Dino Crisis complete walkthrough by ChandooG
Dino Crisis on SuperCheats.com
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Welcome to the complete guide for .. 

                                                             
                                                             
                                                             
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               |       \ |  | |  \ |  |  /  __  \  
               |  .--.  ||  | |   \|  | |  |  |  | 
               |  |  |  ||  | |  . `  | |  |  |  | 
               |  '--'  ||  | |  |\   | |  `--'  | 
               |_______/ |__| |__| \__|  \______/  
                                                             
     ______ .______       __       _______. __       _______.
    /      ||   _  \     |  |     /       ||  |     /       |
   |  ,----'|  |_)  |    |  |    |   (----`|  |    |   (----`
   |  |     |      /     |  |     \   \    |  |     \   \    
   |  `----.|  |\  \----.|  | .----)   |   |  | .----)   |   
    \______|| _| `._____||__| |_______/    |__| |_______/    
                                                            
                                                             
              It was supposed to be 
               just another routine mission..





Welcome to my complete walkthrough for Dino Crisis , this walkthrough
can be used with the PlayStation version, dreamcast version and also
the PC version of the game. This walkthrough is complete in all
formats and I have made sure as to leave nothing out.

This walkthrough is brought to you by Adnan Javed, better known as 
ChandooG on the GameFAQ's message boards and as A-J among his friends 
and many many forums. 

Keep in mind first off that the walkthrough contains spoilers so if
you would rather not spoil the story of the game then I would advice
you to close this window and go play the game, I do not wish to make
the game less-enjoyable for anyone, so use this walkthrough mainly
for pointers and information as you please.

Sit back, kick your shoes off, get yourself a carbonated soda and turn
on your console/PC ..


Quick overview
--------------



                               DINO CRISIS 
                           Complete Walkthrough
                             By Adnan Javed
                                Alias AJ
                 ChandooG on gamefaqs.com message boards
                     Returnofthemaniac@hotmail.com
                              adnanj@Gmail.com  
                           Original ver SEP/27/04

                   www.planetdreamcast.com/residentevil
                   www.rebiohazard.com *under repairs*




 _        _     _                    __ 
| |_ __ _| |__ | | ___         ___  / _|
| __/ _` | '_ \| |/ _ \       / _ \| |_ 
| || (_| | |_) | |  __/      | (_) |  _|
 \__\__,_|_.__/|_|\___|       \___/|_|  
                                   
                                _             _ 
                 ___ ___  _ __ | |_ ___ _ __ | |_ 
                / __/ _ \| '_ \| __/ _ \ '_ \| __|
               | (_| (_) | | | | ||  __/ | | | |_ 
                \___\___/|_| |_|\__\___|_| |_|\__|
                                   
 
Using the CODE FEATURE
----------------------

This search feature thingy is the latest trend among walkthroughs
so I'll use it too hehe, if you instantly want to jump to a section
rather then scroll up down trying to find it then, just hit Ctrl+F
to open the search bar, type the 4 letter code which is written in
front of the topic in question and hit search, you will be taken
immediately to that area.







                _______________________________________________
               |   |                                    |      |
               |No |        Description                 |Code  |
               |___|____________________________________|_____ |
               |   |                                    |      |
               |1. |   Version history                  | vhis |
               |   |                                    |      |
               |2. |   Information                      | infx |
               |   |                                    |      |
               |3. |   Introduction                     | ino9 |
               |   |                                    |      |
               |4. |   Story                            | st00 |
               |   |                                    |      |
               |5. |   Controls                         | crl0 |
               |   |                                    |      |
               |6. |   Characters                       | ci99 |
               |   |                                    |      |
               |7. |   Dinosaurs                        | mns1 |
               |   |                                    |      |
               |8. |   Weapons                          | wnps |
               |   |                                    |      |
               |9. |   Beginner's Info                  | bnfo |
               |   |                                    |      |
               |10.|   Complete Walkthrough             | wtrs |
               |   |                                    |      |
               |12.|   Item's list                      | gils |
               |   |                                    |      |
               |13.|   Game Memo's                      | gifs |
               |   |                                    |      |
               |14.|   Cheats                           | tc&c |
               |   |                                    |      |
               |15.|   My review of Dino crisis         | mrv0 |
               |   |                                    |      |
               |16.|   Legal Information                | lgll |
               |   |          - Site's hosting this     |      |
               |   |          - Contacting information  |      |
               |   |          - Ending words            |      |
               |___|____________________________________|______|



Got anything to ask about the game, or this Guide, then dont 
hesitate in dropping me an emai off at..

Returnofthemaniac@Hotmail.com
adnanj@gmail.com



1.
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                 _            _    _    _                
 __ _____ _ _ __(_)___ _ _   | |_ (_)__| |_ ___ _ _ _  _ 
 \ V / -_) '_(_-< / _ \ ' \  | ' \| (_-<  _/ _ \ '_| || |
  \_/\___|_| /__/_\___/_||_| |_||_|_/__/\__\___/_|  \_, |
                                                    |__/ 
                                                          
!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
vhis



September 25th
Its a personal record o' mine, I finished the entire walkthrough
area in less then 24 hours, thats somewhere around 130kb in a
single day, im really fast lol ;-)

September 26th
Finished the rest of the sections, im getting really tired to I
used the menu design mostly from the Dino Crisis 2 FAQ I wrote
earlier this year.

September 27th
The FAQ is ready to upload, and I'll do that in a little while, 
have no idea how much time it might take for it to be uploaded.



End Section



2.
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       _       __                    _   _          
      (_)_ _  / _|___ _ _ _ __  __ _| |_(_)___ _ _  
      | | ' \|  _/ _ \ '_| '  \/ _` |  _| / _ \ ' \ 
      |_|_||_|_| \___/_| |_|_|_\__,_|\__|_\___/_||_|
                                             
                                                          
!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
infx


Game : Dino Crisis

Platform : Sony PlayStation, PC, Sega Dreamcast

Release dates :  PSX (NA) 08/31/99
                 PC  (NA) 12/04/00
                 DC  (NA) 11/14/00

Game Genre : Survival Horror / Adventure

ESRB Rating : Mature, 18+

Playable characters : 1

Number of NPC's : 5 (counting cooper)

Scenario's : 1

Mini-Games : 1 Operation Wipeout

Number of Endings : 3

Boss Fights : 4

Most annoying enemies : The Theizinos

-----

Personal Information

Author name : Adnan Javed

Alias : A-J , ChandooG

Author age : 17

Contact : Returnofthemaniac@hotmail.com

Comments : One of the most beautiful games made on 32-bit
           technology, its a must-get for all survival 
           horror fans, dont miss it.



End Section



3.
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     _     _               _         _   _          
    (_)_ _| |_ _ _ ___  __| |_  _ __| |_(_)___ _ _  
    | | ' \  _| '_/ _ \/ _` | || / _|  _| / _ \ ' \ 
    |_|_||_\__|_| \___/\__,_|\_,_\__|\__|_\___/_||_|
                                                
      
!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
ino9


The year was 1999, fans of the survival horror genre was anxiously
waiting the playable demo of Resident Evil 3 which was to be shipped
with a new game Capcom had created, it was called Dino Crisis. Little
did anyone know that this little game was the start of an impressive
new breed of survival horror games. One's that dont have slow and
sluggish ghouls, but rather enemies which are twice as ferocious as
the average zombie is.

Dino Crisis, in my opinion, is a true benchmark in gaming, and one
of the most beautiful games ever created, especially considering the
fact that it was built on a 32-bit machine, the game features fully
three dimensional backdrops, but doesn't loose the tension and the
odd awkward camera systems that we're all used to in the games which
have static backgrounds. You can say that Dino Crisis was a new
kind of Resident Evil as far as the game was concerned, but it was
much more advanced then any Resident Evil game to date. 

The game was mostly based on thrills and tension, which were created
very perfectly by the lack of ammo you are provided in the game, the
game also introduced some unique RPG style features in the survival
horror genre, like multiple part upgrades for a single weapon and
the ability to mix two different kinds of medical items to either
form a more powerful medical item, or in some cases you could even
make poisonous darts by mixing the right chemicals, these darts 
would be strong enough to knock any enemy out for a long time, or 
take them out in a single shot.

Dino Crisis isn't just eye candy, behind the beautiful graphics and
the over all scary-ness of the game, there is a very deep story
which is enthralling and exciting to say the least, you will start
as Regina, a operative for some secret service, she is sent in with
her partners, one of who is a shady guy with a heart colder then ice, 
while one of them has one softer then butter. Although the game
lacks in the NPC department, that also creates more tension, as you
dont have too many people around you to guide you through the area's.

Lets not forget the main feature of the game, the dinosaurs themselves.
They are beautifully created and seem straight out of Jurassic Park.
From the fast and agile Raptors to the aggressive and powerful
T-REX. All the dinosaurs move almost like their movie counter parts
and attack just as viciously, you'll be jumping out of your seat
more then once when a raptor suddenly breaks through a window and
attacks you or when you start hearing the T-REX's trademark thumping
sounds getting louder and louder.

Overall, I say this is one of the best games ever created, and one
that every fan of survival horror games should play, the future
installments of this series dont disappoint either as they are
all top notch games, be sure to check this series out and add it
in your permanent collection.




Capcom's Intro...
--------------

Dino Crisis became one of the best loved and most successful games
ever when it was launched on the PlayStation, Dreamcast and PC.
Creating panic, terror and fear in the gamers world over.

You play Regina, the sexy government agent, sent to a remote island
to trace the whereabouts Dr Kirk, a genius scientist who's been 
conducting suspicious experiments. But the experiments have left
the island swarming with vicious dinosaurs who's soul ambition is
to tear Regina from limb to limb.

You will have to overcome your fear and solve various puzzles in
order to guide Regina to safety.

GAME FEATURES

* Classic Survival-horror gaming, creating a true fear-factor.
* The game uses a revolutionary 3D engine.
* Dinosaurs roam the island with realistic animal movements.
* Dinosaurs chase Regina room to room, busting through doors
  and windows.
* The dinosaurs smell Regina's blood when she's injured and
  begin hunting her down.
* Sense the trepidation as the screen shakes when the T-REX
  closes in.

System Requirements: 
(PC version only)

OS: Win95, 98, 2000, Me 
CPU: Pentium 233 (required), Pentium II 350 (recommended) 
RAM: 32MB (required)64MB (recommended) 
CD-ROM: X4 or higher 
Sound: Microsoft(r) Direct Sound 
Graphics: Microsoft(r) Direct 3D 


End Section



4.
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                    _                
                 __| |_ ___ _ _ _  _ 
                (_-<  _/ _ \ '_| || |
                /__/\__\___/_|  \_, |
                                |__/ 

!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
st00



Computer OS
       " You have mail. (pause) The second report from
         the military facility, agent name TOM "

Tom OS
     " I have successfully infiltrated under the guise or a 
       researcher as planned. I have encountered no 
       information regarding top secret development of new 
       type weapon, but I have discovered there is an un 
       expected individual at this facility, the man is Dr 
       Kirk, the leading authority of our nation's energy 
       research, Dr Kirk was alleged to have died during 
       the course of an experiment three years ago, the report 
       was pre-mature and it appears that he's currently as 
       the head of a non-weapon project at this facility, 
       the experiment is at the late stage of development. 
       Regarding the staged accidental it appears that this 
       country is somehow involved, recommending that necessary 
       actions be taken immediately "

Computer OS 
       " Refer to the data on Dr Kirk "

( Screens showing information about Dr Kirk start flashing )

Computer OS
       " Operation instructions "

Mystery man starts typing
       " Secure Dr Kirk, and repatriate him swiftly"

End of briefing.

-------

The game start off in a few-years-from-now futuristic timeline, 
the story revolves around the members of the government's secret
team called S.O.R.T. , their mission is to rescue the scientist
named Doctor Kirk alive from the research facility on a remote
island, the doctor was supposed to have died in an accident some
years ago but it appears that he's working on some brand new
project on this island, and he's alive and kicking too. The
government wants their scientist back, and they send in a team
of highly trained operatives to get him out of there, by force
if necessary.

But they have no idea of what the island holds for them, the
Doctor had been experimenting with a new force called the Third
Energy, which has the potential to swap area's from one place
in a timeline with the same place millions of years ago, which
causes the pre-historic monsters from millions of years ago
to appear in the island and the facility, the guards and
scientists stand no chance against the prehistoric creatures
and they get killed and eaten pretty easily. When the hero's
arrive the whole island is already quieter then hell. 

One of the members of the team, Cooper, is attacked and eaten
immediately after landing by a T-REX, the deadliest of the
dinosaurs, the rest arrive at the facility safely, but they
have no idea that the facility will hold a deadly game of 
life and death for them. They must complete their mission ,
but their own lives are stake aswell. One little mistake
can mean life or death.



End Section


5.
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                         _           _    
              __ ___ _ _| |_ _ _ ___| |___
             / _/ _ \ ' \  _| '_/ _ \ (_-<
             \__\___/_||_\__|_| \___/_/__/


!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
crl0


DEFAULT CONTROLLER

R1           : Take aim
Circle       : Inventory menu
Triangle     : Cancel / Dash
Square       : Cancel / Dash
X            : Decide, check, attack when aiming
R2           : 180* turn
Select       : Options menu
Start        : Pause game 


TYPE B CONFIGURATION

R1           : Take aim
Circle       : Decide, check, attack when aiming
Triangle     : Inventory menu
Square       : Cancel / Dash
X            : Decide, check, attack when aiming
R2           : 180* turn
Select       : Options menu
Start        : Pause game 


TYPE C CONFIGURATION

R1           : Take aim
Circle       : Decide, check, attack when aiming
Triangle     : Inventory menu
Square       : Decide, check, attack when aiming
X            : Cancel / Dash
R2           : 180* turn
Select       : Options menu
Start        : Pause game 


End Section


6.
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            _                     _              
         __| |_  __ _ _ _ __ _ __| |_ ___ _ _ ___
        / _| ' \/ _` | '_/ _` / _|  _/ -_) '_(_-<
        \__|_||_\__,_|_| \__,_\__|\__\___|_| /__/
 

!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
ci99



REGINA :
                                                   
Age : 22
Height 182 cm

Regina is the main character of this game, and you will be with
her for the entire length of it, Regina is the rookie member of
the secret team but she is high on experience, having gone 
through several missions herself, she is one of the best trained
operative in the agency, which is why she was chosen for this
difficult assignment, Regina has more then enough skills to back
up her good looks and nice attitude towards people, she would
never back down from helping a comrade in danger, but she would
also not back down from a good challenge. Excellent with just
about any kind of fire arm, ranging from the weak and quick pistols
to the heavy and powerful grenade launcher, she can handle guns
with very ease. This time around the enemy Regina is facing is 
something she would never imagine of and all of her survival 
skills will be put to the ultimate test.


GAIL :

Gail is one of the best agents there is out there, there's no
doubt that he was chosen as the leader of this operation, Gail
is a combat veteran and has seen worse things then most people
can imagine, an excellent survivalist, Gail is trained to take
down all kinds of enemies he comes up against, but this time 
his enemies are not humans. Gail has perfect aim with the guns
and can shoot anything from a far off distance, but those are
just his skills which appear on paper. Personally Gail is one
of the coldest men on the face of the planet, he almost always
has a blank look on his face and whenever he's on a mission, 
the only thing on his mind is his objective, even life
threatening injuries would not stop this guy from trying to
finish his mission, so basically he was the perfect candidate
to be the leader of this operation. Can Gail finish this one ?


RICK :

Rick is probably the most fun-guy out of the entire squad of
his agency, but thetas not the reason why he was sent with the
team, Rick is exceptionally well trained when it comes to 
computers and security terminals, he can crack just about any
code in a matter of minutes, and since this island is mostly
activated by computer technology Rick's assistance in this
mission is a must. His combat skills are not as good as the
other members, but he can take care of himself and fire off
some rounds if the occasion calls for it. Personality wise
Rick is probably the most soft hearted person to join such
a rogue agency, he always puts his friends first even if it
costs him the current mission. 


DR KIRK :

Dr Kirk is a brilliant scientist, but unfortunately like 
most of the other genius scientists, most of his experiments
revolve around weapons or destructive elements. On paper
the people knew him as a scientist who was working for the
good of mankind, but behind the curtains he would always
be working on something deadly, but after the government
stopped funding his experiments, Kirk staged a phony death 
for himself and escaped to an isolated island facility
funded by unknown governments, who were paying him with
all the men and equipment he needed to carry on his works.
Recently Kirk has been working on something called the
Third Energy, not much is known about it as of yet.


AGENT TOM :

Tom is one of the most successful spy in some years now
and his spying skills were put to test when he was asked
to infiltrate the facility where Doctor Kirk was working
on, he was the first person to send images of the doctor
very much alive. Tom infiltrated the facility posing as
one of the scientists and in very little time was able
to make it up to the high class clearance people, he also 
established a place as one of Kirk's loyal people and he 
would know more about Kirk's experiments then most people 
on the staff did. But would tom's skills let him escape 
this island alive ? find out in the game.


End Section



7.
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              _ _                               
           __| (_)_ _  ___ ___ __ _ _  _ _ _ ___
          / _` | | ' \/ _ (_-</ _` | || | '_(_-<
          \__,_|_|_||_\___/__/\__,_|\_,_|_| /__/
                                    

!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
mns1


VELOCIRAPTOR
------------

Velociraptor or Raptors as they re called in short, are the
most common kind of enemy you will face in the entire game,
if you have seen the Jurassic Park movies, then you should
have a very good idea of what these dinosaurs will look and
act like, summarizing in words, Raptors are natural hunters
and they have the speed and agility to go with it, whenever
you face a raptor the best thing to do would be to take it
out quickly before it can charge for you, if you happen to
have some sleep darts available those are your best choices.
But if your in a wide open area with lots of room to go by
its always best to try and run away from the raptors, but
in confined spaces like narrow walkways, never run into one
head on, because if you get too close to them they will take
a bite of you in nano seconds, also watch out running behind
them as they can use their tail to smack you down, sometimes
impact will also cause your weapon to fall down. Later on
in the game you will fight more stronger and deadlier raptors
but the same basic rules apply for them too.


PTERANODON
----------

These are the flying dinosaurs which mostly attack you in
the outer area's like roofs or large open elevators, area's
like that, the best thing you can do when facing one of them 
is just run away in a zig zag pattern, because they are flying 
too fast for you to take aim and shoot at them also when you 
run away from them never, I repeat, never run in a straight 
line because they will often dive down and use their sharp 
beak to attack you, which can cause quiet some damage, also 
if you fall down near these birds then they will lift you up 
by the arms and start to fly towards a wall or something to 
smash the character, at this time start mashing the buttons 
like crazy to have your character escape the grip of this 
highly annoying bird of prey.


THEIZINOS
---------

These are the deadliest of the normal dinosaurs you find
in the game, they're not that fast but the power and force
of impact makes more then due for it, you will only run into
them at the later stages of the game, but whenever you do
stick a dart in them so they wont bother you for some time
atleast, if your out of darts, nothing but the shotgun shells
will do, the handgun will have little to no effect on them, 
running around them is easy since they are much more slow at
running compared to the raptors, but the bad thing is that
most of the area's they appear in are not so wide hallways, 
even through those you can dodge them quiet easily by faking
to one direction and right when your near the dino, quickly
turn to the other, but watch out for its fist attacks, it can
knock Regina down with a single blow which can take a good 
percentage off the health. Be aware of them.


T-REX
-----

The ultimate predator when it comes right down to it, the
T-REX is the big mutha of this game, you will run into a
single particular T-REX many times in the entire game,
but fortunately most of the encounters are easy and dont 
require you to stand in a single place in fire at him, 
because that would be suicide, this baddy can kill the 
character instantly if exposed. When ever you are forced 
to fight the T-REX always use the most powerful weapon you 
have at that time, wait for the T-REX to lunge forward at 
you and hit it in its open mouth, thats its only weakness.
Good luck to you whenever your in a T-REX encounter.


End Section


8.
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          __ __ _____ __ _ _ __  ___ _ _  ___
          \ V  V / -_) _` | '_ \/ _ \ ' \(_-<
           \_/\_/\___\__,_| .__/\___/_||_/__/
                          |_|                

!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
wnps

" So what do you need to finish this mission "
" guns... lots and lots of guns "


GLOCK SPECIAL HANDGUN
---------------------

This is the weapon you start off in the game if your playing
the normal difficulty, this is an ordinary out of the mill
handgun which can kill a normal human being in a single shot
but when it comes to dinosaurs its a whole different, the
weak raptors can be killed quiet easily by atleast 5 or more
bullets but the later dinosaurs like the Theizinos are really
hard to kill with this gun, in fact the handgun is almost
useless from the very start of the game, because for most part
of the starting area's you can just dodge the dinosaurs with
ease, no need to find even a single round, but if you feel
like taking raptors on one on one then this is the gun for
you, a good strategy is to take out the handgun in a room
which has one of those laser fences, then activate the fence
after making sure that all the dino's in the room are on the
other side, then you can shoot the dinosaurs from the safety
of the fence with the handgun one painful shot after another.
Overall, the weakest weapon in the game, not a good choice.

You can obtain atleast two different parts for the handgun
through out the game, but they dont effect its strength that
much, so they're basically useless.


