Credit
Before we begin, for Biohazard The Real 2 we were fortunate enough to have fellow long-time fan SelfishGene attend the attraction in person and with his help we were able to confirm a lot of information and attain photos, so a huge thanks to Gene for his contributions on this one who without this would have been a much smaller/less detailed editorial.
Background
Due to the success of “Biohazard The Real“ the previous year “Biohazard The Real 2” returned on August 8th 2014 and opened its doors at the park for four months before closing on November 9th 2014. The Real 2 returned in the same location Universal Studios Japan in Osaka City, Osaka Prefecture inside the Palace Theater. The return of the attraction brought new improvements such as a replica shotgun (weighing 1.5kg), the ability to lower your infection state by using herbs and an increase in the number of zombies encountered. The survival rate of the previous Real was 0.002%, (one in 50,000) this year they aimed for 0% survival rate. Prior to the attractions opening on August 7th an pre-opening event was held for the media which included the opportunity to interview Masachika Kawata (interview’s below).
Before we begin, for Biohazard The Real 2 we were fortunate enough to have fellow long-time fan SelfishGene attend the attraction in person and with his help we were able to confirm a lot of information and attain photos, so a huge thanks to Gene for his contributions on this one who without this would have been a much smaller/less detailed editorial.
Background
Due to the success of “Biohazard The Real“ the previous year “Biohazard The Real 2” returned on August 8th 2014 and opened its doors at the park for four months before closing on November 9th 2014. The Real 2 returned in the same location Universal Studios Japan in Osaka City, Osaka Prefecture inside the Palace Theater. The return of the attraction brought new improvements such as a replica shotgun (weighing 1.5kg), the ability to lower your infection state by using herbs and an increase in the number of zombies encountered. The survival rate of the previous Real was 0.002%, (one in 50,000) this year they aimed for 0% survival rate. Prior to the attractions opening on August 7th an pre-opening event was held for the media which included the opportunity to interview Masachika Kawata (interview’s below).
Promotional Advert
Introduction by Model/Actress Reina Triendl
- Venue: Universal Studios Japan, Osaka Prefecture 554-0031 Osaka Prefecture Osaka Prefecture Osaka City
- Duration: 8th August - 9th November 2014
- The experience time is about 8 minutes (varies from player to player)
Official Website
STORY
The T-Virus has leaked throughout Raccoon City and turned it into "the city of the dead". As one the few survivors who remains there, you aim to escape from Raccoon City. With the comfort of one single weapon ''Shotgun'', over run by zombies and creatures, can you get a vaccine and safely survive?
The T-Virus has leaked throughout Raccoon City and turned it into "the city of the dead". As one the few survivors who remains there, you aim to escape from Raccoon City. With the comfort of one single weapon ''Shotgun'', over run by zombies and creatures, can you get a vaccine and safely survive?
This year even more zombies!!
Authentic realistic shotgun weight 1,500g Length 64cm
Enemy encounter rate has increased dramatically!
Players are chased more persistently!
Players are chased more persistently!
New recovery item “herb” available to reduce virus infection!
T- Virus wrap meal
Zombies Eye
Raccoon City Green Herb Wrap Meal
Interview with Masachika Kawata
- Please tell us your impressions when experiencing "Biohazard The Real 2".
Kawata: It has become a very popular attraction, I think that the world view of "Biohazard" has been successfully reproduced. The fear of going through the dark and the zombies suddenly attacking, the attraction has the true atmosphere of "Biohazard” attached. I think that the creation of the creatures is of high quality, and the music from the game is also used, so it seems that the fans are spoiled with what they can enjoy.
- What are your thoughts compared to last years "Biohazard The Real"?
Katawa: First of all, the encounter rate with a creature is even higher. The feeling of anticipation as to where the next one will come from is different to last years, I think that the sense of tension that it will attack at all the inconvenient times is much better.
In this kind of attraction, some people may believe that the creatures may not come closer than a set distance, but when I played in the test I immediately was proven wrong. Therefore, I think that you can taste the fear of urgency.
In addition, replacing the handgun, this time with the shotgun is used as a big feature. Since it makes us feel like we have a more powerful weapon than a handgun, we are able to enjoy not only the enemies but also the survival horror-like aspect that we can now fight back. The things that were realized last time are improved upon this time, for example, every one of the staff put a lot of thought into how to make it scarier. As a result, it seems like surprises were introduced. The quality of each situation is very high.
