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

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Run 1: The Yard and the Old House

From the Yard and Zoe's Trailer through the Old House and the Greenhouse to the D-Series Arm upstairs.

The Yard is quiet, and Zoe's Trailer is a save room with an item box and the coin cages. The Old House past it is where several one-time trophies sit: earn Slash Slash, Slashity Slash!, Back Off, Mrs. B! and Less is More while the Old House is being searched, and Fly Swatter in the Greenhouse fight, with a manual save before each attempt. Nothing in the Yard, the Old House or the Greenhouse can be reached again once both keycards open the Testing Area gate later on, so this walk takes everything on the way.

Lock Pick: Yard PorchItemMissablePoint of no return
Location
Yard · Courtyard – Step out of the Main Hall door you opened with the three Dog's Heads and go down the porch steps. The pick sits in a small pot on the steps; a pot on the far side holds a herb.
Why you can lose it
The Yard closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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 and breaks. Two locked boxes wait in this section.
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Antique Coin: Yard Plant PotCollectibleMissablePoint of no return
Location
Yard · Courtyard – Step out of the Main Hall door onto the porch, go down and turn right through the bushes beside the steps. The coin lies on a stone plant pot tucked behind the porch steps on that side.
Why you can lose it
The Yard closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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; the Trailer's cages take them.
Report an issue
Repair Kit: Under the PorchItemMissablePoint of no return
Location
Yard · Courtyard – From the coin, walk along the front of the porch to the space between its two flights of steps. Pull away the metal sheet below the porch, squeeze into the crawl space and break the box inside.
Why you can lose it
The Yard closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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 two Repair Kits; it mends the Broken Handgun from the Trailer or the Broken Shotgun.
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Mr. Everywhere: Trailer StepsCollectibleMissablePoint of no return
Location
Yard · Courtyard – Cross the Yard to the white trailer at the back. Crouch at its entrance steps: the statue hides under the second-to-last step.
Why you can lose it
The Yard closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A statue missed here can still be broken on a later run, since the statue 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 statues; break it with the knife or a shot.
Report an issue
Save Room: TrailerArea
Location
Yard · Trailer – Climb the steps into the trailer; it is a save room as soon as you walk in. The tape recorder and the item box are on its west side.
Summary
Zoe's trailer: a tape recorder, an item box, a VHS player and the three coin cages.
Report an issue
Antique Coin: Trailer TableCollectibleMissablePoint of no return
Location
Yard · Trailer – Inside the trailer, go to the seating area on the east side. The coin is on the table, next to the cage that costs nine coins.
Why you can lose it
The Trailer closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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.
Report an issue
File: Zoe's Investigation NotesCollectibleMissablePoint of no return
Location
Yard · Trailer – In the trailer, the notes are pinned to the board on the right of the fridge.
Why you can lose it
The Trailer closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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 Normal run; a file counts once it has been read.
Report an issue
Broken HandgunWeaponMissablePoint of no return
Location
Yard · Trailer – On the bed in the trailer. Combine it with the porch Repair Kit if you want the handgun now; the second Repair Kit comes later in the Testing Area.
Why you can lose it
The Trailer closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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 broken M19 handgun; a Repair Kit turns it into a working gun.
Report an issue
Coin Cage: Trailer, SteroidsOther
Location
Yard · Trailer – Two cages sit on the bench opposite the trailer door; the Steroids one takes three coins. Coins put in a cage stay there, and the same cages turn up later in the Swamp's Mine Office, so any cage can be finished on a later visit.
Summary
Three Antique Coins open this cage for Steroids, which raise Ethan's maximum health.
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Coin Cage: Trailer, StabilizerOther
Location
Yard · Trailer – The second cage on the bench opposite the door. With the nine coins a full walk holds by now, open this one and the Steroids cage, or the 44 MAG cage alone; the cages keep paid coins, so finish the rest later here or at the Mine Office.
Summary
The other cage on the bench holds a Stabilizer, a permanent weapon upgrade.
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Coin Cage: Trailer, 44 MAGOther
Location
Yard · Trailer – The cage on the table in the east seating area, beside where the trailer coin lay. The 18 coins of a Normal run pay for all three cages.
Summary
Nine Antique Coins open this cage for the 44 MAG, a heavy revolver.
Report an issue
Zoe's call: search the Old House for the serumQuest step
Location
Yard · Trailer – The trailer phone rings while you are inside or as you head for the door; answer it. Then follow the path north-east across the Yard, past the dolls, to the Old House gate.
