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

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Run 1: Into the Main House

From the dinner table through the west wing and the Garage to the door of the Main Hall.

You wake up in a new house with empty hands: only the Antique Coin came along. This stretch covers the west wing, from the dinner table to the Main Hall door. Jack prowls the corridors and can't be stopped for now, but he is slow and doesn't open doors, so a closed door buys time. The house stays open until much later, yet everything below is on the way, so take it as you pass.

The Baker family at dinnerHidden spoiler – activate to revealNPCMinor spoiler
Location
Main House · Dining Area – Met in the opening scene of the Main House, when you wake up tied to a chair at the Dining Area table. You get free once it ends.
Summary
Jack, Marguerite and Lucas, with an old woman in a wheelchair: the household of the Main House.
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File: Home-improvement Store ReceiptCollectibleMissablePoint of no return
Location
Main House · Dining Area – Once you can move, turn to the wall between the dining table and the kitchen counter, on the way to the fridge. Among the sticky notes on the side of the wooden cabinet, one can be read.
Why you can lose it
Read it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later. Missing it means the file trophy waits for a full later run.
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 of a run, pinned up in the Dining Area.
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File: Newspaper Article - Missing PeopleCollectibleMissablePoint of no return
Location
Main House · Living Room – Walk into the Living Room beside the Dining Area. The stack of newspapers on the coffee table holds the article. The grandfather clock here has no pendulum, which matters later.
Why you can lose it
Read it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later. Missing it means the file trophy waits for a full later run.
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 of a run, in the room next to the dining table.
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Hatch KeyKey item
Location
Main House · Main Corridor – Through the Kitchen, the Pantry has a locked hatch in its floor. Leave by the door near the fridge into the long U-shaped corridor and follow it round. Jack stands in the north-east corner with a shovel; the key is on the small white table there. Grab it and lose him, closing doors behind you.
Summary
Opens the hatch in the Pantry floor, the first way out of the west wing.
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Arms in the AirAchievement
Location
Main House · Main Corridor – While Jack is after you in the corridor, hold the block button as he swings and take one hit with your arms up. Any enemy works, so the Garage fight later is another chance.
Requires
Summary
Earned by blocking one enemy attack.
Trophies
  • Bronze · PlayStationArms in the Air
  • Achievement · XboxArms in the Air
  • Achievement · SteamArms in the Air
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Open the Pantry hatch and crawl under the houseQuest step
Location
Main House · Pantry – Run back through the Kitchen to the Pantry behind it and unlock the floor hatch with the Hatch Key. Drop down before Jack catches up; he can hurt you badly next to the hatch.
Requires
Summary
Gets you out of Jack's reach and into the first safe room of the house.
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Antique Coin: Pantry CrawlspaceCollectibleMissablePoint of no return
Location
Main House · Crawlspace – Under the floor, keep moving along the crawl space. A big red ride-on lawnmower sits on your left; the coin lies on it.
Why you can lose it
Take it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later. Missing it means the coin trophy waits for a full later run.
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.
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Save Room: Laundry RoomArea
Location
Main House · Laundry Room – The crawl space comes out in the Laundry Room. Reached on foot. Soon after you arrive, the phone rings: answer it to hear that the way out is the ornate door of the Main Hall.
Summary
The first safe room of the Main House, with a tape recorder, an item box and a phone.
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Start the crafting trophy now

1st Place at the Science Fair asks you to craft each of the eight Chem Fluid and Strong Chem Fluid recipes at least once in this run. Make each one the first time you have its ingredients, and keep spare Supplements in the item box: they are the scarcest ingredient. The full recipe list comes near the end of the run, at the Salt Mine office.

