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

				VER 0.6

		     By R-Jay (rjay63@hotmail.com)
	      =============================================

   THIS GUIDE MAY BE FREELY DISTRIBUTED AS LONG AS IT REMAINS INTACT.  
   UNDER NO CIRCUMSTANCES MUST IT BE USED FOR PROFIT-MAKING PURPOSES. IF 
   YOU WISH TO USE ANY OF THE FOLLOWING, SEEK MY PERMISSION FIRST!!!!  
   PLEASE REPORT ANY VIOLATIONS.

   The latest version of this guide can always be found at 
   www.gamefaqs.com

   THIS DOCUMENT IS BEST VIEWED IN MS-DOS EDITOR OR MS-WRITE/WORD PAD 
   (set left & right margins to 1.5cm, change font to Courier New size 10)

 ========
 CONTENTS
 ========

 1.0 HISTORY
 2.0 PURPOSE OF FAQ
 3.0 DATABURST 
 4.0 GAME DESCRIPTION
 5.0 CONTROL METHOD
 6.0 AUTO-AIM AND CAMERA ANGLE CHANGES
 7.0 WEAPONS
      7.1 Claire's Weapons
      7.2 Steve's Weapons
 8.0 ITEMS
 9.0 CRITICAL HIT
 10.0 ZOMBIES & MONSTERS
       10.1 Zombies 
       10.2 Dogs
       10.3 Sweepers/Hunters
       10.4 Banda Snatch
       10.5 Spiders
       10.6 Lickers
       10.7 Chimeras
       10.8 Nemesis
 11.0 SCORING
       11.1 Individual Zombies/Monsters
       11.2 Items
       11.3 End Of Level Bonuses
       11.4 Grades
 12.0 TWO PLAYER MODE
 13.0 GENERAL ADVICE
 14.0 OTHER INFORMATION
 15.0 STAGE 1: PRISON (ESCAPE)
       15.1 Graveyard
       15.2 Steel Shutter Area
       15.3 Alley
       15.4 Prison Grounds
       15.5 Prison Hut
	     15.5.1 Dining Area
	     15.5.2 Sleeping Quarters
       15.6 Boss: Giant Spider
 16.0 STAGE 2: OFFICIAL RESIDENCE (ABERRANCE)
       16.1 Entrance
       16.2 Lobby
       16.3 Route 1
	     16.3.1 1st Portrait Passage
	     16.3.2 Study
	     16.3.3 Library
       16.4 Route 2
	     16.4.1 Fireplace Room
	     16.4.2 2nd Portrait Passage
	     16.4.3 Toilets
       16.5 Hallway
       16.6 Portrait Gallery
       16.7 Boss: Super Hunter
 17.0 STAGE 3: TRAINING CAMP (LINGERING FEAR)
       17.1 Outside The Base
       17.2 Training Ground
       17.3 Hallway & Surrounding Rooms
       17.4 Stone Courtyard
       17.5 Key 1 Route
	     17.5.1 Tactics Room 
	     17.5.2 Dark Passage
	     17.5.3 Jeep Garage
	     17.5.4 Outside Storage Area
       17.6 Key 2 Route
	     17.6.1 Vending Machine Area
       17.7 Operations Room
       17.8 Underground Cavern
       17.9 Boss: Nosferatu
 18.0 STAGE 4: PRIVATE RESIDENCE (KIAUGH)
       18.1 Underground Tunnel
       18.2 Airport Bridge
       18.3 Baggage Area
       18.4 Harbour
       18.5 Mansion Grounds
       18.6 1st Bedroom Corridor
       18.7 Mansion Tunnel
       18.8 Mid-Boss: Giant Spider 2
       18.9 Statue Area
       18.10 2nd Bedroom Corridor
       18.11 Boss: Alexia
 19.0 STAGE 5: AIRPORT (DEADLY STRUGGLE)
       19.1 Mansion Grounds
       19.2 Boss: Tyrant
       19.3 Secret Boss: Nemesis
 20.0 SECRET MESSAGES
 21.0 STORY LINE
 22.0 HIGH SCORE WEBPAGE 
 23.0 OPINION/REVIEW
 24.0 WHAT I NEED TO KNOW
 25.0 SHOUTS


     =======
 1.0 HISTORY
     =======

    
     Ver 0.6 - Updated between 6/09/01 and 6/10/01
     ----------------------------------------------
      
     Managed to play on another machine a week or so ago.  No password  
     after game and increased difficulty......
      
      - Added info to 11.0 - SCORING about getting 200pts for 
      shooting lights and barrels. 
     
      - New high score for me - hurrah!!

      - Added time limits for Stages 1 - 4.  Also expanded on
      'final countdown' in Stage 4: Private Residence.

      - Added 'last shot hits head' scores for all zombies plus Hunters
      and Banda Snatches.
      
      - Expand scoring section 10.1 to include Officer and Exploding 
      zombies.

      - Expanded section on Alexia.
      
      - Corrected following errors:

	* 1st Bedroom Corridor contains two Officer zombies and
	  one Licker;
     
	* Contents of Bedroom 1 (2nd Bedroom Corridor) are two
	  Chimeras and a Magnum/Grenade Launcher.  It is 
	  not filled with Grave zombies;
     
	* Contents of Bedroom 2 (1st Bedroom Corridor) are three
	  crates containing a Hunter and a Magnum/Grenade 
	  Launcher, not 2 Hunters as stated before;

	* Study on Stage 2: Official Residence has two zombies as
	  well as a Banda Snatch;
       
	* Stage 3 strap-line should be Training Camp not Training 
	  Area;
     
	* Tongue Crawlers renamed Lickers (thanks Mr Nice 4,
	  Apollo Latimer and Andrew Short);
     
	* Hook Crawlers renamed Chimera (thanks Phil Hagler)
	
	* Strap-lines for Stage 2 & 3 were mixed up (Stage 2 is 
	  Aberrance and Stage 3 is Lingering Fear);
     
	* Location of Library door in hallway is not opposite the 
	  Portrait Gallery door.  It's on the adjoining wall.

