hide results

    Claire 2nd Scenario Gatling Gun Guide by Mcondella

    Version: 1.10 | Updated: 07/02/06 | Printable Version | Search Guide | Bookmark Guide

    Subject: Resident Evil 2
    Claire B 2nd Scenario/Gatling Gun Guide
    Played on: PS 
    Format: NTSC~U/C
    Version: 1.00
    Author: MCondella 
    Donations [Paypal]: Runbarefoot1(at)verizon(dot)net 
    Email: ThePeoplesDrummer(at)Verizon(dot)net
    Copyright 2006 Michael Condella
    System loading. 
    Please wait...
    |001: Table of Contents  |                                    
    001: Table of Contents
    002: Version History
    003: Introduction
    004: Controls 
    005: Basic Terminology 
    006: Status Menu
    007: Walkthrough
    Claire Redfield |
    (To automatically be directed to the desired section, press
    and hold ctrl+F and enter the corresponding code.)
    City Area.......................................(Wa00A)
    Police Department...............................(Wa00B)
    Sewage Disposal.................................(Wa00C)
    Vacant Factory..................................(Wa00D)
    Umbrella Laboratory.............................(Wa00E)
    008: Final Words
    009: FAQ Overview
    010: Disclaimer
    |002: Version History  |                                     
    Version 1.10, July 3, 2006:
    It has come to my attention that while writing this guide
    the first time through I was suffering from some kind of 
    meth high and placed commas EVERYWHERE....like, this, and, 
    didn't, know, why, it, was, done,! It has been fixed.
    I'm no comma master...we all have tendencies ;)
    I apoligize to all my patrons who had to navigate 
    through that to get to game content. -Michael
    Version 1.00, April 10th, 2006:
    Welcome to the first installment of Resident Evil 2/ClaireB 
    2nd Scenario Gatling Gun/A Ranking Guide! I will 
    periodically monitor and revise this guide for various
    defects in grammar and removal of mistakes - even updates on
    knowledge. Good luck with obtaining an A ranking and being
    rewarded with the infamous Gatling Gun - one of the premier
    weapons in the 'Special Weapons' subtopic.
    |003: Introduction  |
    The only reason I conduct speed runs in general are for the 
    rewards. There are a handful of people who conduct speed 
    runs just to have an impressive clock time and the
    subsequent bragging rights to little Mary. I HATE that and 
    all of its manifestations. Why? Because it's pointless, 
    obsessive, and most notably, there's always a desire to get 
    a faster time!
    In this guide you WILL conduct a speed run. However, It 
    won't be the fastest guide in the world. For such pursuits
    you will just have to look elsewhere on the net. My primal 
    desire with this work is creating a guide in which you will 
    obtain the 'Gatling Gun' no matter what; the important 
    thing! Yeah, you heard me right: Gatling Gun! This is your 
    most notable award for clearing Claire B 2nd Scenario with 
    an A or B ranking and in a certain amount of time. You'll 
    also be rewarded with the 'Sub-Machine Gun'. When compared 
    to the 'Gatling Gun' you'll realize that the 'Gatling Gun' 
    is the optimal weapon.
    Aside from conducting a speed run there are other 
    parameters you need to remain congruent to. They're as
    1. Saves - You are not allowed to save.
    2. First Aid Sprays - You are not allowed to use any First
    Aid Sprays. You MAY carry a First Aid Spray, the game only
    registers that you've used one when you attempt to heal 
    yourself. Due to the information I have just given you 
    obviously carrying a First Aid Spray is a bit silly!
    The only recovery items you are allowed to use are herbs, 
    i.e. the green, blue, and red plants that are EVERYWHERE! 
    To some, it may seem drastic that you cannot use FAS but 
    as your skill level increases, and you subsequently receive 
    less damage from enemies, brand new, constant themes may 
    - "There are too many herbs in the game"
    - "By the time I was done with the final boss my inventory 
    box had a whole collection of herbs that I didn't use. The 
    valuable time spent hunting for herbs could have been
    applied more accordingly on completing the game A LOT 
    3. Special Weapons - You are not allowed to use any Special
    Weapons, e.g. Rocket Launcher, Sub-Machine Gun.
