Biohazard 2: Code Veronica TRIAL DEMO
 Walkthrough written by Caz ([email protected])
 Version 1.1 (99.12.29)

Note: Since this is a simple Walkthrough, I
won't bother with future revisions (except
for this last time where I'm including the
info on where the bow gun was). I'll just
include the relevant information as needed
for the trial demo. This walkthrough was
initially submitted to GameFaqs and is
intended to have exclusivity there; if this
walkthrough appears elsewhere, then I most
likely gave the party of request permission
to post my walkthrough at another site other
than GameFaqs. Please, ask me before you
even try to post this walkthrough on your
site. Thanks.

ToC:
 a. Changes Log
 b. The Jail Cell
 c. The Graveyard
 d. Enter Steve Burnside
 e. The Barracks
 f. Guillotine Yard
 g. Cerberos
 h. Back to the Graveyard
 i. The Bridge
 j. The Ashford Courtyard
 k. The Ashford Mansion
 l. The Antiques Museum
 m. Enter Alfred Ashford
 n. Alfred's Office
 o. The Solution to the Cryptic Clock
 p. Credits
 q. Copyright Information

a. Changes Log
  -99.12.23: initial walkthrough [size=19k]
  -99.12.29: added bow gun info and modified
             "The Bridge" section; actual
             proof-reading also took place
             [size=23k]

b. The Jail Cell
  Once you've watched the introductory FMV,
  you'll end up in a jail cell. The guard
  who took you there (now wounded at the
  stomach because of a melee that happened
  outside just minutes ago) will walk in
  and approach your cell.

  The jail cell is dark, so your first task
  is to go to your inventory screen (default
  button is B) and select the LIGHTER as your
  current equipment at hand. When you ignite
  lighter, you will see your captor's face.
  He will retreat to his seat, take out a
  bottle of empty painkillers and throw it
  down in disgust. He tells you to leave the
  complex, so that's what you'll do next.
  In the cell, there is a green herb that
  you can pick up located at the bottom
  right corner of the screen. Right after
  you walk out of the cell, there will be
  a box of bullets to your right. Don't
  forget to pick up the knife that's sitting
  on the table.

  Proceed to the outside and pick up another
  box of bullets on the ground next to the
  typewriter (you can't save your game in the
  demo so don't bother). Head down the hallway
  and go up the stairs leading to the surface.

c. The Graveyard
  Once at the surface, make your way around
  the truck and past the tombstones to the
  other side of the yard (your goal is to make
  it to the gates). It won't be long until you
  trigger an event where the truck explodes, an
  attache case falls out (you can't get it yet
  since it's surrounded by fire), and a burning
  zombie from the truck begins to make its way
  towards you. After that, more zombies will
  dig up from underneath you and try to attack.
  At this point, you only have a knife, and it's
  best to just run around the two zombies in
  front of you until you make it to the gate.
  Most likely, you'll be bitten by the two
  zombies. Just shrug them off and don't worry
  about the bites (they pose no threat to your
  health at this time). Proceed to the gate.

d. Enter Steve Burnside
  You'll find the other side of the burning
  truck and a corpse right next to it. You'll
  also notice that there's a gun next to the
  corpse. Move closer and you'll be bombarded
  by a rain of machine gun fire from above.
  The next minute or two will be in auto-
  sequence, so just sit back and watch the
  story unfold. After you've been introduced
  to Steve (who suspiciously resembles Leo
  DiCaprio), go back to the corpse and search
  it for a box of bullets. You'll need them
  for your new gun that you just picked up.
  From where you're at, there'll be a gate
  to the far right of the truck where you'll
  need an eagle-crested emblem to open it (so
  go back to that later) and another gate that
  you can readily open that's to the far front
  of the truck. Enter the gate.

