The Planet's Hope
platinum
Earn all FINAL FANTASY VII REBIRTH trophies.
Earn the other 60 trophies. Use 7-Star Hotel as the main completion checklist, then finish all Hard chapters and combat simulations.
Published guide
Trophy guide
My route through world intel, Johnny's collection, Hard chapters and the combat simulator, with a Cloud/Zack build for Bonds of Friendship.
PlayStation 5
Finish the story to unlock Chapter Selection. Chapter 13 restores open-world access. Assist options change the combat challenge, while minigame and completion tasks still need their own clears.
Start on Easy or Normal and keep Assess equipped from the Grasslands onward. Use Roadmap to follow the hunt in broad stages. Trophies gives the individual actions, while Bonds of Friendship holds the longer Cloud/Zack simulator route.
Clear side quests and regional intel as you explore, but leave a difficult minigame for later if it stops your story progress. Your main completion ledger is 7-Star Hotel. Read its replay advice before revisiting Loveless or changing old saves. Keep the weapon abilities and six piano songs moving alongside it.
After the credits, return to Chapter 13 through Chapter Selection for open-world cleanup. Use the Chapter 12 return described in Regional and minigame cleanup for Cait Sith. Finish the regional chains, level the party and prepare the late simulator challenges for Virtually Renowned. Alternate those with Of Hardy Stock if more manuscripts or combat practice would help. The final stage is to return to Johnny after the collection is complete.
Updated PS5 versions offer Streamlined Progression and a New Game - Head Start option. The latter starts characters at level 65 with improved materia. The standard combat builds below assume the combat assists are off.
Chapter-bound inn items: save before the Rufus-photo group in Chapter 4 and take a sharp photograph. Keep every accompanying infantryman alive through the chapter's final combat stretch, healing them when needed, to receive Stuffed Stamp after Roche. In Chapter 11, save before Cait Sith's conveyor-box sequence and destroy ten boxes for Stuffed Fat Moogle. If a reward is missed, replay that story chapter on the same completed-game save. Chapter 13 cleanup alone cannot recover those scenes.
Assess new enemies and keep useful unmastered materia equipped. Recruit all infantry squads before the Junon parade, finish the ship tournament and learn abilities from newly found weapons. The regional relic trophies and My Job Here Is Done can progress alongside the story.
platinum
Earn all FINAL FANTASY VII REBIRTH trophies.
Earn the other 60 trophies. Use 7-Star Hotel as the main completion checklist, then finish all Hard chapters and combat simulations.
bronze · unmissable
Complete Chapter 1.
Automatic after completing Chapter 1.
bronze · unmissable
Complete Chapter 2.
Automatic after completing Chapter 2.
bronze · unmissable
Complete Chapter 3.
Automatic after completing Chapter 3.
bronze · unmissable
Complete Chapter 4.
Automatic after completing Chapter 4.
bronze · unmissable
Complete Chapter 5.
Automatic after completing Chapter 5.
bronze · unmissable
Complete Chapter 6.
Automatic after completing Chapter 6.
bronze · unmissable
Complete Chapter 7.
Automatic after completing Chapter 7.
bronze · unmissable
Complete Chapter 8.
Automatic after completing Chapter 8.
bronze · unmissable
Complete Chapter 9.
Automatic after completing Chapter 9.
bronze · unmissable
Complete Chapter 10.
Automatic after completing Chapter 10.
bronze · unmissable
Complete Chapter 11.
Automatic after completing Chapter 11.
bronze · unmissable
Complete Chapter 12.
Automatic after completing Chapter 12.
bronze · unmissable
Complete Chapter 13.
Automatic after completing Chapter 13.
bronze · unmissable
Complete Chapter 14.
Automatic after completing Chapter 14.
bronze · unmissable
Win a battle.
Win the Chapter 1 story battles. The opening prologue fight is not the trophy trigger.
bronze · optional
Exploit an enemy's weakness.
Assess an enemy, read its elemental weakness, then cast the matching spell. Put Assess on a regular party member so each new enemy also contributes toward simulator unlocks.
bronze · optional
Free a bound ally.
Switch away from a captured ally and target the enemy holding them. Damage its grab point until the ally is freed.
bronze · optional
Stagger an enemy.
Read the Assess pressure condition, trigger it and use focused attacks while pressured. Fill the orange gauge to stagger the target.
bronze · optional
Use a limit break.
When the limit gauge is full, choose Limit in the command menu and use the available attack. Save it for a boss or durable enemy if ordinary encounters end too quickly.
bronze · optional
Invoke a summon.
Equip a summon and wait for the summon gauge in an eligible encounter. Build the required ATB and select Summon when the command becomes available.
bronze · optional
Use a synergy skill.
Hold and use a displayed synergy-skill input with a compatible ally in the active party. These are the guard-menu skills, separate from the command-menu synergy abilities.
bronze · optional
Use a synergy ability.
Use ATB commands marked with the synergy icon to build charges on both participating characters. Select their unlocked synergy ability from the command menu when both have enough charges.
bronze · optional
Complete a quest.
Complete a green side quest and report back. Start checking the town notice boards as regions open.
bronze · optional
Max out a weapon ability's proficiency.
Equip a new weapon and use its exclusive ability until proficiency reaches 100%. Fulfil the bonus shown in the equipment screen to learn it faster.
bronze · optional
Level up an orb of materia.
Win battles with materia equipped. AP will eventually level an orb. Rotate mastered copies out when another copy needs training.
Return to Chapter 13 after the story. Open every regional activity chain, finish Materia Completionist and use Johnny's inn ledger to track minigame rewards. For the fixed card puzzles, use the Card Carnival sequences in 7-Star Hotel. Follow Piano Virtuoso for the six required piano performances. Keep the same save's accumulated collector's items when replaying chapters.
Cait Sith cleanup: Chapter 13 does not keep him in the party. After unlocking the late activities, use Chapter Selection to return to Chapter 12, retain the completed quest data and stay before the Haunted Hotel date sequence. All seven characters are available there. Use this window for his weapons, folio and solo simulator bout. Keep advancing the same save so collected rewards remain registered.
bronze · optional
Raise your Queen's Blood rank.
Challenge a Queen's Blood opponent marked on the map and win. Keep advancing through opponents at your current rank to unlock the rank-up match.
bronze · optional
Complete your search of a cache location.
At a marked cache, open every chest until its map counter is complete. One chest is insufficient when the location contains several.
bronze · optional
Repair three chocobo stops.
Follow chocobo chicks to their damaged stops and lift the fallen sign at three stops. Approach the sign itself to get the repair prompt.
bronze · optional
Use a chocobo to find two treasures buried by rabbits.
While mounted, watch for a blue question mark around rabbit burrows. Hold the scent-search prompt, turn toward the trail, then approach and dig at the indicated spot. Find two treasures this way.
bronze · optional
Defeat a summon in battle and obtain its materia.
Activate the regional divine-intel sanctuaries to reduce that summon's simulator difficulty. Challenge it through Chadley and win. The reduced-strength version still awards the summon materia.
bronze · optional
Gather world intel at five separate locations.
Complete five distinct World Intel markers. Towers help reveal more activities, but finish the actual marker objectives rather than only uncovering them.
bronze · optional
Gather world intel at fifty separate locations.
Continue the intel route toward Director of Regional Intelligence and Materia Completionist. Fifty completed markers across any regions count.
bronze · optional
Gather all pieces of world intel in a region.
