parasite eve 1 strategy continued
parasite eve orbit

fan art/ original art

parasite eve 1 stratagy

pestratgy part2

parasite eve 2 stratagy

parasite eve 2 characters


this is the continued parasite eve 1 stratagy
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'll 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
HP: 1900 (Top), 1750 (Middle), 1600 (Bottom)
EXP: 0
There are three parts to Eve, so you should use a weapon with the Burst
effect (probably a shotgun unless you moved it to another). Also, if you
have it, now is a good time to use your AT4 rocket launcher. Eve has many
attacks. One is where she shoots a pair of energy balls at you, four
times in succession. You can dodge them by standing in between them, but
it's much easier to avoid them by continuously running to either side.
She also sprays needles around the whole screen in a circular fashion.
Just run away from them, but angle yourself so that you're also running
towards Eve. (Simple Geometry has it that as the radius of a circle
becomes smaller, the circumference gets smaller. The closer you are to
Eve, the less distance you have to cover, giving you more time to outrun
the needle spray. If you're farther away, and you don't get close, then
you'll probably get hit.) And then there's a move where Eve spins around
in place and shoots boomerangs in the air which rain down back on Aya.
They're pretty hard to dodge, but if you get directly under Eve, then you
shouldn't get hit. Just remember to back off when she stops firing. Eve
also has several close up attacks. You can tell when they're coming when
waves of energy eminate from Eve's "tail". The only way to avoid this is
to STAY AWAY from her the instant you see her. If you're far away enough,
then her melee attack won't come out. If you get caught, though, then
you're in trouble. Among her melee attacks are a multi-hit hurts-a-lot
move, another multi-attack which doesn't have as many hits, but confuses
you, and one where she just smacks you to one HP. The strategy to beat
Eve goes as follows. Run in a counter-clockwise direction around Eve.
Make sure you're always moving. When she attacks, position yourself
correspondingly so that you don't get hit (easier said than done, but do
your best). Once her attack comes out, get in range, and then shoot her.
The bottom section has the least HP, so get rid of that first. By the
way, you should have the Liberate spell at this point. Use it. It will
help a lot. When yon win, you'll have to fight Eve in a different form.

Eve
Level: 35
HP: 2200
EXP: 0
This Eve moves a lot quicker than the previous one, so you need to keep
Aya moving at all times. Eve has fewer attacks than the other, but they
still hurt. The first is a quick physical attack where Eve rushes up to
Aya and just hits her several times. Just keep moving away and you should
be able to avoid at least some of the hits. Eve also has a paralysis
attack that can't be dodged. You'll be either paralyzed or slowed. When
that happens, cast Haste on yourself instead of Medic (you move faster
and you use up less PE). Eve's final attack is where she flies into the
air, summons an energy lance and throws it at the ground towards you.
When she goes up into the air, move yourself to one corner (you can't see
yourself, but you can still move). When she throws it (or right before
she throws it) run to the opposite corner and DON'T STOP until the energy
has completely disappeared. This is pretty hard to do, as Eve doesn't
give you enough time to run to the corner and run back, and even though
the lance won't directly hit you, the shockwaves that result from it
cover a lot of the screen. But the further away you are from the center,
the less damage you'll take. You'll be slapped with a Def. Down effect if
you get hit, but there's nothing you can do about that. For this battle,
just keep moving around and buy yourself as much time as possible so you
can use your Liberate spell. Switch from the AT4 to the M8000 so your AT
can go up faster. Other than that, it's more dodging and shooting. Beat
her and that's the end of Eve! And the end of day five!


Day 6 - LIBERATION

Navy Cruiser
Weapons:
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 puple 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.



