Коды к игре Dino Crisis, прохождение игры, скриншоты.
Dino Crisis Index: The Weapons -Weapon Upgrades -Weapon Ammunition The Items The Enemies Tactics and Techniques Walkthrough Cheats The Weapons At the start of the mission, Regina is armed with three weapons, a handgun, a shotgun, and a grenade gun. Each can be upgraded during the course of the game. Glock 34 Handgun This is the base weapon with moderate stopping power. Shotgun The model PA3 can fire both bullets and darts. Grenade Gun This is a 40mm HK grenade pistol. It has great stopping power, but limited ammunition. Use it on the more difficult dinosaurs rather than the raptors. Weapons Upgrades Each of Regina's weapons is the basic model. Throughout the game, there are opportunities to upgrade the guns by finding additional components. Handgun Slides The first hand gun upgrade found in the lounge lets you upgrade the Glock 34 to a Glock 35 that can use .40 S&W bullets. Handgun Sights The second handgun upgrade found in the library lets you add a gun sight for greater accuracy. Shotgun Stocks The first shotgun upgrade is found in the experiment simulation room. By attaching it, the time lag for reloading is eliminated. Shotgun Parts The second shotgun upgrade is found in the stabilizer experiment room. The fore grip and barrel upgrade makes the weapon into a SPAS12 - a more powerful weapon. Grenade Gun Parts The only grenade gun upgrade is found in the parts storage room. This allows the remodeling of the gun cylinder, and the grenade bullets can be fired continuously. Weapon Ammunition Ammunition is very scarce in the game. Knowing what to use and when is one of the secrets to effective gameplay. Collect as much as you can and make use of the emergency boxes to store ammunition for future use. 9mm Parabellum Ammunition This is the standard ammunition for your handgun. At the start of the game, you have a limited supply of only 34 bullets (17 in normal mode), and it gets worse from there. .40 S&W Bullets These are bigger and more powerful bullets for your handgun. Use these in place of the 9mm bullets wherever possible. They can only be used once you have upgraded to a Glock 35. SG Bullets The basic ammunition for your shotgun, these buckshot loads will disperse over a wide area, although close-range shots are quite effective. Slag Bullet Ammunition These are shells for your shotgun, and you only have ten to start. The larger shot size makes them more destructive than the SG bullets. Anesthetic Darts and An Aid There are three kinds of darts labeled Anesthetic Darts S, M, and L. While it seems incredulous that these could stand for small, medium, and large (it is never explained), the fact remains that the strength of the darts grow from S through M to L. Darts are made by mixing various components. The starting point for the darts are the anesthetic aids (known as an. aid) that can be found throughout the game. Judicious use of ammunition will restrict you from using the darts early in the game, but as you reach the end game, it will be important to know how to use them and how to mix the most powerful darts. Mix multiple an. aids to generate S darts. Add either additional an. aids or such items as intensifiers and multipliers to increase the effect and number of the darts. The S darts are next to useless and wherever possible mix to upgrade to the L dart. The darts can only be fired from the shotgun. Grenade Bullet Ammunition These are bullets for the grenade gun and are the scarcest of all as you start with only six. Save these bullets as much as possible. Heat Bullet Ammunition A visually impressive round that spreads into three rounds on release, but does the same impact damage as a grenade. They're useful for the T-rex at the end of the game. The Items There are numerous items to collect and use throughout Ibis Island. Items required for puzzles can always be picked up, but optional items, such as medical supplies, can only be picked up if you have space in your inventory. Try to keep one inventory space open so you can always add found items and use the emergency boxes to store additional materials. Hemostat This stops the bleeding of your wounds, but will not restore your health. Med Pak Medical paks come in three flavors just like the darts, S, M, and L. The S pak is fairly useless and should only be used to upgrade to the better-quality paks. The M pak completely restores your health, while L restores health and stops the bleeding. As with the darts, medical items can be combined to make more powerful healing items. Recovery Aid This increases the potency of items with recovering properties. Intensifier This increases both medical and dart properties Resuscitation Unit This will bring you back to life with your health fully restored. In effect it is a ?continue." DDK Input and Code Discs The game uses a series of DDK input and code discs to allow entry through various doors. Both components are needed along with an understanding of the relevant code pattern needed to generate a password. There are seven doors, and they and the discs are labeled H, W, S. D, N, E, and L ID Card Found in the medical room, this can be over-written when personnel changes occur. The access type is colonel. CO Pass card Found in the materials room. Without this card, you cannot access all the floors. Dr. Kirk's ID Card This is found in the security pass room by using the ID card and FC device. The generator can only be run with this ID card. FC Device Found in the strategy room, this creates ID cards with fingerprints. Startup Battery R Found in the backup generator room B1, this is used with the puzzle in the same room to restart the backup generator. Startup Battery W Found in the backup generator room B3, this large white battery supplies the startup power for the back up generator and the main generator. Researcher Memo This scary memo is found in the power frequency room with the numbers 1281 written in blood on it. Screwdriver Found in the computer room, this specially shaped screwdriver is used for computer maintenance. Planning Disc Found in Dr. Kirk's personal lab, you can build an initializer and a stabilizer with it. Core Parts 1 Found in the parts storage room, this is the main part of the stabilizer, and it must be combined with protect P 1-A and protect P 1-B Core Parts 2 Found in the parts storage room, this is the main part of the initializer, and it must be combined with protect P 2-A and protect P 2-B Protect P 1B Found in the stabilizer design room, this is a critical part of the stabilizer. It protects the core parts from shock. Protect P 1-A Found in the stabilizer design room, this is a critical part of the stabilizer. It protects the core parts from shock. Protect P 2-A Found in the stabilizer design room, this is a critical part of the initializer. It protects the core parts from shock. Protect Part 2-B Found in the stabilizer experiment room, this is a critical part of the initializer. It protects the core parts from shock. Pulse Receiver Found in Dr. Kirk's library, this receiver is used to find the location of Dr. Kirk. Secret Disc This is received from Gail if you pick Gail's ending. The disc contains information about using the third energy as a weapon BG Area Key Found in the material storage area. This is the key to the door for the backup generator area on the ground level. Backup Generator Room B1 key Found in the lecture room, this opens the backup generator room. Panel Key 1 Found in the chief's room, this key is labeled SOL or 705, depending on which way you read it. Panel Key 2 Found in the management office, a medal and three symbols are carved into this panel Main Entrance Key Found in the management office, it's an old-fashioned cylinder key. Plug These are used to open red, green, and yellow emergency boxes that resupply the player. Antenna Key Found in the communication room, this is a start up key in the shape of a card. Emergency Case Small Key Found in the gas experiment room, the key unlocks one of two small cases in the medical room. Carrying Out Area Key Found in the transport passageway, this is a standard electronic key. Port Card Key Found in the large size elevator this is part of the strict security system and opens the gate that leads to the port. B1 Key Chip Found in the gas experiment room and used in the library to access the computer. B2 Key Chip 1 Found in the security pass room, there is no writing carved into the usual place. The data needs rewriting. B2 Key Chip 2 Found in the stabilizer design room, the numbers 0392 are carved into it. The data needs rewriting. B1 Crane Card Found in the elevator power room, this card seems to be used when transporting chemical materials. An automation card is used to control the crane. B3 Crane Card 1 Found in control room B3, this is an automation program card used to control the crane. B3 Crane Card 2 Found in control room B3, this is an automation program card used to control the crane. B3 Crane Card 3 Found