1 year has passed...... The Third Energy Project has begun...... And now..... An accident has occured...... YET AGAIN.......... GameFAQs presents...... A Capcom production...... Written by JL Lee...... 2222222222222 222222222222222222 2222222222222222222222 2222222222222222222222222 222222222 2222222222 2222222222 22222222 _______ _________ ___ _ __________ 22222222 | \ |___ ___| | \ | | | ____ | 222222222 | __ \ | | | |\ \ | | | | | | 2222222222 | |__| | | | | | \ \| | | | | | 22222222222 | / ___| |___ | | \ | | | |____| |22222222222 |_______/ |_________| |_| \__| |__________|222222222 222222222222 ________ ______ _________ _________ _________ _________ | | | __ | |___ ___| | ______| |___ ___| | ______| | ____| | |__| | | | | |______ | | | |_____ | |____ | / | | |_______ | | | |_______ | | | | |\ \ ___| |___ _______| | ___| |___ _______| | |________| |__| \_\ |_________| |_________| |_________| |_________| 22222222222222 Dino Crisis 2 222222222222222 (Dee-No Cry-e-sis Two) 222222222222222222222222222222222 222222222222222222222222222222222222 22222222222222222222222222222222222222 for Sony PlayStation / PlayStation 2 / PSone FAQ/Walkthrough Version 1.0 Updated 29/11/2000 First things first: NOT EVERY GAME THAT HAS BIOHAZARD CONTROLS IS A FREAKING "SURVIVAL HORROR" GAME!! * Word of notice to PS2 users: Try not to set the disc reading speed to fast. There is a very slight tendency for the game to not load the screen at times, although the character may still be moving. This bug was also found in Parasite Eve II, but in this game, it can be deadly...... >>>>>>>>>>>>>>>>>>>>>>>>>>>>> \ \ \ BEFORE YOU READ FURTHER!!! \ \ \ <<<<<<<<<<<<<<<<<<<<<<<<<<<<< This guide will ALWAYS be updated at GameFAQs first. Be sure to check it out THERE to get the best updated version! This document is the result of someone's hard work. If you wish to post it on your site, please contact me. Most of the time I will allow you to do so so long as NO alterations are done. This document is also NOT allowed for any profit making purposes, and I'm NOT going to allow any more of this copyright violations to carry on any longer. Dino Crisis, characters, weapons, and anything to do with and within the game are all copyrighted information of Capcom Co. Ltd. 2000. The names of the dinosaurs are the same as they have been always called, copyrights of the names goes to the ones who name them, whoever they are. This document is copyright 2000 Lee Jin Lai under the Copyright Act of the Republic of Singapore. All international Copyright Violation rules also apply. You are ONLY allowed to either print it for personal use or keep it in your desktop/laptop/palmtop provided that no one can take it and photocopy for any sort of commercial profit. Websites that wish to have this put up must try to contact me through e-mail for permission, and only if this document does NOT have advertisment links on that page. Any other forms of profit-making organisations (magazines, papers, linking sites) are NOT allowed to take this and use/translate it for your own purposes. If you are found out, I swear that I'll take you to court without even giving you a chance to explain yourselves. Any other people found violating the rules set by the law will face possible legal action by the N.F.W.O. (New FAQ Writers Organisation) or by the author himself. Get that clear, you plagarizers. ==================== IN THIS DOCUMENT.... ==================== 1. Copyright Notice (see above) 2. Dino Crisis 2, the madness returnth! 3. What's Done, What's Gone 4. Credits, Plugs, Thank Yous 5. Menus and Controls 6. Frequently Asked Questions 7. Walkthrough 7.1 The Two Survivors 7.2 First Contact 7.3 The Search Begins 7.4 Under the Sea 7.5 Edward City 7.6 The Final Stretch 7.7 The Truth is Out There 8. Lists 8.1 Weapons 8.2 Optional Items 8.3 Healing Items 8.4 No Damage Bonus 8.5 Combo Gauge 9. Round 2 and above 9.1 Dino Colosseum 9.1.1 Enemies 9.1.2 Player Entries 9.1.3 Dino Movelists 9.2 Dino Duel 10. Last Words >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> \ \ \ 2. DINO CRISIS 2, THE MADNESS RETURNTH! \ \ \ <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Ladies and gentlemen, Capcom, after a whole year of remaking the game, has finally released the not-very-anticipated sequel to their survival horror clone, Dino Crisis. The reason why people were not very interested in it was because the original was simply BioHazard with a few dinosaurs. Luckily (and thankfully) a game called Parasite Eve II turned up and made them sit up to notice that there CAN be variations to "their" game. And what better than to use an unopened can to start off THEIR version of an action-adventure? The result: Dino Crisis 2. This time, you're going to be in for a NIGHTMARE...... >>>>>>>>>>>>>>>>>>>>>>>>>>>>>> \ \ \ 3. WHAT'S DONE, WHAT'S GONE \ \ \ <<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Version 1.0 ----------- - All noted mistakes cleared up. - Personal Weapon views added - Dino Colosseum completed - Other sections set up as well, pending additions Version 0.5 ----------- - Made more clearer referances in the walkthrough, reformatted for clearer looks. - Weapon list finished. Version 0.3 ----------- - Cleared out most of the horrendous mistakes that were made as a result of serious carelessness. - Cleared out most of the typos as well. There might be new ones as I go along.... - Walkthrough completed, now all that's left are the lists and such. Version 0.2 ----------- - Focused more on the walkthrough - Added a few parodies from my Parasite Eve II FAQs as a fun comparison between Aya and Regina. Please do not feel offended at the lame jokes. Version 0.1 ----------- - What you see is what you get. - Started on walkthrough, some FAQs that pop up at times, and tons of nonsense to go along with it (as usual) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> \ \ \ 4. CREDITS, PLUGS, THANK YOUS \ \ \ <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< For now.... Capcom the king of sequels, for being able to trash out a sequel to Dino Crisis. And for making it fun, for once. GameFAQs for the largest collection of written work on video and computer games anywhere on the World Wide Web. Kudos to the webmaster CJayC for keeping the place tidy and making it one of the most popular sites for gamers to visit. JL Lee for actually doing an about-turn on his oft-uncompleted work on Capcom, and actually releasing one he wrote on one of their games, thanks to some people who persuaded him to do so. Brett Franklin his folder format is so cool that I decided to plagarize! (NOT) >>>>>>>>>>>>>>>>>>>>>>>> \ \ \ 5. MENUS AND CONTROLS \ \ \ <<<<<<<<<<<<<<<<<<<<<<<< The menus aren't very hard to go through, since all of the menu commands are in English, a great boon for people who don't understand a single letter of Japanese. Thus, only the controls will be listed here. ======== CONTROLS ======== As with BioHazard and the original Dino Crisis, there's only one set of controls, but they tend to be tricky... D-Pad: Up - Makes character move forward Left - Makes character turn to her left Right - Makes character turn to her right Down - Makes character move backwards slowly Analog Sticks: Left - Moves character. Refer to D-Pad for movement instructions Right - N/A L3 - N/A R3 - N/A Shoulder Buttons: L1 - Change Auto-aim target L2 - Opens up Map screen R1 - Aims at target (target varies) R2 - 180-degree turn Face Buttons: Circle - Walk up/down stairs, search for things, fire weapon X - Enables Step move when pressed with direction button Triangle - Fires sub weapon Square - Walk up/down stairs, search for things, fire weapon Others: Start - Pauses the game Select - Opens up/Closes menu screen, skip movie/events >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> \ \ \ 6. FREQUENTLY ASKED QUESTIONS \ \ \ <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Q. Say JL, I thought you said you eschewed doing Capcom FAQs? What gives? A. Well, for starters, I believe that you've never seen anything by Capcom that has been written by me, partly due to the fact that ANY projects that is based on Capcom normally end up in the Recycle bin. Furthermore, ALL my projects are based on the Japanese version of games, which will make them completely obselete when someone writes the exact same things for the US version...*cough* I'll be trying to break the jinx with this, hope you'll keep supporting me. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. So will this FAQ/Walkthrough be as complete as your other works? A. This time round I have no guarentees over the completeness of the things I place inside. Partially because as I write, some people are probably doing the same thing, except that they are writing for the US version, which everyone outside of Japan plays, bootleg or no. So...I'll see how it goes...... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. Well then, what's so different about Dino Crisis 2 that I should buy it? A. This time round, Dino Crisis 2 follows the exact same method which made Parasite Eve II a runaway success: Action. Instead of copying exactly from their BioHazard side, they actually learned from the mistakes, and turned this game into a fun-filled romp full of dinosaurs and blood. My say is: If you loved Parasite Eve II, you'll love Dino Crisis 2 (notice the similarities apart from the '2'?) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. Hmm, sounds cool. How's the battle system like? A. Dino Crisis 2 follows the same way that Capcom has been used to: real time battles. No need for loading, no need for anyhing. The dinos will appear right out of nowhere to surprise you, and you'll have to react accordingly, just like in all other Capcom Survival Horror games. The big difference in this game is that they eliminated the need for reloading, instead having the max number of bullets you can use at one time (sounds like Metal Slug...), and the fact that you can move while keeping the weapon aimed or during shooting (even more like Metal Slug...) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. Dosen't that make it a little better survival horror game? I might not like it...... A. I say again, Dino Crisis is NOT a Survival Horror game. Not ALL games that have characters move the same way as in BioHazard means that that game is Survival Horror. Instead, this is an ACTION- ADVENTURE, which is completely different from Survival Horror. You KILL to win, not run to win. