Nick Springthorpe.
Well-Known Member
Welcome back to Resident Evil Remake VR. Last time we returned to the mansion and found ourselves hunted by the hunters. In this installment, we return to the 2nd playthrough and follow the other character as they venture underground.
After parting ways with your squadmates, you leave the dormitory and reenter the courtyard. A sense of dread fills the air as your radio beeps. It's Brad, once again calling to confirm if they're are any surviving S.T.A.R.S. members. You try calling out to him, but once again, the message doesn't reach him. Looking up, you see Brad's copter fly by the moon.
Entering the garden with the waterfall, you find the carnage left behind by the hunters. Although you are unaware, you wonder what could tear zombie dogs apart like this. Making your way over to the fountain area, you place the battery in the slot and power it up. Upon arriving at the garden with the gazebo, you find that the double doors to the shed have been forced open with enough strength to destroy the wooden bar. If you head inside, you'll see that the metal door leading to the covered path is locked. Someone must've removed the Stone and Metal Object, or maybe it's the game saying you're not meant to return to the mansion just yet. Help yourself to any supplies you left behind in your first playthrough. Then head through the gates to the reservoir. Turn the Square Crank to lower the floodgate and dam the waterfall. In the distance, you hear the sound of moving metal.
Upon returning to the Waterfall area, you see that the portal behind the waterfall is now open. The steel bars that were blocking the way have gone back into the ground. As you approach the entrance, the familiar guttural clicking can be heard. You look up and spot the hunched figure of a hunter as it leaps down from the wall. Narrowly avoiding its deadly strike, you roll to your feet and enter slow motion. A blast to the face, and the hunter falls onto its back, shrieking in agony before falling silent. "What the hell is that thing?" As you ponder aloud, the distant scream of another hunter tells you this one wasn't alone. Without thinking, you head into the tunnel and down the ladder.
Upon reaching the bottom, the first thing you'll notice is that the door to the T-shaped passage is missing. All of the single doors in the underground have been removed to provide a more seamless experience. Continuing forward, you find an item box and a typewriter along with a cache of ammo. A map of the tunnels also hangs on the wall. "I wonder where these tunnels lead?" Your character remarks out loud. The tunnel ahead is blocked by a pit filled with sharp spikes. So instead, you try the other path.
Coming to a fork, you find two possible paths. Taking the right path results in you stepping on a floor switch, which releases a boulder that rolls down and flattens you. So take the left path to the generator room. The hum of an industrial generator tells you someone has been down here recently. "This explains why the lights are on. But who started it and why?" Pressing the elevator button will do nothing, except prompt your character to ask why it isn't responding. Examining the panel next to the generator will reveal the shaft. "The bottom half of the symbols is missing."
Continuing forward, you spot drops of blood on the ground. A trail leads down the next tunnel. Following it, you hear someone or something groaning. Raising your weapon, you slowly turn the corner to find...
"Enrico."
The Captain of Bravo Team sits with blood pouring from a wound in his left leg. If you're playing Jill, he will ask if she's with anyone. When she says no, he tells her that S.T.A.R.S. was set up by a traitor. If you're Chris, he will warn him to "Not come any closer," while standing on his good leg with his Samurai Edge trained on him. When Chris asks what he's doing, Enrico tells him that someone in S.T.A.R.S. is a traitor, and he considers Chris a suspect. Before he can say more, a shot rings out, hitting Enrico square in the head, killing him instantly. You take off after the killer, but are cut off by a hunter who swipes your weapon from your hands and tackles you down. Immediately counter with your knife or stun gun, then kick it off, grab your weapon, and finish it off.
After your close call with the hunter, you make your way over to Enrico's lifeless body. A single shot to the head has silenced him for good. With nothing you can do for him, you close his eyes and decide to search for clues. Examine his ammo pouches for some clips, his body cam for Enrico's film, and the ground next to him for the Hexagonal Crank. When you're done, you tell Enrico. "I'll find who the traitor is, and I'll bring them to justice."
Returning to the generator room, you hear the telltale clicking of another hunter. They must've followed you down here. But why didn't they attack the traitor? Taking cover against the wall, you watch as it turns the corner, steps on the hidden switch, and becomes flattened under the boulder. Well, that saves you some trouble.
