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[Spoilers] Resident Evil 7 Demo: "There's More, Right?" Edition

gafneo

Banned
Being short doesn't matter. This demo was still probably done in a short time and a small staff.
I mean, we even glitched the supposedly closed attic door. That's a pretty big one if you ask me. And there's more.

Not saying we can glitch out of the game and get the ending. Just that, there's glitched and the demo may be a little rushed, hence that we can avoid being familie'd with wall hugging. They didn't plan the encounter as good as in P.T., where Lisa can be unavoidable because it simply "pops" in your screen no matter whan when she does the grab.

Btw, the family man multiple appears, I do suppose it's done so you don't get familie'd always in the same area, same again, as how Lisa randomly appears at different parts of the hallway during the final puzzle.

The fact that you can get familied at almost any area is a good enough reason for me to believe its not a gliych though.
 

Arkanius

Member
So after pretty much playing a solid 8 hours a day since it's release (Yey wasted vacation!) I figure I'd do a little write-up for everyone interested and for the masses that every day seem to be suggesting things to help out or possibly solve stuff, despite them already being explored in depth, so let's start:

Things you CAN NOT do:
  • Drop, Scrap or otherwise dispose of any item once it's picked up.
  • Access any of the following items in the VHS recording: Dummy finger, Bolt cutter, VHS tape, Axe, Fuse, or Back door key.
  • Access the following items while in present time: Lockpick.
  • Destroy or interact with the group of three Mannequin's on the second floor
  • Interact in any meaningful way with any Mannequin, static or movable/destructible.
  • Interact with the headphones on the second floor during the VHS recording.
  • Access the headphones while in present time.
  • Use the fusebox at all in the VHS recording (The box is moved to the left, disconnected from power).
  • Move said fusebox in the VHS recording.
  • Reliably see the ghost in a particular spot every time.
  • Obtain the fuse if you complete the VHS recording fully.
    (You can however exit after unlocking the drawer, and access the Axe, the fuse will also still be there but you cannot obtain the back door key without completing the recording)
  • Interact with the sink in the VHS recording
  • Interact more than once with: Sink, Cooking pot, Secret door release handle, Fusebox.
  • Keep the Lockpick within the same VHS playback after unlocking the locked drawer.


Engine notes:
1) Exiting the phone room without being attacked is a glitch, any approach you take that uses this will not yield any new results.
2) The dark markings on the far wall of the phone room are a result of overlapping faces in the UVW lightmap, not a secret code of solution, evidenced by the fact the black marks appear on the side faces of the vertical beams too.
3) Some walls not displaying damage decals or allowing dynamic objects to clip through (Pantry) aren't a sign of potential routes or hidden doorways, these are just geometry issues and blocking volume mixups.
4) Items disappearing when pushed about is an engine glitch, the house is built up from different sections each with different volumes, objects placed or spawned within one volume will only show while still in their parent volume, this leads to situations where the object will vanish from view along with it's collision if you switch volume along with the object, this is 100% an engine issue and not a solution.
5) When moving between volumes (as mentioned above), especially on the first-load of the map, you will occasionally encounter a situation where certain elements of the map do not load in, we've seen this as glitches in a few videos, as follows:
Japanese uploader who opened the back door but doesn't get attacked - Engine failed to trigger the sequence of turning you around and showing the father model attacking you.
Loft door missing - I've had this happen on the phone room door and seen multiple videos of the other loft door being missing, this is again just the engine having a hickup and failing to load the asset.
6) Clicks - This has been assumed to be a part of the soundtrack, and for the most part it is, but also some light sources play the asset when spawning in too, coming down from the loft you will notice in the corner to the left of the mannequins a triangle of light that flicks on, along with the associated click when you switch zones (also evidenced by the engine fading between one zones post processing configuration and the next zones (color shifts, brightness, saturation, etc).
Unfortunately the clicks have nothing to do with any sort of solution.
7) Voices when listening only to voice track "Breathing", the low pitch voices heard over the players breathing were rumored to only occur when stood by the headphones, leading many to think it was coming from them, however it's just unintended audio captured while recording the breathing, likely direction being given to the VA
8) A range of canned sound effect loops are played on various triggers, sounds of drawers sliding open, locks being used, doors opening and slamming, walking, etc, some are ambient and some are attached to timed triggers, such as the sound of a doorway opening triggering as you move down the stairs from second floor to ground floor, these are ambient and not intended to indicate that your actions have caused something.
9) The chase - If you run after family man when you see him walk past the livingroom doorway, you will note that he disappeared, however if you continue to chase and run towards the back door, you'll notice tuns being knocked over and/or chairs pushed out of the way, this is done as the game assumes that once you have obtained the back door key the first thing you would want to do is run to the back door and get out - this is also why the mannequin only spawns as you exit the kitchen running to the back door, when you have obtained the key.


Extensive mapping of game area
Cellar (Present)
Cellar (VHS)
Ground floor (Present)
Ground floor (VHS)
Second floor (Present)
Second floor (VHS)
Loft (Present)

Separated Present time from VHS playback since there are minor differences to obstacles and movable items (eg, the chairs and crates are missing in the VHS playback and other such stuff), also changes to interactive objects are noted.
Got a few fiddly bits to add such as the spawn locations for baby toy, and hallway doll when triggers are active but overall should be fairly complete.


Tested methods
The following arrangements have been tried and tested, only difference has been the message on the phone, Only texted 'endgame' solutions, so using the backdoor once obtaining the key, or answering the phone.

Cycle 1 --
Fuse > Fusebox > Stairs > Phone
Fuse > Fusebox > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Stairs > Phone

Cycle 2 --
Fuse > Fusebox > Bolt cutter > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Stairs > Phone

Cycle 3 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Stairs > Phone

Cycle 4 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Finger > Stairs > Phone

Cycle 5 --
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Back door

None of the above yielded any notable change conducive with progressing further, so i'm inclined to assume that the order in which the items are used doesn't make a major difference beyond obvious ones such as limitations (must use fuse to access phone, must use bolt cutter to access tape, must complete tape to use key, etc).
I've tried many other situations such as waiting to use the fusebox until later on, or waiting to use the fusebox and get the finger and so on, still no difference.


Item viewer and why it has nothing to do with a solution
Simply put, the only interaction we have is rotate, no zoom, no physical interaction, and when in the item viewer the item viewer contents are overlaid over the game world as a separate plane, evidenced by walking right up to a wall and viewing your bolt cutter - there is no clipping to surrounding geometry.
Additionally the inventory box allows you to assign items to quick select (dpad) however the only item that can be used from quick select is the axe, all other items show darkened, even if you assign the lockpick to a quick item direction and press that direction in front of the locked drawer, it does not use it, quick item selection is therefor intended only for weapons, or not complete.
Likewise, "Use" and "Discard" options are inoperable at any point, the engine relies on an interaction point in order to call up your item list to pick an item to use, manually calling up the item list to attempt to use one does not work even when contextually near an object that CAN be used with the item, thus the only way to use the finger would be to find a location that asks you to press X and call up your item list, then select the finger.

Summary
And with that, I'm pretty much certain that we have exhausted the current potential in the software as it currently sits, my assumption is that if there is indeed any more to this, they are likely going to push it in a future update, likely coinciding with the PC or Xbox demo release as so not to spoil the experience for those users with extensive coverage of solutions already all over the internet. Assuming they even plan on allowing further exploration, that is.

The combination of there being no further progression aside from glitches in the past few days, with the obvious limitations of the item management, and the fact thousands of people have spent days going over the game with a fine toothcomb and not come up with any other items or interaction points tells me that the game, as it sits on our drives right now, has nothing left to give, and only and update from Capcom will change that (Sorry to be the bearer of bad news to all of you hoping to discover more).

Last but not least on the topic of Capcom, in the few interactions with us regarding the demo, they have been purposely vauge and given answers that only really suggest there is more to the game if that's what you want to take from it, otherwise they could easily be dismissed as 'stating the obvious' the Capcom email stating 'you just have to get out by a door or window' this is stating the obvious, they do not state whether or not getting out of the house to freedom or getting out and being caught by family man has any distinction.
As such I am forced to assume that the only reason they are not coming forward with any solid, reliable statement regarding peoples progression is because doing so would put an end to the free buzz and PR of thousands of people endlessly searching, streaming and talking about the game, and putting an end to that free advertising with a clear statement is just setting fire to money for them.

