Chapter 3 overview

Those Before Us is the island's introduction. After the Venice chase, Sophia arrives at the ruins that will host the rest of the story, and the chapter reads like a museum tour with puzzles. It is the most lore-heavy stretch of the early game, and its name refers to the heroes, pretenders and trial-takers who came before Sophia.

Walkthrough by subchapter

SubchapterWhat happens
ParadiseThe island greeting: a ruined paradise that introduces the Minoan setting and the tone for the chapters ahead.
VestigesA quiet ruins stretch. This is where the lore-heavy Artefact hunt begins.
The Village of HeroesThe heart of the chapter. Named streets and tombs honour the island's past, and most of the collectibles sit just off the main path.
In the Pretenders' WakeThe trail of those who came before you, with more relics and the first real sense of the island's trials.
The Start of the TrialsThe chapter ends as the first trial begins. Expect the light puzzle mechanics that define the rest of the game.

Collectibles in Chapter 3

TypeCountNotes
Artefacts6The largest Artefact count of any chapter. They are Relics of the Present and the Past, pure lore items that feed the Hoarder trophy.
Charms4Auto-equipped accessories with passive effects. Names and exact spots are not fully published in the sources we use.
Blades0No Blade in this chapter; the next one is the Kopis in Chapter 4.

Because every Artefact here is a lore item, the practical advice is to sweep the side paths. The chapter is linear on the surface, but most of the 10 pickups sit behind short detours that are easy to walk past when you are following the main route.

Puzzles and the trials

The final subchapter, The Start of the Trials, introduces the trial structure that defines the island. Launch guides agree the puzzle mechanics are light-based and sphere-driven, but exact step-by-step solutions for this chapter are not published in the sources we verified. If you get stuck, follow the light: the Minoan Sphere puzzles always want you to trace where a beam comes from and where it needs to go.

Combat and stealth notes

One guide marks Chapter 3 as a no-combat chapter. That label comes from a single source, and the trial subchapter could include light encounter or puzzle challenge, so do not assume you can ignore the combat system entirely. The safer read is that this is a low-combat chapter built around exploration, and the combat focus returns strongly in Chapter 4.

Missables and trophy notes

Chapter 3 contributes to Hoarder (all 37 Artefacts) and Superstitious (all 30 Charms). None of the 10 items are permanently missable, but Resonance Points remain the exception across the whole game: they only save to the next checkpoint and do not follow you through chapter select. Grab every white pickup you see and do not die before a checkpoint.

From here the game moves to Chapter 4: From Hell It Rose, where the puzzle density and combat both ramp up and the Kopis Blade arrives.

FAQ

How many collectibles are in Chapter 3?

Ten: 6 Artefacts and 4 Charms. There is no Blade and no Theseus Echo in this chapter, so every pickup is a Relic or a Charm.

Is Chapter 3 combat-free?

Guide sites label it a no-combat chapter, but that comes from one source and the final subchapter is called The Start of the Trials, which may include light puzzles. Treat it as a low-combat chapter until confirmed.

Which chapter has the most Artefacts?

Chapter 3. Its six Artefacts are the largest single-chapter Artefact count in the game.

Are any Chapter 3 collectibles missable?

No. All Artefacts and Charms can be re-collected with chapter select. Only Resonance Points are missable, and they do not carry over through chapter select.

Sources: gamerant — chapter list, gamingpromax — chapter collectibles, PowerPyx collectibles guide. Resonance: A Plague Tale Legacy content and assets remain the property of Asobo Studio and Focus Entertainment.