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WALKTHROUGH: CHAPTER V OF XIV

Chapter 5: Desolation It Wrought

Row as one, Battle grounds, The four symbols, Live up to his name

Chapter Overview

What it is: a long chapter of trials. Your sphere now casts three coloured beams (red, green, blue) that you rotate to match coloured gems. After an outdoor stretch of camps and fights you reach a central room with four doors, each marked by a symbol above it between two statues. Three of them lead to a trial that ends with a new symbol to set in the receptacle before that door; the fourth is a dead end with a Resonance Point. The chapter ends with a fight in the past as Theseus.
To find here: 1 Blade (the Greek Sword, from an optional puzzle), 5 Artefacts, 5 Charms and 29 Resonance Points, 40 in all.
Order matters: once a trial is finished you cannot roam back through it, so pick up what is on each path before you complete its trial. The order below gets everything.
Controls for the beams: hold the right shoulder button to raise the sphere, the d-pad left or right to switch between the light and the three beams, and Circle or B (with Square or X) to rotate them.

1. Row as one: the coloured door

Sub-chapter 1 · 2 Resonance Points · 1 puzzle

  • 1

    Puzzle The door with three gems

    Climb a ledge and jump a gap; before going through the broken door, a Resonance Point is on its left. Squeeze through into the room and walk round it for another, by a pot. Interact with the receptacle in the middle: the sphere is upgraded to three beams. Stand on the lit floor pad on the right, raise the sphere, aim the green beam at the small green receptor on the door, then rotate the red and blue beams onto the other receptors around it. Move a little if they will not line up.

2. Battle grounds

Sub-chapter 2 · 2 Artefacts · 2 Charms · 9 Resonance Points

  • 1

    The zipline and the first camp

    After the cutscene, turn left for a Resonance Point by the door. Take either set of steps, crawl under the rubble and zipline down; on the stairs, a Resonance Point is on the right before you drop to the soldiers. The fight is worth one more. Pull down the barricade on the left, but do not climb the ledge ahead: go right into the bottom floor of the house, under the wooden beam, for a Resonance Point by a tent.

  • 2

    The abandoned enemy camp

    Leave by the open side door into a camp with tents. Climb the rocks on the left for a chest at the upper tent with Trinket #2; opening it brings a group of enemies, worth 2 Resonance Points. Another Resonance Point is in the right corner in front of the red tent. Go up the steps, beat the archer, turn left and round the corner into the ruins for Seal #2.

  • 3

    The spike pit and the beach camp

    Go back to where the archer was and into the ruins on the left, with more enemies and a spike pit. Shimmy across the wooden boards in the corner for the Griffin Figurine. Shimmy back and go straight to a tree overlooking the beach for a Resonance Point. Crouch through the tunnel by the smaller tree to its left and keep straight on, ignoring the big door to your right for now; break the barrels by the ladder for a hidden Resonance Point. Go down the ladder, beat the camp, and find Dante's Inferno, Canto XII between the two white tents at the back, near the water.

  • 4

    Into the central temple

    Climb back up and go through the big green door in the middle. Leni is attacked as you squeeze in; deal with the attacker, check on her and use the receptacle. Four doors open and four receptacles rise.

3. The room of four symbols

Sub-chapter 3, The four symbols · 1 Resonance Point here

Each door has a symbol above it. The back-left one (an axe) is a dead end: turn left from the receptacle and take the Resonance Point on its floor. The other three are trials. Do them in this order: front left (a dice or square-like symbol), front right (an O with three lines), back right (an O over a line, or a circle resting on a rectangle). After each, come back and set the receptacle in front of that door to the symbol you found inside.

The sources describe the symbols you bring back differently. PowerPyx: an inverted P for the first door, an h for the second, an O for the third. GameSpew: a backwards P, an M with a handle, and a 0 with four lines coming out of it. Use whatever the receptacle in the trial showed you.

4. First trial: the floor symbols (front left door)

1 Artefact · 2 Charms · 7 Resonance Points

  • 1

    Separated from Leni

    Go down the steps, jump the gaps on the walkway and open the door with Leni. When she is cut off, jump down the platforms the other way, over the spike trap. At the bottom, turn left at once and climb a ruin to a chest with Bracelet #3. Head back and over the gaps to the walkway where you meet Leni again. Before squeezing through on the left, go back along her path: Resonance Points are on the first small platform on the left. The sources disagree on how many: PowerPyx lists 2 there, EliteGuias found 1. Then squeeze through the broken gate, go up the steps and beat the soldiers for one more.

