Resident Evil 7 on it’s hardest difficulty – madhouse is quite the challenge. It’s not all bad news though, with some sensible tactics and some patience almost everyone could do it. I will show you tactics for dealing with bosses and certain annoying situations. There are also a lot of tricks I use that can make the whole process a lot easier, I’ll be sharing them with you in this Resident Evil 7 Madhouse guide. I’ve also included links to the Resident Evil wiki for things like coins and the Mr Everywhere statue locations.
Before Starting
You will want to have finished Resident Evil 7 on normal, also it’s an idea to learn the route through the game before attempting madhouse. I’ve made a list of unlockable items and how to unlock them, these items while not required will make the process easier. The useful items are definitely not needed but in the case of the X Ray specs it really helps finding the well hidden items. This guide will give you a general idea of the route I would normally take.
Required
- Knowing where all bag upgrades are (inventory space is king on this difficulty).
- Knowing where all the steroids and stabilizers are.
- Completed the game at least once (preferably on normal).
Recommended
- Secrets of Defence – Unlocked by completing the game on any difficulty. This item improves blocking damage reduction and gets a bonus if the other defence item is in your inventory.
- Essence of Defence – Unlocked by destroying all the Mr Everywhere statues. Same as above, best used as a pair but you can’t combine them into one item unfortunately.
- Using Keyboard and Mouse – While not possible for everyone mouse aiming will greatly improve accuracy, especially getting head shots on fast moving crawlers.
- Practising block animation cancelling on an old save. Heal and block, you will want to be hurt for this. If you block as soon as your bloodstain is gone/reduced you’ve done it correctly.
Useful
- X Ray Glasses – Completing the game in under 4 hours on any difficulty. This gives you the same item markers as psychostimulants if it’s in your inventory.
- Circular Saw – Same as above, I would advise to avoid using it because it ruins the game’s balance.
Resident Evil 7 Madhouse Guide – Differences between Normal and Madhouse
There are a few big differences, decreased ammunition and healing items, increased enemy health/damage and requiring an item to save. Antique coins are extremely important in Madhouse, there are also more cages and coins on this difficulty. Key items such as the car keys in the first Jack fight and the scorpion key have been moved. The total number of lock picks are also reduced, as is ammo and health items. Checkpoints have also been reduced in frequency so most of the time you’ll be reloading a manual save. Before we get started on our Resident Evil 7 Madhouse guide I would like to talk about various mechanics you should be aware of.

Accuracy and Correct Weapon Selection
Head shots are what you should be aiming for, if you crit you will instantly kill the enemy. There is a chance to crit with every head shot and this really is the best way to conserve ammunition. Body shots do less damage than head shots and can easily use triple the amount of ammunition head shots would. Even when you take into account a higher miss ratio you will save a lot of resources going for head shots. Equally important is weapon selection because each weapon has unique accuracy, recoil, range, fire rate, crit chance and damage. A shotgun for instance has a medium rate of fire and high damage in close quarters. It’s accuracy and damage are drastically reduced at range.
Antique Coins

There are almost double the antique coins in Madhouse compared to normal, there are also 3 additional cages. Three coins are all that’s needed to progress and unlock the scorpion key. I would recommend however unlocking the magnum (9 coins) and unlocking the defensive coin (7 coins) for mid-to-late game. My preferred order of unlocks is key, def coin, magnum, steroid then either the attk coin or the adrenaline.
Saving

Saves are limited by the number of cassette tapes in the game, you still need a cassette player to save too. I would recommend saving often and using all your save slots before overwriting so you can reload if needed. Saving before and after each boss is usually a good tactic, as is saving after getting a lot of resources. If I’m saying a section is tricky or frustrating it’s probably a good idea to save beforehand.
Blocking and the Knife

Blocking is seriously overpowered, you will need to use it a lot to survive! The combination of blocking and using the knife to save ammo really helps. This is the reason I advised getting both defence books and prioritize the defence coin because together they decrease blocked damage significantly. I wouldn’t recommend trying to knife the crawling moulded or the bloated moulded though! Any of the normal moulded or single/double large armed moulded are perfect for this tactic. Mia’s section in the boat is almost impossible without abusing the knife/block combo, so get some early practice with Ethan. You can replace the books with the defence coin if you’re hurting for inventory space but all three are recommended for boss encounters and the gauntlet.
Parrying

You can parry attacks, pushing back the enemy by tapping the block key/button as their attack would make contact but it’s quite risky. If you successfully parry you should take no damage and the enemy will get pushed back, staggering it. The parry window is pretty small and enemies move slightly faster and the AI is more unpredictable on Madhouse. Also parry timing is different for each enemy type, crawlers due to their high mobility are the hardest to parry. The standard and large armed variants are pretty easy to parry. Bloated moulded can have their physical attacks parried but you can’t parry the vomit attack. Certain boss attacks can be parried but it’s very risky to parry on Madhouse especially with a boss. This is as with most parry mechanics a high risk/reward skill but isn’t required to clear Madhouse.
Blue Chemicals and What to Craft

Blue chemicals are unique to Madhouse and allow you to reclaim the chemicals from items, using these correctly is vital. This will allow you to turn excess ammo into healing and vice versa. The items I usually recommend to use blue chemicals on are psychostimulants or flamer ammo for yellow chemicals and neuro grenades for red chemicals. I chose these items because they’re a little lack-luster and can easily be ignored even on madhouse. Generally I recommend using yellow chemicals for healing and red chemicals for enhanced handgun ammo. You can also craft flame rounds with the red chemicals or make a stronger heal. If I specifically say to craft something it will be for a reason.
Ammo Types

