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FFVII Remake · Chapter 9: The Town That Never Sleeps

Final Fantasy VII Remake Intergrade · walkthrough

Chapter 9: The Town That Never Sleeps

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 biggest chapter in the game for things to do that are not the story. It starts as a walk down a wrecked road and ends in a town that wants something from everyone who walks into it. Give yourself time here.

The broken expressway

Cloud and Aerith work this stretch as a pair. Aerith is the caster; Cloud does the close-up work. Slot fire, ice and lightning before you set off, and wind if you have it: the horse-like things on this road hate ice, the flying ones hate wind, the cleaning robots hate lightning, and the people who jump you hate fire.

The road is a string of small puzzles with robotic arms, where you lift one person to a ledge so they can drop a ladder for the other. Every arm has something on the side. At the second and third puzzles, look for a glowing orb within reach of where the arm can put Aerith — both are materia, and the second one, Magnify, is rare. Hang on to it.

There are chests off the path too: a tunnel right beside the first ladder that you have to double back for, a pipe at the bottom of a slope, and a dead end under the first console (two gas clouds drop in on the way back out). At the dead end with a bench, the vending machine sells a music disc for 50 gil.

When the road ends in a small park, check the back-left corner before you walk on.

Wall Market

You will know when you get there.

Talk to everyone. Several people ask you small questions on the way in, and your answers quietly decide which odd jobs you are offered later in the chapter. Neither set is better than the other, nothing is lost for good, and you can replay the chapter after the credits to see the other one. If you would rather choose than drift, answer every question in the same spirit — the complete tab has the full list.

There is a free music disc from the jukebox by the inn, and chests at the end of the alley past it, in a dead end on the left side of town you have to duck into, and by the chocobo stable before you even come through the gate. Have 3,000 gil on you when you go to the parlor at the back of town. You do not have to spend it.

The colosseum

Under Wall Market there is a colosseum, and the chapter will send you down there for a run of fights in a row. You can rest and buy between rounds. Thieves show up in more than one of them — kill those first, because they take your gil.

The last opponent is the hard one. It shrugs off sword hits and spends the fight switching which element protects it. Whatever it is guarding, hit it with the opposite: fire against ice, ice against fire, wind against lightning, lightning against wind. Poison works the whole way through. Do not use Ifrit; feeding it the element it is guarding only heals it.

The free time

After the colosseum the game gives you a stretch of free time and a list of errands. This is the window. Every odd job, the gym, the colosseum’s challenge board and Wall Market’s free roam all close when you go back to the marked objective, and the game warns you before it happens.

What to do with it:

  • The gym. A squat contest. It is a rhythm game in disguise — follow the button prompts as they fade out. Three tiers, three prizes.
  • The odd jobs your earlier answers opened. Do all of them: the last one pays a new staff for Aerith.
  • The weapons store sells Hardedge, a new sword for Cloud. Buy it.
  • Two free music discs — from the cowgirl on the top floor of the bar on the north side, and from the singer in the karaoke bar across from the gym. The item shop sells a third.
  • Chests in the gym’s bathroom, the inn’s first room on the left, up two flights of stairs behind Chadley, and in an abandoned building down the left fork past the north exit. That last one is a Star Pendant; wear it.
  • The colosseum’s challenge board opens too. Short solo runs that pay out limit-break manuals.

Before you go back, shop. The next chapter opens with a hard fight and no store before it. Buy Phoenix Downs and antidotes, keep fire materia levelled, and keep that Star Pendant on someone.

Later in the chapter

At one point the game hands you a rhythm sequence with a practice round first. Get every prompt right in practice and you get a music disc — you can redo practice as many times as you like. Then save before the real thing: the real run is one-shot, and a good score earns a gift and a trophy.

Inside the big house at the end, check every room. One rug hides a door.

Game Notes

Wall Market is the Remake at its most confident. The original gave this town a handful of screens and a run of jokes; the Remake builds it out into a whole neon district with its own economy, its own pecking order and its own rules, and then lets you play inside it for a couple of hours.

It is also the chapter where the game stops pretending your choices are cosmetic. They mostly are — but the town keeps a quiet tally of how you talk to people, and it changes what you are offered. That is a small thing, done well.

Do not rush it. There is nothing urgent about this chapter until the very end, and the end is better for having spent the time.

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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