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Final Fantasy VII Remake Intergrade: Final Fantasy VII Remake Intergrade 100% Completion Guide

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Chapter 1: The Destruction of Mako Reactor 1

Cloud's first job with Avalanche: fight from the train station into Mako Reactor 1, plant the bomb at the core, beat the Scorpion Sentinel and run before the timer runs out.

Chapter 1 is a straight line through Mako Reactor 1: the station, the Reactor Grounds, the interior, the laser corridor of Utility Access and the scaffolding down to the core, then a timed run back out. There are no benches, shops or side quests here, so save from the main menu whenever you like. The ten chests are all optional and hold common items, but the reactor is never visited again in this run, so open each one as you pass it. Four tutorial trophies (Warming Up, Weakened Resolve, Staggering Start and Bonds of Friendship) come naturally in the fights, and finishing the chapter gives Onetime Gig.

Mako Reactor 1 is one way

Doors, lifts and ladders carry you forward through the reactor, and some of them can't be walked back through. Take each chest in the order listed below instead of planning to return for it.

Warming Up: win a battleAchievement
Location
Mako Reactor 1 · Station platform – Once the opening film ends you control Cloud on the station platform and two Security Officers attack at once. Beat them to unlock the trophy.
Summary
Unlocks after the very first fight of the game.
Trophies
  • Achievement · SteamWarming Up
  • Bronze · PlayStationWarming Up
Report an issue
Chest: 2× Potion (station stairs)ConsumableMissablePoint of no return
Location
Mako Reactor 1 · Station – From the platform, follow the path left past another pair of officers, cross the Ticket Gates and beat the group of three inside. Go up the staircase; the chest waits at the top, before you reach the rest of the crew.
Why you can lose it
Lost for this run once Chapter 1 ends, since Mako Reactor 1 is never entered again; Chapter Select can bring it back.
Point of no return
Sprint to Safety ends Chapter 1; Mako Reactor 1 is not visited again this run.
Summary
Two Potions in the first chest of the game. Potions are also sold in shops.
Report an issue
Chest: 2× Grenade (station upper floor)ConsumableMissablePoint of no return
Location
Mako Reactor 1 · Station – On the same upper floor as the Potion chest, walk around to the northwest corner. The chest sits behind the stair railing next to the vending machines.
Why you can lose it
Lost for this run once Chapter 1 ends, since Mako Reactor 1 is never entered again; Chapter Select can bring it back.
Point of no return
Sprint to Safety ends Chapter 1; Mako Reactor 1 is not visited again this run.
Summary
Two Grenades, a thrown item that hurts every enemy in its blast.
Report an issue
Avalanche crew: Biggs, Jessie, WedgeNPC
Location
Mako Reactor 1 · Upper station area – Leave the upper floor by its east side and head north outside the station building. Jessie, Biggs and Wedge wait by the gate into the grounds, and a short scene plays as you walk up.
Summary
Barret's three Avalanche partners, met as a group for the first time. They return throughout the early chapters.
Report an issue
Enter the Reactor GroundsQuest step
Location
Mako Reactor 1 · Upper station area – After the crew scene, walk east to Barret. Jessie and Biggs unlock the gate, and Cloud follows them through into the Reactor Grounds.
Summary
The chapter's first objective: get from the station into the walled yard around the reactor.
Report an issue
Weakened Resolve: hit an elemental weaknessAchievement
Location
Mako Reactor 1 · Reactor Grounds – Inside the gate, go down the stairway to meet a Guard Dog and two Security Officers; all of them are weak to fire, so spend an ATB charge on Cloud's Fire. If it slips by, Barret's Thunder on the Sentry Rays after the lift works too.
Summary
Unlocks the first time any attack strikes an enemy's elemental weakness.
Trophies
  • Achievement · SteamWeakened Resolve
  • Bronze · PlayStationWeakened Resolve
Report an issue
Staggering Start: stagger an enemyAchievement
Location
Mako Reactor 1 · Reactor Grounds – In the same Guard Dog fight, follow the Fire with Focused Thrust, which builds the stagger bar fast, until the dog reels. The Sweeper in the Armory later is the game's stagger lesson and a sure second chance.
Summary
Unlocks the first time you fill an enemy's stagger bar.
Trophies
  • Achievement · SteamStaggering Start
  • Bronze · PlayStationStaggering Start
Report an issue
Chest: Ether (Reactor Grounds)ConsumableMissablePoint of no return
Location
Mako Reactor 1 · Reactor Grounds – After the Guard Dog fight, head north to a narrow gap on the left side of the yard where the chest is tucked away. Opening it brings a second Guard Dog and an officer running in, so be ready to fight.
Why you can lose it
Lost for this run once Chapter 1 ends, since Mako Reactor 1 is never entered again; Chapter Select can bring it back.
Point of no return
Sprint to Safety ends Chapter 1; Mako Reactor 1 is not visited again this run.
Summary
One Ether, which restores MP. Ethers are also sold in shops.
Report an issue
Chest: 2× Potion (forklift yard)ConsumableMissablePoint of no return
Location
Mako Reactor 1 · Reactor Grounds – From the Ether chest, go east into the small bunker-like building and ride its lift up. Follow the slope down; once Jessie opens the wire fence and Cloud clears the guards, go through the passage. Beat the two officers in the wide yard with the forklift and crates; the chest is near the passage entrance.
Why you can lose it
Lost for this run once Chapter 1 ends, since Mako Reactor 1 is never entered again; Chapter Select can bring it back.
Point of no return
Sprint to Safety ends Chapter 1; Mako Reactor 1 is not visited again this run.
Summary
Two Potions. Potions are also sold in shops.
Report an issue
Infiltrate the ReactorQuest step
Location
Mako Reactor 1 · Gate Passageway – From the forklift yard chest, follow the path and open the gate at its end onto the walkway outside the reactor. Wedge splits off here to watch the escape route.
Summary
Fight across the Reactor Grounds to the walkway outside the reactor.
Report an issue
Chest: Phoenix Down (interior lift room)ConsumableMissablePoint of no return
Location
Mako Reactor 1 · Interior – On the walkway, follow Barret to the reactor door and talk to Biggs to open it. Guards seal Cloud inside to teach Mode Shift; win, then talk to Jessie to open the next door. The chest is on the right by some Shinra boxes, just in front of the lift button.
Why you can lose it
Lost for this run once Chapter 1 ends, since Mako Reactor 1 is never entered again; Chapter Select can bring it back.
Point of no return
Sprint to Safety ends Chapter 1; Mako Reactor 1 is not visited again this run.
Summary
A Phoenix Down, which revives a fallen ally. Also sold in shops.
Report an issue
Breach SecurityQuest step
Location
Mako Reactor 1 · Utility Access – From the Phoenix Down chest, press the lift button. After the ride Barret is under your control: shoot the Sentry Rays Cloud can't reach, then switch to Cloud for the Monodrives that jump in.
Summary
Get through the locked interior rooms and ride the lift down; Barret joins as a playable ally.
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Chest: 2× Potion (past the lasers)ConsumableMissablePoint of no return
Location
Mako Reactor 1 · Utility Access – Take the stairs down to the laser security grids and dash through each one while it is switched off. After three grids, more stairs lead to a second set that blinks a few times before opening. Beyond the last grid, the chest is by the boxes ahead of the next stairs down.
Why you can lose it
Lost for this run once Chapter 1 ends, since Mako Reactor 1 is never entered again; Chapter Select can bring it back.
Point of no return
Sprint to Safety ends Chapter 1; Mako Reactor 1 is not visited again this run.
Summary
Two Potions. Potions are also sold in shops.
Report an issue
Chest: Ether (before the Sweeper)ConsumableMissablePoint of no return
Location
Mako Reactor 1 · Armory – Go down those stairs; at the bottom Jessie points out a parked Sweeper. Before going near it, turn back and run west along the side of the stairs to a chest in the corner.
Why you can lose it
Lost for this run once Chapter 1 ends, since Mako Reactor 1 is never entered again; Chapter Select can bring it back.
Point of no return
Sprint to Safety ends Chapter 1; Mako Reactor 1 is not visited again this run.
Summary
One Ether. Ethers are also sold in shops.
Report an issue
Reach Mako StorageQuest step
Location
Mako Reactor 1 · Armory – From the Ether chest, walk up to the Sweeper to start the fight. It is weak to lightning, so have Barret cast Thunder and use Focused Thrust to stagger it. Afterwards, follow Jessie north into Mako Storage.
Summary
Beat the Sweeper guarding the Armory, the game's stagger lesson, and reach the core room.
Report an issue
Chest: Phoenix Down (reactor core ladder)ConsumableMissablePoint of no return
Location
Mako Reactor 1 · Mako Storage – Climb down the first ladder into the core room and follow the platform to its end, where the chest stands.
Why you can lose it
Lost for this run once Chapter 1 ends, since Mako Reactor 1 is never entered again; Chapter Select can bring it back.
Point of no return
Sprint to Safety ends Chapter 1; Mako Reactor 1 is not visited again this run.
Summary
A Phoenix Down. Also sold in shops.
Report an issue
Chest: Ether (Monodrive platform)ConsumableMissablePoint of no return
Location
Mako Reactor 1 · Mako Storage – Take the next ladder down past Jessie and clear the Sentry Rays and Monodrives. Follow the path to its end, beat a group of four Monodrives, and open the chest beside the stack of boxes there.
Why you can lose it
Lost for this run once Chapter 1 ends, since Mako Reactor 1 is never entered again; Chapter Select can bring it back.
Point of no return
Sprint to Safety ends Chapter 1; Mako Reactor 1 is not visited again this run.
Summary
One Ether. Ethers are also sold in shops.
Report an issue
Before you plant the bomb

Planting the bomb starts the boss fight at once. Use Potions and Ethers to top up first. The boss is weak to lightning, so keep Barret's MP for Thunder.

Bonds of Friendship: free a bound allyAchievement
Location
Mako Reactor 1 · Core – In the boss fight that follows, the Scorpion Sentinel's Deathgrip grabs one character. Switch to the other and hit the boss to break them free. If it never happens, the second Sweeper on the way out can pin someone with its Stomp, and Chapter 3's Gorgers are a later chance.
Summary
Unlocks when you free a party member who is pinned in place.
Trophies
  • Achievement · SteamBonds of Friendship
  • Bronze · PlayStationBonds of Friendship
Report an issue
Scorpion SentinelBoss
Location
Mako Reactor 1 · Core – It attacks as soon as the bomb is set. Hit it with Barret's Thunder; when it raises a barrier, run behind it and strike the field generator on its back. In the last phase it repairs itself, so aim for its legs.
Summary
The chapter's boss, a Shinra security robot guarding the core. On Hard (run 2) it also drops a weapon manuscript, listed in that run.
Report an issue
Escape from the ReactorQuest step
Location
Mako Reactor 1 · Mako Storage – After the boss, go back up the ladder, follow the walkway east past two Monodrives and climb the next ladder. When the walkway gives way, shimmy along the pipe to reach Jessie.
Summary
The timer is running: climb back out of the core.
Report an issue
Chest: 2× Potion (escape scaffolding)ConsumableMissablePoint of no return
Location
Mako Reactor 1 · Mako Storage – Follow Jessie down the nearby ladder and cross the wooden scaffolding. The chest sits just before the ladder that leads back up.
Why you can lose it
Lost for this run once Chapter 1 ends, since Mako Reactor 1 is never entered again; Chapter Select can bring it back.
Point of no return
Sprint to Safety ends Chapter 1; Mako Reactor 1 is not visited again this run.
Summary
Two Potions. Potions are also sold in shops.
Report an issue
Last chance in Mako Reactor 1

Climbing back up to Barret starts the run out of the reactor, and Chapter 1 ends at the far side. After that, every chest in this chapter (all ten Potion, Grenade, Ether and Phoenix Down chests, every one optional) is gone for this run. Open any you skipped before you climb; Chapter Select can bring them back after the credits.

Sprint to SafetyQuest step
Location
Mako Reactor 1 · Utility Access – Climb the ladder past the scaffolding chest and jump the gap to Barret. Beat the officers, Monodrives and a second Sweeper beyond the door, then climb the stairs (the lasers are off now) past Shock Troopers and Sentry Rays to the lift. Ride it up and run until the chapter ends.
Summary
Meet Barret again, fight back up through the reactor and get clear before the bomb goes off. Ends Chapter 1.
Trophies
  • Achievement · SteamOnetime Gig
  • Bronze · PlayStationOnetime Gig
Report an issue

Chapter 2: Fateful Encounters

Cloud's solo escape through the burning streets of Sector 8 to catch the last train home, with fourteen chests and pickups along a one-way path.

Chapter 2 picks up straight after the reactor blast and stays in Sector 8: a tunnel out of the plate structure, the Business District streets, Loveless Street, the Fountain Plaza, a run over the rooftops, the Residential Area and finally the train. Cloud fights alone the whole way. There are no benches and no working vending machines here, so heal with Cure and items, and save from the menu whenever you like. Nothing in this chapter is required except the story, but every chest is lost when the chapter ends, and the path closes behind you in places (the collapsing rubble bridge, the alley after the vision), so open each chest as you reach it. The dialogue choice with the flower peddler changes a few lines only.

Use the Escape RouteQuest step
Location
Sector 8 · Plate Partition interior – The chapter opens in the tunnel under the plate. Follow the others south past the debris, keeping to the blue arrows, until Jessie blows open the exit doors and a scene plays outside.
Summary
The chapter's first objective: follow the team out of the wrecked plate tunnel into Sector 8.
Report an issue
Chest: 2× Potion (escape-route tunnel)ConsumableMissablePoint of no return
Location
Sector 8 · Plate Partition interior – Where a side passage opens to the west, carry on a few steps south to the end of the first corridor: the chest is there. Then come back and follow the group down the side tunnel.
Why you can lose it
Lost for this run once Chapter 2 ends: Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Summary
Two Potions in the first chest of the chapter. Potions are also sold in shops.
Report an issue
Chest: Ether (Warehouse Zone)ConsumableMissablePoint of no return
Location
Sector 8 · Warehouse Zone – Through the doors Jessie blew open: once Barret's speech ends and the team runs ahead, the chest is close by, before the stairs leading up the side of the building.
Why you can lose it
Lost for this run once Chapter 2 ends: Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Summary
An Ether, which restores MP. Ethers are also sold in shops.
Report an issue
Reach the Sector 8 StationQuest step
Location
Sector 8 · Station Avenue – From the Ether chest, go up the stairs and then down them onto the street. Jessie meets Cloud at the bottom, gives him the materia (slot it in the Buster Sword for Cure) and runs off toward the station.
Summary
Head for the station to catch the train back to the Sector 7 base. Jessie hands Cloud a Healing Materia on the way and explains materia and equipment.
Report an issue
Chest: 50 Gil or 2× Potion (Arcade van)ConsumableMissablePoint of no return
Location
Sector 8 · Station Avenue – Once Jessie leaves, walk northwest along the street to the building marked Arcade: the chest stands beside the white van parked in front of it.
Why you can lose it
Lost for this run once Cloud drops onto the train after The Huntsman, and Chapter 2 ends soon after; Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Summary
A small chest of 50 Gil; it may hold two Potions instead.
Report an issue
Chest: 3× Grenade (stairs by the rubble)ConsumableMissablePoint of no return
Location
Sector 8 · Station Avenue – Keep north from the Arcade until Jessie calls down from the debris and points at the stairs on the right. Climb them; the chest is on your left before you step out onto the rubble. Take it now: the rubble gives way under Cloud and there is no walking back.
Why you can lose it
Lost for this run once Cloud drops onto the train after The Huntsman, and Chapter 2 ends soon after; Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Summary
Three Grenades, a throwable damage item.
Report an issue
Taking a DetourQuest step
Location
Sector 8 · Station Alleyway – Cross the rubble from the Grenade chest; it collapses and drops you onto the road. Walk on until the road above collapses and blocks the station, then follow the figure in the flames back into the alley (Follow Him). When the vision ends, leave the alley to the west and take the northwest alley, where steps and a ladder lead up onto a roof.
Summary
The road to the station collapses and Cloud has a vision from his past; when it fades, find another way to the station over the rooftops.
Report an issue
Chest: 3× Potion (rooftop pipes)ConsumableMissablePoint of no return
Location
Sector 8 · Station Alleyway rooftops – Follow the roof around from the ladder. Just before the stairs that lead back down, look right: the chest is tucked between the pipes.
Why you can lose it
Lost for this run once Cloud drops onto the train after The Huntsman, and Chapter 2 ends soon after; Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Summary
Three Potions on the rooftop detour. Potions are also sold in shops.
Report an issue
Evade PursuersQuest step
Location
Sector 8 · Loveless Street – From the pipe chest, take the stairs and the ladder down to Loveless Street. The way southeast is guarded for now, so go west to the flower peddler for a scene (any answer gives the same flower). Beat the five Security Officers who arrive; the streets around are then open to explore.
Summary
Cloud meets a flower peddler on Loveless Street, then Shinra security closes in. The first real street fights of the chapter.
Report an issue
Chest: Hi-Potion (Aerith's alley)ConsumableMissablePoint of no return
Location
Sector 8 · Loveless Street – From the fight, go west down the street and turn north into the alley she ran into. The gate to the station is locked; the chest is on the ledge above a stack of Shinra boxes at the blocked end.
Why you can lose it
Lost for this run once Cloud drops onto the train after The Huntsman, and Chapter 2 ends soon after; Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Summary
A Hi-Potion in the alley the flower peddler fled down. Hi-Potions are also sold in shops.
Report an issue
HP Up Materia (behind the white van)SpellMissablePoint of no return
Location
Sector 8 · Loveless Street – Back on the main street, head east instead of south and turn southeast at the junction, passing between the barricades. Beat the Guard Dog and two Security Officers; the materia glows behind the parked white van, by more Shinra boxes.
Why you can lose it
Lost for this run once Cloud drops onto the train after The Huntsman, and Chapter 2 ends soon after; Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Summary
A purple HP Up Materia that raises maximum HP. It is also sold in the Chapter 6 vending machines.
Report an issue
Deadly Dodge Materia (by the blue van)SpellMissablePoint of no return
Location
Sector 8 · Loveless Street – Walk back to where you met the flower peddler and take the street south. Defeat the two Security Officers and the Grenadier there; the materia lies by the blue van on the right of the road.
Why you can lose it
Lost for this run once Cloud drops onto the train after The Huntsman, and Chapter 2 ends soon after; Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Summary
A purple Deadly Dodge Materia: the wearer can strike all around right after a dodge roll. The Sector 7 Slums item shop also sells it from Chapter 3.
Report an issue
Power Wristguards (Loveless Street dead end)ItemMissablePoint of no return
Location
Sector 8 · Loveless Street – Go a little further south from the Deadly Dodge to a junction and turn east. Beat the two Guard Dogs and the Security Officer, then open the chest at the dead end, beside the boxes on the left (north).
Why you can lose it
Lost for this run once Cloud drops onto the train after The Huntsman, and Chapter 2 ends soon after; Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Summary
An accessory that boosts Strength. The Sector 7 Slums weapon store sells more in Chapter 3.
Report an issue
The Fountain Plaza fight

There is no chance to rest between the waves, so keep Potions handy. Take out the Grenadiers first, and switch to Punisher mode to counter the Shock Troopers when they strike. Almost every foe in Sector 8 is weak to Fire.

Flight through the CityQuest step
Location
Sector 8 · Fountain Plaza – From the dead end, return to the junction and head south into the Fountain Plaza. Clear the waves of Security Officers, Guard Dogs and Grenadiers, plus the Shock Troopers dropped by the helicopter. Once they are down, the waypoint points to a ladder in the southeast corner.
Summary
A long wave fight in the Fountain Plaza ends the street chase; with the station cut off, Cloud looks for a way out over the buildings.
Report an issue
Chest: 2× Grenade (Fountain Plaza)ConsumableMissablePoint of no return
Location
Sector 8 · Fountain Plaza – In the southeast corner of the plaza, near the foot of the ladder up to the rooftops; open it before you climb.
Why you can lose it
Lost for this run once Cloud drops onto the train after The Huntsman, and Chapter 2 ends soon after; Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Summary
Two Grenades in the corner of the plaza.
Report an issue
Iron Bangle (rooftops)ArmorMissablePoint of no return
Location
Sector 8 · Rooftops – Climb the ladder by the Grenade chest while troops shoot from below, then cross the roofs west by the ladders (Climb to the Roof). The chest is on one of the first roofs you drop down to.
Why you can lose it
Lost for this run once Cloud drops onto the train after The Huntsman, and Chapter 2 ends soon after; Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Summary
A sturdier bangle than the starting one, with a materia slot. Weapon stores sell it from Chapter 3.
Report an issue
Riot Troopers and The Huntsman

Shields block attacks from the front. Hit them with Fire, roll behind them, or block in Punisher mode and let the counter go through. Use the Security Officers to build ATB for those casts.

Break the BlockadeQuest step
Location
Sector 8 · Residential Area – From the Iron Bangle, take the ladders down into the alley at the edge of the Residential Area and defeat the Security Officers and the first Riot Trooper. Then work southeast down the road, beating each ambush as it comes.
Summary
Shinra closes off the streets of the Residential Area, and Cloud has to fight through them to reach the tracks.
Report an issue
Chest: Ether (café, Residential Area)ConsumableMissablePoint of no return
Location
Sector 8 · Residential Area – After the fights on the road (Grenadiers and Riot Troopers), climb the short stairs on the south side and walk east: the chest is to the left of the café tables and chairs.
Why you can lose it
Lost for this run once Cloud drops onto the train after The Huntsman, and Chapter 2 ends soon after; Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Summary
An Ether beside a street café. Ethers are also sold in shops.
Report an issue
Chest: Hi-Potion (by the truck)ConsumableMissablePoint of no return
Location
Sector 8 · Residential Area – Back down the café stairs, follow the road west and south past a Riot Trooper and two Guard Dogs. Further south, turn into the side street on the east: the chest is next to a truck between parked cars.
Why you can lose it
Lost for this run once Cloud drops onto the train after The Huntsman, and Chapter 2 ends soon after; Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Summary
A Hi-Potion on a side street near the end of the Residential Area. Hi-Potions are also sold in shops.
Report an issue
Point of no return: leaving Sector 8

Beating The Huntsman sends Cloud down onto the last train, and talking to Jessie at the far end of the train ends Chapter 2. Sector 8 is never visited again in this run. Before the fight, make sure you have every pickup above (all optional): the 2× Potion tunnel chest, the Ether in the Warehouse Zone, the 50 Gil or 2× Potion chest by the Arcade, the 3× Grenade chest by the rubble, the 3× Potion rooftop chest, the Hi-Potion in the flower peddler's alley, the HP Up Materia, the Deadly Dodge Materia, the Power Wristguards, the 2× Grenade chest in the plaza, the Iron Bangle, the café Ether and the Hi-Potion by the truck. On the train, take the 100 Gil chest before you speak to Jessie. Chapter Select can bring them all back later.

The HuntsmanBoss
Location
Sector 8 · Residential Area – From the Hi-Potion side street, go back to the main road and continue south. A scene starts the fight: clear the first group, then The Huntsman joins a second one. Thin out his escorts first, then cast Fire to drop his guard and attack from behind or with Punisher counters.
Summary
A Shinra squad leader with a heavy riot shield who leads the last blockade, backed by troopers. The chapter's only boss.
Report an issue
Chest: 100 Gil (Last Train carriage)ConsumableMissablePoint of no return
Location
Sector 8 · Last train – After Cloud lands on the train and rejoins the team, walk into the next carriage and squeeze round the boxes (the gap is on the right). As soon as you are past them, turn round to spot the hidden chest.
Why you can lose it
Lost for this run once Chapter 2 ends: Sector 8 is never visited again in the story. Chapter Select brings it back.
Point of no return
Beating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this run
Requires
Summary
A hidden chest of 100 Gil on the train.
Report an issue
Last TrainQuest step
Location
Sector 8 · Last train – From the 100 Gil chest, walk on through the crowded carriage (Biggs and Jessie have optional lines) into the next one for a scene. Then follow Jessie to the end of the train and talk to her; the trophy pops as the chapter ends.
Summary
Ride the last train out of Sector 8 with the team; the chapter ends here.
Trophies
  • Achievement · SteamEscape Artist
  • Bronze · PlayStationEscape Artist
Report an issue

Chapter 3: Home Sweet Slum

Settle into the Sector 7 Slums with Tifa, take the slums' first round of odd jobs, rescue a local in trouble and finish the evening at Seventh Heaven.

Chapter 3 is the first hub. You arrive by train and spend the whole chapter on foot in the Sector 7 Slums: Seventh Heaven, the Stargazer Heights apartments, the Residential Area's shops and Beginner's Hall, Scrap Boulevard, and the Talagger Factory once its odd job opens. Resting in Cloud's room or on a bench refills HP and MP, and so does reporting a finished odd job. The two benches are in the factory's southwest yard and on the walled path to Johnny, each beside a vending machine. Run 1 does all six odd jobs here, then the Alone at Last scene, where Tifa's answer decides her Chapter 9 dress: this run picks the sporty one. Four Music Discs are here too. Everything in the hub, discs and chests included, closes when you walk back into Seventh Heaven after helping Johnny.

Return to BaseQuest step
Location
Sector 7 Slums · Undercity Station to Seventh Heaven – Leave the platform heading west; a short scene plays in Pillar Plaza. The plaza's other exits (the Pillar, a gate sealed off for fiends, a gate held by two Shinra guards) are shut for now, so keep west into the Residential Area until you reach Seventh Heaven.
Requires
Summary
Arrive at the Sector 7 Undercity Station and walk to Seventh Heaven, the bar Tifa runs.
Report an issue
Music Disc: Tifa's ThemeCollectibleMissablePoint of no return
Location
Sector 7 Slums · Seventh Heaven – Inside the bar, once Marlene has run off and Tifa steps out, examine the jukebox in the corner before you follow her outside.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Requires
Summary
One of the 31 Music Discs, from the jukebox inside Seventh Heaven.
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Chest: Phoenix Down (Stargazer Heights roof)ConsumableMissablePoint of no return
Location
Sector 7 Slums · Stargazer Heights – Outside the bar, follow Tifa down the road to Stargazer Heights and room 202 on the top floor. When noise from next door wakes Cloud that night, walk past the neighbour's door to the end of the balcony and climb the ladder to the chest, then come back and check the door. You can also grab it next morning before going downstairs.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
A chest on the roof of Stargazer Heights holding one Phoenix Down. Phoenix Downs are also sold in shops.
Report an issue
MarleNPC
Location
Sector 7 Slums · Stargazer Heights – After the scene at the neighbour's door, Cloud wakes the next morning; walk down the stairs and she is at the front of the building on the ground floor.
Summary
The landlady of Stargazer Heights, a friend of Avalanche who lets Cloud stay for free.
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Chest: 2× Adrenaline (porch)ConsumableMissablePoint of no return
Location
Sector 7 Slums · Residential Area – Tifa expects you at the bar, but take the long way. From Stargazer Heights walk downhill east, turn south at the crossing, go round the fence and double back west. Crawl through the small metal shed on the south side, then turn east and climb the stairs to the chest on the porch.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Requires
Summary
A chest of two Adrenaline on a porch in the middle of the Residential Area.
Report an issue
Chest: 3× Grenade (brick-wall lot)ConsumableMissablePoint of no return
Location
Sector 7 Slums · Residential Area – Crawl back north through the shed and keep to the northernmost road heading east. Climb the stairs into the round structure on the north side, take the northwest fork through the gap in the wall, and look by the brick wall on the east side of the lot.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
A chest of three Grenades in an empty lot at the north end of the Residential Area.
Report an issue
Chest: 2× Hi-Potion (up the stairs near the DJ)ConsumableMissablePoint of no return
Location
Sector 7 Slums · Residential Area – Go back through the gap and take the other (northeast) fork. Where a fence stops you, head northwest down two flights of stairs, then southeast until junk blocks the way. Climb the stairs on the right and turn left round the corner to the chest.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
A chest of two Hi-Potions up a stairway near Seventh Heaven. Hi-Potions are also sold in shops.
Report an issue
Music Disc: Hip Hop de ChocoboCollectibleMissablePoint of no return
Location
Sector 7 Slums · Residential Area, northeast – Go back down the stairs from the Hi-Potion chest and walk northeast toward the music. Talk to the DJ standing by a green barrel and record player.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
One of the 31 Music Discs, given by the DJ playing records northeast of Seventh Heaven.
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Life in the SlumsQuest step
Location
Sector 7 Slums · Seventh Heaven – From the DJ, walk down the alley to the southeast and turn right to reach the front of Seventh Heaven. Talk to Tifa inside, then follow her west to the item shop, the first of three customers.
Summary
Help Tifa collect payment for her water filters, which doubles as a tour of the slums. It follows the night-time scene next door to Cloud's room.
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Music Disc: The PreludeCollectibleMissablePoint of no return
Location
Sector 7 Slums · Item Shop – At the item shop on Tifa's rounds (the red sign on the road between Seventh Heaven and Stargazer Heights), the owner pays up and opens his stock. Buy the disc, the record playing on his counter.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
One of the 31 Music Discs, sold once (50 gil) by the Residential Area item shop.
Trophies
  • Achievement · SteamMusic Collector
  • Bronze · PlayStationMusic Collector
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Buy an Ice Materia at the item shop

Scrap Boulevard's Wererats and Gorgers, the Doomrats of Rat Problem and the Wrath Hound of On the Prowl all take extra damage from Ice, and Chadley's second report needs an Ice-weak foe hit with Ice. The shop sells Ice and Lightning Materia; give the Ice to Tifa or Cloud.

Chest: Ether (near Beginner's Hall)ConsumableMissablePoint of no return
Location
Sector 7 Slums · Beginner's Hall – Follow Tifa on to Stargazer Heights (Marle pays) and the weapon store in Beginner's Hall, then upstairs. Before using the door where she waits, walk past her and round the corner to the chest. It may instead sit on a southern rooftop, up a ladder.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
A chest holding one Ether, just outside the Neighborhood Watch door. Ethers are also sold in shops.
Report an issue
A Job for the Neighborhood WatchQuest step
Location
Sector 7 Slums · Beginner's Hall, Neighborhood Watch – Go back to Tifa and through her door to meet Biggs and Wedge. After their talk the job is to clear Scrap Boulevard, through the gate at the southwest of the Residential Area; the next items come before and during that trip.
Summary
Biggs and Wedge explain weapon upgrades and send Cloud and Tifa to clear the monsters out of Scrap Boulevard. Tifa joins the party here and stays.
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Chest: 2× Antidote (Scrap Boulevard fences)ConsumableMissablePoint of no return
Location
Sector 7 Slums · Scrap Boulevard – From Beginner's Hall, go through the gate at the southwest of the Residential Area into Scrap Boulevard. Loop round it, west from the gate and then southwest, west, northwest and east, beating four groups of Wererats and Gorgers. The chest sits in the far northeast of the loop beside the fences, close to the final Shinra box pile.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
A chest of two Antidotes in Scrap Boulevard. Antidotes are also sold in shops.
Report an issue
Ice Materia (Scrap Boulevard cave)SpellMissablePoint of no return
Location
Sector 7 Slums · Scrap Boulevard – The loop ends back near the entrance gate: after the last pair of Gorgers, walk east into the small cave, where the orb sits in a nook on its north side.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
An Ice Materia orb in a small cave in Scrap Boulevard. Ice Materia is also sold at the item shop.
Report an issue
Leave Max Materia Levels switched off

The Streamlined Progression options added in the January 2026 update include Max Materia Levels. Turning it on may stop Materia for Beginners from ever unlocking, and the materia stay maxed after you switch it back off. Earn that trophy first, here in Chapter 3.

Materia for Beginners: level up one materiaAchievement
Location
Sector 7 Slums · Scrap Boulevard – Keep materia slotted while you fight; the first level-up unlocks it, usually during the Scrap Boulevard loop. The monsters there come back after a while, so another lap finishes it if not.
Summary
A trophy for raising any materia by one level.
Trophies
  • Achievement · SteamMateria for Beginners
  • Bronze · PlayStationMateria for Beginners
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Iron BladeWeapon
Location
Sector 7 Slums · Beginner's Hall, Weapon Store – Leave Scrap Boulevard and report to Biggs and Wedge upstairs in Beginner's Hall. After the scene, go downstairs and talk to the weapon store owner, who gives Cloud the sword.
Summary
Cloud's second sword, handed over by the weapon store owner; its ability is Triple Slash. All 24 weapons count toward Weapons Expert.
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Problem SolvingQuest step
Location
Sector 7 Slums · Residential Area, west of Beginner's Hall – Keep walking west from Katie's board to find Wymer and talk to him. Open the map and press R2 for the quests: four odd jobs show now and two more appear later. The story waits until at least one is done; run 1 does all six.
Requires
Summary
Meet Wymer of the Neighborhood Watch, who explains odd jobs and opens the chapter's quest list.
Report an issue
ChadleyNPC
Location
Sector 7 Slums · Residential Area, west of Beginner's Hall – He steps up right after Wymer's talk. Slot the Assess Materia he gives on Cloud straight away: his first odd job asks you to assess two kinds of enemy.
Summary
A Shinra research intern who hands over the Assess Materia and opens the Battle Intel menu. His reports unlock materia in his shop all game.
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Rat ProblemQuest stepMissablePoint of no return
Location
Sector 7 Slums · Residential Area, back lot – Talk to the item shop owner, then head northeast up the road, back up the stairs into the round structure and crawl through the gap to the Grenade lot to fight Wererats. Report, return to the same lot for the tougher Doomrats (weak to Ice), and report again. Assess both kinds for Chadley.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
The item shop owner's job: two rounds of rats in a back lot. Done first, it earns Gotta Start Somewhere, and the shop then adds a Cleansing Materia and cheap Hi-Potions.
Trophies
  • Achievement · SteamGotta Start Somewhere
  • Bronze · PlayStationGotta Start Somewhere
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Lost FriendsQuest stepMissablePoint of no return
Location
Sector 7 Slums · Residential Area – Betty waits at the children's play area of Beginner's Hall, east then south of the weapon store. Each cat runs off once touched: one is east of her, at the fork, northeast toward the three-way junction on the station road; one sits on Seventh Heaven's porch by the door; the third is through the Adrenaline shed, west past the item shop on the southern road (a woman by the shed points the way). Report to Betty.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
Find three white cats for Betty at Beginner's Hall. Reward: a Maiden's Kiss.
Report an issue
Chadley's ReportQuest stepMissablePoint of no return
Location
Sector 7 Slums · Residential Area, west of Beginner's Hall – With the Wererats and Doomrats of Rat Problem assessed, walk back to Chadley west of Beginner's Hall and report. If you skipped Assess there, use it on a Wererat and a Gorger on Scrap Boulevard's first path west of the gate instead.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Requires
Summary
Chadley's first job: assess two enemy types. It completes Battle Intel 01 and opens his materia shop (Assess copies and Auto-Cure) and his weapon-upgrade reset.
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Battle Intel Report 01: Monster Bio Pt. 1AchievementMissablePoint of no return
Location
Sector 7 Slums · Residential Area, west of Beginner's Hall – It completes together with Chadley's Report: hand it in in the same talk, then buy the Auto-Cure copy from his shop.
Why you can lose it
A report not handed in to Chadley is Lost for this run if it is still open when you leave 63F of the Shinra Building in Chapter 16, Chadley's last stop; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
The first Battle Intel report: assess two enemy types. Handing it in lets you buy the first Auto-Cure Materia for 100 gil.
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Battle Intel Report 02: Magic Elements Pt. 1AchievementMissablePoint of no return
Location
Sector 7 Slums · Residential Area, west of Beginner's Hall – Progress counts from the start of the game, so it is often ready the moment Chadley hands it out. If not, keep casting matching spells on weak foes and hand it in on a later visit. Its Wind Materia makes Nuisance in the Factory much easier, so buy that copy as soon as you can.
Why you can lose it
A report not handed in to Chadley is Lost for this run if it is still open when you leave 63F of the Shinra Building in Chapter 16, Chadley's last stop; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Exploit Fire, Ice and Lightning weaknesses once each, using the matching spell on a weak enemy. Handing it in lets you buy the first Wind Materia for 100 gil.
Report an issue
Shop: Wind Materia (2nd copy)SpellMissablePoint of no return
Location
Sector 7 Slums · Chadley's shop – Chadley's shop, after Battle Intel 02. Gil is tight now, and any later Chadley stop sells it too, up to 63F in Chapter 16.
Why you can lose it
His limited stock is Lost for this run if it is still open when you leave 63F of the Shinra Building in Chapter 16, Chadley's last stop; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
A second Wind Materia from Chadley's limited stock, for 2,000 gil once the first is bought.
Report an issue
Shop: Wind Materia (3rd copy)SpellMissablePoint of no return
Location
Sector 7 Slums · Chadley's shop – Chadley's shop, after the second copy. Any later Chadley stop sells it too, up to 63F in Chapter 16. If he offers no third copy, his stock may stop at two.
Why you can lose it
His limited stock is Lost for this run if it is still open when you leave 63F of the Shinra Building in Chapter 16, Chadley's last stop; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
A third Wind Materia from Chadley's limited stock.
Report an issue
Katie's tally reward: 5× Potion (10 kills)ConsumableMissablePoint of no return
Location
Sector 7 Slums · Beginner's Hall, west side – Katie's board stands just east of Chadley. Talk to her whenever the tally shows 10 kills or more; the route passes her board again later.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Requires
Summary
Katie's first tally reward, five Potions. Potions are also sold in shops.
Report an issue
On the ProwlQuest stepMissablePoint of no return
Location
Sector 7 Slums · Scrap Boulevard – Talk to Wymer, a few steps west of Katie's board, then go to Scrap Boulevard's northwest corner. The Wrath Hound (weak to Ice) bolts after losing about a third of its HP: chase it east through the cave and out the southeast side, where Wymer points to a fenced area north. Crawl through the gap in the fence to finish it, then report to Wymer outside Scrap Boulevard.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Requires
Summary
Wymer's follow-up after Rat Problem: hunt down a Wrath Hound in Scrap Boulevard. Reward: an Elixir.
Report an issue
Nuisance in the FactoryQuest stepMissablePoint of no return
Location
Sector 7 Slums · Abandoned Talagger Factory – From Scrap Boulevard walk back to Seventh Heaven: the junk dealer is in the tunnel just west of the bar. Then go east to Pillar Plaza, where Narjin lets you through the once-sealed northwest gate into the factory. Two drakes wait in the east warehouse and one in the northwest building (Wind hits them hard); take the four factory pickups below as you go, then report to the dealer.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
The junk dealer behind Seventh Heaven wants three Lesser Drakes cleared from the Abandoned Talagger Factory. Reward: 500 gil, and it opens Gwen's job.
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Music Disc: Barret's ThemeCollectibleMissablePoint of no return
Location
Sector 7 Slums · Sector 7 Undercity Station – Before going through Narjin's gate, walk east out of Pillar Plaza onto the station platform; the vendor near it has been open since the odd jobs began. Buy the disc now even though it may still be on sale in Chapter 4, then head back west to the plaza's northwest gate.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
One of the 31 Music Discs, sold once (50 gil) by the vendor at the Sector 7 Undercity Station.
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Chest: 2× Antidote (Talagger Factory fence)ConsumableMissablePoint of no return
Location
Sector 7 Slums · Abandoned Talagger Factory – Through the northwest gate, follow the path northwest and duck under the half-open shutter into the first building. Head out its northwest side to the fenced pen with the chest; a materia orb glints beyond the fence.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
A chest of two Antidotes inside a fenced pen in the factory. Antidotes are also sold in shops.
Report an issue
Fire Materia (Talagger Factory)SpellMissablePoint of no return
Location
Sector 7 Slums · Abandoned Talagger Factory, southwest yard – Leave the first building southeast, go northeast and into the next building (Gorgers), exit north, and turn northwest at the crossing into another building with Gorgers. On its south side, hold Triangle at the device beside the almost-closed door, then go through to the yard.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
The Fire Materia orb seen behind the fence, on the ground in the factory's southwest yard. Fire Materia is also sold at the item shop.
Report an issue
Bench: Abandoned Talagger FactoryArea
Location
Sector 7 Slums · Abandoned Talagger Factory, southwest yard – In the same yard as the Fire Materia, past the device-opened door. The vending machine beside it sells basic restoratives.
Summary
A bench with a vending machine in the factory's southwest yard, reached only through the factory odd jobs.
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Chest: 2× Sedative (Talagger Factory, northwest warehouse yard)ConsumableMissablePoint of no return
Location
Sector 7 Slums · Abandoned Talagger Factory, northwest building – From the bench go back north, up the stairs and through the east doorway to the east warehouse and its two drakes. Leave by the north door, turn northwest at the crossing into the last building and its drake. Turn down the offer to return to the dealer, open the door on the building's south side, and the chest is in the fenced yard outside.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
A chest of two Sedatives in a fenced yard off the factory's northwest building.
Report an issue
Just Flew In from the GraveyardQuest stepMissablePoint of no return
Location
Sector 7 Slums · Abandoned Talagger Factory – After reporting to the junk dealer, find Gwen arguing with the two guards at Pillar Plaza's southwest gate. In the factory, smash the crates in the bench yard for the security key, then open the locked east door of the east warehouse and crawl under the fence to the walled yard. The drake stays in the air and hits with ice; land Wind to stagger it, then report to Gwen.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
Gwen's job, open after Nuisance in the Factory: kill a Cerulean Drake in the factory. Reward: a Star Bracelet.
Report an issue
Battle Intel Report 03: The Stagger Effect Pt. 1AchievementMissablePoint of no return
Location
Sector 7 Slums · Residential Area, west of Beginner's Hall – Through the odd jobs, use each fighter's Triangle ability (Tifa's chi moves) on staggered enemies; it may take some extra fights. Walk back west from Pillar Plaza to Chadley and hand it in. Report 04 cannot be finished in this chapter.
Why you can lose it
A report not handed in to Chadley is Lost for this run if it is still open when you leave 63F of the Shinra Building in Chapter 16, Chadley's last stop; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Land unique abilities on staggered foes and fill ATB charges 10 times. Handing it in lets you buy the first First Strike Materia for 100 gil.
Report an issue
Shop: First Strike Materia (2nd copy)SpellMissablePoint of no return
Location
Sector 7 Slums · Chadley's shop – Chadley's shop, after Battle Intel 03 and the first copy. Any later Chadley stop sells it too, up to 63F in Chapter 16.
Why you can lose it
His limited stock is Lost for this run if it is still open when you leave 63F of the Shinra Building in Chapter 16, Chadley's last stop; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
A second First Strike Materia from Chadley's limited stock, for 5,000 gil.
Report an issue
Katie's tally reward: Revival Earrings (20 kills)ItemMissablePoint of no return
Location
Sector 7 Slums · Beginner's Hall, west side – Back at Katie's board beside Chadley, talk to her again once the count reaches 20.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
Katie's second tally reward, the Revival Earrings accessory. The weapon store also sells them.
Report an issue
Katie's tally reward: MP Up Materia (50 kills)SpellMissablePoint of no return
Location
Sector 7 Slums · Beginner's Hall, west side – Talk to Katie again at 50 kills. If you are short, lap Scrap Boulevard or the factory, where the monsters come back.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
Katie's top tally reward for 50 kills: MP Up Materia (possibly Luck Up instead).
Report an issue
My First Ability: master one weapon ability (not the Buster Sword's)Achievement
Location
Sector 7 Slums · Sector 7 Slums – Equip the Iron Blade and use Triple Slash often during the odd-job fights; the trophy pops when its proficiency bar fills. If it has not yet, keep using it in Scrap Boulevard.
Requires
Summary
A trophy for bringing any weapon ability to 100% proficiency. The Buster Sword's Focused Thrust, known from the start, does not count.
Trophies
  • Achievement · SteamMy First Ability
  • Bronze · PlayStationMy First Ability
Report an issue
Alone at Last: answer "Something... sporty?"Quest stepMissablePoint of no return
Location
Sector 7 Slums · Stargazer Heights – With the sixth job reported, Tifa mentions the apartments and a Discovery marker appears at Stargazer Heights, at the far west of the district. Speak with Marle, swap the filter in the upstairs sink, then visit Tifa's room and give the sporty answer for this run's dress. Afterwards, talk to Marle downstairs.
Why you can lose it
Lost for this run once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; Chapter Select brings it back.
Point of no return
Walking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.
Summary
A Discovery that opens once all six odd jobs are done. Tifa's answer here sets her Chapter 9 dress; Marle then gives the Crescent Moon Charm.
Report an issue
Bench: Municipal Storage AreaArea
Location
Sector 7 Slums · Municipal Storage Area – From Stargazer Heights, head for Seventh Heaven: a commotion at a house shows Shinra men leading Johnny away. Follow Tifa northeast, listen in at the sign, pass the gate and take cover at the cargo container; the bench and machine are next to it.
Summary
A bench with a vending machine halfway along the walled path to Johnny's captors.
Report an issue
Shinra ReactsQuest step
Location
Sector 7 Slums · Municipal Storage Area – From the bench, carry on north and fight two Security Officers, a Guard Dog and an Elite Security Officer (assess each). Talk to Johnny afterwards.
Summary
Rescue Johnny from a Shinra squad. It is the first of the Johnny incidents The Johnny Experience tracks.
Report an issue
Last chance in the Sector 7 hub

Walking into Seventh Heaven now closes the hub for this run; on the way in, a prompt offers a return to town, so take it if anything is still open. You lose: the six odd jobs (Rat Problem, Lost Friends, Chadley's Report, On the Prowl, Just Flew In from the Graveyard and Nuisance in the Factory) and Alone at Last; the Music Discs Tifa's Theme, Hip Hop de Chocobo, The Prelude and Barret's Theme; Katie's three tally rewards; and the optional chests and orbs (Phoenix Down, Adrenaline, Grenades, Hi-Potions, Ether, both Antidote chests, Sedatives, the Ice and Fire Materia). Tifa's Chapter 9 dress is decided here: run 1 needs all six odd jobs so that Alone at Last appears, and the answer "Something... sporty?". Skipping the scene, or any job, leaves her in the refined dress. Chapter Select brings everything back.

Talking StrategyQuest step
Location
Sector 7 Slums · Seventh Heaven – Go into the bar; the drink choice changes nothing. While the others meet downstairs, the dartboard in the corner is free: the story needs at least one game, and the next item is the record.
Summary
Barret calls Tifa to an Avalanche meeting downstairs, leaving Cloud to pass the time with darts.
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Darts: top Wedge's record (7 darts or fewer)AchievementMissablePoint of no return
Location
Sector 7 Slums · Seventh Heaven – At the dartboard during Talking Strategy, bring 301 down to exactly 0 in 7 darts or fewer: five bullseyes and a triple 17, or four triple 20s to start. Throw when the reticle shrinks, and quit from the pause menu to retry a poor game. If it won't come, there is a second chance at the bar late in Chapter 4.
Why you can lose it
Lost for this run when Chapter 4 ends at the Sector 7 Undercity Station; until then the bar board is open again after the spectre fight. Chapter Select brings it back.
Point of no return
Telling Barret you're ready, up on the Sector 7 Undercity Station platform, ends Chapter 4
Summary
Beat Wedge's 8-dart record on the Seventh Heaven board for Heavenly Dart Player; Wedge gives a Luck Up Materia for it in Chapter 4.
Trophies
  • Achievement · SteamHeavenly Dart Player
  • Bronze · PlayStationHeavenly Dart Player
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Ominous ShadowsQuest step
Location
Sector 7 Slums · Residential Area, back lot – When you are done with darts, sit at the counter: Barret pays the rest of Cloud's fee. Leave the bar, approach the suspicious group outside, then follow the Hoodlum to the lot west of the junk dealer, where the Doomrats were. Beat the Hoodlums (weak to Fire; finish each one off before it drinks its brew).
Summary
Outside the bar, Cloud follows a shady deal into a fight with a gang of Hoodlums.
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Save before Jessie

Talking to Jessie ends Chapter 3. Nothing on the checklist is lost by it: the hub already closed, and the darts record stays open until the end of Chapter 4. Make a manual save first, though: Chapter 4 opens straight into a bike ride with a one-try trophy (Biker Boy), and you cannot save again until it is over.

The Jessie JobQuest step
Location
Sector 7 Slums · Stargazer Heights – Walk back west to Stargazer Heights, where Jessie waits. Slot Ifrit, save, then talk to her to end the chapter and unlock Mercenary Endeavors.
Summary
Jessie asks Cloud for a favour and pays in advance with the Ifrit summon materia. Talking to her ends the chapter.
Trophies
  • Achievement · SteamMercenary Endeavors
  • Bronze · PlayStationMercenary Endeavors
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Chapter 4: Mad Dash

A motorcycle ride up to Upper Sector 7, a raid on a Shinra warehouse with Biggs, Wedge and Jessie, and a long night back in the slums.

Chapter 4 runs from the Sector 7 Undercity Station up the Corkscrew Tunnel by motorcycle, through the Employee Housing Area of Upper Sector 7 to the Sector 7-6 Annex, and back down to the slums for the night. It opens straight into the bike ride, and that ride decides the Biker Boy trophy, so read the warning below before the first scene ends. The bench to rest at is the one by the Annex checkpoint, with a vending machine beside it. Equip the Ifrit Materia before the Annex battle for My First Summon, and leave time for the Seventh Heaven darts before the last step.

The opening ride decides Biker Boy

Jessie's verdict at the end of the ride settles Biker Boy for this run, and there is no second attempt. Finish with the bike's HP bar at about 80% or more, and never choose Retry from Last Battle from the pause menu: one retry fails it. Switching to Easy before the ride makes it much gentler. A manual save from before Chapter 3 ended lets you ride again; otherwise Chapter Select brings the ride back after the credits.

Motor ChaseQuest step
Location
Corkscrew Tunnel · Corkscrew Tunnel – It starts on its own after the opening scenes at the station. Steer with the stick, use R2 and L2 for speed, Square and Circle to slash left and right, Triangle for the wide spinning slash (L1 plus Triangle fires it as a ranged shot for drones) and R1 to guard. Shinra riders, firebomb throwers and drones come in waves, then Roche catches up after the tunnel exit.
Summary
The chapter's opening motorcycle ride through the Corkscrew Tunnel, with Jessie riding behind Cloud and Biggs and Wedge on a second bike. It ends in a duel with Roche, a SOLDIER on his own bike.
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Biker Boy: earn Jessie's praise on the bike rideAchievementMissablePoint of no return
Location
Corkscrew Tunnel · Corkscrew Tunnel – It pops in the scene right after Roche's bike is beaten. Keep the HP bar at the bottom right at about 80% or higher: dodge firebombs to the side away from the arm holding them, guard when a red reticle lands on Cloud, and weave through Roche's lightning. Hit Roche hard the first time you reach him and he skips his repeat round of blade beams.
Why you can lose it
Decided once, when the ride ends: too much damage or a single retry loses it for this run. Chapter Select brings the ride back.
Point of no return
Beating Roche on the bike ends Motor Chase, and Jessie's verdict settles Biker Boy for this play of the chapter
Requires
Summary
Trophy for ending the ride with Jessie's best verdict: she tells Cloud he passed and kisses his cheek. A hug and a remark that it was close means the ride fell short.
Trophies
  • Achievement · SteamBiker Boy
  • Bronze · PlayStationBiker Boy
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The Jessie JobQuest step
Location
Upper Sector 7 · Employee Housing Area – Off the bikes, follow Jessie up the stairs into the depot building, climb again and press the button, then step outside and turn right into the Employee Housing Area. At her family's red-brick house, wait on the marked spot for the signal, then circle round to the back door. The card is on her father's uniform in the room to the right.
Requires
Summary
In Upper Sector 7, Cloud slips into Jessie's parents' house to take the Shinra ID card she needs for the warehouse.
Report an issue
Sector 7-6 Annex InfiltrationQuest step
Location
Upper Sector 7 · Sector 7-6 Annex – Leave the house and follow Biggs and Wedge west, then south, to the Annex's vehicle checkpoint gate and watch the scene there. Talk to them where they crouch behind a shipping container: they point out a bench, a vending machine and a training center.
Summary
Biggs and Wedge lead Cloud to the Sector 7-6 Annex, the Shinra warehouse Jessie means to raid.
Report an issue
Bench: Sector 7-6 Annex gateArea
Location
Upper Sector 7 · Sector 7-6 Annex – Beside the shipping container where Biggs and Wedge take cover, at the vehicle checkpoint gate. The vending machine sells materia, armor and accessories, plus three Hi-Potions and one Ether at a discount.
Summary
A rest bench with a vending machine beside it, the place to heal and shop before the Annex battle.
Report an issue
Chest: 2× Hi-Potion (Annex forklift)ConsumableMissablePoint of no return
Location
Upper Sector 7 · Sector 7-6 Annex – From the bench, walk away from Biggs and Wedge to the west, then north among the metal cargo crates to a forklift; the chest is tucked behind it on the west side. Back south, stairs on the right lead down to the training center: three Sentry Rays pay 100 gil, as often as you like.
Why you can lose it
Lost for this run when Chapter 4 ends at the latest, and the Annex yard may close sooner, once the diversion begins. Chapter Select brings it back.
Point of no return
Telling Barret you're ready, up on the Sector 7 Undercity Station platform, ends Chapter 4
Summary
A chest with two Hi-Potions. Hi-Potions are also sold in shops.
Report an issue
Before you talk to Biggs again

Talking to Biggs again starts the Annex battle, a long run of fights that ends in a boss. Take the forklift chest first, rest on the bench, and put the Ifrit Materia in a weapon's summon slot (the slot furthest right) so you can call it. A manual save here is a good idea.

A Little DiversionQuest step
Location
Upper Sector 7 · Sector 7-6 Annex – Talk to Biggs by the shipping container, then go south through the wide doorway. Security officers come first, then heavier troopers backed by missile launchers that Biggs shoots down, then guard dogs, and last two Sweepers: lead them over Wedge's mines to stagger them.
Summary
Cloud draws Shinra's guards away from Jessie by fighting through the Annex while Biggs and Wedge cover him.
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My First Summon: call IfritAchievement
Location
Upper Sector 7 · Sector 7-6 Annex – With Ifrit equipped, a summon gauge appears at the right of the screen during the Annex battle, with a tutorial, by the time the Sweepers arrive. Once it fills, open the command menu and pick Summon, then Ifrit; the trophy pops as you choose it. Boss fights allow summons too.
Summary
Trophy for calling a summon for the first time. Ifrit, Jessie's gift at the end of Chapter 3, is the first one you have.
Trophies
  • Achievement · SteamMy First Summon
  • Bronze · PlayStationMy First Summon
Report an issue
RocheBoss
Location
Upper Sector 7 · Sector 7-6 Annex – The fight follows straight on from the two Sweepers in the same yard. Use Punisher mode to block and counter his sword, dodge his Thunder spells (they can't be blocked) and, in the second phase, his charging Ignition Flame. A scene mid-fight resets his stagger, so it usually comes in phase two.
Summary
The SOLDIER from the bike ride returns for a proper duel once the Sweepers are down. He heals your party before it starts.
Report an issue
Return to the SlumsQuest step
Location
Upper Sector 7 · Plate Partition – After the scenes, follow Biggs north to Jessie. Squeeze through the gap between a truck and the fence, follow the group north through a door, and carry on west through the building past the pipes toward a stairway down.
Requires
Summary
Cloud and Biggs slip out past the Shinra cordon, meet Jessie at the empty lot and take her secret way out toward the edge of the plate.
Report an issue
Take the Revival Materia before the plate edge

The Revival Materia lies on the path just down the stairs, at the start of the Plate Edge. Pick it up before you follow the group on: a scene at the edge drops everyone down to the slums, and the rest of the chapter stays below the plate.

Revival Materia (Plate Edge)SpellMissablePoint of no return
Location
Upper Sector 7 · Plate Edge – Take the stairs down and keep west onto the grated floor: the materia lies on the main path. Follow the group on from here; a scene at the edge carries everyone down to the slums.
Why you can lose it
Lost for this run when Chapter 4 ends at the latest, and likely as soon as the group leaves the plate. Chapter Select brings it back.
Point of no return
Telling Barret you're ready, up on the Sector 7 Undercity Station platform, ends Chapter 4
Summary
A Revival Materia lying on the path at the start of the Plate Edge.
Report an issue
Remaining PaymentQuest step
Location
Sector 7 Slums · Scrap Boulevard – You land in Scrap Boulevard with Wedge. Follow him through the slums to his place, stopping when he wants to talk; on the way he shows you where Jessie lives. Then go back to Jessie's place, where she pays you with the Barrier Materia.
Summary
Back in the slums, Cloud walks Wedge home and then collects the rest of his fee from Jessie.
Report an issue
Sudden AttackHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Sector 7 Slums · Seventh Heaven – Go back to Cloud's apartment and lie down to sleep. When the spectres attack, use spells on the small ones (blades barely hurt them) and push east toward Seventh Heaven, going south, east and then north round the blocked road. At the bar, free Tifa from Bind first, then strike the Enigmatic Spectre as it starts each attack to build its stagger.
Summary
Strange spectres swarm the slums in the night; Cloud and Tifa fight through them to Seventh Heaven.
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Chapter 4 ends on the station platform

Once you tell Barret you're ready, up on the platform of the Sector 7 Undercity Station, the chapter ends for this run. Before you leave Seventh Heaven: if Wedge's darts record of 8 darts still stands, use the dartboard again and finish 301 in 7 darts or fewer for Heavenly Dart Player; Wedge hands over the Luck Up Materia once it falls. The optional 2× Hi-Potion chest by the Annex forklift and the Revival Materia at the Plate Edge are also lost here; those areas are already behind you. Chapter Select brings all of it back after the credits.

A New OperationQuest step
Location
Sector 7 Slums · Sector 7 Undercity Station – Leave Seventh Heaven, meet Tifa outside and walk east to the Sector 7 Undercity Station; Chadley stands near it but has no new reports. On the platform, talk to Barret and confirm you're ready: the chapter ends and the Night on the Town trophy pops.
Summary
Barret has a new job for Cloud and Tifa, starting at the station. Finishing it ends Chapter 4.
Trophies
  • Achievement · SteamNight on the Town
  • Bronze · PlayStationNight on the Town
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Chapter 5: Dogged Pursuit

Ride the train toward Sector 4, then fight through the Corkscrew Tunnel on foot, following Stamp's graffiti to the Crab Warden.

Chapter 5 is one linear dungeon: the train out of the Sector 7 Slums, then the Corkscrew Tunnel's Sections C, D and E on foot, ending in the Former Rail Yard. There are no side quests and no choices. Three benches, each with a vending machine, split the walk: Railway Control C2 where you land, Railway Control E2 after the insect nest, and the maintenance room before the boss. Most treasure sits in service rooms behind doors along the tracks, so try every door you pass. Take the Healing Materia while you are still on the train: once the party jumps off, the rest of the chapter is on foot in the tunnel. Everything here, the Stamp Music Disc included, is lost for this run when the chapter ends.

Pack Ice, Fire and Lightning

Grashtrikes and their Queen in Section D fold to Ice, the Flametroopers to Fire (or hits on the tank on their back), and the Sentry Launchers and the Crab Warden to Lightning. The Star Pendant you find early in Section C stops the Grashtrikes' Poison.

