=============================================
BIOHAZARD - GUN SURVIVOR 2: CODE VERONICA FAQ
(Arcade Version)
VER 0.6
By R-Jay (
[email protected])
=============================================
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THIS DOCUMENT IS BEST VIEWED IN MS-DOS EDITOR OR MS-WRITE/WORD PAD
(set left & right margins to 1.5cm, change font to Courier New size 10)
========
CONTENTS
========
1.0 HISTORY
2.0 PURPOSE OF FAQ
3.0 DATABURST
4.0 GAME DESCRIPTION
5.0 CONTROL METHOD
6.0 AUTO-AIM AND CAMERA ANGLE CHANGES
7.0 WEAPONS
7.1 Claire's Weapons
7.2 Steve's Weapons
8.0 ITEMS
9.0 CRITICAL HIT
10.0 ZOMBIES & MONSTERS
10.1 Zombies
10.2 Dogs
10.3 Sweepers/Hunters
10.4 Banda Snatch
10.5 Spiders
10.6 Lickers
10.7 Chimeras
10.8 Nemesis
11.0 SCORING
11.1 Individual Zombies/Monsters
11.2 Items
11.3 End Of Level Bonuses
11.4 Grades
12.0 TWO PLAYER MODE
13.0 GENERAL ADVICE
14.0 OTHER INFORMATION
15.0 STAGE 1: PRISON (ESCAPE)
15.1 Graveyard
15.2 Steel Shutter Area
15.3 Alley
15.4 Prison Grounds
15.5 Prison Hut
15.5.1 Dining Area
15.5.2 Sleeping Quarters
15.6 Boss: Giant Spider
16.0 STAGE 2: OFFICIAL RESIDENCE (ABERRANCE)
16.1 Entrance
16.2 Lobby
16.3 Route 1
16.3.1 1st Portrait Passage
16.3.2 Study
16.3.3 Library
16.4 Route 2
16.4.1 Fireplace Room
16.4.2 2nd Portrait Passage
16.4.3 Toilets
16.5 Hallway
16.6 Portrait Gallery
16.7 Boss: Super Hunter
17.0 STAGE 3: TRAINING CAMP (LINGERING FEAR)
17.1 Outside The Base
17.2 Training Ground
17.3 Hallway & Surrounding Rooms
17.4 Stone Courtyard
17.5 Key 1 Route
17.5.1 Tactics Room
17.5.2 Dark Passage
17.5.3 Jeep Garage
17.5.4 Outside Storage Area
17.6 Key 2 Route
17.6.1 Vending Machine Area
17.7 Operations Room
17.8 Underground Cavern
17.9 Boss: Nosferatu
18.0 STAGE 4: PRIVATE RESIDENCE (KIAUGH)
18.1 Underground Tunnel
18.2 Airport Bridge
18.3 Baggage Area
18.4 Harbour
18.5 Mansion Grounds
18.6 1st Bedroom Corridor
18.7 Mansion Tunnel
18.8 Mid-Boss: Giant Spider 2
18.9 Statue Area
18.10 2nd Bedroom Corridor
18.11 Boss: Alexia
19.0 STAGE 5: AIRPORT (DEADLY STRUGGLE)
19.1 Mansion Grounds
19.2 Boss: Tyrant
19.3 Secret Boss: Nemesis
20.0 SECRET MESSAGES
21.0 STORY LINE
22.0 HIGH SCORE WEBPAGE
23.0 OPINION/REVIEW
24.0 WHAT I NEED TO KNOW
25.0 SHOUTS
=======
1.0 HISTORY
=======
Ver 0.6 - Updated between 6/09/01 and 6/10/01
----------------------------------------------
Managed to play on another machine a week or so ago. No password
after game and increased difficulty......
- Added info to 11.0 - SCORING about getting 200pts for
shooting lights and barrels.
- New high score for me - hurrah!!
- Added time limits for Stages 1 - 4. Also expanded on
'final countdown' in Stage 4: Private Residence.
- Added 'last shot hits head' scores for all zombies plus Hunters
and Banda Snatches.
- Expand scoring section 10.1 to include Officer and Exploding
zombies.
- Expanded section on Alexia.
- Corrected following errors:
* 1st Bedroom Corridor contains two Officer zombies and
one Licker;
* Contents of Bedroom 1 (2nd Bedroom Corridor) are two
Chimeras and a Magnum/Grenade Launcher. It is
not filled with Grave zombies;
* Contents of Bedroom 2 (1st Bedroom Corridor) are three
crates containing a Hunter and a Magnum/Grenade
Launcher, not 2 Hunters as stated before;
* Study on Stage 2: Official Residence has two zombies as
well as a Banda Snatch;
* Stage 3 strap-line should be Training Camp not Training
Area;
* Tongue Crawlers renamed Lickers (thanks Mr Nice 4,
Apollo Latimer and Andrew Short);
* Hook Crawlers renamed Chimera (thanks Phil Hagler)
* Strap-lines for Stage 2 & 3 were mixed up (Stage 2 is
Aberrance and Stage 3 is Lingering Fear);
* Location of Library door in hallway is not opposite the
Portrait Gallery door. It's on the adjoining wall.
Ver 0.5 - Created between 31/08 and 6/09/2001
---------------------------------------------
This game arrived in my arcade about 3/4 weeks ago. I've been
playing regularly and have decided to put a FAQ together. Still
lots of work to be done on the walkthrough as it's very messy at the
moment!!
==============
2.0 PURPOSE OF FAQ
==============
This FAQ was written mainly to provide a basic walkthrough. However
it'll also contain information on weapons, the various monsters and
zombies, scoring and the two main secrets of the game.
Throughout the FAQ, I refer to the game as Biohazard and not Resident
Evil as that's the title at my arcade. For the record, Biohazard is
the Japanese name for Resident Evil.
=========
3.0 DATABURST
=========
Manufacturer: Capcom/Namco (joint venture)
Format: Coin-Op
Arcade Hardware: Sega NAOMI board (utilising GD-ROM)
Players: 1/2
Release Date: June 2001
Cabinet: Standard Twin-Type
Main Website: www.capcom.co.jp/newproducts/arcade/biogun2/
index.html
Other Versions: Playstation 2 (planned)
================
4.0 GAME DESCRIPTION
================
Biohazard - Gun Survivor 2: Code Veronica is a free-roaming shooting
game that's based on the Battle Mode in Biohazard: Code Veronica (for
DC and PS2). It's also the sequel to the first Gun Survivor game
released on PS1.