Ammunition and their different types really matter on madhouse:
- Handgun ammo is pretty low damage, the enhanced ammo is much better with decent damage and knock back. It’s better to block/knife one on one than use standard handgun ammo.
- Shotgun efficiency is great short ranged and even better once you repair the broken shotgun. Try to save your shotgun until after Marguerite 2.
- Grenades are situational, flame rounds are a damage over time and neuro rounds are stun grenades. Flame rounds are especially effective against the bloated moulded, neuro rounds are useless.
- Magnum rounds have ridiculous damage and stopping power, ammo is extremely limited so save it for Jack 3 and the gauntlet.
Animation Cancelling
There are two extremely useful ways to use block to cancel animations, specifically when healing. Animation cancelling allows you to skip part of the animation which means you’re able to shoot or block faster after healing. Wait until after the heal goes through (the bloodstains will get smaller) and blocking will cancel the rest of the pouring animation. If however you accidentally heal you can block before the bloodstain changes and it cancels the animation without using the first aid med. If you want to shoot quickly afterwards just tap the block key/button, if however you need to block then hold it.
It is possible to speed up the reload on the M21 Shotgun with blocking too but the timing is far more precise. You have to block after the second shell has been put in but it only saves fractions of a second. If you do it too early though you will stop the reload at 1 or worse, 0 shells. You will likely end up doing both accidentally from time to time, especially considering the two shot capacity. While it’s not essential cancelling after every heal, cancelling animations in a tight spot can and will save your life.
Difficulty Adjustment
This is just the name Capcom gave for a game to dynamically increase or decrease difficulty based on how the player is doing. There is a limit to how low or high the DA can go however, determined by the difficulty chosen. Your resources (both healing and ammo), your accuracy, how many times you’ve been hit and a few other factors are used to calculate the DA. While playing you’ll mainly notice DA raising or lowering crit chance, it’s extremely noticeable with handguns. Enemy behaviour can also change making them more aggressive and some will even dodge or block. I wouldn’t worry too much about it but just be aware the game will do this.
Final Preperation
With all of these mechanics explained you should be prepared. Don’t fret too much about nailing every animation cancel, it and parrying are advanced mechanics and take practice. This Resident Evil 7 Madhouse guide is a semi-walk through so it won’t tell you where every single item or point of interest is. It will however point out surprise attacks and give advice about dealing with tricky situations. I would advise having a tab open with the antique coin locations on it if you aren’t using the x-ray specs as some are hidden in obscure places.
Resident Evil 7 Madhouse Guide – Early Game and Mia
Intro
There’s not really a lot to talk about for the intro, go inside the house. Head through the kitchen and go up the stairs to get the video. Use that video, look immediately at the ground, take the lock pick and wait for the two others to finish speaking. Once you’re inside go to the kitchen and open the locked drawer with your lock pick. Immediately pause and choose the stop video option (top) to return to playing Ethan. If you walk up to the drawer you opened in the video it will now be unlocked and contain your first ancient coin. Now continue as normal by pulling the handle under the fireplace and follow the passage down into the basement.

Once you’ve broken the chains on Mia’s cell keep following her until she lies down on the sofa. To trigger the next part you need to go into the adjacent room and look at the doll on the shelf and the Mia doll on the floor. This next section (especially the boss fights) are extremely tight and can be frustrating. Following this madhouse guide will make this process less trial and error, rest assured the game becomes easier after defeating Mia.
First Mia Madhouse Boss Fight
After going through the opening you end up in a hall. Make sure to pick up the first aid med from the drawer in the bathroom and another on the side. To trigger the next part you need to run to the door to the left of the bathroom and try to open it. This will cause some knocking from the basement door, run over, open it and Mia will attack you. You pretty much just need to keep pressing your attack button for this part and eventually she’ll stop. Mia will remain on the floor until you’ve ran around a bit and tried to open both doors. You’ll notice a slight pause after trying to walk over Mia which signals the start of the fight. If you want to be more efficient with your healing you can wait for the screen to stop flashing before healing. This can take a minute so don’t be too close to Mia or you could start the fight prematurely.
Grab the axe as soon as possible and swing, swing, block is the preferred tactic here. It’s up to you if you want to use one of the first aid meds before the fight. You can take one hit before having to heal if you decide to wait to heal. Use your other heal as soon as you get to critical health (that’s massive bloodstains with a flashing part). Don’t be greedy (unlike me in that video) because Mia can kill you with 2 – 3 unblocked hits.
Second Mia Madhouse Boss Fight
Once Mia is down go to try and open the door, this should trigger a phone call – answer it. This should allow you to get back to the locked cupboard, open it and grab the fuse. Go back to the living room and use it and Mia will cut off your hand when trying to go upstairs. Once this has happened go upstairs and save before pressing the button and entering the attic.

