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REFERENCE

Twenty Things the Game Does Not Tell You

Twenty tips

  • Towers first in every region. The map is empty until you climb one.
  • Assess is a spell you cast once per enemy type, forever. Cast it.
  • Dynamic difficulty exists because people over-explore; use it.
  • Party conversations before leaving Kalm, the beach and Gongaga village feed the Gold Saucer date. Talk to everyone.
  • The date has six possible companions. Nothing else in the story branches.
  • Magnify plus Healing is the first link to build and the last to remove.
  • Elemental materia on armour, matched to the region's boss, is the cheapest hard-mode trick there is.
  • Weapons level with you; change them for abilities, not numbers.
  • Master a weapon ability before switching, then keep the weapon in the bag for its materia slots.
  • Synergy skills cost nothing. If you finished Remake never using them, this is the game that makes them matter.
  • Chocobo stops are fast travel. Repair every one you pass.
  • Summon crystals weaken the summon fight. Three found, and the fight is a formality.
  • Queen's Blood decks want territory before power. Cheap cards first.
  • Johnny's inn tracks everything. Check it before a completion sweep to see what is actually left.
  • Cactuar Crush stops at part two until chapter 12. That is not a bug.
  • Can't Stop Won't Stop is the last quest and needs the other 35.
  • Chapter 12 is the completion chapter. The open world stays open into chapter 13, until the temple.
  • Chapter select after the credits keeps everything, including on hard.
  • Hard mode: no items, no MP refill at rest points. Build for MP, not damage.
  • Nothing is missable. The only thing you can lose is time.

Still to verify

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