One of the most interesting and activity-filled areas of Final Fantasy 7 Remake is Wall Market, the place you visit in Chapter 9. There are side-quests and mini-games here, as well as a whole bunch of collectibles, weapons, and other things to find.
We've gone over every inch of Wall Market to help you find everything it hides. Our guide will help you unlock all the side-quests--including some hidden ones--and make the most of your time in Sector 6's red-light district.
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Just ahead, you'll take a ladder down. Check the corner beside it for a chest with two hi-potions.
Right after fighting three Terpsicolts, look for a ramp heading down on the east side of the area. Follow it down to a pipe under the street and a chest, which contains 1,000 gil.
The path will split ahead, and you'll need to head up the ramp to find controls for the big robot hand just ahead, in order to unblock the path.
Use the hand to pick up the cargo container and move it to the right, so that it makes a path with the wood walkway nearby, which has a Binding materia on it. When Aerith heads down, pick her up and place her on the cargo container. She'll run over and grab the materia for you. Then place her up by the ladder to open the path forward. When you drop down the ladder into the area, check behind the wall where you first moved the cargo container to find a chest with a mega-potion.
Up the other ladder, make sure you proceed all the way south on this path to find a vending machine that contains the Cosmo Canyon Music Disc.
Fight through Beck and his bandits--they're weak to Fire, but not especially difficult--until you get to the next robot arm section. There's another materia, this one a Magnify, you can grab by moving the first container up and to the right to make a path to it, then dropping Aerith off on top.
To open the path forward, place the crate you used to get the materia in the yellow box on the left side of the area. Switch robot arms with Triangle, then grab the second container from the wood walkway and stack it on top of the first one. Switch back to the first arm and pick up Aerith. Drop her off on the stacked crates, switch arms, and then carry her over to the walkway with the ladder.
Outside the gates to Wall Market, after talking to the chocobo driver, check the north end of the area for a chest with a phoenix down.
The two sets of side-quests are broadly either aligned with Chocobo Sam or with Madam M. To get the Chocobo Sam quests ("The Party Never Stops" and "Dynamite Bodies"), agree with Johnny at the Honeybee Inn, choose heads or tails at the coin toss, and choose the "poor man's" option for 100 gil at Madam M's. You can also talk to Johnny's dad in the inn and near the Corneo Colosseum.
To get Madam M's side-quests ("Price of Thievery" and the "Shears' Counterattack") disagree with Johnny at the Honey Bee Inn (or don't follow him there), choose not to play at the coin toss, and choose the "luxury" option for 3,000 gil at Madam M's. You'll also want to avoid talking to Johnny's dad inside the inn or in front of the Corneo Colosseum.
If you mix and match your responses, the side-quests you receive will be based on whichever set of answers you favored most. So disagreeing with Johnny, but calling the coin toss and choosing the poor man's massage will still get you Chocobo Sam's quests.
The rest of this guide follows the Chocobo Sam slate of side-quests, since these seem to occur more often if you talk to everyone and do everything in Wall Market. Check the end of the section for a rundown of the Madam M side-quests. Note that after you finish the entire game once, you can use the new Chapter Select menu to return to Chapter 9 and make new choices to complete the other side-quests.
Inside the market, duck into the Item Shop to buy the Honeybee Inn Music Disc. On the south side of the street, you can enter an Inn; check inside the room across from the bathroom for a chest containing an adrenaline. Go down the alley on the west side of the inn, heading south, to find a jukebox containing the Under The Rotting Pizza Music Disc. Keep going south from the jukebox to the end of the path to find a treasure chest with a celeris inside.
Find Chadley to the west of the Item Shop to get some new Battle Intel contracts, including one to get a new summon from a VR battle: Fat Chocobo.
Fat Chocobo his back with physical attacks, so if you have Barrier materia, use it to protect your squad. His Wark attack has him throwing random garbage at you, which you can easily avoid. When you get in close, watch out for Boom, in which he pops up into the air and drops back down for a big area-of-effect strike. After a bit, he'll start rolling around with Roly Poly, which you can dodge clear of if you're quick.