  • 2

    Puzzle The jumping platforms

    The five symbols on the floor in front of the middle platform give the safe order: Dots, Kraken, Dots, Flower, Kraken, repeating. A wrong platform kills you. Number the four columns 1 to 4 from left to right. For the collectibles, jump: Dots (2), Kraken (3), Dots (3), Flower (2), Kraken (2), Dots (2), then Kraken (1) with a jump to the left. Climb the rocks on the left and shimmy over the gap for the Scarab Amulet in the back-left corner. From there: Dots (1), Flower (2), Kraken (3), Dots (3), back to Kraken (3), forward to Dots (3), then right to Flower (3) for 2 Resonance Points. The sources disagree on these two: PowerPyx lists them on that platform, while EliteGuias reached it and found none. Jump the last gap to the end and turn left for one more in the corner.

    If you only want to get across: Dots (2), Kraken (3), Dots (3), Flower (2), Kraken (2), Dots (2), Kraken (3) to the right, Dots (2) back, Flower (2) forward, a diagonal running jump to Kraken (3), then Dots (3) forward. That route skips the Artefact and the Resonance Points.

  • 3

    The symbol and the beach

    Take the symbol from the receptacle, zipline down and beat the soldiers; kick shielded enemies to open them up. A Resonance Point is on the left edge of the beach, and Armband #3 near the water and a boat in the right corner. Go up the steps and through the door back into the central room, and set the receptacle in front of the door you just used.

5. Second trial: the Greek Sword and the statue doors (front right door)

1 Blade · 2 Artefacts · 1 Charm · 9 Resonance Points

  • 1

    The cliff path and the altar

    Cross the bridge and keep to the leftmost path; over a rock, a Resonance Point is by a big puddle. Follow the cliff, climb the ladder, beat the soldiers at the top and interact with the axe on the altar for Pierced Coin #1. Go down, drop to the next group and beat them.

  • 2

    Puzzle The bull pillar and the Greek Sword

    Do not go up to the big green door yet. Take the opposite path to a camp with a bull pillar. Interact with the wooden box with a white mark for a conversation, then take the Resonance Point on the ledge under the carved bull's head. Facing the tents, climb the rocks on the left onto the ruins: a Resonance Point is in a bird's nest on the left. On top are four greenish floor plates. Stand on the one nearest the nest, at the end of the left pillar, raise the sphere, put the green beam on the gem on the bull's face and match the red and blue to their gems. The axe symbol on the camp floor opens onto a crypt; the big chest in it holds the Greek Sword.

  • 3

    The relics around the pillar

    Out of the crypt, take the path to the right of the pillar for the Condottiero Stamp on a rock just before a gap, then jump the gap for a Resonance Point left of the zipline. Back at the pillar, take the path to its left through the camp, jump the gap at a small waterfall and go right down to the water for the Ceremonial Blade. Jump the gap to its left to reach the bridge to the third trial: 2 Resonance Points are on the cliff left of the bridge. Climb the ladder right of the big green door there and grapple up; one more is on the cliff to your right. Do not crawl through the hole yet: that starts the third trial.

  • 4

    Puzzle The three statue doors

    Go all the way back to the green door near the bull pillar, where you fought last. A Resonance Point is on the floor behind a wooden barrel in front of it, easy to miss. Crawl through the hole into the trial.

    First door: stand in the light from the ceiling and match the beams to the gems round the door: red on the left statue's helmet, green in the middle, blue on the right statue's hand. Run and jump over the spike trap, then shine the reflector at the black growths blocking the steps. Second door: from the next lit plate, green at the top, blue at the bottom, red on the right statue's eye. Time the jumps over the spikes; a Resonance Point is in the left corner of the next room. Third door: use the reflector on the growths at the front right to uncover a crank; when you let it go it springs back, so Leni holds it. Jump onto the raised platform and line the beams up on the right wall, run-jump the spikes and line them up again from the light on the opposite wall. Jump the next platforms; Leni shines the reflector at you, so switch the sphere to its light with the d-pad to see the safe path through the spikes as a blue line. From the last plate, put all three beams on the rightmost receptors below the door. Go up the steps and take the symbol.

  • 5

    Back to the central room

    Zipline down, open the large door and set the receptacle in front of the second door to the new symbol.

6. Third trial: the mirror room (back right door)

1 Resonance Point · then Live up to his name, with no collectibles

  • 1

    Into the trial

    If you followed the order above, everything on the way is already yours. Cross the bridge, climb the ladder right of the heavy door, grapple up and crawl through the hole. As you enter, a Resonance Point is on the right before you drop down to the mirrors. Use the receptacle on the left to open the door for Leni, then grapple down.

  • 2

    Puzzle The coloured mirrors

    Bring each colour to its dot on the central pillar. First clear as many growths and petrified bodies as you can with the reflector that casts blue; one of the growths hides another mirror. Red: to the rightmost mirror, then to the right side of the pillar. Green: to the back-right mirror, then to the back of the pillar. Blue: to the left mirror, then the mirror at the back on the lower level, then the mirror between those two, then the left side of the pillar. The pillar lowers; use the pedestal for the symbol.

