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Resident Evil Remake VR Part 3.

Nick Springthorpe.

Well-Known Member
So I started typing this part down not long after part 2. But something happened, and I forgot to save, forcing me to start over. Since I don't do well with that. I set this series aside and focused on other things for six months. But now I'm back and ready to continue the survival horror in VR.

So in our last entry, we finished the mansion and were heading to the courtyard. The first thing we noticed after fighting Yawn in our first playthrough was the stone and metal object already in place. Inside the garden shed, we find a map of the courtyard and a large first aid kit. Heading through the double doors to the garden, we notice several Cerberuses lying down. Suddenly, the radio flares up with Brad's voice asking anyone to respond. Unfortunately, this alerts the dogs, forcing us to either fight or flee through the gate to the waterfall reservoir. If you didn't finish off the dogs, one will stick its head through the bars, opening itself to an easy headshot or stab.

Upon examining the crank for the water gate and finding that the handle is missing, we hear the bang of a door slamming open from the garden shed. Upon returning, we find the other character lying on the floor. Their head is soaked in blood from a blow to the skull. This begins our next puzzle, as we have to administer first aid.

Step One is to grab the med kit off the shelf and set it down.

Step Two is to open it.

Step Three is to find the correct supplies. We need a sterile pad, a bottle of antiseptic, our lighter, a needle, stitches, and a pair of medical scissors. The med kit is a cantilever design, so you'll need to fold out the trays to get access to everything.

Step Four: Take the sterile pad and combine it with the antiseptic bottle. Unscrew the cap and pour the antiseptic onto the sterile pad. Then apply the pad to the split on the top of their head to clean up the blood. If you're playing as Chris, you'll need to remove Jill's beret first. This will make the other character wince with pain.

Step Five: Combine the needle with the lighter. Flip open the lighter and flick the spark wheel. Once you have an open flame, hold the needle over it to sterilize.

Step Six: Combine the needle with the stitches. Carefully stitch up the gash. The other character will groan while you tell them to hold still. Once the stitches are in, tie up the ends and cut them with the medical scissors.

Step Seven: Repeat step four to clean the stitches.

Once this is done, a cutscene will play where the other character comes to. They are lying up against the wall, complaining about having the worst headache. To which your character responds, They were lucky you were there. (Jill remarks about Chris being her knight in shining armor. Chris refers to Jill as a guardian angel.) They then ask the other character what happened. They tell you it was a monster in chains. They didn't get a look at it before getting out of there. Your character tells them to stay where they are and rest for now. When they're feeling better, head for the medical storeroom. The other character assures them that they will before handing you the square crank.

With that in hand, you can raise the gate and drain the reservoir, allowing you to cross to the other side. Upon reaching it, you feel something fall onto you. Suddenly, an adder appears in front of you, hissing. The game goes into slow motion as you pull it off and throw it to the side. Adders are one of the first games' least talked-about enemies, more of a nuisance than a threat. With this VR version, however, we can tap into the Ophidiophobia that many people have. Adders are an in-your-face enemy in this game. They drop down from tree branches, trying to land on you, or they try to slither up your leg before biting. In both cases, you have to grab them behind the head and throw or pull them off.

We take the elevator down to the waterfall area, and I would like to take this moment to talk about the ambience of the courtyard since I haven't touched on that yet. The courtyard is one of the most atmospheric areas of the first game. With the sounds of crickets chirping and the distant howls of Cerberus in the background. The sound of your boots hitting the wet floorstones and the creak of the metal gates as you open them. It would almost be tranquil if not for the Cerberuses and snakes. And then there's the environment. Between the high stone walls, ornate architecture, and eerie juxtaposition between shadowy darkness and dim glowing light, there is a sense of greater freedom. But also a sense of greater danger. You aren't confined in the mansion, but you're still trapped and still not safe. Plus, with the first-person view, you're able to look up and see the dark, cloudy sky. You might spot the pale moon behind a cloud. Or Brad Vickers in the Alpha Team's helicopter flying over the mansion.

Anyway, after heading through the gates and dodging more snakes, you arrive at the Researcher's Domitory. Your first stop is the safe room, where you will find either flame rounds (Jill) or a fuel tank for the flamethrower. (Chris) You will also find a new character-specific knife waiting for you. For Chris, this is a machete, while Jill gets a kukri knife. The purpose of these weapons will be clear very soon.