Complete one region's towers, lifesprings, divine intel, fiend objectives, excavation and phenomenon chain, including any later unlocked classified fight. Check every intel category in that region's map tracker. Return later if the current story chapter has not opened its final activity.
bronze · optional
Obtain a protorelic in the grasslands.
Activate the Grasslands towers and follow the four Phenomenon Intel markers in order.
If the next marker has not appeared, finish the current conversation and advance the regional story before returning. The fourth transaction completes the chain.
bronze · optional
Obtain a protorelic in the Junon region.
Capture Junon's climbing chocobo and activate a regional tower, then clear the four Phenomenon Intel stages.
| Stage | Approach |
|---|---|
| Wrack and Ruin | Southwestern ruins, at the green tent and glowing game piece. |
| Flotsam and Jetsam | The shipwreck islands. Swim from the northern beach to the game table. |
| Crumbling Fastness | Follow the road south from Crow's Nest, north of the Abandoned Lighthouse. The When Words Won't Do quest opens the settlement's easy approach. |
| Interdimensional Warlock | Follow the road northeast of Activation Intel 3 to its end and descend into the valley. Use the chocobo to climb the two northern walls, turn left over the log beside the waterfall and keep climbing to Crow's Camp. Turn right along the water, climb the final wall and cross the wooden bridge. |
Win each Fort Condor battle. Counter enemy unit types, defend threatened lanes and save hero abilities for grouped enemies or the boss. Clear the fourth board to obtain the relic. A failed board can be retried at its table. Hard rematches are separate inn requirements.
bronze · optional
Obtain a protorelic in the Corel region.
Use the desert chocobo and visit each marked modular reactor. Take its Cactuar Statue, then hold to point its beam toward a Cactuar Rock. At the rock, raise the statue, defeat the cactuars and interact to obtain the reactor key. Return to the matching reactor and open its door.
| Reactor | Rock approach |
|---|---|
| First | East of the reactor. Approach from the north hill, past the trailers. |
| Second | Northeast. Climb the yellow ledges and use the grapple points to reach the rock. |
| Third | Southwest of the reactor, above yellow climbing ledges. |
| Fourth | Near the eastern coast, south of Expedition Intel 6. Climb from the nearby coastal chocobo stop. |
Finish each Cactuar Crush trial at its required first reward rank. The last two stages wait until Chapter 12's Hightailing It story progress.
With Yuffie, hit Gladiatuars physically and Magituars with ninjutsu. With Aerith, use for Luminous Ward against light cactuars and for Shadow Ward against dark ones. Restart a failed score attempt at the reactor. Finish the concluding Kid G encounter to receive the relic. The later Hard minigame rewards belong to 7-Star Hotel.
bronze · optional
Obtain a protorelic in the Gongaga region.
Complete all four training-facility simulations. The markers can sit over underground rooms, so approach their entrances rather than climbing directly onto an icon.
| Facility | Entrance |
|---|---|
| V-B | Southwest of the southern harbour. Open the gate and descend the stairs east of the map marker. |
| A-D | From Activation Intel 2, follow the uphill mushroom and rope route. Use the rope at the top to descend into the facility. |
| W-T | From the far northeastern beach, go east and use the mushroom to reach the entrance. |
| B-T | Approach the western ruins near Fiend Intel 4. Take the north exit before the fiend area to the chocobo stop, then the mushroom north of the stop to the facility. |
Use your Gongaga chocobo for the mushroom routes. At each terminal, clear the full simulation, with healing and revival shared between characters. Check for the next Phenomenon Intel after its conversation. The fourth facility completes the relic chain.
bronze · optional
Obtain a protorelic in the Cosmo Canyon region.
Capture the Cosmo Canyon chocobo and complete the four Gears and Gambits stages.
At each robot, use the automatic loadout as a starting point, then confirm the selected configuration and begin. Deploy the robot whose element counters the approaching enemy's weakness. Defend the threatened lanes before sending extra units at the boss, and use your portal skills when several enemies gather. If a setup loses, adjust its elemental attacks and aerial coverage before retrying. Clear the fourth stage for the relic. For the manual Hard setup, all four rematch restrictions and the inn reward, use the Hard Gears and Gambits section in 7-Star Hotel.
bronze · optional
Obtain a protorelic in the Nibel region.
Finish Chapter 11's Nibel story and capture the regional sea chocobo before following the four Phenomenon Intel markers.
Complete the final conversation to receive the relic. Revisit the previous marker if the next stage has not appeared.
silver · optional
Defeat Gilgamesh.
Finish all six regional relic chains, complete the three Divine Intel shrines for every regional summon and defeat each fully weakened summon in Chadley's simulator. In Chapter 13, sail the Tiny Bronco to Gilgamesh Island in the northeastern Meridian Ocean. Speak to Gilgamesh and activate the three trial altars.
I recommend level 70 and Easy for the island cleanup. Give two characters Revival, distribute Healing and Barrier, and bring fire, ice, lightning, wind and Subversion. Save outside each trial. These island fights do not force the simulator's Hard rules.
After all three trial marks, return to Gilgamesh. Fire exploits his weakness. Block his ordinary weapon attacks to pressure him, dodge unblockable moves and destroy Genji Shield when it appears. Breach or Dispel removes his defensive buffs. Use focused attacks to stagger, then spend your strongest damage while he is down. Heal and apply Barrier before the Ultimate Illusion countdown expires, with Reraise as backup. Reload the outside save if the party falls. His defeat awards the summon and unlocks the Genji recipes.
bronze · optional
Max out your moogle emporium merchant rank.
Complete the Moogle Mischief gathering task at every emporium and speak to the proprietor for each rank increase. Use the moogles' movement to guide them into the pen, avoid their attacks and reset a poor attempt. Check regions you have not revisited before farming another location.
silver · optional
Develop all possible materia together with Chadley.
Earn each region's intel currency and buy every copy of every materia in Chadley's regional development lists. Clear the regional lists until no purchasable development remains. This requires completing the world-intel chains, not simply owning a similarly named materia obtained elsewhere.
bronze · optional
Recruit all Midgar 7th Infantry units for the parade in Junon.
During Chapter 4's Locate the Seventh Infantry objective in Larboard Junon, recruit all ten squads before talking to the commander to start the parade.
| Squad | Location |
|---|---|
| 1 | The raised platform on the left of the main street, overlooking the cannon. |
| 2 | Right side of the main street, posing beside the Rufus cardboard cutout. Take the sharp photograph here for the inn collection. |
| 3 | The Full Arsenal weapon shop, on its main-street floor. |
| 4 | The Glabrescent bar, across the alley from the weapon shop's back door. |
| 5 | Cecilia's of Junon, the item and materia shop. |
| 6 | Upstairs from Maghnata Books, on the shopping centre's third floor near the accessory counter. |
| 7 | Barracks, Assembly Room on the middle floor. |
| 8 | Barracks, Briefing Room one floor above. |
| 9 | Le Sourire, the upstairs bar in the northeastern shopping building. |
| 10 | Larboard Garrison's basement storeroom, in the last building on the left near Chadley. |
Speak to each group and confirm the counter reaches 10/10. The trophy unlocks on recruiting the last squad. Save before the parade for Stealing the Show. If missed, replay Chapter 4 through Chapter Selection after finishing the story.
bronze · optional
Win the prize for outstanding performance in the Junon parade.
Recruit all ten squads first, then arrange two Riot Troopers, the Flametroopers and two Grenadier squads, keeping each matching pair together. This gives three demanding routines and the formation bonus. Aim for more than 100,000 approval and a low disapproval count, then check that the result ceremony awards the outstanding-performance prize. Tap red prompts, hold blue prompts through their line and repeatedly press yellow prompts. Keep a pre-parade save and restart a poor performance before accepting its result.
bronze · optional
Win the Queen's Blood tournament held on board the Shinra-8.
