Final Fantasy VII Remake Intergrade
Every Mini-Game
Updated 2026-10-09
Full spoilers.
Remake’s mini-games are short, mostly rhythm or timing tests, and almost every one has a trophy on it. All of the main-game ones can be replayed through Chapter Select after the credits, so none is gone for good.
| Mini-game | Chapter | Trophy | Best reward |
|---|---|---|---|
| Darts | 3 | Heavenly Dart Player | — |
| Motorbike chase | 4 (and 18) | Biker Boy | — |
| Synced levers | 7 | In Lockstep | Opens the room with a music disc |
| Whack-a-Box | 8, 14 | Crate Annihilator, Whack-a-Box Wunderkind | — |
| Squats | 9 | Sultan of Squat | Champion Belt |
| Honeybee Inn dance | 9 | Dancing Queen | Andrea’s Earrings, a music disc |
| Pull-ups | 14 | Peeress of Pull-Ups | Way of the Fist Vol. III, Magic Up Materia |
| Fort Condor | INTERmission 1 | Game, Set, Master; Condor Queen | AP Up Materia, 28 manuscripts on Hard |
| Shinra Box Buster | INTERmission 2 | Materia Maven | Six materia |
Darts — Chapter 3, Seventh Heaven
Standard 301: count down to exactly zero, and overshooting busts the turn. The reticle breathes in and out; throw when it is smallest. The game highlights the next ideal target in yellow, and the tightest contraction is usually the second one, not the first.
To top the leaderboard you need 7 darts or fewer. The clean route is five treble 20s for 300, then a single 1 — six darts, with one to spare.
Trophy: Heavenly Dart Player (Bronze).
Motorbike — Chapter 4 and Chapter 18
Chapter 4 opens with Cloud on a bike alongside Jessie, Biggs and Wedge, and ends the chase against Roche. Finish having lost no more than about a quarter of Cloud’s bike HP and Jessie praises you at the end — that line is the trophy, Biker Boy (Bronze). Biggs’s and Wedge’s health do not matter.
Chapter 18 has a second bike section. It does not count for the trophy.
On Hard, both bike sequences can be skipped, bosses and all.
Synced levers — Chapter 7, Mako Reactor 5
Pull the lock switches in time with your partners to open the security lock. In Lockstep (Bronze). The room behind the door has the vending machine that sells the Bombing Mission music disc.
Whack-a-Box — Chapters 8 and 14, Sector 5 Slums
The kids’ side quest A Verified Hero in Chapter 8 opens it, in their hideout. Smash point boxes against the clock:
- Blue boxes charge ATB.
- Red boxes add time.
- Metal boxes are worth 1,500 points and want abilities, not attacks.
Cloud’s Infinity’s End is the standard tool for the metal boxes, so equip the weapon that teaches it.
| Tier | When | Trophy |
|---|---|---|
| Normal | Chapter 8 or 14 | Crate Annihilator (Bronze) — clear every Normal tier |
| Hard (30,000 points) | Chapter 14 only | Whack-a-Box Wunderkind (Bronze) |
The Hard tier is a Whack-a-Box setting, not Hard mode — it is available on any difficulty.
Squats — Chapter 9, Wall Market gym
The side quest Burning Thighs. Press the button prompts in order as they fade; watch Cloud’s motion and listen to the rhythm, and mash when it asks you to.
| Tier | Opponent | Reward |
|---|---|---|
| Trainee | Ronnie | 3 × Mega-Potion |
| Amateur | Jay | Luck Up Materia |
| Pro | Jules | Champion Belt |
All three tiers: Sultan of Squat (Bronze).
Honeybee Inn dance — Chapter 9
Part of the story, but scored. Two parts:
- Practice: hit “Great” on all 10 prompts for the music disc Let the Battles Begin! -REMAKE-. You can repeat practice as often as you like until you say you are ready.
- Performance with Andrea: 20 or more “Great”s gives the key item Andrea’s Earrings and Dancing Queen (Bronze). This is one attempt.
Make a manual save before the performance. If it goes badly, reloading is the only retry until Chapter Select.
