Parasite Eve FAQ/Walkthrough v3.5
rate this article  useless not bad informative very informative must read!
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Parasite Eve FAQ/Walkthrough

by DaLadiesMan   Updated to v3.5 on
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-------------------------------PARASITE EVE-------------------------------------
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 _____                    _ _         ______         
|  __ \                  (_) |       |  ____|        
| |__) |_ _ _ __ __ _ ___ _| |_ ___  | |____   _____ 
|  ___/ _` | '__/ _` / __| | __/ _ \ |  __\ \ / / _ \
| |  | (_| | | | (_| \__ \ | ||  __/ | |___\ V /  __/
|_|   \__,_|_|  \__,_|___/_|\__\___| |______\_/ \___|
                                                     


Current Size: 162.0K
Email Backlog: 0
Print Status: OK
Best Viewed in Tex Edit Plus, Courier New, Size 10.


/============================================================================\
PARASITE EVE FAQ/WALTKTHROUGH
v3.5
                                                                                
               By: Psycho
Penguin                                                                    
First Version: 07/10/00
Last Updated:
08/11/01
                                                                                
                             Finished On:
08/11/01                                                        
EMail:
Psychopenguin24@aol.com
                                                                                
                                   
Personal: mcfaddendaman@aol.com                                             
Website: http://www.angelfire.com/wrestling2/wrestlingthoughts             
FAQ Website: http://www.smcfadden.freeservers.com/faqs        
Number of Updates:
16                                                                   
\============================================================================/

----------------------------------------------------------------------------
(c)2001 Steve McFadden, all rights reserved.
----------------------------------------------------------------------------

Legal Disclaimer: You may reproduce this guide for NON PROFIT ONLY. I don't
care who you are. If I am not making money with the guide, then you shouldn't
either, especially since I worked so darn hard on it. If you decide you want to
reproduce this guide for non profit uses, and I don't know about it, I will
Rodney King your ass! All you have to do is email me at mcfaddendaman@aol.com
and tell me exactly what you wanna do with my guide. You want to put it on your
site, go for it, as long as you keep it EXACTLY the same. Otherwise, there will
be a fight, and I know there's gonna be a fight, cuz I am gonna start it! You
can turn this guide into HTML if you want, I don't care, just make sure none of
this info is deleted or changed. If you want to print this guide out, go for it.
I wrote this guide to help people with this incredible game! Just make sure to
use this for your own use, and not go around putting it on eBay. As long as you
keep this guide the way it is, I don't care if you post it on your site. Just
KEEP IT THE WAY IT IS. Thank you.

E-mail Rules: I am a very flexible guy when it comes to emailing me. You can
email me at mcfaddendaman@aol.com if you want to chat with me, since I like
talking with people. If you have a gameplay issue or question, email me at
psychopenguin24@aol.com. One last note: Only email me about the game at
psychopenguin24@aol.com , all emails about Parasite Eve sent to my other
e-mail adresses will be deleted and/or ignored. Thanks to all those that have
emailed me so far, I appreciate it! Check my email backlog. If it's filled up,
you may have to wait a while before you get a response. I check my email once
in a while. Please wait for a response, because I will respond to all emails.
Please read my guide before asking questions, thats why I have a FAQ and Reader
Tips section. I will only post your question/tip in my guide if it is good, and
has not been answered in this guide. Thanks.

Instant Message Rules: Unlike a lot of authors I know, I love getting IM's from
fans and for people with questions. My AIM names are HeShootsHeGores and
MeganIzMyAngel, and I go on both a lot. Just remember this. If you contact me
on one of the instant messengers, and I do not respond, it probably means I am
busy. I am always talking with my girl, and friends, so sometimes I just ignore
some instant messages from people I do not know. Be nice, and I will talk to
you, just don't come out and ask the question and be all rude if I do not
respond in five seconds, otherwise I probably will just block you. I will
answer all e-mails about the game, however.



==============================---------------==================================
--------------------------------{CREDITS}--------------------------------------
==============================---------------==================================
-Square Soft 
For making such a wonderful game.

-Sony 
For publishing the game.

-Game FAQs - http://www.gamefaqs.com
For posting this guide (hopefully)

-Me
For writing this guide.

-DBlake (iamnothing) 
For giving me moral support ^_^

-To all the great writers at GameFAQs  
 
-The official PE Strategy Guide, by Prima Games
For some of the boss help. I got the items list, armor list, and weapons list
from them. I don't know if I left any boss information in from them, but better
safe than sorry.


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=====Version History=====

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v3.5 (August 11, 2001) - 160K
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Wow, never thought I'd bring back this guide, did you? Well, I did. I fixed it
up, and took out all the useless information. I took out all the boss
information too, but there is a reason for this. Well, I left in the final
boss. But the reason I took out all the other boss information is because I
didn't know which was "plagarized" before, as I don't have Prima's guide any
more. However, once I get the guide again, I will fix the boss stuff, as I have
the boss guide saved on my hard drive. This guide looks a lot better now, and it
has no added unneeded information like it did before (3 items lists? what?). So,
I hope you like the guide now. Email me if you need any boss help.

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v3.0 (October 20, 2000)
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Okay this is why I say "more than likely", just in case I find some new
information to add. Anyways, in today1s update, I added some new frequently
asked questions to the FAQ section, and I also added an inventory guide. Some
of you may be wondering why I decided to add another one if I wasted my time
typing one out already. Well, the new one is easier to read because it is done
in table format, so I decided to put it in this guide. I also updated the
Finishing Statistics section, as you may expect. This will be the final version
of this guide unless I add some more FAQs to the FAQ section down the line.

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v2.5 (October 12, 2000)
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This is the final version of the guide, more than likely, hence the version
name. I am done with this guide, and finished everything I needed to. This is
the 14th and final update. Added game shark codes guide, more secrets to the
guide, and yet another EX Mode Guide, this one from Kusama. I also finally got
the finishing statistics up, so you know it's done now. So, I am completely
done with this guide, barring any major happenings. Hope you all have enjoyed
reading this FAQ as much as I have enjoyed making it! Farewell, folks!

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v2.0 (October 8, 2000)
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Another every 2-days update. It is now an even numbered day, so I figured I
would update this guide. I added a FMV guide, so barring any major happenings,
the next version of this guide will be the last. I just want to update it much
more, which will probably be tomorrow. I will fix everything needed, add any
new information, and that is it! I am kind of sad that I got no emails to add
to the Frequently Asked Questions section, but I will. Oh yeah, in this update
I also fixed the formatting problem of the secrets guide. I also updated some
more information in some of the sections of the game, nothing too major but I
thought I would point it out anyways. I also updated the format when it comes
to dividers, I now use whole rows of equal signs to divide sections, I think it
looks much nicer this way. Finally, I added a new section. This section is
called Basic Information About the Game and gives, well, basic information 
about Parasite Eve. Thanks to EXDEATH MU for this very helpful section.
Finally, 
I added even more secrets to the secrets guide, thanks to Game Sages. This time 
finally, I added new copyright information and fixed some of the formatting in 
section 6.

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v1.0 (October 6, 2000)
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Whoo hoo! I am almost completely done with this guide now! In fact, I have
everything in it completed. So, why is it not the final version? Well, for two
reasons. One, I may still feel like adding new sections and information. Two, I
may want to update certain parts of this guide. Rest assured that the next
version of this guide will be the long awaited (at least it is to me) final
update of this guide. It1s been fun, folks...

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v0.9 (October 4, 2000)
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Well, I am not completely done with this guide yet, but I am coming pretty
close to finishing it. Again, all I need to finish now is the secrets guide,
and this guide is finished. Well in this update, I decided to add How Kwang
Kee's EX mode guide, as I felt he wrote a much better guide than I could ever
write. And yes, he just gave me permission a few minutes ago In an email he
sent me, so I am using it legally. I will probably do the secrets guide and
wrap up this entire FAQ tomorrow. It has been a blast, folks. I might just go
ahead and decide to do the Legend of Legaia guide. Definitely look out for a
WWF Smackdown 2 guide from me in the future, however, as I can all but
guarantee doing one of those.

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v0.85 (September 30, 2000)
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I am oh so close to finishing this guide. I got the Day 6 Walkthrough done, as
well as the Boss Guide and EX Guide. All I have to do is the Secrets Guide and
Finishing Statistics, and BAM! This guide is done! This is definitely my
largest guide yet, and it got this way mainly because I updated it so much!
Therefore, I will probably finish the other FAQs I have been working on.
Because completing this guide is a good feeling to me. This is definitely my
best guide yet. I should completely be finished with it tomorrow, after I
finish up the secrets guide.

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v0.51 (September 30, 2000)
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Minor changes, mostly new line art and changing of some facts and information.
I will be back later with another update, hopefully.

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v0.5 (September 30, 2000)
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Good news and bad news. The good news is that I finally got the Day 5
Walkthrough done. The bad news is that I had to use taerm's walkthrough a lot
for it. Why? Because the notes I had written about Day 5 when I was playing
through the game got soaked in the rain! And I can't read them any more! So, if
anyone wants me to rewrite the Day 5 walkthrough (after the Chinatown sewers and
the Centipede boss), let me know and I will replay through the game. I do have
the Ultimate Being notes here, so I will finish the walkthrough and boss guide
up probably tomorrow. Then I can work on the other sections of the guide, until
the guide is finally finished! I hope to finish this guide before next weekend,
and I am pretty sure that is possible. All I have to do is the EX Guide and
Secrets guide, and those will not take that long to do. I am also thinking of
including my review to the game in here, so everyone can see how good the game
is, but I am still debating it at this time. Like I was saying, the Day 5
Walkthrough, for the most part, is not written completely by me. It is taerm's
walkthrough, and I changed around some of it. I hated to do it, so if anyone
has a problem with it, please let me know and I will definitely rewrite it.

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v0.35 (September 28, 2000)
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Okay, can you now tell that I am trying to complete this guide as quickly as I
possibly can? ^_^. I got the Day 4 walkthrough completed, and updated the Boss
guide, as well. If you notice, the Day 4 walkthrough may seem a lot like one in
another FAQ. Well, it is because I lost my notes for that section. So I just
tried my best on that section. But, I got all my notes for Day 5 and Day 6,
should be fun to write. This FAQ is now at 108K. Amazing, huh? Two days ago I
was barely at 16K and now I am at 108, almost 109K.. it shows you how much hard
word pays off in the long run! In minor news, I added an updates to guide
counter at the top, which just counts how much updates I have done to this
guide. No big deal, just thought I would point it out.

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v0.31 (September 28, 2000)
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Minor update, thanks to Neelon Rokk (neelonrokk@dolfijn.nl) for the very
helpful monster list. Much appreciation! Other than that, I did not get much
accomplished, a few minor format changes. I may update this guide later on
tonight, I probably will not, however.

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v0.3 (September 28, 2000)
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I got a lot of work done today on this guide, not bad for an hour and forty
five minutes work. First off, I got half of the walkthrough done now. Well not
really, but I did complete the walkthroughs for both days two and three. I will
probably do day 4 later on tonight, day 5 is going to be the toughie, as there
is a lot of information and stuff in that section. But day six is pretty
straight forward, so this guide may be done sooner than I originally intended.
Also, in other news, I decided to bring back the boss guide. I had deleted it
from the table of contents in one of the earlier updates, but I decided to
include it now. The boss guide is complete, up to the end of Day 3. I will
update the boss guide, along with the walkthrough, so when the walkthrough is
done, the boss guide is done too. I may start to work on the secrets guide
later, but I am not sure. I have been unsuccessful in my one attempt to get
this posted at GameFAQs so far, but maybe I will have better luck this time. At
least, I certainly hope I will. Another minor revision: updated the table of
contents, and updated the top section, where I now have "Last Updated" and
"Date FAQ Originally Started" lines.

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v0.2 (September 27. 2000)
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Woah, another September 27, 2000 update. I got a lot of work done on this guide
today, which probably means I won1t bother with it for a while. Anyways, I got
the Day 1 Walkthrough done. One down, five more to go.. look for me to be done
with it in the next week or so. Assuming I actually work on it every day, which
is probably not going to happen, in all likleyhood. Oh well. I also added an
***UPDATED*** tag next to the walkthrough section in the table of contents to
indicate it was updated. I will now submit an update of this guide every time I
get a day done, which will lead me to v0.8 or so. I will use the last few
updates to finish up the other sections. Sounds like a good plan to me. Of
course, I will probably go against the plan yet again. Oh well, at least I am
working on this guide a lot today. It has only been 8 days since I started, and
I already got nearly 55K done.. now that is impressive (at least in terms of
what I usually do). I just made the walkthrough look a lot nicer, which now
ends my updating for the evening. I hope to be able to update this guide again
soon, for now enjoy what I have already done!

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v0.1 (September 27, 2000)
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Whew, what a huge update. I figure I might as well try to get this posted at
GameFAQs now that is how much work I did. First things, I added ***COMPLETE***
next to the sections that are finished in the table of contents, sort of like
Dy$e's guides. So you will see what sections are finished by looking at the
table of contents. Anyway, I finished the weapons list, completed the items and
armors list, which means the lists section is now done. Rejoice! I also decided
against doing boss guide and enemies list for now, so I took those off the
table of contents. I did decide to do a character guide though, and that is now
finished. All I have to do now is the walkthrough and last two guide sections,
and this complete guide is done!!

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v0.002 (September 27, 2000)
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I don't know what got me to update this guide, but I finally decided to update
it slightly. I added line art, and added more to the weapons list. May not seem
like much to you, but the weapons list, armor list, etc. is going to be a pain
for me, so as soon as I finish those it is smooth sailing from there. And hey,
it's only 6 AM, maybe I can get some more work done when I come home from
school later. I will probably stay home today, which means lots of updating
time today. I hope I get a lot done today if I do stay home, because I will
probably not have much time to work on this guide after today, so today should
be a key day in the development of this guide.

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v0.001 (September 19, 2000)
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This is not available for the public yet, it is  just for me to keep track of
updates and how much I am updating per day. I got the basic format of the FAQ
up, and completed the Introduction, Conclusion, and Frequently Asked Questions
sections. So, that makes 3 of 7 sections completed. I will work on the
walkthrough now, and the walkthrough should be done eventually. This guide is
probably going to take me a while to complete, considering my lack of time
recently, with school, a new girlfriend, and a lot of other stuff to deal with.
But I will try my hardest to update this guide a lot. And I hope that I will be
able to eventually complete this guide, and I am going to definitely work my
hardest to update it as much as I possibly can, in the limited amount of free
time I have. And that, my readers, IS true!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
==============================TABLE OF CONTENTS=================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

1.0 Introduction                            ***COMPLETE***
2.0 Frequently Asked Questions              ***COMPLETE***
3.0 Walkthrough                             ***COMPLETE***
    -Day 1
    -Day 2
    -Day 3
    -Day 4
    -Day 5
    -Day 6
4.0 Guides
    4.1   Characters Guide                  ***COMPLETE***
    4.2   Secrets Guide                     ***COMPLETE***
    4.3   Boss Guide                        ***COMPLETE***
    4.4   Game Shark Codes Guide            ***COMPLETE***
5.0 Lists                                   ***COMPLETE***
    5.1   Weapons List                      ***COMPLETE***
    5.2   Armors List                       ***COMPLETE***
    5.3   Items List                        ***COMPLETE***
    5.4   Enemies List                      ***COMPLETE***
6.0 Other Misc. Stuff                       ***COMPLETE***
7.0 Final Goodbye
    7.1   My Closing Statement              ***COMPLETE***
    7.2   Finishing Statistics              ***COMPLETE***
                                 

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1.0                                INTRODUCTION         
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Hello, and welcome to my Parasite Eve guide. Some of you may know me as being 
only a reviewer, but I have written some FAQs over the past year, as well. 
However, I have never decided to undergo the task of writing a complete guide 
for a game. Most of my FAQs and Guides have been for wrestling games, and 
consisted of basic move lists. However, I wanted to do a guide for a game, 
something different from the average stuff I did.

So, I searched the web site and discovered that there was hardly any good 
Parasite Eve guides. And none of the guides I saw could be described as 
complete. So, I decided right then and there what guide I was going to work on. 
I was going to do a Legend of Legaia guide, but I changed my mind and decided
to 
focus on Parasite Eve. If I enjoy writing this guide (and you enjoy reading it) 
enough, I may do the Legend of Legaia guide.

Please note that this guide is not finished yet, and to keep track of its
status 
you should check out the revision history section, which follows the author1s 
information section. I am going to try my hardest to make sure I complete this 
guide completely, some of you may know I did not do too well in completing my 
Yo! Noid and Fester1s Quest guides, which may still be worked on in the future.

I wrote a review for this game, and in case you are too lazy or whatever to
read 
it, I really enjoyed playing this game. If you have not played this game yet, 
make sure to play it, and use this guide if you need/want to. The game is not 
that tough, and is a fairly short game, but it is a true classic, so you should 
definitely play it if you haven1t already. And make sure to use this guide if 
you do decide to play the game ^_^

Feel free to message me on any of my messengers.. just tell me you are 
messaging me about my FAQ and I will definitely answer you as quick as I 
possibly can!



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2.0                          FREQUENTLY ASKED QUESTIONS    
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Do you have a question about this game? E-mail it to me at
mcfaddendaman@aol.com 
and you can get credited for it here! I will answer your question personally, 
unless the answer can be found in the walkthrough. If the answer to the
question 
you ask can be found in the walkthrough or guide, I will delete the e-mail 
promptly, and if you do not get a response from me it means READ THE GUIDE.

Total Questions: 5
Total Questions Answered: 2

3 Questions asked were thrown away because the answers are clearly found in the 
FAQ.

I will post any questions here, right now I have none to answer, but when I do 
get some to answer, you can bet your bottom dollar that I will post both the 
question and answer here.

Woah, I actually have some questions to answer now...

1. Q: How do I beat the Spider Woman boss on top of the building in Disc 3?

A: A large arachnid is waiting for Aya on the roof, and it is tough enough to 
find a shoe big enough to smash this bug. In the first stage of this fight, try 
to keep your distance from the Spider Woman. She will shoot webs at Aya that 
cause damage and stiffness, which impairs your movement. The webs will remain
on 
the ground for several seconds after they have been shot and will still harm
Aya 
when touched. If you do get caught in a web, the Spider Woman will close in and 
attack.

You will need a weapon with some range for this part of the battle. A rifle 
works well, because its range is good enough to shoot over a web and still hit 
the Boss. Between web shots, the Spider Woman will shoot flames. These are easy 
to dodge if you keep your distance. When the webs disappear, put some distance 
between you and the boss, because it is about to shoot three more webs.

