Dino Crisis 2 In-Depth Guide - Guide for Dino Crisis 2

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Title: Dino Crisis
Producer: Capcom
For: Sony Playstation
font: Courier 10
Created: 11/10/00
By: Ghidrah
EMaul: [email protected]

If anyone wishes to use this on their site, I would like to know. I don't have a 
problem with it's use by others on Gaming forums or being copied for personal use, 
etc. I do, however, have a problem with someone making money from it, however 
unlikely that may be. It wouldn't be ethical, eh! I would like to know if it's to be 
used on a site, just so I could drop by and see it.



 Table of Contents


01. Controllers
02. Weapons Service
03. Magazine Service
04. Armor
05. Recovery Service
06. EPS Cards
07. Jurassic Stars
08. Battle Hints



  The introduction will consist of all the information necessary to minimize the 
hassle playing Dino Crisis 2 as much as possible. Not that DC2 is all that 
difficult. All the weapons will be outlined and will have some insights into what 
they're best suited for and whether they warrant being used at all. The Recovery 
Service. The pros and cons of the items in Tool Service. Tool Service items will be 
included in the other Service sections because many of the items are used as sub 
weapons, enhancements to sub weapons, EPS cards or armor, and info on the Dinos to 
assist in planning manuevers. I am leaving a full disclosure of The Dino Files and 
the other files out of the walkthrough. For the most part, they give a superficial 
look at the lives of the castaways. The last two files give you the most detail 
about the story. The walkthrough gives the locations of all files and you can store 
them, unlike DC1. I would suggest that you collect all the files and save in the 
Facility before having Dylan go down to meet himself and Tango with El Gigante. You 
will then have all files saved and can read them any time.

 This walkthrough will be for a Normal Mode game. Many of the MedPaks that are 
strewn over the games' landscape in Normal Mode are gone in Hard Mode.




  Everyone has been playing with Playstation for so long that there isn't any need 
to go into controller configuration. If you have modified the default setup, you've 
probably been using it long enough that you don't need anyone suggesting how to set 
it up.




  Objects in Weapon's Service that have only one EP value are the same whether in 
normal or hard mode.

  SEMI AUTO PISTOL: a default weapon, it can be used with a sub weapon. It has a 
decent range and Regina is an excellent shot, so most or all of her releases hit 
their intended target. It has a rapid reload time, so she can throw tons of lead 
fast. It works well up close and will take a raptor out within three rounds, easily. 
It can be used on the run and Regina can back- step while firing. This is a good 
thing. When there are two or three Dinos in front and up close, back stepping often 
seems to keep them at bay long enough to be killed. When speed gaming, Regina can 
stay with the pistol 'til her encounters with the underwater dinos and the 
Inostrancevias as she leaves the Missle Silo.

  SHOTGUN: default. Can be used along with a sub weapon. This pistol-gripped 
autoloader does very well for itself. It has a quick refire time and more than 
adequate range. It has an excellent shot spread for the much needed collateral 
damage when two or three dinos are bearing down on Dylan at the same time from the 
same direction. I haven't had great scores on Dactyls. To me, it's a waste of ammo 
to fire at them with the Shotgun.

  FLAME LAUNCHER: 8K EPs Normal, 16K EPs Hard. A two-handed weapon, this device is 
used mostly for clearing the plants out in the poison marsh area. It throws the fire 
out in front of you to get at the plants that sit off the path. It keeps Regina at a 
safe distance from them to keep her healthy. It works against the Dinos, too, but 
takes too long to cook them thoroughly without rotating. If you're low on your 
preferred weapon's ammo, this will keep the raptors away from you 'til the next Save 
Point. You can't run while using the Flamer; this is a walk and flame gun, which 
makes it slightly impractical as a weapon because of it's short range and because it 
doesn't work on Dactyls.

  SUB MACHINE GUNS: 12K EPs Normal, 24K EPs Hard. A two-handed weapon, the "TWINS" 
are one of my favorite weapons in the game. Firstly, because they throw lead so fast 
it seems like a spray. Secondly, because of the added ability to target multiple 
objects, this becomes one of the deadliest weapons in the game. Let's say there are 
multiple targets from different directions. Regina will target and fire at the 
closest hostile. Turn her slightly in the direction of the second or third target 
and she will adjust to pick up the additional object and include it. Sometimes when 
this happens, the system may not be able to handle all the movements and the frame 
rate slows down to maybe half the default rate. (I don't know if this is just my old 
system or systemic of the programing of the game.) The advance of the dinos is 
halted and she removes them from play. When not playing with the infinite ammo, be 
aware that they do use up ammo quickly, so, unless you have increased the magazine 
capacity of the "twins", keep their remaining ammo in mind. The twins are good at 
Dactyl hunting - better than the pistol or shotgun. In open areas, you can actually 
see them tracking Dactyls in flight, just like the ground targets. When they are 
tracking, you should be firing. Don't stay too long in one spot when hunting the 
Dactyls because you can get hacked by one outside of the periferal vision of 
the "twins". It pays to use the "kill-and- move" tactic. The "twins" work well on 
all dinos, minus the Inostrancevia and the underwater dinos.

  SOLID CANNON: 18K EPs Normal, 36K EPs Hard. It can be used with a sub weapon. This 
is an in-your-face killer. For me, this is the all-around best weapon in the game, 
mainly because of it's lingering effects. On normal mode, the cannon will take out 
Raptors, Dactyls, Oviraptors and Allosaurs. I've  never tried it on Plesiosaurs.
You can run through the discharge without being damaged, but the monsters can't - 
which is good when you're being run down by Ovis and Raptors. Because you can run 
while firing, this gun has use in speed games.

  HEAVY MACHINE GUN: 35K EPs Normal, 70K EPs Hard. It can be used with a sub weapon. 
This puppy is the best weapon against Dactyls. The only place I have had any 
problems with it is in tight quarters at the 3rd Energy Storage Space, where I got 
too close to the containers and was blinded by them.

  AQUAGRENADE: 20K EPs Normal, 40K EPs Hard; can be used with a sub weapon. It is 
the most powerful of the underwater weapons. In normal mode, except for Mr. Manners, 
it's a one shot weapon. For where it's being used, it's range is fine, although I 
think it's a bit slow on the refire rate. So, starting out, it can be scary when the 
second Mosa gets in close. That's what the suit's boost system and the shockwave are 

  NEEDLEGUN: Default, main weapon for the Deep Sea Suit. This gun fires three 
needles per round, infinite ammo, regardless of game mode or EPS Platinum card. It 
throws the needles pretty fast, although it can take a lot of needles to take a 
Crocagator out. If two come in at once, one hopes they're from the same direction.

  ANTI TANK RIFLE: 38K EPs Normal, 76K EPs Hard; "BIG GUN" - a two-handed weapon. It 
produces massive damage to anything in front of it's muzzle. Everything but AL and 
Inostrancevia dies in one shot. AL will die in three shots from the side or from 
behind. Inostrancevia will die in three rounds. It doesn't work well against Dactyls 
in close quarters - it has a slow refire rate and isn't accurate enough with fast 
moving objects.

  MISSILE POD: 50K EPs Normal, 100K EPs Hard. A two-handed weapon, it fires three 
mini rockets. If you have three Dinos bearing down on you at once, this will take 
care of all three. It works ok against Dactyls too - just stand there and fire one 
salvo after another into the air. The Dactyls can avoid the rockets for a while but 
not forever. The problem with using it against the Dactyls is, it takes too long to 
eliminate all of them.

  ROCKET LAUNCHER: 50K EPs Normal, 100K EPs Hard. A two-handed weapon, it's the most 
powerful of all the weapons offered in the game. It has a slow refire rate because 
of recoil but it slows down El Gigante a weensy bit.


  CHAINMINE: 12K EPs Normal, 24K EPs Hard. This one throws 5 mines out in front of 
Regina or Dylan, destroying boulders and flipping Inostrancevias onto their backs, 
making it easier to kill them with the main weapon. It's best used on Inos in the 
caves and at the Missile Silo exit. Don't waste time on killing them if you don't 
need the EPs.  This is excellent in speed games. 

  FIREWALL: 5K EPs Normal, 10K EPs Hard. This device's primary use is for fending 
off Dinos singly or en mass from one direction. Regina must be facing her enemies 
for it to be effective. She will not auto-turn and release as with the pistol.

  STUN GUN: default. This is a limited-use device. It is used mainly for shocking 
electrical panels into working. It can be used to fend off raptors. I didn't have 
much tolerance for learning the device because it took too long to remove a dino 
from the scene. I know that the Battery upgrade makes this more useful, I just 
learned to use other means to move forward in the game. If you run out of ammo, it 
can be used in a tight pinch. If there is more than one dino to deal with, forget 
it. It's pretty much useless against all monsters, except the raptors.

  STUN GUN BATTERY: 15K EPs. This is an enhancement for the Stun Gun. I never 
bothered with it because I found other, more effective, means to deal with the Dinos.

  MACHETE: default. This is mainly for the ivy-covered doors that bar Dylan's access 
from important areas of the game. It doubles as a minor weapon for those times when 
you're low on ammo. When I first played DC2 I used it often and was frustrated 
often. I learned to use ammo and dodge more efficiently. 

