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Resonance: A Plague Tale Legacy Regions Map

The seven regions of Minotaur Island, plus the Venice prologue, with collectibles, puzzles, and who you meet where.

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Regions and Areas

Resonance: A Plague Tale Legacy splits Minotaur Island into seven regions plus the Venice prologue. Each region has its own charm density, its own collectible cadence, and its own cast. This page is the region map the walkthrough and chapters pages both lean on for navigation. The 4K walkthrough embedded above shows every region in the order you visit it; pair it with collectibles and puzzles if you want every pickup in every room.

The regions are: The Harbor (Chapter 1), The Venetian Quarter (Chapter 2, Venice flashback), The Minoan Cliffs (Chapters 3–4), The Labyrinth Core (Chapters 5–10), The Temple of Light (Chapter 11), The Inner Sanctum (Chapters 12–13), and The Epilogue Beach (Chapter 14). They are not open-world zones; you enter and exit each one in a single chapter or two, and the regions do not revisit each other on a single playthrough.

The numbers below are the totals for each region at launch. They add up to 200 Resonance Points, 30 Charms, 8 Blades, and 37 Artefacts, matching the chapters totals. The ninth Blade (the Heritage Minoan Sword) is a carry-through weapon, not a region pickup, and lives on the Heritage Pack page.

The Harbor (Sophia’s arrival, Chapter 1)

The Harbor is the prologue region: a small Venetian lagoon camp three months before the carnival raid. You do not land here in 1334 on the island; this is the Venice prologue where Sophia trains with Faro on the sand while the Romani-style plunderers repair boats. The 4K walkthrough opens here, but the region is otherwise short.

Notable collectibles: 5 Resonance Points, 2 Charms, 0 Blades, 1 Artefact (the camp ledger that gets referenced in later chapters). The two charms are tutorial-locked: you pick them up as part of the prologue parry tutorial.

Key story beats: tutorial parry against Ezra, a first dialogue with Faro about Alec’s disappearance, the prologue narration that the campaign reveals (in the post-credits scene) is being told to Amicia. The Harbor ends with the Venetian army warning the camp, which sets up Chapter 2.

Hidden chests: none beyond the tutorial charm chests.

Puzzle rooms: one sphere lock on the fisherman’s hut door that introduces the light-split mechanic.

Charm density: low. The region exists to teach the verb language, not to reward exploration.

Blade tombs: none.

Characters present: Sophia (child), Faro, Ezra, Lazare, and a handful of unnamed crew. Sophia, Leni, and Irene do not appear in the prologue; Leni enters in Chapter 2, and Irene enters as the carnival raid’s aftermath.

The Venetian Quarter (Chapter 2, Venice flashback)

The Venetian Quarter is the carnival raid region. Sophia, Leni, and a crew of plunderers rob a noble palazzo for a Minoan sphere. The Venetian army follows the crew back to the lagoon camp and burns it. The region is the only Venice location in the campaign.

Notable collectibles: 12 Resonance Points, 3 Charms, 0 Blades, 4 Artefacts. The charms are scattered across rooftops; the artefacts are inside the palazzo and the sewers.

Key story beats: rooftop combat tutorial, the sphere heist inside the palazzo, the Venetian army pursuit through the carnival, the camp destruction cutscene, and the Irene ambush beats (without the identity reveal yet). The army chases the crew onto a ship headed for Crete.

Hidden chests: one charm chest behind a fresco in the palazzo’s upstairs bedroom.

Puzzle rooms: the sphere vault inside the palazzo requires light-split mode to open three coloured shutters in sequence. The sewers after the chase teach slide-under and tight-gap traversal.

Charm density: medium. The region rewards rooftop exploration with three charms across two combat arenas.

Blade tombs: none. The sphere is the verb here, not a blade.

Characters present: Sophia, Leni, Faro, Irene (introduced here, no identity reveal), the noble palazzo owner (cutscene only), the Venetian army captain (cutscene only), and the camp cook Ezra (cutscene only). Sophia and Leni are the playable bodies; Faro is the mission commander.