All Aboard for Sector 4Quest step
Location
Corkscrew Tunnel · Train to Sector 4 – The chapter opens aboard the train. Talk to Tifa in the first passenger car, then walk through to the second car, where Barret is in an argument.
Summary
The opening scene on the train to Sector 4: check on Tifa and Barret before Shinra security closes in.
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Healing Materia (train)SpellMissablePoint of no return
Location
Corkscrew Tunnel · Train to Sector 4 – Once Barret's scene ends, stay in the second car: the orb sits on the left beside the seats. Then go back toward Tifa to carry on.
Why you can lose it
Lost for this run once the elevator at the end of the tunnel ends Chapter 5: this orb is on the train only. Chapter Select brings the chapter back.
Point of no return
Riding the elevator in the Plate Maintenance Corridor ends Chapter 5; the Corkscrew Tunnel is not visited again.
Summary
A Healing Materia orb lying in the train. Healing Materia is also sold in shops.
Report an issue
Bench: Railway Control C2Area
Location
Corkscrew Tunnel · Section C, Railway Control C2 – Slug-Rays storm the train: beat them in both cars (the timer is generous), then the party jumps. After the Slug-Ray fight with Tifa where you land, the bench and machine are on the platform to the northwest. The side tunnel to the southwest only has Shinra boxes and a dead end.
Summary
The first rest spot in the tunnel, with a vending machine of basic items, armor and materia.
Report an issue
Chest: 2× Hi-Potion (Railway Control C2)ConsumableMissablePoint of no return
Location
Corkscrew Tunnel · Section C, Railway Control C2 – From the C2 bench, follow the tracks northeast and watch the right-hand (east) side: a side platform with a stack of Shinra boxes holds the chest.
Why you can lose it
Lost for this run once the elevator at the end of the tunnel ends Chapter 5: the chest stays in the tunnel. Chapter Select brings the chapter back.
Point of no return
Riding the elevator in the Plate Maintenance Corridor ends Chapter 5; the Corkscrew Tunnel is not visited again.
Summary
A chest of two Hi-Potions. Hi-Potions are also sold in shops.
Report an issue
Looking for a FriendQuest step
Location
Corkscrew Tunnel · Section C, Railway Control C4 – From the Hi-Potion chest, keep north and then east along the tracks through Security Officers and Slug-Rays until you see Barret fighting behind a fence. Cross the tunnel to the side away from the fence, climb the stairs there and help him beat the Grenadiers and Slug-Rays.
Summary
Cut through Railway Control C2 to reach Barret, who landed on the far side of a fence. He rejoins, giving you a party of three.
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Chest: Elixir (C4 store room)ConsumableMissablePoint of no return
Location
Corkscrew Tunnel · Section C, Railway Control C4 – After Barret explains Plan E, head west along the tracks. Soon after setting off, a service door on the north (right-hand) side opens a store room; the chest is inside among Shinra boxes.
Why you can lose it
Lost for this run once the elevator at the end of the tunnel ends Chapter 5: the chest stays in the tunnel. Chapter Select brings the chapter back.
Point of no return
Riding the elevator in the Plate Maintenance Corridor ends Chapter 5; the Corkscrew Tunnel is not visited again.
Summary
A chest with an Elixir, which fully restores HP and MP.
Report an issue
Star Pendant (C4 hallway)ItemMissablePoint of no return
Location
Corkscrew Tunnel · Section C, Railway Control C4 – Back on the tracks, beat the Slug-Rays further west, then climb the stairs on the south (left) side and follow the walkway back east. Wererats guard the chest at its end.
Why you can lose it
Lost for this run once the elevator at the end of the tunnel ends Chapter 5: this chest stays in the tunnel. Chapter Select brings the chapter back.
Point of no return
Riding the elevator in the Plate Maintenance Corridor ends Chapter 5; the Corkscrew Tunnel is not visited again.
Summary
An accessory that guards against Poison, useful against the insects later in this chapter. Shops sell it from Chapter 8.
Report an issue
Chest: Ether (C4 store room)ConsumableMissablePoint of no return
Location
Corkscrew Tunnel · Section C, Railway Control C4 – Return down the stairs and go west along the tracks. Slug-Rays, a Guard Dog and an Elite Grenadier charge out of a side room; once they fall, walk into that room for the chest.
Why you can lose it
Lost for this run once the elevator at the end of the tunnel ends Chapter 5: the chest stays in the tunnel. Chapter Select brings the chapter back.
Point of no return
Riding the elevator in the Plate Maintenance Corridor ends Chapter 5; the Corkscrew Tunnel is not visited again.
Summary
A chest with an Ether. Ethers are also sold in shops.
Report an issue
Find StampQuest step
Location
Corkscrew Tunnel · Section C, Railway Control C4 – From the Ether room, continue west down the tracks to their end. The Stamp graffiti marks a long stairway on the left that climbs toward Section D.
Summary
Follow the tracks of Railway Control C4 to the first Stamp graffiti, the sign Plan E tells you to follow.
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Chest: Antidote (Section D)ConsumableMissablePoint of no return
Location
Corkscrew Tunnel · Section D – Climb the long stairway and beat the Wererats on the passage at the top. Head down the next flight toward the insects below; the chest waits on a landing before the bottom.
Why you can lose it
Lost for this run once the elevator at the end of the tunnel ends Chapter 5: the chest stays in the tunnel. Chapter Select brings the chapter back.
Point of no return
Riding the elevator in the Plate Maintenance Corridor ends Chapter 5; the Corkscrew Tunnel is not visited again.
Requires
Summary
A chest of Antidotes on the way down into Section D. Antidotes are also sold in shops.
Report an issue
Chest: 2× Hi-Potion (Section D corner)ConsumableMissablePoint of no return
Location
Corkscrew Tunnel · Section D – Go on down from the Antidote landing to the open floor and beat the Wererats and the Grashtrike there. The chest is in the southwest corner of that floor.
Why you can lose it
Lost for this run once the elevator at the end of the tunnel ends Chapter 5: the chest stays in the tunnel. Chapter Select brings the chapter back.
Point of no return
Riding the elevator in the Plate Maintenance Corridor ends Chapter 5; the Corkscrew Tunnel is not visited again.
Summary
A chest of two Hi-Potions in the first Grashtrike area. Hi-Potions are also sold in shops.
Report an issue
Bench: Railway Control E2Area
Location
Corkscrew Tunnel · Section E, Railway Control E2 – From the Hi-Potion corner, clear the cobwebs off the stairs, beat two more Grashtrikes, then go down south to the Queen Grashtrike and her brood. After the fight, look under the stairs you just came down: a passage east leads to the bench and machine.
Summary
A rest spot after the insect nest. Besides the basics, its vending machine stocks Poison, Barrier and Cleansing Materia.
Report an issue
Chest: 3× Phoenix Down (E2)ConsumableMissablePoint of no return
Location
Corkscrew Tunnel · Section E, Railway Control E2 – The chest is in the same nook as the E2 bench and vending machine, beside some Shinra boxes.
Why you can lose it
Lost for this run once the elevator at the end of the tunnel ends Chapter 5: the chest stays in the tunnel. Chapter Select brings the chapter back.
Point of no return
Riding the elevator in the Plate Maintenance Corridor ends Chapter 5; the Corkscrew Tunnel is not visited again.
Summary
A chest of three Phoenix Downs. Phoenix Downs are also sold in shops.
Report an issue
Check the RouteQuest step
Location
Corkscrew Tunnel · Section E, Railway Control E3 – From the E2 bench, take the southeast stairs, marked by another Stamp sign, and cross over to the Flametroopers and Security Officers. After the fight, open the gate at the northwest end onto the tracks and follow Tifa and Barret to the map on the wall for a short scene.
Summary
Cross Section E past Shinra's Flametroopers, back down to the tracks, and stop at the route map to get your bearings.
Report an issue
Leather Bracer (E3)ArmorMissablePoint of no return
Location
Corkscrew Tunnel · Section E, Railway Control E3 – From the route map, go west down the tracks keeping to the right where they split. That branch dead-ends, but a service door on its platform opens a room with the chest; Security Officers jump you as you come back out.
Why you can lose it
Lost for this run once the elevator at the end of the tunnel ends Chapter 5: the chest stays in the tunnel. Chapter Select brings the chapter back.
Point of no return
Riding the elevator in the Plate Maintenance Corridor ends Chapter 5; the Corkscrew Tunnel is not visited again.
Summary
An armlet with more Defense and one more materia slot than the Iron Bangle. Vending machines sell it from Chapter 6.
Report an issue
Secret PassagewayQuest step
Location
Corkscrew Tunnel · Section E, Former Rail Yard – Back at the split, take the left-hand branch down the ramp to the Former Rail Yard. Two Flametroopers hold the yard, and two Sentry Launchers pop up out of the floor; afterwards follow Barret up the stairs on the left into the corridors and walk west to a junction.
Summary
Win the fight at the Former Rail Yard, then slip into the service corridors beyond it.
Report an issue
Bench: Former Rail Yard maintenance roomArea
Location
Corkscrew Tunnel · Section E, Former Rail Yard – At the corridor junction, take the west door into the maintenance room; the bench stands by the vending machine.
Summary
The last rest spot before the Crab Warden. Its vending machine sells the Stamp Music Disc and a few discounted restoratives in limited stock.
Report an issue
Lightning Materia (Former Rail Yard)SpellMissablePoint of no return
Location
Corkscrew Tunnel · Section E, Former Rail Yard – In the same maintenance room, the orb lies by the lockers to the left of the vending machine.
Why you can lose it
Lost for this run once the elevator at the end of the tunnel ends Chapter 5: this orb stays in the tunnel. Chapter Select brings the chapter back.
Point of no return
Riding the elevator in the Plate Maintenance Corridor ends Chapter 5; the Corkscrew Tunnel is not visited again.
Summary
A Lightning Materia orb, handy for the boss ahead. Lightning Materia is also sold in shops.
Report an issue
Music Disc: StampCollectibleMissablePoint of no return
Location
Corkscrew Tunnel · Section E, Former Rail Yard – Buy it from the vending machine in the maintenance room by the bench; it heads the item list.
Why you can lose it
Lost for this run once the elevator at the end of the tunnel ends Chapter 5: the vending machine that sells it stays in the tunnel. Chapter Select brings the chapter back.
Point of no return
Riding the elevator in the Plate Maintenance Corridor ends Chapter 5; the Corkscrew Tunnel is not visited again.
Summary
Music Disc 28 of the 31, sold for 50 gil by the vending machine before the Crab Warden.
Report an issue
Crab WardenBoss
Location
Corkscrew Tunnel · Section E, Former Rail Yard – From the maintenance room go back to the junction and head north through the break room, where Elite Security Officers attack, then on down to the tracks. Break its legs to stagger it, kill the Slug-Rays it calls, and step off the rails when they glow with its Surge.
Summary
Chapter 5's boss, a Shinra mech weak to Lightning. On Hard it also yields a manuscript, covered in the Hard run.
Report an issue
Metal KnucklesWeapon
Location
Corkscrew Tunnel · Section E, Former Rail Yard – Given automatically when the Crab Warden falls.
Requires
Summary
A weapon for Tifa, with the Overpower ability; one of the 24 weapons Weapons Expert needs.
Report an issue
Chapter 5 ends at the elevator

Riding the elevator past the Crab Warden ends the chapter, and nothing in the Corkscrew Tunnel can be reached again in this run. Before you go, check you have the Healing Materia from the train, the chests of Railway Control C2 and C4 (Hi-Potions, Elixir, Star Pendant, Ether), the Antidote and Hi-Potion chests in Section D, the Phoenix Downs at E2, the Leather Bracer, the Lightning Materia and the Stamp Music Disc. Buy the disc at the last vending machine before the boss. Anything missed needs Chapter Select.

The Road to Mako Reactor 5Quest step
Location
Corkscrew Tunnel · Plate Maintenance Corridor – After the fight, squeeze through the gap between the shipping containers and follow the Plate Maintenance Corridor to the elevator at its end. Riding it ends Chapter 5 and unlocks the trophy.
Summary
Leave the tunnel for the Sector 4 plate. Finishing the chapter earns Plan E.
Trophies
  • Achievement · SteamPlan E
  • Bronze · PlayStationPlan E
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Chapter 6: Light the Way

Under the Sector 4 plate: open the Section F gate, cross Section G, and switch off three sun lamps in Section H to power the cargo lift, with a timed fan-room detour for the Chocobo & Moogle materia.

Chapter 6 is one linear trip under the Sector 4 plate in three parts. In Section F a lamp has to go dark before the gate to Section G will open; Section G is a maze of walkways and bug nests; in Section H three sun lamps must be shut off before the H01 cargo lift runs. Benches with vending machines wait at the start, at H01 and in the fan room. The one choice that matters: before you ride the cargo lift, take the small lift to the fan room for Music Disc 18 and the Chocobo & Moogle materia, because the cargo lift leaves Section H behind.

Ice for the bugs, lightning for the turrets

Ice magic hits the plate's bugs hard and lightning does the same to its turrets; Barret is the one who can reach turrets at range. The turrets sit idle until the first lamp goes off.

Cleanup Crew is a run-1 trophy

On Hard the fan room's prize is a Tifa manuscript instead of the Chocobo & Moogle materia, so the Cleanup Crew trophy has to be earned on this Easy or Normal run (or a non-Hard Chapter Select replay).

Chest: Hi-Potion (Section F walkway)ConsumableMissablePoint of no return
Location
Sector 4 Plate · Section F Utility Access – From the start bench, climb down the ladder to the south and turn west on the walkway at the bottom; the chest is right there.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
A Hi-Potion in the first chest of the chapter.
Report an issue
Chest: 3× Potion (No. 1 Lighting Equipment)ConsumableMissablePoint of no return
Location
Sector 4 Plate · No. 1 Lighting Equipment – Cross east to Barret and Tifa at the sealed gate, then take the passage southwest and up the ladder to the control room console, which reports too little power. Back at the gate, climb the ladder north of it to the lamp walkway and go clockwise to the chest.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
Three Potions on the walkway round the first lamp. Vending machines sell Potions too.
Report an issue
Head for Section G and secure a power sourceQuest step
Location
Sector 4 Plate · Section F Utility Access – From the Potion chest, go the other way round the same walkway to the shutdown console and turn the lamp off. Climb back down and open the gate to Section G.
Summary
Cut the power to the first lamp so the Section F gate opens. Covers the control room visit and the lamp console.
Report an issue
Chest: Hazardous Material (Section G)ConsumableMissablePoint of no return
Location
Sector 4 Plate · Section G Utility Access – Through the gate, beat the two Grashtrikes and follow the walkways on east and north. Where a staircase leads down, don't take it yet: keep going round it to the north and east to the chest.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
A throwable item that deals light damage and poisons the target.
Report an issue
Chest: Remedy (Section G pylon)ConsumableMissablePoint of no return
Location
Sector 4 Plate · Section G Utility Access (lower level) – Take the staircase down. The narrow walkway south gives way under Cloud (the Collapsed Passageway discovery; that materia comes later), so go back north, then west and south to where a staircase and a catwalk west split. Cross the west catwalk, beat three Grashtrikes, and open the chest beside the central pylon.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
A Remedy, which cures every status ailment.
Report an issue
Chest: 2× Antidote (Section G north edge)ConsumableMissablePoint of no return
Location
Sector 4 Plate · Section G Utility Access (upper level) – Back east, climb the staircase you skipped; Tifa stops the party to talk over the route. The chest is on the north edge of this upper platform.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
Two Antidotes. Vending machines sell them too.
Report an issue
Head for Section HQuest step
Location
Sector 4 Plate · Plate Ventilation Facilities – From the Antidote chest, cross the catwalk west past two Blugu (their spume puts party members to sleep) and a Grashtrike, then carry on over a shaky walkway and up a ladder onto the big pipe beside the fans. At its far end climb down and cross the narrow board east and south to the H01 cargo platform.
Summary
Cross the rest of Section G and the fan pipes to the H01 cargo platform, which turns out to have no power. Spotting the materia behind a fan opens the Inside the Ventilation Fan discovery.
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Power for the PlatformQuest step
Location
Sector 4 Plate · Sun Lamp 1 – From the H01 bench, cross the catwalk east and head north to the H02 platform, whose turrets are still switched off. Climb the stairs past three Grashtrikes and take the walkway north to Sun Lamp 1; the switch is counter-clockwise round its walkway.
Summary
Switch off Sun Lamp 1, the first of the three the cargo lift needs. The security machines wake up once it goes dark.
Report an issue
Chest: Phoenix Down (Sun Lamp 1)ConsumableMissablePoint of no return
Location
Sector 4 Plate · Sun Lamp 1 – Carry on counter-clockwise round Sun Lamp 1's walkway past the switch; the chest is further along.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
A Phoenix Down by the first lamp. Vending machines sell them too.
Report an issue
Chest: Turbo Ether (cubby past the sentries)ConsumableMissablePoint of no return
Location
Sector 4 Plate · Sun Lamp 1 – Go back down to the platform below the lamp, destroy the two Sentry Rays and use the console that slides the catwalk. Move it to the far setting first, cross, and follow the path south to a chest tucked into a cubby.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
A Turbo Ether, a large MP restore. Moggie's shop sells them later in the story.
Report an issue
The second lamp

Back at the console, set the catwalk to its near position and cross east: Sentry Rays and two Terpsicolts (ice stops their spinning guard) hold the next platform. Go north, then east to Sun Lamp 2 and switch it off. Take the walkway south, climb down the ladder and ride the lift west to H02, now guarded by awake Sentry Gun Prototypes; H01 and its bench are just south.

Moogle Medal (Sun Lamp 3 platform, west edge)CollectibleMissablePoint of no return
Location
Sector 4 Plate · Sun Lamp 3 – From the H01 bench, ride the small lift east to a little platform and walk south onto a bigger one. The chest is on its west edge, next to a ladder down.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
A Moogle Medal for Moggie's shop in Chapter 8. Medals can also be farmed later, so this one is optional.
Report an issue
MP Up Materia (lowered walkway, Sun Lamp 3)SpellMissablePoint of no return
Location
Sector 4 Plate · Section H Utility Access (lower level) – Climb down the ladder by the medal chest to the H06 platform and head east and north, where two Queen Grashtrikes nest (pressure one with ice and finish it first). At the walkway console north of them, lower the walkway as far as it goes, then step off and take the materia it uncovers.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
A free MP Up materia; the H01 vending machine sells it for 2,000 gil.
Report an issue
Elemental Materia (discovery: Collapsed Passageway)SpellMissablePoint of no return
Location
Sector 4 Plate · Section H Utility Access (lower level) – Back at the same console, raise the walkway level with the floor so it bridges north to the H07 platform, then walk to its north end. The materia lies by the broken catwalk.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
The blue materia seen from the collapsed walkway in Section G: the first support materia, which adds a linked element to attacks or defence. It is a one-off: once taken, a replay doesn't offer it again.
Report an issue
Moogle Medal (pushed box stack)CollectibleMissablePoint of no return
Location
Sector 4 Plate · Sun Lamp 3 – Climb back up to the medal-chest platform and go east to the catwalk console. Before lining up the bridge, raise the catwalk all the way and slide it right to knock the boxes off their shelves, then break them on the right-hand platform.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
Shinra boxes knocked off a shelf here are said to always include a Moogle Medal. Box contents are otherwise random, so it may not show up.
Report an issue
Mesmeric Armlet (Sun Lamp 3 walkway)ArmorMissablePoint of no return
Location
Sector 4 Plate · Sun Lamp 3 – Now move the hanging catwalk down and to the left so it bridges east, beat the two Sentry Gun Prototypes and two Terpsicolts, and climb the ladder to Sun Lamp 3. The chest is counter-clockwise round the walkway, past the switch.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
An armlet with better magic defence than the Leather Bracer, at the cost of some defence.
Report an issue
Shut down the three sun lampsQuest step
Location
Sector 4 Plate · Sun Lamp 3 – Flip Sun Lamp 3's switch on the walkway with the armlet (the second lamp is done as described above). Climb down, head back west and ride the small lift back to H01.
Summary
Lamps two and three go dark, and the H01 cargo lift finally has power. Folds in the objectives Console Online, Two Sun Lamps Down and One Sun Lamp Down.
Report an issue
Point of no return: riding the H01 cargo lift

Sending the cargo lift south from H01 leaves Section H and the fan room behind: past it the route runs straight on to the end of the chapter. Before you call it, ride the small west lift up to the fan room for Music Disc: Electric de Chocobo and the Chocobo & Moogle Materia (both required; the materia gives Cleanup Crew) and the Hi-Potion chest there. Also make sure of the lamp pickups: Phoenix Down, Turbo Ether, both Moogle Medals by Sun Lamp 3, MP Up Materia, Elemental Materia and the Mesmeric Armlet, and the Section F and G chests: Hi-Potion, 3× Potion, Hazardous Material, Remedy and 2× Antidote (all optional). Past the lift, none of these can be reached again this run.

Bench: Plate Ventilation Facilities interiorArea
Location
Sector 4 Plate · Plate Ventilation Facilities interior – From the H01 bench, ride the small lift on the platform's west side (not the cargo lift) and climb the ladder west at the far end. The bench and vending machine are in the first room.
Summary
The fan-room bench, with the only vending machine in the chapter that sells a Music Disc.
Report an issue
Music Disc: Electric de ChocoboCollectibleMissablePoint of no return
Location
Sector 4 Plate · Plate Ventilation Facilities interior – Buy it from the vending machine beside the fan-room bench. The H01 machine doesn't stock it.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
One of the 31 Music Discs, sold by the fan-room vending machine.
Report an issue
Chocobo & Moogle Materia (discovery: Inside the Ventilation Fan)SpellMissablePoint of no return
Location
Sector 4 Plate · Plate Ventilation Facilities interior – Use the console west of the fan-room bench to stop the fans and start a one-minute timer. Clear the next room, led by a Queen Grashtrike, and hit the terminal at its north end before time runs out; then go through the north door into the fan and east to the materia. If the timer runs out, restart it from the terminal in the room to the south (Grashtrikes only the second time).
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end. Chapter Select on Easy or Normal brings it back; on Hard the spot holds a manuscript instead.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
The summon materia seen inside the fan; picking it up earns Cleanup Crew. On Hard this spot holds a manuscript instead, so get it on this run.
Trophies
  • Achievement · SteamCleanup Crew
  • Bronze · PlayStationCleanup Crew
Report an issue
Chest: Hi-Potion (fan control room)ConsumableMissablePoint of no return
Location
Sector 4 Plate · Plate Ventilation Facilities interior – On the way back out of the fan, stop in the timed fight room: the chest is in its southwest corner, and with the timer stopped there is no rush.
Why you can lose it
Lost for this run once you ride the H01 cargo lift on towards the chapter's end; Chapter Select brings it back.
Point of no return
Riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this run
Summary
A Hi-Potion in the timed fight room.
Report an issue
Point of no return: the end of Chapter 6

The chapter ends in the scene with Biggs, and the Sector 4 plate isn't visited again this run. On the way, take the Moogle Medal chest in the Interplate Utility Access (optional, next item).

Moogle Medal (Interplate Utility Access)CollectibleMissablePoint of no return
Location
Sector 4 Plate · Interplate Utility Access – Go back down the fan-room ladder and ride the small lift east to H01, then call the cargo lift at its console and send it south. West of the landing, beat the mixed turret group (Sentry Launchers first, with lightning), climb the ladder west and crawl through the chute; past the boxes, climb the ladder, and the chest is to the north.
Why you can lose it
Lost for this run when Chapter 6 ends; Chapter Select brings it back.
Point of no return
Chapter 6 ends when the party meets Biggs at the end of the Interplate Utility Access
Summary
The chapter's last Moogle Medal. Medals can also be farmed later, so it is optional.
Report an issue
To the Cargo PlatformQuest step
Location
Sector 4 Plate · Interplate Utility Access – From the medal chest, head south up the stairs and follow the passage to its end, where Biggs is waiting. His scene ends the chapter and the trophy pops.
Summary
The cargo lift ride, the turret fight on the far side and the walk to Biggs close out Chapter 6.
Trophies
  • Achievement · SteamLights Out
  • Bronze · PlayStationLights Out
Report an issue
Light Machine Gun (Barret)Weapon
Location
Sector 4 Plate · Interplate Utility Access – Biggs hands it over in the closing scene, along with Hi-Potions, Ethers and the Grappling Gun. Barret can equip it from Chapter 7.
Summary
Barret's weapon with the Lifesaver ability, one of the 24 weapons Weapons Expert needs.
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Chapter 7: A Trap Is Sprung

A one-way run through Mako Reactor 5: plant the bomb at the core, strip parts off Shinra's new war machine on the climb back up, and fight it outside the front gate.

Chapter 7 keeps Cloud, Tifa and Barret inside Mako Reactor 5. You slide down to the core, climb back through four facility floors (B8 to B5) where keycards let you discard parts of the Airbuster, cross the Armory and ride up to the Front Gate. The only bench and vending machine wait just before the boss. Two things to get right: spend your spare keycards before the control-room console locks the choices, and open the Waste Recovery vault (the In Lockstep trophy) before you walk out to the Airbuster, because that fight ends the chapter.

Chest: 3× Hi-Potion (pipe base)ConsumableMissablePoint of no return
Location
Mako Reactor 5 · Armory – From the start, cross the walkway west, then south to where Tifa points out the way down, and slide down the big pipe. At the bottom, circle south around the pipe's base and turn east: the chest sits under the pipe.
Why you can lose it
Lost for this run once you head out to the Airbuster, which ends the chapter; Chapter Select brings it back.
Point of no return
Heading out from the Gate Passageway rest area to the walkway outside the reactor starts the Airbuster fight; the chapter ends when it falls.
Summary
Three Hi-Potions, a common restorative that shops also sell.
Report an issue
Chest: 2× Echo Mist (lower platform)ConsumableMissablePoint of no return
Location
Mako Reactor 5 · Reactor core scaffolding – Head south past the dormant robot and through two doors, then beat the Monodrives in the room beyond. From the balcony, go east and down the ladder: the chest is on the south side of the lower platform.
Why you can lose it
Lost for this run once you head out to the Airbuster, which ends the chapter; Chapter Select brings it back.
Point of no return
Heading out from the Gate Passageway rest area to the walkway outside the reactor starts the Airbuster fight; the chapter ends when it falls.
Summary
Two Echo Mists, which cure Silence; shops also sell them.
Report an issue
Chest: Ether (light bridge)ConsumableMissablePoint of no return
Location
Mako Reactor 5 · Reactor Core Upper Level, Light Bridge – From the Echo Mist chest, cross the walkway southeast and south, then take the stairs down to the west. Once the Monodrives and Slug-Ray are down, the chest waits at the north end of the platform, before the next ladder.
Why you can lose it
Lost for this run once you head out to the Airbuster, which ends the chapter; Chapter Select brings it back.
Point of no return
Heading out from the Gate Passageway rest area to the walkway outside the reactor starts the Airbuster fight; the chapter ends when it falls.
Summary
One Ether, which restores MP; shops also sell it.
Report an issue
Bulletproof Vest (Left-Side Bridge)ItemMissablePoint of no return
Location
Mako Reactor 5 · Reactor Core Lower Level, Left-Side Bridge – Take the ladder down and walk west to the junction, where two Sweepers and two Laser Cannons ambush you (take the cannons out first with Thunder). Climb down the ladder to the north, follow the walkway past the ladder on the south side, and keep east to the chest at the end.
Why you can lose it
Lost for this run once you head out to the Airbuster, which ends the chapter; Chapter Select brings it back.
Point of no return
Heading out from the Gate Passageway rest area to the walkway outside the reactor starts the Airbuster fight; the chapter ends when it falls.
Summary
A Defense-raising accessory in a chest; shops also stock it.
Report an issue
Reach Mako StorageQuest step
Location
Mako Reactor 5 · Reactor Core Bottom Level, Main Bridge – From the Bulletproof Vest chest, go back to the ladder you passed and climb down to the bottom, then walk south to the core. Plant the bomb at the prompt and head back north to the ladder for the scenes.
Summary
The opening objectives: slide down into the reactor and set the bomb at the core.
Report an issue
Sentenced to DeathQuest step
Location
Mako Reactor 5 · B8 Facilities – After the scenes at the ladder, beat the Shock Troopers and their elite leader (all weak to Fire), then go through the doors into the B8 Facilities and clear the security officers. Pick up the keycard on the west-side table, use it on the small console to discard the M-Unit (this first one is required), then open the door with the console at the north end.
Summary
Fight your way out of the core and into the facility floors where the Airbuster is being prepared.
Report an issue
Lightning Materia (B7 Facilities)SpellMissablePoint of no return
Location
Mako Reactor 5 · B7 Facilities – From B8, push on past two Monodrives and two Laser Cannons and up the ramp into the B7 Facilities room. After the fight, take the keycard from the west side, then smash the Shinra boxes in the northwest corner to uncover the orb.
Why you can lose it
Lost for this run once you head out to the Airbuster, which ends the chapter; Chapter Select brings it back.
Point of no return
Heading out from the Gate Passageway rest area to the walkway outside the reactor starts the Airbuster fight; the chapter ends when it falls.
Summary
Lightning magic materia, the Airbuster's weakness; shops also sell it.
Report an issue
Sonic Strikers (Tifa)WeaponMissablePoint of no return
Location
Mako Reactor 5 · Connecting passage, B6 to B5 – In B7, spend the keycard at one console and leave by the door console. Through the next chamber (a spare keycard lies in its southwest corner) you reach the B6 Facilities, with another keycard on its west table; spend what you need, then leave by the north door, and in the empty passage up the ramp the purple chest stands in the northwest corner.
Why you can lose it
Lost for this run if you don't have it by the time the Shinra Building's 63F shop, the last place that sells it, closes in Chapter 16; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Tifa's Focused Strike weapon, one of the 24 for Weapons Expert. Its chest is lost with the chapter, but weapon shops sell the weapon again later in the story if you miss it.
Report an issue
Spend spare keycards before the control-room console

The B5 Facilities room has four consoles and two more keycards, so spend every spare keycard there. Past B5 you return to the control room where you first fought the Monodrives: Barret warns you at its north console, and opening that door fixes your choices for good. Each part you discard weakens the Airbuster a little and turns up as loot in the Waste Storage later; no trophy or 100% item depends on which parts you pick.

Status of the Airbuster: spend spare keycards on Airbuster partsQuest step
Location
Mako Reactor 5 · Armory – From the Sonic Strikers chest, go up the ramp into the B5 Facilities, clear it, take the keycards in the northwest corner and on the east side, and spend them at its consoles. Beat the two Elite Shock Troopers in the hall beyond, open the door at the control room's north console, then clear the riot troopers in the Armory and look at Tifa's screen for the Airbuster's status.
Summary
Finish choosing which Airbuster parts to discard, then check what the machine has left.
Report an issue
Storm the GatesQuest step
Location
Mako Reactor 5 · Armory – Walk back toward the Armory's south door and a Cutter cuts in through the wall. Hit an arm with Thunder to knock it down, then Stagger it with Focused abilities; its arrival opens a ramp up.
Summary
A Cutter bursts into the Armory and opens the way up to the Front Gate.
Report an issue
Chest: Ether (Armory)ConsumableMissablePoint of no return
Location
Mako Reactor 5 · Utility Access (B3) – Climb over the panels and up the ramp the Cutter came from. Heading south through the cluttered room, the chest stands among the Shinra boxes before the stairs up.
Why you can lose it
Lost for this run once you head out to the Airbuster, which ends the chapter; Chapter Select brings it back.
Point of no return
Heading out from the Gate Passageway rest area to the walkway outside the reactor starts the Airbuster fight; the chapter ends when it falls.
Summary
One Ether, which restores MP; shops also sell it.
Report an issue
Disable the Emergency LockQuest step
Location
Mako Reactor 5 · Security Ops – Climb the stairs past the Monodrives and ride the elevator up. At the top, go north and use the Gate Office console, then enter Security Ops on the right and tilt both sticks in time with Tifa's lever, copying the direction shown on the screens beside her.
Summary
A three-person lever puzzle that unlocks the Front Gate exit.
Report an issue
In Lockstep: open the Waste Recovery vault (four synchronized lever pulls)AchievementMissablePoint of no return
Location
Mako Reactor 5 · Security Ops – With the lock lifted, use the purple Discovery console to the east of the levers (Waste Recovery), then work the levers again: matching Tifa four times opens the vault and pops the trophy. A failed pull can simply be tried again, and keycards play no part.
Why you can lose it
Lost for this run once you head out to the Airbuster, which ends the chapter; Chapter Select brings the vault back.
Point of no return
Heading out from the Gate Passageway rest area to the walkway outside the reactor starts the Airbuster fight; the chapter ends when it falls.
Summary
A trophy for opening the vault next to the lever room. It is only here in this chapter.
Trophies
  • Achievement · SteamIn Lockstep
  • Bronze · PlayStationIn Lockstep
Report an issue
Magic Up Materia (Waste Recovery vault)SpellMissablePoint of no return
Location
Mako Reactor 5 · Waste Storage – Go through the newly opened doorway east of the lever room and turn south: the orb lies there.
Why you can lose it
Lost for this run once you head out to the Airbuster, which ends the chapter; Chapter Select brings it back.
Point of no return
Heading out from the Gate Passageway rest area to the walkway outside the reactor starts the Airbuster fight; the chapter ends when it falls.
Summary
Support materia that raises the wearer's Magic attribute.
Report an issue
Waste Storage spoils (keycard-dependent)ConsumableMissablePoint of no return
Location
Mako Reactor 5 · Waste Storage – In the same vault, pull and hold the lever by the gate to reveal the chests, then open them all.
Why you can lose it
Lost for this run once you head out to the Airbuster, which ends the chapter; Chapter Select brings the vault back.
Point of no return
Heading out from the Gate Passageway rest area to the walkway outside the reactor starts the Airbuster fight; the chapter ends when it falls.
Summary
Chests of restoratives plus the parts you discarded: a Big Bomber for each bomber shell and an AI Programming Core for each core. The exact mix depends on your keycard choices.
Report an issue
Bench: Gate PassagewayArea
Location
Mako Reactor 5 · Gate Passageway – Head back west from the vault and through the doors to the north that the lever puzzle opened. The bench stands to the right of the vending machine; resting refills HP and MP.
Summary
The chapter's only bench, with a vending machine, right before the boss.
Report an issue
Music Disc: Bombing MissionCollectibleMissablePoint of no return
Location
Mako Reactor 5 · Gate Passageway – Buy it from the vending machine next to the bench.
Why you can lose it
Lost for this run once you head out to the Airbuster, which ends the chapter; Chapter Select brings the disc back.
Point of no return
Heading out from the Gate Passageway rest area to the walkway outside the reactor starts the Airbuster fight; the chapter ends when it falls.
Summary
Music Disc 2 of the 31 for Disc Jockey, sold by the vending machine before the boss.
Report an issue
Before the Airbuster

Put Lightning materia on all three fighters and keep Healing equipped; the boss is weak to lightning. The vending machine here sells Mega-Potions, an Ether and a Phoenix Down at a discount, plus Mesmeric Armlets. Enemies barely respawn in the reactor, so grinding here is slow.

Walking out to the Airbuster ends the chapter

The walkway west of this rest area leads straight into the Airbuster fight, and the chapter ends when it falls. Everything left in the reactor is then gone for this run: the Hi-Potion, Echo Mist and both Ether chests, the Bulletproof Vest, the Lightning and Magic Up materia, the In Lockstep vault and its spoils, and the Bombing Mission disc (the Sonic Strikers chest too, though shops sell that weapon again later). You can still walk back through the reactor from here, so collect anything you skipped first.

AirbusterBoss
Location
Mako Reactor 5 · Front gate walkway – From the bench, take the doorway west of the rest area and go north to the three-way bridge outside the reactor; the scenes lead into the fight. Pressure it with Thunder, Stagger it with Focused abilities, and get out of the line of fire when it charges Tankbuster.
Summary
The chapter boss, Shinra's war machine. Beating it ends Chapter 7.
Trophies
  • Achievement · SteamTrapped like Sewer Rats
  • Bronze · PlayStationTrapped like Sewer Rats
Report an issue
Titanium Bangle (Airbuster reward)Armor

Chapter 8: Budding Bodyguard

Cloud wakes in the Sector 5 church, gets Aerith out past the Turks, and crosses the rooftops and backstreets to the Center District, the second side-quest hub, before an evening at her house.

Chapter 8 is the Sector 5 Slums from end to end: the church, the rooftops, the Undercity Station, the monster-filled backstreets and the Center District, where six odd jobs open once the children are safe. Your benches are the one at the station, which has a vending machine beside it, and the one next to Chadley in the Center District. Run 1 does all six odd jobs here: that number decides Aerith's dress in Chapter 9 (all six give the red one), opens the garden scene that holds MP Up Materia, and keeps Divine Gratitude possible. The Moogle Emporium wants about 30 Moogle Medals for its whole stock, and every round of Whack-a-Box pays one, so farm there. Save before you walk up Petal Lane to Aerith's house, and treat that walk as the end of the hub.

Preparation

Reno, the first fight, hits with lightning: Lightning Materia linked to Elemental on Cloud's armor softens it. Rude, the last one, is weak to wind, so carry Wind Materia (linked to Elemental if you can) on Cloud and Aerith, with Healing and Barrier as backup. Chadley's Shiva fight is weak to fire: bring Fire and Ifrit.

RenoBoss
Location
Sector 5 Slums · Church – The chapter opens in the church. You can save and change gear before you speak to Aerith again; the guards burst in after that talk. Beat two groups of Security Officers, and Reno drops in.
Summary
A Turk with fast melee and lightning, fought by Cloud alone in the church after two squads of Shinra guards. At half health he drops six EM Mines; clear them, then go back to him.
Report an issue
Chest: Talisman (church stairs)ItemMissablePoint of no return
Location
Sector 5 Slums · Church – After Reno, the spectres herd the pair into the back of the church. Follow Aerith upstairs; after a spectre catches her, the stairs split: go down first to the chest at the bottom.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
An accessory in a chest at the back of the church. The Sector 5 weapon shop also sells it.
Report an issue
Escape from the Church and rescue AerithQuest step
Location
Sector 5 Slums · Church – Back up from the Talisman, climb the stairs and cross the plank. When the soldiers shoot it out, go to the broken railing, climb into the ceiling braces and work along them to the middle chandelier to cut it down, then carry on to Aerith. Push the cabinet aside and take the ladder up to the attic.
Requires
Summary
The objectives Escape from the Church, To the Attic and Rescue Aerith: Cloud drops the chandelier so Aerith can get away from the soldiers.
Report an issue
Point of no return: the rooftop ladder

The church attic and the rooftops are one way. At the end of the rooftops a shaky ladder gives way and drops Cloud and Aerith to the ground, and the later walk back to the church skips the roofs. Before that slide, take the Smelling Salts at the attic fork, the Moogle Medal on the lower roof and the Ether at the top of the long ladder.

Chest: Smelling Salts (church attic)ConsumableMissablePoint of no return
Location
Sector 5 Slums · Church Attic – Follow the attic path from the ladder. At the fork just before Aerith runs on ahead, take the left-hand branch to the chest.
Why you can lose it
Lost for this run once the shaky ladder at the end of the rooftops gives way and drops you to the ground: the attic and rooftops aren't crossed again. Chapter Select brings it back.
Point of no return
Climbing the shaky ladder at the end of the rooftops during Head for the Station: it gives way and drops Cloud and Aerith to the ground
Summary
A chest in the church attic. Smelling Salts are also sold in shops.
Report an issue
Chest: Moogle Medal (rooftops)CollectibleMissablePoint of no return
Location
Sector 5 Slums · Rooftops – Out of the attic, the rooftops are a single path. Once you have crossed the plank and the water tank between two rusted roofs, drop down to the lower roof below for the chest.
Why you can lose it
Lost for this run once the shaky ladder at the end of the rooftops gives way and drops you to the ground: the attic and rooftops aren't crossed again. Chapter Select brings it back.
Point of no return
Climbing the shaky ladder at the end of the rooftops during Head for the Station: it gives way and drops Cloud and Aerith to the ground
Summary
A fixed Moogle Medal, spent at the Moogle Emporium later in the chapter. Medals can also be farmed at Whack-a-Box.
Report an issue
Chest: Ether (rooftop ladder)ConsumableMissablePoint of no return
Location
Sector 5 Slums · Rooftops – Further along, after Aerith steadies herself for a jump, climb the long ladder up to the old tracks overgrown with dry grass. The chest is on the right at the top.
Why you can lose it
Lost for this run once the shaky ladder at the end of the rooftops gives way and drops you to the ground: the attic and rooftops aren't crossed again. Chapter Select brings it back.
Point of no return
Climbing the shaky ladder at the end of the rooftops during Head for the Station: it gives way and drops Cloud and Aerith to the ground
Summary
A chest on the rooftops. Ethers are also sold in shops.
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Head for the Station over the rooftopsQuest step
Location
Sector 5 Slums · Sanctuary Way – From the Ether, carry on to a shaky ladder: it gives way and you slide to the ground, where Aerith joins. Spend her spare SP on her weapon, then follow the path south past a few Hedgehog Pies and Wererats, turn east at the end and go through the fence to the station.
Summary
Aerith joins the party for good (at level 17, with Ice, Prayer and Refocus Materia), and the pair walk to the Sector 5 Undercity Station.
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Chest: 500 Gil (Sector 5 station)ConsumableMissablePoint of no return
Location
Sector 5 Slums · Undercity Station – When the talk on arrival ends, walk to the south corner of the station platform.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
A gil chest on the station platform.
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Bench: Sector 5 Undercity StationArea
Location
Sector 5 Slums · Undercity Station – From the 500 Gil chest, walk to the north end of the station; the bench stands next to the vending machine. The stalls around the platform don't sell anything.
Summary
A bench for a free rest, with a vending machine beside it. The station is visited again in Chapters 13 and 14.
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Music Disc: Cait Sith's ThemeCollectibleMissablePoint of no return
Location
Sector 5 Slums · Undercity Station – Buy it from the vending machine beside the station bench.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
One of the 31 Music Discs, sold by the station vending machine for 50 gil.
Report an issue
Through the Backstreets and around the gateQuest step
Location
Sector 5 Slums · Scrapyard Back Alley – After the helicopter scene at the station, Aerith leads you into the backstreets. Head east to a split and take the southern way to a gate whose lever won't work. Follow Aerith north-east, push the box out of the way and beat the three Hedgehog Pies in the clearing beyond.
Summary
The objectives Through the Backstreets, Avoid the Turk and Around the Gate: a detour through the scrapyards because a Turk is waiting on the road.
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Chest: Caliginous Bracelet (Twilight Valley)ArmorMissablePoint of no return
Location
Sector 5 Slums · Twilight Valley – From the Hedgehog Pie clearing, climb the ladder to the south-east, then the one to the west. Shimmy along the braces on the big pipe to the north (off the story path) to reach the chest.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
Armor with three materia slots, the first in the game. The Sector 5 weapon shop sells more at a steep price.
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Chest: Remedy (pipe bars, Twilight Valley)ConsumableMissablePoint of no return
Location
Sector 5 Slums · Twilight Valley – Back down from the Caliginous Bracelet, go up the south-east ladder again and head east. After the fight with Gorgers and Hedgehog Pies, go south-west under the pipes, then south, and climb along the metal bars over the gap to the chest.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
A chest across a gap. Remedies are also sold, at the Sector 5 shop from Chapter 13.
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Discovery: The Gate Won't OpenQuest stepMissablePoint of no return
Location
Sector 5 Slums · Twilight Valley – From the Remedy, go back north and west, pull the lever on the gate to the north-west and beat the Smogger behind it. Then climb the ladder to the west: it comes out on the far side of the gate that wouldn't open, so throw its switch.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
A short discovery: open the stuck gate from its far side to make a shortcut back to the station bench. No reward.
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To Aerith's HouseQuest step
Location
Sector 5 Slums · Center District – Down from the shortcut, go south-east from the Smogger fight, climb the middle ladder and push the crate, then take the north-east ladder and the pipe braces across and drop down to open the gate for Aerith. Keep south past a turn-off to a locked door and leave by the south exit into the Center District. Follow Aerith through town (a news broadcast plays) to her house.
Summary
The objectives Sector 5 Slums Monitor and To Aerith's House: out of the backstreets and through the Center District to Aerith's home.
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Leaf House DeliveryQuest step
Location
Sector 5 Slums · Aerith's House – After the scenes, go up to the top floor of the house, then back down. Follow Aerith through the garden and pick three bunches (any mix of white, yellow or foxtails), then walk back to Leaf House. Aerith goes in alone and leaves you free to explore.
Summary
Pick flowers with Aerith and take them to Leaf House. The flowers you pick only change the display outside the orphanage.
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Music Disc: Tango of TearsCollectibleMissablePoint of no return
Location
Sector 5 Slums · Center District – From Leaf House, walk south past two turnings on the west and go into the building on the west side, the retirement home just south of Leaf House. Use the jukebox inside.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
One of the 31 Music Discs, from a jukebox, free.
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Chest: Celeris (community building)ConsumableMissablePoint of no return
Location
Sector 5 Slums · Center District – In the same building as the jukebox.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
A chest in the retirement home next to Leaf House.
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Chest: Echo Mist (Center District)ConsumableMissablePoint of no return
Location
Sector 5 Slums · Center District – Leave the retirement home and keep going south; the chest is just round the corner near the weapon shop.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
A chest round a corner of the market. Echo Mist is also sold in shops.
Report an issue
OatesNPC
Location
Sector 5 Slums · Center District – From the Echo Mist, head east through the pipes, north at the fork, then east at the next junction to a fork by some stairs. He is the boy who stopped you there on the way to Aerith's house: talk to him and he runs off to Leaf House.
Summary
A boy from Leaf House who runs to fetch Aerith about trouble at the children's hideout, and later hands out the odd jobs.
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Chest: 200 Gil (Center District)ConsumableMissablePoint of no return
Location
Sector 5 Slums · Center District – From Oates's fork, take the stairs down to the east and turn straight north: the chest sits in the middle of the path.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
A gil chest in the middle of a path.
Report an issue
Bench: Center District, by ChadleyArea
Location
Sector 5 Slums · Center District – From the 200 Gil, go north-east past the crowd at the news screen, then north past the weapon shop (up the slope to the south-west) and the item shop on your left. The bench is beyond them, with Chadley beside it.
Summary
The hub's bench, next to Chadley. The Center District is visited again in Chapters 13 and 14.
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Battle Intel Report 04: The Stagger Effect Pt. 2AchievementMissablePoint of no return
Location
Sector 5 Slums · Center District – Talk to Chadley beside the Center District bench. It has tracked since Chapter 3, so it usually completes on this first talk; if not, stagger new enemy types and come back.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, on the 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Stagger 15 kinds of enemy. Handing it in unlocks ATB Boost Materia in Chadley's shop, and with reports 01 to 03 it opens his Shiva fight.
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Battle Intel Report 06: Monster Bio Pt. 2AchievementMissablePoint of no return
Location
Sector 5 Slums · Center District – Chadley hands out reports 05 to 09 here. Keep Assess equipped and use it on each new enemy; hand the report in at this bench now or on any later visit in the hub.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, on the 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Assess 10 kinds of enemy. The reward is Steadfast Block Materia in Chadley's shop.
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Shop: Steadfast Block (Chadley, second copy)SpellMissablePoint of no return
Location
Sector 5 Slums · Center District – Once Battle Intel 06 is in, Chadley sells three Steadfast Block in all: the first for 100 gil, then this one. It stays on sale at his later stops if you are short of gil now.
Why you can lose it
Lost for this run if it isn't bought by Chadley's last stop, on the 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
A second Steadfast Block from Chadley's limited stock, for 2,000 gil.
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Shop: Steadfast Block (Chadley, third copy)SpellMissablePoint of no return
Location
Sector 5 Slums · Center District – Bought from Chadley after the second copy; like it, it waits at his later stops.
Why you can lose it
Lost for this run if it isn't bought by Chadley's last stop, on the 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
The last Steadfast Block in Chadley's stock, for 5,000 gil.
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Battle Intel Report 07: Magic Elements Pt. 2AchievementMissablePoint of no return
Location
Sector 5 Slums · Center District – Hand it in to Chadley by the Center District bench once it is complete; the hub's new enemies (Hedgehog Pies to Ice, Smoggers to Lightning) help it along.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, on the 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Hit the weakness of 15 kinds of enemy. The reward is Steal Materia, worth buying straight away.
Report an issue
Battle Intel Report 08: The Manipulation TechniqueAchievementMissablePoint of no return
Location
Sector 5 Slums · Center District – Usually already done by now; if not, finish off a group of weak foes with one sweeping attack, then talk to Chadley by the bench.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, on the 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Defeat two or more enemies with one attack. The reward is Provoke Materia.
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Music Disc: Costa del SolCollectibleMissablePoint of no return
Location
Sector 5 Slums · Center District – From Chadley, walk south-west; the materia shop is on your left. It also sells Revival Materia.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
One of the 31 Music Discs, sold once by the Sector 5 materia shop for 50 gil.
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Chest: Moogle Medal (Children's Secret Hideout)CollectibleMissablePoint of no return
Location
Sector 5 Slums · Children's Secret Hideout – Go back to Leaf House, where Oates tells Aerith about a man in a black robe, then follow him into the hideout. After the talk, the chest is beside the girl in a light-blue jacket holding a flower.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Requires
Summary
A fixed Moogle Medal inside the children's hideout. Medals can also be farmed at Whack-a-Box.
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Chest: Mega-Potion (Specter St. shack)ConsumableMissablePoint of no return
Location
Sector 5 Slums · Specter St. – Follow Oates north-east out of the hideout, past three Hedgehog Pies and down the ladder to the east. After the next fight, before you cross the bridge to the north, go up the planks and ramps to the south to the chest by the shack.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Requires
Summary
A chest by an abandoned shack. Mega-Potions are also sold, at the Sector 5 shop from Chapter 13.
Report an issue
Danger in the Hideout and escort the children backQuest step
Location
Sector 5 Slums · Specter St. – Back from the Mega-Potion, cross the bridge, squeeze between the boxes and fight on north-east and north-west, then go west and down a ladder into a round clearing. Beat the Smogger and Hedgehog Pies in three waves (stay clear of the poison), then take the children back to the hideout.
Requires
Summary
The objectives Danger in the Hideout and Escort the Children: a long fight in an open clearing, then walk the children home. Oates hands over a Handmade Necklace when you get back.
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Requests for the Mercenary (side quests open)Quest step
Location
Sector 5 Slums · Children's Secret Hideout – After the scene with the robed man at the hideout, Aerith walks you back towards the slums and Oates catches you on the way with his list of jobs.
Summary
Oates offers the first three odd jobs, and the hub opens. Two more follow from Kids on Patrol and one from Weapons on a Rampage.
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Run 1: all six odd jobs

Finish all six odd jobs before you walk up Petal Lane. All six give Aerith the red dress in Chapter 9 and open the garden scene with MP Up Materia after the Rude fight, and Divine Gratitude in Chapter 14 needs every odd job of the run. With Aerith back in the party this is also the time for Chadley's Shiva fight.

The Mysterious Moogle MerchantQuest stepMissablePoint of no return
Location
Sector 5 Slums · Children's Secret Hideout – Talk to Moggie in the hideout and buy the card. There is no fight.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
Odd job: buy the Moogle Membership Card from Moggie for one Moogle Medal. It opens the Moogle Emporium, which sells the Graveyard Key that Paying Respects needs.
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Music Disc: Gold SaucerCollectible
Location
Sector 5 Slums · Children's Secret Hideout – Buy it from Moggie as soon as the card is yours, and the Graveyard Key (one medal) too if you have a medal left. The rest of his stock can wait until Whack-a-Box has paid out more medals.
Summary
One of the 31 Music Discs, sold once at the Moogle Emporium for one Moogle Medal. It is on sale again in Chapter 14.
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Battle Intel Report 05: Combat Simulation: ShivaAchievementMissablePoint of no return
Location
Sector 5 Slums · Center District – Talk to Chadley by the Center District bench and pick the VR battle (it opens once reports 01 to 04 are in). Take Aerith along now that she is back; Shiva is weak to fire, so cast Fire or Fira and call Ifrit.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, on the 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Chadley's first VR summon fight: beat Shiva and win Shiva Materia. Your first summon defeated earns Summon Slayer.
Trophies
  • Achievement · SteamSummon Slayer
  • Bronze · PlayStationSummon Slayer
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Chest: Ether (inside Leaf House)ConsumableMissablePoint of no return
Location
Sector 5 Slums · Leaf House – From Chadley, walk west through the market to Leaf House. It can be entered now: the chest is in the classroom.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
A chest in the Leaf House classroom, open once the odd jobs are. Ethers are also sold in shops.
Report an issue
Kids on PatrolQuest stepMissablePoint of no return
Location
Sector 5 Slums · Center District – Ms. Folia, outside Leaf House, wants five kids with wooden swords sent home: one by the community building just south of Leaf House, one tucked between two large pipes around the south-east corner, one outside the weapon shop, one near the item shop and one at the north exit to Station Way. Report back, then go through the hideout into Specter St., where you found the children, for the Hedgehog Pie King and two Hedgehog Pies (weak to Ice). Report at Leaf House once they fall.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
Odd job: send five children home, then beat a Hedgehog Pie King. The reward is the Nail Bat, and it unlocks A Verified Hero and The Angel of the Slums.
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Nail Bat (Cloud)WeaponMissablePoint of no return
Location
Sector 5 Slums · Leaf House – Ms. Folia hands it over when you report Kids on Patrol done at Leaf House.
Why you can lose it
Lost for this run if you don't have it by the time the Shinra Building's 63F shop, the last place that sells it, closes in Chapter 16; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Cloud's weapon from Kids on Patrol, needed for Weapons Expert. If you miss it, the Sector 5 weapon shop sells it in Chapters 13 and 14 and the 63rd-floor shop in Chapter 16.
Report an issue
A Verified HeroQuest stepMissablePoint of no return
Location
Sector 5 Slums · Children's Secret Hideout – Back in the hideout after Kids on Patrol, talk to Sarah on its north side and play a round. Score at least 10,000 so it counts whichever way the game judges it.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
Odd job: play Whack-a-Box for Sarah. Every round pays a Moogle Medal, and finishing it here is what lets you play the harder course in Chapter 14.
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Whack-a-Box, Normal course: 10,000 points (Elixir)AchievementMissablePoint of no return
Location
Sector 5 Slums · Children's Secret Hideout – Talk to Sarah to play. Yellow boxes give 50 points, blue ones 100 and the big blue ones 1,500; red boxes add 10 seconds to the 30 you start with. Go for the red boxes first; Triple Slash breaks the big ones fast.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
The first Whack-a-Box prize: an Elixir for 10,000 points.
Report an issue
Whack-a-Box, Normal course: 20,000 points (Crescent Moon Charm)AchievementMissablePoint of no return
Location
Sector 5 Slums · Children's Secret Hideout – Same game at Sarah's spot in the hideout; replay as often as you like.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
The second Whack-a-Box prize: a Crescent Moon Charm for 20,000 points.
Report an issue
Whack-a-Box, Normal course: 30,000 points (Spectral Cogwheel)AchievementMissablePoint of no return
Location
Sector 5 Slums · Children's Secret Hideout – Keep playing at Sarah's spot until a round reaches 30,000. Chapter 14 may only offer a harder course, so treat this one as a Chapter 8 job.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
The top Whack-a-Box prize, a Spectral Cogwheel, and the Crate Annihilator trophy.
Trophies
  • Achievement · SteamCrate Annihilator
  • Bronze · PlayStationCrate Annihilator
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The Angel of the SlumsQuest stepMissablePoint of no return
Location
Sector 5 Slums · Lookout Point – Oates points you to Damon, the reporter south of the community building; talk to Mireille inside (north door) and go back to him. Then leave by the north exit: east at the first fork, north-west at the second, along to the east and south-east at the last fork to Lookout Point. Hit the Chromogger's iron ball with Thunder, take the calling cards from the table and report to Damon.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
Odd job: help a reporter chase the slums' secret benefactor and beat a Chromogger. The reward is 2,000 gil; the reporter turns up again in Chapter 14.
Report an issue
Weapons on a RampageQuest stepMissablePoint of no return
Location
Sector 5 Slums · Scrapyard Back Alley – A scared man waits just outside the Center District's north exit: go north, east at the first junction and north-west at the next, through the open gate, then west and over the gate. The first group is up the north path; climb back to the ladder and take the north-east path for the second pair. Break their shields with Wind, then report back to him.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
Odd job: destroy two groups of Mark II Monodrives in the scrapyards. It unlocks Paying Respects.
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Protective Boots (Weapons on a Rampage reward)ItemMissablePoint of no return
Location
Sector 5 Slums · Center District – The scared man by the north exit gives them when you report the job done.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
An accessory, the reward for Weapons on a Rampage. Another pair is in a Chapter 14 chest.
Report an issue
Paying RespectsQuest stepMissablePoint of no return
Location
Sector 5 Slums · Slums Public Cemetery – The old man is at the weapon shop; buy the Graveyard Key from Moggie (one medal) if you haven't yet. Leave by the north exit, go east at the first fork and east again to the locked cemetery gate, and open it with the key. The Venomantis are weak to Ice and can poison and put you to sleep; once they fall, report to the old man.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
Odd job: clear three Venomantis out of the slums cemetery. It needs Weapons on a Rampage done and the Graveyard Key from the Moogle Emporium.
Report an issue
Studded Bracer (Paying Respects reward)ArmorMissablePoint of no return
Location
Sector 5 Slums · Center District – The old man at the weapon shop gives it when you report the job done.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
Armor, the reward for Paying Respects.
Report an issue
Battle Intel Report 09: Monster Variants Pt. 1AchievementMissablePoint of no return
Location
Sector 5 Slums · Center District – The odd-job bosses of Chapters 3 and 8 count as variants, so it should be complete now (variants carry an icon in Enemy Intel). From the weapon shop, walk north to Chadley by the bench and hand it in.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, on the 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Defeat three variant monsters. The reward is Synergy Materia.
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Say It with Flowers: the Housemother thanks Aerith at Leaf HouseAchievement
Location
Sector 5 Slums · Leaf House – With the odd jobs done, walk west to Leaf House. The Housemother stops Aerith outside to show off the flower display, and the trophy pops.
Summary
A short scene at Leaf House that earns Say It with Flowers. The Housemother also mentions a man in a suit heading for Aerith's house.
Trophies
  • Achievement · SteamSay It with Flowers
  • Bronze · PlayStationSay It with Flowers
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Chest: Mythril Armlet (Station Way)ArmorMissablePoint of no return
Location
Sector 5 Slums · Station Way – From Leaf House, cross to the north-east corner of the Center District and leave by the north exit. Keep north at the fork (the north-east branch goes back to the scrapyard) and follow the road toward the station; the chest is on the side path you skipped before reaching the station.
Why you can lose it
Lost for this run once you walk up Petal Lane toward Aerith's house and Rude steps in; Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
A chest on the road between the Center District and the station, open now that the Turk has left the station.
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Music Disc: Descendant of ShinobiCollectibleMissablePoint of no return
Location
Sector 5 Slums · Undercity Station – Follow Station Way north to the Undercity Station. Just south of the stairs up to the station stalls, in the middle of the station area, a man stands by a gramophone: talk to him for the disc. If nobody is there, collect it from him in Chapter 14 instead.
Why you can lose it
If he has it now, lost for this chapter once you walk up Petal Lane toward Aerith's house; it may only be offered in Chapter 14 (by the same man near Johnny), and Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
One of the 31 Music Discs, given free by a man playing records at the station. If he isn't there in this chapter, he stands near Johnny at the same station in Chapter 14.
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Chakra Materia (church back room)SpellMissablePoint of no return
Location
Sector 5 Slums · Church – From the station, walk north through the fence and back along Sanctuary Way to the church; no enemies or rooftops this time. Go through to the back rooms, turn right and through the next doorway on the ground floor to the materia. Then walk back to the Center District.
Why you can lose it
Lost for this chapter once you walk up Petal Lane toward Aerith's house; if the room is still blocked now, it is there in Chapter 14, and Chapter Select brings it back.
Point of no return
Walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)
Summary
Chakra Materia in the church room the spectres blocked during the escape. If spectres still bar the room, it waits there until the church opens again in Chapter 14.
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Point of no return: the walk up Petal Lane

Walking up Petal Lane from Leaf House toward Aerith's house starts the Rude fight. Treat it as the end of the Sector 5 hub: the game gives no prompt here, its confirm prompt only comes at her front door after the fight, and the hub may stay open until then, but don't count on it. Before you go, finish all six odd jobs (Kids on Patrol, The Mysterious Moogle Merchant, A Verified Hero, Paying Respects, The Angel of the Slums and Weapons on a Rampage). Aerith's Chapter 9 dress depends on how many you finish: all six for the red dress that run 1 wants, three to five for the long pink one, two or fewer for the simple pink one. All six also open the garden scene with MP Up Materia after the fight, and Divine Gratitude needs every odd job of the run. Also collect the three Whack-a-Box prizes (Elixir, Crescent Moon Charm, and Spectral Cogwheel with Crate Annihilator), the Protective Boots and Studded Bracer, the Music Discs Cait Sith's Theme, Tango of Tears, Costa del Sol and Descendant of Shinobi, the church Chakra Materia, the Discovery The Gate Won't Open, and the chests: Talisman, 500 Gil, Caliginous Bracelet, Remedy, Celeris, Echo Mist, 200 Gil, the hideout Moogle Medal, Mega-Potion, the Leaf House Ether and Mythril Armlet. The Moogle Emporium stock and Chadley's reports are not lost here: both come back later in the run.

RudeBoss
Location
Sector 5 Slums · Petal Lane – From Leaf House, walk up Petal Lane toward Aerith's house; he waits in the plaza halfway along. Guard his combos, keep Aerith at range casting Aero, and heal through his sleep attack.
Summary
The second Turk, a brawler weak to wind, fought by Cloud and Aerith on Petal Lane. At about half health his glasses break and he gets more aggressive.
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MP Up Materia (The Language of Flowers, Aerith's garden)SpellMissablePoint of no return
Location
Sector 5 Slums · Aerith's House – After Rude, walk on toward the house. Aerith pulls Cloud aside to the west, across to her flower island at the north of the garden; after the scene, pick up the materia near where she stood.
Why you can lose it
Needs all six odd jobs before you walk up Petal Lane, and is lost for this run once you go in at Aerith's front door; Chapter Select brings it back.
Point of no return
Confirming the prompt at Aerith's front door after Rude and the garden detour ends Chapter 8
Summary
MP Up Materia from the discovery The Language of Flowers, which only plays if all six odd jobs are done. It is the chapter's last pickup.
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Point of no return: Aerith's front door

Going in at Aerith's front door ends Chapter 8: the game asks first whether you are done. Pick up the MP Up Materia on the garden island before you answer.

The Price of Strength: answer Aerith at her door, slip out at nightQuest step
Location
Sector 5 Slums · Aerith's House – At the front door, tell Aerith you are done ("Yeah"). When Cloud wakes in the night, creep down the hallway without touching the buckets, pots and stools (a bump wakes Aerith and you start over), talk to Elmyra downstairs, then leave the house and head out through the slums by the south-east exit.
Requires
Summary
The chapter's last steps: a quiet night at Aerith's house, then Cloud tries to leave without waking her. Finishing the chapter earns Reunited.
Trophies
  • Achievement · SteamReunited
  • Bronze · PlayStationReunited
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Chapter 9: The Town That Never Sleeps

Aerith's shortcut through the Collapsed Expressway, then Wall Market: win Don Corneo's tournament, take on the town's odd jobs, and talk your way into his mansion.

Chapter 9 opens with Aerith guiding Cloud through the ruined Collapsed Expressway, where the two of you work old robot arms to get her across gaps, and then settles in Wall Market, the chapter's hub. Rest at the bench in the expressway's Large Cave-In, at the Wall Market hotel (free) and in the Colosseum's waiting room. Run 1 takes Chocobo Sam's questline, so the choices you make on the way in matter: the tip below lists them. Three moments close things off: accepting Madam M's offer after the Colosseum (Cloud can't leave town and Aerith leaves the party), returning to her parlour after the odd jobs, and the main dance at the Honeybee Inn. Finishing the chapter records the first three bridal outfits: Tifa's sporty dress from Chapter 3, Aerith's red dress from Chapter 8's six odd jobs, and Cloud's dress from Sam's line.