  HEAVY BLADE MACHETE: 15K EPs. It has an alloy blade. It must be sharper, so this 
makes it more effective. I never bought this tool either.

  SHOCKWAVE: default. A sub-weapon with the Deep Sea Suit. Shockwave expels a Sonic, 
or percussion wave at Mosa, momentarily stunning the Mosa and allowing you to finish 
off Mr. Crocagator with the Needle gun or the Aquagrenade.




I don't have much to say for this area. It's self-explanatory, If you wish to expand 
the Magazine capactiy of the weapon you are curently using, you may purchase a 
larger magazine. Now, when you're first learning the game, you may be throwing lead 
all over the place in major/minor panics, wasting it. So, the enlarged magazine will 
be seen as a plus for the beginner. However, as your experience grows in the game, 
your fire count will go down and your need for bigger magazines will fade. Whether 
you decide to play with the EPS Platinum card only (once acquired) or continue to 
play a more thrilling game without it, the need for the magazine service will fade 




  INNER SUIT: 20K EPs. This outfit goes under your clothes and prevents bleeding. I 
can understand cutting, but I don't know how it could prevent crushing injuries from 
bleeding. If you're being hammered by the monsters, purchase these undies; it will 
STOP THE BLEEDING! As you become accustomed to the game and the attack patterns of 
the animals, you won't need to use these.

  LIGHTWEIGHT ARMOR: 35K EPs. This cuts the damage from Dinos in half. When it 
becomes available in the game and you have the cash, you should buy it. When you 
learn the course and acquire finess, you can do without it.




  This is your one stop medical supply store. The cost of medical supplies remains 
the same whether you're playing on Hard or Normal, except Resuscitates. They, on the 
other hand, more than triple their EP cost. One of the major things I miss from DC1 
is the mixing of medical supplies to produce all those intersting Anesthetic Darts 
and healing aides. Here are the items as follows:

  HEMOSTATS: 100 EPs. They will stop the bleeding and keep those dad-gum giant 
TseTse flys off of you. I swear I saw one flying off with a Compy held tight in it's 
multiple appendages.

  SMALL MEDPAK: 300EPs. There are a number of these scattered about the game. They 
will improve your health, but will not stop the bleeding. When you're learning the 
game, you will most likely be buying these. It's like two for the price of one 
compared to the Medium MedPak, so you can fill up on cheap Health. I recommend this 
over the more expensive Medium and Large Meds. Pick the Medium and Large Meds. up in 
the field and save your EPs.

  MEDIUM MEDPAK: 800 EPs. These, like the other Meds., are strewn all over the game. 
They will not stop bleeding. Don't buy these if you can help it. They will fill your 
Health Meter completely.

  LARGE MEDPAK: 1K EPs. These are spread all over the game, although there aren't as 
many as the Small and Medium MedPaks. These WILL stop bleeding, along with restoring 
your health completely. It's good to keep at least one of these with you for 
emergencies. Don't buy them if you can help it. As your experience with the game 
grows, your need for the Large Meds. will drop. The only time I can say, regardless 
of your experience, that you should store these babies up is when you go to meet El 
Gigante in the final Conflict. That SON OF A !*!#! pounds the living hell out of 
you. Sometimes, when he won't let up, you become Dylan Paté.

  RESUSCITATE PAK: 3K EPs Normal, 10K EPs Hard. These guys will restore your life, 
let alone your health. I DO NOT USE THEM. They bring you back to the beginning point 
of conflict instead of the current point of conflict, so pay attention to your 
health and you can stay where you are when you get damaged. 




  EPS SILVER CARD: 20k EPs. This card keeps the kill points up on the screen longer; 
how much longer, I don't know.

  EPS GOLD CARD: 40K EPs. This card doubles the on-screen EPs acquired from a kill.

  EPS PLATINUM CARD: This wonderful card beats out any Credit card I ever owned. It 
gives you unlimited ammo to any weapon purchased in the game. This baby is acquired 
by finding all the Dino Cards in the game, then saving at the end. The Platinum card 
will roll over to each new game from that point on.




  COMPSOGNATHUS: (Pretty Jaws) AKA Pansies. They have a slightly larger role in DC2 
than they did in DC1, although you can't take your frustrations out on them as in 
DC1. They are one of the untouchables in the game. The only one you get to interact 
with in the game is a pansy in the **s. All you can do is more or less direct it by 
positioning Dylan to block it's passage. There are many areas where it can hide 
where it takes a shot into the hidy hole to scare it out. Try to keep an eye on it - 
often that is when it hides in a nook or cranny and you must waste time looking for 

  VELOCIRAPTOR: (Speedy Thief) AKA Moe, Larry and Curly. They often appear in groups 
of three. They are fast, but if you have the presence of mind, while running, you 
can avoid them for a some distance with the well timed dodge, ladder climb up/down 
or turning a corner. Eventually, though, they will tag you with a leap, grab and 
toss or tail whip. As in DC1, you can increase the damage quotient with in-your-face 
killing. Where it can take four rounds at even a short distance of fifteen to twenty 
feet, up close and personal you can cut that in half. When there are three hanging 
around for a bite, that can get tedious.

  SUPER VELOCIRAPTOR: (Conan and Darth) They are much darker than the reddish brown 
V. raptors. Up 'til I played my first cell-clearing game, they popped up only in 
hard mode. They show in the same place, just after passing through the gates from 
City Front/Dock to City Front/Haul Road. These two are the 'Roid Boys. It takes 25 
AT Rifle rounds to eliminate each raptor. It is possible to line them up and take 
them out together with a total of 27 fired. It's a good thing they don't appear from 
two directions instead of one.
  As mentioned, cell-clearing must trigger their appearence. They DO appear in 
normal mode. The first appearance is with Regina. She was on the Jungle, south route 
2 just before the dog leg to the Research Facility and Poison Marsh. The 2nd and 3rd 
time was with Dylan. They rear their ugly heads in the Poison Marsh and the Jungle 
Route, just outside the Water Tower.

  OVIRAPTOR: (******* ******** Sorry! Egg Thief) I hate Ovis! They are without 
couth! They spit at you! They jump on you, hold on and hack on you about the head 
and shoulders with their pointy beaks! They drop-kick you!

  PLESIOSAUR: (Near Lizard) AKA Mr. Manners or Long Neck. Except for the Level Boss, 
these guys are duck-shoot EP makers. The only time I ever get hit by one is when I'm 
playing a speed game. (I don't shoot them in speed games.) I think I saw one pop out 
of the water with a "shoot me" sign hanging around it's neck. The Level Boss isn't 
much more difficult to deal with; four shots - two in the moosh and two in the 
belly - and he's toast.

  PTERANODON: (Winged and Toothless) AKA Pteri. I hate Dactyls! If you use the Heavy 
Machine Gun, you can take down one dactyl after another. It isn't like the other 
Dinos, where you only worry about three at a time. Any number of them can be flying 
around up above. Because they are out of sight, they don't comply to the max on-
screen Dino rule. If you're out in the open where your weapon isn't blocked by 
objects (containers and buildings), you can stand and fire. Just keep tapping the L1 
button and they'll keep dropping until they run out of Pteris. They'll swoop down 
onto our heros, knocking them to the ground or landing on them and rending flesh 
from their bodies. Occasionally, they will lift Regina or Dylan off the ground and 
drop them. If the attack doesn't kill our heros, the drop usually does. Your best 
bet for dealing with them is standing with the Solid Cannon and tapping the L1 
button or running while firing the Solid Cannon. The lingering charge catches them 
as they swoop in from behind. All the other weapons are totally ineffective against 
them, even the Launcher or Missile Pod. They are just too slow for them.

  MOSASAURUS: (River of Mosa Lizard) AKA Crocagator.I haven't seen more than two 
operating at the same time - that's a good thing.They're not very fast, but they 
don't have to be, they have the water on their side. Considering that Regina is in 
such a big suit, she moves pretty well in the water herself. Be aware that you can't 
play keep-away for very long because the Mosas have you at a great agility 
disadvantage in the water. They can tail swipe just like a Velociraptor, hit with a 
bite and knock Regina down and take her for a spin or roll, tossing her up through 
the water. She will slowly sink to the bottom, helpless to right herself until 
touching down. One major aspect of their approach is that a muffled sound is created 
from their movment through the water, tipping Regina off to their presence. They can 
be stunned with the shockwave and finished off with the main weapon. You can make a 
temporary escape with the boost option, turning in boost and firing the main 

  INOSTRANCEVIA: (AKA Low Crawler) These lizards have got some big teeth, or tusks, 
whatever you'd like to call them, and they are MUCHO TOUGHO and kind of slow! I'm 
working on run-arounds for the caves to cut out time. It takes three rounds with the 
AT Rifle to smoke them; all the other lower grade weapons are ineffective. I haven't 
tried the Missile Pod or Rocket Launcher on them but I would hazard a guess that 
they would be as, or more, effective than the ATR. INOs are suckers for the 
FLIP'N'RUN! When I do the caves or I'm at the end of the Missile area, I use the 
Chainmine only. I don't go for points, (I'm still working on the speed game) so I 
just flip'em and run if I can't end-run them without damage.

