Resident Evil 7 Walkthrough

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  1. Resident Evil 7 Walkthrough

Find out the best tips and tricks for unlocking all the achievements for Resident Evil 7: Biohazard in the most comprehensive achievement guide on the internet. In Polygon's Resident Evil 7 guide and walkthrough, we'll show you where to go, how to defeat your enemies and where to find the weapons, keys, collectibles — antique coins, files and Mr. The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, achievements, and secrets for Resident Evil 7: Biohazard for Xbox One.

We've already provided numerous guides for Resident Evil 7: Biohazard, Capcom's amazing first-person horror game. Our Achievement Guide provides some general tips on how to complete the game in under four hours (which unlocks the amazing Circular Saw weapon), but we really want you to be prepared for your speedrun. Hence this full speedrun walkthrough, with all the strategies you'll need to beat the game as fast as possible!

As a special bonus for Xbox gamers, Resident Evil 7 also happens to be an Xbox Play Anywhere title. If you buy the game digitally from the Windows Store, you get access to both the Xbox One and Windows 10 versions, with full cross-save support.

Goals and Achievements

The primary goal of this walkthrough is to help players complete Resident Evil 7 on Easy difficulty in less than four hours. You should have completed the game at least once (unlocking the Albert 01-R pistol and the Secrets of Defense) before following this guide.

Successfully beating the game in less than four hours will unlock the 'Just Get me Outta Here' Achievement/Trophy and the Circular Saw weapon for use in subsequent playthroughs. That weapon, in turn, makes surviving Madhouse difficulty much easier.

As recommended in our Achievement Guide, you can also pursue two optional Achievements during this speedrun:

Resource Manager

Complete the game without opening the Item Box more than 3 times.

There are three times in which you must access Item Boxes: Testing Area (before and after the Party Room), and the Swamp safe room immediately after the Wrecked Ship. In this walkthrough, we won't use Item Boxes at any other time.

Walk it Off

Complete the game using only 3 First Aid Meds or less.

While going for this Achievement/Trophy, never pick up Herbs or First Aid Meds. You can use Steroids to heal though, which has the added benefit of increasing Ethan's health capacity as well. There are four Steroids in the game, which we'll pick up in this guide.

If you struggle with combining the time pressure of the speedrun and avoiding healing, I suggest doing a separate run for this Achievement (I did it during my first playthrough instead of the speedrun).

How time works in Resident Evil 7

Before we begin, it's important to understand what adds to your time during a playthrough and what doesn't.

  • Most cinematics are unskippable and add to your time. The only skippable cinematics are the one that plays after the old videotape sequence on the Wrecked Ship and the ending movies.
  • Time passes while using menus, checking the map, and saving the game.
  • Retrying after death adds time too, so consider reloading a manual save if you die.
  • Time does not pass while the game is paused, so pause whenever you're looking at this walkthrough or thinking about what to do.
  • Speedrun tip: Ignore all phone calls unless otherwise instructed in this guide.

With those tips and guidelines out of the way, let's begin!

Outside the Guest House

The introduction movie can't be skipped, alas!

  1. As soon as Ethan exits the car, sprint down the path towards the house.
  2. Turn left in front of the house.
  3. Ignore the van and run through the gate.
  4. At the fork with the crows on the right, go left and crouch under gate.
  5. Hop down the ledge before the fire (ignoring Mia's purse) and enter the Guest House.

The Guest House

  1. Head down the hall, through the kitchen, and turn right into the next hall.
  2. Go past the staircase and turn into the second door on the right, the Living Room.
  3. Approach the fireplace, crouch, and pull the handle inside.
  4. Enter the passage that opens to the right and climb down the ladder.
  5. While navigating through the water, hug the wall to the right to avoid the floating body.
  6. When you reach the cell where Mia is kept, turn left (east) and grab the Bolt Cutters.
  7. Use the Bolt Cutters to enter Mia's cell.
  8. Interact with Mia to wake her up.
  9. Follow Mia as she slowly leads you to the Storage Room. Once there, she should sit down on the couch.
  10. Enter the nearby Storeroom, examine the doll on the shelf, and Mia will be abducted.
  11. Take the newly opened passage that leads upstairs.
  12. Enter the Bathroom (take the First Aid Med if you're not on a No-Healing run), and then check the locked door at the end of the hallway. You should start hearing banging sounds.
  13. Head back to the staircase you came from. After a few steps, you'll be attacked. Press the attack button to Resist when prompted.
  14. After the first Mia encounter, move around the hallway again until Mia stands up and throws you through the wall.
  15. Pick up the Axe from the floor and use it to defeat her.
  16. When the phone in the hallway rings, take the call.
  17. Retrieve the Axe and then go through the newly opened door in the hallway.
  18. Go back through the Kitchen and use the Bolt Cutters to open the cabinet and get the Fuse.
  19. Return to the Living Room and use the Fuse in the panel beside the door.
  20. Take the stairs to the second floor safe room and press the button to lower the staircase to the third floor.
  21. On the third floor, you can optionally enter the room on the right to get the Handgun and a couple of consumables. This room is skippable.
  22. Enter the Attic at the end of the hall.
  23. Start climbing the ladder, and then immediately back away from it.
  24. Boss fight! Defeat Mia using either the Axe or Handgun. If using the Axe, get behind her and hack away.
  25. Wander around until Jack automatically catches you, initiating a cinematic.

Main House: Introduction through Garage boss fight

  1. As soon as you can move around, exit to the hallway.
  2. Take a right around the corner (towards the Main Hall), and you should see Jack lean over on the corner table.
  3. The Hatch Key you need is on that corner table. Either lead Jack away, dodging his attacks, or simply grab the key.
  4. Once you have the key, run straight to the Kitchen.
  5. From the Kitchen, run into the Pantry and use the key to open the hatch.
  6. Take the underground passage to the Laundry Room , optionally grabbing the Antique Coin from the lawn mower along the way.
  7. Unlock the door to the hallway and then answer the phone.
  8. Save the game! If you're not avoiding Item Boxes, grab the Albert 01-R and any other items you've unlocked. Otherwise, avoid the Item Box like the plague.
  9. Head back to the Dining Area, collect the ammo from the drawer in the corner, and kill time until you hear the Deputy knocking outside.
  10. Meet the Deputy at the window to get the Knife.
  11. Use the Knife to open the Garage door.
  12. Boss battle! Immediately head right and grab the Car Keys from the worktable.
  13. Get in the car, use the key to start it, and run over Jack repeatedly.
  14. After Jack wrecks the car, get out and check these locations for items: table in the corner, box, and locker.
  15. Jack will approach on foot. Allow him to grab you right away.
  16. Grab the Deputy's Pistol if you haven't already, and then head up the ladder.
  17. Examine the frame, unscrew the nut on the back, and take the Ox Statuette.
  18. Push the shelf out of the way and return to the hallway.
  19. Use the Ox Statuette to open the door to the Main Hall.

