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Resonance Chapter 4 Walkthrough and Puzzles

Clear Resonance Chapter 4 with the First Trial route, exact symbol help, mirror-puzzle guidance, spike-trap advice and a collectible reminder.

Updated 2026-09-10
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Chapter 4, From Hell It Rose, is cleared by unlocking Light Reveal, solving the First Trial's three doors, surviving the spike routes, and completing the Minotaur arena codes. The chapter has one Blade, three Artefacts, and two Charms to track alongside its progression. Read only the section matching your current room if you want to keep later Trial beats unspoiled.

Before entering the First Trial

Chapter 4 is where Resonance starts asking you to read the environment instead of merely following an objective marker. The Minoan Key Sphere becomes the central tool: its Light Reveal function exposes blue routes, hidden symbols, and safe tiles. Whenever a door seems to have no answer, check the floor and nearby walls with the Sphere before looking for a lever.

The route is linear, but several rooms become harder to revisit once you advance through a clear exit or a collapse sequence. Keep an eye on the chapter's normal collectible counter: it contains one Blade, three Artefacts, and two Charms. Resonance Points need different handling, because their total is tied to the first playthrough rather than the Chapter Select tracker.

Unlock Light Reveal at the Trial entrance

After the fight at the entrance, enter the Trial and interact with the gilded pedestal. Sophia places the Key Sphere and gains Light Reveal, which makes the relevant blue markings visible. This is not an optional hint; every early door in the Trial depends on using the revealed paths correctly.

From this point, pause before rotating a pedestal or moving a mirror. Look for the source of the beam, the marking it uncovers, and the receiver that responds. The same sequence of observation works for symbols, spike tiles, and the final arena puzzle, even though their rooms look very different.

First door: three pedestal symbols

The first locked door has three rotating pedestal inputs. Aim Light Reveal across the floor and walls, then trace the blue path leaving each pedestal to the symbol it identifies. Set the pedestals from left to right to the Y-shaped symbol, the C-shaped symbol, and the upward-arrow symbol.

The door opens only when all three symbols are seated in their correct positions. If the shapes are difficult to recognise, follow the blue route again rather than cycling randomly through every option. The First Trial puzzle guide gives a room-by-room explanation of this and the later Trial gates.

Second door: route the mirror beam

The next door is a light-routing puzzle with chained blocks that prevent a direct shot. Turn around, climb the stairs above the entrance, and stand on the pressure plate to reveal the source. Leni holds the plate after you activate it, leaving Sophia free to position the reflectors.

Send the beam from the first left reflector to the mirror on the right. Turn that mirror toward the next mirror on the left, then angle the final reflector into the door's golden dial. Think of the layout as a zigzag around the chained blocks: if the dial stays dark, start at the source and check each bounce in order.

Third door: floor maze symbols

The floor maze uses two dials and five hidden runes. Light Reveal exposes a glowing line from each pedestal through the maze to one rune; the rune at the end of that line is the required dial symbol. The left mechanism needs the insect or bug symbol with an oval body and four lines, while the right mechanism facing the gate needs the T-like symbol.

Rotate each answer into the top position framed by the golden arches. A fire trail beside the doorway confirms the solution and the passage opens into a combat encounter, including a stronger Brute-type enemy. For a concise answer and a way to verify the symbols yourself, use the dedicated First Trial puzzle guide.

Spike rooms: use the revealed path, not guesswork

The next Trial segment tests whether you are reading the Sphere's markings under pressure. Light Reveal marks the safe tiles, and Sophia's notebook can help you revisit the clue if you lose track. In the initial short crossings, begin with the left plate on the first route, take the right-side start and turn left on the second, and use the socket marked by two triangles for the third.

The larger spike room needs patience rather than speed. Leni's mirror light lets the Sphere show a blue route, but parts of it disappear behind obstructions. Count the tiles in each visible stretch, move along that pattern, and stop on a confirmed safe tile instead of making a long blind run.

The Kopis and the chapter's optional checks

After the spike sequence, a skull statue and pedestal open a route down into a tomb. Open the large chest in that tomb to collect the Kopis, the chapter's Blade. Equip it later in Sophia's menu and earn a kill with it if you are working toward Adaptable as well as Plunderer.

The chapter's normal checklist is one Blade, three Artefacts, and two Charms. Do not confuse those counters with a full Resonance Point check: points have no Chapter Select counter and must remain part of the same playthrough for Like a Warrior. The collectibles guide explains which categories can be safely cleaned up after the story.

Finish the Minotaur arena codes

After the Trial's vision and arena fight, the final mechanism uses three pairs of symbols. Read the paired blue markings on the arena floor, then aim the mirrors at the matching symbols around the walls. Completing the first two codes lowers the Minotaur's arms, exposing rings that Light Reveal can use for the final code.

For the third input, reveal the symbols on the exposed hand rings and light the matching pair on the same wall. When every code is correct, the Minotaur rises and a new door appears. Place the Sphere where prompted, survive the next soldiers, then continue into the head and follow the final path to close the chapter.

If Chapter 4 seems stuck

Return to the immediate objective before backtracking across the entire Trial. A closed door nearly always means one of four things: Light Reveal has not been used, a beam has missed a reflector, a dial is not in its golden top slot, or a conversation/examination has not finished. Resetting the room mentally into source, clue, input, and receiver is more reliable than interacting with every object at random.

For combat after a solved gate, create space before attempting a parry and use the room's ledges or throwables when they are available. Changing difficulty can make the fight easier but does not change the puzzle logic. If the route after a solution remains closed, wait for Leni's dialogue and inspect the newly highlighted object before moving on.

For every First Trial answer in one spoiler-conscious page, open the Chapter 4 First Trial puzzle guide. Use the central walkthrough to return to the overall 14-chapter route, or read the trophy roadmap before turning this chapter into a completion run. Chapter flow, collectible counts, and puzzle checks were reviewed against the launch build on September 10, 2026.

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