in the transport passageway, this is an automation program card used to control the crane. R Key card Found in the library, this is a key card that will unlock an electronic lock. L Key card Found in the chief's room, this key card will unlock an electronic lock. Key Card Lv A Found in Dr. Kirk's personal lab, this card unlocks all areas of the facility. Key Card Lv B Found in the third energy control room, this is a card that will unlock electronic doors. Key Card Lv C Found in the researcher rest room, this is a card that can unlock electronic doors. The Enemies While few in type, the dinosaurs are large in number. The therizino are particularly troublesome after you get used to fighting the raptors. Raptor This is the base enemy that is responsible for most attacks. When possible, fire your gun at close range, as it is more accurate and therefore deadly. As the game goes on, a different color raptor appears and is more difficult to take out. Pterodactyl This is a winged dinosaur that attacks with little warning. If you are skilled enough to zigzag while running, it is better to not waste the ammunition. Compys These are annoying little scavenger dinosaurs. They can either be ignored, taken out one by one with the handgun, or if you have the ammo to spare, taken out in bunches with a shotgun blast. Therizino These are very aggressive dinosaurs that use their claws rather than tail or teeth to attack. They show up a lot in the mission mode but also turn up at the most inopportune times in the regular game. The grenade gun is best used to combat this threat. T-Rex The main boss at the end of the game, the T-rex also appears in a number of specific places throughout the game. A huge dinosaur, it causes by far the most destruction. Use a shotgun to keep it at bay in the earlier game sequences. General Gameplay Tactics and Techniques Unusually for an action-adventure game, patience is the key to successful gameplay. Ammunition is very scarce and must be conserved whenever possible. However, this does not mean that you shouldn't use the ammunition, just don't blast away needlessly. Fire at the dinosaur until it falls down and make sure that there is a pool of blood underneath it. If there isn't blood, it isn't dead. Make use of the emergency boxes. These green, yellow, and red boxes contain medication (green), ammunition (red), or both (yellow). To open the boxes, a number of plugs are required. Collect these plugs wherever you find them. Previously opened boxes can also be accessed. Listen for music and sound cues. They will usually tell you when you have come into a room or corridor that contains trouble. Walkthrough You, as, Regina are part of a four-person team with Rick, Cooper, and team leader Gail. The team is sent to accomplish the mission of retrieving Dr. Kirk. While three of the team make it to the rendezvous at the designated convergence zone, Cooper does not and quickly becomes lizard food. At the first check point, Gail grows suspicious at the lack of lights in the guardhouse. Gail goes in to deal with the guards and then signals the all clear. You and Rick enter the first area, the backyard of the facility. Backyard of the Facility Immediately upon entering the area, a brief cutscene shows a discussion between you and Rick. Rick indicates that he will infiltrate the facility and occupy the control room on the first floor. He should have access to all the security systems from there, and ick says he will contact you once he is there. Now the game begins. The backyard of the facility is an outdoor area surrounded by a chain link fence. Walk west around the corner to the top right of the screen. A cutscene will start where Gail comments on whatever attacked the guards. Straight ahead of you to the north is a green door. Enter through the door into the material storage area. Material Storage Area The material storage area contains a forklift, bags of cement, and other useless items. However, as you move forward, the character view changes, and two items are apparent. Walk into the far left corner and take the key from the shelf. This is the backup generator area, or BG area, key. Walk to the right, and a shelving unit will impede your movement. Push against the shelf by continuing to walk in an easterly direction, and the shelf will be pushed out of the way. Take the resuscitation unit and exit out of the material storage area back into the backyard of the facility area. Backyard of the Facility Walk east and then south to initiate a cutscene where Rick informs you that he is now in the control area, but needs the power turned on. At the end of the transmission, Gail turns up and takes the BG area key and motions you to follow him. Do so by walking south into the backyard. Backyard Like the backyard of the facility, this is an open outdoor area surrounded by a chain link fence. Gail will not be in sight, but don't worry. Turn west toward the door at the end of the backyard. Exit through the door to the passageway to the backup generator. Passageway to the Backup Generator Yet another outside chain link encrusted area, this area wraps around in a large U shape once you start heading south. Walk west and then south and follow the walkway around. Halfway around, you will come upon Gail, who has discovered a guard with a split personality. Talk to Gail, and he tells you that he will stand guard while you go into backup generator room 1F and look around. Backup Generator Room 1F The room contains an extremely large generator and a short north walkway to an equally short west and then south walkway. At the end of the path is the first puzzle. As you walk west, straight ahead is a battery charger, while slightly to the right is some power distribution machinery. Turn left and walk south. In front of you is a panel with four cylinders and three buttons, while slightly to the right is a panel with four switches, which are, from left to right, red, blue, green, and white.
You must push the buttons to line up the cylinders in the same order as the switches. The easiest way to do this is to press the right button, then the center, and finally the right. Move back to the panel with the levers and activate the generator. Walk back toward the passageway to the backup generator where you left Gail. As you return, a cutscene will play the sound of gunfire followed by a yell. Passageway to the Backup Generator Once outside, all that can be seen is a trail of blood. As you move to follow the blood, a cutscene introduces your first enemy, a raptor-style dinosaur. Kill the dinosaur with four shots. Walk back to the backyard of the facility via the backyard. Here, you will communicate with Rick via a cutscene and agree to meet him at the control room. Walk north from the backyard to the office hallway. Office Hallway The office hallway is a cold thin passageway with windows every few feet. Walk north until you come to a left-hand turn and continue west. On your left is a door. It is locked from the other side. Continue on toward the laser security field. Here, you will notice that the ventilation shaft cover is on the floor, and you can climb up into the shaft. Do so and move into piping check passageway A. Piping Check Passageway A The passageway is quite tall and easy for Regina to walk along. Once inside the passageway, you are heading south. Continue south and then west to the first ventilation shaft cover. Climb down the ventilation opening into the control room hall. Control Room Hallway On entering the hallway, Regina is facing south. The room directly behind her is the save room. You can save at this point if you wish, but there is no need until after you have met up with Rick in the control room. Walk south and follow the hallway around to the west to the doorway on the left. Just past the doorway is a package of 17 9mm Parabellum bullets. Pick it up. You'll also find your first green emergency box. Step inside the control room. Control Room Once inside the control room, Rick will update the status to Regina. The underground cameras remain offline, indicating another generator source. You must find the doctor and rendezvous back with Rick in the control room. Walk back to the management office and save your progress. This is an automated process once you leave the management office. Management Office The office is in a state of disrepair with blood on the floor and files scattered around. Immediately to your left is a computer, but the power is not turned on. Walk to the far north end of the room and turn on the power switch. This will activate the computer. Read the e-mail on the screen that describes the digital disc key (DDK) system used on locking devices. Each lock requires two DDK devices, a code disc, and an input disc. Walk to the countertop and pick up DDK input disc H. In picking up the disc, you also discover that there is something in the cardboard box. Pick up the plug. Note that when playing the normal game, the shotgun will be found here.