Main House: Wooden Statue, Shadow plinth puzzle, and monitoring room

  1. Take the Antique Coin from the drawer in the northwest corner (optional).
  2. Take the western stairs to the second floor. Ignore the phone.
  3. Go down the hall to the Bathroom.
  4. Optional: get the Antique Coin from the toilet. That's three coins, enough to buy the Steroids in the Trailer later.
  5. Pick up the item from the drawer and then drain the tub to find the Wooden Statue.
  6. When you try to exit, Jack will attack. Hide behind the tub, run around him, and run back to the Main Hall.
  7. In the southeast corner of the Main Hall, use the Wooden Statue to solve the shadow plinth puzzle.
  8. Take the secret passage to the Drawing Room. Collect any items you see there.
  9. From the Drawing Room, take the western door and then enter the Monitoring Room.
  10. Run past the Molded all the way to the northern safe room.
  11. Collect the item from the armoire to the right, and then save your game!
  12. Exit and take the nearby stairs down to the Processing Area.

Processing Area: Dissection Room Key, Morgue boss fight, and Scorpion Key

  1. When you get down the stairs, take the left path towards the Incinerator Room.
  2. Run past the Molded who attacks along the way.
  3. The Incinerator Room is the first door on the right. Enter and close the door behind you.
  4. Inside, a Molded will attack. You can solve the puzzle and get the key here without getting hit by either Molded, but it's safest to at least kill the first one.
  5. Open the oven with the handprint on it and then the one on the far right (the third and sixth from the left).
  6. Now open the first oven from the left and immediately step back. A Spiked-Arm Molded will emerge.
  7. Lead the enemy towards the back corner of the room, away from the oven.
  8. Once the Molded has followed you, grab the Dissection Room Key from the oven, and escape out the door.
  9. Take the southern door that leads towards the Boiler Room.
  10. Inside the room right before the Boiler Room, one Molded will attack from in front and another from behind. Run past both of them and into the Boiler Room.
  11. Dash through the Boiler Room, heading straight to the door on the northwest side via the northern path. You'll have to run by one Molded, but this can be done safely if you're fast and careful.
  12. Quickly open the door using the Dissection Room Key and escape!
  13. Follow the path towards the Morgue.
  14. Inside the Morgue, ignore the door to the Dissection Room on the right. Just grab at the Red Dog Head and initiate the boss fight.
  15. Boss fight! If you can afford the bullets, shoot Jack in the head with your pistol repeatedly during the first phase of the battle. Shoot or knife him when he bends over. Damaging Jack speeds up the start of the second phase of the fight. Otherwise, you can probably spare a few minutes of dodging him without ruining your chances at the speedrun Achievement.
  16. As soon as Jack opens the cage to get his new weapon, grab the chainsaw.
  17. Don't bother moving around the arena. Just attack repeatedly and block Jack's attacks when you see them. Step around behind him when he says, 'That's it!' and charges.
  18. After the fight ends, use the chainsaw to open the door to the fence.
  19. Backtrack the way you came, ending up in the hallway that leads to the Boiler Room.
  20. Take the western path and opening the corrugated room divider.
  21. Grab the Scorpion Key from the table and the Processing Area Map from the shelf. Don't open the crates, or an enemy will drop down from the ceiling.
  22. Optional: Grab the Treasure Photo from the shelf in the western corner of the map, by the locked door. You'll need this to get the first Steroids, so it's essential for no-healing runs.
  23. Exit via the door to the north and head back upstairs, dodging the Molded if one spawns in the hallway.

Main House: Dog's Heads and Broken Shotgun

  1. For safety's sake, stop by the northern safe room and save. Skip saving if you're confident enough.
  2. Head down the hall to the western door and unlock it with the Scorpion Key. Enter the Main Hall.
  3. Grab the Pendulum from the grandfather clock.
  4. Take the western stairs back up to the second floor.
  5. Enter the Recreation Room.
  6. Inside, open the book on the left to find the Blue Dog Head. The trashcan beside it contains an item, but it's probably just Gunpowder. Ignore the Mia videotape.
  7. Open the door to Grandma's Room using the Scorpion Key. Go inside.
  8. Grab the Broken Shotgun and the consumable on the bed.
  9. Return to the second floor hallway.
  10. Head west past the Bathroom and drop down the broken bannister to the first floor.
  11. Head back through the Dining Area to the Living Room.
  12. Use the Pendulum on the grandfather clock to get the White Dog's Head.
  13. Optional: If you wanted the M37 Shotgun instead of the M21 Shotgun, now would be the time to get it from the Soldier Statue in the Main Hall. However, I recommend repairing the M21 instead.
  14. Optional: If you picked up the Treasure Photo, head to the Drawing Room. Look at the photo, press the switch by the fireplace, and grab the Steroids. Discard the photo from your inventory. Save these Steroids for before or after the Greenhouse boss battle.
  15. Back in the Main Hall, use the Dog's Heads on the northern door and step outside into the Yard.

The Yard: Repair Kit and Trailer

  1. If you're repairing the Broken Shotgun, step off the porch and remove the metal panel blocking the path to the Repair Kit. Go under the house, get the kit, and use it on the Broken Shotgun to make the M21 Shotgun. See our Broken Weapons and Repair Kit guide for more detailed instructions.
  2. Head north and enter the Trailer safe room.
  3. Optional: If you have three Antique Coins, you can buy the Steroids now. Save them for healing either before or after the Greenhouse boss fight.
  4. Answer the phone and save your game.
  5. Exit and go northeast to the Old House.

