Claire Scenario 2 Speed Guide by JIrwin

Updated: 01/30/98 | Printable Version

Subject: RE2 - Claire scenario 2 speed guide here! (LONG)
From: irwin.51@postbox.acs.ohio-state.edu (Jim Irwin)
Date: Fri, 30 Jan 1998 08:17:21 GMT
Newsgroups: rec.games.video.sony

Resident Evil 2 - Claire scenario 2 Rank A/speed guide

This guide is intended for people who have played Claire's second scenario
and have a general idea of where everything is but can't finish it fast
enough to earn an A Ranking.  It is NOT intended as a walkthrough; attempts
to use it as such will probably result in confusion and/or frustration :)
I'll try to be as brief as possible, listing only the items you must have
in your inventory and where to go.

General rules:

1.	Don't pick up First Aid Sprays.  You shouldn't use them, so picking them
	up is a waste of an inventory slot.

2.	You have a 6 saves to use, which is a lot.  Plan before starting where
	you're going to save.  I'll include my recommendations in the guide.
	IF YOU WANT THE INFINITE GATLING GUN, you have to beat this scenario
	without saving at all.

3.	Ink ribbons can be found at every typewriter, so never pick them up
	or carry them around until you're going to use them (and then promptly
	stick the extra one in a magic box).

4.	You'll notice I don't mention picking up many herbs.  This is because
	I have no idea what else you'll have in your inventory and thus how much
	room you have left.  Pick up herbs at your own discretion, just make
	sure you read from magic box to magic box to figure out how much space
	you're going to need for essential items.

5.	To skip CGI animations (except the end) press start once it's started;
	you can also skip the announcer at the beginning.

6.	Kill Lickers and Tyrant-103 with Acid rounds.  Kill plants with Flame
	Rounds.  Kill zombies with Grenade rounds.  Also, in case you didn't know
	the Grenade Launcher can hold unlimited ammo of the same type...so you
	should never have more than 2 types of grenade rounds in your inventory.

START

Dodge the zombies, move to the next screen and grab the Cabin key from the shed,
then open the cabin door.  Inside grab some gun ammo and head around the
next screen up to the police station roof.  Skip the CGI and head down
the crow hallway, grabbing the ammo from the dead guy, then out the grey door
and down the stairs to the first floor.

Grab the bullets off the dead guy next to you, then into the larger room and
grab the Valve handle.  Kill whatever zombies you need and stop by the
safe (2236) to get acid rounds.  Grab the bullets on the desk behind you
and head back up the way you came.  Up the stairs, douse the heli and grab
the acid rounds from the cockpit, then skip the Tyrant-103 CGI and head
back into the 2nd floor.

Run past tall, dark and gruesome (you'll have to take a hit) and head to the
door at the end of the hall.  Wind around to the crashed heli, go in the room
and grab the Blue Card Key.  The Lickers who would be in the hallway here
disappear for some odd reason after you put out the flames *ponder*  On the
way out run past the Licker that drops (unless you WANT to kill him with
the handgun) and head to the balcony.  On the way out, stop at the magic
box and dump the Valve handle and Knife.
Inventory:Handgun, Bullets, Blue Card Key, Acid Rounds

Kill all the zombies on the balcony, grab the Unicorn Medal all the way around
and then head back and go down the ladder.  Unlock the doors with the keycard
and put the Unicorn medal into place to get the Spade key.

SAVE #1 - If you feel like it, and are not going for the Gatling gun

Don't forget to grab the Grenade Launcher on your way out the west door.
Kill whatever zombies you need in the not-so-safe room and drop all your
herbs in the magic box so that you have 3 free inventory slots.
Inventory:Handgun, Bullets, Grenade Launcher, Acid or Grenade Rounds, Spade
Key, 3 free inventory slots

Out the back door and down the hall, grab the bullets from the dead guy
and get the Lighter from the file room (discard Spade Key).  Back out and
continute to the next hall where 2 zombies break through the boards.  Run
past them to the briefing room to get the red jewel from the back along with
some bullets.  On the way out of the briefing room you'll have to knock
the zombie on your right down to continue to the next hallway.