- What was the experience time length of the attraction?
Kawata: I think that it is nearly doubled when compared with the previous one, but since various things occur from one moment to the next, it went by very quickly. Just being frightened is not enough but it is a fear that incapacitates you like "I am afraid to go ahead" and "When will it end?"
- "Biohazard The Real" is a very popular attraction, but why do you think it has been so accepted?
Kawata: My subjectivity here is mixed, but I believe that "Biohazard The Real" has recreated the most important parts of "Biohazard". Which means that you can fight against creatures while trying to escape. I can also help protect my friends with a gun, so I think that not only is it to accumulate stress but also to release it.
- A new title of "Biohazard" has been announced, please tell us the details.
Kawata: Recently the title "Biohazard HD Remastered" was announced. This work will be a remastered port of the remake for the first game. It is not just a port however, but it carries out very detailed revisions in accordance with the current hardware. It was said that it was impossible to port, but in order to respond to the hot demands from everyone, we realized it this time. We have remastered not only the graphics but also the soundtrack, so I think that it is becoming a remastered title with very high quality.
- Thank you very much for today.
Kawata: It has become a very popular attraction, I think that the world view of "Biohazard" has been successfully reproduced. The fear of going through the dark and the zombies suddenly attacking, the attraction has the true atmosphere of "Biohazard” attached. I think that the creation of the creatures is of high quality, and the music from the game is also used, so it seems that the fans are spoiled with what they can enjoy.
- What are your thoughts compared to last years "Biohazard The Real"?
Katawa: First of all, the encounter rate with a creature is even higher. The feeling of anticipation as to where the next one will come from is different to last years, I think that the sense of tension that it will attack at all the inconvenient times is much better.
In this kind of attraction, some people may believe that the creatures may not come closer than a set distance, but when I played in the test I immediately was proven wrong. Therefore, I think that you can taste the fear of urgency.
In addition, replacing the handgun, this time with the shotgun is used as a big feature. Since it makes us feel like we have a more powerful weapon than a handgun, we are able to enjoy not only the enemies but also the survival horror-like aspect that we can now fight back. The things that were realized last time are improved upon this time, for example, every one of the staff put a lot of thought into how to make it scarier. As a result, it seems like surprises were introduced. The quality of each situation is very high.
- What was the experience time length of the attraction?
Kawata: I think that it is nearly doubled when compared with the previous one, but since various things occur from one moment to the next, it went by very quickly. Just being frightened is not enough but it is a fear that incapacitates you like "I am afraid to go ahead" and "When will it end?"
- "Biohazard The Real" is a very popular attraction, but why do you think it has been so accepted?
Kawata: My subjectivity here is mixed, but I believe that "Biohazard The Real" has recreated the most important parts of "Biohazard". Which means that you can fight against creatures while trying to escape. I can also help protect my friends with a gun, so I think that not only is it to accumulate stress but also to release it.
- A new title of "Biohazard" has been announced, please tell us the details.
Kawata: Recently the title "Biohazard HD Remastered" was announced. This work will be a remastered port of the remake for the first game. It is not just a port however, but it carries out very detailed revisions in accordance with the current hardware. It was said that it was impossible to port, but in order to respond to the hot demands from everyone, we realized it this time. We have remastered not only the graphics but also the soundtrack, so I think that it is becoming a remastered title with very high quality.
- Thank you very much for today.
Interview with Masachika Kawata 2
Prior to the attraction experience, "Resident Evil" series producer Masachika Kawata appeared in front of the "Palace Theater" where the attraction is held. An interview was conducted regarding the impressions and the highlights of the experience of "Biohazard: The Real 2".
-What do you think of the attraction?
Kawata: This attraction is so elaborately made. The characteristics of "Biohazard" such as the fear of darkness and the attacking zombies are so well expressed, and the modeling of the creatures is also faithfully reproduced.
-The attraction is that the survival rate is very close to 0%. Have you actually survived?
Kawata: I have tried several times myself, but I haven't survived yet! I heard that only one in 100,000 survived last time. It's difficult, but I think it's presented in a way that makes you want to try it again and again. Even the producers can't survive!
-What are the improvements from last year?
Kawata: The zombie encounter rate is increased. Also, the power of the creatures is increased. For example, even if you encounter a powerful creature that you are familiar with, there are people who think that "Isn't it supposed to be here?". But this time it's about to come another way. We wondered if it was possible to express such a "fear". In addition, the shotgun that is the weapon of choice this time is difficult to handle, such as the pump action, so we wanted a realistic feel in terms of weight. I think that you can express the survival horror like "Biohazard" in terms of being able to fight back against the zombies.
