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Resident Evil 7 demo guide

How to get every Resident Evil 7: Beginning Hour ending, solve every murder and collect the dirty coin

Jeffrey Parkin (he/him) has been writing video game guides for Polygon for almost seven years. He has learned to love just about every genre of game that exists.

The Resident Evil 7 demo (officially known as Resident Evil 7: Beginning Hour) is more than it seems. Continually updated since its initial release, it's a standalone game — free, hours long and with multiple paths to follow.

Thanks to its most recent update, Resident Evil 7: Beginning Hour now has three endings and five murders to solve. In this guide, we'll show you how to collect every item, get every ending, solve every murder and collect an item that you'll take with you into Resident Evil 7: Biohazard.

Table of contents

As of the December 2016 Midnight update, Resident Evil 7 demo has three official endings and five murders to solve. You can learn all about them below and jump to each ending's section of Polygon's Resident Evil 7: Beginning Hour guide below.

  • The Bad Ending is the easiest and the quickest. It's worth doing, if for no other reason than it teaches you how much the game actively hates you.
  • The Infected Ending is less an ending and more a less-than-ideal almost-ending. You're probably going to do this one accidentally while trying to achieve the True Ending, so we'll mention it there.
  • The True Ending is a lot more complex and will take you a few tries. However, the True Ending still doesn't get you everything this demo offers.
  • To solve the five murders, you have craft the dummy hand and use it to explore the house and solve its mysteries.
  • To get the dirty coin (which you'll be able to take into the full game, Resident Evil 7: Biohazard), you have to solve the five murders and then head to a previously locked door.

How to get the Bad Ending

Waking up on the floor of the worst episode of This Old House ever is never a good way to start your day, but here we are, so let's deal with it. There's a lot to explore in this house, but we're going to focus only on exactly what you need to do (and what you need to learn) to get to the Bad Ending.

Feel free to poke around some while we walk you to the exit — this will help you get a sense of where everything is and where to return to later. For the Bad Ending ending walkthrough, we're only going to pick up what we need. Put differently, we're not going to pick up anything we don't need. It may seem like we're skipping over a lot of interesting stuff, but we'll get to it later in this walkthrough.

Items required

  • Bolt cutters
  • Derelict House Footage VHS tape
  • Back door key

Head to the kitchen

Head out of the door that's in front of you when you stand up. Turn left and make your way past the stairs and turn left again. Walk straight through the kitchen and out the other side. The locked cabinet in front of you is your goal, but you'll have to figure out how to get it open first.

Get the bolt cutters and the VHS tape

Turn left (again) and go through the door at the end of the hall. In the meat-filled foyer, you'll see a pair of bolt cutters. Pick them up and then breathe through the panic of the falling doll jump scare. Head back to the locked cabinet and use the bolt cutters to open it. Grab the VHS tape inside and retrace your steps to the room where you started.

Watch the VHS tape

Put the tape in the VCR and you'll be treated to your own origin story. Follow the Ghostfacers Pete and Andre through the house (which was much less meat-filled in the past) and listen to the house's backstory.

Eventually, Andre will wander off and you and Pete will go look for him. Back in the living room — the room with the television where you woke up — Pete will find a hidden switch in the fireplace that will open a hidden door to a crawlspace. Follow Pete into the crawlspace and down to the end. He'll send you down the ladder first for the flimsy reason of wanting a hero shot of him. You won't quite make it that far, though, because when you look around, you'll find Andre Blair Witch-ing against the back wall.

Get the back door key and escape

A few horrifying seconds later, you'll be back in the living room in the present day, staring at the TV. Now that you know what to do, walk to the fireplace and pull on the chain to trigger the hidden door. Go into the crawlspace to find the back door key.

Head back through the kitchen and through the meat foyer. Use the key on the door to gain your freedom.

Just kidding! Welcome to the family!

How to get the True Ending

Now that we know a little more, we can do things in a different order and work toward a better outcome.

Items required

  • Fuse
  • Basement key
  • Attic window key

Get the fuse

As soon as you wake up, trigger the hidden door with the chain in the fireplace. Look to your left when you enter the crawlspace. There's a fuse on the box in the corner. (The key doesn't appear here until after you watch/play through the VHS tape, which we covered above in the Bad Ending section.) Head back into the main room and install the fuse in the breaker box on the wall.

