Final Fantasy VII Remake has a few. Some might argue too many, but that’s not for us to decide. Now it’s up to us to choose the best of the optional tasks. You may pick and choose which ones are worth your time since, as I stated, there are a lot of them in the game. If you need anything you can get it from GG.deals
7. Quest: Kids on Patrol
There are several upsides to providing assistance to the children of the Sector 5 Slums.
However, only Kids on Patrol provides us with a whole new weapon, and it’s a doozy.
Furthermore, it allows you to access new tasks, but this is less exciting at first. You may continue on your journey if you accept the quest at the Leaf House.
The effort required to complete this quest is low.
Find the youngsters with swords in the Slums, which shouldn’t take long, and then go outside to battle a foe fueled by hedgehog pie. Simple.
You get to feel good about making a difference in the lives of some kids, and as a bonus, you get the Nail Bat weapon! Strong burst damage is its specialty.
Think not too deeply about the implications of a group of kids developing a nail-bat weapon. Let’s be honest: surviving in Midgar isn’t easy.
6. Quest: Chocobo and Moogle Materia
Even though this mission won’t show up in your log, it’s well worth doing since it rewards you with a vital component of your first summon.
That’s why it’s preferable to amass as many as possible.
Towards the book’s conclusion, retrace your steps a little and make your way to the massive fans on the rear wall and the adjacent service tunnel.
On the correct path, Barret will suggest a treasure hunt.
You’ll need to clean out a sequence of chambers hidden behind the fans in a limited amount of time.
Following all that effort, you will get the Chocobo and Mog materials!
This task isn’t too far out of the way, so I recommend completing it whenever possible.
5. Quest: Chapter 14 – Tomboy Bandit
You won’t get any useful items or materials from this side quest… instead of one central idea, however, we have two.
Get this quest rolling by checking back in with our friend Kyrie at Aerith’s Church.
Kyrie and Corneo, and even Johnny, are having some problems.
This contains a rather easy combat in the Corneo Colosseum and some casual exploring thereafter.
In all likelihood, the mission will seem like busywork. But at the end, you’ll have Johnny’s Wallet and the Vault Key that Corneo gave you.
The Corneo Vault Key allows you to get through any of those vexing Corneo doors you’ve encountered, even those in the sewers and Sector 5. It’s also necessary for progressing through the remaining quests in Chapter 14 (yay!).
You may earn a medal by giving Johnny’s Wallet back to him so he can pursue his own travels.
4. Quest: Chapter 7 – Waste Disposal
Here’s something tangential that won’t be reflected in your records.
You could skip over everything and finish the chapter blind, but why would you want to do that?
As you progress through Mako Reactor 5, you’ll become aware of a terrifying new Airbuster weapon and begin to collect unique keycards for it.
As the game progresses, you’ll learn that these keycards can be used to reroute Airbuster components, making the next battle much less challenging, and also allowing you to unlock a plethora of useful rewards.
This not only makes the fight with Airbuster easier, but if you play your cards right and divert enough parts to your pockets, you can play a little timing minigame at the end and get a Magic Up materia.
This eco-terrorist movement may have some merit after all.
3.Quest: Chapter 9 – A Dynamite Body
The Burning Thighs and The Party Never Stops side quests must be completed before this one becomes available.
Then, go back and see Chocobo Sam again; he’ll fill you in on the specifics.
In this unique colosseum match, you’ll be pitted against not one, but two bombs.
Especially on the first playthrough, this battle can be a major pain.
Get yourself geared up with fireproof gear, some ice magic for attacking, and as much raw power as you can muster. In this case, summonses are a huge help.
Defeat the bombs, then report back to Sam to receive the Arcane Scepter, a weapon owned by Aerith.
Extremely potent magical energy is contained within this, making it well worth the time and effort required to create it.
2. Quest: Chapter 14 – Subterranean Menace
You want to take on a boss, do you?
And a difficult, voluntary, and very rewarding one?
I know just the mission for you, buddy.
Encourage Wymer to do well in Sector 6 of Chapter 14. He’ll regale you with tales of something terrifying that lurks under the earth, and you can probably guess where this is going.
Find your way back to the labs where Barret and Tifa hid out before escaping. Do you recall the terrifying roaring you heard?
The time has come to confront the boss.
One of the Type-0 Behemoths will challenge you to a battle in one of the vast, vacant halls.
To get it right, you may need to try a few times. However, the monster may be defeated with enough decent equipment, increased levels, and strategy.
It’ll make you feel great, too!
It’s going to be a difficult battle, but we can win. In addition, it has a very nice aesthetic.
Barret receives the Wrecking Ball weapon (transforming him into a melee beast) and a Behemoth Horn for completing the Chapter 14 side quest Secret Medicine if he helps make the subterranean safe(r).
You learn a lot about yourself and you get some cool stuff out of it, so it’s a win-win.
1. Quest: Chapter 14 – Chocobo Search
It’s totally OK to stock up on guns and supplies. But the best benefits are those that save you time.
And there’s no greater time saving than a traditional Fast Travel system! Talk to Sam and he’ll inform you that a number of his Chocobos have gone missing.
So course, you’d venture out into the world and start looking!
The lost Chocobos are hiding in challenging areas all across the slums. And a particularly fierce band of monsters has one of them as a captive.
You can manage it, however.
Freeing and recovering all the lost birds pleases Sam so much that he awards you with a lifetime pass for his porter service.
This means you can fast-travel as much as you like, for free!
As I noted before, guns and stuff are wonderful incentives, but convenience is likely much superior since it saves both time and effort.
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