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Walkthrough

by Shotgunnova

________________________________________________________________/��\___________
����������������������������������������������������������������\  /�����������
                     Spoiler-free FAQ & Walkthrough   __        /  \        __
                      -by- Shotgunnova (P. Summers)  /  |______/    \______|  \
            EMAIL: shotgunnova (at) gmail (d0t) com  \__                    __/
                           ___ ___ ___ ___ ___ _ _____ _\_   ___ _ _ ___   /
                          | _ |   | _ |   |  _| |_   _|  _| |  _| | |  _| /
                          |  _| � |  (| � |_  | | | | |  _| |  _| | |  _|(
                          |_| |_|_|_\_)_|_|___|_| |_| |___| |___|\_/|___| \
                                                        /                  \
 This document is intended for private use only and  /�� ______      ______ ��\
 can't be distributed without the author's consent.  \__|      \    /      |__/
 For hosting permissions, see the legality section.             \  /
________________________________________________________________/  \___________
����������������������������������������������������������������\__/�| INDEX |�
                                                                      �������
    I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
   II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

       Story ............................................................ STRY
       P Energy ......................................................... PNRG
       Status Effects ................................................... STTS
       Ex Game .......................................................... EXGM
       Weapons Tuning ................................................... WPNT
       Tips N' Tricks ................................................... TPST

  III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT

       01) Day 1: Resonance ............................................. WK01
       02) Day 2: Fusion ................................................ WK02
       03) Day 3: Selection ............................................. WK03
       04) Day 4: Conception ............................................ WK04
       05) Day 5: Evolution ............................................. WK05
       06) Day 6: Liberation ............................................ WK06

   IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

       Equipment List ................................................... EQPT
       Chrysler Building ................................................ CHRS
       300 Junks for Wayne .............................................. JNKW

    V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
   VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
  VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

_______________________________________________________________________________
�������������������������������������������������������������������������������
I. CONTROLS                                                              [CNTR]
_______________________________________________________________________________
�������������������������������������|��|��������������������������������������
                       _____         |  |         _____
      L2 BUTTON -->   /____/\        |  |        /\____\   <- R2 BUTTON
      L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <- R1 BUTTON
                    /  _    \________|__|________/    _  \
                   / _| |_                         _ /_\ _\  <- TRIANGLE BUTTON
  DIRECTIONAL --> | |_   _|   [SELECT]   [START]  |_|   (_)| <- CIRCLE BUTTON
      PAD         |   |_|          [ANALOG]          (X)   | <- X BUTTON
                  /            ____        ____            \
                 /            /    \      /    \            \
                (            (      ) __ (      )            )
                 \         /\ \____/ /  \ \____/ /\         /
                  \       /  \______/    \______/  \       /
                   \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                              (L3)          (R3)

 Parasite Eve works with both normal and DualShock controllers, the latter
 being the most preferable. Buttons omitted have no function in either type
 of control scheme.
  ___________ _______________________________________________________________
 | BUTTON    | FUNCTION                                                      |
 |�����������|���������������������������������������������������������������|
 | D-Pad     | Move character and menus (non-analog mode only)               |
 | Start     | Un/pauses game                                                |
 | Analog    | Toggle analog mode on/off                                     |
 | Circle    | Cancels selected command                                      |
 | Square    | Ends/skips battle commands prematurely                        |
 | Triangle  | Opens main menu                                               |
 | X-Button  | 'Action' button for confirming menus, inspecting things, etc. |
 | L1 Button | Scrolls up menus (when applicable)                            |
 | R1 Button | Scrolls down menus (when applicable)                          |
 | L. Analog | Controls movement                                             |
 |___________|_______________________________________________________________|

_______________________________________________________________________________
�������������������������������������������������������������������������������
02) TH' BASICS                                                           [THBS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
STORY            [STRY]
�����������������������
 From manual:

 "'Mitochondria' -- a microorganism that lives within human cells, and has
 existed symbiotically with the nucleus for hundreds of millions of years.
 Critical for production of energy in living things, mitochondria has its own
 genetic code, and the ability to evolve and multiply.

 After exhaustive DNA research, it appears that all mitochondria can be traced
 to a single source: a female human in ancient Africa, identified as
 'Mitochondrial Eve'. What if this organism had 'her' own intentions and was
 waiting for the day to take over the human race...?

 Christmas Eve: New York.
 'She' awakens on this destined day.

 And now, the final battle for survivalbetween the human race and the
 mitochondria is about to begin..."

P ENERGY         [PNRG]
�����������������������
 Soon into the game, Aya's mitochondrial powers awaken and she'll start to
 learn abilities as she levels up. The 'PE' gauge underneath her health bar
 will denote the current status, with green meaning remaining energy and red
 meaning depleted. Apparently most skills are percentage-based, which means
 that as PE increases, earlier skills seem a lot cheaper.
  ______________ ____ _______________________________________________________
 | ABILITY      | LV | FUNCTION                                              |
 |��������������|����|�������������������������������������������������������|
 | Heal 1       | -- | Heal 30 HP                                            |
 | Scan         | 04 | Scan enemy for stats/weaknesses (if applicable)       |
 | Slow         | 07 | Slows enemy's ATB gauge                               |
 | Detox        | 09 | Allieviates 'Poison' status                           |
 | Heal 2       | 11 | Heal 60 HP                                            |
 | Barrier      | 13 | Prevents 'x' amount of damage (unknown threshold)     |
 | Energy Shot  | 15 | Fires a huge beam at target                           |
 | Confuse      | 17 | Inflicts 'Confusion' on target                        |
 | Haste        | 20 | Speeds up ATB gauge and p-energy recovery             |
 | Heal 3       | 23 | Heals 280 HP                                          |
 | Gene Heal    | 25 | HP steadily recovers while draining p-energy gauge    |
 | Medic        | 28 | Alleviates all status effects                         |
 | Preraise     | 30 | If HP hits zero, automatically revives Aya at half HP |
 | Full Recover | 32 | Recovers all HP and alleviates negative statuses      |
 | Liberate     | 33 | Unleash combo attack on foe; drains all p-energy      |
 |______________|____|_______________________________________________________|

STATUS EFFECTS   [STTS]
�����������������������
 There are four main statuses that Aya can be hit with in the game. Completing
 or fleeing battle will alleviate them all, although there are skills she can
 use to do the same thing. Some types of armor have traits that resist these
 skills, but don't offer 100% protection.
  ______________ ____________________________________________________________
 | ABILITY      | FUNCTION                                                   |
 |��������������|������������������������������������������������������������|
 | Confusion    | Normal controls for movement are switched around           |
 | Darkness     | Attack range is heavily decreased                          |
 | Poison       | HP decreases set amount every few seconds                  |
 | Stiffness    | Movement becomes about half as fast                        |
 |______________|____________________________________________________________|

EX GAME          [EXGM]
�����������������������
 After beating the game and saving at the prompt, the option 'Ex Game' appears
 on the main menu. This allows one to replay the game with the saved data and
 basically just blow through with a bunch of powerhouse items obtained from
 before. Here's what's up with the option.

 � All unused bonus points carry over
 � The weapon/armor Wayne engraved for Aya toward end of the game
 � Any items left with Wayne's storagebox carry over (including Chrysler Keys)
 � Any "Junk" you gave Wayne on the previous playthrough carry over
 � Chrysler Building becomes available on the NYC map
 � Free bonus points at the end of every chapter
 � Some upgrades (like CR Evade +1, etc.) may give more stat bonuses
 � Enemy formations are often larger (to compensate for powerful equipment)

 Things that don't carry over:

 � Ammo (unless it's deposited in the storagebox)
 � Anything on Aya's person that isn't her weapon/armor
 � Special items/weapons, such as door keys and Maeda's Gun
 � Anything level-based (abilities, stats, item capacity, etc.)

WEAPON TUNING    [WPNT]
�����������������������
 This feature is a critical element in increasing attack power, by removing
 stats or traits from one weapon and adding them to another.

 |��������������������|  Here's my endgame weapon I'll use as an example. Any
 | Antirine       [9] |  number in the 'BASE' column are inherent stats and
 |          BASE PLUS |  the minimum the weapon can have, i.e. they can't be
 | ATK: 400   57  343 |  removed. Anything in the 'PLUS' column is transferable
 | RNG: 124   58   66 |  via Tools and Super Tools. Also transferable are any
 | BLT:  88   12   76 |  traits (although rocket launchers and clubs can only
 |____________________|  transfer with their own kind, unlike the others).
 |                    |
 | [TRAIT]   [TRAIT]  |  Tools can transplant one trait or all transferable
 | [TRAIT]   [TRAIT]  |  stats, destroying the weapon in the process. Super
 |____________________|  Tools function the same but DO NOT destroy the weapon,
                         which is why they're crucial in mass-transplanting
 traits from a highly customized weapon onto one with better base stats.

 Now, equipment has a set number of slots for traits, from zero (all rocket
 launchers) to ten (certain weapons, the best armor). To get more slots for
 these, Aya must find trading cards which come in two types (normal and rare),
 then give them to Torres or Wayne in the 17th Precinct's basement to do the
 work. Normal cards are found throughout the game and earn one more slot on
 the equipment of Aya's choice; rare kinds are found only in the Chrysler
 Building and earn two slots. [NOTE: Early in the game, Aya has to use Mod
 Permits to get permission to bore out more slots. This practice dies out
 eventually.]

 NOTE: In the trait slots there are boxes that look like two triangles, one
 white and one black. These are just placeholders and nothing can be stuck
 there.

TIPS N' TRICKS   [TPST]
�����������������������
 Can you hear the echo of the walkthrough readers? It says: give me tips! Well
 here's all the good ones I can think of. Should someone viewing this have any
 bright ideas to send my way, I'll definitely stick the tips, hints, or what-
 -ever they are right here.

 � Avoid weapons with the "Random Rate of Fire: 1.5" trait, as they take a
   take a long time, pick random targets, and often leave Aya open to attacks,
   especially if she has to reload. Generally one will want to concentrate on
   one enemy at a time so this really goes against the grain.

 � Those charms Maeda likes giving to Aya really don't do anything and since
   they're key items, they can't be discarded. Let Wayne babysit 'em in the
   storage box as soon as you can. [This isn't immediately possible for some
   of them, like the Narita in Day 5.]

 � Putting a bunch of elemental effects into your weapon seems cool, huh?
   Think again, folks. If an enemy is immune to that element, it defaults to
   1 HP damage even if you have 999 ATK! So for all intents and purposes,
   avoid Heat/Freeze Bullet traits. Luckily, Tranquilizer/Acid Bullet traits
   are fine, as if an enemy is immune to them, normal damage still applies.

 � Day 5's main dungeon (St. Francis Hospital) has two spots to get infinite
   Tools/Defense +1s and Trading Cards. For the latter, there is an enemy
   that appears on the ground floor in the nitrogen tank room (requires the
   green cardkey) affectionately known as the 'giant slime'. Give Aya a weapon
   that has the steal function and it can steal Defense +1s (common) or Tools
   (rare). This baddie will occasionally respawn in here, usually every other
   time, so just rinse and repeat to stock up.

   For the Trading Cards, in the ground-floor room where there was a nurse &
   patient, look for a box hidden behind an overturned cabinet. Repeatedly
   inspect the box to get more cards! You can miss the chest the first time
   and come back to it, but after getting even one card, the box disappears
   on subsequent visits. Milk it for all its worth; heck, deposit all of the
   cards with Wayne right after if y'want.

 � All weapons come with lag time, and using multiple commands will definitely
   leave Aya open to attacks. Remember that you can can cut commands short by
   pressing the Square button, so Aya can fire one bullet in one command, or
   even one bullet out of three commands.           _________________________
___________________________________________________/ III. WALKTHROUGH [WLKT] |_
�������������������������������������������������������������������������������
01) Day 1: Resonance                                                     [WK01]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Parasite Eve plays out over the course of a week, so the walkthrough will
 break it down in that same manner.

CARNEGIE HALL         _ ____ ______________     _ ____ _____________
�������������        |_| 01 | Ammo +60     |   | | 10 | Ammo +6     |
 Enemies: Rat        |_| 02 | Medicine 1   |   |�| 11 | M1911A1     |
          Parrot     |_| 03 | Theater Key  |   |�| 12 | Ammo +6     |
          Frog       |_| 04 | Medicine 1   |   |�| 13 | Offense +2  |
                     |_| 05 | Rehearse Key |   |�| 14 | Medicine 1  |
                     |_| 06 | Ammo +6      |   |�| 15 | Cure-P      |
                     | | 07 | Ammo +6      |   |�| 16 | PE +1       |
                     |�| 08 | Defense +1   |   |�| 17 | Offense +1  |
                     |�| 09 | N Protector  |    � ���� �������������
              |�|     � ���� ��������������
            __| |-15,16,17
           |13|_|________                                         A
           |   14 11    B|     |�����|�����|�������������|    ____|____
           |12| |��������      |  6  |  7  |          10 |   (  _____  )
            ��| | |������|_____|_   _|_   _|_   _____   _|   /�/_____\�\
         _____| | | B     _   ___   ___   ___   _______  |  (   STAGE   )
        |BOSS   | |______|     |     |     |     |     |_|   )         (
         �����|_|        | 3 4 |  5  |  2  | 8 9 |     |A|   |���   ���|
                         |_____|_____|_____|_____|     |_|   |���   ���|
                                                              ���|_|���
 Merry Christmas! On this fateful eve, police officer Aya        | |
 Brea is attending an opera; as the game starts, her date        |_|
 is just pulling up to the sidewalk. For reference's sake,     __| |__
 she's packing a M84F handgun and billyclub ("Club 1") under  |START 1|
 that smokin' evening dress. Enter into the seats and watch    �������
 the actors' fiery performances. Immediately following, Aya will be all by her
 lonesome. Travel onto the stage to find the perp.

  BOSS: Actress   HP: 40
  ����������������������
  At the start, something will happen to Aya and she'll learn the "Heal 1"
  ability, accessible from the PE tab in the battle menu. This lets her heal
  herself (obviously) when items are to be conserved. The boss will charge up
  for a beam attack, which can easily be avoided by simply waiting on one side
  of the screen and running to the opposite one. If you want to conserve ammo,
  beat her up with the club.

 When the fighting's over, exit stage left/right behind the curtain; there'll
 be a gaping hole in the ground. Inspect it to hear some police sirens out
 front. If you choose to go outside and meet with them, there's a cop who'll
 give [AMMO +60] if Aya keeps talking to him, and the paramedic patches up any
 wounds for free. There's no penalty for not jumping in the hole right away,
 but we'll have to go down eventually...

 After meeting a little girl, enter the adjoining hallway and proceed on (all
 doors are locked here) until finding a cute li'l critter.

  BOSS: Mutated Rat   HP: ~25   DROP: Ammo +6
  �������������������������������������������
  Is this really a boss? No. It should go down in two hits, hopefully. Its
  main attack is throwing three fireballs in a fan pattern in whatever way
  it's facing; avoid by flanking it or going around. Yawn.