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. Ok, I get the idea. So who are the main characters in this game? A. You will be able to control 2 people in the game, Dylan and Regina (the heroine from Dino Crisis). While there are several other characters, they don't play significant roles other than to make up the story. Dylan is one team member who believes in his own way. Not bad for a guy with the ability to kick off dinos. He also has a dark history which will be explained as the story continues...... Regina, as we all know and love/hate, retains her body-hugging battle suit, and this time round, earns a sharper tongue. BUT THE MOST IMPORTANT THING IS THAT SHE'S A REDHEAD! A REDHEAD WITH KICK- ASS GUNS!! A REDHEAD WITH KICK-ASS GUNS WITH THE BIGGEST ATTITUDE YOU CAN FIND IN A VIDEO GAME!!! What more can guys ask for? :P ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. You said that it is very much like Parasite Eve II. Why? A. First off, unlike the first Dino Crisis, you won't be able to find any ammunition lying around the floor anymmore. Instead, you will have to buy them, as well as buy different weapons, just like Parasite Eve II. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. Eh? BUY!? A. Yup, buy. You will earn Vital Credits for the dino kills as you progress through the various screens. Once you have enough, you can use those Vital Credits at the Vital Credits Service (VCS) stations to either buy new weapons, extra medicine, extra cartridges for the weapons, or top up the weapons' ammo, plus extra goods to aid you in the game. All of the above require VCs, so do take care to conserve. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. So, like Parasite Eve II, there will only be a fixed amount of VCs? A. Well...yes, and no. You see, because you are entering a dinosaur- infested area, there will be a LOT of them. There will usually be around 10~30 dinos per area, and they will appear from time to time, so you probably won't feel safe at any point of time. You will also earn extra VCs by either comboing or exiting a room without taking any damage if you scored 5 kills and above. Or if you're really good, 10 kills and above will earn you even more bonus VCs. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. What's this combo thing that you're talking about? This isn't Dino Fighter right? A. Heh, this is NOT Dino Fighter. But this is made by Capcom, so the combos aren't really a surprise. Anyway, the combo system is a measure of how fast you kill dinos in succession. Once you start stringing a combo (from 2 straight kills) you will see the Combo and number on the top of your TV screen. The words will fade and be replaced with the total score you acheived duing that combo. IF you manage to make another kill BEFORE the score disappears, the combo will continue. You can keep on comboing until you hit the maximum of 20. Do note that the combo will stop when you are too slow with the next kill, or if your character is injured in any way in the process. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. What happens when you string a 20-kill combo? A. Simply put, the dinos run off. You won't see any more enemies in the screen until you exit the area and return afterwards. At the same time, if you're playing Normal or Hard, there will be a chance that PURPLE raptors will show up on one of the screens (only for the first time though, if you run off, they'll disappear). They are incredibly ferocious, and take tons of damage before falling. Also, any normal stopping weapons (shotgun, submachine guns) won't be able to stop them from attacking you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. Is it good that I run away from the dinos? A. As I stated earlier, killing dinos earn you VCs. You do NEED the VCs to buy the ammunition and weapons, so try to kill as many as possible. It all depends on your weapon usage and skill. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. So is the ranking system still there? A. Yes, the ranking system is still there, and like the first, it only looks at the speed of clearing the game. While you probably won't get "S" ranking the first time because you need to see the story, it shouldn't be that hard to go below 2 hours to acheive it the second time round. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q. What speical bonuses do I get if I acheive "S" ranking? A. Unfortunately, nothing. You will only get a speical Platinum VCS card which grants you unlimited ammuniton if you find all 11 dino files in the game. Which is why there's no point in getting the ranking other than bragging rights ^^; >>>>>>>>>>>>>>>>>> \ \ \ 7. WALKTHROUGH \ \ \ <<<<<<<<<<<<<<<<<< Note that this walkthrough is meant for the difficulty of Easy. Normal won't have as many health pickups as Easy, which are non-existant in Hard. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> / / / DIFFICULTY LEVEL DIFFERENCES / / / >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> EASY: - Vital Points doubled per kill - Fewer and much weaker dinosaurs - Characters take less damage - Can carry up to 25 healing items - Extra healing items to pick up! - Everything is sold at half price! - Dylan starts with 200 Shotgun shells - Regina starts with Submachine guns in her inventory - Long Combo lag time NORMAL: - Vital Points normal per kill - Dinosaurs with average/low health - Characters take enough damage to be in caution at times - Can carry up to 10 healing items - Dylan starts with 150 Shotgun shells - Regina starts with only her Handgun - Normal Combo lag time HARD: - Vital Points normal per kill - Incredibly strong dinos, take forever to die - Characters normally die in 2~3 hits. - Can carry up to 5 healing items - NO healing item pickups! - Everything costs double! - Dylan starts with 100 Shotgun shells - Short Combo lag time Ok, that put aside, time to start the real thing.... ______________________________ | \ | Chapter 1 - The Two Survivors \ |________________________________\____________________________________ | | | Characters in control: Dylan | | Area: Jungle | | Difficulty: * | |_____________________________________________________________________| ----------------- Dock [0279, 0123] ----------------- After the impressive opening scene and witty exchange, you start off by controlling Dylan. Search the body by his side for a [Medipack (Small)]. Once done, enter the door he hacked through with the Machate. ----------------------------------- Jungle - North Route 1 [0281, 0097] ----------------------------------- Walk a little down the screen, and you'll be accosted by 3 raptors. Start the killing from here, and make your way to the northeast end, where there's a [Medipack (Large)] waiting for you to pick up. Once you have done that, head towards the northwest (the western door is being blocked for now, so no worries), climb up the stairs, and down the other flight of stairs at that end. ----------------------------------- Jungle - North Route 2 [0223, 0084] ----------------------------------- One straight road down the path. Start firing tons of lead. The shotgun Dylan has is probably the best you'll ever find in the world...no need for reloading! ----------------------------------- Jungle - North Route 3 [0188, 0091] ----------------------------------- Another one-way path of destruction...... Careful when climbing down the stairs. The raptors can pounce on you while you are just recovering from climbing. ----------------------------------- Jungle - North Route 4 [0159, 0092] ----------------------------------- Yet another straight road = yet more dinos to kill. Watch your ammo now.... you will be getting low by now if you're on Hard. If you're getting low in any of the other levels, you should start learning how to conserve bullets, even though they are really cheap in this game... There's a [Medipack (Small)] on the first container. Take it if you're really hurting for medicine for now... There's also a more important [Complete Recovery] on top of the flight of stairs on the eastern path. ------------------------ Water Tower [0143, 0070] ------------------------ Watch the "who are you" scene, and when you can control Dylan again, head for the VCS point. A [Velociraptor DINO FILE] is on the ground next to the VCS point. Save if you need to, and top up your ammunition. There's a [Complete Recovery] on top of the water tank, pick that up if you want to. You'll be back later, so if you are out of space, leave it for now. There are two doors. Simply put, only the blue door (as shown on the map) is accessible, since the other has been locked on the other side. Therefore it's STILL a one-way track. --------------------------------------- Military Facility - Path 1 [0108, 0069] --------------------------------------- There's a little passageway on the south side of this path, leading to a [Medipack (Large)]. Head for the only other door here... --------------------------------------- Military Facility Path - 2 [0056, 0072] --------------------------------------- Nothing much either...just carry on... ------------------------------------------- Military Facility - Front Area [0196, 0089] ------------------------------------------- Meeting with Mr. T again. This time he's coming after you for hurting his eye. Bad boy Dylan. Anyway, your return path has been blocked by the container, so you have no choice but to move around it. IF you decide that you would like to fight it, feel free to do so, but after trashing out a little damage, you will be told (in no uncertain terms) that the T-Rex is impervious to conventional weapons. Thus, RUN! Climb up the ladder right beside your starting location, and down the other flight on the end of it. Mr. T will break the container (cheap...) to chase after you, so be quick to do so. Now move down, and climb up the other ladder, where a [Complete Recovery] pack acts as a marker to guide your way through. Run down the narrow path while the T-Rex muscles his way through the containers again, and climb down, after which there will be a short scene of Dylan being attacked by two completely-inappropriatly dressed people. Dylan, in order to escape the double attack, automatically leaps for safety... ----------------------------------------- Military Facility - Entrance [0174, 0122] ----------------------------------------- On the southwestern table, there is a hidden [Tyrannosaurus Rex DINO FILE]. Be sure to pick that up. Once done, head for the other door in the room. ----------------------------------------- Military Facility - Corridor [0159, 0157] ----------------------------------------- No enemies for now, so no worries. The door at the end of the corridor is locked, and you won't be able to open it with a Machate anyway, so don't bother cracking your head wondering why. You'll need Regina for that. The shelf next to the locked door contains a [Medipack (Large)] though. Pick that up because you'll be in the thick of action again in no time. Enter the middle door instead. ------------------------------------------- Military Facility - Infirmatry [0173, 0154] ------------------------------------------- Pick up the file there. It's not terribly important anyway. What IS important is the [KEYPLATE] on the other bed. Be sure to pick THAT up. There's another [Complete Recovery] hidden in the shelves. Take it if you need it. Once done, head back to the front area again, but this time make a dash for the other door that you were unable to enter because of the fixed event. ------------------------------------------------ Military Facility - Machine Storage [0127, 0080] ------------------------------------------------ There's another file here for you to pick up as well. The main point of being in this room is the red panel on the western wall. Use the Keyplate, and Dylan will automatically get the [RESEARCH FACILITY KEYCARD]. Unfortunately, using that Keyplate also means that Dylan is locked in. No choice but to call on Regina.... ______________________________ | \ | Chapter 2 - First Contact \ __|________________________________\_________________________________ | | | Characters in control: Regina | | Area: Jungle | | Difficulty: * | |_____________________________________________________________________| -------------------------------- Dock - Holding area [0271, 0141] -------------------------------- There's a [Medipack (Large)] on top of the first container. Pick it up if you still have space left on your recovery inventory, which you shouldn't. :P Anyway, head for the southwestern door that is being locked. (you can also go for the northern door, but it'll only lead you back to where Dylan started. You won't be able to pass through there) Use her Stun Gun (just like in the opening sequence) to open the door, and pass through. ---------------------------------- Dock - Hanging Bridge [0241, 0155] ---------------------------------- Pick up the [Allosaurus DINO FILE] from the dead soldier just to Regina's left from where you start off in this area. Nothing much more, see Mr. T bumble about, and exit on the other side. ----------------------------------- Jungle - South Route 1 [0202, 0154] ----------------------------------- Another brainless straight path... ----------------------------------- Jungle - South Route 2 [0166, 0138] ----------------------------------- 2 routes to take here. Take the southern door first if you value your life... ----------------------------------------- Pathway to Research Facility [0176, 0183] ----------------------------------------- Climbing up the first ladder will present you with the first Allosaurus. Unless you're really daft, it'll be much easier to play run and forget about it. If you are desperate for the points though, be prepared to spend a lot of bullets on it... There is a [Complete Recovery] on the top of the easternmost ladder, take it if you're hurting, which should NOT be the case...... ----------------------------------------------- Research Facility - Inner Compound [0142, 0088] ----------------------------------------------- One-way path actually, if not for the fact that there's a door that is covered with vines... At the end of the path is a broken bridge, where a [Medipack (Small)] is lying for the picking. Enter the only other door to find a Save room. ------------------------------------------------------ Research Facility - Security Control Room [0111, 0078] ------------------------------------------------------ Pick up the important file on the Poisonous plants, and then head for the VCS station to buy the all-important [FLAME LAUNCHER] or the cheaper [FLAME WALL] sub-weapon. Once you are done, head out to view an interesting scene with Regina and the young blonde she saves... When you have control over Regina again, backtrack all the way to South Route 2, this time taking the western door. --------------------------------------------- Jungle - Poison Plant Area South [0099, 0118] --------------------------------------------- Equip the Flame Launcher or Flame Wall, and fire at the plants that are giving out the poisonous spores. Try not to stand IN FRONT of them, or else Regina will still get injured. And they are deadly enough to take off around 2/3 of her Vitality per hit.. Once you are done clearing out the plants, head for the north gate where a [Medipack (Large)] is there for you to use in case Regina got hurt by accident. The ladder to the south is impassable because you'll need a Gas Mask to go through there, which you don't have at the moment. --------------------------------------------- Jungle - Poison Plant Area North [0129, 0088] --------------------------------------------- Burn the plants there, and unlock the door to the north, which will bring you back to the Water Tower. ------------------------ Water Tower [0143, 0070] ------------------------ Nothing much to do here. Save, top up if you need to, and go the way Dylan just did. --------------------------------------- Military Facility - Path 1 [0108, 0069] --------------------------------------- No enemies here, but instead Regina will be attacked by those poorly- dressed helmeted people. She won't fight back, of course. Once that is done, head on to the only exit, --------------------------------------- Military Facility - Path 2 [0056, 0072] --------------------------------------- Take a good, long look at the Triceratops pair in the background. No, you won't be able to scratch them, neither would they attack you... ------------------------------------------- Military Facility - Front Area [0196, 0089] ------------------------------------------- Mr. T is gone, so you can rush past the Pteranodons towards the Machine Storage. ------------------------------------------------ Military Facility - Machine Storage [0127, 0080] ------------------------------------------------ Pick up the [RESEARCH FACILITY KEYCARD] and [KEYPLATE] that's lying on the floor, and head out towards the main area of the base. ----------------------------------------- Military Facility - Corridor [0159, 0157] ----------------------------------------- At the end of the passageway, use Regina's Stun Gun to unlock the door. --------------------------------------------- Military Facility - Control Room [0184, 0179] --------------------------------------------- Climb up the stairs to get the file which explains the usage of the Keyplates. Now go to the end of the room, and replace the Keyplate that you're holding. Check the contraption again, and this time round, pick up the [BLUE KEYPLATE]. (If you're colour blind, the Blue Keyplate is the 4th one from the left) Now that you have what you need, return to save Dylan! ------------------------------------------------ Military Facility - Machine Storage [0127, 0080] ------------------------------------------------ To the left of the locked door there is a blue panel. Simply use the Blue Keyplate on the panel and the door will be unlocked, freeing Dylan as well as opening up a long scene...... ______________________________ | \ | Chapter 3 - The Search Begins \ ____|________________________________\_______________________________ | | | Characters in control: Dylan | | Area: Jungle, Research Facility | | Difficulty: ** | |_____________________________________________________________________| --------------------------------------- Patrol Ship - Control Room [0071, 0156] --------------------------------------- Your new mission is to go find parts of the ship, and the game will hint to you that it is found in the Research Facility. First though, save and top up Dylan's weaponery, and buy the Heavy Blade tool for his Machete if you think you have a lot of free Credits to spend. ------------------------------- Patrol Ship - Deck [0071, 0082] ------------------------------- Go up the ladder at the end of the deck... -------------------------------- Dock - Holding area [0271, 0141] -------------------------------- Because the two gates earlier can only be opened by Regina, so the third gate that was blocked earlier has been opened, no thanks to the Allosaurus patroling the area... Avoid direct confrontation with it (unless you really want to fight it) and enter the gate. ---------------------------------------------- Jungle - North Route Linking Path [0240, 0114] ---------------------------------------------- Another Allosaurus awaits while you take your time going one big round around the area. Note that it can pass through the wall which you have to climb around, so don't dally around. Oh, and getting to the Research Facility is almost one big round of walking, so take your time do do some killing. ----------------------------------- Jungle - North Route 2 [0223, 0084] ----------------------------------- No enemies here, because you'll get to see Mr. T in the background trying to find you... ----------------------------------------------- Research Facility - Inner Compound [0142, 0088] ----------------------------------------------- Use the Machete to hack your way through the vines that are blocking the door. Oh, at the same time, DO remember that there are still raptors lurking around... ----------------------------------------- Research Facility - Entrance [0147, 0116] ----------------------------------------- Time to face new enemies in the Oviraptors. The Compys that you see when you enter will run away, so don't bother about them. At the end of the corridor, use the Research Facility Card that you managed to get so long ago to unlock the door. ----------------------------------------- Research Facility - Corridor [0148, 0143] ----------------------------------------- Notice that the door behind you is locked... Anyway, as what the map is hinting to you, head towards the southwest door, and use the Keycard to unlock that door. And watch the event that happens next. >>>>>>>>>>>>>>>>>>>>>> / / / MINIGAME MISSION #1 / / / <<<<<<<<<<<<<<<<<<<<<< While it really isn't a minigame in itself, the game makes it look like one. Your primary mission is to catch the little Compy that snatched your card, and you won't be able to do it with your bare hands. Neither are you allowed to shoot at the compy in fear of destroying the card. The first thing you should do is to go to the inner rooms, and close off ALL hatches except for one that leads to the Research Hall. Here are the lowdowns of the rooms: --------------------------------------- Research Facility - Lounge [0153, 0165] --------------------------------------- Here's where the cage is. There is a file on one of the beds with pictures of the compys right in front of the VCS point in this room. Buy