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    Unlocking Ultra Raptor FAQ by Ghidrah

    Updated: 05/03/02 | Printable Version | Search Guide | Bookmark Guide

     Unlocking the Ultra Raptor
    Title: Dino Crisis 2
    Producer: Capcom
    For: Sony Playstation
    font: Courier 10 and 12
    Created: 03/08/01
    By: Ghidrah
    EMaul: Darn139@AOL.COM
    My work can be viewed at these sites.
    As for the other sites that have permission, I'm sorry, I didn't save
    your addresses, If you come by and read this and would like your Addy
    posted with the others, EMAUL me.
    If anyone wishes to use this on their site, I would like to know. I
    don't have a problem with it's use by others on Gaming forums or being
    copied for personal use, etc. I would like to know if it's to be used on
    a site, just so I could drop by and see it and get to know some of the
    denizens who are lurking.
    Table of contents
    01. Crap
    02. Introduction
    03. Armor
    04. Characters
    05. Weapons
    06. Tools
    07. Definitions
    08. Velociraptors
    09. Oviraptors
    10. Ultra Raptor
    11. Insights
    12. Dylan, North Jungle Route 1 to Military Facility
    13. Regina, Ship to Research Facility
    14. Dylan, Ship to Research Facility
    15. Dylan, City Front Dock to Edward's City
    16. Regina, South Jungle Route to Launch Site
    01. CRAP
      I prepaid for Dino Crisis 2 over the NET 2 months prior to it's retail
    debut hoping to get a jump on the rest of the gamers, figuring I could
    show off some advanced knowledge at the forums I go to. I may have
    received it about a week before it hit the public shelves. I was hooked
    on Dino Crisis for all the same reasons that every other DC monkey is,
    (a game I didn't even want 'til I got it as a Christmas present along
    with TRLR and RE3) so I had hoped DC2 would be it's equal or better. In
    the ensuing months before it arrived, I began to catch bits of info on
    the game in PSM and the NET. I became apprehensive; my fear that I
    wouldn't like the game grew. The need to purchase weapons and supplies
    bothered me, big time! It's apparently just a shooter game, EEWWWEE! I
    was comfortable with the idea that Rick, Gail and Regina were a team,
    and didn't like the idea of a whole new set of names without all the old
    familiar ones. Lastly, what bothered me most (the wave of terror
    completely consumed me now) was the rumor that DC2 wasn't Regina's game,
    but this newbie upstart's - Dylan Mortan. ["GASP" ... can't ... breathe
    ... room ... getting ... dark ......spinning."] Then, to top it all off,
    the company that I bought it from said, "We're sending it UPS or FedEx".
    (Loud and obnoxious game show error noise). The twits sent it regular
    mail, using our residential address and not our Post Office Box Addy.
    (We don't have a residential Postal address - the GITS.) It was about to
    be returned to sender when, by good fortune, a mail handler from OUR PO
    was working overtime at the local distribution center. He  happened to
    be handling the returns for that part of town and saw our surname on the
    container. Knowing the FAMBLY, he called the house and said come and get
    it Hoss, oh, and BTW, we're closing in 30 minutes. So, I tied the kids
    up, threw 'em in the closet and I beat feet to the PO distribution
    center and brought Dino Crisis home.
    What a biased old woosied brat, eh?
     OK, the game grows on you. Not everyone will like it - so what!
    One of the first of the not-so-many questions asked on the NET was, "How
    do I get all the endings?" "Can Dylan be saved?" and "What the hell was
    that all about?" Others were: "I can't understand the damn story. Is it
    in the future or the past?" "Who was that hologram guy that Dylan was
    talking to?" "Who's that blonde Swedish babage in the SCHWEET Dominatrix
    get-up? Where can I find one of those outfits for my girlfriend/wife?"
     Many people must have been:
    A. Stupified through the game.
    B. Didn't read the files as they collected them.
    C. Didn't listen to the coversations as they transpired through the
    D. All of the above.
      Not to say that there aren't some holes in the story (lack of
    information) that need be addressed in the sequel.
      During game play, if you collect all the files, you learn of the never
    seen but often suspected Gigantosaur (played by none other than the
    great El Gigante) from the Edward's City folk. El shows up (the first of
    three times,) just to eat Blinky in front of Regina. (Played by
    Mr.Theodore Rex.)
    The Ultra Raptors (played by Axe and Smash of Demolition, an old
    Wrestling tag team) are also mentioned in a file but not seen throughout
    the game. Miss or Myth? Play it again, Sam, maybe I missed a spot in the
    game. Nope! Hmmm, maybe they only come out in HARD MODE? Nope! Well, at
    least not the first few times I played through.
     Somewhat naturally, one progresses in DC2 as in DC and the Resident
    Evil games, to "The Speed Game", for which I have also written a
    walkthrough. (shameless DC 1 & 2 promo) Maybe the Ultras are a bonus
    object for achieving fast times? (like in RE 2, Launcher and Gattling)
    NOPE AGAIN! I've certainly qualified in that regard on both NORMAL and
    HARD MODES and they still didn't pop up. What to do, what to do? The
    only clue to their existance at all is a short mention in file #17, the
    VELOCIRAPTOR FILE, but no clue as to how to get them to come out and
    play. The very FIRST time I ever saw them was in hard mode. As I went
    through the big doors to Edward's City, I landed on City Front/Haul
    Road. I certainly wasn't prepared to properly greet them. (No time to
    shower, shave and change my underwear, even though I was in the habit of
    carrying the ATR at the time.) I began firing at one just off screen
    when the second one ran in from the side (which is tres difficult to do
    when using the ATR on them) and grabbed Dylan's lily-white buttocks and
    commenced to throttle him. Once released, I ran around for a while,
    shooting and wasting Meds. I allowed Dylan to be killed and restarted
    from the ship. I worked out a move that lined them up in a row and took
    them out together which gives you an extra 1400 EPs on top of the 14000
    for 15400 EPs. I have recieved 15500 EPs using the Solid Canon up-close
    and personal-like. It took 25 rounds of ATR fire per raptor. When lined
    up, that's a total of 27 rounds for the pair. When I completed the game,
    I went on-line to tell everyone I had found them. The problem was, I
    didn't kill 20 of anything. I didn't know you had to kill twenty raptors
    to bring them out in NORMAL MODE let alone HARD MODE, so the confusion
    continued on. A poster with the SN Carlos Oliveira (at then UBI) said he
    read at IGN that you had to kill twenty raptors to unlock the Ultras. I
    pointed out that I hadn't killed twenty of anything, and a debate on it
    lasted for a couple of days. It gave me something to chew on. This was
    around November 2000. Over the next couple of days I unlocked Ultras in
    three cells on Dylan's march to the Military Facility. I shelved the
    project at the time, because I wanted to see what I could do in speed-
    gaming, plus I had just finished writing the DC2 in-depth walkthrough
    and was considering writing the speed game version. I took a break and
    went back to the speed game after a week or so. Ten games later, I had a
    pretty good time of 1:15:52, which I later (after writing the DC2 Speed
    Game Walkthrough) pared down to 1:14:24. One should have half way decent
    times if one is going to stick ones neck out on the WWW. chopping block.
