Nick Springthorpe.
Well-Known Member
Welcome back to Resident Evil Remake VR part 4. Last time, we explored the Courtyard & Dormitory. Saved the life of an injured teammate. Performed some pest control duties. Mixed some chemicals and faced Neptune. Now we explore the other half of the story in the 2nd run.
In our last 2nd run thread, which would be Resident Evil Remake VR Part 2. We explored the other side of the Mansion, collected some death masks, and fought the Crimson Head Prototype 1. As well as any other Crimson Heads we didn't burn on our 1st run. When we last left off, the second character had placed the Stone and Metal object in the indentation to unlock the shed door. Inside the shed, you'll find a map of the Courtyard on the wall, as well as a First-Aid Spray. Heading through the double doors to the yard with the fountain, you find the Cerberus lying down on the stone floor. If you walk slowly and keep your distance, you can make it to the gate without having to fight. At the reservoir, you find that the crank to raise the gate is missing its crank. Backtracking through the fountain to the shed. You head through the side door, which leads down the path to the cemetery. Suddenly, our radio crackles to life. A familiar voice (Barry or Wesker, depending on who you are) warns of a 'monster in chains' that's supposedly bulletproof. You try to respond, but the radio cuts out.
At the end of the path, you find the cemetery gates locked. To open them, you must meet the Cerberus statue's demands. Like in the Remake, this is done by stopping the matching weather vanes in the direction mentioned on the statues. The difference is that this time, the answers change each time you play.
Once the gate is unlocked, you enter the cemetery. Immediately, a murder of crows takes flight to greet you. If you have some leftover ammo from the fight in the Crypt, the shotgun will make short work of the flock. If not, the handgun is good for picking them off. Either way, you need to clear the skies before moving on to the next step. Once you've dealt with the crows, head for the rear gate. It's locked, and the nearby plaque mentions the wind, the sun, the moon, and the stars. The order of the latter three changes with each play through. Head over to the grave markers where we got the magnum in the remake, and place the wind crest in the left one to reveal the sun, moon, and star crests. Take them and examine them to find the hidden switches and press them to extend the shape in the back. Now you must place them in the right gravemarker in the order described in the poem. When this is done, the rear gate will unlock, and you can proceed along the path to the cabin. As soon as you pass through the gate, you hear an eerie moan accompanied by the rattling of chains. Your character will remark, "What was that?" Continuing onward, we follow the path to a lonely cabin. Cautiously opening the door, you find a lit fireplace and a crudely set table. Up the steps, you find a table with a typewriter as well as some torn photographs and crudely written notes. The photos show a man, a woman, and a little girl. In all of them, the woman's head has been torn out. On the wall, someone has drawn a childlike drawing of the family with the words Mommy, Daddy, and me. Strangely, the mother's head lacks a face, just a blank circle. And the girl is holding out something red and wet to her. As if presenting it to her. Through the back, you find the item box as well as the square crank resting on a trap door. As soon as you grab it, you hear the front door open and the sound of shuffling footsteps. Your movement is restricted to a slow, cautious walk. Your gun drawn as you slowly make your way back to the front room. Suddenly, you are struck from behind and collapse to the floor as your vision fades to black.
You open your eyes to the sight of a blank, lifeless face staring back at you. Its skin, covered with stitched lines, seems to hang loose from its head. The figure steps back, revealing it to be clad in a filth-stained hospital gown. It's long, gangly arms locked in stocks, and its ankles shackled with broken restraints.
(More coming soon.)
In our last 2nd run thread, which would be Resident Evil Remake VR Part 2. We explored the other side of the Mansion, collected some death masks, and fought the Crimson Head Prototype 1. As well as any other Crimson Heads we didn't burn on our 1st run. When we last left off, the second character had placed the Stone and Metal object in the indentation to unlock the shed door. Inside the shed, you'll find a map of the Courtyard on the wall, as well as a First-Aid Spray. Heading through the double doors to the yard with the fountain, you find the Cerberus lying down on the stone floor. If you walk slowly and keep your distance, you can make it to the gate without having to fight. At the reservoir, you find that the crank to raise the gate is missing its crank. Backtracking through the fountain to the shed. You head through the side door, which leads down the path to the cemetery. Suddenly, our radio crackles to life. A familiar voice (Barry or Wesker, depending on who you are) warns of a 'monster in chains' that's supposedly bulletproof. You try to respond, but the radio cuts out.
At the end of the path, you find the cemetery gates locked. To open them, you must meet the Cerberus statue's demands. Like in the Remake, this is done by stopping the matching weather vanes in the direction mentioned on the statues. The difference is that this time, the answers change each time you play.
Once the gate is unlocked, you enter the cemetery. Immediately, a murder of crows takes flight to greet you. If you have some leftover ammo from the fight in the Crypt, the shotgun will make short work of the flock. If not, the handgun is good for picking them off. Either way, you need to clear the skies before moving on to the next step. Once you've dealt with the crows, head for the rear gate. It's locked, and the nearby plaque mentions the wind, the sun, the moon, and the stars. The order of the latter three changes with each play through. Head over to the grave markers where we got the magnum in the remake, and place the wind crest in the left one to reveal the sun, moon, and star crests. Take them and examine them to find the hidden switches and press them to extend the shape in the back. Now you must place them in the right gravemarker in the order described in the poem. When this is done, the rear gate will unlock, and you can proceed along the path to the cabin. As soon as you pass through the gate, you hear an eerie moan accompanied by the rattling of chains. Your character will remark, "What was that?" Continuing onward, we follow the path to a lonely cabin. Cautiously opening the door, you find a lit fireplace and a crudely set table. Up the steps, you find a table with a typewriter as well as some torn photographs and crudely written notes. The photos show a man, a woman, and a little girl. In all of them, the woman's head has been torn out. On the wall, someone has drawn a childlike drawing of the family with the words Mommy, Daddy, and me. Strangely, the mother's head lacks a face, just a blank circle. And the girl is holding out something red and wet to her. As if presenting it to her. Through the back, you find the item box as well as the square crank resting on a trap door. As soon as you grab it, you hear the front door open and the sound of shuffling footsteps. Your movement is restricted to a slow, cautious walk. Your gun drawn as you slowly make your way back to the front room. Suddenly, you are struck from behind and collapse to the floor as your vision fades to black.
You open your eyes to the sight of a blank, lifeless face staring back at you. Its skin, covered with stitched lines, seems to hang loose from its head. The figure steps back, revealing it to be clad in a filth-stained hospital gown. It's long, gangly arms locked in stocks, and its ankles shackled with broken restraints.
(More coming soon.)