DINO CRISIS
Books: Playstation Secret Codes - Secret Codes 2003
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.
Bonus Outfits
If you beat the game in under 8 hours then you will get new
costumes to wear as you play again.
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.
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.
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)
Conrol 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
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. Jackpot
Operation Wipeout Mode
To unlock Operation Wipeout, beat the game in under 5 hours.
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
Registration Numbers
Here are the the two registration numbers you need for the ID Card:
Mark Doyle-57036
Dr. Kirk-31415
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.
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