FAQ/Walkthrough - Guide for Dino Crisis

Scroll down to read our guide named "FAQ/Walkthrough" for Dino Crisis on PlayStation (PSX), or click the above links for more cheats.

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                                    Dino Crisis
                               Platform: PlayStation
                                  Version: Final
                             Brett "Nemesis" Franklin
                          E-Mail: [email protected]
                        My website: http://faqdomain.cjb.net


                                     PROPERTIES:
                     Created: Sunday, July 5th, 2000  04:44 PM
                           Last Updated: 11/02/00 02:20 AM
                             Size: 86.8KB (88,996 bytes)


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                       +=--=+=--=+=--=+=--=+=--=+=--=+=--=+
                        T A B L E   O F   C O N T E N T S
                       +=--=+=--=+=--=+=--=+=--=+=--=+=--=+
                            1. INTRODUCTION
                            2. LEGAL STUFF
                            3. UPDATES/REVISION HISTORY
                            4. Walkthrough
                            5. FAQ
                            6. Tips
                            7. How to use Healing Items
                            8. File List
                            9. Emergency Box Locations
                           10. Secrets
                           11. Weapons List
                           12. Ammo List
                           13. Items List
                           14. Credits
                           15. Contact Info






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1. INTRODUCTION

•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

Dino Crisis is one of my favorite games for the PlayStation, mainly because
it's more along the lines of a Resident Evil game, which I also happen
to love. Dino Crisis is mostly like the Resident Evil series, but it does
differ in some respects:

- It's graphical style is different as the backgrounds are all real-time.
- The camera moves WITH you, which is very cool.
- The enemies are much faster than the ones in the Resident Evil series.

Overall though, if you liked the Resident Evil series, then you can give
Dino Crisis a go. It's awesome.


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2. Legal Stuff

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***ATTENION WEBMASTERS***
I HAVE CHANGED MY MIND ABOUT PEOPLE USING MY FAQS ON THEIR SITES. FROM
NOW ON, I WILL ALLOW ANYONE WHO WOULD LIKE TO USE MY FAQS ON THEIR SITES
TO USE THEM, JUST AS LONG AS YOU E-MAIL ME AND ASK ME. ALSO, YOUR SITE
MUST BE LEGIT; A REAL WEBSITE. I UNDERSTAND WHAT IT'S LIKE TO HAVE
PEOPLE REGECT REQUESTS TO USE YOUR FAQS ON THEIR WEBSITES, SO THAT IS
WHY I HAVE CHANGED MY MIND. BUT I WILL ONLY ALLOW YOU TO USE MY FAQS
JUST AS LONG AS YOU A)E-MAIL ME AND ASK ME, AND B)GIVE ME FULL CREDIT
FOR ANY FAQS THAT YOU ARE USING ON YOUR WEBSITE.

HOWEVER, IF YOU DO PUT THIS OR ANY OF MY FAQS ON YOUR SITE WITHOUT MY
PERMISSION, LEGAL ACTION WILL BE TAKEN IMMEDIATLY. I'D LIKE TO THANK YOU
FOR READING THIS, AND I WOULD LIKE TO SAY THAT IF YOU WANT TO PUT THIS
OR ANY OF MY FAQS ON YOUR SITE, THE ANSWER IS STATED CLEARLY ABOVE.
SORRY IF I'M BEING RUDE, BUT I'M SICK OF PEOPLE JUST TAKING MY FAQS
WITHOUT MY CONSENT. THANK YOU.


This FAQ can only appear on the following sites:

-GameFAQS 
-Cheat Code Central 
-GameSages 
-Vgstrategies.com 


If anyone finds it on any other site, please inform me ASAP.

E-Mail Address: [email protected]

Copyright:
© Copyright 1999-2000 Brett "Nemesis" Franklin. It may not be stolen,
altered, or used for any type of profit. It may be reproduced electronically,
and printed for PRIVATE, PERSONAL use. It may not be placed on a CD, printed
in a magazine or any type of publication. If you would like to contribute to
this FAQ (you will be credited,) please e-mail me, as well as any questions,
comments, or corrections, to the address above.



•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

3. UPDATES/REVISION HISTORY

•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••


-----------------------------------------------------------------------------
Version 1.0 (07/18/00)
-----------------------------------------------------------------------------

• Finally completed the Walkthrough and the Lists

• As well as the Secrets Section

• Final, complete version. Yay!


-----------------------------------------------------------------------------
Version 0.7 (07/10/00
-----------------------------------------------------------------------------

• Yet another update, it's been a while since I last updated, but ever since
  I started my RE 3 FAQ, I've been in the "survival-horror" spirit, so
  here I am, back to updating...

• Finished up most of the walkthrough, except for the last decision that
  affects the ending

• Completed 99% of the Item List


-----------------------------------------------------------------------------
Version 0.4 (07/06/00
-----------------------------------------------------------------------------

• Another update

• Finished up some more of the walkthrough, and most of the sections



-----------------------------------------------------------------------------
Version 0.2 (07/05/00)
-----------------------------------------------------------------------------

• First version

• Basic Walkthrough and most sections empty



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4. Walkthrough

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                      S T A R T   W A L K T H R O U G H
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After the opening cinema, you'll watch a cut-scene of Regina talking to
Gail. When this ends, you will take control of Regina to begin the game. Head
into the storage room straight ahead, and get some healing items as well as
other stuff. Head to the back of the room and push the shelf out of your way
and then use it to get the Handgun bullets here. Take the BG Area Key.  Now
leave the room and head back outside.


Run forward and attempt to exit through the next gate ahead of you. You will
hear an incoming call from Rick, and Gail enters. He'll take the BG Area
Key from your inventory, and then he'll leave. What a jerk...


When this ends, go through the gate that is directly across from the Storage
Room. Now run through this area and follow the path to get to the Generator
Room at the end. Along the way, get the ammo from the dead corpse along the
way there. When you get to the room, enter it, and you'll have to solve an
early puzzle to power up the Facility.


Head on over to the back of the room and approach the generator. Move the
batteries in this order:

- Red
- Blue
- Green
- White

When you do this, the generator will be activated...but only after you hit the
switch next to it. After you do this, exit the room. Run down the path and
back to the other gate you came in here through. But along the way, you will
meet your first enemy...the raptor. Well, he doesn't attack yet, but he will
soon enough. I suggest that you run from him by going through the door that
you came in here through, so you can save yourself.


Now once you are back outside the Storage Room, run past the room and enter
the Facilty through the door next to the Storage Room. Run down the hallway,
and around the bend, until you get to some lasers. Use the X button to climb
into the open ventilation shaft right above you. Say yes, and you will climb
up into the shaft. Run through the vent, and exit out of it when you reach
first hole in the vent.


Once you are in this hallway, run down the hallway and enter the only door
that is here to get into the Control Room. Also, make sure you notice that
Green Emergency Box near the room, at the end of the hallway. Once you are
inside the Control Room, you will speak with Rick. When this is over, leave
the room, and take a right at the door and go past the vent you just exited.
Enter the door at the end of this hallway to get into a Save Room.


In here, grab the DDK Input Disc H from the side wall, the shotgun from the
other wall, and a Panel Key from the dead guy's body in here. Also, enter
the other part of the room to find some Handgun Ammo. Now activate the switch
that is on the wall near the other door to turn on the computer. You can
either use the computer to get some mail, or you can leave through the next
door (be sure to save your game on the way out).


Once you are in this hallway, Rick will call you with some info about
some activated shutters...hmmmm. Now head down the hallway and enter the
first room at the end (to the left of the Save Room door). In here, get
the file, and the DDK Code Disc H from the table. Also, search the lockers
in here for some ammo and Med Packs.


Leave the room and go back to the Save Room. Go to the back of the room and
to the safe. Use the code you got from the file you just collected:

"0426" is the code that unlocks the Safe.

Grab the Med pack from inside here, as well as the Entrance Key. Exit through
the door you came in through, and de-activate the laser system to the right of
the Save Room, and go through the door past the Lasers. Now you're in the
Main Hall of the Facility, since you can access the outside and the 2F from
here.