After causing this boss significant damage, the view switches and you will
fight 
more of a close range battle with the Spider Woman. If you want, you can switch 
to a short-range weapon with a faster reload time, like a handgun. Continue to 
avoid the webs and fireballs and plug away at the boss in between its attacks. 
It should fall quickly, leaving you with a G23 handgun.


2. Q: What do Trading Cards and Mod Permits do?

A: They enable you to add extra slots onto your weapon and/or armor. With these 
slots, you can add new parameters onto your weapons and/or armor.



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3.0                                     WALKTHROUGH      
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================================================================================
DAY 1- RESONANCE
================================================================================


********************************************************************************
Carnegie Hall
Weapons: P220 Handgun
Armor: N Protector
********************************************************************************

The game will start up as you see Carnegie Hall in the picture. A limo pulls
up, 
and out comes the heroine of the game, Aya Brea. She is going to see a play
with 
a date. When she gets out of the limo, you have a chance to rename her into 
another name, if you wish. Once her date finishes talking, head inside Carnegie 
Hall. Once you are inside, run to the opposite end of the room and enter the 
double doors. This is where a cool scene takes place, and it is really an 
amazing scene. After the scene, run to the front of the building, up the stairs 
onto the stage, and walk up to the woman that is standing near the piano. You 
will now enter into your first battle.

--------------------------------------------------------------------------------
ACTRESS
Level 1
40 HP
0 MP
--------------------------------------------------------------------------------

After this, there will be a scene where Aya Brea will experience a flashback. 
Then the actress (suddenly named as Eve) escapes just as the scene ends. You 
will see her run towards the left hand side, so just chase after her towards
the 
back of the stage. There will be a large hole there, so make sure to examine
it. 
Once you examine it, you may expect that you will suddenly fall down it, or 
otherwise go down it. Nope. Instead, the cops will arrive. You can now jump
down 
the hole. I do not recommend jumping down the hole right away. I usually get
the 
Medicine 1 from the chest on the right hand side of the screen. 

After getting the Medicine, I usually go back outside of Carnegie Hall, since 
there are no random encounters or battles or anything else that would cause 
concern. There is a paramedic and a cop outside here. The paramedic will heal 
you, which may be necessary if you took a lot of damage during the battle with 
Eve. The cop on the right hand side will give you an Ammo +6 when you talk to 
him. The cool thing about this is, he does the same thing when you talk to him 
again! In fact, you can get 60 free bullets just by chatting with him 10 times! 
However, after chatting with him for the 10th time, he refuses to give you any 
more ammunition.

After doing all this, you can now go back inside Carnegie Hall and head to the 
hole. Just climb up the stairs to the stage again to get back to the large
hole. 
Once getting there, investigate it and you will go down. Once getting down 
there, you will see a little girl, who laughs at you (!), and she will then run 
away. The nerve of children today, I tell you. In any event, do you see the way 
she ran? Go that way. You will encounter a hallway, in this hallway go left and 
then up. Opening up any of the doors here is rendered useless, as they are all 
currently locked up. You will need to get the keys for the doors in order to 
open them up.

Keep going up and you will encounter another scene, this time it will be a
scene 
where an ordinary rat turns into a huge genetic freak. This will also be the 
first regular battle, and don1t think for a second that this is going to be a 
simple battle, because the rat could prove to be a formidable opponent. After 
killing the rat, go up a screen, and go through the door seen to the left. The 
third locker from the left has a medicine 1 in it, so make sure to grab that. 
After getting the medicine 1, a clown will approach you as you try to leave
this 
room to the room on the opposite end.

The clown will run out of the room, and suddenly you will hear a loud scream. 
Something must have happened to the clown!! Gee, what creative writing by
Square 
Soft!! Open the second locker to get an Ammo +6, and go back out into the main 
hallway. Run up to the north and proceed all the way down to the end and enter 
the door on the left. There is a burnt body lying on the top of the desk. RPG 
logic would tell you to search the body, so search it. Searching the body will 
nab you a Theater Key, which opens one of the doors you passed by already. God 
bless RPG logic. Actually, this time, you have to search it twice. The first 
time you search it, it will just fall to the ground (whooo.. how scary!!), and 
the second time you will get the elevator key.

The costumes on the right hand side of the room house a secret chest (well it1s 
not really secret, but I have to sound smart here) that contains a Medicine 1. 
Get the Medicine 1 from the chest, because I told you to. Pulling open the rack 
of clothes is funny because a parrot comes out of nowhere. That, ladies and 
gentlemen, is the scariest moment of the entire game. Make sure to save you
game 
in this room. See that phone that is blinking a red dot? Just search it and it 
will ask you if you want to save your progress. Make sure to save, because if 
you die, it1s back to the beginning for you.

Go back outside into the main hallway, and head south. Take the first door on 
the left hand side of the screen to get an Ammo +6 from the cabinet. Is that
all 
that is in here? What do you think? Just head over to the desk to find a diary 
sitting on top of it. Read the diary (isn1t there some sort of unwritten rule 
against that?) to find out more about the Actress (Eve) that you got into
battle 
with earlier. If you search some more in here, you will find the Rehearse Key. 
Okay, you used a key to enter a room to find another key. How in the hell does 
this make any sense? Who in the heck is clumsy enough to drop two fricking keys 
in the same place? Am I the only one that seriously questions Square Soft1s 
intellect here?

Leave the room and head to the room on the opposite end and open the cabinet to 
get another Ammo +6. You are seriously going to be loaded in ammunition for the 
battles ahead, which can only be a good thing. There is another scary parrot in 
here. I thought we weren1t at Central Park Zoo yet. Might be my eyes, walk up
to 
the parrot for the added bonus of him basically attacking you for no reason.
How 
creative is that? Head out of this room (what a waste of time) and go south, 
getting into some more random battles along the way. Have I mentioned yet how 
much I love the battle system in this game?

When the screen changes, go through the first door on the left. Checking the 
cabinet reveals another 3holy crap2 moment when a rat attacks you. Apparently 
the Zoo stage has been transported to here. Kill the rat, and check the cabinet 
again for a P220 handgun (make sure to check it, I missed it the first time 
through). Opening the chest gets you your first Defense +1 of the game. I 
wouldn1t waste it by using it on your current armor, since you are going to be 
getting better armor soon.

Speaking of the better armor, it is located in the same room. Just go to the 
upper left hand corner and search that wall that appears to be crumbling. 
Amazingly, it crumbles!! Someone call a paramedic while I check my heart rate!! 
Crawl through it and get your N Protector Armor, and equip it, as it is a heck 
of a lot better than your other armor. You can use the defense +1 on this
armor, 
if you wish.

Go north a little bit and enter the door on the right hand side. Go all the way 
south from this room, and open the chest. You either get a Medicine 1 or Ammo 
+6. The game randomizes it, which makes it that much more exciting. Right.
Leave 
through the bottom door. You will come out in front of the corpse of the clown 
you bumped into already. Don1t search it (gasp, how dare they go against RPG 
logic!), instead run north up the hallway and through the double doors at the 
end. And guess who is there? It was Eve, Aya, it was Eve all along! BATTLE TIME!

--------------------------------------------------------------------------------
EVE
Level 4
92 HP
0 MP
--------------------------------------------------------------------------------

Behind the piano is another large hole. How fun, you would think this game
takes 
place in Los Angeles with all the earthquakes going on. Climb down the hole to 
reach..


********************************************************************************
CARNEGIE HALL SEWERS
Weapons: M1911A1 Handgun
Armor: Kv Vest 1
********************************************************************************

Have fun, after you complete this dungeon you will be done with Day 1 for the 
most part. No one ever said this was a long game..

To start off, just run forward. When you get to a place with steps on both 
sides, check for a chest that is well camoflauged. It took me a few minutes to 
find it. It is near the foot of the left stairs, and you get the M1911A1 
handgun, to boot. So I advise getting the chest. Now go up the stairs and
follow 
the path as it winds around and then comes back down to the stairs on the other 
side. I just wasted your time!! Just kidding, I actually earned you 2 revives. 
You should be worshipping the ground I walk on now!!

OK I am calmed down now. Head back down the stairs and head north through the 
main tunnel. That annoying brat little girl shows up and decides to laugh at
you 
some more, then she runs away again. Just wait until I get my hands on her! Do 
not follow her this time, though. Instead, swing on by the back left corner of 
the area for a chest containing Medicine 1 or Ammo +6. Check the back right 
corner for a chest containing an Offense +1 (maybe if you really get lucky you 
will get an offense +2, good luck on that though). Now move back a bit and head 
down the east wall while running south. You end up in a secret room with a
bunch 
of chests.

Head to the main tunnel again and follow that annoying little girl. Continue 
left through this side tunnel and you will see a locked gate to the north at
the 
end. Examine the device hanging by the left side of the gate, which turns out
to 
be a switch leading to open the gate, and a phone. Use the phone to save your 
game, and make sure to dial 1-800-Collect to make mom happy (or something). 
Press the switch and go through the opening. There is that slut Eve again! Cue 
kick ass scene where she leaves and an alligator attacks. BATTLE TIME!

--------------------------------------------------------------------------------
ALLIGATOR
Level 7
120 HP for Head, 80 HP for tail
30 EXP for winning battle
--------------------------------------------------------------------------------

The alligator dies, Aya leaves Carnegie Hall, and that Day 2 screen pops up.


================================================================================
DAY  2 -  FUSION
================================================================================


********************************************************************************
NYPD Police Department 17th Precinct
Weapons: M16A1 Rifle
Armor: Cm Vest 1
********************************************************************************

You start off the day in the New York City Police Department. Talk to the men 
standing there, then talk to Baker, who is the Police Chief. He will hand you a 
mod permit, which you can use downstairs in the weapons storage area. Once you 
gain control of Aya, leave Baker1s office and head back to the place where you 
started this day. Before going anywhere else, make sure to head to the lower 
left hand section of the room, where a save telephone is located (it may be a 
little hard to see at first, but it is there, trust me). I am just pointing
this 
out for when you may need it, since you really do not need to use it now
(seeing 
as how you just saved at the end of the 1st day).

Leave this room and go back into the main hallway. Take the first door on the 
left to get to the locker room. Open the fourth locker on the right and get 
either a Medicine 2 or Cure-P (I usually end up with the Medicine 2). Now open 
the second locker to the right to get the Cm Vest 1 (equip it if you like). Now 
leave the locker room, into the main hallway. Once you get back into the main 
hallway, keep going up and take a left down the stairs. At the bottom of the 
stairs, go down a bit, then enter the door on the left. There is a tool in the 
chest on the right hand side.

Now go near the back of the room, around the counter, and open the chest there 
to get a Medicine 1. I like this chest for a certain reason. The thing about 
this one is, it refills every time you leave and re-enter the room. You can get 
as much medicines as you want here. I advise taking about 2 or 3 right now, 
because you will need to save some storage room for other items and equipment. 
The chest in the front of the counter has an Ammo +6, and also refills every 
time you leave the Police Department and come back.

Next up, talk to the man behind the counter. He introduces himself as Torres,
as 
part of the scene. At the end of the scene, he hands you the M161A rifle. After 
he hands it to you, he asks if you have a mod permit. Using a mod permit adds
an 
extra slot to a weapon at your choice. I would hang on to the mod permit for 
now, although you can use it right now if you wish. Wayne will then show up and 
tell you how to do certain things, then he will offer to hold any items you do 
not want, in storage. Now is a good time to get rid of the excess items you no 
longer need/want (2 keys, Theater and Rehearse, a tool and mod permit if you 
don1t plan on using them).

Leave the Weapons Storage room and go back up the stairs. Go north at the top
of 
the stairs and you will run into Ben Dollis. Ben is the son of Daniel Dollis, 
who is Aya1s partner. See how the story is starting to take place? He is going 
to run away from you (what1s up with all the little kids running away from 
Aya?), so just go back to Baker1s office, where he will inform you about the 
press conference. 

The press conference will take place, and you have no control over it. Aya 
screws up on it, and you will end up back in Baker1s office. Baker will get a 
phone call, and Nix will say something about a scientist at the museum of 
natural history researching mitochondria. (The story continues to develop). You 
will end up outside Baker1s office. I would advise saving now, because you are 
heading over to the Museum. When you are done saving, head outside into the
main 
hallway, and take the first door to your right. Exit the Police Department and 
you will be on the world map for the first time. Head to the Museum of Natural 
History.


********************************************************************************
American Museum of Natural History
Weapons: none
Armor: none
********************************************************************************

Selecting the museum will automatically send you to a scene where Daniel and
Aya 
are driving in their squad car. I assume they are driving to the museum, but 
only time will tell. Once they are done running their mouths about the 
scientist, mitochondria, weight loss, and the lack of toughness on the 49ers 
football team, you will end up in the museum (notice the unique chocobo flag 
located conviently on the flag of the museum.. who said Square Soft wasn1t 
advertising?)

Run up the stairs and the guard will let you inside, since Aya is cute and all. 
Once inside the museum, follow that fat blob Daniel up the stairs. He is
running 
pretty fast for a fat blob. The guard up here will ask you to sign in (probably 
with phone number too). Go to the desk in the center of the room to sign up.
Now 
follow Daniel up the stairs (again). At the top of the stairs, enter the door
he 
is standing near. You will talk to that idiot Doctor Klamp about mitochondria, 
and then he refuses to say any more (get used to that). At this point, leave
the 
museum and head back to the Police Department.


********************************************************************************
NYPD Police Department #17 Precinct
Weapons: none
Armor: none
********************************************************************************

Once you get back into the headquarters, follow Daniel inside, then go up that 
hallway and enter the door at the end on the right hand side. Inside the room, 
Captain Baker will inform everyone that Melissa will be playing tonight at 
Central Park. Daniel will run off, and Captain Baker will tell you to watch
over 
him. He will also give you another Mod Permit, for no reason whatsoever. Nice 
way to handle a story scene, Square Soft. Back in the main hallway, you will
see 
Daniel leave the building.

You will not want to follow him right now, though. First you are going to have 
to get some goodies! Go down the stairs and head back into the Weapons Storage 
Room. Get the medicine 1 and ammo from the chests if you want to, I always get 
the ammo since it is free. I would give the Mod Permit to Wayne if you don1t 
plan on using it for the time being. You can always use it if you want, though. 
After finishing here, you can leave the building, where Aya and Daniel, in a 
squad car, zoom off. Head to Central Park.


********************************************************************************
Central Park
Weapons: M9 Handgun or P8 handgun, M203 Grenade Launcher
Armor: Sp Vest 1, Sv Vest 1
********************************************************************************

This is sort of a turning point in the game, as this is the first real dungeon 
you have to prepare yourself for. Yes, Central Park can actually be considered 
to be a dungeon in this game. How cool is that? Anyways, here in Central Park, 
there is a huge wall of fire. Daniel will try to run in, but since he is human 
he gets burned. And guess who gets to go inside instead? 

Enter the park, go south a bit and you will see a parked car, with a phone
(save 
point). You can save if you want, then continue south. As you round the curve, 
check the north side for a hidden chest containing ammo +6 or Medicine 1. Now
go 
back onto the main path and follow it north. At the next screen, keep going 
right. You will see three gates. Check the gate on the left and you will get a 
Medicine 1 or Ammo +6 (again). Check the gate on the right hand side for the 
exact same thing. What a waste of time ^-^.

Now enter the center gate. In the next screen, open the chest that is near you 
when you enter to get a M9 handgun or a P8 handgun. Either one is good, so make 
sure to equip whichever one you receive from the chest. Go down the stairs and 
circle around the fenced area, then take a left up the stairs. The screen 
changes, and you will be able to see a phone straight ahead. Enter the door
that 
is right next to the phone. Inside the room, search the cabinet on the right
for 
a Sp Vest 1. Equip it, then turn right and open the drawer to get the Zoo Key. 
Also, examine the stretcher from the top side and Aya will push it out of the 
way. You can open up a cabinet here to get the kick ass Grenade Launcher, M203 
style! Whooo!!!

Leave the room, and save if you want (I would recommend taking a few seconds to 
save here). Keep heading right and enter the first door on your left. This door 
will be unlocked because you have the Zoo Key now. Once you enter this gate, go 
forward a bit and enter the forest area through the broken glass piece on your 
left. Walk through the glass pathway on the right side and you can find some 
chests containing a Medicine 2, Cure-P, and one chest contains a Defense +1 or 
defense +2. 

Go back outside and continue right. Instead of going north, open the chest 
hidden behind a pillar for an Ammo +15, then keep going right. Go down the 
stairs, look to the left for a chest containing a Tool (or Ammo +15). Now 
continue to the right onto the next screen. This has got to be the epitome of 
fun. Continue right, then go north up the stairs, then head north a bit and
left 
to go through an opening that is partially hidden by the roof.

Here, open the chest on the bottom left for a Medicine 2 (or Ammo +15). Go to 
the right hand side of this area and there will be a red chest (wow) containing 
an Ammo +15. Now go across the bridge on the north side of this section. Walk 
onto the main path, go south, and then take the left path and head north
through 
the gate. This has got to be one of the more easier mazes I have ever seen in a 
role playing game.. it will change soon enough, though.

Ignore the path that goes off to the left (we will be back there soon enough) 
and continue to go north. In the next screen, continue north into the 
Ampitheater. You should be able to tell now that we are nearing the end of the 
Central Park fun. After watching Eve and regaining control of Aya, run back to 
the right and into the previous screen. Run to the right through the door 
labeled "Backstage". Eve will flee, so follow her.

At this previous screen, go back to the south and take that path I told you not 
to take before. It is to the left, so basically go south then take the path on 
the left. Take the stairs up the structure. At the top of the stairs, search
the 
bottom right part of this area (which means you need to be underneath the top 
part, in the bottom right hand corner) to find a chest containing a Revive. Now 
search the upper left part for a chest containing an Ammo +15. Now continue 
going north from the stairs. 

You will see an oddly placed phone here and there will be another chest with an 
Ammo +15. We are really loading up on ammo, eh? What is this, World War 3? In 
any event, go back down the stairs and head left. The little girl will run away 
from you for the fifth or so time. You can choose to follow her, but then you 
will miss out on all the great items that can be found around here. So, let1s 
take a moment to find all the items here before following the annoying little 
girl that always runs away when you confront her.

At the first intersection, take the south path. Follow it as it winds around 
around to another intersection, in which you should go east. Continue along the 
path as it bends south, then go left at the intersection. It bends back south 
and leads you into another intersection, this one has four paths. Take the path 
going to the Northeast to find a chest with an Ammo +15, then go back to the 
intersection and take the west path to the next screen.

When you arrive at the new screen, there will be a red chest near you on the 
north side of the road. Open it for a Sv Vest 1, equip it if you wish, then 
continue west along the path. Cross the little bridge and take the stairs down 
to get a Defense +1. Follow the path and keep going west at the intersection.
At 
the next intersection, instead of following that annoying little girl, head 
north. Take a left at the intersection and go south to find a chest with a Tool 
or Super Tool.