Moogle Medal (Collapsed Expressway, before the ladder)CollectibleMissablePoint of no return
Location
Collapsed Expressway · First section – Follow Aerith from the chapter start through the tunnel into the expressway. Past the Terpsicolts, climb the ladder, beat the Lesser Drake, and keep on until a ladder leads down; before taking it, turn back northwest to the chest.
Why you can lose it
Lost for this run once you say yes to Madam M's offer after the Colosseum, since Cloud can't leave Wall Market after that: the expressway is behind the town. Chapter Select brings it back.
Point of no return
Accepting Madam M's offer to dress Aerith, once the Colosseum is won: Cloud can't leave Wall Market any more, and Aerith leaves the party, closing her Colosseum bout.
Summary
A fixed Moogle Medal, currency for the Sector 5 Moogle Emporium. Medals can also be farmed at Whack-a-Box.
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Take the shortcut through the Collapsed ExpresswayQuest step
Location
Collapsed Expressway · First robot arm – From the medal, go down the ladder and use the console. Lower the hand, let Aerith climb on, raise it above the upper road and turn it over the yellow lines to set her down; she kicks a ladder down for Cloud.
Summary
Aerith's route toward Sector 7 runs through the ruined expressway, where an old robot arm has to lift her to the road above.
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Chest: 2× Hi-Potion (expressway)ConsumableMissablePoint of no return
Location
Collapsed Expressway · Past the first robot arm – Climb Aerith's ladder and beat the Sweeper Prototype in the tunnel beyond (it is weak to Lightning). Carry on east, go down the next ladder, and the chest is to the southwest of its foot.
Why you can lose it
Lost for this run once you say yes to Madam M's offer after the Colosseum, since Cloud can't leave Wall Market after that: the expressway is behind the town. Chapter Select brings it back.
Point of no return
Accepting Madam M's offer to dress Aerith, once the Colosseum is won: Cloud can't leave Wall Market any more, and Aerith leaves the party, closing her Colosseum bout.
Summary
Two Hi-Potions in a chest. Hi-Potions are also sold in shops.
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Chest: 1,000 Gil (pipe off the fissure path)ConsumableMissablePoint of no return
Location
Collapsed Expressway · Path Through Fissure – From the Hi-Potion chest, follow the path to the next ladder up and beat the two Terpsicolts. Where the road splits, take the eastern branch down a ramp: the chest sits inside a large pipe. Then come back to the main road.
Why you can lose it
Lost for this run once you say yes to Madam M's offer after the Colosseum, since Cloud can't leave Wall Market after that: the expressway is behind the town. Chapter Select brings it back.
Point of no return
Accepting Madam M's offer to dress Aerith, once the Colosseum is won: Cloud can't leave Wall Market any more, and Aerith leaves the party, closing her Colosseum bout.
Summary
1,000 gil in a chest.
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Robot arms: take the materia before Aerith gets off

At both robot-arm puzzles, Aerith won't climb back onto an arm once she has stepped off near the ladders, and the game warns you before that happens. At the crate puzzle ahead, set her on the crate for the Binding Materia before lifting her to the ladder ledge; at the twin-arm puzzle later, set her on the turned container for the Magnify Materia first. Both are lost for this run otherwise (Chapter Select brings them back).

Binding Materia (first crate puzzle)SpellMissablePoint of no return
Location
Collapsed Expressway · Crate puzzle – Back on the main road, take the southwestern uphill path at the next fork to a console on a ledge. Move the crate to the right and set it down, then pick Aerith up and drop her on top of it: she grabs the orb.
Why you can lose it
Lost for this run if Aerith gets off the arm before she has the orb from the crate: she won't climb back on. Chapter Select brings it back.
Point of no return
Robot-arm puzzles in the Collapsed Expressway: once Aerith has left an arm by a ladder, she refuses to ride it again, so materia she could reach from it is gone for this run.
Summary
A Binding Materia orb (Sleep, later Silence and Berserk) that only Aerith can reach. Binding is also sold at the Wall Market materia store.
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Working Together: the crate and robot-arm puzzleQuest step
Location
Collapsed Expressway · Crate puzzle – With the orb taken, pick Aerith up again and set her on the high ledge across from Cloud's. She lowers a ladder there.
Summary
The second arm puzzle: with Aerith's help on the far side, Cloud gets a ladder lowered.
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Chest: Mega-Potion (dead-end tunnel)ConsumableMissablePoint of no return
Location
Collapsed Expressway · Below the crate console – Climb down from the console ledge and turn northeast straight away: the chest is at the end of a short dead-end tunnel below the console. You can also grab it before using the console.
Why you can lose it
Lost for this run once you say yes to Madam M's offer after the Colosseum, since Cloud can't leave Wall Market after that: the expressway is behind the town. Chapter Select brings it back.
Point of no return
Accepting Madam M's offer to dress Aerith, once the Colosseum is won: Cloud can't leave Wall Market any more, and Aerith leaves the party, closing her Colosseum bout.
Summary
A Mega-Potion in a chest. Mega-Potions are sold in the Sector 5 shops from Chapter 13.
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Bench: Collapsed Expressway, Large Cave-InArea
Location
Collapsed Expressway · Large Cave-In – Climb the ladder Aerith lowered to the south and keep going south; where a way opens to the west, ignore it and carry on southwest and then south to the dead end. The Lesser Drakes may attack on the way back.
Summary
A rest bench with a vending machine beside it, at a dead end off the main path. The machine also sells a Music Disc.
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Music Disc: Cosmo CanyonCollectibleMissablePoint of no return
Location
Collapsed Expressway · Large Cave-In – Buy it from the vending machine next to the bench.
Why you can lose it
Lost for this run once you say yes to Madam M's offer after the Colosseum, since Cloud can't leave Wall Market after that: the vending machine stays in the expressway. Chapter Select brings it back.
Point of no return
Accepting Madam M's offer to dress Aerith, once the Colosseum is won: Cloud can't leave Wall Market any more, and Aerith leaves the party, closing her Colosseum bout.
Summary
Music Disc 22 of the 31, sold by the vending machine at the Large Cave-In bench.
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Beck's gang: Beck, Burke and ButchBoss
Location
Collapsed Expressway · Thugs' Lair – From the bench, go back north and take the western branch you passed: down a ladder, over wooden walkways, through a tunnel and along narrow beams to a gate. The fight starts in the yard beyond. Step around the shock mines they drop, and counter them in Punisher mode.
Summary
Three masked bandits who ambush Cloud and Aerith in an arena-like yard. They are weak to Fire and can steal gil.
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Magnify Materia (dual robot arms)SpellMissablePoint of no return
Location
Collapsed Expressway · Dual Robot Arms Worksite – Past the gang, crawl through the pipes, climb a ladder and beat two Bandits and a Sweeper Prototype. At the next console (Triangle swaps arms), lift a container, turn it all the way round and set it down, then put Aerith on top of it: she takes the orb.
Why you can lose it
Lost for this run if Aerith gets off the arm before she has the orb from the turned container: she won't climb back on. Chapter Select brings it back.
Point of no return
Robot-arm puzzles in the Collapsed Expressway: once Aerith has left an arm by a ladder, she refuses to ride it again, so materia she could reach from it is gone for this run.
Summary
A Magnify Materia orb, which spreads a paired spell over every target. A replay of the chapter is not known to give a second one.
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Chest: Ether (shelter after the bandit ambush)ConsumableMissablePoint of no return
Location
Sector 6 Slums · Evergreen Park – Finish the twin-arm puzzle by stacking the containers and moving Aerith across to the ladder ledge, then follow her on through a Bandit ambush and a crawl hole to the park by the Sector 7 gate. Before talking to her, follow the east wall south to a narrow way that ends at a shelter with the chest.
Why you can lose it
Lost for this run once you say yes to Madam M's offer after the Colosseum, since Cloud can't leave Wall Market after that: the park is outside the town. Chapter Select brings it back.
Point of no return
Accepting Madam M's offer to dress Aerith, once the Colosseum is won: Cloud can't leave Wall Market any more, and Aerith leaves the party, closing her Colosseum bout.
Summary
An Ether in a chest. Ethers are also sold in shops.
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Run 1: answer for Chocobo Sam's questline

Which pair of odd jobs Chapter 9 gives you depends on hidden points from answers you give before the Colosseum. Run 1 wants Chocobo Sam's line: it holds a Johnny incident for The Johnny Experience and Cloud's run-1 dress. Give every one of these: tell Sam about Tifa "She's in great shape."; tell the hotel barker "...No, thanks."; agree with Johnny ("Yeah."); call "Heads." or "Tails." at Sam's coin toss; pick the Poor Man's Course at Madam M's; tell her Aerith's outfit is "It's alright."; and in the Colosseum, taste the mystery drink in Johnny's room ("I'll taste it."), which may also count. The items below repeat each answer where it comes up.

Chasing Tifa: tell Sam "She's in great shape."Quest step
Location
Sector 6 Slums · Wall Market outskirts – From the Ether chest, talk to Aerith; after the scenes, head north along the road until you meet a stablehand tending a chocobo. Chocobo Sam joins in and asks what Tifa looks like: answer "She's in great shape."
Summary
Cloud spots Tifa on a chocobo carriage and gives chase toward Wall Market. Sam's first question is the first answer for his questline.
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Chocobo SamNPC
Location
Sector 6 Slums · Wall Market outskirts – Met at his stables on the road outside the Wall Market gate during "Chasing Tifa".
Summary
The carriage boss outside Wall Market, one of the three people who send girls to Don Corneo. He gives run 1's questline later.
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Chest: Phoenix Down (Sam's chocobo shed)ConsumableMissablePoint of no return
Location
Sector 6 Slums · Wall Market outskirts – After Sam's question, carry on a short way north, beyond the Wall Market gate on your left (west), and search the shed beside two men and a chocobo. Then go back and enter the town.
Why you can lose it
Lost for this run once you say yes to Madam M's offer after the Colosseum, since Cloud can't leave Wall Market after that: the shed is outside the town gate. Chapter Select brings it back.
Point of no return
Accepting Madam M's offer to dress Aerith, once the Colosseum is won: Cloud can't leave Wall Market any more, and Aerith leaves the party, closing her Colosseum bout.
Summary
A Phoenix Down in a chest. Phoenix Downs are also sold in shops.
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Inn: Wall Market hotel (free rest)Area
Location
Wall Market · Hotel – From the gate, turn left (south) to the hotel. The barker outside offers a room: answer "...No, thanks." for Sam's line. Inside, talk to the clerk to rest.
Summary
The hotel just inside the gate: resting with the clerk is free and works like a bench. Its barker asks a questline question.
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Chest: Adrenaline (Wall Market inn)ConsumableMissablePoint of no return
Location
Wall Market · Hotel – In the hotel, the chest is in the empty room on the south side, opposite the bathroom. Johnny's father waits in the lobby.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the chest may not wait for your Chapter 14 return. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
An Adrenaline in a chest inside the hotel.
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Music Disc: Under the Rotting PizzaCollectibleMissablePoint of no return
Location
Wall Market · Jukebox yard – Leave the hotel and take the alley that runs southeast from beside its door to a fenced yard. Interact with the jukebox there.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the jukebox is part of this visit to the town. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
Music Disc 8 of the 31, taken from a jukebox.
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Chest: Celeris (stairs past the jukebox)ConsumableMissablePoint of no return
Location
Wall Market · Jukebox yard – From the jukebox, keep going uphill to the southwest to the end of the yard. The chest is at the top of a short flight of stairs.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the chest may not wait for your Chapter 14 return. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
A Celeris in a chest.
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Discovery: Vagabond Johnny (answer "Yeah.")Quest stepMissablePoint of no return
Location
Wall Market · Honeybee Inn – Back at the hotel front, head southwest, up a flight of stairs, and turn south: Johnny dashes by. Follow him north past Chadley and west down an alley at two flights of stairs, then descend another two flights; he stops at the Honeybee Inn door. Talk to him and answer "Yeah."
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the Discovery may also close sooner, so do it on this first walk. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
A short Discovery in which Johnny runs off through town. It counts as one Johnny incident for The Johnny Experience, and agreeing with him is an answer for Sam's line.
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Music Disc: Farm BoyCollectibleMissablePoint of no return
Location
Wall Market · Bar above the Honeybee Inn stairs – From the Honeybee Inn door, climb the stairs to the southeast and cross the small bridge south. Talk to the cowgirl in a cowboy hat by the record player.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the cowgirl gives it only on this visit. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
Music Disc 17 of the 31, a gift from a cowgirl outside a bar.
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Barrier Materia (drunkards' alley)SpellMissablePoint of no return
Location
Wall Market · Drunkards' alley – Take the stairs down south from the cowgirl's bar into the alley Johnny ran through. Go west past two men standing by a side alley, then keep south until you crouch into a quiet alley: the orb is at its end. If the alley is blocked, it opens in Chapter 14.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the alley is part of this visit to the town. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
A Barrier Materia orb at the end of a narrow alley. Barrier is also sold in shops.
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Headband (gym shower room)ItemMissablePoint of no return
Location
Wall Market · Gym – Work back toward Chadley and take the uphill road south from him. Past the dress shop, the gym is on the right (west); the chest is in its shower room.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the chest may not wait for your Chapter 14 return. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
A Headband accessory. Wall Market's shops also sell it.
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Music Disc: The Midgar BluesCollectibleMissablePoint of no return
Location
Wall Market · Restaurant across from the gym – Cross the street from the gym to the restaurant (east side) and talk to the man singing karaoke.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the singer gives it only on this visit. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
Music Disc 29 of the 31, a gift from a karaoke singer.
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Chest: 1,200 Gil (Corneo's mansion front)ConsumableMissablePoint of no return
Location
Wall Market · Road to the mansion – Carry on south up the stairs, past the Colosseum (west) and the weapon store (east). Just before the bridge to the mansion, turn right (west) to the chest.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the chest may not wait for your Chapter 14 return. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
1,200 gil in a chest by the road to Don Corneo's mansion.
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Chest: Ether (side of the mansion)ConsumableMissablePoint of no return
Location
Wall Market · Road to the mansion – Cross the bridge, turn left (east) at once and follow the path down the side of the mansion to the chest.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the chest may not wait for your Chapter 14 return. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
An Ether in a chest beside Don Corneo's mansion. Ethers are also sold in shops.
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To Corneo's Mansion through Wall MarketQuest step
Location
Wall Market · Corneo's Mansion – Back at the front of the mansion, go in and talk to the doorman. (The hotel barker's question on the way in should have had "...No, thanks." for Sam's line.)
Summary
Cloud and Aerith reach Don Corneo's door, where they learn that only one of three people can get them in.
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Andrea RhodeaNPC
Location
Wall Market · Honeybee Inn – Leave the mansion (a scene plays on the bridge) and walk back to the Honeybee Inn in the northwest corner of town. Johnny's attempt at the door fails; go inside for the scene.
Summary
The star of the Honeybee Inn and one of the Trio. He is too busy to see Cloud for now.
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The Trio: see Andrea, then Sam's coin toss ("Heads." or "Tails.")Quest step
Location
Sector 6 Slums · Wall Market outskirts – From the Honeybee Inn, go back out through the gate to Sam at his stables, east of the town. When he offers the coin toss, call "Heads." or "Tails."
Summary
The Trio's first two visits lead nowhere, but Sam's coin toss is another answer for his line, and you keep Sam's Coin either way.
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Madam MNPC
Location
Wall Market · Madam M's parlour – From Sam, re-enter the town and walk up the street north of the gate, past the blocked side alleys. The parlour is on the right (east), facing the materia store, and Johnny runs out of it as you arrive.
Summary
The owner of the massage parlour, the last of the Trio.
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Madam M's Desire: Poor Man's Course, then "It's alright."Quest step
Location
Wall Market · Madam M's parlour – Inside, pick the Poor Man's Course when she offers the massage. Then, as Aerith, talk to her at the counter and answer "It's alright." about the outfit. She hands over a Tournament Entry Form, which opens the Underground Colosseum.
Requires
Summary
Madam M's price for a recommendation: a hand massage, then a Corneo Cup win to pay for Aerith's dress. Both answers here count for Sam's line.
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Star Pendant (S6-5 Road ruins)ItemMissablePoint of no return
Location
Sector 6 Slums · S6-5 Road – Leave the parlour and walk north out of town until the road forks; bear northeast, and at the next split turn left (west) into the shell of an abandoned house, where the chest is.
Why you can lose it
Lost for this run once you say yes to Madam M's offer after the Colosseum, since Cloud can't leave Wall Market after that: the road is outside the town. Chapter Select brings it back.
Point of no return
Accepting Madam M's offer to dress Aerith, once the Colosseum is won: Cloud can't leave Wall Market any more, and Aerith leaves the party, closing her Colosseum bout.
Summary
A Star Pendant accessory. Shops sell it from Chapter 8.
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Music Disc: Honeybee InnCollectibleMissablePoint of no return
Location
Wall Market · Item store – Walk back south past the parlour to the gate square. The item store stands on the north side of the square; the disc is in its list.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the store's single copy belongs to this visit. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
Music Disc 10 of the 31, sold once for 50 gil by the Wall Market item store.
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Chest: Elixir (up two flights of stairs by Chadley)ConsumableMissablePoint of no return
Location
Wall Market · Stairs by Chadley – Head west from the item store toward Chadley. Before talking to him, climb the two flights of stairs beside him and go round the corner to the chest. It may instead be the alley chest behind the item store, which can only be reached in Chapter 14.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the chest may not wait for your Chapter 14 return. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
An Elixir in a chest. The Moogle Emporium sells Elixirs in Chapter 14.
Report an issue
Battle Intel Report 10: Combat Simulation: Fat ChocoboAchievementMissablePoint of no return
Location
Wall Market · Chadley – Come down from the Elixir and talk to Chadley: he hands in old reports and gives Reports 10 to 14. Start the VR fight from his menu. Fat Chocobo has no weakness, and its moogles summon a Bomb, a Tonberry or a Cactuar.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, beside the combat simulator on the Shinra Building's 63rd floor in Chapter 16: the VR fight is his to offer. Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Chadley's VR fight against Fat Chocobo, which opens once Reports 05 to 09 are in. Winning gives the Fat Chocobo summon materia.
Report an issue
Hardedge (Cloud, Wall Market weapon shop)WeaponMissablePoint of no return
Location
Wall Market · Weapon store – From Chadley, walk uphill south toward the mansion. The weapon store faces the Colosseum entrance, on the east side of the road; the Hardedge costs 2,000 gil.
Why you can lose it
Lost for this run if you don't have it by the time the Shinra Building's 63F shop, the last place that sells it, closes in Chapter 16; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
A sword for Cloud with the Infinity's End ability, one of the 24 weapons for Weapons Expert. The store sells it again in Chapter 14 and the Shinra Building shop in Chapter 16.
Report an issue
Bench: Corneo Colosseum backstage roomArea
Location
Wall Market · Corneo Colosseum – Cross the road from the weapon store into the Colosseum, talk to the staff and ride the lift down. Two doors lead off to the north: the western waiting room has the bench and machine.
Summary
A rest bench and vending machine in the Colosseum's waiting area, with cheap Mega-Potions, Ethers and Phoenix Downs. It is open again in Chapter 14.
Report an issue
Underground Colosseum: win the Corneo CupQuest step
Location
Wall Market · Corneo Colosseum – In the eastern room, talk to Johnny; the vial on his table is the mystery drink: answer "I'll taste it." Then tell the Gatekeeper at the arena door you're ready. Fire helps in the first two bouts and Lightning in the third; rest between rounds.
Summary
Three story bouts with Aerith at Cloud's side: the Beastmaster with two Bloodhounds, Beck's gang with Corneo Lackeys, then a Cutter and a Sweeper.
Report an issue
Hell HouseBoss
Location
Wall Market · Corneo Colosseum – After the third round, rest and give Aerith one each of Fire, Ice, Lightning and Wind, with healing on Cloud. Read the window colour and hit the opposite element: red means Ice, white Fire, blue Wind, green Lightning.
Summary
The extra match Don Corneo adds to the Corneo Cup: a house that changes its element. It must be beaten to win the tournament.
Report an issue
Colosseum bout: Cloud vs. Wild Animals (Legacy: Ascension)Achievement
Location
Wall Market · Corneo Colosseum – After Hell House you're back in the upper lobby. Ride the lift down again and pick this bout from the Gatekeeper at the arena door. Wind and First Strike on Cloud make short work of it.
Requires
Summary
Cloud's solo five-round challenge (rank 1, 100 gil). First clear gives Legacy: Ascension, his second Limit Break, and this first optional win earns Returning Champion.
Trophies
  • Achievement · SteamReturning Champion
  • Bronze · PlayStationReturning Champion
Report an issue
Colosseum bout: Aerith vs. Wild Animals (Legacy: Planet's Protection)AchievementMissablePoint of no return
Location
Wall Market · Corneo Colosseum – Pick it from the same Gatekeeper right after Cloud's bout. This is the only time Aerith can enter on a first run, so do it now.
Why you can lose it
Lost for this run once you say yes to Madam M's offer after the Colosseum, since Cloud can't leave Wall Market after that: Aerith also leaves the party, and her bout with her. Chapter Select brings it back.
Point of no return
Accepting Madam M's offer to dress Aerith, once the Colosseum is won: Cloud can't leave Wall Market any more, and Aerith leaves the party, closing her Colosseum bout.
Requires
Summary
Aerith's solo five-round challenge (rank 1, 100 gil). First clear gives Legacy: Planet's Protection, her second Limit Break.
Report an issue
Colosseum bout: Two-Person Team vs. Slum OutlawsAchievement
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper after the solo bouts. Rounds are mostly Corneo Lackeys and Bandits, ending with The Huntsman. It is open again in Chapter 14.
Requires
Summary
A five-round bout for any two (rank 2, 200 gil), here Cloud and Aerith. First clear gives the Clarity Pendant.
Report an issue
Battle Intel Report 13: Refocus AnalysisAchievementMissablePoint of no return
Location
Wall Market · Chadley – Use Aerith's Refocus Materia (from Chapter 8) twice in battle while she is still with you; the Colosseum bouts are a good place. On the way back north from the Colosseum, hand it in to Chadley.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, beside the combat simulator on the Shinra Building's 63rd floor in Chapter 16: progress carries over, but Aerith must be in the party to raise it. Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Chadley's report for using Refocus twice. It adds ATB Assist to his shop.
Report an issue
Battle Intel Report 11: Monster Bio Pt. 3AchievementMissablePoint of no return
Location
Wall Market · Chadley – Keep Assess equipped and scan every new enemy type; the Corneo Cup and the optional bouts add several. Hand it in to Chadley at the same stop.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, beside the combat simulator on the Shinra Building's 63rd floor in Chapter 16: progress carries over until then. Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Chadley's report for Assessing 20 kinds of enemy. It adds Item Master to his shop.
Report an issue
Shop: Item Master (Chadley, second copy)SpellMissablePoint of no return
Location
Wall Market · Chadley – At Chadley's shop, after handing in Report 11, buy the first copy and then the second.
Why you can lose it
Lost for this run if it isn't bought by Chadley's last stop, beside the combat simulator on the Shinra Building's 63rd floor in Chapter 16: his stock is only sold at his stops. Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Chadley sells Item Master for 100 gil once Report 11 is in, and one further copy for 5,000 gil. His stock is limited, unlike other shops.
Report an issue
Point of no return: Madam M's offer

Back at the parlour, Madam M asks whether Aerith should change, and warns that you can't leave town afterwards. Saying yes also takes Aerith out of the party until the Honeybee Inn. Before you agree, make sure you have: the expressway's Moogle Medal, Hi-Potions, 1,000 Gil and Mega-Potion, the Cosmo Canyon disc, the Ether in Evergreen Park, the Phoenix Down in Sam's shed, the Star Pendant on the S6-5 Road, and Aerith vs. Wild Animals in the Colosseum. Also use Refocus twice for Report 13 while Aerith is here. Say no to keep exploring; anything missed needs Chapter Select.

Parting Ways: accept Madam M's offer (side quests open)Quest step
Location
Wall Market · Madam M's parlour – Walk back north to the parlour, talk to Madam M and say yes. Sam's questline then waits outside the gate, and Burning Thighs appears too.
Summary
Aerith stays with Madam M to be dressed, and Cloud is free to take Wall Market's odd jobs alone.
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The Party Never Stops (Sam's line)Quest stepMissablePoint of no return
Location
Wall Market · Across Wall Market – Sam, outside the gate, starts it; then talk to the dress shop owner's son by the gym and to his father, drinking in the restaurant across the street. Get The Sauce for the materia store owner by using Assess on the hotel's vending machine until it drops, fix an appliance in the restaurant west of the hotel, and cure at least one of the item store owner's sick customers with Cleansing (higher materia levels earn extra items). Take the VIP Card back to the father, then the son.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the odd jobs end there. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
Sam's first odd job: get the dress maker back to work, with Johnny tagging along. It pays a Turbo Ether, counts as a Johnny incident, and is one of the 24 run-1 quests Divine Gratitude needs in Chapter 14.
Report an issue
Burning ThighsQuest stepMissablePoint of no return
Location
Wall Market · Gym – From the dress shop, step next door into the gym and talk to Jules. Press Triangle, Circle, Cross, Square in time with Cloud; pressing early makes him stumble, and a tie loses.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the odd jobs end there. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
The gym's squat contest: beat Ronnie for 3 Mega-Potions and unlock the harder tiers. Each questline's second job needs it, and Divine Gratitude needs it in Chapter 14.
Report an issue
Squats Amateur vs Jay (Luck Up Materia)AchievementMissablePoint of no return
Location
Wall Market · Gym – Still in the gym, talk to Jay. This tier adds moments of fatigue where one button has to be mashed.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the gym's contests end there. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
The middle squat tier, against Jay. Winning gives the Luck Up Materia.
Report an issue
Squats Pro vs Jules (Champion Belt)AchievementMissablePoint of no return
Location
Wall Market · Gym – Talk to Jules again for the Pro bout. He can score into the forties; if Cloud falls even once, pause and restart.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the gym's contests end there. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
The top squat tier, against Jules. Winning gives the Champion Belt, and having won all three tiers earns Sultan of Squat.
Trophies
  • Achievement · SteamSultan of Squat
  • Bronze · PlayStationSultan of Squat
Report an issue
A Dynamite Body (Sam's line)Quest stepMissablePoint of no return
Location
Wall Market · Corneo Colosseum – With both jobs above done, talk to Sam outside the gate, then ride the Colosseum lift down and ask the Gatekeeper for the Special Match. Fire with Elemental on Cloud's armor blunts the Bombs.
Why you can lose it
Lost for this run once you return to Madam M's parlour with the odd jobs done, which starts the mansion sequence: the odd jobs end there. Chapter Select brings it back.
Point of no return
Going back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.
Summary
Sam's second odd job: a Colosseum Special Match against two Bombs. It finishes his line and counts toward Divine Gratitude in Chapter 14.
Report an issue
Arcane Scepter (Aerith, A Dynamite Body reward)WeaponMissablePoint of no return
Location
Wall Market · Corneo Colosseum – Sam is waiting outside the arena after the Bombs and hands it over.
Why you can lose it
Lost for this run if you don't have it by the time the Shinra Building's 63F shop, the last place that sells it, closes in Chapter 16; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
A staff for Aerith with the Fleeting Familiar ability, one of the 24 weapons for Weapons Expert. Weapon stores sell it again from Chapter 13 if it is ever missed.
Report an issue
Point of no return: back to Madam M's

Going back to the parlour to check on Aerith starts the rescue, and Wall Market is closed for the rest of the chapter. Before that, finish The Party Never Stops, Burning Thighs and A Dynamite Body: all three together give Cloud his run-1 dress, and Divine Gratitude needs them. Win the Squats Amateur and Pro bouts (Sultan of Squat). And check the town's pickups: the Adrenaline, Celeris, Headband, Barrier Materia, 1,200 Gil, the mansion-side Ether, the Elixir, and the discs Under the Rotting Pizza, Farm Boy, The Midgar Blues and Honeybee Inn. Vagabond Johnny must be done too. Chadley's reports can wait for his later stops. Anything missed needs Chapter Select.

Rescue Tifa: back to Madam M's, then Aerith's plan at the Honeybee InnQuest step
Location
Wall Market · Honeybee Inn – Head for the parlour; Johnny stops you, so follow him to the mansion and talk to the doorman. Outside, Aerith joins you: follow her to the Honeybee Inn and talk to the receptionist. Save here: the main dance inside allows only one try.
Summary
Johnny's interruption leads to a failed try at the mansion door, then Aerith, newly dressed, has a plan for the Honeybee Inn. This is also a Johnny incident.
Report an issue
Chest: Sedative (Honeybee Inn, Johnny's father's room)ConsumableMissablePoint of no return
Location
Wall Market · Honeybee Inn – Go through the northwest door into the hexagonal hall, then into the side room on its south side. Answer Triangle in the guessing game, then open the chest behind him.
Why you can lose it
Lost for this run once the main dance with Andrea begins: the Inn's rooms close then. Chapter Select brings it back.
Point of no return
Leaving the practice round for the main dance with Andrea: it can't be retried without reloading, and the Inn closes behind it.
Summary
A Sedative in a chest behind Johnny's father.
Report an issue
Music Disc: Let the Battles Begin! -REMAKE-CollectibleMissablePoint of no return
Location
Wall Market · Honeybee Inn – Talk to the three bee girls by the door in the northwest of the hall to go to the stage. Score Great on all 10 prompts in the practice round; you may retry the practice as often as you like.
Why you can lose it
Lost for this run once the main dance with Andrea begins: the practice round ends there. Chapter Select brings it back.
Point of no return
Leaving the practice round for the main dance with Andrea: it can't be retried without reloading, and the Inn closes behind it.
Summary
Music Disc 26 of the 31, the prize for a flawless practice dance.
Report an issue
The main dance is one try

When you leave the practice round, the real dance with Andrea starts, and there is no retry except by reloading. Take the Sedative and the Let the Battles Begin! -REMAKE- disc first, and save before the bee girls send you on stage. A top rating gives Andrea's Earrings and Dancing Queen.

Honeybee Inn dance: top rating (Andrea's Earrings)AchievementMissablePoint of no return
Location
Wall Market · Honeybee Inn – Press each button as its light passes through the hexagon, when the prompt glows brightest, over three rounds. If Aerith ends on high praise, you have it; the trophy pops after the next scene.
Why you can lose it
Lost for this run once the main dance with Andrea begins: this dance has no second try. Chapter Select brings it back.
Point of no return
Leaving the practice round for the main dance with Andrea: it can't be retried without reloading, and the Inn closes behind it.
Summary
Dance well enough with Andrea to earn Andrea's Earrings, which also unlocks Dancing Queen.
Trophies
  • Achievement · SteamDancing Queen
  • Bronze · PlayStationDancing Queen
Report an issue
Music Disc: Don of the SlumsCollectibleMissablePoint of no return
Location
Wall Market · Corneo's Mansion – After the dance, walk Cloud back to the mansion and talk to the doorman. Go upstairs through the easternmost doors; after the scenes you wake in the basement with Tifa. The machine is in the southeast corner of that room.
Why you can lose it
Lost for this run when Corneo's trap ends Chapter 9: the machine stays in the mansion. Chapter Select brings it back.
Point of no return
Confronting Don Corneo in his bedroom: he springs a trap and Chapter 9 ends.
Summary
Music Disc 11 of the 31, sold by a Don Corneo-shaped vending machine.
Report an issue
Chest: Turbo Ether (Corneo's basement)ConsumableMissablePoint of no return
Location
Wall Market · Corneo's Mansion – In the same basement room, the chest is in the southwest corner.
Why you can lose it
Lost for this run when Corneo's trap ends Chapter 9: the chest stays in the mansion. Chapter Select brings it back.
Point of no return
Confronting Don Corneo in his bedroom: he springs a trap and Chapter 9 ends.
Summary
A Turbo Ether in a chest. The Moogle Emporium sells Turbo Ethers in Chapter 14.
Report an issue
Chest: Molotov Cocktail (lackeys' room)ConsumableMissablePoint of no return
Location
Wall Market · Corneo's Mansion – After the audition you play as Aerith with Tifa. The chest is in front of the TV in the room where you start.
Why you can lose it
Lost for this run when Corneo's trap ends Chapter 9: the chest stays in the mansion. Chapter Select brings it back.
Point of no return
Confronting Don Corneo in his bedroom: he springs a trap and Chapter 9 ends.
Requires
Summary
A Molotov Cocktail in a chest.
Report an issue
Fury Ring (under the foyer stairs)ItemMissablePoint of no return
Location
Wall Market · Corneo's Mansion – Go out to the inner balcony and down to the foyer, and beat the three Corneo Lackeys. On the west side, by a big vase under the stairs, squeeze through a gap to the chest.
Why you can lose it
Lost for this run when Corneo's trap ends Chapter 9: the chest stays in the mansion. Chapter Select brings it back.
Point of no return
Confronting Don Corneo in his bedroom: he springs a trap and Chapter 9 ends.
Requires
Summary
A Fury Ring accessory, which keeps its wearer Berserk: more strength, less defense.
Report an issue
Otherworldly Crystal (behind the bookshelf)ItemMissablePoint of no return
Location
Wall Market · Corneo's Mansion – Climb back up and enter the easternmost room, where the gas caught Cloud and Aerith. Check the bookshelf on the south wall, then step on the floor plate nearby to slide it aside, and take the stairs down to the chest. It may instead only appear on the Chapter 14 visit.
Why you can lose it
Lost for this run when Corneo's trap ends Chapter 9: the room stays in the mansion. Chapter Select brings it back.
Point of no return
Confronting Don Corneo in his bedroom: he springs a trap and Chapter 9 ends.
Requires
Summary
An Otherworldly Crystal accessory, which shortens bad status effects.
Report an issue
Chapter 9 ends in Corneo's bedroom

Entering Corneo's private rooms past his office ends the chapter. Before you go, check you have the Don of the Slums disc and the Turbo Ether from the basement, the Molotov Cocktail, the Fury Ring under the foyer stairs and the Otherworldly Crystal behind the bookshelf. Anything missed needs Chapter Select.

Showdown with CorneoQuest step
Location
Wall Market · Corneo's Mansion – From the crystal, go back to the inner balcony and through the middle (south) doors to his office. Beat the two lackeys, then take the south doors (the east door only goes back to the basement). Any answer to his question ends the chapter.
Summary
Corner Don Corneo and get some answers. Finishing the chapter earns Never the Bride.
Trophies
  • Achievement · SteamNever the Bride
  • Bronze · PlayStationNever the Bride
Report an issue
Outfit: Tifa, sportyArmor
Location
Wall Market · Corneo's Mansion – Nothing to do here: it counts when the chapter ends, if the Chapter 3 answer was the sporty one. Check it under System > Play Log.
Summary
One of Tifa's three bridal outfits, set by answering "Something... sporty?" in Chapter 3's "Alone at Last". It is recorded once Chapter 9 is finished.
Report an issue
Outfit: Aerith, redArmor
Location
Wall Market · Corneo's Mansion – Nothing to do here: it counts when the chapter ends, provided Chapter 8's six odd jobs were done. Check it under System > Play Log.
Summary
One of Aerith's three bridal outfits, set by finishing all six Chapter 8 odd jobs. It is recorded once Chapter 9 is finished.
Report an issue
Outfit: Cloud, Sam's lineArmor
Location
Wall Market · Corneo's Mansion – Nothing to do here: it counts when the chapter ends, once Burning Thighs and both of Sam's jobs are done. The trophy may pop as early as the dance. Check it under System > Play Log.
Summary
Cloud's bridal outfit for finishing Sam's line with Burning Thighs. With Tifa's and Aerith's, this third outfit of the clear earns Snappy Dresser, recorded once Chapter 9 is finished.
Trophies
  • Achievement · SteamSnappy Dresser
  • Bronze · PlayStationSnappy Dresser
Report an issue

Chapter 10: Rough Waters

A one-way trek through the sewers back toward Sector 7 with Tifa and Aerith: a boss at the start, then sluice gates, a generator, a key and a pump between the party and the surface.

Chapter 10 drops Cloud, Tifa and Aerith into the sewers under Sector 6, and the whole chapter is one road north to the Sector 7 side. Abzu attacks right after you wake the others, so set up your materia first. There are two benches, each with a vending machine: a safe room early in Aqueduct 1 and a room on the Sector 7 side after the main aqueduct. Three things to get right: who Cloud talks to first, buying the Music Disc, and sweeping the Sector 6 side before you raise the floating bridge at the end of the main aqueduct. There are no side quests or Chadley reports here.

Who you wake first

When you get control, Cloud can speak to Tifa or Aerith first. Whoever you pick remembers it, and it feeds which character joins Cloud for a quiet scene at the start of Chapter 14 (the Chapter 3 and Chapter 8 odd jobs count too). No item or trophy depends on it, so pick your favourite.

Before you talk to anyone: Abzu

The boss follows the wake-up talk at once. It is weak to fire: give Fire to two or three people (plus Elemental paired with it), keep Healing on everyone, and Star Pendants guard against its poisoning whirlpools. Ifrit hits it hard, so have a summon slot ready.

Escape to the Surface: wake Tifa or Aerith firstQuest step
Location
Sewer System · Sector 6 Sewers, Aqueduct 1 – From the start, walk up to Tifa or Aerith and speak to the one you want Cloud to check on first; the other follows on her own. The scenes lead straight into the boss.
Summary
The opening: Cloud comes round in the sewers and gets the others on their feet before a monster shows up.
Report an issue
AbzuBoss
Location
Sewer System · Sector 6 Sewers, Aqueduct 1 – No detour: it climbs out of a hole as soon as the wake-up talk ends. Burn its horns with Fire, especially when it clings to a wall to pounce, which knocks it down for Focused attacks; when a pipe starts to glow, get well away from it.
Summary
The sewer beast that opens the chapter; it flees through a wall rather than dying. The win gives a Phoenix Down.
Report an issue
Chest: EtherConsumableMissablePoint of no return
Location
Sewer System · Sector 6 Sewers, Aqueduct 1 – Go through the hole Abzu smashed in the east wall. Where Tifa turns north, head the other way, south, to a chest in the corner.
Why you can lose it
Lost for this run once Chapter 10 ends at the exit ladder past the pump; Chapter Select brings it back.
Point of no return
Climbing the exit ladder after the pump and the Sahagin fights ends Chapter 10; the sewers are not walked again in this run.
Requires
Summary
One Ether, which restores MP; shops also sell it.
Report an issue
Chest: 2 Hi-PotionsConsumableMissablePoint of no return
Location
Sewer System · Sector 6 Sewers, Aqueduct 1 – Follow the others south and beat the first Sahagin (Fire works best). Go west past a ladder to break the boxes, come back and climb it, then walk east: the chest sits by the passage before you rejoin the women.
Why you can lose it
Lost for this run once Chapter 10 ends at the exit ladder past the pump; Chapter Select brings it back.
Point of no return
Climbing the exit ladder after the pump and the Sahagin fights ends Chapter 10; the sewers are not walked again in this run.
Requires
Summary
Two Hi-Potions, a common restorative that shops also sell.
Report an issue
Feathered Gloves (Tifa)WeaponMissablePoint of no return
Location
Sewer System · Sector 6 Sewers, Aqueduct 1 – Take the tunnel north and use the sluice control to the east to drain the canal. Don't climb the stairs yet: take the steps down and duck west under the raised gate to reach the purple chest.
Why you can lose it
Lost for this run if you don't have it by the time the Shinra Building's 63F shop, the last place that sells it, closes in Chapter 16; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Tifa's gloves with the Starshower ability, one of the 24 weapons for Weapons Expert. The chest is gone after this chapter, but the 63rd-floor shop in Chapter 16 sells the gloves again if you miss them.
Report an issue
Chest: Potion (under the Aqueduct 1 canal)ConsumableMissablePoint of no return
Location
Sewer System · Sector 6 Sewers, Aqueduct 1 – While you are down in the drained canal by the gloves, check the canal floor for a chest. It may only turn up when you pass through here again in Chapter 14.
Why you can lose it
Lost for this run once Chapter 10 ends at the exit ladder past the pump; Chapter Select brings it back.
Point of no return
Climbing the exit ladder after the pump and the Sahagin fights ends Chapter 10; the sewers are not walked again in this run.
Summary
One Potion in a chest. It may not be there on this visit.
Report an issue
Bench: Aqueduct 1 safe roomArea
Location
Sewer System · Sector 6 Sewers, Aqueduct 1 – From the canal, climb the ladder on the north side to the women at the second gate panel and follow them into the room beyond. The bench and vending machine are inside; you pass through this room again in Chapter 14.
Summary
The chapter's first bench, with a vending machine, at the far end of Aqueduct 1.
Report an issue
Music Disc: The OppressedCollectibleMissablePoint of no return
Location
Sewer System · Sector 6 Sewers, Aqueduct 1 – Buy it from the vending machine next to the bench. If this machine doesn't list it, the one by the next bench, past the main aqueduct, should stock it instead.
Why you can lose it
Lost for this run once Chapter 10 ends at the exit ladder past the pump; Chapter Select brings the disc back.
Point of no return
Climbing the exit ladder after the pump and the Sahagin fights ends Chapter 10; the sewers are not walked again in this run.
Summary
Music Disc 9 of the 31 for Disc Jockey, sold for 50 gil by a sewer vending machine.
Report an issue
Chest: 800 GilConsumableMissablePoint of no return
Location
Sewer System · Settling Basin Corridor – Leave east, drop down the ladder and fight through the Wererat and Scissorclaw chambers to the north door, then climb on to the pair of dark rooms. Cross either one to the lit chamber at the far north end and throw the switch through its south door; back in the lit-up west room, pull its sluice lever and climb down to the chest.
Why you can lose it
Lost for this run once Chapter 10 ends at the exit ladder past the pump; Chapter Select brings it back.
Point of no return
Climbing the exit ladder after the pump and the Sahagin fights ends Chapter 10; the sewers are not walked again in this run.
Summary
A chest holding 800 gil.
Report an issue
Find the Skeleton KeyQuest step
Location
Sewer System · Settling Basin Corridor – From the 800 Gil chest, climb back up and cross to the east room. Beat the two Scissorclaws, drain the canal with its lever and pick up the key down below, then unlock the door north of the generator room. (The locked door you passed in the Wererat chambers is not the one it opens.)
Summary
Restore the power, drain a canal and fish out the Key to the Sewers, which opens the way to the main aqueduct.
Report an issue
Poison MateriaSpellMissablePoint of no return
Location
Sewer System · Sector 7-6 Main Aqueduct – In the big trunk-line chamber, work along the lower canals, pulling each lever to drain the water and beating the Blugus and Scissorclaws, until a switch shuts a gate and a ladder takes you back up. Climb the stairs there and go through the gate east to the platform with the green orb you saw on the way in.
Why you can lose it
Lost for this run once Chapter 10 ends at the exit ladder past the pump; Chapter Select brings it back.
Point of no return
Climbing the exit ladder after the pump and the Sahagin fights ends Chapter 10; the sewers are not walked again in this run.
Summary
Poison magic materia; shops also sell it.
Report an issue
Take everything on the Sector 6 side now

In the scenes after the floating bridge, the planks sink under the party and a second bridge gives way, so expect no way back to this side. Before you raise the bridge, check you have the Ether, Hi-Potion and 800 Gil chests, the Feathered Gloves, the Poison materia and The Oppressed (if the first vending machine sold it).

Crossing the Sluice GateQuest step
Location
Sewer System · Sector 7-6 Main Aqueduct – From the Poison materia, go back through the gate and down to the top of the gate you lowered, and have Cloud balance along it to a small platform. Climb down twice to the canal, beat the Sahagin, go up the ladder to the north and pull the lever to the west, then cross the floating bridge for the scenes.
Summary
Walk the top of a lowered gate and raise a floating bridge to reach the far side of the main aqueduct.
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Bench: Aqueduct 3 end roomArea
Location
Sewer System · Sector 7 Sewers, Aqueduct 3 – After the bridge scenes, climb the ladder, go east for more scenes, then north through a door and along the hallway. Through the next rooms (break the boxes in the east one), keep north to the room with the bench and vending machine.
Summary
The second bench of the chapter, with a vending machine, on the Sector 7 side.
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Chest: 2 Orbs of GravityConsumableMissablePoint of no return
Location
Sewer System · Sector 7 Sewers, Aqueduct 2 – From the bench, go north and west and down the ladder, then south into the eight-sided chamber. Take its south exit into the next big chamber, clear the Wererats, and open the chest at the south end.
Why you can lose it
Lost for this run once Chapter 10 ends at the exit ladder past the pump; Chapter Select brings it back.
Point of no return
Climbing the exit ladder after the pump and the Sahagin fights ends Chapter 10; the sewers are not walked again in this run.
Summary
Two Orbs of Gravity, a battle item.
Report an issue
Warding Materia (Discovery: On the Other Side)SpellMissablePoint of no return
Location
Sewer System · Sector 7 Sewers, Aqueduct 1 – Back in the first chamber, go west, up the ladder, north past the pipe and the two Scissorclaws, west, down a ladder and south, then west up another ladder to a fork. Take the south room (Blugu and Wererats), climb down the ladder to the west and turn north to the blue orb behind the grating.
Why you can lose it
Lost for this run once Chapter 10 ends at the exit ladder past the pump; Chapter Select brings it back.
Point of no return
Climbing the exit ladder after the pump and the Sahagin fights ends Chapter 10; the sewers are not walked again in this run.
Summary
Support materia that shields its wearer from the status effects of the orb it is linked with, and the prize of the Discovery On the Other Side. A replay after you own it may give Healing instead.
Report an issue
Chest: Revival EarringsItemMissablePoint of no return
Location
Sewer System · Sector 7 Sewers, Aqueduct 1 – From the Warding orb, carry on south through another eight-sided room and up a ladder to the east, where a lone Sahagin waits. Then turn north past a heap of Shinra boxes to the chest.
Why you can lose it
Lost for this run once Chapter 10 ends at the exit ladder past the pump; Chapter Select brings it back.
Point of no return
Climbing the exit ladder after the pump and the Sahagin fights ends Chapter 10; the sewers are not walked again in this run.
Summary
The Revival Earrings accessory; shops also sell it.
Report an issue
To Sector 7 Slums: reach the pump control roomQuest step
Location
Sewer System · Sector 7 Sewers, Primary Treatment – Walk back to the fork and take the north room this time, then west, down a ladder, across a bare room, up a ladder and through the west door (boxes), south and west through another door. In Primary Treatment, go north, then west and up the stairs to the control room.
Summary
Find the way out of the Sector 7 aqueducts to the pump that controls the last canal.
Report an issue
The pump leads straight to the end of the chapter

Pulling the control-room lever starts the pump sequence, and the run past it ends at the exit ladder, which closes Chapter 10. The sewers are not walked again in this run, so everything you left behind is lost: the Ether, Hi-Potion, Potion (if it is there), 800 Gil, Orbs of Gravity and Revival Earrings chests, the Poison and Warding materia, and The Oppressed disc (the Feathered Gloves chest too, though the 63rd-floor shop in Chapter 16 sells them again). Chapter Select brings all of it back.

Operating the Pump: drain the water and climb outQuest step
Location
Sewer System · Sector 7 Sewers, Primary Treatment – Pull the control-room lever; as Aerith, go to the pump beside Tifa and land the gauge in the red zone three times (a miss makes the zone bigger), then go back to Cloud's panel. Fight down the ladders through the Sahagins and Blugus to the exit ladder for the closing scenes.
Summary
Unblock the pump as Aerith, then fight through the Sahagins to the ladder out. Finishing the chapter earns Sewer Survivor.
Trophies
  • Achievement · SteamSewer Survivor
  • Bronze · PlayStationSewer Survivor
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Chapter 11: Haunted

Cloud, Tifa and Aerith cross an abandoned rail yard on the way back to Sector 7, with a weapon to steal from the last boss and a few one-way drops that leave chests behind.

Chapter 11 is one long walk through the Train Graveyard: Switchyard 2, the two-floor Maintenance Facility, the turntable and locomotives of Switchyard 1, and Freight Storage at the far end. Benches wait at the start, outside the control room (with the vending machine that sells a Music Disc), at the Maintenance Facility's exit and just before the last boss. Three things to get right: open each chest before the short ladders that drop you into the next area, buy the disc before you leave the Maintenance Facility, and equip Steal Materia before the final fight, because Aerith's Bladed Staff can only be stolen from that boss.

Short ladders are one-way

Several ladders in the graveyard only go down: once you drop, you can't get back up it. Open every chest in an area before you take its last ladder down, and follow the order below, which takes each chest before its drop.

Bench: Switchyard 2 Section C (chapter start)Area
Location
Train Graveyard · Switchyard 2 – Section C. The bench and vending machine stand where you take control, before the ladder up onto the first carriage.
Summary
A bench and a vending machine right where the chapter opens; the machine has nothing new.
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Mythril Rod (Aerith)WeaponMissablePoint of no return
Location
Train Graveyard · Switchyard 2, Section C – From the bench, go west over the carriage and through a train car to the open ground where Wererats attack. Skip the ladder to the north for now: go east through the other train car, south past the containers, then west to the purple chest.
Why you can lose it
Lost for this run if you don't have it by the time the Shinra Building's 63F shop, the last place that sells it, closes in Chapter 16; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Aerith's Ray of Judgment weapon, one of the 24 for Weapons Expert. If you miss its chest, the Sector 5 weapon shop (Chapters 13–14) and the Shinra Building's 63F shop sell it again.
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Toward the Light: cross Switchyard 2 to the Maintenance FacilityQuest step
Location
Train Graveyard · Switchyard 2, Section C – Back through the train car, climb the ladder you skipped and drop down the far side, then cross east to the building that makes a noise. Three Cripshays come out of it; they are weak to ice and easy to counter in Punisher mode.
Summary
The opening objectives: follow Tifa and Aerith across the first switchyard toward the facility.
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Chest: 1 GilConsumableMissablePoint of no return
Location
Train Graveyard · Switchyard 2, Section B – Crawl under the wreckage through the Cripshays' building, go through the next train car and beat the Cripshays and Wererats. The girls head for a ladder to the northeast; first go east through the other train car and out its south side to the chest.
Why you can lose it
Lost for this run once you drop down the short ladder on the east side of this part of Switchyard 2: it can't be climbed back. Chapter Select brings it back.
Point of no return
Dropping down the short ladder east of the 1 Gil chest in Switchyard 2, which can't be climbed again from below.
Summary
A chest holding a single gil, a joke at your expense, but it counts as a chest.
Report an issue
The ladder down to the east is one-way

Past the 1 Gil chest, the story ladder leads over a carriage to a second, short ladder down to the east, and you can't climb back up it. Take the 1 Gil chest before you drop (the Mythril Rod chest is behind you as well, but shops sell that weapon again later).

HP Up MateriaSpellMissablePoint of no return
Location
Train Graveyard · Switchyard 2, Section B – At the foot of the short ladder, beat the Cripshays and head east, then north and northwest. Before the next ladder north, walk west around a train car on the south side to the orb.
Why you can lose it
Lost for this run once you drop down the short ladder past the turntable in Switchyard 1, which can't be climbed back; the whole Maintenance Facility stays behind you. Chapter Select brings it back.
Point of no return
Dropping down the short ladder north-west of the turntable in Switchyard 1: it is too short to climb back, and the Maintenance Facility is left behind.
Summary
Complete materia that raises the wearer's maximum HP; shops also sell it.
Report an issue
Pass Through the Maintenance FacilityQuest step
Location
Train Graveyard · Maintenance Facility – Climb the ladder, cross the rubble walkway and the overturned car to the girls at the warehouse door, then go in and follow Aerith north. Ghosts answer physical hits with Shield and spells with Reflect: lead with physical attacks and switch to Fire when Shield is up.
Summary
Into the haunted warehouse and the chapter's first Ghost fight.
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All Aboard for the Graveyard: ride the ghost trainQuest step
Location
Train Graveyard · Maintenance Facility – With the way north blocked after the Ghost, head back south and beat the Cripshays; a train to the east then lights up. Board it, go north through it and leave by the west side, then climb the stairs west to the upper floor.
Summary
A lit-up train opens the way to the facility's upper floor.
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Chest: Gothic BangleArmorMissablePoint of no return
Location
Train Graveyard · Maintenance Facility, south-east stairs – Upstairs, ignore the graffiti door to the north and the dead console a little east of it. Keep east to a staircase, go down, and beat the Lesser Drake guarding the chest.
Why you can lose it
Lost for this run once you drop down the short ladder past the turntable in Switchyard 1, which can't be climbed back; the whole Maintenance Facility stays behind you. Chapter Select brings it back.
Point of no return
Dropping down the short ladder north-west of the turntable in Switchyard 1: it is too short to climb back, and the Maintenance Facility is left behind.
Summary
A Gothic Bangle in a chest; shops sell this armor from Chapter 13 on.
Report an issue
Chest: 2 Mega-PotionsConsumableMissablePoint of no return
Location
Train Graveyard · Maintenance Facility, west warehouse – Back up the stairs, take the north door and beat two Ghosts, then go out west and on to the next building and its single Ghost. Through the south door, the east door leads to the chest (the south one opens a shortcut back to the stairs).
Why you can lose it
Lost for this run once you drop down the short ladder past the turntable in Switchyard 1, which can't be climbed back; the whole Maintenance Facility stays behind you. Chapter Select brings it back.
Point of no return
Dropping down the short ladder north-west of the turntable in Switchyard 1: it is too short to climb back, and the Maintenance Facility is left behind.
Summary
Two Mega-Potions, which heal the whole party; shops also sell them.
Report an issue
Chest: 3 Echo MistsConsumableMissablePoint of no return
Location
Train Graveyard · Maintenance Facility, north-west – Leave the building by its north door and go on to a pair of staircases; the upper door to the east is locked. Take the stairs down to the west and walk north around the beams to the chest, before the ladder.
Why you can lose it
Lost for this run once you drop down the short ladder past the turntable in Switchyard 1, which can't be climbed back; the whole Maintenance Facility stays behind you. Chapter Select brings it back.
Point of no return
Dropping down the short ladder north-west of the turntable in Switchyard 1: it is too short to climb back, and the Maintenance Facility is left behind.
Summary
Three Echo Mists, which cure Silence; shops also sell them.
Report an issue
Take these three chests now

The ladder down after the shipping containers is another one-way drop. After the boss you come back along the upper floor to the console by the first stairs, so the Gothic Bangle, Mega-Potion and Echo Mist chests may still be in reach then, but open them before you climb, to be safe.

Chest: 1,000 GilConsumableMissablePoint of no return
Location
Train Graveyard · Maintenance Facility 2F – From the Echo Mist chest, climb the ladder to the south, cross the shipping containers east and drop to the north-east corner. Beat the Cripshays and climb the stairs. Before you take the next stairs west to the control room, go south past them and turn west to the chest.
Why you can lose it
Lost for this run once you drop down the short ladder past the turntable in Switchyard 1, which can't be climbed back; the whole Maintenance Facility stays behind you. Chapter Select brings it back.
Point of no return
Dropping down the short ladder north-west of the turntable in Switchyard 1: it is too short to climb back, and the Maintenance Facility is left behind.
Summary
A chest of 1,000 gil.
Report an issue
Chest: Moogle MedalCollectibleMissablePoint of no return
Location
Train Graveyard · Maintenance Facility 2F – From the 1,000 Gil chest, go through the door to the south. In the room beyond, the south door leads to the chest (the west door only has Shinra boxes).
Why you can lose it
Lost for this run once you drop down the short ladder past the turntable in Switchyard 1, which can't be climbed back; the whole Maintenance Facility stays behind you. Chapter Select brings the medal back.
Point of no return
Dropping down the short ladder north-west of the turntable in Switchyard 1: it is too short to climb back, and the Maintenance Facility is left behind.
Summary
A fixed Moogle Medal, currency for Moggie's shop. Medals can also be farmed at Whack-a-Box.
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Bench: outside the control roomArea
Location
Train Graveyard · Maintenance Facility 2F – Go back north from the Moogle Medal room and up the stairs to the west; the bench and vending machine stand outside the control room.
Summary
A bench and a vending machine at the control-room door, right before the boss; the machine sells the chapter's Music Disc and a few discounted restoratives.
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Music Disc: Let the Battles Begin!CollectibleMissablePoint of no return
Location
Train Graveyard · Maintenance Facility 2F – Buy it from the vending machine next to the control-room bench.
Why you can lose it
Lost for this run once you drop down the short ladder past the turntable in Switchyard 1, which can't be climbed back; the whole Maintenance Facility stays behind you. Chapter Select brings the disc back.
Point of no return
Dropping down the short ladder north-west of the turntable in Switchyard 1: it is too short to climb back, and the Maintenance Facility is left behind.
Summary
Music Disc 6 of the 31 for Disc Jockey, sold for 50 gil by the vending machine outside the control room.
Report an issue
Before the control room

The boss inside is weak to fire: give Tifa Fire with Elemental and keep Healing on everyone. It can Silence, so carry Echo Mists. It flickers between a solid form, which physical attacks hurt, and a ghostly one, which only magic touches.

GhoulBoss
Location
Train Graveyard · Control room – Enter the control room from the bench and use the console at the north end. Hit it physically while it is solid and with Fire or Cure while it is ghostly; when it grabs a fighter, attack the other Ghoul on the far side of the room to free them.
Summary
The Maintenance Facility boss. Beating it restores power and gives Subversion Materia, which shops sell from the next chapter on.
Report an issue
Crane GameQuest step
Location
Train Graveyard · Maintenance Facility – Leave the control room and go back south along the upper floor to the console that was dead earlier, by the staircase you first came up from the ghost train. Use it to lower the train cars.
Requires
Summary
With the power back, use a crane to drop a train car into place and open the way out.
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Chest: 3 Echo MistsConsumableMissablePoint of no return
Location
Train Graveyard · Maintenance Facility, ground floor – Take the south-west stairs down, go east into the train car and north through the new one, leaving it by the west side. Head north, then west, beat two Lesser Drakes and turn south to the chest.
Why you can lose it
Lost for this run once you drop down the short ladder past the turntable in Switchyard 1, which can't be climbed back; the whole Maintenance Facility stays behind you. Chapter Select brings it back.
Point of no return
Dropping down the short ladder north-west of the turntable in Switchyard 1: it is too short to climb back, and the Maintenance Facility is left behind.
Requires
Summary
Three more Echo Mists; shops also sell them.
Report an issue
Bench: warehouse exitArea
Location
Train Graveyard · Maintenance Facility – From the Echo Mist chest, go back east and board the train car north of the one you left, then go out its east side for a scene. Head north to a gap you squeeze through; the bench is to its east.
Requires
Summary
A bench by the Maintenance Facility's way out; it may be the same one you passed on the way in.
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Back Amongst Friends: start the turntable and cross itQuest step
Location
Train Graveyard · Switchyard 1, Turntable – Leave the warehouse and use the lit console to the north-west. Wererats come first, then two Ghosts and three Cripshays; the bench is just inside if you need it. Once they are down, cross the turntable to the north-west.
Requires
Summary
Outside, set the turntable moving, survive the waves it stirs up, and cross to the next part of the yard.
Report an issue
Chest: Hi-PotionConsumableMissablePoint of no return
Location
Train Graveyard · Switchyard 1, Turntable – On solid ground across the turntable, leave the ladder ahead for later and turn west to the chest.
Why you can lose it
Lost for this run once you drop down the short ladder past the turntable in Switchyard 1, which can't be climbed back; the whole Maintenance Facility stays behind you. Chapter Select brings it back.
Point of no return
Dropping down the short ladder north-west of the turntable in Switchyard 1: it is too short to climb back, and the Maintenance Facility is left behind.
Summary
A Hi-Potion in a chest; shops also sell them.
Report an issue
Past the turntable, the drop is one-way

Climbing the ladder after the Hi-Potion leads north-west to a short ladder down that can't be climbed back, and everything behind it is gone for this run: the HP Up Materia, the Gothic Bangle, the facility's Mega-Potion chest and both of its Echo Mist chests, the 1,000 Gil chest, the Moogle Medal, the Hi-Potion and the Let the Battles Begin! disc. Check that you have all of them before you drop. A second one-way drop follows the first locomotive, with nothing left behind it.

Chest: 2 Mega-PotionsConsumableMissablePoint of no return
Location
Train Graveyard · Switchyard 1, Section A – After the drop, climb into the first locomotive and start it, then climb north and follow the path to the next drop. Board the train to the north, leave east, climb into the next locomotive and start it; once it moves, walk round its north end to the chest.
Why you can lose it
Lost for this run when the chapter ends after Eligor; the Train Graveyard is never revisited. Chapter Select brings it back.
Point of no return
Walking on from Freight Storage after Eligor ends Chapter 11; the Train Graveyard is not revisited.
Summary
Two more Mega-Potions; shops also sell them.
Report an issue
Bench: Freight Storage, before EligorArea
Location
Train Graveyard · Freight Storage – Go south-west past the lit train cars and beat the Cerulean Drake and Lesser Drake, then start the third locomotive to the north-east. Come back to the lit car, climb onto its roof and follow the roofs to a ladder down (this one goes both ways) to the bench.
Summary
The last bench of the chapter, with a vending machine that sells Headbands, right before the boss.
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Before the last fight

Put Steal Materia on Tifa or Cloud (Chadley sells it once Battle Intel Report 07 is in). The boss is weak to ice, and wind grounds it while it flies; its gaze lasers cause Sleep and Silence, so Headbands from the vending machine help. If the fight starts without Steal equipped, quit it from the pause menu, equip the materia and retry.

Steal the Bladed Staff before Eligor falls

The Bladed Staff, one of the 24 weapons for Weapons Expert, is only stolen from Eligor: it never drops, and no shop sells it. Steal with every ATB charge at the start of the fight until you have it, then finish the boss. Winning the fight also leads straight to the end of the chapter, so make sure the second Mega-Potion chest in Switchyard 1 is open.

Bladed Staff (Aerith): steal from EligorWeaponMissablePoint of no return
Location
Train Graveyard · Freight Storage – Walk on north-west from the bench into the scenes and the fight. Let the character with Steal chase Eligor and use Steal each time the ATB fills until the Bladed Staff is taken.
Why you can lose it
Can only be stolen during the Eligor fight and never drops; once Eligor falls it is gone for this run. Chapter Select brings the fight back.
Point of no return
Eligor is defeated: the Bladed Staff can no longer be stolen this run.
Summary
Aerith's Lustrous Shield weapon, one of the 24 for Weapons Expert. Stealing it is the only way to get it.
Report an issue
EligorBoss
Location
Train Graveyard · Freight Storage – Fight it from behind and avoid its wheels, which deflect hits until the last phase, when breaking them Staggers it. While it flies, ice or wind spells bring it back down.
Summary
The chapter's last boss. Beating it earns an Echo Mist and 1,200 gil.
Report an issue
Clear the Way: on to Sector 7Quest step
Location
Train Graveyard · Freight Storage – After Eligor, head on north-west and then north-east to the objective marker. The cutscene that follows closes the chapter and unlocks the trophy.
Requires
Summary
The locomotive puzzles that cleared the path, then the walk out of the graveyard toward Sector 7, which ends the chapter.
Trophies
  • Achievement · SteamParanormal Investigator
  • Bronze · PlayStationParanormal Investigator
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Chapter 12: Fight for Survival

A fight up the Sector 7 support pillar: Cloud climbs alone, the story follows Aerith through the slums, then Cloud and Tifa push on to the top for a rematch with two old foes.

Chapter 12 is short and almost entirely one climb. After a spectre fight near the station, Cloud goes up the pillar alone from the bench at its base, the story hands control to Aerith for a combat-free walk through the slums, and then Cloud and Tifa carry on from the middle of the pillar to the bench on 14F, just below the boss. Beyond the story, the only things to collect are three chests, and all three vanish with the chapter, so open the two on the lower floors before the story switches to Aerith.