In Chapter 5, enter the Shinra-8 Queen's Blood tournament and win each bracket match through the final. Control the middle and deny the opponent spaces by advancing your pawns carefully. Rematch a loss immediately. Finish the tournament rather than withdrawing to advance the story.
bronze · optional
Receive a review of S or higher for your performance in Loveless at the Gold Saucer.
In Chapter 12's Loveless performance, follow each battle, dialogue and dance prompt accurately enough for an S review. Save before the sequence and retry if needed. This trophy needs one S performance, while the inn collection also needs the different leading-actress versions.
bronze · optional
Donate 10 items to the treasure trove at Johnny's Seaside Inn.
Complete The Saga of the Seaside Inn to open the treasure trove, then earn ten collector's items through activities. Follow 7-Star Hotel for the broader checklist.
bronze · optional
Donate 30 items to the treasure trove at Johnny's Seaside Inn.
Reach 30 collector's items after opening the inn treasure trove. Work through regional activities and minigame rewards as described in 7-Star Hotel.
silver · optional
Donate 60 items to the treasure trove at Johnny's Seaside Inn.
Reach 60 collector's items after opening the treasure trove. Keep progressing through the remaining tasks in 7-Star Hotel.
gold · optional
Inform Johnny that you have donated all possible items to his treasure trove.
Complete The Saga of the Seaside Inn and use the inn treasure trove as the progress ledger. You need all 88 collector's items, then must speak to Johnny. Items already earned are counted when the trove opens.
The Card Carnival solutions below cover all 22 fixed puzzles. The collection also spans the regional minigames and their later Hard variants, Gold Saucer challenges, chocobo racing, piano rewards, Queen's Blood progression, world-intel rewards, side quests and every combat simulation. Check the reward list at each activity so a story-clear score is not mistaken for its final prize.
Do the repeat visits on the same completed-game save. For Loveless, use System > Extra Settings to choose Tifa, Aerith and Yuffie as the Chapter 12 companion, then replay Chapter 12 for an S performance with each. Do not reload an older save after earning a new collector's item.
Use Piano Virtuoso for the piano requirement and Virtually Renowned for simulations. Caches and chocobo-stop completion are not substitutes for treasure-trove items. After the last item, return to Johnny at the inn rather than waiting for an automatic unlock.
Chapter-bound inn items: save before the Rufus-photo group in Chapter 4 and take a sharp photograph. Keep every accompanying infantryman alive through the chapter's final combat stretch, healing them when needed, to receive Stuffed Stamp after Roche. In Chapter 11, save before Cait Sith's conveyor-box sequence and destroy ten boxes for Stuffed Fat Moogle. If a reward is missed, replay that story chapter on the same completed-game save. Chapter 13 cleanup alone cannot recover those scenes.
Finish the four normal Cosmo Canyon stages in The Gambit Paid Off, then revisit each of those four robots and select Hard. The normal clears alone do not award Gambit Technician. I recommend Options > Gameplay > Difficulty > Easy for faster ATB recovery, while still choosing the minigame's Hard version.
At the robot-selection screen, select each robot with to edit its program. Auto-Program is disabled on Hard. Remove the old actions from all three programs first, so an action such as Shock is not reserved on another robot.
Use the five rows below in their listed order. Higher rows have priority. Set the additional Defeat 1 Foe condition on each -ga Shot. Set Shock's extra condition to activate when its user's HP is below half. Leave the other attacks without an extra condition.
| Target | Action |
|---|---|
| Foe | Blizzaga Shot |
| Foe: Airborne | Gravity Shot |
| Foe | Shock |
| Elemental Weakness Priority | Blizzard Shot |
| Self: Modify HP & Cost | Cost -20 |
| Target | Action |
|---|---|
| Foe | Firaga Shot |
| Foe: Airborne | Missile |
| Elemental Weakness Priority | Fire Shot |
| Foe | Hyper Lariat |
| Self: Modify HP & Cost | HP +150 |
| Target | Action |
|---|---|
| Foe | Thundaga Shot |
| Foe: Airborne | Gravity Shot |
| Elemental Weakness Priority | Thunder Shot |
| Foe | Lariat |
| Self: Modify HP & Cost | HP +300, Cost +15 |
Choose Offensive Loadout for the portal skills, giving Aeroga and Comet.
Use and to change lanes, select a robot and press to deploy when its ATB cost is available. The icon above an enemy is its weakness. With these programs, answer an ice icon with blue T1, fire with red T2 and lightning with yellow T3. Gravity Shot brings airborne enemies down for follow-up attacks.
Normally, wait for an enemy to commit to a lane and counter it there. Keep ATB for a threatened portal instead of spending every charge on the boss. Use for Portal Skills and clear a clustered wave with Aeroga or Comet. These skills can also finish a nearly defeated boss.
| Hard stage | Restriction and response |
|---|---|
| 1 | Only three deployments per robot type, nine total for the match. Start with one counter per enemy. Preserve the limited robots and use portal spells against grouped reinforcements, especially at half boss HP. |
| 2 | Only two robots of each type can be alive at once. Replace fallen units. Prioritize the larger Marshmallow enemies heading straight for your portals. |
| 3 | Each type has a deployment cooldown. Alternate available types and spread them across lanes. Avoid four robots in one lane. The boss becomes weak to lightning in its middle phase, then ice in its last phase. |
| 4 | The boss blocks deployments of its matching robot colour, changing the blocked type as it changes colour. Use an available counter or portal spell for the lane, and send robots exploiting the boss's current weakness down a clear route. |
In stage four, blue T1 is blocked at the opening. Send red T2 down a clear lane to attack the boss, and use yellow T3 where an enemy shows a lightning weakness. If the opening ice-weak enemies reach your portal while blue is blocked, group them for a portal spell. Later phase changes can block a different type, so recheck availability rather than waiting for one colour to unlock.
Destroy the central boss before the timer expires while keeping your portals intact. After a win, confirm that location's Hard clear, then move to the next robot. After all four, check Gambit Technician in Johnny's ledger. If a portal falls or time runs out, retry that stage. Check the program order, additional conditions and stage restriction before changing the build.
External videos: Hard stage 1 (PowerPyx, 0:00), Hard stage 2 (PowerPyx, 3:06), Hard stage 3 (PowerPyx, 7:14), and Hard stage 4 and the -ga Shot setup (PowerPyx, 10:00). The earlier demonstrations use different programs. The tables above give the shared high-damage setup.
Buried PLAY ARTS items: search chocobo dig spots in each region until you receive its collector's item. These are random finds, so one dig or an ordinary material pickup does not finish the region. While mounted, follow the blue question-mark scent indicator and use the displayed sniff and dig prompts. Continue searching other dig spots if the item has not appeared.
| Region | Buried collector's item |
|---|---|
| Grasslands | PLAY ARTS Rest Spot |
| Junon | PLAY ARTS Sweeper |
| Corel | PLAY ARTS Wheelie |
| Gongaga | PLAY ARTS Buggy |
| Cosmo Canyon | PLAY ARTS Tiny Bronco |
| Nibel | PLAY ARTS Shinra Box |
GP purchases: visit the Gold Saucer's GP exchanges and buy their collector's prizes. Winning the associated activity does not purchase its merchandise.
If a prize is still locked, finish its associated challenge and return to that exchange. Check the inn's item ledger after the shopping and digging runs.