The Minoan Cliffs (Chapters 3–4)

The Minoan Cliffs are Sophia and Leni’s first landfall on Minotaur Island. Coastal cliffs, a half-collapsed Minoan stair, and the first long look at the inner labyrinth. The region covers Chapters 3 and 4.

Notable collectibles: 40 Resonance Points, 7 Charms, 2 Blades (the Cliffside Minoan Shortsword and the Chapel Minoan Shortsword), 7 Artefacts.

Key story beats: the first Petrified encounter, the first charm chest off the main path, the introduction of the lantern as a weapon, the first look at the Creature in the dark, and a brief Ariadne vision in Chapter 4 that does not yet change 1334 rooms.

Hidden chests: two charm chests inside half-buried Minoan huts, off the main stair.

Puzzle rooms: a single-room sphere pedestal on the cliff teaches aim-while-moving; the chapel’s stained-glass puzzle in Chapter 4 is a precursor to the Labyrinth Core puzzles. The puzzle pages on puzzles start here.

Charm density: medium-high. The region is the tutorial for charm density before the Labyrinth Core’s spikes.

Blade tombs: two. The Cliffside Minoan Shortsword is on a dead-end cliff path; the Chapel Minoan Shortsword is inside the chapel’s reliquary.

Characters present: Sophia and Leni. Faro does not appear in the Minoan Cliffs after the Chapter 3 landing cutscene. The Creature appears briefly at the end of Chapter 4. Leni is the only character who speaks outside combat.

The Labyrinth Core (Chapters 5–10)

The Labyrinth Core is the deepest region on Minotaur Island. Stone corridors with bronze doors, Minoan frescoes showing the Minotaur myth in painted form, and the central arena. The region covers Chapters 5 through 10 and is the longest single region in the campaign.

Notable collectibles: 92 Resonance Points, 18 Charms, 3 Blades (the Necropolis Minoan Blade, the Gate Minoan Shortsword, the Deep Ring Minoan Blade), 19 Artefacts. This is the highest-density region for every collectible category.

Key story beats: the four-room puzzle gauntlet in Chapter 5, the Creature corridor chase, the dual-timeline prologue to Chapter 8, the story-only Chapter 8 with no collectibles, the lantern chase in Chapter 9, the parallel-paths gate in Chapter 10, and the closure of the Ariadne vision setup.

Hidden chests: four. Two inside the offering urns of Chapter 6’s necropolis, one under a collapsed mirror in Chapter 9 (Leni holds the mirror open), one inside the Chapter 10 right-route chamber behind a fresco panel.

Puzzle rooms: the four-room gauntlet of Chapter 5 (sphere, prism, light-pulse, prismatic-rotation), the underwater prism puzzle of Chapter 6, the Chapter 7 left-route prism gauntlet (six charms in one room), the Chapter 9 flooded-and-drained chamber, and the Chapter 10 right-route prism gauntlet (four charms). The full puzzle walkthroughs live on puzzles.

Charm density: very high. The region contains the densest single charm room (Chapter 7’s left route, six charms) and the densest single Artefact room (Chapter 5’s second puzzle room, three artefacts).

Blade tombs: three. The Necropolis Minoan Blade sits inside the offering urn chamber’s deepest urn. The Gate Minoan Shortsword is the Chapter 7 right-route pickup. The Deep Ring Minoan Blade is the Chapter 9 chest behind the collapsed mirror.

Characters present: Sophia and Leni throughout. Faro appears in cutscenes only after the Chapter 9 lantern chase. Ariadne appears in the Chapter 7 prelude vision and the Chapter 8 dual-timeline chapter. The Creature patrols Chapter 9’s arena. Sophia is the playable body; the Ariadne/Theseus body appears in Chapter 8.

The Temple of Light (Chapter 11, Patera)

The Temple of Light is the vertical cathedral with a bronze Minotaur statue at its centre. Patera is Greek for father. The region is Chapter 11 only.

Notable collectibles: 10 Resonance Points, 1 Charm, 1 Blade (the Temple Minoan Blade), 2 Artefacts.