Get the basement key

Go into the hallway and head to the left, toward the kitchen. About halfway there, you'll be at the bottom of the stairs on your left. Head upstairs and push the button labelled "stairs" you find at the top. Because you've replaced the fuse, this button lowers some stairs to the attic. Head up and along the hallway. Take the first door on the right. Go through the room with the phone and the photo of an Umbrella Corporation helicopter and keep to the left. At the foot of the bed, you'll find the basement key. Turn around and trace your way back to the bottom of the stairs on the main floor.

Open the basement gate

Instead of heading for the kitchen, turn right and keep going straight along the hall. You'll go past the door to the living room (with the tv and fireplace) and come to a moldy door. Go through it.

At the end of the hall on the left, you'll find a locked gate that leads to the basement. Use the basement key you just picked up and head down. Turn right at the bottom of the stairs and walk up to the white door you find there.

Confront the monster without getting hit

On the other side of this door is a fight with the demo's only monster (well, the demo's only bioengineered monster). You may have noticed that you're unarmed and we haven't pointed you toward any weapons. That's OK. The key here is to not panic. Even if you had a weapon, it wouldn't go well for you — trust us, we tried. A lot.

We're going to walk you through the steps that let you survive this fight. Read through it first and then try it out. We promise it works.

First walk into the room. You're safe for a second, so get your bearings.

  1. Just to your right when you come in, you'll see a valve wheel on a gurney. We're not going to use the wheel this time through the demo, but it's a good landmark. Walk up to it, then turn around.
  2. Head back to the door you just came through. Jack Baker is there with his punchable evil grin blocking you from escaping. While he's laughing at you, the monster will drop from the ceiling.
  3. Turn around (pull back on the left thumbstick and circle/B to do a quick 180) and turn to the right. Head into the next room with its shelves. In the back of this room is a doll on a high shelf. Next to the doll is your prize, the attic window key. Pick this up and turn around.
  4. This is the tricky part. If you're lucky and/or quick, you can get back into the morgue room without getting attacked by the monster. If you do get attacked, put the hanging body bag between you and the monster. Kick it into the monster and the monster will fall down. Before it regains its footing, head toward the door. (We don't recommend this approach, though. When the monster's on the move, it's a lot more difficult to reliably hit it with the body bag.)
  5. If you're not lucky or quick, wait in the room with the attic window key, and the monster will come to you. It will lunge at you clumsily, and you can use the shelves to stay out of reach. Run behind and past the monster and then straight to the door to the first floor — you don't have to use the body bag this time.
  6. Jack is gone now, so just keep pushing forward and mashing the interact button to kick the door open. As soon as you're through, the door will close automatically.

Escape through the attic

Take this key all the way up to the attic to the room where you picked up the basement key. On the right side of the room, there's a ladder leading up to a window. Use the ladder to climb up and the key you just picked up to unlock the window to escape.

How to get the Infected Ending

If you take damage in the encounter with the monster, but don't die and still escape the room, you'll end up infected. You can continue to go through the same steps as above, but the infection is going to progress and you'll end up overcome with the disease before you make it out of the attic.

Items required

  • Fuse
  • Basement key

How to create and use the Dummy's Hand

You may have noticed that there's some weirdness happening in the ol' Baker house. You're probably also curious about all the stuff hidden away in drawers that we haven't told you to pick up. Well, let's do something about both of those things.

Before we start, either read (or, better yet, play through the True Ending, which we wrote about above). We're going to be retracing a lot of those steps and being familiar is going to help. The ultimate goal of this section is going to be the same as the True Ending — getting out through the attic window. We're just going to take a lot of extra steps in the middle.

Items required

  • Blank notebook
  • Dummy's finger
  • Basement key
  • Object made of celluloid
  • Dummy's left hand
  • Attic window key
  • Lock pick
  • Axe
  • Bolt cutters
  • Derelict House Footage VHS tape

Collect the blank notebook, dummy's finger, basement key and the object made of celluloid

First, get the fuse out of the crawlspace and install it in the breaker box. When you get out into the hallway, turn right and to through the moldy door. The first table you pass on your right will have a drawer you can open. Inside, you'll find a blank notebook. Pick it up, then turn around and head back toward the stairs.

At the base of the stairs, again on your right, there's another table. Inside this drawer, you'll find the dummy's finger. Pick this up as well, then head upstairs.

Hit the button for the stairs and go up to the attic. Once again, grab the basement key. Before you leave, though, turn your attention to the pile of TVs. Behind them and a little to the right, you'll find an object made of celluloid.

Open your inventory and combine the dummy's finger with the object made of celluloid that you just picked up to form the dummy's left hand, a hand missing all of its digits except one accusatorially-pointing index finger and most of a thumb.