 

chrystler info
X MODE AND THE CHRYSLER BUILDING

Actually, the Chrysler Building is the thing most worth noting in the
EX-mode. Start a new game through EX-mode, and the Chrysler Building will
be on the map of New York City. You can go there any time during Day 2
(which is the first time you see the map of the city) and on. It is not
wise, however, to go there in the beginning of the game. Although you'll
have your best weapon and armor from last game, you do not keep your
levels, and even a good armor does not offset low hit points. Also, you
should accumulate a large amount of ammunition before entering, otherwise
you'll run out after climbing the first few floors.
A good way to go about this is to play through the game again. The
monsters, although they are tougher (more HP, harder attacks), are pretty
easy since you have the M8000, and you also get a mass amount of bonus
points at the end of each day. By the time you kill the T-Rex again,
you'll be at least level 30, collected a lot of ammunition, weapons, and
armor. Don't go to the top floor of the museum, otherwise you won't be
able to go back to the map of New York City before the game ends.
Now you're ready to enter the Chrysler Building. Notice that the
monsters here are much harder than the ones you'll find elsewhere, and
they give low experience, too, making this a bad place to gain levels. On
every floor is a storage room where you can find good items, an elevator
that requires a key to operate, and stairs to the next floor. Every ten
floors is a boss fight, and when you win, you'll get the key to operate
the elevators for the previous ten floors.
Each "package" is randomly determined for every ten floors. You might find
one package on the second floor, or on the ninth floor, but never on the
nineteenth floor. Also, for every Offense, Defense, PE, CR Evade, etc.,
you may get a +1, +2, +3 or +4 each time you pick up, so I won't bother to
include that from now.

Floors 2-10

PE, M79-4 grenade launcher, Kv Jacket
Bullet Cap, Range, Rocket Ammo, Tool
CR Evade, Offense, USP-2 handgun, Tool
M1911A4 handgun, Sp Vest 2, Tool, Tool
CR Evade, M16A2 rifle, Tool
P38 T Card, CR Evade, PE, P228 handgun
CR Evade, Sv Jacket
Defense, PE, P226 handgun
Bullet Cap, Offense, Offense


Floors 11-20

Defense, Cr Jacket
Tool, Treasurebox (monster)
M203-5 grenade launcher, Tool, Tool
Bullet Cap, M96 handgun, Tool
Kasul T Card, Offense, Rocket Ammo
Defense, Club 4, Super Tool
AM44 handgun, P229 handgun
PE, Sp Suit 1
Bhawk T Card, Range, Full UZ machinegun
Kv Suit 1, Tool


Floors 21-30

Tool, Treasurebox (monster)
PPKS T Card, Tool, Tool
Bullet Cap, Tool, Super Tool
CR Evade, Mark 23 handgun, Super Tool
Offense, M870-2, Tool
Defense, Type64 rifle
Cm Jacket, Treasurebox (monster)
M1 T Card, Offense, B Jacket 2
CR Evade, Range
M79-5 grenade launcher, Sv Suit 1, Tool


Floors 31-40

Bullet Cap, PSG-1 rifle, Full Cure, Tool
Cm Suit 1, Full Recover, Tool
Defense, Sv Suit 2, Rocket Ammo, Tool
BAR T Card, MK5 T Card, MP5A5 machinegun, Sp Armor 1
Tool, Treasurebox (monster)
MP44 T Card, Treasurebox (monster)
MG42 T Card, CR Evade, Defense, M1911A5 handgun
Range, Maverick shotgun
Kv Armor 1, Treasurebox (monster)
Tool, Treasurebox (monster)


Floors 41-50

M29 T Card, SAR rifle, Tool
M73 T Card, PE, AT4-1 rocket launcher, Super Tool
Bullet Cap, Tool
Cr Suit 1, Treasurebox (monster)
USP-3 handgun, Treasurebox (monster)
Offense, Range, Cm Armor 1, Rocket Ammo, Tool
Treasurebox (monster), Treasurebox (monster)
Tool, Treasurebox (monster)
B Suit 1, Treasurebox (monster)
Offense, G20 handgun, Sv Armor 1, Tool


Floors 51-60

Type38 T Card, CR Evade, Sp Armor 2
MP5SD6 machinegun
B Suit 2, Treasurebox (monster)
M712 handgun, Treasurebox (monster)
PE, S12 shotgun, Cr Armor, Full Recover
Treasurebox (monster), Treasurebox(monster)
Full Cure, Treasurebox (monster)
FA-MAS rifle, Treasurebox (monster)
Defense, Range
Tool, Tool, Tool


Floors 61-70

PE, M500 shotgun, M500-2 shotgun, Full Recover
Defense, Treasurebox (monster)
Treasurebox (monster), Treasurebox (monster)
Range, XM177E2 rifle, Full Cure, Tool
Treasurebox (monster), Treasurebox (monster)
Bullet Cap, Cm Armor 2, Super Tool
M96R handgun, B Armor, Tool, Super Tool
Type3 T Card, Treasurebox (monster)
Eagle T Card, PE, Club 5, Cr Armor 2
Offense, M203-6 grenade launcher, Sv Armor 2

Every ten levels there is a boss. They can get pretty annoying since
you can't save before the fight. Kill them to get the keys to the
elevators.


