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PARASITE EVE FAQ/WALTKTHROUGH v4.05
By: Psycho Penguin
First Version: 07/10/00
Last Updated: 08/31/01
Finished On: 08/13/01
EMail: Psychopenguin24@aol.com
Personal: mcfaddendaman@aol.com
Website: http://www.angelfire.com/wrestling2/wrestlingthoughts
FAQ Website: http://www.smcfadden.freeservers.com/faqs
Number of Updates:
18
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(c)2001 Steve McFadden, all rights reserved.
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Legal Disclaimer: You may reproduce this guide for NON PROFIT ONLY. I don't
care who you are. If I am not making money with the guide, then you shouldn't
either, especially since I worked so darn hard on it. If you decide you want to
reproduce this guide for non profit uses, and I don't know about it, I will
Rodney King your ass! All you have to do is email me at mcfaddendaman@aol.com
and tell me exactly what you wanna do with my guide. You want to put it on your
site, go for it, as long as you keep it EXACTLY the same. Otherwise, there will
be a fight, and I know there's gonna be a fight, cuz I am gonna start it! You
can turn this guide into HTML if you want, I don't care, just make sure none of
this info is deleted or changed. If you want to print this guide out, go for it.
I wrote this guide to help people with this incredible game! Just make sure to
use this for your own use, and not go around putting it on eBay. As long as you
keep this guide the way it is, I don't care if you post it on your site. Just
KEEP IT THE WAY IT IS. Thank you.
E-mail Rules: I am a very flexible guy when it comes to emailing me. You can
email me at mcfaddendaman@aol.com if you want to chat with me, since I like
talking with people. If you have a gameplay issue or question, email me at
psychopenguin24@aol.com. One last note: Only email me about the game at
psychopenguin24@aol.com , all emails about Parasite Eve sent to my other
e-mail adresses will be deleted and/or ignored. Thanks to all those that have
emailed me so far, I appreciate it! Check my email backlog. If it's filled up,
you may have to wait a while before you get a response. I check my email once
in a while. Please wait for a response, because I will respond to all emails.
Please read my guide before asking questions, thats why I have a FAQ and Reader
Tips section. I will only post your question/tip in my guide if it is good, and
has not been answered in this guide. Thanks.
Instant Message Rules: Unlike a lot of authors I know, I love getting IM's from
fans and for people with questions. My AIM names are HeShootsHeGores and
MeganIzMyAngel, and I go on both a lot. Just remember this. If you contact me
on one of the instant messengers, and I do not respond, it probably means I am
busy. I am always talking with my girl, and friends, so sometimes I just ignore
some instant messages from people I do not know. Be nice, and I will talk to
you, just don't come out and ask the question and be all rude if I do not
respond in five seconds, otherwise I probably will just block you. I will
answer all e-mails about the game, however.
==============================---------------==================================
--------------------------------{CREDITS}--------------------------------------
==============================---------------==================================
-Square Soft
For making such a wonderful game.
-Sony
For publishing the game.
-Game FAQs - http://www.gamefaqs.com
For posting this guide (hopefully)
-Me
For writing this guide.
-DBlake (iamnothing)
For giving me moral support ^_^
-To all the great writers at GameFAQs
-The official PE Strategy Guide, by Prima Games
For some of the boss help. I got the items list, armor list, and weapons list
from them. I don't know if I left any boss information in from them, but better
safe than sorry.
-The following readers for giving me information.
None, yet.
-The following people, just because I want to credit them.
CJC: For hosting this guide and for giving me a second chance.
Yakuza: For being my first online friend, and for believing in my FAQ skills.
Adrenaline SL: Well, she doesn't hate me or my guides, and she's funny, and
she's there for me. She supported me and this guide throughout. Go her.
Andy007: For updating my site with me, although he doesn't as much as he
should. :)
Dingo Jellybean: I don't care how much problems I have had with him, have
with him, or will have with him in the future, he's still cool.
Cassey, Jenn, Megan, Wendy: You guys know why.
-AstroBlue for providing the ASCII art for this guide and some of the others.
-The following websites for hosting this guide.
http://www.gamefaqs.com
http://www.neoseeker.com
http://www.fbgames.com (If they ever come back)
-The GameFAQs Parasite Eve message board, for they asked some of the questions
found in the FAQ section of this guide.
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v4.05 (August 31, 2001) - 165.2K
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I added the ASCII art and some new credits. Enjoy, sucka!
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v4.0 (August 13, 2001) - 162.3K
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I just finished working on my secret project so I figured I would update this
guide. I fixed some errors and those annoying line break errors. The guide
should look nice now.
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v3.5 (August 11, 2001) - 160K
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Wow, never thought I'd bring back this guide, did you? Well, I did. I fixed it
up, and took out all the useless information. I took out all the boss
information too, but there is a reason for this. Well, I left in the final
boss. But the reason I took out all the other boss information is because I
didn't know which was "plagarized" before, as I don't have Prima's guide any
more. However, once I get the guide again, I will fix the boss stuff, as I have
the boss guide saved on my hard drive. This guide looks a lot better now, and it
has no added unneeded information like it did before (3 items lists? what?). So,
I hope you like the guide now. Email me if you need any boss help.
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v3.0 (October 20, 2000)
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Okay this is why I say "more than likely", just in case I find some new
information to add. Anyways, in today1s update, I added some new frequently
asked questions to the FAQ section, and I also added an inventory guide. Some
of you may be wondering why I decided to add another one if I wasted my time
typing one out already. Well, the new one is easier to read because it is done
in table format, so I decided to put it in this guide. I also updated the
Finishing Statistics section, as you may expect. This will be the final version
of this guide unless I add some more FAQs to the FAQ section down the line.
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v2.5 (October 12, 2000)
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This is the final version of the guide, more than likely, hence the version
name. I am done with this guide, and finished everything I needed to. This is
the 14th and final update. Added game shark codes guide, more secrets to the
guide, and yet another EX Mode Guide, this one from Kusama. I also finally got
the finishing statistics up, so you know it's done now. So, I am completely
done with this guide, barring any major happenings. Hope you all have enjoyed
reading this FAQ as much as I have enjoyed making it! Farewell, folks!
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v2.0 (October 8, 2000)
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Another every 2-days update. It is now an even numbered day, so I figured I
would update this guide. I added a FMV guide, so barring any major happenings,
the next version of this guide will be the last. I just want to update it much
more, which will probably be tomorrow. I will fix everything needed, add any
new information, and that is it! I am kind of sad that I got no emails to add
to the Frequently Asked Questions section, but I will. Oh yeah, in this update
I also fixed the formatting problem of the secrets guide. I also updated some
more information in some of the sections of the game, nothing too major but I
thought I would point it out anyways. I also updated the format when it comes
to dividers, I now use whole rows of equal signs to divide sections, I think it
looks much nicer this way. Finally, I added a new section. This section is
called Basic Information About the Game and gives, well, basic information
about Parasite Eve. Thanks to EXDEATH MU for this very helpful section.
Finally, I added even more secrets to the secrets guide, thanks to Game Sages.
This time finally, I added new copyright information and fixed some of the
formatting in section 6.
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v1.0 (October 6, 2000)
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Whoo hoo! I am almost completely done with this guide now! In fact, I have
everything in it completed. So, why is it not the final version? Well, for two
reasons. One, I may still feel like adding new sections and information. Two, I
may want to update certain parts of this guide. Rest assured that the next
version of this guide will be the long awaited (at least it is to me) final
update of this guide. It1s been fun, folks...
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v0.9 (October 4, 2000)
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Well, I am not completely done with this guide yet, but I am coming pretty
close to finishing it. Again, all I need to finish now is the secrets guide,
and this guide is finished. Well in this update, I decided to add How Kwang
Kee's EX mode guide, as I felt he wrote a much better guide than I could ever
write. And yes, he just gave me permission a few minutes ago In an email he
sent me, so I am using it legally. I will probably do the secrets guide and
wrap up this entire FAQ tomorrow. It has been a blast, folks. I might just go
ahead and decide to do the Legend of Legaia guide. Definitely look out for a
WWF Smackdown 2 guide from me in the future, however, as I can all but
guarantee doing one of those.
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v0.85 (September 30, 2000)
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I am oh so close to finishing this guide. I got the Day 6 Walkthrough done, as
well as the Boss Guide and EX Guide. All I have to do is the Secrets Guide and
Finishing Statistics, and BAM! This guide is done! This is definitely my
largest guide yet, and it got this way mainly because I updated it so much!
Therefore, I will probably finish the other FAQs I have been working on.
Because completing this guide is a good feeling to me. This is definitely my
best guide yet. I should completely be finished with it tomorrow, after I
finish up the secrets guide.
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v0.51 (September 30, 2000)
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Minor changes, mostly new line art and changing of some facts and information.
I will be back later with another update, hopefully.
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v0.5 (September 30, 2000)
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Good news and bad news. The good news is that I finally got the Day 5
Walkthrough done. The bad news is that I had to use taerm's walkthrough a lot
for it. Why? Because the notes I had written about Day 5 when I was playing
through the game got soaked in the rain! And I can't read them any more! So, if
anyone wants me to rewrite the Day 5 walkthrough (after the Chinatown sewers and
the Centipede boss), let me know and I will replay through the game. I do have
the Ultimate Being notes here, so I will finish the walkthrough and boss guide
up probably tomorrow. Then I can work on the other sections of the guide, until
the guide is finally finished! I hope to finish this guide before next weekend,
and I am pretty sure that is possible. All I have to do is the EX Guide and
Secrets guide, and those will not take that long to do. I am also thinking of
including my review to the game in here, so everyone can see how good the game
is, but I am still debating it at this time. Like I was saying, the Day 5
Walkthrough, for the most part, is not written completely by me. It is taerm's
walkthrough, and I changed around some of it. I hated to do it, so if anyone
has a problem with it, please let me know and I will definitely rewrite it.
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v0.35 (September 28, 2000)
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Okay, can you now tell that I am trying to complete this guide as quickly as I
possibly can? ^_^. I got the Day 4 walkthrough completed, and updated the Boss
guide, as well. If you notice, the Day 4 walkthrough may seem a lot like one in
another FAQ. Well, it is because I lost my notes for that section. So I just
tried my best on that section. But, I got all my notes for Day 5 and Day 6,
should be fun to write. This FAQ is now at 108K. Amazing, huh? Two days ago I
was barely at 16K and now I am at 108, almost 109K.. it shows you how much hard
word pays off in the long run! In minor news, I added an updates to guide
counter at the top, which just counts how much updates I have done to this
guide. No big deal, just thought I would point it out.
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v0.31 (September 28, 2000)
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Minor update, thanks to Neelon Rokk (neelonrokk@dolfijn.nl) for the very
helpful monster list. Much appreciation! Other than that, I did not get much
accomplished, a few minor format changes. I may update this guide later on
tonight, I probably will not, however.
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v0.3 (September 28, 2000)
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I got a lot of work done today on this guide, not bad for an hour and forty
five minutes work. First off, I got half of the walkthrough done now. Well not
really, but I did complete the walkthroughs for both days two and three. I will
probably do day 4 later on tonight, day 5 is going to be the toughie, as there
is a lot of information and stuff in that section. But day six is pretty
straight forward, so this guide may be done sooner than I originally intended.
Also, in other news, I decided to bring back the boss guide. I had deleted it
from the table of contents in one of the earlier updates, but I decided to
include it now. The boss guide is complete, up to the end of Day 3. I will
update the boss guide, along with the walkthrough, so when the walkthrough is
done, the boss guide is done too. I may start to work on the secrets guide
later, but I am not sure. I have been unsuccessful in my one attempt to get
this posted at GameFAQs so far, but maybe I will have better luck this time. At
least, I certainly hope I will. Another minor revision: updated the table of
contents, and updated the top section, where I now have "Last Updated" and
"Date FAQ Originally Started" lines.
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v0.2 (September 27. 2000)
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Woah, another September 27, 2000 update. I got a lot of work done on this guide
today, which probably means I won1t bother with it for a while. Anyways, I got
the Day 1 Walkthrough done. One down, five more to go.. look for me to be done
with it in the next week or so. Assuming I actually work on it every day, which
is probably not going to happen, in all likleyhood. Oh well. I also added an
***UPDATED*** tag next to the walkthrough section in the table of contents to
indicate it was updated. I will now submit an update of this guide every time I
get a day done, which will lead me to v0.8 or so. I will use the last few
updates to finish up the other sections. Sounds like a good plan to me. Of
course, I will probably go against the plan yet again. Oh well, at least I am
working on this guide a lot today. It has only been 8 days since I started, and
I already got nearly 55K done.. now that is impressive (at least in terms of
what I usually do). I just made the walkthrough look a lot nicer, which now
ends my updating for the evening. I hope to be able to update this guide again
soon, for now enjoy what I have already done!
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v0.1 (September 27, 2000)
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Whew, what a huge update. I figure I might as well try to get this posted at
GameFAQs now that is how much work I did. First things, I added ***COMPLETE***
next to the sections that are finished in the table of contents, sort of like
Dy$e's guides. So you will see what sections are finished by looking at the
table of contents. Anyway, I finished the weapons list, completed the items and
armors list, which means the lists section is now done. Rejoice! I also decided
against doing boss guide and enemies list for now, so I took those off the
table of contents. I did decide to do a character guide though, and that is now
finished. All I have to do now is the walkthrough and last two guide sections,
and this complete guide is done!!
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v0.002 (September 27, 2000)
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I don't know what got me to update this guide, but I finally decided to update
it slightly. I added line art, and added more to the weapons list. May not seem
like much to you, but the weapons list, armor list, etc. is going to be a pain
for me, so as soon as I finish those it is smooth sailing from there. And hey,
it's only 6 AM, maybe I can get some more work done when I come home from
school later. I will probably stay home today, which means lots of updating
time today. I hope I get a lot done today if I do stay home, because I will
probably not have much time to work on this guide after today, so today should
be a key day in the development of this guide.
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v0.001 (September 19, 2000)
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This is not available for the public yet, it is just for me to keep track of
updates and how much I am updating per day. I got the basic format of the FAQ
up, and completed the Introduction, Conclusion, and Frequently Asked Questions
sections. So, that makes 3 of 7 sections completed. I will work on the
walkthrough now, and the walkthrough should be done eventually. This guide is
probably going to take me a while to complete, considering my lack of time
recently, with school, a new girlfriend, and a lot of other stuff to deal with.
But I will try my hardest to update this guide a lot. And I hope that I will be
able to eventually complete this guide, and I am going to definitely work my
hardest to update it as much as I possibly can, in the limited amount of free
time I have. And that, my readers, IS true!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
==============================TABLE OF CONTENTS=================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1.0 Introduction ***COMPLETE***
2.0 Frequently Asked Questions ***COMPLETE***
3.0 Walkthrough ***COMPLETE***
-Day 1
-Day 2
-Day 3
-Day 4
-Day 5
-Day 6
4.0 Guides
4.1 Characters Guide ***COMPLETE***
4.2 Secrets Guide ***COMPLETE***
4.3 Boss Guide ***COMPLETE***
4.4 Game Shark Codes Guide ***COMPLETE***
5.0 Lists ***COMPLETE***
5.1 Weapons List ***COMPLETE***
5.2 Armors List ***COMPLETE***
5.3 Items List ***COMPLETE***
5.4 Enemies List ***COMPLETE***
6.0 Other Misc. Stuff ***COMPLETE***
7.0 Final Goodbye
7.1 My Closing Statement ***COMPLETE***
7.2 Finishing Statistics ***COMPLETE***
Hello, and welcome to my Parasite Eve guide. Some of you may know me as being
only a reviewer, but I have written some FAQs over the past year, as well.
However, I have never decided to undergo the task of writing a complete guide
for a game. Most of my FAQs and Guides have been for wrestling games, and
consisted of basic move lists. However, I wanted to do a guide for a game,
something different from the average stuff I did.