Returning to the entrance, head for the passage with the spike pit. Use the Hex Crank to rotate the pathways to cross over to the other side. Upon entering the boulder passage, you'll find a fueling station for the flamethrower if you are playing as Chris. Good for one full refill. Examine the boulder at the end of the passage and turn around. You will step on a panel that releases the boulder. Run for your life back to the entrance. You will automatically dive at the last second as the boulder crashes through the wall, revealing the entrance to the underground warehouse. Before heading through them, go back up the passage to where the boulder was to find a flamethrower tank, (Chris) Flame rounds, (Jill) Casual, Standard, or shotgun shells, (Hardcore), or a clip (Nightmare)
Upon entering the double doors, you find yourself in a room covered in spiderwebs. At first, it seems empty...until you look up to see eight black eyes staring back at you. Black Tiger drops down from the ceiling in front of you. The impact knocks you off your feet. You try to get up, but your arm is caught in a web. Use your knife to quickly free yourself. If you succeed, Black Tiger lets out a screech and rushes in for the killing blow. While slow motion is in effect, use the dodge to the side. Black Tiger crashes into the wall, but quickly rights itself as you rise to your feet. It raises its front legs and bares its fangs at you.
This fight is all about reflexes and timing. When Black Tiger attacks, use the dodge mechanic to enter slow-mo and attack. Its main weak point is its abdomen, but first, it would be advisable to go for the legs, either with your shotgun or your heavy knife. Damaging a leg enough times will cripple it, slowing Black Tiger down. An important thing to note when targeting the legs is to aim for the joints. Damaging these is what breaks the leg. In addition, using the grenade launcher with flame rounds or the flamethrower in front of Black Tiger will make it retreat. This has the potential for your shot to miss, wasting precious ammo.
Black Tiger has three attacks: Venom Spit, Ram, and Tackle. The first two should be familiar to you. Venom triggers poison, while Ram knocks you back. The difference here is that Ram also has the likelihood of you dropping your weapon. Also, if you are knocked into an area with webs, you'll have to cut yourself free with your knife. The third one pins you underneath the massive spider. When this happens, you need to stab its hairy body with your knife or zap it with Jill's stun gun. This will knock Black Tiger on its side, allowing you to escape. As the battle wears on, Black Tiger will call on reinforcements twice. The first time will be one web spinner, the second time will be two. This is more of an annoyance than a threat, but don't leave yourself open to attack from them.
Once Black Tiger is defeated, you'll need to remove the webbing covering the doors leading to the next corridor. You'll find some blue herbs in case you were poisoned, as well as another fueling station for the flamethrower. When you're done, head into the second boulder passage and insert the Hex Crank into the hole, and turn it until the passage rotates into position. This will trigger the boulder, but you can easily dash into the alcove, which holds the door leading to the statue room. Inside the room is dark; use your lighter to light the torches on the wall. This will illuminate the room, revealing the statue puzzle. There are three main differences with this puzzle, mostly cosmetic. First, there are three statues instead of two. The Statue already on the wall is of Hades, the Greek God of the Underworld. The second statue is of Persephone, his Queen, and the last statue next to her is Demeter, Goddess of the harvest. The panel, which hides the cylinder, depicts the kidnapping of Persephone by Hades.
The solution is simple: you must reenact the story. First, use the hex crank next to Persephone to push her out of the wall. Then push Persephone onto the dais, turn it with the Hexa Crank until she is facing her Mother. Finally, push her into place next to Hades. The panel will slide up, revealing the Cylinder. Take it and head back to the Boulder Passage. Heading past where the boulder was, you'll find an elevator shaft. Unfortunately, the panel is busted, leaving you no choice but to head back to the generator room. Beware, though, another group of hunters has made their way into the tunnels.
Once you reach the generator room. Remove the shaft and combine it with the cylinder. Rotate the two so the Roman numerals align, and place them back in the panel. Then enter the code 4231 to power up the elevator. Upon calling the elevator, you will be reunited with your partner. After a short conversation, the two of you take the elevator down.
Upon arriving at the bottom, you find yourself in a dark cavern with an underground stream running through it. The lights on this level are all out, owing to a lack of maintenance, so you'll need your flashlight here. If you're playing as Chris, as soon as you and Rebecca step off the elevator, the control panel erupts in a burst of sparks and smoke. Great, there goes your way back. For Jill and Barry, the elevator remains functional, although he recommends searching the area before going back up. The door leading to the labyrinth passage is gone, along with the door to the cable car room. The only door left is the one leading to the doll room.