10th Floor

Spider
Level: 24
HP: 1000
EXP: 100
This spider is the same as the one you fought on the roof of the hospital.
It should be pretty easy by now, especially since you have a good weapon.
There's also less room to move around, so the fireball is a little harder
to dodge, but you can always heal.


20th Floor

Alligators
Level: 29
HP: 1200, 1200
EXP: 300
Again, these guys are just like the one you fought against in the Carnegie
Hall Sewers. Each have only one target, and although there are two of
them, the fight should still be easy.


30th Floor

Centipede
Level: 34
HP: 1500 (first stage), 1200 (head), 800 (tail), 600 (body), 600 (body)
EXP: 800
This is the same as the boss you fought in the Subway on day five. I don't
know what more to say. :( Actually, the first part is pretty easy. Just
stick to its side and it won't be able to hurt you by lunging. The fight
gets hard when it splits up into four separate parts. Kill one part as
quickly as you can so you'll take less damage when you get hit. Also, if
he head hits you, you'll be poisoned, and if the tail hits you, you'll be
blinded. Same strategy, though. If you don't get hit, you won't be
affected.


40th Floor

Triceratops
Level: 39
HP: 1600 (first stage), 1600 (second stage)
EXP: 2,500
Again, this is the same Triceratops you beat in the Museum on day five.
For some reason, this boss is easier than the one on the 30th floor. Using
the Mark 23, I killed the first stage before it got two attacks out. In
the second stage, the triceratops attacks more often, and uses only the
lightning bolts, and no longer charges. Still, it should be no trouble.
And although this is like the one you fought in the Museum, freezing
rounds do no special damage to it.


50th Floor

Cockroach
Level: 49
HP: 4200 (main), 1200 (hatchling)
EXP: 5,000
Ah, finally an original boss here. At first, only one roach appears, and
it has only one attack, which is swiping you with its antenna. To avoid,
_simply_ run away from the roach if it's approaching you. It will run up
to you, and then attack with its antenna. If you start running by the time
the attack is already coming out, you won't make it. After you deal a
certain amount of damage, the roach will fly into the air and another
roach will hatch out of an egg. The groundling roach is just like the
original one when it was on the ground. The now airborne roach attacks by
shooting white fire at you. There's nothing special you need to do to
avoid it. Just don't get hit by it.


60th Floor

Crab
Level: 59
HP: 6400 (head), 1600 (claws)
EXP: 10,000
The Crab is very similar to the crab in the Warehouse. Note that this one
moves a LOT faster, so you have to use Haste to keep up. Otherwise, the
strategy is the same as before. Stay to its side, kill the claws first,
then the defense of the head lowers, then destroy the head. Although its
eye lasers are nothing to worry about, the bubble attack does an insane
amount of damage, so you should be extra careful when dodging.


70th Floor

Bees
Level: 74
HP: 12000 (Main), 600 (Small), 1200 (Large)
EXP: 20,000
This battle is really tough. Hopefully you saved up a good amount of
Medicine 4 and Revives during your flight up the last ten floors. The main
bee (the largest one) has three attacks. The first is where it shoots a
wall of orange light at you, and then two sickles fly out after it. Just
one hit from one of them alone deals over 500 damage. The wall is pretty
easy to dodge if you're not caught shooting, so don't go crazy firing at
it. Whichever side of the screen you're standing on, the bee will move to
the top of that side, and fire the wall at you. From here, just run to the
opposite side of the screen, and the wall should come out once you're out
of range. Continue running and the sickles will miss you, also. The second
attack is unavoidable once it comes out. It paralyzes you for several
seconds, allowing the other bees to get licks on you, and then a white
light deals around 400 damage to you. Not much you can do about this. But
I _think_ the main bee uses this only when it's in the center of the
screen _and_ when you're in front of it. The third attack is a lame swipe
with its leg which is easily avoided. As for the small bees, they fly
around stinging you occasionally. Again, they're easy to dodge unless
you're caught shooting. Getting hit by the stingers will poison you. The
small bees can also heal the main bee for 200 points of damage.
Unfortunately, once you kill the small bees, more take their place. Also,
there are large bees that don't appear as often. They're pretty easy to
avoid since they're so slow, but they have range attacks to use when
you're far away. Getting hit by their ranged attacks will confuse you.
Each bee alone isn't too tough, but all of them in one fight makes a very
tough battle. It's best if you have the burst effect on your weapon so you
can hit the main bee and the healer bees with one shot, otherwise it will
take forever to take away all 12000 of its hitpoints.