     
     Ver 0.5 - Created between 31/08 and 6/09/2001
     ---------------------------------------------
     This game arrived in my arcade about 3/4 weeks ago.  I've been 
     playing regularly and have decided to put a FAQ together.  Still 
     lots of work to be done on the walkthrough as it's very messy at the 
     moment!!

     ==============
 2.0 PURPOSE OF FAQ
     ==============

     This FAQ was written mainly to provide a basic walkthrough.  However 
     it'll also contain information on weapons, the various monsters and 
     zombies, scoring and the two main secrets of the game.
      
     Throughout the FAQ, I refer to the game as Biohazard and not Resident 
     Evil as that's the title at my arcade.  For the record, Biohazard is 
     the Japanese name for Resident Evil.
     
     =========
 3.0 DATABURST 
     =========
     
     Manufacturer:           Capcom/Namco (joint venture)
     Format:                 Coin-Op
     Arcade Hardware:        Sega NAOMI board (utilising GD-ROM)
     Players:                1/2
     Release Date:           June 2001
     Cabinet:                Standard Twin-Type
     Main Website:           www.capcom.co.jp/newproducts/arcade/biogun2/
			     index.html 
     Other Versions:         Playstation 2 (planned)

     ================
 4.0 GAME DESCRIPTION
     ================
      
     Biohazard - Gun Survivor 2: Code Veronica is a free-roaming shooting 
     game that's based on the Battle Mode in Biohazard: Code Veronica (for 
     DC and PS2).  It's also the sequel to the first Gun Survivor game 
     released on PS1.  

     Played through a first-person viewpoint, you control either Claire 
     Redfield or Steve Burnside.  Your objective is to shoot your way 
     across 5 stages and escape from the island.  To do this you must 
     locate the key(s) on each stage and then head to the exit.  On your 
     journey, you'll encounter various foes from the original game 
     including zombies, Banda Snatchs and Hunters.  Each stage has a time 
     limit which, when expires, causes the ever-charming Nemesis to appear 
     and chase you!!  After finishing a stage, you must defeat an 
     end-of-level boss to proceed.  

     Each stage is divided into areas that are mostly carbon copies taken 
     from the original Code Veronica.  For example, you'll find that the 
     Prison stage is just an edited version of that found on the home 
     games.  Being a free-roaming game, you can go where you please and 
     explore the areas (time permitting).  Littered throughout the game 
     are various weapons and First Aid boxes to help you progress.  In 
     addition there are secret 'messages' to be found and special 'gems' 
     to be collected.  More on those later.....

     ==============
 5.0 CONTROL METHOD
     ==============

     Namco were in charge of creating the coin-op cabinet.  They decided 
     on a control system that's similar to the one found on their 1995 
     coin-op, Gunman Wars.  A plastic machine gun is mounted on a joystick.  
     Moving the gun forward, back, sideways, diagonal etc controls the 
     direction of your character.  You're also able to `swivel' the 
     gun about 30 degrees left and right to adjust your aim.  Along with 
     the obvious shooting trigger, there's a small button on the left-hand 
     side of the gun used for changing weapons and picking up items.

     The main difference between this game and the Battle Mode on the 
     original Code Veronica is the ability to move and shoot 
     simultaneously.  Strafing left and right to avoid hits and circling 
     monsters while firing play important parts in the gameplay. 
     
     =================================
 6.0 AUTO-AIM AND CAMERA ANGLE CHANGES
     =================================

     When you shoot a zombie and it falls to the floor, you automatically 
     aims down towards it.  The same thing happens when you face smaller 
     creatures like spiders.  If you become surrounded, the camera will 
     shift above your character.  This is to get the monsters in view so 
     you can fight them effectively.
     
     =======
 7.0 WEAPONS
     =======

     You start the game with just a standard weapon but you'll find other 
     arsenal throughout the game, mostly hidden in crates.  Gun Survivor 2 
     employs a system where weapons are shown as icons.  Each icon 
     displays two weapons that are equivalent eg Grenade Launcher & 
     Magnum.  If Claire picked up that icon, she would use the Magnum but 
     if Steve did, he'd use the Grenade Launcher.  The remaining weapon 
     then disappears. 

     Exceptions are the Shotgun and Linear Launcher which are singular 
     icons and can be used by both.

     You're only able to carry one additional weapon besides your standard 
     gun.  If you're carrying a Grenade Launcher and you pick up a Shotgun, 
     the Grenade Launcher and its ammo disappears from your arsenal.  
     Collecting the same icon increases your ammo.  The amount of ammo 
     varies with each icon.  Therefore strategy is required for what weapons 
     you should collect and when.

     Below is a list of all the weapons in the game for both characters.  
     Interestingly the arcade cabinet describes the Shotgun with a faster 
     'Hit Rate' than the Assault Rifle or Machine Gun.  I am not sure at 
     the moment whether Hit Rate refers to speed of fire or range of impact 
     so I'll write my own descriptions for the time being.

     7.1 Claire's Weapons
	 ================

	 NOTE: Unfortunately Claire's side on my local machine is broken at 
	 the moment so updates may take a while in coming.  Any additional 
	 info would be gratefully received!!

	 Handgun (Standard Weapon)
	 -------------------------
	 Has an infinite number of rounds and cannot be replaced.  Fires 
	 quicker than Steve's Twin Lugers but does weak damage and has 
	 mediocre range.

	 Assault Rifle 
	 -------------
	 Can collect up to 100%.  The fastest weapon for Claire but suffers 
	 from poor damage ratio and lousy range.  A far cry from its 
	 incarnation on the original Code Veronica. 

	 Shotgun
	 -------
	 Unsure of how many rounds can be collected at present.  Has superb 
	 range and good damage.  However the recoil means there's a small 
	 delay between shots.

