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
___________________________________________________

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==========================
|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]: [email protected]

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.