The Chant
42 Achievements
GOG
Icarus
Complete Chapter 3 in the Main Story
33.6%
How to unlock the Icarus achievement in The Chant - Definitive Guide
On my YouTube channel I've created a gameplay walkthrough video covering Chapter 3 of this game.
This chapter is noticeably longer than the first 2. In this chapter Sonny runs off to the mines and we're trying to bring him back. After seeing Sonny cross a log in the distance you'll go through a cabin. When you exit the cabin through the opposite door you'll see another door on your left. This has a heart shaped lock. Make a mental note of this and continue on.
The first obstacle is a door requiring a geometric key made up of 2 metal pieces. The first is in a cabin to the left at the 14 min mark, just after a drop down where you fight some cultists. The second is in a door behind a heart lock which you passed before you got to the geometric door, shortly after you saw Sonny cross the log. To open that heart key door you need the heart key. To get the heart key go behind the cabin where you got the first piece. The heart key is obtained after fight behind the Mandacore at 17 min. Now you can back-track to get the second geometric piece. When you get to the gap next to the geometric door the fly manifestation in the shape of a person will appear. Once it appears it will pursue you relentlessly. Instead of backtracking this way there is a way to circle back around to where you saw Sonny cross the log. Go through the door next to where you dropped down for the first piece. Doing this may allow you to avoid the pursuer until you have to trigger them. I can't verify this though as I did it the hard way.
Before you catch up to Sonny in the mine you may encounter some cultists. I was exploring and don't know if they trigger if you just head straight for the mine. In the mine you'll have to get some generators going by finding fuses. During this part you'll begin encountering cankertoads including 1 giant cankertoad. It's not too hard to find all of the fuses, but if you need guidance this is covered in the video starting at 32:20.
Once you get out of the mine you'll come to an area that appears to be the lodgings of the miners who used to live and work here. Sonny will duck into one of the buildings. This is the end of the first video below, part 3 of my The Chant series.
You have to circle around to try to get to him. From the building Sonny entered turn right. You'll have to enter the building ahead of you on the left to proceed. There's a cultist waiting for you inside. Keep chasing Sonny, dealing with or avoiding the next cultist, and you'll eventually end up in another mine.
Inside the second mine Sonny will lose you by taking an elevator down. At this point folks going for the kill no cultists run may have a little trouble. You get attached by a gang of cultists while waiting for the elevator to come up for you. If you aren't on a pacifist run just wipe them out as best you can. If you are trying for the kill no cultists trophy do your best to dodge and don't let them get you cornered. The elevator took about 1:30 to come in my playthrough.
After the elevator keep pushing through. You'll encounter a new type of gloom creature, latchers, down here a few times as well as a simple puzzle requiring you to put a blasting cap and fuse together to blow open a hole in the wall. Just keep going and you'll reach the boss of this chapter, a strider. This is a pretty standard fight covered at the 25 min mark in the 2nd video below, part 4. This fight takes place in the gloom, so if you find your mind getting low stand on the runes to replenish your mind.
After you exit the mine you'll be back in the miner's lodgings. You need to find 2 parts to get power to the gate so you can go back to the retreat. When you were here before there were 2 areas you couldn't enter due to the yellow gloom, but now you can enter these. The parts you need are in these areas. In the area nearest you when you exit the mine you'll be attacked. The lever is here guarded by a Mandicore. On your way to the 2nd yellow gloom area the fly manifestation appears again. You can make it temporarily disappear by fighting it, but it'll come back until you leave the area. In the next area you'll find the gear guarded by another Mandicore. Once you have both pieces you'll have to climb the ladder near the middle of the area (not sure how best to describe it). Put the gear in, the lever in, and flip the lever. This unlocks the door you need to exit to leave the area.
Just head back to the retreat to finish up this chapter.
If you found the video helpful, please consider giving a like and/or subscribe. This is a new channel on YouTube and any support is greatly appreciated
This chapter is noticeably longer than the first 2. In this chapter Sonny runs off to the mines and we're trying to bring him back. After seeing Sonny cross a log in the distance you'll go through a cabin. When you exit the cabin through the opposite door you'll see another door on your left. This has a heart shaped lock. Make a mental note of this and continue on.
The first obstacle is a door requiring a geometric key made up of 2 metal pieces. The first is in a cabin to the left at the 14 min mark, just after a drop down where you fight some cultists. The second is in a door behind a heart lock which you passed before you got to the geometric door, shortly after you saw Sonny cross the log. To open that heart key door you need the heart key. To get the heart key go behind the cabin where you got the first piece. The heart key is obtained after fight behind the Mandacore at 17 min. Now you can back-track to get the second geometric piece. When you get to the gap next to the geometric door the fly manifestation in the shape of a person will appear. Once it appears it will pursue you relentlessly. Instead of backtracking this way there is a way to circle back around to where you saw Sonny cross the log. Go through the door next to where you dropped down for the first piece. Doing this may allow you to avoid the pursuer until you have to trigger them. I can't verify this though as I did it the hard way.
