First hours

Beginner guide: your first three hours

The game teaches you almost everything it needs to in the first boss fight. The problem is that most players spend that fight attacking instead of listening.

Part of this page comes from preview coverage of a build that is not final. Anything marked Preview is rewritten once the retail build is playable.

Updated 20 Oct 2026 4 min read Independent guide

The short answer. Pick a difficulty you will actually finish. Spend your first ten minutes learning what empties your meter. Stop blocking. Swap weapons to refill. Then explore before you take the next boss.

Pick a difficulty you will finish on

Four modes exist: Wayfarer, Pathbreaker, Hellwalker, and 66 Days. Wayfarer is explicitly a story-first mode, and there is no achievement penalty for using it. The most common mistake is starting on Hellwalker to prove something and then quitting at the third boss.

Start one tier below what you think you can handle. You can adjust difficulty during play - the PS5 listing advertises it - so the cost of starting easy is close to zero. Full comparison of the four modes.

Learn the meter before the combos

Sha-Chi sits under your health bar. It is not stamina, even though it looks like it. Three things drain it: heavy attacks, blocking, and some special moves. Two things do not: light attacks and dodges.

When it empties you are breached - staggered, vulnerable, and unable to defend. That is the actual failure state of this combat system, more than your health bar is.

  • Spend the first ten minutes of real play watching the meter, not the enemy.
  • Notice which of your inputs cost it. Most players are surprised by how much blocking costs.
  • Notice that attacking refills your pressure. The system rewards forward motion.

Do not block

Blocking is the beginner trap. It absorbs damage, which feels safe, and it drains Sha-Chi, which is not. Two blocked heavy attacks can put you near breached while the enemy is still mid-combo.

Parrying does the opposite: it costs nothing, and it drains the enemy's Sha-Chi. Three clean parries in a row will often push a boss into a punishable state. This is the single highest-value habit in the game.

What to do with each kind of incoming attack
AttackResponseWhy
Red-flash attackDodge at the last momentUnblockable. Eating one can take half your health
Everything elseParryFree, and it drains the enemy's meter instead of yours
When unsureDodge, then resetDodging costs no Sha-Chi. Blocking does

We deliberately do not name a specific colour for "parryable". Sources disagree, and the reliable constant is that red means dodge. See the combat system page for why the colour language varies.

Swapping weapons is a resource, not a preference

You carry two main weapons and two Phantom Edges. Swapping a main weapon refills Sha-Chi. That turns the weapon slot into a second resource bar.

The practical loop: run a combo until your meter is low, swap, keep the string going, swap back when the cooldown allows. Players who treat the second slot as "the weapon I use for a different enemy" are leaving their best defensive tool unused.

Explore before the boss, not after

Regions are compact and handcrafted, with hidden paths, optional fights, and materials off the critical path. Phantom Edges double as keys - some routes only open once you own the right secondary weapon - so a route that looks blocked early may just be waiting for a boss drop.

Practical habit: clear the branches in a region before you take its boss, and revisit anything that looked sealed once you pick up a new Phantom Edge.

Five mistakes that cost new players most

  1. Blocking heavy attacks. It is the fastest way to get breached.
  2. Spending Sha-Chi on heavy attacks while still learning a boss. You then have nothing left to defend with.
  3. Sticking to one weapon all game. You lose both the refill and the moveset answer to a bad matchup.
  4. Skipping side content. Side quests and exploration are how the arsenal and the endings widen.
  5. Starting on Hellwalker. Adaptive enemy AI punishes exactly the predictable habits you have not built yet.

Two things you may have read that we are not repeating. There is no official confirmation that dying consumes one of Soul's 66 days, and no official confirmation that bells are save points. Both circulate widely. See eight claims that are not true.

Questions people actually ask

What difficulty should I start on?

Wayfarer if you want the story without a wall, Pathbreaker if you want a normal challenge. Leave Hellwalker and 66 Days until parry timing is automatic.

Should I block or parry?

Parry whenever you can. Parrying costs no Sha-Chi and drains the enemy's; blocking drains yours and pushes you toward a breached state.

How long is the tutorial?

The opening boss is built as a teaching fight. Treat it as a lesson rather than a filter and it will cover dodging, parrying, and repositioning.

Can I change difficulty later?

The PS5 listing advertises adjustable difficulty during play. Whether you can raise it freely, as opposed to lowering it, has not been confirmed.

Read next

The beginner page covers the habits. This one explains the machinery underneath. Combat system