What do you need help on? Cancel X

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

FAQ/Walkthrough by Master_Bart

Version: 1.2 | Updated: 05/01/07


                                 Master_Bart
                                   presents
                                     the

                       B E G I N N E R ' S    G U I D E
                                     - to -
 __________________________________________________________________________
|___        ___      _        _____      _       __   _         _       ___|
    |   _  |  /  /| | |  __  |    /  /| | |   __|  | | |__   __| |   __|
    |  |_/ | /  /_| | | |_/  |   /  /_| | |   \_   | |    | |    |  |_
    |   __/ /  ___  | |  _  /   /  ___  |  \_   |  | |    | |    |   _|
    |  |   /  /   | | | | \ \  /  /   | |  __|  |  | |    | |    |  |__
 ___|  |  /  /____| |_| |__\ \/  /____| |_|    /___| |____| |____|     |___
|__________________________________________________________________________|
        __________________________________       _________________
       |___       _   ______   _       ___|     |___    ___    ___|
           |   __| \  \    /  / |   __|             |  |   |  |
           |  |_    \  \  /  /  |  |_               |  |   |  |
           |   _|    \  \/  /   |   _|              |  |   |  |
           |  |__     \    /    |  |__              |  |   |  |
        ___|     |_____\  /_____|     |___       ___|  |___|  |___
       |__________________________________|     |_________________|


                        P A R A S I T E   E V E   I I


 game name: parasite eve II (PAL version)
 platform: released for the Sony Playstation
 document name: BEGINNER'S GUIDE
 document created: December, 2005
 document author: Master_Bart (Nathan Martin)

==============================================================================
          __________________
i.        GUIDE TO THE GUIDE
          ------------------

This guide is specifically written as a BEGINNERS GUIDE.  It does not contain
plot spoilers, and does not give away the codes to puzzles.  It is NOT a
walkthrough. I don't want to do anything to spoil the fun of playing, or take
away from the joy of exploring and finding things out for yourself. Note that
I do give good hints, to keep one from getting stuck on any puzzle, though. I
explain very thoroughly everything one might need to know about gameplay,
including full descriptions on weapons, armor, items, parasite energy
("magic"), as well as charts which may be referred to about rank and prices.
What makes this game so addictive is that you get increasingly better goodies
to help you each time you play.  This guide only applies to "normal mode", and
the subsequent "replay" mode, which is the same except for the new items. This
guide is not written for the other modes which can be unlocked, namely
Bounty mode, Scavenger mode and Nightmare.  For help on these, or the codes to
puzzles, please consult other FAQ's/guides on the net, as there are many and
I'm sure other authors have worked just as hard on their works as I have on
mine.

I have had to research a bit of the information used in this guide post facto.
This guide is written in a style similar to that of academic-style research
papers; whenever you see a number inside braces ( {#} ), this refers to a
specific author whose corresponding "author #" appears at the very end of the
document under "Resources".

          _________________
ii.       LAWFUL DISCLAIMER
          -----------------

This guide in it's entirety, and every portion thereof, is the intellectual
property of Nathan Martin aka "Master_Bart".  This guide may be used for the
following purposes:
 - It may be printed by an individual playing the game, for their assistance;
 - It may be quoted in another FAQ, guide, or walkthrough, provided that
   the author of which quotes only a limited portion, and gives full credit
   to Nathan Martin (a.k.a. Master_Bart) for all quoted portions, and that
   those quoted portions are clearly defined.

This guide may NOT be used for the following purposes:
 - Neither this guide, nor any portion thereof, may be plagarized; that is,
   none of the wording in it may be used in any other work and claimed as
   original by anyone other than Master_Bart
 - Neither this guide, nor any portion(s) thereof may be copied, printed,
   downloaded, or otherwise transferred, and sold
 - This guide may not be used as an "incentive to buy"; that is, it may not
   be offered, even free of charge, to someone given a condition that they
   must purchase the game or any other product or service.
 - This guide is being offered exclusively and free of charge to gamefaqs.com;
   it may not appear in whole or in part on any other site, unless Nathan
   Martin a.k.a. Master_Bart intentionally, deliberately, knowingly and
   willingly sends it to that site.

If there are any questions, you may contact Master_Bart via e-mail at:
 eattheewoks@yahoo.com

Please contact him before doing anything regarding this document, if there
is even the slightest chance of infringement upon any rights, including but
not limited to: copyright, intellectual property rights, and/or fair usage.

     ***  I respectfully request NOT to receive any e-mail that ***
     ***  aren't of dire importance; I do not wish to answer    ***
     ***  questions about the game, chat, debate details, etc.  ***


          ___________________
iii.      VERSION AND HISTORY
          -------------------

   VERSION 0.1
...so my friend lends me Code:Veronica, and I'm calling her several times a
day because I keep getting stuck.  So I beat it maybe halfway, give up and
returned it.  I lend her my copy of Parasite Eve II, and created a guide
(about 10 pages) so she wouldn't call me as often as I called her.  Included
mostly the "guide to managing your inventory" seen here, plus a few boss
strategies.

   VERSION 0.5
Got into a "zone" making my guide, started looking up more info on the net
and discovered GameFaqs.  Copied everything into ASCII, and pages are getting
tacked on by the dozen. Meanwhile my "friend" turns her back on me -- to this
day I still have no idea why -- and my precious game goes bye-bye too. So I
have to keep writing my guide from memory.

   VERSION 1.0
"Final" product completed December 2005. Got busy with work and all that, and
forgot about it...or maybe just chickened out on actually publishing it.

   VERSION 1.1
During 2006; very little new information, just minor tweaks here and there.
Mostly double-checking to make sure I give credit to everyone I snagged my
research information from.

   VERSION 1.2    --April 2007--

The "it's really final this time" version. Hey, the game's what, about 8-9
years old, there's already numerous really good FAQ's out...three years
satisfies my need to procrastinate. Gave it the final once over, and now I'm
ready to send my 1st submission to GameFaqs!


==============================================================================

     p a r a s i t e   e v e   I I

--------------------------------------
iv.       _________________
          TABLE OF CONTENTS
          -----------------

i.   "guide to the guide"
ii.  disclaimer/legal stuff
iii. version / history
iv.  [table of contents]
    __________

1. GENERAL INFORMATION
     1A  Gameplay
     1B  In transit
     1C  Storage Boxes
2. EXPLANATION OF PARASITE ENERGY
      -  example
3. MANAGING YOUR INVENTORY
      -  Belt Pouches
      -  Reloading in Battle
      -  Changing Ammo in Battle
      -  Auto Unload Glitch
      -  Attachments in Battle
4. CHARACTER VULNERABILITY, general
     4A  By Method
           - 9mm
           - Light
           - Heat
           - Buckshot
     4B  By Creature
           - Akropolis
           - Dryfield
           - Shelter
           - NeoArk
           - GOLEMS
             > Green / Grey
                ~ Shooter v. Swipers
                ~ Armored v. Unarmored
             > Invisible GOLEMS
5. CHARACTER VULNERABILITY, Bosses
     -  Giant Stranger
     -  Fire-Breath
     -  No. 9
          > at the Akropolis
          > in the abondoned house
     -  The Big Horse
     -  The Giant Spider
     -  The Real Tall Skinny Thing
     -  Invisible Golems
     -  The Pupa Creature
          >  preliminary info
          >  1st Stage (big baby)
          >  2nd Stage ("Eve")
              ~  weapon choice info
               ~ strategy
                  *  flying-warping
                  *  the smackdown
                  *  roasting
                  *  fireballs
                  *  ghosts
6. Pricing Guide
     - items
     - weapons
     - armor
     - ammo
7. Opinions on items
     7A  Regular items
     7B  Special Items
8. Opinions on weapons
9. Opinions on armor
10. Opinions on Parasite energy
11. Different ways of Playing
     11A  Rankings
     11B  S rank
     11C  L rank
     11D  100% Kills
     11E  Trigger Points
     11F  Pierce vs. Kyle route
     11G  Scrooge Mode ***
12. Hints on Puzzles
     #1: Bridge
      2: Car Lift
      3: Cash Register
      4: Black Safe
      5: Jumper Plugs
      6: Draining the Water
      7: Full Moon Gate
      8: Shrine
      9: Pyramid
      10: Computer Password & Questions
      11: Parking Garage Car Call
    __________

iv.  trademarks, etc
v.   resources citation

--------------------------------------

=============================================================================
                         1. GENERAL INFORMATION 
=============================================================================
          ____________
          1A. Gameplay
          ------------

> Game Over occurs in 2 situations: One, if you run out of HP (health), or;
  Two, in an "instant death" situation -- namely, falling off the cliff while
  fighting the Chasers in the very beginning of disk 2, or getting sucked
  into the mouth of the Garbage Dump Monster (the Giant Monkey).

> You have 2 life bars.  One is HP (Hit Points? Health Points?) -- run out of
  this and its game over.  The other bar is MP -- this tells you how much
  Parasite Energy ("Magic Power"?) you have left.

> You get 2 kinds of points after battle.  The BP are Bounty Points (think
  "Bonus Points") -- you use these to buy weapons, ammo, armor and items. The
  other, EXP., are Experience Points -- use these to "Revive" (think "buy")
  higher levels of parasite energy.  See also section 2: Parasite Energy.

> You can have up to 20 items in your inventory.  All of them are available
  when you're just walking around.  When you go into battle mode, ONLY those
  things which you "attach" to your armor will be available.  Some items (like
  the flare) can only be used in battle mode.  Some items (like medicines)
  will be less effective if used in battle mode.  See also section 3: Managing
  Your Inventory.

> "Key Items" are not counted in the regular inventory of items.

> Many weapons have two functions; R1 will perform the first and R2 the 2nd.
  For example, you can fire a 3-round burst from the M93R using R1 and a
  single shot using R2.  Ditto for the M4A1 rifle, assuming there's no
  attachment (other than an extra clip).  When there's an attachment, R2 will
  shoot the attachment.  Double tapping either R1 or R2 using the tonfa baton
  will make Aya do a double-swing.

> You can hit the triangle button to view information about any object in
  your inventory.  Sometimes this will change items in your inventory from
  "???" to it's proper name.  This will allow you to read notes as well.

> Before you start the game, you might want to check out some of the options
  from the menu; turning off the background music may help you hear subtle
  noises that clue you to the presence of certain enemies.  There is a button
  on the controller which toggles from "walk" to "run", and the default is
  walk.  Changing the default to "run" may save your hide a few times, and
  speed up the game.

> "THE HEALING TRICK": You don't have to use items to restore MP.  You can
  also bring your MP to full simply by reviving any parasite energy.  This is
  an awesome trick to use after a battle which drains both HP and MP -- note
  that every time you revive a parasite energy (a new "magic trick") your MP
  bar gets a little larger.  Use your PE "healing" before reviving a new
  power, and you can usually get both MP and HP bars to full this way.

> Some creatures have a "soft spot" and if you hit it you'll do more damage
  than usual.  This is a "critical hit"; on this and most other FAQs (by
  other authors) for this game, it's simply shortened to a "critical".  The
  best way of getting a critical is on a creature's back, and/or when they're
  knocked down.  Certain weapons and types of ammo have a higher chance of
  scoring critical hits. The PO8 is the best, followed closely by the silenced
  handgun the P229.  You may have more luck using R2 (single shot) on the M93R
  if you have your heart set on getting criticals.  Rifle ammo, on any rifle,
  doesn't do as well for criticals.  Grenades almost never, but they don't
  need to.  The .44 Mongoose does fairly well, but has plenty of umph even if
  it doesn't critical.  Ditto for the .44 Maeda Special ammo, except it packs
  a punch almost equal to grenades sometimes (and seems to critical often,
  but maybe that signature purple flash comes from the poison in it?).

> There are a number of "status attacks" with which you can get hit. These can
  happen if you (a) get hit by a sparkling ball or other projectile or laser;
  (b) step in certain puddles or clouds of gas; or (c) bump into certain
  creatures.  Using the "metabolism" PE can cure every ailment except silence,
  and prevent most or all others when active. The Stim and the Penicillin each
  cure a set number of things.  The status attacks are:
   - Silence - Aya cannot use her PE powers
   - Poison - your health drains steadily
   - Confusion - Aya runs in circles, can't auto-aim well
   - Blindness - screen gets squirrelly; Aya can't autoaim but can still shoot
   - Paralysis - Aya gets winded and stops every few seconds
   - Berserker - Gives Aya a short power boost; essentially switches MP and HP

          ______________
          1B. In Transit
          --------------

> Practicing at the shooting range gives a very quick but thorough lesson on
  the controls of the game; highly recommended for beginners.

> If you get a high score on the shooting range, each level offers a separate
  bonus item.  (Using the M4A1 rifle is easier than the M93R.  The shotgun is
  also good, but the smaller shotguns - i.e. the PA3 - are irritating,
  because of the constant need to reload.)

> There's a ton of things to explore in the game.  Some are crucial, others
  merely entertaining.  Very often you must check objects/talk to people more
  than once to get what you need.  If Aya can interact with something, keep
  checking it out until you get the same response(s) over and over.

> In the cafeteria building at the Akropolis there is a room with a monitor in
  it; use the + (or - ) to lighten/darken the screen, and watch the videos.
  This may be very important to finding the black card (you'll be reminded of
  the black card many times in every guide you read!), and possibly to getting
  the "good" ending.

> At the Akropolis, BE SURE to pick up the black card that the SWAT guy leaves
  when he slips out through the door. I'd be content to let you learn the hard
  way if it weren't so critical; check the ground TWICE inbetween the door and
  the bomb at the back of the statue.  You'll need it to unlock the back of
  the Armory in disc 2.

> You will have the opportunity to have conversations with people.  Sometimes
  they will talk about plot-related science; it may seem boring, but not only
  does it help you understand the plot and story, but at one point you will be
  asked some trivia questions: so don't skip past the conversations, esp. the
  first couple times you play.

> You start off at the Shooting Range (training area), from there to the
  Akropolis (a short mission), back to MIST (the shooting range/training area)
  and then on to Dryfield. There are 5 "lessons" in the training area; you can
  get up to 300 BP if you score very high, or 200 BP for a medium score.  The
  300 BP will also entice Jody to give you a special item for every lesson.
  You can only get the bonus BP once. Theoretically you can get up to 1,500 BP
  in the shooting range, if you want to buy something more expensive than what
  you can initially afford.  Usually you're better off doing the Akropolis
  mission, then returning to try the training: combine the BP you earn in both
  places and you can buy even better weapons to start Dryfield off with.  You
  don't need anything fancy for the Akropolis; it's easy and you also get free
  weapons for use while you're there (they get taken away and exchanged for
  smaller petty items when you return to MIST).  Also, you don't have any drop
  box at the Akropolis, so you want to take as little with you as possible,
  because you can only carry what your inventory will hold.

> When you are asked if you want to take a nap, make sure you are ready
  before saying yes b/c you will be in battle mode when the movie's over and
  you'll have no opportunity to readjust the weapons/items/armor etc.

          _________________
          1C. Storage Boxes
          -----------------

> There are boxes where you can store stuff throuout the game.  Some hold more
  than others, but most hold a lot.  Unlike some other games, these boxes do
  not have "magical teleportation" properties: when something is put in a
  certain box, it stays in that box alone.  If you want that item in a
  different box you'll have to go to the first box, put the item in your
  inventory (make sure you have room!) then take it to the other box and
  drop it.

> Depending on how you play, there's a good chance you'll do a LOT of running
  back and forth.  You'll return frequently to areas where there's free ammo,
  and to storage boxes.  Not a bad idea to fill up storage boxes with ammo:
  yes, it means more running around initially, but it's running through empty
  areas. Having ammo in boxes may save you in a pinch, when the storage boxes
  are closer than ammo areas and the route between them is no longer empty
  of enemies.

> Since you can only hold 20 items in your inventory, be sure to "empty your
  pockets" at the boxes, leaving room in your inventory to pick up the items
  you obtain in battle or walking around.  See also below.

> Your inventory is limited: In order to keep the items you pick up (and
  there's quite a bit) you'll have to make frequent trips back to the boxes,
  so that you don't overload your inventory and have to ditch bonus items
  from battle.  Also note that some storage boxes hold more than others.  For
  example, the cabinet in Aya's motel room (room 6) only holds about 10
  items, and there's already some goodies in there for you.

> When you're in Dryfield and you leave in the red truck, you're about to
  switch to disk 2, and you'll be in a new area. You won't be able to go back
  and access the areas in Dryfield for a long time.  Anything that's critical
  (like guns, useful armor and better ammo) should be taken to the truck.
  Good idea to take a few bits of medicine and other healing items.  The bed
  of the truck will be your sole drop box for a good portion of the start of
  disk 2, so you'll want to leave as much room as possible.  When the other
  boxes in disk 2 fill up, you can take a loooong walk back to the truck to
  take items back to it.  Know that there may be enemies on the first trek
  if you've triggered their return by doing certain activities (see also
  section 11E - Trigger Points).

> At the end of the game you'll end up with a grand tally of all BP.  Items
  stored in boxes count towards this total score.  In replay mode, you start
  off with a certain percent (I believe about 10%) of the BP you got from the
  last time you beat the game. This is why it's important to fill your boxes,
  even with seemingly unnecessary items. (See also sections 11A - Rankings,
  and 6 - Pricing Guide.)  You do NOT get credit for any ammunition; if you
  store ammo in boxes it's only for your convenience, not to fluff up the BP
  total at the game's end. If you ever purchase ammo, your endgame BP has been
  lowered by that much whether you shoot the ammo or not.


=============================================================================
                         2. PARASITE ENERGY
=============================================================================

 * Like I said in the beginning of this guide, I'm writing this mostly from
  memory and cannot double-check these facts as I do not have this game.
  I'll do what I can to get as many of my facts straight as possible, but
  I cannnot guarantee the accuracy of everything in this guide.

