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REFERENCE

Your First Ten Hours, Without the Detours

Difficulty
Pick Dynamic. Hard is not offered until you finish.
Remake save
A Remake save on the same account gives the Leviathan summoning materia; the opening recap is enough if you did not play it.
The Grasslands
Climb the Remnawave tower, hand Chadley his data, fix the chocobo stops, and learn Queen’s Blood in Kalm.
Ignore until chapter 12
Perfect region completion, minigame high scores, weapon upgrades as a chore and hard-mode planning.

The three choices at the start

🎚️ Difficulty: pick Dynamic
Easy, Normal and Dynamic are on the menu; Hard is not until you finish. Dynamic scales enemies to your level, which keeps the open world from going flat after you over-explore a region — and over-exploring is the whole game. You can change it any time except to or from Hard.
💾 Remake saves
A Final Fantasy VII Remake save on the same account gives the Leviathan summoning materia; an Intermission save gives Ramuh. On PC it reads the Steam save of Remake Intergrade. Neither changes the story.
📼 The recap is enough
The game opens with an optional recap of Remake. You do not need to have played it, but the ending of this one assumes you noticed the Whispers.

What the Grasslands are actually for

  1. Climb the tower, then the rest appears

    Every region has Remnawave towers (Activation Intel). Climbing one marks that district's intel on the map: fiend intel, lifesprings, summon crystals, dig sites, moogle emporiums, protorelic sites. Towers first, always — the Grasslands' six are the tutorial for that.

  2. Give Chadley his data

    Every piece of world intel is worth 10 Regional Data points, and Chadley turns points into materia you cannot buy, the region's development set; Enemy Skill and the summons come from his simulator instead. Spend before leaving a region, or spend later; nothing expires.

  3. Fix the chocobo stops

    Repairing a stop (they cost nothing but a walk) makes it a fast-travel point. Bill's Ranch in the Grasslands hands you the first chocobo; each later region has its own breed with its own traversal trick.

  4. Learn Queen's Blood in Kalm

    The card game is optional and the second-best thing in the game. The tutorial, the first cards and the first opponents are in Kalm, and the chapter-5 tournament is easier if you have been playing since here.

  5. Do the five side quests before the swamp

    The Grasslands' side quests raise party relationships and hand out materia and gil at the point where both matter most. They stay available later, but they are also faster now.

What to ignore until chapter 12

  • Perfect completion of any region: chapter 12 reopens all six with their extra quests, and chapter select after the credits reopens everything again.
  • Minigame high scores. Johnny's Treasure Trove and the platinum want them, but the first pass does not.
  • Weapon upgrades as a chore: weapons level with the character now, so the only decision is which ability you are trying to master.
  • Hard mode planning. Play once for the story; hard mode is a second playthrough with chapter select and everything carried over.

Who joins when

CharacterPlayable fromWhat only they do
CloudChapter 1Operator and Punisher stances; the party's all-rounder
BarretChapter 2Overcharge, Lifesaver, and the only ranged tank
TifaChapter 1 as guide, chapter 2 for goodUnbridled Strength chi levels; the stagger specialist
AerithChapter 2Wards and the strongest magic
Red XIIIChapter 2Vengeance gauge built by blocking
YuffieChapter 6Elemental ninjutsu and Doppelganger
Cait SithMet at the Gold Saucer in chapter 8, playable from chapter 9The moogle mount and the dice

Still to verify

Cross-checked on 16 September 2026 against Square Enix's release notices and the guides of PowerPyx and Game8. What is still unverified is the only thing reading cannot settle — nobody here has played it.
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