underground caves.

Down the few steps, and up the other steps is a chest containing a Soma. In the area down the ladder, and in the southeast room is a chest containing a Talisman. On the southwest room is a chest containing an X-Potion. Throughout the caves, the player can fight Sahagins who relinquish Coffin Keys. With these, the player can open the coffins. Heading south takes the player to the basement facilities.

Basement Facilities
VIICC Shinra Manor - Basement Facility

The basement facility.

Shinra Manor library from CCVIIR

The basement office/library.

Entering here on Chapter 9 initiates the cutscenes with Sephiroth. The labs contain a chest with an Elixir.

The player starts in the labs in Chapter 10. From the fallen scientist, the player obtains the Dresser Key. On the central device in the room, the player can read a letter.

Document 1
Analysis of Procedural Failure

Failed Case #1: SOLDIER 1st Class
Summary : Desired effect did not occur.
Strong tolerance to Jenova
cells due to SOLDIER
conditioning assessed as
cause.
Failed Case #2: SOLDIER Shinra Infantryman
Summary : Weak tolerance to Jenova
cells led to toxicosis. Lack
of response to outside
stimuli suggests severe
system damage. Recovery
highly unlikely.

The study section has a chest containing 10,000 gil.

Mt. Nibel[]

The path of Mt. Nibel can be accessed through the Nibelheim outskirts, and leads to the Nibel Reactor. It is the subject of the third Wonder, and later in the chapter, Zack must protect Tifa while she carries Cloud back to the town, done by simply defeating enemies along the path (at which point Tifa will appear next to where the battle took place, or she will stop at an area before battle occurs if she reaches it before the player does).

Nibel Plains[]

VIICC Nibel Plains

The Nibel Plains.

The player enters the Nibel Plains after leaving Nibelheim in Chapter 9. Here a minigame takes place involving using a sniper to shoot robots. After the minigame is a save point. Turk Cissnei also discovers Zack here.

Quests[]

Main scenario[]

CCFVII Photo

The photo.

The player enters Nibelheim in chapter 8. Here the player can partake in the story, and can also talk to a boy in the main area of town for the Seven Wonders sidequest.

In chapter 9, when the player discovers a restored Nibelheim, they are attacked by Shinra infantrymen. After returning to and exiting the Shinra Manor, a final fight with some infantrymen takes place in a lit-up nighttime Nibelheim.

Seven Wonders[]

The Seven Wonders is a sidequest that allows the player to obtain items. When the player enters Nibelheim, there is a boy who stays around the town. The first four wonders can be done at this point. The remaining three can be done after returning from the Nibel Reactor.

Phoenix materia in Nibelheim from CCVIIR
Lately, the town's drinking water has been coming
out red. Could it be... blood?

If the player goes up the water tower in the center of town they will discover the Phoenix materia.

The boy will tell about the painting of a girl. In the upstairs of the Inn, through the doors in the room, there is a painting of a girl in the corner. If the player talks to him again, and says they have seen it, he tells about the second wonder.

Painting stash from CCVIIR
That girl sometimes leaves the painting
and wanders around in our world.

When the player returns to the room, the painting on the wall will be gone, replaced with a version without the girl. After going up and down the stairs a few times the clerk walks up the stairs. If the player follows him into the room, the clerk explains the wonder and the player receives 2,000 gil. After this, the player can get a smaller amount of gil (between 3 and 108) by going up and down the stairs until the picture in the room has the girl.

You know Mt. Nibel, right?
The dangerous mountain will all the monsters?
Well the most dangerous monsters there
are the bombs.
Now, rumor has it one of the bombs is
different from all the others.
No one has seen it yet, but they say that it
has a different face.

The third wonder requires the player to head to the outskirts, and then on into Mt. Nibel. If the player heads east at the intersection, they will find three Bomb-type enemies: a Touchy Bomb, a Remedy Bomb, and a Gray Bomb. Defeating them without any of them blowing up earns a Gold Shard. After solving this wonder, the boy gives the player a Safety Bit, and explains about the fourth wonder. The Gold Shard can either be kept or sold. If the Gold Shard is kept, the player can show it to the boy early, saving them the time to go up Mt. Nibel to get one.

Do you know about Shinra Manor?
It's an old mansion in the back of the town.
We call it the haunted mansion.
Anyway, they say there's a safe in the mansion, and
every night, you can hear laughter coming out of it.
But no one knows the code to open the safe,
so we can't check what's inside.

The player can find Shinra Manor by heading through the outskirts. The safe code is not the same as in Final Fantasy VII, and it changes every time.

From the first floor, the player can head up to the second floor and into the northeast room and look through the keyhole. The amount of books not on the shelf—that are on top of the shelf, on the floor, or on the chair—is the first number.

On the first floor, the player must look through the keyhole on the east of the room and count the Dorky Faces. Some disappear for a short time, and others hide on the edge of the room which are hard to spot.

The third number is found on the western section of the second floor. The player must add the combined amount of blue Banora apples and blue cans, ignoring the green Potions.

The fourth number is found through the keyhole of the west room on the first floor. The player must count the chairs.

The safe is found on the western section of the second floor. The player must enter the digits into the safe, and a cactuar will jump out and run out the room. From the safe the player obtains a mastered Vital Slash materia. The player can return to the boy to be told about the fifth wonder, but the player cannot complete the wonder yet.

