Stranger Things VR Walkthrough

Stranger Things VR Walkthrough

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TABLE OF CONTENTS


ACCESSIBILITY OPTIONS

In the Settings, players can choose reduce motion, difficulty, switch standing/sitting mode, turn on subtitles, and more to make the game more accessible to them. Gesture mechanics requiring controller movement can also be reassigned to the B/Y buttons via the same menu.

* Quest controls are used in the walkthrough.


CONTROLS

  • WALK - use the left joystick to walk and right joystick quick turn. Some scenes may limit this ability.
  • TELEKINESIS - pick up and manipulate objects at a distance. 
    • Use grip to pick up an object.
    • Press trigger while holding the object to CRUSH it. 
    • You can also LAUNCH held objects by first pulling the controller towards you to bring it close, and then quickly pushing the controller away from you to shoot.  If the gesture accessibility option is turned on in the Settings menu, use B/Y button to perform the "pull in" or "launch" gesture.
  • MIND PORTAL - used by Vecna to spy on others. 
    • Point and hold the trigger to open a portal.
  • CORRUPTION - take control of a space by covering it in vines.
    • Aim and hold trigger to corrupt surfaces with vines.
  • VINE CLIMBING - Move across corrupted surfaces with ease.
    • Hold A/X button to latch onto corrupted surfaces.
    • Pull yourself up while holding A/X.
    • Hold A/X on other controller and climb hand over hand.
  • VINE SPIRE - Demodogs require you to incapacitate them entirely before entering their minds.
    • Use grip to grab the defeated Demodog.
    • Use trigger to break its bones and make vines form a “spire” around it.
  • MIND TRAVEL - enter the minds of unsuspecting or incapacitated victims. 
    • Point and hold the trigger to latch onto the target’s head.
    • Pull yourself into its mind by pulling the controller towards you. 
  • AIR MOMENTUM - Jump to new heights.
    • Launch upward by using vines to pull or push up quickly.
    • Use vines to launch sideways, or in any direction.
  • MEMORY VIEWER - Will’s tool to jump between memories.
    • Pull trigger to change slides.
  • DASH - Quickly navigating through memories or evading enemies as Eleven.
    • Hold down A/X button and pull yourself in the direction you want to move.
  • CLEANSE - Eleven’s ability to push back Vecna’s psychic influence.
    • Charge energy by holding trigger.
    • Release to expel corruption from Max's memories.

CHAPTER 1: “A Nightmare”

Dr. Brenner prepares you, a young Henry Creel, for a routine test of your psychic abilities. Upon closing your eyes you enter a void-like mind-palace, wherein Brenner’s voice leads you through a series of exercises.

OVERVIEW

  1. You begin the game strapped to a chair in Hawkins Lab. Wait for Dr. Brenner to finish speaking. You close your eyes and enter a blank void. 

  2. Use the joystick to walk forward towards the center of the circle of lights. 

  3. A chair, desk, and can appear at Brenner’s prompting. Use the grip button to pick up the Coke can using Telekinesis.

  4. While holding the can with grip, press trigger to Crush the can.

  5. After going through various tests, a sapling appears in the water. Grab the tree sapling with the grip button. While holding the tree with grip, pull your controller upward. The tree begins to grow.

  6. Pluck an apple with the grip button, pull the controller towards you to bring the apple close.

  7. Continue to hold the apple with the grip button, push the controller away from you to launch the apple at one of the targets.

  8. Practice grabbing, pulling, and throwing apples at the moving targets until items appear in the muck around the apple tree.

  9. Next Dr. Brenner, introduces a new challenge. To practice remote viewing, open a Mind Portal into Hawkins by pressing and holding the trigger.

  10. Keep using Mind Portal to open portals into different areas of Hawkins. Dr. Brenner will ask you to look for a hidden spy. This person will be speaking Russian.

