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FFVII Remake · Every Weapon Upgrade Manuscript

Final Fantasy VII Remake Intergrade

Every Weapon Upgrade Manuscript

Updated 2026-10-09

Full spoilers.

A Weapon Upgrade Manuscript is a key item that adds SP to one character’s weapon grid. That is all it does, and it is the only way past the SP ceiling the story gives you — which is why the Weapon Level 6 cores, and most of the comfort in Hard mode, sit behind them.

There are 84: fourteen each for Cloud, Barret, Tifa and Aerith, and fourteen each for Yuffie and Sonon in INTERmission. Every character has their own series:

Character Series
Cloud The Art of Swordplay
Barret Sharpshooter’s Companion
Tifa Way of the Fist
Aerith Telluric Scriptures
Yuffie Secrets of the Ninja
Sonon Secrets of the Staff

The in-game counter for the main cast tops out at 56. Four more books share the menu — the Legacy Limit Break manuscripts — but they grant no SP and the counter ignores them. They are listed at the bottom.

The rules

Each manuscript is yours once per save. Beat a manuscript fight a second time and the game hands you a substitute item instead of a second copy. There is no farming SP this way, and nothing to gain from repeating a fight you have already cleared.

A pickup sticks the moment you collect it. You do not need to finish the chapter for it to count.

Chapter Select tells you what is left. After the credits, each chapter on the select screen shows how many manuscripts remain in it. That count is the fastest way to find a gap.

Only twelve of the 56 ignore difficulty. For the main cast, Vol. I (bought), Vol. II (Corneo Colosseum) and Vol. III (a Chapter 14 side quest) can be had on any difficulty. Everything else is a Hard-mode reward: a boss, a side-quest fight, one chest, or a Chapter 17 simulator course. All 28 INTERmission books are Hard only.

No trophy asks for manuscripts.

The any-difficulty twelve

Vol. Cloud Barret Tifa Aerith
I Moogle Emporium, Ch 8 or 14 Moogle Emporium, Ch 8 or 14 Moogle Emporium, Ch 8 or 14 Moogle Emporium, Ch 8 or 14
II Colosseum, Cloud vs. Shinra Thugs, Ch 9 (or 14) Colosseum, Barret vs. Shinra Thugs, Ch 14 Colosseum, Tifa vs. Shinra Thugs, Ch 14 Colosseum, Aerith vs. Shinra Thugs, Ch 9 only
III Corneo’s Secret Stash, Ch 14 The Power of Music, Ch 14 Wavering Heart, Ch 14 Secret Medicine, Ch 14

The four Vol. I books cost 5 Moogle Medals each at the Moogle Emporium in the children’s hideout in the Sector 5 Slums. The shop is open in Chapter 8 and again in Chapter 14.

Aerith’s Colosseum book is the only one of the twelve with a short window: she is only in the Colosseum party in Chapter 9.

Cloud — The Art of Swordplay

Vol. Ch Source
I 8 / 14 Moogle Emporium, 5 Moogle Medals
II 9 / 14 Corneo Colosseum: Cloud vs. Shinra Thugs
III 14 Side quest Corneo’s Secret Stash
IV 2 Hard: The Huntsman
V 3 Hard: the Doomrats in Rat Problem
VI 4 Hard: Roche, the second fight (on foot)
VII 8 Hard: Reno
VIII 9 Hard: the Grungy Bandit in The Price of Thievery — Madam M branch
IX 9 Hard: the Jury-Rigged Cutter in Shears’ Counterattack — Madam M branch
X 9 Hard: the Bombs in A Dynamite Body — Chocobo Sam branch
XI 14 Hard: the Hellhound in Tomboy Bandit
XII 16 Hard: Specimen H0512
XIII 17 Hard: Shinra Combat Simulator, Cloud vs. 3-C SOLDIER Candidates
XIV 17 Hard: Rufus

Cloud VIII–X: the one chapter you play twice

Chapter 9 splits its side quests between two employers. Your answers and choices through the chapter route you either to Madam M or to Chocobo Sam, and each branch opens two quests the other one never sees.