Next to the computer is an open door. Go through it and turn right. Beside the body is panel key 2 with either the word LEO or the numbers 037, depending on which way you look at it. Directly in front of you is a weapon storage unit with a green flashing light. It is protected by a number code. Exit the management office by the north into the management office hallway. Management Office Hallway After an update from Rick, kill the dinosaur with four shots. Deactivate the laser field by pushing the switch. Walk west - the opposite direction to the laser field you just disabled - and open the locker room door.
Locker Room The blue folder on the table is the journal of a guardsman with an entry for today. It says that the weapon storage area can be opened using the combination 0426. Grab DDK code disc H from the top of the locker. Move to the corner of the room where there may be a random box containing a hemostat. In the opposite corner is an an. dart M, which is a tranquilizer. Return to the management office. Management Office Enter the code 0426 in the number pad protecting the weapons storage unit. Pick up the main entrance key and the resuscitation bag. Once again, leave via the north door and, in the management office hallway, turn east. The double doors ahead are the main entrance. Main Entrance Once inside, keep to the south side of the room. The door there is locked, and you will need the two DDK N keys. Just past the door is an an. aid that increases the potency of items with anesthetic properties such as the tranquilizer. Walk upstairs and to the east into hall 2F. Hall 2F Enter the room and kill the dinosaur. There are interesting areas to both the north and south, but keep walking to the west for now and into the passageway to the communication area. Immediately, turn around and move back to hall 2F and kill the latest dinosaur, then return once more through the door to the passageway to communications area. Passageway to Communications Area Walk to the door to the north and enter the communication antenna room. Read the instructions in the manual. It will give you the combination for both the weapon storage unit in the lounge, 8159, and instructions on how the DDK keys work. Once read, return to hall 2F and go through the door on the south wall into the lounge. Lounge If you didn't take care of the second dinosaur by opening and closing the doorway to the passageway to communications area, as soon as you are in the lounge, fire your weapon. There is a dinosaur hiding out of sight. Either way, walk to the back of the room and open the weapons storage unit using the code 8159. Inside is a weapon upgrade kit that lets you change the Glock 34 into a Glock 35. Walk out of the lounge and head across the hall 2F corridor. The locked door is protected by a DDK device with the symbol H. Access the DDK. The code is listed as H B C E F A G D I, and the key is listed as B C F G I. Per the instructions in the memo in the communication antenna room, remove the key letters from the code letters to leave the correct password, in this case H E A D. The password is most appropriate as the door leads into the chief's room. Chief's Room Once inside the room, a survivor gives you the SOL (or 705) panel key. Walk to the commemorative medal displayed on the wall and insert the two panel keys. Place the SOL key in the left side and the LEO key in the right. Enter the code 705037 and retrieve key card L. As you reach for another DDK disc on the desk, a T-rex breaks through the window. Fire repeatedly at the T-rex to encourage him to leave. Pick up DDK input disc N. Exit the chief's room and go downstairs to the main entrance. Go to the north and out of the main doors to the front area of the main entrance.
Front Area of Main Entrance Walk west and then east to find the body with DDK code disc N. Pick it up and read the file of personnel changes for Mark Doyle with a registration number of 57036. Next to the body is a vial of an. aid. Decide whether to pick up the an. aid or the shotgun shells that are also present. Return to the main entrance and walk to the door on the south side. Rick will contact you to tell you that he has seen something human. Use the DDK device and the N keys to decipher the password. The code is A B N D E F G H A B W C D F G H A B D F G H O M A B D E F G H R, and the key is A B D F G H. Again, removing the key letters from the code letters gives the password of N E W C O M E R. Enter the elevator hall. Elevator Hall Tucked away in the right-hand corner is a red emergency box. Check out he map in the middle of the room. Add this information to your knowledge and then leave via the door to the east to the lecture room hallway.
Lecture Room Hallway Deactivate the laser field and enter the door on the east wall. This is the office. Once inside, kill the dinosaur, unlock the north door, and retrace your steps back out to the lecture room hallway where there will be another dinosaur to take care of. Walk west and then south down the hallway to the lecture room.
Lecture Room Walk to the front of the room and pick up the backup generator room B1 key. At this point, a dinosaur will attack you. Keep struggling until Gail can come in and finish it off. Return to the control room for an update with Rick and Gail. Return to the backyard of the facility. Regardless of which way you go, either via the piping check passageway or management office hallway, you will be attacked by at least one dinosaur. Be prepared.
Backyard of the Facility Enter the B1 backup generator room on the southwest corner of the backyard of the facility room. Backup Generator Room B1 This generator room is constructed in the same manner as the original generator room. However, one of the battery cylinders is being recharged rather than already in place. Remove the startup cylinder battery R from its container, walk over to the panel and place it inside. Realign the cylinders to match the color sequence indicated by the lever panel, red, blue, green, and white. Press right, center, left, right, center, and finally right. Activate the switch to refire the generator. Rick then calls and asks to meet back at the control room. Before you leave, push the shelf unit and pick up the plug. Again, you are likely to be attacked, usually along the office hallway on your return. The First Decision Control Room Back at the control room, two different options are available. Gail has seen some movement that could be Dr. Kirk, while a distress signal is received from a team member that could be either from Cooper (most unlikely) or the infiltration agent, Tom. Rick wants to find the team member, while Gail gives priority to the mission objectives. You must decide whom to follow. TIP: Choose Gail! Go out the control room and turn left to find the stairs leading to the basement and the medical room hallway. Walk north down the corridor and then east. Shoot the small dinosaurs. Don't miss the one hiding behind the carcass. To your right is the medical room. This is also the basement-level save room.
