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 a grenade. Upon picking it up and examining it, we can see the label reads Killer Matriarch. This is the fogger or bug bomb, our replacement for the insecticide spray.
Past the body of the scientist, we find that the wall with the hole in it 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. These nasty pests have made this hallway their nest, with holes in the walls, floor, and ceiling, making the corridor impassable. The only way to get rid of them is to find three specific holes to place a fogger in. Which means you'll need to find two more foggers. Our first stop is room 002, where you'll find the report on Plant 42. The ladder going down to the Aqua Ring is gone. And the other is above the toilet in the bathroom. The third and final one is in the Rec room on the far wall next to the pool table. Each hole you bomb reduces the amount of wasps you'll face. Of course, you'll need to find two more foggers to finish the job.
Once you've hit all three, you'll flush out the Queen, who must be defeated. This enemy didn't appear in either the original or remake, but rather debuted in the Nightmare scenario of Umbrella Chronicles. It is about three to four times larger than a normal wasp, and is fast and intelligent enough to dodge grenade launcher rounds. Plus, one sting can drop you a whole health level and inflict poison. Fortunately, it's not hard to kill. The shotgun and the flamethrower are the best weapons for the job. Once the Queen is dead, we can pass
(Still under construction.)
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 a grenade. Upon picking it up and examining it, we can see the label reads Killer Matriarch. This is the fogger or bug bomb, our replacement for the insecticide spray.
Past the body of the scientist, we find that the wall with the hole in it 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. These nasty pests have made this hallway their nest, with holes in the walls, floor, and ceiling, making the corridor impassable. The only way to get rid of them is to find three specific holes to place a fogger in. Which means you'll need to find two more foggers. Our first stop is room 002, where you'll find the report on Plant 42. The ladder going down to the Aqua Ring is gone. And the other is above the toilet in the bathroom. The third and final one is in the Rec room on the far wall next to the pool table. Each hole you bomb reduces the amount of wasps you'll face. Of course, you'll need to find two more foggers to finish the job.
Once you've hit all three, you'll flush out the Queen, who must be defeated. This enemy didn't appear in either the original or remake, but rather debuted in the Nightmare scenario of Umbrella Chronicles. It is about three to four times larger than a normal wasp, and is fast and intelligent enough to dodge grenade launcher rounds. Plus, one sting can drop you a whole health level and inflict poison. Fortunately, it's not hard to kill. The shotgun and the flamethrower are the best weapons for the job. Once the Queen is dead, we can pass
(Still under construction.)
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