FAQ - Guide for Parasite Eve
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Parasite Eve FAQ by Kamwah (Wesley K. Yue) firstname.lastname@example.org This is probably the last version of the FAQ. I don't intend on adding new sections, and any changes I make will only be corrections. As for a disclaimer, I hate to do it, but I see everyone else doing it, so I might as well jump in. This FAQ was made for personal use, so don't think of making money off this. Cut it, edit it, print it, HTML-ize it, do whatever you want, just don't use this to make money. Also, if you want to use this on a website, go ahead and do it. It would be nice if you'd email me just to let me know that you're using it, but you don't have to. Anyway, enough babbling, and on with the show. CONTENTS - Version History - Walkthrough - EX Mode and the Chrysler Building - Weapons - Armor - Wayne's Junk VERSION HISTORY Version 2.0: February 17, 1999 Current edition, and probably the last. Added Weapons and Armors list. Added section on EX MODE and CHRYSLER BUILDING. Added section WAYNE'S JUNK. Version 1.0: (forgot the date) The walkthrough... just the walkthrough. WALKTHROUGH Day 1 - RESONANCE Carnegie Hall Weapons: P220 handgun Armor: N Protector The game begins at the entrance to Carnegie hall. Aya Brea is escorted out of a limo. You now have the chance to rename our heroine. Do so, or don't. Once the man is finished talking, head inside the building. Once inside, run to the opposite end of the room and enter the double doors. Watch the scene take place and witness the chaos that ensues. When you regain control of Aya, run up to the front, up the stairs onto the stage, and confront the actress. A battle between you and the actress will begin. Actress Level: 1 HP: 40 EXP: 0 The actress has only one attack, and it's very predictable. You'll see green energy swirling around the actress. When it starts to converge in her hands, start running to either side, and when the shot comes out, it'll pass behind you. Once you've dodged the blast, fire at her (make sure she is inside the green dome or you'll do reduced damage and even have a chance of missing). After firing at her, run around while your AT recharges, and the actress will fire another blast at you. Dodge it again and fire at her again. Repeat this pattern until you take off enough of her HP, and the battle will end. If you happen to run out of ammo, then just switch to the Club 1, and continue damaging her. Aya will experience a flashback, and then the actress (who is now revealed as Eve), escapes just as you regain control of Aya. Follow her to the left to the back of the stage. Examine the suspicious looking hole in the ground and you'll hear the cops arrive. You can jump in right now, but if you choose forget it, then open the chest on the right side of the screen to get a Medicine 1. If you happen to leave Carnegie Hall, you'll encounter some cops and a paramedic outside. talk to the paramedic and he'll heal you of any damage you might have taken during the fight with Eve. Talk to the cop on the right and he'll give you Ammo +6. Each time you talk to him, he'll give you more ammo. Once you've talked to him ten times, then he won't give you anymore. When you're done, go back into Carnegie Hall and jump down the hole backstage. You'll see a little girl at the bottom, who laughs before running away. Proceed in the same direction she left. At this hallway, take a left and proceed north. If you try to open any of the doors, you'll discover that they're all locked. Keep going north and you'll run into a rat mutated by Eve. Kill the rat, and at the new screen, go through the door on the left. Open the third locker from the left to get a Medicine 1. Leave and enter the room on the opposite side. You'll bump into a clown, who will run out of the room. You'll hear him scream. Now open the second locker to get an Ammo +6, and then leave the room back to the main hallway. Proceed north, run all the way down to the end and enter the door on the left. Examine the burnt body lying on top of the desk and it'll fall to the ground. Examine it again to get the Theater Key. Also, search for a chest near the costumes in the right side of the room to get a Medicine 1. If you happen to pull open the rack of clothes, a parrot will fly out. Before leaving this room, make sure you use the phone on the desk to save your progress. Back in the main hallway, go south and take the first door on the left side of the screen. Open the cabinet to get an Ammo +6, then check the desk, read the diary to find out about the actress you fought earlier. Get the Rehearse Key, then leave the room. Enter the door on the opposite end and open the cabinet to get an Ammo +6. If you talk to the parrot here, it will attack you, but if you don't, then just leave the room and it won't bother you. Go south down the hallway, and you may have to fight some more rats. When the screen changes, go through the first door on your left. Check the cabinet and a rat will pop out at you. Kill it, then check the cabinet again for a P220 handgun. Now open the chest for a Defense +1. Walk to the corner of the room and examine the bare wall there. It crumbles, allowing you to crawl through and get the N Protector in the chest on the other side. Equip your new toys, then leave the room. Go north a little