Ultimately, I think we're basically done with the demo as it sits, I likely won't be booting it again aside from making amendments/updates to my maps or if I see the demo has received an update at which point it'll be worth investigating to find what they changed.
Sorry if it's a downer for people, just felt I should get it off my chest seeing as I have spent a mountain of time on this. To everyone that will continue onward regardless in the hopes of finding something, good luck to you! I'd love to be proven wrong.

Holy shit, I've seen thesis with less words than this.

Hell, I almost want to convert this to LaTeX.
 

Ferr986

Member
The fact that you can get familied at almost any area is a good enough reason for me to believe its not a gliych though.

I don't agree. It's a basic staple when doing horror. You know you're gonna get killed after that point (phone) but you don't know exactly WHEN, that's why there are random family man spots all over the house (with the final one being mandatory, the door). If he always appeared at the same spot there would be no tension and fear on getting the encounter.

Agin, PT did the same with Lisa encounters, they were not 100% fixed.
 
I think we need to start thinking logically about what we need to do, I don't think the solution will end up being something weird like spinning around on a particular spot, or anything equally convoluted. Everything so far has been pretty logical.

I think we need to think about what we could do in the past which could have an effect in the future. Maybe leaving the fridge door open allows all the food to rot away out of it, revealing something. Possibly the pot as well.

Also I was thinking, when you see the guy walking past the doorway and he disappears. I think it is hinted that he is still walking out towards the back door as the kitchen chairs move shortly, and he is just invisible. I would try leaving the empty draw open, incase he walks past it and drops something in.
 
Good morning! Time to get caught up...

I've seen the idea of finding the missing mannequin thrown around a lot (Considering only six are present and we know everything in the demo is 7), but I think what we are going through actually is to find the last mannequin. If we go to the bottom floor we see the voodoo dolls which are at three different elevations of height (Representing the three floors of the home). One is on the bottom elevation, this of course being the mannequin that was tossed. There are four on the middle elevation, as there are on the second floor. Finally we have two on the top elevation. One of these is found in the phone room and the other is a mystery. I feel it's a given to assume that the final mannequin is found in the glitched room located on the top floor. So I don't think it's safe to say our goal is to find this mannequin to progress further in the demo.
This is a great catch! I had not connected the two (the voodoo dolls and the mannequins).

Considering that two of the six mannequins are not always present (they spawn in), maybe there's a way to spawn in the 7th mannequin on the 3rd floor, but no one has figured it out yet?

There is no button command for the fuse in vhs world though?
EmF2KX.png


However i think they key to progressing forward is in the vhs world. For example in vhs world you get this
mRu9UC.png


It's clearly interactable. My guess is you have to drop the bolt cutters in the real world so you can pick it up in vhs world. Maybe the fuse is in there?
I agree. I feel like we have to somehow open that cabinet in the VHS world, but the solution has me stumped. I was convinced that I'd find the bolt cutters outside somewhere, but...no dice.

Lot's of great stuff.
Someone should really add all of this to the OP, along with the maps. Great info!
 

Arkeband

Banned
One thing to note, someone on Reddit did contact Capcom and confirmed the support email with misspellings and "under-estimate" in it as fake.

Their support team is not giving any clues if any are to be given. The only legitimate wink we've been given was from that guy who spoke with the VR rep and the rep alluded to there being more.
 

consoul

Member
Seven huh?

Pride = vanity, pomposity, arrogance. Mirror? Fireplace? Eating crow?
Greed = seeking wealth or power. Fuse?
Lust = idk. mannequins?
Envy = wanting what is not yours. Bolt cutters?
Gluttony = food. The Pot? Or Fridge?
Wrath = anger, violence. Axe?
Sloth = do nothing, idle hands = Finger?

Nah. Just thinking out loud.
 

Futaba

Member
Family man bash the definition of little out of you?

Great summary. Only thing I would add is the piano to the one-time interaction list.

I would but I believe it to be the same as the cooking pot, fridge, faucet and microwave, they're just intended to add a bit more depth to the surroundings and provide a creepier ambiance, with the piano it's a mild jump scare as you don't expect it to slam shut loudly, with the microwave you don't expect it to contain a cooked bird, the fridge with gross contents and the cooking pot the same, the faucet just being an unnerving event similar to reaching into a drain in previous games.

The fridge and microwave are only repeatable events because they need to have an open/close state, the cooking pot and faucet are one time events, since there's no benefit from repeating them, same for the piano, it's intended as a mild jump scare so repeating it loses all meaning.
 

Zycban

Member
Ultimately, I think we're basically done with the demo as it sits, I likely won't be booting it again aside from making amendments/updates to my maps or if I see the demo has received an update at which point it'll be worth investigating to find what they changed.
Sorry if it's a downer for people, just felt I should get it off my chest seeing as I have spent a mountain of time on this. To everyone that will continue onward regardless in the hopes of finding something, good luck to you! I'd love to be proven wrong.

But we haven't reached the 100 pages yet :(
 

Rellik

Member
I think you've all officially overtaken Metal Gear fans on the crazy scale.

I've yet to play this demo. I have it downloaded so may give it a go tonight. Then I can join the crazy.
 
I really think there must be something more to this demo, and that you gotta do something different in the VHS world. I think the dialog points to a need to somehow alter the past events and there are a lot of references to sound in the past (the earmuffs and the whole ADR thingy, for instance). Maybe you should say something to your colleagues at the beginning of the section. The fact that you can revisit the tape over and over again is the biggest sign for me - it seems like they want you to mess around with those events. They give you control over the character, and I don't think it's just meant for you to pick up an axe in the present.
 
So after pretty much playing a solid 8 hours a day since it's release (Yey wasted vacation!) I figure I'd do a little write-up for everyone interested and for the masses that every day seem to be suggesting things to help out or possibly solve stuff, despite them already being explored in depth, so let's start:

Things you CAN NOT do:
  • Drop, Scrap or otherwise dispose of any item once it's picked up.
  • Access any of the following items in the VHS recording: Dummy finger, Bolt cutter, VHS tape, Axe, Fuse, or Back door key.
  • Access the following items while in present time: Lockpick.
  • Destroy or interact with the group of three Mannequin's on the second floor
  • Interact in any meaningful way with any Mannequin, static or movable/destructible.
  • Interact with the headphones on the second floor during the VHS recording.
  • Access the headphones while in present time.
  • Use the fusebox at all in the VHS recording (The box is moved to the left, disconnected from power).
  • Move said fusebox in the VHS recording.
  • Reliably see the ghost in a particular spot every time.
  • Obtain the fuse if you complete the VHS recording fully.
    (You can however exit after unlocking the drawer, and access the Axe, the fuse will also still be there but you cannot obtain the back door key without completing the recording)
  • Interact with the sink in the VHS recording
  • Interact more than once with: Sink, Cooking pot, Secret door release handle, Fusebox.
  • Keep the Lockpick within the same VHS playback after unlocking the locked drawer.


