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Resident Evil 7 biohazard walkthrough 6-0 Wrecked ship (all sections)

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.

Table of contents

6-1 The wrecked ship

6-2 Old videtape

6-3 Looking for Ethan

6-4 Fixing the elevator

After your cruise is cut short, it’s time to get some answers. And you’re going to look for them in the wrecked ship. The first section of this new area is actually pretty straightforward — just walk forward, drop to the water, then continue forward. Your reunion with Ethan doesn’t last long (reunions never do in this game). (Also, we definitely didn’t picture Ethan as a blonde.)

Continue forward and go up the stairs and head into the ship. There’s only one hallway for you to follow for now. Just keep following it (it will turn right, right, left, then left) until there are some stairs you can go climb — remember you can check your map if you get disoriented. Climb the stairs past the black ooze modern art until you run out of stairs to climb.

Head into the middle of the room at the top of the stairs to trigger a flashback/hallucination that will show you where to go next. Drop through the hatch because Mia just can’t get enough of crawlspaces. Again, your path is pretty straightforward, but you’re about to pass two really easy to miss items. After you drop into the crawlspace, turn to your left and follow the tunnel as it turns left, then right. At the next intersection, the right path looks like a dead end, but look under the pipes on the left side for an antique coin.

Turn around and follow the tunnel a little farther until you drop through another hatch. Turn to your right and follow the hallway again — there are a couple side rooms with some stuff to read, some creepy messages and some former crew members, but the hall only has one destination.

Turn left when you get outside and head up the stairs and through another hallucination. Head back inside at the top of the stairs and go straight down the hallway. When you run out of hall, climb the ladder. Go past the crew member and drop back into the water. Before you climb the next ladder, turn to your left and look around in the water at your feet for another antique coin.

Climb the ladder, then the stairs and try to follow Eveline. She’s going to lock herself behind a door, though, and you’ll need to find a fuse to get inside. You’re about to start encountering molded, but, since you don’t have any weapons, you’re going to have to run from them. You’re safe for the moment as long as you don’t wander too far.

Turn away from Eveline’s door and start back the way you came. Before you get to the stairs, turn right into the first room you pass and grab the green herb from inside the green cabinet. Get back outside and turn right. Go past the stairs and get ready to go into the next room.

Turn to the right as soon as you get inside and check the trash cans for some chem fluid — why not combine this with the green herb for a first aid med? Now, look at the back of the room, but don’t go there yet. That glowing green light is your target — there’s a fuse there — but a molded is going to appear to attack you when you head for it. You don’t really have a choice in the matter, though. Just sprint back there, grab the fuse and sprint back out. If you’re quick, you can completely avoid its attacks.

Take the fuse and install it in Eveline’s door to unlock it. Climb the stairs to the third floor — look for the "3F" sign — and go through the door on your right. Weave your way through the halls and rooms inside until you get to the room where Eveline is watching TV.

She’s going to ask (insist) that you watch the old videotape. It’s really not up to you, so it’s time to watch. There’s a lot going on in that tape, so we’ll walk you through it in the next section.


Activating the elevator

After the introductory scene, you’re again/still playing as Mia. Your inventory box is to the left side of the door over by the TV, but it’s probably empty (unless you pre-ordered). On the opposite side of the room, grab the machine gun ammo and note from the desk. Oh yeah, by the way, Mia’s got a P19 machine gun.

Go out through the doors and turn right. Follow the hallway past the elevator (you can’t call it yet anyway) all the way to the end and go through the door you see there into the bunk room. There are some supplements on the desk in front of you as soon as you walk in. Turn left and grab the green herb off of the table in the adjoining room. There’s a locked cabinet on the wall by the table that you can’t do anything about yet, but we’ll be back for.

Turn left from the table and head back into the hall. There’s another locked cabinet back in the corner (if you attempt to open these even when you can’t, they’ll get marked on your map). Follow the hall around to the left. Take the first door on your left into the dining room.

Turn left when you walk in and grab the machine gun ammo from the bottom of the cart. To the right of the locked doors, grab the supplements from the shelves against the back wall. Turn around from there and the chair on the far left of the table has some chem fluid.

Continue through the doors to the left of the table into the next room. The door into the next room is molded shut, but there is some machine gun ammo on the couch. Turn right from the couch and look in the upper corner of the room. There’s a window/vent there that we’ll be using later.

Turn around and head back to those locked doors in the dining room. Crouch down and pass through the hole in the wall to the left of the locked doors to enter the kitchen. After a quick phone call on your Dick Tracy watch about the writhing pile of Eveline vomit (how’s that for a sentence?), grab the green herb out of the sink and you can get out of there.

