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FFVII Remake · Chapter 10: Rough Waters

Final Fantasy VII Remake Intergrade · walkthrough

Chapter 10: Rough Waters

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 breather chapter, after a long one. It is underground, it is mostly corridors and water, and it is one of the shortest chapters in the game. The only part that needs any thought is the first five minutes.

The first fight

The chapter opens on a small choice. Pick whichever answer you like. It is a quiet thing that adds up with other quiet things, and it changes nothing in this chapter.

Then a big fight, with no bench and no shop in front of it. What you need to know:

  • Fire. It is weak to fire and shrugs off ice. Sword hits fill its stagger bar faster than spells do, so let Cloud do the work and use fire to soften it.
  • Aim for the horns. A heavy fire hit on a horn breaks it and leaves the thing reeling. That is your opening.
  • When it crouches to pounce, run. Rolling does not get you clear, and blocking does nothing.
  • It poisons the water. Keep antidotes or a cure on hand, and if you picked up something in the last chapter that guards against poison, wear it.
  • It gets worse at half health. Save a summon for the second half.

The waterworks

After that it is a straight run of consoles that drain or raise the water. When the way looks blocked, look for a console. When the path splits, the marker points at the way on and the other branch almost always ends in a chest. Take the branches as you meet them; the route is one-way and closes behind you at the bigger ladders and doors.

Four worth knowing about:

  • After you drain the first big channel, go under the gate instead of up the stairs. The purple chest there is a new weapon for one of your party.
  • On the first climb back up along the main channel, a platform on the right has a materia on it.
  • Past the second bench, take the south branch at the first split for a chest, then later go down the ladder and north at the second split for a materia and, at the end of that path, an accessory.
  • The vending machine at the first bench sells a music disc for 50 gil.

The fish-men that drop off the walls are weak to fire and can turn you into a frog. A Maiden’s Kiss fixes it. The crabs counter you while they guard; hit them with ice and wait for the guard to drop.

The pump

Near the end, two of your party work a pump. It is a timing game: stop the needle in the red zone three times. Every miss makes the zone bigger, so you cannot really fail it. Rest at the bench before you do it — a few fights follow back to back on the way out.

Game Notes

Every long game needs a sewer level, and this is the Remake’s. It is short, honest about being a corridor, and broken up by a puzzle or a fight every few minutes, which is about as much as a sewer can be asked to do.

What lifts it is that it comes straight after the loudest chapter in the game. The noise stops, the party has room to talk, and the game slows down on purpose. It is a palate cleanser, and it knows it.

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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