Final Fantasy VII Remake Intergrade · walkthrough
Chapter 14: In Search of Hope
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 is the chapter the game has been saving its side content for. Nine jobs, three locked treasure rooms, new fights at the colosseum, a handful of music discs, and every shop you have used in Sector 5 and Wall Market open again. It is also the last time on this playthrough that any of it is open. Plan on a long session.
The first night
The chapter opens with a quiet scene. Who turns up in it depends on choices you made a long way back, and there is nothing to do but watch.
When you step outside, look at the ground in the garden. There is a materia lying there called Pedometer. Equip it and forget about it: after 5,000 steps it turns into something much better, and you are about to do a lot of walking.
Do the jobs in this order
All nine jobs open at once, and two of them depend on others. Save yourself a second trip:
- Do Wymer’s underground job before the doctor’s. The doctor wants three ingredients, and one of them only exists after Wymer’s job.
- Do Johnny’s job before the reporter’s treasure hunt. The hunt needs a key, and Johnny’s job is where it comes from.
- The treasure hunt cannot finish yet. It has three locked rooms. Two are out in the open; the third is somewhere the story only takes you later. More on that below.
The rest go in any order. The teacher outside the kids’ hideout, the stablehand on Station Way, Madam M in Wall Market, the gym, and the woman by the park jukebox each want something small. Wymer’s job is the longest — a dive down through somewhere you have been before, with no bench at the bottom — and it pays Barret a new weapon. Rest before you go in.
Madam M’s job ends in a fight against a small, slow thing carrying a knife. It kills outright if it reaches you, and it punishes anyone who has been using abilities. Keep your distance, slow it down if you can, and carry Phoenix Downs.
Look at people, not just chests
Four people in this chapter will simply hand you a music disc if you talk to them: a woman by the water on the road between Sector 5 and Wall Market, an old man in the Wall Market inn lobby, a girl in the alley beside the Honeybee Inn, and a man with a gramophone on the road west of the colosseum. The colosseum’s souvenir shop sells one more. Three of those five are exactly what the woman by the jukebox is asking for.
Things worth your money and your time
The Moogle Emporium in the kids’ hideout has a new stock. One of the doctor’s ingredients costs a single medal there. The treasure rooms are full of medals, so do not worry about running short.
The box-smashing game in the kids’ hideout now has a Hard tier, and only this chapter has it.
Chadley is back in the Center District with a new summon fight. It hates lightning.
The colosseum has new courses, including solo runs for Tifa and Barret that pay limit breaks and Manuscripts. Wall Market itself has three chests tucked down alleys you probably walked past last time: a dead end north of the entrance, another in the south, and a squeeze-gap across from the Honeybee Inn. Anything you missed in Sector 5 or Wall Market in earlier chapters is still waiting, too.
When the story takes you underground
Eventually the story heads below ground. Bring fire magic, which almost everything down there hates, and buy Maiden’s Kisses from the vending machines. One of them also sells a music disc.
Read this before you climb out. Down there you will find a door bearing the same crest as the treasure rooms, and a console beside a ladder that drains the water. Use the console, then walk back to that crested door before you climb the ladder. Behind it is the third treasure room and a fight against a pack of fish-men who turn you into toads. Everything there closes once you go up.
Before you say yes
Back on the surface you get a short walk with one chest on it and, if you finished every job, a small thank-you lying on the ground.
At the end of that walk the game asks if you are ready to go on. Saying yes ends the chapter and closes everything in this guide for the rest of the playthrough — the jobs, the shops, the colosseum, the treasure. It is fine to say no, walk back, and finish what you wanted. Hand the three treasure-room prizes to Marle in Evergreen Park first.
Game Notes
The original game moved briskly at this point. The Remake does the opposite: it opens every door it has and asks you to wander for a few hours. Whether that is a stall or a gift depends on how much you liked these towns.
It is mostly a gift. Almost every job here is a callback to someone you helped earlier, and the chapter quietly checks whether you remember them. The fights are better than the quests deserve, too — Madam M’s job and Wymer’s dive are two of the best optional bosses in the game.
The one trap is the order. A player who wanders into the underground part of the story first, or answers the last question without thinking, loses an hour of work for this run. Do the jobs in the order above, keep that crested door in mind, and the chapter is generous.