Summary
Zoe phones the trailer and sends Ethan to the Old House to look for the serum.
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Burner GripKey item
Location
Old House · Back Porch – Inside the Old House, turn left (the right side is thick with insects) and go through the Guest Room to the hall, where the Old House Map lies. Cross the Gallery with the projector and step out onto the Back Porch: the grip is in the trash bin facing the Gallery doors.
Summary
Half of the Burner, a flamethrower that clears the insect nests blocking the Old House.
Report an issue
Save Room: Old ShackArea
Location
Old House · Old Shack – From the Back Porch, cross the plank bridge to the shack at the end of the walkway. It is a save room as soon as you enter; the tape recorder is on the desk opposite the door.
Requires
Summary
The Old House save room, with a tape recorder and an item box.
Report an issue
Backpack: Old ShackUpgradeMissablePoint of no return
Location
Old House · Old Shack – From the Back Porch, cross the plank bridge to the Old Shack. The Backpack is on the desk beside the tape recorder.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit; don't count on a spare turning up 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.
Requires
Summary
The first of three Backpacks; each adds inventory slots.
Report an issue
In the BagAchievement
Location
Old House · Old Shack – From the Back Porch, cross the plank bridge to the Old Shack and take the Backpack lying on the desk by the tape recorder; the trophy pops as it is picked up.
Requires
Summary
Trophy for picking up a Backpack.
Trophies
  • Bronze · PlayStationIn the Bag
  • Achievement · XboxIn the Bag
  • Achievement · SteamIn the Bag
Report an issue
Mr. Everywhere: Old ShackCollectibleMissablePoint of no return
Location
Old House · Old Shack – In the Old Shack, look at the shelf on the wall in the corner by the item box: the statue stands next to a picture frame.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A statue missed here can still be broken on a later run, since the statue 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.
Requires
Summary
One of the 20 Mr. Everywhere statues.
Report an issue
Locked Box: Old House Dining RoomOtherMissablePoint of no return
Location
Old House · Dining Room – Go back through the Gallery to the hall and on to the Dining Room. Use a Lock Pick on the drawer by the sink; the Yard pick works, and another lies on the walkway just ahead.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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 holding a First Aid Med.
Report an issue
Lock Pick: Old House WalkwayItemMissablePoint of no return
Location
Old House · Walkway – Leave the Dining Room by its outside door onto the walkway toward the Water Station. Go to the right-hand end of the deck: the pick is inside the orange metal case on the trolley.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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 second Lock Pick; the locked drawer in the Greenhouse needs one.
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Things Got PersonalAchievement
Location
Old House · Walkway – On the walkway toward the Water Station (out of the Dining Room's outside door, if you skipped the row above), large flying insects rest on the walls. Walk up to one with the knife and swing: one hit kills it, but the small swarms don't count.
Summary
Trophy for finishing an enemy with the knife.
Trophies
  • Bronze · PlayStationThings Got Personal
  • Achievement · XboxThings Got Personal
  • Achievement · SteamThings Got Personal
Report an issue
Burner NozzleKey item
Location
Old House · Water Station – Follow the walkway across the water to the small shed, the Water Station. The nozzle is on the table opposite the door; combine it with the Burner Grip from the inventory.
Requires
Summary
The second Burner part; combine it with the Grip to build the Burner.
Report an issue
Antique Coin: Cellar StairsCollectibleMissablePoint of no return
Location
Old House · Cellar Stairs – Back in the Dining Room, take the door into the Living Room and burn its round insect nests with the Burner. Crawl through the opening at the fireplace and follow the passage down: the coin is on the white trolley just before the Cellar door.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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.
Report an issue
Mr. Everywhere: Cellar StairsCollectibleMissablePoint of no return
Location
Old House · Cellar Stairs – From the coin, turn round. The statue stands beside the wooden pallet against the wall of the stairway.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A statue missed here can still be broken on a later run, since the statue 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 statues.
Report an issue
Stone StatuetteHidden spoiler – activate to revealKey itemMinor spoiler
Location
Old House · Cellar – Go through the door into the Cellar; a scene plays. The statuette is on the workbench, and once it is taken Marguerite starts hunting Ethan through the Old House.
Summary
The figure for the shadow puzzle in the Gallery. Taking it sets Marguerite loose in the house.
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Three trophies while Marguerite roams

Marguerite now stalks the Old House. Slash Slash, Slashity Slash!, Back Off, Mrs. B! and Less is More are easiest now, and Back Off, Mrs. B! only counts while she roams, so earn it before the Crow door. Save at the Old Shack before fighting her; reloading that save afterwards gives the ammo back, but anything picked up since the save must be taken again.