-What can we expect from collaboration with USJ?
Kawata: Since it is a USJ with various attractions, I think it can be widely appealed to those who do not know "Biohazard". Information is distributed overseas, the range is vast. I would like to proactively appeal overseas.
-Please give advice to those who will experience attractions from now on.
Kawata: If you get close to zombies and creatures, you will be infected, so the key is to keep away from them. They appear from unexpected places, so please be alert.
-What do you think of the attraction?
Kawata: This attraction is so elaborately made. The characteristics of "Biohazard" such as the fear of darkness and the attacking zombies are so well expressed, and the modeling of the creatures is also faithfully reproduced.
-The attraction is that the survival rate is very close to 0%. Have you actually survived?
Kawata: I have tried several times myself, but I haven't survived yet! I heard that only one in 100,000 survived last time. It's difficult, but I think it's presented in a way that makes you want to try it again and again. Even the producers can't survive!
-What are the improvements from last year?
Kawata: The zombie encounter rate is increased. Also, the power of the creatures is increased. For example, even if you encounter a powerful creature that you are familiar with, there are people who think that "Isn't it supposed to be here?". But this time it's about to come another way. We wondered if it was possible to express such a "fear". In addition, the shotgun that is the weapon of choice this time is difficult to handle, such as the pump action, so we wanted a realistic feel in terms of weight. I think that you can express the survival horror like "Biohazard" in terms of being able to fight back against the zombies.
-What can we expect from collaboration with USJ?
Kawata: Since it is a USJ with various attractions, I think it can be widely appealed to those who do not know "Biohazard". Information is distributed overseas, the range is vast. I would like to proactively appeal overseas.
-Please give advice to those who will experience attractions from now on.
Kawata: If you get close to zombies and creatures, you will be infected, so the key is to keep away from them. They appear from unexpected places, so please be alert.
Walkthrough
The ticket process was similar to the previous year, players that arrived at the opening of the park on that day only just managed to acquire a pair of tickets and some were even forced to wait until the night. The number of tickets per day were very limited. It wasn’t really advertised much and doesn’t take up much of the park. This was one of four of five attractions for their Halloween special. There isn’t really much online about it either even on the official USJ website.
The front of the theater was identical to last year and the only differences was the “2” added to the promotional materials.
The front of the theater was identical to last year and the only differences was the “2” added to the promotional materials.
Most returning reviewers stated that they enjoyed the experience a lot more than the previous year, a big reason was the pump-action shotgun. They also stated that the experience was longer and the environments were much improved, as opposed to “1” where they had painted narrow corridors black and filled the areas with barrels, for “2” they made greater efforts when creating the stages. For one thing the rooms were wider which allowed for more room for the players to make space for firing the shotgun and the sets were made to look like Umbrella labs, including a room with 3 Tyrants capsulated in cylinder tubes.
After receiving instructions you go up some pitch black stairs and enter Kendo's gun shop this area was used to acquire your weapons and prepare your gear. Here we received the pump action shotgun.
After receiving instructions you go up some pitch black stairs and enter Kendo's gun shop this area was used to acquire your weapons and prepare your gear. Here we received the pump action shotgun.
They had the classic soundtrack playing. Things like the Kendo gun shop appears as the waiting room where you acquire your guns, they paid a great attention to detail.
The shotgun is introduced and explained by the female UBCS soldier (in the photo above) it has replaced the previous handgun and is said to be a very reliable weapon which is designed by Tokyo Marui (although for SelfishGene’s second experience his gun did seize up and was unreliable). Tokyo Marui is the same team behind Biohazard’s Official replica guns such as Samurai Edge and Thor’s Hammer etc. They felt realistic in terms of weight and when shooting a zombie they react by getting blown backwards and makes the player feel like they are actually using the weapon. However you still have the problem of watching your ammunition and being careful not to waste your rounds. The big selling point of this one over the original was the addition of the shotgun. They don’t fire a projectile they make a click sound. The attraction has intense areas with constant combat and onslaughts of zombies and BOW’s but there is also checkpoint areas about a third of the way through so you are able to reload by aiming your gun into an ammo box, and heal to lower the degree of the virus infection.