The Old House: Shadow plinth puzzle, Crank, Crow Key, First Marguerite fight

  1. Take the eastern door to the Living Room.
  2. Crouch and stick to the southern side of the Living Room to avoid the first bug nest.
  3. Staying couched, blast the nest blocking the path to the Cellar at point-blank range with your Shotgun. You're likely to get hit a little, but time is of the essence.
  4. Take the passage east to the Cellar and grab the Stone Statuette. Don't interact with Mia; just move on!
  5. Back in the Living Room, try to return to the Entrance via the same path you came from. Marguerite will block the door.
  6. Go north to the Dining Room, through the western hallway (grabbing the Old House map), and to the Gallery (the shadow plinth room) on the west.
  7. Solve the shadow plinth puzzle in the Gallery.
  8. Head northwest to the safe room (ignoring the Burner part along the way). Grab the Backpack and save.
  9. One of the trashcans by the Gallery has a random consumable; check for it after saving. If you find ammo, run back and save again. Ammunition is scarce at this point in the game.
  10. Back in the Gallery, take the secret passage to the western side of the house.
  11. Go south and turn the corner to find the underground passage.
  12. In the underground passage, grab the Crank. On the way back out, hurry past the insect or kill it with your knife.
  13. Just outside of the passage, use the Crank to raise the bridge to the Entrance.
  14. Head northeast to the back door. If you encounter Marguerite, just run past her (possibly taking minor damage).
  15. Outside, kill the large flying bugs to the left of the bug nest with your pistol if you can (you might have to skip this if Marguerite's swarm is following you).
  16. Run straight up to the northern bug nest and destroy it with close-range shotgun blasts. You need to save at least two shotgun shells for your Marguerite pit encounter, so switch to pistol shots if ammo runs too low.
  17. Use the Crank to raise the bridge to the Outhouse. Ignore any insects attacking you, as they should stop after a moment.
  18. Inside the Outhouse, open the chest and take the Crow Key.
  19. Return to the house. If you see Marguerite, take the path that she isn't blocking and make your way to the Crow Key door on the west side of the house.
  20. Marguerite will appear at the door and throw you into a pit.
  21. Look up and shoot Marguerite twice with the shotgun. Follow-up with pistol headshots until she falls into the pit. Don't give her a chance to throw insects.
  22. As soon as Marguerite falls, climb the ladder to escape.
  23. Use the Crow Key to open the door and enter the Altar room.
  24. Open the case and read the Serum Documentationfile.
  25. Answer the phone.
  26. Proceed up the stairs to the north and check the drawer in the room with the doll for ammo.
  27. In the next room to the east, interact with the door that is locked by the scale.
  28. Head back downstairs and you should see Marguerite in the pit.
  29. Optional, but highly recommended: Instead of jumping down into the pit, walk carefully north, take the secret passage back to the shadow plinth room, and save your game in the safe room. The upcoming Marguerite boss fight is the hardest part of the game and might take a few tries, so you want your save to be as current as possible.
  30. Jump down into the pit and follow Marguerite.
  31. When you emerge aboveground, head straight up the nearby stairs and into the Greenhouse.

Greenhouse boss battle

  1. Upon entering the Greenhouse, drop down the hole in the first room.
  2. If you're not on a no-healing run, walk past the staircase that leads to Marguerite. Enter the room just east of it and approach the case with bugs on it. Kill them and take the ammo inside.
  3. Turn the corner and go up the stairs that lead towards the wall that Marguerite bursts out of. As soon as you touch the top step, back way. Do this fast enough and you'll avoid her attack.
  4. If you dodged Marguerite's initial attack, you should be able to get 2-4 headshots in with the shotgun while she peers through the wall.
  5. Explore the second floor and then the first, looking for ammo.
  6. Whenever Marguerite appears, use the shotgun to shoot her in the belly or head. Back away from her while reloading. Use up all of your shotgun ammo, and then switch to the pistol if necessary.
  7. With any luck, you'll kill her before you take too much damage.
  8. Take the Lantern from Marguerite's body.
  9. Open the gate to the southeast, grab the item in the drawer, and exit the Greenhouse.

Old House: D-Series Arm and escape

  1. Drop into the manhole next to the Greenhouse stairs (the one you climbed out of before) and return to the Old House.
  2. Return to the second floor and use the Lantern to balance the scale by the door that leads east.
  3. Head through the Kids Room Contaminated Room, hallway, and finally to the Detention Room , which has a child's bed in it.
  4. In the Detention Room, crouch, then crawl through the hidden passage in the wall behind the bed.
  5. Take the D-Series Arm from the corpse and start to head back towards the first floor.
  6. When you step out of the Detention Room, shoot and kill the Molded waiting on the other side of the door. Alternately, you can lure it into the room and then run around it to escape.
  7. Run past all remaining Molded on your way to the first floor. Ignore the phone in the Altar Room.
  8. Exit the Old House from the front door.
  9. Head outside to the Trailer in the Yard.

Trailer: Save and ignore phone call

  1. Enter the Trailer and save your game.
  2. When the phone rings, don't answer it.
  3. Leave and return to the Main House.

Main House: Processing Area, Red keycard, and Blue Keycard

  1. From the Main Hall, take the Scorpion door to the east.
  2. Stop and save in the northeast safe room if you like.
  3. Head downstairs to the Processing Area.
  4. Run all the way to the Dissection Room above the Morgue.
  5. Check the neck of the deputy for the Snake Key.
  6. Run to the northern door in the Morgue Area, past a Molded, and use the Snake Key to exit.
  7. Exit the Processing Area, dodging any Molded that attack along the way.
  8. Save in the northeast safe room.
  9. In the Main Hall, run past the Molded, and use the Snake Key to enter the Master Bedroom on the east side of the second floor.
  10. From the Master Bedroom, enter the Storage Room to the south and grab the Backpack.
  11. Back in the Master Bedroom, set the clock on the nightstand to 10:15 to open the passage to the Workshop.
  12. In the Workshop, pick up the Red Keycard from the table.
  13. Escape the Processing Area again, running past any Molded on the prowl.
  14. Save again! Saving is good for you.
  15. Back in the Main Hall, quickly run past the Molded and get to the west side of the second floor.
  16. Use the Snake Key to enter the Kids Room.
  17. Examine the lamp and push the button to lower the ladder to the Attic. Grab the consumables by the ladder if you need them.
  18. In the Attic, complete the Judgment shadow plinth puzzle to get the Blue Keycard.
  19. Optional: If you want to go for the Stabilizer in the Yard, grab the Toy Axe from the shelf behind the wardrobe (near the ladder). It's a useful item and won't take long to get.
  20. Head back downstairs, ignore the phone , and exit to the Yard.