77th Floor

Eve
Level: 99
HP: 45000
EXP: 0
Ahh, the final showdown with Eve. This battle is really tough. Hopefully,
you've been stocking up on Medicine and Revives, and that you've upgraded
your weapon pretty good (300+ Attack) or else the fight will be over
quickly (for you). Anyway, the first thing you should note is that Eve has
a little helper. You should NEVER attack Eve while the helper is on the
screen, or else the helper will heal Eve in increasing increments (1000,
2000, 3000, etc). Basically, you should only attack Eve right after she
completes an attack, or immediately after the helper has left the screen
(make sure its shadow is completely gone before you start shooting, just
to be safe). In the beginning, Eve will float around, and then teleport
right next to you. Quickly run away from her. Eve will teleport and appear
right next to you again, and immediately follow with an attack. To dodge
this attack, run a clockwise circle around Eve. Once she misses her
attack, shoot her as much as you possibly can, but stop when she teleports
(away from you, this time). After teleporting away, Eve will float around
again, and may use her teleport attack on you again, or she may also call
down her helper to inflict a status ailment on you. Once you bring Eve
down to two-thirds of her hitpoints, Eve will start using another attack.
The helper will come down and charge Eve up for an attack. When this
happens, Eve will float to a corner, charge up, and then fly to the other
side of the room, ramming you, and knocking you down to 1 HP and removing
all status benefits. I found this impossible to dodge, even with haste.
However, after charging up, Eve will be stunned, allowing you to get a
good deal of hits on her. Once she regains composure, though, stop firing,
and wait to see what she'll do next. Also, Eve's teleport attack will have
another hit. First, she'll teleport near you and attack (still run
clockwise to dodge it), and then teleport near you again and kick at you.
To dodge the kick, you have to run counter-clockwise. I found it possible
to dodge only with haste on. When Eve is at a third of her hit points,
she'll use her charge-up ramming move without her having to call on the
helper. In addition, the teleport attack will have another attack. After
the kick comes out, she'll teleport near you again, and try to hit you
with a somersault kick. Dodge this by running to the side in either
direction.
When I saw Eve teleporting right next to me, I immediately casted Haste so
I would be able to dodge the following attacks more easily. After she
missed, I would shoot her until she teleported away. When the helper came
down, I'd wait until it left, then start shooting Eve again. When I saw
Eve preparing for her charge-up attack, I'd switch to a different armor,
and then switch back to get my PE moving again. After getting hit, I'd
cast Preraise (just in case), let the autocure kick in, and shoot her
about six times. Sounds pretty simple, right? Well, seeing as how she has
so many hitpoints, it might take a while to kill her. Theoretically, she
should not be able to kill you, since you can dodge all but the 1 HP
attack, but you should bring plenty of Medicine just in case. Good luck!
It took me half an hour to beat her...