    I don't own or use a GS so all my times are achievable.
     Christmas arrived, and so did Metal Gear Solid and Syphon Filter 2,
    so three months later and a bunch of other games played, I decided to
    get back to the Raptor Files.
     I like the sound of Raptor Files.
      What I intend to do is give the location of all the cells where they
    (ULTRA  RAPTORS) can be unlocked, with the zones and "SWEET SPOTS" in
    each of those cells and some technique into the process. I will also
    supply the reader with a weapons list, which I'm convinced will bring
    the most success and why I believe so.
      I will give a description of each Raptor type - their strengths and
    weaknesses. Also, a little insight into dealing with them, with
    information on cells that generate Ultras.
      A generator cell can generate Ultra Raptors up to two times. However,
    there are cells that don't support Ultras on the first pass through, but
    will on the second pass. There are cells that support the raptors that
    spawn Ultras, but that particular cell doesn't spawn the Ultra, you must
    travel further in the game to find them. Maybe the purpose of this is to
    throw you off guard.
    03. ARMOR
      I don't purchase the offered armor in the TOOLS SERVICE. I've become
    movement adept playing speed games (weaving in and out of the Dinos) to
    avoid serious damage during game play. Concerning Ultra Raptor hunts,
    wearing armor won't prevent a break in the Combo Counter. If and when
    you are hit by a Dino, the count is reset. However, if you wish to wear
    the armor, more power to you. You'll have more than enough EPs to cover
    the bill. It will afford better protection for the trials between the
    Ultra Generating cells, for those who need it.
     Unfortunately, the inner and outer armor doesn't become available 'til
    later on in the game. Consider this: there may be times when you wish to
    punish Regina and/or Dylan for repeatedly screwing up! If they're
    wearing armor, you will have to wait forever for them to die. THAT'S
    JUST WRONG! I want them to die fast so I can get back to the game. I
    hate having to go through all that button-pushing just to take another
    hit and start over again. Having the characters at partial health gets
    them to die faster, which means you can avoid some of the resetting to
    get back into the game.
     Sometimes I wonder, why I do this to myself? BrAiN daMAge!
      There isn't an ability that one character has over the other, as far
    as I can tell. Their agility is limited only by you, the player, and
    your ability to maneuver in the game. Although, Regina doesn't get a
    damaging weapon like Dylan does. Too bad they didn't include 'roll'.
    05. WEAPONS
      I suggest these main weapons basically because they are the best for
    the job. I'm sure, after I give my explanations, as such, I may win you
    over to my tenet.
      Initially, for the early part of your Ultra Raptor search, you don't
    have a choice. You must play using the default weapons. (Excluding Game
    Shark players, I think.) Not to worry, the default weapons work just
    fine for what's going on at the beginning.
      To maintain continuous combination counter quotas, (Ooh, I 'urt me
    broin-tongue, it gots numb on 'at one) you have to be ferociously
    mobile. You must be able to fire your weapon on the run, do a 180 and
    book back in the opposite direction. You can only run and fire with the
    Shotgun, Pistol, Machine Pistols (TWINS) and Solid Canon.
     The other main weapons, as powerful as they are, will get you mouwed
    on, nearly every stinking time. Nobody, I repeat, nobody wants stinking
    raptor breath and spit on them. Youz don no wha demz mouwz been mouw'in
     Regarding Regina and her dilema with Ultra Raptors, all her working
    weapons don't have much of an effect on Axe and Smash. If you can't
    maneuver well between the raptors, (close quarters, in and out weaving,
    circles, figure eights) then I highly suggest using the "Missile Pod"
    when it becomes availible. Re-enter the cell, move into the cell deep
    enough to hear the pitter patter of Ultra feet, stop and begin firing.
    It'll keep Regina safe. I don't use it on them because I'm always trying
    to improve my maneuvering ability.
     Default weapon - the only usable main weapon for Dylan until he can
    afford to buy the Solid Canon. The shotgun is best for the job until
    Dylan makes his way to the Passageway to Military Facility and the Marsh
    Poison Plant areas, (North and South) where he can use the Solid Canon
    more affectively. Even then, the shotgun holds it's own. The shotgun is
    precious for three important reasons:
    1. The shotgun has spread, which means it catches dinos off
       to the side (collateral damage) - very important when in close
    2. It has distance. It fires and contacts the enemy at a distance the
       Canon can't match. Fro example: When you're at one end of a zone,
       target has just spawned at the other end and you're near the end of
       combo counter's stay on screen. What will you do? What will you do?
       Why,use the Shotgun! It fits the bill nicely. Run and fire at the
    3. In-your-face killing. The shotgun will chunk an early to mid-game
       or an Ovi in one round. Much later in the game, the shotgun just
       powerful enough to take out the end-game raptors in one or two rounds
       reliably enough.
     Later, about mid-game, the purchase of the Silver EPS Card extends the
    combo counter's stay on screen. This is important because some of these
    later cells force you to move between sweet spots and zones to maintain
    a constant number of Dinos spawning. The shotgun still works well in
    this respect but it's no longer powerful enough to take the dinos out
    quickly. This raises the risk of being hit and forcing a break in the
    counter. You no longer worry about getting to the next dino to maintain
    the count. Instead, you now worry about getting hit. This is when the
    Shotgun losses it's luster and the Solid Canon begins to glow red hot.
     Default weapon. This is the only usable weapon for Regina until she can
    afford the Machine Pistols (TWINS). Considering what Regina is firing
    at, it holds it's own. The pistol is only slightly less damaging than
    the shotgun. Three things help the pistol when in close quarters: the
    backstep, the circle and the figure eight run. Your best tactic is to
    keep moving. Never stop 'til you're sure the last dino is down. Running
    at your targets helps you to move to the other end of the sweetspot.
    This gives the area you're leaving a chance to generate new dinos. Mucho
    importante in keeping the Counter alive.
