Nick Springthorpe.
Well-Known Member
Welcome back to my blog for Resident Evil Remake VR. Last time we covered the second run through the courtyard, encountered Lisa Trevor, and beat Plant 42. Today, we're going to go back to the first playthrough and return to the mansion. Where we will become the hunted.
Upon exiting the Dormitory, you hear the beeping of our radio. Reaching down to your belt, you pick it up and adjust the frequency until you hear Brad's voice. "This is Brad. Is there anyone alive down there?" Your character responds, but the radio is still broken. "STARS Alpha Team, Bravo Team, it doesn't matter, respond!" Defeated, your character puts the radio back and looks up to see Brad's helicopter fly past the moon.
Returning to the Waterfall area, we find the dogs that were roaming around have been violently slaughtered. Decapitated heads, torn limbs, and disemboweled entrails litter the ground. It's clear there was a battle, and the dogs lost. But who or what could do this to them? As if to answer your question, a guttural clicking echoes in the distance. Heading over to the elevator, you ascend back to the reservoir.
Returning to the gazebo, you find more dead dogs strewn about the ground. A cinematic occurs as you kneel to examine one of the bodies closer. From the path leading to the broken elevator, you hear the click, click, click of clawed toes on stone. Looking to your right, a hunched figure in the shadows slowly approaches. Suddenly, it lets out a shrill cry as it charges towards you with clawed hands outstretched. Your character dives to the side as the hunter leaps into the air for a decapitation strike. Rolling to your feet, your character dashes for the shed doors, slamming them behind you and bolting them shut. The hunter charges against the door, it holds....for now.
With a little time to catch your breath, you should help yourself to the supplies your partner left in the corner before heading back to the covered path. As you approach the door leading back inside, you hear the shed doors finally give way. Followed by the hunter opening the door, you are face-to-face with it.
The Hunter's weak spot is the area between its head and stomach. Any strikes here will deal extra damage. The rest of its body is resistant to damage. This means you'll have to face them head-on if you want to kill them.
The shotgun is the best option at this point unless you have the grenade launcher and sufficient acid rounds. One of only two weapons capable of killing a hunter in one shot, as well as from the back. The flamethrower doesn't inflict as much damage, but if you spray the hunter in the face, you'll blind it. The loss of sight is minimal considering the hunter's excellent sense of smell and hearing. But you can sneak around them like a licker if you're quiet enough. Just don't brush against them.
The hunter retains their usual move list, but with a few new features. For one, their slash attacks have the potential to disarm you, either by swiping your weapon from your hands or by sweeping your legs and dropping you to the floor. You can block and parry with long weapons like the shotgun, the grenade launcher, and the flamethrower, as well as your knife. This allows you to throw them off balance, but it requires expert timing. If you get knocked down, you can also parry with your boot to kick them off of you. This'll give you a chance to grab a dropped weapon and unload on their vulnerable front. On Hardcore difficulty, the parry comes with the risk of the weapon being broken and rendered unusable until you find a repair kit to fix it, like in RE7.
This hunter battle is pretty straightforward, but from here on out, it only gets harder. The Hunters in the mansion work like a pack of Mr. Xs. Each one stands guard until it is alerted. If a hunter hears a strange sound, they will search the area attempting to find the source. What's worse, they can open doors, allowing them to investigate sounds in adjacent rooms.
If a hunter sees you, it will out a shriek to call for backup before attacking. This call can summon hunters from nearby rooms to join the pursuit, meaning you can be quickly overwhelmed.
To avoid being detected, you must be as stealthy as possible. To start, you can crouch to make yourself less visible, as well as quieter when walking. Keep in mind the surface you are walking on. Different floor surfaces have different levels of volume based on speed and acoustics. Also, be mindful of puddles and objects on the floor that might make noise when stepped on.