Up the stairs, solve the statue puzzle and get the 2nd red jewel, then to
the STARS office to meet Leon.  After his speech get the Diamond Key
from Chris's desk and leave the Bowgun.  I hate the Bowgun, at least in
the 2nd scenario.  It sucks.  Head out and back down the stairs, ignoring
the zombie chasing Sherry and the FAX machine.  Stop by the darkroom magic
box to drop off the Lighter and red jewels, grab the bullets from the locker,
and head to the weapons room through the diamond key door.
Inventory:Handgun, Bullets, Grenade Launcher, Acid or Grenade rounds, Diamond
Key, 2 free inventory slots

In the weapons room grab the C-4 explosive and head through to the west office.
Kill what zombies you must to grab the detonator before combining the detonator
and explosive grabbing the bullest from the locker, and heading out to the
main entrance hall.  Head up the ladder to the 2nd floor east door, and
trade the Diamond Key for the 2 red jewels at the magic box.
Inventory:Handgun, Bullets, Grenade Launcher, Acid or Grenade Rounds, Red
Jewel, Red Jewel, Explosive/detonator

Out the back door, and around to the heli, arm the Grenade Launcher with Acid
rounds if you haven't yet, and kill the Licker in the storage room.  Plop
in the 2 red jewels to get the 1st part of the Jaguar stone, and head back out
to set the explosive.  Boom!  Head down the newly opened hallway to meet
the seriously deranged Police Chief, and eventually Sherry as well.

Grab the bullets from the room you meet Sherry in, then the Heart Key from
the Chief's desk.  Then all the way back out past the heli to the ex-crow
hallway and down the stairs to the first floor.  Use and discard the Heart
Key, kill the dog in the next room and grab the Acid Rounds before you head
down to the basement.

Keep turning left in the basement, through the door and grab the red herb while
continuing to the ladder down, at which point 2 dogs jump you.  Kill them if
you want, then head down the ladder and into the safe room.  Dump the Blue
stone and red herb in the magic box before heading back out.
Inventory:Handgun, Bullets, Grenade Launcher, Acid or Grenade Rounds

SAVE #2 - Either before or after the Sherry mini-quest

Hey look, it's Sherry, and she's running away from you again.  Damn that little
brat!  Well at least this time she gets you some items.  After getting the
Club Key and Grenade Rounds from Sherry and hearing from Leon, head back
up the ladder and around to the Autopsy room.  Dispatch the 2 Lickers inside
and grab the Red Card Key.  Solve the puzzle in the power room and head to
Weapons Storage.

Hopefully you left the Sidepack for Claire in the big locker, if not no big
deal, you just won't have as much free space to pick up herbs.  Just make sure
you DON'T take the Submachine gun if it's there, as it would lower your rank.
Grab the bullets and Acid Rounds before killing the 2 dogs in the parking lot
on the way to the kennel.  Kill another 2 dogs in the passage way, and
then 2 MORE dogs in the kennel (geez, where the hell did they all come from?!)
and grab the Crank.

Now head all the way back up to the police station, stopping in the Club
Key room at the top of the basement stairs to grab some Acid Rounds.  Go through
the office and arm yourself with the Grenade Launcher with Grenade rounds
before heading through the blue doors.  Kill all the zombies in the next room
(there are a lot, close to you so be fast).  Feel free to empty your handgun
of ammo on stragglers since you won't be using it any more after this.

Head across the main entrance hall to the magic box in the not-so-safe room
and trade your handgun and any bullets you might have left for the Blue stone,
Diamond Key and Lighter.
Inventory:Grenade Launcher, Acid or Grenade rounds, Club Key, Crank, Blue stone,
Diamond Key, Lighter

Back across the entrance hall through the east door, hang a left, then a right
to the part of the station you haven't been to yet.  Wind around the hall,
stopping at the interrigation room (discard Diamond Key) to grab the Eagle
stone.  On your way out watch out for...nothing.  The Licker only jumps through
the mirror here if you take the First Aid Spray, which you don't want to do
anyway.  Turn right, grab the red herb if you have space and head into the
press room (discard Club key).  Do the lighter thing and grab the Cog while
avoiding big boy and running out of the room.

