Skip to content
0%, 0 of 312

All areas

Run 1 of 3 · Grouped by category

Current area: Run 3: Madhouse, the Ship to the End

On this device

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

Next up

Run 3: Madhouse, the Ship to the End

Madhouse on the ship, the swamp and the Salt Mine: the last nine coins, Mad Pelicans, the final fight and the Madhouse credits.

The last stretch of run 3 repeats run 1's ship, swamp and mine (sections 08 and 09), with the same puzzles and the same story. Eight Madhouse coins are on the ship and the 33rd lies on the swamp bank; the crawlspace and the half-flooded room at the start hold none on Madhouse, and neither does the mine. Two of the ship coins sit behind metal locks that need Corrosive, and Madhouse puts one fewer Corrosive on the ship, so read the budget below before you melt anything. Everything left on the ship is lost once you go through the No. 2 Engine Room door.

Empty hands again

The ship starts with no weapons and an item box that isn't linked to the one you have used so far. On Madhouse four-legged Molded guard two of the 1F corridors, so keep moving until you have a gun. The P19 Machine Gun is still in the 4F Captain's Cabin locker (its key is behind the Corrosive door next to the 2F Bunk Room), the MPM Handgun lies on the desk in the 3F Sick Bay instead of the Maintenance Room drawer, and the Survival Knife stands on the table-tennis table in the 1F Recreation Room, behind another Corrosive door. Each ship recorder has its own Cassette Tape beside it, and the 2F Guest Room has three.

Corrosive: one for every lock, none to spare

The ship has five Corrosives on Madhouse: one on the 2F Guest Room floor at the foot of the bed, three in the 2F Lounge painting safe and one in the 3F Sick Bay's north-east medicine cabinet (the Recreation Room spare of Easy and Normal is gone). Five metal locks take one each: the 2F door beside the Bunk Room, the 3F Control Room door, the 1F Recreation Room door, the S2 wall box with a coin, and the S2 Cargo Bay panel. The Control Room door is the way on, and the 3F railing coin lies beyond it; the S2 wall box is a coin. Keep one Corrosive in hand until that wall box is open.