Yard: Shadow plinth puzzle (optional) and head to Testing Area

  1. Dash to the Trailer and enter it to get rid of the Molded in the Yard.
  2. If you got the Toy Axe, step off the western porch stairs and head southwest to the hidden shadow plinth puzzle. Make a 7 with the axe to solve the puzzle, which will get you a Stabilizer. Use it immediately.
  3. Run back to the trailer to reset the enemies again and save your game.
  4. Back in the Yard, run to the western gate and use the Red and Blue Keycards to enter. This is a point of no return, so hopefully you didn't forget anything.

Testing Area: Keypad attempts, Steroids, Fat Molded fight

  1. You start out on Testing Area 2F, not the first floor. In the first room of the Testing Area, interact with the television.
  2. Take the corridor to the room with a box and some shelves. Watch out for two trip-mines in this room.
  3. The next room (the Supply Room) has several more trip-mines. Shoot or avoid them and continue to the next hallway.
  4. In the hallway, break the first crate but don't destroy the one on the stairs; it's booby-trapped. The stairway leads to the first floor, which is shown in the map above.
  5. When you reach the room on the left with the keypad on the door, carefully shoot the tripwire bomb before entering. Another bomb is hidden up on the wall to the right.
  6. Interact with the keypad. As soon as you're given the option, enter one of the codes Lucas gives you (such as 0621) and then back away from the door while the boobytrap swings down.
  7. Enter another code, such as 0514. This opens a side door to the right.
  8. Take the side door that opens to the hallway. Head through the room at the corner and back into the hallway. The box just outside of the corner room is safe to open.
  9. Duck under the tripwire just before the corner that leads to the barn. Beware the crawler just beyond it.
  10. Right beyond that tripwire at the corner, there's a small room with four explosives in it. Run into the room and close the door to avoid the crawler.
  11. Clear out the bombs in the room. Then grab the precious Steroids from the base of the locker. Don't open the crate in the locker, as it's boobytrapped.
  12. Sprint through the barn, past three Molded, and up the stairs to the second floor.
  13. Enter the safe room at the top of the stairs and save.
  14. Drop down to the northeast area where the Fat Molded fight will soon occur.
  15. Take the stairs up and grab the Battery from the barrel. All of the crates except for the one on the desk upstairs are safe to open.
  16. Back downstairs, use the Battery on the console.
  17. Fat Molded battle! When the elevator opens, aim at the Fat Molded from up close and immediately dodge his bile by stepping just behind the elevator wall. Then shoot him repeatedly in the head with your pistol. 10-20 continuous headshots should destroy him.
  18. After killing the Fat Molded, stand aside to avoid taking damage from the explosion.
  19. Take the elevator up and head into the Rest Area (the room with the burnt corpse).
  20. Read the file taped to the corpse.
  21. Just north of the Rest Area, push the button to lower the stairs.
  22. After taking the stairs back to the first floor, step into the room with the keypad and Item Box.
  23. Put all of your items into the Item Box. This is the first of three times you must use an Item Box to progress in the game.
  24. Enter 1408 on the keypad and head into the Party Room area.

The Party Room: Puzzle, D-Series Head, and restoring inventory

  1. Take the candle from the dummy.
  2. Go through the door on the left and then the door on the right to reach the room with a cake in it.
  3. Look at the cake to receive instructions from Lucas.
  4. Turn on the stove relight the candle.
  5. Turn right and use the candle to burn the rope holding a door shut. Enter the balloon room.
  6. Inside the balloon room, enter the word LOSER on the lock.
  7. Enter and take the Valve Handle.
  8. Back in the birthday cake room, find pipe near a door and attach the Valve Handle to it. Turn off the sprinkler.
  9. Use the stove to light the candle once more.
  10. Put the candle on the cake.
  11. Pull the boards off the hole in the wall.
  12. Grab the bomb from the floor, place it in the wall hole , and step around the corner to avoid the explosion.
  13. Pick up the D-Series Head and the Testing Area Map in the Monitoring Room.
  14. Save your game before using the item box.
  15. Use the Item Box to withdraw your pistol, shotgun, knife, Crank, D-Series Arm, and ammo. If you've unlocked the Albert R-01 pistol, withdraw that instead of the standard pistol.
  16. Save again and then exit to the Boat House.

Boat House: Safe room, boss fight, and curing Mia

  1. Use the Crank on the first winch. Pick up the nearby item (if needed) before crossing the bridge.
  2. Check the shack to the northeast and the crate by the second winch for ammo.
  3. Apply the Crank to the second winch.
  4. Run west to the main Boat House. You should have to dodge two Molded near the entrance, one of which is a crawler.
  5. In the Boat House safe room, grab all ammunition and save your game. My time at this point: 1:44:00 (you can do better!).
  6. Head upstairs and interact with Zoey for a cinematic. Accept the items she hands you.
  7. Boss fight! Drop into the water and blast Jack's lowest eye with your shotgun until he stumbles. Shoot the next eye, then run and grab ammo from the corner of the room. Keep firing at his eyes from close range with the shotgun, which should stun him nearly continuously. Switch to the pistol if he climbs to the upper level, then back to shotgun when he comes down again. Never go back to the upper level.
  8. After defeating Jack, wait at the door. You'll have to inject him with the serum when he grabs you one last time.
  9. When asked to choose between Mia and Zoey, cure Mia.

