FinalUnlock
All0/0 Chapter0/0

Resident Evil 7 biohazard

Before you start13 missables
Difficulty
Starting on hardest is not required. Start on Normal: Madhouse opens only after a first clear, and Normal also counts for Easy. Difficulty achievements stack, so the Madhouse clear unlocks all three. Do the four-hour run on Easy before Madhouse to unlock the Circular Saw.
Difficulty details

The base game asks for one Madhouse clear and a run under four hours; the hardest add-on goals (Ethan Must Die, Joe Must Die, 21 Survival+) are much harder than the story.

Missables
13 missable achievements.
Missable details

Can't Catch Me and Out Before Dessert close when you enter the Testing Area; Duck If You Love Life is the Morgue fight; Back Off, Mrs. B!, Slash Slash, Slashity Slash! and Less is More belong to the Old House; Fly Swatter is the garden boss fight; That's a Spicy Meat-a-ball belongs to the ship. Coins, files and tapes must all come in one run, and missed statuettes need another run.

Co-op
No co-op requirement recorded.
Online details

Every achievement is single-player and offline.

Save planning
Review the recorded save or replay precautions before advancing.
Read precautions

Once Mia's attic fight ends you wake in the Main House; the Guest House is closed until the finale.

Unofficial guide. Locations are not verified in game. Details

Filters

Keys: / search · n next unchecked · [ ] previous / next chapter

Unofficial Resident Evil 7 biohazard 100% achievement guide: how to unlock all 58 achievements, plus all 74 collectibles with step-by-step directions and landmarks. Tick them off as you play.

Story collectibles (Easy and Normal)

Guest House (opening)

Point of no return: Once Mia's attic fight ends you wake in the Main House; the Guest House is closed until the finale.

  1. Videotape — Derelict House Footage. You pick this tape up and are made to play it as part of the opening in the Guest House. Watch it through; it counts toward Be Kind, Please Rewind.
  2. Antique Coin — Guest House kitchen drawer. As soon as the Derelict House Footage tape starts, turn around and look at the ground to pick up a Lockpick. Inside the house, go to the kitchen and use it on the locked drawer (you only find a picture). When the tape ends and you are Ethan again, go back to the same kitchen drawer before taking the secret passage; it is now open and holds the coin. Watch out: If you skip the Lockpick during the tape, the drawer stays locked for the rest of this run.
  3. File — Email from Mia. This email is in your inventory from the very beginning. Open the inventory, select it, choose Examine and actually read it; it can be done any time.
  4. File — List of Names (Front). While you are with Mia in the Guest House basement, look at the paper on the table just outside her cell (to its east). Examine it to read the front. Watch out: You cannot come back to this basement later in the story, so read it before freeing Mia.
  5. File — List of Names (Back). This is the reverse of the same paper on the table outside Mia's cell. While examining the list, turn it over and read the back as well; it counts as its own file. Watch out: Same window as the front: read both sides before you move on with Mia.

Main House (first visit)

Point of no return: None inside the house itself; the Main House stays open until you use the two key cards on the Testing Area door in the Yard.

