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Nibelheim-ShinraManor-ccvii

The outside of Shinra Manor as seen in Crisis Core -Final Fantasy VII-.

Shinra Manor, also known as Shinra Mansion (神羅屋敷, Shinra Yashiki?), is a location in the world of Final Fantasy VII. It is an abandoned mansion on a hill on the outskirts of Nibelheim, and was once used by Shinra Electric Power Company researchers as a study, as well as a secret lab via a hidden passage in the basement. The mansion is most famous for its role in the Nibelheim Incident - in the mansion's hidden basement Sephiroth learns part of the truth about his origins and declares his vendetta against the Planet.

Story

Spoiler warning: Plot and/or ending details follow. (Skip section)

Crisis Core -Final Fantasy VII-

Approximately thirty years before Final Fantasy VII, The Jenova Project began at Shinra Mansion. Two Shinra scientists, Professor Hojo and Dr. Hollander, began competing branches of the project to produce humans with the abilities of the creature Jenova, who they believed was a Cetra. Hojo's plan included injecting Jenova's cells directly into the fetus of his child.

His lover and scientific partner, Lucrecia Crescent, consented to this, but the Turk protecting them, Vincent Valentine, objected. When he confronted Hojo about his plans Hojo shot Vincent. As told in Dirge of Cerberus -Final Fantasy VII- Vincent clung to life and Lucrecia implanted him with the Protomateria that could control Chaos to save him.

Hojo used this to conduct more experiments on Vincent, giving him the power to mutate his physical form. When Vincent awoke, the procedure on Lucrecia's child, Sephiroth, had been completed. Ashamed of his failure to protect her and of what he had become, Vincent went to sleep within a coffin in the basement to atone for his sins.

Template:See Also Twenty-five years later, the mansion is abandoned and overrun with monsters. Sephiroth comes to Nibelheim on assignment from Shinra, and enters the mansion after returning from Mt. Nibel. He locates the lab and isolates himself in the study, reading the Shinra research notes on Jenova. His findings lead him to believe Jenova is a Cetra and himself to be Jenova's "son" produced from her genetic material.

Sephiroth storms out of the mansion and sets Nibelheim on fire before returning to Mt. Nibel to seize Jenova's remains from the Mako Reactor. In the ensuing confrontation between Sephiroth, Zack, and Cloud, Sephiroth is thrown into the Lifestream and Zack and Cloud are taken prisoner by Professor Hojo. Hojo decides to use them as test subjects, and they are taken to the mansion's lab for experimentation.

Four years later, Zack awakens in his capsule and breaks free. Cloud, having been exposed to mako for a prolonged period of time, is comatose, but Zack takes him along. He dresses Cloud in a spare SOLDIER uniform he finds in the mansion, and the two set out to escape Shinra.

Final Fantasy VII

Sephiroth in shinra mansion library

Sephiroth in Shinra Mansion basement.

Shinra Mansion is visited in Cloud's story detailing his version of the Nibelheim Incident. Cloud tells how Sephiroth found a secret basement to the mansion and stayed there for three days, until the information he found there drove him insane.

Cloud and his party later return to Nibelheim, rebuilt to cover up Sephiroth's destruction and the true events of his death. It is entirely optional to enter the mansion, but in there the party can undertake a subquest to recruit Vincent as a party member. In the basement lab the party finds Sephiroth, who invites Cloud to the "reunion" and flees.

On disc 2, after restoring Cloud's memories, the player can return to the lab to witness a series of flashbacks that show how Zack and Cloud escaped Shinra.

Dirge of Cerberus -Final Fantasy VII-

During the events Dirge of Cerberus -Final Fantasy VII-, Vincent Valentine returns to the manor via the underground tunnels and sewers, to search for information about Deepground and Lucrecia's research on Omega and Chaos. He revisits the experimentation room where he was turned to his monstrous state and the coffin in which he had slept.

In the mansion, Vincent finds a holographic recording of Lucrecia who gives him some information. He meets Deepground troops who had arrived in the mansion earlier, and fights a large spider mech in the entrance hall. Rosso extracts the Protomateria from Vincent and he is saved by Yuffie. By this time, the mansion is in ruins.

Spoilers end here.

Locations

Final Fantasy VII

Mansion, 1F
File:FFVII Shinra Mansion.jpg

Shinra Mansion.

The entrance hall is attached to two rooms in the bottom-left and bottom-right of the screen. The bottom-right room has nothing in it. The room in the bottom-left has some notes lying on the floor.