Wrecked Ship: Fuse and Old Videotape

  1. Examine Ethan's body.
  2. Enter the ship and proceed through its hallways.
  3. Go to the room onWrecked Ship S1 with a hatch in the floor. Trigger the cut scene by walking around, which opens the hatch.
  4. Drop down the hatch and take the passageway to floor S2.
  5. On floor S2, take the northern path that leads to an area where the ship's wall has been destroyed.
  6. From there, head up the stairs and then climb the ladder.
  7. Drop into the water, climb the next ladder, and continue up the stairs to Wrecked Ship 1F.
  8. Enter the Laundry Room, the large room just east of the staircase in the center.
  9. Head to the fuse box on the southern wall of the room. Dodge the Molded and grab the Fuse.
  10. Exit from the eastern door and head northwest to the fuse box near the door leading to the western staircase.
  11. Use the Fuse on the fuse box and enter the stairwell.
  12. Take the staircase to the third floor.
  13. Enter the Security Room and play the Old Videotape.

Old Videotape

  1. Exit the safe room and head east to the Dining Room.
  2. Crawl through the southeastern passage and look at the black vomit.
  3. Return to the hall and then head southeast through the Bunk Room, dodging the Molded inside. Exit throught the southern door and close the door behind you.
  4. Enter the elevator and kill the Molded who drops into it.
  5. Push the button for Floor S2.
  6. On floor S2, run through the hallway, dodge the Molded that appears on the left, and grab the ammo at the end.
  7. In the room outside of the No. 1 Engine Room, run directly to the Remote Bombs on the wall. Dodge the Molded that drops from the ceiling and escape with the bombs.
  8. In the No. 1 Engine Room, dodge the Molded at the top of the staircase and proceed west to the Cargo Bay.
  9. Enter the Cargo Bay and collect the Corrosives.
  10. Directly south of the Cargo Bay, use the Corrosives to open the No. 2 Engine Bay and go inside.
  11. Circle clockwise around the room and reach the door you came through just as Evie closes it.
  12. Run back to the elevator, shooting or detonating the Molded in the No. 1 Engine Room and in the hallway outside of the elevator.
  13. Call the elevator and head to the third floor.
  14. Climb out of the elevator and head northeast through the Bunk Room. If an enemy ambushes you outside of the northern Bunk Room exit, lure it into the room and then run around th table to escape back to the hallway.
  15. Return to the Dining Room and go west through it to the Break Room.
  16. Climb through the hole near the ceiling to the hallway.
  17. Take the stairs up to the third floor.
  18. Head through the Security Room and meet Alan.
  19. Enter the Control Room and exit through the northern door. Do not use the computer!
  20. Skip the movie that plays when you run into Evie. Yes, this one can be skipped!
Walkthrough

Wrecked Ship: Repair the elevator, save Ethan, leave

  1. Save your game in the Security Room. My time at this point: 2:14:00.
  2. Head to the elevator and open it.
  3. Inside, climb the ladder and drop down to Ship 4F.
  4. Go southeast to the Captain's Cabin.
  5. Grab the Lug Wrench and the Wrecked Ship map from the desk. Then head out to the elevator.
  6. Drop down the elevator and use the Lug Wrench on the hatch.
  7. Climb down to the first floor and save your game in the Maintenance Room to the southwest. You can grab the MPM Handgun from the drawer, but you'll never need to use it.
  8. Grab the Fuse from the box by the northwest stairwell.
  9. Return to the elevator and climb up to the second floor. You can grab the Survival Knife outside of the elevator, but you'll never need to use it.
  10. Enter the Guest Room in the southwest and get the Corrosive from the floor.
  11. Take the northwestern stairwell up to the third floor.
  12. Save your game in the Security Room. Better safe than sorry!
  13. Head through the Control Room and use the Corrosive on the northern door. If you're fast enough, you can avoid damage from the Molded that spawns while you open it.
  14. Follow the path into the Sick Bay. A Fat molded spawns when you enter.
  15. Grab the Power Cable from the machine on the western wall and run past the Fat Molded back to the hall. He's so slow!
  16. Return to the elevator , dodging the Molded in the Control Room.
  17. Drop down the hatch and use the Fuse and Power Cable on the elevator wall panel. You might also run back to the Security Room to save before proceding.
  18. Take the elevator to floor S2.
  19. Dodge a couple of Molded, including a crawler, on your way to the No. 1 Engine Room.
  20. In the No. 1 Engine Room, run past the Molded and Fat Molded. You don't have to fight them!
  21. Enter the No. 2 Engine Room and look at Ethan.
  22. After the cinematic, leave the ship and enter the Swamp.

Swamp

  1. Follow the path to the safe room.
  2. Collect the items in the building, including the Backpack and Grenade Launcher.
  3. Save your game before using the item box.
  4. Use the item box for the final time, equipping the grenade launcher, shotgun, handgun, knife, and ammo. Take the Albert R-01 pistol instead of the regular one, if you have it.
  5. Save your game again before heading outside.
  6. Run south to the elevator and push the button to call it, dodging Molded until you enter.
  7. Head down to the Salt Mine.

Salt Mine

  1. A crawler will attack at the end of the first room. Run past it, but crouch to avoid the tripwires in the next area.
  2. Continue running past all Molded on your way to the four-way intersection.
  3. At the intersection, grab the Remote Bombs and then head west.
  4. Push the minecart through the southern wall.
  5. Run past the wall you just destroyed, dodging the Molded who approaches from the left.
  6. In the room with the staircase, shoot the tripwire bomb before climbing the stairs. Don't open the crate at the top of the stairs.
  7. In the Cultivation Room with the laptop computer, grab the final Steroids from behind the two bathtubs that are close together.
  8. From there, go south into the Storage Space.
  9. Open the case and use Eveline's Tissue Samples on it.
  10. Take the E-Necrotoxin produced by the case.
  11. Go south into the safe room. Grab any nearby ammo and save your game. My save time: 2:34:00.
  12. Step out to the west and make your way along the path.
  13. Run past as many Molded as possible, using your shotgun to shoot only the enemies that block thin pathways.
  14. In the room with the two Fat Molded, hit them with a single Remote Bomb when they spawn. If you're super fast and lucky, you can climb the ladder before they recover and shoot you. However, it's safest just to finish them off with bombs. You only need one bomb for the final boss.
  15. Escape through the thin break in the wall and reach the final safe room. Save! My save time: 2:38:00.
  16. Push the boarded wall down and enter the Guest House for the last time.