e. The Barracks
  There's nothing outside the barracks at
  this point except the green herb that's
  sitting at end of the porch. After getting
  that, head inside the barracks. Once inside,
  you'll encounter a group of zombies. Shoot
  them all and get everything available in the
  cafeteria. The items are:
    -a box of bullets in the cabinet
    -a green herb on the elevated portion of
     the cafeteria
  Do the smart thing and mix all your herbs
  so that you have space in your inventory.
  Now, head to the door of the next room
  which will be the dormitory. Inside, there
  will be a couple of corpses on the bunk
  beds. There will be a blue book that you
  can pick up, but since you're reading this
  FAQ, you don't really need it (besides...
  it's only informative if you can read
  Japanese). Head around the corner and go
  the the shower area. Pick up the box of
  bullets near the corpse at the last shower
  stall and head back to the window where
  the banging zombie awaits you. Once you
  pick up the bullets on the shelf, the
  zombie will break through the window and
  attack. In the process, it'll drop two
  M-100 "uzis". First thing is to cap this
  zombie as fast as you can until it falls
  down. Once it does, pick up M-100's and
  use them to knock down all the other
  zombies who have awakened (two from the
  bunkbeds, one from the shower stall, and
  the one that popped out from the window).
  If you like, you can choose to shoot the
  zombies till they fall once and run around
  them to save your bullets. When you make it
  back to the cafeteria, more zombies await
  you. However, you need not waste your
  bullets, so just head out the door. Once
  you return to the outside, step off the
  porch and you'll notice that something
  underneath the porch is watching you. Don't
  worry for now. Go around the barracks.
  You'll come across a corpse being dragged
  underneath the building. Forget you saw that
  and move to the gate that's at the end of
  your path.

f. Guillotine Yard
  There will be three zombies in your
  immediate scope and two more behind the
  fenced enclosure. Just worry about the
  zombies approaching you. Shoot them and
  head to the building in front. You'll
  notice that there's a garage panel with a
  red light. That means it won't open until
  it turns green. That's what you'll do next.
  Go the door that to the far right of the
  garage door panel.

  Inside the building, you'll come across a
  metal detector that won't let you pass until
  you put away ALL your metallic carry-ons.
  This includes the lighter, so put that away
  too. If you don't heed this warning, the
  panels will close stopping you from going to
  the next room. If the alarm does go off, simply
  go the panel next to metal detector and flip
  the switch to make everything normal again.
  Head down to the next room.

  In this room, you'll find another metal
  detector and a 3D Engraving machine. Inside
  this room, there'll be a piece of paper that
  you can pick up (instructions on how to use
  the 3D Engraver), a can of First Aid, and a
  bazooka flame round. The only thing you need
  to pick up is the First Aid can and use it
  if you must. You shouldn't take the flame
  round since 1) There's no bazooka in this
  demo, and 2) the metal detector won't allow
  you to carry it elsewhere. Your first job
  here is to go to the 3D Engraver panel and
  turn the machine on. The tray will open and
  your next job is to find the item to put
  inside the tray. So, go the door of the next
  room and you'll find Steve typing away on a
  computer. Sit and watch the story unfold.
  After Steve leaves, go the panel on the wall
  that he was playing with and flip the switch
  so that the 4 lights on this control panel
  turn green. This is so that garage door
  outside will become accessible. Now, go the
  computer terminal and search the desk. One
  of the drawers will reveal an Eagle Emblem
  that you'll need to open that gate next to
  the burning truck back in the very beginning.
  However, you can't take this Eagle Emblem
  outside this building because it's made of
  metal (remember the metal detectors?). So,
  your job is to put this Eagle Emblem inside
  the 3D Engraver tray so that it can be
  scanned by the machine. Now, once you've done
  that, head back to the first metal detector
  and get your belongings. Run back to the
  door and flip the switch to open the garage.
  You'll find two zombies inside the garage and
  two more will attack from behind (they broke
  through the fence). Shoot them all down and
  get the Fire Extinguisher in the garage. Now,
  head to the fenced enclosure and go in front
  of the guillotine where a silver key lies.
  Get it and head back out to the barracks area.