	 Magnum
	 ------
	 Again unsure of how many rounds but I think it's around 6.  The 
	 most powerful weapon Claire can find does enormous damage.  Be 
	 warned though, the recoil is terrible and the range isn't too hot 
	 either.

	 Linear Launcher
	 ---------------
	 You can only use it at the end of the game against Nemesis .  
	 Basically the same as that in the original Code Veronica only with 
	 less damage and no zoom-in.  Still, with insane range and infinite 
	 ammo who's complaining?

     7.2 Steve's Weapons
	 ===============

	 Twin Lugers (Standard Weapon)
	 -----------------------------
	 Has an infinite number of rounds and cannot be replaced.  Fires 
	 slower than Claire's handgun but compensated by two bullets at a 
	 time.

	 Machine Guns
	 ------------
	 Can collect up to 100%.  The fastest weapon for Steve but like 
	 the Assault Rifle, suffers from poor damage and range.  You 
	 cannot aim each gun like you can on the original Battle Mode.  
	 Too bad!

	 Shotgun
	 -------
	 Same as Claire.  Unsure of how many rounds can be collected at 
	 present.  Has superb range and good damage.  However the recoil 
	 means there's a small delay between shots.

	 Grenade Launcher
	 ----------------
	 Can collect up to 10 rounds.  Steve's most powerful weapon but 
	 big delays between reloading and not a great range. 

	 Linear Launcher
	 ---------------
	 Same as Claire.  You can only use it at the end of the game 
	 against Nemesis.  Basically the same as that in the original 
	 Code Veronica only with less damage and no zoom-in.  Still, 
	 with insane range and infinite ammo who's complaining?


     =====
 8.0 ITEMS
     =====

     Key
     ---
     You need to collect them to finish the stage.  There is one key for 
     stages 1, 2 & 4. and two keys for stage 3.  Stage 5 has no key.

     First Aid Box
     -------------
     Replenishes you health bar by a certain amount.  Some heal more than 
     others.  Usually hidden in crates.

     Gems
     ----
     Collecting all 5 gems in the game allows you to face Nemesis after 
     Tyrant on Stage 5.  There is one on each stage hidden in a crate.  
     Their locations will be revealed in the WALKTHROUGH section.

     ============
 9.0 CRITICAL HIT
     ============

     A risky but very rewarding attic is the Critical Hit technique.  You 
     need to get VERY CLOSE to your foe, then shoot.  If done correctly, 
     the word CRITICAL appears on-screen and they die instantly.  You get 
     over twice as many points this way, as opposed to killing them from a 
     distance.

     A Critical Hit takes place when a small white flash appears on your 
     weapon.  You only get a split second to fire so be quick.  The best 
     way to get the bonus is to anticipate when the flash appears.  For 
     example, let a zombie come close to you and just after its hands go 
     off-screen, fire a few times.

     Unfortunately this does not work against the bosses, although you can 
     destroy their minions with this method. 

     ==================
10.0 ZOMBIES & MONSTERS
     ==================

     Nearly all the foes are taken from the original Code Veronica.  The 
     only exceptions are Chimeras (Biohazard) and Lickers (Biohazard 2).   
     Below is a list of all the normal foes you'll encounter.  I will save 
     boss descriptions for the walkthrough.

     10.1 Zombies 
	  -------
	  There are six types of zombie; Grave, Prison, Worker, Exploding,
	  Soldier and Officer.  They try and bite when close except for 
	  Officer zombies who spit instead.  Damage from either attack
	  is minimal.  Below is a short description of each type.
	  
	  * Grave zombies are the weakest type.  They are naked and   
	    pale-blue in appearance.  Good for Critical Hits.
	  
	  * Prison zombies wear green, sleeve-less uniforms.  Again 
	    suitable for Critical Hits.
	  
	  * Worker zombies come in boiler suits and occasionally wear 
	    hats.  They have an odd height making it difficult to land
	    Critical Hits but shooting them down first, then firing as 
	    they get up sometimes works.
	    
	  * Exploding zombies are dark grey and sometimes have glowing 
	    eyes.  They will blow up when shot a few times.  The explosion
	    will damage anything in its vicinity but NOT you.
	  
	  * Soldier zombies wear dark green uniforms or camouflage trousers 
	    with white T-shirts.  They are fast movers so be careful when
	    trying for Critical Hits.
	    
	  * Officer zombies wear a grey military uniform.  Instead of 
	    biting, they'll spit at you.  Try shooting them from a 
	    distance.  
	  
	  PS If a zombie bites while on the floor, you'll stamp on its 
	  heads afterwards.

     10.2 Dogs
	  -----
	  They're fast and usually attack by surprise.  On their own, 
	  they're easy to kill but can be annoying when in groups.  
	  They attack by jumping and biting.  Critical Hits can be 
	  obtained occasionally by letting them close.  

     10.3 Hunters
	  -------
	  They cause a fair amount of damage with a single swipe or a 
	  jumping swipe.  They move fairly fast and take a few hits before 
	  going down.  You can keep your distance and fire rapidly or you 
	  can let them come close, then shoot for a lucky Critical Hit. 

     10.4 Banda Snatch
	  ------------
	  Nasty things these, especially in enclosed areas.  They are 
	  strong, have obscene range with their arm and cause considerable 
	  damage up close with an uppercut.  The one saving grace is that 
	  they move slowly.  You can keep your distance and fire rapidly or 
	  dodge their attack, then sneak in with a Critical Hit before they 
	  strike again. 

     10.5 Spiders
	  -------
	  Their weak point is at the front and shooting the body causes less 
	  damage.  However fire enough times and it comes off, leaving them 
	  vulnerable.  They attack by spitting.  I rarely attempt to get 
	  close so I don't know if they have any other attacks.  If you 
	  manage a Critical Hit bonus, you'll be rewarded.