 Following, enter the door to the left -- a dressing room. One of the lockers
 contains a [Medicine 1], and there's a burn victim to talk to. Two doors
 down, on that same side, inspect the body slumped on the desk to locate the
 [Theater Key] which allows the other doors to be unlocked. A [Medicine 1] is
 in a half-hidden box near the clothes rack and a save point is here in the
 form of a telephone. Useless thing: there's a parrot hiding in the clothes
 that complains about the heat.

 We can now go about unlocking rooms here:

 - Next-door to the theater key room is Melissa's dressing room. Feel free to
   free to peruse her diary for a [Rehearse Key] while snooping for [Ammo +6]
   in the wardrobe. There's also a disembodied hand that talks to you...NOT!

 - Across the hall from Melissa's room is a similar empty one, where another
   parrot has decided to roost. The wardrobe has [Ammo +6]. If you talk to
   the bird you can fight it as well (it has about 10 HP), earning a Medicine
   1...maybe.

 - The room across the hall from where Aya found the burn victim is the court
   jester's private area. After being told to evacuate (who says clowns in
   pain isn't funny?), dig around in the lockers to find [Ammo +6]

 - The unlocked door kitty corner from the jester's is a storage room, with a
   harp and other junk. Take the [Defense +1] addition for armor and inspect
   the wall with the heraldry shield. It should break to reveal a secret chest
   behind it containing an [N Protector]! Obviously, you should equip it and
   use the Defense +1 on it, unless you've some kinda qualm...

 - Across from the storage area is the longest room in the hallway, having
   two entrances -- this is where the stage sets are kept. A rat couple and
   parrot ambush here, but more important is the chest with [Ammo +6] inside.
   Yawn. That's the last room here.

 The Rehearse Key is necessary to unlock the door at the end of the hall. If
 for some reason you need more ammo, the mutated rats in the hall typically
 drop more pistol ammo.

  BOSS: Eve   HP: 90
  ������������������
  This time, Eve will fire two green beams from her hands, making the safezone
  either side of them (they tavel this time) or in-between them. Use Heal 1
  if necessary.

 When the dust settles, check behind the piano to find a 2nd hole, leading
 down into the obligatory sewer area. Follow the sewer tunnel a bit until the
 [M1911A1] chest is found near a stairway. The stairways loop together, so
 don't bother taking them, though -- go straight through the muck.

 In the next area is a scene with a little girl, who exits via a left door. A
 [Medicine 1] sits by said door, and in the wet corners diagonally from there,
 get the [Ammo +6] and [Offense +2] chests. There's a hidden tunnel by that
 last chest that leads to [PE +1], [Cure-P], and an [Offense +1] cache also.
 All good choices for the newest handgun we've found. Continue on to a
 portcullis with a savephone and switch; beyond is...

  BOSS: Alligator   HP: 80 (Tail), 120 (Head)  DROPS: Kv Vest 1
  �������������������������������������������������������������
  This bad boy packs a serious jolt, and has two targets: its tail and its
  ugly face. As for its attacks, its tail can send three shockwaves in a fan
  formation and do a running charge, where it follows Aya around a bit; if
  it catches her, she's stunned and it opens her up to another attack. Our
  policewoman won't be able to do much damage by shooting its head, so go for
  the tail first.

  When its tail is down, it's time to bring the ugly guy down with it. The
  screen will enlarge a bit and the gator will be able to shoot three fiery
  beams, which aren't too hard to evade, luckily. The best time to attack it
  is right after it uses its attack, when it's idling and waiting for its
  turn again.

 Aya automatically exits in the aftermath, and this effectively ends Day 1.
 Save at the prompt if y'want.

_______________________________________________________________________________
�������������������������������������������������������������������������������
02) Day Two: Fusion                                                      [WK02]
_______________________________________________________________________________
�������������������������������������������������������������������������������

N.Y.P.D. 17th Precinct
����������������������    |�|���|
            ____   _      |     |- Conference Room
           |    |_| |     | |___|
      Dog -|    |_  |     |   |-> To 2F Jail
  Kennels  |____| | |     | |�                  _|����|������������|
           |    |_| |_____| |_|����|_          | | 01 | Cm Vest 1  |
           |3456|_   _____   _      _|-Exit    |�| 02 | Medicine 2 |
  Weapons -|____| |_|   |_| | |____|           |�| 03 | M16A1      |
  Storage           |1 2 _  |                  |�| 04 | Tool       |
            Locker -|___|_| |_                 |�| 05 | Ammo +6    |
             Room   |   |     |                |�| 06 | Medicine 1 |
                    |         |                 �|____|____________|
                    |___|_____|
                    /         \           NOTE: Re-entering from world map
        Baker's Office     Offices              lets Aya re-get Items 5 & 6

 After some scenes, the precinct chief Baker gives Aya a [Mod Permit] that'll
 give Torres permission to mod her piece. In the office where her colleagues
 are, there's also a savepoint on one of the desks. Keep in mind that plenty
 of this precinct is locked down and won't be fully explorable until later on,
 so don't worry too much about that. [Rooms that are locked aren't pictured.]

 Downstairs, one of the rooms is where Wayne and Torres' weapon storage. The
 dynamic duo fights a lot but they get the job done. Provided there's space
 -- Wayne can store defunct and obsolete items/equipment -- Torres forks over
 the [M16A1] rifle. Flash the mod permit to add a slot to any currently held
 gun as well. There's a tiny tutorial on custom-modding weapons as well. Make
 sure to leave any unneeded equips with Wayne, such as the Rehearse/Theater
 Key.

 There's a few more items to collect in the precinct.

 � A [Tool] is right beside where Wayne is
 � [Ammo +6] is on the desk next to Torres' counter
 � [Medicine 1] is in a box near the weapons cabinet
 � In the changing room, a locker holds a [Cm Vest 1] with autoheal abilities,
   and another has a [Medicine 2]. See the cop giggling about some item he's
   found? Remember that locker he's standing at for later.

   [You can get extra ammo/medicine 1s by re-entering the storage room.]

 Alright, upgrading equipment is possible. Aya needs (1) the equip she wants
 to keep (2) the obsolete equip she wants to steal bonus stats from (3) a Tool
 to make the change. If you look at a equip, the bonus stats are in the Plus
 column, and they'll be added to the new equip to make it better, as well as
 any extra abilities it has (provided the equip has a free slot).

 Back upstairs, spy a red-shirted kid in the hallway and meet with him to see
 a scene, then talk with Baker in his office for a press conference. Exit the
 building afterwards -- the Museum of Natural History will be a location on
 the map now.

American Museum of Natural History
����������������������������������
 Like the precinct, you'll find that once inside this place is locked up
 pretty good and there's not much to do. Saving in the lobby is possible, but
 for now, all there is to do is meet with Dr. Klamp on 2F via the stairway
 (after signing in, of course).

N.Y.P.D. 17th Precinct
����������������������
 After meeting with Klamp, the duo automatically returns here. Check out the
 conference room to learn a break in the case is happening at Central Park!
 It'll now be on the NYC map, the last area in day two. The new [Mod Permit]
 given by Baker can be used now if you like, and the weapons storage has got
 another [Ammo +6] & [Medicine 1] bunch.

Central Park
������������
 ENEMIES: Red Snake, Yellow Snake, Bird, Orangutan, Tortoise, Polar Bear

 Before gettin' into it, a short overview of enemies. Of the two kinds of
 snakes, only the red kind is worth mentioning -- they can inflict poison.
 Luckily Aya can learn Detox pretty early so it shouldn't be too much of a
 problem. Also, snakes typically leave Ammo +6 drops. Birds do low damage
 but can interrupt Aya, and will drop lots and lots of "Junk". Literally.
 Orangutans just do damage and have a scythe-throwing attack, which can be
 evaded easily by approaching toward them. Tortoises have a medium-range
 slap attack and can also poison, if Aya tries to hide behind them. Polar
 Bears have the most health and do the most damage (~20ish), and typically
 drop Ammo +15. That's all!
                                                       _|����|������������|
              ___                                     | | 01 | Medicine 1 |
             / _ \-12     |�����������������������|   |�| 02 | Medicine 1 |
            ( (_) \____   | Map: Central Park Zoo |   |�| 03 | Medicine 1 |
             \      13 |  |      and Amphitheater |   |�| 04 | P8         |
             /�       �\  |_______________________|   |�| 05 | Zoo Key    |
            / /�������\ \___                          |�| 06 | Sp Vest 1  |
           /�(_        \/   )                         |�| 07 | Tool       |
           )   \       / / /      _                   |�| 08 | Medicine 2 |
          /   \ \___ _/   /     _|3|                  |�| 09 | Cure-P     |
          \___/) ___|11(7(     )4  |                  |�| 10 | Defense +1 |
              / /____�\   \___/ _|2|__                |�| 11 | Ammo +15   |
             /_/(8 9 \�  \_   _/ |___ \__             |�| 12 | Ammo +15   |
            / /  \ 10/��\__  |_      \__ \            |�| 13 | Medicine 2 |
           / /    ���__  | 5 6 |        )1)-Save      |�| 14 | Revive     |
          /  \______/A/  |  23 |       ( (-24         |�| 15 | Ammo +15   |
         / /\/__   __/   |_____|       _) )_          |�| 16 | Ammo +15   |
        / /   |14 15|       /         |START|         |�| 17 | Ammo +15   |
     __(_(___ |_   _|__    Save        �����          |�| 18 | Sv Vest 1  |
    / __   _ \  |   16 /                              |�| 19 | Defense +1 |
   /\/ _|_|_) ) |_____/-Save                          |�| 20 | Tool       |
  / / /_____\/                                        |�| 21 | Defense +1 |
 ( (_(       )                                        |�| 22 | PE +1      |
  \___\_____/ <- Amphitheater                         |�| 23 | M203       |
                                                      |�| 24 | Cure-P     |
                                                       �|____|____________|
                        |�|-19                              _|�����|
     __________ _____ __| |_ ______________ ___/���|�������|_  (�) |
    / _   _   _|  18 |_   __|__  ______   _|____/�� �������  |  �  |
   / /_| |_/ /  �����  ) )     ) )____ \ (                   | |_| |-21,22
  ( (( 17 ( (         / /     ( ((_20_) ) )                  |  _  |
   \ ������__)       /\/      _) )_) )_/ /                   |_   _|
    ����/ /______ __/ /      / _________/                      |_|
       (________/_   /      /�/                                | |
                  / (_     ( (    |�������������������������|  | |-Save
                  \__ \     ) \   | Map: Central Park Woods |  |_|
                     ) )   / _ \  |_________________________| _| |_
                    ( (___| (_) )                            |     |
                     ) ________/                             |     |-Boss
                    /A/                                      |_   _|
                    ��                                        _|�|_
                                                             |_____|-Boss

 NOTE: You'll definitely want to level-grind a bit around here, if only to
       get more space for items. Otherwise you'll have to constantly discard
       medicine and equipment to hit par (putting items in opened chests is
       fine too).

 After arriving with Daniel, Aya'll go it alone. Up the meandering sidewalk in
 the 2nd screen, get the [Medicine 1] between some trees before taking on the
 first new enemy here: a red snake. These can inflict poison, so stay as far
 away from it as possible (use rifle mayhap?) The yellow snake accompanying
 just does normal damage and isn't special in the least. Further along, Aya
 will encounter the entrance to the zoo, in which the amphitheater is beyond
 it. Get the two [Medicine 1] chests hidden in the shadows on either side of
 the main gate first.

 Just inside is a new handgun [P8], which more power but only fires one shot
 (at least by previous equipment's default stats). Fight some weak birds by
 the first stairway and enter the door nearest there, to find a savepoint and
 office. Dig around to find the [Zoo Key] and [Sp Vest 1], the former being
 the most important. With said key, push the table away and unlock a cabinet
 containing the [M203] weapon. Outside again, you'll probably get in a fight
 with an ape who has a detachable scythe projectile (boomerang). To avoid
 this, when it throws it, move toward the ape and the trajectory misses 99
 times out of 100. Simple! Look around the frozen center fountain for a [Tool]
 also.

 The Zoo Key opens the locked door just down the path from the office, which
 leads to a terrarium. A few snakes are inside, and Aya can move through the
 broken glass to find some chests around the trees: [Medicine 2], [Cure-P],
 and [Defense +1]. Once these are obtained, there aren't any other items to
 find in this area, so let's hit the dusty trail -- outside, go "right" to
 the next screen where we fight some forest friends, and take the path out
 of the zoo. There's an [Ammo +15] dump before doing this, though.

 In the bifurcation beyond, one path leads to a gate and the other over a
 bridge towards the amphitheater. There's a few encounters with red snakes
 around here, so watch it. The screen near the theater has [Medicine 2] and an
 [Ammo +15] cache in plain sight. When finished with the zoo perimeter, take
 the aforementioned gate which leads toward the concert stage. After seeing
 Eve's "performance," exit outside again and look around the facade for the
 backstage entrance -- it should be easy to find with a little...help. Our
 mitochondrial gal flees however, so give chase.

 Remember that long sidewalk leading to the amphitheater, and how a corpse
 blocked one of the sidepaths? That's now gone, and the park area is open for
 exploration. There's a small rest stop prefacing this area though -- steal
 the [Revive] and [Ammo +15] obscured by the latticework, too. Through the
 other end is a savepoint guarded by a mutated polar bear. Back on the path,
 continue along to finally enter the forest region...which is very maze-like,
 as expected.

 ---

 For this walk in the park, the little girl will show the way to go, although
 she often isn't seen exiting which can make it slightly annoying to locate
 the right path. Luckily this isn't an enemy-packed haven and any one screen
 will usually have a single fight. Assume up on your TV is "north" and we'll
 derive directions from there.

 1) Follow little girl down eastern path; exit east
 2) This screen has a [Ammo +15] chest
 3) Bridge has [Sv Vest 1] on it; continue on
 4) Next screen's area has [Defense +1] and [Tool] chests; exit SW

 From here, continue on over another bridge until a scenic overpass area is
 encountered. In the tunnel there, two half-hidden chests contain [Defense +1]
 and [PE +1] upgrades, so make sure to get 'em. One screen away is a savepoint
 which Aya should take, since the next screen holds...

  BOSS: Giant Worms   HP: 120-240   DROPS: Defense +1 [x4]
  ��������������������������������������������������������
  If you read information in the terrarium, you'll find these creatures are
  indigenous to South America (it's useless info, but whatever). To start,
  four small worms will pop up through the ground and then mask themselves
  before repeating. They can't be damaged while underground but they're fair
  game when exposed. If you're using the rifle, these nightcrawlers will be
  eviscerated in no time. Their only attack is a small explosion that will
  fragment into spiked projectiles, and the farther away Aya is from it, the
  easier it is to evade -- simply move in between the pieces in flight.

  When the little'uns are mostly corpses, a much bigger worm will show up. It
  has the same attack as its counterparts, except everything is super-sized,
  including the damage. Heal 2 helps here, or some of those Medicine 2 items
  you've been finding in chests, garbage cans, etc.

