Dino Crisis guide =-=-=-=-=-=-=-=-= by KogaNinja42 This is not an actual walkthrough type guide, but mainly to help you our w/ the series of different dinosaur encounters and to assist you through all the puzzles and codes you need to punch in. I am going to first go over all the dinosaurs so you can make the right moves and have a good supply of knowledge when going into this game. -------------------------------------------------------------------------------- ------------------------------------- - - - - - - - - - - - - - - - - - - - TABLE OF CONTENTS: - - - - - - - - - - - - - - - - - - - PART 1. Dino briefing/ shot chart. PART 2.All of the in game puzzles. PART 3.DDK lock code passwords. PART 4. Code combos PART 5. Copyright Before I start going on about how many shots it takes to kill a dino w/ a certain gun. It s quite obvious that poison darts will take 1 nice well lined shot. But I m also not going to go over the other sleep rounds and what not, since you can only put them in the shotgun, it usually takes as many shots as a shotgun kill would. That s all you need to know for that. Keep in mind that these are random estimates for gunshots, and always keep in mind that just because they are down on the ground does not mean they are dead. ############## PART ########### 1 #####PART############## 1 ######### -------------- RAPTOR: -------------- BRIEF: These are viscous little devils and will stop at nothing to rip you into shreds. They usually travel in packs, but when you find one or two you can almost bet there will be air vents or laser bar shields. If you see a close by switch chances are it is to a either of the two above. Time your movements wisely and than slam the button and watch them run into the red bars. You can now leave them be and search for items or solve puzzles. But keep in mind of their locations, because chances are you may have to pick him off later. So if you leave them alone the first time they should stay, but if you kill it, enemy re- pop up may occur. HAND GUN SHOTS: Around . 10-12 However if your playing in normal mode, you could be pumping a lot more lead into them. 40 S&W HANDGUN SHOTS: (only usable when handgun slides are equipped.) 8-10 SHOTGUN SHOTS: 2-4. They usually take around only 2 shotgun shots, but some will vary to 3 or 4. SLAG BULLETS: 1-2 GRENADE PISTOL SHOTS: 1 HEAT SHOTS: 1 -------------------------- SUPER RAPTORS: -------------------------- BRIEF: These guys are basically the same as the previous raptors, however they pack meaner punch. Keep a good distance between you and them, escpically considering when you find them you will be in a confined space. HANDGUN SHOTS: 18-20 (that super in front of their name is not there for nothing..he he ) 40 S&W SHOTS: 11-12 SHOTGUN SHOTS: 5-6 SLAG SHOTS: 4-5 GRENADE SHOTS: 4 HEAT SHOTS: 3 ----------------- THERIZINO: ----------------- These guys are bulky and take up a lot of space, however they move a lot slower than the raptors, and you can use that most defiantly to your advantage. Now don t get too confident, they still can move at a moderately fast speed and their attacks are wide range.They have a massive claw sweep which will bring you to your knees so keep to their sides or back of them. HANDGUN SHOTS: About 10- 12 or so. 40 S&W HANDGUN SHOTS: 9-11 SHOTGUN SHOTS: 7 or so SLAG SHOTS: 4-5 GRENADE PISTOL SHOTS: 2 HEAT SHOTS: 2 -------------- COMPIES: -------------- These guys are the wannabe raptors of the dino s you ll encounter. These things can jump and bite and gnarl and swipe at you and will still not harm Regina. Regina is almost immortal to their attacks. Don t bother them because they serve pretty much no purpose. If you shoot them your wasting bullets that you could be using on other raptors in your path. HANDGUN SHOTS: 1 shot pretty much lays their little heads down for eternal sleep. SHOTGUN SHOTS: 1 SLAG SHOTS: 1 GRENADE SHOTS:(I really hope you don t choose to waist them on these guys.) HEAT SHOTS: 1 ---------------------- PTERANODON: ---------------------- These guys are very precise in there hits so use your head when around them, weave in and out and that should keep them at a bay. HANDGUN SHOTS: 4-5 40 S&W SHOTS: 3-4 SHOTGUN SHOTS: 2 SLAG SHOTS: 2 GRENADE SHOTS: 1 HEAT SHOTS: 1 or 2 ---------- T- REX: ---------- You can t kill this big boy, but mostly every encounter w/ him you can stun him or hit him till he is supposed to go. First time you can use your handgun but you want something more powerful don't you, the shotgun plus if you wanna get him outta your hair fast than I suggest using it. Other times after that, I only recommend using the highly modified shotgun and grenade gun. Sometimes you can run from him w/ out even getting hurt or waiting rounds, but use the best tactic need given the situation and you ll be fine. ############## PART ########### 2 #####PART############## 2 ######### ======== PUZZLES:(generator room.) ======== The first puzzle is fairly simplistic, but don t let that