Medical Room Read the memo and pick up the ID card belonging to Colonel Clay. The ID card will allow access to the Strategy Room. Return to the medical room hallway and follow it east past the carcass to hall B1. Hall B1 You bump into Gail who catches a glimpse of Dr. Kirk in the lab. Gail pursues Dr. Kirk, but a security gate blocks you. Gail tells you to get down via the elevators on the first floor. The elevators are in the elevator hall on the first floor. Elevator Hall Alas, once you arrive at the elevator hall, you find that you do not have the correct ID security clearance. Return to the basement and hall B1. Hall B1 Walk south and enter the hallway for carrying in materials. Half way down the hall, you will be attacked out of the broken elevator shaft by a dinosaur. Kill it and enter the carrying out room B1 through the double doors in front of you. Examine the dead man and read the memo. Apparently, you must have DDKs to enter the lab area. It appears the worker left one at the large size elevator control and thinks that Tom has the other. Return to the first floor and the management office hallway via the management office. Management Office Hallway Deactivate the laser field and enter the strategy room. Strategy Room Read the data file for an operation meeting. While discussing the internal security of the base, the file gives details of how you can get around the security system by using the fingerprints of a corpse. Pick up the FC device, the plug, and DDK input disc E. Examine the yellow emergency box. Walk to the front area of the main entrance and use the fingerprint device on the dead body whose new section was to be the third energy physics laboratory (look at the memo by the body). Return to the office. Office Go to the far wall to use the ID computer device. Enter the registration number of 57036 and generate a new ID card. Now, walk to the backyard. Rick lets you know that Tom didn't make it, and he is going to continue working on the system. Head out to the large size elevator passageway. Large Size Elevator Passageway You will immediately encounter two dinosaurs. Walk east to the end of the walkway and enter the large size elevator. Large Size Elevator You are immediately attacked by a pterodactyl who will shake lose whichever weapon you are holding. Once down on the ground, rearm with the grenade gun before the creature attacks again and blow it out of the sky. Enter the large size elevator control room. Large Size Elevator Control Room Once inside, pick up DDK input disc L from the table and DDK code disc L from the body of Tom on the floor. Walk through to the second part of the room and pick up the recovery aid that increases the potency of items recovering properties. Look at the outdoor map on the wall and record the data. Exit to the north passageway to the power room. Kill the pterodactyls and walk to the east, south, and west to enter the elevator power room. Elevator Power Room Climb down the ladder to the floor below and pick up the B1 crane card. In the center of the room are six stations. To solve the puzzle, the following colors should be pressed at the appropriate stations: T Top right red T Bottom left red T Middle left green T Middle right green T Bottom right blue T Top left blue Once this is done, exit to the first really nasty part of the game. Here, a pterodactyl will fly down and grab you. There is no chance to use your weapons the first time, and you must struggle mightily to release yourself. When you've escaped, the first pterodactyl will fall into the large powered fan. Then, once on the ground, you can take out the subsequent pterodactyl with a shotgun blast. At this point, you want to get back to the elevator hall, but if you retrace your steps, you will have a walkway collapse, killing you in the process. Therefore, walk back to the large size elevator room and activate the control panel with the green light. This will activate the large elevator. The elevator descends into carrying out room B1, but on the opposite side from where you entered previously and learned from the memo that DDKs were needed to enter the lab. Carrying Out Room B1 Climb up the ladder and walk along the gantry to the crane control panel. Use the B1 crane card to set up a program. Each card has either a word or symbol and a number. First select up 2, left 1, down 1, hook, right 2, and release. Press Start to activate the program. Second, select up 2, hook, down 1, and release to move the last container. Walk down the ladder and go south, west, south, and west to get through to the other side. Make your way to the elevator hall. NOTE: This is the end of Gail's path. Tip: Choose Rick Now walk to the backyard and head out to the large size elevator passageway. Large Size Elevator Passageway You will immediately encounter two dinosaurs. Walk east to the end of the walkway and enter the large size elevator.
Large Size Elevator You are immediately attacked by a pterodactyl who will shake lose whichever weapon you are holding. Once down on the ground, rearm with the grenade gun before the creature attacks again and blow it out of the sky. Enter the large size elevator control room. Large Size Elevator Control Room Once inside, Rick has found Tom barely alive. Tom gives you DDK code disc L. Pick up DDK input disc L from the table. Walk through to the second part of the room and pick up the recovery aid that increases the potency of items' recovering properties. Look at the outdoor map on the wall and record the data. Exit to the north passageway and head to the power room. Kill the pterodactyl's and walk to the east, south, and west to enter into the elevator power room. Elevator Power Room Climb down the ladder to the floor below and pick up the B1 crane card. Push the shelving unit out of the way to reveal an item.In the center of the room are six stations. To solve the puzzle, the following colors should be pressed at the appropriate stations: T Top right red T Bottom left red T Middle left green T Middle right green T Bottom right blue T Top left blue Once this is done, exit to the first really nasty part of the game. Here, a pterodactyl will fly down and grab you. There is no chance to use your weapons the first time, and you must struggle mightily to release yourself. Once you've escaped, the first pterodactyl will fall into the large powered fan. Then, once on the ground, you can take out the subsequent pterodactyl with a shotgun blast. At this point, you want to get back to the elevator hall. But, if you retrace your steps, a walkway will collapse, killing you in the process. Therefore, walk back to the large size elevator room and activate the control panel with the green light. This will activate the large elevator. Go back and get Rick and Tom for a ride down the elevator. The elevator descends into carrying out room B1. Carrying Out Room B1 Climb up the ladder and walk along the gantry to the crane control panel. Use the B1 crane card to set up a program. Each card has either a word or symbol and a number. First, select up 2, left 1, down 1, hook, right 2, and release. Press Start to activate the program. Second, select up 2, hook, down 1, and release to move the last container. Walk down the ladder and go south, west, south, and west to get through to the other side. Examine the dead man, read the memo, and exit to the hallway for carrying in materials and head to hall B1. Hall B1 Walk to the southwest corner and enter the medical room hallway. Medical Room Hallway Shoot the small dinosaurs. Don't miss the one hiding behind the carcass. To your right is the medical room. This is also the basement-level save room. Medical Room Read the memo and pick up the ID card belonging to Colonel Clay. The ID card will allow access to the strategy room. Return to the medical room hallway, follow it west to the stairs, and make your way to the management office. Management Office Hallway Deactivate the laser field and enter the strategy room. Strategy Room Read the data file for an operation meeting. While discussing the internal security of the base, the file gives details of how you can get around the security system by using the fingerprints of a corpse. Pick up the FC device, the plug, and DDK input disc E. Examine the yellow emergency box. Walk to the front area of the main entrance and use the fingerprint device on the dead body whose new section was to be the third energy physics laboratory (which you learned from the memo by the body). Return to the office. Office Go to the far wall to use the ID computer device. Enter the registration number of 57036 and generate a new ID card. Make your way to the elevator hall. NOTE: This is the end of Rick's path. Elevator Hall Get into the left elevator. On your way down, kill the dinosaur and exit into hall 1B. The Lower Level Hall 1B Read the security manual vol. 1 and learn the new security procedures with number for letter substitution. Go to the south wall and look at the map to save the map data. Use the DDK L code and key to enter via the door to the north of the main hallway B1. The code is L F A C B D O E G H R F A C T D O E R Y, and the key is 3 4 5 6 7 8. Using a substitution of C=3, D=4, E=5, and so on, remove the key letters to get the password of L A B O R A T O R Y.