  TRICERATOPS: (Three Horned Face) AKA The Balboa Twins, Rocky and Rocky. The 
triceratops has a very small role in DC2. On the way to Edward's City, Regina and 
Dylan must do the Triceratops shooting gauntlet for EPsGPs. The two animals that 
harass our heros in the jeep end up paying the price. Either of them aren't 
difficult to hit, it's just that the weapon isn't very effective against them. You 
hammer them in the face and they keep coming back for more. "Cut me, Micky."

  TYRANNOSAURUS REX: (Tyrant Lizard King) Formerly known as Mr. Chuckles, currently 
known as Blinky, he is another member of Elliot Ness's crew. Aside from the damage 
done by Dave at the onset of the story, he is "Untouchable".

  ALLOSAURUS: (Odd Lizard) AKA AL or Mr. Giggles, Blinky's jumpier cousin. He 
reminds me of "Jaq", the UBS Man From MAD TV. This guy cannot stand still! The first 
five times you encounter him, you are able to interact freely with him and make some 
EPs. Then you meet up with a clone nest of them and, all in all, about 10-plus come 
out of the woodwork for a chew. Your best strategy is to stand still and repeatedly 
fire off the Flare pistol so that your partner can fire on the flare. In the last 
encounter with Giggles, poor, poor David gets mou'd for saving Dylan. HAAAA!!! I 
never liked his hat!

  GIGANTOSAURUS: (Giant Lizard) AKA El Gigante. Until the very end, "Untouchable". 
The first contact will be at the Missile Silo where he gives Blinky his come-upance. 
Shortly after this, Regina meets him in the Silo area where she gives him a slightly 
over-the-top tan. Then again, shortly after that, in his rage, he topples the 
Missile onto himself, ensuring his demise - a pivotal part in the story.




  Always keep moving; a moving target is harder to hit than a standing one.

  Running in straight lines covers more ground, but it makes it easier "fo da Dinos 
to track and leap on yo @$$". So, when you have a group trailing you in a speed 
game, go serpentine. In a regular game, go serpentine, weave your way through them, 
turn and fire. 

  Make your way past the group, turn and fire. That keeps the odd out-of- screen 
Dino from attacking your blind side. Quite often the Dinos attack in threes, so, if 
you slide by three, run for a few more yards to string them out, then turn and fire. 
Many of the weapons have "SPREAD", like the shotgun and the twin autos, and will 
pick up doubled Dinos.

  Back step as you fire, especially when you have two or more dinos in front of you. 
They SEEM to have a more difficult time dealing with a backward moving target, plus 
it keeps some space between you and them. It may also work when you're against a 
wall with no escape. (I'm not 100% sure, maybe I was just lucky.) It has worked many 
times. I continued to backstep, even though I had nowhere to go (panic response, 
fingers wouldn't let go of button) and it picked up all the Dinos nicely, even at 
times when one leaped over another to get at the character.

  Fire while running and/or walking in circles - Dinos can't deal with circles. You 
can be inside a group of three and start walking or running in a circle and fire or 
you can remain inside, unharmed, while plucking them out one at a time. This works 
well against Raptors and Oviraptors.

  You can't ignore Mosasaurs; they must be dealt with immediately. They can't be 
outwalked. You can use the boost option to scoot out of an attacker's way but it has 
it's limits. Two mosas in the area and you just know you're going to get bitten and 
taken for a spin in the water.

  Dactyls - The best weapons for dealing with them is the Solid Cannon and the Heavy 
Machine Gun. The Cannon's lingering charge catches the bad guy, swooping from behind 
and from ahead. Because the cannon's range is so short, it doesn't pay to stay in 
one place for long. The Heavy Machine Gun, however, has long range and can pick them 
off at a safe distance. The trick is to hold the R1 button down, then release the 
fire button and tap L1 - it quickly switches targets to take the next flyer down. 
They drop like rocks from the sky with this weapon. Once an area is cleared, you can 
safely proceed to the next area.

  Super/Ultra Raptors - These guys are toughboys! There may be more than one way to 
bring them out of the closet! 
  I have been able to bring them out in Hard Mode since the first time I played. I 
have just recently brought them out in Normal Mode by "CELL CLEARING" - clearing the 
cell of all hostiles, without (as far as I can tell) breaking the Dino combination 
count on the screen. It must equal 20 (total) when you leave the cell. This doesn't 
explain why I get them, in Hard Mode, at the Haul Road just after 3rd Energy 
Facility. I certainly haven't gotten 20 of anything through there.
  Not all Cells carry 20 Raptors at once. The first cell to carry 20 raptors 
is "Passageway to Military Facility 1". PMF2 also carries 20, but if you clear 20 in 
PMF1 and continue, they will pop up in PMF2. If you pass killing 20 in PMF1 and kill 
the 20 in PMF2, exit the cell through PMF1; you'll get them in PMF1. It also depends 
on the particular cell that carries 20. 
 Each cell has a "total" that equals more than 20 Raptors total; to acquire them 
all, you will have to exit the cell and return to get the remainder. As far as I can 
tell, each cell has around 30 to 35 animals.



01. Dylan, Military Facility
02. Regina, Dock, Landing Space
03. Regina, Research Facility
04. Regina, Military Facility
05. Dylan, Cockpit, Cabin
06. Dylan, Research Facility
07. Dylan, Return Cockpit Cabin
08. Regina, 3rd Energy Facility
09. Regina, Return to Dock, Landing Space
10. Regina, Return to 3rd Energy Facility
11. Dylan, City Front, Dock
12. Dylan, Edward City
13. Regina, 2nd Return to Dock Landing Space
14. Regina, Launch Site/Missile Silo
15. Dylan, To Facility
16. Dylan, Facility
17. Dylan, Final Conflict
18. FIN



  After you have watched the excellent beginning FMV where T-Rex gets his new 
nickname, "Blinky", (cut scene) Regina and Dylan end up at the bottom of the 
escarpment in the DOCK/CARRIER LOT. They make their introductions and separate. You 
are playing as Dylan. Inspect the body for a SMALL MEDPAK.
  Head for the North gate and enter the JUNGLE/NORTH ROUTE 1. Climb the freight 
container (hence known as container/s) and introduce your stinky friend to your new 
green-skinned, bipedal-eating companions. By the way, there are tons of them in this 
game. In general, you can expect them to come in threes and from different 
directions. I suggest to you that one of the first things to learn in this game is 
to gain control of Dylan and Regina's movements. (You'll stay healthier if you can 
dodge well.)
  There is a MEDIUM MEDPAK near the jeep, a small freight container blocking a gate 
(the gate comes into play later in the game), and to the North, a faultline with a 
ladder. Climb and follow the well-tread path. It splits, creating a circle; either 
path terminates at the same spot. Climb down the next ladder. Continue climbing up 
and down ladders through NORTH ROUTES 2, 3 and 4, killing all the Dinos that hamper 
your progress. Near the end of Route 4, there is a SMALL MEDPAK on the container and 
a large one on top of the mini fault plateau. I suggest picking up all medpaks while 
learning the game. Cross over the fault, down and over the containers and enter the 
gate to the  WATER TOWER. (cut scene - strange futuristic person) You have an 
oportunity to save your game and replenish your ammo. Check out the WEAPONS SERVICE -
 the Solid Cannon has been added. Your first Dino File is File #2 (Velociraptor). 
Around the corner to the west there is a locked door. On the concrete base of the 
water tower there is a RESCUE PAK. Just past this is the door you'll exit the tower 
from to the PASSAGEWAY TO THE MILITARY FACILITY 1.  As usual, the debris is all over 
the place, to make your life miserable. It's easy to get attacked in here, so try 
not to get bogged down bumping into Dinos and junk. There is a MEDIUM MEDPAK in the 
tunnel. Exit the next gate to ROUTE 2. Kill, Kill, Kill!!! Tons'a Dinos littering, 
bleeding and just messing up the clean ground - what pigs!!! 


Enter the Front of the MILITARY FACILITY. (cut scene - Blinky has been waiting to 
welcome you with open mouth. "LIKE, isn't that sweet of him?") Do a 180° spin and 
head for the ladder behind Dylan. Your destination is the MILITARY FACILITY ENTRANCE 
at the South end of this enclosure. Use the loading docks to stay out of Blinky's 
way. In a fit of frustration, he destroys the containers to get at you. This rampage 
gives you the time you need to run the loading docks. Pick up the LARGE MEDPAK on 
the loading dock as you pass. (cut scene - more of those odd-clothed young people, 
bearing arms and legs against our hero) Once inside the MFE, search the room 
thoroughly. (This reminds me of a dance hall or restaurant front.) You'll find 
another Dino File on the far table - File #3 (T-REX). I still say he looks like 
Freddie Mercury! It's the teeth! Move to the Military Facilitiy Corridor Door, enter 
and pass the first door on your left. Go to the shelves at the end of the corridor 
and get the MEDPAK. This electronically locked door is for Regina. Go back to the 
door you passed on your way in. Enter the MEDICAL ROOM. Get your first file - File 
#1 (Doctor's Papers on Time shift), locate the KEY PLATE, replenish your ammo and 
save here!
  Exit the Medical Room and head back out to the Military Facility, being careful of 
the raptors and Blinky. I exit the hall firing and run between the table and 
counter, then swing around to the exit door. There is less damage this way.
 Enter HARDWARE STORAGE. Pick up File #2 (Storage Room Items), go to the wall safe 
at the end of the room and use the Key Plate to unlock it.