throw you off, the many to come serve more than challenging. Notice how there are 4 color codes coils beyond the plate of glass. Well there is also a a set of levers to the side of you. Pay close attention because the order of the colors under the levers from left to right signify the order you set the colored coils. I have played through the game more than once so I have not seen the puzzle alternate colors.The order is red,blue green, white. (below is a map of the exact order in which they are to be placed. === === === === === === === === === === === === === === === === (red) (blue) (green) (white) ======= PUZZLE:(SOL/LEO lock) ======= This lock requires the 2 panel keys you should have picked up, each one with a written symbol SOL and LEO. Place panel key 1 in the left spot and 2 in the right. A punch code lock is presented. You won t find the code to this lock in any journal or memo. You will actually come to solve this puzzle later in the game. But I am going to give you the answer now. Look at the keys upside down and you ll notice that they can also be numbers. SOL=705 LEO=037 now line them up and punch in:705037 ======= PUZZLE:(Elevator pipes) ======= Now this is actually quite a unique puzzle and not too hard and not too easy. All your basically doing is lining up the colored pipes in the right order. And since this would be extremely hard for me to explain and show you. I will just have to say lower all the pipes and use your head as to where you could use which one. It ll become a piece of cake once you figure out the pattern of the pipes. ======= PUZZLE:(Crane program 1) ======= This puzzle will grow to get on your nerves, but stay with it. The blocks must be moved in a certain area in order for you to pass through..cut and dry. There is also a certain way of moving the boxes. You have to understand the program before you can begin doing anything. Understand that a < 2 card, and a down one card, then hook will move over 2 places to the left move the crane down and than hook the box and than return to the middle point where it always ends and begins at. Take your time. Another hint is if you have to move one last box and your clue less as to where it could go. Lift up the final box and leave it hanging you don t have to drop it if it s your final one. Below is one of the operations you can perform to get by. 1ST MOVE: ^ 2, < 1, down 1, hook, > 2, release 2ND MOVE: ^ 2, hook ======= PUZZLE:(Gas Room) ======= The little lab guy sitting in their has major gas...; ) well maybe not the kind of gas your thinking of, but hazardous gas....ok so maybe they are quite similar. Any ways, the note in the room behind you listed the proper gas mixes. Red stops green, Blue stops orange, and green stops purple. This puzzle can go many different ways. Experiment a little, but remember that certain gases can cause instant death to the researcher, and that s not a good thing. Make sure you save before executing this puzzle. Here is a few suggestions if the gas gets to the color below. Grass green- Add red Light cranberry- Add red Dark cranberry- Add blue Dark purple- Add green. ======= PUZZLE:(Code stacks) ======= This puzzle consists of stacking different bright colored tablets to fit the example below. You can move them in pairs and different colored pairs can break off from others. Yank out a pair from the bottom that matches. Throw it on top, then repeat w/ the next 2 blocks, until wa-la! you have all eight. ======= PUZZLE:(Override lock) ======= Personally I would have to say this to be the most difficult of all the puzzles in the game. So think hard and use that brain of yours to piece it together. The first piece is fine, don t touch it. But the other pieces need some work, shift the middle one 90 degrees to the right. And shift the right one 90 degrees to the left. Than place all the pieces from right, middle to left order. +++++++++++++++++++++++++++ MAIN FRAME CARD PASSWORDS: +++++++++++++++++++++++++++ You can actually move around this puzzle, if you choose to follow Gail, but if you chose Rick, you ll be forced to punch in some card letters. There is no way an answer can be given here, because it s random each time. For the first time the digits come slow and there isn't many to punch in. The 2nd time they get a bit faster and the digits have been upped to 7. The last one is a lot tougher. Grab a pen and paper, and take down the 8 digits that appear the most frequent. You only have 2 tries so give it your all. If you fail you can always take the dinosaur infested hallways back. ++++++++++++++++ PUSHING CRATES: ++++++++++++++++ Clear the crates to make passage, you can push forward but you can t pull forward. You can always exit and reenter the room to reset the puzzle. ======= PUZZLE:(Crane program 2) ======= You get a different set of card to operate this one. If you remember what to do with the last one, than this one should be a semi piece of cake. It still is a bit tough. Here is a basic setup to punch in. 1ST MOVE: ^ 3, hook, < 2, down 1, release. 