bit and enter the door on the right side. Go all the way south from this room, open the chest for either a Medicine 1 or Ammo +6, then leave through the bottom door. You'll come out in front of the corpse of the clown you bumped into earlier (you probably saw this already). Now run north through the hallway and through the double doors at the end. You'll see Eve playing the piano. Her body transforms and she'll attack you again. Eve Level: 4 HP: 92 EXP: 0 This time she's a little bit harder. She may move towards you, in which you should run in the opposite direction, otherwise Eve will swipe at you with her clawed arm. She also has another energy blast, where she uses both hands. When she's about to fire it, stay put and the blasts should come out on either side of you. Eve may redirect the blasts, so be ready to move if she does. You should note that the closer you are to Eve when she fires the blast, that it's easier to dodge when she moves it. And of course, once your AT is filled, fire your P220 handgun at her (hopefully you've picked it up). Once you deplete all her HP, Eve will run away again. Check behind the piano and you'll discover another hole. Jump through it and you'll end up in the sewers. Carnegie Hall Sewers Weapons: M1911A1 handgun Armor: Kv Vest 1 Here, just run forward. When you get to a place with steps on both sides, check for a well camoflauged chest lying near the foot of the left stairs to get the M1911A1 handgun. Now go up the stairs and follow the path as it winds around and then back down to the stairs on the other side. It may have seemed like you didn't get anything, but you got into a fight with two rats, who coughed up a couple of Revives when they died. Go back down the stairs and proceed north through the main tunnel. You'll see that little girl again, who runs away again. Instead of following her, go to 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 (or if you're lucky, an Offense +2 20% of the time). Now move down a bit and hug the east wall while running south. You'll end up in a hidden area where there are chests containing Ammo +15 or Cure-P, PE +1 or Range +2, and Offense +1 or Offense +2 (20% of the time). Head to the main tunnel again and follow the little girl. Continue left through this side tunnel and you'll 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 to open the gate and a phone. Save your progress first, then press the switch. Go through the opening and you'll see Eve yet again. She doesn't stay to fight this time, but instead leaves with you a mutated sewer gator for you to deal with. Alligator Level: 7 HP: 120 (Head), 80 (Tail) EXP: 30 Even before the battle begins, you'll get a message telling you that there are two parts to this monster, the head and the tail. When the battle begins, keep your distance. It will slowly advance towards you, then swing its tail, sending some easily dodged energy beams at you. Once he attacks, run up to it and fire at its tail, then keep your distance again. When you destroy its tail, the view changes and so does the Alligator's strategy. It moves a bit faster now, and throws fire breath at you three times in succession (it's still fairly easy to avoid it). If you get too close, it will claw you (just touching it hurts you, but the claw hurts more), so it's best to keep your distance since the fire breath is easier to avoid. The overall strategy here is the same as before. Back up, let it attack, dodge it, get close, shoot, then back up again. Once you kill it, you'll get the Kv Vest 1. With the alligator gone, Aya leaves Carnegie Hall and that's the end of day one. Day 2 - FUSION New York City Police Department 17th Precinct Weapons: M16A1 rifle Armor: Cm Vest 1 The day begins inside the New York Police Department. Talk to the men standing there, then talk to the Police Chief, Baker. Baker will give you a mod permit. Once you have control, leave Baker's office and go back to the place where you started the day. If you go near the bottom left part of the room, you'll see a phone on a desk amidst all the other rubbish. Since you just saved, there's no need to use it now, but you may want to come back later and save. Now leave this room and get to the main hallway. Take the first door on your left to get to the locker room. Open the second locker from the right to get the Cm Vest 1. Open the fourth locker from the right and you'll get either a Medicine 2 or Cure-P. Now leave the locker room. Back at 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. Open the box on your right to get a Tool. Now go near the back of the room, around the counter, and open the chest there and get a Medicine 1. Note that this box refills every time you leave the Police Department and come back, so you can get as many medicines as you like. On day 3 and 4, this box will contain a Medicine 2. On day 5, this box contains a Medicine 3. Now go to the front of the counter and open the box there for an Ammo +6. This box also refills each time. On day 3 and 4, you'll get Ammo +15, and Ammo +30 on day 5. Now talk to the man standing behind the counter. A little scene will take place, and Torres will give you the M16A1 rifle. After that, Torres will also ask you for your mod permit, which adds an extra slot to any one weapon. You don't have to use it right now. Once you're done talking to