Engine notes:
1) Exiting the phone room without being attacked is a glitch, any approach you take that uses this will not yield any new results.
2) The dark markings on the far wall of the phone room are a result of overlapping faces in the UVW lightmap, not a secret code of solution, evidenced by the fact the black marks appear on the side faces of the vertical beams too.
3) Some walls not displaying damage decals or allowing dynamic objects to clip through (Pantry) aren't a sign of potential routes or hidden doorways, these are just geometry issues and blocking volume mixups.
4) Items disappearing when pushed about is an engine glitch, the house is built up from different sections each with different volumes, objects placed or spawned within one volume will only show while still in their parent volume, this leads to situations where the object will vanish from view along with it's collision if you switch volume along with the object, this is 100% an engine issue and not a solution.
5) When moving between volumes (as mentioned above), especially on the first-load of the map, you will occasionally encounter a situation where certain elements of the map do not load in, we've seen this as glitches in a few videos, as follows:
Japanese uploader who opened the back door but doesn't get attacked - Engine failed to trigger the sequence of turning you around and showing the father model attacking you.
Loft door missing - I've had this happen on the phone room door and seen multiple videos of the other loft door being missing, this is again just the engine having a hickup and failing to load the asset.
6) Clicks - This has been assumed to be a part of the soundtrack, and for the most part it is, but also some light sources play the asset when spawning in too, coming down from the loft you will notice in the corner to the left of the mannequins a triangle of light that flicks on, along with the associated click when you switch zones (also evidenced by the engine fading between one zones post processing configuration and the next zones (color shifts, brightness, saturation, etc).
Unfortunately the clicks have nothing to do with any sort of solution.
7) Voices when listening only to voice track "Breathing", the low pitch voices heard over the players breathing were rumored to only occur when stood by the headphones, leading many to think it was coming from them, however it's just unintended audio captured while recording the breathing, likely direction being given to the VA
8) A range of canned sound effect loops are played on various triggers, sounds of drawers sliding open, locks being used, doors opening and slamming, walking, etc, some are ambient and some are attached to timed triggers, such as the sound of a doorway opening triggering as you move down the stairs from second floor to ground floor, these are ambient and not intended to indicate that your actions have caused something.
9) The chase - If you run after family man when you see him walk past the livingroom doorway, you will note that he disappeared, however if you continue to chase and run towards the back door, you'll notice tuns being knocked over and/or chairs pushed out of the way, this is done as the game assumes that once you have obtained the back door key the first thing you would want to do is run to the back door and get out - this is also why the mannequin only spawns as you exit the kitchen running to the back door, when you have obtained the key.
10) Attacked - After using the phone the game waits for you to be in an area with enough room to spawn in family man and enough space to play back the attack animation, if you leave the room with your back to the wall and walk to the second floor, walking directly through the middle of the room allows for enough space, thus you will be attacked, equally walking through the kitchen, livingroom or in the center of the area by the front door will get you attacked when facing in a direction that allows enough room for the spawn-in, the only way to prevent this is to make it back to the livingroom at watch the VHS tape, this works because when entering the VHS tape all character entity triggers are reset and only key-item flags are retained, such as 'have fuse?' 'fuse used?' 'Stair switch used?' 'Phone used?' hence why no matter how many times you watch the tape, if you have escaped the phone room after using the phone, you will only ever hear a tone - This means that you can only ever hear one voice message per play through as the game intends for you to die and trigger the end of the demo if you use the phone.
Likewise, the status of 'end demo' is flagged if you try to exit the back door, where family man will spawn in regardless of any other flags or phone use, this nearly ties up the situation where in the current game build only has two possible outcomes - Attacked while leaving the back door, or attacked after answering the phone.

Extensive mapping of game area
Cellar (Present)
Cellar (VHS)
Ground floor (Present)
Ground floor (VHS)
Second floor (Present)
Second floor (VHS)
Loft (Present)

Separated Present time from VHS playback since there are minor differences to obstacles and movable items (eg, the chairs and crates are missing in the VHS playback and other such stuff), also changes to interactive objects are noted.
Got a few fiddly bits to add such as the spawn locations for baby toy, and hallway doll when triggers are active but overall should be fairly complete.


Tested methods
The following arrangements have been tried and tested, only difference has been the message on the phone, Only texted 'endgame' solutions, so using the backdoor once obtaining the key, or answering the phone.

Cycle 1 --
Fuse > Fusebox > Stairs > Phone
Fuse > Fusebox > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Stairs > Phone

Cycle 2 --
Fuse > Fusebox > Bolt cutter > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Stairs > Phone

Cycle 3 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Stairs > Phone

Cycle 4 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Finger > Stairs > Phone

Cycle 5 --
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Back door

None of the above yielded any notable change conducive with progressing further, so i'm inclined to assume that the order in which the items are used doesn't make a major difference beyond obvious ones such as limitations (must use fuse to access phone, must use bolt cutter to access tape, must complete tape to use key, etc).
I've tried many other situations such as waiting to use the fusebox until later on, or waiting to use the fusebox and get the finger and so on, still no difference.


Item viewer and why it has nothing to do with a solution
Simply put, the only interaction we have is rotate, no zoom, no physical interaction, and when in the item viewer the item viewer contents are overlaid over the game world as a separate plane, evidenced by walking right up to a wall and viewing your bolt cutter - there is no clipping to surrounding geometry.
Additionally the inventory box allows you to assign items to quick select (dpad) however the only item that can be used from quick select is the axe, all other items show darkened, even if you assign the lockpick to a quick item direction and press that direction in front of the locked drawer, it does not use it, quick item selection is therefor intended only for weapons, or not complete.
Likewise, "Use" and "Discard" options are inoperable at any point, the engine relies on an interaction point in order to call up your item list to pick an item to use, manually calling up the item list to attempt to use one does not work even when contextually near an object that CAN be used with the item, thus the only way to use the finger would be to find a location that asks you to press X and call up your item list, then select the finger.

Summary
And with that, I'm pretty much certain that we have exhausted the current potential in the software as it currently sits, my assumption is that if there is indeed any more to this, they are likely going to push it in a future update, likely coinciding with the PC or Xbox demo release as so not to spoil the experience for those users with extensive coverage of solutions already all over the internet. Assuming they even plan on allowing further exploration, that is.

The combination of there being no further progression aside from glitches in the past few days, with the obvious limitations of the item management, and the fact thousands of people have spent days going over the game with a fine toothcomb and not come up with any other items or interaction points tells me that the game, as it sits on our drives right now, has nothing left to give, and only and update from Capcom will change that (Sorry to be the bearer of bad news to all of you hoping to discover more).

Last but not least on the topic of Capcom, in the few interactions with us regarding the demo, they have been purposely vauge and given answers that only really suggest there is more to the game if that's what you want to take from it, otherwise they could easily be dismissed as 'stating the obvious' the Capcom email stating 'you just have to get out by a door or window' this is stating the obvious, they do not state whether or not getting out of the house to freedom or getting out and being caught by family man has any distinction.
As such I am forced to assume that the only reason they are not coming forward with any solid, reliable statement regarding peoples progression is because doing so would put an end to the free buzz and PR of thousands of people endlessly searching, streaming and talking about the game, and putting an end to that free advertising with a clear statement is just setting fire to money for them.

Ultimately, I think we're basically done with the demo as it sits, I likely won't be booting it again aside from making amendments/updates to my maps or if I see the demo has received an update at which point it'll be worth investigating to find what they changed.
Sorry if it's a downer for people, just felt I should get it off my chest seeing as I have spent a mountain of time on this. To everyone that will continue onward regardless in the hopes of finding something, good luck to you! I'd love to be proven wrong.

Some of you are mad... Nice work tho
 

will0wis

Member
I'm starting to think that if Capcom is gonna change something in the game or drop any hints, it will be 7 days after the demo's release. We'll see next monday.
 

Dusk Golem

A 21st Century Rockefeller
I do think there's more, though suggestions are a bit out there. One other possibility is this demo isn't meant to be a single piece. If you look on the store, this demo is listed as 'Demo 1', in an interview they said this was, 'the first chapter in a new manifesto for the series,' and mentioned that other key pillars of RE, like puzzle-solving, resource management, and combat, were coming down the line. That and even the demo based off of this trailer is called Tape 1, off the tape in this demo.

I don't know how likely it is, but maybe this has been designed to go over more than one demo, which would also explain why this wants to make a save file though it does very little. I don't know if this is me just overly speculating, and this doesn't specifically mean there's nothing more in this demo, but I'm with the group that does wish Capcom would just say or not.

I even just tried playing it on dates that Resident Evil: Director's Cut released on and such.

That or seven days afterward, who knows. There is, coincidentally or intentionally, a shit ton of references to 7 in the RE7 demo.
 

OmegaX0

Member
Loft door missing - I've had this happen on the phone room door and seen multiple videos of the other loft door being missing, this is again just the engine having a hickup and failing to load the asset.

It seems strange that they modeled a room behind a door you're seemingly not able to open though.
 