2ND MOVE: ^ 3, down 1, > 2, hook, < 2, release. 3RD MOVE: ^ 3, > 2, hook 4TH MOVE: Release 5TH MOVE: < 2, hook ======= PUZZLE:(Code stacking 2) ======= Yes once again...code stacking.Use your code stacking skill from the previous one to complete this one. Your first main objective it to get all the red pieces under the brightly colored blues. And the clear blocks all together There is 2 switches, one to reset the puzzle and the other to exchange blocks from A to B. Once you have the whole concept of the puzzle(and you should from the previous you just solved.) give yourself a bit of time and you ll get it in no time. ======= PUZZLE:(Lock override 2) ======= I know, I know this are a major pain in the rump, but they have to be done. So let us precede. Rotate the first 2 pieces 90 degrees to the left. And leave the last one as it is. You than have to enter them a certain order, below is the patter in which you need to enter them in. 3 1 2 ======= PUZZLE:(Wire tap tones.) ======= Behind the cabinet is the taped conversation between fellow workers of Kirk, at the end of the message a beeping sequence occurs. You need this to enter the code on the central computer in the room. On the computer you have to punch the different numbers in, but it s not as easy as it sound, the way it is set up allows you not to backtrack but to go in one consistent flow. Go right to 3, right to 6, down to 7, straight up to 2,0 and then finally 4. The whole code is : 367204 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ############## PART ########### 3 #####PART############## 3 ######### Congratulations that is the last puzzle in the game. The parts for the initializer and stabilizer are not to difficult, assemble them in the experiment room and piece together the parts according to how they should fit. Below is all the DDK lock answers. Enjoy the ending and happy dino hunting : ) (Please excuse my horrific chart making skills, if you have any question I don't blame ya :p CODE | PASSWORD +++++++++++++++++++++++++++++ +DDK lock H + HEAD + ++++++++++ + + +DDK lock N + NEWCOMER + ++++++++++ + + +DDK lock L + LABORATORY + ++++++++++ + + +DDK lock E + ENERGY + ++++++++++ + + +DDK lock W + WATERWAY + +++++++++++ + +DDK lock S + STABILIZER + ++++++++++ + + +DDK lock D + DOCTORKIRK + ++++++++++ ++++++++++++++++++ ############## PART ########### 4 #####PART############## 4 ######### CODE COMBOS: ----------------------------------------------- Safe in management office : (0426) ----------------------------------------------- ----------------------------------------------- Registration number for computer to access fingerprint program: (68104) ----------------------------------------------- ----------------------------------------------- Registration number for computer for John Doyle s fingerprints: (57036) ----------------------------------------------- ----------------------------------------------- B1 computer control room-to gas room: (7248) ----------------------------------------------- ----------------------------------------------- Computer terminal in library room:(3695) ----------------------------------------------- ----------------------------------------------- Panel key SOL/LEO punch code: (705037) ----------------------------------------------- ----------------------------------------------- Security pass room key chip rewrite: (0392) ----------------------------------------------- ----------------------------------------------- Case in corner in stabilizer experiment room: (1281) ---------------------------------------------- ---------------------------------------------- Terminal in parts storage room, after planning disk: (367204) --------------------------------------------- --------------------------------------------- Code in stabilizer design room, at computer terminal: (0367) --------------------------------------------- --------------------------------------------- Code in large machinery in corner of stabilizer design room: (0204) --------------------------------------------- -------------------------------------------- Security pass room registration number to access Kirk s ID: (31415) ------------------------------------------- ############## PART ########### 5 #####PART############## 5 ######### COPYRIGHT: This guide is property of Alucard2222, and the Playstation pit . It is not to be reprinted in magazines, books etc. If you want to post this guide on your site please ask my permission and give me full credit. I don t wish to have this guide posted on any other sites, only the Playstation pit. CONTACT INFO: If you wish to contact me about anything pertaining to Dino Crisis or this guide, you can email me at Jubei42@xfilesfan.com or RExtreme42@the- lair.com . Or you can catch me on AOL instant messanger under StealthNinjax42 SPECIAL THANKS: Capcom for a nice Resident Evil filler, and my good pal Mike for making all those guides serving as a inspiration.