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FFVII Remake · Chapter 7: A Trap Is Sprung

Final Fantasy VII Remake Intergrade · walkthrough

Chapter 7: A Trap Is Sprung

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.

Another reactor. If Chapter 1 was the tutorial for this sort of place, Chapter 7 is the exam: tougher machines, a mid-chapter brute, and a big fight at the end that you can make a lot easier if you pay attention on the way.

Equip lightning before you start

Almost everything mechanical in this chapter hates lightning, including both of the big fights. Put Lightning Materia on everyone who has a slot for it. If you picked up Elemental Materia in the last chapter, pair the two in Barret’s weapon so his gunfire carries it.

The way down

The first half is a descent. Chests sit at the bottom of the slide you start on, at the foot of the first ladder, on the stairs after the first proper fight and at the end of the platform before the second catwalk ladder. Take them as you go rather than planning to sweep up on a second pass.

The labs

The second half takes you through a stack of labs, floor by floor. This is the part that matters.

There are six keycards lying around the labs: on carts, in corners, among crates. Each terminal you reach lets you spend one to strip a part off a machine you will meet at the end of the chapter. Read the three options the terminal gives you:

  • one only gives you some items afterwards;
  • one makes the machine slower and less fond of its beam attacks;
  • one takes away a big late-fight bombardment.

The second and third are the ones that make the fight easier. Guides argue about which is better; either is a good use of a card. A card you never find is not a disaster — the fight is just harder.

The labs also hold a Lightning Materia behind some crates, and a purple chest at the end of one hallway with a new weapon for Tifa. Smash every Shinra crate you see.

Partway up, something big comes through a wall. Lightning again. Hit its arms until it buckles, then stagger it and pile on before it gets angry.

The levers

A room with three sets of levers that need pulling together. You will get it wrong at least once; that is fine, it just resets.

After that, check the disposal room. There is a Magic Up Materia on the floor and whatever you diverted with your keycards is waiting there too.

Before you step outside

There is a bench and a vending machine just before the exit. The machine sells a music disc for 50 gil — buy it, nobody else sells it. Rest, save, and only then go through the front gate. The fight that follows ends the chapter.

Keep your distance from the front of it. Let Barret and your spells do the work when it is out of reach, and keep Tifa on the parts it sheds.

Game Notes

The keycard system is the best idea in this chapter. It turns a corridor into a search, and it lets the game pay you for curiosity in the currency that matters most right now: an easier boss. Players who sprint through the labs get a noticeably harder fight than players who poke in corners, and nobody tells them why.

It is also the first time the Remake leans on its three-person party for a puzzle rather than a fight. The lever room is silly and a bit clumsy, and it is still nice to see the three of them doing something together that is not hitting things.

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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