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......
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| | | |\ \ ___| |___ _______| | ___| |___ _______| |
|________| |__| \_\ |_________| |_________| |_________| |_________|
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Dino Crisis 2 222222222222222
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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 <www.capcom.co.jp>
the king of sequels, for being able to trash out a sequel to Dino
Crisis. And for making it fun, for once.
GameFAQs <www.gamefaqs.com>
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 <
[email protected]>
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.
</MINIGAME MISSION #1>
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.
</MINIGAME MISSION #2>
______________________________
| \
| 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.
</MINIGAME MISSION #3>
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</pre><pre id="faqspan-2">
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.
</MINIGAME MISSION #4>
--------------------------------------
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.
</MINIGAME MISSION #5>
---------------------------------
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!
</MINIGAME MISSION #6>
---------------------------
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...
</MINIGAME MISSION #7>
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......
</MINIGAME MISSION #8>
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.......
</MINIGAME MISSION #9>
------------------------------------
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 :(