Head up the stairs here to get to the 2F. At the top, push the box to reveal
another Med Pack. Take it, then go through the door to the right. In the
next area, either kill or dodge the raptor in here, then approach the door
to the right, near the chairs. Input "HEAD" as the code on the DDK Reader,
and go into the room.


Speak to the bleeding doctor on the ground near the desk, and he'll hand over
the Panel Key 1. Now search the desk and the counter area to get the DDK
Input Disc N. Ok, now approach the giant safe-thing on the wall, and place
both Panel Key 1 and Panel Key 2 into it. Now enter this number:

"705037"

Now unlock the newly revealed safe and grab the Key Card L. Uh oh....the
T-Rex attacks through the window! Don't worry, just wait for him to leave
and don't shoot him, because it doesn't matter whether or not you shoot
him: He'll leave anyways. When he's gone, leave the room and kill the
Raptor in here if you didn't earlier.


Okay, just exit through the other door at the end of the hallway, past the
door to the left of the Office you were just in. Now you should be outside.
Enter the door to the right, that's like 5 feet away. In here, take and
read the Memo on the counter, and make sure you remember the number
"8159" for later. Exit the room and go back to the area that lead you to
the Office you meet the T-Rex in. Once here, go through the door that is
to the left of the Office, and into the large lounge area.


Kill the raptor in here, and take the Med Pack that is on the table. Now
head on over to the back of the room and approach the safe on the wall.
Enter the number "8159" to open it (remember that memo?), and take the
handgun slides from inside. Leave the room when you are finished.


Head back out of this room, and downstairs to the main hall. Now use the
Entrance Key on the door directly across from the stairs to head outside.
Run over to the left and around the corner to find a dead body. Search him
to find a File and the DDK Code Disc N, as well as some Handgun Ammo. Take
all of this, then go back inside the Facility.


Now head straight and approach the door that is to the right of the stairs.
Use the DDK Input Disc N and the DDK Code Disc N to open the door. Enter
"NEWCOMER" as the code in order to get it to open for you.  Enter it
to get into the room with a few elevators as well as a electrical map. Go
through the next door in here that is directly across from the door you
entered, and into another hallway. Turn towards the lasers at the end of the
hall, de-activate them and then continue down the winding hall and enter
the room to the right.


In here, take the BG Room B1 Key from the table, then kill the raptor that
is in here. Exit the room, and go back down the hallway to the other end.
Enter the door to the right at the other end of the hallway. Get the memo
from the Whiteboard, then use the nearby phone to page Paul. Now exit through
the other door, and use the vent to get back to the Control Room.


After you speak with Rick, he'll ask you to perform yet another task. Exit
the room, use the vent again, then head back outside of the Facility, where
you first started the game. Now use your BG Room B1 Key on the gate that is
diagonally across from the Storage Room, then take the Ammo from inside here.
Ok, time to head downstairs...


In this room, approach the battery, and set them in this order:

- Red
- Purple
- Green
- White

Push the shelf out of your way in here to get something, then go back upstairs,
into the Facility, and back to the Control Room with Rick in it. You will
talk with him, and begin your first choice action:

- Rescue Tom
- Continue on your search for Dr. Kirk

---------------------------------------------------------------------------
- Rescue Tom -
---------------------------------------------------------------------------

For the Walkthrough sake, I choose to "Rescue Tom", so choose that one as
well. Head back outside of the Facility, where you first started the game,
and head through the gate taht is right across from the Storage Room, then
go through the gate to the left of the gate you came through to enter a new
area.


Kill the 2 raptors out here, then run down the path and go through the door
at the end. Try to avoid the Pterodactyl, but he'll swoop down and grab
you anyways. Escape by rapidly hitting the action button, grab your weapon
that you might have dropped, then enter the room at the other end of this
area.


Inside here, talk with Rick and Tom to get the DDK Code Disc L, and then grab
the DDK Input Disc L on the inner table in this room. Exit the room and head
outside to another area with some more Pterodactyls, so avoid them, and enter
the door at the other end of this area.


Now you are in another room, but this one has a crane. Take the B1 Crane Card
from the shelf in the back of the room, then approach the pipe activator to
start a new puzzle:

You will see some buttons, and it will ask you which ones to press. Here is
what you should press:

1) Red
2) Green
3) Red
4) Green
5) Blue
6) Blue

In that order, mind you. :) Ok, now that the generator is up and working once
more, exit the room, and go back to the room with Rick and Tom in it. After
the conversation, go outside through the other door, and activate the control
panel near the door. Now go back to Tom. You will now have to take that
elevator down to the basement. After the cut-scene, you will be in the Facility
basement, and in a huge room with some crates and a ladder. Go up the ladder
and use the B1 Crane Card on the control panel to start the crate
puzzle:

- Up
- Down
- Left
- Hook
- Left
- Release

When you have moved the crates in this order, choose "exit" and head back down
the ladder. Make your way through the newly formed path through the crates and
leave through the door at the end of the crate path.


Go right of the door, and de-activate the laser system so you can pass through.
Enter the door that is towards the end of the hallway to your right. In here,
get the Med Pack from the room, then head to the left of where you entered here
from, and through the door to the left.


Go down the hallway, and into the room at the end. Inside, grab the ID Card
from the desk, then leave the room and go right again. Head up the stairs
and back to the main floor of the facility.


At the top of the stairs, head down the hallway and into the Strategy Room
by using your ID Card you just found. Search the desks and the counter area
to find the Fingerprinting Device and the DDK Code Disc E. Head out of this
room and make your way out to the main hall. Exit the main hall through the
door directly across from the stairs, and outside. Go around the bend, and
find the dead body. Use the Fingerprinting Device on him, then go back
inside.


Go right and through the door, and enter the save room. Exit through the other
side of the save room, and use the vent on the other side. Once you are back
in the first hallway, enter the large room that is just past the vent. Inside
here, use the ID Card on the computer towards the back and enter the number
"50736", as well as the fingerprinting data you just got. This will convert
the ID Card so that you can use it on those elevators in the room behind the
stairs in the main hall.


Return to that room, and use the ID Card to get onto the elevator here.
Right when you leave the elevator, a raptor attacks! Kick him off of you,
then grab your weapon that you might have dropped. To unlock the door to
the north, enter "LABORATORY" with your DDK Code Disc and your DDK Input
Disc L.


Run forward and de-activate the laser system, and kill the 2 raptors beyond
it. Now enter the Library at the end of the hallway. Dispose of the raptor
in here as well, then grab the Handgun Sights from the ground. Exit the
room and enter the next hallway. Run around the hallway and into the first
room to your right. Take the DDK Input Disc E from inside here. Read the
journal in here as well to get this number: "7248"


Leave the room and go back into the hallway, then continue down the hallway
until you reach the save room at the end. Get the screwdriver out of the
toolbox from the back of the room, then approach the control panel, and
release the lock.

Now enter the number "7248" so you can actually release the lock. Leave
the Save room and enter the other room in this hallway. Once in this
room, go through the other door at the other end of the room. You'll see
a scientist who is trapped inside the gas chamber. Here's how to free him:

1) Green button
2) Red button
3) Blue button

This will get rid of all the gas in the room. Enter the room and speak with
the scientist. He should give you the B1 Key Chip for your trouble, before
he dies... Now when he does die, search him to get the small key. Try
to exit the chamber and a raptor will come at you. Get him off of you, then
trap him inside the gas chamber. Press the Red button to gas him.


Leave this room, and go back to the Library. Ok, now head over to that
control panel in the back of the room, and use the B1 Key Chip on it to start
a puzzle, and input the number that is on the B1 Key Chip, which is
"3695":

  __________________
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  __________________
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  __________________
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  __________________
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1)
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2)
  __________________
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3)
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4)
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  __________________      <------ How it should end up as
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 \__________________/



After solving this puzzle, you will get back your B1 Key Chip. Head over to
the locker with the green light on it, and use the B1 Key Chip on it to
recieve the Key Card R. Exit this room and return to the Save Room where you
got the Screwdriver. Approach the computer and you will find out that you
will need two people to release the lock. Call Gail, and place the Key Card
L on the left. Now move the computer to find a door.