     Like the shotgun, the pistol becomes a liability later on in the game
    when the Raptors and such become tougher. That's when the Twins come
    into play. You'll acquire the Silver EPS Card a little later, so, no
    worries in that department.
     These babies will keep Regina healthy throughout the game. Their
    greatest asset is their multiple targeting capability. To my mind,
    Regina can have no better weapon for Ultra hunting, until she actually
    finds the Ultras, of course. Pick the twins up at the Control Shack,
    along with the Flame Launcher, and you're good to go. They aren't
    devastating; it takes a few rounds to chunk a raptor and tons of lead to
    take down an Ultra. The twins will stop the standard raptors in their
    tracks. The Ultras, on the other hand, will not be slowed in the least.
    This is where you must get creative with the running because
    backstepping won't work here. Circles and figure eights will be your
    movement weapons of choice. If you're a clusterer, you'll more than
    likely still take some savage hits from these Badboys. Maneuver Regina
    to a spot where she'll have some running room. "DO NOT" run in long
    straight lines - you might as well stick an apple in your mouth and ring
    the dinner bell. Short runs, (to add a little shooting distance) circles
    and figure eights work best. Get creative and make up some different
    patterns of your own if you like. I like these because they're simple
    and get the job done.
     This is a wonderful weapon. I consider it the all-round best weapon in
    the game when playing normal game and speed games. When on an Ultra
    Raptor hunt at the beginning of the game, the Solid Canon has two
    1. It doesn't shoot up well. When you're trying to maintain the combo
       and you're in an area full of rift faults, the Solid Canon is
    lacking. It
       can discharge down adequately enough, but there is always that one
       here and there where it doesn't foot the bill.
    2. It has lousy range! It will only chunk something about 10 feet in
    front of
       Dylan, which isn't bad when he's on the run and the Dinos are dying
    to get
       into the canon's discharge area.
     The solid Canon is best utilized a bit later in the game in flat,
    twisty- turny areas where level shots are required.
     The Solid Canon will take out an Ultra Raptor in 5 rounds. I try to
    position myself in front of them. The canon will hold them in place
    while doing the job. For the Allosaur - if you feel the need to go after
    him, you can catch him as he descends from a container or from an
    elevated portion of a rift. The belly shot does the most damage. Of
    course Al won't sit still, so the canon can do it's job quickly. I only
    take out Al in the two ponds area, so it'll be full of raptors on the
    way back from the Research Facility. I like to take him in the first
    pond after he jumps through the break in the wall. I enjoy chasing his
    butt around and watching him twitch with delight as I jolt his dino
    hide. (The hunter has now become the hunted.) Aside from the forced
    shoots (on the way to Edward's Allosaur nests) I leave the rest of them
      This is the best weapon for taking out plesiosaurs in one shot. It
    slaps the Dactyls around and calls them Susan in the open air, with room
    to catch them at a distance. It's not so hot in close quarters, where
    containers and walls get in the way of torching the blighters. It works
    well on Inostrancevias too, especially when used in conjunction with the
     This puppy carries a big wallop. I like using it on the Dactyls in the
    3rd Energy Storage Space. I always get hammered by the Dactyls if I try
    to fight them with anything other than the Missile Pod. Just in case I
    didn't mention it anywhere else in this pile, "I hate Dactyls!" The
    Missile Pod also works dandy on the Ultras. It's the only weapon that
    Regina can possess that'll stop them in their tracks. It works wonders
    on the Inostrancevias, too. I bought it a couple of times to see what it
    would work on. Because you can't run and shoot with it, you must have
    the room to shoot it. In the time it takes to raise and shoot the
    Missile Pod, you could get moued on. Notice that when Regina has been
    knocked down by a Inostrancevia while using the Missile Pod, that she
    will whack the dino on the side of the head as she rises from the
    ground. The weapon works well but I don't purchase it, mainly because
    it's a stop-and-shoot weapon.
     This is a tres cool sounding and looking weapon. Except for the Ultras,
    it chunks all raptors and dactyls (when you can target them) in one
    round and at long distance. It will chunk inostrancevias in three
    rounds, if they've been flipped. The main problem with the ATR is that
    it's a stop-and-shoot weapon, like the Missile Pod. This will put you at
    a disadvantage when you're in close quarters, swamped by dinos. At the
    end of the game at FACILITY AREA FRONT, even though it doesn't generate
    Ultras, (as far as I've been able to tell) the ATR is valuable in that
    it fires up and down and at extreme distances with deadly acuracy. So,
    if you're in the mind-set to chunk these guys anyway, the ATR will come
    in handy when those pesky varmints are at the other end of the cell or
    up on one of the raised areas. Other than that, I don't use it.
     The few times I have used the Launcher, it has been in the final
    conflict with El Gigante. You would think it would rack up higher EPs
    when firing it into El's mouth, but the best I ever did was 1800 EPs,
    which I think came as a counter attack. 1200 EPs seems menial compared
    to the job at hand. More often than not, I use nothing, and run Dylan's
    lily-whites off. I have completed this run one time without the use of
    meds. I was knocked down only one time and it also happened to be the
    fastest time I ever had for the run.
     The default weapons work fine for Dylan's first run to the Military
    Facility. However, the Solid Canon becomes available in the Water Tower,
    so take advantage of it. For Regina, she needs to get the twins as soon
    as they are available. All the other weapons are walk and shoot, or
    worse - stop and shoot. In a regular game, this isn't a problem. In an
    Ultra Raptor hunt it is imperative that your character be as mobile as
    possible, so as to continue removing raptors and keep the counter alive
    and ticking. The heavy weapons just don't foot the bill.
      Well, that's all I have to say on the weapons in the Raptor Files. I
    hope I got you to see my angle on the weapons set. Feel free to
    experiment with the OTHER weapons if you like; go ahead, see if I care!
    You'll be back, though. You'll be back to my way of seeing things - oh
    yeah, you'll be back!
      The only tool needed in the game from the TOOL SERVICE is the Silver
    EP Card. The Silver EP Card extends the Combo Counter's screen time,
    giving you that extra second or two to take out the next Dino. It
    becomes important in the long cells and the cells where the Dinos seem
    to be reluctant to spawn fast enough, like North Jungle Route #4, on the
    way to the Research Facility.
     The Gold EP Card isn't needed, although it makes for higher EP counts
    at the Ranking screen. The points generated by the Ultra Hunt are more
    than adaquate to purchase any and all weapons, Tools and Meds.
     An area containing one or more zones that generate dinos, confined
    between an entry and an exit gate or ladder. All Extinction Points
    acquired from eliminating dinos within this cell are calculated when
    exiting said cell.
