Final Fantasy Resonance uses Visions as memory-born sets of skills drawn from heroes of its world, other dimensions and several original characters. Each Vision adds tactical options and can help shape stronger character builds.


There are 26 Visions to collect. This guide explains how the system works, when each Vision becomes available and which role it fills.
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How Visions work
Every Vision provides a distinct skill set that complements a character’s own abilities. Visions belong to one of five roles: sentinel, commando, breaker, saboteur or medic. A character can equip one Vision at a time, but you can swap it whenever you are outside battle.

Visions do not take turns as independent combatants. Instead, select the Vision tab in the battle menu to use its skills. Awakening improves those skills and requires one of three resources: magicite shards, magicite or magicite crysts.
Visions also provide permanent secondary abilities called mastery bonuses. Characters earn mastery points by winning battles while a Vision is equipped, increasing that Vision’s Mastery Rank. Each bonus costs ability points to equip, and Mastery Rank progress is not shared between characters, so the same Vision must be trained separately for each unit.
All Vision locations and unlock requirements
Most Visions come from sanctums or side quests, and many are gated by story progress. You can return to earlier regions later. Sephiroth is the exception: obtaining him requires a difficult battle.
- Tronn — Unlocked through story progression. Role: breaker.
- Leah — Unlocked through story progression. Role: medic.
- Warrior of Light — Reach the desert area in Chapter 1. Role: sentinel.
- Cloud — Obtain the chocobo in Chapter 1. Role: breaker.
- Terra — Obtain the chocobo in Chapter 1. Role: commando.
- Noctis — Reach Dirnado in Chapter 2. Role: commando.
- Zidane — Reach the Dwarven Forge in Chapter 2. Role: saboteur.
- Onion Knight — After Chapter 2, travel northeast of Dilmagia, cross the bridge and follow the path southwest to another Mt. Thunderclap entrance leading to southwestern Dirnado. During Chapter 2, when the bridge is broken, an alternate route may be available by travelling south from the Wind Shrine and then east. Role: commando.
- Firion — Reach the Olderion Federation in Chapter 3. Role: breaker.
- Squall — Reach the Olderion Federation in Chapter 3. Role: commando.
- Tidus — Reach the Olderion Federation in Chapter 3. Role: breaker.
- Shantotto — Take the train for the first time in Chapter 4. Role: commando.
- Cecil — Take the train for the first time in Chapter 4. Role: sentinel.
- Y’shtola — Take the train for the first time in Chapter 4. Role: breaker.
- Sephiroth — Unlock the airship in Chapter 5, travel to the whirlpool and defeat him. The fight is particularly difficult, so returning later may be necessary. Role: commando.
- Camille — Complete “The Call from Beyond” side quest in Zoldaad, available in Chapter 5. Role: commando.
- Willhelm — Complete “The Call from Beyond” and “O General! My General!” in Zoldaad’s Castle Plaza. Both quests become available in Chapter 5. Role: sentinel.
- Clive — Unlock the airship in Chapter 5 and travel to the specified location. Role: breaker.
- Bartz — Reach Mysidia in Chapter 5. Role: breaker.
- Vaan — Reach Mysidia in Chapter 5. Role: breaker.
- Lightning — Reach Mysidia in Chapter 5. Role: breaker.
- Aileen — Complete “Forger of Wills” in Dilmagia, available in Chapter 5. Role: breaker.
- Victoria — Finish the delivery to Sunioo in Chapter 5, then complete “Victoria Revivified” in Mysidia. Role: commando.
- Amelia — Complete “Token Legacy”, triggered by sleeping at any inn, then complete “Errand’s End” in Zoldaad, Imperial Capital. Both become available in Chapter 6. Role: saboteur.
- Charlotte — Land in the Kingdom of Pharm for the first time during Chapter 7, then complete “The Shield of the Weak” in Grandport Harbor. Role: sentinel.
- Ayaka — Meet her during the Chapter 7 main story, then complete “The Admirable Apprentice” in the Town of Sian, Kingdom of Pharm. Role: medic.
















































Because several unlocks depend on chapters, trains, the airship or side-quest chains, it is worth checking missed regions whenever the story opens a new area. A well-developed Vision can provide useful skills and mastery bonuses throughout the campaign.
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