Use the DDK Input Disc E and the DD Code Disc E to open the door (the code
is "ENERGY"). You are now in the Experiment Simulation Room. Push the
shelf in the room to get the Shotgun Stocks. Approach the control panel
and enter:

- "Y" (Gamma)
- "B" (Beta)
- "A" (Alpha)


Leave the room and go back into the previous room. An alarm will sound. Use
your screwdriver on the box near the toolbox to solve a puzzle:

                1)                    2)                    3)
           ______________        ______________        ______________
          |    |_   |    |      |    |_   |    |      |   _|    |    |
          |____|_|__|____|      |____|_|__|____|      |__|_|____|____|
          |    |_| _|    |      |  |_|    |    |      |    |_ |_|_|  |
          |____|__|_|____|-->   |____|____|____|-->   |____|_|__|____|
          |  |_|    |_   |      |   _|    |    |      |_|  |_|  |    |
          |____|____|_|__|      |__|_|____|____|      |____|____|____|

That is how you should solve the puzzle, which is by pressing:

1) C
2) A
3) B


Time for a decision on your part...

- Go with Gail?
- Go with Rick?


Once again, I choose Rick, simply because I think that Gail is an asshole...
But that might change later on...


Now go back into the hidden room beyond the Save Room, and Operate the
Terminal. Just do as Rick says and you will be fine with this puzzle. Keep
in mind that this is sorta like a memory game... Now head through the newly
opened hatch to find Dr. Kirk. He'll give you the Communication ID Card. Time
to use the other elevator inside the control room...so head over there and
use the elevator inside the control room. Make sure to use the Communications
ID Card to activate it.


Exit the elevator when it stops, and get the Antenna Key from the wall near
it. Now unlock the door, save your game, and leave this room and out onto
the balcony. Run to the end of the balcony, and enter the door at the end.
Approach the control panel, and place the Antenna Key into the slot to
switch the antenna on. Leave the room and go back onto the balcony...


AHHHHHH!!!!! A T-REX!!! RUN!!!!! Run all the way down the balcony, and at the
end, blast the T-Rex with some serious power (8-10 shots from your shotgun
should do the trick), and after a while, Rick will unlock the door for you.
Enter it.


Back in the room, take the elevator back to the 1F control room, then head
over to the Main Hall. Now use the door that is across from the stairs and
go outside. Avoid the pterodactyls out here, and run around the bend and
through the large door at the end. Run through the passage, and into the
next room. Run to the end of the steel walkway and get the grenade gun.
Now it's time to move some more crates that are blocking your way.
Just push them out of your way to move on. Now head on through the next door
beyond the crates.


Uh oh....the T-Rex is back, and he's pissed. He'll chase you, so just run
as fast as you can until Rick finally opens the door. Make your way around
the helicopter, and blast the T-Rex whenever you get far enough away from
him. When you get to the door, enter it. Inside the next small room, go
through the door. Now run ALL the way down the long corridor, and into the
first room to the left of the hallway.


Inside this next room, get the C.O Pass from the shelf, and grab the Medi
Pack from the dead guy. When you are ready, leave back into the hallway,
and continue down it and exit through the next door to the right.


You'll ride down to the B3 of the Facility. In here, get the Battery from the
glass case and take it into the next room where Rick is. Now leave into the
room to the north, and into the Save Room. In here, push the shelf out of the
way to get some Darts for your Shotgun. Now grab the B3 Crane Card 1 and
the B3 Crane Card 2. Now leave through the other door, and save your game
on the way out.


Run over to the ladder near the door, then tap X fast so you can escape
the falling crate. Now there should be 2 dinos that come at you. Blast them
with either a Poison Dart or your shotgun. When they're gone, exit this
area through the door to the north (use your compass).


Now in this room, get the C.O Area Key and the B3 Crane Key 3. Now go back
to the other room, and climb up the ladder to get to a control panel. Use
all three of your Crane Keys to activate another puzzle:

- Right
- Hook
- Left
- Release
- Up
- Hook
- Release
- Right
- Up
- Hook
- Up
- Down
- Release
- Right
- Up
- Down
- Hook


Now press the exit button to complete this puzzle, and to get them crates out
of your way. Go back down the ladder and follow the newly opened path and
get the DDK Input Disc W from the dead guy. Go back through the Save Room
and into the large room where you found the Battery. Use the C.O Area Key
on the western door.


Run through the hallway, and kill the dinos here. Go through the door at the
end. Get the Map in here, then enter the next door and into the greenish
hallway. Dispose of the dinos here, then go up the stairs. Kill the raptor
at the top, and head through the door at the end of the hallway (which is
a save room). Access the computer and shut-off the alarm. Now grab the
B2 Key Chip and the DDK Input Disc S.


Leave the room and go into the vent near the door. Follow the vent to the next
opening, and drop down into another hallway. Now enter the room straight
ahead of you at the end of this hallway. In here, blast the raptor that attacks
you, then grab the Key Card Level C off of the shelf.  Now run around the room
and blast the second raptor that attacks. Leave the room and go back into
the hallway. Now go through the door to the left, just past the vent opening.


In this room, take the DDK Code Disc W from the counter, then exit back
into the hallway, and into the room at the other end. You will meet Gail
in here. After the cut-scene, grab the file and the Ammo that is in here.
Leave and use the vents again to get back to the stairs. At the stairs,
go down them and into the green hallway, and you will get a call from
Rick.


Head back into the room before the stairs, and use the password "WATERWAY"
and the DDK Disc W and the DDK Code Disc W to unlock the door. Enter this
save room. You'll talk with Rick ASAP. Grab the B2 Key Chip, then go back
into the large room where you got the battery in.


Grab another battery from where the batteries are, then head into the south-
east door to find another simple battery puzzle:

- A
- C
- D

Hit the button to start the power, then head into the elevator that is
next to this room. Search all of the corpses to get the DDK Input Disc D,
the Port Card Key, and an A. Aid. Leave the elevator and go back into the
Save room on this floor. Rick will open a door for you, so enter it.


In this hallway, grab the DDK Code Disc S then head back to the Green hallway
and up the stairs, and into the save room at the top. Now use the DDK Input
Disc S and the DDK Code Disc S, with the codename "STABILIZER". Go through
the door. In the next room, head out the northern door, and go right and
through the door at the end of the hallway. Kill the raptor inside, and get
the DDK Code Disc D from here. Ok, now go back to the Save Room on this floor.


Approach the control panel here, and use the B2 Key Chip and the B2 Key
Chip 2 on it to start a puzzle (be sure to use the number "0392" on it):

  __________________
 /       8          \
 \__________________/
  __________________
 /       7          \
 \__________________/
  __________________
 /       6          \
 \__________________/
  __________________
 /       5          \
 \__________________/
  __________________
 /       4          \ <---- Once (3rd), then twice (5th)
 \__________________/
  __________________
 /       3          \ <---- Once (2nd), then twice (4th)
 \__________________/
  __________________
 /       2          \ <---- Twice (1st)
 \__________________/
  __________________
 /       1          \
 \__________________/


then...


  __________________
 /       8          \
 \__________________/
  __________________
 /       7          \
 \__________________/
  __________________
 /       6          \
 \__________________/
  __________________
 /       5          \ <--- Once (3rd)
 \__________________/
  __________________
 /       4          \ <--- Once (4th), then twice (6th)
 \__________________/
  __________________
 /       3          \ <--- Twice (5th)
 \__________________/
  __________________
 /       2          \ <--- Twice (2nd)
 \__________________/
  __________________
 /       1          \ <--- Twice (1st)
 \__________________/


After solving this puzzle, go back into the large room that Rick unlocked
for you earlier. Go to the southern door, and use the Codename "DOCTORKIRK"
and the DDK Code Disc D and DDK Input Disc D to open the door. Go through
it to get into another hallway. Go down the hallway to find another 2 locks.
Use a B2 Key Chip on each, then go through the second door you encounter.