Guest House

  1. Proceed through the first floor and just past the Kitchen, where you'll confront Eveline and threaten her with the E-Necrotoxin.
  2. Go upstairs to the Attic and confront Evie.
  3. Walk towards Evie until you reach and inject her with the E-Necrotoxin.
  4. Boss fight! Use a Remote Bomb on the monster's face as soon as it becomes vulnerable. Then blast her with grenade shots until the next phase begins. If you die here, you're probably making good enough time that you can just restart from the checkpoint rather than reloading your save.
  5. Once the fight goes outside, shoot Evie with your pistol and/or Grenade Launcher.
  6. Grab the Albert 01-R when it becomes available (even if you already have one) and unload shots into the boss's face until she dies.
  7. Skip the ending movies and/or credits if you're in a hurry.
  8. That's it! This whole playthrough should have taken under three hours. My time was 2:46:00, and I sacrificed time to refine this guide. The 'Just Get me Outta Here' Achievement/Trophy is yours!

More guides to surviving the horror

Resident Evil 7: Biohazard is a game that fans of horror games won't want to miss. And because it's an Xbox Play Anywhere title, Windows 10 gamers won't have to miss out either.

For more help, check out our Achievement Guide, Files Guide, Antique Coins Guide, and Mr. Everywhere Statues Guide. You also don't want to miss our full review!

This post may contain affiliate links. See our disclosure policy for more details.

Welcome to IGN's Guide to Resident Evil 7 Biohazard. This guide will attempt to see you through the evil that dwells in the Baker home, and point out all the Items, Weapons, and Collectibles along the way. The second part of the guide contains information on The Old House - the third place you explore in RE7 after the Main House.

Explore the Yard
[edit]

Video Guide: Old House (Part 6)

With the last Dog’s Head emblem in your hands, return to the Main Hall and open the door to the outside. Note that since Jack has been dealt with, you can freely roam the Main House without fear of his ambushes, so feel free to explore and look for items you may have missed.

Out in the yard, you can’t quite get to freedom yet, but there is a lot to look for. On the steps down, look for a pot and inspect it to find a Lockpick inside. On the opposite side is a pot on a lawn chair with an Herbinside. Heading along the front porch, you can find an Herband Gunpowdernear the far end.

Back at the front steps, look around the bushes to the right to find a pot full of soil and Antique Coin #8 on top of it, next to a boarded up window with a Separating Agent below it. There’s another secret hiding below the front porch - head down the steps and move along the railings until you spot a patch of sheet metal covering the section below the front porch - peel it aside and crawl in to find a box you can break to find a Repair Kit.

Head on over to the lit up trailer that apparently belongs to your contact, Zoe. To the right of the door is Chem Fluid, and hiding between the steps is Mr. Everywhere Bobblehead #7. Inside is another Safe Room, as well as a VHS Player (but no tape), and a series of bird cages. Remember those Antique Coins you’ve been finding? You can trade them for items by putting them in the birdcages until they open. 3 gets you Steroids, another 5 will net you a Stabilizer, and if you can find 9 more, you can unlock the 44 Magnum (they can be unlocked in any order).

You have enough to get the Steroids or Stabilizer now if you want, an Antique Coin #9 is waiting next to the Magnum. While you can get the Magnum now if you’ve been diligent in your coin hunting, ammo is extremely sparse right now. While you’re inside, be sure to grab the Broken Handgun on the bed, and check out Zoe’s Investigation Notes on the board (File #14). As you turn to leave, the phone will ring, and Zoe will give you your next mission - find the serum in the Old House, likely guarded by her mother, Marguerite.

Note: That Repair Kit you found can be used to turn that Broken Handgun into an M19 Handgun (the same type as you used in the Guest House) which is a bit more powerful than the G17 you’re currently using. You can also go back to the Main Hall and swap the M37 Shotgun for the Broken Shotgun, and repair it to claim a more powerful M21 Shotgun instead. Both new weapons deal more damage - but carry less ammo. Whichever you don’t repair, you’ll find another Repair Kit later.

Leaving the trailer behind, take note of the door to the right that’s locked by two keycards (and grab the Supplements next to it). To the left of the door are some bushes that obscure another shadow puzzle that locks a nearby chest. The numbers seem to indicate you need something that can look like the number 7 if manipulated correctly. To the right of the keycard door is another locked door, but turn around and look under the trailer for extra Shotgun Shells. Now head up the path to the Old House (and check on the left for a large bowl that holds Gunpowder).

Find the Serum[edit]

Head up the path and note it’s the same route that Mia took in the tape you viewed her in, only thankfully you aren’t being chased, so you can inspect the place a bit more thoroughly. Head through the gate and past the creepy dolls to the main door, and break the crates for Shotgun Shells and...bugs. In fact, more bugs await you inside, and these are much larger, fly around, and sting you. A single bullet takes them out, but if you’d rather conserve ammo a knife slash will do just fine. Off to the right is a Living Room full of big armored nests that spawn endless swarms that will kill you if you don’t take out the nests - but since they take a crazy amount of ammo to destroy, it’s better to go left instead. Check around the side of the door to the Guest Room to find 44 Mag Ammo stashed on the floor by the pit.

Resident Evil 7 Walkthrough

Retrace Mia’s steps into the Guest Room, only now there’s a big nest here too, and some bugs on the right wall. Ignore the nest and dash to the right - slicing bugs away as you make for the far door - we’ll return soon enough. In the hall, take a left and grab the Old House Map to get your bearings, and look under the table for Burner Fuel. Enter the Gallery where Mia solved the shadow puzzle to find the wooden statuette gone, so head out onto the balcony and look for the Burner you might have seen with Mia. It’s on the left in a garbage can, but it’s only a Burner Grip, meaning you’ll need to find the other part to combine. Check around here to find Chem Fluid on the right, and some Shotgun Shells in the trash.

Now head left across the plank to find a welcome Safe Room that contains not only a Tape Recorder, but a Backpack that will increase your inventory space! Be sure to check next to the storage for Mr. Everywhere Bobblehead #8.