Next, learn to make use of cover. There isn't a lot of it in the Mansion, so you have to look carefully. The most common cover is walls. You can lean against them near corners and peer around them. Second, we have furniture. Closets, cabinets, tables, and beds can be hidden inside or under, allowing you a chance to evade a pursuing hunter, as long as they didn't see you enter. Some like the dining room long table can be used to navigate entire rooms. Third, we have under staircases, which offer a shadowy hiding spot near save rooms. Finally, you can darken rooms by turning off the lights. This will alert the hunters that something is up, but after a few moments, they will resume their patrol.
The idea behind this is to make you feel like you are always being hunted, and cannot let your guard down for even a moment. Now that we've covered all of that, it's time to cover the walkthrough. Depending on the difficulty and character you are playing as, there will be between eleven to eighteen hunters in the mansion. From the back door, walk slowly and peer around the corner. You will see another hunter appear near the door to the mosaic room. If you don't alert it, it will open the door to the east wing stairway and disappear.
From here, you have two paths you can take. The first path leads past where the hunter entered. There is a second one in the bathroom. The door has been knocked down. If you can slip past it to the dog corridor, it's a clear path to the gallery and the main hall. Use the helmet key on the door to the art store room. Down the hall, you will enter the mirror room. Eliminate the zombie and open the cupboard, and you'll find the puzzle box.
Heading into the East Wing Stairway, we find the hunter we followed, standing next to the safe room, his back turned. Creep up slowly, making sure to only step on the carpet. Peeking out of the hallway, you see the hunter standing directly under the chandelier. Aiming for the chain, drop it on his head for a satisfying kill. This will alert another hunter patrolling upstairs. Head back through the door you just entered. Be sure to open it quietly, or else the hunter will hear it and follow you. If you did it right, you can peer through the keyhole to see the hunter searching for you. It looks around for a moment before jumping back to the second floor. Head for the safe room, use the item box, refill your canteen, sharpen your knife, and save your game if you like.
Now to deal with the hunter upstairs. Its patrol route runs from the door to the U-shaped corridor to the door to the Fireplace room. Taking cover under the staircase will give you a clear line of sight on the hunter as it passes. When it turns down the hall to the U-shaped corridor, sneak up the stairs and head for the Room with the deer head. By this point, it should be turning around, but if you're quick enough, you can slip inside before the hunter turns the corner and sees you. If you are spotted, head into the bedroom. Jill can hide under the bed, while Chris can take cover behind it. Once the hunter has searched and found nothing, it will return to the hall. When the hunter is heading back toward the office, head for the room with the fireplace. Once inside, use the helmet key on the door and enter the mural room.
This puzzle remains the same as in the original remake. You need to push the statue to the end of the room. Then press the button to reset the crushing walls, and return to push the statue into place before the walls can push it back. Once you've opened the hidden wall, head inside to find a drawer with a defense item and a hole to jump down. Here you find a headstone with a skeletal body dressed in moth-eaten clothes lying up against the wall. Next to it lies a diary. Opening it, you hear George Trevor's voice read aloud as you turn the pages. On the last page, you find a photograph of the Trevor family. Next to it are written the words 'I'm sorry.'
"George Trevor, I remember reading a cold case about him at the station." Your character says, looking up from the diary at the skeleton of the Architect. "I swear I'll make sure this is read."
Examining the engraving on the tombstone, you find a button that pushes in on the bottom of the frame. This slides back to reveal the ladder leading down to the basement. Upon climbing down, you are met by pitch darkness. Use of your flashlight is crucial here. The enemies you face will change based on difficulty. On casual and standard, there will be four zombies. On Hardcore, it will be two hunters. The door separating the two passages is gone, merging them into one area. In the dead end with the boxes, you will find some shotgun shells. Around the corner, you will find assorted herbs. At the end of the flooded passage, you will find the circuit breakers. Examining them further, you'll see that one marked kitchen elevator is switched off. If you turn it on, you'll get a fatal shock because of a loose wire that has fallen into the water. The wire will randomly be either red, blue, or green. Follow it to the fusebox. You need to get it open.