So, I searched the web site and discovered that there was hardly any good
Parasite Eve guides. And none of the guides I saw could be described as
complete. So, I decided right then and there what guide I was going to work on.
I was going to do a Legend of Legaia guide, but I changed my mind and decided
to focus on Parasite Eve. If I enjoy writing this guide (and you enjoy reading
it) enough, I may do the Legend of Legaia guide.
Please note that this guide is not finished yet, and to keep track of its
status you should check out the revision history section, which follows the
author's information section. I am going to try my hardest to make sure I
complete this guide completely, some of you may know I did not do too well in
completing my Yo! Noid and Fester's Quest guides, which may still be worked on
in the future.
I wrote a review for this game, and in case you are too lazy or whatever to
read it, I really enjoyed playing this game. If you have not played this game
yet, make sure to play it, and use this guide if you need/want to. The game is
not that tough, and is a fairly short game, but it is a true classic, so you
should definitely play it if you haven1t already. And make sure to use this
guide if you do decide to play the game ^_^
Feel free to message me on any of my messengers.. just tell me you are
messaging me about my FAQ and I will definitely answer you as quick as I
possibly can!
Do you have a question about this game? E-mail it to me at
mcfaddendaman@aol.com and you can get credited for it here! I will answer your
question personally, unless the answer can be found in the walkthrough. If the
answer to the question you ask can be found in the walkthrough or guide, I will
delete the e-mail promptly, and if you do not get a response from me it means
READ THE GUIDE.
Total Questions: 5
Total Questions Answered: 2
3 Questions asked were thrown away because the answers are clearly found in the
FAQ.
I will post any questions here, right now I have none to answer, but when I do
get some to answer, you can bet your bottom dollar that I will post both the
question and answer here.
Woah, I actually have some questions to answer now...
1. Q: How do I beat the Spider Woman boss on top of the building in Disc 3?
A: A large arachnid is waiting for Aya on the roof, and it is tough enough to
find a shoe big enough to smash this bug. In the first stage of this fight, try
to keep your distance from the Spider Woman. She will shoot webs at Aya that
cause damage and stiffness, which impairs your movement. The webs will remain
on the ground for several seconds after they have been shot and will still harm
Aya when touched. If you do get caught in a web, the Spider Woman will close in
and attack.
You will need a weapon with some range for this part of the battle. A rifle
works well, because its range is good enough to shoot over a web and still hit
the Boss. Between web shots, the Spider Woman will shoot flames. These are easy
to dodge if you keep your distance. When the webs disappear, put some distance
between you and the boss, because it is about to shoot three more webs.
After causing this boss significant damage, the view switches and you will
fight more of a close range battle with the Spider Woman. If you want, you can
switch to a short-range weapon with a faster reload time, like a handgun.
Continue to avoid the webs and fireballs and plug away at the boss in between
its attacks. It should fall quickly, leaving you with a G23 handgun.
2. Q: What do Trading Cards and Mod Permits do?
A: They enable you to add extra slots onto your weapon and/or armor. With these
slots, you can add new parameters onto your weapons and/or armor.
================================================================================
DAY 1- RESONANCE
================================================================================
********************************************************************************
Carnegie Hall
Weapons: P220 Handgun
Armor: N Protector
********************************************************************************
The game will start up as you see Carnegie Hall in the picture. A limo pulls
up, and out comes the heroine of the game, Aya Brea. She is going to see a play
with a date. When she gets out of the limo, you have a chance to rename her
into
another name, if you wish. Once her date finishes talking, head inside Carnegie
Hall. Once you are inside, run to the opposite end of the room and enter the
double doors. This is where a cool scene takes place, and it is really an
amazing scene. After the scene, run to the front of the building, up the stairs
onto the stage, and walk up to the woman that is standing near the piano. You
will now enter into your first battle.
--------------------------------------------------------------------------------
ACTRESS
Level 1
40 HP
0 MP
--------------------------------------------------------------------------------
After this, there will be a scene where Aya Brea will experience a flashback.
Then the actress (suddenly named as Eve) escapes just as the scene ends. You
will see her run towards the left hand side, so just chase after her towards
the back of the stage. There will be a large hole there, so make sure to examine
it.
Once you examine it, you may expect that you will suddenly fall down it, or
otherwise go down it. Nope. Instead, the cops will arrive. You can now jump
down the hole. I do not recommend jumping down the hole right away. I usually
get the Medicine 1 from the chest on the right hand side of the screen.
After getting the Medicine, I usually go back outside of Carnegie Hall, since
there are no random encounters or battles or anything else that would cause
concern. There is a paramedic and a cop outside here. The paramedic will heal
you, which may be necessary if you took a lot of damage during the battle with
Eve. The cop on the right hand side will give you an Ammo +6 when you talk to
him. The cool thing about this is, he does the same thing when you talk to him
again! In fact, you can get 60 free bullets just by chatting with him 10 times!
However, after chatting with him for the 10th time, he refuses to give you any
more ammunition.
After doing all this, you can now go back inside Carnegie Hall and head to the
hole. Just climb up the stairs to the stage again to get back to the large
hole.
Once getting there, investigate it and you will go down. Once getting down
there, you will see a little girl, who laughs at you (!), and she will then run
away. The nerve of children today, I tell you. In any event, do you see the way
she ran? Go that way. You will encounter a hallway, in this hallway go left and
then up. Opening up any of the doors here is rendered useless, as they are all
currently locked up. You will need to get the keys for the doors in order to
open them up.
Keep going up and you will encounter another scene, this time it will be a
scene where an ordinary rat turns into a huge genetic freak. This will also be
the first regular battle, and don1t think for a second that this is going to be
a simple battle, because the rat could prove to be a formidable opponent. After
killing the rat, go up a screen, and go through the door seen to the left. The
third locker from the left has a medicine 1 in it, so make sure to grab that.
After getting the medicine 1, a clown will approach you as you try to leave
this room to the room on the opposite end.
The clown will run out of the room, and suddenly you will hear a loud scream.
Something must have happened to the clown!! Gee, what creative writing by
Square Soft!! Open the second locker to get an Ammo +6, and go back out into
the main hallway. Run up to the north and proceed all the way down to the end
and enter the door on the left. There is a burnt body lying on the top of the
desk. RPG logic would tell you to search the body, so search it. Searching the
body will nab you a Theater Key, which opens one of the doors you passed by
already. God bless RPG logic. Actually, this time, you have to search it twice.
The first
time you search it, it will just fall to the ground (whooo.. how scary!!), and
the second time you will get the elevator key.
The costumes on the right hand side of the room house a secret chest (well it1s
not really secret, but I have to sound smart here) that contains a Medicine 1.
Get the Medicine 1 from the chest, because I told you to. Pulling open the rack
of clothes is funny because a parrot comes out of nowhere. That, ladies and
gentlemen, is the scariest moment of the entire game. Make sure to save you
game in this room. See that phone that is blinking a red dot? Just search it
and it will ask you if you want to save your progress. Make sure to save,
because if
you die, it's back to the beginning for you.
Go back outside into the main hallway, and head south. Take the first door on
the left hand side of the screen to get an Ammo +6 from the cabinet. Is that
all that is in here? What do you think? Just head over to the desk to find a
diary sitting on top of it. Read the diary (isn't there some sort of unwritten
rule against that?) to find out more about the Actress (Eve) that you got into
battle with earlier. If you search some more in here, you will find the
Rehearse Key. Okay, you used a key to enter a room to find another key. How in
the hell does this make any sense? Who in the heck is clumsy enough to drop two
fricking keys in the same place? Am I the only one that seriously questions
Square Soft1s
intellect here?
Leave the room and head to the room on the opposite end and open the cabinet to
get another Ammo +6. You are seriously going to be loaded in ammunition for the
battles ahead, which can only be a good thing. There is another scary parrot in
here. I thought we weren1t at Central Park Zoo yet. Might be my eyes, walk up
to the parrot for the added bonus of him basically attacking you for no reason.
How creative is that? Head out of this room (what a waste of time) and go
south,
getting into some more random battles along the way. Have I mentioned yet how
much I love the battle system in this game?
When the screen changes, go through the first door on the left. Checking the
cabinet reveals another 3holy crap2 moment when a rat attacks you. Apparently
the Zoo stage has been transported to here. Kill the rat, and check the cabinet
again for a P220 handgun (make sure to check it, I missed it the first time
through). Opening the chest gets you your first Defense +1 of the game. I
wouldn't waste it by using it on your current armor, since you are going to be
getting better armor soon.
Speaking of the better armor, it is located in the same room. Just go to the
upper left hand corner and search that wall that appears to be crumbling.
Amazingly, it crumbles!! Someone call a paramedic while I check my heart rate!!
Crawl through it and get your N Protector Armor, and equip it, as it is a heck
of a lot better than your other armor. You can use the defense +1 on this
armor, if you wish.
Go north a little bit and enter the door on the right hand side. Go all the way
south from this room, and open the chest. You either get a Medicine 1 or Ammo
+6. The game randomizes it, which makes it that much more exciting. Right.
Leave through the bottom door. You will come out in front of the corpse of the
clown you bumped into already. Don1t search it (gasp, how dare they go against
RPG logic!), instead run north up the hallway and through the double doors at
the end. And guess who is there? It was Eve, Aya, it was Eve all along! BATTLE
TIME!
--------------------------------------------------------------------------------
EVE
Level 4
92 HP
0 MP
--------------------------------------------------------------------------------
Behind the piano is another large hole. How fun, you would think this game
takes place in Los Angeles with all the earthquakes going on. Climb down the
hole to reach..
********************************************************************************
CARNEGIE HALL SEWERS
Weapons: M1911A1 Handgun
Armor: Kv Vest 1
********************************************************************************
Have fun, after you complete this dungeon you will be done with Day 1 for the
most part. No one ever said this was a long game..
To start off, just run forward. When you get to a place with steps on both
sides, check for a chest that is well camoflauged. It took me a few minutes to
find it. It is near the foot of the left stairs, and you get the M1911A1
handgun, to boot. So I advise getting the chest. Now go up the stairs and
follow the path as it winds around and then comes back down to the stairs on
the other side. I just wasted your time!! Just kidding, I actually earned you 2
revives. You should be worshipping the ground I walk on now!!
OK I am calmed down now. Head back down the stairs and head north through the
main tunnel. That annoying brat little girl shows up and decides to laugh at
you some more, then she runs away again. Just wait until I get my hands on her!
Do not follow her this time, though. Instead, swing on by the back left corner
of the area for a chest containing Medicine 1 or Ammo +6. Check the back right
corner for a chest containing an Offense +1 (maybe if you really get lucky you
will get an offense +2, good luck on that though). Now move back a bit and head
down the east wall while running south. You end up in a secret room with a
bunch of chests.
Head to the main tunnel again and follow that annoying little girl. Continue
left through this side tunnel and you will see a locked gate to the north at
the end. Examine the device hanging by the left side of the gate, which turns
out to be a switch leading to open the gate, and a phone. Use the phone to save
your game, and make sure to dial 1-800-Collect to make mom happy (or
something).
Press the switch and go through the opening. There is that slut Eve again! Cue
kick ass scene where she leaves and an alligator attacks. BATTLE TIME!
--------------------------------------------------------------------------------
ALLIGATOR
Level 7
120 HP for Head, 80 HP for tail
30 EXP for winning battle
--------------------------------------------------------------------------------
The alligator dies, Aya leaves Carnegie Hall, and that Day 2 screen pops up.
================================================================================
DAY 2 - FUSION
================================================================================
********************************************************************************
NYPD Police Department 17th Precinct
Weapons: M16A1 Rifle
Armor: Cm Vest 1
********************************************************************************
You start off the day in the New York City Police Department. Talk to the men
standing there, then talk to Baker, who is the Police Chief. He will hand you a
mod permit, which you can use downstairs in the weapons storage area. Once you
gain control of Aya, leave Baker1s office and head back to the place where you
started this day. Before going anywhere else, make sure to head to the lower
left hand section of the room, where a save telephone is located (it may be a
little hard to see at first, but it is there, trust me). I am just pointing
this out for when you may need it, since you really do not need to use it now
(seeing as how you just saved at the end of the 1st day).
Leave this room and go back into the main hallway. Take the first door on the
left to get to the locker room. Open the fourth locker on the right and get
either a Medicine 2 or Cure-P (I usually end up with the Medicine 2). Now open
the second locker to the right to get the Cm Vest 1 (equip it if you like). Now
leave the locker room, into the main hallway. Once you get back into the main
hallway, keep going up and take a left down the stairs. At the bottom of the
stairs, go down a bit, then enter the door on the left. There is a tool in the
chest on the right hand side.
Now go near the back of the room, around the counter, and open the chest there
to get a Medicine 1. I like this chest for a certain reason. The thing about
this one is, it refills every time you leave and re-enter the room. You can get
as much medicines as you want here. I advise taking about 2 or 3 right now,
because you will need to save some storage room for other items and equipment.
The chest in the front of the counter has an Ammo +6, and also refills every
time you leave the Police Department and come back.
Next up, talk to the man behind the counter. He introduces himself as Torres,
as part of the scene. At the end of the scene, he hands you the M161A rifle.
After he hands it to you, he asks if you have a mod permit. Using a mod permit
adds an extra slot to a weapon at your choice. I would hang on to the mod
permit for now, although you can use it right now if you wish. Wayne will then
show up and tell you how to do certain things, then he will offer to hold any
items you do not want, in storage. Now is a good time to get rid of the excess
items you no longer need/want (2 keys, Theater and Rehearse, a tool and mod
permit if you
don't plan on using them).
Leave the Weapons Storage room and go back up the stairs. Go north at the top
of the stairs and you will run into Ben Dollis. Ben is the son of Daniel
Dollis,
who is Aya's partner. See how the story is starting to take place? He is going
to run away from you (what1s up with all the little kids running away from
Aya?), so just go back to Baker1s office, where he will inform you about the
press conference.
The press conference will take place, and you have no control over it. Aya
screws up on it, and you will end up back in Baker1s office. Baker will get a
phone call, and Nix will say something about a scientist at the museum of
natural history researching mitochondria. (The story continues to develop). You
will end up outside Baker1s office. I would advise saving now, because you are
heading over to the Museum. When you are done saving, head outside into the
main hallway, and take the first door to your right. Exit the Police Department
and you will be on the world map for the first time. Head to the Museum of
Natural History.
********************************************************************************
American Museum of Natural History
Weapons: none
Armor: none
********************************************************************************
Selecting the museum will automatically send you to a scene where Daniel and
Aya are driving in their squad car. I assume they are driving to the museum,
but
only time will tell. Once they are done running their mouths about the
scientist, mitochondria, weight loss, and the lack of toughness on the 49ers
football team, you will end up in the museum (notice the unique chocobo flag
located conviently on the flag of the museum.. who said Square Soft wasn't
advertising?)
Run up the stairs and the guard will let you inside, since Aya is cute and all.
Once inside the museum, follow that fat blob Daniel up the stairs. He is
running pretty fast for a fat blob. The guard up here will ask you to sign in
(probably with phone number too). Go to the desk in the center of the room to
sign up. Now follow Daniel up the stairs (again). At the top of the stairs,
enter the door he is standing near. You will talk to that idiot Doctor Klamp
about mitochondria, and then he refuses to say any more (get used to that). At
this point, leave the museum and head back to the Police Department.
Once you get back into the headquarters, follow Daniel inside, then go up that
hallway and enter the door at the end on the right hand side. Inside the room,
Captain Baker will inform everyone that Melissa will be playing tonight at
Central Park. Daniel will run off, and Captain Baker will tell you to watch
over him. He will also give you another Mod Permit, for no reason whatsoever.