Worth doing on a first run
How this page was made
Researched across 5 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. 10 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
Chapter 14 is the Remake’s last open hub on a run, and the most crowded. After the Sector 7 plate comes down and Aerith is taken, the party regroups at Elmyra’s house, and the game opens Sector 5, Sector 6, Wall Market and the colosseum one final time before the climb to the Shinra Building.
The deadlines
The hard one: answering “yes” to Barret at the wall. At the end of the Urban Advancement District (objective Over the Wall), Leslie hands over the grappling guns and the party stands at the foot of the wall. Say yes and the chapter ends. Every one of the nine side quests, the three stashes, the slum and Wall Market shops, the colosseum, Chadley, the Moogle Emporium and Whack-a-Box are gone for this run. Some guides phrase the cut-off as “entering the Shinra Building”; in practice it is this answer.
The soft one: the ladder into Corneo’s hideout. In the sewers, the third stash sits behind a flooded stairway you drain from a console beside the ladder. Drain it, walk back and clear the stash, then climb. Once you are up the ladder and Abzu is dead, one guide says the sewers are closed to you and readers of another report both answers. Do not test it on a run you care about.
The letter sits before the wall. The Letter from the Guardian Angel, with the second Elemental Materia and Divine Gratitude, lies on the path you walk just before Barret’s question. The quests have to be done before you walk that stretch, not merely before you say yes.
Ordering locks. Secret Medicine needs the Behemoth Horn from Subterranean Menace. Corneo’s Secret Stash needs the Vault Key from Tomboy Bandit and the Emerald Tiara from the sewers, so it can only be turned in after the sewers and before the wall.
The first night: who visits Cloud
The chapter opens with Cloud woken by footsteps and following them into the garden. Tifa, Aerith or Barret keeps him company, decided by a hidden affinity tally running since Chapter 2. What moves it:
- Aerith: “How much?” for her flower in Chapter 2; all the Chapter 8 side quests and The Language of the Flowers; kind answers about her dress at Madam M’s in Chapter 9 (“It’s alright”, “Looks comfortable” — “Does it matter what I think?” counts against her).
- Tifa: ordering “something hard” in Chapter 3; all the Chapter 3 side quests and Alone at Last; telling Sam that Madam M is “in great shape” in Chapter 9.
- Whoever you help up first in the Chapter 10 sewers.
- Barret: be cool to both women and skip the Chapter 3 and Chapter 8 jobs.
No trophy depends on it. How the scene behaves on a Chapter 14 replay is not documented anywhere reliable, so do not count on Chapter Select to show you a different visitor.
Outside, the Pedometer Materia is on the ground in the garden. Walk 5,000 steps with it equipped and examine it to turn it into AP Up Materia. A replay that finds one already in your inventory gives Healing Materia instead.
Everything else, in play order
All nine quests open after the opening scene. This is a loop that covers them with the least backtracking.
Sector 5 slums. Shops are back. The Moogle Emporium sells Steel Pincers, Silver Staff, Enfeeblement Ring, Whistlewind Scarf, Salvation Badge, Moogle’s Mortar (1 medal), 20. Gold Saucer and the four Vol. I Manuscripts. Whack-a-Box gets a Hard tier in this chapter only: 30,000 points pays a Transference Module and clearing every Hard tier is Whack-a-Box Wunderkind; Normal still pays a Spectral Cogwheel. Chadley is in the Center District. Pick up Missing Children (Ms. Folia), Chocobo Search (the stablehand — Gysahl Greens x3), Secret Medicine (the doctor — Doctor’s List), Corneo’s Secret Stash (Damon — Map to the Hideout) and Tomboy Bandit (Johnny, at the station). The Medicinal Flowers are on the church floor in the far north-west once you have the list.
North: Nuts ‘n’ Bolts Hills to Steel Mountain. The cemetery holds the Missing Children fight. Past it, at the north end of the hills, is the first chocobo and its Rust Drake. On Lookout Point, Mireille waits at the Guardian Angel’s hideout with the Corneo Vault Note behind her. East from that branch, past Lesser Drakes and north of the boarding-only chocobo post, is stash 1 behind a red-and-gold dragon gate. With the Vault Key it gives up eight chests:
| Chest | Contents |
|---|---|
| Floor | Prayer Materia |
| Back right corner | Ruby Tiara |
| — | Circlet |
| — | 3,000 gil |
| — | Moogle Medal x2 |
| — | Adrenaline x4 |
| — | Molotov Cocktail x3 |
| — | Maiden’s Kiss x2 |
Smash the breakable Corneo boxes too; they hold Elixirs and a lot of medals, and a stash only counts as cleared once it is empty.
