Resident Evil 7 Biohazard

Resident Evil 7 Biohazard

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How to beat Ethan Must Die
By Lynxer
Few tips and tricks that helped me beat Ethan Must Die.
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Tips & Tricks:
  • Take your time making sure that the crate is safe to be broken. If unsure, use any leftover handgun bullets or Machine gun rounds.
  • You can (and most likelly will learn to) use explosive crates/barrels/wiretrap bombs to attack/kill Molded, just be sure to keep enough distance not to be harmed by the explosion.
  • This game mode depends HEAVILY on RNG. Sometimes you might have a good run, and sometimes you might end up having your inventory filled with Chem Fluids and First-aid Meds. If, by the time you get the Greenhouse key, you realize that you are poorly equipped to face Marguerite, there is no shame in reloading or letting yourself be killed for a better chance next time.
  • Don’t be reckless. Even if you know every monster spawn spot and you are sure how to deal with them, any slight mistakes might end up getting you caught on an attack, and most likely getting one-shotted.
  • When you die (not If, because it’s almost certain), you’ll leave a small porcelain figurine in the place you died, which will appear on your next playthrough. If you manage to get there and break it, you will be able to randomly savage one item from your previous run’s inventory (if you already have a weapon from the previous run, you'll get ammo instead). Just make sure that you’ll be able to retrieve the item without getting in harm's way. If you manually restart or close the game, however, said figurine won’t spawn on your next gameplay.
  • Enemies are way stronger, while your health remains the same. One or two attacks might be enough to kill you, so it’s very important to keep yourself at top health (which means you won't be able to use any more healing items) and use Steroids so you get a second chance if you get attacked.
  • Inventory management: You only have 12 item slots available, with one of them being used for the Pocket knife. Ideally you should have one handgun (1) one or two heavy-duty weapons (2 slots each), ammo (regular handgun bullets or Enhanced bullets, grenades, clips) and at least one healing item (a stack of strong First air meds). Don’t be shy to drop items in order to make space, just be sure to use up all ammo before you do.
  • If you are sure you are about to get damaged, BLOCK. It drastically increases your chances of survival, even moreso if you have any of the Defense scrolls. Don’t rely on them to stay alive, though.
Items Breakdown:
Most useful items:
  • Steroids (3/4): Use them as soon as you get them. You might think to keep them as an emergency Full Health item, but it’s better to have the Max health increase just in case something happens.
  • Strong First Aid Meds (2/3): You should keep at least one stack of this as your main healing item. Ideally you should save them for the Marguerite battle, but use them sparingly if you are heavily damaged (it’s better to recover back to full health and survive a near-fatal attack, than dying because of a miscalculated attack).
  • Albert-01R (4): If you get this weapon, focus all of your resources to make handgun bullets, or even better, enhanced handgun bullets. Empty out all other handguns you might have and then drop them instead of reloading them. Not only this can help you keep any Molded you find at bay, but it’s very useful during the Marguerite Boss fight.
  • M37 Shotgun(3): This will be your most useful tool inside the Baker’s mansion. Its stopping power means that you can stagger any Molded, plus a headshot almost always ensures you an instant kill. This one is preferred over the M21 Shotgun for its clip size. If you have any ammo left, keep them for Marguerite.