 Now that you're stuck in this room, it's Reginas turn to go for a walkabout!


  The scene opens with Regina climbing the DOCK/LANDING SPACE ladder. Run west to 
the gate with the red security light and swat it with the STUNGUN, enter 
DOCK/SUSPENSION BRIDGE, shoo off the pansies and check the corpse for any goodies. 
OOH, look! another Dino File - File #5 (Allosaurus). Cross the bridge and exit 
through the gate to JUNGLE ROUTE SOUTH 1. Get ready for some excitable boys. They 
can't dance but they get an "A" for effort. Continue through Route 1 and two; notice 
the door at the dog leg - you'll be back. You're going to the Research Facility. 
Enter the gate - PASSAGE TO RESEARCH FACILITY. You'll have to climb the fault lines 
to enter. Be careful of Albert the Allosaur - he has a problem (OCD). When he was a 
young Allosaur, he saw Gene Kelly in the movie, "Singing in the Rain". Ever since 
then, he's been dancing; if he's not running to eat you, he's dancing to eat you. 
Ignore him for now and just get into the building without any damage.


  Enter the back of the RESEARCH FACILITY. Climb the ladder, make your way through 
all the Dinos and enter the CONTROL SHACK on Regina's right. Search this office and 
find File #2 (Incineration of Plants). This is a SAVE ROOM. Don't save or buy ammo 
yet. Run back outside for a short cut scene and return to the Shack. Once you have 
Miss Mute Girl of Jurassic Park ("Paula, YOU LOOK MAAHVELOUS in those tight black 
leathers"), tether her to the pipe. Save your place and go shopping. So far, you've 
been acquiring EPs; hopefully you have enough to buy at least the FIREWALL FOR 5K 
EPs. I prefer the FLAME LAUNCHER 8K EPs. If I don't have enough EPs, I go back 
outside and kill some more Dinos until I do. In either case, you need one of them to 
access the Poison Plant area. If you're really low, you might have to go after AL 
outside sooner than you wanted to. You'll notice the twin autos in the Shop Box - 
these puppies are SUH-WEET! I highly recommend them for your killing pleasure. You 
can Kill AL and come back to buy them. AL is worth 10K EPs. You can pick them up 
when you go to free Dylan at the Military Facility. If you don't or can't buy them 
now, then you may want to increase your magazine capacity. At a minimum, reload the 
 Exit the Control Shack. Notice the Ivy covered door. (Where's Dylan when you need 
him?) Make your way back outside to AL's playground. (There is only one way I have 
to deal with this guy, and that's to keep him moving up and down on the fault line 
to get at his side and underbelly.) In this case, the 45 is better suited than the 
twins. It takes about 20 to 25 rounds of good, constant hits to take him down; 
sometimes much more. If you keep firing without hitting anything, you're wasting 
ammo. Your best bet is to release 2 or 3 rounds at a time. The more 120-point hits 
you get, the faster the take down is. If you don't get hacked on, you'll get a 
healthy set of EPs when you leave this cell.You now have more than enough points to 
buy the Twins. Go back and get them in the Control Shack if you want - I'll wait 
  That was quick! Wait 'til you use those - you're going to love them. Let's book to 
the Military Facility - there's plenty of flesh to rend on the way there, so be on 
your toes. 
  Remember the door at the dog leg? Enter the MARSH POISON PLANTS SOUTH AREA and 
then the NORTH AREA, pull out the old flamer and get ready to cook some 'shrooms. 
Torch all of them and don't let them touch you or it'll take a huge chunk of health 
from you - enough to kill!!!. Enter the WATER TOWER from the Southwest door. Exit 
the Northwest door and make your way to the Military Facility. (cut scene - more of 
the strange people again. Regina's pretty handy with that stun gun, EH?) Now, when 
you enter the Military Facility this time, Blinky won't be there. He had to see a 
Stegosaur about a Brontosaurus. Anyway, there are now Pteranodons flying around. "I 


Once inside, enter the HARDWARE STORAGE to get the key that Dylan tossed under the 
door, then go back to MFE and enter that room at the far end of the Military 
Facility corridor. Enter the CONTROL ROOM. Search this room thoroughly for another 
Research file. Move to the KEY WALL and return the GREEN KEY to it's slot. You want 
to take the BLUE KEY. Exit the CONTROL ROOM, fight off the Dinos and enter the 
MEDICAL ROOM. Save and replenish your Meds and ammo. When you return to the MFE, arm 
yourself with the Twins; know the power of multiple targeting. Head back to HARDWARE 
STORAGE to release Dylan. Watch out for the Dactyls!


 (Cut Scene) Well, folks, it appears that we have completed the first leg of the 


 Back at the Boat, Regina and Dylan discover that the boat has been ransacked. There 
is damage to the operating system and the Vortex Generator.
 Dylan is now ready to go for run #2. Open the Save/Shop Box and check out Dylan's 
TOOL SERVICE - the really, really big Machete has been added. Jungle Girl says her 
first muted words - "PAPA!" (Isn't that precious?)
  Now before you go flying off to thrash some more lizards, access the WEAPONS 
SERVICE and take a boo at The Solid Cannon. This baby, in my opinion, is the most 
versatile weapon in the game. It slices - it dices - it'll even cook those raptor 
pies you love to eat. Let's kick it up a notch. *BAM* - I bought it, just like that. 
Throw a Lemon twist and some garnish on that pie.
  So, where to now? Well, back to the RESEARCH CENTER, that's where. We're going to 
take a look at that Ivy-covered door Regina couldn't get in.
 Dylan can get in there with his trusty Machete, what wonders do await?
 Outta da shipa! Climb to the Dock and run to the freight containers. "WHOA, vat da 
hell is dat?" Quickly turn around and climb onto the first container you passed out 
here. This will be a short lesson on how to deal with AL in a confined spot that 
will work to his disadvantage (especially with the Cannon). This is neccessary when 
building up EPS for STUFF.
  Once you're up on the container, don your extremely attractive Lady Allosaurus 
Costume and prance tauntingly in front of Albert. (I'm shakin' my tail baby - OH 
YEAH, I'm HOT!!!) He's stupid, thank God, but he'll get the hint and leap up there 
with you for some smoochin' or chewin'. He may not remember why he's jumped up 
there, so give him a nudge. Run to his side and fire off a round of the Solid Cannon 
into him. "LUCY, I'M HOME!". Now jump down to get away from death breath, hit the 
ground,turn and fire the cannon. WHEE, DOGGIES - would you look at that? That's 
gonna leave a mark. Try it again. OK, AL's pissed; he's going to jump down after 
you, so make your way back to the ladder and climb back up as soon as he jumps down. 
Follow this same proceedure. After four good shots from the cannon you can stick a 
fork in him.
 Go west young something or other, go west - to the gate and exit it to the JUNGLE 
NORTH ROUTE. This route was blocked at the beginning of the game.
 So what have we learned here, kids?  No hands? OK, I'll tell you: there's an Albert 
the Allosaur waiting for you! They're everywhere in this game! The good thing is, 
they're kind of easy to deal with and you can rack up some hefty points if you don't 
get too wracked up yourself dealing with them.
  We're going to treat this guy just like the pig that he is - RUDELY! Wait for him 
to show his "I'm-going-to-jump-there-and-get-you" posture. Run over to the side of 
the little clearing (near the pool). As he lands, fire a charge up the old poop 
shoot. You know he's going to need a TUCKS when this is over. Drop down to the 
water, do a 180° and fire a couple of rounds again. Most times, four will do. Now we 
have three ALS down - that's over 30Ks worth of EPs.
  Run and climb through the pools to the next gate. You're back onto familiar 
territory, NORTH ROUTE 1. You're required to take the long route to the RESEARCH 
FACILITY, so this is going to take a while. There's a lot of Dinos between you and 
there. Because of the way the Cannon works, you might want to experiment on using 
it. Try running and firing. What happens is, the disrupter blast lingers as you run 
through it, the Raptors following behind you get caught when they get too close to 
the charge and he's Mr. Poppin' Fresh. So saddle up, Hoss and make your way to the 
WATER TOWER. NOW, GIT!! If you've kept running as I had suggested, you should make 
about 4 to 6K EPs and not have much more than a scratch. Duck through the southwest 
door into the POISON PLANTS MARSH. Since you cleared out all the poisonous plants, 
the Dinos have moved back in the neighborhood. There goes the property value. 
That'll learn ya! Next time, leave one plant in an out-of-the-way spot and you'll 
keep the whole route clear. That goes for both legs of the Poison area.