Nice way to handle a story scene, Square Soft. Back in the main hallway, you
will see Daniel leave the building.
You will not want to follow him right now, though. First you are going to have
to get some goodies! Go down the stairs and head back into the Weapons Storage
Room. Get the medicine 1 and ammo from the chests if you want to, I always get
the ammo since it is free. I would give the Mod Permit to Wayne if you don1t
plan on using it for the time being. You can always use it if you want, though.
After finishing here, you can leave the building, where Aya and Daniel, in a
squad car, zoom off. Head to Central Park.
********************************************************************************
Central Park
Weapons: M9 Handgun or P8 handgun, M203 Grenade Launcher
Armor: Sp Vest 1, Sv Vest 1
********************************************************************************
This is sort of a turning point in the game, as this is the first real dungeon
you have to prepare yourself for. Yes, Central Park can actually be considered
to be a dungeon in this game. How cool is that? Anyways, here in Central Park,
there is a huge wall of fire. Daniel will try to run in, but since he is human
he gets burned. And guess who gets to go inside instead?
Enter the park, go south a bit and you will see a parked car, with a phone
(save point). You can save if you want, then continue south. As you round the
curve, check the north side for a hidden chest containing ammo +6 or Medicine
1. Now go back onto the main path and follow it north. At the next screen, keep
going right. You will see three gates. Check the gate on the left and you will
get a Medicine 1 or Ammo +6 (again). Check the gate on the right hand side for
the exact same thing. What a waste of time ^-^.
Now enter the center gate. In the next screen, open the chest that is near you
when you enter to get a M9 handgun or a P8 handgun. Either one is good, so make
sure to equip whichever one you receive from the chest. Go down the stairs and
circle around the fenced area, then take a left up the stairs. The screen
changes, and you will be able to see a phone straight ahead. Enter the door
that is right next to the phone. Inside the room, search the cabinet on the
right for a Sp Vest 1. Equip it, then turn right and open the drawer to get the
Zoo Key. Also, examine the stretcher from the top side and Aya will push it out
of the way. You can open up a cabinet here to get the kick ass Grenade
Launcher, M203 style! Whooo!!!
Leave the room, and save if you want (I would recommend taking a few seconds to
save here). Keep heading right and enter the first door on your left. This door
will be unlocked because you have the Zoo Key now. Once you enter this gate, go
forward a bit and enter the forest area through the broken glass piece on your
left. Walk through the glass pathway on the right side and you can find some
chests containing a Medicine 2, Cure-P, and one chest contains a Defense +1 or
defense +2.
Go back outside and continue right. Instead of going north, open the chest
hidden behind a pillar for an Ammo +15, then keep going right. Go down the
stairs, look to the left for a chest containing a Tool (or Ammo +15). Now
continue to the right onto the next screen. This has got to be the epitome of
fun. Continue right, then go north up the stairs, then head north a bit and
left to go through an opening that is partially hidden by the roof.
Here, open the chest on the bottom left for a Medicine 2 (or Ammo +15). Go to
the right hand side of this area and there will be a red chest (wow) containing
an Ammo +15. Now go across the bridge on the north side of this section. Walk
onto the main path, go south, and then take the left path and head north
through the gate. This has got to be one of the more easier mazes I have ever
seen in a role playing game.. it will change soon enough, though.
Ignore the path that goes off to the left (we will be back there soon enough)
and continue to go north. In the next screen, continue north into the
Ampitheater. You should be able to tell now that we are nearing the end of the
Central Park fun. After watching Eve and regaining control of Aya, run back to
the right and into the previous screen. Run to the right through the door
labeled "Backstage". Eve will flee, so follow her.
At this previous screen, go back to the south and take that path I told you not
to take before. It is to the left, so basically go south then take the path on
the left. Take the stairs up the structure. At the top of the stairs, search
the bottom right part of this area (which means you need to be underneath the
top part, in the bottom right hand corner) to find a chest containing a Revive.
Now search the upper left part for a chest containing an Ammo +15. Now continue
going north from the stairs.
You will see an oddly placed phone here and there will be another chest with an
Ammo +15. We are really loading up on ammo, eh? What is this, World War 3? In
any event, go back down the stairs and head left. The little girl will run away
from you for the fifth or so time. You can choose to follow her, but then you
will miss out on all the great items that can be found around here. So, let1s
take a moment to find all the items here before following the annoying little
girl that always runs away when you confront her.
At the first intersection, take the south path. Follow it as it winds around
around to another intersection, in which you should go east. Continue along the
path as it bends south, then go left at the intersection. It bends back south
and leads you into another intersection, this one has four paths. Take the path
going to the Northeast to find a chest with an Ammo +15, then go back to the
intersection and take the west path to the next screen.
When you arrive at the new screen, there will be a red chest near you on the
north side of the road. Open it for a Sv Vest 1, equip it if you wish, then
continue west along the path. Cross the little bridge and take the stairs down
to get a Defense +1. Follow the path and keep going west at the intersection.
At the next intersection, instead of following that annoying little girl, head
north. Take a left at the intersection and go south to find a chest with a Tool
or Super Tool.
Go back up, left, and follow the path south, then continue west. Follow the
long path down and cross the bridge. When you get to the fountain, instead of
going up the stairs, go north from a fountain under the bridge. You will find
two chests containing a Defense +1 or Tool, and a PE +1 or CR Evade +1. After
picking up these items, continue going north. You will eventually run into a
phone. Save, because you are about to enter into battle with a boss (and a
pretty tough one, at that). When you have saved, head into the next screen
where you see a giant worm. BATTLE TIME!
After the fight, return to the pay phone and save again. Then cross over the
Giant Worm area and get ready for one seriously nasty ride.
--------------------------------------------------------------------------------
Eve
Level 14
330 HP
0 EXP
--------------------------------------------------------------------------------
After you beat Eve and she runs away, enjoy the following scenes, and there is
the Day 3 screen. Two down, four to go..
================================================================================
DAY 3- SELECTION
================================================================================
********************************************************************************
Soho
Weapons: M11 machine gun, Club 2, G19 Handgun
Armor: Cr Vest 1
********************************************************************************
The day begins with Aya waking up in a little house in Soho. There are some
nice graphics in this house, for sure. I especially like the little flaming
trash can. The exit is to your right, but before leaving, pick up the Ammo +30
in the black chest by the door. You will see Maeda sitting outside, and then
Daniel will come up in front of the house. Head left, then check the floor
around that trash can for a Trading Card. At the next screen, try to open the
door for the Gun Shop. It is locked, so Daniel takes matters into his own hands
by shooting down the door.
Go inside the Gun Shop. No window shopping here, as everything is free! Right
when you enter, there is a camoflauged chest just to the south of the entrance
that contains a Bullet Cap +1 (or Bullet Cap +2 if you stand on top of your
head for 10 seconds). Go left and you will find another chest to your left that
contains a Tool. Now head to the Northeast corner of the shop and start picking
up the items in the chests. You will get a decent amount of items in here. Once
you pick up all the items in here, leave the gun shop, go back to the screen
where you started, and go right.
You will arrive at a Pharmacy. Take all the items in here, there is a decent
amount of them, and all are easily found for the most part. Make sure to enter
the upper left hand corner of the store for a CR Evade +1. Once you are done,
head to the front of the store. Walk behind the counter and pick up the Defense
+1 (or Defense +2 if the 49ers go on a winning streak). Now save and leave the
pharmacy. Return to where the squad car is waiting, and enter the car from the
Passenger's side.
********************************************************************************
American Museum of Natural History
Weapons: none
Armor: none
********************************************************************************
Just follow the story here, when you are done head back to the Police
Department.
********************************************************************************
NYPD Police Department #17 Precinct
Weapons: M92F Handgun, SG550 rifle, M9-2 Handgun
Armor: Cm Vest 2, N Jacket
********************************************************************************
You will find the Headquarters in disarray upon entering the station. Daniel
will run inside, so follow him in. Maeda will give you another worthless good
luck charm, which means absolutely nothing to the success in the game. After
receiving it, go inside. Go south and take a left to enter the locker room.
Check the lockers and the cop on the ground for some items. The second locker
from the right will have a Medicine 3, and the fourth locker from the right
will have a Cure-P or Medicine 2, but only if you did not open it on Day 2.
Talking to the fallen cop twice nets you an Ammo +6. Head back to the main
hallway and go south to the detective1s office.
You will see Warner on the ground. Oh my, what could have possibly done that to
him? Talk to him twice and he will give you Ammo +15. Use the phone to save,
then return to the main hallway. Take the stairs down to the basement, and then
enter the Weapons room. Wayne will give you Torres1s handgun, which is pretty
strong but it also has some weaknesses. Dropping off a lot of stuff here is a
good idea.
Leave the weapons room and go to the kennel, which is just north of the weapons
room and on the same floor. You will see Cathy lying on the ground. Talk to her
and she will tell you what happened. Talk to her again and you will get Ammo
+6. Just how does that work, anyways? Now go back up to the main floor. At the
top of the stairs, go north. You will see Nix in the background. Talk to him,
and he will tell you about Shiva, and this time he just gives you the Ammo +15.
It's about damn time. Instead of going up the stairs, head north to get the Cm
Vest 2. Then go back to where Nix was, and head up the stairs.
Talk to the cop and he will give (gasp) you the ammo +6. Pass through the gate
and enter the door on the immediate right of the screen. There are some chests
in here, get them. Now go back into the main hallway, and head south, then head
west. In the next screen, enter the door to your north. The monsters will jump
out of the window, beat hem and get the Medicine 3 from the chest. Enter the
door at the north side and get the glimmering object, which turns out to be the
Storage Key.
Go back outside. At the T-Intersection, go left and enter the room there. You
will find a Medicine 3 and a CR Evade +1 (or 2 if the Red Sox beat the Cubs in
the World Series) in the bottom right hand corner, and you can also save your
game here. Once done, go back outside. Go north at the intersection and up the
stairs. View the Full Motion Video scene, then at the top of the stairs, take
the door to the right. You will find a Lab Tech who will heal all your wounds
only once. Make a decision to get healed or not, then go back outside and north
until you arrive at yet another intersection. There sure are a lot of those in
this game.
The fallen officer here will give you his Locker Key. It is about damn time.
Now go north through the double doors. Kill the monster here to get the SG550
rifle. Then get the defense +1 from the chest, and talk to the cop for an Ammo
+6. Go to the upper right corner of this room, through a hard to see door, and
pick up the N Jacket in a small room. Go back and get healed by the Lab Tech if
you didn't before, and go back down to save.
Back at the intersection on the third floor, go east now. Now up the steps, you
can go forward and into the Morgue. In there, you can fight a battle and win a
few Medicine 3s and Full Cure. Or you can go left and fight the boss. The
choice is up to you, as usual. I would advise getting into the battle, then
using the Medicine 3s you win during the boss battle.
--------------------------------------------------------------------------------
Sheeva
Level 18
400 HP (bottom, target 1), 200 HP (left, target 2), 300 (right, target 3)
1000 EXP for winning
--------------------------------------------------------------------------------
With the mutated Sheeva dead, go up to talk to Baker and Ben. Daniel will come
in shortly, and the Day 4 screen appears. 3 down, 3 to go..
================================================================================
DAY 4-CONCEPTION
================================================================================
You will start off this day in Baker's office. Go outside to the main hallway
and enter the locker room, which is on the left-hand side. Use the Locker Key
to get the Trading Card. Go to the basement and, at the bottom of the stairs,
go
north to the end of the hall and enter the Storage Room. You will find the big
old weapon known as the MPK5 machine gun. Equip it if you want, I would advise
equipping it though.
There is also an Offense +1 here, but you probably got that in Day 3. Talk to
Wayne, who is now the head man in charge since Torres is gone. There will be
some new options available to you, and the Trading Cards you picked up act as
Mod Permits now. Go up to the top floor and enter the Crime Lab. You will find
Maeda here. Go up to him and speak to him, then take the ammo +30 from Daniel,
and leave the headquarters. Next stop: St. Francis Hospital.
********************************************************************************
Saint Francis Hospital
Weapons: M79 Grenade Launcher, Micro UZ or M10 Handgun, G3A3 rifle, G23 handgun
Armor: B Vest 1, Sp Jacket
********************************************************************************
Head right a little bit and chat with Maeda. He will give you another useless
good luck charm before you enter the hospital. This time it is the Mayoke. Now
enter the hospital. Inside, take note of the telephone on the counter, because
you will be using it a lot. Go down to the waiting area, then up to the left,
and open the chest between the two elevators for an Ammo +15. Go up now, and
then take a left. Press the elevator button, then go inside. Press the button
inside and you will arrive at the basement.
Exit the elevator, then go down. Go up at the next screen, and then take the
first door on your right. The fun is just getting started here, as now you can
examine the glittering object on top of the shelf to get the Fuse 1, which will
come in handy. Then open the chest in the bottom right hand corner to get the
M79 grenade launcher. Search for the chest in the top right hand corner of the
room for an Ammo +30, then just leave by going out through the door in the
upper right hand corner.
Go up and follow that annoying little girl (yet again), and instead of
attempting to go through the locked double doors, go left towards another room.
Get the medicine 3 in the chest, then open the desk drawers on the right hand
side for a Autopsy Key, then use the phone to save. It is really important that
you save now, just in case you die in the upcoming sections of this tough
dungeon. Now leave the room through the right exit, pick up the defense +1,
then go through the door at the bottom right.
Keep going down, past the pathway that leads to the elevators, and
then take the first door on the right side (Aya will discard the Autopsy
Key now). Snatch the Offense +1 (or Offense +2 20% chance) in the bottom
right corner. Get the tool in the chest that's just a bit north, then go
through the door on the north side. Here, just go straight ahead, pick up
the Fuse 2 on top of the cabinet. There's also a chest in the bottom left
that contains a B Vest 1 (sometimes you'll get a Cr Evade +1, but I have never
gotten it). Check the burnt body for the Blue Cardkey, then leave the Autopsy
Room.
Back outside, run up all the way to the end of the hall and then turn
right (don't enter the door). Go up, and use the Blue Cardkey to unlock
the door. Go through the opened doors. Instead of chasing after the girl,
open the chest near the entrance for a Micro UZ or M10 machine gun. Go
down and examine the glittering object for an Offense +1 (20% chance of
getting Offense +2). Return to where you saw the annoying little girl, skip the
doors you entered from, and take the next door on the right. Go through the
glass doors and get the tool in the chest at the left. Check the desk on the
south side for a Medicine 2, then get the Fuse 3 at the bottom right, and
then leave through the doors you came in. This maze is really boring me right
now.
Head north and you'll find the fuse box. Put in all three fuses,
repair the wires, then toggle the power on. Now go right, enter the
elevator and return to the main floor. Go back to the lobby and use the
phone to save, then enter the room to the north. Rescue the patient and
the doctor, then search behind the moved shelf at the north side of the
room for a Trading Card. Now check for a chest hidden behind the curtain
and beside the middle bed for a PE +1 (20% chance of PE +2 instead). Now
enter the other room at the bottom right. Save the nurse, get the Green
Cardkey from her, pick up the Sp Jacket from the chest lying beside the
right bed, then go back to the lobby.
Go left, past the elevators, and use the Green Cardkey to open the
doors. Run north, then enter the first door on your left. Go all the way
to the bottom of the room, then go to your right, pick up the Ammo +30,
and turn the handle on the leftmost valve. Leave this room, then open a
chest in the upper right corner for a Bullet Cap +1 or Range +1. Return
to the elevators and go up to the 13th floor.
At the 13th floor, you can keep running south to get a view of the
Chrysler Building. When you're done, take the door on the left (you can't
go through the right door because of the body). Get the G3A3 rifle from
the chest in the bottom left corner. Check the cabinets for a Tool. Now
walk up to the red arrow pointing right, turn right, and push the machine
out of the way, then press the red button that was previously concealed.