Sanctuary Way and the Collapsed Expressway. The second chocobo is halfway up the path to the church, with no fight. Kyrie is at the church. Inside the expressway, take the left fork to stash 2 and the Diamond Tiara; the third chocobo is deeper in with its three Trypapolis. Guides number the two outdoor stashes in opposite orders, so go by location.
S6-5 Road. The woman at the platform edge by the water, midway along, gives you 7. Turks’ Theme.
Evergreen Park. Wymer starts Subterranean Menace; the dome beside him leads back into the Chapter 13 test site, down to a taped door on Underground Lab B5. There is no bench inside, and the B1 vending machine still sells 14. Main Theme of FFVII if you missed it. Marle is here too; she takes the tiaras.
Wall Market. Madam M (Malicious Goons), the gym (Wavering Heart), Betty at the jukebox east of the inn (The Power of Music), and the colosseum gatekeeper’s Special Match for Tomboy Bandit. Discs: 16. Good Night, Until Tomorrow from the grey-haired man in the inn lobby, 30. Stand Up from the girl in the alley left of the Honeybee Inn, and 12. Fight On! for 50 gil at the souvenir shop by the colosseum lift. Three new chests: a Moogle Medal in the dead-end alley north of the entrance, an Elixir in the dead end in the south, and a Sorcerer’s Armlet through the tight gap across from the Honeybee Inn.
Urban Advancement District. The man by the gramophone on the side path west of the colosseum gives you 24. Wutai.
Every chest you skipped in Sector 5 and Wall Market in Chapters 8 and 9 is still in place now. This is your last chance at them on this run.
The side quests
| Quest | Giver | Fight | Reward |
|---|---|---|---|
| Missing Children | Ms. Folia | 2 Phantoms (cemetery) | Time Materia |
| Chocobo Search | Stablehand, Station Way | Rust Drake; 3 Trypapolis | Sam’s Delivery Lifetime Pass |
| Malicious Goons | Madam M | Tonberry | none (Elixir off the Tonberry) |
| Wavering Heart | Jules / Andrea | pull-up contest | Way of the Fist Vol. III |
| The Power of Music | Betty | none — three discs | Sharpshooter’s Companion Vol. III |
| Secret Medicine | Doctor | none — three items | Telluric Scriptures Vol. III |
| Subterranean Menace | Wymer | Type-0 Behemoth | Wrecking Ball + Behemoth Horn |
| Tomboy Bandit | Johnny | Beastmaster + Hellhound | Corneo Vault Key + Johnny’s Wallet |
| Corneo’s Secret Stash | Damon | Sahagin Prince (stash 3) | The Art of Swordplay Vol. III |
Subterranean Menace pays the Wrecking Ball. One guide’s chapter page gives Sharpshooter’s Companion Vol. III here; that is The Power of Music’s reward, and the same guide’s own side-quest page agrees. The same page also lists The Power of Music as Way of the Fist Vol. III, which is Wavering Heart’s.
Malicious Goons has no quest reward of its own in most guides; one lists an Elixir, which is what you steal from or win off the Tonberry.
Missing Children. The Phantoms are weak to fire and resist ice. They blink behind you, drain HP in an area with Essence Drain — learn it as Spirit Siphon with Enemy Skill Materia equipped — and throw up Reflect after enough spells, which Breach strips. One guide says the quest needs Chapter 8’s kids’ quest done first; the rest list it as open from the start.
Chocobo Search. The Rust Drake resists magic while it is wrapped in darkness and moves from Gravity to Black Hole to Fire Breath. One guide calls it weak to ice and wind; another says it has no magic weakness. The Trypapolis stun with Screech, follow with Aeroga, and Dance into copies; they are slow to kill. Sam can complete the quest without you going back to him.