WEAPONS

Legend
------
NAME - The name of the weapon
ATTACK - The initial attack power of the weapon (base + modifiers)
RANGE - The initial range of the weapon (base + modifiers)
BULLETS - The initial number of bullets on the weapon (base + modifiers)
SLOTS - The number of slots on the weapon (initial slots / max. slots)
SPECIAL - The Special Effects on the weapon
LOCATION - The location where the weapon is found


Special Effects
---------------
St (Steal Item) - Steals items, but halves attack power
Sa (Steal and Attack) - Steals item during attack
Q (Quickdraw) - First attack
Cr (Critical Bonus) - Critical attack rate increases
Co (Counter) - Counterattack when attacked
B (Burst) - Hit multiple targets
ER (Explosive Rounds) - Adds Heat Effect to weapon
FR (Freezing Rounds) - Adds Frost Effect to weapon
AR (Acid Rounds) - Adds Acid Effect to weapon
TR (Tranquilizer Rounds) - Adds Tranquilizer Effect to weapon
CR (Cyanide Rounds) - Adds Cyanide Effect to weapon
R1 (Random Shot 1) - Enemies targeted at random
R2 (Random Shot 2) - All enemies targeted (?)
C2 (Command x2) - Enter two commands per turn
C3 (Command x3) - Enter three commands per turn
x# (Rate of Fire x#) - Shoot # times per turn


Melee Weapon

NAME ATTACK RANGE BULLETS SLOTS SPECIAL LOCATION
-----------------------------------------------------------------------
Club 1 9+1 10+0 0+0 1/1 None Start
Club 2 24+2 10+0 0+0 1/1 St Soho
Club 3 38+0 10+0 0+0 2/2 St,Q Chinatown Sewers
Club 4 78+2 10+0 0+0 3/3 Sa,Cr,Co Chrysler Building
Club 5 100+2 10+0 0+0 2/2 Sa,Q Chrysler Building


Handgun

NAME ATTACK RANGE BULLETS SLOTS SPECIAL LOCATION
--------------------------------------------------------------------------
Maeda's Gun 1+0 60+0 15+0 1/1 x2 Museum
M84F 10+2 51+0 6+0 1/4 x2 Start
P220 14+1 55+0 5+0 1/5 x2 Carnegie Hall
M1911A1 15+2 60+0 5+1 2/6 x3 Carnegia Sewers
M9 17+0 53+1 8+1 3/6 x3 Central Park
P8 18+1 54+2 7+0 1/1 none Central Park
M92F 28+1 50+1 8+3 3/10 x3 N.Y.P.D.
G19 30+2 57+1 8+2 3/5 x3 Soho
M9-2 38+1 54+1 10+1 2/7 x3 N.Y.P.D.
PPK 45+2 48+1 12+0 2/4 Q,x5 Warehouse
G23 47+1 58+2 10+0 2/7 x3 Hospital
P220-2 47+1 55+0 11+1 3/5 x3 Museum
M1911A2 48+0 61+0 8+2 2/5 x3 Chinatown
M1911A3 50+0 62+0 8+1 2/7 x5 Chrysler Building
G22 49+2 60+0 10+1 2/5 x2 Museum
USP 51+1 56+0 9+1 2/4 x3 Chrysler Building
M9-3 53+2 58+0 13+0 2/7 C2,x3 Museum
M8000 57+0 58+0 12+0 3/5 C2 Museum
USP-2 58+0 57+2 11+0 2/7 none Chrysler Building
P228 59+0 55+1 12+1 2/6 none Chrysler Building
P226 63+0 57+0 11+1 2/6 x2 Chrysler Building
G20 65+0 61+1 12+2 2/3 Co Chrysler Building
M1911A4 68+0 62+1 9+0 2/8 none Chrysler Building
P229 71+0 56+0 13+0 1/7 x3 Chrysler Building
USP-3 75+1 58+0 12+1 2/3 Q,x2 Chrysler Building
M96 75+2 59+0 14+2 5/5 none Chrysler Building
AM44 78+0 58+0 12+1 2/8 none Chrysler Building
Mark23 81+1 60+1 13+0 2/3 Q,x3 Chrysler Building
M1911A5 85+1 63+0 10+1 2/5 none Chrysler Building
M712 85+2 63+1 10+1 2/2 Co Chrysler Building
M96R 88+1 59+0 20+0 2/4 C3,x2 Chrysler Building
USP-TU 115+1 87+1 25+6 3/9 Co,x5 Wayne (300 Junk)
SP1C 118+2 67+2 18+2 2/6 x2 Wayne (300 Junk)
DE50AE7 123+2 55+1 15+2 8/9 x2 Wayne (300 Junk)