Also, check some of the desks on the north wall for a Medicine 3. Go
through the now opened doors.
There's a CR Evade +1 in the chest (or CR Evade +2 20% of the time).
Now go to through the hallway at the northeast. In the next screen, enter
the door on your right. A chest on the desk against the right wall
contains an Ammo +30. A little bit up there's a Cure-M in a chest on a
stool. Now examine the glittering object on the floor near the phone.
You'll find something out, and you'll also get a Junk. Go a little bit
right and then examine that shiny object to get an Elevator Key. Now
save, leave the room, and go north to the elevator. You'll arrive on the
roof, and then you'll be attacked by a boss. IT'S BATTLE TIME!!
--------------------------------------------------------------------------------
Spider Woman
Level 22
400 HP (first stage), 500 HP (second stage)
6500 EXP for winning
--------------------------------------------------------------------------------
As soon as Eve departs, run to the southwest corner to avoid the crash by
jumping onto the yellow scaffolding. A spider will attack Aya and send her
plummeting to Earth. Kill it quickly and Aya will throw the switch to end her
descent.
As soon as you arrive at the Precinct, head down to the Weapon1s Department and
unload some of your stuff. When you are finished, return to Baker's office to
get the latest news on the case. The Day 5 screen pops up. 4 down, 2 to go..
================================================================================
DAY 5- EVOLUTION
================================================================================
********************************************************************************
Chinatown and Chinatown Sewers
Weapons: M79-2 grenade launcher, M1911A2 handgun, M870 shotgun, M203-3 grenade
launcher, Club 3, M79-3 grenade launcher
Armor: Cr Protector, B protector
********************************************************************************
The day begins at the map of New York City. Your first stop in this long day is
Chinatown. When you get to Chinatown, keep going north until you reach the next
screen. Go north a bit and head to your left to get a chest, which contains a
Medicine 3. Next, head right, across the street, and get the chest, which
contains a PE +1 (or PE +2 when Jay Fielder wins NFL MVP). Go back into the
street and continue going north. In the next screen, go up and open the chest,
located near the left lamppost, to get an M79-2 grenade launcher. Go down a
little bit and pick up the Offense +1 in the chest. Save at the phone.
Keep going right until you find a secret area. Get the M1911A2 handgun in the
chest, and the Tool. Leave and go back into the street, where you should
continue north. You will meet up with that prick Maeda here. He will give you
another useless good luck charm. This time it is the Narita. Now pick up the
Ammo +30 in the chest in the upper left hand corner, then go down the sewers.
When you get to the bottom of the sewers, go right to an intersection, then go
down. In this tunnel, keep on heading downwards until you run into the next
intersection. Get the M870 shotgun from the chest on the south platform, then
go down some more until you come to an archway on the left hand side. To the
right hand side of you is a chest, which contains an Offense +2 or Defense +2,
so make sure to get it. Then go through the archway to the right hand side.
You are now in another tunnel. There is a shiny object on the ground that turns
out to be a tool. Get the Tool, then keep going north. At this intersection,
take the right path and you will run into a dead end. Get the Offense +1 or
Defense +1 in the chest, then head back to the previous screen. Go left at the
intersection now, and continue left until the next crossroads. Keep going left
at the intersection, and then go north at the next one.
Get the shiny object on the ground, which turns out to be a Range +1. Once you
get it, go back south to the previous intersection, and go left instead. In
this intersection, there are three ways you should go. Go west and get the
grenade launcher from the chest. Go south and you can pick up a Medicine 3.
Then head north to continue through this maze. Go north at the intersection and
examine the glittering item and you will get a Super Tool. Return south and then
head west. The object on the ground is a Cure-D.
Continue west at the intersection until you reach a dead end. Get the Medicine
4 here, then go back east, and then south. Get the Cr Protector in the chest at
the end of the tunnel, then go through the south exit. Go all the way south
until you can go south no longer, then climb up the ladder. At the top of the
ladder, go right, past the T-Intersection and open the chest for the Club 3.
Now go south from the intersection into the next screen.
Go forward and you will find the people from Central Park, and this time they
are all slimy. Definitely sick, but also cool in a strange sort of way. When
you regain control of Aya, first go right, then climb down the ladder. You will
then have to fight 2 of the alligator bosses you fought earlier. After beating
them, head up back the ladder, then go up, and take a right at the corner and
go up the stairs. At the top, enter the door in the upper right corner. Get the
Ammo +30 from the chest, then save via the phone.
Now examine the control panel. You will have to do this properly. Turn on the
power, activate both pumps, then turn off the power. Go through the door on the
north hand side. Cross the tunnel and enter the door on the other side, then
run up the stairs and through the door at the top. Cross the train tracks, then
climb up the platform. Get all the chests, and make sure to save via the phone.
Jump down the platform to get to the tracks on the left hand side, then go
north. Go right at the next screen to get a Medicine +3. Go right to the next
screen. IT'S BATTLE TIME!
--------------------------------------------------------------------------------
Centipede
Level 26
500 HP (1st stage), 250 HP (head), 180 HP (tail), 120 HP (body), 120 HP (body)
10000 EXP for winning
--------------------------------------------------------------------------------
After killing the boss, run to the right until you bump into a train,
go up, around and to the right of it, then go down, past it, and into a
train at the bottom right corner of the screen. There are three chests in
here. You'll find a B Protector, and one chest with a Tool. The third
chest contains either a Tool or a Super Tool (5% chance). Leave the
train, then go north to the bridge. Run across the bridge and examine the
body of the guard for the Gate Key.
Aya will notice the slime going towards the museum. Now go left, and that's the
end of disc one. Put in disc two, and go back to the subway. Run all the way
back to the train stop platform (where the phone was). Go south from the phone,
and then go up the stairs under the EXIT sign and you'll arrive back at the map
of New York City. Before you go anywhere else, you should head back to the
Police Department and drop off all your stuff.
********************************************************************************
Pier Number 3 Warehouse
Weapons: PPK handgun, M203-2 grenade launcher, AT4 rocket launcher
Armor: Cm Protector, Sp Protector
********************************************************************************
This area is completely optional, but if you go here, you can get some
good items, and also build up some levels in the process. If you decide
that you don't want to go, then skip this section and head straight to
the museum.
Upon going through the gate, swing to your right and open the chest
for a PPK handgun. Search somewhere behind the sliding metal door for a
Tool, then go up. The screen will shift and you'll be at the front of the
warehouse. Run up the steps and enter.
Go forward and check your left for a chest that contains the Cm Protector, then
continue north to the next screen. Here, you'll see a cat chasing a rat, and
then after some mutations, the rat will chase the cat away, heh. Kill the
mutated rat, then check the bottom right corner for a shiny object which turns
out to be a Warehouse Key. Go up a little bit and under the bridge. Right after
you pass the bridge, there's a chest to your right among the rubble that
contains a M203-2 grenade launcher. Even though the chest is in plain sight,
you might have trouble spotting it because it's camoflauged so well. Now go
through the door on the north side.
Keep going down and then enter the door under the red light. Head
left and open the chest for the Sp Protector, then go near the bottom
right corner and open the chest for a Rocket (hint hint). Go up the
stairs on the left side and save before continuing through the left door.
Also, after saving, go to the right of the phone, climb up the ladder and
open the chest for an Offense +2 or Offense +3 (10% of the time). Now go
through the left door.
Cross the bridge and enter the door on the other side. In the bottom
left corner of this room you'll find an Offense +2 or Defense +1. A chest
in the topright corner contains a Tool. The one in the topleft corner has
an Offense +2 or a Defense +2. There's also a chance you'll get a Defense
+3 (10% of the time). Once you've picked up all the items, go down the
elevator. Slide yourself down to the bottom, then go left. You'll be attacked
by the boss. IT'S BATTLE TIME!
--------------------------------------------------------------------------------
Crab
Level 32
856 HP (head), 420 HP (claws)
2510 EXP for winning
--------------------------------------------------------------------------------
Once the crab is gone, go to the northwest. Watch the steam patterns.
When you think you've got it down, go in (while there's no steam), pick
up the shiny object (Tool), and get out. Return to the bottom right and
climb back up the elevator lift. Now leave the warehouse. If you're
thinking of equipping the AT4 right now, don't, because you won't find
rockets in abundance as you do Ammo. Save it for the boss fights.
********************************************************************************
American Museum of Natural History
Weapons: G22 or P220-2 handgun, M203-4 grenade launcher, MP5PDW machine gun,
M500 shotgun, Maeda's Gun, M8000 handgun, M9-3 handgun
Armor: N Suit, Sv Protector, B Jacket 1, Cr Vest 2
********************************************************************************
After finishing the warehouse, go to the museum. You may also want to
stop by the department first and drop off all your extra stuff.
Enter the museum now. In the lobby, head towards the top left, and
follow the person who slipped behind the door (save before you follow).
Run to the left in the next room and then go to the bottom left corner.
Off screen in the corner is a chest that contains a Medicine 4. Get it,
then take the door on the left. Go to the bottom left corner in this next
room and open the chest behind the frog exhibit for a Medicine 3. Enter
the doors at the north. You'll see the figure disappear behind a locked
door, and then you'll have to fight a pair of dinosaurs.
Once you kill them, go north near the middle of the room, and then check your
left and right side for chests. The left chest contains a Tool or Medicine 3.
The right chest contains either the G22 or P220-2 handgun. Go back south,
return to the lobby, and then save again. Take the north exit from the lobby,
under the stairs. In the next screen, you're in an area with lots of green
growth. Examine the machine on your right and you'll get a little quiz. Answer
it correctly and you'll get a prize. Answer incorrectly and you'll get a chance
at another not-so-good prize (check below for the answers).
When done, continue north while pressing against the "wall" on your right.
After a little bit of running, Aya should be able to get through, now go south
and east to get to a hidden room. Pick up the Ammo +30 and answer the next quiz.
Now go through the door on the right. Open the chest under the fire alarm for a
Defense +1, then go south to the opposite side and open that chest for an
Offense +1. Now run to the bottom right corner and get the N Suit in the chest,
then go south a little, turn to face the west side, and push the box out of
the way to reveal another room. Get the Trading Card and the Tool, then
go back to the green area. This time, go all the way north.
When you get out of the green area, continue north through the
passage, then turn left at the end. At the new screen, you'll see another
quiz here. Take it, or don't, then continue left and beat up the
scorpion. After it's gone, go left to the next screen. Take a right at
the canoe in the center of the room, going through the north exit. Go to
the bottom right corner, at the foot of the stairs, and open the chest
for an M203-4 grenade launcher. Instead of going up the stairs, go north
around them. When you get to the next screen (the place with all the
heads), just try to leave, and you'll be attacked by three armadillos.
Kill them, return to the previous room and now go up the stairs.
At the top, you'll see another quiz in the upper right corner. Go
south for a bit, then look to your left and right for two chests that may
be partially hidden. The left chest contains a CR Evade +1 or PE +1, the
right chest has an Offense +1 or Defense +1. Now go through the north
exit. Walk around the exhibits and take the door on the upper right
corner. Climb down the ladder, pick up the Offense +1 or Defense +1 in
the chest, then go through the door. Pick up the tool hidden by the left
head, then climb back up the ladder to the second floor.
Climb up to the third floor now. Pick up the Rocket in the chest, then
go through the door back inside. Take the quiz in the lower right corner,
then go through the exit at the southwest. In the next room, you'll find
another quiz in the bottom right corner. Take it, then leave the room
through the south. You'll see some stairs to the second floor. Go down
them, pick up the Revive inside the chest, then go back to the third
floor. Now take the exit to your right.
Inside the next room, a pterodactyl will crash into the room and
attack you. Kill it off, pick up the Medicine 4 in the chest, then
continue going right. When you get to the room with the fall dinosaur
fossils, go south (or continue to go south, rather). Take the door on the
west side of the room. Open the chest for the Sv Protectorby the smashed
window, then climb through the window. Run across the ledge to the right,
jump down to the second floor, and then climb through the window.
After going through the window, go through the east door. You'll find
yourself outside of Klamp's Office, but it's locked, so take the path
leading north. Check under the tent labeled Museum Shop for a Defense +1
and a Tool, then continue north. Run down the long hallway and take a
left at the end. At the red carpet area, take the door on the north.
Examine the monitors, and examine the blinking object to the right of the
monitors, then deactivate the alarm. Open the chest on the left for an
MP5PDW machine gun, then use the phone to save (finally!).
Before leaving the room, stand in front of the alarm, then run to the
right. When you can go right no more, head south (you're off the screen),
and then examine everything around there until you appear in the
elevator. Move it to the fourth floor. You'll come into a secret room
where you can pick up some various items. Among them are the Tool, M500
shotgun, B Jacket 1, and Cure-D. Now go back to the second floor. Leave
the monitoring room and head back to Klamp's office (go right from the
red carpet area).
In Klamp's office, just watch the events as they happen. You'll come
out with the Klamp Key and Maeda's Gun. Outside of the office, go through
the door at the bottom left. Also note that the stairs are no longer
blocked, but don't go up them. In the next room, keep going left and
unlock the door with the Klamp Key. Do the quiz in this room, then take
the door north. When you come up in the next room, walk to the center of
the room and you'll be attacked by the Triceratops. IT'S BATTLE TIME!
--------------------------------------------------------------------------------
Triceratops
Level 33
750 HP (1st stage), 900 HP (2nd stage)
50,000 EXP for winning
--------------------------------------------------------------------------------
With the Triceratops dead, go back down the stairs to the lobby and save again.
Do _not_ go south otherwise you will have to fight another boss without saving!
After you've saved, go back to the Triceratops room and try to go south. You'll
be knocked all the way down to the first floor. Pick up the Ammo +30 and
Medicine 4, then run to the right. You'll be attacked by the T-Rex. IT'S BATTLE
TIME!
--------------------------------------------------------------------------------
T-Rex
Level 35
2400 HP
100,000 EXP FOR WINNING
--------------------------------------------------------------------------------
Run to the bottom left corner, then enter the doors at the south wall.
You'll end up back in the lobby. Save, then go into the elevator and go
to the fourth floor. There's a chest here that contains a Full Cure or
Full Recover. Get it, then go back into the elevator and head to the
second floor.
Out of the elevator, go west two rooms, then go north. Head up the
stairs back to the Triceratops room. Now go south (you won't be rammed
this time) to the next room. After the "earthquake", you'll notice the
window on the west side is shattered. Go through it, then turn south.
You'll find two chests with a Tool and an M9-3 handgun inside. Also,
before going up the stairs, go north again, down the stairs, and south to
the room with the quiz. You'll find broken glass in this room, too. Go
through it and head to the bottom left corner of the room. In the two
chests you'll find a Cr Vest 2 and a Super Tool. After getting them, go
back to the room where the "earthquake" occured and up the stairs.
Go through the door on the north, and watch the events take place. Aya
will automatically leave the Museum after that. View all the cool FMV's
and Aya will be brought to an aircraft carrier outside of New York City.
Eventually you'll be able to save, and after that, you'll be at the
Statue of Liberty.
Also, here are the answers to the Quiz questions in the Museum.
-How many animals are hiding?
9
-The name of the organelle that appeared in the first organism?
Mitochondria
-What was the nutritional source of the first organism that lived 3.9
billion years ago?
Nitrogen oxides from volcanoes
-The mitochondria creates ATP (adenosine triphosphate) within the cell.
How much energy is this equivalent to?
200,000 V per cubic cm
-By taking mitochondria, which uses oxygen as its nutritional source,
into the body and living with it symbiotically, the bacteria has
acquired a tremendous amount of energy. What was the consequence?
Aging
-In 1987, Cann & Wilson released a theory stating that humans were
derived from Mitochondria eve. Which organism is thought to be
Mitochondria Eve?
An African female
-25 Million years ago, oxygen increased in the air. Why?