    4. Completed Game Time - Completed Game Time must be less 
    than 2:30:00.
    5. You need to play on the 'Normal' difficulty setting.
    6. To further assist you in completing the game faster,
    when you enter a specific door and you know what area will
    load next, hold the running buttons before hand to get a
    head start. This may seem minor, but you'll be surprised the 
    amount of difference it makes.
    7. Try reading through this FAQ a handful of times to get 
    accustomed to it. Attempting a speed run and squinting at 
    your computer monitor for help is not wise.
    |004: Controls    |                     
    The game offers 3 different control types:
    1. type A
    2. type B
    3. type C
    In this guide I used control type A (which, to my knowledge
    is the default control setting) I recommend using type A
    as well mainly because control type A will be the only
    type outlined in this guide. You may use
    another type at your own discretion.
    D-pad (directional pad)                                  
    Up        Move player forward
    Left      Turn player left                                    
    Right     Turn player right
    Down      Move player backward
    L1        NO USE
    L2        NO USE
    L3        NO USE
    R1        Aim
    Triangle  Cancel
    Square    Run
    Circle    Status
    X         Ok/Attack
    Select    Options
    Start     Pause
    |005: Basic terminology   |
    Drop:                 Shooting a creature to the ground (not
    necessarily killing it) for free movement. This saves time &
    more importantly ammo.
    FAS:                  First Aid spray.  
    Ninja Zombie:         A zombie with unusually high sp.
    (speed points)   
    Sleeper:              A fully conscious zombie that lies on 
    the ground.
    Strafe:               To grind against a wall in order to
    evade an enemy.
    Mash:                 Repeatedly press the specified button.
    Evade:                To escape from the enemy.
    Cut scene:            Movie Sequences.
    |006: Status menu    |
    Fine: You're perfect. You are able to move with MAX sp.
    Caution (yellow): Your physically hurt. Speed is slightly 
    reduced. Can be cured with a single green herb.
    Caution (orange): Not a feasible condition. You can die from 
    a single critical attack. Never under any circumstances 
    challenge creatures that posses an array of critical hits 
    like this. (not sure if speed differs from caution yellow 
    send me an email) 
    Danger: You limp like a gypsy. Completely unhealthy. 
    Destined to die. Heal immediately. Never remain in this 
    Recap: My recommendation is to actually remain in the Fine 
    condition at all times. Some beliefs speculate going on 
    the caution yellow condition is okay (you can) but the 
    fine condition provides MAX sp, and clarity of mind, the 
    key to mastering the clock, and the subsequent rewards.
    System loading. 
    Please wait...
                       |007: Walkthrough  |
    City Area   Wa00A
    Strafe the southern line of cars to evade zombie 1.
    Then quickly strafe the opposite line of cars to 
    evade zombie 2 & 3. In the new map proceed south, 
    strafing the wall all the way down to the room and 
    get the Cabin Key. Backtrack, but this time there 
    should be a gap between the two previous zombies, run 
    right through it and use the Cabin Key.
    Police Department   Wa00B
    Pickup the bullets from the desk and exit. When outside 
    evade the two zombies present easily. When you turn the
    corner strafe the left side wall and then turn to your
    right evading the girl zombie. On the helipad press START
    to skip the <cut scene>.
    Pickup the Green Herb inside the Raven Corridor, unlocking 
    the blue door. Collect ALL the herbs in this area. Pickup 
    some bullets from the corpse and the Valve Handle from the
    shelf. Return to the Helipad, stand in front of the water
    pressure valve, combine ALL the herbs in your inventory, and
    finally use the Valve Handle. Pickup the Acid Rounds from 
    the helicopter cockpit and exit from whence you came. Press
    START to skip the <cut scene>.
    Run right into Tyrant-103 taking damage. Move past him and 
    into the further door in this area. Continue to the
    end of this area to hear a woman, "yarrrrh," and into the
    door we go. Pickup the Blue Card Key from the left. When the 
    licker comes crashing down evade him by moving backwards.
    If done right the licker will enter it's long range attack
    phase and in the meantime you can easily run around it.
    In the save room pickup the ammo from the bench.