Rifle

NAME ATTACK RANGE BULLETS SLOTS SPECIAL LOCATION
--------------------------------------------------------------------------
M16A1 34+1 110+2 15+1 1/3 x2 N.Y.P.D.
SG550 40+0 108+2 20+1 2/5 x2 N.Y.P.D.
G3A3 43+1 121+2 18+1 3/4 none Hospital
Type64 50+1 112+2 14+2 4/5 Cr,x3 Chrysler Building
M16A2 53+2 124+0 18+1 2/4 x3 Chrysler Building
PSG-1 75+0 120+0 18+1 5/5 x2 Chrysler Building
SAR 85+1 135+1 16+0 2/3 none Chrysler Building
XM177E2 99+0 158+1 16+1 5/6 Cr Chrysler Building
FA-MAS 119+0 168+1 26+0 6/7 x3 Chrysler Building
MAG 151+1 185+0 20+1 4/7 Cr,x2 Wayne (300 Junk)
AK-47 155+0 152+2 23+1 6/8 Cr,Co,x5 Wayne (300 Junk)


Grenade Launcher

NAME ATTACK RANGE BULLETS SLOTS SPECIAL LOCATION
--------------------------------------------------------------------------
M203 25+2 59+1 5+0 2/3 ER Central Park
M79 44+1 65+2 4+1 3/4 TR,x2 Hospital
M79-2 45+1 68+0 4+2 4/4 AR,x3 Chinatown
M203-2 48+1 65+0 6+1 2/5 ER,x2 Warehouse
M203-3 49+1 71+0 5+2 4/5 AR,x3 Chinatown Sewers
M79-3 52+2 68+1 5+1 3/5 FR,x2 Chinatown Sewers
M203-4 57+1 67+0 7+1 5/7 FR,x2 Museum
M79-4 59+2 65+0 10+0 4/5 none Chrysler Building
M203-5 68+0 65+0 7+0 5/6 none Chrysler Building
M79-5 75+0 67+2 8+0 5/5 none Chrysler Building
M203-6 80+1 67+1 6+2 4/4 CR Chrysler Building
M79-6 94+0 68+1 10+1 4/7 none Chrysler Building
HK40 115+1 70+0 8+1 6/6 none Wayne (300 Junk)


Machine Gun

NAME ATTACK RANGE BULLETS SLOTS SPECIAL LOCATION
--------------------------------------------------------------------------
M11 32+1 42+0 20+1 2/2 R1,x5 Soho
MP5K 35+1 43+0 23+1 1/4 x3 N.Y.P.D.
M10 37+1 45+0 22+2 2/3 R1,x7 Hospital
Micro UZ 38+2 43+0 18+1 4/4 R1,x5 Hospital
MP5PDW 52+1 46+0 23+2 2/6 R1,x7 Museum
MP5A5 67+1 48+0 28+1 2/4 R2,x2 Chrysler Building
Full UZ 68+0 49+1 42+1 3/4 R1,x10 Chrysler Building
PPSh41 78+2 75+1 71+0 2/6 x10 Wayne (300 Junk)
MP5SD6 89+0 52+0 31+1 4/7 R2,x3 Chrysler Building
P90 122+0 51+2 200+1 5/7 R1,x10 Wayne (300 Junk)


Shotgun

NAME ATTACK RANGE BULLETS SLOTS SPECIAL LOCATION
--------------------------------------------------------------------------
M870 48+1 60+0 4+3 6/6 B,x2 Chinatown Sewers
M500 57+2 61+2 5+2 8/8 B,x2 Museum
M870-2 63+0 63+1 5+0 7/7 B Chrysler Building
M500-2 75+1 67+0 6+0 5/9 B,x3 Chrysler Building
Maverick 82+0 69+2 7+0 5/6 B Chrysler Building
S12 97+1 72+0 8+1 6/6 B Chrysler Building
M10B 120+1 70+0 6+1 4/7 B,x3 Wayne (300 Junk)


Rocket Launcher

NAME ATTACK RANGE BULLETS SLOTS SPECIAL LOCATION
--------------------------------------------------------------------------
AT4 128+0 202+0 1+0 0/0 none Warehouse
AT4-2 186+0 205+30 1+0 0/0 none Chrysler Building
LAW80 200+20 210+0 1+0 0/0 none Wayne (300 Junk)