PE comes in four categories: Earth, Wind, Fire and Water.  Each of these
categories ultimately has three powers available.  Each of these three powers
(in each of the four categories) comes in three levels.  Originally you will
only be able to revive ("buy", "turn on") 2 powers in each category.  Once
you have each of those 2 powers at level 3, then you can initialize (and then
strengthen) the 3rd power.  Powers are purchased at the expense of EXP
(experience points).  You get a few EXP at the end of each battle.  Generally
most enemies give you a set number of EXP, although this number might vary
from time to time (I dunno).  I believe you get nothing from the security
cameras, and possibly nothing if you make a creature "disappear" instead of
killing it. (This includes the trick of luring the Chasers to jump over the
fence at the start of disk 2, and dropping the Mind Sucklers into the cavern,
also near the start of disk 2.)

I know, I know.  But you'll get it.

          - Example -

You start off with "Pyrokenesis 1" -- it's a freebie, everytime.  As you do
battle and gain EXP you can "revive" additional PE powers at the expense of
your EXP.  You can "revive" the level 2 pyrokenesis, or if you want another
power in the "fire" category you can revive "combustion".  OR you can revive
any one of the other available 2 powers in each of the other 3 categories.
You must first revive a PE to level 1 before strengthening it to level 2, and
likewise level 2 before 3. Also you must have enough EXP points to revive what
you want -- there are different "prices" for different ones.

Again, there is a 3rd PE in each category, which is only available once the
other two powers are revived at level 3.  For example, you must have both
pyrokenesis and combustion to level 3 before you can activate even level 1
of the 3rd power in the "fire" category, "inferno".

For more info on these powers, see section 10.


=============================================================================
                       3. MANAGING YOUR INVENTORY
=============================================================================

You can have up to 20 items in your inventory, period.  Depending on what
type of armor you have, you can carry up to 10 items with you into battle.
However, having those 10 items does not increase your capacity to 30 - for its
10 items out of your 20.

          - Belt Pouches -
A belt pouch adds the ability to attatch one more item to a particular piece
of armor, but no armor can hold more than 10 things. Note that the belt pouch
is not permanantly attatched to YOU, it's permanantly part of whatever armor
you're wearing when you attatch it.  If you're wearing jacket that holds 5,
and have a vest in your inventory that holds 7 when the belt pouch is
attached, then the jacket will hold up to 6 things but the vest does not
increase to hold 8.

          - Reloading in Battle -
This game is unusual in the way it allows you to reload your weapon during
battle mode.  About the best way to describe it is by using an example.
Lets say you have the SP12 equipped (a 7-round shotgun).  When you are not in
battle mode, you can load any kind of ammo you want into it, and rearrange
whatever kind of ammo you want to have available in battle mode into your
"battle mode" inventory.  Let's say you load buckshot into the shotgun.
If you go into battle mode and you have buckshot in your battle inventory,
you can reload with buckshot any time you want.  If you use four shots of
buckshot you still have 3 shots left before you run out, but you want to
fill back up to a full 7 shots at that point just hit the start button in
battle mode, select buckshot, and you're back up to seven.

Now, let's say you do not put buckshot into your battle inventory.  You will 
still reload with buckshot, but only when you run out.  If you are down to 
zero shots and you pull the trigger, Aya will look confused for a second and
then reload with whatever type ammo was loaded into the gun originally.  It's
pretty rare that you will want to reload with the same ammo in mid-battle
before running out, so you won't usually need to carry whatever type of ammo
you're using into your battle inventory.

Now it gets weird.

          - Changing Ammo in Battle -
Let's say you have this SP12 and you're in battle mode.  You have buckshot 
loaded in the shotgun, but you don't have extra buckshot in your battle 
inventory.  However, you do have fireflies in your battle inventory.  You pop
off a few things with buckshot, then you want to change to the fireflies in
mid-battle.  No problem.  Hit start, choose fireflies, and now you have a full
7 fireflies loaded and ready to go.  If you fire all 7 rounds, Aya will get
that "empty gun" click on the 8th pull of the trigger, and reload with
fireflies.  Unless you're reloading, guess what happens when you hit start
again?  Instead of having fireflies in your inventory, you have buckshot.  So,
you can't refill your fireflies after only 3 shots, but you can change back to 
buckshot. By doing this, you can switch back and forth between ammos, and fill
up on either of them, it just takes an extra second.

So, basically if you want to carry one gun and have multiple types of ammo
available to you, carry one type of ammo already loaded in your gun before
you start, and have another type in your battle inventory.  If you carry the
same type of ammo in your battle inventory as what you have loaded in, then
you can reload the same ammo mid-clip.

Oh, but that's not all.

          - Auto Unload Glitch -
Let's say you're not in battle mode, and you're rearranging your items.  All
items in your non-battle inventory are UNloaded.  If you move a gun from
regular inventory to battle inventory, BE SURE to load it.  If you
accidentally bring an unloaded weapon into battle, but you have ammo for it
in your battle inventory, you can load it during battle, but it will start
off unloaded.  If you don't have ammo in your battle inventory, you're
screwed.  Hope you have another weapon.

          - Attachments in Battle -
If you wish to switch guns during battle, you must have both guns equipped in
your battle inventory (duh).  Note that attachments cannot be switched during
battle: if you have the M4A1+Hammer as your weapon, and the pyke in your
battle inventory, you can't switch the hammer for the pyke during battle --
the pyke is just taking up valuable space in your battle inventory.


=============================================================================
                   4. CHARACTER VULNERABILITY - General 
=============================================================================
          _____________
          4A. By Method
          -------------

*** Certain critters are sensitive to certain things, and these things will
    be discussed first. They are: 9mm, light, heat, and buckshot. ***

   CREATURES SENSITIVE TO 9MM
The only creatures that solely deserve 9mm are the ones with no strength. The
crawling baby-things ("sucklers", technically, if you pay attention to the
windows in the NeoArk) can be killed in one shot.  Rats die in 3 shots.
Some enemies will fall down and become harmless once they are weak enough,
and so then it's best to use the 9mm - especially the cheap ammo - on them.
When you blow the wings off the mindsucklers (the "hornets") they become
incapable of hurting Aya.  You might try the tonfa baton or a pyrokenesis if
you don't want to waste your 9mm.  No. 9 beats a stranger nearly to death
before you fight him the first time in Akropolis, and again the tonfa is a
better choice for this stranger.  After fighting the Real Tall Skinny Thing
(the "Giant Bowman") most/all fatties are in this stage of near-death, and
again I'd use the tonfa if you have it; although it's probably in the trunk
of Aya's car or the back of the truck -- in which case use the 9mm.  Golems
(yes, even Golems!) fall over into this near-dead state once their health is
low enough. Be SURE to fully kill them when they're twitching! And surely you
don't still have the tonfa by now...remember there's free unlimited 9mm
hydras in the 2nd generator building (1st floor, in back) and in the shelter
armory if you got the black card.

   CREATURES SENSITIVE TO LIGHT
Butterflies can be killed with a bright light.  Butterflies and bats can be
killed with a flare.  Combat lights and flashlights can be used to stun, knock
down or drive away quite a few creatures.  Flares are usually more powerful,
and work well on invisible spiders.  Taking a gun with a flashlight attachment
might be a good idea when going up against the invisible Golems especially
if you don't have energyball at level 3.

   CREATURES SENSITIVE TO HEAT
Many creatures are sensitive to heat.  They are very sensitive to any magic
power in the fire category, and also to the firefly ammo for the shotgun.
These include the caterpillars (who will catch fire and eventually die), the
fatties (i.e. "sea monsters"), the dumpish brutes (the ones that grunt kinda
like the sea monsters), and although the spiders aren't especially sensitive
to fire, the fireflies will catch them on fire and then they'll quit turning
invisible.  The javelin (laser attachment for the M4A1 rifle) is partially in
this category; it won't set things on fire, but if they're sensitive to heat
it'll really zing 'em pretty hard.

The slime creatures can only be killed with heat: bullets just make them
pause but do no damage.  The javelin works wonders on them! Feel free to use
your magic on the slime creatures, because each one gives you a LOT of MP
back after battle (heal yourself during battle if you need to--you'll get
the MP back).

   CREATURES SENSITIVE TO BUCKSHOT
There are some things (disk 2) that look like a cross between turkeys and
trilobites.  They'll flip over for a minute if you hit them with buckshot,
and their soft bellies are sensitive to buckshot.  Try using any other ammo
and you'll be all day on a pack of those things.  Also, there are some things
that kinda look like turtles.  Again, 1 round of buckshot takes 'em out,
anything else is either completely ineffective or nearly so.  Buckshot is also
unique in that it scatters to hit several enemies at once when used at a
distance.  A nice option for a bank of security cameras, for example, as well
as swarms of bats, butterflies, mindsucklers and any other flying creatures
I may have left out. Using buckshot on scorpions keeps them from leaving their
post-mortem poison puddle.  Buckshot may help stop the attacks from fatties.

          _______________
          4B. By Creature
          ---------------

*** The following is a list of most of the major enemies you'll find.  I've
    tried to make is as complete as possible, and in roughly the order of 
    appearance, separated by the areas where you will first encounter them.
    There will be several variations of some creatures sometimes, who may have
    different methods of attack, different amounts of strength, ect.  I have
    not listed all the different variations.  Also, I may not have the names
    right on every one of them, but you can double-check most of it by
    "reading" the glass panels of the NeoArk on disk 2. ***


          -- At the Akropolis --
             
   STRANGERS
These are the most common enemy, and the first you'll encounter. They're only
at the Akropolis and in Dryfield.  They used to be human, but have mutated
because of their mitochondria.  They're not very strong, and 9mm is fine for
them usually.  They're fairly easy to critical if you hit them in the back.
They're easier to hit in the back if they're down.  Their only attack is to
bite you (watch your ankles if they're knocked down near you!)

   RATS
Unfortunately, not the giant fire-spewing kind like in the original Parasite
Eve.  They look pretty normal, except they give you poison if they bite you.
3 shots of 9mm will do fine, or any other weak ammo or PE.  A zolt from the
hammer works great, especially as they come in crowds.

   BUTTERFLIES
OK forget the fish, THESE are the easiest enemies in the game to kill.  They
die if you touch them; they die if you even get near them.  They die if you
shine any kind of light on them, be it flashlight, combat light or flare. 9mm
is almost overkill, but still the recommended means of bug-slaughter.  Catch
is, when they die they sprinkle a little trail of "fairy dust" to the ground,
and if Aya's under this sprinkling she gets hit with a status attack, usually 
blindness. They're almost always seen with other creatures, and are the secret
ingredient for disaster pie.  It works something like this: sight in on
something outside of the camera-angle's view, which you think is a butterfly
but it's really a Chaser or scorpion; while you're shooting it, get hit by a
butterfly; get stunned, then get knocked down by a charging Chaser; stand up,
get stung by a scorpion; get stunned, get hit by the Chaser again; stand up,
uh-oh I'm "blinded" and can't aim in on anything, step in a pile of poisonous
dead-scorpion goo, die. Kinda like playing a fighting game with a 12 year old
who presses the same button over and over and slaughters you mercilessly with
the same simple punch -- pure frustration, without recourse.  But I digress.
Anyway, riot or airburst grenades may help, as well as flashlights, combat
lights and flares. The hammer is invaluable for swarms of different attackers
in situations like these (wish it worked on 12 year olds! :P ).

   CATERPILLERS
There's two kinds, but the only difference is one takes more shots to kill,
and is a tad more aggressive. I've seen green and white, others say green and
brown, but enough with the digressions already. White ones are stronger. They
attack by jumping on you, and sometimes by squirting a small poison cloud. If
you run into them you can push them around, and this won't hurt you. Some
will critical easily, and they're VERY sensitive to heat.  Use pyrokenesis,
combustion, firefly ammo or the pyke to light them ablaze.  Once they catch
fire, they stay on fire, till they die.  If you push one that's burning into
one that isn't, they both catch fire.  Theoretically, one pyrokenesis or
combustion can take out the whole lot of 'em, if pushed into each other.
 * Often called "Maggots" or "worms", which some may technically be.

   DUMPISH BRUTES
First off, I saw the name "dumpish brutes" in the ending credits and I assume
this is the creature they're talking about.  They're slow, they grunt, they
have a long reach, and don't tend to attack you unless you bother them or
get too close.  They're fairly easy to critical, espcially in the back, and
again most especially in the back when they're down. 9mm is fine for them,
and they're slightly sensitive to heat. They turn bright purple when poisoned
with necrosis (and sometimes this cuts short their long swings).  Try nailing
them with the javelin and listen to their deathgasm grunting.
(Ohhh... ohhh... Ohh-Ohh-Oh-OhOhOh-OHHH!) :)

   FISH
They only appear once in the entire game; they're in the water around the
bridge before the heliport in the Akropolis.  If you don't have the bridge
raised and you walk through the water, they'll get you with an electric
shock or bite.  If you have the bridge raised and they're flopping around on
it then you can do just about anything.  Literally.  Just walking on them
squishes 'em.  If you have an overwhelming urge to use an actual weapon, try
the tonfa baton -- no reason to waste bullets.  I'm not sure, but yelling
"boo" at the screen might just do it too.


          -- In Dryfield --

   CHASERS
Or, for the technical-designation impared, "horses."  Their only attack is to
make a horsie-noise and charge you.  If you're right in front of them, the
charge is merely a head butt.  The charge knocks you down and really hurts;
even the headbutt hurts (yeah, and knocks you down too).  You can critical on
them, either by nailing them from behind (when they're just walking around and
haven't seen you yet) or when they're down (again usually easier from behind
as well). Grenades are cool because they burst into pieces. Necrosis may help
because they tend to run around a lot, frequently out of view -- nice if they
are poisoned. They tend to come in packs and/or with other enemies. One secret
to defeating these annoying giants is to just move out of the way when they
charge: they always go in a straight line. If they hit something (like a wall)
before they can stop, they knock themselves down -- giving you a golden chance
to critical. If you can hide behind an obstacle, they'll knock themselves
down continually -- they lose just barely a few health each time they do this,
(15 HP) but if you're really patient they'll eventually kill themself. ALSO
there is a scene at the very beginning of disk 2 where you fight a whole slew
of Chasers. There's a break in the fence near the back of the truck: stand in
front of it, and wait for them to charge (from the close but out-of-range
camera angle past the rear of the truck -- not from the left side, coming from
the front of the truck!); move out of the way before they hit you, and they
jump over the fence and it's bye-bye horsiepie. For Chasers, you'll appreciate
the nice toys, like anything full auto, the hammer or the Gunblade.  Grenades
cause them to burst into pieces in one shot -- so it's a good idea to put
grenades in your battle inventory BEFORE going for a ride in the truck (i.e.
switching to disk 2).

   SCORPIONS
If you get close, they'll follow you for a little ways. Careful after you kill
them, they leave a puddle of poison on the ground for a few seconds.  Near the
water tower you can simply hide behind the fence, otherwise just get a little
distance.  If you can get a group to follow you, round 'em up and do a 
combustion.  Careful, they can poison you -- drains your health faster than
you'd think, so pay attention (try armor with a "resist poison" feature). They
tend to hide under the sand, and may pop up to surprise you. They show up when
you fire a noisy weapon, or get too close. There are a few which appear in the
abondoned mine along with some other critters after the Horse Boss Fight --
this is a fun time to use the silenced P229.  Using buckshot blows them apart
and prevents the puddle of poison.

   SUCKLERS
These make a noise like that of a crying baby. They crawl very slowly towards
you once they see you.  Sometimes they cling to the ceiling, and drop to the
floor when they see or hear you. The good news is they're very easy to kill --
even one shot of 9mm PB splats 'em. The bad news is they explode when they die
and they damage anything near the explosion -- especially you.  If they
surround you in a group and one pops, they all pop.  Having several of them
surround you and burst all at once can be very hard on Aya's health.  When 
they're near you they can make themself burst at will, too. Their bursting can
be used to your advantage: just lure another creature around them one at a
time, and when you pop the suckler (one low-powered bullet) you damage the
other creature next to it.  They always head straight for you, hence you can
hide behind objects.  Easy prey if you can use something that goes through
objects, like combustion (and I believe Plasma).  For a laugh, check out the
one on the toilet at the G&R Saloon -- it's stuck in mid-air, right over the
hole of the seat on the commode. Then it bursts, and leaves splatter all over.

   BATS
They come in herds; mostly just annoying.  Aya can't shoot them when they're
biting her (she just kinda "freaks"), which allows time for another one to
bite, creating a vicious cycle.  The secret is to get some space between you
and the herd, then pick 'em off with 9mm PB.  You can push them back with a
bright light, and they're killed by flares. Especially the ones that come out
of the well, only come out so many at a time. Running down the narrow hallway
towards the gate helps as they're all contained at a distance and practically
lined up for slaughter.  You can use the tonfa baton, but it's tedious.

   MIND SUCKLERS
These, I suppose, are the "adult" sucklers. They have wings and a stinger (on
their face, of all places).  They have a bad habit of staying just out of the
camera angle's view, then swooping down and pecking at you.  They also hang
out in small swarms.  It doesn't take much to shoot their wings off, and once
they are on the ground they're harmless, easy prey. The flashlight and combat
light knock down ones at close range, the flare has a much larger range and
also takes off a few extra health (I think...), making the downed ones that
much easier to kill.
 * Also sometimes called "Brain Sucklers"; reading the panes in the NeoArk
   describe all types of "sucklers", causing mild confusion. Often called
   names like "wasp" or "hornet" by other authors, most appropriately.

   SCAVENGERS
Remember "Lilo and Stitch"? They look kinda like stitch. I've heard them
called "dogs" and "gremlins". They're sensitive to light: the flashlight
attachment is a handy way of keeping them at bay while picking them off.
Combat lights and flares are quite useful as well. The hammer is convenient as
you can shock or knock down several at once: they like to storm you and jump
on you. Riot grenades may work also (don't remember trying that, though). Note
that they like to sleep, especially during daylight hours, or when there's a
light on. Normally, when you start shooting, this wakes them up. Walk - don't
run - and use either the tonfa baton or the silenced handgun, and you can take
one at a time without waking the others. There's one scene where a group are
arranged in a ring in the bathroom of a motel room; they don't wake up for a
daggone thing. They have a purring-chirp when they snore, it's soooo cute!
Just makes you want to puke while you slaughter the li'l furbags. Fun to throw
an airburst grenade at the center back one at look at the cloud of bloody
limbs; more fun to take 'em one at a time with a machine gun (or javelin!!!)
and hear their "YipeYipeYipe" as they die.
 * Frequently called "Rabbits" (or "Rabites", sic) by other FAQ authors.