A strap is attached to allow the player to carry the gun on their back, and to avoid slamming the gun into other visitors. In addition, the handle of the gun is a bit difficult to move. Pull the handle to the end to have a "beep" sound, in order to load the gun. Every time you fire you must repeat the process. The ammunition and infection rate is displayed on the gun unlike the previous year when the player was required to wear a device upon the arm. The ammunition you receive was the same as last year, 30 rounds. Regarding the health and damage system SelfishGene states “The damage system seemed pretty arbitrary. Apparently it’s based on proximity but I don’t know.” A similar issue with the previous year when players of The Real 1 also did not understand how the infection gauge worked. After using a herb it replenished health to 3/4.
Unlike The Real “1” which was two teams of 6 people taking separate routes, which was then further divided again upon reaching stage 2. This year however there is a group of 10 people and they will not separate or divide. There is only one route for Biohazard The Real 2 (aside from the end). The environments were created to resemble a destroyed city and allowed more room to navigate than last year. The team is led by a staff member dressed as an Umbrella Special Forces, who leads the way and stops at fixed locations. They stand by and allow the players to deal with the oncoming waves of zombies.
The shotgun is introduced and explained by the female UBCS soldier (in the photo above) it has replaced the previous handgun and is said to be a very reliable weapon which is designed by Tokyo Marui (although for SelfishGene’s second experience his gun did seize up and was unreliable). Tokyo Marui is the same team behind Biohazard’s Official replica guns such as Samurai Edge and Thor’s Hammer etc. They felt realistic in terms of weight and when shooting a zombie they react by getting blown backwards and makes the player feel like they are actually using the weapon. However you still have the problem of watching your ammunition and being careful not to waste your rounds. The big selling point of this one over the original was the addition of the shotgun. They don’t fire a projectile they make a click sound. The attraction has intense areas with constant combat and onslaughts of zombies and BOW’s but there is also checkpoint areas about a third of the way through so you are able to reload by aiming your gun into an ammo box, and heal to lower the degree of the virus infection.
A strap is attached to allow the player to carry the gun on their back, and to avoid slamming the gun into other visitors. In addition, the handle of the gun is a bit difficult to move. Pull the handle to the end to have a "beep" sound, in order to load the gun. Every time you fire you must repeat the process. The ammunition and infection rate is displayed on the gun unlike the previous year when the player was required to wear a device upon the arm. The ammunition you receive was the same as last year, 30 rounds. Regarding the health and damage system SelfishGene states “The damage system seemed pretty arbitrary. Apparently it’s based on proximity but I don’t know.” A similar issue with the previous year when players of The Real 1 also did not understand how the infection gauge worked. After using a herb it replenished health to 3/4.
Unlike The Real “1” which was two teams of 6 people taking separate routes, which was then further divided again upon reaching stage 2. This year however there is a group of 10 people and they will not separate or divide. There is only one route for Biohazard The Real 2 (aside from the end). The environments were created to resemble a destroyed city and allowed more room to navigate than last year. The team is led by a staff member dressed as an Umbrella Special Forces, who leads the way and stops at fixed locations. They stand by and allow the players to deal with the oncoming waves of zombies.
After the introduction to your equipment the UBCS soldier knocks on a door to your right and another UBCS soldier opens the door and leads you into your next location. An alley with a crashed helicopter protruding from a wall. There seems to be an Umbrella attache case of some kind on the floor but appears to be irrelevant. At this point you are attacked from behind by the first zombie and after dispatching it two more appear in front and are blown away, with dramatic leaps into the environment or slumping against a wall. There is a bright neon splatter of blood behind them on the walls, giving the effect that they have actually been shot. A few more zombies appear and after shooting them previously dispatched zombies begin to get back up at which point you are led on-wards past a fire engine and into a room with a counter.
The production value of the set was very good things like using the original font and logo was all accurate. As well as original design USS Command states that it seems like a mixed combination of both original and Operation Raccoon City materials.
The production value of the set was very good things like using the original font and logo was all accurate. As well as original design USS Command states that it seems like a mixed combination of both original and Operation Raccoon City materials.
Just a few examples by USSCommand.
Image 1: The render of the Cerebus and Tyrant on the wall scroll also from ORC. This may be the gift shop.
Image 2: This warning sign is taken from Operation Raccoon City’s textures.
Image 3: This hospital is based on ORC's environmental design.
Image 1: The render of the Cerebus and Tyrant on the wall scroll also from ORC. This may be the gift shop.