Antique Coin: Ship Laundry Machine (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · 1F Laundry Room – Follow run 1's way in (section 08): from the shore into the hull, down through the crawlspace and out of the half-flooded room to 1F. The Laundry Room, where the fuse for the Stairwell door is, is the door left of the stairs. The coin is in the lowest washer in the room's south-west corner (at the back on the right as you come through the double doors); if it isn't there, check the other bottom machines.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
Report an issue
Save Room: Wrecked Ship Security (Madhouse, 1 tape)AreaNG+2
Location
Wrecked Ship · 3F Security – Fit the fuse in the Stairwell door, climb to 3F Security and play the Old Videotape there to its end, as in run 1. Back in the present, a recorder stands on the desk by the south-east door, with one Cassette Tape on that desk.
Summary
A tape recorder with no item box; it appears only once the Old Videotape has played.
Report an issue
Antique Coin: Ship Side Stairs (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · 4F Side Stairs – As in run 1: fit the fuse, play the Old Videotape in 3F Security, then pry open the elevator doors in the corridor beyond and climb the shaft ladder to 4F, where the Lug Wrench lies on the Captain's Cabin desk. Past the Bridge, go down the barricaded side stairs (the ones with a Mr. Everywhere statue) to their blocked bottom: the coin is next to the gas canisters.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
Report an issue
Save Room: Wrecked Ship Guest Room (Madhouse, 3 tapes)AreaNG+2
Location
Wrecked Ship · 2F Guest Room – Climb back down the shaft, open the elevator's roof hatch with the Lug Wrench and ride to 2F, as in run 1. Turn right along the corridor into the Guest Room: the recorder is on the north-west table, the three tapes on the south-east desk, and a Corrosive lies by the end of the bed on the floor. On Madhouse two Fat Molded roam this corridor; stepping in here makes them melt away, though they can come back.
Summary
A tape recorder and an item box (not linked to your earlier one), with three Cassette Tapes.
Report an issue
Antique Coin: Ship 2F Hall Table (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · 2F Main Corridor – From the side stairs, climb back down the elevator shaft, open the car's roof hatch with the Lug Wrench and ride to 2F. In the west part of the corridor, outside the Guest Room save room, the coin lies on a small half-round table. Two acid-spitting Molded patrol here on Madhouse.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
Report an issue
Antique Coin: Break Room Vase (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · 2F Break Room – Go through the Dining Room into the small room off it, on the way to the Lounge. In its south-west corner by the door, a little trolley holds a vase on its lower shelf: examine the vase for the coin.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
Report an issue
Open the Lounge painting safe (Madhouse, Corrosive ×3)Quest stepNG+2
Location
Wrecked Ship · 2F Lounge – Go on from the trolley into the Lounge. Turn the paintings on one wall until they match the paintings on the facing wall, as in run 1: the safe opens with three Corrosives inside.
Summary
The painting puzzle in the 2F Lounge opens a safe with three Corrosives: enough for the Control Room door and the S2 wall-box coin.
Report an issue
Antique Coin: Ship 3F Railing (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · 3F Main Corridor – Take the stairwell off the 2F corridor up to 3F and go through Security into the Control Room, as in run 1. Melt the metal lock on its other door with a Corrosive. In the torn-open corridor beyond, pass the door on the left (it leads on to the Sick Bay) and go to the far end: the coin rests on the railing at the north-west corner.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
Report an issue
Save Room: Wrecked Ship Maintenance Room (Madhouse, 1 tape)AreaNG+2
Location
Wrecked Ship · 1F Maintenance Room – Through the door on the left of that corridor, take the Power Cable in the Sick Bay as in run 1 (a Fat Molded comes as you pull it; the MPM Handgun is on the desk there on Madhouse). Ride the elevator down to 1F: the Maintenance Room off the corridor has the recorder on the desk, with a tape beside it.
Summary
A tape recorder with no item box, and one Cassette Tape.
Report an issue
Antique Coin: S2 Corridor Corner (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · S2 Straight Corridor – With the Power Cable from the Sick Bay (if you skipped the row above: through the door on the left of the 3F corridor and the Shower Room, where a Fat Molded comes for you as you pull it), repair the elevator as in run 1: take the fuse back out of the 1F Stairwell door and fit it and the cable in the elevator. Ride down to S2, go past the cupboard and along the corridor with the big pipe, and as you enter the next corridor turn right: the coin lies on the floor of the north-east corner.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
Report an issue
Antique Coin: S2 Wall Panel (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · S2 Workers Access Passage 2 – Go on into No. 1 Engine Room, where a Fat Molded waits on Madhouse: you can run past it up the stairs and out through the double doors. In the passage beyond, the locked wall box in the north-west corner has a metal lock: melt it with a Corrosive for the coin.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
Report an issue
Before you enter No. 2 Engine Room

Going through the No. 2 Engine Room door ends this part of the ship, and it can't be boarded again. First take all seven ship coins so far: the Laundry Room washer, the 4F side stairs, the 2F corridor table, the Break Room vase, the 3F railing, the S2 corridor floor and the S2 wall box. A spare Corrosive opens the Cargo Bay wall panel off this passage, with two Remote Bombs. What you carry goes to the item box for later.

Antique Coin: Pressure Gauge Room Desk (Madhouse)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
Wrecked Ship · S2 Pressure Gauge Room – Go through the door to No. 2 Engine Room. If the serum went to Zoe at the Boat House, a fight starts there: pick up the Crowbar from the floor in the south-east corner, block each attack and hit back while the guard is down; otherwise you are forced out of the room with no fight. Either way you leave with the Tissue Samples. On the way off the ship you come to a room with a chain-link fence to crawl through: before you crawl, the coin is on the workbench to the right of the door.
Why you can lose it
The ship is left behind once you jump down into the swamp. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Jumping down from the ship into the swamp.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
Report an issue
Before you jump into the swamp

The way off the ship ends with a drop into the swamp, and the ship can't be boarded again. Take the coin on the workbench of the room with the chain-link fence first.