Use the Card Carnival booth on the dock at Costa del Sol. The first seven puzzles are available from Chapter 6. The other fifteen open in Chapter 12. I would finish the set during Chapter 13 cleanup, with Queen's Blood rank 8 or higher, so the late puzzles' rank requirements are covered. Raise your rank by beating the marked opponents and completing the rank-up matches, as described in New Blood.
These are fixed puzzles. Your own deck does not matter. Clear all four menu groups, including Skill Drills, even though the drills do not award cards. The inn rewards are Neophyte QB Strategian, Bloody Brilliant Card Sharp, Legendary Card Collector and Madder Machinator.
Reading the board: T means top, M middle and B bottom. Count columns 1–5 from the far left of the entire board, including empty and enemy squares. M4 is the middle row's fourth square, not the fourth playable space.
| Row | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Top | T1 | T2 | T3 | T4 | T5 |
| Middle | M1 | M2 | M3 | M4 | M5 |
| Bottom | B1 | B2 | B3 | B4 | B5 |
Follow each sequence from left to right. An arrow separates successive plays. Let each card's effect finish before placing the next. Replace means play the new card onto the named allied card. When a card is destroyed, its square can become usable again. Cards added to your hand by an earlier play are part of the solution.
After the final play, use the on-screen End Round prompt and check for the victory result and the puzzle's completion mark. If a position is unavailable, restart that puzzle from its initial board and check the name, full-board column count and placement order. Re-entering a failed puzzle restores its fixed hand. Keep your successful clears on the same save.
The story's Cards del Amor rounds use these three boards.
Three-Card Stud, round 1
Fleetwing B3 → Zu T1 → Quetzalcoatl M2.
Go for Choco-Broke, round 2
Fat Chocobo B1 → Posh Chocobo B3 → Chocobo & Moogle B2.
Mischief-Making Moogles, round 3
Fleetwing M2 → Moogle Trio M1 → Grasslands Wolf B1 → Moogle Mage B2 → Moogle Bard T1.
Moogle Trio supplies the Mage and Bard. The Mage removes the opposing Cactuar.
The last two puzzles below need the Chapter 12 return.
Spears and Needles
Cactuar T2 → Spearhawk M2 → Spearhawk M3 → Quetzalcoatl B3.
Sea Devil by Night
Security Officer B2 → Sea Devil M2 → Sea Devil B1 → Mandragora M1 → Mandragora Minion B2 → Mandragora B2 → Mandragora Minion B2.
The Officer and the cards repeatedly played at B2 are sacrificed to the enemy Mindflayer. Play both Sea Devils before feeding that square. Each Mandragora adds a Minion to your hand.
A Kingly Clash
Zu T2 → Zu B2 → Tonberry King M3 → Deathwheel T1 → Deathwheel B1 → Mindflayer M1.
Your own destroyed cards strengthen Tonberry King. It should finish at 15 power.
One Shot, One Kill
Bomb T4 → Scrutineye B4 → Bloatfloat B3 → Bomb M5 → Dyne M1.
Keep Dyne until last. Its shot triggers the destruction chain, leaving Dyne as the only card and a 4–0 win.
Curse of the Gi
Desert Sahagin T2 → Sandhog Pie B2 → Jabberwock M2 → Crystalline Crab B2 → Riot Trooper B1 → Griffon B1, replacing Riot Trooper → Gi Nattak M2, replacing Jabberwock.
Wait for Sandhog Pie to be destroyed before the Crab uses B2.
These nine puzzles open in Chapter 12. Each awards its named character card.
Collector's Card: Cloud
Security Officer B2 → Cloud M2 → Sephiroth M4.
Collector's Card: Barret
Toxirat T2 → Sandhog Pie B2 → Bomb M2 → Insectoid Chimera M2, replacing Bomb → Barret M3.
Collector's Card: Tifa
Cactuar T1 → Spearhawk M2 → Deathwheel B2 → Tifa M3 → Griffon B2, replacing Deathwheel.
Collector's Card: Aerith
Aerith T2 → Leviathan T3 → Mandragora T1 → Mandragora Minion B2 → Adjudicator B3.
Collector's Card: Red XIII
Red XIII B3 → Sandhog Pie M2 → Stone Golem T2 → Stone Golem M3 → Gi Specter M2, replacing Sandhog Pie.
Collector's Card: Yuffie
Skeeskee T1 → Skeeskee B1 → Spearhawk T3 → Crystalline Crab B3 → Bomb M3 → Yuffie M3, replacing Bomb.
Collector's Card: Cait Sith
Space Ranger B1 → Chocobo Jockey T1 → Cait Sith T2 → Moogle M1 → Dio B2 → Loveless M2.
Cait Sith adds Moogle to your hand. Leave Loveless until the other cards are down.
Collector's Card: Cid
Cid B1 → The Tiny Bronco T1 → Skywheel B2 → Bomb M4 → Insectoid Chimera M4, replacing Bomb.
Playing Cid supplies The Tiny Bronco.
Collector's Card: Vincent
Vincent M2 → Black Bat T2 → Black Bat B2 → Galian Beast M2 → Rictus T1.
The Bats destroy Vincent and add Galian Beast to your hand. Reuse his emptied square for the Beast.
Power-Down Practice is available on the first visit. Return from Chapter 12 for the other four.
Power-Down Practice
Archdragon B2 → Archdragon B3 → Quetzalcoatl M2.
Chain Reactions
Cactuar T1 → Gagighandi T2 → Amphidex B2.
Major Power Outage
Desert Sahagin T2 → Reapertail B2 → Jabberwock M2 → Rictus T1.
Back to Replace-ics
Grandhorn T2, replacing Levrikon → Quetzalcoatl M2 → Gigantoad B2, replacing Sandhog Pie.
Replacement Test
Cactuar T1 → Spearhawk M2 → Griffon B2, replacing Bloatfloat.
Once all 22 puzzle marks are filled, check that the inn has registered all four Card Carnival rewards. Continue the other treasure-trove activities on that save, then speak to Johnny after reaching 88 items.
bronze · optional
Defeat Sephiroth in 3D Brawler.
Go to Corel Region > Gold Saucer > Wonderment Square. Start 3D Brawler at the back of the square. Complete the preceding 3D Brawler opponents and the final side quest to unlock Sephiroth's bout. Watch his shoulder and arm wind-up to distinguish straight punches, hooks and uppercuts, then use the matching dodge direction. Pause during the wind-up if you need time to identify the attack. Strike only when he presents an opening, especially after his missed flurries. Winning the earlier bouts does not replace this final opponent. The prerequisite quest is Can't Stop Won't Stop, reached through My Job Here Is Done. Use the stick directions taught in the 3D Brawler tutorial for the incoming fist's height and side. Pause during the wind-up to identify the cue, then resume and input the dodge. Attack only with the displayed shoulder-button punch when his guard drops.
bronze · optional
Play all six Piano Outreach Association songs well enough to receive remuneration.
Collect these six pieces, score A or better in each, then speak to Dorian to receive the rewards and final recognition.
| Song | Where it comes from |
|---|---|
| On Our Way | Crow's Nest piano |
| Tifa's Theme | Royal Crown Hotel piano, Costa del Sol |
| Barret's Theme | North Corel bar piano |
| Cinco de Chocobo | Gongaga village piano |
| Two Legs? Nothin' To It | Cosmo Canyon inn piano |
| Aerith's Theme | My White-Haired Angel quest |
Use the left and right sticks as the note rings reach their targets. Practise difficult passages rather than restarting after the first Good note. A rank allows mistakes. The two bonus songs do not need to be completed. Access Crow's Nest by completing When Words Won't Do. My White-Haired Angel becomes available after the Chapter 11 story reaches its late return to Nibelheim, so finish the chapter's current main objective if the quest is absent.
bronze · optional
Complete all bouts in the Musclehead Colosseum.
