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

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Run 1: The Main Hall and the Processing Area

From the Main Hall to the front door: two Dog's Heads in the house, the Study, the Processing Area, the shotgun swap and the Morgue fight for the third head.

The front door of the Main Hall needs three Dog's Heads. Two are in the house; the third is down in the Processing Area, and taking it starts a fight. Every room here stays open until the Testing Area gate much later, but the route takes everything as it passes. A pickup only counts once you save or reach a checkpoint, so use the tape recorders, and read each file: picking it up is not enough.

Mr. Everywhere: Main HallCollectibleMissablePoint of no return
Location
Main House · Main Hall – Just inside the Main Hall, beside the double doors you came in by, it sits on a small half-moon table. Break it with the knife.
Why you can lose it
The house closes once both keycards go into the Testing Area gate, so break it now. A missed one can still be broken on run 2 or 3, as the count carries over.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere bobbleheads; break it with the knife or a shot. The count carries over between runs.
Report an issue
Antique Coin: Main HallCollectibleMissablePoint of no return
Location
Main House · Main Hall – Open the top drawer of the chest of drawers to the left of the Main Hall phone, next to the bobblehead's table.
Why you can lose it
The Main Hall coin is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run; spend them at the birdcages in the Trailer.
Report an issue
File: Newspaper Article - Over 20 MissingCollectibleMissablePoint of no return
Location
Main House · Main Hall – Cross the Main Hall to the grandfather clock. The newspaper lies on the small table of papers against the wall beside it, by the steps up to the alcove with the lit painting.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
Clock PendulumKey item
Location
Main House · Main Hall – Examine the grandfather clock on the far side of the Main Hall from the door you came in by, just left of the alcove with the plinth, and take its pendulum.
Summary
The pendulum from the Main Hall clock. It fits the empty clock in the Living Room.
Report an issue
Nice TryAchievement
Location
Main House · Main Hall – Step into the alcove beside the clock, where a lamp throws light on a painting, and use the plinth in front of it. Choose the Clock Pendulum; once the trophy pops, back out and keep the pendulum.
Summary
Put the wrong item on a shadow plinth. The Main Hall plinth is the first chance.
Trophies
  • Bronze · PlayStationNice Try
  • Achievement · XboxNice Try
  • Achievement · SteamNice Try
Report an issue
White Dog's HeadKey item
Location
Main House · Living Room – Go back through the Ox door into the west wing and on to the Living Room by the Dining Area. Hang the pendulum in its grandfather clock, which swaps it for the White Dog's Head; you can set it in the front door now to free a slot.
Summary
The first of the three heads for the Main Hall front door.
Report an issue
Antique Coin: Recreation RoomCollectibleMissablePoint of no return
Location
Main House · Recreation Room – Back in the Main Hall, climb the stairs and follow the 2F hall round to the wooden door of the Recreation Room. Inside, the coin sits on the furniture to the left of the bronze statue, next to a wicker basket, near the door to Grandma's Room.
Why you can lose it
The Recreation Room coin is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run; spend them at the birdcages in the Trailer.
Report an issue
Mr. Everywhere: Recreation RoomCollectibleMissablePoint of no return
Location
Main House · Recreation Room – It hides in the wicker basket right beside the coin.
Why you can lose it
The house closes once both keycards go into the Testing Area gate, so break it now. A missed one can still be broken on run 2 or 3, as the count carries over.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere bobbleheads; break it with the knife or a shot. The count carries over between runs.
Report an issue
File: Jack's MemoCollectibleMissablePoint of no return
Location
Main House · Recreation Room – On the half-moon table under the mounted stag head, just left of the coin.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
File: Jack's JournalCollectibleMissablePoint of no return
Location
Main House · Recreation Room – Go round behind the bar counter by the TV and open the drawer there.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
Blue Dog's HeadKey item
Location
Main House · Recreation Room – Past the bar, a heavy orange book lies on the entertainment stand in the corner. Open it to take the Blue Dog's Head, and set it in the front door if you like.
Summary
The second of the three heads for the Main Hall front door.
Report an issue
Playing the "Mia" tape unseen