Image 2: This warning sign is taken from Operation Raccoon City’s textures.
Image 3: This hospital is based on ORC's environmental design.
When you are inside a room like a deli, you are on one side of the counter as zombies come through and try to grab at you. There must have been a staff member dressed in casual clothing because one of the zombies singles this person out and grabs them out of the group and drags them across the counter as they scream and gore flies into the air.
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Moving on into an alley like a U shape, were you just go up one end and back down the other with a chain mesh fence in it. One of the casual staff remains at the back of the group as you are leaving the area and the UBCS in the front are breaking down a door, a zombie comes from behind and drags the last person at the back of the group into the previous area as you watch the attack through the chain linked fence. At that point the UBCS members tell you to run. They maintain a sense of urgency through it which is pretty awesome. It’s pacing was really well crafted.
You make it to a checkpoint and can quickly heal your infection rate and refill on ammunition. But you must act fast as zombies begin to filter into the environment and the fight is back on. Three zombies later and the UBCS leader is leading you on into the next area.
Right toward the end in one of the last rooms of the labs. A UBCS member is telling you what to do in the next room when you enter. A zombie attacks them and they start screaming “Go go go!!”. Instead of running to the next room on both of my visits everyone just started shooting the zombie instead of fleeing.
The enemy design was fantastic. In addition to last year the creatures were also a lot more flexible and agile. Example, in “1” the Licker on the promenade route was static and required you to shoot at it from one spot. However this year the Licker was able to crawl along the floor and also the wall! We discovered several of them doing so. Although one reviewer stated this, Selfish Gene does not recall ever seeing it climb a wall. “As below the Licker's definitely moved across the floor in front of the group.” The actor looked like they'd studied the movement from the game. One appears on top of a locker and another darts by you along the floor.
You make it to a checkpoint and can quickly heal your infection rate and refill on ammunition. But you must act fast as zombies begin to filter into the environment and the fight is back on. Three zombies later and the UBCS leader is leading you on into the next area.
Right toward the end in one of the last rooms of the labs. A UBCS member is telling you what to do in the next room when you enter. A zombie attacks them and they start screaming “Go go go!!”. Instead of running to the next room on both of my visits everyone just started shooting the zombie instead of fleeing.
The enemy design was fantastic. In addition to last year the creatures were also a lot more flexible and agile. Example, in “1” the Licker on the promenade route was static and required you to shoot at it from one spot. However this year the Licker was able to crawl along the floor and also the wall! We discovered several of them doing so. Although one reviewer stated this, Selfish Gene does not recall ever seeing it climb a wall. “As below the Licker's definitely moved across the floor in front of the group.” The actor looked like they'd studied the movement from the game. One appears on top of a locker and another darts by you along the floor.
Nemesis appears with a mini-gun (As seen in ORC or the live-action movies) you fight him in front of the RPD in a large open space and as he comes out there are zombies standing around and he actually punches the head off a zombie. If you play Operation Mad Jackal there is actually a point in the mini game where he does this, so if this was intentional it was a really obscure but dedicated reference. Players had to use the oil drums and evade him by squeezing between them and the wall.
You get to the lab area and all the zombies there are naked. Which again is a fantastic attention to detail. In the labs is a Tyrant T-002 (Bio1) which breaks out of it’s enclosure and starts to chase you. You just shoot it a few times and then run to the next area. The Tyrant was a big actor, but on top of that he was elevated on a stage. His stage was parallel to where we walked. There was no barrier in between us but he was always elevated, probably an illusion created to give him a bigger presence.
You run through a bunch of connected rooms with zombies in tubes and things like that and also Mr X strapped to a table at an angle on the wall with iron shackles on. Sure enough the zombies break out followed by Mr X breaking free from the table you shoot him as zombies filter in from other areas. Once you shoot Mr X enough he staggers around the corner at which point someone comes out in a giant Super Tyrant costume, which looked very good, he was huge. As he comes out there is a UBCS member nearby which the Tyrant turns to and skewers lifting him off the ground (the illusion was created by placing him on a sliding panel against the wall). After which he withdraws his claws and turns on you. One reviewer stated “Our team of staff sacrificed themselves to the Tyrant in order to allow us to evacuate through the rear door.“
After which is the last stage, you are forced to split into two teams. Most of the members were pushed to the small room on the left side. And the others to the right side of the lab with the vaccine and you have to input a password into the panel. You have to enter four digits in time to be rescued. You are able to view the other group through a conjoined glass window, it is possible but un-confirmed that the other team was required to find the code and communicate through the glass working as a team. But the room did not allow any hints, so the numbers were randomly pressed. As a result, the central transparent screen shows a blazing fire. It symbolizes that everyone in the two rooms was burned to death... and finally you see this...
