A white spot on the eye is often a corneal ulcer or a pinguecula. These eye conditions are treatable. It is essential to seek immediate medical attention for a white spot on the eye, as long.
You’ll awaken to find a scientist woman looking you over, who will then scurry off without giving you much in the way of answers - leaving you to pick up the pieces and find Sherry yourself. Looking around the room, you can spot a broken railing, and to the left is some Submachine Gun Ammo. Avoid the broken railing for the moment and go through the only door into the Office.In here you can find a Typewriter and Item Box, as well as a Report: About G File. On the desk are some High-Powered Rounds for your, but it can’t use those rounds just yet.
Since you can’t exit through the Office, return to the previous room, and hop down from the broken railing into the passage below, that empties into a Lower Waterway.After getting your bearings, look along the left for a ledge to climb on that holds another Slot, as well as a Blue Herb. When the path diverges to a barred gate, look on the left for High-Grade Gunpowder, then continue on past where you found it and get out of the water, and head up the long stairs.You’ll find yourself below a Control Room, and there’s also a cable car here, which will be important later. Head up the ladder into the control room to find two on the right and a slumped zombie on the left sitting by some Flame Rounds on a chair in the corner. Note that due to the ladder outside, the can’t actually breach the door you came through - making it a good place to duck behind and snipe them from the doorway. After taking them out, look for a table with a Copy of Emails to Umbrella HQ File on a table near a dial-locked locker.Find a Way to Save Sherry After taking a look around, check behind the lockers to find a broken lift to jump into, sending you down to the Monitor Room. You’ll spot Sherry in the area below, and it sounds like she’s going to need help soon.Still, she looks like she’ll be fine if you don’t immediately rush off to save her - and that’s good because you have some puzzles to solve!
Start by grabbing the Sewers Map posted on the wall next to the window, and then look for Handgun Ammo on a table next to some yellow consoles. In the corner is a Typewriter and Item Box, so be sure to stock up on depleted ammo or health from your last fight.Next to the Item Box is a Sewers Company Pamphlet File, which should clue you into why the electronic plugs you’ve been finding are so odd. There’s also a TV and VCR next to it, but we have nothing to watch yet.Don’t worry about the door to the Treatment Room just yet, and instead head to the back of the Monitor Room to find a sealed door with electronic plugs in various panels. Look along the side for a table with a Unlocking the U-Area Door File. It mentions having to place all 6 chess-themed electronic plugs in a certain order in the 6 slots on the room to power the door.Many of the panels have their images ripped out, but you can find that the is already in the right spot, while the is on the other end of this wall but its panel image is gone. The Knight Plug’s panel is empty on the other wall, but the itself is in the next panel over. Read the board itself behind the file you found for another clue: “Pretty sure the rook and knight are on the same wall and the bishop and queen aren’t next to each other.
The queen and rook were opposite each other, too.”Find the King and Queen Plugs With the Pawn, Knight, and Bishop in your possession, you still have more to find - three more to be exact.Leaving Sherry behind, enter the door to the bottom of the Treatment Pool Room. Look for a lever to bring the walkway back down to your level, and cross to the other side. Take a left first to go alongside the cable car, where you’ll find a Red Herb at the top, and going further down you’ll find access to the cable car needs the wristband Ada has, but you can grab the next to the car. Look further down the stairs at the end for a Delivery Receipt File, which mentions a safe with its combination etched on the side.Return back to the walkway and look across to find a zombie slumped against the wall next to a Blue Herb and safe. This same safe has the chalk etchings on the right side: Left 2, Right 12, Left 8. Opening it will give you the Reinforced Frame for the, which allows you to swap out regular 9mm bullets for high powered rounds, making it a worthwhile weapon mod. However, since you have two pistols that take 9mm ammo, it’s best you carry just one at a time - and maybe save the and its high powered rounds for tough or bosses.
Note that the zombie will only be woken by bumping into him, but you can open the safe and carefully grab the herb without ever waking him.Head out through the door marked “Exit” and go down the stairs to the Garbage Collection Room, which connects to the Lower Waterway where you fought that monster. Two zombies will be staggering about with a third playing possum off on the left.