Did you know there are caverns underneath
Shinra Manor?
Well, you can hear these bloodcurdling
moans coming from deep within.
To get down there, you have to use these
secret stairs from the second floor of the mansion.
They say a SOLDIER guy called Sephiroth
has the key.

Later, when the player has to access the Underground Caves area, a number of single Sahagins can be fought. After winning each battle, the player will get one Coffin Key. The player can repeatedly fight the Sahagin for more keys. At the bottom of the ladder, the player can go through the door in the southeastern room, and open the coffin on the right unveiling a sleeping man. After this, the player can head back out to the boy who will start the sixth wonder.

Zack saves a woman from CCVIIR
It's a legend that talks about
a "treasure within flames."

The sixth wonder plays out when the town is aflame. If the player talks to the boy he tells Zack to save his mother. The player has a minute to do this in a third-person view outside the house. The boy gives the player ATK Up++ for this.

If the player did the previous six wonders, in chapter 9, they can head to the northeast area of the Nibelheim outskirts, and check the fence near the south side of the houses for a Wall materia.

Sniper minigame[]

The sniper minigame involves sniping a number of Shinra's robots in the Nibel Plains. Either side of the road, robots appear that the player has to snipe with the sniper rifles on the ground. Missing causes the enemy to escape, and a unit is added to the "FLED" counter. For every kill, a unit is added to the "KILL" counter. Points on the KILL counter can be used to purchase upgrades.

There are four types of upgrade. Attack Power Up, Steady Aim, and Wide Target all cost three points per upgrade, with a max level of ten. Smart Bomb is six points, but only one can be bought per sniper rifle.

Eighteen different robots exist, sixteen with 2,000 HP, two with more. GH-WEDGE has 7,777 HP, and GH-BIGGS has 9,999 HP.

Where an enemy is hit changes the damage done: a headshot is 2,000 HP, the body is 400, legs are 150, and shield is 10.

The first sniper rifle is used to take out GH-77D. The second sniper rifle is used to take out GH-R2.

Between the second and third sniper there is a battle against Alert Heads. Each one counts as an extra KILL point. If the player backs out of the area and then re-enters, another battle will spawn, and the player can get more points. This is a quick way to max-out the sniper rifle early. If an enemy escapes from the battle however, it counts as an extra FLED point.

The third sniper rifle is used to take out GH-PIET on the left, and GH-MOD7 on the right. Another enemy encounter is also between the third and forth. On the forth, the easiest method is to take out GH-GROBE on the right first, then GH-AMBUS on the left, then the remaining GH-BISCN in the center. Between the forth and the fifth is another encounter. If the player shoots the barrel with the next sniper rifle, they will destroy GH-999, GH-66DH, and GH-1138D.

The enemies on the sixth sniper are GH-BIGGS and GH-WEDGE. Three headshots will defeat GH-WEDGE on the left, and launching a Smart Bomb on GH-BIGGS will clear this area. There are a number of encounters between the two snipers. On the seventh sniper, the player can quickly shoot GH-NOMA6 and GH-RACAM. On the final sniper, one must shoot the barrel next to GH-DATTO, then quickly take out GH-LETTY and GH-JASH.

In the area with the save point will be a number of chests with the player's prize. If eleven or more escaped, the player receives nothing. If ten or fewer, the player gets a Thundaga. If five or fewer, the player also gets a Dash. If two or fewer, the player gets a Gravity. If none escaped, the player gets all the aforementioned materia and a Dragon Armlet.

Items[]

Mt. Nibel[]

The following items can be obtained:

Shop[]

The Nibel Accessories shop is unlocked in "M6-4-4: Hiding in the Wasteland".

Name Cost
Mortal Shock 15,000 gil
Venom Shock 15,000 gil
Mute Shock 15,000 gil
System Shock 15,000 gil
Paralyzing Shock 15,000 gil
Safety Bit 5,000 gil
Star Pendant 3,000 gil
White Cape 3,000 gil
Gris-Gris Bag 3,000 gil
Headband 3,000 gil
Sprint Shoes 3,000 gil
Pearl Necklace 8,000 gil

Enemies[]

Shinra Manor[]

1st Floor
Underground Cave

Nibel Reactor[]

Musical themes[]

"The Shrouded Village (from FFVII "Heart of Anxiety")"

The track that plays in Nibelheim including its outskirts during Chapter 9 is called "The Shrouded Village (from FFVII "Heart of Anxiety")", a rendition of "Anxiety". In Shinra Manor, "The Ominous Mansion" plays, which is an eerie version of one of the recurring melodies, notable in "The Terrible Truth". During a Nibelheim in flames, the piece played in the background is "March Through Harsh Terrain (from LAST ORDER FFVII)". In Chapter 10, "The Ominous Mansion" plays in the Shinra Manor including through battles. In the outskirts "The Shrouded Village (from FFVII "Heart of Anxiety")" plays, and into the main part of town until it switches to "CRISIS CORE Theme - Blazing Through the Battlefield". Beyond this the "Night of Seclusion" piece is the only music to play except for Zack's flashback to Aerith where "A Flower Blooming in the Slums (from FFVII "Aerith's Theme")" plays. In the Nibel plains where "Wandering under the Moonlight (from LAST ORDER FFVII)" is the background music.

The theme of the manor is called "The Ominous Mansion".

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