Final Fantasy VII Remake Intergrade · walkthrough
INTERmission Chapter 1: Wutai's Finest
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.
INTERmission is a separate two-chapter episode with its own save, started from the title menu. You play Yuffie, a ninja from Wutai with a mission in Midgar. Her partner Sonon fights beside her as an ally you give orders to; you never take direct control of him.
Yuffie plays differently from anyone in the main game. Her shuriken can be thrown at things a long way off — switches, balloons, crates on ledges — and most of the puzzles in this chapter are “find the switch, throw at it”. Elemental Ninjutsu gives the throw an element, so one fire, ice, wind or lightning materia goes a long way. The two of them can also team up on Synergy attacks.
Follow the moogles
The opening is a straight run through the outskirts of the slums, and the route markers are moogle posters. Follow them, but look around the warehouse and the scaffolding as you go. There are five chests before you reach the first proper street.
One of them matters more than the rest. Before the gate with the moogle on it, walk round the pit and climb the ladder on the far tower: that chest is Wind Materia, and you want it for an optional fight later in this chapter.
In Scrap Boulevard, check the small cave on the left beside the locked gate.
The hideout
Your contact leads you to a clinic. Check the bottom of the basement stairs before you talk to anyone — there is a new weapon for Yuffie there.
The game then asks you to talk to the people in the hideout. Do it properly; each one opens something. One teaches you Fort Condor, a board game you will play against people all over town. One points you at Chadley. One points you at a dancing man with a sign who wants you to find six flyers.
The afternoon is yours
When the game tells you to scout out Sector 7, it means it. This is the free roam, and almost everything optional in the episode lives in it.
Fort Condor is the big one. Seven players stand around the slums, each marked on your map, and they unlock in ranks as you win. Units beat each other in a triangle: red beats green, green beats blue, blue beats red. There is an Easy setting, the rewards are the same on it, and the last opponent is hard enough on Normal that nobody will think less of you. The last win pays a materia that is worth having.
The flyers are a gentle tour of the town. The list of clues is vague on purpose; the places worth checking are a children’s play area, a balloon, a balcony with a sleeping dog, a cat that will not give something back, a notice board near the station and the back room of the old factory. That last room has two enemies that poison, sleep and slow you, so go in healthy and bring a cure.
Chadley has a simulator fight. Bring the Wind Materia, leave lightning behind, and when the enemy starts tethering little sparks to the ground, kill the sparks — that is the whole fight. Win and the summon is yours for the rest of the episode.
While you walk around, open everything. There are chests on an apartment roof, behind oil drums in the cats’ corner, under a ladder in the northwest, and three in the abandoned factory off Pillar Plaza. The Junk Shop in the tunnel behind Seventh Heaven changes its stock as the day goes on; check it every time you pass.
Before you go to the pillar
When the game sends you to the pillar, the free roam is over. You leave the slums for the rest of the chapter, and nothing in town — the board game, the flyers, Chadley — is worth counting on after that. Finish them first.
Shop properly before you go, too. The stretch after this is long and the benches are spread out.
Out of town
The chase through the station and the industrial areas beyond is a linear run, but it keeps putting chests just off the path: at the bottom of side stairs, down ladders, at the top of climbing poles. A purple chest past the station fence is Sonon’s new staff, and another at the top of a yellow pole in the storage depot is Yuffie’s third weapon. Get that one. It matters again in Chapter 2.
The storage depot has a puzzle with movable climbing walls. You can put them back how they were, so explore every platform without worrying.
Pick up the Lightning Materia lying at the end of the last walkway, next to the bench. Then equip it. The big thing waiting at the end of the chapter shrugs off almost everything else, and lightning on its tail is how you win.
Game Notes
The base game keeps you in the slums for a day and makes you earn a place there. INTERmission gives you the same streets with a stranger’s eyes. Yuffie does not know anybody, and the town treats her like the tourist she is. It is the same place played as a heist instead of a homecoming, and it is a lot of fun to see it that way.
Fort Condor is the surprise. It looks like a throwaway minigame and turns out to be a proper little strategy game with its own economy, shops and rivals. If you enjoy it, the full set of boards is worth chasing; if you do not, Easy mode exists, and it is no shame to use it.
Yuffie herself is the best reason to be here. She is fast, she fights at any range, and the shuriken turns every room into a toy box. After eighteen chapters of Cloud’s sword, she feels like cheating, in a good way.
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.
Completionist mode. Full spoilers, in play order, with every permanent loss called out before you reach it. 4 entries below are marked where our sources disagree with each other — we have not picked a winner for you.
Spoilers from here.
INTERmission has its own save, its own Chapter Select and its own Hard mode, all unlocked by beating its final boss. Nothing in this chapter is lost forever. What closes, closes for this run, and a Chapter Select replay brings it back — with one catch: unique chests pay a Potion or a Healing Materia the second time, so a replay is for the side content, not the chest loot.