Take them out, and then grab the Green Herb on the right before jumping into the water and heading left to a dead end where you can find a Grenade on the side.Hit the lever to open the bars to the Lower Waterway, but first you should go check out the opposite path to go towards the Bottom Waterway. There’s a T-Bar Valve you can use your handle on to open the door here, and continue across the bridge. You’ll probably note the sewer path below is full of pulsating fleshy masses - not a good sign. On the other end of the bridge, look for the that will be very useful opening up more areas of the Sewers. Note: The upcoming section is both tough and full of necessary.Because of this, you’ll want to have ammo, and health, but also enough room for 6-7 item slots. Consider going back to the Monitor Room and dropping off excess health or sub-, and you can also drop the and off for this segment too.The path up the stairs leads to the Upper Waterway, but it’s T-Bar Slot has been broken. You’re going to have to test your resolve, and drop into the Bottom Waterway.
Up on the side, you’ll see a zombie slumped next to Green Herb, and as you grab it, a large parasite will burst from the zombie’s chest and slip into the water - looking just like the parasite that popped out of. There are even more chest-bursted corpses up on the left - climb up on the ledge and walk past them until you can drop into the fleshy nesting area beyond.As you might imagine, you’re going to have to face the G-Virus Adults mentioned in the Office room report, one of which is lying in the water close by, and it will swim away once. If you draw close, the G-Virus creature will emerge and grab you, opening a really ugly maggot-filled maw in an attempt to take a chomp out of you and can also poison you, so shove a Grenade or Flash Grenade in its mouth to stun it.As it flails around, quickly unload on the lighter colored shoulder opposite its weird head on the left side of its body (your right). Enough shots will expose the pulsating giant eye you should be familiar with by now. Big attacks like your Flame Rounds can deal massive damage, and allow you to focus on its eye with either bursts from the Submachine Gun or direct hits with the SLS Handgun’s high powered shots.At some points it may start ejecting smaller G-Virus Parasites into the water from its mouth - these ugly little things will start swimming at you quickly - so look for the ripples in the water and take a quick shot to get rid of them before they can poison you. If he starts swimming at you, prep a Grenade and get ready to shove it in its face when the monster emerges from the water to grab you again. If you are unable to block these attacks, you may finally start to experience poison damage - so have Blue Herbs ready to mix with green or red and keep yourself protected!Keep focusing on the eye whenever you get the chance, and eventually it will burst, causing the creature to die.
Unfortunately, this isn’t the last you’ll see of the monsters. As you slowly reach a junction up ahead, you can spot another monster with its eye covered patrolling around between three pathways. Keep your distance for the moment: You’ll want to go straight ahead, but you can also duck into the left path when he goes right or turns his back to you (walk, don’t run) and check along the left wall for some Submachine Gun Ammo.At this point you may want to either wait for him to look into the path on the right, or get it to lunge at you and duck past it and run past going up the straight path that hugs the right wall. Keep running, as another monster with an exposed eye will lurch out from a sewer pipe on the right wall, so dash left and quickly get back onto the platform and bust through the door - they won’t be following you.
In this next room, head up the stairs and be sure to look next to the table on the left to find a Mr. Raccoon Toy hiding here, before moving into the large Supplies Storage Room.Obtain the and Plugs There are two Electronic Plugs to obtain in this room - the and, but there’s also another important item to get while you’re here.
First, look along the right as you enter for a shelf of boxes to find a Red Herb stashed in an empty slot. Travel down the stairs, to see a sealed gate that needs the, and behind the stairs is another locked gate leading to a new weapon - the. Head right through the only open gate to find the, and take it while sealing the gate you came through.Head down under the main upper platform and you’ll find a Blue Herb (combine with the green or red herb if you end up needing more space)’, and also two more gates - one of which you can use the Queen Plug to unlock. Leave it in as you pass through the newly opened gate, and head up the stairs to see a zombie fall from the railing to the ground below.Don’t worry about him just yet as he’ll just crawl around for a bit before getting up, and enter the room at the top to find the King Plug. Grab it and seal the door behind you, then hop off into the room below, at which point you may want to silence the crawling zombie rather than let him get up and bite you. Keep the Queen Plug in place for the moment and find the gate to the left of the stairs that you can use the King Plug on to acquire the.This awesome weapon is very unique - you can charge it up to send volts of electricity surging through your target and cook them for as long as you focus on the target.