    Deposit: Knife, Mixed Herb, Valve Handle, Acid Rounds.
    In the Main Hall past the emergency ladder, drop all the
    zombies prohibiting your access to the Unicorn Medal. Once
    you have it descend the emergency ladder. Pickup the
    Grenade Launcher off the desk and use the Blue Card on the
    computer. Next, use the Unicorn Medal on the fountain and 
    pickup the Spade Key. Enter the door to the left, evade 
    zombie 1, allow the screen to change so you can view BOTH
    zombie 2 and zombie 3 and try to waste them both with a
    grenade round, (two birds with one stone, as they say).
    In the next area use the Spade Key and push the staircase
    to the north and pickup the lighter. Pickup the Green Herb
    outside and continue on. Enter the double doors as two
    cop zombies come crashing in. Light the fireplace and pickup
    the Red Jewel, when you get outside use a grenade round on
    the zombie blocking the unexplored path.
    Proceed up the stairs and into the puzzle area...
                    |       - - - - - - - -      Exit     
                    |      |               |     |
                    |     __   ___   __    |     |
                    |    | B| | A | | C|   |     |
                    |    |__| |___| |__|   ----> |
    ----------------| <-|              |         |
    Entrance            - - - - - - - -          |
    When you pickup the Red Jewel your inventory should be full.
    Enter the STARS Office and rendevous with Leon. Afterwards,
    use the single Green Herb to free up an inventory space and
    pickup the Diamond Key, ignoring the fax on the way out.
    Enter the save room below the puzzle area.
    Deposit: Mixed Herb, Lighter, Red Jewel x2.
    Pickup the two Green Herbs in the hall and enter the silver
    door. From here it's a linear path. Use the lockpick and
    pickup the Plastic Bomb. In the next area immediately run
    past zombies 1 & 2, wasting zombie 3 at the end with a g.
    round. Enter the office and pickup the Detonator from the
    desk in a timely manner, turn around and waste anybody
    blocking your escape. When a path is cleared combine your
    two herbs as well as your bomb stuff....don't forget to 
    pickup the Green Herb in this area. Unlock the door.
    Back in the main hall...ascend the emergency ladder. Return 
    to the save room.
    Deposit: Mixed Herb, Diamond Key.
    Take: Red Jewels x2.
    Place the Detonator near the destroyed door. Once inside 
    examine the dead body. After the event enter the other
    door in this area. When you rendevous with Sherry pickup
    the Ammo inside the chest. Pickup the Heart Key from the
    chief's desk. Now, head back to where you got the Blue Card 
    Key and ignore the Licker. Spend two grenade rounds to 
    neutralize it. Place the two jewels inside the maidens and 
    pickup the blue stone.
    Return to the place where you got the Valve Handle and 
    immediately enter the small office ASAP. You don't need
    to stand in front of the safe you can access it by its side.
    Input '2236', pickup the Acid Rounds, and use the Heart Key
    on the nearby door.
    Inside pickup the two Green Herbs, evading the dog, and 
    descend into the dungeon of lies. When you come to the fork
    take a left, pickup the Red Herb, and enter the manhole.
    Enter the save room.
    Deposit: Blue Stone, Red Herb.
    Take: All available Acid Rounds.
    Over to Sherry...Ride the elevator to the top and enter the
    closest building. Inside you are presented with another
    easy puzzle:
                 |    #####      |
                 | -> # B #   ^  |
                 |    #####   |  |    ________________________
                 |#####     #####|    |  SOLUTION:            |
                 |# A #     # C #|    |Climb A                |
                 |#####     #####|    |Push B ->              |
    -------------|               |    |Climb out              |
    Entrance                     |    |Push A, B, C in place  |
    -----------------------------|    |_______________________|
    Move the lever and pickup the Club Key from the other side.
    Outside, enter the 2nd building and pickup Grenades for 
    Claire. Exit from whence you came...Pickup your new items,
    make sure you bring a healing item with you, and make sure
    to load the all your Acid Rounds into the Launcher!
    Once your out of the manhole again evading the first dog is
    a synch. For the second dog, strafe the left side wall and
    into the door. Enter the 'Autopsy Room' using one Acid 
    Round per Licker. Pickup the Red Card Key from the cabinet.