Activate the button in here to move the bridge outwards. Leave through the
other door to the west, and head down the stairs you find. Grab the Key
Card Level B, then go back upstairs. Now go through the southern door.
In this next room, check out the Whiteboard to find another puzzle:

        1                  2                  3
  ______________     ______________     ______________
 |    |    |  | |   |   _|____|    |   |____|    |__  |
 |____|____|__|_|   |__|_|____|____|   |____|____|__|_|
 |  | |  | |    |   |    |__  |  | |   |   _|    |    |
 |__|_|__|_|____|   |____|__|_|__|_|   |__|_|____|____|
 |    |  |_|_|  |   |__| |    |    |   |    |  |_|    |
 |____|____|____|   |____|____|____|   |____|____|____|


Order:
- 2
- 3
- 1

Do this so they look like the diagram above. Now leave and go back into the
previous room you were in. Run forward and attempt to operate the computer.
Now go back into the room with the dying person and that puzzle you just
solved. Use the Fingerprinting Device on the dying man. Now go through the
door to the east, and into a hallway. Enter the door at the end. Here you
will find Dr. Kirk, and a cut-scene will start. When it ends, you'll get
the Key Card Level A.


Time for another Decision:

- Gail's Strategy
- Rick's Strategy

Since I've been hard on Gail for the whole game, I'm gonna go with him this
time (keep in mind that this decision won't affect your ending, so don't
worry about who you go with).


Head back through the hallway and into the room with the stairs and an
elevator. Take the elevator down to B3. At the bottom, leave through the
east door, then go through the hallway and through the door at the end.
Head into the save room that is towards the north-west of this large room,
and then exit the save room through the other door.


Leave the next room and into another hallway, then enter the room to the
east in this hallway. In this room, grab the Stabilizer and the Initializer
from inside. Now go all the way back to B2, and up the stairs, then into
the save room at the top of the stairs.


Use your ID Card on the computer and use the number "31451" to open it.
Use the fingerprinting data you collected to redo the ID Card. Head back
downstairs and use the computer here. When you have finished this, enter
the eastern room and head across the bridge, start up the generator, and use
the Stabilizer on it. Use the southern elevator, and at the bottom, go
east and use the Initializer on the generator there. Now activate the computer
that is near here to start the generator.


Go back to where Gail is by going back up, into the room with the stairs,
taking the southern door, following the hallway to the next room, then
going through the door that is next to the one you just entered.


- Agree with Gail -
- Agree with Rick -

Okay, this time, this decision affects your ending:

-----------------------------------------------------------------------------
- Agree with Gail -
-----------------------------------------------------------------------------
If you do this, you will get Dr. Kirk. Use the vent that is near the save
room to get to another hallway, then go west and enter the room at the west
end of the hall. Now get the Secret Disc from this room. After the cut-scene,
you will be back on level B3, in a save room. Head out the western door, and
go through the hallway and into the area at the end. Head on through the
northern door. Hop into the Hovercraft...and meet Mr. T-Rex again...

Just blast him with your Grenade Gun and Shotgun as you run. Run, then stop
to blast him when he's far enough away from you, then when he gets close,
run some more. Rinse and repeat about 4 times to kill him and to beat the
game!



-----------------------------------------------------------------------------
- Agree with Rick -
-----------------------------------------------------------------------------
You will be on level B3, in a save room. Head out the western door, and
go through the hallway and into the area at the end. Head on through the
northern door. Now head down the stairs to meet Rick, then head back upstairs
and re-fill the tank that Rick gave you with Nucleum.


Take the now-filled tank to Rick, then head back outside through the
door you came in here from to find the T-Rex...


Just blast him with your Grenade Gun and Shotgun as you run, and when the
screen says "Fire!" Run, then stop to blast him when he's far enough away
from you, then when he gets close, run some more. Rinse and repeat about
4 times to kill him and to beat the game!


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                         E N D   W A L K T H R O U G H
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•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

5. FAQ

•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

1) Q: What's the deal with the DDK Discs?

   A: All of the DDK Discs open up special doors, and they all need some
      kind of special Codename to open them...



2) Q: What are all of the Codenames?

   A: Here they are, in the order you encounter the doors:

      - "HEAD"
      - "NEWCOMER"
      - "LABORATORY"
      - "ENERGY"
      - "WATERWAY"
      - "STABILIZER"
      - "DOCTORKIRK"



3) Q: Why is Dino Crisis so confusing at times?

   A: I think all of the damn DDK Discs make Dino Crisis a pain in the ass
      sometimes.



4) Q: Is Dino Crisis releated to Resident Evil?

   A: Gameplay-wise: Yes. Story-wise: No.



5) Q: Is there going to be a sequel to Dino Crisis?

   A: Yes. Indeed there is.



6) Q: When will it be released?

   A: That is to be determined...



•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

6. Tips

•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••


• Do not save your game. I know this sounds a little extreme, but when you're
  attempting to beat the game in under 5:00, this is necessary. Every time you
  save your game, it takes too much time.

• Do not strive to pick up every box of Handgun Bullets you come across. You
  will need to pick up plenty of bullets, but you shouldn't need that many,
  because you will be killing dinos with your handgun the most often,
  unless you are overwhelmed by dinos. DO NOT go out of your way to collect
  handgun bullets, because it just wastes time.

• Avoiding confrontation whenever possible. It's always best to just avoid
  enemies whenever possible, unless it's a powerful foe like the T-Rex
  or Raptor, in which case you should immediately kill them off to save time.

• Only kill enemies that are in rooms that you will need to revisit later on.
  This way you save time because you won't have to kill them later, unless
  they re-spawn.

• Do not collect ANY files. They just waste precious time, and are useless.

• Use the 180-degree turn: To do this, press down on the control pad while
  holding down the action button. This should allow you to make a quick
  180-degree turn

• Only go to areas that you will need to go to. Going into other areas that
  are optional wastes time.

• Skip ALL cut-scenes and FMV scenes. These also waste time, and will cause
  your rank to lower. Press start to skip these.

• Run.  Every second you walk is another wasted second, and they all count.
  If you want to have good button control, get used to gripping the controller
  with your right hand so that your thumb wraps around the base opposite the
  trigger.  Switch to button mode "C" in the options. Then you can always
  have the run button depressed, and be able to switch to your inventory
  without having to stop running.  It's a little awkward at first, but once
  your pinky gets used to pulling the trigger it works much better than using
  one thumb for all four buttons.

• Avoid confrontation at all costs. Avoiding fights will save you
  plenty of ammo and health.

• Run a lot. Running around a lot will cause you to solve puzzles
  faster and will shorten the game time overall. Running also allows
  you to avoid enemies easier.

• Save some ammo. You should always save your best ammo (i.e: Poison Darts
  or your shotgun) for later bosses and stronger enemies.
  Don't use your Poison Darts on those tiny dinos and stuff like that.

• Try not to use your Resuscitations during the beginning of the game.

• Use your Emergency Boxes. Duh. Using the inventory boxes will allow
  you to store items for later, and will save you inventory space.

• Save your ammo. Duh.

• Save your Resuscitations. If you save these for later on in the game, you
  will survive longer or just plain survive to beat the game. Also, these
  are helpful for all of the Boss Fights.

• Save your larger weapons for later. Saving your larger weapons (like
  your shotgun or grenade launcher) allows you to have them
  for boss fights, therefore giving you the edge in the boss fights.

• Only save your game if you really need to. This way you have less
  amount of saves, and your overall time will be shorter.

• Use the maps. Using the maps you have found decrease the chances of
  you getting lost, and will make the game easier to play and less
  frustrating in the long run.

• Use the dodge move relentlessly. If you do it at just the right moment, you
  will be able to dodge his attacks easily, and this will give you plenty
  of time to either run away, reload your weapon, or blast him with your
  most powerful weapon. Him, as in the T-Rex and the Raptors.