Photosynthesis by bacteria
********************************************************************************
The Statue of Liberty
Weapons:
Armor:
********************************************************************************
You will land at the base of the Statue of Liberty. Before going north,
check everything you can think of, because the upcoming battle is tough.
Once you're ready, go north and you'll confront Eve for the final time.
--------------------------------------------------------------------------------
Eve
Level 37
1900 HP (Top), 1750 HP (Middle), 1600 HP (Bottom)
0 EXP for winning
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
Eve
Level 35
2200 HP
0 EXP for winning
--------------------------------------------------------------------------------
There you go, you beat her, the Day 6 screen pops up. 5 down, 1 to go.. ^_^
================================================================================
DAY 6-LIBERATION
================================================================================
********************************************************************************
Navy Cruiser
No Weapons
No Armor
********************************************************************************
The day begins with Aya standing by the rail of a navy cruiser. After
talking to Daniel a bit, go through the door to your left. You'll see
Wayne and Maeda talking. When Maeda leaves, talk to Wayne and drop off
all your excess equipment and pick up any Medicine you might have. When
you're done, Wayne will offer to rename one weapon and one piece of armor
at your choosing. Once done, use the phone on the left to save, then
leave the room. Some more scenes will take place, and after a while, the
final battle will commence.
--------------------------------------------------------------------------------
The Ultimate Being
Level: 37
HP: 1500
EXP: 0
--------------------------------------------------------------------------------
The Ultimate Being looks pretty revolting. Don't let that stop you,
though. In fact, this battle is quite easy. All he does is float around
like a pansy and attack occasionally. His attack is a shockwave that
eminates from himself, spreading out to damage everything within a
certain radius. To avoid it, all you have to do is to figure out which
corner he's furthest from, and run there before he attacks. If he shoots
the wave before you get to the corner, then don't worry. As long as
there's some distance between you two while it fires, then you can outrun
it as long as you keep heading for the corner.
After it fires, run up to it and shoot it. You can fire quite a few shots.
Three or four is fine, but if you're really paranoid, you can stick with one
shot, but there's really no need. After firing, the Ultimate Being will float
around someplace else, in which you should move to the corresponding corner and
prepare for the next attack, then repeat the pattern. It also has an
attack that is unavoidable and brings you down to 1 HP, but luckily, it
is used very occasionally. When you see it about to do its 1 HP attack
(it drops to the ground), then you could cast a Barrier at that instant.
It uses up less PE than healing yourself back to full.
--------------------------------------------------------------------------------
The Ultimate Being
Level: 37
HP: 1500 (Top), 950 (Bottom)
EXP: 0
--------------------------------------------------------------------------------
There are two parts to this boss. It's also fairly easy, though not as
easy as the previous form. Its attack is a pair of lightning bolts it
shoots from its hands four times in a row. You can either get between
them or just avoid them altogether. Getting between them is a bit
difficult because it swings the bolts in a direction, and so you'll have
to move with them. If you can get outside of the bolts (on the other side
of the direction he swings it), then you won't have to worry about it.
Remember, however, that he shoots four times in a row, so don't let up if
you've managed to dodge one, keep running circles around him (the
opposite direction the bolts are going).
Also, the closer you are to it, then the easier it is to dodge (and it also has
a chance of going over you, missing you completely). Actually, it's best to
stay close to it, and once you see the bolts about to come out, start moving.
Its other attack is just three bolts that sort of home in on Aya, but they can
be dodged easily. After dealing enough damage to one section, both sections
split apart and move and attack independently. This stage is a lot
harder. The flying part will either try to run into you or shoot a string
of bullets at you.
It follows you as it shoots, so just run as fast as you can away from it. If
that wasn't bad enough, the part that's crawling on the ground will shoot a
purple beam that reaches from one corner all the way to the opposite corner. It
can also sweep its purple beam around the screen. To dodge, just run away from
the beam while at the same time running towards the baby (so you can outrun it
faster). If you kill the baby first, then the other part will die, too, and the
battle will end. If you kill the flying section, you'll still have to kill the
baby. For a quick battle, as always, use Liberate.
--------------------------------------------------------------------------------
The Ultimate Being
Level: 38
HP: 3500
EXP: 0
--------------------------------------------------------------------------------
This form reminds me of Tyrant from Resident Evil 1. Anyway, it's
probably the toughest form, also. It has several moves. One is a two-hit
combo. It quickly rushes up to you and hits you twice. You can avoid this
by running away from it when you see it start to speed up. As it
approaches you, it will stop to attack you. If you keep running, it will
land behind you. As for the second attack, after the first one comes out,
angle yourself away and to the side when you run, and the second attack
should miss you by a hair.
It has another attack where it flies to one corner and shoots several large
balls at you that. When you see that it's about to fire, start running towards
it. If you're really close to it, then the balls will miss you. You might get
hit for about 15 points of damage, but it's preferred than losing 250 HP. Oh,
yeah, this one also has a 1 HP attack and a half HP attack.
--------------------------------------------------------------------------------
The Ultimate Being
Level: ??
HP: 8000
EXP: 0
--------------------------------------------------------------------------------
This form is pretty easy. It has four extensions that can't hurt you, but
fly around and shoot easily avoidable lasers. Each shot you hit it with
does 1 point of damage. It's best to switch to a machine gun now, as they
can shoot up to 7 times in a row. Just dodge and shoot, and you'll
eventually kill him.
Just kidding! Once you do about 20 damage, Daniel will come down and
throw you some special bullets. You'll automatically switch to Maeda's
Gun, loaded with the special clip. Each hit here does 999 damage! Kill
him!
So now the Ultimate Being is dead... not quite. You now have to find the engine
room and destroy the ship, and the Ultimate Being with it. Once you regain
control of Aya, RUN to the door on your left (where you talked with Wayne).
Inside the room, Aya will notice the map and realize she has to go to the
engine room (okay, so I spoiled it, sorry). Go through the door that was
blocked
earlier.
Go through the door and immediately start running up. At the intersection, turn
left. At the next screen, go UP. It may look like left is the way, but trust
me, hold UP in the control pad and go through the door on your right at the end
of the hallway. In the next screen, hold right for just a fraction of a second,
then go down the stairs. Go through the door on the left.
In the next screen, immediately head right, then go up at the T-intersection.
At the end of the passage, climb down the ladder. At the bottom of the ladder,
go down and access the control panel. The Ultimate Being will crawl near you
after you do that. You'll have to do something scary... run around the Ultimate
Being, then turn left. It will freeze for a moment, however, allowing you to
run past. Go down now and then up the ladder.
At the top of the ladder, keep running down and go through the door.
Continue going down to the end of the hall, then through the door on your left.
In the next screen, run to the left for a fraction of a second, then go up the
stairs (or rather, DOWN them), then through the door on the right. At the final
screen, keep running left. Make it through the door, and you've finished the
game!
After watching the ending and the credits, you'll be awarded a mess of
Bonus Points, and also be given the option of saving the game so that you
may begin again in the EX Mode. The EX Mode is theoretically the same as
the normal game. The difference is that you can access the Chrysler
Building when you get to the World Map now. Also, the enemies in the game
become harder and they have more HP than before. Oh, and did I mention
you keep all the items you picked up in the normal game? Even though the
enemies are tougher, with the M8000 handgun in possession, you can breeze
through the game up to about day five.
DETECTIVE AYA BREA
Age: 25
Height: 5132
Weight: 106 lbs.
Description: Aya is a rookie cop who has not yet proven herself or develop a
cop1s instincts. Her partner and mentor, Daniel Dollis, is always watching out
for her, but he is sometimes a little too protective. Aya has spent most of her
life in foster homes due to a horrible car wreck that claimed the lives of her
mother and sister.
MELISSA PEARCE (EVE)
Age: 32
Height: 51112
Weight: 114 lbs.
Description: Melissa is a budding actress plagued by medical conditions and
problems. Although she finally landed a role that could be her big break, her
need for constant medication could end up getting in the way.
DETECTIVE DANIEL BO COLLINS
Age: 42
Height: 51112
Weight: 209 lbs.
Description: This dedicated officer has been on the police force for many
years. Now with a new partner to guide and protect, he is more dedicated than
ever. Although he is a devoted father, he often sacrifices family time for his
job. His dedication to the profession has contributed heavily to his current
family problems.
KUNIHIKO MAEDA
Age: 35
Height: 5172
Weight: 115 lbs.
Description: Maeda is a Japanese scientist who flew to New York as soon as he
heard about the Eve incident. He is very knowledgeable about Eve1s past
attacks, and wants to help put an end to her madness.
DOCTOR HANS KLAMP
Age: 37
Height: 5172
Weight: 141 lbs.
Description: Doctor Klamp is a research scientist who spends most of his time
locked away inside his lab at the Museum of Natural History. He holds key
information that could help put an end to Eve once and for all, but as usual he
is not talking.
DOUGLAS BAKER
Age: 41
Height: 5172
Weight: 243 lbs.
Description: Captain Baker joined the police force at the same time as his old
friend, Daniel Dollis. As time passed, Baker1s career took off and he lost
touch with most of his friends. Now he is seen as a tough, cold character who
lost touch with the little guys.
WAYNE GARCIA
Age: 27
Height: 5172
Weight: 148 lbs.
Description: Wayne is a rebellious young cop with a passion for firearms. His
passion is so powerful that he actually collects gun trading cards. It may be
his ultimate goal to create his own line of high-powered weapons. Wayne is
responsible for the police station1s Weapon Department.
TORRES OWENS
Age: 48
Height: 5132
Weight: 137 lbs.
Description: Torres works closely with Wayne and does his best to keep Wayne1s
gun obsession under control. Torres is a seasoned cop, but his career took a
sudden turn after he lost his daughter in a gun mishap. Sworn to never fire
another gun again and to help keep the gun problem under control, he took a job
in the police station1s weapon department.
BEN DOLLIS
Age: 8
Height: 31112
Weight: 71 lbs.
Description: Ben is the son of Daniel and Lorraine Dollis. He hangs out at the
police station sometimes, but lately is just been trying to get his father1s
attention.
MARIKO BREA
Aya1s mother; killed in a car accident.
MAYA BREA
Aya1s sister; killed in a car accident.
LORRAINE DOLLIS
Daniel Dollis1s ex wife.
DETECTIVE NIX
A seasoned cop with a lot of attitude.
DETECTIVE WARNER
An open-minded cop.
OFFICER CATHY
A warmhearted and always helpful cop.
I'm sure you've noticed the "junk" you pick up throughout the game. This may
seem a bit unusual to get worthless items in the game, but their is a point to
it.
If you manage to get 300 peices of Junk, and take them back to Wayne, he will
give you something very good for your effort...a very powerful new gun.
When you do get 300 junks, he will give you a choice:
HANDGUN
SHOTGUN
MACHINE GUN
RIFLE
GRENADE LAUNCHER
ROCKET LAUNCHER
LEAVE IT TO WAYNE
You only get to make one choice, but here's what you will get for each decision:
NOTE: It isn't advisable to leave the decision up to Wayne, he'll give you a
weaker gun or more worthless junk.
CATEGORY Weapon Attack Range Bullets Rate Of Fire
Slots
Specials
-------- --------- ------ ------- ------- ------------
-----
HANDGUN: DE50AE7 125 56 17 x2
8/9
None
SHOTGUN: M10B 121 70 7 x3
4/7
Burst
MACHINEGUN: P90 122 53 200 x10
5/7
Random Shot
RIFLE: MAG 152 185 21 x2
4/7
Critical Bonus
GRENADE LAUNCHER: HK40 116 70 9 x1
6/6
None
ROCKET LAUNCHER: LAW80 220 210 1 x1
0/0
None
LEAVE IT TO WAYNE: PPSh41 (MG) 80 76 71 x10
2/6
None
LEAVE IT TO WAYNE: SP1C (HG) 120 69 20 x2
2/6
None
LEAVE IT TO WAYNE: USP-TU (HG) 116 88 31 x5
3/9
Counter
LEAVE IT TO WAYNE: AK-47 (RI) 155 154 24 x5
6/8
Counter &
Critical Bonus
LEAVE IT TO WAYNE: Super Junk (Completely Worthless)
LEAVE IT TO WAYNE: Duper Junk (Completely Worthless)
* RARE TRADING CARDS
There are 14 Rare Trading cards in the EX Game. For each one of these you get,
Wayne will upgrade 2 weapons. If you get 12 of the cards, he'll give you a
TOOL KIT (unlimited tools) and if you get all 14 cards, he'll give you a SUPER
TOOL KIT (unlimited super tools)!
* P.E. TRICKS
One big problem with your Parasite Energy (especially when you start to use
Liberate) is that the more you use it, the slower it recharges. There are two
ways to give it a bit of a "jumpstart". The first way is to change you armor
in mid-match. Since the amount of P.E. you have is related to the type of
armor, switch armor and you switch amount of P.E., which is basically resetting
it. A second way of "jumpstarting" meter isn't as easy. If you have a "Revive"
on you or have used the P.E. power that re raises you, when you die you are
brought back and your P.E. recharges as if it was at a new rate.
* FINAL FANTASY REFERENCES
There are two cute little FF references in the game. The first is the sign
outside the Musuem at the world map. The second is the birds in the Musuem's
prehistoric bird exhibit.
--------------------------------------------------------------------------------
Chocobo Cameo
--------------------------------------------------------------------------------
After you've visited the museum the first time, go back to it on the map
screen. As the helicopter view scrolls around the building, look at the banner.
--------------------------------------------------------------------------------
Chrysler Building Boss Strategy
--------------------------------------------------------------------------------
Here's a GREAT tip for beating Original Eve at the top of the Chrysler
Building: instead of using the Parasite Energy Liberate, which only does
1000-1200 HP of damage, try using Energy Shot. Yes, it's an old spell, but if
your level is high enough (around Level 38-39), you'll do a whopping 3500-5000
HP of damage! This is GREAT for whittling down Original Eve's 45000 HP.
--------------------------------------------------------------------------------
Free Medicine
--------------------------------------------------------------------------------
This trick is similar to the code for infinite bullets. In Day 3:Selection,
after the battle in the NYPD #17th District where Torres will die and Wayne
will take over for him. Whenever you leave the precicnt and come back, visit
the weapons room and check the chest to the top right. There will always be a
Medicine 2 or Medicine 3 waiting for you.
--------------------------------------------------------------------------------
Get 60 rounds of bullets
--------------------------------------------------------------------------------
On the first level, after you beat Eve on the Opera Stage, go backstage and you
will see the hole. If you listen carefully at the hole you will hear sirens. Go
back outside the Operahouse and ask the cop on the far right for bullets. He
will give you 60 rounds.
--------------------------------------------------------------------------------
Infinite Bullets
--------------------------------------------------------------------------------
In the NYPD go downstairs and enter the left door. You can find the bullets in
the box near the counter get it and go out to the New York map. Now return to
that room for more bullets. Repeat as needed.
--------------------------------------------------------------------------------
Lots of Trading Cards
--------------------------------------------------------------------------------
When you're at the hospital, just before you go to the 13TH floor, find the
room that has the nurse who is looking for more hurt people. Now go to the top
of the room to the fallen cabinet, look behind it to find lots of tradng cards.
Make sure you have room for them in your inventory.
--------------------------------------------------------------------------------
More BP
--------------------------------------------------------------------------------
To earn more BP, complete a day without saving.
--------------------------------------------------------------------------------
Normal and Super Tool Kit
--------------------------------------------------------------------------------
When in the EX game, collect as many Rare Trading cards as possible. If you ask
Wayne to show you his collection he'll give you tool kits at certain numbers.
So, if you ask Wayne to show you his collection after you have given him 12 or
so Rare Trading Cards, he'll give you a tool kit. It acts as an infinite amount
of regular tools.