  1. File — Home-Improvement Store Receipt. As soon as you can move after the dinner scene, look at the kitchen cabinets on the dining-room side, on the way to the refrigerator. The receipt is taped to the side of a cabinet.
  2. File — Newspaper Article - Missing People. Leave the dining area for the Living Room. The newspaper lies on the coffee table in front of the couch.
  3. Antique Coin — Lawnmower in the hatch. Once Jack starts chasing you, pick up the Hatch Key at the east end of the hallway, then open the hatch in the pantry behind the kitchen. Crawl through the passage; the coin sits on top of the red riding lawnmower on the left.
  4. Mr. Everywhere — Laundry Room. Come up from the hatch into the Laundry Room. The statuette is right there below the save point (the tape recorder). You need the knife or a gun to break it.
  5. Mr. Everywhere — Corridor table before the Main Hall. Walk to the end of the corridor that leads to the large sealed doors of the Main Hall (the same corridor where the Hatch Key was). Past the doors, a jumble of chairs and debris hides a table; the statuette is on it.
  6. Mr. Everywhere — Main Hall door. After the Garage fight, use the Ox Statuette to open the Main Hall. Just inside, on the west side, look on the table to the left of the door; the statuette has a sign asking you to shoot it.
  7. Antique Coin — Main Hall drawer. In the Main Hall, follow the wall to the north-east corner where the telephone stands. Open the drawer to the left of the phone for the coin.
  8. File — Newspaper Article - Over 20 Missing. From the Main Hall entrance, walk straight across to the grandfather clock (the one with the Pendulum). The newspaper is on the table to its right.
  9. Antique Coin — Recreation Room basket. Upstairs, enter the Recreation Room by its southern entrance and look toward the door to Grandma's Room. To its left, beside a basket and a small bronze statue, the coin rests on a small shelf.
  10. Mr. Everywhere — Recreation Room basket. In the Recreation Room, look to the left of the door to Grandma's Room (the north-east corner). The statuette peeks out of a basket, right next to the coin there.
  11. File — Jack's Memo. In the Recreation Room, check the small table with an angel figure against the wall, to the left of Grandma's Room door, close to the basket with the coin and statuette.
  12. Videotape — Mia. The tape is in the Recreation Room on the second floor, which you reach through the Main Hall after the Garage fight. Play it in the nearby TV; you control Mia escaping Marguerite. It also gives Can't Catch Me if she never spots you.
  13. File — Jack's Journal. Also in the Recreation Room. Look behind the counter near the TV, and in the drawer of the hutch on the western wall.
  14. Antique Coin — Bathroom toilet. On the second floor, go west from the Recreation Room into the Bathroom. The coin is in the toilet bowl.
  15. Mr. Everywhere — Drawing Room storage gap. Solve the shadow plinth in the Main Hall to reach the Drawing Room. Next to the locked Crow Door, a storage area is closed off; the statuette peeks through a gap in the wall, so shoot it through the gap.
  16. Antique Coin — Ashtray before the Monitoring Room. From the Drawing Room, take the western door into the small room with a whiteboard and a table, just before the Monitoring Room. The coin is in the ashtray on the table.
  17. File — Travis' Memo (Front). Leave the Monitoring Room by its eastern door and go north to the Safe Room at the end of the hallway, just above the stairs to the basement. Open the drawer to the left of the tape recorder and read the memo.
  18. File — Travis' Memo (Back). This is the other side of the memo in the Safe Room drawer. Turn the memo over while examining it and read the back too.
  19. File — Incinerator Room Memo. Go down to the basement Processing Area and into the Incinerator Room; deal with the Molded inside. The memo is on the wall, by the sink and a locker.
  20. Antique Coin — Processing Area wall hole. In the Processing Area, head west past the Incinerator Room door and pry open the corrugated divider into the big room with cages, where the Processing Area Map hangs. Just left of the divider (and left of the map), a wooden pallet leans on the wall; crouch at the small hole beside it for the coin.
  21. Mr. Everywhere — Processing Area stairs. In the large open room of the Processing Area (where the Scorpion Key is), take the stairs on the far side down toward the locked Morgue door with the snake emblem. The statuette is at the bottom of those stairs, on the northern side of that door.
  22. File — Memo About Relief. With the Scorpion Key from the basement, go back to the Recreation Room and unlock the eastern door into Grandma's Room. The memo lies on the dresser or desk.
  23. File — Doctor's Letter. Also in Grandma's Room: open the drawer by the door, across from the bed, for the letter.

Yard and Trailer

Point of no return: None; you pass back through the Yard and the Trailer several times.

  1. Antique Coin — Planter by the house steps. As soon as you come out into the Yard from the house, step off the porch and turn right. The coin sits in a pot of soil among the bushes beside the steps.
  2. Mr. Everywhere — Under the Trailer steps. Walk to Zoe's Trailer. Before you go inside, look under the small steps leading up to its door; the statuette hides beneath them.
  3. Antique Coin — Trailer birdcage table. Inside the Trailer safe room, the coin lies on the table beside the birdcage that holds the .44 Magnum (the nine-coin cage).
  4. File — Zoe's Investigation Notes. In the Trailer, look at the board covered with pinned notes, near the bed and to the right of the refrigerator. Examine it.

Old House

Point of no return: None for these rows before the Testing Area, but the Back Off, Mrs. B! fight happens only once, here.