  11. Before you can celebrate, something in the atmosphere shifts. Brenner’s voice sternly warns that it is time to wake up; everything up to this point has been a dream and someone is invading it. Castle Byers appears nearby. Walk to it and you will be taken to the next chapter.

In Hawkins, Indiana, Eleven is psychically reaching into the Upside Down to look for Will Byers. You have sensed her presence and the intrusion of this memory shocks you awake.


CHAPTER 2: “The Mind Lair”

TAKING PLACE IN SEASON 1

Vecna awakens in the Upside Down version of the Creel House with plans to confront Eleven. Vecna has spent years waiting for a way to get revenge on Eleven and Hawkins. Now, it is finally time. However, this surge in emotion has destabilized his control over the hivemind.

OVERVIEW

ATTIC INTRO

  1. You begin this chapter in the Upside Down version of the Creel House attic.  A shadowy figure taking on the voice of Dr. Brenner manifests before you. This was the figure telling you to wake up from your dream (Chapter One); now it warns that though you want to set off to find Eleven immediately, there are more pressing matters. Wait for Vecna and Shadow Brenner to finish speaking.

  2. Follow the tutorial prompts and use your A/X button to Vine Climb into the red glowing area on the ceiling. Use your vines to lift yourself into Vecna’s Mind Lair.

  3. If you fall or die at any point in this section, you return to the attic. Re-enter the Mind Lair by vine climbing yourself toward the red glowing area on the attic’s ceiling.

MIND LAIR INTRO

  1. When you land in your Mind Lair (a psychological manifestation of your inner world), It becomes clear that the nightmare of Eleven has fractured your control over the space. Use Vine Climb on any surface with vines growing upon it to climb and cross broken land masses. 

  2. Vecna’s heightened emotions have shaken his control of this world; his usually subservient Democreatures are now are hostile. When you reach an island with large obsidian rocks, follow the tutorial prompts and practice grabbing and throwing rocks at the Demobat targets.

  3. Continue climbing upwards, at the highest island you will encounter a Demodog. 

  4. Defeat the Demodog by breaking off chunks of obsidian rocks and throwing them at the creature..

  5. Follow the tutorial prompts to proceed. Grab the Demodog using the grip button. While holding the grip, squeeze the trigger to Vine Spire the Demodog.

  1. Aim at the Demodog’s head and press trigger to latch on. Continue holding the trigger and pull your controller towards your body to pull yourself into the Demodog’s thoughts and Mind Travel. 

  2. You have now entered a portion of the Demodog’s mind. The Demodogs have tunneled through your mind making new paths through your own memories and thoughts. Pull the trigger to Corrupt the area with vines. Corrupting Demodog minds will light up the level, making it easier to navigate.

  3. Walk through the level until you find a glowing red rift. Grab and hold the rift using the grip and pull your controller towards yourself to enter the portal.

  4. You encounter another Demodog in a broken up playground. Defeat the Demodog and enter its mind.

  5. After entering the Demodog’s mind, Corrupt the area with vines and navigate the maze. Find the next rift and enter it by holding down grip and pulling your controller towards yourself.

DESTROYED CREEL HOUSE

  1. The area you exit onto does not have as many vines as the previous spaces. Use Corruption to cover the space in vines and make it climbable.  

  2. Find the island with Creel House rubble on it. Defeat the two Demodogs on this island,

  3. After you are victorious, Virginia’s (your mother’s) body will emerge from the rubble on a spire. 

  4. Enter Virginia’s mind using Mind Travel.

  5. Proceed through Virginia’s mind until you reach the Creel living and dining room. Trigger Vecna’s childhood memories by walking around the living room. 

  6. After viewing at least three memories, go to the dining room to view the last memory.

  7. A rift appears on the dining room ceiling. Exit the space.

THE CORE

  1. Across the fracture you see the core of your mind. You must “pull yourself together.” Use Corruption on the nearby flower, allowing you to reconnect to the center island.