Inside the Old House, go left through the first door and cross the big room. In the short hall with the large crate, crouch behind it until Marguerite goes into the room on the right, then leave by the door she came from. In the room with the plinth, step out onto the balcony and hide to the right until she has come and gone, then turn the statuette into a spider to open a crawl space. In the room with the hole in the floor, keep the debris in the middle between you and her, then slip into the crawl space under the house on the far side. If she sees you, let her grab you: the restart doesn't count as being spotted, but running off to lose her does.

Videotape: MiaCollectibleMissablePoint of no return
Location
Main House · Recreation Room – The tape lies on the bar counter next to the VHS player. Put it in the player to start it; the tip above covers the walk.
Why you can lose it
Play it before both keycards go into the Testing Area gate, the earliest point the house may close. A later run is the fallback for the tape trophy.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the four videotapes Be Kind, Please Rewind needs played in one run, and the one for Can't Catch Me.
Report an issue
Can't Catch MeHidden spoiler – activate to revealAchievementMissablePoint of no returnMinor spoiler
Location
Main House · Recreation Room – It pops as the tape ends in the crawl space under the house. A grab only restarts the tape from a checkpoint and doesn't spoil it; if you're seen and get away instead, replay the tape at the VHS player.
Why you can lose it
Earn it before both keycards go into the Testing Area gate, the earliest point the house may close; save before playing the tape. Run 2 or 3 is the fallback.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
Finish the "Mia" videotape without Marguerite spotting you.
Trophies
  • Bronze · PlayStationCan't Catch Me
  • Achievement · XboxCan't Catch Me
  • Achievement · SteamCan't Catch Me
Report an issue
Antique Coin: 2F BathroomCollectibleMissablePoint of no return
Location
Main House · Bathroom – Leave the Recreation Room and follow the 2F hall to the Bathroom. The coin is in the toilet bowl.
Why you can lose it
The Bathroom coin is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run; spend them at the birdcages in the Trailer.
Report an issue
Wooden StatuetteKey item
Location
Main House · Bathroom – Drain the black water from the bathtub and take the statuette. Jack attacks as you turn to leave: get round him and run to the Main Hall, shutting the doors behind you, or wait in the plinth alcove until he leaves.
Summary
The statuette for the Main Hall plinth. Taking it brings Jack.
Report an issue
Eagle shadow puzzle to the Drawing RoomQuest step
Location
Main House · Main Hall – In the alcove by the grandfather clock, set the Wooden Statuette on the plinth and turn it until its shadow fills the gap in the painting with an eagle. Crawl through the opening into the Drawing Room; Jack won't follow.
Summary
The Main Hall plinth: shape the statuette's shadow into the missing eagle.
Report an issue
Mr. Everywhere: Drawing RoomCollectibleMissablePoint of no return
Location
Main House · Drawing Room – In the Drawing Room, look in the gap of the frame beside the locked Crow door.
Why you can lose it
The house closes once both keycards go into the Testing Area gate, so break it now. A missed one can still be broken on run 2 or 3, as the count carries over.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere bobbleheads; break it with the knife or a shot. The count carries over between runs.
Report an issue
Open Your EyesAchievement
Location
Main House · Drawing Room – Take the yellow box of Psychostimulants from the wooden table in the Drawing Room and use it from the inventory. For a short while it marks pickups nearby.
Summary
Use Psychostimulants once. The first dose waits in the Drawing Room.
Trophies
  • Bronze · PlayStationOpen Your Eyes
  • Achievement · XboxOpen Your Eyes
  • Achievement · SteamOpen Your Eyes
Report an issue
Antique Coin: Small WorkshopCollectibleMissablePoint of no return
Location
Main House · Small Workshop – The Drawing Room's only open door leads into the Small Workshop. The coin is in the ashtray on the table.
Why you can lose it