the [INNER SUIT] here. They are almost essential to saving space in your inventory because they will prevent both of your characters from bleeding. There is also a [Complete Recovery] in the right shelf in the same screen. In the northeast corner of the room there is a [Medipack (Small)], along with the compy cage and an open shaft. Close the shaft (too dangerous, the compy might run out instead of staying in) and open the gate, getting the [Compsognathus DINO FILE]. ------------------------------------------------ Research Facility - Electrical Room [0197, 0181] ------------------------------------------------ Pick up the file that talks about the Missile Silo, and close all other hatches. The basic purpose of this mini mission is to chase the compy into the Hall, and into the cage. Thus the best hatch to leave open would be the one next to the entrance where you had the Keycard stolen. Once it's gone in, enter the Hall, and close the hatch, effectively locking it in. How do you know if it's inside the room? Well, simply listen for its cry while it walks around. Do note that the compy can hide in the vines all around the area. Simply fire a shot to scare it out. Once you chase it into the gate, it will be locked inside, and the stolen card will be thrown out. Head back to the door, and this time, nothing will take the card away. ------------------------------------------- Research Facility - Laboratory [0116, 0188] ------------------------------------------- Pick up the file on the mysterious people moving around Edward City, and the most important thing of this little exercise: the [BATTERY] which is on the floor at the rear of the room. Once that is done, go ALLLLllll the way back to the ship. --------------------------------------- Patrol Ship - Control Room [0071, 0156] --------------------------------------- Watch the scene that happens afterward, and when you have control of Dylan again, check the controls for the ship to activate the navigation system. Although you should head for Edward City first, choose to go to the 3rd Energy Facility first. Once you start moving though...... >>>>>>>>>>>>>>>>>>>>>> / / / MINIGAME MISSION #2 / / / <<<<<<<<<<<<<<<<<<<<<< This is a simple arcade shooting that (almost) everyone loves and hates. You have unlimited ammo in this case while you fight off hordes of dinosaurs. This will also be a wonderful chance to jack up insane combos for tons of points. DO note that the enemies don't just fill up the screen as you see it. They will move to the left and right of the screen, away from your sight. You will be warned that they are VERY close when a red 'WARNING' with direction comes up. ______________________________ | \ | Chapter 4 - Under the Sea \ ______|________________________________\_____________________________ | | | Characters in control: Regina | | Area: 3rd Energy Facility | | Difficulty: *** | |_____________________________________________________________________| --------------------------------------- Patrol Ship - Control Room [0071, 0156] --------------------------------------- Get the Heavy Machinegun and Missile Pod for Regina once you resume control of her. These weapons are there for you to breeze through the next section. ------------------------------- Patrol Ship - Deck [0071, 0082] ------------------------------- Instead of a ladder there is a plank for you to walk on.... --------------------------------------- 3rd Energy Facility - Dock [0053, 0109] --------------------------------------- A one way path that is fraught with quite a number of Plesiosaurs. The Heavymachine gun kills one in one hit. Go figure. And NO, I have no idea how so many of them managed to squeeze into the compound, given their large size. -------------------------------------------- 3rd Energy Facility - Pathway 1 [0082, 0187] -------------------------------------------- Another straight path that winds round and round. Tons of enemies too. Remember: One shot one kill. Get tons of Vital Credits here. There's also a [Complete Recovery] near the end of the path. Be sure to pick that up. -------------------------------------------- 3rd Energy Facility - Pathway 2 [0164, 0178] -------------------------------------------- One last straight path, this time full of Pteranodons. Use the Missile Pod to full effect, blasting the nuisences out of the sky with the homing missiles. ------------------------------------------------ 3rd Energy Facility - Goods Storage [0188, 0097] ------------------------------------------------ The important file is beside the dead soldier who's lying near the locked door. Since the file says that he lost the key at the spot shown in the photo, you have no choice but to backtrack for now, as your Mission Data will tell you. There's also a [Pteranodon DINO FILE] hidden in the big truck in this area. Head back to the Patrol Ship, and return to the jungle. -------------------------------- Dock - Holding area [0271, 0141] -------------------------------- Enter the middle door, which will lead to the area that is flashing angrily on your map. ---------------------------------------------- Jungle - North Route Linking Path [0240, 0114] ---------------------------------------------- Check the little spring there, and use the Stun Gun once to see a leaf floating out. Follow it along the current until you see something shining in the previous screen. Check there to find the untainted [LAKE FACILITY KEYCARD]. Now with the keycard in your possession, retrace your steps all the way back to the locked door at the lake. ------------------------------------------------ 3rd Energy Facility - Goods Storage [0188, 0097] ------------------------------------------------ Use the keycard that you just picked up to unlock the door, and enter. -------------------------------------------- 3rd Energy Facility - Pathway 3 [0271, 0100] -------------------------------------------- More dinos. Notice the locked box with the shining coloured light on the boat (which requires a Box Key) together with a [Complete Recovery]. There's nothing to do there now, but make a mental note as you enter the door at the end of the path. ----------------------------------------------- 3rd Energy Facility - Control Room [0220, 0073] ----------------------------------------------- Couple of things to pick up once you've climbed the two flights of stairs. One is a file that says that one Bob had taken the keycard to enter Edward City, the other is a [Mosasaurus DINO FILE] which is opposite the openable door. The last and most important item is the [BOX KEY] which is lying on the eastern side of the table. Since there's really nothing you can do to open the locked door, go through the other one that is openable instead. --------------------------------------------------------------- 3rd Energy Facility - Goods Storage [0188, 0097] (Uppper floor) --------------------------------------------------------------- The most important thing is the [ID CARD] that is found on the body of the dead soldier in this area. There's also a [Medipack (Small)] opposite the dead body. Once done here, return inside and head downstairs. ------------------------------------------------ 3rd Energy Facility - Goods Storage [0188, 0097] ------------------------------------------------ Make your way back to the ship and use the Box Key to unlock the box where the shining light is to obtain a file which contains a password, which changes (following Dino Crisis for once) with each game that you play. ----------------------------------------------- 3rd Energy Facility - Control Room [0220, 0073] ----------------------------------------------- Armed with your password, go to the panel beside the locked door, and use the ID Card, entering the correct 4-digit code. If it is correct, you can enter the elevator which will lead you to... --------------------------------------------------------- 3rd Energy Facility - Underground Passageway [0221, 0084] --------------------------------------------------------- One straight path, with nothing notable to notice about. ------------------------------------------------------------- 3rd Energy Facility - Underground Large Elevator [0222, 0132] ------------------------------------------------------------- Here is where it begins to start getting fun. Head for the southwestern corner of this giant room and check the big screen there. It will ask whether you wish to reactivate the power to start the Elevator and the Diver Suit pods. >>>>>>>>>>>>>>>>>>>>>> / / / MINIGAME MISSION #3 / / / <<<<<<<<<<<<<<<<<<<<<< This is a neat version of 'time your attacks!'. In this case, the power will try to overload at different terminals at different times. What you have to do is to use Regina's Stun Gun and shock the panels to remove the excessive power coursing through the lines. Each panel will sound for a total of 10 times before the power overloads. Keep doing this (the difficulty and timing speed will increase as you carry on) until all panels turn blue. Now head to the opposite corner, and pick up the file, which will hint about shocking to activate the panels (which you should have done by now) as well as the [DIVER SUIT]. Go down the ladder, and activate the switch to lower the elevator to enter the deep recesses of the facility...... ------------------------------------------------ 3rd Energy Reactor - Elevator Shaft [0057, 0188] ------------------------------------------------ Kill off the first two Mosasaurus with your infinite Needle Gun. Be wary that Regina's actions slow down to a crawl in water, and that you can actually jump up when pressing the X button. Pick up the [Medipack (Small)] which is in the southwestern corner if you need it. Make your way slowly down till you reach a door. To the west of the door is a [Complete Recovery]. Pick that up, and enter the door. ------------------------------------------------------------------ 3rd Energy Reactor - Lake Shutter System Control Room [0078, 0171] ------------------------------------------------------------------ At the VCS station, buy the all-important [AQUA GRENADE], plus some extra catridges. You'll have to use it a little later. Pick up the file in the middle of the room, which tells about the shutter control plug, plus a little hint about cracks in the piller... The control panel you see needs the shutter control plug, which you don't have at the moment. ---------------------------------------------------- 3rd Energy Reactor - Goods Passageway 1 [0098, 0192] ---------------------------------------------------- Nothing much, just be careful. The enemies are much faster than what
you actually see or respond too, that because Regina is much slower.


