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

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Run 1: The Swamp and the Salt Mine

Off the wreck and through the swamp, the Mine Office, the Salt Mine and its lab, then back to the Guest House for the final fight and the credits.

This stretch runs from the swamp below the wreck to the end of run 1. The Mine Office in the swamp is the last place to spend Antique Coins, the lab deep in the mine holds the last five files, and the Exit Passage has the last tape recorder of the run. Several points on the way can't be walked back through, so each one has a warning: clear what it names first.

Take your gear from the item boxQuest step
Location
Swamp · Mine Office – Leave No. 2 Engine Room and the ship and jump down into the swamp; Into the Depths pops here. Wade to the shack and climb in from under its wooden platforms, then go through to the save room. Open the item box in its south-west corner: your earlier gear is there, with everything picked up on the ship added.
Summary
The swamp shack holds the Mine Office save room, and its item box is one of the story's three forced item box uses.
Trophies
  • Bronze · PlayStationInto the Depths
  • Achievement · XboxInto the Depths
  • Achievement · SteamInto the Depths
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Save Room: Mine OfficeArea
Location
Swamp · Mine Office – The same room: the tape recorder stands on the table in the south-west corner, by the item box. It is open as soon as you arrive.
Summary
A save room with a tape recorder, an item box and the coin cages from the Trailer.
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Coin Cage: Mine Office (spend remaining coins)OtherMissablePoint of no return
Location
Swamp · Mine Office – The cages stand in the Mine Office save room. Open any you haven't yet: Steroids takes three coins and the 44 MAG nine, and the 18 coins of a Normal run pay for all three cages. Spending coins does not cost you the coin trophy.
Why you can lose it
The Mine Office is left behind once the elevator takes you down into the mine, so open every cage you can afford before you ride it.
Point of no return
Riding the elevator from the Swamp down into the Salt Mine. The Mine Office and its coin cages stay behind for the rest of this run.
Summary
The Trailer's three coin cages, moved here with every coin already paid still in them. It is the last place in the run to spend Antique Coins.
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Backpack: Mine Office (only if the first two were missed)UpgradeMissablePoint of no return
Location
Swamp · Mine Office – If it spawned, it lies in a corner of the Mine Office. This walk takes the Old Shack Backpack, so expect nothing here; if one is there, take it before you ride the elevator down, as the office isn't visited again.
Why you can lose it
If it spawned, the Mine Office is left behind once the elevator takes you down into the mine, so take it before you ride.
Point of no return
Riding the elevator from the Swamp down into the Salt Mine. The Mine Office and its coin cages stay behind for the rest of this run.
Summary
A spare Backpack that only turns up if both the Old Shack and the Main House Storage Backpacks were skipped.
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Mr. Everywhere: Mine OfficeCollectibleMissablePoint of no return
Location
Swamp · Mine Office – Step back out of the save room and look back at the shack: the statue stands on the windowsill, with some 44 MAG ammo below it. Shoot it from outside.
Why you can lose it
The Mine Office is left behind once the elevator takes you down into the mine. The statue count carries over between runs, so a later run can still break it.
Point of no return
Riding the elevator from the Swamp down into the Salt Mine. The Mine Office and its coin cages stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere statues.
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Before you ride the elevator down

The Mine Office stays behind once the elevator goes down. Open every coin cage you can still afford (the 18 coins pay for all three), break the statue on the shack's window, and take the spare Backpack if one turned up. Take the weapons you want from the box: the next item box is deep in the mine. On the way, four Molded come round the corner past the mine carts and two more meet you at the elevator.

A ledge you can't climb back up

Past the tripwire room a ledge drops you into the room beyond, and it can't be climbed again. Only supplies are left behind: search the tripwire room's crates for ammo before you jump.