Run around the hall, take a hit from Mr. T when he busts thru the wall and
head back to the main entrance hall.  Up the ladder there's a Licker so have
your Grenade Launcher (w/Acid Rounds) ready.  After you reach the library
(and zombies break into places you'll never be again...duhhhh), get the
Serpent stone from the bookshelf puzzle and head up to the Clock Tower.
Do the Crank and Cog thing, combine the Blue stones and head back out to
the library.

If you're getting tired of running from Mr. Happy (I know I am) plug him
with 4 Acid rounds, get the Grenade rounds from him and head back out to
the 2nd floor balcony thru the library, making sure to snag the red herb in the
desk by the door.  All the way around the balcony, drop the Lighter and red
herb in the magic box.
Inventory:Grenade Launcher, Acid or Grenade rounds, Eagle stone, Serpent stone,
Jaguar stone

SAVE #3 - The upcoming boss can supposedly kill you instantly

Now it's out the back door, past the heli to the Chief's office again where
Sherry is waiting for you.  Plug the stones in place and head down the elevator
and hall to the Chief's "special place."  He will annoy you and the mutated
Dr. Birkin until Willie decides he's had enough and rips the chief in half.
(Yahoo!!  That guy was giving me the creeps) Grab the Acid rounds and load
them before heading down the ladder.

Pump the boss with 6-7 Acid rounds, listen for the music to return to normal
(no point in letting him smack you while he dies) and head back up to meet
Sherry, who has decided that running away from you isn't fun any more.  General
note: When Sherry is following you keep her relatively close.  If you don't
she'll hunch down and sit there and the game won't let you go anywhere until
you go back to drag her along.

Now into the sewage plant.  After Claire does her Sir Robin impression of
bravely running away, Sherry does the same and vanishes down a floodgate.
Oh well.  Get the blue herbs on the way into the safe room.  Grab the Grenade
rounds from the lower part (there's a zombie lurking around, be careful),
then head down the elevator to meet Leon, who's found out that he's not faster
than a speeding bullet after all.

Since Leon's lift is also down here, go up it and get all the stuff you want
from his safe room (you'll need the lighter from the magic box), including
Flame rounds, Grenade rounds and 3 green herbs. After you finish get the Valve
handle before heading into the main sewage area.
Inventory:Grenade Launcher, Launcher rounds, Launcher rounds, Valve handle

Out in the main sewer turn left and grab the Wolf medal and more Flame rounds
from the dead guys, then head through the cage door and the double door to
find Annette fresh from being beat up by Ada.  After she passes out use the
Valve handle to lower the bridge, and use it again on the other side to raise
it back up.  Grab even more Flame rounds before heading to the Alligator tunnel.

If you killed the Alligator with the canister in Leon's scenario it won't be
here for Claire...if you didn't just do the canister thing using Grenade rounds
Proceed thru the water, up the ladder and across the bridge to grab the Eagle
medal from another dead person (looting dead bodies sure is fun, eh?).  Then
use the Valve handle to stop the fan and run through.

Work your way all the way around to the waterfall, plop the medals in the
machine and head to the sky tram.  Go to the control panel and call it back,
meet Sherry and head across to the factory.  Grab the Weapon Locker key and
proceed through the factory, avoiding the Spark Shot (lowers rank) and
blasting whatever zombies you deem necessary with Grenade rounds.

Leave Sherry in the safe room and grab the Acid and Flame rounds before you
head down the elevator in the next room.  Arm Acid rounds, grab the Control
Panel key and paste T-103 with 4 Acid rounds, making sure to grab the 6 he
leaves behind.  Good deal.  Head back up to Sherry, use the Control Panel key
and dump the Weapon locker key and Valve handle in the magic box.
Inventory:Grenade Launcher, Launcher rounds, Launcher rounds, goodly amount
of healing stuff

SAVE #4 -	This next boss is the only one I died to the entire game.  He is
		is NOT nice.