Torres, Wayne will show you how to tune-up your weapons and armor. Wayne will also offer to hold some of your excess equipment. Now's a good time to get rid of your Theater and Rehearse Keys. Also, if you didn't use the Mod Permit, then give it to him. And if you're not going to use the Tool, then let him hold that as well. Leave the Weapons Storage and go back up the stairs. Go north at the top of the stairs and you'll run into a little boy who happens to be Daniel's son. After Ben runs off, go back to Baker's office and talk to him. Baker will tell you about a press conference you're going to attend. The press conference automatically takes place, and, after Aya screws up, you'll end back in Baker's office. Baker will get a phone call, and Nix will say something about a scientist at the museum researching mitochondria. You'll end up outside Baker's office. Now is a good time to save. When you're done, go to outside to the main hallway, and take the first door to your right. Now exit the Police Department. American Museum of Natural History Weapons: Armor: This is your first time you're presented with a map of New York City. Your choices are N.Y.P.D. #17, Carnegie Hall, and the Museum. Select the Museum, and the screen will shift to the police car where Aya is having a conversation with Daniel. Once they're done, you'll be at the Museum. Run up the stairs and the guard will let you inside. Once inside, follow Daniel up the stairs. The guard will ask you to sign in. Go to the desk in the center of the room and sign in. There's also a telephone on the left side of the room, but it's not needed. Now follow Daniel up the stairs. At the top, enter the door he's standing near. You'll talk to Doctor Klamp about mitochondria, and then he'll refuse to say no more. At this point, leave the museum and head back to the police department. Also, notice that it's night-time now. N.Y.P.D. 17th Precinct Weapons: Armor: At the headquarters, follow Daniel inside, then go up the hallway and enter the door on the right at the end. Inside the briefing room, Baker will tell you that Melissa is scheduled to be at Central Park today. Daniel will run off, and Baker will tell you to watch over him. He'll also give you another Mod Permit. Back in the main hallway, you'll see Daniel leave the building. Instead of following, go down the stairs and go to the Weapons Storage room. The box on the shelf will contain more Ammo +6, and the box on the back will contain another Medicine 1. Also, if you're not going to use your Mod Permit right now, then give it to Wayne to hold. Now you can leave the building. Once outside the building, Aya and Daniel, in a squad car, zoom off. Go to Central Park. Central Park Weapons: M9 handgun or P8 handgun, M203 grenade launcher Armor: Sp Vest 1, Sv Vest 1 At Central Park, Daniel will try to rush in, but he'll be nearly burned. That leaves the task up to Aya. Now enter the park, go south a bit and you'll see a phone by a parked car. Save your progress and continue south. As you round the curve, check the north side for a hidden chest containing an Ammo +6 or Medicine 1. Now go back onto the path and follow it north. At the next screen, keep going right. You'll see three gates. Check the gate on the left and you'll get a Medicine 1 or Ammo +6. Check the gate on the right for the same thing. Now enter the center gate. In the next screen, open the chest that's near you when you enter to get P8 handgun or M9 handgun. Go down the stairs and circle around the fenced area, then take a left up the stairs. The screen changes, and you'll be able to see a phone straight ahead. Enter the door standing by the phone. Inside the room, search the cabinet on the right for a Sp Vest 1. 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. This will give you access to another cabinet that contains the M203 grenade launcher. Now leave the room. If you wish to save, do so now. Keep heading right and enter the first door on your left. It's unlocked by the Zoo Key you got earlier, and once you enter, go forward a bit and enter the forest area through the broken glass piece on your left. Walk around the glass pathway to the right side and you can find some chests containing a Medicine 2, Cure-P, and one containing a Defense +1 or Defense +2. Go back outside and continue right. Insstead 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 if you're lucky). Now continue to the right onto the next screen. Continue right, then go north up the stairs, then head a bit north and left to go through an opening that's partially hidden by the roof. Here, open the chest on the bottom left for a Medicine 2 (or Ammo +15 if lucky). Go to the right side of this area and there will be a red chest containing 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 and go through the gate. There is a path that splits off the the left (with a burnt body on it), but ignore it for now, and continue north. In the next screen, continue north into the amphitheater. After watching Eve and regaining control of yourself, 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 south and take the path that splits off to the left (with the burnt body on it). Take the stairs up the structure. At the top of the stairs, search the "bottom" right part of this area for 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'll see