SHOTGUN
-------

The Shotguns have some what become the trade marks of the
survival horror genre, no game is left without a powerful
shotgun, Dino crisis is no exception, you'll find one very
early on in the game, or you'll already start with one in
your inventory if your playing the easy mode, but the hard
thing is finding the ammunition for the shotgun, there is
very little ammo for it through out the facility so that
gives you little room to be firing off joy-rounds. Keep
the shotgun away for most part of the game, the best thing
about the shotgun is that not only it fires the standard
SG and SLAG (more powerful) shells, but you can also fire
off poisonous or sleeping darts with them, the darts really
do become handy near the ending parts of the game, and thats
when the shotgun shines the most.

You can find atleast 2 parts for the shotgun in the game,
they're both worth having as they increase the loading
speed and the power of the shotgun, overall, the best
weapon in this game.


HECKLER AND KOCH GRENADE LAUNCHER
---------------------------------

All survival horror games have one really strong weapon
in them and this is it for this game, the grenade launcher.
You wont find it until very later in the game, but you
wont be using it at all too, except for the final few
encounters with the T-REX this weapon is almost near to
useless, since the ammo is very scarce you'd naturally
want to save it for the big one. The grenade launcher can
fire off two kinds or rounds, the standard grenade one's
and the more powerful HEAT rounds, besides that you can
find one part upgrade for the grenade launcher too. Which
is a must pick.



End Section


9.
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 _              _                        _       __     
| |__  ___ __ _(_)_ _  _ _  ___ _ _ ___ (_)_ _  / _|___ 
| '_ \/ -_) _` | | ' \| ' \/ -_) '_(_-< | | ' \|  _/ _ \
|_.__/\___\__, |_|_||_|_||_\___|_| /__/ |_|_||_|_| \___/
          |___/                                        
 
!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
bnfo


Here is a list of Beginners Tips that all players of this
game should know about, read through them carefully and
use them in the game for the sake of your survival.


In times of danger :
            At several points in the game you will come 
face to face with flashing DANGER icon's during the game,
when ever you see one of these just start mashing the
buttons like there is no tomorrow, the DANGER screen's
happen during scenes most of the times, and if your not
quick enough then you will either be damaged more then
you normally should have (e-g a dinosaur attacking you
again unless you press keys) or you will sometimes be
instantly killed (e-g dinosaur throwing you into spinning
fan unless you mash the buttons ).

Lack of space :
           The bad thing about Dino Crisis is that even
though you can store an infinite amount of key items, the
game will only let you store 2 pages worth of support
items like medi packs or ammunition, you should keep this
under consideration when your about to pick something up, 
and you should use one of those boxes on the walls very
wisely, take a load off your items whenever you access
one, but remember where you dropped them, since you
might need them later on.

Mixtures :
       Dino Crisis has a new feature implemented into it, 
its called the MIX feature, you can find it in Regina's
character's inventory screen, with this option you can 
mix two different kinds of medical items or the AN AID's 
or the intensifier or such items that you find in the game, 
by doing so you can either increase the healing power of 
that medical item, increase the number of that item, or 
you can even make poisonous darts using that menu, its 
always fun to try out different combo's so you should 
definitely spend some time mixing stuff together.

Running isnt cowardly :
            Its not always right to stand your ground
and fight any and all enemies that you face, but since
this is a survival horror game, the emphasis is based
on worrying about your own survival, the game lives up
to the slogan real well as you are given a very low
amount of ammunition during the course of the game to go
by, how you use the ammo at your disposal will be up to
you but I would suggest that you spend a few minutes
practicing how to dodge dinosaurs and use that method
to pass through most of the game, and believe me you CAN
quiet easily dodge all the enemies.

Map, oh map :
      If you ever get stuck in the game, always check on
the map you can find in your inventory, the personal map
will indicate the important area's or the area's you
have to go in with RED color's and the save rooms are
indicated in BLUE, so your never away from advancing
the story further or making it to the save room without
getting lost.

No Ink Ribbons :
        Thats right, there is no limit to the amount
you can save, when ever you reach a save room, you can
save there as many times as you wish, keep that in mind
and save your game periodically because you never know
when you might come up in a dangerous situation which
could very well bring your game to an end.

Those DAMN DDK's :
          Cant figure out a DDK lock ? Remember the one
rule that DDK locks can be decoded by the simple rule of
elimination, eliminate what is in the KEY area from the
jumble of letters in the CODE area, then the remaining
letters will spell out the answer for you. If you still
cant figure out just see the damn walkthrough.


MEDICAL ITEMS
-------------

Here is a list of Medical items you will find in the game, 
and their uses , for what good do they do, right ?.


1. HEMOSTAT
            
Hemostat, the simple name of a very simple used medicine,
but a damn necessery one. Whenever your character is hit
repeatedly you would notice that drops of blood start to
form around Regina's feet, if you let the bleeing continue
so that it stops itself, then it will take a very very big
glob of your health along with you. At that time use a
hemostat and the bleeding shall instantly stop. This is one
of those items that you should carry a few of in your menu.
Hemostats can be used any time and you can NEED them any
time too.

2. MED PACK S / S+

You wont find these normally in the game, you can only obtain
these by mixing hemostats together, they wont stop the bleeding
but they will only recover a minor amount of health, ideal for
when you've just been attacked by a single raptor or two and
you just want to gain a small amount of health before you exit
to the next area. Dont keep too many of these are they are not
used a whole lot, and are utterly not that powerful.


3. MED PACK M / M+

These are the most common kind of medical items you will be
using through out the whole game, you can make the + one's
by mixing the right items, but their effect is still pretty
much the same, this one will not stop the bleeding but will
raise your health a whole lot, these are the ideal healing
items and you should always carry atleast 2 with you at all
times. You never know when you might need one.


4. MED PACK L

A true work of art, these items can not only recover your
health to the max, but you can also stop the bleeding if
the occasion calls for it, but the down side you ask ? , you
cant find these in the game normally and will have to mix
several powerful healing items and aids to create them, the
up side, these are the best medical items you can make with
the available chemicals, though they are useful, they cost
alot of items to make and its not just worth the damn effort
when you realize that your just better off sticking to
MED pack M's and hemostats.


5. RESUSCITATION

Do you know what happens when Regina dies ? , game over 
thats what, but you will get a chance to continue the game
for 5 times, but using even one continue will dimish your
end ranking, thats where these babies come in, if you have
one in your inventory and you happen to die, you will be
restarted in the same room again, and your continue count
will still have been the same, otherwise if you use them
like normal health items then it will have the same effect
as a L pack does.


End Section



10.
!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
                   _     _       
 __ ___ _ __  _ __| |___| |_ ___ 
/ _/ _ \ '  \| '_ \ / -_)  _/ -_)
\__\___/_|_|_| .__/_\___|\__\___|
             |_|                 
                    _ _   _   _                      _    
       __ __ ____ _| | |_| |_| |_  _ _ ___ _  _ __ _| |_  
       \ V  V / _` | | / /  _| ' \| '_/ _ \ || / _` | ' \ 
        \_/\_/\__,_|_|_\_\\__|_||_|_| \___/\_,_\__, |_||_|
                                               |___/      
 
!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
wtrs



Right then, I hope that opening scene didn't scare you that much,   
because your in for things like that through out the entire game, 
a little note before I start with the walkthrough is that the 
walkthrough is based on the normal difficulty, not the easy one, 
so therefore the item placements more specifically the weapon 
placements will be different, as you start with all the weapons 
in easy mode, and in some places the dino's numbers will also be 
different. But that doesn't mean it cannot be used for easy mode 
aswell. Carry on.


START
-----

After the initial scene is finished you will be taken to the first 
area of the game, a fully 3D rendered area might I add, nothing 
like you've seen on the Resident evil games on the psx. Anyway, 
the scene will start with your heroin Regina, Gail (the man with 
white hair) and Rick (the cool looking afro dude).Rick shows some 
signs of fear about the mission but after making some fun, Gail 
acts macho and goes in to take care of the guards himself, after
a little while you'll be called in too, Regina will automatically 
walk through the first door.

Note : The good thing about Dino crisis is that each area has a 
specific name so it will be easier for the readers to recall if 
I tell them to go to a certain area. 

Regina will enter BACKYARD OF THE FACILITY. After your through 
another scene will start, Rick will tell Regina that he will 
take care of the control room and runs off, after that you'll 
be given control of Regina. Now move around to feel the controls 
and visit the inventory screen to have a looksey. When your done, 
run a bit forward and head to the top of the screen, here another 
scene will start, Gail's found some holes in the wire fencing and 
looks like something tore right through it. Regina believes this 
is Gail's handy work but he brushes her off. Done with the scene, 
when your back in control of Regina, enter the door in front of 
Gail where he's crouched down, your in MATERIAL STORAGE.

Here just run forward and take the spinning BG (backup generator) 
key. After that turn around and push that silver crate, behind it 
is a box, take note that you'll find all kinds of supplies from 
health to ammo in these boxes, be sure to check them out. This one 
has a Resuscitation. Take it and head back to the previous area.

Here, head for the door where you originally entered this area from 
and another scene will start, Rick will radio Regina and tell her 
that he's made it in, but the place is deserted, then he asks Regina 
to locate and power up the backup generator, which is where we were 
about to go anyway, Gail joins you after the conversation and takes 
the key you just found. Follow him back outside and enter the door on 
the top of the screen, you'll enter PASSAGEWAY TO BACKUP GENERATOR.

Here just run through the straight path until another scene starts, Gail 
will be crouched down with a dead body which is torn from the middle, 
Regina thinks its some sort of animal attack. Gail doesn't want to waste 
time so he gets up and continues his way. After your back in control of 
Regina, check the body once and you'll find a Med Pack M.

Continue your way up, talk to Gail along the way if you wish to and then
enter the door to the 1F BACKUP GENERATOR. Here, just run forward and
check on the machine at the very end, you need to solve a little puzzle
in order to turn the power back on. To solve this one, first look at the
4 levers on the side wall, see the order of color they are in, RED, BLUE
GREEN and WHITE. 

Now check the machine, you will have to re-arrange the 4 conductors in
there to match the color pattern with the levers, I dont think this will
be a hard one for you guys, after you've matched the color pattern, exit
out and check on the levers, and activate the lever. The generator will
come back to life and power's on.

Try to exit the area and Regina will hear gunshot and Gail's scream from
the outside, run quickly back to the passageway, Gail is nowhere to be
seen. but there are some blood spots around, Regina hears some hissing
and raises her gun. She checks and there is a hole in the wire fence. She
thinks of the worse for Gail and continues on to find a huge blood trail.
But before she can check anymore she is attacked by a velociraptor. 
Regina cant believe her eyes but whats important is to survive this beast.

Now after your given back control or Regina, dont bother shooting the
dino even though these one's die pretty easily, its easier to avoid it
and since your never coming back in this area again, its useless to kill
this one. Once your in control, swing around the dinosaur's left side and
make your way to the BACKYARD, the dinosaur should not be able to catch
up with you. Once your at the backyard, run forward, and a small scene
of the dino jumping the fence to come after you will take place, once in
control head in the facility ASAP.

Here, another scene will happen, the dinosaur will leave Regina alone,
Rick calls in and when Regina tells him what she saw, he doesn't believe
her, he tells Regina to come meet her at the Control room, and then the
game will show you a map of where the control room is. Now you have to 
make your way there.

After your given back control head for the farther door, the one where
Rick entered originally, you'll be at OFFICE HALLWAY. Here just run
forward, dont bother about the dinosaur hissing you hear, it wont tear
out of the windows....yet. Run some more forward, Regina will automatically
check the open vent and suggest that she can climb up the vent and travel
through them. Climb up the vent and you'll enter PIPING CHECK PASSAGEWAY.

You wont find any dinosaurs in vents so its safe here, run forward and
turn around the corner, run some more forward and drop down the first
vent you come up to on Regina's left side. There's another vent a little
further ahead but that one is useless for us. For now you'll drop down
into CONTROL ROOM HALL. There will be a door right behind you but dont
enter it, instead run in the opposite direction and turn round the corner.
Dont enter the door yet, there will be a box of 9mm Parabellum rounds a 
bit further ahead, check them and take note of that green box on the wall. 
I will explain about those in a little while.

Turn back and enter the door you just passed, you'll enter CONTROL ROOM 1F.
Here, another scene, Rick and Regina will finally meet up, they will talk
some about their mission and how its already a disaster, Regina see's that
the camera monitoring terminal's for the B1 area are still not working, 
Rick suggests that there might be a different generator for them. Now you
have to find the generator for the B1 area's for surveillance. After your
back in control, exit the control room, Rick will wonder where the dino's
are coming from and gets to work on the computer terminals.

Once back outside, head for the vent again, but this time enter the door
that was behind the vents, you'll enter MANAGEMENT OFFICE and a peculiar
music will begin.

NOTE : If you check the map at this very moment you will notice that a S
is visible over the room your in right now, this means that this is a save
room, you can save as many times in these rooms whenever you wish, to save
just try to exit the save rooms from any exit and the game will prompt you
if you want to save, choose yes and save your game as you please.

Now once in the management office, first thing you'll notice is a silver
box right next to you, check it and you'll find a SHOTGUN. Booyaka. But 
don't bother equipping it yet as we will be running away from the dino's
for most part of the game, now you'll also see a spinning disc on a table.
Take that, this is DDK INPUT DISC H. I will explain about these too when
the time comes to use them.

The game will tell you that there's something else behind it, check it and
you'll find a PLUG. Note time again.

NOTE : Remember the green box I told you about, well you will find boxes
of several color's attached to the walls around the facility, and you
will need a certain number of plugs to open each box, these boxes will
contain *goodies* ranging from medical items to deadly ammunition. The
items you find inside will depend on the color of the box, if you open
a green box, it'll have medical items, yellow boxes can contain a mixture
of both, and red boxes will mostly have ammo or poisonous darts in them.
Also note that you can keep your spare items in these boxes too, once
you open a box you can re-visit THAT box as many times as you wish, but
remember that the number of plugs are limited so keep some plugs handy
for the later parts of the game when you'll need powerful ammo.

Phew, after that's done, head for the other exit out of the door but don't
exit it yet, instead check on the switch near the door and you'll turn
the power for the PC in this on, go check on the PC and you'll be given
some handy information on the DDK discs your going to use through-out 
the game. Now check the little inlet office (still in the same room)
and Regina will find a badly mangled body with something next to it.

Take the PANEL KEY 2 from the ground, and check on the locker here, you
will be asked to input a code here, but we don't know what it is yet.
Now head back and exit out of the door near the switch, you can save
the game if you wish. You'll emerge in MANAGEMENT OFFICE HALLWAY.

Here you'll have another scene, Rick will tell Regina that he has unlocked
some of the laser shutters you saw, one being right next to Regina,
and its lock color will turn from red to green, means you can open 
and close them now at will. But first, turn to Regina's left from 
where you are and run forward, enter the white door you see in front 
of you, there is a raptor here so be on the watch for it, you'll enter 
the LOCKER ROOM.

In here, ignore the posters on the wall, and check the blue file on the
table in front of you, its the journal of the guardsman. Unlike RE you
wont be able to save the files so you have to read through them carefully
so as not to miss any codes or passwords. Reading through the file you
will see that the code for the weapon storage is 0426. Remember that
and exit the file, before leaving the room take the DDK CODE DISC H from
the top of the locker, now exit back to the hallway, and head back into
the MANAGEMENT ROOM, the dinosaur should still be in the hallway. Now
head to the locker in here and use the code we found, the locker should
open up. But there are no weapons inside it :( . You'll find an ENTRANCE
key, and Resuscitation. Take the items and exit back to the hallway.

Here ignore the nearby raptor once again, and check the switch next to
the laser shutters, open the shutters, run to the other side and check
the switch here to close the shutters so the raptor wont be able to come
after you here anymore. There is a vent hole here too but ignore that
and enter the door to the MAIN ENTRANCE. After a brief view of the main
entrance, when your back in control, run forward and turn to Regina's
left, check the large doors and Regina will use the Entrance key, go
through these doors to the FRONT AREA OF THE ENTRANCE. 

Here, turn to Regina's left, and head all the way around the walkway
and keep on heading forward until you come to some HUGE doors and a
dead guy next to it with a file and a spinning box, first up, check
the box and you will find some SG rounds for your shotgun, yay, now
take the DDK CODE DISC N from near the dead body, and check the file
next to him, this will tell you a little about the man, but nothing
we need to read right now, maybe later. Check the dead body before
you leave, you can find a AN AID on him.

NOTE : There are items like An Aid, or Multiplier that you can use
to either upgrade your medical items or increase them in number, in
the inventory menu you will find an option called MIX, check it and
you will be prompted to mix two items together, you can only mix the
medical items, darts are also included in it, you can make literally
tons of varieties of medical items or stronger darts, its really hard
to explain in words so its better that you experiment with the MIX
option yourself, that will be far more rewarding.

Now, once your done in this area, head back to the MAIN ENTRANCE. 
Here, ignore all else and take the stairs up to the second floor, 
run around the stairs, and push the big box thing and you'll find 
another AN AID here, now head for the only door you see here, 
you'll enter HALL 2F.

Okey, in this room you'll probably see a raptor sleeping right in
front of you, ignore all other doors for now and run STRAIGHT to the
door on the opposite side of the one you entered from, there's a box
with a Hemostat near the door, take it and enter PASSAGEWAY TO THE
COMMUNICATIONS AREA.

There's a path leading back there, but for now just enter the door
right in front of you, ignore that passage completely. You'll enter
the COMMUNICATIONS ANTENNA TOWER room, this room will serve a very 
important purpose much later in the game, so remember its location.
For now, walk forward and read the memo in the yellow file, it will 
tell you some useless stuff but you can find a code in there, which
is 8159. Remember that code as we'll be using it in a little while, 
be sure to read through this file atleast once 'cause of the DDK
info , exit back to the previous area and then back to the HALL 2F.

Here, run forward once more and enter the double doors you see on
Regina's right hand side. You'll enter the LOUNGE. In here there's
a raptor right in front of you, now if your a beginner then I'd
advice you to kill it but because it can cause trouble on the way
out of this room, but if your confident with your skills carry on
head around the corner and check the panel besides the shelf, here
enter the code you found earlier, that's 8159, and it will open to
reveal some handgun parts, meanwhile the dinosaur from the previous
hallway will break through the door and come after you. Equip the
handgun parts with your handgun, hopefully you escaped the room
unscratched and are back at HALL 2F. 

Here, run exactly in front of Regina, check the box near the couch
for some more SG shells, now check the door with the flashy panel
besides it, check the panel rather then the door, and you will be
asked to put in the code and input DDK H discs. Another note time.

NOTE : During the game you will sometimes come in front of doors
such as this which will require you to input the code and input
discs of a certain alphabet, like N, H, S etc. To open these doors 
you would have to solve the DDK lock puzzle, the earlier one's are 
quiet easy but the later one's get really hard, but I'll be here to 
give you the answer if you don't feel like doing it yourself. 

As for the first DDK code, if you have been paying to attention to
all the files that had the information about them, you would have
little trouble figuring out what the first code is, here's a little
illustration.
            _________________________________ 
           |                                 |
           |   CODE DISC : H B C E F A G D I |
           |   DDK       : B C F G I         | 
           |                                 | 
           |   PLEASE INPUT THE PASSWORD     |
           |_________________________________|

This is what the basic interface would look like, with a keyboard
at the bottom asking you to enter the password, now the first one
is really simple, all you have to do is eliminate the letters you
see in the bottom row from the list in the first row, you will get
the answer.

The answer is HEAD.

The door shall unlock now, and you can enter the CHIEF's ROOM. In
here another scene will start, a barely alive scientist will tell
Regina about something, he gives her PANEL KEY 1, and before he can
reveal much more, he dies. Once your back in control, check the box
on the top side for more SG bullets, now check the area behind
the chief's desk and in the corner, by the big window, you will find
a panel which will ask you to enter the 2 panel key's, remember we
picked one earlier in the game, but before you enter the panel key's
into the control box, check the panel key's, you'll find some marks
on them, these marks are actually numbers written upside down, first
read the numbers on the first panel key, then read the numbers on
the second panel key, you will get a 6 digit code.

Now enter both the panel key's into their respective slots and you
will be asked to input the code, the code in question is 705037.
Once you enter it, the panel will open, revealing the KEY CARD L.
Take it, also take the DDK INPUT DISC N from the same table, try
to exit but before you can, a big ass T-REX's head will break the
window and lunge for you, he spots the dead scientists and eats him
without trouble. Now he's after Regina. Regina will be cornered in 
the room and she cant escape.

As soon as you gain control of Regina, equip the shotgun and load it
with shotgun shells, now wait for the T-rex to open its mouth and
when its lunging forward towards Regina shoot it right then, but
SHOOT it, because if your even a second late then the rex can scoop
Regina for a quick and instant kill, Keep doing the above thing a
couple of times and the T-REX will eventually get bored and leave
Regina, Regina checks the window for good measure and your back in
control. Alternately you can try to make a dash for the exit door
as soon as you get in control of Regina, but that has only worked
for me once in my whole life, otherwise I always get eaten.

Once the T-rex is gone, just exit back to the HALL 2F. Now we have
both the input and code DDK disc's N, we only need to find the door.
Head for the door which takes you back to the staircase and make
your way to the first floor MAIN ENTRANCE. Here, just run behind
the stairs, you'll find a box here with another AN AID in it, try
to get near the double doors and Rick will radio in Regina. He will
tell her that he saw a humanoid figure on the monitor, it should be
near the training room, he asks Regina to check it out. It might
be the good doctor they're after.

Once your back in control of Regina, check the flashy panel besides
the door, and you guessed it, its time for another DDK puzzle.
Now if you want to figure this one on your own be my guest, this
one's slightly difficult then the first one, but the pattern is
almost similar, just eliminate the letters from the bottom row
from the letters in the top one, and you'll get your password.