Played through a first-person viewpoint, you control either Claire
Redfield or Steve Burnside. Your objective is to shoot your way
across 5 stages and escape from the island. To do this you must
locate the key(s) on each stage and then head to the exit. On your
journey, you'll encounter various foes from the original game
including zombies, Banda Snatchs and Hunters. Each stage has a time
limit which, when expires, causes the ever-charming Nemesis to appear
and chase you!! After finishing a stage, you must defeat an
end-of-level boss to proceed.
Each stage is divided into areas that are mostly carbon copies taken
from the original Code Veronica. For example, you'll find that the
Prison stage is just an edited version of that found on the home
games. Being a free-roaming game, you can go where you please and
explore the areas (time permitting). Littered throughout the game
are various weapons and First Aid boxes to help you progress. In
addition there are secret 'messages' to be found and special 'gems'
to be collected. More on those later.....
==============
5.0 CONTROL METHOD
==============
Namco were in charge of creating the coin-op cabinet. They decided
on a control system that's similar to the one found on their 1995
coin-op, Gunman Wars. A plastic machine gun is mounted on a joystick.
Moving the gun forward, back, sideways, diagonal etc controls the
direction of your character. You're also able to `swivel' the
gun about 30 degrees left and right to adjust your aim. Along with
the obvious shooting trigger, there's a small button on the left-hand
side of the gun used for changing weapons and picking up items.
The main difference between this game and the Battle Mode on the
original Code Veronica is the ability to move and shoot
simultaneously. Strafing left and right to avoid hits and circling
monsters while firing play important parts in the gameplay.
=================================
6.0 AUTO-AIM AND CAMERA ANGLE CHANGES
=================================
When you shoot a zombie and it falls to the floor, you automatically
aims down towards it. The same thing happens when you face smaller
creatures like spiders. If you become surrounded, the camera will
shift above your character. This is to get the monsters in view so
you can fight them effectively.
=======
7.0 WEAPONS
=======
You start the game with just a standard weapon but you'll find other
arsenal throughout the game, mostly hidden in crates. Gun Survivor 2
employs a system where weapons are shown as icons. Each icon
displays two weapons that are equivalent eg Grenade Launcher &
Magnum. If Claire picked up that icon, she would use the Magnum but
if Steve did, he'd use the Grenade Launcher. The remaining weapon
then disappears.
Exceptions are the Shotgun and Linear Launcher which are singular
icons and can be used by both.
You're only able to carry one additional weapon besides your standard
gun. If you're carrying a Grenade Launcher and you pick up a Shotgun,
the Grenade Launcher and its ammo disappears from your arsenal.
Collecting the same icon increases your ammo. The amount of ammo
varies with each icon. Therefore strategy is required for what weapons
you should collect and when.
Below is a list of all the weapons in the game for both characters.
Interestingly the arcade cabinet describes the Shotgun with a faster
'Hit Rate' than the Assault Rifle or Machine Gun. I am not sure at
the moment whether Hit Rate refers to speed of fire or range of impact
so I'll write my own descriptions for the time being.
7.1 Claire's Weapons
================
NOTE: Unfortunately Claire's side on my local machine is broken at
the moment so updates may take a while in coming. Any additional
info would be gratefully received!!
Handgun (Standard Weapon)
-------------------------
Has an infinite number of rounds and cannot be replaced. Fires
quicker than Steve's Twin Lugers but does weak damage and has
mediocre range.
Assault Rifle
-------------
Can collect up to 100%. The fastest weapon for Claire but suffers
from poor damage ratio and lousy range. A far cry from its
incarnation on the original Code Veronica.
Shotgun
-------
Unsure of how many rounds can be collected at present. Has superb
range and good damage. However the recoil means there's a small
delay between shots.
Magnum
------
Again unsure of how many rounds but I think it's around 6. The
most powerful weapon Claire can find does enormous damage. Be
warned though, the recoil is terrible and the range isn't too hot
either.
Linear Launcher
---------------
You can only use it at the end of the game against Nemesis .
Basically the same as that in the original Code Veronica only with
less damage and no zoom-in. Still, with insane range and infinite
ammo who's complaining?
7.2 Steve's Weapons
===============
Twin Lugers (Standard Weapon)
-----------------------------
Has an infinite number of rounds and cannot be replaced. Fires
slower than Claire's handgun but compensated by two bullets at a
time.
Machine Guns
------------
Can collect up to 100%. The fastest weapon for Steve but like
the Assault Rifle, suffers from poor damage and range. You
cannot aim each gun like you can on the original Battle Mode.
Too bad!
Shotgun
-------
Same as Claire. Unsure of how many rounds can be collected at
present. Has superb range and good damage. However the recoil
means there's a small delay between shots.
Grenade Launcher
----------------
Can collect up to 10 rounds. Steve's most powerful weapon but
big delays between reloading and not a great range.
Linear Launcher
---------------
Same as Claire. You can only use it at the end of the game
against Nemesis. Basically the same as that in the original
Code Veronica only with less damage and no zoom-in. Still,
with insane range and infinite ammo who's complaining?
=====
8.0 ITEMS
=====
Key
---
You need to collect them to finish the stage. There is one key for
stages 1, 2 & 4. and two keys for stage 3. Stage 5 has no key.
First Aid Box
-------------
Replenishes you health bar by a certain amount. Some heal more than
others. Usually hidden in crates.
Gems
----
Collecting all 5 gems in the game allows you to face Nemesis after
Tyrant on Stage 5. There is one on each stage hidden in a crate.
Their locations will be revealed in the WALKTHROUGH section.
============
9.0 CRITICAL HIT
============
A risky but very rewarding attic is the Critical Hit technique. You
need to get VERY CLOSE to your foe, then shoot. If done correctly,
the word CRITICAL appears on-screen and they die instantly. You get
over twice as many points this way, as opposed to killing them from a
distance.
