Final Fantasy VII Remake Intergrade
Hard Mode
Updated 2026-10-09
Full spoilers.
Hard is the game’s fourth difficulty, and it is not on the menu when you start. Finish the main story once on Easy, Classic or Normal and it appears in Chapter Select. There is no fresh Hard save: you play it with the level, materia, weapons and gear you finished with.
INTERmission has its own Hard mode on the same terms. Clear both INTERmission chapters once, then replay them on Hard through its Chapter Select.
The rules
- No items. Not in battle, not out of it. No Potions, no Ethers, no Phoenix Downs.
- Benches restore HP only. They do not touch your MP.
- MP comes back two ways: slowly on its own during combat, and from Mako shards inside breakable crates. Crates come back when you reload an area, so you can top up by smashing the same ones again.
- Enemies have far more HP and hit far harder. Some bosses gain new attacks or change the ones they had.
- The two motorbike sequences can be skipped — Chapter 4 and Chapter 18 — and their bosses go with them.
- Battle retry and manual saves work as normal.
And one thing that is better, not worse: once you have seen the credits, replayed chapters pay more EXP and AP than a first run.
What only exists on Hard
Forty-four of the main cast’s 56 manuscripts. Every Hard boss and Hard side-quest boss drops one the first time you beat it — thirty-nine fights — plus a Hard-only chest in Chapter 6 for Tifa and the four 3-C SOLDIER Candidates courses in the Chapter 17 simulator. The manuscripts guide lists every one. Beat a fight a second time and you get a substitute item, not another book.
The Chapter 17 simulator set. The four 3-C SOLDIER Candidates solo courses, Two-Person Team vs. Dynamic Duos, Three-Person Team vs. Monsters of Legend (the game’s only Malboro), and Three-Person Team vs. Top Secrets (the Pride and Joy Prototype, which pays Götterdämmerung).
In INTERmission: all 28 Yuffie and Sonon manuscripts, from the Fort Condor opponents on Hard and seven boss fights. Fort Condor on Hard only counts a destroyed enemy HQ as a win and caps sudden death at a minute.
Trophies that need Hard:
| Trophy | Grade | Why Hard |
|---|---|---|
| Hardened Veteran | Gold | Clear every chapter on Hard |
| Ultimate Weapon | Gold | Pride and Joy Prototype is in a Hard-only course |
| That’s the Smell | Silver | The only Malboro is in a Hard-only course |
| Master of Mimicry | Silver | Needs Bad Breath, learned from that Malboro |
| The Road to Revenge | Silver | Both INTERmission chapters on Hard |
| Condor Queen | Silver | Fort Condor grandmaster on Hard |
One thing that is not Hard content despite the name: Whack-a-Box’s Hard tier is a Chapter 14 difficulty tier you can play on any difficulty.
A sensible order
- Before Hard, finish the easy post-game. On Easy or Normal through Chapter Select: get to Level 50, level your key materia — the Chapter 14 Colosseum is the usual place — and clear the Battle Intel reports, the Chapter 16 simulator and every Colosseum course. You need all of those later for Top Secrets, and none of them is easier on Hard.
- Play Hard Chapters 1 to 18 in order. Side quests on Hard are optional for the trophy but carry a lot of manuscripts, mostly in Chapters 3, 8, 9 and 14.
- Play Hard Chapter 9 twice if you want all three of Cloud’s Chapter 9 manuscripts. The Madam M and Chocobo Sam branches cannot both be done in one pass.
- Chapter 17 simulator: the 3-C SOLDIER Candidates courses, then Dynamic Duos, then Monsters of Legend, then Top Secrets.
- Weiss, in the same simulator, after INTERmission.
How to survive it
Magnify and Healing together is the most important link in the game on Hard. There is only one Magnify, found in Chapter 9, so you will be moving it between Cloud and Aerith depending on who is in the party.
Elemental pays twice. There are two: one in Chapter 6 and one in Chapter 14, the second from the Guardian Angel’s letter. Linked to the right elemental orb, it defends when it sits in armour and attacks when it sits in a weapon. Set it up for each boss.
Pick weapon abilities that keep you alive. The skills that let you survive one lethal hit, and the ones that cut Cure’s MP cost by a fifth, are worth more than damage. The Twin Stinger for Cloud, the Reinforced Staff for Aerith and the Light Machine Gun for Barret carry them.
Spend ATB, not MP, wherever you can. Prayer heals for two ATB bars and no MP; Chakra for one. Use the cheaper first-tier spells to hit weaknesses, and run from fights that pay nothing.
Swap characters every couple of commands. It spreads the enemies’ attention across the party instead of letting them focus one target. Stagger with Focused Thrust or Focused Shot while an enemy is Pressured, put HP Up on everyone, and carry Steadfast Block.
For the final boss, Cloud’s Counterstance is the standard answer.
Game Notes
Hard mode is where Remake turns from an action game with menus into a resource game with action. Taking away items and bench MP does more than raise the numbers: every Cure is a decision, every fight you could have walked past costs you something, and the materia you built up across the story finally gets tested as a system rather than a list.
It is also the game’s best argument for the post-game. The manuscripts are there, the hardest simulator courses are there, and the boosted EXP and AP mean the chapter you replay for a manuscript is levelling materia at the same time. Doing the post-game in the order above means you arrive at each Hard fight with everything the easy difficulties could give you.
And it is fair. The fights are hard because the enemies are punishing, not because the game hides anything. If a Hard boss is beating you, the answer is almost always a materia link you have not tried yet.