HINT : This is a very useful hint and you can sometimes even guess
what the correct password is by following it, the password will
ALWAYS start with the letter of the DDK disc's you have, like
DDK H, the password was HEAD. It follows this pattern on all DDK
codes so you can guess your way through the puzzle too. 

Oh, btw, the password for this lock is : NEWCOMER.
See, DDK N, password NEWCOMER, its a pattern.

Here you will enter the ELEVATOR ROOM. First things first, check the
box near the red box on the wall for another plug, now if you have
sufficient plugs or you wish to, open the box and you'll find some
ammo inside, take it, deposit your useless stuff like extra AN AID's
or extra ammunition even, and carry on. Check the green panel near
the center of the room and you will find the map of the facility in
it. You can now view the entire map from your inventory menu. The
elevators here will be useless for now as you wont have access, but
don't forget to move the shelf behind the map panel for a HEMOSTAT
under it, now exit through the only other door in the room. Keep
that dead scientist in mind as we'll be returning here shortly.

You'll unlock the door from the other side and enter the LECTURE
ROOM HALLWAY. Here check the box in front of you for a HEMOSTAT
open the laser shutters and run past them, ignore the door besides
them for now and carry on down the hallway, suddenly a dino will
break out from the same door, and another one will come out in front
of Regina, you will be surrounded, but fear not you can easily run
past them. Swerve around the dino in front of Regina, and make your
way down the hall, turn at the end, check the dead body before you
enter the double doors for a PLUG, now quickly enter the door to
enter the LECTURE ROOM.

Here, just run forward and in the front row take the BG ROOM B1 KEY
from the front desk, another scene will start, Regina will be attacked
by a dinosaur from the vent, you will see the word DANGER on screen.

NOTE : When ever you see the words DANGER on screen, START MASHING
THE BUTTONS !!. There will be some danger scenes where you can avoid
getting hurt more by mashing the button's quickly, or even avoid
instant death in some cases, we'll see those later.

For now, if you mash the buttons quickly enough, the dinosaur will
NOT attack you again (less damage) and will be shot down by Gail !!.
But but but.. wasn't he dead ? oh well I guess not. Regina is happy
to see Gail, mostly because of his good timing. Gail tells her that
his radio is broken and goes off to Rick to get it repaired.

Once your back in control of Regina, exit back to the hallway, and
run back down the hallway, this time enter the door which was next
to the lasers, which I told you to ignore before, you'll enter the
OFFICE. In here, check the red file for some information about the
keycard system, which is useless for us for now, run more forward
and in the opposite corner of the door you entered from, you'll
find a computer terminal, this is also useless for us for now, so
ignore it, but do take note of the note on the notice board, it
will have some numbers on it, not useful now but will be a little
later on. Now exit through the only other door in this area, you'll
come out in the OFFICE HALLWAY.

This is the same hall where you found the first vent in the game, 
now what we have to do is find the B1 backup generator and since
we already have its key, we just need to find the door. Now make
your way back to the area where you first entered the facility
from at the start of the game, which is just one room away from
you. Once your at the BACKYARD OF THE FACILITY, head through to
the area where you and Gail had the first chat, continue farther
in that direction, there will be a wire meshing door here, open
the door with the B1 key you had, enter it, here pick up the AN
AID and use the ladder to go down to the BACKUP GENERATOR B1.

This room is exactly similar to the first floor generator room, 
you'll need to use the same method to solve this puzzle too, but 
before you do that, check the green light along the way and take 
the RED BATTERY out of the recharging socket, now head for the 
puzzle panel at the end of the room, first put the battery in the 
slot and then do the same color pattern matching routine as you 
did before, RED BLUE GREEN WHITE. Check the panel next to it and 
activate it, the backup generator will activate aswell and the 
power will be back on.

Rick will radio you in again, and tell Regina that the power is
back on and now they can view the B1 camera's too, but then he asks
Regina to come back to the CONTROL ROOM, because he has something
important to talk about, before exiting the generator room, push
the shelf right next to the lever's we just used to find another
PLUG, take it and make your way out of the GENERATOR ROOM. Now make
your way back to the CONTROL ROOM, I think you should know the way
there yourself, anyway, make your way to the control room.

By the way, along the path when you reach the OFFICE HALLWAY, you
will get attacked by a raptor breaking through the window, and it
will become another DANGER screen, quickly mash the buttons so the
raptor will not be able to damage you anymore, quickly exit and
make your way to the control room.

Once your in here, another scene will begin, Gail who is already
in here will claim that he saw someone human move in one of the
underground monitors, and he asks for Rick to open the shutters
leading underground, while this is happening, suddenly someone
sends Regina a distress signal on the radio, they think it could
be cooper (the one who got eaten in the opening FMV) but Rick
informs them that one of their operatives TOM entered this place
long before they did posing as a scientist, it could be him, and
he might in trouble.

Gail and Rick get in a fight and go separate ways, your turn to
decide now who you want to go with, Gail's choice is to check the
person in the underground first, and Rick's choice is to go help
their partner first. Choose.

IF YOU CHOOSE RICK's METHOD THEN SCROLL DOWN TO WHERE
THE HEADING RICK's METHOD IS.

NOTE : This is your first choice making time, you will come up with
these a few more times later on, this time I would suggest that you
go with Rick's choice, it saves some time and well.. its better.


              
                   #########################
                  
                       | GAIL's METHOD |
                  
                   #########################  
      
           " Search for clues to find Doctor Kirk. "

If you choose Gail's method, then after the scene is over get out
of the control room, and make your way to the shutters leading to
the B1 area, they should be on the left side from where you are
remember the green box, go down screen from it, you'll reach the
MEDICAL ROOM HALLWAY, head forward in this hall, enter the first
door you see here, this is the MEDICAL ROOM, good for us. Check 
the cabinet on the corner to find a medical pack M. Take the 
KEYCARD from the table and read the memo next to it to find some
information on how to use it.

Check the inlet office, you'll see two small locked boxes, you
can open them much later in the game, now exit back to the hall
and run past the compy's eating the raptor, enter the door at the
end, you'll enter the HALL B1. You'll find Gail in here and a
scene will start, Gail and Regina spot DR Kirk and give chase,
Gail is able to follow him through the falling shutters but bad
for us that Regina cannot, the area where they headed gets closed
off. Immediately after that Gail radio's Regina in and tells her
that he has a positive ID on the dock, he tells her to get there
ASAP, Regina spots an elevator through the shutters and tells
him that she can use it to get past the shutters area.

Now head back to the MEDICAL ROOM HALLWAY, and make your way
back to the CONTROL ROOM HALLWAY, from here go to the MANAGEMENT
ROOM, then MANAGEMENT ROOM HALLWAY, from here turn to Regina's
right and open the electric shutters, enter the door at the end
of the hall by using the card key we picked up in the medical 
room, the other door here is completely useless so ignore it.
Your in the STRATEGY ROOM.

In here, you'll find plenty of items, first off, from the big table 
in the middle, take the DDK CODE DISC E, also take the F.C DEVICE, 
we will use this later on aswell. Also on the farther side of the 
room, check the box for a plug, and use it on the item box nearby 
if you wish to, now exit back and head back all the way to where 
the game started. That's 'cause we need the DDK CODE and INPUT 
DISC N, once there you'll get a radio message from Rick that he 
found TOM but he had already died. The camera will focus on a 
door yet unexplored. Enter the  door to LARGE SIZE ELEVATOR 
PASSAGEWAY.

Once in this room, head around, take the small left and take the
SLAG shotgun ammo off the crate, there are 2 raptors in this room
but I think everyone should be well trained to dodge them, and the
dinosaurs themselves are too slow and sluggish, take the other item
a resuscitation, then head around the large crate at the end and
enter the large doors. Your at the LARGE SIZE ELEVATOR.

Once here, another scene will begin, Regina will be attacked by
a new kind of dinosaurs, the flying Pterenadons ( yes they actually
HAVE names ). In the scene the flying dino will knock Regina down
and grab her, her gun will fall down and a flashing DANGER will 
appear out of nowhere, start mashing the buttons to escape from
the death claw of the dino, or else he will ram Regina into the
wall which will cause SERIOUS damage, once your back in control, 
first head back for your gun and take it off the ground, even if
you only dropper a single gun, all the guns from your inventory
would have disappeared so be sure to pick it up. Run in zig-zag
patters to prevent the flying beasts from causing you some serious
damage. Once you have the gun in hand, run around the control panel
on the large elevator (inaccessible as of yet) and enter the door
behind there LARGE SIZE ELEVATOR CONTROL ROOM.

In here, you will find Tom's dead body, check his body to find the
DDK INPUT DISC L, and from the nearby table get the DDK CODE DISC
L , that was convenient. now make your way to the other door in 
this room, through it, check the map on the back wall and you'll 
file the OUTDOOR map, now exit through the door at the other end 
to enter the PASSAGEWAY TO THE POWER ROOM. 

There are flying dino's here to so be on your guard and run in a
zig zag pattern, immediately head around the large turbine fan on
the ground and make your way across the winding path to the door at
the very end, ps, if you want to , take the Recovery aid from near
the door, enter through the door to reach the ELEVATOR POWER ROOM.

In here, go down with the ladder in front of you, run to the right
side of the screen and take the B1 CRANE CARD, push the shelf near
the card to find another HEMOSTAT, now head to the central part of
this room to find 6 big control panels. The basic layout would be
something like this.

             __         __ 
            (  }       (  }
          1.(__)     4.(__)
             __         __   
            (  }       (  }
          2.(__)     5.(__)
             __         __
            (  }       (  }
          3.(__)     6.(__)


On each panel there are three switches, RED BLUE and GREEN, they
correspond to the colored pipe they are going to drop, what you
have to do is arrange the pipes in a certain order so they all
reach from one end to the other without interruption, once you
do that the puzzle will be over, to solve the puzzle follow the
following steps.

1. Press RED on panel no 4.
2. Press GREEN on panel no 5.
3. press BLUE on panel no 6.
4. Press RED on panel no 3.
5. Press GREEN on panel no 2.
6. Press BLUE on panel no 1.

If you did the above steps correctly then the pipes will be in the
correct order and you will have another scene in which the elevator
generator will come back to power. If during the steps you pressed
the wrong color switch accidentally, then press the same switch button
on the same panel and the pipe will be taken back. Don't worry.

Once your done with the puzzle gig, make your way back outside to
the PASSAGE, once your here another scene will start, Regina will
be back attacked by a Pterenadons who will lift her up and start
to fly toward the turbine fan, which is now running. Here is one
of those instant life or death DANGER scenes I was talking about, 
start mashing the buttons like mad hell because if you don't then
the Pterenadon will drop Regina into the fan and its game over.
But if you DO manage to mash the buttons enough times, Regina will
escape from the grip of the beast and fall down on safe land, the
Pterenadon on the other hand gets sucked into the fan, which ends
up spraying blood all over the wall.


Now make your way back to the LARGE SIZE ELEVATOR room, and check
on the control panel twice to start making it move downwards.

The large size elevator will start moving and take you to the 
CARRYING OUT ROOM B1. Once here the Regina finds her pathway
blocked by crates leading to the other side, Regina spots a crane 
from her position and since we already have the crane card, 
we can use it .

Head to the left of the screen and take the small ladder to the
upper walkway, here push the shelf aside to get a Med Pack M.
After that head forward, check on the crane control panel and
use the crane card from the item menu on it, the game will ask
you if you want to use the crane, select yes and we're on.
From the eye of the control panel, the area should seem something
like this..

             __        __           __    
            (  }      (  )   C     (  )              
            (_1)      (_4)   L     (__)
                 __    __    E      __   
                (  }  (  )   A     (  ) 
                (_3)  (_5)   R  P  (__)
             __        __       A   __
            (  }      (  )      T  (  )    
            (_2)      (_6)      H  (__)
            


Glossary

1 to 6 =  The numbers of the crate you should move
CLEAR PATH = a clear area in the middle, either for dropping
             crates or whatever..

The three crates on the right side are not to be tampered with.

Okey, so your crane can only do the following commands.
MOVE LEFT
MOVE RIGHT
MOVE UP
MOVE DOWN
HOOK
RELEASE

So you have to make due with these commands, use the crane to make
a clear path from left to right, its easily accomplishable in only
three steps, but farther into the game you will find another puzzle
like this which will be much more complicated.

NOTE : If you use the UP command, then the crane will move all the
way up the screen, but if you choose down command after that then
the crane will only move one crater length down the screen, and
vice versa, this setting also applies for Left and Right.

Step 1 
------
First choose, UP, the crane will go to the top, then choose DOWN,
the crane will come one block down, then choose HOOK, the crane
will hook the crater in the middle.

In short, UP, DOWN, HOOK
f
Step 2
------
First choose left,  so the crane is on top of the empty space there.
Then choose drop, then choose UP, DOWN then HOOK, the final crater 
in the middle row will be hooked, choose START, the crater will be 
brought back with the crane to the starting place in mid air, but 
the path is clear, you can run down now.

In short, LEFT, RELEASE, UP, DOWN , HOOK

---

After your done, head down and make your way across the path and
enter the large doors on the other side of the area, now you'll
come out in HALLWAY FOR CARRYING IN MATERIALs. Here just run to
the door on the opposite side and enter it, you'll come out in
a familiar area, its the same place where Gail gave chase to
Dr Kirk, but the shutters are still down, you really need to find
the elevator. oh well. Now since you've already taken the keycard
from the MEDICAL ROOM before, make your way directly to the MAIN
ENTRANCE of the facility, remember where the stairs to go to the
SECOND FLOOR are. GO THERE.

( PS, this part was not useless, you need to do this part to
  turn the power for the large elevator on )


CONTINUE DOWN TO "AFTERWARDS"

End Gail method.
                        

                   #########################
                  
                       | RICK's METHOD |
                  
                   #########################  

              " Rescue your comrade immediately "

If you choose this method from the choice screen then the game
will take you to the map and prompt you to go to the area where
the game began from originally, remember ? now I think you should
know how to get there, make your way there ASAP, ignoring any and
all dinosaurs along the way, once you reach the BACKYARD, you will
see Rick enter through a as of yet unexplored door, it was behind
the place where the three were standing when the game began. Follow
him, enter the door to enter the LARGE SIZE ELEVATOR PASSAGEWAY.
DAMN that sounds menacing.

Once in this room, head around, take the small left and take the
SLAG shotgun ammo off the crate, there are 2 raptors in this room
but I think everyone should be well trained to dodge them, and the
dinosaurs themselves are too slow and sluggish, take the other item
a resuscitation, then head around the large crate at the end and
enter the large doors. Your at the LARGE SIZE ELEVATOR.

Once here, another scene will begin, Regina will be attacked by
a new kind of dinosaurs, the flying Pterenadons ( yes they actually
HAVE names ). In the scene the flying dino will knock Regina down
and grab her, her gun will fall down and a flashing DANGER will 
appear out of nowhere, start mashing the buttons to escape from
the death claw of the dino, or else he will ram Regina into the
wall which will cause SERIOUS damage, once your back in control, 
first head back for your gun and take it off the ground, even if
you only dropper a single gun, all the guns from your inventory
would have disappeared so be sure to pick it up. Run in zig-zag
patters to prevent the flying beasts from causing you some serious
damage. Once you have the gun in hand, run around the control panel
on the large elevator (inaccessible as of yet) and enter the door
behind there LARGE SIZE ELEVATOR CONTROL ROOM.

In here, a scene will begin, Rick will be besides a badly injured
Tom, who will go unconscious after giving Regina the DDK CODE DISC L.
When your back in control, first take the other DDK INPUT DISC L
from the nearby desk, that was convenient, now make your way to the
other door in this room, through it, check the map on the back wall
and you'll file the OUTDOOR map, now exit through the door at the
other end to enter the PASSAGEWAY TO THE POWER ROOM. 

There are flying dino's here to so be on your guard and run in a
zig zag pattern, immediately head around the large turbine fan on
the ground and make your way across the winding path to the door at
the very end, ps, if you want to , take the Recovery aid from near
the door, enter through the door to reach the ELEVATOR POWER ROOM.

In here, go down with the ladder in front of you, run to the right
side of the screen and take the B1 CRANE CARD, push the shelf near
the card to find another HEMOSTAT, now head to the central part of
this room to find 6 big control panels. The basic layout would be
something like this.

             __         __ 
            (  }       (  }
          1.(__)     4.(__)
             __         __   
            (  }       (  }
          2.(__)     5.(__)
             __         __
            (  }       (  }
          3.(__)     6.(__)


On each panel there are three switches, RED BLUE and GREEN, they
correspond to the colored pipe they are going to drop, what you
have to do is arrange the pipes in a certain order so they all
reach from one end to the other without interruption, once you
do that the puzzle will be over, to solve the puzzle follow the
following steps.

1. Press RED on panel no 4.
2. Press GREEN on panel no 5.
3. press BLUE on panel no 6.
4. Press RED on panel no 3.
5. Press GREEN on panel no 2.
6. Press BLUE on panel no 1.

If you did the above steps correctly then the pipes will be in the
correct order and you will have another scene in which the elevator
generator will come back to power. If during the steps you pressed
the wrong color switch accidentally, then press the same switch button
on the same panel and the pipe will be taken back. Don't worry.

      (( PS, were still doing RICK's area scenario, 
         I told ya it'd be the right one lol ))

Once your done with the puzzle gig, make your way back outside to
the PASSAGE, once your here another scene will start, Regina will
be back attacked by a Pterenadons who will lift her up and start
to fly toward the turbine fan, which is now running. Here is one
of those instant life or death DANGER scenes I was talking about, 
start mashing the buttons like mad hell because if you don't then
the Pterenadon will drop Regina into the fan and its game over.
But if you DO manage to mash the buttons enough times, Regina will
escape from the grip of the beast and fall down on safe land, the
Pterenadon on the other hand gets sucked into the fan, which ends
up spraying blood all over the wall.

Now make your way back to the LARGE SIZE ELEVATOR room, and check
on the control panel once, after activating it you have to go back
to Rick and Tom, Rick will help Tom walk and they will all make 
way for the large elevator, on the way down Rick asks Regina if
she really saw the big-ass dinosaur, the T-rex, and she says yeah.
Rick claims that this is just like "that movie" , which one ? take
a guess.

The large size elevator will start moving and take the trio down
to the CARRYING OUT ROOM B1. Once here the trio finds themselves
blocked by crates leading to the other side, Rick tells Regina
that Tom wont last long without treatment and she should think of
something quickly, Regina spots a crane from her position and 
since we already have the crane card, we can use it .

Head to the left of the screen and take the small ladder to the
upper walkway, here push the shelf aside to get a Med Pack M.
After that head forward, check on the crane control panel and
use the crane card from the item menu on it, the game will ask
you if you want to use the crane, select yes and we're on.
From the eye of the control panel, the area should seem something
like this..

             __        __           __    
       **   (  }      (  )   C     (  )              
            (_1)      (_4)   L     (__)
                 __    __    E      __   
                (  }  (  )   A     (  ) 
                (_3)  (_5)   R  P  (__)
             __        __       A   __
            (  }      (  )      T  (  )    
            (_2)      (_6)      H  (__)
            


Glossary

** = Where TOM and RICK are
1 to 6 =  The numbers of the crate you should move
CLEAR PATH = a clear area in the middle, either for dropping
             crates or whatever..

The three crates on the right side are not to be tampered with.

Okey, so your crane can only do the following commands.
MOVE LEFT
MOVE RIGHT
MOVE UP
MOVE DOWN
HOOK
RELEASE

So you have to make due with these commands, use the crane to make
a clear path from left to right, its easily accomplishable in only
three steps, but farther into the game you will find another puzzle
like this which will be much more complicated.

NOTE : If you use the UP command, then the crane will move all the
way up the screen, but if you choose down command after that then
the crane will only move one crater length down the screen, and
vice versa, this setting also applies for Left and Right.

Step 1 
------
First choose, UP, the crane will go to the top, then choose DOWN,
the crane will come one block down, then choose HOOK, the crane
will hook the crater in the middle.

In short, UP, DOWN, HOOK
f
Step 2
------
First choose left,  so the crane is on top of the empty space there.
Then choose drop, then choose UP, DOWN then HOOK, the final crater 
in the middle row will be hooked, choose STARS, the crater will be 
brought back with the crane to the starting place in mid air, but 
the path is clear, you can run down now.

In short, LEFT, RELEASE, UP, DOWN , HOOK

---

After your done with this easy puzzle, head back down the elevator
and another scene will start, Rick will automatically take TOM to
safety now, and your all alone again, Rick warns Regina that if she
finds Gail again, be sure to knock him down for Rick's sake. After
the scene is over, head through the path you just cleared, check the
file near the dead body, completely useless, take the not so powerful
darts from the box, and head through the large doors at the corner
to enter HALLWAY FOR CARRYING IN MATERIALs.

Before you can move, you will have a little scene of Rick and Tom
entering the medical room, but Tom spots a raptor ready to attack
and pushes Rick out of the way and aims at the raptor, screen fades.
Once you get in control of Regina, you will find yourself in a 
straight hall, ignore the electrical shutters on the right side of
the screen as they are nothing but useless for us, ignore the dino
here too and enter the door at the very end of the hall to enter
HALL B1. This is the same room where the Gail scene would happen
if you chose his way, but none-the-less the shutters are still closed.
Meaning you cannot check whats on the other side.

Once your in here, run to the MEDICAL ROOM HALLWAY door and enter.
Once in here walk a bit forward and Regina will spot some compy's
eating a dead velociraptor. That's gross, ignore the compy's as
they are nothing but a small sized nuisance, head down the hall
and enter the first door you come by, this is the MEDICAL ROOM.


