Sometimes you Deviate From Your Path and Then Try Again
Welcome to IGN's guide for Resident Evil Village. This page contains information on the domain of the 2nd Lord - House Beneviento. This guide includes information on secrets, treasures, and collectibles like Files and Goats of Warding you can notice along the way, including how to reach Firm Beneviento, how to escape the Doll Workshop, and how to find and defeat Angie.
Collectibles Overview | ||
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Files | Goats of Warding | Unique Treasures |
i | ii | 2 |
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The Garden Path
Full Guide Video - House Beneviento
Moving upwards the path from the Altar with your new Four-Winged Key, you'll enter a very eerie and fog-filled ravine, which is well-nigh to go even creepier when you detect all the hanging dolls.
The surface area is devoid of enemies, but you lot tin can snipe a crow or two to get some Lei from them.
The Path to Business firm Beneviento
Goat of Warding - Equally you reach the incredibly nervus-wracking suspension bridge, fear not, it will concur. More than importantly, if you look to the left at some other bridge, you tin 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 volition be difficult to say. Listen to the visions equally you progress downwards the narrow path, every bit you won't be able to deviate right at present.
Y'all'll end upward in a large gravesite with a big headstone for a member of the Beneviento family, simply part of the slab with their name is missing. This site also holds a treasure, merely you won't be able to admission it but even so.
Motion around to the dorsum of the gravesite to find a large door with a slot, and a plaque adjacent to it that reads "Give up your memories". You only have one real memory to part with at this point - it'due south an particular you've carried with you from the start: The Family Photo.
Deposit it in the slot, and the door volition open up.
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At this point the path behind you volition seal, forcing you onwards to a lift to take y'all up and out to a path leading to a majestic - notwithstanding creepy - sight: Firm Beneviento, precariously perched on a cliff in forepart of a huge crashing waterfall. The entrance is covered in flowers, but devoid of any occupants.
Goat of Warding - Earlier inbound, you can search the cliffside to notice a small set up of stairs to overlook the waterfall, and there's another Goat of Warding but backside the fence you tin suspension. When you lot're ready, head inside the estate.
House Beneviento
Inside, the house is simply as eerily empty as the path leading to it. The hall to the right of the Vestibule is locked, and the stairs up include a very disturbing portrait of Donna and her puppet.
All the same, upstairs yous'll notice nothing out of the ordinary, and even the Living Room has nil of note beyond a unmarried picture on the tabular array that depicts the same flowers growing exterior the house.
Caput down the hall by the Living Room until you achieve a lift to take you lot 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.
Hither you'll find that creepy doll Angie holding the 2d flask yous demand, but if it seems besides good to be true, it probably is. Earlier you can take it, the lights will become out, and Angie and the body on the nearby table volition disappear - forth will all your weapons and items!
- Escape House Beneviento
When the lights flicker back on, the body will be replaced past a doll that looks a fiddling too familiar. The door behind y'all 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.
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To get things moving, make use of the Save Point nearby, and so inspect the Mia Doll (and the photo). There are many parts to the doll you can interact with, allow's take them in turn:
- The doll'southward right hand and lower arm tin can exist slowly removed, and looking at its base will reveal a symbol that corresponds to the far sealed door.
- The doll's upper correct shoulder can be removed to find a Silver Primal.
- The doll's left mitt has a Blood Covered Band that can exist removed, and inspecting it shows some numbers - but not plenty to use in the combination lock.
- The doll'due south left leg can be taken off to reveal a Winding Key in the knee expanse.
- The doll'due south chest is covered in bandages, but you lack the tools to cutting it open.
- The doll'due south left middle tin be moved to reveal an epitome of a crow in flying with a triangle - the second of iii 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 correct tool.
With the Silverish Key, motion to the corresponding locked door and open information technology to enter a Medicine Room. The other door here is locked, only yous can use the sink to launder the blood from the ring and turn it into the Wedding Ring.
Inspecting it now volition reveal the full set of numbers: 052911, which you tin can then put into the combination lock and first moving back down the hall.
As you approach, a door that was previously closed will open slightly, so sense of humor the ghosts down here and enter the Storage Room.
