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FFVII Remake · Chapter 14: In Search of Hope

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.

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