  1. Mr. Everywhere — Gallery safe room. Find the Gallery with the shadow puzzle, step out onto its balcony and turn left into the safe room. The statuette is on a shelf along the left wall, to the left of the item box.
  2. Mr. Everywhere — Passage to the Cellar. With the Burner, burn the nest over the Living Room fireplace and go through into the long passage that leads to the Cellar. Just before the stairs, look behind the wooden pallet or crate by the wall; the statuette peeks out.
  3. Antique Coin — Outside the Cellar door. In the same passage behind the fireplace, the coin is just before the Cellar door, on the left.
  4. File — Marguerite's Warning. After the shadow plinth and the crawl space to the western side of the house, find the Crow Door that leads up to the second floor. The note is pinned to its doorframe; you can read it before you have the Crow Key.
  5. Mr. Everywhere — Crawlspace shelves. In the big room with the broken floor, enter the crawlspace Mia used at the end of her tape, the one that leads to the Crank. The statuette is on the shelves on the left inside the crawlspace.
  6. Antique Coin — Outhouse toilet. Once you have the Crank, go out the back to the boardwalk where you found the Burner Nozzle. Burn the insect nest, use the Crank to raise the northern bridge and cross to the outhouse by the water pump station. The coin is on the toilet, to the right of the chest that holds the Crow Key.
  7. File — Serum Documentation. After Marguerite's pit fight, open the Crow Door and climb to the second floor. Straight ahead at the Altar, open the green case and read the document inside.
  8. File — Marguerite's Notebook. From the Altar, enter the small room to the north with the piano. The notebook is on the table by it.
  9. Mr. Everywhere — Altar scales. From the Altar, take the stairs up to the long hall that ends at the door locked by a Lantern. The statuette is on the table to the right, on the east side by the scales.
  10. Antique Coin — Drawer by the Lantern door. Go right from the Altar to the long hall that ends at the door with the Lantern scale. Open the drawer of the small table or chest to the right of that door, in the corner, for the coin.

Yard (return with the D-Series Arm)

Point of no return: None.

  1. File — Memo on Deputy's Head. Return to the Trailer after taking the D-Series Arm from the Old House and answer Lucas's call. Then open the refrigerator and read the note on the back of the head inside.

Main House (Lucas and the key cards)

Point of no return: Using the two key cards on the Testing Area door closes the Main House and the Old House for the rest of the run.

  1. File — Lucas' Journal. Use the Snake Key from the Dissection Room on the Kid's Room upstairs. The journal is on the table to the left, near the bed.
  2. File — Torn Page from Journal. On the west side of the Kid's Room, check the vanity table near the ladder to the attic for the page.
  3. Mr. Everywhere — Attic beam. In the Kid's Room, use the lamp to lower the attic ladder and climb up. At the top, turn around; the statuette sits on a beam to the side.
  4. Videotape — Happy Birthday. The tape is in the attic above the Kid's Room, a room the story sends you to. Play it in a TV; it is Lucas's birthday puzzle, and finishing it inside five minutes gives Out Before Dessert.
  5. File — Clock Memo. Open the Master Bedroom upstairs behind the Snake Door. The memo is taped to the globe on the bedside table next to the clock.

Testing Area

Point of no return: You cannot return to the Main House or the Old House once inside. After the Testing Area the story moves to the Boathouse.

  1. Antique Coin — Tripwire room drawer. On the way to the barn, enter the small western corner storage room lined with tripwire bombs instead of turning left. Shoot or disarm the bomb near the door from the hallway, then go along the left side to the green desk and open its drawer.
  2. Mr. Everywhere — Barn fence post. In the Barn, deal with the Molded and look at the middle of the room, divided by a trough and a tall chain fence. The statuette sits on top of one of the fence posts; you can shoot it from the upper walkway.
  3. File — Memo on Burnt Corpse. After the Fat Molded, ride the elevator to the second floor. In the next room (the Rest Area) the note is pinned to the burnt corpse; it holds the Party Room code.
  4. Antique Coin — Shelf by the stairs button. Just outside the Rest Area you reach a small room with a button that lowers the stairs to the Party Room. The coin is on the small raised wall shelf to the right of the button.
  5. Mr. Everywhere — Above the door to the docks. After the Party Room and the D-Series Head, go through the door of the Monitoring Room safe room, then turn around and look up. The statuette is perched above the doorway.

Boathouse

Point of no return: After the Boathouse boss you choose who gets the serum (Mia or Zoe), which sets the ending. The Dulvey estate is closed after this.

  1. Mr. Everywhere — Net in the storage shack. On the boardwalk near the bridge to the Boathouse, enter the lone shack (the easternmost hut). The statuette lies on the floor on the left, trapped under a net.

