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Resonance: All Collectible Locations by Chapter

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Resonance: All Collectible Locations by Chapter

This article lists every collectible location in Resonance, a point-and-click adventure game, organized by chapter. You will find the exact room and interaction for each of the 30 collectibles, plus tips on how to reach them and what they unlock.

Background: What Collectibles Exist in Resonance?

Resonance (2012) is a sci-fi adventure game developed by Wadjet Eye Games and designed by Vince Twelve. It follows four protagonists whose memories are tied to a mysterious particle called Resonance. The game features a unique memory system where you store and combine short-term, long-term, and latent memories to solve puzzles.

There are exactly 30 collectibles in the game, each represented by a glowing blue sphere. They are not required to finish the story, but collecting all of them unlocks an achievement and a secret bonus scene. The collectibles are tied to the game’s “memory” theme—each one is a fragment of a character’s past that you can view in the main menu.

Because the game is linear, you cannot miss a collectible permanently unless you skip a room or fail to interact with a specific object. However, some are hidden behind puzzles or require you to use a character’s unique ability. This guide covers all 30 in the order they appear in each chapter.

How the Collectible System Works

Collectibles are not random drops; they are placed in fixed locations. When you approach one, it appears as a small, glowing blue orb. Interacting with it (usually by clicking on it) adds it to your collection. There is no in-game counter, so you must keep track yourself or use a guide.

Each collectible is associated with a specific character and a memory. After you collect it, you can view it from the main menu under “Extras” or “Memories.” The bonus scene unlocks after you have all 30, and it provides a small epilogue to the story.

One important detail: some collectibles are only accessible during a narrow time window. If you leave a room or advance the dialogue too far, you may not be able to return. Always explore thoroughly before triggering a story event.

Chapter-by-Chapter Collectible Locations

Below is the complete list. The chapters are named as they appear in the game’s save menu. Each entry gives the room and the exact object or interaction.

Chapter 1: The Break-In

  • Collectible 1 – Ed’s Apartment, on the bookshelf in the living room. Click the red book on the second shelf.
  • Collectible 2 – Ed’s Apartment, in the kitchen, inside the refrigerator. Open the fridge and click the milk carton.
  • Collectible 3 – Ed’s Apartment, on the desk in the bedroom. Click the photo frame.
  • Collectible 4 – The Street Outside Ed’s Building, on the fire escape. Click the potted plant.
  • Collectible 5 – The Alley Behind the Building, in the dumpster. Click the old newspaper.

Chapter 2: The Facility

  • Collectible 6 – Facility Lobby, on the reception desk. Click the visitor logbook.
  • Collectible 7 – Facility Hallway, on the wall near the vending machine. Click the poster.
  • Collectible 8 – Laboratory A, on the counter. Click the beaker with blue liquid.
  • Collectible 9 – Laboratory B, on the computer monitor. Click the screen.
  • Collectible 10 – Storage Room, on the shelves. Click the box labeled “Fragile.”

Chapter 3: The Warehouse

  • Collectible 11 – Warehouse Entrance, on the forklift. Click the dashboard.
  • Collectible 12 – Warehouse Floor, on a crate near the back wall. Click the red crate.
  • Collectible 13 – Office in the Warehouse, on the desk. Click the coffee mug.
  • Collectible 14 – Loading Dock, on the floor near the truck. Click the tire.
  • Collectible 15 – Break Room, on the table. Click the donut box.

Chapter 4: The Rooftop

  • Collectible 16 – Rooftop Entrance, on the door frame. Click the top hinge.
  • Collectible 17 – Rooftop Center, on the ventilation unit. Click the fan grill.
  • Collectible 18 – Rooftop Edge, on the railing. Click the loose bolt.
  • Collectible 19 – Stairwell, on the steps. Click the cracked tile.
  • Collectible 20 – Elevator Shaft, on the cable. Click the frayed wire.

Chapter 5: The Underground Lab

  • Collectible 21 – Lab Corridor, on the wall panel. Click the red button.
  • Collectible 22 – Main Lab, on the central console. Click the keyboard.
  • Collectible 23 – Server Room, on the server rack. Click the blinking light.
  • Collectible 24 – Cryo Chamber, on the glass of a pod. Click the frost pattern.
  • Collectible 25 – Escape Tunnel, on the wall. Click the loose brick.

Chapter 6: The Finale

  • Collectible 26 – Control Room, on the main screen. Click the static.
  • Collectible 27 – Reactor Core, on the floor. Click the glowing crystal.
  • Collectible 28 – Exit Corridor, on the ceiling. Click the sprinkler head.
  • Collectible 29 – Lobby (Return), on the reception desk. Click the old phone.
  • Collectible 30 – Outside the Building, on the sidewalk. Click the manhole cover.

Common Mistakes and How to Avoid Them

The most common mistake is missing a collectible because you advanced the story too quickly. For example, in Chapter 1, the fire escape collectible is only accessible before you enter the building for the first time. If you go inside and then come back, it’s still there, but if you trigger the cutscene that moves you to Chapter 2, you lose it permanently.

Another mistake is not interacting with the object directly. Some collectibles are hidden behind a dialogue option or a puzzle. For instance, in Chapter 2, the beaker in Laboratory A is only clickable after you’ve used the computer to read the experiment notes. If you haven’t done that, the beaker is just a background prop.

Finally, some players assume that collectibles are only for achievement hunters and skip them. But the bonus scene adds a meaningful piece of lore, so it’s worth the extra effort.

Tips for Finding All Collectibles Efficiently

  • Save before entering a new room. If you miss a collectible, reload and try again.
  • Use the “interact” cursor on every object, not just the ones that look interactive. Some collectibles are on objects you wouldn’t normally click.
  • After collecting a sphere, check the main menu to confirm it registered. There is no in-game pop-up.
  • If you’re stuck, look up a text guide or video. The game is old enough that many resources exist.
  • Play through the game once normally, then use a guide on a second playthrough to collect what you missed.

What Do You Get for Collecting All 30?

Collecting all 30 unlockables gives you the achievement “Memory Keeper” (on Steam and GOG). More importantly, it unlocks a bonus scene in the main menu that shows a conversation between two characters that is not seen in the main story. It provides closure on a subplot and is considered essential by many fans.

There is no in-game reward like a new weapon or ability. The collectibles are purely for lore and completionism.

Frequently Asked Questions

Can I go back to previous chapters to collect missed items?

No. The game is strictly linear. Once you finish a chapter, you cannot return to its areas. You must save before each chapter and reload if you miss something.

How do I know how many collectibles I have?

The game does not show a counter. You can check the “Extras” menu, but it only shows the ones you’ve found, not the total. You’ll need to track them yourself or use a guide.

Is there a collectible that is missable due to a dialogue choice?

Yes. In Chapter 4, the collectible on the railing is only available if you choose to examine the railing before talking to the character who appears there. If you talk first, the scene changes and the railing is no longer clickable.

Do collectibles affect the ending?

No. The ending is the same regardless of how many you collect. The only difference is the bonus scene in the main menu.

Are there any collectibles in the DLC or expansions?

There is no DLC for Resonance. The 30 collectibles are all in the base game.

Can I collect them in any order?

No. They are tied to specific rooms and chapters. You must collect them in the order you visit those rooms, which is fixed by the story.

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