     10.6 Lickers 
	  -------
	  These monsters can inflict extreme damage if you aren't careful.  
	  They have two attacks; a vicious jumping claw if you're at a 
	  distance and a horrid tongue attack up-close which savages your 
	  life bar.  Best thing is to strafe when they jump, then move to 
	  the side/behind them and fire.  

	  If you want to try for a Critical Hit, shoot them in front during 
	  the tongue attack build-up.  It's very risky but the rewards are 
	  great!! 

     10.7 Chimeras
	  --------
	  There are only three of these creatures in the game.  They are
	  scorpion-like, with claws on each limb and act in a similar 
	  way to Lickers.  Not particularly damaging, but being in cramped 
	  areas, they can easily trap you for multiple hits.  They have a 
	  normal swipe plus a jumping attack.  Keep moving around while 
	  shooting to avoid their claws.  Critical Hits are risky (you need 
	  to get very close) but offer the largest number of points should 
	  you pull it off.  

     10.8 Nemesis
	  -------
	  This guy appears when the time expires and also at the start of 
	  Stage 4.  He cannot be destroyed and one hit from him will kill 
	  you instantly (regardless of how much life you have).  He is very 
	  slow at first but can run after you if you stay close to him.  It 
	  is quite possible to stay on the level for some time after he 
	  appears if you know when to dodge him.  He can also kill other 
	  zombies if the area you're in is crowded.  However it's best to 
	  avoid him until you face him at the end of the game.

      =======
 11.0 SCORING
      =======
      
      I've attempted to include as much information on scoring as possible.  
      Below there's a list of scores for each monster killed, plus a 
      look at the end of stage bonuses and the grading system.  
      
      The 'Last shot hits head' section means the number of points you get
      when the last shot fired just before the zombie/monster died landed 
      in their head.  As far as I can tell, the points are half the bonus
      for a Critical Hit.

      NOTE: If you die and continue, your score will reset to 0.

      11.1 Individual Zombies/Monsters
	   ===========================

	   Grave Zombie
	   ------------
	   Normal Kill:            100pts          
	   Critical Hit:           600pts
	   Last shot hits head:    300pts

	   Prison/Worker Zombie
	   --------------------
	   Normal Kill:            200pts
	   Critical Hit:           800pts
	   Last shot hits head:    400pts

	   Soldier/Officer Zombie
	   ----------------------
	   Normal Kill:            400pts
	   Critical Hit            1000pts
	   Last shot hits head:    500pts
	   
	   Dog
	   ---
	   Normal Kill:            200pts
	   Critical Hit:           1000pts
	   Last shot hits head:    500pts

	   Hunter
	   ------
	   Normal Kill:            500pts
	   Critical Hit:           1600pts 
	   Last shot hits head:    800pts

	   Banda Snatch
	   ------------
	   Normal Kill:            500pts
	   Critical Hit:           1600pts
	   Last shot hits head:    800pts

	   Spider
	   ------
	   Normal Kill:            500pts
	   Critical Hit:           1400pts
	   Last shot hits head:    700pts

	   Lickers
	   -------
	   Normal Kill:            800pts
	   Critical Hit:           2000pts
	   Last shot hits head:    1000pts

	   Chimera
	   -------
	   Normal Kill:            1000pts
	   Critical Hit:           3000pts
	   Last shot hits head:    1500pts

      11.2 Items
	   ======
	
	   First Aid Box           1000pts (with full life bar only)
	   Oil Drum:               200pts
	   Light:                  200pts
	   Crate:                  200pts
	   Gem:                    2000pts

      11.3 End Of Level Bonuses
	   ====================

	   Stage Bonus     
	   -----------
	   Not too sure but I assume it's the amount of monsters killed on 
	   the stage.

	   Time Bonus      
	   ----------
	   Remaining time before you face the boss.

	   No Damage Bonus
	   ---------------
	   If you take no damage during a stage (including the boss), you 
	   get this bonus.  It can be accumulated if you remain untouched 
	   during each stage.  For example if you get the 10000pts on Stage 
	   1, you'll get 30000pts for Stage 2.  However if didn't get the 
	   bonus on Stage 1, you only get 20000pts for Stage 2.

	   Handgun Bonus
	   -------------
	   If you use only your standard weapon on a stage (including 
	   the boss), you get this bonus.  It's 10000pts in 1 player 
	   mode and 5000pts in 2 player mode. 

      11.4 Grades
	   ======
	   
	   You'll also be awarded a grade for each stage (S being the 
	   highest and E being the lowest) which is based on points.  The 
	   criteria for each grade differs on each stage so I can't give 
	   a proper description at the moment.  However I can say that you 
	   need 35000+ pts at the end of Stage 1: Prison for a 'S' grade.

      ===============
 12.0 TWO PLAYER MODE
      ===============
      
      I haven't really seen much difference between the 1 and 2 player 
      modes.  Monsters take a bit longer to kill from a distance and the 
      criteria for awarding grades is different as the points are now 
      shared.  One important factor when exiting the stage: you only need 
      one player to go through the exit as the other automatically  
      transported to the boss, no matter where they are.
      
      ==============
 13.0 GENERAL ADVICE
      ==============

      * On your first few attempts, try exploring the levels instead of 
	bolting to the exit.

      * Practice with the controls so you can learn how to move and shoot 
	effectively.  This will help a great deal in later stages.

      * Practice Critical Hits.  They're very important as they kill in one 
	shot, save time and save ammo.  They are especially vital on the 
	first part of Stage 4: Private Residence.

      * When you are close to certain zombies, get ready to back away as
	they can suddenly dash forward.
      
      * Remember it isn't necessary to kill everything in an area.  
	Running away from weaker enemies can save time.

      * Don't go for the Handgun Bonus to start with.  Learn how the 
	various monsters behave before you attempt.

      * Learn how to strafe effectively.  This means keeping your aim on 
	your opponent while moving so you can dodge attacks, then move in 
	for the kill.