   SPIDERS
They come in different sizes; the larger ones are listed under Bosses, and can
jump and cling to the ceiling, but the smaller ones are still very annoying.
For one thing, they all turn invisible. They make a noise like a dog-chew toy.
There are two things you'll need to do in order to fight them: (1) stun them
or knock them down, (2) keep them visible. Only certain weapons can stun them
or knock them down, usually close-range weapons like the bayonet or the
gunblade. Ditto for PE; plasma can be the best way to go here. You can't keep
them from turning invisible again, but you can do things so that Aya can still
see roughly where they are and sight in on them. The best thing to do is
anything with fire: pyrokenesis, combustion or the firefly ammo. The javelin
does heavy damage, but may not leave the signature fire on their backs.
Necrosis works too; their health points float up in the air as they're being
drained away: although you can't see the spider itself, you can just shoot in
the area where you know they are and usually hit them. The very best weapon of
choice against them is the M4A1+hammer; just shock, shoot and repeat.  Using
a bright light against them, like a flashlight, combat light or flare may work
well too.


          -- In the Shelter --

   SECURITY CAMERAS
These are found in the shelter area on disk 2.  You'll find them on walls 
(sometimes they're on tracks and move, careful!), and usually mounted above
the sides of doors.  They will attack other creatures as well as you, and this
can be used to your advantage.  They have some sort of motion detector, which
is slightly less sensitive if it hasn't been activated.  Sometimes you can
stand at the corner of a long hallway and aim in on them even if you can't
see them because of the camera angles (the GPS is rather convenient in this
situation).  Once you start shooting one, all of them will then have their
sensitivity at full swing and will begin to shoot back.  If they have already
started zapping other creatures, their sensitivity is at max. All of them will
"hone in" on you with a harmless laser before firing.  Some then zap you with
a laser, which doens't hurt much but can inflict you with a status attack.
The other kind will fire a full-auto burst of bullets; beware as it will
follow your position and "chase" you with bullets.  The security cameras are
impervious to any magic.  Any bullet works, and the javelin works in only one
shot.  The buckshot and some grenades are good for taking out several at once.
Note: you can turn off the security cameras from the POD room, but that's
about 1/2 way through disk 2.  This can be done twice, as *someone* keeps
turning them back on...

   SLIME
They're annoying because they can crawl under things and sneak up on you.
They also shoot fireballs at you, which hit you with status attacks (and
sometimes hurt too!).  Bullets will make them pause, but won't hurt them. I'm
not sure if firefly ammo works.  The javelin is beautiful.  They're very 
sensitive to heat: pyrokenesis works well, and the best trick is to run past
them to make them follow you (beware the fireballs, and some move faster than
others) and when they're all concentrated in a group just use a combustion.
Rumor has it that necrosis does well; I either haven't tried it, or is wasn't
memorable if I did.  I've also never tried the tonfa baton.  Note that slimes
give you HUGE amounts of MP back after battle.  Might as well do a healing
before the battle's over, smart to use a PE to kill them because your MP bar
will be full after battle.
  * Also known by names such as "Jelly Blobs" and "ameobas".

   FATTIES
Also commonly known as "Sea Monsters".  Generally non-agressive, until fired
upon.  They're very sensitive to heat, and can be taken out most quickly with
pyrokenesis or firefly ammo. Sometimes they dip under the water, at which time
they are immune to everything.  Their attack is to moan, rear back and spit a
blue glowing ball at you.  It hurts a pretty good bit, mostly annoying when
combined with other types of enemies.

   FORMER EMPLOYEES
There are some tall skinny guys (former employees, you'll find out...) who 
raise their hands and shoot fireballs that hit you with status attack.  If you
hit them with necrosis, they will moan and fall backwards just before the
time they're ready to shoot.  The pyke keeps them stunned and unable to shoot
while you're burning them; the hammer knocks 'em down consistantly if timed
correctly.  Using something in full auto usually halts their attacks as long
as you're on 'em.  Apobiosis works wonders, but it may be overkill as they're
not all that strong.
* In other FAQs (from other authors) they are frequently referred to as either
  "Bowmen" or "shooters".

   LAUGHING HOPPING MONKEY GUTS
Abuse them; seriously, they like it.  Especially bullets; they roll on their
backs and laugh with hysterical glee as you blast 'em. They consist of a head
and a tail mostly; they can hang from the ceiling (careful), and they're slow
when on the floor, they just kinda flop to hop. (Say "Com sey allo to m' lill
fren", check out their big grin, then use the M950 and see who has the last
laugh. :O )

   FLOOR SWIPERS
They're just flat little squishies that lie flat on the floor, and swipe at
you with their really long arms. They also shoot (more like fart) small poison
balls. The poison balls have just slightly less range than their arms, BUT the
arms only go in front of or beside them, whereas the poison balls can be shot
in any direction.  Best to either shoot them from a distance, or hide behind
an obstacle where they can't swipe you, and nail them with a PE that can go
through obstacles, like combustion or plasma (apobiosis is great, but probably
overkill). Careful as they tend to somewhat camoflauge with their environment.

   ROLLING HEADS
Odd creatures, or more like part of a creature.  Bump their side while they're
rolling and they just sorta deflate.  Sometimes they explode. Their goal is to
roll up next to you and self-explode, damaging you and everyone else. They can
be used to your advantage if you can make them explode near others.

   INVISIBLE HEADS
They stay in the same spot; sometimes they're there, sometimes not. They don't
take much to kill, but you don't always tend to notice them (duh - they're
invisible).  They have a small explosion when killed, and you'll step on the
few in the game the first few times you play.

   TURTLES
They have the general shape of a turtle, but look closer and they look like a
Frankenstein version of assorted stitched up guts.  Also known for a pitiful
moan.  They're slow and don't have much of an attack, except for always being
right smack-dab in Aya's way.  One single shot of buckshot obliterates them,
otherwise you need ungodly amounts of ammo to kill them.  Their backs are
essentially invincible, you must shoot the head (just use buckshot!)


          -- In the NeoArk --

   SPINY STRANGERS
These are the armless, spiney-backed red creatures in the forest zone of the
NeoArk (on the path to the pyramid). They look similar to the strangers, or a
mini tyrannosaurus rex or raptor... but I digress again. Like strangers, they
critical easily if shot in the back, especially when knocked down.  If they
take critical hits they may jump back into the bushes. If they do, then you'll
have to head back to a previous camera angle, and this may trigger the second
one to come out meaning you'll have to fight two at once.  Generally speaking,
there's one on the main path, two between the first gate and the bridge, and
another two between the bridge and the fence before the pyramid. The preferred
weapon is the M4A1 rifle with the hammer attachment. The hammer will always
knock them down, and if you can run behind them quickly enough you increase
your chances of getting criticals. Even if not, just shock and give 'em 2 or 3
bursts from the rifle -- then repeat.  They like to headbutt, sometimes while
charging, and their main attack is to jump on you, claw and/or bite.
  * I inadvertantly, occationally call them stalkers, which is the technical
    name for the spiders.  My bad.

   TRILLOBITERS
Another creature which no one seems to know the proper name of.  Other authors
call them turtles but I used that name already; some say trillobites, some
say turkies, some say armadillo.  Combine black, skinny turkey neck with
armored shell and a dozen tiny legs on either side... you'll know 'em when you
see them.  Oops, I was supposed to stop with the digressions...next time just
flog me, ok?  Their only attack is to scuttle up and nip your feet, but it
hurts worse than it sounds.  That and they come in flocks (packs? herds?
swarms? schools? but I digr... nevermind), and can gang up on you if you're
not careful.  Their backs are armored, and can take all kinds of punishment.
There's one secret: their bellies are soft! All you have to do is get them to
flip upside down.  They don't stay flipped over too long, so don't dally.
Apobiosis is great, especially if you're facing them along with other enemies
where you can get outnumbered -- they stay flipped over longer, and are
weakened too. Plasma can be quite handy as well -- it makes a ring all the way
around you, preventing any from nipping you from behind, and is much faster to
cast than apobiosis.  The absolute best thing is the buckshot.  Aim for one in
the rear of the crowd, and you nail everything in between.  If you keep
shooting them with buckshot, they stay on their backs.  Plus you get to nail
4 or 5 at a time.  The downside is, you can't get the ones behind you, which
is easily solved by standing in a corner, or using obstacles.  Also, they
somtimes hang from the ceiling in certain areas (they're only in the NeoArk,
to the best of my recollection), and won't drop down until you shoot.  Same
technique still applies (buckshot all the way, baby!).  (I still like my
choice of name... "trillo-biters"...) :p
 * Usually called "Beetles", actually.  But some fools call the Chasers,
   which are clearly horses, "dogs" -- or even "pumas" -- so what the hey.

   GENERATORS
Not much of an enemy, really.  Play the game to get the scoop on what this
creature is.  Just know that before you attack it you have to destroy the
computer terminal in the same room, or it heals as fast as you can shoot it
(the only semi-exception is if you aim in on the computer terminal and hide
behind the generator ANMC, and use the Hypervelocity gun you destroy both at
the same time).  Also there will be security cameras in the room, which you
MUST shoot first; hopefully you had the foresight to turn them off in the POD
gantry room before going to the NeoArk.  Buckshot can hit 2 or 3 security
cameras at the same time; if you target in on one at the end of a long wall
and shoot from the other end of the wall you can zing through several with the
javelin, or just use any bullets.  Some grenades can take out several at the
same time too.  Note: there are two Generator ANMCs, both in the NeoArk.
Neither one of them attacks you, or even moves.  It should be the only thing
left in the room by the time you get to it, too.  So, you can use anything to
kill it, and it doesn't seem particularly sensitive to any one thing.  For the
first one I suggest killing it with PE, namely pyrokenesis, as you'll have a
lot of MP returned after battle.  For the second one, it's upstairs; and
downstairs (in the very back) is a box of free unlimited Hydra ammo.  So you
can use the hydras on it, and fill up on ammo after you leave.  Or roast it
like you did the first one, whatever -- you may not have room for the ammo in
you inventory anyway, as you get lots of goodies in the NeoArk.  BE SURE to
press the action button to "talk" to the creature before and after killing it;
it's a nice dramatic twist in this wonderful game.


           >> GOLEMS <<

The Golems are almost up to "Boss" status, and deserve special recognition. If
you only read help for one character, read this.  On disk 2 you'll finish the
NeoArk, go up the 2nd lift next to the NeoArk lift to fight the Giant Bowman,
this will exit into the NeoArk and this is when the Frozen Golems are
released.  If you go into the Golem Freezer you can read about them -- there
are different kinds, and they're named after Chess Pieces.  More important
than their names are their characteristics, as follows:

      ~ Shooters vs Swipers ~
Some of the Golems have a glowing green sword instead of one arm. They attack
by lunging at you, trying to stab you (I guess they should be called
"stabbers" not "swipers", but everyone calls the two varieties "shooters and
swipers" so I just resign to peer pressure).  The other variety do indeed
shoot at you.  Specifically they fire grenades, or large exploding darts,
something like that.  Both the shooters and swipers come in either grey or
green, and the grey are harder to kill.  Green shooters fire two bursts of 3
darts each; grey shooters fire a whole bunch all at one. The technique for the
swipers lies in making sure you can see them (play the camera angles -- know 
they can see you when you can't see them).  They just mill around until they
see you, and the swiper will lean over, pause briefly and charge if necessary
before lunging at you.  If you run around him (on the side where the sword
ISN'T) you can end up behind him when he's through: he charges in a straight
line, and lunges blindly at the spot where you were standing when he started
charging. If you're behind him when he's through he won't see you and you have
the chance to wail into his back.

The shooters will home in on you with a harmless sighting laser before firing,
giving them away. This helps in dodging their bullets, but know that they fire
in a small spread and can also follow your path (similar to the machine-gun
security cameras).  The big secret lies in rooms where you have both shooters
and swipers.  If you hide behind a swiper while the shooter shoots, the swiper
takes the hits!  If you are fortunate enough to enter a room where the shooter
is facing your direction but the swiper isn't, this becomes that much easier.
Walking instead of running will help delay their detection of you, at least at
a distance.  If the swiper never sees you he'll stand back up, facing the same
direction, and get hit all over again.  He'll usually die after about two
rounds of this.

      ~ Armored vs. Unarmored ~
Most Golems you encounter will be unarmored, meaning just blast away.  Shotgun
slugs are the "magic bullet", pun intended.  They all take a pretty heavy
beating, so grenades are the next best option.  The armored ones are far more
difficult.  They may sometimes shield their eyes with their arm, and during
this time they are COMPLETELY invincible -- this includes both to bullets and
PE.  While invincible, they charge up, and when they snap out of their spell
they immediately "flash" the entire room with status attacks against Aya.
There are two ways of dealing with this: one, turn on your antibody so you're
immune when the flash hits (it's not like a status-attack fireball that you
can avoid).  There is a TINY split-second gap between the time he snaps out of
his spell, and when he launches the status-attack (other FAQ authors
consistantly refer to this as the "pink flashy-thingy" - aptly named).  If he
gets hit during this time, it's a critical -- this is method # two.  You'll
never get it using single-shot, like a slug or grenade.  Full auto, even the
superfast M249 Rifle Machine Gun, doesn't always make it.  The one thing that
always DOES work is the javelin, because its' laser is a solid, continuous
(and long!) beam. You just have to be sure to time it so the laser is hitting
at the end of his "meditation".  I'm not sure, but the pyke may work as well.
Armored Golems are usually (perhaps always) shooters; and the shooters'
vulnerable time is when they're reloading. I believe that the armored shooters
reload before their invincibility stage, as they follow the status attack
trick by immediately firing at you. Shooters tend to stand still more than the
swipers; for the ones in the shelter basement main hallway, try to lure them
into the fire of the now-active security cameras.  Won't hurt 'em much, but
every little bit helps.


            >> INVISIBLE GOLEMS <<
      
These are the really bad boys of the Golem world. They're not invisible in the
same sense as the spiders; in fact they seem to warp into another dimension.
When your map shows your room is hot, but raising your gun doesn't put you in
battle mode, it's probably an invisible Golem.  The reason you can't go into
battle mode is because he's essentially not there.  And because you're not in
battle mode, you can't turn on your much-needed PE such as antibody,
metabolism or energyshot.  There are two kinds, Purple and Red (Bishop and
Knight Golems, if I'm not mistaken). The Red ones are the harder ones to kill.
Nonetheless, their attacks are the same.  What they really want is to grab you
by the back of the neck.  When they do, they lift you up in the air, and
squeeze most or all of your health away.  And there's nothing you can do when
they do this; mad button pushing may help a little, esp on the d-pad.  If
you survive the first round, they throw you down, and you're stunned really
hard for a few seconds afterward.  Before you can move, they do it again, and
you're dead for sure this time.

Note that they are neither shooters nor slashers; both hands are free to kill
you with my dear, and why have armor when you can just warp away?

DO *NOT* let them grab the back of your neck; the only way to prevent this is
to keep your back flat against the wall at ALL times, starting the moment you
enter the room. Their only other attack is to charge you, and slap you in ways
only 3rd-Degree Black Belt Marine Corps Drill Seargeants in prison know about.
You will be able to see them coming via the good ol' harmless homing laser.
Now all you have to do is 2 things, (1) Get the #*&% out of dodge! and (2)
turn on your energyball (yup, yer in battle mode now!).  Your best bet is to
run into a corner.  Like Chasers and Swipers, they charge in a straight line.
You can run past them in the way they came, but you can't go far because after
they slap an empty wall, they warp again and can reappear anywhere.  And you
can bet the farm they'll warp their hands right around the back of your
tender, juicy (freshly-showered!) neck.  Best to just walk backwards at a
very slight angle like before, you only need to get a couple feet away.

As far as weapons go, you want something that will stay on him constantly,
because he's stunned briefly and can't warp out when getting hit with
something hard.  The pyke is the best bet, and the hammer leaves him stunned
just a little longer than most other things, albeit he can sometimes warp out
inbetween zaps.  Full-auto guns work ok, like the M950 or the MP5A5, although
the 9mm ammo (even Spartans) don't always hit him hard enough to keep him in
check.  The M249 may not be the best choice, because the gun is so heavy that
Aya's sluggish in moving it around.  If the 3 energyballs hit him and he warps
away before you can start shooting him, you're now possibly turned sideways
enough he can warp somewhat behind you, and...well, you know.  Also know that
when Energyball is turned on, you can't turn on any other PE.

An important note about these guys: it matters which doorway you ENTER the
room from.  For the one in the sleeping quarters, enter from the hallway
coming from the storeroom, NOT from the main hallway.  For the one in the
breeding room, enter from the hallway coming from the Operating Room, again,
NOT from the main hallway.  There's one in a bracket-shaped hallway, through
the first door you open after getting out of the electric jeep -- stay to the
outer portion of the hall; if you choose to run past, you can only go about
halfway down the hall, then flatten your back against it and do the walking
backwards trick.  There's one in the hallway between the Golem Freezer and the
parking garage, but you can't help which door you come in.  There's one in the
Shrine in the NeoArk: creep along the wall leading to the picture puzzle; when
you go around the corner it may look like your back is turned too much but
take it slow and you should be ok.