     An area within a Cell that generates dinos. There can be one or more
    Zones within a cell. Each zone has one or more generation points and a
    sweet spot. The best zone is the one in the cell with the most
    generation points. If you're lucky, you'll have a zone on either side of
    the zone with the most generation points.
     A place within a zone, where said zone generates it's Dinos. Some zones
    will have one or more generation points. The reason being, when running
    the zone from one generation point to another, you will come up against
    the abutting zones which may generate and attract dinos from the
    adjoining zone. This can keep an ample supply of dinos coming. Knowing
    they all want to be on you, it can get exicting having them come from
    all over the place. Be strong. Don't suffer from "Dino Overload Flake
    Syndrome", known as DOFS, This happens when you keep getting hit by
    dinos in the easiest places to defend from. It's burnout time. This is
    when you need to put the game down for a while. It may prevent you from
    breaking your cheap default or expensive Analog controller from repeated
    VIOLENT contact with the floor. (I was amazed at the amount of abuse my
    default controller took before it broke.) Unfortunately, the Analog/dual
    shock controller doesn't fare as well as the defaults. The shock motors
    make it too heavy - what a drag. I was able to put them back together
    but they'll never be the same. Most of the damage was created playing
    Metal Gear Solid. I have a blanket in front of me now, and a ball and
    gag in my mouth to keep from getting it washed out with soap from the
    Tourette Syndrome-like barks and swears that spew from my mouth when
    playing unreasonable games.
     Same as Generation Point
     A spot within a zone, often centered between generation points. Moving
    in and out of the sweet spot activates the generation points.
     The game device that maintains the count of dinos eliminated within a
     This is the group of Velociraptors and Oviraptors that you confront in
    a cell to unlock Ultra Raptors. Not all groups support Ultra Raptors,
    and not all cells that sport spawning groups (1st wave dinos that
    produce the Ultra Raptor) actually produce the Ultras. As the game
    progresses, certain cells increase the count of dinos necessary to
    unlock Ultras. The counts start at 20, then gets upped to 25 and
    finally, in a few cells, top off at 28 dinos.
     Extra dinos that the game supplies you with to maintain the combination
    count when trying to unlock the Ultras. All cells have reserve dinos -
    however, not all cells allow Ultras to generate.
     First wave dinos that produce Ultra Raptors
     Cells that produce Ultra Raptors
      There are three basic velociraptors in DC2. If they truly existed in
    these color forms, surely they would have been wonderful to see. You can
    catch them at different parts of the game.
      At the beginning of the game there is a Gray Raptor with small black
    blotches running the length of it's form and cream-colored on the
      The second is the Green Raptor with the red splotches on the back, red
    bands on the tail and legs, and a cream-colored underside (neck, belly
    and tail). When you view the FMVs on an idle start screen, they don't
    seem to have the bands, but they look like bands to me on my tube.
      Later on in the game, a raptor, sporting a reddish-brown body
    sprinkled with mottled tan spots, appears on the way to the Missile
    Silo. They react like the earlier raptors but are a tad tougher. It can
    take two hits from the Solid Canon and have a slightly different death
    scream - much louder and piercing.
     Except for the different body colors, I can't tell that there is any
    measurable difference between them. They all are very aggressive and
    exhibit the same types of attacks.
    1. Leaps for take downs
    2. Leaps on with violent rending action
    3. Arm and leg grab with violent shaking action, (the rending and
       actions are visceral down to the marrow)
    4. Arm grab with violent toss
    5. If your character is standing motionless, a velociraptor will step
       and forth and take small, slightly damaging bites to the head
    6. Tail slap
    7. Last but not least, the up-and-over-the-head toss.
     The violent rending and shaking actions are what cause the blood loss.
    This is when you will need either a L.Medpak or a Hemostat and S.
      I hate these guys, just not as much as Dactyls. There are two types,
    as far as I can tell, The first appears to have a bluish gray body. Both
    sport black blotch bands that span their entire length from back of head
    to tip of tail and a pronounced, reddish-pink sagital crest topping the
    head. The second type, seen after retrieving the "BATTERY" and leaving
    the Research Facility Entrance, is reddish-brown. The Oviraptor is small
    compared to the Velociraptor but no less aggressive, and they seem to
    inflict damage at a faster rate than the velociraptors do - although,
    they don't appear to beef up their defenses like the velociraptors
    (become tougher) as the game progresses.
     By now, I'm sure the seasoned player is familiar with the Ovi's attack
    methods. This is for the new player, who wants to have a go at unlocking
    the Ultras for the heck of it.
     BE AWARE - you may very well end up just being overly frustrated, if
    you don't posses the skills to avoid contact with any of the dinos, let
    alone the Oviraptors. It's quite difficult for anyone, even those who
    consider themselves experts.
    1. Ovis are fast
    2. Ovis spit poison
    3. Ovis have flying drop kicks
    4. Ovis leap on you and use their beaks to hack on you about the head
       shoulders. (Their most damaging attack)
      One thing of note - in the "Research Facility Entrance", while running
    this area for attack and physical characteristics information, I noticed
    that the game had generated four Oviraptors at one time. Aside from the
    occasional three Plesiosaurs in the 3rd Energy Facilities' first
    Plesiosaur cell, I haven't seen this phenomenom occur with the other
    dinos. Has anyone else out there seen this happen? It must be a glitch.
      The Ultra Raptor, aside from the color, for all intents and purposes
    appears to be just another raptor. The main body color appears to be a
    shade of purple  with black blotches, much like the black blotches on
    the Grey Velociraptor. (I know the file #17 says they are blue, but on
    my tube they're purple.) The ultras have a long red smear on either side
    of their head, traveling the the entire length of their neck and
    terminating at the breast bone. The aggressive character is no different
    than the standard raptor. However, the Ultra Raptor must get it's name
    from it's unbelievable capacity to withstand damage. With the default
    weapons this can produce some interesting counter moves. They are able
    to walk through the barrage from the default weapons, the fire of the
    Flame Launcher or Firewall and even the heavy machine gun. The only
    other mobile weapon that has stopping power is the Solid Canon.
    11. INSIGHTS
      Save often! Save before you tackle an Ultra spawning cell, especially
    if it is more than two cells away from your last save. You can never
    predict the generation output for any cell or zone, save for after you
    smoke the Ultras.
      When in the midst of dealing with dinos, don't get too close to exit
    doors or ladders, because you could accidently enter them by hitting
    your fire (action) button before hitting the ready (R1) button. The game
    is frustrating enough without accidently screwing it up. I've done it
    enough times to think it's worth the warning.
