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FFVII Remake · INTERmission Chapter 1: Wutai's Finest

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.

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