Go back up, left, and follow the path south, then continue west. Follow the
long 
path down and cross the bridge. When you get to the fountain, instead of going 
up the stairs, go north from a fountain under the bridge. You will find two 
chests containing a Defense +1 or Tool, and a PE +1 or CR Evade +1. After 
picking up these items, continue going north. You will eventually run into a 
phone. Save, because you are about to enter into battle with a boss (and a 

pretty tough one, at that). When you have saved, head into the next screen
where 
you see a giant worm. BATTLE TIME!

--------------------------------------------------------------------------------
Giant Worms
Level 13
120 HP, 150 HP, 180 HP, 210 HP
0 EXP
--------------------------------------------------------------------------------

After the fight, return to the pay phone and save again. Then cross over the 
Giant Worm area and get ready for one seriously nasty ride.


--------------------------------------------------------------------------------
Eve
Level 14
330 HP
0 EXP
--------------------------------------------------------------------------------

After you beat Eve and she runs away, enjoy the following scenes, and there is 
the Day 3 screen. Two down, four to go..



================================================================================
DAY 3- SELECTION
================================================================================


********************************************************************************
Soho
Weapons: M11 machine gun, Club 2, G19 Handgun
Armor: Cr Vest 1
********************************************************************************

The day begins with Aya waking up in a little house in Soho. There are some
nice 
graphics in this house, for sure. I especially like the little flaming trash 
can. The exit is to your right, but before leaving, pick up the Ammo +30 in the 

black chest by the door. You will see Maeda sitting outside, and then Daniel 
will come up in front of the house. Head left, then check the floor around that 
trash can for a Trading Card. At the next screen, try to open the door for the 
Gun Shop. It is locked, so Daniel takes matters into his own hands by shooting 
down the door.

Go inside the Gun Shop. No window shopping here, as everything is free! Right 
when you enter, there is a camoflauged chest just to the south of the entrance 
that contains a Bullet Cap +1 (or Bullet Cap +2 if you stand on top of your
head 
for 10 seconds). Go left and you will find another chest to your left that 
contains a Tool. Now head to the Northeast corner of the shop and start picking 
up the items in the chests. You will get a decent amount of items in here. Once 
you pick up all the items in here, leave the gun shop, go back to the screen 
where you started, and go right.

You will arrive at a Pharmacy. Take all the items in here, there is a decent 
amount of them, and all are easily found for the most part. Make sure to enter 
the upper left hand corner of the store for a CR Evade +1. Once you are done, 
head to the front of the store. Walk behind the counter and pick up the Defense 
+1 (or Defense +2 if the 49ers go on a winning streak). Now save and leave the 
pharmacy. Return to where the squad car is waiting, and enter the car from the 
Passenger's side.


********************************************************************************
American Museum of Natural History
Weapons: none
Armor: none
********************************************************************************

Just follow the story here, when you are done head back to the Police 
Department.


********************************************************************************
NYPD Police Department #17 Precinct
Weapons: M92F Handgun, SG550 rifle, M9-2 Handgun
Armor: Cm Vest 2, N Jacket
********************************************************************************

You will find the Headquarters in disarray upon entering the station. Daniel 
will run inside, so follow him in. Maeda will give you another worthless good 
luck charm, which means absolutely nothing to the success in the game. After 
receiving it, go inside. Go south and take a left to enter the locker room. 
Check the lockers and the cop on the ground for some items. The second locker 
from the right will have a Medicine 3, and the fourth locker from the right
will 
have a Cure-P or Medicine 2, but only if you did not open it on Day 2. Talking 
to the fallen cop twice nets you an Ammo +6. Head back to the main hallway and 
go south to the detective1s office.

You will see Warner on the ground. Oh my, what could have possibly done that to 
him? Talk to him twice and he will give you Ammo +15. Use the phone to save, 
then return to the main hallway. Take the stairs down to the basement, and then 
enter the Weapons room. Wayne will give you Torres1s handgun, which is pretty 
strong but it also has some weaknesses. Dropping off a lot of stuff here is a 
good idea.

Leave the weapons room and go to the kennel, which is just north of the weapons 
room and on the same floor. You will see Cathy lying on the ground. Talk to her 
and she will tell you what happened. Talk to her again and you will get Ammo
+6. 
Just how does that work, anyways? Now go back up to the main floor. At the top 
of the stairs, go north. You will see Nix in the background. Talk to him, and
he 
will tell you about Shiva, and this time he just gives you the Ammo +15. It1s 
about damn time. Instead of going up the stairs, head north to get the Cm Vest 
2. Then go back to where Nix was, and head up the stairs.

Talk to the cop and he will give (gasp) you the ammo +6. Pass through the gate 
and enter the door on the immediate right of the screen. There are some chests 
in here, get them. Now go back into the main hallway, and head south, then head 
west. In the next screen, enter the door to your north. The monsters will jump 
out of the window, beat hem and get the Medicine 3 from the chest. Enter the 
door at the north side and get the glimmering object, which turns out to be the 
Storage Key.

Go back outside. At the T-Intersection, go left and enter the room there. You 
will find a Medicine 3 and a CR Evade +1 (or 2 if the Red Sox beat the Cubs in 
the World Series) in the bottom right hand corner, and you can also save your 
game here. Once done, go back outside. Go north at the intersection and up the 
stairs. View the Full Motion Video scene, then at the top of the stairs, take 
the door to the right. You will find a Lab Tech who will heal all your wounds 
only once. Make a decision to get healed or not, then go back outside and north 
until you arrive at yet another intersection. There sure are a lot of those in 
this game.

The fallen officer here will give you his Locker Key. It is about damn time.
Now 
go north through the double doors. Kill the monster here to get the SG550
rifle. 
Then get the defense +1 from the chest, and talk to the cop for an Ammo +6. Go 
to the upper right corner of this room, through a hard to see door, and pick up 
the N Jacket in a small room. Go back and get healed by the Lab Tech if you 
didn1t before, and go back down to save. 

Back at the intersection on the third floor, go east now. Now up the steps, you 
can go forward and into the Morgue. In there, you can fight a battle and win a 
few Medicine 3s and Full Cure. Or you can go left and fight the boss. The
choice 
is up to you, as usual. I would advise getting into the battle, then using the 
Medicine 3s you win during the boss battle.

--------------------------------------------------------------------------------
Sheeva
Level 18
400 HP (bottom, target 1), 200 HP (left, target 2), 300 (right, target 3)
1000 EXP for winning
--------------------------------------------------------------------------------

With the mutated Sheeva dead, go up to talk to Baker and Ben. Daniel will come 
in shortly, and the Day 4 screen appears. 3 down, 3 to go..



================================================================================
DAY 4-CONCEPTION
================================================================================


********************************************************************************
NYPD Police Department #17 Precinct
Weapons: MPK5 machine gun
Armor: none
********************************************************************************

You will start off this day in Baker's office. Go outside to the main hallway 
and enter the locker room, which is on the left-hand side. Use the Locker Key
to 
get the Trading Card. Go to the basement and, at the bottom of the stairs, go 
north to the end of the hall and enter the Storage Room. You will find the big 
old weapon known as the MPK5 machine gun. Equip it if you want, I would advise 
equipping it though. 

There is also an Offense +1 here, but you probably got that in Day 3. Talk to 
Wayne, who is now the head man in charge since Torres is gone. There will be 
some new options available to you, and the Trading Cards you picked up act as 
Mod Permits now. Go up to the top floor and enter the Crime Lab. You will find 
Maeda here. Go up to him and speak to him, then take the ammo +30 from Daniel, 
and leave the headquarters. Next stop: St. Francis Hospital.



********************************************************************************
Saint Francis Hospital
Weapons: M79 Grenade Launcher, Micro UZ or M10 Handgun, G3A3 rifle, G23 handgun
Armor: B Vest 1, Sp Jacket
********************************************************************************

Head right a little bit and chat with Maeda. He will give you another useless 
good luck charm before you enter the hospital. This time it is the Mayoke. Now 
enter the hospital. Inside, take note of the telephone on the counter, because 
you will be using it a lot. Go down to the waiting area, then up to the left, 
and open the chest between the two elevators for an Ammo +15. Go up now, and 
then take a left. Press the elevator button, then go inside. Press the button 
inside and you will arrive at the basement.

Exit the elevator, then go down. Go up at the next screen, and then take the 
first door on your right. The fun is just getting started here, as now you can 
examine the glittering object on top of the shelf to get the Fuse 1, which will 
come in handy. Then open the chest in the bottom right hand corner to get the 
M79 grenade launcher. Search for the chest in the top right hand corner of the 
room for an Ammo +30, then just leave by going out through the door in the
upper 
right hand corner.

Go up and follow that annoying little girl (yet again), and instead of 
attempting to go through the locked double doors, go left towards another room. 
Get the medicine 3 in the chest, then open the desk drawers on the right hand 
side for a Autopsy Key, then use the phone to save. It is really important that 
you save now, just in case you die in the upcoming sections of this tough 
dungeon. Now leave the room through the right exit, pick up the defense +1,
then 
go through the door at the bottom right.

Keep going down, past the pathway that leads to the elevators, and 
then take the first door on the right side (Aya will discard the Autopsy 
Key now). Snatch the Offense +1 (or Offense +2 20% chance) in the bottom 
right corner. Get the tool in the chest that's just a bit north, then go 
through the door on the north side. Here, just go straight ahead, pick up 
the Fuse 2 on top of the cabinet. There's also a chest in the bottom left 
that contains a B Vest 1 (sometimes you'll get a Cr Evade +1, but I have never 
gotten it). Check the burnt body for the Blue Cardkey, then leave the Autopsy 
Room.

Back outside, run up all the way to the end of the hall and then turn 
right (don't enter the door). Go up, and use the Blue Cardkey to unlock 
the door. Go through the opened doors. Instead of chasing after the girl, 
open the chest near the entrance for a Micro UZ or M10 machine gun. Go 
down and examine the glittering object for an Offense +1 (20% chance of 
getting Offense +2). Return to where you saw the annoying little girl, skip the 
doors you entered from, and take the next door on the right. Go through the 
glass doors and get the tool in the chest at the left. Check the desk on the 
south side for a Medicine 2, then get the Fuse 3 at the bottom right, and 
then leave through the doors you came in. This maze is really boring me right 
now.

Head north and you'll find the fuse box. Put in all three fuses, 
repair the wires, then toggle the power on. Now go right, enter the 
elevator and return to the main floor. Go back to the lobby and use the 
phone to save, then enter the room to the north. Rescue the patient and 
the doctor, then search behind the moved shelf at the north side of the 
room for a Trading Card. Now check for a chest hidden behind the curtain 
and beside the middle bed for a PE +1 (20% chance of PE +2 instead). Now 
enter the other room at the bottom right. Save the nurse, get the Green 
Cardkey from her, pick up the Sp Jacket from the chest lying beside the 
right bed, then go back to the lobby.

Go left, past the elevators, and use the Green Cardkey to open the 
doors. Run north, then enter the first door on your left. Go all the way 
to the bottom of the room, then go to your right, pick up the Ammo +30, 
and turn the handle on the leftmost valve. Leave this room, then open a 
chest in the upper right corner for a Bullet Cap +1 or Range +1. Return 
to the elevators and go up to the 13th floor.

At the 13th floor, you can keep running south to get a view of the 
Chrysler Building. When you're done, take the door on the left (you can't 
go through the right door because of the body). Get the G3A3 rifle from 
the chest in the bottom left corner. Check the cabinets for a Tool. Now 
walk up to the red arrow pointing right, turn right, and push the machine 
out of the way, then press the red button that was previously concealed. 
Also, check some of the desks on the north wall for a Medicine 3. Go 
through the now opened doors.

There's a CR Evade +1 in the chest (or CR Evade +2 20% of the time). 
Now go to through the hallway at the northeast. In the next screen, enter 
the door on your right. A chest on the desk against the right wall 
contains an Ammo +30. A little bit up there's a Cure-M in a chest on a 
stool. Now examine the glittering object on the floor near the phone. 
You'll find something out, and you'll also get a Junk. Go a little bit 
right and then examine that shiny object to get an Elevator Key. Now 
save, leave the room, and go north to the elevator. You'll arrive on the 
roof, and then you'll be attacked by a boss. IT'S BATTLE TIME!!

--------------------------------------------------------------------------------
Spider Woman
Level 22
400 HP (first stage), 500 HP (second stage)
6500 EXP for winning
--------------------------------------------------------------------------------

As soon as Eve departs, run to the southwest corner to avoid the crash by 
jumping onto the yellow scaffolding. A spider will attack Aya and send her 
plummeting to Earth. Kill it quickly and Aya will throw the switch to end her 
descent.


********************************************************************************
NYPD Police Department #17 Precinct
Weapons: none
Armor: none
********************************************************************************

As soon as you arrive at the Precinct, head down to the Weapon1s Department and 
unload some of your stuff. When you are finished, return to Baker's office to 
get the latest news on the case. The Day 5 screen pops up. 4 down, 2 to go..


================================================================================
DAY 5- EVOLUTION
================================================================================


********************************************************************************
Chinatown and Chinatown Sewers
Weapons: M79-2 grenade launcher, M1911A2 handgun, M870 shotgun, M203-3 grenade 
launcher, Club 3, M79-3 grenade launcher
Armor: Cr Protector, B protector
********************************************************************************

The day begins at the map of New York City. Your first stop in this long day is 
Chinatown. When you get to Chinatown, keep going north until you reach the next 
screen. Go north a bit and head to your left to get a chest, which contains a 
Medicine 3. Next, head right, across the street, and get the chest, which 
contains a PE +1 (or PE +2 when Jay Fielder wins NFL MVP). Go back into the 
street and continue going north. In the next screen, go up and open the chest, 
located near the left lamppost, to get an M79-2 grenade launcher. Go down a 
little bit and pick up the Offense +1 in the chest. Save at the phone.

Keep going right until you find a secret area. Get the M1911A2 handgun in the 
chest, and the Tool. Leave and go back into the street, where you should 
continue north. You will meet up with that prick Maeda here. He will give you 
another useless good luck charm. This time it is the Narita. Now pick up the 
Ammo +30 in the chest in the upper left hand corner, then go down the sewers.

When you get to the bottom of the sewers, go right to an intersection, then go 
down. In this tunnel, keep on heading downwards until you run into the next 
intersection. Get the M870 shotgun from the chest on the south platform, then
go 
down some more until you come to an archway on the left hand side. To the right 
hand side of you is a chest, which contains an Offense +2 or Defense +2, so
make 
sure to get it. Then go through the archway to the right hand side.

You are now in another tunnel. There is a shiny object on the ground that turns 
out to be a tool. Get the Tool, then keep going north. At this intersection, 
take the right path and you will run into a dead end. Get the Offense +1 or 
Defense +1 in the chest, then head back to the previous screen. Go left at the 
intersection now, and continue left until the next crossroads. Keep going left 
at the intersection, and then go north at the next one.

Get the shiny object on the ground, which turns out to be a Range +1. Once you 
get it, go back south to the previous intersection, and go left instead. In
this 
intersection, there are three ways you should go. Go west and get the grenade 
launcher from the chest. Go south and you can pick up a Medicine 3. Then head 
north to continue through this maze. Go north at the intersection and examine 
the glittering item and you will get a Super Tool. Return south and then head 
west. The object on the ground is a Cure-D.

Continue west at the intersection until you reach a dead end. Get the Medicine
4 
here, then go back east, and then south. Get the Cr Protector in the chest at 
the end of the tunnel, then go through the south exit. Go all the way south 
until you can go south no longer, then climb up the ladder. At the top of the 
ladder, go right, past the T-Intersection and open the chest for the Club 3.
Now 
go south from the intersection into the next screen.

Go forward and you will find the people from Central Park, and this time they 
are all slimy. Definitely sick, but also cool in a strange sort of way. When
you 
regain control of Aya, first go right, then climb down the ladder. You will
then 
have to fight 2 of the alligator bosses you fought earlier. After beating them, 
head up back the ladder, then go up, and take a right at the corner and go up 
the stairs. At the top, enter the door in the upper right corner. Get the Ammo 
+30 from the chest, then save via the phone.

Now examine the control panel. You will have to do this properly. Turn on the 
power, activate both pumps, then turn off the power. Go through the door on the 
north hand side. Cross the tunnel and enter the door on the other side, then
run 
up the stairs and through the door at the top. Cross the train tracks, then 
climb up the platform. Get all the chests, and make sure to save via the phone. 
Jump down the platform to get to the tracks on the left hand side, then go 
north. Go right at the next screen to get a Medicine +3. Go right to the next 
screen. IT'S BATTLE TIME!

--------------------------------------------------------------------------------
Centipede
Level 26
500 HP (1st stage), 250 HP (head), 180 HP (tail), 120 HP (body), 120 HP (body)
10000 EXP for winning
--------------------------------------------------------------------------------

After killing the boss, run to the right until you bump into a train, 
go up, around and to the right of it, then go down, past it, and into a 
train at the bottom right corner of the screen. There are three chests in 
here. You'll find a B Protector, and one chest with a Tool. The third 
chest contains either a Tool or a Super Tool (5% chance). Leave the 
train, then go north to the bridge. Run across the bridge and examine the 
body of the guard for the Gate Key. 

Aya will notice the slime going towards the museum. Now go left, and that's the 
end of disc one. Put in disc two, and go back to the subway. Run all the way 
back to the train stop platform (where the phone was). Go south from the phone, 
and then go up the stairs under the EXIT sign and you'll arrive back at the map 
of New York City. Before you go anywhere else, you should head back to the 
Police Department and drop off all your stuff. 


********************************************************************************
Pier Number 3 Warehouse
Weapons: PPK handgun, M203-2 grenade launcher, AT4 rocket launcher
Armor: Cm Protector, Sp Protector
********************************************************************************

This area is completely optional, but if you go here, you can get some 
good items, and also build up some levels in the process. If you decide 
that you don't want to go, then skip this section and head straight to 
the museum.

Upon going through the gate, swing to your right and open the chest 
for a PPK handgun. Search somewhere behind the sliding metal door for a 
Tool, then go up. The screen will shift and you'll be at the front of the 
warehouse. Run up the steps and enter.

Go forward and check your left for a chest that contains the Cm Protector, then 
continue north to the next screen. Here, you'll see a cat chasing a rat, and 
then after some mutations, the rat will chase the cat away, heh. Kill the 
mutated rat, then check the bottom right corner for a shiny object which turns 
out to be a Warehouse Key. Go up a little bit and under the bridge. Right after 
you pass the bridge, there's a chest to your right among the rubble that 
contains a M203-2 grenade launcher. Even though the chest is in plain sight,
you 
might have trouble spotting it because it's camoflauged so well. Now go through 
the door on the north side. 