Inside the room, yous tin notice a note from Mia most the music box that was in your home at the start of the game. Nonetheless, it seems to be broken now, merely y'all tin 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 yous need to re-arrange them so that the longer gashes connect at the right parts. Numbering the unlike slots as you see them to start with, here's how the finished version should look:
- ane, 2, iii, 4, 5
- 2, 4, i, 5, 3
Completing the puzzle correctly will earn y'all the Tweezers, so head dorsum to the Mia doll and open up her rima oris to extract the Film.
At present you can head support the hall to the Study by the Lift, and notation the nearby breaker box now has a scarlet light, only is locked. Inside the Study, examine the notation, and the sets of film that y'all add yours to, and put them in the correct order:
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- Rose'due south all-time friend in the whole broad world - 3
- She actually likes this fairytale - four
- The near important thing in the earth to the states - 1
- A hymeneals gift from grandma - 5
- Proof of Ethan'southward everlasting dear for me - 2
With the right order set upward, play the flick to meet… something entirely different. A well? Your next clue, information technology seems. Every bit the film concludes, the screen volition fall, and a bookcase volition slide open up to reveal a clandestine path.
Enter the creepy doll corridor and wait for one property Scissors that you can add to your key items, and then cut away the bandages in the wall to crawl frontwards.
You'll find a phone here, and of course the moment you effort to walk past information technology, the phone will ring, so answer it!
After the telephone call ends, move down the hall and notation the door with the engraving of a mother missing its child. Proceed down to end upward back in the Doll Workshop but as a figure moves out of the room. Enter the room and apply the Scissors on the Mia doll to open up upwardly the chest and claim the Brass Medallion.
With this object, refresh your memory on the icon in the doll'south left eye, and the three closed eyes on the doll's right hand, and so head to the far sealed door. Place the medallion in the top correct, then collaborate with the other ii to get the right symbols and the door will open.
You'll now enter the scene from the motion-picture show that was playing earlier, so caput down the creepy stairs to the well, and climb in to accomplish the bottom. I of the doll hands hither holds the Breaker Box Key - a mode out of this hell may finally exist 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 claret trail seems to be extending into the hallway… Better use that Save Point at present.
Sure enough, equally you lot begin to make your way through the darkened hallway back to the billow box, something will start moving out of the shadows toward you. Something very large, agonizing, and unsafe. Apace turn and flee back to the Doll Workshop, where yous'll need to brand a judgement call.
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If you're feeling confident in your ability to maneuver, you can apply the table to look on the other side until the abomination tries to move around to get you, and then have the opposite side and dart back to the breaker box.
If you'd rather play it rubber, run into the Medicine Room and wait for a big chiffonier you can walk into and close backside you lot, staying out of sight as the anathema slowly searches the room for yous. When it leaves, it should eventually disappear birthday, letting y'all achieve the breaker box in relative safety.
Open the breaker box, and instead of a fuse yous'll discover the Relief of a Child.
You can utilise this past traveling back through the Study and out into the hall beyond, where that creepy doll sits simply next to the Mother's Door.
Head through the door and down to a lower hallway, noting the bookcases that have blocked the adjacent passage.
Make your way through the Kitchen to get to the other side of the hall to enter a bedroom. It'southward probably worth noting that you can interact with the bed to climb under information technology… you might see where this is going.
At the end of the bedroom next to a big cabinet, grab the Fuse and make your mode back, only for that cursed abomination to appear at the top of the stairs after you get out the Kitchen. Quickly leap dorsum to the sleeping room and dive nether the bed or into the large cabinet and wait things out as it slowly moves effectually to expect for you lot. Be patient, and await until it finally leaves and heads back up the hall before getting out, and it should vanish on its ain.
The thing knocked over some bookcases outside the Mother's Door, and then you'll have to take the long detour back through the Doll Workshop (and salve once more if you need to), and then get back to the elevator.
Every bit you lot 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 downwards. Don't waste any time, and quickly duck into the Study, and put the big table between you and the anathema.
When it finally moves in, let it try to move around to come towards you, then chop-chop sprint upwards the other side, out of the Written report and open up the elevator door as fast every bit possible to be complimentary of this hell.
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Dorsum on the ground flooring of the Business firm Beneviento, you'll hear some other type of giggling - the cursed doll called Angie. Apparently, your time in hell isn't over withal.
