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FFVII Remake · Tracker

Final Fantasy VII Remake Intergrade

Final Fantasy VII Remake Intergrade completion tracker

Tick things off as you go. Progress is saved in this browser only — there is no account and nothing is sent anywhere, so clearing your browser data clears your progress.

20 of 20 areas catalogued so far. Areas still being worked through are listed below so you can see what is coming, and what is not finished yet.

Overall

Chapter 1: The Destruction of Mako Reactor 1

Point of no return: The route is one-way and the reactor is never revisited, so any chest you walk past is gone for this playthrough. The bomb timer is chosen once, just before the boss. Both return on a Chapter Select replay after the credits.

The station

Into the reactor

The descent

The escape

Hard mode only

Chapter 2: Fateful Encounters

Point of no return: Sector 8 is not revisited in the story, so every chest and materia orb you pass is gone for this playthrough once the chapter ends. All of them return on a Chapter Select replay after the credits.

The escape route

Toward the station

The detour

Evading pursuit

Flight through the city

Last train

Hard mode only

Chapter 3: Home Sweet Slum

Point of no return: Entering Seventh Heaven to claim your payment after Johnny's rescue closes all six side quests, the kill-count rewards conversation with Katie and the Alone at Last scene. Everything returns on a Chapter Select replay after the credits.

Evening arrival

The morning

Scrap Boulevard

Odd jobs

Talagger factory

The evening

Hard mode only

Chapter 4: Mad Dash

Point of no return: Starting the diversion in the 7-6 Annex plaza closes the plaza's chest and the turret training. Jumping from the edge of the upper city closes the Revival Materia. Boarding the train at the station ends your time in the Sector 7 slums, including the last chance to buy Barret's Theme. All of it returns on a Chapter Select replay after the credits.

Motor chase

Jessie's house

Sector 7-6 Annex

The plate edge

Back in the slums

Hard mode only

Chapter 5: Dogged Pursuit

Point of no return: The train cannot be revisited once you leave it, and the boss fight in the train yard ends the chapter with no way back into the tunnels. Anything left behind, including the Stamp music disc, returns on a Chapter Select replay after the credits.

The train

The tunnels

The train yard

Hard mode only

Chapter 6: Light the Way

Point of no return: Riding the powered cargo platform up to meet Biggs ends the chapter's exploring. The fan-room detour (Chocobo & Moogle Materia, Electric de Chocobo, a Hi-Potion) and every chest you walked past stay behind. Chapter Select brings them all back after the credits.

Section G

Section H

The fan room

The third lamp

The cargo platform

Hard mode only

Chapter 7: A Trap Is Sprung

Point of no return: Stepping out onto the front-gate bridge starts the Airbuster fight, which ends the chapter. The disposal-room pickups, the Bombing Mission disc and any keycard you did not find are gone for this run; Chapter Select brings them back.

The way down

The labs

The emergency lock

The front gate

Hard mode only

Chapter 8: Budding Bodyguard

Point of no return: Heading back to Aerith's house to finish Requests for the Mercenary closes all six side quests, Whack-a-Box, the Chakra Materia in the church and every chest you have not opened in town. The game warns you first. Chapter Select brings it all back after the credits.

The church

Attic and rooftops

Sector 5 Undercity Station

The scrapyard

Sector 5 slums

Danger in the Hideout

Requests for the Mercenary

Going home

Hard mode only

Chapter 9: The Town That Never Sleeps

Point of no return: Returning to Madam M's parlor for Aerith closes every Chapter 9 side quest, the squats and the free roam of Wall Market, and fixes Cloud's dress. The game warns you first. Everything returns on a Chapter Select replay, including the other route's two quests.

Collapsed expressway

Wall Market arrival

Corneo Colosseum

Free time

Colosseum challenges

Honeybee Inn

Corneo's mansion

Hard mode only

Chapter 10: Rough Waters

Point of no return: There is no single door, but the route is one-way: take each side branch as you reach it, because the way back closes behind major ladders and doors. Nothing here returns later in the run; Chapter Select replays the lot.

The start

Follow the waterway

Find the skeleton key

Crossing the trunk line

To the Sector 7 slums

The pump

Hard mode only

Chapter 11: Haunted

Point of no return: The graveyard is never revisited on a playthrough. The vending machine by the bench before the control room is the only shop in the game that sells Let the Battles Begin!, and the Bladed Staff can only be stolen in the last fight. Chapter Select brings all of it back after the credits.

