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FFVII Remake · Chapter 15: The Day Midgar Stood Still

Final Fantasy VII Remake Intergrade · walkthrough

Chapter 15: The Day Midgar Stood Still

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.

After the longest chapter in the game, one of the shortest. There are no side quests here, no Chadley and no shops apart from three vending machines. The whole chapter is a climb, and it only goes one way.

Before you start

Equip Wind and Lightning magic, and put Elemental with one of them if you have it. The soldiers on the way up hate fire, and most of the machines and flying things hate lightning or wind. The fight at the top cares about nothing else.

The climb

You go up ladders and towers first, then the game hands you a grappling gun and shows you how to use it at a marked anchor. From then on, the route is anchors, stairs and ladders.

The one rule worth remembering: almost every landing has a chest just off the path, and you usually cannot come back down for it. Before you grapple or climb, look round the corner. There are nine in all. The interesting ones are an Enchanted Ring, found by doubling back into a building through its own outside stairs, and a Magician’s Bracelet on some scaffolding you reach by going back for a rope bundle.

If you have Enemy Skill Materia, keep it on. The blue flying lizards here teach a skill.

The disc

The second bench has a vending machine that sells Lurking in the Darkness for 50 gil. Nothing else in the game sells it.

Under fire

Partway up, something starts shooting at you across an open deck. Do not try to fight it. Wait behind cover while it fires, then run to the next metal container when it stops, and keep going until you reach the stairs.

The end

After the third bench there are a few more grapple points, a short run, and a boss. Rest at that bench and heal up. The boss spends much of the fight in the air, so let Barret’s gun do the work while it flies and switch to your fighters when it comes down. Kill anything it sends out at you first. Late in the fight it gets much faster and much harder to stagger; when the floor lights up, move.

Game Notes

This is a corridor, and the game knows it. The climb works because it is short and loud and keeps changing the shape of the path under you: towers, a building you go in and out of three times, a highway, a deck with nowhere to hide.

Most of the chapter’s value is in the fight at the end, which is one of the better boss fights in the game and the first one in a while that properly tests whether your materia matches the enemy. If it beats you, change your elements before you change your level.

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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