Regular use items:
  • Shoes (4): These only mean that you’ll be able to outrun Molded without switching to ‘run’. You can keep them, but drop them as soon as you need the space.
  • Enhanced Handgun Ammo (4): Try to hold on to them for as long as possible, especially if you get the Albert-R01 gun. If you get to the Greenhouse key and have no handguns, it’s a safe bet to ditch them for the key.
  • Handgun ammo (2/3): Ditch them if you have the MPM handgun and you need space for other weapon’s ammo. Otherwise, having them for the M19 and Albert-R01 is always a good idea.
  • M19 Handgun (3): A Handgun with good stopping power. Replace the MPM handgun as soon as you get this one, and ditch this one as soon as you get the Albert-R01.
  • Survival Knife (3): Replace the Pocket knife with this one. The Knife is useful for opening crates, destroying harmless nests, hitting very weak monsters (like the crawling ones) and damaging Marguerite as a VERY last resort. Otherwise, it is useless as a regular weapon against regular Molded. Ideally you shouldn’t ditch this one.
  • Burner/Burner Fuel (2): It is VERY effective against Marguerite. Since Burner Fuel is more common than Grenade rounds, you can rely on almost always having 100 extra units of Burner Fuel. Additionally, you can spare a couple units of Burner Fuel to trigger some traps or bomb crates, which is more effective than using bullets/rounds from other weapons. If choosing between this one and Grenade Launcher, I’d recommend to keep this one for the long run, but if you are near getting to the Greenhouse, choose the latter.
  • M21 Shotgun(2): Despite its stopping power, the fact it only holds two shotgun shells means you need to reload it often, if at all. It’s useful for any of the two ambushes inside the house, but if you get the other Shotgun, use this one up first and keep the other one.
  • MPM Handgun(2): You’ll more likely use this one to trigger traps or headshot regular Molded if you have enough bullets, otherwise this gun is disposable.
  • X-ray Glasses (2) and Psychostimulants (1): The former will use up one of your item slots, while the latter can be stacked but its effects are temporary. Those can help you avoiding bomb traps and prioritizing rooms for the ammount of items inside. Keep them around until you need the item slot for something else.
  • Gun Powder(1): Prioritize for Strong Chem Fluid to make Enhanced Handgun ammo, or Chem Fluid for Regular ammo. Ditch if your inventory is full/You don’t have any handgun’s left/ There’s no more chem fluid. REMIDER: You can combine 1 Gun Powder and 10 regular handgun bullets for 5 Enhanced bullets.
  • First Aid Med (1) Use them as soon as you get hurt to stay at full health. Stack them only if you don’t have any Strong First Aid Med, otherwise ditch them.
  • Herbs(1): Use them to heal yourself if you are in the ‘danger’ state, so you can walk/run normally. Combine them with Strong Chem Fluid only if you cannot make Enhanced ammo.


Least useful items:
Grenade Launcher (4): If you are about to head to the Greenhouse, this item is a godsend, since it causes heavy damage to Marguerite. Otherwise, taking this means that you’ll be using two item slots for the duration of the run. Ditto with any extra Flame Rounds/Neuro Rounds you find, meaning one less item slot.
44 MAG(4): If you find it, you should keep it around only to stop Molded/Quick Molded if you are cornered, or use it during the Living Room ambush. Otherwise, you should avoid it/drop it (Since the 44 MAG’s ammo has a very low chance to spawn).
Essence/Secrets of defense(3/4): With this, you will get less damage from successfully blocked attacks. Otherwise just avoid them or drop them for other items.
P19 Machine Gun/Machine Gun ammo (3): You’ll most likely use it to trigger traps and empty it out on a single enemy, but it’s not useful for fighting Marguerite herself. Empty it out and ditch it ASAP.
Stabilizer(2): It doesn’t make much difference in regards to reloading times. Use them as soon as you get them.
Obstacle 1: Baker’s mansion’s main Hall / Scorpion Door
As soon as you enter the main hall, 1 Fat Molded will spawn on the top floor, while 2 regular Molded will spawn to your right and on the left stairs. The goal is to run past the Molded falling on your right, make an u-turn to the left, and run towards the Scorpion door (it won’t require the Scorpion key, so you can just open it. Stay running forward while hugging the right wall, as a third Molded will spawn on the hall leading to the basement. Make another U-turn to your right and go through the white door, closing it behind you to keep the Molded at bay.
  • Sometimes 1 or 2 crates will spawn in the main hall, either in front of the Shotgun room, or in a table inside the shadow puzzle room. It’s safer to check if you had the luck of getting Psychostimulants or the X-ray glasses, but since you’ll be running, it will be safer to get these crates on your way out of the mansion, once you’ve dealt with both Molded.
  • There is a 1 out of 5 chance that the Fat Molded will damage you, should you choose to get the crates while running from the regular Molded. Even if you survive, there’s little chance you might make it to the Scorpion door without getting damaged.
  • Make sure to close the white door as the third Molded is chasing you. There is a slight chance that it doesn’t de-spawn as you get to the Supplies room, and you might end up getting cornered by it with no weapons to defend yourself.
Obstacle 2: Trapped Supplies’ room.
After clearing out Obstacle 1, you should head towards the Supplies room in order to de-spawn the Molded chasing after you from the hall leading to the basement. However, a new Molded will spawn as soon as you get close to the Supplies room, and said entrance has a Tripwire bomb you can avoid if you crouch.