a phone here, in which you should save. Also, go up from the phone and there will be another chest with an Ammo +15. Now go back down the stairs and head left. You'll see the little girl run off here. You can choose to follow her, but you can also search around for some items in this area. At the first intersection, take the path south. Follow it as it winds 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 to another intersection of four paths. Take the path going to the northeast to find a chest with an Ammo +15, then go back to the intersection and proceed west 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 an Sv Vest 1, 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 the girl, go 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 the fountain under the bridge. You'll 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'll eventually come across a phone. Save, because a boss battle is coming up. When you've saved, go right to the next screen. You'll run into a set of four giant worms. Giant Worms Level: 13 HP: 120, 150, 180, 210 EXP: 0 At first, the four worms will be slow and somewhat lazy. They'll come up from the ground (always in the same place) and sometimes shoot spikes at you, which are fairly easy to dodge if you're far away, and sometimes they won't. If you can help it, try not to shoot twice, especially if you have a slow weapon. Even though they're not lazy, their spikes might catch you while you're shooting. Don't deal all your damage to one worm, because as one worm dies, the others become more aggressive. This is easier said than done, but try to spread the damage around as much as possible. When one worm dies, the others rise and burrow faster, shoot spikes more often, and the spikes are larger, move faster, and deal more damage. When one worm is left, it takes the bottom spot. The lone worm at the end has a different strategy. It slams itself to the ground, then sweeps itself in a counter clockwise fashion that covers nearly the entire screen. It's pretty hard to dodge if you're not set up correctly, but if you know what to do, then it's very simple. All you do is stay to the left side of where it pops up. When it comes out, start running to the right. It will slam itself down to where you were standing when it popped up, and then sweep itself to the left, but by that time, you should already be out of range. Once its attack comes out, shoot it as many times as you can, then go back to the left side and repeat. It may sometimes try a quick strike without sweeping, but if you're already running while it attacks, then you won't be hit. Note that no worm has a set amount of HP. The first worm who takes 120 HP dies, then the next worm who takes 150 HP dies, etc. You'll get four Defense +1 when you win. After the worms are dead, go back and use the phone to save, then come back to this area and go up the stairs on the right side. You'll see Eve standing on a carriage. Confront her and you'll get into a fight with her. Eve Level: 14 HP: 330 EXP: 0 This battle is hard only because there is very little room to move around. Eve will float around (she won't hurt you like this), in which you should take the oppurtunity to deal as much damage as possible. When she flies off the screen, make sure you're not near her, otherwise you might take some damage. After she's off the screen, stand in the corner, and watch where the energy conforms. Where ever you spot the place where she's going to attack, run to the opposite corner. Also, when she lands, make sure she doesn't land on top of you. She'll also swipe at you from time to time, but you can't do anything about it except run to the other corner. After you beat Eve and she runs away, enjoy the following scenes, and that's the end of day two. 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. The exit is to your right, but before leaving, pick up the Ammo +30 in the black chest by the door. You'll see Maeda sitting outside, and then Daniel will up in front of the house. Head left, and check the floor around the trash can for a Trading Card. At the next screen, try to open the door for the Gun Shop. You'll find out that it's locked, but Daniel will "unlock" it. Go inside the Gun Shop and start browsing. Everything is free! Right when you enter, there's a camoflauged chest just to the south of the entrance that contains a Bullet Cap +1 (or Bullet Cap +2 20% of the time). Go left and you'll found another chest to your left that contains a Tool. Now head to the northeast corner of the shop and start picking up all the items in the chests. Starting from the corner and going in a counter-clockwise direction, you'll get a Range +1 (Range +2 20% of the time), M11 machine gun, Club 2, Ammo +15, G19 handgun (it's not in a chest, but it's on a rack), and Cr Vest 1. Once you've picked up all the items, leave the gun shop, go back to the screen where you started, and go right. You'll arrive at a Pharmacy. Take all the items at your leisure. In the rightmost aisle, there is a chest containing a Revive. In the aisle to the left of that, check the shelf on the right side for a PE +1 (Pe +2 20% of the time). At the north end of the aisle left one over, there is a chest with a Medicine 2 inside and a Cure-M on the shelf near it. Check the shelves on the leftmost side of the store for a Medicine 