----------------------------------------------------
3rd Energy Reactor - Goods Passageway 2 [0153, 0188]
----------------------------------------------------

Nothing much as well. You can actually see a dead body with an item 
near him, but you'll be unable to jump to that height, no matter what 
you do. So simply exit the only other door available.


----------------------------------------------
3rd Energy Reactor - Cooling Room [0231, 0182]
----------------------------------------------

Big area with lots of holes where the enemy can strike. Your most 
important area to reach is the door at the northeast, but don't go in 
just yet.

Instead, jump up the step to the right of the door, and pick up the 
[Medipack (Large)] on it. Then jump up and over the hole, just like any 
3D platformer. Keep along the track until you reach the [Medipack 
(Small)], where there is a bigger jump required (check your map if 
you're unsure). 

When you reach the western end of the jumps, you will face a weak 
pillar. Use an Aqua Grenade to blast it to bits, lowering the platform 
for you to jump up with ease.


----------------------------------------------------
3rd Energy Reactor - Goods Passageway 2 [0153, 0188]
----------------------------------------------------

Move to the left to activate the switch which allows you to use the 
small lift in this area.

Now jump over the barrels that block the way. If you fall off, simply 
enter the mini-elevator and try again without having to go to the 
trouble of the crazy jumping and avoiding game.

Move down one level to get the [SHUTTER CONTROL PLUG] while doing some 
fine avoiding and shooting, and make your slow way back.


------------------------------------------------------------------
3rd Energy Reactor - Lake Shutter System Control Room [0078, 0171]
------------------------------------------------------------------

Use the Shutter Control Plug on the screen, and you'll see that the 
shutters have been opened.

Now go all the way back to the Cooling Room, and enter the door 
previously missed.


-------------------------------------------------------------------
3rd Energy Reactor - Machine Coolant System Passageway [0246, 0146]
-------------------------------------------------------------------

Use the VCS station to top up your Aqua Grenades for the last time, and 
save if you need to. Go up the mini-elevator, past the now-opened 
shutters, and pick up the [CITY KEYCARD] lying on the floor next to the 
body.

Carry on the path, where you will find a [Plesiosaurus DINO FILE] in 
the corner of the next screen.

Go down the next mini-elevator, which will lead you to......


---------------------------------
Third Energy Reactor [0250, 0090]
---------------------------------

Along with a meeting with a Plesiosaurus. Killing it shouldn't be a 
problem as long as you use your Aqua Grenades, plus the fact that there 
are a LOT of healing items around the area.

Once you kill it (should go down in 3~6 hits, unless you're in Hard 
mode), do more jumps, remembering to keep tabs on the map to see that 
you're jumping in the correct direction, until you reach the panel at 
the end of the path.

Activate the panel, and enter the elevator, which will bring you out of 
your watery misery.

          ______________________________
         |                              \
         | Chapter 5 - Edward City       \
 ________|________________________________\___________________________
|                                                                     |
| Characters in control: Dylan, Regina                                |
| Area: Edward City                                                   |
| Difficulty: ***                                                     |
|_____________________________________________________________________|


----------------------------------
City Outskirts - Dock [0044, 0180]
----------------------------------

Climb down the stairs to initiate an event with Dylan, whom you will 
control at the end of the conversation.


-------------------------------------------
City Outskirts - Goods Passage [0080, 0162]
-------------------------------------------

At the northmost end of the passage is a [Medipack (Small)], plus a 
[Inostrancevia DINO FILE]. But before you head east, take the western 
door first. 


---------------------------------------------
City Outskirts - Goods Warehouse [0037, 0150]
---------------------------------------------

Avoid the attacks of the Allosaurus, and run towards the VCS station to 
buy the ultra-wonderful [ANTI-TANK RIFLE], the all-important [CHAIN 
MINE] and the necessary [LIGHT ARMOUR] in order of importance.

Return to the previous screen, and hack your way past the vines.


----------------------------------------
City Outskirts - Lakeside 1 [0108, 0154]
----------------------------------------

Another small event. Another one-way path.


----------------------------------------
City Outskirts - Lakeside 2 [0119, 0113]
----------------------------------------

Tons of Ovis. Tons of fun. Tons of blood.


-------------------
Cave 1 [????, ????]
-------------------

Use the Chain Mine to break up the stones. Be careful about the enemies 
here. They have to take 3 hits from the Anti-Tank Rifle before they 
decide to die.

There's a [Complete Recovery] at the end of the rightmost path. You'll 
have to break the stone block first.


-------------------
Cave 2 [????, ????]
-------------------

Lots of Inostrancevias here. Use the Chain Mine to invert them before 
using the Rifle (sounds familiar don't you think so?)

There's also another [Complete Recovery] at the end of this cave 
passage.


-------------------
Cave 3 [????, ????]
-------------------

2 divergent paths here for you to choose, both will still lead to the 
same exit though. The reason for the divergent paths is to allow the 
irritating Inos to pinch you from both front and back.


-------------------
Cave 4 [????, ????]
-------------------

If you have enough Mines left, break the right boulder first for a 
[Medipack (Large)] at the end of that passage. Once done, break the 
left boulder. This is the last screen though. Once you're through, 
you're home free...well, almost anyway....


--------------------------------------
Command Center - Interior [0259, 0117]
--------------------------------------

Top up your rifle bullets and save. Once you climb up the ladder 
another interesting sequence will occur...

                                                 >>>>>>>>>>>>>>>>>>>>>>
                                                /                     /
                                               / MINIGAME MISSION #4 /
                                              /                     /
                                              <<<<<<<<<<<<<<<<<<<<<<

You have tons of Allosaurus to contend with, and they are invincible to 
normal attacks. What you have to do, while alternating between 
controlling Regina and Dylan, is to fire the [SIGNAL SHOOTER] (sub-
weapon) to allow your partner to shoot at that position, in order to 
kill the Allos or destroy containers.

There are some health pickups along the way, but you will soon notice 
that with every character change, the changed character will come out 
with MAXIMUM Vitality. Don't ask me why, but to me it's a cheap way of 
recuperating wounds without using medicine.

Once you've cleared the area, with Regina the second time round, the 
madness ends.




--------------------------------------
Command Center - Exterior [0283, 0127]
--------------------------------------

You'll be controlling Dylan. Pick up the [Triceratops DINO FILE] that 
is in front of the VCS station. Save there, and when you reach the 
gates...


                                                 >>>>>>>>>>>>>>>>>>>>>>
                                                /                     /
                                               / MINIGAME MISSION #5 /
                                              /                     /
                                              <<<<<<<<<<<<<<<<<<<<<<

If you've played the arcade Jurassic Park shooter, you'll feel like 
that again. Simply put, this time you'll be shooting the Triceratops 
which is charging at you. 

There are several patterns to their attack. The first Triceratops will 
charge straight at you, so simply shoot when it is close. Then it will 
attack from either the left or right. Shoot when close as well. Note 
that there is a lull for you between shots, so you will be vulnerable 
if you miss up close.

Once the first Triceratops calls its mate along, it becomes a little 
more interesting. Firstly once the second Triceratops enters the 
jungle, wait till it comes out, and fire ONCE at it. Then the first one 
will attack from the other side.

This pattern will continue until the first Triceratops die (Yes, it 
WILL die first, otherwise you'll die first). Then the mate will keep 
charging at you. There is no time to think here, just keep firing as 
your weapon reloads, until it dies as well.




---------------------------------
City - Living Area 1 [0214, 0080]
---------------------------------

Firstly, pick up the hidden [Oviraptor DINO FILE] which is under the 
jeep in the very same screen you start off in.

Then, head for the southern path, which leads to Robson's Store.


-----------------------
Drug Store [0223, 0135]
-----------------------

Pick up the file there, which really isn't that important. The 
important thing is the [LIVING AREA KEY] which is lying in front of the 
dead storekeeper.

There's also a [Medipack (Small)] behind the counter if you really need 
one.

Now return to the previous area, and this time enter the western door.


---------------------------------
City - Living Area 2 [0127, 0085]
---------------------------------

There's a [Complete Recovery] on the top of the ladder at the end of 
this area. Once you have that, use the Living Area Key on the locked 
door.


------------------------------------
City - Warehouse Street [????, ????]
------------------------------------

Once you enter this area, you'll be confronted by...none other than 
Mr. T himself, still out for vengence!

                                                 >>>>>>>>>>>>>>>>>>>>>>
                                                /                     /
                                               / MINIGAME MISSION #6 /
                                              /                     /
                                              <<<<<<<<<<<<<<<<<<<<<<

You'll be controlling a tank for this "battle", where the main purpose 
is to make it out alive at the end of the street. You won't be able to 
kill the T-Rex, but you can knock it unconscious with repeated firing. 
The tank, strangely, is sturdy enough to last quite a bit of knocks, 
but don't be overconfident. Look for blind spots (there are quite a 
few) from where it won't be able to scratch you, and you can knock it 
down once more.

One more thing, there's no map to help you guide your way!




---------------------------
City - Highway [????, ????]
---------------------------

Only one thing to do here, that is to pick up the long-awaited [GAS 
MASK]. Once you do that, a long scene will occur, after which you'll 
automatically return to the patrol boat.