So after pretty much playing a solid 8 hours a day since it's release (Yey wasted vacation!) I figure I'd do a little write-up for everyone interested and for the masses that every day seem to be suggesting things to help out or possibly solve stuff, despite them already being explored in depth, so let's start:

Things you CAN NOT do:
  • Drop, Scrap or otherwise dispose of any item once it's picked up.
  • Access any of the following items in the VHS recording: Dummy finger, Bolt cutter, VHS tape, Axe, Fuse, or Back door key.
  • Access the following items while in present time: Lockpick.
  • Destroy or interact with the group of three Mannequin's on the second floor
  • Interact in any meaningful way with any Mannequin, static or movable/destructible.
  • Interact with the headphones on the second floor during the VHS recording.
  • Access the headphones while in present time.
  • Use the fusebox at all in the VHS recording (The box is moved to the left, disconnected from power).
  • Move said fusebox in the VHS recording.
  • Reliably see the ghost in a particular spot every time.
  • Obtain the fuse if you complete the VHS recording fully.
    (You can however exit after unlocking the drawer, and access the Axe, the fuse will also still be there but you cannot obtain the back door key without completing the recording)
  • Interact with the sink in the VHS recording
  • Interact more than once with: Sink, Cooking pot, Secret door release handle, Fusebox.
  • Keep the Lockpick within the same VHS playback after unlocking the locked drawer.


Engine notes:
1) Exiting the phone room without being attacked is a glitch, any approach you take that uses this will not yield any new results.
2) The dark markings on the far wall of the phone room are a result of overlapping faces in the UVW lightmap, not a secret code of solution, evidenced by the fact the black marks appear on the side faces of the vertical beams too.
3) Some walls not displaying damage decals or allowing dynamic objects to clip through (Pantry) aren't a sign of potential routes or hidden doorways, these are just geometry issues and blocking volume mixups.
4) Items disappearing when pushed about is an engine glitch, the house is built up from different sections each with different volumes, objects placed or spawned within one volume will only show while still in their parent volume, this leads to situations where the object will vanish from view along with it's collision if you switch volume along with the object, this is 100% an engine issue and not a solution.
5) When moving between volumes (as mentioned above), especially on the first-load of the map, you will occasionally encounter a situation where certain elements of the map do not load in, we've seen this as glitches in a few videos, as follows:
Japanese uploader who opened the back door but doesn't get attacked - Engine failed to trigger the sequence of turning you around and showing the father model attacking you.
Loft door missing - I've had this happen on the phone room door and seen multiple videos of the other loft door being missing, this is again just the engine having a hickup and failing to load the asset.
6) Clicks - This has been assumed to be a part of the soundtrack, and for the most part it is, but also some light sources play the asset when spawning in too, coming down from the loft you will notice in the corner to the left of the mannequins a triangle of light that flicks on, along with the associated click when you switch zones (also evidenced by the engine fading between one zones post processing configuration and the next zones (color shifts, brightness, saturation, etc).
Unfortunately the clicks have nothing to do with any sort of solution.
7) Voices when listening only to voice track "Breathing", the low pitch voices heard over the players breathing were rumored to only occur when stood by the headphones, leading many to think it was coming from them, however it's just unintended audio captured while recording the breathing, likely direction being given to the VA
8) A range of canned sound effect loops are played on various triggers, sounds of drawers sliding open, locks being used, doors opening and slamming, walking, etc, some are ambient and some are attached to timed triggers, such as the sound of a doorway opening triggering as you move down the stairs from second floor to ground floor, these are ambient and not intended to indicate that your actions have caused something.
9) The chase - If you run after family man when you see him walk past the livingroom doorway, you will note that he disappeared, however if you continue to chase and run towards the back door, you'll notice tuns being knocked over and/or chairs pushed out of the way, this is done as the game assumes that once you have obtained the back door key the first thing you would want to do is run to the back door and get out - this is also why the mannequin only spawns as you exit the kitchen running to the back door, when you have obtained the key.
10) Attacked - After using the phone the game waits for you to be in an area with enough room to spawn in family man and enough space to play back the attack animation, if you leave the room with your back to the wall and walk to the second floor, walking directly through the middle of the room allows for enough space, thus you will be attacked, equally walking through the kitchen, livingroom or in the center of the area by the front door will get you attacked when facing in a direction that allows enough room for the spawn-in, the only way to prevent this is to make it back to the livingroom at watch the VHS tape, this works because when entering the VHS tape all character entity triggers are reset and only key-item flags are retained, such as 'have fuse?' 'fuse used?' 'Stair switch used?' 'Phone used?' hence why no matter how many times you watch the tape, if you have escaped the phone room after using the phone, you will only ever hear a tone - This means that you can only ever hear one voice message per play through as the game intends for you to die and trigger the end of the demo if you use the phone.
Likewise, the status of 'end demo' is flagged if you try to exit the back door, where family man will spawn in regardless of any other flags or phone use, this nearly ties up the situation where in the current game build only has two possible outcomes - Attacked while leaving the back door, or attacked after answering the phone.

Extensive mapping of game area
Cellar (Present)
Cellar (VHS)
Ground floor (Present)
Ground floor (VHS)
Second floor (Present)
Second floor (VHS)
Loft (Present)

Separated Present time from VHS playback since there are minor differences to obstacles and movable items (eg, the chairs and crates are missing in the VHS playback and other such stuff), also changes to interactive objects are noted.
Got a few fiddly bits to add such as the spawn locations for baby toy, and hallway doll when triggers are active but overall should be fairly complete.


Tested methods
The following arrangements have been tried and tested, only difference has been the message on the phone, Only texted 'endgame' solutions, so using the backdoor once obtaining the key, or answering the phone.

Cycle 1 --
Fuse > Fusebox > Stairs > Phone
Fuse > Fusebox > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Stairs > Phone

Cycle 2 --
Fuse > Fusebox > Bolt cutter > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Stairs > Phone

Cycle 3 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Stairs > Phone

Cycle 4 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Finger > Stairs > Phone

Cycle 5 --
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Back door

None of the above yielded any notable change conducive with progressing further, so i'm inclined to assume that the order in which the items are used doesn't make a major difference beyond obvious ones such as limitations (must use fuse to access phone, must use bolt cutter to access tape, must complete tape to use key, etc).
I've tried many other situations such as waiting to use the fusebox until later on, or waiting to use the fusebox and get the finger and so on, still no difference.


Item viewer and why it has nothing to do with a solution
Simply put, the only interaction we have is rotate, no zoom, no physical interaction, and when in the item viewer the item viewer contents are overlaid over the game world as a separate plane, evidenced by walking right up to a wall and viewing your bolt cutter - there is no clipping to surrounding geometry.
Additionally the inventory box allows you to assign items to quick select (dpad) however the only item that can be used from quick select is the axe, all other items show darkened, even if you assign the lockpick to a quick item direction and press that direction in front of the locked drawer, it does not use it, quick item selection is therefor intended only for weapons, or not complete.
Likewise, "Use" and "Discard" options are inoperable at any point, the engine relies on an interaction point in order to call up your item list to pick an item to use, manually calling up the item list to attempt to use one does not work even when contextually near an object that CAN be used with the item, thus the only way to use the finger would be to find a location that asks you to press X and call up your item list, then select the finger.

Summary
And with that, I'm pretty much certain that we have exhausted the current potential in the software as it currently sits, my assumption is that if there is indeed any more to this, they are likely going to push it in a future update, likely coinciding with the PC or Xbox demo release as so not to spoil the experience for those users with extensive coverage of solutions already all over the internet. Assuming they even plan on allowing further exploration, that is.

The combination of there being no further progression aside from glitches in the past few days, with the obvious limitations of the item management, and the fact thousands of people have spent days going over the game with a fine toothcomb and not come up with any other items or interaction points tells me that the game, as it sits on our drives right now, has nothing left to give, and only and update from Capcom will change that (Sorry to be the bearer of bad news to all of you hoping to discover more).

Last but not least on the topic of Capcom, in the few interactions with us regarding the demo, they have been purposely vauge and given answers that only really suggest there is more to the game if that's what you want to take from it, otherwise they could easily be dismissed as 'stating the obvious' the Capcom email stating 'you just have to get out by a door or window' this is stating the obvious, they do not state whether or not getting out of the house to freedom or getting out and being caught by family man has any distinction.
As such I am forced to assume that the only reason they are not coming forward with any solid, reliable statement regarding peoples progression is because doing so would put an end to the free buzz and PR of thousands of people endlessly searching, streaming and talking about the game, and putting an end to that free advertising with a clear statement is just setting fire to money for them.

