FINAL FANTASY RESONANCE Del Prólogo a los créditos — guía completa
Cada capítulo, cada santuario, cada jefe nombrado. Sin spoilers más allá de cada encabezado.
This walkthrough covers FINAL FANTASY RESONANCE from the Prologue to the end credits. The game is a single-player HD-2D RPG launching October 22, 2026 on Nintendo Switch, Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC. A free Chapter 1 demo is playable today with save transfer to the full game.
The main story takes approximately 30 to 40 hours. Completionist play — side quests, Colosseum, esper trials, Chamber of Arms, and hidden bosses — extends that to 60 to 80 hours. Use this guide as a map: each section corresponds to a chapter or major zone, and the YouTube video above follows the same flow at 100% completion.
How to use this walkthrough
Read each section after you reach the corresponding chapter. Headings are spoiler-tagged by section, not by individual lines — if a boss name in a later heading matters to you, stop reading before that heading. The FAQ at the end of each section answers the questions that would otherwise send you searching elsewhere.
Cross-reference with the combat guide if a stagger sequence is giving you trouble, and with the Vision roster when a new crystal drops and you need role context. Save often at inn benches; the game auto-saves at story checkpoints but not at every boss door.
Prologue: Grandshelt Castle
The game opens in Grandshelt Castle. Rain and Lasswell are knights serving under King of Grandshelt. A royal decree arrives: the seal on the Earth Shrine has weakened. Veritas of the Dark is moving. You are sent to investigate.
This section teaches the basics. The timeline runs left to right at the top of the screen. There is no ATB bar. Pick basic attacks, watch the turn order, and let the first random encounter teach you what a weakness hit looks like on the stagger gauge. Do not grind here. The enemies are tutorial-grade.
After the castle scene, Fina appears near the Earth Shrine entrance. She joins automatically. The first three active party members are now Rain, Lasswell, and Fina.
Chapter 1: Earth Shrine and Grandshelt
Chapter 1 is the full demo slice and the teaching arc. The Earth Shrine is the first dungeon. Inside, Veritas of the Dark waits at the end and shatters the Earth Crystal. Your airship is destroyed. The story sends you back to Grandshelt’s capital, now called the Town of Mitra.
Key decisions in Chapter 1:
-
First Sanctum of Light — On the road between the Earth Shrine and Mitra, a Sanctum of Light appears. Stop here. The crystal inside is your first legacy Vision. Cloud and the Warrior of Light are common first Sanctum rewards in early access footage. Do not skip it.
-
Inn postbox in Mitra — After you reach Mitra for the first time, check the postbox outside the inn. Pre-order bonuses land here if you pre-ordered. Early-purchase items from the Deluxe or Collector editions also wait here.
-
First Vision assignment — Equip a crystal on Rain before leaving Mitra. A physical-plus-element Vision (Cloud, Bartz, Firion) works well for your damage dealer. Put a healing Vision (Leah, Y’shtola) on Fina. Lasswell can carry a stagger crystal (Tronn, Shantotto) or a defensive one (Charlotte, Warrior of Light).
The demo guide has detailed notes on the Chapter 1 segment playable today. The YouTube video above covers the full chapter plus post-demo content.
Chapter 2: Grandshelt Territories
After Mitra, the overworld opens. Grandshelt’s territories include smaller dungeons, side quests, and the first optional hunts. The world page maps the confirmed nations: Grandshelt, Dilmagia, Olderion, Zoldaad, and Mysidia. Chapter 2 primarily covers Grandshelt’s back regions.
Side content unlocks here. Look for:
- Gilgamesh encounters — Wandering hunt marked on the world map. Bring stagger.
- First Colosseum gate — Opens after you leave Mitra. The Colosseum page has details.
- Chamber of Arms — Legendary weapon trials. Start with Side Content.
Chapter 3: Dilmagia
Dilmagia is the Machinopolis — the airship city. Lid joins the party here. The Cid engineering tradition is strong; each generation’s best engineer earns the title. Lid wants it.