Slash Slash, Slashity Slash!Hidden spoiler – activate to revealAchievementMissablePoint of no returnMinor spoiler
Location
Old House · Living Room – On the way back out from the Cellar, Marguerite shuts a door ahead and covers it with insects. Equip the knife, stay just out of their reach and slash until the door is bare, crouching for the low ones. The Dining Room cabinet's bugs count too, and a Greenhouse door is the last chance.
Why you can lose it
Bug-covered doors are only met in the Old House and the Greenhouse; the last sure one is the Greenhouse door before that fight. Runs 2 and 3 replay the house if it is missed.
Point of no return
Marguerite falls at the end of the Greenhouse fight.
Summary
Trophy for knifing every insect off a bug-covered door.
Trophies
  • Bronze · PlayStationSlash Slash, Slashity Slash!
  • Achievement · XboxSlash Slash, Slashity Slash!
  • Achievement · SteamSlash Slash, Slashity Slash!
Report an issue
Back Off, Mrs. B!Hidden spoiler – activate to revealAchievementMissablePoint of no returnMinor spoiler
Location
Old House · Dining Room – Save at the Old Shack, then find her around the Dining Room. Burn her insect swarms with the Burner and put shotgun or handgun shots into her head; when she has taken enough she shoves Ethan to the floor and flees, and the trophy pops.
Why you can lose it
Only possible while Marguerite roams the Old House; the chance is gone by the Greenhouse fight, so earn it before the Crow door. Runs 2 and 3 give another chance.
Point of no return
Marguerite falls at the end of the Greenhouse fight.
Summary
Trophy for hurting Marguerite until she knocks Ethan down and runs, during her Old House roaming.
Trophies
  • Silver · PlayStationBack Off, Mrs. B!
  • Achievement · XboxBack Off, Mrs. B!
  • Achievement · SteamBack Off, Mrs. B!
Report an issue
Less is MoreHidden spoiler – activate to revealAchievementMinor spoiler
Location
Old House · Dining Room – In the same fight, fire the shotgun into one of her insect swarms: one blast kills several. Two big flies together work as well, and later the Grenade Launcher can take out a pair of Molded.
Summary
Trophy for killing two or more enemies with a single shot.
Trophies
  • Silver · PlayStationLess is More
  • Achievement · XboxLess is More
  • Achievement · SteamLess is More
Report an issue
Spider shadow puzzleQuest step
Location
Old House · Gallery – Go to the Gallery (waiting in the Old Shack until Marguerite leaves it helps). Put the Stone Statuette on the plinth in the projector light and turn it until its shadow on the painting is a spider; a passage opens to the far side of the Dilapidated Room.
Summary
The Gallery's shadow plinth opens a hidden passage when the Stone Statuette casts a spider.
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File: Marguerite's WarningCollectibleMissablePoint of no return
Location
Old House · Dilapidated Room – Through the passage, you come out across the broken floor of the Dilapidated Room. The note is pinned by the Crow door on the west wall, the one that leads upstairs; read it now, before the key.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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 Normal run.
Report an issue
Mr. Everywhere: Crank CrawlspaceCollectibleMissablePoint of no return
Location
Old House · Dilapidated Room – Drop into the crawl space through the hole in the floor of this side of the room. The statue is on a metal shelf unit on the left as you crawl in.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A statue missed here can still be broken on a later run, since the statue 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 statues.
Report an issue
CrankKey item
Location
Old House · Dilapidated Room – Keep crawling to the far end of the crawl space and take the Crank from the floor. Climb out and fit it to the mechanism beside the gap in the floor: a bridge slides across toward the Entrance.
Summary
A handle for the bridge mechanisms here; it is needed again at the Boat House.
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Crow KeyKey item
Location
Old House · Outhouse – Head back through the Dining Room to the walkway by the Water Station, burning any nest in the way. Fit the Crank to the northern drawbridge, cross to the outhouse and open the white chest.
Requires
Summary
Opens the Crow doors: the stairs up to the Altar here and the Supplies room in the Main House.
Report an issue
Antique Coin: OuthouseCollectibleMissablePoint of no return
Location
Old House · Outhouse – In the outhouse, the coin sits on the toilet's cistern lid, just right of the chest.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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 18 Antique Coins of a Normal run.
Report an issue
Before the Crow door

Walking up to the Crow door starts a fight. Earn Back Off, Mrs. B! and Less is More before you go, as Back Off only counts while she roams the house; Slash Slash, Slashity Slash! still has a Greenhouse door if the house's doors were missed.

