Aidan comes back out by the graveyard, where Zora has set up shop again. Three locked gates stand between him and Charlotte, each statue missing a part: a hand, a head and a tongue. Each part is in a different area off the courtyard, and each gate opens the same way: fit the part, then turn and rotate the Genesis Configuration until it matches the relief on the statue’s chest.
What to watch for: two firearms (the SMG in the mansion and the Revolver in Zora’s stock), one keypad code (1966), the docks for Red Dead Damnation, and two pillars in the Labyrinth after the boss.
The Statue’s Hand: Bruno’s Mansion
Up the stairs from the courtyard is Bruno’s house, with cultists outside and the front door locked. The way in is through the cellar.
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Bolt cutters and the cellar
The bolt cutters are on a tool chest in a small shed or carport beside the house. Use them on the chained cellar door and head down.
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Boss: Bruno
Down in the basement, picking up a mask on the floor starts the first fight with Bruno. He has a lot of health and the room is small; he spends most of the fight trying to grab you, so keep dodging. Throw whatever the box can lift at him to save ammunition. When he glows blue, run in and press the prompt to banish him. Loot his body for his scalpel, a valuable to sell to Zora, then take the elevator up into the house.
- Story trophy: Come to Daddy (defeat Bruno).
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The SMG and the first figure
The gold object in the lobby holds the Statue’s Hand and needs two figures. Upstairs, the office has a cabinet with a rotating lock: turn its sections to recreate the picture on the desk, with the coloured triangles all meeting in the centre. Inside are the Marlowe Figure, an inventory capacity upgrade and the SMG (firearm 3 of 5).
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Music room cabinet: 1966 — MISSABLE (Codebreaker)
The music room upstairs has a gramophone and a locked cabinet. A note there says the code is 300 years after a date, and the painting of a burning city in the office has 1666 on the back: the code is 1966. Take the Winding Handle off this gramophone before you leave.
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The second figure, and the lockdown
Downstairs in the dining room, fit the Winding Handle to the other gramophone; it opens a drawer with the Bruno Figure. Put both figures on the stand in the lobby to get the Statue’s Hand and the Resurrection Key. That locks the house down and releases armoured cultists from the iron maidens: break their head armour (a thrown object does it) and finish them.
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The gas room
The Resurrection Key opens a door downstairs, and the room behind it starts filling with gas, so be quick. Set the three statues in the poses shown in the large painting: the scales level, the spear straight up, and the face statue showing a human face (one walkthrough describes the face after the skull; another guide says the golden mask is already showing and that statue can be left alone). The painting slides away; behind it is the Bedroom Key.
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Out of the house
The Bedroom Key opens the chained door upstairs. The Security Card is hidden in a book on the table there; it opens the front door. Go back down to the courtyard, fit the Hand to its gate and match the box to the relief.
The Statue’s Head: the Cabin
Beyond the first gate, a path through the reeds and over a bridge ends at a cabin in the woods.
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Hold the cabin
The Statue’s Head is on a chair inside. Taking it sets off a siege: waves of enemies try to get in. Planks stacked in the cabin can be nailed over the windows to slow them down. Survive until the floor gives way.
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The Crank Handle
Under the house, pull the Crank Handle from the wall; you cannot climb out without it. Use it on the winch outside to extend the bridge, cross back to the courtyard and open the second gate with the Head.
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Zora’s stock grows: the Revolver
Zora’s shop adds stock as this objective goes on. The Revolver is one of the five firearms for Guns, Lots of Guns. One walkthrough lists it as bought from Zora, on sale once you have the Statue’s Head; no other guide we read says where it comes from, so check her stock each time you pass.
Recipes at this shop (Librarian): five of the twelve, and three guides agree on when each goes on sale. From your first visit: Advanced Repair Kit (180 coins) and 12-Gauge ammo (220). Once you have the Statue’s Hand and are out of the mansion: 9mm ammo (140). The last two arrive with the Statue’s Tongue, further down.