Meanwhile, the moogle that floats around with Fat Chocobo will occasionally summon spectral enemies to come after you--specifically, Bombs and Tonberries. Knock these out quickly if you can with something like Triple Strike, or let Aerith handle them with her magic while you keep up your assault on Fat Chocobo. You'll occasionally want to switch to Aerith to speed her ATB gain for healing spells, especially if Cloud gets walloped with a few of Fat Chocobo's big attacks.
When you get a chance, summon Ifrit or Shiva into the battle to future pressure Fat Chocobo--the further into the fight you get, the more minion enemies will get spawned in to add to your battle. They shouldn't bother you too much, but if you're finding yourself taking a lot of damage, peel off and take a second to deal with them before returning your focus to the boss.
Heading back south toward the Weapon Shop, duck into the gym on the west side of the street and look in the back room for a chest containing a Headband accessory.
Cross the street and go into the building on the east side to find a guy doing karaoke. Talk to him and he'll give you the Midgar Blues Music Disc. Ahead at the Weapon Shop, you'll find Hardedge, a new sword for Cloud.
Return to the entrance to Wall Market to talk to the first member of the Trio: Chocobo Sam. As you approach him, check on Johnny, sitting right in the entrance to Wall Market. Note that your answer to the coin toss will affect which side-quests you get: Choosing heads or tails will push you toward the Chocobo Sam set ("The Party Goes All Night" and "Dynamite Bodies"), while choosing not to play will push you toward the Madam M set ("The Price of Thievery" and "Shears' Counterattack").
When you're done with him, head to Honeybee Inn. You'll finally need to go to the north to talk to Madam M, then back south to the Colosseum. At the bottom of the elevator, use the bench and vending machine to prepare, then go into the next waiting room to find Johnny. You can also try the "Mystery Drink" found on the edge of the table before you go.
When the Cutter's dealt with, focus everything on the Sweeper. Spells will soften it up, allowing you to get in close, stagger it, and put it down with Punisher attacks.
At the start of the fight, watch the Hell House's windows. When they're red, the house's barrier is tuned to Fire; green is Wind; yellow is Lightning; and blue is Ice. You want to cast spells of the opposite type of whatever the barrier is in order to run up the Hell House's stagger meter--so if the barrier is Fire, use Ice, and if it's Wind, use Lightning, and so on.
In the first phase, the house will fling explosive furniture and toys at you, so stay well back. The Chair Salvo attack will launch a bunch of chairs that will track you like missiles, but you can avoid them fairly well if you just run around the arena and try to keep moving. When the house sprays out stuffed animals, stay clear of them--they're all bombs. And when it uses its Hospitality attack, try to run away; it'll suck one of your characters into the house, taking them out of the fight briefly while inflicting a bunch of damage. If you can hit the house with a spell opposite its barrier during that attack, do so.
The first phase isn't too tough if you have the magic to deal with it. After the house takes some damage, it'll flip to a much more aggressive second phase. You'll get fewer indications of the house's barrier from here on out; what magic to hit it with will be dictated by its attacks, which you can interrupt with the right spells. Keep back from its Jetstream attack, in which the house will spin around and spray fire, then use Ice. Do the same for the Double Rocket Charge attack, where the house will shoot itself straight at you--run to the side to avoid the first charge, but know that the house will follow up with two more. The Housing Shock attack will see the house chasing you around to do electrical damage, so try to hit it with Wind. Renewed Hospitality is a Wind attack, so use Lightning.
The tough part of this fight, really, is dealing with God House Mode. The house will create a barrier for itself that severely reduces both physical and magical attacks and isn't tied to an element. When that happens, change targets to the Hell House's arms and focus fire. A couple of big spells from Aerith or ATB attacks from Cloud should be enough to damage the house and drop the barrier, opening it up for your regular slate of attacks. You'll really need to be on your toes for this one, though; as soon as the barrier is down, hit the Hell House with whatever spell will stagger it most based on its window color, since you have a brief period after God Mode drops where you can get a big boost on stagger.