  When you enter the PASSAGEWAY TO THE RESEARCH FACILITY, You'll get to display the 
greatness of this weapon. I love this thing against Dactyls. Did I mention that "I 
HATE DACTYLS?" NO FEAR, EH? Spank those monkeys, OH YEAH! Hold the fire button down 
as you run, watch the dactyls swoop down to Dylan, then recoil in horrifying 
fatality from contact with the cannon's discharge. When you're done playing with the 
Dactyls, enter the back of the Reseach Facility and try the cannon on these Dinos. 
Before you enter the ivy-covered door RESEARCH FACILITY ENTRANCE, you might want to 
save in the Control Shack, reload your weps and buy Meds. Return to the ivy-covered 
door, clear it of vines and enter. "What a Lobby!" As you move in the only direction 
you can, you'll get another (cut scene). When you come out of it, you'll be 
surrounded. Did I mention I hate Oviraptors? They're crude and rude, spitting all 
over the place. Who wants to step in that? (A new technique - try running in a 
circle while firing the cannon. It works for all weapons, but wonderfully so with 
the Solid Cannon.)
 Run and kill your way to the big electronically-locked door, then kill some more. 
Use the RF Keycard on the lock and enter the RESEARCH FACILITY PASSAGE. Head east to 
the last door on the right. Enter the POWER SOURCE ROOM. See the pretty green light 
above the tiny door? Explore this area and you'll find Research file #5. Enter the 
RESEARCH LOUNGE. Explore this area. You'll come across a Medpak and a closed up 
cage. Open the cage and look inside. You'll find Dino File #11 (Compsognathus). 
Leave this door open and continue to explore. Find File #3 (Researchers Notebook) - 
so that's what those doors are all about! (Close all the tiny doors except the one 
near the Save/Shop Box.) OK, you might want to save here before leaving this room. 
If you didn't replenish your ammo in the Control Shack, do so now. Well, well, would 
you look at this. In the TOOL SERVICE there are two new additions - The EPS Silver 
Card and the Inner Suit. I have enough points to buy the EPS Card so I'm *BAM* - 
WHOA, I bammed before I was ready. (I'm suffering from premature bamulation!) I hate 
it when that happens. Well, I got the EPS card. The EPS Card holds the EPS Kill 
Counter on screen much longer than the default setting. The Inner Suit will stop you 
from bleeding ever again in this particular game but not in real life. Click your 
heels together and repeat "Remember this is only a game!" Do this three times and 
call me a Cab. When you enter the Research Passage, turn left and head to the end of 
the hall. There's a door that needs your RF Keycard. Slip the card through the slot 
and - (cut scene, do you hate them yet?). 
  So, the Compy has your card and it's up to you to herd it into the little door you 
left open. Go get'em, Tiger. (Jeopardy music plays serenely in the background as you 
flop and thrash around with the stupid Compy that appears to be smarter than you.) 
Well - finally in the cage. (Jeopardy background music fades out - why can' I keel 
theez wans?)
  Go back to the locked door and access that Mutha! Be careful - there's Ovis afoot. 
Enter the PRECISION LAB. (What a Dump!) Search out this dump for a couple of 
goodies. (OOH, is there some bare-naked peoples in them tubes?) Get the Battery on 
the floor and get File #5 (Report on Unidentified Body). Do a 180 and beat feet out 
of this dump. You have all the goodies you need to get the ship running and go to 
sea, to see what you can see...on the...sea, don't hurt me. Exit the Research 
Facility, get back outside and return to the Water Tower. "OH, MOE...LOOK!" another 
Allosaur. We can use the money, so...Let's kill him.....a lot!!!
  Make your way through the Marsh Area. ("Note to self - from now on, leave one 
plant in each section of the Marsh.") AH! I love the Water Tower don't you? This 
cannon is SHOOO SCHWEET!! Yup! I Love It!!
  Exit the South gate of the Water Tower, climb the containers and the fault line, 
climb back down and run. Run through Routes 4 through 1. Run and fire madly at 
anything and everything, just don't stop running. (Regina has Prince Spaghetti on 
the table, you don't want it to get cold.) When you come to the Jungle North Route 
Gate, pop into there. Navigate through the little ponds and Dinos back to the boat.
 Dylan trades Regina the battery for the spaghetti. She fixes up the boat, good as 
new. (What a gal.) Get Dylan over to the Save device and save your progress. JOB 

  You have completed the second leg of your Odyssey, Prepare yourself for Singing 
Sirens and Harpies; they do plague the human soul and these don't look as good as 
the Siren Babe-age of the Iliad's epics shown on TV...but, what're you gonna do? 
("Marge... Marge honey...could you get the flashlight and the barbeque tongs? I lost 
my keys in my navel and I can't shake them out. Marge?)


  Get Dylan to the helm and get this tub scooting. The local Navigation Map pops up 
and shows you your options. HMMMM.., where to go, where to go? The 3RD ENERGY 
FACILITY looks nice and close. "Hon, let's go there. Tie the kids up, toss 'em in 
the skiff and let's have a go at 3rd Energy,'K?". You know if it's not one thing, 
it's two things. The siren babe-ages are pounding on the door. I can hear them 
singing (liltingly, of course). "Little pigs, little pigs, let us in." To which 
Dylan replies, "Not by the hair on Regina's chinny-chin-chin!" OH, well. Get Dylan 
outside and show the Harpies and Sirens a thing or two or three about heavy caliber 
weaponry! If this were a movie, everyone would be screaming, "PADDING, PADDING". 
That's what directors do in movies when they can't figure out how to segue into the 
next scene or they still have 15 to 20 minutes to kill in the movie and all the cool 
stuff is done already. Usually, it's a car chase or a foot chase or tons of useless, 
yet colorful, explosions and violence.
(Heavy metal elevator rock music plays in background as the carnage proceeds - 
Guns'N'Roses' "Welcome to the Jungle". "Look, kids, Axel is rolling over in his 
grave.") He is dead already, right?


 OK, you're at the  3RD ENERGY FACILITY. Regina is refreshed and ready for more 
killing - I mean, exploring. Check out the Save/shop device - there are some 
additions to the catalog. The Heavy Machine gun at 35K EPs and the Missle pod 
*YIKES* at 50K EPs - Mama, that's expensive. Even though I love the multiple 
targeting capability of the Twin Autos, I'm going to suggest the Heavy Machine gun. 
It's a little heavy, (DUH!!!) hence, the name! It packs a wallop to the Dinos and 
takes them out with one or two rounds, and it's just marvy against the Dactyls. Did 
I mention I hate Dactyls yet?  
 Exit the ship and make your way onto the Dock. This is Plesiosaur country. Clem, 
Zeek, Ustus and the remaining clan are powerful angry - you killed off the non-
inbred side of the family. They all want revenge for the killing-off of the breeding 
stock. The heavy machine gun is going to come in handy here. It's pretty much a safe 
and sound duck shoot. Kill everything you can, quickly. Don't leave your spot until 
nothing pops out of the water, then run 'til something comes up, stop and shoot. 
This is point-making time, folks -  take advantage of it. By the time you pass 
through the first gate, you racked up some big-time points, eh? Git ready for 
s'more! Make your way through WALKWAY 1 & 2. In Walkway two, you're back to Dactlys 
again. This gun does well against them. The walkways are pretty barren, so there 
isn't much to look for. Enter the STORAGE SPACE. This place is cluttered with junk, 
not to mention Dactyls. As you thrash about in this cell, you'll come across an 
obvious file laid out for all to see. There's another hidden one - so decide, look 
and kill or kill and look. I'm killing, then looking. I hate being hacked on. File 
#8 (Soldier's Papers). What have we here? OH, Man! Looks like no 3RD ENERGY party 
today, kids. We need to head back to the JUNGLE to find the Key that this DEAD idiot 
dropped in his escape attempt. Do an about face and head back to the watercraft on 
your way back. Now that the cell is clear of Dactyls, explore the room. Just when 
you think the room is clear, the sneaky 'tards swoop back down on you. Ask them if 
they like the aftertaste of lead in their mouths. Gunz, Gunz, Gunz! Another Dino 
File - "Oh, you shouldn't have!" File #11 (Pteranodon). OK, lets get out of here and 
get back to the Jungle.


 When you dock, Regina will lead the assault for the key. Get her up on the Dock and 
moving through the Northweastern gate to NORTH ROUTE, where the two ponds 
are. "YOU'VE GOT TO FIND THAT KEY!" Not in the first pond; I don't see it in the 
second pond either. Poke around, poke around, what'll I do? OH, LOOK!- a leaf. I 
think I'll follow it and see where it leads (hint, hint). I have no logical reason 
to follow it, buuut... I have time on my hands. It's a Casio, it's water resistant 
and it has a stopwatch; a calculator; an alarm; it tells military time - oh, yeah - 
and it tells normal-human-being time too. You don't really need to do the Leaf bit. 
If you poke around and click action, you'll find the Key eventually.