=============================================================================
                    5. CHARACTER VULNERABILITY - Bosses
=============================================================================

          GIANT STRANGER
          --------------
You'll find this boss in the cafeteria at the Akropolis; a woman transforms.
Hardly worth calling a boss, although the short movie scene prior to battle is
quite noteworthy.  Just run around to the other side of the table; she tries
to come straight for you and doesn't have the sense to maneuver around this
simple obstacle.  Too bad the tonfa baton won't reach.  Use the cheap 9mm ammo
for goodness sakes, it's free. Or, if you have it, the hypervelocity... just
because you can. :)


          MR. FIRE-BREATH
          ---------------
This is the first boss in Dryfield, then it's No. 9.  He's not sensitive to
anything in particular.  Don't just stand on the balcony right in front of
him, you'll get smashed or punched (hard!).  You can get just out of reach
standing near the corner headed for the loft.  Right from the get-go there's
an ally you can run down and get slightly away from him.  He'll still breathe
fire on you.  One thing you can do to get him to quit breathing fire on you
quite so much is to hit him with a necrosis.  This will turn him purple for
a little while, and when the poison hits him, he'll moan and shoot fire into
the sky and not on you.  First you should turn on your antibody, because
you're going to get hit no matter what you do.  Then turn on your energyshot
to make everything you do more powerful.  Then hit him with the necrosis.
If you only have a level 1 necrosis, you'll have to get right up on him, and
necrotize (sic?) him over and over.  Even with a level 3 necrosis, you'll
have to be fairly close, and hit him every minute or so. When you are through,
go downstairs and talk to Mr. Douglass. Keep talking to him after he gives you
the truck key.  If the monster doesn't kill his dog, he'll be thankful and
have a real sweet surprise waiting for you in the trailer. Using a close range
weapon on Mr. Fire-breath (like the hammer or tonfa baton) is just plain
stupid, and using 9mm--even spartan ammo--will take a while.  The grenade
pistol, javelin, and Hypervelocity are best.  Of course, the Hyper makes
squishee out of about anything.

* I believe Mr. Fire-Breath has no official name; I've also seen him referred
  to as "Cannon-Mouth" and "Burner".


          NO. 9
          -----
You may not know him yet as No. 9; he's "that monkey-man from the tower." 
You'll fight him once at the heliport at the top of the Akropolis tower, and 
once in the abandoned house in Dryfield.

            -- at the Akropolis --

You probably don't have very good weapons yet.  Use the armor, submachine
gun, and grenade pistol you take off the dead SWAT members.  First turn on
your antibody and energyshot if you have them--and hit him with the grenades
first (you'll only have 4).  After that trade to the machine gun, and
hopefully you saved the hydra ammo you picked up here and there.  Note that
he has 2 weapons: one is a sword, and he lunges when he slashes and has
quite a reach; the other is a thing that launches an exploding poison dart.
The dart can only go about 1/2 the length of a corridor before it explodes.
If you stand just past the exploding point (usually just past the cables, if
he fires from the corner of the two corridors) and run away he'll chase you
and run into his own cloud of poison.  Then he yells "SHEET!...SHEET!".  Yup,
a cursing ape-man with a bad accent.  Hysterical.  Anyway...
Down the next 3 corridors there are high-voltage cables about 1/2 way down.
If you shoot the  cable it will snap loose and spark for a couple of seconds.
If he's chasing you and you shoot the cable right before he gets to it he'll
run into it and get zapped (and says more bad words).  On the last corridor
there is also a steam pipe next to the elevator.

            -- in the abandoned house --

No secret cables this time, but also no poison darts.  Watch that  sword.  Be
sure to turn your antibody on, and the energyshot helps a little bit too.
Other magic does very little to him.  Run around and try to shoot him when
he's slashing at where you were a second ago--some bullets may hit him in a
soft spot and do heavy damage.  If you have a shotgun use the slugs.


          THE BIG HORSE
          -------------
He'll appear in the cavern after you unlock the gate using the plug.  Mostly
just keep running.  There are four barrels around the room.  The barrels
explode after you do 30 pts. damage to them.  If the horse is standing right
next to a barrel when it goes off, the horse loses a lot of points and falls
down, allowing you to take off more damage.  Listen for the noise before he
charges.  Also when he's out of view, he'll make a different noise before
jumping (out of view) and landing HARD upon you.  When you hear that noise,
just move a few feet out of the way and he'll land where you were standing a
second ago -- giving you a good opportunity to critical.  Necrosis is very
handy, since he's out of your range quite a bit; apobiosis is even better but
you probably won't have this revived just yet.

Know that the Horse comes in TWO stages.  He'll "die" and you collect points,
then he gets back up, and he's even stronger.  Good idea to hold off on the
barrels until round 2.  The room is very dark, and after the barrels explode
they're on fire and help light it up, so some people prefer to hit the barrels
on round one; your call.
 * Sometimes others call them "Blizzard Chaser" and "Zombie Chaser".
   I don't know if these are official terms, or who came up with them.


          THE GIANT SPIDER
          ----------------
It appears twice: once in dryfield after the first gate in the sewer, and
once in the next room after the Big Horse.  It can be real tough--the secret
is to keep it stunned or knocked down.  Using plasma works, so does the
hammer.  Apobiosis is best, so use it if you have it on. Weapons with attached
flashlights are handy (P229, or MP5A5 if somehow you have that), as well as
combat lights and flares (flares do a little damage also).  Just like the
regular spiders (stalkers) you can sight in on it (or at least still tell
where it is) by doing certain things.  One, you can set it on fire, using 
pyrokenesis, combustion or best yet the firefly ammo. If you use necrosis, you
won't set his back on fire (and Aya won't be able to auto-sight on him) but
you can still tell where his is, roughly, by watching the purple poison-points
in the air.  For the one in Dryfield, you can run around to the door in front
of the cellar; careful as this sometimes triggers a 2nd spider to appear.  For
the one in the Shelter entrance, once he's stunned run around him and get to
the front of the lift. He won't like coming out of the tunneled area (too much
light around the lift, I guess?) and you'll have a lot more room to fight.


          THE MONKEY
          ----------
Did I mention that Aya gets to spank the monkey?  Better yet, the monkey's
name is Bubbles.  Uh-huh, and you think I'm making this up.  Once you go down
to basement level 2 and into the hallway past the breeding room you'll see a
movie scene.  When you try to go back to basement level 1 you'll get
interrupted and have to go down a dust chute.  If you want to refill your
ammo at the armory before fighting the monkey, don't go farther than the
breeding room and you can still get to basement level 1.  But back to Bubbles.

You'll never kill him (her?) by shooting the shoulders.  You'll have to blow
your load in the monkey's mouth.  (Hmm, that didn't come out right.)  When the
monkey first opens it's mouth, it's a vacuum.  If you get sucked into the
monkey's mouth, you die, period.  Stand far away, and when the vacuum starts
hit it once, turn and run.  If you walk backwards - still facing him - you'll
get pulled in very slowly.  You have to RUN in the opposite direction in order
to get away. His mouth stays open for a few seconds after the vacuum stops and
you can get in another quick lick. Careful, 'cuz he'll shoot missiles, poison,
&/or laughing-hopping monkey guts at you.  Or he'll lick you--it's not as nice
as it sounds.

When you enter into the building, the Monkey comes back for more!!  There are
two ways of handling this: one, you can continue to use the previous strategy
and shoot it to death, which may earn a few extra points but is difficult and
uses massive ammo; or do the following. You'll have to get close and shoot it
here and there, just to make it keep following you.  Around the corner on the
right-hand side of the screen there is an indention with a floor pedal you can
step on.  This causes the floor to move, and you have to wait for it. When the
Monkey gets close enough, you can step on the floor pedal again, and then give
Bubbles a mean look at it gets squished a la trash compactor.  BTW, it shoots
poison out of it's left shoulder (on your right as you're facing it), and
hugging the left side of the screen will keep you out of the poison cloud.

  *** Note: it IS possible to kill Bubbles using your guns, but this isn't
  recommended unless using the Hypervelocity. THAT gun kills it in usually one
  shot.  Like I said, it makes squishee out of everything.  There may be an
  exception if you're experimenting for super-high MP or BP endgame points.

If you go back out into the dumpsite you can get the med wheel from the box
at the other end.  Just be careful, because gobs of other creatures come out
from nowhere and you have to kill all of them before the incinerator burns
you to a crisp.  You might not want to try this the first time you play.
Knock on the door at the other end twice to get let out.  The M249 Rifle
Machine Gun is great for plowing down the field of killer guts, but you won't
have that the first time.

* While in the Breeding Room, there's a lot of literature to read.  There it
  explains that one of the Monkies was sent down the garbage chute, along with
  other various guts. The empty cage with the door open is labelled "Bubbles".
  Thus I conclude that the monster in the dump is Bubbles the Monkey, after
  several years of eating mitochondriatically altered guts 'n garbage.  This
  same creature is usually referred to as simply "The Garbage Dump Monster",
  or names such as "Sir Sucks-A-Lot", the "Vacuum Monster", ad infinitum by
  authors of other FAQs.


          THE SUPER SEA MONSTER
          ---------------------
A.k.a. "the giant fattie" or "Tlaloc".  This fella's on the island in the
NeoArk, and you have to switch the bridge from the second Generator to this
island if you want to get to him.  Defeating him isn't vitally necessary in
order to advance the plot and defeat the game; defeating him is the key to
obtaining the skull crystal.

** I suggest returning to the shelter from the NeoArk once you've
  destroyed the 1st Generator ANMC, drop your goodies in boxes and get:
  buckshot (it's free) for the trillobiters, recharge the hammer (for free at
  the BP Machine) for the Stalkers, and load up on firefly ammo for all the
  fatties in the NeoArk and also (especially) for this guy. **

He takes much more to kill than the other fatties; he also has a little more
lag time between the time he rears back and the time he fires at you.  Note
that he doens't spit a long-range blue ball; instead, his is a reduced-range
electric "cloud" similar to your pyke.  Since Aya's in a small, round room she
can't get out of it's range, so you'll just have to run. First, find the
camera angle where you can see it when it rears back, then just run in a
circle (clockwise is usually best) and be sure to stay near the inside of the
ring (where one lap around is the shortest distance). He fires his electricity
in about a 120-degree arc {4}.  Firefly ammo and pyrokenesis will kill him the
fastest.  Be sure to check the water when you're done or no skull crystal for
you; it's easy to forget sometimes.


          THE REAL TALL SKINNY THING
          --------------------------
You'll find this thing at the bottom of the 2nd elevator shaft after you
destroy the 2 generators in the NeoArk.  Be sure to leave at least 5 slots in
your inventory before going to fight this thing; you'll pick up lots of
goodies before being able to get back to a box.

First off, none of your special magic powers work on this thing.  Using
metabolism will make you flash blue (always, not just with this guy) and
prevent any "status attacks" (poison, paralysis, silence, blindness,
confusion, berserker).  Using antibody will reduce any damage.  There's no
one type of bullet that works especially well.  Like the smaller "tall
skinny guys" he will raise his hands, warm up, then fire something at you.
Although you can't do a necrosis, he will fall over backwards and his
pre-fire warm-up will be cut short if you hit him with a grenade.  Note that
the 2 giant speakers next to him will reduce your MP while they are running,
so you might want to take those out first.  After that do an energyshot and
use the grenade pistol.  It takes a second to reload the pistol (single-shot)
after each round, but it's just the right amount of time to keep him from
hitting you.  If you're after it with something other than grenades, and you
him warming up for his "inferno"-like attack, you can knock yourself to the
floor by running into his invisible force field which will make you
temporarily invincible while you're down.

* Because it looks just like Bowman (only way larger), it is frequently
  referred to as "the Bowman Monster".  It'd be sooo convenient if this were
  actually Bowman himself, but alas Bowman looks essentially (exactly?) the
  same as all the other former employees, who in turn are also often called
  "Bowman Creatures" by other authors.


          THE PUPA CREATURE (FINAL BOSS)
          ------------------------------

          -- preliminary --

After you go the heliport through the garage you will be able to go to the
POD room.  When you try to open the door, it will say something like "I sense
danger...Eve must be in there...".  Don't go in until you have gone and done
cleanup everywhere else (basement level 2 & the NeoArk).  Once you open that
door, you'll have a long (but awesome) movie scene, and then on to the final
character.  Be sure to leave at least 2 of your parasite energy "magic"
powers no higher than level 2--that way you can do your trick of using your
healing, then increasing your power to level 3 to bring your MP to full.
You will come out of the movie scene with 50 less health than when you went
in, so you can do that trick once in between the movie scene and when you go
to the next room to fight the final creature.  After the movie scene you will
not be able to access your boxes, so make sure to have the weapons and
medicine you want before even opening the door to the POD room.

ALSO...there is an invisible red GOLEM soldier waiting for you at the bottom
of the lift after the movie scene.  If you keep your back against the wall,
walk sideways to the door, and keep speed-tapping the action button (X)
you'll open the door before he grabs you.  You can walk backwards all the
way around the room and he'll never appear--he wants your neck, period.
You can take him on if you want to, but use a good weapon (NOT the hyper --
take the pyke, hammer, or a machine gun)...and know that you'll have to use
strategy to get your health up to full before opening the door to the giant
pupa creature. (***HINT: the ol' "healing & increase a PE" trick...***)

The giant pupa creature comes in 2 stages:

          -- stage 1 --

You'll rarely kill this thing by attacking the shoulders or it's tails.  Stand
in front of it, not beside it, because the shoulders shoot poison out to the
sides.  The tails will attack you too.  Both the shoulders and the tail can
regenerate.  If you climb down to a lower level and it turns to face you,
it's crotch will shoot acid on you.  (Somebody had fun designing this game.)
The first thing to attack is the head.  Before you do anything, turn your
antibody on.  When you've been seriously hit several times, turn it back on,
even if you still see the protective yellow lightning flashes around you --
they've been weakened.  Next turn on your energyshot.  If you don't have the
right kind of armor/attachments to protect you against status attacks then a
metabolism might be good too.  Now just stand in front of it and drill at the
head.  Don't worry, the ray beam from the head doesn't hurt you too bad.

When the head disintegrates the neck will start shooting at you.  Use the
same strategy, but watch your health, as the neck-rays are a little stronger.
As SOON as you see the neck erode turn and run left.  The stomach will open
up, & the rays from it are powerful.  Keep running up until the stomach rays
die down, then run back where you were standing right in front of the door.
Turn your antibody and energyshot on again, even if it looks like they're
still on.  You can't hit the stomach when it's closed, and you want your
antibody on and HEALTH AT FULL when it opens.  You'll have to let it hit you
because if you run away every time the stomach opens, you'll never get a
shot in.  After you get hit with a stomach ray but before it closes do a
lifedrain--this will get your health at full and take some health away from
him.  Grenades work well on the stomach--since it takes time to reload you'll
only get one shot in (unless you have the MM1), so you can do a pyrokinesis
just to get an extra lick in.

If you're really going for a high EXP score, you can try to destroy
everything. The shoulders shoot poison, and the arms can sometimes regenerate.
The tails will regenerate, unless you shoot the stumps. Before regenerating,
the tails will split in two, and you must destroy both before killing the
stump. Don't forget the acid-shooting crotch, which may be a good first target
as this will cause the creature to move/turn more slowly as certain parts are
destroyed.

Once you've destroyed the 1st stage pupa, now do the final "healing & increase
a power" trick.

          -- stage 2 --

You thought the first stage was complicated? No, this baby gonna bust out some
serious ruthlessness on you.  I mean, when the first economy-sized industrial-
strength can of whoop-ass triple concentrate runs low, there's still a whole
case left.

          >> choosing weapons <<

Do not waste your time trying to use 9mm ammo--even the good stuff. 500 rounds
each of spartans, hydra, and PB will take off maybe 1/4 of her damage, and
you're dead before you can pop off that much.  Ditto for buckshot.  Shotgun
slugs will do the trick, although a full supply may not be quite enough.
Don't use anything short-range, like a hammer or pyke.  You should have
stored the tonfa baton in a box long ago.  Rifle ammo works, but the gun to
use it in is the M249 rifle-machine gun, which you won't get until you beat
the game with a "C" rank. Grenades work well, but remember that the grenade
pistol only has a limited range; if you're too far away, you'll miss.

Other FAQ's/guides which I've read all state that the MM1 (a 12-round grenade
gun) is required for the "good" ending. Barring that, you have 3 choices when
it comes to weapons which fire grenades.  One is the M4A1 grenade attachment,
which I wouldn't use.  The grenade pistol would likely be my first choice. Its
fairly light and won't make Aya sluggish unlike the 3rd option, the MM1.  The
grenade pistol has a bit of reloading time inbetween shots, but it's not too
bad.  The MM1 doesn't have that reloading time between each individual shot,
BUT there's a very long reload time when all 12 rounds are used -- which could
create disaster.

Regular grenades are more powerful than airburst, although the airburst won't
miss quite as often...and riots are a joke.  The hypervelocity makes it
almost too easy, but you won't get that until you beat the game with the "A"
ranking, and you still need strategy, see below.  Also, make sure to take
a ringer's solution or two with you.  You'll get one more after passing stage
one, so leave space for it in your inventory.  One of the best weapons to use
against the stage 2 pupa is the .44 Mongoose you get from Rupert at the
heliport (near the end of the game -- not the heliport at the Akropolis).
Load the Mongoose with Maeda SP ammo, and this will stop her in the middle of
the "flying-warping" trick -- if you can nail her while she's still spinning
but before she starts flying.

          >> strategy <<

When she floats above the bridge and you go into battle mode, she tries to
get the first lick in.  So, first turn left, run five feet, turn around,
give her one quick cappin', turn back and run to the end of the bridge.
Then turn and keep running.  When you get a chance to stop, turn on (you
should know by now) first your antibody, then the energyshot, and if
necessary the metabolism.  After that, your strategy depends on what nasty
trick she pulls, although it usually goes in roughly the proceeding order:

   ~~~ The flying-warping trick ~~~

This is the first thing she'll do, starting when you are running across the
bridge after your first initial shot.  This is why you keep running.  She'll
suddenly appear in some sonic-boom like wormhole, fly across the room at warp
speed and into another wormhole.  If you are too near the wormhole, the sonic
boom will knock you retarded.  It's even worse if she hits you.  Just keep
running and you're ok.  Eventually she will stop, and rise from a wormhole
in the middle of the bridge.  When she does you will want to be where the
bridge connects to  the ring.  Shoot now!  If your weapon doesn't have enough
range to hit her, you'll have to run towards her on the bridge.  Then she'll
do one of 2 things...

   ~~~ The Smackdown ~~~

If she suddenly shoots way up in the air and disappears, get off the bridge.
She'll come back down in just a second and smack the gazongas out of the
bridge.  The closer you are to the bridge, the harder you get hit.  If you're
on the bridge at all you get some air time and hit the wall at the ring.

