What they are: Chapter XIII, As One, is the last chapter with anything to find: a labyrinth with the worm on your trail, rooms of Petrified, a final trial and the last boss. Chapter XIV, What Remains, is a short closing walk with no collectibles.
To find in Chapter XIII: 2 Artefacts, 1 Charm and 8 Resonance Points in six sub-chapters; the sixth, The Minotaur, has none. No Blade.
Last chance: after this chapter, Artefacts, Charms and Blades you missed can still be picked up through Chapter Select, but Resonance Points cannot. The 165 you need to buy every skill for Like a warrior have to be found in a single playthrough; replaying chapters does not add to them.
Spoilers: this page describes what you do, not what happens in the story. The last two sections touch the ending only as far as the controls require.
1. The Labyrinth
Chapter XIII, sub-chapter 1 · 1 Artefact · 2 Resonance Points
Objective: follow the beam. Glowing cables appear along the way to show you the route; between the lights, the worm hunts you.
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1
The first cable
After the opening scene, use the sphere device when prompted and interact with the receptacle ahead. Jump across the circular platforms on the left, go down the steps and squeeze through the gap. Before following the cable, jump across the gap straight ahead: a Resonance Point is round the corner. Come back and follow the cable down a level until it fades.
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2
From light to light
Go left to an area with a light, use the vent beside it to jump to the higher platform and run for the lit area ahead while the worm chases you. Keep heading the way the beam points, hiding or running, light to light. Near the second light there is a breakable lamp; a point sits on top of the platform beside it. Work your way up until you can see the third light, then make for it.
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3
The third light and the way out
At the third light, after swinging over a gap to escape the worm a third time, take the steps on the left to the Artefact. You can also recognise the spot because the screen flashes red there and Sophia walks slowly for a few seconds. Return to the light and go down the steps on its other side to a door opened by a pressure plate. The worm chases you once more; run, swinging over the gaps, until you arrive. Defeat the soldiers, then use the receptacle to reflect the beam and open the doorway.
In route order
- Artefact Labyrinth Plan (Relic of the Past) In the labyrinth, after you swing over a gap to escape the worm the third time and land in front of a lamp: turn left down the steps; it is at a dead end, behind a rock.
2. Illusions and corruption
Chapter XIII, sub-chapters 2 and 3, Illusions and Surviving corruption · 3 Resonance Points (2 and 1)
Objectives: follow the beam, then unlock the exit despite the Petrified. Resonance Points only.
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1
Illusions
Through the doorway, follow the walkway round and jump the gap: a point lies on the ground in front of you. Turn right; of the two staircases, take the right one and then the next steps down, and go round the corner for another. Carry on in the direction of the beam, following the cables, to a long walkway. At its end go left, then squeeze through the gap on the right.
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2
Puzzle: the room of Petrified
Sneak left to the unlit light in the far corner without drawing attention. Switch it on and burn away as many Petrified and growths as you can, then aim it at the mirror in the centre of the room. Go to that mirror and aim it at the receptor above the door you came in by; the door below it opens. Burning the growths on the nearby column reveals a point near the central mirror. Squeeze under the door.
3. The last trial
Chapter XIII, sub-chapters 4 and 5, One last Trial and By your side · 1 Artefact · 1 Charm · 3 Resonance Points (2 and 1)
The same rhythm as before: a chase, a fight, a receptacle that bends the beam to open a door, and a room of Petrified with a light to switch on.
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1
One last Trial
Outrun the worm, win the fight and use the receptacle to open the door. Go through, jump the gap at the foot of the steps and take the point on the right before you climb through the hole in the wall. Go down to the lower level and head for the central structure with the unlit light: a point lies near it, next to a Petrified. Switch the light on, burn the growths in front of the door and aim at the receptor. Go through and squeeze through the gap, then turn left through the growths for the Artefact. Back on the path, drop down and step on one of the pressure pads on either side of the room: it lights the centre, where the sphere device clears the exit. Enemies attack; use the pads again to finish them with the beam, then pull the rocks off the exit with the grapnel.
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2
By your side: the climb
The worm chases you again: crawl under the gap and switch on the light ahead. Go up the steps on the left, sneak past the Petrified and swing across; follow the walkway and swing over the light you switched on. Sneak right and round the corner for the last Resonance Point of the game. Keep climbing, watching for the worm; near the top, the chest beside the big light holds the Charm.
In route order
- Artefact Poisoned Syringe (Relic of the Present) After the room of Petrified in One last Trial: squeeze through the gap, then turn left at once and go round the corner, through the growths, to a dead end.
- Charm Trinket #5 By your side: climb all the way up to the big light near the top; the chest is right next to it. If you have every other Charm, this one unlocks the Superstitious achievement.
4. The Minotaur
Chapter XIII, sub-chapter 6 · no collectibles
Late-story section: only the controls are described here. It has nothing to find.
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1
The way to the statue
At the top, fight the warriors. After the scene, run from the worm, then use the receptacle to bend the beam and open a door. Zipline along the cable to the next area and walk on to a scene. Drop down the ledge, follow the cable to the far end and pull the rocks above the door away with the grapnel.
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2
Final boss: the great sphere
The blue growth above the door has to burn. Go to the platform at the opposite end of the area and use its receptacle to raise a large sphere. Interact with it: it fires a powerful beam. Destroy the blue growth, then keep destroying the worms and blue growths that appear. When you are told to run, go to the two platforms on either side of the giant Minotaur statue, marked by cables, and grapnel away the two parts of its face. You are taken somewhere else: approach the statue, run from the worm with everything you have and reach the light ahead. Back at the sphere, destroy all the blue growths and worms again to win the fight, then walk on and use the receptacle to end the chapter.
5. Chapter XIV: What Remains
One sub-chapter, Ashes · no collectibles
The final chapter is a short walk. Move forward and follow the trail on the floor until a scene plays. Afterwards you make your way off the island while the credits roll; reaching the beach completes the game. There is nothing to collect and no puzzle to solve. What happens in the scene is the ending of the story, so it is not described here.
6. Completion
Cross-checked
Cross-checked on 7 October 2026 against PowerPyx's Chapter XIII collectible guide (which also covers Chapter XIV) and its all-collectibles guide, and against GameSpew's full walkthrough by Richard Seagrave (August 2026). Both list 2 Artefacts and 1 Charm in Chapter XIII in the same places and nothing in Chapter XIV. The 8 Resonance Points, their split by sub-chapter, the sub-chapter names, the Superstitious note and the Chapter Select rules are PowerPyx's; the final boss and the closing walk come from GameSpew. Names follow PowerPyx; GameSpew calls the Charm a Trinkets charm. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.