Your nightmare begins, however we’re right here to assist.
So, right here we’re: Resident Evil 7. Billed as a return to the horror sequence’ extra gradual paced and methodical roots, the sport shares rather a lot in frequent with the unique two titles within the sequence. That means puzzles, backtracking, non-compulsory and hidden gadgets, weapon upgrades and restricted sources. All of which, we expect, makes the sport pretty damn good.
It additionally makes it ample materials for a information – and we’re right here to assist. As of the time of writing we’ve accomplished Resi 7 3 times – as soon as on regular issue blind, and two exploration-driven easy-mode meanders by way of its world to seek out extra secrets and techniques. This information is based on notes from our first regular play-through, augmented a bit of with extra tidbits from later play-throughs.
Housekeeping: As far as attainable, we’ll maintain this information spoiler-free. We’ll trace at and speak round revelations fairly than outright reveal them. Things like merchandise areas, out there weaponry and executives shall be spoiled as we have to speak about them, in fact, however we’re not going to spoil huge plot twists or certainly warn you about bounce scares. Consider your self warned. Let’s do that.
Resident Evil 7 Guide: Walkthrough #1 – Entering the Baker’s Farm
When the sport begins, you’ll be in a automotive. It’s pushed robotically, however you’ll be able to go searching manually. There’s nothing to fret about right here, so simply soak within the surroundings.
When the automotive stops you’ll get out and acquire management. There’s just one solution to go, so comply with the trail and method the ominous-looking home. Approach the gate: It’s locked. Damn. To the left is an alternate path – your solely choice.
Eventually you’ll discover a van. If you open the door to the van you’ll discover a world-building e-book to look at: Sewer Gators 17. The recreation calls gadgets like this ‘Files’. These are non-compulsory, however examine it: Picking up and inspecting all of the gadgets like this in a single play-through is value a trophy/achievement, so that is nicely value doing.
Once you’re executed there, undergo the gate. Welp. Keep going and simply comply with the trail in entrance of you. When you attain some useless animal physique elements being pecked at by crows, the precise path is behind you, by way of the ritualistic gate. You’ll must crouch to get by way of.
Eventually you’ll method a ledge. Drop down. There’s a pile of rubbish in entrance of you with a purple hangbag in it. Interact with the bag. Spin it round to seek out the motive force’s license. Finding the motive force’s license will award you a trophy/achievement – ‘Ah-ha’!
Inside the Guest House
This chapter stays fairly linear, so head into the home and comply with the one out there path. This is the GUEST HOUSE. You could be aware of this home thanks to varied trailers and demos.
Past the chained cabinet there’s a kitchen; inside there’s an excellent quantity you’ll be able to work together with. Meander round investigating issues just like the pot, the drawers with images in them, the fridge and so forth. Get used to this type of circulate: looking out every thing you’ll be able to. None of that is important, however some will contribute in direction of item-investigating trophies/achievements.
Once you permit the kitchen you’ll rapidly discover some stairs. Upstairs is a save level that on this recreation comes within the type of old-school Tape Recorders, which I suppose are to the current day what typewriters have been to the 90s. Save if you would like.
To the precise of the save level is a VHS video tape: ‘Derelict House Footage’. Grab it. Don’t fear in regards to the button marked ‘stairs’ in right here for now – it’s damaged.
Take the tape downstairs and deeper into the visitor home. In the lounge type room there’s a bunch extra world-building stuff you’ll be able to examine (do it! Some of it provides clues to the deeper story of the sport) and, unmissable, a TV and a VHS participant.
Now – if you wish to sequence break, you’ll be able to skip the tape fully. Just skip to the subsequent part. Resi 7 does one thing fairly intelligent the place tapes educate you issues about the home that protagonist Ethan can then use to his personal benefit. So… Slot the VHS into the TV. It’s going to show you the place to discover a secret door with a purpose to progress.
VHS tape: Derelict House Footage
Honestly, this tape doesn’t really want a walkthrough – it’s actually easy. However… I need you all to get used to the format of this information, so let’s checklist all of it the identical.