It can pack an extreme punch when fully charged - but will also break the wires - which count towards its extremely limited ammo. Look around for a locked door you can unlock from this side leading back to the beginning. You still need to leave this room with both plugs in your possession, so it's time for a bit of puzzle work:Return to the King Plug and grab it, and then grab the Queen Plug too, and return to the first gate where you first got the Queen Plug, and put it back in, giving you access to the first stairway. Look past the stairway for a sealed gate and put the King Plug in it, letting you loop back around to claim the Queen Plug once more.Return the way you came, and be sure to grab the King Plug as you leave the last gate, which will net you both plugs and a way out of the Supplies Storage Room.Return to the Monitor Room Now that you have a Spark Shot, it’s time to get some revenge on the G Virus Adult Monsters in the Bottom Waterway. One should still likely be near the pipe where it plopped out when you first came this way - so before it tries to submerge, aim your weapon and shoot at its eye, and keep holding down the aim button as the meter starts filling. When it reaches maximum charge, an electrical explosion will rip through the stunned monster - and should kill it in a single blow when the eye is already exposed.As you reach the junction, keep to the left side this time to find a ledge to climb - but another G Virus Monster may appear out of the muck to stop you. If it’s in your way, blast it with a grenade launcher round, or run past it if you can.
Climb up on the ledge and run until you drop back down into the sewage, but one more Monster will rear up from the waters, and may try and swim into you to grab you. If you have a grenade, you can use this opportunity to dash past it, otherwise you may want to climb up the ledge where it can’t grab you and either cook the beast or send a flame round into its face, then jump back in when it dies or dives down to sprint past and back to the ladder. Once you’re up the ladder, you won’t have to worry about those guys coming after you.Be careful as you head back up the steps toward the Lower Waterway - if you didn’t kill the one zombie playing possum on the ground earlier, he’ll now be standing just around the corner from the doorway and ready to grab you, so be prepared to send a shotgun blast to his face.Return to the Monitor Room, and deposit the two plugs. Now be sure to grab the T-Bar Handle and Sewers Key from your Item Box, and keep the Spark Shot handy before heading back to the Lower Waterway.Get the Use the lever to lift the bars back to the main waterway, and make for the Worker’s Lift.
Unfortunately another G-Virus Adult will slip out of a nearby pipe as you approach, so be sure to either light them up with a Flame Round or try another Spark Shot, and finish it off with Submachine Gun shots to the eye if it doesn’t go down.Use the T-Bar Handle to open the door to the Worker’s Lift, and inside you’ll find some High-Powered Rounds next to a lift going up to the Workroom on the upper floor. Inside is a zombie playing possum on the ground. On the right side you can find Handgun Ammo, while the middle table holds a Roll Film: Hiding Place, and on the far left is another - and you can grab all three without disturbing the zombie if you are careful - but since he’ll wake up the moment you unlock the far door, you may want to kill him now anyway. You might also be confused as to why you’re still finding film this far down in the sewers - more on that soon.Unlocking the door, you’ll find yourself in the room above the Upper Waterway, and there are two zombies milling about, another will fall from some pipes, and a fourth is on the other end of a nearby bridge.
There are also two locked doors here - both needing the Sewers Key. Carefully dispatch the zombies standing coming towards you, or lure them all into a group to explode with a Grenade or Acid Round Near the slumped zombie is an electrical box with an item inside, a, and taking it will raise the back platform. Leave it for the moment, as you have some exploring to do first.Be sure to check the locked door to the Water Injection Chamber at the other end of the platform that rises once the plug is taken out. Unlock it with your Sewers Key, and check inside the Water Injection Chamber to find both Large Gunpowder and High-Grade Gunpowder. Down the ramp you can find a on a barrel by the waters that slope back down to the Lower Waterway.Return to the hall and go past the other locked door to find stairs leading down. Down on the stairways you’ll find three dead men in heavy combat gear, and one of them holds a U.S.S. Digital Video Cassette with the title “Operation NESTWRECKER”.
