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

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Run 1: The Wrecked Ship

A wrecked ship: two one-way coins, the Old Videotape, the broken elevator, the Corrosive locks and No. 2 Engine Room.

The run moves to a wrecked ship, and you start it with empty hands: no weapons, and an item box that isn't linked to the one you have used so far. Keep away from the Molded until weapons turn up. The first stretch, from the crawlspace to a half-flooded room, can't be walked back, and each of those rooms holds an Antique Coin. A videotape on 3F then plays a long scene of its own; nothing picked up inside it comes out with you. After that the ship opens up around a broken elevator: Corrosive melts the metal locks, and the elevator needs a fuse and a power cable. Everything still on board is lost once you enter No. 2 Engine Room.

One-way stretch: two Antique Coins

From the floor hatch onward the way back closes behind you. Take the crawlspace coin before you drop out of the crawlspace, and the coin in the half-flooded room before you climb out of it. Both count toward Pelicans in Your Pocket, which needs all 18 in one run.

Antique Coin: Ship S1 CrawlspaceCollectibleMissablePoint of no return
Location
Wrecked Ship · S1 Office – From the shore on S3, follow the path into the hull, along the hall of barred doors and up the stairs to a wide room, where a flashback plays. Drop through the floor hatch into the crawlspace, take the right-hand branch where it first splits and follow it to a dead end: the coin lies there. If it isn't at that end, check the other dead ends before you leave the crawlspace.
Why you can lose it
The crawlspace can't be re-entered once you drop out of it, and nothing else in the run replaces this coin; a later Easy or Normal run is the fallback for Pelicans in Your Pocket.
Point of no return
Climbing out of the half-flooded room on 1F; the crawlspace before it is already behind you.
Summary
One of the 18 Antique Coins.
Report an issue
Antique Coin: Ship 1F Flooded RoomCollectibleMissablePoint of no return
Location
Wrecked Ship · 1F Flooded Room – Crawl on to the next level, head for the door at the far end of the corridor and go up the stairs; follow the girl round the corner, climb the ladder and drop into the half-flooded room. Keep to the wall on the left of the ladder and walk it to the far corner by the white growth: the coin is under the water, and the pick-up prompt shows when you are close.
Why you can lose it
You can't come back into this room once you climb out of it; a later Easy or Normal run is the fallback for Pelicans in Your Pocket.
Point of no return
Climbing out of the half-flooded room on 1F; the crawlspace before it is already behind you.
Summary
One of the 18 Antique Coins.
Report an issue
File: Jim's LetterCollectibleMissablePoint of no return
Location
Wrecked Ship · 1F Bunk Room – On 1F the girl shuts herself behind a goo-covered door with an electric lock; leave it for now. A four-legged Molded prowls this corridor and you have no weapon, so keep clear of it. Go into the room with the bunk beds: as you come in, the letter is on the bottom bunk at the back on your left.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 32 files.
Report an issue
File: Giovanni's WillCollectibleMissablePoint of no return
Location
Wrecked Ship · 1F Storage – Take the bunk room's other door into the storage room next to it: the will is on the table by the south-west door, beside a crate and a Psychostimulants.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 32 files.
Report an issue
General Purpose FuseKey item
Location
Wrecked Ship · 1F Laundry Room – Back in the corridor, the Laundry Room is the door to the left of the stairs; a Molded waits near it. The fuse sits in the fuse box at the back of the room (south wall, with a green light), and another Molded appears as you get close. Grab it, run back and fit it in the box by the goo-covered Stairwell door; you are safe once the door shuts behind you.
Summary
Opens the electric lock on the 1F Stairwell door, and later goes into the elevator.
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Videotape: Old VideotapeCollectible
Location
Wrecked Ship · 3F Security – Climb the Stairwell all the way to 3F and go into the Security room. The tape lies on the desk next to the TV: put it in the VHS player sitting on the TV.
Summary
The last of the four videotapes; playing it is part of the story.
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Alan DroneyHidden spoiler – activate to revealNPCMinor spoiler
Location
Wrecked Ship · Old Videotape – He is with you when the tape opens in a guest room on 2F. Later he goes missing and leaves a note; you find him again upstairs on 3F near the end of the tape.
Summary
The man who travels with you through the Old Videotape.
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File: OrdersCollectibleMissablePoint of no return
Location
Wrecked Ship · Old Videotape: 2F Guest Room – Before you leave the guest room where the tape opens, check the desk in the south-east corner: the file lies next to the machine-gun ammo. If you miss it here, the same file lies on that desk in the present-day Guest Room (a save room you reach later).
Why you can lose it
If it wasn't read inside the tape, read it on the present-day Guest Room desk before you enter No. 2 Engine Room; the ship can't be boarded again after that.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 32 files.
Report an issue
Remote BombWeapon
Location
Wrecked Ship · Old Videotape: S2 Store Room – Follow the tape's route: through the bunk room and the Dining Room, crawl through the vent into the Kitchen and touch the black mass, then ride the elevator down to S2. In the Store Room off the corridor before No. 1 Engine Room, Remote Bombs sit on the west shelves, with a Corrosive.
Summary
A throwable bomb you set off by remote. The ones in the tape stay in the tape, but many more lie around the present-day ship and beyond.
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That's a Spicy Meat-a-ballAchievement
Location
Wrecked Ship · Old Videotape: S2 – Hold a Remote Bomb and let a Molded with two thin arms leap on you and pin you down (the kind with a blade for an arm never grabs). While it holds you, plant the bomb on it and set it off. The tape is only the first chance: the present-day ship and the mine have more bombs and more grabbing Molded.
Requires
Summary
Trophy for killing an enemy with a Remote Bomb stuck to it.
Trophies
  • Bronze · PlayStationThat's a Spicy Meat-a-ball
  • Achievement · XboxThat's a Spicy Meat-a-ball
  • Achievement · SteamThat's a Spicy Meat-a-ball
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Nothing from the tape comes out with you

