Once again, worry about getting away first. Now, your goal is to get into the car and get it started before Jack grabs you. While you’re here, go ahead and save again because things are about to get interesting. Crouch in front of the tape recorder for the second Mr. Go back along the hallway and into the laundry room again.
#Resident evil 7 biohazard guide full
(We’ll point out the obvious ones in this walkthrough, but we’ll be writing up a full collectibles guide in the days to come.) There are 20 of these bobble-head statues scattered throughout the game. Continue down the hall to the end to find your first Mr. The door is locked with some elaborate statue-based mechanism that seems to be missing a piece. There’s nothing you can do about it just yet, but you’re going to be coming back here in a few minutes, so it’s good to know your surroundings. The main thing we’re here to learn about is the locked door to the Main Hall. There are some pictures on the tables along the way to look at (and comment on). Turn right again and explore the hallway here. Turn around from the window and follow the hallway all the way around to where you picked up the Hatch Key. There are other things to look at in the hallway down to your right, but let’s focus on the homicidal maniac wielding a shovel first.īefore you head down to the garage, it’s time to put that knife to use and explore a little while we’re at it. Follow the hall all the way to the end and pick up the Hatch Key from the table. Go through the convenient door he just created in the wall and turn right into the hallway. There’s no table to distract him this time, so your goal is to wait until he’s in the hall between the kitchen and dining room doors, then sprint through the kitchen and into the pantry. Just kite him back toward the dining room again. You’re not going to get far before Jack Kool-Aid Man-s his way through the wall. Sprint past him to the right, into the kitchen and out through the (open) door into the hallway. Jack will destroy the table, giving you your window. Lead him all the way back to the dining room doors and put the table between you. Kite Jack back along the hallway, around the corner and past the door to the kitchen. There are two things you can practice using here - sprinting by clicking the left thumbstick and rapidly turning around by pulling back on the left thumbstick and pressing circle/B. To reiterate (because we tried several, increasingly frustrating times), there’s no fighting back here - you goal is simply to run away. Your goal is to stay out of reach of his shovel and just outmaneuver him - you don’t have any weapons to fight back with anyway. Jack is going to chase you, but he’s not fast. Things are going to happen fast now, so read ahead a little and try to prepare. He’s carrying a shovel and that’s not a good thing. Before you make it very far down the hall, you’ll see Jack stumble into view. At the end, on the left, you’ll find a locked door - you’ll be opening this in a minute. Turn right and ignore the stairs down to the garage for now. Go back to the dining room and open the doors into the hallway. Check the newspaper on the coffee table for an article about the Sewer Gators’ disappearance. If you crouch down right there and look behind the speaker, you’ll find a green herb. There is some ammo in the table in the back right corner. The first important thing to notice is the clock against the wall on your left - there’s nothing you can do now (it’s missing its pendulum), but this is something we’ll be coming back to later. Now you can continue into the living room. Right before you go in, turn left and approach the back side of the kitchen cabinets to pick up a File - the receipt pinned there for a completely normal set of things to buy at a hardware store. Turn right from the dinner table and start walking toward the living room. You can explore the kitchen, the pantry and the living room without being harassed. You’ve got a couple seconds to breathe before everything goes sideways again, so poke around some.