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FFVII Remake · INTERmission Chapter 2: Covert Ops

Final Fantasy VII Remake Intergrade · walkthrough

INTERmission Chapter 2: Covert Ops

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.

The second chapter is a single climb through the basement floors of the building you spent Chapter 1 trying to reach. There is no town, no shop counter and no way back down. Vending machines sit by the benches and sell nearly everything, including every weapon from Chapter 1, so if you walked past one, you can buy it here.

Pack lightning, wind and fire. Most of the machines you meet fold to lightning or wind, the people to fire, and Elemental Ninjutsu means one of each covers a lot of ground.

Power first, then look around

Every floor works the same way. You fight your way to a terminal, switch the power on, and the floor opens up. That is the moment to explore. Once you take the way up, you are not coming back to that floor.

On the second floor up, three materia sit in capsules around the room once the lights are on. Walk the whole room.

The floor above that is the one to be thorough on. A dead end off to the east, a short staircase at the start of the west hallway, a side room through the hallway’s left-hand door, and a platform up a pipe and across two swing points from the power terminal each hold something good: an accessory that blocks status ailments, an armlet that grows materia fast, Sonon’s best staff and a Time Materia. None of them is on the way.

The vault

Switching on that floor’s power also opens a door opposite the terminal. Inside is a box-smashing challenge against the clock, with six support materia as prizes. The first course is fair and the first three prizes are worth having now. The second course is a real test; it wants the weapon from the top of the yellow pole in Chapter 1, and you can come back for it after the credits.

The trials

Near the top, the game puts you through a series of fights and lets you choose a door each round. Neither is the wrong answer; pick the side your materia handles. Before you start, examine the machine in the middle of the entrance chamber — there is a materia in it.

The last trial is fixed and resists lightning. Swap to fire, ice or wind before you go through.

The end of the episode

The last stretch is a run of hard fights with benches between them. A machine waiting at the top is weak to lightning, and whoever is riding it is weak to fire. A simulator room after that throws waves at you; ice helps against the big one.

After the bench that follows the simulator room, you are committed. Heal and restock. The final fight has no elemental weakness and ignores status effects. Save both Limit Breaks for the end, and keep Sonon in mind — he can pull Yuffie out of trouble when she cannot.

Finishing the chapter opens INTERmission’s own Chapter Select and Hard mode, and a new set of simulator challenges on the first floor.

Game Notes

After Chapter 1’s sprawl, this is the opposite: tight, vertical, mean. It is the kind of level the main game’s Shinra Building chapters were, compressed into an hour or two, and it is better for being short.

The side paths are the whole game here. The obvious route takes you from boss to boss; the rooms off it are where Yuffie gets properly kitted out. A player who rushes will reach the end underpowered and wonder why it is so hard.

The box-smashing vault is the one place in the episode built entirely around how Yuffie moves — throw, recall, cast, throw. If you never got the shuriken to click in Chapter 1, an hour in there will fix that.

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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