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|Dino Crisis Flash FAQ V 1.0 |
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A) WHAT IS THIS FAQ ALL ABOUT?

               First and foremost, this FAQ is NOT a walk through. This FAQ is merely a
       compilation of important things to remember (e.g. lock & registration numbers, DDKs,
       etc.)   which you will need to go on with the game.  My advice is to grab any keys, DDKs
       or interact with everyone you find to make thing easier. So, why did I use 'Flash' in the
       title?  Well, this is a very short FAQ so go figure.


B) COPYRIGHT NOTICE & WORDS FORM THE AUTHOR

               This FAQ Copyright 1999 Saiyajin. You may distribute this FAQ electronically to
       anyone who needs it as long as the distributor does not gain any profit in exchange.
       Also, keep in mind that plagiarism is a crime so please don't plagiarize my FAQ or
       other's FAQ for that matter. This is my first FAQ by the way... if anyone cares to know.
       Oh, and another thing, any contributions or corrections to this FAQ are welcomed. You can
       email it to me at [email protected].


C) REVISIONS

       Version 1.O (October 5, 1999) - The first version of this FAQ.


D) CONTENTS

       1) Lock Numbers
       2) DDK Codes
       3) Registration Numbers
       4) Gas Combinations
       5) Bonuses

       ==========================================================================

       1) Lock Numbers

               0426 - Custody Room (The one with a dead guard and also the first save point.
                      Don't forget to hit the switch on the wall first.)

               8159 - Louge weaphon storage locker (The thrashed bar in the 2nd floor of the
                      facility)

               705037 - The room adjacent to the Louge (You need to  use a DDK here. Once
                        you're inside you'll meet a researcher and use the 2 panel keys on the
                        plaque behind the desk. The letters on panel keys, LEO & SOL, is
                        actually the lock code. Try writing it on a piece of paper or on a
                        calculator then read it upside down.)

               7248 - Computer room (Opens the gas chamber room.)

               1218 - Stabilizer design room (Use this code on the panel the get the upgrade
                      parts for the shotgun.)

               367204 - Forgot which room to use this one. (It is the room where you'll get the
                        parts for the stabilizer and initializer.)

               0367 & 0204 - Stabilizer & Initializer  Assembly Room (Use the first code in the
                             computer terminal & the 2nd one in the thing that looks like a
                             large vending machine in the corner.)

       2) DDK Codes

               HEAD
               NEWCOMER
               LABORATORY
               ENERGY
               WATERWAY
               STABILIZER
               DOCTORKIRK

               (Notice that the letter of the DDK disk corresponds to the first letters of the
               codes. So check the letters that are on the DDKs to know which codes to use.)

       3) Registration Numbers

               Paul Baker - 58104
               Mark Doyle - 57036
               Dr. Kirk   - 31415

               (These reg. nos. are used in conjunction with the F.C. device when writing the
               ID card. Paul Baker is the dead researcher in the elevator hall. Try placing the
               phone in the office on hold so it will page his beeper. You'll know it's him when
               you hear a beeping sound in the elevator hall, but you really don't need to do
               this. As for Mark Doyle, I think he's that dead guy near the helipad gate.
               Do not forget to get their finger prints.)

       4) Gas Combinations

               RED -defeats-> GREEN
               BLUE -defeats-> ORANGE
               GREEN -defeats-> PURPLE

               (Use this in the gas chamber room. Sometimes you have to mix the gases to come up
               with the right colors.)

       5) Bonuses

               ARMY & BATTLE COSTUME - Beat the  game the first time under 8 hours.
               ANCIENT COSTUME - Beat the game the second time under 8 hours.
               INFINITE GRANADE BULLETS - Get all 3 endings.
               OPERATION WIPEOUT - Beat the game under 4 hours.

               (I'm putting this in here for references sake.)


E) AKNOWLEDGEMENTS

       *CAPCOM for bringing us another short but fun survival horror game.
       *JR Jensen for making me create this FAQ. (Hey! Help me a bit here will ya!)
       *GT3 bolck of CSB for inspiration. (Thanks a lot guys!)
       *God for giving me the will to write this FAQ. (And also a chance for getting this game.)
       *Anyone whose names I can't remember right now.

Copyright 1999 Saiyajin. [email protected]