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Resident Evil 7 guide and walkthrough 3-1 The back yard, trailer, old house and the cellar

Well don’t just stand there — do something!

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

The back yard

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

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

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.

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.

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.

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).

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.

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.

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

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

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.

Use your knife to attack the spiders on the locker. Get the strong and regular-strength chem fluid from inside.

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.

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.

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

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.

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.

Go through the door into a workshop and grab the stone statuette from the bench. Then turn to your right to talk to Mia.

It doesn’t go well.


The next level of puzzles.

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