Pull-ups — Chapter 14, Wall Market gym
The side quest Wavering Heart: Tifa’s version of the squats, with a less predictable order and rhythm. The single most useful tip is to turn the music and voices down so the sound cues stand out.
The quest only needs the first tier, which pays Way of the Fist Vol. III. The higher tiers add Magic Up Materia and a Champion Belt. All tiers: Peeress of Pull-Ups (Bronze).
Fort Condor — INTERmission Chapter 1
A real-time board game, and the best mini-game in the package. Polk teaches it in the Avalanche hideout; opponents are scattered around the Sector 7 Slums residential area.
How it works. You deploy units onto a lane map. Destroy all three enemy bases to win outright, or hold more bases than your opponent when the three minutes run out. Units follow a triangle:
Vanguard (red) beats Ranged (green) beats Defense (blue) beats Vanguard.
The opponents unlock in tiers. Tier one: Kyrie, Johnny and the Shinra Middle Manager, in any order. Tier two: Jessie and Roche. Tier three: Wedge. Then the grandmaster, Chadley, who also wants every Happy Turtle flyer found before he will play.
| Opponent | Normal reward | Hard reward |
|---|---|---|
| Polk (tutorial) | Condor Coin, Sentry Gun Prototype | — |
| Kyrie | Condor Coin, Elite Security Officer | Secrets of the Ninja and Staff Vol. I |
| Shinra Middle Manager | Condor Coin, Elite Grenadier | Vol. II |
| Johnny | Condor Coin, Elite Riot Trooper | Vol. III |
| Jessie | Condor Coin, Grenadier Barracks | Vol. IV |
| Roche | Condor Coin, Elite Helitrooper | Vol. V |
| Wedge | Condor Coin, Armored Shock Trooper | Vol. VI |
| Chadley | AP Up Materia, 10,000 gil, 4 Condor Coins | Vol. VII, 30,000 gil |
Every Hard win pays both Yuffie’s and Sonon’s manuscript of that volume.
Condor Coin shop (Old Snapper), prices in coins:
| Cost | Units and boards |
|---|---|
| 1 | Shock Trooper, Sentry Ray |
| 2 | Elite Shock Trooper, Slug-Ray Facility, Sentry Gun, Battalion Board I, Assassin Board I, Sorcerer Board II |
| 3 | Cutter, Helicopter, Sledgeworm, Battalion Board II, Assassin Board II |
| 4 | Battalion Board III |
| 5 | Grandmaster Board |
The junk shop sells three more for gil: Security Officer Barracks (100), Missile Launcher (300) and M.O.T.H. Unit (500). Four more are field pickups in the chapter: Monodrive, Sweeper, Riot Trooper Barracks and Assassin Board III.
On Hard, only destroying the enemy HQ counts as a win, sudden death is capped at one minute, and every opponent brings an upgraded board.
Trophies: Game, Set, Master (Bronze) for the grandmaster, Condor Queen (Silver) for the grandmaster on Hard.
Shinra Box Buster — INTERmission Chapter 2
Yuffie’s Whack-a-Box. A console on the Advanced Weaponry floors opens it once the propellers are running. Break crates with shuriken and ninjutsu against the clock; metal boxes want Windstorm, and a hidden time crate near the start adds ten seconds.
Two courses, six materia in all. Basic Training pays out at score thresholds — ATB Assist at 5,000, ATB Boost at 10,000, ATB Stagger at 20,000. SOLDIER Training needs a perfect 50,000, and the Steel Reaper with its Banishment ability is all but required for it. All six: Materia Maven (Bronze).
Game Notes
The squat and pull-up games are the ones people remember, and they deserve it: they are pure rhythm tests dressed up as gym rivalries, and they are better at reading as part of Wall Market than any amount of dialogue. The Champion Belt from the squats is also a genuinely good accessory, which is more than most mini-game prizes manage.
Fort Condor is the outlier. It is a proper strategy game with a unit triangle, deck-building through boards, and fourteen opponents if you count the Hard versions — and on Hard it is where half of Yuffie and Sonon’s manuscripts live. Do not treat it as a side distraction in INTERmission; give it an evening.
For trophies, the only real trap is the dance. The Andrea performance is the one attempt on this page that the game will not hand back without a reload, so save first — and do the practice until it pays you the disc.