On top of a metal barrel, you will find a toolbox. Opening it, you will find a screwdriver; use it to open the fuse box that the wire is attached to. You need to turn off the circuit that the fallen wire is connected to. This is done by matching the color of the circuit to the fallen wire. On Hardcore, there will be an additional wire and fuse box to disconnect. Once you've disarmed the trap, throw the switch and watch the basement light up.
From here, proceed to the kitchen. You will find a body lying on the floor. If you try to leave via the door to the stairway, you will get the classic POV of the zombie shuffling down the stairs. If you're playing on Hardcore, you'll hear a screech from behind before the zombie's head is separated from its body and tumbles down the stairs. You will then have to face a hunter. Even worse, the body near the elevator will rise as a zombie. Taking the elevator up to the 2nd floor elevator hall, you'll find two zombies waiting for you. There are some herbs near the elevator if you take damage. The double doors to the library are unlocked. Stepping inside will trigger the second boss fight with Yawn.
In the storage room, you'll find some ammo for the shotgun, the magnum, and some acid rounds if you're playing as Jill. Probably best to head here first. You'll also find a box of glass eyes on the shelf next to the deer head.
Unlocking the door to the mirror corridor, you hear the sounds of a hunter shrieking coming from the Dining Room Mezzanine. Only it doesn't sound like the usual hunter shrieks. It sounds terrified. The screams are soon followed by the sound of flesh being penetrated, before falling silent. The sound of something heavy being dragged across the floor.
Opening this door reveals the culprit to be Yawn. The hungry beast bears its fangs as it spots you, its next meal. Thus begins a chase sequence to the library. You can go back the way you came, or you can head for the Armor Key Room and head for the Helmet Key door at the end. If you stop at any point, you risk being devoured by the Giant Snake. If you aren't ready yet to fight Yawn, you can continue down the Mirror Corridor to the East Staircase. The Snake will be waiting the next time you enter the Dining Room or the Library. If you enter West Terrace at this time, and head around the corner. Yawn will break through the stained glass windows in an ambush. Forcing you to once again run for your life.
If you manage to escape Yawn's pursuit via a Save Room, the serpent will become a pursuer enemy, patrolling anywhere it can fit its body. If a zombie or hunter impedes it, Yawn will swallow them. Maybe this could be an achievement or trophy. Either way, Yawn will continue to haunt the mansion until it is lured to the library.
Defeating Yawn is similar to the first encounter. Keep your distance, dodge its lunges, and shoot when you have an opening. There are also several objects you can use in the fight. The first is the chandelier. Timed right, you can drop it on Yawn's head to daze it. This will give you a chance to attack. The second and third are the bookshelf and the stack of crates. If you position yourself in front of them and dodge Yawn's attack, the snake will smash into them, stunning it for a moment. In all three instances, Yawn opens its mouth and bares its fangs, exposing its critical spot. Killing Yawn with Richard's assault shotgun will net you the achievement 'Payback time'.
Once Yawn is dead, head behind the bookcase to find the Last Book Vol 2 on the floor. Picking it up, your character remarks how heavy it feels. Opening it reveals the Wolf Medal. Climbing the ladder to the upper floor, you'll find some herbs near the door to the Armor Corridor. Examining the window that Yawn smashed will trigger a scene where your character spots the heliport in the distance. "If I can just find a way to get in contact with Brad, we can get out of here."
Our next stop is the Trophy Room, where you'll find the Mail from Chief of Security file on the table. Needless to say, your character isn't too happy about being used as a guinea pig. "Those bastards! They were using us as their guinea pigs this whole time." Our first objective is to acquire the Red and Yellow Gemstones. The solution is the same. Push the drawers into place, turn off the lights, avoid the eagle, and take the gemstones.
Once you have the Gemstones, put the red one in the Jewel Box to release the pieces. Assemble them to create the Spencer family crest, and the box will unlock. Open it to reveal...A Colt Python. I've decided not to copy Barry's Silver Serpent and give this gun an identity all its own. A 6-inch barrel, nickel-plated finish, cocobolo grip, and Victorian engraving with gold inlay on the barrel and cylinder. The final touch is the Spencer Family Coat of Arms engraved on the grip. Spencer clearly had this custom-made.
