Resident Evil 7 was given a free playable demo following its announcement during Sony's E3 2016 conference. The release of Resident Evil 7 Teaser: Beginning Hour during a Sony presser isn't the only similarity to Kojima's P.T. - the demo is also a mysterious first-person affair, seeing you trapped inside a house filled with secrets that start to unravel through multiple replays.

It's easy to miss the alternative endings and even entire items - from the Dummy Finger, an Axe you can equip and use and even a Rare Coin you can take with you to the full game - so whether you're playing on PS4, Xbox One or PC, here's a guide to finding every discovery in the latest and final 'Midnight' demo.

There are obviously spoilers ahead, so be sure to play the demo before reading.

Dummy Finger solved: How to use the Dummy's Left Hand to solve the five murders to get the Dirty Coin As well as the above core 'walkthrough', there is also a Dummy Finger, arguably the biggest mystery ever since the demo was released. With the final 'Midnight' demo release, finding it is the first step in solving five murders throughout the house, which in turn unlocks the Dirty Coin item that you can use as an additional Antique Coin the full game. Where to find the Dummy Finger, create the Dummy's Left Hand and Blank Notebook To begin solving the five murders, you must first collect three items: The Dummy Finger can be found in one of the drawers in the hallway left of the opening VHS player room

To make the Dummy's Left Hand, combine the Dummy Finger with the 'Object Made with Celluloid' found in the new room in the attic. The Object is found hidden behind the pile of televisions near the ladder

To get the Blank Notebook, search the drawers in the 'molded corridor' that's to the right of the opening VHS player room Find the Object Made With Celluloid in the attic room and combine it with the Dummy Finger to create... ...the Dummy's Left Hand. With the Dummy's Left Hand and Blank Notebook, you can investigate five murder sites. Most steps require you to look at a specific point before, and in the final step, open your inventory and investigate the Dummy's Left Hand, and point it to somewhere specific in the environment. When you're done it right, it'll vibrate and a sound will play, and a passage will be added to the Blank Notebook. We recommend following our True Ending walkthrough video, which also includes the following steps in clearer detail. Otherwise, here are the steps in text: 1. On the ground floor, at the bottom of the stairs there is a fallen bookcase. Point the Dummy's Left Hand at the bookcase until it vibrates, giving you the first murder passage in the notebook. Notebook entry: 'Grace will not wake when the clock makes its chime. Her covers are heavy and it's her last bedtime.' 2. Go up to the attic floor, and after the steps, go round the corner in the corridor and look at the light on the upper right to hear a noise. If it doesn't trigger, head downstairs, through the kitchen to the back door and get the Bolt Cutters. Use it in the cupboard next to the kitchen and get the VHS Tape, and try again. Next, perform the steps in the True Ending above, so you escape the basement with the two items without getting hit by the monster. Head back down and the monster will disappear. In the monster room, go to the body bag on the stretcher and point the Dummy's Left Hand at it. Notebook entry: 'Phil's tucked in tight on his cold, stiff bed. He's having sweet dreams of not being dead.' 3. Get the Handgun by using the Valve Handle on the pipe in the bathroom just off the molded corridor then flushing the toilet. Equip the Handgun, and go to the bottom of the stairs on the ground floor. On the wall above the stairs is a picture of someone in a hood - shoot at her with the Handgun to hear a giggle. Go into the small room under the stairs and point the hand at the door until it vibrates, adding another passage. Notebook entry: 'Stanley was told to go hide and they'd seek. But they wouldn't let him out no matter how much he shrieked.' 4. From murder 3 above, stand in the doorway underneath the ground level staircase and look at the mirror. Do a quick-turn with Circle (or B on Xbox) and back for another giggle. Next, head into the attic and go to the back left corner. Look up, and locate the blue and white wires hanging over the wooden beam. Point the Dummy's Left Hand - it might take some fiddling to work - until it vibrates. Notebook entry: 'Marlene was so proud of her white and blue necklace. It made her feel tall and left her quite breathless.' 5. Remember the VHS video tape from the demo's first update? Play it - you can do so by finding the Bolt Cutters by the back door of the ground floor of the house, then trace your steps back to the previous corridor to use it on the chained cabinet, collecting the Derelict House Footage tape, and inserting it into the VHS Player of the starting room - and play through the flashback. Once done, head into the monster basement - remember to play through the True Ending steps first to despawn the monster - and look at the doll on the floor in the corner to hear a giggle. If you didn't hear a giggle, then play the VHS tape again once more. It might take a few attempts. Once the doll produces a giggle, go into the kitchen and open the cooking pot on the tape. Point the finger at the stew within until it vibrates. Notebook entry: 'Timmy did not mind the harsh light of four suns. Eyes require heads and he did not have one.' Now you have all five murders solved and the inscriptions in the Notebook, the door in the corner of the Attic is unlocked (and covered in bloody handprints to indicate as such). Enter, and investigate the chair in the corner to get the Dirty Coin. You're now free to leave the attic as per the True Ending walkthrough to finish. The God who Peter Molyneux forgot For Curiosity winner Bryan Henderson, the prize inside the cube has been anything but life-changing.

Other Resident Evil 7 demo endings As well as the True Ending from the latest demo update, there is also an Infected Ending if you fail to avoid the attacks from the basement monster. Watch the following video to see how it plays out: This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view. Manage cookie settings There are other endings from previous demo updates, though one has some variations on one of them based on your actions. Back door ending: Find the Bolt Cutters by the back door, then trace your steps back to the previous corridor to use it on the chained cabinet, collecting the Derelict House Footage tape. Insert it into the VHS player in the starting room. During the flashback, follow Pete to the VHS player room, who will locate a secret passage via the fireplace. After the flashback is over, in the 'present' open the passage via the same fireplace switch, where you will find Back Door Key. Use this on the back door near where you found the Bolt Cutters to end the demo. Phone call ending: Enter the secret passage by crouching by the fire place and using the switch, where a fuse will be on the left when you enter. Use that on the fuse box on the wall of the VHS player room, then head upstairs. Press the button to call down the steps, and answer the phone in the room in the upstairs attic. Leave the room after to finish the demo.



Could this be a way to escape the house without dying? If you replay the game and answer the phone again, there's a chance you will receive a different set of dialogue (from who many are suspecting to be series favourite Ada Wong). There is a total of three messages you can be left on the phone after the "I know who you are" opener. They are:



"You have the power to choose. But the outcome of that choice may not be what you expect."

"Memories hold the truth. Don't let appearances mislead you."

"You will have to say goodbye eventually. But will you be ready?"



While many players have suggested playing the demo in a certain order to hear these phrases, we managed to hear all three pieces of phone dialogue by simply grabbing the Fuse at the very start and heading straight to the attic - no special steps required - suggesting the phrases simply appear at random. While that's not to say some steps might trigger some phrases, we struggled to get them to work via some of the suggested methods, so if you want to listen to all three we recommend headed straight to the phone until you hear them all.



There is also a message that appears if you pick up the Basement Key in the attic room added in the 1.01 update, saying: ""All doors can be opened. If they couldn't, they wouldn't be doors. But some doors must remain closed - for now." This content is hosted on an external platform, which will only display it if you accept targeting cookies. Please enable cookies to view. Manage cookie settings