The deadline
Heading to the pillar (“Change of Plans”) ends the free roam. Zhijie is questioned, runs, and the chase takes you through the station, the shipping facility, the storage depot and the waste plant to main pillar maintenance. You pass back through the raided slums only to board the train, and boarding the train closes everything in town: Fort Condor, the flyers, Chadley’s Ramuh fight, the Junk Shop, Old Snapper’s coin shop and every chest in the slums and the Talagger factory. You can still shop on the way back, but treat the pillar as the deadline for everything else.
Everything, in order
Slums outskirts. Follow the moogle posters. The warehouse has Hi-Potion x2 on the ground floor after the first elevator and HP Up Materia on a ledge you reach by sending the second elevator up. Power Wristguards sit past the moogle-poster door by the yellow bins. Before the moogle gate, go clockwise round the pit and up the other tower for Wind Materia — Ramuh’s weakness. 1,000 gil waits at the dead end of the tunnel past the gate. Two Wayward Wolves stand between you and the robed man.
Scrap Boulevard. MP Up Materia in the little cave on the left by the locked gate.
The hideout. The Boomerang is at the bottom of the clinic’s basement stairs, on the left, with a Potion. Talk to Nayo, Billy Bob and Polk for the intel round. Polk gives you the Fort Condor starter pack and plays the tutorial. Nayo sends you to Old Snapper, south of the base, for the List of Flyer Clues. Billy Bob sends you to Chadley.
Scouting Sector 7 — the free roam. In the residential area: Riot Trooper Barracks (Defense) beside Wedge’s house in the southeast; Warding Materia at the back of the northwest scrap area, under a metal ladder where a woman tells children the story of Stamp; Chakra Materia on the roof of the apartment block west of the item shop, up the ladder behind the guard dog; Hi-Potion x2 behind the oil drums in the cats’ corner. In the Talagger factory off Pillar Plaza: Monodrive (Ranged) in a yellow pod under wooden crates in the north room; the second Chakra Materia in breakable boxes in the southwest corner, by the bench and vending machine; First Strike Materia in the far east room after two Venomantis.
The handoff. Sonon’s first fight is three Corneo Lackeys at Municipal Storage — weak to fire, and worth a Chthonian Armlet (four slots, two linked, and it grows with the Gozu and Mezu Drives you take later). The forger gives you the Interplate ID Card. Heading back to base, break the wall at the end of the new exit for Kindred Cord.
Station and shipping facility. The Indurate Staff (with a Potion) is in the purple chest in the yard past the station fence. In the shipping facility, Sweeper (Ranged) is at the bottom of the side stairs past the Cripshays. After the “Conveyor Belt Bedlam” switch — throw through the gap in the fence, between containers — climb down for Prayer Materia behind two Lesser Drakes.
Storage depot. Yuffie falls; Zhijie is taken. The Horned Cripshay (ice) pays the Gozu Drive. The Steel Reaper (with a Potion) is at the top of the yellow pole just after it. The Elixir is behind the switch where Zhijie stood when Yuffie fell. In the climbing-wall puzzle: Assassin Board III at the top of the left stairs after three Toxirats; Turbo Ether on the north platform with three Gorgers; Elemental Materia on the middle platform once you reset the walls. A Wrath Hound and two Wayward Wolves are in the way.
Waste disposal plant. The Levrikon (fire, ice) pays the Mezu Drive. A Shinra box before the long conveyor holds a note from Zhijie about breaking crates; the conveyor is lined with them. At the end of the pipes and crates, jump off left for Magic Up Materia.
Main pillar maintenance. Lightning Materia on the floor at the end of the walkway, by the last bench and vending machine. Then the Gigantipede. Zhijie hands over the Shinra Employee ID Card afterwards, you go back through the ransacked hideout, and the train ends the chapter.
Fort Condor
Polk teaches it in the hideout. Vanguard (red) beats Ranged (green), Ranged beats Defense (blue), Defense beats Vanguard. Destroy the enemy HQ, or have taken more outposts when time runs out. Opponents unlock rank by rank and are marked on the map; any order works within a rank.
| Opponent | Rank | Where | Reward | Hard reward |
|---|---|---|---|---|
| Polk | tutorial | the hideout | Sentry Gun Prototype (Defense), Condor Coin | — |
| Kyrie | 1 | northwest, near Stargazer Heights | Elite Security Officer (Vanguard), coins | Ninja + Staff Vol. I |
| Shinra Middle Manager | 1 | table east of Seventh Heaven | Elite Grenadier (Ranged), coins | Vol. II |
| Johnny | 1 | alley northeast of the hideout | Elite Riot Trooper (Defense), coins | Vol. III |
| Jessie | 2 | Seventh Heaven patio | Grenadier Barracks (Ranged), coins | Vol. IV |
| Roche | 2 | Pillar Plaza, by the factory | Elite Helitrooper (Vanguard), coins | Vol. V |
| Wedge | 3 | outside his house | Armored Shock Trooper (Defense), coin | Vol. VI |
| Chadley | Grandmaster | near the Watch HQ | AP Up Materia, 10,000 gil, 4 coins | Vol. VII + 30,000 gil |
Rank-up rewards come on top. The first gives Sorcerer Board I and Helitrooper (Vanguard) — which is why guides disagree about what Polk pays: he pays both, in two steps. Clearing rank 1 gives Battalion Board I, Assassin Board I and Sorcerer Board II; clearing rank 2 gives Battalion Board II and Assassin Board II; beating Wedge gives Battalion Board III. Most guides only list one board per rank-up.
