Dino Crisis guide
=-=-=-=-=-=-=-=-=
by KogaNinja42

This is not an actual walkthrough type guide, but mainly to help you our w/ the 
series of different dinosaur encounters and to assist you through all the 
puzzles and codes you need to punch in.
		I am going to first go over all the dinosaurs so you can make the 
right moves and have a good supply of knowledge when going into this game.
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TABLE OF CONTENTS:
- - - - - - - - - - - - - - - - - - - 

PART 1. Dino briefing/ shot chart.

PART 2.All of the in game puzzles.

PART 3.DDK lock code passwords.

PART 4. Code combos

PART 5. Copyright

Before I start going on  about how many shots it takes to kill a dino w/ a 
certain gun. It s quite obvious that poison darts will take 1 nice well lined 
shot. But I m also not going to go over the other sleep rounds and what not, 
since you can only put them in the shotgun, it usually takes as many shots as a 
shotgun kill would. That s all you need to know for that. Keep in mind that 
these are random estimates for gunshots, and always keep in mind that just 
because they are down on the ground does not mean they are dead.

############## PART ########### 1 #####PART############## 1 #########
--------------
RAPTOR:
--------------

BRIEF:
These are viscous little devils and will stop at nothing to rip you into shreds. 
They usually travel in packs, but when you find one or two you can almost bet 
there will be air vents or laser bar shields. If you see a close by switch 
chances are it is to a either of the two above. Time your movements wisely and 
than slam the button and watch them run into the red bars. You can now leave 
them be and search for items or solve puzzles. But keep in mind of their 
locations, because chances are you may have to pick him off later. So if you 
leave them alone the first time they should stay, but if you kill it, enemy re-
pop up may occur.

HAND GUN SHOTS: Around . 10-12 However if your playing in normal mode, you could 
be pumping a lot more lead into them.

40 S&W HANDGUN SHOTS: (only usable when handgun slides are equipped.) 8-10

SHOTGUN SHOTS: 2-4. They usually take around only 2 shotgun shots, but some will 
vary to 3 or 4.

SLAG BULLETS: 1-2

GRENADE PISTOL SHOTS: 1

HEAT SHOTS: 1

--------------------------
SUPER RAPTORS:
--------------------------
BRIEF: These guys are basically the same as the previous raptors, however they 
pack meaner punch. Keep a good distance between you and them, escpically 
considering when you find them you will be in a confined space.

HANDGUN SHOTS: 18-20 (that super in front of their name is not there for 
nothing..he he )

40 S&W SHOTS: 11-12

SHOTGUN SHOTS: 5-6

SLAG SHOTS: 4-5

GRENADE SHOTS: 4

HEAT SHOTS: 3


-----------------
THERIZINO:
-----------------
These guys are bulky and take up a lot of space, however they move a lot slower 
than the raptors, and you can use that most defiantly to your advantage. Now 
don t get too confident, they still can move at a moderately fast speed and 
their attacks are wide range.They have a massive claw sweep which will bring you 
to your knees so keep to their sides or back of them.

HANDGUN SHOTS: About 10- 12 or so.

40 S&W HANDGUN SHOTS:  9-11

SHOTGUN SHOTS: 7 or so

SLAG SHOTS: 4-5

GRENADE PISTOL SHOTS: 2

HEAT SHOTS: 2

--------------
COMPIES:
--------------
These guys are the wannabe raptors of the dino s you ll encounter. These things 
can jump and bite and gnarl and swipe at you and will still not harm Regina. 
Regina is almost immortal to their attacks. Don t bother them because they serve 
pretty much no purpose. If you shoot them your wasting bullets that you could be 
using on other raptors in your path.

HANDGUN SHOTS: 1 shot pretty much lays their little heads down for eternal 
sleep.

SHOTGUN SHOTS: 1

SLAG SHOTS: 1

GRENADE SHOTS:(I really hope you don t choose to waist them on these guys.)

HEAT SHOTS: 1

----------------------
PTERANODON:
----------------------
These guys are very precise in there hits so use your head when around them, 
weave in and out and that should keep them at a bay.

HANDGUN SHOTS: 4-5

40 S&W SHOTS: 3-4

SHOTGUN SHOTS: 2

SLAG SHOTS: 2

GRENADE SHOTS: 1 

HEAT SHOTS: 1 or 2

----------
T- REX:
----------
You can t kill this big boy, but mostly every encounter w/ him you can stun him 
or hit him  till he is supposed to go. First time you can use your handgun but 
you want something more powerful don't you, the shotgun plus if you wanna get 
him outta your hair fast than I suggest using it. Other times after that, I only 
recommend using the highly modified shotgun and grenade gun. Sometimes you can 
run from him w/ out even getting hurt or waiting rounds, but use the best tactic 
need given the situation and you ll be fine.