Wrecked Ship

Point of no return: The first two ship coins are only reachable before you climb to 1F; the ship closes when you leave it.

  1. Antique Coin — Duct right branch. Once you reach S1, enter the Office and watch the flashback of two engineers pointing at a duct. Drop through the hatch and crawl; at the first fork take the right branch to its dead end and look left into the corner. Watch out: Easy to miss: you cannot come back to this duct.
  2. Antique Coin — Flooded room by the ladder. After the duct, climb past the body into the flooded room with the ladder and stairs up to 1F. Before climbing, search the left side of the water; the coin lies in the muck in the north-west corner next to a plant. Watch out: Easy to miss: get it before climbing to 1F; the area closes behind you.
  3. File — Giovanni's Will. On 1F, enter the lower-right room filled with storage crates (opposite the bunk room). The will is on a table beside a crate. Watch out: Mia-only area; collect before leaving the ship.
  4. File — Jim's Letter. In the Bunk Room on the east side of 1F, which connects to the crate room and is closest to the Rec Room, the letter lies on the lower bunk of a bed in the corner. A Molded may guard the hall. Watch out: Mia-only area; collect before leaving the ship.
  5. Videotape — Old Videotape. Eveline points you to this tape on the ship; it is in the Security room on 3F. Play it to start the flashback.
  6. File — Orders. The Old Videotape starts you in the Guest Room on 2F. The orders lie on the desk in front of a lamp, opposite the storage box; you can read them during the tape or later.
  7. File — Tattered Secret Document. Right after the Old Videotape ends, take the eastern corridor toward the broken elevator. Open the green case in the corner (the one used in the tape) for the document.
  8. Mr. Everywhere — Blocked stairwell. Reach the Bridge on 4F, go back toward the elevator and enter the blocked western stairwell. The statuette is on the left side of the stairs before the debris, behind the banister.
  9. File — Mechanic's Memo. Take the Lug Wrench from the Captain's Room on 4F, go back to the elevator shaft and drop onto the stalled elevator. Open the hatch with the wrench and drop in; the memo is pinned next to where the missing Fuse and Cable go.
  10. Mr. Everywhere — Shaft above the 2F cache room. On 2F, go past the Bunk Rooms into the north-east room with the ladder. Climb into the 3F shaft and turn around; the statuette is opposite the ladder (you can also shoot it from a distance). The orange box here holds the ship's only Lockpick.
  11. Antique Coin — Control Room toolbox. Take the Lockpick from the orange box in the shaft above the 2F cache room. Go to the Control Room on 3F, just past the elevator shaft, and pick the orange locked box near the broken laptop. Watch out: Only one Lockpick exists on the ship; do not spend it elsewhere.
  12. Antique Coin — Corrosive cabinet past Engine Room 1. Late on the ship you fight a Fat Molded in No. 1 Engine Room on S2. In the hallway just after it, the first wall cabinet needs Corrosive; open it for the coin. Corrosive comes from the Lounge safe on 2F (portrait puzzle). Watch out: Keep one Corrosive for this cabinet.

Swamp and Salt Mines

Point of no return: Riding back up into the Guest House starts the finale; the mines close behind you.

  1. Mr. Everywhere — Swamp shack windowsill. In the swamp safe room, the statuette sits in the wall: you can see it as you climb in. Or leave toward the mine elevator, turn around and look back at the shack; it is on a windowsill.
  2. Mr. Everywhere — Barrels past the lab stairs. In the large open area before the walkway and stairs up to the lab, keep following the minecart track past the stairs to the end. Look up to the walkway above; the statuette is on the left, in front of some barrels.
  3. File — Email Log. From the central area, take the walkway east into the next room, with bathtubs full of muck. Read the laptop on the desk near the door.
  4. File — Infection Report. Go south from the laptop room into the lab where the E-Necrotoxin is made. The report is on the shelves to the right of the door, by some books.
  5. File — E-Necrotoxin Document. In the same lab, open the case near the middle of the room (the one holding the E-Necrotoxin) and read the document inside.
  6. File — R&D Report (1 of 2). In the lab, check the table behind and to the left of the E-Necrotoxin case, with the cat carrier on it.
  7. File — R&D Report (2 of 2). Near the lab exit, look at the desk covered in binders on the right, next to the door.

Guest House (finale)

Point of no return: The final boss follows; there is no return to earlier areas.

