The Garden Path

Full Guide Video – House Beneviento

Moving up the path from the Altar with your new Four-Winged Key, you’ll enter a very eerie and fog-filled ravine, which is about to become even creepier when you notice all the hanging dolls.

The area is devoid of enemies, but you can snipe a crow or two to get some Lei from them.

The Path to House Beneviento

Goat of Warding – As you reach the incredibly nerve-wracking suspension bridge, fear not, it will hold. More importantly, if you look to the left at another bridge, you can spy a Goat of Warding to snipe from your location before crossing the bridge.


Making your way to the Garden, Ethan will begin to see visions – but if they are real or all in his head will be hard to say. Listen to the visions as you progress down the narrow path, as you won’t be able to deviate right now.

You’ll end up in a large gravesite with a large headstone for a member of the Beneviento family, but part of the slab with their name is missing. This site also holds a treasure, but you won’t be able to access it just yet.

Move around to the back of the gravesite to find a large door with a slot, and a plaque next to it that reads “Give up your memories”. You only have one real memory to part with at this point – it’s an item you’ve carried with you from the start: The Family Photo.

Deposit it in the slot, and the door will open.

At this point the path behind you will seal, forcing you onwards to a lift to take you up and out to a path leading to a majestic – yet creepy – sight: House Beneviento, precariously perched on a cliff in front of a huge crashing waterfall. The entrance is covered in flowers, but devoid of any occupants.

Goat of Warding – Before entering, you can search the cliffside to find a small set of stairs to overlook the waterfall, and there’s another Goat of Warding just behind the fence you can break. When you’re ready, head inside the estate.

House Beneviento

Inside, the house is just as eerily empty as the path leading to it. The hall to the right of the Foyer is locked, and the stairs up include a very disturbing portrait of Donna and her puppet.

However, upstairs you’ll find nothing out of the ordinary, and even the Living Room has nothing of note beyond a single picture on the table that depicts the same flowers growing outside the house.

Head down the hall past the Living Room until you reach a lift to take you downstairs to an equally confusing and empty hallway. The door on the left holds a Study with a projection room, and the long hallway will take you down to the Doll Workshop.

Here you’ll find that creepy doll Angie holding the second flask you need, but if it seems too good to be true, it probably is. Before you can take it, the lights will go out, and Angie and the body on the nearby table will disappear – along will all your weapons and items!

When the lights flicker back on, the body will be replaced by a doll that looks a little too familiar. The door behind you is now sealed with a combination lock, another nearby door seems to require a slender key, and the far door at the back of the workshop has two symbols, but is missing a third.

To get things moving, make use of the Save Point nearby, and then inspect the Mia Doll (and the photograph). There are many parts to the doll you can interact with, let’s take them in turn:

  • The doll’s right hand and lower arm can be slowly removed, and looking at its base will reveal a symbol that corresponds to the far sealed door.
  • The doll’s upper right shoulder can be removed to find a Silver Key.
  • The doll’s left hand has a Blood Covered Ring that can be removed, and inspecting it shows some numbers – but not enough to use in the combination lock.
  • The doll’s left leg can be taken off to reveal a Winding Key in the knee area.
  • The doll’s chest is covered in bandages, but you lack the tools to cut it open.
  • The doll’s left eye can be moved to reveal an image of a crow in flight with a triangle – the second of three symbols needed for the far sealed door.
  • The doll’s mouth can be opened to reveal a strip of film, but it cannot be grasped without the right tool.

With the Silver Key, move to the corresponding locked door and open it to enter a Medicine Room. The other door here is locked, but you can use the sink to wash the blood from the ring and turn it into the Wedding Ring.

Inspecting it now will reveal the full set of numbers: 052911, which you can then put into the combination lock and start moving back down the hall.

As you approach, a door that was previously closed will open slightly, so humor the ghosts down here and enter the Storage Room.

Inside the room, you can find a note from Mia about the music box that was in your home at the start of the game. However, it seems to be broken now, but you can use the Winding Key to open it up.

There are deep scratch marks all over the different parts of the interior of the music box, and you need to re-arrange them so that the longer gashes connect at the right parts. Numbering the different slots as you see them to start with, here’s how the finished version should look:

  • 1, 2, 3, 4, 5
  • 2, 4, 1, 5, 3

Completing the puzzle correctly will earn you the Tweezers, so head back to the Mia doll and open her mouth to extract the Film.

