DINO CRISIS WALKTHROUGH
WHOOOPS!!!! With so many games and so little time I was bound to get behind. Here's what I've got so far. Got a question, some information to share, or anything else at all you can still email me. Just use the link at the bottom of this page. Thanks for your patience and good luck :-)
DINO CRISIS WALKTHROUGH – NORMAL
Turn on the game. Push start button. Select new game. Before game play begins, an FMV lets you check out the mail from Tom. Learn about Dr. Kirk and his experiments; government conspiracy theories; and so forth. Your mission –find Dr Kirk. An FMV of a helicopter bringing you in. There’s four of you altogether:
Gail:
Rick:
Cooper:
Regina (Your Character):
Cooper ends up as a midnight snack for the T-Rex early on so you don’t learn much about him other than he had the all important communication gear. Cut to another scene at the facility. Gail says he’ll handle the guards. Rick infiltrates the facility.. You finally take over and game play begins. You enter the backyard of the facility. Gail is here. Go over and talk to him. Seems the guards were in a firefight recently – blood lies on the ground.
Basic Controls
O = menu – access items, equip weapons and ammo, look at the
Map, mix items, etc.; also the cancel button
R1 = aim
X = action, check objects, pick up items
Select = options menu
Start = pause
R2 = turn around quickly
After you talk to Gail you can check the hole in the fence. Move a box around the corner for an item box with Med. Pak M. There’s a tantalizing item box behind the fence but you’ll need the “B1 Backup Generator Room” key to open the gate to get to it. Enter the Green door close to Gail. It’s the Material Storage Room. Check inside for Resuscitation (move a shelf out of the way to reach it) and the “Backup Generator Area/Ground Level” key – or “BG Area” key. Exit the room to the backyard of the facility and Rick calls you. You need to check out the backup generators. That key will come in handy. Gail takes it and leaves. Exit to the backyard. Go to the door that leads to the backup generator area (it’s the only other door that isn’t locked). You enter “Passageway to the Backup Generator.” Proceed to find a guard that has been torn to pieces. Gail is already checking him out (this is actually an FMV). Check the body for Med Pak M. Catch up to Gail. He has advanced to the end of the passageway and is waiting by the door at the end. Talk to him and he says he’ll stand guard while you look around. Enter “Backup Generator Room 1F.” Check out the room. There’s a notice about batteries. On down you will find a battery charger, a reminder about keeping batteries charged, and finally a device to set up the batteries and another to activate the generator. Before checking the device to set up the batteries, notice the four levers on the wall to the right. From left to right the colors are in this order – red, dark blue, green, and gray (or this may appear as a light blue). Now check the device to set up the batteries. The three buttons switch the positions of the four batteries. You want to set them in the same order from left to right. Play around with it. If you get stuck or are just lazy, then reset and do this – push right button first, then center, then right again. Then cancel and check the levers to the right. Press the switch to activate the generator. On your way back out you here Gail yelling and firing his weapon. Exit with caution. At the Generator Path, Gail is gone. Proceed with caution. An FMV takes over. You find a hole in the fence, a trail of blood, and finally a lizard attacks. Get him with your pistol (Glock 34 to be exact) and then follow the blood trail. At the end you’ll find the body you discovered earlier. But where’s Gail??? Hmmm. For now go back to the backyard of the facility and Rick calls you. You talk to him. That wasn’t just a lizard, it was a dinosaur. Rick says to meet him at the control room. Afterwards, your map pops up showing you where you need to go. Enter the office hallway. In it you will find long rows of creepy windows, a locked office entrance door, and a note about Dr. Kirk’s lecture. At the end of the hall is a laser gate. An FMV has you check out the ventilation shaft opening above you. Since there’s nowhere else to go, tell it yes to climb up to the “piping check passageway A 1F.” Take the first opening you find to enter the “Control Room Hall.” Here you will find a locked gate at the end of the hall, a green emergency box, and an item box with 9mm bullets. Enter the control room for an FMV. You talk to Rick. Afterwards check the room. There’s an elevator that requires an ID card and nothing else. Exit the room. Go back to the vent shaft. Check the door there to enter “Management Office.” You’ll find a Shotgun; DDK Input disc H; a plug inside the cardboard box; and a switch to press to turn on the computer. You can then check the computer to read an email about the Digital Disc Key (DDK) system. Check the side room for another dead body; Panel Key 2 (Note the upside down numbers 037); and a weapons storage with a key code – you need to find the four digit code number to open it. Nice thing about this room – it’s also a save point. You will be able to save your game whenever you exit this room. For now exit to the “Management Office Hallway.” Rick calls you – he’s bypassed some of the laser gates (or force fields) so you can now turn them off. Look for the controllers with green lights on them. After you must get a Dino (another Raptor) and then go left (Alternate Strategy: Turn off the laser gate behind you, get on the other side, and then turn it back on. The Dino will knock itself out trying to get at you and you can shoot it at your leisure. You may want to leave him be for now to save your ammo for upstairs). Check the “Locker Room.” Inside you’ll find DDK disc H; an item box with An. Dart M; and at the table you’ll find “Journal of the Guardsman.” In it there’s a code for the weapons storage back at the management office, code 0426. Go back to the office and open the weapons storage with this code. Take the “Main entrance” key and Resuscitation. Go back to the management office hall, go through the laser gates, and then enter the “main entrance.” The main entrance has an item box with Multiplier (or Med Pak M – this may be just a random health item) and an item box with An Aid.
Note: If you access the Office Hall from here, you can get to the item box with Med Pak M even though the laser gate is still active.
Check “Front Area of Entrance” to find the main gate locked; an Item box with Shotgun (SG) Bullets; DDK Disc N; File on personnel changes (Mark Doyle, third energy physics laboratory, code 57036); and finally check the dead body for An Aid.
Note: you may need to go back to the control room hall, use the plug you found to open the green emergency box there, and then drop off some of the extra health items.
Now you are ready to go up the stairs in the main entrance.
• Main entrance 2f: push the large block aside to find an item box with An Aid
• Hall 2f: dino x 2; tip: if you move forward to the first door (walk don’t run) you can enter the lounge without having to confront dinos BUT the dinos may follow you into the lounge (apparently they can open doors)
• Lounge: note: dino x1 if you enter, exit, then re-enter; there’s an item box with resuscitation; chemical manual file re: recovery aid, an aid, intensifier, and multiplier; check the wall past the bar for another weapons storage (another code is required)
• Passageway to Communications Area
• Communication Antenna Room: a file containing code for weapons storage – 8159 – and more instruction on DDK
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