The Statue’s Tongue: the Well
Past the second gate, a conversation gives the box another power: drawing fire from torches and throwing it at enemies. Ahead is a locked well, and the crumpled paper beside its lock shows the picture you need to rebuild from puzzle blocks scattered around this area. Each block you take brings enemies.
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The puzzle blocks
One is on the body strapped to the roundabout in the old playground; one is on the body in the pagoda up the hill; one is in the boat you winch in at the jetty. The shed near the pagoda has a lockpick safe with an inventory capacity upgrade in it.
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The docks: Red Dead Damnation — MISSABLE
The trophy asks you to shoot every bottle at the docks shooting range, and the jetty with the boat is where it is. One trophy guide places a wooden frame of nine bottles just to the right of the boat and advises saving first and shooting them before you winch the boat in, because pulling it brings enemies. Bring at least nine bullets: by that guide’s account the bottles come back if you leave to find more ammunition. Once you leave this area, the docks are gone.
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Down the well
Fit the blocks in the well’s lock and rotate them to match the drawing; more enemies come while it opens. At the bottom, the Statue’s Tongue is on a desk. To get out, match the cables on the fuse box by colour, then follow the way up and out to the gates. The third gate opens with the Tongue.
With the Tongue in hand, Zora adds two more recipes: Bear Trap (120 coins) and Fuel Can (180). On Steam, the Bear Trap is also what Trapper needs (damage 10 enemies with bear traps), so start setting them from here.
Claim Charlotte’s Heart
Through the last gate is an arena with crates of supplies, explosives, torches and, later, police cars. Search it before you start the fight by examining the note and photo at the tree.
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Boss: Charlotte
Waves of ordinary enemies come first; then police cars arrive and their officers shoot the monsters for you. Charlotte then appears. Fire is her weakness: throw fire from the torches with the box, blow up explosives near her, and use the gas canisters in the police cars’ trunks. Burning stuns her and does steady damage. Partway through she climbs onto a cliff and throws explosive enemies at you: shoot one while she is holding it to knock her back down, then carry on as before. When she glows blue, finish her.
- Story trophy: Heart on Fire (defeat Charlotte).
- Loot: her heart, and her crown, a valuable to sell.
Give Charlotte’s Heart to Sunny
A stairway opens in the arena and leads back into the Labyrinth. Two pillars are on this route, and both are lost once you pass them.
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Suffering Pillar — MISSABLE
Right on the path, just after the save point. Activate it as you pass.
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Pain Pillar — MISSABLE
The easy one to miss. After you pass a pair of spikes shooting out of opposite walls, turn left at the next intersection and walk to the dead end: the section ahead rotates. Then go back through the spikes and turn right; the rotation has opened the way to the pillar.
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Block the door, raise the ceiling
A floor switch holds a door open only while you stand on it: use the box to slide one block under the door to keep it open and move the other out of your way. In the next room, push the ceiling of spikes up with the box and run across before it comes back down.
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The looping house
The last part is a hallway that keeps repeating. Each loop, something new can be used: the mobile phone (look at it, walk away, look again, then take the photo from the printer), then the double doors that open behind you. Keep looping until you are back in the apartment, and give Sunny the heart.
Stretch Completion
✅ Before Moving On to Hunt Marlowe...
Cross-checked
Cross-checked on 20 October 2026 against the walkthroughs of PowerPyx and GameSpew, TheGamer’s guides to the Statue’s Hand, the first Bruno fight, the Charlotte fight and the keypad codes, NoobFeed’s guides to the Statue’s Hand, Head and Tongue, TheClick’s well puzzle guide, PowerPyx’s and FandomWire’s trophy guides, the recipe lists of PowerPyx, AllThings.how and GMTreks, the pillar guides of TheClick, GamesHorizon and Sportsrant, and Game Rant’s objective list. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.