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Resident Evil 7 biohazard: Resident Evil 7 biohazard 100% Completion Guide

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Run 1: The Boat House

Two Crank bridges over the marsh, the Boat House shed, the serum, the fight that follows and the run 1 serum choice.

From the Monitoring Room the route leaves the Testing Area for good, over a boardwalk to the Boat House. The Crank from the item box lowers two walkway bridges on the way, and Molded climb out of the water once the second one is down. The Boat House shed is a save room stocked with supplies: save there, because going upstairs starts a long fight and a choice with no save in between.

Mr. Everywhere: Boat House WalkwayCollectibleMissablePoint of no return
Location
Boat House · Walkway – Leave the Monitoring Room through the Exit Hallway and step outside onto the boardwalk. Fit the Crank into the first pulley to lower the walkway, follow it to the fork and keep right to the small hut, across from the second pulley. The statue lies on the floor under the fishing net: knife it.
Why you can lose it
Left behind once you go upstairs in the Boat House. The statue count carries over between runs, so a later run can still break it.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
One of the 20 Mr. Everywhere statues.
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Lower the boardwalk bridges with the CrankQuest step
Location
Boat House · Walkway – The first bridge came down on the way to the hut. From the hut, cross to the platform with the crab cages and fit the Crank into the second pulley. Molded come for you as it lowers: one climbs out of the water, more appear round the turn and on the crossing. Shotgun them or go for headshots, or simply run across to the Boat House door.
Summary
The Crank lowers the two walkway bridges between the Testing Area and the Boat House.
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Save Room: Boat HouseArea
Location
Boat House · Shed – Across the second bridge, the first room you enter is the shed, open as soon as you reach it. The item box faces the entrance and the tape recorder sits on the metal bench opposite the door. Take the supplies on the shelves, benches and crates: ammo, Flame Rounds, Psychostimulants and crafting fluids.
Summary
The shed: a tape recorder, an item box and a stash of supplies, the last save before the fight.
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Before you go upstairs in the Boat House

Once you climb the shed stairs to Zoe, the Testing Area, the walkway and the whole Baker estate stay behind for good. First take the dummy-head Repair Kit, the Fertilizer Room coin and Steroids, the Barn statue, the Southern Landing coin and the statue over the Monitoring Room door in the Testing Area, and the statue in the walkway hut. Then save in the shed. A spare save in a second slot lets you redo the fight and the choice that follow.

Make the Serum with ZoeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Boat House · Storage Entry – If the D-Series Arm or Head is in the item box, take it out first. Climb the shed stairs to the Storage Entry on the upper floor, untie Zoe and hand over both D-Series parts, the Arm and the Head: she makes two doses of Serum and gives them to you. The fight starts straight after.
Summary
Zoe needs both D-Series parts to make the Serum, and she makes two doses.
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Boss: Boat HouseHidden spoiler – activate to revealBossMinor spoiler
Location
Boat House · Boat House – It moves between both floors of the Boat House, and only the eyes on its body take damage. Keep your distance, block when it closes in, and shoot each eye out: a handgun takes a few shots per eye, and the shotgun or the Grenade Launcher work well too. Ammo lies in the corners of the rooms. When it falls and then grabs you, use the Serum at the prompt at once, or it kills you.
Summary
The fight that breaks in once the Serum is made. The story trophy for leaving the Baker home pops not long after it.
Trophies
  • Bronze · PlayStationYou Better Start Running
  • Achievement · XboxYou Better Start Running
  • Achievement · SteamYou Better Start Running
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The serum choice: pick Zoe

After the fight there is one dose left and two people to give it to. On this run, give it to Zoe. Curing Mia is the choice for run 2, the timed run. The choice can't be taken back in this file: if you pick the wrong one, load the save from the shed and play the fight again.

Serum choice at the Boat House (run 1)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Boat House · Boat House – Right after the fight a choice comes up: who gets the one dose left. Choose Zoe, and read the name before you confirm.
Why you can lose it
The choice can't be undone in this file. Make it Zoe; if you pick the other one, reload the shed save. Curing Mia is run 2's choice.
Point of no return
Confirming who gets the last dose of Serum.
Summary
This run gives the last Serum to Zoe; the other choice belongs to run 2.
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About this guide

Three runs of the main game: a full run on Normal for every collectible, a fast run on Easy under four hours with few Item Box openings and few First Aid Meds, then Madhouse with its own coin layout. Runs 1 and 2 take different serum choices, as the guide says. The four DLC are separate modes from the main menu, playable at any time. Each area closes behind you as the story moves on, so take everything before each point of no return.

Last verified: Nov 10, 2026 · Patch Latest patch (PS4, PS5, Xbox One, Xbox Series, PC on Steam), with all four DLC · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.