g. Cerberos
  Once you make your way around the barracks,
  two zombie dogs will attack you from the front
  and behind. Use your M-100's to take care of
  them quickly. Now, head around to the front.
  With the silver key that you found next to the
  guillotine, use it to open the padlock on the
  fence gate. This way, you don't have to run
  around the barracks area again (it's a short-
  cut). Now, head out to main gate and go the
  graveyard. On your way to the graveyard, just
  run around the two zombies eating away on the
  dead corpse next to the burning truck.

h. Back to the Graveyard
  Once you get to the graveyard itself, shoot
  down all the zombies with the M-100's. Now,
  go to the front of the truck and use the Fire
  Extinguisher. You can now pick up the attache
  case. It won't be useful until you examine it,
  so do that. The examine option is the second
  of the three options:
    -USE
    -EXAMINE
    -MIX
  Upon examination, tilt the attache case to
  the opening point of the case (where you can
  see the red button). Examine it further and
  the case will open, revealing a piece of TG-01
  plastic. What's this good for? This TG-01 mold
  is what you'll use on the 3D engraving machine
  so that you will make a replica of the Eagle
  Emblem. That way, you can take the replica
  emblem without the metal detector stopping you.

  Now that you have the TG-01, head back to the
  building that houses the 3D Engraving machine.
  Don't forget to use the shortcut (the fence gate
  that you just unlocked with the silver key).
  Again, at the first metal detector, unload all
  your metal items except your herbs and the TG-01
  plastic. Head to the 3D Engraver. Go to the right
  side of the machine where the plotter sits and
  go to the inventory screen and USE your TG-01
  plastic. In a few seconds, a replica of the
  Eagle Emblem will be made. Get it. You'll hear
  glass breaking and the zombies have just busted
  through the windows. Go and skillfully run around
  the zombies. If you get bitten, shrug them off
  and continue your way to the first metal detector.
  Get your belongings and head out the door (don't
  bother to shoot the zombies). Now, head back to
  the once burning truck (there place where you
  first met Steve) and use the replica emblem on
  the large gate. BTW, dodge the zombies and save
  your bullets on your way to the large gate.

i. The Bridge
  Here, you'll find an MP jeep blocking your path.
  Go around the bridge and head back to the jeep
  so that you can take the box of bullets inside.
  At the end of the bridge, there'll be some green
  herbs. Get them and mix them. Now, go to the large
  silver crates. Move the farthest crate towards
  the other two crates so that you make a platform
  for you to step on. Now, head up the flight of
  stairs. At the top, you'll notice "Farmer John"
  zombie and friends.

  [how to get the bow gun, pointed out by [email protected]]
  After rushing this portion of the game, I missed
  the door that's to the far right of "Farmer John"
  zombie. Here's how to get the bow gun from Zbo's
  own description:
    "Next, at the top of the stairs is the zombie in
     overalls and a zombie with a hat on. There are
     also flaming barrels. If you walk straight, you
     are on the way to the Mansion, but before that,
     you can walk to the right and go through a door.
     There is double doors next to it you can't go
     through, but the single door you can. This
     brings you to a little are with three dogs.
     Kill the dogs and go in the door to your right.
     Here you are in a lobby where there are three
     doors you can go in. Two on the lower level, one
     on the upper level. The upper level door has a
     lab (with cut scene), which you can't get into,
     and the Bow Gun. Next, return to the lobby and
     go through the door at the back. This room has
     zombies and lockers. Two lockers hold arrows,
     as does the dead guy near the door at the end
     of this room. This door brings you to a room
     with a sauna and a pool, and two zombies roaming
     around. In the pool, there is a wheel you can turn
     to lower the water level. After it is turned you
     can get the key on the pool floor. After getting
     the key, go back to the lobby and go through the
     other door. Here, there are three zombies, two
     walking around, one playing dead. There are also
     arrows in here and a side room. Go in the side
     room, watch out for the zombie, and use the key
     you got out of the pool on the locker at the back
     of this room. Opening the locker gets you explosive
     arrows." [email protected]