3. Also, don't forget to enter the room at the upper left part of the store. You'll find a CR Evade +1 (or CR Evade +2 20%) and a Tool. Once you're done, go to the front of the store. Walk behind the counter and pick up a Defense +1 (Defense +2 20% of the time). It's a bit hard to spot. Just act as if you were trying to use the phone from behind the counter. Now save and leave the pharmacy. By the way, if you find that your inventory is too full and you can't pick up the goodies here, go to the N.Y.P.D., give all your unnecessary items to Wayne, and then come back and get all the stuff. Return to where the squad car is waiting, and enter the car from the passenger's side. American Museum of Natural History Weapons: Armor: Your first destination is the Museum. There, you'll be automatically brought to Doctor Klamp's research lab. You have no control here, so just follow the story. When you're done, go to the police department. N.Y.P.D. 17th Precinct Weapons: M92F handgun, SG550 rifle, M9-2 handgun Armor: Cm Vest 2, N Jacket You'll find the headquarters a scene of chaos. Daniel will run inside, so follow him in. Maeda will give you a Hamaya good luck charm. After receiving it, go inside. In the main hallway, talk to the cop on the floor twice for an Ammo +6. Now go south and take a left to enter the locker room. Check the second locker from the right for a Medicine 3, the fourth locker from the right will have a Cure-P or Medicine 2 only if you didn't open it on Day 2. Talk to the fallen cop twice for an Ammo +6. Back at the main hallway, go south to the detective's office. You'll see Warner on the ground. Talk to him twice and he'll 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 Torres' M92F handgun. Pick up the Ammo +15 and Medicine 2 that you should get everytime you visit the Weapons room. Now drop off all weapons and armor you don't plan to use, and any other excess junk you might have. Leave the Weapons room and go to the kennel, which is just north of the Weapons room on the same floor. You'll see Cathy lying on the ground. Talk to her and she'll tell you what happened. Talk to her again and you'll get Ammo +6. Now go back up to the main floor. At the top of the stairs, go north. You'll see Nix on the ground. Talk to him, and he'll tell you about Sheeva, then give you an Ammo +15. Instead of going up the stairs, keep going north to the briefing room. Pick up the Cm Vest 2, then go back to where Nix was, and go up the stairs. Talk to the downed cop and he'll give you an Ammo +6. Pass through the gate and enter the door on the immediate right of the screen. A chest to your left contains a PE +1 (or PE +2 20%). You can also find a Tool in the bottom right cell. Now head back to the main hallway, go south, then head west. In the next screen, enter the door to your north. Some monsters will jump out of the mirror (ala Resident Evil 2). Take care of them, then get the Medicine 3 in the chest here. Enter the room through the door at the north side and get the Storage Key (glimmering object). Go back outside, and at the T-intersection, go left and enter the room there. You'll find a Medicine 3 in a chest on the table, a CR Evade +1 (or CR Evade +2 20%) in the bottom right corner, and you can also save your game here. Once done, go back outside. Go north at the intersection and up the stairs. (At this point the screen will switch and you'll be shown a horrible FMV). At the top of the stairs, take the door to your right. You'll find a Lab Tech who will heal all your wounds only once. Get healed, or don't, then go back outside and go north until you arrive at the intersection. The fallen officer here will give you his Locker Key. Now go north through the double doors. You'll get into a fight with a pretty tough monster (not a boss, though). Kill it, and you'll get the SG550 rifle. In the same room, open the chest for a Defense +1 (Defense +2 20% chance), and talk to the cop twice 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 the small room. Return to the main hallway, and, if you didn't get healed by the Lab Tech yet, go back and get healed now, because you probably got damaged a good bit by the dogman. You may also want to go back downstairs and save again. Back at the intersection on the third floor, go east now. Now up the steps, you can choose to go forward and into the Morgue. In there, you'll get into a battle where, if you win, you get some Medicine 3's and a Full Cure. Or you can just go left and fight the boss. Sheeva Level: 18 HP: 400 (bottom, target 1), 200 (left, target 2), 300 (right, target 3) EXP: 1000 You'll get a message telling you that there are three parts to this boss. The left head, right head and center head. The center head (target 1), is the one that can heal the others, so you should kill this one first. Sheeva also has three attacks. One is a lunging attack that can be dodged if you were already running to the side while the attack came out. If you're standing there, and Sheeve lunges at you, even if you start running now, you won't be able to get out of the way in time, so keep on moving this whole battle. Another attack is an orange beam. You can clearly see when this attack is going to come out, and when you see it, start running in a clockwise or counter-clockwise direction from Sheeva. You get more time to move out of the way, but