This battle will put you through your paces because it'll require you to be ready with the right spell at the right time, but it also makes charging your ATB meters difficult as you deal with the barriers. When you do get a big hit with the right element, close the gap with Cloud for Punisher attacks and ATB abilities in order to run up as much stagger as you can. Above all, though, be careful about keeping your team alive; don't be afraid to use a lot of items and healing spells here, because you're going to need them.
In the last phase, Hell House will add an attack called Heavensward, where it'll fly around the battlefield, shooting more chairs and other explosives at you. If you keep moving, you should be able to avoid the missiles, but eventually the house will shoot itself back down at you. You'll have a brief window before it hits it with a spell, if you can land it, so pay attention and get your ATB bars charged ahead of time.
After winning, you can now return to the Colosseum to fight additional battles to earn rewards. If you mean to go through the Colosseum fights at any point, take a moment to clear the two Aerith-specific fights: Aerith vs. Wild Animals and Aerith vs. Shinra Thugs. If you don't do these fights now, you won't be able to access them until you finish the game and unlock the Chapter Select menu.
Both the "Cloud vs. Wild Animals" and "Aerith vs. Wild Animals" Colosseum fights are worth doing before you move on, as each unlocks a new limit break for the character who fights. Your rewards are the Legacy: Ascension Limit Break for Cloud and Legacy: Planet's Protection Limit Break for Aerith. You'll want to do Aerith's specific fights now, as you won't get another opportunity because of the way the chapter plays out.
When you're all done, head back to Madam M's. Make sure you complete anything else you need to get done in and around Wall Market before you agree to have Aerith put on her dress, as this is a point of no return. After that, talk to Chocobo Sam to trigger a new slate of side-quests.
The Materia Shop owner will send you to the Inn to use a vending machine, where your Assess materia will be tested. After that, drop by the restaurant and help the owner with whatever your best elemental materia is. Finally, the Item Shop owner will send you to deliver medicine; depending on the level of your Cleanse materia, you'll deliver more medicine for more rewards. Check the bathroom at Drunkard's for your first delivery to get a sedative. The second goes to the alley behind the gym, accessible from the northwest side of the map, and gives you a celeris. The third is for the narrow alley just north and east of the Item Shop, which will earn you a pack of three Big Bombers. After you're done with the medicine, the Item Shop owner will give you the "Inspiration" to bring back to the dressmaker and complete the quest.
Avoid hitting the Bombs when they do the Inflame move, because that'll cause them to grow in size, making their attacks more potent and expanding their range. Do your best to keep away from the Bombs and keep pushing their stagger meters up until you can close the gap and take one out with Punisher attacks and ATB abilities. At that point, finishing off the other should be pretty simple. You'll get an Arcane Scepter weapon for Aerith for your trouble.
When you're done with all the available side-quests in the Wall Market, head back to Madam M. Make sure you've done everything you've wanted before you visit her, though, because this is a point of no return.
You'll soon find yourself in Don Corneo's mansion. Before you're called into the audition, head to the south end of the room and interact with the Don Corneo-themed vending machine to get the Don of the Slums Music Disc. There's also a chest to the right of the vending machine with a turbo ether inside.
After Tifa and Aerith get their gear back, check the room for a chest with a molotov cocktail. Leave the room and head to the room at the east end of the walkway. Inside, interact with the run in front of a bookcase on the southern wall to open a passageway to a staircase. You'll find a chest and an Otherworldly Crystal accessory inside. Back in the main foyer, go downstairs and fight Corneo's men, then slip through the narrow passageway on the western wall to get a chest containing a Fury Ring accessory.
Continue with our spoiler-free walkthrough in Chapter 10: Rough Waters.
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