Skip to content
0%, 0 of 312

All areas

Run 1 of 3 · Grouped by category

Current area: Run 2: The Timed Run on Easy

On this device

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

Next up

Run 2: The Timed Run on Easy

A fresh Easy file played against the clock: the story in order, the three forced item box openings, the other serum choice and four trophies at the credits.

Run 2 is a new file on Easy, played for speed. Reach the credits with 4 hours or less on the in-game clock, open the item box only at the three places the story makes you, use three First Aid Meds at most and no Herbs at all, and give the serum to the other person this time. Run 1 took every collectible, so this list is the story in order and what to leave alone on the way. The four new trophies all arrive at the credits; the story trophies along the route were earned in run 1.

The rules for this run

Clock: the in-game time shows on the Stats screen in the pause menu and on every save slot. Pausing stops it, but a checkpoint retry after a death keeps the time you lost: when a death costs a lot, choose End from the pause menu and load your last manual save instead. Saving at tape recorders costs nothing on Easy, so save often. Item box: open it only at the three box rows below. Every other box stays shut, including the one beside each tape recorder and the ones on the ship; the Stats screen keeps the count. The Manage Items option on a boss's retry screen doesn't count as an opening. Healing: every First Aid Med you use counts toward the three, a Strong one included. Always carry one First Aid Med: the wound Ethan takes in the Guest House is healed with one, and a later scripted wound may need one to stop the bleeding; either may count toward the three, so take the two meds in the Guest House Bathroom. Leave every Herb where it lies. Steroids don't count and refill your health, so the two on this route are free heals. With the defense books from run 1, blocking makes most hits cheap.