Push the minecart through the barricadeQuest step
Location
Salt Mine · Mine Cart Tunnel – Follow the path from the Mine Office past the mine carts and ride the elevator down. At the bottom, kill the four-legged Molded, then creep along the left wall of the tripwire room and lure the two Molded beyond back into its blasts. Drop from the ledge into the Crossroads (two Remote Bombs in the nook ahead), take the left-hand tunnel, kill two more Molded and shove the cart down the track into the barricade.
Summary
The cart breaks open the way on through the mine.
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Mr. Everywhere: Salt Mine North CavernCollectibleMissablePoint of no return
Location
Salt Mine · North Cavern – Through the hole the cart made, you reach a big cavern with metal stairs up to a walkway. Stay on the ground: go under the walkway past the carts and look up and to the left at the platform on the south wall, where the statue stands among barrels below the railing. It can only be seen from down here.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area. The statue count carries over between runs, so a later run can still break it.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere statues.
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File: Email LogCollectibleMissablePoint of no return
Location
Salt Mine · Cultivation Room – Climb the cavern's metal stairs, shooting the tripwires up there from a distance, and go into the Cultivation Room. The Email Log is on the laptop on the north workbench by the door.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area. A missed file means the file trophy waits for another Easy or Normal run.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays 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.
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Steroids: Salt Mine Cultivation RoomUpgradeMissablePoint of no return
Location
Salt Mine · Cultivation Room – In the same room, on the floor beside the boarded-up bathtubs.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays behind for the rest of this run.
Summary
A permanent rise in Ethan's maximum health.
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File: Infection ReportCollectibleMissablePoint of no return
Location
Salt Mine · Storage Space – Go on into the lab next door. The report lies on the shelves on your right as you come in, by the books.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area. A missed file means the file trophy waits for another Easy or Normal run.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays 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.
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File: E-Necrotoxin DocumentCollectibleMissablePoint of no return
Location
Salt Mine · Storage Space – Open the large sample case toward the south-east of the lab: the document is inside. Read it.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area. A missed file means the file trophy waits for another Easy or Normal run.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays 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.
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E-NecrotoxinKey item
File: R&D Report [1 of 2]CollectibleMissablePoint of no return
Location
Salt Mine · Storage Space – On the workbench in the lab's south-east corner, behind the sample case, next to a cat carrier.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area. A missed file means the file trophy waits for another Easy or Normal run.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays behind for the rest of this run.
Requires
Summary
One of the 32 files of a Normal run; a file counts once it has been read.
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File: R&D Report [2 of 2]CollectibleMissablePoint of no return
Location
Salt Mine · Storage Space – Up a few stone steps, on the desk with the stacks of binders that faces the lab's south door.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area. A missed file means the file trophy waits for another Easy or Normal run.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays 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. For this walk it is the last of the 32.
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The Devil Is in the DetailsAchievementMissablePoint of no return
Location
Salt Mine · Storage Space – Pops as the 32nd file is read: on this walk, the second R&D Report. If it doesn't, a file was missed earlier; the Stats screen in the pause menu shows how many you have.
Why you can lose it
All 32 must be read in this run, and the last five are in the Cultivation Room and this lab, which stay behind at the Exit Passage boards. A file missed anywhere in the run means another Easy or Normal run.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays behind for the rest of this run.
Summary
Trophy for reading all 32 files in one run.
Trophies
  • Silver · PlayStationThe Devil Is in the Details
  • Achievement · XboxThe Devil Is in the Details
  • Achievement · SteamThe Devil Is in the Details
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Save Room: Salt Mine OfficeArea
Location
Salt Mine · Office – Leave the lab by its south door into the office: the tape recorder is on the desk and the item box in the south-west corner. It is open as soon as you arrive. Take out the weapons, ammo and healing you want for the end: no box comes after this one.
Requires
Summary
A save room with a tape recorder and the last item box of the run.
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The eight recipes for 1st Place at the Science Fair
IngredientsMakes
Herb + Chem FluidFirst Aid Med
Herb + Strong Chem FluidStrong First Aid Med
Gunpowder + Chem FluidHandgun Ammo
Gunpowder + Strong Chem FluidEnhanced Handgun Ammo
Solid Fuel + Chem FluidBurner Fuel
Solid Fuel + Strong Chem FluidFlame Rounds
Supplements + Chem FluidPsychostimulants
Supplements + Strong Chem FluidNeuro Rounds
1st Place at the Science FairAchievementMissablePoint of no return
Location
Salt Mine · Office – In the office south of the lab, with the last item box, take out the ingredients you stored and craft every recipe in the table above that you haven't made yet; a crafted item can be thrown away at once. Supplements are the scarcest ingredient, and a Separating Agent breaks a crafted item back down if you are short.
Why you can lose it
Treat it as one run: craft all eight before the final fight ends the run. If it is missed, a later run can still earn it.
Point of no return
Going into the Guest House attic: the final fight starts, and the run ends with it.
Requires
Summary
Trophy for crafting each of the eight recipes at least once in the run.
Trophies
  • Bronze · PlayStation1st Place at the Science Fair
  • Achievement · Xbox1st Place at the Science Fair
  • Achievement · Steam1st Place at the Science Fair
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Before the flooded cave and the climb

The climb ahead ends with a drop you may not be able to climb back up, and two Fat Molded wait past it. Before you go on, break the North Cavern statue and take the Cultivation Room and lab pickups: the Email Log, the Infection Report, the E-Necrotoxin Document, both R&D Reports and the Steroids. Bring strong weapons from the box: the Grenade Launcher, the 44 MAG or Neuro Rounds.