Main Hallway B1 Walk north until you get to a laser field. Deactivate the field and take out the two dinosaurs. Enter the library room to the north. Library Room Kill the dinosaur and walk down the first corridor to the left. Pick up the special handgun sight and pick up the med. kit before exiting the room to the west and entering the research area hall. Research Area Hall Kill the two dinosaurs and deactivate the laser fence. Enter the research meeting room. Research Meeting Room Pick up DDK disc E from the table. Look at the computer terminal. It controls the condition of the experiment. The lock code is 7248. Read the research journal. Learn of the concerns of one of the researchers and that he hid something in the library room. Read the white board to learn that, "Adding another gas to one with a poison level under 30 may neutralize the gas." Red gas neutralizes the poison in the green gas. Blue gas neutralizes the poison in the orange gas. Green gas neutralizes the poison in the purple gas. Exit the room and turn right in the research area hall. Deactivate the second laser field and pick up the potency increaser. Enter the computer room that is also the save room on this level. Computer Room Pick up the plug and the specially shaped screwdriver that is used for computer maintenance. Go to the computer that is running the experimental area control program. Enter 7248 to cancel the autolock. Read the security manual vol. 2. It explains yet another layer of DDK code that includes deleting the rows of letters listed by the key. Exit the computer room to the south and stock up on ammo. Then, via the computer room, return to the research meeting room. On the east wall, open the door into the gas experiment room. Gas Experiment Room Straight ahead of you are the controls for the gas chamber. Press either blue green red or green red blue (both will work) to lower the level of poison and enter the chamber, the door on the left, to talk briefly to the survivor. Take the B1 key chip with the letters 3695 from the body and search the body for the small key with the words Emergency Case. As you try to exit, a dinosaur will attack. Press X to get out of the dinosaur's grasp and then exit the chamber. The dinosaur should be locked in the chamber allowing you some revenge with gas if you so wish. Make your way toward the library, dealing with the dinosaur in the research area hall on the way. Library Use the B1 key chip on the computer screen and overwrite the data using the code 3695. The next puzzle is tricky. The easiest way is as follows. Push the d-pad up once and press the X button. Press the X button a second time. Move the d-pad up once and press the X button. Finally, move the d-pad up twice and press the X-button. The storage locker 3695 will now be highlighted, and the B1 key chip is returned to your inventory. Use the B1 key chip with the lighted storage locker and receive the R key card. Read the memo that is in data storage and learn that the R key card (the other card you obtained from the chief's room) allows entrance to Dr. Kirk's secret lab. Return to the computer room. Computer Room Look at the screen on the north wall. Now that you have both keys, you must call in Gail to help you. The DDK E code and key discs are required to open the door. The code is: T, H, E, T, H, I, R, D, E, F, N, F, E, B, A, L, L, O, N, H, I, R, O, R, R, S, G, S, Y And the key is: 1 2 3 4 5 7 9 By removing the appropriate columns the following letters remain: It spells ENERGY. Enter the code and enter the experiment simulation room. Experiment Simulation Room Read the doctor's journal and learn that the creatures were released after one of the doctor's experiments. Check out the control panel next to the doctor's journal and press the right option (gamma), which is the stabilizer; then the center option (beta), which is the initializer; and finally the left option (alpha). Directly behind on the wall is a shelving unit. Push it aside to find the shotgun stocks. In the corner is an emergency hatch. Return to the computer room. Computer Room An emergency lockdown occurs in the computer room. If you haven't already picked up the screwdriver from the toolbox and used it on the panel, now would be a good time. This sets up a rotation puzzle. Click on the right-hand circuit, turn it once to the right, and then place it. Then, choose the left-hand circuit - it will be selected automatically - and place it without turn it. Finally, rotate the middle circuit once to the right and place it. This will unlock the lockdown, but there is a warning that you must get out within ten minutes. Rick and Gail offer different choices. The first, from Gail, is to shoot your way out, which doesn't make any kind of sense when you have limited ammunition. The second choice, from Rick, is to use the emergency hatch in the experiment simulation room. TIP: Choose Rick! Enter the experiment simulation room and operate the computer. Rick will contact you concerning three different codes that you must enter. It's best to have a pen and a paper to write them down, although the solution is only eight letters long, so it's not too difficult to memorize. NOTE: This is the end of Rick's path. TIP: Choose Gail! Head for main hallway B1, through hall B1. Then go to the hallway for carrying in materials to the carrying out room. You'll find lots of dinosaurs to either dart or kill on the way. NOTE: This is the end of Gail's path. Meet up with Dr. Kirk and Gail and get the control elevator disc. You are in the carrying room. Exit via the hallway for carrying materials and go on into hall B1. Make your way to the medical room, where you can use the small key found on the researcher in the gas chamber. The left box contains a resuscitation unit, while the right contains a multiplier. Continue on to the control room hall and back to the control room. Use the ID card on the elevator and press the button to go up to the communication room. Communication Room On the north wall of the room - directly across from where you entered is a box containing an antenna activation key. Pick up the slag bullets, read the memo, and check out the red emergency box. Notice that the electrical field is unstable and that the antenna may be the problem. Head out toward the communication antenna room. At this point, it is possible to save your progress. Arm yourself with the shotgun. Do so, as Marc Bolan is just around the corner. Enter the passageway to the communication area and go on to the communication antenna room. Communication Antenna Room Use the key in the room to set up the antenna once you exit the room it gets interesting. All the locks on the second floor snap closed, and while Rick is working on it, Regina has to run from a very hungry T-rex. As soon as you gain control of Regina, run back along the walkway toward the communication room. You'll get knocked over at least twice but get as close to the door as possible and turn and fire constantly. After a number of hits, Rick will open the door, and you get to move into the communications room automatically. Regina calls in the rescue squad, and Rick then tells you to use the main entrance to get to the heliport. Stock up on any ammo needs at the red box and leave via the elevator. Make sure to go through the management office and save your progress. Make your way out to the front of the building, where pterodactyls are now around. Either blow them out of the sky or try to dodge and run to the doorway by the body and enter the passageway to the heliport.
Passageway to the Heliport Within the passageway, there are two dinosaurs to dispose of. As you run around, there is a double door that is locked. Ignore this and look to the west for a door into the hangar. Hangar Move forward and climb the ladder. At the end are some grenade bullets. The lower level of the hangar contains a push-the-box puzzle. The puzzle is difficult to describe, but here goes. As you walk toward the bottom of the screen, you will pass two crates on the screen's right. Push the second one to the right all the way. Then, walk around the crate and squeeze between the furthest right-hand edge and the wall. It's a tight fit and takes a couple of tries to get through. Once through, the screen rotates 90 degrees, which is a little disorientating. Push the first crate you meet to the right and push the crate below it to the bottom of the screen. Walk toward the bottom of the screen and push the box to the right. Then, push the box immediately above you toward the top of the screen, and you have cleared the path. Walk around to the left to the heliport. In the normal game, the grenade gun is up the stairs in the hanger. Heliport Once in the heliport, you meet up with Dr. Kirk and Rick to wait for the rescue helicopter, but a T-rex interrupts the situation, leaving the helicopter wreckage in flames. Dodge around the helicopter wreckage while being chased by the T-rex. You can fire at the T-rex if you want, but there is no need, as you can keep running until Rick fires a shot to let you know that he has the elevator working. Run over to the liaison elevator #2 and go down to the underground passageway to the facility.
