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FFVII Remake · Chapter 12: Fight for Survival

Final Fantasy VII Remake Intergrade · walkthrough

Chapter 12: Fight for Survival

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.

This chapter is short on exploring and long on fighting. There is very little to find and nothing to buy that you cannot buy later. Your job is to arrive at each fight ready for it.

Before the climb

Early on there is a fight you are not expected to win outright. Thin out the small enemies and the large one becomes vulnerable; when it shields itself, go back to the small ones. The game moves on by itself.

At the foot of the climb there is a bench and a vending machine. This is the save-and-heal point that matters. For a good stretch after it, Cloud fights without anyone beside him, so set him up to stand on his own:

  • Healing or Chakra — he is his own medic now.
  • Wind, if you have it. It is the most useful element in the chapter.
  • Lightning for machines and turrets.
  • Fire, linked to Elemental or Magnify if you have spares.

Save on the bench before you start up.

The climb

The climb goes floor by floor, with fights on most of them. Shinra boxes along the way restore MP, so break them. The soldiers who fly are weak to wind and drop quickly once you hit them while they are in the air.

There are only three chests, and all three sit on the round walkways that wrap the central column. On the first ring with enemies, walk round behind the column; opening that chest starts a fight with two machines, so be ready. On the floor where the flying soldiers first show up, circle to the far side for the second. The third is on the floor with two turrets: take the turrets down and follow the walkway round past them before going up.

Partway through, the game takes you somewhere quieter for a while. There is no fighting there and nothing to pick up. Just follow the marker.

The top

Two floors above the third chest there is a second bench and vending machine. Heal, restock and save here. What follows is the hardest fight in the chapter.

The game hands you a menu just before it begins. Use it to set up whoever is with you. Wind is the best thing you can bring. Lightning is the worst; one of your opponents barely notices it, and magic in general does little to stagger him. Guard, counter, and save your spells for the one wind hurts. Watch for anything that traps one of your party and break it.

Game Notes

This is the most purely mechanical chapter in the game. The level is a single column you climb from bottom to top, and almost nothing on it is optional: three chests, two benches, and a lot of fights stacked on top of each other.

Treat the solo stretch as a skills test. If Cloud has been coasting on his friends doing the healing, this is where you find out, and the fix is simple: give him a way to heal himself before you go up.

Nothing you can buy, find or steal here is exclusive to this chapter, so spend freely at both vending machines. Gil is for using.

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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