    Enter the Power room and pickup the Green Herb. Examine the
    control panel and input the following sequence: Up, Up, 
    Down, Up, Down. Use the Red Card Key on the card reader.
    Inside there are (2) packs of Handgun Ammo, Acid Rounds,
    Enter the parking garage and easily run past the doggies.
    In the next area run past the dog feasting on the corps,
    and duck into the silver door. You have to pickup the Crank
    adjacent to the manhole while 3 dogs advance at you. 
    Personally, I NEVER shoot at them, act at your own 
    discretion.  Back in the parking lot there is a lonely Green
    Herb to the north where you haven't explored yet.
    Ascend the stairs to the Police Department and use the Club
    Key on the door to the north. Pickup the Acid Rounds inside.
    Feel free to blast the doggie with a Grenade Launcher if
    need be. When you get back to the area with the safe (2236),
    easier with only one minimal sleeper!
    In the Corridor blast away with Grenade Rounds. A general 
    rule of thumb is to aim up and blast. When all the foes have 
    been neutralized enter the main hall and into the area 
    with the inventory box.
    Deposit: All healing items.
    Take: Blue Stone, Lighter, Diamond Key, Single Green Herb.
    Return to the corridor you just visited, the one with all
    the zombies. There's a green herb by the vending machines.
    Use the Diamond Key on the first silver door and pickup
    the Eagle Stone. Outside, pickup the Red Herb and use the
    Club Key on the green door. Light the burner and turn the
    faucet's in this order:
    *Middle #12
    *Right #13
    *Left #11
    Pickup the Gear Cogwheel as Tyrant-103 comes beasting in.
    In the corridor nearest to the door leading out, Tyrant-103 
    will counter you once again, take a hit and move on with 
    your life. Back in the Main Hall climb the emergency 
    ladder. The licker here is inactive and shouldn't be a 
    problem. Head into the Library. Climb the stairs and enter 
    the door.
    In the Clock Tower use the crank on the square hole. Then, 
    climb up the stairs and use the Gear Cogwheel. Pickup the 
    other half of the Blue Stone turning around and exiting.
    Make sure your Acid Rounds are armed and ready and attempt 
    to enter the Library once again. IMMEDIATELY turn around 
    and run to the BACK of the area and pump about 4 rounds 
    into him. (he will wiggle and the music will stop) Then 
    pickup the Grenade Rounds from him.
    Explore the upper regions of the Library where you will 
    eventually come crashing down. The solution to the puzzle 
    graphically would be:
      ___       ___       ___      ___
     |---|     |---|     |---|    |---|
     |---|     |---|     |---|    |---|
     |---| --> |---| --> |---|    |---|
     |---|     |---|     |---|    |---|
     |_O_|     |_O_|     |_O_|    |_O_|
    Afterwards, there is a Red Herb on a desk in the Library
    and now with all the stones in your possession your 
    pilgrimage to the chiefs office can begin. In the save room 
    near the chiefs office...
    Deposit: Lighter.
    Take: 1 Mixed herb.
    Meet up with Sherry and place all the stones inside of the 
    illustration. Ignore the file and examine the elevator 
    twice. After all the events, pickup the Acid Rounds in this 
    area (have them armed and ready) and proceed down the 
    Sewage Disposal   (Wa00C)
    William Burkin
    This is a small encounter but if he does manage to get a 
    hit on you, he usually performs good damage. At the 
    beginning of the fight your automatically lined up with him, 
    never explore the environment, just pump Acid Rounds into 
    him until he retreats.
    Meet up with Sherry and venture into the Sewage Disposal a 
    little deeper. (During the cut scene with Tyrant-103 
    wouldn't you think he would hear Sherry emit, "Claire!?" and 
    look down...? Eh.) After Sherry is sucked down a hole 
    collect the blue herbs and enter the save room.
    Deposit: Blue Herb x 2, any and all herbs.
    Take: Valve Handle.
    Pickup the H. Gun Bullets from the buffel bag and close by, 
    use your Lockpick to a enter a small warehouse. There is 
    Grenade Rounds in the southern most area amongst a shelf 
    and a single inactive zombie. After the treasure is 
    collected return to the save room and ride the lift down.