Before you catch up to Sonny in the mine you may encounter some cultists. I was exploring and don't know if they trigger if you just head straight for the mine. In the mine you'll have to get some generators going by finding fuses. During this part you'll begin encountering cankertoads including 1 giant cankertoad. It's not too hard to find all of the fuses, but if you need guidance this is covered in the video starting at 32:20.
Once you get out of the mine you'll come to an area that appears to be the lodgings of the miners who used to live and work here. Sonny will duck into one of the buildings. This is the end of the first video below, part 3 of my The Chant series.
You have to circle around to try to get to him. From the building Sonny entered turn right. You'll have to enter the building ahead of you on the left to proceed. There's a cultist waiting for you inside. Keep chasing Sonny, dealing with or avoiding the next cultist, and you'll eventually end up in another mine.
Inside the second mine Sonny will lose you by taking an elevator down. At this point folks going for the kill no cultists run may have a little trouble. You get attached by a gang of cultists while waiting for the elevator to come up for you. If you aren't on a pacifist run just wipe them out as best you can. If you are trying for the kill no cultists trophy do your best to dodge and don't let them get you cornered. The elevator took about 1:30 to come in my playthrough.
After the elevator keep pushing through. You'll encounter a new type of gloom creature, latchers, down here a few times as well as a simple puzzle requiring you to put a blasting cap and fuse together to blow open a hole in the wall. Just keep going and you'll reach the boss of this chapter, a strider. This is a pretty standard fight covered at the 25 min mark in the 2nd video below, part 4. This fight takes place in the gloom, so if you find your mind getting low stand on the runes to replenish your mind.
After you exit the mine you'll be back in the miner's lodgings. You need to find 2 parts to get power to the gate so you can go back to the retreat. When you were here before there were 2 areas you couldn't enter due to the yellow gloom, but now you can enter these. The parts you need are in these areas. In the area nearest you when you exit the mine you'll be attacked. The lever is here guarded by a Mandicore. On your way to the 2nd yellow gloom area the fly manifestation appears again. You can make it temporarily disappear by fighting it, but it'll come back until you leave the area. In the next area you'll find the gear guarded by another Mandicore. Once you have both pieces you'll have to climb the ladder near the middle of the area (not sure how best to describe it). Put the gear in, the lever in, and flip the lever. This unlocks the door you need to exit to leave the area.
Just head back to the retreat to finish up this chapter.
If you found the video helpful, please consider giving a like and/or subscribe. This is a new channel on YouTube and any support is greatly appreciated
On my YouTube channel I've created a gameplay walkthrough video covering Chapter 3 of this game.
This chapter is noticeably longer than the first 2. In this chapter Sonny runs off to the mines and we're trying to bring him back. After seeing Sonny cross a log in the distance you'll go through a cabin. When you exit the cabin through the opposite door you'll see another door on your left. This has a heart shaped lock. Make a mental note of this and continue on.
The first obstacle is a door requiring a geometric key made up of 2 metal pieces. The first is in a cabin to the left at the 14 min mark, just after a drop down where you fight some cultists. The second is in a door behind a heart lock which you passed before you got to the geometric door, shortly after you saw Sonny cross the log. To open that heart key door you need the heart key. To get the heart key go behind the cabin where you got the first piece. The heart key is obtained after fight behind the Mandacore at 17 min. Now you can back-track to get the second geometric piece. When you get to the gap next to the geometric door the fly manifestation in the shape of a person will appear. Once it appears it will pursue you relentlessly. Instead of backtracking this way there is a way to circle back around to where you saw Sonny cross the log. Go through the door next to where you dropped down for the first piece. Doing this may allow you to avoid the pursuer until you have to trigger them. I can't verify this though as I did it the hard way.
Before you catch up to Sonny in the mine you may encounter some cultists. I was exploring and don't know if they trigger if you just head straight for the mine. In the mine you'll have to get some generators going by finding fuses. During this part you'll begin encountering cankertoads including 1 giant cankertoad. It's not too hard to find all of the fuses, but if you need guidance this is covered in the video starting at 32:20.
Once you get out of the mine you'll come to an area that appears to be the lodgings of the miners who used to live and work here. Sonny will duck into one of the buildings. This is the end of the first video below, part 3 of my The Chant series.
You have to circle around to try to get to him. From the building Sonny entered turn right. You'll have to enter the building ahead of you on the left to proceed. There's a cultist waiting for you inside. Keep chasing Sonny, dealing with or avoiding the next cultist, and you'll eventually end up in another mine.
Inside the second mine Sonny will lose you by taking an elevator down. At this point folks going for the kill no cultists run may have a little trouble. You get attached by a gang of cultists while waiting for the elevator to come up for you. If you aren't on a pacifist run just wipe them out as best you can. If you are trying for the kill no cultists achievement do your best to dodge and don't let them get you cornered. The elevator took about 1:30 to come in my playthrough.