  • Madam M: The Price of Thievery (Vol. VIII) and Shears’ Counterattack (Vol. IX).
  • Chocobo Sam: The Party Never Stops and A Dynamite Body (Vol. X).

One Hard pass of Chapter 9 gets you either VIII and IX, or X. Never all three. The fix is a second Hard pass of Chapter 9 through Chapter Select on the other branch. It is the only manuscript in the game that forces a repeat chapter, and since the same split also decides Cloud’s Wall Market outfit and the Best in the Business trophy, it is worth planning the two passes together.

Barret — Sharpshooter’s Companion

Vol. Ch Source
I 8 / 14 Moogle Emporium, 5 Moogle Medals
II 14 Corneo Colosseum: Barret vs. Shinra Thugs
III 14 Side quest The Power of Music
IV 1 Hard: Scorpion Sentinel
V 5 Hard: Crab Warden
VI 7 Hard: Airbuster
VII 12 Hard: Reno & Rude
VIII 13 Hard: Failed Experiment
IX 14 Hard: the Tonberry in Malicious Goons
X 14 Hard: the Type-0 Behemoth in Subterranean Menace
XI 14 Hard: the Rust Drake in Chocobo Search
XII 15 Hard: The Valkyrie
XIII 17 Hard: Shinra Combat Simulator, Barret vs. 3-C SOLDIER Candidates
XIV 18 Hard: Whisper Harbinger

The Power of Music wants three music discs — Fight On!, Good Night, Until Tomorrow and Stand Up. All three are Chapter 14 pickups.

Tifa — Way of the Fist

Vol. Ch Source
I 8 / 14 Moogle Emporium, 5 Moogle Medals
II 14 Corneo Colosseum: Tifa vs. Shinra Thugs
III 14 Side quest Wavering Heart (the pull-ups)
IV 3 Hard: the Wrath Hound in On the Prowl
V 4 Hard: Enigmatic Spectre, the fight back in the Sector 7 Slums that ends the chapter
VI 6 Hard: a chest in the Chocobo & Moogle area
VII 10 Hard: Abzu
VIII 11 Hard: Eligor
IX 14 Hard: Abzu & Abzu Shoats, in the sewers
X 14 Hard: the Phantoms in Missing Children
XI 14 Hard: the Trypapolis in Chocobo Search
XII 14 Hard: the Sahagin Prince in Corneo’s Secret Stash, in the sewers
XIII 17 Hard: Shinra Combat Simulator, Tifa vs. 3-C SOLDIER Candidates
XIV 17 Hard: Jenova Dreamweaver

Vol. VI is the only manuscript in the game that is not a fight or a purchase. It is its own chest, near where the Chocobo & Moogle materia sits, and it only appears on Hard. The materia is still there; you are not trading one for the other.

Note that Chocobo Search pays out twice on Hard — Barret XI from the Rust Drake and Tifa XI from the Trypapolis — and Corneo’s Secret Stash pays out twice across difficulties: Cloud III on clearing it, Tifa XII from the sewer fight inside it on Hard.

Aerith — Telluric Scriptures

Vol. Ch Source
I 8 / 14 Moogle Emporium, 5 Moogle Medals
II 9 Corneo Colosseum: Aerith vs. Shinra Thugs
III 14 Side quest Secret Medicine
IV 8 Hard: Rude
V 8 Hard: the Mark II Monodrives in Weapons on a Rampage
VI 8 Hard: the Hedgehog Pie King in Kids on Patrol
VII 8 Hard: the Chromogger in The Angel of the Slums
VIII 8 Hard: the three Venomantis in Paying Respects
IX 9 Hard: Hell House
X 11 Hard: Ghoul
XI 17 Hard: Shinra Combat Simulator, Aerith vs. 3-C SOLDIER Candidates
XII 17 Hard: Swordipede
XIII 17 Hard: The Arsenal
XIV 18 Hard: Sephiroth

Her numbering runs differently from the other three. Her simulator book is Vol. XI, not XIII, and her Hard bosses fill XII to XIV after it. Nothing is missing; the order is just hers.