Keep going down and then enter the door under the red light. Head 
left and open the chest for the Sp Protector, then go near the bottom 
right corner and open the chest for a Rocket (hint hint). Go up the 
stairs on the left side and save before continuing through the left door. 
Also, after saving, go to the right of the phone, climb up the ladder and 
open the chest for an Offense +2 or Offense +3 (10% of the time). Now go 
through the left door.

Cross the bridge and enter the door on the other side. In the bottom 
left corner of this room you'll find an Offense +2 or Defense +1. A chest 
in the topright corner contains a Tool. The one in the topleft corner has 
an Offense +2 or a Defense +2. There's also a chance you'll get a Defense 
+3 (10% of the time). Once you've picked up all the items, go down the 
elevator. Slide yourself down to the bottom, then go left. You'll be attacked
by 
the boss. IT'S BATTLE TIME!

--------------------------------------------------------------------------------
Crab
Level 32
856 HP (head), 420 HP (claws)
2510 EXP for winning
--------------------------------------------------------------------------------

Once the crab is gone, go to the northwest. Watch the steam patterns. 
When you think you've got it down, go in (while there's no steam), pick 
up the shiny object (Tool), and get out. Return to the bottom right and 
climb back up the elevator lift. Now leave the warehouse. If you're 
thinking of equipping the AT4 right now, don't, because you won't find 
rockets in abundance as you do Ammo. Save it for the boss fights.


********************************************************************************
American Museum of Natural History
Weapons: G22 or P220-2 handgun, M203-4 grenade launcher, MP5PDW machine gun, 
M500 shotgun, Maeda's Gun, M8000 handgun, M9-3 handgun
Armor: N Suit, Sv Protector, B Jacket 1, Cr Vest 2
********************************************************************************

After finishing the warehouse, go to the museum. You may also want to 
stop by the department first and drop off all your extra stuff.

Enter the museum now. In the lobby, head towards the top left, and 
follow the person who slipped behind the door (save before you follow). 
Run to the left in the next room and then go to the bottom left corner. 
Off screen in the corner is a chest that contains a Medicine 4. Get it, 
then take the door on the left. Go to the bottom left corner in this next 
room and open the chest behind the frog exhibit for a Medicine 3. Enter 
the doors at the north. You'll see the figure disappear behind a locked 
door, and then you'll have to fight a pair of dinosaurs. 

Once you kill them, go north near the middle of the room, and then check your 
left and right side for chests. The left chest contains a Tool or Medicine 3. 
The right chest contains either the G22 or P220-2 handgun. Go back south,
return 
to the lobby, and then save again. Take the north exit from the lobby, under
the 
stairs. In the next screen, you're in an area with lots of green growth.
Examine 
the machine on your right and you'll get a little quiz. Answer it correctly and 
you'll get a prize. Answer incorrectly and you'll get a chance at another not-
so-good prize (check below for the answers). 

When done, continue north while pressing against the "wall" on your right.
After 
a little bit of running, Aya should be able to get through, now go south and 
east to get to a hidden room. Pick up the Ammo +30 and answer the next quiz.
Now 
go through the door on the right. Open the chest under the fire alarm for a 
Defense +1, then go south to the opposite side and open that chest for an 
Offense +1. Now run to the bottom right corner and get the N Suit in the chest, 
then go south a little, turn to face the west side, and push the box out of 
the way to reveal another room. Get the Trading Card and the Tool, then 
go back to the green area. This time, go all the way north.

When you get out of the green area, continue north through the 
passage, then turn left at the end. At the new screen, you'll see another 
quiz here. Take it, or don't, then continue left and beat up the 
scorpion. After it's gone, go left to the next screen. Take a right at 
the canoe in the center of the room, going through the north exit. Go to 
the bottom right corner, at the foot of the stairs, and open the chest 
for an M203-4 grenade launcher. Instead of going up the stairs, go north 
around them. When you get to the next screen (the place with all the 
heads), just try to leave, and you'll be attacked by three armadillos. 
Kill them, return to the previous room and now go up the stairs.

At the top, you'll see another quiz in the upper right corner. Go 
south for a bit, then look to your left and right for two chests that may 
be partially hidden. The left chest contains a CR Evade +1 or PE +1, the 
right chest has an Offense +1 or Defense +1. Now go through the north 
exit. Walk around the exhibits and take the door on the upper right 
corner. Climb down the ladder, pick up the Offense +1 or Defense +1 in 
the chest, then go through the door. Pick up the tool hidden by the left 
head, then climb back up the ladder to the second floor.

Climb up to the third floor now. Pick up the Rocket in the chest, then 
go through the door back inside. Take the quiz in the lower right corner, 
then go through the exit at the southwest. In the next room, you'll find 
another quiz in the bottom right corner. Take it, then leave the room 
through the south. You'll see some stairs to the second floor. Go down 
them, pick up the Revive inside the chest, then go back to the third 
floor. Now take the exit to your right.

Inside the next room, a pterodactyl will crash into the room and 
attack you. Kill it off, pick up the Medicine 4 in the chest, then 
continue going right. When you get to the room with the fall dinosaur 
fossils, go south (or continue to go south, rather). Take the door on the 
west side of the room. Open the chest for the Sv Protectorby the smashed 
window, then climb through the window. Run across the ledge to the right, 
jump down to the second floor, and then climb through the window.

After going through the window, go through the east door. You'll find 
yourself outside of Klamp's Office, but it's locked, so take the path 
leading north. Check under the tent labeled Museum Shop for a Defense +1 
and a Tool, then continue north. Run down the long hallway and take a 
left at the end. At the red carpet area, take the door on the north. 
Examine the monitors, and examine the blinking object to the right of the 
monitors, then deactivate the alarm. Open the chest on the left for an 
MP5PDW machine gun, then use the phone to save (finally!).

Before leaving the room, stand in front of the alarm, then run to the 
right. When you can go right no more, head south (you're off the screen), 
and then examine everything around there until you appear in the 
elevator. Move it to the fourth floor. You'll come into a secret room 
where you can pick up some various items. Among them are the Tool, M500 
shotgun, B Jacket 1, and Cure-D. Now go back to the second floor. Leave 
the monitoring room and head back to Klamp's office (go right from the 
red carpet area).

In Klamp's office, just watch the events as they happen. You'll come 
out with the Klamp Key and Maeda's Gun. Outside of the office, go through 
the door at the bottom left. Also note that the stairs are no longer 
blocked, but don't go up them. In the next room, keep going left and 
unlock the door with the Klamp Key. Do the quiz in this room, then take 
the door north. When you come up in the next room, walk to the center of 
the room and you'll be attacked by the Triceratops. IT'S BATTLE TIME!

--------------------------------------------------------------------------------
Triceratops
Level 33
750 HP (1st stage), 900 HP (2nd stage)
50,000 EXP for winning
--------------------------------------------------------------------------------

With the Triceratops dead, go back down the stairs to the lobby and save again. 
Do _not_ go south otherwise you will have to fight another boss without saving! 
After you've saved, go back to the Triceratops room and try to go south. You'll 
be knocked all the way down to the first floor. Pick up the Ammo +30 and 
Medicine 4, then run to the right. You'll be attacked by the T-Rex. IT'S BATTLE 
TIME!

--------------------------------------------------------------------------------
T-Rex
Level 35
2400 HP
100,000 EXP FOR WINNING
--------------------------------------------------------------------------------

Run to the bottom left corner, then enter the doors at the south wall. 
You'll end up back in the lobby. Save, then go into the elevator and go 
to the fourth floor. There's a chest here that contains a Full Cure or 
Full Recover. Get it, then go back into the elevator and head to the 
second floor.

Out of the elevator, go west two rooms, then go north. Head up the 
stairs back to the Triceratops room. Now go south (you won't be rammed 
this time) to the next room. After the "earthquake", you'll notice the 
window on the west side is shattered. Go through it, then turn south. 
You'll find two chests with a Tool and an M9-3 handgun inside. Also, 
before going up the stairs, go north again, down the stairs, and south to 
the room with the quiz. You'll find broken glass in this room, too. Go 
through it and head to the bottom left corner of the room. In the two 
chests you'll find a Cr Vest 2 and a Super Tool. After getting them, go 
back to the room where the "earthquake" occured and up the stairs.

Go through the door on the north, and watch the events take place. Aya 
will automatically leave the Museum after that. View all the cool FMV's 
and Aya will be brought to an aircraft carrier outside of New York City. 
Eventually you'll be able to save, and after that, you'll be at the 
Statue of Liberty.

Also, here are the answers to the Quiz questions in the Museum.

-How many animals are hiding?
  9

-The name of the organelle that appeared in the first organism?  
  Mitochondria

-What was the nutritional source of the first organism that lived 3.9
 billion years ago?
  Nitrogen oxides from volcanoes

-The mitochondria creates ATP (adenosine triphosphate) within the cell. 
 How much energy is this equivalent to?
  200,000 V per cubic cm

-By taking mitochondria, which uses oxygen as its nutritional source,
 into the body and living with it symbiotically, the bacteria has 
 acquired a tremendous amount of energy. What was the consequence?
  Aging

-In 1987, Cann & Wilson released a theory stating that humans were 
 derived from Mitochondria eve. Which organism is thought to be 
 Mitochondria Eve?
  An African female

-25 Million years ago, oxygen increased in the air. Why?
  Photosynthesis by bacteria


********************************************************************************
The Statue of Liberty
Weapons:
Armor:
********************************************************************************

You will land at the base of the Statue of Liberty. Before going north, 
check everything you can think of, because the upcoming battle is tough. 
Once you're ready, go north and you'll confront Eve for the final time.


--------------------------------------------------------------------------------
Eve
Level 37
1900 HP (Top), 1750 HP (Middle), 1600 HP (Bottom)
0 EXP for winning
--------------------------------------------------------------------------------

--------------------------------------------------------------------------------
Eve
Level 35
2200 HP
0 EXP for winning
--------------------------------------------------------------------------------


There you go, you beat her, the Day 6 screen pops up. 5 down, 1 to go.. ^_^



================================================================================
DAY 6-LIBERATION
================================================================================



********************************************************************************
Navy Cruiser
No Weapons
No Armor
********************************************************************************

The day begins with Aya standing by the rail of a navy cruiser. After 
talking to Daniel a bit, go through the door to your left. You'll see 
Wayne and Maeda talking. When Maeda leaves, talk to Wayne and drop off 
all your excess equipment and pick up any Medicine you might have. When 
you're done, Wayne will offer to rename one weapon and one piece of armor 
at your choosing. Once done, use the phone on the left to save, then 
leave the room. Some more scenes will take place, and after a while, the 
final battle will commence.


--------------------------------------------------------------------------------
The Ultimate Being
Level: 37
HP: 1500
EXP: 0
--------------------------------------------------------------------------------
The Ultimate Being looks pretty revolting. Don't let that stop you, 
though. In fact, this battle is quite easy. All he does is float around 
like a pansy and attack occasionally. His attack is a shockwave that 
eminates from himself, spreading out to damage everything within a 
certain radius. To avoid it, all you have to do is to figure out which 
corner he's furthest from, and run there before he attacks. If he shoots 
the wave before you get to the corner, then don't worry. As long as 
there's some distance between you two while it fires, then you can outrun 
it as long as you keep heading for the corner. 

After it fires, run up to it and shoot it. You can fire quite a few shots.
Three 
or four is fine, but if you're really paranoid, you can stick with one shot,
but 
there's really no need. After firing, the Ultimate Being will float around 
someplace else, in which you should move to the corresponding corner and 
prepare for the next attack, then repeat the pattern. It also has an 
attack that is unavoidable and brings you down to 1 HP, but luckily, it 
is used very occasionally. When you see it about to do its 1 HP attack 
(it drops to the ground), then you could cast a Barrier at that instant. 
It uses up less PE than healing yourself back to full.

--------------------------------------------------------------------------------
The Ultimate Being
Level: 37
HP: 1500 (Top), 950 (Bottom)
EXP: 0
--------------------------------------------------------------------------------
There are two parts to this boss. It's also fairly easy, though not as 
easy as the previous form. Its attack is a pair of lightning bolts it 
shoots from its hands four times in a row. You can either get between 
them or just avoid them altogether. Getting between them is a bit 
difficult because it swings the bolts in a direction, and so you'll have 
to move with them. If you can get outside of the bolts (on the other side 
of the direction he swings it), then you won't have to worry about it. 
Remember, however, that he shoots four times in a row, so don't let up if 
you've managed to dodge one, keep running circles around him (the 
opposite direction the bolts are going). 

Also, the closer you are to it, then the easier it is to dodge (and it also has 
a chance of going over you, missing you completely). Actually, it's best to
stay 
close to it, and once you see the bolts about to come out, start moving. Its 
other attack is just three bolts that sort of home in on Aya, but they can be 
dodged easily. After dealing enough damage to one section, both sections 
split apart and move and attack independently. This stage is a lot 
harder. The flying part will either try to run into you or shoot a string 
of bullets at you. 

It follows you as it shoots, so just run as fast as you can away from it. If 
that wasn't bad enough, the part that's crawling on the ground will shoot a 
purple beam that reaches from one corner all the way to the opposite corner. It 
can also sweep its purple beam around the screen. To dodge, just run away from 
the beam while at the same time running towards the baby (so you can outrun it 
faster). If you kill the baby first, then the other part will die, too, and the 
battle will end. If you kill the flying section, you'll still have to kill the 
baby. For a quick battle, as always, use Liberate.

--------------------------------------------------------------------------------
The Ultimate Being
Level: 38
HP: 3500
EXP: 0
--------------------------------------------------------------------------------
This form reminds me of Tyrant from Resident Evil 1. Anyway, it's 
probably the toughest form, also. It has several moves. One is a two-hit 
combo. It quickly rushes up to you and hits you twice. You can avoid this 
by running away from it when you see it start to speed up. As it 
approaches you, it will stop to attack you. If you keep running, it will 
land behind you. As for the second attack, after the first one comes out, 
angle yourself away and to the side when you run, and the second attack 
should miss you by a hair. 

It has another attack where it flies to one corner and shoots several large 
balls at you that. When you see that it's about to fire, start running towards 
it. If you're really close to it, then the balls will miss you. You might get 
hit for about 15 points of damage, but it's preferred than losing 250 HP. Oh, 
yeah, this one also has a 1 HP attack and a half HP attack.

--------------------------------------------------------------------------------
The Ultimate Being
Level: ??
HP: 8000
EXP: 0
--------------------------------------------------------------------------------
This form is pretty easy. It has four extensions that can't hurt you, but 
fly around and shoot easily avoidable lasers. Each shot you hit it with 
does 1 point of damage. It's best to switch to a machine gun now, as they 
can shoot up to 7 times in a row. Just dodge and shoot, and you'll 
eventually kill him.

Just kidding! Once you do about 20 damage, Daniel will come down and 
throw you some special bullets. You'll automatically switch to Maeda's 
Gun, loaded with the special clip. Each hit here does 999 damage! Kill 
him!


So now the Ultimate Being is dead... not quite. You now have to find the engine 
room and destroy the ship, and the Ultimate Being with it. Once you regain 
control of Aya, RUN to the door on your left (where you talked with Wayne). 
Inside the room, Aya will notice the map and realize she has to go to the
engine 
room (okay, so I spoiled it, sorry). Go through the door that was blocked 
earlier.

Go through the door and immediately start running up. At the intersection, turn 
left. At the next screen, go UP. It may look like left is the way, but trust
me, 
hold UP in the control pad and go through the door on your right at the end of 
the hallway. In the next screen, hold right for just a fraction of a second, 
then go down the stairs. Go through the door on the left.

In the next screen, immediately head right, then go up at the T-intersection.
At 
the end of the passage, climb down the ladder. At the bottom of the ladder, go 
down and access the control panel. The Ultimate Being will crawl near you after 
you do that. You'll have to do something scary... run around the Ultimate
Being, 
then turn left. It will freeze for a moment, however, allowing you to run past. 
Go down now and then up the ladder.

At the top of the ladder, keep running down and go through the door. 
Continue going down to the end of the hall, then through the door on your left. 
In the next screen, run to the left for a fraction of a second, then go up the 
stairs (or rather, DOWN them), then through the door on the right. At the final 
screen, keep running left. Make it through the door, and you've finished the 
game!


After watching the ending and the credits, you'll be awarded a mess of 
Bonus Points, and also be given the option of saving the game so that you 
may begin again in the EX Mode. The EX Mode is theoretically the same as 
the normal game. The difference is that you can access the Chrysler 
Building when you get to the World Map now. Also, the enemies in the game 
become harder and they have more HP than before. Oh, and did I mention 
you keep all the items you picked up in the normal game? Even though the 
enemies are tougher, with the M8000 handgun in possession, you can breeze 
through the game up to about day five.

I can now officially say,
WALKTHRROUGH FINISHED!!

Yay!!!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.0                                    GUIDES          
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


              ==========================================
              ==        4.1 CHARACTERS GUIDE          ==
              ==========================================


DETECTIVE AYA BREA
Age: 25
Height: 5132
Weight: 106 lbs.
Description: Aya is a rookie cop who has not yet proven herself or develop a 
cop1s instincts. Her partner and mentor, Daniel Dollis, is always watching out 
for her, but he is sometimes a little too protective. Aya has spent most of her 
life in foster homes due to a horrible car wreck that claimed the lives of her 
mother and sister.

MELISSA PEARCE (EVE)
Age: 32
Height: 51112
Weight: 114 lbs.
Description: Melissa is a budding actress plagued by medical conditions and 
problems. Although she finally landed a role that could be her big break, her 
need for constant medication could end up getting in the way.

DETECTIVE DANIEL BO COLLINS
Age: 42
Height: 51112
Weight: 209 lbs.
Description: This dedicated officer has been on the police force for many
years. 
Now with a new partner to guide and protect, he is more dedicated than ever. 
Although he is a devoted father, he often sacrifices family time for his job. 
His dedication to the profession has contributed heavily to his current family 
problems.

KUNIHIKO MAEDA
Age: 35
Height: 5172
Weight: 115 lbs.
Description: Maeda is a Japanese scientist who flew to New York as soon as he 
heard about the Eve incident. He is very knowledgeable about Eve1s past
attacks, 
and wants to help put an end to her madness.

DOCTOR HANS KLAMP
Age: 37
Height: 5172
Weight: 141 lbs.
Description: Doctor Klamp is a research scientist who spends most of his time 
locked away inside his lab at the Museum of Natural History. He holds key 
information that could help put an end to Eve once and for all, but as usual he 
is not talking.