Return to the Gold Saucer's Musclehead Colosseum after the story and clear every listed bout, including the new post-story matches. Prepare both teams for six-person bouts. Put healing and revival in each team, then inspect the enemy lineup and add its weaknesses before entering. A cleared early tier does not complete the full list.
bronze · optional
Win all chocobo races.
Win every Gold Saucer chocobo race, advancing through the grades and the Gold Cup. Equip gear for turning and recovery, start each race with a timed boost, and save stamina for the long straights or the final stretch. Use the race list to identify uncompleted courses and enter the remaining ones. In Chapter 12, complete Nibel's Esoteric Secrets of the Elders, then take Gold Cup or Bust and speak to Billy in Chocobo Square. The full list is nine Grade III races, ten Grade II races and the Grade I Gold Cup.
bronze · optional
Complete all quests.
Complete all 36 green side quests. Check each region's board and map again in Chapter 12/13 because later quests depend on earlier ones. The final party-animal quest needs the preceding quests complete and adds more Gold Saucer challenges. Use Chapter Selection after the story for anything missed and keep completed quest data when returning for cleanup.
bronze · optional
Attain level 70 with a character.
Reach level 70 with any character. After the story, keep gaining experience while doing the Hard chapters and simulator prerequisites. Pair Experience Up with a farming session if this remains after the other activities.
bronze · optional
Deal 300% or more damage to a staggered enemy.
Fight a durable summon at reduced difficulty and use Tifa to increase its stagger multiplier. Prepare two Unbridled Strength charges and ATB before stagger, spend the powered attacks, then use True Strike while allies avoid killing it too soon. The displayed stagger bonus must reach at least 300%. Learn True Strike from Járngreipr, listed in Well-Rounded. If the enemy dies or stagger ends too early, Give Up and repeat at a stronger summon setting with allies holding back their damage.
bronze · optional
Master all weapon abilities and limit breaks, including those found in folios.
Every character has seven weapons. Learn each weapon ability to 100% proficiency and buy the required ability and limit nodes in every character's folio. Complete side content to raise party level and open the outer folio tiers. Check Materia & Equipment for unfinished proficiency and each folio for unpurchased ability nodes.
Weapon checklist: compare these names with each character's inventory. Buy missed story-chest weapons from Chapter 13 weapon vendors where offered, or replay their original chapter. Purple chests contain weapons, so check short side passages before advancing.
| Character | Seven weapons |
|---|---|
| Cloud | Buster Sword, Sleek Saber, Rune Blade, Umbral Blade, Crystal Sword, Igneous Saber, Slipstream Saber |
| Tifa | Leather Gloves, Sylph Gloves, Kaiser Knuckles, Dragon Claws, Tiger Fangs, Crystal Gloves, Járngreipr |
| Barret | Gatling Gun, Hi-Caliber Rifle, Barrage Blaster, Vulcan Cannon, Fafnir Rifle, Calamitous Bazooka, Battle Cry |
| Aerith | Guard Stick, Timeless Rod, Empress's Scepter, Wizard's Rod, Ceremonial Staff, Plumose Rod, Gambanteinn |
| Red XIII | Mythril Collar, Renegade's Collar, Silver Collar, Amethyst Collar, Golden Collar, Mystic Collar, Brisingamen |
| Yuffie | 4-Point Shuriken, Savage Dagger, Twin Viper, Bird of Prey, Crescent Sickle, Crystalline Cross, Fuma Shuriken |
| Cait Sith | Yellow Megaphone, Iron Megaphone, Red Megaphone, Resounding Megaphone, Crystal Megaphone, Golden Megaphone, Gjallarhorn |
Some rewards need their activities: win Run Wild's Free-for-All for Silver Collar, score 42,000 at Desert Rush for Dragon Claws, finish The Pursuit of Perfection for Fafnir Rifle, clear the Shinra Manor simulations after Lament of the Damned for Plumose Rod, score 3,600 on Glide de Chocobo course one for Crescent Sickle, and deliver 45 Chocograss at the Nibel tack shop for Gjallarhorn.
At party level 9, buy the yellow limit and purple ability nodes in all seven folios. They need to be unlocked, while the 49 weapon abilities need their proficiency checkmarks.
If Cait Sith is absent in Chapter 13, return to Chapter 12 through Chapter Selection, retain quest data and stay before the Haunted Hotel date. Finish his proficiency and folio checks with him in the party.
On Hard, normal item use is disabled and ordinary benches restore HP only. Keep Prayer and Chakra available, use low-cost pressure attacks and save MP for bosses. Chocobo Stops can restore MP when you use a Cushion. Keep a manual save before long locked sections and do not spend the whole party's MP in early fights.
Bring the whole party to level 70, develop folios and level the magic and support materia used in the builds. Follow Of Hardy Stock for the final story fights and Virtually Renowned for late simulator unlocks. You can alternate activities rather than completing every simulator before starting Hard.
silver · difficulty
Complete all chapters on Hard difficulty.
Finish the story to unlock Hard, then complete all 14 chapters through Chapter Selection. The combat advice here assumes Streamlined Progression is switched off. Normal items are disabled and ordinary benches restore HP only. Prayer and Chakra save MP between bosses. Chocobo Stops can restore MP with a Cushion. Keep a manual save before long locked sections.
Before Chapter 14, equip every character, including Aerith and Cait Sith, with useful healing, revival and defence. The finale splits the party. Prepare the equipment before starting its gauntlet. Give Tifa, Barret, Red XIII, Yuffie and Cait Sith access to all four offensive elements as well as healing and revival. Ordinary Fire, Ice, Lightning and Wind materia work here. The three-person groups can vary, so prepare the whole cast.
Cloud's magic setup: Rune Blade, Cetran Bracer and Genji Gloves. Link separate Fire copies to HP Absorption, MP Absorption, Magic Focus and Swiftcast. Add ATB Boost, Enemy Skill, First Strike and Magic Up. Use Preparing the magic builds for the craft and learned abilities. Prime Mode's held combo activates Fury and rebuilds ATB. Cast from a safe opening, with Faith from a support character.
Jenova Lifeclinger: keep healing on both members of each forced pair. Destroy the barrier and exposed parts before spending your strongest attacks on the body. In Cloud's sections, build ATB in Prime Mode and cast Firaga when the target can take damage. In the split sections, use the available characters' weapon abilities to build pressure, then focused attacks to stagger. Bank ATB through invulnerable transitions. Reapply defence and heal before pushing into the next split.
Sephiroth sequence: follow the party changes in order.
For the final Cloud/Aerith fight, Aerith supplies Faith, Healing and Arcane Ward. Keep Cloud casting fire from the ward during recoveries. Destroy the sword or wing when it becomes a separate target. After Heartless Angel leaves the pair at critical HP, heal immediately. Hold ATB for the final The End Is Nigh damage race and use Focused Thrust to stagger him while circling away from the rotating attacks, then finish him with your strongest available damage.
On the updated PS5 retry menu, Retry from current phase preserves the current boss phase. Read the wider restart choices before confirming, since they can return you to an earlier battle. Reapply buffs after a retry.
silver · optional
Complete all of Chadley's combat simulations.