  When one of the "medium" worms are history, the largest one will show its
  head in a specific corner of the parking lot. It'll always appear here, too.
  The best strategy is to stand in the middle of the field to bait it into
  falling forward (attempted crush attack), then moving really close to its
  trunk as it flails about (attempted sweep attack). Its sweep attack is very
  localized, so simply switching to the opposite side of where it's facing is
  often a good enough strategy. It's possible to evade all damage in this way,
  although if Aya does get smacked, it does about ~30 HP, depending on her
  armor.

   NOTE: If you have a steal weapon via an 'Ex Game' file, you can steal some
         Tools or Ammo +15 from the worms.

 Definitely save afterwards and proceed to the screen adjacent to the worm
 farm, where we find...

  BOSS: Eve   HP: 330   DROPS: ---
  ��������������������������������
  In one of the weirder RPG battle locations ever, this battle takes place
  exclusively in the back of a horsedrawn carriage. Obviously this means that
  there's little legroom and evasion is pretty poor. Eve basically has two
  attacks: (1) a claw attack she does at close-range for about 50 damage, in
  the way she's facing (2) an explosion with a small radius, dropped from the
  sky. To evade the first one, Aya has to be out of range, so basically she'll
  be hit a lot from this; for the other, when Eve rises up, move to one side
  of the carraige until the explosion starts to gather, then move away. This
  works best if you stand in one corner and move to the one diagonally away.
  There's often plenty of time to refill parasite energy here, so Heal 2 will
  serve the player well. [Aside: The Sp Vest 1 really minimizes the explosion
  damage.]

   NOTE: If you have a steal weapon via an 'Ex Game' file, you can steal a
         PE +3 upgrade.

 When the festivities and equuscide conclude, except for a few scenes, that
 effectively ends Day 2. And it can only go up from here!

_______________________________________________________________________________
�������������������������������������������������������������������������������
03) Day 3: Selection                                                     [WK03]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Soho
����
 After moping around a bit, Aya finally decides to go out   _|���������������|
 and about. Steal the [Ammo +30] in the chest near her bed | | Ammo +30      |
 and blow this hovel. After a scene, it's time for a great |�| Revive        |
 pasttime: larceny! As Daniel and Maeda point out, there's |�| Medicine 2    |
 a gunshop and pharmacy nearby, conveniently located one   |�| Cure-M        |
 screen on either side of where Daniel's parked. Let's go  |�| Medicine 3    |
 to the Pharmacy first.                                    |�| Defense +1    |
                                                           |�| CR Evade +2   |
 The Pharmacy's items are mostly on shelves or in chests,  |�| Tool          |
 amounting to a [Revive], [Medicine 2], [Cure-M], and      |�| Bullet Cap +1 |
 [Medicine 3]. The [Defense +1] is on the clerks' side of  |�| Tool          |
 the counter, in front of the savephone. Make sure to see  |�| Range +1      |
 the employee room as well, from which [CR Evade +2] and   |�| M11           |
 a [Tool] can be culled. It'll be wise to save the Tool    |�| Ammo +15      |
 for when we hit up the weapon shop, though -- luckily,    |�| G19           |
 we're heading there now! En route, pick a [Trading Card]  |�| Club 2        |
 out of the garbage can near the apartment.                |�| Cr Vest 1     |
                                                           |�| Trading Card  |
 Bust in Police Academy-style and survey the treasures of   �|_______________|
 weapondom: [Bullet Cap +1], [Tool], [Range +1], a [M11]
 rifle, [Ammo +15], a [G19] sidearm, [Club 2], and a [Cr Vest 1]

 Bust in Police Academy-style and there's a treasure trove of munitions to
 find: [Bullet Cap +1], [Tool], [Range +1], a [M11] machinegun, [Ammo +15], a
 [G19] sidearm, [Club 2], and a [Cr Vest 1]. Some of these are in chests but
 most are in display cases. Once you've gotten everything and used the Tools
 (I suggest one weapon and one for armor), return to the police car and ride
 shotgun. Speaking of which, you'd think someone would have taken a shotgun
 from the weapon store. Oh well...

 - If you want to drop your junk and key items off at the precinct, now is a
   good time to do it.

American Museum of Natural History
����������������������������������
 If you talked to Maeda in Soho, he mentioned that he wanted to find a lab to
 test something -- there's only one available and it's right here. Following
 the cell scenes, return to the precinct as dusk sets in.

N.Y.P.D. 17th Precinct
����������������������
 Enemies: Rat, Bird, Wolfman, Spider, 

 Since you've already been here before, I'll remove some map annotations to
 make it easier. [Previous items have been omitted as well, although some're
 still able to be found, such as those in lockers.]

  _|����|��������������|     _|����|�������������|     _|����|��������������|
 |_| 01 | Ammo +6      |    |_| 09 | Cm Vest 2   |    |_| 17 | Offense +1   |
 |_| 02 | Ammo +6      |    |_| 10 | Ammo +6     |    |_| 18 | Medicine 3   |
 |_| 03 | Ammo +15     |    |_| 11 | PE +1       |    |_| 19 | CR Evade +1  |
 |_| 04 | M92F         |    |_| 12 | Tool        |    |_| 20 | Locker Key   |
 |_| 05 | Ammo +15     |    |_| 13 | Medicine 3  |    |_| 21 | Trading Card |
 |_| 06 | Medicine 2   |    |_| 14 | Storage Key |    |_| 22 | Defense +2   |
 |_| 07 | Ammo +6      |    |_| 15 | MP5K        |    |_| 23 | Ammo +6      |
 |_| 08 | Ammo +15     |    |_| 16 | Tool        |    |_| 24 | N Jacket     |
   |____|______________|      |____|_____________|      |____|______________|
        _____
       |15 16|   |�|���|          #############
   ____|_ 17_|   |   9 |          #    _____  #    _____         ____________
  |    |_|�|     | |___|          #   |     | #   |11 12|       | SPC. DROPS |
  |  7 |_  |     |8    |###########   |  C  | #  _|_   _|  _|���|������������|
  |____| | |     | |���        _____  |_ _ _| ##|  10   | |_| A | Offense +1 |
  |    |_| |_____| |_|����|_  |     |___| |_____ �����|_| |_| B | Tool       |
  |456 |_ A _____ 1 _ START_| |  D   ___  |     |�����| | |_| C | Full Cure  |
  |____| |_|  2|_| | |____|   |_____|   | |     |13 14  | | | D | M9-2       |
           |21  _  |     \    |22   |___| |_   _|_____| |  �|___|____________|
           |___|_| |_ Hayama  | 23      20    B |_____  |_
           |   |     |        |   24|�����������    |     |
           |      3  |         �����           Save-|18 19|
           |___|_____|                              |_____|

 The return trip is a bit more harrowing. Upon entering, Maeda gives over one
 of his [Hamaya] charms, and as you'll find, they're pretty dang useless. They
 can't be discarded so remember to let Wayne store 'em when possible. Search
 the corpses in the lockerroom and hallway to get [Ammo +6], then talk with
 Warner in the offices to get a [Ammo +15]. You'll have to talk/search twice
 with each.

 Downstairs, fight the new enemy (Wolfman) who drops an Offense +1 -- sweet!
 Wayne will donate Torres' [M92F] sidearm to Aya's cause, and she can find
 [Ammo +15] and [Medicine 2] in the chests this time. Next-door in the kennel
 room, talk with Cathy to get [Ammo +6]. Exit now to see a scene where Ben is
 chasing Sheeva through the precinct's upper floors, which are now available.

 En route, talk to Nix in the hallway to get [Ammo +15], and scour around
 the conference room for a [Cm Vest 2] that has auto-healing capabilities. On
 2F, talk with the dying cop for [Ammo +6], and enter the door near the gate
 to find a [PE +1] upgrade and a [Tool] in the cell. Back in the hallway,
 enter the next screen's first door to find an interrogation room with a few
 wolfmen inside. A [Medicine 3] chest and [Storage Key] can be found within
 this room, the latter shimmerin' on the table.

 NOTE: The Storage Key unlocks the door down in the basement, which leads to
       an [MP5K] machinegun, [Tool], and [Offense +1]. After taking 'em, make
       sure to leave the key with Wayne to free up space.

 The other door on 2F leads to an office with a [Medicine 3], [CR Evade +1],
 and savepoint inside -- head on up to 3F when ready. After the first battle,
 one of the foes drops a free Tool...pretty cool. The nearest door leads to
 a lab tech's office and she'll give a one-time-only heal session if Aya needs
 it. Back in the hallway, the officer gives Aya his [Locker Key] for no real
 reason.

 NOTE: This key will open the locker in the ground-floor changing room, which
       produces a [Trading Card]. This new item is the "currency" in which
       Wayne will bore out a new slot to weapons, although he won't right at
       the moment. Store both items for now.

 The next-nearest 3F door leads to a storage room, and there'll be a
 super-strong wolfman here who fought with Torres (case in point: his howl
 attack can do about 90 damage!). He drops a SG550 rifle for the trouble. Get
 a [Defense +2] in the chest and [Ammo +6] from the corpse, then look in one of
 the corners for a secret vent. It connects to an [N Jacket] storage room! Down
 the hall is the morgue, and the fight within gives a Full Cure as a reward.
 The perpendicular hallway outside will eventually lead to the boss battle, so
 now's a good time to save on 2F.

  BOSS: Sheeva   HP: 200/300/400 HP (Left>Right)   DROPS: M9-2   EXP: 1000
  ������������������������������������������������������������������������
  As Aya points out, there are actually three targets, but all have roughly
  the same health. The boss likes to do lunging attacks and snap at Aya if
  she's close, or it may use a beam that hits everything in a fan trajectory
  (evade by flanking its body, if possible; its turn radius isn't that good).
  It can also heal 100 HP to its heads every once in awhile, so having a gun
  with a x5 rate of fire helps a lot. Watch out for its howling attack which
  halves Aya's health. Its middle head is the one that cures the others, so
  naturally take that out first -- it can't cure itself. You'll know a head's
  been defeated because Sheeva makes the howl attack motion but nothing hap-
  -pens. After the tongue head is killed, take out its left to stop the howl
  attacks, then the final one which just lunges. Keep health above 100 at all
  times, because while a good rate of fire helps, it often gets interrupted.

 Talk with Baker afterwards and that'll end the third day.

_______________________________________________________________________________
�������������������������������������������������������������������������������
04) Day 4: Conception                                                    [WK04]
_______________________________________________________________________________
�������������������������������������������������������������������������������
N.Y.P.D. 17th Precinct
����������������������
 The first order of business in this chapter is locating Maeda, who's wandered
 to the crime lab on 3F (the first door). Unlike Central Park, all of the bad
 critters have scampered off for greener pastures, so there's no fighting to
 be had now. When it looks like the artificial insemination hospital nearby is
 Eve's location, Daniel gives over [Ammo +30] for the trip.

 It's worth noting that Wayne will have assumed Torres' duties of boring out
 slots in weapons, except he wants trading cards instead of permits. You can
 use the one found during Day 3 if you want, for instance.

St. Francis Hospital
��������������������
 Enemies: Slime, Fly, Ratman, Cadaver, Giant Slime

 Slimes often appear in groups and have a projectile attack that can poison
 our darling Aya, so have Detox on standby. Flies' green drool will inflict
 stiffness if it hits, but it doesn't have much range so avoiding it isn't
 so difficult. The Ratman (or maybe it's a bipedal rat) throws a bomb that
 bounces around the room like a pinball machine, then explodes. Cadavers are
 weird mutants that throw tiny little balls around the room, except these do
 little damage and don't die upon hitting Aya. Take the cadavers out first if
 you want an easier time! The Giant Slime appears only once and is just a
 souped-up version of the normal one. Most enemies will drop ammunition or
 Medicine 1/2s, although slimes drop Cure-Ps sometimes.

 _|����|��������������|     _|����|���������������|    _|����|���������������|
|_| 01 | Mayoke       |    |_| 11 | CR Evade +1   |   |_| 20 | Sp Jacket     |
|_| 02 | Tool         |    |_| 12 | Fuse 2        |   |_| 21 | Bullet Cap +1 |
|_| 03 | Fuse 1       |    |_| 13 | Blue Cardkey  |   |_| 22 | Ammo +30      |
|_| 04 | M79          |    |_| 14 | Offense +2    |   |_| 23 | G3A3          |
|_| 05 | Ammo +30     |    |_| 15 | M10           |   |_| 24 | CR Evade +1   |
|_| 06 | Defense +1   |    |_| 16 | Fuse 2        |   |_| 25 | Junk          |
|_| 07 | Medicine 3   |    |_| 17 | Medicine 2    |   |_| 26 | Elevator Key  |
|_| 08 | Autopsy Key  |    |_| 18 | Tool          |   |_| 27 | Cure-M        |
|_| 09 | Tool         |    |_| 19 | Green Cardkey |   |_| 28 | Ammo +30      |
  | 10 | Offense +1   |      |____|_______________|     |____|_______________|
  |____|______________|
     __________                     Fusebox         To Roof---.
    |21   _   _|  Infinite     __ ________\_ ______          |�|�����|
    |��  |A   B|  T. Cards    |14|_ 15_  _  |11  13|         |  25 26|
    | 22 |�| |�     |          ��  | |1617|_|  12  |         |_| 27  |
    /���|��   ��������|���|   _____|�| 18 |A|__   _|       __| |�����
 Giant  |   Save  |   |19 |  |7 8  |  ����|B|9 10|        | 24 |
 Slime  |_ _   _2_|   | 20|  |�   �| |345 | |_  _|___     |_  _|___
          |  1  | |_______|  | 6      �  �       |   |    | 23 |  B|
           �����              ������������������� ���     |______|�
 NOTE: Item #15 may also be a Micro UZ

 Meet with Maeda in front of the place and he'll give over a [Mayoke] charm,
 which also has no apparent function. If you're like me and hate carrying the
 stupid things around, feel free to leave it with Wayne before busting in the
 front door. Inside, look in the utility closet behind the receptionist desk
 to find a [Tool]! The double doors near the desk and elevator are both shut
 tight for now, but the elevator itself works. Save first, naturally.

 Upon reaching the basement, the fusebox is blown and Aya is trapped...d'aww.
 In this claustrophobic setting with fixed camera angles, it can actually be
 harder to navigate than normal. Move one screen past the elevators and take
 the left door (right door leads to locked autopsy room) for a storage area.
 Sparkling on a shelf is a [Fuse 1], while the other chests have [Ammo +30]
 and a [M79] grenade launcher, our first. Double-back one screen and take the
 door at the far end, which leads to a morgue. Fight the battle, take the
 [Defense +1], and loot the office for a [Medicine 3] and [Autopsy Key] in a
 drawer.

 With this new key, return to the locked autopsy room -- the key is discarded
 automatically. Inside, past the battle, is a [Tool] and [Offense +1] pair.
 The adjacent room leads to a corpse disposal facility, and while we should
 have some hazmat gear for this probably, we don't... Defeat the slimes and
 Ratman, steal the [CR Evade +1] by some suits, and find [Fuse 2] on top of
 a first aid kit. The corpse has the [Blue Cardkey], which will open the door
 in the hallway between the storage and morgue -- where the little girl first
 appeared. After its use, it's discarded also.