A Critical Hit takes place when a small white flash appears on your
weapon. You only get a split second to fire so be quick. The best
way to get the bonus is to anticipate when the flash appears. For
example, let a zombie come close to you and just after its hands go
off-screen, fire a few times.
Unfortunately this does not work against the bosses, although you can
destroy their minions with this method.
==================
10.0 ZOMBIES & MONSTERS
==================
Nearly all the foes are taken from the original Code Veronica. The
only exceptions are Chimeras (Biohazard) and Lickers (Biohazard 2).
Below is a list of all the normal foes you'll encounter. I will save
boss descriptions for the walkthrough.
10.1 Zombies
-------
There are six types of zombie; Grave, Prison, Worker, Exploding,
Soldier and Officer. They try and bite when close except for
Officer zombies who spit instead. Damage from either attack
is minimal. Below is a short description of each type.
* Grave zombies are the weakest type. They are naked and
pale-blue in appearance. Good for Critical Hits.
* Prison zombies wear green, sleeve-less uniforms. Again
suitable for Critical Hits.
* Worker zombies come in boiler suits and occasionally wear
hats. They have an odd height making it difficult to land
Critical Hits but shooting them down first, then firing as
they get up sometimes works.
* Exploding zombies are dark grey and sometimes have glowing
eyes. They will blow up when shot a few times. The explosion
will damage anything in its vicinity but NOT you.
* Soldier zombies wear dark green uniforms or camouflage trousers
with white T-shirts. They are fast movers so be careful when
trying for Critical Hits.
* Officer zombies wear a grey military uniform. Instead of
biting, they'll spit at you. Try shooting them from a
distance.
PS If a zombie bites while on the floor, you'll stamp on its
heads afterwards.
10.2 Dogs
-----
They're fast and usually attack by surprise. On their own,
they're easy to kill but can be annoying when in groups.
They attack by jumping and biting. Critical Hits can be
obtained occasionally by letting them close.
10.3 Hunters
-------
They cause a fair amount of damage with a single swipe or a
jumping swipe. They move fairly fast and take a few hits before
going down. You can keep your distance and fire rapidly or you
can let them come close, then shoot for a lucky Critical Hit.
10.4 Banda Snatch
------------
Nasty things these, especially in enclosed areas. They are
strong, have obscene range with their arm and cause considerable
damage up close with an uppercut. The one saving grace is that
they move slowly. You can keep your distance and fire rapidly or
dodge their attack, then sneak in with a Critical Hit before they
strike again.
10.5 Spiders
-------
Their weak point is at the front and shooting the body causes less
damage. However fire enough times and it comes off, leaving them
vulnerable. They attack by spitting. I rarely attempt to get
close so I don't know if they have any other attacks. If you
manage a Critical Hit bonus, you'll be rewarded.
10.6 Lickers
-------
These monsters can inflict extreme damage if you aren't careful.
They have two attacks; a vicious jumping claw if you're at a
distance and a horrid tongue attack up-close which savages your
life bar. Best thing is to strafe when they jump, then move to
the side/behind them and fire.
If you want to try for a Critical Hit, shoot them in front during
the tongue attack build-up. It's very risky but the rewards are
great!!
10.7 Chimeras
--------
There are only three of these creatures in the game. They are
scorpion-like, with claws on each limb and act in a similar
way to Lickers. Not particularly damaging, but being in cramped
areas, they can easily trap you for multiple hits. They have a
normal swipe plus a jumping attack. Keep moving around while
shooting to avoid their claws. Critical Hits are risky (you need
to get very close) but offer the largest number of points should
you pull it off.
10.8 Nemesis
-------
This guy appears when the time expires and also at the start of
Stage 4. He cannot be destroyed and one hit from him will kill
you instantly (regardless of how much life you have). He is very
slow at first but can run after you if you stay close to him. It
is quite possible to stay on the level for some time after he
appears if you know when to dodge him. He can also kill other
zombies if the area you're in is crowded. However it's best to
avoid him until you face him at the end of the game.
=======
11.0 SCORING
=======
I've attempted to include as much information on scoring as possible.
Below there's a list of scores for each monster killed, plus a
look at the end of stage bonuses and the grading system.
The 'Last shot hits head' section means the number of points you get
when the last shot fired just before the zombie/monster died landed
in their head. As far as I can tell, the points are half the bonus
for a Critical Hit.
NOTE: If you die and continue, your score will reset to 0.
11.1 Individual Zombies/Monsters
===========================
Grave Zombie
------------
Normal Kill: 100pts
Critical Hit: 600pts
Last shot hits head: 300pts
Prison/Worker Zombie
--------------------
Normal Kill: 200pts
Critical Hit: 800pts
Last shot hits head: 400pts
Soldier/Officer Zombie
----------------------
Normal Kill: 400pts
Critical Hit 1000pts
Last shot hits head: 500pts
Dog
---
Normal Kill: 200pts
Critical Hit: 1000pts
Last shot hits head: 500pts
Hunter
------
Normal Kill: 500pts
Critical Hit: 1600pts
Last shot hits head: 800pts
Banda Snatch
------------
Normal Kill: 500pts
Critical Hit: 1600pts
Last shot hits head: 800pts
Spider
------
Normal Kill: 500pts
Critical Hit: 1400pts
Last shot hits head: 700pts
Lickers
-------
Normal Kill: 800pts
Critical Hit: 2000pts
Last shot hits head: 1000pts
Chimera
-------
Normal Kill: 1000pts
Critical Hit: 3000pts
Last shot hits head: 1500pts
11.2 Items
======
First Aid Box 1000pts (with full life bar only)
Oil Drum: 200pts
Light: 200pts
Crate: 200pts
Gem: 2000pts
11.3 End Of Level Bonuses
====================
Stage Bonus
-----------
Not too sure but I assume it's the amount of monsters killed on
the stage.
Time Bonus
----------
Remaining time before you face the boss.
No Damage Bonus
---------------
If you take no damage during a stage (including the boss), you
get this bonus. It can be accumulated if you remain untouched
during each stage. For example if you get the 10000pts on Stage
1, you'll get 30000pts for Stage 2. However if didn't get the
bonus on Stage 1, you only get 20000pts for Stage 2.