Clock times from one 2.5-hour Easy clear. Anywhere near them leaves a wide margin under 4:00.
Point in the storyClock
Out of the Guest House0:22
Through the front door to the Yard0:50
The Old House's hidden room1:13
The Party Room1:31
The Boat House fight1:38
Off the ship2:16
The final fight2:24
Start a new game on Easy for the timed runQuest stepNG+1
Location
Guest House · Front gate – From the main menu start a new game and choose Easy; Madhouse is open now, but it is run 3. When you get control, head left of the house past the van, crouch under the small gate and drop off the ledge to the back of the Guest House, leaving the handbag by the fire.
Summary
A new file on Easy: the clock and the two limits accept any difficulty, and Easy forgives the most. What run 1 unlocked is already in the item box, but it stays there until the second box opening.
Report an issue
Guest House and Main House to the Yard, at speedHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Main House · Guest House to the front door – In the Guest House, leave the tape upstairs and pull the lever inside the Living Room fireplace, cut Mia's cell open with the Bolt Cutters from the basement workbench, take the two First Aid Meds in the Bathroom and keep them for the wound to come, fight her off in the hallway, then cut the chained wardrobe for the Fuse, fit it in the Living Room box, lower the attic stairs and win the attic fight (the third-floor handgun room can be skipped). In the Main House, take the Hatch Key off the corner table and crawl to the Laundry Room, get the Knife from the deputy at the window, ram Jack with the car in the Garage and unscrew the loft picture for the Ox Statuette. For the dog heads, hang the Main Hall clock's pendulum in the Living Room clock and open the big book in the Recreation Room; then drain the 2F bathtub for the Wooden Statuette, make the eagle on the Main Hall plinth, go through to the Study and down to the basement, open the incinerators for the Dissection Room Key and take the Red head above the Morgue. In the fight there, grab the chainsaw behind the broken fence. Skip the Mia tape, the shotgun swap and every collectible.
Summary
The prologue and the Main House as far as the front door, picking up only what the story needs. No item box is opened in this stretch.
Report an issue
Old House and MargueriteHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Old House · Old House – From the Trailer (save if you like, but leave its box), follow the path to the Old House. Build the Burner from the grip in the Back Porch bin and the nozzle at the Water Station, burn through the Living Room to the Cellar for the Stone Statuette, set it as the spider on the Gallery plinth, and take the Crank from the Dilapidated Room crawl space for both bridges and the Crow Key in the Outhouse chest. The Crow door drops you into the pit fight: shoot Marguerite until she falls, go on to the Altar, take the pit tunnel to the Greenhouse and win there for the Lantern. Set the Lantern on the scale upstairs, crawl behind the Detention Room bed for the D-Series Arm, and follow the calls to the Trailer and back into the house; skip the Supplies room the Crow Key opens.
Summary
The Old House, its two fights and the D-Series Arm, then the calls that send you back to the house.
Report an issue
Snake Key, both keycards and the Testing Area gateHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Main House · Main House to the Testing Area – The last call sends you to the Dissection Room in the basement: reach into the deputy's neck for the Snake Key, then set the Master Bedroom's bedside clock to 10:15 and take the hidden stairs to the Workshop for the red keycard. Press the button on the Kid's Room lamp, climb to the attic and turn the plinth's shadow into the executioner for the blue keycard (the wardrobe's tape isn't needed), and use both cards on the gate beside the Trailer. In the Testing Area, sit through the TV message, duck or shoot the tripwires, back away from the keypad's spikes and take the side door, picking up the Steroids in the Fertilizer Room locker as a free heal. In the Barn, fit the Battery from the barrel atop the platform stairs into the console by the elevator, kill the big Molded that rides down, ride up to the Rest Area for the code on the burnt body's memo, and press the landing switch to lower the stairs to the keypad door.
Summary
Back through the house for the Snake Key and the two keycards, through the gate, and across the Testing Area to Lucas's keypad door. No item box is opened in this stretch.
Report an issue
Item box use 1 of 3: before the "Happy Birthday" roomHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Testing Area · Passcode Room – At the keypad door the stairs come down to, open the item box beside it once, put in everything you carry, then enter 1408. The boxes you passed in the Laundry Room, the Study, the Trailer, the Old Shack and the Barn office all stayed shut.
Summary
The first opening the story forces: Lucas keeps the Party Room shut until your hands are empty. It is the only box you open before the Party Room.
Report an issue
Item box use 2 of 3: after the "Happy Birthday" roomHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Testing Area · Monitoring Room – Clear the Party Room as in run 1, leaving the Winding Key in the keg: candle lit at the stove, the rope on the door by the monitors burnt, LOSER on the Balloon Room lock, Valve Handle on the cake-room pipe, the relit candle on the cake, and the bomb thrown into the gap behind the boards by the keg. Through the blasted wall, save at the Monitoring Room recorder, open its box once and take your weapons and ammo, the Crank and the D-Series Arm, plus the Albert-01R and the defense books run 1 unlocked if you have room. Then take the D-Series Head from the case by the TV.
Summary
The second forced opening: your gear comes back out past the Party Room. Take everything the estate still needs in this one visit.
Report an issue
Testing Area to the Boat House and the serum choiceHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Boat House · Walkway to the Boat House – Leave the Monitoring Room by its far door, use the Crank on the first pulley, then go right at the fork for the second one while Molded climb out of the water. Save in the Boat House shed without touching its box, go upstairs, free Zoe and hand over the D-Series Arm and Head. In the fight, shoot the eyes on the creature's body as it moves between floors (ammo waits in the room corners) and use a Serum when the game asks.
Summary
The Boat House walkways, Zoe and the fight that follows. Save in the shed, but leave its box shut.
Report an issue
Give the serum to Mia this time

Run 1's last dose went to Zoe; this run it goes to Mia. The choice can't be taken back in this file, and this run's ending and End of the Night ride on it. The shed save from just before you went upstairs is your fallback.