(Under construction)
Upon exiting the Dormitory, you hear the beeping of our radio. Reaching down to your belt, you pick it up and adjust the frequency until you hear Brad's voice. "This is Brad. Is there anyone alive down there?" Your character responds, but the radio is still broken. "STARS Alpha Team, Bravo Team, it doesn't matter, respond!" Defeated, your character puts the radio back and looks up to see Brad's helicopter fly past the moon.
Returning to the Waterfall area, we find the dogs that were roaming around have been violently slaughtered. Decapitated heads, torn limbs, and disemboweled entrails litter the ground. It's clear there was a battle, and the dogs lost. But who or what could do this to them? As if to answer your question, a guttural clicking echoes in the distance. Heading over to the elevator, you ascend back to the reservoir.
Returning to the gazebo, you find more dead dogs strewn about the ground. A cinematic occurs as you kneel to examine one of the bodies closer. From the path leading to the broken elevator, you hear the click, click, click of clawed toes on stone. Looking to your right, a hunched figure in the shadows slowly approaches. Suddenly, it lets out a shrill cry as it charges towards you with clawed hands outstretched. Your character dives to the side as the hunter leaps into the air for a decapitation strike. Rolling to your feet, your character dashes for the shed doors, slamming them behind you and bolting them shut. The hunter charges against the door, it holds....for now.
With a little time to catch your breath, you should help yourself to the supplies your partner left in the corner before heading back to the covered path. As you approach the door leading back inside, you hear the shed doors finally give way. Followed by the hunter opening the door, you are face-to-face with it.
The Hunter's weak spot is the area between its head and stomach. Any strikes here will deal extra damage. The rest of its body is resistant to damage. This means you'll have to face them head-on if you want to kill them.
The shotgun is the best option at this point unless you have the grenade launcher and sufficient acid rounds. One of only two weapons capable of killing a hunter in one shot, as well as from the back. The flamethrower doesn't inflict as much damage, but if you spray the hunter in the face, you'll blind it. The loss of sight is minimal considering the hunter's excellent sense of smell and hearing. But you can sneak around them like a licker if you're quiet enough. Just don't brush against them.
The hunter retains their usual move list, but with a few new features. For one, their slash attacks have the potential to disarm you, either by swiping your weapon from your hands or by sweeping your legs and dropping you to the floor. You can block and parry with long weapons like the shotgun, the grenade launcher, and the flamethrower, as well as your knife. This allows you to throw them off balance, but it requires expert timing. If you get knocked down, you can also parry with your boot to kick them off of you. This'll give you a chance to grab a dropped weapon and unload on their vulnerable front. On Hardcore difficulty, the parry comes with the risk of the weapon being broken and rendered unusable until you find a repair kit to fix it, like in RE7.
This hunter battle is pretty straightforward, but from here on out, it only gets harder. The Hunters in the mansion work like a pack of Mr. Xs. Each one stands guard until it is alerted. If a hunter hears a strange sound, they will search the area attempting to find the source. What's worse, they can open doors, allowing them to investigate sounds in adjacent rooms.
If a hunter sees you, it will out a shriek to call for backup before attacking. This call can summon hunters from nearby rooms to join the pursuit, meaning you can be quickly overwhelmed.
To avoid being detected, you must be as stealthy as possible. To start, you can crouch to make yourself less visible, as well as quieter when walking. Keep in mind the surface you are walking on. Different floor surfaces have different levels of volume based on speed and acoustics. Also, be mindful of puddles and objects on the floor that might make noise when stepped on.
Next, learn to make use of cover. There isn't a lot of it in the Mansion, so you have to look carefully. The most common cover is walls. You can lean against them near corners and peer around them. Second, we have furniture. Closets, cabinets, tables, and beds can be hidden inside or under, allowing you a chance to evade a pursuing hunter, as long as they didn't see you enter. Some like the dining room long table can be used to navigate entire rooms. Third, we have under staircases, which offer a shadowy hiding spot near save rooms. Finally, you can darken rooms by turning off the lights. This will alert the hunters that something is up, but after a few moments, they will resume their patrol.
