Not A Hero, the first (and free!) story add-on for Resident Evil 7 has arrived. Switching perspectives, you’ll take the role of Chris Redfield — BSAA soldier now working with a revived Umbrella to hunt down and stop bioterrorism incidents the world over. Chris is out to tie up a loose end left dangling after the climactic events of Resident Evil 7; Lucas is still hiding in the Salt Mines, and it’s up to Chris and his team to take him down.
Mixing things up, Chris Redfield’s gameplay style is quite a bit different than Ethan’s. As you’d expect, Chris enters the underground mines with a full compliment of weapons — a powerful pistol and automatic shotgun are in your inventory from the start. Chris is also equipped with a gasmask, and you’ll earn even more upgrades as you progress deeper into Lucas’ lair. Even better, Chris retains his RE5 powers of punching. Stagger a Molded, and Chris can punch its head off. That’s straight up awesome.
More Resident Evil 7 DLC guides on Gameranx:
- Resident Evil 7: Not A Hero – All Collectibles Locations Guide | Coins, Upgrades & More
- Resident Evil 7: Not A Hero – How To Beat All Bosses | Tips & Tricks
- Resident Evil 7: End of Zoe – Full Walkthrough | Step-By-Step Guide
- Resident Evil 7: End of Zoe – All Boxing Effigy Locations | Boxer & Champion Guide
- Resident Evil 7: End of Zoe – How To Beat Every Boss Battle | All Bosses Guide
Full Walkthrough
Part #1: Prologue
Before making too much progress, it helps to get familiar with Chris Redfield. Chris is a tougher character than Ethan – and he starts with a powerful pistol and automatic shotgun. You’ll also have grenades – you’ll find more grenade types. Save those for major encounters against clusters of enemies.
- Combat Tip: Chris Redfield can punch staggered enemies. Shoot an enemy in the head with your pistol to stagger them, then get close and a prompt will appear. Chris can also stomp on downed enemies to kill them without wasting ammo or pulling out his knife.
Starting out in the Abandoned Mine, follow the straightforward path – if you’ve completed the game once, we’ve been here before. Kill the three Molded (aim for the head, then punch / stomp) and enter the large chamber with the stairs. There’s a bonus grenade on the yellow barrel in the back corner.
Upstairs, approach your fallen friend and you’ll get ambushed! When the room flood with chemicals, you’ll have a short supply of air to escape. Run through the room – through the door, there’s a Med Injector on the desk. Those are the new healing items for this add-on episode.
Leave through the door to catch your breath, then run through the contaminated hallway ahead. In the elevator lobby, you’ll encounter another Molded. Kill it and hit the red button. The contamination will stop when the lift starts going down.
Part #2: Welcome to the Hub
Exit the elevator and get acquainted with the hub. This is where you’ll return while exploring the Abandoned Mine. There’s a save point, an item box, and items you can purchase upstairs to the left – you can buy Steroids (3 Antique Coins) or Stabilizer (5 Antique Coins). I recommend saving for the Steroids.
Search the room for ammo. There’s a grenade upstairs near the Stabilizer / Steroids. Put away the documents in your inventory to clear space.
There are three directions you can go from the hub – green, blue, or red shutters. Go through the red shutter first.
Part #3: The Red Shutter
Through the red shutter door, you’ll find your first ally tied-up in a locked room on the left. Use the lift down the hallway. At the top, enter the large chamber to the right. You’ll be swarmed by Molded. After killing about 12-14 regular Molded, 2 Fast Molded will appear. When they’re clear, search the room – you can find a Med Injector, x6 Handgun Ammo, a Grenade, two Neuro Grenades and a crate.
- The Cell Key Puzzle: The cell key is located in the center of the Mining Work Area 2F, Work Sector A room. To get it, take the gear (in the northern tunnel, behind the cart) and the crank (on the wood east of the cell key container) and place them both on the winch device near the clown door. Place the gear first, then place the crank and turn it.
While collecting quest items, a giant White Molded will spawn. This thing is completely invulnerable. Don’t waste ammo shooting it. Use a grenade to stun it temporarily so you can turn the crank. Grab the key from the container and retreat to the elevator.
- Combat Tip: White Molded can only be killed with RAMROD Ammo – special pistol ammo designed to kill them. Don’t waste ammo on White Molded. It only takes one Ramrod shot to kill a White Molded, so aim carefully.
Downstairs, unlock the door to your ally with the Cell Key. Things don’t exactly work out inside – take the filter off the gasmask to unlock the High-Grade Filter upgrade. Now Chris can enter contaminated areas indefinitely.
Part #4: The Green Shutter
Enter the green shutter once you have acquired the High-Grade Filter upgrade. Push open the door and enter the contaminated catacombs. When the White Molded spawns, collect the grenade on the slab to your left and use it. A grenade blast will stun a White Molded, giving you time to run ahead.