Handgun Bonus
-------------
If you use only your standard weapon on a stage (including
the boss), you get this bonus. It's 10000pts in 1 player
mode and 5000pts in 2 player mode.
11.4 Grades
======
You'll also be awarded a grade for each stage (S being the
highest and E being the lowest) which is based on points. The
criteria for each grade differs on each stage so I can't give
a proper description at the moment. However I can say that you
need 35000+ pts at the end of Stage 1: Prison for a 'S' grade.
===============
12.0 TWO PLAYER MODE
===============
I haven't really seen much difference between the 1 and 2 player
modes. Monsters take a bit longer to kill from a distance and the
criteria for awarding grades is different as the points are now
shared. One important factor when exiting the stage: you only need
one player to go through the exit as the other automatically
transported to the boss, no matter where they are.
==============
13.0 GENERAL ADVICE
==============
* On your first few attempts, try exploring the levels instead of
bolting to the exit.
* Practice with the controls so you can learn how to move and shoot
effectively. This will help a great deal in later stages.
* Practice Critical Hits. They're very important as they kill in one
shot, save time and save ammo. They are especially vital on the
first part of Stage 4: Private Residence.
* When you are close to certain zombies, get ready to back away as
they can suddenly dash forward.
* Remember it isn't necessary to kill everything in an area.
Running away from weaker enemies can save time.
* Don't go for the Handgun Bonus to start with. Learn how the
various monsters behave before you attempt.
* Learn how to strafe effectively. This means keeping your aim on
your opponent while moving so you can dodge attacks, then move in
for the kill.
* Shoot crates; even though you may not want the contents you still
get 200pts.
* Try to conserve your second weapon for boss encounters.
* In two-player mode, watch your partner's back when you can.
Remember teamwork is the key to success.
* When you have some experience, try splitting up in two-player mode
on later stages. You're be able to finish them faster and more
efficiently.
* Make sure you grab the Gemstones so you can fight Nemesis at the
end.
* Follow the arrows on the floor if you get lost!!
=================
14.0 OTHER INFORMATION
=================
All doors that can be opened are outlined in yellow. The exits are
marked by a yellow Biohazard sticker. You need the key(s) to open
it. To go through a door, push the gun forward.
You can shoot any crate that has a 'red cross'.
As well as collecting gems, there are also hidden 'messages' to find
that can be used on Capcom's website to access special information.
This aspect will be covered fully in the next section. I will only
reveal the locations of each message in the walkthrough.
========================
15.0 STAGE 1: PRISON (ESCAPE)
========================
Time Limit: 3 Minutes
No. of Keys: 1
15.1 - Graveyard
================
You can shoot the zombies or run towards the door. There are two
crates here that contain 25% Assault Rifle/Machine Gun.
15.2 - Steel Shutter Area
=========================
Shoot quickly as a dog will jump at you. There's a fat Prison zombie
just around the corner. Towards the next door is another one that
just stands there. Go up close (but not too close) and give him a
Critical Hit.
15.3 - Alley
============
You'll be facing some crates a short distance away. Turning 180
degrees and going along the alley reveals a crate containing 50%
Assault Rifle/Machine Gun. At the very end (around the corner),
the first 'message' is written on the steel wall.
15.4 - Prison Grounds
=====================
Moving towards the crates, a Grave zombie will burst out. Also watch
out for the others that are roaming outside the Prison Hut. There's
a First-Aid box at the far end but you might want to save that until
you leave.
15.5 - Prison Hut
=================
15.5.1 - Dining Area
--------------------
Here, you'll find 3 Prison zombies and the key. To your left, you
can go up the steps and grab the Magnum/Grenade Launcher (I strongly
suggest you do). On the right, there's a door leading to the Sleeping
Quarters.
15.5.2 - Sleeping Quarters
--------------------------
Move towards the crates at the far end but quickly move back and
shoot when the worker zombie bursts out. Another Worker zombie is
lurking around the corner. Located in the showers are two more
Worker zombies and the Red Gem.
Once outside the prison hut (with the key), a Hunter will jump out.
Go up close for a Critical Hit or move back while shooting. Remember
the First Aid box. Head towards the exit at the other end.
15.6 - Boss: Giant Spider
=========================
The spider has two attacks: a spit and a bite which do fair amounts
of damage. It tries to bite when close. At a distance, it rears up
on its hind legs and will either spit or charge at you.
Keep your distance and fire rapidly. Get ready to strafe the moment
it charges. The spit range is fairly short and quite easy to avoid.
Don't turn your back or let it trap you against the wall otherwise
you'll suffer multiple attacks. If it jumps, make sure you face it
quickly.
It's fairly easy to beat it with just your standard weapon but there
a 30% Assault Rifle/Machine Gun in the crates if it's needed. Try to
keep your Magnum/Grenade Launcher, you'll need it for later.
============================================
16.0 STAGE 2: OFFICIAL RESIDENCE (ABERRANCE)
============================================
Time Limit: 4 Minutes
No of Keys: 1
16.1 - Entrance
===============
There are 4 Worker zombies in the area so shoot them down and run up
the steps to the door.
16.2 - Lobby
============
Don't go down the steps just yet, instead move to the left and shoot
the crates below. The contents differ from time to time. There are
always dogs inside but sometimes there's a First-Aid box, a Hunter
and weaponry (usually a Shotgun). Behind the reception desk is a
crate containing the Blue Gem.
QUESTION: Does anybody know what effects the contents of those
crates? Contact me with your ideas!
There are two routes out of the Lobby: a door at the far-end and
another on the adjoining wall. If you chose the far-end door, please
go to section 16.3.1 - 1st Portrait Passage. If you entered the
other, please go to section 16.4.1 - Fireplace Room.
16.3 - Route 1
==============
16.3.1 - 1st Portrait Passage
-----------------------------
There are 3 spiders on the ceiling. If you follow the corridor to
the end, you can visit the Study. There's also a door on the left
leading to the Library (section 16.3.3).
You can shoot the lights on the walls for 200 points.
If you came via the Library, the door ahead leads to the Study
(section 16.3.2) and the door to the right goes back to the Lobby
(section 16.2).
16.3.2 - Study
--------------
This area contains a Banda Snatch on your immediate left and 2
zombies directly in front. There's also an Assault Rifle/Machine
Gun around the corner. On the table there's a typewriter where the
second 'message' is written.