Ultimately, I think we're basically done with the demo as it sits, I likely won't be booting it again aside from making amendments/updates to my maps or if I see the demo has received an update at which point it'll be worth investigating to find what they changed.
Sorry if it's a downer for people, just felt I should get it off my chest seeing as I have spent a mountain of time on this. To everyone that will continue onward regardless in the hopes of finding something, good luck to you! I'd love to be proven wrong.

Give this man a medal. Thank you for this. Guys I think we are done here.
 

Jake2by4

Member
I do think there's more, though suggestions are a bit out there. One other possibility is this demo isn't meant to be a single piece. If you look on the store, this demo is listed as 'Demo 1', in an interview they said this was, 'the first chapter in a new manifesto for the series,' and mentioned that other key pillars of RE, like puzzle-solving, resource management, and combat, were coming down the line. That and even the demo based off of this trailer is called Tape 1, off the tape in this demo.

I don't know how likely it is, but maybe this has been designed to go over more than one demo, which would also explain why this wants to make a save file though it does very little. I don't know if this is me just overly speculating, and this doesn't specifically mean there's nothing more in this demo, but I'm with the group that does wish Capcom would just say or not.

I even just tried playing it on dates that Resident Evil: Director's Cut released on and such.

That or seven days afterward, who knows. There is, coincidentally or intentionally, a shit ton of references to 7 in the RE7 demo.

And they said the trailer had a mix of the demo and actually footage from the real game. Shit we haven't seen in the demo.
 

Futaba

Member
It seems strange that they modeled a room behind a door you're seemingly not able to open though.

While it feels that way, it isn't really uncommon, most games will have areas which originally were going to be in the game, cut out, or in many cases, simply blocked off to save time.

A majority of retail games and demos have substantial areas of mapped and more or less complete area you can sometimes glitch into and explore which kinda make no sense. Division for example had entire city blocks past the blocking walls, way way down the streets to a point where the modelling work went well beyond simply being backdrop, and it's simply because its easier to block things off then rework the map.

It was likely the area used for the part of the trailer where family guy stomps the player, and even at that point already blocked off - just a backdrop for a snippet of trailer that had already been cut from the final release - we may end up getting an update that gives us access and adds in a little more gameplay but the fact that the room exists at all, sadly doesn't really lend any credence to the idea of there being more to the demo as it sits.
 
But what about the piano? I don't see any mention of it, and I sincerely believe that's part of the solution, if not the final step.
This. Also I won't give up until someone has a real reason as to why you can enter the vhs world as many times as you like but you can only interact with everything else once or twice.
 
So after pretty much playing a solid 8 hours a day since it's release (Yey wasted vacation!) I figure I'd do a little write-up for everyone interested and for the masses that every day seem to be suggesting things to help out or possibly solve stuff, despite them already being explored in depth, so let's start:

Things you CAN NOT do:
  • Drop, Scrap or otherwise dispose of any item once it's picked up.
  • Access any of the following items in the VHS recording: Dummy finger, Bolt cutter, VHS tape, Axe, Fuse, or Back door key.
  • Access the following items while in present time: Lockpick.
  • Destroy or interact with the group of three Mannequin's on the second floor
  • Interact in any meaningful way with any Mannequin, static or movable/destructible.
  • Interact with the headphones on the second floor during the VHS recording.
  • Access the headphones while in present time.
  • Use the fusebox at all in the VHS recording (The box is moved to the left, disconnected from power).
  • Move said fusebox in the VHS recording.
  • Reliably see the ghost in a particular spot every time.
  • Obtain the fuse if you complete the VHS recording fully.
    (You can however exit after unlocking the drawer, and access the Axe, the fuse will also still be there but you cannot obtain the back door key without completing the recording)
  • Interact with the sink in the VHS recording
  • Interact more than once with: Sink, Cooking pot, Secret door release handle, Fusebox.
  • Keep the Lockpick within the same VHS playback after unlocking the locked drawer.


Engine notes:
1) Exiting the phone room without being attacked is a glitch, any approach you take that uses this will not yield any new results.
2) The dark markings on the far wall of the phone room are a result of overlapping faces in the UVW lightmap, not a secret code of solution, evidenced by the fact the black marks appear on the side faces of the vertical beams too.
3) Some walls not displaying damage decals or allowing dynamic objects to clip through (Pantry) aren't a sign of potential routes or hidden doorways, these are just geometry issues and blocking volume mixups.
4) Items disappearing when pushed about is an engine glitch, the house is built up from different sections each with different volumes, objects placed or spawned within one volume will only show while still in their parent volume, this leads to situations where the object will vanish from view along with it's collision if you switch volume along with the object, this is 100% an engine issue and not a solution.
5) When moving between volumes (as mentioned above), especially on the first-load of the map, you will occasionally encounter a situation where certain elements of the map do not load in, we've seen this as glitches in a few videos, as follows:
Japanese uploader who opened the back door but doesn't get attacked - Engine failed to trigger the sequence of turning you around and showing the father model attacking you.
Loft door missing - I've had this happen on the phone room door and seen multiple videos of the other loft door being missing, this is again just the engine having a hickup and failing to load the asset.
6) Clicks - This has been assumed to be a part of the soundtrack, and for the most part it is, but also some light sources play the asset when spawning in too, coming down from the loft you will notice in the corner to the left of the mannequins a triangle of light that flicks on, along with the associated click when you switch zones (also evidenced by the engine fading between one zones post processing configuration and the next zones (color shifts, brightness, saturation, etc).
Unfortunately the clicks have nothing to do with any sort of solution.
7) Voices when listening only to voice track "Breathing", the low pitch voices heard over the players breathing were rumored to only occur when stood by the headphones, leading many to think it was coming from them, however it's just unintended audio captured while recording the breathing, likely direction being given to the VA
8) A range of canned sound effect loops are played on various triggers, sounds of drawers sliding open, locks being used, doors opening and slamming, walking, etc, some are ambient and some are attached to timed triggers, such as the sound of a doorway opening triggering as you move down the stairs from second floor to ground floor, these are ambient and not intended to indicate that your actions have caused something.
9) The chase - If you run after family man when you see him walk past the livingroom doorway, you will note that he disappeared, however if you continue to chase and run towards the back door, you'll notice tuns being knocked over and/or chairs pushed out of the way, this is done as the game assumes that once you have obtained the back door key the first thing you would want to do is run to the back door and get out - this is also why the mannequin only spawns as you exit the kitchen running to the back door, when you have obtained the key.
10) Attacked - After using the phone the game waits for you to be in an area with enough room to spawn in family man and enough space to play back the attack animation, if you leave the room with your back to the wall and walk to the second floor, walking directly through the middle of the room allows for enough space, thus you will be attacked, equally walking through the kitchen, livingroom or in the center of the area by the front door will get you attacked when facing in a direction that allows enough room for the spawn-in, the only way to prevent this is to make it back to the livingroom at watch the VHS tape, this works because when entering the VHS tape all character entity triggers are reset and only key-item flags are retained, such as 'have fuse?' 'fuse used?' 'Stair switch used?' 'Phone used?' hence why no matter how many times you watch the tape, if you have escaped the phone room after using the phone, you will only ever hear a tone - This means that you can only ever hear one voice message per play through as the game intends for you to die and trigger the end of the demo if you use the phone.
Likewise, the status of 'end demo' is flagged if you try to exit the back door, where family man will spawn in regardless of any other flags or phone use, this nearly ties up the situation where in the current game build only has two possible outcomes - Attacked while leaving the back door, or attacked after answering the phone.

Extensive mapping of game area
Cellar (Present)
Cellar (VHS)
Ground floor (Present)
Ground floor (VHS)
Second floor (Present)
Second floor (VHS)
Loft (Present)

Separated Present time from VHS playback since there are minor differences to obstacles and movable items (eg, the chairs and crates are missing in the VHS playback and other such stuff), also changes to interactive objects are noted.
Got a few fiddly bits to add such as the spawn locations for baby toy, and hallway doll when triggers are active but overall should be fairly complete.