The idea behind this is to make you feel like you are always being hunted, and cannot let your guard down for even a moment. Now that we've covered all of that, it's time to cover the walkthrough. Depending on the difficulty and character you are playing as, there will be between eleven to eighteen hunters in the mansion. From the back door, walk slowly and peer around the corner. You will see another hunter appear near the door to the mosaic room. If you don't alert it, it will open the door to the east wing stairway and disappear.
From here, you have two paths you can take. The first path leads past where the hunter entered. There is a second one in the bathroom. The door has been knocked down. If you can slip past it to the dog corridor, it's a clear path to the gallery and the main hall. Use the helmet key on the door to the art store room. Down the hall, you will enter the mirror room. Eliminate the zombie and open the cupboard, and you'll find the puzzle box.
Heading into the East Wing Stairway, we find the hunter we followed, standing next to the safe room, his back turned. Creep up slowly, making sure to only step on the carpet. Peeking out of the hallway, you see the hunter standing directly under the chandelier. Aiming for the chain, drop it on his head for a satisfying kill. This will alert another hunter patrolling upstairs. Head back through the door you just entered. Be sure to open it quietly, or else the hunter will hear it and follow you. If you did it right, you can peer through the keyhole to see the hunter searching for you. It looks around for a moment before jumping back to the second floor. Head for the safe room, use the item box, refill your canteen, sharpen your knife, and save your game if you like.
Now to deal with the hunter upstairs. Its patrol route runs from the door to the U-shaped corridor to the door to the Fireplace room. Taking cover under the staircase will give you a clear line of sight on the hunter as it passes. When it turns down the hall to the U-shaped corridor, sneak up the stairs and head for the Room with the deer head. By this point, it should be turning around, but if you're quick enough, you can slip inside before the hunter turns the corner and sees you. If you are spotted, head into the bedroom. Jill can hide under the bed, while Chris can take cover behind it. Once the hunter has searched and found nothing, it will return to the hall. When the hunter is heading back toward the office, head for the room with the fireplace. Once inside, use the helmet key on the door and enter the mural room.
This puzzle remains the same as in the original remake. You need to push the statue to the end of the room. Then press the button to reset the crushing walls, and return to push the statue into place before the walls can push it back. Once you've opened the hidden wall, head inside to find a drawer with a defense item and a hole to jump down. Here you find a headstone with a skeletal body dressed in moth-eaten clothes lying up against the wall. Next to it lies a diary. Opening it, you hear George Trevor's voice read aloud as you turn the pages. On the last page, you find a photograph of the Trevor family. Next to it are written the words 'I'm sorry.'
"George Trevor, I remember reading a cold case about him at the station." Your character says, looking up from the diary at the skeleton of the Architect. "I swear I'll make sure this is read."
Examining the engraving on the tombstone, you find a button that pushes in on the bottom of the frame. This slides back to reveal the ladder leading down to the basement. Upon climbing down, you are met by pitch darkness. Use of your flashlight is crucial here. The enemies you face will change based on difficulty. On casual and standard, there will be four zombies. On Hardcore, it will be two hunters. The door separating the two passages is gone, merging them into one area. In the dead end with the boxes, you will find some shotgun shells. Around the corner, you will find assorted herbs. At the end of the flooded passage, you will find the circuit breakers. Examining them further, you'll see that one marked kitchen elevator is switched off. If you turn it on, you'll get a fatal shock because of a loose wire that has fallen into the water. The wire will randomly be either red, blue, or green. Follow it to the fusebox. You need to get it open.
On top of a metal barrel, you will find a toolbox. Opening it, you will find a screwdriver; use it to open the fuse box that the wire is attached to. You need to turn off the circuit that the fallen wire is connected to. This is done by matching the color of the circuit to the fallen wire. On Hardcore, there will be an additional wire and fuse box to disconnect. Once you've disarmed the trap, throw the switch and watch the basement light up.
