TL;DR – Quick Summary
- Chapter 7 is called Death It Sowed — Sophia surfaces from underground and pushes into the Black Temple to rescue Leni.
- There are 5 sub-chapters: Back to Leni, The Whole Damn Army, A Stage of Skulls, The Arena, and Its Ruins.
- Chapter 7 has 32 collectibles — 1 Blade, 4 Artefacts, 5 Charms, and 22 Resonance Points. Chapter 8 has none.
- The chapter features two major light puzzles: the Lever Puzzle to open the first gate, and the Black Temple Door Puzzle using skull switches.
- Inside the Third Trial, Sophia enters Theseus’s Memories — a four-fight gauntlet followed by a creature evasion sequence.
- The chapter boss is Cercyon — a fast fighter with red attacks you must dodge. His health bar resets once before the final kill.
- Chapter 8, Resonance, is a short story interlude with no combat, no puzzles, and no collectibles.
- Resonance Points do not carry over — everything else is available via chapter select.
The Resonance A Plague Tale Legacy Chapter 7 walkthrough covers Death It Sowed in full — one of the most content-packed chapters in the game. Sophia has just escaped the underground caverns and is back in daylight, but the island is now crawling with soldiers and time is running out to reach Leni. This chapter pushes Sophia through ruined coastal terrain, into the Black Temple, through Theseus’s ancient memories, and ultimately face to face with one of the toughest boss fights in the game. It also happens to carry 32 collectibles — more than any other chapter. Coming straight from underground? Our Chapter 6 What Lies Beneath walkthrough covers the creature escape and Daedalus’s Key unlock you’ll need fresh in your head heading into this one.
Chapter 7 Death It Sowed – Quick Overview
- Sub-Chapters: Back to Leni, The Whole Damn Army, A Stage of Skulls, The Arena, Its Ruins
- Collectibles: 1 Blade (Khopesh), 4 Artefacts (Tarot Card, Kill Onyx, Stained Mosaic, Kouros Puppet), 5 Charms (Bead #4, Arm Band #4, Pierced Coin #3, Bracelet #4, Trinket #3), 22 Resonance Points
- Chapter 8 Collectibles: None
- Boss Fight: Cercyon
- New Story Reveal: First direct sighting of Theseus
- Missable: All 22 Resonance Points — everything else via chapter select

The Story So Far – What Led Here
After surviving the creature beneath the island in Chapter 6, Sophia has made it back outside. The sphere is still with her, Leni is still Faro’s prisoner, and the Black Temple — the location of the third and final trial — is now in sight. But Faro’s soldiers have reached the island in force. The beach and ruins ahead are overrun. Sophia has to fight through all of it to reach Leni and end this.
Sub-Chapter 1 – Back to Leni (The Lever Puzzle Gate)
Finding the Third Trial’s Entrance
Sophia emerges outside near the cliffs. The third trial’s entrance is visible ahead. Turn right and follow the path forward. The first trial’s door below is flooded — there’s no going back that way. Take the path on the left instead and shimmy across the ledge. Continue forward until you spot a hole in the ground with a Grapnel point. Rappel down to land in a chamber filled with bones.
Resonance Points 1 and 2 – Sub-Chapter 1
- Point 1: Shortly after the chapter starts, use the Grapnel to swing over a gap. After landing, look in front and to the right. The point is there.
- Point 2: From Point 1, use the Grapnel to go down into the bone chamber. Move forward and look behind the second pillar on your left. The point is tucked in there.
Lever Puzzle – Opening the Gate
The chamber has a large door sealed with small mirrors but no active light source. Two levers in the room control lenses near the door. Here is the solution.
- Use the back lever first to angle the light straight through the first mirror ahead.
- Use the second lever to rotate the mirror so the light beam reflects downward onto a green floor plate in front of the door.
- Stand on the lit green floor plate and use the Light Splitting Sphere (hold R1/RB) to split the beam and align all three coloured lights at the three mirrors on the door.
The door opens. Head through, take out the soldier immediately inside, and go up the stairs. You’ll find Sergio leaning against a tree. Turn right past him and head toward the ruined building ahead, going all the way down to the bottom floor.