Tested methods
The following arrangements have been tried and tested, only difference has been the message on the phone, Only texted 'endgame' solutions, so using the backdoor once obtaining the key, or answering the phone.

Cycle 1 --
Fuse > Fusebox > Stairs > Phone
Fuse > Fusebox > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Stairs > Phone

Cycle 2 --
Fuse > Fusebox > Bolt cutter > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Stairs > Phone

Cycle 3 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Stairs > Phone

Cycle 4 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Finger > Stairs > Phone

Cycle 5 --
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Back door

None of the above yielded any notable change conducive with progressing further, so i'm inclined to assume that the order in which the items are used doesn't make a major difference beyond obvious ones such as limitations (must use fuse to access phone, must use bolt cutter to access tape, must complete tape to use key, etc).
I've tried many other situations such as waiting to use the fusebox until later on, or waiting to use the fusebox and get the finger and so on, still no difference.


Item viewer and why it has nothing to do with a solution
Simply put, the only interaction we have is rotate, no zoom, no physical interaction, and when in the item viewer the item viewer contents are overlaid over the game world as a separate plane, evidenced by walking right up to a wall and viewing your bolt cutter - there is no clipping to surrounding geometry.
Additionally the inventory box allows you to assign items to quick select (dpad) however the only item that can be used from quick select is the axe, all other items show darkened, even if you assign the lockpick to a quick item direction and press that direction in front of the locked drawer, it does not use it, quick item selection is therefor intended only for weapons, or not complete.
Likewise, "Use" and "Discard" options are inoperable at any point, the engine relies on an interaction point in order to call up your item list to pick an item to use, manually calling up the item list to attempt to use one does not work even when contextually near an object that CAN be used with the item, thus the only way to use the finger would be to find a location that asks you to press X and call up your item list, then select the finger.

Summary
And with that, I'm pretty much certain that we have exhausted the current potential in the software as it currently sits, my assumption is that if there is indeed any more to this, they are likely going to push it in a future update, likely coinciding with the PC or Xbox demo release as so not to spoil the experience for those users with extensive coverage of solutions already all over the internet. Assuming they even plan on allowing further exploration, that is.

The combination of there being no further progression aside from glitches in the past few days, with the obvious limitations of the item management, and the fact thousands of people have spent days going over the game with a fine toothcomb and not come up with any other items or interaction points tells me that the game, as it sits on our drives right now, has nothing left to give, and only and update from Capcom will change that (Sorry to be the bearer of bad news to all of you hoping to discover more).

Last but not least on the topic of Capcom, in the few interactions with us regarding the demo, they have been purposely vauge and given answers that only really suggest there is more to the game if that's what you want to take from it, otherwise they could easily be dismissed as 'stating the obvious' the Capcom email stating 'you just have to get out by a door or window' this is stating the obvious, they do not state whether or not getting out of the house to freedom or getting out and being caught by family man has any distinction.
Equally many of the 'hints' given by Capcom either turn out to be misunderstandings or flat out fabrications, too., and with the game explicitly stating that no support for the title is available, it's a tough call.
As such I am forced to assume that the only reason they are not coming forward with any solid, reliable statement regarding peoples progression is because doing so would put an end to the free buzz and PR of thousands of people endlessly searching, streaming and talking about the game, and putting an end to that free advertising with a clear statement is just setting fire to money for them.

Ultimately, I think we're basically done with the demo as it sits, I likely won't be booting it again aside from making amendments/updates to my maps or if I see the demo has received an update at which point it'll be worth investigating to find what they changed.
Sorry if it's a downer for people, just felt I should get it off my chest seeing as I have spent a mountain of time on this. To everyone that will continue onward regardless in the hopes of finding something, good luck to you! I'd love to be proven wrong.

Well, that's it for me then. Every possible suggestion I had, and then some, has been covered. Maybe there is something else to find (and I actually think there probably is), but unfortunately I have a life to carry on, 4 finals next week, so... Good luck guys.
 

Snake017

Member
So after pretty much playing a solid 8 hours a day since it's release (Yey wasted vacation!) I figure I'd do a little write-up for everyone interested and for the masses that every day seem to be suggesting things to help out or possibly solve stuff, despite them already being explored in depth, so let's start:

Things you CAN NOT do:
  • Drop, Scrap or otherwise dispose of any item once it's picked up.
  • Access any of the following items in the VHS recording: Dummy finger, Bolt cutter, VHS tape, Axe, Fuse, or Back door key.
  • Access the following items while in present time: Lockpick.
  • Destroy or interact with the group of three Mannequin's on the second floor
  • Interact in any meaningful way with any Mannequin, static or movable/destructible.
  • Interact with the headphones on the second floor during the VHS recording.
  • Access the headphones while in present time.
  • Use the fusebox at all in the VHS recording (The box is moved to the left, disconnected from power).
  • Move said fusebox in the VHS recording.
  • Reliably see the ghost in a particular spot every time.
  • Obtain the fuse if you complete the VHS recording fully.
    (You can however exit after unlocking the drawer, and access the Axe, the fuse will also still be there but you cannot obtain the back door key without completing the recording)
  • Interact with the sink in the VHS recording
  • Interact more than once with: Sink, Cooking pot, Secret door release handle, Fusebox.
  • Keep the Lockpick within the same VHS playback after unlocking the locked drawer.


Engine notes:
1) Exiting the phone room without being attacked is a glitch, any approach you take that uses this will not yield any new results.
2) The dark markings on the far wall of the phone room are a result of overlapping faces in the UVW lightmap, not a secret code of solution, evidenced by the fact the black marks appear on the side faces of the vertical beams too.
3) Some walls not displaying damage decals or allowing dynamic objects to clip through (Pantry) aren't a sign of potential routes or hidden doorways, these are just geometry issues and blocking volume mixups.
4) Items disappearing when pushed about is an engine glitch, the house is built up from different sections each with different volumes, objects placed or spawned within one volume will only show while still in their parent volume, this leads to situations where the object will vanish from view along with it's collision if you switch volume along with the object, this is 100% an engine issue and not a solution.
5) When moving between volumes (as mentioned above), especially on the first-load of the map, you will occasionally encounter a situation where certain elements of the map do not load in, we've seen this as glitches in a few videos, as follows:
Japanese uploader who opened the back door but doesn't get attacked - Engine failed to trigger the sequence of turning you around and showing the father model attacking you.
Loft door missing - I've had this happen on the phone room door and seen multiple videos of the other loft door being missing, this is again just the engine having a hickup and failing to load the asset.
6) Clicks - This has been assumed to be a part of the soundtrack, and for the most part it is, but also some light sources play the asset when spawning in too, coming down from the loft you will notice in the corner to the left of the mannequins a triangle of light that flicks on, along with the associated click when you switch zones (also evidenced by the engine fading between one zones post processing configuration and the next zones (color shifts, brightness, saturation, etc).
Unfortunately the clicks have nothing to do with any sort of solution.
7) Voices when listening only to voice track "Breathing", the low pitch voices heard over the players breathing were rumored to only occur when stood by the headphones, leading many to think it was coming from them, however it's just unintended audio captured while recording the breathing, likely direction being given to the VA
8) A range of canned sound effect loops are played on various triggers, sounds of drawers sliding open, locks being used, doors opening and slamming, walking, etc, some are ambient and some are attached to timed triggers, such as the sound of a doorway opening triggering as you move down the stairs from second floor to ground floor, these are ambient and not intended to indicate that your actions have caused something.
9) The chase - If you run after family man when you see him walk past the livingroom doorway, you will note that he disappeared, however if you continue to chase and run towards the back door, you'll notice tuns being knocked over and/or chairs pushed out of the way, this is done as the game assumes that once you have obtained the back door key the first thing you would want to do is run to the back door and get out - this is also why the mannequin only spawns as you exit the kitchen running to the back door, when you have obtained the key.
10) Attacked - After using the phone the game waits for you to be in an area with enough room to spawn in family man and enough space to play back the attack animation, if you leave the room with your back to the wall and walk to the second floor, walking directly through the middle of the room allows for enough space, thus you will be attacked, equally walking through the kitchen, livingroom or in the center of the area by the front door will get you attacked when facing in a direction that allows enough room for the spawn-in, the only way to prevent this is to make it back to the livingroom at watch the VHS tape, this works because when entering the VHS tape all character entity triggers are reset and only key-item flags are retained, such as 'have fuse?' 'fuse used?' 'Stair switch used?' 'Phone used?' hence why no matter how many times you watch the tape, if you have escaped the phone room after using the phone, you will only ever hear a tone - This means that you can only ever hear one voice message per play through as the game intends for you to die and trigger the end of the demo if you use the phone.
Likewise, the status of 'end demo' is flagged if you try to exit the back door, where family man will spawn in regardless of any other flags or phone use, this nearly ties up the situation where in the current game build only has two possible outcomes - Attacked while leaving the back door, or attacked after answering the phone.