Upon entering the room on the right as seen from the entrance hall, the player can pick up the Silver M-phone from a chest in the small room.

The easiest way to enter the room in the top-right of the first floor is through the room straight ahead of the entrance. This leads onto a corridor, and from here entering the room in the top-right on this screen is a chest with the Twin Viper.

This room can be entered by accessed from the corridor entered straight ahead in the entrance and then turning left, or entering the door on the left in the entrance, and following the corridor.

This room holds a piano in it. The piano functions the same as Tifa's piano, although certain keys are broken. Pressing the action button to the right of the piano, in the bottom-right corner of the room reveals a message.

"Something is written on the floor."
(2) Left 10
Mansion, 2F

There are two sets of rooms on the second floor. The set of rooms on mansion's western section. Once entering the eastern section, the player can move forward to take them to a chest containing the Enemy Launcher. If the player presses the action button once more a message is revealed.

"Something is written on the back of the lid."
(1) Right 36

In the room on the right, at the top of the screen, is a safe. Opening the safe initiates a fight between the player's party and Lost Number. Defeating Lost Number wins the player Cosmo Memory, Red XIII's level 4 Limit Break. A Red Materia on the floor is the Odin Materia, and the key in the safe is the Key to the Basement.

On the other side of the second floor, in the western section, the room at the top of the screen holds a Magic Source. A third of the way down the adjacent corridor a creak sound will play when the character moves over it. Pressing the action button at this point will reveal a message.

"Something is written on the floor."
(3) Right 59

In the other room there is a visible outline of a rectangle on the stone wall. Running through this takes the player to the spiral staircase.

Hidden Steps
File:FFVII Shinra Mansion Stairs.jpg

The spiral staircase.

The spiral staircase is closed off and can only be accessed from the rooms on the right of the second floor. The only thing that the player can do in the staircase is battle against random encounters.

Basement

Beyond the hallway screen is a second screen giving two routes. On the character's left is a room with coffins that can only be accessed with the Key to the Basement. Straight in-front of the player is a library and laboratory.

During the flashback, the player will find Sephiroth here after returning from Mt. Nibel.

When visiting with the player party, in the room with coffins, the player can have conversations with Vincent, the fallen Turk. If done right, Vincent can be recruited to the player party.

FFVII Shinra Mansion Lab

Laboratory.

The laboratory links the Library to the basement caves. Returning here on disc 2 with Cloud as party leader will initiate a flashback to Zack and Cloud's escape from Shinra Mansion and their journey to Midgar.

The first time the player comes to the library with the party, Sephiroth will be in the library. He drops the Destruct Materia.

Dirge of Cerberus -Final Fantasy VII-

In the east room from the starting position there are the Handgun Bullets x60 and Rifle Bullets x60 pick-ups. The player should then return to starting room and head through the south door and turn left for a Potion. Turning round, and straight ahead, in these rooms the player will come across the Omega Report, and the Limit Breaker and Handgun Bullets x60 pick-up on a table. The player should go through the door at the end of the corridor. Here the player will receive a Phoenix Down from a box. Further down, on the left is the coffin room, where a SOLDIER Trooper will drop 1,000 gil. The player should move through the caves until the Deactivate the mines mission is initiated.

In the next room the player can jump into the hole to discover the Mako point, and climb out on the ladder behind them. The player should then activate the switch to move the platform to get to the other side. Move further on and the player can go through the door on the left. Passing the vending machine and continuing down that route and the player can pick up a Limit Breaker, Machine Gun Bullets x70, and Handgun Bullets x60.

Back out and continuing to the left wall will take the player to the spiral staircase. At the top, and through the rooms, the player can pick up the Rifle Bullets x60. In one of the rooms is a box containing the Hi-Potion. Beyond this, the player will discover the main staircase. On the other side of the same floor, through the left door is a box containing 1,500 gil, and in the end room is the Omega Report.

At the bottom of the stairs, through the eastern door, there are two Machine Gun x60, and Machine Gun x70 pick-ups. Further on there is a Potion, and at the bottom of the stairs there is a door which leads to a boss fight.

Crisis Core -Final Fantasy VII-

There are four different areas within the Shinra Manor. The first and second floors, and the hidden underground cave, leading to the basement facilities.

1st Floor

There are two keyholes on this floor, and no items in Chapter 9. Heading up the stairs leads to the second floor.

In Chapter 10, there is a chest on the west of the first floor containing a Shinra BETA.

2nd Floor

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 10 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

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

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 library section has a chest containing 10,000 gil.

Enemies

Final Fantasy VII

Battlebg-ffvii-shinramansion

Battle background.