Enter the room and break any of the crates that might spawn, as they both will have items inside. Just stay close to the crates or step away from the door, as the Molded will end up triggering the Tripwire bomb.
Obstacle 3: Harmless bug nest
After getting rid of the Molded guarding the hall leading to the basement, you should return back here. In front of the Basement door, there will be a harmless bug nest blocking your path. However, stepping on the ladder will summon a Molded that will chase you down.

  • If you have a handgun, It would be wise to shoot one or two rounds at the nest to weaken it, before attacking it with your Pocket knife.
  • If you don’t have a handgun, you need to run all the way down the stairs and mash the attack button to destroy the nest as soon as possible. You need 8 attacks from the Pocket knife to destroy the nest and open the basement door.
  • If you have the Survival Knife, all you need is 4 attacks to destroy the nest.
  • Make sure to close the door behind you to keep the Molded trapped on the stairs. If you try going back up the stairs, the Molded will spawn back, so be careful.
Obstacle 4: Nerve Gas hall (Incinerator Room) (Optional)
The Incinerator room always has two crates, often 3 or 4 star rated crates, so you will end up getting powerful weapons early. IF you are at full health, you will be able to run past the nerve gas traps and remain unharmed. If you are at Danger status, trying to run past them will get you killed.
  • You can’t avoid tripping the first and third traps on the floor, but you can certainly avoid stepping on the second one. After picking the loot in the Incinerator room, going back to this hall will spawn a Four-legged Molded, but if you run past it and trigger the second nerve gas trap, you will be able to kill it as you escape.
  • If by mistake you kept the door leading to the stairs open, it will most likely let the Molded inside and keep chasing you. If that’s the case, try trapping it inside the Incinerator room, and then run all the way to the stairs in order to dodge the four-legged Molded. You can de-spawn them both if you run towards the Supplies room and back, but it’s a risky move.
Obstacle 5: Basement monsters
Avoid the nerve gas trap to the right of the Basement entrance, and get inside the room where you get the Scorpion key. A Molded will spawn, but you can defeat it if you go to the previous hall and make it trip the nerve gas trap on the floor. It won’t kill it, but you can finish it off with your knife.
After that, you’ll hear a monster behind the door leading to the second basement floor. Open the door slightly ajar, so that the Fat Molded behind it releases all of its puke, and then open it whole to let it chase after you.
The idea is to bait the monster around the table while dodging its puke attack, and as soon as the coast is clear run all the way down the basement’s brown metal door.