Sub-Chapter 2 – The Whole Damn Army (Beach and Ruins Combat)
Fighting Through the Beach Area
Step outside and you’ll find soldiers standing around a tree, having already cut down several of Sophia’s former crewmates. Fight through the soldiers. Once they’re down, look for a piece of wreckage blocking the path ahead. Use the Grapnel to pull it away. Jump onto the ledge to the right of the cleared wreckage and loop around until you find a Grapnel swing point. Swing across, climb up, drop to the other side of the wall, and find the next hole to drop through. Crawl through a tunnel and pull down the ceiling using your Grapnel to climb out. Go forward, turn left, find the platform with a zipline, and take it down. Clear the enemies on the other side, pull down more wreckage with the Grapnel, then swing across two Grapnel points to reach the mountain and begin climbing toward the Black Temple.
Key Collectibles in Sub-Chapter 2
- Artefact 1 – Relic of the Present: Tarot Card: On the upper right corner of the beach when you first arrive. Interact with a body lying there before moving on.
- Charm 1 – Bead #4: From the Tarot Card body, turn around and check the second boat on the beach. The charm is in a chest on it.
- Point 3: After the beach, follow the story path and leave the area. Before going downstairs, jump over the pillar on the left to reach two enemies on a ledge. Defeat them, then instead of dropping into the camp below, go around the last corner on the left. The point is there.
- Point 4: An automatic combat reward. Drop into the enemy camp and defeat all enemies. The point appears after they’re all cleared.
- Point 5: In the same enemy camp, in a broken building in the far corner of the area.
- Point 6: Leave the enemy camp by pulling a door down with the Grapnel (the story path). Drop down the ledge and crawl directly under the rock on your left immediately after the drop.
- Artefact 2 – Relic of the Past: Kill Onyx: After leaving the underground section, turn right and go around the corner. Crouch under a low rock to reach the back of the ruins. The Kill Onyx artefact is in front of a grate there.
- Point 7: From the Kill Onyx artefact, turn back around and climb up the ruins. The point is on a small roof section on top of the ruins.
- Point 8: From Point 7, look to the right side of the area where there are dead trees. Check below them.
- Blade – Khopesh (Heroes’ Graves #4): From Point 8, go to the other side of the area to find a bull pillar. Use the sphere to open it — align the coloured beams with the bull pillar gems the same way you did in Chapter 6. Once the crypt opens, go in and loot the chest.
- Point 9: In the same room, to the left side of the Khopesh chest.
- Point 10: An automatic combat reward earned after defeating the next two groups of enemies following the zipline section.
- Charm 2 – Arm Band #4: After the double-swing over a gap using two Grapnel points, take the right path down to the beach instead of going straight. Defeat the enemies there and find the chest in the corner of the beach.
Sub-Chapter 3 – A Stage of Skulls (Black Temple)
Reaching the Temple Entrance
Keep climbing the mountain until you reach the gate of the Black Temple at the top. Two guards are trying to force it open — take them both out. Before working on the door, check to the right of it.
- Artefact 3 – Relics of the Past: Stained Mosaic: After clearing the guards at the temple entrance, go right past the door. The Stained Mosaic relic is just around the corner there.
Black Temple Door Puzzle – Skull Switch Order
The temple entrance is locked with four skull switches on pillars. To reveal the correct activation order, stand on the circular platform in front of the door and use the Light Reveal Sphere. It will highlight the skulls with green dots showing the sequence. The correct order is:
- 1st: Rightmost skull
- 2nd: Second from the right
- 3rd: Leftmost skull
- 4th: Second from the left
The door opens. Head inside. You’ll walk through a room with hanging cauldrons — keep moving straight ahead and squeeze through the large door at the end to reach a circular room. Soldiers are already inside. Fight them off and watch the hole in the middle of the floor — falling in ends you.
Opening the Large Door – Light Puzzle Inside the Temple
Once the enemies are down, you’ll see a large door covered with skull decorations. It’s locked. To open it, do the following:
- Go down the stairs and check the floor for a circular platform. Stand on it and use the Light Reveal Sphere on the nearby wall to find a hidden switch. Activate it.
- Follow the light as it moves around the chamber. A wall section breaks open and more enemies rush in. Kill them all.
- Another circular platform appears where you just fought. Use the Light Reveal Sphere again to find the second switch on the wall and activate it.
- Return to the large skull door. Interact with the Receptacle at its base. The platform rotates and mirrors emerge near the central pit, along with three small coloured mirrors.
- Use the Receptacle again and move the central mirror to the middle position using the left stick.
- Stand on the floor plate in front of the pedestal and use the Light Splitting Sphere. Align the beams: Green at the middle mirror, Red at the left mirror, Blue at the right mirror.
Platforms emerge above the pit leading down. Grab the collectibles before descending.