  After you've done that (if you bothered in having the
  Bow Gun... IMO, I suggest you get that since you get
  to see the most out of this game and see everything
  there needs to be seen in this demo), you'll now
  head your way towards the Ashford Mansion area. To
  get there, consider the part where you went up the
  flight of stairs where you first met "Farmer John"
  zombie and company. You went to the far right door
  in order to get the bow gun. If you backtracked and
  went back from this point, all you have to do is
  head straight. Dodge the zombies. Only use the guns
  if you feel you can't run around the zombies. With
  so much firepower at hand (assuming you picked up
  the Bow Gun), you really have nothing to worry
  about. At the end of the path, there'll be steps
  leading up to the courtyard. Go up the steps.

j. The Ashford Courtyard
  You'll find two or three cerberos dogs run
  towards you. Cap them with the M-100's and head
  to the middle of the courtyard. Here, there'll
  be three paths from where you came from: a path
  to the left (a dead end), a path ahead (leads
  to the lower-level submarine dock), and a path
  to the right (the entrance to the Ashord mansion).
  First, head to the path ahead and go down to the
  lower-level where the submarine dock is located.
  In this demo, you can't access the submarine
  sequence, so just run around to where there is
  a room underneath the staircase from where you
  just came from. Inside, there'll be a box of
  bullets and a can of First Aid. Near the actual
  submarine dock, you can also pick up bow gun
  ammo. You should now have plenty of ammo for
  your bow gun (it's not like you'll end up using
  all of it for this demo).  Now head back up to
  the surface courtyard and go to the entrance of
  the Ashford mansion.

k. The Ashford Mansion
  Inside, there'll be a check-in lounge, two doors
  (one of which is locked), a staircase leading
  the second level of the mansion. At the lobby
  desk, there'll be a box of bullets for you to
  take. The computer terminal is for employees
  only, so unless you know the password, come back
  to the machine later. By going to the light-blue
  colored door near the entrance of the mansion,
  there should be a can of First Aid on the sink.
  There will be four bats waiting for you if you
  inside, so have your gun pointed and ready if
  you decide to get that can of First Aid. At
  this point, you have nothing else to do but
  to go up the stairs.

  To the left of the big painting, there's a door
  that is not accessible through this demo. To the
  right of the painting, there will be a "safe
  room" that you can go into. Enter that room.
  Inside, there'll be an item box where you can
  store the items that you don't feel like taking
  along with you. At this point, you should have
  only the following items:
    -the M-100's or the Bow Gun (with arrows)
    -the standard pistol (optional, if you must)
    -box of bullets (if you take the pistol)
    -ONE can of First Aid *OR* a mix of herbs
  That's it. Don't take more than you need and
  make sure you have two spaces available in
  your inventory. Near the chest, there'll be
  a box of bullets on the shelf. Get that. Go
  to the couches and you'll find a pamphlet
  (just ingore that and head to the door with
  the gun insignias). On the door, you'll notice
  that there is a carving of two old pistols
  engraved on the door. You can't open it till
  you find those pistols. In the meantime, you'll
  find that there's an object shining beneath the
  chest next to you. Move the chest over and you
  will get an employee ID card. Take it. Now,
  examine the card and turn it around to the
  backside to find the ID number. The number
  should be:
    "NTC0394"
  Once you get that ID number, you don't need
  the ID card anymore, so just put that away
  in the item box. Now, head back out and down
  the stairs to the lobby desk where the computer
  terminal is. With the ID number, type it in
  and a door should unlock (there's only two
  doors down there... a light-blue door and a
  brown door you previously couldn't open). Go
  through the door.