   ~~~ If you can't take the heat... ~~~

...then don't get roasted.  If she floats up near (not on) the bridge, holds
up her hands and you start to see heat waves, you better wail on her quick.
However, the heat waves repel bullets at a distance so you have to be closer
than usual.  If you don't get her quick enough you catch fire and end up
with 1 health and no MP.  (Take a ringers QUICK.  Then run...and run...)

   ~~~ The sparkling fireballs ~~~

These hit you with a status attack.  You can usually outrun them, but make
sure not to walk along the walls, as you will slow down.  Do a metabolism to
alleviate/prevent status attacks if you have time.

   ~~~ Ghosts ~~~

After a while she'll split in two--one real and one ghost.  Hitting the
ghost doesn't kill Eve, it just wastes a lot of bullets.  The ghost will
chase you relentlessly and smack you.  If you are targeted in on Eve, your
target will automatically switch to the ghost, so be sure to hit the square
button to change targets back to Eve.  You can get rid of the ghost with a
lifedrain, but you can't do a lifedrain until you're far enough away from the
ghost that it doesn't smack you while you're trying to do it, assuming that
the real boss doesn't warp into you, roast you or shoot you with sparkling
death balls.
* In this guide, and other guides by other authors, Eve's "ghosts" are
  frequently referred to as "clones." Other authors may use the term "ghosts"
  for the invisible Golems; I do not.

                    HAPPY DYING!!
                    -------------


=============================================================================
                          6. PRICING GUIDE
=============================================================================

* Items which have a ? are either ones Aya starts off with, or ones that are
  picked up for free, making it difficult or impossible to determine their
  value.  Items which are available as replay bonus items must be purchased
  at the prices below, as well.

   ITEMS
Combat Light       60
Stim               80
Penicillin         80
Pepper Spray      100
Recovery 1        100
Cola              120
Flare             150
Recovery 2        180
Eau de T.         190
Ringers           200
MP boost 1        320
Recovery 3        350
MP boost 2        580
Hunter Goggles   1000
MD player        1000
Lipstick         5000
Skull Crystal    5000
Ofuda            5000
Holy Water       5000
Medicine Wheel	27800

   WEAPONS
M93R               ?
Tonfa Baton        ?
M950               ?
SP12               ?
PO8               680
MP5A5            6980
P229             1880
M4A1             2450
--Javelin        7500
--Pyke           5180
--Hammer         3720
--M9 Bayonet      980
--M203 Grenade   2130
--X Clip         1800
M249            15800
Mongoose         2850
PA3              1000
AS12            12500
Gunblade        10000
Grenade Pistol   1680
MM1             23500
Hypervelocity   20000

   ARMOR
Shoulder holster  2580
Combat armor      3250
NBC suit          3980
Psy suit          4580
Tactical armor   12800
Aya Special       8000
Monk suit         3000
PASGT             2980
EOD suit          4580
Tactical vest       ?
Assault suit        ?

   AMMO
Note: the following chart contains 5 elements:

- the name of the ammo; self-explainatory.  The name of some of the items
  appear after a dash (--): these fit the same gun as the last item above
  not preceeded by a dash.  Hydras and Spartans are both 9mm; Buckshot,
  Fireflies and Slugs are all shotgun ammo, etc.

# the amount you can buy at one time: 9mm can only be purchased in boxes of
  50; shotgun ammo in boxes of 10, rifle in boxes of 80, etc.  These numbers
  may be different if ammo is free (if found, or as a battle bonus).

$ the amount in BP you will pay for the box of ammo.

CAP the maximum capacity of bullets you can hold in your inventory.  For
  example, you can only hold 800 rounds of rifle ammo.  If you have 799
  bullets already and buy another box, you just doled out 100 BP for one
  stinking bullet.

$$$ the full cost of stocking up on this ammo.  If you want to have the full
  amount of 9mm Spartans, starting with none, it costs you 300 BP.  Simple
  multiplication: 50 in a box, max capacity is 500 so you need 10 boxes,
  at 30 BP per box, and 30x10= 300.

 -name-        #     $  CAP     $$$

9 mm PB      50    30	500     300
--Hydra      50    50	500     500
--Spartan    50    80	500     800

.44          25   100	800   3,200
.44 Maeda SP 25   800	800  25,600

Buckshot     10    60	200   1,200
--firefly    10    90	200   1,800
--slug       10   120	200   2,400

5.56 rifle   80   100	800   1,000

Grenade       4   280	100   5,600
--airburst    4   450	100   9,000
--riot        4    80	100   1,600


=============================================================================
                        7. OPINIONS ON ITEMS
=============================================================================

          ________________
          7A Regular Items
          ----------------
GPS - "Global Positioning System"; this puts a "radar" on the screen.  Can be
   useful for finding enemies which may be out of the range of the camera
   angle.  Some armor comes with a "motion detector" which has an even better
   range than the GPS.  Although convenient, you will probably find that the
   limited space in your battle inventory is put to better use with other
   items.

COMBAT LIGHT - like the flashlight attachment, but with better range.  Use to
   stun enemies and/or knock them back; useful for invisible spiders and some
   enemies that charge; will kill some things like butterflies.  Has no effect
   on some other creatures.

PEPPER SPRAY - Use to stun certain enemies (invoke paralysis, basically). More
   useful on some than others.  Useful on No. 9.

FLARE - Similar to combat light, but more powerful.  Kills bats.  May take off
   health points from some creatures (not much), especially if they are
   sensitive to light and/or heat.

STIM - Use to cure berserker, confusion and silence. When used in battle mode,
   will frequently last throughout battle.

PENICILLIN - Similar to "stim", but cures paralysis, poison and darkness.

RECOVERY 1 - recover 50 HP if used outside battle, or 45 if used in battle. {3}

RECOVERY 2 - recover 100 HP outside battle, or 90 if used in battle. {3}

RECOVERY 3 - recover full health outside battle, or up to 150 HP in battle. {3}

COLA - recovers 20 HP and 80 MP, in or out of battle.

MP BOOST 1 - recovers 30 MP when not in battle; 25 MP when used in battle. {3}

MP BOOST 2 - restore full MP when used outside battle, or 100 MP in battle. {3}

RINGERS SOLUTION - The ultimate cure: restores MP and HP to full, both in and
   out of battle mode. {2}

HUNTER GOGGLES - Prevents blindness when worn in battle inventory.  Can be
   obtained from Jody at MIST HQ -if- you get a high enough score on a
   certain "training lesson" at the shooting range.  Available later as well,
   and can be purchased as a replay bonus item with the correct rank.

MD PLAYER - Used to prevent confusion and berserker when attached in Battle.
            {2}

LIPSTICK - Used to prevent silence when attached in Battle Mode.

EAU DE TOILETTE - Induces Berserker when used in battle mode.

BELT POUCH - Add slot for an attachment in battle mode to a piece of armor.

          ________________
          7B Special Items
          ----------------

** There are four special items to be found throughout the game.  If you have
   this item attached in your battle inventory, it will help you perform
   certain functions (although you may not immediately see the effects).  See
   the chart below, under "Battle Attachment" to see what each item does.  If
   you decide to "use" the item, each item will revive a certain power in a
   certain category, or level up a power, depending on what you have revived
   or leveled up.  For example, the skull crystal works in the Fire category.
   First it will try to level up Pyrokenesis.  If pyro is at level 3, then it
   will try to revive or level up Combustion. If both of those are maxed, then
   it will try to revive or level up Inferno.  If you really want to use the
   skull crystal, and get the most of it, use it to revive level 3 Inferno, as
   this would normally cost you the most EXP points. If everything in the fire
   category is maxxed out, using the skull crystal WASTES it.  Best to not use
   it, because you get credit for it at the end of the game, meaning you get
   500 BP extra at the start of the next game.  And, of course, because it 
   makes your firepower stronger when attached in battle mode. **

ITEM               USE              BATTLE ATTACHMENT
Skull Crystal   invoke FIRE   Increase damage to enemy
Holy Water      invoke WATER  Reduces damage received
Ofuda           invoke EARTH  Increases PE power
Medicine Wheel  invoke WIND   After many battles, enemies drop bonus items

** Different sources quote different amounts regarding how much the first 3
   items help as attachments (increasing/reducing damage or PE). Most say 25%,
   others 20%, I've heard 50%. May depend on what mode one's in. **

   SKULL CRYSTAL
In the NeoArk, use the code found after the submerged tunnel for the "dance"
to perform at the pyramid; this will move a bridge allowing you to access the
"island", where you fight the super Sea Monster, "Tlaloc".  Check his remains
for the skull cyrstal.

   HOLY WATER
This is in the black safe in the loft in Dryfield.  See Section 12, "Hints on
Puzzles" for how to get it.

   MEDICINE WHEEL
Beat Bubbles the Monkey (The "Garbage Dump Monster").  You'll have to run back
outside; getting this will trigger more enemies to appear, and you're on a
time limit so be careful.  Don't underestimate the usefulness of this item;
after battle, you frequently get extra bonuses, like more (or stronger!) ammo,
even weapons (like No. 9's Gunblade, after battling him, or the javelin from
an invisible Golem!).

   OFUDA
This is a gift from Pierce, and you have to take "Pierce's Route". See Section
11F "Pierce v. Kyle Route".  You have to give Pierce a bag of ice from the ice
machine 3 times.


=============================================================================
                         8. OPINIONS ON WEAPONS
=============================================================================

There are a few concepts which are important to understand when discussing
weapons.  One is RANGE: sometimes shots get less powerful on enemies at a
distance.  There is also RATE OF FIRE to consider; and it applies to full
auto, single shots and everything else.  All guns have a "lag time" between
shots.  The M249 Rifle machine gun can dish out all 200 rounds in less than
half the time it takes the M950 to dole out only 100 rounds.  The MP5A5 shoots
much faster than the M950 also, and they're both 9mm.  Even with single shots,
the same applies; for example, the gunblade has very little lag time in
between shots, whereas the PA3 has a large lag time.  Another quality to look
at is the WEIGHT: Aya runs and walks more slowly when carrying a large, bulky
gun, and turns around more slowly too.  With a very light gun, like the P08
she can target in on something almost immediately, whereas with larger guns it
takes her a second to actually lift the gun up initially once she's chosen a
target.  Sometimes maneuverability is just as important as heavy firepower; a
lighter gun may take longer to kill a room full of enemies, but reduces your
chance of getting hit or killed while in the process of attacking them.


TONFA BATON - Very short range, but doesn't use up ammo.  Not very powerful.
     Useful when certain enemies are down and can't get back up, but aren't
     quite dead.  Nice toy against enemies that are behind objects and can't
     reach you, but the tonfa can reach them (like 2 strangers in the kitchen
     in the Akropolis - with time, you can attack them from the cafeteria!)
     Operated with either R1 and/or R2; double-tapping them makes you do a
     double attack, first vertically then horizontally.

M93R - This is your basic weapon, along with the Tonfa Baton (you can't
     discard it).  It fires a 3-round burst using R1, and a single shot using
     R2.  Downside is it won't hold any attachments.  Get used to using it,
     especially in the Akropolis and Dryfield.

PO8 - A lot of debate amongst players about this gun.  It shoots 9mm ammo, it
     doesn't have a real fast rate of fire, and only shoots single shots.  It
     normally holds only 7 rounds, and can hold up to 32 rounds with the
     "snail" magazine which can be found in the cellar in Dryfield.  Loved by
     many because it has great luck scoring critical hits.

P229 - A nifty but generally useless little gun.  It's a freebie that you get
     after defeating one stage of the Giant Horse.  It uses 9mm, and shoots
     single shots only.  R2 uses the flashlight attachment.  Nice thing is, it
     comes with a silencer, meaning that when you shoot, other enemies that
     are more than a few feet away don't hear you. Like the PO8, it has a high
     rate of scoring critical hits.  The downside is, it's far more useful
     against the creatures in Dryfield, and you get it when you enter the
     shelter and won't be headed back to Dryfield for a long time (if ever).
     Can be earned for purchase as a replay bonus weapon if you earn the
     correct rank.

MP5A5 - Shoots 9mm, it's full auto and has a fast rate of fire.  Comes with a
     flashlight attachment, making it useful in the beginning of the game
     against the light-sensitive creatures.  You can purchase extra clips, up
     to two, allowing it to hold up to 90 rounds.  The first time you play you
     can pick this up for free from a dead SWAT member, but it's taken away
     and you can't get it back until the end of the game, where you have to
     buy it and need more powerful guns anyway.  Can be earned for purchase in
     replay games, under certain conditions which I'm not sure of.  Having the
     medicine wheel may be a key, or possibly earning all ranks.  Has a very
     limited range.

M950 - This gun is a freebie from Mr. Douglas, if you defeat Mr. Fire-Breath
     fast enough to prevent Mr. Douglas' dog Flint from getting killed.  It's
     a REAL sweet gun, especially the first time you play, as it holds 100
     rounds and is full auto.  Uses 9mm ammo.  Not a very fast rate of fire.
     Heavier than most handguns, very low range, fairly weak firepower and a
     low critical rate. It's the only full-auto 9mm other than the MP5A5,
     which is not available for 90%+ of the game; and the M950's FREE,
     meaning, like the M93R... get used to it.

PA3 - A 3-round shotgun.  It's the only one you'll be able to get, until you
     get the SP12 from the Armory.  Not only do you have to reload (and it's
     not that fast of a reload, either) every 3 shots, but there's an
     unnecessarily long lag time between shots.  I'm guessing it's a pump-
     action, because Aya has to lift the thing way up and strain to cock it
     after every shot.  Nice thing is, it's cheap.  The first time you play it
     may come in quite handy despite it's hang-ups.  Slugs are the way to go
     against No. 9, and you'll need a shotgun to fire them from. Buckshot does
     fairly well against groups, but nothing in Dryfield is just especially
     sensitive to it.  A shotgun is an essential for the game as a whole, and
     you'll really need the free SP12 from the Armory, so once again I remind
     you be sure to get that black card from the garden in the Akropolis, or
     you'll spend the whole game using this 3-round piece of junk. Once you've
     played the game a time or two, you'll likely consider this gun a waste of
     time and money and not even buy it, and yes you can do without it pretty
     easily.

SP12 - A 7-round shotgun, and it's FREE in the Armory of the Shelter, level
     B-1.  Faster rate of fire than the PA3.  Not the very best shotgun (way
     beats the PA3!), but will get lots of use, as you won't have the $ to
     get the better one from Mr. Douglas until much later, esp the first time
     you play. (Did I mention it's FREE?! Again, be SURE to get the black card
     from the garden outside the Chapel at the Akropolis, right after the
     scene where Rupert gets jumped by No. 9.)

AS12 - The Granddaddy of shotguns.  It holds 20 rounds, which gets you through
     most battles.  There is a little lag time between shots but it's less
     than that of the SP12 and way better than the PA3.  Downside is it's only
     available from Mr. Douglas, and the price on it's so high (12,500 BP)
     that you can't get it while in Dryfield.  If you solve the Full Moon
     Puzzle and return to Dryfield from the Shelter (i.e. taking the "good"
     route) you should have just enough for it, assuming you haven't spent
     your BP on other goodies.  The extra rounds and reduced lag time really
     helps against hard characters, especially ones that you're trying to pump
     full of slugs like Golems and the Pupa Creature.  Overall, the SP12 will
     work just fine (and that one's free), and this one's just not worth the
     BP you pay for it.

M4A1 - A vitally crucial weapon to have.  Purchase as soon as possible; can be
     purchased from Jody at MIST HQ, Mr. Douglas, and pretty much anywhere
     guns can be purchased.  There are 6 (yes, SIX!) different attachments
     available for this gun. When there are no attachments, R1 fires a 3-round
     burst, and R2 fires a single shot.  The R1 and R2 functions remain the
     same when you use the "extra clip" attachment, of which you can add two.
     Otherwise you can only have one attachment at a time, and you can't
     combine the extra clip (magazine, technically) with other attachments.
     This gun will make the training lessons at the shooting range easier, but
     you can't take any attachments to the range, perhaps except for the extra
     clip(s).  Uses 5.56 Rifle ammo, which is scarcely found (never in
     unlimited boxes like the 9mm), and a bit more expensive than any 9mm
     ammo. Good idea to buy a couple boxes of ammo before heading to Dryfield.

--JAVELIN - M4A1 attachment, and absolutely my favorite. It fires a laser beam
     that zings through just about anything for heavy damage.  Often fires
     through multiple opponents.  Great for slime, or anything sensitive to
     heat.  Can be earned for purchase as a replay bonus weapon if you obtain
     "G" rank.  It can be purchased from the military near the end of the game
     if you have followed everything under Pierce's Route.  May be dropped by
     an invisible Golem, at least in other modes.  Wonderful on security
     cameras.  Is one of the few weapons which will damage an armored Golem
     inbetween it's "meditation" and the status attack flash.  It's not just a
     "zapper", the beam is long and stays on for a couple seconds.  Uses a
     battery, which can be rechared for free. Battery holds 60 rounds.

--PYKE - M4A1 attachment; "pyke" is a fancy name for a flamethrower.  Tapping
     R2 will give a pretty long burst of flame, making it somewhat fuel
     efficient.  Holding down R2 gives a continuous flame until the fuel tank
     runs dry.  Emptying a tank against a powerful enemy does massive damage.
     Works wonders on the invisible Golems, as they remain stunned in the
     constant flame and very rarely warp out of it. Good on anything sensitive
     to heat (duh).  I find it's best saved for "special occations", usually
     nearer to the end of the game, and sits in a box if I know the special
     occation won't be for a while. Fantastic against invisible spiders of all
     sizes.  A fun toy, but not a "must have".  Fuel tank can be refilled for 
     free at the same spots as for the javelin, hammer, flashlights etc.
     Fuel tank holds 30 units.

--HAMMER - M4A1 attachment: absolutely, positively, bar-none THE MOST useful
     weapon of the game.  This is THE reason to buy the M4A1.  It works on
     EVERYTHING.  It has a fairly short range, but will harm everything within
     it's path.  It rarely gets things directly behind Aya, but will easily go
     beside and slightly behind her.  It can zolt creatures on the ground and
     enemies overhead simultaneously.  If a creature can be knocked down, the
     hammer will knock them down instantly every time.  If an enemy can be
     stunned, it will stun them harder than anything else, every time.  Each
     zolt deals a pretty heavy blow.  Downside is you can only deal one zolt
     at a time, with a fairly low rate of fire.  Can take out 2 or 3 security
     cameras at a time if you're close, all in 2-4 zolts.  For the Strangers
     in the NeoArk, shock them to knock them down and keep them from jumping