Clear every row in every category of Chadley's simulator. Assess enemies throughout the story and complete each region's intel, including its classified enemy. For locked Biological Intel, check both the regional assessment total and Enemy Skill's materia level.
Select this row at Chadley > Combat Simulator > Biological Intel. It opens from Chapter 9 after defeating Junon's classified Mindflayer, assessing 14 different Gongaga enemies and raising Enemy Skill to three stars. This is a level-synced, one-round fight. I recommend Easy, but extra levels alone do not remove its special condition.
Kill the Mindflayer before either Experimental Varghidpolis. An ally killing one, or a small enemy dying through Self-Immolation, fails the attempt. Keep both alive until the Mindflayer is down, then finish them.
I recommend Cloud, Tifa and Aerith. Give Tifa Binding linked to Magnify and mastered First Strike so she can open with Sleep. Bring Healing and Revival on the party, unlock a shared Cloud/Tifa synergy ability in their folios and keep offensive area attacks out of this fight. Remove automatic offensive materia for this row. This is a separate setup from the later multi-enemy builds.
If the objective fails while the party is still alive, check which small enemy died. Retry this single encounter, open with Sleep again and separate the targets sooner. If allies keep waking the pair, replace automatic offensive materia and check every character's target before spending ATB.
For the late categories, finish the story, complete all six regional relics and summon shrine chains, defeat Gilgamesh and craft Corsair's Compass. Its starting chest and craft are in Preparing the magic builds. Prepare level 70 characters, developed folios and mastered support materia before entering. Brutal and Legendary bouts force Hard rules.
Use these Roadmap sections for the actual battles:
You may complete To Be a Hero before Bonds for Cloud's extra manuscript and practice against the shared summons. A challenge's summon can only be called once across its rounds. Save it for a difficult late fight.
A defeat restarts the selected multi-round challenge. Recheck its build and the enemy's pressure condition before retrying. Finish through the result screen and confirm a clear mark on every simulator row.
Use Preparing the magic builds first if any equipment is missing.
This setup is for the Cloud/Zack challenge. Use Rune Blade, Cetran Bracer and Genji Gloves on Cloud. Link Wind to HP Absorption, MP Absorption and Swiftcast using separate copies, link Magic Focus to Lightning and Wind, and put Elemental with Fire and Ice in armour. Add Enemy Skill, ATB Boost, First Strike and Magic Up. Select the magic-attack, ATB-charge and Full-Power Magic weapon skills available at your weapon level.
Learn Prime Mode from Umbral Blade. Use it from the ability menu, then hold through its heavy attack sequence to activate Fury and rebuild ATB. Zack supplies Faith and defensive support. The wind casts recover HP and MP only when they actually deal damage, so avoid spending your last MP into a protected target.
A loss means another challenge attempt. Practise the individual summons first and enter the late rounds with resources restored.
After finishing the remaining challenges, inspect the inn for missing collector's items. Earn them on the current save and speak to Johnny once all 88 are registered for 7-Star Hotel.
Genji Gloves: defeat Gilgamesh for Genji Armaments, then reach Craftsmanship 16 by crafting each new pre-Genji recipe once. Repeating a recipe does not fill the missing first-craft experience. Complete the region's Excavation Intel for transmuter chips and craft the enhanced accessories that use Dark Matter minigame prizes. Check the transmuter's uncrafted rows when progress stalls.
The gloves need five Exquisite Beast Hides, one Sinister Quetzalcoatl Talon, one Slimy Malboro Tendril and six Pirate Jetsam. On Hard, revisit Quetzalcoatl in the Grasslands and Great Malboro in Gongaga for the special talon and tendril. Each of these classified fights appears after scanning four of its region's six lifesprings. These are the Hard drops, not their ordinary-mode materials.
Corsair's Compass: from Chapter 12, open the purple Pirate King's chest on the Costa del Sol dock beside the Tiny Bronco. The map marks four grottos. Sail to the southwest Gongaga coast, southeast Junon coast, the island northeast of Costa del Sol and the island farther northeast near Gilgamesh Island. At each, defeat the guardian and climb to its purple chest. After all four relic pieces, choose Item Transmuter > Accessories > Corsair's Compass. Its ocean radar works from your inventory. Follow its signal to purple floating chests and collect six Jetsam for the gloves.
Buy and develop the needed blue materia at Chadley, then level it through AP before relying on its final effect. Master Elemental for absorption. Its second level only nullifies damage. Link it in armour for defence, never in the weapon. Each repeated spell-support pair below needs its own spell materia copy in a connected pair of slots.
Learn Prime Mode from Umbral Blade, Counterstance from Slipstream Saber, ATB Ward from Ceremonial Staff and Arcane Ward from Guard Stick. Brumal Form is one of Yuffie's default abilities. The weapon checklist and unusual weapon rewards are in Well-Rounded.
Cetran Bracer: after Cloud's trial in Chapter 13, descend the Temple of the Ancients' Spiral of Rebirth until rubble blocks the stairs. The side passage takes us through an Ancient Dragon and Panthera Protector fight, then down to the room with Fuma Shuriken's purple chest. Take the south branch to the Shrine of Ambition, defeat Floating Death and open the armour chest. Return to the junction and continue east.
Cetran Armlet: in Aerith's second Hall of Life section, leave Brisingamen's chest room by its north path. At the bee-filled junction, cross the broken path west, then go south into the small room. Turn right and jump the gap to the room with crystals, bees and two Blight Frogs. Collect the armour before returning to the altar.
These are the two eight-slot armour pieces. For Rulers of the Outer Worlds, equip them on Aerith and Barret. Give Yuffie armour with at least five slots, including a linked pair for Elemental-Fire. Reassign the Cetran armour when changing to a solo or two-person build.
Speed Demon Keychain comes from Chapter 4's Roche sequence with all five infantrymen surviving. Replay that chapter if necessary. Chocoking's Cape comes from the Gold Cup, covered in Hall of Famer. For Enhanced Malboro Orb and Enhanced Expeditionary Medal, obtain the base recipes through regional excavation, then win Six-Person Bouts: Harmony of Discord in the Musclehead Colosseum for Transmuter Chip: Ultimate Accessories. Each enhancement also needs four Dark Matter, one Pirate Jetsam and its listed monster material. Limit Booster comes from 31,000 points in Expert G-Bike. Transference Module comes from Six-Person Bouts: Riotous Feast. Fury Ring comes from Six-Person Bouts: The Archfiends. Enhanced Expeditionary Medal gives access to Cloud's level-three limit when the gauge fills. Götterdämmerung is the reward for clearing Rulers of the Outer Worlds. The solo setups that use it come after that clear.
For Enemy Skill, clear Biological Intel: Know Thine Enemy, equip the materia to earn AP and revisit the unlocked Biological Intel simulations as it levels. Some later simulations require its higher materia levels as well as regional enemy-assessment totals. Check the locked row's requirement before farming unrelated encounters.
Start with Preparing the magic builds and the unlock checklist in Virtually Renowned. These challenges use Hard rules even if the surrounding chapter is Easy. A defeat restarts the entire selected challenge. Before retrying, identify the round that failed and change the relevant protection. Finish every round and wait for its clear mark.
For Army of the Damned, Requiem for the Scorned, Unending Nightmare and Hellions' Intonement, use Cloud, Aerith and Cait Sith in the Chapter 12 cleanup window.