The tape ends when you walk into the hall after using the Control Room laptop, and every pickup from it stays behind: its ammo, healing and Remote Bombs are yours to spend freely. No listed item is lost, as the file Orders also lies on the present-day desk.

Play the Old Videotape to its endHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Wrecked Ship · Old Videotape – On S2, melt the lock of the No. 2 Engine Room door with the Store Room's Corrosive; the Cargo Bay beside it has three more on the table behind the green gate, for the metal locks and wall panels you pass. Talk to the girl, then make your way back to the elevator, fighting as needed, and go up to 2F. Cross the Dining Room and climb through its window (or the Lounge vent) into the stairwell, and go up to 3F to rejoin Alan. Use the laptop in the Control Room and walk out into the hall.
Requires
Summary
The tape's own route, from the guest room down to S2 and back up to 3F.
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Be Kind, Please RewindAchievement
Location
Wrecked Ship · 3F Security – Pops once the Old Videotape has played, as long as the other three tapes were played earlier in this run. If it doesn't, one of the house tapes was missed, and only a later run can earn it.
Summary
Trophy for playing all four videotapes in one run.
Trophies
  • Bronze · PlayStationBe Kind, Please Rewind
  • Achievement · XboxBe Kind, Please Rewind
  • Achievement · SteamBe Kind, Please Rewind
Report an issue
File: Tattered Secret DocumentCollectibleMissablePoint of no return
Location
Wrecked Ship · 3F Elevator Corridor – Leave Security by its other door into the corridor that runs to the broken elevator. The file is in a green sample case lying on the floor, in the corner by the elevator. If it isn't there, look by the elevator shaft on 4F.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 32 files.
Report an issue
Lug WrenchKey item
Location
Wrecked Ship · 4F Captain's Cabin – Pry open the elevator doors in that corridor and climb the ladder in the shaft to 4F. On the Bridge, the camera monitor shows where to go next. Cross to the Captain's Cabin: the Lug Wrench lies on the desk with the Ship Map. Note the locked locker in the south-east corner, and the barricaded stairs past the Bridge, whose statue waits until you have a gun.
Summary
Opens the hatch in the roof of the elevator car.
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File: Mechanic's MemoCollectibleMissablePoint of no return
Location
Wrecked Ship · Elevator – Climb back down the shaft, open the hatch in the roof of the elevator car with the Lug Wrench and drop in. The memo is pinned to the elevator wall, beside the empty slots for a fuse and a cable. Until those are fitted, the elevator only goes between 1F and 2F.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Requires
Summary
One of the 32 files.
Report an issue
Survival KnifeWeaponMissablePoint of no return
Location
Wrecked Ship · 2F Main Corridor – Ride the elevator to 2F and step out: the knife is stuck in the upturned table across from the elevator.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
A melee weapon that hits hard; it goes to the item box with the rest of your gear later.
Report an issue
Save Room: Ship 2F Guest RoomArea
Location
Wrecked Ship · 2F Guest Room – From the knife, turn right along the corridor and slip past the Molded standing there into the Guest Room. The tape recorder is on the north-west table and the item box stands in the north-east corner. The file Orders is on the desk if you didn't read it in the tape.
Summary
A tape recorder and an item box (not linked to the one you used before the ship).
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Corrosive: Ship Guest RoomKey item
Location
Wrecked Ship · 2F Guest Room – In the Guest Room (from the elevator on 2F, turn right along the corridor and slip past the Molded), the Corrosive is on the floor by the end of the bed.
Summary
Melts a metal lock. The present-day ship has six Corrosives and five locks, and three of the locks are on the required path: the 2F door by the Bunk Room, the Control Room door and the S2 coin box.
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Captain's Cabin Locker KeyKey itemMissablePoint of no return
Location
Wrecked Ship · 2F Bunk Room – Back in the 2F corridor, the door beside the bunk room has a metal lock: melt it with the Corrosive. In the south half of the room, the key lies on the desk by the collapsed bunk, with a Remote Bomb. A Molded drops from the ceiling in the north half when you first go in.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
Opens the locker in the 4F Captain's Cabin, where the P19 Machine Gun is.
Report an issue
P19 Machine GunWeaponMissablePoint of no return
Location
Wrecked Ship · 4F Captain's Cabin – Go back up the elevator shaft ladder to 4F. A four-legged Molded now prowls the Bridge and another Molded the corridor (a Remote Bomb handles the first). Open the south-east locker of the Captain's Cabin with the key: the P19 and a Remote Bomb are inside.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
A fast-firing machine gun; it goes to the item box with the rest of your gear later.
Report an issue
Mr. Everywhere: Ship 4F Side StairsCollectibleMissablePoint of no return
Location
Wrecked Ship · 4F Side Stairs – On 4F, go to the barricaded stairs that lead down past the Bridge (a Remote Bomb lies on the steps). As you start down, the statue stands on the ledge behind the banister on your left. Break it with a gun: the P19 from the cabin locker, or, if you skipped it, come back with the MPM Handgun from 1F.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room. The statue count carries over between runs, so a later run can still break it.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 20 Mr. Everywhere statues.
Report an issue
Solve the Lounge painting safe (Corrosive ×3)Quest step
Location
