Walkthrough Hub: All 14 Chapters
A spoiler-controlled Resonance walkthrough hub for all 14 chapters, key mechanics, puzzle stops and completion planning.
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GamePrimer EditorialUpdated Verified
Resonance has 14 chapters; the last, What Remains, is the one without a chapter trophy of its own. This hub keeps the route spoiler-light: use the chapter list to orient yourself, then jump to the separate puzzle index for the Chapter 2 church-roof mirror signals, Chapter 4 symbols, Chapter 5 colored light and later mirror mechanisms.
Spoiler level: chapter names and broad mechanics below; no character deaths or ending details.

How to use this walkthrough
Follow the numbered chapter order. If you are stuck on a mechanism rather than navigation, go straight to all puzzle solutions. Trophy hunters should read the one missable warning before relying on chapter select.
Chapters 1–3: the flight to the island
- Blood Ties — establishes Sophia’s crew, movement and the first escape. Use the opening spaces to learn the difference between a guardable strike and a forced dodge.
- Felons — the carnival city. Reclaim your weapons from the barrel by the water, then send two mirror signals from the church roof; the exact aim points are in the puzzle index. Search side pockets before crossing one-way drops.
- Those Before Us — begins the stronger Minoan connection and introduces more deliberate environmental reading.
Chapters 4–6: the trials open
- From Hell It Rose — the first major puzzle concentration: three pedestal symbols, light, spike traps and the Minotaur-statue route. This is also where Focus attacks enter the combat loop.
- Desolation It Wrought — colored-light alignment, floor-symbol paths and a longer combat route. If the colors look right but the door does not react, step off and re-enter the floor pad before rotating again.
- What Lies Beneath — pushes deeper underground and raises the pressure from the Creature.
Chapters 7–9: the island closes in
- Death It Sowed — longer army encounters and black-temple light work.
- Resonance — story-heavy connective tissue; search before committing to obvious descents.
- Night Has Come — visibility and pursuit matter more. Do not sprint by default: movement can leave a readable trail during Creature sequences.
Chapters 10–14: mirrors, beams and convergence
- Parallel Paths — bull-pillar and multi-mirror light routing. Break nearby vases when a gem appears to be missing; some puzzle information is physically concealed.
- Patera — lever timing and a petrified-crank route. A movable weight can fail to appear; if it is absent, restart the subchapter rather than searching for an alternate path.
- Fading Light — a strong combat and beam chapter. Enter major fights with Focus charged when possible.
- As One — final labyrinth pressure and the last major convergence.
- What Remains — the ending chapter. Finishing it unlocks the all-chapters trophy; there is no separate Chapter 14 trophy, which is why trophy-based lists stop at 13.
Mechanics you will repeatedly use
- Yellow attack: parry.
- Red attack: dodge; it is not a normal parry check.
- Grappling hook: pull enemies off balance, drag archers from height and move contextual objects.
- Minoan sphere: reveal marks, rotate colored rays and redirect light.
- Creature pursuit: break line of sight and control pace; frantic movement can advertise your route.
The beginner guide expands those controls without chapter spoilers.
Walkthrough FAQ
Does the game have chapter select?
Yes, but skill-point state is restored to the state recorded when you first reached that chapter. That matters for the 165-point mastery trophy.
Why do some lists say 13 chapters and others 14?
The game has 14 chapters. The trophy list has 13 per-chapter trophies plus one for completing all chapters, so any list built from trophies stops at As One and misses What Remains.