  • As you bait the Fat Molded around the table, keep your distance, and stay guarding in case that it decides to attack. Try hiding behind the column in the middle of the room in order to dodge its attack.
Obstacle 6: Trapped Dissection Room
DO NOT ENTER THE DISSECTION ROOM, as there will be a Tripwire bomb next to the frame. You can open the door, or use the X-Ray/Psychostimulants to see if there’s any item or bomb inside the room.
  • If you have a Burner, you can spare a couple units of fuel to try and trigger the bomb from outside the room, so you can enter safely (Be careful of bomb crates, though).
  • If you don’t have a Burner, it’s safer to clear Obstacle 7, and then spare one handgun bullet to trigger the bomb, and then come back for any loot left.
Obstacle 7: Tripwire hall trap
There are three Tripwire bombs along this hall. At the end, a Blade-armed Molded will be waiting for you. The idea is to crouch past the Tripwires, and then let the Molded see you so it starts chasing you down. You must go back and ensure the Molded trips two of the three Tripwire bombs to defeat it.
  • SOMETIMES, the Blade-armed Molded will blast past the second bomb, in which case the third Tripwire bomb will do the trick. Just be sure to keep your distance so you don’t get damaged.
  • If you need to return to the Dissection room after you disarm the tripwire bomb there, just remember to avoid the untriggered tripwire bomb left, or detonate it yourself with a spare bullet/Burner blast.
Obstacle 8: First Ambush (3 monsters)
You will be facing an armless Molded and a Blade-armed Molded. You need at least a shotgun or a handgun with a full magazine to get past the Ambush.
  • First, open the crate to the right, if there’s any.
  • Second, open the crate in front of the exit door (the one opposite to the one you came in), if any. Going past this point will trigger the ambush.
  • Third: place yourself between both engines, hugging the right wall, and looking at the exit door. If you do it correctly, the armless Molded will chase you down from the left, triggering a nerve gas trap that will destroy its legs, too, while the Blade-armed Molded will spawn in front of you.
  • If you have a shotgun, a clean headshot will get rid of the Bladed Molded, while you can carefully get rid of the crawling molded with your knife or a spare bullet. If you have a handgun, shoot the crawling molded first so you can go around the room shooting at the Bladed molded until you kill it.
  • Once both Molded are dealt with, the doors will open. HOWEVER, as soon as you cross the exit door, a four-legged molded will spawn behind you and try to one-shot you, so close the door as soon as you get out.
  • Destroy the harmless bug nest in the bathtub room so you can move forward.
Obstacle 9: Secret hallway trap (between Workshop and Master Bedroom)
After picking up any items in the Workshop, you should be able to walk towards the secret passage. HOWEVER, stepping on the last step of the ladder will trigger a ceiling trap that will insta-kill you. In order to avoid it, you should climb the stairs walking backwards, and as soon as you hear the metallic sound of the mechanism activating, run forward to dodge the trap.
  • If you have any leftover items, you should be able to go back to the previous rooms and pick what’s left
Obstacle 10: Master Bedroom explosive crates
After climbing out of the secret passage, you will find yourself at the Master Bedroom, surrounded by bomb crates. The safest way to clear this room is to turn around, step on the nerve gas trap and jump back inside the secret passage. This will activate the trap and detonate everything inside while you are safe and unharmed.
  • Going to the Main Hall, you will be able to spot a Tripwire bomb above the door leading to the living room. You don’t need to detonate it, though, since it will be useful later on.
  • Once you cross the door towards the 2nd Floor East Wing, you won’t be able to go back at all, so be sure to carry everything you need before continuing.
Obstacle 11: Second floor Turrets
You will hear Jack being gunned down by a turret. After you open the door, run towards the right in order to avoid being gunned, too. Now crouch and walk alongside the balcony until you hear a Molded spawn behind you. Continue towards the Rec Room door, and wait until the Molded has been gunned down to proceed.
Obstacle 12: Recreation Room’s Turrets and Tripwire traps
While still crouched, open the door. There are two tripwire traps, one to the right next to the counter, and another one behind the billiard table to the left. There are two turrets that will shoot at you if you are not careful.
  • Destroy the crate in front of you (if any) and run all the way towards the trash cans on the other side of the room, to the right of the other door. From here, shoot at the Tripwire bomb next to the billiard table.
  • From here, you can run past the turret and inside “Grandma’s room”, where you will find two high-rated boxes with items. just make sure to run past the turret on your way out.
  • If the crate that spawns on the counter is a bomb crate, you should be careful with the turret shooting at it and detonating it by mistake, as you might end up getting hurt by the explosion. Try to trigger the explosion yourself, just to be sure.
Obstacle 13: Second floor Molded (1)
As you open the Rec room’s door to the 2nd Floor hallway, two Molded will spawn. Run all the way across the Rec room and towards the balcony, and close the door. The molded will chase after you and will be gunned down by the turrets. DON’T FORGET TO CROUCH IN ORDER TO AVOID THE BALCONY’S TURRET.
  • Sometimes, one of the two molded will make it past both turrets and stand in front of the door, you will be able to notice because the door will immediately close if you try to open it. If it happens, very carefully open the door in order to push the Molded forward, and as soon as the door opens all the way close it down. This will trigger the turret to shoot the Molded again.
Obstacle 14: Second floor molded (2)
After dealing with the two previous molded and walking down the hall next to the broken stairs leading to the kitchen, two more molded will spawn. Run past the explosive barrel until you hit the corner to the right, BUT without heading to the balcony, since the active turret will gun you down.