Once in here, another scene will start, Regina will find Rick
standing on the doorway of the joining small office, and Tom's
dead body is lying over there, he died while trying to protect
Rick from the raptor that attacked, Rick will leave the medical
room dishearted. Once your back in control of Regina, take the
key card from the desk in front of where you are and read the
file nearby it for some information about this keycard you just
picked up, this card will come in handy for us till the very
end, I'll tell you that in advance. Now check the medical cabinet
besides the table with the card and you'll find a Med Pack M.

Check the adjoining office where Tom's body is and here you'll
find 2 small boxes on the shelf, you cannot open them now, but
later you can find a key which will let you open one of them.
Now exit out of the medical room, since this is a save room you
can save your game here all you want.

Once back in the hallway, turn to Regina's left and continue
down the hall, head up the stairway and you'll enter the CONTROL
ROOM HALL. Once here, ignore the control room for now as Rick
has no new information for us, and head straight for MANAGEMENT
OFFICE. In here, exit out of the other way, save your game if
you wish. In the MANAGEMENT OFFICE HALLWAY, turn to Regina's left
and turn around the bend, if you left the raptor alive then he
would still be here, in this part of the hall you'll find another
laser shutter you haven't explored before, open the shutter, and
close it on the other side, enter the door at the end of the hall.
Ignore the other door as its completely useless. Believe me.

You will enter the room using the key card, once in the STRATEGY
ROOM you'll find plenty of key items. In here, you'll find plenty 
of items, first off, from the big table in the middle, take the 
DDK CODE DISC E, also take the F.C DEVICE, we will use this later 
on aswell. Also on the farther side of the room, check the box for 
a plug, and use it on the item box nearby if you wish to.

End Rick method.


                          
                         AFTERWARDS
                         ----------

Once your done with both of the methods, make your way to the
MAIN ENTRACE area, where the stairs take you to the second
floor, but don't go to the second floor yet. Instead enter the
ELEVATOR ROOM, you would have already seen the elevator in the 
far corner, but this elevator cannot be used without a high 
level keycard, so what do we do ? .

There would be a scientists body near the map panel, where you
got the map from in this very room , remember ? , okey well get 
next to the body and from your inventory use the F.C DEVICE on 
it, Regina will automatically take the dead guy's finger print 
sample. Now all we need to do is find his code and a terminal 
capable of re-writing the card.

Take the door on the right side to the LECTURE ROOM HALLWAY and
from here take the first door into the OFFICE, remember I told
you to keep an eye out for the notice on the notice board, read
it and it will THIS guy's (who's finger prints we have) code.
Remember that, now remember the computer terminal that is in
this very room, go check on it, use the ID CARD you have on it
and it will ask you to enter the registration number, so now
enter the number, which is 58104. Then the computer will ask you
to input the finger prints, select yes and the computer will do
the rest, you will now have a advanced ID CARD. Now we can go
and use that elevator.

Go to the ELEVATOR HALL and check the elevator with the green
panel besides it, thanks to the new ID card it should open, take
the elevator down, whilst on your way down, Regina will be
attacked by a raptor through the elevator roof, this is another
DANGER scene, quickly mash the buttons and Regina will fend off
the raptor as she exits the elevator. Once your out of the elevator
quickly head for the DDK lock on the double doors in front of you.
You should have both the L DDK's from the area where you found TOM.

Now you'll see a new kind of code, one with numbers in it rather
then alphabets, if you checked the yellow file in this same room
on the central desk then you'd find some more information about it
but since we don't have the time or patience, I'll just tell you 
what the password is.

Its LABORATORY. 

This is truly the first password I guessed out lol, like I said
the password is a word which will always start with the letter of
the DDK your using on that lock.

Anyway, after entering the code, head through the now unlocked door
into the MAIN HALLWAY B1. In here you'll immediately hear the noise
the raptors make, but run forward and you'll see an electric fence.
Since the two raptors here can be a nuisance you can kill them from
the safety of the fence with the handgun. Once your done or even if
you don't want to kill them, turn the fence off and make a dash for
it. Ignore the door right in front and instead turn around the right
hand corner, then left, here's another fence, open it and close it
from the other side so the following raptors will be left prey-less.

At the end of the hallway is a door and a red box on the wall, if
you do have some spare plugs then open this one box, because this
one has some awesome ammo in it, namely SLAG and SG shells for your
shotgun, 40 S&W bullets for the handgun (they're powerful) and one
instant death poison dart. This baby can put any dinosaur besides
the T rex to instant death with a single shot, save it for later.

Once your done, enter the door next to the box, your in the COMPUTER
ROOM. For now just head around the computers to the other end of the
room and exit through the door, pick up the plug next to the door
before you leave, this is a save room to save all you want, exit
back out into the RESEARCH AREA HALL.

Here you will hear raptors noise but they're far away and cant do
anything to you for now, run forward and unlock the shutter, then
enter the first door you come across, into RESEARCH MEETING ROOM.

In here, take the DDK INPUT DISC E from the central table, then
check on the shelf at the corner to find another plug, now check
the blue lighted corner of the central table and it will inform
you of a lock code, which is 7248. The door behind you is locked
via the computer and it cant be opened normally, check the yellow
file before exiting which expands a little more on the story. Now
exit back into the previous hallway, and head to the COMPUTER ROOM.

Once your back here, head around the central computers once more
and near where the yellow file is access the open terminal, it'll
ask you to enter a code, enter what we found a little earlier 7248
into it and it will unlock the door we saw.

Before exiting, check the yellow file near the terminal we just
used and it will tell you of some new advanced kind of DDK
coding, but like before, since we're really impatient, I'll tell
you what the answers are myself, no use for it right now though.
Exit back to the RESEARCH AREA HALL, and make your way to the 
RESEARCH MEETING ROOM. This time the door on the back wall should
be open, enter through it to the GAS EXPERIMENT ROOM.

In here, run forward and through the glass you'll see that there's
a live scientist trapped in the gas chamber, you have to use the
gas gauges to make the gas breathable so the door can be unlocked.
Check the gas buttons, and now do EXACTLY as I say if you want to
save that man. ( It will reward you with a bonus item ).

Press RED first and the gas level will rise, now press GREEN and
it will lower, now press BLUE and it'll lower some more, now
press GREEN and it will raise a little, now press BLUE to make it
lower a whole lot, almost done, now press RED and the gas level
will become zero.

Head to the gas chamber through the door on the side, once in walk
a little forward and another scene will begin, this guy is just
about to die but he mumbles something about Kirk's experiments, 
then he hands Regina a B1 KEY CHIP and dies, take note of the
number on the KEYCHIP. Now check the dead man's body and you'll
find a SMALL SIZE KEY. This can be used to open one of the boxes
in the MEDICAL ROOM for some goodies.

NOTE : If you accidentally killed the man, then you can still get
the KEY CHIP from his body, but you wont find the SMALL SIZE KEY.

After getting the items, try to exit and Regina will be ambushed
by a raptor, its another EMERGENCY screen, if you mash the buttons
quick enough then Regina will kick the raptor off and close the
door behind her trapping the raptor in the gas chamber. Now you
can either just run for the exit or increase the gas to kill that
damn raptor. Personally, I kill.

Now exit and make your way back to the RESEARCH AREA HALL. This
time head around the corner and you'll find another electric fence
and two raptors behind it, you can either kill them from the safety
of the fence or if your confident enough, open the fence and run
for the fun of it. Either way, after opening the fence head to the
very end of the hall and enter the door at the end. You'll enter
the LIBRARY ROOM.

Once in here, check the box in front of you for a Med Pack M. Now
turn towards the left of the screen and run down the corridor. On
this corner of the wall you'll find a machine, use the B1 KEYCHIP
we got off the dead guy on it, you'll start another small puzzle.
First the computer will ask you to enter a number, which is 3695
You can read it off by checking  the KEY CHIP.

After inputting the number successfully, you will be taken to a
screen somewhat resembling this.

          __________              __________
         /___EMPTY__\            /___EMPTY__\
          __________              __________
         /___EMPTY__\            /___WHITE__\
          __________              __________
         /___EMPTY__\            /___EMPTY__\
          __________              __________
         /___EMPTY__\            /___EMPTY__\
          __________              __________
         /___WHITE__\            /___WHITE__\
          __________              __________  
         /___WHITE__\            /___WHITE__\
          __________              __________     
         /___WHITE__\            /___EMPTY__\
          __________              __________
         /___WHITE__\            /___WHITE__\

            BEFORE                  AFTER

Now it will start off as BEFORE, and you need to arrange them as
it shows in AFTER. You can accomplish this quiet easily, even
though this puzzle may seem a bit hard but its very easy to do
yourself, the only thing to keep in mind is that when you select
a block to move , it will ONLY move up, and you will move 2 blocks
at once, not a single one at a time. Sorry folks, I cant give out
steps for this one as its quiet difficult to explain in words, but
im really sure you guys can handle this one on your own.

Anyway, after you finish the puzzle, the computer will tell you
that the data storage is complete and it will mark the library
locker which we just opened up. Run around the library and find
the unlocked locker with the green light on it, open it with
the KEY CHIP, and inside you'll find a KEY CARD R. We already have
a KEY CARD L, remember ?. There will also be a file inside it,
read it, it will tell you what the functions of these two cards
are. Once your done, exit the locker, and before exiting the
library, check around the other row of lockers, and admist them
you will find some more HANDGUN PARTS, Equip them if you use the
handgun often and return back to the RESEARCH AREA HALL.

Make your way back to the COMPUTE ROOM, once back here you'll 
notice that there is a map on the wall near where you came from
just now and there are two slots on each side, head to either one
and use either one of the R or L card, Regina will realize that
she needs 2 people to open the door, and the game will ask you
if you wish to call Gail, say yes and after a while Gail will
come running in. Regina and Gail open the door by using the cards
simultaneously, once the cards are used the monitor on the wall
will arise and you'll see a door behind it. But it has a DDK
lock on it.

Check the DDK and you'll start making out the password already, 
the DDK is E , so the password has to be, ENERGY !.

Enter this password into the lock and the door shall open, save
your game if you wish and enter the door to EXPERIMENT SIMULATION
ROOM. 

In here a small scene will happen, Regina will see a simulation
of the Third Energy here, but it soon disappears, besides that
there is no Kirk in this room either, check the red file nearby
to read Kirk's personal journal, on the far side of the room, 
push the shelf aside and you'll find some handy parts for your
shotgun. Equip them ASAP, take the Darts before leaving too and
head back to the COMPTUER ROOM.

Gail gets really mad that their mission has already taken way
too long, Kirk is nowhere to be found, suddenly the computer
system locks down all the doors and alerts that the whole area
will lock down in a few minutes, Gail realizes that Kirk is not
far away from them and he's the one who must have tripped the
system. When you get back in control of Regina, near the exit
which leads to the RESEARCH AREA HALL, you'll find a red box
check it and you'll find a SCREW DRIVER in it, now check the
machine to the LEFT of the box, and you'll see that there's an
electric panel here. Use the screw driver on it and it shall 
open. The computer will ask you to reconfigure the setting. This
can only mean another hard-ass puzzle.

You will be given three pieces of jigsaw puzzle with either holes
or lines passing through them, and you'll then be shown what you
have to configure them to look like. This is what the end product
should look like.

                       ___________________ 
                      |     |      |      |
                      |##   |   ###|##    | 
                      |__#__|___#__|_#____|
                      |  #  |   #  | #    | 
                      |   ##|###  #|#     | 
                      |_____|____#_|______|
                      |     |    # |      | 
                      |     |    ##|###   | 
                      |_____|______|__#___| 

                             FINAL !                        


 ___________________    ___________________   ___________________ 
|     |      |      |  |     |      |      | |     |      |      | 
|     |####  |      |  |     |###   |      | |  ###|      |      |
|__ __|___# _|______|  |__ __|__#___|______| |__#__|__ ___|______|
|     |   #  | ALL  |  |  #  |      |      | |     |   #  |   #  |   
|     |##/ /#|BLACK |  |  ###|      |      | |     |### \#|####  | 
|_____|___#__|______|  |_____|______|______| |_____|__#___|______|
|  #  |      |      |  |     |      | ALL  | |  #  |  #   |      |   
|  ###|      |####  |  |  ###|      |BLACK | |###  |###   |      | 
|_____|______|___#__|  |__#__|______|______| |__ __|______|______|  
 
       PART A                 PART B                 PART C


Here is the basic layout of the puzzle, you will be given three 
pieces ( PART A B and C) and you need to re-arrange them and place
in the main grid in order to make them look like what the FINAL
result is. In order to accomplish this, follow the following steps.

* Turn the C part RIGHT once and place it on the grid.
* DONOT turn the A part at all and place it on the grid.
* Turn the B part right once and place it on the grid.

With that hopefully you will get the accurate result and the puzzle
will be over, the doors will unlock and you will be given very
less time to escape. Rick will radio in and tell you that he's
reading a major lock-down on the computers. Gail and Rick both
have their own idea's on how to escape this place before the
total lockdown happens, and Regina has to choose which one she
will side with.

CHOICE TIME !!.

NOTE : This time in the choice, I would ask you to choose Gail's
way mostly because its easier, MUCH easier to do then Rick's method
even though Rick mentions tons of dinosaurs, its pretty easy still.
Rick's method on the other hand is really really difficult, but
it would let you escape un-scratched.

                   #########################
                  
                       | GAIL's METHOD |
                  
                   #########################  

        " Break through the area relying upon your skill "

Gail's method is plain and simple, bust some caps and exit the
area with guns blazin, I would ask you to prefer this over Rick's
idea since its easier and much quicker, after you choose head via
the same door Gail used and exit into the RESEARCH AREA HALL, be
sure to save your game before exiting.

In here, just run forward, dodge the raptors in here, and it can
quiet easily be accomplished believe me, exit into the LIBRARY
ROOM area, once in here, you'll find more raptors but the design
of this room lets you easily dodge them, head to where the machine
was and run to the machine's RIGHT and you'll find doors leading
outside, enter them and you'll emerge at MAIN HALLWAY B1.

From here just dash across the open shutters to the right, don't
enter the MEDICAL ROOM HALLWAY, but go for the HALLWAY FOR CARRYING 
IN MATERIALs door. Once in here run across the entire hall, dodging
the raptor along the way and enter the large area we cleared with
the crane. Once in here a good long scene will begin. Gail's done
his duty and finally caught the elusive Dr Kirk. Kirk demands that
he be freed but Gail shuts him up with the waving of his machine
gun. Gail tells Regina to call in the extraction chopper and forces
Kirk to give Regina the key-card she needs to reach it. Then he
walks off saying that he'll leave the Doc with Rick, and that he
still has to finish some unfinished business.
---
HEAD TO AFTERWARDS 


                   #########################
                  
                       | RICK's METHOD |
                  
                   #########################  

        " Cooperate with Rick and escape through the hatch "

Rick's smart method is to use the Hatch in Kirk's personal lab
to escape directly, its probably the same way Kirk himself escaped
from the lab, but the thing is that the hatch is password locked
and of course you'll need to solve another puzzle just to get it
unlocked. This is a hard-ass puzzle and I would highly advice you
to think against it and choose Gail's method, but if you are gonna
go with this, then choose Rick's strategy from the choice menu.

Head on through to the EXPERIMENT SIMULATION ROOM , save your
game before heading in, once inside head for the big machine in
the far corner of the room near a hatch and check on it, once
activated a scene will begin, Rick will radio in and tell that
he hacked into the mother system, and he's forcing it to display
the correct password, what this means is that now you will come
into another puzzle.

The basic idea of this puzzle is that there will be six boxes
on the screen, they will flip periodically to reveal a letter of
the alphabet behind them, you have to memorize the letters in
the order they appear and after it asks you to input it, enter
them in the exact same order, the fun part is that you cannot
make more then 2 mistakes, if you do then you will be forced
to use Gail's method, which is escaping with brute force. The puzzle
is generally easy at the first go but it gets really hard when two
or more boxes start flipping at the same time, its really hectic.
Do it correctly a few times and you'll escape via the hatch.

PS. On a side note, you might wanna keep a pencil and paper with
you for this puzzle.

Anyway, once your done entering the three codes correctly, Rick
will tell you to get out immediately and the hatch will open, 
enter the hatch	and you will come out in the CARRYING OUT ROOM
B1. Regina will spot Kirk trying to escape and stop him, Kirk
will say some cool British accented quotes, Gail will enter
the scene now and the rest of the conversation is similar to
what you'd see in Gail's scenario.

End Choice.

                         AFTERWARDS
                         ----------

Either way, when your scene is finished you would have gotten
the KEYCRAD required to access the area we're headed for, the
game will show you the map now indicating where you have to go, 
we have to go do to the CONTROL ROOM, where Rick was using the
computers early on in the game, you should not be terribly far
from it from where you are right now. Make your way to the
CONTROL ROOM.

Once your at the CONTROL ROOM, head to the backside, you'll find
an elevator which we've completely ignore up till now, check it
and Regina will automatically use the KEYCARD and open it, take
the elevator up to the COMMUNICATION ROOM. Once here check the
box near you for some SLAG bullets, check the red box on the
wall if you have some spare plugs, now near the only other door
in the room, you'll find an emergency box on the wall, check it
for ANTENNA KEY. Now exit out the only door to PASSAGEWAY TO
COMMUNICATIONS TOWER. The previous room was a save room so make
sure to save your game before exiting.

In this long walkway make your way across, and at the other end
you will come to a familiar room, enter the door to the COMM
ANTENNA ROOM, in here walk forward and you'll see a slot to put
in the ANTENNA CARD on the machine, use the card here and let
the following scene happen, the antenna will be activated and
you can now communicate with HQ, but not in this room, we have
to head back to the save room.

Once your back in the passageway, a scene will start, the ground
will start rumbling slowly and the vibrations will cause all the
doors to lockdown, the rumbling will get very loud and Regina
will spot the T-REX right besides her, the T-REX spots her too, 
Rick gives her a call telling her that the doors just automatically
locked, Regina tells him that she's a *bit busy* and asks him to
do something about the doors. The T-REX will romp at Regina but
she will jump back saving her skin again, but blocking the other
doors. You can only run in one direction now.

QUICKLY WITHOUT STOPPING make your way across the walkway and
head for the door at the other end, you cant enter it yet, so
take out the shotgun and get ready for shooting the T-REX ala
we did last time. This time though its MUCH harder, you miss
once or don't run continuously across the walkway and your dead.
Trust me, you need to be fast in this one.

Once you've shot it some times, Rick will tell her that the
doors are unlocked, Regina will enter the door quickly, once
back inside she will contact HQ herself and ask the person
on the other side to come pick them up ASAP. Now you have to
make it to the HELIPORT in one piece, don't worry about Rick
and Kirk, they'll be there themselves. Before you can exit
back down the lift, Rick will radio again, and he will tell
Regina that she must use the MAIN ENTRACE to reach the heliport
area. The game will show you in the map where you need to go.

Take the elevator back down into the control room, and make your
way across to the MAIN ENTRANCE any way you want to, once there
take the big doors outside, here you'll have a scene and the
area will suddenly be swarming with Pterenadons. Run around the
top area like we did when we came here for the first time, and
when you reach the area with the dead body, check the HUUGE 
doors behind it to enter PASSAGEWAY TO THE HELIPORT.

Here you will start hearing fence rumbling sounds, these are
just raptors waiting to attack you, this area is very long but
also very straight forward, just make your way through the
straight path and enter the single door at the end to reach
the HANGER.

Once in the hanger, run straight and climb the small ladder, run
across the walk way and you'll see huge boxes on the ground below.
This is another puzzle that we're about to solve in a little while.
For now at the end of this walkway you'll find a GRENADE LAUNCHER
and some GRENADE ROUNDS. I think you can obviously take hint that
something big is about to happen. After taking these items head
back to the ladder and make your way down, time to do the puzzle.

This is a general map of the area your about to push boxes through.
Its not a 3-d map but it should pretty much clear you on which box
you have to push and which you don't.

                                                     | N
              EE     CLEAR AREA\           XX      --0-- 
                 ##    _       _\##     _            | compass
 1/100           ## _ |B|##   |E|    _ |H|
 scale           ##|A|   ## _ |D|   |G|
                           |C|   ## |F|
               **______________________________
                ______________________________0|        
           

GLOSSARY

EE : Entrance (where you come in from)
** : Small ladder, leading to the Grenade launcher
0  : Grenade launcher
A to H : Names of boxes you CAN PUSH
## : Boxes you CANNOT push.
XX : Exit

Now lets start with the puzzle shall we...

STEP 1
------
From where you enter, make your way to the box B and push it
upwards or north according to the map. This will give you
enough room to squeeze between A and B and make your way to
the CDE boxes via the clear path to the top.

STEP 2
------
Now push the box E to the RIGHT according to the map, after that
push box D DOWNWARDS according to the map, this will give you 
access via where the box D used to be, now move onwards to the
next line of boxes GFH.

STEP 3
------
In this step, get to the left of the box F and according to the
map push it towards the RIGHT. This will give you room to push
the box G upwards and give you a clear path towards the exit of
the area, pick up the grenade rounds before you enter the door
however.