The Small Workshop coin is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run; spend them at the birdcages in the Trailer.
Report an issue
Save Room: StudyArea
Location
Main House · Study – From the Small Workshop, go through the black, moldy door; a Molded rises from the goo in the next room. Follow the corridor beyond and turn right, past the stairs down, into the Study.
Summary
A safe room with a tape recorder and an item box, beside the stairs down to the Processing Area.
Report an issue
File: Travis' Memo (Front)CollectibleMissablePoint of no return
Location
Main House · Study – From the Small Workshop, go through the moldy door past the Molded and along the corridor, right into the Study beside the basement stairs. The memo is in the drawer under the record player.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
File: Travis' Memo (Back)CollectibleMissablePoint of no return
Location
Main House · Study – While reading the memo, turn it over to read the back. Each side counts as a file.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
File: Incinerator Room MemoCollectibleMissablePoint of no return
Location
Processing Area · Incinerator Room – From the Study, go down the stairs and bear left; the Incinerator Room is behind the first right-hand door. Deal with the Molded inside, then read the memo on the wall above the sink.
Why you can lose it
This file is lost with the Processing Area. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
Incinerator puzzleQuest step
Location
Processing Area · Incinerator Room – Open the far-right incinerator and the one with the red handprint, then open the far-left one and step back. A Molded with a spiked arm climbs out; it guards its face with that arm, but a few head shots and knife slashes still put it down.
Summary
Open the right incinerators to unlock the one the memo warns about.
Report an issue
Antique Coin: Tool StorageCollectibleMissablePoint of no return
Location
Processing Area · Tool Storage – Leave the Incinerator Room, head west and pull the corrugated divider aside into Tool Storage. Crouch at the small hole low in the wall beside a leaning pallet, to the left of where the Processing Area Map hangs.
Why you can lose it
The Tool Storage coin is lost with the Processing Area. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run; spend them at the birdcages in the Trailer.
Report an issue
Scorpion KeyKey item
Location
Processing Area · Meat Storage – Go on into Meat Storage. The key is stuck in the meat on the table; breaking the crates here can drop a Molded from the ceiling.
Summary
Opens the Scorpion doors: the Main Hall shortcut and Grandma's Room upstairs.
Report an issue
Lock Pick: Meat StorageItemMissablePoint of no return
Location
Processing Area · Meat Storage – Look inside the open freezer in Meat Storage.
Why you can lose it
This Lock Pick is lost with the Processing Area. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A Lock Pick opens one locked drawer or toolbox, then breaks.
Report an issue
Treasure Photo (Fireplace)Key itemMissablePoint of no return
Location
Processing Area · Meat Storage – On the metal shelves near the pots and pans in Meat Storage, by a locked door. Look at it once in the inventory.
Why you can lose it
The photo is lost with the Processing Area. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A photo of the Drawing Room fireplace that reveals hidden Steroids there.
Report an issue
Mr. Everywhere: Back PassagewayCollectibleMissablePoint of no return
Location
Processing Area · Back Passageway – From Meat Storage, take the stairs down to the Back Passageway, a dead end at a locked Snake door. The bobblehead stands on the floor by the white tubs.
Why you can lose it
The house closes once both keycards go into the Testing Area gate, so break it now. A missed one can still be broken on run 2 or 3, as the count carries over.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere bobbleheads; break it with the knife or a shot. The count carries over between runs.
Report an issue
Locked boxes in the house

The Meat Storage Lock Pick is the only one in this stretch. The route spends it on the Small Workshop toolbox below. The locked tool chest at the end of the 2F balcony and the locked drawer in the Study need picks found later in the house.