     back in the bushes, then shoot 2 or 3 bursts from the M4A1 using R1, and
     repeat.  Run behind them when they're down to get criticals.  Works on
     slime.  Coupled with Energyball 3, repeatedly shocking the invisible
     Golems often keeps them from warping out. Fantastic on bats, butterflies,
     scorpions and scavengers, as these all attack in groups.  Will knock down
     Chasers, even when charging.  Knocks down Dumpish Brutes, even when they
     are swinging at you.  Lifesaver against Trillobiters when they surround
     you - it knocks them over, and they stay on their backs for a few
     seconds - especially when you can't get to a corner to fight them.
     (If possible, it's still better to use buckshot on the trillobiters.) The
     hammer has few drawbacks, one being the short range, the other is that it
     runs on a battery which can be recharged for free in the same places 
     you'd recharge anything else (javelin, pyke, etc.).  You'll find it does
     last a pretty good while; I usually take the NeoArk stage in two steps,
     so that I can drop off goodies in boxes and recharge the Hammer.  Flying
     mindsucklers are usually out of reach, and it's not that great on bosses
     including No. 9. It's not a must-have for the Akropolis, but be sure to
     get it before heading to Dryfield.  Battery holds 40 rounds.

--M9 BAYONET - Loved by some, but I find it useless. Using this makes Aya take
     a long, slow swing with the M4A1.  When she's through swinging, she just
     kinda stands there for a moment, meaning there's a solid time lag in
     between swings.  She also moves slightly, meaning you have to reposition
     her sometimes in order to hit the same spot twice.  Also, it doen't turn
     the rifle into a sword, only the tip -- so if you're right up on some-
     thing you can overshoot and miss, and usually get hurt.  It does have a
     bit more range than the tonfa baton, and deals a surprisingly good bit
     of damage, usually.  Has a pretty decent rate of getting criticals.  And
     it's just about the cheapest weapon in the game, next to the P08 which
     isn't even available for purchase until you get the correct rank.

--P203 GRENADE - You can have a grenade pistol and a rifle without having to
     switch weapons during battle, woo-hoo!  Actually, it's as useless as the
     bayonnet.  It only shoots single shots, and has a little bit longer
     reloading time than the standard grenade pistol.  I believe it has a
     shorter range too, meaning shooting enemies at a distance deals a bit
     less damage.  That, and you rarely need a rifle and a grenade launcher
     for the same battle.  Besides, hitting the start button to bring up your
     battle inventory pauses the action.  Better to take a regular grenade
     pistol when you need it, and save the attachment slot on the M4A1 for
     something more useful.  Seriously, just take the Hammer, unless you have
     and need/prefer the javelin.

--EXTRA CLIP - This gives you an extra 30 rounds, and you can add up to 2
     clips giving the M4A1 a total of 90 rounds.  Catch is, you can't use any
     other attachments AND have the extra clip(s).  When the extra clip is
     attached, the R2 button fires a single shot, like normal.  There are only
     2 situations where this attachment is useful, and both stem from 
     situations where you need the ability to fire only one round instead of
     the usual 3-round burst by pressing R1.  One is in the training room,
     where reloading takes valuable time, and you score higher because it's
     faster to kill small targets with one rifle shot than 3, and move on
     quickly to the next target.  The other would occur if you're out of 9mm,
     low on rifle ammo and up against a bunch of small one-shot-kill enemies.

M249 - This one's a real doozie.  It blasts out rifle ammo (which is stronger
     than 9mm) at blinding speed.  It holds 200 rounds, which should last
     through almost any battle.  It makes squishee out of a room packed with
     enemies almost as fast as you can switch targets.  I wouldn't call it the
     weapon of choice against bosses, but it's never inadequate.  There are
     only a few drawbacks.  One, it's easy to waste ammo: in the split-second
     inbetween the time you hear a creature's death cry and the time you take
     your finger off the trigger, you've wasted 3, 5, maybe 15 rounds.  It's
     also very heavy, and Aya'a sluggish with it.  It's cumbersome in times
     when maneuverability is necessary.  Tempting though it may be, I wouldn't
     take it up against the invisible Golems: you can waste 'em in a heart-
     beat, but if they warp out before you can lug this gun around to aim in
     on them you may end up leaving your neck exposed, and can't turn around
     to get your back against the wall fast enough.  Very long reloading time.
     Frequently keeps enemies "stunned" in the firepower, allowing you to kill
     then without having to worry about their countermoves (just watch out for
     other enemies in the room).

GRENADE PISTOL - duh, it fires grenades. Single shot, has a sluggish reloading
     time, but has good range (the ammo doesn't hit with significantly less
     force if enemies are at a distance, which is a factor with a number of
     other weapons).  I prefer it much more than the grenade-launcher
     attachment to the M4A1. Get used to using this gun. If you use it against
     the Real Tall Skinny Thing (the "Giant Bowman"), your reloading time is
     just less than his warming-up time, and you'll never get hit -- he takes
     about 28-30 grenades.  Good against other bosses such as the Monkey, the
     Pupa Creature and Eve.  You may want to use grenades against Golems, and
     the airburst and riot grenades are useful against creatures which fly or
     come in groups, and those sensitive to light, respectively.

MM1 - The super-duper grenade pistol. Fires a lot of rounds before you have to
     reload (12, I believe).  Has a relatively low lag time between shots,
     considering you're firing grenades. Downsides are that the reloading time
     is very long, and it's heavy -- making Aya sluggish and difficult to
     maneuver and aim.  It's THE most expensive weapon in the game (23,500 BP)
     and at that price I'm quite content with the good ol' grenade pistol.
     Obtaining the MM1 is a necessary requirement for getting the good ending.
     You MUST get it specifically from the military personell in the parking
     garage, AFTER rescuing Pierce from the Golem Freezer.  Having never done
     this myself, I don't know if the military man gives you the MM1 free or
     if he makes you buy it.

MONGOOSE - Some people swear by it, I consider it to have limited uses.  The
     regular .44 ammo is darn-near as strong as a shotgun slug, and seems to
     have a very high rate of criticals.  Basically, you never know how much
     damage each shot is going to do, but at the least it'll pack a major
     wallop.  The first time you play, you'll only be able to get it right
     near the very end of the game, from Rupert at the military place (in
     which case it's FREE!).  Afterwards, it's available for purchase if you
     get a "D" ranking.  But wait, there's more!  Don't forget that you can
     also load the gun with ".44 Maeda Special" ammo.  This ammo contains some
     chemical which is poisonous to ANMCs.  Sometimes they're poisoned in the
     traditional sense where their health slowly drains, but usually it just
     takes their health away in one (enormous!) lump sum.  You'll only talk to
     Rupert if you don't get the "good ending" and Rupert will give you the
     .44 Mongoose along with some .44 Special ammo: SAVE this for the final
     boss, as it can stop most of her attacks, AND takes off gobs of health.

GUNBLADE - This puppy's only available for purchase as a replay bonus item and
     you have to get the highest ranking ("S") in order to get it.  That or
     play a bunch of times until your ranking gets bumped up to "S".  It's
     worth it, though. Pressing R1 uses the blade; it's got a pretty good
     reach but it's still a close-range weapon.  It attacks with very heavy
     damage, and it's great at scoring criticals.  It also knocks down most
     enemies that can be knocked down.  It does have some lag time between
     swings, but not like the M4A1 bayonnet attachment.  R2 fires a shotgun.
     It reloads very quickly, and there's almost no lag time between shots.
     The real killer shot happens when you use the gun AND the blade: you
     don't want to press R1 and R2 at exactly the same time, you want to
     first swing the blade, then fire the shotgun at the moment the blade
     hits. Do this and the damage doesn't just add together, it multiplies for
     massive damage. Note that this appears to be the same blade as what No.9
     carries (except you can't set yours on fire), and rumor has it that it's
     the same Gunblade which made a debut in Final Fantasy VIII.

HYPERVELOCITY - This is the one you've been waiting for.  It's the BFG of
     Parasite Eve II.  Specifically, it's a rail gun.  A single shot will
     obliterate EVERYTHING.  The bullet that comes out is moving at nearly the
     speed of light, and destroys the air itself within a couple feet either
     way of it's path.  It will usually clear a room, the only exception is
     for creatures that are way off to the side, underwater, or pre-warped
     to another dimension.  When you press R1 you must first wait for Aya to
     get down on one knee in order to aim the thing, and THEN you have to wait
     for it to warm up which takes somewhere around 4 seconds, as I recall.
     It looks kinda like a case for a cello.  It's large and very heavy, which
     slows Aya down when she tries to run, and makes maneuvering quite
     difficult.  Not the weapon to have equipped when you're making treks back
     and forth to the boxes.  Mostly a novelty as it's the ultimate weapon of
     choice for all bosses (NOT invisible Golems!!), overkill for everything
     else, and sometimes dangerous to try to use because it takes too long.
     It runs on a battery which can be filled in the MIST HQ, Mr. Douglas'
     trailer when he's there, at the BP Machine in the Armory or by the
     military at the end of the game.  It holds 100 shots, and it's hard to
     fully drain the thing even once unless you buy it in the beginning of
     the game and shoot everything you can with it.  Watch Aya get knocked
     back 6-7 feet when it fires!!


=============================================================================
                           9. OPINIONS ON ARMOR
=============================================================================

Armor plays an important role in this game.  One must first understand how the
MP and HP bars work.  At the start of the game, you have a certain basic
standard amount of each (it's 100 HP and 30 MP in Normal/Replay mode,
different for other modes).  You can increase the base amount of HP by using a
protein capsule, which brings health to full and adds 5 HP to the length of
the bar.  Reviving certain parasite energies (or leveling them up) increases
basic length of the MP bar; it's different amounts for different parasite
energies, and the menu will tell you before reviving them.

Brief example: let's say your HP bar can go as high as 110, but your health is
only at 55; swallow a protein capsule and your health is now full at 115.
Your MP bar only goes up to 30, and you currently have about half of it.
Revive level 2 pyrokenesis, and your MP is now full at 31 MP.

The armor you wear adds to these amounts. Let's say you're wearing the Leather
Jacket. You have a base of 100 HP, the Jacket add 10 to this, your HP bar will
now hold 110 when full.  The Jacket does not add anything to the MP bar, which
will show 30.  You then switch to the Tactical Vest. The Tactical Vest adds 50
to the HP bar and 10 to the MP bar.  Your HP bar will now be able to go up to
150; base of 100 + 50 = 150; the fact that the Leather Jacket added 10 is
irrelevant.  Your MP bar will now go up to 40; you had a base of 30 + 10 = 40.
Note that your health will only be at 110 out of 150, but there are numerous
things you can do to bring it up to full.  You can do a "healing" PE, take a
recovery (or two), or take a ringer's solution. 

There are three things you can do to improve yourself or your armour: use a
belt pouch, take a protein capsule, or revive/level up a PE.  Using a belt
pouch increases the number of items that a particular piece of armor can hold
in battle mode.  The Tactical Vest originally holds 7; using a belt pouch will
now allow it to hold 8.  The Leather Jacket only held 3; if you switch back to
the Leather Jacket it will still only hold 3, for the belt pouch only affects
whatever ARMOR you attach it to.  Carrying the belt pouch in your inventory or
storing it in a box will do nothing except give you a higher total BP score at
the end of the game -- and it's worth 10,000 points, meaning you get another
1000 to start your next game of replay mode with.

Still considering the previous example, if you take a protein capsule, not
only will your HP bar go up to full, it will be at 155; you've increased your
base amount by 5.  Should you switch back to the Leather Jacket, your health
would be 115.

Lastly, you can revive a Parasite Energy.  After having switched from the
Leather Jacket to the Tactical Vest, your MP bar will show 30 out of a
possible 40.  Let's say you level up your Pyrokenesis from level 1 to level 2.
That will add 1 to your MP bar.  Like the Protein Capsule, this affects the
base, not just the armor.  Your Tactical Vest will now be full at 41.  Had you
done a "heal" PE right after switching armor, your HP would have gotten full,
and then you could level up the PE, bringing your MP bar to full and also
raising it by 1.

It is for this reason that you'll tend to stick with the armor you choose for
quite a while, maybe the whole game, unless you have the opportunity for a
major upgrade.

     -----

Each piece of armor will add (or not add) to your base amounts of HP and MP,
as just discussed.  Each piece of armor will also have one or two other
special features.  The ones that say "Resist ----" are pretty self-
explainatory.  If it says "resist confusion", and you get hit with a laser or
fireball that would normally inflict confusion, you may lose a few HP because
you got hit (as always), but you won't get confusion.  Pay attention to what
each suit can resist (if anything) because it may affect what items you carry
in your battle inventory.  There's no need to carry lipstick if you have on a
piece of armor that resists silence.  You may wish to carry a higher ratio of
stims to penicillin, or vice versa, depending on what your armor/attachments
can resist.  Take a look at the other things armor can do, then just refer to
the chart, for different people prefer different suits.

MP RECOVERY - After battle, you'll get some MP back.  You still can't exceed
  the amount shown on the bar, and different battles return different amounts.
HP RECOVERY - After battle, you get some health back.  Can be especially
  useful in other modes, where items are scarce and health is critical.  When
  wearing a suit with this feature, you can get your health back up to full
  without having to use "heal" or an item, if you can manage to avoid getting
  hit for a couple battles.
MOTION DETECTOR - Works the same as the GPS, only has an even longer range.
  Can be quite useful for determining the location of enemies in a room when
  you can't see them because of camera angles.
QUICK FIRE - I'm not sure exactly how this works, but it helps to reduce the
  lag time; either before shooting, between shots, or for reload time (but
  again I'm not sure which)
RESIST IMPACT - Another feature I'm not completely sure of; as I understand,
  if you're hit with something that would normally take off lots of damage,
  and kill you by only a moderate amount this will leave you with 1 HP instead
  of killing you, but only works for one hit and doesn't make you invincible.
MEDICAL INSPECTION - a novelty feature; it shows you the HP bars for your
  enemies.  Doesn't work for bosses (just shows "???").  Could be useful if
  you're trying to clear out a room and you're looking for the weakest ones
  first.
MP GENERATION - Yet another feature I'm not completely sure of (remember, it's
  been a while since I played!).  This feature is unique to the "Monk Robe".
  It helps in recovering MP after battle, and seems to reduce the casting cost
  of certain parasite energy powers sometimes.

     ________________________________________________________________
     NOTE: The following chart is not my own material! I did not have
     the game from which to copy it.  It is essentially cut-and-paste
     from another guide off Gamefaqs.com.  The author's name is Efrem
     Orizzonte.  The formatting has been changed, and certain bits of
     information (like price) have been edited from each description.
     So far his information is being used without express permission.
     ----------------------------------------------------------------
                                                                  {1}
LEATHER JACKET
  ADD. HP +10
  ADD. MP -
  Attachments: 3
  Special features: Resist PARALYSIS

TURTLE VEST
  ADD. HP +5
  ADD. MP +20
  Attachments: 3
  Special features: MP Recovery/Resist PARALYSIS

COMBAT ARMOUR
  ADD. HP +40
  ADD. MP +10
  Attachments: 5
  Special features: Motion detector/Resist SILENCE

TACTICAL VEST
  ADD. HP +50
  ADD. MP +10
  Attachments: 7
  Special features: Quick fire/HP recovery

ASSAULT SUIT
  ADD. HP -
  ADD. MP +10
  Attachments: 6
  Special features: Resist POISON

CHICKEN PLATE
  ADD. HP +60
  ADD. MP -
  Attachments: 5
  Special features: Resist impact/HP recovery

SHOULDER HOLSTER
  ADD. HP -
  ADD: MP +20
  Attachments: 4
  Special features: Quick fire

PASGT VEST
  ADD. HP +20
  ADD. MP -
  Attachments: 6
  Special features: Resist POISON/HP recovery

EOD SUIT
  ADD. HP +100
  ADD: MP -
  Attachments: 5
  Special features: Resist IMPACT/Resist PARALYSIS

NBC SUIT
  ADD. HP +20
  ADD. MP +20
  Attachments: 6
  Special features: Resist POISON/Resist PARALYSIS

PSYSUIT
  ADD. HP -
  ADD. MP +50
  Attachments: 4
  Special features: Medical inspection/Resist CONFUSION

TACTICAL ARMOUR
  ADD. HP +60
  ADD. MP +30
  Attachments: 8
  Special features: Motion detector/Medical inspection

AYA'S SPECIAL
  ADD. HP +30
  ADD. MP +50
  Attachments: 7
  Special features: Quick fire/MP recovery

MONK ROBE
  ADD. HP -
  ADD. MP +100
  Attachments: 10
  Special features: MP generation/MP recovery

=============================================================================
                 10. OPINIONS ON PARASITE ENERGY POWERS
=============================================================================
          _____________
          FIRE category
          -------------

PYROKENESIS
   This shoots a fireball from your hands.  Very useful, even at level 1.  At
   level one, it's a single fireball and there's just a short lag after you
   "cast the spell" before it fires. Level 2 reduces the lag to almost nothing
   and fires two fireballs so close together that they're functionally just
   one large one.  Level 3 fires 3 fireballs in rapid succession.  Pyrokenesis
   hits with pretty good damage even at level one, and very heavy at level 3.
   Extrememly destructive to creatures sensitive to heat.

COMBUSTION
   Another useful PE.  Two lines of fire wave back and forth in front of you,
   harming everything in their path.  As you level this one up, the lines get
   longer, more powerful, and cover a wider path around you (level 1 is about
   a 90-degree angle - i.e. about 45-degrees either way of the path in front
   of you - and level 3 covers about a 180-degree arc).  Useful because it can
   go through walls or objects, allowing you to hide from enemies and attack
   them when they can't get to you.  Great for taking out multiple small
   enemies at once; won't always get creatures in the air. Great for creatures
   sensitive to heat, although one shot of pyrokenesis is a little stronger
   than one combustion per creature, assuming both are leveled up the same.

INFERNO
   You must have Pyrokenesis and Combustion up to level 3 before you can
   revive even level 1 Inferno. Inferno is like a powerful Combustion, only it
   affects every creature in the room. Aya needs some warm-up time once you've
   chosen to use this PE, especially at level one. Level 1 is pretty damaging,
   and level 3 will pretty much clear a room unless used on a boss.  It has no