---

Once you enter the HELIPORT an FMV will begin, Regina catches up
to Rick and Kirk who are also waiting for the chopper to arrive, 
but Gail is nowhere to be seen, Rick doesnt know where he is either.
The chopper makes its way slowly towards the waiting hero's. 
Regina meanwhile spots a flock of birds suddenly rising from a 
direction and thinks that something must have scared them. The
similar vibrations start to happen again and the lights start
sparking. Suddenly the T-REX bursts into the heliport from one
of the walls, it targets the approaching chopper immediately and
takes it down with amazing strength. Kirk takes this opportunity
and makes his escape. Now Regina and Rick are left in the HELIPORT
with an angry T-REX.

Its time for another romp with this mad T-REX, but this time there
aint no place to run, there aint no place to hide, and you aint
gonna be facing the head of the T-rex like the previous two times.
This time its the entire T-REX itself.

As soon as you are given the control back head forward, the wreck
of the helicopter is right in the middle of the area and that is
what will save us in this fight, its completely useless to fight
the T-REX so start running around the wreckage, fortunately the
REX cannot cross through the burning wreckage so he will have to
run in circles following you too, check the far side of the area
if the T-REX is far away from you and you'll find that Rick is
working on the control panel of a busted elevator, you have to
keep running from the T-REX until he finishes the repairs.

So keep on running around in circles around the wreckage and keep
the T-REX away from you, after a couple of minutes Rick will walk
out of the elevator, fire a round at the REX and tell Regina to
get in the elevator as its now fixed, at this time make your way
to the elevator quickly and enter it. Phew....

In ELEVATOR NO 2, Rick and Regina will have a little chat where
they both start thinking that its game over for them, when the
elevator stops Rick walks out the door, Regina will automatically
follow him into the UNDERGROUND PASSAGEWAY INTO THE FACILITY.

Once your in here, run forward and Regina will see some compy's
entering the area via a crack in the wall, ignore them completely
and make your way down the hall, along the way you'll find an 
inlet heading off to the right of the screen, go there and enter
the door you find here for the MATERIAL's ROOM.

In this room there will be more compy's but that's not what we're
here for, head around the corner and take the card along the
dead body, its the C.O PASS CARD. After taking it read the notes
near the dead body and they will tell you about an alternate means
of escaping the facility, apparently PORT in the floor B3 where
they might find a boat or two. After reading through this, exit
back to the previous hallway.

Continue your way down and enter the door at the end for ELEVATOR
No 1, Rick would have repaired this elevator's controls by now
too, so they will get on their way upwards. Along the way Regina
breaks the good news to Rick that there might be a way for them
to escape the facility, Rick gets excited and asks her what it is
already, Regina doesn't tell just yet. When the elevator stops
exit it.

You will come out right next to the LARGE ELEVATOR, the same one
we took before, there will be an automatic scene here in which
Regina will tell him that they can use this elevator to the B3
floor now that they have the pass card. Rick will use it automa-
tically and your on your way down.

Along the way, when you get near the floor B3, the power of the
entire facility go out, Rick says that maybe it shorted a fuse, 
the backup generator kicks in and the elevator carry's on, then
Gail suddenly radio's them in and confirms that he's in floor B3
too. He orders them to get the power back on and leave Kirk to him.

Once the elevator stop you'll automatically come out on the main
hall of floor B3, its HUUUGE. After some sight seeing, Rick will
realize that the WHITE battery for the main generator is completely
dead, and they'll need a suitable replacement.

When your back in control of Regina, head left from where the main 
generator battery part is, enter the door here for the BACKUP 
GENERATOR B3. You wont be able to turn this on without a proper Key 
card, so instead head for the batteries area and take out the WHITE 
BATTERY from it, you can move the shelf located here to find a AN 
AID. Once you have the battery with you, make your way back to the 
MAIN HALL B3. Here just talk to Rick and he will automatically 
install the battery. The main generator will kick in again and 
power will be fully restored. Rick will head off for the control 
room of this  floor. Once your back in control, head to the same 
direction that Rick went and enter the door at the very end, 
near the shutters, the door on the other side cannot be accessed 
yet.

Enter the CONTROL ROOM B3. Here, just run straight from where you
entered and read the memo at the very end, also take the SLAG 
bullets from the box, now to the other side where Rick is sitting.
Along the way where the two boxes on the wall are, you'll also find
a CRANE KEY on the central desk, take it, right next to where Rick
is sitting, you'll find another CRANE KEY. Take both of the, talk
to Rick if you wish and exit out of the only other door in this
room, since its a save room, you can save all you wish. You'll exit
into the GENERAL WEAPONS STORAGE room. Be sure to equip the shotgun
with SLAG rounds or better yet if you have a poisonous dart.

Once in here, turn to Regina's left and start running down the hall,
you can pick up a resuscitation along the way, you will see shutters
in the back wall, head for them but before you can, Regina hears a
sound on the left side of the huge room, the part surrounded by
craters, she see's a dead body with a DDK disc spinning next to it.
She starts to make her way cautiously to it but before she can, she
is attacked by a new kind of dinosaur, The Theizinos.

She barely avoids getting hit but a chain breaks and crate starts to
fall down right on top of Regina, you have an immediate DANGEE screen
here, mash the buttons as quickly as you can, because if you don't
then Regina will get killed instantly, after you've done the button
mashing and Regina is safe, she will get up and your back in control
of her, you'll spot a ladder leading up but don't take it, and don't
bother fighting the dinosaur, they take way too many bullets to die.
Save the darts for when a dinosaur is in your path or your certain
that you'll get hit if you don't attack. Now remember the shutters, 
enter them. Your in the TRANSPORT PASSAGE.

In here is another Theizinos, if you have a dart use it ASAP on
it to either put it to sleep or kill it immediately, when your
done with that, take the items on top of the truck here, ignore
all other doors or electric fences as they're all locked down, 
you can pick up the third and final CRANE KEY from here and the
C.O AREA KEY. This is actually gonna open the door on the other
side of the B3 MAIN HALL.

Now you have all three cards, exit back to the previous room,
remember the ladder near the craters, head up it and use the
crane cards on the control panel at the end, you'll have to do
a similar puzzle like we did before, but this time its a bigger.

Here's what the interface will look like.
                   _______________
                  |       _     _ 
                  |      | |   | |  
                  |      |G|   |H|
                  |          _  _
                  |         | || |
                  |         |E||F|
                  |       _  _ 
                  |      | || |      
                  |      |C||D|
                  |     _       _
                  |    | |     | | 
                  |    |A|  ## |B|  
                  

Glossary

A to H : Crates liftable
## : DDK disc, your target.


All the rules of doing this puzzle are the same as before, the
only thing increased is the count of the crates, so you'll have
to do more steps this time. Now follow the following combinations
EXACTLY.

STEP 1
------
UP, HOOK, LEFT, DOWN, RELEASE
This will clear the box G out of the way.

STEP 2
------
UP, RIGHT, HOOK, DOWN, LEFT, RELEASE
This will clear the box H out of the way, the upper row is
empty for us to go through.

STEP 3
------
UP, RIGHT, DOWN, HOOK
This will capture crate F, but you'll return to base with
the crate still hanging on to the crane.

STEP 4
------
RELEASE, RIGHT, HOOK
This will drop the F crate, then pick up the B crate, it will
return to base but the path is already been cleared, all you
need to do now is go down and take the reward.

----

Head down the ladder and go by the path we just cleared, the top line
of crates if you were following my instructions, head around them and
take the DDK INPUT DISC W from the dead body, now head back and make
your way through the CONTROL ROOM B3, back to the MAIN HALL B3.

Once your back here, head around the large central machinery, there
should be another box of grenade ammo here that I forgot to mention
earlier, take this, at this part of the game if you open any box then
I would suggest you to ditch all the handgun and the weak SG shotgun
shells, and keep the stronger SLAG bullets and the GRENADE ROUNDS.
You'll need them mostly now.

In the MAIN HALL B3, head around the large crates to the opposite
direction of where the CONTROL ROOM door is, and at the other end you
will find a door here, it was previously locked but thanks to the C.O
AREA KEY we picked up a little earlier, you can unlock the door, head
inside the PASSAGEWAY TO THE CARRYING OUT ROOM.

In here, you'll come up with 2 of the dangerous black mutha's, if
you happen to have some sleep darts handy then now would be a good
time to use them as dodging around them is very difficult, but its
not impossible, either way after firing or dodging at them, run to
the very end of this straight hall, enter the door leading into the
REST STATION, also pick up the MULTIPLIER near the exit door.

In the REST STATION, check the dead body to the left of Regina to
get another plug, also check the map on the right hand side wall
from where you entered to get the map recorded, there is a DDK door
on the far wall but we don't have the keys for it yet, there is only
one big door besides that and the one you entered, take it to the
CENTRAL STAIRWAY.

Again you'll fight two more Theizinos in here, and again its the
same thing, if you happen to have darts, use them, but if your good
at dodging dinosaurs you can dodge these one's damn easily, anyway
continue down this wide hallway, ignore the electric shutters as
you cannot open them yet, instead turn right when you can and take
the available staircase up to PASSAGEWAY TO EXPERIMENT ROOM.

In this area, run forward, take the AN AID here, and around the bend
you'll find a raptor, but its best just to run around him, you'll
see a vent hole here but before climbing into it, visit the door
at the end to enter the SECURITY PASS ROOM.

In here, run forward and you'll see you activated the alarm, so
quickly head into the small adjoining room via the door, and
check the computers on the backside of where your facing to turn
it off, after the alarm is off take the DDK INPUT DISC S from
the same table, before exiting check the red file off the other
table for some more information about Dr Kirk, and also take the
B2 KEY CHIP 1 from behind the dead female scientist before exiting
too now exit this whole room from the same door you entered from.

Back in the previous hallway, this time take the vent hole up to
the PIPING CHECK PASSAGEWAY 2. In this straight vent, run down
the linear path and drop down the vent on the other side leading
into the EXPERIMENT ROOM HALL.

First off, as you enter this area, head to the LEFT of the screen, 
and keep running down that hall, there is an AN DART L , near a
door which is currently locked, at the end of the hallway are
two plug boxes, enter the door near them to the RESEARCHER REST
ROOM.

In here, you'll have a small scene, Regina will see Gail in here
who's also searching for the Doc, Gail exits after saying that
atleast he has less places to hide now, when Gail exits take the
AN AID in the room, also read the yellow journal for some more
interesting ramblings, also take note of that blue machine on the
wall, we wont need it now, but we MIGHT need it later. Exit back
to the previous hallway when your done.

Head back in the same direction as the vent hole was in, and
when you reach it, head down the screen from there, you'll find
something on a side ledge, before you can take it though, Regina
will be attacked by a much stronger version of the raptor, the
best thing to do is put it to sleep but its also sluggish like
the other raptors so you can just aswell run from it.

Take the item you were about to take, its a KEY CARD LEVEL C.
First enter the door which is right next to the hole this raptor
came out of, its a level C door but we just picked up the key so
it should open. Enter into the STABILIZER DESIGN ROOM.

In here, take the DDK CODE DISC W, from the central desk and
exit back to the previous hall, once back here its time to do
a backtrip. Since we now have both CODE and INPUT W discs, we
just have to find the right door for them.

Anyway, make your way back to the vent, climb it and drop back 
down to the other side, at the PASSAGEWAY TO EXPERIMENT ROOM 
head back down the CENTRAL STAIRWAY, and make your way back 
to the REST STATION room. (where we got the map from).

By the way, when you reach down the CENTRAL STAIRWAY, Rick will 
give Regina a call and tell him that he opened some of the 
shutters, but these shutters are useless for us, ignore what 
he said and continue your way.

Once at the REST STATION, if you had dodged the dinosaurs in the 
previous room, then atleast one of them WILL bust through the 
door while your running through it, but ignore it, instead check
on the DDK locked door at the far end, this is the W door.

Now, can you guess the password ?, no ?, its WATERWAY.

Head into the DISEMBARKATION IMMEGRATION OFFICE, once the door
is open, here just run a little forward and Rick will come into
the room behind you, Rick will use the computers and tries to
open the other door in this room which will lead them to the 
sea port. But before anything, the beeper on the dead scientists
body on the side starts flashing and he gets a radio call from
one of his friends that he's got the port key. He's heading down
to B3 on the LARGE ELEVATOR but there's a big dinosaur on his ass.

Rick tells Regina that if they don't get the key, its game over.
The game will show you the map indicating that you have to get
to the MAIN HALL B3, so I think you should know the way, but
before exiting this room, take the B2 KEY CHIP 2 from the
terminal behind where Rick is sitting, take note of the number
that's written on it, also take the PLUG from the scientists
body which just gave you the message and now exit, since this
room is a save room, you can save all you want.

Make your way to the MAIN HALL B3, and when you reach it start
running for the LARGE ELEVATOR. Another scene starts, Regina
starts hearing the sound of people being eaten by the megaphones
which connect the elevator, when the huge elevator doors open
out walks the T-REX, it see's Regina and charges, but crashes
into the power turbines, gets electrocuted and goes limp. Its
not dead yet though. Regina spots the Elevator door closing and
the keys behind them.

You wont be able to open the elevator right now because the 
T-REX knocked the power out, but check the area where the batt-
eries are and take out the WHITE BATTERY, now head into the side 
door leading to the BACKUP GENERATOR B3, go to the area where 
there batteries are here, put the white battery in and configure 
the batteries. I think you should all know by now what the right
color pattern is, anyway, its RED BLUE GREEN WHITE for those who
didn't, after that check on the lever on the side of it, since 
we have the LEVEL C card, the machine should work and the backup 
generator will kick in activating the power.

Now, head back to the MAIN HALL B3, and enter the LARGE ELEVATOR
Once in it, you'll find three different bodies in here, each has
an item on or besides it, the nearest to the door one has the
PORT CARD KEY besides it, take it, the body a little north of this
one has the DDK INPUT DISC D, take that too, head down the screen
and check on the third body to find a PLUG. Now we have all we
needed. Make your way back to the DISEMBARKATION IMMEGRATION OFFICE.

Once you reach here, Regina will automatically toss the PORT KEY
over to Rick who starts working on the terminal, soon afterwards
he manages to open the port door and Regina and Rick get on their
way. When they enter the PASSAGEWAY TO PORT area the find something
odd, there is a third energy vortex blocking their way, Rick tries
to check if they can pass through it by flipping a coin in it, but
the coin disappears inside it, this cant be good...

Rick says that he'll get all information on it and goes back to the
computers, when your back in control of Regina, take the DDK CODE
DISC S from near the vortex and exit back into the previous room.

Now make your way back to the CENTRAL STAIRCASE, climb up the
stairs and enter the SECURITY PASS ROOM, at the end, once in
here run directly opposite of the door you entered from and check
the DDK locked door, you should already have the CODE and INPUT
discs S. Check the lock, can you figure the password ?..

The password is STABILIZER.

Since this is a save room, I would advise you to save before
you exit the area. Now enter the PARTS STORAGE room. Once your 
in here, run forward and a little scene will happen, an automated 
device will scan Regina, after that scene is done head forward
through the sliding door, once through it, don't bother going to
the path heading left of the screen because there are 2 doors
there we cannot open yet. Instead head down and unlock the door
form this side and enter through it.

Your back at the EXPERIMENT ROOM HALL. From where you enter, 
head up the screen, pass the vent hole that we came in here from
earlier, but this time open the laser fence besides it, go to
its other side and at the end you'll find a big door locked with
level C clearance, since you have the card, you can enter it, take
the resuscitation before you enter, now enter to STABILIZER
EXPERIMENT ROOM.

In here, first off take the DDK CODE DISC D from the central
display table, after that head for the far corner of the room,
take care of the single raptor in here first if you wish to, now
at the far corner there is a cabinet with something inside it
but its locked, no fret, im here to tell you the code. Input the
code 1281 in it and it shall open.

Inside are the final parts for your SHOTGUN, equip them to make
advancements to your shotgun, now we have both the D DDK CODE
AND INPUT DISCS, but before we go there, I would like you to
go on a little side trip.

HEAD DIRECTlY to the SECUTIRY PASS ROOM, remember the one where
Regina set off the security alarm when you entered. Okey, once
your back here, head into the small inlet office via the door.
Check on the machine on the side, you will see 2 slots on each
side, first take note of the number written on the B2 KEYCHIP 2
and remember it. Enter the keychips in and enter the code which
is 0392. Once your done, another puzzle shall begin. This one
is going to be a little harder then its previous counterpart.

This is what the basic interface of the puzzle will look like.



              BEFORE                       AFTER    
   __________   __________        __________   __________  
  /___WHITE__\ /___EMPTY__\      /___EMPTY__\ /___WHITE__\ 
   __________   __________        __________   __________
  /___EMPTY__\ /____RED___\      /___EMPTY__\ /___WHITE__\
   __________   __________        __________   __________
  /___WHITE__\ /___EMPTY__\      /___EMPTY__\ /___WHITE__\
   __________   __________        __________   __________
  /___EMPTY__\ /____RED___\      /___EMPTY__\ /___WHITE__\
   __________   __________        __________   __________
  /___EMPTY__\ /____RED___\      /___EMPTY__\ /____RED___\
   __________   __________        __________   __________  
  /___WHITE__\ /___EMPTY__\      /___EMPTY__\ /____RED___\
   __________   __________        __________   __________  
  /___EMPTY__\ /____RED___\      /___EMPTY__\ /____RED___\
   __________   __________        __________   __________
  /___WHITE__\ /___EMPTY__\      /___EMPTY__\ /____RED___\

   PANEL 1        PANEL 2           PANEL 1      PANEL 2


All the basic rules of the puzzle are pretty same as the last 
one and dare I say its very easy, its really hard for me to 
explain it all in words, its better if the people do it on
their own, the puzzle will originally start off as shown in
BEFORE, and you will have to arrange the two bars as they
are shown in AFTER, besides being the normal options, you
will also have the option to switch between the two bars and
flip the colored boxes from one bar to another, try it and
in a few minutes you will easily figure out the mechanics
of this puzzle. 

Anyway, after the puzzle is done, Regina will automatically
take out the KEY CHIPS if you did it correctly, now exit out
of this room to the PARTS STORAGE room, save your game before
you go, at the PARTS STORAGE room, run forward, pass through
the sliding door, and this time turn to the left side of the
screen, I told you to ignore this before.

At the end of the hall there is a door locked with DDK locks,
and since we already have the DDK D disc's we can open this
door, this door's password is something you've been hearing
all this time... can you guess it ?..

The password this time around is, DOCTORKIRK

After you enter the password, the door will unlock, head through
it to a PASSAGEWAY. Once in here, run forward and you'll find
a huge shutter blocking your way, there's a panel on its side, 
use one of the KEY CHIPS on it and the shutter will open, after
this one is open, run forward some more and another similar 
large shutter will appear, use the second KEY CHIP on the panel
besides it and this one shall open too. Once you've opened both
the shutters, run forward and you'll find an AN AID in your path
take it and enter the door at the very end to reach the THIRD
ENERGY AREA B2.

Once in here, you will see another scene, the Third energy 
generator is right in front of you, Regina radio's in Rick to
tell him that she found it, after some flashy cuts of the
generator, you'll get back in control of Regina.

When your back in control, run straight forward and when the
camera changes check the lit panel on the wall, it will raise
a bridge which will lead into the central control system, but
we don't have anything to do there right now, so just raise
the bridge and continue running down the path you were before.
Enter the door at the end leading into THIRD ENERGY CONTROL ROOM.

Once in here, run a few steps ahead and go down the stairs
you see in front of you, take them down to the lower floor.
Once at this place head to the backside of the stairs and next
to the blue panel you will find the LEVEL B CARD, take this
right now. From here, head UP the screen and read the journal
on the shelf, some more ramblings about the third energy and
the good doc.

Now from where the shelf is, head right of the screen and move
the cabinet you see here, behind it is an INTENSIFIER. Now head
back up to the upper floor by the same staircase we took to get
down. Once your back on the upper floor turn to Regina's RIGHT
and start heading down the screen, you'll see a door at the 
very corner, enter it right now, your in the POWER FREQ. ROOM
now, in here first thing you'll notice is an injured female
scientist on the corner, check on her and Regina will tell you
that she is dying. Aint nothing we can do for her.

Now, to the right of the screen from where the injured lady is,
you'll find a big blue lighted panel on the wall, check on it
and you will start another very annoying grid style puzzle. 

The basic interface of the puzzle is exactly like the last one
and the mechanics are also the same, the puzzle will look a bit
like this..
                       ___________________ 
                      |     |      |      |
                      |#####|######|##    | 
                      |_____|______|__#___|
                      |     |      |  #   | 
                      |  ###|######|###   | 
                      |__#__|______|______|
                      |  #  |      |      | 
                      |  ###|######|####  | 
                      |_____|______|___#__| 

                             FINAL !                        


 ___________________    ___________________   ___________________ 
|     |      |   #  |  |     |      |      | |     |      |      | 
|     |      |   #  |  |  ###|######|      | |#####|      |###   |
|__ __|______|___#__|  |__#__|______|______| |_____|__ ___|__#___|
|  #  |   #  |      |  |     |      |   #  | |     |      |      |   
|  #  |   #  |      |  |     |###   |   #  | |  ###|      |      | 
|__#__|___#__|______|  |_____|__#___|___#__| |__#__|______|______|
|     |   #  |   #  |  |  #  |      |      | |     |  #   |      |   
|     |   ###|####  |  |###  |      |      | |     |  ####|      | 
|_____|______|______|  |_____|______|______| |__ __|______|______|  
 
       PART A                 PART B                 PART C

FOLLOW THE FOLLOWING STEPS, EXACTLY AS THEY ARE ...

* Turn the B part LEFT once and place it on the grid.
* DONT TURN the C part at all, and place it on the grid
* Turn the A part LEFT once and place it on the grid.

