This Final Fantasy Resonance walkthrough covers Chapter 1, Tailing the Truth, from the opening tutorial and Grandshelt through the ship departing Grandport. That is the supported demo route. As of October 20, 2026, the full game is still scheduled for October 22, so this page does not claim to provide later retail chapters or a complete endgame route.
Follow your displayed story objective, collect the two starter Visions in Mitra, and keep the elements needed for the next boss available. The major preparation checks are Fire for Belmodar, Ice or Light for Hell's Rider, the changing weakness in The Hunger's encounters, and Lightning plus Charm protection for Siren. Story spoilers for Chapter 1 appear below.
Match your objective to the next stop
The opening route contains travel objectives as well as battles. Felicitas appears twice in the sequence because the story sends you through Kol to rest and obtain a chocobo before continuing. Seeing the same destination again does not mean you need to restart the chapter.
| Current part of Chapter 1 | Next useful action |
|---|---|
| Opening tutorial | Follow the combat prompts, then take control of Rain and Lasswell |
| Leave Grandshelt Castle | Continue to the Earth Shrine assignment |
| Investigate the Earth Shrine | Explore the dungeon and defeat Belmodar |
| Go to Mitra and investigate Rain's house | Follow the house sequence and unlock the starter Visions |
| Equip a vision | Assign Leah and Tronn through Equipment & Abilities |
| Return to Grandshelt and save the king | Prepare for the castle fighting and Hell's Rider |
| Felicitas and Kol objectives | Visit Kol, stay at the inn, rent a chocobo, and continue to Felicitas |
| Kolobos Ruins | Look for Emma's mom and handle The Hunger's two encounters |
| Find a ship in Grandport | Prepare at the harbor, then follow the objective to Siren |
| Visit Siren | Climb the tower and defeat Siren |
| Ride the ship out of Grandport | Complete the chapter and preserve your demo save |
Complete the prologue and leave Grandshelt
The opening prologue teaches basic combat before the main Chapter 1 route puts you in control of Rain and Lasswell. Follow the tutorial's battle instructions, including its prompted use of powerful magic and Bahamut, then continue through the transition to Grandshelt.
Once the objective asks you to leave Grandshelt Castle, follow the Earth Shrine assignment. This first part introduces the two characters and the reason for investigating the shrine. Take time to read dialogue choices as they appear rather than advancing every conversation without looking; the game can attach character-stat choices to conversations.
You do not yet need a Vision build to proceed. Rain begins with Fire and Lasswell with Blizzard. Learn where those commands sit in the battle menu, and watch the Timeline so you understand which character can act before an enemy.
Investigate the Earth Shrine and defeat Belmodar
Move through the Earth Shrine toward its inner chamber. Check side paths and visible chests as you explore, and use the available save points before pressing into the next section. Keep recovery items available for mistakes while you are learning the combat system.

Belmodar blocks progress through the dungeon. Its Fire weakness makes Rain's Fire the straightforward attack to bring into your stagger plan. Use Lasswell's available actions to support the fight, and monitor the party's health rather than assuming that exploiting a weakness removes the need to recover.
The important check is that you use the appropriate element. You have not missed a required Vision if your equipment list is still limited here: the starter Vision lesson comes later. Finish the fight and follow the story scenes that resolve the shrine visit.
After the Earth Shrine events, the route directs you toward Mitra. Continue with the new objective instead of returning to search the dungeon for an upgrade that belongs to the later story sequence.
Investigate Rain's house in Mitra
In Mitra, follow the objectives Go to Rain's house and Investigate Rain's house. The investigation advances the story into the Farplane and introduces the Will of Light and Vision Crystals. Follow this sequence until the objective changes to Equip a vision.
Mitra also provides an opportunity to check supplies and recover. Use the town visit to make sure the party is ready to return to Grandshelt after the Vision lesson. You do not need to exhaust every optional activity before continuing the central route.
If you are uncertain whether the investigation is complete, compare the objective on screen with the sequence above. Reaching Mitra is not the same step as finishing the house investigation; the Vision equipment objective is the useful confirmation that the lesson has advanced.
Equip Leah and Tronn before returning to the castle
Open Equipment & Abilities and assign the two starter Visions. Leah on Rain and Tronn on Lasswell is a useful opening arrangement. Leah adds recovery and Banish, while Tronn expands offensive magic with Fire, Blizzard, Thunder, and Blind.

