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Table of contents
3-1 The back yard, trailer, old house and the cellar
- Full Resident Evil 7 guide table of contents
- The back yard
- The trailer
- The old house
- The safe room
- The burner nozzle and flamethower
- The cellar
3-2 shadow puzzle, outhouse, fighting Marguerite
- Full Resident Evil 7 guide table of contents
- The spider shadow puzzle
- Crawlspace
- The outhouse
- The crow key and the grenade launcher
- Marguerite fight
- The altar
- To the greenhouse
3-3 The greenhouse, lantern puzzle and D-Series arm
The back yard
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Take the red dog’s head upstairs and install it into the Cerberus door to escape. Well, not escape, per se, but at least you’re outside. Turn left on the porch and take it to the far end to pick up a green herb and some gunpowder. Your goal is that trailer in the middle of the yard, but there are some things to grab first. Counterclockwise around the yard:
- Supplements by the door with the electronic locks — these can be combined with chem fluid to make psychostimulants or neuro rounds
- Gunpowder in the rusty basin behind the trailer
- An antique coin in a flower pot down a small alley to the left of the back porch
- Separating agent on the windowsill above and to the left of that pot — this will break down items you’ve previously combined
- Between the two sets of steps on the back porch, look for a sheet of metal — pull that aside and smash the crate under the porch for a repair kit
- Another green herb in a pot
- Chem fluid from the crate to the right of the trailer’s door
- There’s a Mr. Everything under the trailer’s steps
The trailer
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The trailer in the middle of the yard is your next safe room. Pick up the broken handgun from the bed to your left. Use the repair kit to turn this into an M19 handgun, which is more powerful than the deputy’s G17 handgun that you’ve been using. (Sadly, you can’t reclaim any ammo already loaded into the G17 — we tried.)
The three bird cages — two right in front of you when you walk in and one on the table to your right — are where you spend your antique coins. Pick up the antique coin from the table by the 44 Magnum. This should bring your count to seven. This is, sadly, not enough for the Magnum, but it is enough for a stabilizer, which decreases your reload time.
On your way out, Zoe will call again with information about where you’re going next.
The old house
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You’re going to be retracing a lot of the steps from the Mia tape in this section. Cross the doll-lined bridge just like Mia did. Before you go through the main doors, smash the first crate on the right for some handgun ammo. Smash the second crate if you’re in need of a pile of bugs.
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Inside, you will see your new enemy for this area — gigantic bugs (or regular-sized bugs for Louisiana). You can shoot them, but they’re really not worth the bullets. Use your knife to take out all three — the third one is behind the door on your left. Check the floor to your right for a hint about some exciting times to come.
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Turn left and follow the same path you took when you were here as Mia. Before you go into the room, sneak around to the left to pick up some 44 MAG ammo on the ground next to the hole in the floor.
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The mold-and-TV room has been replaced with a hive-and-TV room. Sprint through, keeping to the right — there’s a swarm on your left — and kill the giant bugs on the wall. Don’t try for the locker yet — we’ll get back to it soon enough. Go through the door to the hall with the crate (where Mia hid from Marguerite the first time).
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Turn left and head for the door. Pick up the old house map from the dresser on the left and get the burner fuel from beneath.
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Continue into the gallery room where you solved the spider shadow puzzle. The sculpture is missing, so you’ll have to find that. Head outside onto the balcony.
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Turn right and check the garbage cans for handgun ammo and some chem fluid. Turn around and pick up the burner grip from the next trash can — this is the first part of your new weapon. Continue across the wooden plank bridge to find a new safe room.
The safe room
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Turn left in front of the inventory box and look to the shelf slightly above your head and destroy the Mr. Everything statue. Get the backpack off of the table behind the tape recorder — this will expand your inventory by four slots. Leave anything you don’t need in the inventory box. Keep your burner parts and fuel — we’re about to go find the last piece.
The burner nozzle and flamethower
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Return to the gallery and exit out the door. Use your knife to kill the bugs that fly through the window. Enter the dining room. There’s some solid fuel in the wardrobe. Turn right to find some shotgun shells in the pile of crates. Ignore the door on your right — there is a swarm of bugs just on the other side.
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Use your knife to attack the spiders on the locker. Get the strong and regular-strength chem fluid from inside.
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Head out onto the deck and turn right. Kill any bugs you see along the way and follow the wall around to the right. Pick up the psychostimulants and the lock pick out of the orange box. Turn around and head to the other side of the door. There’s some gunpowder on the windowsill.
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Head back to the door and turn left. Kill the bug on your left, then take the walkway to the right. Inside the building at the end, grab the green herb on the left and then the burner nozzle from the table. Assemble the burner grip and burner nozzle into a burner to create a flamethrower.