Serum choice at the Boat House (run 2)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnNG+1Minor spoiler
Location
Boat House · Storage 2F – Straight after the Boat House fight the game asks who gets the last dose: choose Mia.
Why you can lose it
Choosing Zoe locks this file into the other ending and loses End of the Night for the run; reload the Boat House shed save if it happens.
Point of no return
Giving the last dose of Serum to one of the two at the Boat House.
Summary
Give the remaining dose to Mia. It fixes this run's ending.
Report an issue
The ship as Mia, then Ethan's escapeHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Wrecked Ship · Wrecked Ship – Follow the hull up through the duct and the flooded room, take the fuse from the 1F Laundry Room fuse box for the stairwell door, and play the tape on the 3F Security desk; inside it, follow the story to the laptop and walk out into the hall. Climb the shaft to the 4F Captain's Cabin for the Lug Wrench, open the elevator's roof hatch, grab the Survival Knife across from the 2F elevator and the Corrosive on the 2F Guest Room floor, melt the 3F Control Room's north door and pull the Power Cable in the Sick Bay as a big Molded closes in. Move the fuse from the stairwell door to the elevator with the cable, ride to S2, run past the Fat Molded in No. 1 Engine Room and walk into No. 2 Engine Room, where the swamp follows.
Summary
The wrecked ship, its tape and the way down to No. 2 Engine Room. Keep every box on the ship shut.
Report an issue
Item box use 3 of 3: weapons for the endHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Salt Mine · Mine Office – Drop from the ship into the swamp, wade to the shack and climb in from under its platforms. Save at the Mine Office recorder, then open the box once and take every weapon and all the ammo; the vial from the engine room can't be stored, so it never left your pockets. The Salt Mine Office box further on stays shut.
Summary
The last forced opening: Ethan's gear waits in the Mine Office box, with what was picked up on the ship. Take everything you want for the mine and the final fight.
Report an issue
Salt Mine and final boss within 4 hours, 3 meds or fewerHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Salt Mine · Salt Mine to the Guest House – Clear the Molded outside and ride the elevator down; lure the next ones into the tripwire room's bombs, drop from the ledge and push the cart through the barricade. Take the Steroids on the floor by the boarded bathtubs, put the vial in the sample case in the lab next door for the toxin, fight up the spiralling cavern (leave its Herb), kill the two Fat Molded at the top, save in the Exit Passage and push through the boards. In the Guest House attic, block the blasts, get close to inject the toxin, then shoot the growths and, when you're pinned, the mouth with the pistol you're handed.
Summary
The Salt Mine and the final fight, with the clock under 4:00 and three or fewer First Aid Meds used.
Report an issue
Cure Mia (ending 1)Hidden spoiler – activate to revealEndingNG+1Minor spoiler
Just Get Me Outta HereAchievementNG+1
Location
Guest House · Credits – Pops at the credits when the clock is at 4 hours or under. Check the Stats screen before the final fight; if a late death cost you time, load your last manual save rather than taking the retry.
Summary
Finish the game with 4:00:00 or less on the in-game clock, on any difficulty.
Trophies
  • Gold · PlayStationJust Get Me Outta Here
  • Achievement · XboxJust Get Me Outta Here
  • Achievement · SteamJust Get Me Outta Here
Report an issue
Resource ManagerAchievementNG+1
Location
Guest House · Credits – Pops at the credits when the Stats screen shows no more than three openings: the Passcode Room, the Monitoring Room and the Mine Office.
Summary
Finish the game with the item box opened three times or fewer.
Trophies
  • Gold · PlayStationResource Manager
  • Achievement · XboxResource Manager
  • Achievement · SteamResource Manager
Report an issue
Walk it OffAchievementNG+1
Location
Guest House · Credits – Pops at the credits when no more than three First Aid Meds were used. With no Herbs used either, nothing else can count against it.
Summary
Finish the game having used three First Aid Meds or fewer.
Trophies
  • Gold · PlayStationWalk it Off
  • Achievement · XboxWalk it Off
  • Achievement · SteamWalk it Off
Report an issue
End of the NightHidden spoiler – activate to revealAchievementNG+1Minor spoiler
Location
Guest House · Credits – Pops with this run's credits, after the Mia choice at the Boat House.
Summary
The trophy for the ending that follows curing Mia.
Trophies
  • Silver · PlayStationEnd of the Night
  • Achievement · XboxEnd of the Night
  • Achievement · SteamEnd of the Night
Report an issue
What this run leaves for run 3

A clear inside 4 hours puts the Circular Saw in the item box of every file. The X-Ray Glasses and the Walking Shoes may unlock here as well, or may already have come with run 1's 20 statues; either way, with both runs done, look for them in run 3's first box. Infinite Ammo waits on a Madhouse clear.

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.