Bench: pillar baseArea
Location
Sector 7 Slums · Sector 7 pillar – As soon as you control Cloud alone, go northeast at the bottom of the pillar: the bench and the vending machine stand beside the foot of the stairs.
Summary
The bench and vending machine at the foot of the pillar, the last rest stop until 14F. The machine now stocks Subversion materia alongside the usual items.
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Gear for the climb

Almost every soldier on the pillar is weak to Fire, so pair Fire with Magnify or Elemental, and keep Lightning for the Sentry Guns and Slug-Rays. Smash the Shinra boxes on each floor: with no bench until 14F, the MP they give back adds up.

Chest: 2 Orbs of GravityConsumableMissablePoint of no return
Location
Sector 7 Slums · Sector 7 pillar – Climb the stairs from the bench and beat the Sentry Gun and Elite Security Officers, then go up again to the landing with the Elite Riot Troopers. Instead of taking the next stairs, keep going past the Shinra boxes and around behind the central column to the chest; equip Lightning first, as two Slug-Rays fly in when you open it.
Why you can lose it
Lost for this run once Reno and Rude fall and the escape from the pillar ends Chapter 12; Chapter Select brings it back.
Point of no return
Continuing past the 14F bench to the top of the pillar starts the Reno and Rude fight; once they are beaten, the escape from the pillar ends Chapter 12 and the Sector 7 slums are gone.
Summary
Two Orbs of Gravity. Opening the chest calls in a pair of Slug-Rays.
Report an issue
Chest: EtherConsumableMissablePoint of no return
Location
Sector 7 Slums · Sector 7 pillar – Back on the way up, the floor above has a scene with Biggs; go round behind the column there and climb the ladder to meet the first Helitroopers. Once they are down, work round to the far side of the column, which the ladder doesn't lead to directly, for the chest.
Why you can lose it
Lost for this run once Reno and Rude fall and the escape from the pillar ends Chapter 12; Chapter Select brings it back.
Point of no return
Continuing past the 14F bench to the top of the pillar starts the Reno and Rude fight; once they are beaten, the escape from the pillar ends Chapter 12 and the Sector 7 slums are gone.
Summary
One Ether, which restores MP; shops also sell it.
Report an issue
Take the lower chests now

The climb continues past one more Helitrooper and two Elite Security Officers, up a ladder and a quiet floor, to the landing where the story cuts away to Aerith. By the time Cloud is back in control, the helicopter has shot apart the stairs Tifa climbed, so the lower floors may already be out of reach: open the Orb of Gravity and Ether chests before that landing.

Saving Marlene (Aerith)Quest step
Location
Sector 7 Slums · Seventh Heaven – From the Ether chest, climb on until the scenes switch to Aerith, then follow Wedge to the gate and make for Seventh Heaven by yourself. The direct road is blocked by a downed helicopter, so detour around it and carry the fallen girl Betty to Marle at the tunnel on the way. In the bar, find Marlene under the sink behind the counter and walk her to the front door.
Requires
Summary
Aerith's part of the chapter: a walk through the evacuating slums to get Marlene out of Seventh Heaven. There are no fights and nothing to pick up.
Report an issue
TsengHidden spoiler – activate to revealNPCMinor spoiler
Location
Sector 7 Slums · Seventh Heaven – Nothing to do but watch: he enters the scenes as Aerith leads Marlene to the door at the end of the Saving Marlene walk.
Summary
A Turk who steps into the story while Aerith is getting Marlene out of the bar. He appears again on a screen at the top of the pillar after the boss.
Report an issue
Chest: ElixirConsumableMissablePoint of no return
Location
Sector 7 Slums · Sector 7 pillar, 12F – Back with Cloud and Tifa, use the debris as cover from the helicopter and climb through 9F to 11F (on 10F, hop the junk to the west side for the ladder, since the way round the column is a dead end). On 12F, deal with the Elite Shock Trooper, two Sentry Guns and the two Helitroopers that arrive late, then go northeast around the column to the chest.
Why you can lose it
Lost for this run once Reno and Rude fall and the escape from the pillar ends Chapter 12; Chapter Select brings it back.
Point of no return
Continuing past the 14F bench to the top of the pillar starts the Reno and Rude fight; once they are beaten, the escape from the pillar ends Chapter 12 and the Sector 7 slums are gone.
Summary
One Elixir, in a chest on the 12th floor of the pillar.
Report an issue
To the Top: climb to 14F with TifaQuest step
Location
Sector 7 Slums · Sector 7 pillar, 14F – From the Elixir chest, return to the 12F stairs landing and go west, then cross the beam that juts out to the southwest to reach the stairs to 13F. A scene plays there; take the next stairs to 14F and follow the single path ahead.
Summary
Cloud and Tifa fight their way up the rest of the pillar, with the Turks' helicopter firing on them, to the last rest stop below the summit.
Report an issue
Bench: pillar 14F, before Reno and RudeArea
Location
Sector 7 Slums · Sector 7 pillar, 14F – At the end of the single path on 14F, the bench and vending machine wait side by side.
Summary
The bench and vending machine right before the boss; the machine sells Mega-Potions, Ethers and Phoenix Downs.
Report an issue
Before Reno and Rude

Barret joins for this fight, so check his weapon and materia; the game also opens the menu just before the battle. Lightning linked with Elemental in armor softens Reno's attacks, Poison wears both Turks down, and Rude takes extra damage from Wind but shrugs off Fire, so leave Ifrit out.

Heading to the summit ends the chapter

Walking on from the 14F bench leads straight into the scenes and the Reno and Rude fight, and Chapter 12 ends with the escape that follows. The Orb of Gravity, Ether and Elixir chests are then gone for this run, and the pillar and the Sector 7 slums can't be visited again outside Chapter Select. Open the Elixir chest on 12F before you climb past it.

Reno and RudeBoss
Location
Sector 7 Slums · Sector 7 pillar, summit – From the 14F bench, go up to the top to join Barret and the fight begins after the scenes. Reno fights alone at first while Rude strafes from the helicopter, until Barret shoots it down and Rude joins on foot. Afterwards a countdown starts: circle the rim of the summit back to Tifa; the chapter closes with the scenes that follow.
Summary
The two Turks together, with Barret back in the party; winning and escaping the pillar ends Chapter 12. A Magician's Bracelet (Reno) and a Heavy-Duty Bracer (Rude) can be stolen, but shops sell both from the next chapter.
Trophies
  • Achievement · SteamThe Collapse
  • Bronze · PlayStationThe Collapse
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Chapter 13: A Broken World

A walk through the slums to check on Marlene, a stop with Chadley in Sector 5, the Collapsed Expressway back to a survivors' camp in Evergreen Park, then a stretch underground with Barret on his own.

Chapter 13 has no odd jobs. It takes Cloud, Tifa and Barret from the Sector 6 wreckage through Wall Market to Aerith's house, and Sector 5's shops and Chadley are open on the way. From there the Collapsed Expressway leads to Evergreen Park, where the Sector 7 survivors sell a Music Disc and a gun for Barret, and a tunnel under the playground goes back to the Sector 7 ruins. Rest at the Evergreen Park bench, at the bench where Barret wakes up alone, and in the break room before the boss. Two moments close things off: the drop into a hole at the Seventh Heaven ruins (nothing above ground can be reached again this chapter) and the boss, after which the chapter ends.

Words of Hope: follow Barret to Aerith's houseQuest step
Location
Sector 5 Slums · Aerith's house – From the start, crawl southwest under the debris and push the slab aside with Tifa to reach Barret, then head northwest and north past the survivors. Follow Barret into Wall Market and up its north road, where the materia store and Madam M's parlour stand, and on into Sector 5. Cross the slums southwest to Aerith's house and watch the scenes inside.
Summary
Barret rejoins after the plate's fall, and the party heads for Aerith's house in the hope that Marlene is safe there.
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Chest: Mythical AmuletItemMissablePoint of no return
Location
Sector 5 Slums · Aerith's house, upstairs – After the talk downstairs, go back up to the bedroom where Marlene is sleeping: the chest is in that room. If it isn't there, it may only turn up on the Chapter 14 visit to the house.
Why you can lose it
Lost for this run once you drop into the hole at the Seventh Heaven ruins, since the rest of the chapter stays underground: the house is left behind until Chapter 14. Chapter Select brings it back.
Point of no return
Dropping into the hole after Wedge's cat at the Seventh Heaven ruins: the chapter carries on underground, so Sector 5, the Collapsed Expressway and Evergreen Park are out of reach for the rest of Chapter 13.
Summary
An accessory that makes summons stronger.
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Battle Intel Report 16: Monster Bio Pt. 4AchievementMissablePoint of no return
Location
Sector 5 Slums · Chadley, by the materia shop – Leave the house and walk back into the slums: Chadley waits near the materia shop with Reports 15 to 19. Hand this one in if 30 types are already Assessed, then buy the Enemy Skill materia. If you're short, keep Assess on and hand it in at his Chapter 14 stop, before the odd job Missing Children.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, beside the combat simulator on the Shinra Building's 63rd floor in Chapter 16: progress carries over until then. Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Chadley's report for Assessing 30 kinds of enemy. Handing it in puts Enemy Skill materia in his shop, the only copy in the game and the one Master of Mimicry needs: buy it at once.
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Before leaving Sector 5

The Sector 5 weapon shop now sells the Sorcerer's Armlet, with strong magic defence, and stocks again the earlier weapons you might have missed. With the Enemy Skill materia on someone, the Varghidpolis on the expressway ahead can teach Self-Destruct by casting Apoptosis on you; they come back, and Chapter 14 has other chances.

Chest: Mega-PotionConsumableMissablePoint of no return
Location
Collapsed Expressway · Past the narrow gap – From Chadley, take the road back toward Wall Market; at the fork Cloud points out the tunnel on the east side, into the Collapsed Expressway. Past the Gorgers, the first old robot arm and the next ladder up, squeeze through the narrow gap (the right-hand way is blocked): the chest is straight in front.
Why you can lose it
Lost for this run once you drop into the hole at the Seventh Heaven ruins, since the rest of the chapter stays underground: the expressway is above ground. Chapter Select brings it back.
Point of no return
Dropping into the hole after Wedge's cat at the Seventh Heaven ruins: the chapter carries on underground, so Sector 5, the Collapsed Expressway and Evergreen Park are out of reach for the rest of Chapter 13.
Summary
A Mega-Potion in a chest. The Sector 5 item shop sells them from this chapter.
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Chest: Heavy-Duty BracerArmorMissablePoint of no return
Location
Collapsed Expressway · Bandit's Den – Go on past the Ringmaws and the Varghidpolis packs to a clearing guarded by a Smogger and a Sweeper Prototype (both weak to Lightning). Beyond them, climb down the ladder to the south, crawl under the fallen train car and take the doorway to the southeast: the chest is in the side hallway.
Why you can lose it
Lost for this run once you drop into the hole at the Seventh Heaven ruins, since the rest of the chapter stays underground: the expressway is above ground. Chapter Select brings it back.
Point of no return
Dropping into the hole after Wedge's cat at the Seventh Heaven ruins: the chapter carries on underground, so Sector 5, the Collapsed Expressway and Evergreen Park are out of reach for the rest of Chapter 13.
Summary
A Heavy-Duty Bracer armlet. From this chapter the Sector 5 and Wall Market weapon shops also sell it.
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Chest: EtherConsumableMissablePoint of no return
Location
Collapsed Expressway · Train tracks – Back outside, head southwest around a train car and beat two groups of Bandits (weak to Fire). After the second group, step onto the northern track and follow it northeast: the chest is at its far end.
Why you can lose it
Lost for this run once you drop into the hole at the Seventh Heaven ruins, since the rest of the chapter stays underground: the expressway is above ground. Chapter Select brings it back.
Point of no return
Dropping into the hole after Wedge's cat at the Seventh Heaven ruins: the chapter carries on underground, so Sector 5, the Collapsed Expressway and Evergreen Park are out of reach for the rest of Chapter 13.
Summary
An Ether in a chest. Ethers are also sold in shops.
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Chest: Orb of GravityConsumableMissablePoint of no return
Location
Collapsed Expressway · Before the ladder – Return southwest to the third group: Beck, Butch and Burke with a Grungy Bandit, who has a Championship Belt to steal. Once they're down, the chest is on the left just before the ladder.
Why you can lose it
Lost for this run once you drop into the hole at the Seventh Heaven ruins, since the rest of the chapter stays underground: the expressway is above ground. Chapter Select brings it back.
Point of no return
Dropping into the hole after Wedge's cat at the Seventh Heaven ruins: the chapter carries on underground, so Sector 5, the Collapsed Expressway and Evergreen Park are out of reach for the rest of Chapter 13.
Summary
An Orb of Gravity in a chest.
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Checking on Friends: reach the Evergreen Park campQuest step
Location
Sector 6 Slums · Evergreen Park – From the Orb of Gravity, climb the ladder and beat the Ringmaws, go down past the twin robot arms and climb the next two ladders. Follow the path south past more survivors and duck under a fence into the park.
Summary
The way to Sector 7 leads through the expressway to Evergreen Park, where survivors from the fallen sector have set up camp.
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Music Disc: On Our WayCollectibleMissablePoint of no return
Location
Sector 6 Slums · Evergreen Park – In the camp, talk to the item vendor among the Sector 7 traders and buy the disc. If he doesn't offer it, Wymer is in the camp too and may hand it over.
Why you can lose it
Lost for this run once you answer Barret at the Avalanche wall in Chapter 14, which closes Sectors 5 and 6: the camp's traders still sell it until then. Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Music Disc 15 of the 31, 50 gil from the item vendor in the survivors' camp.
Report an issue
Shop: Big Bertha (Barret)WeaponMissablePoint of no return
Location
Sector 6 Slums · Evergreen Park – In the same camp, the weapon vendor from Sector 7 has a single Big Bertha in stock.
Why you can lose it
Lost for this run if you don't have it by the time the Shinra Building's 63F shop, the last place that sells it, closes in Chapter 16; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
A gun for Barret with the Maximum Fury ability, one of the 24 weapons for Weapons Expert, 2,500 gil. If you skip it, it is on sale again in Chapter 14 and at the Shinra Building's 63rd-floor shop in Chapter 16.
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Point of no return: the hole at the Seventh Heaven ruins

The tunnel under the playground can be walked back once you're in it. At the ruins of Seventh Heaven, though, following Wedge's cat ends with a drop into a hole, and the rest of the chapter takes place underground. Before you go, have the Mythical Amulet from Aerith's house and the four expressway chests (Mega-Potion, Heavy-Duty Bracer, Ether and Orb of Gravity), and hand in Report 16 if you can. The camp's traders (On Our Way, Big Bertha) and Chadley are back in Chapter 14. Anything else missed needs Chapter Select.

Home Is Where the Heart Is: through the tunnel to the Seventh Heaven ruinsQuest step
Location
Sector 7 Slums · Seventh Heaven ruins – Take the tunnel at the playground's southwest end, climb its ladder and follow the next tunnel up to the ruins; after the scene, cross the rubble east to what is left of Seventh Heaven. Help Barret shift the debris, follow the cat southeast and drop into the hole. Follow the passage below to Wedge.
Summary
The tunnel under the playground comes out in the ruins of Sector 7, and Wedge's cat shows the way down.
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Bench: Test Site B6, Waste Processing ChamberHidden spoiler – activate to revealAreaMinor spoiler
Location
Underground Test Site · B6 Waste Processing Chamber – After the scenes with Wedge, Barret comes to on his own in this small room, next to the bench. You can walk back to it to heal during the first stretch of his route.
Summary
A rest bench with a vending machine beside it, where Barret's solo route begins.
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Barret on his own: shoot your way through

Barret's gun clears marked rubble, fans and machines: press Square when the prompt appears. Most of the chests below sit behind rubble or caged doors, so clear each side branch before moving on, as some ladders up may not let you back down.

Chest: 2,000 GilHidden spoiler – activate to revealConsumableMissablePoint of no returnMinor spoiler
Location
Underground Test Site · B6 Researcher Access – Blast the rubble south of the bench and follow the tunnel past Bugaboos and Wererats, shooting the Shinra boxes on the shelves as you go. After the second Bugaboo swarm there is rubble to the south and more at the tunnel's east end: blast the eastern pile first to reach the chest.
Why you can lose it
Lost for this run when Chapter 13 ends after the Failed Experiment: the lab's chests are not restocked. Chapter Select brings it back.
Point of no return
Beating the Failed Experiment: the scenes after it take the party out of the lab, and Chapter 13 ends with Barret carrying Wedge to safety.
Summary
2,000 gil in a chest.
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Chest: 2 Mega-PotionsHidden spoiler – activate to revealConsumableMissablePoint of no returnMinor spoiler
Location
Underground Test Site · B6 Type-C Specimens Nursery – Back in the tunnel, blast the southern rubble and beat the two Bloodhounds beyond (weak to Ice), then climb the ladder south to the catwalks. Leave the stairs to the east for now and take the catwalk north: shoot the machine there to drop a piece of catwalk and reach the chest.
Why you can lose it
Lost for this run when Chapter 13 ends after the Failed Experiment: the lab's chests are not restocked. Chapter Select brings it back.
Point of no return
Beating the Failed Experiment: the scenes after it take the party out of the lab, and Chapter 13 ends with Barret carrying Wedge to safety.
Summary
Two Mega-Potions in a chest. Mega-Potions are also sold in shops.
Report an issue
Chest: Healing CarcanetHidden spoiler – activate to revealItemMissablePoint of no returnMinor spoiler
Location
Underground Test Site · B5 Researcher Access – Go back to the east stairs and climb them, then head north past more Bugaboos and a Bloodhound and up a ladder into the next passage. Rubble blocks both ways: blast the northern pile first, and the chest is behind it.
Why you can lose it
Lost for this run when Chapter 13 ends after the Failed Experiment: the lab's chests are not restocked. Chapter Select brings it back.
Point of no return
Beating the Failed Experiment: the scenes after it take the party out of the lab, and Chapter 13 ends with Barret carrying Wedge to safety.
Summary
An accessory that makes healing items, spells and abilities more effective.
Report an issue
Reunite with Tifa (Barret alone through the labs)Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Underground Test Site · B2 Type-F Specimens Creche – From the carcanet, blast the southern rubble, beat the Gorgers and shoot the fan in front of the ladder north. Through the next tunnel take the stairs southwest past Tifa to the end of the catwalk and shoot the robot arm so its load crushes the Bugaboo nest. Then return down the stairs to the fork and take the northwest way to her.
Summary
Barret fights his way up through the labs and finds Tifa holding off a swarm.
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Chest: EtherHidden spoiler – activate to revealConsumableMissablePoint of no returnMinor spoiler
Location
Underground Test Site · B2, behind the left fan – With Tifa, follow the walkway and stairs northeast to three fans you can shoot. Blast the southwestern (left) one: the chest is in the caged space behind it.
Why you can lose it
Lost for this run when Chapter 13 ends after the Failed Experiment: the lab's chests are not restocked. Chapter Select brings it back.
Point of no return
Beating the Failed Experiment: the scenes after it take the party out of the lab, and Chapter 13 ends with Barret carrying Wedge to safety.
Summary
An Ether in a chest. Ethers are also sold in shops.
Report an issue
Ice MateriaHidden spoiler – activate to revealSpellMissablePoint of no returnMinor spoiler
Location
Underground Test Site · B2 Type-D Specimens Creche – Shoot the middle fan to go on and beat the two Bloodhounds behind it. Of the two cells to the northwest, blast the door of the northeastern one: the orb is inside.
Why you can lose it
Lost for this run when Chapter 13 ends after the Failed Experiment: the cells are inside the lab. Chapter Select brings it back.
Point of no return
Beating the Failed Experiment: the scenes after it take the party out of the lab, and Chapter 13 ends with Barret carrying Wedge to safety.
Summary
An Ice materia orb. Ice materia is also sold in shops.
Report an issue
Chest: Turbo EtherHidden spoiler – activate to revealConsumableMissablePoint of no returnMinor spoiler
Location
Underground Test Site · B2 Type-D Specimens Creche – Next to the Ice Materia cell, blast the door of the southwestern cell: the chest stands among the Shinra boxes inside.
Why you can lose it
Lost for this run when Chapter 13 ends after the Failed Experiment: the cells are inside the lab. Chapter Select brings it back.
Point of no return
Beating the Failed Experiment: the scenes after it take the party out of the lab, and Chapter 13 ends with Barret carrying Wedge to safety.
Summary
A Turbo Ether in a chest.
Report an issue
Warding MateriaHidden spoiler – activate to revealSpellMissablePoint of no returnMinor spoiler
Location
Underground Test Site · B2, upper cells – Take the stairs southwest from the two cells. Of the cells up there, only the first can be blasted open, and the orb is inside it with some Shinra boxes.
Why you can lose it
Lost for this run when Chapter 13 ends after the Failed Experiment: the cells are inside the lab. Chapter Select brings it back.
Point of no return
Beating the Failed Experiment: the scenes after it take the party out of the lab, and Chapter 13 ends with Barret carrying Wedge to safety.
Summary
A Warding materia orb. Once you own it, replays of the chapter leave a Healing materia in this cell instead.
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Finding Wedge: up to the B1 break roomHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Underground Test Site · B1 Break Room – Follow the walkway between the cells to the ladder and beat the Monodrives and the Cutter on the platform. Climb down the ladder to the northeast, then fight across the platforms (a Bloodhound with two Varghidpolis, then a Bugaboo swarm). Climb the last stairs northeast into a small room.
Summary
Barret and Tifa push on up through the site to look for Wedge.
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Bench: Underground Test Site B1 break roomHidden spoiler – activate to revealAreaMinor spoiler
Location
Underground Test Site · B1 Break Room – The bench is in the break room at the top of the stairs, beside the vending machine.
Summary
A rest bench with a vending machine that sells a Music Disc, plus Mega-Potions, Ethers and Phoenix Downs at a discount. The room can be reached again in Chapter 14.
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Music Disc: Main Theme of FFVIIHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Underground Test Site · B1 Break Room – Buy it from the vending machine next to the bench.
Why you can lose it
Lost for this run when Chapter 13 ends after the Failed Experiment: a ladder reaches the break room again in Chapter 14 and the disc may still be on sale there, but buy it now to be safe. Chapter Select brings it back.
Point of no return
Beating the Failed Experiment: the scenes after it take the party out of the lab, and Chapter 13 ends with Barret carrying Wedge to safety.
Summary
Music Disc 14 of the 31, 50 gil from the break room's vending machine.
Report an issue
Point of no return: the boss ends the chapter

The door past the break room leads to the chapter's boss, and once it falls the story carries the party out of the lab and Chapter 13 ends. Before you go through, have the Main Theme of FFVII disc and the lab's pickups: 2,000 Gil, 2 Mega-Potions, the Healing Carcanet, the Ether behind the left fan, the Ice Materia, the Turbo Ether and the Warding Materia. Anything missed needs Chapter Select.

Failed ExperimentHidden spoiler – activate to revealBossMinor spoiler
Location
Underground Test Site · Specimen Testing Area – From the break room, go through the doorway to the northeast. Beat the first two waves of Unknown Entities, then take Tifa up the stairs during the third to bring out the boss. Shoot its Appendage with Barret to pressure it, hide behind crates from Plasma Discharge, and bring Shiva, Ice with Elemental, poison protection and Revival.
Summary
The creature in the test site's specimen testing area, behind waves of Unknown Entities. It is weak to Ice.
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Mythril Claws (Tifa)Hidden spoiler – activate to revealWeaponMinor spoiler
Location
Underground Test Site · Specimen Testing Area – Nothing to do: they are added to Tifa's weapons when the Failed Experiment is beaten.
Summary
Tifa's gloves with the Chi Trap ability, one of the 24 weapons for Weapons Expert. They come automatically with the victory.
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Return: Barret carries Wedge outHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Sector 7 Slums · Sector 7 ruins – After the boss, shoot the wall in front of Barret and look through the hole. Once you wake up outside the lab, walk northwest with Barret carrying Wedge until the closing scene.
Summary
Cloud catches up after the fight, and the party heads back to the surface. Finishing the chapter earns Broken Dreams.
Trophies
  • Achievement · SteamBroken Dreams
  • Bronze · PlayStationBroken Dreams
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Chapter 14: In Search of Hope

The last and biggest side-quest hub: nine odd jobs across Sectors 5 and 6 and Wall Market, the Colosseum, the gym and the Moogle Emporium, then a trip through the sewers before the party climbs the wall.

Chapter 14 starts at Aerith's house and opens the game's last side-quest hub: the Sector 5 Slums, Evergreen Park in Sector 6, Wall Market and the roads between them. Nine odd jobs wait, plus a Johnny scene, new Colosseum bouts, pull-ups at the gym, a Hard Whack-a-Box course and new Moogle Emporium stock. Chocobo Search turns Sam's carriages into free fast travel, so it comes early. The story then goes through Corneo's mansion and the sewers to a fight with Abzu, and you come back up in Wall Market with everything still open. The hub closes only when you agree to climb the wall at the far end of the Urban Advancement District. Rest at the Center District bench, the Undercity Station bench, the Wall Market hotel, the Colosseum backstage room or the Evergreen Park bench, all familiar from earlier chapters.

Resolve: meet whoever waits outside Aerith's houseHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Sector 5 Slums · Aerith's house – Go downstairs and out into the garden, and follow the path to whoever is waiting. In the morning the party tells Elmyra it is going after Aerith.
Summary
Cloud wakes in the night. Who he meets (Tifa, Barret, or Aerith in a dream) depends on the Chapter 3 and 8 odd jobs and on whom he helped first in Chapter 10; no item hangs on it.
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Pedometer MateriaSpellMissablePoint of no return
Location
Sector 5 Slums · Outside Aerith's house – Step out of the house and cross the little bridge to the north: the orb glows in the brush on the far side. Equip it straight away so the steps of the hub count.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
An odd materia that becomes AP Up Materia after you walk 5,000 steps with it equipped. AP Up doubles the AP of the materia linked to it.
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Intel Gathering: hear Kyrie in Sector 5 (the hub opens)Quest step
Location
Sector 5 Slums · Center District – Walk on from Aerith's house toward the Center District; Kyrie's speech plays on the way in.
Summary
The party looks for a way up to the plate, and Don Corneo's name comes up. A girl named Kyrie is lecturing a crowd in the slums, and afterwards Tifa suggests helping the locals: the odd jobs open.
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How this hub is laid out

Nothing here closes until you agree to climb the wall where the Urban Advancement District ends, so the list goes in an order that saves walking. Divine Gratitude needs all nine odd jobs as well as the fifteen from Chapters 3, 8 and 9. Accept two jobs as you pass, because they finish much later: Secret Medicine from the doctor outside the community center, south of Leaf House, and Corneo's Secret Stash from Damon, who waits where Station Way first forks north of the Center District. Carriages cost 300 gil a ride until Chocobo Search is done, then nothing. Keep the Enemy Skill Materia (Chapter 13's Report 16) on a character you control for the next fights. If you missed any of these Chapter 8 and 9 pickups, they can still be had now: the Descendant of Shinobi disc from the man near Johnny at the Undercity Station, the Chakra Materia in the church back room, and the Otherworldly Crystal below the third upstairs door of Corneo's mansion.

Battle Intel Report 14: The Stagger Effect Pt. 4AchievementMissablePoint of no return
Location
Sector 5 Slums · Center District – Chadley stands by the Center District materia shop, as in Chapter 13. The count is usually reached by now; if not, pressure foes with their weakness during the hub and hand it in at his later stop.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, beside the combat simulator on the Shinra Building's 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Stagger 40 different kinds of enemy. Handing it in adds ATB Stagger Materia to Chadley's shop.
Report an issue
Shop: ATB Stagger (Chadley, extra copies)SpellMissablePoint of no return
Location
Sector 5 Slums · Center District – Buy them from Chadley's shop once Report 14 is in; they also wait at his later stops.
Why you can lose it
Lost for this run if it isn't bought by Chadley's last stop, beside the combat simulator on the Shinra Building's 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
After the first ATB Stagger (100 gil), Chadley sells more at 2,000 gil each. How many he stocks is unclear, so treat the extra copies as optional.
Report an issue
Whack-a-Box, Hard course: 10,000 points (Elixir)AchievementMissablePoint of no return
Location
Sector 5 Slums · Children's Secret Hideout – Squeeze between the buildings east of the item shop into the hideout; Sarah waits in its northeast corner, and offers the Hard course provided you finished A Verified Hero in Chapter 8. Rounds start with 1 minute 30 seconds and the stacks are smaller and moved about: break red boxes for time, and use Iron Blade's Triple Slash on the big blue ones.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Sarah's new Hard course in the kids' hideout. Reaching 10,000 points pays an Elixir, and every round pays a Moogle Medal.
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Whack-a-Box, Hard course: 20,000 points (Crescent Moon Charm)AchievementMissablePoint of no return
Location
Sector 5 Slums · Children's Secret Hideout – Keep playing at Sarah's spot. A single strong round may pay the lower prizes as well; First Strike Materia gives a quicker start.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
The middle Hard prize, a Crescent Moon Charm.
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Whack-a-Box, Hard course: 30,000 points (Transference Module)AchievementMissablePoint of no return
Location
Sector 5 Slums · Children's Secret Hideout – Play on until a round reaches 30,000. Restarting a poor round early saves time.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
The top Hard prize, a Transference Module, which also earns Whack-a-Box Wunderkind.
Trophies
  • Achievement · SteamWhack-a-Box Wunderkind
  • Bronze · PlayStationWhack-a-Box Wunderkind
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Shop: Steel Pincers (Barret, Moogle Emporium)WeaponMissablePoint of no return
Location
Sector 5 Slums · Children's Secret Hideout – Buy it from Moggie in the same hideout. Short of medals? Each Whack-a-Box round pays one.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Barret's arm with the Charging Uppercut ability, one of the 24 weapons for Weapons Expert, for 7 Moogle Medals. Only this chapter's Emporium sells it.
Report an issue
Shop: Enfeeblement Ring (Moogle Emporium)ItemMissablePoint of no return
Location
Sector 5 Slums · Children's Secret Hideout – Buy it at Moggie's counter, together with Moogle's Mortar (also one medal), which Secret Medicine needs.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
An accessory for one Moogle Medal, new to Moggie's stock this chapter. Corneo's sewer vault holds another later.
Report an issue
Enemy Skill: Spirit SiphonSkillMissablePoint of no return
Location
Sector 5 Slums · Slum Public Cemetery – Before setting off for Missing Children, put the Enemy Skill Materia on a character you will control in the cemetery fight. When a Phantom starts Essence Drain, let it reach that character and heal through the drain until the skill is learned.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall: the enemies that teach it aren't met again. A Chapter Select replay on any difficulty brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
One of the four enemy skills for Master of Mimicry, a run-2 trophy. The Phantoms of Missing Children (next item) teach it.
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Missing ChildrenQuest stepMissablePoint of no return
Location
Sector 5 Slums · Slum Public Cemetery – Ms. Folia stands near the Center District item shop. Leave by the north exit and head northeast to the Slum Public Cemetery, where talking to Oates starts the fight. The Phantoms are weak to Fire, raise Reflect after a few spells (Breach removes it) and vanish to strike from behind.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Ms. Folia's lost child is Oates, alone at the cemetery with two Phantoms. Pays Time Materia; Ms. Folia may only offer it if Kids on Patrol was done in Chapter 8.
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Enemy Skill: Self-DestructSkillMissablePoint of no return
Location
Sector 6 Slums · Collapsed Expressway – With the Enemy Skill wearer under your control, stay close when Chocobo Search's Trypapolis explodes. If it slips by, a Smogger roams Steel Mountain, northeast of the Center District, on the way to Corneo's first vault later: beat it and stand by it until it blows up.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall: the enemies that teach it aren't met again. A Chapter Select replay on any difficulty brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
One of the four enemy skills for Master of Mimicry. A Trypapolis, a Smogger, a Bomb or the Chapter 13 expressway's Varghidpolis can teach it, so it may already be learned.
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KyrieNPCMissablePoint of no return
Location
Sector 5 Slums · Sector 5 church – With the Lifetime Pass from Chocobo Search, ride a carriage for free to the Undercity Station, where Johnny at the east end starts Tomboy Bandit. Walk up Sanctuary Way to the church and talk to Kyrie inside; pick up the glowing Medicinal Flowers on the floor in front of her for Secret Medicine.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
The girl from the crowd speech, who has Johnny's wallet and a key to Don Corneo's riches. Meeting her starts the Tomboy Bandit errand.
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Music Disc: Good Night, Until TomorrowCollectibleMissablePoint of no return
Location
Wall Market · Hotel – Ride a carriage to Wall Market. In the jukebox yard down the alley beside the hotel, Betty starts The Power of Music; then step into the hotel and talk to the grey-haired man in the lobby corner.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Music Disc 16 of the 31, a gift from a guest at the hotel. It is one of three discs for The Power of Music.
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Chest: Moogle Medal (Wall Market alley)CollectibleMissablePoint of no return
Location
Wall Market · Alley by Madam M's – Walk up the main street to Madam M, who waits outside her parlour and gives Malicious Goons. Just south of the parlour, squeeze into the east-side alley and follow it north to the dead end.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
A fixed Moogle Medal in an alley that was blocked in Chapter 9. Medals can also be farmed at Whack-a-Box.
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Chest: Elixir (Wall Market alley by the item store)ConsumableMissablePoint of no return
Location
Wall Market · Alley by the item store – Back on the street, cross over and follow the dead-end alley beside the item store to the chest.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
An Elixir in a chest; if you opened an Elixir chest in this alley in Chapter 9, it may already be empty. The Moogle Emporium sells Elixirs this chapter.
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Chest: Sorcerer's ArmletArmorMissablePoint of no return
Location
Wall Market · Alley facing the Honeybee Inn – Walk on to the Honeybee Inn. Opposite its door, squeeze into the narrow alley and follow it to the chest at the end.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
A Sorcerer's Armlet in a chest. Shops sell it from Chapter 13.
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Music Disc: Stand UpCollectibleMissablePoint of no return
Location
Wall Market · Honeybee Inn – From the Armlet alley, go round to the back alley off the Honeybee Inn's northwest corner and talk to the woman there.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Music Disc 30 of the 31, a spare copy from a woman listening to it. It is one of three discs for The Power of Music.
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Wavering HeartQuest stepMissablePoint of no return
Location
Wall Market · Gym – Take the uphill road south toward the mansion; past the dress shop, enter the gym on the right (west) and talk to Andrea. Tifa follows a cross of four buttons whose order changes every round, and a tie loses.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Andrea's pull-up contest at the gym, the Trainee tier. Beating him pays Way of the Fist Vol. III and opens the harder tiers.
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Pull-ups, Amateur tier: Jay (Magic Up Materia)AchievementMissablePoint of no return
Location
Wall Market · Gym – Still in the gym, talk to Jay. This tier adds moments of fatigue where one button has to be mashed.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
The middle pull-up tier, against Jay. Winning gives Magic Up Materia.
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Pull-ups, Pro tier: Jules (Champion Belt)AchievementMissablePoint of no return
Location
Wall Market · Gym – Talk to Jules for the Pro match; he usually ends in the low forties. If Tifa falls even once, pause and restart.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
The top pull-up tier, against Jules. Winning gives a Champion Belt, and all three wins earn Peeress of Pull-Ups.
Trophies
  • Achievement · SteamPeeress of Pull-Ups
  • Bronze · PlayStationPeeress of Pull-Ups
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Shop: Mythril Saber (Cloud)WeaponMissablePoint of no return
Location
Wall Market · Weapon store – Carry on uphill to the weapon store, on the east side of the road facing the Colosseum.
Why you can lose it
Lost for this run if you don't have it by the time the Shinra Building's 63F shop, the last place that sells it, closes in Chapter 16; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
A sword for Cloud with the Blade Burst ability, one of the 24 weapons for Weapons Expert, 3,000 gil. The Shinra Building's 63rd-floor shop sells it again in Chapter 16.
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Music Disc: Fight On!CollectibleMissablePoint of no return
Location
Wall Market · Corneo Colosseum – Cross the road into the Colosseum and buy it at the souvenir shop in the entrance hall.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Music Disc 12 of the 31, 50 gil at the Colosseum souvenir shop. It is the last of the three discs for The Power of Music.
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Colosseum bout: Barret vs. Wild AnimalsAchievementMissablePoint of no return
Location
Wall Market · Corneo Colosseum – Ride the lift down (the backstage room has the bench) and pick bouts from the Gatekeeper at the arena door. Ask him for Kyrie's Special Match too while you are here (Tomboy Bandit, below). Rounds run from Wererats up to a Lesser Drake.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Barret's five-round solo bout (rank 1, 100 gil). The first clear gives Legacy: Catastrophe, a Limit Break.
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Colosseum bout: Tifa vs. Wild AnimalsAchievementMissablePoint of no return
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper next; the rounds match Barret's.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Tifa's five-round solo bout (rank 1, 100 gil). The first clear gives Legacy: Dolphin Flurry, a Limit Break.
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Colosseum bout: Cloud vs. Shinra ThugsAchievementMissablePoint of no return
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper. Soldiers, gun turrets and Flametroopers lead up to a Sweeper with a Sentry Launcher.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Cloud's five-round solo bout against Shinra troops (rank 3, 300 gil). The first clear gives The Art of Swordplay Vol. II.
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Colosseum bout: Barret vs. Shinra ThugsAchievementMissablePoint of no return
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper; the rounds match Cloud's.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Barret's five-round bout against Shinra troops (rank 3, 300 gil). The first clear gives Sharpshooter's Companion Vol. II.
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Colosseum bout: Tifa vs. Shinra ThugsAchievementMissablePoint of no return
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper; the rounds match Cloud's.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Tifa's five-round bout against Shinra troops (rank 3, 300 gil). The first clear gives Way of the Fist Vol. II.
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Colosseum bout: Three-Person Team vs. Shinra WarriorsAchievementMissablePoint of no return
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper. The last round pits you against two Venomantises and a Queen Grashtrike.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
A five-round bout for Cloud, Barret and Tifa together (rank 3, 300 gil), offered only in this chapter of a first run. The first clear gives Tarot Cards.
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Colosseum bout: Two-Person Team vs. Team PaybackAchievementMissablePoint of no return
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper last. The final round is a Jury-Rigged Cutter with a Mark II Monodrive.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
A five-round bout for any two (rank 4, 400 gil) against tough monsters from earlier odd jobs. The first clear gives Moogle's Amulet.
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The Power of MusicQuest stepMissablePoint of no return
Location
Wall Market · Jukebox yard – Walk back down to the jukebox yard by the hotel and play Good Night, Until Tomorrow, Stand Up and Fight On! on Betty's jukebox; each disc counts only once it has played there.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Betty wants three records played on her jukebox to cheer the town up. Pays Sharpshooter's Companion Vol. III.
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Music Disc: WutaiCollectibleMissablePoint of no return
Location
Wall Market · Urban Advancement District – Go back up past the Colosseum and follow the road south of it west into the Urban Advancement District; halfway along, talk to the man by the gramophone. The road ends at the wall that closes the hub, so turn back here.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Music Disc 24 of the 31, given by a worker listening to a gramophone.
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Tomboy BanditHidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Sector 5 Slums · Sector 5 church – The Special Match is a Beastmaster and a Hellhound: a Cure knocks out its purple flame and Ice its red one, and staying close keeps it from blasting your ranged fighters. With the win, ride a carriage to the Undercity Station and walk up Sanctuary Way to Kyrie at the church.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Requires
Summary
Kyrie hands over Johnny's wallet and Corneo's Vault Key once you win a Colosseum match for her. Pays the Corneo Vault Key, Johnny's Wallet and the Corneo Vault Note.
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Discovery: Johnny's Stolen WalletQuest stepMissablePoint of no return
Location
Sector 5 Slums · Undercity Station – Walk back down Sanctuary Way to Johnny at the east end of the station area and hand it over. The trophy needs his Chapter 3 scene, Vagabond Johnny and The Party Never Stops (Sam's line) from Chapter 9, and the Chapter 9 rescue.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall; The Johnny Experience needs it in the same run as the earlier Johnny scenes. Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Give Johnny his wallet back. This is the last Johnny scene, and having seen every earlier one this run earns The Johnny Experience.
Trophies
  • Achievement · SteamThe Johnny Experience
  • Bronze · PlayStationThe Johnny Experience
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Corneo vault 1: Prayer MateriaSpellMissablePoint of no return
Location
Sector 5 Slums · Steel Mountain – Head back toward the Center District and take its north exit; turn east at the first junction and north at the next, then beat the Lesser Drakes and keep east to a carriage post you can only depart from. The red vault just north of it opens with the Vault Key; the orb lies inside.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
A Prayer Materia orb on the floor of Corneo's first vault, at Steel Mountain.
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Corneo vault 1: CircletItemMissablePoint of no return
Location
Sector 5 Slums · Steel Mountain – Open the chests around the vault; the Ruby Tiara for the quest is in one of them too.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
A Circlet accessory in one of the first vault's chests.
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Corneo vault 1: 2 Moogle MedalsCollectibleMissablePoint of no return
Location
Sector 5 Slums · Steel Mountain – In another of the vault's chests. The breakable Corneo boxes here also drop good loot.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Two Moogle Medals in a chest in the first vault. Medals can also be farmed at Whack-a-Box.
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Corneo vault 1: 3,000 GilConsumableMissablePoint of no return
Location
Sector 5 Slums · Steel Mountain – In another of the vault's chests, next to the medals.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
3,000 gil in a chest in the first vault.
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Corneo vault 1: 4 AdrenalineConsumableMissablePoint of no return
Location
Sector 5 Slums · Steel Mountain – Still in the vault, open the chest holding the Adrenaline.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Four Adrenaline in a chest in the first vault.
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Corneo vault 1: 3 Molotov CocktailsConsumableMissablePoint of no return
Location
Sector 5 Slums · Steel Mountain – Another chest in the same vault holds the Molotov Cocktails.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Three Molotov Cocktails in a chest in the first vault.
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Corneo vault 1: 2 Maiden's KissesConsumableMissablePoint of no return
Location
Sector 5 Slums · Steel Mountain – The last of the vault's chests holds these; check that every chest is open before you leave.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Two Maiden's Kisses in a chest in the first vault.
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Malicious GoonsQuest stepMissablePoint of no return
Location
Sector 5 Slums · Petal Lane – Madam M gave you the lead in Wall Market. Walk back through the Center District and up Petal Lane toward Aerith's house, to the round clearing where Rude was fought. The Tonberry has no weakness and several instant-kill moves: dodge its slow knife stab at the last moment and never attack from range.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Corneo's men are hunting Avalanche near Aerith's house, and they brought a Tonberry. It drops an Elixir.
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Corneo vault 2: Moogle MedalsCollectibleMissablePoint of no return
Location
Sector 6 Slums · Collapsed Expressway - Entrance – Ride a carriage to Collapsed Expressway - Entrance and head east inside; the vault is on the north side straight away. Take the tiara and smash every box.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Moogle Medals in Corneo's small Collapsed Expressway vault, next to the Diamond Tiara for the quest. They may come from the breakable boxes there rather than a chest.
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Subterranean MenaceQuest stepMissablePoint of no return
Location
Sector 6 Slums · Underground Test Site, Lab B5 – Ride to Sector 6 Undercity - Evergreen Park, talk to Wymer, then go through the dome and fight your way down the test site to Lab B5. Hit the Behemoth's upper and lower body together to stagger it, leave the horn alone (it answers spells with a counter) and finish it before its last long cast. Hold L1 to ride back up, and report to Wymer.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Wymer wants the beast under Evergreen Park dealt with: a Type-0 Behemoth in the lab, which drops the Behemoth Horn for Secret Medicine. Pays Barret's Wrecking Ball.
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Wrecking Ball (Barret, Subterranean Menace reward)WeaponMissablePoint of no return
Location
Sector 6 Slums · Evergreen Park – Wymer hands it over when you report.
Why you can lose it
Lost for this run if you don't have it by the time the Shinra Building's 63F shop, the last place that sells it, closes in Chapter 16; Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Barret's gun-arm with the Smackdown ability, one of the 24 weapons for Weapons Expert. The 63rd-floor shop sells it again in Chapter 16 if it is ever missed.
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Secret MedicineQuest stepMissablePoint of no return
Location
Sector 5 Slums · Community center – Ride back to Sector 5 and give all three to the doctor outside the community center, south of Leaf House (he handed you the list earlier).
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
The doctor needs Moogle's Mortar, the church's Medicinal Flowers and a Behemoth Horn. Pays Telluric Scriptures Vol. III.
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Music Disc: Turks' ThemeCollectibleMissablePoint of no return
Location
Sector 6 Slums · S6-5 Road – Walk out of the Center District toward Wall Market along the S6-5 Road. In the loop halfway along, talk to the woman by the water.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Music Disc 7 of the 31, given by a woman standing at the water's edge.
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Chakra Materia (Kotch, Corneo's mansion)SpellMissablePoint of no return
Location
Wall Market · Corneo's Mansion – In Wall Market, go up to the mansion and through the middle upstairs door to Corneo's office; the scenes there bring in Leslie. Before talking to him again, take the east door and stairs down from the office and free Kotch from the table in the room to the south.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Chakra Materia that Kotch leaves behind when you untie him. On a later playthrough it may be Healing Materia instead.
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Chest: Ether (sewers)ConsumableMissablePoint of no return
Location
Sewer System · Sector 6 sewers – Talk to Leslie to drop into the sewers and lead the way north: a Sahagin in the dry canal, a ladder up to the old Aqueduct 1 rest room (bench and vending machine), then east through the eight-sided rooms. Go south-east through the sigil gate that used to be locked, over the bridge and down the next ladder: the chest is in that small room's northwest corner.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
An Ether in a chest. Ethers are also sold in shops.
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Through the Underground Waterway: follow Leslie to his sewer break roomQuest step
Location
Sewer System · Trunk line – Carry on through the round tunnel, under the half-open sluice gate and up a ladder, then north to the trunk line where Leslie catches up. Head east, beat three Scissorclaws, and follow him through the south door to a break room.
Summary
Leslie leads the way through the sewers toward Corneo's hideout, in return for the way up to the plate.
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Bench: Aqueduct 4 break roomArea
Location
Sewer System · Aqueduct 4 – It is the room Leslie leads you into.
Summary
A rest bench and vending machine in Leslie's break room. The machine sells a Music Disc, plus Mega-Potions, Ethers and Phoenix Downs at a discount.
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Music Disc: The ChaseCollectibleMissablePoint of no return
Location
Sewer System · Aqueduct 4 – Buy it from the vending machine beside the bench.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Music Disc 13 of the 31, 50 gil from the break-room vending machine.
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Chest: 2 Hazardous MaterialsConsumableMissablePoint of no return
Location
Sewer System · Old Trunk Line – Talk to Leslie: a baby Abzu runs off with his key. Chase it east and then south, beat the Wererats, and open the chest on the right before the corner.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Two Hazardous Materials in a chest.
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Chest: 2 Phoenix DownsConsumableMissablePoint of no return
Location
Sewer System · Old Trunk Line – Beat the three Sahagins in the next passage and climb the ladder. Where the thief ducks under the junk, cross the walkway south instead to the chest.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Two Phoenix Downs in a chest. They are also sold in shops.
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Poison Materia (sewers)SpellMissablePoint of no return
Location
Sewer System · Old Trunk Line – Follow the thief south past an Abzu Shoat into a chamber with two more Shoats and a Blugu; the orb sits in its southwest corner.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
A Poison Materia orb. Poison is also sold in shops.
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Chest: 2 Mega-PotionsConsumableMissablePoint of no return
Location
Sewer System · Old Trunk Line – Take the south door (two Shoats and a Sahagin), then the tunnel south to a room with two Scissorclaws and a Shoat; the chest is in that room.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Two Mega-Potions in a chest. They are also sold in shops.
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Chest: EtherConsumableMissablePoint of no return
Location
Sewer System · Old Trunk Line – Cross the walkway east and climb down the ladder to the north; after the Sahagin, Scissorclaw and Blugus, the chest is in the northeast corner, short of the north door.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
An Ether in a chest. Ethers are also sold in shops.
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Chest: Protective BootsItemMissablePoint of no return
Location
Sewer System · Former Disposal Area – Through the north door, Cloud tries to cut the thief off and it escapes east. Go west instead to the chest hidden in the corner; the flooded red door to the south is Corneo's third vault, for later.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Protective Boots, an accessory, in a tucked-away chest.
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Recovering the Key: corner the Mischievous ShoatQuest step
Location
Sewer System · Former Disposal Area – Head back east and follow the thief north into a chamber. Pound it until it summons Abzu Shoats, then clear them with Fire.
Summary
The key thief, a tougher Shoat that keeps calling for help, is finally cornered.
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Corneo vault 3: Enfeeblement RingItemMissablePoint of no return
Location
Sewer System · Former Disposal Area – Go through the north door and follow Leslie to his ladder, pull the switch to its right, then go back to the drained red vault by the Protective Boots. Two Sahagins and a Sahagin Prince wait inside (Fire; roll clear of its toad curse), and the chests hold this ring, an Elixir and the Emerald Tiara.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
An Enfeeblement Ring in Corneo's sewer vault, the third for Corneo's Secret Stash.
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Corneo vault 3: ElixirConsumableMissablePoint of no return
Location
Sewer System · Former Disposal Area – In the same vault, once the Sahagin Prince is down.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
An Elixir in a chest in the sewer vault.
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Bench: Settling Basin 2, before AbzuArea
Location
Sewer System · Settling Basin 2 – Go back to Leslie's ladder, climb it and follow him to the door the thief interrupted; the bench is just through it.
Summary
A rest bench in a small room off the boss arena, the last one before the fight.
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Abzu and Abzu ShoatsBoss
Location
Sewer System · Settling Basin 2 – Follow Leslie through the doors to the south. Abzu is weak to Fire; when a pipe glows, wait in the corner beside the pipes to stay out of the flood, and keep Ifrit for its last quarter.
Summary
A rematch with Abzu, this time with a crowd of small Shoats. It drops a Phoenix Down.
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For the Reunion: climb out to Wall MarketQuest step
Location
Wall Market · Urban Advancement District – Take the south door after the fight and climb the ladder to the surface. Leslie warns there is no way back, but that only starts at the wall: Sectors 5 and 6, the lab under the park and the sewers stay open until then.
Summary
Out of the sewers, Leslie keeps his end of the deal and points the way up.
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Chest: 3 Moogle MedalsCollectibleMissablePoint of no return
Location
Wall Market · Urban Advancement District – At the gate you climb out of, turn round and walk back down the path to the chest. The door behind it leads back into the sewers.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Three Moogle Medals in a chest. Medals can also be farmed at Whack-a-Box.
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Corneo's Secret StashQuest stepMissablePoint of no return
Location
Sector 6 Slums · Evergreen Park – Damon gave you the job at the Station Way fork south of the station, and Kyrie's Vault Key opened the vaults. With all three tiaras, ride to Sector 6 Undercity - Evergreen Park and give them to Marle. Damon may only offer it if The Angel of the Slums was done in Chapter 8.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall. Chapter Select can replay it, but Divine Gratitude needs all 24 odd jobs in this run.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
Damon's hunt for the Guardian Angel turns into a tour of Corneo's three vaults. Handing the Ruby, Diamond and Emerald tiaras to Marle pays The Art of Swordplay Vol. III.
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Battle Intel Report 12: The Stagger Effect Pt. 3AchievementMissablePoint of no return
Location
Sector 5 Slums · Center District – Ride a carriage back to Sector 5 and talk to Chadley by the materia shop. If the bonus isn't there yet, build it with Tifa's chi moves and True Strike during any long stagger.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, beside the combat simulator on the Shinra Building's 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Push a staggered enemy's damage bonus up to 200%. Handing it in adds Parry Materia to Chadley's shop.
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Battle Intel Report 17: Weapon AbilitiesAchievementMissablePoint of no return
Location
Sector 5 Slums · Center District – The hub's new weapons (Steel Pincers, the Mythril Saber and Wrecking Ball) bring fresh abilities to learn; hand it in at the same stop.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, beside the combat simulator on the Shinra Building's 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Master 16 of the game's 24 weapon abilities. Handing it in adds Skill Master Materia to Chadley's shop.
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Battle Intel Report 19: Monster Variants Pt. 2AchievementMissablePoint of no return
Location
Sector 5 Slums · Center District – This chapter's odd-job foes, the Phantoms, the Tonberry and the Behemoth among them, finish the count; hand it in at the same stop.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, beside the combat simulator on the Shinra Building's 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Defeat 10 kinds of variant monster. Handing it in adds HP Absorption Materia to Chadley's shop.
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Shop: HP Absorption (Chadley, second copy)SpellMissablePoint of no return
Location
Sector 5 Slums · Center District – Buy the first copy, then the second, from his shop.
Why you can lose it
Lost for this run if it isn't bought by Chadley's last stop, beside the combat simulator on the Shinra Building's 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Chadley sells HP Absorption for 100 gil once Report 19 is in, and one more copy for 5,000 gil.
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Battle Intel Report 15: Combat Simulation: LeviathanAchievementMissablePoint of no return
Location
Sector 5 Slums · Center District – Start it from Chadley's menu. Every attack it has is magic: raise Magic Defense (Sorcerer's Armlets help) and cast Manawall on the whole party before Tidal Wave.
Why you can lose it
Lost for this run if it isn't handed in by Chadley's last stop, beside the combat simulator on the Shinra Building's 63rd floor in Chapter 16; Chapter Select brings him back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Chadley's VR fight against Leviathan, open once Reports 10 to 14 are in. Winning gives the Leviathan summon materia.
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Point of no return: the Avalanche wall

Where the Urban Advancement District ends, Barret asks whether you are ready to climb; saying yes ends the chapter, and Sectors 5 and 6 never open again this run (Leslie's warning on the way out of the sewers is about this moment). Before you agree, check: all nine odd jobs (Missing Children, Chocobo Search, Tomboy Bandit, Wavering Heart, The Power of Music, Malicious Goons, Subterranean Menace, Secret Medicine, Corneo's Secret Stash) and Johnny's Stolen Wallet; Kyrie; the Pull-ups Amateur and Pro wins; the three Hard Whack-a-Box prizes; the seven Colosseum bouts; the Steel Pincers and the Emporium's Enfeeblement Ring; the enemy skills Spirit Siphon and Self-Destruct; the discs Good Night, Until Tomorrow, Stand Up, Fight On!, Wutai, Turks' Theme, The Chase and Chapter 13's On Our Way (Evergreen Park's item vendor); the Pedometer Materia; the Wall Market alley chests (Moogle Medal, Elixir, Sorcerer's Armlet); Kotch's Chakra Materia; the sewer pickups (two Ethers, Hazardous Materials, Phoenix Downs, Poison Materia, Mega-Potions, Protective Boots); the vault loot (Prayer Materia, Circlet, Moogle Medals, 3,000 Gil, Enfeeblement Ring, Elixir, and the chests of Adrenaline, Molotov Cocktails and Maiden's Kisses in the first vault); and the 3 Moogle Medals by the sewer gate. The Letter from the Guardian Angel (Divine Gratitude) appears only if all 24 odd jobs of this run are done: the fifteen from Chapters 3, 8 and 9 plus these nine. Chadley's reports can wait for Chapter 16. Anything missed needs Chapter Select.

Letter from the Guardian AngelItemMissablePoint of no return
Location
Wall Market · Urban Advancement District – Back in Wall Market, walk west along the road south of the Colosseum into the Urban Advancement District. The letter lies on the path before the wall; if it isn't there, an odd job is missing.
Why you can lose it
Lost for this run once you tell Barret yes at the Avalanche wall, which ends the chapter and closes Sectors 5 and 6; Chapter Select brings it back.
Point of no return
Answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.
Summary
A thank-you note that lies on the road only if every one of the 24 odd jobs this run allows is done. Picking it up gives Elemental Materia and Divine Gratitude.
Trophies
  • Achievement · SteamDivine Gratitude
  • Bronze · PlayStationDivine Gratitude
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Over the Wall: climb at the Avalanche wallQuest step
Location
Wall Market · Urban Advancement District – From the letter, walk to the wall at the end of the district and tell Barret yes.
Summary
The party sets off up the wreckage toward the plate. Finishing the chapter earns Picking Up the Pieces.
Trophies
  • Achievement · SteamPicking Up the Pieces
  • Bronze · PlayStationPicking Up the Pieces
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Chapter 15: The Day Midgar Stood Still

A straight climb up the ruined Sector 7 plate with Tifa and Barret: grappling-gun ascents, Shinra patrols and a flying war machine, with a handful of chests on the way.

Chapter 15 is one long climb with Cloud, Tifa and Barret, from the rubble at 40M to the top of the plate. There are no side quests, shops or minigames: just chests, one Music Disc from a vending machine, and an enemy skill. Three benches with vending machines mark the way: at Distillation Tower 1 near the start, in front of the Central Tower, and on the Industrial Tank Control Wing roof before the final push. Two moments close things off: the first grappling-gun crossing at the end of The Climb, which leaves the lower towers behind, and the stairs to the top of the dome structure, which lead straight into the boss and the chapter's end.

Before you climb

Put the Enemy Skill materia on the character you control before the first ladder: the Cerulean Drakes a few platforms up teach Algid Aura. Fire works well on the Shinra soldiers in the middle of the chapter, Lightning on the robots in the Central Tower, and Barret's ranged attacks bring down the fliers.

Bench: Distillation Tower 1, 1F (40M)Area
Location
Collapsed Sector 7 Plate · 40M, Distillation Tower 1 – From the chapter start, follow the only path through the ruined business district and hop over a metal support. Walk past the Neighborhood Watch Member who tries to turn you back, then crouch under the collapsed building: the bench and vending machine are on the other side.
Summary
The chapter's first rest bench, with a vending machine that now stocks Time Materia.
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Chest: Mega-PotionConsumableMissablePoint of no return
Location
Collapsed Sector 7 Plate · Distillation towers (45M–65M) – From the bench, climb the ladder and beat the Byobapolis. At the top of the second ladder, leave the next ladder for later and walk round the other circular walkway, past two more Byobapolis, to the chest at its end.
Why you can lose it
Lost for this run once you grapple across from the rope coil at the end of The Climb: Tifa warns there is no way back down. Chapter Select brings it back.
Point of no return
Firing the grappling gun at the rope coil at the end of The Climb: the lower towers are left behind for the rest of the chapter.
Summary
A Mega-Potion in a chest. Mega-Potions are also sold in shops.
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Enemy skill: Algid Aura (Cerulean Drake)SkillMissablePoint of no return
Location
Collapsed Sector 7 Plate · Distillation towers (45M–65M) – Back from the Mega-Potion, climb the ladder you skipped: two Cerulean Drakes wait on the next platform. With Enemy Skill equipped on the character you are controlling, let one hit you with its aura until the screen shows "Learned". Another Cerulean Drake waits on the 145M highway later if you miss it here.
Why you can lose it
Lost for this run once you climb the stairs to the top of the dome structure: the Valkyrie fight and the end of Chapter 15 follow. The Cerulean Drakes stay on the plate. Chapter Select brings it back.
Point of no return
Climbing the stairs behind the Remedy chest to the top of the dome structure: the two grapple points beyond lead into the Valkyrie fight, and Chapter 15 ends after it.
Summary
One of the four enemy skills for Master of Mimicry, a trophy finished in run 2. It wraps the user in an icy aura that hurts nearby enemies.
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Point of no return: the first grapple

At the end of The Climb, Tifa says that once you swing across with the grappling guns there is no coming back. Before you fire, take the Mega-Potion chest on the circular walkway below. Algid Aura can still be learned later in the chapter, but it is easiest here. Anything missed needs Chapter Select.