  2. Defeat the wave of monsters . You’ve started to reassemble your Mind Lair but there is still more work to do.  Keep exploring by entering any defeated Demodog’s mind.

  3. You emerge at the bottom of a deep green pit. Climb out of the pit and into the main cavern. 

  4. Tear off and throw the glowing seed pods at the Demodogs that emerge from the oily water. Find and exit the rift at the far side of the area.

5. Pull yourself through the rift to exit

AIR JUMPING AND ALICE

  1. You exit before a geyser of muck. Your vines can’t find purchase here. Looking down over the edge reveals that there’s more land further down. Joystick walk off the edge and follow the tutorial. Air Control by moving the left thumbstick to move while falling. 

  2. On landing at the bottom-most island, you encounter a rock with a patch of vines. Follow the tutorial to climb up the next two islands using Air Momentum. 

  3. Follow the tutorial to learn how to jump yourself across the broken walls. You land on a large island in front of several rocks spewing muck into the air. 

  4. Climb your way to the top using Corruption and Vine Climbing.

  5. New types of enemies pop out of the walls and shoot spines at you. Throw things at them or rip them off the wall and crush them.

  6. Climb up the staircase located on top of the island. Alice's spired body emerges from the earth. 

  7. Use Mind Travel on Alice’s body.

  8. Walk through Alice's mind, down the hallway, and into her room. You will relive a memory of Henry putting a spider on Alice's bed. Pick up one of the spiders around Alice's room using the grip button and place it on Alice.

  9. A rift appears in Alice's room. Enter the rift.

REASSEMBLING THE CORE SECOND VISIT

  1. You find yourself back at the core of your mind space: this time on another disconnected island. Corrupt the flower to tether this area back to the world’s core as well. You are reforming your space piece by piece. 

  2. Defeat the Demodogs on the main island, then enter one of their minds. As you fight you encounter a new enemy. Tentacle creatures can be killed gripping their heads and pulling your controller towards you. Once it snaps back into a pink lump, throw an object at it. 

  3. Follow the green glowing seed pods and use corruption to navigate this mind. Find the rift by either following the right path, or by following the left path; once you pick a direction continue to follow it to the end rather than taking any turns onto other pathways. Exit the rift.

  1. Once outside the Demodog's mind, defeat the Demodogs on the floating islands and enter a Demodog's mind by using the trigger button and pulling the controller towards you.

ANT FARM

  1. Once inside the mind, navigate towards the lower levels. In the lowest cavern, you come across a small island on a pond. Walk onto the island. Giant ants swarm you.   

  2. You are taken to a memory of you standing outside the Creel House. Observe the broken ant farm laying on the ground in front of you and the ants crawling up your arm. 

  3. A rift appears.  Exit this mind.

FINAL REASSEMBLY OF CORE + MINDFLAYER

  1. You are taken to one more flower. Corrupt it to connect the final islands to the main island.

  2. Defeat all Demodogs on the main island. Once complete, the ending sequence will play.

  3. Castle Byers appears. Follow Eleven into the shack and enter Will’s mind using Mind Travel.

Vecna manages to retake his home in time to catch Eleven reaching out to Will and possesses the boy to get closer to her.

CHAPTER 3: “The Possession of Will Byers”

TAKING PLACE IN SEASON 2

Will’s mind is slowly being taken over by Vecna. He tries to escape into pleasant memories, but hiding may not work this time…

OVERVIEW

  1. You start the chapter in your bedroom. Pick up your flashlight. Press trigger to turn the flashlight on and off. Jonathan walks in to check on you. Once he leaves, shine the flashlight around the room.

  2. The room becomes darker, reminiscent of the Upside Down. Something starts disturbing the furniture around your room. Look for it with your flashlight.

  3. A creature grabs onto your bed and you suddenly enter a dark void. 

  4. A viewfinder appears in front of you. Grab it with grip, and look into the viewfinder to escape into Will’s happy memories.