DOUGLAS BAKER
Age: 41
Height: 5172
Weight: 243 lbs.
Description: Captain Baker joined the police force at the same time as his old 
friend, Daniel Dollis. As time passed, Baker1s career took off and he lost
touch 
with most of his friends. Now he is seen as a tough, cold character who lost 
touch with the little guys.

WAYNE GARCIA
Age: 27
Height: 5172
Weight: 148 lbs.
Description: Wayne is a rebellious young cop with a passion for firearms. His 
passion is so powerful that he actually collects gun trading cards. It may be 
his ultimate goal to create his own line of high-powered weapons. Wayne is 
responsible for the police station1s Weapon Department. 

TORRES OWENS
Age: 48
Height: 5132
Weight: 137 lbs.
Description: Torres works closely with Wayne and does his best to keep Wayne1s 
gun obsession under control. Torres is a seasoned cop, but his career took a 
sudden turn after he lost his daughter in a gun mishap. Sworn to never fire 
another gun again and to help keep the gun problem under control, he took a job 
in the police station1s weapon department.

BEN DOLLIS
Age: 8
Height: 31112
Weight: 71 lbs.
Description: Ben is the son of Daniel and Lorraine Dollis. He hangs out at the 
police station sometimes, but lately is just been trying to get his father1s 
attention.

MARIKO BREA
Aya1s mother; killed in a car accident.

MAYA BREA
Aya1s sister; killed in a car accident.

LORRAINE DOLLIS
Daniel Dollis1s ex wife.

DETECTIVE NIX
A seasoned cop with a lot of attitude.

DETECTIVE WARNER
An open-minded cop.

OFFICER CATHY
A warmhearted and always helpful cop.



              ==========================================
              ==          4.2 SECRETS GUIDE           ==
              ==========================================



*GETTING THE SECRET "300 JUNK" WEAPONS.

I'm sure you've noticed the "junk" you pick up throughout the game.  This may 
seem a bit unusual to get worthless items in the game, but their is a point to 
it.

If you manage to get 300 peices of Junk, and take them back to Wayne, he will 
give you something very good for your effort...a very powerful new gun.

        When you do get 300 junks, he will give you a choice:

        HANDGUN
        SHOTGUN
        MACHINE GUN
        RIFLE
        GRENADE LAUNCHER
        ROCKET LAUNCHER
        LEAVE IT TO WAYNE

You only get to make one choice, but here's what you will get for each decision:

NOTE:  It isn't advisable to leave the decision up to Wayne, he'll give you a 
weaker gun or more worthless junk.

CATEGORY            Weapon      Attack  Range     Bullets   Rate Of Fire  
Slots    
Specials
--------            ---------   ------  -------   -------   ------------  
-----    
HANDGUN:             DE50AE7       125    56        17           x2        
8/9     
None
SHOTGUN:             M10B          121    70         7           x3        
4/7     
Burst
MACHINEGUN:          P90           122    53       200          x10        
5/7     
Random Shot
RIFLE:               MAG           152   185        21           x2        
4/7     
Critical Bonus
GRENADE LAUNCHER:    HK40          116    70         9           x1        
6/6     
None
ROCKET LAUNCHER:     LAW80         220   210         1           x1        
0/0     
None
LEAVE IT TO WAYNE:   PPSh41 (MG)    80    76        71          x10        
2/6     
None
LEAVE IT TO WAYNE:   SP1C (HG)     120    69        20           x2        
2/6     
None
LEAVE IT TO WAYNE:   USP-TU (HG)   116    88        31           x5        
3/9     
Counter
LEAVE IT TO WAYNE:   AK-47 (RI)    155   154        24           x5        
6/8     
Counter &
                                                                                
    
Critical Bonus
LEAVE IT TO WAYNE:   Super Junk (Completely Worthless)
LEAVE IT TO WAYNE:   Duper Junk (Completely Worthless)                          



* RARE TRADING CARDS

There are 14 Rare Trading cards in the EX Game.  For each one of these you get, 
Wayne will upgrade 2 weapons.  If you get 12 of the cards, he'll give you a
TOOL 
KIT (unlimited tools) and if you get all 14 cards, he'll give you a SUPER TOOL 
KIT (unlimited super tools)!

* P.E. TRICKS

One big problem with your Parasite Energy (especially when you start to use 
Liberate) is that the more you use it, the slower it recharges.  There are two 
ways to give it a bit of a "jumpstart".  The first way is to change you armor
in 
mid-match.  Since the amount of P.E. you have is related to the type of armor, 
switch armor and you switch amount of P.E., which is basically resetting it.  A 
second way of "jumpstarting" meter isn't as easy.  If you have a "Revive" on
you 
or have used the P.E. power that re raises you, when you die you are brought 
back and your P.E. recharges as if it was at a new rate.

* FINAL FANTASY REFERENCES
        
There are two cute little FF references in the game.  The first is the sign 
outside the Musuem at the world map.  The second is the birds in the Musuem's 
prehistoric bird exhibit.

--------------------------------------------------------------------------------
Chocobo Cameo 
--------------------------------------------------------------------------------
After you've visited the museum the first time, go back to it on the map
screen. 
As the helicopter view scrolls around the building, look at the banner. 

--------------------------------------------------------------------------------
Chrysler Building Boss Strategy 
--------------------------------------------------------------------------------
Here's a GREAT tip for beating Original Eve at the top of the Chrysler
Building: 
instead of using the Parasite Energy Liberate, which only does 1000-1200 HP of
damage, try using Energy Shot. Yes, it's an old spell, but if your level is
high enough (around Level 38-39), you'll do a whopping 3500-5000 HP of damage!
This is GREAT for whittling down Original Eve's 45000 HP. 

--------------------------------------------------------------------------------
Free Medicine 
--------------------------------------------------------------------------------
This trick is similar to the code for infinite bullets. In Day 3:Selection, 
after the battle in the NYPD #17th District where Torres will die and Wayne
will take over for him. Whenever you leave the precicnt and come back, visit
the weapons room and check the chest to the top right. There will always be a
Medicine 2 or Medicine 3 waiting for you. 

--------------------------------------------------------------------------------
Get 60 rounds of bullets 
--------------------------------------------------------------------------------
On the first level, after you beat Eve on the Opera Stage, go backstage and you 
will see the hole. If you listen carefully at the hole you will hear sirens. Go
back outside the Operahouse and ask the cop on the far right for bullets. He
will give you 60 rounds. 

--------------------------------------------------------------------------------
Infinite Bullets 
--------------------------------------------------------------------------------
In the NYPD go downstairs and enter the left door. You can find the bullets in 
the box near the counter get it and go out to the New York map. Now return to
that room for more bullets. Repeat as needed. 

--------------------------------------------------------------------------------
Lots of Trading Cards 
--------------------------------------------------------------------------------
When you're at the hospital, just before you go to the 13TH floor, find the
room 
that has the nurse who is looking for more hurt people. Now go to the top of
the room to the fallen cabinet, look behind it to find lots of tradng cards.
Make sure you have room for them in your inventory. 

--------------------------------------------------------------------------------
More BP 
--------------------------------------------------------------------------------
To earn more BP, complete a day without saving. 

--------------------------------------------------------------------------------
Normal and Super Tool Kit 
--------------------------------------------------------------------------------
When in the EX game, collect as many Rare Trading cards as possible. If you ask 
Wayne to show you his collection he'll give you tool kits at certain numbers.
So, if you ask Wayne to show you his collection after you have given him 12 or
so Rare Trading Cards, he'll give you a tool kit. It acts as an infinite amount
of regular tools.

If you give Wayne 14 or more Rare Trading cards, and ask him to show you he'll 
give you the Super Tool Kit. This acts as an infinite amount of Super Tools. 

--------------------------------------------------------------------------------
Refill PE Faster 
--------------------------------------------------------------------------------
To refill the PE bar in battle faster just change armor in battle and then 
change back, it will return to normal speed. 

--------------------------------------------------------------------------------
Secret Areas 
--------------------------------------------------------------------------------
Secret area 1:(DAY 1) The first secret area is in the opera house sewers. To
get 
there go to the chest then go down-right and you'll be in a place with three
cheasts.

Secret area 2:(DAY 5) The second is in China Town. just go to the phone and go 
right. Check the pots by the walls to get some items. 

--------------------------------------------------------------------------------
Secret Weapon in Museum 
--------------------------------------------------------------------------------
After you deactivate the alarm in museum, head right (by pressing D-pad Down-
Right) and you will find a lift which can only go to 4th floor, and in this
floor you will find a secret room with a few box in it. 

--------------------------------------------------------------------------------
The Real Ending 
--------------------------------------------------------------------------------
After you win you'll be asked if you wish to save. Do so, then reinsert CD #1 
and choose the EX game. You'll now see the Chrysler Building on the Manhattan
map. Go inside and make your way to the top to see the real enemy and ending. 

--------------------------------------------------------------------------------
Tuning Up the Ultimate Gun 
--------------------------------------------------------------------------------
There are two Ultimate guns in Parasite Eve. The first one can be acquired when 
going through the regular game, while the other is only available in the EX
mode. There are a few steps in getting this powerful weapon.

    1.You must get the G3A3 "rifle", the M870 "shotgun", the PPK "Pistol", and 
the M9 rev2 or the M800 "pistols".

       The G3A3 can be found in the Hospital, the M870 can be found in the 
sewers of China Town, the PPK is found at the entrance of the warehouse, and
the M8000 or M9rev2 are in the Museum.

     2.Use your tools and select the G3A3 as the primary weapon.

           1.Now select the shotgun and select the [Burst] option to put it on 
the rifle. 
           2.Take the PPKs [first strike] option and put that on the rifle. 
           3.Then take the [double command] from one of the two pistols. 

These options when combined can destroy Eve with little or no trouble. With the 
remaining tools take the +attacks from your other weapons and the +offense
items and pump them into your new rifle.

Put your Bonus Points into the attack and you can have a rifle with over 125 
attack when you fight the T-REX. Its a good idea to tune up armor so that it
has an auto heal function.

Warning: Do not put any special abilities on the rifle like "fire, freeze,
acid, 
etc..." because some enemies are very strong against certain atributes.

Also do not put any 2x, 3x, 5x,  or any others because your weapon's damage is 
divided by the number of shots you have.

Later on you can get the FA-MAS from the Crystler building, which has a base 
attack of 119 and a base range of 169, but you'll have to get ride of the 3x
with a supertool. 

--------------------------------------------------------------------------------
Ultimate Weapon 
--------------------------------------------------------------------------------
If you give 300 pieces of junk to Wayne, he will build you a weapon of mass 
destruction. Choose the RIFLE. This is by my experience the best weapon in the
game. It has an attack of 150+ and a range of 185.

Eventually you will want to add the following special abilities...

       Command +2 or +3 
       Burst 
       First Strike 
       Critical Attack Up 
       Acid -- If it doesnt affect the creature the weapon will still do
maximum 
damage. 
       Tranquilizer -- For the same reason as acid. 
       Cyanide -- For the same reason. 

--------------------------------------------------------------------------------
Weapons from Junk 
--------------------------------------------------------------------------------
Have you ever wondered why you got so much junk in Parasite Eve Have you also 
wondered why Wayne always asked you to get rid of junk Well, if you give Wayne
more than 300 pieces of junk, he can make AWESOME weapons from them. Just make
sure that you TELL him what to make, instead of letting him decide because he
screws up sometimes. 



            ==============================================
            ===         4.3 GAME SHARK CODES           ===
            ==============================================

__________________________________________________________________________
# G A M E S H A R K   C O D E S
===============================
Here are the gameshark cheats for the Chrysler Quest.
I would like to thank the Gameshark Code Creator's Club for their
gameshark codes. 

-------------------------
Website : www.cmgsccc.com
-------------------------
Take a look for other codes of your favourite games !!

N O T E
-------
These codes were taken from the CMGSCCC (www.cmgsccc.com) site. I bear
no responsibility to the codes if anything should happen to your 
system in any way once you use the codes for yourself. All I can say is
take extra precaution to codes and I'm not sure if all the codes are
reliable. If it doesn't work for you, maybe your gameshark ver is 
outdated or you entered the codes wrongly. Don't send mail asking me for
the problems incurred during you play PE using these codes.

A B O U T   T H E   C O D E S
-----------------------------
This list of codes is just for the item modifying. Remaining codes are
freely available at Game Shark Codes Creator's Club.


Codes Made & Tested on 2.4 Version Game Shark
-------------------------------------------------------------------------
I T E M   S L O T   P O S I T I O N   M O D I F I E R   C O D E S 
-------------------------------------------------------------------------
IMPORTANT - The question marks means the type of items you wish to place.
            look below for the items available.

 Slot 1    800C0E48 00??
 Slot 2    800C0E4A 00??
                            
 Slot 3    800C0E4C 00??
 Slot 4    800C0E4E 00??
                    
 Slot 5    800C0E50 00??
 Slot 6    800C0E52 00??
                  
 Slot 7    800C0E54 00??
 Slot 8    800C0E56 00??
                 
 Slot 9    800C0E58 00??
 Slot 10   800C0E5A 00??
                      
 Slot 11   800C0E5C 00??
 Slot 12   800C0E5E 00??
                      
 Slot 13   800C0E60 00??
 Slot 14   800C0E62 00??
                         
 Slot 15   800C0E64 00??
 Slot 16   800C0E66 00??
                          
 Slot 17   800C0E68 00??    
 Slot 18   800C0E6A 00??
                           
 Slot 19   800C0E6C 00??    
 Slot 20   800C0E6E 00??
                            
 Slot 21   800C0E70 00??     
 Slot 22   800C0E72 00??
                           
 Slot 23   800C0E74 00??     
 Slot 24   800C0E76 00??

 Slot 25   800C0E78 00??     
 Slot 26   800C0E7A 00??

 Slot 27   800C0E7C 00??     
 Slot 28   800C0E7E 00??

 Slot 29   800C0E80 00??     
 Slot 30   800C0E82 00??

 Slot 31   800C0E84 00??     
 Slot 32   800C0E86 00??
                        
 Slot 33   800C0E88 00??
 Slot 34   800C0E8A 00??
                           
 Slot 35   800C0E8C 00??     
 Slot 36   800C0E8E 00??
                          
 Slot 37   800C0E90 00??    
 Slot 38   800C0E92 00??
                          
 Slot 39   800C0E94 00??    
 Slot 40   800C0E96 00??
                          
 Slot 41   800C0E98 00??     
 Slot 42   800C0E9A 00??
                      
 Slot 43   800C0E9C 00??
 Slot 44   800C0E9E 00??
                      
 Slot 45   800C0EA0 00??
 Slot 46   800C0EA2 00??
                      
 Slot 47   800C0EA4 00??
 Slot 48   800C0EA6 00??
             
 Slot 49   800C0EA8 00??    
 Slot 50   800C0EAA 00??


Quantity Digits to Item Slot Position Modifier Codes
----------------------------------------------------
 00 - NOTHING                     
 01 - BULLETS +6
 02 - BULLETS +15                 
 03 - BULLETS +30
 04 - DNA BULLETS                 
 05 - ROCKET AMMO
 06 - MEDICINE 1                  
 07 - MEDICINE 2
 08 - MEDICINE 3                  
 09 - MEDICINE 4
 0A - FULL RECOVERY               
 0B - SUPER JUNK
 0C - DUPER JUNK0D - CURE-P       
 0E - CURE-D
 0F - CURE-C                      
 10 - CURE-M
 11 - FULL CURE                   
 12 - REVIVE
 13 - DEFENSE +1                  
 14 - JUNK
 15 - TRADING CARD                
 16 - TOOL
 17 - SUPER TOOL                  
 18 - ITEM 24
 19 - ITEM 25                     
 1A - BULLET CRATE
 1B - ROCKET CRATE                
 1C - MAEDA CRATE
 1D - OFFENSE +1                  
 1E - OFFENSE +2
 1F - OFFENSE +3                  
 20 - OFFENSE +4
 21 - RANGE +1                    
 22 - RANGE +2
 23 - RANGE +3                    
 24 - RANGE +4
 25 - BULLET CAP +1               
 26 - BULLET CAP +2
 27 - BULLET CAP +3
 28 - BULLET CAP +4
 29 - DEFENSE +1
 2A - DEFENSE +2
 2B - DEFENSE +3
 2C - DEFENSE +4
 2D - CR EVADE +1
 2E - CR EVADE +2
 2F - CR EVADE +3
 30 - CR EVADE +4
 31 - PE +1
 32 - PE +2
 33 - PE +3
 34 - PE +4
 35 - TOOL KIT
 36 - SUPER TOOL KIT
 37 - MOD PERMIT
 38 - CHRYSLER KEY 1
 39 - CHRYSLER KEY 2
 3A - CHRYSLER KEY 3
 3B - CHRYSLER KEY 4
 3C - CHRYSLER KEY 5
 3D - CHRYSLER KEY 6
 3E - CHRYSLER KEY 7
 3F - CLUB 1
 40 - CLUB 2
 41 - CLUB 3
 42 - CLUB 4
 43 - CLUB 5
 44 - M84F
 45 - M9
 46 - M9-2 
 47 - M9-3
 48 - M8000
 49 - M96
 4A - M96R
 4B - P220
 4C - P220-2
 4D - P228
 4E - P226
 4F - P229
 50 - M1911A1
 51 - M1911A2
 52 - M1911A3
 53 - M1911A4
 54 - M1911A5
 55 - P8
 56 - USP
 57 - USP-2
 58 - USP-3
 59 - MARK 23
 5A - G19
 5B - G23
 5C - G22
 5D - G20
 5E - M712
 5F - PPK
 60 - AM44
 61 - MAEDA'S GUN
 62 - PPSH41
 63 - SP1C
 64 - USP-TU
 65 - AK-47
 66 - DE50AE7
 67 - DEBUG SMG
 68 - M870
 69 - M870-2
 6A - M500
 6B - M500-2
 6C - MAVERICK
 6D - S12
 6E - M10B
 6F - M11
 70 - M10
 71 - MP5K
 72 - MP5PDW
 73 - MP5A5
 74 - MP5SD6
 75 - MICRO UZ
 76 - MINI UZ 
 77 - FULL UZ
 78 - P90
 79 - M16A1
 7A - M16A2
 7B - SG550
 7C - SAR
 7D - G3A3
 7E - TYPE 64
 7F - XM177E2
 80 - PSG-1
 81 - FA-MAS
 82 - MAG
 83 - M203
 84 - M203-2
 85 - M203-3
 86 - M203-4
 87 - M203-5
 88 - M203-6
 89 - M79
 8A - M79-2
 8B - M79-3
 8C - M79-4
 8D - M79-5
 8E - M79-6
 8F - HK40
 90 - AT4
 91 - AT4-1
 92 - LAW-80
 93 - MAEDA'S GUN W/BULLETS
 94 - M92F
 95 - DRESS
 96 - N VEST
 97 - N PROTECTOR
 98 - N JACKET
 99 - N SUIT
 9A - N ARMOR
 9B - KV VEST 1
 9C - KV PROTECTOR 
 9D - KV JACKET
 9E - KV SUIT 1
 9F - KV ARMOR 1
 A0 - SP VEST 1 
 A1 - SP VEST 2
 A2 - SP PROTECTOR
 A3 - SP JACKET
 A4 - SP SUIT 1
 A5 - SP SUIT 2
 A6 - SP ARMOR 1
 A7 - SP ARMOR 2 
 A8 - SV VEST 1
 A9 - SV VEST 2
 AA - SV PROTECTOR
 AB - SV JACKET
 AC - SV SUIT 1
 AD - SV SUIT 2
 AE - SV ARMOR 1
 AF - SV ARMOR 2
 B0 - CR VEST 1
 B1 - CR VEST 2
 B2 - CR PROTECTOR
 B3 - CR JACKET
 B4 - CR SUIT 1
 B5 - CR SUIT 2
 B6 - CR ARMOR 1
 B7 - CR ARMOR 2
 B8 - B VEST 1
 B9 - B VEST 2
 BA - B PROTECTOR
 BB - B JACKET 1
 BC - B JACKET 2
 BD - B SUIT 1 
 BE - B SUIT 2
 BF - B ARMOR
 C0 - CM VEST 1
 C1 - CM VEST 2
 C2 - CM PROTECTOR
 C3 - CM JACKET
 C4 - CM SUIT 1
 C5 - CM ARMOR 4
 C6 - CM ARMOR 2
 C7 - CM SUIT 2
 C8 - THEATER KEY 
 C9 - REHEARSE KEY
 CA - ZOO KEY
 CB - NARITA
 CC - MAYOKE
 CD - HANAYA
 CE - FUSE 1
 CF - FUSE 2
 D0 - FUSE 3
 D1 - AUTOPSY KEY
 D2 - BLUE CARDKEY
 D3 - GREEN CARDKEY
 D4 - PUMP KEY
 D5 - KLAMP KEY
 D6 - STORAGE KEY
 D7 - LOCKER KEY
 D8 - WEAPON MEMO
 D9 - MEDAL
 DA - ELEVATOR KEY
 DB - GATE
 DC - WAREHOUSE KEY
 DD - GSP T CARD
 DE - P38 T CARD
 DF - BHAWK T CARD
 E0 - KASUL T CARD
 E1 - PPKS T CARD
 E2 - M1 T CARD
 E3 - MKS T CARD
 E4 - MP44 T CARD
 E5 - BAR T CARD
 E6 - M642 T CARD
 E7 - M29 T CARD
 E8 - M73 T CARD
 E9 - TYPE 38 T CARD
 EA - TYPE 3 T CARD
 EB - EAGLE T CARD
 EC - HEAL 1(PE)
 ED - HEAL 2(PE)
 EE - HEAL 3(PE)
 EF - DETOX(PE)
 F0 - MEDIC(PE)
 F1 - BARRIER(PE)
 F2 - ENERGY SHOT(PE)
 F3 - SCAN(PE)
 F4 - SLOW(PE)
 F5 - HASTE(PE)
 F6 - CONFUSE(PE)
 F7 - GENE HEAL(PE)
 F8 - PRERAISE(PE)
 FE - FULL RECOVER(PE)
 FF - LIBERATE(PE)  




