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Game help · Tips & secrets

Survival Horror · First release 1999

Dino Crisis

Regina’s main campaign, DDK doors, regional codes, generators, cranes, Gail and Rick routes, and all three endings.

PlayStation 1DreamcastWindows

Guide chapters
8
Puzzle and code entries
25
What this guide covers

Regina’s main campaign, DDK doors, regional codes, generators, cranes, Gail and Rick routes, and all three endings. Original campaign with US/EU and Japanese codes. Arrange and Operation Wipe Out are separate modes.

Story routes, decisions and endings may contain spoilers. You can show or hide marked sections.

Search for puzzles, codes and locations across games

Check your edition

Editions & platforms

EditionPlatformDifferences & notes
1999 · PlayStationPlayStation 1, Dreamcast, WindowsOriginal campaign with US/EU and Japanese codes. Arrange and Operation Wipe Out are separate modes.

Opening and the 1F backup generator

Take the Backup Generator Area Key from Materials Storage and follow Gail to the outbuilding. Arrange the batteries at the control panel, then use the separate starter switch. Retreat through the gate to get past the first raptor without spending ammunition.

Use the building’s ventilation route into Control Room Hall. Meet Rick and check the Management Office for the shotgun, H input disc and Leo panel key. The Locker Room holds the H code disc and the office locker clue. Use the Entrance Key to reach the guard post outside and take the N code disc.

Chief’s Room and B1 power

Go upstairs from the main entrance and open the H door. Collect the other panel key and the N input disc inside the office. Use both panel keys on the safe and take Key Card L. Keep clear of the window attack and shoot with the shotgun when the mouth is exposed.

The N door off the entrance leads to the Elevator Hall. Pass through the Office to the Lecture Room for the B1 Backup Generator Room Key. Return to the outdoor generator access, move the spare battery from the flashing compartment to the panel, reorder the batteries and start the generator.

First decision: Gail or Rick

Story details & possible consequences

Gail pursues Kirk through B1. Visit the Medical Room for the ID card, then take the fingerprint device and E code disc from the Strategy Room. Tom is in the Large Elevator Control Room, where you can acquire both L discs.

Rick’s route starts at the large outdoor elevator with the wounded Tom. Get both L discs, restore the Elevator Power Room and take the lift down with Rick and Tom. Move the containers in B1 Carrying Out Room, then obtain the ID card in the Medical Room and the E code disc and fingerprint device in the Strategy Room.

B1 research: gas chamber and lab lockdown

Record a matching fingerprint and create an Advanced ID Card in the Office. Use it on the smaller elevator in Elevator Hall, then enter LABORATORY downstairs. Collect the key chip in the gas chamber and obtain the right key card through the Library terminal. Use ENERGY with both E discs to enter the Experiment Simulation Room.

When lockdown triggers, Gail takes the hostile corridors while Rick’s route uses the Computer Room circuit. Collect the necessary access cards and follow the radio toward the Communication Room. Push the small crates aside in the hangar. Pick up the grenade launcher at the end of the elevated passage before facing the T. rex at the landing pad.

B3: crane, freight elevator and port

The white battery gets the next section of B3 moving. Find the C.O. Area Key and crane cards in the storage and transport areas. Clear the General Weapons Storage containers and collect the W input disc. Reach the Security Pass Room through the Rest Station and Central Stairway, stop the alarm and take the first B2 chip and S input disc.

Vent access leads into Experiment Room Hall. Get the Level C card and the W code disc in the Stabilizer Design Room. Open WATERWAY at the Rest Station and collect the second B2 chip in the Immigration Office. After the T. rex disables the freight elevator, return the white battery to the B3 generator. Get the Port Card Key and D input disc from the elevator. Give Rick the port key and collect the S code disc by the blocked port passage.

B2: Third Energy and Kirk

Rewrite both B2 chips in the Security Pass Room. Open STABILIZER and get the D code disc from the Stabilizer Experiment Room. Behind DOCTORKIRK the rewritten chips release the two gates. Extend the walkway in the Third Energy Area, solve the Power Frequency Room circuit, then run a test at the control console. Return to the scientist after the gunshot and continue toward Kirk and the Level A card.

Gail retrieves the finished Initializer and Stabilizer from Special Weapons Storage in the B3 transport area. Rick builds them with the Planning Disc and the components listed in the puzzle section. Record Kirk’s fingerprint and rewrite the Advanced ID Card in the Security Pass Room. The Initializer goes into its marked B3 module. The Stabilizer goes into its B2 module across the retractable walkway. Follow the prompts at the operating terminals and the generator in the control room, then carry the injured Gail to the Immigration Office.

All three endings: hovercraft or helicopter

Story details & possible consequences

Save in a separate slot before the final Gail/Rick choice. For Rick’s escape, leave Kirk, fill Rick’s fuel container at the Port and hold off the T. rex at the hovercraft. Gail survives. For the second hovercraft outcome, follow Gail and go straight to Kirk’s current location. Kirk survives and Gail dies.