There is a gun, some ammo and a first aid med on the table in the room to your right after the stairs. Following the corridor around into the next room there’s also handgun ammo on the TV and on a crate. Finally there’s another first aid med behind the door of the room at the far right of the ladder room as well as some ammo. Once you’ve got all this you’re ready to start the second Mia fight by climbing the ladder at the back of the ladder room.
You will need to be accurate for this fight, blocking with the handgun is quite effective but don’t block with the axe. Blocking with the axe allows Mia to parry your block and run you through with the chainsaw before you can block again. Aim for her head and use objects like doors, crates and beams to slow her down, allowing for easier head shots. Hitting her in the head will stagger her after 1 – 2 shots, allowing you to keep distance from her. You will need to use the axe to finish her off, hit her from behind as quickly as possible for an easier time. With Mia down you need to walk around for a few seconds to trigger Jack to knock you out. Next in our Resident Evil 7 Madhouse Guide we take revenge on Jack for that sucker punch!
Resident Evil 7 Madhouse Guide – Main House and Jack
Escaping Jack
Once you have control of yourself again head into the living room and pick up ammo from the drawer and an ancient coin in the vase. You also want to open the door past the kitchen and grab the blue chemical and neuro round. Leaving the dining room through the kitchen door, go around the corner and walk forward until Jack spawns, make sure he starts walking towards you before hiding. I found the best place to hide is either behind the crates in the trapdoor room or down the stairs near the garage door. Once Jack goes into the dining room run all the way to the table he spawned near and grab the key. It’s quite likely he’s walking towards you now so hide by continuing round the corner and crouching by where the handgun ammo is.

It’s very important now to walk back (if Jack hears you he will smash through the wall and grab you). Once you get to the kitchen door close it (if you didn’t already) and listen to where Jack is walking. He will go into the dining room and you can run past him into the trapdoor room, shut the door behind you though! Now use the key on the trapdoor and stand over it. Even if Jack does spot you (like he did in the video) he will likely hit you into the hole! Now Jack is despawned from that area so you can pick up any items you missed!
First Jack Madhouse Boss Fight
Once you’ve ran through that tunnel and got into the save room pick up the gunpowder, yellow chemical and herb. Use the blue chemical on the neuro rounds to get a red chemical and combine it with gunpowder. Combine the yellow chemical and herb for a first aid med too. Now exit the room, unlocking the door in the process, the phone will ring and you need to answer it. This is a good time to equip your x ray spectacles and if you have space the defence items. Afterwards walk all the way past the table the key was on and try to open the locked door, this will trigger the deputy. Talk to him for a pocket knife and go down the stairs. There’s a crate in here with ammo and then use the knife to cut the tape and then press the button.
This fight is pretty simple and you don’t really need to use ammo at all. Unlike normal and easy the car keys are in a lockbox, the lock pick is by the locker in the far left corner from where you enter. Dodge Jack and get the car keys, get inside the car and start running Jack over. While this costs time and wastes a lock pick it saves ammo and healing items so I’d say worth it. He will eventually rip off the roof but after you’ve left the car and he gets up again just wait for the explosion for the fight to be over. Once you’re done make sure to pick up the ammo from the locker before climbing the ladder. There is an antique coin on the shelf to the left of you, make sure you pick it up.
Scorpion Key and Escaping for Now

Once into the main room of the house you will notice 3 cages on the table. The scorpion key is in one of them and costs 3 coins. There is a coin in the drawer to the right of the cupboard and some gunpowder in the cupboard. Grab the pendulum from the clock and use the coins on the scorpion key (which will activate Jack) and go through the door. Once through switch your ammo from regular to enhanced and turn right. Jack won’t follow you past the scorpion key door, he will however patrol the upper floor and main room. If he’s in your way just be patient, as long as he can’t see you he will keep patrolling. If you do get spotted upstairs you can drop quickly to the lower floor using the broken stairs on the far side of the upper hall. Once you’re downstairs go to the lower floor save room and close the door, Jack can’t follow you into here.
Resident Evil 7 Madhouse Guide – Basement, Backtracking and Chainsaw Jack
Scorpion Door and Basement
A crawler moulded will appear and attack you but 1 – 3 headshots with enhanced ammo should kill it. Once he’s dead turn around and go through the opposite door and run quickly to the next room to despawn the moulded. There is a coin in the toilet in the next room as well as a yellow chemical, a herb and some handgun bullets near the passage. Go back through the contaminated room and once back in the hall look to your right for a metal box with a lock pick inside.
Now we have the lock pick it’s time to go to the save room, grab all the items and dump everything we don’t need into the item box. Head down the stairs into the basement and follow the corridor around, entering the first door on your right. Pull the far right and middle/hand print door down to unlock the far left door and grab the key. Trying to exit the room will cause two moulded to spawn. Kill one of the moulded with enhanced ammo (normal is fine though) and use the block/knife combo to kill the other.

Follow the corridor around and open the sliding door. Use the lockpick on the box on the table for more enhanced handgun ammo, also pick up the photo. Once you get far enough into that room another climbing moulded will spawn, kill it with enhanced ammo. Make sure you open the metal door to give you a shortcut back to the stairs, this is useful. Next in our Resident Evil 7 Madhouse guide we will get two more dog heads and throw down with Jack once more!