Lock Pick: Laundry RoomItemMissablePoint of no return
Location
Main House · Laundry Room – On the shelves near the Laundry Room door sits a small orange box. Examine it and turn it until you find the flap: the Lock Pick is inside.
Why you can lose it
Take it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later.
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
Opens the locked drawer just outside this room. If Master of Unlocking didn't pop in the Guest House tape, using this pick earns it.
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Locked Box: Main Corridor DrawerOtherMissablePoint of no return
Location
Main House · Main Corridor – Leave the Laundry Room by its door into the corridor and turn right. The drawer of the small white table in the corner, opposite the way down to the Garage, opens with the Lock Pick.
Why you can lose it
Open it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later.
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 locked drawer in the corridor outside the Laundry Room. It holds a First Aid Med.
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Deputy David AndersonNPC
Location
Main House · Main Corridor – After the Laundry Room phone call, wait in the corridor by the window near the corner table. He knocks on the glass and talks to you through it.
Summary
A deputy who turns up at a corridor window and hands you a way into the Garage.
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Knife (from the deputy)Key item
Location
Main House · Main Corridor – The crawl space ends in the Laundry Room. Answer the phone when it rings, then step out into the corridor. The deputy appears at the window near the corner table and hands the Knife through. If he doesn't show, walk to the end of the hall, open the double door, then come back.
Summary
Ethan's knife for the rest of the run. It cuts tape, breaks boxes and smashes Mr. Everywhere statuettes.
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Mr. Everywhere: Laundry RoomCollectibleMissablePoint of no return
Location
Main House · Laundry Room – Step back into the Laundry Room. The bobblehead sits on the shelf under the table with the tape recorder; it can't be broken until you have the Knife. Slash it once.
Why you can lose it
Break it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later. The statuette count carries over, so a later run can still make up for it.
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 statuettes. Breaking one counts as collecting it.
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He's Here, There, Everywhere!Achievement
Location
Main House · Laundry Room – Pops as the Laundry Room statuette shatters.
Summary
Earned by breaking the first Mr. Everywhere statuette.
Trophies
  • Bronze · PlayStationHe's Here, There, Everywhere!
  • Achievement · XboxHe's Here, There, Everywhere!
  • Achievement · SteamHe's Here, There, Everywhere!
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G17 HandgunWeapon
Location
Main House · Garage – From the deputy's window, the way to the Garage is on the left, down a few steps. Break the wooden box in the corner for ammo, cut the tape over the electric box with the Knife and go in. As soon as the scene ends, pick up the handgun lying on the floor near the deputy.
Summary
The deputy's handgun, and your gun from here on.
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Car KeyKey item
Location
Main House · Garage – Lying on the Garage's east-side workbench. Shoot Jack in the head to stagger him if he blocks the way, then grab the key and run for the car.
Summary
The key to Ethan's car, which is your best weapon in this fight.
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Garage fightBoss
Location
Main House · Garage – Get into the car with the Car Key before Jack does, start it and ram him into the walls again and again. If he takes the car instead, dodge it and shoot his head or the tyres until it breaks down. When he climbs out burning, shoot his head until the car blows up.
Requires
Summary
Jack can't be beaten with guns here; the car does the work.
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Ox StatuetteKey item
Location
Main House · Garage – A ladder drops in front of the workbench after the fight. Climb to the walkway above the Garage; the picture frame on the metal shelves has a screw on its back. Unscrew it to take the statuette, then push the shelf aside and drop down on the far side.
Requires
Summary
Unlocks the door from the corridor into the Main Hall.
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Mr. Everywhere: Main CorridorCollectibleMissablePoint of no return
Location
Main House · Main Corridor – Head along the corridor to the locked Main Hall door. Past it, at the east end of the hall, a barricaded nook is piled with junk; the bobblehead stands on a table among it. Break it with the Knife.
Why you can lose it
Break it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later. The statuette count carries over, so a later run can still make up for it.
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 statuettes.
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Open the Main Hall with the Ox StatuetteQuest step
Location
Main House · Main Corridor – Fit the Ox Statuette into the door at the end of the corridor and go through into the Main Hall.
Requires
Summary
The way out of the west wing, into the heart of the house.
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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.