   effect on certain things, such as security cameras or the Generator ANMC's
   life-support computer, underwater fatties, or amored Golems during their
   "meditation".  It drains a huge chunk out of Aya's MP bar and is usually
   overkill for most situations, thus it will likely be rarely used.  You may
   find yourself using on bosses, especially the first stage Pupa Creature if
   you're attempting to kill all of it's parts.

          _____________
          WIND category
          -------------
NECROSIS
   Aya shoots a "wave" (in a straight line) at a creature, and it's then
   poisoned.  Level 1 necrosis has a limited range, meaning you may not hit
   the creature if it's too far away.  The effects of the poison aren't very
   strong, and don't last for very long.  Level 3 has a long range, with
   fairly strong, long-lasting (but not permanent) effects.  Most creatures
   turn purple when poisoned.  Many of them will stop their attack of you when
   poisoned, such as the Former Employees ("Bowman creatures").  As they're
   warming up their attack, the moan and fall over before they can.  Very
   useful, almost crucial, against Mr. Fire-Breath ("Cannon Mouth").  When
   necrotized, he'll scream and shoot his flames up into the air instead of
   on you about every other time.

PLASMA
   This is better for pushing enemies back in order to keep them at bay than
   for killing them.  Although it will take off some of their health, it only
   kills the very weak ones in a single application.  It's most useful against
   flying creatures such as butterflies and bats, and knocks the wings off
   the flying mindsucklers if they're in range. It forms a hemisphere (a dome)
   around you.  Level 1 is quite small and essentially useless, especially
   against flying creatures.  Level 3 covers a very large area.  The dome is
   not interrupted by walls or objects, making it useful against creatures
   which only attack you in a straight beeline towards Aya.  Useful for
   stopping short certain attacks like charging Chasers, and for invisible
   spiders.

APOBIOSIS
   Lightning comes from the sky (or ceiling), hurts everyone but Aya, and
   induces paralysis on everything.  As you level this up, the paralysis lasts
   longer (level 3 is essentially permanant), and hurts them worse.  A level 3
   apobiosis frequently kills everything in the room, except for those things
   that can really take a beating.  It doesn't work on everything; exceptions
   include most bosses, "meditating" Golems, cameras, etc.

          ______________
          WATER category
          --------------

METABOLISM
   Is used to cure or prevent status attacks.  You'll see a blue force field
   around Aya when it's turned on (actually, it looks more like slow bolts of
   lightning), the higher it's leveled up the longer it lasts, and it wears
   down faster if enemies launch status attacks at you.  Level 1 isn't always
   reliable, and doesn't last long.  Note that you cannot cure "silence" with
   it, because silence prevents you from using any PE.

HEALING
   Restores health (HP).  As you level it up, it restores greater amounts.

LIFEDRAIN
   Takes away the enemy's health and uses it to restore your own, can't get
   better than that. When used against bosses at level 3, will fill you up and
   take several times the amount it takes to fill you up away from the enemy.
   When several enemies are in the room, it divides the damage between them.

          ______________
          EARTH category
          --------------

ANTIBODY
   Reduces the amount of damage Aya takes. Good thing to turn on upon entering
   battle mode if you expect to take a beating, such as going to fight a boss.
   Couple with having Holy Water in your battle inventory, and Aya gets to be
   pretty tough.

ENERGYSHOT
   Gives more power to your ammunition.  Use this only in battles with enemies
   which can take a strong beating.  Couple by having the skull crystal
   attached in your battle inventory, especially if you can score criticals.

ENERGYBALL
   A ball (about the scale size of a grapefruit) swirls around you. If you are
   close to an enemy and the ball hits them it does massive damage to them,
   and then the ball disappears.  Cannot be combined with any other PE.  Know
   that just because the ball is swirling around you does not guarantee that
   it will hit the enemy.  Level 1 is risky because of this, level 2 has 2
   balls and level 3 has 3 respectively, and level 3 is pretty sure-fire.
   This is the very best way of dealing with the invisible Golems, but you'll
   seriously want to have Energyball at level 3.  Until then, it's not a very
   necessary PE.  Also may work well against Eve (or her clones!), except for
   the fact that Energyball cannot be combined with any other PE.


=============================================================================
                    11. DIFFERENT WAYS OF PLAYING
============================================================================= 

There are in fact different ways of playing the game. Because of the different
endings, and "beat-the-game" rewards available you can set different goals for
playing; some goals go hand in hand and others conflict.  If you've been
having a lot of questions so far, like "what do you mean by 'S'-ranking?" or
"what is the 'Pierce's Route'?", well, your questions are about to get
answered.

          _____________
          11A  Rankings
          -------------

Rankings are determined by the amount of EXP points you obtain during the
game (not the amount of BP you collect!).  EXP points are the ones you use to
"revive" parasite energy powers, as you may recall, and are obtained by
killing enemies.  There are a few times when you can get extra EXP out of some
enemies, but this involves getting them to release extra enemies during
battle. For example, shooting the Monkey in the shoulders causes him (her?) to
fire laughing-hopping monkey guts at you. You can shoot these and get more EXP
at the end of battle (careful, if Bubbles eats them he heals!).  Another
example involves stretching out the battle with Eve, and killing as many of
her clones as possible (up to 10). What rankings do is to determine what bonus
items you'll have available the next time you play (in replay mode).

Let's say you beat the game and end up with a grand total of 73,000 EXP points
and 150,000 BP. You'll get a "C" ranking because of the EXP points.  If your
previous game was your very first your only option was called "normal mode".
This time it will be called "replay mode".  The bonus items for a "C" ranking
are the M249 (sweet!), .44 Maeda SP rounds, and Cola.  Note that these items
are not GIVEN to you, they are simply now available for purchase.  You can
get them from Jody at MIST HQ, Mr. Douglas in his trailer, the BP Machine
in the Shelter's Armory, or from the Military who appear near the end of
the game.  You also start of with 10% of the amount of BP you earned in the
last game, which in this example was 150,000 so you'll start off your first
game of replay mode with 15,000.  The price of the M249 is 15,800 BP so you
won't be able to buy it right off the bat. You can score a few hundred BP from
the lessons in the training area (shooting range), but you can't score these
points infinitely.  Hopefully you can get enough for what you want though.  If
not, just wait until you get back from the Akropolis: you won't need that
monsterous machine gun for rats and butterflies anyway.  Notice that you'll
also be able to buy the .44 Maeda SP rounds, but you'd be foolish to get them
because you won't have the gun to put them in.  If you get near the end of the
game and get the .44 Mongoose from Rupert -then- you'll be very glad to
purchase additional SP rounds for it (the few he gives you aren't much).  The
cola was only available when you found those few precious cans last time; now
you can get them from all those people/places I mentioned (from weapons, ammo,
armor and item dealers).

So you beat the game again, making squishee out of everything with your new
machine gun, poisoning Eve and her doppelgangers with Rupert's hand cannon,
and you end up with 71-thousand-something EXP.  So you get a "D" rank, and now
you can get the .44 Mongoose from Jody (or anywhere). You can also buy regular
.44 rounds as well.  If you want, you can buy the skull crystal to help make
your shots stronger (and if you get the one from Tlaloc too you'll have two.
Heck you could buy a 3rd, but why?).  You'll still be able to buy the M249 and
the Maeda SP rounds, you'll just have to be careful in what you want because
you'll still only have so much BP to get stuff with. Some guns may sound nice,
but remember that the ammo may be pricey.

Now, let's say you beat the game yet again, and receive a ranking that you've
already previously attained.  The game really doesn't want to leave you empty
handed, so it will bump your rank up to the first rank that you haven't yet
achieved.  The MM3 may not be that useful (and it's expensive!).  Keep scoring
high ranks, and you'll next get bumped to the A rank and get the Hypervelocity,
and from there to the "S" rank (the "Super" rank I suppose), and from -there-
you'll get bumped "up" to the very lowest rank, "L" (Loser rank, ha-ha!), from
there to the next lowest rank (K), then the 3rd lowest rank (J), and so on and
so forth.  Unless of course you earn a rank you haven't gotten before, then
simply that's what you get.

I've beaten the game over 30 times on the same save slot, and I'm pretty sure
that I continued to win bonus items even after beating the game more than 13
times (there are 13 ranks).  Usually they're pretty petty items.  I'm pretty
sure that I had the P229 and the MP5A5 available too, but I don't see them
listed on the chart.  But enough about rankings, I've said more than enough.
Here's the rankings chart:


Rank     Experience               Bonus items

S       Over 400,001            GunBlade, Ringer's Solution, Eau de Toilette

A       200,001 - 400,001       Hypervelocity, Hunter goggles, MP Boost 2

B       75,001 - 200,000        MM1, Airburst Grenades, Recovery 3

C       72,001 - 75,000	        M249, .44 Maeda SP Rounds, Cola

D       69,001 - 72,000	        .44 Mongoose, Magnum Rounds, Skull Crystal

E       66,001 - 69,000	        AS12, R. Slug Rounds, firefly Rounds

F       62,001 - 66,000	        Aya Special, 9mm Spartan Rounds, Ofuda *

G       57,001 - 62,001	        Javelin, MD Player, Holy Water

H       51,001 - 57,000	        Pyke, Lipstick, Tactical Armor

I       44,001 - 51,000	        Hammer, Belt Pouch, MP Boost 1

J       16,001 - 44,000	        M203, Protein Capsule, 9mm Hydra

K       14,511 - 16,000	        M9 Bayonet, M4A1 M Clip, Flare

U       Less than 14,510        Monk Robe, Medicine Wheel, Recovery 2

* The chart I originally downloaded years ago listed a "Lucky Card" instead
  of an Ofuda. I don't care how many years it's been, I've beaten this doggone
  game many dozens of times and I'll be durned if I ever saw a "lucky card". I
  think somebody confused the sequel with the original...

Notice that you get better and better items as you progress up the ranks.
Generally it's best to get slightly increasingly better scores each time you
play.  For example, you get the .44 and regular .44 ammo with the "D" rank,
then the good .44 ammo with the C rank. When it comes to boosting your endgame
BP score, try to NOT use items like belt pouches and protein capsules, for
they're worth massive points (see the pricing guide).

          ______________
          11B  S ranking
          --------------

If you want to get the S rank either on the first try (that Gunblade's quite a
lofty goal...) or without getting "bumped up" to S rank, there are some
secrets to getting that super-high EXP points score.  Getting 100% kills is
necessary of course, as well as killing all 10 of Eve's clones, and perhaps
bagging some laughing-hopping Monkey guts.  Search for battle diligently,
because sometimes a room won't be marked red on the map, but there's a hidden
creature there; sometimes you even have to search within the room to make it
"come out of hiding."  This may in fact be impossible; such high scores may
only be achievable in other modes (bounty, nightmare, etc.) because the ending
score is multiplied.  In replay mode, you may have to simply get increasingly
higher scores and wait for your rankings to get bumped up.  I'm usually on
about my 3rd to 5th replay before I start getting the really nice toys like
the M249, MM1, Hypervelocity or Gunblade.

          ______________
          11C  L ranking 
          --------------

The "L" ranking is the lowest one, but not really the worst, for the goodies
you get from this rank are pretty awesome. It is actually quite a challenge to
get, though. Run past enemies to escape from battle every time.  Don't go look
for battle; in other words, just try to advance the plot as quickly as
possible and avoid fights at all cost.  Hasten the fights with Eve and the
Monkey, so that you don't get any EXP from guts or clones.  The Monk's Robe is
the reward, and it's the PE lover's dream.  It adds 100 MP to your MP bar. You
can destroy almost everything "by magic". You also get the medicine wheel as a
replay bonus item, but it's 27,800 BP. The only way to start off a replay game
with enough credits to buy that is to beat one of the other modes (bounty or
nightmare) where you can score astronomical BP points, THEN go back and do
replay mode and start with 10% of that previous super-high score.
  * Hopefully I've corrected this, but sometimes I may accidentally call this
    the "U" ranking; this is how it translates, appearantly, on other
    (foreign) versions of the game.

          _______________
          11D  100% kills
          ---------------

This can be harder than it sounds.  Once you have the map for whatever area
you're in, you can check it.  Certain areas will show up as red; this means
that there's something in need of a good killing there.  Going for 100% kills
means doing a lot of running back and forth.  You may have a whole map cleared
out, but when you do something it may trigger monsters to reappear all over
the place again. Top that off with the fact that you'll need to make even more
trips back to boxes to drop the goodies you get, and to ammo refill places.
You'll want to clear out everything before doing certain activities crucial to
the plot.  When you do certain things, as mentioned, monsters reappear in
certain places.  If monster A is in the room right at first, but you do
something to trigger monster B to appear, then monster A is replaced with
monster B and disappears; now you have no way to get 100% kills.  Also, you
can only check out the map for the area you're currently in.  Even though it's
only a short elevator ride from the Shelter B2 to the NeoArk, if you're in
the NeoArk you can't look on the map to see what's in B2. When you destroy the
first Generator ANMC you'll notice that there are a few zones of the NeoArk
that are hot even though you've just cleared them out.  What you don't know is
whether enemies have appeared anywhere else.  So you kill the hot zones of the
NeoArk, then check Shelter B2.  Nothing.  Ride the elevator to B1, refill ammo
and drop stuff in the box.  No hot zones in B1. Run... run... run... to the
abandoned mines just to check it out and see if there's something there.  If
there's only one hot room with one creature, better go kill it, may be your
last chance.  Then back to B1, to the elevator to B2 (again, and still empty),
to the south elevator to B3... hmm, empty; la-la-la... to the underground
tunnel going back to Dryfield and... nothing.  Now, half an hour later, you
can go back to finish the other half of the NeoArk.  But at least you know you
didn't miss anything.  See what I mean about a LOT of running around?  (Some-
times for naught?)

          ___________________
          11E  Trigger Points
          -------------------

"Trigger Points" simply refers to the things you do that trigger ANMCs to
reappear in rooms that you've emptied out. Frequently you can tell when you've
triggered more hot rooms when there is a movie or cut scene. Also this happens
when you do something to advance the plot.  I believe there is a guide in
gamefaqs.com specifically listing trigger points; for a complete list you can
search the web.  It's too long to post here, and I'd just be copying someone
else's material anyway.  A few examples are:

- defeating the large stranger in the cafeteria at the Akropolis
- taking a nap in Dryfield
- defeating No. 9 in the abandoned house
- defeating any boss
- doing the dance at the pyramid
- destroying a Generator ANMC

          __________________________
          11F  Pierce vs. Kyle route
          --------------------------

This game has several different endings available.  There is the "normal"
(the only one I've ever seen), a "sad" ending which I've never seen but is
supposedly just an abbreviated version of the normal ending, and a "good"
ending which I've also never had the fortune of seeing.  Getting the "good"
ending requires you to take "Pierce's Route", although this route is only
the 1st step in the process and doesn't guarantee the "good" ending unless
ALL criteria are met.

These criteria are:

1) Don't take too long to kill Mr. Fire-Breath; this is a timed battle but you
   can't see the timer, hence different authors quote different time limits.
   If you're on track, he'll take an extra long pause to scream and rub his
   now-bloody face, after you've dished out about 2/3 of the damage he needs.
   As I understand, you have 3 minutes max to get him to scream like this, and
   5 minutes max (total) to kill him.  If you don't kill him in time, he just
   walks away from battle and Flint (Mr. Douglas' dog) dies.  Flint must not
   die if you want the good ending.

2) Should Flint live, Mr. Douglas will be thankful and give you a gift.  First
   he will just give you the keys to the truck if you meet him outside Motel
   room 1 after defeating Mr. Fire-Breath.  Keep talking, and he'll mention
   this gift.  Then go meet him in the trailer (may want to do cleanup first
   if you're attempting 100% kills).  You must open the metal trunk by the
   door to claim your prize: the M950.

*** Some, but not most, FAQ's and guides suggest that you must meet Kyle at
the bar (G&R) Saloon at Night (i.e. after Fighting No. 9), but before going
to bed.  This can be done, it's quite amusing, and it's on the way if you're
going for 100% kills.  Plus you may get answers for trivia questions later...
why not?  {1}

3) You must solve the full moon puzzle in Shelter B3.  This will happen after
   you meet with Kyle, right after squishing the Giant Monkey at the garbage
   dump.  (See section 12 for a hint on how to solve the puzzle.)  Solving the
   full moon puzzle will open a gate in the previous room which leads to
   Dryfield.  You must go IMMEDIATELY back to Dryfield once you solve the
   puzzle.  If not, you'll end up on the elevator with Kyle, this is known as
   taking "Kyle's route".  The gate is permanently open and you can go to
   Dryfield, but at this point you're guaranteed the normal ending.  If you do
   go immediately back to Dryfield, you can meet (er, save) Pierce at the top
   of the water tower.  Don't dally in finding him; he won't be there long.

4) You must "save" poor Pierce by bringing him 3 bags of ice from the ice
   machine.  Once you have the ice from the ice machine, you must hurry when
   bringing it to Pierce, or it will melt.  If any of the bags of ice melt you
   can't discard them or replace them, and thus can't save Pierce.  If you are
   going for 100% kills, best to do cleanup after talking to Pierce but before
   getting the first bag of ice as you'll want an enemy-free path from the ice
   machine to Pierce.  If you get Pierce's SUV keys (he's parked next to your
   car, and there's nice goodies in the trunk!), the cola and the Ofuda then
   you've fully saved Pierce and are on "Pierce's Route".

5) You'll have to defeat a former employee named Bowman and get his security
   card.  He's in a hall between the storeroom and the sleeping quarters in
   the Shelter level B1. Had you taken Kyle's Route, Kyle would have given you
   Yoshida's security card in the elevator.  You will need a security card in
   order to open certain doors, and will be "stuck" in the game without a
   security card; therefore having to get Bowman's card at this point is
   inevitable.  You've met Bowman before, but I won't say where because it's
   one Spoiler just too good to give away... :)

6) Later you'll find yourself in a laboratory in Shelter B2, where you'll have
   to solve a puzzle to get on the computer. When that's done the phone behind