• If you're gonna shoot dinos, do it at POINT BLANK range (i.e., when they're
  right in front of you, or as close as they're gonna get to you. This decreses
  the chances of them dodging your fire, and it also increases the damage
  they take from your shot.


•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

7. How to use Healing Items

•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

Here are the different healing items that you will encounter, and what
effects they take:
------------------------------------------------------------------------

Medical Pack M: Heals all of your health 100%

Hemostat: Stops all bleeding

Resuscitation: Completely recovers you from death if you die.


 -=-=-=-=-=-=-=-=-
 Condition Guide:
 -=-=-=-=-=-=-=-=-
 ___________________________________________________________
|                    |               |                      |
| WHAT HAPPENS       |  _CONDITION_  | AMOUNT OF LIFE LEFT  |
|____________________|_______________|______________________|
|                    |               |                      |
| Bleeding           | Bad           |  0-50%               |
|                    |               |                      |
| Limping            | Not so bad    |  50-80%              |
|                    |               |                      |
|____________________|_______________|______________________|



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8. File List

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                      Here is the list of every File:
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1.) New Employee Education
2.) Journal of the Guardsman
3.) Chemical Manual
4.) Memo from A.O.E
5.) Perssonel Changes
6.) Notices to the Staff
7.) Whiteboard Memo
8.) Dead Man's Memo 1
9.) Memo to the Doctor on duty
10.) Data for Operation Meeting
11.) Security Manula Vol. 1
12.) Researcher's Journal Vol. 1
13.) Security Manula Vol. 2
14.) Memo in Data Storage
15.) Doctor's Journal
16.) Dead Man's Memo 2
17.) Staff Memo
18.) Notice Messages 1
19.) Notice Messages 2
20.) Researcher's Journal 2
21.) Researcher's Journal 3
22.) Generator Manual
23.) Researcher's Journal
24.) Note to the Staff
25.) Old Document



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                                F I L E S:
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--------------------------------------------------------------------------------
1. NEW EMPLOYEE EDUCATION
--------------------------------------------------------------------------------
Please inform  the new employee  assigned to this department about the "DDK"
system as follows:

The  Digital  Disc  Key  or DDK, is a system that secures our most important
areas with an advanced locking device. To release the locks protected by the
DDK,
prepare and set the following two data discs at the locking device near the
door:

"DDK CODE DISC X"
"DDK INPUT DISC X"

The type of the DDK  you need  is indicated on the door : "A", "B", etc.  If
the DDK type you use does not match, you cannot release the lock. Before
operating  the system, make sure that your DDK type matches the door you wish
to unlock.


--------------------------------------------------------------------------------
2. JOURNAL OF THE GUARDSMAN
--------------------------------------------------------------------------------
Before tonight's experiment, the chief and Dr. Kirk will be having a meeting at
the 2nd floor  lounge  from 1:00 p.m.  Those  who are scheduled to guard should
keep a preponderant eye on the area in front of the Chief's Room, and the
surrounding vicinity.

Before taking positions, be sure to re-supply your ammunition in the custody
room.
The  weapon  storage  in  the  custody  room  can  be opened with the
combination,
"0426".  Also,  we  have received information  that spies have sneaked into the
facility recently.

If  anything happens,  you  may have to enter the rooms of the chief and the
prof-
essor  in order  to insure  their safety.  You  will  find the disk that
contains
the information  you will need to access their rooms on top of the locker.

That's all for now.


--------------------------------------------------------------------------------
3. CHEMICAL MANUAL
--------------------------------------------------------------------------------
New Product Descriptions:
    - Recovery Aid
    - An. Aid
    - Intensifier
    - Multiplier

The four chemicals listed above feature our company's latest advancements. They
are designed to perform exceptionally, particularly on the front lines, where
only the minimum amount of equipment is accessible.

Features:
By mixing chemicals, the following 2 types of supplies can be created:
- Recovering Type: It quickly recovers lost vitality.
- Anesthetic Type: Applied  to the need  of a bullet or needle,  it can put
                   the target to sleep.

Supplies  that  are  produced  by  chemical  mixing  can  be  made even more
effective with additional mixing.


--------------------------------------------------------------------------------
4. MEMO FROM AN ANTENNA OPERATING ENGINEER
--------------------------------------------------------------------------------
As  a  result  of  tonight's  experiment, a strong magnetic storm may occur.
Consequently, the Communication Department will close at 6 PM. At that time,
the
antenna will be temporarily stored.

To prepare for the emergency, be sure to check the weapons storage locker in
the lounge.

You can unlock it with the combination, "8159".

Recently, inexperienced guards have been assigned here, and a common problem is
that they do not know how to use the DDK.  Here are  some points that may not
be
clear in the manual.

Make sure  that your staff becomes familiar with this important information.
After
you set the DDK to the door's locking device, you'll be asked to enter the
password code.  You will then need to derive the code by using the basic
elimin-
ation rule.  Eliminate the key letters to reveal the correct code.  Be sure to
try this out by setting an actual DDK to the door locking device.

For example:
      CODE: "OXPYEZN"
      KEY: "XYZ"

In the above case, the correct password would be "OPEN".


--------------------------------------------------------------------------------
5. PERSONNEL CHANGES
--------------------------------------------------------------------------------
"Personnel Changes of Researchers"

OLD

 Section: Special Aircraft Experiment Room

NEW

Section: Third Energy Physics Laboratory
Registration Number: 57036
Name: Mark Doyle


--------------------------------------------------------------------------------
6. NOTICES TO THE STAFF
--------------------------------------------------------------------------------
Three years  have passed  since the tragic disaster.  The performance of the
newest Stabilizer will be tested in tonight's experiment.

Three years ago, the Third Energy destroyed  the facility and killed as many
as 150 personnel,  just from a single overflowing accident. So, to prevent a
similar disaster  from happening,  we will take every possible precaution to
reinforce our security.

One more thing...

We  recently  had a case in which someone used the terminal in this room and
forged
a fake ID to gain unauthorized access.  Today, we are going to have a meeting
in the strategy room  on how to cope with the problem. In any case, all
personnel
should protect the security of the terminal.  Anyone  leaving his room
unattended
should lock the door without fail.


--------------------------------------------------------------------------------
7. MEMO ON THE WHITEBOARD
--------------------------------------------------------------------------------
The change of personnel documents  for this individual  have not been turned
in yet:

Paul Baker
Pager Number: 1123
Researcher Personnel Changes:
OLD

Section: Special Aircraft Experiment Room
NEW
Section: Third Energy Stabilizer Experiment Room
Registration Number: 58104
Name: Paul Baker


--------------------------------------------------------------------------------
8. DEAD MAN'S MEMO 1
--------------------------------------------------------------------------------
"Today's to do"
Prepare the DDKs needed to enter the Laboratory Area.  Tomorrow I have to go
to the Computer Room to do maintenance on Dr. Kirk's computer. But,  I think
I left  a DDK  at the Large Size Elevator Control Room when I went there
yesterday  to do the elevator maintenance.  I'll have to check it later today.

As for the other DDK,  I think the rookie guy Tom, who was recently assigned
to the Laboratory Area, has it. I'll have to borrow it from him.
I have no idea  how that jerk  approached Kirk,  but he seems to have gained
his complete trust. It's weird how nobody knows his past history...


--------------------------------------------------------------------------------
9. MEMO TO THE DOCTOR ON DUTY
--------------------------------------------------------------------------------
Dr. Sherwood,
The ID Card  on the desk  belongs to one of my patiens.  Please hand it to
Colonel Clay  when  he shows up.  He told me that he was going to hold a
meeting in the Strategy Room on the 1st floor to make preparations for
tonight's experiment.

Please make sure to hand the card to him  since one is required to enter the
Stra-
tegy Room.


--------------------------------------------------------------------------------
10. DATA FOR OPERATION MEETING
--------------------------------------------------------------------------------
Subject: Reinforcement of ID Management

Earlier in the week,  there was a case  in which someone  used  the terminal
that rewrites the ID Cards to gain unauthorized access.