      * Shoot crates; even though you may not want the contents you still 
	get 200pts.

      * Try to conserve your second weapon for boss encounters.

      * In two-player mode, watch your partner's back when you can.  
	Remember teamwork is the key to success.

      * When you have some experience, try splitting up in two-player mode 
	on later stages.  You're be able to finish them faster and more 
	efficiently.

      * Make sure you grab the Gemstones so you can fight Nemesis at the 
	end.

      * Follow the arrows on the floor if you get lost!!

      =================
 14.0 OTHER INFORMATION
      =================

      All doors that can be opened are outlined in yellow.  The exits are 
      marked by a yellow Biohazard sticker.  You need the key(s) to open 
      it.  To go through a door, push the gun forward.

      You can shoot any crate that has a 'red cross'.

      As well as collecting gems, there are also hidden 'messages' to find 
      that can be used on Capcom's website to access special information.  
      This aspect will be covered fully in the next section.  I will only 
      reveal the locations of each message in the walkthrough.

      ========================
 15.0 STAGE 1: PRISON (ESCAPE)
      ========================

      Time Limit:  3 Minutes
      No. of Keys: 1

      15.1 - Graveyard
      ================
      You can shoot the zombies or run towards the door.  There are two 
      crates here that contain 25% Assault Rifle/Machine Gun.

      15.2 - Steel Shutter Area
      =========================
      Shoot quickly as a dog will jump at you.  There's a fat Prison zombie 
      just around the corner.  Towards the next door is another one that 
      just stands there.  Go up close (but not too close) and give him a 
      Critical Hit.

      15.3 - Alley
      ============
      You'll be facing some crates a short distance away.  Turning 180
      degrees and going along the alley reveals a crate containing 50% 
      Assault Rifle/Machine Gun.  At the very end (around the corner), 
      the first 'message' is written on the steel wall.

      15.4 - Prison Grounds
      =====================
      Moving towards the crates, a Grave zombie will burst out.  Also watch 
      out for the others that are roaming outside the Prison Hut.  There's 
      a First-Aid box at the far end but you might want to save that until 
      you leave.

      15.5 - Prison Hut
      =================

       15.5.1 - Dining Area
       --------------------
       Here, you'll find 3 Prison zombies and the key.  To your left, you 
       can go up the steps and grab the Magnum/Grenade Launcher (I strongly 
       suggest you do). On the right, there's a door leading to the Sleeping 
       Quarters.

       15.5.2 - Sleeping Quarters
       --------------------------
       Move towards the crates at the far end but quickly move back and 
       shoot when the worker zombie bursts out.  Another Worker zombie is 
       lurking around the corner.  Located in the showers are two more 
       Worker zombies and the Red Gem.

       Once outside the prison hut (with the key), a Hunter will jump out.  
       Go up close for a Critical Hit or move back while shooting.  Remember 
       the First Aid box.  Head towards the exit at the other end.

      15.6 - Boss: Giant Spider
      =========================
      The spider has two attacks: a spit and a bite which do fair amounts 
      of damage.  It tries to bite when close.  At a distance, it rears up 
      on its hind legs and will either spit or charge at you.
      
      Keep your distance and fire rapidly.  Get ready to strafe the moment 
      it charges.  The spit range is fairly short and quite easy to avoid. 
      Don't turn your back or let it trap you against the wall otherwise 
      you'll suffer multiple attacks. If it jumps, make sure you face it 
      quickly.

      It's fairly easy to beat it with just your standard weapon but there 
      a 30% Assault Rifle/Machine Gun in the crates if it's needed.  Try to 
      keep your Magnum/Grenade Launcher, you'll need it for later.

      ============================================
 16.0 STAGE 2: OFFICIAL RESIDENCE (ABERRANCE)
      ============================================

      Time Limit: 4 Minutes
      No of Keys: 1

      16.1 - Entrance
      ===============
      There are 4 Worker zombies in the area so shoot them down and run up 
      the steps to the door.

      16.2 - Lobby
      ============
      Don't go down the steps just yet, instead move to the left and shoot 
      the crates below.  The contents differ from time to time.  There are 
      always dogs inside but sometimes there's a First-Aid box, a Hunter 
      and weaponry (usually a Shotgun).  Behind the reception desk is a 
      crate containing the Blue Gem.

      QUESTION: Does anybody know what effects the contents of those 
      crates?  Contact me with your ideas!

      There are two routes out of the Lobby: a door at the far-end and 
      another on the adjoining wall.  If you chose the far-end door, please 
      go to section 16.3.1 - 1st Portrait Passage.  If you entered the 
      other, please go to section 16.4.1 - Fireplace Room.

      16.3 - Route 1
      ==============

       16.3.1 - 1st Portrait Passage
       -----------------------------
       There are 3 spiders on the ceiling.  If you follow the corridor to 
       the end, you can visit the Study.  There's also a door on the left 
       leading to the Library (section 16.3.3). 

       You can shoot the lights on the walls for 200 points. 
       
       If you came via the Library, the door ahead leads to the Study 
       (section 16.3.2) and the door to the right goes back to the Lobby 
       (section 16.2).

       16.3.2 - Study
       --------------
       This area contains a Banda Snatch on your immediate left and 2 
       zombies directly in front.  There's also an Assault Rifle/Machine
       Gun around the corner.  On the table there's a typewriter where the 
       second 'message' is written.  

       16.3.3 - Library
       ----------------
       Going through here leads you to an area that's PACKED TO THE BRIM 
       WITH GRAVE ZOMBIES!!  Try strafing into the small annex for shelter 
       (a crate containing a Shotgun is at the back).  The door on the 
       opposite side leads to the Hallway (section 16.5).  

       If you came via the Hallway, the opposing door leads to the 1st 
       Portrait Passage (section 16.3.1).

      16.4 - Route 2
      ==============

       16.4.1 - Fireplace Room
       -----------------------
       A small room with 3 zombies.  The grey zombie has explosives on its 
       back.  The door on the other side leads to the 2nd Portrait Passage 
       (section 16.4.2).