The Climb: up the collapsed plate to the first grapple ropesQuest step
Location
Collapsed Sector 7 Plate · 80M, S7 Chemical Industries Building – From the Cerulean Drakes, climb the next ladder to a rooftop with a view of the plate above, and walk northwest to the coil of rope. Aim at the ledge across the gap and fire to swing over; scenes follow on the far side.
Summary
The grappling guns are introduced: wherever a coil of rope lies on the ground, a rope-wrapped ledge across the gap can be reached.
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Hiding in Plain Sight: past the SOLDIER patrol to the Central TowerQuest step
Location
Collapsed Sector 7 Plate · Collapsed Service Tunnel (65M) – From the grapple ledge, follow the expressway road west and beat the two 3-C SOLDIER Operators (weak to Fire), then pick up the radio one drops. At the road's end, grapple up: the ledge collapses and four waves of Shinra troops come at you up the tunnel. Once they are down, climb the ladder and turn southeast toward the Central Tower.
Summary
Shinra troops and a flying robot are hunting for the party. Two 3-C SOLDIER Operators spot you, and a grapple that gives way drops you into a long running battle.
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Bench: in front of the Central TowerArea
Location
Collapsed Sector 7 Plate · Central Tower, 1F – Up the ladder after the running battle, turn southeast: the bench and vending machine stand outside the front of the Central Tower, on the left as you arrive.
Summary
A rest bench with a vending machine that sells a Music Disc and cut-price Mega-Potions, Ethers and Phoenix Downs.
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Music Disc: Lurking in the DarknessCollectibleMissablePoint of no return
Location
Collapsed Sector 7 Plate · Central Tower, 1F – Buy the disc for 50 gil from the vending machine that stands beside the bench.
Why you can lose it
Lost for this run once you climb the stairs to the top of the dome structure: the Valkyrie fight and the end of Chapter 15 follow. The vending machine stays outside the Central Tower. Chapter Select brings it back.
Point of no return
Climbing the stairs behind the Remedy chest to the top of the dome structure: the two grapple points beyond lead into the Valkyrie fight, and Chapter 15 ends after it.
Summary
Music Disc 5 of the 31, sold for 50 gil by the vending machine outside the Central Tower.
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Chest: Gil (corner beside the Central Tower)ConsumableMissablePoint of no return
Location
Collapsed Sector 7 Plate · Central Tower – Before going into the tower, carry on to the right (southeast) of the building. Beat the Elite Helitrooper, which keeps to the air (shoot it down with Barret), and its two 3-C SOLDIER escorts, then smash the Shinra boxes and open the chest in the corner.
Why you can lose it
Lost for this run once you climb the stairs to the top of the dome structure: the Valkyrie fight and the end of Chapter 15 follow. The chest stays beside the Central Tower. Chapter Select brings it back.
Point of no return
Climbing the stairs behind the Remedy chest to the top of the dome structure: the two grapple points beyond lead into the Valkyrie fight, and Chapter 15 ends after it.
Summary
A chest holding at least 2,000 gil.
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Chest: Hi-PotionConsumableMissablePoint of no return
Location
Collapsed Sector 7 Plate · Central Tower, 115M – From the bench, go into the tower and up the stairs until rubble blocks them, then grapple up through the middle of the floor. Beat the Slug-Rays and Shock-Rays (weak to Lightning) and grapple up again; on this 115M floor, after a second robot group, the chest is in the western corner.
Why you can lose it
Lost for this run once you climb the stairs to the top of the dome structure: the Valkyrie fight and the end of Chapter 15 follow. The chest stays in the Central Tower. Chapter Select brings it back.
Point of no return
Climbing the stairs behind the Remedy chest to the top of the dome structure: the two grapple points beyond lead into the Valkyrie fight, and Chapter 15 ends after it.
Summary
A Hi-Potion in a chest. Hi-Potions are also sold in shops.
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Chest: Enchanted RingItemMissablePoint of no return
Location
Collapsed Sector 7 Plate · Central Tower, 115M – From the Hi-Potion, cross to the western end of the floor and use the grapple point there. Go out the doorway, down the flights of stairs on the outside, then turn east back into the building to the chest; the grapple point opposite takes you back up to 115M.
Why you can lose it
Lost for this run once you climb the stairs to the top of the dome structure: the Valkyrie fight and the end of Chapter 15 follow. The chest stays in the Central Tower. Chapter Select brings it back.
Point of no return
Climbing the stairs behind the Remedy chest to the top of the dome structure: the two grapple points beyond lead into the Valkyrie fight, and Chapter 15 ends after it.
Summary
An Enchanted Ring accessory, behind an easily missed grapple point.
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Chest: Turbo EtherConsumableMissablePoint of no return
Location
Collapsed Sector 7 Plate · Red structure – Back on 115M, take the stairs to the south up to 120M and follow the path out of the tower toward the red metal structure. Beat the Blast-Ray outside (weak to Lightning; hit it from range while its field is up), climb the ladder behind it, and walk round the back of the first circular walkway to the chest.
Why you can lose it
Lost for this run once you climb the stairs to the top of the dome structure: the Valkyrie fight and the end of Chapter 15 follow. The chest stays on the red structure. Chapter Select brings it back.
Point of no return
Climbing the stairs behind the Remedy chest to the top of the dome structure: the two grapple points beyond lead into the Valkyrie fight, and Chapter 15 ends after it.
Summary
A Turbo Ether in a chest.
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Chest: Smelling SaltsConsumableMissablePoint of no return
Location
Collapsed Sector 7 Plate · Red structure – From the Turbo Ether, climb the next ladder and turn left (northwest) to a short ladder; the chest is at its top.
Why you can lose it
Lost for this run once you climb the stairs to the top of the dome structure: the Valkyrie fight and the end of Chapter 15 follow. The chest stays on the red structure. Chapter Select brings it back.
Point of no return
Climbing the stairs behind the Remedy chest to the top of the dome structure: the two grapple points beyond lead into the Valkyrie fight, and Chapter 15 ends after it.
Summary
Smelling Salts in a chest. They are also sold in shops.
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The Path to Greater Heights: climb the Central Tower to the 145M highwayQuest step
Location
Collapsed Sector 7 Plate · 145M highway – From the Smelling Salts, climb back down and follow the walkway round to the tall ladder, then take the ladder beyond the next level's Shinra boxes up to the highway. Duck under and squeeze through the rubble to the southwest, then balance across the beam onto the rooftop.
Summary
Up through the collapsing Central Tower and the red structure beside it to a broken stretch of highway at 145M.
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Chest: Magician's BraceletArmorMissablePoint of no return
Location
Collapsed Sector 7 Plate · 145M highway – Past the beam, beat the two Byobapolis and the Cerulean Drake (a second chance at Algid Aura). Before following the objective marker, turn back to the scaffolding on the rooftop and grapple up to the chest.
Why you can lose it
Lost for this run once you climb the stairs to the top of the dome structure: the Valkyrie fight and the end of Chapter 15 follow. The chest stays on the 145M rooftop. Chapter Select brings it back.
Point of no return
Climbing the stairs behind the Remedy chest to the top of the dome structure: the two grapple points beyond lead into the Valkyrie fight, and Chapter 15 ends after it.
Summary
A Magician's Bracelet in a chest at the top of the rooftop scaffolding. It is also sold in shops.
Report an issue
Take the bracelet before the bridge

Once you cross the improvised bridge past the dome, the Valkyrie's gunfire drives you on and down a long flight of stairs. Grab the Magician's Bracelet on the scaffolding first: getting back to it after the chase may not be possible.

Flight of the Valkyrie: dodge its gunfire down to the rooftop benchQuest step
Location
Collapsed Sector 7 Plate · Industrial Tank Control Wing (155M) – From the bracelet, drop down the short ladder, follow the narrow walkway up around the dome, beat the lone Byobapolis and cross the bridge east. Dash from cover to cover between the Valkyrie's bursts, run all the way down the stairs, and beat the two robots at the bottom. Climb the ladder on the far pillar, defeat two Elite Helitroopers on the roof, and vault the metal support to the southwest.
Summary
The flying war machine that has been watching the climb finally opens fire, and the party runs for cover.
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Bench: Industrial Tank Control Wing 2F (155M)Area
Location
Collapsed Sector 7 Plate · Industrial Tank Control Wing (155M) – Just over the metal support at the south end of the roof where the Elite Helitroopers fell.
Summary
The last rest bench before the boss, with a vending machine selling cut-price Mega-Potions, Ethers and Phoenix Downs.
Report an issue
Set up for the Valkyrie

The boss at the top is a flying machine weak to Lightning and Wind. Pair Lightning (and Wind on Barret) with Elemental on weapons, and let Barret do the work while it stays in the air.

Chest: AntidoteConsumableMissablePoint of no return
Location
Collapsed Sector 7 Plate · Industrial Tank Control Wing (155M) – From the bench, go up the stairs beside it to the chest.
Why you can lose it
Lost for this run once you climb the stairs to the top of the dome structure: the Valkyrie fight and the end of Chapter 15 follow. The chest stays by the last bench. Chapter Select brings it back.
Point of no return
Climbing the stairs behind the Remedy chest to the top of the dome structure: the two grapple points beyond lead into the Valkyrie fight, and Chapter 15 ends after it.
Summary
An Antidote in a chest. Antidotes are also sold in shops.
Report an issue
Chest: RemedyConsumableMissablePoint of no return
Location
Collapsed Sector 7 Plate · Industrial Tank Control Wing (155M) – Back down by the vending machine, step onto the broken rubble beside it and follow the narrow walkway round the dome. Where it reaches a staircase, go behind the stairs to the chest.
Why you can lose it
Lost for this run once you climb the stairs to the top of the dome structure: the Valkyrie fight and the end of Chapter 15 follow. The chest stays on the dome walkway. Chapter Select brings it back.
Point of no return
Climbing the stairs behind the Remedy chest to the top of the dome structure: the two grapple points beyond lead into the Valkyrie fight, and Chapter 15 ends after it.
Summary
A Remedy in a chest. Remedies are also sold in shops.
Report an issue
Point of no return: the stairs to the top

The stairs past the Remedy lead to a scene at the top of the dome structure, then two grapple points take you straight into the Valkyrie fight, and Chapter 15 ends when it falls. Before you climb, check you have the Lurking in the Darkness disc from the Central Tower vending machine, the Algid Aura enemy skill, and the chests: the gil beside the Central Tower, the Hi-Potion and Enchanted Ring in the tower, the Turbo Ether and Smelling Salts on the red structure, the Magician's Bracelet on the 145M rooftop, and the Antidote and Remedy by the last bench. Anything missed needs Chapter Select.

To the Top of the Plate: grapple up to the topQuest step
Location
Collapsed Sector 7 Plate · Top of the plate – From the Remedy, climb the stairs to the top of the structure and watch the scene. Find the two grapple points and use them one after the other to climb higher.
Summary
Near the top, the party stops to look back over the ruined sector before the last ascent.
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The ValkyrieBoss
Location
Collapsed Sector 7 Plate · Top of the plate – After the second grapple, a scene plays and the Valkyrie attacks: run toward the camera dodging its fire until the fight begins. Wear it down with Barret and Lightning while it flies, close in with Cloud and Tifa when it lands, and in the last phase lure it under the blue laser beam to break its shield.
Summary
The flying Shinra war machine that hunted the party all the way up the plate. Beating it gives a Cog Bangle (also sold later at the Shinra Building's 63rd-floor shop) and ends the chapter, earning The Pizza in the Sky.
Trophies
  • Achievement · SteamThe Pizza in the Sky
  • Bronze · PlayStationThe Pizza in the Sky
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Chapter 16: The Belly of the Beast

Break into the Shinra Building through its garage, climb to the upper floors, and find a way into the labs at the top.

Chapter 16 is one long climb through the Shinra Building: round the outer walkways, through the parking garage, up from the lobby to the tourist floors, then the offices and labs near the top. Benches: the perimeter walkway (with a vending machine), the 63F simulator lounge, the top of the 65F lab stairs, and the corner of the 65F test room after the boss. Bring at least 10,000 gil for Hart on 62F, plus spending money for the 63F shop. The 63rd floor matters most: it holds run 1's only Shinra Combat Simulator and Chadley's last stop of the run, so hand in every Battle Intel report and clear every challenge before moving on. Stairs or lift on 3F makes no difference to the haul.

Save up before the climb

Hart on 62F asks 10,000 gil, and it is the only way to get Barret's EKG Cannon. The 63F shop then re-sells every earlier shop weapon you may have missed, for the Weapons Expert count: Cloud's Nail Bat, Hardedge and Mythril Saber; Barret's Big Bertha and Wrecking Ball; Tifa's Sonic Strikers and Feathered Gloves; and Aerith's Arcane Scepter and Mythril Rod. It also has new armor.

Infiltration: round the Shinra Building perimeterQuest step
Location
Shinra Building · Perimeter – From the chapter start, follow the walkway round, take the stairs northwest and climb down two ladders to a second ring of walkway. Go down its stairs to the lower level, where the path splits north and west.
Requires
Summary
The party circles the outside of Shinra headquarters, heading for a way in through the parking garage.
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Bench: Shinra Building perimeter walkwayArea
Location
Shinra Building · Perimeter – At the split on the lower level, keep north to the end of the walkway; the bench and vending machine stand beside the big lamps.
Summary
A rest bench with a vending machine on the lower perimeter walkway, the last one before the garage.
Report an issue
Chest: Turbo EtherConsumableMissablePoint of no return
Location
Shinra Building · Perimeter – Next to the perimeter bench and vending machine, at the north end of the lower walkway.
Why you can lose it
Lost for this run once Tifa swings into the lobby's security station and wins the keycard, which may already be the case on the walk in: the outside walkways are left behind. Chapter Select brings it back.
Point of no return
Tifa swinging across the last lamps into the lobby's security station to get the keycard: the garage and the lower lobby are left behind.
Summary
A Turbo Ether in a chest (possibly a plain Ether instead).
Report an issue
Chest: 2 Hi-PotionsConsumableMissablePoint of no return
Location
Shinra Building · Perimeter – From the bench, walk back south to the split and take the western path; the chest sits on it before the next stairs down.
Why you can lose it
Lost for this run once Tifa swings into the lobby's security station and wins the keycard, which may already be the case on the walk in: the outside walkways are left behind. Chapter Select brings it back.
Point of no return
Tifa swinging across the last lamps into the lobby's security station to get the keycard: the garage and the lower lobby are left behind.
Summary
Two Hi-Potions in a chest. Hi-Potions are also sold in shops.
Report an issue
Loot the walkways before the truck

Past the western stairs a bridge leads to a truck, and the party drops onto it and into the garage on its own. The walkways may not be reachable after that, so open both perimeter chests first.

Chest: Molotov CocktailConsumableMissablePoint of no return
Location
Shinra Building · Parking garage – Cross the bridge past the Hi-Potion chest and the scene drops the party into the garage, where every foe is weak to Fire (Fire with Magnify clears most fights). Clear each group and go through the gate it guarded; past the second gate, check the north side of that room (its northeast part) before the next roll-up door.
Why you can lose it
Lost for this run once Tifa swings into the lobby's security station and wins the keycard, which may already be the case on the walk in: the garage is left behind. Chapter Select brings it back.
Point of no return
Tifa swinging across the last lamps into the lobby's security station to get the keycard: the garage and the lower lobby are left behind.
Summary
A Molotov Cocktail in a chest.
Report an issue
Chest: 2 Mega-PotionsConsumableMissablePoint of no return
Location
Shinra Building · Parking garage – Duck under the roll-up door and win the last garage fight. Before the exit doors in the southeast corner, detour to the northeast corner for the chest.
Why you can lose it
Lost for this run once Tifa swings into the lobby's security station and wins the keycard, which may already be the case on the walk in: the garage is left behind. Chapter Select brings it back.
Point of no return
Tifa swinging across the last lamps into the lobby's security station to get the keycard: the garage and the lower lobby are left behind.
Summary
Two Mega-Potions in a chest. Mega-Potions are also sold in shops.
Report an issue
Bust Out of the Garage: fight through the parking garageQuest step
Location
Shinra Building · Parking garage – From the Mega-Potion chest, walk to the exit doors in the southeast corner to finish the garage run.
Summary
A running fight through the Shinra garage, broken up by gates, against security officers, grenadiers, 3-C SOLDIER operators, guard dogs and riot troopers.
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Moogle Medal: Shinra Building lobbyCollectibleMissablePoint of no return
Location
Shinra Building · 1F lobby – Leave the garage by the southeast doors and climb the stairs (or escalator) into the lobby. Before joining Tifa and Barret at the security station in the middle, go to the southwest corner: the chest stands by a planter.
Why you can lose it
Lost for this run once Tifa swings into the lobby's security station and wins the keycard, which may already be the case on the walk in: the medal stays in the lobby. Chapter Select brings it back.
Point of no return
Tifa swinging across the last lamps into the lobby's security station to get the keycard: the garage and the lower lobby are left behind.
Summary
A fixed Moogle Medal, currency for the Moogle Emporium. Medals can also be won at Whack-a-Box.
Report an issue
Chest: 2,000 GilConsumableMissablePoint of no return
Location
Shinra Building · 1F lobby, lower level – Join the others at the station, go up to 2F and check the card reader on the north doors; Tifa then tries the hanging lamps and falls to the floor below. Head down the short corridor on the east side (northeast corner) to the chest.
Why you can lose it
Lost for this run once Tifa swings into the lobby's security station and wins the keycard, which may already be the case on the walk in: Tifa's lower area is left behind. Chapter Select brings it back.
Point of no return
Tifa swinging across the last lamps into the lobby's security station to get the keycard: the garage and the lower lobby are left behind.
Summary
A chest holding 2,000 gil, found while playing as Tifa.
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Purple Pain (Tifa)WeaponMissablePoint of no return
Location
Shinra Building · 1F lobby, lower level – On the display dais with a car and a bike, climb the car and jump northeast onto the slab sculptures, then cross them west to a pillar with a ladder. Leave the ladder: go round north and west to a light frame and cross two frames to a ledge with a purple chest.
Why you can lose it
Lost for this run once Tifa swings into the lobby's security station and wins the keycard, which may already be the case on the walk in: no shop re-sells it. Chapter Select brings it back.
Point of no return
Tifa swinging across the last lamps into the lobby's security station to get the keycard: the garage and the lower lobby are left behind.
Summary
Tifa's last weapon, with the True Strike ability; one of the 24 weapons for Weapons Expert. No shop sells it.
Report an issue
Point of no return: the security station

Swinging into the security station ends Tifa's solo climb, and the lower lobby may close behind her. Before you go, have Purple Pain (needed for Weapons Expert), the 2,000 gil chest, the lobby Moogle Medal, the garage Molotov Cocktail and 2 Mega-Potions, and the perimeter Turbo Ether and 2 Hi-Potions. Anything missed needs Chapter Select.

Acquiring the Keycard: Tifa crosses the lobby lights to the security stationQuest step
Location
Shinra Building · 1F lobby – From Purple Pain, cross back east and climb the ladder. Follow the frames and slabs up to another ladder, then jump along the lamps; on the swinging ones, rock with the stick and press Triangle at the prompt to reach the station.
Summary
Tifa climbs and swings her way into the locked security station to lift a keycard for the upper floors.
Report an issue
Chest: Iron MaidenArmorMissablePoint of no return
Location
Shinra Building · 3F Exhibition Hall – With the keycard, go back upstairs. Before the doors that lead on, open the east door into the exhibition room; the chest is inside.
Why you can lose it
Lost for this run once you ride the escalator from the 62F archives up to 63F: it may already be out of reach once you leave 3F for the upper floors. Chapter Select brings it back.
Point of no return
Taking the escalator up from the 62F archives to 63F.
Summary
The Iron Maiden armor: very high Defense but no materia slots.
Report an issue
Take the armor before you climb

The stairwell and the lifts both carry the party up to 59F, and the lobby floors may not be reachable again after that. Grab the Iron Maiden from the exhibition room first.

Reach for the Skyview Hall: stairwell or elevators up to 59FQuest step
Location
Shinra Building · 3F to 59F – Back in the upper lobby, the west door is the emergency stairwell: a slow climb of several minutes with banter only. The north doors lead to the lifts, which stop for two small fights on the way. Neither route holds any items.
Summary
Climb from the lobby to the Skyview Hall on 59F, either by the emergency stairwell or by lift.
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Playing the Tourist: the 60F tour and the 61F showQuest step
Location
Shinra Building · 59F to 61F – On 59F, talk to the hologram receptionist to the north (the south end has an extra scene). Take the north doors and escalator to 60F and walk the tour rooms in order to the upgrade at the end. Then go up to 61F and sit through the show in the theater.
Summary
Shinra's museum tour stands between the party and the next keycard upgrade.
Report an issue
EKG Cannon (Barret, bought from Hart)WeaponMissablePoint of no return
Location
Shinra Building · 62F Corporate Archives – After the scenes in the mayor's office you are back in the 62F archives. Talk to Hart just outside the office and pay 10,000 gil.
Why you can lose it
Lost for this run once you ride the escalator from the 62F archives up to 63F: Hart stays behind on 62F. Chapter Select brings it back.
Point of no return
Taking the escalator up from the 62F archives to 63F.
Requires
Summary
Barret's last weapon, with the Point Blank ability; one of the 24 weapons for Weapons Expert. Hart hands it over after you pay him for a tip about your contact.
Report an issue
Chest: 3,000 GilConsumableMissablePoint of no return
Location
Shinra Building · 62F Corporate Archives – From Hart, walk round the ring of shelves to its north end; the chest is there.
Why you can lose it
Lost for this run once you ride the escalator from the 62F archives up to 63F: the archives are left behind. Chapter Select brings it back.
Point of no return
Taking the escalator up from the 62F archives to 63F.
Summary
A chest holding 3,000 gil.
Report an issue
Point of no return: the escalator to 63F

Leave 62F only once you have the EKG Cannon from Hart (10,000 gil; needed for Weapons Expert, and no shop sells it) and the 3,000 gil chest. The Iron Maiden from 3F counts too, though it may already be out of reach. Hart may stay around longer than this, but don't count on it.

Music Disc: Scarlet's ThemeCollectibleMissablePoint of no return
Location
Shinra Building · 63F Recreational Facility, upper level – From the 62F archives, take the southeast stairs to the lower level, the north doors, and the escalator up. On 63F head south into the food court, then climb the stairs beyond its northeast or northwest door; the jukebox is in the southeast corner of the upper floor.
Why you can lose it
Lost for this run once you leave the 63rd floor for the escalators up to 64F: the jukebox stays on 63F. Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
One of the 31 Music Discs, from a jukebox on the 63F simulator floor; usually the last disc of a run.
Trophies
  • Achievement · SteamDisc Jockey
  • Silver · PlayStationDisc Jockey
Report an issue
Bench: 63F Combat Simulator LoungeArea
Location
Shinra Building · 63F Recreational Facility, upper level – Right by the jukebox in the southeast corner. The item shop is next to it; it re-sells earlier weapons and sells the simulator's armor prizes.
Summary
A rest bench beside the jukebox, a few steps from the simulator and the 63F item shop.
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A Helping Hand: find the collaborator on 63F and win Mayor Is BestQuest step
Location
Shinra Building · 63F Combat Simulator – From the bench, talk to the man standing at the simulator door, then use the console inside. No items are allowed and the Cutters are weak to Lightning. Talk to him again afterwards for the keycard upgrade and his plan for the meeting upstairs.
Summary
The rebel contact on 63F wants proof before helping: win the simulator's "Three-Person Team vs. Mayor Is Best", a single round against two Cutters (prize: a Mega-Potion).
Report an issue
Chadley's last stop of the run

Chadley waits on this floor once the Mayor Is Best test is won. Hand in every finished Battle Intel report, buy any extra materia copies you still want, and fight the Leviathan VR battle now if you haven't already: he won't be met again in run 1.

Simulator: Cloud vs. SOLDIER TraineesAchievementMissablePoint of no return
Location
Shinra Building · 63F Combat Simulator – Back at the simulator console after Mayor Is Best. Rounds run from a Sahagin Prince to a Cutter, with half your HP and MP restored between them.
Why you can lose it
Lost for this run once you leave the 63rd floor for the escalators up to 64F: the simulator is not open to you again until Chapter 17 on Chapter Select. Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Cloud's solo five-round challenge (rank 4, 400 gil); the first clear gives a Cog Bangle.
Report an issue
Simulator: Barret vs. SOLDIER TraineesAchievementMissablePoint of no return
Location
Shinra Building · 63F Combat Simulator – Same console, same five rounds as Cloud's challenge, with Barret alone.
Why you can lose it
Lost for this run once you leave the 63rd floor for the escalators up to 64F: the simulator is not open to you again until Chapter 17 on Chapter Select. Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Barret's solo five-round challenge (rank 4, 400 gil); the first clear gives a Supreme Bracer.
Report an issue
Simulator: Tifa vs. SOLDIER TraineesAchievementMissablePoint of no return
Location
Shinra Building · 63F Combat Simulator – Same console, same five rounds, with Tifa alone.
Why you can lose it
Lost for this run once you leave the 63rd floor for the escalators up to 64F: the simulator is not open to you again until Chapter 17 on Chapter Select. Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
Tifa's solo five-round challenge (rank 4, 400 gil); the first clear gives a Rune Armlet.
Report an issue
Simulator: Two-Person Team vs. High FlyersAchievementMissablePoint of no return
Location
Shinra Building · 63F Combat Simulator – Same console. Most of the rounds are flying or floating foes, ending with a Rust Drake, so bring magic or Barret's range.
Why you can lose it
Lost for this run once you leave the 63rd floor for the escalators up to 64F: the simulator is not open to you again until Chapter 17 on Chapter Select. Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
A five-round challenge for any two party members (rank 4, 400 gil); the first clear gives Gil Up Materia.
Report an issue
Simulator: Three-Person Team vs. Team RagbagAchievementMissablePoint of no return
Location
Shinra Building · 63F Combat Simulator – Same console. The rounds bring back earlier foes, from an Abzu Shoat to a Sweeper Prototype with a Blast-Ray.
Why you can lose it
Lost for this run once you leave the 63rd floor for the escalators up to 64F: the simulator is not open to you again until Chapter 17 on Chapter Select. Chapter Select brings it back.
Point of no return
Leaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.
Summary
A five-round challenge for the full party (rank 4, 400 gil); the first clear gives EXP Up Materia, a big help toward reaching level 50 later.
Report an issue
Staggering Feat: raise a stagger bonus to 300%Achievement
Location
Shinra Building · Any staggered enemy – Use Unbridled Strength to power up Tifa's Triangle chi moves, then pile on True Strike once the foe is staggered. Fat Chocobo in Chadley's VR stays staggered a long time; on Easy it may fall too fast. The Chapter 18 bike boss doesn't count.
Summary
Push a staggered enemy's damage bonus to 300%. Tifa does it best now that she has Purple Pain.
Trophies
  • Achievement · SteamStaggering Feat
  • Bronze · PlayStationStaggering Feat
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Point of no return: leaving 63F

This floor is the run's last chance for a lot. Before heading downstairs, make sure you have: handed in every Battle Intel report you haven't yet (01 to 17 and 19) to Chadley, including the Leviathan VR battle (Report 15); bought Chadley's extra materia copies (Wind 2nd and 3rd, First Strike 2nd, Steadfast Block 2nd and 3rd, Item Master 2nd, HP Absorption 2nd and any extra ATB Stagger); cleared all five simulator challenges (Cloud, Barret and Tifa vs. SOLDIER Trainees, High Flyers, Team Ragbag); taken Scarlet's Theme from the jukebox; and bought from the 63F shop any of these weapons you still lack: Barret's Big Bertha or Wrecking Ball, Cloud's Mythril Saber, Hardedge or Nail Bat, Tifa's Feathered Gloves or Sonic Strikers, and Aerith's Mythril Rod or Arcane Scepter (no later shop sells them this run). The game may not warn you. Everything here comes back with Chapter Select, but Reports 18 and 20 need the post-credits cleanup anyway.

Reconnaissance: spy on the 64F meeting through the air ductHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Shinra Building · 64F Conference Rooms – Ride up to 64F and take the south door. The men's room is in the southeast corner; enter the far stall and crawl into the duct, then follow it to its end above the meeting.
Summary
The contact's plan: listen in on Shinra's executive meeting from inside the vents.
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HP Up Materia (64F air duct)SpellMissablePoint of no return
Location
Shinra Building · 64F air duct – Crawling toward the meeting, turn left at the second fork, the wrong way, to the orb, then go back and carry on. Take it on the way; the duct is crawled once.
Why you can lose it
Lost for this run when you ride the lift up from Hojo's 65F lab and the chapter ends: the duct is not revisited. Chapter Select brings it back.
Point of no return
Riding the lift up from the H0512 test room: the last fight and the end of the chapter follow.
Summary
An HP Up Materia orb in the vents. HP Up is also sold in shops.
Report an issue
Professor HojoHidden spoiler – activate to revealNPCMinor spoiler
Location
Shinra Building · 64F elevators – After the meeting, leave the men's room and go north to the lifts; a scene with him plays, and the party slips through the door he leaves open.
Summary
Shinra's head of science, met in person for the first time.
Report an issue
Bench: 65F Laboratory PassageArea
Location
Shinra Building · 65F Hojo's Laboratory – Through Hojo's door, climb the stairs: the bench and vending machine are in the first room.
Summary
A rest bench with a vending machine at the top of the lab stairs; the machine sells some restoratives cheaply.
Report an issue
Chest: 2 AntidotesConsumableMissablePoint of no return
Location
Shinra Building · 65F Hojo's Laboratory – In the same room as the lab bench.
Why you can lose it
Lost for this run when you ride the lift up from Hojo's 65F lab and the chapter ends: the lab corridor is left behind. Chapter Select brings it back.
Point of no return
Riding the lift up from the H0512 test room: the last fight and the end of the chapter follow.
Summary
Two Antidotes in a chest, a hint that the next fight poisons. Antidotes are also sold in shops.
Report an issue
Chest: 2 CelerisConsumableMissablePoint of no return
Location
Shinra Building · 65F Hojo's Laboratory – From the bench, head east along the hallway; the chest faces the bench across it.
Why you can lose it
Lost for this run when you ride the lift up from Hojo's 65F lab and the chapter ends: the lab corridor is left behind. Chapter Select brings it back.
Point of no return
Riding the lift up from the H0512 test room: the last fight and the end of the chapter follow.
Summary
Two Celeris in a chest.
Report an issue
Chest: 2 RemediesConsumableMissablePoint of no return
Location
Shinra Building · 65F Hojo's Laboratory – Continue south and east to the room of green specimen tanks; the chest is on the right.
Why you can lose it
Lost for this run when you ride the lift up from Hojo's 65F lab and the chapter ends: the lab corridor is left behind. Chapter Select brings it back.
Point of no return
Riding the lift up from the H0512 test room: the last fight and the end of the chapter follow.
Summary
Two Remedies in a chest. Remedies are also sold in shops.
Report an issue
Red XIIIHidden spoiler – activate to revealNPCMinor spoiler
Location
Shinra Building · 65F Testing Facility – From the specimen tanks, go upstairs after Hojo; Red XIII is part of the scene that follows and joins the boss fight.
Summary
One of Hojo's specimens, a strange red beast who fights on the party's side.
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Specimen H0512Hidden spoiler – activate to revealBossMinor spoiler
Location
Shinra Building · 65F Testing Facility – The fight starts after the scene upstairs. Break its Left Claw to pressure it, then stagger it; clear the minions fast, and later on watch for them exploding. It shrugs off Lightning.
Summary
Hojo's specimen, with small minions that cast spells. Beating it gives a Talisman, and a Timeworn Talisman can be stolen from it; both are also sold in shops.
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Chapter 16 ends upstairs

The lift beside this bench leads to the chapter's last fight and its end. Before you ride it, check you have the HP Up Materia from the air duct and the lab's 2 Antidotes, 2 Celeris and 2 Remedies. Anything missed needs Chapter Select.

Operation: Save Aerith: ride up to Hojo and beat the last fightHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Shinra Building · 65F Testing Facility – From the bench, pass the gate and ride the lift up. Beat six guards, then two Armored Shock Troopers (weak to Lightning; finish them before their armor blows). Take the stairs north and the door east, then walk the corridor to end the chapter.
Summary
Reach Hojo's experiment and get Aerith out. Finishing the chapter earns No Appointment Needed.
Trophies
  • Achievement · SteamNo Appointment Needed
  • Bronze · PlayStationNo Appointment Needed
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Chapter 17: Deliverance from Chaos

Break out of Hojo's laboratory, find your scattered friends in the vast specimen facility beneath it by playing two pairs of heroes in turn, then climb to the top of the Shinra Building.

Chapter 17 starts on 65F of Hojo's laboratory with the party back together. After a short walk through the lab you reach the Drum, a stacked research facility where Cloud and Barret, and Tifa and Aerith, work in pairs; PHS terminals switch between them, and Red XIII helps both by bridging gaps. The Drum has a bench and vending machine at Passage B and at each ward entrance, and the 70F roof has two more. Three things to get right: open all four 65F chests before the walkway scene drops Cloud into the Drum, sweep Drum Level 2 before he goes through the door that seals behind him, and collect everything in the Drum before you ride the elevator up after its last fight. Chadley and his second simulator only appear here on a Chapter Select replay, covered later in this guide.

Reinforced Staff (Aerith)WeaponMissablePoint of no return
Location
Shinra Building, Hojo's Laboratory · 65F Specimen Enclosures, Aerith's room – As soon as Cloud can move, walk south in the room where he wakes up and open the purple chest. Talk to Aerith twice and look at the monitors by Tifa to move the story on.
Why you can lose it
Lost for this run once a scene drops Cloud into the Drum at the end of A Way Out, since the bridge back to the lab is cut; Chapter Select brings the chest back.
Point of no return
The scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab is cut from then on.
Summary
Aerith's last weapon, one of the 24 for Weapons Expert. No shop sells it, so take it before you leave the lab.
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Chest: Enfeeblement RingItemMissablePoint of no return
Location
Shinra Building, Hojo's Laboratory · 65F Specimen Enclosures – Leave Aerith's room and walk east along the hallway to the chest in the first room on the north side. It may turn out to hold a Moogle Medal instead.
Why you can lose it
Lost for this run once a scene drops Cloud into the Drum at the end of A Way Out, since the bridge back to the lab is cut; Chapter Select brings it back.
Point of no return
The scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab is cut from then on.
Summary
An accessory found only a few times in the game; the other copies in the story come from Chapter 14.
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Chest: Phoenix DownConsumableMissablePoint of no return
Location
Shinra Building, Hojo's Laboratory · 65F Specimen Enclosures – Carry on east past the Enfeeblement Ring room: the chest is in the second side room, on the south side of the hallway.
Why you can lose it
Lost for this run once a scene drops Cloud into the Drum at the end of A Way Out, since the bridge back to the lab is cut; Chapter Select brings it back.
Point of no return
The scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab is cut from then on.
Summary
One Phoenix Down, which revives a fallen ally; shops also sell it.
Report an issue
Chest: EtherConsumableMissablePoint of no return
Location
Shinra Building, Hojo's Laboratory · 65F Specimen Enclosures – At the east end of the same hallway, the chest stands just before the door out.
Why you can lose it
Lost for this run once a scene drops Cloud into the Drum at the end of A Way Out, since the bridge back to the lab is cut; Chapter Select brings it back.
Point of no return
The scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab is cut from then on.
Summary
One Ether, which restores MP; shops also sell it.
Report an issue
Bench: 65F, room north of the lab hallwayArea
Location
Shinra Building, Hojo's Laboratory · 65F Hojo's Laboratory: Sublevel – Go through the east door at the end of the hallway and turn north to reach the room with the bench and vending machine. The way on is back south, after Tifa and Aerith, to the room where Specimen H0512 fell; its Chapter 16 bench is still by the lift there.
Summary
A bench with a vending machine at the start of the chapter; possibly the 65F Laboratory Passage bench from Chapter 16 again.
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Bench: 66F Employee Break RoomArea
Location
Shinra Building, Hojo's Laboratory · 66F Hojo's Laboratory: Main Level – Ride the lift beside the Chapter 16 bench to 66F and go down the stairs to the southeast, where Unknown Entities ambush the party (Blizzard works well). Afterwards climb back up, walk east into the control room and keep going east into the break room.
Summary
A bench and vending machine on the lab's main level. If its door is still shut, it only opens on a Chapter Select replay.
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The walkway scene drops Cloud into the Drum for good

Riding the lift up from the 66F control room leads to a scene that sends Cloud down into the Drum, and the bridge back to the lab is gone afterwards. Before you take that lift, collect the four 65F chests: the Reinforced Staff (one of the 24 weapons Weapons Expert needs, and not sold anywhere), the Enfeeblement Ring, the Phoenix Down and the Ether.

A Way Out: escape Hojo's lab and ride down into the DrumHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Shinra Building, Hojo's Laboratory · 66F Control Bridge – From the break room, return to the control room and take the lift at its north end. Follow the walkway around until a long scene plays and Cloud wakes up alone on Drum Level 2.
Summary
Cloud, Tifa and Aerith leave the lab and head for the top floor; a scene on the walkway there splits the party and opens the Drum.
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Poison Materia (Drum Level 2)SpellMissablePoint of no return
Location
The Drum · Level 1, Incubation – As Cloud, head north, pull the lever and cross the specimen pods, then go down the stairs and the rubble ramp beyond. Past the Monodrives, take the short fork to the north off the walkway: the orb lies at its end.
Why you can lose it
Lost for this run once Cloud walks through the doorway north of the Passage B safe room, which seals behind him; Chapter Select brings it back.
Point of no return
After Barret and the M.O.T.H. Unit fight, the doorway north of the safe room seals behind Cloud.
Summary
Poison magic materia; shops also sell it.
Report an issue
Chest: Phoenix Down (test pods)ConsumableMissablePoint of no return
Location
The Drum · Level 2, Passage B – Keep circling the level, duck under a pipe and beat two Unknown Entities, after which Red XIII joins as a helper. Climb the rubble and stairs to the platform where the game explains his gap jumps; before using one, hop across the pods to the north to the chest on its own perch.
Why you can lose it
Lost for this run once Cloud walks through the doorway north of the Passage B safe room, which seals behind him; Chapter Select brings it back.
Point of no return
After Barret and the M.O.T.H. Unit fight, the doorway north of the safe room seals behind Cloud.
Summary
One Phoenix Down; shops also sell it.
Report an issue
Bench: The Drum Passage B safe roomArea
Location
The Drum · Level 2, Passage B – Back on the platform, press Triangle to send Red XIII across the gap and cross the pods he brings out. Smash the Shinra boxes and take the northern of the two doors on the west side.
Summary
A bench with a vending machine that sells discounted Mega-Potions and Phoenix Downs, the last stop before Barret's fight.
Report an issue
Find Barret: Cloud alone through Drum Level 2Quest step
Location
The Drum · Level 3, 1st Ward Training Area – Back out of the safe room, take the southern of the two west doors and go up the stairs into the room where Barret is under attack; once you enter you are locked into three waves. Monodrives and Mark II Monodrives come first (magic for the Mark IIs), then two Unknown Entities, then a M.O.T.H. Unit, which you can steal Iron Maiden armor from.
Summary
Cloud catches up with Barret, who rejoins the party after a run of fights.
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The doorway north of the safe room seals behind Cloud

After Barret's fight you can rest at the Passage B bench, but the doorway north of it closes once Cloud is through, and Drum Level 2 is cut off. Collect the Poison Materia and the Phoenix Down on the pod perch before you go.

Twin Stinger (Cloud)WeaponMissablePoint of no return
Location
The Drum · Level 3, Passage C – Just through the sealed doorway, before taking the stairs up, open the purple chest to the west.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings the chest back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
Cloud's last weapon, one of the 24 for Weapons Expert; its Counterstance ability is worth unlocking early. No shop sells it.
Report an issue
Chest: 3,000 GilConsumableMissablePoint of no return
Location
The Drum · Level 4, Monitoring Area – Climb the stairs to the platform facing a gap, send Red XIII across the east wall and cross his pods after the scene. Once over, the chest is in the small room to the north.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings it back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
A chest holding 3,000 gil.
Report an issue
Equip four parties' worth of materia

From here the game keeps switching between Cloud and Barret and Tifa and Aerith, so give all four a usable set (Healing, a spread of elemental spells, HP Up and MP Up, ideally Revive) instead of moving orbs at every PHS terminal. The next chapter rewards the same setup.

Research the 3rd Ward: switch to Tifa and Aerith at the PHSQuest step
Location
The Drum · Level 6, Passage F – From the gil room, walk north around the force-field room where Tifa and Aerith are held and use the PHS terminal, then choose to play as the pair. Take the stairs up to the southeast, leave by the southwest exit and follow the hallway to the 3rd Ward door.
Summary
The first party switch: Tifa and Aerith make their way to the locked 3rd Ward door.
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Bench: The Drum Passage F safe room (3rd Ward door)Area
Location
The Drum · Level 6, Passage F – At the locked 3rd Ward door, the safe room is just to the southeast, beside the PHS terminal.
Summary
A bench with a vending machine (discounted Mega-Potions and Phoenix Downs) next to a PHS terminal.
Report an issue
Chest: Ether (3rd Ward pods)ConsumableMissablePoint of no return
Location
The Drum · Level 6, Passage F – As Tifa, pull the lever north of the 3rd Ward door to push pods out of the wall, cross them and open the chest on the far platform. Cross back to the PHS terminal and switch to Cloud.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings it back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
One Ether; shops also sell it.
Report an issue
Time Materia (central platform)SpellMissablePoint of no return
Location
The Drum · Level 4, Central Control Terminal – As Cloud, cross the pods Tifa's lever brought out and beat the Ray machines that ambush you. Pull the lever there, cross the new bridge southwest to the central platform and pick up the orb on its left edge.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings it back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
Time magic materia; shops also sell it.
Report an issue
Use the Central Terminal: Cloud and Barret open the 3rd WardQuest step
Location
The Drum · Level 4, Central Control Terminal – At the machinery in the middle of the platform, pull switch 03 (only 01 is lit so far). Use the PHS terminal there to go back to Tifa and Aerith.
Summary
The central platform's numbered switches open the ward doors; switch 03 lets Tifa and Aerith in.
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Chest: Mega-Potion (3rd Ward cage room)ConsumableMissablePoint of no return
Location
The Drum · Level 6, 3rd Ward Nursery – Through the 3rd Ward door, pull the lever in the dead-end room to the east, beat the Unknown Entities outside (Ice with Magnify helps) and squeeze through the gap in the door. In the room of empty cages, go east then north and look behind a cage on the right for the chest.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings it back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
One Mega-Potion, which heals the whole party; shops also sell it.
Report an issue
Chest: 5,000 GilConsumableMissablePoint of no return
Location
The Drum · Level 6, 3rd Ward Nursery – In the next cage room Bloodhounds break loose; after them, crawl under the clutter at the north end and carry on to the door into a hallway. Turn southeast first to the chest in the corner.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings it back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
A chest holding 5,000 gil.
Report an issue
Chest: Force BraceletArmorMissablePoint of no return
Location
The Drum · Level 6, 3rd Ward Feed Storage – Beat the Zenene up the hallway, pull the lever in the side room to the north and go back west. Take the first doorway north, climb to the balcony and cross the pipes until one gives way, then beat the two Zenenes below. Flip the switch to the northeast to raise the big door and open the caged chest beside it.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings it back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
A bracelet with four materia slots in two linked pairs but low defenses. The 4th Ward boss later gives a second one.
Report an issue
Chest: Mega-Potion (pipes)ConsumableMissablePoint of no return
Location
The Drum · Level 7, 3rd Ward Piping System – Back in the room where the pipe dropped you, climb the ladder to the balcony at the south end and walk the pipes northeast to the chest.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings it back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
One Mega-Potion; shops also sell it.
Report an issue
Chest: Ether (central chamber stairs)ConsumableMissablePoint of no return
Location
The Drum · Level 4, Passage E – Crouch under the door to the southwest and head southeast out into the huge central chamber. Go down two flights of stairs to the south: the chest is on the small platform at the bottom.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings it back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
One Ether; shops also sell it.
Report an issue
Chest: Mega-Potion (2nd Ward platform)ConsumableMissablePoint of no return
Location
The Drum · Level 4, Passage D – As Tifa, climb back up from the Ether, beat the three Sentry Launchers to the north, climb their ladder and pull the switch, then cross the pods to the PHS terminal and switch to Cloud. Pull switch 02 at the central platform, cross the bridge northeast and the pods to the northwest: the chest sits on the platform beyond, by a safe room.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings it back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
One Mega-Potion; shops also sell it.
Report an issue
Chest: Astral CuffArmorMissablePoint of no return
Location
The Drum · Level 4, 2nd Ward Robotics Testing – Go through the 02 door, smash the boxes and keep on until you are shut in with two Zenenes. Leave by the southwest doorway, turn northwest into the hallway, then right (northeast) to the chest behind the crates and junk by the large gate.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings it back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
Armor that favors Magic Defense, the counterpart to the Iron Maiden. A later boss gives a second one.
Report an issue
2nd Ward: Cloud and Barret open 02 and rescue Red XIIIQuest step
Location
The Drum · Level 4, 2nd Ward Prototype Inspection – From the Astral Cuff, follow the hallway southwest and through the doorway southeast into a room of Shock-Rays and another M.O.T.H. Unit, then exit southwest to the chamber where Sledgeworms pop out of the floor (hit them with Thunder when they surface). Crawl under the east door and go upstairs to reach Red XIII.
Summary
The boys fight through the 2nd Ward's test rooms and catch up with Red XIII, who is caught after chasing Hojo.
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Chest: 2 RemediesConsumableMissablePoint of no return
Location
The Drum · Level 5, 2nd Ward Control Deck – With Red XIII back, go north through the observation rooms, smashing boxes, to the chest at their far end.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings it back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
Two Remedies, which cure most status ailments; shops also sell them.
Report an issue
Chest: Chain BangleArmorMissablePoint of no return
Location
The Drum · Level 5, 2nd Ward Control Deck – Walk back south to the room with the stairs and, before climbing them, open the chest in its southwest corner.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings it back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
The only Chain Bangle in the game: four materia slots in two linked pairs with solid Defense and Magic Defense.
Report an issue
Bench: safe room by the sealed 04 door (4th Ward entrance)Area
Location
The Drum · Level 8, Passage H – Climb the stairs from the Chain Bangle room into the medical room, where a Brain Pod and its copies attack (Cloud's counters and Lightning work well). Leave northeast into the central chamber and climb the stairs east to the 04 door: the safe room is beside it, to the southwest.
Summary
A bench with a vending machine (discounted Mega-Potions and Ethers) at the 4th Ward entrance.
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4th Ward: the girls open 04, the boys climb the pipe to the noiseQuest step
Location
The Drum · Level 4, Central Control Terminal – From the safe room, go down the stairs to the northwest and send Red XIII north across the gap; after the Unknown Entities he falls, so switch to Tifa and Aerith at the PHS terminal. Cross the pods, beat two Sledgeworms, climb down past two Enhanced Shock Troopers and crawl under the pods to save Red XIII from more Unknown Entities. Then go down the stairs south, send Red XIII across, pull the lever (Rays attack), cross to the central platform, pull switch 04 and switch back to Cloud.
Summary
Red XIII falls into danger, Tifa and Aerith fight their way to him and open the 4th Ward from the central platform.
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Chest: 2 Mega-Potions (4th Ward pipe)ConsumableMissablePoint of no return
Location
The Drum · Level 8, 4th Ward Drain 1 – As Cloud, go through the 04 door and up the stairs into the big pipe. Turn southeast first: the chest is on a platform at that end.
Why you can lose it
Lost for this run once you ride the elevator up out of the Drum at the end of the purple trail; Chapter Select brings it back.
Point of no return
Summoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.
Summary
Two Mega-Potions; shops also sell them.
Report an issue
Before the next fight

Put Lightning with Elemental on Cloud's and Barret's armor before entering the big chamber. The boss is best shot at from range with Barret; partway through, Tifa and Aerith take over, and holding Square during the scene between the halves opens the menu so you can move materia to them.

SwordipedeHidden spoiler – activate to revealBossMajor spoiler
Location
The Drum · Level 8, 4th Ward Synthesis Chamber – Back in the pipe, head northwest and pull the switch to open the door into the large chamber. Work up to the platform at its north end and through the door into the next pipe; the fight starts after a scene and ends on the central platform with the girls.
Summary
A bladed machine fought first by Cloud and Barret, then by Tifa and Aerith. It drops a second Force Bracelet.
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The elevator up from the Drum ends your time there

After the 4th Ward boss the parties meet up again and follow a trail to an elevator. Calling it brings up a warning that the rest of the chapter is a straight run to the end, and riding it leaves the Drum for good this run. That locks out the Twin Stinger chest (not sold anywhere), the Force Bracelet, Astral Cuff and Chain Bangle chests, both gil chests, the Time Materia, and the Drum's Phoenix Down, Ether, Mega-Potion and Remedy chests. Until you accept, the other elevator still goes back down into the Drum, where enemies keep coming back if you want to grind.

The Ominous Trail: follow the purple trail up to the 70F roofHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Shinra Building, 69F-70F · 69F Executive Suite to 70F President's Office – After the fight, take the elevator northwest as Tifa, then pull the switch in the pipe to rejoin Cloud and Barret. As Cloud, ride back up, circle the walkway and follow the purple trail northeast to the elevator, accept the warning, then follow the trail from 69F up to the President's Office on 70F.
Summary
With everyone together again, the party follows a strange trail up through the executive floors.
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Bench: 70F Heliport, east sideArea
Location
Shinra Building, 69F-70F · 70F Heliport – In the President's Office you hear a call for help; leave by the east door to the roof, where the bench and vending machine stand.
Summary
A bench with a vending machine (discounted Mega-Potions, Ethers and Phoenix Downs) right before the next boss.
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Jenova DreamweaverHidden spoiler – activate to revealBossMajor spoiler
Location
Shinra Building, 69F-70F · 70F Heliport – From the east bench, walk toward the voice calling for help at the roof's edge. A scene follows and the fight starts right after it.
Summary
A tentacled boss fought by Cloud, Tifa and Aerith. It drops a second Astral Cuff.
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Bench: 70F Heliport, west sideArea
Location
Shinra Building, 69F-70F · 70F Heliport – After the scenes, head east back outside past the first bench and carry on to the west end of the roof, to the other side of the office.
Summary
A second bench with a vending machine, the last before the helipad.
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Rufus and DarkstarHidden spoiler – activate to revealBossMajor spoiler
Location
Shinra Building, 69F-70F · 70F Helipad – From the west bench, climb the ladder nearby for a scene, then head north onto the helipad. Give Cloud his own Healing materia first, since he fights alone.
Summary
A one-on-one fight for Cloud against a Shinra heir and his guard dog. Counters and Braver timed to his reloads win it.
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The ArsenalHidden spoiler – activate to revealBossMajor spoiler
Location
Shinra Building, 69F-70F · 70F Heliport – It follows straight on from Rufus. When Barret and Aerith appear, hold Square during the scene to open the menu and move materia onto them; the trophy unlocks when the chapter ends.
Summary
The chapter's last fight, for Barret and Aerith with Red XIII helping. Beating it finishes Chapter 17.
Trophies
  • Achievement · SteamEmerging from Chaos
  • Bronze · PlayStationEmerging from Chaos
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Chapter 18: Destiny's Crossroads

A bike chase down the Midgar Expressway, one last place to rest and shop, then the final battles and the credits.

The last chapter is short. Cloud rides the Hardy-Daytona down the Midgar Expressway beside the party's truck, with a boss at the end of the road, then the party continues on foot to End of the Road, where the game's last bench and vending machine stand. After that come the final battles and the credits. There are no chests or other pickups here and nothing can be missed: the only decision is when to go on, so arrive at the bench with your materia set up. Clearing the chapter opens Chapter Select and Hard, and the next section uses Chapter Select to wrap up run 1.

Flying Through the Night: the bike ride down the Midgar ExpresswayQuest step
Location
Midgar Expressway · Highway – The chapter opens on the bike straight after Chapter 17: cut down the bike troopers, ride to the far side of the troop truck whenever its gunner's target marker shows, and steer around the patches of road the helicopter marks. Slug-Ray drones and then a M.O.T.H. Unit wait in the tunnel; past it, two SOLDIER riders close in while the helicopter keeps firing.
Summary
A bike section that plays like the Chapter 4 ride: keep the truck safe from Shinra pursuers. Red XIII heals Cloud between the waves.
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Motor BallHidden spoiler – activate to revealBossMajor spoiler
Location
Midgar Expressway · Highway – It joins the chase once the SOLDIER riders are down. Slash the three wheels on each side until all six break and it staggers; ease off when it raises its wheels to slam them, or when it charges a sideways beam, and keep back from the ring of fire it spins out after a stagger. Its stagger percentage carries over, so each stagger hurts more, and later it scatters electric orbs on the road to dodge.
Summary
The war machine that closes the ride, fought from the bike. Its stagger damage does not count toward Staggering Feat.
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Bench: End of the RoadArea
Location
Midgar Expressway · End of the Road – After the Motor Ball scenes the party is on foot at the end of the highway; walk west from where you arrive to the bench and the machine. Rest and restock here before going on toward the toll booths.
Summary
The game's last bench and vending machine, beside each other. The machine adds an Elixir (1,000 gil) to its usual restoratives.
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Before the final battles

Set up for several long fights in a row. Healing and Revival on every character, Magnify paired with Healing on Aerith, and Elemental paired with Fire or Lightning in an armor slot (not the weapon) all help; status-ward accessories matter less here. The first of the final fights has several stages, and if the party falls at any point it starts over from the beginning. HP and MP are refilled before the last one.

Going on from End of the Road

Past the toll booths, the scenes end with the party at the way forward. Talking to the other four and choosing to go on starts the final battles, and the game asks you to confirm first. Nothing collectible is lost: only the bench and vending machine stay behind, and you can walk back to them up until you confirm. Run 1 has nothing left to pick up in this chapter, and what is still open after the credits is in the next section.

The Turning Point: talk to all four companions and enter the SingularityHidden spoiler – activate to revealQuest stepMajor spoiler
Location
Midgar Expressway · End of the Road – From the bench, walk on past the line of toll booths to trigger the scenes. When you have control again, talk to Barret, Tifa, Aerith and Red XIII, then choose to go on.
Summary
The party meets an old enemy at the end of the road and a way opens to change what is coming. All four companions have something to say before you step through.
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Whisper HarbingerHidden spoiler – activate to revealBossMajor spoiler
Location
Singularity – After the scenes, follow the broken highway; the three Whispers attack while you run from one platform to the next. Beat a smaller Whisper and keep hitting it while it is down to damage the Harbinger. Around half health the three merge into Whisper Bahamut, then split again for the last stretch.
Summary
A long, staged fight against the Whispers: the red, blue and yellow Whispers (Rubrum, Viridi and Croceo) and, merged, Whisper Bahamut, with the Harbinger looming behind them. Losing at any stage restarts the whole fight.
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SephirothHidden spoiler – activate to revealBossMajor spoiler
Location
Singularity – He follows the Whisper fight after more scenes, with HP and MP refilled. Cloud starts alone and the others join as his health drops; dodge the dark orbs and the attack that leaves characters at 1 HP. In the last phase a countdown runs, so spend limits and summons to finish him before it ends.
Summary
The final boss. Beating him and watching the credits earns Destiny's Crossroads and unlocks Chapter Select and Hard difficulty.
Trophies
  • Achievement · SteamDestiny's Crossroads
  • Bronze · PlayStationDestiny's Crossroads
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After the Credits: Normal Cleanup

Run 1's last jobs through Chapter Select on Easy or Normal: Aerith's simulator challenge, the weapon abilities, and Chadley's final two reports.

The credits unlock Chapter Select (System menu, then Chapter Selection) on the cleared save. Pick any chapter and a difficulty and play it again: your level, materia, weapons, gear and items come along, and whatever you have already collected stays collected. Replays on a cleared save also pay out more EXP and AP, which is what makes the materia grind below practical. Run 1 ends here on Easy or Normal with four tasks, in this order: Aerith's solo simulator challenge, which only a Chapter 17 replay offers; the weapon-ability trophy; and Chadley's last two reports, which close Battle Intel. Nothing in this section can be missed, since any chapter can be loaded again. INTERmission comes next, then the Hard run.

Simulator: Aerith vs. SOLDIER Trainees (Geometric Bracelet)Achievement
Location
Shinra Building · Second Combat Simulator (Chapter 17) – Load Chapter 17 from Chapter Select on Easy or Normal. After the chapter's first fight Chadley stops the party in a corridor to tell you about a second simulator; at the end of A Way Out, take the path on the right instead of the tunnel ahead to reach it. Choose Aerith's challenge (400 gil, five rounds) and bring Fire with Elemental, Lightning and Healing as well.
Summary
Aerith's solo challenge in the Shinra Combat Simulator, offered only when Chapter 17 is replayed; the first win gives the Geometric Bracelet. No items can be used inside, so slot Subversion for the round where a Phantom reflects magic.
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The materia and ability grind

Before leaving the simulator, set up the grind for the next two items. Slot all 12 kinds of magic materia across the party: at the end of every fight, each equipped orb earns AP, so they never need to be cast. Then replay the one-round Three-Person Team vs. Mayor Is Best on Easy: with a fast opener such as First Strike and Thundaga on Aerith, a win takes seconds, and you can go again without leaving the simulator. Another option is the Chapter 14 Corneo Colosseum on Classic, where the AI fights each bout for you with three party members levelling materia. If Chadley offers his usual menu by this simulator in your game, Reports 18 and 20 can be done here instead of the Chapter 14 trip below.

Weapons Expert: learn all 24 weapon abilitiesAchievement
Location
Shinra Building · Second Combat Simulator (Chapter 17) – During the same grind, equip each weapon whose ability isn't learned yet and cast that ability from the command menu until its proficiency fills, about ten uses each. The four starting weapons count too and are already owned: Cloud's Buster Sword, Barret's Gatling Gun, Tifa's Leather Gloves and Aerith's Guard Stick. The trophy pops the moment the 24th ability is learned.
Summary
Master the ability of every weapon for Cloud, Barret, Tifa and Aerith, six each; Yuffie's and Sonon's weapons don't count. The trophy can already pop in Chapter 17 once Twin Stinger, the last weapon, has its ability learned.
Trophies
  • Achievement · SteamWeapons Expert
  • Silver · PlayStationWeapons Expert
Report an issue
Battle Intel Report 18: MP ConsumptionAchievement
Location
Sector 5 Slums · Center District (Chapter 14) – Keep grinding until all 12 orbs are mastered. Then load Chapter 14 from Chapter Select and, once the opening scenes at Aerith's house are over, walk to the Center District of the Sector 5 Slums and hand the report to Chadley. If you'd rather, his Chapter 16 stop beside the simulator on 63F takes it too.
Summary
Master all 12 magic materia: Fire, Ice, Lightning, Wind, Healing, Cleansing, Revival, Barrier, Subversion, Poison, Binding and Time; Revival needs by far the most AP. Handing it in adds MP Absorption to Chadley's shop.
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Preparing for Bahamut

Bahamut is the toughest fight on Normal, so take him on at or near level 50 with plenty of HP and magic defence. He counts down from five to Megaflare: staggering him stops it, and Manawall cast through Magnify helps the party live through it if you can't. Firaga makes him reel, which buys time.

Battle Intel Report 20: Combat Simulation: BahamutAchievement
Location
Sector 5 Slums · Center District (Chapter 14) – Talk to Chadley again right after handing in Report 18 and pick the Bahamut fight from his menu. It also opens at his 63F stop in Chapter 16 if that is where you handed the report in.
Summary
Chadley's last VR fight, against Bahamut, which opens once the other 19 reports are in; winning gives the Bahamut summon materia. Finishing this last report earns Intelligence Agent.
Trophies
  • Achievement · SteamIntelligence Agent
  • Silver · PlayStationIntelligence Agent
Report an issue

INTERmission Chapter 1: Wutai's Finest

Yuffie's first chapter: sneak into the Sector 7 Slums, meet her Avalanche contacts, and take on the town's Fort Condor players, Happy Turtle flyers and Chadley's Ramuh battle before chasing Zhijie.

INTERmission is Yuffie's two-chapter episode. It is started from the title screen (switch to the INTERmission menu there) and keeps its own save, apart from the main game; in this route it is played after the main game's credits, on Easy or Normal. Yuffie fights alone at first and is joined by Sonon partway through. The rest benches are in the Sector 7 Clinic, the Abandoned Talagger Factory, the Municipal Storage Area and Main Pillar Maintenance. Most of the chapter's side content sits in the slums: the six Happy Turtle flyers, Chadley's Ramuh battle, Fort Condor's seven opponents and Old Snapper's Condor Coin shop. The slums stay open through the chase after Zhijie and reopen after the Gigantipede, then close for good when Yuffie boards the train. Extra gear and summons claimed from the DLC menu at the start are not tracked here.

Take the Outskirts' pickups as you pass

The Outskirts and Scrap Boulevard may not let you back once you reach the slums, so pick up everything below on the first walk through.

First Challenge: start Chapter 1 and reach the Abandoned WarehouseQuest stepDLC: Episode Intermission
Location
Outskirts · Abandoned Warehouse – Start Chapter 1 and follow the Moogle posters east past Toxirats and two Gorgers. Throw the shuriken at boxes along the bridge, swing across on the crane's hanging handle, and beat the Toxirats and Lesser Drake. Duck under the shutter by the next poster, to the southwest, into the warehouse.
Summary
Yuffie's opening run through the scrapyards outside Midgar, following Moogle posters to her contact.
Report an issue
Chest: Hi-Potion x2 (Abandoned Warehouse, lower floor)ConsumableMissablePoint of no returnDLC: Episode Intermission
Location
Outskirts · Abandoned Warehouse – Throw the shuriken at the raised lift to bring it down and ride it up, then beat two Gorgers. Cross the planks west, leave the poster-marked shutter to the south for now, hit the switch to the north and climb down the ladder: the chest is in the corner of the lower floor.
Why you can lose it
The Outskirts may close behind you once Zhijie meets you in the slums: this chest is part of it, though the item is also sold. Chapter Select brings it back.
Point of no return
Walking east out of Scrap Boulevard to meet Zhijie: the Outskirts may not let you back once you are in the Sector 7 Slums.
Summary
Two Hi-Potions in a chest. Hi-Potions are also sold in shops.
Report an issue
HP Up Materia (Abandoned Warehouse, top of the second lift)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Outskirts · Abandoned Warehouse – From the chest, ride the lift on this lower floor up: the orb waits at the top.
Why you can lose it
The Outskirts may close behind you once Zhijie meets you in the slums: the warehouse is part of it, though the item is also sold. Chapter Select brings it back.
Point of no return
Walking east out of Scrap Boulevard to meet Zhijie: the Outskirts may not let you back once you are in the Sector 7 Slums.
Summary
An HP Up Materia, the one spotted from below on the way in. INTERmission shops and vending machines also sell it.
Report an issue
Chest: Power Wristguards (outside the Moogle-poster shutter)ItemMissablePoint of no returnDLC: Episode Intermission
Location
Outskirts · Outside the warehouse – Climb back to the upper floor and leave the warehouse under the poster-marked shutter to the south. Head east: the chest is right beside you on the south side, next to a yellow bin.
Why you can lose it
The Outskirts may close behind you once Zhijie meets you in the slums: this chest is part of it, though the item is also sold. Chapter Select brings it back.
Point of no return
Walking east out of Scrap Boulevard to meet Zhijie: the Outskirts may not let you back once you are in the Sector 7 Slums.
Summary
Power Wristguards, an accessory that raises Strength. INTERmission vending machines also sell them.
Report an issue
First Challenge: drop the girders and defeat the two Wayward WolvesQuest stepDLC: Episode Intermission
Location
Outskirts · Wolf pit – Carry on east, climb the ladder and cross the rooftop. The cage of girders is hard to hit from here, so climb the ladder further east, throw at it from the top and slide back down the pole to cross. Use Ice against the wolves and dodge their pinning Throat Clamp, which can't be blocked.
Summary
The chapter's first hard fight: two Wayward Wolves at once, with Yuffie still on her own.
Report an issue
Wind Materia (twin towers west of the wolf pit)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Outskirts · Wolf pit towers – After the wolves, leave the poster to the southeast for later and go west around the pit. Climb the ladder, cross the walkway and climb the second ladder: the orb is on top. Slide down the pole to get back.
Why you can lose it
The Outskirts may close behind you once Zhijie meets you in the slums: these towers are part of it. Chapter Select brings it back.
Point of no return
Walking east out of Scrap Boulevard to meet Zhijie: the Outskirts may not let you back once you are in the Sector 7 Slums.
Summary
A Wind Materia on top of a pair of towers off the main path.
Report an issue
Chest: 1,000 gil (tunnel dead end)ConsumableMissablePoint of no returnDLC: Episode Intermission
Location
Outskirts · Tunnel – Slip through the fence next to the poster into the tunnel and turn south at the first junction: the chest is at the end of that branch. Then come back and follow the tunnel west out of the building.
Why you can lose it
The Outskirts may close behind you once Zhijie meets you in the slums: the tunnel is part of it. Chapter Select brings it back.
Point of no return
Walking east out of Scrap Boulevard to meet Zhijie: the Outskirts may not let you back once you are in the Sector 7 Slums.
Summary
1,000 gil in a chest.
Report an issue
MP Up Materia (Scrap Boulevard cave)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Scrap Boulevard · Northern tunnel – Break the boxes north of the tunnel exit, cross the bridge and examine the door to enter Scrap Boulevard. Head east and take the northern tunnel: the orb is in an alcove on its north side.
Why you can lose it
The Outskirts may close behind you once Zhijie meets you in the slums: Scrap Boulevard is part of it, though the item is also sold. Chapter Select brings it back.
Point of no return
Walking east out of Scrap Boulevard to meet Zhijie: the Outskirts may not let you back once you are in the Sector 7 Slums.
Summary
An MP Up Materia, the only pickup in Scrap Boulevard. INTERmission shops and vending machines also sell it.
Report an issue
Leaving the Outskirts

Walking on east from Scrap Boulevard brings Yuffie to Zhijie and into the slums, and the way back may be shut after that. Before you go, check you have the Hi-Potion chest and HP Up Materia in the warehouse, the Power Wristguards chest outside it, the Wind Materia on the wolf-pit towers, the 1,000 gil in the tunnel and the MP Up Materia in Scrap Boulevard. The Hi-Potions, HP Up, Power Wristguards and MP Up are also sold, but these pickups are gone. Anything missed needs Chapter Select.