Extensive mapping of game area
Cellar (Present)
Cellar (VHS)
Ground floor (Present)
Ground floor (VHS)
Second floor (Present)
Second floor (VHS)
Loft (Present)

Separated Present time from VHS playback since there are minor differences to obstacles and movable items (eg, the chairs and crates are missing in the VHS playback and other such stuff), also changes to interactive objects are noted.
Got a few fiddly bits to add such as the spawn locations for baby toy, and hallway doll when triggers are active but overall should be fairly complete.


Tested methods
The following arrangements have been tried and tested, only difference has been the message on the phone, Only texted 'endgame' solutions, so using the backdoor once obtaining the key, or answering the phone.

Cycle 1 --
Fuse > Fusebox > Stairs > Phone
Fuse > Fusebox > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Stairs > Phone

Cycle 2 --
Fuse > Fusebox > Bolt cutter > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Stairs > Phone

Cycle 3 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Stairs > Phone

Cycle 4 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Finger > Stairs > Phone

Cycle 5 --
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Back door

None of the above yielded any notable change conducive with progressing further, so i'm inclined to assume that the order in which the items are used doesn't make a major difference beyond obvious ones such as limitations (must use fuse to access phone, must use bolt cutter to access tape, must complete tape to use key, etc).
I've tried many other situations such as waiting to use the fusebox until later on, or waiting to use the fusebox and get the finger and so on, still no difference.


Item viewer and why it has nothing to do with a solution
Simply put, the only interaction we have is rotate, no zoom, no physical interaction, and when in the item viewer the item viewer contents are overlaid over the game world as a separate plane, evidenced by walking right up to a wall and viewing your bolt cutter - there is no clipping to surrounding geometry.
Additionally the inventory box allows you to assign items to quick select (dpad) however the only item that can be used from quick select is the axe, all other items show darkened, even if you assign the lockpick to a quick item direction and press that direction in front of the locked drawer, it does not use it, quick item selection is therefor intended only for weapons, or not complete.
Likewise, "Use" and "Discard" options are inoperable at any point, the engine relies on an interaction point in order to call up your item list to pick an item to use, manually calling up the item list to attempt to use one does not work even when contextually near an object that CAN be used with the item, thus the only way to use the finger would be to find a location that asks you to press X and call up your item list, then select the finger.

Summary
And with that, I'm pretty much certain that we have exhausted the current potential in the software as it currently sits, my assumption is that if there is indeed any more to this, they are likely going to push it in a future update, likely coinciding with the PC or Xbox demo release as so not to spoil the experience for those users with extensive coverage of solutions already all over the internet. Assuming they even plan on allowing further exploration, that is.

The combination of there being no further progression aside from glitches in the past few days, with the obvious limitations of the item management, and the fact thousands of people have spent days going over the game with a fine toothcomb and not come up with any other items or interaction points tells me that the game, as it sits on our drives right now, has nothing left to give, and only and update from Capcom will change that (Sorry to be the bearer of bad news to all of you hoping to discover more).

Last but not least on the topic of Capcom, in the few interactions with us regarding the demo, they have been purposely vauge and given answers that only really suggest there is more to the game if that's what you want to take from it, otherwise they could easily be dismissed as 'stating the obvious' the Capcom email stating 'you just have to get out by a door or window' this is stating the obvious, they do not state whether or not getting out of the house to freedom or getting out and being caught by family man has any distinction.
Equally many of the 'hints' given by Capcom either turn out to be misunderstandings or flat out fabrications, too., and with the game explicitly stating that no support for the title is available, it's a tough call.
As such I am forced to assume that the only reason they are not coming forward with any solid, reliable statement regarding peoples progression is because doing so would put an end to the free buzz and PR of thousands of people endlessly searching, streaming and talking about the game, and putting an end to that free advertising with a clear statement is just setting fire to money for them.

Ultimately, I think we're basically done with the demo as it sits, I likely won't be booting it again aside from making amendments/updates to my maps or if I see the demo has received an update at which point it'll be worth investigating to find what they changed.
Sorry if it's a downer for people, just felt I should get it off my chest seeing as I have spent a mountain of time on this. To everyone that will continue onward regardless in the hopes of finding something, good luck to you! I'd love to be proven wrong.

Shoul be viewed by every streamer and everyone !
 
The fact that you can get familied at almost any area is a good enough reason for me to believe its not a gliych though.

The act of being family'd doesn't require specific places in the environment - it seems the requirements include how much distance of free space he has behind the player as he's turning. It's totally a glitch.
 

Xpliskin

Member
Don't stop believing .

Let's not play the sceptic indie dev/amateur level designer.

Futa's write up doesn't list all possible sequences (too much work).


Why is there no save option in this demo, even though our inventory contents may be completely random ?


The finger has to be used somewhere, in this very demo.



I'll find that hole, and I'll finger it.


TO ARMS
 

Drencrom

Member
So after pretty much playing a solid 8 hours a day since it's release (Yey wasted vacation!) I figure I'd do a little write-up for everyone interested and for the masses that every day seem to be suggesting things to help out or possibly solve stuff, despite them already being explored in depth, so let's start:

Things you CAN NOT do:
  • Drop, Scrap or otherwise dispose of any item once it's picked up.
  • Access any of the following items in the VHS recording: Dummy finger, Bolt cutter, VHS tape, Axe, Fuse, or Back door key.
  • Access the following items while in present time: Lockpick.
  • Destroy or interact with the group of three Mannequin's on the second floor
  • Interact in any meaningful way with any Mannequin, static or movable/destructible.
  • Interact with the headphones on the second floor during the VHS recording.
  • Access the headphones while in present time.
  • Use the fusebox at all in the VHS recording (The box is moved to the left, disconnected from power).
  • Move said fusebox in the VHS recording.
  • Reliably see the ghost in a particular spot every time.
  • Obtain the fuse if you complete the VHS recording fully.
    (You can however exit after unlocking the drawer, and access the Axe, the fuse will also still be there but you cannot obtain the back door key without completing the recording)
  • Interact with the sink in the VHS recording
  • Interact more than once with: Sink, Cooking pot, Secret door release handle, Fusebox.
  • Keep the Lockpick within the same VHS playback after unlocking the locked drawer.