This person acquired the fingerprint data  from the corpse of a staff member
who
had died  in the accident.  He  forged the dead man's ID  by  using the finger-
print data, and entered the laboratory area by way of elevator.

The problem is  that  the Fingerprint Collecting Device  can acquire  usable
fingerprint data, even from a corpse.  Since we will be having an experiment
today, there will be many outsiders visiting this facility.

When creating the ID Cards for the guests, keep a careful eye on the device.


--------------------------------------------------------------------------------
11. SECURITY MANUAL VOL. 1
--------------------------------------------------------------------------------
"DDK", the electronic lock system of this facility, has been updated. A more
intricate code system  has been introduced,  and the security level has been
improved.

You  will  need  to be aware of the following information  when entering the
password.

Number-Based "KEY" Decoding, Part 1

In a case  where numbers  are written instead of letters in the "KEY" field,
the numbers could represent the codes for the corresponding characters. Here
is an example of a corresponding chart between the letters and the code
numbers:

A=1, B=2, C=3....


--------------------------------------------------------------------------------
12. RESEARCHER'S JOURNAL 1
--------------------------------------------------------------------------------
March

                               "Third Energy"...

It is  the system  that  can  produce  infinite energy  from  the  air.  The
completion of this system  will signify the end of one of society's greatest
problems.

...It is true  that the system was initially developed for military use, but we
took part in the project  because  there is a silver lining in it for our
future.

But something is terribly wrong. The military has been giving us excessively
favorable treatment  for  the simple development  of  a  fundamental  energy
system. I must discover the true purpose of this project, before irreparable
harm is done. What on earth is that kid planning to do...?

April
...I  haven't found  any clues  in the past month. He is indeed a genius. He
seems  to have noticed our secret investigation activities.  I heard that he
established a secret lab in this floor somewhere.

The only way to learn of his true intentions, will be to find that lab.

July
At long last, Mike has found a clue pertaining to the location of the secret
laboratory.  He said  that he hid the clue  in our secret place  inside  the
Library Room.

Kirk has been meeting frequently  with  Colonel Clay,  the  leader  of  the
project, in the Computer Room lately. What are they up to...?


--------------------------------------------------------------------------------
13. SECURITY MANUAL VOL. 2
--------------------------------------------------------------------------------
"DDK", the electronic lock system of this facility, has been updated. A more
intricate  code  system  has been  introduced  which  improves  the level of
security.

You  will  need  to be aware of the following information  when entering the
password.

Number-Based "KEY" Decoding, Part 2
In a case  where numbers  are written instead of letters in the "KEY" field,
the numbers could indicate the rows to be deleted.

For example,  if  "2"  is in the  "KEY"  word,  you should delete all of the
letters from the second row of the "CODE".


--------------------------------------------------------------------------------
14. MEMO IN DATA STORAGE
--------------------------------------------------------------------------------
Dear Paul,
   I finally found the clue.  This is  the key card  that you need to enter his
   secret lab.  The only chance  to enter it  is  during  tonight's experiment.
   Obtain the other key card without hesitation.

   The other key card is in the Chief's Room.  I heard the secret codes for the
   safe are written on the Panel Keys.

   Now, if we find out where the laboratory is, everything will be solved. I'll
   leave that to you.

   Good luck.
                                              Mike


--------------------------------------------------------------------------------
15. DOCTOR'S JOURNAL
--------------------------------------------------------------------------------
It is easy to unleash any kind of power.  The real task is keeping the power
under
control.  The improvement  of the  "Initializer"  ignition  device has enhanced
energy efficiency to the maximum.

Despite that progress, we have been unable to advance the development of the
"Stabilizer" safety valve  since the accident that happened three years ago.

The "Third Energy Theory"  will surely alter human history drastically. But as
long  as there is  an uncertain element  regarding  the control  of  this
power,
even if it is only 0.1% of a probability, my work will be nothing but
a terrible failure.

The restraining power of the  "Stabilizer"  we used  in tonight's experiment
was insufficient.  The area affected by the excess energy is estimated to be
a radius of 3.300 feet.

The result  of tonight's experiment  may  please  the  military  people in a
sense. The giant creatures that emerged just after the experiment have given
me much inspiration.

The most important thing to do right now is to leave here safely. As soon as
I finish analyzing the data, I'll evacuate via the bottom floor.


--------------------------------------------------------------------------------
16. DEAD MAN'S MEMO 2
--------------------------------------------------------------------------------
Where the heck  did these monsters come from?! I managed to slip away, but
I've been cornered here  in the basement ever since. The only way I can get
out is  through  the port on level B3. I should be able to find a boat  or
something used to transport research materials.

The only problem is getting there in one piece...


--------------------------------------------------------------------------------
17. STAFF MEMO
--------------------------------------------------------------------------------
Attention: Alan

The weapon container at the General Weapon Storage  will be carried out from
the port next week. Please finish the maintenance of the crane within the
week.

I will hand you the DDK to enter the port so that you can finish the job.
Make sure that you keep it on you at all times.


--------------------------------------------------------------------------------
18. NOTICE MESSAGES 1
--------------------------------------------------------------------------------
Since  we are going  to move  the  experimental Generator  outside today, we
expect to see external staff within the test area.  As a final reminder,  if
the  "overload"  occurs in this laboratory, it will mean the obliteration of
the entire facility.

If you don't want  to be evaporated,  guard the area  with  extreme  caution
today.  The staff  has been working  double overtime  recently.  Dr. Kirk in
particular  has locked himself  in his private quarters  for  nearly a week.
Nobody has seen him. Take good care of the researchers and remember that the
experiment's success depends upon their ablility to think.

Recently the credibility gap of Dr. Kirk has been varied among the staff. Keep
your eyes  on the ID Rrewriting Device  here  to  prevent illicit use. There
has been an instance  of someone  abusing the Rewriting Device on the
first floor.

Keep your eyes open.


--------------------------------------------------------------------------------
19. NOTICE MESSAGES 2
--------------------------------------------------------------------------------
Those  who attend  the activation  of the Generator for  the  first time  in
tonight's experiment should remember the following procedures:

To activate  the Generator,  the following  two devices  have  to be  set in
advance.

Initializer
Stabilizer

The functions of the two devices are as follows:
Initializer:

Generates the necessary energy for the first reaction when activating the
Generator.

Stabilizer:

The Third Energy reaction  takes in the air  and generates the energy in a
chain reaction under a certain level.

You will find the models of the two parts  in the case set at the center. If
you have not seen them, be sure to check and see what they look like. If you
split the numbers that you use when obtaining the  Core Parts and add "0" to
each of the split numbers,  they will give the pass numbers you'll need when
obtaining the other two protective parts.  Be careful when handling the pass
numbers of the Core Parts.


--------------------------------------------------------------------------------
20. RESEARCHER'S JOURNAL 2
--------------------------------------------------------------------------------
The kid pointed out the mistake  in my calculations  of the estimated value.
The
simulation of the Stabilizer, I mean.  It seems that I miscalculated the timing
of the energy reaction at its critical point by 6 nanoseconds.

I admitted that I made a mistake,  but he has a serious attitude problem. He
doesn't seem to understand  we're all exhausted  from having to work all day
and
night on a regular basis.
                                                                  From: M

To M,
   Everyone feels the same way about Kirk as you do.  It's time to let him know
   how we feel. I heard that you could create a lethal poison by mixing certain
   drugs together. They said you just have to mix the strongest anesthetic with
   something else.

    ...Well, that may be going a bit too far, I suppose...
                                                                  From: K

To K,
   You are pathetic.  Can't you see Dr. Kirk devotes himself  to the experiment
   without  a care of anything else?  Blaming others  for  your  mistakes  only
   exemplifies your cowardice.

   I hold all of you responsible  should the experiment go wrong thanks to your
   blundering.  Maybe you should be the one  watching your back in case someone
   should "accidentally" inject you with poison.
                                                                   From: ?


