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. ^_^