Now you can head back up the hall to the Study by the Lift, and note the nearby breaker box now has a red light, but is locked. Inside the Study, examine the note, and the sets of film that you add yours to, and put them in the correct order:

  • Rose’s best friend in the whole wide world – 3
  • She really likes this fairytale – 4
  • The most important thing in the world to us – 1
  • A wedding gift from grandma – 5
  • Proof of Ethan’s everlasting love for me – 2

With the correct order set up, play the movie to see… something entirely different. A well? Your next clue, it seems. As the film concludes, the screen will fall, and a bookcase will slide open to reveal a secret path.

Enter the creepy doll corridor and look for one holding Scissors that you can add to your key items, and then cut away the bandages in the wall to crawl forward.

You’ll find a telephone here, and of course the moment you try to walk past it, the phone will ring, so answer it!

After the phone call ends, move down the hall and note the door with the engraving of a mother missing its child. Continue down to end up back in the Doll Workshop just as a figure moves out of the room. Enter the room and use the Scissors on the Mia doll to open up the chest and claim the Brass Medallion.

With this object, refresh your memory on the icon in the doll’s left eye, and the three closed eyes on the doll’s right hand, then head to the far sealed door. Place the medallion in the top right, then interact with the other two to get the correct symbols and the door will open.

You’ll now enter the scene from the movie that was playing earlier, so head down the creepy stairs to the well, and climb in to reach the bottom. One of the doll hands here holds the Breaker Box Key – a way out of this hell may finally be in sight.

Getting out of the well, the nearby baby cradle has been smashed, as you return to the Doll Workshop, things are getting more unsettling. The Mia doll is missing, and a long blood trail seems to be extending into the hallway… Better use that Save Point now.

Sure enough, as you begin to make your way through the darkened hallway back to the breaker box, something will start moving out of the shadows toward you. Something very large, disturbing, and dangerous. Quickly turn and flee back to the Doll Workshop, where you’ll need to make a judgement call.

If you’re feeling confident in your ability to maneuver, you can use the table to wait on the other side until the abomination tries to move around to get you, then take the opposite side and sprint back to the breaker box.

If you’d rather play it safe, run into the Medicine Room and look for a large cabinet you can walk into and close behind you, staying out of sight as the abomination slowly searches the room for you. When it leaves, it should eventually disappear altogether, letting you reach the breaker box in relative safety.

Open the breaker box, and instead of a fuse you’ll find the Relief of a Child.

You can use this by traveling back through the Study and out into the hall beyond, where that creepy doll sits just next to the Mother’s Door.

Head through the door and down to a lower hallway, noting the bookcases that have blocked the next passage.

Make your way through the Kitchen to get to the other side of the hall to enter a bedroom. It’s probably worth noting that you can interact with the bed to climb under it… you might see where this is going.

At the end of the bedroom next to a large cabinet, grab the Fuse and make your way back, only for that cursed abomination to appear at the top of the stairs after you leave the Kitchen. Quickly spring back to the bedroom and dive under the bed or into the large cabinet and wait things out as it slowly moves around to look for you. Be patient, and wait until it finally leaves and heads back up the hall before getting out, and it should vanish on its own.

The thing knocked over some bookcases outside the Mother’s Door, so you’ll have to take the long detour back through the Doll Workshop (and save once more if you need to), and then go back to the lift.

As you might expect, putting the fuse box in will trigger the wrath of the abomination, and it will take a few minutes for the lift to come back down. Don’t waste any time, and quickly duck into the Study, and put the big table between you and the abomination.

When it finally moves in, let it try to move around to come towards you, then quickly sprint up the other side, out of the Study and open the lift door as fast as possible to be free of this hell.

Back on the ground floor of the House Beneviento, you’ll hear another type of giggling – the cursed doll called Angie. Apparently, your time in hell isn’t over yet.

Boss Fight – Angie

Boss Video – How to Defeat Angie and Donna Beneviento

The house is now covered with creepy dolls on every floor, table, and wall, all of which seem to be controlled by Donna and her main partner Angie.

This boss fight is less of a true battle and more of a deadly game of hide and seek. Angie will attempt to hide in this part of the house among the many dolls, and if you take too long to find her, she’ll summon a horde of them to try and tear you to pieces. Since you lack defensive measures or health options, you won’t be able to last for long, so speed is the top priority.