16.3.3 - Library
----------------
Going through here leads you to an area that's PACKED TO THE BRIM
WITH GRAVE ZOMBIES!! Try strafing into the small annex for shelter
(a crate containing a Shotgun is at the back). The door on the
opposite side leads to the Hallway (section 16.5).
If you came via the Hallway, the opposing door leads to the 1st
Portrait Passage (section 16.3.1).
16.4 - Route 2
==============
16.4.1 - Fireplace Room
-----------------------
A small room with 3 zombies. The grey zombie has explosives on its
back. The door on the other side leads to the 2nd Portrait Passage
(section 16.4.2).
If you entered from the 2nd Portrait Passage, the other door leads
back to the Lobby (section 16.2).
16.4.2 - 2nd Portrait Passage
-----------------------------
Shoot quickly as a dog will jump at you. Move along the passage and
a Licker will drop down. Keep to the sides to avoid its jump
attack. Remember this area is cramped so be careful. On the left
is a door which leads to the Toilets (section 16.4.3). At the far
end is a door leading to the Hallway (section 16.5).
You can shoot the lights on the walls for 200 points.
If you came via the Hallway, the door directly in front leads to the
Toilets and the door at the other end of the passage, leads to the
Fireplace Room (section 16.4.1)
16.4.3 - Toilets
----------------
In this small space is a Magnum/Grenade Launcher (5 rounds) and a
Banda Snatch. Go for a Critical Hit if as it's very cramped.
16.5 - Hallway
==============
If you entered here from the Library, then you'll be at the top-end
of the hallway. Be careful as a Licker drops from the ceiling in
front of you. There are also 3 Soldier zombies at the other end of
the hall. The door on the immediate right leads into a Portrait
Gallery (section 16.6). The door at the far-end on the left leads to
the 2nd Portrait Passage (section 16.4.2).
If you entered via the 2nd Portrait Passage, then you will be facing
the 3 Soldier zombies first The Licker appears as you work your way
up. At the far end are two doors: the right one leads to the
Portrait Gallery (section 16.6) and the one ahead leads to the
Library (see section 16.3.3)
16.6 - Portrait Gallery
=======================
This room contains the key and two Banda Snatches. The best way to
kill them is by Critical Hit but you can fire from a distance as long
as you avoid their arms and use the big pillar for shelter. Don't be
surprised if you die in this section.
The key is located under the portrait of the young Alfred (the big
one). There's also a crate nearby with a First Aid box inside.
Grab the key and head out back down the Hallway towards the crates.
The exit is on the right. Keep to the walls as a Licker jumps out
from the crates.
If you have a secondary weapon, make sure you switch to it before
facing the boss.
16.7 - Boss: Super Hunter
==========================
It's basically a normal Hunter but with more powerful attacks
and faster movement. If you have a Shotgun/Grenade Launcher/Magnum
then one shot will floor or stun it, making it easier to kill
(providing you have enough ammo).
My technique involves collecting around 10 Grenade Rounds/Magnum
Bullets and firing them close range. Most of the time he falls down
after each shot so it's very easy this way.
If all you've got is your standard weapon, I suggest that you strafe
away and fire rapidly. Try grabbing the Assault Rifle/Machine Gun
located in the crates nearby. Avoid getting trapped against the
wall at all costs. It'll be a long battle!!
=======================================
17.0 STAGE 3: TRAINING CAMP (LINGERING FEAR)
=======================================
Time Limit: 5 Minutes
No of keys: 2
17.1 - Outside The Base
=======================
There are 2 Soldier zombies heading towards you, plus a Banda Snatch
climbs over the railing at the far-end.
17.2 - Training Ground
======================
In the next area, you'll confronted by dogs waiting to pounce. Try
getting a Critical Hit on one of them, then run in a circle while
firing (circle-strafing) to kill the rest and avoid being bitten.
There's a Banda Snatch further up and at the far-end are two crates
containing an Assault Rifle/Machine Gun and a Hunter. The door on
the building leads to the Hallway
17.3 - Hallway & Surrounding Rooms
==================================
The moment you enter, IMMEDIATELY strafe left to avoid the jumping
claw of the Licker. The door on the right leads into the
Copying Room where in the locker area is a Hunter that drops
a Shotgun when killed (take it).
At the other end is a door which leads to the Changing Room. It
contains two Hunters. Work your way to the other end and there's
another door going into a bathing area. There's a spitting zombie
in the sauna portion and down the steps is a crate containing a
Magnum/Grenade Launcher. Tucked around the side by the bath are two
crates: the first contains a First-Aid box (that replenishes over
50%) and the other holds a Hunter.
NOTE: If you (and your playing partner) have full health, then I
would skip the Changing Room as it wastes valuable time.
The Hallway is joined to a narrow corridor with 4 spitting zombies.
Keep your distance and fire. At the other end is a door leading to
the Stone Courtyard.
17.4 - Stone Courtyard
======================
There are 2 spiders that appear each time you re-enter this area.
The door at the bottom of the stairs leads to one of the keys. Going
up the stairs and entering the right-hand door leads to the other.
If you go through the bottom door, please go to section 17.5.1 -
Tactics Room. If you go up the stairs and through the door on the
right, please go to section 17.6.1 - Vending Machine Area.
17.5 - Key 1 Route
===================
17.5.1 - Tactics Room
---------------------
Strafe to the left immediately as you'll be in a very small space
with three zombies (2 spitting acid). Shoot the grey zombie to make
it explode and damage the others. Make sure all the zombies are dead
before leaving.
17.5.2 - Dark Passage
---------------------
Three zombies are at the other end. Shoot the one with the red eyes
to blow up the others. On the left is an enclave containing crates
with a First Aid box.
Coming back, the 3 zombies will reappear.
17.5.3 - Jeep Garage
--------------------
IMMEDIATELY move back diagonally-right to avoid the Banda Snatch's
arm (watch out for the zombie behind you). There are 2 Worker
zombies and some crates with a Magnum/Grenade Launcher
17.5.4 - Outside Storage Area
-----------------------------
Immediately head left towards the wall as there are two Hunters to
deal with plus a Banda Snatch. Try going for Critical Hits on both
the Hunters. Shoot the metal cylinder to cause an explosion that'll
(hopefully) damage the Banda Snatch.. Kill the Banda Snatch and
it'll drop a key. There is also a Shotgun so grab that too.
