Final Fantasy VII Remake Intergrade · walkthrough
Chapter 2: Fateful Encounters
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.
A short chapter, mostly on foot, mostly on your own. There is not a single shop or vending machine in it, so what you pick up off the street is what you have. The good news is that the street is generous if you look down the side roads.
Before the station
The tunnel out has two chests on the way: one a few steps past the collapsed section, one on the right outside the door the team blows open.
Jessie gives you a Healing Materia and walks you through the materia screen. Equip it on Cloud immediately; you are about to spend most of a chapter with nobody else to heal you. If you chose the shorter timer last chapter, she hands over a little extra as well.
Before you head for the station, check beside the van in front of the arcade building in the northwest corner, and the rubble on the left after the stairs.
When the route changes
The way to the station will not stay open. Follow where the game sends you; there is an apartment rooftop on the way with a chest on it, so look around up there before you drop down.
Somebody will offer you a flower. Answer however you like — you get it either way.
The side streets
This is the part of the chapter worth slowing down for. As you work through the streets toward the fountain plaza:
- On the east path, at a fork in the street, look behind the white van for a materia orb. It raises max HP; equip it.
- A dead-end alley on the right holds a Hi-Potion.
- Further south, a second orb sits by a parked car on the right.
- At the end of the next eastern street, by the crates on the left, is a piece of armor.
The plaza at the end is a wave fight. The heavier troopers that arrive late block and dodge ranged attacks; switch to Punisher mode and let them hit your guard.
Up and over
The game sends you up a ladder by a café. Check its left side first. On the way back down from the rooftops, the first ladder drops you next to an Iron Bangle — more materia slots, so put it on and use them.
Once you are on the long road at street level, take the side stairs east to a closed diner, and look down the blocked side road with the truck further along.
The blockade
Shielded troopers are the theme of the last stretch, and a tougher one leads the blockade at the end. Shields block from the front, so get behind them. They are all weak to fire. Clear the soldiers around the leader before you commit to him.
The train
You are not done looking yet. In the freight cars, squeeze past the wooden crates on the right and turn around. Then talk to everyone in the first car before you go to the front; the front ends the chapter.
Game Notes
Chapter 2 is the game making sure you can play Cloud without help. It strips the party away, removes every shop, and fills the streets with enemies that punish button-mashing. If you learned to guard in the reactor, this is where it pays.
It is also the first chapter that rewards curiosity rather than reflexes. Both materia orbs and both pieces of armor are a few steps off the line the game is drawing for you, and none of them are hidden — they are just not where the camera points. That is the habit the rest of the game assumes you have.
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.
Completionist mode. Full spoilers, in play order, with every permanent loss called out before you reach it. 2 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
Chapter 2 is Cloud alone in Sector 8: the escape from the reactor, the expressway collapse, the first vision of Sephiroth, the first meeting with Aerith, and a long run from Public Security to the last train out. No side quests, no shops, no vending machines. Sector 8 is never revisited, so everything here is a this-run missable — and all of it returns on Chapter Select.
What rides on this chapter
- The bomb timer pays out here. If you set 20 minutes in Chapter 1, Jessie adds Ether and Hi-Potion x2 to the Healing Materia she gives you before the materia tutorial. Thirty minutes, nothing.
- The flower. Aerith offers the Yellow Flower. “How much?” or “I’m good.” (then “Don’t be stupid.” or “Fine, I’ll take it.”) — you get the flower either way. One guide says the answer has no effect later; three others count “How much?” as a small push toward Aerith in the hidden tally that decides who visits Cloud at the start of Chapter 14. It costs nothing to say “How much?”.
Everything, in order
The escape route. Potion x2 a few steps past the collapsed tunnel section. Ether on the right outside the door Avalanche blows open, near the stairs up.
Toward the station. Jessie’s Healing Materia (and the timer reward). 50 gil beside the van in front of the arcade building, northwest of the area — one guide prints two Potions here, which is wrong. Grenade x3 on the left among the rubble after the stairs up from the station avenue.
The collapse and the detour. The expressway comes down in front of the station, Cloud follows Sephiroth through the fire, and you are routed over the rooftops. Potion x3 on the apartment rooftop past the reactor view, before you drop down. Then the street meeting with Aerith and the flower.
Evading pursuit. On the east path after two officers and a Guard Dog, behind the white van at the fork: HP Up Materia. Hi-Potion in the dead-end alley on the right past the officers. South to the next group, by a car on the right: Deadly Dodge Materia (also sold in the Sector 7 slums from Chapter 3). East street with an officer and two Guard Dogs, by the Shinra crates at the end: Power Wristguards. The fountain plaza is a wave fight: officers and dogs, then two Shock Troopers — Punisher counters — then more officers.
Flight through the city. Grenade x2 left of the 8th Street Cafe before the marked ladder. On the rooftops, keep moving when the gunfire starts.
Breaking the blockade. Iron Bangle on the left after the first ladder down from the Loveless Street Plaza roofs. Two more ladders to the street and Riot Trooper groups. On the long residential road, up the east side stairs, behind the closed diner’s tables: Ether. Further along, in a blocked side road beside a truck: Hi-Potion. Then The Huntsman at the vehicle blockade.
Last train. 100 gil in the freight cars — squeeze past the wooden crates on the right and turn around. Talk to Biggs, Wedge and Barret in the first car if you like; nothing is paid for it. Jessie at the front ends the chapter.
Breakable Shinra crates along Loveless Street and the residential roads drop single Potions and other random bits.
Boss: The Huntsman
A named Riot Trooper leading the blockade, with Security Officers, Riot Troopers and Grenadiers in support. Weak to fire. Steal Materia does not arrive until Chapter 8, so there is nothing to take from him on a first run.
- His riot shield blocks frontal attacks and counters with a knockdown. He turns slowly — get behind him.
- Stun Baton can hold Cloud in a long stun. Do not stand in front of him trading hits.
- He charges with the shield but has no ranged attack, and he moves enough that grenades tend to miss.
- Kill the retinue first. Then Fire to build pressure, Focused Thrust, and spend the stagger.
Hard mode
One Manuscript, Hard only:
- The Art of Swordplay Vol. IV — The Huntsman.
On Hard, every enemy in this chapter is weak to fire. Fire paired with Magnify clears most groups.
Game Notes
On paper this is a chase chapter. In practice it is the game’s sharpest piece of pacing in the opening: three short, strange scenes — the collapse, the vision, the flower — dropped into the middle of a fairly ordinary run from soldiers, so that you never quite get to settle.
It is also the first time the Remake uses a throwaway line of dialogue as an input. “How much?” is a joke; it is also, by most accounts, a point on a scoreboard you will not see for a dozen chapters. Get used to that.
Mechanically, it is the chapter where you either learn Punisher mode or stop enjoying the game. Riot Troopers are designed to punish frontal mashing, and the Huntsman is the exam.
Everything in this area
The escape route
Toward the station
The detour
Evading pursuit
Flight through the city
Last train
Hard mode only
How this page was made
Researched across 8 community walkthroughs and written from scratch — no source’s wording appears here. 2 are marked where sources disagree with each other — we have not picked a winner for you.