Old Snapper’s Condor Coin shop: Shock Trooper 1, Sentry Ray 1, Elite Shock Trooper 2, Slug-Ray Facility 2, Sentry Gun 2, Cutter 3, Helicopter 3, Sledgeworm 3; boards at 2, 2, 2, 3, 3 and 4 for the ones above, and the Grandmaster Board for 5 — the only way to get it. Buy it before Chadley.
Field-only pieces: Riot Trooper Barracks, Monodrive, Sweeper and Assassin Board III come from chests. Junk-Shop-only units: Security Officer Barracks (Vanguard) for 100 gil — one guide says 600 — Missile Launcher (Ranged) 300 and M.O.T.H. Unit (Defense) 500. The Junk Shop rotates between four lists, and its one-off stock also includes Wind, HP Absorption, MP Absorption and Luck Up Materia, an Elixir, Iron Maiden, Astral Cuff and Force Bracelet.
Beating Chadley earns Game, Set, Master. On Hard, every opponent fields a tougher board, only an HQ kill wins, sudden death is one minute, and beating Chadley earns Condor Queen.
Side content
| Discovery | Giver | Task | Reward |
|---|---|---|---|
| Mastering Fort Condor | Polk | win the matches | see above |
| The Happy Turtle Ad Campaign | Old Snapper | find six flyers | Magnify Materia |
| Chadley’s simulator | Chadley | beat Ramuh in VR | Ramuh Materia |
The six flyers: on the wall behind the cardboard boxes in the kids’ play area south of Old Snapper; knocked out of the turtle balloon by Wedge’s house (hop the crate, throw); on the second-floor balcony of the apartment block west of the item shop, past the sleeping guard dog; carried off by a cat in the northwest culvert (the right cat is the one behind the barrels); on the Pillar Plaza notice board under a Shinra poster; and on the wall of the Talagger factory’s far east room after the two Venomantis. All six is Turtle-tastic.
Bosses
- Ramuh (simulator) — weak to wind; lightning does nothing useful. Lingering lightning fields, a big single bolt, tracking orbs, sword combos. Below about half health he tethers three sparks to the ground: destroy them or Judgment Bolt ends the fight. A Limit Break interrupts it.
- Horned Cripshay — ice. Gozu Drive.
- Levrikon — fire and ice. Mezu Drive.
- Gigantipede — resists everything but lightning. Head takes physical, tail takes magic; lightning on the tail staggers it fast. From around three quarters health it climbs the walls and its Containment Drones paint targets for missiles — shoot them down (lightning again) and it crashes back in. In the last third it grows a drill head and the drones never stop coming. Pays 1,200 gil.
Hard mode only
Every fight gives a Secrets of the Ninja volume for Yuffie and a Secrets of the Staff volume for Sonon. Ten of the fourteen pairs are in this chapter:
- Vol. I–VII — the seven Fort Condor opponents, Kyrie through Chadley, in the order of the table above.
- Vol. VIII — the Horned Cripshay.
- Vol. IX — the Levrikon.
- Vol. X — the Gigantipede. Some of its drones carry Shield (hit with magic) or Reflect (hit physically) on Hard.
The Corneo Lackeys pay only the armlet, on any difficulty.
Game Notes
The cleverest thing INTERmission does is reuse the slums. The base game spent a day and a half teaching you who lives here; this chapter lets you walk through as a stranger and notice how much of it you already know. Wedge is outside his house, Jessie is on the bar’s patio, and Johnny wants a game. It costs the developers one map and buys a lot of warmth.
Fort Condor deserves more credit than it gets. It is a real game, with a rock-paper-scissors core and a deck-building layer of boards and units. The coin shop and the hidden pieces in chests and the Junk Shop make the whole chapter a scavenger hunt for it. Chadley on Normal is a genuine wall, and beating him without dropping to Easy is the most satisfying thing in the episode.
The chase that follows is weaker — a long run of conveyor belts and climbing walls — but it is generous with chests, and it hands you the Steel Reaper, which turns out to matter a great deal in the next chapter.
Everything in this area
Slums outskirts
Avalanche's hideout
Fort Condor
Happy Turtle flyers
Chadley's simulator
Scouting Sector 7
The handoff
Station and shipping facility
Storage depot
Waste disposal plant
Main pillar maintenance
Hard mode only
How this page was made
Researched across 8 community walkthroughs and written from scratch — no source’s wording appears here. 4 are marked where sources disagree with each other — we have not picked a winner for you.