Resident Evil 7 Teaser: Beginning Hour

Resident Evil 7 Teaser: Beginning Hour

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Safe Way to Get the True Ending + Dirty Coin - Handgun included
By pHOEniX_05
Spent 9 hours playing this demo. I had to scramble around a lot to find exactly what I had to do get everything to work. So, I thought a compilation of everything in one spot would be helpful to new players.
   
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The First Step
Quite important to note, don't interact with things that aren't mentioned.


1. Right after waking up, turn to your right, look for a lever that the game lets you interact with and pull it.

2. The lever opens a trapdoor near you. Crouch (C, default button), go through it, and a box on the left should have a fuse. Grab it.

3. Exit this secret room, and head to the fusebox directly in front of you. Put the fuse you just got into it.

4. Head out the door. Take a right, walk through the moldy door, take the left that the hallway leads into, and look for a drawer to your right that contains a notebook. Pick it up.

5. Turn back and go out the moldy door. After you walk past the cabinet with a mirror on it, there should be a cabinet a few steps away that has a drawer you can open.

6. Open the drawer and grab the Dummy Finger.

7. Head up the stairs. There's a button with "Stairs" on it - interact with it.

8. This brings down the stairs to the attic - head up. Walk into the first door on your right, you can visit the other path later.

9. There's a table with a phone and a picture. Skip this for now. (Otherwise, you can look at the picture, but save the phone for a later point)

10. In the space up ahead, there are three things you want to collect. Ignore the ladder for now, you don't have the key to unlock the window. First, move to the left, near the bed - there's a Basement Key sitting on the table near it.

11. On the opposite end of the bed, there's a bit of Handgun Ammo, near the trash can. Grab it.

12. Turn around, and head to the other end of the room - there's a bunch of TVs, and the Object Made of Celluloid is behind them. Grab this as well.

NOTE: Do NOT interact with the bloody text nearby while trying to get the Celluloid. We haven't started solving the murders yet - and these triggers can get a bit weird/buggy.

13. Head back down the stairs. Head towards the moldy door, through its hallway, until you find the bent metal door.

14. Use the Basement Key to unlock it, and head down. At the bottom of the stairs, head straight and look to your left - there's a Lock Pick sitting on top of some machinery. Pick it up.

15. Turn to your right, towards the white door.

The mold monster here can cost you your True Ending, so follow the next few steps to a tee - if you get hit, reset immediately.
Side-note: if this section is stressful for you, I'd advise muting the audio till you get out of this room.

16. Head through the door. Look around if you're here for the first time - notice the red valve on top of those rolling stretchers.

17. Approach it from the left, grab the valve, and immediately turn back, head to the door as fast as you can and push it. You'll see Jack Baker stick his face out, while the door is blocked. Just mash forward and interact - after you kick the door twice, you can dash out.

18. Head back up the stairs. Walk through the hallway slowly - there should be a shelf to your right with some handgun ammo on it - grab this as well.

19. Following the hallway, there's a door to the left that leads to a bathroom - head in. A cabinet drawer to your left has some more ammo - open the drawer and grab it. There's a medicine cabinet half open - if you try to look into it, there's yet another piece of ammo here - the final ammo you'll grab for now.

20. Next to the bathtub, there's a pipe with a valve missing. Stick the valve in, and flush the toilet - you'll see a handgun in the toilet now. Grab it, and reload. The bottom right corner should say 7/0 - the magazine has 7 bullets. You technically only need 4, but (from experience) it's better to have some more on hand.
NOTE: test out the aiming on the handgun - the sensitivity on aim is different from your normal camera sensitivity, so get used to it.

21. Walk back down to face the mold monster - with some firepower this time. After you enter the door, it's nowhere in sight. Exiting the room makes it despawn, and there's two ways to trigger it - which one you get really doesn't matter. Make sure your audio is on - it'll help you know whether the monster spawned.

22. Head towards the room with shelves while looking at the stretchers, and back away immediately when you get to the entrance. If the monster isn't coming out from the middle of the room near the stretchers, it's inside the room with the shelves - head to the exit door and wait for it to come out.

23. When you see the monster, immediately aim for its left leg - that is, if the monster's facing you - the leg on the right side. 4 bullets into this, and it'll fall - it's harmless now, don't worry. The monster will crawl away and jump - lights go out - you can hear it running away - and then your flashlight will be back on.

NOTE: The monster's known to bug out at times. I've had him just freeze without moving - if this happens, he's harmless - you'll know for sure if he eats all 4 bullets and his leg still won't fall apart. If this happens, go to the next step directly.

24. Head into the room with the shelves, and grab the key that's sitting next to a doll - the Attic Window key.

Note: The monster won't respawn after this point. (Unless it bugged out like the previous note says - in that case, it'll just stand there forever, not able to do anything.
Solving the Murders
After this point, you can't be harmed in any way, so you can roam around more relaxed - the creepy sounds you hear during this section is just to scare you.