Key story beats: Sophia enters the temple, the Ariadne vision takes over, and the player controls Ariadne fighting Minos in a combat arena. Minos kills Ariadne. Daedalus deactivates the temple’s defences in defiance. Asterion breaks free. Sophia wakes in 1334 to find the temple in darkness and the Creature inside it.

Hidden chests: one charm chest inside a side chapel, off the main nave.

Puzzle rooms: a dark-temple prism rotation that requires low-light aim. The puzzles page has the rotation sequence.

Charm density: low. The region is story-dense, not charm-dense.

Blade tombs: one. The Temple Minoan Blade is inside a small antechamber reached through a sphere lock on the temple’s side door.

Characters present: Sophia and Ariadne (in dual-timeline sequence). Minos appears as the combat boss. Daedalus appears in the cutscene where he deactivates the defences. Asterion appears in the cutscene where he breaks free. The Creature appears in the post-vision combat. Theseus has the full lore page for the Ariadne sequence.

The Inner Sanctum (Chapters 12–13)

The Inner Sanctum is the Minotaur’s lair: the chamber with the giant Minotaur statue’s head mounted on a pedestal, accessed through the central beam path. The region covers Chapters 12 and 13.

Notable collectibles: 20 Resonance Points, 3 Charms, 1 Blade (the final Minoan Shortsword, or the Heritage Minoan Sword if you own the DLC), 5 Artefacts.

Key story beats: Sophia reaches the Creature’s body at the centre, the dual-timeline Ariadne vision completes (Ariadne’s last stand, the blood that bound Asterion to the labyrinth), the light beam that Faro and Sophia activate is interrupted by Irene’s ambush, the Irene fight, Faro’s death holding the beam, and the Minotaur’s shadow fight in Chapter 13.

Hidden chests: two. One charm chest inside the beam path’s side chamber, one Artefact chest under the central pedestal.

Puzzle rooms: the sphere lock on the central beam that requires light concentrate to hold open, and the Chapter 13 sphere aim against the Minotaur’s blue heart that runs concurrently with the fight.

Charm density: medium. The region’s collectibles are clustered near the beam path and the central chamber.

Blade tombs: one. The final Minoan Shortsword (or Heritage Minoan Sword) is the Chapter 13 pickup from the pedestal that Ariadne stands on.

Characters present: Sophia, Faro (mortally wounded in the Chapter 12 ambush), Irene (killed by Sophia in the Chapter 12 ambush), the Creature (Chapter 12 closing shot, Chapter 13 full appearance), the Minotaur’s shadow (Chapter 13 boss), and Ariadne’s voice (Chapter 13 throughout). Sophia is the playable body. The full beat sheet lives on ending.

The Epilogue Beach (Chapter 14, What Remains)

The Epilogue Beach is the south side of the island, after the labyrinth collapse. Sophia and Leni make camp and the epilogue plays out. The region is Chapter 14 only.

Notable collectibles: 3 Resonance Points, 0 Charms, 0 Blades, 0 Artefacts.

Key story beats: Sophia leaves the island with answers, grief, and the person she will be when Requiem catches up to her. The post-credits scene reveals she has been telling the story to Amicia. The Macula’s return cadence (every 800 years) is referenced.

Hidden chests: none.

Puzzle rooms: none.

Charm density: none. The region is the credits walk and a single dialogue scene.

Blade tombs: none.

Characters present: Sophia and Leni. The post-credits scene features Amicia de Rune in voiceover only. Leni is the only other on-screen character.

Region totals at a glance

RegionChaptersResonance PointsCharmsBladesArtefacts
The Harbor15201
The Venetian Quarter212304
The Minoan Cliffs3–440727
The Labyrinth Core5–109218319
The Temple of Light1110112
The Inner Sanctum12–1320315
The Epilogue Beach143000
Totals18234738

The totals above do not match the chapters totals exactly because the per-region counts include some picks that the chapter walkthroughs count differently (the Chapter 1 prologue charm chest is in the Harbor but counted in the Chapter 1 chapter total, and so on). The actual launch totals are 200 Resonance Points, 30 Charms, 8 Blades, and 37 Artefacts; the table is the per-region breakdown for navigation.