the sometimes Sheeva directs the beam across the whole room, so you'll need the extra second to avoid it (you won't get hit if you're standing to the side or back of Sheeva). The last attack is a purple shockwave that covers nearly the entire room. In fact, it's nearly impossible to dodge unless you're in one corner and Sheeva is in the opposite corner, but that's unlikely to happen, so you'll just need to grit your teeth and take the damage like a (wo)man. Attack the heads only after you've just dodged an attack. If you wait too long, then Sheeva will start pounding you while you're still firing your gun, and you'll take avoidable damage. You get the M9-2 handgun when you win. With the mutated Sheeva dead, go up and talk to Baker and Ben. Daniel will come in shortly, and the day will end. Day 4 - CONCEPTION N.Y.P.D. 17th Precinct Weapons: MPK5 machine gun Armor: You'll start in Baker's office. Go outside to the main hallway and enter the locker room, and use the Locker Key to get the Trading Card. Go the Basement and, at the bottom of the stairs, go north to the end of the hall and enter the Storage Room. You'll find the MP5K machine gun and a tool in the chests inside. There's also an Offense +1 (or Offense +2 20% of the time). You could have gotten this items the day before after you picked up the Storage Key, that is, if you wanted to backtrack. Talk to Wayne, who is now running the show. 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'll find Maeda snooping around here. Talk to him, take the Ammo +30 from Daniel, and leave the headquarters. Head to St. Francis Hospital now. St. Francis Hospital Weapons: M79 grenade launcher, Micro UZ or M10 machine gun, G3A3 rifle, G23 handgun Armor: B Vest 1, Sp Jacket Move right a little bit and talk to Meada, who will give you the Mayoke before you head in. Now enter the hospital. Inside, take note of the telephone on the counter, because you'll be using it alot. Once you've used the phone (or not), go down to the waiting area, then to the left and open the chest beside the two chairs 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'll 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. Examine the glittering object on top of the shelf to get the Fuse 1, then open the chest in the bottom left corner for the M79 grenade launcher. Search for a chest in the topright corner of the room for an Ammo +30, then leave via the door in the upper left corner. Go up and follow the little girl, and instead of attempting the locked double doors, go left to enter another room. Get the Medicine 3 in the chest, open the desk drawers on the right side for an Autopsy Key, then use the phone to save. Now leave the room through the west exit. Go down and pick up the Defense +1 (or Defense +2 20% of the time) in the chest at the bottom left corner, 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?). 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 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. 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. Spider Level: 22 HP: 450 (1st stage), 500 (2nd stage) EXP: 6500 This boss is hard if you don't know what to do, and not so hard if you do know what to do. First of all, you need to keep your distance from this boss. When the battle starts, it will advance towards you, try to keep as far away as you can from it. It will then shoot webs toward you that will remain in the ground for some time. If you get hit by them, or you happen to run into them before they disappear, then Aya will be unable to move for a short period of time. If you do get caught, use Cure-M or cast Haste, because if you're stuck sitting there, then the spider will literally come up to you and kick your butt. There's no way to avoid getting hit two or three times while stuck there. It can attack with one of its legs, but only if Aya gets too close. It also can shoot fire in a straight path towards you, but that's easily dodged if you just run to either side. Note that the spider will only shoot webs after its previous webs have disappeared. Also note that when the webs are fired, they are not aimed at Aya, but they are aimed at where Aya was standing just a short time before. So that means you can avoid the webs by running in away from the spider before it fires, and the webs should land behind you. Once you've dealt enough damage, the battle will get up close and personal. The strategy here is the same, except that you have a bit less room to dodge. Once it gets really hurt, then it will start firing single webs instead of triple webs. These don't last as long, so you won't have to worry about getting trapped, but it also allows the boss to use it more often. In addition, it seems to use its leg attack more often when it's hurt. Once t's dead, you'll get the G23 handgun. Once the spider is gone, you'll confront Eve, she won't stay to fight you, though. Once she leaves, QUICKLY run to the bottom left corner of the roof, and the jet will crash into the roof. On the lift, a spider will come out and release the brake. Kick its butt and Aya will automatically use the brakes. You'll arrive back on the street and meet up again with Daniel and Maeda. You'll arrive at the Police Department. Give all your surplus to Wayne, then go to Baker's office. The day will end shortly. 