      I keep the sound effects on and remove the background effects. Usually
    there's enough noise going on in the house that the BG makes it that
    much harder to hear the pitter patter of little dino feet on the rug. To
    each his (or her) own.
      Always keep moving. This will keep you healthier and get you to the
    other end of the sweet spot quicker, for some raptor killing.
      If there is a dino on your tail, as long as you hold the ready button
    (R1), you don't have to physically turn your character back. It'll be an
    automatic turn to confront the oncoming dino.
      Don't waste time climbing up and down ladders or containers within a
    cell. You can't shoot when doing this and it eats into the Combo
    Counter. Run to the edge of a rift. (I think this helps generate dinos
    from an adjoining zone) If you must utilize containers and faults, like
    in NJR4, do the climbing first, when at the top kill. Then run to the
    opposite side and drop down. This may give you time to kill the newly
    spawned raptor in the next zone. It can get very tricky, and in most
    cases it isn't worth the effort.
      Dancing with Dinos! It is the wise gamer that learns to embrace the
    enemy, to become comfortable in close quarters. Who grocks it's demeaner
    and can anticipate what the rotter will do? Knowing that Dinos can't
    handle circles or figure eights well is a boon to the close quarters boy
    and girl. There are times when you have no choice but to mingle with the
    guests. Knowing "guest etiquette" will keep you healthy, wealthy and
      Each cell has an initial set of Raptors. NJR#1 has 18, #2 has 15 and
    #3 has 15. There is a secondary set that comes into play for one reason
    or another. Mainly, I think, to give you another chance at the 20. Each
    cell has a total of something like 29 to 31 raptors in two groups. Group
    one is the group you contact first. Group two holds the raptors you
    contact if you blow the combo counter. It will supply the needed dinos
    required to meet the twenty kill. If you exit the cell and return, you
    can kill 9 to 11 more. Now, if you're in the throws of battle (going for
    the 20, you have killed 5 raptors and been hit to break the counter),
    exit the room and return. If you do the math, you have removed 5 of the
    20. That leaves 15, yes? Well, the surplus raptors in group #2 will add
    5 to the 1st group and allow you another try, leaving 5 raptors
    remaining in the 2nd group. In this scenario, it would allow you to
    screw up one more time, giving you 3 attempts at the 20.
      Have you ever noticed that sometimes, when entering a zone and you go
    to weapons ready, Dylan or Regina will point at a building's wall,
    fence, bushes or one of the elevated faults, instead of the raptor
    beside or behind him/her? I'm thinking these spots "MAY" be generation
    points in the stated zone.
      There are occasions in the game while using the Solid Canon where, as
    you are running and firing at a dino, it leaps at you, or a dino leaps
    from the side or from off-screen. It has happened more than once where
    said dino has leaped over the on-coming discharge from the Solid Canon
    and made a hit on Dylan.
       My discovery came on the morning of 3/27/01. I had time to kill; I
    had to pick up Ma at Logan (international airport), so I wasn't going in
    to work. I was running Dylan to Position NJR4. I was, as usual,
    frustrated beyond telling. I would get to raptor 22, 23, and/or 24, and
    the last one, two or three would hang 'til the clock ran down. Why I did
    this next thing, I do not know. I killed the twenty-fifth raptor,
    entered the Water Tower enclosure and exited. Can you guess what I found
    running around out there in NJR4 when I returned? I expected to see the
    second-wave raptors (replacement raptors). I was throttled to see
    Ultras! Now I have another anomaly to deal with. How many licks does it
    take to get to the center of a Tootsie Roll Ultra pop?
     !!!NEWS FLASH!!!
     D'OH!!! I hate it when this happens. All this time working on the Combo
    counter principle, believeing that it was necessary to unlock the
    Ultras. Man, do I FEEEEEEEEL STUPEED!!! I better have a look in the
    mirror to make sure there isn't a VEELAAGE EEDEEOT sign stuck to my
    hairy back. (I could probably use an Epilate treatment. "MARGE! could
    you epilady my backy, please?" "OH, Homey! You know that won't work.
    Remember, your back hair wrecked the cutting blades on the push lawn
    mower the last time we tried.")
      So, here's the deal so far: on a cell with twentyfive raptors, you
    must combo count at least twenty without a break in the counter. The
    last five can be picked up and still get the ultras to show. It doesn't
    matter what the order is, as long as there are 20 under the counter.
    Someone might like to try killing, say, 3, then 20, and then 2, to see
    if it works that way, too. Sorry to say, it doesn't work on the 20-count
      RATS! This is going to mean a bleedin' partial rewrite of all the 25-
    count cells to comply with this new data.
      For starters, North Jungle Route 1 to North Jungle Route 3 will be
    practice for North Jungle Route 4. Hence known as NJR 1, 2 and 3. If you
    successfully eliminate all the raptors in the first three cells, you'll
    have more than enough EPs to purchase the Solid Canon when you enter the
    Water Tower. The first three cells are your reflex warm-up. There are 18
    raptors in NJR1, 15 in NJR2 and 15 in NJR3.
     NJR1. This is an easy cell. It has two zones and at least eight
    generating points. The best sweet spot is at the upper level in the
    cell, where the circle (or cul de sac) is, from the rift ladder to the
    NJR2 entrance ladder. Basically, I run back and forth from rift ladder
    to the little dog leg just before the entrance ladder to NJR2. I also
    run around the circle counter clockwise. (I feel more secure running
    counter-clockwise.) I have general success either way. You will receive
    10,400 EPs for 18 raptors - more if you luck into a few Counter Attack
     NJR2. This cell is a tad more difficult, having two zones and at least
    five generating points. It's sweet spot is a little long. The sweet spot
    starts just before the elevated rift on the left, (coming from NJR1) to
    the rift drop near the end of the cell. This is about three-fourths the
    length of the entire cell. Stay on the upper level of the cell and keep
    moving back and forth to these two extremes. You get 9500 EPs for 15
     NJR3. This cell is short, which is a double-edged sword. The whole cell
    is a sweet spot. There is one rift fracture in the middle of the cell,
    creating the two zones. You get 9500 EPs for 15 raptors.
      NORTH JUNGLE ROUTE 4, 20 raptors
     This is the first cell to generate 20 raptors and to spawn the Ultra
    Raptors. This cell is very long and has three zones. Each zone in itself
    is long and/or encompasses a wide area, not to mention the cell has
    three elevations.