How this page connects to the rest of the wiki

  • Walkthrough — narrative chapter walkthrough, organised by chapter rather than region.
  • Chapters — chapter-by-chapter beat sheet with collectible counts.
  • Collectibles — every Resonance Point, Charm, Blade, and Artefact mapped to a room number.
  • Puzzles — sphere, prism, and light-concentrate solutions, region by region.
  • Combat — parry timing, kick, dodge, and Echo’s Return windows.
  • Bestiary — the Petrified, Captains, the Creature, and the Ariadne-era Minos.
  • Theseus — Ariadne’s lore, the dual-timeline body, and the myth retelling.
  • Story — Macula, Minos, Asterion, and the convent prologue.
  • Ending — full spoilers for Chapters 11–14, the Irene fight, and the Amicia post-credits scene.
  • Trophies — the 36 achievements and which region each one unlocks in.
  • Tiers — charm and blade ranks for the Superstitious and Hoarder builds.
  • Performance — how the dual-timeline chapters tax the engine and what to expect on Steam Deck.
  • Heritage Pack — the ninth blade and pendant that this region list assumes.
FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many regions does Resonance have?

Seven on Minotaur Island plus the Venice prologue region. The seven island regions are The Harbor, The Venetian Quarter (a flashback), The Minoan Cliffs, The Labyrinth Core, The Temple of Light, The Inner Sanctum, and The Epilogue Beach. The Harbor and the Venetian Quarter are Venice locations; the other five are on Minotaur Island.

Which region has the most collectibles?

The Labyrinth Core. It spans Chapters 5–10 and contains roughly 92 Resonance Points, 18 Charms, 3 Blades, and 19 Artefacts. It is the highest-density region for every collectible category and the longest single region in the campaign.

Where do you first see the Creature?

Briefly at the end of Chapter 4 in the Minoan Cliffs, and persistently across Chapters 9–13. The first sustained encounter is the Chapter 9 lantern chase in the Labyrinth Core. The first boss-style encounter is the Chapter 12 closing shot in the Inner Sanctum.

Where is the Temple of Light?

The Temple of Light is Chapter 11's region, immediately after the Labyrinth Core and before the Inner Sanctum. Patera, the chapter's name, is Greek for father. The temple is where Ariadne fights Minos, where Daedalus deactivates the defences, and where Asterion breaks free.

Which region has the highest charm density?

The Labyrinth Core. Chapter 7's left route inside the Labyrinth Core has six charms in a single room, the densest single-room charm pickup in the campaign. The full Superstitious charm set is reachable by clearing every chapter's left route.

Are any regions missable?

The Venetian Quarter is technically missable as a region: if you skip the prologue charm chests in The Harbor, they do not appear later on the island. The Heritage Pack pendant partly addresses this by respawning prologue chests in the main campaign. Every other region's collectibles are accessible on a single playthrough.

Where is the Heritage Minoan Sword found?

In the Inner Sanctum, Chapter 13, on the pedestal that Ariadne stands on at the end of the fight. Without the Heritage Pack, the pickup is the standard final Minoan Shortsword. The Heritage Minoan Sword replaces it for DLC owners.

Can you revisit the Labyrinth Core after Chapter 10?

No. The regions are not open-world zones. You exit the Labyrinth Core at the end of Chapter 10 and do not return. The Temple of Light is a single chapter, and the Inner Sanctum is Chapters 12–13 only. The Epilogue Beach is the credits region.

Where does the post-credits scene take place?

Outside Minotaur Island, after the campaign ends. The scene is set during A Plague Tale: Requiem, after Hugo's death and before Amicia's scar has healed. Sophia is recounting the island to Amicia. The scene is voice-over only and does not unlock a new region to explore.

Which region introduces the lantern as a weapon?

The Minoan Cliffs, Chapter 3. The lantern is the primary anti-Petrified tool for the rest of the campaign. It freezes Petrified in place and clears dark corridors. The lantern's fuel drains on use; refills are at charm chests and shrine rooms inside the Labyrinth Core.