Searching the area, you'll find an item box across the wooden bridge. Descending the ladder leads to the waste disposal area. Here you will find the trash compactor out of service due to a blown fuse. Note that the hydraulic cylinder is in the down position
Entering the passage, you find more torches along the walls. Use your lighter to light them. Taking the left path will lead you to the metal door to the doll room. The metal hooks where you place the broken flamethrower are gone. In their place is a mechanical sliding bar over the door. An examination of the tiny window is rewarded with a familiar moaning accompanied by the rattling of chains.
Taking the right path up the stairs, you find the lever on the wall missing. Continuing, you eventually reach the cable car area. Climbing the stack of crates, you'll find a fuse, along with ammo and a defense item.
If you're playing as Jill, examining the cable car will trigger an event where she hears the elevator rising. Pressing the start button, she rides the cable car back to the Waste Disposal Area and climbs the ladder. Upon returning, she finds the elevator gone, along with Barry. If you shine your flashlight on the ground in front of you'll find a photograph of Barry with his wife and daughters lying at your feet. Why would he leave this here?
Returning to the Waste Disposal area, you install the fuse in the fusebox, and the trash compactor hums to life. The Cylinder rises, allowing you to examine the trash pile next to it to find the handle for the lever. Returning to the passageways, you insert the handle into the lever and pull it. You hear the distant sound of the metal bar sliding back. Followed by the door opening and the sound of rustling chains. Congratulations, you have just released Lisa Trevor.
Slowly, the lever begins to rise back up. After 30 seconds, it stops, and the bar slides back over the door. The goal of this challenge is to get around Lisa, with Rebecca in tow if you're Chris, and make it to the door before it locks again. Once you succeed, the door locks behind you, trapping you in the Doll Room. Jill, Chris, and Rebecca are taken aback by the creepiness of this room. On the table, you see a drawing like the ones in the cabin. This one shows your first encounter with Lisa. Continuing through the flooded passage, Jill encounters a couple of adders, while Chris and Rebecca have an uninterrupted journey.
On the other side, you find a bedroom recently used. Next to the bed is a shrine with a puzzle box. In the Remake, all you had to do was open it. But here it's locked. Thankfully, it only needs a key. But where can you find it? On the desk, you find a framed family photo. Examining it allows you to remove the back screw and remove the photo along with the Jewelry Box Key. Inside the box, you find the second Stone and Metal Object along with the most unsettling audio file in the game. Lisa's voice tells of her and Jessica's kidnapping. It starts with a normal girl, terrified and confused as to what's happening. With each entry, her mind and voice degrade, becoming less and less human. At the end is a series of notes detailing the fates of each member of the Trevor family.
"My God!" You whisper in shock and horror. "Then that creature back there..." You are interrupted by the sound of banging against the locked door. Followed by a loud bang as it is knocked off its hinges. You have to go now. Up the ladder, down the passage, and up the second ladder, and you're back inside the cabin. There is no time to lose. With Lisa hot on your heels, you only have time to use the item box and typewriter before heading back out to the woods.
Behind you, you hear the splintering of wood as Lisa smashes through the front door of her cabin. Head down the path, through the graveyard, and up the path to the garden shed. Head through the door. You slam it shut behind you. Turning to your left, you see the other Stone and Metal Object in the slot. Taking out the one you found in Lisa's bedroom, you suddenly have a flashback to the iron gates under the Main Hall. Taking the other one, you turn and head back inside the Mansion.
The path to the Main Hall is treacherous. Any hunters or crimson heads you didn't eliminate will be prowling the mansion. Keep a mental map of which areas you cleared the first go around. When you finally reach the main hall, place both objects in the gates and head through. Inside the staircase, make use of the typewriter and the item box. This is one of the major turning points of the story, so make sure you are ready. When you're done, head down the stairs. The door leading to the altar is gone, along with the ladder leading down to the tomb. Instead, the stairs that led down to the ladder now go all the way down to the Altar.
Jill finds Barry examining the Sarcophagus, and the scene plays out exactly like in the Remake. When the choice of whether or not to give Barry back his gun appears. It does so in real time. As Lisa closes in, you can give it back by 'handing it' to Barry, or keep it by holding on.
Chris and Rebecca find the tomb empty at first. No Wesker in sight. Examining the sarcophagus, Chris reads the message, "When the curse of the chains has been broken, the truth will appear." Glancing at the stone to his right, he is distracted by the arrival of Lisa, who followed them from the cabin.
