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FFVII Remake · Chapter 5: Dogged Pursuit

Final Fantasy VII Remake Intergrade · walkthrough

Chapter 5: Dogged Pursuit

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.

Cloud, Tifa and Barret are on their own for this one, and the chapter is mostly a long walk through disused rail tunnels. No side quests, no town, no one to talk to. What there is: ten chests, almost all of them through a door you could easily not open.

On the train

You are told to explore the train while it runs. Do — one car forward from where you start there is a Healing Materia on a seat. The ride does not stay quiet, and once you are off the train you cannot get back on.

The train ends in a timed fight. Ignore everything except the flying drones until they are down; Tifa is the best answer to the slimy things that come with them.

Into the tunnels

Once the three of you are together again, the first vending machine and a bench are on a raised platform, with a chest nearby before the tunnel bends. Buy a Lightning Materia here if nobody has one. You find one eventually, but only just before you need it most. Put Ice on someone as well.

From here, follow the dog graffiti. It is the route, and it is the game’s own joke. The rule for chests is simple: the main tunnel has almost none, and the side rooms have nearly all of them.

  • The storage room on the right with the Shinra boxes.
  • The stairs on the left, down a hallway full of rats, to the end.
  • The room the next group of enemies walked out of.
  • The upper level after the rats, before the stairs with the dog on them.
  • After a group of large bugs in Section D, near the stairs.

The nest

Further down there is a fight with a much bigger bug and two of the regular ones. Ice works on all of them. The big one can pull your party in with a web, and the small ones poison you, so keep an antidote or Cleansing handy. Past the fight, next to the bench and vending machine, is another chest.

After Section E, the route goes left. Take the room on the right first.

The train yard

Soldiers with flamethrowers and missile launchers hold the yard. Hit the flamethrower troopers from behind; their fuel tanks do the rest.

The gate is locked, and the game sends you up the stairs beside it. Past the machine room, at the split, the room on the left has a Lightning Materia.

The locker room with the bench is the last stop before the boss. The vending machine there sells a music disc for 50 gil that nobody else stocks — buy it — and the bench is your last free heal. Rest.

The fight at the end

A big machine guards the yard. It is weak to lightning. Take out its legs first to knock it down, kill the small creatures it calls in quickly, and when it charges the rails with electricity, get off the rails. Hide behind the crates when the missiles come. The chapter ends after the fight, so spend your MP freely.

Game Notes

On paper Chapter 5 is the game’s least interesting chapter: a tunnel, a train yard, a fight. In practice it is a good one, because it is the first time the three-person party gets to work as a unit, and the encounters are built to make you use all three.

The chests are a lesson in this game’s level design. The main path is clean, the side doors are not, and everything worth having is behind a side door. If you have been rushing, this is the chapter that teaches you not to.

The dog graffiti is a nice touch, too: someone down here has a sense of humour.

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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