Don't give him a chance to even get his bearings. Grab the keys, hop into the car, start the ignition. Be quick: To your right as soon as you gain control there's a bench with the car keys on it. Okay, so, there's a nice easy strategy for this. Do that first, then head into the garage. On your way, you can also break the box that's wrapped in yellow tape with the knife for some ammo. Slife the tape and hit the hidden button. You can now use your knife knife to open the door to the garage down the stairs back near where the cop appeared. Everywhere, a collectible - and across the course of Resi 7 you want to try to smash them all.
Just beyond this door is a dead-end, but among the stuff here is a bobblehead type figurine. If you want you can use your one-time-use lockpick to open this - there's a medkit inside, and there'll be more lockpicks and locks to pick later.īefore you proceed, backtrack on yourself again to where the main hall door is.
On your left from where the window where the cop appeared is you'll find a locked cabinet. a cop! Thank god! And he gives you a knife. You won't be able to get into the main hall, however. Story intrigue abound!Īfter leaving that room, head around to where the main hall door is on the map. The phone will ring when you go to the door.
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Pick it up, spin it, find how to open it and find a lockpick inside. On a shelf to the right of the door you'll find a container.In one corner you'll find a filing cabinet - open it for a herb and some chem fluid, both key crafting items.And breathe! In here: An item locker (these are magical, so anything put in here will be available at any locker), a save point, a phone. On a the left side of this underground area is a red lawnmower type vehicle, and on top of it is an antique coin - important items you use to buy upgrades.Īt the end of the path you'll end up in a safe room. Once you get the keys, head to the trap door, open it, and head through it. You need to find a way to grab this and loop back around to the trap door without Jack killing you. At the far end of the hallway before it turns to the right there's a key on a table - this is for the trap door. When Jack spots you, turn and run, and try to use the layout of the area (consult your map) to loop around in circles and lose him. What follows is a messed-up game of hide and seek, and this area is so small that really there's little I can do to advise. To see this content please enable targeting cookies. At one far end of the hallway is Jack, and on top of a dresser at the far end of that hallway are the keys to that trap door. You'll notice stuff - locked cupboards, a box the game says is breakable, etc - ignore this for now. Once you leave the dining room you end up in a long hallway that wraps around those rooms. This trap door is important so keep it in mind for later.
Inside the same room as the boot is a locked trap door. Inside the room next to the kitchen area is a boot you can examine - it has a name on it. In the kitchen part of the dining room there's a herb (used to restore health or craft medkits) in the bin. There are some notes around to read in the dining room and the living room.
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Eventually you'll regain full control of Ethan.Įxplore - don't worry about granny, no matter how creepy she looks. Resident Evil 7 Guide: Walkthrough #2 - Welcome to the FamilyĪfter some scenes, you open with the dinner table scene that's been shown a lot in pre-release footage. Resident Evil 7: biohazard walkthrough & guide hub.