Dominate 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 volition endeavor to hide in this part of the business firm amid the many dolls, and if you take too long to discover her, she'll summon a horde of them to endeavor and tear you to pieces. Since yous lack defensive measures or health options, y'all 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 2d flooring Guest Room, to the left of the bed. Look for the all white doll, and grab her to stab it with your Pair of 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 tin sometimes hear her making noises when you're close.
Annotation - When in doubt, follow the blood trails she leaves backside!
After stabbing her a second time, she should move into the Vestibule, down the hall in front of the blocked door to the right of the front door. If she's non 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 finish to both Angie and Donna Beneviento.
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This will internet yous the side by side part of the Winged Fundamental - examine the middle to class the Iv-Winged Unborn Primal. You should too grab the Legs Flask by the door, and inspect Donna's torso to choice up the Angie Treasure, which you should sell to The Duke every bit soon as possible.
Return to The Village
Since in that location's nothing left of value to pillage or inspect in the house, leave it behind and kickoff making your mode back to the lift to caput back to the Garden.
Moving past the large gravesite, you'll see things have at present changed - possibly you were seeing 1 too many illusions. The hanging dolls are in fact hanging bodies, and means yous may accept to deal with some enemies presently.
Certain enough, a fallen tree blocks the road back, forcing you to brand a detour past an quondam shack. Interruption the nearby crate', and become set to bargain 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 adept temporary fortress, as y'all can motility a barricade over the door, and look to the left to find a W870 TAC Shotgun to add to your armory. Using your newfound weapon, burn through the battlement once they brand a pigsty, and take out the horde equally they endeavor to break it down.
If they manage to succeed, advantage their efforts past tossing a Pipe Bomb (or the Mine in the nearby crate) to scatter them, so exit and get some altitude to pick off the rest with a rifle or handgun, otherwise you lot run the take chances of getting swarmed in the shack.
One time the threat is over, make sure you take hold of the Lockpick from the shack, and Handgun Ammo from the nearby lean-to. If y'all head through the covered walkway to the back of the garden, you can find a large tree with a yellowish birdcage hanging from information technology, and collect a agglomeration of Lei from the cage.
Around the other side of the tree, in that location'south a small tombstone with a box you can open up to discover a Sun and Moon Brawl much similar the ane for the Labyrinth puzzle in the castle.
Speaking of which, you can now caput upwards through a nearby gate on the left to attain the Gardener's House (the same gardener who left a note about the locked house in the Village).
Outside his abode in that location's a crate, and a well yous can utilize the Well Wheel on to find a Madalina (Head) treasure, which combined with the body will offering quite a reward. You should too check the outhouse for a Photograph of a Strange Bird.
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Inside the business firm is a Salve Point, Luthier's Key to the village house, a Gardener's Diary File past the bed, and some Explosive Rounds for a weapon you don't take yet - and then whether you want to make room in your inventory or come back after is upwardly to you.
Of class the most important matter in this home is the next Labyrinth Puzzle, which you at present have the brawl to play with. Using the Lord's day and Moon Ball, effort to get the ball to the goal at the end. It'south a bit more than simplistic than the castle's Labyrinth, as you lot demand just navigate some winding slopes. Yet, the edges can easily send your ball flying off on the turns, then you'll either need to time it right when some of the fences raise upward, or tilt back against the slope to move slowly and advisedly from right to left and dorsum once 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 Interruption Bridge, yous may spy several winged creatures flying forth the river, but they won't bother you lot. However, moving into Potter's Field, there are more hanging bodies, which means more than Moroaicas waiting for you.
One should fall downwards and rise to attack early, and from here you tin can either go apace up the left path to find a Big 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 set on you lot. Note that in that location are also some flour bags on the high route yous can employ to blind them as they approach.
After defeating the Moroaicas, be sure to check effectually the lower path with the big tree for threel hanging birdcages (listen for the sounds they make twisting in the current of air). They each incorporate a good amount of Lei, and 1 of the nearby tombstones has Vivianite embedded in information technology. With all that loot gained, it's time for a quick pitstop dorsum in the Village before moving off to your adjacent Lord.
Upward Next: The Village (Third Visit)
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