Resident Evil 7: Biohazard - Not A Hero is Capcom’s free additional episode for Resident Evil 7 players, built around Chris Redfield’s mission after the Baker incident. It still uses survival-horror routing and supply pressure, while Chris’s tools make resource and route decisions central: melee follow-ups, anti-regen ammo, oxygen limits, night vision, and a hub that asks you to clear routes in the right order.
Content warning: This mature horror add-on includes blood and gore, intense violence, and strong language.
Essential Tips
1. Treat the Central Cavern as Your Planning Room
The central cavern is more than a breather between fights. It is your save point, item box, upgrade stop, and route hub, so use it to reset your inventory after every colored shutter. Store nonessential items before leaving. Keep your key weapons, healing, and specialized ammo accessible, but do not carry every situational item just because it exists.
The upgrade cages matter because antique coins can buy survivability and handling improvements. If you are collecting coins, return to the cages before the final departure from the hub. Not A Hero has dedicated saves and its own campaign flow, so a clean save in the cavern is also your best insurance before you test a new route or spend rare ammunition.
2. Follow the Shutter Order Instead of Forcing Doors
The add-on routes through red, green, and dark blue shutters. Treat that order as the backbone of the run. Red teaches the mine combat loop and leads toward the gas mask. Green introduces the anti-regen problem and the night vision device. Dark blue uses the tools you already earned for mine cart barriers, clown-key routing, and trap-heavy spaces.
If a door or clown mechanism will not cooperate, assume you need another route tool rather than wasting time circling the same lock. The DLC is compact, but it is not flat; its hub design expects you to return with new equipment.
3. Spend Grenades on Groups, Not Panic Throws
Chris can fight more aggressively than Ethan, but ammunition still matters. When Molded wake in groups, backpedal into space and let them bunch together before throwing a grenade. Follow up on enemies that are downed or weakened instead of pouring bullets into every target at full health.
This rhythm is especially useful in the red shutter route and later close-quarters waves. Grenades are most valuable when they solve a cluster, buy space, or soften a wave before it surrounds you. A single enemy in a hallway is usually a poor grenade target unless it is blocking a critical escape.
4. Save RAMROD Ammo for Regenerating Threats
RAMROD rounds are your answer to fumer or white Molded enemies and remain valuable for boss situations. Do not treat them like upgraded pistol rounds for ordinary targets. If you spend them early on standard Molded, later encounters become more dangerous because the enemies they are meant for can pressure you through tight routes and objective rooms.
A good habit is to keep the pistol loaded for special targets and use the shotgun or standard ammunition for normal Molded. When a regenerating enemy appears, swap attention immediately, fire the anti-regen round, and move. The goal is not stylish overkill; it is keeping the route open.
5. Use Neuro-Stun Grenades to Escape, Not Clear Rooms
Neuro-stun grenades are control tools. They can knock down the white Molded long enough for Chris to pass, and that makes them excellent when an enemy is placed to block a corridor or force a detour. They are less useful as general room-clear tools because they do not replace the need to manage ammunition and positioning.
When a white Molded appears in a narrow section, lure it toward a wider patch if you can, stun it, and pass while it is disabled. Save a few control options for late fights and frantic encounters, because Not A Hero often places pressure on your route rather than simply asking you to kill everything.
6. Respect Oxygen, Darkness, and Turrets as Route Mechanics
Chris’s helmet HUD is there because the DLC uses hazards as progression gates. Contaminated air turns oxygen into a timer until you have the right protection, and dark spaces become manageable once you have night vision. Once the night vision route opens, watch for switch logic and traps instead of sprinting blindly.
Turrets are also environmental puzzles. If they fire only when you stand in their line, crouching and moving deliberately is safer than testing your health bar. In areas where enemies and turrets overlap, positioning can be more efficient than shooting every threat yourself. Let the room’s hazards work for you when the layout allows it.
7. Backtrack When the Clown Key Opens Real Value
The clown key is not only a forward-progress item. Once you have it, revisit earlier clown doors before committing to the final hub exit. Optional rooms can hold ammunition, grenades, a lockpick, or upgrades that make the late sequence less punishing.
Backtracking should still be purposeful. Return to known locked spots, collect what improves survival, then move on. Wandering after every new item burns attention and healing, but skipping every optional clown door can leave you underprepared for the wave fight and laboratory section.
8. Loot Before Locks, Autosaves, and Boss Doors
Not A Hero can close doors behind you and update your position once the next sequence begins. Before you activate an obvious set piece or locked encounter, sweep nearby crates, shelves, carts, and side rooms. This is most important near the laboratory and final fight, where entering with the right ammo is better than trying to scavenge under pressure.
Use lockpicks on boxes that can restock anti-regen ammo when the route is pointing toward fumer enemies or Lucas. If a fight is clearly about to start and you still have control, gather supplies before the encounter fully begins.
9. Keep Distance and Aim at Lucas’s Weak Points
Mutated Lucas is not a melee brawl. Keep space, watch his glowing weak points, and use RAMROD ammo when he is in the state that calls for anti-regen damage. When he exposes a target, shoot deliberately rather than spraying into his body.
The fight is more about clean target selection than complicated routing. Stay far enough away to read his approach, keep your healing ready, and do not let smaller distractions pull your aim away from the real damage windows. If you brought enough specialized ammo and looted before entering, the encounter becomes a controlled finish instead of a scramble.
Common Mistakes to Avoid
- Don’t spend RAMROD rounds on standard Molded - save them for regenerating enemies and boss pressure.
- Don’t ignore the item box in the central cavern - carrying nonessential items makes every route tighter.
- Don’t throw grenades at single weak enemies - wait for clusters or use them to stop a dangerous wave.
- Don’t sprint through dark or trapped routes - night vision sections reward slow movement and trap checks.
- Don’t stand in turret lanes - crouch, reposition, or use the room layout before trading damage.
- Don’t leave the hub before spending useful coins - late fights are harder if you skip available upgrades.
- Don’t relax before obvious set pieces or locked encounters - prepare before the route commits you to a fight.
- Don’t enter the final stretch without looting - doors and autosaves can lock in a weak inventory.
Summary
| Category | Top Tip |
|---|---|
| Routing | Clear the red, green, and dark blue paths as a tool-gated hub sequence. |
| Combat | Use grenades for groups and standard ammo for ordinary Molded. |
| Special Ammo | Reserve RAMROD rounds for regenerating enemies and Lucas. |
| Survival | Treat oxygen, darkness, and turrets as hazards to solve, not damage to tank. |
| Preparation | Spend coins, backtrack with the clown key, and loot before locked encounters. |
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6 checked for this guideEvery factual claim in this guide was checked against at least two independent sources before publication. These are the references used for Resident Evil 7: Biohazard - Not A Hero.
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