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Head back outside along the walkway and turn right at the intersection. Now you can try out your new flamethrower on the bug nest. Nests are very flammable, but they’re also armored. Once you set one ablaze, hit it with a shotgun blast to destroy it — if you don’t destroy it, it’ll grow back rapidly.
There’s nothing else to do out here at the moment, so head back to the old house.
The cellar
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Burn the swarm that greets you in the dining room. Use the lock pick to open the drawer for a first aid med. Then backtrack into the guest room (the hives-and-TV room) for some more collectibles. Burn the nest in the middle to get at an orange box with a green herb (and some bugs) inside. Turn and burn the spiders off of the locker for more burner fuel.
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Head back to the living room. Burn out the nests, and you’ll expose a tunnel into the cellar. Behind the nest in the center of the room, there’s more solid fuel in a drawer against the left wall, there’s more burner fuel in a crate on the ground against the right wall and there’s some chem fluid in a crate on the ground in the middle (it’s easy to miss).
Head into the cellar through the tunnel. Turn to your left on the stairs to see another Mr. Everywhere. Continue down the hall to the door and look to your left again to grab an antique coin.
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Go through the door into a workshop and grab the stone statuette from the bench. Then turn to your right to talk to Mia.
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It doesn’t go well.
Table of contents
- Full Resident Evil 7 guide table of contents
- The spider shadow puzzle
- Crawlspace
- The outhouse
- The crow key and the grenade launcher
- Marguerite fight
- The altar
- To the greenhouse
The Venomous Predator painting shadow puzzle
It’s time to use that statue in the gallery to get to the rest of the old house. Turn around from the workshop and head back up the cellar stairs. When you emerge from the tunnel, turn right and go into the kitchen.
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Marguerite meets you at the door, blocking the most direct route to the gallery. Repeat what you did in the Mia tape — backtrack to the front door, pass through the guest room and into the hallway with the crate.
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Marguerite is going to be patrolling the hallway and the dining room — she won’t attack you directly, but she’ll set a swarm of bugs on you and make your life generally miserable until you run away. Crouch behind the crate and wait for her to pass, then break to the left into the gallery.
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Pass through the gallery and go hit the save point (and inventory box) before you continue. When you come back, make sure Marguerite isn’t in the gallery, then go interact with the pillar in the middle. Move the stone statuette until it casts a spider-shaped shadow and opens the passageway.
Crawlspace
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Follow the (harmless) bug-filled passageway to the end and emerge onto the far side of the first floor of the old house. On the right, pick up the solid fuel from inside the tire and the green herb from the trash can.
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Take the first right and go up the stairs to the second floor of the old house. Your way is blocked by a crow door, but there’s a nice note from Marguerite next to the door and some chem fluid in the drawer on your right.
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Turn around and return to the first floor. Turn right and follow the path around to your right. Drop through the floor into the crawlspace — again, this is the same crawlspace from Mia’s tape. Smash the crate on your right for some psychostimulants. A little farther along, look behind some pallets against the wall for more chem fluid, then turn around to find another Mr. Everywhere (man, that guy is everywh ... wait, is that why he’s called that!?). At the end of the crawlspace, where Mia’s escape ended, pick up the crank. You’re going to use this a couple times to wrap up this area.
The outhouse
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Backtrack all the way out to the main floor and use the crank to raise a bridge across the gap. Your next goal is to use the crank over by that first bug nest you destroyed. You’ll have to pass through most of the house to get there, avoiding Marguerite along the way.
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Get back to the dining room and then out onto the back porch. Continue straight out the door and use the crank to raise the bridge to the outhouse. Grab the first aid med from the sink to the right of the door before doing in. Inside, get the burner fuel and antique coin from the toilet, then turn your attention to the fancy chest to your left. Inside, you’ll find the crow key.
The crow key and the grenade launcher
Now that we’ve got the crow key, some backtracking is in order. Return to the old house. Before you barge through the door, peak through the window on your right — you’ll be able to see Marguerite if she’s stalking around the dining room. Sneak past her and through the gallery to hit your save point before continuing.
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Clear out any extras from your inventory — you’re going to be picking up another two-slot item in a minute, and you won’t be facing any enemies on the way. Return to the main house and get to the drawing room (the room with all the taxidermy where you picked up the steroids). It’s pretty much a straight shot back from the scorpion door on the first floor of the main hall. Use the crow key on the door with the two-headed crow nailed to it.
