Skip to content
RE Guide RE7
ES
Pick your current chapter ›

Guide

How the game works: saving, inventory, crafting, combat and what helps you survive.

Mechanics

Controls on Switch 2

Default layout per the official Switch 2 manual (there is no button remapping):

  • Left stick: walk. Click: sprint.
  • Right stick: look. Click: crouch or stand.
  • ZL: aim. ZR: attack or fire. ZL + ZR with the knife: strong stab.
  • L (hold): guard.
  • R: quick heal (weakest item first; never Herbs).
  • Y: reload. X: inventory. A: action. B: cancel.
  • Left stick down + A: 180° turn.
  • D-pad: the 4 slots of the inventory's top row (quick slots).
  • ZL + X: switch ammo type (Handgun Ammo or Enhanced Handgun Ammo; Flame Rounds, Neuro Rounds…).
  • Remote Bomb: ZR places it, Y detonates it.
  • −: map (L and R move to Files). +: pause.

In other guides, "L1" is your L, "L2+R2" is ZL + ZR and "R1" is R.

Switch 2 settings: aiming, picture and performance

  • Aim Type: Trigger Style (press to aim, press again to stop) or Hold Style (hold ZL).
  • Gyro: available, with separate X and Y sensitivity. It works well on the Pro Controller. On Joy-Con 2 the horizontal axis behaves like a steering wheel: you roll the controller instead of turning it. There is no mouse mode and no touch controls.
  • Picture: HDR looks washed out. One review recommends turning it off and picking the Rec.709 SDR color space (sRGB is the default). The game is very dark: raise the brightness a notch if you can't read the corners.
  • Performance: targets 60 fps, with no graphics modes and no 30 fps option. Handheld looks blurrier. The only dips reported were in the Yard.

Saving, autosave and retries

  • You only save manually at the Tape Recorders in safe rooms. On Easy and Normal they are unlimited; on Madhouse each save uses a Cassette Tape.
  • The autosave is a separate file you can also load. Madhouse has far fewer.
  • If you die, you go back to the last save or autosave. You lose what you picked up since.
  • Some bosses let you retry from the start of the fight, with a "Manage Items" screen that works like an Item Box.
  • Every game over lowers the hidden rank (the game gets a little easier). In a timed run, retrying adds time: load a manual save instead.
  • The chapter 1 Guest House has no Item Box. The first one is in the Main House Laundry Room (chapter 2).

Inventory and Item Box

You start with 12 slots (3 × 4). The top row is for weapons and doubles as your D-pad quick slots. Each Backpack adds a row of 4: with all 3 you reach 24. The inventory is real time: the game doesn't pause while you sort items, check the map or read.

How much fits in one slot:

All Item Boxes are linked. You can't store the Eveline Tissue Samples or the E-Necrotoxin. Mia's box on the ship is separate; when you go back to Ethan, everything Mia had goes into his.

Crafting

Health and healing: the numbers

Health isn't shown on screen. Open the inventory (X) and check Ethan's watch (the Codex): a green wave, then yellow, then red; a jagged red line means you are about to die. Near death you also move much more slowly.

  • Ethan has 1000 max health. Each Steroids adds 100 and also heals you fully: with all 4, 1400.
  • Herb: a small heal (about 1/4). First Aid Med: roughly half. Strong First Aid Med: everything.
  • Partial regeneration if you aren't hit for a while: on Normal, up to about 1/4 of the bar; on Easy, up to half; on Madhouse, almost none.
  • Each Stabilizer speeds up reloads: ×1.2 with one, ×1.4 with both.
  • There is no poison or bleeding. According to a datamine, there are no invincibility frames after a hit: an enemy can hit you twice in a row.

Guarding: how much it protects

While guarding you move slowly, see less and can only crouch. Each guard stops one hit and some attacks still stagger you. Grabs can't be blocked, except the Fat Molded's.

Cases worth knowing: Mia's chainsaw charge in the attic (0 damage and she is stunned), Eveline's shockwaves in the finale (you must block them) and the Crawler Molded's double lunge (don't block it: the second hit always lands; shoot it).

Melee and the knife

  • ZR without aiming: a wide swing.
  • ZL + ZR: a two-handed stab, slower, stronger and with more reach.
  • The Chainsaw and Circular Saw keep cutting while you hold ZL + ZR.

What the Knife is for: breaking crates, smashing Mr. Everywhere, clearing spiders off doors and cabinets (the stab reaches them before they can bite) and killing Flying Bugs in one hit.

Trick: a well-timed swing can hit twice (a window of about 1 second). In the Morgue you can kick the body bags into Jack to stun him.

Crouching, doors and stalkers

Crouching (click the right stick) lets you through gaps and under some attacks:

  • Jack's overhead shears strike in the Morgue.
  • A Molded's overhead swing: crouch and strafe toward the attacking arm.
  • The Fat Molded's horizontal vomit (strafe right for the vertical one).