Wrecked Ship · 2F Lounge – Back on 2F, go through the Dining Room (a Molded comes out of the vent in its corner) and the room beyond it into the Lounge. Turn the paintings on one wall until they match the paintings on the facing wall: the safe opens, with three Corrosives inside.
Summary
The painting puzzle in the 2F Lounge opens a safe with three Corrosives.
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Lock Pick: Ship 3F ShaftItemMissablePoint of no return
Location
Wrecked Ship · 3F Shaft – On 2F, go into the small room north of the bunk room (the north-east corner of the deck) and climb its ladder to the shaft above. The Lock Pick is in the small orange box on the floor by the railing; two Remote Bombs lie at the platform's south-west corner.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
The ship's only Lock Pick; it opens the toolbox with an Antique Coin in the 3F Control Room.
Report an issue
Mr. Everywhere: Ship 3F ShaftCollectibleMissablePoint of no return
Location
Wrecked Ship · 3F Shaft – At the top of the ladder, turn round: the statue sits on the northern ledge across the gap. Shoot it with the P19, or come back with the MPM Handgun from 1F if you have no gun yet.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room. The statue count carries over between runs, so a later run can still break it.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 20 Mr. Everywhere statues.
Report an issue
Locked Box: Ship 3F Control RoomOtherMissablePoint of no return
Location
Wrecked Ship · 3F Control Room – Climb back down to 2F and take the stairwell off the 2F corridor up to 3F, as in the tape. Go through Security and the corridor beyond into the Control Room, where the tape's laptop is; a Molded may be waiting in its north-east corner. Open the locked orange toolbox on the bench with the Lock Pick.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
An orange toolbox that needs a Lock Pick; the Antique Coin is inside.
Report an issue
Antique Coin: Ship 3F Control RoomCollectibleMissablePoint of no return
Location
Wrecked Ship · 3F Control Room – Inside the toolbox you just picked open.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 18 Antique Coins.
Report an issue
Power CableKey item
Location
Wrecked Ship · 3F Sick Bay – Melt the metal lock on the Control Room's other door with a Corrosive and follow the corridor through the Shower Room into the Sick Bay. The cable hangs from the medical machine in the north-west corner. Pulling it free takes a few seconds, and a Fat Molded comes for you: take the cable first, then knock it down with a Remote Bomb or two and shoot it while it is on the floor.
Summary
The second part the elevator needs.
Report an issue
Save Room: Ship 1F Maintenance RoomArea
Location
Wrecked Ship · 1F Maintenance Room – Ride the elevator down to 1F; a four-legged Molded waits as you step out, and a Remote Bomb ends it quickly. The Maintenance Room is off the 1F corridor and open: the tape recorder is on the desk.
Requires
Summary
A tape recorder, with no item box.
Report an issue
MPM HandgunWeaponMissablePoint of no return
Location
Wrecked Ship · 1F Maintenance Room – In the Maintenance Room, open the desk drawer under the dead man's hand.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Requires
Summary
A handgun, loaded with two rounds when you find it; it goes to the item box with the rest of your gear later.
Report an issue
Corrosive: Ship Recreation RoomKey item
Location
Wrecked Ship · 1F Recreation Room – On the 1F corridor (ride the elevator down if you skipped the row above; a four-legged Molded waits as you step out), the Recreation Room door, across from the Stairwell door you fitted the fuse to, has a metal lock: melt it with a Corrosive. The Corrosive is on the bench next to the door.
Summary
Melts a metal lock; it pays back the one the door costs.
Report an issue
Backpack: Ship Recreation RoomUpgradeMissablePoint of no return
Location
Wrecked Ship · 1F Recreation Room – On the same bench by the Recreation Room door, next to the Corrosive. Two Remote Bombs are in the locker in the south-east corner.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
More inventory slots; the third of the game's Backpacks.
Report an issue
Repair the elevator with the fuse and Power CableQuest step
Location
Wrecked Ship · Elevator – Take the General Purpose Fuse back out of the box by the 1F Stairwell door. In the elevator, fit the fuse and the Power Cable into the empty slots beside the memo: S2 is now on the panel.
Summary
With both parts in place the elevator reaches S2.
Report an issue
Antique Coin: Ship S2 Wall BoxCollectibleMissablePoint of no return
Location
Wrecked Ship · S2 Workers Access Passage 2 – Ride down to S2. A Molded drops from the ceiling in the first corridor, another waits round the corner and a four-legged one in the next room; the Store Room on the right has Remote Bombs and ammo. In No. 1 Engine Room a Molded comes under the stairs and a Fat Molded waits at the top: use the big pillar as cover and shoot whenever it stops spitting. In the passage beyond, the 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 enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
The last of the 18 Antique Coins.
Report an issue
Pelicans in Your PocketAchievementMissablePoint of no return
Location
Wrecked Ship · S2 Workers Access Passage 2 – Pops as you pick up the 18th coin, which is this wall-box one if every earlier coin was taken. If it doesn't, one was missed earlier in the run.
Why you can lose it
The last coins of the run are on this ship, which closes at No. 2 Engine Room. Coins don't carry between runs, so only another Easy or Normal run can earn it.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
Trophy for all 18 Antique Coins of an Easy or Normal run; spending them at the cages doesn't matter.
Trophies
  • Silver · PlayStationPelicans in Your Pocket
  • Achievement · XboxPelicans in Your Pocket
  • Achievement · SteamPelicans in Your Pocket
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Before you enter No. 2 Engine Room