  • 3

    Live up to his name

    Leave through the door you could not open before, crouching under rubble, and beat the guards outside. Back in the central room, set the last receptacle. A scene follows and you play as Theseus again: fight down the steps, into an arena, through the other warriors and finally Cadmos, then use the receptacle. Nothing to collect in this last part.

7. Collectibles in route order

  1. Resonance Point Row as one. Before entering the first building, left of the door.
  2. Resonance Point In the first building, the room with the sphere puzzle, on the left.
  3. Resonance Point Battle grounds. After the cutscene outside, turn left: next to the door.
  4. Resonance Point After the zipline, right side of the stairs before you drop to the enemies.
  5. Resonance Point Automatic, for the fight below.
  6. Resonance Point Pull down the barricade on the left, turn right into the bottom floor of the house: next to a tent.
  7. Charm Trinket #2 Out the side door into the abandoned camp; climb the rocks on the left to the upper tent.
  8. 2 Resonance Points Automatic, for the enemies that appear when you open that chest.
  9. Resonance Point Same camp, right corner, in front of the red tent.
  10. Charm Seal #2 Upstairs, past the archer: turn left round the corner into the ruins.
  11. Artefact Relic of the Past: Griffin Figurine Back where the archer was, the ruins on the left with spikes in the floor: shimmy across the wooden boards in the corner.
  12. Resonance Point Shimmy back and go straight: below a tree overlooking the beach.
  13. Resonance Point Through the low tunnel by the smaller tree, straight on (not right to the door): inside the barrels by a ladder.
  14. Artefact Relic of the Present: Dante's Inferno, Canto XII Down that ladder in the enemy camp: between the two white tents at the back.
  15. Resonance Point The four symbols. From the pedestal, turn left: the dead-end path under the axe symbol.
  16. Charm Bracelet #3 Front-left (dice) trial. After you are separated from Leni and reach the bottom, turn left and climb a ruin: a chest at the end of the path.
  17. 2 Resonance Points After meeting Leni again, go back along her path: on the first platform on the left.
  18. Resonance Point Automatic, for the fight upstairs through the gap.
  19. Artefact Relic of the Past: Scarab Amulet Back-left corner of the spike platforms; see the jump order above.
  20. 2 Resonance Points Same platforms, on the last Flower platform on the right.
  21. Resonance Point At the end of the platforms, turn left: in the corner.
  22. Resonance Point After the zipline and the fight, on the left edge of the beach.
  23. Charm Armband #3 Right corner of the same beach, near the water and a boat.
  24. Resonance Point Front-right (O with three lines) trial. Over the bridge, leftmost path, over a rock: by a big puddle.
  25. Charm Pierced Coin #1 Up the ladder at the top of that path, after the fight: interact with the axe.
  26. Resonance Point Downhill past the next fight, opposite the big green door: in the camp with the bull pillar, on the ledge under the carved bull's head.
  27. Resonance Point Facing the tents, climb the rocks on the left onto the ruins: a bird's nest on the left.
  28. Blade Greek Sword Blades from the Heroes' Graves #2. Solve the bull pillar from the plate nearest the nest; the big chest in the crypt that opens.
  29. Artefact Relic of the Present: Condottiero Stamp Right of the bull pillar, down the path: on the rock just before the gap.
  30. Resonance Point Over that gap, on the left, beside the zipline.
  31. Artefact Relic of the Past: Ceremonial Blade Left of the bull pillar through the camp, over the gap at the small waterfall, then right: near the water.
  32. 2 Resonance Points Over the gap left of the relic, on the cliff left of the bridge to the third trial.
  33. Resonance Point Up the ladder right of the big green door and the grapple: on the cliff to your right. Do not crawl through the hole yet.
  34. Resonance Point Back at the green door near the bull pillar: behind a wooden barrel in front of it.
  35. Resonance Point Inside the second trial, in the left corner of the room after the second statue door.
  36. Resonance Point Back-right (O over a line) trial. On the right as you enter, before dropping down to the mirrors.

8. Chapter 5 Completion

Cross-checked

Cross-checked on 7 October 2026, and re-checked on 9 October 2026, against PowerPyx's Chapter 5 collectible page and its puzzle solutions guide (both 26 August 2026), GameSpew's full walkthrough by Richard Seagrave (27 August 2026), Vandal's guide and its three-symbols page, and EliteGuias' walkthrough. All four agree on the Blade, the five Artefacts, the five Charms, the trial order and the floor-symbol sequence; the Resonance Point count and list, the platform columns, the statue-door colours, the mirror chains and the names are PowerPyx's (GameSpew calls the Kraken symbol a squid), and where the sources disagree the text says so. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.

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