This battle plays out like in the remake, though with some changes made to accommodate the first-person view and motion controls. First, the floorspace has been lengthened and widened to give you more room to fight without cornering yourself. Second, you can vault over the Sarcophagus if you need to put some distance between you and Lisa.
Third, if you are hit by Lisa near an edge and your health is at least orange caution, you will grab the ledge and try to pull yourself up. The lower your health, the less time you have to pull yourself up. Your partner can help, and vice versa, if they are knocked off. But this leaves both of you vulnerable to Lisa. If either of you is hit, it's game over.
Fourth, if you are knocked off a ledge, you will drop your weapon on the floor and have to pick it up. Fifth, Lisa will attack whoever is shooting at her more. Keep this in mind if you decide to focus on pushing the stones. Finally, getting Lisa to knock the stone off is much easier thanks to the dodge mechanic. Simply stand in front of the stone and time it right. If you can get her to knock over all four, you will get the Breaking My Chains achievement.
When the battle is over, you examine the skeleton inside. Here you find Jessica's letter, the last audio diary of the Trevor family. The last words of the dead woman to her daughter bring a sense of deep sorrow and burning rage. Your partner, if they survived the fight, will comment on it. Barry can't hold back his emotions. If you found the photo of Barry's family, Jill will give it to him before leaving him to collect his thoughts. Rebecca is also shaken and asks how anyone could be so heartless, so cruel? Chris consoles her and tells her they will bring who is responsible to justice.
If you are alone, you vow to make sure the story of what happened in the mansion will be made public.
Moving on down the passage, you board the elevator and ride it to the top. You emerge in front of the water fountain, which has been drained of water, revealing a deep shaft. Carefully, you descend the stairs and press the button to call the elevator. If your partner survived the battle, you hear the sound of the elevator from the tomb. As soon as it stops, you hear them call out to you. You call out back, and they join you. Barry thanks Jill for trusting him, even though he left her behind. Rebecca reminds Chris that they are a team and that means sticking together. Together or alone, you board the elevator and descend into the Arklay Laboratory.
And that's where we'll leave off. Next time, we explore the Laboratory and uncover the truth behind Umbrella's twisted experiments. Part 7 coming soon.
After parting ways with your squadmates, you leave the dormitory and reenter the courtyard. A sense of dread fills the air as your radio beeps. It's Brad, once again calling to confirm if they're are any surviving S.T.A.R.S. members. You try calling out to him, but once again, the message doesn't reach him. Looking up, you see Brad's copter fly by the moon.
Entering the garden with the waterfall, you find the carnage left behind by the hunters. Although you are unaware, you wonder what could tear zombie dogs apart like this. Making your way over to the fountain area, you place the battery in the slot and power it up. Upon arriving at the garden with the gazebo, you find that the double doors to the shed have been forced open with enough strength to destroy the wooden bar. If you head inside, you'll see that the metal door leading to the covered path is locked. Someone must've removed the Stone and Metal Object, or maybe it's the game saying you're not meant to return to the mansion just yet. Help yourself to any supplies you left behind in your first playthrough. Then head through the gates to the reservoir. Turn the Square Crank to lower the floodgate and dam the waterfall. In the distance, you hear the sound of moving metal.
Upon returning to the Waterfall area, you see that the portal behind the waterfall is now open. The steel bars that were blocking the way have gone back into the ground. As you approach the entrance, the familiar guttural clicking can be heard. You look up and spot the hunched figure of a hunter as it leaps down from the wall. Narrowly avoiding its deadly strike, you roll to your feet and enter slow motion. A blast to the face, and the hunter falls onto its back, shrieking in agony before falling silent. "What the hell is that thing?" As you ponder aloud, the distant scream of another hunter tells you this one wasn't alone. Without thinking, you head into the tunnel and down the ladder.
Upon reaching the bottom, the first thing you'll notice is that the door to the T-shaped passage is missing. All of the single doors in the underground have been removed to provide a more seamless experience. Continuing forward, you find an item box and a typewriter along with a cache of ammo. A map of the tunnels also hangs on the wall. "I wonder where these tunnels lead?" Your character remarks out loud. The tunnel ahead is blocked by a pit filled with sharp spikes. So instead, you try the other path.