From here, proceed to the kitchen. You will find a body lying on the floor. If you try to leave via the door to the stairway, you will get the classic POV of the zombie shuffling down the stairs. If you're playing on Hardcore, you'll hear a screech from behind before the zombie's head is separated from its body and tumbles down the stairs. You will then have to face a hunter. Even worse, the body near the elevator will rise as a zombie. Taking the elevator up to the 2nd floor elevator hall, you'll find two zombies waiting for you. There are some herbs near the elevator if you take damage. The double doors to the library are unlocked. Stepping inside will trigger the second boss fight with Yawn.
In the storage room, you'll find some ammo for the shotgun, the magnum, and some acid rounds if you're playing as Jill. Probably best to head here first. You'll also find a box of glass eyes on the shelf next to the deer head.
Unlocking the door to the mirror corridor, you hear the sounds of a hunter shrieking coming from the Dining Room Mezzanine. Only it doesn't sound like the usual hunter shrieks. It sounds terrified. The screams are soon followed by the sound of flesh being penetrated, before falling silent. The sound of something heavy being dragged across the floor.
Opening this door reveals the culprit to be Yawn. The hungry beast bears its fangs as it spots you, its next meal. Thus begins a chase sequence to the library. You can go back the way you came, or you can head for the Armor Key Room and head for the Helmet Key door at the end. If you stop at any point, you risk being devoured by the Giant Snake. If you aren't ready yet to fight Yawn, you can continue down the Mirror Corridor to the East Staircase. The Snake will be waiting the next time you enter the Dining Room or the Library. If you enter West Terrace at this time, and head around the corner. Yawn will break through the stained glass windows in an ambush. Forcing you to once again run for your life.
If you manage to escape Yawn's pursuit via a Save Room, the serpent will become a pursuer enemy, patrolling anywhere it can fit its body. If a zombie or hunter impedes it, Yawn will swallow them. Maybe this could be an achievement or trophy. Either way, Yawn will continue to haunt the mansion until it is lured to the library.
Defeating Yawn is similar to the first encounter. Keep your distance, dodge its lunges, and shoot when you have an opening. There are also several objects you can use in the fight. The first is the chandelier. Timed right, you can drop it on Yawn's head to daze it. This will give you a chance to attack. The second and third are the bookshelf and the stack of crates. If you position yourself in front of them and dodge Yawn's attack, the snake will smash into them, stunning it for a moment. In all three instances, Yawn opens its mouth and bares its fangs, exposing its critical spot. Killing Yawn with Richard's assault shotgun will net you the achievement 'Payback time'.
Once Yawn is dead, head behind the bookcase to find the Last Book Vol 2 on the floor. Picking it up, your character remarks how heavy it feels. Opening it reveals the Wolf Medal. Climbing the ladder to the upper floor, you'll find some herbs near the door to the Armor Corridor. Examining the window that Yawn smashed will trigger a scene where your character spots the heliport in the distance. "If I can just find a way to get in contact with Brad, we can get out of here."
Our next stop is the Trophy Room, where you'll find the Mail from Chief of Security file on the table. Needless to say, your character isn't too happy about being used as a guinea pig. "Those bastards! They were using us as their guinea pigs this whole time." Our first objective is to acquire the Red and Yellow Gemstones. The solution is the same. Push the drawers into place, turn off the lights, avoid the eagle, and take the gemstones.
Once you have the Gemstones, put the red one in the Jewel Box to release the pieces. Assemble them to create the Spencer family crest, and the box will unlock. Open it to reveal...A Colt Python. I've decided not to copy Barry's Silver Serpent and give this gun an identity all its own. A 6-inch barrel, nickel-plated finish, cocobolo grip, and Victorian engraving with gold inlay on the barrel and cylinder. The final touch is the Spencer Family Coat of Arms engraved on the grip. Spencer clearly had this custom-made.
(Under construction)
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