############## PART ########### 2 #####PART############## 2 #########

========
PUZZLES:(generator room.)
========
The first puzzle is fairly simplistic, but don t let that throw you off, the 
many to come serve more than challenging. 
	Notice how there are 4 color codes coils beyond the plate of glass. Well 
there is also a a set of levers to the side of you. Pay close attention because 
the order of the colors under the levers from left to right signify the order 
you set the colored coils. I have played through the game more than once so I 
have not seen the puzzle alternate colors.The order is red,blue green, white. 
(below is a map of the exact order in which they are to be placed.

===      ===      ===     ===
===      ===      ===     ===
===      ===      ===     ===
===      ===      ===     ===
(red)   (blue) (green) (white)

=======
PUZZLE:(SOL/LEO lock)
=======
This lock requires the 2 panel keys you should have picked up, each one with a 
written symbol SOL and LEO. Place panel key 1 in the left spot and 2 in the 
right. A punch code lock is presented. You won t find the code to this lock in 
any journal or memo. You will actually come to solve this puzzle later in the 
game. But I am going to give you the answer now. Look at the keys upside down 
and you ll notice that they can also be numbers. SOL=705 LEO=037 now line them 
up and punch in:705037

=======
PUZZLE:(Elevator pipes)
=======
Now this is actually quite a unique puzzle and not too hard and not too easy. 
All your basically doing is lining up the colored pipes in the right order. And 
since this would be extremely hard for me to explain and show you. I will just 
have to say lower all the pipes and use your head as to where you could use 
which one. It ll become a piece of cake once you figure out the pattern of the 
pipes.

=======
PUZZLE:(Crane program 1)
=======

This puzzle will grow to get on your nerves, but stay with it. The blocks must 
be moved  in a certain area in order for you to pass through..cut and dry. There 
is also a certain way of moving the boxes. You have to understand the program 
before you can begin doing anything. Understand that a < 2 card,  and a down one 
card, then hook will move over 2 places to the left move the crane down and than 
hook the box and than return to the middle point where it always ends and begins 
at. Take your time. Another hint is if you have to move one last box and your 
clue less as to where it could go. Lift up the final box and leave it hanging 
you don t have to drop it if it s your final one. Below is one of the operations 
you can perform to get by.

1ST MOVE:
^ 2, < 1, down 1, hook, > 2, release

2ND MOVE:
^ 2, hook

=======
PUZZLE:(Gas Room)
=======
The little lab guy sitting in their has major gas...; ) well maybe not the kind 
of gas your thinking of, but hazardous gas....ok so maybe they are quite 
similar. Any ways, the note in the room behind you listed the proper gas mixes. 
Red stops green, Blue stops orange, and green stops purple. This puzzle can go 
many different ways. Experiment a little, but remember that certain gases can 
cause instant death to the researcher, and that s not a good thing. Make sure 
you save before executing this puzzle. Here is a few  suggestions if the gas 
gets to the color below.

Grass green- Add red

Light cranberry- Add red

Dark cranberry- Add blue

Dark purple- Add green.

=======
PUZZLE:(Code stacks)
=======
This puzzle consists of stacking different bright colored tablets to fit the 
example below. You can move them in pairs and different colored pairs can break 
off from others. Yank out a pair from the bottom that matches. Throw it on top, 
then repeat w/ the next 2 blocks, until wa-la! you have all eight.

=======
PUZZLE:(Override lock)
=======
Personally I would have to say this to be the most difficult of all the puzzles 
in the game. So think hard and use that brain of yours to piece it together. The 
first piece is fine, don t touch it. But the other pieces need some work, shift 
the middle one 90 degrees to the right. And shift the right one 90 degrees to 
the left. Than place all the pieces from right, middle to left order.

+++++++++++++++++++++++++++
MAIN FRAME CARD PASSWORDS:
+++++++++++++++++++++++++++
You can actually move around this puzzle, if you choose to follow Gail, but if 
you chose Rick, you ll be forced to punch in some card letters. There is no way 
an answer can be given here, because it s random each time. For the first time 
the digits come slow and there isn't many to punch in. The 2nd time they get a 
bit faster and the digits have been upped to 7. The last one is a lot tougher. 
Grab a pen and paper, and take down the 8 digits that appear the most frequent. 
You only have 2 tries so give it your all. If you fail you can always take the 
dinosaur infested hallways back.


++++++++++++++++
PUSHING CRATES:
++++++++++++++++
Clear the crates to make passage, you can push forward but you can t pull 
forward. You can always exit and reenter the room to reset the puzzle. 

=======
PUZZLE:(Crane program 2)
=======
You get a different set of card to operate this one. If you remember what to do 
with the last one, than this one should be a semi piece of cake. It still is a 
bit tough. Here is a basic setup to punch in.