Coming to a fork, you find two possible paths. Taking the right path results in you stepping on a floor switch, which releases a boulder that rolls down and flattens you. So take the left path to the generator room. The hum of an industrial generator tells you someone has been down here recently. "This explains why the lights are on. But who started it and why?" Pressing the elevator button will do nothing, except prompt your character to ask why it isn't responding. Examining the panel next to the generator will reveal the shaft. "The bottom half of the symbols is missing."
Continuing forward, you spot drops of blood on the ground. A trail leads down the next tunnel. Following it, you hear someone or something groaning. Raising your weapon, you slowly turn the corner to find...
"Enrico."
The Captain of Bravo Team sits with blood pouring from a wound in his left leg. If you're playing Jill, he will ask if she's with anyone. When she says no, he tells her that S.T.A.R.S. was set up by a traitor. If you're Chris, he will warn him to "Not come any closer," while standing on his good leg with his Samurai Edge trained on him. When Chris asks what he's doing, Enrico tells him that someone in S.T.A.R.S. is a traitor, and he considers Chris a suspect. Before he can say more, a shot rings out, hitting Enrico square in the head, killing him instantly. You take off after the killer, but are cut off by a hunter who swipes your weapon from your hands and tackles you down. Immediately counter with your knife or stun gun, then kick it off, grab your weapon, and finish it off.
After your close call with the hunter, you make your way over to Enrico's lifeless body. A single shot to the head has silenced him for good. With nothing you can do for him, you close his eyes and decide to search for clues. Examine his ammo pouches for some clips, his body cam for Enrico's film, and the ground next to him for the Hexagonal Crank. When you're done, you tell Enrico. "I'll find who the traitor is, and I'll bring them to justice."
Returning to the generator room, you hear the telltale clicking of another hunter. They must've followed you down here. But why didn't they attack the traitor? Taking cover against the wall, you watch as it turns the corner, steps on the hidden switch, and becomes flattened under the boulder. Well, that saves you some trouble.
Returning to the entrance, head for the passage with the spike pit. Use the Hex Crank to rotate the pathways to cross over to the other side. Upon entering the boulder passage, you'll find a fueling station for the flamethrower if you are playing as Chris. Good for one full refill. Examine the boulder at the end of the passage and turn around. You will step on a panel that releases the boulder. Run for your life back to the entrance. You will automatically dive at the last second as the boulder crashes through the wall, revealing the entrance to the underground warehouse. Before heading through them, go back up the passage to where the boulder was to find a flamethrower tank, (Chris) Flame rounds, (Jill) Casual, Standard, or shotgun shells, (Hardcore), or a clip (Nightmare)
Upon entering the double doors, you find yourself in a room covered in spiderwebs. At first, it seems empty...until you look up to see eight black eyes staring back at you. Black Tiger drops down from the ceiling in front of you. The impact knocks you off your feet. You try to get up, but your arm is caught in a web. Use your knife to quickly free yourself. If you succeed, Black Tiger lets out a screech and rushes in for the killing blow. While slow motion is in effect, use the dodge to the side. Black Tiger crashes into the wall, but quickly rights itself as you rise to your feet. It raises its front legs and bares its fangs at you.
This fight is all about reflexes and timing. When Black Tiger attacks, use the dodge mechanic to enter slow-mo and attack. Its main weak point is its abdomen, but first, it would be advisable to go for the legs, either with your shotgun or your heavy knife. Damaging a leg enough times will cripple it, slowing Black Tiger down. An important thing to note when targeting the legs is to aim for the joints. Damaging these is what breaks the leg. In addition, using the grenade launcher with flame rounds or the flamethrower in front of Black Tiger will make it retreat. This has the potential for your shot to miss, wasting precious ammo.
Black Tiger has three attacks: Venom Spit, Ram, and Tackle. The first two should be familiar to you. Venom triggers poison, while Ram knocks you back. The difference here is that Ram also has the likelihood of you dropping your weapon. Also, if you are knocked into an area with webs, you'll have to cut yourself free with your knife. The third one pins you underneath the massive spider. When this happens, you need to stab its hairy body with your knife or zap it with Jill's stun gun. This will knock Black Tiger on its side, allowing you to escape. As the battle wears on, Black Tiger will call on reinforcements twice. The first time will be one web spinner, the second time will be two. This is more of an annoyance than a threat, but don't leave yourself open to attack from them.