If you give Wayne 14 or more Rare Trading cards, and ask him to show you he'll
give you the Super Tool Kit. This acts as an infinite amount of Super Tools.
--------------------------------------------------------------------------------
Refill PE Faster
--------------------------------------------------------------------------------
To refill the PE bar in battle faster just change armor in battle and then
change back, it will return to normal speed.
--------------------------------------------------------------------------------
Secret Areas
--------------------------------------------------------------------------------
Secret area 1:(DAY 1) The first secret area is in the opera house sewers. To
get there go to the chest then go down-right and you'll be in a place with three
chests.
Secret area 2:(DAY 5) The second is in China Town. just go to the phone and go
right. Check the pots by the walls to get some items.
--------------------------------------------------------------------------------
Secret Weapon in Museum
--------------------------------------------------------------------------------
After you deactivate the alarm in museum, head right (by pressing D-pad Down-
Right) and you will find a lift which can only go to 4th floor, and in this
floor you will find a secret room with a few box in it.
--------------------------------------------------------------------------------
The Real Ending
--------------------------------------------------------------------------------
After you win you'll be asked if you wish to save. Do so, then reinsert CD #1
and choose the EX game. You'll now see the Chrysler Building on the Manhattan
map. Go inside and make your way to the top to see the real enemy and ending.
--------------------------------------------------------------------------------
Tuning Up the Ultimate Gun
--------------------------------------------------------------------------------
There are two Ultimate guns in Parasite Eve. The first one can be acquired when
going through the regular game, while the other is only available in the EX
mode. There are a few steps in getting this powerful weapon.
1.You must get the G3A3 "rifle", the M870 "shotgun", the PPK "Pistol", and
the M9 rev2 or the M800 "pistols".
The G3A3 can be found in the Hospital, the M870 can be found in the
sewers of China Town, the PPK is found at the entrance of the warehouse, and
the M8000 or M9rev2 are in the Museum.
2.Use your tools and select the G3A3 as the primary weapon.
1.Now select the shotgun and select the [Burst] option to put it on
the rifle.
2.Take the PPKs [first strike] option and put that on the rifle.
3.Then take the [double command] from one of the two pistols.
These options when combined can destroy Eve with little or no trouble. With the
remaining tools take the +attacks from your other weapons and the +offense
items and pump them into your new rifle.
Put your Bonus Points into the attack and you can have a rifle with over 125
attack when you fight the T-REX. Its a good idea to tune up armor so that it
has an auto heal function.
Warning: Do not put any special abilities on the rifle like "fire, freeze,
acid, etc..." because some enemies are very strong against certain atributes.
Also do not put any 2x, 3x, 5x, or any others because your weapon's damage is
divided by the number of shots you have.
Later on you can get the FA-MAS from the Crystler building, which has a base
attack of 119 and a base range of 169, but you'll have to get ride of the 3x
with a supertool.
--------------------------------------------------------------------------------
Ultimate Weapon
--------------------------------------------------------------------------------
If you give 300 pieces of junk to Wayne, he will build you a weapon of mass
destruction. Choose the RIFLE. This is by my experience the best weapon in the
game. It has an attack of 150+ and a range of 185.
Eventually you will want to add the following special abilities...
Command +2 or +3
Burst
First Strike
Critical Attack Up
Acid -- If it doesnt affect the creature the weapon will still do
maximum damage.
Tranquilizer -- For the same reason as acid.
Cyanide -- For the same reason.
--------------------------------------------------------------------------------
Weapons from Junk
--------------------------------------------------------------------------------
Have you ever wondered why you got so much junk in Parasite Eve Have you also
wondered why Wayne always asked you to get rid of junk Well, if you give Wayne
more than 300 pieces of junk, he can make AWESOME weapons from them. Just make
sure that you TELL him what to make, instead of letting him decide because he
screws up sometimes.
==============================================
=== 4.3 GAME SHARK CODES ===
==============================================
__________________________________________________________________________
# G A M E S H A R K C O D E S
===============================
Here are the gameshark cheats for the Chrysler Quest.
I would like to thank the Gameshark Code Creator's Club for their
gameshark codes.
-------------------------
Website : www.cmgsccc.com
-------------------------
Take a look for other codes of your favourite games !!
N O T E
-------
These codes were taken from the CMGSCCC (www.cmgsccc.com) site. I bear
no responsibility to the codes if anything should happen to your
system in any way once you use the codes for yourself. All I can say is
take extra precaution to codes and I'm not sure if all the codes are
reliable. If it doesn't work for you, maybe your gameshark ver is
outdated or you entered the codes wrongly. Don't send mail asking me for
the problems incurred during you play PE using these codes.
A B O U T T H E C O D E S
-----------------------------
This list of codes is just for the item modifying. Remaining codes are
freely available at Game Shark Codes Creator's Club.
Codes Made & Tested on 2.4 Version Game Shark
-------------------------------------------------------------------------
I T E M S L O T P O S I T I O N M O D I F I E R C O D E S
-------------------------------------------------------------------------
IMPORTANT - The question marks means the type of items you wish to place.
look below for the items available.
Slot 1 800C0E48 00??
Slot 2 800C0E4A 00??
Slot 3 800C0E4C 00??
Slot 4 800C0E4E 00??
Slot 5 800C0E50 00??
Slot 6 800C0E52 00??
Slot 7 800C0E54 00??
Slot 8 800C0E56 00??
Slot 9 800C0E58 00??
Slot 10 800C0E5A 00??
Slot 11 800C0E5C 00??
Slot 12 800C0E5E 00??
Slot 13 800C0E60 00??
Slot 14 800C0E62 00??
Slot 15 800C0E64 00??
Slot 16 800C0E66 00??
Slot 17 800C0E68 00??
Slot 18 800C0E6A 00??
Slot 19 800C0E6C 00??
Slot 20 800C0E6E 00??
Slot 21 800C0E70 00??
Slot 22 800C0E72 00??
Slot 23 800C0E74 00??
Slot 24 800C0E76 00??
Slot 25 800C0E78 00??
Slot 26 800C0E7A 00??
Slot 27 800C0E7C 00??
Slot 28 800C0E7E 00??
Slot 29 800C0E80 00??
Slot 30 800C0E82 00??
Slot 31 800C0E84 00??
Slot 32 800C0E86 00??
Slot 33 800C0E88 00??
Slot 34 800C0E8A 00??
Slot 35 800C0E8C 00??
Slot 36 800C0E8E 00??
Slot 37 800C0E90 00??
Slot 38 800C0E92 00??
Slot 39 800C0E94 00??
Slot 40 800C0E96 00??
Slot 41 800C0E98 00??
Slot 42 800C0E9A 00??
Slot 43 800C0E9C 00??
Slot 44 800C0E9E 00??
Slot 45 800C0EA0 00??
Slot 46 800C0EA2 00??
Slot 47 800C0EA4 00??
Slot 48 800C0EA6 00??
Slot 49 800C0EA8 00??
Slot 50 800C0EAA 00??
Quantity Digits to Item Slot Position Modifier Codes
----------------------------------------------------
00 - NOTHING
01 - BULLETS +6
02 - BULLETS +15
03 - BULLETS +30
04 - DNA BULLETS
05 - ROCKET AMMO
06 - MEDICINE 1
07 - MEDICINE 2
08 - MEDICINE 3
09 - MEDICINE 4
0A - FULL RECOVERY
0B - SUPER JUNK
0C - DUPER JUNK0D - CURE-P
0E - CURE-D
0F - CURE-C
10 - CURE-M
11 - FULL CURE
12 - REVIVE
13 - DEFENSE +1
14 - JUNK
15 - TRADING CARD
16 - TOOL
17 - SUPER TOOL
18 - ITEM 24
19 - ITEM 25
1A - BULLET CRATE
1B - ROCKET CRATE
1C - MAEDA CRATE
1D - OFFENSE +1
1E - OFFENSE +2
1F - OFFENSE +3
20 - OFFENSE +4
21 - RANGE +1
22 - RANGE +2
23 - RANGE +3
24 - RANGE +4
25 - BULLET CAP +1
26 - BULLET CAP +2
27 - BULLET CAP +3
28 - BULLET CAP +4
29 - DEFENSE +1
2A - DEFENSE +2
2B - DEFENSE +3
2C - DEFENSE +4
2D - CR EVADE +1
2E - CR EVADE +2
2F - CR EVADE +3
30 - CR EVADE +4
31 - PE +1
32 - PE +2
33 - PE +3
34 - PE +4
35 - TOOL KIT
36 - SUPER TOOL KIT
37 - MOD PERMIT
38 - CHRYSLER KEY 1
39 - CHRYSLER KEY 2
3A - CHRYSLER KEY 3
3B - CHRYSLER KEY 4
3C - CHRYSLER KEY 5
3D - CHRYSLER KEY 6
3E - CHRYSLER KEY 7
3F - CLUB 1
40 - CLUB 2
41 - CLUB 3
42 - CLUB 4
43 - CLUB 5
44 - M84F
45 - M9
46 - M9-2
47 - M9-3
48 - M8000
49 - M96
4A - M96R
4B - P220
4C - P220-2
4D - P228
4E - P226
4F - P229
50 - M1911A1
51 - M1911A2
52 - M1911A3
53 - M1911A4
54 - M1911A5
55 - P8
56 - USP
57 - USP-2
58 - USP-3
59 - MARK 23
5A - G19
5B - G23
5C - G22
5D - G20
5E - M712
5F - PPK
60 - AM44
61 - MAEDA'S GUN
62 - PPSH41
63 - SP1C
64 - USP-TU
65 - AK-47
66 - DE50AE7
67 - DEBUG SMG
68 - M870
69 - M870-2
6A - M500
6B - M500-2
6C - MAVERICK
6D - S12
6E - M10B
6F - M11
70 - M10
71 - MP5K
72 - MP5PDW
73 - MP5A5
74 - MP5SD6
75 - MICRO UZ
76 - MINI UZ
77 - FULL UZ
78 - P90
79 - M16A1
7A - M16A2
7B - SG550
7C - SAR
7D - G3A3
7E - TYPE 64
7F - XM177E2
80 - PSG-1
81 - FA-MAS
82 - MAG
83 - M203
84 - M203-2
85 - M203-3
86 - M203-4
87 - M203-5
88 - M203-6
89 - M79
8A - M79-2
8B - M79-3
8C - M79-4
8D - M79-5
8E - M79-6
8F - HK40
90 - AT4
91 - AT4-1
92 - LAW-80
93 - MAEDA'S GUN W/BULLETS
94 - M92F
95 - DRESS
96 - N VEST
97 - N PROTECTOR
98 - N JACKET
99 - N SUIT
9A - N ARMOR
9B - KV VEST 1
9C - KV PROTECTOR
9D - KV JACKET
9E - KV SUIT 1
9F - KV ARMOR 1
A0 - SP VEST 1
A1 - SP VEST 2
A2 - SP PROTECTOR
A3 - SP JACKET
A4 - SP SUIT 1
A5 - SP SUIT 2
A6 - SP ARMOR 1
A7 - SP ARMOR 2
A8 - SV VEST 1
A9 - SV VEST 2
AA - SV PROTECTOR
AB - SV JACKET
AC - SV SUIT 1
AD - SV SUIT 2
AE - SV ARMOR 1
AF - SV ARMOR 2
B0 - CR VEST 1
B1 - CR VEST 2
B2 - CR PROTECTOR
B3 - CR JACKET
B4 - CR SUIT 1
B5 - CR SUIT 2
B6 - CR ARMOR 1
B7 - CR ARMOR 2
B8 - B VEST 1
B9 - B VEST 2
BA - B PROTECTOR
BB - B JACKET 1
BC - B JACKET 2
BD - B SUIT 1
BE - B SUIT 2
BF - B ARMOR
C0 - CM VEST 1
C1 - CM VEST 2
C2 - CM PROTECTOR
C3 - CM JACKET
C4 - CM SUIT 1
C5 - CM ARMOR 4
C6 - CM ARMOR 2
C7 - CM SUIT 2
C8 - THEATER KEY
C9 - REHEARSE KEY
CA - ZOO KEY
CB - NARITA
CC - MAYOKE
CD - HANAYA
CE - FUSE 1
CF - FUSE 2
D0 - FUSE 3
D1 - AUTOPSY KEY
D2 - BLUE CARDKEY
D3 - GREEN CARDKEY
D4 - PUMP KEY
D5 - KLAMP KEY
D6 - STORAGE KEY
D7 - LOCKER KEY
D8 - WEAPON MEMO
D9 - MEDAL
DA - ELEVATOR KEY
DB - GATE
DC - WAREHOUSE KEY
DD - GSP T CARD
DE - P38 T CARD
DF - BHAWK T CARD
E0 - KASUL T CARD
E1 - PPKS T CARD
E2 - M1 T CARD
E3 - MKS T CARD
E4 - MP44 T CARD
E5 - BAR T CARD
E6 - M642 T CARD
E7 - M29 T CARD
E8 - M73 T CARD
E9 - TYPE 38 T CARD
EA - TYPE 3 T CARD
EB - EAGLE T CARD
EC - HEAL 1(PE)
ED - HEAL 2(PE)
EE - HEAL 3(PE)
EF - DETOX(PE)
F0 - MEDIC(PE)
F1 - BARRIER(PE)
F2 - ENERGY SHOT(PE)
F3 - SCAN(PE)
F4 - SLOW(PE)
F5 - HASTE(PE)
F6 - CONFUSE(PE)
F7 - GENE HEAL(PE)
F8 - PRERAISE(PE)
FE - FULL RECOVER(PE)
FF - LIBERATE(PE)
==============================================
=== 5.1 WEAPONS LIST ===
==============================================
--------------------------------------------------------------------------------
KEY
--------------------------------------------------------------------------------
Name: This is the weapon's name as it appears in the game.
Stats: Numbers in this column represent the weapon1s current level of Attack
(power), Range, and Bullets (capacity).
Base: Numbers in this column cannot be removed from this weapon.
Plus: Numbers in this column can be transferred to another weapon using a Tool.
Attack: This represents how much damage the weapon can cause in a single attack.
Range: This determines how large Aya1s targeting dome will be when attacking.
Bullets: This indicates how much ammunition the weapon can hold.
Rate of Fire: This indicates how many times the weapon can shoot in a turn.
Slots: The first number shows how many slots the weapon has when you find it.
The second number shows the maximum number of slots the weapon can have through
modification.
Specials: Any weapon effects the weapon may have are listed here.
Location: This is where the weapon can be found. Because the game randomizes
items, you may not always find a weapon in the listed location. However, each
weapon will appear in the listed spot when the game decides to drop it in.
Also, when you see 3D#2, this indicates the day of the game when you1ll find
the
items; plus, 3EX2 means that you1ll find the item in the EX portion of the game
only. For an explanation of the 3300 Junk2, read the secrets section of this
guide.
Name: Club 2
Attack: 26/24/2
Range: 10/10/0
Bullets: 0/0/0
Rate of Fire: N/A
Slots: 1/1
Specials: Item
Location: Soho (D3)
Name: Club 3
Attack: 38/38/0
Range: 10/10/0
Bullets: 0/0/0
Rate of Fire: N/A
Slots: 2/2
Specials: Item and Quickdraw
Location: Chinatown Sewer (D5)
Name: Club 4
Attack: 80/78/2
Range: 10/10/0
Bullets: 0/0/0
Rate of Fire: N/A
Slots: 3/3
Specials: Critical Bonus, Item, and Counterattack Enemy
Location: Chrysler Building (EX)
Name: Club 5
Attack: 102/100/2
Range: 10/10/0
Bullets: 0/0/0
Rate of Fire: N/A
Slots: 3/3
Specials: Item and Quickdraw
Location: Chrysler Building (EX)
Name: AT4-1
Attack: 186/186/0
Range: 232/205/30
Bullets: 1/1/0
Rate of Fire: x1
Slots: 0/0
Specials: None
Location: Chrysler Building (EX)
Name: LAW80
Attack: 220/200/20
Range: 210/210/0
Bullets: 1/1/0
Rate of Fire: x1
Slots: 0/0
Specials: None
Location: Receive from Wayne (300 Junk)
==============================================
=== 5.2 ARMORS LIST ===
==============================================
--------------------------------------------------------------------------------
KEY
--------------------------------------------------------------------------------
Name: This is the armor1s name as it appears in the game.