    I suggest that you not touch a dino in this cell 'til you have saved in
    the Water Tower. You should have, if you were successful in the prior
    cells, 29400 EPs, or somewhere close to it - more than enough to
    purchase the Solid Canon. I suggest staying with the shotgun in NJR4 if
    you're adamant on tackling NJR4 at this time. This is going to be a
    toughy - highly difficult and extremely frustrating. In four runs
    through this cell, I have spent anywhere up to 15 attempts at getting
    the Combo Count needed to spawn the Ultras, most often because it
    doesn't generate the raptors fast enough. I haven't been successful
    using the Solid Canon here on this leg of the journey. On the way back
    from the Research Facility, on the other hand, with the Silver EPS Card
    in posession, it's managable with either the shot gun or the solid
    canon. If you save first you can give up after a number of tries and
    proceed to the next cell without having to restart at NJR1 over and
     If you do hang with the pitbulls, you can get Axe and Smash to come out
    and play. If you're adventurous, stay with the shotgun. If you're not in
    the mood, use the Solid Canon. Enter and exit the Water Tower. Run out
    into the zone and wait for them to show, then maneuver yourself so that
    they're on one side and fire away with the Canon, taking them out within
    the counter's alloted time. The counter coughs up an extra 1400 to 1500
    EPs. If you're still being the pitbull, be prepared for a drawn-out
    confrontation. You might consider saving before reentering NJR4. In any
    case, save when you're done with Demolition.
     This is one of the easiest cells to run! It's short, with just one zone
    and it has at least five generation points. The raptors come fast and
    heavy. You'll be swarmed, but the odds are more likely that you'll be
    hit harder than ever running the combo counter out. The Solid Canon
    shows it's stuff in here and the shotgun's still dandy, more than
    adaquate for the job at hand. Exit the cell. If you're staying with the
    shotgun, save here. If not, return and smoke some Ultras and save.
     Remember, you don't want to waste any more time than necessary
    restarting, but if you take a chance and continue on without the save,
    you risk getting dumped and having to do the 20 and Ultras all over
    again, so to retain your count, save.
     When you return, you'll see the RESERVES (extra dinos a cell provides
    for retries). The game is set to give you a couple of chances to
    maintain combo count without restarting from the last save.
     This cell is relatively easy, albeit a tad long and has proved testy in
    the past when using the Solid Canon. Re-arm with the shotgun. The
    shotgun's range is what gives it the edge in this cell. PTMF2 has five
    generation points like PTMF1 but they are spread out along the whole
    length of this long cell. I spend all my time between the overhead door
    at the Military Facility and just before the scene change showing the
    rift fracture and ladder.
     Once you have shredded all 20 dinos, return to PTMF1 and greet your
    purple playmates. As I suggested earlier, the Solid Canon makes quick
    hot meat of the two and will add the combo bonus to the EP count. Return
    to the Water Tower and save. Now complete Dylan's mission to the
    Military Facility.
      Regina appears, climbing the dock ladder. Turn her cheeks around and
    get her beauteous gluteus back to the ship and save.
     Regina starts her first journey out like Dylan - default weapon only.
    If you can keep your mind fixed on the dinos' movements, you will do
    I wonder why the game Gods don't want us to kill the Pansies?
      SOUTH JUNGLE ROUTE 1, 20 raptors
     This cell isn't very long, but it's tricky and it arches like a big
    question mark. A good portion of the cell is always hidden, so, you must
    be careful of the off-screen leapers and the combo counter. Keep moving
    from one end of the cell to the other. There are at least four
    generating sites in this one and they're all pretty close together. I
    run between the rock where the first raptor appears, to about twenty
    feet short of the rift ladder exit.
     Now, as you know, Regina won't have a weapon to stop the Ultras in
    their tracks like lucky Dylan does. It almost makes me think that they
    either don't want Regina to take on the Ultras, or that they want to
    punish her for being one babe Wamma Jamma. Don't you think they made her
    a little too cute for DC2? Of course, it's understandable that all the
    dinos want to eat her - I do! Still, I prefer the DC1 version, SHE's the
    muffin I fell in love with.
     (But, I digress.) For this problem, you will need to put on your
    fastest and sharpest running shoes, because there'll be some tight
    cornering going down, (I'm down wit dat, are you down wit dat? I bet
    Regina is down wit dat, come on everyone get down wit dat, OK, I'm done
    wit down... wit dat!) If you're good, you can get out of this with one,
    maybe two meds. Go back to the ship and save if you have any
    reservations. Exit SJR1 and return to "PARTY!" Maybe it would help if
    you play "Can't touch this" as background music? Done - OK. Now go save,
    you animal, and meet me at the beginning of South Jungle Route 2.
      SOUTH JUNGLE ROUTE 2, 25 raptors.
     YIKES! Now this is a long cell! It has three zones and five, maybe six
    generation points. I spend all my efforts between the gate to the
    Research Facility and half way between the Marsh door and the beginning
    of SJR2. It's not a difficult cell for getting hammered by dinos, but
    you may have a problem keeping the counter going. I exit and return at
    the door to Poison Marsh Plant South. I'm guessing that all exits work,
    it just seems I'm always at or near this door when SJR2 dinos have been
     I have two prefered places to fight off the Ultras. One is at the dog
    leg near the Marsh door and the other is at the beginning of SJR2, where
    the path opens up. It gives you some maneuvering room.
     When you're finished dealing with the Ultras, I think it's faster to
    head to the Research Facility and save in the Control Shack.
      RESEARCH FACILITY BACK, 20 raptors
     Head straight for the Control Shack and save. This is a difficult cell
    to deal with in general. It has 4 generation points, but an elevated
    walkway. The walkway poses a problem for wasting time in climbing. It's
    hard to tell when to climb it for the dino triggering points along it.
    If there is a raptor at the top of the ladder and there isn't one
    running up your tail pipe, take it out and climb. Dropping down is
    faster than climbing up so that isn't as much of a problem. I have only
    been successful when using both zones. The odds here are on the counter
    running down before you're able to kill the next dino. I suggest
    purchasing the Twins and the Flame launcher after cuffing Paula.
     Once you eliminate the fodder, enter the Control Shack, return to RFB
    and dance with the Ultras. It doesn't seem to go any faster with the
    twins blazing than it does with the pistol. I also like to run out away
    from them, stop, turn and fire away for the couple of seconds it takes
    them to relocate and advance. The circle and figure eight has a draw
    back in that it throws lead in directions other than what you intend as
    the target. You must maintain an angle of attack that allows the bullets
    to hit the raptors. A little closer to real I suppose. Save before
    leaving the RFB.
