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Dino Crisis

New outfits
If you beat the game in under 8 hours then you will get new costumes to wear as you play again.

Costumes

There are 3 types of clothes
spy-beat the game once
cave girl-beat the game 2 times (your guns look differ shotgun/handgun are bones and a stick put together and the grenade launcher is a giant fish)
weird type- beat game 2 times

Alternate costumes
Successfully complete the game once to unlock the Army and Battle costumes. Successfully complete the game a second time to unlock the Ancient costume.

Fourth Outfit
When you finish the game for first time, Regina will get two new costumes (Battle type, and Army type). If you play through the game twice, you will get a 4th outfit for Regina to wear. It will change her into a cave girl. Almost as though SHE came from the portal. An extra bonus for getting this is that if CHECK her guns at your EQUIP menu, they will have turned to an ancient type weapons. They will still function like normal, though.

Super weapon
Successfully complete the game three times.

Operation: Wipe Out mode
Successfully complete the game without using any continues

Bonus Game
Beat the game within 5 hours and the bonus game is where you kill all the left dinos

Infinite Grenade Gun Ammo
When you have seen all three endings to Dino Crisis ( you must play three separate games from start to finish). Regina not only starts with Grenade Gun in her arsenal, but she also has unlimited ammunition.

Registration Numbers
Here are the the two registration numbers you need for the ID Card:
Mark Doyle-57036
Dr. Kirk-31415

All DDK door's passwords
1=Enter "HEAD" to open the Chief's Room door.
2=Back to Main Entrance. To unlock this door enter "NEWCOMER".
3=In B1 Hall, input "LABORATORY" to unlock the door.
4=Back to Computer room, insert your Key Card in the key card device. Regina will call Gail for help. After that, you have to use your DDK Disc and enter "ENERGY".
5=In Rest Station room, enter WATERWAY to unlock the door.
6=In the room were you enter the B2 chips 1 and 2, there is a DDK door. Unlock this door by entering "STABILIZER".
7=In the Parts Storage room there is also a door. Enter DOCTORKIRK to unlock this door.

Chief's Vault Combo
Type in 705037 at the vault. It will open and reveal the card to Dr. Kirk's secret lab in the control room.

Secret Ending
Having trouble finding the 3rd ending? If you've played through to the end and chosen both Rick's and Gail's choices, then here's the final ending you're looking for. Have a feeling you've been through the game without visiting a few doors? You have. Three, to be exact. If you want to find it, you can simply access one of the Level A doors after you've chosen Rick or Gail's decision. All of the unexplored level A doors lead to the same tunnel system. Simply follow it the secret heliport, then check your map and visit the red room. The red room will vary for each choice, so make sure to check.

Green Emergency Boxes
The following reveals the items found in each of the emergency boxes in the game, so you won't ever waste a plug on an E-Box that doesn't have what you need.

Green E-Boxes (Medical Supplies)
Control Room Hall(1): Hemostat 2 Med. Pack M 2 Rec. Aid 2 Resuscitation 2 Research Area Hall(1): Recovery Aid 1 Intensifier 2 Resuscitation 2 Experiment Room Hall(1): Resuscitation 1 Recovery Aid 1 Intensifier 1 Med. Pack M 2 Hemostat 2 Central Stairway(1): Hemostat 1 Intensifier 1 Recovery Aid 2 Resuscitation 1 Power Frequency Room(1): Resuscitation 1 Recovery Aid 4

Red Emergency Boxes
The following reveals the items found in each of the emergency boxes in the game, so you won't ever waste a plug on an E-Box that doesn't have what you need.

Red E-Boxes (Ammo)
Elevator Hall(2):
9mm Parabellum   34
SG Bullets       10
Poison Dart      1
Intensifier      1

Main Hallway B1(1):
40S&W Bullets    18
Slag Bullets     10
SG Bullets       10
Poison Dart      1

Communication Room(1):
9mm Parabellum   17
SG Bullets       10
An. Aid          1
Multiplier       1

Control Room B3(3):
Grenade Bullets  3
Heat Bullets     3
SG Bullets       5
An. Aid          1
Intensifier      1

Experiment Room Hall(2):
Poison Dart      1
Slag Bullets     10
40S&W Bullets    18
An. Aid          1
Multiplier       1

Central Stairway(3):
Poison Dart      1
Heat Bullets     3
Intensifier      2
Multiplier       1
An. Aid          2

Power Frequency Room(2):
Heat Bullets     3
Grenade Bullets  3
Slag Bullets     10
An. Aid          3
Intensifier      1

Hovercraft Storage (Rick Ending) (1):
Intensifier      1
Multiplier       1
An. Aid          1

Yellow Emergency Boxes
The following reveals the items found in each of the emergency boxes in the game, so you won't ever waste a plug on an E-Box that doesn't have what you need.

Yellow E-Boxes (Med. supplies & ammo)

Strategy Room(1):
Med Pack M       1
Hemostat         1
Intensifier      1
Slag Bullets     5
Resuscitation    1

Control Room B3(1):
Hemostat         2
An. Aid          2
Multiplier       1
Resuscitation    1

Hovercraft (Gail Ending)(1):
Slag Bullets     10
Recovery Aid     1

Underground Heliport (Ending 3)(1):
Med. Pack M      2
An. Aid          1
Recovery Aid     1
Resuscitation    1


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