Stats: Numbers in this column represent the armor1s current level of Defense
PEnergy, and Critical.
Base: Numbers in this column cannot be removed from this piece of armor.
Plus: Numbers in this column can be transferred to another piece of armor using
a Tool.
Defense: This represents how well the armor protects Aya from being damaged.
PEnergy: This is how much PEnergy the armor adds to Aya1s basic PEnergy.
Critical: This indicates how well the armor protects against critical attacks.
Slots: The first number shows how many slots the piece of armor has when you
find it. The second number shows the maximum number of slots the piece of armor
can have through modification.
Specials: Any special effects the piece of armor may have are listed here.
Location: This is where the piece of armor can be found. Because the game
randomizes items, you may not always find a weapon in the listed location.
However, each weapon will appear in the listed spot when the game decides to
drop it in. Also, when you see 3D#2, this indicates the day of the game when
you1ll find the items; plus, 3EX2 means that you1ll find the item in the EX
portion of the game only. For an explanation of the 3300 Junk2, read the
secrets section of this guide.
--------------------------------------------------------------------------------
N TYPE (NORMAL)
--------------------------------------------------------------------------------
NAME: N Vest
DEFENSE: 10/9/1
PENERGY: 8/8/0
CRITICAL: 13/13/0
SLOTS: 2/2
SPECIALS: None
LOCATION: Starting armor
NAME: N Protector
DEFENSE: 12/11/1
PENERGY: 9/9/0
CRITICAL: 18/16/2
SLOTS: 3/4
SPECIALS: None
LOCATION: Carnegie Hall (D1)
NAME: N Suit
DEFENSE: 44/43/1
PENERGY: 36/35/1
CRITICAL: 23/22/1
SLOTS: 2/6
SPECIALS: None
LOCATION: Museum (D5)
--------------------------------------------------------------------------------
KV TYPE (KEVLAR)
--------------------------------------------------------------------------------
NAME: Kv Vest 1
DEFENSE: 20/19/1
PENERGY: 12/11/1
CRITICAL: 15/15/0
SLOTS: 2/2
SPECIALS: None
LOCATION: Carnegie Hall Sewers (Boss/D1)
NAME: Kv Protector
DEFENSE: 41/40/1
PENERGY: 33/32/1
CRITICAL: 20/18/2
SLOTS: 2/2
SPECIALS: None
LOCATION: Chrysler Building (EX)
NAME: Kv Jacket
DEFENSE: 46/46/0
PENERGY: 45/45/0
CRITICAL: 21/21/0
SLOTS: 2/3
SPECIALS: None
LOCATION: Chrysler Building (EX)
NAME: Kv Suit 1
DEFENSE: 56/55/1
PENERGY: 56/56/0
CRITICAL: 28/27/1
SLOTS: 2/3
SPECIALS: None
LOCATION: Chrysler Building (EX)
NAME: Kv Armor 1
DEFENSE: 70/69/1
PENERGY: 68/67/1
CRITICAL: 32/30/2
SLOTS: 2/3
SPECIALS: None
LOCATION: Chrysler Building (EX)
--------------------------------------------------------------------------------
CM TYPE (CHEMICAL)
--------------------------------------------------------------------------------
NAME: Cm Vest 1
DEFENSE: 16/15/1
PENERGY: 16/16/0
CRITICAL: 11/10/1
SLOTS: 2/2
SPECIALS: Auto Heal
LOCATION: NYPD #17 District (D2)
NAME: Cm Vest 2
DEFENSE: 31/30/1
PENERGY: 23/21/2
CRITICAL: 35/33/2
SLOTS: 2/2
SPECIALS: Auto Heal
LOCATION: NYPD #17 District (D3)
NAME: Cm Protector
DEFENSE: 37/36/1
PENERGY: 48/48/0
CRITICAL: 31/29/2
SLOTS: 3/3
SPECIALS: Auto Heal
LOCATION: Warehouse (D5)
NAME: Cm Jacket
DEFENSE: 42/42/0
PENERGY: 50/48/2
CRITICAL: 33/32/1
SLOTS: 2/3
SPECIALS: Auto Heal
LOCATION: Chrysler Building (EX)
NAME: Cm Suit 1
DEFENSE: 52/52/0
PENERGY: 58/57/1
CRITICAL: 35/35/0
SLOTS: 3/4
SPECIALS: Auto Cure
LOCATION: Chrysler Building (EX)
NAME: Cm Armor 1
DEFENSE: 52/52/0
PENERGY: 56/55/1
CRITICAL: 38/37/1
SLOTS: 4/4
SPECIALS: Auto Heal and Auto Cure
LOCATION: Chrysler Building (EX)
NAME: Cm Armor 2
DEFENSE: 89/88/1
PENERGY: 97/96/1
CRITICAL: 41/41/0
SLOTS: 5/6
SPECIALS: PE Light and Attack Down
LOCATION: Chrysler Building (EX)
--------------------------------------------------------------------------------
SP TYPE (SPECTRA)
--------------------------------------------------------------------------------
NAME: Sp Vest 1
DEFENSE: 22/20/2
PENERGY: 50/49/1
CRITICAL: 19/18/1
SLOTS: 2/3
SPECIALS: None
LOCATION: Central Park (D2)
NAME: Sp Vest 2
DEFENSE: 50/49/1
PENERGY: 41/41/0
CRITICAL: 25/24/1
SLOTS: 2/3
SPECIALS: None
LOCATION: Chrysler Building (EX)
NAME: Sp Suit 1
DEFENSE: 60/58/2
PENERGY: 52/52/0
CRITICAL: 29/29/0
SLOTS: 2/4
SPECIALS: None
LOCATION: Chrysler Building (EX)
NAME: Sp Armor 1
DEFENSE: 75/75/0
PENERGY: 70/69/1
CRITICAL: 33/32/1
SLOTS: 2/6
SPECIALS: None
LOCATION: Chrysler Building (EX)
NAME: Sp Armor 2
DEFENSE: 87/86/1
PENERGY: 80/79/1
CRITICAL: 40/39/1
SLOTS: 2/6
SPECIALS: Attack Up
LOCATION: Chrysler Building (EX)
--------------------------------------------------------------------------------
SV TYPE (SURVIVAL)
--------------------------------------------------------------------------------
NAME: Sv Vest 1
DEFENSE: 19/18/1
PENERGY: 16/14/2
CRITICAL: 19/19/0
SLOTS: 2/4
SPECIALS: Inventory Bonus (+1)
LOCATION: Central Park (D2)
NAME: Sv Jacket
DEFENSE: 42/42/0
PENERGY: 40/38/2
CRITICAL: 33/33/0
SLOTS: 2/3
SPECIALS: Inventory Bonus (+1)
LOCATION: Chrysler Building (EX)
NAME: Sv Suit 1
DEFENSE: 47/46/1
PENERGY: 42/42/0
CRITICAL: 40/38/2
SLOTS: 3/6
SPECIALS: Inventory Bonus (+2)
LOCATION: Chrysler Building (EX)
NAME: Sv Suit 2
DEFENSE: 52/51/1
PENERGY: 45/45/0
CRITICAL: 41/41/0
SLOTS: 3/8
SPECIALS: Inventory Bonus (+2)
LOCATION: Chrysler Building (EX)
NAME: Sv Armor 1
DEFENSE: 66/65/1
PENERGY: 62/62/0
CRITICAL: 47/45/2
SLOTS: 2/8
SPECIALS: Inventory Bonus (+4)
LOCATION: Chrysler Building (EX)
NAME: Sv Armor 2
DEFENSE: 79/78/1
PENERGY: 70/69/1
CRITICAL: 49/48/1
SLOTS: 4/9
SPECIALS: Inventory Bonus (+4)
LOCATION: Chrysler Building (EX)
--------------------------------------------------------------------------------
B TYPE (BIO)
--------------------------------------------------------------------------------
NAME: B Vest 1
DEFENSE: 30/29/1
PENERGY: 35/35/0
CRITICAL: 20/20/0
SLOTS: 2/4
SPECIALS: Anti-Poison
LOCATION: Hospital (D4)
NAME: B Jacket 1
DEFENSE: 44/43/2
PENERGY: 49/48/1
CRITICAL: 28/27/1
SLOTS: 3/4
SPECIALS: Anti-Poison
LOCATION: Museum (D5)
NAME: B Jacket 2
DEFENSE: 55/55/0
PENERGY: 62/61/1
CRITICAL: 32/30/2
SLOTS: 2/5
SPECIALS: Anti-Darkness
LOCATION: Chrysler Building (EX)
NAME: B Suit 1
DEFENSE: 48/48/0
PENERGY: 55/54/1
CRITICAL: 27/27/0
SLOTS: 3/4
SPECIALS: Anti-Darkness, Anti-Poison, and Anti-Stiffness
LOCATION: Chrysler Building (EX)
NAME: B Suit 2
DEFENSE: 70/69/1
PENERGY: 76/75/1
CRITICAL: 34/34/0
SLOTS: 2/6
SPECIALS: Anti-Confusion, AT Down
LOCATION: Chrysler Building (EX)
NAME: B Armor
DEFENSE: 85/85/0
PENERGY: 86/86/0
CRITICAL: 45/45/0
SLOTS: 6/6
SPECIALS: Anti-Poison, Anti-Stiffness, and Attack Down
LOCATION: Chrysler Building (EX)
--------------------------------------------------------------------------------
CR TYPE (CERAMICS)
--------------------------------------------------------------------------------
NAME: Cr Protector
DEFENSE: 41/39/2
PENERGY: 43/41/2
CRITICAL: 26/25/1
SLOTS: 2/4
SPECIALS: HP Up and AT Slow
LOCATION: Chinatown Sewers (D5)
NAME: Cr Jacket
DEFENSE: 44/43/1
PENERGY: 45/45/0
CRITICAL: 34/33/1
SLOTS: 4/7
SPECIALS: None
LOCATION: Chrysler Building (EX)
NAME: Cr Suit 1
DEFENSE: 65/65/0
PENERGY: 68/67/1
CRITICAL: 39/37/2
SLOTS: 4/5
SPECIALS: HP Up and AT Slow
LOCATION: Chrysler Building (EX)
NAME: Cr Armor 1
DEFENSE: 92/91/1
PENERGY: 90/89/1
CRITICAL: 43/42/1
SLOTS: 5/7
SPECIALS: HP Up, AT Slow, and Attack Up
LOCATION: Chrysler Building (EX)
NAME: Cr Armor 2
DEFENSE: 107/106/1
PENERGY: 104/102/2
CRITICAL: 51/48/3
SLOTS: 7/10
SPECIALS: HP Up
LOCATION: Chrysler Building (EX)
==============================================
=== 5.3 ITEM LIST ===
==============================================
--------------------------------------------------------------------------------
KEY: Name of Item: Effect
--------------------------------------------------------------------------------
Tool: Moves Equipped Parameter or Effect, stripped item discarded.
Super Tool: Moves Equipped Parameter or Effect, stripped item kept.
Tool Kit: An unlimited supply of Tools.
Super Tool Kit: An unlimited supply of Super Tools.
Junk: Broken Item, give to Wayne
Super Junk: Special Broken Item, useless
Duper Junk: Special Broken Item, useless
Ammo Crate: Holds ammunition for guns.
Rocket Crate: Holds rockets for rocket launchers.
Maeda Crate: Holds cellular ammunition for Maeda1s Gun.
Mod Permit: Permit from Baker. Can be used to add a slot to a weapon or a piece
of armor.
Rocket Ammo: 9 Rockets for Rocket Launcher
Trading Card: Normal trading card (serves as Mod Permit)
--------------------------------------------------------------------------------
LIST OF RARE TRADING CARDS FOUND IN CHRYSLER BUILDING
--------------------------------------------------------------------------------
GSP T Card
P38 T Card
B-Hawk T Card
Kasul T Card
PPKS T Card
M1 T Card
MK5 T Card
MP44 T Card
BAR T Card
MG42 T Card
M29 T Card
M73 T Card
Type38 T Card
Type3 T Card
Eagle T Card
--------------------------------------------------------------------------------
WEAPON POWER UPS
--------------------------------------------------------------------------------
Offense +1: Increases Attack Power by 1.
Offense +2: Increases Attack Power by 2.
Offense +3: Increases Attack Power by 3.
Offense +4: Increases Attack Power by 4.
Range +1: Increases Attack Range by 1.
Range +2: Increases Attack Range by 2.
Range +3: Increases Attack Range by 3.
Range +4: Increases Attack Range by 4.
Bullet Cap +1: Increases Bullet Capacity by 1.
Bullet Cap +2: Increases Bullet Capacity by 2.
Bullet Cap +3: Increases Bullet Capacity by 3.
Bullet Cap +4: Increases Bullet Capacity by 4.
--------------------------------------------------------------------------------
ARMOR POWER UPS
--------------------------------------------------------------------------------
PE +1: Increases PE Defense by 1.
PE +2: Increases PE Defense by 2.
PE +3: Increases PE Defense by 3.
PE +4: Increases PE Defense by 4.
Defense +1: Increases Defense Power by 1.
Defense +2: Increases Defense Power by 2.
Defense +3: Increases Defense Power by 3.
Defense +4: Increases Defense Power by 4.
CR Evade +1: Increases Critical Evasion Percentage by 1.
CR Evade +2: Increases Critical Evasion Percentage by 2.
CR Evade +3: Increases Critical Evasion Percentage by 3.
CR Evade +4: Increases Critical Evasion Percentage by 4.
--------------------------------------------------------------------------------
SPECIAL ITEMS
--------------------------------------------------------------------------------
Theater Key: Used to unlock the backstage of Carnegie Hall
Carnegie Hall (Corpse)
Rehearse Key: Used to unlock the rehearsal room backstage at Carnegie Hall.
Carnegie Hall (Melissa1s Diary)
Zoo Key: Used to unlock the Central Park Zoo1s gate.
Central Park Zoo (Desk)
Hamaya: Good luck charm from Japan (useless)
NYPD #17 (Maeda)
Storage Key: Used to unlock the Weapon Storage Room.
NYPD #17 Precinct (Interrogation Room)
Locker Key: Used to unlock locker in Precinct.
NYPD #17 Precinct (Dead Cop)
Autopsy Key: Used to unlock the Hospital1s Autopsy room
Hospital (Morgue)
Elevator Key: Used to unlock elevator to Hospital1s roof.
Hospital (Sperm Bank)
Gate Key: Used to unlock gate in Subway.
Subway (Dead cop)
Warehouse Key: Used to unlock door in Warehouse.
Warehouse
Mayoke: Helpful Good Luck Charm (useless)
Hospital (Maeda)
Fuse 1: used to repair the Hospital1s fuse box
Hospital (basement)
Fuse 2: used to repair the Hospital1s fuse box
Hospital (basement)
Fuse 3: used to repair the Hospital1s fuse box
Hospital (basement)
Blue Cardkey: Used to unlock the blue door in the Hospital1s basement.
Hospital (corpse)
Green Cardkey: Used to unlock the green door in the Hospital1s basement.
Hospital (Nurse)
Narita: Good Luck Charm (useless)
Chinatown (Maeda)
Klamp Key: Used to unlock door in Museum.