Before you start in on your investigation, head down to the basement and go through the process of collecting the attic window key and avoiding the monster. (You don't actually have to do this first, but since it's easy to get infected or killed, you might as well make sure you're going to survive before you invest a lot of time.)

When you're done, get back to the attic and the pile of TVs. It's time to solve some murders.

Solving the five murders

What follows is a list of steps you need to take to, ultimately, collect the dirty coin — an item that you can transfer to the full game. (We'll have to wait until Jan. 24, 2017 to figure out exactly what it does or why it matters.)

There are no hints that lead you to these steps and no context clues that point you in the right direction. You may be able to do some of them in a different order, but we can promise that these steps in this order work.

Each solution is a pair of events — an ominous giggle and a location. Some of these you have to point at with the dummy's hand you just crafted, and some you just have to be near. The five pairs are laid out below.

The bookcase

Just to the right of the pile of TVs in the attic, you'll see some writing on the wall. Get close to the wall and interact with it to learn of the five murders you'll be investigating. (Well, "investigating.")

You will also hear the blood-curdling giggle of a child. While in horror movies (or real life), hearing this is never a good thing, in this case, it means you're on the right track.

Turn around and take the stairs out of the attic and then continue down to the first floor. Directly in front of the stairs is a fallen bookcase. Get close, then open your inventory. Examine the dummy's hand and rotate it around so that the finger points at the fallen bookcase.

You'll see a wave of distortion and hear a lot of disturbing sounds as a reward. Congratulations, you (apparently) solved your first murder. A line of text will now appear in the blank notebook you picked up earlier.

The basement corpse

Turn around and go back up the stairs and then up into the attic. Instead of turning into the room with the telephone and photo of the Umbrella helicopter, keep going straight. The hall will turn to the right. Keep following the hall all the way to the end.

Right next to the boarded-up door, you'll hear the next giggle.

From here, head all the way down to the basement. Go through the door where the monster was — the monster should be gone now, but if it isn't just run back through the door and repeat until it's safe to explore the room.

Directly in front of the door, you'll see a body in a body bag, laying on a gurney. Step close the head of the body and examine the dummy's hand again. Point the finger in the general area of the body's head, and you'll get the same distortion and more sounds along with another line of text in your (no longer blank) notebook.

The staircase painting

On the way out of the basement, grab the lock pick from the top of the machine against the right wall at the bottom of the stairs.

Take the lock pick all the way upstairs and into the kitchen. To the left of the table, there's a locked drawer in a cabinet. Use the lock pick on the drawer and open it to find the axe. (Where do you keep your axes if not in a kitchen drawer?)

While you're here, go ahead and grab the bolt cutters and retrieve the Derelict House Footage VHS tape like you did for the Bad Ending.

Equip the axe and head toward the stairs. About halfway up on the wall on your right, there's a painting of a woman with some sort of bag on her head. Attack the painting with the axe to hear the next giggle.

Go back down the stairs and into Harry Potter's bedroom underneath. Face the boarded-up door and point the dummy's hand at it to get the next line of text in your notebook.

The blue and white wires

The next giggle is actually right here in the bedroom. Turn toward the dresser and mirror in the hallway outside of Harry Potter's bedroom. Walk directly toward it.

When you step into the hallway, use the left thumbstick and circle/B to spin 180 degrees. This should trigger the giggle.

Go back up to the attic (again). Look at the rafter directly over the bed (in the same room as the ladder to the attic window). There are two wires — one white and one blue — that cross there.

Point the dummy's hand toward where the wires cross. This one is a little tricky, so if it doesn't take right away, wiggle the hand around some until it sticks.

The basement doll

Head back down to the first floor and into the living room. Watch the Ghostfacers tape.

In the tape/past, when the three of you get into the kitchen, take the lid off the pot of soup on the counter — right about the same time Andre says, "Not hillbillies. The Bakers."

After you're done with the tape, go down into the basement (one last time). In the back room with the shelves, there'll be a new doll on the floor. Crouch down next to the doll to hear the fifth giggle.

Get back up to the kitchen and open the same pot of stew (we're going to keep telling ourselves it's stew) on the counter. Point the Dummy's Hand at the stew for the final distortion.

How to get the dirty coin

After solving all five murders, head up to the attic one last time. At the base of the ladder that leads to the window, turn right. You'll see a door (that was previously locked) covered in bloody handprints.

Go through to find a not-creepy-at-all rocking chair with a nice inspirational message. Read the message, then collect the dirty coin. Head out of the room and escape the house.