Return to the first floor and go to the room with a fireplace and press the button for a steroid. Then go to the recreation room upstairs to get the dog’s head from a book and the broken shotgun from the scorpion door room. Now drop down the stairs by running to the end of the hall and looking for the gap. Use the pendulum on the clock in the living room (off from the dining room) to get another dog’s head. Go back to the main room (with the 3 cages) and use those two heads on the door that leads outside. Now head back to the saveroom (after where we first fought the crawler) and save your game.
Second Jack Madhouse Boss Fight
Make your way back down the basement and head through the door on the left, near the sliding door. A moulded will spawn when you walk towards the exit so block/knife it. The next room will contain a crawler so quickly shoot it in the head with enhanced ammo. Unlock the door (using the morgue key) and follow the path around, ignore the wooden shotgun we will be using a better one. Follow the path around picking up items and go through a set of double doors. Go up the stairs, looking into the room on the right for items. Keep following the path around until you see the final dog head dangling by barbed wire, grab it to start the boss.
This arena is pretty unique, there are white bags you can kick which will stun/stagger Jack and are quite useful. Shoot jack until he bloats, attack the bloat and he’ll get angry and the real fight starts. Follow him to the wired fence and wait for him to rip it open, once he does you can grab the chainsaw. If you just press fire (R2/Left click) Ethan will swing the chainsaw. Holding fire and ready (L2/R2 or left/right click) is much better and causes you to hold the chainsaw forwards, dealing constant damage. Your aim is to knock Jack three or four more times into that bloated state and keep attacking him while bloated. The only annoying part is the chainsaw does need to be primed after a certain amount of use, the light on the back will help indicate this.
The Yard and Zoe’s Trailer

With the third head in hand head towards the yard door and use the head to open the door. If there are any items you missed while dodging Jack now is a good time to grab them all. Especially if you’re wearing the glasses this will be pretty fast. Once you’ve grabbed everything you can it’s time to head to the yard. There are a few items on the ground and a hidden area behind some sheet metal.

Head inside the trailer once you’re done, there are the 3 cages from normal/easy here. Use the weapon repair kit on the broken shotgun and store it in the item box for later. Try to leave the trailer and answer the phone to unlock the next gate. I would advise saving now the phone call is done because the checkpoint is quite far back. This concludes this section of our Resident Evil 7 Madhouse Guide, next we deal with Marguerite and her insect friends!
Resident Evil 7 Madhouse Guide – Marguerite and the Old House
The Old House
Head towards the gate to the old house and enter the building. Kill these bugs on the wall with your knife, if they’re flying too high to knife shoot them. Your main objective is to get both parts of the flamer. One is outside in the same area as the crank bridge, the other is in a bin near the save room (with the backpack). Once it’s complete use the flamer to burn the nest in the fireplace to get access to the Stone Statuette. You can also use the flamer to clear spiders off of doors or cupboards. Use the statuette on the shadow puzzle (near the save room) to get access to the crawl space with the crank.

With the crank in hand use the it on the bridge outside of the crawl space but DO NOT cross, this prevents extra moulded spawning. Make your way back to the outside crank bridge by squeezing through the shadow puzzle shortcut. Marguerite is now stalking the old house, the easiest way to get back to the outside crank is to ignore her. If you are worried save before attempting. I tested it multiple times with different approaches and found ignoring her and running past to the outside is consistent. Once that’s done and you’ve crossed the crank bridge there will be the crow key. With this in hand go back to the save room, save and make sure you have at least 20 enhanced handgun ammo.
First Marguerite Madhouse Boss Fight
Walk towards the crow door to start this fight. This boss is relatively simple, I would advise keeping both the defence items on for this. You can also go back into the house and pick up the defence coin for extra safety but it’s not essential. Marguerite will get stunned after 3 – 5 enhanced handgun shots, this will spawn big bugs and she will recover after a few seconds. As long as you’re hitting her in the head so she’s stun-locked she won’t spawn the little bugs. Kill the first group of big bugs and the second but ignore them after that, you can survive at this point. Once she’s had enough she’ll fall down and all the remaining bugs (big and little) will despawn.
Once she’s done climb out of the pit and open the crow door where you were ambushed. Inspect the case, read the file and the phone should ring, answer the phone to talk to Zoe. After the call is done go back to the pit where you fought Marguerite. After watching the cut scene the liquid in the pit will disappear and you can follow. Climb the ladder and pick up all the items outside, go up the stairs and pick up all the items in the house but don’t drop down the hole.

This is a good time to go back outside and open the locked gate, then make a save in the trailer. You will want to bring your handgun, shotgun, flamer and your defence items/heals. Bring all your flamer and handgun ammo (both types) but you don’t need to bring all you shotgun ammo. If you didn’t go get the defence coin go get it now, this will help a lot. On Madhouse Marguerite will often grab you and leap for you which can almost one-shot you without the defence items. With that let’s make our way to the boss.
Second Marguerite Madhouse Boss Fight
Return to the greenhouse and drop down the hole we avoided earlier. Look around for items but make sure you’ve picked up everything before heading up the stairs. When you head up the stairs Marguerite will try to grab you through the window, blocking prevents this. I would advise ignoring her as much as possible and picking up/combining everything you can. There is a lot of handgun ammo, and burner ammo as well as medical supplies. I would advise leaving the shotgun ammo and the grenade launcher until after the boss because you aren’t using it for this boss.

