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Resident Evil Remake VR Part 6

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 our squadmates, we leave the dormitory and reenter the courtyard. A sense of dread fills the air as our radio beeps. It's Brad, once again calling to confirm if they're are any surviving S.T.A.R.S. members. We try calling out to him, but once again, the message doesn't reach him. Looking up, we see Brad's copter fly by the moon.

Entering the garden with the waterfall, we find the carnage left behind by the hunters. Although we are unaware, we wonder what could tear zombie dogs apart like this. Making our way over to the fountain area, we place the battery in the slot and power it up. Upon arriving at the garden with the gazebo, we find that the double doors to the shed have been forced open with enough strength to destroy the wooden bar. If we head inside, we 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, we 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 we approach the entrance, the familiar guttural clicking can be heard. We look up and spot the hunched figure of a hunter as it leaps down from the wall. Narrowly avoiding its deadly strike, we roll to our 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 we ponder aloud, the distant scream of another hunter tells us this one wasn't alone. Without thinking, we 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, we 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, we'll try the other path.

Coming to a fork, you find two possible paths. Taking the right path results in your character 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 us 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, we spot drops of blood on the ground. A trail leads down the next tunnel. Following it, we 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. Here we find the statue puzzle, but with a few cosmetic differences. 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 is of her Mother, 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.

(Under Construction)
 
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