You should solve the puzzle with this...

Exit out of the room from the same door you entered from, and 
DIRECTLY opposite of the door you'll find a control panel. Use 
it right now, but it wont activate, Regina will get mad and 
slam her fist, but she hears a gunshot sound from the door 
behind her. Before heading for that door, read the yellow 
journal here for some more info.

Head back into the POWER FREQ. ROOM, Regina will spot the female 
lady shot and blood all over her, check on the lady once and 
you'll get a passcode, 1281, we've already used this to get the 
SHOTGUN parts, so its useless for us now. Head in the opposite 
direction, we haven't checked this area yet, Regina will hear 
someone escaping from the door , you follow !

Regina will automatically enter the PASSAGEWAY TO PERSONAL LAB.
Here you will spot Kirk running away, as soon as your back in
control of Regina run forward, around the corner and enter the
door at the end to enter Dr Kirk's PERSONAL LAB.

In here, just run forward and a scene will begin, Regina will be
rapped by Dr Kirk who is now holding a gun to her head, Regina
tries to talk her way out of it, but Kirk is not listening, luckily
before he can shoot Gail comes in and shoots the gun out of Kirk's
hand, Kirk and Regina will now question the Doc and find some info
about his experiments and try to figure out what they can do to
neutralize the vortex that is blocking their way to the port.
Kirk seems really proud of his experiments at this point.

Kirk tells the hero's that they need the INITIALIZER and the
STABILIZER to make the controls work, and that they should be
stored in one of the security room's on floor B3.

by the end of the scene Regina will have gotten the LEVEL A CARD.
At this time Rick also walks into the labs, Gail and Rick talk
about the parts, they both have their different strategies on
how Regina should go get the parts, Rick tells them that the B3
floor is crawling with the dinosaurs, and they're better off if
they make their own parts using a PLANNING DISC and some 
unassembled parts.

Gail suggests that it would be easier and faster if Regina just
goes and gets the original parts from where they are stores..

its DECISION TIME.

NOTE : This time I would suggest that you take the Gail method
if you are stocked up on ammo ( which you should be ) because
this method is faster and wouldn't involve any codes or item
hunting, you just go in and get the real parts.
While if your running a bit low on the ammo then by all means
take the Rick method, it will involve you hunting items down
on the floor and assembling them into working parts, this will
require you to remember codes and the usual Rick stuff.



                   #########################
                  
                       | GAIL's METHOD |
                  
                   #########################  

                " Head for the B3 LV.A area "

If you choose Gail's method, Rick will tell you to be careful
and will run off again, the game will take you to a map of the
B3 floor and tell you exactly where we need to go, I think we
have been there before.

Do you guys remember the area where we first fought the black
dinosaurs, there was a shutter there from where we took the
C.O area key, inside that area was a LV A locked door, that's
where we have to go.

Okey so from where you are right now run straight and enter 
the Dr Kirk's LIBRARY ROOM, in here you will find Kirk sitting
and Gail is aiming a gun at her, in here, go besides Kirk and
use the F.C DEVICE on him, Regina will store Kirk's prints on
the machine, I will tell you what his ID number is when we're
about to change the ID card.

Now, after you've gotten Kirk's ID number, exit this room, and
head up the screen, besides the door we entered here from in the
first place, there is also a third door, unlock it from this side
and enter it, you'll come out directly in the THIRD ENERGY AREA.

From here, take the door next to you back to the PASSAGEWAY.
From the passageway head back to the PARTS STORAGE area, and
from this hall, go directly into the A LVL locked door which
comes on the left side of the screen, you would have to come in
this room if you were doing the Rick method, but for Gail's
strategy, we just came in here for a single item, there are
some GRENADE LAUNCHER PARTS in the back side of this room,
take them and head back out to the previous area.

From there go to the SECURITY PASS room, and exit from the other
side, head down the CENTRAL STAIRCASE, then to the REST STATION.
Make your way from here to the MAIN HALL B3. From here head
into the CONTROL ROOM B3 and exit out of the other door in
there. Your almost there now.

Inter the large shutters on the top to enter the TRANSPORT
PASSAGEWAY, remember this area for a little more later on
aswell, now in this area, there will be a single black
dinosaur, I would ask you to kill it RIGHT NOW, run a bit
forward and you'll see the LV A locked door on the top
wall, but don't enter it yet, instead open the laser fences
and run through them, run through the small hallway here
and at the end of it, check through the boxes and you can
find the following items, a grenade ammo box and 2 PLUGS.

Take all these items, and head back to the LV A door, I
doNOT mean the huge one at the end of the hallway, but
the one that comes in the middle on the top wall, open it
using your LV A card and enter through it to SPECIAL WEAPONS
STORAGE, I think the name gives it away.

In this room, just run forward and enter the small door on
the top wall, on the other side, just run upwards and take
the small elevator to the upper floor, once up check
the glass case right in front of where you are and they
shall open up giving you the actual STABILIZER and INITIALIZER.
Take both of these and head back down the elevator.


CONTINUE TO AFTERWARDS !!
--

 
                   #########################
                  
                       | RICK's METHOD |
                  
                   #########################  

             " Head for the Parts storage on B2 '"

If you choose Rick's method at the choice screen, he will hand
you the PLANNING DISC, and run off, Gail will tell you that do
whatever you want just don't fail , and goes off in the small
room on the side. Okey so from where you are right now run 
straight and enter the Dr Kirk's LIBRARY ROOM, in here you will 
find Kirk sitting and Gail is aiming a gun at her, in here, go 
besides Kirk and use the F.C DEVICE on him, Regina will store 
Kirk's prints on the machine, I will tell you what his ID number 
is when we're about to change the ID card.

Now get back to the previous room, and run upwards, besides
the door we took to enter this room originally, there is also
a third door in front of you, take it and you will come out
directly in the THIRD ENERGY AREA B3, this is a sweet shortcut.
Exit back to the PASSAGEWAY, and pass through it, exit the door
at the other end to reach the PARTS STORAGE area. This is where
we need to be right now.

Okey, so from the door, run a bit down and you will spot a door
with a LV A lock on it, since we now have the key, head in the
little door, first off from the far corner of the room, grab the
GRENADE LAUNCHER PARTS and equip with the grenade launcher, now
on to some business, now from the A level door walk right in
front of you and there will be a weird machine and a yellow
journal next to it, use the PLANNING DISC on the machine and
it will ask you to enter the code. The method of inputting the
codes is really weird but I think you'll get the hang of it.

Anyway, the code can be found out by pushing the shelf which
is on the top wall of the room, there's a PLUG there aswell, 
anyway, after pushing the shelf, check the blue light to hear
the recording of two scientists talking about the third energy
generator, at the end of the conversation Regina will hear the
beeps of a code, which is similar to the beeps which this machine
makes if you input numbers into it, so all we have to do is
follow the beeping sounds and input the correct numbers, ...

I told you Gail's method would be easier..

Anyway, for the sake of all those who don't want to rip their
eyes out of their sockets, the code is 367204. Enter it after
using the PLANNING DISC on the central machine, and two of the
sockets on the corner will open up, take the CORE PARTS 1 and
CORE PARTS 2 from them.

Now exit out of the small room, and in the previous hallway,
take the door which leads to the EXPERIMENT ROOM HALLWAY.
From here, make your way to the room near which we picked
up the C LEVEL KEYCARD, remember, so enter the STABILIZER
DESIGN ROOM.

In here, head to the big machine in the way corner and use
the PLANNING DISC on it, after using it will ask you for a
passcode, enter the code is 0204 and after entering it take
the PROTECT PARTS 1=A and PROTECT PARTS 2-A which pop out.
Staying in the same room make your way to the area right in
front of where the door you entered from is, use the PLANNING
DISC on this terminal aswell, use it and it will ask you for
another code, this time enter 0367. After you enter the code
another item will be revealed, take it, its the PROTECT PART
1-B. Only one major part left and we're on our way.

Now get out of this room, make your way to where the vent was
but head in the room to the RIGHT of the screen, past the
laser fences, its the same room we got the shotgun parts
from remember. Once in here, run forward and open the small
door on the side, its an A level door so we couldn't open it
before remember, once through it head to the other corner
and you'll find a glass case, use the PLANNING DISC here
one last time and it will open revealing the PROTECT PART 2-B.
Now we have all the parts we need.

Staying in the same room, in the center you would notice a
big computer machine, use the parts you have, all four on
the central machine and it will ask you to assemble the
parts yourself, select yes and its another puzzle, this one's
very small though.

All you have to do is assemble the parts as they are approaching
this can get VERY annoying at times, because even if you have
set up the stabilizer, if you mess the initializer you'll have
to start all over again, the basic idea of this puzzle is to
rotate the parts and join them with the parts which will come
in from any direction, very annoying but retro-style fun.

After you've successfully completed the parts, you will be left
with the INITIALIZER and STABILIZER, move on to afterwards.

End Choice.


                         AFTERWARDS
                         ----------

After your done with collecting or making the two required parts
its time for us to continue the hunt, now you would remember that
earlier on we took the finger print sample of Doctor Kirk, if you
forgot to take it, head back to where Gail caught him and take his
finger prints with your F.C DEVICE , once you have the sample and
the two required parts, make your way to the SECURITY PASS ROOM.

Its the same room where Regina tripped off the alarm, and where we
did the two B2 KEY CHIP puzzle in, anyway, once you make it there, 
check near the back part of the inner area and you'll find a PC
terminal next to the dead female scientist, this is just like what
we did before, use your ID CARD you have on the terminal and it will
ask you to enter the registration code, Kirk's registration code is
31415.

You can find it out by reading the yellow journal in the room where
he shot that female scientist, anyway, enter the finger prints when
the computer asks you to and it will do the rest, you now have the
card of the most powerful man on the entire research team, aint
nothing gonna stop us now.

With the advanced ID card and the INITIALIZER and STABILIZER in hand.
Save your game in this room, and then make your way to the THIRD 
ENERGY AREA B2, remember where we saw the huge generator. Head there.

From here, head straight into the THRID ENERGY CONTROL ROOM, and head
for the control panel which is right opposite of the door with the
shot-dead female scientist, we couldn't access this before because we
didnt have the right clearance, now we have it, so check on the
machine and Regina will be able to work it, the machine will operate
itself, and tell you to input the INITIALIZER and STABILIZER in their
respective place. When your back in control of Regina, head back out
the same way we got it, back to the THIRD ENERGY AREA B2.

Once back out here, do you remember that bridge we raised but didn't
cross before, well now, cross that bridge and once you reach the 
other end of it head to the panel like thing on the far wall, open
it and place the STABILIZER in it, the machine will close and the
STABILIZER will charge up, now cross the bridge again, and head in
the direction of the door which leads back to the PASSAGEWAY.

But DONT enter it, instead turn right FROM the door, and continue
down this narrow path, at the end of it will be an elevator leading
down, take it down to the THIRD ENERGY AREA B3.

Here, just run forward and climb the small stairs, cross over to
the other side of the ledge and take the stairs down, now run down
this hall, and near the middle, where it turns, you'll find another
similar panel on the wall, check it to open it, and use the INITIALIZER
on it, after the INITIALIZER gets taken in, continue your way down 
this hall, and at the very end, activate the computer you find.

Now make your way all the way back to the elevator we took to get
to this area, once your up the elevator, go back to the area with
the bridge again and cross over it again, near where you placed
the first item, you'll find a use able computer, use it and it will
activate the third energy generator.

The third energy generator will slowly activate, and it will start
a long scene, Regina will do most of the quick work herself in this
one, first she runs off to the THIRD ENERGY CONTROL ROOM, and uses
the control panel on the lower floor to activate the generator to
full capacity so that it over loads, she and Rick have another
little conversation over the radio, and they both decide its now
or never. After she turns it on, the generator starts to overload
and that means we're very near the ending of the game.

The scene will continue, as Regina will get out back to the THIRD
ENEGY AREA B2 herself, along the way, you will be taken to the
room where Gail and Kirk are, the ceiling starts to fall but Gail
pushes Kirk out of the way to save him, Gail gets crushed under it
but manages to put a tracer on Kirk before he can escape.

Once your back in control of Regina, you should know where to go
right now, that's right, make your way to where Gail is, once you
get there, another scene will begin, Regina will help Gail up
and they will both make it to the DISEMBARKATION IMMEGRATION
OFFICE automatically.

Once there, the scene will continue, Rick tells them that the
way to the port is clear and after he see's Gail injured, he
says screw Kirk and lets get out of here, Gail says the exact
opposite and starts to walk out of the room to go and get Kirk.

Its time for the FINAL CHOICE

NOTE : This is the final choice, and it will determine which
one of the three endings you will get, if you choose Rick then
you can get one of the endings, but choosing Gail's method you
can get one of the two other endings, choose wisely.


                   #########################
                  
                       | RICK's METHOD |
                  
                   #########################  

         " Ignore your duty and go after your comrade "


ENDING I
--------

If you choose this method, Regina will knock Gail out and Rick
will carry him off to the port, when your back in control of
her, equip the grenade launcher ASAP, and make your way to the
port exit yourself, SAVE YOUR GAME BEFORE EXITING THIS ROOM.

Pass through the room where the third energy vortex was, its
clear now, pick up the box with the MUTIPLIER before the door
at the very end, and enter it as its the only other way out of
it. You'll enter the PORT.

In the port, head around the huge central machinery, and at
the other end of the place, enter through the small door near
the big shutters, you'll enter the HOVERCRAFT STORAGE.

In this room from where you are, head up the screen, and take
the small stairs up, at the end of this hall, you'll find a red
box on the wall, you should atleast have one plug with you at
this point, open the box with the plug and you can find some
really awesome items in it like MULTIPLIER and INTENSIFIER
to boost your medical items, once your done with shopping head
all the way to the other side of this room, past the door we
used to enter this area and you'll find Rick working on a
hovercraft. Here you will have a scene in which Rick will tell
Regina that they need fuel to move the boat, Rick tells her that
the boat is powered by nuclear energy and hands her a container
to put the fuel in, now where the hell is that !?.

Simple, make your way to the previous room, the PORT. Near the
door where we came to the port originally, you will find some
huge fuel canisters standing, use the gas tank on those and you
will now have a full ENERGY TANK, for the love of god take out
the GRENADE LAUNCHER now and equip it. Now return back to Rick
and Regina will give him the fuel, But at that time the T-REX's
thumping sounds will start to emerge. Regina will tell Rick to
leave it to him and Rick carry's on his work on the Hovercraft.

Rick drops off a box filled with some goodies, take all the
things inside it and head back to the PORT, this is a save room
so DO save your game before you exit.

Now at the port, get ready for the final encounter.

As soon as you enter the port, a scene begins, the angry T-REX
tears through one of the huge shutters and knocks some debris
around which blocks out all exits out of the port, the T-REX
starts running towards Regina and the fight begins. The basic
idea of this fight is to run around the machinery in the center
in circles, something like what we did at the heliport fight, 
remember ?. But here the camera will always be looking behind
Regina focusing on the charging T-REX, whenever it gets close
the game will suddenly pop up a small icon saying fire, at this
time fire one shot with your grenade launcher as quickly as you
can or the T-REX will get you for an instant kill. 

Repeat the above a couple of times and the beautifully rendered
ending cinema will begin, Rick makes it with the boat to where
Regina is, and fires a rocket, the T-REX is still unscratched
but the third energy generator starts to suck the facility from
the inside-out in a huge vortex, the hero's barely make it out
of the force fields area alive, but the T-REX gets sucked into
the vortex. The hero's emerge into the rising sun and the game
ends.

Cue the creepy music, and ending credits..
Sit through the credits, and after they're done you will be
shown your rankings, and a ending message will be displayed
after which you can save your game to either play OP WIPEOUT
or continue with a new game to unlock more goodies and endings.

ENDING : GAIL SURVIVES, DR KIRK PERISHES WITH THE ISLAND.


                   #########################
                  
                       | GAIL's METHOD |
                  
                   #########################  

     " Put priority on the mission and go after Dr Kirk "


ENDING II
---------

If you chose Gail's method instead, Gail will walk out, Regina
will tell Rick that he's a professional and cares about nothing
more then his mission, Rick tells her to hurry and go get him.
At this point you can either get the ending II or ending III.

If your hunting for the third ending, then scroll down to its
separate heading, this part will only cover the second ending.

Once the scene is finished the game will show you a map of the
place where Kirk at that point is, the place is the same place
where you will get the original STABILIZER and INITIALIZER if
you did the Gail quest last time, for those who don't know, here
we go. Exit the room your in .

From the REST STATION, head directly for the MAIN HALL B3, from
here take a turn towards the CONTROL ROOM B3 and pass through it
to the door on the other side, you might remember this area as
this is the place where we did the second crane and crate puzzle.
From here move directly to the huge shutter door at the top 
corner of the room, enter through it, just avoid the black dino's 
you find in here because its nearly the end and you wont want 
to spend useless ammunition.

PS. On your way, you might have noticed that the T-REX has now
disappeared from the MAIN HALL B3. This means your right on
track, so carry on.

From where you enter the huge shutter room, run forward and enter
the first LVL A locked door you see, there will be another huge
shutter door at the very end of this hallway, but that's not
our concern, when you enter the SPECIAL WEAPONS STORAGE ROOM
a scene will begin.

Kirk will be cornered by a badly injured Gail, Regina asks tells
him lets go, but Gail knows he doesn't have much time, he hands
over a disc to Regina, and tells him that its the THIRD ENERGY
DISC, which contains all the data on how to use it, and that
delivering the disc back was their "real mission". Kirk laughs
when he realizes that what he had thought all this time was
true, the government doesn't give a damn about Kirk, they really
wanted the third energy to themselves, Regina realizes that they
had been duped into this mission from the start.

Gail dies from the severity of his wounds, Kirk makes fun of
the dead guy and Regina avenges him by knocking Kirk out with a 
punch to the face, she then drags him off to the DISEMBARKATION
IMMEGRATION OFFICE.

After the scene you will get the item "SECRET DISC"

Another scene, Rick gets sad after hearing that Gail passed away
then takes Kirk towards the PORT. When your back in control of
Regina, head out the same door Rick used, save your game before
leaving since its almost the end.

In the PASSAGEWAY TO THE PORT, the third energy vortex would
have disappeared by now, so just run from this end of the
hall to the other end, its a straight path, take the MULTIPLIER
near the exit door before heading into the PORT.

At the PORT, you will have a little scene, Regina will spot the
T-REX but it looks as if its dead, there's blood around its
head, but the bigger question is, how the hell did it get here.
Oh well, once your back in control of Regina, head around the
other side of the machinery in the center, its a huge circle.
You can take a RECOVERY AID along the way, at the opposite end
of the PORT, enter the door into HOVERCRAFT STORAGE.

Before that , you'll have a little scene of the T-REX shaking
its head, that damn thing is still alive. At the HOVERCRAFT
STORAGE room, you'll see the hovercraft ready for action and
the hero's take off in it, next your taken to a scene inside
the well rendered Hovercraft, Rick and Regina are still sad
at the loss of Gail, and Kirk is sitting in the corner acting
like a good little boy. Suddenly the entire ship jerks, and
Regina spots the T-REX from the back window, Regina asks Rick
to steer the ship and that she's gonna take care of this once
and for all.

Rick will drop a goodie pack, when your back in control of
Regina, check it for some good items, now equip the GRENADE
LAUNCHER and its rounds, save the game before exiting the
HOVERCRAFT since this is sort of a final boss fight.

Once outside, you will have a little scene of the T-REX
emerging out of the water and getting ready to attack Regina.
And the final encounter begins.

The idea of this fight is same as all the other fights we've
had with this bad boy before, just wait until he starts to
lunge forward towards you and shoot at its open mouth, don't
waste a second because if he gets to you, he will kill you
instantly, no second chances. So keep in a ready stance and
shoot whenever he starts to charge at you. Its really simple
actually, after a few shots Rick asks Regina to get down and
shoots a rocket to kill the T-REX.

The beautifully rendered FMV starts now, the hero's think that 
they're gotten rid of the REX once and for all, but little do 
they know that its right under them, the T-REX emerges out of 
the water slowly, and Rick starts to speed the boat again. This 
time Regina's really had enough of him, she picks up a detonator, 
and walks out to the deck with it, a perfect throw and it goes 
right into the REX's mouth, Regina pulls the pin after a cool 
one liner "YOUR EXTINCT" and its game over. The team has completed 
their mission, but at the loss of Gail.


ENDING : GAIL EXPIRES , DR KIRK SUCCESSFULLY RESCUED.

Cue the creepy music and ending credits..

---


ENDING III
----------

NOTE : This is somewhat of a secret ending of the game, and the
method you get it is somewhat cheesy, its basically half of Rick's
ending and half of Gail's ending, meaning this is the only ending
where you can save both Dr Kirk and Gail. You can get this ending
from either Gail's strategy or Rick's strategy.


------------------------------------------
TO GET THE THIRD ENDING WITH GAIL's CHOICE
------------------------------------------

Okey, so from the choice you had to make at the DISEMBARKATION
IMMEGRATION OFFICE. Choose Gail's method like you would do getting
the ending II. The following scenes are the same, after Gail walks
out and the conversation ends you will be shown a map of where Kirk
is at that point, its the same area, the place where you would find
the original INITIALIZER and STABILIZER in Gail's scenario earlier
on. But we're going to do something else this time.

Head out of the room your in, through the REST STATION door, save
your game if you wish to, this can be a little rough. Now from
the REST STATION exit through the door which leads into the CENTRAL
STAIRCASE. We wouldn't normally come here.