Underground Passageway to the Facility Walk down the passageway and either shoot or evade the baby dinosaurs. Turn south and take the passageway to the east and enter the materials room Materials Room Pick up the CO pass card. Read the memo from the dead man and find out that there is a port on level B3 that may offer escape from the island. Pick up the an. aid, go back to the passageway, and head south down to the liaison elevator #1. Inside the elevator, a lengthy cutscene will show you discussing your information with Rick about the port. Once at the top of the elevator, Rick and Regina carry on to the large size elevator and then start to go down. Power is interrupted, and a short discussion with Gail confirms he also knows about the port. At the bottom in the carrying out room B3, Rick discovers that a battery is broken, and you must go and find it. Walk to the south and enter the backup generator room B3. Backup Generator Room B3 Once inside, walk around to the shelf and push it open to get the an. aid. Walk to the side of the room with the glass panel, open the panel, and take startup battery W. Return to carrying out room B3 and give the battery to Rick, who inserts the battery into the generator. Follow Rick and go into control room B3. Control Room B3 Read the memo. It indicates that a DDK is with one of the personnel. Want to bet he's just lying around somewhere? Pick up B3 crane card 2 and push aside the shelf to pick up a plug. Use either the yellow or red emergency boxes, depending on your needs. Walk to Rick - he's the one making the tapping sound - and pick up B3 crane card 1. Head out of the Control Room via the door next to the yellow emergency box and enter the general weapons storage room. General Weapons Storage Walk around the vehicle and pick up the resuscitation pak. Continue around the corner and notice the remains of the man. There appears to be a DDK, but before you can get to it, a very aggressive dinosaur that attacks by hitting with his claws attacks you. While on the ground, roll out of the way of the container crashing from above. Quickly move to the rollup doorway to the transport passageway. Transport Passageway Once inside, kill the aggressive dinosaur. Pick up the two items, B3 crane card 3 and the carrying out area key. Return to the general weapons storage room and quickly climb the ladder. Walk along the path into the crane control room. Enter one of your crane cards (it doesn't appear to matter which one) and operate the crane to clear a path to the dead man and the DDK disc. There is more than one way to do this, but one way is as follows: T Right, hook, and start T Left, release, and start T Up, hook, and start T Release and start T Right, up, hook, and start T Up Down, release, and start T Right, up, down, hook, and start Then, exit the crane puzzle and walk down the ladder into the room and around to the dead man. Pick up DDK code disc W, return to the control room, and exit to carrying out room B3. Carrying Out Room B3 Hidden in the southwest corner is a door. Use the CO area key to enter and move into the passageway to the carrying out room. Passageway to the Carrying Out Room Inside are two dinosaurs. While bullets were fine earlier, at this point, firing a dart and running is a good tactic. Once the two dinosaurs have been stunned, move to the end of the corridor and enter the rest station. Check out the map and add it to your information. Check the body for a plug. If you now have two plugs, don't waste them. Go through the next door on the left side of the map. Enter the central stairway and dart the two dinosaurs before moving up the stairs in the hallway to the right. Be careful not to accidentally keep firing the darts at the first dinosaurs after you have downed them. Enter the passageway to the experiment area Passageway to the Experiment Area Kill the raptor and move on into the security pass room. Security Pass Room Walk through the alarm activation screen - it's kind of like the scene from Total Recall - and through the internal door. Walk around the computer bank and deactivate the alarm. Read the file messages in the red folder, then turn to the wall behind you and pick up a plug. Pick up B2 key chip 1. The key chip terminal on the wall requires two key chips. Pick up DDK code disc S in the same area. Exit out the door you entered and head into the passageway. Stand on the grate and climb up into the ventilation opening. Follow the shaft around and climb down into the experiment room hall. Walk to your left away from the laser fence and continue to the end of the corridor, where you have the choice of a red or green emergency box. Open the door into the researcher rest room.
Researcher Rest Room Read the researcher's journal. Among the stacked items, find a plug. Against the wall is a device that requires a LV key card. Walk back down the experiment room hall looking for the card. Once you go to pick it up, you will see a cutscene where you are attacked by an aggressive dinosaur. Darting it is the best bet. Now, pick up key card LV C. On the other side of the grate from which the raptor just appeared, enter the stabilizer design room. Stabilizer Design Room Grab DDK code disc W and then head back outside to the entrance to the ventilation shaft. Once in the ventilation shaft, return to the original entrance, climb down, and go back down the stairs. The dinosaurs will now be awake. Dart them. Rick will tell you that he has opened the laser fence, but for the moment, the only thing down there are a red and green emergency box. If you need stuff, go down, but remember that the dinosaurs are only stunned. Exit to the rest station and move across to the DDK W door in the opposite wall. The code is W B A D T H E I R C D D D H W C B C G A F G H I Y, and the key is 2346789. Substitute letters for numbers (b =2 and so on), and you are left with WATERWAY. Enter the code and enter the disembarkation immigration office. Move forward and search the body for a plug. As you move forward, Rick will join you for a cutscene, and both of you will discover that there is another survivor. Pick up B2 key chip 2 before you leave. As you make your way back to carrying room B3, a T-rex will come down the large elevator, but get taken out by the power plant.. Walk over to the main generator and take the battery. Walk over to backup generator room B 3 and use the battery in the alcove. Match the batteries with the switches that are red, blue, green, and white. Push buttons A, C, and D, and after you exit, pull the switch that will restore the power. Return to carrying room B3 and open the large size elevator. Large Size Elevator Pick up the port card key, DDK input code disc D, and plug from the three victims. Return to carrying out room B3 and head back to the rest station, dealing with the dinosaurs yet again. Then, return to Rick at the disembarkation immigration office. Rick and Regina head out via the passageway to the port only to be stopped by a vortex that blocks their way. Rick heads back to look through the computer files while you must snoop around to find the answers. Pick up DDK code input disk S at your feet and return to the disembarkation immigration office. Return via the central stairway to the B2 level into the security pass room and walk over to the key chip terminal. Insert B2 key chip 1 into the left key slot and B2 key chip 2 into the right slot. Stand in front of the terminal and activate it. Overwrite the data of the key chips and enter 0392. You are now presented with two magnetic overwrite puzzles. Press up once and press X twice. Push up once and press X once. Press up once and press X once. Press down once and press X twice. Press up once and press X twice. All four white panels should be on the bottom. Press down 3 and press X twice. Now, move to the second card on the right with red panels. Return the indicator down as far as it will go. Press X twice. Move up one and press X twice. Move up three and press X once. Move down once and press X once. Move down one and press X twice. Move up one and press X twice. At this point, all four red panels should be on the bottom. Move over to the left side of the screen and select the switch arrow panel. Return to the white panels and go to the top. Swap over the white for the empty panels above the red panels. Move