Sublevel B3 & The Port

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Guide Progress
  1. 1

    Helipad Ambush and the Underground Route

    Helipad

    In the cutscene the T-Rex smashes in, wrecks the rescue chopper and Kirk flees. Circle the wreckage into the open elevator; keep the T-Rex busy by running circles around it — do not shoot — until Rick calls you over.

    T-Rex — Helipad

    Difficulty

    The T-Rex destroys the rescue helicopter and Kirk slips away. There is no way to fight it off — just keep the wreckage between you and it until Rick signals you to the elevator.

    The T-Rex breaks onto the helipad and destroys the rescue helicopter.
    Attacks
    • Bite lunge
    • Roar that freezes you
    Strategy
    • Pure stalling. Circle the wrecked helicopter and wait for Rick to call.
    • Wasting ammo here does nothing — it leaves on a timer.

    The elevator stalls partway; you need another.

    Underground Passage to the Facility → Material RoomTesting Zone Card

    Only Compies down here. A side door mid-corridor leads to the Material Room: take the Testing Zone Card at the far end and read the floor memos. Back in the passage, go to the far door — Rick has repaired the lift → Large Elevator → down to Testing Room B3.

  1. 2

    Restore B3 Power: the White Battery

    B3 Backup Generator RoomWhite Battery

    The battery in Testing Room B3 is destroyed. Take the left-corner door to the B3 Backup Generator Room and steal the White Battery from the far rack. Return to Testing Room B3, talk to Rick, and install it — B3 power comes back.

    Toward the B3 Control RoomGrenades

    Go down by the large elevator door, follow the visible path, grab the Grenades, and cross the far door.

  1. 3

    B3 Control Room: the Crane Cards

    B3 Control RoomB3 Crane Card 2, B3 Crane Card 1, Plug

    Take B3 Crane Card 2 from the table (and a Sedative). Push the shelf for a Plug. Take B3 Crane Card 1 by Rick. Leave by the other door and save.

  1. 4

    General Weapons Storehouse: Therizinosaurus

    General Weapons Storehouse

    Reaching for a disc on a corpse triggers a Therizinosaurus — it knocks a crate loose, so mash the action button to avoid being crushed. Do not fight the dinos here; leave by the big door.

    Transport PassageTesting Zone Key, B3 Crane Card 3

    Now kill the Therizinosaurus (shotgun or grenade gun) and take the Testing Zone Key and B3 Crane Card 3. Go back the way you came.

  1. 5

    Storehouse Crane Puzzle

    General Weapons Storehouse — Crane ConsoleDDK-W Disc

    Climb both ladders to the crane console and use B3 Crane Card 1. Five moves plus exit:

    Puzzle Reference
    Inputs
    12 Right · Hook · 2 Left · Release · Start
    23 Up · Hook · 1 Down · Release · Start
    33 Up · 2 Right · Hook · Start
    42 Left · 3 Up · 1 Down · Release · Start
    52 Right · 3 Up · 1 Down · Hook
    6Exit
    The B3 storehouse crane — the last container puzzle of this kind.

    Climb down both ladders, cross the new path to the corpse for the DDK-W Disc, and leave by the door near the lit truck → B3 Control Room → right door → Testing Room B3.

  1. 6

    Deep B3: Alarm and the Purple Raptors

    Testing Room Passage → Rest StationB3 Map, Plug

    Follow the arrows to the double door → Testing Room Passage: kill both Therizinosaurus; far door, grab the Sedative; enter → Rest Station: B3 Map and a Plug on the bloody corpse → double door → Central Stairs: two Therizinosaurus (better to kill them); take the detour and climb the ladder.

    Security Passes RoomChip 1 (B2), DDK-S Disc

    Experiments Zone Passage: raptor (handgun), other door → Security Passes Room: an alarm trips — cross the interior door, take Chip 1 (B2) and the DDK-S Disc; the last WARNING computer shuts the alarm off. Exit and save.

  1. 7

    Pipe Crawl to Key Card Lv. C

    P.S. ExperimentsKey Card Lv. C, Code-W Disc

    Experiments Zone Passage → up the vent → B2 Pipe Passage → down the far hole → P.S. Experiments: head south for the spinning disc — a purple Velociraptor bursts from the floor, mash the action button, kill it → take the Key Card Lv. C; another raptor — kill it or run; door below → Stabilizer Design Room: Code-W Disc → back out.

    Rest Room

    P.S. Experiments (E-Boxes at the back) → far door → Rest Room: Gail — Kirk ran off again → back through the vent → B2 Pipe Passage → Experiments Zone Passage → down the far ladder → Central Stairs (Rick disables a lock) → the one enterable double door → Rest Station.

  1. 8

    WATERWAY and the Landing Room

    Rest Station — Blue-Device Door

    Use the door with the blue device on the right:

    • CODE: WBADTHEIRC / DDDHW / CBCGA / FGHIY
    • KEY: 2346789 (= BCDFGHI)

    Strip those letters and the password is:

    WATERWAY
    
    Landing RoomChip 2 (B2), Plug

    Rick enters; there is a door to a port. A radio sounds on the corpse — someone has the key and a giant lizard is chasing them. Take Chip 2 (B2) and the Plug. Exit and save.