There is one key non-compulsory factor you are able to do on this tape: flip round and look on the bottom within the beginning space and earlier than getting into the home discover a lockpick. When you enter the kitchen, use the lockpick on the drawer in your proper. Inside is merely an image, however don’t fear: it will result in one thing good and non-compulsory in a short while.
In the tape you’re a part of a gaggle of three guys making a documentary about deserted homes, and so they’ve picked the Baker farm visitor home as their newest conquest. The trio stroll round and issues fairly predictably find yourself going south. You’ll principally be guided by way of this expertise by NPCs, however the essential factor to notice is the placement of the lever that opens up a secret passageway in the lounge – proper by the VHS participant, in actual fact. So… make an observation of that, and benefit from the tape. If get pleasure from is the precise time period…
Back within the Guest House: Secret Passageways and bolt cutters
As quickly as you’re out of the tape, head again to the kitchen. Look within the drawer you unlocked within the secure that was locked earlier than. By unlocking it within the tape you’ve unlocked it within the current – time paradox! Inside now’s an antique coin. Grab it.
While enjoying by way of the Derelict House Footage tape you’ll have seen the secret lever within the fire, proper close by the tape participant. You know what to do. Go pull it, then head by way of the passageway that opens in your proper.
Head by way of the tunnels. You’ll have to crough to get by way of. There are mysterious images and dossiers which can be pinned up, and you finally arrive right into a set of rooms that look a bit of like a jail. You ultimately method a lit cell, and there’s visibly any person inside.
On your left listed here are some extra issues you’ll be able to have a look at – extra recordsdata and world-building clues. On the desk are the BOLT CUTTERS. Grab this merchandise.
There’s no level in going any additional simply but, so use your newly-grabbed bolt cutters to chop your method into the cell and to fulfill its occupant. After a quick story sequence, comply with them as they speak and yammer on about what’s happening and who took them prisoner.
When your associate freaks out in regards to the lack of a door, take a look round. There’s a photograph of an outdated girl right here. Through the one out there passageway there’s another stuff to choose up and examine. Dolls?
You’ll know once you’re executed exploring. Follow the newly opened passageway. There’s a cellphone, but it surely’s useless. Just previous the cellphone on the left of the hallway there’s a dresser with a lamp on it. Open the dresser and decide up the GUEST HOUSE MAP inside. There’s additionally a rest room on the left as you go down the corridor. Inside there’s two first-aid kits: one in plain sight and one inside a drawer. Take them.
Keep exploring. Eventually you’re going to abruptly find yourself in a unique, all-new room. When you regain your senses (and management), decide up the handaxe. Combat! This encounter isn’t onerous to beat – simply bear in mind which you can block with L1/LB and assault with R2/RT.
After occasions unfold, the cellphone rings. Go reply. it. If you need, you’ll be able to seize the axe you have been pressured to drop once more after the cellphone name.
Into the attic: time to flee
A door has been opened now and this wing of the visitor home is now totally linked to the primary space you have been in. Head again upstairs to the save level if you would like. Next up: keep in mind that chained-up cabinet earlier than the kitchen? We have bolt-cutters now. Go open it to get your palms on a FUSE merchandise.
Back in the lounge, the place the TV is, there’s a fuse field. It’s reverse the TV and VHS participant. The fuse field is, predictably, lacking a fuse. Put the fuse you simply received into that field.
Placing that fuse offers you entry to a brand new space, the attic. In the room in your proper you’ll discover a PISTOL and a few ammo. You’re going to want it. Head deeper into the attic. If you go searching there’s some additional ammo right here to seize. Make the very last thing you do to climb the ladder.
Now you’re in a boss combat, of kinds. Really that is fairly simple: simply shoot till it’s over. You ought to’ve been given greater than sufficient bullets, and there’s no fear about ammo conservation: none of this carries over anyway.
With that combat accomplished, discover the attic a bit of. It’ll soon be time to head to part two – half one is pretty much as good as over. Enjoy the present.
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