to the DDK S door within the same room. The code is: SATURDAYBABYNILLGHITZFEVER And the key is: 25679 Remove the columns indicated by the key to end up with: S T A B I L I Z E R. Walk into the Parts Storage Room As you go down the hall, you will be engulfed in a decontamination procedure. Continue down the corridor and through a door. The corridor to your left contains two doors, but both are locked. Continue down the corridor in front of you and into the experiment room hall. Experiment Room Hall Kill the two raptors and deactivate the laser fence. Reactivate it once you are on the other side, just in case. Walk through the level C door and into the stabilizer experiment room. Stabilizer Experiment Room Pick up DDK code disc D and exit. Walk back through the hall to the parts storage room and down the corridor with the two locked doors. One is the DDK D room, which you can now open. The code is: 0 4 1 5 0 3 2 0 1 5 1 8 0 6 1 1 0 9 18 1 1 0 7 and the key is G F. Each number pair represents a letter in the alphabet, giving: D O C T O R F K I R K G Remove the G and the F to give D O C T O R K I R K as the correct password. Enter the passageway. Passageway Walk down the hall and examine the box with the glowing green light. It is a slot to insert with the number 0392 inscribed on it. Insert B2 key chip 2 to open the door. Proceed down the hall to the next box with a glowing green light and insert B2 key chip 1. This will open the next door. Follow the passageway around and through the door down the hallway into third energy area B2. The Third Energy Area Third Energy Area B2 Once here, Rick asks you to activate the main generator. Run down the gangplank to the console and press the button. Do not cross the extended bridge, but instead continue along the north wall to the third energy control room. Third Energy Control Room Walk down the stairs, turn east, and pick up key card Lv B. Walk to the south and read the researcher's journal to discover that Dr. Kirk's ID card is required to operate the generator. Push the cabinet out of the way to gain an item and look at the system controls. They are locked. Return to the stairs and go back up. Turn to the right (do not exit out of the door) and pick up the plug from the raised platform. Walk around to the console on the far side and read the generator instruction manual. You must do a number of tasks to activate and control the generator. Turn around and walk out through to the power Frequency room. Power Frequency Room Add the B2 area map to your record. Try and talk to the researcher. Read the researcher's memo and learn that a wiretap was placed in the parts storage area. This has yielded the information that Dr. Kirk's registration number is 31415. You'll see a green and a red emergency box. Examine the energy supply control system and rearrange the circuits as before. Turn the left and middle circuit one turn to the left each and place them in order: middle right and, finally, left. Return to the third energy control room and the console where you read the generator instruction manual. Turn on the console. After the simulation has run, a noise sounds behind you in the power frequency room. Return there. The researcher has been shot but has left the clue 1281 written in blood. On the wall is a device covered in bloody fingerprints. Use the fingerprint collecting device to take a sample. Continue exploring, and you will catch sight of someone running. Follow him into the passageway into Dr. Kirk's personal lab. Dr. Kirk's Personal Lab While walking into the lab, Regina is ambushed by Dr. Kirk, but Gail saves the day with a well-placed shot. Kirk then gets to do his mad scientist bit and, just as they do in the movies, explains everything. He imparts the information that the third energy he has discovered appears to swap space from one time with another time. It is, in effect, a time machine. The dinosaurs are creatures that were in the same space in time that the island occupies some 65 million years ago. With the vortex blocking the way out, the only way to leave is to have the generator run out of control, canceling out the effects of the vortex. However, a runaway generator has issues of its own. To operate the generator, you will need an initializer and stabilizer stored on the B3 level. Kirk gives you key card Lv A that allows access to all levels of the facility. Rick then turns up with information that the parts needed to build a stabilizer and initializer are on this level and hands you a disc, so you can build them. Meanwhile, the routes to the already completed levels are crawling with dinosaurs. Again, there shouldn't be a choice, as a lack of ammo makes Gail's plan foolhardy. TIP: Choose Rick! Search the room for various items and read Dr. Kirk's memo. Take the opportunity to return to the power frequency room and stock up with ammo. Exit via the west door into third energy area B2. Turn to your left (Regina's right), exit through the door into the passageway, and toast the dinosaur. Continue into the parts storage room and enter into the previously locked door opposite you. Push aside the cabinet to reveal an object and the wiretapping device. Play the recording and listen closely. A musical combination is played at the end.Read the file of Dr. Kirk's messages to the staff. The six parts needed to construct the stabilizer and initializer are listed. Use the planning disc with the terminal and enter the code 367204. This will reveal two of the needed parts. Pick up core parts 1 and 2. Walk around the corner and pick up the grenade gun parts and turn the grenade gun into a 40mm HK grenade pistol. Exit the room and head for the security pass room. Security Pass Room Walk to the ID card device. Use the ID card and enter Dr. Kirk's number 31415 and the fingerprint data from the fingerprint device. (This indicates that Dr. Kirk murdered the shot researcher.) Overwrite the card data. Then, head back to the parts storage area. Head to the north door and into the experiment room hall. There will be two dinosaurs coming from either side. Take them out and head west toward the laserfence. Turn down the corridor toward the stabilizer design room. Stabilizer Design Room Read the file and discover the codes to get the latest parts. Use the planning disc on the panel and enter 0367 as instructed by the file. Pick up the Protect P 1-B stabilizer part. Walk to the south of the room and use the planning disc with the device and operate the panel by inputting the second code 0204. Pick up the protect P 1-A and protect P 2-A parts. Head back out into the experimental hall, deactivate the laser fence, reactivate it behind you, and enter the stabilizer experiment room. Stabilizer Experiment Room If you didn't pick up the plug the first time in this room, pick it up now. In the far corner is a panel. Use the code 1281 (so it didn't mean "I too ate one"!) and get the shotgun parts. Walk through the level A door and find the slot with the green light. Use the planning disc to get the protect P 2-B part, the last of the six parts you needed. Find the machine in the center of the room and assemble the parts to make the stabilizer and the initializer. The puzzle is a rather annoying hand-coordination puzzle that requires you revolve the pieces in a weightless environment. Return via the experiment room hall to the parts storage room and either duck into the security pass room to save or go straight to the DDK D room. Return to the third energy storage area B2 and third energy control room to return to the main console. NOTE: This is the end of Rick's path. TIP: Choose Gail! Walk out of Dr. Kirk's personal lab and into the third energy area. Continue straight west to the third energy control room. Third Energy Control Room In the southwest corner is an elevator that will take you to floor B3. Exit in the rest station and, after defeating a couple of determined dinosaurs, follow the passageway around to the carrying out room and control room. Control Room Stock up on any and all materials you can get out of the yellow and red emergency boxes and proceed out of the door next to the yellow emergency box to the general weapons storage. General Weapons A couple of strong dinosaurs immediately attack. After you have taken care of them, move to the door to the transport passageway on