Once Black Tiger is defeated, you'll need to remove the webbing covering the doors leading to the next corridor. You'll find some blue herbs in case you were poisoned, as well as another fueling station for the flamethrower. When you're done, head into the second boulder passage and insert the Hex Crank into the hole, and turn it until the passage rotates into position. This will trigger the boulder, but you can easily dash into the alcove, which holds the door leading to the statue room. Inside the room is dark; use your lighter to light the torches on the wall. This will illuminate the room, revealing the statue puzzle. There are three main differences with this puzzle, mostly cosmetic. First, there are three statues instead of two. The Statue already on the wall is of Hades, the Greek God of the Underworld. The second statue is of Persephone, his Queen, and the last statue next to her is Demeter, Goddess of the harvest. The panel, which hides the cylinder, depicts the kidnapping of Persephone by Hades.
The solution is simple: you must reenact the story. First, use the hex crank next to Persephone to push her out of the wall. Then push Persephone onto the dais, turn it with the Hexa Crank until she is facing her Mother. Finally, push her into place next to Hades. The panel will slide up, revealing the Cylinder. Take it and head back to the Boulder Passage. Heading past where the boulder was, you'll find an elevator shaft. Unfortunately, the panel is busted, leaving you no choice but to head back to the generator room. Beware, though, another group of hunters has made their way into the tunnels.
Once you reach the generator room. Remove the shaft and combine it with the cylinder. Rotate the two so the Roman numerals align, and place them back in the panel. Then enter the code 4231 to power up the elevator. Upon calling the elevator, you will be reunited with your partner. After a short conversation, the two of you take the elevator down.
Upon arriving at the bottom, you find yourself in a dark cavern with an underground stream running through it. The lights on this level are all out, owing to a lack of maintenance, so you'll need your flashlight here. If you're playing as Chris, as soon as you and Rebecca step off the elevator, the control panel erupts in a burst of sparks and smoke. Great, there goes your way back. For Jill and Barry, the elevator remains functional, although he recommends searching the area before going back up. The door leading to the labyrinth passage is gone, along with the door to the cable car room. The only door left is the one leading to the doll room.
Searching the area, you'll find an item box across the wooden bridge. Descending the ladder leads to the waste disposal area. Here you will find the trash compactor out of service due to a blown fuse. Note that the hydraulic cylinder is in the down position
Entering the passage, you find more torches along the walls. Use your lighter to light them. Taking the left path will lead you to the metal door to the doll room. The metal hooks where you place the broken flamethrower are gone. In their place is a mechanical sliding bar over the door. An examination of the tiny window is rewarded with a familiar moaning accompanied by the rattling of chains.
Taking the right path up the stairs, you find the lever on the wall missing. Continuing, you eventually reach the cable car area. Climbing the stack of crates, you'll find a fuse, along with ammo and a defense item.
If you're playing as Jill, examining the cable car will trigger an event where she hears the elevator rising. Pressing the start button, she rides the cable car back to the Waste Disposal Area and climbs the ladder. Upon returning, she finds the elevator gone, along with Barry. If you shine your flashlight on the ground in front of you'll find a photograph of Barry with his wife and daughters lying at your feet. Why would he leave this here?
Returning to the Waste Disposal area, you install the fuse in the fusebox, and the trash compactor hums to life. The Cylinder rises, allowing you to examine the trash pile next to it to find the handle for the lever. Returning to the passageways, you insert the handle into the lever and pull it. You hear the distant sound of the metal bar sliding back. Followed by the door opening and the sound of rustling chains. Congratulations, you have just released Lisa Trevor.
Slowly, the lever begins to rise back up. After 30 seconds, it stops, and the bar slides back over the door. The goal of this challenge is to get around Lisa, with Rebecca in tow if you're Chris, and make it to the door before it locks again. Once you succeed, the door locks behind you, trapping you in the Doll Room. Jill, Chris, and Rebecca are taken aback by the creepiness of this room. On the table, you see a drawing like the ones in the cabin. This one shows your first encounter with Lisa. Continuing through the flooded passage, Jill encounters a couple of adders, while Chris and Rebecca have an uninterrupted journey.