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 destination is Chinatown. When you get there, keep going north until you reach the next screen. Go north a bit and look to your left for a chest containing a Medicine 3. From here, go directly right, across the street to find a chest with a PE +1 (or PE +2 20%). Go back into the street and continue north. In the next screen, go up and open the chest near the left lamppost for a M79-2 grenade launcher. Go down a little bit and pick up the Offense +1 (20% Offense +2) in a chest nearby. Directly right you'll find a phone. Save, and then keep going right to find a hidden area. Get the M1911A2 handgun, which is directly south from the door, and the Tool, which is in the bottom right corner. Leave, go back to the street, and continue north. You'll meet up with Maeda here. He'll give you a Narita Good Luck Charm. Now pick up the Ammo +30 in the chest in the upper left corner, then go down the sewers. When you get to the bottom, go right to an intersection, then go down. In this tunnel, keep going down until you reach the next intersection. Get the M870 shotgun from the chest on the south platform, then go down some more. You'll come out through the archway on the left. To your right is a chest that contains an Offense +2 (20% chance of getting Defense +2). Pick it up, then go through the archway on the right. In this tunnel, there's a shiny object on the ground that turns out to be a Tool. Get it, then keep going north. At the intersection, take the right path and you'll run into a dead end. There's a chest by the rubble that contains a Defense +1 or Offense +1, though. Take it, then go back to the previous screen. Go left at the intersection now, and continue left until the next crossroads. Keep going left at this intersection again, and then go north at the next one. You'll find a Range +1 (the shiny object on the ground) in this tunnel. 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 south first and there's a chest that contains a Medicine 3 (or Range +1 20% of the time). Go west next and pick up the M203-3 grenade launcher in the chest. Now go north. Go north at the intersection and examine the glimmering item and you'll get a Super Tool. Return south and then head west. The object on the ground is a Cure-D. Get it and continue west. Continue west at the intersection and you'll run into 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 no more, then climb up the ladder (finally!). Note that you could've gotten to this same place by going west, south, south starting at the entrance to the sewers, but you would've missed all the items. 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 to the next screen. Go forward and you'll find the people from Central Park (in a slimy form). When you regain control, first go right, then climb down the ladder. You'll get into a fight with some familiar enemies. These two are the same as the alligator you fought in the Carnegie Hall Sewers. They use the same tactics and have the same moves, so they should be no problem. When you beat them, each one will give you a CR Evade +1 or a Range +1. Climb back up 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. Now get the Ammo +30, then use the phone and save. Now examine the control panel. Turn on the power, activate both pumps, then turn off the power. Go through the door on the north. 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. Go to the left and get the CR Evade +1 (20% CR Evade +2), then go north. Get the Range +1 (20% Range +2), then get the Medicine 3 (20% chance of getting Ammo +30) to the left of the phones, then save. Jump down the platform to get on the tracks on the left side, then go north. Go right at the next screen and get the Medicine 3 (20% chance of Ammo +30) in the chest, and go right to the next screen. You'll have to fight a boss battle now. Centipede Level: 26 HP: 500 (1st stage), 250 (head), 180 (tail), 120 (body), 120 (body) EXP: 10000 This boss has two stages to it. The first stage, you fight the whole body. It has three attacks. The first is a normal lunge attack that hits a certain area in front of it. The second, it shoots some electric bolts at you, which causes damage and darkness. The third, it shoots some things into the air, which rain back down on you, causing damage and poison. The first and second attacks can be dodged as long as you're standing to its side. Just keep shooting it from there. There's no need to shoot all your bullets in one turn, especially if you're using a slow weapon, since it will turn to face you while you're pummeling it, and will hit you with its lunge attack. The poison attack, you must dodge it on your own. It's pretty hard not to get hit, but it's not impossible either. When it takes 500 damage, it will explode into four parts, the head, two body parts, and the tail. At this time, it's best to switch to the rifle, because all four of them will constantly rotate around you, and usually they'll move right before you shoot, causing you to miss or do puny damage. Anyway, that's not all to it. When they attack, all four of them will take turns pummeling you. The head will attack first, then the nearest body will go and they'll continue in a circle until finally the tail has its attack. This is their only attack, and it seriously hurts, especially since the head can poison you when it