Marguerite has a few different attacks, she can leap attack, swipe and grab. While she’s crawling and walking around she will swipe if near and leap if mid to long range. Both attacks are easily blocked and do moderate damage if blocked. The grab is more annoying because she tends to do this from holes in the walls or ceiling so are much harder to see, these can too be blocked. Her weak spots are the bee hive between her legs or her head. This boss encounter is more difficult than the previous one but you have more than enough to handle this. Just be aware the using the flamer can make it hard to see her attacking and is very close range.
Once she’s sustained some damage she will run off, try to find her quickly. She will be stuck on a wall (you can hear her) and if left for too long will create a nest. These nests will spawn a giant insect once created which will come after you. If you fail to find her in time but spot a nest be sure to burn it. Nests will disappear after Marguerite is dead and shouldn’t spawn extra bugs if you aren’t near them. Marguerite will start flailing around when she dead so stop shooting at that point! Now the boss is dead it’s time for us to continue our Resident Evil 7 Madhouse Guide. Make sure to pick up the lantern from the bosses body once she’s crumbled!
Resident Evil 7 Madhouse Guide – Snake Key, Backtracking and Keycards
Marguerite’s Lantern and the D-Series Arm
Leave the greenhouse in the room you first dropped down into, the wall will crumble allowing you to leave. Return to the old house and go through the crow door and head upstairs. Use Marguerite’s lantern on the scales to open the door. Follow the route around (stopping in the contaminated room for a lock pick) until you get to a dead end.

The middle of the back wall (with the dolls house to it’s right) will open to a hidden area when you press the interact button. Grab the arm off the body and make your way back. There will be two moulded, one in the contaminated room and the other in the last room before the scales door. Both are on their own so block/knife for ammo conservation.
Obtaining the Snake Key

Head back to the trailer and answer the phone to progress. Dump your flamer and retrieve your shotgun, don’t forget your crow key. First we’re going to the store room (crow door in steroid fireplace room). Once that’s done dump the ammo you got and the crow key into the item box of the nearby save room. It’s time to head into the basement, make your way towards where you fought Jack with the chainsaw. A crawler will burst through the wall in the corridor just before the double doors, one shotgun blast to the head will kill it. Now head through the door, up the stairs and through the door on the right.

Poor Deputy Shovel… we hardly knew you! Reach down into his neck to retrieve the snake key and be prepared for an ambush! Two crawling moulded will be cutting off your retreat left and walking right will cause another to spawn from the wall. It’s best to run to the right, shotgun the moulded in front and run across and down the stairs to a snake door. Use the key and get out, make your way back out of the basement being careful of the crawler before the stairs.
Obtaining the Red Keycard
This is a good opportunity to save so I’d take it. Now head towards the main room (with the cages) and shotgun the head off of the first moulded then block/knife the second. Once they’re dead head up the stairs and open the snake key door. Ignore Grandma and interact with the clock, 10:15 is the correct time. Before going down make sure you explore the other room for a lock pick, a photo and a backpack.

Once you’ve got everything jump down and walk down the stairs. There are a lot of useful items in this room including the red keycard on the table. Unlock the door once you are ready to leave and get out of the basement. Two of the big armed moulded will spawn if you take the shortcut, as usual shotgun the first one, block/knife the second. If you retreat too far back a normal moulded will spawn too so be mindful.
Obtaining the Blue Keycard

Now you’re out of the basement it’s time to go to the other snake key door. Go up the opposite stairs in the main room and head left after the double doors. This is Lucas’ room and just by reading his diary you realize how messed up this guy is. You’re looking for a lamp on a small table on the right side of the room as you enter, inspect it and find the switch. This will open the attic and drop a ladder, climb up and pick up everything, especially the wooden axe.

Now go to the shadow puzzle (nice of him to leave the object there) and complete it for the blue keycard. Make your way back to the yard and kill both the newly spawned crawlers with the shotgun. Take the wooden axe to the shadow puzzle in the corner, using the axe to make a 7. This will get you adrenaline, increasing the speed of reloading. Now that’s done put the keycards into the lock on the door and head inside. Now we’ve completely explored the house it’s time to save. Next in our Resident Evil 7 Madhouse guide we open the gate and enter the twisted playground of Lucas.
Resident Evil 7 Madhouse Guide – Lucas’ Fun House and Puzzle Section
TV and Traps
When you enter and go up the stairs the way forward is blocked so you’ll have to watch the TV. Lucas will talk for a bit then once he’s done the TV will explode, revealing the way forward. Don’t forget to pick up the antique coin off the table the TV is on. Now you will be in a series of corridors and rooms with trip wired traps and explosive crates. The x-ray specs make it easy to spot trapped crates though (no items in a trap).

Use handgun ammo to detonate the trip wire bombs from a distance and make your way around. The second repair kit is in the bigger room, before the stairs down behind the head. Once you’re downstairs walk forwards and pick up the antique coin (it’s impossible to get it later). After getting the coin turn around and shoot the tripwires to the right, entering that room and interact with the keypad. Lucas will appear, chat away, ignore him and walk away from that door, a trap will activate and it knocks a door open.
Crawlers and More Traps
Now the door is open go through it, follow it around being careful for tripwires and trapped crates. A crawler will attack you from behind while making your way to the door at the end of the corridor. Once the crawler is dead go through the door but be careful of the tripwires and shoot all the traps. Inside the locker is a steroid and there are other useful items in the room.

Leave that room and head to the right, there will be a big arm moulded to the right, kill him. Continue forwards and kill the crawler that spawns. Head up the stairs and pick up all the items in the area (without dropping down). Now go to the save room, pick up the grenade launcher and ammo from the item box and you will want to save your game.