      SOUTH JUNGLE ROUTE 2, 25 raptors.
     "Kill them all, Hamarabi." Follow the instructions from the first run-
     I mention these areas now, because all the poison plants must be
    removed at this time so that PMP N & S can be filled with Ultra Raptor
    spawning raptors later in the game. The Flame Launcher works wonderful
    here, the Fire Wall works too, but it's range is shorter and you have a
    greater chance of getting hit with the spores ejected from the plants.
      Al must be removed from this cell to make room for raptors on Dylan's
    return from the Research Facility. I prefer to take him out in the first
    pond near the break in the wall. He has less room to maneuver. I have
    taken him out in five shots with the Solid Canon, catching him as he
    moves toward the edge of the rift ladder to jump down. I like to take
    him down in the pond; he looks really funny trying to get away from the
    discharge. Don't forget to get the Key on your way through.
      NORTH JUNGLE ROUTE 1, 25 raptors
     I suggest using the upper level of the fault line for your dino killing
    pleasure. Follow the same proceedure as your first run-through here.
    This time, though, there'll be some Ultra meat on the barbee!
       NORTH JUNGLE ROUTE 4, 25 raptors
     Follow the instructions from the original pass with Dylan. Remember,
    this is a very difficult (frustrating) cell; save at the Water Tower
    first. Also, if you can get the 20, you can let the counter run out.
    Just make sure you get all 25.
     This is a long, squiggly cell with enough nooks and crannies to make
    Thomas's English muffins jealous. There are 5 trigger points in the cell
    with  3 zones - an easy cell. I run the whole cell for dinos; they
    readily spawn. Be careful of the off-screen leaper. The Solid Canon is
    best. Exit the cell to the Water Tower and return. I like to take Axe
    and Smash in the depression here because it confines them in the little
    low pocket at the WT door. Save.
     "OOOH-WEE, Deputy Dawg! This gots ta be duh longest cell in duh game!"
    More or less a giant L, it has what I consider 4 zones, although some
    might think that's a stretch. There are 7, possibly 8 generating points.
    The problem will be in maintaining the combo count. The shotgun will do
    as well or better than the Solid Canon here, because of it's range.
     I tend to stay about 40 feet from the PMPNA door when looping on the
    run, and about 25 yards from the SJR2 door. Any closer than these
    distances can run the combo clock down before meeting up with another
     I don't know - is it me, or is it the actual game noise? I swear,
    Dylan's and Regina's running noise sound in the marsh area sounds like,
    schmuck- schmuck-schmuck-schmuck!
     Exit the SJR2 door and return. You may have to advance into the cell
    some distance to call both of them out, to take advantage of the combo
      SOUTH JUNGLE ROUTE 2, 25 raptors
     Dylan will have to remove 25 raptors to unlock the Ultras. The timer
    will tend to run down more often than Dylan being hit, but getting hit
    is a pain, too. I like to have Dylan take a hit or two in PMPS before
    entering SJR2. (It helps when I punish him for getting hit and use the
    resuscitate to reset instead of the long run from Water Tower)
    There will be 20 raptors in RFB - follow prior instructions.
     In general, this should be more or less an easy cell to deal with on
    both passes. I have had the counter run out on me more times than I care
    to remember. Occassionally the Oviraptors somehow make it through the
    Solid Canon's discharge. It appears to be a simple half-circle cell. It
    can be a pain sometimes, so stay on your toes. Use the Solid Canon and
    move back and forth between the two doors. You can use the last pillar
    heading to the card locked door and the place where the railing ends
    near the RFB door. If you don't see any dinos up ahead, stop running. If
    there are any targets approaching from the rear, Dylan will auto-turn
    and fire at the oncoming dinos.
     Enter the Research Facility Passage and then the Lounge's Save Box,
    after you have dealt with all the doors and cage. Pick up the SILVER EPS
    CARD and complete this leg of the game. Before you leave this area, save
    in the Lounge.
     When you return to the RFE, you'll be barraged by at least 23 more
    Oviraptors. "Kill them all, Hamarabi!" Exit RFE and head straight into
    the Control Shack. SAVE! I could swear that when I played this last
    time, there were 28 Ovis on the way back, too.
     When you exit, even though you have the Silver EPS CARD, you may have a
    job on your hands keeping the counter lit. I have been most successful
    with a combination of Solid Canon and Shotgun. I have had to utilize
    nearly the whole cell, excluding the entrance to the Facility, to scrape
    all the Ovis together under the clock. I use the Solid Canon on the
    ground, and the elevated walkway. I make a few passes back and forth
    along the Control Shack to the bridge. On the way back to the walkway, I
    switch to the Shotgun, just as I clear the Control shack to catch Ovis
    on the walkway. I climb the ladder and switch back to the Solid Canon,
    plow the field a few times up there and drop back down to the ground for
    one more pass to get the stragglers.
      SOUTH JUNGLE ROUTE 2, 2 Ultra Raptors
     If you were successful in your endeavors, you'll have Demolition
    waiting for you when you enter SJR2. I leave it up to you, but I'm not
    having fun unless my eyes are bleeding from the stress, so I'm going
    after them with the Shotgun this time. (I hope I can get to sleep
    tonight, it's gonna take a while for the blood pressure to drop back
    down below stroke level - OH, YEAH!)
     This is another one of those Cells I mentioned earlier in the guide.
    The Research Facility kind of like sponsored the Ultras in SJR2. This is
    a little confusing, especially when the RFB spawned Ultras in the first
    level of the game. That was 75-plus Oviraptors taken down. One of these
    days I may find out whether one or all of the stated cells had to be
    done to get the Ultras. If I were to guess, I might say the last 25.
      POISON MARSH PLANTS SOUTH & NORTH AREA, 25 raptors each.
     This is the same as the earlier run through. This time, however, do not
    exit and return, just continue to PMPNA and remove Ovis from there.
     Here's something - I tried it out on the way back to the tower. Usually
    I kill all Oviraptors in both Poison Marsh Plant Area North and South.
    This time I only eliminated the Ovis in the South area and I still got
    the 2 Ultras in NJR4. So, maybe it's optional, possibly. You only have
    to do one area or the other.
    This is a somewhat easy cell. I use the Solid Canon and make two
    circular passes on the upper level, then drop down for the rest. It can
    get a little hairy on the counter. (Amomaly) If you leave the raptors in
    NJR1, the Ultras from NPJR will appear in NJR1. If you remove the
    raptors in NJR1, the Ultras will appear in NPJR. Exit to NJR1 and return
    for the Ultras. Most of the time, I catch them at the base of pond #2
    and smoke 'em without moving a virtual muscle.