       If you entered from the 2nd Portrait Passage, the other door leads 
       back to the Lobby (section 16.2).

       16.4.2 - 2nd Portrait Passage
       -----------------------------
       Shoot quickly as a dog will jump at you.  Move along the passage and 
       a Licker will drop down.  Keep to the sides to avoid its jump 
       attack.  Remember this area is cramped so be careful.  On the left 
       is a door which leads to the Toilets (section 16.4.3).  At the far 
       end is a door leading to the Hallway (section 16.5).  
       
       You can shoot the lights on the walls for 200 points.

       If you came via the Hallway, the door directly in front leads to the 
       Toilets and the door at the other end of the passage, leads to the 
       Fireplace Room (section 16.4.1) 

       16.4.3 - Toilets
       ----------------
       In this small space is a Magnum/Grenade Launcher (5 rounds) and a 
       Banda Snatch.  Go for a Critical Hit if as it's very cramped.  

      16.5 - Hallway
      ==============
      If you entered here from the Library, then you'll be at the top-end 
      of the hallway.  Be careful as a Licker drops from the ceiling in 
      front of you.  There are also 3 Soldier zombies at the other end of 
      the hall.  The door on the immediate right leads into a Portrait 
      Gallery (section 16.6).  The door at the far-end on the left leads to 
      the 2nd Portrait Passage (section 16.4.2).

      If you entered via the 2nd Portrait Passage, then you will be facing 
      the 3 Soldier zombies first  The Licker appears as you work your way 
      up.  At the far end are two doors: the right one leads to the 
      Portrait Gallery (section 16.6) and the one ahead leads to the 
      Library (see section 16.3.3)

      16.6 - Portrait Gallery
      =======================
      This room contains the key and two Banda Snatches.  The best way to 
      kill them is by Critical Hit but you can fire from a distance as long 
      as you avoid their arms and use the big pillar for shelter.  Don't be 
      surprised if you die in this section.  

      The key is located under the portrait of the young Alfred (the big 
      one).  There's also a crate nearby with a First Aid box inside.

      Grab the key and head out back down the Hallway towards the crates.  
      The exit is on the right.  Keep to the walls as a Licker jumps out 
      from the crates.  

      If you have a secondary weapon, make sure you switch to it before 
      facing the boss.

      16.7  - Boss: Super Hunter
      ==========================
      It's basically a normal Hunter but with more powerful attacks 
      and faster movement.  If you have a Shotgun/Grenade Launcher/Magnum 
      then one shot will floor or stun it, making it easier to kill 
      (providing you have enough ammo).  

      My technique involves collecting around 10 Grenade Rounds/Magnum 
      Bullets and firing them close range.  Most of the time he falls down 
      after each shot so it's very easy this way.  

      If all you've got is your standard weapon, I suggest that you strafe 
      away and fire rapidly.  Try grabbing the Assault Rifle/Machine Gun 
      located in the crates nearby.  Avoid getting trapped against the 
      wall at all costs.  It'll be a long battle!! 

      =======================================
 17.0 STAGE 3: TRAINING CAMP (LINGERING FEAR)
      =======================================

      Time Limit: 5 Minutes
      No of keys: 2

      17.1 - Outside The Base
      =======================
      There are 2 Soldier zombies heading towards you, plus a Banda Snatch 
      climbs over the railing at the far-end.

      17.2 - Training Ground
      ======================
      In the next area, you'll confronted by dogs waiting to pounce.  Try 
      getting a Critical Hit on one of them, then run in a circle while 
      firing (circle-strafing) to kill the rest and avoid being bitten.   
      There's a Banda Snatch further up and at the far-end are two crates 
      containing an Assault Rifle/Machine Gun and a Hunter.  The door on 
      the building leads to the Hallway

      17.3 - Hallway & Surrounding Rooms
      ==================================
      The moment you enter, IMMEDIATELY strafe left to avoid the jumping 
      claw of the Licker.  The door on the right leads into the 
      Copying Room where in the locker area is a Hunter that drops 
      a Shotgun when killed (take it).  

      At the other end is a door which leads to the Changing Room.  It 
      contains two Hunters.  Work your way to the other end and there's 
      another door going into a bathing area.  There's a spitting zombie 
      in the sauna portion and down the steps is a crate containing a
      Magnum/Grenade Launcher.  Tucked around the side by the bath are two 
      crates: the first contains a First-Aid box (that replenishes over 
      50%) and the other holds a Hunter.

      NOTE: If you (and your playing partner) have full health, then I 
	    would skip the Changing Room as it wastes valuable time.
   
      The Hallway is joined to a narrow corridor with 4 spitting zombies.  
      Keep your distance and fire.  At the other end is a door leading to 
      the Stone Courtyard.

      17.4 - Stone Courtyard
      ======================
      There are 2 spiders that appear each time you re-enter this area.  
      The door at the bottom of the stairs leads to one of the keys.  Going 
      up the stairs and entering the right-hand door leads to the other.  
      If you go through the bottom door, please go to section 17.5.1 - 
      Tactics Room.  If you go up the stairs and through the door on the 
      right, please go to section 17.6.1 - Vending Machine Area.

      17.5  - Key 1 Route
      ===================

       17.5.1 - Tactics Room 
       ---------------------
       Strafe to the left immediately as you'll be in a very small space 
       with three zombies (2 spitting acid).  Shoot the grey zombie to make 
       it explode and damage the others.  Make sure all the zombies are dead 
       before leaving.  

       17.5.2 - Dark Passage
       ---------------------
       Three zombies are at the other end.  Shoot the one with the red eyes 
       to blow up the others.  On the left is an enclave containing crates 
       with a First Aid box.

       Coming back, the 3 zombies will reappear.