Go get in the train, grab the Flame rounds and arm them before going out
to face a rather annoying mutation of Dr. Birkin.  If at any point in this
fight you are not at Fine health level, heal until you are.  He will almost
certainly kill you otherwise with his 4-hit combo.  After dealing with him
(8 flame rounds or so) the train stops and you have to go out alone.  Switch
to Acid rounds and head through the vent.  Go through the door, push the block
on the lift and then down into place so you can get in the Power room later.
Then head down the elevator to the next room, kill the 2 Lickers and flip the
elevator switch.

Backtrack to the elevator you just powered up and head down to the main Lab
area.  Blast the naked zombies with Grenade rounds and stop by the safe room
to pick up some Flame rounds and a green herb.  Get the Weapon Locker key from
the magic box and head to the central room.  At this point in the game you
won't need more than 2 free inventory spaces at any give time, so I suggest
you take at least one full mixed herb with you.  The large amount of enemies
coming up can be very dangerous, and if you're trying for the Gatling gun you
definitely don't want to die.
Inventory:Grenade Launcher, Launcher rounds, Launcher rounds, Weapon Locker key
full mixed herb (red green blue)

WARNING -	AT THE VERY LEAST save 2 Acid rounds for the final encounter with
		Tyrant-103, and around 8 flame rounds for the last boss.  If you
		have to use different rounds or the handgun to kill stuff do it,
		just make ABSOLUTELY sure you have these minimums

Head down the blue pathway, do the familiar refrigerator/fuse case/main fuse/
repower thing and open the shutter at the end of the red path.  Use Flame
rounds to kill the 2 plants, then open the door and Flame the plant there.
Down the ladder switch to Acid rounds, kill the 3 Lickers (including the one
that drops from the ceiling) and head through the computer room and around
to Birkin's Lab.  Get the 2 Grenade rounds from the Weapons Locker and use
them to blast the zombies blocking the way to the Power key.

Once you have it head back to the ladder, Annette will stop you in the computer
room and you find Sherry finally decided that hanging around with Tyrant-103
is more fun than hanging around with you.  But, hanging around with Sherry
is more fun than hanging around with Annette, so you might as well go
rescue her.  The final Licker will drop from the ceiling on your way out of
the computer room, so kill it and proceed all the way back up the ladder,
through the central room and back up the elevator.  You can kill the Plants
at the top of the ladder if you want, but you can run by them with minimal risk.

Up the elevator to the Power room we go!  Inside Sherry is playing hide-and-seek
with Tyrant, so you (the cruel, twisted person that you are) decide to break
up their little game by causing Mr. Overcoat to do his best Terminator
impression while Sherry runs away from you YET AGAIN!  Unfortunately the lab
has decided it feels like blowing up, so you'd better find a way out.

Back down the elevator and to the central room, you finally get some good
news...Annette dies!  After relieving her of the Master key head back to
the elevator and down to the escape train.  Run to the back, grab the Platform
key and get yourself ready for the final battles.
Inventory:Grenade Launcher, Launcher rounds, Launcher rounds, Platform key, 1
free inventory slot and the rest herbs

SAVE #6 - This is it.  The final battles.  Good Luck!

To beat Tyrant-103 easily, have Acid rounds armed, shoot him once immediately
(you'll automatically be lined up on him, just raise weapon and fire), take
a hit, and fire again.  He'll hit you again, so heal, run around him and then
the Rocket Launcher will be dropped.  The rest is simple :)

For Birkin's final mutation just back up to the door, shoot the Launcher shot
you have left and then empty Flame rounds into him until he's toast.

Congratulations!  You should have receieved Rank A for this, and have a time
of somewhere around 2'10" to 2'30", which also means you should get some sort
of infinite weapon :)  Enjoy the 4th Survivor scenario, it's much more difficult
than the regular game.

END


Jim Irwin

irwin.51@postbox.acs.ohio-state.edu