In the CENTRAL STAIRCASE, run straight ahead, dodge the two or so
black dinosaurs, and open the laser fences that you come up against
don't turn around and climb the stairs, we've never touched these
fences before, but we will now, open the fences and close them from
the other end just to be safe, now make your way to the end of the
huge hall and open the huge LVL A door at the very end, pass through
it into the PORT TRANSPORT PASSAGEWAY.

Here, head up and take the weird looking transport further, when
it stops head up and enter the huge shutters at the upper end of
the passage, your now in HELICOPTER TRANSPORT PASSAGE. From here
take the second weird looking transport further into the area, 
when this one also stops head straight up and enter the small
LVL A locked door to enter the HELIPORT.

Once in here, head straight forward and Regina will have a look at
the helicopter standing in the middle, now we can get out more
quickly. Once your back in control check your map and you will
notice that the position where Kirk is has changed, this position
can change depending on which method you chose to get or make
the INITIALIZER and STABILIZER.

Now look at your map and head for the RED area on it, this is
where Gail and Kirk are, you'd better hurry. The location can
be different depending on which method you used to make or get
the INITIALIZER and STABILIZER. 

Out of the HELIPORT, take the weird transport back one more
time and this time enter the huge shutter door at the end of
the passage, you'll come out in TRANSPORT PASSAGE. You can
find Gail and Kirk either in the SPECIAL WEAPONS STORAGE ROOM.
or the STABILIZER EXPERIMENT ROOM. Either room where you are
supposed to find them, head quickly, once you reach the right
room, you will have a little scene.

Gail has Kirk cornered, and unlike before Gail is feeling quiet
alright now, Gail thanks the doc for the DISC he gave him, but
Regina has no idea what they're talking about. The three then
head off for the HELIPORT. Once at the HELIPORT, you'll have
another scene, Rick radio's in telling Regina that the T-REX just 
smashed their escape boat, Regina tells him about the chopper and 
tells Rick to hurry to that location.

When you get back in control, take the magical goodie box that
mysteriously came right in front of you, inside you'll find
some useful items like grenade ammo, equip the GRENADE LAUNCHER
and its ammo, and head out of the HELIPORT.

Regina will automatically take that weird transport thing back
and when she stops, a scene happens in which Rick comes running
and the T-REX hot on his trail, Rick boards the transport, but
Regina stays on the deck of it and tells Rick to make it start
already, the huge shutter closes down on top of the T-REX's head
but the REX easily over powers the shutter, and starts following
the hero's.

Once your back in control, you'll see the T-REX hot in pursuit
aim with the GRENADE LAUNCHER, this part is just like all the
fights we've had before with that big mutha, aim and stay alert
and shoot the T-REX right in the kisser whenever he's about to
lunge forward towards Regina, but if your late the T-REX can do
an instant kill ending the game for you, so you'd better be on
alert mode, shoot it whenever you see it charging at you. Pretty
soon the T-REX will be left behind and the beautifully rendered
ending scene will begin.

The hero's make it to the chopper and lift off, but the T-REX is
still in hot pursuit, after some bumping and some very close
calls with the T-REX, Rick decides to end this once and for all.
He drops the flash bomb attached to the chopper which incinerates
the T-REX on impact, the chopper barely makes it out without
getting blown itself, and the hero's exit in the sunlight. Both
Gail and Kirk are alive, and the mission is a complete success.


ENDING : GAIL ALIVE , DR KIRK SUCCESSFULLY RESCUED.

Cue the creepy music and ending credits..

           _                                           _
            -------------------------------------------
           ALTERNATE METHODS OF GETTING THE THIRD ENDING
           _-------------------------------------------_

Besides doing the whole Gail thing, you can also view the THIRD
ENDING by doing the following means..

* GAIL's METHOD : Head to the researchers room, the one where you
met Gail for the first time on B3, where he says "yeah but atleast
he's running out of places to hide" There is a control panel here, 
activate it with the Lv A card and you will have to solve a puzzle
similar to the one you solved in Kirk's lab before capturing him
for the first time. Its really hard but this method is quick and
will take you directly to the Heliport. The rest is similar to
the first method.

* RICK's METHOD : You can go save Kirk even in Rick's scenario, 
after Regina knocks Gail out and Rick takes him to the PORT. Use
the SCANNER item that Gail gave you when you found him injured.
You will find his current location at the HELIPORT. Make your way
there by either of the ways mentioned above, the puzzle or taking
the transporters to the HELIPAD indirectly, once there, Regina 
will capture Kirk who is trying to make off with the Helicopter.
After he's caught, the remainder is pretty much similar to how
it happens in Gail's scenarios.



| | | |   | |\| |\   
 |  || |   | | | |_/   
                        



End Section.



12.
!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
              _ _               _ _    _   
             (_) |_ ___ _ __   | (_)__| |_ 
             | |  _/ -_) '  \  | | (_-<  _|
             |_|\__\___|_|_|_| |_|_/__/\__|

!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
gils




Here is a list of all the key items in the game, this list
is in the order you can find the items in from the start 
of the game.

The main purpose of me spending alot of useless time trying
to write down the names and locations of all the items is to
provide the reader with instant location of a particular
item if you cant find it. All the key items are in here.


* BG ROOM 1F KEY
" The words Backup generator room 1F are carved into it "
                                                        
Found : First room in the game.
Use : Gail will take it from you automatically.
                                                        

* DDK INPUT DISC H
"Collect the code disc with the same mark and set both parts
 into the doors "
                                                        
Found : Management Office 1F
Use : You can use DDK keys to open various locks.
                                                        
                                                        
* PANEL KEY 2
"It appears to be a panel that can unlock electronic locks"
                                                        
Found : Management Office 1F
Use : You need 2 panel keys to open a panel.
                                                        
                                                        
* DDK CODE DISC H
"Collect the input disc with the same mark and set both parts
 into the doors "
                                                        
Found : Locker Room 1F
Use : You can use DDK keys to open various locks.
                                                        
                                                        
* ENTRANCE KEY
"The words Main Entrance are carved into it"
                                                        
Found : Management Office 1F
Use : Use it to open the main entrance door.
                                                        
                                                        
* DDK CODE DISC N
"Collect the input disc with the same mark and set both parts
 into the doors "
                                                        
Found : Area in front of main entrance
Use : You can use DDK keys to open various locks.
                                                        
                                                        
* PANEL KEY 1
"It appears to be a panel that can unlock electronic locks"
                                                        
Found : Chief's room 2F
Use : You need 2 panel keys to open a panel.
                                                        
                                                        
* DDK INPUT DISC N
"Collect the code disc with the same mark and set both parts
 into the doors "
                                                        
Found : Chief's room 2F
Use : You can use DDK keys to open various locks.
                                                        
                                                        
* KEY CARD L
" The letter L is carved into the card "
                                                        
Found : Chief's room 2F
Use : You'll use this card to open a door later in the game.
                                                        
                                                        
* BG ROOM B1 KEY
" The words Backup generator room B1 are carved into it "
                                                        
Found : Lecture room 1F
Use : You'll need this to open the backup generator door
                                                        
                                                        
* STARTUP BATT. R
" It is fully charged "
                                                        
Found : Backup generator room B1
Use : Put it with the other one's to start the generator.
                                                        
                                                        
* DDK INPUT DISC L
"Collect the code disc with the same mark and set both parts
 into the doors "
                                                        
Found : Large size elevator control room
Use : You'll use this card to open a door later in the game.
                                                        
                                                        
* DDK CODE DISC L
"Collect the input disc with the same mark and set both parts
 into the doors "
                                                        
Found : Large size elevator control room
Use : You can use DDK keys to open various locks.
                                                        
                                                        
* B1 CRANE CARD
"The card seems to be used when transporting chemical materials"
                                                        
Found : Elevator power room.
Use : You'll need this to activate the crane on B1.
                                                        
                                                        
* ID CARD
" The card data may be over written when facility personnel 
changes occur. "
                                                        
Found : Medical room
Use : You can open various card locked doors with this. After
changing the card data it can be further upgraded.
                                                        
                                                        
* F.C DEVICE
" When an ID card is created, this device is used to input the
identification data "
                                                        
Found : Strategy room 1F
Use : Collect prints to upgrade your ID card
                                                        
                                                        
* DDK CODE DISC E
"Collect the input disc with the same mark and set both parts
 into the doors "
                                                        
Found : Strategy room 1F
Use : You can use DDK keys to open various locks.
                                                        
                                                        
* DDK INPUT DISC E
"Collect the code disc with the same mark and set both parts
 into the doors "
                                                        
Found : Research meeting room B2
Use : You can use DDK keys to open various locks.
                                                        
                                                        
* B1 KEY CHIP
" The numbers 3695 are hand written on it "
                                                        
Found : Gas experiment room B1
Use : Use on the machine in the library
                                                        
                                                        
* SMALL SIZE KEY
" The words emergency case are carved into it"
                                                        
Found : Gas experiment room B1
Use : Open one of the emergency boxes in the medical room.
                                                        
                                                        
* KEY CARD R
" The letter R is carved into the card "
                                                        
Found : Library room B1
Use : You'll use this card to open a door later in the game.
                                                        
                                                        
* SCREWDRIVER
" A specially shaped screwdriver that is used for computer
  maintainence. "
                                                        
Found : Computer room B1
Use : Use it on the nearby panel to open it.
                                                        
                                                        
* COMM. ID CARD
" It can activate the elevator that leads to the communications
  room "
                                                        
Found : Dr Kirk gives it to you
Use : Use it on the elevator in control room 1F.
                                                        
                                                        
* ANTENNA KEY
" A startup key in the shape of a card "
                                                        
Found : Communication room 2F
Use : Use it in the Antenna Tower room.
                                                        
                                                        
* C.O PASS CARD
" Without this pass card, you will not be able to access
  all of the floors "
                                                        
Found : Material's room B1.
Use : This will automatically be used on the large elevator.
                                                        
                                                        
* STARTUP BATT. WHITE
" Supplies the power for the backup generator and the main
  generator "
                                                        
Found : Backup generator room B3
Use : Take this out to Rick.
                                                        
                                                        
* B3 CRANE CARD 2
" Apparently it cannot be used on the crane on the B1 floor "
                                                        
Found : Control room B3
Use : To activate the B3 crane.
                                                        
                                                        
* B3 CRANE CARD 1
" Apparently it cannot be used on the crane on the B1 floor "
                                                        
Found : Control room B3
Use : To activate the B3 crane.
                                                        
                                                        
* B3 CRANE CARD 3
" Apparently it cannot be used on the crane on the B1 floor "
                                                        
Found : Transport passageway
Use : To activate the B3 crane.
                                                        
                                                        
* C.O AREA KEY
" The words carrying out area are carved into it "
                                                        
Found : Transport passageway
Use : To open the CO area door.
                                                        
                                                        
* DDK INPUT DISC W
"Collect the code disc with the same mark and set both parts
 into the doors "
                                                        
Found : General weapon storage
Use : You can use DDK keys to open various locks.
                                                        
                                                        
* KEY CARD LV. C
" The level of this card is C "
                                                        
Found : Experiment room hall
Use : This can open various Lv. C doors.
                                                        
                                                        
* DDK CODE DISC W
"Collect the input disc with the same mark and set both parts
 into the doors "
                                                        
Found : Stabilizer design room.
Use : You can use DDK keys to open various locks.
                                                        
                                                        
* DDK INPUT DISC S
"Collect the code disc with the same mark and set both parts
 into the doors "
                                                        
Found : Security pass room
Use : You can use DDK keys to open various locks.
                                                        
                                                        
* B2 KEY CHIP 1
" There is no writing carved onto the usual place. Data
  needs re-writing "
                                                        
Found : Security pass room
Use : On the machine in the same room, need other key
      chip first.
                                                        
                                                        
* B2 KEY CHIP 2
" The numbers 0392 are carved into it, data needs rewriting"
                                                        
Found : Disembarkation Immegration office
Use : Use it along side B2 key chip 2
                                                        
                                                        
* PORT CARD KEY
" Part of a strict security system"
                                                        
Found : Large size elevator
Use : Give it to rick in port office
                                                        
                                                        
* DDK INPUT DISC D
"Collect the code disc with the same mark and set both parts
 into the doors "
                                                        
Found : Large size elevator
Use : You can use DDK keys to open various locks.
                                                        
                                                        
* DDK CODE DISC S
"Collect the input disc with the same mark and set both parts
 into the doors "
                                                        
Found : Passageway to port
Use : You can use DDK keys to open various locks.
                                                        
                                                        
* DDK CODE DISC D
"Collect the code disc with the same mark and set both parts
 into the doors "
                                                        
Found : Stabilizer experiment room
Use : You can use DDK keys to open various locks.
                                                        
                                                        
* KEY CARD LV. B
" The level of this card is B "
                                                        
Found : Third energy control room lower floor.
Use : This can open various Lv. A doors.
                                                        
                                                        
* KEY CARD LV. A
" It can be used to access all area's of the facility"
                                                        
Found : Kirk hands it to you
Use : This can open various Lv. A doors.
                                                        
                                                        
* PLANNING DISC
" With this you can build the initializer and stabilizer"
                                                        
Found : Rick gives it to you
Use : You'll need this various times to make the duplicate
      initlializer and stabilizer.
                                                        
                                                        
* CORE PARTS 1
" To be combined with Protective parts 1-A and 2-B "
                                                        
Found : Parts storage room.
Use : Combine with the rest of the parts to make the full
      initializer and stabilizer.
                                                        
                                                        
* CORE PARTS 2
" To be combined with Protective parts 2-A and 2-B "
                                                        
Found : Parts storage room.
Use : Combine with the rest of the parts to make the full
      initializer and stabilizer.
                                                        
                                                        
* PROTECT PARTS 1-B
" A critical part to the stabilizer, it protects the core
  from getting shocked "
                                                        
Found : Stabilizer design room
Use : Combine with the rest of the parts to make the full
      initializer and stabilizer.
                                                        
                                                        
* PROTECT PARTS 1-A
" A critical part to the stabilizer, it protects the core
  from getting shocked "
                                                        
Found : Stabilizer design room
Use : Combine with the rest of the parts to make the full
      initializer and stabilizer.
                                                        
                                                        
* PROTECT PARTS 2-A
" A critical part to the initializer, it protects the core
  from getting shocked "
                                                        
Found : Stabilizer design room
Use : Combine with the rest of the parts to make the full
      initializer and stabilizer.
                                                           
                                                        
* PROTECT PARTS 2-B
" A critical part to the initializer, it protects the core
  from getting shocked "
                                                        
Found : Stabilizer experiment room, inner part
Use : Combine with the rest of the parts to make the full
      initializer and stabilizer.
                                                        
                                                        
* STABILIZER
" The parts necessery to stabilize controls of the generator"
                                                        
Found : Stabilizer experiment room, inner part
        or Special weapons storage B3(Gail's method)
Use : Parts needed to activate the third energy generator
                                                        
                                                        
* INITIALIZER
" These parts create the energy that is required to start the
   generator "
                                                        
Found : Stabilizer experiment room, inner part
        or Special weapons storage B3(Gail's method)
Use : Parts needed to activate the third energy generator
                                                        
                                                        
* TRANSMITTER
" You can use it to find the location of Doctor Kirk "
                                                        
Found : Gail gives it to you
Use : You can track Dr. Kirk's location with this.
                                                        
                                                        
* ENERGY TANK
" The tank's capacity meter reads empty/full "

Found : Rick gives it to you at the hovercraft port
Use : Get the gas from PORT to put in this.
                                                        
                                                        
* SECRET DISC
" The disc contains information about using the third
  energy as a weapon "

Found : Gail gives it to you if you choose his strategy.
Use : The mission objective.



End Section



13.
!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*

      __ _ __ _ _ __  ___   _ __  ___ _ __  ___ ___
     / _` / _` | '  \/ -_) | '  \/ -_) '  \/ _ (_-<
     \__, \__,_|_|_|_\___| |_|_|_\___|_|_|_\___/__/
     |___/                                         

!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
gifs


Here is a list of all the memo's you can find in the game, they
are arranged in the order that you can find them in. Enjoy your
reading. 


NEW EMPLOYEEs EDUCATION
-----------------------
                                                             
Please inform the new employees assigned to this department
about the DDK system as follows.
                                                             
The Digital Disc Key, or DDK is a system that secures our most 
important area's with an advanced locking system. To release the 
locks set by the DDK. Prepare and set the following two data 
discs in the locking device near the door: 
                                                             
" DDK CODE DISC X "
" DDK INPUT DISC X "
                                                             
The type of DDK is indicated on the door. "A" "B" etc, if the
type of DDK you use does not match you cannot release the lock.
Before operating the system make sure that your DDK type matches
the door you wish to unlock.
                                                             
                                                             
                                                             
JOURNAL OF THE GUARDSMAN
------------------------
                                                             
Before tonight's experiment, the chief and Dr Kirk will be having
at the second floor lounge from 1:00 pm. Those who are scheduled
to guard should keep a preponderant eye on the area in front of 
the chief's room, and the surrounding vicinity.
                                                             
Before taking position be sure to resupply your ammunition in the
custody room. THe weapon storage in the custody room can be opened
with the combination 0426. Also we have received informaiton that
spies have sneaked into the facility recently. If anything happens
you may have to enter the room of the chief and the professor in
order to ensure their safety. You will find the disc that contains
the iformation you need to access their rooms on top of the locker
That's all for now.
                                                             
                                                             
                                                             
PERSONAL CHANGES OF RESEARCHERS
-------------------------------
                                                             
OLD
Section : Special aircraft, Experiment room
NEW
Section : Third energy physics laboratory
Registration number : 57036
Name : Mark Doyle
                                                             
                                                             
                                                             
MEMO FROM ANTENNA OPERATOR
--------------------------
                                                             
As a result of tonight's experiment, a strong magnetic storm may
occur, consequently the communications department will close at
6 PM. At that time the antenna will be temporarily stored. To
prepare for the emergency, be sure to check the weapon storage
locker in the Lounge. You can unlock it with the combination
" 8159 ".
                                                             
Recently inexperienced guards have been assigned here, and a
common problem is that they do not know how to use the DDK.
Here are some points that may not be clear in the manual.
Make sure that your staff becomes familiar with this important
information. After you set the DDK to the door's locking device
you'll be asked to enter the password code. You will then
need to derive the code by using the basic elimination rule.
                                                             
Eliminate the key letters to reveal the code. Be sure to try
this out by setting an actual DDK to the door locking device.
For example.
                                                             
Code : OXPYEZN
Key : XYZ
                                                             
In the above case, the correct password would be OPEN.
                                                             
                                                             
                                                             
NEW PRODUCT DESCRIPTIONS
------------------------
                                                             
* Recovery aid
* An Aid
* Intensifier
* Multiplier
                                                             
The four chemicals listed above feature our companies latest
chemical advancements. They are designed to perform exceptionally, 
particularly on the front lines, where only the minimum amount of
equipment is accessible.
                                                             
Features :
By mixing chemicals the following two types of supplies can be
created.
                                                             
* Recovering type
It quickly recovers lost vitality.
                                                             
* Anesthetic type
Applied to the head of a bullet or a needle, it can put the target
to sleep. Supplies that are produced by chemical mixing can be
made even more affective with additional mixing.
                                                             
                                                             
                                                             
NOTICE TO THE STAFF
-------------------
                                                             
Three years have passed since the tragic disaster. The performance
of the new stabilizer will be tested in tonight's experiment.
Three years ago, the third energy destroyed the facility and killed
as many as 150 personnel, just from a single overflowing accident.
So, from prevent a similar disaster from happening, we will take
every possible precaution to reinforce our security.
                                                             
One more thing... we recently had a case in which someone used the
terminal in this room and forged a fake ID to gain unauthorized
entrance. Today we are going to have a meeting in the Strategy
room on how to cope with the problem, in any case, all personnel
should protect the security of the terminal. Anyone leaving this
room unattended should lock the room without fail.
                                                             
                                                             
                                                             
TODAY's TO DO
-------------
                                                             
Prepare the DDK's needed to enter the laboratory area.
                                                             
Tomorrow i have to go to the computer room to do maintainence
on Dr Kirk's computer. But I think I left a DDK at the large
size elevator control room when i went there to do the elevator
maintainence. I'll have to check it later today. As for the
other DDK, I think the rookie guy Tom, who was recently assigned
to the laboratory area, has it. I'll have to borrow it from him.
                                                             
I have no idea how that jerk approached Kirk, but he seems to
have gained his complete trust. Its weird how nobody knows his
past history.
                                                             
                                                             
                                                             
DOCTOR's MEMO
-------------
                                                             
Dr Sherwood, 
The ID card on the desk belongs to one of my patients. Please
hand it to Colonel Clay when he shows up. He told me that he
was going to hold a meeting in the Strategy room on the first
floor to make preprations for tonight's experiment. Please make
sure to hand the card to him since one is required to enter
the strategy room.
                                                             
                                                             
                                                             
REINFORCEMENT OF ID MANAGEMENT
------------------------------
                                                             
Earlier in the week there was a case in which someone used
the terminal that rewrites the ID card to gain unauthorized
access. This person acquired the fingerprint data from the
corpse of a staff member who had died in the accident. He
forged the dead man's ID by using the fingerprint data, and
entered the laboratory area by way of elevator.
                                                             
The problem is that the finger print collecting device can
acquire useable data, even from a corpse. Since we will be
having an experiment today, there will be many outsiders
visiting this facility. When creating the ID cards for the
guests, keep a careful eye on the device.
                                                             
                                                             
                                                             