On the other side, you find a bedroom recently used. Next to the bed is a shrine with a puzzle box. In the Remake, all you had to do was open it. But here it's locked. Thankfully, it only needs a key. But where can you find it? On the desk, you find a framed family photo. Examining it allows you to remove the back screw and remove the photo along with the Jewelry Box Key. Inside the box, you find the second Stone and Metal Object along with the most unsettling audio file in the game. Lisa's voice tells of her and Jessica's kidnapping. It starts with a normal girl, terrified and confused as to what's happening. With each entry, her mind and voice degrade, becoming less and less human. At the end is a series of notes detailing the fates of each member of the Trevor family.
"My God!" You whisper in shock and horror. "Then that creature back there..." You are interrupted by the sound of banging against the locked door. Followed by a loud bang as it is knocked off its hinges. You have to go now. Up the ladder, down the passage, and up the second ladder, and you're back inside the cabin. There is no time to lose. With Lisa hot on your heels, you only have time to use the item box and typewriter before heading back out to the woods.
Behind you, you hear the splintering of wood as Lisa smashes through the front door of her cabin. Head down the path, through the graveyard, and up the path to the garden shed. Head through the door. You slam it shut behind you. Turning to your left, you see the other Stone and Metal Object in the slot. Taking out the one you found in Lisa's bedroom, you suddenly have a flashback to the iron gates under the Main Hall. Taking the other one, you turn and head back inside the Mansion.
The path to the Main Hall is treacherous. Any hunters or crimson heads you didn't eliminate will be prowling the mansion. Keep a mental map of which areas you cleared the first go around. When you finally reach the main hall, place both objects in the gates and head through. Inside the staircase, make use of the typewriter and the item box. This is one of the major turning points of the story, so make sure you are ready. When you're done, head down the stairs. The door leading to the altar is gone, along with the ladder leading down to the tomb. Instead, the stairs that led down to the ladder now go all the way down to the Altar.
Jill finds Barry examining the Sarcophagus, and the scene plays out exactly like in the Remake. When the choice of whether or not to give Barry back his gun appears. It does so in real time. As Lisa closes in, you can give it back by 'handing it' to Barry, or keep it by holding on.
Chris and Rebecca find the tomb empty at first. No Wesker in sight. Examining the sarcophagus, Chris reads the message, "When the curse of the chains has been broken, the truth will appear." Glancing at the stone to his right, he is distracted by the arrival of Lisa, who followed them from the cabin.
This battle plays out like in the remake, though with some changes made to accommodate the first-person view and motion controls. First, the floorspace has been lengthened and widened to give you more room to fight without cornering yourself. Second, you can vault over the Sarcophagus if you need to put some distance between you and Lisa.
Third, if you are hit by Lisa near an edge and your health is at least orange caution, you will grab the ledge and try to pull yourself up. The lower your health, the less time you have to pull yourself up. Your partner can help, and vice versa, if they are knocked off. But this leaves both of you vulnerable to Lisa. If either of you is hit, it's game over.
Fourth, if you are knocked off a ledge, you will drop your weapon on the floor and have to pick it up. Fifth, Lisa will attack whoever is shooting at her more. Keep this in mind if you decide to focus on pushing the stones. Finally, getting Lisa to knock the stone off is much easier thanks to the dodge mechanic. Simply stand in front of the stone and time it right. If you can get her to knock over all four, you will get the Breaking My Chains achievement.
When the battle is over, you examine the skeleton inside. Here you find Jessica's letter, the last audio diary of the Trevor family. The last words of the dead woman to her daughter bring a sense of deep sorrow and burning rage. Your partner, if they survived the fight, will comment on it. Barry can't hold back his emotions. If you found the photo of Barry's family, Jill will give it to him before leaving him to collect his thoughts. Rebecca is also shaken and asks how anyone could be so heartless, so cruel? Chris consoles her and tells her they will bring who is responsible to justice.
If you are alone, you vow to make sure the story of what happened in the mansion will be made public.
Moving on down the passage, you board the elevator and ride it to the top. You emerge in front of the water fountain, which has been drained of water, revealing a deep shaft. Carefully, you descend the stairs and press the button to call the elevator. If your partner survived the battle, you hear the sound of the elevator from the tomb. As soon as it stops, you hear them call out to you. You call out back, and they join you. Barry thanks Jill for trusting him, even though he left her behind. Rebecca reminds Chris that they are a team and that means sticking together. Together or alone, you board the elevator and descend into the Arklay Laboratory.
And that's where we'll leave off. Next time, we explore the Laboratory and uncover the truth behind Umbrella's twisted experiments. Part 7 coming soon.
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