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Inside, pick up the grenade launcher. There are shotgun shells and a flame round (grenade launcher ammo) on the shelves to the left. Turn around and look behind the crates for some strong chem fluid, then grab the solid fuel and gunpowder from the shelves on the left and right side of the door. If you run out of room at any point, remember that you’re close to a safe room and can hit the inventory box without any danger.
Marguarite fight
Hit the save point in the trailer on your way back through and set up your inventory however you like it. You’re in for a bit of a fight, so focus on your burner and guns, but maybe stow the grenade launcher for now. You don’t have enough ammo to make it effective yet.
Inside the old house, turn left and head back to the crow door you saw earlier. March straight up the stairs because of course now’s when things are going to start going your way.
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After Marguerite tosses you into the hole in the floor, you’re really only going to have to do two things — burn the bugs and shoot her face. She’s only got one move here — she’ll wave her lantern around and dispatch a swarm of bugs to attack you.
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Use your burner on the bugs, then switch to either your handgun or the shotgun and shoot her face. It won’t take long before she falls into the pit with you. When this happens, climb out of the pit.
The altar
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Now that she’s out of the way (we don’t believe for a second she’s dead), go up the stairs to the crow door. Unlock it and go into the room. There’s nothing in the drawer on your right, so just walk straight up to the altar — the suitcase on the table surrounded by hanging dolls and candles. Open it up and read the note to get the information you’re looking for, then talk to Zoe about what to do next.
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Turn left from the phone and explore the hallway there. There’s a room on the left at the end that has a diary, a voodoo doll and some shotgun shells in a drawer. Leave that room and turn left to find another room.
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This is the next door you’ll need to unlock, but you’ll need a lantern first. Before you leave, though, destroy the Mr. Everywhere on the table in the middle of the room and grab the antique coin from the drawers in the back right corner.
To the greenhouse
Head back to the pit where you fought Marguerite. Hey look! There’s the lantern you need!
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Welp.
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Climb down the ladder and follow the lanky monster-thing through its tunnel. Climb up the ladder at the other end. Before you head into the greenhouse, turn left and toward the gate you see there. Grab the strong chem fluid on your right, then unlock the gate. This will lead you right back to the trailer. Get inside, save, and we’ll head for the greenhouse in the next section.
Navigation
The greenhouse
Well, since Zoe apparently already has the D-Series head needed for the serum recipe, it’s up to you to find the D-Series arm. The first thing we need to do is get that lantern back. It’s going to take a fight to get it, so you need to prepare. You should have enough antique coins to purchase the steroids from the cage in the trailer.
You’re going to want your fancy new grenade launcher and any flame rounds you’ve found or made (from strong chem fluid and solid fuel) so far (and we’ll be getting a few more shortly). Keep at least one full slot of first aid med. You’ll also want your burner and your shotgun. Also bring a lock pick if you have one — you’ll exchange it for a couple flame rounds in a minute. All of this accounts for eight of your 16 inventory slots (and your extra ammunition for all of your weapons will take up even more), so it might take some maneuvering to fit it all. You’re also going to be picking up several items before the fight, so be prepared to run back and forth some to gather it all (we made at least three trips).
You might not need all of your weapons for the first couple trips into the greenhouse, but, like we said, you’re about to have a fight, so it feels foolish to even approach it unprepared.
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After you save, head toward the greenhouse. The door on the ground floor of the greenhouse (on your left as you approach) is locked, so you’ll have to enter through the second floor (the covered stairs on your right).
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Turn left immediately before the stairs to find another treasure photo. This one is of the toilet in the trailer. Head back to find some 44 MAG ammo (and immediately stash them in the inventory box since we don’t have that gun yet), then return here.
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Enter the greenhouse, then turn to your right and go into the room there. There’s a locked drawer on your left. Use the lock pick we mentioned to open it for two flame rounds. Continuing clockwise, pick up the separating agent, solid fuel and two green herbs. As you gather them, turn any strong chem fluid and solid fuel into more flame rounds. You may have noticed that we’re stressing those flame rounds. There’s a reason for that.
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Head back to the door you just came through, turn right and drop through the hole to the first floor. There’s nothing to pick up in the room you drop into (not even in the toilet, surprisingly) and the door in front of you is locked, so head into the dark room on your left. In the far right corner, there’s a crate to break for some handgun ammo next to the hole in the wall.
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Head out of the door on your right and turn left. Go to the sofa at the end of the hall to pick up some psychostimulants. Turn around and go to the other end of the hall and clean the spiders off the door and open it — this will make running around the house like a crazy person (which you’ll be doing momentarily) easier. Turn around and burn the spiders off of the locker behind you to pick up more shotgun shells and strong chem fluid. This is your last chance to regroup and sort out you inventory before things get interesting. Head back to the middle of the hall and climb the stairs.