Museum (Klamp)
Chrysler Key 1: Used to unlock elevator for floors 1-10
Chrysler Building (10th floor)
Chrysler Key 2: Used to unlock elevator for floors 1-20
Chrysler Building (20th floor)
Chrysler Key 3: Used to unlock elevator for floors 1-30
Chrysler Building (30th floor)
Chrysler Key 4: Used to unlock elevator for floors 1-40
Chrysler Building (40th floor)
Chrysler Key 5: Used to unlock elevator for floors 1-50
Chrysler Building (50th floor)
Chrysler Key 6: Used to unlock elevator for floors 1-60
Chrysler Building (60th floor)
Chrysler Key 7: Used to unlock elevator for floors 1-70
Chrysler Building (7 0th floor)
==============================================
=== 5.4 ENEMIES LIST ===
==============================================
[ DAY ONE - RESONANCE ]
The enemies in day one are found in Carnegie Hall and the Sewers beneath
Carnegie Hall.
Rat
12 hp / 21 hp
2 xp
Susceptible to poison, easily tranquilized, sensitive to heat, gets confused
easily
Strategy: The Rat has two attacks, a bite and a flaming attack from it's tail.
To avoid the bite, just keep your distance. When you see the Rat charging up
for the flame attack, wait and start running away as the flames come towards
you. The flames will miss you as they are targetted to the spot you were
standing on.
Parrot
10 hp / 17 hp
1 xp
Susceptible to poison, susceptible to acid, sensitive to cold, objects easily
stolen
Strategy: The Parrot has a single attack in which it flies up to you and starts
to bite you. Just run away as she is slowing down near to you. Make an attack
yourself when the Parrot is hanging still in the air.
Frog
34 hp / 61 hp
4 xp
Sensitive to cold
Strategy: Keep your distance when possible keep to the sides and back of the
Frog so the tongue attack can't hit you. Has a tendency to hop around so keep
track of it and position yourself accordingly. As normal, make your attack when
the Frog just made it's attack so it is sitting still.
[ DAY TWO - FUSION ]
The enemies in day two are found in Central Park.
Yellow snake
32 hp / 57 hp
6 xp
No weaknesses
Strategy: The easiest of the Snakes as it can't poison you and you can walk
over it without hurting yourself. Has a bite attack in which it positions itself
near you and springs at you. Just run away and watch it bite thin air, then
shoot it. Often found together with Red snakes (five or six total enemies
together)
Red snake
44 hp / 79 hp
8 xp
No weaknesses
Strategy: The larger of the Snakes, this one can poison you and you can't walk
over it without hurting yourself (I think). The attack pattern is the same as
the Yellow snake so the strategy is basicly the same. Often found with Yellow
snakes.
Blue bird
35 hp / 62 hp
6 xp
Susceptible to poison
Strategy: The Blue bird will flie up to you and bite you if it can. Just run
away and wait for the Blue bird to hang in the air, then shoot it. Keep an eye
out for the other birds (they usually come in groups) so you don't get caught
off-guard by them as you shoot another.
Monkey
57 hp / 102 hp
10 xp
No weaknesses
Strategy: The Monkey can hit you with it's small arm when you are to close and
will throw it's sickle-like arm at you if you are at a distance. The sickle
follows a circular pattern which can be avoided without too much effort once
you know the flight path. Just run out of the way and make an attack yourself.
Plant
60 hp / 107 hp
10 xp
Sensitive to heat
Strategy: The Plant can throw it's branches at you if you are to the front or
sides of it, and will release a poison cloud if you are up close. Try to stay
to the rear end of the Plant 9just watch the direction it moves in) to be safe.
Bear
75 hp / 134 hp
12 xp
Sensitive to heat
Strategy: The Bear will lunge at you if you are to the front and close to it.
When you are some distance away, it will charge up and release streams of
lightning towards you. To avoid those, try to get as far away as possible, or
get to the sides or back of the Bear.
[ DAY THREE - SELECTION ]
The enemies in day three are found in New York City Police Department 17th
Precinct.
Rat
70 hp / 125 hp
26 xp
Susceptible to poison, easiliy tranquilized, sensitive to heat, gets confused
easily
Strategy: Follow the same strategy as the Rats found in day one. The only
difference is that this Rat is tougher.
Blue bird
35 hp / 62 hp
6 xp
Susceptible to poison
Strategy: Follow the same strategy as the Blue birds found in day two. There
are no differences.
Dog-man
98 hp / 176 hp
39 xp
No weaknesses
Strategy: Will from time to time release a blue wave which will bring down your
defence and damages you. The further away you are, the more powerful the wave
becomes. Get closer to the Dog-man when this attacks comes out, but when the
wave is over, back off to get some distance or you will be attacked with it's
claws.
Yellow spider
78 hp / 140 hp
20 xp
Sensitive to cold, objects easily stolen, gets confused easily
Strategy: Can shoot webs from a distance that will slow you down when you get
hit. When you are too close, it will bite you. As long as you are not hit, you
can out-run this one. Just attack when the Spider made it's own attack.
Big dog-man
150 / 269 hp
55 xp
No weaknesses
Strategy: Larger and tougher version of the smaller Dog-man. The strategy is
roughly the same, but you may need to heal as the damage done by this one is
larger, and the area in which you fight is very cramped (only one appearance,
kind of a mini-boss).
[ DAY FOUR - CONCEPTION ]
The enemies in day four are found in St. Francis Hospital.
Blue slime
88 hp /158 hp
48 xp
Susceptible to acid, easily tranquilized, sensitive to heat, objects easily
stolen, gets confused easily
Strategy: Equip your weapon with the Tranquilizer effect to make fighting these
guys easy. Comes in large groups of up to five. They can shoot red balls at you
that cause poison, but the range is short. Just keep running to avoid them.
Fly-man
110 hp / 197 hp
86 xp
Sensitive to cold, poison attack
Strategy: Can release a puddle of green fluids around him which will slow you
down, just like the spider-webs. Is somewhat effected by the Tranquilizer
effect. Keep your distance to be safe from the green fluids.
Rat-man
120 hp / 215 hp
92 xp
Susceptible to poison, sensitive to heat
Strategy: Looks a bit like the Dog-man found in day three, but a bit sleeker in
appearance. It can shoot a single bouncing ball of fire from it's tail, that
will explode on impact. Just keep running and turning to avoid being hit.
Spawn
170 hp / 305 hp
118 xp
Sensitive to cold
Strategy: Attacks with a orange-red wave that does minimal to no damage, but
slows you down. Will periodically release a ball from behind it's head that
will bounce around and damage you when you are hit. If the Spawn didn't release
the ball yet, target the ball first and then the Spwan itself, otherwise try to
kill the Spawn first, as a ball will dissapear after a little while. It is also
somewhat weak to the tranquilizer effect.
Spawn ball
44 hp / 80 hp
4 xp
Susceptible to poison
Strategy: See above.
Big blue slime
201 hp / 361 hp
60 xp
Susceptible to acid, sensitive to heat, objects easily stolen
Strategy: Bigger version of the once encountered earlier. This one also shoots
red balls to poison you, but not nearly as often as the smaller variants do. It
does however jump at you quite often. When the slime is about to jump, run away
and it will land where you were standing a moment ago, then shoot it. This one
can't be tranquilized.
Red spider
152 hp / 273 hp
20 xp
Sensitive to cold, objects easily stolen, gets confused easily
Strategy: No real strategy here as there is virtually no room to manouver (only
one appearance), so grit your teeth and squash this little spider.
[ DAY FIVE - LIBERATION ]
The enemies in day five are found in China Town, the Sewers beneath China Town,
the Subway, Pier No. 3 Warehouse and the American Museum of Natural History.
Cat
135 hp / 242 hp
361 xp
Sensitive to cold
Strategy: They can fire three semi-homing balls of fire from there tail, so
once they are coming, run away and make some turns to avoid them. They will also
spin around, hurting you when you are close. They also have a bite attack, again
only used when you are close to them. Wait for the balls of fire to dissipate,
then fire away at them.
Red snake
99 hp / 178 hp
287 xp
Sensitive to cold, objects easily stolen, gets confused easily
Strategy: Follow the same strategy as the Red snakes from day two. The ones in
day five are just a little tougher.
Bat
112 hp / 201 hp
301 xp
Sensitive to heat, objects easily stolen
Strategy: They can emit sound waves that will momentarily blind you, but the
sound waves can be avoided if there is some room to manouver. Just run away and
to the sides, keeping an eye out for other possible sound waves from other
Bats. If there is no room to manouver, just get away from the Bat as far as
possible. Once the sound wave is gone, close in and fire away, but back away
after your turn. The Bat is sometimes tranquilized, but only for a very short
while.
Blue frog
153 hp 275 hp
425 xp
Sensitive to heat
Strategy: Basically the same as the Frogs from day one, but they are tougher
and their tongue attack also causes a Def. Down so kill it as quickly as you
can to avoid a lot of damage. Try to keep your distance and never stay directly
in
front of it if this can be avoided. Sometimes the Frog will jump high and after
a short while, land on top of you doing considerable damage. Keep track of it's
shadow, and go stand somewhere else if possible.
Crocodile
215 hp / 386 hp
522 xp
Sensitive to heat
Strategy: These guys are the same as the Carnegie Hall Sewer boss, but it has
only one target (but there are two Crocodiles, one appearance only). The
strategy is roughly the same, that is try to stay to the back and sides of the
Crocodile.
Mole
161 / 289 hp
462 xp
Sensitive to heat, sensitive to cold
Strategy:
Tends to burrow a lot, so time your shots well. Don't come to close ot it will
rake it's claws at you (twice in succession most of the time). Take a shot when
you see him coming to the surface, else the Mole will be burrowed again before
you can fire.
Rat
215 hp / 386 hp
135 xp
No weaknesses
Strategy: This rat can really pack a puch with it's flame balls and it's bite.
try to stay to the back and to the sides, and the balls of fire can be dodged
with easy. Don't come to close or you will take a nast bite. It can be poisoned.
Yellow spider
242 hp / 435 hp
185 xp
Sensitive to heat
Strategy: Like the other spiders, it can fire webs that slow you down. Also has
a nast bite when you come to close. Try to stay away a distance and when it
starts to fire it's web, run sideways to avoid it. Just don't step in it later
on.
Velociraptor
280 hp / 503 hp
1530 xp
Sensitive to cold
Strategy: Has only one attack, in which it lunges at you and tries to take a
bite out of you. Does moderate damage and can only be avoided if you are
already running to the sides when the attack comes out. At all times try to
stay behind and besides this one. It can be poisoned.
Chameleon
200 hp / 359 hp
896 xp
Susceptible to poison, objects easily stolen
Strategy: It jumps around a lot, and when it is near to you it flings it tongue
at you for some damage. Always keep running and keep your distance away,
because these critters are fairly quick.
Scorpion
430 hp / 773 hp
2036 xp
No weaknesses
Strategy: The Scorpion has three attacks. The first two are close combat
attacks, one with the tail and one with it's pincers. To avoid the tail, just
stick to it's sides. To avoid the pincers, stay some distance away from him,
even from the sides. The third attack is a purple cloud of poison that swirls
around the room, and is a little harder to dodge (try to squeeze into the
furthest corner). Luckely, the damage is bearable. Try to keep to the sides, as
the purple stream can't reach there. The Scorpion can be poisoned.
Armadillo
240 hp / 431 hp
1202 xp
Sensitive to cold
Strategy: The main form of attack is rolling into you, damaging you and making
you loose your attack in the proces. When you see them jumping up, run sideways
to avoid being hit. They can be tranquilized and poisoned.
Pterodactylus
320 hp / 575 hp
1829 xp
No weaknesses
Strategy: You can walk right under it without getting hurt. This is a great way
of avoiding it's breath attacks, one of which can cause darkness. It will also
sometimes rake at you with it's claws, so don't stay right under it.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6.0 OTHER MISC. STUFF
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
----Here is a list of information about me.----
==============================---------------==================================
--------------------------------{CREDITS}--------------------------------------
==============================---------------==================================
-Square Soft
For making such a wonderful game.
-Sony
For publishing the game.
-Game FAQs - http://www.gamefaqs.com
For posting this guide (hopefully)
-Me
For writing this guide.
-DBlake (iamnothing)
For giving me moral support ^_^
-To all the great writers at GameFAQs
-The official PE Strategy Guide, by Prima Games
For some of the boss help. I got the items list, armor list, and weapons list
from them. I don't know if I left any boss information in from them, but better
safe than sorry.
-The following readers for giving me information.
None, yet.
-The following people, just because I want to credit them.
CJC: For hosting this guide and for giving me a second chance.
Yakuza: For being my first online friend, and for believing in my FAQ skills.
Adrenaline SL: Well, she doesn't hate me or my guides, and she's funny, and
she's there for me. She supported me and this guide throughout. Go her.
Andy007: For updating my site with me, although he doesn't as much as he
should. :)
Dingo Jellybean: I don't care how much problems I have had with him, have
with him, or will have with him in the future, he's still cool.
Cassey, Jenn, Megan, Wendy: You guys know why.
-AstroBlue for providing the ASCII art for this guide and some of the others.
-The following websites for hosting this guide.
http://www.gamefaqs.com
http://www.neoseeker.com
http://www.fbgames.com (If they ever come back)
-The GameFAQs Parasite Eve message board, for they asked some of the questions
found in the FAQ section of this guide.
-Finally, me for typing up this guide.
==============================================================================
-----------{CONTACT INFORMATION, MY OTHER GUIDES, ETC.}-----------------------
==============================================================================
All my other guides and reviews can be found on my contributor page.
-http://www.gamefaqs.com/features/recognition/9074.html
All my unposted FAQs can be found on the following websites.
-http://www.fbgames.com
-http://www.smcfadden.freeservers.com/faqs/me/
Here is how you can contact me via e-mail or instant messengers.
-Yahoo Messenger: nicklacheysnightmare
-AIM: MeganIzMyAngel or HeShootsHeGores
-AOL addy: mcfaddendaman@aol.com
-MSN: daladiesman2k@hotmail.com
==========================================
== 7.1 MY CLOSING STATEMENT ==
==========================================
Thanks for reading my (crappy) guide to Parasite Eve! Hope this guide helped
you out with a classic game!!
Please note that this guide is not finished yet, and to keep track of its
status you should check out the revision history section, which follows the
author's information section. I am going to try my hardest to make sure I
complete this guide completely, some of you may know I did not do too well in
completing my Yo! Noid and Fester's Quest guides, which may still be worked on
in the future.
Feel free to message me on any of my messengers.. just tell me you are
messaging me about my FAQ and I will definitely answer you as quick as I
possibly can!
Pages: 95
Words: 26, 513
Letters: 165, 256
KB: 165K
Time to Write: 23:14
Time to Type: 39:12
--------------------------------------
-Psycho Penguin
mcfaddendaman@aol.com - Personal
psychopenguin24@aol.com - Game Related
http://www.wrestlingcolumns2000.com
--------------------------------------
¤=====================================================================¤
Copyright 2000-2001 All Rights Reserved
¤=====================================================================¤
This guide is the property of the author and may not be used in any way
Without the permission of the author. If you would like to use this FAQ
On your web site, just email the author and let me know that you are, I
Only ask that you give full credit where it is due, and that this guide
May never, ever be altered in any way, no banners, ads or anything! The
Guide may never be used in any magazine, book, other guide or any other
Form of distribution without the permission of the author. Pieces if it
may not be used in other guides without the permission of the author, I
Would also like to say that all of the information contained in this is
The property of the author, and it was all compiled by the author, only
If there is credit given for a section was it not compiled by the me, I
Would then ask that you contact the credited person, instead of sending
Email to me about the use of the information. So basically, if you ever
Want to do anything with this guide, aside from read or print it out, I
Am asking that you ask permission. By the way, if you print this out, I
Will ask that you please keep it all together with this disclaimer. Ok.
¤=====================================================================¤
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
¤=====================================================================¤