            ______________________________
           |                              \
           | Chapter 6 - The Final Stretch \
 __________|________________________________\_________________________
|                                                                     |
| Characters in control: Regina                                       |
| Area: Jungle, Missle Silo                                           |
| Difficulty: ***                                                     |
|_____________________________________________________________________|


---------------------------------------
Patrol Ship - Control Room [0071, 0156]
---------------------------------------

Buy the Gold VCS card if you need it, and set a return course for the 
jungle.

Once there, retrace your steps all the way until you reach the flashing 
point dictated on the map.


----------------------------------------
Jungle - Poisonous Gas Area [0089, 0164]
----------------------------------------

The Gas Mask is automatically worn. No enemies here. No enemy will be 
able to survive the poisonous fumes anyway.


---------------------------------------------------
Missile Silo - Rubbish Disposal Center [0138, 0063]
---------------------------------------------------

One of the last VCS stations you'll get to see in the game. Save here 
because fun things are coming up...


------------------------------------------------
Missile Silo - Front of Firing Area [0107, 0090]
------------------------------------------------

Blast your way through throngs of raptors, until you reach the stairs 
in the southern end of this path. If you manage to score a 20-kill 
combo here, be prepared to face ultra-strong Ultra-raptors for the 
last time. They will take anywhere around 10~15 direct hits from the 
Missile Pod before they die...


---------------------------------------------
Missile Silo - Data Control Room [0092, 0130]
---------------------------------------------

You'll finally find the object of your long(?) search, the [THRID 
ENERGY DISC] in the lighted computer that is still working. Next to the 
computer is the final hidden [Giganotosaurus DINO FILE], as well as a 
[Complete Recovery]

Once you have gotton all three items, head out of the room and up the 
stairs to see a gigantic battle, in which you have no say about. 

Next thing, you are in trouble...AGAIN.


----------------------------------------
Misslie Silo - Missile Room [0150, 0136]
----------------------------------------

From now till the you shut off the missile controls, you have a total 
of 10 MINUTES.

                                                 >>>>>>>>>>>>>>>>>>>>>>
                                                /                     /
                                               / MINIGAME MISSION #7 /
                                              /                     /
                                              <<<<<<<<<<<<<<<<<<<<<<

Fighting the Giganotosaurus isn't that tough, basically since you can't 
really scratch it with your weapons. Use the two gas containers (which 
will turn green when they are refilled...remember something similar?)
and either shoot at the gas or use the Stun Gun to flame it and take 
off some flakes off the Giganotosaurus.

Do that repeatedly until it crumbles in shock. Do note that its head is 
big enough to chomp you whole, especially since it has a roar attack 
that knocks Regina down effortlessly. You must get up (MASH BUTTONS!) 
before it eats her alive...




Once you have knocked it down, only one of the electrical devices will 
rise up. The other will have to be started manually......


                                                 >>>>>>>>>>>>>>>>>>>>>>
                                                /                     /
                                               / MINIGAME MISSION #8 /
                                              /                     /
                                              <<<<<<<<<<<<<<<<<<<<<<

Remember the panel-shocking thingy in the 3rd Energy Facility? Now 
you'll have to contend with 5 of them. And yes, time is still running 
while you dally your time away......




Once that is clear, the other bridge will raise up, and you'll have 
access to the long, winding path all the way up the missile launch pad.

Ignore the missile first, and go to the end of the path till you reach 
the control panel. Turn the switch, which will open up the main 
controls for the missile. Now you can run back towards the missile and 
disable it.

If you managed to do it correctly before time expires, the adreneline-
pumping music will stop, meaning that you have successfully managed to 
save the characters' lives.

Head back down the path, and......


--------------------------------
Launch Control Room [0207, 0128]
--------------------------------

Thought it was over? Well, not quite yet. First you'll have to guide 
Regina past the burning silo. 

Use the VCS station here to top up your medicines and your missiles. 
All you really need left is the Missile Pod. The next enemies require 
extensive use of them, so be careful not to run out.


--------------------------------------------
Missile Silo - Back Door Path 1 [0196, 0176]
--------------------------------------------

One straight path that has a lot of Inostrancevias blocking your way, 
hence the need for the Missile Pods. Another method will be to use the 
Chain Mine and invert them before using the Heavymachine Gun if you did 
not buy the Missile Pod.


--------------------------------------------
Missile Silo - Back Door Path 2 [0139, 0188]
--------------------------------------------

Also a straight path full of converging Inos. Be wary of their speed of 
attack, especially when you have them on both front and back.


-------------------------------------
Missile Silo - Back Door [????, ????]
-------------------------------------

Event with Regina, Dylan and wimpy David.

              ________________________________________
             |                                        \
             | Final Chapter - The Truth is Out There  \
 ____________|__________________________________________\_____________
|                                                                     |
| Characters in control: Dylan                                        |
| Area: ???                                                           |
| Difficulty: ****                                                    |
|_____________________________________________________________________|


-------------------------------
River - Water Gate [????, ????]
-------------------------------

                                                 >>>>>>>>>>>>>>>>>>>>>>
                                                /                     /
                                               / MINIGAME MISSION #9 /
                                              /                     /
                                              <<<<<<<<<<<<<<<<<<<<<<

Well, here it goes. You (controlling Dylan of course), will have to 
protect David for about a minute as he struggles to open the water 
gate. There will be raptors coming in from 3 directions. 

Remember that the rifle has a loading lag time, and that each raptor 
takes 2 hits before going down, or if you're lucky, you drown them if 
you knock them into the water.

If David dies, Game Over.......




------------------------------------
Jungle - Unknown Area 1 [0154, 0078]
------------------------------------

Now you have to play protector as the girl makes her slow way forwards. 
While it IS a straight path, she will stop whenever a raptor is around. 
And yes, the raptors ignore Dylan altogether, and will attack only the 
girl.

If the Girl dies, Game Over......


------------------------------------
Jungle - Unknown Area 2 [0151, 0128]
------------------------------------

Keep fretting. The girl's Vitality is carried over. If it turns yellow, 
she starts to clutch her stomach. Once it turns red, she'll start 
hobbling her way.

The small cliff you meet has a ladder on the left side, but the girl 
will jump up, creating a 2-screen blank where you cannot see her. Get 
up as fast as possible because chances are that she is already attacked 
by a Oviraptor.


---------------------------
Facility Front [0150, 0178]
---------------------------

The Girl will run off here, and you're left alone with a pack of hungry 
raptors. 

Climb up the centeral ladder first, and you'll find a [Medipack 
(Large)] along with an inactive panel. If you move forward a little, 
four laser lines will pop up and block your way. The panel also becomes 
active.

At this point of time all you have to do is to go to each of the four 
coloured towers and press on the panels. Once you have activated all 
four, return to the center panel, and it will shut off the four laser 
lights. Doing all this while fighting raptors of course......


------------------------------------------------
Habitat Support Facility - Entrance [0128, 0066]
------------------------------------------------

There is a file on the table, which talks about what happened. Nothing 
else to notice about. Just head on.


----------------------------------------------------------
Habitat Support Facility - "Caretaker" Office [0130, 0098]
----------------------------------------------------------

Another file, that talks about the "Noah's Ark" plan. The final VCS 
point of the game is also in this room, as well as 2 [Complete 
Recovery] packs, one next to the VCS point, the other in the corridor 
ahead.


----------------------------
Experiment Hall [0130, 0136]
----------------------------

Head down the two flights of steps for the longest scene of the game. 
And because it is that long, it's best not to skip over it since it 
tells all you need about the story's mysteries.

Once the scene is finished, follow Paula into the next room.


---------------------------------------------
Giant Animal Transportation Room [0173, 0175]
---------------------------------------------

A short scene, then......

The final showdown with the Giganotosaurus. There is a time limit, but 
you can safely ignore that. What's more important is staying alive.

The first two parts requires hard running. Don't stop or else it will 
knock down the walkway, which means Game Over.

Once you're past the second part (you WILL get injured here), the area 
shuts you in. Head for the left panel (you can see it from here) and 
switch it on first. Then run all the way to the southeastern corner to 
activate the other switch.

Remember to heal as you run through. The Giganotosaurus will not knock 
you down, but it does have a tendency to combo-attack you. During this 
time you can use your strongest weapons, eg. Rocket Launcher, Anti-tank 
Rifle to stop its attacks, gaining tons of points in the process.

Once both switches are on, the lock-on system is engaged. Return back 
to the large screen to activate the laser, and watch the scene that 
follows.

If you're hurting for Vital Credits (which you may need in the post-
game roundup) you can keep using the last of your ammunition to attack 
it while time is still running. You should have a LOT of time 
remaining.

Once it's ...err..disintergrated, rush towards the opened door.


-------------------------------------
"Gate" Experimental Room [????, ????]
-------------------------------------

This is it, the ending scenes. Sit back, relax and watch......


....and now we await Dino Crisis 3.