For the helicopter route, follow Gail and visit the underground heliport first. From Central Stairway, continue along the wide corridor to the Level A door before taking the stairs. After reaching the heliport, check Kirk’s updated locator, collect him and return to the helicopter. Gail and Kirk survive. Keep the T. rex at a distance and use heavy ammunition when it exposes an opening.

Weapons, emergency boxes and bonus objectives

Upgrade the handgun with the slides from the Lounge and sights from the Library. The Management Office shotgun has parts in the Experiment Simulation Room and Stabilizer Experiment Room. The grenade launcher upgrade is behind the Level A door by Parts Storage.

Emergency boxes need plugs. Red boxes are useful for ammunition and green boxes for healing. Hemostats stop bleeding and med packs restore health. Save strong darts for dangerous enemies in tight passages. Clear the game for the first outfits, clear it again for Ancient, and record all three endings across your clear saves for the infinite grenade launcher.

DDK H door password

Hall 2F

You need the code and input discs with this matching letter.

Show solution
  1. Step 1

    Enter HEAD. Opens the Chief’s Room.

DDK N door password

Main Entrance

You need the code and input discs with this matching letter.

Show solution
  1. Step 1

    Enter NEWCOMER. Opens the Elevator Hall.

DDK L door password

B1-Elevator

You need the code and input discs with this matching letter.

Show solution
  1. Step 1

    Enter LABORATORY. Opens the B1 research area.

DDK E door password

Computer Room

You need the code and input discs with this matching letter.

Show solution
  1. Step 1

    Enter ENERGY. Opens the Experiment Simulation Room.

DDK W door password

Rest Station

You need the code and input discs with this matching letter.

Show solution
  1. Step 1

    Enter WATERWAY. Opens the Disembarkation Immigration Office.

DDK S door password

Security Pass Room

You need the code and input discs with this matching letter.

Show solution
  1. Step 1

    Enter STABILIZER. Opens Parts Storage.

DDK D door password

Parts Storage

You need the code and input discs with this matching letter.

Show solution
  1. Step 1

    Enter DOCTORKIRK. Opens the Third Energy passage.

Entrance Key locker

Management Office

The clue is in the Locker Room.

Show solution
  1. Step 1

    Enter 0426 (US/EU) / 0375 (JP). Take the Entrance Key.

Handgun slides

Lounge

Optional weapon upgrade.

Show solution
  1. Step 1

    Enter 8159 (US/EU) / 7687 (JP). Attach the Handgun Slides.

Key Card L safe

Chief’s Room

Insert Leo and Sol in the panel.

Show solution
  1. Step 1

    Enter 705037. Take the left key card.

Unlock the gas chamber

Computer Room

Use the terminal linked to the Research Meeting Room door.

Show solution
  1. Step 1

    Enter 7248 (US/EU) / 5037 (JP). Continue to the gas controls.

Shotgun parts locker

Stabilizer Experiment Room

The code comes from the scientist in the Power Frequency Room.

Show solution
  1. Step 1

    Enter 1281. Attach the parts once recovered.

Batteries and backup generators

Backup Generator 1F · B1 · B3

The starter switch is separate from the battery controls.

Show solution
  1. Step 1

    1F: center, right, center. Leave the panel and operate the starter.

  2. Step 2

    B1: insert the battery from the flashing compartment. Press left, center, right, left, center, left and use the starter.

  3. Step 3

    B3 after the T. rex: transfer the white battery from the elevator unit, press A, C, D and start the generator with the Level C card.

ID card for the B1 elevator

Office · Elevator Hall · Front Area

The ID number and fingerprint must match the same person.

Show solution
  1. Step 1

    Scan Paul Baker in the Elevator Hall. Enter 58104 (US/EU) or 46907 (JP) at the Office terminal.

  2. Step 2

    Alternatively, scan Mark Doyle outside the front entrance. His number is 57036 (US/EU) or 47812 (JP). Let the terminal rewrite the ID card.

Outdoor elevator power pipes

Elevator Power Room

Set both banks of the six panels.

Show solution
  1. Step 1

    Right bank from the top: red, green, blue. Left bank from the bottom: red, green, blue.

  2. Step 2

    Retract any misplaced pipe with the same button, then return to the elevator.

B1 container crane

Carrying Out Room B1

The card is in the Elevator Power Room. Arrows are relative to the crane console.

Show solution
  1. Step 1

    Queue 1: ↑2, ↓1, ←1, Hook, →2, Release. Start.

  2. Step 2

    Queue 2: Hook, ↑2, ←1, Release. Start. If the path is still blocked: →2, Hook, ↑2, Release and Start.

