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FFVII Remake · Chapter 11: Haunted

Final Fantasy VII Remake Intergrade · walkthrough

Chapter 11: Haunted

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 train graveyard at night, three of you, and a lot of things that go bump. None of it punishes you for poking around, and poking around is where the loot is. The chapter only goes forward, so take the side turns as you meet them.

The yard

There is a bench and a vending machine right where you start. Use them, then climb after the others.

Through the first train car, the marker points north. Go east first, to the end of that stretch, for a purple chest. It holds Aerith’s new staff, the Mythril Rod, and its skill is a charged spell that hits hard and builds stagger fast. Equip it.

After the first proper fight, the game wants you up a ladder. Walk east through the train car instead and open the chest there. You will be disappointed by its contents and then mildly unsettled. Back up the ladder, clear the next group and turn left for an HP Up Materia.

The lanky things in the yard are weak to ice.

The maintenance facility

Inside, you start meeting the graveyard’s ghosts. They are weak to fire, and they take turns blocking one kind of damage: when your sword hits stop landing, cast; when your spells bounce back at you, hit them. That habit carries you through the whole chapter.

A friendly light guides you toward the control room. Ignore it for a while. East along the walkway and down the stairs is a chest guarded by a small flying drake (wind). The locker room you skipped on the south side has a side exit with a chest. The left-hand stairs have another one tucked round the side — don’t take the ladder straight away. There is a chest of gil on the walkway before the second staircase, and a Moogle Medal behind the south door near the control room.

Upstairs there is a bench and a vending machine. Buy the music disc from this one. It costs 50 gil and nowhere else in the game sells it.

Then put Fire on Cloud and Tifa — linked to Elemental if you have it — carry a few Echo Mists, and touch the console. The fight that follows is hard to hit with swords half the time; magic carries you through those stretches. If it grabs one of your party, look for the one floating on the opposite side of the room. That is the one to hit.

The way out

With the power back, the rest is a puzzle of moving train cars. Each switch opens a little more of the yard, and the side turns keep paying: left after the crane drops its car, right after the turntable, right again after you climb down from the first car you move. While the turntable turns, waves of everything you have met so far come at you; just hold the middle.

Before the last fight

At the far end of the train cars there is one more bench and vending machine. This is your last stop. Set up:

  • Ice on everyone who casts, and Wind if Chadley has sold it to you.
  • Headbands on as many people as you can. Sleep is coming.
  • Steal Materia on someone. The big fight at the end is carrying a weapon for Aerith, and taking it is the only way to get it.

Attack it from the front. When it takes to the air, hide behind the container in the middle and wait for its reflective shield to drop before casting. When it starts circling and then stops, hit one of its wheels.

Save on the bench before you walk out. The chapter ends shortly after the fight.

Game Notes

Chapter 11 is a corridor that pretends to be a haunted house, and it is better than that sounds. The scares are cheap and the music is great, but the real lesson is mechanical: enemies here switch what they will take from you, and the chapter keeps asking you to notice and switch with them. If your habit so far has been to mash attack and heal, this is where that stops working.

It is also the first place the game leans hard on Aerith as a damage dealer. Give her the new staff, give her the magic, and keep her at the back.

The single gil in a chest is a joke at your expense. Take it anyway. Then go and get the thousand that is waiting in the facility.

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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