>>>>>>>>>>>
\          \
 \ 8. LISTS \
  \          \
   <<<<<<<<<<<

===========
(I) WEAPONS (All prices in Vital Credits)
===========

DYLAN
-----

 ---------------------------------------------------------------
|         |              | WEAPON |   AMMO     |  EXTRA         |
|  NAME   |  BASE STATS  | COST   |   COST     |  MAGAZINE      |
|         |              |        |            |  COST          |
|---------------------------------------------------------------|
|         |              |        |            |                |
|         | Attack :  30 |        |            | +  50 :  2500  |
| Shotgun | Speed  :  70 |   -    | 10/shell   | + 100 :  4000  |
| (Main)  | Range  :  70 |        |            | + 200 :  7000  |
|         |              |        |            |                |
|---------------------------------------------------------------|
| Views:                                                        |
| This is Dylan's baby. Perfect for blowing raptors away, and   |
| no movement penalties suffered while aiming the gun. Good     |
| for the first part of the game, until you get the unstoppable |
| Anti-tank rifle.                                              |
|--------------------------------------------------------------=|
|         |              |        |            |                |
|         | Attack :  10 |        |            |                |
| Machete | Speed  : 100 |   -    |    -       |      -         |
| (Sub)   | Range  :  90 |        |            |                |
|         |              |        |            |                |
|---------------------------------------------------------------|
| Views:                                                        |
| While some people use this as an ammo-free source of attack,  |
| in actual fact the Machete is used for STOPPING enemies which |
| jump at Dylan. If you time it right, and because of its fast  |
| speed, you can actually prevent Dylan from getting jumped at  |
| all. Can be powered up later in the game, which is a          |
| pointless use of your Vital Credits.                          |
|---------------------------------------------------------------|
|         |              |        |            |                |
| Solid   | Attack :  70 |        |            | +  20 :  5000  |
| Cannon  | Speed  :  50 |  18000 | 25/charge  | +  50 : 10000  |
| (Main)  | Range  :  50 |        |            | + 100 : 15000  |
|         |              |        |            |                |
|---------------------------------------------------------------|
} Views:                                                        |
| Many people have expressed the usefulness of this weapon      |
| against oviraptors. I have tried, and yes, it is effective    |
| because of the protection period around it. But then again,   |
| buying this will be a waste of resources (you do need quite   |
| an amount to unlock every dino for the Extra Crisis), so in   |
| the end using a shotgun/anti-tank rifle will do very well.    |
|---------------------------------------------------------------|
|         |              |        |            |                |
| Anti-   | Attack :  90 |        |            | +  20 :  8000  |
| Tank    | Speed  :  30 |  38000 | 20/bullet  | +  50 : 14000  |
| Rifle   | Range  :  70 |        |            | + 100 : 24000  |
| (Main)  |              |        |            |                |
|---------------------------------------------------------------|
| Views:                                                        |
| A must-buy weapon if one wants to survive in the wilderness   |
| of the future. This weapon kills EVERYTHING other than the    |
| T-rexes and the Inos in one hit. What's more, this can split  |
| through flesh and bone, and end up hitting whatever's BEHIND  |
| the intended target, sometimes making 2~3 kills with just one |
| single shot.                                                  | 
|---------------------------------------------------------------|
|         |              |        |            |                |
| Rocket  | Attack : 100 |        |            | +  10 :  7000  |
| Launcher| Speed  :  20 |  50000 | 80/missile | +  20 : 12000  |
| (Main)  | Range  :  10 |        |            | +  50 : 24000  |
|         |              |        |            |                |
|---------------------------------------------------------------|
| Views:                                                        |
| Because you need to actually BUY it, not find it, this weapon |
| becomes virtually useless, especially with the high cost of   |
| its ammunition. While stronger than ANY weapon in the game,   |
| there's not much chance you can use it. Ane since the final   |
| "battle" does not even require a single bullet, you can forgo |
| buying this white elephant when the Anti-tank rifle is more   |
| than enough to tide you through the game.                     | 
 ---------------------------------------------------------------


REGINA
------

 ---------------------------------------------------------------
|         |              | WEAPON |   AMMO     |  EXTRA         |
|  NAME   |  BASE STATS  | COST   |   COST     |  MAGAZINE      |
|         |              |        |            |  COST          |
|---------------------------------------------------------------|
|         |              |        |            |                |
|         | Attack :  20 |        |            | +  50 :  2000  |
| Handgun | Speed  :  80 |   -    | 5/bullet   | + 100 :  3000  |
| (Main)  | Range  :  30 |        |            | + 200 :  5000  |
|         |              |        |            |                |
|---------------------------------------------------------------|
| Views:                                                        |
| Regina's starting weapon, and its weakness starts to show     |
| almost immmediately. What's surprising is that this handgun   |
| is tons stronger than her handgun in the original Dino        |
| Dino Crisis. Good for use in the first few scenes you get to  |
| control her. No point getting extra ammunition, since you can |
| get a better weapon very soon.                                |
|---------------------------------------------------------------|
|         |              |        |            |                |
| Large   | Attack :  10 |        |            |                |
| StunGun | Speed  : 100 |   -    |    -       |      -         |
| (Sub)   | Range  :  90 |        |            |                |
|         |              |        |            |                |
|---------------------------------------------------------------|
| Views:                                                        |
| This weapon acts exactly like Dylan's Machete, except that it |
| can stun weaker dinos (in other words, the opening enemies)   |
| for a second or so. Not much use other than to defend oneself | 
| or to clear the puzzles which require this weapon. It can be  |
| powered up later on, which is a waste of Vital Credits.       |
|---------------------------------------------------------------|
|         |              |        |            |                |
| Sub-    | Attack :  20 |        |            | + 500 :  6000  |
| Machine | Speed  :  90 |  12000 | 2/bullet   | +1000 : 10000  |
| Gun     | Range  :  80 |        |            | +2000 : 18000  |
| (Main)  |              |        |            |                |
|---------------------------------------------------------------|
| Views:                                                        |
| While many people frown against machineguns due to the way    |
| these weapons suck up ammunition, the sub-machine guns in the |
| game come with cheaper bullets. The big point of this is that | 
| Regina can run while aiming with these babies, and she can    |
| shoot in two different directions at the same time. What's    |
| even more important is that the sub-machineguns have enough   |
| stopping power to stop even an Allosarous.                    |
|---------------------------------------------------------------|
|         |              |        |            |                |
| Heavy   | Attack :  60 |        |            | + 200 :  6000  |             
| Machine | Speed  :  90 |  15000 | 3/bullet   | + 500 : 12000  |
| Gun     | Range  :  40 |        |            | +1000 : 20000  |
| (Main)  |              |        |            |                |
|---------------------------------------------------------------|
| Views:                                                        |
| While not exactly a must-buy, this weapon is very efficient   |
| against later enemies, taking everything, save Allosarous and |
| Inos, down in one shot. Yes, you heard me, a machine gun that |
| needs only one single bullet to kill.                         |
|---------------------------------------------------------------|
|         |              |        |            |                |
| Missile | Attack :  80 |        |            | +  10 :  5000  | 
| Pod     | Speed  :  20 |  50000 | 60/missile | +  20 :  8000  |
| (Main)  | Range  : 100 |        |            | +  50 : 18000  |
|         |              |        |            |                |
|---------------------------------------------------------------|
| Views:                                                        |
| This is not a must-buy as well, but it reeks so much coolness |
| that one would be crazy not to buy one. It shoots 3 homing    |
| missiles per shot (counting as 1 incidently) which will       |
| follow ANY enemy, whether they're in the air or on the        |
| ground. MUCH better than the Rocket Launcher.                 |
|---------------------------------------------------------------|
|         |              |        |            |                |
| Needle  | Attack :  30 |        |            |                |
| Gun     | Speed  :  70 |   -    |     -      |       -        |
| (Main)  | Range  :  30 |        |            |                |
|         |              |        |            |                |
|---------------------------------------------------------------|
| Views:                                                        |
| Extremely weak weapon, but the very useful when combined with |
| the shock wave. It'll take forever to kill enemies with this  |
| however......                                                 |
|---------------------------------------------------------------|
|         |              |        |            |                |
| Shock   | Attack :   0 |        |            |                |
| Wave    | Speed  :  40 |   -    |     -      |       -        |
| (Sub)   | Range  :  50 |        |            |                |
|         |              |        |            |                |
|---------------------------------------------------------------|
| Views:                                                        |
| As with most of the automatic sub-weapons, this acts as a     |
| last ditch defense. One squirt, and it stuns enemies, pushing |
| Regina back as well to avoid getting bitten.  Best used in    |
| conjunction with the Needle Gun.                              |
|---------------------------------------------------------------|
|         |              |        |            |                |
| Aqua    | Attack :  70 |        |            | +  10 :  4000  |
| Grenade | Speed  :  30 |  20000 | 50/grenade | +  20 :  6000  |
| (Main)  | Range  :  10 |        |            | +  50 : 12000  |
|         |              |        |            |                |
|---------------------------------------------------------------|        
| Views:                                                        |
| As it is a must-buy, there's nothing much to be said for it.  |
| Add in the fact that you can only use it for one small area   |
| makes the cost look embarrassing. Good though, kills the      |
| enemies, save the boss, in one hit. Bad lag between shots     |
| though......                                                  |
 ---------------------------------------------------------------


