Biohazard 2: Code Veronica TRIAL DEMO Walkthrough written by Caz (cdondoya@uci.edu) 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 Zbo@aol.com] 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." -Zbo@aol.com 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, cdondoya@uci.edu) +author of this walkthrough -ZBo@aol.com +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. ^_^