At the start of a round, Cait Sith casts Magnify-Stop, Aerith places Arcane Ward on Cloud, then Cloud uses ATB Boost and casts Magnify-Quaga from the ward. While he casts, build another ATB on Cait Sith. Return to Cloud, attack to refill his bars and cast again from the ward. Reapply Stop after its previous effect ends, preferably when a dangerous enemy is staggered. Repeated Stop becomes shorter and eventually fails, so use the opening to finish the fight. If only one enemy remains, turn Magnify off for the stronger single-target spell.
For Army of the Damned, Quakra is usually enough for the small packs. Aerith can add Radiant Ward over Cloud's position once she has ATB. Hit the burrowing enemies in round three before they disappear. If one escapes, defend until it resurfaces, then resume casting. Give the large Screamer priority in round nine. External video: Army of the Damned setup and rounds (Optinoob).
For Requiem for the Scorned, start Stop before the opening Noxicap can silence Cloud. Block or dodge the frogs' projectiles if one escapes the opening. In round five, keep Dranabarga stopped while finishing the smaller enemies, then attack during its stagger. In round nine, the Savage Grandhorn takes priority because Earthbound can bind successive party members. Stagger it to release a captive. In the final round, stop and kill the Tonberry before it reaches the party. External video: Requiem for the Scorned (Optinoob).
For Unending Nightmare, put Elemental-Lightning and Wind in Cloud's armour in two spare slots. Remove optional stat materia if needed. Focus the Queen Bee in round one and the Gi Sorcerer in round two. In round six, kill Whymzelett first, interrupting Soothing Breeze, then wear down Shirdal. Cloud's wind protection makes that remaining fight safer, but still block physical contact. Use a renewed single-target Stop during the large Enmidunk's stagger in round eight. External video: Unending Nightmare (Optinoob).
For Hellions' Intonement, keep the Fury Ring damage setup and the full Stop extension. Against Adjudicator, use the opening Stop and prepare Arcane Ward, but move Cloud outside the ward for his first Quaga. The spell can trigger Reflect, which would bounce the ward's automatic second cast back at the party. Switch to physical attacks to stagger Adjudicator. Renew Stop once the stagger clears its earlier application, then return to the ward for Quaga after checking Reflect is gone. If Reflect remains, Aerith can remove it with Dispel before Cloud casts again. Against Hecteyes, stop casting offensive magic while Reflect is active. Aerith uses Dispel, then Cait Sith stops it before returning to the ward loop. Against White Terror and White Mousse, stop the wolf, since the mousse is immune. Let them approach each other before the area casts. Against the worms, move away when they burrow, then roll toward and past the emerging worm to avoid Swallow. In the final round, stop the Tonberry King promptly rather than waiting for a perfect stagger. External video: Adjudicator opening (Optinoob, 7:17). External video: Hellions' Intonement (Optinoob).
Use Tifa, Cloud and Aerith. This setup builds Aerith's Planet's Protection while Tifa attacks.
Aerith opens with Magnify-Manawall. Tifa uses ATB Boost, Haste on herself and Unfettered Fury. Check her command before starting the combo. If it does not show Rage and Fall, build another ATB and cast Unfettered Fury a second time. Concentration can supply a starting chi level, but does not always trigger. At the Rage and Fall chi level, hold for the uppercut, release as it starts, then hold again for the follow-up that rebuilds ATB. Spend two bars back to back on Chi Trap to feed allies through ATB Assist. During a stagger, use True Strike instead. If you spend her chi attacks or the buff expires, use Unfettered Fury again until the command shows Rage and Fall before continuing that combo.
When Tifa has enough limit gauge to fill Aerith's remaining bar, Aerith uses Limit Siphon on her and casts Planet's Protection. It prevents physical damage, while magic, status effects and certain special attacks still need attention. Cloud supplies manual party healing. Refresh Manawall as needed. Planet's Protection can only be used once in each round. Use its protected window to finish the dangerous target, then return to blocking, dodging and healing if it expires.
Kill the disruptive smaller enemy first, then the larger target. For Kid G, block the ordinary punches, dodge Sledgehammer or Goblin Beatdown and punish his recovery. Avoid attacking him freely while he is not pressured. Dispel defensive barriers on Sanguine Scourge in round five and Irasceros in round six. In the worm round, deal with Gigaworm before Dark Claw and dodge Swallow as above. For the cactuar round, keep moving until Planet's Protection is active. In the finale, target Diabolic Variant's right arm, then its body and duplicates before finishing Ember Zu. Tifa's fire absorption helps with the bird, but does not protect Cloud or Aerith.
External video: The Seventh Seal build and all ten rounds (Optinoob).
Use Yuffie, Barret and Aerith. Start with full materia levels. This setup needs Genji Gloves, Speed Demon Keychain and Chocoking's Cape, all covered in Preparing the magic builds.
Barret casts Haste on Yuffie. Yuffie uses ATB Boost and Brumal Form while Aerith places ATB Ward on Yuffie. Keep Yuffie inside that ward and repeatedly use Brumal Form to refill her allies' ATB. If she is knocked out of it, move back before continuing.
Barret casts Magnify-Manawall and Faith on Aerith, then uses Lifesaver, Steelskin and Prayer to support the party. Aerith places Arcane Ward on herself and casts the useful top-level spell from it. Refresh Haste and Manawall before they expire. The wards and Brumal Form supply the resources, but do not make the whole party invulnerable.
| Round | Target and response |
|---|---|
| Kujata and Phoenix | Defeat Kujata to expose Phoenix. After its revival, kill Phoenix before the revived Kujata. Match Kujata's current weakness. Use ice against Phoenix if fire would be absorbed. |
| Titan and Bahamut | Break Titan's shield with wind, then remove Bahamut's wings during its charge. Rebuild the wards if Titan displaces Yuffie. Use the pressure windows to finish one summon. |
| Odin and Alexander | Use fire and safe abilities to drive Odin into Vanish. Break Alexander's arms with lightning, then the body. Maintain Manawall and healing for Divine Judgment. Resume attacking Odin when he returns. |
| Gilgamesh | Barret applies Resist from Cleansing before status attacks. Aerith uses fire. Keep Manawall and Lifesaver active while rebuilding the ward loop if an attack knocks someone away. |
| Virtual Sephiroth | Set Manawall, Lifesaver and the wards before Shadowy Chains. If the party is chained, keep the last free character near the ATB Ward so recovery can start there after Octaslash. Heal immediately, revive anyone down and rebuild Yuffie's loop. Use fire initially, then switch to ice while Fire Affinity is active. Never heal him with the element he is absorbing. |
A poor opening is worth restarting early. For a late-round loss, check whether the problem was expired Haste, leaving the ward, a missing Manawall or casting into an elemental immunity before repeating the whole challenge. The clear awards Götterdämmerung for the solo bouts.
External video: Rulers of the Outer Worlds setup and all five rounds (Optinoob).
Clear Rulers of the Outer Worlds in Brutal challenges first if using Götterdämmerung below. Work from the Chapter 12 cleanup window so Cait Sith is available. Each bout has five rounds with one character. A defeat restarts all five, so practise the final enemy in its regional intel or summon fight when possible.
Use level 70, developed folios and mastered support materia. An armour pair means the linked slots must be in armour. Each duplicate spell-support pair needs a separate spell copy. Learn the named weapon abilities before entering, using Well-Rounded. Phoenix supplies magic stats for the magic builds, while Odin suits physical attackers. Save the actual summon call for a difficult later round.
Use Slipstream Saber, eight-slot armour and Götterdämmerung. Link separate Lightning copies to HP Absorption, MP Absorption and two Magic Focus materia. Put Elemental-Lightning and Wind in the weapon, Elemental-Fire and Ice in armour, and add Magic Up and Strength Up. Choose Formidable Counter and Punisher/magic boosts.