--------------------------------------------------------------------------------
21. RESEARCHER'S JOURNAL 3
--------------------------------------------------------------------------------
Since  I  was  assigned  to  this  department,  all  I've done is sample the
simulation data of the Generator.  Even a college student could handle these
tasks.  Why doesn't Kirk  want us to operate the Generator? Doesn't he trust
our
ability and skill?
                                                                  From: O

To O,
   I don't think  the problem  is so simple. Because his ID Card is required to
   operate the Generator,  once an accident occurs, Kirk is the only person who
   can stop it.  I don't see  what  the military  is planning to do  with  this
   conniving nonsensical procedure...
                                                                  From: N

   I have an idea.  It's about that guy Tom who was recently assigned to the B1
   area. He often comes to me to ask about our job...
   I guess  he can't resist  my charming personality.  Why don't we  invite him
   into our group and have him spy on Dr. Kirk?  This should work as he is good
   at gaining the confidence of other people.
                                                                  From: B

To B,
   Don't be so simpleminded.  Have you already forgotten  how you'd been trying
   to get Kirk's attention until recently?  Learn to think a bit more logically
   first.  At any rate,  the male researchers here  don't seem to know much  of
   anything  beyond research.  Maybe you ought to try  showing the next one you
   become close friends with the wonders of shampoo and the washing machine.

                                                                    From: C


------------------------------------------------------------------------------
22. GENERATOR INSTRUCTION MANUAL
--------------------------------------------------------------------------------
"How to activate and control the generator"

1. Prepare  to activate  the Generator  by operating  the main panel  on the
   upper floor of the Control Room.

2. Move to the B3 area of the Generator to set an Initializer.

3. Operate the panel  near the Initializer  to connect the "inhale shaft" to
    the Generator.

4. Move to the B2 area to set a Stabilizer.

5. Activate the Generator.

6. Go back to the Control Room and adjust the output on the lower floor.
   - When activating the Generator,  make sure the Doctor is present.  To avoid
   accidents, the Generator cannot be activated without Dr. Kirk's ID Card.


--------------------------------------------------------------------------------
23. RESEARCHER'S MEMO
--------------------------------------------------------------------------------
Kirk  has  been  hiding  everything  from  the  researchers  recently.  In a
demonstration  of  solidarity,  the  B1  lab  area  staff  have  decided  to
investigate what Kirk and the military personnel are up to.

As a start, we managed to set a wiretapping device at the Parts Storage area
where  they've  been  holding  meetings.  The device  is sound activated and
records automatically. It can also play back the recordings.

It may be the best way to come uo with some clues. We need Kirk's ID Card to
check
the Generator. We already know his registration number.

It is 31415.

All we need now is to forge his ID Card is his fingerprint data...


--------------------------------------------------------------------------------
24. NOTE TO THE STAFF
--------------------------------------------------------------------------------
Notice:

Preparing the Stabilizer and the Initializer.

Make sure these two devices are ready in time for the experiment.

Each of these two devices consist of the following three parts:

Core Parts
 -  Protect Part A
 -  Protect Part B

This means six parts are needed in all. These parts are separately stored in
the
Experiment Room,  the Design Room  and the Parts Storage Room.  Once you have
acquired all 6 parts,  you can assemble them in the Experiment Room. The
Weightless
Manipulator must be operating by staff of level A class.


--------------------------------------------------------------------------------
25. OLD DOCUMENT
--------------------------------------------------------------------------------
                      "Third Energy as the Final Weapon"

                                                                  by Edward
Kirk

If  the Third Energy reaction  exceeds  the critical point,  it  evokes  the
"overload" phenomenon.

When this happens,  we can't control it.  The huge amount of energy  creates
chain reactions and begins to disintegrate the surrounding air.  The ensuing
explosion will vaporize anything in the near vicinity.

If  we could control  the area where the "overload" occurs, the Third Energy
will literally become the "Ultimate Weapon."

The power of the weapon  depends on how much energy  we can restrain  before
the explosion occurs.  In other words,  the capability  of the Stabilizer is
the key to everything.

The Third Energy was supposed to be the project of the development policy:
"Create the basic power source for the Permanently Stationed Weapon."

If we change the policy of the project here and now, this government will be
able to obtain the most deadly destructive device in the world. However,
our current budget is completely out of the question.  You'll find my estimate
of the budget in the next chapter. Please review and consider.



•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

9. Emergency Box Locations

•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

 ______________________
|                      |
| GREEN BOXES          |
|______________________|
|                      |
| Control Room Hall    |
| Research Area Hall   |
| Experiment Room Hall |
| Central Stairway     |
| Power Freq. Room     |
|______________________|


 ______________________
|                      |
| RED BOXES            |
|______________________|
|                      |
| Elevator Hall        |
| Main Hallway         |
| Communication Room   |
| Control Room B3      |
| Experiment Room Hall |
| Hovercraft Storage   |
| Central Stairway     |
| Power Freq. Room     |
|______________________|


 ______________________
|                      |
| YELLOW BOXES         |
|______________________|
|                      |
| Strategy Room        |
| Control Room B3      |
| Underground Heliport |
| Hovercraft           |
|______________________|




•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

10. Secrets

•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

How to get under 5 hours:
----------------------------

• Do not save your game. I know this sounds a little extreme, but when you're
  attempting to beat the game in under 5:00, this is necessary. Every time you
  save your game, it takes too much time.

• Do not strive to pick up every box of Handgun Bullets you come across. You
  will need to pick up plenty of bullets, but you shouldn't need that many,
  because you will be killing dinos with your handgun the most often,
  unless you are overwhelmed by dinos. DO NOT go out of your way to collect
  handgun bullets, because it just wastes time.

• Avoiding confrontation whenever possible. It's always best to just avoid
  enemies whenever possible, unless it's a powerful foe like the T-Rex
  or Raptor, in which case you should immediately kill them off to save time.

• Do not collect ANY files. They just waste precious time, and are useless.

• Use the 180-degree turn: To do this, press down on the control pad while
  holding down the action button. This should allow you to make a quick
  180-degree turn

• Only go to areas that you will need to go to. Going into other areas that
  are optional wastes time.

• Skip ALL cut-scenes and FMV scenes. These also waste time, and will cause
  your rank to lower. Press start to skip these.

• Run.  Every second you walk is another wasted second, and they all count.
  If you want to have good button control, get used to gripping the controller
  with your right hand so that your thumb wraps around the base opposite the
  trigger.  Switch to button mode "C" in the options. Then you can always
  have the run button depressed, and be able to switch to your inventory
  without having to stop running.  It's a little awkward at first, but once
  your pinky gets used to pulling the trigger it works much better than using
  one thumb for all four buttons.


SECRETS:
----------

• Beat the game in under 8 hours to get some bonus costumes
• Beat the game once to get 2 new costumes
• Beat the games twice to get a fourth costume
• Beat the game with all 3 endings to get the grenade gun with infinite ammo
• Beat the game in under 5 hours or less to open the Operation: Wipe Out
  Mini-Game


•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

11. Weapons List

•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

 __________________________________________________________________
|                                                                  |
| WEAPON NAME                           LOCATION                   |
|__________________________________________________________________|
|                                                                  |
| Handgun                               Default weapon             |
|                                                                  |
| Shotgun                               Facility 1F                |
|                                                                  |
| Grenade Gun                           Facility 1F                |
|                                                                  |
| Handgun Sights                        Facility 1F                |
|                                                                  |
| Handgun Slides                        Facility 2F, Lounge        |
|                                                                  |
| Shotgun Parts                         Facility B2                |
|                                                                  |
| Shotgun Stocks                        Facility 2F                |
|                                                                  |
| Grenade Gun Parts                     Facility, B3               |
|                                                                  |
| Handgun Custom                        N/A                        |
|                                                                  |
|__________________________________________________________________|


