Chapter order: Exit Passage (push the boards aside) → Guest House B1 Storeroom (Mr. Everywhere #20) → 1F: Mia’s memories, the kitchen → front door (the hallucinations turn you back) → stairs → 3F → Attic: Eveline (on foot, the giant face) → outside: Eveline (Albert-01) → ending and credits.
Prepare: there is no Item Box anywhere in this chapter (the Guest House never had one): what you carry out of the B3 Office (chapter 7) is what you have. Save at the Exit Passage Tape Recorder before you push the boards aside. The E-Necrotoxin stays in your inventory and is used on its own, in a cutscene. For the final fight what matters is heavy ammo: the Grenade Launcher (Flame or Neuro Rounds) and the 44 MAG for Eveline’s face (the 44 MAG does +25% to her), plus the P19, the M21 Shotgun and the handgun with Enhanced Handgun Ammo to keep firing nonstop. The Burner is useless: it can’t set her on fire. There is spare ammo on the attic floor (NW corner). Bring at least one heal. If you are going for Walk it Off (3 heals or fewer in the whole game), this is one of the fights worth spending one of those 3 on.
Walkthrough
From the mine to the house. From the Exit Passage, push the boards aside and you come out in the Storeroom in the basement (B1) of the Guest House: the same spot where you lost Mia at the start of the game. A memory of Mia plays and the same photo is on the table.
Mr. Everywhere #20. On the shelves in the middle of the Storeroom, on the other side of the central column, opposite the sofa. It only exists on this return and it is the last one in the game: break it before you go upstairs. With all 20 you get the Mr. Nowhere achievement (the count is saved to your profile across playthroughs).
Guest House 1F. Go up. More memories play, now from a new perspective. Walk into the kitchen: it is a required step for the sequence to move on. Then head to the front door: hallucinations of Mia swinging the chainsaw block the way and turn you back. They cannot hurt you: don’t waste bullets on them. Go up the stairs past more apparitions to the 3F hallway and into the Attic.
Attic. Only on this return, on the floor in the NW corner: Shotgun Shells ×10 and Enhanced Handgun Ammo ×15. If you run dry during the fight, go back to that corner. On Madhouse the corner only has Shotgun Shells ×5 and Enhanced Handgun Ammo ×7 (the ammo on the table and the TV is from chapter 1). Eveline is waiting: the final fight begins.
After the fight. The credits roll over a Baker family photo and, after the fade to black, a phone vibrates. The ending depends on who got the serum in the Boat House (chapter 5):
- Ending 1 (serum to Mia): Ethan leaves in the helicopter with Mia. Achievement End of the Night.
- Ending 2 (serum to Zoe): Ethan leaves alone; all that is left of Mia is her phone recording, which Ethan throws away. The narration is darker. Achievement Just A Memory Now.
- Difficulty: finishing on Normal gives The Nightmare’s Finally Over (on Easy, Playing it Safe; on Madhouse, Who’s Your Daddy Now?; the difficulty achievements stack). Finishing in under 4 hours gives Just Get Me Outta Here.
What you unlock (it appears in the Item Box of all your saves):
- Any ending: the Albert-01R, the most powerful handgun in the game (1 slot, 3-round magazine, uses Handgun Ammo and Enhanced Handgun Ammo), and the Madhouse difficulty. On the Switch 2 Gold Edition, the bundled Survival Pack already unlocks Madhouse from the start.
- Finishing on Normal or Madhouse: The Secrets of Defense (less damage while blocking).
- All 20 Mr. Everywhere: The Essence of Defense (stacks with The Secrets of Defense) and the Walking Shoes (faster walking and crouch-walking).
- Under 4 hours: the Circular Saw and the X-Ray Glasses.
- Finishing on Madhouse: Infinite Ammo (infinite ammo for every weapon except Remote Bombs, while you carry it).
Every unlock is profile-wide: they also appear in saves you have in progress, and the defense and utility items only work while they take up an inventory slot. What does not carry over to the next run: Antique Coins, files, tapes, weapons, ammo, Steroids, Stabilizers and backpacks. The Mr. Everywhere count does carry over.
Your next run. The order the guides recommend: first the Normal ending (Albert-01R and The Secrets of Defense), then an Easy run in under 4 hours with those two items (Circular Saw and X-Ray Glasses; pausing stops the clock, but retrying after a death adds time: load a save instead) and, with all of that, Madhouse. To see the other ending you don’t need to start over: load a save from before the serum choice, such as the one in the Boat House Shed (chapter 5). The ending movies and the credits can be skipped.
Boss — Eveline
Arena: the Guest House attic and, in the last phase, the outside of the house. Three phases; only the second is a real fight. Health: 6000 (datamine) in the one phase that isn’t scripted, which appears to be the giant-face phase; the rest is scripted. Weak point: the face and eyes; in the last phase, the mouth. The 44 MAG does +25% to her. The Burner can’t set her on fire.
Phase 1 — walk to her (Attic). Eveline stands still and sends out shockwaves that hurt you and push you back. You cannot aim in this phase.
- Each wave is loudly telegraphed: block with L right on time. That way you lose less ground; without a block it knocks you down.
- Between waves, sprint toward her.
- When you reach her, Ethan injects the E-Necrotoxin in a cutscene.
Phase 2 — the giant face (Attic). Eveline turns into a huge mold face that slowly swallows the attic. You cannot leave the attic.
- Back up and shoot the face and eyes nonstop: 44 MAG, P19, M21 Shotgun and the handgun with Enhanced Handgun Ammo. Keep some Grenade Launcher rounds for phase 3. For reference (my own arithmetic: on Normal, playing well raises the hidden difficulty rank and your damage sits at ×0.7): each 44 MAG round takes about 1050 off her 6000, so in theory about 6 magnum shots are enough.
- Don’t get close: if the face reaches you, it eats you (instant death). The same happens if it reaches the end of the attic before it has taken enough damage.
- If you run out of ammo, the NW corner stash is there.
- With enough damage she moans twice and then grabs you with her tentacles. Move left or right so she can grab you: the fight only continues through the grab; otherwise you die.
- She pushes you through the wall and you land outside.
Phase 3 — outside, on the ground. Ethan is stunned on the ground and cannot move: you can only aim and fire.
- Keep shooting her head and face. She grabs your leg and lifts you into the air.
- Shoot her face and eyes with the strongest thing you have left: Grenade Launcher or 44 MAG. A few shots are enough to make her drop you. Don’t reload unless you must: switch weapons instead.
- Chris Redfield’s voice tells you to take the Albert-01: a helicopter drops it in a crate next to you. Pick it up: it is a handgun with a laser sight, and in this phase it is all you need.
- Aim at the mouth and face, wait for the tendrils to move aside and fire. A few direct hits end the game.
As long as you deal enough damage between each scripted event, you won’t die. The structure is the same on every difficulty; on Madhouse the plan doesn’t change: block the waves and use the Grenade Launcher and the 44 MAG on the face. Reward: the ending and the credits.
Don’t leave without: Mr. Everywhere #20 in the B1 Storeroom: it is the last piece of the Mr. Nowhere achievement, and the game ends after the Eveline fight.