It’s time to find the other part of that Burner so we can trim back the swarm. Head back through the Gallery and prepare for an ambush of insects through the window. Quickly slash them apart before they stop zig-zagging to attack, and go through the door to the Dining Room. The nearby cabinet holds Solid Fuel - used to make Burner Fuel. There’s also Shotgun Shells in a crate on the right table, and the spider-covered locker in the corner holds Chem Fluid and Strong Chem Fluid. You can shoot or swipe the spiders off the locker, just be wary they will jump at you and attack if you get too close with the swipes. Before leaving, note the locked sink drawer that holds a First Aid Med should you have a lockpick handy.

Since the Living Room is still full of swarms, head outside to the Water Pump Station and turn left on the railing to grab Gunpowder on the window sill. Check the right side of the balcony to grab Psychostimulants and a Lockpick in an orange case. Up the boardwalk, dodge the nest by going right and slashing apart the insects in front of the station. Inside, grab the Burner Nozzle and combine it with the Burner Grip to form theBurner - insects beware! You can test it out by igniting the nest outside, but you’ll still missing a crank to activate the pulley here. To get more ammo, return to the Guest Room and get rid of the nest there so you can open the locker that contains Burner Ammo - and grab the Herbin the nearby orange box.

Return to the Living Room armed with your new weapons and clear out both nests. The nests are usually armored and need to be broken down, so consider lighting them on fire for a few seconds and then step back and let the flames break it down, and reignite when necessary. After the armor has fallen, a close shotgun blast will usually finish the job. Be sure to check the drawer on the left side of the room for more Solid Fuel, and Chem Fluid in one of the cabinets, and more Burner Fuel in a tray on the right side of the room. With both nests clear, you can crawl through the fireplace towards the cellar.

At the end of the hall, be sure to look left for Antique Coin #10, and look behind you to spot Mr. Everywhere Bobblehead #9 hiding behind a pallet against the wall. Inside the Cellar you’ll find the Stone Statuette Mia used in the Gallery - and Mia herself! Reunions will be cut short by another member of The Family, and you’ll have no choice but to return to the Gallery and align the spider to re-open the hidden panel.

Get to the Altar
[edit]

Video Guide: Old House (Part 7)

Before you can do so, Marguerite will appear to promptly slam a door in your face and turn it into spiders. Yikes. Much like Jack, she’ll start patrolling the Old House, and cannot be killed at this point. Unlike Jack, she prefers to throw swarms of insects your way if she catches you, so be sure to shoot a few blasts from your Burner before cutting and running if you get ambushed. Luckily the Gallery is right next to the Safe Room, so you can run in and hide until she leaves the Gallery for you to work the shadow puzzle.

Enter the bug-filled crawlspace and re-trace Mia’s steps across the other side of the Main Room. Note the Herbon the right in a trash can, and Solid Fuel stashed in an old tire. The stairs up to the second floor are stopped by a Locked Crow Door (the drawer to the right has Chem Fluid, and you can read Marguerite’s Warning next to the door to nab File #15).

Enter the crawlspace where Mia was caught, and break a crate on the right for Psychostimulants, before moving up to grab Chem Fluid on the right, and slice up Mr. Everywhere Bobblehead #10 on a shelf on the left. Right where Mia ended her tape, you can find the Crank to raise both the pulley back in the main room you were just in, and by the Water Pump Station. Sneak back over there (be cautious as she often patrols the Dining Room) and clear out the bugs who have taken root in the area before using the Crank to raise a new bridge over to the Outhouse (with a First Aid Med on the side).

Inside, you’ll find an ornate chest with the Crow Key inside. Be sure to nab the Burner Fuel in the toilet, and the Antique Coin #11 on top of the toilet before heading back.

From the bridge, it’s good to get an idea of where Marguerite is before you bust through the Dining Room. Since she often patrols that room and the hallway outside, look for her in the window, and wait until she moves from the middle left to middle right window to dash through the Living Room and out into the Entrance.

NOTE: Now that you have the Crow Key, there’s a bit of backtracking available if you want to get yourself a new weapon. From the Entrance, leave the Old House and return to the Main House, and make your way to the Drawing Room. You can now use the Crow Key to unlock the Supplies room, and grab yourself a sweet Grenade Launcher! This baby packs a huge punch, and takes different ammo types - but space and ammo are very limited. Be sure to grab the Flame Rounds on the shelf alongside the Shotgun Shells, and get the Solid Fuel and Gunpowder on the shelves by the door. If you’re looking to get more ammo for the Grenade Launcher, consider hoarding any Strong Chem Fluid to craft with Solid Fuel for Flame Rounds, or Supplements for Neuro Rounds. Speaking of, there’s one hiding behind some boxes in the corner that’s easy to miss

Back at the Old House, it’s time to explore the 2nd Floor - but not before a surprise waits for you at the top of the stairs. You’ll be thrown back into a pit, and put in a bit of a pickle by Marguerite, who guards the only way back up. Instead, waste no time using the Burner to toast her swarms, and be sure to angle it down to take out the larger insects buzzing around the hole with you. After the swarm is clear, switch to your shotgun or handgun to land a few hits from your spot below, and once she summons another swarm, switch back to the Burner. Keep this up, and she’ll eventually fall into the pit with you, turning into a pool of damaging insects - which is your cue to climb out of the hole, and unlock the door to the second floor.

You’ll be in the creepy Altar Room, where a large chest awaits you. Something mysterious happens when you open it, revealing something even more mysterious inside. Read the Serum Documentation (File #16) on the top of the chest to learn how to create the Serum you so desperately need.

Resident Evil 7 Walkthrough

Create the Serum[edit]

On cue, Zoe will call from a nearby phone, and after relaying the intel, she’ll ask you to search the rest of the second floor to find the D-Series Peripheral Nerve. Exit the altar by going up the hallway, and check the side room for Marguerite’s Notebook (File #17) to learn about this mysterious child, and that she hid the arm in a secret room at the back of the second floor. There’s also some Handgun Ammo in the drawer under the voodoo doll.

Thankfully the glow coming from up the hall isn’t Marguerite, but a lantern tied to a door locking mechanism that’s missing an opposing lantern. The mechanism needs a counterweight, and the only person who had an identical lantern is currently a puddle of goop at the bottom of a hole. Be sure to break the Mr. Everywhere Bobblehead #11 on the small table, and check the far drawer for Antique Coin #12.