Double Trouble and the Code
Drop down into the lift area and grab all the items (watch out for a bomb crate). Once you’ve grabbed everything put the battery into the console to power the lifts. Lucas has put a couple of bloated moulded in this lift, you can get some free shots on them before the door opens. Once it opens though make sure you are around the corner so their vomit doesn’t reach you. Use the grenades on them and use the shotgun or handgun to finish them off.
If using the handgun don’t use normal ammunition, it doesn’t do much damage and you’ll waste heals. Once they’re dead use the lift and read the note on the corpse, this is the code for the door. There is a button to release some stairs which will bring you back to the locked door. There is no fixed code for this puzzle, it’s 100% random. I don’t think I’ve seen the same code twice in over 150 hours played, even when reloading the same save.
Lucas’ Puzzle
This section is pretty simple, first you’re going to have to dump all your items into the box. Afterwards you can use the password and get into the dark room, Lucas will lock the door behind you. Once inside pick up the candle from the dummy and try to talk into the cake room, triggering the sprinklers. Now walk back out and go to the oven, light the candle and use it to burn the string, opening the door to your right.

Go through that door and to the end of the corridor, the combination for the lock is ‘loser’. Open the unlocked door and retrieve the valve handle, take that back to the sprinkler room and use it on the valve. Relight the candle on the oven and put it on the cake to finish this section. Lucas will throw a tantrum and chuck some dynamite into the room, pick it up and walk to the wall. There will be a hole you can interact with, blowing up the wall and letting you proceed. There is another case in here containing the head you needed, leave it in the item box. Get all your items out of the box and save here, the next part is annoying and the checkpoint is pretty far back.
Resident Evil 7 Madhouse Guide – Making the Antidote and Third Jack Boss Fight
Heading Towards the Boathouse
Make sure you get the crank from the item box before leaving this room! Use the crank on the bridge outside the room, follow the right path around. There are items in the hut and by the next bridge crank. Before using the crank though, turn back around and walk towards the hut. This should cause a crawler to jump out of the water, kill it and then follow the path to the right. This should spawn two normal moulded, kill one with a gun and use knife/block on the second.

Now it’s time to go back and use the crank (trust me it just made that section much easier). Follow the path around again and go across the newly raised bridge, killing the crawler when it appears. Once you get across the bridge a normal moulded will jump down, block/knife it and enter the room. If you haven’t got the magnum yet you should have more than enough coins to go back and buy it. There are also magnum rounds in the trailer toilet if you found the photo near the Greenhouse.
Making the Antidote

Make sure you get the head and arm out of the item box and take it upstairs. Talk to Zoe with both items in your inventory but don’t talk to Mia! Go back downstairs and pick up all the items, making sure you get the shotgun, handgun and the magnum. Take at least 2 healing items and all your ammo as well as the knife and all three defensive items. Once you’re happy with your inventory (try and keep at least 1 spare slot) save the game. You can ignore this save as the checkpoint is the start of the boss fight but I like being able to change my load out if needed. Once you’re ready to fight the boss, go back upstairs and talk to Mia.
Third Jack Madhouse Boss Fight
There are a LOT of items in this bosses room and many aren’t accessible after Jack’s dead. This is why I would advise grabbing all of them before really fighting the boss. Remember you have three defensive items now so you can take an absolute pounding so block away! There are items in opposite sides of the upper floor, one being to your left as the fight begins. Once you have them drop down to the lower floor and check each corner for items. Now you’ve got all the items it’s time to pop those orange eyeballs! That’s it, pop all the eyes and he’s done (pretty much).
Jack really likes to telegraph his attacks so they’re pretty easy to handle. He will swing in front of him (raises his arm high to signal this), block it. He also does a lunge which is usually when he’s above or below you and again raises his arm first. His attacks really aren’t an issue as blocking them is relatively easy. If you need to reload block, reload, then block again and you can do the same with healing. If you’re struggling to find an eye see if you’ve missed one of the two or three under him. The small eye underneath his tail is the one I usually miss, but there is at least one more under him.

Once all the eyes are popped he will disappear into the water. The boss isn’t done yet though! He’ll jump out and grab you and start attacking you at close range. Pop the eye and Jack will collapse. Go to the door and Zoe will open it. Jack will then grab you and you have to use one of the antidotes on him to kill this relentless boss. After Jack is finally dead walk over to the boat and make sure you chose to cure Mia. You can chose Zoe if you like but the extra Mia boss fight is a waste of time and resources.
Resident Evil 7 Madhouse Guide – Mia, the Boat and Getting to Ethan
Boat Part 1 – Entering the Boat

I can’t understate how much I HATE this section, it’s just not well balanced on Madhouse. The good news is this section doesn’t have a boss but it has lots of dangerous enemies. After the cut scene you are now in control of Mia, run through the boat following the linear path. Once you get to a room with a closed hatch wait a second for a flash back and the hatch will open. Continue down the hatch and follow the path forward and you will end up on the first floor of the boat.

There are two crawler moulded patrolling either side of this floor and we don’t have weapons so be careful. Go to the right double doors into the wash room and pick up the fuse from the wall box. A moulded will spawn in the room but if you pick up the fuse and leave quickly you shouldn’t get hit. Turn left once you’re out of the door and use the fuse on the box by the door. Go through the door and head up to the 3rd floor. Follow the path around and enter the video room, listen to Eveline and watch the video tape.
Boat Part 2 – Remembering the Past
Now we’re back in the past you get to experience the WORST weapon in the game! SMGs are universally bad in RE games compared to other weapon classes, the fact they chose a Bizon makes it worse. The bullets do less damage per hit than regular handgun ammo and it takes up 2 inventory slots! I would recommend abusing the knife and explosives for killing instead of it. I would still recommend using it against bloated moulded if you use a bomb to knock them over first. It will probably take a couple of magazines though.

