=============================================
             BIOHAZARD - GUN SURVIVOR 2: CODE VERONICA FAQ
                           (Arcade Version)

                               VER 0.6

                    By R-Jay ([email protected])
             =============================================

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  UNDER NO CIRCUMSTANCES MUST IT BE USED FOR PROFIT-MAKING PURPOSES. IF
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  (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 *)