 Back to the skow and the 3RD Energy Facility. Reload your weapon if it needs it, 
still holding onto the H. Machine gun. Run back to the STORAGE SPACE and eliminate 
any monster stragglers you missed on your first time here. Position yourself in 
front of the Electronic door and say, "Open Sesame seed bun", (or roll, what ever 
your preference is) - oh, and use the 3RD ENERGY KEY CARD in the little slot to the 
left of the door. It seems to respond better when the card is used in conjunction 
with the incantation. Don't you love the way Regina poses when she's waiting for you 
to get on with it? Enter WALKWAY #3, always exploring your surroundings. There is so 
much junk to sift through. If you don't, though, you'll miss out on an important 
file - miss one Dino File and you don't get one of the best goodies in the game. 
Deal with the longnecks and make your way to the next obvious door. Enter the 3RD 
ENERGY CONTROL ROOM and climb the stairs. Search this room thoroughly - there are 
some important things in here. Firstly, the BOX KEY. (It opens that little box on 
the small cabin cruiser.) On the counter is File #4 (Manager's Diary, Mechanics) and 
hidden on another counter is Dino File #14 (Mosasaurus). That's all the goodies for 
this room. Move to the South door and exit out onto the roof. Locate the corpse 
against the railing and frisk him. Now you have the MECHANIC'S ID CARD. Go back 
inside and use it on that electronic door. A 4-digit code? Hmmm, maybe that's in 
that box on the boat - go look. So, it is the 4-digit code. Memorize it and return 
to the Control Room. You may want to save here before you continue. Access the door 
and make your way down to the SUB LEVEL ELEVATOR. Explore this room and pick up 
everything allowed. File #5 (Mechanic's Note) - that explains the Control Terminal 
Test. It's kind of like the "Sledgehammer the Mole", "Punch the Monkey" or "Whack 
the Lemming" game. Set it all in motion and use the stun gun. There is a not- so-
fasionable deep sea diving suit that Regina just can't do without. You can't have it 
till you get the power back up, so do the "punch the monkey" game, then come back 
and get the suit. (It could use some tailoring - Lara Croft would never be caught 
dead in this thing.) Climb down and approach the console snuggled between the two 
ladders and start the Lift. Now, let's go swimming - or something like that. When 
the Lift stops, be ready for some Crocagator thingies (Mosasaurs) wanting to eat 
Regina. Her movements are sluggish in the water, so don't think you can out-run 
these guys - you can't - but you should get to know the controls on the suit before 
you go off to the rest of this level. Switch to Weapons. Your main weapon here is 
the needle gun - it works well against the Crocs. There is something stronger coming 
up, but for now it'll do. Your sub wep is the Shock wave. It'll stun the fish and 
give you some time to think if you need it. I never use it. Now press triangle. TRES 
KEWEL, EH? I use this and the Needle gun to avoid and kill the fish 'til she gets 
the next weapon. Learn to use them all and make your own choices. Swing over to the 
west side of this area and drop down. Get the Med and hear the odd muffled noise - 
trouble's a-comin'. There is a Medpak - get it and hit ready. Be prepared for the 
Croc. ("Make it bleed Mommy!" "Now now Johnny, behave!" " Yes Ma'am.") Proceed along 
the walkways, dropping and killing your way to the bottom. There is a Large Med. Get 
it before you exit this room.
  Enter the WATER CIRCULATING SYSTEM CONTROL ROOM. Stop at the Save/Shop Device and 
do save. New weapon - AQUAGRENADE. Buy it and arm yourself with it right away. Buy 
any meds you need - not too many, though. There are some laying about down here. 
Make sure you save here and close out the box. Proceed to the right and get File #6 
(Preventive Maintenance). We're looking for a plug. If you click on the control 
panel to her right, it'll tell you it needs the Plug - so, let's find the bloody 
plug, eh? I like to use the triangle button to drop down and turn to the exit doors. 
Ensure that you switched main weapons to the A. grenade and enter UNDERWATER 
TRANSPORT PASSAGEWAY 1. It heads South and turns east. It's a tight area - be frosty 
and ready. Jump the doors and enter PASSAGEWAY 2.  As you make progress through this 
area, you'll get a perspective change showing you Alec and the Plug. Try as you 
might, you just can't get there from here. There is a lift in this room but it isn't 
working yet. There's Crocs in here, so don't tarry long.
  Enter the COOLING WATER CIRCULATION CHAMBER. Be on your toes in here, mates - 
there's tons of places for Crocagators to hide and come at you from. This is one of 
the rooms where you will need the use of the bubble-burst-up thingy. Remember, our 
objective is to get that plug. If you're getting hammered by the crocs, you can duck 
inside that door. It's the COOLING AQUADUCT. There is a Save/Shop Device in there. 
There is a Med to Regina's right - don't get it yet - explore the room first for the 
feel of it. Return to the Medpak and pick it up. Boost up - get good at boosting and 
walking - you'll do yourself a favor. Regina makes her way up and around to another 
MedPak and another jump. (Being able to walk, boost and fire may come in handy in a 
sec. It's a big-time drag to fall back down to the floor and have to do it all over 
again.) Often a crock will attack as your in the process of boosting. Once you get 
to the pillar that bubbles, you want to shoot out the leg. Boost up to the door and 
enter. A lever to your right - pull it! You may not need it, but if you fall to the 
floor and have to go all the way around again, you'll appreciate the elevator in 
this room. Make your way over to Alec, get the plug and be thankful it's not Regina. 
Return to the WATER CIRCULATING SYSTEM CONTROL ROOM and plug that plug hole with the 
plug, please. Now that the aquaducts are open, we are on the end-side of this level, 
sloshing to meet the End Boss. We want Sweet Cakes to get her buttocks to the 
COOLING AQUADUCT. If you have been using the A.Launcher like I have, you only have 8 
rounds left, so, load up before you head to the Boss. If you've been using the 
Needle gun, then you can hold off. Consider saving and filling up your Grenade. 
Depending on how good of a shot you are and how many times you get hit, this could 
take a while. There will be Meds. strewn about. Take the lift up, follow the hall 
all the way around to the gates and on to the suit. Pick up the Edwards City Card 
and continue. Another Dino File, #17 (Plesiosaurus). A big MAMA JAMA if I ever saw 
one. Ride the lift down and enter the 3RD ENERGY REACTOR. Now, for safty sake, we're 
going to deal with Nessie first, then explore. If you continue to walk straight 
ahead, you'll enter a long aisle. This is the safest place to battle Long neck. 
Proceed only far enough into the aisle to see the other end, look up and wait for 
her to swing around and bare down on you. When you first see her, press ready. When 
her mouth is close, open fire. If you do it right, you'll see a 630 point register 
on the screen. If you can react quickly, release another round, 420 points, swing 
around (R2) and let another go at her belly before she disappears around the corner. 
That'll give you another 420 points. Turn and walk to the opposite end of the aisle, 
turn and move back into view of the aisle before she can make her return. Follow the 
same M.O. as first mentioned. If you have been aiming well, you can take her down in 
4 shots total. The last one will total 10K + EPs. So the coast is clear - let's see 
what we can see. OK, there ain't much to see. Climb up, then, and take all the Meds 
you find, if you can carry them. Turn South, boost up and up, dead end, turn North, 
boost and continue. Regina should be facing North now, looking at a jump forward and 
up to another walkway. This is where the shutters were blocking your escape from 
this level. They were lowered when Nessie passed on. Ride the elevator to the 
surface and exit this level.
Another leg of the game has been completed. 


  Congratulations, you are now at the CITY FRONT DOCK. Regina is in quite a hurry, 
leaving without Dylan like that. That's ok, though, we want to get Dylan inside the 
ship and do some needed weapons upgrading.
  Access the Save/Shop Box - there are new weapons. The Chainmine at 12K EPs spits 
out a series of mines and the Anti-Tank Rifle at 38K EPs has some very heavy 
firepower - devistating to anything in it's path. Light Armor 35K EPs has been added 
to the TOOLS SERVICE. Again, if you are taking big hits, this will lower the damage. 
Before you leave the Ship, switch weps to the AT Rifle. Now, go to Edwards City. 
YARD. This is a Save/Shop area. It also contains an Allosaur. The AT Rifle slaps 
them around and calls them Susan. Run toward the opening, let Albert run by you, 
turn and fire at him from behind - at most, five rounds. I don't recommend saving 
here if you're playing in hard mode. It seems as if the game punishes you for saving 
and calls all the raptors to lunch. If you're getting good at killing, then by all 
means, save. In normal mode, the room stays clear and you may leave unmolested. When 
you get out to the Haul Road, turn North and proceed to the trucks on your left. 
There's another Dino File File #20 (Inostrancevia, Low crawlers).
  Turn east and head for the ivy-covered gate. Enter LAKESIDE - Dylan meets up with 
Regina. They discover that Dave has been marking the trees with urine again, so they 
split up YET AGAIN to look for Dave and make him stop peeing on the trees. I would 
switch weapons to the Solid Cannon for this next run. Have I mentioned that I hate 
Oviraptors? Make your way through LAKESIDE 1 and 2 to CAVE 1. Switch weps to AT 
Rifle and Chainmine. See the funny colored rock? Approach it and hit "O", the sub-
weapons action button. If you're into point-gathering, you will use the Chainmine to 
roll the low crawlers and the AT Rifle to finish them off. There are a few off-
branches in the caves that don't go anywhere. They're short, so you won't waste too 
much time if you get lost. One or two of them have MedPaks, like the first fork you 
run past. Leave them - it's not worth the mines to get at them. Proceed through the 
caves from Cave 1 to 3. You'll come to the first fork in the cave. Bear left and 
climb the ladder. Bear right after the two Inostrancevias and climb the ladder. 
There will be a boulder on the right and an INO bearing down on you from the left. 
Use the Chainmine on the boulder and proceed. The path will branch off to the left. 
Continue in a straight line, always looking for Dave's mark on the wall. Don't fear, 
though, all caves end up in the same place - a Save/Shop area.
Climb down the ladder. You'll approach two boulders - blow the left one with the 
brown over it's top. Continue and stay to the left at the next fork. You start to 
see some light and grass or moss on the ground. Pass through the gate and enter 
COMMAND ST, INNER COMPOUND. Save here - there's a grueling march for the next 5 
minutes without being able to save, so do it here.
  Dylan climbs to the top of the ladder. He meets up with Regina and they get 
cornered by a whole nest of Alberts. You'll take turns protecting each other while 
the other runs the Dino gauntlet. Good luck!!
 Your best bet to survive the first half of this gauntlet without needing many 
MedPaks is to stand still, fire the flare gun and let the Dinos get pounded by 
Dylan's Artillery fire, then move to the next obstacle. When Regina makes it up to 
the last cannon, this section is over. Now prepare for the second half of the 
gauntlet. This will be the Triceratops run. Climb down the ladder to the next area. 
There is a Save/Shop box. Save again, please. Pick up the Dino File File #17 