-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.0                                     LISTS                  
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



            ==============================================
            ===          5.1 WEAPONS LIST              ===
            ==============================================


--------------------------------------------------------------------------------
KEY
--------------------------------------------------------------------------------
Name: This is the weapon's name as it appears in the game.

Stats: Numbers in this column represent the weapon1s current level of Attack 
(power), Range, and Bullets (capacity).

Base: Numbers in this column cannot be removed from this weapon.

Plus: Numbers in this column can be transferred to another weapon using a Tool.

Attack: This represents how much damage the weapon can cause in a single attack.

Range: This determines how large Aya1s targeting dome will be when attacking.

Bullets: This indicates how much ammunition the weapon can hold.

Rate of Fire: This indicates how many times the weapon can shoot in a turn.

Slots: The first number shows how many slots the weapon has when you find it. 
The second number shows the maximum number of slots the weapon can have through 
modification. 

Specials: Any weapon effects the weapon may have are listed here.

Location: This is where the weapon can be found. Because the game randomizes 
items, you may not always find a weapon in the listed location. However, each 
weapon will appear in the listed spot when the game decides to drop it in.
Alsom 
when you see 3D#2, this indicates the day of the game when you1ll find the 
items; plus, 3EX2 means that you1ll find the item in the EX portion of the game 
only. For an explanation of the 3300 Junk2, read the secrets section of this 
guide.

NAME:
ATTACK: Stats/Base/Plus
RANGE: Stats/Base/Plus
BULLETS: Stats/Base/Plus
RATE OF FIRE:
SLOTS: 
SPECIALS:
LOCATION:

--------------------------------------------------------------------------------
             MELEE    WEAPONS
--------------------------------------------------------------------------------
Name: Club 1
Attack: 10/9/1
Range: 10/10/0
Bullets: 0/0/0
Rate of Fire: N/A
Slots: 1/1
Specials: None
Location: Starting Weapon

Name: Club 2
Attack: 26/24/2
Range: 10/10/0
Bullets: 0/0/0
Rate of Fire: N/A
Slots: 1/1
Specials: Item
Location: Soho (D3)

Name: Club 3
Attack: 38/38/0
Range: 10/10/0
Bullets: 0/0/0
Rate of Fire: N/A
Slots: 2/2
Specials: Item and Quickdraw
Location: Chinatown Sewer (D5)

Name: Club 4
Attack: 80/78/2
Range: 10/10/0
Bullets: 0/0/0
Rate of Fire: N/A
Slots: 3/3
Specials: Critical Bonus, Item, and Counterattack Enemy
Location: Chrysler Building (EX)

Name: Club 5
Attack: 102/100/2
Range: 10/10/0
Bullets: 0/0/0
Rate of Fire: N/A
Slots: 3/3
Specials: Item and Quickdraw
Location: Chrysler Building (EX)


--------------------------------------------------------------------------------
           HANDGUNS
--------------------------------------------------------------------------------
Name: M84F
Attack: 12/10/2
Range: 51/51/0
Bullets: 6/6/0
Rate of Fire: x2
Slots: 1/4
Specials: None
Location: Starting Weapon

Name: P220
Attack: 15/14/1
Range: 55/55/0
Bullets: 5/5/0
Rate of Fire: x2
Slots: 1/5
Specials: None
Location: Carnegie Hall (D1)

Name: P220-2
Attack: 48/47/1
Range: 55/55/0
Bullets: 12/11/1
Rate of Fire: x3
Slots: 3/5
Specials: None
Location: Museum (D5)

Name: M1911A1
Attack: 17/15/2
Range: 60/60/0
Bullets: 6/5/1
Rate of Fire: x3
Slots: 2/6
Specials: None
Location: Carnegie Hall Sewers (D1)

Name: M1911A2
Attack: 48/48/0
Range: 61/61/0
Bullets: 10/8/2
Rate of Fire: x3
Slots: 2/5
Specials: None
Location: Chinatown (D5)

Name: M1911A3
Attack: 50/50/0
Range: 62/62/0
Bullets: 9/8/1
Rate of Fire: x5
Slots: 2/7
Specials: None
Location: Chrysler Building (EX)

Name: M1911A4
Attack: 68/68/0
Range: 63/62/1
Bullets: 9/9/0
Rate of Fire: x1
Slots: 2/8
Specials: None
Location: Chrysler Building (EX)

Name: M1911A5
Attack: 86/85/1
Range: 63/63/0
Bullets: 11/10/1
Rate of Fire: x1
Slots: 2/5
Specials: None
Location: Chrysler Building (EX)

Name: P8
Attack: 19/18/1
Range: 56/54/2
Bullets: 7/7/0
Rate of Fire: x1
Slots: 1/1
Specials: None
Location: Central Park (D2)

Name: M9
Attack: 17/17/0
Range: 54/53/1
Bullets: 9/8/1
Rate of Fire: x3
Slots: 3/6
Specials: None
Location: Central Park (D2)

Name: M92F
Attack: 29/28/1
Range: 51/50/1
Bullets: 11/8/3
Rate of Fire: x3
Slots: 3/10
Specials: None
Location: NYPD #17 Precinct (D3)

Name: M9-2
Attack: 39/38/1
Range: 55/54/1
Bullets: 11/10/1
Rate of Fire: x3
Slots: 2/7
Specials: None
Location: NYPD #17 Precinct (D3)

Name: G19
Attack: 32/30/2
Range: 58/57/1
Bullets: 10/8/2
Rate of Fire: x3
Slots: 3/5
Specials: None
Location: Soho (D3)

Name: G22
Attack: 51/49/2
Range: 60/60/0
Bullets: 11/10/1
Rate of Fire: x2
Slots: 2/5
Specials: None
Location: Museum (D5)

Name: G23
Attack: 48/47/1
Range: 60/58/2
Bullets: 10/10/0
Rate of Fire: x3
Slots: 2/7
Specials: None
Location: Hospital (D4)

Name: PPK
Attack: 47/45/2
Range: 49/48/1
Bullets: 12/12/0
Rate of Fire: x5
Slots: 2/4
Specials: Quickdraw
Location: Warehouse (D5)

Name: Maeda1s Gun
Attack: 1/1/0
Range: 60/60/0
Bullets: 15/15/0
Rate of Fire: x2
Slots: 1/1
Specials: None
Location: Soho (D3)

Name: M8000
Attack: 57/57/0
Range: 58/58/0
Bullets: 12/12/0
Rate of Fire: x1
Slots: 3/5
Specials: Command x2
Location: Museum (D5)

Name: M9-3
Attack: 55/53/2
Range: 58/58/0
Bullets: 13/13/0
Rate of Fire: x3
Slots: 2/7
Specials: Command x2
Location: Museum (D5)

Name: MDE50AE7
Attack: 125/123/2
Range: 56/55/1
Bullets: 17/15/2
Rate of Fire: x2
Slots: 8/9
Specials: None
Location: Receive from Wayne (300 Junk)

Name: SP1C
Attack: 120/118/2
Range: 69/67/2
Bullets: 20/18/2
Rate of Fire: x2
Slots: 2/6
Specials: None
Location: Receive from Wayne (300 Junk)

Name: USP
Attack: 52/51/1
Range: 56/56/0
Bullets: 10/9/1
Rate of Fire: x3
Slots: 2/4
Specials: None
Location: Chrysler Building (EX)

Name: USP-TU
Attack: 116/115/1
Range: 88/87/1
Bullets: 31/25/6
Rate of Fire: x5
Slots: 3/9
Specials: Counter
Location: Receive from Wayne (Junk)

Name: USP-2
Attack: 58/58/0
Range: 59/57/2
Bullets: 11/11/0
Rate of Fire: x1
Slots: 2/7
Specials: None
Location: Chrysler Building (EX)

Name: USP-3
Attack: 76/75/1
Range: 58/58/0
Bullets: 13/12/1
Rate of Fire: x2
Slots: 2/3
Specials: Quickdraw
Location: Chrysler Building (EX)

Name: P226
Attack: 63/63/0
Range: 57/57/0
Bullets: 12/11/1
Rate of Fire: x2
Slots: 2/6
Specials: None
Location: Chrysler Building (EX)

Name: P228
Attack: 59/59/0
Range: 56/55/1
Bullets: 13/12/1
Rate of Fire: x5
Slots: 2/6
Specials: Counter
Location: Chrysler Building (EX)

Name: P229
Attack: 71/71/0
Range: 56/56/0
Bullets: 13/13/0
Rate of Fire: x3
Slots: 1/7
Specials: None
Location: Chrysler Building (EX)

Name: M96
Attack: 77/75/2
Range: 59/59/0
Bullets: 16/14/2
Rate of Fire: x1
Slots: 5/5
Specials: None
Location: Chrysler Building (EX)

Name: M96R
Attack: 89/88/1
Range: 59/59/0
Bullets: 20/20/0
Rate of Fire: x2
Slots: 2/4
Specials: Command x3
Location: Chrysler Building (EX)

Name: AM444
Attack: 78/78/0
Range: 58/58/0
Bullets: 13/12/1
Rate of Fire: x5
Slots: 2/8
Specials: None
Location: Chrysler Building (EX)

Name: Mark 23
Attack: 82/81/1
Range: 61/60/1
Bullets: 13/13/0
Rate of Fire: x3
Slots: 2/3
Specials: Quickdraw
Location: Chrysler Building (EX)

Name: G20
Attack: 65/65/0
Range: 62/61/1
Bullets: 14/12/2
Rate of Fire: x1
Slots: 2/3
Specials: Counter
Location: Chrysler Building (EX)

Name: M712
Attack: 87/85/2
Range: 64/63/1
Bullets: 11/10/1
Rate of Fire: x1
Slots: 2/2
Specials: Counter
Location: Chrysler Building (EX)

--------------------------------------------------------------------------------
            RIFLES
--------------------------------------------------------------------------------

Name: M16A1
Attack: 35/34/1
Range: 112/110/2
Bullets: 16/15/1
Rate of Fire: x2
Slots: 1/3
Specials: None
Location: NYPD #17 Precinct (D2)

Name: M16A2
Attack: 55/53/2
Range: 124/124/0
Bullets: 19/18/1
Rate of Fire: x3
Slots: 2/4
Specials: None
Location: Chrysler Building (EX) 

Name: SG550
Attack: 40/40/0
Range: 110/108/2
Bullets: 21/20/1
Rate of Fire: x2
Slots: 2/5
Specials: None
Location: NYPD #17 Precinct (D3)

Name: G3A3
Attack: 44/43/1
Range: 123/121/2
Bullets: 19/18/1
Rate of Fire: x1
Slots: 3/4
Specials: None
Location: Hospital (D4)

Name: MAG
Attack: 152/151/1
Range: 185/185/0
Bullets: 21/20/1
Rate of Fire: x2
Slots: 4/7
Specials: Critical Bonus
Location: Receive from Wayne (300 Junk)

Name: AK-47
Attack: 155/155/0
Range: 154/152/2
Bullets: 24/23/1
Rate of Fire: x5
Slots: 6/8
Specials: Counter and Critical Bonus
Location: Receive from Wayne (300 Junk)

Name: Type64
Attack: 51/50/1
Range: 114/112/2
Bullets: 16/14/2
Rate of Fire: x3
Slots: 4/5
Specials: Critical Bonus
Location: Chrysler Building (EX)

Name: PSG-1
Attack: 75/0/0
Range: 120/120/0
Bullets: 19/18/1
Rate of Fire: x2
Slots: 5/5
Specials: None
Location: Chrysler Building (EX)

Name: SAR
Attack: 86/85/1
Range: 136/135/1
Bullets: 16/16/0
Rate of Fire: x1
Slots: 2/3
Specials: None
Location: Chrysler Building (EX)

Name: FA-MAS
Attack: 119/119/0
Range: 169/168/1
Bullets: 26/26/0
Rate of Fire: x3
Slots: 6/7
Specials: None
Location: Chrysler Building (EX)

Name: XM177E2
Attack: 99/99/0
Range: 159/158/1
Bullets: 17/16/1
Rate of Fire: x1
Slots: 5/6
Specials: Critical Bonus
Location: Chrysler Building (EX)


--------------------------------------------------------------------------------
       GRENADE LAUNCHERS
--------------------------------------------------------------------------------

Name: M203
Attack: 27/25/2
Range: 60/59/1
Bullets: 5/5/0
Rate of Fire: x1
Slots: 2/3
Specials: Explosive Rounds
Location: Central Park (D2)

Name: M203-2
Attack: 49/48/1
Range: 65/65/0
Bullets: 7/6/1
Rate of Fire: x2
Slots: 2/5
Specials: Explosive Rounds
Location: Warehouse (D5)

Name: M203-3
Attack: 50/49/1
Range: 71/71/0
Bullets: 7/5/2
Rate of Fire: x3
Slots: 4/5
Specials: Acid Rounds
Location: Chinatown Sewers (D5)

Name: M203-4
Attack: 58/57/1
Range: 67/67/0
Bullets: 8/7/1
Rate of Fire: x2
Slots: 5/7
Specials: Freezing Rounds
Location: Museum (D5)

Name: M203-5
Attack: 68/68/0
Range: 65/65/0
Bullets: 7/7/0
Rate of Fire: x1
Slots: 5/6
Specials: None
Location: Chrysler Building (EX)

Name: M203-6
Attack: 81/80/1
Range: 68/67/1
Bullets: 8/6/2
Rate of Fire: x1
Slots: 4/4
Specials: Cyanide Rounds
Location: Chrysler Building (EX)

Name: M79
Attack: 45/44/1
Range: 67/65/2
Bullets: 5/4/1
Rate of Fire: x2
Slots: 3/4
Specials: Tranquilizer Rounds
Location: Hospital (D4)

Name: M79-2
Attack: 46/45/1
Range: 68/68/0
Bullets: 6/4/2
Rate of Fire: x3
Slots: 4/4
Specials: Acid Rounds
Location: Chinatown (D5)

Name: M79-3
Attack: 54/52/2
Range: 69/68/1
Bullets: 6/5/1
Rate of Fire: x2
Slots: 3/5
Specials: Freezing Rounds
Location: Subway (D5)

Name: M79-4
Attack: 61/59/2
Range: 65/65/0
Bullets: 10/10/0
Rate of Fire: x1
Slots: 4/5
Specials: None
Location: Chrysler Building (EX)

Name: M79-5
Attack: 75/75/0
Range: 69/67/2
Bullets: 8/8/0
Rate of Fire: x1
Slots: 5/5
Specials: None
Location: Chrysler Building (EX)

Name: M79-6
Attack: 94/94/0
Range: 69/68/1
Bullets: 11/10/1
Rate of Fire: x1
Slots: 4/7
Specials: None
Location: Chrysler Building (EX)

--------------------------------------------------------------------------------
         MACHINE GUNS
--------------------------------------------------------------------------------

Name: M10
Attack: 38/37/1
Range: 45/45/0
Bullets: 24/22/2
Rate of Fire: x7
Slots: 2/3
Specials: Random Shot
Location: Hospital (D4)

Name: M11
Attack: 33/32/1
Range: 42/42/0
Bullets: 21/20/1
Rate of Fire: x5
Slots: 2/2
Specials: Random Shot
Location: Soho (D3)

Name: MP5K
Attack: 36/35/1
Range: 43/43/0
Bullets: 24/23/1
Rate of Fire: x3
Slots: 1/4
Specials: None
Location: NYPD #17 Precinct (D3)