NOTE: You MUST kill the Banda Snatch for the key. Also the explosion
from the cylinder DOES NOT harm you.
Head back to the Stone Courtyard (mind the spiders) and climb the
stairs. If you already have the other key, go through the left-hand
door into the Operations Room (section 17.7). If not, then go
through the door on the right into the Vending Machine Area (section
17.6.1).
17.6 - Key 2 Route
==================
17.6.1 - Vending Machine Area
-----------------------------
In the corridor, you will encounter a Chimera. You can attempt
a lucky Critical Hit or just shoot from a distance. Watch out as the
area is cramped.
Moving into the main area, there are two doors. The door by the
vending machine leads into an area containing a key, plus two
exploding zombies. They are easily dispatched. The other leads into
the Waiting Room. That houses 3 spitting zombies, weaponry (I think
it's an Assault Rifle/Machine Gun) and on the typewriter, the third
'message'.
Heading out of this area (with the key), two dogs will jump into the
corridor through the windows.
If you already have the other key, go through the door opposite into
the Operations Room (section 17.7). If you don't, go down the
stairs (mind the spiders) and through the door at the bottom (Please
go to section 17.5.1 - Tactics Room).
17.7 - Operations Room
======================
Quickly move forward past the Prisoner zombie on the right, then turn
around to kill it plus the dog too. Now CAREFULLY move back into the
room and kill the Banda Snatch. Go towards the computer terminals
and there is a crate containing the Green Gem. There is another
zombie on the raised section but don't go up the stairs to kill it,
just shoot its legs!
Now head back up and enter the lift on the right to get to the
Underground Cavern.
17.8 - Underground Cavern
=========================
Coming out of the lift, there are three weapon icons: Assault
Rifle/Machine Gun, Shotgun and Magnum/Grenade Launcher. I suggest
grabbing the Shotgun. BE CAREFUL NOT TO PICK ONE YOU DON'T WANT
BY MISTAKE AS YOU WILL LOSE YOUR DESIRED WEAPON.
Now go through the opening with your back to the right-hand wall.
You will find a Banda Snatch on the other side behind some railings.
You can either kill it by shooting and moving back into the opening
(but be careful, its arm goes through the wall) or just avoid its
attack and head to the exit on the right.
17.9 - Boss: Nosferatu
======================
Nosferatu has two attacks which involves its tentacle. Firstly it
shoots poison gas clouds out in a circle. They aren't that damaging.
Secondly it'll slash you with if you're too close. That DOES bite
into your life bar!! However the worst thing about fighting this
boss are the two surrounding Banda Snatches that are much more
resilient than the normal variety. They can be killed but die anyway
once Nosferatu is defeated.
The best weapon to have is the Shotgun as you can keep your distance
and pump Nosferatu full of lead. Make sure you aim correctly as you
don't want to waste bullets. The Shotgun has excellent hit range so
you can shoot Nosferatu and the Banda Snatches take damage too.
The best strategy is to strafe away from them, keep your distance and
fire rapidly. If either Banda Snatch moves away from Nosferatu,
you can try and get close for a sneaky Critical Hit. Be warned
though, if you mess up they can hit you all at once and that CAN WIPE
A WHOLE LIFE BAR!!
When Nosferatu fires his poison gas clouds in a circle, you'll notice
there are some gaps between each one. Try to manoeuvre yourself into
one of the gaps to avoid being hit. Be careful, it's not easy!
If you've only got your standard weapon, you'll find it quite hard to
beat this boss without dying once or twice. There are some crates
containing a Assault Rifle/Machine Gun nearby, so grab it.
====================================
18.0 STAGE 4: OFFICIAL RESIDENCE (KIAUGH)
====================================
Time Limit: There's no time limit up until the Mid-Boss but Nemesis
will be chasing you. However there is a 'final countdown' in the 1st
Bedroom Corridor (see section 18.7).
When you reach the second Giant Spider, you have 2 minutes to kill
it. After its death, you get another 2 minutes to complete the
remaining areas.
No of keys: 1
WARNING: For the first part of this level, Nemesis will be chasing
you. Therefore you must move VERY quickly!
18.1 - Underground Tunnel
=========================
Move quickly through the opening and up the ladder. You'll then
be confronted with crates blocking your way. Shoot through them
quickly and grab the First Aid box. Critical Hit the dog or shoot
a couple of times to stun it, then move through the door to the
Bridge.
18.2 - Airport Bridge
=====================
Head to the opposing door. About halfway across the bridge, two
Hunters will jump out. Either attempt a Critical Hit or just move
quickly through the door (you may take a hi) into the Baggage Area.
18.3 - Baggage Area
===================
There are two Hunters here. Again try for Critical Hits or just run
past them to the other door into the Harbour. You can shoot the
cylinder to cause an explosion which should stun at least one of
them.
18.4 - Harbour
==============
Run straight ahead and shoot the metal cylinder to stun the Banda
Snatch (don't worry about the zombie in the enclave at the start).
Then shoot it dead quickly. You MUST kill it to go up the stairs
into the Mansion Grounds!
PS 'Harbour' is the English spelling as opposed to the American
'Harbor'.
18.5 - Mansion Grounds
======================
Right at the start, there's a crawling zombie directly to your right
and another over by the crates to the left. Shoot the first zombie
quickly, then strafe over to the crates. A Hunter appears from
behind the wall on the right so go for a Critical Hit. Kill the
other zombie as fast as possible and shoot the crates for the First
Aid Box. Now quickly head for the stairs. I CAN'T STRESS ENOUGH HOW
IMPORTANT SPEED IS TO AVOID NEMESIS!!
Going up the stairs towards the mansion, a Banda Snatch will appear
over the railing. Move your character against the railing and go for
a Critical Hit. This will help you avoid the zombie that's lurking
there too. Shoot the zombie to the floor and then go through the
doors into the Mansion.