  5. The first memory is of Will and Mike in Castle Byers. Mike grabs the viewfinder and puts it down nearby. 

  6. Pick up the viewfinder again using grip, and press trigger to flip through Will’s memories. There are six memories in total to look through.

  7. Each memory eventually falls to Vecna’s corruption, and you are dragged back to Vecna again and again. After catching you several times, Vecna takes the viewfinder away from you.

Vecna shows you one final painful memory. There is nothing you can do to escape it. The chapter ends with Vecna taking over Will.


CHAPTER 4: “The Spy”

TAKING PLACE IN SEASON 2

Vecna wants to use Will to gather intel on Eleven and her friends.You, Vecna, attempt to infiltrate the boys’ minds during a Dungeons and Dragons sleepover at Mike’s house.

OVERVIEW

  1. You are in the Upside Down version of Mike’s Basement. Follow the tutorial prompts and hold down trigger to open a portal into Hawkins, where Mike, Will, Lucas, and Dustin are setting up for a game of DnD.

  2. Follow the tutorial prompts. Use Vecna’s Mind Portal ability to spy on the boys and Mind Travel to enter their thoughts.

  1. Continue to eavesdrop on the DnD game and explore the boy’s minds. You as Vecna have trouble finding a foothold in the friend’s minds
  2. After the boys have been playing for some time, Will gets a nosebleed. You are pulled into Will’s mind automatically.

Will exits Castle Byers as he feels the support of his friends. Vecna is reminded of the time El rejected him in the rainbow room and begins to lose his grip on Will. This failure leads Vecna to spiral into his own memories of defeat.


CHAPTER 5: “Transcending the Human Form”

A FLASHBACK TAKING PLACE BEFORE SEASON 1

When Eleven first banished him from Hawkins, Henry struggled to survive in his new environment. But he soon came to see his exile as an opportunity…

OVERVIEW

ABYSS

You wake up in a strange landscape. Navigate through this area while avoiding the acid puddles.

  1. You come across a river. On the left side of the river, there is a cave opening. Walk through the cave and follow the glowing green flora downhill until you enter a large cavern with flashing lightning. 

  2. Defeat the Demodog in the cavern using the nearby rocks. 

  3. Follow the Demodog’s blood trail. Voices from Henry’s past start vying for your attention. Shadows amass and drawing from your memories, take the form of Dr. Brenner. 

  4. This “Shadow Brenner” wants to force you to relive your memories in order to understand human life. He sends you into the memory of an experiment which took place within Hawkins Lab's observation room.

TESTING

  1. When prompted, use Mind Portal and read the minds of the scientists.
  2. Once you've read enough scientists' minds, you are taken back into the void. Shadow Brenner comments on this memory before taking you to the next one.
  3. Back in the observation room, you relive a flashback to when the real Dr. Brenner asked you to kill the bird for an experiment. Follow or disobey his instructions to continue.
    • Alternatively, use Mind Portal to locate and enter the hidden rift located on the wall in front of you. This brings you to the “Escape Sequence” section of this chapter. There is at least one rift per memory.
  4. If you don’t escape, you are taken to the next memory. You are strapped to a chair while Dr. Brenner tattoos a number onto your arm. Listen to Dr Brenner to progress.
    • Alternatively, use Mind Portal to find a rift and escape.
    • Henry has been “chipped” in this memory, and his powers are impaired. You have a slightly harder time searching for rifts here.
  5. Shadow Brenner will again comment on this memory and then take you to the next one.
  6. The next memory takes place in the Rainbow Room. You are “Henry” the orderly. Your coworkers attempt to reach you over the radio. Use your Mind Portal ability to find a rift and escape this memory.

ESCAPE SEQUENCES

  1. After escaping for the first time, you enter a hallway connecting your mind with Shadow Brenner’s. Enter the rift at the far end of the hallway.

  2. Exiting the rifts leaves you in one of the many Demodog minds under Shadow Brenner’s control. You gain the Corruption and Vine Climbing abilities, which you can use to navigate and corrupt Shadow Brenner’s collective minds. 