  1. Mr. Everywhere — Basement storeroom shelves. Back in the Guest House basement from the mines, enter the small room with the doll and the sofa. The statuette is on the shelving on the far side of the central column, opposite the sofa.

Achievements

58 achievements. 13 can be missed for good: they are marked Missable. Labels show which ones need Madhouse difficulty.

Story (6)

She's Alive

Start a new game; it unlocks during the opening drive to Louisiana.

Welcome to the Family, Son

Get out of the Guest House at the start of the story. It comes after the attic fight with Mia, when Ethan ends up in the Main House.

You Ain't Gettin' Away

Leave the Main House for the Yard, using the three Dog's Heads on the back door.

The Grave Will Out the Truth

Finish the Old House part of the story and uncover what it hides.

You Better Start Running

Escape the Baker family home; it unlocks as the Dulvey estate part of the story ends.

Into the Depths

Escape from the wrecked ship.

Endings (2)

End of the Night

Give the serum to Mia when you choose after the Boathouse fight, then finish the game. Tip: The choice comes at roughly two thirds of the story. Make a manual save before it.

Just A Memory Now

Give the serum to Zoe when you choose after the Boathouse fight, then finish the game. Tip: Choosing Zoe adds a fight with Mia on the ship. Take this ending on a run where the ending does not matter otherwise, such as the Madhouse run.

Combat and items (11)

A-ha!

Pick something up by examining an item closely and turning it over, such as the handbag outside the house in the opening, which holds Mia's driver's license.

Behind Closed Doors

Shut any open door yourself by using it; this normally comes on its own early in the game.

Arms in the Air

Hold the block button as an enemy attack lands on you; blocking is the advised tactic in the first fight with Mia.

Master of Unlocking

Use any Lockpick on a lock. Tip: On Easy and Normal the first Lockpick is in a box by the Main House Laundry Room door, and the locked drawer in the hallway outside takes it. That Lockpick is not there on Madhouse.

Things Got Personal

Kill an enemy with the knife. The large flying insects resting on the walls of the Old House die to one hit. Tip: The small insect swarms do not count.

Open Your Eyes

Use Psychostimulants. One is in the room behind the Main Hall shadow plinth.

In the Bag

Pick up a backpack that adds inventory slots. One sits on the table by the Old House tape recorder.

Nice Try

Place an object that does not belong on a shadow plinth. The first chance is the Main Hall: put the clock's Pendulum on the plinth in front of the lit picture.

Less is More

(Missable) Kill two or more enemies with a single shot. The shotgun against Marguerite's insect swarms in the Old House works well. Tip: Treat this as missable: do it at the first chance in the Old House, because no later window is confirmed.

That's a Spicy Meat-a-ball

(Missable) Let a Molded grab you, then plant a Remote Bomb in it and detonate it so it dies.

  1. Remote Bombs first appear on the ship during the Old Videotape, shortly after you use the elevator.
  2. Let a Molded with two thin arms grab you; the blade-armed kind does not grab.
  3. With the bomb equipped, press fire to push it into its mouth, then detonate it.
  4. Treat this as missable: do it on the ship while you have Remote Bombs, because no later chance is confirmed.

1st Place at the Science Fair

Craft each of the eight recipes that use Chem Fluid or Strong Chem Fluid at least once. Tip: You can throw the crafted items away; only crafting them counts. Full list (8 recipes): First Aid Med, Strong First Aid Med, Handgun Ammo, Enhanced Handgun Ammo, Burner Fuel, Flame Rounds, Psychostimulants, Neuro Rounds.

Collectibles (6)

He's Here, There, Everywhere!

Break any Mr. Everywhere statuette with the knife or a gun.

Be Kind, Please Rewind

(Missable) Watch all four story videotapes in one playthrough: Derelict House Footage, Mia, Happy Birthday and Old Videotape. Tip: The game's stats screen does not track videotapes, so tick them here.

The Devil Is in the Details

(Missable) Read all 32 files in one playthrough, from the Email from Mia in your starting inventory to the R&D reports in the Salt Mine lab. Tip: Two-sided notes count as two files: read both sides. The inventory's files screen lists each one by name.

Pelicans in Your Pocket

(Missable) Collect all 18 Antique Coins in one playthrough on Easy or Normal. Tip: Spending coins at the cages does not stop it. A coin picked up and then lost to a death before a save must be picked up again.