     JEEZE, listening to all that babbling brook stuff makes me want to see
    a man about a dino (nudge, nudge, you know what I mean?) Get back to the
    ship and give Major Babeage the battery so we can get that tub underway.
      CITY FRONT, HAUL ROAD, 25 raptors
     This is my prefered way to deal with this cell: ignore the dinos and
    run straight into the Containers and Materials Yard. Run to the back and
    give Al what he's always wanted.
     "Tell them, tell them Don Pardo, tell the audience what our pal Al has
    won!" "A NEW POOP SHOOT! Yes, Bill, Al gets a completely new ANAL TRACT,
    without HEMORRIODS and those PAINFUL BOWEL SCARS from all the undigested
     What do you say Al, will you take it? Will you take it like a dinosaur,
     Save, return to City Front Haul Road and deal with the 25 raptors. This
    is kind of a long, L-shaped cell, worth at least 5 raptor trigger
    points. but not very difficult to complete. Stay away from sharp corners
    - you can get hung up and moued on. The solid Canon works best. Stay
    mobile and tight - feel the pucker!
     When completed, enter Containers and Materials Yard and return. Axe is
    definitely in the mood to rumble; stick 'em with a fork to tell when
    they're tender. Now return to Containers and Materials Yard and save.
     When you complete the save, you'll have about twenty lizardy friends
    waiting for you. The Containers and Materials Yard is kind of like
    another question mark. There are 6 generating points in this cell and
    the raptors appear freely. I make a complete run from one end to the
    other the first time. From that point on I stay about forty feet from
    either extreme in the cell. Exit to the City Front Haul Road and greet
    two more Ultra Raptors.
     As in her earlier run-through, chunk them babies like there's no
    (I guess if as Dylan, he removed all the raptors on his way through to
    the Research Facility, Regina would have an easier time.)
     Follow the same procedure as the earlier run-throughs.
      LAUNCH SITE, 25 raptors
     We're at Launch Site, dealing with the site's raptor fodder. Launch
    site is more or less a stubby C. There are four generator points, and
    there should be no worries about the counter here. I've only ever been
    hit - the clock's never run down on me. You must be able to maneuver
    extremely well in this cell, and the twins are of key importance when it
    comes to their multi-targeting ability. They'll help keep that tiny
    hyney of hers from getting bit.
     When you're done torching the Mutt and Jeff clones, return to the Waste
    Disposal Chamber, not the Data Control Room, because it'll trigger El
    Gigante and Blinky's confrontation. I've been feeling bad for Blinky
    ever since the Tank Battle. He's the Rodney Dangerfield of the REX set;
    he aint gettin' no respect, you know what I mean? (Whoa, tough crowd!)
    You want to return to pick up the last set of Ultras in the game. At
    this point in the story, Axe and Smash don' even wanna to play no mo'!
    They be tired, you know? They just want to pick up their toys and go
    home. So, punish them even more! Keep shooting even after they're dead.
    Return to Waste Disposal Chamber. save, and continue on with the game.
     This is the last place I have been able to bring out the Ultra Raptors.
     When you've finished El Gigante, allow Regina to save for the last
    time. As far as I've been able to test, there aren't any more Ultras in
    the game.
     From past experience, the Inostrancevias in the next two rooms don't
    generate Ultras. However, the way they are set up in these rooms make
    them formidable foes. I've been able to make it through here a few times
    using the Heavy Machine Gun and Chainmine, but the Missile Pod makes it
    much easier, not that it's a walk in the park, mind you. Consider, even
    though they're slow and low, there is so much junk in the way that clear
    shots are tres defacile. You'll spend much time getting moued on. There
    are 10 Inos in Back Door Accessway 1 and 15 in Accessway 2. They may not
    produce Ultra Raptors, but they give some big-time EPs.
      FACILITY AREA FRONT, 30 raptors
     I had high hopes for this cell. I prayed that Facility Area Front would
    generate waves of Ultra raptors - it certainly has the potential for it.
    I've killed them as I entered and I've killed them in so many different
    ways and exited and/or saved in every way I can think of, still no
     The walk up to the Facility Area front doesn't allow for an Ovi count
    (protecting Paula) If the Water gate Raptor count is related to the
    Ultras, then I have failed there. I haven't been able to get a final
    count out of the cell. The best I've ever done was 23 raptors before the
    timer ran out. There were still raptors coming as it dimmed out. Plus,
    it's very hard to keep the raptors off Dave, sometimes they bunch up on
    him and even though I'm firing directly into the pack, often, one of
    them seems to get a bite in.
     So, I'm really big-time bummed! I was expecting, hoping for a
    blitzkrieg by the Ultras at the Facility Area front, but it never
    transpired, Too bad!
     My best time running for this game is 2:37. My worst,(when writing this
    guide) 5:42. I would guess that a good 10 minutes of the time is in
    running back to save points. I ignore all the raptors in the non-
    generating cells, so it's much like a speed game. A hefty portion of the
    "REAL TIME" playing this game is restarting in NJR4.
     This guide took much longer to get out than the other DC guides I've
    written. Certainly not because there is more information to transcribe
    and/or digest. To the contrary, the Raptor Files was relatively easy to
    write. I had a good idea where at least half of the Ultra-producing
    cells were before I got started on the guide.
     Here's the thing: when I started logging the info on my notepad for the
    individual cells in the game, I may have accidently mixed some of the
    files up. I thought I was keeping rather good notes. What I did, where I
    did it, number of raptors, etc. Once I completed the game, I started to
    type in the data on the computer. Once I had all the roughed-out data
    logged, I started a new game to test the information. As Dylan was
    returning to the landing site from his run to the Research Facility
    area, my notes said, he was supposed to meet up with another group of 25
    Ultra-producing raptors at NJR1. This did not happen. I got the raptors
    and Ultras in the NJRP (two ponds area), but not in NJR1. An anomaly - I
    love anomalies, unless I can't solve them. This one I hate! I've tried
    every way I can think of to get the blasted things to come out in this
    cell at this time, to no avail. So, if any of the sites I spoke to about
    the Raptor Files are wondering, "What the hell happened to 'I'll have
    the files done in about two weeks'?" This is the excuse: if anyone can
    get 25 raptors to appear at NJR1 on Dylan's return from the Research
    Facility, PUHLEEEZZZ E-mail me at the above address.
     Oh, and you're all animals. I mean that, now get outta here!
    THE END!