  3. Fight your way through each mind to locate and corrupt the Mind Heart flower at the end of the level. 

  4. If Shadow Brenner captures you, he returns you to your memories. Escape again by finding and entering the rifts in your memories. 

  5. You can view the progress of absorbing/taking over the hivemind by looking at the monitor screens in the Lab Hallway or Shadow Brenner’s office. The proportion of red monitors to normal monitors represents your progress - once you have taken over enough minds, the finale will begin.

FINALE - FORMING THE MINDFLAYER

  1. After taking over enough monster minds, Shadow Brenner catches you one more time and forces you to relive the painful Rainbow Room exile again.

  2. While in this memory, grab Shadow Brenner using the grip button, and Crush him.

  3. You are taken to a level with floating islands. Use Corruption and Vine Climb to navigate upwards through this level. 

  4. Shadow Brenner attempts to stop you periodically. Absorb his power by crushing him.

  5. Progress to the highest floating island and crush Shadow Brenner one last time. 

  6. Hold trigger to dump corruption into the world and form the Mind Flayer.

Having been reminded of his triumph in taming the hivemind and forming the mind flayer. Vecna mobilizes the hivemind with an new sense of purpose: finding another victim to connect him to Hawkins and Eleven: Billy Hargrove

MIND HEART LOCATIONS APPENDIX
Here are tips on where the flowers are located in each level:

  1. A small, cramped cave system connected by twisting tunnels. Follow the tunnels until you reach a large chamber where the flower awaits.
  1. A wide cavern dripping with glowing green liquid. Find the tunnel leading upwards and out of the cavern, then cross the bridge formation to find the flower.
  1. A bumpy landscape separated by a river of sludge Dodge the lightning and dispatch your enemies. Find your way to the waterfall of sludge (a thin crack a bit above you) and climb through it. The flower is at the other side of the barrage of lightning.
  1. A circular and rocky room. Climb upward over the natural bridges. You encounter several caverns and patches of lightning. The flower is under one “bridge” located towards the top of the space.
  1. A dark but open purple and green cave. Continue straight until you find a hole. Use your skills to safely jump down, but beware; there are few spaces to land safely in this large canyon. The flower is on an island at the center of the space. Use your vines to bring yourself closer.
  1. A spiraling tree root. Drop straight down. The flower is located on the ground below, but it will retreat in response to being corrupted. Defeat all the Demodogs, and the flower will be forced to re-emerge.
  1. An area almost entirely covered in muck. Wander around until you find an open area filled with monsters. Defeat them. On the other end of the room is a series of stalactites over a gap. Use your vines and the stalactites to climb to the other side. More monsters are waiting for you here, but so is the flower.
  1. Slabs of red, meaty land stacked atop one another. Make your way down to the fourth “level” by maneuvering through the cracks. You will find the flower surrounded by enemies.
  1. A large open space filled with huge green stems. Pull yourself away from the sludge waterfall and use your vines to follow it upward. The sludge is pouring from holes at the very top of the stem. On climbing out of one of these holes, you find the flower – as well as several enemies.
  1. A fog laden area with large, bone-like stems surrounded by tall grass. Use your vines to make your way upward, then towards the dark waterfall of sludge. The flower is protruding from a large growth high up on the waterfall.
  1. Twisting green vines grow from the large swamp below. Make your way to the bottom and find the flower growing from the base of the center vine.
  1. A yellow world filled with twisting vines. Carefully climb downward. The flower is about four vines down towards the left.
  1. Odd land masses covered in grass sit suspended in air. Each look vaguely like leaves or seed pods. Start making your way upward. The flower is across from the very base of the topmost landmass.

CHAPTER 6: “The Possession of Billy Hargrove”

TAKING PLACE IN SEASON 3

Billy, a destructive newcomer to Hawkins and Max’s step brother, is on his way to a date with Mike’s mom when something otherworldly takes an interest in him…

OVERVIEW

  1. Play as Billy driving late at night. Steer the car by grabbing the steering wheel with the grip. A Demobat hits the windshield, causing you to crash.

