Final Fantasy VII Remake Intergrade
Midgar, rebuilt — eighteen chapters and the INTERmission episode, walked through twice.
Square Enix · PS4, PS5, PC, Xbox Series X|S · Official site
20 of 20 areas written · 20 of 20 catalogued. Progress is shown honestly below rather than hidden behind empty pages.
Guides
Areas
Chapter 1: The Destruction of Mako Reactor 1
The opening mission and the combat tutorial in one. A straight line through a reactor with ten chests tucked into side corners and one fight at the bottom worth taking seriously. Set the timer to 20 minutes when the game asks.
Chapter 2: Fateful Encounters
Cloud on his own through the streets of Sector 8. No shops anywhere, so the side streets are your supply line: two materia and two pieces of armor sit just off the obvious path. Fire handles nearly everything here.
Chapter 3: Home Sweet Slum
The first hub. Two days in the Sector 7 slums with money to spend, six odd jobs to take, and a bar with a dartboard. Do the jobs before you go back inside Seventh Heaven on the second evening — that is when they close.
Chapter 4: Mad Dash
A night job in the upper city with Jessie, Biggs and Wedge, then an evening back in the Sector 7 slums. Keep your bike HP high at the start, grab the materia on the way down, and finish any slum shopping before you head for the station.
Chapter 5: Dogged Pursuit
A train ride and a long walk through old rail tunnels. Ten chests, most of them in side rooms off the main tunnel, a music disc in a vending machine near the end, and a boss that hates lightning. Pick up the materia on the train before you leave it.
Chapter 6: Light the Way
A power puzzle inside the plate: switch off lamps to move gates, platforms and lifts. Before you ride the big cargo platform up, take the small side lift to the fan room — a summon materia and a music disc are waiting there.
Chapter 7: A Trap Is Sprung
A reactor run in two halves: down to the core, then back up through a stack of labs. Search the labs for six keycards — each one makes the chapter's final fight easier — and rest at the bench before you step outside.
Chapter 8: Budding Bodyguard
An escort run across the rooftops, then the second big hub: the Sector 5 slums, with six odd jobs, a shop that takes Moogle Medals and Chadley back in business. Do every job before you head home for the night — that is when they close.
Chapter 9: The Town That Never Sleeps
A long walk down a broken expressway, then Wall Market — the busiest hub in the game, with a gym, a colosseum, bars, shops and odd jobs. Small answers you give on arrival decide which jobs you are offered later, and they all close when the game sends you back to the parlor at the end of the free time.
Chapter 10: Rough Waters
A short, linear run through flooded waterworks: one hard fight at the very start, switch-and-water puzzles, nine chests on side branches and one music disc in a vending machine. Bring fire and something against poison.
Chapter 11: Haunted
A one-way walk through a train graveyard with eleven chests, most of them a few steps off the obvious path. Bring fire, ice and wind, and buy the music disc from the vending machine before the control room.
Chapter 12: Fight for Survival
A short, linear chapter that is almost all fighting, with only three chests. Use the bench and vending machine before the climb, and bring wind magic.
Chapter 13: A Broken World
A long walk with the shops open, then a stretch underground with no way back. Check the upstairs bedroom of the Sector 5 house for a chest, buy two music discs on the way, and bring ice for the end.
Chapter 14: In Search of Hope
The biggest optional chapter in the game and the last open hub of the run: nine side quests, three hidden treasure rooms, new colosseum courses and a shop's worth of music discs. Everything here closes when you agree to move on at the very end, so finish what you want first.
Chapter 15: The Day Midgar Stood Still
A short, linear climb with no side quests and no shops beyond three vending machines. Nine chests sit just off the path, one music disc is for sale, and a hard flying boss waits at the top — bring wind and lightning.
Chapter 16: The Belly of the Beast
A long climb through a corporate tower, mostly quiet, with two last weapons, the final music disc and a combat simulator on the coffee-shop floor. Carry 10,000 gil in, and finish everything on the 63rd floor before you crawl into the air duct upstairs.
Chapter 17: Deliverance from Chaos
The longest dungeon in the game, played in small rotating groups, with twenty chests and the last weapons for two more characters. On a replay it also holds the game's hardest optional fights in Chadley's combat simulator.
Chapter 18: Destiny's Crossroads
The last chapter. No chests and no side content, just a long run of fights. Stock up and save at the final bench and vending machine; once you carry on past them there is no coming back before the credits.
INTERmission Chapter 1: Wutai's Finest
Yuffie's episode opens with a corridor, then hands you the Sector 7 slums for an afternoon: a board game with seven opponents, six flyers to find, a summon to beat in a simulator and chests in every corner. Do all of it before you leave town to meet your contact at the pillar.
INTERmission Chapter 2: Covert Ops
A one-way climb through four basement floors with no town and no turning back. The best gear in the episode is down side paths once each floor's power is on, and there is an optional box-smashing challenge worth six materia. Bring lightning, wind and fire.