Back in the hallway, turn left. The door in front of you is locked. So don’t rush for it. Around the corner on your left, there’s going to be a molded approaching. This feels like a good time to try out your new machine gun. Our advice about fighting molded with the machine gun is a little different from our usual advice. You still want to shoot them in the face, but the recoil makes the machine gun’s aim drift like crazy. You have two choices: either aim a little lower — it does a good job of dropping them with enough shots to the chest and throat region (and the recoil will still send a few bullets into their faces) — or you can fire in short, controlled bursts. We tend toward the first approach for two reasons. First, molded move fast enough that short, controlled bursts won’t drop them before they reach you. And more importantly, c’mon, it’s a machine gun.

When the molded is dispatched, complete your loop around this floor and return to the elevator and push the button to call it. There’s a molded that will drop on you as soon as you get on, so make sure your machine gun is reloaded. After he’s handled, hit the button to take the elevator down to S2.

Finding the corrosive

Head straight out and follow the hall around to the right. When you go through the dogleg, get ready for a molded in that alcove on your left. Continue along the path until it turns left.

In that room, grab the green herb from the crate on your left and the machine gun ammo from the pallets by the door. Continue through the door and turn left. Another molded will drop from the ceiling before you get too far. Go past the locked door (we’ll be back for that, too) and head to the end of the hall. Pick up the two remote bombs before turning left and entering the next room.

Before you pick up anything, watch the raised floor in front of you for another molded to spawn. You can take a couple pot shots at him while he’s up there, then wait for him to make his way down to you to finish him off with the machine gun, or you can practice placing a remote bomb and blowing him up when he walks over it.

To the left of the door, grab the chem fluid from the ground between the ducts, then turn around to get the machine gun ammo from the tanks behind you. Follow the path that brought the molded to you and go out the door at the top of the stairs.

Turn left and follow the hallway down. You’ll pass another locked door, then get another phone call. Turn to the right at the end of the hall to get the chem fluid from behind the step ladder. Turn around and go into the luggage room. Smash the crate in the corner for more chem fluid, then open the gate. Grab the three bottles of corrosive — these are what we’ll use to get into those locked doors and cabinets (don’t worry, you’ll find more).

With the corrosive in hand, make your way back to that last locked door you passed. Open it by selecting the corrosive when it asks for a key. There’s nothing to pick up in the next room, it’s just there for Eveline to freak you out. Do a quick loop of the walkways, then head back to the door.

Follow Eveline to the left and keep retracing your steps. Two molded will come at you from the ground floor in the next room, but you’ll see them coming from your elevated perch. Since you’ve got the time to plan, plant a remote bomb on the stairs and you can take them both out at the same time.

Keep backtracking the way you came until you find the next locked door you passed. Pop the lock and go inside to grab the green herb and machine gun ammo from the shelves to the left of the door and two remote bombs and another bottle of corrosive from the shelves on the back wall.

Head back to the hall and turn left to keep retracing your steps. When you get to the walkway where someone seems to’ve started a fire, a total of three molded will attack you. The first will be alone, so he’s easily handled with your machine gun. Then, plant a remote bomb and back up to take out both of the remaining two at once.

Eveline beats you to the elevator and doesn’t hold the door for you like a little jerk. Wait for your turn, then take the elevator up to the third floor.

Finding Alan

When the elevator doesn’t make it all the way up, climb out on the second floor to go check on Alan. Turn right out of the elevator to return to the room you started in. Of course he’s not there, but at least he left a note.

As long as you’re here, you might as well hit those two locked cabinets. The first is straight out of the door and down the hall in the bunk room’s kitchen. Exit through the bunk room kitchen door and turn right. The second cabinet is at the end of the hall on the right, but there’s a molded waiting to attack you on the left. Both cabinets contain remote bombs each.

The hallway the rest of the way around the floor is blocked by a blast door so you can’t pass. Take the first door on your left to duck into the dining room. Remember that window we looked at earlier? Turn right in the dining room and pass into the attached room. Two more molded will spawn as soon as you walk in. When they’re taken care of, the window in the back right corner will let you bypass the blast door.

Drop down and turn to your left. Go through the open door into the stairwell and climb up to the third floor. There’s nothing to pick up here and there are no branches to the path. Just keep pushing deeper into the rooms until you get back to the hallway with the elevator and find Alan.

It doesn’t go well.

When you wake up from your ooze-nap, continue forward past Alan and go through the door. Interact with the laptop in the middle of the room for a blast from your past, then continue through the room.

Just keep pushing forward as everything turns to mold and eventually the tape will end.

Getting into the elevator

After the tape ends and you have a brief (and chilling) conversation with Eveline, turn to your right to find a save point on the desk. Go through the door to the right of the tape recorder and turn left. Grab the chem fluid out of the green cabinet, then continue along the hall toward the elevator. Make sure to check the case on the floor at the end of the hall for a(n incomplete) foreshadowing note.