    It's your old pal Leon. Luckily he left 3 Green Herbs for 
    you in his scenario save room, (ride his lift opposite to 
    yours) and collect em'. After putting the 3 herbs into 
    Leon's inventory box, return to Leon and enter the other 
    corridor door. Head north and collect the Wolf Medal and 
    Grenade Rounds from the fallen comrades. Simply run by the 
    spiders and into the next area.
    Enter the double doors where there is a <cut scene> with 
    Annette Burkin. Use the Valve Handle on the transmitter and 
    access the other side. Pickup the two Green herbs and some 
    Flame Rounds; use the Valve Handle on this side's 
    transmitter before leaving.
    Eventually you'll come to the bridge you have risen. Take a 
    left and pickup the Eagle Medal from the maintenance worker. 
    Finally, use the Valve Handle to stop the rotation of 
    the fan. Inside the fan it's a linear trip to the other 
    side (evade the bugs as well as you can). Ignore the zombies 
    and spiders and put the medals inside the device.
    Eventually you'll come to a tram station. Use the control 
    panel and summon the tram. Greet Sherry as well will ya'?
    Vacant Factory  (Wa00D)
    On the other side of the station examine the ground near 
    the flare to acquire W. Box Key. (If you ignite the flare 
    it will lower your rank, you don't have your lighter 
    anyways). Enter the door to the north and inside choose 
    the right path. When you come to the fork grenade the foe 
    and enter the door. In the other area there are a total of 
    4 zombies. Blast them all and head into the save room. 
    Deposit: Valve Handle, W. Box Key.
    Take: Make sure you at least have one healing item.
    Pickup the Acid & Flame Rounds and head outside. Enter the 
    security room and pickup the C. Panel Key. Afterwards, 
    examine the monitor. Remain congruent to my future 
    teachings, i.e. have the Acid Rounds armed and ready. Stand 
    at a good vantage point and waste him. When he falls collect 
    6 more Acid Rounds. 
    Meet back up with Sherry and use the C. Panel key on the 
    monitor. NOW, make sure you stock your ENTIRE inventory with 
    recovery items (if something should go wrong). Push the 
    button and enter the car. Inside, pickup the Flame Rounds 
    (near the toilet) load them into the launcher, take a deep 
    breath, and exit.
    Boss Data:
    William Burkin
    DO NOT let this version of Billy get close to you. If he 
    does, he will execute a 4-hit combo. It's a little 
    over rated; it doesn't do THAT much damage but watch out. 
    In order to evade this maneuver navigate the environment 
    to the fullest. When you are at a GREAT distance from 
    William Burkin shoot him as many times (with flame rounds)
    until he closes in. Then SCRAM! Repeat process.
    Umbrella Laboratory   Wa00E
    Exit the car and slide down the ventilation shaft. Enter the 
    double doors and pickup the Green Herb near the inventory 
    Deposit: Nothing.
    Take: Mixed Herb, W. Box Key.
    Push the box onto the lift and ride it down. From here push 
    the box down near the crates that are stacked up. Here ya' 
                                    #   #
               ____________     |   #   #
              |------------|    | ^ #####
              |       LIFT |      |
              |            |      |
              |  #####     |      |
              |--#   #-----|  - - |
                 #####        |   
                   |          |
    Before leaving there is some flame rounds near the 
    typewriter. When done switch to Acid Rounds and ride 
    the lift down. Neutralize the Super Lickers with an Acid 
    Bath and push the switch to turn on the elevator.
    Backtrack to the place where you entered from the 
    ventilation shaft. Ride the elevator down, switch to Grenade 
    Rounds, blast all the naked zombies until they're STONE 
    dead,(they inflict a lot of damage), and into the save room. 
    Pickup the Green Herb & Flame Rounds and head into the 
    central area.
    Head down the blue path; what you previously did in Leon's A 
    Scenario will prove likewise here. Power up the central area 
    and open the shutter at the end of the red path. Exit from 
    whence you came and re-enter to evade the plants more 
    easily and more importantly, save flame ammo!
