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FFVII Remake · Chapter 13: A Broken World

Final Fantasy VII Remake Intergrade · walkthrough

Chapter 13: A Broken World

Story mode. Written for a first playthrough and kept free of spoilers — it will not tell you what happens here, only what the game is asking of you.

This chapter comes in two halves. The first is a walk through places you have been before, with every shop open and a few chests on the way. The second is underground, one-way, and ends in a hard fight. Do your shopping in the first half.

Wall Market and the Sector 5 slums

The marker takes you north through Wall Market and on into the Sector 5 slums. Every shop is open. If you left any chests behind in Wall Market in Chapter 9, they are still there.

Sector 5 is the place to catch up. The weapon store has new accessories, the materia shop and the vending machines have the discs you may have walked past in Chapter 8, and the moogle shop is open again if you have medals to spend.

When the objective sends you upstairs at the house you rested in during Chapter 8, open the chest in the bedroom. It is a Mythical Amulet, an accessory that strengthens summons, and it is the easiest chest in the chapter to walk straight past.

The road out

The way on is through a tunnel you have to squeeze through and along an old expressway, with bandits and a few new monsters. The new ones that look like the gorgers you know heal themselves and get stronger the longer the fight goes; ice puts them down. Four chests sit just off the path here: one in a side tunnel right after the squeeze, one down a side hallway after the first ladder, one at the end of a side path after the second group of bandits, and one on the left before the next ladder.

In Evergreen Park there is a vendor by the playground. Buy the music disc there — 50 gil, and you will not pass that way again this chapter.

Underground

Before you take the passage under the playground, stop. Everything after it is one-way until the chapter ends. Make sure that:

  • at least two of your party can cast Ice, ideally linked to Elemental in their weapons;
  • you have Ethers and a Phoenix Down or two;
  • someone has a Star Pendant, if you own one.

For a while after this you control Barret on his own. His gun is the key: shoot walls that look cracked, cranes, fans and cages. Nearly every one of them hides something. A wall at the end of the first hallway hides a pile of gil; a crane drops a walkway to a chest; the next hallway has another wall to break if you go north first.

Once you have company again, there are three fans by a staircase. The middle one is the way on. The left one has a chest. Then, before and at the top of the stairs, three cages — shoot all three. One of them holds Warding Materia, which is worth having.

Before the last fight

On the main path you reach a bench and a vending machine. The machine sells a music disc for 50 gil; buy it. Then heal, set your ice, and save.

There is a room fight with waves of fast enemies first; block and dodge more than you think you need to, and use Barret on anything up high. The big fight after it is weak to ice and not much else. Break the parts it attacks with to open it up, then hit it hard with ice and limit breaks. When it charges something big, get behind cover.

Game Notes

The first half of this chapter is the game giving you a breather and a shopping trip at the same time. Use it. Sector 5 has more for sale than anywhere you have been, and each of the two discs in this chapter is sold by one vendor only, on the path.

The second half is a Barret chapter in all but name. He has had support roles so far; here he carries the whole level for a while, and the level is built around his gun. If he has not had good materia until now, give him some.

Ice is the answer to almost everything you meet here. Two casters is the minimum.

Worth doing on a first run

How this page was made

Researched across 4 community walkthroughs and written from scratch — no source’s wording appears here.

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