Mr. Nowhere

(Missable) Break all 20 Mr. Everywhere statuettes. Broken ones carry over between playthroughs. Tip: Because progress carries over, a missed statuette can be picked up on a later run you need anyway, such as the speedrun or the Madhouse run.

Mad Pelicans

(Incomplete, Missable, Madhouse) Collect all 33 Madhouse Antique Coins in one Madhouse playthrough. They sit in different places from the 18 on Easy and Normal. Incomplete: Most Madhouse coins are listed by room only; the exact spot inside each room is not written yet. Tip: Coin cages you skipped on the estate appear once more at the swamp safe room, so you can still spend coins there. Full list (33 coins): Madhouse coin 1 — Guest House kitchen drawer, Madhouse coin 2 — Living Room, Madhouse coin 3 — Garage, Madhouse coin 4 — Main Hall, Madhouse coin 5 — Recreation Room, Madhouse coin 6 — 2F hallway, Madhouse coin 7 — Drawing Room, Madhouse coin 8 — Incinerator Room, Madhouse coin 9 — Processing Area, Madhouse coin 10 — Dissection Room, Madhouse coin 11 — Yard, Madhouse coin 12 — Gallery, Madhouse coin 13 — Past the Gallery puzzle, Madhouse coin 14 — Outside, first floor, Madhouse coin 15 — Old House 2F, Madhouse coin 16 — Yard ladder, Madhouse coin 17 — Greenhouse, Madhouse coin 18 — Supplies room, Madhouse coin 19 — Attic, Madhouse coin 20 — TV Room, Madhouse coin 21 — 2F hallway, first coin, Madhouse coin 22 — 2F hallway, second coin, Madhouse coin 23 — Storage Room, Madhouse coin 24 — 2F stairs, Madhouse coin 25 — Laundry Room, Madhouse coin 26 — 4F stairs, Madhouse coin 27 — 2F corridor, Madhouse coin 28 — Break Room, Madhouse coin 29 — 3F corridor, Madhouse coin 30 — S2 corridor, first coin, Madhouse coin 31 — S2 corridor, second coin, Madhouse coin 32 — Pressure Gauge Room, Madhouse coin 33 — Swamp.

Bosses and segments (6)

Can't Catch Me

(Missable) Play the Mia videotape in the Recreation Room and finish it without Marguerite spotting you. Tip: Being grabbed and sent back to a checkpoint does not count as being seen; running off after she sees you does. You can replay the tape at the TV until you use the key cards on the Testing Area door.

Duck If You Love Life

(Missable) During the Morgue fight with Jack, crouch under his overhead scissor strike. Tip: Only the overhead scissor strike counts; his other attacks still hit a crouching player. Save before the Morgue: this fight is the window.

Back Off, Mrs. B!

(Missable) When Marguerite roams the Old House after you meet Mia in the basement, hurt her until she runs away. Tip: This is the only chance on a run. Make a manual save on arrival at the Old House and bring the shotgun or a pistol, plus the Burner for her insects.

Fly Swatter

(Missable) In the Marguerite boss fight in the garden, shoot her in mid-air as she leaps at you from a wall. Tip: She climbs the walls only two or three times per fight. Save before the fight and restart it if you miss.

Slash Slash, Slashity Slash!

(Missable) Knife the insects Marguerite puts on a door in the Old House until they drop off. Tip: If you miss the first doors, more insects sit on gun lockers in the Old House and appear in the garden boss fight.

Out Before Dessert

(Missable) Finish the Happy Birthday videotape puzzle within five minutes. Tip: Watch the tape once at your own pace to learn the puzzle, then replay it at the TV for the timed attempt. Like the Mia tape, the window closes when you enter the Testing Area.

Difficulty and challenge runs (6)

Playing it Safe

Finish the story on Easy. A clear on Normal or Madhouse also counts.

The Nightmare's Finally Over

Finish the story on Normal. A Madhouse clear also counts.

Who's Your Daddy Now?

(Madhouse) Finish the story on Madhouse, which opens after your first clear.

  1. On Madhouse, saving at a tape recorder uses up a cassette tape; there are always some next to the recorders.
  2. Enemies hit harder, take more damage and spawn in new places; avoid fights you do not need and keep ammo for bosses.
  3. Do the four-hour run first: the Circular Saw it unlocks uses no ammo and cuts bosses down quickly. The Essence of Defense (all 20 statuettes) and the Secrets of Defense (a Normal clear) reduce the damage you take while blocking.