  2. While you are parked at the side of the road, walk to the phone booth and pick up the phone. Vecna has taken hold of you. 

  3. Once back at the side of the road, pick up the car keys to continue.

  4. You will be returned to the car, but something is off. Radio stations become available for you to listen to. Tune the radio dial to any station and listen until the yellow indicator turns dark.

  1. Tune into a few more radio stations until these indicators also go dark.
  2. One new station appears on the radio. Listen to the new station (“Wrestling Broadcast”).
  3. While you listen to the Wrestling Broadcast, what begins as announcers narrating a fight takes a strange turn as they start talking to Billy directly. You are eventually shown to a bathtub. Walk to it.
  4. You are back in the car with a new set of radio stations available for listening. Tune to one to progress.
  5. While listening to the radio station you are again taken to a void. A monster is there waiting to be fed. Press and hold the trigger to summon tentacle limbs, and use them to grab bodies and drop them into the mouth of the creature.
  1. After enough bodies are fed and/or enough time passes, the scene dims and the car keys appear. Grab the car keys to return to the car.
  2. One new radio station appears on the radio. Listen to the new station (“Midnight Show Broadcast”).
  3. You are taken to the monster again to deliver more townsfolk of Hawkins. Press and hold trigger to summon tentacle limbs, grab bodies, and feed them to the monster
  4. After enough bodies are fed, the scene dims and the car keys appear. Grab the car keys to return to the car.
  5. You are returned to the car and Eleven’s voice plays briefly on the radio.
  6. New radio stations will appear. Listen to any progress.
  7. You are taken to the monster again. It is massive now, thanks to you. Feed the monster.
  8. After enough bodies are fed and/or enough time passes, the scene dims and the car keys appear. Grab the car keys to return to the car.
  9. Eleven’s voice breaks through the radio into Billy’s mindspace. She is trying to reach him and see what is happening to him. However, she has sprung a trap.

By contacting Billy, Eleven has revealed her location to Vecna. At last, he knows where she is. He assembles a monster from the “Flayed” to do his bidding in Hawkins and chase down Eleven and her friends. . .


CHAPTER 7: “The Trap is Sprung”

TAKING PLACE IN SEASON 3

This is the culmination of Vecna’s hard work. Play as “The Flayed,” a creature made up of all the townspeople Billy has sacrificed. It is time to fight Eleven and her friends.

OVERVIEW

  1. Use the joystick to approach Hopper's cabin. You hear the muffled sounds of Eleven’s friends preparing for battle. 

  2. When close enough to the cabin, attack by pressing the trigger.

  3. After dealing enough damage to the cabin, one final attack lands on Eleven herself.  The moment of contact switches your POV to that of Eleven with the tentacle still attached to your leg.


CHAPTER 8: “Eleven”

TAKING PLACE IN SEASON 4

Dr. Brenner must oversee one last experiment. Eleven has to work with “Papa” to get her powers back.

OVERVIEW

  1. You, Eleven, start this chapter inside the NINA machine where Dr Brenner tells you your powers are not lost, but locked up inside. You have to relearn how to use them by retreading old memories. 

  2. The NINA machine flashes you back to Hawkins Labs’ Rainbow Room alongside Henry. Go to the Plinko board. Pick up one of the red pieces and drop it into the board. 

  3. The side door of the Rainbow Room opens. Exit the Rainbow Room through the open door.

  4. In the hallway, open and enter any unlocked door by grabbing the door handle using grip and pulling/pushing the door open.

  5. You are back in the Rainbow Room. Listen to Henry speak again.

  6. Pick up the red Plinko pieces to trigger new dialogue from Henry. When ready, exit the Rainbow Room and then re-enter it through any unlocked door. You need to do this three more times to hear all of Henry’s dialogue.