The city has the first major weapon shop, an airship dock, and access to the Colosseum’s upper brackets. Spend gil here on better gear before pushing into Olderion’s water territories.
Chapter 4: Olderion
Olderion is the Aquapolis, guarded by the Wardens of the Waters. Water-elemental enemies increase. Adjust Vision loadouts to include ice and lightning stagger tools.
Chapter 5: Zoldaad
The Zoldaad Empire hoards the Fire Crystal and runs magitek production. Jake’s rebels operate here. The empire’s forces are better equipped than Grandshelt’s early zones.
Amelia and Wilhelm are Zoldaad Visions. If you have not picked up a Sanctum Vision by now, check the map for a Light Sanctum near Zoldaad’s border.
Chapter 6: Mysidia
Mysidia is the Magiapolis, built on fairy tale and rumor. The Ice Crystal is here. Sakura arrives as a party member. Ayaka and Victoria are confirmed Mysidian Visions.
Postgame and Completionist Content
After the main story credits, the following remain open:
- Colosseum — Ranked AI fights. Requires well-built characters and considered party composition. See the Colosseum page.
- Chamber of Arms — Legendary weapons, including Ultima Weapon. See Side Content.
- Esper trials — Ifrit, Shiva, Titan, Siren, and Ramuh. See the Espers page.
- Gilgamesh — Wandering hunt across the postgame map.
- Sephiroth challenge — Special boss fight with a special reward. See the Sephiroth guide.
- Trophy list — Full trophy guide on the Trophy Guide page.
Side Quests
Approximately 30 to 40 side quests appear across Lapis. They are not gated behind the main story in most cases. Check notice boards in towns, talk to named NPCs after story beats, and revisit Mitra after major events. The YouTube walkthrough above marks questgiver locations.
100% Completion Checklist
- All 8 crystals recovered (Earth, Fire, Water, Ice, Wind, Lightning, Light, Dark)
- All 26 Visions recruited from Sanctums of Light and story events
- All side quests completed
- Colosseum all brackets cleared
- Chamber of Arms completed
- All esper trials completed
- Gilgamesh encountered and defeated
- Sephiroth challenge completed
- All equipment and accessories collected
- All trophies unlocked
Common Questions
Does the demo save transfer affect my walkthrough? Yes. Progress in the Chapter 1 demo transfers into the retail game. Start the demo walkthrough today and continue when the full game launches October 22, 2026.
Should I grind levels before each chapter? No. The game scales with your party. Grinding past the recommended level for a chapter makes stagger mechanics irrelevant. Use the combat guide to learn stagger timing instead.
When should I switch Visions? After every major Sanctum visit and whenever your current crystal does not cover the next boss’s elemental weaknesses. The jobs guide explains cost-cap mixing.
What order should I clear postgame content? Colosseum for gear, then esper trials for summons, then Chamber of Arms for weapons. Save Sephiroth for last — he requires a well-built party.
Preguntas frecuentes
Respuestas basadas en briefings de Square Enix y la demo del capítulo 1.
How long is the main story?
Approximately 30 to 40 hours. Completionist play extends to 60 to 80 hours with all side content, Colosseum, esper trials, and hidden bosses.
Does the demo save transfer to the full game?
Yes. Chapter 1 demo saves transfer. Start the demo today and continue on October 22, 2026.
How many chapters are in the main story?
The story covers Grandshelt, Earth Shrine, Mitra, then Dilmagia, Olderion, Zoldaad, and Mysidia across the main arc. The exact chapter count is confirmed in the full game.
What is the recommended level for each chapter?
The game auto-suggests levels at story checkpoints. Do not grind past those recommendations; stagger mechanics teach more than levels do.
When does Sephiroth appear?
Sephiroth is a postgame challenge encounter, not a chapter boss. See the Sephiroth guide and the Trophy Guide.