Marguerite fight
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New and improved Marguerite will bust through the window and grab you, starting the big fight of this area. It works like this: Marguerite will grab you and toss you around a little, but mostly she wants to run away. When she gets away from you — usually by jumping up, climbing a wall or dropping through the floor — she’ll release a swarm of bugs to bother you.
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So your job is to chase her around, keeping her in sight, and hit her with a steady barrage of flame round grenades, burner flames and shotgun shells. Reload every chance she gives you — and be aware that your grenade launcher only holds one shot at a time and takes a long time to reload.
If she gets away from you, use your burner to deal with the bugs she releases and reload all of your weapons while you seek her out. Any time she starts to run, hit with another blast of whatever you have loaded at the time to keep her on the defensive.
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She’ll eventually fall to her knees in a weird, full-body spasm and the fight is over. The lantern will be among her remains.
Greenhouse collectibles
We’re giving the rest of the collectibles in the the greenhouse their own section for a couple reasons — as we wrote above, your inventory is probably pretty full already (so you may need to pick and choose what to seek out) and, if you need one of these items during the fight, you’re going to be in a hurry. If you’ve defeated Marguerite, you’re free to leave the house and stash what you’ve gathered in your inventory box before coming back to grab the rest.
- Continue to the top of the stairs where Marguerite grabbed you and turn around to the left, there’s another spider-covered locker with a green herb and some solid fuel inside.
- To the right of that cabinet, the run-down room with a bathtub in it has some handgun ammo in a breakable crate and some burner fuel in a green table.
- Continue through that room onto the balcony over the first floor. Climb down the ladder on the left side. There’s some burner fuel on the ground to the right of the ladder and some chem fluid on the mower behind you. (That’s the fourth appearance of a mower in this game, by the way.)
- To the right of the mower, there’s a cabinet with more burner fuel in a drawer.
- Head into the room behind that cabinet and turn left to find a green herb and a first aid med on the ground on the left side and another green herb in a breakable crate.
- Turn around and make your way all the way back across the front of the building to find a cabinet in the far corner with solid fuel and chem fluid inside.
- Turn around from that cabinet and pass through the doorway. Just inside, there’s more chem fluid on your right.
- Continue in that direction to the green table next to the refrigerator to find some shotgun shells in the drawer. Turn around from that table to unlock the door into the main hallway.
Old house lantern puzzle
When you’re done clearing out the greenhouse, unlock the front door and return to the trailer. Save and rearrange your inventory however you want. This next part only requires a gun (we prefer the shotgun if you have the shells left over or the handgun with enhanced handgun ammo) so you can fill the rest of your inventory as you like.
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Leave the trailer and return to the door attached to the lantern puzzle. Place the other lantern on the left side of the scale and the door will unlock. Everything behind this door is creepy as hell, but you’re not going to get attacked for a few minutes, so be careful, but don’t be too trigger-happy — we squeezed off more than a couple rounds jumping at shadows. We’ll warn you when things are about to get shoot-y again.
The D-Series arm
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Head through the door and turn right at the back of the room. This will lead you into another room where you’ll see your first of several jump scares. Look on the floor to your left for a picture that Eveline drew of her family. Continue through the room to the right. In the back, there’s another drawing and a teddy bear in a rocking chair. If you pick the teddy bear up and turn it over, it says, "I love you!" Haha, just kidding, black mold pours out of its mouth because everything is awful.
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Go through the door next to the teddy bear into the hallway and turn right — which is the only way you can go. Continue through into the room that is more black goo than room and just keep pushing forward through it. After the falling dolls jump scare, there’s a note on the yellow table on your left. Continue through the door.
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Turn left, then right and just keep stubbornly walking deeper into the horrifying house. When you get to the long hallway with the metal door at the end, you’re almost there.
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In the back right corner of Eveline’s bedroom, open up the dollhouse to find a hand-drawn map showing you where the secret passage is. Turn left and crawl through the passage.
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Pull the D-Series arm off the mannequin-thing at the end of the secret passage. Turn around and start your trip out of here.
Things are about to get shooty again
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You didn’t think you were just going to waltz out of here with the arm, did you?
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Your escape is going to be plagued by molded. At least it’s only molded and not worse enemies. Remember that the shotgun will drop them with one headshot and just (try to) keep your wits about you as you retrace your steps to the main part of the old house. The first molded with jump you as soon as you try to leave Eveline’s room.
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The next one, unsurprisingly, attacks in the black ooze-filled room and there’s one more behind the screen right before the lantern-locked door. Once you’re out, head to the trailer to meet Zoe (and save).
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But, obviously, things don’t go quite according to plan.