Escape the ship (Madhouse)Hidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Wrecked Ship · Way off the ship – Crawl on through the fence, follow the way out of the hull and jump down into the swamp, as at the start of run 1's section 09.
Summary
The way off the wreck and into the swamp.
Report an issue
Antique Coin: Swamp Bank (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Swamp · Swamp – Wade on through the swamp toward the shack. Where a big fallen trunk blocks the way, hop over it and watch the right-hand edge of the water: the coin lies on the northern bank on your right, just past the trunk.
Why you can lose it
The swamp is left behind once the elevator takes you down into the Salt Mine; only another Madhouse run can make up a missed coin.
Point of no return
Riding the elevator from the Swamp down into the Salt Mine.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run. On this walk it is the last.
Report an issue
Mad PelicansAchievementMissablePoint of no returnNG+2
Location
Swamp · Swamp – Earned with all 33 coins of this run in hand; on this walk the swamp coin completes the set. If no trophy shows after it, a coin was missed earlier, and only another Madhouse run can earn it.
Why you can lose it
The last coin is lost once the elevator takes you down into the Salt Mine, and coins don't carry between runs, so only another Madhouse run can earn it.
Point of no return
Riding the elevator from the Swamp down into the Salt Mine.
Summary
Trophy for all 33 Madhouse Antique Coins in one Madhouse run; spending them at the cages doesn't matter.
Trophies
  • Silver · PlayStationMad Pelicans
  • Achievement · XboxMad Pelicans
  • Achievement · SteamMad Pelicans
Report an issue
Save Room: Mine Office (Madhouse, 1 tape)AreaNG+2
Location
Swamp · Mine Office – Wade on to the shack and climb in from under its platforms, as in run 1. The recorder is on the south-west table with one tape beside it, by the item box that holds your earlier gear (opening it is part of the story). The coin cages stand here too, with anything already paid kept: the last place to spend coins, though 33 coins can't buy every cage, so one reward stays shut.
Summary
A tape recorder, an item box with your earlier gear in it, and the coin cages.
Report an issue
Before you ride the elevator down

The swamp and the Mine Office stay behind once the elevator goes down. The swamp-bank coin must be in hand (Mad Pelicans goes with it), and the cages can't be paid after this. Take guns and ammo from the box: on Madhouse the mine has more Fat Molded, and bombs on the ladder near the end that you need to shoot.

Save Room: Salt Mine Office (Madhouse, 1 tape)AreaNG+2
Location
Salt Mine · Office – Down in the mine, follow run 1 past the tripwire room and the minecart to the lab where the E-Necrotoxin is made. The office through the lab's south door has the recorder on the desk with one tape beside it, and the item box in the south-west corner: no box comes after this one.
Summary
A tape recorder with one Cassette Tape, and the last item box of the run.
Report an issue
Cassette Tape: Spiralling CavernConsumableNG+2
Location
Salt Mine · B1 Spiralling Cavern – From the office, go through the flooded cave into the mine shaft and fight up the spiralling cavern as in run 1. On its top level, the tape sits by the barrels in the corner of the fenced area on the east side.
Summary
A loose Cassette Tape: enough for one more save, at the Exit Passage recorder.
Report an issue
Save Room: Salt Mine Exit Passage (Madhouse, 1 tape)AreaNG+2
Location
Salt Mine · B1 Exit Passage – Past the drop at the top of the climb and the two Fat Molded, climb the ladder and crawl through the gap into the Exit Passage. The recorder sits on the big wooden spool in the east part, with a tape on it. Save here before you push the boards.
Summary
The last tape recorder of the run, with one Cassette Tape and no item box.
Report an issue
Beat the final boss and see the credits (Madhouse)Hidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Guest House · Attic – From the swamp, play on as in run 1 (section 09): the Mine Office box, the elevator, the lab (put the Tissue Samples in the sample case for the E-Necrotoxin), the climb and the Exit Passage boards into the Guest House, then up to the attic. On Madhouse the cave climb brings more Molded and three Fat Molded, and tripwire bombs wait on the ladder up: shoot them from range. In the final fight, block the bursts, close in and use the E-Necrotoxin, then shoot the growths with your strongest gun; once you are pinned, fire the pistol you are handed into the mouth.
Summary
The rest of run 1's last stretch, on Madhouse, to the end of the game.
Report an issue
Who's Your Daddy Now?AchievementNG+2
Location
Guest House · Credits – Pops as the Madhouse credits roll. A Madhouse clear also unlocks Infinite Ammo.
Summary
Trophy for finishing the game on Madhouse.
Trophies
  • Silver · PlayStationWho's Your Daddy Now?
  • Achievement · XboxWho's Your Daddy Now?
  • Achievement · SteamWho's Your Daddy Now?
  • Platinum · PlayStationBiosplattered
Report an issue

That ends the three runs of the main game, and with them every base-game trophy. The four DLC packs follow.

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.