With these new weapons in hand, we are ready to begin our exploration. Our first stop is the central corridor, which is no longer separated from the entry corridor by a door. You can see the window and the drawer covered with newspapers beyond the hole in the floor. You'll also notice the absence of crates. When you try to head down the corridor, a vine shoots up from the floor and grabs your leg. This is our first encounter with Plant 42. We need to put our new knife to work, hacking and slashing the vine before it can pull you through the floor to certain death. Once we free ourselves and the vine retreats, we can make our way to the other side, where we find a new file consisting of various newspaper articles. All of which are about S.T.A.R.S. At the end of the central corridor, outside room 002, we find the body of a researcher stung to death and clutching the insecticide spray.

Past the body of the scientist, we find that the wall with the hole leading to the hive is gone. In its place is a corner connecting to the corridor in the gallery. Unfortunately, the entire corridor has been overrun by giant wasps. Their nests cover both the walls and the ceiling. The only way to get rid of them is to find three specific holes to use the sprayer on. Our first stop is room 002, where you'll find the report on Plant 42. Examining the bookshelf, you'll find a series of books with a space. The first hole is in the bathroom above the toilet tank. Removing the lid on the tank will reveal something resting on the bottom. Flush the toilet to drain the tank, and you'll get the key to room 001. Flushing the toilet will cause the zombie in the bedroom to rise, so be ready for a fight.

Returning to the entrance, we carefully hug the wall to avoid the vine and head for room 001. Inside, we find the hanged man and the suicide note, and the pistol, as well as a book titled A Bandage With Blood. In the bathroom, we find the body on the floor as well as the gallery key in the bathtub. Draining the tub causes both zombies to rise. Putting either of them down with a headshot using the suicide pistol will net you the achievement Double Tap.

Our next stop is the Rec room. The double doors are covered with spider webs that require your new knife to remove. Entering the room, we find it to be covered in webs from floor to ceiling like the Black Tiger's lair. It seems the Web Spinner B.O.W.s are living up to their name. Fire is your friend in this situation. The grenade launcher loaded with flame rounds or the flamethrower is your best bet for surviving this room, as it makes quick work of the spiders and burns away their webs. You also need to watch out for the offspring that not only emerge from destroyed egg sacs but also the partially eaten corpses of the scientists unfortunate enough to get caught in the spider's web. Their skeletal faces frozen in expressions of horror. In the corner, we find the first oil lamp covered in webs. Clearing them will allow us to light it, revealing the first symbol. Reaching the stairs, you find the steps and banisters are covered in webs, which must be hacked away. The downstairs bar where the second oil lamp is has a large hole in the floor, explaining how the spiders got in. Getting too close will spawn a spider that will grab you and pull you down into the tunnel for a death screen. To reach the oil lamp, you must ignite the hole either by using the flamethrower or the grenade launcher with flame rounds. This will suffocate the spider in the hole. The upstairs pool table area is blocked by a coating of webs; you'll need to burn or cut away to access it. Not only do you find the pool table and the final oil lamp, but also the second wall hole we need to spray to get rid of the bees.

Returning to Room 002, place the book on the shelf to activate the book puzzle. The solution is the same, just more hands-on. Once the puzzle is solved, the bookshelf will slide away, revealing the final hole in the wall for you to spray.

Once you've sprayed the last hole, you'll hear the bedroom door open behind you. Turning around, you spot either Barry or Rebecca. After a brief conversation about not pointing guns at teammates, you both head for the gallery. Inside, we see the extent of Plant 42's growth. The walls, floor, and ceiling are covered with mutated vines and foliage. Some of them have started to sprout buds. These buds will open their petals when they sense prey, releasing a noxious pollen. We can destroy them from a distance, either with fire or by cutting the vines they are connected to. On the far wall next to the double doors leading to Plant 42, the shriveled body of a scientist lies entombed in vines. His skeletal face frozen in an expression of fleshless terror made more horrifying by the fact that the vines have grown through and out of his skeleton, including his chest, mouth, and eye sockets. Cutting through the growth sends it crashing to the floor with a clatter of bones, kicking up dust and some pollen, and causing the key to Room 003 to fall out of his pocket. Opening the door, you find the room completely overgrown with thick vines that have overtaken the bedroom area. The only place you can access is the bathroom, where you'll find another drained corpse in the bathtub as well as the control room key in the sink. Unfortunately, the sink is blocked off by the thrashing tendrils of Plant 42. To get it, you must either burn or blast the tendrils with your shotgun. Once the vine retreats, you can pick up the control room key as well as a note in the researcher's hand that explains the keypad to the Chemistry Room.