Tomboy Bandit. The Hellhound carries a red flame (put it out with ice) and a purple one (Cure), and each counts toward stagger; Blizzaga can stagger it in a hit, and it enrages after. Give Johnny’s Wallet back at the station — it is easy to steal it again by accident — and that closes out The Johnny Experience if you took Sam’s branch in Chapter 9.
Corneo’s Secret Stash. Damon starts it on Sanctuary Way in one guide and at the fork north of the Center District in another; if you already took Tomboy Bandit he is at the church. One guide claims Chapter 8’s The Angel of the Slums is a prerequisite; the others do not. With all three tiaras, the hand-in to Marle comes up on its own.
Wavering Heart. Clearing every pull-up tier afterwards is Peeress of Pull-Ups.
The colosseum
Party for every team course is drawn from Cloud, Tifa and Barret. Items are disabled throughout; repeat clears pay a Grab Bag.
| Course | First clear | New here? |
|---|---|---|
| Barret vs. Wild Animals | Legacy: Catastrophe | yes, Chapter 14 only |
| Tifa vs. Wild Animals | Legacy: Dolphin Flurry | yes, Chapter 14 only |
| Barret vs. Shinra Thugs | Sharpshooter’s Companion Vol. II | yes, Chapter 14 only |
| Tifa vs. Shinra Thugs | Way of the Fist Vol. II | yes, Chapter 14 only |
| Three-Person Team vs. Shinra Warriors | Tarot Cards | yes |
| Two-Person Team vs. Team Payback | Moogle’s Amulet | yes |
| Cloud vs. Wild Animals | Legacy: Ascension | from Chapter 9 |
| Cloud vs. Shinra Thugs | The Art of Swordplay Vol. II | from Chapter 9 |
| Two-Person Team vs. Slum Outlaws | Clarity Pendant | from Chapter 9 |
Shinra Warriors is a three-person course; one guide prints it as two. It ends on a Queen Grashtrike and two Venomantis. This colosseum is also the standard place to grind AP and EXP after the credits.
Chadley
Report 15 is the Leviathan VR fight: weak to lightning, Barret on the head, melee on the Dorsal Fin, guard through Briny Barrage. Report 20, Bahamut, unlocks once 01–19 are done, so this is the earliest chapter you can fight it; Chadley offers it again in Chapter 16. Report 18 (master one of each of the twelve magic materia) is the usual wall, and the colosseum is where to grind it. Report 16’s Enemy Skill Materia is worth having before the Phantoms.
Corneo’s mansion and the sewers
When the story sends you to Corneo, take two detours in the mansion. The Otherworldly Crystal is through the third door on the second floor and down to a basement chest — one reader reports reaching it in Chapter 9 by the rug, in which case it is gone. The Chakra Materia is through the middle door into Corneo’s office and the door downstairs: free Kotch from the table and he leaves it. Then Leslie takes you below.
Every chest in these sewers is new, even if you emptied them in Chapter 10.
Underground Waterway. An Ether past the gold-and-red Corneo door, down a short ladder, before the circular tunnel. Hi-Potion x2 and the Feathered Gloves (a Potion if you already have them) on the early stretch. One vending machine sells 9. The Oppressed again; the one by the trunk-line bench sells 13. The Chase for 50 gil. Both stock Maiden’s Kiss.
Chasing the shoat. A string of fights through the waterworks:
- Wererats — Hazardous Material x2 in the chest on the right.
- Three Sahagins, a ladder, then cross the bridge (not under the junk) for Phoenix Down x2.
- An Abzu shoat. Fire.
- A Blugu and two shoats — kill the Blugu first, it sleeps you. Poison Materia on the ground in the south-west corner.
- Two shoats and a Sahagin, then two Scissorclaws and a shoat. Mega-Potion x2 after.
- Two Blugus, a Scissorclaw and a Sahagin. Ether on the left before the next door.
- Mischievous Shoat, which calls in more shoats. Fire. Steal an Antidote; it drops Hazardous Material. The key comes back and Leslie tells you who he is looking for.