Continue through the door behind the case to enter the room where you found the laptop in the old videotape. Turn around to your left to find a locked box — there’s an antique coin in here we’ll come back for in a minute — and some machine gun ammo. The wooden locker against the wall to the right of the ammo has some chem fluid inside. Turn around from there and grab the gunpowder from the desk drawer. Then get the green herb from the desk above the (now broken) laptop.

The door out of this room is locked and you, sadly, don’t have any of your corrosives anymore. Return to the elevator and pull the doors open. You can’t get down into the elevator car (yet), so you’ll have to climb up the ladder. At the top of the ladder, turn left, then drop through the hatch in the floor. You’ll find yourself on the bridge of the ship. Turn to your right to find a conveniently still operational security monitor. Interact with it and flip through the feeds until you spot Ethan.

Head to the right and down off of the raised platform. There’s a remote bomb on the console right ahead of you. Turn left from there and go to the far end of the room to find some gunpowder in a filing cabinet.

Turn around and return to the other side of the bridge. In the back right corner, you’ll find the captain’s cabin. You can ignore the locked red locker for now (but we’ll be back in a minute) and turn your attention to his desk. Grab the ship map and the lug wrench.

Leave the captain’s cabin and head straight along the hall to the elevator. Turn to your left and get the green herb out of the closed locker, then continue forward past the elevator shaft. Follow the hall around to the right and down the stairs. There’s a remote bomb at the bottom. When you turn around and climb back up, watch on your right for a Mr. Everywhere. Use the remote bomb you just picked up to destroy it. (Or, we suppose you could make a note to come back later, but it’s super satisfying to blow him up.)

Go back to the elevator and pull the doors open. Drop down onto the car and use the lug wrench to open the hatch in the roof. Climb into the car to discover that the elevator is now missing a cable and a fuse. The note on the wall tells you where you’re going to have to go for the cable and, if you remember, we already know where there’s a fuse.

Finding weapons

Before you go wandering around this mold- and molded-filled ship, you should probably arm yourself with more than a few remote bombs. From the elevator, climb up to the second floor. Right in front of you, you’ll find a survival knife stabbed into a bench.

Turn right and make your way toward the room where the old videotape started. Crouch when you hit the corner to make sure the armless molded there doesn’t see or hear you. Duck into the safe room behind his back. Grab the handgun ammo from the bedside table and the corrosive from the floor at the foot of the bed. Then you can hit the inventory box and save point.

Turn left when you leave the safe room — the molded should’ve wandered off by now. Smash the crate where he was standing for another remote bomb. Turn around and follow the hall around to the left. Go past the elevator shaft to the far corner. The door to the bunk room is locked now. Use the corrosive you picked up to open it. From left to right:

  • there’s a remote bomb on the overturned bunks
  • and another remote bomb on the desk
  • the captain’s cabin locker key next to that bomb
  • a strong chem fluid in the white cabinet to your right

Let’s go use that locker key and get a machine gun, shall we?

Return to the elevator and climb the ladder up to the roof. Take the ladder from the roof the rest of the way up the shaft. Once again, turn left and drop through the hatch in the floor. There’s now a crawling molded on the bridge with you when you drop down. Plant one of your remote bombs to take him out.

Head for the captain’s cabin in the back corner. Use the captain’s cabin locker key to unlock the locker in the captain’s cabin (say that three times fast). Grab the remote bomb and the P19 machine gun. Turn around quickly because there’s a molded on its way to ruin your fun. At least you’ve now you’ve got a machine gun.

Before we get around to fixing the elevator, let’s pick up a few more exploding toys. Head back to the elevator and drop down onto the car. Climb down inside, then climb up onto the second floor. Turn left and follow the hall around to the left — past the bunk room you opened last time. You might run into that armless molded again, so be careful.

Open the door to the other side of the bunk room about halfway down the hall on the right. A molded will drop right on the other side of the door. Duck inside to grab the chem fluid from the microwave and the gunpowder from the desk. Before you leave, check the magazine on the table for a neat note.

Head back to the hall and turn right. Follow the hall to the left and go back into the dining room. A molded will come at your from your left. After you take him out, duck through the hole in the wall to go into the kitchen and pick up the machine gun ammo on your left.

Head back out into the main room and go into the attached room on your left. Turn to the right when you enter and get the gunpowder out of the wardrobe. The door at the back of this room is no longer molded over, so you can go in.

On the other side of the door, you’ll see six paintings and a safe (and a green herb on a sofa on your right). Compare the paintings on your right to those on your left. You need to get both sides to match by rotating the paintings on the left until they’re aligned the same way as the paintings on the right. Getting them right will unlock the safe and net you three corrosives.