hits you. One way is to always keep on the opposite corner of the head since it attacks first. Once it attacks, move to the opposite corner of the tail. You'll be hit by the two body parts, but they do the least damage, and you'll have dodged two out of four attacks. You can try to run in a circle (opposite side of head, body, body, tail), avoiding them as they each come out, but it's pretty hard, especially since Aya runs so slowly. When attacking, attack the two body parts first, because they have the least HP. When one part dies, the battle becomes a lot easier. Once the body parts are dead, take care of the tail, then finally the head. When you win, you'll get four various items from each part. First, you'll get an Ammo +30, Defense +1 or Offense +1. Second, you get Medicine 3, PE +1 or Range +1. Third, you get Medicine 3, CR Evade +1 or Bullet Cap +1. Fourth, you'll always get a M79-3 grenade launcher. 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. Crab Level: 32 HP: 856 (head), 420 (claws) EXP: 2510 The Crab has three parts to it, two claws and the head. What you should do is always stick to its side. It shoots out bubbles in a cone-shaped direction in front of it that hits twice and lowers your defense. If you're to its side, it won't hit you. It also has two physical attacks. One is where it thrusts both its claws outward, and the other is a grab and smack you to 1 HP move, but both can be avoided as long as you're to its side. It has one more move where its eyes pop up and shoot lasers. You can't avoid this if you're to its side, so once you see the eyes come out, get as far away as you can from it. If you get hit by them, then heal and get back to its side. Kill the claws first, then go for the head. Once the claws are gone, the defense of the head lowers. If you have Burst effect on your weapon, then you might be able to hit both claws with one attack. Chances are that the far claw will be out of range, though. Note that you won't always be directly at its side because it's constantly moving away from you. As long as you keep following it, though, you'll be safe, because it stops when it's about to attack, giving you time to move in. Don't attack it while it's moving, wait instead until it has attacked, and then counter. When you win, you'll get the AT4 rocket launcher (ooh). 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 topleft, 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. Triceratops Level: 33 HP: 750 (1st stage), 900 (2nd stage) EXP: 50,000 This boss has two attacks. One is a charging attack and another a lightning attack. The charging attack is fairly easy to dodge in the beginning. To be able to dodge it, though, you'll need to be running _before_ it charges, otherwise you won't have enough time to get out of the way. Once you get the pattern down, you should be able to tell when it's about to charge. When it loses more HP, it will charge two, then three times in a row. When it does this, it's pretty hard not to get hit, so make sure you're ready to heal. Its other attack is a lightning attack that curves around the whole room. When it fires, look for the little open spot in front and beside its head. That's where you should stand when it's about to shoot the lightning. Other than that, there's nothing more to this boss except dodge and shoot. When you deal enough damage, then its head will disappear. At this point, it's weak against ice, so switch to the M203-4 grenade launcher. Also, in this form it will charge less and shoot lightning more often. You'll get a mighty Ammo +6 when you beat it. 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. T-Rex Level: 35 HP: 2400 EXP: 100,000 This guy is even tougher than the Triceratops (that is, if you thought the Triceratops was tough). In the beginning, it will work on shooting flames at you. The flames cover nearly the entire room in front of it, so if you don't want to be burned, then stay behind it. The best thing to do is stay near its left side and more behind than in front of it. That way, when it shoots the flames, you won't have to worry about getting into position. Sometimes it will jump to the other side of the screen and follow with the flame attack. When it does that, just quickly run back to position so you won't get hit. The flame attack can hit multiple times at about 150 damage each, and you can take up to 750 damage if you're standing in front of it when it fires, so you definitely don't want to get hit. Its other moves consist of a normal biting attack which is easily dodged and one where it shoots two bolts of energy at you. It's not as easily dodged, but the damage is bearable. To dodge, watch when it's about to shoot the balls, then start running away from it. When they actually start coming at you, start running towards it and then a little bit to the side. To kill it, just keep shooting at it from its side with your strongest handgun (using anything else is too risky as they fire too slowly) or machine gun. If you happen to have Liberate by now, use it, and the battle will be over. You'll get the M8000 handgun when you win. 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'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. EX 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. That's the end of this particular FAQ! Later... email@example.com