Stash 3 (Former Disposal Area). Follow Leslie into the next room and use the console by the ladder to drain the stairs. Do not climb. Go back to the ornate Corneo door just off the path. The Sahagin Prince and two Sahagins guard it: fire, kill the small ones first, the Prince counters, and Salientian Curse makes toads. Inside: the Emerald Tiara, the Enfeeblement Ring (a Turbo Ether on a replay where you own one) and more medal boxes. Protective Boots sit in a corner chest nearby, and one more Ether in the maintenance rooms around the console.
Then climb, use the bench before the second door, and fight Abzu.
Bosses
- Abzu + Abzu Shoats — weak to fire, lesser resist to ice, immune to Slow, Poison and Silence. Fira pins it. Clear the shoats fast, break the tail and horn, and get away from the pipes before Deluge or Blackwater Blast. Steal a Turbo Ether. 1,100 EXP, 10 AP, 1,100 gil. Corneo gets away.
- Type-0 Behemoth (Subterranean Menace) — punishes magic until the horn breaks. Break the upper and lower body to stagger, then the horn. Comet drops rocks, Counter Flare follows its attacks, and you stop swinging during Rampage. Bio works unusually well. Steal an Enchanted Ring.
- Tonberry (Malicious Goons) — no weakness. Chef’s Knife kills up close and dodging it leaves you Pressured; Doom and Gloom kills at range anyone who has used abilities. Sleep and Stop both land. Steal an Elixir.
- Beastmaster + Hellhound, Phantoms, Rust Drake, Trypapolis, Sahagin Prince, Mischievous Shoat — see above.
Over the Wall
Leslie gives the party Grappling Guns and leaves. Before you follow the road, hand the tiaras to Marle and the wallet to Johnny if you have not.
On the path down from the gate you come out of, a chest holds Moogle Medal x3 (one map shows a single medal). Near the end of the Urban Advancement District, if every side quest is done, the Letter from the Guardian Angel lies on the ground: the second Elemental Materia comes with it, and so does Divine Gratitude. Two guides say the trophy wants every side quest available in the run; another says only the Guardian Angel quests. Do all nine here and the question does not arise.
Then Barret asks. Say yes when you are ready.
Hard mode
Eight Manuscripts in this chapter are Hard-only:
- Way of the Fist Vol. X — the Phantoms (Missing Children).
- Sharpshooter’s Companion Vol. XI — the Rust Drake (Chocobo Search).
- Way of the Fist Vol. XI — the Trypapolis (Chocobo Search).
- Sharpshooter’s Companion Vol. IX — the Tonberry (Malicious Goons).
- The Art of Swordplay Vol. XI — the Beastmaster and Hellhound (Tomboy Bandit).
- Sharpshooter’s Companion Vol. X — the Type-0 Behemoth (Subterranean Menace).
- Way of the Fist Vol. XII — the Sahagin Prince (stash 3).
- Way of the Fist Vol. IX — Abzu.
Each is given once per save; win again and the fight pays a substitute.
Chapter Select replays swap a few uniques once you own them: Pedometer and Chakra become Healing Materia, the Enfeeblement Ring becomes a Turbo Ether and the Feathered Gloves become a Potion. Nothing here is lost forever.
Game Notes
In the original game, this stretch was a train ride’s worth of story: Aerith is taken, you climb the wire, you go. The Remake turns it into the biggest optional chapter it has, set in a slum still digging out of the rubble of its neighbour. The tone is odd on paper — pull-up contests while Aerith is in a cell — and mostly works in practice, because nearly every job is someone you met before asking for help after the worst day of their lives.
The design trap is real, though. The sewer stash closes before the chapter does, the letter is placed before the point of no return rather than at it, and two quest chains lock each other. A first-time player who does things in story order loses the stash and the trophy without being told. Read the deadlines above before you leave the garden.
The reward for patience is solid: a summon, a Barret weapon, three Vol. III Manuscripts, two limit breaks, AP Up Materia, and the last real look at the people of the slums before the story stops being about them.
Everything in this area
The first night
Sector 5 slums
Nuts 'n' Bolts Hills and Steel Mountain
Sanctuary Way and the Collapsed Expressway
Wall Market
Corneo Colosseum
Chadley
Side quests
Corneo's mansion
The sewers
The sewer stash
Side quests
Over the wall
Hard mode only
How this page was made
Researched across 8 community walkthroughs and written from scratch — no source’s wording appears here. 10 are marked where sources disagree with each other — we have not picked a winner for you.