1F
2F
Hidden Steps
Battlebg-ffvii-shinramansionbasement

Battle background.

Basement

Dirge of Cerberus -Final Fantasy VII-

Crisis Core -Final Fantasy VII-

1st Floor
Underground Cave

Sidequests

Final Fantasy VII

Safe

The safe sidequest can be done anytime after Cloud and the party first enter Nibelheim.

After entering the Shinra Mansion, the player can enter the bottom-left room and read the notes of the floor to discover clues to the safe combination.

"I must get rid of all those
that stand in the way of my research.
Even that one from the Turks."
"I scientifically altered him,
and put him in the basement.
If you want to find him, then search the area."
"But... this is merely a game I thought of.
It is not necessary
for you to participate
if you don't want to."

After reading this, the game says there is another letter and gives the option to read or leave it.

"Move the dial on the safe carefully,
but quickly. You have 20 seconds.
You can not go past the numbers while turning.
The 4 hints for the numbers are..."

This prompts an option screen giving four options. "dial (1)", "dial (2)", "dial (3)", and a fourth invisible one.

dial (1) "The lid of the box with the most oxygen."
dial (2) "Behind the Ivory's short of tea and ray."
dial (3) "The creek in the floor near the chair on the second floor... then to the left five steps, up nine steps, left two steps, and up six steps."
The fourth row has been written in invisible ink...
Dial (4) is (Right 97)

The first clue is found on the lid of the chest found in the left section of the second floor. This reveals (Right 36).

The second clue is found next to the piano found in the top-left room of the first floor. This reveals (Left 10).

The third clue is found two-thirds of the way down the corridor on the right-portion of the second floor where a creak in the floor is. This reveals (Right 59).

The fourth clue is the one in invisible ink, (Right 97).

With this, the player can go onto the left portion of the second floor to find the safe in the top room. Twenty seconds is given to enter the four codes. The player has to turn right, and left to the numbers without overshooting it, pressing the action button on each number. Failing to do so means the player will have to try again. The code to enter is:

(Right 36), (Left 10), (Right 59), (Right 97)

Once the combination is put into the safe on the second floor, the player fights Lost Number. Upon winning the battle, the player receives Cosmo Memory, Red XIII's level 4 Limit Break. The Odin Materia appears on the floor afterward along with the Key to the Basement in the safe.

Vincent

Obtaining Vincent can only be done if the player has already done the Safe sidequest and obtained the Key to the Basement. Once the key is obtained, the player must go through the spiral staircase to the basement and enter the room with the coffins. Pressing the action button on the closed coffin in the center of the room will reveal an alive Vincent.

After a number of discussions, the player can choose from "Good night" and "Who are you?". Asking "Who are you?" will allow the player to call Vincent a name by their choosing. Then when the player leaves and exits, approaching the spiral staircase Vincent stops the party and decides to go with them. The player is then given the option to reconfigure the party.

Dirge of Cerberus -Final Fantasy VII-

Deactivate the mines

The player is given three minutes to deactivate a total of four mines. The player should move slowly around the area until they hear the beeping sound occur faster. When they move into its small radius they should move back and shoot the mine. If the mines explode without you shooting them, they do not count as a bomb deactivation. The fourth mine will drop the Cardkey whether the player deactivated all four or not.

Crisis Core -Final Fantasy VII-

Seven Wonders

See Nibelheim#Seven Wonders for information.

Gallery

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Trivia

Zack Scratch Message

Zack's message.

  • On the Final Fantasy VII: International bonus disc it is possible to view the message Zack scratched on the mako tank.
  • The books in the basement in Final Fantasy VII form the letters "VII".
  • The scene of Cloud and Zack's escape from the lab in Final Fantasy VII was actually originally planned to be part of the game where Cloud and Tifa fall into the Lifestream in Mideel; after washing ashore Tifa would perform CPR on Cloud and he would have the vision of escaping the Shinra Mansion with Zack. The scene was moved to take place as an optional scene in the mansion basement instead.
  • Unused text from the game suggests that the Shinra Mansion would have had scientific reports the player could inspect, but their contents do not exist in the script files. The titles of the reports would have been: Information concerning Materia/Hojo, Life of Materia, Legend of the Ancients, World Version, Next Quarter's projected Budget/Hojo, North Pole Daily Report/Hojo, and The Promised Land.[1] It is unclear whether these were meant for the flashback scene of Nibelheim's destruction or for when the mansion is visited later.

References

Template:FFVII Template:VIIDoC Template:VIICC

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