Climb the mine through the Molded wavesHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Salt Mine · Spiralling Cavern – From the office south of the lab, go down the stairs and left into the flooded cave, then into the mine shaft on the right. Fight up the spiralling cavern as the Molded keep coming, drop down at the top and kill the two Fat Molded (Remote Bombs, the Grenade Launcher or the 44 MAG), staying clear of their wide spit. Then climb the ladder on the side they came from.
Requires
Summary
Waves of Molded come at you all the way up the mine, and two Fat Molded wait at the top.
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Save Room: Exit PassageArea
Location
Salt Mine · Exit Passage – Above the ladder, crawl through the narrow gap into the Exit Passage. The tape recorder sits on the big wooden cable spool; it is open as soon as you arrive.
Summary
The last tape recorder of the run. There is no item box.
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Before you push the boards

Pushing through the boards at the end of the passage leaves the Salt Mine behind for good. It locks the North Cavern statue, the five files of the Cultivation Room and the lab (Email Log, Infection Report, E-Necrotoxin Document and both R&D Reports), the Cultivation Room Steroids and The Devil Is in the Details. Save here: it is the last tape recorder before the end.

Mr. Everywhere: Guest House B1 StoreroomCollectibleMissablePoint of no return
Location
Guest House · Storeroom – Above the ladder, crawl on into the Exit Passage and push through the boards at its end: you come out in the Guest House basement storeroom. The statue is on a low shelf of the shelving in the middle of the room, on the far side of the central pillar from the sofa.
Why you can lose it
The final fight ends the run, so break it on the way through the basement. The statue count carries over between runs, so a later run can still break it.
Point of no return
Going into the Guest House attic: the final fight starts, and the run ends with it.
Summary
One of the 20 Mr. Everywhere statues. The last one, and it only appears on this visit.
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Mr. NowhereAchievement
Location
Guest House · Storeroom – Pops as the 20th statue breaks; on this walk, the one in the storeroom. The count carries over between runs, so a statue missed here can still be broken on run 2 or 3.
Summary
Trophy for breaking all 20 Mr. Everywhere statues.
Trophies
  • Silver · PlayStationMr. Nowhere
  • Achievement · XboxMr. Nowhere
  • Achievement · SteamMr. Nowhere
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Return to the Guest House and climb to the atticHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Guest House · Kitchen – Go on through the basement and up into the house; the kitchen is a forced stop on the way. Then make for the stairs and keep climbing toward the attic. The figures that come at you on the way do no harm and vanish after a single shot.
Summary
The way to the final fight leads up through the Guest House.
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Before you go into the attic

The attic starts the final fight, and the credits follow it with no way back. Break the storeroom statue in the basement and craft any recipe still missing for 1st Place at the Science Fair first.

Final fightHidden spoiler – activate to revealBossMinor spoiler
Location
Guest House · Attic – Go into the attic. Raise your guard and walk into the bursts of force until you are close, then use the E-Necrotoxin. When the fight moves outside, keep shooting while you are held up; once you fall, pick up the pistol dropped to you (the Albert-01R) and fire into the open mouth until it is over.
Summary
The last fight of the run, in the Guest House attic and then outside.
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Cure Zoe (ending 2)Hidden spoiler – activate to revealEndingMinor spoiler
Just A Memory NowAchievement
Location
Guest House · Credits – Pops as this ending's credits roll.
Summary
Trophy for finishing the run with the serum given to Zoe.
Trophies
  • Silver · PlayStationJust A Memory Now
  • Achievement · XboxJust A Memory Now
  • Achievement · SteamJust A Memory Now
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Playing it Safe / The Nightmare's Finally OverAchievement
Location
Guest House · Credits – Both pop at the end of a Normal clear. On Easy only Playing it Safe does, and the Madhouse run later brings the other.
Summary
The two difficulty trophies of a first clear.
Trophies
  • Bronze · PlayStationPlaying it Safe
  • Achievement · XboxPlaying it Safe
  • Achievement · SteamPlaying it Safe
  • Bronze · PlayStationThe Nightmare's Finally Over
  • Achievement · XboxThe Nightmare's Finally Over
  • Achievement · SteamThe Nightmare's Finally Over
Report an issue

A first clear opens Madhouse and adds the Albert-01R to the item box of every file; a Normal clear also adds The Secrets of Defense. Run 2 is next: a fresh file on Easy for the timed run.

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.