Jack in the Main House either patrols or tracks you. Enough damage knocks him down and he gets up after a while; he can't be killed in these stretches. He won't follow you into the sitting room or the Processing Area. Knocking him down relies on stun damage that attack coins don't boost.

Some roaming enemies leave an area after certain events: sometimes it pays to run past and come back later.

The hidden difficulty (rank)

The game keeps a hidden meter from 0 to 9999 that tunes the difficulty. Normal runs from 3000 to 6999 (ranks 3 to 6) and starts at 4800.

  • Rank 3: you deal 130% damage and take 70%.
  • Rank 4: 100% and 100%.
  • Rank 5: 85% and 125%.
  • Rank 6: you deal 70% and take 150%; Molded move 21% faster.

It goes up when you deal damage, when an enemy misses (+150), when you blow off the head of a Molded above half health (+300) and when you first reach the Main Hall (+1000). It goes down when you take damage and with each game over (−1000 on Normal).

Enemy health doesn't change with rank, and neither does the damage that knocks down or removes limbs. The upshot: if you play cleanly you sit at rank 6 from the Garage on, and late Normal feels harder.

Easy, Normal and Madhouse

Difficulty is picked when you start a file and can't be changed later.

  • Easy: same enemies and key items as Normal, but you deal far more damage (ranks 0 to 2: 120% to 240%), take less and regenerate more.
  • Normal: this guide's baseline. Finishing it gives The Secrets of Defense.
  • Madhouse: tougher, faster, more aggressive enemies, and more of them; Crawler Molded show up much earlier. Items are remixed (less ammo, more Separating Agent) and some keys are moved. Each save costs a Cassette Tape (there are 30) and autosaves are rare. 33 Antique Coins in other spots and new cages in the Main Hall. Only 5 Lock Picks for 8 locks.

Specific Madhouse changes: Jack roams the house endlessly after the Garage; the Garage Car Key is in a locked toolbox (the pick is on the shelf); there are 2 Fat Molded in the barn; there are tripwire bombs on the Salt Mine ladder after the last two Fat Molded; the Grenade Launcher is in the Trailer.

Videotapes

At the VHS players in some safe rooms you play a moment from the past as whoever filmed it. What you do on the tape can change the present.

Players: Guest House Living Room, Main House Recreation Room, Zoe's Trailer, Testing Area Office and the ship's Security room. Tapes can be replayed.

Antique Coins and birdcages: the only shop

RE7 has no merchant, no money and no weapon upgrades. The only things you can buy are in the birdcages, with Antique Coins.

Unopened cages show up once more in the Swamp Mine Office in chapter 7, keeping whatever you already paid. After that there is nothing left to buy.

The Switch 2 Survival Pack

The Switch 2 Gold Edition includes 6 Supply Boxes, 5 coins and Madhouse unlocked. Everything appears in the Item Box (the first one is in the Laundry Room, chapter 2).

Each coin takes 1 slot and only works while carried; their effects stack and a coin goes back to the box if you discard it. They work in the campaign and in Not a Hero. Each Supply Box is single-use and may not come back in a new file: open it when it helps most. The exact amounts in 5 of the 6 boxes are unconfirmed.

Survival

Molded: how to handle them

The standard Molded has 3000 health before the Boat House, on every difficulty.

  • Handgun to the head and back off: the first shot makes it reel, then it closes in.
  • Point-blank shotgun to the head: a one-shot kill. The 44 MAG takes off a head or a limb in one shot.
  • Overhead swing: crouch and strafe toward the attacking arm. Extending arm: sidestep or crouch, or it grabs and bites you.
  • Without legs or arms they still lunge to bite.
  • With a Remote Bomb equipped, let it grab you and press ZR: you stuff the bomb in its mouth. Detonate with Y for an instant kill.
  • Skipping them is often better: some vanish if you lead them away from where they spawned.

Blade Molded, Crawler Molded and Fat Molded

Blade Molded: its blade arm shields the head, and it has triple health on the head and limbs. It never grabs (the bomb trick won't work). Its swing can sever your leg. Shotgun to the head.

Crawler Molded: 900 health, fast, runs along walls. Its short swipe is easy to block; don't block its double lunge: shoot it. Crouch to line up headshots (2 or 3 handgun headshots on Normal) or use the shotgun up close.

Fat Molded: slow and very tough (10,000 health for the barn one). Shoot it while it idles and it vomits back. Horizontal vomit: crouch. Vertical or close vomit: strafe right. If it charges, shoot its legs or block: it runs faster than you. Its grab can be blocked. It explodes on death: step away or block. Neuro Rounds stun it and the P19 Machine Gun does double damage to it.