       17.5.3 - Jeep Garage
       --------------------
       IMMEDIATELY move back diagonally-right to avoid the Banda Snatch's 
       arm (watch out for the zombie behind you).  There are 2 Worker 
       zombies and some crates with a Magnum/Grenade Launcher

       17.5.4 - Outside Storage Area
       -----------------------------
       Immediately head left towards the wall as there are two Hunters to 
       deal with plus a Banda Snatch.  Try going for Critical Hits on both 
       the Hunters.  Shoot the metal cylinder to cause an explosion that'll 
       (hopefully) damage the Banda Snatch..  Kill the Banda Snatch and 
       it'll drop a key.  There is also a Shotgun so grab that too.  

       NOTE: You MUST kill the Banda Snatch for the key.  Also the explosion 
       from the cylinder DOES NOT harm you.

       Head back to the Stone Courtyard (mind the spiders) and climb the 
       stairs.  If you already have the other key, go through the left-hand 
       door into the Operations Room (section 17.7).  If not, then go 
       through the door on the right into the Vending Machine Area (section 
       17.6.1).

      17.6 - Key 2 Route
      ==================

       17.6.1 - Vending Machine Area
       -----------------------------
       In the corridor, you will encounter a Chimera.  You can attempt 
       a lucky Critical Hit or just shoot from a distance.  Watch out as the 
       area is cramped. 

       Moving into the main area, there are two doors.  The door by the 
       vending machine leads into an area containing a key, plus two 
       exploding zombies.  They are easily dispatched.  The other leads into 
       the Waiting Room.  That houses 3 spitting zombies, weaponry (I think 
       it's an Assault Rifle/Machine Gun) and on the typewriter, the third 
       'message'.  

       Heading out of this area (with the key), two dogs will jump into the 
       corridor through the windows.

       If you already have the other key, go through the door opposite into 
       the Operations Room (section 17.7).  If you don't, go down the 
       stairs (mind the spiders) and through the door at the bottom (Please 
       go to section 17.5.1 - Tactics Room).

      17.7 - Operations Room
      ======================
      Quickly move forward past the Prisoner zombie on the right, then turn 
      around to kill it plus the dog too.  Now CAREFULLY move back into the 
      room and kill the Banda Snatch.  Go towards the computer terminals 
      and there is a crate containing the Green Gem.  There is another 
      zombie on the raised section but don't go up the stairs to kill it, 
      just shoot its legs!

      Now head back up and enter the lift on the right to get to the 
      Underground Cavern.

      17.8 - Underground Cavern
      =========================
      Coming out of the lift, there are three weapon icons: Assault 
      Rifle/Machine Gun, Shotgun and Magnum/Grenade Launcher.  I suggest 
      grabbing the Shotgun.  BE CAREFUL NOT TO PICK ONE YOU DON'T WANT 
      BY MISTAKE AS YOU WILL LOSE YOUR DESIRED WEAPON.

      Now go through the opening with your back to the right-hand wall.  
      You will find a Banda Snatch on the other side behind some railings.  
      You can either kill it by shooting and moving back into the opening 
      (but be careful, its arm goes through the wall) or just avoid its 
      attack and head to the exit on the right.

      17.9 - Boss: Nosferatu
      ======================
      Nosferatu has two attacks which involves its tentacle.  Firstly it 
      shoots poison gas clouds out in a circle.  They aren't that damaging.  
      Secondly it'll slash you with if you're too close.  That DOES bite 
      into your life bar!!  However the worst thing about fighting this 
      boss are the two surrounding Banda Snatches that are much more 
      resilient than the normal variety.  They can be killed but die anyway 
      once Nosferatu is defeated.

      The best weapon to have is the Shotgun as you can keep your distance 
      and pump Nosferatu full of lead.  Make sure you aim correctly as you 
      don't want to waste bullets.  The Shotgun has excellent hit range so 
      you can shoot Nosferatu and the Banda Snatches take damage too.

      The best strategy is to strafe away from them, keep your distance and 
      fire rapidly.  If either Banda Snatch moves away from Nosferatu, 
      you can try and get close for a sneaky Critical Hit.  Be warned 
      though, if you mess up they can hit you all at once and that CAN WIPE 
      A WHOLE LIFE BAR!! 

      When Nosferatu fires his poison gas clouds in a circle, you'll notice 
      there are some gaps between each one.  Try to manoeuvre yourself into 
      one of the gaps to avoid being hit.  Be careful, it's not easy!

      If you've only got your standard weapon, you'll find it quite hard to 
      beat this boss without dying once or twice.   There are some crates 
      containing a Assault Rifle/Machine Gun nearby, so grab it.

      ====================================
 18.0 STAGE 4: OFFICIAL RESIDENCE (KIAUGH)
      ====================================

      Time Limit: There's no time limit up until the Mid-Boss but Nemesis 
      will be chasing you.  However there is a 'final countdown' in the 1st 
      Bedroom Corridor (see section 18.7).  
      
      When you reach the second Giant Spider, you have 2 minutes to kill 
      it.  After its death, you get another 2 minutes to complete the 
      remaining areas.

      No of keys: 1

      WARNING: For the first part of this level, Nemesis will be chasing 
      you.  Therefore you must move VERY quickly!

      18.1 - Underground Tunnel
      =========================
      Move quickly through the opening and up the ladder.  You'll then 
      be confronted with crates blocking your way.  Shoot through them 
      quickly and grab the First Aid box.  Critical Hit the dog or shoot 
      a couple of times to stun it, then move through the door to the 
      Bridge.

      18.2 - Airport Bridge
      =====================
      Head to the opposing door.  About halfway across the bridge, two 
      Hunters will jump out.  Either attempt a Critical Hit or just move 
      quickly through the door (you may take a hi) into the Baggage Area.

      18.3 - Baggage Area
      ===================
      There are two Hunters here. Again try for Critical Hits or just run 
      past them to the other door into the Harbour.  You can shoot the 
      cylinder to cause an explosion which should stun at least one of 
      them.