    Descend the ladder switch to Acid Rounds and kill the 3 
    Super Lickers. Collect some herbs and enter the northern 
    door. Head through the Surveillance room and into Burkins 
    Laboratory. Use the W. Box Key on the lit up locker and 
    collect the Grenade Rounds. Switch to Grenade Round, and 
    blast ALL the naked zombies and pickup the Power Key off 
    the central desk.
    You have to backtrack to the area you moved the box in the 
    illustration. The <cut scene> in the computer room with 
    Annette will further assist you in believing me. On the way 
    there don't mind the Super Licker that enters from the 
    ceiling you'll never come back here.
    When you enter the power room watch all the events. 
    Afterwards, head into the central area where you put the 
    Main Fuse. There is a <cut scene> where Annette has a 
    stroke. Pickup the Master Key from her grasp and use it on 
    the back terminal of the elevator.
    Enter the train and proceed to the back where you have 
    access to an inventory box; pickup the Platform Key as well.
    Deposit: Handgun, Handgun Ammo.
    Inventory: Grenade Launcher, Rounds, Rounds, Platform Key, 
    1 free inventory slot, the other 5 slots you should devote 
    to Mixed herbs.
    Use the Platform Key on the gate, run across the bridge, 
    grab the plug, and head into the door.
    Boss Data:
    G-VIRUS induced Tyrant-103
    You gotta' love that glorious music! As soon as you regain 
    control of Claire, pump Acid Rounds, receive damage, pump 
    Acid Round(s), <cut scene>. Make sure your initial rocket 
    hits this boss, as you should save the other rocket for the 
    final boss!
    Head back to the train but take the alternative path, 
    slaying the zombies and activate the panel. Enter the train.
    Boss Data:
    William Burkin (final form)
    You shouldn't even get hit from this boss. Spend the 
    available Rocket and finish him off with Flame Rounds.
    ***THE END***
    008: Final Words  |
    As last. I hope this will be your primal source for future
    Gatling Gun inquirys. Sure, the Gatling Gun is mentioned 
    elsewhere on the internet, even on GameFaqs, but I formatted
    this guide so that it should be the ONLY one accentuating 
    the Gatling Gun.
    I was really pleased with the amount of content that Capcom
    was able to generate with this game - it's like Resident 
    Evil 1 to the power of...? I dunno', this game is unflagging 
    to me!
    My email is Thepeoplesdrummer(at)verizon(dot)net. For anyone
    who would like to leave me feedback, because it is always
    appreciated in ANY form. It would be nice to know that I 
    have helped someone.
    Donations [Paypal]: Runbarefoot1@verizon.net
    Thanks to James Boland and Constantine Alexandrou, for our
    in-depth video game conversations. Good luck on any future
    gaming endeavors kids.
    Thanks to anyone reading this FAQ.
    See ya' round',
    009: FAQ Overview  |
    Here is a list of all the FAQ's I've written:
    1. Resident Evil CODE: Veronica X  
       Infinite Launcher/A ranking guide
    2. Metal Gear Solid 3 SNAKE EATER
       Stealth Camo/IFP FAQ
    3. Star Ocean THE SECOND STORY
    4. Resident Evil 2
       Claire B 2nd Scenario/Gatling gun guide
    010: Disclaimer  |
    This text is (c) 2006 by Michael Condella (MCondella)
    All rights reserved. Game concept and characters (c) Capcom
    I published this guide for the intent for it to be viewed on 
    www.gamefaqs.com & www.gamefaqs.com ONLY! This may not be 
    reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or 
    otherwise distributed publicly without advance written 
    permission. Use of this guide on any other web site or as a 
    part of any public display is strictly prohibited, and a 
    violation of copyright. 
    If you would like to use this guide publically or broadcast 
    it on the internet you may ask me, I will gladly approve of 
    the matter if, and only if, it is deemed evident that it is 
    my walkthrough without no other person(s) taking credit for 
    MY walkthrough!
    I'm sorry but LOTS of personal hard work, careful 
    considerations, and strategic game play went into this 
    guide. To protect my work, if anyone should disobey the 
    above terms they will be reprimanded with a copyright