The places in which Angie hides seems to be partially random, but she generally begins by hiding up on the second floor Guest Room, to the left of the bed. Look for the all white doll, and grab her to stab it with your Scissors.

When she flees again, head back downstairs, and look in the Living Room, as she is usually either behind the far desk, or in the side area with the large couch – and you can sometimes hear her making noises when you’re close.

Note – When in doubt, follow the blood trails she leaves behind!

After stabbing her a second time, she should move into the Foyer, down the hall in front of the blocked door to the right of the front door. If she’s not there, check the opposite hall and go to where the lift is to look for her.

Grab her one final time, and Ethan will put an end to both Angie and Donna Beneviento.

This will net you the next part of the Winged Key – examine the middle to form the Four-Winged Unborn Key. You should also grab the Legs Flask by the door, and inspect Donna’s body to pick up the Angie Treasure, which you should sell to The Duke as soon as possible.

Return to The Village

Since there’s nothing left of value to pillage or inspect in the house, leave it behind and start making your way back to the lift to head back to the Garden.

Moving past the large gravesite, you’ll see things have now changed – perhaps you were seeing one too many illusions. The hanging dolls are in fact hanging bodies, and means you may have to deal with some enemies before long.

Sure enough, a fallen tree blocks the road back, forcing you to make a detour past an old shack. Break the nearby crate’, and get ready to deal with Moroaicas. Some are draped over the gazebos, but they’ll instantly come to life if you try to enter the Shack.

Lucky for you, the shack makes a good temporary fortress, as you can move a barricade over the door, and look to the left to find a W870 TAC Shotgun to add to your arsenal. Using your newfound weapon, fire through the barricade once they make a hole, and take out the horde as they try to break it down.

If they manage to succeed, reward their efforts by tossing a Pipe Bomb (or the Mine in the nearby crate) to scatter them, then exit and get some distance to pick off the rest with a rifle or handgun, otherwise you run the risk of getting swarmed in the shack.

Once the threat is over, make sure you grab the Lockpick from the shack, and Handgun Ammo from the nearby lean-to. If you head through the covered walkway to the back of the garden, you can find a large tree with a yellow birdcage hanging from it, and collect a bunch of Lei from the cage.

Around the other side of the tree, there’s a small tombstone with a box you can open to find a Sun and Moon Ball much like the one for the Labyrinth puzzle in the castle.

Speaking of which, you can now head up through a nearby gate on the left to reach the Gardener’s House (the same gardener who left a note about the locked house in the Village).

Outside his home there’s a crate, and a well you can use the Well Wheel on to find a Madalina (Head) treasure, which combined with the body will offer quite a reward. You should also check the outhouse for a Photo of a Strange Bird.

Inside the house is a Save Point, Luthier’s Key to the village house, a Gardener’s Diary File by the bed, and some Explosive Rounds for a weapon you don’t have yet – so whether you want to make room in your inventory or come back later is up to you.

Of course the most important thing in this home is the next Labyrinth Puzzle, which you now have the ball to play with. Using the Sun and Moon Ball, try to get the ball to the goal at the end. It’s a bit more simplistic than the castle’s Labyrinth, as you need only navigate some winding slopes. However, the edges can easily send your ball flying off on the turns, so you’ll either need to time it right when some of the fences raise up, or tilt back against the slope to move slowly and carefully from right to left and back again to the end goal.

Completing this puzzle will earn you the Onyx Skull, which is worth a ton to The Duke!

Moving out of the Garden to the Suspension Bridge, you may spy several winged creatures flying along the river, but they won’t bother you. However, moving into Potter’s Field, there are more hanging bodies, which means more Moroaicas waiting for you.

One should fall down and rise to attack early, and from here you can either go quickly up the left path to find a Large Crystal on a tombstone next to a crate and a lone Moroaica coming out of the ground, or take the lower road where 2-3 more Moroaicas will come attack you. Note that there are also some flour bags on the high road you can use to blind them as they approach.

After defeating the Moroaicas, be sure to check around the lower path with the big tree for threel hanging birdcages (listen for the sounds they make twisting in the wind). They each contain a good amount of Lei, and one of the nearby tombstones has Vivianite embedded in it. With all that loot gained, it’s time for a quick pitstop back in the Village before moving off to your next Lord.

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