Turn around and shoot at the Molded with whatever you have. Ideally you should stagger it long enough for the second Molded to get closer, and then make the barrel explode to kill both of them at the same time.
  • You should keep one or two Shotgun shells in case one of the Molded survives.
  • Sometimes, one of the molded will trip down the stairs, triggering one or both of the tripwire bombs downstairs. While this is favorable, it’s better if you avoid triggering those two bombs, as they might be useful shortly.
Obstacle 15: Broken stairway Tripwire traps
There are two tripwire traps downstairs, next to the broken down stairs. If you try jumping down you will end up triggering them. In order to avoid that, step next to the couch and try shooting at the farthest Tripwire, so you can jump down safely.
Obstacle 16: Pantry’s trap (Optional)
You can only do this if you have one or two bullets to spare. As you open the door to the pantry, you’ll find one or two high-rated crates next to some bomb crates and tripwires. Shoot at one of the crates to detonate them all and clear the room (notice the tripwire in the ceiling. As you step inside, an armless Molded will spawn. You can either shoot at the tripwire bomb, trick the Molded into jumping into it (although keeping your distance to avoid damage, or just circle around the room to trap the Molded inside.
Obstacle 17: Laundry Room’s trap (Optional)
You can only do this if you have one bullet to spare and your health is full. Get close to the door without triggering the nerve gas trap and open it with the action button. Next, shoot at the crate in order to detonate it, and then run past both the nerve gas traps in order to get inside the room. Now you can pick the loot inside the room.
Obstacle 18: Second Ambush (3 monsters)
As soon as you pick the Greenhouse key and try to leave the living room, the doors will close and the battle will begin. Keep note of the turret inside the living room, you can run past it or crouch behind the couch to get past it.

2 Molded and 1 Fat molded will spawn. The idea is to stand next to the turret, in front of where you picked up the Greenhouse key, so the Molded will get in front of the turret and get gunned down. This might be tricky, but if you use a powerful enough item (shotgun or Magnum) you will be able to get them stuck long enough to die.

Fat Molded is trickier, though, as he will be puking towards you constantly. Shoot at it while the turret does the same, but tricking him to avoid going around the living room’s table. IF he somewhat gets around the table, you should run past it back the Dining room BEFORE the turret starts shooting at you and the Fat Molded attempts to puke at you, otherwise you might get killed there. Remember to avoid the Fat Molded explosion when it dies.

  • At this point, you should have enough firepower to go against Marguerite. Preferably, you should have one handgun, one or two powerful firearms (a Shotgun, Burner or Grenade Launcher), enough ammo for each of your guns, one stack with healing items, and the Greenhouse key. Discard all other items such as shoes, scrolls, unused gunpowder and chem fluids. If you got to this point but you are severely underequipped, you should consider retrying from the start.
Obstacle 19: Returning to main hall (4 monsters)
After getting the Greenhouse key and going town the corridor towards the Main hall (avoiding the tripwire bombs along the way by crouching), a pair of legless Molded will spawn around the corner. After getting rid of them, two four legged Molded will spawn and chase you around.
  • If the turret has enough ammo left, you can bait both legless Molded to the living room, so they might get gunned down by the turret. If the turret runs out of ammo, another alternative is to bait them towards the pantry or the laundry room, since they are slow enough to be baited there. You can also trick them to jump towards the tripwire bombs, but it’s better to use them agains the four-legged molded.
  • Once the four-legged molded spawn, you need to run back to the tripwire bombs and trick them into jumping at them, while keeping enough distance not to be harmed by the explosion. If both tripwire bombs have been detonated by then, you can either have them chase you to the living room (if there’s any bullets left in the turret), or use one of the leftover bombs from Obstacle 15.
Obstacle 20: Reaching the Greenhouse
Now you can unlock the door going back to the main hall. Careful, though, as the tripwire bomb above the door might activate if you are careless and you haven’t detonated it manually.
The idea is to crouch and walk past the door while hugging the right door, as you hear the Fat Molded on the second floor spawning, and the two regular Molded spawning after it. At this point, you should back down and wait patiently for the Molded to trigger the tripwire and die together. If they remained alive after the bomb went off, you can bait him back to any of the previous unused trap, or just walk him inside the Launtry room or Pantry and bait it.