Moving down the hall with the beehive, you find the ladder descending to the Aqua Ring. Next to it lies the stung body of another researcher, along with a broken chemical bottle lying in a dried-up stain on the floor. Examining the shards reveals pieces of a label. Putting them together spells V-Jolt.

Your next stop is the Chemistry room. Using the clues we've gathered, we enter the code on the keypad to unlock the door. Inside, we find bottles on the shelves and writing on one of the walls. On the bookshelf, you'll find the V-Jolt Report file. Which means it's time to mix up the V-Jolt. Jill can mix it herself while Chris leaves the job to Rebecca. This time, in addition to mixing the chemicals in the right order, you must also pour in the right amount using units of measurement and motion controls. Once you've mixed the V-Jolt successfully or left Rebecca to work, it's time to get to the 'root of the problem'. Descending the ladder, you find yourself in the Aqua Ring corridor. There are no crates to push this time, as that doesn't work with the first-person view. Instead, you have a walkway bridging the gap. Just before you wade into the water and through the double doors, take note of the red herbs against the wall. You don't want to get bleeding status in this next part.

Stepping through the double doors leads us to the flooded aqua ring. Home of the shark B.O.W Neptune. The goal, like before, is to make it to the control room without becoming chum. Unfortunately for those of you with a fear of the water, you can't just run there. Your character's movement creates ripples in the water, which Neptune and its pups use to find you. The faster you move, the bigger ripples you make, and the sooner they figure out where you are. When you hear the music begin to play, you only have a few seconds to dodge the instant-kill attack. Adding to your woes, the juvenile Neptune's bites inflict a bleeding status, which makes it easier for the mother shark to find you. However, there is a way to get them off your back. Shooting one of the pups will make it bleed, which will make Mother Neptune turn cannibal. While she is devouring her young, she will ignore you. If you're playing as Jill, you'll have Barry backing you with his magnum, which makes short work of the baby sharks.

Once you reach the control room and unlock the door, catch your breath, and head down the ladder to the control room. On the wall is a sign explaining how to drain the water in case of flooding. Each step is displayed in order. On the table next to the aqua ring map, you'll find a new file detailing the Neptune Project. The file goes into detail about how Umbrella acquired the sharks, experimented on them, and ultimately disposed of most of them, the only exception being a pregnant female. The final entry reveals the writer to be the researcher who destroyed the tank and freed the Neptunes. In it, he raves about testing positive for the t-virus, and how he and his colleagues are all dead one way or another.

Once you've finished reading, head over to the control panel that drains the water. Before you can press the button, Neptune rams against the glass, forcing us to activate the drainage system. The first few steps remain unchanged from the Remake. However, when you get to the oil pressure valves, you'll quickly find it a little more complex. The valves have gauges showing oil pressure. You need to adjust them so that the needle on the master gauge is on 75 ( a reference). Once the oil pressure is restored, the rest of the puzzle plays out the same as before.

Once the water is drained, you can head for the security room. At this point, if you're playing as Chris, you'll meet Rebecca on the Aqua Ring's second floor. After discovering the door is locked, you and your partner head back through the control room, through the warehouse, and into the bottom of the pool, where you'll find Mother Neptune beached. This encounter unfolds the same as in the Remake. The only change is that it's the security room key we retrieve from the pool after frying the big shark. With this, we can finally enter the security room. Equip the V-Jolt, apply it to the roots, and watch them shrivel up.

With this accomplished, return to the dormitory. Upon ascending the ladder, you'll find Wesker examining the body of a Queen Wasp, which is about three to four times larger than the normal wasps. After a quick reunion, the three of you head out into the gallery, where you run into the other character and their partner fresh off a battle with Plant 42. After a conversation in which they thank you for saving their lives, they will hand you the Helmet Key. Wesker will suggest heading back to the Mansion to see if that key will open any doors. The other character will remain here with their partner. Regardless of who you're playing as, Rebecca will head for the chemistry room to gather supplies, saying she'll catch up with Chris later.

Heading back to the entrance hall, be sure to stop by the save room to save your progress and organize your inventory. As soon as you step outside, your radio will go off. It's Brad, still calling out to anyone who can hear.

And that's where we're going to end Part 3. Next time we're gonna follow the other character's path, meet a 'Monster in Chains', and battle Plant 42. See you soon.
 
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