l. The Antiques Museum
  Once you go through that door, you'll be in
  a hallway where a few zombies will attack you.
  Shoot them down and head to the door straight
  ahead. Don't turn to the door on the right-
  hand side of the corridor because it won't
  open. Once you go through the main door, you'll
  enter an antique museum of sorts that houses a
  few relics from the Ashford family collection.
  The only items that'll be of use are the box of
  bullets on the table and the two golden pistols
  in the back of the room. There is a backroom
  where there is a showcase of old antique guns
  and rifles. However, the only ones of use to you
  will be the two golden pistols on the wall. Get
  the pistols and head back to the main lobby.

m. Enter Alfred Ashford
  Once you get back to the main lobby, a laser
  will travel up to your forehead. Now sit back
  and watch the story unfold. After you sit
  through Alfred's rants, you'll have to make
  your way back up the stairs and back inside
  the "safe room". Once you get inside the room,
  place the two golden pistols on the door with
  the engraved pistol carvings. The door will
  now open. Go inside.

n. Aflred's Office
  This, supposedly is Alfred's den or office.
  In the back of the room, there's a computer
  terminal asking for a password. When you turn
  the computer on, it'll pan to the cryptic
  clock of sorts. Two buttons on that cryptic
  clock will now glow green. On the table, you'll
  find some papers that reveal the password to the
  computer. If you don't want to be spoiled and
  find the password on your own, then I'll place
  the solutions at the end of this walkthrough.
  For now, here are the instructions:
    1. First number is when you press the left
       button first, then the right button.
    2. Second number is when you press the left
       button once.
    3. Third number is when you press the right
       button once.
    4. Fourth number is when you press the right
       button three times.
  To get the numbers, you have to input all the
  commands in sequence. For example, this means
  that when you press the left button, then the
  right, then whatever number that appears on the
  dial is the first number of the password. Then
  if you press the left button once, whatever
  number that comes up is the second number of
  the password. Then if you press the right
  button once, the dial will show you the third
  number of the password. Finally, if you press
  the right button three times, the number on the
  dial will be the fourth number of the password.
  In total, the password is four digits in length
  (four characters for you to type in). Again, if
  you give up, the solution will be at the end of
  this walkthrough.

  Now, head to the cryptic clock and input the
  commands as shown above. If done correctly, you
  will get the four numbers. Now, head to the
  computer terminal and input the four-digit code.
  If done correctly, the cryptic clock will move
  aside and open up a path that leads to a secret
  passage. However, a mutated freak will bust
  through the big window and attack you. All it
  needs is five or six shots of the M-100's and
  it will fall. You don't need to heal, as you're
  almost done with this demo. Now, go through
  the secret passageway. At the end of the hall-
  way, you'll go through a door. You'll now be
  on a covered bridge that leads to a castle of
  sorts (sounds like Castlevania, doesn't it?).
  Make your way to the end of the bridge and your
  demo play is now finished. Now, just sit back
  and watch the previews of what's in store for
  you come February 3, 2000. Enjoy.

o. The Solution to the Cryptic Clock
    -The first number is 1.
    -The second number is 9.
    -The third number is 7.
    -The fourth number is 1.
  The significance of 1971 may be the year that
  one of the engineers or founders of the
  Biohazard series was born.

p. Credits
  -Caz (C. Dondoyano, [email protected])
   +author of this walkthrough
  [email protected]
   +supplied info on where the bow gun was
    and the area leading to it
  -Capcom of Japan (http://www.capcom.co.jp)
   +creators of the game
  -MagicBox (http://come.to/magicbox)
   +supplied last name for Steve

q. Copyright Information
  This walkthrough is a copyright of Caz, 1999.
  All characters, names, and related trademarks
  are copyrights of Capcom. No part of this
  walkthrough may be used, printed, or PUBLISHED
  (especially on any online or printed magazine)
  without my prior consent. I'll hunt you down
  and claim your first-born. No kidding. If you
  plan to use this walkthrough to make your own
  FAQ, then please give credit to those where
  it is appropriate. Then again, this is a demo
  walkthrough and I see no reason why you have
  to make a FAQ. ^_^