Esteemed Avalanche Colleagues: follow Zhijie to the Sector 7 ClinicQuest stepDLC: Episode Intermission
Location
Sector 7 Slums · Sector 7 Clinic – Keep heading east from the MP Up alcove until Zhijie meets you. Follow him through the slums to the clinic; there is time to explore later.
Summary
Yuffie meets Zhijie, her Avalanche contact, who leads her to the group's base in the slums.
Report an issue
Bench: Sector 7 ClinicAreaDLC: Episode Intermission
Location
Sector 7 Slums · Sector 7 Clinic – Zhijie leads you into the clinic; the bench is up the stairs once you step inside.
Summary
The rest bench in Avalanche's base, the chapter's main hub stop. There is no vending machine by it.
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Chest: Boomerang (clinic basement)WeaponMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Sector 7 Clinic – Go down the stairs from the bench and turn left at the bottom: it is in the pot in the corner.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the pot is in the clinic. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
Yuffie's Boomerang, which teaches Brumal Form. On a repeat run the pot holds a Potion instead.
Report an issue
Gain Intel: talk to Nayo, Billy Bob and Polk twiceQuest stepDLC: Episode Intermission
Location
Sector 7 Slums · Sector 7 Clinic – Walk on into the basement for the introductions, then speak to Nayo, Billy Bob and Polk two times each.
Summary
Meet the rest of Avalanche's slum cell: Nayo points Yuffie to Old Snapper, Billy Bob to Chadley.
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Fort Condor: tutorial match vs PolkAchievementDLC: Episode Intermission
Location
Sector 7 Slums · Sector 7 Clinic – Polk is the last one to talk to in the basement: take his starter pack and play the tutorial. Units follow a three-way counter (Vanguard beats Ranged, Ranged beats Defense, Defense beats Vanguard), and destroying the enemy headquarters wins outright.
Summary
Polk's starter pack and tutorial open the Fort Condor board game and the "Mastering Fort Condor" quest. The win gives Sorcerer Board I, possibly with a Condor Coin too.
Report an issue
Scout Out Sector 7: talk to Chadley and Old Snapper, then return to the clinic (Sonon joins)Quest stepDLC: Episode Intermission
Location
Sector 7 Slums · Outside the clinic – Leave the clinic: Old Snapper stands close by and shows as an objective on the map. Chadley is further west by the neighbourhood watch building; turn his battle down until Sonon is with you. Then walk back into the clinic for the scene.
Summary
Meet Old Snapper of the Happy Turtle, who starts "The Happy Turtle Ad Campaign" and runs the Condor Coin shop, and Chadley, who offers the Ramuh VR battle. Back at the clinic, Sonon Kusakabe joins as Yuffie's guest partner.
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The slums hub

From here the slums are open to explore. The walk below takes every flyer, chest and materia, then plays Fort Condor and Ramuh before the story moves on with Nayo. Listen for the Happy Turtle jingle: it plays close to every flyer. The hub reopens after the chase, as a last chance before the train.

The Happy Turtle Ad Campaign: Newsletter 1 (children's park)Quest stepMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Children's park – From Old Snapper, head southeast to the children's park. In its southwest corner, get behind the stacked boxes: the flyer is on the wall.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the flyers can only be found in the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
The first of Old Snapper's six flyers, tucked away in the children's park.
Report an issue
The Happy Turtle Ad Campaign: Newsletter 2 (balloon by Wedge's house)Quest stepMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Near Wedge's house – Go east to the next junction, then south toward Wedge's house at the far southeast. Climb the crate to the right of the kids and throw the shuriken at the balloon; the flyer drops near them.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the flyers can only be found in the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
The second flyer is caught on a balloon that some kids are staring at.
Report an issue
Chest: Fort Condor unit Riot Trooper Barracks (Defense)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Wedge's house – Just south of where Wedge is standing, open the chest in the southeast corner by a turtle poster.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the chest is in the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Defense barracks unit for Fort Condor, found in a chest. It is a strong pick against Kyrie.
Report an issue
The Junk Shop's stock rotates

The Junk Shop up the stairs behind Seventh Heaven sells for gil, and its stock changes as the story moves on and whenever a Fort Condor match starts. It has one-off goods: three Fort Condor units, Wind, HP Absorption, MP Absorption and Luck Up materia, and an Elixir. Check it every time you pass and buy them when they show up. The Security Officer Barracks is listed before the Johnny match, which it helps with; the rest are listed together at the end of the hub.

The Happy Turtle Ad Campaign: Newsletter 4 (Culvert Street cat)Quest stepMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Cats' haven – Go back to the junction and north to the next, then west to Seventh Heaven; the Junk Shop is up the stairs at the back. West of it a cat dashes north through a crawl tunnel: follow it to a yard full of cats and talk to the all-brown one at the very back, behind barrels.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the flyers can only be found in the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A cat on Culvert Street runs off with the fourth flyer.
Report an issue
Chest: Hi-Potion x2 (cats' haven)ConsumableMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Cats' haven – The chest sits beside the flyer cat at the back of the cats' yard.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the yard is in the slums, though the item is also sold. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
Two Hi-Potions in a chest. Hi-Potions are also sold in shops.
Report an issue
Warding Materia (Stamp story yard)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Stamp story yard – Leave the cats and go west past the Item Shop. Keep west on the lower path, through the makeshift scrap tunnel, to the children hearing the story: the orb is in the southeast corner of their yard.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the yard is in the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Warding Materia in a hidden yard where children listen to a Stamp story.
Report an issue
The Happy Turtle Ad Campaign: Newsletter 3 (Stargazer Heights guard dog)Quest stepMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Stargazer Heights – Back out of the yard, take the upper western path to Stargazer Heights and go upstairs. Dash from crate to crate only while the dog sleeps; at the last one, step around the bucket and search the corner of the wall.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the flyers can only be found in the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
The third flyer hangs at the end of an upstairs hall in Stargazer Heights, past a guard dog.
Report an issue
Marle (Stargazer Heights)NPCMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Stargazer Heights – She speaks up as soon as you take the third flyer upstairs; let her finish.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: she is only met in the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
Marle of Stargazer Heights, met again from the main game, has something to say about Yuffie's sneaking.
Report an issue
Chakra Materia (Stargazer Heights roof)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Stargazer Heights roof – From the flyer, climb the ladder near the dog up to the roof.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the roof is in the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Chakra Materia on the roof of Stargazer Heights. It may sit in a chest rather than lying loose.
Report an issue
Wymer (Pillar Plaza)NPCMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Pillar Plaza – Leave Stargazer Heights by the east side (south only leads back to Chadley) and head east into Pillar Plaza: he speaks to you as you pass.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: he is only met in the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
Wymer of the neighbourhood watch, who hints that some kids chased a flyer into the old factory.
Report an issue
The Happy Turtle Ad Campaign: Newsletter 5 (Pillar Plaza notice board)Quest stepMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Pillar Plaza – Search the notice board next to Wymer, on the way to the station, and pull off the posters on top.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the flyers can only be found in the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
The fifth flyer is pinned under other notices on the town board.
Report an issue
Bench: Abandoned Talagger FactoryAreaDLC: Episode Intermission
Location
Abandoned Talagger Factory · First main room – Go through the fenced factory entrance off Pillar Plaza and break the boxes in the first big room. Leave it by the west exit: the bench and vending machine are there.
Summary
A rest bench with a vending machine inside the old factory off Pillar Plaza.
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Chakra Materia (Talagger Factory)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Abandoned Talagger Factory · By the bench – It lies across from the bench. It may instead be inside breakable boxes in the southwest corner.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the factory is part of the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A second Chakra Materia, inside the factory.
Report an issue
Chest: Fort Condor unit Monodrive (Ranged)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Northern warehouse – Clear the next room (two Terpsicolts and a Toxirat, with Sonon's Synergize tutorial), ignore the stairs to the east and take the path north to the next warehouse, the factory's northernmost room. Smash the wooden crates along its back wall, by the Stamp graffiti, to uncover the chest.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the factory is part of the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Ranged Fort Condor unit in a chest hidden behind crates.
Report an issue
The Happy Turtle Ad Campaign: Newsletter 6 (after two Venomantis)Quest stepMissablePoint of no returnDLC: Episode Intermission
Location
Abandoned Talagger Factory · Eastern dead end – Leave the northern warehouse by its east exit and follow it round to another warehouse with two Terpsicolts. Heal up, then go through the gate to the east and beat the two Venomantis (Ice; they can put you to sleep). The flyer is on the wall afterwards.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the flyers can only be found in the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
The last flyer is in the factory's far room, behind a pair of Venomantis.
Report an issue
First Strike Materia (Venomantis room)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Abandoned Talagger Factory · Eastern dead end – In the same room, break the Shinra boxes in the southwest corner.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the factory is part of the slums. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A First Strike Materia hidden in the Venomantis room.
Report an issue
The Happy Turtle Ad Campaign: turn in the 6 flyers to Old Snapper (Magnify Materia)Quest stepMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Outside the clinic – Head back north out of the Venomantis room; at the junction, the southwest warehouse holds two Wererats and the last boxes. Leave the factory and walk back to Old Snapper near the clinic.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Old Snapper can't be reached after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
Hand all six flyers to Old Snapper to finish the side quest. He pays with a Magnify Materia, and Turtle-tastic unlocks.
Trophies
  • Achievement · SteamTurtle-tastic
  • Bronze · PlayStationTurtle-tastic
Report an issue
Chadley VR: Ramuh (Chadley's Research)AchievementMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Neighbourhood watch building – Walk west from Old Snapper to Chadley by the neighbourhood watch building and accept the Ramuh battle. Use Wind on him and keep moving, as many attacks stun; at about half health he calls Summon Sparks, then Judgment Bolt.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Chadley's VR battle can't be fought after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
INTERmission's only VR battle, against the summon Ramuh; it completes "Chadley's Research". Winning gives the Ramuh Materia.
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Fort Condor: order and coins

Fort Condor has three Rank 1 players, two at Rank 2, one at Rank 3, then Chadley as Grandmaster; each rank opens when the one before it is cleared, and every opponent shows as a numbered icon on the map. The last player you beat in a rank hands over a board, and the others go on sale at Old Snapper. This route beats the Shinra Middle Manager last in Rank 1, for the Assassin Board I that suits the Rank 2 matches, and Roche last in Rank 2, for the Battalion Board II that suits Wedge. Condor Coins are tight on Easy and Normal, so the buys below are spread out; the rest of Old Snapper's stock comes with the coins the Hard matches pay later in this guide. If a later match won't go your way, the Assassin Board III lies on the chase route and the hub reopens after it.

Fort Condor Rank 1: KyrieAchievementMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Near Stargazer Heights – She waits in the northwest of the Residential Area, between Stargazer Heights and Seventh Heaven, and takes a few gil to play. Bring Defense units, the Riot Trooper Barracks among them.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the match can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Rank 1 Fort Condor match against Kyrie, who leans on Vanguard units. The win pays 2 Condor Coins and a unit.
Report an issue
Fort Condor unit: Elite Security Officer (Vanguard; Kyrie reward)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Near Stargazer Heights – It comes with the win over Kyrie.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Kyrie can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Vanguard unit won from Kyrie.
Report an issue
Shop: Fort Condor unit Security Officer Barracks (Junk Shop)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Junk Shop – From Kyrie, walk east to Seventh Heaven and climb the stairs behind it to the Junk Shop. The stock changes as the story moves on and whenever a match starts, so if the unit isn't on sale yet, buy it the first time it is.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Junk Shop is in the slums, and its one-off stock is gone with it. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Vanguard barracks unit sold once for gil; it makes the Johnny and Middle Manager matches easier.
Report an issue
Fort Condor Rank 1: JohnnyAchievementMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Northeast of the clinic – He hangs about in the street that runs east, just northeast of the clinic; he may instead stand in the middle of the Residential Area beside the rest icon. Mostly Ranged units do well against him.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the match can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Rank 1 match against Johnny, who plays Defense and Ranged units and three attack spells. The win pays 2 Condor Coins and a unit.
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Fort Condor unit: Elite Riot Trooper (Defense; Johnny reward)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Northeast of the clinic – It comes with the win over Johnny.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Johnny can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Defense unit won from Johnny.
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Fort Condor Rank 1: the Shinra Middle Manager, played lastAchievementMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Toward the station – Find him in the Residential Area's northeast corner, along the road toward the station. Play him after Kyrie and Johnny, with cheap units to keep pace and Vanguard units against his Ranged ones.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the match can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
The last Rank 1 match, against a fast Ranged-heavy board. Beaten last, he hands over his Assassin Board I on top of 2 Condor Coins and a unit, and Rank 2 opens.
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Fort Condor unit: Elite Grenadier (Ranged; Middle Manager reward)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Toward the station – It comes with the win over the Middle Manager.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: he can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Ranged unit won from the Shinra Middle Manager.
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Fort Condor board: Assassin Board I (Rank 1, last opponent)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Toward the station – It comes with clearing Rank 1 on the Middle Manager. If someone else went last, Old Snapper sells it for 2 Condor Coins instead.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: neither the match nor Old Snapper's stock can be reached after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A fast board for Fort Condor, given by the last Rank 1 player you beat when that is the Middle Manager.
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Shop: Battalion Board I (Old Snapper, 2 Condor Coins)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Outside the clinic – Walk back to Old Snapper near the clinic and trade 2 Condor Coins for it.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Old Snapper can't be reached after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
Kyrie's board, which goes on sale at Old Snapper once Rank 1 is cleared without her as the last win.
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Shop: Sorcerer Board II (Old Snapper, 2 Condor Coins)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Outside the clinic – Buy it from Old Snapper for 2 Condor Coins.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Old Snapper can't be reached after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
Johnny's board, with three attack spells, on sale at Old Snapper once Rank 1 is cleared without him as the last win.
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Shop: Fort Condor unit Shock Trooper (Old Snapper, 1 Condor Coin)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Outside the clinic – Buy it from Old Snapper for 1 Condor Coin; it has been on sale since you met him.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Old Snapper can't be reached after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A unit Old Snapper stocks from the start.
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Shop: Fort Condor unit Sentry Ray (Old Snapper, 1 Condor Coin)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Outside the clinic – Buy it from Old Snapper for 1 Condor Coin. These four buys use the six coins from Rank 1.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Old Snapper can't be reached after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Ranged unit Old Snapper stocks from the start.
Report an issue
Fort Condor Rank 2: JessieAchievementMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Seventh Heaven – She sits outside Seventh Heaven once Rank 2 is open. The Assassin Board I and Elite units work well against her.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the match can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Rank 2 match against Jessie's defensive Battalion Board II and its four spells. The win pays 3 Condor Coins and a unit.
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Fort Condor unit: Grenadier Barracks (Ranged; Jessie reward)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Seventh Heaven – It comes with the win over Jessie.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Jessie can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Ranged barracks unit won from Jessie, key to the later matches.
Report an issue
Shop: Fort Condor unit Sentry Gun (Old Snapper, 2 Condor Coins)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Outside the clinic – After beating Jessie, walk back to Old Snapper near the clinic and spend 2 of her 3 Condor Coins on it before you play Roche.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Old Snapper can't be reached after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Defense unit Old Snapper adds once Rank 1 is cleared; it is a good answer to Roche's fliers.
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Fort Condor Rank 2: Roche, played lastAchievementMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Pillar Plaza – He hangs around Pillar Plaza by the factory entrance and the notice board, on the path to the station. Play him after Jessie; a Defense barracks early helps, and the Sentry Gun from Old Snapper handles his Helitroopers.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the match can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
The second Rank 2 match, against Roche's fast, costly units. Beaten last, he hands over Jessie's Battalion Board II on top of 3 Condor Coins and a unit, and Rank 3 opens.
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Fort Condor unit: Elite Helitrooper (Vanguard; Roche reward)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Pillar Plaza – It comes with the win over Roche.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Roche can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Vanguard unit won from Roche.
Report an issue
Fort Condor board: Battalion Board II (Rank 2, last opponent)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Pillar Plaza – It comes with clearing Rank 2 on Roche. If Jessie went last, Old Snapper sells it for 3 Condor Coins instead.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: neither the match nor Old Snapper's stock can be reached after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
Jessie's four-spell board, given when Roche is the last Rank 2 player you beat.
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Shop: Fort Condor unit Elite Shock Trooper (Old Snapper, 2 Condor Coins)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Outside the clinic – Buy it from Old Snapper for 2 Condor Coins, using Roche's coins and the one left from Jessie.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Old Snapper can't be reached after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A unit Old Snapper adds once Rank 1 is cleared.
Report an issue
Shop: Fort Condor unit Slug-Ray Facility (Old Snapper, 2 Condor Coins)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Outside the clinic – Buy it from Old Snapper for 2 Condor Coins.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Old Snapper can't be reached after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Ranged unit Old Snapper adds once Rank 1 is cleared.
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Fort Condor Rank 3: WedgeAchievementMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Wedge's house – He sits outside his house at the southeast end, among his cats. Bring the Battalion Board II and the Grenadier Barracks; a win on outposts at time-out also counts.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the match can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
The Rank 3 match, against Wedge's balanced deck of costly units and Battalion Board III. The win pays Condor Coins, a unit and his board, and opens the Grandmaster match.
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Fort Condor unit: Armored Shock Trooper (Defense; Wedge reward)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Wedge's house – It comes with the win over Wedge.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Wedge can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Defense unit won from Wedge that leaves a Shock Trooper behind when it falls.
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Fort Condor board: Battalion Board III (Wedge reward)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Wedge's house – It comes with the win over Wedge.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Wedge can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
Wedge's board, the best answer to the Grandmaster.
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Fort Condor Grandmaster: ChadleyAchievementMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Neighbourhood watch building – Once every other player is beaten, find Chadley at his usual spot west of the clinic. He attacks down the left lane: open there with the Armored Shock Trooper and Grenadier Barracks on Battalion Board III, then push the right lane now and then.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the match can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
The final Fort Condor match, against Chadley's very fast Grandmaster Board. It completes "Mastering Fort Condor", pays 10,000 gil, 4 Condor Coins and an AP Up Materia, and unlocks Game, Set, Master.
Trophies
  • Achievement · SteamGame, Set, Master
  • Bronze · PlayStationGame, Set, Master
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AP Up Materia (Fort Condor Grandmaster reward)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Neighbourhood watch building – It comes with the win over Chadley.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Grandmaster match can't be played after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
An AP Up Materia, the Grandmaster's prize.
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Shop: Fort Condor unit Cutter (Old Snapper, 3 Condor Coins)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Outside the clinic – Buy it from Old Snapper for 3 Condor Coins as soon as you have them, after the Grandmaster at the latest. If you have coins to spare, buy his other stock now too and tick it off when the Hard run lists it.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: Old Snapper can't be reached after that. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Vanguard unit Old Snapper adds once Rank 2 is cleared. It is the last of his stock this run's coins cover; his Helicopter, Sledgeworm, Assassin Board II and Grandmaster Board wait for the Hard coins.
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Bench: Municipal Storage AreaAreaDLC: Episode Intermission
Location
Municipal Storage Area · Path to the gate – Talk to Nayo just outside the clinic to move the story on, follow her through the slums (Barret and Tifa turn up near Seventh Heaven), then out to the northeast. The bench and vending machine are on the path behind her, before the gate.
Summary
A rest bench with a vending machine on the way into the Municipal Storage Area.
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The Handoff: follow Nayo into the Municipal Storage Area and beat the Corneo LackeysQuest stepDLC: Episode Intermission
Location
Municipal Storage Area · Storage gate – From the bench, go on behind Nayo to the gate and fight the three Corneo Lackeys. They are weak to Fire; take down Lackey A first and finish them before their drink makes them hard to stagger.
Summary
Nayo takes Yuffie to pick up forged IDs, and Don Corneo's men are waiting.
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The Counterfeiter (Municipal Storage warehouse)NPCDLC: Episode Intermission
Location
Municipal Storage Area · Warehouse – Follow Nayo into the nearby warehouse; the scenes there introduce him and hand over the cards.
Summary
The forger who supplies the Interplate ID Cards Yuffie needs for the Shinra Building.
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Chest: Kindred Cord (behind the breakable wall)ItemMissablePoint of no returnDLC: Episode Intermission
Location
Municipal Storage Area · Behind the breakable wall – Leave the warehouse by its other exit, breaking boxes on the way, and throw the shuriken at the cracked wall nearby. The chest is by the opening, back near the bench.
Why you can lose it
The Municipal Storage Area may close once you head back to the slums with Nayo: this chest is part of it. Chapter Select brings it back.
Point of no return
Walking back to the slums with Nayo after the IDs are handed over: the Municipal Storage Area may stay shut afterwards.
Summary
A Kindred Cord, an accessory that cuts the ATB cost of Synergized abilities.
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Leaving the storage area

Heading back toward the slums with Nayo moves the story on, and the storage area may not open again. Take the Kindred Cord from behind the breakable wall first. Anything missed needs Chapter Select.

After Him: meet Zhijie at the pillar and chase him through the stationQuest stepDLC: Episode Intermission
Location
Sector 7 Undercity · Sector 7 Undercity Station – Return to the slums with Nayo and read the pigeon's message, then follow her to the pillar. When Zhijie runs, go after him through the train station.
Summary
Back at base a carrier pigeon brings a change of plans, and the meeting at the pillar turns into a chase after Zhijie.
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The chase only goes forward

From the Train Graveyard to Main Pillar Maintenance the chase drops, slides and rides one way, and you are only sent back to the slums after the Gigantipede. Take each pickup below as you reach it; none of them can be counted on later in this run.

Chest: Indurate Staff (Train Graveyard entrance)WeaponMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Undercity · Train Graveyard – Through the station, turn right into the Train Graveyard: the chest is on your right, in plain view.
Why you can lose it
The chase route may not open again once the Gigantipede fight starts, and parts of it may close sooner (drops, slides and a one-way cart): the Train Graveyard is part of it. Chapter Select brings it back.
Point of no return
Taking the left branch at the Main Pillar Maintenance fork into the Gigantipede fight: you are sent back to the slums afterwards, and the chase route may not reopen.
Summary
Sonon's Indurate Staff, a weapon built for raw attack power.
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Chest: Fort Condor unit Sweeper (Ranged; Shipping Facility)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Undercity · Shipping Facility, lower route – Follow the track into the Shipping Facility and down the east stairs past two Cripshays (Ice). Halt the carts with a throw at the switch and cross; leave the pole for now and go down the southern stairs, where the chest waits past a second Cripshay group.
Why you can lose it
The chase route may not open again once the Gigantipede fight starts, and parts of it may close sooner (drops, slides and a one-way cart): this chest is part of it. Chapter Select brings it back.
Point of no return
Taking the left branch at the Main Pillar Maintenance fork into the Gigantipede fight: you are sent back to the slums afterwards, and the chase route may not reopen.
Summary
A Ranged Fort Condor unit in a chest along the chase.
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Prayer Materia (Shipping Facility, after two Lesser Drakes)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Undercity · Shipping Facility, north corner – Climb back and ride the pole to the Upper Level, then beat the Security Officer pair (Fire). Go north and, from the broken fence to the west, throw at the switch between carts to stop the belt; then climb down the ladder to the north, beat two Lesser Drakes (Wind) and take the orb in the corner.
Why you can lose it
The chase route may not open again once the Gigantipede fight starts, and parts of it may close sooner (drops, slides and a one-way cart): this corner is part of it. Chapter Select brings it back.
Point of no return
Taking the left branch at the Main Pillar Maintenance fork into the Gigantipede fight: you are sent back to the slums afterwards, and the chase route may not reopen.
Summary
A Prayer Materia off the side of the conveyor route.
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Horned CripshayBossDLC: Episode Intermission
Location
Sector 7 Undercity · Lower Level – Cross the stopped belt into Ward 2, slide down the pole and ride the cart; at its end Yuffie and Sonon fall to the Lower Level. Climb over the fallen girder to start the fight, and beat the small Cripshays to put pressure on it.
Summary
A tougher Cripshay that guards the Lower Level, with smaller Cripshays in tow. It drops the Gozu Drive.
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Chest: Steel Reaper (Mid-Level, before the first wall-run)WeaponMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Undercity · Mid-Level – Ride the pole up to the Mid-Level and follow the path south: the purple chest sits on your left just ahead of the first wall-run.
Why you can lose it
The chase route may not open again once the Gigantipede fight starts, and parts of it may close sooner (drops, slides and a one-way cart): this ledge is part of it. Chapter Select brings it back.
Point of no return
Taking the left branch at the Main Pillar Maintenance fork into the Gigantipede fight: you are sent back to the slums afterwards, and the chase route may not reopen.
Summary
Yuffie's Steel Reaper, the last of her weapons and a strong attack pick.
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Chest: Elixir (behind the switch Zhijie stood at)ConsumableMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Undercity · Second conveyor – Cross the railings and beat the next soldiers. Before you stop the belt and cross, hop over the metal barricade and climb the stairs: the chest is behind the switch Zhijie used.
Why you can lose it
The chase route may not open again once the Gigantipede fight starts, and parts of it may close sooner (drops, slides and a one-way cart): this landing is part of it. Chapter Select brings it back.
Point of no return
Taking the left branch at the Main Pillar Maintenance fork into the Gigantipede fight: you are sent back to the slums afterwards, and the chase route may not reopen.
Summary
An Elixir in a chest near the second conveyor switch.
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Chest: Fort Condor board Assassin Board III (Storage Depot)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Undercity · Storage Depot, Ward 2 – Stop the belt, cross into the Storage Depot and go north, taking the railings right, up and left to the high platform. Hit switch #3, then the lower switch, to make a way down; climb the stairs, beat the Toxirats and take the northern path east to the chest.
Why you can lose it
The chase route may not open again once the Gigantipede fight starts, and parts of it may close sooner (drops, slides and a one-way cart): this chest is part of it. Chapter Select brings it back.
Point of no return
Taking the left branch at the Main Pillar Maintenance fork into the Gigantipede fight: you are sent back to the slums afterwards, and the chase route may not reopen.
Summary
A Fort Condor board in a chest on the chase; it helps in the harder matches if any are left.
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Chest: Turbo Ether (Gorgers' platform, Storage Depot)ConsumableMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Undercity · Storage Depot – Climb the south steps and beat the Wrath Hound (Ice), then throw at switch #2 twice to bring the railings across, and climb past two Wayward Wolves. Hit switch #1 on the ground below, ride the railings north and beat the Gorgers: the chest is on their platform.
Why you can lose it
The chase route may not open again once the Gigantipede fight starts, and parts of it may close sooner (drops, slides and a one-way cart): this platform is part of it. Chapter Select brings it back.
Point of no return
Taking the left branch at the Main Pillar Maintenance fork into the Gigantipede fight: you are sent back to the slums afterwards, and the chase route may not reopen.
Summary
A Turbo Ether in a chest off the switch puzzle.
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Elemental Materia (switch #1 platform)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Undercity · Storage Depot, Ward 1 – Go back to the wolves' platform, ride the railings south and hit switch #1 again. Halfway along the railings climb up instead, head west to the broken fence and hit the switch once more; the railings then carry you to the switch's platform and the orb.
Why you can lose it
The chase route may not open again once the Gigantipede fight starts, and parts of it may close sooner (drops, slides and a one-way cart): this platform is part of it. Chapter Select brings it back.
Point of no return
Taking the left branch at the Main Pillar Maintenance fork into the Gigantipede fight: you are sent back to the slums afterwards, and the chase route may not reopen.
Summary
An Elemental Materia on the platform that holds switch #1.
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LevrikonBossDLC: Episode Intermission
Location
Sector 7 Undercity · Waste Disposal Plant – Climb the railings again, slide down the pole to the southeast, take the last railings and the pole on the north side down into the plant. Follow the path to the fight; avoid hitting it from the front while it holds a rock, and cure the Poison from its acid.
Summary
A large bird at the bottom of the Waste Disposal Plant, weak to Fire and Ice. It drops the Mezu Drive.
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Note from Zhijie (in the big Shinra box beside the cart)Key itemMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Undercity · Waste Disposal Plant – Follow the path on from the fight to a ladder; before stepping onto the cart, smash the large Shinra box beside it.
Why you can lose it
The chase route may not open again once the Gigantipede fight starts, and parts of it may close sooner (drops, slides and a one-way cart): the box is part of it. Chapter Select brings it back.
Point of no return
Taking the left branch at the Main Pillar Maintenance fork into the Gigantipede fight: you are sent back to the slums afterwards, and the chase route may not reopen.
Requires
Summary
A note from Zhijie warning about the conveyor ride ahead.
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Magic Up Materia (Perimeter Wall, after the conveyor ride)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Undercity · Perimeter Wall – Ride the cart, smashing boxes for items (the score itself pays nothing). Where the path splits after the ride, take the northern branch first: the orb is in a corner before a wall-run.
Why you can lose it
The chase route may not open again once the Gigantipede fight starts, and parts of it may close sooner (drops, slides and a one-way cart): this branch is part of it. Chapter Select brings it back.
Point of no return
Taking the left branch at the Main Pillar Maintenance fork into the Gigantipede fight: you are sent back to the slums afterwards, and the chase route may not reopen.
Summary
A Magic Up Materia tucked off the path after the box-smashing ride.
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Bench: Main Pillar MaintenanceAreaDLC: Episode Intermission
Location
Sector 7 Undercity · Storage room – Go back to the split and take the southern branch into Main Pillar Maintenance. At the next fork keep straight on (south) into the storage room: the bench and vending machine are there.
Summary
A rest bench with a vending machine, the last stop before the Gigantipede.
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Lightning Materia (Main Pillar Maintenance storage room)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Undercity · Storage room – It lies in the same storage room as the bench.
Why you can lose it
The chase route may not open again once the Gigantipede fight starts, and parts of it may close sooner (drops, slides and a one-way cart): this room is part of it, though the item is also sold. Chapter Select brings it back.
Point of no return
Taking the left branch at the Main Pillar Maintenance fork into the Gigantipede fight: you are sent back to the slums afterwards, and the chase route may not reopen.
Summary
A Lightning Materia, just right for the boss ahead. Vending machines also sell it.
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The Gigantipede ends the chase

Taking the other branch at the fork starts the Gigantipede fight, and afterwards you wake up back in the slums. Before you go, check the chase pickups: the Indurate Staff, the Sweeper unit, Prayer Materia, Steel Reaper, Elixir, Assassin Board III, Turbo Ether, Elemental Materia, the Note from Zhijie, the Magic Up Materia and the Lightning Materia here in the storage room (also sold, but this one is gone). Several of them sit behind drops and slides you have already taken, so anything missed needs Chapter Select.

GigantipedeBossDLC: Episode Intermission
Location
Sector 7 Undercity · Main Pillar – From the bench, take the western path at the fork. Shoot down the drones it releases, and when it rears up for Death Dive, run to the side of the platform nearest it.
Summary
A huge Shinra machine and INTERmission's first major boss. Its tail is weak to Lightning; Sonon is best aimed at the head.
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Shop: Fort Condor unit Missile Launcher (Junk Shop, 300 gil)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Junk Shop – Buy it at the Junk Shop when it is in stock.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Junk Shop is in the slums, and its one-off stock is gone with it. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Fort Condor unit the Junk Shop sells once, for 300 gil.
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Shop: Fort Condor unit M.O.T.H. Unit (Junk Shop, 500 gil)CollectibleMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Junk Shop – Buy it at the Junk Shop when it is in stock.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Junk Shop is in the slums, and its one-off stock is gone with it. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
A Fort Condor unit the Junk Shop sells once, for 500 gil.
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Shop: Wind Materia (Junk Shop, limit 1)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Junk Shop – Buy it at the Junk Shop when it is in stock.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Junk Shop is in the slums, and its one-off stock is gone with it. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
One Wind Materia, sold once by the Junk Shop for 2,000 gil.
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Shop: HP Absorption Materia (Junk Shop, limit 1)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Junk Shop – Buy it at the Junk Shop when it is in stock.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Junk Shop is in the slums, and its one-off stock is gone with it. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
One HP Absorption Materia, sold once by the Junk Shop for 5,000 gil.
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Shop: MP Absorption Materia (Junk Shop, limit 1)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Junk Shop – Buy it at the Junk Shop when it is in stock.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Junk Shop is in the slums, and its one-off stock is gone with it. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
One MP Absorption Materia, sold once by the Junk Shop for 5,000 gil.
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Shop: Luck Up Materia (Junk Shop, limit 1)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Junk Shop – Buy it at the Junk Shop when it is in stock.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Junk Shop is in the slums, and its one-off stock is gone with it. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
One Luck Up Materia, sold once by the Junk Shop for 1,000 gil.
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Shop: Elixir (Junk Shop, limit 1)ConsumableMissablePoint of no returnDLC: Episode Intermission
Location
Sector 7 Slums · Junk Shop – Buy it at the Junk Shop when it is in stock.
Why you can lose it
Lost for this run once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Junk Shop is in the slums, and its one-off stock is gone with it. Chapter Select brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.
Summary
One Elixir, sold once by the Junk Shop for 1,000 gil. After the Grandmaster, Old Snapper also sells Elixirs for Condor Coins.
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Point of no return: the train

Agreeing to board the train at the Sector 7 Undercity Station ends Chapter 1, and the slums can't be visited again in this run. Before you talk to the station attendant, make sure you have: all six Happy Turtle flyers handed in (Turtle-tastic), Chadley's Ramuh battle, every Fort Condor match up to the Grandmaster (Game, Set, Master) with its units, boards and AP Up Materia, Old Snapper's buys up to the Cutter, the Boomerang, the Riot Trooper Barracks, Monodrive and cats' haven Hi-Potion chests, the two Chakra, Warding and First Strike materia, Marle and Wymer, and the Junk Shop's one-off units, materia and Elixir. Anything missed needs Chapter Select.

Shinra Building or Bust: tell the Sector 7 Undercity Station attendant you'll board the trainQuest stepDLC: Episode Intermission
Location
Sector 7 Slums · Sector 7 Undercity Station – Walk east from the slums through Pillar Plaza to the station and talk to the attendant, then agree to board.
Requires
Summary
Board the train to the Shinra Building, ending Chapter 1 and unlocking Takes Two IDs to Tango.
Trophies
  • Achievement · SteamTakes Two IDs to Tango
  • Bronze · PlayStationTakes Two IDs to Tango
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INTERmission Chapter 2: Covert Ops

Yuffie and Sonon slip into the Shinra Building's weapons labs, climb from floor to floor after Shinra's ultimate materia, win the Shinra Box Buster vault's six prizes, and fight their way through Scarlet's trials.

INTERmission is played from the title screen's INTERmission menu and keeps its own save, apart from the main game; this route plays it after the main game's credits. Chapter 2 picks up straight after Chapter 1's train ride, in the basement labs under the Shinra Building: Yuffie climbs from B16 to B12, then runs the Testing Grounds and a prototype combat simulator. Every bench here has a vending machine beside it, and Scarlet's chair in the B13 lab heals too. The big job is on B14: win all six Shinra Box Buster prizes in the vault before taking the right-hand pipe up to B13. Floors you leave behind may not open again until Chapter Select, so the warnings below say what to take first.

Scarlet (B16 elevator hologram)NPCDLC: Episode Intermission
Location
Shinra Building · B16 Advanced Weaponry: Inspection – The chapter opens in the lift down to B16, where Scarlet's scene plays before you take control. Her hologram greets you again in the testing room past the bench.
Summary
Scarlet sees through the pair in the lift and sends them onto a floor full of her weapons. She keeps taunting them by hologram all the way up.
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Bench: B16 Elevator HallAreaDLC: Episode Intermission
Location
Shinra Building · B16 Advanced Weaponry: Inspection – Walk out of the lift and turn the first corner: the bench and vending machine stand along the hall, before the only door into the testing room.
Summary
The chapter's first bench, with a vending machine that sells new defensive armor. The locked door nearby is INTERmission's combat simulator, which opens after the first clear.
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Scarlet's Trap: clear the B16 testing-room waves and climb out via the hanging containerQuest stepDLC: Episode Intermission
Location
Shinra Building · B16 Advanced Weaponry: Inspection – Through the door past the bench, survive the waves of Sweeper, Slug-Rays, Monodrives and Shock-Rays (lightning and wind hit them hard). Then throw your shuriken at the container hanging at the north end so it drops, get a boost from Sonon, and lower the ladder for him.
Summary
Scarlet locks the pair in with her test machines; beating every wave lets you climb out to B15.
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Find That Materia: beat the two Shock Troopers on B15 and restore power at the consoleQuest stepDLC: Episode Intermission
Location
Shinra Building · B15 Compressor Facilities – Follow the corridor from the ladder to the big doors; past them, beat the two Shock Troopers with fire. Go up the stairs and around to the console on the walkway and switch the power on.
Summary
Two Shock Troopers jump the pair in the Compressor Facilities; the console behind them turns the floor's power back on and opens the display pods.
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Ninja Cannonball Materia (B15, tube opposite the console)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · B15 Compressor Facilities – With the power back on, turn round from the console: the materia sits in the tube straight across from it.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: B15 is below it. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
A command materia made for INTERmission: while synergized, Sonon launches Yuffie at the target.
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Skill Master Materia (B15 side pod)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · B15 Compressor Facilities – From the console, follow the walkway round the edge of the room to the open pod on one side; Skill Master is in it. Its twin pod on the far side holds Steadfast Block.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: B15 is below it. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
A Skill Master Materia in one of the room's two open side pods.
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Steadfast Block Materia (B15 opposite side pod)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · B15 Compressor Facilities – Cross from the Skill Master pod to the open pod on the opposite side of the room, next to the lift that doesn't work yet.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: B15 is below it. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
A Steadfast Block Materia in the second open side pod.
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Chest: Ribbon (B14 east dead end)ItemMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · B14 Maintenance – Back at the console, drop onto the pipes running into the middle of the room and climb the generator's grid wall up to B14. Follow the floor east to the dead end in its bottom-right corner, where the chest sits among Shinra boxes.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: the chest stays on B14. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
A Ribbon, the accessory that keeps harmful status effects off its wearer.
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Chest: Volant Armlet (Maintenance Facilities stair detour)ArmorMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · B14 Maintenance – From the Ribbon, head west through the door into the Maintenance Facilities corridor and turn left (south) at once up the short stairs to the chest.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: the chest stays on B14. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
A Volant Armlet: one materia slot, but the materia in it grows at three times the usual rate, which makes it a good armlet for building AP before Hard.
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The Scent of Materia: beat the 3-C SOLDIER Operators and the Armored Magitrooper in the Maintenance FacilitiesQuest stepDLC: Episode Intermission
Location
Shinra Building · B14 Maintenance – Carry on down the corridor into the facilities and beat the two Operators (weak to fire). Climb the stairs to the west, follow the walkway north and swing across the hooks, then beat the Armored Magitrooper and the pilot who jumps out.
Summary
Two 3-C SOLDIER Operators guard the Maintenance Facilities, and an Armored Magitrooper rides a lift down past the hooks. The Operators carry Turbo Ethers you can steal.
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Chest: Djinn Staff (corridor after the Magitrooper)WeaponMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · B14 Maintenance – After the Magitrooper, leave by the east exit: the purple weapon chest is in the next corridor.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: the chest stays on B14. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
A staff for Sonon that leans a little toward magic and teaches his Incite ability.
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Secret Vault: power B14 at the second console and open the vault (Shinra Box Buster)Quest stepMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · B14 Maintenance – From the Djinn Staff, keep east back into the big console room, now on its far side, and switch the power on at the console there. The door behind you opens: go in and use the terminal.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: the vault is on B14. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
A Discovery quest: restoring B14's power opens a vault of materia that only Shinra Box Buster wins. Finishing all six prizes completes it.
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Shinra Box Buster: how to reach the top scores

Only Yuffie plays, against the clock. Throw then Retrieve breaks the orange 100-point boxes, ninjutsu breaks the purple 200-point ones, and the big 1,500-point boxes fall to a Throw followed by Windstorm. SOLDIER Training gives just 30 seconds and its 50,000 needs every box: turn right at the start for a hidden cluster with a timer box, look behind the bend after the ramp for another big box, and keep a fully charged Banishment for the last room's big boxes. The Steel Reaper helps here.

Shinra Box Buster: Basic Training 5,000 (ATB Assist Materia)AchievementMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · Secret Vault – At the vault terminal, choose Basic Training and smash as many boxes as you can before time runs out. One run of 20,000 hands over all three Basic prizes at once.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: the vault is on B14. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
Score 5,000 on Basic Training for an ATB Assist Materia.
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Shinra Box Buster: Basic Training 10,000 (ATB Boost Materia)AchievementMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · Secret Vault – Same terminal and course: retry Basic Training until the score passes 10,000.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: the vault is on B14. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
Score 10,000 on Basic Training for an ATB Boost Materia.
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Shinra Box Buster: Basic Training 20,000 (ATB Stagger Materia)AchievementMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · Secret Vault – Same terminal: keep at Basic Training until you pass 20,000; SOLDIER Training then appears on the menu.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: the vault is on B14. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
Score 20,000 on Basic Training for an ATB Stagger Materia. The top Basic prize opens SOLDIER Training.
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Shinra Box Buster: SOLDIER Training 10,000 (Magnify Materia)AchievementMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · Secret Vault – Pick SOLDIER Training at the vault terminal. Its layout differs from Basic and the clock is far shorter.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: the vault is on B14. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
Score 10,000 on SOLDIER Training for a Magnify Materia.
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Shinra Box Buster: SOLDIER Training 30,000 (Gil Up Materia)AchievementMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · Secret Vault – Same terminal: retry SOLDIER Training until the score passes 30,000.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: the vault is on B14. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
Score 30,000 on SOLDIER Training for a Gil Up Materia.
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Shinra Box Buster: SOLDIER Training 50,000 (EXP Up Materia)AchievementMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · Secret Vault – Same terminal: 50,000 means breaking every box on the SOLDIER course, the hidden cluster to the right of the start included. The tip above lists the tricks.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: the vault is on B14. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
Score 50,000 on SOLDIER Training for an EXP Up Materia, the last vault prize: it completes Secret Vault and earns Materia Maven.
Trophies
  • Achievement · SteamMateria Maven
  • Bronze · PlayStationMateria Maven
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Time Materia (left pipe, across the hook swings)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · B14 Maintenance – Leave the vault and stand facing the console: take the left-hand pipe and scale the grating, cross the hooks by swinging, and follow the next pipe to the platform with the materia. Slide down the pole to return to the console room.
Why you can lose it
May be out of reach for this run once you climb the right-hand pipe from the B14 console up to B13: the platform is reached from B14. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Climbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.
Summary
A Time Materia on a platform above the B14 console room; it pairs well with the Magnify from the vault.
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Before the right-hand pipe up to B13

Climbing the right-hand pipe from the B14 console takes you up to B13, and the floors below may not open again this run. First make sure you have the Ninja Cannonball, Skill Master and Steadfast Block Materia from B15, the Ribbon, Volant Armlet and Djinn Staff chests, all six Shinra Box Buster prizes (Secret Vault and Materia Maven), and the Time Materia up the left-hand pipe, which brings you back down by a pole. Anything missed needs INTERmission's Chapter Select after the first clear.

Chest: Healing Carcanet (B13, raised platform before the second girder)ItemMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · B13 Materia Research Facility – After the scene at the top of the right-hand pipe, go to the platform's edge and throw your shuriken at the hanging girder to drop a bridge. Before crossing the second girder, follow the pipe on the left up to the chest on a raised platform.
Why you can lose it
May be out of reach for this run once the trial lift at the Testing Ground entrance takes you down to B20: the chest is on B13. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Riding the first trial lift down from the Weapons Testing Ground Entrance to B20: B13 may be closed behind you.
Summary
A Healing Carcanet accessory in a chest off the girder bridge.
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Chair: Materia Research Facility (Scarlet's chair)AreaDLC: Episode Intermission
Location
Shinra Building · B13 Materia Research Facility – From the chest, cross the second girder and swing over, beat the security squad in the next room, and follow the corridors to Scarlet's lab. Sit in her chair.
Summary
Scarlet's own chair in her lab restores HP and MP like a bench. There is no vending machine here.
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The Hunt Continues: use the B13 console and beat the Armored Magitrooper and Armored Shock TrooperQuest stepDLC: Episode Intermission
Location
Shinra Building · B13 Materia Research Facility – From the chair, take the corridor that leads out of the lab to the console and switch the power on, then walk back into the lab. Beat the Shock Trooper first with lightning, then the Magitrooper; keep clear of the empty suits when the pilots jump out.
Summary
Turning B13's power on draws an ambush in Scarlet's lab: an Armored Magitrooper and an Armored Shock Trooper.
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AP Up Materia (B13 research tube)SpellMissablePoint of no returnDLC: Episode Intermission
Location
Shinra Building · B13 Materia Research Facility – After the fight and the scene that follows, stay in the lab and check the tube machine Yuffie was thrown against: the materia is inside.
Why you can lose it
May be out of reach for this run once the trial lift at the Testing Ground entrance takes you down to B20: the lab is on B13. INTERmission's Chapter Select, open after the first clear, brings it back.
Point of no return
Riding the first trial lift down from the Weapons Testing Ground Entrance to B20: B13 may be closed behind you.
Summary
An AP Up Materia from the lab's research machine, the episode's second AP Up.
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Bench: Weapons Testing Ground EntranceAreaDLC: Episode Intermission
Location
Shinra Building · Testing Grounds – Leave the lab by the newly opened north doorway and follow the corridor to the Weapons Testing Ground Entrance; the bench and machine stand before the trial lift.
Summary
A bench and vending machine at the start of Scarlet's trials.
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Before the first trial lift

The lift at the Testing Ground entrance carries you down to B20, and B13 may not open again this run. Take the Healing Carcanet chest by the girder bridge and the AP Up Materia from the lab's tube machine first. Anything missed needs INTERmission's Chapter Select after the first clear.

The Invitation: win Testing Grounds trials 1-4 (one of two fights each)Quest stepDLC: Episode Intermission
Location
Shinra Building · Testing Grounds – Use the switch over the railing facing the lift to choose the left or right opponent, ride down and win, then repeat at the next station. Most foes are machines weak to lightning; the Monodrive choices fall to wind.
Summary
Scarlet's trials: at each of the first four stations you pick one of two opponents, and either win counts. The other choice only matters for Enemy Intel.
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DeathwheelBossDLC: Episode Intermission
Location
Shinra Building · Testing Grounds – After the fourth trial, ride the lift to the final station. It is weak to fire, ice and wind but resists lightning, and its front soaks up hits: let Sonon hold its attention while Yuffie works on its back.
Summary
The fifth and last trial, with no choice of opponent. On Hard it also drops a manuscript (run 2).
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Scarlet and the Crimson MareBossDLC: Episode Intermission
Location
Shinra Building · B12 Research – Go through the doors past the bench. Knock Scarlet out with fire so the Crimson Mare stalls, then pile lightning onto the machine, clearing the turrets she sets around the arena. Break each new pair of arm weapons as it appears to stun the Mare.
Summary
Scarlet steps into her new war machine herself. On Hard the fight also drops a manuscript (run 2).
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Firebird Armlet (Crimson Mare reward)ArmorDLC: Episode Intermission
Location
Shinra Building · B12 Research – Nothing to do: it is added to your inventory when the Crimson Mare falls.
Summary
Armor that saves its wearer from being knocked out once per battle. It is given automatically for beating the Crimson Mare.
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A New Threat: beat the Deepground SOLDIERs and catch up to SononHidden spoiler – activate to revealQuest stepDLC: Episode IntermissionMinor spoiler
Location
Shinra Building · Combat Simulator Prototype – After the scenes, leave the arena by the east exit and follow the halls to Sonon. The SOLDIERs use fire and ice and turn invisible: hit them the moment they reappear, with fire.
Summary
Sonon runs ahead after the fight with Scarlet, and a new kind of SOLDIER is waiting.
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Bench: Combat Simulator PrototypeAreaDLC: Episode Intermission
Location
Shinra Building · Combat Simulator Prototype – After the SOLDIER fight and its scene, the bench and machine are in the room, near the door you need next.
Summary
A bench and vending machine in the room where the pair end up shut in. It works again after the simulator fight: the last rest and shop before the final boss.
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Escape: survive the simulator rounds (Unknown Entities, Zenenes, Riot Troopers and Elite Grenadier)Hidden spoiler – activate to revealQuest stepDLC: Episode IntermissionMinor spoiler
Location
Shinra Building · Combat Simulator Prototype – Use the switch at the door to start it. Unknown Entities come first (weak to ice), then two Zenenes (avoid fire), then two Riot Troopers with an Elite Grenadier (weak to fire).
Summary
The pair are forced into a simulated gauntlet and have to fight their way out.
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Projector and Diabolic CreationHidden spoiler – activate to revealBossDLC: Episode IntermissionMinor spoiler
Location
Shinra Building · Combat Simulator Prototype – The last round of the gauntlet. Destroy the Diabolic Creation (weak to ice) to strip the Projector's shield, then hit the Projector hard before it makes another; each new Creation is weaker.
Summary
The machine running the simulation, shielded by the monster it projects. On Hard it also drops a manuscript (run 2).
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Get ready before the last door

Back out of the simulation, the bench and vending machine are your last chance to rest and shop this run. The final fight drains HP with darkness over time, so bring Regen for both of you, plus HP Up on each; the Martialist's Staff suits Sonon. Save before you go on.

Nero the SableHidden spoiler – activate to revealBossDLC: Episode IntermissionMajor spoiler
Location
Shinra Building · Observation Facility – From the bench, use the door switch and follow the path northwest to the door at its end. Darkness attacks leave HP draining, so keep Regen up; in his last phase, break his wings to stagger him.
Summary
INTERmission's final boss, whose defeat ends the episode, earns Out of Darkness's Clutches and opens INTERmission's Chapter Select, Hard, the B16 combat simulator and Weiss in the main game. On Hard he also drops a manuscript (run 2).
Trophies
  • Achievement · SteamOut of Darkness's Clutches
  • Bronze · PlayStationOut of Darkness's Clutches
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After the credits: INTERmission's combat simulator

With the episode cleared, load INTERmission, open Chapter Select and start Chapter 2: the locked door by the B16 bench now leads to a Shinra Combat Simulator for Yuffie and Sonon. Its first two challenges take any difficulty, so Easy is fine. Shinra's Dark Secrets is also the quickest place to reach level 50 and level materia before the Hard run.

Shinra Combat Simulator: Shinra's Dark Secrets (Yuffie & Sonon; Enfeeblement Ring)AchievementDLC: Episode Intermission
Location
Shinra Building · B16 Advanced Weaponry: Inspection – From Chapter Select's Chapter 2 start, walk past the B16 bench to the simulator room that used to be locked and pick this challenge. Security officers, riot troopers and a grenadier come first, then Deepground SOLDIERs with a helitrooper, then three 3-C SOLDIER Operators.
Summary
Three rounds against Shinra troops for a 300 gil fee; the prize is an Enfeeblement Ring.
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Shinra Combat Simulator: Midgarian Monsters (Yuffie & Sonon; Enfeeblement Ring)AchievementDLC: Episode Intermission
Location
Shinra Building · B16 Advanced Weaponry: Inspection – Same simulator room by the B16 bench. Sixteen Bugaboos come first, then a Horned Cripshay with a Levrikon, then a Type-0 Behemoth.
Summary
Three rounds against Midgar's creatures for a 400 gil fee, again for an Enfeeblement Ring. Clearing both challenges opens Top Secrets for the Hard run.
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Hard: Chapters 1–7

Run 2 begins: the first seven chapters again on Hard through Chapter Select, for the chapter clears, the Hard-only manuscripts and Tifa's second dress.

Run 2 replays the story on Hard, one chapter at a time. Hard and Chapter Select open together once the story has been cleared on any difficulty: on that save, open the System menu, choose Chapter Selection, pick a chapter and select Hard (a new game never offers it). Each chapter starts from its opening and has to be played to its end to count; any order works, and this guide goes in story order. Your level, materia, weapons, gear and gil come along. Hard changes the rules: no items at all, in battle or out; benches heal HP but not MP; every enemy is at level 50 and hits far harder. MP comes back from the Mako shards in smashed Shinra boxes, which reappear after a save and reload, and running from optional fights is allowed. Run 2 does not repeat run 1's pickups. In these seven chapters it lists one clear each (Hardened Veteran needs all 18), the nine Hard-only manuscripts, and the Chapter 3 odd jobs again with a new answer for Tifa's dress. Chapters 1 and 2 have no bench at all; the later ones use the same benches as run 1.

Before the first Hard chapter

Weapon Level 6 needs 250 SP, and a full first run stops at 246, so each fighter needs one Hard manuscript to get there. The early Hard bosses hand them out fast: Barret's comes from Chapter 1, Cloud's from Chapter 2, Tifa's from Chapter 3 and Aerith's not until Chapter 8. Level 6 adds Reprieve (one lethal hit leaves that fighter at 1 HP, once a battle). If a boss goes badly, the pause menu's Restart from Last Battle drops you just before it so you can change materia and try again.

Hard prep: level 50, core materia mastered, Weapon Level 6 planQuest stepNG+1
Location
Chapter Select · Cleared save, before run 2 – After INTERmission, load the main game's cleared save and keep grinding with Chapter Select replays until the party is near level 50 and the core materia are mastered. Build each loadout round Healing with Magnify on your best caster, Revival on everyone, Elemental (two exist) paired with the boss's element, and First Strike, HP Up, MP Up, Steadfast Block, Barrier for Manawall, and Chakra or Prayer for when MP runs dry.
Summary
Groundwork for Hard: the level cap, mastered support materia, and loadouts built around healing and elemental guard. Nothing here is checked by the game.
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Building Character: reach level 50AchievementNG+1
Location
Chapter Select · Any chapter – It pops on the level-up that takes a character to 50, so it may already be done after run 1's materia grind. If not, keep replaying chapters from Chapter Select, which pays extra EXP on a cleared save, with the EXP Up Materia from Chapter 16's Team Ragbag challenge equipped to double it.
Summary
A trophy for taking any character to level 50, the level cap.
Trophies
  • Achievement · SteamBuilding Character
  • Bronze · PlayStationBuilding Character
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Sharpshooter's Companion Vol. IVUpgradeNG+1
Location
Mako Reactor 1 · Core – Load Chapter 1 on Hard from Chapter Select and follow the reactor run down to the core as in run 1, skipping the optional Monodrive fight just before the boss. Slot Lightning with Elemental (on a weapon for damage, on armor against its EM Field and Scorpion Strikes) and lean on Barret's Maximum Fury. Setting the charge starts the fight; the manuscript is yours when it falls.
Summary
Barret's manuscript for beating the Scorpion Sentinel on Hard. After a full first run it should be all he needs for Weapon Level 6.
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Clear Chapter 1 on HardQuest stepNG+1
Location
Mako Reactor 1 · Utility Access – After the Scorpion Sentinel the bomb timer offers only 20:00 on Hard, which is plenty. Escape the reactor as in run 1, letting Cloud handle the two Monodrives on his own; the chapter ends after the lift ride up and the run out.
Summary
Mako Reactor 1 on Hard, from the station to the escape run. The first of the 18 Hard clears.
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The Art of Swordplay Vol. IVUpgradeNG+1
Location
Sector 8 · Residential Area – Load Chapter 2 on Hard and walk Sector 8 as in run 1: all of the chapter's foes take extra damage from Fire, so Fire with Magnify and First Strike end most fights at once. The Huntsman waits with escorts on the Residential Area road at the end; clear the escorts with Fire first, and never swing at him while his shield is up.
Summary
Cloud's manuscript for beating The Huntsman and his escorts on Hard, which should be enough for his Weapon Level 6.
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Clear Chapter 2 on HardQuest stepNG+1
Location
Sector 8 · Last train – From The Huntsman's street, carry on to the station and board the last train. Talking to Jessie at its far end ends the chapter.
Summary
Sector 8 on Hard, from the plate to the last train.
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The Art of Swordplay Vol. VUpgradeMissablePoint of no returnNG+1
Location
Sector 7 Slums · Residential Area, back lot – Load Chapter 3 on Hard and play up to Problem Solving, when Wymer opens the odd jobs. Take Rat Problem from the item shop owner near Seventh Heaven and go to the same back lot as in run 1: on Hard the Doomrats come straight away, with no Wererat round first. They dodge and interrupt a lot, so use Ice with Elemental on a weapon; beat them for the manuscript, then report.
Why you can lose it
Lost for this Hard pass once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; replaying Chapter 3 on Hard from Chapter Select brings it back.
Point of no return
On this Hard pass, walking into Seventh Heaven after rescuing Johnny (the game first offers a return to town) closes the Chapter 3 hub
Summary
Cloud's manuscript for winning Rat Problem's Doomrat fight on Hard.
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Way of the Fist Vol. IVUpgradeMissablePoint of no returnNG+1
Location
Sector 7 Slums · Scrap Boulevard – With Rat Problem reported, Wymer by Scrap Boulevard gives On the Prowl. Start in the boulevard's northwest corner and chase the Wrath Hound east through the cave to the fenced yard, as in run 1; Ice with Elemental on weapons helps, and both Bio and Stop land on it.
Why you can lose it
Lost for this Hard pass once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; replaying Chapter 3 on Hard from Chapter Select brings it back.
Point of no return
On this Hard pass, walking into Seventh Heaven after rescuing Johnny (the game first offers a return to town) closes the Chapter 3 hub
Summary
Tifa's manuscript for killing On the Prowl's Wrath Hound on Hard.
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Hard Ch3: all six Odd Jobs, then Alone at Last: "Something... exotic?"Quest stepMissablePoint of no returnNG+1
Location
Sector 7 Slums · Stargazer Heights – Finish the other four odd jobs as in run 1: Lost Friends, Chadley's Report, Nuisance in the Factory and then Just Flew In from the Graveyard. A Discovery marker then shows at Stargazer Heights: speak with Marle, swap the filter in the upstairs sink, and answer Tifa with "Something... exotic?".
Why you can lose it
Lost for this Hard pass once you walk into Seventh Heaven after rescuing Johnny, which closes the Chapter 3 hub; replaying Chapter 3 on Hard from Chapter Select brings it back. Skipping it, or any of the six jobs, leaves Tifa in a different dress.
Point of no return
On this Hard pass, walking into Seventh Heaven after rescuing Johnny (the game first offers a return to town) closes the Chapter 3 hub
Summary
Dress set 2 starts here: all six odd jobs again, then Tifa's question at Stargazer Heights answered the exotic way. That answer sets her Chapter 9 outfit for this run.
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Point of no return: the Chapter 3 hub on Hard

After Alone at Last, the story sends Cloud and Tifa after Johnny: beat the Shinra squad holding him (Fire with Magnify ends it fast). Walking into Seventh Heaven afterwards closes the hub for this Hard pass, just as in run 1; the game offers a return to town on the way, so take it if anything is unfinished. It locks The Art of Swordplay Vol. V (Rat Problem) and Way of the Fist Vol. IV (On the Prowl), both optional, and Alone at Last with the "Something... exotic?" answer, which needs all six odd jobs and decides Tifa's dress for set 2. A Hard replay of Chapter 3 brings them back.

Clear Chapter 3 on HardQuest stepNG+1
Location
Sector 7 Slums · Stargazer Heights – From Seventh Heaven the story carries on to a fight with the Hoodlums outside, which Cloud takes alone: open with First Strike and Fire with Magnify. Talking to Jessie at Stargazer Heights ends the chapter, and you should save right after.
Summary
The Sector 7 Slums on Hard, ending with Jessie's favour. This clear is also the Chapter 3 state that Chapter 9 reads for Tifa's dress.
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The Art of Swordplay Vol. VIUpgradeNG+1
Location
Upper Sector 7 · Sector 7-6 Annex – Load Chapter 4 on Hard; the opening bike ride can be skipped, and its Roche fight with it. Follow the story to the Annex gate bench, then talk to Biggs to start the battle: waves of troopers under missile launchers, guard dogs and two Sweepers come before Roche. Lightning with Elemental on armor turns his lightning into healing, and Punisher counters beat his sword.
Summary
Cloud's manuscript for beating Roche in the Sector 7-6 Annex on Hard.
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Way of the Fist Vol. VHidden spoiler – activate to revealUpgradeNG+1Minor spoiler
Location
Sector 7 Slums · Seventh Heaven – After Roche, follow the story back down to the slums and go to bed in Cloud's apartment. When the spectres attack, fight through to Seventh Heaven; kill the Mysterious Spectres around the Enigmatic Spectre to leave it Pressured, then stagger it and repeat.
Summary
Tifa's manuscript for beating the Enigmatic Spectre on Hard, the chapter's last fight.
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Clear Chapter 4 on HardQuest stepNG+1
Location
Sector 7 Slums · Sector 7 Undercity Station – Leave Seventh Heaven and walk east to the Sector 7 Undercity Station. Telling Barret you're ready on the platform ends the chapter.
Summary
Mad Dash on Hard, from the station to the night in the slums.
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Sharpshooter's Companion Vol. VUpgradeNG+1
Location
Corkscrew Tunnel · Section E, Former Rail Yard – Load Chapter 5 on Hard. Lightning with Magnify handles the Slug-Rays and Ice the Grashtrikes (Star Pendants stop their poison); rest at the Former Rail Yard maintenance room bench, then head north to the tracks. Hit the Crab Warden's legs with Thunder and Maximum Fury, and when it charges Surge, stand on the concrete between the rails.
Summary
Barret's manuscript for beating the Crab Warden on Hard.
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Clear Chapter 5 on HardQuest stepNG+1
Location
Corkscrew Tunnel · Plate Maintenance Corridor – After the Crab Warden, squeeze between the shipping containers and follow the Plate Maintenance Corridor. Riding the elevator at its end finishes the chapter.
Summary
The Corkscrew Tunnel on Hard, from the train to the plate.
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Way of the Fist Vol. VIUpgradeMissablePoint of no returnNG+1
Location
Sector 4 Plate · Plate Ventilation Facilities interior – Load Chapter 6 on Hard and switch off all three sun lamps as in run 1 (Ice with Magnify for the bugs, Lightning for the turrets). Back at H01, ride the small west lift to the fan-room bench and start the one-minute maintenance routine again at the console past it: beat the Queen Grashtrike and the Sentry Ray in time, then hit the north terminal, which opens the door. The chest is where run 1's Chocobo & Moogle materia lay.
Why you can lose it
Lost for this Hard pass once you ride the H01 cargo lift on toward the chapter's end; replaying Chapter 6 on Hard from Chapter Select brings it back.
Point of no return
On this Hard pass, riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind
Summary
Tifa's manuscript, the only Hard one found in a chest: on Hard it replaces the Chocobo & Moogle materia in the fan room.
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Point of no return: the H01 cargo lift on Hard

Riding the cargo lift south from H01 leaves Section H and the fan room behind, as in run 1. Before you send it, take Way of the Fist Vol. VI from the fan-room chest (optional). Past the lift it is gone for this Hard pass; a Hard replay of Chapter 6 brings it back.