      18.4 - Harbour
      ==============
      Run straight ahead and shoot the metal cylinder to stun the Banda 
      Snatch (don't worry about the zombie in the enclave at the start).  
      Then shoot it dead quickly.  You MUST kill it to go up the stairs 
      into the Mansion Grounds!

      PS 'Harbour' is the English spelling as opposed to the American 
      'Harbor'.

      18.5 - Mansion Grounds
      ======================
      Right at the start, there's a crawling zombie directly to your right 
      and another over by the crates to the left.  Shoot the first zombie 
      quickly, then strafe over to the crates.  A Hunter appears from 
      behind the wall on the right so go for a Critical Hit.  Kill the 
      other zombie as fast as possible and shoot the crates for the First 
      Aid Box.  Now quickly head for the stairs.  I CAN'T STRESS ENOUGH HOW 
      IMPORTANT SPEED IS TO AVOID NEMESIS!!

      Going up the stairs towards the mansion, a Banda Snatch will appear 
      over the railing.  Move your character against the railing and go for 
      a Critical Hit.  This will help you avoid the zombie that's lurking 
      there too.  Shoot the zombie to the floor and then go through the 
      doors into the Mansion.

      18.6 - Mansion 
      ==============
      Once inside, shoot the crates on either side of the stairs (there's a 
      60% Assault Rifle Machine Gun on the left side).  Pick up what you 
      want and climb the stairs.  Shoot the Banda Snatches on the balcony 
      in front as quickly as possible as Nemesis will be approaching (don't 
      try for a Critical Hit - you won't be able to avoid their attacks).  
      Now head up the steps towards the door into the 1st Bedroom Corridor.

      18.7 - 1st Bedroom Corridor
      ===========================
      IMPORTANT: In this area and the Mansion Tunnel, something called a 
      'final countdown' can be activated.  It occurs when you hang around 
      these areas for too long.  If it expires, an explosion occurs 
      and you die.  Therefore speed is of the essence!

      You will now be in a corridor with a Licker to the right and two
      Officer zombies on the left.  On the near right is a door leading to 
      the Secret Tunnel (section 18.8)  You can also follow both 
      directions of the corridor all the way round to doors leading into 
      the two Bedrooms.  

      If you follow the corridor left into Bedroom 1, you'll find it 
      ABSOLUTELY BRIMMING WITH GRAVE ZOMBIES.  They are severe time 
      wasters and, more often than not, Nemesis will enter the room while 
      you're still in it.  You can go into Bedroom 2 via the door on the 
      opposing side.  

      I WOULD RECOMMEND STAYING CLEAR OF BEDROOM 1 UNLESS YOU'RE REALLY 
      DESPERATE FOR POINTS!!

      If you follow the corridor right into Bedroom 2, there are 3 crates 
      which contain a Hunter (go for a Critical Hit) and a 
      Magnum/Grenade Launcher (grab it).  You can go into Bedroom 1 via 
      the opposing door. 

      After you have finished exploring, follow the arrows towards the 
      door into the Mansion Tunnel.

      18.8 Mansion Tunnel
      ===================
      There are 4 Worker/Officer zombies in this small space.  Shoot them 
      down quickly and run through the door.

      [Nemesis chase ends]

      18.9 Mid-Boss: Giant Spider 2
      =============================
      You now have to face a second spider.  Follow the same strategy as 
      before.  The only difference is that this one doesn't have a life-
      bar.  Try not to get trapped in the narrow part of the lobby by the 
      stairs.  Once it's dead (you get 3000pts for killing it), go through 
      the opposing door into the Statue Area. 

      18.10 - Statue Area
      ===================
      Look ahead and you will see a passage containing a First Aid box.  It 
      looks as if it's blocked by crates with a zombie on the other side.  
      Go close and you'll be able to weave through.  Kill the zombie and 
      weave through until you see the other zombie.  Shoot that one, then 
      blast the crate for the Purple Gem.  On your way out, two zombies 
      burst from the crates near the entrance so quickly move back and 
      shoot.

      Now go through the door on the right into the 2nd Bedroom Corridor.

      18.10 - 2nd Bedroom Corridor
      ============================
      This section has exactly the same layout as the 1st Bedroom Corridor 
      (save for a longer passage leading to the exit).  The corridor holds
      4 Lickers so proceed with caution!  

      On the near left is a door to the Study that contains two Banda 
      Snatches.  Be VERY CAREFUL in here - go for Critical Hits quickly. 
      Written on the typewriter is the fourth 'message'.

      You can follow both directions of the corridor all the way round to 
      doors leading into the Bedrooms.  

      If you follow the corridor left into Bedroom 1, you'll find 2 
      Chimeras and a Magnum/Grenade Launcher (grab it).  Go for Critical 
      Hits on both or just run through the opposing door into Bedroom 2.  

      If you follow the corridor right into Bedroom 2, you will find the 
      key.  Once you take it, 2 Hunters will jump out of the crates.  Go 
      for Critical Hits on both.  You can go into Bedroom 1 via the 
      opposing door. 

      After you've finished exploring, head towards the exit (with the 
      key) to face Alexia.

      18.11 - Boss: Alexia
      ====================
      Alexia is exactly the same as her first incarnation from the original 
      Code Veronica.  She is however accompanied by 2 dogs who are more 
      resilient than the normal variety.  Each time one dies, it's replaced.  
      Her attacks are fire walls that do fair damage and a nasty arm 
      strike up close that does critical harm!

      The dogs can be killed via Critical Hit but it's best to keep them 
      under constant fire.  Keep strafing back from Alexia and shoot 
      rapidly.   She throws blood on the floor first to indicate the 
      position of her fire walls so get ready to move accordingly.  Try not 
      to get trapped in the narrow area between the staircase and the main
      door.    
      
      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: rjay63@hotmail.com.  

      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 (rjay63@hotmail.com)

(* End Of File *)