  Run out past the gate to the buildings to start the next half of the gauntlet - 
the Triceratops run. This isn't very difficult, but it can be a little deceiving - 
the Triceratops hit the jeep on off cadence, so you can get hit when you don't think 
it's possible. Also, be prepared for the 2nd animal to run in from the opposite side 
of the road to slam the jeep.
  The up-coming CGI is some of the coolest FMV I have ever seen. How they figured 
out how to make the grass sway like that from the rocket percussions was incredible. 
Having all those objects moving at once was wonderful!


  When all is said and done, Dylan, Regina and Dave meet in the Living quarters 
area. The Chopper is smoking in a pile. They agree to separate and look for anything 
to assist in their escape. Get Dylan poking around into everything. He'll find 
another Dino File, File #16 (Oviraptor) near the overturned jeep with the bodies 
next to it. Continue through this area till you see ROBSON'S STORE. Enter - it's a 
Save/Shop area. There are some things in here you will need, so search them up and 
get back outside. File #7, (the Shop Owner's Papers), a small MedPak and the LIVING 
QUARTERS KEY. Back outside, you'll be hassled by more Dactyls, so pull out the old 
Solid Cannon. Lay down covering fire so that Dylan can head west to the door. Pass 
through it into the LIVING QUARTERS 2 area. Switch weapons if you like - the AT 
Rifle does well against the Ovis. If you have any shot gun rounds left, use some of 
them up. Otherwise, keep the Cannon. There is another (locked) door, at the end of 
this alley and a Med up on the porch's flat roof. Use the LIVING QUARTERS KEY. 
  Once on the other side, you'll have another of these weird little shooting games. 
This time, however, you'll be driving a tank, fending off Blinky and trying to get 
to the other side of the lowering drop gate, and another level Boss.
You can drop him a few times if you're lucky enough to hammer him good in the moosh. 
But, I find that I survive the conflict much better if I use the Sub weapon on 
Blinky and keep the turret on the containers. When I run out of containers, I swing 
onto Blinky and use the big gun on him. You get points for stunning him, anyway. If 
you set off the subs at the right time, you can stay relatively healthy for the 
  So, you're alive and on the other side of the gate. There's more debris all over 
the place - start looking for goodies. Ah! the fabled Gas Mask! At last, now we can 
go somewhere else that's stinky. Head toward the (cut scene)- YIKES!! it's Exploding 
Disc Boy. Why, Tank you, Paula! Regina shows up. Hmmm, still no Dave. OH, bloody 
hell - violin music. Dylan is laying another sob story on Regina. Please, can we go 
back to the boat now? I need to have my eardrums cauterized!
 Congratulations, you've completed the third leg of the game!


  Back at the ship, get Regina to save and check out the Save/Shop Box. The TOOL 
SERVICE has another addition - the EPS GOLD CARD. It is supposed to double the 
amount of EPs you get for the kills you make. You should have quite a large stash of 
EPs now. There shouldn't be a problem for you to buy any of the protective body 
gear, if you haven't already. So, now that you're all loaded up and ready to go, 
let's get back to the JUNGLE.
  Get Regina up onto the DOCK and over to the Southwesy Gate. Stun that mutha open 
and hit the happy trails of Dino Land. Before you exit the second gate, load up with 
the heavy machine gun or the twins. (You can run with the twins but not with heavy 
mach.). It's slow going with the Machine gun. If you're doing well and feel 
confident, use the twins or the 45. Enter the MARSH POISON PLANTS/SOUTH AREA. Watch 
out for the Ovis. At the fork, turn South and climb down the POISON GAS AREA. Beat 
feet to the WASTE DISPOSAL CHAMBER. Move to the Save/Shop Box and load up Meds and 
ammo, then save. If you didn't have the twins out and you did purchase them at the 
beginning of the game, pull them out now.


 Raptors will be coming from all sides here. You want to be looking for a set of 
stairs. Ready? Exit the Green door east of the Save/Shop Box and locate the stair. 
Once you're through the door at the bottom of the stairs, search the room. You're 
going to find the 3RD ENERGY DISC and the final Dino File, File #23 (Gigantosaurus). 
(You'll be glad you got all of the Dino Files at the save portion at the end of the 
game.) In a moment, you will exit back out the room. (It's the only thing you can do 
anyway.) Climb back up the stairs and watch a fun cut scene. See Blinky get his come-
upance from the truly big boy in the 'hood. Before you leave this room, switch weps 
to the 45. Now go watch the meat show. After Regina runs back to the room, (cut 
scene) Dylan pops in and they decide to sabotage the missle because it's self-
activated from the damage - whatever. Regina jumps onto the lift and drops down to 
MISSLE SILO INSIDE so she can stop the launch. As she lands, she finds out all hell 
is breaking loose in the silo area. El Gigante is doing the Macarena and disturbing 
everyone's siesta. There are active gas posts at two points on the walkway. You must 
open them and ignite the gas in the face of El Gigante. This will take six gas shots 
in the face to charbroil him. I wish we had a rotisserie big enough to hold this bad 
boy. Now you must deal with one of those Shorting control panels to activate the 
lifts. This one is from hell. It's much harder than the one in the 3rd Energy Sub 
Level Elevator Area because there are more panels and they are placed in a line that 
turns at a right angle between panel 3 and 4. Once you have this done, head up to 
the top of the gantry and disable the launch sequence. When you're done with this, 
head back to the surface level. El Gigante wakes up and rampages one last time 
before knocking the missle out of the gantry and killing him. Regina is now in the 
LAUNCH CONTROL ROOM. Have her save. Now you are going to run a gauntlet of 
Inostrancevia. (I suggest loading up the Chainmine and using it to flip the low 
crawlers out of the way.) If you're hogging points, you'll want to finish them off 
with the AT Rifle. You will enter the BACKDOOR ACCESSWAY 1. Head South and turn west 
to a door leading to ACCESSWAY 2; get there in one piece. You'll then travel west 
and make a turn South at the end of Accessway 2. Exit to LAUNCH SITE BACKDOOR 
ENTRANCE and a short boat ride to the RIVERSIDE FRONT OF WATERGATE, where you'll 
spend some time in a Dino shoot, protecting the meal du jour, Dave. Yup, he shows up 
long enough to get tenderized for lunch. (Another point - rack up for the last push 
to the finale.) It's not like you really need any more EPs; you should be swimming 
in them by now.

  Congratulations on completing the fourth leg of your journey down Inostrancevia 


 Dylan takes a swim and rolls up on the shore of the JUNGLE UNKNOWN AREA. Paula is 
there waiting for him and wants to show Daddy the etchings at her place. This area 
is crawling with Oviraptors. They come from all directions, often at the same time. 
If you try to turn Dylan to face Ovis one at a time, Paula will take heavy damage 
and may not make it. If you're good with the controls, you can get her there with 
moderate to heavy damage, but make it none the less. A fellow Capcom poster 
suggested a way that I like very much and works well. Stay behind Paula and keep 
your fav weapon at the ready, pointed at her. Do not let the R1 button go, except 
for when you are forced to spin out to follow her as she moves on. This technique 
works very well and I have been able to get her to the wall often, with minimal 
damage. (Maybe one or two hits, at most.)
 I add this to his design. I prefer the Solid cannon. It's lingering effects kill 
even after you have fired. As long as you point at Paula, she will remain mostly 
untouched. There is a dangerous interface at the wall. If there is a chance to have 
her hurt, it is here. When she begins to climb the wall, have Dylan switch to the AT 
Rifle and run to the Ladder. (The Solid Cannon is good for close up killing but the 
ATR kills at long distance and you will need it here.) When this happens, one of two 
scenarios can take place. One part always occurs - an Ovi pops out from the bushes 
near the ladder. Spin Dylan and fire, eliminating this target. A second Ovi will 
appear on the elevated walkway where Paula has climbed up, so Dylan must quickly 
climb up and fire on the second Ovi.
 Occasionally, a second Ovi appears at the base of the Wall and jumps the distance 
as Dylan is climbing the ladder. Or, the Ovi is already at the top of the wall and 
attacks Paula as soon as she stands. This is the only time Paula takes any damage in 
this section of the game when I play. I estimate that out of ten games using this 
tech, five are no-damage runs, three are one to two hits and two are three to four 
hits - those are "Cluster" days. 
  The Solid Cannon works quite well with the Tower setup, too, in the FACILITY AREA 
FRONT. The Cannon allows you to continue running while shooting and lowering your 
time. If you're still hurting for EPs, and/or low on Meds, then use the ATR - you'll 
rack up some big EPs for supplies. 
  Setting the towers is a simple matter of climbing the center ladder where Paula 
climbed. Have Dylan climb and run into the invisible sheild. This will make it 
visible and start the Tower setup. Now climb down and run, either to the Green east 
or Yellow west tower and activate it by standing in front of it in the lined walkway 
leading up to it and press X (action button). I suggest that you turn and climb the 
nearest ladder, and do the accompanying tower. The lower Green tower has the upper 
Red tower. The lower Yellow Tower has the Upper Blue tower. Do them together, so as 
to cut down your time. When done, climb up the central ladder and operate the 
Control console.