Engine notes:
1) Exiting the phone room without being attacked is a glitch, any approach you take that uses this will not yield any new results.
2) The dark markings on the far wall of the phone room are a result of overlapping faces in the UVW lightmap, not a secret code of solution, evidenced by the fact the black marks appear on the side faces of the vertical beams too.
3) Some walls not displaying damage decals or allowing dynamic objects to clip through (Pantry) aren't a sign of potential routes or hidden doorways, these are just geometry issues and blocking volume mixups.
4) Items disappearing when pushed about is an engine glitch, the house is built up from different sections each with different volumes, objects placed or spawned within one volume will only show while still in their parent volume, this leads to situations where the object will vanish from view along with it's collision if you switch volume along with the object, this is 100% an engine issue and not a solution.
5) When moving between volumes (as mentioned above), especially on the first-load of the map, you will occasionally encounter a situation where certain elements of the map do not load in, we've seen this as glitches in a few videos, as follows:
Japanese uploader who opened the back door but doesn't get attacked - Engine failed to trigger the sequence of turning you around and showing the father model attacking you.
Loft door missing - I've had this happen on the phone room door and seen multiple videos of the other loft door being missing, this is again just the engine having a hickup and failing to load the asset.
6) Clicks - This has been assumed to be a part of the soundtrack, and for the most part it is, but also some light sources play the asset when spawning in too, coming down from the loft you will notice in the corner to the left of the mannequins a triangle of light that flicks on, along with the associated click when you switch zones (also evidenced by the engine fading between one zones post processing configuration and the next zones (color shifts, brightness, saturation, etc).
Unfortunately the clicks have nothing to do with any sort of solution.
7) Voices when listening only to voice track "Breathing", the low pitch voices heard over the players breathing were rumored to only occur when stood by the headphones, leading many to think it was coming from them, however it's just unintended audio captured while recording the breathing, likely direction being given to the VA
8) A range of canned sound effect loops are played on various triggers, sounds of drawers sliding open, locks being used, doors opening and slamming, walking, etc, some are ambient and some are attached to timed triggers, such as the sound of a doorway opening triggering as you move down the stairs from second floor to ground floor, these are ambient and not intended to indicate that your actions have caused something.
9) The chase - If you run after family man when you see him walk past the livingroom doorway, you will note that he disappeared, however if you continue to chase and run towards the back door, you'll notice tuns being knocked over and/or chairs pushed out of the way, this is done as the game assumes that once you have obtained the back door key the first thing you would want to do is run to the back door and get out - this is also why the mannequin only spawns as you exit the kitchen running to the back door, when you have obtained the key.
10) Attacked - After using the phone the game waits for you to be in an area with enough room to spawn in family man and enough space to play back the attack animation, if you leave the room with your back to the wall and walk to the second floor, walking directly through the middle of the room allows for enough space, thus you will be attacked, equally walking through the kitchen, livingroom or in the center of the area by the front door will get you attacked when facing in a direction that allows enough room for the spawn-in, the only way to prevent this is to make it back to the livingroom at watch the VHS tape, this works because when entering the VHS tape all character entity triggers are reset and only key-item flags are retained, such as 'have fuse?' 'fuse used?' 'Stair switch used?' 'Phone used?' hence why no matter how many times you watch the tape, if you have escaped the phone room after using the phone, you will only ever hear a tone - This means that you can only ever hear one voice message per play through as the game intends for you to die and trigger the end of the demo if you use the phone.
Likewise, the status of 'end demo' is flagged if you try to exit the back door, where family man will spawn in regardless of any other flags or phone use, this nearly ties up the situation where in the current game build only has two possible outcomes - Attacked while leaving the back door, or attacked after answering the phone.

Extensive mapping of game area
Cellar (Present)
Cellar (VHS)
Ground floor (Present)
Ground floor (VHS)
Second floor (Present)
Second floor (VHS)
Loft (Present)

Separated Present time from VHS playback since there are minor differences to obstacles and movable items (eg, the chairs and crates are missing in the VHS playback and other such stuff), also changes to interactive objects are noted.
Got a few fiddly bits to add such as the spawn locations for baby toy, and hallway doll when triggers are active but overall should be fairly complete.


Tested methods
The following arrangements have been tried and tested, only difference has been the message on the phone, Only texted 'endgame' solutions, so using the backdoor once obtaining the key, or answering the phone.

Cycle 1 --
Fuse > Fusebox > Stairs > Phone
Fuse > Fusebox > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Stairs > Phone

Cycle 2 --
Fuse > Fusebox > Bolt cutter > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Stairs > Phone

Cycle 3 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Finger > Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after entering building) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Exit after entering building) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Finger > Tape > Watch tape (Exit after unlocking drawer) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Exit after unlocking drawer) > Axe > Stairs > Phone

Cycle 4 --
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Finger > Watch tape (Watch completely) > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Use key > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Finger > Axe> Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Use key > Axe> Finger > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Finger > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Use key > Stairs > Phone
Fuse > Fusebox > Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Use key > Finger > Stairs > Phone

Cycle 5 --
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Finger > Tape > Watch tape (Watch completely) > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Finger > Key > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Finger > Axe > Back door
Bolt cutter > Tape > Watch tape (Watch completely) > Key > Axe > Finger > Back door

None of the above yielded any notable change conducive with progressing further, so i'm inclined to assume that the order in which the items are used doesn't make a major difference beyond obvious ones such as limitations (must use fuse to access phone, must use bolt cutter to access tape, must complete tape to use key, etc).
I've tried many other situations such as waiting to use the fusebox until later on, or waiting to use the fusebox and get the finger and so on, still no difference.


Item viewer and why it has nothing to do with a solution
Simply put, the only interaction we have is rotate, no zoom, no physical interaction, and when in the item viewer the item viewer contents are overlaid over the game world as a separate plane, evidenced by walking right up to a wall and viewing your bolt cutter - there is no clipping to surrounding geometry.
Additionally the inventory box allows you to assign items to quick select (dpad) however the only item that can be used from quick select is the axe, all other items show darkened, even if you assign the lockpick to a quick item direction and press that direction in front of the locked drawer, it does not use it, quick item selection is therefor intended only for weapons, or not complete.
Likewise, "Use" and "Discard" options are inoperable at any point, the engine relies on an interaction point in order to call up your item list to pick an item to use, manually calling up the item list to attempt to use one does not work even when contextually near an object that CAN be used with the item, thus the only way to use the finger would be to find a location that asks you to press X and call up your item list, then select the finger.

Summary
And with that, I'm pretty much certain that we have exhausted the current potential in the software as it currently sits, my assumption is that if there is indeed any more to this, they are likely going to push it in a future update, likely coinciding with the PC or Xbox demo release as so not to spoil the experience for those users with extensive coverage of solutions already all over the internet. Assuming they even plan on allowing further exploration, that is.

The combination of there being no further progression aside from glitches in the past few days, with the obvious limitations of the item management, and the fact thousands of people have spent days going over the game with a fine toothcomb and not come up with any other items or interaction points tells me that the game, as it sits on our drives right now, has nothing left to give, and only and update from Capcom will change that (Sorry to be the bearer of bad news to all of you hoping to discover more).

Last but not least on the topic of Capcom, in the few interactions with us regarding the demo, they have been purposely vauge and given answers that only really suggest there is more to the game if that's what you want to take from it, otherwise they could easily be dismissed as 'stating the obvious' the Capcom email stating 'you just have to get out by a door or window' this is stating the obvious, they do not state whether or not getting out of the house to freedom or getting out and being caught by family man has any distinction.
Equally many of the 'hints' given by Capcom either turn out to be misunderstandings or flat out fabrications, too., and with the game explicitly stating that no support for the title is available, it's a tough call.
As such I am forced to assume that the only reason they are not coming forward with any solid, reliable statement regarding peoples progression is because doing so would put an end to the free buzz and PR of thousands of people endlessly searching, streaming and talking about the game, and putting an end to that free advertising with a clear statement is just setting fire to money for them.

Ultimately, I think we're basically done with the demo as it sits, I likely won't be booting it again aside from making amendments/updates to my maps or if I see the demo has received an update at which point it'll be worth investigating to find what they changed.
Sorry if it's a downer for people, just felt I should get it off my chest seeing as I have spent a mountain of time on this. To everyone that will continue onward regardless in the hopes of finding something, good luck to you! I'd love to be proven wrong.

This is quite a write-up, kudos!
 
Futaba has exhausted & detailed a long list of possible sequences we can follow. I'm eternally grateful.

My current theory is that watching the video tape multiple occasions is part of the solution. Not back to back, mind you, just in different contexts or situations. I'm gonna give it a try this weekend & see what I can come up with.
 

hemo memo

Gold Member
So after pretty much playing a solid 8 hours a day since it's release (Yey wasted vacation!) I figure I'd do a little write-up for everyone interested and for the masses that every day seem to be suggesting things to help out or possibly solve stuff, despite them already being explored in depth, so let's start:

This is impressive.
 
Anyone else notice how the PS4 game icon for the demo is very similar to RE0? Maybe you have to do something with that? The light strip on the door is on the opposite side. Would tie into the "memories" phone call.

Or it may be nothing.
 
Has anyone seen the number 6 anywhere in the demo? Specifically the number 6.
I think the scissors in the finger drawer could represent a 6, but there's also a bloody 5 in there too so...not sure. I believe Dusk Golem spotted what looked like a 6 in some cobwebs, there was a picture posted earlier in the thread.

And, uh, 6 candles above the fireplace, but that probably doesn't mean anything...
 
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