The path behind the White Molded eventually leads to a stockpile room. Grab the two Neuro Grenades on the crates. Keep running. Look for an open metal door on the right as you weave through the underground. Go inside and collect the RAMROD Ammo in the dead end, on the metal cabinet.
In the same room, grab the Night Vision Device from the metal cart next to the green barrels. Now, when Chris enters low-light areas, you’ll be able to see clearly. Don’t miss the Med Injector to the left of the upgrade, or the pair of Incendiary Grenades on the opposite wall.
Leave the Backup Power Room and go right. An alarm will go off – enter the extreme darkness and cut through the barrels in the next room with your knife. Drop through the hole in the floor. There’s a puzzle in this tunnel.
- Power Switch Puzzle: To solve this puzzle, look at the wall near the disabled lift. “Up, Down, Up” – flip the switches in the same pattern. Left: Up, Middle: Down, Right: Up.
When the power is back on, tiny Molded will spawn everywhere. Switch to your knife, it’s a good alternative. Rush back to the lift, hit the button, and fend off the Molded until the elevator arrives. Up top, look down the hall for x3 more RAMROD Ammo.
Inside the catacomb ahead, you’ll encounter your first White Molded that you can actually kill. Swap to RAMROD Ammo with your pistol and aim for the chest. On Normal, it only takes one shot to kill a White Molded. In the hallway ahead, duck to avoid the turrets – then back away when the Molded appear. The turrets will kill them for you.
Continue through the catacombs. Through an unlocked gate, turn right and two Molded will spawn. There are three turrets blocking your path – go left instead. Down the hall, duck to avoid the turret and use a RAMROD against the White Molded that spawns. Two more Molded will spawn in the catacomb to the left.
- Combat Tip: Equip the shotgun here! Through the hallway, a new type of Molded will appear – a Fat Suicide Molded. Shoot it with the shotgun and back away. It will explode when it dies, or explode when it reaches you.
A White Molded and two regular Molded spawn ahead. Go left to get an antique coin / lockpick past the crates, or continue forward. Use the red barrel to blow up two of the respawning Molded, then rush ahead – the exit is through the unlocked gate.
Part #5: The Blue Shutter
Now that you have the Night Vision Device, enter the Blue Shutter from the Central Cavern. Inside, you’ll find traps hidden in the darkness. Carefully avoid them. There are items on the right path, and ahead you can find the first lockpick container. It holds some extra RAMROD Ammo. Very useful.
Duck under the laser tripwire in the passage, then slip between the two. After that, there’s a regular tripwire before the door. Duck under it and use the button to open the shutter. On the cart tracks, equip the shotgun and push the cart to break through the wooden barrier – a Fat Suicide Molded will spawn.
- The Minecart Puzzle: In the chamber full of minecarts, you’ll need to break through the wooden barrier that’s lit up, to the right as you enter the Holding Yard. Push the cart near the entrance hall first, then push the southeast cart into the southwest corner. After that, push the yellow cart that’s blocking the way – it should hit the cart we pushed earlier, so it doesn’t summon more enemies. After that, push the balloon cart to break through to the exit.
Ahead, you’ll enter the Repair Yard. Take the Clown Key from the strange doll in the center of the room, and Fast Molded will spawn all around you. Use the shotgun (or careful pistol shots) to clear a path to the exit door. If you can reach the door, the Fast Molded can’t follow. A White Molded will also spawn in your path. Take it carefully, or attempt to escape.
Go through the Clown Door using the Clown Key, and follow the path through the laser tripwire traps. In the Ventilation Room, carefully navigate to your ally, but don’t help him yet – continue past him and flip the power switch to deactivate the traps. Now you can help him. Things go bad at this point. Very bad.
Part #6: Disabling the Bomb
Lucas activates the bomb strapped to Chris Redfield’s hand – and you only have ten minutes to defuse it. Rush back to the Central Cavern hub, and enter the Red Shutter. On the way, equip the shotgun – a Fat Suicide Molded will spawn in the trap-cavern before you reach the hub room.
More Molded will spawn before reaching the lift, and even more will appear upstairs – remember the Cell Key room? Go there, it’s to the right up the elevator. In the back corner, use the Clown Key. Neuro-Stun Grenades and Incendiary Grenades will help control incoming enemies, giving you time to use the key and get through the door. There are multiple White Molded here. I recommend skipping them.
Through the Clown Key door, turn right and blast the White Molded with RAMROD ammo. Don’t miss the two Incendiary Grenades on the crate. Through the next door, turn right and go down the tracks to find Steroids, Ancient Coins, lots of ammo, and more RAMROD Ammo.
Continue moving down the path toward the garage area with the parked mining machinery. When you’re about to reach the Liquid Nitrogen, a Fat White Molded will spawn. Use a RAMROD shot to stun it, punch the weakpoint, then finish it off with grenades and regular ammo.