The yard

The maintenance facility

The way out

Hard mode only

Chapter 12: Fight for Survival

Point of no return: The climb is one-way. The bench and vending machine at its foot are the last chance to set up for the stretch ahead; the next pair waits just before the final fight.

The lower climb

The upper climb

The top

Hard mode only

Chapter 13: A Broken World

Point of no return: Following the marker down into the underground facility near the end cuts you off from Wall Market, the Sector 5 shops and Evergreen Park for the rest of the chapter. Shop, and buy On Our Way, before you go down.

Wall Market and the Sector 5 slums

The collapsed expressway

Evergreen Park

The underground facility

Hard mode only

Chapter 14: In Search of Hope

Point of no return: Answering "yes" to Barret at the foot of the wall, at the end of the Urban Advancement District, ends the chapter. All nine side quests, the three Corneo stashes, the Sector 5 and Wall Market shops, the colosseum, Chadley, the Moogle Emporium and Whack-a-Box close for the rest of this playthrough. There is a softer cut-off earlier: loot the sewer stash before you climb the ladder into Corneo's hideout. Everything returns on a Chapter Select replay.

The first night

Sector 5 slums

Nuts 'n' Bolts Hills and Steel Mountain

Sanctuary Way and the Collapsed Expressway

Wall Market

Corneo Colosseum

Chadley

Side quests

Corneo's mansion

The sewers

The sewer stash

Side quests

Over the wall

Hard mode only

Chapter 15: The Day Midgar Stood Still

Point of no return: The climb is one-way: ladders and grapple points carry you up, and the route rarely lets you back down. Take each landing's chest before moving on. The chapter's chests and the disc return on a Chapter Select replay.

The Climb

The Path to Greater Heights

In Hot Pursuit

To the Top

Hard mode only

Chapter 16: The Belly of the Beast

Point of no return: Climbing into the air duct on the 64th floor leaves the 63rd floor behind: the shop, the jukebox, the simulator challenges and Chadley's Battle Intel hand-ins. On a first playthrough this is the last time you see Chadley until Chapter Select. Earlier, leaving the lobby for the 59th floor closes the garage, lobby and Exhibition Hall chests. All of it returns on Chapter Select.

Parking garage

The lobby

The upper floors

The 64th floor

The lab

Hard mode only

Chapter 17: Deliverance from Chaos

Point of no return: Taking the elevator up to the top floors once the party has regrouped closes the lab and the Drum, with all twenty of the chapter's chests. From there the chapter runs through a string of bosses straight into Chapter 18. Chapter Select brings everything back, and is the only way to reach Chadley and the simulator in this chapter at all.

The lab

The Drum

3rd Ward

2nd Ward

4th Ward

The top floors

Shinra Combat Simulator (Chapter Select)

Hard mode only

Chapter 18: Destiny's Crossroads

Point of no return: The game warns you before you leave the last bench and vending machine. Past that warning the final fights run back to back with no chance to rest, shop or change equipment, and the credits follow. Finishing unlocks Chapter Select and Hard, which bring back everything missed in Chapters 1 to 18.

The expressway

The last stop

The finale

After the credits

Hard mode only

INTERmission Chapter 1: Wutai's Finest

Point of no return: Heading to the pillar to meet Zhijie ("Change of Plans") takes you out of the slums. You only pass back through briefly before the train, and boarding the train closes Fort Condor, the Happy Turtle flyers, Chadley's simulator, the Junk Shop and every chest in town. Everything returns on Chapter Select once INTERmission is finished.

Slums outskirts

Avalanche's hideout

Fort Condor

Happy Turtle flyers

Chadley's simulator

Scouting Sector 7

The handoff

Station and shipping facility

Storage depot

Waste disposal plant

Main pillar maintenance

Hard mode only

INTERmission Chapter 2: Covert Ops

Point of no return: The route only goes up. Leaving the Advanced Weaponry floors (B16 to B13) for the Testing Grounds leaves the Ribbon, Volant Armlet, Djinn Staff, Time Materia, Healing Carcanet and the Shinra Box Buster behind for this run. Take the AP Up Materia at the Testing Grounds entrance before the trials. Beating the final boss ends INTERmission and opens its Chapter Select and Hard mode.

B16: Inspection

B15: Production

B14: Maintenance

B13: Development

Testing Grounds

The confrontation

The simulator room

The last stretch

After the credits

Hard mode only