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 follows: 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 arise: - "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 faster! 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 | ====================== Conditions... 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 condition. 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, and a Side Pack, DO NOT PICKUP THE SUB-MACHINE GUN, AS IT LOWERS RANK! 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), RUN ALONG THE OPPOSITE SIDE OF THE TABLE, it's so much 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 ladder. ^^^^^^^^^^^^^^^ Sewage Disposal (Wa00C) ^^^^^^^^^^^^^^^ BOSS DATA: William Burkin ---------------O 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 ---------------O 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 box. 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' go: ##### # # ##### ____##### ____________ | # # |------------| | ^ ##### | LIFT | | | | | | ##### | | |--# #-----| - - | ##### | | | l__________| 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 ----------------------------O 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) ----------------------------O 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', -Michael ==================== 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 FAQ/Walkthrough 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 1998. 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 infringement.