Name: Micro UZ
Attack: 40/38/2
Range: 43/43/0
Bullets: 19/18/1
Rate of Fire: x5
Slots: 4/4
Specials: Random Shot
Location: Hospital (D4)

Name: Mini UZ
Attack: 49/48/1
Range: 46/45/1
Bullets: 20/19/1
Rate of Fire: x5
Slots: 3/3
Specials: Random Shot
Location: Hospital (D4)

Name: Full UZ
Attack: 68/68/0
Range: 50/49/1
Bullets: 43/42/1
Rate of Fire: x10
Slots: 3/4
Specials: Random Shot
Location: Chrysler Building (EX)

Name: MP5PDW
Attack: 53/52/1
Range: 46/46/0
Bullets: 25/23/2
Rate of Fire: x7
Slots: 2/6
Specials: Random Shot
Location: Museum (D5)

Name: P90
Attack: 122/122/0
Range: 53/51/2
Bullets: 201/200/1
Rate of Fire: x10
Slots: 5/7
Specials: Random Shot
Location: Receive from Wayne (300 Junk)

Name: PPSh41
Attack: 80/78/2
Range: 76/75/1
Bullets: 71/71/0
Rate of Fire: x10
Slots: 2/6
Specials: None
Location: Receive from Wayne (300 Junk)

Name: MP5A5
Attack: 68/67/1
Range: 48/48/0
Bullets: 29/28/1
Rate of Fire: x2
Slots: 2/4
Specials: Random Shot
Location: Chrysler Building (EX)

Name: MP5SD6
Attack: 89/89/0
Range: 52/52/0
Bullets: 32/31/1
Rate of Fire: x3
Slots: 4/7
Specials: Random Shot
Location: Chrysler Building (EX)

--------------------------------------------------------------------------------
           SHOTGUNS
--------------------------------------------------------------------------------

Name: M10B
Attack: 121/120/1
Range: 70/70/0
Bullets: 7/6/1
Rate of Fire: x3
Slots: 4/7
Specials: Burst
Location: Receive from Wayne (300 Junk)

Name: M870
Attack: 49/48/1
Range: 60/60/0
Bullets: 7/4/3
Rate of Fire: x2
Slots: 7/7
Specials: Burst
Location: Chinatown Sewer (D5)

Name: M870-2
Attack: 63/63/0
Range: 64/63/1
Bullets: 5/5/0
Rate of Fire: x1
Slots: 7/7
Specials: Burst
Location: Chrysler Building (EX)

Name: M500
Attack: 59/57/2
Range: 63/61/2
Bullets: 7/5/2
Rate of Fire: x2
Slots: 8/8
Specials: Burst
Location: Museum (D5)

Name: M500-2
Attack: 76/75/1
Range: 67/67/0
Bullets: 6/6/0
Rate of Fire: x3
Slots: 5/9
Specials: Burst
Location: Chrysler Building (EX)

Name: Maverick
Attack: 82/82/0
Range: 71/69/2
Bullets: 7/7/0
Rate of Fire: x1
Slots: 5/6
Specials: Burst
Location: Chrysler Building (EX)

Name: S12
Attack: 98/97/1
Range: 72/72/0
Bullets: 9/8/1
Rate of Fire: x1
Slots: 6/6
Specials: Burst
Location: Chrysler Building (EX)

--------------------------------------------------------------------------------
        ROCKET LAUNCHERS
--------------------------------------------------------------------------------

Name: AT4
Attack: 128/128/0
Range: 202/202/0
Bullets: 1/1/0
Rate of Fire: x1
Slots: 0/0
Specials: None
Location: Warehouse (D5)

Name: AT4-1
Attack: 186/186/0
Range: 232/205/30
Bullets: 1/1/0
Rate of Fire: x1
Slots: 0/0
Specials: None
Location: Chrysler Building (EX)

Name: LAW80
Attack: 220/200/20
Range: 210/210/0
Bullets: 1/1/0
Rate of Fire: x1
Slots: 0/0
Specials: None
Location: Receive from Wayne (300 Junk)



          ==============================================
          ===          5.2 ARMORS LIST               ===
          ==============================================


--------------------------------------------------------------------------------
KEY
--------------------------------------------------------------------------------
Name: This is the armor1s name as it appears in the game.

Stats: Numbers in this column represent the armor1s current level of Defense 
PEnergy, and Critical. 

Base: Numbers in this column cannot be removed from this piece of armor.

Plus: Numbers in this column can be transferred to another piece of armor using 
a Tool.

Defense: This represents how well the armor protects Aya from being damaged.

PEnergy: This is how much PEnergy the armor adds to Aya1s basic PEnergy.

Critical: This indicates how well the armor protects against critical attacks.

Slots: The first number shows how many slots the piece of armor has when you 
find it. The second number shows the maximum number of slots the piece of armor 
can have through modification. 

Specials: Any special effects the piece of armor may have are listed here.

Location: This is where the piece of armor can be found. Because the game 
randomizes items, you may not always find a weapon in the listed location. 
However, each weapon will appear in the listed spot when the game decides to 
drop it in. Also, when you see 3D#2, this indicates the day of the game when 
you1ll find the items; plus, 3EX2 means that you1ll find the item in the EX 
portion of the game only. For an explanation of the 3300 Junk2, read the
secrets 
section of this guide.

NAME:
DEFENSE: Stats/Base/Plus
PENERGY Stats/Base/Plus
CRITICAL: Stats/Base/Plus
SLOTS: 
SPECIALS:
LOCATION:

--------------------------------------------------------------------------------
       N TYPE (NORMAL)
--------------------------------------------------------------------------------

NAME: N Vest
DEFENSE: 10/9/1
PENERGY: 8/8/0
CRITICAL: 13/13/0
SLOTS: 2/2
SPECIALS: None
LOCATION: Starting armor

NAME: N Protector
DEFENSE: 12/11/1
PENERGY: 9/9/0
CRITICAL: 18/16/2
SLOTS: 3/4
SPECIALS: None
LOCATION: Carnegie Hall (D1)

NAME: N Jacket
DEFENSE: 35/34/1
PENERGY: 29/28/1
CRITICAL: 19/19/0
SLOTS: 3/5
SPECIALS: None
LOCATION: NYPD #17 Precinct (D3)

NAME: N Suit
DEFENSE: 44/43/1
PENERGY: 36/35/1
CRITICAL: 23/22/1
SLOTS: 2/6
SPECIALS: None
LOCATION: Museum (D5)

--------------------------------------------------------------------------------
       KV TYPE (KEVLAR)
--------------------------------------------------------------------------------

NAME: Kv Vest 1
DEFENSE: 20/19/1
PENERGY: 12/11/1
CRITICAL: 15/15/0
SLOTS: 2/2 
SPECIALS: None
LOCATION: Carnegie Hall Sewers (Boss/D1)

NAME: Kv Protector
DEFENSE: 41/40/1
PENERGY: 33/32/1
CRITICAL: 20/18/2
SLOTS: 2/2
SPECIALS: None
LOCATION: Chrysler Building (EX)

NAME: Kv Jacket
DEFENSE: 46/46/0
PENERGY: 45/45/0
CRITICAL: 21/21/0
SLOTS: 2/3
SPECIALS: None
LOCATION: Chrysler Building (EX)

NAME: Kv Suit 1
DEFENSE: 56/55/1
PENERGY: 56/56/0
CRITICAL: 28/27/1
SLOTS: 2/3
SPECIALS: None
LOCATION: Chrysler Building (EX)

NAME: Kv Armor 1
DEFENSE: 70/69/1
PENERGY: 68/67/1
CRITICAL: 32/30/2
SLOTS: 2/3
SPECIALS: None
LOCATION: Chrysler Building (EX)

--------------------------------------------------------------------------------
       CM TYPE (CHEMICAL)
--------------------------------------------------------------------------------

NAME: Cm Vest 1
DEFENSE: 16/15/1
PENERGY: 16/16/0
CRITICAL: 11/10/1
SLOTS: 2/2
SPECIALS: Auto Heal
LOCATION: NYPD #17 District (D2)

NAME: Cm Vest 2
DEFENSE: 31/30/1
PENERGY: 23/21/2
CRITICAL: 35/33/2
SLOTS: 2/2
SPECIALS: Auto Heal
LOCATION: NYPD #17 District (D3)

NAME: Cm Protector
DEFENSE: 37/36/1
PENERGY: 48/48/0
CRITICAL: 31/29/2
SLOTS: 3/3
SPECIALS: Auto Heal
LOCATION: Warehouse (D5)

NAME: Cm Jacket
DEFENSE: 42/42/0
PENERGY: 50/48/2
CRITICAL: 33/32/1
SLOTS: 2/3
SPECIALS: Auto Heal
LOCATION: Chrysler Building (EX)

NAME: Cm Suit 1
DEFENSE: 52/52/0
PENERGY: 58/57/1
CRITICAL: 35/35/0
SLOTS: 3/4
SPECIALS: Auto Cure
LOCATION: Chrysler Building (EX)

NAME: Cm Armor 1
DEFENSE: 52/52/0
PENERGY: 56/55/1
CRITICAL: 38/37/1
SLOTS: 4/4
SPECIALS: Auto Heal and Auto Cure
LOCATION: Chrysler Building (EX)

NAME: Cm Armor 2
DEFENSE: 89/88/1
PENERGY: 97/96/1
CRITICAL: 41/41/0
SLOTS: 5/6
SPECIALS: PE Light and Attack Down
LOCATION: Chrysler Building (EX)


--------------------------------------------------------------------------------
       SP TYPE (SPECTRA)
--------------------------------------------------------------------------------

NAME: Sp Vest 1
DEFENSE: 22/20/2
PENERGY: 50/49/1
CRITICAL: 19/18/1
SLOTS: 2/3
SPECIALS: None
LOCATION: Central Park (D2)

NAME: Sp Vest 2
DEFENSE: 50/49/1
PENERGY: 41/41/0
CRITICAL: 25/24/1
SLOTS: 2/3
SPECIALS: None
LOCATION: Chrysler Building (EX)

NAME: Sp Jacket 
DEFENSE: 35/35/0
PENERGY: 30/29/1
CRITICAL: 26/26/0
SLOTS: 2/3
SPECIALS: None
LOCATION: Hospital (D4)

NAME: Sp Protector
DEFENSE: 39/38/1
PENERGY: 23/23/0
CRITICAL: 26/26/0
SLOTS: 2/3
SPECIALS: None
LOCATION: Warehouse (D5)

NAME: Sp Suit 1
DEFENSE: 60/58/2
PENERGY: 52/52/0
CRITICAL: 29/29/0
SLOTS: 2/4
SPECIALS: None
LOCATION: Chrysler Building (EX)

NAME: Sp Armor 1
DEFENSE: 75/75/0
PENERGY: 70/69/1
CRITICAL: 33/32/1
SLOTS: 2/6
SPECIALS: None
LOCATION: Chrysler Building (EX)

NAME: Sp Armor 2
DEFENSE: 87/86/1
PENERGY: 80/79/1
CRITICAL: 40/39/1
SLOTS: 2/6
SPECIALS: Attack Up
LOCATION: Chrysler Building (EX)


--------------------------------------------------------------------------------
       SV TYPE (SURVIVAL)
--------------------------------------------------------------------------------

NAME: Sv Vest 1
DEFENSE: 19/18/1
PENERGY: 16/14/2
CRITICAL: 19/19/0
SLOTS: 2/4
SPECIALS: Inventory Bonus (+1)
LOCATION: Central Park (D2)

NAME: Sv Protector 
DEFENSE: 39/38/1
PENERGY: 36/35/1
CRITICAL: 30/30/0
SLOTS: 2/5
SPECIALS: Inventory Bonus (+1)
LOCATION: Museum (D5)

NAME: Sv Jacket
DEFENSE: 42/42/0
PENERGY: 40/38/2
CRITICAL: 33/33/0
SLOTS: 2/3
SPECIALS: Inventory Bonus (+1)
LOCATION: Chrysler Building (EX)

NAME: Sv Suit 1
DEFENSE: 47/46/1
PENERGY: 42/42/0
CRITICAL: 40/38/2
SLOTS: 3/6
SPECIALS: Inventory Bonus (+2)
LOCATION: Chrysler Building (EX)

NAME: Sv Suit 2
DEFENSE: 52/51/1
PENERGY: 45/45/0
CRITICAL: 41/41/0
SLOTS: 3/8
SPECIALS: Inventory Bonus (+2)
LOCATION: Chrysler Building (EX)

NAME: Sv Armor 1
DEFENSE: 66/65/1
PENERGY: 62/62/0
CRITICAL: 47/45/2
SLOTS: 2/8
SPECIALS: Inventory Bonus (+4)
LOCATION: Chrysler Building (EX)

NAME: Sv Armor 2
DEFENSE: 79/78/1
PENERGY: 70/69/1
CRITICAL: 49/48/1
SLOTS: 4/9
SPECIALS: Inventory Bonus (+4)
LOCATION: Chrysler Building (EX)


--------------------------------------------------------------------------------
          B TYPE (BIO)
--------------------------------------------------------------------------------

NAME: B Vest 1
DEFENSE: 30/29/1
PENERGY: 35/35/0
CRITICAL: 20/20/0
SLOTS: 2/4
SPECIALS: Anti-Poison
LOCATION: Hospital (D4)

NAME: B Protector 
DEFENSE: 33/32/1
PENERGY: 38/38/0
CRITICAL: 23/22/1
SLOTS: 2/3
SPECIALS: Anti-Stiffness
LOCATION: Subway (D4)

NAME: B Jacket 1
DEFENSE: 44/43/2
PENERGY: 49/48/1
CRITICAL: 28/27/1
SLOTS: 3/4
SPECIALS: Anti-Poison
LOCATION: Museum (D5)

NAME: B Jacket 2
DEFENSE: 55/55/0
PENERGY: 62/61/1
CRITICAL: 32/30/2
SLOTS: 2/5
SPECIALS: Anti-Darkness
LOCATION: Chrysler Building (EX)

NAME: B Suit 1
DEFENSE: 48/48/0
PENERGY: 55/54/1
CRITICAL: 27/27/0
SLOTS: 3/4
SPECIALS: Anti-Darkness, Anti-Poison, and Anti-Stiffness
LOCATION: Chrysler Building (EX)

NAME: B Suit 2
DEFENSE: 70/69/1
PENERGY: 76/75/1
CRITICAL: 34/34/0
SLOTS: 2/6
SPECIALS: Anti-Confusion, AT Down
LOCATION: Chrysler Building (EX)

NAME: B Armor
DEFENSE: 85/85/0
PENERGY: 86/86/0
CRITICAL: 45/45/0
SLOTS: 6/6
SPECIALS: Anti-Poison, Anti-Stiffness, and Attack Down
LOCATION: Chrysler Building (EX)


--------------------------------------------------------------------------------
       CR TYPE (CERAMICS)
--------------------------------------------------------------------------------

NAME: Cr Protector
DEFENSE: 41/39/2
PENERGY: 43/41/2
CRITICAL: 26/25/1
SLOTS: 2/4
SPECIALS: HP Up and AT Slow
LOCATION: Chinatown Sewers (D5)

NAME: Cr Jacket 
DEFENSE: 44/43/1
PENERGY: 45/45/0
CRITICAL: 34/33/1
SLOTS: 4/7
SPECIALS: None
LOCATION: Chrysler Building (EX)

NAME: Cr Vest 1
DEFENSE: 29/27/2
PENERGY: 24/24/0
CRITICAL: 30/29/1
SLOTS: 2/3
SPECIALS: None
LOCATION: Soho (D3)

NAME: Cr Vest 2
DEFENSE: 46/45/1
PENERGY: 43/42/1
CRITICAL: 31/31/0
SLOTS: 2/4
SPECIALS: None
LOCATION: Museum, 2nd Floor (D5)

NAME: Cr Suit 1
DEFENSE: 65/65/0
PENERGY: 68/67/1
CRITICAL: 39/37/2
SLOTS: 4/5
SPECIALS: HP Up and AT Slow
LOCATION: Chrysler Building (EX)

NAME: Cr Armor 1
DEFENSE: 92/91/1
PENERGY: 90/89/1
CRITICAL: 43/42/1
SLOTS: 5/7
SPECIALS: HP Up, AT Slow, and Attack Up
LOCATION: Chrysler Building (EX)

NAME: Cr Armor 2
DEFENSE: 107/106/1
PENERGY: 104/102/2
CRITICAL: 51/48/3
SLOTS: 7/10
SPECIALS: HP Up
LOCATION: Chrysler Building (EX)


          ==============================================
          ===          5.3 ITEM   LIST               ===
          ==============================================


--------------------------------------------------------------------------------
KEY: Name of Item: Effect
--------------------------------------------------------------------------------

Tool: Moves Equipped Parameter or Effect, stripped item discarded.

Super Tool: Moves Equipped Parameter or Effect, stripped item kept.

Tool Kit: An unlimited supply of Tools.

Super Tool Kit: An unlimited supply of Super Tools.

Junk: Broken Item, give to Wayne

Super Junk: Special Broken Item, useless

Duper Junk: Special Broken Item, useless

Ammo Crate: Holds ammunition for guns.

Rocket Crate: Holds rockets for rocket launchers.

Maeda Crate: Holds cellular ammunition for Maeda1s Gun.

Mod Permit: Permit from Baker. Can be used to add a slot to a weapon or a piece 
of armor.

Rocket Ammo: 9 Rockets for Rocket Launcher

Trading Card: Normal trading card (serves as Mod Permit)

LIST OF RARE TRADING CARDS FOUND IN CHRYSLER BUILDING
GSP T Card
P38 T Card
B-Hawk T Card
Kasul T Card
PPKS T Card
M1 T Card
MK5 T Card
MP44 T Card
BAR T Card
MG42 T Card
M29 T Card
M73 T Card
Type38 T Card
Type3 T Card
Eagle T Card

Ammo +6: 6 rounds of ammunition for most guns.

Ammo +15: 15 rounds of ammunition for most guns.

Ammo +30: 30 rounds of ammunition for most guns.

DNA Bullets: Special ammunition for Maeda1s Gun.


HEALING ITEMS


Medicine 1: Restores 45 HP.

Medicine 2: Restores 90 HP.

Medicine 3: Restores 180 HP.

Medicine 4: Restores 400 HP.

Full Cure: Cures all Negative Statuses.

Full Recover: Restores all HP.

Revive: Restores Life when Aya dies.

Cure-P: Cures and Prevents poison.

Cure-M: Cures and Prevents stiffness.

Cure-D: Cures and Prevents darkness.

Cure-C: Cures and Prevents confusion.