You run through a bunch of connected rooms with zombies in tubes and things like that and also Mr X strapped to a table at an angle on the wall with iron shackles on. Sure enough the zombies break out followed by Mr X breaking free from the table you shoot him as zombies filter in from other areas. Once you shoot Mr X enough he staggers around the corner at which point someone comes out in a giant Super Tyrant costume, which looked very good, he was huge. As he comes out there is a UBCS member nearby which the Tyrant turns to and skewers lifting him off the ground (the illusion was created by placing him on a sliding panel against the wall). After which he withdraws his claws and turns on you. One reviewer stated “Our team of staff sacrificed themselves to the Tyrant in order to allow us to evacuate through the rear door.“
After which is the last stage, you are forced to split into two teams. Most of the members were pushed to the small room on the left side. And the others to the right side of the lab with the vaccine and you have to input a password into the panel. You have to enter four digits in time to be rescued. You are able to view the other group through a conjoined glass window, it is possible but un-confirmed that the other team was required to find the code and communicate through the glass working as a team. But the room did not allow any hints, so the numbers were randomly pressed. As a result, the central transparent screen shows a blazing fire. It symbolizes that everyone in the two rooms was burned to death... and finally you see this...
Selfish Gene “The second time through there was also only 1 survivor. I think it was always meant to be one no matter how well you 'played' - I get this impression from the newspaper (Seen below). The survival rate of 0.002% is not a propaganda ploy the attraction is said to be extremely difficult and almost all of the players died.”
This statement is backed up by another reviewer “Toward the end it felt like they tried to maintain the 0% survival rate by splitting up the players into two groups, those with green health and everyone else.”
This statement is backed up by another reviewer “Toward the end it felt like they tried to maintain the 0% survival rate by splitting up the players into two groups, those with green health and everyone else.”
Video Footage
BIOHAZARD THE REAL 2【MAiDiGi リポート】
This video shows some brief footage of the attraction. Mostly the first few areas.
BIOHAZARD THE REAL 2【KTV リポート】
Similar to the above video only shows less footage and with a screaming girl doing absolutely nothing to combat the zombies.
The Raccoon City Food Cart
Even the food is themed, the paper that they serve the food on is a copy of the Raccoon City Times.
If you walk straight along the street with the attraction on your left, you will find the "Raccoon City Food Cart", where you can purchase original food from "Biohazard". Look for the distributor with the Umbrella mark.
On the menu you could order food such as:
Raccoon City Green Herb Wrap 750 yen (1,200 yen with drink)
Tortilla wrap with a green herb-like sauce. "RACOON CITY TIMES" is the wrapping paper and the art is detailed.
Green herb drink-lemon soda-500 yen
There are blue and yellow layers, and when mixed, it turns green! Lemon soda with refreshing herbs is also included.
On the menu you could order food such as:
Raccoon City Green Herb Wrap 750 yen (1,200 yen with drink)
Tortilla wrap with a green herb-like sauce. "RACOON CITY TIMES" is the wrapping paper and the art is detailed.
Green herb drink-lemon soda-500 yen
There are blue and yellow layers, and when mixed, it turns green! Lemon soda with refreshing herbs is also included.
Merchandise Shop
There is a merchandise store with the entrance designed as the entrance to the mansion. Here you could purchase goods and get composite photos taken and then choose from six different frame designs at a price of 1,500 yen you will also receive a postcard of the same photo for free of charge upon purchase.
You can also make a Umbrella ID card with a face photo outside the store. If you ask the staff, a photo will be taken on the spot, and an ID card will be created in about 10 minutes. You may become an umbrella employee if you carry it around with the neck strap sold in the store.
There is a merchandise store with the entrance designed as the entrance to the mansion. Here you could purchase goods and get composite photos taken and then choose from six different frame designs at a price of 1,500 yen you will also receive a postcard of the same photo for free of charge upon purchase.
You can also make a Umbrella ID card with a face photo outside the store. If you ask the staff, a photo will be taken on the spot, and an ID card will be created in about 10 minutes. You may become an umbrella employee if you carry it around with the neck strap sold in the store.