  7. The Rainbow Room’s appearance suddenly changes. Blood covers the walls. It is evident that something horrible happened here. Exit the room through any door.

  8. Walk down the hallway and open the set of double doors at the end. Henry is waiting for you and pulls you into the room using his powers.

Armed with knowledge of her true past and her previous victory over Henry, Eleven regains her powers and vows to protect her friends.


CHAPTER 9: “The Resurrection of Mad Max”

TAKING PLACE IN SEASON 4

Max is dying after Vecna absorbs her to open the fourth gate in Hawkins. But not all is lost; Eleven, telepathically piggybacks into Max’s mind. Vecna taunts Eleven about their similarities and shared past. Go through Max’s memories and cleanse them of Vecna’s influence.

OVERVIEW

THE VOID

  1. You are in a void. Approach Lucas and Max. 

  2. Max is dying, and there’s nothing Lucas can do for her. After a few moments, you enter Max's mind.

THE WASH

  1. You are in the first of Max’s memories. Follow Max. 

  2. You enter Eleven’s Cleanse ability tutorial. Hold trigger to charge, and release to fire a wave of energy that cleanses Vecna’s corruption vines.

  3. Eleven’s Dash tutorial begins. Hold the A/X button and pull or push your controller in any direction to dash in that direction.

  4. As you approach Billy and Max, Vecna takes over Billy’s body and speaks to you directly.  Max breaks out of the memory to protect Eleven and pulls Billy through a rift into a deeper memory.  Follow them.

WILL’S HOUSE

  1. You watch Steve and Billy fight each other as Vecna brags that Max didn’t need you to keep Billy in check. You spawn in Will's backyard. Defeat the Demodog that appears.

  2. Walk through Will’s house and watch Max defend her friends against her step brother. Continue to the front yard. Max drives off and opens a new portal. Fight your way through the Demodogs and enter the portal.

SNOWBALL DANCE

  1. You arrive at a school hallway. Walk down the halls and defeat any enemies that appear.

  2. Enter the gym where Max and Lucas are dancing. Max opens another portal, but vines block you from entering.

  3. Fight through several waves of Demobats and Demodogs. The portal opens when all are defeated.

  4. Enter the portal.

DRIVE-IN

  1. You exit onto a road leading to the Drive-in Movie Theater. Make your way to the lot. 

  2. Once you arrive at the drive-in, walk towards Max's car.

  3. Demodogs spawn and vines wrap around the car. Defeat three waves of Demodogs.

  4. Once free, Max opens a portal to the next memory. Enter the portal.

TRAILER PARK

  1. You are taken to Max’s neighborhood. Fight your way through while looking for Max’s house. This can be found by following the sunset.  

  2. You find Max and her mom in front of their house. The two women talk about the nature of friendship. After their conversation, Max opens the next portal.

STARCOURT

  1. Enter the portal. You are back in the void. Max reaffirms her faith in you and your friendship. She takes you to Scoops Ahoy and confides that a part of her is caught in the memory of Billy’s death at Starcourt Mall. 

  2. After Max finishes this heart to heart, leave Scoops Ahoy and walk towards Max and Billy.

  3. Enemies spawn. Defeat the waves of monsters. Sensing Eleven’s presence, Max becomes unstuck from the memory and rallies to Eleven’s side. She declares that Eleven is not “a monster” like Vecna despite their shared pasts.

  4. Determined to free Max, Eleven defeats the “Spider Monster” and cleanses Vecna’s influence from the heart of Starcourt.

  1. It is not safe yet, Vecna makes a last stand to tighten his claim on Max.
  2. Back in the void, you are forced to defend Max from waves of Demobats, Demodogs, “The Flayed”, and Demogorgons. Use Cleanse against your enemies and survive as long as you can.
  3. If you manage to outlast the assault, Max revives.

You return to the void where Lucas is holding Max. You hear the beat of Max’s heart.