After the elevator keep pushing through. You'll encounter a new type of gloom creature, latchers, down here a few times as well as a simple puzzle requiring you to put a blasting cap and fuse together to blow open a hole in the wall. Just keep going and you'll reach the boss of this chapter, a strider. This is a pretty standard fight covered at the 25 min mark in the 2nd video below, part 4. This fight takes place in the gloom, so if you find your mind getting low stand on the runes to replenish your mind.
After you exit the mine you'll be back in the miner's lodgings. You need to find 2 parts to get power to the gate so you can go back to the retreat. When you were here before there were 2 areas you couldn't enter due to the yellow gloom, but now you can enter these. The parts you need are in these areas. In the area nearest you when you exit the mine you'll be attacked. The lever is here guarded by a Mandicore. On your way to the 2nd yellow gloom area the fly manifestation appears again. You can make it temporarily disappear by fighting it, but it'll come back until you leave the area. In the next area you'll find the gear guarded by another Mandicore. Once you have both pieces you'll have to climb the ladder near the middle of the area (not sure how best to describe it). Put the gear in, the lever in, and flip the lever. This unlocks the door you need to exit to leave the area.
Just head back to the retreat to finish up this chapter.
If you found the video helpful, please consider giving a like and/or subscribe. This is a new channel on YouTube and any support is greatly appreciated
This chapter is noticeably longer than the first 2. In this chapter Sonny runs off to the mines and we're trying to bring him back. After seeing Sonny cross a log in the distance you'll go through a cabin. When you exit the cabin through the opposite door you'll see another door on your left. This has a heart shaped lock. Make a mental note of this and continue on.
The first obstacle is a door requiring a geometric key made up of 2 metal pieces. The first is in a cabin to the left at the 14 min mark, just after a drop down where you fight some cultists. The second is in a door behind a heart lock which you passed before you got to the geometric door, shortly after you saw Sonny cross the log. To open that heart key door you need the heart key. To get the heart key go behind the cabin where you got the first piece. The heart key is obtained after fight behind the Mandacore at 17 min. Now you can back-track to get the second geometric piece. When you get to the gap next to the geometric door the fly manifestation in the shape of a person will appear. Once it appears it will pursue you relentlessly. Instead of backtracking this way there is a way to circle back around to where you saw Sonny cross the log. Go through the door next to where you dropped down for the first piece. Doing this may allow you to avoid the pursuer until you have to trigger them. I can't verify this though as I did it the hard way.
Before you catch up to Sonny in the mine you may encounter some cultists. I was exploring and don't know if they trigger if you just head straight for the mine. In the mine you'll have to get some generators going by finding fuses. During this part you'll begin encountering cankertoads including 1 giant cankertoad. It's not too hard to find all of the fuses, but if you need guidance this is covered in the video starting at 32:20.
Once you get out of the mine you'll come to an area that appears to be the lodgings of the miners who used to live and work here. Sonny will duck into one of the buildings. This is the end of the first video below, part 3 of my The Chant series.
You have to circle around to try to get to him. From the building Sonny entered turn right. You'll have to enter the building ahead of you on the left to proceed. There's a cultist waiting for you inside. Keep chasing Sonny, dealing with or avoiding the next cultist, and you'll eventually end up in another mine.
Inside the second mine Sonny will lose you by taking an elevator down. At this point folks going for the kill no cultists run may have a little trouble. You get attached by a gang of cultists while waiting for the elevator to come up for you. If you aren't on a pacifist run just wipe them out as best you can. If you are trying for the kill no cultists achievement do your best to dodge and don't let them get you cornered. The elevator took about 1:30 to come in my playthrough.
After the elevator keep pushing through. You'll encounter a new type of gloom creature, latchers, down here a few times as well as a simple puzzle requiring you to put a blasting cap and fuse together to blow open a hole in the wall. Just keep going and you'll reach the boss of this chapter, a strider. This is a pretty standard fight covered at the 25 min mark in the 2nd video below, part 4. This fight takes place in the gloom, so if you find your mind getting low stand on the runes to replenish your mind.
After you exit the mine you'll be back in the miner's lodgings. You need to find 2 parts to get power to the gate so you can go back to the retreat. When you were here before there were 2 areas you couldn't enter due to the yellow gloom, but now you can enter these. The parts you need are in these areas. In the area nearest you when you exit the mine you'll be attacked. The lever is here guarded by a Mandicore. On your way to the 2nd yellow gloom area the fly manifestation appears again. You can make it temporarily disappear by fighting it, but it'll come back until you leave the area. In the next area you'll find the gear guarded by another Mandicore. Once you have both pieces you'll have to climb the ladder near the middle of the area (not sure how best to describe it). Put the gear in, the lever in, and flip the lever. This unlocks the door you need to exit to leave the area.
Just head back to the retreat to finish up this chapter.
If you found the video helpful, please consider giving a like and/or subscribe. This is a new channel on YouTube and any support is greatly appreciated