 After seeing the little girl again, run towards the foreground to find a 2nd
 destroyed stairwell, with an [Offense +2] shimmering nearby. Double-back and
 pick up the [M10] in the hallway chest, then enter the nearest door to find
 a sterilized room. Unfortunately, there's a monster (I call it a Cadaver) in
 here. It's not much better than a normal enemy; just make sure to focus on
 the target on its back rather than its head. Afterwards, search the room for
 [Fuse 3], [Medicine 2], and another [Tool].

 With this, all three fuses should now be collected. Put them in the fusebox
 in the adjacent hall and connect the wires -- this puts the elevators back
 online. Take one of 'em back up to the F1 lobby; the door near the clerks'
 desk is now flung open. Fight through the two rooms, and the nurse at the
 final one gives the [Green Cardkey] for saving her life. Before leaving, get
 the [Sp Jacket] near one of the gurney-like beds. 

 ############################################################################
 # There's a trick here where Aya can get as many Trading Cards as she can  #
 # carry, but it's only doable once. Clear as much fluff from your items as #
 # possible and look behind the overturned cabinet in the room where there  #
 # was a nurse and a patient who ran away. Keep inspecting the hidden box   #
 # to get the cards. After doing this and exiting the room, the box'll be   #
 # gone, so make sure to get as many as you can (heck, go deposit 'em with  #
 # Wayne right now if you want). This area's marked on the map, too.        #
 ############################################################################

 This new keycard opens the door between the F1 elevators, which leads to a
 [Bullet Cap +1] chest and the nitrogen room. Inside, Aya will have to defeat
 a giant slime before she can turn off the sperm bank's cooling (via a valve).
 The big sucker drops a B Vest 1, for reference, which protects against
 poison. An [Ammo +30] chest's right by said valve, too. Save before going to
 the 13th floor sperm bank.

 ############################################################################
 # About that giant slime: sometimes if you re-enter the room, it respawns! #
 # If you have a weapon that can steal from enemies, you can repeatedly get #
 # Defense +1s (common) or Tools (rare). Very useful to do!                 #
 ############################################################################

 There's only one door accessible from here, and a slime/cadaver battle will
 play when going in. This one's more annoying than the previous, too. Pick up
 a [G3A3] rifle in the aftermath, and look for a wall card that has a red
 arrow on it. It points to a small machine blocking a switch, which controls
 the door -- push it out of the way and exit the room after. Through the next
 room, which has a [CR Evade +1] chest, locate the room with a savephone on a
 desk. Clear it out and inspect the sparkle for some stellar [Junk], then the
 subsequent one for an [Elevator Key]. A [Cure-M] and [Ammo +30] can also be
 found in this area. Save and ride the elevator to the roof...

  BOSS: Black Widow   HP: 900   DROPS: G23   EXP: 6500
  ����������������������������������������������������
  True to a spider's nature, the widow's main attack consists of shooting 3
  webs around herself, which will damage Aya and temporarily trap her if it
  hits. This will then open it up to a few physical attacks or its fiery
  projectile. These don't do much damage themselves but they're meant to add
  up. Since Aya should be around Lv20 by the time she gets here, Haste works
  very well, especially if you're using a rifle with a poor rate of fire.
 
  After its health is about halved, Aya and the insect move to a different
  part of the roof to duke it out. Same strategies apply, except the field's
  now smaller, playing into the spiderweb attack's proverbial hands. Try to
  keep hasted all throughout the battle, unless healing is urgently required.
  Basically, if one avoids the webs, they should have no problem getting out
  of here alive. Now, if you DO get stuck, it might not be a bad idea to cast
  Barrier to even the odds (both it and the web last around the same time).

 As soon as the battle ends, run for the corner of the roof opposite where Aya
 entered, which will be in the SW corner of your t.v. screen. There's forty
 seconds (40s) to do this before the jet crashes onto the roof. Alongside the
 roof ledge, there's a carpenter's scaffold. There'll be a small fight with a
 spider on the way down but not nearly as annoying as the one we just smoked.

N.Y.P.D. 17th Precinct
����������������������
 Everyone arrives back here automatically. If you have any crap to dump with
 Wayne, make sure to do that now. Talk with Warner in Baker's office to learn
 the next destination to check out: the history museum. Aya also gets a walkie
 talkie here, but it's not a real item in the inventory.

_______________________________________________________________________________
�������������������������������������������������������������������������������
05) Day 5: Evolution                                                     [WK05]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Now that the (wo)manhunt has been stepped up, a few new places show up on the
 island map: Warehouse and Chinatown. The order we visit the places in doesn't
 matter we can get a shotgun in the sewers, and that can help for the other
 dungeon's boss.

Chinatown
���������
 Enemies: Cat, Bat, Red Snake, Blue Frog, Alligator, Mole

 Red Snakes are nothing new, and are easily killable by this point. Cats are
 triple-tail felines who can throw semi-homing fireballs but do mediocre
 damage overall (assuming your armor is properly upgraded). They drop small
 amounts of ammo. Bats' sonic waves can inflict darkness, and they drop a lot
 of Cure-Ds...which you'll find are pretty stupid. Don't waste your inventory
 on 'em! The two alligators (previous boss) are nothing special, and the mole
 only appears in the subway area and drops Cure-Ps -- yawn.

      |�|       |�|-15    |�|       |�|       |�|        _|����|��������������|
      | |  16   | |       | |       | |       | |       |_| 01 | Medicine 3   |
 ___ _|�|_ _|_ _|�|_ ___ _|�|_ ___ _|�|_ ___ _|�|_ ___  |_| 02 | PE +1        |
| 8 |_   _|   |    _|___|  7  |   |    _|___|_   _|___| |_| 03 | M1911A2      |
 ���  |_|  ��� �|_|      �|_|� �|� �|_|       |_|       |_| 04 | M79-2        |
      |9|       | |       | | Sewer | |       | |       |_| 05 | Narita       |
      |_|  10   |_|    29-|_| Start |_|       |_|       |_| 06 | Ammo +30     |
 ___ _| |_ _|_ _| |_ ___ _| |_ ___ _| |_ ___ _| |_ ___  |_| 07 | Ammo +15     |
|   |_   _|   |    _|___|     |   | 17 _|___|_   _| 14| |_| 08 | Medicine 4   |
 ���  |_|  ��� �|_|      �|_|� ��� �|_|       |_|  ���  |_| 09 | Cr Protector |
      | |    11-| |       | |       | |    13-| |       |_| 10 | M203-3       |
     _|_|_______|_|_______|_|__  ___|_|_______|_|_      |_| 11 | Medicine 3   |
    |                  18      ||      12         |     |_| 12 | Offense +2   |
     �����������������|_|������  �����������������      |_| 13 | Tool         |
                      | |               _               |_| 14 | Defense +1   |
                ____  | |              |6|-To Sewer     |_| 15 | Super Tool   |
               |    |_| |_____         |5|              |_| 16 | Cure-D       |
               | 19  _______  |        |�|_|����|       |_| 17 | M870         |
               |____|_____  |_|        |4 _|  3 |       |_| 18 | Club 3       |
                    |  20 |_| |        | | |____|       |_| 19 | Tool         |
                    |___  |___|        |_|              |_| 20 | Ammo +30     |
                       _|_|_           |1|              |_| 21 | Medicine 3   |
                      |     |          |2|              |_| 22 | Range +1     |
         25,26,27-/\  |_   _|          |�|              |_| 23 | CR Evade +1  |
                 / /    |_|           _| |_             |_| 24 | Medicine 3   |
             ___/\/     | |          |START|            |_| 25 | B Protector  |
   ___ ___ _/  __|___ __|_|_          �����             |_| 26 | Tool         |
  |28 |___|_     |___|_  21 |___                        |_| 27 | Tool         |
   ���      \___ \___ _| 22 | 23|-Exit       Boss       |_| 28 | Gate Key     |
        Boss--' \|24 |      |���                        |_| 29 | Range +1     |
                  ��� ������                               ���� ��������������
 In the second screen, look for a [Medicine 3] and [PE +1] opposite each other
 along the street. In the third screen, pick up the [M79-2] grenade launcher
 opposite the savephone; near said phone is a small screen that contains the
 [M1911A2] sidearm as well. In the final street scene, Maeda will give over
 another one of his stupid charms, this time a [Narita]. Unfortunately, this
 one CANNOT be dropped off at Wayne's so we'll have to deal with it. Get the
 [Ammo +30] before diving into the sewer grate.

 Even with a map, the sewers ain't no fun, as there are tons and tons of lame
 bats to deal with. As you'll find, their darkness-inflicting attacks can be
 a real buzzkill if you've been slaying enemies easily up 'til now. Just to
 reiterate: don't waste your inventory space for stupid Cure-Ds, as you'll be
 getting a lot of 'em. [One good thing is that darkness status isn't renewed
 if hit with another echo wave while still under that status.] The items here
 can be collected in any order; I just have 'em listed out of sync because I
 double-checked the place to see what I'd missed... Eventually you'll have to
 exit out into the room with the Club 3 and take the catwalk out of the sewer
 area.

 On the catwalk, watch the scene with the goop in the reservoir, then climb
 _down_ the ladder to fight two alligators. They used to be bosses, but now
 they're just soon-to-be bullet-riddled corpses. They drop a CR Evade +1 and
 Range +1, and there's a [Tool] chest nearby as well. Take the other catwalk
 route to the control room when done. Collect the [Ammo +30] and inspect the
 control panel. To flush the goop from the reservoir, turn the master power
 on, activate both pumps, then shut off master power. Save if y'want and exit
 into the dry sluice, from which Aya can use the side stairway.

 This leads up to the abandoned subway station. What's not immediately obvious
 is that Aya can climb up onto the platform between the tracks, which is where
 a savepoint and some chests are: [Medicine 3], [Range +1]. Exit to the other
 side of that middle platform to find a [CR Evade +1] as well. The next screen
 on the tracks opposite the subway entrance point contains a [Medicine 3].
 Two screens from the subway savepoint, either way you take, leads to...

  BOSS: Centipede   HP: 1240 (Total)  DROPS: Medicine 3 [x2], M79-3, Ammo +30
  ���������������������������������������������������������������������������
  This multi-segmented boss has a few attacks: (1) dropping poison bombs from
  the ceiling (2) a weak lunge attack. When enough damage has been done, it
  splits into four littler enemies with less HP. They move around a lot by
  shifting out of attack range, so don't be surprised if Aya is wastin' some
  bullets here. The poison bomb attack doesn't work when they're split apart
  so there's plenty of time to charge up Heal 3, Haste, Barrier, etc. [EXP:
  10000]

 Following the battle, look to the "right" subway car after the camera switch
 to find one that can be entered. Inside's a [B Protector] and [Tool], which
 is pretty convenient since putting the stiffness-proof quality of the armor
 into something better is a good idea. There's another [Tool] here if you look
 for it, too. Back on the railroad tracks, exit outside to find the Brooklyn
 Bridge sparklin' in the dusk. A few screens in, a corpse holds a [Gate Key].
 Aya notices the slime is heading for the museum at this point, which makes
 that the next target. Exit the screen to get the Disc 2 prompt, and after
 it clears, head back to where the CR Evade +2 item was (#24 on map). With
 the gate key, we can finally get outta this hellhole. ['Subway' now appears
 on the map at this time.]

  NOTE: Drop your useless crap at Wayne's, since there was a lot in Chinatown!

Pier No. 3 Warehouse [OPTIONAL]
�������������������������������
 Enemies: Silver Rat, Yellow Spider

 The silver rat is like a normal rat but quicker and more powerful. The spider
 type found here can deal a lot of damage (~80-120) if it hits Aya from behind,
 and most battles will have a setup that tries to do just that. They can also
 inflict stiffness with webs, yadda yadda yadda. They drop Ammo +30 packets,
 so it's a very fruitful way to accumulate munitions.
  _____
 |     |
 |  11 |  ___________      ____ _______________  Just inside the fence is the
 |_ _ _| |_   ___ _ _|   _|    |               | [PPK], and just inside the
  _| |_   _|�|_ _| |_   |_| 01 | PPK           | warehouse is a [Cm Protector].
 | 10  |_|     |     |  |_| 02 | Cm Protector  | The 3rd screen has a [M203-2]
 | 8 9 |_  3 4 | 567 |  |_| 03 | M203-2        | grenade launcher hidden by a
 |_____| |_   _|_____|  |_| 04 | Warehouse Key | few boxes, and the sparkling
          _|�|_    \    |_| 05 | Sp Protector  | thing near the oil drums is 
         |     | Save   |_| 06 | Rocket +9     | the [Warehouse Key]. In the
         |  2  |        |_| 07 | Offense +2    | 5th screen, a [Sp Protector]
         |_   _|        |_| 08 | Offense +2    | and [Rocket +9] can be found
          _|�|_         |_| 09 | Defense +2    | on the ground floor, while a
         |     |        |_| 10 | Tool          | savepoint and [Offense +2]
         |_  1_|        |_| 11 | Tool          | are on the catwalk. Exiting
         |START|          |____|_______________| will take Aya over the 3rd
          �����                                  screen's bridge.

 In this 6th screen, steal the [Offense +2], [Defense +2], and [Tool] before
 sliding down the cable shaft. It's not a bad idea to save before doing this
 actually, or coming in with full parasite energy, 'cause...

  BOSS: Crustacean   HP: 1666 (Total)  DROPS: AT4   EXP: 2510   DROPS: 2510
  �������������������������������������������������������������������������
  Or if you want to be cute about it, it's the Unfriendly Kingler. This ugly
  brute boasts three targets (claws, face) and has a small repertoire of
  annoying attacks. Its first is shooting two eye lasers in front of it, both
  of which can halve Aya's health (which equates to 3/4ths damage overall).
  Its watery cell attack can hit twice also and additionally lower defense
  power, but can be avoided by standing near its claws. Its third attack is
  just a close-range slap that does high damage; it's easy to figure out when
  it's going to be used as the boss abandons its circle-around-arena strategy
  and charges at Aya. So is there any good news? Sure! Barrier prevents all
  damage, and by standing close to the claws, the watery cell attack misses
  completely. Another boon is that the boss always circles away from Aya, so
  as long as she follows its path, she can hide by the claw and just peck
  away at it. 

 Beating this lobster earns the AT4 rocket launcher! This sucker has a base
 ATK of 128 and is a single-shot murder machine...so resist the temptation to
 waste it on slimes and other crap. This is a boss slayer, folks! A [Tool] is
 also sitting around in the way of some hot steam, so try to get it without
 taking too much damage (it does about 25).

 Aya'll have to backtrack all the way out, but make sure to save first, just
 in case. Oh, and be sure to drop any obsolete junk with Wayne before hitting
 up the other new location. [The weapons department chests now give Ammo +30
 and Medicine 3s].

American Museum of Natural History
����������������������������������
 Enemies: Velociraptor, Iguana, Armadillo, Pterodactyl, Scorpion

 Velociraptors are small dinosaurs that have no special qualities, and drop
 Medicine 2/3s and Ammo +15 packets. Iguanas often appear in groups and jump
 around; they drop plenty of "Junk" so don't let it clog up the reserves.
 Armadillos roll around but generally aren't that tough; same for pterodactyls,
 who happen to drop high-end Medicine types.