Going through the No. 2 Engine Room door ends this part of the run, and the ship can't be boarded again. First take the 3F Control Room and S2 wall-box coins (Pelicans in Your Pocket goes with them), the statues on the 4F side stairs and in the 3F shaft, the files Jim's Letter, Giovanni's Will, Orders, Tattered Secret Document and Mechanic's Memo, the Lock Pick and its toolbox, the Survival Knife, the Captain's Cabin Locker Key and P19 Machine Gun, the MPM Handgun and the Recreation Room Backpack. A last Corrosive opens the Cargo Bay wall panel off this passage, with two Remote Bombs. What you carry goes to the item box for later.

Reach No. 2 Engine RoomHidden spoiler – activate to revealQuest stepMinor spoiler
Fight in No. 2 Engine RoomHidden spoiler – activate to revealBossMinor spoiler
Location
Wrecked Ship · S2 No. 2 Engine Room – As soon as you have control, pick up the Crowbar from the floor in the south-east corner. Block each attack, then hit back while the guard is down, and repeat until the fight ends.
Summary
A fight that starts as soon as you take over in the engine room.
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Tissue Samples (Wrecked Ship)Hidden spoiler – activate to revealKey itemMinor spoiler
Location
Wrecked Ship · S2 No. 2 Engine Room – Handed to you in No. 2 Engine Room once the fight is over. It takes one inventory slot from now on.
Summary
A small bottle the salt mine lab needs later. It can't go in the item box.
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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.