When the boss is down, run to the taped-up barrier to push through, then interact with the stockpile of liquid nitrogen in the metal container. Return to the hub, and you can continue the hunt for Lucas.
Part #7: Hunting Lucas
At the Central Cavern, use the Clown Key on the terminal to the left of the Save Station. You can also get a free Stabilizer – go through the Green Shutter door and unlock the Clown Door to get it.
When you’re ready, enter the unlocked vault chamber and grab all the Med Injectors and ammo that you can. The next part is one of the toughest sections in this episode. You’ll need all the grenades you can get. I recommend equipped two types of grenades – remove your knife. It won’t help.
Stand on the steps in the Shield Machine and wait for Molded to spawn. Use the pistol, stunning and using punches / grenades as necessary. Equip the shotgun after 4-6 kills, and deal with the Fat Suicide Molded, and be prepared for an incoming White Molded. Stay near the stairs and they won’t be able to surround you.
For the second wave, Fast Molded will join in. Use the shotgun and grenades (Neuro-Stun grenades are useful here, just to give yourself time) to clear the room. It helps to keep the pistol on standby with RAMROD ammo already loaded, for when the White Molded appears. For the third wave, two Fat Molded will appear – use Neuro-Stun grenades to stun them, and unload shotgun shells / pistol shots into their bodies. Up the stairs, you can grab more ammo to restock. Just keep using grenades when these guys get up.
When all three waves are cleared, Lucas will activate a self-destruct in the Shield Machine area. Run back to the vent to the left of the entrance door and interact – eventually, Chris will pull the vent cover off. Crawl to the exit before the timer hits zero and we can continue the hunt. The path ahead leads to the Research Facility.
Part #8: The Research Facility
There are lots of documents and extra items to collect in the Research Facility, but we only need to reach the second floor and get to the end of the hall. Enter the maintenance room opposite Lucas’ office and disable the power, then follow him through the now-unlocked door to the right of his window. The hallway is guarded by a turret – duck into the office on the left.
The office is the Clinical Lab, and it’s the final save room for this episode. Read the last documents and collect some extra ammo. You can get a lockpick to the right of the save point, and take it to the container in the hallway connecting the mines to the Research Facility for some extra RAMROD ammo.
Now, follow Lucas down the hallway behind the Clinical Lab. The turret is out of ammo. Enter the Cultivation Lab, and smash all the crates and scrounge for ammo / items. Lucas will ambush you here – use everything you’ve learned so far, and carefully manage your oxygen supply during the second phase of the fight, only recharging when you’re low, and you should come out of the fight just fine. Remember; aim for the head, then aim for the chest.
More Resident Evil 7 guides, walkthroughs, tips and tricks on Gameranx:
- Resident Evil 7: Biohazard – Walkthrough | Low-Spoilers Guide
- Resident Evil 7: Biohazard – 100% Achievement / Trophy Guide
- Resident Evil 7: All Stabilizers & Steriods Locations | Upgrades Guide
- Resident Evil 7: Biohazard – How to Get the Good / Bad Endings
- Resident Evil 7: Biohazard – Here’s What You Unlock For Finishing RE7
- Resident Evil 7: Biohazard – How to Open Every Lock | Lock Pick Locations
- Resident Evil 7: Biohazard – All 20 Statue Locations | ‘Mr. Nowhere’ Guide
- Resident Evil 7: Biohazard – All 32 Files | ‘The Devil is in the Details’ Guide
- Resident Evil 7: Biohazard – All Playable Videotape Locations | VHS Guide
- Resident Evil 7: Biohazard – How to Get the Dissection Key | Puzzle Guide
- Resident Evil 7: Biohazard – All Antique Coins Locations | Upgrades Guide
- Resident Evil 7: All 33 Antique Coin Locations | Madhouse Difficulty Guide
- Resident Evil 7: How To Upgrade Your Inventory | All Backpack Locations
- Resident Evil 7: Free Items & Upgrades | Treasure Map Locations Guide
- Resident Evil 7: How to Repair Both Broken Guns | Best Weapons Guide
- Resident Evil 7: Biohazard – On The Cheap | Best Deals & Lowest Prices
- Resident Evil 7: Demo – Complete Secrets Walkthrough | Dirty Coin Guide
- Resident Evil 7: Biohazard – The Big Gun Guide | All Weapon Locations
- Resident Evil 7: Biohazard – How To Solve Every Puzzle | Solutions Guide
- Resident Evil 7: Biohazard – Herbs Guide | All Healing Item Locations
- Resident Evil 7: Biohazard – How to Beat Every Boss | Tips Guide
- Resident Evil 7: Biohazard – Master of Unlocking Guide | Lock Pick Location
- Resident Evil 7: Biohazard – Trophy List [No Spoilers]