 - Item #16 may also be a Offense +1

  _|����|��������������|    _|����|���������������|   _|����|���������������|
 |_| 01 | Medicine 4   |   |_| 13 | M203-4        |  |_| 25 | Revive        |
 |_| 02 | Medicine 3   |   |_| 14 | Offense +1    |  |_| 26 | Medicine 4    |
 |_| 03 | P220-2       |   |_| 15 | CR Evade +1   |  |_| 27 | Full Recover  |
 |_| 04 | Tool         |   |_| 16 | Ammo +30      |  |_| 28 | Maeda's Gun   |
 |_| 05 | Revive       |   |_| 17 | Offense +1    |  |_| 29 | Klamp Key     |
 |_| 06 | Ammo +30     |   |_| 18 | Tool          |  |_| 30 | Ammo +30      |
 |_| 07 | Revive       |   |_| 19 | Revive        |  |_| 31 | Medicine 4    |
 |_| 08 | Offense +1   |   |_| 20 | Revive        |  |_| 32 | M9-3          |
 |_| 09 | N Suit       |   |_| 21 | Medicine 4    |  |_| 33 | Tool          |
 |_| 10 | Defense +1   |   |_| 22 | Defense +1    |  |_| 34 | Super Tool    |
 |_| 11 | Trading Card |   |_| 23 | Tool          |  |_| 35 | Cr Vest 2     |
 |_| 12 | Tool         |   |_| 24 | MP5PDW        |  |_| 36 | Rocket [x9]   |
   |____|______________|     |____|_______________|    |____|_______________|
      ____          _
     |16 C|        |G|  NOTE: Some quiz machine payouts may differ slightly.
  |�������|   [4F] | |___          ___
  |   18  |   _____|  27 |        |  C|_____                ___
  |_   ___|  |     |�����|      |���  | 24  |              |36C|
  |    B|    |  I    Eve |      | |�| |     |-Save         |� 19�|
  | 13  |    |_____|_____|      |  �  |_   _|              |_   _|
  |_   _|                       |�14 �| |�|                |     | 
  |     |_______ _      _____   | 15 B| | |                |  20 |  [3F]
  |     |_     _| |    | 12  |  | 16  |_|�|_               |_   _|
  |     |_|___|_| |    |10 11|  |�����|     |_  [2F]       |     |_______
  |�   �|       |�|_   |_8_9_|  |D 25  _____  |_           |D       21   |_
  | 4 3 | 30 31 |5  |____|7|    |_   _|     |_  |_         |     |�����|_  |_
  |_   _|_____  |_|_|     6|    |     |     |22   |        |�   �|     |     |
  |     |     |_    |������     |  H  |     |  23 |        |    H|     |     |
  |         1     A |-Save      |_   _|_____|_   _|_____   |_   _|_____|_   _|
 /2  ___|_____|_   _|           | 26  |  F  |E   A|  29 |  |32   |F    |G    |
 \__/          _|�|_            |34 35              28  |  |33  I|  22      E|
      [1F]    |START|           |_____|_____|_____|_____|  |_____|_____|_____|
               �����
 === 1F ===

 Upon entering, a figure will disappear through a side door; also, the easy
 access stairway up to 2F is now conveniently locked, as well as the elevator.
 Go through the door the labcoat guy went in, and locate the [Medicine 4] in a
 small exhibit in the corner (blindspot). The next screen has a [Medicine 3]
 to take, and in the final screen, Aya finally sees the person purposely lock
 a door to prevent her from advancing. This heralds the first fight between
 a few velociprators -- y'know, those small bipedal things from Jurassic Park.
 When they're done for, get the [P220-2] and [Tool], then return to the museum
 lobby, going "north" this time.

 Inspect the console to be asked "How many animals are hiding"? The answer is
 nine. The reward is either a [Revive] or [Medicine 3], although know that if
 you get it wrong once, no items can be received subsequently. Check behind
 the jungle scenery to find an employee hallway, which leads to [Ammo +30] and
 a 2nd questionnaire machine. Answer "The name of the first organelle that
 appeared in the first organism" with "mitochondria" to obtain a [Revive] or
 [Medicine 2]. Fight the dinos in the storage room to get a treasure trove,
 too: [Offense +1], [N Suit], [Defense +1], [Trading Card], and a [Tool]. Note
 that a few of these are hidden behind some boxes, and Aya will push them out
 of the way if inspected/approached. Return to the jungle room and continue
 out the far end this time.

 Two screens in, Aya will locate a desert room with a giant scorpion. This is
 big and seems boss-like but it's really not, and doesn't take much to go down
 in a big bloody lump. It can inflict poison though, so watch out. Beyond is a
 room with a giant canoe exhibit, which is the room Aya was locked out of
 before. Adjacent to there is a stairway that leads to 2F, but ignore it for
 the moment and get the [M203-4] before exiting ground-floor-style. This'll
 lead to an area with stone-carved faces, which obscure an exit behind 'em.
 It can't be entered right now, but upon trying to leave, watch the scene and
 inspect the area again to fight some armadillos. When they're done, make for
 the 2F stairway.

 === 2F ===

 Inspect the machine to be asked "The mitochondria creates ATP - adenosine
 triphosphate - within the cell. How much energy is this equivalent to?"; be
 sure to answer "200,000v/cm3" to get [Ammo +30]. Through the next room, get
 out onto the fire escape and go back down to F1, which nets an [Offense +1]
 and a [Tool], which is inside the Mayan exhibit and obscured by a statue. Go
 up to 3F at this point. Make sure to get the [Rocket] ammo before going in.

 === 3F ===

 Kill some dinos and find the nearest quiz machine, which has a really long
 question ending in "What was the consequence?" -- choose "Aging" to earn a
 [Revive]. In the next screen, the quiz screen asks "Which organism is thought
 to be Mitochondria Eve?" -- pick "An african female" to earn another [Revive].
 Ignore the next room's stairway to 2F and take the adjacent passage, where
 Aya can fight the first pterodactyl. There's a reason they died out: they're
 complete pushovers! A [Medicine 4] is nearby. Two screens away from here is
 another stairway to 2F, but we'll also ignore this one. Adjacently, find a
 room with a broken window and [Sv Protector], which Aya gets locked into.
 Climb out onto the windowsill and choose to jump down to 2F's broken window
 when prompted (walk a little bit to earn it).

 === 2F ===

 Through the first room, enter the stairway lobby that leads to Klamp's office;
 it's locked though, expectedly, and so's the way down. Adjacent is the museum
 gift shop, where a [Tool] and [Defense +1] are hidden underneath the kiosk
 tent. Two screens from here, there's access to the security room, where Aya
 can save and deactivate the alarm, which unlocks many of the doors around
 here. On the way out, we'll see the t-rex fossil on 1F turn reanimate! Let's
 ignore it for now, though; go "left" out of the screen. This is the stairway
 up to 3F which has a [Revive] chest. The doorway requires a special key to
 enter, though. That's all for 3F for now, unless you want to go adjacent to
 the "F" entrance we came in by and answer the quiz question ("25 million
 years ago, oxygen increased in the air. Why?" -> Photosynthesis by bacteria).
 It earns a [Medicine 4] or [Tool]. Pay attention to this room as we'll come
 back for extra items later.

 If you want, you can also get the [Full Recover] on 4F via the elevator or
 3F stairway. Either way, the next stop is on 2F.

 === 2F ===

 Time to visit Klamp's laboratory! Maeda is here luckily, and he's had Wayne
 make a special weapon to combat Eve. It's name? [Maeda's Gun] of course! When
 the scenes are finally concluded, the [Klamp Key] is automatically obtained.
 With this item, we can now unlock the remaining doors the alarm didn't catch.
 The doors on 2F unlock the stairway to the 3F tricerotops exhibit, or you can
 circumvent and just go straight for 3F. Don't matter.

 === 3F ===

  Inside said exhibit...

  BOSS: Tricerotops   HP: 1650   DROPS: Ammo +6   EXP: 50000
  ����������������������������������������������������������
  The boss' head is the only point to shoot here. It can fire electrical
  energy around the room and do a charge attack, so it'll pay to have Barrier
  and Haste cast. When about half of hits health is gone, its head blows off.
  Naturally, its charge attacks get more hectic and frequent, not to mention
  more reckless... If your armor is properly upgraded its attacks all do about
  50-80. Yawn!

 When the boss is toast, inspect the other door here to be knocked out the
 window...

 === 1F ===

 Aya lands in the enclosed space on 1F and is automatically healed. Look for
 a [Medicine 4] and [Ammo +30] right by the landing spot.

  BOSS: T-Rex   HP: 2400   DROPS: M8000   DROPS: 34000
  ����������������������������������������������������
  Its main attack is a huge flamethrower from its head, which is shot in a
  180-degree radius, or in better terms, Aya can only evade it if she flanks
  or gets behind it. It does about 70 damage if properly equipped. Sometimes
  it will shoot two homing missiles from its tail (~80/per) so keep health at
  200+ to avoid any mishaps. Its third attack -- biting Aya if she's close --
  can do about 130. If you're worried about damage, cast Barrier/Haste and
  hope for the best, 'cause it's actually a pretty simple battle as long as
  you can avoid the flamethrower (which multi-hits if Aya's caught in a bad
  position). Oh, and the fire breath always goes right to left, so stay by
  the left side of its face for best effect. It's the miracle of evolution,
  baby! [Some people have said that 100,000 EXP is gained from this fight but
  I ain't see that happen.]

 With all that turmoil over, the tricerotops room's adjacent door can be
 finally opened. Enter there to see an FMV of an earthquake, then collec the
 [Tool] and [M9-3] hidden inside the broken exhibit. This earthquake also
 opens another exhibit's treasures, on 2F next to the 3F stairs; it's right
 nearby, then. It contains a [Super Tool] and [Cr Vest 2], for reference.
 But, that stairway in the "earthquake" room is the real way to go.

 === 4F ===

  Meet with Eve here in one of the rooms to end the museum portion.

The Nimitz
����������
 After some scenes, Aya is prompted to save. If you're not sure you can get
 through the next battle, either don't save or make a duplicate.

  BOSS: Eve   HP: ~1900 (Top) 1750 (Mid) 1600 (Low)    DROPS: ---
  ���������������������������������������������������������������
  Okay, so we're finally nearing the endgame. Eve's attacks are:

  - Four Laserbombs (move around to avoid; multi-hit)
  - Hand Needles (multiple spray in a semi-circle; really fast; multi-hit)
  - Purple Missiles (run around to avoid most; multi-hit)
  - Tentacle (potential multi-hit; inflicts DEF Down, Confusion, HP-to-1)

  All Eve's attacks are multi-hit-capable, meaning Aya will have to really
  move around to avoid most damage. The hand needles are the fastest and most
  likely to hit their mark, but the others are a bit easier provided Aya is a
  little ways away. To avoid the needles, Aya practically has to be behind the
  boss. All attacks do about 80-100 per hit, which is why it's wise to use
  Haste and Barrier. A cool thing is, if you've made a gun with the x2 Command
  in it, Aya can cast her magic and immediately attack afterward -- cool!

  Now, all of the tentacle attacks are avoided in the same way: avoid the boss!
  They're color-coded and the red one is the worst, bringing Aya all the way
  down to 1 HP! If you want to use Full Recovery, make sure you have a couple
  items to use while the p-energy refills! [All targets must be destroyed to
  beat the battle!]

 After beating her...

  BOSS: Eve II   HP: 2200   DROPS: ---
  ������������������������������������
  Eve will now be a single-target boss and has more agile now, which plays
  into her close-range attacks (make sure to cast Haste to counter). She can
  inflict poison, a time-stop attack, and also fly upwards and shoot a purple
  arrow/explosion. These all do about 80-100 damage overall, but the time-stop
  attack also drains all parasite energy + inflicts DEF down. Pretty lame, so
  be prepared to rely on items while charging. Haste/Barrier like usual and
  hopefully she'll go down before Aya. =p

 This uber-long day ends after the battle.

_______________________________________________________________________________
�������������������������������������������������������������������������������
06) Day 6: Evolution                                                     [WK06]
_______________________________________________________________________________
�������������������������������������������������������������������������������
The Nimitz
����������
 Aya will start on the carrier's outer deck, but there's nothing to do out
 there so go inside. Wayne'll have come from the precinct to visit and brings
 his storagebox and other things with. The Narita can't be dropped off still,
 but you can dump stuff like the Klamp Key. He'll also engrave Aya's name on
 the weapon & armor of her choice.

 ###########################################################################
 # The items Wayne engraves Aya's name on will carry over to an Ex Game,   #
 # but anything that is in the inventory will not. Make sure to store any  #
 # good items on Aya's person if you want to get them next playthrough!    #
 ###########################################################################

 The soldier near the door has supplies if Aya needs 'em:

 Medicine 3 -> [x4]
 Medicine 4 -> [x2]
 Cure-M -----> [x2]
 Cure-P -----> [x2]
 Cure-D -----> [x2]
 Cure-C -----> [x2]
 Ammo -------> [x90]

 The medicines and ammo are the most important so definitely get those. Walk
 out onto the deck when ready (make sure you have Maeda's Gun with).

  BOSS: Ultimate Being (Infant)   HP: 1500
  BOSS: Ultimate Being (Toddler)  HP: 2450 (Total)
  BOSS: Ultimate Being (Mature)   HP: 3500
  BOSS: Ultimate Being (Final)    HP: 7992
  ������������������������������������������������
  As is now customary with RPGs, boss fights just aren't worthwhile unless
  they're multi-segment. The first form is a floating baby, and while it's
  pretty weak, if it drops to the ground the shockwave will reduce Aya's HP
  to 1. Still, there's plenty of time to use Full Recover and recharge the
  p-energy, so this is pretty much a gimme form.

  Its 2nd evolution has two targets: the body and wings. It can shoot two
  streams of electricity from its hands (x3), little bombs that shoot in a
  rough straight line. After enough damage, the boss separates into two
  entities, with the body crawling around and able to fire a beam with its
  tail (sweeps field; hide behind if possible) and the wings shoot multiple
  little pulse balls at Aya. Since they're constantly moving around, the best
  time to shoot is when they're in the middle of an attack. Take out the Wings
  as soon as possible, as they're the most annoying and have the worst DEF.

  The third form is the hardest, surprisingly. His repertoire includes going
  to a corner and shooting purple spheres outwardly; going to the middle and
  causing an unavoidable explosion (halve HP); an unavoidable time-stop attack
  that causes confusion. He also has a weak combo that does about 60 damage
  total. Now, while the earthquake is the cheapest, the purple spheres are a
  multi-hit for ~100/per. Make sure to stick close to his position and get
  under/behind for the sphere attack, which avoids it completely. There's also
  a rare HP-to-1 attack where he grabs Aya, but don't expect to see it spammed
  like the others. [It helps to use a Cure-C in this battle and have Revives
  on-hand.]

  The final form is practically invincible. Heal up at the start and watch as
  the boss throws out some sentient crystals, which move around (can't be
  targeted) and shoot lasers for low-damage. The trick to this is shooting the
  boss even though it does little damage, and after awhile (~20 damage) there
  is a cutscene where Daniel throws some special ammo for "Maeda's Gun". Equip
  said gun on Aya and start shooting the being, doing 999+ each hit. After 8
  hits it should finally die...or will it?