Once Alan has finished talking go to the item box, pull out defence items and glasses. Now you need to follow the watch tracker to the kitchen (crouch through the vent to enter). Then it’s off to the elevator, moulded will start spawning but you can block/knife them if their on their own. Once you get into the elevator knife/block the moulded that falls from the ceiling and head down to S2. Make your way round the linear path watching out for a moulded hiding behind a corner.

Continuing forwards another moulded will drop from the ceiling in a corridor with an open box at the end. This box contains some remote bombs, detonate them by pressing reload. These bombs also work as proximity bombs which is quite useful, especially with crawlers. Keep going through the engine room and follow the path around to the store room where the acid will be found. Use the acid to burn the lock Eveline is hiding behind. Walk into the room and do a circle around the back, this should activate the next part.

Moulded will now spawn in groups so use bombs to damage/stagger and either run past or finish them. Go back through the engine room and use the acid on the locked double doors on your left for some helpful items. Now fight your way back to the elevator, knife/block on single and bomb groups.

Once the lift gets stuck climb out and follow the path around, watching for moulded hiding around the corner. Now get to the stairs head up to the 3rd floor, run through the video room and you’ll find Alan. Once the cut scene is done go through the open door and use the laptop, then go through the door. Walking down this corridor will end this memory after a skipable cinematic.
Boat Part 3 – Getting Armed
Now that memory is done you’ll be back in the video room, you want to search this floor for items. Unlike the memory your supplies are far more limited and you have no weapons to start with. Once you’ve found everything head to the elevator and climb the ladder, this will lead to the bridge. There will be an office on this floor with the wrench you need to progress. With the lug in hand go back to the elevator and use it on the floor hatch. Now you have access to floors 1 and 2 so it’s time to explore.

First go to the 2nd floor and head towards the save room the memory started in (to the left from the lift). Be cautious as there’s a bloated moulded ready for you but it will despawn once inside the save room. Get the defence items and your spectacles, we’re not armed but at least can take a few hits now. This is a good time to save, without weapons it’s easy to die and checkpoints aren’t that frequent.

Now it’s time to get some acid to melt those locks. Head left out of the save room and follow the corridor, going through the double doors. We were already here earlier but instead of going into the kitchen go to the other door. Inside there are two rows of paintings on each wall and a locked safe. With the safe at the back you need to rotate the paintings on the left to match the paintings on the right.

This will unlock the safe and give you acid to melt the locks. Explore the rest of this floor for items, being careful to run into rooms to despawn the bloated moulded. Unlock the 2F door and go down the stairs, back to 1F and pull the fuse out of the door. Go forwards and the first door on your right is a store room, grab those bombs. Go forward after that and use acid on the lock in the corner. This is where the knife is hiding on Madhouse!

Killing the crawlers using bombs is advised, then you can loot without worry. As long as the explosion hits their head it’s a one-shot. Now it’s time to head back to the elevator, putting the fuse into the console on the left side as you enter.
Boat Part 4 – Finding Ethan
Back to the 2nd floor it’s time to go through the locked door to the left of the elevator using the acid. Pick up the keys and if you didn’t loot it earlier the room to your right has some items. With that done go to the stairs and go to the 3rd floor, then enter the lift. Use the ladder to get to the 4th floor and when you drop down turn around and run the other way. This should have prevented a crawler spawning which should make things easier.

Now go to the room we found the lug in and open the locker with the key. While the Bizon is generally useless you will unfortunately need it for an upcoming enemy. Go back to the elevator and drop down to the 3rd floor and head left into the laptop room. There is an acid lock to burn and a crawling big armed moulded you should kill or run around.

Keep running forwards, turn left, forwards and left again into a bigger room. As you enter to your left is a wire you can interact with – leave it be for now. Instead loot everything else (including the handgun) and then use whatever bombs you have to mine the entrance. I would recommend mixing the red chemical and gunpowder found in this room for enhanced ammo. Going near the wire will cause a bloated moulded to spawn, your bombs should have bought you some time.
Do not try loot the wire before killing the bloater, it will cause another moulded to spawn! Instead kite him around the room using the SMG and handgun and keep blocking that vomit! Once the wire is interacted with block/knife the normal moulded that spawns and loot the wire afterwards. Now head back to the elevator and put that wire in the console next to the fuse. With Mia’s pretty scant resources it’s fair to say the bloated moulded are your equivalent to boss encounters.

With a fully working elevator it’s time to go to S2, although if you’re feeling cautious go to floor 2 first and save. This next part will have various moulded attacking you on your way to the room next to the storeroom where you got the acid. Nothing much to say here tbh, block/knife solo moulded, bomb or shoot groups. Any items Mia doesn’t use will get transferred back to Ethan so pick everything up you can! Once you get to the engine room there’s a bloated moulded to deal with in a reasonably tight space. Two bombs and a clip of SMG/6 enhanced handgun bullets should be enough. Keep pushing forwards and the door on the right before the acid storeroom is your final destination. Interact with Ethan and we’re finally done with this place. This concludes the boat section of our Resident Evil 7 Madhouse guide. Next we go through the mines and use the sample Mia gave us to create the E-Necrotoxin to stop Eveline.
Resident Evil 7 Madhouse Guide – Salt Mines and the E-Necrotoxin
Safe House and the Elevator
After some cut scenes and following a linear path you will end up in a save room, save here. Get your items out of the item box, not forgetting the defence and specs. You will also notice all the cages have been moved here, this is the last chance to buy upgrades. With that all sorted make your way outside and kill the enemies. When you get near the elevator two more will spawn but they can be blocked/knifed easily.