Clear Chapter 6 on HardQuest stepNG+1
Location
Sector 4 Plate · Interplate Utility Access – On the far side of the cargo lift, destroy the Sentry Launchers first in the turret fight, using Thunder, Overcharge and Maximum Fury. Then follow the Interplate Utility Access to Biggs, whose scene ends the chapter.
Summary
The Sector 4 plate on Hard. The chapter has no boss.
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Sharpshooter's Companion Vol. VIUpgradeNG+1
Location
Mako Reactor 5 · Front gate walkway – Load Chapter 7 on Hard: Lightning works on the machines before the bomb, Fire on the troopers after. Spending keycards on the Airbuster's parts seems to change little on Hard, so use only what the story asks; rest at the Gate Passageway bench, then go north to the bridge. Bring Lightning on everyone and Healing with Magnify, and save Manawall or a Reprieve weapon for the double Tankbuster of its last phase.
Summary
Barret's manuscript for beating the Airbuster on Hard.
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Clear Chapter 7 on HardQuest stepNG+1
Location
Mako Reactor 5 · Front gate walkway – Beating the Airbuster ends the chapter, once the scenes that follow it have played.
Summary
Mako Reactor 5 on Hard, ending with the Airbuster.
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Hard: Chapters 8–9

Chapters 8 and 9 again on Hard: the Sector 5 odd jobs for Aerith's manuscripts, Madam M's questline for the last two odd jobs, the Colosseum bouts on Hard, and the second set of dresses.

Both chapters are loaded from Chapter Select on Hard and played from their first scene; Hard still allows no items, and benches heal HP but leave MP where it is. Hard Chapter 8 repeats the Sector 5 hub with one change of plan: finish five odd jobs, which earns four of Aerith's Hard manuscripts and sets her long pink dress, and leave A Verified Hero alone, since a sixth job brings back the red dress. Play Chapter 8 to its end before you start Chapter 9, because Chapter 9 dresses Aerith from the newest Chapter 8 clear, and Tifa from the newest Chapter 3 clear. Hard Chapter 9 then follows Madam M's questline, which run 1 skipped: its two odd jobs finish all 26 and give Cloud his second dress, and the Colosseum bouts are won again on Hard. A second Hard Chapter 9 on Chocobo Sam's line comes last; it is optional and only adds one manuscript.

Hard Chapter 8 setups

Against Reno, put Lightning with Elemental on Cloud's armor: his shock attacks and the floating mines of his second half then heal you, and Punisher mode blocks and counters nearly everything else. For Paying Respects, Poison with Warding plus a Headband on each fighter shuts out the Venomantis poison and sleep. Rude takes Wind linked to Elemental on Cloud's weapon, Headbands against his sleep punch, and Stop or Bio from Aerith; he is the last fight of the chapter, so spend MP freely there. Smashed Shinra boxes drop Mako shards for MP, and they reappear when you save and reload.

The Art of Swordplay Vol. VIIUpgradeNG+1
Location
Sector 5 Slums · Church – Load Chapter 8 on Hard from Chapter Select. The chapter opens in the church: talk to Aerith, clear two squads of Security Officers, and Reno drops in; the manuscript comes with the win.
Summary
Cloud's Hard manuscript for beating Reno in the church on Hard.
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Hard Chapter 8 hub: five odd jobs, not six

Once Oates hands out the jobs, buy Moggie's Moogle Membership Card first (The Mysterious Moogle Merchant, one Moogle Medal) and the Graveyard Key with it (one more medal). Items carry over from run 1, so two medals kept back from it cover both; otherwise take the medal chests on the lower roof during the rooftop escape and in the children's hideout. Then do Kids on Patrol, Weapons on a Rampage, Paying Respects and The Angel of the Slums for their four manuscripts. Don't talk to Sarah about A Verified Hero and don't play Whack-a-Box: a single round can count as that sixth job, and six turns Aerith's dress red again. Reporting a finished job normally refills HP and MP, which is worth more on Hard than any bench.

Telluric Scriptures Vol. VIUpgradeMissablePoint of no returnNG+1
Location
Sector 5 Slums · Specter St. – After Requests for the Mercenary, send Ms. Folia's five children home as in run 1, then go through the hideout into Specter St. for the Hedgehog Pie King and two Hedgehog Pies. Fire linked to Elemental on each armor absorbs the Pies' fire magic while Aerith casts Ice through Magnify.
Why you can lose it
Lost for this Hard pass once you walk up Petal Lane toward Aerith's house and Rude steps in: the fight is Kids on Patrol's, and the odd jobs end there. Another Chapter Select replay of Chapter 8 on Hard brings it back.
Point of no return
Hard Chapter 8: walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends for this pass (it may last until the prompt at her door)
Summary
Aerith's Hard manuscript from the Kids on Patrol fight against the Hedgehog Pie King.
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Telluric Scriptures Vol. VIIUpgradeMissablePoint of no returnNG+1
Location
Sector 5 Slums · Lookout Point – Kids on Patrol opens the job: see Damon south of the community building and Mireille inside, then take the north exit to Lookout Point as in run 1. Let Aerith lead, with Arcane Ward and Thunder on the Chromogger's iron ball, and keep clear of its stunning mist.
Why you can lose it
Lost for this Hard pass once you walk up Petal Lane toward Aerith's house and Rude steps in: the fight is The Angel of the Slums', and the odd jobs end there. Another Chapter Select replay of Chapter 8 on Hard brings it back.
Point of no return
Hard Chapter 8: walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends for this pass (it may last until the prompt at her door)
Summary
Aerith's Hard manuscript from The Angel of the Slums, for beating the Chromogger at Lookout Point.
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Telluric Scriptures Vol. VUpgradeMissablePoint of no returnNG+1
Location
Sector 5 Slums · Scrapyard Back Alley – Back in the Center District, talk to the scared man just outside the north exit. On Hard, Twilight Valley holds two of the five Monodrives and the top of the Scrapyard Back Alley the other three; answer each barrier with magic or blade as it changes, Fire or Thunder being steadier than Aero.
Why you can lose it
Lost for this Hard pass once you walk up Petal Lane toward Aerith's house and Rude steps in: the fight is Weapons on a Rampage's, and the odd jobs end there. Another Chapter Select replay of Chapter 8 on Hard brings it back.
Point of no return
Hard Chapter 8: walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends for this pass (it may last until the prompt at her door)
Summary
Aerith's Hard manuscript from Weapons on a Rampage, for destroying five Mark II Monodrives.
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Telluric Scriptures Vol. VIIIUpgradeMissablePoint of no returnNG+1
Location
Sector 5 Slums · Slums Public Cemetery – With Weapons on a Rampage reported, take the old man's job at the weapon shop and open the cemetery gate with the Graveyard Key from Moggie. Guard and counter the Venomantis in Punisher mode with Cloud while Aerith keeps Regen up.
Why you can lose it
Lost for this Hard pass once you walk up Petal Lane toward Aerith's house and Rude steps in: the fight is Paying Respects', and the odd jobs end there. Another Chapter Select replay of Chapter 8 on Hard brings it back.
Point of no return
Hard Chapter 8: walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends for this pass (it may last until the prompt at her door)
Summary
Aerith's Hard manuscript from Paying Respects, for clearing three Venomantis out of the slums cemetery.
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Hard Ch8: finish five Odd Jobs, skip A Verified HeroQuest stepMissablePoint of no returnNG+1
Location
Sector 5 Slums · Center District – Check the quest list on the map: The Mysterious Moogle Merchant, Kids on Patrol, Weapons on a Rampage, Paying Respects and The Angel of the Slums should all read complete. A Verified Hero should not be, so leave Sarah and the Whack-a-Box game alone.
Why you can lose it
Lost for this Hard pass once you walk up Petal Lane toward Aerith's house and Rude steps in: the odd-job count for Aerith's dress is fixed then. Another Chapter Select replay of Chapter 8 on Hard brings it back.
Point of no return
Hard Chapter 8: walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends for this pass (it may last until the prompt at her door)
Summary
Five finished odd jobs in this Chapter 8 clear set Aerith's long pink dress for Chapter 9 (three to five give it; six give the red one again). These five are the ones that lead to the four manuscripts.
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Point of no return: the walk up Petal Lane (Hard)

As in run 1, walking up Petal Lane from Leaf House toward Aerith's house starts the Rude fight; treat it as the end of the Sector 5 hub for this pass, even though the game's own prompt only comes at her door afterwards. Before you go, finish the five odd jobs above, which also locks in Aerith's long pink dress, and collect Telluric Scriptures Vol. VI, VII, V and VIII from their quest fights. Leave A Verified Hero undone. Anything missed needs another Hard replay of Chapter 8.

Telluric Scriptures Vol. IVUpgradeNG+1
Location
Sector 5 Slums · Petal Lane – Walk up Petal Lane from Leaf House; Rude waits halfway to Aerith's house. Counter his combo, haymaker and shockwave, run from the ground geysers he adds at half health, and have Aerith freeze him with Stop for Cloud's Braver.
Summary
Aerith's Hard manuscript for beating Rude on Petal Lane.
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Clear Chapter 8 on HardQuest stepNG+1
Location
Sector 5 Slums · Aerith's House – After Rude, answer Aerith at her front door and play the night at her house as in run 1, creeping past the clutter in the hallway and leaving by the south-east exit. The chapter ends there.
Summary
Chapter 8 finished on Hard, one of the 18 Hard clears Hardened Veteran needs (in any order). This clear also fixes Aerith's dress for the next Chapter 9.
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Hard Chapter 9: answer for Madam M's questline

The questline comes from hidden points scored by answers given before the Colosseum, so give Madam M's answer every time. Tell Sam about Tifa "She's great at handling the books."; ask the hotel barker "How much?"; answer Johnny "No." or let him run off without following; refuse Sam's coin toss with "No deal."; choose the Luxury Course at Madam M's (the Standard Course counts less); tell her "It matter what I think?" about Aerith's outfit; and in Johnny's Colosseum room, leave the mystery drink untouched, which may also count. In the expressway, the robot-arm puzzles must still be worked through, though no Magnify waits at the end of them.

Hard Ch9: questline choices for Madam M's lineQuest stepMissablePoint of no returnNG+1
Location
Wall Market – Load Chapter 9 on Hard from Chapter Select and follow Aerith through the Collapsed Expressway into Wall Market. Give Madam M's answer at each of the moments in the tip above, from Sam's question at the stables to the drink in the Colosseum.
Why you can lose it
Lost for this Hard pass once you say yes to Madam M's offer after the Colosseum: the questline is settled by then. Another Chapter Select replay of Chapter 9 on Hard brings it back.
Point of no return
Hard Chapter 9: accepting Madam M's offer to dress Aerith after the Colosseum: Aerith leaves the party, and Cloud can't leave Wall Market any more
Summary
The answers that steer this Chapter 9 clear onto Madam M's questline, which opens The Price of Thievery and Shears' Counterattack after the Colosseum. Run 1 took Sam's line, so these two jobs are new to the save.
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The Corneo Cup and Hell House on Hard

The Colosseum keeps you inside from the first round to Hell House. Its bench brings back HP but not MP, so spend as little MP as you can before the house: Punisher counters handle the Beastmaster, and Fire through Magnify thins Beck's gang and the lackeys. On Hard, Hell House adds Tonberries in its early phases and a Sweeper with a Cutter near the end, so slot Subversion with Warding against instant death, keep Bio on it, give Aerith all four elements, and pair Healing with Magnify. If it goes wrong, the pause menu's Restart from Last Battle lets you change materia and try again.

Telluric Scriptures Vol. IXUpgradeNG+1
Location
Wall Market · Corneo Colosseum – Get the Tournament Entry Form from Madam M, then win the three Corneo Cup rounds with Aerith. Don Corneo's extra match against Hell House follows straight on; hit the opposite element of its window colour, as in run 1.
Summary
Aerith's Hard manuscript for beating Hell House, the bonus match that ends the Corneo Cup and one of the hardest fights on Hard.
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Why the Colosseum bouts again on Hard

Top Secrets, the Chapter 17 simulator challenge that ends with Pride and Joy, may open only once every Colosseum bout has been won on Hard, though wins on any difficulty may be enough. This run plays it safe and wins the six Chapter 9 bouts again on Hard below; the other five follow in Hard Chapter 14.

Colosseum on Hard: Cloud vs. Wild AnimalsAchievementNG+1
Location
Wall Market · Corneo Colosseum – After Hell House, ride the lift back down and pick this bout from the Gatekeeper at the arena door. Every round is beasts, so Ice through Elemental or Magnify works well.
Summary
Cloud's five-round solo bout (rank 1, 100 gil) won again on Hard; a bout already won pays a random grab bag.
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Colosseum on Hard: Aerith vs. Wild AnimalsAchievementMissablePoint of no returnNG+1
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper right after Cloud's bout. It only exists while Aerith is in the party, between Hell House and Madam M's offer.
Why you can lose it
Lost for this Hard pass once you say yes to Madam M's offer after the Colosseum: Aerith leaves the party, and her bouts with her. Another Chapter Select replay of Chapter 9 on Hard brings it back.
Point of no return
Hard Chapter 9: accepting Madam M's offer to dress Aerith after the Colosseum: Aerith leaves the party, and Cloud can't leave Wall Market any more
Summary
Aerith's five-round solo bout (rank 1, 100 gil) won again on Hard.
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Colosseum on Hard: Aerith vs. Shinra ThugsAchievementMissablePoint of no returnNG+1
Location
Wall Market · Corneo Colosseum – Pick it from the same Gatekeeper while Aerith is still with you. The last round pairs a Sweeper with a Sentry Launcher, so give her Lightning.
Why you can lose it
Lost for this Hard pass once you say yes to Madam M's offer after the Colosseum: Aerith leaves the party, and her bouts with her. Another Chapter Select replay of Chapter 9 on Hard brings it back.
Point of no return
Hard Chapter 9: accepting Madam M's offer to dress Aerith after the Colosseum: Aerith leaves the party, and Cloud can't leave Wall Market any more
Summary
Aerith's five-round solo bout against Shinra troopers and machines (rank 3, 300 gil), which only a Chapter 9 replay offers. Its first win gives Telluric Scriptures Vol. II.
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Colosseum on Hard: Two-Person Team vs. Slum OutlawsAchievementNG+1
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper after the solo bouts. Rounds are lackeys and bandits, ending with The Huntsman and four Bandits, so Fire through Magnify clears them fast.
Summary
A five-round bout for two (rank 2, 200 gil), here Cloud and Aerith, won again on Hard.
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Colosseum on Hard: Cloud vs. Shinra ThugsAchievementNG+1
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper in the same visit. Lightning on Cloud's weapon helps against the robots and the closing Sweeper and Sentry Launcher.
Summary
Cloud's five-round solo bout against Shinra troopers and machines (rank 3, 300 gil), won again on Hard. Run 1 won it in Chapter 14; a replay of Chapter 9 offers it too.
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Colosseum on Hard: Two-Person Team vs. Team PaybackAchievementNG+1
Location
Wall Market · Corneo Colosseum – Pick it last, still before Madam M's offer, since it needs Aerith. The final round is a Jury-Rigged Cutter with a Mark II Monodrive, so carry Lightning.
Summary
The toughest Chapter 9 bout (rank 4, 400 gil): earlier odd-job bosses in five rounds, here for Cloud and Aerith, won again on Hard. Run 1 won it in Chapter 14.
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Point of no return: Madam M's offer (Hard)

Saying yes to Madam M's offer takes Aerith out of the party and keeps Cloud in Wall Market. Before you agree, win Aerith vs. Wild Animals and Aerith vs. Shinra Thugs on Hard, and check that the choices above went Madam M's way. The other four bouts come back in Hard Chapter 14 if you miss them, but they are cheaper here with Aerith. Say no to keep going; anything missed needs another Hard replay of Chapter 9.

Hard Ch9: Burning Thighs againQuest stepMissablePoint of no returnNG+1
Location
Wall Market · Gym – After Parting Ways, walk south from Madam M's past Chadley to the gym beside the Colosseum and talk to Jules. Beat Ronnie by pressing the four buttons in time with Cloud's squats; the order never changes, so follow his body when the prompts fade.
Why you can lose it
Lost for this Hard pass once you go back to Madam M's parlour with the odd jobs done and the rescue begins: the odd jobs end there. Another Chapter Select replay of Chapter 9 on Hard brings it back.
Point of no return
Hard Chapter 9: going back to Madam M's parlour, odd jobs finished, to check on Aerith: Johnny turns up and the rescue begins, ending the side-quest phase of this pass
Summary
The gym's squat contest against Ronnie, replayed because the second job of either questline needs it in the same clear. With Madam M's two jobs it also completes Cloud's Madam M dress.
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The Price of ThieveryQuest stepMissablePoint of no returnNG+1
Location
Wall Market · S7-6 Road – Madam M gives the job after Parting Ways; Mireille stands at the wall along the S7-6 Road, east of Wall Market. From her, go south and then north-east through Evergreen Park toward the Collapsed Expressway, where Beck, Burke and Butch wait with a Grungy Bandit. All four are weak to Fire; report to Mireille when they fall.
Why you can lose it
Lost for this Hard pass once you go back to Madam M's parlour with the odd jobs done and the rescue begins: the odd jobs end there. Another Chapter Select replay of Chapter 9 on Hard brings it back.
Point of no return
Hard Chapter 9: going back to Madam M's parlour, odd jobs finished, to check on Aerith: Johnny turns up and the rescue begins, ending the side-quest phase of this pass
Summary
Madam M's first odd job, new to the save: track down the bandits posing as the Angel of the Slums. The rewards are the Real Calling Card and, on Hard, The Art of Swordplay Vol. VIII; it opens Shears' Counterattack.
Report an issue
The Art of Swordplay Vol. VIIIUpgradeMissablePoint of no returnNG+1
Location
Sector 6 Slums · Collapsed Expressway – It comes with the win over Beck's gang and the Grungy Bandit. Burn down the three with Fire and Magnify, then dodge the Grungy Bandit's heavy swings and hit him from behind until he staggers; steal his Champion Belt first if you want one.
Why you can lose it
Lost for this Hard pass once you go back to Madam M's parlour with the odd jobs done and the rescue begins: the fight is The Price of Thievery's. Another Chapter Select replay of Chapter 9 on Hard brings it back.
Point of no return
Hard Chapter 9: going back to Madam M's parlour, odd jobs finished, to check on Aerith: Johnny turns up and the rescue begins, ending the side-quest phase of this pass
Summary
Cloud's Hard manuscript from The Price of Thievery, earned only on Madam M's line.
Report an issue
Shears' CounterattackQuest stepMissablePoint of no returnNG+1
Location
Wall Market · Corneo Colosseum – Once The Price of Thievery and Burning Thighs are both finished, head back toward Madam M's, and the Colosseum Gatekeeper stops Cloud for one more match. Ride the lift down to the Special Match, with Lightning linked to Elemental on Cloud's weapon, Barrier and Regen. The job ends, and the trophy pops, when you report the win to Madam M.
Why you can lose it
Lost for this Hard pass once you go back to Madam M's parlour with the odd jobs done and the rescue begins: the odd jobs end there. Another Chapter Select replay of Chapter 9 on Hard brings it back.
Point of no return
Hard Chapter 9: going back to Madam M's parlour, odd jobs finished, to check on Aerith: Johnny turns up and the rescue begins, ending the side-quest phase of this pass
Summary
Madam M's second odd job: a Colosseum Special Match for Cloud alone against the Jury-Rigged Cutter. It is the 26th odd job and earns Best in the Business; the reward is an Arcane Scepter, plus The Art of Swordplay Vol. IX on Hard.
Trophies
  • Achievement · SteamBest in the Business
  • Silver · PlayStationBest in the Business
Report an issue
The Art of Swordplay Vol. IXUpgradeMissablePoint of no returnNG+1
Location
Wall Market · Corneo Colosseum – It comes with the win over the Jury-Rigged Cutter. The machine keeps sending itself Berserk, so block and counter in Punisher mode and save Triple Slash for its openings.
Why you can lose it
Lost for this Hard pass once you go back to Madam M's parlour with the odd jobs done and the rescue begins: the fight is Shears' Counterattack's. Another Chapter Select replay of Chapter 9 on Hard brings it back.
Point of no return
Hard Chapter 9: going back to Madam M's parlour, odd jobs finished, to check on Aerith: Johnny turns up and the rescue begins, ending the side-quest phase of this pass
Summary
Cloud's Hard manuscript from Shears' Counterattack, earned only on Madam M's line.
Report an issue
Point of no return: back to Madam M's (Hard)

Going back to the parlour to check on Aerith starts the rescue and closes Wall Market for this pass. Shears' Counterattack is reported to Madam M herself, and that visit may lead straight into it, so finish Burning Thighs and The Price of Thievery (with The Art of Swordplay Vol. VIII) before you take the Special Match. All three jobs together give Cloud his Madam M dress, Shears' Counterattack brings Best in the Business and The Art of Swordplay Vol. IX. Anything missed needs another Hard replay of Chapter 9.

Clear Chapter 9 on HardQuest stepNG+1
Location
Wall Market · Corneo's Mansion – From the parlour, play on through Aerith's plan at the Honeybee Inn, the dance with Andrea and the night in Corneo's mansion. Only one battle remains, Aerith and Tifa against Corneo's lackeys, where Fire through Magnify works; confronting Corneo in his bedroom ends the chapter.
Summary
Chapter 9 finished on Hard, one of the 18 Hard clears Hardened Veteran needs (in any order). The end of this chapter records the run's three dresses.
Report an issue
Outfit: Tifa, exoticArmorNG+1
Location
Wall Market · Corneo's Mansion – Nothing to do here: it counts when the chapter ends, as long as the newest Chapter 3 clear was the exotic one. Check it under System > Play Log.
Summary
Tifa's short black kimono-style outfit, set by answering "Something... exotic?" in Alone at Last during the Hard Chapter 3 pass. It is recorded once Chapter 9 is finished.
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Outfit: Aerith, long pinkArmorNG+1
Location
Wall Market · Corneo's Mansion – Nothing to do here: it counts when the chapter ends. Madam M's remark about Cloud's work in Sector 5 hints at the tier; check it under System > Play Log.
Summary
Aerith's longer pink outfit, set by finishing three to five Chapter 8 odd jobs: here the five of the Hard Chapter 8 pass. It is recorded once Chapter 9 is finished.
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Outfit: Cloud, Madam M's lineArmorNG+1
Location
Wall Market · Corneo's Mansion – Nothing to do here: it counts when the chapter ends, once Burning Thighs, The Price of Thievery and Shears' Counterattack are done in this clear. Check it under System > Play Log.
Summary
Cloud's outfit for finishing Madam M's line with Burning Thighs; it may be shown as lavender or as white. It is recorded once Chapter 9 is finished, the sixth of the nine.
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Optional: a second Hard Chapter 9 for Swordplay X

The Art of Swordplay Vol. X only comes from A Dynamite Body, Sam's second job, so it needs Chapter 9 on Hard once more with Sam's answers. It is optional: it adds no dress and no trophy, and the Hard clear above already counts. Skip it if you don't want the manuscript.

Optional: second Hard Chapter 9 on Chocobo Sam's lineQuest stepNG+1
Location
Wall Market – Load Chapter 9 on Hard again and give Sam's answers this time: "She's in great shape.", "...No, thanks.", "Yeah." to Johnny, heads or tails at the coin toss, the Poor Man's Course, "It's alright." and a taste of the drink. After Madam M's offer, win Burning Thighs at the gym and finish The Party Never Stops from Sam outside the gate; Sam then sends you to the Colosseum.
Summary
A second Chapter 9 on Hard, steered onto Sam's questline so A Dynamite Body can be fought on Hard. Its dresses repeat ones you already have.
Report an issue
The Art of Swordplay Vol. XUpgradeMissablePoint of no returnNG+1
Location
Wall Market · Corneo Colosseum – Ride the Colosseum lift down and ask the Gatekeeper for the Special Match against two Bombs. Fire linked to Elemental on Cloud's armor drinks most of their blasts; stagger one at a time in Punisher mode, then finish with Braver.
Why you can lose it
Lost for this Hard pass once you go back to Madam M's parlour with the odd jobs done and the rescue begins: the fight is A Dynamite Body's, and this pass's odd jobs end there. Another Chapter Select replay of Chapter 9 on Hard brings it back.
Point of no return
Optional second Hard Chapter 9: returning to the parlour once the odd jobs are done: the rescue begins and Wall Market closes for this pass
Summary
Cloud's Hard manuscript from A Dynamite Body, earned only on Sam's line.
Report an issue
Point of no return: back to Madam M's (second pass)

On the second pass too, going back to the parlour after the odd jobs starts the rescue. Win A Dynamite Body and The Art of Swordplay Vol. X first; then play the chapter out and save; this clear changes nothing else.

Hard: Chapters 10–14

Chapters 10 to 14 again on Hard: six boss manuscripts, seven more from the last hub's odd-job fights, and five Colosseum bouts that only Chapter 14 offers.

Each chapter here is loaded from Chapter Select with Hard picked, and starts at its beginning; clear them in any order, since every chapter counts toward Hardened Veteran wherever it falls. Chapters 10 to 13 are straight runs whose bosses hand out a manuscript each. Chapter 14 is the last hub again: redo six of its odd jobs for their Hard manuscripts, win five Colosseum bouts on Hard before the chapter closes, then take the sewers and Abzu as in run 1. The usual Hard rules hold throughout: no items at all, and benches bring back HP but not MP. The benches are the ones run 1 used.

Keeping MP up on Hard

Smash Shinra boxes for the Mako shards that refill MP; saving and loading again puts a cluster back, so it can be farmed. Flee optional fights rather than spend MP on them. Restart from Last Battle in the pause menu drops you back just ahead of the fight, letting you try a boss again with different materia.

Way of the Fist Vol. VIIUpgradeNG+1
Location
Sewer System · Sector 6 sewers – Load Chapter 10 on Hard from Chapter Select. Set up before you speak to Tifa or Aerith, because Abzu climbs out the moment that talk ends: it is weak to Fire, so link Fire to Elemental on your weapons, and wear Star Pendants against Poison.
Summary
Tifa's manuscript for beating Abzu on Hard, the fight that opens Chapter 10.
Report an issue
Clear Chapter 10 on HardQuest stepNG+1
Location
Sewer System · Sector 7-6 Main Aqueduct – From Abzu, walk run 1's sewer route; rest at the Aqueduct 1 safe-room bench and the Aqueduct 3 end-room bench, and lean on Fire with Magnify and Triple Slash. The pump gauge comes back as before, and the chapter ends after three Sahagin fights in a row: cast Fira on them, then climb out.
Summary
Chapter 10 on Hard, from Abzu to the pump. Only the opening boss carries a Hard reward.
Report an issue
Telluric Scriptures Vol. XUpgradeNG+1
Location
Train Graveyard · Maintenance Facility control room – Load Chapter 11 on Hard and cross the yard to the Maintenance Facility as in run 1; First Strike lets Triple Slash or Fire with Magnify open every fight. Rest at the bench outside the control room, then use the console inside: hit the Ghoul with Fire and stay clear of its line of explosions, which can deal over 3,000.
Summary
Aerith's manuscript for beating the Ghoul on Hard.
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Way of the Fist Vol. VIIIUpgradeNG+1
Location
Train Graveyard · Freight Storage – From the Ghoul, follow run 1's path over the turntable and through Switchyard 1 to the Freight Storage bench at the top of the ladder. Eligor is weak to Ice; on Hard its second-phase Reflect covers your party as well and blocks your heals, so equip Headbands, plus Binding with Warding against Sleep and Silence.
Summary
Tifa's manuscript for beating Eligor on Hard.
Report an issue
Clear Chapter 11 on HardQuest stepNG+1
Location
Train Graveyard · Freight Storage – After Eligor, head north-west and then north-east to the marker; the scene there ends the chapter.
Summary
Chapter 11 on Hard, through the Train Graveyard. The Ghoul and Eligor each give a manuscript.
Report an issue
Sharpshooter's Companion Vol. VIIUpgradeNG+1
Location
Sector 7 Slums · Sector 7 pillar – Load Chapter 12 on Hard; climb the pillar with Cloud casting, Fire or Lightning on Magnify beside a second Fire on MP Absorption, and keep to cover once Reno shoots from the helicopter, since it hurts far more than in run 1. After the worst stretch, 12F's Sentry Guns and Helitroopers, rest at the 14F bench and go up to Barret for the fight.
Summary
Barret's manuscript for beating Reno and Rude on Hard, at the top of the Sector 7 pillar.
Report an issue
Clear Chapter 12 on HardQuest stepNG+1
Location
Sector 7 Slums · Sector 7 pillar – Nothing is left to fight after Reno and Rude: the escape from the pillar plays out and ends the chapter.
Summary
Chapter 12 on Hard, up the Sector 7 pillar. Only Reno and Rude carry a Hard reward.
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Sharpshooter's Companion Vol. VIIIHidden spoiler – activate to revealUpgradeNG+1Minor spoiler
Location
Underground Test Site · Test Site B1 – Load Chapter 13 on Hard; on the expressway let Cloud cast as much as he likes, because he drops out before the lab. For Barret's solo stretch from the B6 bench, put Ice with Elemental on his weapon and wear the Chain Bangle; walk back to that bench to heal, and break Shinra boxes for MP. Past the B1 break-room bench the boss is weak to Ice, and on Hard its Unknown Entities cast Sleep: wear Headbands.
Summary
Barret's manuscript for beating the Failed Experiment on Hard.
Report an issue
Clear Chapter 13 on HardHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Underground Test Site · Test Site B1 – After the boss, follow the scenes and walk Barret out until the chapter ends.
Summary
Chapter 13 on Hard, from the broken slums through the lab. Only the closing boss carries a Hard reward.
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Hard Chapter 14: what to pick up

Kyrie's speech on the way into the Center District opens the jobs again, as in run 1. Six odd jobs pay Hard manuscripts for their fights, so accept them as you pass: Ms. Folia's Missing Children by the item shop, the stablehand's Chocobo Search at the north exit, Damon's Corneo's Secret Stash at the Station Way fork, Johnny's Tomboy Bandit at the Undercity Station, Madam M's Malicious Goons in Wall Market and Wymer's Subterranean Menace at Evergreen Park. The rest of the hub (Whack-a-Box, pull-ups, the shops) was finished in run 1. If you bought the Lifetime Pass in run 1, carriage rides stay free.

Way of the Fist Vol. XUpgradeMissablePoint of no returnNG+1
Location
Sector 5 Slums · Slum Public Cemetery – Load Chapter 14 on Hard and walk from Aerith's house into the Center District, where Ms. Folia by the item shop gives the job (perhaps only if your latest Chapter 8 clear included Kids on Patrol). Take the north exit to the cemetery and talk to Oates. Ice with Elemental on armor cancels the Phantoms' ice spells but not Frozen Claw (3,000 or more), so keep moving; hit them with Fira and strip their Reflect with Breach.
Why you can lose it
Lost for this Hard pass once you tell Barret yes at the Avalanche wall, which ends Chapter 14 and closes Sectors 5 and 6; another Chapter Select replay of Chapter 14 on Hard brings it back.
Point of no return
On a Hard Chapter 14 pass, answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the climb starts, and the hub's odd jobs and Colosseum close for this pass.
Summary
Tifa's manuscript for beating the two Phantoms of Missing Children on Hard.
Report an issue
Sharpshooter's Companion Vol. XIUpgradeMissablePoint of no returnNG+1
Location
Sector 5 Slums · Nuts 'n' Bolts Hills – Take the Gysahl Greens from the stablehand at the north exit and walk on past the cemetery to the chocobo at Nuts 'n' Bolts Hills. Its Gravity and Black Hole only take a share of your HP, so they can't kill; with Fire linked to Elemental on armor its fire breath heals you, and Regen plus Barret's gun finishes it.
Why you can lose it
Lost for this Hard pass once you tell Barret yes at the Avalanche wall, which ends Chapter 14 and closes Sectors 5 and 6; another Chapter Select replay of Chapter 14 on Hard brings it back.
Point of no return
On a Hard Chapter 14 pass, answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the climb starts, and the hub's odd jobs and Colosseum close for this pass.
Summary
Barret's manuscript for beating Chocobo Search's Rust Drake on Hard.
Report an issue
Way of the Fist Vol. XIUpgradeMissablePoint of no returnNG+1
Location
Sector 6 Slums · Collapsed Expressway – Ride a carriage to Collapsed Expressway - Entrance and go to the chocobo at the south end of the Old Bypass. Cast Bio as the fight opens (Wind with Elemental on armor helps), break any Aeroga cast with a strong hit, and watch the clones, which grab a fighter and self-destruct.
Why you can lose it
Lost for this Hard pass once you tell Barret yes at the Avalanche wall, which ends Chapter 14 and closes Sectors 5 and 6; another Chapter Select replay of Chapter 14 on Hard brings it back.
Point of no return
On a Hard Chapter 14 pass, answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the climb starts, and the hub's odd jobs and Colosseum close for this pass.
Summary
Tifa's manuscript for beating the three Trypapolises at Chocobo Search's expressway bird on Hard.
Report an issue
The Art of Swordplay Vol. XIHidden spoiler – activate to revealUpgradeMissablePoint of no returnNG+1Minor spoiler
Location
Wall Market · Corneo Colosseum – Ride a carriage to the Undercity Station, talk to Johnny at its east end and to Kyrie in the church up Sanctuary Way, then ride to Wall Market (Madam M waits outside her parlour with Malicious Goons) and ask the Colosseum Gatekeeper for the Special Match. Drop the Beastmaster first; Fire with Elemental on armor soaks the Hellhound's orange flames but not the purple ones, so poison it and cast Blizzara whenever it stands still.
Why you can lose it
Lost for this Hard pass once you tell Barret yes at the Avalanche wall, which ends Chapter 14 and closes Sectors 5 and 6; another Chapter Select replay of Chapter 14 on Hard brings it back.
Point of no return
On a Hard Chapter 14 pass, answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the climb starts, and the hub's odd jobs and Colosseum close for this pass.
Summary
Cloud's manuscript for winning Tomboy Bandit's Special Match on Hard, a Beastmaster with a Hellhound.
Report an issue
Why the Colosseum again

Pride and Joy, the Chapter 17 simulator fight behind Ultimate Weapon, only opens once the other arena and simulator battles are cleared, and it may want each one won on Hard. To be safe, this run wins every Colosseum bout again on Hard. The five below exist only in Chapter 14, because Chapter 9 has no Barret or Tifa bouts. No items in the arena; half your HP and MP come back between rounds, and a repeat clear only pays a random Grab Bag.

Colosseum on Hard: Barret vs. Wild AnimalsAchievementMissablePoint of no returnNG+1
Location
Wall Market · Corneo Colosseum – Still at the Gatekeeper after the Special Match, pick this bout; the bench in the backstage room by the arena door refills HP but not MP. The rounds run from Wererats up to a Lesser Drake.
Why you can lose it
Lost for this Hard pass once you tell Barret yes at the Avalanche wall: the Colosseum offers this bout only in Chapter 14. Another Chapter Select replay of Chapter 14 on Hard brings it back.
Point of no return
On a Hard Chapter 14 pass, answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the climb starts, and the hub's odd jobs and Colosseum close for this pass.
Summary
Barret's five-round solo bout (rank 1, 100 gil), won again on Hard for the Pride and Joy unlock.
Report an issue
Colosseum on Hard: Tifa vs. Wild AnimalsAchievementMissablePoint of no returnNG+1
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper next; the rounds match Barret's.
Why you can lose it
Lost for this Hard pass once you tell Barret yes at the Avalanche wall: the Colosseum offers this bout only in Chapter 14. Another Chapter Select replay of Chapter 14 on Hard brings it back.
Point of no return
On a Hard Chapter 14 pass, answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the climb starts, and the hub's odd jobs and Colosseum close for this pass.
Summary
Tifa's five-round solo bout (rank 1, 100 gil), won again on Hard for the Pride and Joy unlock.
Report an issue
Colosseum on Hard: Barret vs. Shinra ThugsAchievementMissablePoint of no returnNG+1
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper. Soldiers, gun turrets and Flametroopers lead up to a Sweeper with a Sentry Launcher.
Why you can lose it
Lost for this Hard pass once you tell Barret yes at the Avalanche wall: the Colosseum offers this bout only in Chapter 14. Another Chapter Select replay of Chapter 14 on Hard brings it back.
Point of no return
On a Hard Chapter 14 pass, answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the climb starts, and the hub's odd jobs and Colosseum close for this pass.
Summary
Barret's five-round bout against Shinra troops (rank 3, 300 gil), won again on Hard for the Pride and Joy unlock.
Report an issue
Colosseum on Hard: Tifa vs. Shinra ThugsAchievementMissablePoint of no returnNG+1
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper; the rounds match Barret's.
Why you can lose it
Lost for this Hard pass once you tell Barret yes at the Avalanche wall: the Colosseum offers this bout only in Chapter 14. Another Chapter Select replay of Chapter 14 on Hard brings it back.
Point of no return
On a Hard Chapter 14 pass, answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the climb starts, and the hub's odd jobs and Colosseum close for this pass.
Summary
Tifa's five-round bout against Shinra troops (rank 3, 300 gil), won again on Hard for the Pride and Joy unlock.
Report an issue
Colosseum on Hard: Three-Person Team vs. Shinra WarriorsAchievementMissablePoint of no returnNG+1
Location
Wall Market · Corneo Colosseum – Pick it from the Gatekeeper last. The final round is two Venomantises with a Queen Grashtrike.
Why you can lose it
Lost for this Hard pass once you tell Barret yes at the Avalanche wall: the Colosseum offers this bout only in Chapter 14. Another Chapter Select replay of Chapter 14 on Hard brings it back.
Point of no return
On a Hard Chapter 14 pass, answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the climb starts, and the hub's odd jobs and Colosseum close for this pass.
Summary
The five-round bout for Cloud, Barret and Tifa together (rank 3, 300 gil), won again on Hard for the Pride and Joy unlock.
Report an issue
Sharpshooter's Companion Vol. IXUpgradeMissablePoint of no returnNG+1
Location
Sector 5 Slums · Petal Lane – Ride back to the Undercity Station and walk up to Kyrie for the Vault Key, which the sewer vault needs later. Then go through the Center District and up Petal Lane toward Aerith's house, to the round clearing where Rude was fought. Two fighters with Subversion linked to Warding shrug off its instant kills and Protective Boots block its Stop; once it staggers, unload.
Why you can lose it
Lost for this Hard pass once you tell Barret yes at the Avalanche wall, which ends Chapter 14 and closes Sectors 5 and 6; another Chapter Select replay of Chapter 14 on Hard brings it back.
Point of no return
On a Hard Chapter 14 pass, answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the climb starts, and the hub's odd jobs and Colosseum close for this pass.
Summary
Barret's manuscript for beating the Tonberry of Malicious Goons on Hard.
Report an issue
Sharpshooter's Companion Vol. XUpgradeMissablePoint of no returnNG+1
Location
Sector 6 Slums · Underground Test Site, Lab B5 – Ride to Sector 6 Undercity - Evergreen Park, talk to Wymer and go down through the dome to Lab B5; the enemy groups on the way can be run past. Cast no attack spells while the Behemoth's horns are intact, wear down its upper and lower body evenly to stagger it, and keep away while it rampages.
Why you can lose it
Lost for this Hard pass once you tell Barret yes at the Avalanche wall, which ends Chapter 14 and closes Sectors 5 and 6; another Chapter Select replay of Chapter 14 on Hard brings it back.
Point of no return
On a Hard Chapter 14 pass, answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the climb starts, and the hub's odd jobs and Colosseum close for this pass.
Summary
Barret's manuscript for beating the Type-0 Behemoth of Subterranean Menace on Hard.
Report an issue
Way of the Fist Vol. XIIUpgradeMissablePoint of no returnNG+1
Location
Sewer System · Former Disposal Area – Ride to Wall Market, go through Corneo's mansion to Leslie and follow him into the sewers; rest in his break room, then chase the key thief down. After the Mischievous Shoat, pull the switch right of Leslie's ladder and go back to the drained red vault now, before following him on: Fira with Magnify for the Sahagins, then Stop the Prince once it is Pressured.
Why you can lose it
Lost for this Hard pass once you tell Barret yes at the Avalanche wall, which ends Chapter 14 and closes Sectors 5 and 6; another Chapter Select replay of Chapter 14 on Hard brings it back.
Point of no return
On a Hard Chapter 14 pass, answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the climb starts, and the hub's odd jobs and Colosseum close for this pass.
Summary
Tifa's manuscript for beating the Sahagin Prince in Corneo's sewer vault on Hard.
Report an issue
Way of the Fist Vol. IXUpgradeNG+1
Location
Sewer System · Settling Basin 2 – Climb Leslie's ladder and follow him to the bench room beside the arena, then take the doors south for the fight.
Summary
Tifa's manuscript for beating Abzu and its Shoats on Hard.
Report an issue
Point of no return: the Avalanche wall (Hard)

As in run 1, saying yes to Barret where the Urban Advancement District ends closes Sectors 5 and 6 for this pass; Leslie's warning as you climb out of the sewers is about this moment, and the hub stays open until then. Before you agree, check the manuscripts Way of the Fist Vol. X, XI and XII, Sharpshooter's Companion Vol. IX, X and XI, and The Art of Swordplay Vol. XI, and the five Hard Colosseum bouts (Barret and Tifa vs. Wild Animals, Barret and Tifa vs. Shinra Thugs, Three-Person Team vs. Shinra Warriors). Anything missed means replaying Chapter 14 on Hard.

Clear Chapter 14 on HardQuest stepNG+1
Location
Wall Market · Urban Advancement District – Take the south door after Abzu and climb to the surface, then walk on through the Urban Advancement District to the Avalanche graffiti on the far wall and tell Barret yes.
Summary
Chapter 14 on Hard, the last hub. The odd-job fights and Abzu give eight manuscripts in all.
Report an issue

Hard: Chapters 15–18

The last four chapters again on Hard: the climb up the plate, the Shinra Building and its two combat simulators, the hardest optional fights in the game, and the final battles for the Hard trophy.

Each chapter here is loaded on Hard from Chapter Select (System menu, then Chapter Selection) and starts from its beginning. Hard rules still apply: no items in or out of battle, and benches give back HP but not MP, so magic has to last from one bench to the next. Chapter 15 and Chapter 16 are short, with one manuscript boss each, but the 63rd floor in Chapter 16 is where this route redoes the five first-run simulator challenges and Chadley's four summon fights on Hard. Chapter 17 is the big one: a second simulator near its start holds the Hard-only challenges, ending in the two hardest optional fights in the game, before four bosses in a row. Clear every simulator item before leaving the lab at the start of the chapter. Chapter 18 finishes the 18 Hard clears.

Hard Chapter 15

Cloud does most of the work as a caster: Fire, and later Lightning, paired with Magnify for groups, with a second copy paired with MP Absorption to win back what he spends. The start bench is a ladder away from the first fights, so climb back down to heal instead of casting. The worst fight is the pair of Blast-Rays after the run under fire. The boss is weak to Lightning and Wind; give Tifa and Barret Fire with Elemental on armor plus Binding with Warding, and Star Pendants.

Sharpshooter's Companion Vol. XIIUpgradeNG+1
Location
Collapsed Sector 7 Plate · Top of the plate – Load Chapter 15 on Hard and climb the plate as on the first run, from the Distillation Tower bench to the Tank Control Wing bench. The flying war machine attacks after the two grapple points at the top; the manuscript is the reward for downing it.
Summary
Barret's manuscript for beating the Valkyrie on Hard.
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Hard Chapter 16

One of the gentler Hard chapters. Fira with Magnify clears the garage fights, which make up most of the chapter's combat, and from 3F the stairwell skips the fights the lifts would bring. Save your MP for the 63rd floor and the boss on 65F.

Why redo the simulator and Chadley's fights on Hard

The last Hard-only challenge in the Chapter 17 simulator, Top Secrets, opens only once every Corneo Colosseum bout and every other simulator challenge is won, and possibly Chadley's four summon fights as well. It may also open with those won on Easy or Normal, but this route plays it safe and wins all of them again on Hard: the Colosseum bouts in Hard Chapters 9 and 14, and the rest below. Anything left undone on 63F can also be fought in the Chapter 17 simulator.

Simulator on Hard: Three-Person Team vs. Mayor Is BestAchievementNG+1
Location
Shinra Building · 63F Combat Simulator – Load Chapter 16 on Hard and climb to 63F as on the first run. Upstairs from the food court, talk to the man at the simulator door and win the bout; your HP and MP from the chapter don't seem to carry into it, and the Cutters are weak to Lightning.
Summary
The one-round story bout against two Cutters that opens the 63F simulator, played here on a Hard pass of Chapter 16. It may have no Hard version of its own, but winning it here covers it for Top Secrets.
Report an issue
Simulator on Hard: Cloud vs. SOLDIER TraineesAchievementNG+1
Location
Shinra Building · 63F Combat Simulator – Back at the console once the collaborator has handed over the keycard upgrade. Every round but the last Cutter is weak to Fire; Steadfast Block and Barrier help him last.
Summary
Cloud's five solo rounds again, this time on a Hard pass. The Cog Bangle came with the first win, so a repeat pays only a Grab Bag.
Report an issue
Simulator on Hard: Barret vs. SOLDIER TraineesAchievementNG+1
Location
Shinra Building · 63F Combat Simulator – Same console, same five rounds with Barret alone. Steelskin at the start of each round and shots from range keep him safe.
Summary
Barret's five solo rounds again on Hard; a repeat win pays a Grab Bag.
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Simulator on Hard: Tifa vs. SOLDIER TraineesAchievementNG+1
Location
Shinra Building · 63F Combat Simulator – Same console, with Tifa alone. Starshower and Focused Strike build each foe's stagger bar while she stays out of harm's way.
Summary
Tifa's five solo rounds again on Hard; a repeat win pays a Grab Bag.
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Simulator on Hard: Two-Person Team vs. High FlyersAchievementNG+1
Location
Shinra Building · 63F Combat Simulator – Same console. Pair a melee fighter with a ranged one; Lightning spells always connect, and the last round is a Rust Drake.
Summary
The two-person challenge against flying foes, again on Hard; a repeat win pays a Grab Bag.
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Simulator on Hard: Three-Person Team vs. Team RagbagAchievementNG+1
Location
Shinra Building · 63F Combat Simulator – Same console, with Cloud, Barret and Tifa. Many of the rounds fall to Ice and the rest to Lightning, so bring both.
Summary
The full-party challenge of earlier foes, again on Hard; a repeat win pays a Grab Bag.
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Chadley's summons on Hard

Chadley shows up on this floor once Mayor Is Best is won, as on the first run. His VR headset should offer all four summon fights again. If one is missing from his menu here, look for him beside the Chapter 17 simulator on Hard: if he offers it there in your game, fight it then, before Top Secrets.

Chadley VR on Hard: Combat Simulation: ShivaAchievementNG+1
Location
Shinra Building · 63F Combat Simulator Lounge – Talk to Chadley on the 63F upper level and pick Shiva from his VR menu. Ice paired with Elemental on two armors soaks her attacks, and Headbands keep her Sleep off.
Summary
Shiva's VR fight, won again on a Hard pass so that Top Secrets is sure to open. She is weak to Fire.
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Chadley VR on Hard: Combat Simulation: Fat ChocoboAchievementNG+1
Location
Shinra Building · 63F Combat Simulator Lounge – Pick Fat Chocobo from Chadley's menu. It stays staggered for a long time, so spend your strongest abilities then, and kill any Tonberry its moogle calls in.
Summary
Fat Chocobo's VR fight, won again on Hard. It has no elemental weakness.
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Chadley VR on Hard: Combat Simulation: LeviathanAchievementNG+1
Location
Shinra Building · 63F Combat Simulator Lounge – Pick Leviathan from Chadley's menu. Its attacks are mostly magic, and Aerith's spells reach it best while it circles the arena in the air.
Summary
Leviathan's VR fight, won again on Hard. It is weak to Lightning.
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Chadley VR on Hard: Combat Simulation: BahamutAchievementNG+1
Location
Shinra Building · 63F Combat Simulator Lounge – Pick Bahamut from Chadley's menu. He counts down from five to Megaflare, which hits the whole party for 9,999 on Hard: stagger him first, or keep Manawall up or Reprieve ready.
Summary
Bahamut's VR fight, won again on Hard; the first win came in the after-credits cleanup. This is the hardest of the four.
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The Art of Swordplay Vol. XIIHidden spoiler – activate to revealUpgradeNG+1Minor spoiler
Location
Shinra Building · 65F Testing Facility – From 63F, crawl the 64F air duct and climb Hojo's 65F lab to the test room upstairs, where the boss fight starts after a scene. Bring Star Pendants against its poison, Healing with Magnify, and Time.
Summary
Cloud's manuscript for beating Specimen H0512 on Hard.
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Clear Chapter 16 on HardHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Shinra Building · 65F Testing Facility – Rest at the bench in the boss room's northwest corner, give everyone Lightning and someone Time, and ride the lift up. Fira with Magnify handles Hojo's guards; for the two Armored Shock Troopers that follow, Stop one and hit it with Thundaga before it sheds its armor.
Summary
One of the 18 Hard chapter clears that Hardened Veteran needs.
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Hard Chapter 17: simulator first

This is the longest Hard chapter: a string of awkward fights through the Drum, then four bosses, the last two back to back with no rest. Do the simulator first. It is the first Hard chapter where all four characters and a simulator are at hand, nothing you spend inside a challenge is lost from the chapter, and the Top Secrets prize, Götterdämmerung, fills limit gauges fast enough to carry you through the rest. Resting at a bench heals the pair you aren't controlling too, and saving and reloading brings the lab's Shinra boxes back for MP.

Simulator on Hard: Aerith vs. SOLDIER TraineesAchievementMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Load Chapter 17 on Hard; Lightning with Elemental on Cloud's armor turns the first Unknown Entities' spells into healing, and Chadley stops the party in the corridor after them. At the end of A Way Out take the right-hand path, not the tunnel ahead, to the simulator, with a bench and a vending machine selling Revival outside; for Aerith's bout, slot Subversion for the Phantom.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
Aerith's five solo rounds, won again on Hard so that Top Secrets is sure to open. The Geometric Bracelet came with the first win after the credits, so a repeat pays a Grab Bag.
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The 3-C SOLDIER Candidates

Four solo challenges, one per character, each against the same five rounds of Chapter 16 and 17 foes. Lightning paired with Elemental in the armor turns the enemies' lightning into healing, and the Reprieve weapon ability (Weapon Level 6) lets one lethal hit leave you at 1 HP. Fill the other slots with Healing, First Strike, ATB Stagger, Ice and Fire. Each first win gives a manuscript.

Simulator on Hard: Cloud vs. 3-C SOLDIER CandidatesAchievementMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – At the second simulator's console, pick the challenge with Cloud. Counterstance handles the foes that close in; Thundaga the ones that keep their distance.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
A Hard-only solo challenge for Cloud (rank 5, 500 gil): five rounds against an Unknown Entity with an Elite Shock Trooper, a Zenene, a Sledgeworm, an Armored Shock Trooper and a M.O.T.H. Unit.
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The Art of Swordplay Vol. XIIIUpgradeMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Awarded at the console when Cloud wins his challenge above.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
Cloud's manuscript, the first-clear prize of his 3-C SOLDIER Candidates challenge.
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Simulator on Hard: Barret vs. 3-C SOLDIER CandidatesAchievementMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Same console, with Barret alone. A ranged weapon suits him against these fast foes: Maximum Fury on a full ATB gauge, or Thundaga from afar.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
The same Hard-only solo challenge for Barret (rank 5, 500 gil).
Report an issue
Sharpshooter's Companion Vol. XIIIUpgradeMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Awarded at the console when Barret wins his challenge above.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
Barret's manuscript, the first-clear prize of his 3-C SOLDIER Candidates challenge.
Report an issue
Simulator on Hard: Tifa vs. 3-C SOLDIER CandidatesAchievementMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Same console, with Tifa alone. Parry helps her slip past the Zenene; Starshower keeps her safe while the stagger bar builds, and True Strike cashes it in.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
The same Hard-only solo challenge for Tifa (rank 5, 500 gil).
Report an issue
Way of the Fist Vol. XIIIUpgradeMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Awarded at the console when Tifa wins her challenge above.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
Tifa's manuscript, the first-clear prize of her 3-C SOLDIER Candidates challenge.
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Simulator on Hard: Aerith vs. 3-C SOLDIER CandidatesAchievementMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Same console, with Aerith alone. Open each round with Arcane Ward and bring most foes down with Thundaga.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
The same Hard-only solo challenge for Aerith (rank 5, 500 gil).
Report an issue
Telluric Scriptures Vol. XIUpgradeMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Awarded at the console when Aerith wins her challenge above.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
Aerith's manuscript, the first-clear prize of her 3-C SOLDIER Candidates challenge; the game may label it differently.
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Simulator on Hard: Two-Person Team vs. Dynamic DuosAchievementMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Same console. Between them the pair need both Fire and Ice; Fire paired with Elemental on one armor, plus Healing and Revival on both, makes it steadier. Some foes soak up one element, so switch.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
A Hard-only challenge for any two characters (rank 5, 500 gil): five rounds of paired foes, from a Phantom and Ghost to a Sweeper with a Queen Grashtrike.
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Refocus materia (Dynamic Duos reward)SpellMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Awarded at the console when the Dynamic Duos challenge above is won.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
A Refocus Materia, the first-clear prize of Dynamic Duos; repeats pay a Grab Bag.
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Monsters of Legend and the last enemy skill

Five rounds: a Bomb, a Tonberry, the Type-0 Behemoth, a Bomb with a Tonberry, and a Malboro. Put Healing and Revival on every fighter; Warding linked with Subversion guards against the Tonberry's instant-death moves, and Fire with Elemental on armor shrugs off the Bomb. Don't cast spells at the Behemoth while its horns are intact. Equip Enemy Skill on the character you control for the last round.

Simulator on Hard: Monsters of Legend (three-person team)AchievementMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Same console. Half your HP and MP come back between rounds; the trophy pops when the fifth-round Malboro falls.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
A Hard-only challenge for any three characters (rank 6, 600 gil), ending with a Malboro. Beating the Malboro earns That's the Smell.
Trophies
  • Achievement · SteamThat's the Smell
  • Silver · PlayStationThat's the Smell
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Enemy skill: Bad BreathSkillMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – In the Malboro round above, keep Enemy Skill on the character you control and let the Malboro's Bad Breath hit them until the game shows the skill as learned, then win the round. It inflicts a pile of ailments, so have a second fighter ready to cure or revive.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
The fourth and last enemy skill, learned only from the Malboro. With Spirit Siphon, Self-Destruct and Algid Aura from the first run, it earns Master of Mimicry.
Trophies
  • Achievement · SteamMaster of Mimicry
  • Silver · PlayStationMaster of Mimicry
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Refocus materia (Monsters of Legend reward)SpellMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Awarded at the console when the Monsters of Legend challenge is won.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
A second Refocus Materia, the first-clear prize of Monsters of Legend.
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Preparing for Top Secrets

Five rounds: Shiva, Fat Chocobo, Leviathan, Bahamut (who brings Ifrit in at half health) and finally the Pride and Joy Prototype. Bahamut's round is the hardest fight of the lot: his Megaflare deals 9,999 to everyone, so keep Manawall up (Barrier with Magnify on Aerith) or have Reprieve on every weapon. Cloud, Tifa and Aerith make a good team; give every fighter Healing, Revival and two HP Up, pair Fire or Ice with Elemental on armor, and equip Ifrit to summon early in the Shiva round. Save limits for Ifrit when he appears.

Pride and Joy Prototype (Top Secrets, three-person team)BossMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Same console, once Top Secrets shows up in the list (the Chapter 16 note above says what it needs). In the last round stay behind its legs and keep hitting them; if it grabs a fighter, attack its hand until it lets go.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
Shinra's prototype war machine, the last round of the Hard-only Top Secrets challenge (rank 7, 700 gil). It is weak to Lightning, and beating it earns Ultimate Weapon.
Trophies
  • Achievement · SteamUltimate Weapon
  • Gold · PlayStationUltimate Weapon
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GötterdämmerungItemMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Awarded at the console when Top Secrets is won.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
The standout accessory of the game, the first-clear prize of Top Secrets: its wearer starts every fight with a full limit gauge and refills it quickly. It makes the rest of Hard Chapters 17 and 18 far easier.
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Preparing for Weiss

Finishing INTERmission adds one more challenge here, introduced by a short scene with Chadley, and this route takes it on Hard. It is a single fight against a very fast swordsman, so have the Pride and Joy fight won first. Control Tifa with a mastered Parry to dodge, stagger him during his sword phase, and finish him in his gun phase with -aga spells. If he reaches his third phase he heals and can cut the whole party down for 9,999, which only Barrier or Reprieve survives. Götterdämmerung still helps, at half strength.

Weiss (The Immaculate One, three-person team)Hidden spoiler – activate to revealBossMissablePoint of no returnNG+1Minor spoiler
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Same console, once INTERmission is finished: pick The Immaculate One. It may also be open on lower difficulties, but a Hard win is the safe choice.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
The leader of Deepground, recreated by Chadley as a single-round fight (rank 7, 700 gil) for Cloud's party. Beating him earns Corrupter of the Immaculate, a trophy from INTERmission's list.
Trophies
  • Achievement · SteamCorrupter of the Immaculate
  • Silver · PlayStationCorrupter of the Immaculate
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Götterdämmerung x2 (Weiss reward)ItemMissablePoint of no returnNG+1
Location
Shinra Building, Hojo's Laboratory · Second Combat Simulator (66F) – Awarded at the console when The Immaculate One is won.
Why you can lose it
Lost for this Hard pass once the walkway scene drops Cloud into the Drum, since the bridge back to the lab is cut. Another Chapter Select replay of Chapter 17 on Hard brings it back.
Point of no return
On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.
Summary
Two more Götterdämmerung, the first-clear prize for beating Weiss.
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Point of no return: the walkway above the lab

The lift up from the 66F control room leads to the walkway scene that drops Cloud into the Drum, and the bridge back to the lab is cut from then on, simulator included. Win everything above first: Aerith vs. SOLDIER Trainees, the four 3-C SOLDIER Candidates challenges with Swordplay XIII, Sharpshooter's XIII, Way of the Fist XIII and Telluric XI, Dynamic Duos and Monsters of Legend with their two Refocus Materia, Bad Breath, Top Secrets with its Götterdämmerung, Weiss with his two Götterdämmerung, and any 63F challenge or Chadley summon fight not yet won on Hard. Missed ones need another Hard replay of Chapter 17.

Telluric Scriptures Vol. XIIHidden spoiler – activate to revealUpgradeNG+1Major spoiler
Location
The Drum · Level 8, 4th Ward Synthesis Chamber – Work through the Drum with both pairs as on the first run; Lightning with Elemental in the armor blunts most of its fights, and Star Pendants help against the Sledgeworms. The boss waits past the large chamber at the end of the 4th Ward pipe; the manuscript comes when the girls finish it.
Summary
Aerith's manuscript for beating the Swordipede on Hard.
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Way of the Fist Vol. XIVHidden spoiler – activate to revealUpgradeNG+1Major spoiler
Location
Shinra Building, 69F-70F · 70F Heliport – Ride up and follow the trail to the 70F roof bench, then walk toward the voice at the roof's edge. Put Protective Boots on all three against its Stop. Tifa can spend all her MP here, but Aerith should keep some for later.
Summary
Tifa's manuscript for beating Jenova Dreamweaver on Hard.
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The Art of Swordplay Vol. XIVHidden spoiler – activate to revealUpgradeNG+1Major spoiler
Location
Shinra Building, 69F-70F · 70F Helipad – Rest at the west roof bench, then climb to the helipad, where Cloud fights alone. Lightning with Elemental on his armor and Bio shorten it, and he can spend all his MP.
Summary
Cloud's manuscript for beating Rufus and Darkstar on Hard.
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Telluric Scriptures Vol. XIIIHidden spoiler – activate to revealUpgradeNG+1Major spoiler
Location
Shinra Building, 69F-70F · 70F Heliport – It starts straight after Rufus with no chance to rest, for Barret and Aerith. Give both of them two elements, and hold Barret's limit break for the last phase, where damage has to come fast.
Summary
Aerith's manuscript for beating the Arsenal on Hard.
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Hard Chapter 18: set up all four first

On Hard the bike ride at the start can be skipped, so its boss need not be fought again. Once the final battles begin you can't change gear between them and there is no bench, so at End of the Road kit out all four characters: Healing, Revival, HP Up, MP Up and Steadfast Block on everyone, Fire with Elemental on Cloud's armor and Lightning with Elemental on Tifa's, Healing with Magnify (or a Götterdämmerung) on Cloud. Counterstance on Cloud's Twin Stinger helps.