- Points 11 and 12 (x2): These are automatic story rewards earned after defeating enemies during the temple’s light puzzle sequence.
- Point 13: After solving the puzzle and jumping down the platforms, this point is on the metal beam you walk across on your way down.
Navigating the Pit – To the Trial Door
Jump across the platforms and descend to the bottom. Turn right and follow the path through the bottom of a grate. At the far end, swing across a gap with the Grapnel, jump to the left ledge, swing again, and drop to the other side of the zone. From there, jump across broken stairs and turn right to spot another platform. Go forward, turn right again, and jump the gap. Squeeze through a broken grate on the far side. The trial door is on your left — open it with Daedalus’s Key.
- Charm 3 – Pierced Coin #3: After going down the big hole and sliding under the gate, swing across two Grapnel hooks in sequence. Then jump right. The Pierced Coin #3 charm is there to the right of a large locked green gate.
- Point 14: From the Pierced Coin charm, backtrack to the previous room and jump over two platforms on the left. Jump to the second pillar, then go right. The point is there.
- Charm 4 – Bracelet #4: Immediately after Point 14. It’s on the stairs to the left. You can’t miss it if you look left as you reach the stairs.
Sub-Chapter 4 – The Arena (Theseus’s Memories)
This sub-chapter has no collectibles — but it is one of the most intense gameplay sequences in the game. Sophia steps through the trial door and is pulled into one of Theseus’s Memories. She experiences the ancient trials from the inside. The sub-chapter has three distinct phases.
Phase 1 – The Gauntlet (Four Sequential Fights)
You face four opponents back to back on the arena platform. Each one has to be defeated to unlock the next. Step onto the platform to begin.
- Fight 1: A standard one-on-one opponent. Use the parry-dagger-critical strike chain from earlier in the game. Relatively straightforward warm-up.
- Fight 2: A dual sword wielder. He attacks fast and in quick pairs. Don’t try to parry both hits — block the first, dodge the second, then punish.
- Fight 3: A shield and mace fighter. His shield blocks most frontal attacks. Parry to stun him, then circle behind or use the dagger to exploit the opening his posture break creates.
- Fight 4: A spearman. Watch for thrust attacks — dodge sideways rather than backward. His range is long but his recovery is slow. Punish after every thrust he misses.
Defeating all four triggers a cutscene and transitions to the next phase. To sharpen your overall approach before fights like these, the Sophia combat breakdown guide covers how her full kit works under pressure.
Phase 2 – Evading the Creature (Arena Version)
After the gauntlet, you enter an open escape arena. Three lit platforms are spread across the zone. The creature is active and hunting you using the same rules as Chapter 6 — blue trail tracking, breathing detection, light protection. The path through the arena is essentially linear. Crouch and move slowly, use any available cover when the creature inhales, and work your way from light to light. The walkways to the central platform disappear as you claim each light, routing you counter-clockwise around the arena. Keep moving left, reach the third light, cross the final walkway, and step onto the ascending platform. Do not sprint unless the creature is actively chasing — slow movement is your best protection here.
Boss Fight – Cercyon
At the top of the ascent you face Cercyon, a champion fighter wielding both a sword and a shield. This is a genuine test of everything you’ve learned about Sophia’s combat system. A few things to know going in.
- Watch for red attacks — dodge, don’t parry. Cercyon has plenty of red-highlighted attacks that cannot be parried. You must dodge sideways when you see the red glow. Trying to parry these will get you hit.
- Parry his regular attacks to break his posture. After enough successful parries, his posture breaks — follow immediately with the dagger and then a critical strike. This takes a large chunk of his health.
- He resets once. Drop his health bar to zero and a cutscene plays. Then you have to do it again. The second phase tends to be slightly more aggressive with a higher mix of red attacks.
- Stay patient. His shield means direct attacking into a block wastes your stamina and gives him an opening. Wait for him to commit to an attack, then respond.
Defeat Cercyon twice to trigger the final cutscene. Sophia returns to the present.
Sub-Chapter 5 – Its Ruins (Reaching the Waterfall Room)
Back in the Present
After winning the champion battle, Sophia is back in the ruined third trial. Use the zipline from the wooden plank on the left side of the walkway ahead — grab the rope with the Grapnel and ride it down. From here, there are no more trial challenges to complete. Just keep moving along the path toward the door at the far end. The ruins section has several collectibles tucked in if you stay observant.