After they’re all dead it’s time to go down the elevator. Walking out of the elevator will cause a crawler to spawn, shoot the mine near it to save ammo. This whole area has a lot of traps and surprise spawns after picking up things or moving to a certain area so be prepared.
The Salt Mine
In the next room two more moulded spawn, use the mines to your advantage again to save ammo. Afterwards continue into the tunnel and drop down. A crawler and normal moulded will spawn behind you as you move forwards so be careful. Keep pushing forwards and you’ll end up in a room with a mine cart. Walk towards the cart to spawn to enemies, if you’re fast enough you can knife them both.

After they’re dealt with push the cart forwards to smash the wood blocking your way. Continue onward and shoot the bomb on the stairs and the trapped crate. Go up the stairs and enter the office.
Mine Office and the E-Necrotoxin
There are a LOT of items here, grab what you can. Go through the door and up to the black case, using the sample Mia gave you earlier. With the E-Necrotoxin in hand it’s time to leave this room, head through to the save room. You will want to save and sort your inventory out here, this is the last item box in the game.

There is a save point and checkpoints after this but if you’re dying from lack of weapons/ammo/healing it won’t do any good. I would recommend shotgun, pistol, knife and magnum if you still have ammo. Leave the flamer and SMG unless you don’t have any other ammo. This concludes the salt mine section of our Resident Evil 7 Madhouse Guide. Next we run the gauntlet then fight the final boss – Eveline.
Resident Evil 7 Madhouse Guide – Gauntlet, the Guest House and Eveline
The Gauntlet
The gauntlet will start after Eveline has finished talking. It’s not actually that hard if you take it slowly and keep your weapons reloaded. If you stay at the bottom three enemies will come at you one by one. Head shots with a shotgun and switching to a knife on the last one is the easiest strategy. Start going up and once you go through the tunnel a crawler and moulded will attack. Shotgun them and grab the items, a big armed moulded will spawn when you enter the tunnel. After it’s dead keep going forward, looting the items in the cage to your left.
Approaching the stairs will spawn a crawler, deal with him the traditional way (shotgun). Climbing the first set of stairs and another moulded should approach you, unlike I did in the footage you want to shotgun it. That’s because there’s two others behind him so shotgun the big armed moulded and knife the normal one. Carry on going up and once you’re past the second set of stairs a bloated moulded will spawn. Either kill it at close range with the shotgun or long range with enhanced ammo or magnum. Drop down the stairs to progress.

The final challenge is two bloated moulded after you drop down the stairs. As you can see in my footage it’s quite easy to get stuck where you drop down. As long as you block every vomit and alternate between firing and reloading between blocks you should be fine. Once one is dead you can run out into the open and kill the other one with enhanced handgun ammunition. Once they’re both dead make sure you shoot all the trip bombs before trying to climb the ladder.
Resident Evil 7 Madhouse Guide – The Guest House Revisited and Eveline Boss Fight
The Guest House
At the top of the ladder follow the path forward to a crack in the rocks. Squeeze through and you’ll be at the last save point in the game. You will need to use the cassette provided because there’s no item box here. Now proceed forwards and break the wooden wall to find yourself in the Guest House from the start of the game. Head towards the sofa Mia rested on to see a flashback then walk through the opening to your left. This whole next section is Eveline playing mind-games with you but will explain earlier events. The boss fight itself won’t start until you’ve witnessed these memories, each one acting as a trigger. All of the triggers are mentioned in this guide.

Keep following the path around watching the flash backs and make your way through the kitchen. Keep going past the wardrobe that had the fuse in, go round the corner and you should see Eveline. She’ll freak out, disappear and you’ll get constant flash backs of Mia attacking you with the chainsaw. Now make your way towards the attic as it’s time to take on the final boss. Once you’ve climbed the stairs Eveline will be in the room where you picked up the M19 handgun before the chainsaw Mia fight.
Eveline Madhouse Boss Fight
The fight begins when you see her by the broken wall. To finish this first part you must run towards her but block whenever she screams. If you don’t block her you will get knocked back and receive damage. Once you get close enough to her you will use the E-Necrotoxin on her and she will show her true form. Eveline now melts away and mutates into her final form. Keep shooting her until she throws you out of the building. In the video you can see you really don’t need a lot of ammo for this boss.
Once you’re on the ground Eveline will slap you twice with her tentacles and then impale your leg and start attacking you. To get her to let go you need to shoot her head, a couple of shotgun blasts or a few enhanced pistol rounds should do the trick. You are capable of blocking and reloading while impaled so there’s nothing to worry about. After she drops you Chris calls and crawl over to pick up the pistol. You only need to hit her 7 times and you have 9 shots so this part is pretty simple. Aim for her head and shoot. Congratulations! You’ve now completed Resident Evil 7 on Madhouse and unlocked infinite ammo! If you’ve been able to complete the game using our Resident Evil 7 Madhouse guide please tweet us your completion screens. We’d love to see them.
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