MIXED REALITY 1: "Murray's Worries"

Guided by Murray, use a questionable piece of Russian technology to search for portals to the Upside Down. Scan for portals, open them, and bring objects from other worlds into your own space. But beware, your antics are liable to catch Vecna’s attention.

Starting the chapter:

  1. Press the glowing red button on your glove.

  2. OR Select “Mixed Reality One: Murray’s Worries” in the Chapter Select menu.

CONTROLS

  • The Glove (Left Hand) - A mysterious piece of technology Murray acquired through unknown means. It seems to be all that remains of an abandoned Russian experiment exploring interdimensional travel.
    • Point your hand at the walls to scan for portals.
      • Note: After the glove is corrupted by Vecna, portals can be opened anywhere on your wall.
    • To open a portal, point your fist at the wall, then open your hand.
    • To close a portal, point your open hand at the portal, close your hand into a fist and pull your first towards you.
  • Telekinesis (Right Hand) - The psychic ability to manipulate objects in space. It's one of Vecna’s most well known abilities, and now he has lent you a taste.
    • Aim your open hand at an item to select it.
    • While aiming at an item, close your open hand into a fist to pick it up.
    • While holding an item, pull your closed hand in to yank it closer to you.
    • While holding an item, twist your closed hand to crush it.
    • While holding an item, push your closed hand forward to launch it.
    • Note: in Murray's Worries, telekinesis powers are only available after the telekinesis tutorial.

OVERVIEW

  1. There is a tape recorder in the room with you. Start Murray’s tape by pressing the “Play” button.

  2. Murray’s recording talks about the glove and how to use it. The yellow HUD prompts you to warm up the glove with some hand movements.

  3. After a few moments, the portal scanner will turn on. Scan the walls using your gloved hand to find portals.

  4. On finding one, follow the “Open Portals” prompt on the small screen on the back of your glove to progress.

  5. Find and open three portals.

  6. A portal suddenly opens on its own. Follow the tutorial prompt on your glove to learn how to Close Portals. 

  7. Another portal appears, accompanied by Vecna’s laugh. Black tendrils spill from the portal and reach into your glove. You no longer need to scan for cracks and can open portals anywhere within the space. Open at least two portals.

  8. Murray’s recording is derailed by a visitor to his apartment. At the same time, a grandfather clock appears within the room. Vecna opens a portal filled with rocks. Follow the tutorial prompts to learn how to crush and launch the rocks. 

  9. Vecna opens a new portal that opens onto a vine-covered chest. He asks you to bring him an item from Hawkins. Grab an item of your choice out of a portal and give the item to Vecna by placing it inside the chest.

  10. Vecna opens a new portal into a lab. A Demodog floats in a glass tank. Choose whether to free the Demodog by throwing a medium or large item at its tank, or to leave the creature where it is. 

  11. Vecna grows tired of you and pours Demobats into your room. Kill them by grabbing and crushing them, or by throwing them against a wall.

  12. Your walls crumble away and you find yourself in the Red Space with The Mindflayer high above you. It attacks.

  13. Use Telekinesis to grab and pull on the electric pole after each Mind Flayer’s attack. Repeat a few times until.

  14. Demobats attack you. Defeat them.

  15. The Mindflayer attacks one last  time. In doing so it throws a piece of wall near you. 

  16. Open a portal on the wall and pull yourself through it.

  1. You are back in your room. Murray says some closing lines, and the experience is complete.

MIXED REALITY 2: "Vecna's Arcade"

Starting the chapter:

  1. Toggle Arcade mode on your glove by pressing the switch so that the green side is down, then press the glowing red button.
  1. OR Select “Mixed Reality Two: Vecna’s Arcade” in the Chapter Select menu.

OVERVIEW

  1. Open/close portals, defeat the enemies, and try to survive for as long as you can. Each kill counts towards your final score.
  2. A game over/score screen will appear after the player is defeated. Select option to retry or return to main menu.