Just Get Me Outta Here

Finish the story within four hours of in-game time, on any difficulty.

  1. Play on Easy and run past enemies; pick up only what you need.
  2. Retrying from a checkpoint after a death keeps the time you lost. Instead, quit to the menu and load a manual save.
  3. Pausing stops the clock. Combine this run with Walk it Off and Resource Manager.

Walk it Off

Finish the story having used three First Aid Meds or fewer. Tip: Herbs count as healing in the stats, so leave them alone. Steroids from the coin cages do not count. Health slowly refills on its own.

Resource Manager

Finish the story having opened the Item Box no more than three times.

  1. Three openings are forced: before the Happy Birthday room, after it, and after leaving the ship.
  2. Choosing Manage Items on the death screen does not count as opening the box, which makes the third forced use optional on Easy and Normal.
  3. The game's stats screen shows how many times you have opened the box.

Not a Hero (2)

Mission Accomplished

Finish the Not a Hero chapter on Easy or Normal.

You're the Hero Now

(Incomplete) Finish Not a Hero on Professional, which opens after your first clear. Incomplete: A route or strategy for the Professional run of Not a Hero is not written yet.

End of Zoe (6)

Promise Kept

Finish End of Zoe on Easy or Normal.

Queensberry Rules

In End of Zoe, land a four-hit combo with Joe's bare fists.

Swamp Warfare

Kill five enemies with stealth attacks in End of Zoe.

The Only Guns You Need

Finish End of Zoe on Normal or Joe Must Die without using any weapons; fight with your fists. Tip: Plan the first Normal run fists-only; Queensberry Rules and Swamp Warfare come on the way. The AMG-78 you get near the end can be used without losing it.

Fastest Man in the Swamp

Complete any Extreme Challenge in End of Zoe. Tip: Start a second run on Normal and finish the first, easiest challenge; you do not need to finish that run.

King of the Swamp

(Incomplete) Finish End of Zoe on Joe Must Die, which opens after a Normal clear. Incomplete: A route and checkpoint plan for the Joe Must Die run of End of Zoe is not written yet.

Banned Footage Vol. 1 (5)

Dead by Dawn?

Survive all five waves of Nightmare as Clancy until dawn. Tip: Spend the scrap from the compactors on traps and turrets to save ammo, and open the third compactor early with Corrosive.

Sleepless in Dulvey

Survive Night Terror, the harder version of Nightmare.

Like Mama Used to Make

Escape the room in Bedroom by solving its puzzles while Marguerite keeps checking on you. Tip: Each time Marguerite comes back, the room has to look as it did when she left.

Ratcatcher

Examine all three dead rats in one play of Bedroom. Full list (3 rats): Rat by the bed, Rat in the stew, Rat on the storeroom shelf.

Ethan Never Dies

(Incomplete) Finish Ethan Must Die, where a single hit kills you and items are random. Incomplete: A route or strategy for Ethan Must Die is not written yet.

Banned Footage Vol. 2 (8)

Eye in the Sky

Beat Lucas at 21, the card game. Keep your strongest trump card for the last round, where he cheats.

Card Shark

Beat Survival mode in 21: five opponents in a row with the fingers you have left.

You Gotta Know When To Hold 'Em

Beat Survival+ mode in 21: ten opponents in a row. Tip: Keep Destroy trump cards for the opponents who play an escape card or a card that stops you drawing.

Butterfly Effect

Get the bad ending in Daughters by following the objectives as given. Tip: Do not use the password laptop upstairs past the Kid's Room on this run.

One Instinct: Survival

(Incomplete) Get the true ending in Daughters by escaping the Main House through the three-dog-head door into the Yard and reaching the trailer. Incomplete: The step-by-step route to the three-dog-head door in Daughters is not written yet.

Miracle Chef

(Incomplete) Feed Jack every kind of food and drink in Jack's 55th Birthday. Incomplete: The full list of foods and drinks for Jack's 55th Birthday is not written yet.

Don't Keep the Man Waiting

Clear any stage of Jack's 55th Birthday with a time bonus of ten minutes or more. Tip: Killing Molded pauses the countdown for a moment.

Best Birthday Ever

(Incomplete) Get an S rank or better on every stage of Jack's 55th Birthday. Incomplete: Score targets and stage routes for the S ranks in Jack's 55th Birthday are not written yet.