18.6 - Mansion
==============
Once inside, shoot the crates on either side of the stairs (there's a
60% Assault Rifle Machine Gun on the left side). Pick up what you
want and climb the stairs. Shoot the Banda Snatches on the balcony
in front as quickly as possible as Nemesis will be approaching (don't
try for a Critical Hit - you won't be able to avoid their attacks).
Now head up the steps towards the door into the 1st Bedroom Corridor.
18.7 - 1st Bedroom Corridor
===========================
IMPORTANT: In this area and the Mansion Tunnel, something called a
'final countdown' can be activated. It occurs when you hang around
these areas for too long. If it expires, an explosion occurs
and you die. Therefore speed is of the essence!
You will now be in a corridor with a Licker to the right and two
Officer zombies on the left. On the near right is a door leading to
the Secret Tunnel (section 18.8) You can also follow both
directions of the corridor all the way round to doors leading into
the two Bedrooms.
If you follow the corridor left into Bedroom 1, you'll find it
ABSOLUTELY BRIMMING WITH GRAVE ZOMBIES. They are severe time
wasters and, more often than not, Nemesis will enter the room while
you're still in it. You can go into Bedroom 2 via the door on the
opposing side.
I WOULD RECOMMEND STAYING CLEAR OF BEDROOM 1 UNLESS YOU'RE REALLY
DESPERATE FOR POINTS!!
If you follow the corridor right into Bedroom 2, there are 3 crates
which contain a Hunter (go for a Critical Hit) and a
Magnum/Grenade Launcher (grab it). You can go into Bedroom 1 via
the opposing door.
After you have finished exploring, follow the arrows towards the
door into the Mansion Tunnel.
18.8 Mansion Tunnel
===================
There are 4 Worker/Officer zombies in this small space. Shoot them
down quickly and run through the door.
[Nemesis chase ends]
18.9 Mid-Boss: Giant Spider 2
=============================
You now have to face a second spider. Follow the same strategy as
before. The only difference is that this one doesn't have a life-
bar. Try not to get trapped in the narrow part of the lobby by the
stairs. Once it's dead (you get 3000pts for killing it), go through
the opposing door into the Statue Area.
18.10 - Statue Area
===================
Look ahead and you will see a passage containing a First Aid box. It
looks as if it's blocked by crates with a zombie on the other side.
Go close and you'll be able to weave through. Kill the zombie and
weave through until you see the other zombie. Shoot that one, then
blast the crate for the Purple Gem. On your way out, two zombies
burst from the crates near the entrance so quickly move back and
shoot.
Now go through the door on the right into the 2nd Bedroom Corridor.
18.10 - 2nd Bedroom Corridor
============================
This section has exactly the same layout as the 1st Bedroom Corridor
(save for a longer passage leading to the exit). The corridor holds
4 Lickers so proceed with caution!
On the near left is a door to the Study that contains two Banda
Snatches. Be VERY CAREFUL in here - go for Critical Hits quickly.
Written on the typewriter is the fourth 'message'.
You can follow both directions of the corridor all the way round to
doors leading into the Bedrooms.
If you follow the corridor left into Bedroom 1, you'll find 2
Chimeras and a Magnum/Grenade Launcher (grab it). Go for Critical
Hits on both or just run through the opposing door into Bedroom 2.
If you follow the corridor right into Bedroom 2, you will find the
key. Once you take it, 2 Hunters will jump out of the crates. Go
for Critical Hits on both. You can go into Bedroom 1 via the
opposing door.
After you've finished exploring, head towards the exit (with the
key) to face Alexia.
18.11 - Boss: Alexia
====================
Alexia is exactly the same as her first incarnation from the original
Code Veronica. She is however accompanied by 2 dogs who are more
resilient than the normal variety. Each time one dies, it's replaced.
Her attacks are fire walls that do fair damage and a nasty arm
strike up close that does critical harm!
The dogs can be killed via Critical Hit but it's best to keep them
under constant fire. Keep strafing back from Alexia and shoot
rapidly. She throws blood on the floor first to indicate the
position of her fire walls so get ready to move accordingly. Try not
to get trapped in the narrow area between the staircase and the main
door. </pre><pre id="faqspan-2">
I would strongly recommend picking up both Magnums/Grenade Launchers
Get a few paces away and fire, then circle-strafe around her and
shoot. Each blast will stun her and the dogs, so you can easily move
around and blast her in the back.
She is tough and you may probably use up a credit or two fighting
her if you are inexperienced!!
==================================
19.0 STAGE 5: AIRPORT (DEADLY STRUGGLE)
==================================
Time Limit: 5 mins. If it expires, you will die instantly (Nemesis
only appears as a boss on this level). But as the level is so short
it's never going to happen.
No of keys: 0
19.1 - Mansion Grounds
======================
Head to the right. There's a crate containing the Gold Gem (last
one). Next go towards the carousel to find the last 'message'.
Move to the opposite side and go down the lift. You'll find some
weapons. I recommend taking the Shotgun. Next go through the door
where you come face to face with Tyrant!
19.2 - Boss: Tyrant
===================
Man, this guy is TOUGH!! Fast and formidable, expect to lose a few
times here. He has two attacks: an absolutely brutal dash which can
hit multiple times and destroy your life bar. He also has a ground
attack where he thumps the floor to produce shock waves that move out
in a circle. They have obscene range and can do quite a bit of damage
as well.
Shoot with the shotgun to stun him and once you've run out, retreat
back and shoot rapidly. When he does his ground attack, try to move
into the space between each shock wave. The further back you are,
the easier it is to dodge, but expect to be hit as they move very
fast! Avoid getting trapped against the wall AT ALL COSTS!!
Unfortunately I haven't really got an effective strategy for fighting
him yet. However circle-strafing him worked for a while until he
dashed behind me. Hopefully I'll have better information in the
next revision.
If you didn't collect all the gems, the game now ends. If you
collected all 5 gems, Nemesis will appear from the steel shutter.
19.3 - Secret Boss: Nemesis
===========================
Now you can get your revenge on him after that chase on Stage 4. He
has a rocket launcher that fires missiles. They are easy to dodge
as long as you keep your distance. Just grab the Linear Launcher in
front of you and blast him to oblivion!!
I haven't dared to try to beat him with just my standard weapon. Has
anyone else attempted? If so please e-mail me and let me know the
results!!
