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FFVII Remake · Chapter 3: Home Sweet Slum

Final Fantasy VII Remake Intergrade · walkthrough

Chapter 3: Home Sweet Slum

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.

Two chapters of corridors, and now a town. The Sector 7 slums are the first place the game hands you a map, some money and a day with nothing urgent in it. Spend the day properly. Almost everything worth having here is off the marker.

The first evening

You arrive at night and the game wants you in Seventh Heaven. Go — but check the jukebox when you get inside. It plays you a song and gives you the disc, and there are more of those scattered through the slums.

Tifa walks you to your new room afterwards. Before you go to bed, climb the ladder on the side of the building to the roof. There is a chest up there.

The morning: walk everywhere

You wake up with Tifa waiting and a list of errands, and the errands take you past most of the town anyway. Do them, but look sideways as you go.

The upper walkway of the Neighborhood Watch building, the low shed east of the houses, the empty lot north of the apartments through a gap you have to squeeze into, and the stairs opposite the man playing records by the pizza sign — each has something in it. Talk to the man playing records, too.

The shops open as you go. The item store sells a music disc for 50 gil; buy it. Then buy Ice Materia if you can afford it. Most of what lives in the slums is weak to ice, and the one thing that is not — the flying things you will meet in the old factory — is weak to wind, which you can unlock very shortly.

Scrap Boulevard

Your first job for the Watch. Tifa comes with you and stays for the rest of the chapter.

There is a cave in the middle of the boulevard. Look in the alcove on its north wall before you leave — that is a free Ice Materia, and you might have just bought one you did not need. The west edge, along the fence, has a chest as well.

The weapons store owner gives Cloud a new sword when you get back. Equip it and look at its upgrade screen; every weapon in this game has its own tree, and the points you earn carry across all of them.

Take every odd job

When you report back, the Watch opens up a board of small jobs, and a strange, excitable boy called Chadley sets up beside it. Start with Chadley. He hands you a materia that reads enemy weaknesses, asks you to use it twice, and in return starts selling you materia nobody else stocks. One of the first things he unlocks is wind magic, which is exactly what the factory jobs want.

There are six jobs in all. None of them is long and all of them pay. Doing all six gets you a quiet scene later in the day, a charm, and a small say in something that happens several chapters from now. Doing some of them still counts for something.

A girl near the weapons store will ask you to find her cats. They are easy to miss because you have probably already walked past all three.

The woman by the scoreboard counts what you kill. She pays out at 10, 20 and 50. Fifty sounds like a lot; it is not, if you take all the jobs.

Before you go back to the bar

Late in the day the game sends you after Tifa and a man in trouble. Once that is over and you head back into Seventh Heaven, every job on the board closes for this playthrough. The game warns you when it happens. Finish the jobs first.

If you have done all six, go to the apartments instead of the bar. Something small is waiting.

In the bar

While the others talk, there is a dartboard at the back. Beat the score on it. Someone will give you something for it tomorrow.

There is a short fight in an alley afterwards. Use fire. Then go back to the apartments, take what you are given, and save before you talk to the woman on the balcony — that ends the chapter.

Game Notes

The original game spent about ten minutes in these slums. The Remake spends a day and a half, and it is the best argument it makes for itself.

Nothing in this chapter is about saving the world. It is a filter that needs changing, a scrap dealer with a pest problem, cats that will not come home, a neighbour who keeps saying he is fine. The jobs are small on purpose. You are a mercenary who arrived yesterday, and the slum is deciding whether you are worth knowing.

By the time the chapter ends you know the names of the people at the item store, the weapons store and the Watch, and which of them owes you a favour. For a town you have lived in for one night, that is a lot of names.

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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