Now get outside the mansion. As you walk past the left side of Zoe’s camper, you’ll hear a Fat Molded spawning behind a door surrounded by tripwire bombs. If you get close enough, however, a pair of Molded will spawn and catch you off guard.

What you should do is to trigger the Fat Molded spawn, without spawning the regular Molded ones, and then calmly shoot down the three tripwires on the door from a distance, one by one. After that, you can just run past the door all the way towards the Greenhouse and use the key on the second floor.
Boss Fight: Marguerite
The battle will be similar to the one in the campaign, with few differences. There are no spiders, there are no nests or insects, and there will be few crates with items (including a 4-star crate in the top floor, in case you need extra firepower). Fortunately, Marguerite will have less health this time around, and there will be tripwires and turrets that you can use to massively harm her.

  • Before the battle begins explore the first floor to get a look around, make note of the tripwire bombs and break any item crates.
  • Slowly walk up the stairs until you trigger Marguerite’s appearance, and immediately step back. If done correctly, Marguerite will fail grabbing you, so you will be free to shoot at her.
  • Climb the stairs and look to your right. Try locating a tripwire bomb and shoot at it, which will be useful shortly.
  • Walk forwards to the balcony, get the 4-star item from the crate, crouch and dodge the diagonal tripwire, get to the room on the left , and head towards the crate on the other side while dodging the turret. If you shot the tripwire from before, you should not have trouble getting here.
  • Now, wait for Marguerite to appear and shoot at her with everything you’ve got. Fortunately, the turret will damage her as you do, keeping her away. If you run out of items, dodge Marguerite and head down the balcony, gathering items and opening the locked door so you can run around the house, shooting at her and prompting her to trigger the various tripwires around.

As soon as Marguerite yells and kneels, you know that you’ve defeated her, and Ethan would have survived. Congratulations!
6 Comments
uphyre 21 Jul, 2024 @ 12:03pm 
Thank you for the contribution. I tried it thousands of times and in the end you end up catching the dynamics of the mode and you advance more and more. Obviously you can have bad luck but here it is trial and error, there is nothing else.

With each death you learn something new and you learn the routes you have to follow to have options.

As for the confrontation with Marguerite is pure chance and luck, as the stage is full of traps and it is very easy to die (especially if you don't have powerful weapons or flamethrowers).

Admittedly, it is very difficult to get it, but it is tremendously addictive.
Puangue 21 May, 2024 @ 5:46pm 
Thanks to you, I was able to achieve it on the first try; it took me an hour.
Lynxer  [author] 23 Jan, 2023 @ 1:01pm 
In theory you can block Marguerite's initial attack. However, doing so means that the blocking animation will take away precious seconds to shoot at her. if you just step back, you can start blasting her with the Albert or the shotgun.
CloudDude(AKA:CD) 18 Jan, 2023 @ 8:09pm 
i believe you can just block Marguerite's attack on the stairs, no need to back away from her. this works on normal easy and probably madhouse, idk about ethan must die yet, it may work here
Frisk 28 Oct, 2022 @ 12:03am 
this is very helpful ty!
esther 9 Oct, 2022 @ 4:50am 
This helped me a lot and is a lot better than the other guides, thanks!