NOTE: The ending is exactly the same if you face Nemesis or not.
===============
20.0 SECRET MESSAGES
===============
You can use the messages found in the game to access special
information on Capcom's website (www.capcom.co.jp/newproducts/arcade/
biogun2/index.html). Unfortunately at the moment, the information
is in Japanese so I can't go into detail. However after doing a
'direct translation' via Babel Fish on Altavista, I can give you a
brief outline.
Stage 1: Prison
---------------
Message: 'FIVE' - Chief Warden's Diary. Seems to be describing an
experiment.
Stage 2 : Official Residence
----------------------------
Message: 'JEWEL' - A letter about some sort of spying operation
against Umbrella.
Stage 3: Training Area
----------------------
Message: '25MIN' - Some writing by a prisoner describing events on
the island.
Stage 4: Private Residence
--------------------------
Message: 'NEMESIS' - An e-mail sent by a National Security
organisation about an encounter with T-Veronica.
Stage 5: Airport
----------------
Message: 'KILL' - A description of events through Claire's eyes after
the game.
If there's anyone reading this who understands Japanese, could you
take a look at the information for me. I'll credit you in the
FAQ!!!
==========
21.0 STORY LINE
==========
Arcade games aren't renowned for complex story lines and Gun Survivor
2 is no exception. Even though the Biohazard series has a decent
history, Capcom decided to ignore it and write this script on the back
of a postage stamp. The story bears no relation to the events in the
original Code Veronica. For example, in this game Steve and Claire
both survive the island. In the original Code Veronica, Steve died
before the end.
There isn't much to say about the cut-scenes in the game except the
conversation between Claire and Steve basically points out the
obvious.
However the information on Capcom's website accessed via the secret
'messages' may turn out to be more interesting. More information
soon.....
==================
22.0 HIGH SCORE WEBPAGE
==================
Capcom and Namco have produced a website allowing you to register
your best scores. For this, you must play the game on a single
credit in 1-Player mode. You MUST NOT continue or let anyone else
join in. A password is then displayed at the 'Game Over' screen.
IMPORTANT: On some machines, you may not get a password. This is
because the URL option has been switched off. Ask the operator
(nicely) if they can turn it on.
After receiving your password, go online to the following address
to register...
www.namco.co.jp/home/aa/am/vg/gunsurvivor2/rk/index.html
It's in Japanese at the moment, but you can still post the score
if you know what to do, ie translate the site via Babel Fish on
Altavista.com. There was even a High Score Challenge when the game
was first released offering prizes like limited Biohazard items and
T-shirts. Sadly that finished on 3 September 2001.
My current record is 311,000 with Steve. The No. 1 ranking is held
by a Japanese player called 'Gop' with 492,500!
(correct as of 14/10/01).
==============
23.0 OPINION/REVIEW
==============
When this game got its first outing at Namco's private arcade show on
June 20 2001, it was reported that it didn't draw crowds. After
playing the game, it's easy to understand why........
The first problem with this game is that the story line has no
bearing on the events from the original Code Veronica. Granted coin-
ops will never be renowned for sublime cut-scenes but some effort
should of been made into weaving the scripts together. I mean Steve
dies in the original, but survives in this? Come on!!
How AWESOME would it of been if Gun Survivor 2 was based around the
exploits of Albert Wesker? In my opinion a great opportunity was
missed to make a game about his adventures in Code Veronica. It
would of made sense and allowed Capcom to weave both scripts together
no-end. Hey, you could've of even brought in a brand new character
as his accomplice!!
Why isn't there some sort of two player head-to-head mode? All right,
having Gunman Wars-type controls means it wouldn't hold a candle
to games like Quake 3 but it still would of been entertaining.
Imagine pitting Tyrant VS Nemesis or Alexia VS Nosferatu. That
would of been fun!!
The game also looks very rushed. Stages are made up entirely of
areas taken from the original Code Veronica. I think the main reason
they chose Sega's NAOMI board is because it was easy to transfer them
from the Dreamcast version. However for an important series like
Biohazard, they should have chosen Sega's NAOMI 2 and taken the
time and opportunity to move the series onto new ground.
On the plus side, the free-roaming concept is laudable although a
third-person view would have been nice. Shooting zombies is always
satisfying even though their bodies stay intact (spiders explode
though). It's not a particularly bad arcade game but it
should of been so much better. However if this game is ported to
the PS2 with no alterations, Capcom deserve everything they get!!
===================
24.0 WHAT I NEED TO KNOW
===================
* Have I made any mistakes?
* Is anyone able to translate the 'message' information on Capcom's
webpage?
* Do you have a strategy for fighting Tyrant, Nemesis or any other
boss?
* Does Nemesis appear on the second part of Stage 4: Private
Residence when the time expires if you already have the key?
* What exactly is the 'Stage' bonus?
* What involvement did Nextech and Sims have with this game?
* How many points do you get for killing each boss?
* Is there any way to change the blood from green to red?
* What difficulty levels are there? Do they effect the URL
option?
* What seems to affect the contents of the crates in the Lobby area
of Stage 2: Official Residence?
* HOW DO YOU BEAT TYRANT???!!!
* Do you have any tips that might be useful. If they work, I can put
them in the FAQ.
E-mail address:
[email protected].
Please entitle the subject box GUN SURVIVOR INFO as I don't want to
delete your message thinking it's junk mail. I will try to respond
as soon as possible.
======
25.0 SHOUTS
======
* Capcom/Namco - for making the game. Visit the website at
www.capcom.co.jp/newproducts/arcade/biogun2/index.html.
* Sega - supplying the NAOMI hardware.
* Sega Park, Southampton UK - for having the game. Fix Claire's gun
will ya please!!!
* Mr Nice 4, Apollo Latimer and Andrew Short - For naming Lickers!!
* Phil Hagler - Thanks for naming Chimeras!!!
* Mac - "Somebody better call my mamma!!"
* Harpreet - Next bona-fide TV personality!!
Resident Evil/Biohazard is a copyright of Capcom Co. Ltd
Biohazard - Gun Survivor 2: Code Veronica (C) 2001 Capcom Co.Ltd
(C) 2001 Namco Co. Ltd
This FAQ (C) 2001 R-Jay (
[email protected])
(* End Of File *)