--------------------------------------------------------------------------------
WEAPON POWER UPS
--------------------------------------------------------------------------------


Offense +1: Increases Attack Power by 1.

Offense +2: Increases Attack Power by 2.

Offense +3: Increases Attack Power by 3.

Offense +4: Increases Attack Power by 4.

Range +1: Increases Attack Range by 1.

Range +2: Increases Attack Range by 2.

Range +3: Increases Attack Range by 3.

Range +4: Increases Attack Range by 4.

Bullet Cap +1: Increases Bullet Capacity by 1.

Bullet Cap +2: Increases Bullet Capacity by 2.

Bullet Cap +3: Increases Bullet Capacity by 3.

Bullet Cap +4: Increases Bullet Capacity by 4.


--------------------------------------------------------------------------------
ARMOR POWER UPS
--------------------------------------------------------------------------------


PE +1: Increases PE Defense by 1.

PE +2: Increases PE Defense by 2.

PE +3: Increases PE Defense by 3.

PE +4: Increases PE Defense by 4.

Defense +1: Increases Defense Power by 1.

Defense +2: Increases Defense Power by 2.

Defense +3: Increases Defense Power by 3.

Defense +4: Increases Defense Power by 4.

CR Evade +1: Increases Critical Evasion Percentage by 1.

CR Evade +2: Increases Critical Evasion Percentage by 2.

CR Evade +3: Increases Critical Evasion Percentage by 3.

CR Evade +4: Increases Critical Evasion Percentage by 4.

--------------------------------------------------------------------------------
SPECIAL ITEMS
--------------------------------------------------------------------------------

--------------------------------------------------------------------------------
Item Name: Usage
Location
--------------------------------------------------------------------------------

Theater Key: Used to unlock the backstage of Carnegie Hall
Carnegie Hall (Corpse)

Rehearse Key: Used to unlock the rehearsal room backstage at Carnegie Hall.
Carnegie Hall (Melissa1s Diary)

Zoo Key: Used to unlock the Central Park Zoo1s gate.
Central Park Zoo (Desk)

Hamaya: Good luck charm from Japan (useless)
NYPD #17 (Maeda)

Storage Key: Used to unlock the Weapon Storage Room.
NYPD #17 Precinct (Interrogation Room)

Locker Key: Used to unlock locker in Precinct.
NYPD #17 Precinct (Dead Cop)

Autopsy Key: Used to unlock the Hospital1s Autopsy room
Hospital (Morgue)

Elevator Key: Used to unlock elevator to Hospital1s roof.
Hospital (Sperm Bank)

Gate Key: Used to unlock gate in Subway. 
Subway (Dead cop)

Warehouse Key: Used to unlock door in Warehouse.
Warehouse

Mayoke: Helpful Good Luck Charm (useless)
Hospital (Maeda)

Fuse 1: used to repair the Hospital1s fuse box
Hospital (basement)

Fuse 2: used to repair the Hospital1s fuse box
Hospital (basement)

Fuse 3: used to repair the Hospital1s fuse box
Hospital (basement)

Blue Cardkey: Used to unlock the blue door in the Hospital1s basement.
Hospital (corpse)

Green Cardkey: Used to unlock the green door in the Hospital1s basement.
Hospital (Nurse)

Narita: Good Luck Charm (useless)
Chinatown (Maeda)

Klamp Key: Used to unlock door in Museum.
Museum (Klamp)

Chrysler Key 1: Used to unlock elevator for floors 1-10
Chrysler Building (10th floor)

Chrysler Key 2: Used to unlock elevator for floors 1-20
Chrysler Building (20th floor)

Chrysler Key 3: Used to unlock elevator for floors 1-30
Chrysler Building (30th floor)

Chrysler Key 4: Used to unlock elevator for floors 1-40
Chrysler Building (40th floor)

Chrysler Key 5: Used to unlock elevator for floors 1-50
Chrysler Building (50th floor)

Chrysler Key 6: Used to unlock elevator for floors 1-60
Chrysler Building (60th floor)

Chrysler Key 7: Used to unlock elevator for floors 1-70
Chrysler Building (7 0th floor)



          ==============================================
          ===        5.4 ENEMIES  LIST               ===
          ==============================================


[ DAY ONE - RESONANCE ]

The enemies in day one are found in Carnegie Hall and the Sewers beneath 
Carnegie Hall.

Rat
12 hp / 21 hp
2 xp
Susceptible to poison, easily tranquilized, sensitive to heat, gets confused 
easily

Strategy: The Rat has two attacks, a bite and a flaming attack from it's tail. 
To avoid the bite, just keep your distance. When you see the Rat charging up
for 
the flame attack, wait and start running away as the flames come towards you. 
The flames will miss you as they are targetted to the spot you were standing on.


Parrot
10 hp / 17 hp
1 xp
Susceptible to poison, susceptible to acid, sensitive to cold, objects easily 
stolen 

Strategy: The Parrot has a single attack in which it flies up to you and starts 
to bite you. Just run away as she is slowing down near to you. Make an attack 
yourself when the Parrot is hanging still in the air.


Frog
34 hp / 61 hp
4 xp
Sensitive to cold

Strategy: Keep your distance when possible keep to the sides and back of the 
Frog so the tongue attack can't hit you. Has a tendency to hop around so keep 
track of it and position yourself accordingly. As normal, make your attack when 
the Frog just made it's attack so it is sitting still.


[ DAY TWO - FUSION ]

The enemies in day two are found in Central Park.

Yellow snake
32 hp / 57 hp
6 xp
No weaknesses

Strategy: The easiest of the Snakes as it can't poison you and you can walk
over 
it without hurting yourself. Has a bite attack in which it positions itself
near 
you and springs at you. Just run away and watch it bite thin air, then shoot
it. 
Often found together with Red snakes (five or six total enemies together)


Red snake
44 hp / 79 hp
8 xp
No weaknesses

Strategy: The larger of the Snakes, this one can poison you and you can't walk 
over it without hurting yourself (I think). The attack pattern is the same as 
the Yellow snake so the strategy is basicly the same. Often found with Yellow 
snakes.


Blue bird
35 hp / 62 hp
6 xp
Susceptible to poison

Strategy: The Blue bird will flie up to you and bite you if it can. Just run 
away and wait for the Blue bird to hang in the air, then shoot it. Keep an eye 
out for the other birds (they usually come in groups) so you don't get caught 
off-guard by them as you shoot another.


Monkey
57 hp / 102 hp
10 xp
No weaknesses

Strategy: The Monkey can hit you with it's small arm when you are to close and 
will throw it's sickle-like arm at you if you are at a distance. The sickle 
follows a circular pattern which can be avoided without too much effort once
you 
know the flight path. Just run out of the way and make an attack yourself.


Plant
60 hp / 107 hp
10 xp
Sensitive to heat

Strategy: The Plant can throw it's branches at you if you are to the front or 
sides of it, and will release a poison cloud if you are up close. Try to stay
to 
the rear end of the Plant 9just watch the direction it moves in) to be safe.


Bear
75 hp / 134 hp
12 xp
Sensitive to heat

Strategy: The Bear will lunge at you if you are to the front and close to it. 
When you are some distance away, it will charge up and release streams of 
lightning towards you. To avoid those, try to get as far away as possible, or 
get to the sides or back of the Bear.


[ DAY THREE - SELECTION ]

The enemies in day three are found in New York City Police Department 17th 
Precinct.

Rat
70 hp / 125 hp
26 xp
Susceptible to poison, easiliy tranquilized, sensitive to heat, gets confused 
easily

Strategy: Follow the same strategy as the Rats found in day one. The only 
difference is that this Rat is tougher.


Blue bird
35 hp / 62 hp
6 xp
Susceptible to poison

Strategy: Follow the same strategy as the Blue birds found in day two. There
are 
no differences.


Dog-man
98 hp / 176 hp
39 xp
No weaknesses

Strategy: Will from time to time release a blue wave which will bring down your 
defence and damages you. The further away you are, the more powerful the wave 
becomes. Get closer to the Dog-man when this attacks comes out, but when the 
wave is over, back off to get some distance or you will be attacked with it's 
claws.


Yellow spider
78 hp / 140 hp
20 xp
Sensitive to cold, objects easily stolen, gets confused easily

Strategy: Can shoot webs from a distance that will slow you down when you get 
hit. When you are too close, it will bite you. As long as you are not hit, you 
can out-run this one. Just attack when the Spider made it's own attack.


Big dog-man
150 / 269 hp
55 xp
No weaknesses

Strategy: Larger and tougher version of the smaller Dog-man. The strategy is 
roughly the same, but you may need to heal as the damage done by this one is 
larger, and the area in which you fight is very cramped (only one appearance, 
kind of a mini-boss).


[ DAY FOUR - CONCEPTION ]

The enemies in day four are found in St. Francis Hospital.

Blue slime
88 hp /158 hp
48 xp
Susceptible to acid, easily tranquilized, sensitive to heat, objects easily 
stolen, gets confused easily

Strategy: Equip your weapon with the Tranquilizer effect to make fighting these 
guys easy. Comes in large groups of up to five. They can shoot red balls at you 
that cause poison, but the range is short. Just keep running to avoid them.


Fly-man
110 hp / 197 hp
86 xp
Sensitive to cold, poison attack

Strategy: Can release a puddle of green fluids around him which will slow you 
down, just like the spider-webs. Is somewhat effected by the Tranquilizer 
effect. Keep your distance to be safe from the green fluids.


Rat-man
120 hp / 215 hp
92 xp
Susceptible to poison, sensitive to heat

Strategy: Looks a bit like the Dog-man found in day three, but a bit sleeker in 
appearance. It can shoot a single bouncing ball of fire from it's tail, that 
will explode on impact. Just keep running and turning to avoid being hit.


Spawn
170 hp / 305 hp
118 xp
Sensitive to cold

Strategy: Attacks with a orange-red wave that does minimal to no damage, but 
slows you down. Will periodically release a ball from behind it's head that
will 
bounce around and damage you when you are hit. If the Spawn didn't release the 
ball yet, target the ball first and then the Spwan itself, otherwise try to
kill 
the Spawn first, as a ball will dissapear after a little while. It is also 
somewhat weak to the tranquilizer effect.


Spawn ball
44 hp / 80 hp
4 xp
Susceptible to poison

Strategy: See above.


Big blue slime
201 hp / 361 hp
60 xp
Susceptible to acid, sensitive to heat, objects easily stolen


Strategy: Bigger version of the once encountered earlier. This one also shoots 
red balls to poison you, but not nearly as often as the smaller variants do. It 
does however jump at you quite often. When the slime is about to jump, run away 
and it will land where you were standing a moment ago, then shoot it. This one 
can't be tranquilized.


Red spider
152 hp / 273 hp
20 xp
Sensitive to cold, objects easily stolen, gets confused easily

Strategy: No real strategy here as there is virtually no room to manouver (only 
one appearance), so grit your teeth and squash this little spider.


[ DAY FIVE - LIBERATION ]

The enemies in day five are found in China Town, the Sewers beneath China Town, 
the Subway, Pier No. 3 Warehouse and the American Museum of Natural History.

Cat
135 hp / 242 hp
361 xp
Sensitive to cold

Strategy: They can fire three semi-homing balls of fire from there tail, so
once 
they are coming, run away and make some turns to avoid them. They will also
spin 
around, hurting you when you are close. They also have a bite attack, again
only 
used when you are close to them. Wait for the balls of fire to dissipate, then 
fire away at them.


Red snake
99 hp / 178 hp
287 xp
Sensitive to cold, objects easily stolen, gets confused easily

Strategy: Follow the same strategy as the Red snakes from day two. The ones in 
day five are just a little tougher.


Bat
112 hp / 201 hp
301 xp
Sensitive to heat, objects easily stolen

Strategy: They can emit sound waves that will momentarily blind you, but the 
sound waves can be avoided if there is some room to manouver. Just run away and 
to the sides, keeping an eye out for other possible sound waves from other
Bats. 
If there is no room to manouver, just get away from the Bat as far as possible. 
Once the sound wave is gone, close in and fire away, but back away after your 
turn. The Bat is sometimes tranquilized, but only for a very short while.


Blue frog
153 hp 275 hp
425 xp
Sensitive to heat

Strategy: Basically the same as the Frogs from day one, but they are tougher
and 
their tongue attack also causes a Def. Down so kill it as quickly as you can to 
avoid a lot of damage. Try to keep your distance and never stay directly in 
front of it if this can be avoided. Sometimes the Frog will jump high and after 
a short while, land on top of you doing considerable damage. Keep track of it's 
shadow, and go stand somewhere else if possible.


Crocodile
215 hp / 386 hp
522 xp
Sensitive to heat

Strategy: These guys are the same as the Carnegie Hall Sewer boss, but it has 
only one target (but there are two Crocodiles, one appearance only). The 
strategy is roughly the same, that is try to stay to the back and sides of the 
Crocodile.


Mole
161 / 289 hp
462 xp
Sensitive to heat, sensitive to cold

Strategy: 
Tends to burrow a lot, so time your shots well. Don't come to close ot it will 
rake it's claws at you (twice in succession most of the time). Take a shot when 
you see him coming to the surface, else the Mole will be burrowed again before 
you can fire.


Rat
215 hp / 386 hp
135 xp
No weaknesses

Strategy: This rat can really pack a puch with it's flame balls and it's bite. 
try to stay to the back and to the sides, and the balls of fire can be dodged 
with easy. Don't come to close or you will take a nast bite. It can be poisoned.


Yellow spider
242 hp / 435 hp
185 xp
Sensitive to heat

Strategy: Like the other spiders, it can fire webs that slow you down. Also has 
a nast bite when you come to close. Try to stay away a distance and when it 
starts to fire it's web, run sideways to avoid it. Just don't step in it later 
on.


Velociraptor
280 hp / 503 hp
1530 xp
Sensitive to cold

Strategy: Has only one attack, in which it lunges at you and tries to take a 
bite out of you. Does moderate damage and can only be avoided if you are
already 
running to the sides when the attack comes out. At all times try to stay behind 
and besides this one. It can be poisoned.


Chameleon
200 hp / 359 hp
896 xp
Susceptible to poison, objects easily stolen

Strategy: It jumps around a lot, and when it is near to you it flings it tongue 
at you for some damage. Always keep running and keep your distance away,
because 
these critters are fairly quick.


Scorpion
430 hp / 773 hp
2036 xp
No weaknesses

Strategy: The Scorpion has three attacks. The first two are close combat 
attacks, one with the tail and one with it's pincers. To avoid the tail, just 
stick to it's sides. To avoid the pincers, stay some distance away from him, 
even from the sides. The third attack is a purple cloud of poison that swirls 
around the room, and is a little harder to dodge (try to squeeze into the 
furthest corner). Luckely, the damage is bearable. Try to keep to the sides, as 
the purple stream can't reach there. The Scorpion can be poisoned.


Armadillo
240 hp / 431 hp
1202 xp
Sensitive to cold

Strategy: The main form of attack is rolling into you, damaging you and making 
you loose your attack in the proces. When you see them jumping up, run sideways 
to avoid being hit. They can be tranquilized and poisoned.


Pterodactylus
320 hp / 575 hp
1829 xp
No weaknesses

Strategy: You can walk right under it without getting hurt. This is a great way 
of avoiding it's breath attacks, one of which can cause darkness. It will also 
sometimes rake at you with it's claws, so don't stay right under it.



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6.0                                   OTHER MISC. STUFF         
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


----Here is a list of information about me.----


==============================---------------==================================
--------------------------------{CREDITS}--------------------------------------
==============================---------------==================================
-Square Soft 
For making such a wonderful game.

-Sony 
For publishing the game.

-Game FAQs - http://www.gamefaqs.com
For posting this guide (hopefully)

-Me
For writing this guide.

-DBlake (iamnothing) 
For giving me moral support ^_^

-To all the great writers at GameFAQs  
 
-The official PE Strategy Guide, by Prima Games
For some of the boss help. I got the items list, armor list, and weapons list
from them. I don't know if I left any boss information in from them, but better
safe than sorry.


==============================================================================
-----------{CONTACT INFORMATION, MY OTHER GUIDES, ETC.}-----------------------
==============================================================================

All my other guides and reviews can be found on my contributor page.
-http://www.gamefaqs.com/features/recognition/9074.html

All my unposted FAQs can be found on the following websites.
-http://www.fbgames.com
-http://www.smcfadden.freeservers.com/faqs/me/

Here is how you can contact me via e-mail or instant messengers.
-Yahoo Messenger: nicklacheysnightmare
-AIM: MeganIzMyAngel or HeShootsHeGores
-AOL addy: mcfaddendaman@aol.com
-MSN: daladiesman2k@hotmail.com



-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7.0                                        CONCLUSION               
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


              ==========================================
              ==       7.1  MY CLOSING STATEMENT      ==
              ==========================================

Thanks for reading my (crappy) guide to Parasite Eve! Hope this guide helped
you 
out with a classic game!!

Please note that this guide is not finished yet, and to keep track of its
status 
you should check out the revision history section, which follows the author's 
information section. I am going to try my hardest to make sure I complete this 
guide completely, some of you may know I did not do too well in completing my 
Yo! Noid and Fester's Quest guides, which may still be worked on in the future.

Feel free to message me on any of my messengers.. just tell me you are
messaging 
me about my FAQ and I will definitely answer you as quick as I possibly can!


              ==========================================
              ==       7.2  FINISHING STATISTICS      ==
              ==========================================

Pages: 93
Words: 26, 028
Letters: 162, 042
KB: 162K
Time to Write: 23:14
Time to Type:  39:08


--------------------------------------
-Psycho Penguin
mcfaddendaman@aol.com - Personal
psychopenguin24@aol.com - Game Related
http://www.wrestlingcolumns2000.com
--------------------------------------


¤=====================================================================¤
               Copyright 2000-2001 All Rights Reserved
¤=====================================================================¤
This guide is the property of the author and may not be used in any way
Without the permission of the author. If you would like to use this FAQ
On your web site, just email the author and let me know that you are, I
Only ask that you give full credit where it is due, and that this guide
May never, ever be altered in any way, no banners, ads or anything! The
Guide may never be used in any magazine, book, other guide or any other
Form of distribution without the permission of the author. Pieces if it
may not be used in other guides without the permission of the author, I
Would also like to say that all of the information contained in this is
The property of the author, and it was all compiled by the author, only
If there is credit given for a section was it not compiled by the me, I
Would then ask that you contact the credited person, instead of sending
Email to me about the use of the information. So basically, if you ever
Want to do anything with this guide, aside from read or print it out, I
Am asking that you ask permission. By the way, if you print this out, I
Will ask that you please keep it all together with this disclaimer. Ok.
¤=====================================================================¤
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
¤=====================================================================¤
(0.1708/d/web6)