

The contracting company that designed the system had a thing for chess, so each plug is designed to look like a different piece. Over on the far side of the main is a electronically locked door which is connected to the plugs beside it. When you regain control you’ll be in the Monitor Room, which is your main hub in the sewers. Collect the supplies from around the room - the code for the locker is SZF - then jump down the gap in the corner of the room.

Walk into the Control Room and deal with the three zombies. Go up the stairs to your left, then climb the ladder. Walk through the right-hand tunnel and climb up onto the bank on the left.įollow this hallway around, go up the stairs and through the door - this leads into the cable car room. Turn right, then grab the blue herb to the left of you before continuing on downstream. Return to the large room you woke up in and jump down the broken gap on the east wall.įollow the hallway around, then jump down the ledge at the end. Save up in this new office if you wish, collect all the supplies, then press on through the next door. To see this content please enable targeting cookies. Turn around and grab the SMG bullets behind you, then walk forward through the only door to advance. In the last part we left Claire straight out of the cutscene where said goodbye to our old friend Mr X. Sherry is nowhere to be seen and, despite the protestations of her mother Annette, Claire needs to make sure she’s safe. After a close encounter of the mutant kind, Claire wakes up in the dank sewers below Raccoon City.