Gas mixture in the research chamber

Research Meeting Room

Unlock the door at the Computer Room terminal first.

Show solution
  1. Step 1

    Press red, red, green, red. Wait until the meter reaches at least the N in POISON. Press green, then blue.

  2. Step 2

    Shut off the gas at the controls before going inside. Collect the B1 key chip.

B1 key chip and Key Card R

Library Room

The lower-left reference shows the required stack.

Show solution
  1. Step 1

    Enter 3695. Move the bottom white pair to the top, followed by the first clear/white pair.

  2. Step 2

    Move two clear discs to the top, then the upper clear/white pair. Use the rewritten chip at the matching compartment for Key Card R.

Laboratory lockdown circuit

Computer Room

Match the traces to the reference.

Show solution
  1. Step 1

    Insert the right tile after one clockwise turn. Insert the left tile without rotating it. Rotate the center tile clockwise once and insert it last.

Hangar crate maze

Hangar

Push the small pale crates.

Show solution
  1. Step 1

    At the first pair, push the right crate forward and go around it. At the second pair, push the left crate forward and move the other crate into the gap.

  2. Step 2

    At the final pair, push the right crate forward and move the remaining crate into the gap.

B3 crane and W input disc

General Weapons Storage

The crane cards provide the direction commands. Start executes each queue.

Show solution
  1. Step 1

    1: →2, Hook, ←2, Release. 2: ↑3, Hook, ←2, ↓1, Release.

  2. Step 2

    3: →2, ↑3, Hook, ←2, ↓1, Release. 4: →2, ↑3, ↓1, Hook. Climb down from the cabin and collect the W disc.

Rewrite the two B2 key chips

Security Pass Room

One chip is by the body in the Security Pass Room, the other by Rick in the Immigration Office.

Show solution
  1. Step 1

    Insert both chips and enter 0392. In the first mode, confirm, move right and confirm, move up and confirm, then move left and confirm.

  2. Step 2

    Switch to swap mode. Swap the bottom two matching-color pairs. Move up twice and repeat the swap. The target stack has four white discs over four red discs.

Third Energy circuit

Power Frequency Room

Use the displayed reference pattern.

Show solution
  1. Step 1

    Rotate the middle tile counterclockwise once and insert it. Insert the right tile unchanged, then the left tile after one counterclockwise turn. Test the generator next door.

Kirk’s Advanced ID Card

Security Pass Room · Power Frequency Room

Use the fingerprint device and the ID terminal.

Show solution
  1. Step 1

    Record Kirk’s print in the Power Frequency Room or from Kirk in the Library. Use the ID card at the terminal with 31415 (US/EU) or 78814 (JP).

Rick’s route: components and Planning Disc

Parts Storage · Stabilizer Design Room

The recording supplies six digits. Split them into two three-digit groups for the other terminals.

Show solution
  1. Step 1

    Use the Planning Disc in Parts Storage. 367204 opens the Core Parts 1 and 2 compartments.

  2. Step 2

    In the Stabilizer Design Room, 0204 and 0367 release the Protect Parts stored there. Find the remaining part in the Level A room by the Stabilizer Experiment Room and use the disc on its display case.

  3. Step 3

    Assemble both devices at the central terminal. Rotate each part to align with its approaching counterpart before they meet. If you reset, repeat the assembly for both devices.

Unlocks & rewards

Outfits and infinite grenade launcher

Clear the game for Battle and Army, then clear it again for Ancient. Record all three endings on your clear saves for the infinite grenade launcher.

Dino Crisis

Your checklist

0 / 33 guide tasks completed

Ticks are saved on this device for each game and carry over when you change language. The counter measures guide tasks and does not alter your game save.

Sources & editorial date

Independently written game guidance. The following sources support quest routes, mechanics and edition notes. Editorial date: 12 November 2026.

In-game names may differ between language versions. Report a correction.

Game help

Which DDK codes open the first four doors?Dino Crisis (1999) · PlayStation

The first four answers are HEAD, NEWCOMER, LABORATORY and ENERGY. Each lock requires its own Input Disc and Code Disc pair.

  1. Use HEAD for the Chief’s Room and NEWCOMER for the main entrance.
  2. Enter LABORATORY at the B1 research area entrance. Use ENERGY at the Experiment Simulation Room door.
  3. If the keypad does not respond, compare the DDK letters in your inventory. The answer alone cannot replace either matching disc.
How do I unlock Operation Wipe Out?Dino Crisis · PlayStation, Dreamcast and PC

On PlayStation, the bonus mode opens after clearing the campaign. Dreamcast and PC have it from the start.

  1. On PlayStation, finish the story and save the clear data when prompted.
  2. Choose Operation Wipe Out from the menu. The mode asks you to clear the dinosaurs in each area within the time limit.
  3. Use your first attempt to learn the route and enemy locations. Then try a timed run.

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