These murders are to be solved in order - doing otherwise could doom your chances of getting all the solutions.

Open your inventory and combine the Dummy Finger with the Object Made of Celluloid to obtain the Dummy Hand - you'll have to use this to point at the solutions to the murder mysteries.

Solving the murders involves hearing a giggle, and then pointing to the solution - which distorts the screen a little bit, accompanied with disturbing sounds - which means you're on the right track.
If you don't hear the giggle, you might have to reset - but following this guide should guarantee hearing all of them and solving the murders.


Murder 1:

1. Head up the attic again, and enter the same room. Near the pile of TVs (to its right, precisely), there's a bunch of text scrawled in blood. Interact with it, and you'll hear your first giggle.

2. Go downstairs to the main floor, and you'll see a fallen bookcase. Walk up close to it, and open your inventory - examine the dummy's hand. Move it around in a way that makes the finger point at the fallen bookcase. After a second or two of staying still with the finger pointing at it, you'll see a bit of distortion - and creepy noises of something snapping. You've solved the first murder.


Murder 2:

1. Turn to your left, head through the kitchen, and into the hallway at the end of it. Walk to the door in that hallway, open it, and pick up the bolt cutters (a weird baby doll's gonna pop down, nothing to be worried about)

2. Turn around, and head to the locked cabinet - you can break it open with the bolt cutters. Open it and get the VHS tape inside it.

3. Head back up to the attic, again - this time, walk past the room you've visited to the hallway which has a boarded-up door. Approach it, and when you're near, look at the lamp. You should hear your second giggle.

4. Time to solve this one. Head back down to the mold monster room - it's either permanently gone(if you shot its leg off) or too bugged out to do anything.

5. Apart from the hanging body bags, there's a stretcher on the left that has a body bag. Stand next to the head, and pull out your dummy hand - point at its head. You'll get the distortion again, and hear a gunshot - presumably how this guy was killed. Another murder solved.


Murder 3:

1. Go back upstairs to the main floor - and head to the kitchen. Stick to the left - there's a drawer next to the table that's locked. You can use the lock pick to unlock it - grab the axe inside it.

2. Head to the stairs - there's a picture of a woman with a bag over her head - press your aim button and hit it (I've missed hitting it but it seems just swinging near it counts) - and you'll hear the third giggle.

3. Step off the stairs, and walk into the room opposite to the cabinet with the mirror (it has voodoo dolls hanging off the ceiling)

4. Pull out the dummy hand again, and point at the boarded-up door here. Distortion, disturbing noises of someone desperately knocking at the door. You've solved the third murder.


Murder 4:

1. Turn around and go look at the mirror on the cabinet. Now, press the quick turn button (defaults -
X on PC, down+circle on PS, down+B on Xbox) and you'll hear the fourth giggle.

2. Walk up to the attic to the room where you got the Basement Key, and approach the bed. Look up - there's two wires, white and blue.

3. Get your dummy hand out and point at the wires, and you'll get the same distortion, accompanied with the sound of something snapping - probably the victim's neck. You've solved the fourth murder.

4. Turn around and walk over to the telephone - interact with it. You won't hear anything, but it is important to use it here.


The next murder seems to have a specific trigger - seeing the ghosts present in the VHS atleast once. If you've already seen them, skip to the next section.

If this is the first playthrough you've had, you've definitely not seen them, so head back to the room you started in, and pop the VHS tape into the TV. Here's a video with all the ghost locations.

To my knowledge, you can't see any on your first watch, so play through the tape till the end, and then run it back. If you see a ghost, I'd say you can skip to the next section, but I ran through the tape two or three times when I did it.

Murder 5:

1. Go down to the mold monster room again (seriously, I hate this room as well). Walk to the area with the shelves, there should be a doll on the ground. Crouch next to it, and.. well, stare at it. You should get the final giggle here. If you don't get anything, it's possible you didn't actually see the ghost, so watch the tape again, and try the telephone as well if you want to.

2. After getting the giggle, go to the kitchen - there's a pot on the table. Interact with it, and you'll get a not-so-pleasant animation of a roach getting on your hand. After you regain control, point the dummy hand at the "stew" inside the pot. After getting the distortion and - what I'm pretty sure is someone getting dismembered? - you're done with everything.


Now, head back up to the same room in the attic and find the text on the wall there (that you interacted with to get the first giggle). The door on the right will now be covered in bloody fingerprints, and is unlocked. Step in to see a rocking chair, read the text and you'll be able to claim the Dirty Coin. Now, you can head up the ladder and escape the house.
1 Comments
λGato_2134λ 31 Jul @ 12:28pm 
this is the best guide out there