Walkthrough hub: prologue to chapter 16
A prologue plus 16 chapters. Floors 7 to 9 open in chapter 5, floors 10 to 12 in chapter 7, and side missions expire the moment you advance.
Resonance of Fate is a prologue plus 16 chapters, and the structure is stricter than it looks: each chapter has a handful of main missions and a set of optional ones that only exist during that chapter. Finish the main missions and you can advance; advance and the optional work is gone.

How the chapter structure works
| Element | Behaviour |
|---|---|
| Prologue | Tutorial chapter: world map, core lifts, first delivery mission, no boss |
| Chapters 1 to 16 | Main missions plus chapter-locked side missions |
| Chapter advance | Offered after the main missions; warns about open side missions |
| Forfeited content | Anything unfinished when you advance, permanently |
| Final chapter | Chapter 16, the Basilica, three bosses, no return to base afterwards |
The floor unlocks follow the story: floors 7 to 9 open from chapter 5, floors 10 to 12 from chapter 7. That is the game's way of pacing the map rather than gating it with a key.
Chapter list
| Chapter | What it is about |
|---|---|
| Prologue | A delivery from Café Chelsey to Pater's Manor; introduces the map, lifts and guild |
| 1 | Theresa's request, a rose for a grave in Lucia, and the first real dungeon |
| 2 | The Hughes Power Station goes dark; introduces terminals |
| 3 | Garigliano's mannequin, deep in the Forest of Idols |
| 4 | Back to the Forest of Idols |
| 5 | A bottle of wine from the Silver Canyon; floors 7 to 9 open |
| 6 | Leanne falls ill; cold medicine from the Silver Canyon |
| 7 | Gelsey at a quartz mine; floors 10 to 12 open |
| 8 | Pater again, this time in Patertopolis |
| 9 | A return to Lucia to investigate a sacred sign |
| 10 | One of the shortest chapters; no boss |
| 11 | Continues the Cardinal storyline |
| 12 | The wedding |
| 13 | Christmas |
| 14 | An old promise, at Aetersyl |
| 15 | The penultimate chapter |
| 16 | The Basilica: Garigliano, Antourion and the final fight |
Chapter pages on this site
Four chapters are written up in detail, chosen because each one changes how the game plays:
- Chapter 1: Lucia, the Rose and the Tar Man — the first real difficulty check.
- Chapter 2: the Hughes Power Station blackout — where terminals are introduced, and the chapter that gates the map.
- Chapter 6: cold medicine and dual guns — the chapter that hands you dual wielding before you can carry it.
- Chapter 16: the Basilica and three bosses — the endgame, and the last chance to finish side missions.
What to do before every chapter advance
- Check the guild board and the staffer outside it.
- Check the Cardinals' manors in Chandelier.
- Do any mission that pays a custom part.
- Save manually rather than relying on the suspend save.
The reasoning is on the side missions page: the missions expire, the parts they pay do not come back, and the shops charge real money for equivalents.
Pacing advice
The game's difficulty is front-loaded and then spikes around the Arena and the optional content. If you are following the main missions only, you will be under-levelled in the middle chapters and over-levelled by the end, which is the normal shape for a 2010 JRPG. Mixing in a few Arena ranks and the part-rewarding side missions smooths that curve more than grinding random encounters does.
Chapter structure: community chapter documentation, checked 2026-10-31. Floor unlocks and mission details from the same source.