Pit fight at the Crow doorHidden spoiler – activate to revealBossMinor spoiler
Location
Old House · Dilapidated Room – Walk back through the Dining Room and the hall to the Entrance, then cross the Crank bridge to the Crow door on the west side of the Dilapidated Room; a scene starts the fight. Burn her swarm first, then shoot her in the head with the handgun or shotgun until she drops, climb the ladder and unlock the Crow door.
Requires
Summary
Marguerite drags Ethan into a pit at the foot of the Altar stairs and fights him there.
Report an issue
File: Serum DocumentationCollectibleMissablePoint of no return
Location
Old House · Altar – Through the Crow door and up the stairs, the Altar is straight ahead. Open the big case on the table facing the door; the document is in its lid.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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 Normal run.
Report an issue
Read the serum file and take Zoe's callQuest step
Location
Old House · Altar – Answer the phone at the Altar. Then look at the door upstairs with the scale on it: it needs a counterweight, the Lantern, which comes from the Greenhouse.
Summary
Opening the case at the Altar brings a call from Zoe on the Altar phone.
Report an issue
File: Marguerite's NotebookCollectibleMissablePoint of no return
Location
Old House · Piano Room – From the Altar, take the room to the north. The notebook lies on the table beside the piano.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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 Normal run.
Report an issue
Mr. Everywhere: AltarCollectibleMissablePoint of no return
Location
Old House · Altar – Go to the room with the scale on its door, lit from the hall. The statue is on the chest of drawers by a candelabra, facing the scale.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A statue missed here can still be broken on a later run, since the statue 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 statues.
Report an issue
Antique Coin: Altar DrawersCollectibleMissablePoint of no return
Location
Old House · Altar – In the same room, open the small chest of drawers in the corner at the end: the coin is inside.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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.
Report an issue
Follow the tunnel to the Greenhouse and open the Yard gateQuest step
Location
Greenhouse · Old Yard – Go back down to the pit at the foot of the Altar stairs, climb down the ladder and follow the tunnel until it comes up outside by the Greenhouse. Turn round and unlock the gate to the Yard: it is a short way back to the Trailer.
Summary
The pit Marguerite fell into leads under the house to the Greenhouse, where the Lantern is.
Report an issue
Treasure Photo (Toilet)Key itemMissablePoint of no return
Location
Greenhouse · Old Yard – At the foot of the outside stairs up to the Greenhouse's upper floor, the photo is tucked into the arch under the stairs. Keep it until you next check the Trailer toilet.
Why you can lose it
The Greenhouse closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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 a toilet that points to hidden ammo in the Trailer; it only has to be carried once.
Report an issue
Locked Box: Greenhouse Potting RoomOtherMissablePoint of no return
Location
Greenhouse · Potting Room – Climb the outside stairs into the Greenhouse's upper floor. Use a Lock Pick on the white desk drawer before you drop through the broken floor.
Why you can lose it
The Greenhouse closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
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 holding Flame Rounds.
Report an issue
Before the Greenhouse fight

The fight starts on the stairs after you drop through the broken floor, and it decides two trophies. Fly Swatter can only be earned in it, and Back Off, Mrs. B! is lost by now if it was not earned. Save at the Trailer through the new Yard gate before you go up. If Slash Slash, Slashity Slash! is still missing, clear the bug-covered door in the downstairs hallway first.

Fly SwatterHidden spoiler – activate to revealAchievementMissablePoint of no returnMinor spoiler
Location
Greenhouse · Greenhouse – During the fight she climbs a wall or the ceiling, stops to stare, then leaps at Ethan. Fire the shotgun the moment she jumps; she only climbs two or three times, so reload the save if she dies before the trophy pops.
Why you can lose it
Only possible in the Greenhouse fight. Save before it and reload if she dies first; runs 2 and 3 replay the fight.
Point of no return
Marguerite falls at the end of the Greenhouse fight.
Summary
Trophy for shooting Marguerite out of a leap in the Greenhouse fight.
Trophies
  • Silver · PlayStationFly Swatter
  • Achievement · XboxFly Swatter
  • Achievement · SteamFly Swatter
Report an issue
Greenhouse fightHidden spoiler – activate to revealBossMinor spoiler
Location
Greenhouse · Greenhouse – Drop through the hole in the upper floor, then head for the stairs: she bursts in through the window. Aim for her belly with the shotgun, or burn her with the Burner, as fuel lies all over the building, and keep moving when she hides in the walls.
Summary
The boss fight with Marguerite, across both floors of the Greenhouse.
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LanternKey item
Location
Greenhouse · Greenhouse – Pick it up in the Greenhouse where the fight ends, then leave by the gate in the south-east corner and take the manhole back down to the Old House pit.
Summary
The counterweight for the scale door upstairs in the Old House.
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D-Series ArmKey item
Location
Old House · Hidden Room – Climb back to the Altar, hang the Lantern on the scale door and walk through the Kid's Room and the Contaminated Room to the Detention Room at the end of the hall. Crouch and push the wall behind the bed to reach the hidden room and the arm. Molded attack on the way back, and the Altar phone rings.
Requires
Summary
The first of the two parts Zoe needs for the serum.
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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.