Insects, nests and spiders (Old House)

  • Flying Bug: 150 health and little damage. When it hovers still, it is about to attack: hit it then. Killing one with the knife gives the "Things Got Personal" challenge.
  • Bug Swarm: surrounds you and blocks your view. Kill the source (the nest or Marguerite), not the swarm. The Burner is the best weapon against it.
  • Nests: 2400 health and armored. Burn them for a few seconds, step back while the fire eats the armor, burn again and finish with a close shotgun blast. They keep spawning swarms until destroyed.
  • Spider: they cover doors and cabinets and only bite up close. Clear them all with the Knife stab (ZL + ZR, it outreaches them) or the Burner.

Jack and Marguerite on the hunt

Jack (Main House, chapter 2): he doesn't die. Block his hits, shoot him in the head to knock him down and get away. He comes through doors and walls; only safe rooms, the sitting room and the Processing Area stop him. He leaves the house once you take the shotgun.

Marguerite (Old House, chapter 3): she patrols with her lantern and covers doors in insects. If you want the "Back Off, Mrs. B!" challenge (making her flee), it is only possible in that stretch: save on reaching the Old House, bring the Burner for the swarms and a shotgun or handgun for her head. She soaks a lot of damage.

Managing resources

  • No source records enemies dropping items: count only on what is placed on the map. What you spend doesn't come back.
  • Shotgun Shells: can't be crafted. Save them for close Molded and bosses from chapter 2 to 5. The P19 Machine Gun carries chapter 7.
  • Burner Fuel: don't craft more after chapter 3. A Separating Agent gets the Chem Fluid back from leftover fuel.
  • Enhanced Handgun Ammo triples the damage of the handgun you already carry: it is the best damage upgrade in the game.
  • Bosses come with ammo placed in the room: search the arena before spending yours.

Traps from the Testing Area on

From Lucas's Testing Area (chapter 4) onward:

  • Rigged crates: they explode when broken, knock you down and deal heavy damage. Sometimes you can hear ticking up close. With Psychostimulants (or the X-Ray Glasses), a crate with no dot is a trap. There is one more in the Salt Mine, at the top of a staircase.
  • Tripwire bombs: shoot them from afar or avoid them.
  • Party Room keypad beam: if you stay at the keypad too long, it kills you. Enter a code and step back.

The "Happy Birthday" tape in the attic shows the Party Room solution: watch it before you go in.

Bosses: use what the arena gives you

  • Jack in the Garage: take the Car Key from the workbench, start the car and run him over (on Madhouse the key is in a locked toolbox; the pick is on the shelf).
  • Jack in the Morgue: grab the Chainsaw as soon as he opens the cage; chainsaw against shears cancel out. Kick the body bags into him and crouch under his overhead strike.
  • Marguerite in the pit: shoot her in the head before she releases insects; the Burner clears the swarms. If you keep crouching and standing, the flying insects barely hit you.
  • Marguerite in the Greenhouse: shoot her while she leaps at you to knock her back, and while she lays nests to interrupt her.
  • Mutated Jack: he grabs you at the end: press the prompt to inject the Serum, or you die.
  • Eveline: block the shockwaves and advance between them.

If you die to a boss, "Manage Items" on the retry screen lets you reorganize your inventory like at an Item Box.

Points of no return

There is no chapter select. These cut-offs lose collectibles for the whole run:

  • Leaving the Guest House basement with Mia (chapter 1): you lose Files 2 and 3.
  • The "Derelict House Footage" tape is the only chance at Antique Coin #1.
  • Finishing the Boat House (chapter 5) takes you off the estate: you lose everything in the Main House, Yard, Old House and Testing Area, including the 3 Treasure Photos.
  • On the ship, coins #15 and #16 can only be picked up before Mia reaches 1F.
  • Mr. Everywhere #20 only exists on the chapter 8 return to the Guest House.

Unopened cages come back once in the Swamp Mine Office (chapter 7). Destroyed Mr. Everywhere count across playthroughs.

Common mistakes

  • Reloading a gun, then switching to another of the same ammo type: the loaded rounds stay in the first one. Empty the magazine before switching.
  • Taking the M37 Shotgun with nothing to put back: the Display Room locks until you place the Broken Shotgun or the Model Shotgun in the statue.
  • Sprinting next to a Molded or aiming at it too long: a guaranteed counter.
  • Emptying the magazine into Jack while he hunts you: he always gets back up.
  • Breaking every crate in the Testing Area: some explode.
  • Expecting R to use Herbs, or burning the Strong First Aid Med with R by accident.
  • Mixing up Normal and Madhouse coins: the coin challenges are per difficulty and Madhouse coins are in other spots.

Saving time

  • Pausing stops the clock. Menus, the map and saving don't.
  • Dying and retrying adds time: load a manual save.
  • Almost all cutscenes are unskippable. Only the one after the Old Videotape, the endings and the credits can be skipped.
  • Optional phone calls can be ignored.
  • Run past most Molded (but not right beside them).
  • In the Garage, use the car on Jack.
  • Safe room as a reset: when you step in, Molded despawn (they may be back when you leave) and Jack stops following you.

Report an issue

Show diagnostics

Environment

            

Console errors

            

Failed requests