the north side of the room. Transport Passageway Once inside, yet another dinosaur will attack. Move to the east door and open the A door into the special weapons storage room. Read Dr. Kirk's file, walk to the southwest corner of the room, and take the lift upstairs to a cold storage room. Take the initializer and stabilizer. Return to the transport passageway and deactivate the laser shield. Inside are a couple of plugs and some grenade bullets. Retrace your steps back until you get to the rest station. Then, go north to the central stairway and, after dealing with some troubling dinosaurs, go upstairs. Walk down the passageway to the experiment area and enter the security pass room. Security Pass Room Walk to the ID card device. Use the ID card and enter Dr. Kirk's number of 31415 and the finger print data from the finger print device. (This indicates that Dr. Kirk murdered the shot researcher.) Overwrite the card, return the way you came back to the rest station, and take the elevator to the main computer console in the third energy control room. NOTE: This is the end of Gail's path. Third Energy Control Room Turn on the main console and return to third energy storage area B2 to place the stabilizer and initializer. Third Energy Storage Area B2 Walk forward and past the bridge walkway that you activated so long ago. Keep going until you come to the double exit door and turn right (do not exit out of the doors). At the end of the corridor is an elevator. Walk to the blue-lit control panel and press the button to go down to third energy area B3. Third Energy Area B3 Walk down the walkway, climb up the stairs across the gangway, and head down the stairs on the other side. Continue walking until you come to a box with a green light on the wall. Press the button and insert the initializer. Continue along the gangway to pick up the plug and activate the third energy generator. Return to the elevator and again push the button to return to third energy storage area B2. The Endings Third Energy Storage Area B2 Walk back to the extended bridge and this time walk along that bridge. At the end of the bridge walkway is the stabilizer location. Press the button to open it and insert the stabilizer. Then, face the panel and activate the third energy generator. Get ready for a major cutscene showing the generator powering up. Rick warns Regina that once they throw the switch, there is no turning back. Meanwhile, Gail is hurt when the ceiling falls. Immediately exit into third energy storage area B2.and run to Dr. Kirk's personal lab and through to the library. Gail is still pinned, but tells Regina he has tagged the doctor with a transmitter and gives the pulse receiver to her. Regina helps Gail back to the disembarkation room. Gail wants to go for Kirk, but Rick wants to leave. The choice is up to you. TIP: Choose Gail's plan. Dr. Kirk has gone for the stabilizer in the special weapons storage area. To go after him, you must take out various dinosaurs along the way. Enter the rest room and take the passageway to the carrying out room. From carrying out room B3, head to control room B3 (stock up on ammo and medical supplies here). Then, it's off to general weapons storage. Head through the transport passageway, then into the special weapons storage room. You find Gail covering Dr. Kirk. Gail gives you a disc containing all the information on the third energy and how to use it as a weapon. This has been your real mission, known only to Gail. Once the disc is returned, the real mission is then complete. Gail succumbs to his wounds, and you escort Dr. Kirk back to the disembarkation area and explain the situation to Rick. Rick escorts Dr. Kirk down the passageway to the port, and you follow. Step out into the port.Port. The T-rex is lying in front of you. As you open the hovercraft storage room, the T-rex stirs. Hovercraft Everything seems fine, but suddenly the T-rex is bearing down on you. Take the box Rick gives you with the plug and grenade bullets (if your inventory is full, use a medical kit on yourself) and open the medical kit on the back of the boat. As the T-rex attacks, keep firing until Rick jumps in with a rocket. TIP: Choose Rick's idea. Regina delicately and politely persuades Gail not to go. Rick carries the unconscious Gail to the port, and Regina follows. Pick up the item in the hallway and head to the port. Walk around the port to the north and find the hovercraft storage door. Hovercraft Storage Once inside, turn right to walk up the stairs and access the red emergency box. Once resupplied as appropriate, take the stairs down to the hovercraft area and talk to Rick. Rick explains that the hovercraft needs fuel. Take the empty tank, go upstairs back up to the port, and find the fuel in some barrels with red markings. After giving the fuel to Rick, the T-rex stirs, and Regina leaves to deal with it. Load up with the grenade rounds that Rick gave you and enter the port. Port When in doubt, run! As you flee from the T-rex, a "Fire" highlight will appear on the screen. Turn and fire the grenade gun at the T-rex. Keep firing, and after a number of hits, Rick will appear with a rocket to settle matters. Regina jumps onto the hovercraft, and the exploding third energy generator takes care of any last aggression from the T-rex. Third Ending Agree with Rick, but Regina delicately and politely persuades Gail not to go. Rick carries the unconscious Gail to the port. Activate the pulse receiver to find the location of Dr. Kirk. However, instead of going to the red area, go to the underground heliport. Go out to the rest station and quickly move into the central stairway. If you don't hurry, a dinosaur will come into the room. At the end of the central stairway, open the A door into the port transport passageway. Pick up slag bullets and press the green button to take the transport along the passageway. At the end of the passageway, open the A door to take another transport along the heliport transport passageway to the underground heliport. Sneak up on the doctor and subdue him. Pick up the grenade ammunition and examine the yellow emergency box before returning to the heliport transport passageway to meet Rick and Gail. Load up on the grenades and keep firing at the T-rex when you have the opportunity. Sit back and watch the ending. Final Report Once safely back at base, Regina files a status report concerning the mission on the individuals involved. Cheat Codes and Easter Eggs Having completed the game successfully, two new costumes are available for Regina. These are the army uniform, which apparently means running around in very small shorts, and the battle uniform, which resembles some kind of lingerie placed on top of the standard uniform. After you have beaten the game a second time, the ancient costume is also available. Once the game has been beaten three times, you can move onto the mission mode. The three missions are a timed challenge to take out a number of dinosaurs and return to the starting point.
Operation Wipe Out: Mission One Time Limit: 5.00 Targets: 10 This one is relatively easy. Start in the medical room hallway and, in order, go to hall B1, the hallway for carrying materials (to the south of hall B1), main hallway B1 (to the north of hall B1), the library, the research area hall, and gas experiment room. Then, return to the medical room hallway stairs. Operation Wipe Out: Mission Two Time Limit: 4.00 Targets: 6 This is more of challenge, especially as you can end up fighting three dinosaurs at once. Start in the passageway to the experiment area and, in order, go to the security pass room, parts storage room, experiment room hall (where you will find the three dinosaurs), and then back to the passageway (off the branch from the parts storage room, through the DDK D door). Operation Wipe Out: Mission Three Time Limit: 3.00 Targets: 7 This mission is utterly insidious; if the dinosaurs aren't difficult enough, you also must run a fair way. Chances are, the time will get you rather than the dinosaurs. Start in the central stairway and, in order, go to the rest station, the passageway to the carrying out room, carrying out room B3, the control room, the general weapons storage room, the transport passageway, and then back to the central stairway.
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