Locked Box: Small Workshop ToolboxOtherMissablePoint of no return
Location
Main House · Small Workshop – Climb back to the Study and go through the corridor and the moldy room into the Small Workshop. Open the orange toolbox on the table with the Meat Storage Lock Pick.
Why you can lose it
The toolbox is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
An orange toolbox with shotgun shells inside.
Report an issue
Steroids: Drawing Room FireplaceUpgradeMissablePoint of no return
Location
Main House · Drawing Room – Step into the Drawing Room next door with the Treasure Photo seen. Press the loose stone at the upper right of the fireplace and take the Steroids from behind it.
Why you can lose it
These Steroids are lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
Steroids raise Ethan's maximum health for good.
Report an issue
File: Memo About ReliefCollectibleMissablePoint of no return
Location
Main House · Grandma's Room – From the Drawing Room, go back through the Small Workshop and the moldy room to the corridor, then follow it to the Scorpion door and unlock it into the Main Hall (if you skipped the rows above, climb up from the Back Passageway to the Study and take the same corridor). Go up to the Recreation Room and unlock the Scorpion door into Grandma's Room; the memo lies on the dresser right of the door.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Requires
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
File: Doctor's LetterCollectibleMissablePoint of no return
Location
Main House · Grandma's Room – Open the small drawer to the left of the door in Grandma's Room.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Requires
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
Swap a shotgun for the M37 on the statueQuest step
Location
Main House · Display Room – Go down to the Main Hall and into the Display Room, where a statue holds a shotgun. Take it and put the Broken Shotgun in its place, or a gate drops and shuts you in. The attic's Model Shotgun can win the Broken Shotgun back later.
Summary
Trade the Broken Shotgun for the working M37 in the Display Room.
Report an issue
Before you take the Red Dog's Head

Taking the head starts the Morgue fight, and its trophy, Duck If You Love Life, can only be earned during it. Save at the Study first and come in with the shotgun and healing. If the trophy doesn't pop, reload that save and fight again.

Red Dog's HeadKey item
Location
Processing Area · Morgue Entry – From the Main Hall, go back through the Scorpion door and down the Study stairs, then on to the Boiler Room; Molded wait in the Washroom before it and in the Boiler Room itself. Unlock the Boiler Room's far door with the Dissection Room Key and go down to the Morgue Entry, where the head hangs among the body bags: knock the hanging body to bring it within reach.
Summary
The last of the three heads for the front door. Taking it starts the Morgue fight.
Report an issue
Morgue fightBoss
Location
Processing Area · Morgue – Shoot Jack in the head and swing the hanging bodies into him. After two knockdowns he drops his weapon for a pair of huge shears: take the Chainsaw from behind the broken fence and fight back, blocking his blows. When he wrecks the central pillar he is close to done; afterwards the Chainsaw cuts open the exit and breaks.
Summary
Jack's second fight, in the Morgue. The exit is fenced off until the end.
Report an issue
Duck If You Love LifeAchievementMissablePoint of no return
Location
Processing Area · Morgue – Once Jack has the shears, wait for the attack where he rushes in and brings them down from above, and crouch just before it lands. His other attacks still hit a crouching player.
Why you can lose it
Only the Morgue fight gives this chance in a run; save at the Study before taking the Red Dog's Head. Run 2 or 3 is the fallback.
Point of no return
The Morgue fight ends: Jack goes down and the Chainsaw cuts open the way out.
Summary
Crouch under Jack's scissor attack in the Morgue fight.
Trophies
  • Silver · PlayStationDuck If You Love Life
  • Achievement · XboxDuck If You Love Life
  • Achievement · SteamDuck If You Love Life
Report an issue
Three dog heads: open the front door to the YardQuest step
Location
Main House · Main Hall – Make your way back up to the Main Hall. Set the remaining Dog's Heads in the front door, open it and step out into the Yard.
Summary
With all three heads in place, the front door opens onto the Yard. The house stays open behind you.
Trophies
  • Bronze · PlayStationYou Ain't Gettin' Away
  • Achievement · XboxYou Ain't Gettin' Away
  • Achievement · SteamYou Ain't Gettin' Away
Report an issue

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.