Finally, head back to the hall and turn right. Go through the door in the back corner in front of you and climb the ladder. At the top, you’ll find two more remote bombs and a lock pick in the orange box. Before you climb back down the ladder, take out the Mr. Everything.

Now we’re ready to get to work on that elevator. Since you’re here, hit the inventory box and save point, then get to the elevator shaft and climb all the way up to the third floor.

Repair the elevator

The cable

When you climb out of the elevator shaft on the third floor, turn left and go into the control room. Use the lock pick on the toolbox to get an antique coin. Head for the locked door in the back corner. There’s a crawling molded that you’ll have to deal with, then you can use the corrosive to pop the lock.

On the other side of the door, you’ll find yourself on the walkway from the end of the old videotape. At the end of the walkway, turn left into the locker room, then take another left into the sick bay. Grab the chem fluid and strong chem fluid from the cabinets on your right when you walk in.

Turn around from the cabinets and you’ll be facing your goal for this room — the cable needed for the elevator. The problem is, as soon as you start to detach the cable, you’ll be attacked by one of those fat molded like the one you fought in the barn. When he attacks, use your remote bombs to take him out quickly — it only took two for us.

When he’s defeated finish gathering the cable. Turn around and cross the room along the windows. At the far side, grab the corrosive out of the cabinet. Turn right from here and follow the hallway to the left to find a remote bomb.

Retrace your steps all the way back to the elevator car and install the cable. Now we just need to go retrieve the fuse from Eveline’s door (from the beginning of your wrecked ship adventure).

The fuse

Climb down out of the elevator to the first floor. Be careful because there’s a crawling molded patrolling this hallway. Turn to the right and make your way to the end of the hall to find the maintenance room. There are only two things in here — a tape recorder on the desk and an MPM handgun in the drawer the corpse was reaching for. Pick up the gun and save.

Back in the hall, turn to the left and go all the way to the end to grab the fuse. Follow the hall around to the right. Open the first door on your right and smash the crate inside for some gunpowder.

Get back to the hallway and go all the way to the end. Burn the lock on the recreation room with corrosive. Going counterclockwise starting on the right, grab:

  • machine gun ammo from the bench
  • a green herb from the weeds on the ground
  • two remote bombs from the locker in the back corner
  • a bottle of corrosive from the white tables on the left side
  • another backpack that will expand your inventory one final time

Turn left when you leave the recreation room and go through the first door on your left. Straight in and in the back left corner, read the letter to Janet. Turn to the right and head for the door, but check the magazine on the bench before going through.

In the next room, smash the crate for a first aid med, then read the diary and get the psychostimulants off the table. Be careful when leaving because there’s one more crawling molded waiting for you.

Now you can finally take the fuse to the elevator and install it. Push the button for S2 to go rescue Ethan.

Rescuing Ethan

Back in the basement, you’re going to retrace some of your steps from the old videotape. When the elevator doors open, follow the hallway to the right. Once again, when you hit the dogleg, you’re going to be jumped by a molded — this time from above, though it will probably drop down behind you. Once that one is handled, another molded will come at your from the front. Before you move on too far, make sure you smash the crate in the alcove on the left for some strong chem fluid.

When the path turns to the left, grab the remote bomb out of the crates and the machine gun ammo out of the green cabinet.

Go through the next door and turn left. A crawling molded will drop from the ceiling. Go through the first door on your right to get

  • some handgun ammo out of the green cabinet
  • smash the crate on the floor for some more handgun ammo
  • the white shelves in the back of the room have some machine gun ammo
  • the shelves by the door have two remote bombs

Back in the hall, continue to the right. The room at the end of the hall is that two-level room with the raised center. Turn to the left when you get inside to find another remote bomb and then turn around to find more machine gun ammo (in basically the same place as it was last time you were in here).

Make your way around to the stairs carefully — a molded will spawn on the first landing. If you’re quick, you can plant a bomb at his feet before he even stands up.

At the top of the stairs, a fat molded will spawn. Again, try to be quick and plant a bomb at his feet, but if you can’t just mine the stairs and lure him toward you. After he’s dead, smash both crates for machine gun ammo.

Head through the doors and follow the walkway to the left. When the walkway turns right, look at the wall for another locked cabinet. Corrosive the lock to get the final antique coin. Continue down the hallway to the right all the way to the end. Go into the cargo bay — where you found your first corrosive earlier — and pop the locked cabinet on the wall for two more remote bombs.

Head back out to the main hallway and turn right, then go through the door on your left to confront Eveline and rescue Ethan. What happens next is a lot to take in, so we’ll just meet you on the other side in the next section.


The next level of puzzles.

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