BOTH
----
 ---------------------------------------------------------------
|         |              | WEAPON |   AMMO     |  EXTRA         |
|  NAME   |  BASE STATS  | COST   |   COST     |  MAGAZINE      |
|         |              |        |            |  COST          |
|---------------------------------------------------------------|
|         |              |        |            |                |
| Chain   | Attack :  60 |        |            | +  10 :  2000  |
| Mine    | Speed  :  70 |  12000 | 20/mine    | +  20 :  4000  |
| (Sub)   | Range  :  50 |        |            | +  50 :  6000  |
|         |              |        |            |                |
|---------------------------------------------------------------|
|         |              |        |            |                |
| Flame   | Attack :  30 |        |            | +  50 :  5000  |
| Launcher| Speed  :  70 |   8000 | 10/unit    | + 100 :  8000  |
| (Main)  | Range  :  70 |        |            | + 200 : 14000  |
|         |              |        |            |                |
|---------------------------------------------------------------|
|         |              |        |            |                |
| Fire    | Attack :  30 |        |            | +  20 :  2000  |
| Wall    | Speed  :  70 |   5000 | 10/round   | +  50 :  4000  |
| (Sub)   | Range  :  90 |        |            | + 100 :  6000  |
|         |              |        |            |                |
 ---------------------------------------------------------------
 

====================
(IV) NO DAMAGE BONUS
====================

Whenever you leave an area without taking any hits from the dinosaurs, 
you earn no damage bonouses if you manage to kill 5 or more while in 
said area. The chart below shows the extra amount of Vital Credits one 
can earn when exiting an area without taking damage

 ------------------------------------
|      \ Combos | 5 ~ 9 | 10 or more |
|Dinos  \       | kills | kills      |
|------------------------------------| 
| Velociraptor  | 2,000 |  6,000     |
|---------------|-------|------------|
| Oviraptor     | 2,000 |  6,000     |
|---------------|-------|------------|
| Pteranodon    | 3,000 |  7,000     |
|---------------|-------|------------| 
| Plesiosaurus  | 4,000 | 10,000     |
|---------------|-------|------------|
| Inostrancevia | 6,000 | 12,000     |
|---------------|-------|------------|
| Mosasaurus    | 6,000 | 12,000     |
 ------------------------------------


===============
(V) Combo Gauge
===============

Whenever you start stringing combos, you will get more points, as 
compared to killing one dinosaur at a time. This table below, by no 
means complete, shows the relation of the point bonuses. If anyone is 
kind enough to add on to this table, please do not hesitate and tell 
me.


 ----------------------------------------------------------------
|      \ Combos |       |        |       |       |       |       |
|Dinos  \       |   1   |    2   |   3   |   4   |   5   |   6   |
|--------------------------------|-------|-------|-------|-------| 
| Velociraptor  |   100 |    220 |   360 |   520 |   700 |   900 |
|---------------|-------|--------|-------|-------|-------|-------|
| Oviraptor     |   100 |    220 |   360 |   520 |   700 |   900 |
|---------------|-------|--------|-------|-------|-------|-------|
| Pteranodon    |   200 |    440 |   720 | 1,040 | 1,400 | 1,800 |
|---------------|-------|--------|-------|-------|-------|-------|
| Plesiosaurus  |   400 |    880 | 1,440 | 2,080 | 2,800 | 3,600 |
|---------------|-------|--------|-------|-------|-------|-------|
| Inostrancevia |   600 |  1,320 | 2,160 | 3,120 | 4,200 | 5,400 |
|---------------|-------|--------|-------|-------|-------|-------|
| Mosasaurus    |   600 |  1,320 | 2,160 | 3,120 | 4,200 | 5,400 |
|--------------------------------|-------|-------|-------|-------|
| Allosarous    | 1,000 |  2,200 |   -   |   -   |   -   |   -   |
|---------------|-------|--------|-------|-------|-------|-------|
| Super Raptor  | 7,000 | 15,400 |   -   |   -   |   -   |   -   |
|---------------|-------|--------|-------|-------|-------|-------|
| Velociraptor* |    50 |    110 |   180 |   260 |   350 |   450 |
 ----------------------------------------------------------------

...continued....

 -----------------------------------------------
|      \ Combos |       |       |       |       |
|Dinos  \       |   7   |   8   |   9   |  10   |
|-------------------------------|-------|-------| 
| Velociraptor  | 1,120 | 1,360 | 1,620 | 1,900 |
|---------------|-------|-------|-------|-------
| Oviraptor     | 1,120 | 1,360 | 1,620 | 
|---------------|-------|-------|-------|
| Pteranodon    | 2,240 | 2,720 | 3,240 |
|---------------|-------|-------|-------|
| Plesiosaurus  | 4,480 | 5,440 | 6,480 |
|---------------|-------|-------|-------|
| Inostrancevia | 6,720 | 8,160 | 9,720 |
|---------------|-------|-------|-------|
| Mosasaurus    | 6,720 | 8,160 | 9,720 |
|-------------------------------|-------|
| Allosarous    |   -   |   -   |   -   |
|---------------|-------|-------|-------|
| Super Raptor  |   -   |   -   |   -   |
|---------------|-------|-------|-------|-------
| Velociraptor* |   560 |   680 |   810 |   950 |
 -----------------------------------------------



>>>>>>>>>>>>>>>>>>>>>>>>
\                       \
 \ 9.  ROUND 2 AND ABOVE \
  \                       \
   <<<<<<<<<<<<<<<<<<<<<<<<

Once you're done with Dino Crisis 2, the game will automatically reward 
you with some goodies, two of which is the Extra Crisis mode and the 
Dino Duel mode. Additionally, if you manage to find ALL 11 Dino files 
scattered throughout the game, you'll also receive the Platinum VCS 
card, which grants you unlimited ammunition the next time you play the 
actual game.

                                       >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
                                      /                               /
                                     / EXTRA CRISIS - DINO COLOSSEUM /
                                    /                               / 
                                    <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

The rules are simple. You have 10 minutes, limited ammunition (for 
humans that is), limited healing items, and 5 consecutive sets of 
enemies to kill. Defeat them all and see how the game ranks you in this 
colosseum mania!

=======
Enemies
=======

Group 1 ---> Oviraptors     x 10
Group 2 ---> Velociraptor   x 6
Group 3 ---> Inostrancevias x 3
Group 4 ---> Allosarous     x 2
Group 5 ---> T-Rex          x 1


==============
Player Entries (+ cost to unlock, all in Vital Credits)
==============
                                   ____
1) Dylan (-)                           |
             Shotgun x 9999            |
             Rocket Launcher x 5       |
             Machete                   |
             Fire Wall x 10            |
             Chain Mine x 10           |
                                       |
2) Regina (-)                          |
             Submachine Gun x 9999     |
             Heavy Machinegun x 300    |    All human entries carry:
             Large Stun Gun            |    2 x Hemostats
             Chain Mine x 20           |___ 2 x Recovery (Small)
                                       |    1 x Recovery (Large)
3) Rick (100,000)                      |
             Solid Cannon x 9999       |
             Chain Mine x 20           |
                                       |
4) Gail (100,000)                      |
             Flame Launcher x 9999     |
             Anti-tank Rifle x 20      |
             Chain Mine x 10           |
                                       |
5) Tank (120,000)                      |
             Main Cannon               |
             Light Flare x 6       ____|

6) Velociraptor (150,000)
              
7) Oviraptor (150,000)

8) Inostrancevias (180,000)

9) Allosarous (180,000)

10) T-Rex (180,000)

11) Triceratops (200,000 + Clear Hard mode)
 
12) Compsognathus (250,000 + Clear Hard mode)
 

                                


>>>>>>>>>>>>>>>>>
\                \
 \ 10. LAST WORDS \
  \                \
   <<<<<<<<<<<<<<<<<

Any comments?              Tell me
Any thing I should add in? Tell me
Anything wrong?            Tell me
Any problems?              Tell me...if I have reached where I'm at now

In other words, please do not seek help for something I have not yet 
written as my memory does not serve me that well. Of course there is 
the message boards at GameFAQs from where you can seek help from all 
the time.

Once I have this completed up, I'll gladly answer any questions on 
parts which may sound uncertain or confusing, in which there are quite 
a few, no thanks to the confusing way the areas and maps are set up.

Till the next project......


JL Lee





P.S. Yes, in case you were wondering, the big "2" at the ASCII is made 
     as a parody of Marvel vs. Capcom 2, all because Jill was chosen 
     over Regina...GRRRR :(