ARMOR

Legend
------
NAME - The name of the armor
DEFENSE - The initial defense provided by the armor (base + modifier)
PE - The amount of Parasite Energy added to Aya's amount (base + modifier)
CRITICAL - The defense provided against critical attacks (base + modifier)
SLOTS - The number of slots on the armor (initial slots / max. slots)
SPECIAL - The Special Effects on the armor
LOCATION - The location where the weapon is found


Special Effects
---------------
H (Auto Heal) - Automatically uses Medicine when HP is low
C (Auto Cure) - Automatically uses Cures to remove harmful status
HU (HP Up) - Aya's max HP is increased
AU (Attack Up) - Aya's Attack Power is increased
AD (Attack Down) - Aya's Attack Power is decreased
AT (AT Slow) - The Active Time Bar recharges more slowly
PE (PE Light) - Parasite Energy potential decreases
I# (Inventory Bonus) - Item capacity increases by #
aP (Anti-Poison) - Resists Poison
aS (Anti-Stiffness) - Resists Stiffness
aD (Anti-Darkness) - Resists Darkness
aC (Anti-Confusion) - Resists Confusion


Normal (N)

NAME DEFENSE PE CRITICAL SLOTS SPECIAL LOCATION
---------------------------------------------------------------------------
N Vest 9+1 8+0 13+0 2/2 none Start
N Protector 11+1 9+0 16+2 3/4 none Carnegie Hall
N Jacket 34+1 28+1 19+0 3/5 none N.Y.P.D.
N Suit 43+1 35+1 22+1 2/6 none Museum


Kevlar (K)

NAME DEFENSE PE CRITICAL SLOTS SPECIAL LOCATION
---------------------------------------------------------------------------
Kv Vest 1 19+1 11+1 15+0 2/2 none Carnegie Sewers
Kv Protector 40+1 32+1 18+2 2/2 none Chrysler Building
Kv Jacket 46+0 45+0 21+0 2/3 none Chrysler Building
Kv Suit 1 55+1 56+0 27+1 2/3 none Chrysler Building
Kv Armor 1 69+1 67+1 30+2 2/3 none Chrysler Building


Chemical (Cm)

NAME DEFENSE PE CRITICAL SLOTS SPECIAL LOCATION
---------------------------------------------------------------------------
Cm Vest 1 15+1 16+0 10+1 2/2 H N.Y.P.D.
Cm Vest 2 30+1 33+2 21+2 2/2 H N.Y.P.D.
Cm Protector 36+1 48+0 29+2 3/3 H Warehouse
Cm Jacket 42+0 48+2 32+1 2/3 H Chrysler Building
Cm Suit 1 52+0 57+1 35+0 3/4 C Chrysler Building
Cm Armor 1 52+0 55+1 37+1 4/4 C,H Chrysler Building
Cm Armor 1 88+1 96+1 41+0 5/6 AD,PE Chrysler Building


Spectra (Sp)

NAME DEFENSE PE CRITICAL SLOTS SPECIAL LOCATION
---------------------------------------------------------------------------
Sp Vest 1 20+2 14+1 18+1 2/3 none Central Park
Sp Jacket 35+0 29+1 26+0 2/3 none Hospital
Sp Protector 38+1 23+0 26+0 3/4 none Warehouse
Sp Vest 2 49+1 41+0 24+1 2/3 none Chrysler Building
Sp Suit 1 58+2 52+0 29+0 2/4 none Chrysler Building
Sp Armor 1 75+0 69+1 32+1 2/6 none Chrysler Building
Sp Armor 2 86+1 79+1 39+1 2/6 AU Chrysler Building


Survival (Sv)

NAME DEFENSE PE CRITICAL SLOTS SPECIAL LOCATION
---------------------------------------------------------------------------
Sv Vest 1 18+1 14+2 19+0 2/4 I1 Central Park
Sv Protector 38+1 35+1 30+0 2/5 I1 Museum
Sv Jacket 42+0 38+2 33+0 2/3 I1 Chrysler Building
Sv Suit 1 46+1 42+0 38+2 3/6 I2 Chrysler Building
Sv Suit 2 51+1 45+0 41+0 3/8 I2 Chrysler Building
Sv Armor 1 65+1 62+0 45+2 2/8 I4 Chrysler Building
Sv Armor 2 78+1 69+1 48+1 4/9 I4 Chrysler Building