Sharpshooter's Companion Vol. XIVHidden spoiler – activate to revealUpgradeNG+1Major spoiler
Location
Singularity · Broken highway – Load Chapter 18 on Hard, skip the ride, and go on from the End of the Road bench as on the first run. The smaller Whispers attack hard from the start, and the merged form's Mega Flare hits the whole party for around 4,000.
Summary
Barret's manuscript for beating the Whisper Harbinger on Hard.
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Telluric Scriptures Vol. XIVHidden spoiler – activate to revealUpgradeNG+1Major spoiler
Location
Singularity · Singularity – The last fight follows the Whispers after more scenes, with no bench in between. HP and MP are refilled before it starts.
Summary
Aerith's manuscript for beating the final boss on Hard.
Report an issue
Clear Chapter 18 on HardHidden spoiler – activate to revealQuest stepNG+1Major spoiler

INTERmission on Hard

Yuffie's episode again on Hard: the Rank 5 Fort Condor players, the rest of Old Snapper's stock, INTERmission's toughest simulator challenge and every boss for Yuffie's and Sonon's manuscripts.

INTERmission is played from the title screen's INTERmission menu and keeps its own save. Its first clear in run 1 opened Hard and the episode's own Chapter Select, which lets you start either chapter on any difficulty while keeping Yuffie's level, gear, materia and items. Hard plays by the main game's rules: no items in battle, benches heal HP but leave MP where it is, and some bosses learn new attacks. In exchange, set fights hand out manuscripts, and each one comes as a pair: a Secrets of the Ninja volume for Yuffie and a Secrets of the Staff volume for Sonon. Fourteen pairs exist: seven from the Rank 5 Fort Condor players in the slums and seven from bosses. Four pairs lift both weapons to Weapon Level 6. The Happy Turtle flyers, the Ramuh battle and the Talagger Factory can all be skipped on Hard: none of them has a Hard reward.

Before you pick Hard

Reach level 50 first. Shinra's Dark Secrets, the first simulator challenge behind the B16 door, is the quickest place: load Chapter 2 on Easy and replay it, with AP Up and every useful materia slotted so HP Up, MP Up, Healing, Elemental and the rest level up at the same time. On Hard, Chakra, Prayer and Regen keep you going between fights without spending MP you'll need for the bosses.

Hard: Chapter Select INTERmission Chapter 1 on Hard and reach the Sector 7 Slums hubQuest stepDLC: Episode IntermissionNG+1
Location
Sector 7 Slums · Sector 7 Clinic – From the INTERmission menu's Chapter Select, start Chapter 1 on Hard and play through the Outskirts. The two Wayward Wolves are the only real test there: slip their counters with Brumal Form, then wear them down with Ice and Windstorm, and save your MP, since nothing else attacks before the clinic bench. In the slums, follow Zhijie to the Sector 7 Clinic, talk twice to Nayo, Billy Bob and Polk, then speak to Old Snapper and Chadley outside and return to the clinic for Sonon.
Summary
The start of the Hard pass: Yuffie's first chapter from the top, as far as the slums and Sonon.
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Rank 5 Fort Condor

Once you have met Polk, all six players from run 1 wait around the Residential Area as Rank 5 opponents on faster, sturdier boards; Chadley opens once the six are beaten. On Hard a match is won only by destroying the enemy headquarters, and sudden death lasts one minute, so outposts at time-out count for nothing. The Sorcerer Board II bought in run 1 works against all six: fire its three attack spells at the headquarters, then send a Guard Dog at the nearest outpost to drag the front line forward and drop units right by the headquarters. Expect a few tries per match. The six wins pay 13 Condor Coins between them (Kyrie and Chadley pay none), enough with the coins left over from run 1 for the rest of Old Snapper's stock.

Fort Condor Rank 5 (Hard): Johnny (Vol. III)AchievementMissablePoint of no returnDLC: Episode IntermissionNG+1
Location
Sector 7 Slums · Northeast of the clinic – From the clinic, find him in the street that leads east just northeast of it; he may stand in the middle of the Residential Area beside the rest icon instead. Open with your own Sorcerer Board II's spells on his headquarters.
Why you can lose it
Lost for this Hard pass once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Rank 5 match and its manuscripts can't be won after that. Another Chapter Select replay of Chapter 1 on Hard brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant on Hard: Chapter 1 ends and the slums close for this pass.
Summary
Johnny on an altered, faster Sorcerer Board II. The win pays Secrets of the Ninja and Secrets of the Staff Vol. III, plus 2 Condor Coins.
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Fort Condor Rank 5 (Hard): Shinra Middle Manager (Vol. II)AchievementMissablePoint of no returnDLC: Episode IntermissionNG+1
Location
Sector 7 Slums · Toward the station – From Johnny, carry on to the northeast corner of the Residential Area, on the road to the station. The three spells don't quite flatten his headquarters, so have a fast Guard Dog ready to finish it.
Why you can lose it
Lost for this Hard pass once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Rank 5 match and its manuscripts can't be won after that. Another Chapter Select replay of Chapter 1 on Hard brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant on Hard: Chapter 1 ends and the slums close for this pass.
Summary
The Middle Manager on an altered Assassin Board I. The win pays Vol. II of both manuscripts and 2 Condor Coins.
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Fort Condor Rank 5 (Hard): Roche (Vol. V)AchievementMissablePoint of no returnDLC: Episode IntermissionNG+1
Location
Sector 7 Slums · Pillar Plaza – Walk on toward the station to Pillar Plaza, where he stands by the factory entrance and the notice board. The spells-then-Guard-Dog opening still works.
Why you can lose it
Lost for this Hard pass once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Rank 5 match and its manuscripts can't be won after that. Another Chapter Select replay of Chapter 1 on Hard brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant on Hard: Chapter 1 ends and the slums close for this pass.
Summary
Roche on a buffed Assassin Board II with his usual costly units. The win pays Vol. V of both manuscripts and 3 Condor Coins.
Report an issue
Fort Condor Rank 5 (Hard): Jessie (Vol. IV)AchievementMissablePoint of no returnDLC: Episode IntermissionNG+1
Location
Sector 7 Slums · Seventh Heaven – Head back west to Seventh Heaven; she sits outside it. Sorcerer Board II builds ATB slowly, so push the front line with quick units while its spells charge.
Why you can lose it
Lost for this Hard pass once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Rank 5 match and its manuscripts can't be won after that. Another Chapter Select replay of Chapter 1 on Hard brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant on Hard: Chapter 1 ends and the slums close for this pass.
Summary
Jessie on an altered Battalion Board II at top speed. The win pays Vol. IV of both manuscripts and 3 Condor Coins.
Report an issue
Fort Condor Rank 5 (Hard): Kyrie (Vol. I)AchievementMissablePoint of no returnDLC: Episode IntermissionNG+1
Location
Sector 7 Slums · Near Stargazer Heights – From Seventh Heaven, go northwest to her spot toward Stargazer Heights; she asks a few gil to play. Let her units walk past, send a Guard Dog down whichever side has no barracks, and pile units onto her headquarters.
Why you can lose it
Lost for this Hard pass once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Rank 5 match and its manuscripts can't be won after that. Another Chapter Select replay of Chapter 1 on Hard brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant on Hard: Chapter 1 ends and the slums close for this pass.
Summary
Kyrie on an altered Battalion Board I. The win pays Vol. I of both manuscripts but no Condor Coins.
Report an issue
Fort Condor Rank 5 (Hard): Wedge (Vol. VI)AchievementMissablePoint of no returnDLC: Episode IntermissionNG+1
Location
Sector 7 Slums · Wedge's house – Cross to the southeast end of the slums, where he sits outside his house among the cats. Spend every spell on the headquarters and let your units shave off the rest.
Why you can lose it
Lost for this Hard pass once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Rank 5 match and its manuscripts can't be won after that. Another Chapter Select replay of Chapter 1 on Hard brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant on Hard: Chapter 1 ends and the slums close for this pass.
Summary
Wedge on a faster Battalion Board III with tougher towers. The win pays Vol. VI of both manuscripts and 3 Condor Coins, and opens Chadley's Rank 5 match.
Report an issue
Shop: Grandmaster Board (Old Snapper, 5 Condor Coins)CollectibleMissablePoint of no returnDLC: Episode IntermissionNG+1
Location
Sector 7 Slums · Outside the clinic – From Wedge, walk back to Old Snapper outside the clinic and spend 5 Condor Coins on it. If you bought it in run 1, tick it off here.
Why you can lose it
Lost for this pass once you agree to board the train at the Sector 7 Undercity Station: Old Snapper can't be reached after that. Another Chapter Select replay of Chapter 1 brings him back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant on Hard: Chapter 1 ends and the slums close for this pass.
Summary
Chadley's own quick board, on sale since the run-1 Grandmaster win and especially useful against his Rank 5 match.
Report an issue
Shop: Fort Condor unit Helicopter (Old Snapper, 3 Condor Coins)CollectibleMissablePoint of no returnDLC: Episode IntermissionNG+1
Location
Sector 7 Slums · Outside the clinic – At the same counter, buy it for 3 Condor Coins (or tick it off if run 1 already did).
Why you can lose it
Lost for this pass once you agree to board the train at the Sector 7 Undercity Station: Old Snapper can't be reached after that. Another Chapter Select replay of Chapter 1 brings him back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant on Hard: Chapter 1 ends and the slums close for this pass.
Summary
The priciest Defense unit and the only one that flies, stocked since Rank 3 opened in run 1.
Report an issue
Shop: Fort Condor unit Sledgeworm (Old Snapper, 3 Condor Coins)CollectibleMissablePoint of no returnDLC: Episode IntermissionNG+1
Location
Sector 7 Slums · Outside the clinic – Buy it from Old Snapper for 3 Condor Coins.
Why you can lose it
Lost for this pass once you agree to board the train at the Sector 7 Undercity Station: Old Snapper can't be reached after that. Another Chapter Select replay of Chapter 1 brings him back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant on Hard: Chapter 1 ends and the slums close for this pass.
Summary
A stationary Defense unit with huge durability and attack power, stocked since Rank 3 opened.
Report an issue
Shop: Assassin Board II (Old Snapper, 3 Condor Coins)CollectibleMissablePoint of no returnDLC: Episode IntermissionNG+1
Location
Sector 7 Slums · Outside the clinic – Buy it from Old Snapper for 3 Condor Coins; that empties his stock of units and boards.
Why you can lose it
Lost for this pass once you agree to board the train at the Sector 7 Undercity Station: Old Snapper can't be reached after that. Another Chapter Select replay of Chapter 1 brings him back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant on Hard: Chapter 1 ends and the slums close for this pass.
Summary
Roche's own board. Run 1 beat Roche last in Rank 2, so it went on sale here instead of being handed over.
Report an issue
Fort Condor Rank 5 (Hard): Grandmaster Chadley (Vol. VII)AchievementMissablePoint of no returnDLC: Episode IntermissionNG+1
Location
Sector 7 Slums · Neighbourhood watch building – Walk west from Old Snapper to Chadley's spot by the neighbourhood watch building. On the Grandmaster Board, send Guard Dogs and Shock Troopers at one outpost while an Armored Shock Trooper and Blast-Rays hold the middle against his barracks; aim Aero and Thunder to catch two barracks at once, then Stop the headquarters when your units reach it.
Why you can lose it
Lost for this Hard pass once you agree to board the train at the Sector 7 Undercity Station, which ends Chapter 1: the Rank 5 match and its manuscripts can't be won after that. Another Chapter Select replay of Chapter 1 on Hard brings it back.
Point of no return
Agreeing to board the train with the Sector 7 Undercity Station attendant on Hard: Chapter 1 ends and the slums close for this pass.
Summary
The last Rank 5 match. Chadley's board is unchanged, but beating him pays Vol. VII of both manuscripts and 30,000 gil and unlocks Condor Queen.
Trophies
  • Achievement · SteamCondor Queen
  • Silver · PlayStationCondor Queen
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The chase on Hard

The chase after Zhijie is full of breakable boxes, and many of them refill MP: smash them as you go. Each of its three bosses gives a manuscript pair, and the hub opens again after the last one.

Hard: Horned Cripshay (manuscript pair Vol. VIII)UpgradeDLC: Episode IntermissionNG+1
Location
Sector 7 Undercity · Shipping Facility, Lower Level – Talk to Nayo outside the clinic and follow the story through the Municipal Storage Area (have Sonon taunt one Corneo Lackey while Fire hits the others) and on into the chase. After the drop to the Shipping Facility's Lower Level, cross the girder to the boss: kill its smaller Cripshays first so it can't recover, then unleash Ice Banishment.
Summary
The chase's first boss on Hard, which keeps calling in smaller Cripshays. The win gives Vol. VIII of both manuscripts.
Report an issue
Hard: Levrikon (manuscript pair Vol. IX)UpgradeDLC: Episode IntermissionNG+1
Location
Sector 7 Undercity · Waste Disposal Plant – Climb on through the Storage Depot and slide down the pole into the Waste Disposal Plant. Keep your distance and strike with Fire or Ice, and never attack its front while it holds a rock: wait for an opening behind it.
Summary
The Waste Disposal Plant's boss on Hard. The win gives Vol. IX of both manuscripts.
Report an issue
Hard: Gigantipede (manuscript pair Vol. X)UpgradeDLC: Episode IntermissionNG+1
Location
Sector 7 Undercity · Main Pillar – From the Main Pillar Maintenance bench (HP only on Hard), take the western path at the fork, ideally with more than half your MP. In its second phase each drone shrugs off either physical or magic hits and fires harder missiles, so match your attack to its status and clear them fast; near the end, ignore them and finish the boss.
Summary
Chapter 1's last boss on Hard, whose drones now come with Shield or Reflect. The win gives Vol. X of both manuscripts.
Report an issue
Point of no return: the train (Hard)

Agreeing to board the train at the Sector 7 Undercity Station ends Chapter 1 and closes the slums for this Hard pass. Before you talk to the station attendant, win all seven Rank 5 Fort Condor matches up to Chadley (Condor Queen and seven manuscript pairs) and buy Old Snapper's Grandmaster Board, Helicopter, Sledgeworm and Assassin Board II. Anything missed needs another Chapter Select replay of Chapter 1.

Hard: board the train to finish Chapter 1 on HardQuest stepDLC: Episode IntermissionNG+1
Location
Sector 7 Slums · Sector 7 Undercity Station – After the Gigantipede you wake in the slums: walk east through Pillar Plaza to the Sector 7 Undercity Station and tell the attendant you'll board.
Summary
Ends the Hard Chapter 1 pass, the first half of The Road to Revenge.
Report an issue
Top Secrets first, then restart Chapter 2

Yuffie & Sonon vs. Top Secrets is the simulator's third challenge, opened by clearing the first two in run 1, and it only comes in a Hard version. With ten manuscript pairs from Chapter 1, Weapon Level 6 is open: buy Reprieve, which survives one fatal hit, on both weapons. Items are barred. Bring Healing with Magnify, Revival, Barrier for Manawall, HP Up and MP Up on both, Ramuh, and Elemental paired with Fire in Yuffie's armor so Ifrit's fire heals her. The battle drains MP that benches won't give back, so start Chapter 2 on Hard again afterwards before the walk.

Shinra Combat Simulator (Hard): Yuffie & Sonon vs. Top Secrets (Bahamut and Ifrit, Ramuh, then Pride and Joy Mk 0.5)AchievementDLC: Episode IntermissionNG+1
Location
Shinra Building · B16 Advanced Weaponry: Inspection – From Chapter Select, start Chapter 2 on Hard and walk past the B16 Elevator Hall bench into the simulator room. Bahamut first: Manawall everyone before the countdown ends in Megaflare, and kill Ifrit (weak to ice) the moment he joins; then Ramuh, who falls to wind. Last comes Pride and Joy Mk 0.5: summon Ramuh for its lightning weakness, and hit its right arm whenever it grabs Sonon.
Summary
INTERmission's hardest fight, three rounds for a 700 gil fee. Beating Pride and Joy Mk 0.5 at the end unlocks Ultimate Weapon 2.0 and pays two Götterdämmerung.
Trophies
  • Achievement · SteamUltimate Weapon 2.0
  • Silver · PlayStationUltimate Weapon 2.0
Report an issue
Götterdämmerung x2 (Top Secrets reward, INTERmission save)ItemDLC: Episode IntermissionNG+1
Location
Shinra Building · B16 Advanced Weaponry: Inspection – They come with the Top Secrets win. Equip them on both before the walk through Chapter 2.
Summary
Two copies of the strongest accessory, one each for Yuffie and Sonon: every battle starts with a full Limit gauge, which refills after use. They belong to INTERmission's save, apart from the main game's copy.
Report an issue
Hard: Deathwheel (manuscript pair Vol. XI)UpgradeDLC: Episode IntermissionNG+1
Location
Shinra Building · Testing Grounds – Start Chapter 2 on Hard again for full MP and climb from B16 to the Weapons Testing Ground Entrance bench as in run 1; Mug or Steal pops the Armored Magitroopers out of their suits. Sweepers, Cutter, Slug-Rays and the M.O.T.H. Unit are the easy picks for the four trials, and the closing Deathwheel, weak to every element, falls fastest to Ninjutsu on its back.
Summary
The last Testing Grounds trial on Hard. The win gives Vol. XI of both manuscripts.
Report an issue
Hard: Scarlet and the Crimson Mare (manuscript pair Vol. XII)UpgradeDLC: Episode IntermissionNG+1
Location
Shinra Building · B12 Research – Ride up to the B12 Research bench and save. Destroy the sentry launchers as they appear, and break the Makocannons first, since they fire the new projectile-and-beam Fusillade; when the claymore returns, a Banishment III on it stops the new sword combo.
Summary
Scarlet's war machine on Hard, with two new attacks. The win gives Vol. XII of both manuscripts.
Report an issue
Hard: Projector (manuscript pair Vol. XIII)Hidden spoiler – activate to revealUpgradeDLC: Episode IntermissionNG+1Minor spoiler
Location
Shinra Building · Combat Simulator Prototype – Beat the Deepground SOLDIERs, then save at the Combat Simulator Prototype bench before starting the gauntlet. Spend as little MP as you can on the early rounds; against the Projector, hold Banishment III for each time the Diabolic Creation falls and its shield drops.
Summary
The simulator gauntlet's last round on Hard: no new tricks, but far more HP. The win gives Vol. XIII of both manuscripts.
Report an issue
Hard: Nero the Sable (manuscript pair Vol. XIV)Hidden spoiler – activate to revealUpgradeDLC: Episode IntermissionNG+1Major spoiler
Location
Shinra Building · Observation Facility – From the bench, use the door switch and follow the path northwest to the door at its end, ideally with 80 to 90 MP on each of you. His darkness drains HP faster than on Normal and Dark Matter comes more often, so keep healing; in the last phase, go for his wing to end it sooner.
Summary
The final boss on Hard: no new moves, but the episode's heaviest damage. The win gives the last manuscript pair.
Report an issue
Hard: watch the ending to the chapter clearHidden spoiler – activate to revealQuest stepDLC: Episode IntermissionNG+1Major spoiler
Location
Shinra Building · Observation Facility – After Nero falls, let the closing scenes play out to the end of the chapter; the trophy pops once Chapter 2 counts as cleared on Hard.
Summary
Ends the Hard Chapter 2 pass. With Chapter 1 already cleared on Hard, it earns The Road to Revenge.
Trophies
  • Achievement · SteamThe Road to Revenge
  • Silver · PlayStationThe Road to Revenge
Report an issue

Dress set 3: Chapter 3, 8 and 9 replays

Three short Chapter Select replays, on any difficulty, that dress Cloud, Tifa and Aerith in their last three outfits and close out the trophy list.

Leave INTERmission and load the main game's cleared save again, since these replays run on it. Six of the nine bridal outfits are done: run 1 and the Hard pass each recorded three. The last three come from one more Chapter 9 clear, set up by fresh clears of Chapters 3 and 8, because Chapter 9 reads Tifa's outfit from the newest Chapter 3 clear and Aerith's from the newest Chapter 8 clear. Difficulty plays no part in the outfits, so Easy is the quickest choice for all three replays. Play them in order, Chapter 3, then Chapter 8, then Chapter 9, finishing and saving each one; Chapters 4 to 7 need no replay. The rule throughout is to do as little as possible: one odd job in Chapter 3, none in Chapter 8 and none in Chapter 9. Nothing here can be missed, since any chapter can be loaded again.

Dress set 3: replay Chapter 3 with exactly one Odd JobQuest stepNG+1
Location
Sector 7 Slums · Residential Area – Load Chapter 3 from Chapter Select on any difficulty and play until Problem Solving opens the odd jobs. Take one, for example Chadley's Report from Chadley by Wymer west of the weapon store (Assess a Wererat and a Gorger in Scrap Boulevard, then go back to him), and leave the other five alone. Play the chapter to its end and save.
Summary
A Chapter 3 clear with a single odd job, so Alone at Last never comes up and Tifa's refined outfit is set. Doing all six and answering "Something refined" in Alone at Last works too.
Report an issue
Dress set 3: replay Chapter 8 with at most two Odd JobsQuest stepNG+1
Location
Sector 5 Slums · Center District – Load Chapter 8 from Chapter Select on any difficulty and play through to the Center District. When Oates offers his list of jobs after the children are home, take none of them (two at most), and walk up Petal Lane to Rude. Finish the night at Aerith's house and save.
Summary
A Chapter 8 clear with two odd jobs or fewer, which sets Aerith's simple pink outfit. None is the quickest.
Report an issue
Dress set 3: replay Chapter 9 with no side questsQuest stepNG+1
Location
Wall Market · Madam M's parlour – Load Chapter 9 from Chapter Select on any difficulty; the answers on the way in don't matter this time. Win the Corneo Cup and Hell House, say yes to Madam M's offer, then step out and go straight back into her parlour without taking a single odd job, Burning Thighs included. Play on to Corneo's bedroom to finish the chapter, and save.
Summary
A Chapter 9 clear with no odd jobs at all, which gives Cloud his plain outfit and records all three set-3 outfits at the end.
Report an issue
Outfit: Tifa, refinedArmorNG+1
Location
Wall Market · Corneo's Mansion – Nothing to do here: it counts when the chapter ends. Check it under System > Play Log.
Summary
Tifa's refined minidress, for a Chapter 3 clear that skipped Alone at Last (or with "Something refined"). It is recorded once Chapter 9 is finished.
Report an issue
Outfit: Aerith, simple pinkArmorNG+1
Location
Wall Market · Corneo's Mansion – Nothing to do here: it counts when the chapter ends. Check it under System > Play Log.
Summary
Aerith's short, basic pink dress, for a Chapter 8 clear with two odd jobs or fewer. It is recorded once Chapter 9 is finished.
Report an issue
Outfit: Cloud, plainArmorNG+1
Location
Wall Market · Corneo's Mansion – Nothing to do here: both trophies should pop by the time the chapter ends with the ninth outfit recorded. If they don't, check System > Play Log.
Summary
Cloud's simple black dress, for a Chapter 9 clear with no full questline. As the ninth outfit it earns Dressed to the Nines, and as the last base-game trophy of the route it also brings Master of Fate; INTERmission's trophies are not needed for it.
Trophies
  • Achievement · SteamDressed to the Nines
  • Silver · PlayStationDressed to the Nines
  • Achievement · SteamMaster of Fate
  • Platinum · PlayStationMaster of Fate
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Trophy list and points of no return

Every trophy with the run and the checklist item that earns it, and every point of no return with what it locks.

PlayStation 5 has 63 trophies, the platinum included, and Steam and Epic have the same 63 as achievements; nine of them belong to the INTERmission episode. The table names the item in this guide that earns each one, so ticking the list in order earns them all. Run 1 is the story on Easy or Normal, the cleanup after the credits and INTERmission; run 2 is Hard through Chapter Select, with the replays for the last dresses.

All 63 trophies and where this guide earns them
TrophyPlayStation gradeRunWhere in this guide
Master of FatePlatinumRun 2Dress set 3: Chapter 3, 8 and 9 replays › Outfit: Cloud, plain
Onetime GigBronzeRun 1Chapter 1: The Destruction of Mako Reactor 1 › Sprint to Safety
Escape ArtistBronzeRun 1Chapter 2: Fateful Encounters › Last Train
Mercenary EndeavorsBronzeRun 1Chapter 3: Home Sweet Slum › The Jessie Job
Night on the TownBronzeRun 1Chapter 4: Mad Dash › A New Operation
Plan EBronzeRun 1Chapter 5: Dogged Pursuit › The Road to Mako Reactor 5
Lights OutBronzeRun 1Chapter 6: Light the Way › To the Cargo Platform
Trapped like Sewer RatsBronzeRun 1Chapter 7: A Trap Is Sprung › Airbuster
ReunitedBronzeRun 1Chapter 8: Budding Bodyguard › The Price of Strength: answer Aerith at her door, slip out at night
Never the BrideBronzeRun 1Chapter 9: The Town That Never Sleeps › Showdown with Corneo
Sewer SurvivorBronzeRun 1Chapter 10: Rough Waters › Operating the Pump: drain the water and climb out
Paranormal InvestigatorBronzeRun 1Chapter 11: Haunted › Clear the Way: on to Sector 7
The CollapseBronzeRun 1Chapter 12: Fight for Survival › Reno and Rude
Broken DreamsBronzeRun 1Chapter 13: A Broken World › Return: Barret carries Wedge out
Picking Up the PiecesBronzeRun 1Chapter 14: In Search of Hope › Over the Wall: climb at the Avalanche wall
The Pizza in the SkyBronzeRun 1Chapter 15: The Day Midgar Stood Still › The Valkyrie
No Appointment NeededBronzeRun 1Chapter 16: The Belly of the Beast › Operation: Save Aerith: ride up to Hojo and beat the last fight
Emerging from ChaosBronzeRun 1Chapter 17: Deliverance from Chaos › The Arsenal
Destiny's CrossroadsBronzeRun 1Chapter 18: Destiny's Crossroads › Sephiroth
Warming UpBronzeRun 1Chapter 1: The Destruction of Mako Reactor 1 › Warming Up: win a battle
Weakened ResolveBronzeRun 1Chapter 1: The Destruction of Mako Reactor 1 › Weakened Resolve: hit an elemental weakness
Bonds of FriendshipBronzeRun 1Chapter 1: The Destruction of Mako Reactor 1 › Bonds of Friendship: free a bound ally
Staggering StartBronzeRun 1Chapter 1: The Destruction of Mako Reactor 1 › Staggering Start: stagger an enemy
Music CollectorBronzeRun 1Chapter 3: Home Sweet Slum › Music Disc: The Prelude
Gotta Start SomewhereBronzeRun 1Chapter 3: Home Sweet Slum › Rat Problem
My First AbilityBronzeRun 1Chapter 3: Home Sweet Slum › My First Ability: master one weapon ability (not the Buster Sword's)
Materia for BeginnersBronzeRun 1Chapter 3: Home Sweet Slum › Materia for Beginners: level up one materia
My First SummonBronzeRun 1Chapter 4: Mad Dash › My First Summon: call Ifrit
Biker BoyBronzeRun 1Chapter 4: Mad Dash › Biker Boy: earn Jessie's praise on the bike ride
Heavenly Dart PlayerBronzeRun 1Chapter 3: Home Sweet Slum › Darts: top Wedge's record (7 darts or fewer)
Cleanup CrewBronzeRun 1Chapter 6: Light the Way › Chocobo & Moogle Materia (discovery: Inside the Ventilation Fan)
In LockstepBronzeRun 1Chapter 7: A Trap Is Sprung › In Lockstep: open the Waste Recovery vault (four synchronized lever pulls)
Crate AnnihilatorBronzeRun 1Chapter 8: Budding Bodyguard › Whack-a-Box, Normal course: 30,000 points (Spectral Cogwheel)
Say It with FlowersBronzeRun 1Chapter 8: Budding Bodyguard › Say It with Flowers: the Housemother thanks Aerith at Leaf House
Summon SlayerBronzeRun 1Chapter 8: Budding Bodyguard › Battle Intel Report 05: Combat Simulation: Shiva
Sultan of SquatBronzeRun 1Chapter 9: The Town That Never Sleeps › Squats Pro vs Jules (Champion Belt)
Dancing QueenBronzeRun 1Chapter 9: The Town That Never Sleeps › Honeybee Inn dance: top rating (Andrea's Earrings)
Returning ChampionBronzeRun 1Chapter 9: The Town That Never Sleeps › Colosseum bout: Cloud vs. Wild Animals (Legacy: Ascension)
Snappy DresserBronzeRun 1Chapter 9: The Town That Never Sleeps › Outfit: Cloud, Sam's line
Dressed to the NinesSilverRun 2Dress set 3: Chapter 3, 8 and 9 replays › Outfit: Cloud, plain
Whack-a-Box WunderkindBronzeRun 1Chapter 14: In Search of Hope › Whack-a-Box, Hard course: 30,000 points (Transference Module)
Peeress of Pull-UpsBronzeRun 1Chapter 14: In Search of Hope › Pull-ups, Pro tier: Jules (Champion Belt)
Divine GratitudeBronzeRun 1Chapter 14: In Search of Hope › Letter from the Guardian Angel
The Johnny ExperienceBronzeRun 1Chapter 14: In Search of Hope › Discovery: Johnny's Stolen Wallet
Best in the BusinessSilverRun 2Hard: Chapters 8–9 › Shears' Counterattack
Disc JockeySilverRun 1Chapter 16: The Belly of the Beast › Music Disc: Scarlet's Theme
Building CharacterBronzeRun 2Hard: Chapters 1–7 › Building Character: reach level 50
Staggering FeatBronzeRun 1Chapter 16: The Belly of the Beast › Staggering Feat: raise a stagger bonus to 300%
Intelligence AgentSilverRun 1After the Credits: Normal Cleanup › Battle Intel Report 20: Combat Simulation: Bahamut
Weapons ExpertSilverRun 1After the Credits: Normal Cleanup › Weapons Expert: learn all 24 weapon abilities
Master of MimicrySilverRun 2Hard: Chapters 15–18 › Enemy skill: Bad Breath
That's the SmellSilverRun 2Hard: Chapters 15–18 › Simulator on Hard: Monsters of Legend (three-person team)
Ultimate WeaponGoldRun 2Hard: Chapters 15–18 › Pride and Joy Prototype (Top Secrets, three-person team)
Hardened VeteranGoldRun 2Hard: Chapters 15–18 › Clear Chapter 18 on Hard
Takes Two IDs to TangoBronzeRun 1INTERmission Chapter 1: Wutai's Finest › Shinra Building or Bust: tell the Sector 7 Undercity Station attendant you'll board the train
Out of Darkness's ClutchesBronzeRun 1INTERmission Chapter 2: Covert Ops › Nero the Sable
The Road to RevengeSilverRun 2INTERmission on Hard › watch the ending to the chapter clear
Turtle-tasticBronzeRun 1INTERmission Chapter 1: Wutai's Finest › The Happy Turtle Ad Campaign: turn in the 6 flyers to Old Snapper (Magnify Materia)
Game, Set, MasterBronzeRun 1INTERmission Chapter 1: Wutai's Finest › Fort Condor Grandmaster: Chadley
Condor QueenSilverRun 2INTERmission on Hard › Fort Condor Rank 5 (Hard): Grandmaster Chadley (Vol. VII)
Materia MavenBronzeRun 1INTERmission Chapter 2: Covert Ops › Shinra Box Buster: SOLDIER Training 50,000 (EXP Up Materia)
Ultimate Weapon 2.0SilverRun 2INTERmission on Hard › Shinra Combat Simulator (Hard): Yuffie & Sonon vs. Top Secrets (Bahamut and Ifrit, Ramuh, then Pride and Joy Mk 0.5)
Corrupter of the ImmaculateSilverRun 2Hard: Chapters 15–18 › Weiss (The Immaculate One, three-person team)

Every point of no return below only closes things for the run you are on: Chapter Select can replay any chapter after the credits and bring them back. The guide warns before each one.

Points of no return and what each locks
SectionPoint of no returnWhat it locks
Chapter 1: The Destruction of Mako Reactor 1Sprint to Safety ends Chapter 1; Mako Reactor 1 is not visited again this run.Chest: 2× Potion (station stairs), Chest: 2× Grenade (station upper floor), Chest: Ether (Reactor Grounds), Chest: 2× Potion (forklift yard), Chest: Phoenix Down (interior lift room), Chest: 2× Potion (past the lasers), Chest: Ether (before the Sweeper), Chest: Phoenix Down (reactor core ladder), Chest: Ether (Monodrive platform), Chest: 2× Potion (escape scaffolding)
Chapter 2: Fateful EncountersBeating The Huntsman puts Cloud on the last train, and talking to Jessie at the train's far end ends Chapter 2; Sector 8 is not visited again in this runChest: 2× Potion (escape-route tunnel), Chest: Ether (Warehouse Zone), Chest: 50 Gil or 2× Potion (Arcade van), Chest: 3× Grenade (stairs by the rubble), Chest: 3× Potion (rooftop pipes), Chest: Hi-Potion (Aerith's alley), HP Up Materia (behind the white van), Deadly Dodge Materia (by the blue van), Power Wristguards (Loveless Street dead end), Chest: 2× Grenade (Fountain Plaza), Iron Bangle (rooftops), Chest: Ether (café, Residential Area), Chest: Hi-Potion (by the truck), Chest: 100 Gil (Last Train carriage)
Chapter 3: Home Sweet SlumWalking into Seventh Heaven after rescuing Johnny (the game first asks whether to go back into town) closes the Chapter 3 hub for this run.Music Disc: Tifa's Theme, Chest: Phoenix Down (Stargazer Heights roof), Chest: 2× Adrenaline (porch), Chest: 3× Grenade (brick-wall lot), Chest: 2× Hi-Potion (up the stairs near the DJ), Music Disc: Hip Hop de Chocobo, Music Disc: The Prelude, Chest: Ether (near Beginner's Hall), Chest: 2× Antidote (Scrap Boulevard fences), Ice Materia (Scrap Boulevard cave), Rat Problem, Lost Friends, Chadley's Report, Katie's tally reward: 5× Potion (10 kills), On the Prowl, Nuisance in the Factory, Music Disc: Barret's Theme, Chest: 2× Antidote (Talagger Factory fence), Fire Materia (Talagger Factory), Chest: 2× Sedative (Talagger Factory, northwest warehouse yard), Just Flew In from the Graveyard, Katie's tally reward: Revival Earrings (20 kills), Katie's tally reward: MP Up Materia (50 kills), Alone at Last: answer "Something... sporty?"
Chapter 4: Mad DashBeating Roche on the bike ends Motor Chase, and Jessie's verdict settles Biker Boy for this play of the chapterBiker Boy: earn Jessie's praise on the bike ride
Chapter 4: Mad DashTelling Barret you're ready, up on the Sector 7 Undercity Station platform, ends Chapter 4Darts: top Wedge's record (7 darts or fewer), Chest: 2× Hi-Potion (Annex forklift), Revival Materia (Plate Edge)
Chapter 5: Dogged PursuitRiding the elevator in the Plate Maintenance Corridor ends Chapter 5; the Corkscrew Tunnel is not visited again.Healing Materia (train), Chest: 2× Hi-Potion (Railway Control C2), Chest: Elixir (C4 store room), Star Pendant (C4 hallway), Chest: Ether (C4 store room), Chest: Antidote (Section D), Chest: 2× Hi-Potion (Section D corner), Chest: 3× Phoenix Down (E2), Leather Bracer (E3), Lightning Materia (Former Rail Yard), Music Disc: Stamp
Chapter 6: Light the WayRiding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behind for this runChest: Hi-Potion (Section F walkway), Chest: 3× Potion (No. 1 Lighting Equipment), Chest: Hazardous Material (Section G), Chest: Remedy (Section G pylon), Chest: 2× Antidote (Section G north edge), Chest: Phoenix Down (Sun Lamp 1), Chest: Turbo Ether (cubby past the sentries), Moogle Medal (Sun Lamp 3 platform, west edge), MP Up Materia (lowered walkway, Sun Lamp 3), Elemental Materia (discovery: Collapsed Passageway), Moogle Medal (pushed box stack), Mesmeric Armlet (Sun Lamp 3 walkway), Music Disc: Electric de Chocobo, Chocobo & Moogle Materia (discovery: Inside the Ventilation Fan), Chest: Hi-Potion (fan control room)
Chapter 6: Light the WayChapter 6 ends when the party meets Biggs at the end of the Interplate Utility AccessMoogle Medal (Interplate Utility Access)
Chapter 7: A Trap Is SprungHeading out from the Gate Passageway rest area to the walkway outside the reactor starts the Airbuster fight; the chapter ends when it falls.Chest: 3× Hi-Potion (pipe base), Chest: 2× Echo Mist (lower platform), Chest: Ether (light bridge), Bulletproof Vest (Left-Side Bridge), Lightning Materia (B7 Facilities), Chest: Ether (Armory), In Lockstep: open the Waste Recovery vault (four synchronized lever pulls), Magic Up Materia (Waste Recovery vault), Waste Storage spoils (keycard-dependent), Music Disc: Bombing Mission
Chapter 8: Budding BodyguardClimbing the shaky ladder at the end of the rooftops during Head for the Station: it gives way and drops Cloud and Aerith to the groundChest: Smelling Salts (church attic), Chest: Moogle Medal (rooftops), Chest: Ether (rooftop ladder)
Chapter 8: Budding BodyguardWalking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends (it may last until the prompt at her door)Chest: Talisman (church stairs), Chest: 500 Gil (Sector 5 station), Music Disc: Cait Sith's Theme, Chest: Caliginous Bracelet (Twilight Valley), Chest: Remedy (pipe bars, Twilight Valley), Discovery: The Gate Won't Open, Music Disc: Tango of Tears, Chest: Celeris (community building), Chest: Echo Mist (Center District), Chest: 200 Gil (Center District), Music Disc: Costa del Sol, Chest: Moogle Medal (Children's Secret Hideout), Chest: Mega-Potion (Specter St. shack), The Mysterious Moogle Merchant, Chest: Ether (inside Leaf House), Kids on Patrol, A Verified Hero, Whack-a-Box, Normal course: 10,000 points (Elixir), Whack-a-Box, Normal course: 20,000 points (Crescent Moon Charm), Whack-a-Box, Normal course: 30,000 points (Spectral Cogwheel), The Angel of the Slums, Weapons on a Rampage, Protective Boots (Weapons on a Rampage reward), Paying Respects, Studded Bracer (Paying Respects reward), Chest: Mythril Armlet (Station Way), Music Disc: Descendant of Shinobi, Chakra Materia (church back room)
Chapter 8: Budding BodyguardConfirming the prompt at Aerith's front door after Rude and the garden detour ends Chapter 8MP Up Materia (The Language of Flowers, Aerith's garden)
Chapter 9: The Town That Never SleepsRobot-arm puzzles in the Collapsed Expressway: once Aerith has left an arm by a ladder, she refuses to ride it again, so materia she could reach from it is gone for this run.Binding Materia (first crate puzzle), Magnify Materia (dual robot arms)
Chapter 9: The Town That Never SleepsAccepting Madam M's offer to dress Aerith, once the Colosseum is won: Cloud can't leave Wall Market any more, and Aerith leaves the party, closing her Colosseum bout.Moogle Medal (Collapsed Expressway, before the ladder), Chest: 2× Hi-Potion (expressway), Chest: 1,000 Gil (pipe off the fissure path), Chest: Mega-Potion (dead-end tunnel), Music Disc: Cosmo Canyon, Chest: Ether (shelter after the bandit ambush), Chest: Phoenix Down (Sam's chocobo shed), Star Pendant (S6-5 Road ruins), Colosseum bout: Aerith vs. Wild Animals (Legacy: Planet's Protection)
Chapter 9: The Town That Never SleepsGoing back to Madam M's parlour, odd jobs finished, to see how Aerith is doing: Johnny turns up and the rescue begins, ending the chapter's side-quest phase.Chest: Adrenaline (Wall Market inn), Music Disc: Under the Rotting Pizza, Chest: Celeris (stairs past the jukebox), Discovery: Vagabond Johnny (answer "Yeah."), Music Disc: Farm Boy, Barrier Materia (drunkards' alley), Headband (gym shower room), Music Disc: The Midgar Blues, Chest: 1,200 Gil (Corneo's mansion front), Chest: Ether (side of the mansion), Music Disc: Honeybee Inn, Chest: Elixir (up two flights of stairs by Chadley), The Party Never Stops (Sam's line), Burning Thighs, Squats Amateur vs Jay (Luck Up Materia), Squats Pro vs Jules (Champion Belt), A Dynamite Body (Sam's line)
Chapter 9: The Town That Never SleepsLeaving the practice round for the main dance with Andrea: it can't be retried without reloading, and the Inn closes behind it.Chest: Sedative (Honeybee Inn, Johnny's father's room), Music Disc: Let the Battles Begin! -REMAKE-, Honeybee Inn dance: top rating (Andrea's Earrings)
Chapter 9: The Town That Never SleepsConfronting Don Corneo in his bedroom: he springs a trap and Chapter 9 ends.Music Disc: Don of the Slums, Chest: Turbo Ether (Corneo's basement), Chest: Molotov Cocktail (lackeys' room), Fury Ring (under the foyer stairs), Otherworldly Crystal (behind the bookshelf)
Chapter 10: Rough WatersClimbing the exit ladder after the pump and the Sahagin fights ends Chapter 10; the sewers are not walked again in this run.Chest: Ether, Chest: 2 Hi-Potions, Chest: Potion (under the Aqueduct 1 canal), Music Disc: The Oppressed, Chest: 800 Gil, Poison Materia, Chest: 2 Orbs of Gravity, Warding Materia (Discovery: On the Other Side), Chest: Revival Earrings
Chapter 11: HauntedDropping down the short ladder east of the 1 Gil chest in Switchyard 2, which can't be climbed again from below.Chest: 1 Gil
Chapter 11: HauntedDropping down the short ladder north-west of the turntable in Switchyard 1: it is too short to climb back, and the Maintenance Facility is left behind.HP Up Materia, Chest: Gothic Bangle, Chest: 2 Mega-Potions, Chest: 3 Echo Mists, Chest: 1,000 Gil, Chest: Moogle Medal, Music Disc: Let the Battles Begin!, Chest: 3 Echo Mists, Chest: Hi-Potion
Chapter 11: HauntedEligor is defeated: the Bladed Staff can no longer be stolen this run.Bladed Staff (Aerith): steal from Eligor
Chapter 11: HauntedWalking on from Freight Storage after Eligor ends Chapter 11; the Train Graveyard is not revisited.Chest: 2 Mega-Potions
Chapter 12: Fight for SurvivalContinuing past the 14F bench to the top of the pillar starts the Reno and Rude fight; once they are beaten, the escape from the pillar ends Chapter 12 and the Sector 7 slums are gone.Chest: 2 Orbs of Gravity, Chest: Ether, Chest: Elixir
Chapter 13: A Broken WorldDropping into the hole after Wedge's cat at the Seventh Heaven ruins: the chapter carries on underground, so Sector 5, the Collapsed Expressway and Evergreen Park are out of reach for the rest of Chapter 13.Chest: Mythical Amulet, Chest: Mega-Potion, Chest: Heavy-Duty Bracer, Chest: Ether, Chest: Orb of Gravity
Chapter 13: A Broken WorldBeating the Failed Experiment: the scenes after it take the party out of the lab, and Chapter 13 ends with Barret carrying Wedge to safety.Chest: 2,000 Gil, Chest: 2 Mega-Potions, Chest: Healing Carcanet, Chest: Ether, Ice Materia, Chest: Turbo Ether, Warding Materia, Music Disc: Main Theme of FFVII
Chapter 14: In Search of HopeAnswering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the party starts the climb, and Sectors 5 and 6 with every odd job, shop and minigame there are closed for the rest of the run.Music Disc: On Our Way, Pedometer Materia, Whack-a-Box, Hard course: 10,000 points (Elixir), Whack-a-Box, Hard course: 20,000 points (Crescent Moon Charm), Whack-a-Box, Hard course: 30,000 points (Transference Module), Shop: Steel Pincers (Barret, Moogle Emporium), Shop: Enfeeblement Ring (Moogle Emporium), Enemy Skill: Spirit Siphon, Missing Children, Chocobo Search, Enemy Skill: Self-Destruct, Kyrie, Music Disc: Good Night, Until Tomorrow, Chest: Moogle Medal (Wall Market alley), Chest: Elixir (Wall Market alley by the item store), Chest: Sorcerer's Armlet, Music Disc: Stand Up, Wavering Heart, Pull-ups, Amateur tier: Jay (Magic Up Materia), Pull-ups, Pro tier: Jules (Champion Belt), Music Disc: Fight On!, Colosseum bout: Barret vs. Wild Animals, Colosseum bout: Tifa vs. Wild Animals, Colosseum bout: Cloud vs. Shinra Thugs, Colosseum bout: Barret vs. Shinra Thugs, Colosseum bout: Tifa vs. Shinra Thugs, Colosseum bout: Three-Person Team vs. Shinra Warriors, Colosseum bout: Two-Person Team vs. Team Payback, The Power of Music, Music Disc: Wutai, Tomboy Bandit, Discovery: Johnny's Stolen Wallet, Corneo vault 1: Prayer Materia, Corneo vault 1: Circlet, Corneo vault 1: 2 Moogle Medals, Corneo vault 1: 3,000 Gil, Corneo vault 1: 4 Adrenaline, Corneo vault 1: 3 Molotov Cocktails, Corneo vault 1: 2 Maiden's Kisses, Malicious Goons, Corneo vault 2: Moogle Medals, Subterranean Menace, Secret Medicine, Music Disc: Turks' Theme, Chakra Materia (Kotch, Corneo's mansion), Chest: Ether (sewers), Music Disc: The Chase, Chest: 2 Hazardous Materials, Chest: 2 Phoenix Downs, Poison Materia (sewers), Chest: 2 Mega-Potions, Chest: Ether, Chest: Protective Boots, Corneo vault 3: Enfeeblement Ring, Corneo vault 3: Elixir, Chest: 3 Moogle Medals, Corneo's Secret Stash, Letter from the Guardian Angel
Chapter 15: The Day Midgar Stood StillFiring the grappling gun at the rope coil at the end of The Climb: the lower towers are left behind for the rest of the chapter.Chest: Mega-Potion
Chapter 15: The Day Midgar Stood StillClimbing the stairs behind the Remedy chest to the top of the dome structure: the two grapple points beyond lead into the Valkyrie fight, and Chapter 15 ends after it.Enemy skill: Algid Aura (Cerulean Drake), Music Disc: Lurking in the Darkness, Chest: Gil (corner beside the Central Tower), Chest: Hi-Potion, Chest: Enchanted Ring, Chest: Turbo Ether, Chest: Smelling Salts, Chest: Magician's Bracelet, Chest: Antidote, Chest: Remedy
Chapter 16: The Belly of the BeastTifa swinging across the last lamps into the lobby's security station to get the keycard: the garage and the lower lobby are left behind.Chest: Turbo Ether, Chest: 2 Hi-Potions, Chest: Molotov Cocktail, Chest: 2 Mega-Potions, Moogle Medal: Shinra Building lobby, Chest: 2,000 Gil, Purple Pain (Tifa)
Chapter 16: The Belly of the BeastTaking the escalator up from the 62F archives to 63F.Chest: Iron Maiden, EKG Cannon (Barret, bought from Hart), Chest: 3,000 Gil
Chapter 16: The Belly of the BeastLeaving the 63F upper level for the escalators up to 64F: one scene plays as you head down, another at the escalators, and Chadley, the simulator and the 63F shop are behind you.Battle Intel Report 01: Monster Bio Pt. 1, Battle Intel Report 02: Magic Elements Pt. 1, Shop: Wind Materia (2nd copy), Shop: Wind Materia (3rd copy), Battle Intel Report 03: The Stagger Effect Pt. 1, Shop: First Strike Materia (2nd copy), Sonic Strikers (Tifa), Battle Intel Report 04: The Stagger Effect Pt. 2, Battle Intel Report 06: Monster Bio Pt. 2, Shop: Steadfast Block (Chadley, second copy), Shop: Steadfast Block (Chadley, third copy), Battle Intel Report 07: Magic Elements Pt. 2, Battle Intel Report 08: The Manipulation Technique, Battle Intel Report 05: Combat Simulation: Shiva, Nail Bat (Cloud), Battle Intel Report 09: Monster Variants Pt. 1, Battle Intel Report 10: Combat Simulation: Fat Chocobo, Hardedge (Cloud, Wall Market weapon shop), Battle Intel Report 13: Refocus Analysis, Battle Intel Report 11: Monster Bio Pt. 3, Shop: Item Master (Chadley, second copy), Arcane Scepter (Aerith, A Dynamite Body reward), Feathered Gloves (Tifa), Mythril Rod (Aerith), Battle Intel Report 16: Monster Bio Pt. 4, Shop: Big Bertha (Barret), Battle Intel Report 14: The Stagger Effect Pt. 4, Shop: ATB Stagger (Chadley, extra copies), Shop: Mythril Saber (Cloud), Wrecking Ball (Barret, Subterranean Menace reward), Battle Intel Report 12: The Stagger Effect Pt. 3, Battle Intel Report 17: Weapon Abilities, Battle Intel Report 19: Monster Variants Pt. 2, Shop: HP Absorption (Chadley, second copy), Battle Intel Report 15: Combat Simulation: Leviathan, Music Disc: Scarlet's Theme, Simulator: Cloud vs. SOLDIER Trainees, Simulator: Barret vs. SOLDIER Trainees, Simulator: Tifa vs. SOLDIER Trainees, Simulator: Two-Person Team vs. High Flyers, Simulator: Three-Person Team vs. Team Ragbag
Chapter 16: The Belly of the BeastRiding the lift up from the H0512 test room: the last fight and the end of the chapter follow.HP Up Materia (64F air duct), Chest: 2 Antidotes, Chest: 2 Celeris, Chest: 2 Remedies
Chapter 17: Deliverance from ChaosThe scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab is cut from then on.Reinforced Staff (Aerith), Chest: Enfeeblement Ring, Chest: Phoenix Down, Chest: Ether
Chapter 17: Deliverance from ChaosAfter Barret and the M.O.T.H. Unit fight, the doorway north of the safe room seals behind Cloud.Poison Materia (Drum Level 2), Chest: Phoenix Down (test pods)
Chapter 17: Deliverance from ChaosSummoning the elevator at the end of the purple trail, after the Drum's last fight; the game warns there is no return.Twin Stinger (Cloud), Chest: 3,000 Gil, Chest: Ether (3rd Ward pods), Time Materia (central platform), Chest: Mega-Potion (3rd Ward cage room), Chest: 5,000 Gil, Chest: Force Bracelet, Chest: Mega-Potion (pipes), Chest: Ether (central chamber stairs), Chest: Mega-Potion (2nd Ward platform), Chest: Astral Cuff, Chest: 2 Remedies, Chest: Chain Bangle, Chest: 2 Mega-Potions (4th Ward pipe)
INTERmission Chapter 1: Wutai's FinestWalking east out of Scrap Boulevard to meet Zhijie: the Outskirts may not let you back once you are in the Sector 7 Slums.Chest: Hi-Potion x2 (Abandoned Warehouse, lower floor), HP Up Materia (Abandoned Warehouse, top of the second lift), Chest: Power Wristguards (outside the Moogle-poster shutter), Wind Materia (twin towers west of the wolf pit), Chest: 1,000 gil (tunnel dead end), MP Up Materia (Scrap Boulevard cave)
INTERmission Chapter 1: Wutai's FinestWalking back to the slums with Nayo after the IDs are handed over: the Municipal Storage Area may stay shut afterwards.Chest: Kindred Cord (behind the breakable wall)
INTERmission Chapter 1: Wutai's FinestTaking the left branch at the Main Pillar Maintenance fork into the Gigantipede fight: you are sent back to the slums afterwards, and the chase route may not reopen.Chest: Indurate Staff (Train Graveyard entrance), Chest: Fort Condor unit Sweeper (Ranged; Shipping Facility), Prayer Materia (Shipping Facility, after two Lesser Drakes), Chest: Steel Reaper (Mid-Level, before the first wall-run), Chest: Elixir (behind the switch Zhijie stood at), Chest: Fort Condor board Assassin Board III (Storage Depot), Chest: Turbo Ether (Gorgers' platform, Storage Depot), Elemental Materia (switch #1 platform), Note from Zhijie (in the big Shinra box beside the cart), Magic Up Materia (Perimeter Wall, after the conveyor ride), Lightning Materia (Main Pillar Maintenance storage room)
INTERmission Chapter 1: Wutai's FinestAgreeing to board the train with the Sector 7 Undercity Station attendant: Chapter 1 ends and the slums close for the rest of the run.Chest: Boomerang (clinic basement), The Happy Turtle Ad Campaign: Newsletter 1 (children's park), The Happy Turtle Ad Campaign: Newsletter 2 (balloon by Wedge's house), Chest: Fort Condor unit Riot Trooper Barracks (Defense), The Happy Turtle Ad Campaign: Newsletter 4 (Culvert Street cat), Chest: Hi-Potion x2 (cats' haven), Warding Materia (Stamp story yard), The Happy Turtle Ad Campaign: Newsletter 3 (Stargazer Heights guard dog), Marle (Stargazer Heights), Chakra Materia (Stargazer Heights roof), Wymer (Pillar Plaza), The Happy Turtle Ad Campaign: Newsletter 5 (Pillar Plaza notice board), Chakra Materia (Talagger Factory), Chest: Fort Condor unit Monodrive (Ranged), The Happy Turtle Ad Campaign: Newsletter 6 (after two Venomantis), First Strike Materia (Venomantis room), The Happy Turtle Ad Campaign: turn in the 6 flyers to Old Snapper (Magnify Materia), Chadley VR: Ramuh (Chadley's Research), Fort Condor Rank 1: Kyrie, Fort Condor unit: Elite Security Officer (Vanguard; Kyrie reward), Shop: Fort Condor unit Security Officer Barracks (Junk Shop), Fort Condor Rank 1: Johnny, Fort Condor unit: Elite Riot Trooper (Defense; Johnny reward), Fort Condor Rank 1: the Shinra Middle Manager, played last, Fort Condor unit: Elite Grenadier (Ranged; Middle Manager reward), Fort Condor board: Assassin Board I (Rank 1, last opponent), Shop: Battalion Board I (Old Snapper, 2 Condor Coins), Shop: Sorcerer Board II (Old Snapper, 2 Condor Coins), Shop: Fort Condor unit Shock Trooper (Old Snapper, 1 Condor Coin), Shop: Fort Condor unit Sentry Ray (Old Snapper, 1 Condor Coin), Fort Condor Rank 2: Jessie, Fort Condor unit: Grenadier Barracks (Ranged; Jessie reward), Shop: Fort Condor unit Sentry Gun (Old Snapper, 2 Condor Coins), Fort Condor Rank 2: Roche, played last, Fort Condor unit: Elite Helitrooper (Vanguard; Roche reward), Fort Condor board: Battalion Board II (Rank 2, last opponent), Shop: Fort Condor unit Elite Shock Trooper (Old Snapper, 2 Condor Coins), Shop: Fort Condor unit Slug-Ray Facility (Old Snapper, 2 Condor Coins), Fort Condor Rank 3: Wedge, Fort Condor unit: Armored Shock Trooper (Defense; Wedge reward), Fort Condor board: Battalion Board III (Wedge reward), Fort Condor Grandmaster: Chadley, AP Up Materia (Fort Condor Grandmaster reward), Shop: Fort Condor unit Cutter (Old Snapper, 3 Condor Coins), Shop: Fort Condor unit Missile Launcher (Junk Shop, 300 gil), Shop: Fort Condor unit M.O.T.H. Unit (Junk Shop, 500 gil), Shop: Wind Materia (Junk Shop, limit 1), Shop: HP Absorption Materia (Junk Shop, limit 1), Shop: MP Absorption Materia (Junk Shop, limit 1), Shop: Luck Up Materia (Junk Shop, limit 1), Shop: Elixir (Junk Shop, limit 1)
INTERmission Chapter 2: Covert OpsClimbing the right-hand pipe from the B14 console up to B13: the B15 and B14 floors, the Box Buster vault included, may be closed behind you.Ninja Cannonball Materia (B15, tube opposite the console), Skill Master Materia (B15 side pod), Steadfast Block Materia (B15 opposite side pod), Chest: Ribbon (B14 east dead end), Chest: Volant Armlet (Maintenance Facilities stair detour), Chest: Djinn Staff (corridor after the Magitrooper), Secret Vault: power B14 at the second console and open the vault (Shinra Box Buster), Shinra Box Buster: Basic Training 5,000 (ATB Assist Materia), Shinra Box Buster: Basic Training 10,000 (ATB Boost Materia), Shinra Box Buster: Basic Training 20,000 (ATB Stagger Materia), Shinra Box Buster: SOLDIER Training 10,000 (Magnify Materia), Shinra Box Buster: SOLDIER Training 30,000 (Gil Up Materia), Shinra Box Buster: SOLDIER Training 50,000 (EXP Up Materia), Time Materia (left pipe, across the hook swings)
INTERmission Chapter 2: Covert OpsRiding the first trial lift down from the Weapons Testing Ground Entrance to B20: B13 may be closed behind you.Chest: Healing Carcanet (B13, raised platform before the second girder), AP Up Materia (B13 research tube)
Hard: Chapters 1–7On this Hard pass, walking into Seventh Heaven after rescuing Johnny (the game first offers a return to town) closes the Chapter 3 hubThe Art of Swordplay Vol. V, Way of the Fist Vol. IV, Hard Ch3: all six Odd Jobs, then Alone at Last: "Something... exotic?"
Hard: Chapters 1–7On this Hard pass, riding the H01 cargo lift south after the three sun lamps leaves Section H and the fan room behindWay of the Fist Vol. VI
Hard: Chapters 8–9Hard Chapter 8: walking up Petal Lane from Leaf House toward Aerith's house after the odd jobs: Rude steps in and the Sector 5 hub ends for this pass (it may last until the prompt at her door)Telluric Scriptures Vol. VI, Telluric Scriptures Vol. VII, Telluric Scriptures Vol. V, Telluric Scriptures Vol. VIII, Hard Ch8: finish five Odd Jobs, skip A Verified Hero
Hard: Chapters 8–9Hard Chapter 9: accepting Madam M's offer to dress Aerith after the Colosseum: Aerith leaves the party, and Cloud can't leave Wall Market any moreHard Ch9: questline choices for Madam M's line, Colosseum on Hard: Aerith vs. Wild Animals, Colosseum on Hard: Aerith vs. Shinra Thugs
Hard: Chapters 8–9Hard Chapter 9: going back to Madam M's parlour, odd jobs finished, to check on Aerith: Johnny turns up and the rescue begins, ending the side-quest phase of this passHard Ch9: Burning Thighs again, The Price of Thievery, The Art of Swordplay Vol. VIII, Shears' Counterattack, The Art of Swordplay Vol. IX
Hard: Chapters 8–9Optional second Hard Chapter 9: returning to the parlour once the odd jobs are done: the rescue begins and Wall Market closes for this passThe Art of Swordplay Vol. X
Hard: Chapters 10–14On a Hard Chapter 14 pass, answering yes to Barret at the Avalanche graffiti wall where the Urban Advancement District ends: the climb starts, and the hub's odd jobs and Colosseum close for this pass.Way of the Fist Vol. X, Sharpshooter's Companion Vol. XI, Way of the Fist Vol. XI, The Art of Swordplay Vol. XI, Colosseum on Hard: Barret vs. Wild Animals, Colosseum on Hard: Tifa vs. Wild Animals, Colosseum on Hard: Barret vs. Shinra Thugs, Colosseum on Hard: Tifa vs. Shinra Thugs, Colosseum on Hard: Three-Person Team vs. Shinra Warriors, Sharpshooter's Companion Vol. IX, Sharpshooter's Companion Vol. X, Way of the Fist Vol. XII
Hard: Chapters 15–18On the Hard pass, the scene on the walkway above the lab sends Cloud down to Drum Level 2; the bridge back to the lab and the second simulator is cut from then on.Simulator on Hard: Aerith vs. SOLDIER Trainees, Simulator on Hard: Cloud vs. 3-C SOLDIER Candidates, The Art of Swordplay Vol. XIII, Simulator on Hard: Barret vs. 3-C SOLDIER Candidates, Sharpshooter's Companion Vol. XIII, Simulator on Hard: Tifa vs. 3-C SOLDIER Candidates, Way of the Fist Vol. XIII, Simulator on Hard: Aerith vs. 3-C SOLDIER Candidates, Telluric Scriptures Vol. XI, Simulator on Hard: Two-Person Team vs. Dynamic Duos, Refocus materia (Dynamic Duos reward), Simulator on Hard: Monsters of Legend (three-person team), Enemy skill: Bad Breath, Refocus materia (Monsters of Legend reward), Pride and Joy Prototype (Top Secrets, three-person team), Götterdämmerung, Weiss (The Immaculate One, three-person team), Götterdämmerung x2 (Weiss reward)
INTERmission on HardAgreeing to board the train with the Sector 7 Undercity Station attendant on Hard: Chapter 1 ends and the slums close for this pass.Fort Condor Rank 5 (Hard): Johnny (Vol. III), Fort Condor Rank 5 (Hard): Shinra Middle Manager (Vol. II), Fort Condor Rank 5 (Hard): Roche (Vol. V), Fort Condor Rank 5 (Hard): Jessie (Vol. IV), Fort Condor Rank 5 (Hard): Kyrie (Vol. I), Fort Condor Rank 5 (Hard): Wedge (Vol. VI), Shop: Grandmaster Board (Old Snapper, 5 Condor Coins), Shop: Fort Condor unit Helicopter (Old Snapper, 3 Condor Coins), Shop: Fort Condor unit Sledgeworm (Old Snapper, 3 Condor Coins), Shop: Assassin Board II (Old Snapper, 3 Condor Coins), Fort Condor Rank 5 (Hard): Grandmaster Chadley (Vol. VII)

About this guide

Two runs. Run 1 plays the story on Easy or Normal and collects everything one run can give: every side quest, every pickup, every Colosseum and simulator battle open to it, then a short cleanup after the credits and the INTERmission episode. Run 2 is Hard mode through Chapter Select: every chapter on Hard, the Hard-only fights and manuscripts, the replays for the remaining dresses, and INTERmission on Hard. Hard allows no items and benches restore HP only, so run 1 builds the levels and materia that run 2 needs.

Last verified: Nov 1, 2026 · Patch 1.007 (PC, February 2026); PS5 January 2026 update · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.