Check the commands after equipping them. Your immediate aim is to have recovery and useful elements available, not to finish a long-term build before the next destination. Fighting with a Vision also develops its Mastery through MRP, which is separate from the experience used for normal character levels.
Once the equipment objective is satisfied, continue toward Grandshelt Castle. If an expected spell is missing later, revisit which character currently carries the relevant Vision before assuming the ability has been lost permanently.
Return to Grandshelt and save the king
Check equipment and supplies before entering the castle's fighting. Keep recovery items rather than selling everything for an immediate weapon purchase. The route asks you to move through the attacked castle toward the king, with encounters along the way.
Hell's Rider appears with Dark Skeletons. The Rider is weak to Ice and Light, making Lasswell's Ice attacks and Leah's Banish useful options. The skeletons can also be approached with the appropriate elemental tools, including Fire and Light. Read the turn order and maintain the party's ability to recover while working toward stagger.
Do not treat a single target-order rule as mandatory for this fight. The reliable preparation is the correct elements, a functioning recovery option, and enough resources to continue the castle sequence. You still need to advance through the remaining story after the boss falls.
The subsequent encounter with the armored enemy is part of the story's overwhelming-defeat sequence. A loss there does not mean you need to grind indefinitely or restart the castle with an entirely different Vision setup. Continue through the scenes and follow the next objective once control returns.
Follow the Felicitas objective through Kol
After the Grandshelt events, Fina joins the journey. Check the party and reconsider its Vision assignments now that another character is available. The initial Leah-on-Rain arrangement is a starting point, so adjust it if Fina is taking over recovery while preserving the attacks the party needs.
The route points toward Felicitas, then sends you to the Village of Kol. Follow Stay at the inn in the village of Kol, then Rent a chocobo. After obtaining the chocobo, continue with the Felicitas destination.

The chocobo is useful for the overland journey and for avoiding the Antlion ambush associated with traveling on foot through its area. Do not treat that optional encounter as a story gate you must overcome before reaching Felicitas.
When the objective names Felicitas again, continue the current route. The repeated destination reflects the travel sequence through Kol. At Felicitas, check supplies before the next dungeon; Ice attacks and recovery resources will be useful in the coming encounters.
Enter the Kolobos Ruins and find Emma's mom
Continue with Go to the Kolobos Ruins and Look for Emma's mom. At the entrance, confirm the location name and proceed into the dungeon. Explore the paths and use the available save points rather than entering the boss sequence with depleted HP and MP.

You face The Hunger twice, and its weakness changes between the encounters. Use Ice in the first fight. Lasswell's Blizzard, Tronn's Blizzard, and any suitable Ice Scrolls you have collected provide ways to exploit that weakness.
The rematch is weak to Light. Shift to the appropriate tools, including Leah's Banish and Fina's Shining Arrow, instead of continuing to spend MP on the element that worked in the first encounter. Account for the accompanying enemies as you plan actions and keep a recovery option available.
Save resources for both encounters. Winning the first fight with an empty MP supply can make the second much more difficult even though you already know its weakness. If you struggle, check available Light coverage, equipment, and recovery items before assuming that only more character levels can solve the problem.
Finish the story events in the ruins and Felicitas, then follow the new destination toward Grandport Harbor.
Prepare in Grandport before visiting Siren
The story asks you to Find a ship in Grandport, then directs you to Visit Siren. Use the harbor visit to recover, review the party's equipment, and prepare for a longer dungeon climb.
The two important checks are Lightning damage and Charm protection. Tronn's Thunder provides an early Lightning option. Confirm who carries Tronn and whether that character has enough MP available. Lightning Scrolls provide another resource if you have obtained them.
For Charm, look at Monk's Prayer Beads or Leah's Nullify Charm option. Grandport provides access to the beads, and the tower also contains a pair. An item sitting in your inventory is not the same as protection equipped on the character who needs it, so inspect the final loadout before the boss.
Do not spend all your preparation on damage while leaving the party vulnerable to losing control. A protected recovery character can be as important as the character bringing Lightning attacks.
Climb Siren's Tower and use Lightning
Follow the path through Siren's Tower, checking side routes and chests as you climb. Use the available save points and recover before the summit. Keep enough resources for the boss rather than consuming every spell freely in ordinary encounters.

Siren is weak to Lightning and can inflict Charm across the party with Allure. Use your prepared Lightning attacks to work toward stagger, while your protected support character keeps the party functioning. Recheck the turn order as the fight develops instead of selecting the same command without considering who acts next.
If the party repeatedly loses control, revisit Charm protection. If the fight drags on, confirm that the attacks you are using are actually Lightning and that the relevant Vision remains equipped. Those are more specific checks than making an unfocused equipment change after every failed attempt.
The optional chest encounter involving Gilgamesh is separate from the main Siren objective. Do not confuse it with a required victory needed to complete the tower. Finish the Siren battle and its story scenes, then return to Grandport as directed.
Finish Chapter 1 and keep your save
Back in Grandport, review any remaining activities you want to do before boarding. The chapter's final story objective is Ride the ship out of Grandport. Completing that sequence ends Chapter 1 and the demo's main story coverage.

Preserve your progress using the game's save options after the completion sequence. The demo supports save carryover into the full game and has some level restrictions. Keep the save associated with the platform version you intend to continue using; carryover is not a promise of unrestricted transfer between different platform editions.
Optional exploration can include Vision sanctums, side quests, and encounters away from the direct objective route. These are additional choices, not missing steps in the main sequence above. A page or video labeled “full game” does not extend this walkthrough beyond the Chapter 1 material that the demo actually provides.
