Uploaded July 2016 | Updated September 2026, 2 weeks ago
when something's so scary it can fuck up THE REAPER you know it must be pretty OP...but....what could it be?
when something's so scary it can fuck up THE REAPER you know it must be pretty OP...but....what could it be?

![FFVII Remake/FFVII Dual Playthrough: The Climb [FFVII]
The original version of this sequence features a frustrating platforming sequence with zero combat. its possible to rescue kotch, one of corneos henchmen, from his imprisonment in corneos dungeon but theres no reason to.
this sequence involves the reveal that aerith is an ancient but otherwise is a straight shot to the shinra building. Watch live at https://www.twitch.tv/doktor_amazing FFVII Remake/FFVII Dual Playthrough: The Climb [FFVII]](https://i.ytimg.com/vi/CSjWtLqRRos/mqdefault.jpg)





![FFVII Remake/FFVII Dual Playthrough: The Climb [Remake]
The remake version of this stretch is expansive, featuring an array of sidequests, many of which have optional encounters. during the slums portion youll want to do these for the weapons as well as the one-time opportunity to get spirit siphon from the phantom enemies.
other enemy skill drops include algid aura and self-destruct.
the highlight is a behemoth fight in the underground lab, a new area unique to remake that also explains why behemoths can be found in midgar during disc 3.
the cutscene with aerith is actually part of a hidden affinity system, one unique to remake. depending on how you play you can get one with aerith, one with barret and one with tifa, and many choices made will influence who shows for it. (its basically the gold saucer date)
rescuing kotch now nets you a chakra materia, and hes much cooler in the remake.
another highlight is a rematch with abzu (aps) and a bit more on how alarmingly competent don corneo actually is. This is another good change that keeps his comic relief status intact while also showcasing exactly WHY he was don at all.
during the climb up sector 7s ruins you get to see the devastation that is curiously not visible from the ground (an oversight) and fight various enemies, this is a marked improvement over the poor platforming of the original, though i wish the wall graffiti stood out as much as it did in og ffvii.
in a shocking twist, the valkyrie, part of a two part boss with the arsenal on shinra tower is now a major boss fight at the end of this portion of the game. whats more shes stolen barrets satellite raid limit break!! the beam can be used to break her barrier in phase 3. theres a new mech enemy unique to this level with a push barrier mechanic and cerulean drakes are a common enemy.
overall this version of the climb was overhauled significantly and features an entirely new level not found in the original ffvii, its a great slow down and smell the roses moment meant to help the player truly appreciate midgar. Watch live at https://www.twitch.tv/doktor_amazing FFVII Remake/FFVII Dual Playthrough: The Climb [Remake]](https://i.ytimg.com/vi/DI0SLUmcmnE/mqdefault.jpg)