Bio (B)

NAME DEFENSE PE CRITICAL SLOTS SPECIAL LOCATION
---------------------------------------------------------------------------
B Vest 1 29+1 35+0 20+0 2/4 aP Hospital
B Protector 32+1 38+0 22+1 2/3 aS Chinatown Sewers
B Jacket 1 43+1 48+1 27+1 3/4 aP Museum
B Suit 1 48+0 54+1 27+0 3/4 aD,aP,aS Chrysler Building
B Jacket 2 55+0 61+0 30+2 2/5 aD Chrysler Building
B Suit 2 69+1 75+1 34+0 2/6 aC,AD Chrysler Building
B Armor 85+0 86 45+0 6/6 AD,aP,aS Chrysler Building


Ceramics (Cr)

NAME DEFENSE PE CRITICAL SLOTS SPECIAL LOCATION
---------------------------------------------------------------------------
Cr Vest 1 27+2 24+0 29+1 2/3 none Soho
Cr Protector 39+2 41+2 25+1 2/4 AT,HU Chinatown Sewers
Cr Jacket 43+1 45+0 33+1 4/7 none Chrysler Building
Cr Vest 2 45+1 42+1 31+0 2/4 none Museum
Cr Suit 1 65+0 67+1 37+2 4/5 AT,HU Chrysler Building
Cr Armor 1 91+1 89+1 42+1 5/7 AT,AU,HU Chrysler Building
Cr Armor 2 106+1 102+2 48+3 7/10 HU Chrysler Building



WAYNE'S JUNK

After Day 3, when Wayne becomes the head of the weapon department,
he'll tell you to find him some Rare Trading Cards. For each Rare Trading
Card you give him, you'll be able to upgrade two pieces of equipment (as
opposed to the one you receive by giving him a regular Trading Card or Mod
Permit). In addition, if you give him at least 10 Rare Trading Cards,
he'll give you a Tool Kit, which has the same use as a Tool, but never
runs out. If you give him all 14 Rare Trading Cards, you'll receive the
Super Tool Kit, which is like the Tool Kit in its unlimited supply, but
acts as a Super Tool.
All of the Rare Trading Cards are located inside the Chrysler Building:

P38 T M1 T MG42 T Type3 T
Kasul T BAR T M29 T Eagle T
Bhawk T MK5 T M73 T
PPKS T MP44 T Type38 T

Also, when you talk to Wayne, you'll notice that there is an option
"Discard Junk". Instead of discarding the junk you collect from your
inventory, you should go to Wayne and have him take it. If you give him
300 pieces, he'll offer to make you a gun of your choice:

HANDGUN DE50AE7
SHOTGUN M10B
MACHINE GUN P90
RIFLE MAG
GRENADE LAUNCHER HK40
ROCKET LAUNCHER LAW80
LEAVE IT TO WAYNE PPSh41 machinegun
SP1C handgun
USP-TU handgun
AK-47 rifle
Super Junk (useless!)
Duper Junk (also useless!)

The statistics of the weapons are:

NAME ATTACK RANGE BULLETS SLOTS SPECIAL
----------------------------------------------------------
DE50AE7 123+2 55+1 15+2 8/9 x2
M10B 120+1 70+0 6+1 4/7 B,x3
P90 122+0 51+2 200+1 5/7 R1,x10
MAG 151+1 185+0 20+1 4/7 Cr,x2
HK40 115+1 70+0 8+1 6/6 none
LAW80 200+20 210+0 1+0 0/0 none
PPSh41 78+2 75+1 71+0 2/6 x10
SP1C 118+2 67+2 18+2 2/6 x2
USP-TU 115+1 87+1 25+6 3/9 Co,x5
AK-47 155+0 152+2 23+1 6/8 Cr,Co,x5

It is best not to leave anything to Wayne. Other than the fact that he
might mess up (in which case you can still load), the weapon he decides to
make for you is generally less powerful than the one you'd get if you did
not leave it to Wayne.









This is one of my favorite images
This is my good friend Hal. I took this picture on his birthday. I think he likes to be in pictures.