Past that is a path to the Upper Waterways - which is guarded by a lone G-Virus Adult. You don’t necessarily need to go down this path, as it only offers a shortcut back down to the Bottom Waterways by using the T-Bar Handle - but you can also find High-Powered Rounds at the top branching path where the bars are, and some Handgun Ammo by taking a left before the end down to a dead end.Detour - Return to the Police Station Now return to the Rook Plug and take it, and then use the Sewers Key one last time to unlock the Workers’ Break Room. Inside here you’ll find Handgun Ammo in a locker and Gunpowder on the table, but there’s more to this room than meets the eye.
For one, there’s a Jazz Festival Flyer File on the table with three circled letters: SZF, which sounds like a combination.Also, the back of the room features a taped up large cabinet behind a wall, but there’s marks along the wall behind it, and broken wall tiles along the floor. Get alongside the cabinet and push it aside to reveal a hidden elevator.Taking the elevator up, you’ll find yourself back in the Underground Facility - more specifically, on the other side of the locked door at the bottom of the long stairwell you took when you first explored the secret passage under the Goddess Statue. Grab the High-Powered Rounds on a bucket before going through the door. Ignore the locked S.T.A.R.S. Cabinet and go back up the ladder to the Secret Room, and you’ll find that your T-Bar Handle can re-open the path to the Police Station!Why come back to the Police Station?
Because we have film to develop, of course! Remember the Licker patrolling the hall to the Dark Room - if you didn’t kill it, you can take the Library route to the stairwell which should avoid him entirely. Thankfully, due to certain events in the basement, Mr.
X will no longer be prowling the premises.Inside the Dark Room, develop the Film Roll: Hiding Places to reveal the Hiding Places Photo File. It features two desks that apparently have secrets.
They can be tough to distinguish given the amount of desks in this Police Station - but there are two big clues: One photo shows a flag in the background, while the bottom has a microphone stand in the back.The top photo is a tough one - but there is one isolated desk in an office with a flag - the S.T.A.R.S. Take the path through the Library to get to the office, and inspect the solitary office desk to find a Wooden Box, which you can inspect to find a High Capacity Mag for the MQ 11 Submachine Gun.There’s also something else that’s easily missed tucked in the back of the drawer - look again to find another Roll Film: Rising Rookie hidden at the back of the drawer.
You can develop this back at the Dark Room to get the Rising Rookie Photo File, a cute picture of Rebecca Chambers from the first Resident Evil game.As for the other hiding place, the microphone stand could only be in one place: the Press Room in the East Hall on the first floor. Depending on how thorough you were with cleaning up zombies, you may find a few in the hall, and there’s also a new zombie banging on a barricaded door in the corner, but he’s unlikely to notice you if you are slow and quiet. Check on the left side of the room for a desk to unlock, and you’ll find a rare Needles Cartridge for the Spark Shot.Return to the Monitor Room As you go to leave the Police Station again, you may remember that locked cabinet at the bottom of the Underground Facility stairwell. We do happen to have one related Key Item, the USB Dongle. Grab it from your Item Box as you head back through the Secret Room, and go to the cabinet. It won’t take the dongle, but there is more than one way to view this item.
Examine it and slide the dongle back into place on the back to form the, which is a perfect fit for the cabinet. Unlocking it will reveal the Suppressor for the Submachine Gun, which will vastly improve its kickback allowing you to fire a more concentrated spread.Take the path back to the Lower Waterway and get in the water going north this time - no monsters to worry about over here. Head up the stairs to the Control Room, and use the circled letters from the Jazz Flyer you found to unlock the dial safe: ' SZF', and you’ll find High-Powered Rounds inside.Finally, jump down from the Control Room into the Monitor Room and make sure you have all six plugs in your possession - get ready to solve that puzzle!If the Rook and Queen plugs are opposite each other, then they have to both be in the middle, and since and we know where the Knight and Pawn plugs go, you can place the Rook plug next to the Knight plug, with the Queen plug on the other side. That means the Bishop plug, which can’t be next to the Queen, has to be placed next to the Rook plug instead by the door. This just leaves the King plug to go in the last remaining open slot next to the Queen plug.