•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

12. Ammo List

•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

 ______________________________________________________________
|  Ammo                       Description                      |
|______________________________________________________________|
|                                                              |
| Handgun Bullets             Common bullets. Found everywhere.|
|                                                              |
| Anesthetic Dart L           Makes dino sleep.                |
|                                                              |
| Anesthetic Dart L+          Makes dino sleep.                |
|                                                              |
| Anesthetic Dart L++         Makes dino sleep.                |
|                                                              |
| Anesthetic Dart M           Makes dino sleep.                |
|                                                              |
| Anesthetic Dart M+          Makes dino sleep.                |
|                                                              |
| Anesthetic Dart M++         Makes dino sleep.                |
|                                                              |
| Anesthetic Dart S           Makes dino sleep.                |
|                                                              |
| Anesthetic Dart S+          Makes dino sleep.                |
|                                                              |
| Anesthetic Dart S++         Makes dino sleep.                |
|                                                              |
| Grenade Rounds              Exploding rounds for Grenade Gun.|
|                                                              |
| Slag Shells                 More powerful than normal shells.|
|                                                              |
| Shotgun Shells              Rounds used for the Shotgun. 12- |
|                             gauge shells.                    |
|                                                              |
|______________________________________________________________|




•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

13. Item List

•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••


 ____________________________________________________________________
|                                                                    |
| ITEM NAME                  WHERE YOU FIND IT                       |
|____________________________________________________________________|
|                                                                    |
| Antenna Key                Communications Room                     |
|                                                                    |
| BG Area Key                Facility 1F, storage room               |
|                                                                    |
| B1 Crane Card              Elevator Power Room                     |
|                                                                    |
| BG Room B1 Key             Lecture Room                            |
|                                                                    |
| B3 Crane Card 1            Control Room B3                         |
|                                                                    |
| B3 Crane Card 2            Control Room B3                         |
|                                                                    |
| B3 Crane Card 3            Transport Passage                       |
|                                                                    |
| B1 Key Chip                Gas Room                                |
|                                                                    |
| B2 Key Chip 2              Facility                                |
|                                                                    |
| B2 Key Chip 1              Security Pass Room                      |
|                                                                    |
| Core Parts 1 (Rick)        Parts Storage                           |
|                                                                    |
| C.O. Area Key              Transport                               |
|                                                                    |
| C.O. Pass                  Materials Room                          |
|                                                                    |
| Comm ID Card               Facility B1                             |
|                                                                    |
| Core Parts 2 (Rick)        Parts Storage                           |
|                                                                    |
| DDK Input Disc H           Facility 1F                             |
|                                                                    |
| DDK Code Disc H            Facility 1F                             |
|                                                                    |
| DDK Input Disc N           Facility 2F                             |
|                                                                    |
| DDK Code Disc N            Front Entrance                          |
|                                                                    |
| DDK Code Disc E            Strategy Room                           |
|                                                                    |
| DDK Input Disc L           Large Elevator Control Room             |
|                                                                    |
| DDK Code Disc L            Large Elevator Control Room             |
|                                                                    |
| DDK Input Disc E           Research Meeting Room                   |
|                                                                    |
| DDK Input Disc W           General Weapons Storage                 |
|                                                                    |
| DDK Input Disc S           Security Pass Room                      |
|                                                                    |
| DDK Code Disc W            Stabilizer Design Room                  |
|                                                                    |
| DDK Input Disc D           Large Elevator                          |
|                                                                    |
| DDK Code Disc S            Passage to the Port                     |
|                                                                    |
| DDK Code Disc D            Stabilizer Experiment Room              |
|                                                                    |
| Entrance Key               Facility 1F, Safe                       |
|                                                                    |
| Fingerprint Col. Device    Strategy Room                           |
|                                                                    |
| ID Card                    Medical Room                            |
|                                                                    |
| Initializer (Rick)         Stabilizer Experiment Room              |
|                                                                    |
| Initializer (Gail)         Special Weapons Storage                 |
|                                                                    |
| Key Card Lev C             Experiment Room Hall                    |
|                                                                    |
| Key Card Lev B             Third Energy Control Room               |
|                                                                    |
| Key Card Lev A             Dr. Kirk's Personal Lab                 |
|                                                                    |
| Key Card L                 Facility 2F                             |
|                                                                    |
| Key Card R                 Library Room                            |
|                                                                    |
| Panel Key 1                Facility 2F                             |
|                                                                    |
| Panel Key 2                Facility 1F                             |
|                                                                    |
| Port Card Key              Large Elevator                          |
|                                                                    |
| Planning Disc (Rick)       Dr. Kirk's Personal Lab                 |
|                                                                    |
| Protect Parts 1-A          Stabilizer Room                         |
|                                                                    |
| Protect Parts 1-B (Rick)   Stabilizer Room                         |
|                                                                    |
| Protect Parts 2-A (Rick)   Stabilizer Room                         |
|                                                                    |
| Protect Parts 2-B (Rick)   Stabilizer Experiment Room              |
|                                                                    |
| Pulse Receiver             Dr. Kirk's Room                         |
|                                                                    |
| Startup Battery Red        Backup Generator Room B1                |
|                                                                    |
| Screwdriver                Computer Room                           |
|                                                                    |
| Small Key                  Gas Room                                |
|                                                                    |
| Stabilizer (Gail)          Special Weapons Storage                 |
|                                                                    |
| Startup Battery White      Backup Generator Room B3                |
|                                                                    |
| Stabilizer (Rick)          Stabilizer Experiment Room              |
|                                                                    |
|                                                                    |
|____________________________________________________________________|




•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

14. Credits

•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

Jeff "CJayC" Veasey- For creating the best web site on the planet, and for
                     accepting all of my FAQs

Me- For making this FAQ! :p



•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

15. CONTACT INFO

•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••

Shameless Self-Promotion: Other Strategy Guides by me:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
PLAYSTATION:
-Ape Escape
-Brave Fencer Musashi
-Crash Team Racing
-Fear Effect
-Gran Turismo 2
-Hot Shots Golf 2
-Legend of Mana
-Medal Of Honor
-Metal Gear Solid
-NBA Live 2000
-Need for Speed: High Stakes
-Tony Hawk's Pro Skater
-R4: Ridge Racer Type 4
-Resident Evil 2
-Resident Evil 3
-Rollcage
-Syphon Filter 2

NINTENDO 64:
-NBA Live 2000
-Mario Party 2
-Perfect Dark

DREAMCAST:
-Carrier
-Crazy Taxi
-Dead or Alive 2
-Hydro Thunder
-MDK 2
-Sega GT: Homologation Special
-Sega Rally 2
-Sega Swirl
-Resident Evil Code: Veronica

GAME BOY COLOR:
-Metal Gear Solid



::::::::::::::::::::::::::::::::::::::::::::::::


My website: http://www.geocities.com/i_am_nemesis_99
E-Mail Address: [email protected]


E-MAIL RULES:
---------------

Types I WILL accept:
- Small questions that are NOT answered in the FAQ
- Comments
- Any types of contributions that can be HELPFUL to others
- Corrections for this FAQ
- Any mail asking if you can use this FAQ on your website. Read the
  Legal Stuff section for all the details.



Types I will NOT accept:
- Hate mail
- Small contributions that will NOT help anyone
- Chain letters
- Any mail that is in ALL CAPS
- Any mail that demands an answer
- Mail asking me to send you this FAQ
- Unconstructive critism
- Any questions that are already answered in this FAQ


Copyright:
© Copyright 1999-2000 Brett "Nemesis" Franklin. It may not be stolen,
altered, or used for any type of profit. It may be reproduced electronically,
and printed for PRIVATE, PERSONAL use. It may not be placed on a CD, printed
in a magazine or any type of publication. If you would like to contribute to
this FAQ (you will be credited,) please e-mail me, as well as any questions,
comments, or corrections, to the address above.


This document intellectual and legal property of...

Brett
   "_____   __                           _____         "
    ___  | / /___________ __________________(_)_______
    __   |/ /_  _ \_  __ `__ \  _ \_  ___/_  /__  ___/
    _  /|  / /  __/  / / / / /  __/(__  )_  / _(__  )
    /_/ |_/  \___//_/ /_/ /_/\___//____/ /_/  /____/
                                                     Franklin


One final word:

"Don't Do Drugs!"



   ~End of Document~

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