External video: Cloud vs. the Warriors (Optinoob).
Use Gatling Gun, eight-slot armour and Götterdämmerung. Put Elemental-Fire and Ice in the weapon and Elemental-Fire in armour. Link a separate Fire to MP Absorption. Add Chakra, Enemy Skill, HP Up, MP Up, Strength Up, First Strike, Steadfast Block and Precision Defense Focus. Choose Massive Recharge and Overcharge Protection.
Open with the limit, use Overcharge whenever ready, maintain Steelskin and Bonus Round, then spend surplus ATB on Maximum Fury. Press once at the end of an attack or ability to shorten the Overcharge recharge animation. Heal with Chakra.
External video: Barret vs. the Colossi (Optinoob).
Use Kaiser Knuckles, armour with at least seven slots and Götterdämmerung. Put Elemental-Lightning and Wind in the weapon. Equip Strength Up, Speed Up, HP Up, First Strike, Time, Chakra, Enemy Skill, Steadfast Block and Precision Defense Focus. Link mastered Warding-Poison and Petrify in armour. Choose Concentration and Martial Arts Mastery.
Use Unfettered Fury until her command shows Rage and Fall. From her starting chi level, this takes two casts. If Concentration starts her one level higher, one cast is enough. Build the extra ATB and cast again whenever the command has not reached Rage and Fall. Build ATB with short held uppercut sequences, then use True Strike during staggers. Stop extends the pressure opening on susceptible enemies.
External video: Tifa vs. the Martialists (Optinoob).
Use Plumose Rod, eight-slot armour and Genji Gloves. Link Magnify-Ice, Magic Focus-Fire and Ice and a second Magic Focus-Ice. Put Elemental-Lightning and Wind in armour. Add First Strike, ATB Boost, Magic Up, Enemy Skill, Steadfast Block and Chakra.
Use Arcane Ward for double casts. Learn Lustrous Shield from Wizard's Rod for ranged protection. Move out of poison puddles and use Chakra when a safe opening appears.
External video: Aerith vs. the Magi (Optinoob).
Use Amethyst Collar, eight-slot armour and Genji Gloves. Link Magic Focus-Fire and Ice, HP Absorption-Ice and MP Absorption to another Ice. Add Barrier, Cleansing, Enemy Skill, ATB Boost, First Strike, Steadfast Block, Magic Up and Speed Up. Select Enhanced Counterspin and ATB Charge Rate Up.
Maintain Barrier. Hold to block a string, release it after the final hit and press for Counterspin. This builds ATB for Blizzaga, which supplies HP and MP when it damages the target.
External video: Red XIII vs. the Beasts (Optinoob).
Use Crescent Sickle, eight-slot armour and Genji Gloves. Link MP Absorption-Lightning and Wind and a second MP Absorption-Ice. Put Elemental-Fire in armour. Equip First Strike, ATB Boost, ATB Stagger, Enemy Skill, Magic Up, Strength Up and Chakra. Use the remaining slot for HP Up. Choose ATB Charge Rate Up and Shuriken Mastery.
Throw with , then use for ranged ninjutsu. Choose the appropriate Elemental Ninjutsu and use Doppelganger. Bank two ATB for the named pressure window instead of spending every bar immediately.
External video: Yuffie vs. the Wronged (Optinoob).
Use Resounding Megaphone, eight-slot armour and Götterdämmerung. Link Magnify-Fire and Ice and MP Absorption-Ice. Equip First Strike, ATB Boost, Magic Up, Strength Up, Speed Up, Steadfast Block, Poison and Petrify, Enemy Skill and Chakra. Choose both Moogle Decoy and both Moogle Sentinel weapon skills, plus Reprieve where available.
Use Let's Ride!, then to dismount. Keep the moogle between you and the enemy, attack at range and reserve one ATB to summon it again when it falls. The distraction creates openings but does not guarantee every attack targets the moogle.
Do not depend on a lucky second limit or instant-death result. A clear ends after Mindflayer and the simulator result screen.
This is the Cloud/Sephiroth bout. Clear it separately from Bonds of Friendship. Use the unlock and level preparation in Virtually Renowned.
Use Cloud's Rune Blade, Cetran Bracer and Genji Gloves. Link Wind to HP Absorption, MP Absorption and Swiftcast with separate copies. Link Magic Focus-Lightning and Wind, put Elemental-Fire and Ice in armour, and add First Strike, Magic Up, Enemy Skill and Empowerment. This replaces the Bonds build's ATB Boost so Cloud can cast Faith himself. Choose Full-Power Magic, magic attack, ATB charge and enemy-part damage upgrades.
Start Sephiroth as leader. Attack with him until his Aura Charge is full, then use followed by for his evasive Shift Slash. Repeat to build ATB and limit, rebuilding Aura Charge if he is hit. Use his limit in a pressure opening and follow the prompt for Octaslash Prime. Practise that loop in the opening round before committing to all ten.
Cloud uses Prime Mode, Faith on himself and the held combo to activate Fury. Cast Aeroga for damage and absorbed HP/MP, switching to the target's weakness where needed. Sephiroth can heal and cast Manawall. Build synergy charges with ATB abilities and use Double Helix when available. During Sephiroth's temporary unlimited MP, refresh Manawall and apply Reraise as insurance.
| Round | Method |
|---|---|
| Titan | Use Sephiroth's evasive loop to break Earthen Aegis. Attack during pressure, then use Cloud's boosted wind casts. Avoid the glowing ground. |
| Ogre Raider | Cloud blocks ordinary blows in Prime Mode, then attacks in short openings. Wind restores resources. Ice is its weakness. Do not trade hits through Furious Blows. |
| Phoenix | Kill the three creatures it creates. Bank Sephiroth's ATB before the last falls, then use ice during Phoenix's pressure and stagger. Keep Sephiroth out of the fire zones. |
| Sea Dragon | Use lightning, withdraw from Hurricane and avoid its melee strings. Cloud absorbs fire with the mastered armour link. Wind supplies recovery if HP falls. |
| Kujata | Bank two ATB for its elemental activation and hit it quickly with Aeroga. If it completes a transformation, use the displayed opposite weakness. Keep Manawall available for Tri-Disaster. |
| Jabberwock | Control Sephiroth, stay behind it and dodge Lithic Curse. After Gorgon Shield forms, use his limit and fire during the pressure. Move out of Lithic Curse as soon as its name appears. This build does not carry Cleansing, so prevention and keeping the other character alive are essential. |
| Alexander | Break both arms with lightning, then attack the body. Destroy light pillars and keep defence and healing ready for Divine Judgment. If the arms regenerate, repeat their destruction. |
| King Zu | Destroy both wings during Swan Song, then hit the pressured body with lightning. Use Sephiroth's mobility to escape wind attacks. Do not let Swan Song finish. |
| Bahamut Arisen | Destroy the wings during Particle Charge with abilities or spells, then stagger during pressure. Keep Manawall and Reraise active for a missed interrupt and Gigaflare. |
| Odin | Keep offensive pressure while dodging long strings. Move to the safe half during Spatial Distortion. Keep Sephiroth alive with Reraise and use Double Helix to restore support. Manawall alone does not save the pair from Zantetsuken. |
Save the challenge's one summon for the last rounds. A defeat means replaying all ten. If a late round repeatedly ends the run, practise that enemy's single encounter before returning. Complete the final result screen for the clear mark.
External video: To Be a Hero setup and all ten rounds (Optinoob).