 Nope! Now the stupid thing is chasing Aya and if it hits her, she dies. It's
 pretty slow so avoiding it is easy if you know where to go. Still, it can
 corner our gal if she's not careful.

  EXIT-|�|    Aya starts on the outer deck, right where the boss fight began.
       | |_   Sprint inside and she'll automatically look at the ship map,
       |_  |  locating the engine. Enter the door the seaman previously stood
         | |  in front of, and at the fork, take a left. This leads down some
      |��  |  stairs and to another fork; go "up" (towards top of screen) to
      | |��   a hatch that leads to the boiler room. Upon dropping down, run
      | |     straight ahead (toward foreground, which is under pipe overhang)
      | |___          to find the boiler room control panel with all its 
      |  _  |___|X|   yellow buttons. After some tweaking, run up the ladder
      | | |  ___  |   and follow the passages, which are very straightforward
      |___|_|  _| |   Eventually our gal will reach the outer deck and an FMV
         |    |  _|                ends the festivities. Aya sunk my battle-
     Boiler  _| |________  Start   -ship!
            |________   X|  /      
                     | |�|���\     That effectively ends the game. After the
 X = Don't Go Here |�   �|    )    credits, there'll be a save prompt. Having
                   |_________/     it on the memory card opens up the Ex Game
                                   option, as well as about 3000 bonus points
 earned from the final battles. See the 'Ex Game' section towards the start of
 this document to see what carries over and what don't. Later, folks!
          _________          _______    _______  _        ______   _
          \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
             ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
             | |   | (___) || (__      | (__    |   \ | || |   ) || |
             | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
             | |   | (   ) || (        | (      | | \   || |   ) |(_)
             | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
             )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)
                                                      _______________________
_____________________________________________________/ IV. APPENDICES [APND] |_
�������������������������������������������������������������������������������
EQUIPMENT LIST                                                           [EQPT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 There's a crapload of equipment in the game, and many have different styles
 and traits to pay attention to. Here's the list of traits and what they do,
 although I've reworded the names a bit.

 |���������������|����������������������������������������������������������|
 | 1/2 ATK Steal | Can steal enemy's item but weapon ATK power is halved    |
 | Acid Bullet   | Imbues weapon with 'acid' effect                         |
 | Attack Down   | Reduces ATK value (for damage calculations)              |
 | Attack Up     | Augments ATK value (for damage calculations)             |
 | Autocure      | May auto-use "Cure" type from inventory to heal statuses |
 | Autoheal      | May auto-use "Medicine" type from inventory if HP's low  |
 | Burst         | Hits any enemy within range of nozzle (fan formation)    |
 | Counterattack | If attacked, will counterattack with weapon              |
 | Critical % UP | Critical hit percentage is increased                     |
 | Cyanide Shot  | Imbues weapon with 'cyanide' effect                      |
 | Freeze Bullet | Gives weapon the 'freeze' element                        |
 | Heat Bullet   | Gives weapon the 'heat' element                          |
 | Item Capa. +? | Armor can hold 1-4 extra items                           |
 | Max HP Up     | Augments current HP value                                |
 | PE Light      | Lowers PE skill costs by one-third                       |
 | RROF 1.5      | Fires x1.5 bullets (per command) at random enemies       |
 | RROF on All   | Fires x1.5 bullets (per command) on all enemies          |
 | Quickdraw     | Often starts battles at full ATB bar                     |
 | Resist Confse | Raises chances of avoiding confusion status              |
 | Resist Dark   | Raises chances of avoiding darkness status               |
 | Resist Poison | Raises chances of avoiding poison status                 |
 | Resist Stiff  | Raises chances of avoiding stiffness status              |
 | Slow AT Bar   | ATB bar is slower than normal                            |
 | Steal         | Can steal enemy's item (weapon ATK is not halved)        |
 | Tranquilizer  | Imbues weapon with 'tranquilizer' effect                 |
 | x# Shot       | Can fire # bullets per command                           |
 | x2 Commands   | Can input two battle commands instead of one             |
 | x3 Commands   | Can input three battle commands instead of one           |
 |_______________|__________________________________________________________|

 Most of these are self-explanitory, although I'll touch base on some effects.
 'Cyanide' can instantly kill enemies susceptible to the effect, and on those
 who aren't affected, normal damage is done. Heat/Freeze traits will add an
 elemental damage effect, which does more to those who are susceptible but'll
 do 1 HP damage to those who are resistant. 'Acid' inflicts acid on applicable
 enemies, which works like a weaker, quicker version of 'Poison'. Finally, the
 rare 'Tranquilizer' skill does just what you'd think it would do: knocks out
 enemies or makes them sluggish -- either way, easier to kill.
 _____________ _______ _______ _______ ________________________________ _____
| Handgun     | ATK+? | RNG+? | BLT+? | ABILITIES                      | SLT |
|�������������|�������|�������|�������|��������������������������������|�����|
| Maeda's Gun | 001+0 | 060+0 | 015+0 | x2 Shot                        | �01 |
| M84F        | 012+2 | 051+0 | 006+0 | x2 Shot                        | �04 |
| P220        | 014+1 | 055+0 | 005+0 | x2 Shot                        | �05 |
| M1911A1     | 015+2 | 060+0 | 005+1 | x3 Shot                        | �06 |
| M9          | 017+0 | 053+1 | 008+1 | x3 Shot                        | �06 |
| P8          | 018+1 | 054+2 | 007+0 | ------------------------------ | �01 |
| M92F        | 028+1 | 050+1 | 008+3 | x3 Shot                        | �10 |
| G19         | 030+2 | 057+1 | 008+2 | x3 Shot                        | �05 |
| M9-2        | 038+1 | 054+1 | 010+1 | x3 Shot                        | �07 |
| PPK         | 045+2 | 048+1 | 012+0 | x5 Shot, Quickdraw             | �04 |
| G23         | 047+1 | 058+2 | 010+0 | x3 Shot                        | �07 |
| P220-2      | 047+1 | 055+0 | 011+1 | x3 Shot                        | �05 |
| M1911A2     | 048+0 | 061+0 | 008+2 | x3 Shot                        | �05 |
| M1911A3     | 050+0 | 062+0 | 008+1 | x5 Shot                        | �07 |
| USP         | 051+1 | 056+0 | 009+1 | x3 Shot                        | �04 |
| M9-3        | 053+2 | 048+0 | 013+0 | x3 Shot, x2 Commands           | �07 |
| M8000       | 057+0 | 058+0 | 012+0 | x2 Commands                    | �05 |
| USP-2       | 058+0 | 057+2 | 011+0 | ------------------------------ | �07 |
| P228        | 059+0 | 055+1 | 012+1 | ------------------------------ | �06 |
| P226        | 063+0 | 057+0 | 011+1 | x2 Shot                        | �06 |
| G20         | 065+0 | 061+0 | 012+2 | Counterattack                  | �03 |
| M1911A4     | 068+0 | 062+1 | 009+0 | ------------------------------ | �08 |
| P229        | 071+0 | 056+0 | 013+0 | x3 Shot                        | �07 |
| USP-3       | 075+1 | 058+0 | 012+1 | x2 Shot, Quickdraw             | �03 |
| M96         | 075+2 | 059+0 | 014+2 | ------------------------------ | �05 |
| AM44        | 078+0 | 058+0 | 012+1 | ------------------------------ | �08 |
| Mark 23     | 081+1 | 060+1 | 013+0 | x3 Shot, Quickdraw             | �03 |
| M1911A5     | 085+1 | 063+0 | 010+1 | ------------------------------ | �05 |
| M712        | 085+2 | 063+2 | 010+1 | Counterattack                  | �02 |
| M96R        | 088+1 | 059+0 | 020+0 | x2 Shot, x3 Commands           | �04 |
| USP-TU      | 115+1 | 087+1 | 025+6 | x5 Shot, Counterattack         | �09 |
| SP1C        | 118+2 | 067+2 | 018+2 | x2 Shot                        | �06 |
| DE50AE7     | 123+2 | 055+1 | 015+2 | x2 Shot                        | �09 |
|_____________|_______|_______|_______|________________________________|_____|

 Sidearms are a police officer's faithful friend, which is why there's more
 of this type than any other. They don't boast too much firepower and they'll
 often have a mediocre rate of fire as well as # of slots. They're definitely
 worthwhile though, and are the first type of weapon in the game that boasts
 a x2 Command trait.
 _____________ _______ _______ _______ ________________________________ _____
| Clubs       | ATK+? | RNG+? | BLT+? | ABILITIES                      | SLT |
|�������������|�������|�������|�������|��������������������������������|�����|
| Club 1      | 009+1 | 010+0 | ----- | ------------------------------ | �01 |
| Club 2      | 024+2 | 010+0 | ----- | 1/2 ATK Steal                  | �01 |
| Club 3      | 038+0 | 010+0 | ----- | 1/2 ATK Steal, Quickdraw       | �02 |
| Club 4      | 078+2 | 010+0 | ----- | Steal, Critical % Up, Cntrattk | �03 |
| Club 5      | 100+2 | 010+0 | ----- | Steal, Quickdraw               | �03 |
|_____________|_______|_______|_______|________________________________|_____|

 Clubs are melee weapons, and to ensure that Aya is never left without ammo
 during battle, she has to have one at all times. But PE is a gun-driven game
 and these will probably not be used as normal weapons. However, they're the
 only weapons that come with a 'Steal' ability, which is helpful for getting
 items from enemies without waiting for drops.
 _____________ _______ _______ _______ ________________________________ _____
| Machineguns | ATK+? | RNG+? | BLT+? | ABILITIES                      | SLT |
|�������������|�������|�������|�������|��������������������������������|�����|
| M11         | 032+1 | 042+0 | 020+1 | x5 Shot, RROF 1.5              | �02 |
| MP5K        | 035+1 | 043+0 | 023+1 | x3 Shot                        | �04 |
| M10         | 037+1 | 045+0 | 022+2 | x7 Shot, RROF 1.5              | �03 |
| Micro UZ    | 038+2 | 043+0 | 018+1 | x5 Shot, RROF 1.5              | �04 |
| MP5PDW      | 052+1 | 046+0 | 023+2 | x7 Shot, RROF 1.5              | �06 |
| MP5A5       | 067+1 | 048+0 | 028+1 | x2 Shot, RROF on All Foes      | �04 |
| Full UZ     | 068+0 | 049+1 | 042+1 | x10 Shot, RROF 1.5             | �04 |
| PPSh41      | 078+2 | 075+1 | 071+0 | x10 Shot                       | �06 |
| MP5SD6      | 089+0 | 052+0 | 031+0 | x3 Shot, RROF 1.5 on All Foes  | �07 |
| P90         | 122+0 | 051+2 | 100+1 | x10 Shot, RROF 1.5             | �07 |
|_____________|_______|_______|_______|________________________________|_____|

 These rapid-fire weapons boast high bullet counts and often times a large
 number of shots per turn. Although it would be a pretty lame trait on other
 weapons, the RROF (Random Rate of Fire x1.5) ability really brings out the
 best in its strengths. However, shooting random enemies is off-putting for
 some people so it pays to excise that trait if it's not working out.
 _____________ _______ _______ _______ ________________________________ _____
| Rifles      | ATK+? | RNG+? | BLT+? | ABILITIES                      | SLT |
|�������������|�������|�������|�������|��������������������������������|�����|
| M16A1       | 034+1 | 110+2 | 015+1 | x2 Shot                        | �03 |
| SG550       | 040+0 | 108+2 | 020+1 | x2 Shot                        | �05 |
| G3A3        | 043+1 | 121+2 | 018+1 | ------------------------------ | �04 |
| Type64      | 050+1 | 112+2 | 014+2 | x3 Shot, Critical % Up         | �05 |
| M16A2       | 053+2 | 124+0 | 018+1 | x3 Shot                        | �04 |
| PSG-1       | 075+0 | 120+0 | 018+1 | x2 Shot                        | �05 |
| SAR         | 085+1 | 135+1 | 016+0 | ------------------------------ | �03 |
| XM177E2     | 099+0 | 158+1 | 016+1 | Critical % Up                  | �06 |
| FA-MAS      | 119+0 | 168+1 | 026+0 | x3 Shot                        | �07 |
| MAG         | 151+1 | 185+0 | 020+1 | x2 Shot, Counterattack         | �07 |
| AK-47       | 155+0 | 152+2 | 023+1 | x5 Shot, Critical % Up, Ctratk | �08 |
|_____________|_______|_______|_______|________________________________|_____|

 Expectedly, rifles have the best range out of any weapon and boast decent
 firepower to boot. Their downside is the poor per-shot ratio, but that can
 be corrected. It has to be noted that their firepower outclasses almost all
 other weapons except the rocket launcher, although the downside is most of
 the best ones are only found in the EX Game's Chrysler Building dungeon.
 _____________ _______ _______ _______ ________________________________ _____
| G. Launcher | ATK+? | RNG+? | BLT+? | ABILITIES                      | SLT |
|�������������|�������|�������|�������|��������������������������������|�����|
| M203        | 025+2 | 059+1 | 005+0 | Heat Bullet                    | �03 |
| M79         | 044+1 | 065+2 | 004+1 | x2 Shot, Tranquilizer          | �04 |
| M79-2       | 045+1 | 068+0 | 004+2 | x3 Shot, Acid Bullet           | �04 |
| M203-2      | 048+1 | 065+0 | 006+1 | x2 Shot, Heat Bullet           | �05 |
| M203-3      | 049+1 | 071+0 | 005+2 | x3 Shot, Acid Bullet           | �05 |
| M79-3       | 052+2 | 068+1 | 005+1 | x2 Shot, Frost Bullet          | �05 |
| M203-4      | 057+1 | 067+0 | 007+1 | x2 Shot, Frost Bullet          | �07 |
| M79-4       | 059+2 | 065+0 | 010+0 | ------------------------------ | �05 |
| M203-5      | 068+0 | 065+0 | 007+0 | ------------------------------ | �06 |
| M79-5       | 075+0 | 067+2 | 008+0 | ------------------------------ | �05 |
| M203-6      | 080+1 | 067+1 | 006+2 | Cyanide Bullets                | �04 |
| M79-6       | 094+0 | 068+1 | 010+1 | ------------------------------ | �07 |
| HK40        | 115+1 | 070+0 | 008+1 | ------------------------------ | �06 |
|_____________|_______|_______|_______|________________________________|_____|