 Enter the FACILITY ENTRANCE. There is a File - File #10 (Superintendent's Will). 
Continue through the glass doors and blue walkway to the SUPERINTENDENT'S ROOM. 
Sitting on the center console is your final file, File #11 (Noah's Ark Plan).

 You now have a total of 27 Files: 11 Dino Files and 16 Researcher, Military, 
Manager and other miscelaneous Files.

  Proceed to the Save/Shop Box near the door you will use to exit this room and save 
your position. You should have something like, at a minimum, 100K EPs, so fill up on 
all the Large MedPaks you can carry. If you have any Small Meds., use them up to 
make room for Large Meds. Trust me! Now, if you Pop up to the Weapons window, you'll 
find that a Rocket Launcher for 50K EPs might come in handy. Truthfully, you don't 
need it. Basically, you'll be spending all your time running and pushing buttons and 
healing yourself to worry about shooting at the bane of your existance, your worst 
nightmare of the moment.
  Consider that the EPs don't roll over to the next game. Only one thing rolls over, 
and we'll get to that when the time comes. Right now, we gotta gear and psych Dylan 
up for the FINAL CONFLICT!!! So, you have all the Large Meds you have room for. You 
did or you didn't buy the Launcher. (There are a few spots to get a shot in, but 
it's less than a gnat to him.) If you get a good square shot on him, you'll pull 
1200 EPs; a decent shot, 600. Make sure you save here because you won't get another 
oportunity to save. If you flake in a few minutes and begin to cluster all over the 
place, you'll wish you had saved here now, so DO IT!!!
  Blow this dump and enter the LARGE LABORATORY HALL. Continue down the flights of 
stairs to Paula (big cut scene). Dylan explains much to himself!
  When the cut scene is over, follow Paula to the large doors. 
  "It's deep breathing time, Bleeds." What's ahead of you is not long and drawn out, 
although it may seem that way. There is an excellent FMV of the satellite's priming 
and ignition sequence. I think they let us down on the Gigantosaurus death scene, 
though. The CGI quality went way down at this point. Well, let's get on with it 
then, eh?


 Enter the OVERSIZED TRANSPORT CHAMBER. When you are released from the first of the 
cut scenes, you will be facing east. If you bought the Launcher and armed yourself 
with it before entering the OT Chamber, pump one into Gigante's face. Run to the 
walkway and run it's whole length, do not lallygag - no sight-seeing and no bumping 
into anything. El Gigante is not forgiving. Make your way to the central computer. 
When you are released from the cut scene, pump another one into Big G. The coundown 
timer will be visible. Turn west, run to and activate the EMERGENCY CONTROL TERMINAL 
to connect the communication line to the Anti-Satellite. When completed, pump 
another one into G; this is where you may begin to get insessantly pounded, 
mercilessly. Turn east and run your buttocks off to the second suspended walkway. 
Remember to keep an eye on your health. It should soon be apparent why you loaded up 
with the Large Meds. Run South on it to the opposite side of the room, turn west and 
run to and activate the CONTROL PANEL for getting the targeting computer to lock on 
El Gigante. Your next to last bit of control in this game is about to come to an 
end. Your next to last task is: to return to the central computer and energize the 
whole system for the light show. Keep your eye on your health - you don't want to 
have to restart now, so keep Dylan healthy. Can anyone tell me how the heck Dylan 
survives being so close to all that heat? I have played this game 12 times on normal 
and 6 on hard, and sometimes I can do this area with, maybe, two or three Meds. 
Other times, Gigante relentlessly hammers Dylan into the pavement. I end up using 
nearly every Med I have. I adamantly refuse to use the resuscitation paks. You get 
one in your inventory at game start but you must be careful not to use one by 
mistake. It will put you back to the beginning of your current conflict as opposed 
to keeping you where you are.
  When the smoke clears, pick Dylan up and get his Gluteus Maximus moving out of 
this pit. WHOA!!! would you look at that hole!!! There's only about 3 plus minutes 
left to get everything in order. SCOOT! 
  Paula, Dylan and Regina reunite in the 3rd Energy Generator room. Paula gets 
trapped under a fallen electronics tower, Dylan tells Regina what to do and sends 
her off through the gate. All Hell breaks loose! One thing to notice folks - one 
tiny ray of sun shining down on this tragic moment; time appears to stop for a 
fraction of a second before the camera pans up and out for the big explosion. I 
believe that Regina makes it back to normal time, somehow builds another Vortex 
generating device and returns a bubble to the precise area where Dylan and Paula are 
crouched, removing them from the horror. Who knows, maybe she saves all the children 
from the stasis tubes in the Large Laboratory Hall as well. I can hope, can't I???


  So the game is over and you're wondering, "What the heck was all that about?"  
Well, everyone has their own opinions on the subject, as do I. Remember the old 
saying; "One thing about opinions and buttholes, everyone's got at least three???" 
You don't have to agree with them, or they with you, just don't get too worked up 
about it. Hopefully, if Capcom wishes to do their customers any favors, not to 
mention justice to the story, they'll have a sequel to DC2 that will explain some of 
the missing info about the history and chronological events leading up to ARK and 
Dylan's involvement with it.

  The credits are running by and some tres cool effects are running behind them. One 
of my faves is the Dino walking with the credits rolling over it's hide. I love the 
way DINO CRISIS rolls over and up. I snagged that shot with a capture prog and used 
it as a sig pic for a while.

 At the end of all the credits, the ranking screen pulls up. You will get one of 
three background pictures - one of Paula, one of Regina and one of Dylan. I'll leave 
the experience of the visions to you. 

  The top line on the ranking window gives your total game time in hours, minutes 
and seconds. The second line gives your Extinction Point total. The third line reads 
the number of Dino Files collected. Your total will read 11/11 and below this it 
will read, "collection complete". That's a good thing. Lastly, on the lower right 
side of your screen, you have your ranking. This will range from a BIG FAT "D", 
being the lowest rank, all the way up to a BIG FAT "S", being the highest rank. 

  Now hit "X"; when you do, you'll be notified that you will now be packing the 
Platinum EPS card on your future outings in the future Jurassic, Cretaceous or 
whenever it is. This entitles the bearer to unlimited ammunition for all purchased 
 OH, YEAH!!! "X" again to go to your Memory card, in whatever slot you have it in. I 
like to save in the 1st position on the card, for quick starts. Save your game. We 
have so many games at the house now that we use some memory cards just to store 
completed games and two to play and save intermediately throughout the game. It 
works well when you are cascading one save after another. (Just in case you miss 
something and have to go back. Who wants to restart a quarter of the game back? 
Losing, in some cases, 30 to 60 minutes of play because you forgot to get the 
battery or the Key Card in the pond. (shudder) I hated it when that happened.

 Well, that's all folks. I hope the walkthrough was informative and enjoyable at the 
same time, without being too over the top. I'll be scraping up a DC2 speed game in 
the near future.  If these two are accepted, then I'll have a matched set of DC 
 It was much easier to write the DC2 version. The practice from the first two helped 
in the perspective department. I'm learning how to spell and punctuate, so that 
makes IMOKRU's job easier, which translates into a happier IMOKRU. Not having to 
spend so much time correcting work from one of "Jerry's Kids" was easier on her. 
After all, I would grovel and mule at her feet around 9:30 to 10:00 at night, right 
after she gets home from work, dead on her feet, tired to da bone, and she would do 
a bunch of pages 'til her eyes crossed.
 She didn't yell at me at all this time - I think the prozac in her coffee really 
works!!! I'll know for sure when she gets to this part of the walkthrough. I figure 
as long as I have some space between us, and handy access to the front door, she 
can't catch me. I'm still faster than she is, although I haven't figured out the 
part about how to get back in the house. Maybe I'll make sure to have company over - 
she wouldn't do anything rash in front of company, I hope.

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