Final Fantasy VII Rebirth Complete Guide
The Planet is a lot bigger than Midgar.
Fourteen chapters walked; bosses, 36 side quests, 169 world intel, 145 cards and Johnny’s 88 items tracked. Plus stagger, synergy, materia, Queen’s Blood and the platinum road.
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Walkthrough
Chapter 1: Fall of a Hero
Nibelheim, five years ago: the reactor, Sephiroth at your side, and the fire.
Chapter 2: A New Journey Begins
Kalm, the Grasslands, the first chocobo, Chadley and Midgardsormr.
Chapter 3: Deeper into Darkness
The Mythril Mine, the party split, Rude and Elena and the Mythril Golem.
Chapter 4: Dawn of a New Era
Under Junon, Terror of the Deep, the parade, Rufus and Roche.
Chapter 5: Blood in the Water
The Shinra-8: the Queen’s Blood tournament and Jenova Emergent.
Chapter 6: Fool’s Paradise
Costa del Sol, the swimwear minigames, Yuffie and the Grasptropod.
Chapter 7: Those Left Behind
Mt. Corel, the mines, Custom Valkyrie, Gigatrice and the lever.
Chapter 8: All That Glitters
The Gold Saucer, Corel Prison, Dyne alone and the Anuran Suppressor.
Chapter 9: The Planet Stirs
Gongaga, the reactor in two halves, Specimen H1024 and Crimson Mare Mk. II.
Chapter 10: Watcher of the Vale
Cosmo Canyon, the observatory, the Trials of the Gi and Gi Nattak.
Chapter 11: The Long Shadow of Shinra
Nibelheim now, Mt. Nibel, the manor and five bosses in a row.
Chapter 12: A Golden Key
The date, Loveless, the colosseum, Rufus — and every region open.
Chapter 13: Where Angels Fear to Tread
The Temple of the Ancients, split three ways, six fights, no way back.
Chapter 14: End of the World
The Forgotten Capital, Jenova Lifeclinger and Sephiroth in phases.
Collectibles & Trackers
Chapters
Every chapter with where it goes, who joins and which boss closes it. Tick them as you clear them; chapter select lets you come back to any of them.
38 · TrackerBosses
Every boss in the order the story throws them, with the weakness of each, plus the six summons, the temple mini-bosses and Gilgamesh.
36 · TrackerSide Quests
Every odd job in the chapter it opens, with the region it lives in. The chapter-12 batch reopens all six regions at once, and Can't Stop Won't Stop is the last one, locked behind the other thirty-five.
169 · TrackerWorld Intel
Chadley's regional data, counted per region. Towers first in every region: they put everything else on the map.
145 · TrackerQueen’s Blood Cards
Every card by its number, with the pack, opponent, puzzle or shop that gives it. The last twenty come from all over: post-game booster packs, the Costa del Sol vendor in chapter 13, the Gold Saucer’s GP Exchange from chapter 8, side quests and players at the Shinra Manor and the Gongaga ruins.
88 · TrackerJohnny’s Treasure Trove
The platinum’s real checklist: every item the Seaside Inn wants and what earns it. 10, 30, 60 and 88 are the four hotel trophies.
Guides & Reference
Beginner's Guide
Difficulty, what the Grasslands are for, what to ignore until chapter 12 and the one habit that makes every fight easier.
GuideCombat
The four bars the game shows you and the one it does not, and why blocking is a damage stat.
GuideCharacters
What each one is built to do, the mechanic only they have, and who to put together.
GuideWeapons & Folios
Seven per character with the ability each teaches and the chest, shop, race or quest that holds it — plus the folio and party-level systems on top.
GuideMateria
The five colours, where new orbs come from, and the pairings that matter more than any single orb.
GuideWalkthrough
What each region opens, what to finish before you leave, and where the story stops letting you leave.
GuideWorld Intel Guide
Nine kinds of intel, what each one gives and the order that wastes the least time.
GuideProtorelics
Six chains of four, each built on a minigame, and the island at the end that only opens when all of it and all six summons are done.
GuideQueen's Blood
The card game with 145 cards, the ranks, the deck that wins early and the one match with a trophy attached.
GuideMinigames
The ones with trophies, the ones the platinum's hidden requirement wants, and the ones you can play once and forget.
GuideBoss Strategies
Eight bosses that account for most of the game-overs, with the one thing that changes each.
GuideTrophies
What The Planet's Hope asks for, in the order that costs the least time, and the four trophies that are the actual work.
GuideHard Mode
The rules that change, the chapters that hurt, and the MP economy that decides them.
GuideTips
Short, in no particular order, and all of them learned the hard way by somebody.
GuideLore & Trilogy
What this game covers of the 1997 story, what it changes, and what is known about the third part.
GuideFAQ
Platforms, length, saves, the date, missables and the 2026 versions.
Builds & Strategy
About this guide
Final Fantasy VII Rebirth is the middle third of the Remake trilogy: fourteen chapters from Kalm to the Forgotten Capital across six open regions, seven playable characters, a card game people play more than the story, and a platinum that asks for nearly everything. Out on PS5 since 29 February 2024, PC since 23 January 2025 and Switch 2, Xbox Series X|S and Xbox on PC since 3 June 2026. This guide walks all fourteen chapters and tracks every boss, all 36 side quests, the 169 pieces of world intel, the 145 Queen’s Blood cards and Johnny’s 88 items, and explains the systems the game teaches badly: stagger, synergy, materia, Queen's Blood, hard mode and the 61-trophy road. Nothing is permanently missable — chapter select covers everything — so the point is order, not panic.