Dino Crisis Cheats Cheats ( PS )

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Date Added: 1970-01-01

Bonus Outfits

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

Date Added: 1970-01-01

Fourth Outfit

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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.

Date Added: 1970-01-01

Infinite Grenade Gun Ammo

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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

Date Added: 1970-01-01

Chief's Vault Combo

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

Date Added: 1970-01-01

Secret Ending

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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.

Date Added: 1970-01-01

All DDK door's passwords

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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.

Date Added: 1970-01-01

Registration Numbers

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Here are the the two registration numbers you need for the ID Card:

Mark Doyle-57036

Dr. Kirk-31415

Date Added: 1970-01-01

Yellow Emergency Boxes

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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

Date Added: 1970-01-01

Green Emergency Boxes

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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

Date Added: 1970-01-01

Red Emergency Boxes

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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

Date Added: 1970-01-01

Lounge safe combo

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The combo for the lounge on the 2nd floor is 8159

Date Added: 1970-01-01

Operation Wipeout Mode

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To unlock Operation Wipeout, beat the game in under 5 hours or save less then three times or don'r use any continues

0426-Combo for the safe in the Management Office

Date Added: 1970-01-01

Paul Baker's ID number

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59104-ID for Paul Baker

Date Added: 1970-01-01

John Doyle's ID number

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57036-ID for John Doyle

Date Added: 1970-01-01

Gas Experiment Room keycode

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7248-Access code to unlock Gas Experiment room

Date Added: 1970-01-01

B1 Library computer code

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3695-Access code for computer in the library Room on floor B1

1281-Combo for the case in Stabilizer Experiment Room

Date Added: 1970-01-01

Parts Storage computer code

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364204-Access code for the computer in the Parts Storage Area

0367-Access code for 1st computer in Stabilizer Design Room

0204-Access code for 2nd computer in Stabilizer Design Room

31415-Access code for computer in Security Pass Room

0392-Access code for Key Chips in Security Pass Room

Date Added: 1970-01-01

Hint - Shotgun Upgrades

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When you enter Kirk's Lab (The one with the escape hatch and vortex device), you will find a cabinet case next to the escape hatch. Push it out of the way, and you will find the stock upgrade for the PA3 shotgun.

And when you enter the stabilizer experiment room, there is a special code locked safe containing the second shotgun upgrade. Enter the code 1281 in to open it up, then the upgrade will change the shotgun from a PA3 to a SPAS12. Enjoy.

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