 Although many games have built up grenade launchers as tools of mass fear &
 destruction, they've been nerfed a bit -- in this author's opinion -- by a
 few flaws: (1) poor initial per-shot rates (2) elemental effects, which can
 often be a detriment to enemies strong against them. However, unlike the
 rocket launcher, they also have two great sides: (1) pretty good number of
 max slots (2) uses regular ammo instead of rockets. Because of this, they're
 way easier to swing around than a rocket launcher and at least on par with
 normal weapons, albeit not without some tweaking. Still, it takes time to
 do all that configuring so it might be easier to just use a normal gun type.
 _____________ _______ _______ _______ ________________________________ _____
| Shotguns    | ATK+? | RNG+? | BLT+? | ABILITIES                      | SLT |
|�������������|�������|�������|�������|��������������������������������|�����|
| M870        | 048+1 | 060+0 | 004+3 | x2 Shot, Burst                 | �06 |
| M500        | 057+2 | 061+2 | 005+2 | x2 Shot, Burst                 | �08 |
| M870-2      | 063+0 | 063+1 | 005+0 | Burst                          | �07 |
| M500-2      | 075+2 | 067+0 | 006+0 | x3 Shot, Burst                 | �09 |
| Maverick    | 082+0 | 069+2 | 007+0 | Burst                          | �06 |
| S12         | 097+1 | 072+0 | 008+1 | Burst                          | �06 |
| M10B        | 120+1 | 070+0 | 006+1 | x3 Shot, Burst                 | �07 |
|_____________|_______|_______|_______|________________________________|_____|

 Of course the crowning reason to use shotguns is their 'Burst' trait, which
 will hit all enemies within a certain distance of their target (think of a
 'spray' trajectory, which fans out from the direction Aya shoots). It won't
 hit all enemies automatically so sometimes Aya will have to adjust her fire
 to hit more foes within range. Because the shotgun isn't the fastest weapon
 and boasts a pretty poor shot-per-turn ratio, putting the burst feature on
 a quicker weapon can work very nicely.
 _____________ ________ ________ _______ ______________________________ _____
| R. Launcher | ATK+?? | RNG+?? | BLT+? | ABILITIES                    | SLT |
|�������������|��������|��������|�������|������������������������������|�����|
| AT4         | 128+00 | 202+00 | 001+0 | ---------------------------- | --- |
| AT4-2       | 186+00 | 205+30 | 001+0 | ---------------------------- | --- |
| LAW80       | 200+20 | 210+00 | 001+0 | ---------------------------- | --- |
|_____________|________|________|_______|______________________________|_____|

 Rocket launchers are the most poweful weapon type in the game, but not w/o a
 few downsides: (1) all single-shot (2) no ability slots (3) use specialty
 Rocket ammunition which is only found in select places (4) can't have stats
 increased via tools. So, although they're great in a bind -- if you're
 carrying one -- they're often unwieldy because of their downsides. Just
 sayin'...don't fall in love with 'em.
 ______________ _______ _______ _______ _______________________________ _____
| Armor        | DEF+? | PNG+? | CRT+? | ABILITIES                     | SLT |
|��������������|�������|�������|�������|�������������������������������|�����|
| N Vest       | 009+1 | 008+0 | 013+0 | ----------------------------- | �02 |
| N Protector  | 011+1 | 009+0 | 016+2 | ----------------------------- | �04 |
| Cm Vest 1    | 015+1 | 016+0 | 010+1 | Autoheal                      | �02 |
| Sv Vest 1    | 018+1 | 014+2 | 019+0 | Item Capacity +1              | �04 |
| Kv Vest 1    | 019+1 | 011+1 | 015+0 | ----------------------------- | �02 |
| Sp Vest 1    | 020+2 | 014+1 | 018+1 | ----------------------------- | �03 |
| Cr Vest 1    | 027+2 | 024+0 | 029+1 | ----------------------------- | �03 |
| B Vest 1     | 029+1 | 035+0 | 020+0 | Resist Poison                 | �04 |
| Cm Vest 2    | 030+1 | 033+2 | 021+2 | Autoheal                      | �02 |
| B Protector  | 032+1 | 038+0 | 022+1 | Resist Stiffness              | �03 |
| N Jacket     | 034+1 | 028+1 | 019+0 | ----------------------------- | �05 |
| Sp Jacket    | 035+0 | 029+1 | 026+0 | ----------------------------- | �03 |
| Cm Protector | 036+1 | 048+0 | 029+2 | Autoheal                      | �03 |
| Sp Protector | 038+1 | 023+0 | 026+0 | ----------------------------- | �04 |
| Sv Protector | 038+1 | 035+1 | 030+0 | Item Capacity +1              | �05 |
| Cr Protector | 039+2 | 041+2 | 025+1 | Max HP Up, Slow AT Bar        | �04 |
| Sv Jacket    | 042+0 | 038+2 | 033+0 | Item Capacity +1              | �03 |
| Cm Jacket    | 042+0 | 048+2 | 032+1 | Autoheal                      | �03 |
| B Jacket 1   | 043+1 | 048+1 | 027+1 | Resist Poison                 | �04 |
| N Suit       | 043+1 | 035+1 | 022+1 | ----------------------------- | �06 |
| Cr Jacket    | 043+1 | 045+0 | 033+1 | ----------------------------- | �07 |
| Cr Vest 2    | 045+1 | 042+1 | 031+0 | ----------------------------- | �04 |
| Kv Jacket    | 046+0 | 045+0 | 021+0 | ----------------------------- | �03 |
| Sv Suit 1    | 046+1 | 042+0 | 038+2 | Item Capacity +2              | �06 |
| B Suit 1     | 048+0 | 054+1 | 027+0 | Resist Poison/Dark/Stiffness  | �04 |
| Sp Vest 2    | 049+1 | 041+0 | 024+1 | ----------------------------- | �03 |
| Sv Suit 2    | 051+1 | 045+0 | 041+0 | Item Capacity +2              | �08 |
| Cm Suit 1    | 052+0 | 057+1 | 035+0 | Autocure                      | �04 |
| B Jacket 2   | 055+0 | 061+1 | 030+2 | Resist Darkness               | �05 |
| Kv Suit 1    | 055+1 | 056+0 | 027+1 | ----------------------------- | �03 |
| Sp Suit 1    | 058+2 | 052+0 | 029+0 | ----------------------------- | �04 |
| Sv Armor 1   | 065+1 | 062+0 | 045+2 | Item Capacity +4              | �08 |
| Kv Armor 1   | 069+1 | 067+1 | 030+2 | ----------------------------- | �03 |
| B Suit 2     | 069+1 | 075+1 | 034+0 | Attack Down, Resist Confusion | �06 |
| Sp Armor 1   | 075+0 | 069+1 | 032+1 | ----------------------------- | �06 |
| Sv Armor 2   | 078+1 | 069+1 | 048+1 | Item Capacity +4              | �09 |
| B Armor      | 085+0 | 086+0 | 045+0 | Attack Down, Resist Psn/Stiff | �06 |
| Sp Armor 2   | 086+1 | 079+1 | 039+1 | Attack Up                     | �06 |
| Cm Armor 2   | 088+1 | 096+1 | 041+0 | Attack Down, PE Cost -33%     | �06 |
| Cr Armor 1   | 091+1 | 089+1 | 042+1 | Slow AT Bar, Health/Attack UP | �07 |
| Cr Armor 2   | 106+2 | 102+2 | 048+3 | Max HP Up                     | �10 |
|______________|_______|_______|_______|_______________________________|_____|

_______________________________________________________________________________
�������������������������������������������������������������������������������
CHRYSLER BUILDING                                                        [CHRS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 This 77-floor secret dungeon appears only during an EX Game file, which is
 beating the game once and loading the cleared data. It's available from the
 first time the map is opened and stays that way for the entire game. Here's
 the lowdown:

 � No savepoints within
 � Each floor layout (except every 10th & 77th) is randomized upon entering it
 � Each floor has an armory and elevator
 � Bosses appear at every 10th floor (plus 77th), and drop the elevator keys
 � Elevators can't be used without the keys!
 � Maps are made from 20 possible hallway types

 Things to remember:

 � Save after beating each boss!!
 � A lot of items are gotten in armories -- pack relatively light
 � Defeating the boss removes all enemies from that series of floors!
 � If you're not sure you can beat a boss, bring Revives / Use Preraise
 � Only the newest key is necessary to access all floors; store the older ones
 � Enemies don't appear in T- or 4-way crossroads; elevator, dead end, or
   stairway screens; and rarely are in the armories.

F01-10
������
 Enemy: Bluebird, Silver Rat, Brown Bat, Velociraptor
 Wepns: USP-2, M1911A4, M16A2, M79-4, P228, P226
 Armor: Sp Vest 2, KV Jacket
 Items: Offense/CR Evade/PE/Defense/Range/Bullet Cap Upgrades, Tools, Rockets
 Cards: P38 T Card

 None of the enemies on this floor are hot stuff, and if you've already played
 through to the museum, you should have gotten enough BP to do at least 100
 damage per shot, which is instadeath to these losers. Bats drop low-level
 medicines, bluebirds drop Junk, velociprators drop small ammo amounts. Since
 the enemies on this floor are typically crap, Aya can probably fight her way
 through at the start of a 2nd EX File -- however, she won't be able to beat
 the boss. The 10th-floor map is also very straightforward so I won't bother
 to map it here. As for the boss...

  BOSS: Black Widow II   HP: 1000   DROPS: Chrysler Key1
  ������������������������������������������������������
  This palette-swapped spider-girl first appears at St. Francis Hospital on
  day four. The main difference is there's hardly any room to maneuver here,
  and an unprepared person will get the crap beaten out of them in two hits
  if they're not careful. As before, when webs entangle Aya -- and they will
  definitely -- cast Barrier to the boss cherrypicking an easy win. I kicked
  the boss' rear end with a Cr Vest 2 having 122/93/67 stats, so anything in
  that ballpack should work.

F11-20
������
 Enemy: Mole, Orangutan, Red Snake, Brown Bat, Mimic, Velociraptor
 Wepns: M96, Club 4, Full UZ
 Armor: Cr Jacket, Sp Suit 1, Kv Suit 1
 Items: Equipment Upgrades, Tools, Rockets, Super Tools
 Cards: Kasul T Card, Bhawk T Card

 Most enemies here are lightweights if you blew through the first ten floors,
 but this also marks the appearance of Mimics, enemies who hide in armories'
 chests and do a lot more damage than normal. Luckily, if you have a gun with
 multiple commands, this can be used to repeatedly interrupt it. Typically, a
 mimic drops +30 ammo. Besides this, one finds the Chrysler layouts becoming
 more complex, using a lot more T-intersections and 4-ways. The best club in
 the game can also be found here, so make sure to get it if you can. Like the
 10F layout before it, the 20th is also straightforward.

  BOSS: Alligator [x2]   HP: 1200   DROPS: Chrysler Key2, Revive
  ��������������������������������������������������������������
  It's just two alligators like the boss from the Carnegie Hall sewers, except
  they're a little tougher while boasting the same repertoire. As a rule of
  thumb, if you had no trouble defeating the 10th-floor boss, then this one'll
  be almost as easy. Just make sure to pick one off before the other. They'll
  do damage from about 100-150 so it helps to have a few Revives as backups.

F21-30
������
 Enemy: Red Snake, Fly, Mimic, Yellow Spider, Tortoise, Cat, Parrot, Brown Bat
 Wepns: Mark 23, M870-2, Type64, M79-5
 Armor: Cm Jacket, B Jacket 2, Sv Suit 1
 Items: Equipment Upgrades, Tools, Rockets, Super Tools
 Cards: PPKS T Card, M1 T Card

 The enemies here aren't that tough, but it'll help to have an armor with a
 stiffness-proof trait (taken from the B Protector in the subway). The same
 goes for poisonproofing your armor, which is just all-around useful with 
 the droves of snakes roaming the halls. Floor-wise, the areas are now more
 complex and have long meandering sections. Enemies drop Medicines 1-3, a
 few status cures, and relatively small ammo doses -- not the best selection.
 Some floors may start having more than one armory, also. [The 30th floor is
 very straightforward, with the first fork leading "up" to the boss, and the
 other way to the armory.]

  BOSS: Centipede II   HP: 3200 (Total)   DROPS: Chrysler Key 3
  �������������������������������������������������������������
  Before segmenting (after enough damage), the boss will show his teeth by
  using the "poison rain" attack from before, as well as shooting a bolt of
  lateral lightning with his tail. This should do about 100 if properly
  equipped, but can inflict darkness, which is not good at all. At 147 DEF,
  the boss was doing double-digit damage, which should be more than tolerable.
  After splitting into fourths, stand in the middle and just potshot the foes;
  this lets them all hit Aya but they'll all be within her range, and easily
  killed with double commands.

F31-40
������
 Enemy: Cat, Cadaver, Velociraptor, Fly, Tortoise, Blue Iguana
 Wepns: PSG-1, MP5A5, Maverick
 Armor: Cm Suit 1, Sv Suit 2, Sp Armor 1, Kv Armor 1
 Items: Equipment Upgrades, Tools, Rockets, Super Tools
 Cards: Bar T Card, MK5 T Card, MP44 T Card, MG42 T Card

 Continuing the trend, if the enemies on the previous ten floors were doing
 little to no damage, the same thing will be upheld here. Enemies typically
 drop Cure-Ms, mid-level medicines, and in the cats' case, varying amounts of
 ammo (from +5 to +30). The 40th floor layout is once again straightforward;
 just go south at the first 4-way crossing and that's the only decision to
 make!

  BOSS: Triceratops II   HP: 2800 (total)   DROPS: Chrysler Key4
  ��������������������������������������������������������������
  As before, the boss has two stages, with the final one being a headless
  romp. If your defense is 170 or thereabouts, the physical attacks will be
  paltry, which leaves only its lightning attack to do damage -- about 100
  at 100ish. Either way, not much of a nightcap to this series of floors, and
  extremely easy with Barrier + x2 Command weapons.

F41-50
������
 Enemy: Armadillo, Parrot, Blue Frog, Scorpion, Mimic, Velociraptor
 Wepns: SAR, AT4-1, USP-3, G20
 Armor: Cr Suit 1, Cm Armor 1, B Suit 1, Sv Armor 1
 Items: Equipment Upgrades, Tools, Rockets, Super Tools
 Cards: M29 T Card, M73 T Card

 Enemies about now will start showing their fortitude, boasting about 500 HP
 per each -- this means a weapon with burst capabilities will be real handy.
 Not much to say item-wise, although toads usually drop Ammo +15 caches, and
 parrots rarely drop Medicine 4s. This series of floors is also special for
 two reasons: (1) it contains the best rocket launcher that can be obtained
 without Wayne creating one (2) a player may have collected 10/14 trading
 cards, to which Wayne will give a gift of a Tool Kit. A Tool Kit is basically
 an infinite 'Tool' box, so any normal tools can be thrown away from then on.
 Put the Cr Suit 1's "HP Max" trait to good use, too.

 But let's not get ahead of ourselves: there's a boss to get through before
 the celebrations can begin. The 50th floor map is straightforward for the
 most part; to avoid any dead ends, avoid taking the "southern" or "eastern"
 paths when a fork comes.

  BOSS: Cockroach         HP: 4200   DROPS: Chrysler Key5
  BOSS: Cockroach Larva   HP: 1200   DROPS: ---
  �������������������������������������������������������
  If your armor is properly equipped (around 180 DEF), the cockroach's
  antennae attack should do about 130-200 damage, which is tolerable for a
  boss -- use barrier if you need. The annoying part of this battle is that
  it can give birth to a larva, which grows into another cockroach if not
  taken care of immediately. This is where a Burst weapon + x2 Commands can
  be very useful: one command to heal yourself, one to attack the larva, and
  maybe hit the boss in the meanwhile. Energy Bullet will work well here as
  well -- just be sure to keep an eye on Aya's health in the meantime. It's
  not as hard as some people make it out to be.