Collectibles in Sub-Chapter 5
- Point 15: At the very start of this sub-chapter, after the zipline and a shimmy along the wall, turn left. The point is sitting on some rocks to the left of the main path.
- Point 16: From Point 15, jump onto the nearby platform just ahead. It’s there on the platform itself.
- Point 17: From Point 16, jump onto the stone arch instead of getting on the wooden platform yet. The point is at the end of the stone arch.
- Point 18: Follow the main path over the wooden platform after grabbing Point 17. Use the Grapnel to climb up as directed. The point is on the main path on the ground in front of you after climbing.
- Artefact 4 – Relic of the Past: Kouros Puppet: After Point 18, climb a wall with the Grapnel and then slide down a slope, landing on an aqueduct. The game wants you to go left and take a zipline. Before doing that, go right first. The Kouros Puppet relic is on a wooden platform to the right. Grab it, then come back and take the zipline.
- Charm 5 – Trinket #3: After taking the zipline and climbing up the next platform, you can walk through the opening ahead or squeeze through a gap on the right — both paths work. After that, climb the platform and go left. The Trinket #3 charm is in a chest to the left.
- Point 19: From the Trinket charm, get up to the top of the platform. A big door is ahead. Turn right and look under a tree. The point is there.
- Point 20: In the same area, look left of the wooden bridge and jump to the stone arch. The point is on the arch.
- Point 21: After using the boat to cross to the other side of the water, check to the right of the door before entering. The final point is there.
The Waterfall Room and the End of Chapter 7
Go through the door at the end and find the boat. Take it across the water. On the other side, interact with the round metal object to trigger a cutscene. Sophia finds Faro holding Leni at the waterfall. She offers to hand over the sphere. Faro refuses to let either of them go. Sophia and Leni are forced down an elevator into the Labyrinth below. Continue through the passage. A cutscene triggers as Sophia glimpses another of Theseus’s Memories. When she reaches the Receptacle at the heart of the Labyrinth, the creature appears. Chaos breaks out. Everyone flees — and Sophia collapses to the ground. Chapter 7 ends here.
Chapter 8 – Resonance (Story Interlude)
Chapter 8 is short — roughly ten minutes — and contains no combat, no collectibles, and no puzzles. It is entirely story-driven.
Young Sophia wakes in a dark room and finds a glowing thread of light on the floor. Follow it. As you walk through her memories, you’ll see moments where older Sophia and Leni are lying on the ground in the dark Labyrinth. Leni is trying to wake Sophia up. Each time you get close, you’re pulled into a different memory moment before you can reach them. Keep following the thread through all the memories. Eventually you’ll reach Sophia herself and wake her up.
Once awake, the thread of light appears again on the floor. Follow it toward the large Minotaur statue ahead. Go down the stairs at the base of the statue and continue through the passage below. A final cutscene plays — the first time Sophia sees Theseus directly. Theseus tells her she is close, and that only the light can save her. Chapter 8 ends. The story deepens significantly from here.
If you want to understand more about what Sophia’s visions of Theseus mean within the broader Plague Tale lore, the A Plague Tale timeline explained guide connects all the dots from Innocence through to Resonance. You can also see how the dual timelines are being used as a storytelling device in our dual timeline mechanic guide.
Chapter 7 Collectibles – Full Summary
- Blade – Khopesh: Bull pillar light puzzle in Sub-Chapter 2. Go to the other side of the area near the dead trees, find the bull pillar, and align the sphere beams to open the crypt.
- Artefact 1 – Tarot Card: Upper right corner of the beach in Sub-Chapter 2. Interact with the body.
- Artefact 2 – Kill Onyx: Sub-Chapter 2. After leaving underground, turn right, go around the corner, crouch under a rock to reach the back of the ruins. In front of the grate.
- Artefact 3 – Stained Mosaic: Sub-Chapter 3. After defeating guards at the Black Temple entrance, check right of the door before opening it.
- Artefact 4 – Kouros Puppet: Sub-Chapter 5. After sliding down the slope to the aqueduct, go right instead of left to the wooden platform before taking the zipline.
- Charm 1 – Bead #4: Beach in Sub-Chapter 2, on the second boat. Check after looting the body for the Tarot Card.
- Charm 2 – Arm Band #4: Sub-Chapter 2. After the double Grapnel swing, go right to the beach, clear enemies, chest in the corner.
- Charm 3 – Pierced Coin #3: Sub-Chapter 3. After the two Grapnel swings inside the pit, jump right to find it beside a locked green gate.