MEMO ON WHITEBOARD
------------------
                                                             
The change of personnel for this individual have not been
turned in yet.
                                                             
Paul Baker
Page no : 1123
                                                             
Researcher personnel changes.
                                                             
OLD
Section : Special aircraft experiment room
NEW
Section : Third energy Stabilizer experiment room
Registration no : 58104
Name : Paul Baker
                                                             
                                                             
                                                             
SECURITY MANUAL VOL.1
---------------------
                                                             
DDK. The electronic lock system of this facility has been
updated. A more intricate code system has been introduced, 
and the security system has been improved. You will need
to be aware of the following information when entering the
password.
                                                             
Number-based key decoding part 1.
                                                             
In a case where numbers are written instead of letters in
the "KEY" field, the numbers could represent the codes for
the corresponding characters. Here is an example of the
correspondense chart between the letters and the code no's.
                                                             
A=1, B=2, C=3 ...
                                                             
                                                             
                                                             

SECURITY MANUAL VOL.2
---------------------
                                                             
DDK. The electronic lock system of this facility has been
updated. A more intricate code system has been introduced, 
and the security system has been improved. You will need
to be aware of the following information when entering the
password.
                                                             
Number-based key decoding part 2.
                                                             
In a case where numbers are written instead of letters in
the "KEY" field, the numbers could indicate the rows to 
be deleted. For example, if 2 is in the KEY word, you
should delete all the letters in the second row of the
CODE.
                                                             
                                                             
                                                             
RESEARCHER's JOURNAL
--------------------
                                                             
March
                                                             
" THIRD ENERGY "
It is the system that can produce infinite energy from
the air. The completion of this system will signify the
end of one of society's greatest problems. It is true
that the system was initially developed for military
use, but we took part in the project because there is
a silver lining in it for our future. But something is
terribly wrong.
                                                             
The military has been giving us excessively favorable
treatment for the simple developement of a fundamental
energy system. I must discover the true purpose of this
project before irreparable harm is done, what on earth
is that kid planning to do.. ?
                                                             
April
                                                             
I havent found any clues in the past month, he is indeed
a genius, he seems to have noticed out sercet investigation
activities. I heard that he established on this floor some
where. The only way to learn of his true intentions will
be to find that lab.
                                                             
July
                                                             
At long last, Mike has found a clue pertaining to the 
location of his secret laboratory, he said that he
hid the clue i our secret place inside the library room.
Kirk has been meeting frequently with colonel Clay, the
leader of the project in the computer room lately, what
are they up to...?
                                                             
                                                             
                                                             
LIBRARY ROOM MEMO
-----------------
                                                             
Dear Paul,
I finally found the clue, this is the key card that you need
to enter the secret lab. The only chance to enter it is during
tonight's experiment. Obtain the other key card without
hesitation. The other key card is in the chief's room, i heard
that the secret codes for the hidden safe are written on the
panel keys. Now if we find out where the laboratory is, every
thing will be solved. I'll leave that to you, good luck.
-Mike.
                                                             
                                                             
                                                             
DOCTOR KIRK's JOURNAL
---------------------
                                                             
It is easy to unleash any kind of power. The real task is
keeping the power under control. The improvement of the
Initializer ignition device has enhanced energy efficiency
to the maximum. Despite that progress, we have been unable
to advance developement of the Stabilizer safety valve 
since the accident that happened three years ago. The third
energy theory will surely alter the human history forever.
                                                             
But as long as there is an uncertain element regarding
the control of this power. Even if it is 0.1% of a probab-
ilaty, my work will be nothing but a terrible failure.
The restraining power of the stabilizer we used in tonight's
experiment was insufficient. The area effected by the excess
energy is estimated to be a area of 3300 feet.
                                                             
The result of tonight's experiment may please the military
people in a sense. The giant creatures that emerged just 
after the experiment have given me much inspiration. The
most important thing to do right now is to leave here safely.
As soon as i finish analyzing the data, I'll evacuate via
the bottom floor.
                                                             
                                                             
                                                             
DEAD MAN's MEMO
---------------
                                                             
Where the heck did these monsters come from ? I managed to
slip away, but i've been cornered here in the basement ever
since. The only way i can get out is through the port on 
level B3. I should be able to find a boat or something used
to transport research materials. The only problem is getting
there in one piece.
                                                             
                                                             
                                                             
STAFF MEMO
----------
                                                             
Attention : Alan
                                                             
The weapon container at the General weapon storage will be
carried out from the port next week. Please finish the
maintenance of the crane within the week. I will hand you
the DDK to enter the port so that you can finish the job.
Make sure that you keep it on you at all times.
                                                             
                                                             
                                                             
RESEARCHERs JOURNAL
-------------------
                                                             
The kid pointed out the mistake in the calculation of the esti-
mated value. The simulation of the stabilizer. I mean it seems
that i miscalculated the timing of the energy reaction in its
critical point by 6 nanoseconds. I admitted that i made a mistake
but he has a serious attitude problem. He doesn't seem to 
understand that were all exhausted from having to work all day
and night on a regular basis.
 Written by M
                                                             
To, M
Everyone feels about Kirk the same way as you do, its time to let
him know how we feel. I heard that you could create a lethal poison
by mixing lethal drugs together. They said you just have to mix the
strongest anesthetic with something else. Well that may be going
a bit too far.. i suppose.
 Written by K
                                                             
To, K
You are pathetic, cant you see Dr Kirk devotes himself to the
experiment without caring for anything else? Blaming others for
your mistake only examplifies your cowardice. I hold all of you
responsible should the experiment go wrong thanks to your
blundering. Maybe you should be the one's watching your backs
incase someone should "accidentally" inject you with poison.
 Written by ???
                                                             
                                                             
                                                             
NOTICE MESSAGES
---------------
                                                             
Those who attend the activation of the generator for the first 
time in tonight's experiment should remember the following
procedures.
                                                             
To activate the generator the following two devices have to be
set in advance. 
                                                             
INITIALIZER
STABILIZER
                                                             
The function of the two devices are as follows
                                                             
Initializer :
Generates the necessery energy for the first reaction when activating
the generator.
                                                             
Stabilizer :
The third energy reaction takes in the air and generates the
energy in a chain reaction. This keeps the reaction under a
certain level. 
                                                             
You will find models of the two parts in the case set in the
center. If you have not seen them, be sure to check and see
what they look like. If you split the number that you use
obtaining the core parts and add 0 to the each of the split
numbers, they will give the pass numbers you will need obtaining
the other two protective parts. Be careful when handling the
pass numbers of the core parts.
                                                             
                                                             
                                                             
NOTICE MESSAGES
---------------
                                                             
Since we are going to move the experimental generator outside
today, we expect to see the external staff within the test area.
As a final reminder if the overload occurs in this laboratory
It will mean the obliteration of the entire facility. If you
dont want to be evaporated, guard the area with extreme caution
today. The staff has been working double over-time recently.
Dr Kirk in particular has locked himself in his private quarters
for weeks. No body has seen him.
                                                             
Take good care of the researchers and remember that the
experiments success depends upon their ability to think.
Recently the credibility gap of Dr Kirk has been varied among
the staff. Keep your eyes on the ID rewriting device here to
prevent illicit use. There has been an incidence of someone
abusing the rewriting device on the first floor. Keep your
eyes open.
                                                             
                                                             
                                                             
GENERATOR INSTRUCTION MANUAL
----------------------------
                                                             
How to activate and control the generator.
                                                             
1. Prepare to activate the generator by operating the control
panel on the upper floor of the control room.
                                                             
2. Move to the B3 area of the generator to set an initializer
                                                             
3. Operate the panel near the generator to connect the "inhale
shaft to the generator" 
                                                             
4. Move to the B2 area to set the stabilizer
                                                             
5. Activate the generator.
                                                             
                                                             
                                                             
RESEARCHERS JOURNAL
-------------------
                                                             
Since i was assigned to this departmend, all I have done is
sample the simulation data of the generator. Even a college
student could handle these tasks. Why doesnt Kirk want us
to operate the generator. Doesnt he trust our ability and
skills ?
 Written by G
                                                             
To O, 
I dont think the problem is so simple. Because his ID card
is required to operate the generator, once an accident
occurs Kirk is the only person who can stop it. I dont see
what the military is planning to do with this conniving
nonsenisical procedure...
 Written by N
                                                             
I have an idea, its about that guy Tom who was recently
assigned to the B1 area. He often comes to me to ask about
our job... I guess he cant resist my charming personality.
Why dont we invite him into our group and have him spy on
Dr Kirk ? This should work as he is good at gaining the
confidence of other people. 
 Written by B
                                                             
To B, 
Dont be so simpleminded, have you already forgotten how
you'd have been trying to get Kirk's attention until
recently ? Learn to think a bit more logically first.
At my rate, the male researchers here dont seem to know
much of anything beyond research. Maybe you ought to show
the next one you become close friends with, the wonders
of shampoo and the washing machine.
 Written by C
                                                             
                                                             
                                                             
RESEARCHERS MEMO
----------------
                                                             
Kirk has been hiding everything from the researchers recently.
In a demonstration of solidarity, the B1 area staff have
decided to investigate what Kirk and the military personnel
are up to. As a start we managed to get a wire tapping at
the parts storage area where they've been holding meetings.
The device is sound activated and records automatically.
It can also playback the recordings. It may be the best way
to come up with some clues. We need Kirk's ID card to check
the generator. We already know his registration number.
It is 31415.
All we need now to forge his ID card is his finger print data.
                                                             
                                                             
                                                             
KIRK's OLD DOCUMENT
-------------------
                                                             
Third energy as the final weapon
   - By Edward Kirk
                                                             
If the third energy reaction exceeds the critical point. It
evokes the overload phenomenon. When this happens, we cant
control it. The huge amount of energy creates chain reactions
and begins to disintigrate the surrounding air. The ensuing
explosion will vaporize anything in the vicinity. If we could
control the area where the overload occurs, the third energy
could literally become the "ultimate weapon". The power of the
weapon depends upon how much energy we can restrain before the
explosion occurs. In other words, the capability of the 
stabilizer is the key to everything. The third energy was
supposed to be the project of the developement policy :
                                                             
" Create the basic power source for the permanently stationed
weapon " 
                                                             
If we change the policy of the weapon here and now, this
government will be able to obtain the most deadly descructive
device in the whole world. However our curreny budget is
completely out of the question. You'll find my estimate of
the budget in the next chapter. Please review and consider.
                                                             
                                                             
                                                             
NOTICE TO STAFF FROM Dr KIRK
----------------------------
                                                             
Notice
Preparing the stabilizer and the initializer
                                                             
Make sure these two devices are ready in time for the experiment
Each of these two devices consist of the following two parts.
                                                             
Core parts
Protect parts A
Protect parts B
                                                             
This means six parts are needed in all. These parts are separately
stored in the experiment room, design room and the parts storage
room, once you have acquired all 6 parts, you can assemble them
in the experiment room. The weightless manipulator must be
operated by staff of the level A class.
                                                             

End Section


14
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                   _             _      
                __| |_  ___ __ _| |_ ___
               / _| ' \/ -_) _` |  _(_-<
               \__|_||_\___\__,_|\__/__/

!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
tc&c


UNLOCKABLE THINGS


OPERATION WIPEOUT
-----------------

Just complete the game once with a time under 5 hours to unlock
the operation wipe out, im sorry i didnt include anything about
this in the main walkthrough but its nothing to explain about,
this game will have Regina start off in fixed area's in the
game and all you have to do is kill all the dinosaurs in this
fixed area with the limited ammunition that you are provided.
This starts off easy in the earlier levels but gets harder as
you plow through them. Did i forgot to mention that you have
to do all this in a time limit ?.


EXTRA COSTUMES
--------------

As with most of capcom's other games, Dino crisis also lets you 
unlock new costumes for the main character by finisihg the game 
with a higher ranking at the normal difficulty mode. As for Dino 
crisis, you can unlock three different costumes for Regina.

* Military shots costume
* Sci-Fi style costume
* Wild cave girl costume.

When you finish the game for the first time in normal mode then 
you would only unlock the first two costumes, start a new game 
by the saved game file after you end the game, and that time you 
will be able to unlock the third and the sexiest of them all 
costumes, and there's a little add on bonus to that aswell. Along 
with the costume, if you choose the cave girl dressup, your guns 
will also change, the handgun and the shotgun will become bones 
while the grenade launcher turns into a large fish. A must try, 
i tell you.


INFINITE GRENADE LAUNCHER
-------------------------

Finish the game three times and get a different ending all three
times, once you start the game a 4th time from the saved ending
data then you will start off with a grenade launcher with infinite
ammo in your inventory, this just makes the game a whole lot easier
as you can plow through the line of attacking dinosaurs. Even the
T-REX takes lesser shots with it compared to the shotgun.




IN-GAME TIPS



*Always keep an eye on your health, how say you ask ? even if
 the game doesnt give a proper health meter for you to go by you
 can still tell how well Regina is doing by the way she walks or 
 runs at that time, if she's hurt then she will clutch her side 
 and start limping, at that time you should immediately administer 
 some medical help, because it means that Regina is almost history. 
 On a similar note when ever you see a trail of blood following 
 Regina, immediately use one Hemostat item from the medical menu, 
 or a Med pack L if you happen so to have one. They will stop the 
 bleeding for you. Otherwise the bleeding will slowly leech a good 
 amount of health automatically before it finally stops itself.

*When your fighting the raptors, make sure that your shooting at
 them from a distance and that your rate of fire is undisturbed
 even though the raptors are really fast runners, your firing
 then head on can stop them in the tracks, at this time if you
 stop then they will charge at you and attack. Dont wait for
 Regina to automatically fill the ammo of the gun if it goes
 out, and go yourself in the menu and change the ammo type
 manually.

*When ever any type of enemy has you in their grip, start
 mashing the buttons quickly because if you dont hurry to get
 out of their grip, they will eventually do a second attack
 which will cause even more damage then before. 

*This game does a very good job of keeping your ammo stock at
 bay by providing you with little ammo to work through the
 game with, its up to you to make use of that ammo usefully, 
 there are several area's in the game where you can just run
 past the dinosaurs without having to shoot at them , ever.
 Make good use of wide open area's to your advantage and run
 around the dinosaurs if needed. Only shoot when your in a
 narrow hallway where you know you have to come over and over.

*You see those electonic fences, they're really there to help
 you out, see dinosaurs cannot pass through them if they are
 active, so a very smart strategy would be to stand behind  
 the other end of the fence from where the dinosaurs are and
 turn it on. Then shoot the dinosaur with a handgun from the
 safety of the fence, you can use these fences as a shield 
 even in the later stages of the game, against the bigger
 and larger enemies.




NA GAMESHARK CODES

1E Enable Code (Must Be On-Version 1) 
D014957C 023A
8014957E 1000 

2E Enable Code (Must Be On-Version 2) 
D0029588 0005
8002958A 1000 

Infinite Health 
800B9574 04B0 

Infinite Ammo & Items 
8006AC06 2400 

Enable Costume Change 
D00C1CF4 0001
800C1CF4 000F
D00C7C42 0003
800C7C42 0503 

Clear Time Is 0:00:00 
800C14C4 0000
800C14C6 0000 

Used 0 Continues 
300C14CA 0005 

Haven't Saved 
300C14C3 0000 

Have A Lot of Plugs on Pickup 
800C1B00 00FF 




End Section



15
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         __  __                    _            
        |  \/  |_  _   _ _ _____ _(_)_____ __ __
        | |\/| | || | | '_/ -_) V / / -_) V  V /
        |_|  |_|\_, | |_| \___|\_/|_\___|\_/\_/ 
                |__/                            

!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
mrv0


Dino Crisis, well what can i say about it, i guess saying "wow"
isnt just enough to describe this game. At a time when we were
used to resident evil coming from capcom, this was a very nice
surprise and a good series-starter game in itself. The story
was awesome and the candy coated backdrops were probably the
most beautiful thing till that time on the 32 bit console. But
the eye candy wasnt the only thing which made this game a winner
in my opinion, it does good in just about every department when
it comes right down to it. Here is how i rated the game in several
different departments.

Graphics 9.5/10

Though they seem age old and jittery by today's standards, there
was a time when all the people were talking about how beautiful
dino crisis looks for a console game, and im giving this score
judging from that time, the graphics are completely 3-D meaning
that there will be less loading time, and more wider and explore-
abla area's. Besides that the three dimensional backdrops look
very lush and give the feel of a futuristic facility very nicely.
Besides that, the camera system works very awesome in this game,
unlike the Resident evil games where the camera is static and
sometimes makes it hard for you to judge the direction or get in
line with something, here the camera is completely 3D aswell, 
moving in fluid motion along with Regina, it will often pan right
over your head to give a prespective of what your seeing at that
time and it will often pan in front of Regina, showing everything
behind her. This particular thing happens when your fighting the
T-REX near one of the endings, and it just looks like a movie 
when you see the T-REX running after you with full fury. Overall
the game was a visual masterpiece in my book.

Sound 9/10

Sound is pretty much what you'd expect from the basic capcom
survival horror game, B style movie voice acting and cheesy
dialogues here and there make you feel right at home. Regina's
voice actress does a good job with maintaining the cool and
collected character she supposedly has, while Gail's does an
even better job, truely sounding like a cold hearted *******
who gives no damn about anyone or anything but his mission.
Rick is the usual party fun-guy sorta thing and his voice is
mostly a tension killer for me.

Gameplay 9/10

The game plays solidly and without any sort of lagging or slow
downs in any part,  this is one problem with the games that are
fully three dimensional, when ever there is alot of activity on
the screen, the game tends to slow down somewhat, but dino
crisis over comes this aswell, since what your facing is no
ordinary zombies but ferocious dinosaurs, they are lesser in
numbers compared to their undead counterparts, that is why the
screen is not crowded a whole lot and the game remains running
at a constant frame rate. Other then that the game is a bit short
just like capcom's other big survival horror game, but after you
finish the game once, there will be many things to unlock, which
just add up to the replay value of the game. Which is quiet high.



End Section


16
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           _               _   _       __       
          | |___ __ _ __ _| | (_)_ _  / _|___   
          | / -_) _` / _` | | | | ' \|  _/ _ \_ 
          |_\___\__, \__,_|_| |_|_||_|_| \___(_)
                |___/                           

!*!*!*!*!*!*!*!*(`'. .').').')*!*!*!*!*!*!*!*!*
lgll


LEGAL LAWS 
----------

MUST READ !! 

This guide was made only for the purpose of helping other people, 
and I dont intend to use it for profit, and I would really really 
appreciate it if no one else does it too. This guide is as free as 
everyone of us is. Use it nicely. The following sites have are the 
special sites who this guide belongs too in full right...  

( PS ... this doesnt mean that other sites cant use the guide, any site
which I want this guide to go to and any site which tells me before
using it shall be allowed )

www.planetdreamcast.com/residentevil
www.rebiohazard.com
www.gamefaqs.com
faqs.ign.com
www.neoseeker.com
www.cheathappens.com
www.gamerhelp.com
www.supercheats.com

On another note I dont think I need to mention that this guide is also
protected by the international copyright laws and that makes it about
as illegal as any bad thing for anyone to plagiarize it, I ask everyone
to keep there eyes open and if they ever see this guide being used for
the wrong reasons then please dont hesitate to contact me and I shall
see what I can do about it, dont think of this as a joke because
plagiarism is not that uncommon nowadays, several great authors works
are plagiarized for money and thats.. very VERY bad..

This guide was made by Adnan Javed , better known as ChandooG on the
Gamefaqs message boards, I made this guide just for the people for 
free to be used as a source of making your game easy and enjoyable... 
or if you dont understand in those words or you think of using this 
guide for profitable purposes then know this that I have a very 
qualified lawyer in my family :) get the picture.

Dino Crisis all its characters and all the logo's are copyright of 
capcom co. I am in no associated with capcom and this guide is an 
uffocial work. Dino Crisis is a registered trademark of capcom co. 
CAPCOM ARE LIKE GODS. RESPECT Them.


* CONTACTING INFORMATION
  ----------------------


Want to drop an email to me ?! please make sure of the following things
before sending me an email

* look in the walkthrough for any puzzle or monster related questions
  first.. dont find it there.. mail me.

* Please DONT mail me about how good you are in the particular game
  and how bad i suck.. hehe those will go to the trash ASAP

God any question about the game ?

Use this address : Returnofthemaniac@hotmail.com
                 or adnanj@gmail.com


* CREDITS AND THANKS
  ------------------

* God of course for making the whole world like it is today
  and a special thanks for making me lol ;-)

* My hands, i can say without a doubt that i may be one of
  the fastest typers alive, since i wrote this enter thing
  out in about less then 2 days. I RULE !

* GameFaqs.com , for allowing people such as me to show off
  their writing skills, or even learn that common men can
  also make walkthrough's for games, i mean three years ago
  i didnt know what a FAQ was.

* Capcom for making this game in the first place, but they
  also get some heat for delaying Bio4 for so long, but
  still, long live capcom.

* Thanks to The Night Flier's walkthrough for the name of
  those black mutha dinosaurs , thank you dude !.

* All the people who use this walkthrough for making their
  game easy, not for their profitable gains, a special
  thanks to the websites who use it by asking my permission
  first , and keeping it in its original unedited .txt format.






  FOR WORDS 
  ---------

Well welly welly welly well, this just might be my last 
full guide before Resident evil 4 comes out, but then
again who knows when the typing bug gets inside me once
again, i mean i said 2 walkthrough's before that THAT
was my last walkthrough before re4, see what i mean lol

Anyway, i've been taking up way much of your time, i bid
you . adooo


 


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