1ST MOVE:
^ 3, hook, < 2, down 1, release.

2ND MOVE:
^ 3, down 1, > 2, hook, < 2, release.

3RD MOVE:
^ 3, > 2, hook

4TH MOVE: 
Release

5TH MOVE:
< 2, hook


=======
PUZZLE:(Code stacking 2)
=======
Yes once again...code stacking.Use your code stacking skill from the previous 
one to complete this one. Your first main objective it to get all the red pieces 
under the brightly colored blues. And the clear blocks all together There is 2 
switches, one to reset the puzzle and the other to exchange blocks from A to B. 
Once you have the whole concept of the puzzle(and you should from the previous 
you just solved.) give yourself a bit of time and you ll get it in no time.

=======
PUZZLE:(Lock override 2)
=======
I know, I know this are a major pain in the rump, but they have to be done. So 
let us precede. Rotate the first 2 pieces 90 degrees to the left. And leave the 
last one as it is. You than have to enter them a certain order, below is the 
patter in which you need to enter them in.
    3   1    2

=======
PUZZLE:(Wire tap tones.)
=======
Behind the cabinet is the taped conversation between fellow workers of Kirk, at 
the end of the message a beeping sequence occurs. You need this to enter the 
code on the central computer in the room. On the computer you have to punch the 
different numbers in, but it s not as easy as it sound, the way it is set up 
allows you not to backtrack but to go in one consistent flow. Go right to 3, 
right to 6, down to 7, straight up to 2,0 and then finally 4. The whole code is 
: 367204

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

############## PART ########### 3 #####PART############## 3 #########
Congratulations that is the last puzzle in the game. The parts for the 
initializer and stabilizer are not to difficult, assemble them in the experiment 
room and piece together the parts according to how they should fit. 
	Below is all the DDK lock answers. Enjoy the ending and happy dino hunting 
: )
(Please excuse my horrific chart making skills, if you have any question I don't 
blame ya  :p

CODE               |         PASSWORD
+++++++++++++++++++++++++++++
+DDK lock H  +     HEAD                        +
++++++++++  +                                        +
+DDK lock N  +     NEWCOMER           +  
++++++++++  +                                        +
+DDK lock L   +     LABORATORY        +
++++++++++  +                                        +
+DDK lock E  +      ENERGY                 +
++++++++++  +                                       +
+DDK lock W +       WATERWAY          +
+++++++++++                                         +
+DDK lock S  +       STABILIZER          +
++++++++++  +                                       +
+DDK lock D  +       DOCTORKIRK     +   
++++++++++  ++++++++++++++++++

############## PART ########### 4 #####PART############## 4 #########

CODE COMBOS:

-----------------------------------------------
Safe in management office :               (0426)
-----------------------------------------------
-----------------------------------------------
Registration number  for computer 
to access fingerprint program:         (68104)
-----------------------------------------------
-----------------------------------------------
Registration number for computer
for John Doyle s fingerprints:          (57036)
-----------------------------------------------
-----------------------------------------------
B1 computer control room-to gas
room:                                                   (7248)
-----------------------------------------------
-----------------------------------------------
Computer terminal in library room:(3695)
-----------------------------------------------
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Panel key SOL/LEO punch code:    (705037)
-----------------------------------------------
-----------------------------------------------
Security pass room key chip 
rewrite:                                                  (0392)
-----------------------------------------------
-----------------------------------------------
Case in corner in stabilizer 
experiment room:                               (1281)
----------------------------------------------
----------------------------------------------
Terminal in parts storage room,
after planning disk:                            (367204)
---------------------------------------------
---------------------------------------------
Code in stabilizer design room,
at computer terminal:                        (0367)
---------------------------------------------
---------------------------------------------
Code in large machinery in 
corner of stabilizer design room:     (0204)
---------------------------------------------
--------------------------------------------
Security pass room registration
number to access Kirk s ID:         (31415)
-------------------------------------------

############## PART ########### 5 #####PART############## 5 #########

COPYRIGHT:

This guide is property of Alucard2222, and the Playstation pit . It is not to be 
reprinted in magazines, books etc. If you want to post this guide on your site 
please ask my permission and give me full credit. I don t wish to have this 
guide posted on any other sites, only the Playstation pit. 

CONTACT INFO: If you wish to contact me about anything pertaining to Dino Crisis 
or this guide, you can email me at Jubei42@xfilesfan.com or RExtreme42@the-
lair.com . Or you can catch me on AOL instant messanger under StealthNinjax42

SPECIAL THANKS:
Capcom for a nice Resident Evil filler, and my good pal Mike for making all 
those guides serving as a  inspiration.