- Charm 4 – Bracelet #4: Sub-Chapter 3. On the stairs immediately left after Point 14.
- Charm 5 – Trinket #3: Sub-Chapter 5. After the zipline, climb the platform, choose either path, get to the top, go left to the chest.
- 22 Resonance Points: Spread across Sub-Chapters 1 through 5. Sub-Chapter 4 has none. See each section above for exact locations. These do not carry over — grab them all in one run.
For everything collectible across all chapters in one place, the all chapters and collectibles guide is your complete reference. You can play the game on PC via Steam, PlayStation 5, or Xbox Series X|S, with more info at the official Focus Entertainment site.
Tips for Getting Through Chapter 7
- Do the bull pillar puzzle before reaching the Black Temple. The Khopesh blade is in Sub-Chapter 2, tucked near some dead trees. It’s completely optional and easy to walk past — go out of your way for it if you’re going for full completion.
- Check right of the Black Temple door before opening it. The Stained Mosaic artefact is just around the corner from the entrance. Players who immediately try to open the door miss it every time.
- In the gauntlet, identify attack type before committing. Red attacks from Cercyon and gauntlet fighters cannot be parried. The moment you see a red glow, dodge sideways — don’t block. This is the biggest mistake players make in the boss fight.
- In the creature evasion arena, go counter-clockwise. The path to each light source is routed to the left each time. Following the light naturally routes you correctly through the arena without backtracking.
- In Sub-Chapter 5, always check right before the zipline. The Kouros Puppet artefact is on a wooden platform to the right of the aqueduct. Every other path prompt in this section pushes you left — the artefact is the one exception.
- Don’t rush through the ruins in Sub-Chapter 5. The Resonance Points here are close together on stone arches and under trees, not on the main walking path. If you only follow the obvious floor level, you’ll miss several.
What Comes Next – Chapter 9 Preview
After the revelations of Chapters 7 and 8, Chapter 9 — Night Has Come — is described as one of the darkest chapters in the game. It features limited light, challenging new stealth sections, enemies that haven’t appeared before, and a boss fight at the end. Sophia’s combat and survival skills get their hardest test yet. If you want to see how Sophia’s journey compares to Amicia’s story across the series, our Sophia vs Amicia breakdown covers what makes each protagonist distinct. And if you’re thinking about the bigger picture of how Resonance reimagines the series, our Resonance vs Requiem comparison digs into what Asobo changed and why.
Frequently Asked Questions
How many collectibles are in Resonance A Plague Tale Legacy Chapter 7?
Chapter 7 Death It Sowed has 32 collectibles — the highest count of any chapter in the game. That includes 1 Blade (Khopesh, from the bull pillar puzzle in Sub-Chapter 2), 4 Artefacts (Tarot Card, Kill Onyx, Stained Mosaic, Kouros Puppet), 5 Charms (Bead #4, Arm Band #4, Pierced Coin #3, Bracelet #4, Trinket #3), and 22 Resonance Points. Sub-Chapter 4, The Arena, has no collectibles at all. Chapter 8 also has none. Resonance Points do not carry over via chapter select — all other items can be grabbed later.
How do you open the Black Temple door in Chapter 7?
Stand on the circular platform in front of the Black Temple door and use the Light Reveal Sphere. This shows the correct order for activating the four skull switches on the surrounding pillars — highlighted with green dots. Activate them in this order: rightmost skull first, then the second from the right, then the leftmost, then the second from the left. The door opens immediately when all four are pressed in the right sequence.
How do you beat Cercyon in Resonance A Plague Tale Legacy?
Cercyon is the boss of Theseus’s Memories in Chapter 7. The most important rule is to dodge his red attacks — these cannot be blocked or parried. Any time you see a red glow on his weapon, dodge sideways. For his regular attacks, parry them at the moment of impact to stagger him, then follow immediately with the dagger and a critical strike. This chain deals the most damage fastest. His health bar fully resets once before the second and final phase, which hits slightly harder. Stay reactive and patient — direct aggressive attacking into his shield gives him easy counter opportunities.
Does Chapter 8 Resonance have any collectibles or gameplay?
No. Chapter 8 is a short story interlude lasting approximately ten minutes. There are no combat encounters, no puzzles, and no collectibles of any kind — not even Resonance Points. The entire chapter involves following a thread of light through Sophia’s memories and experiencing a key story moment involving young Sophia and the first direct appearance of Theseus. It is entirely hands-off in terms of challenge and exists purely to advance the narrative before the harder chapters ahead.



