EliteGrindLab
FFVII Remake · Chapter 8: Budding Bodyguard

Final Fantasy VII Remake Intergrade · walkthrough

Chapter 8: Budding Bodyguard

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.

Chapter 8 does two things. The first half is an escort across rooftops and scrapyards with a new companion. The second half is a town — the Sector 5 slums — with an afternoon to spare, six odd jobs, and the first shop in the game that takes Moogle Medals. It is the Chapter 3 formula again, and the same advice applies: explore before you follow the marker.

The first fight

The chapter opens with a one-on-one duel, and it is the first fight in the game that punishes button-mashing. Your opponent dodges a lot. Guard, wait for openings, counter from Punisher mode, and when he scatters floating mines around the room, clear those first. Spells barely scratch him; this is a sword fight.

Before you leave the building, note the yellow materia in a small room to the north. You cannot get to it now. You can later.

Getting out

The church stairwell has a chest down the other staircase when the railing breaks. The attic has one up the left-hand fork. Out on the rooftops, cross the plank to the east and look past the water tank for a Moogle Medal; after the long ladder, go right before you go left.

Your companion fights too, and she is a spellcaster. Give her Healing and an attack spell, and leave melee to Cloud.

At the station there is gil on the platform and a vending machine with a music disc. Then the scrapyard: after the ambush and the ladder, take the right-hand path for a chest, and check the platform by the bars.

The slums

You reach town and the escort is over, more or less. A short errand with flowers follows, and then the town opens up.

Walk everywhere before you follow anyone. The road past the Leaf House, the south corner by the weapons store and the building with the jukebox left of the Leaf House all have something. The jukebox gives you a disc for nothing. The materia shop sells Revival Materia now — buy one — and another disc.

Wind Materia is not for sale here. If you never finished Chadley’s early reports in Chapter 3, find him near the item shop — he is back — and do that now. You will want wind in this chapter.

The kids

Somebody comes asking for help, and the trail out of town leads to a gang of children with a hideout. On the trail, a dead end on the right has a chest on top of some crates. Inside the hideout there is a second Moogle Medal; take it before you leave.

Six odd jobs

Once the kids are home, the town opens properly. Six jobs, all short:

  • a kid in a moogle suit at the hideout runs a shop that takes Moogle Medals — buy his membership card first;
  • a frightened man on Station Way wants some broken security machines dealt with — bring wind;
  • a teacher at the Leaf House has lost five children with wooden swords, and finding them leads to a fight that pays Cloud’s new sword;
  • the kids have a box-smashing game, and it pays better the higher you score;
  • a reporter outside the community center is chasing a local legend;
  • an old man by the weapons store wants his wife’s grave cleared of monsters — you will need a key from the moogle shop.

Do all six. Doing all of them changes something small you will see later; doing some still counts for something.

While the town is open, go back to the church for that yellow materia — the room is clear now. And the path north of Station Way that was blocked on your way in is open, with a chest at the end. A man by the gramophone near the station hands out a free music disc.

Chadley is offering his first summon fight in his virtual simulator. Win it and the summon is yours. Fire and your existing summon help a lot.

Heading home

When you head back to the house for the night, every job closes. The game warns you first. Finish the board, then go.

There is a fight on the way. Wind is the answer, and your companion is the one to cast it — this opponent mostly ignores her. Sidestep, counter, and back off when he crouches and starts to glow. A Headband stops the sleep attack if you own one.

Back at the house, look around the yard. The chapter ends with a short bit of sneaking: move slowly and do not bump into things.

Game Notes

Chapter 3 introduced the hub; Chapter 8 trusts you with one. The jobs here are a little longer, the town is a little bigger, and for the first time there is a shop you can only pay with things you found. That is a good change of pace for a game that has mostly been corridors since the first slum.

It is also the best-written stretch in the first half of the game, and it does it with almost no plot. Most of what the chapter has to say, it says through who asks you for help and how they ask.

Worth doing on a first run

How this page was made

Researched across 5 community walkthroughs and written from scratch — no source’s wording appears here.

How we decide what to print