Weapons on a Rampage is two fights for one book. Vol. V comes when the quest’s Monodrives are done, not after the first group.

Chapter 8 on Hard is Aerith’s chapter: five of her fourteen books are there, four of them in side quests.

Yuffie and Sonon — Secrets of the Ninja, Secrets of the Staff

Every INTERmission manuscript fight awards both books of the same volume — Ninja Vol. N and Staff Vol. N together. Fourteen fights, 28 books. All of them are Hard only.

Vol. Chapter Source (Hard)
I INTERmission 1 Fort Condor: beat Kyrie
II INTERmission 1 Fort Condor: beat the Shinra Middle Manager
III INTERmission 1 Fort Condor: beat Johnny
IV INTERmission 1 Fort Condor: beat Jessie
V INTERmission 1 Fort Condor: beat Roche
VI INTERmission 1 Fort Condor: beat Wedge
VII INTERmission 1 Fort Condor: beat Chadley (also pays 30,000 gil)
VIII INTERmission 1 Horned Cripshay
IX INTERmission 1 Levrikon
X INTERmission 1 Gigantipede, the chapter boss
XI INTERmission 2 Deathwheel
XII INTERmission 2 The Crimson Mare
XIII INTERmission 2 The last wave of the escape simulator (Diabolic Creation and Projector)
XIV INTERmission 2 Nero the Sable

Half of the set is board games. Fort Condor on Hard only lets you win by destroying the enemy HQ and caps sudden death at one minute — see the mini-games guide for the board.

The four Legacy manuscripts

These teach a second Limit Break rather than adding SP. They are first-clear rewards for the one-star Colosseum courses, on any difficulty.

Book Character Course Ch
Legacy: Ascension Cloud Cloud vs. Wild Animals 9 (or 14)
Legacy: Planet’s Protection Aerith Aerith vs. Wild Animals 9 only
Legacy: Catastrophe Barret Barret vs. Wild Animals 14
Legacy: Dolphin Flurry Tifa Tifa vs. Wild Animals 14

Where the books cluster

Chapter Main-cast books on Hard Note
8 10 Four Moogle Emporium purchases, Cloud VII, Aerith IV–VIII
9 6 Aerith II and IX, Cloud II, Cloud VIII–X over two passes
14 14 Every Vol. III, Barret’s and Tifa’s Colosseum Vol. II, and eight Hard quest or sewer fights
17 8 Four simulator books and four bosses

Chapter 14 alone holds a quarter of the main cast’s set. If you are going to replay one chapter after your Hard run, it is that one.

Game Notes

The manuscript system is the clearest statement of what Hard mode is for. The story run gives you enough SP to build a weapon and pick a lane. Hard gives you the other forty-four books, one per real fight, and the grids open up as the fights get worse. It is a well-paced reward curve, and it is entirely invisible on a first run — nothing in the opening twenty hours suggests that most of the books exist.

The once-per-save rule is the right call, and it is worth knowing up front because it changes how you play the Hard run. There is no reason to re-beat a boss for its book, so there is no reason to grind any fight you already cleared. Do each fight once, properly, and move on.

The Chapter 9 split is the only real trap. It is not a missable — Chapter Select fixes it — but it is the one place where finishing the chapter on Hard does not mean you are done with the chapter on Hard. Pick the Madam M branch first, since it is worth two books, then come back for the Bombs.

And use the per-chapter counter on the select screen. It is the most honest checklist the game has, and it settles in five seconds what this page takes a thousand words to explain.