 NOTE: To get the [Tool Kit] from Wayne, after giving him the ten rare cards,
 view his collection. He'll give it over afterwards. It should help keep the
 inventory a little cleaner on the way up the Chrysler Building.

F51-60
������
 Enemy: Mimic, Silver Rat, Ratman, Squirrel, Armadillo, Giant Rat
 Wepns: M712, S12, FA-MAS
 Armor: Cr Armor 1, Sp Armor 2, B Suit 2
 Items: Equipment Upgrades, Full Recover, Full Cure, Tools
 Cards: Type38 T Card      ____
       _________________  |  __|_   Enemies on this floor will often have 600+
      |  __   __   ___  | | |  | |  HP, which means they might not be killable
      | |  | |  | |   | |_| |__| |  within a single turn like previous foes.
    ENTER  |_|__| |_  |________  |  Ratmen may drop Revives, and Squirrels --
             |  __  | |�| |�|  | |  a completely new enemy -- may drop high-
             | |  | |_| | | |__| |  -level medicines. When it comes to layouts,
   TO F61    |_|  |  ___| |____  |  some of these can definitely be confusing,
    _| |_  _______| |          | |  way more than the lower floors. It might
   |BOSS || ELEVATOR|          |_|  be helpful to keep a sketch of each floor
   |_   _|| |�������                to avoid going in circles.
   __| |__| |__ 
  |__   __   __|_____  |�|  When it comes to treasure chests, there's a bunch
     | |  | | _|ITEMS|_| |  of good ones. The penultimate shotgun & armor are
     | |  | ||_________  |  both found on this floor series, the third-best
  ___| |__| |__________| |  rifle's here, and the first armor that contains a
 |  _   _________   _____|  confusionproof trait. One armor also has an Attack
 | | | |       __| |        UP trait, which should be shifted onto the current
 |_| |_|      |____|        armor pronto. [Map to left: 60th floor]

  BOSS: Crustacean   HP: 6400 (Body), 1200 (Claws)   DROPS: Chrysler Key6
  �����������������������������������������������������������������������
  If you remember the strategy from the warehouse boss this is based off of
  -- assuming you fought it -- then it'll be incredibly easy to avoid damage
  here: stay next to one of its claws! It encircles the battlefield, so this
  position is the key to avoiding its DEF-down bubble attack. If you have a
  burst weapon, that makes things easier; just don't get carried away with
  using multiple commands. Take out its claws first and foremost, which will
  do away with the annoying HP-to-1 attack. Since enemies before here dropped
  a crapload of Revives, Preraise shouldn't be necessary. [NOTE: If you don't
  have any Revives, keep in mind that its bubble attack multi-hits, and when
  DEF down is in effect, another hit will probably kill Aya, even with 800+
  HP!]

F61-70
������
 Enemy: Slime, Silver Rat, Wolfman, Polar Bear, Large R-Snake, Mimic, Squirrel
 Wepns: XM177E2, Club 5, M500-2, M500
 Armor: Cm Armor 2, Cr Armor 2
 Items: Tools, Full Cure, Equipment Upgrades, Super Tools, Full Recover
 Cards: Type3 T Card, Eagle T Card
   __________________
  |  ______   _   ___|                   This is an important series of floors
  | |__    | |_| |                       for one good reason: enemies here will
  |____|   |  _  |                       drop the most total EXP than any other
     _     | |_| |       TO F71          place in the game (4000+ w/ 2 wolves),
    | |    |  ___|        _| |_          which is why if you're going to break
    | |____| |           |BO SS|         the large Lv38 cap, it's crucial to
    |  ____  |        |�||_   _|         level up here instead of the museum.
    | |    | |________| |__| |________   Remember: beating the floor boss will
    |_|    |  ELEVATOR         ITEMS  |  remove encounters from the rest of
     |�|   | |��������| |�����������| |  the series!
    _| |___| |________| |   _   |���  |
   |                    |  | |   �����   Enemies by this point will have 800+
   | |����������| |���| |__| |___    _   HP, which means even with 365 ATK 
   | | |�| |�|  | |   |________  |  | |  and two commands + Burst traits, they
   | |_| |_| | ENTER         __| |__| |  still might not go down in one turn.
   |_________|              |_________|  Burst definitely makes things easier.

 There's a mixture of big-gun enemies brought out here, such as wolfmen and
 polar beras, as well as silver rats (who still drop Revives commonly). The
 slimes Medicine 4s and also nonsense like Junk, so if you're not collecting
 them for Wayne, they'll just encumber the inventory. However, if you ARE
 collecting for Wayne, it helps to stay around F61 and then just use the F60
 elevator to deliver 'em.

 Item-wise, the best armor and club in the game are found on these floors,
 although a few rooms are just all Mimics. Personally, this was the only set
 of floors I backtracked out of, to bore out the Cr Armor 2 (10 slots!) and
 shift everything into it. As said, since this is one of the best areas to
 level up in, you may want a second save placed before the boss is beaten,
 in case y'want to level up some more. [Backtracking out should be easy if
 you kept a map of each floor layout coming up; they're the same.]

 Bring a bunch of Revives into battle as a fallback.

  BOSS: Queen Bee   HP: 20000   DROPS: Chrysler Key7
      : Worker Bee  HP: 600     DROPS: -------------
      : Attack Bee  HP: 1200    DROPS: -------------
  ��������������������������������������������������
  First things first, the worker bees (tiny things) have weak physical attacks
  and are mainly around to heal the boss, about 220 HP. They suck and might be
  caught in the crossfire of burst attacks, which will help for this fight.
  The other helper is a larger attack bee, which can shoot a projectil that
  inflicts confusion. If you want an easier time, use a Cure-C to prevent the
  status entirely.

  The queen herself is a one-trick pony. Her most damaging attack is shooting
  a huge half-screen projectile away from wherever she's facing, then uses an
  auxiliary attack of shooting two crescent-shaped boomerangs. There's also a
  close-range swipe to see, although you'll want to keep your distance and
  shoot from afar. For those using multiple commands, remember that you can
  cut them short by pressing Square button -- keep the fire rate in mind or
  it'll setup Aya for danger. [There's also an unblockable attack that does
  about 400 damage, so keep your HP around 500 at all times for safety.]

  When the huge projectile attack is used, move right in front of the queen
  and unload -- that's the best time. The attack bees' confusion is very lame
  for evading, so use Medic if you can and take 'em out quick. There should be
  plenty of time to gain energy for Full Recover, and Revives help make this a
  rather easy time (even moreso with the "Max HP Up" armor ability). Fighting
  the queenie ain't as hard as some make it out to be.

 You should now have obtained all rare T Cards in the Chrysler Building, so
 make sure to redeem 'em at Wayne's basement to obtain the Super Tool Kit as
 a reward. Like its lesser part before it, having it in the inventory sets the
 Super Tool counter at 999. Schwing!

F71-77
������
 Before taking on this final 7-floor stretch, make sure to save and bring as
 many Revives/Full Recovers as you can, because the final boss is a doozie.
 The final seven floors are all 1-screen types, so there's no lame stuff to do
 on the way up.

  BOSS: Maya   HP: 40000 (total)   DROPS: ---
  �������������������������������������������
  This fight will be a three-stage one, not unlike that which takes place on
  the Carrier Nimitz.

  The winged girl will float around slowly and can teleport locally, which
  doesn't do much in the way of evasion (although shots miss during this). If
  your armor is properly equipped -- and mine was 448/217/121 after about four
  playthroughs, which isn't ideal, but I thought I'd mention it -- her physical
  attacks should be pulling double digits. When small Ayas appear on the field,
  don't attack the boss, or the one behind her will heal her wounds -- 1000 at
  first, more if Aya doesn't get the idea and repeat offends. The Maya clones
  can also inflict stiffness 100% of the time, which ignores armor traits. It's
  an easy form overall, though. Other than that, the clone occasionally uses a
  HP-to-1 attack, and a 200-400 combo strike. These are avoidable to an extent
  but only if you can figure out where she'll teleport. [After the HP-to-1
  attack, Maya is more vulnerable than normal.] 

  The healing part is the most annoying, so don't fire in multiple-command
  bursts if you haven't seen the healing in awhile. If your p-energy gauge is
  not charging, there's a "trick" about changing your armor, which makes it
  start up again. Obviously this can make things go bad if you switch to a
  weaker armor and then get annihilated, but that's how it works. The boss'
  enormous HP is quite a lot to go through, even with rapid-fire weapons (I
  used a pistol and it took forever) or 300-Junk munitions.

  ALSO: Although I don't mention it too often, Liberate is a good way to
  inflict quick damage, if you can tolerate having your p-energy bar drained
  completely. Energy Shot helps as well.

 So, what do we get for winning? An alternate ending and credits! There isn't
 a savepoint after this, so if you wanted to fight her again for old (new?)
 times' sake, that'd be possible too.

_______________________________________________________________________________
�������������������������������������������������������������������������������
300 JUNKS FOR WAYNE                                                      [JNKW]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 While slaying an enemy, you may have wondered if there was any reason to take
 their residual "Junk" drops, which simply take up space and have no apparent
 value. Well guess what: there IS value! At least if you want to work for it.

 If you have any Junk items in your inventory and talk to Wayne, there's an
 option for him to remove them from the inventory. If you manage to give him
 a whopping three hundred of them, he'll use the scrap metal to build a custom
 gun for Aya. [Junks are commonly dropped from bird type enemies and a little
 less often from slimes. The 5-bird enemy flocks in Central Park on Day 2 are
 often cited as one of the best places to farm them, although this is blocked
 off on subsequent days.] Here's the items given when Wayne asks the question:

 -HANDGUN ------------> DE50AE7
 -SHOTGUN ------------> M10B
 -MACHINE GUN --------> P90
 -RIFLE --------------> MAG
 -GRENADE LAUNCHER ---> HK40
 -ROCKET LAUNCHER ----> LAW80
 -LEAVE IT TO WAYNE --> AK-47 / SP1C / PPSH41 / USP-TU

 I'll reiterate their stats here:
 ___________ ________ ________ _______ ________________________________ _____
| Weapon    | ATK+?? | RNG+?? | BLT+? | ABILITIES                      | SLT |
|�����������|��������|��������|�������|��������������������������������|�����|
| PPSh41    | 078+02 | 075+01 | 071+0 | x10 Shot                       | �06 |
| HK40      | 115+01 | 070+00 | 008+1 | ------------------------------ | �06 |
| USP-TU    | 115+01 | 087+01 | 025+6 | x5 Shot, Counterattack         | �09 |
| SP1C      | 118+02 | 067+02 | 018+2 | x2 Shot                        | �06 |
| M10B      | 120+01 | 070+00 | 006+1 | x3 Shot, Burst                 | �07 |
| P90       | 122+00 | 051+02 | 100+1 | x10 Shot, RROF 1.5             | �07 |
| DE50AE7   | 123+02 | 055+01 | 015+2 | x2 Shot                        | �09 |
| MAG       | 151+01 | 185+00 | 020+1 | x2 Shot, Counterattack         | �07 |
| AK-47     | 155+00 | 152+02 | 023+1 | x5 Shot, Critical % Up, Ctratk | �08 |
| LAW80     | 200+20 | 210+00 | 001+0 | ------------------------------ | --- |
|___________|________|________|_______|________________________________|_____|

 The LAW80 is the most powerful but also the most unwieldy, since it can't be
 modified and uses special ammo. The AK-47 is often a gun of choice and the
 best for most purposes. Also plainly evident: don't let Wayne choose which
 gun he's going to make, at least not without foreknowledge of what can be
 made. Chances are he'll make Aya a piece of outclassed crap. Not becoming of
 a gentleman who offered to make it in the first place, huh?

_______________________________________________________________________________
�������������������������������������������������������������������������������
V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 [Q] - Do Maeda's charms do anything?
 [A] - Apparently not -- they're wastes of space. Since they're special items
       and can't be dropped, you'll have to stick them in Wayne's storagebox.
       Note that the Narita charm cannot be removed after it's been given,
       but you might be able to avoid getting it if the inventory's full.

 [Q] - At the hospital, how come the fuses won't work?
 [A] - They have to be manually placed on the right side of the fusebox.

 [Q] - What's the difference between a Tool and Super Tool?
 [A] - A regular Tool will transfer weapon stats and destroy said weapon in
       the process, while a Super Tool simply shifts the stats while leaving
       the weapon intact. As is pretty obvious, super tools are indispensible
       for moving traits from customized guns without screwing up playthroughs
       worth of upgrades.

 [Q] - How do I get Wayne's Tool Kit and Super Tool Kit?
 [A] - Give him 10 rare trading cards to get the Tool Kit, all fourteen to get
       the rare kit. Note to get each tool kit after the requisite cards have
       been given over, Aya must view his collection. All the rare trading
       cards are found in the Chrysler Building, only accessible after beating
       the game once and loading the clear save.

 [Q] - Why did Wayne offer to custom-name my armor out of the blue?
 [A] - He does this for the first armor you show him with 100+ in all areas.

_______________________________________________________________________________
�������������������������������������������������������������������������������
VI. UPDATES & CONTRIBUTIONS                                              [UPDT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 11-18-08 --------------------+ Started walkthrough
 02-08-09---------------------+ Finished walkthrough
 02-28-09 --------------------+ Updated boss values / Reordered Chinatown sec.

THANKS TO...
������������
 � Sailor/Ceej, for, y'know, stuff
 � Jose Ian Allado, for missing Range +1 in Chinatown sewers
 � The readers, because it's my birthday! Wait, that made no sense...
 � The Weeping Boy, for the infinite Defense +1 tip at St. Francis Hospital
 � Detis, for pointing out the M203 g-launcher I'd missed in the zoo -- d'oh!
 � Andy Waltfeld, for helping me understand some of PE's finer points
 � alanm227, for most of the exact boss HP values and a Chinatown tip

 Like usual, if you find any corrections, give me a jingle and I'll fix 'em.
_______________________________________________________________________________
�������������������������������������������������������������������������������
VII. LEGALITY                                                            [LGLT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (Patrick Summers). It cannot be hosted, edited, or distributed for
profit, and may not be given away as an add-in/gift to bought items. All rights
are reserved to respective parties, even those not explicitly stated herein.
Those who find those document on sites not listed below should e-mail the
author (Shotgunnova). Thanks for reading, and thanks for respectin' FAQers.

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 � Neoseeker.com
 � GamesRadar.com
 � Supercheats.com
 � Honestgamers.com                                
 � Chaptercheats.com                               E-mail for permissions at:
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_______________________________________________________________________________
WITH SUCH LOVING CRAFT AND     Document � Shotgunnova 1997-2009 (and countin'!)
SHAPE, THEY LEAP UPON THE SKY    Tecmo's Deception namesake � respective owners
AND THE HEAVENS' GOLDEN BRAIDS                    E N D   O F   D O C U M E N T