  1. 9

    Stun the T-Rex; Rewire B3 Power

    Testing Room B3

    Rest Station → Testing Room Passage → Testing Room B3: the T-Rex may already be down. If not, stand on the marker that reads B2 — the elevator descends, the T-Rex steps out, swings, strikes a live line, takes a massive shock and drops.

    B3 Backup Generator Room

    Go to where you installed the battery — you get the White Battery back → left-corner door → B3 Backup Generator Room: use the White Battery at the far end, then solve the panel:

    Puzzle Reference
    Input
    1C
    2D
    3A
    4Then pull the levers

    Power flows. Exit.

  1. 10

    Big Elevator Corpses and the Port Key

    Large ElevatorPort Entrance Key Card, DDK-D Disc, Plug

    Testing Room B3 → the Large Elevator door the T-Rex came from → Large Elevator: three bodies — take the Port Entrance Key Card, the DDK-D Disc and a Plug. Exit.

    Port PassageCode-S Disc

    Testing Room B3 → Rest Station → Landing Room: give the key to Rick → Port Passage: a strange growth blocks the way (like the one in Kirk's lab); Rick flips a coin and you decide not to pass yet. Take the Code-S Disc, exit, and run to the Security Passes Room.

  1. 11

    Security Passes: Chip Panel and STABILIZER

    Security Passes Room — Chip Computer

    Enter the second part of the room. Use Chip 1 (B1) on the left panel and Chip 2 (B2) on the right. One chip is stamped 0392 — enter it, then work the transparent/white/red block panels (you start on the white panel):

    Puzzle Reference
    Action
    1Press Action on the stacked pair of transparent rectangles
    2Press Action on the stacked pair of white rectangles
    3Press Action on both transparent pairs so every white block ends up on the bottom
    4Switch to the red panel; raise the pair of red rectangles (Action)
    5Press Action on the remaining transparent pair
    6Raise the last red pair, then the one you moved earlier — all four red blocks up top
    7Move both transparent pairs down
    8Use Swap: trade a white pair on panel 1 for the transparent pair on panel 2, then repeat once

    Both chips are returned. Now the interior blue-device door:

    • CODE: SAT URDAY / BABY / NILLGHIT / ZF EVE R
    • KEY: 2 567 9

    The password is:

    STABILIZER
    

    Save.

  1. 12

    Parts Warehouse and the Custom Shotgun Parts

    Stabilizer Experiment RoomCode-D Disc, Shotgun Parts

    Parts Warehouse: a decontamination cycle runs; auto door; take the north hall; unlock the door → P.S. Experiments: straight on, disable the laser, double door → Stabilizer Experiment Room: kill the purple Velociraptor; take the Code-D Disc and a Plug from the table; circle to a shelf and enter 1281 → Shotgun Parts → combine into Custom Shotgun + Stock. Leave → P.S. Experiments → back to the Parts Warehouse.

  1. 13

    DOCTORKIRK and the Chip Passage

    Parts Warehouse — Other Blue-Device Door

    The numbers are letter positions (04 = D, 15 = O, 03 = C, …):

    • CODE: 04 15 03 / 20 15 18 / 06 11 09 / 18 11 07
    • KEY: GF

    That reads DOCTORFKIRKG; remove GF and the password is:

    DOCTORKIRK
    
    Passage

    Insert Chip 2 (B2) to open a door; go on and insert Chip 1 (B2) to open another; open the last door with the action button and cross → Third Energy Zone B2.

  1. 14

    Third Energy Zone: Key Card Lv. B and the Power Room Puzzle

    Third Energy Zone B2

    Press the bridge switch but do not cross. Take the far door.

    The Third Energy generator zone.
    Third Energy Control RoomKey Card Lv. B, Plug

    Down the ladder, turn around → Key Card Lv. B; back up, optional Plug; around the top level to the door that faces a computer.

    T.E. Power Room

    A woman is still alive. The wall computer:

    Puzzle Reference
    Action
    1Rotate square A once to the left
    2Rotate square B once to the left
    3Leave C; set the order B · C · A

    Optional E-Box; exit → Third Energy Control Room: the computer will not start — something is missing — and a gunshot rings out → back to the T.E. Power Room: she is dead, her hand left prints on a blue panel → use the Fingerprint Kit → the far door was used → auto to the Personal Lab Passage → chase Kirk → Dr. Kirk's Personal Lab.

  1. 15

    Kirk's Confrontation and the Third Decision

    Dr. Kirk's Personal Lab

    Kirk holds Regina at gunpoint; Gail saves her. Kirk explains that Third Energy displaces matter across time — that is how the dinosaurs got here — and that his own growth now seals the exit; only overloading Third Energy will clear it, and that needs the Initializer and the Stabilizer. He gives their location and a means to the Key Card Lv. A.

    Gail keeps Dr. Kirk at gunpoint while he explains the Third Energy overload.

    Third Decision — does NOT affect the ending

    Story Branch
    Go with Gail
    Head to the Lv. A zone in B3 for the ready-made Initializer and Stabilizer (easier this time).
    Go with Rick
    Go to the B2 parts warehouse with a Project Disc and build both components from parts.
    Reconverges at: Security Passes Room (Chapter 6)

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