Find the Lantern[edit]

Return to the hole you left Marguerite in to find the puddle is gone, and the lantern snatched out of sight - you didn’t think it would be that easy did you? With no other choice, descend down the ladder and follow the new trail to the Greenhouse. From here you’ll thankfully be able to open the locked gate behind you leading back to the Trailer and Main House - and grab the Strong Chem Fluid on the post on the right, perfect for making rounds for your new grenade launcher.

The first floor entrance to the Greenhouse is locked, requiring you to go up the stairs to the second floor entrance. At the foot of the stairs is another Treasure Photo - this one of a toilet next to a tray of cigarettes. Where have we seen a toilet before? It’s actually right behind you, inside the trailer opposite the Tape Recorder. Inside, you’ll find 3 bullets for the 44 Mag Ammo, a very rare ammo type for the unlockable gun in the Trailer.

Defeat Marguerite
[edit]

Video Guide: Old House (Part 8)

Now it’s time to confront Marguerite and enter the Greenhouse. The room has no doors, but you can stock up on 2 Herbs, Solid Fuel and a Separating Agent. If you have a Lockpick and the Grenade Launcher, be sure to open the locked white drawer to find 2 Flame Rounds. Make sure you’re fully stocked up on your Burner ammo, Shotgun, and Grenade Launcher, and drop down through the hole on the left to the floor below.

The main room is empty, save for a single crate, and the way to the front entrance is locked, as are many doors. Head into the hallway and look right to spray the spider-filled door with fire to unlock it, then spray the locker on the left to grab Strong Chem Fluid and Shotgun Shells. Over on the left is a couch with Psychostimulants. Take the stairs up and Marguerite will briefly attack from a wall before fleeing away. At the top of the stairs, another locker can be cleared to grab Solid Fuel and a Herb.

At this point, Mutated Marguerite will be playing a cat and mouse game with you, able to appear and ambush you from almost any opening, crack, or window. She can pull you up from above or below, and you’ll have to shoot quick to get her to drop you. When she falls down near you to attack, hit her with a Fire Round from your Grenade Launcher to light her up, and unload with the Shotgun. After squirming around, she may try and crawl up a wall - where upon another large hit will knock her down on her back giving you more time to deal damage, before she can scamper out of bounds.

It’s when you can’t see her that she’s at her most dangerous - as she often sneaks back in the Greenhouse somewhere to start creating a small nest that will continuously spawn larger insects to harass you, and swarms to attack if you get close. She can only do this if you aren’t following her, which is why you need to be constantly moving and checking the walls or ceilings to make sure she isn’t slithering about. If you catch her in the act, it’s the best time to fire off your Grenade Launcher and take her by surprise. If the nest is already active, use your Burner to clear it out and get rid of the insects before they overwhelm you. Every time she retreats, make sure to quickly reload your weapons as you run around looking for her. It’s good to keep items like the Chem Fluid, Strong Chem Fluid, and Solid Fuel on hand so you can quickly make more ammo if you need an extra grenade or burner fuel.

There are items stashed everywhere, so you may want to use the Psychostimulants to spot them easier in the heat of battle if resources are running low. You’ll find Burner Fuel in the green table on the first floor, Chem Fluid on a green shelf in the central greenhouse area, as well as Chem Fluid and Solid Fuel in the back right locker. A crate near the ladder up has Burner fuel, and and opposite the crate is a Herb in the ground and First Aid Med behind a overturned pot, and Chem Fluid on top of a tractor by the ladder up - and more Burner Fuel hiding on the wall next to the ladder, and in a cabinet drawer across from the ladder. The second floor narrow walkway has more Burner Fuel and Handgun Ammo, while the destroyed upper floor has more Handgun Ammo in a crate, and more Burner Fuel in a drawer.

As long as you press the attack and reload your weapons smartly to maximize damage when she’s stunned, you can deal enough damage to the point where she’ll finally go rigid, her arms snapping back to her sides, and you’ll know the battle has been won. Pick up her Lantern, and you’ll find the gate blocking the entrance has crumbled, letting you leave (and grab some extra Burner Ammo in a drawer on the way out).

Find the D-Series Arm[edit]

Drop off your spare items at the Trailer before going back to the much more docile Old House. Up on the 2nd Floor, put the Lantern in the holder to unlock the door, and enter the Kid’s Room. It’s dark and foreboding up here, and inside the room proper there’s a creepy kid’s drawing on the floor, and a stuffed bear on a rocking chair, next to another kid’s drawing of a cracked boat?

The hall beyond leads to the Contaminated Room, full of that black mold you’ve come to know and fear. However, besides a few falling dolls, the room is empty save a strange note, beckoning you further down the hall. At the end of the darkened hall is a single room - the Detention Room, and holds on a single bed, with a dollhouse in the corner. Inspect the dollhouse to find a drawing inside of the room you are in, with the back wall circled. Look for a cut along the wall behind the bed and inspect it while crouched to open up a crawlspace to….the D-Series Arm.

Collect the arm from the uh… person, and turn around to notice someone’s been watching you. Crawling out of the hole you’ll find things in the room have taken a turn for the disturbing. Prepare yourself as you open to the door - one of the Molded will attack. Take it down and move down the hall into the Contaminated Room where another will drop from the ceiling. Retreat back if you have to, and after killing it, make your way back through the Kid’s Room, and beware of one last Molded waiting behind the furniture in the last room.

Heading back down to the Shrine, Zoe will call, asking you to meet back up at the Trailer. Exit the Old House and go back to the Yard where the Trailer waits. Zoe isn’t inside, but the phone is ringing, with a message from someone who’s very much not Zoe. Lucas Baker wants to play a game with you - and the first step is to check the fridge for the first clue, the Memo on Deptuy’s Head (File #18). It seems you have unfinished business back in the depths of the Main House, requiring you to go back to the Dissection Room.

Resident Evil 7 Madhouse Difficultywalkthrough part 4 - Old House - All Collectibles Included/ No Damage
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Resident Evil 7 Madhouse Difficultywalkthrough part 5 - Marguerite Baker Boss Battle - All Collectibles Included/ No Damage
[edit]

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