   you will ring.  If you're on "Pierce's route" it will be Pierce calling.
   Otherwise it will be Kyle; either call will come from the POD service
   gantry on B1.  Talk to Pierce, then go meet him in the POD service gantry.

7) After defeating The Real Tall Skinny Thing (aka the "Bowman Monster"), you
   will be in a Child's Playroom.  If you've done everything right so far, it
   will be Pierce calling.  You can't help but talk to him.

8) As soon as possible, return to the POD service gantry.  Pierce will have
   left a memo for you to read.  Read it, then IMMEDIATELY use the phone in
   the POD service gantry to call MIST and talk to Jody.
     * As stated, I've never seen the "good" ending, and this is one step I've
       always failed to do.  I don't know what the note says, but I've heard
       it's a real spoiler. :)

9) While travelling from the parking garage to the outside via the airlock,
   you will see No. 9's motorcycle (again).  Examine it, and get the teddy
   bear.

10) You should meet Jody outside the Military Commander's tent.  Granted, she
    won't give you the .44 like Rupert does, but you'll know you're on the
    right track.  You'll also meet good ol' Flint the Dog here too.  Show
    Flint the teddy bear you found on the back of No. 9's motorcycle.
      * I've never met Jody outside the Tent.  I have always given the teddy
        bear to Flint, and in exchange I've gotten a letter from Mr. Douglas
        and some other insignificant item(s).  I don't know what, if anything,
        Flint will give you if you've talked to Jody.  I know Rupert has a
        handgun for you; I don't know what - if anything - Jody has (besides
        plot spoilers).

11) Rescue Pierce (who appearantly is a bigger idiot than Kyle!) from the
    Golem Freezer.
      * I've never ever seen Pierce in the Golem Freezer.  Probably because I
        never did step 8.

12) Follow Flint, who will take you to a wounded Marine.  Although it's not
    necessary, it's fun to check out the roasted Golems in this room.
      * I've always rescued the Marine; as Flint takes you right to him; I'm
        not sure of the order of importance between rescuing Pierce and
        rescuing the Marine, if there is an order.

13) The Marines have sealed off the airlock, and moved a huge truck into the
    parking garage.  The stuff from all your boxes in Dryfield are on the
    truck, and the Military there will sell you all kinds of guns, armor,
    items, ammo and will recharge anything rechargeable.  You will have to get
    an MM1 from this guy.  I don't know if you'll have to buy it or if he
    gives it to you.  On the normal ending route (albeit still Pierce's route,
    just incomplete) I know you can get unlimited free refills of 9mm PB,
    Hydras and Buckshot.  I understand you can also get free unlimited refills
    of certain other ammo, such as rifle ammo and certain grenades if you've
    done everything right so far.
      * At least, every guide I've ever read which mentions the "Pierce vs.
        Kyle Route" states that getting the MM1 is required.  I assume this is
        true, although it may in fact be because grenades are the weapon of
        choice against Eve, especially if you want to nail some ghosts/clones.

*** Depending on whose FAQ/guide I read, the "secret ending" route often stops
    here.  Some of them also include the following step 14.

14) Destroy everthing on the 1st stage of the Pupa Creature.  This includes
    both arms (and possibly the shoulders), the crotch that spews acid, the
    tails (and their stumps?), plus of course the head, neck and torso.
     * I've never managed to do this, and I know it will be quite difficult.
       You don't have to be on any particular route to try (duh).  Consult
       another FAQ/guide for strategy tips.  This may help gain more EXP.

          _________________
          11G  Scrooge Mode
          -----------------

                *****
NOTE: I did not come up with the term "Scrooge Mode"!  I'm not sure who to
credit for it, but at least I won't plagarize the term and pretend it's my
own.  I also don't guarantee that I'm presenting this concept accurately.
                *****

Basically, you don't want to spend any money (BP) whatsoever, and don't want
to use any item that you could store in a box and thus get some BP for in the
next game.  SO: don't use the recovery to heal, or use the MP boost to recover
MP, or use stims or penicillin to cure a status attack.  Don't buy a single
round of ammo for anything, ever.  At the end of the game you get credit for
the BP value of anything (except ammo) you have in either inventory or a box.
Thus I can't say whether true "scrooge mode" allows you to buy guns or not,
because you haven't lost their BP value unless you discard them.  The idea is
to make the game challenging, as well as obtain the absolute highest BP score
possible, and not a point less.  You can be sure that you'll get a lot of use
out of the M93R, the SP12 and the M950 (although this is usually the case
anyway).

*** UPDATE: I have recently read that at the endgame, one only gets a
    percentage (like half) the value of what's in their boxes.  In which case
    buying a gun would be a definite no-no in scroge mode.  I'm too lazy to
    update every other instance in this guide where I've implied otherwise,
    especially since I cannot verify the technique for evaluating the endgame
    total value of what's in the boxes.


=============================================================================
                          12. HINTS ON PUZZLES
=============================================================================

Figuring out the puzzles is one of the real fun parts of the game, I wouldn't
be doing anybody a favor by just handing out the answers to everything. If you
want them, just read almost any other FAQ/guide out there. Most of the puzzles
aren't that hard, but some can hang you up for a while.  I've tried to give
hints for all the ones that I remember.


  1) BRIDGE CODE (Akropolis)

You'll see a chart with a musical score on it, next to a picture and the word
"Bridge".  It's in the building where the cafeteria is. The puzzle works like
this: the lines essentially represent numbers.  I'll make a chart and show the
answer to a purely MADE UP puzzle, and you can use this principle to easily
solve the Bridge Code Puzzle:

_____o_______________________
         o
_____________________o_______
             o
_o___________________________
                _o_

 2   6   5   x   y   z

The very bottom line, below the rest, represents "one"; there are lines that
you can see, and you also count for the invisible lines BETWEEN the spaces as
well.  So, the solid lines are 2, 4 and 6, and the "invisible" lines are 3 and
5 respectively.  The solution is that x, y and z are "3,1,4".  Now, 3-1-4 is
NOT the actual bridge code, but using this principle will help you find it. In
the game, the spacing and numerical values of the lines may not be the same as
in this example, NOTE that I'm merely explaining the principle.


  2) CAR LIFT PUZZLE

I can't give any clues without giving it away, it's soooo simple.  Turn on the
power to the car lift switch, lift the car and turn it once, go around and
open the shutter, go back and turn the car (and lower it if you want) to get
through the door. Check the truck of the car, by the way.


  3) CASH REGISTER CODE (Bronco Motel Lobby, Dryfield)

Although poorly written, this code is really easy.  On the cash register, you
will need to first press a certain symbol key, enter a four-digit code, and
then press "enter". Look around the immediate area both for these instructions
and the clue for the code.  It will ask you to compare the ages of two
individuals.  The four-digit code is simply first one person's age (it's a
gimmie, it's in the clue itself) and the next two digits are the other
person's age.  You should be able to solve the puzzle using clues obtained by
reading information when you press the "action" button in front of certain
pictures you see in the Motel Lobby.  If not, you may have to go look in other
rooms; look for pictures of famous people from the Old West and read info
about them.


  4) BLACK SAFE CODE (Loft in Bronco Motel, Dryfield)

I myself have never sucessfully opened the black safe, and Lord knows I've
tried every possible combination known to man.  I wonder I have a glitch?
I do know that there's a solution (and I know what it is now), and the safe
contains the Holy Water.  You'll see clues for this code scattered around
Dryfield; you'll need to write down the answers as you come across them, and
make note of the order of the answers.

You'll need to count:
- How many urinals are in the bathroom building (urinals and not toilets)
- The # of phones in Dryfield (Let's see, there's one by Aya's car, one in her
  motel room, one in Mr. Douglas' trailer... one in the Motel lobby...)
- The # of barrels in the center row in the cellar.  (My hint to you: how many
  legs does a spider have?)
- The number of "silver plates" in Dryfield.  I always thought they were
  talking about the plates in the Souvenir shop by the abandoned house, I now
  think they may actually be talking about mirrors.  Either way, the "lucky"
  answer comes out the same.


  5) JUMPER PLUG PUZZLES (Abandoned mines, disk 2)

You have to solve the same puzzle in the same location two different times.
The puzzle is in the back of a small room off to the right after you pass the
canyon ("gorge") in the beginning of disk 2.  This is right before you fight
the Giant Horse; also in this small room are a telephone (save point) and a
box of unlimited free 9mm PB.  To solve the puzzle, you will have a certain
box (or boxes) that are "destination" zones for lines of electricity; this
(these) will appear at the lower right of the screen.  At the top left are the
beginnings of the lines of electricity.  You'll notice that there are four
lines that the power can go down, and sometimes there are bars that connect
one line to another.  The first puzzle will require you to insert one jumper
plug; which ever slot you put it in will be the line with the electricity.
Worst case scenario, you'll try the puzzle four times before getting it right
by trial-and-error.  To get it right the first time, just trace it backwards.
Start at the end zone, whenever there's a bar connecting two lines just follow
that bar over to the other line -- for as the power goes down the line, it
always switches lines when it hits a connector bar.  VERY simple puzzle.

The second puzzle is a little different, because you have two jumper plugs
this time instead of one.  When two lines of electricity touch, they cancel
each other out.  The solution uses the same method, though; just start at the
end and trace your way backwards.


  6) DRAINING THE WATER (Shelter B3)

Hardly a challenge for anyone past 3rd grade.  There's a control podium where
you put in the actual code, and a thing on the opposite wall that looks kinda
like a circuit-breaker box.  The clue is something like "Add the total number
of legs from a spider, a rat and a roach."  If this confounds you, know that
none of them have the same number of legs, and all at a difference of 2.


  7) FULL MOON PUZZLE (Shelter B3)

Solving the Full Moon Puzzle is crucial to getting 100% kills, and for taking
Pierce's Route to the secret ending. The hard part is, the clue and the puzzle
are in vastly different areas, and different parts of the game.  The puzzle
itself is in a panel on a wall in the Shelter level B3 right after the
"draining the water" puzzle; the panel looks kinda like large breaker-boxes.
Solving the puzzle opens a gate, which you get to by going back the way you
came after solving the puzzle (and do go immediately through it if you want to
take Pierce's route!).  The clue for the puzzle can only be found in Dryfield,
right around the time you fight No. 9, and as I recall you only have one
chance to read it.  It's scrawled in the dirt, and you have to look through a
window to read it.  It's either:
 - Outside a window in the middle room (where you have to move the dresser)
 - Outside the window of the hallway between the middle room and the room
   where you fight No. 9
 - Outside the window of the room where you're actually fighting No. 9.

Know that there is ALSO one of the clues for the black safe in these same
locations listed above; i.e. there are 2 clues total. You'll know you have the
Full Moon Puzzle clue when Aya reminds herself of something involving a full
moon (in Japan, methinks) and the --th day of the month.


  8) THE SHRINE (NeoArk)

It's not that this puzzle's so hard to figure out, it's just time consuming.
When you first enter the NeoArk, you'll be directed to the left, and near the
end of the path will be a "shrine" building (the very last building houses
the Generator ANMC; this building is locked, and is unlocked upon solving the
puzzle in the shrine).  The path in the Shrine forks; to the left is the
puzzle itself, but first go to the right and around to the back of the
building.  On the back wall is the clue to the puzzle, you can't miss it. Good
idea to take out a pen and paper, and perhaps some highlighters or colored
markers.  Write down the ORDER of the symbols as well as their corresponding
colors (if your art skills are poor, just write what the symbols look like,
i.e. "fish", "eye", "crown", "idiot" etc).

The puzzle itself consists of a bunch of tiles which have to be arranged in
a certain order.  You'll notice that there are some colored areas outside of
the tiles.  There are 3 (three!) puzzles here.  If you solve the last one to
unlock the next building, the puzzle locks and you can't solve either of the
other two puzzles (i.e. save that puzzle for last). One puzzle requires you to
place the symbols IN ORDER along the top row.  One puzzle requires you to move
the tiles IN ORDER along the left hand side.  The final puzzle requires you to
place the pieces in a diagonal, in order from bottom left to top right.  Note
that no puzzle is complete until you get the empty sqare in the lower right
corner.  If you step away from the puzzle and get back to it, it will reset
itself.  The last puzzle (the diagonal) is tricky becaue the empty tile always
seems to end up at the top; for assistance on getting it to the bottom,
consult other FAQs/guides: it can be done. As for the other two, just make the
tiles move in circular rings and move the corresponding correct tiles into the
movement, until they line up correctly along the right line.
 - One puzzle will release a sarcophagus in the hallway headed to the back of
   the building, check the lid for some small items (blue puzzle)
 - Puzzle 2 will cause a gate to drop, trapping you in the room.  Then some
   trillobiters will drop from the ceiling, in the corner to the left of the
   puzzle.  Just stand back and have your buckshot ready.  They give you some
   treats after battle. (yellow puzzle)
 - Puzzle 3 (the diagonal) unlocks the last building. (red puzzle)

For what it's worth, the NeoArk fills with enemies after you've cleared it out
once you've done other certain things later in the game.  You'll have to come
back here if you want 100% kills.  After the scene with the military, there
will be an invisible Golem in the Shrine; best to creep with your back to the
wall and head towards the puzzle area.


  9) DANCING ON THE PYRAMID

The Shrine unlocks the building to the first Generator ANMC; the Pyramid
unlocks the 2nd building.  Although you can do the NeoArk in one sweep, you'll
probably want to go back to the shelter to drop off items and refill ammo
after the 1st Generator.  The Pyramid is on the path coming from the other
end of the NeoArk Mezzanine.  In the "Forest Zone" you can either go straight
towards the submerged tunnel, or take a left (into a gate in the bushes) to
head towards the pyramid.  If you 1st go through the submerged tunnel and
around to the locked building, you can get a map of the NeoArk, which will
help you (especially if you're going for 100% kills).  There are 2 puzzles at
the pyramid, and 4 clues to these 2 puzzles.  Get that pen and paper (and
colored markers!) out again...

The first clue is on a stone marker right next to the locked building.  The
2nd clue is on a stone marker, on the platform/metal-grating just past the
submerged tunnel.  CAREFUL, just reading some clues may initiate a trigger
point; kill everything before reading it, or you screw yourself out of
100% kills. 

You'll open a gate in the Forest Zone, fight some spiney strangers, cross a
bridge, fight more spiney strangers then go through another gate. The last two
clues are in this area, which is "downstairs" from the top of the pyramid. One
is a big stone wheel.  Turning the wheel isn't necessary, but will help you
understand how to use the clues you've written down.  You'll notice after
turning it a few times that certain pictures line up; this gives you the
numbers 1-12, where a dot is one and a line is five.  The other clue is at the
base of the pyramid; actually there's more than one clue, just "read" around
the bottom of the pyramid.  One will say something about "revere Tlaloc in his
glory".

When you walk to the top of the pyramid, you'll see 4 colored tiles.  There's
a "hard way" of getting the codes if you can't figure out the clues.  If you
step on a tile and it makes light and noise, you're doing something right.  If
it just clicks, you've gone out of order.

 - one clue will use all the numbers from 1 to 12; just walk across the 
   colored tiles in that order.  This is the code to unlock the 2nd Generator
   building.  Perhaps this is giving the answer away, but I've found a way of
   remembering the code even after 2 years of not playing: 1st, you'll make a
   reverse-image letter Z, starting in the upper right-hand corner, across the
   top, diagonally down, then ending in the lower-left corner; 2nd you'll make
   a regualar letter Z, starting in the lower-right corner, across the bottom,
   diagonally up then across to the upper left corner, and 3rd another reverse
   letter Z: head down to the lower left corner, across the bottom, diagonally
   up, and finally ending in the upper right corner.  AGAIN: that's a reverse
   Z down, a regular Z up, and a reverse Z up.

   To exemplify:
   1) ----0   2) <----  3) ---->
       \            /       \
        \          /         \
         \        /           \
      <---       ----0     0----

   or, you can think of it in terms of pairs, something like:

     1     2     3     4     5     6
   <---0             <---0       0--->

         <---0 <---0       0--->


 - by entering the other code, you'll see a cool cut-scene where the statue
   moves up, exposing a lever which when operated causes the bridge to move
   over, allowing you to reach the island but preventing you from getting to
   the 2nd building.  Note that there is a boss in both the island and in the
   building, and both are trigger points to refill rooms everywhere with
   enemies.  Order is important.  Although the order on which you step on the
   tiles is important for this island-code, more importantly know that you
   will have to step on the same tile a certain number of times before moving
   on to the next correct tile.  The lever can be toggled infinitely, moving
   the bridge back and forth whenever you please.


  10) COMPUTER PASSWORD

At first, you may think it's going to be MELISSAMAYA; after all, that's what
Kyle tells you (if you ride in the elevator with him, taking the inferior Kyle
route), AND that's what it says on the screen (the names Melissa and Maya may
be familiar those who've played the original Parasite Eve :) ).  But it's
changed!  The new password is merely a variation of the original.  The first
clue on how to solve it is on the blackboard.  This clue will instruct you to
find a magazine called "Aeris", and that a Mr. Yoshida has borrowed it.
Although it wasn't there before (how very strange!) you can find it on the
bed in the sleeping quarters that's Yoshida's.  (His bed is the bottom bunk
nearest the doors to the main hallway.)  Find the magazine, and press the
triangle button to read it.  It's a snap to figure out; if you're still stuck
I suggest reading another FAQ/guide for the answer -- I'm trying not to spoil
yer fun. Note: cracking the computer code will activate another trigger point.

ALSO, after cracking the passcode, there are 2 more steps to the puzzle.  The
1st is choosing what "function" it is that you want the computer to perform.
This is pretty much trial-and-error, I believe you want option #4, but
choosing the wrong one won't mess anything up.  After that, you'll have to
answer some scientific questions.  You only have to answer 3 questions, which
are randomly chosen out of roughly a dozen possibilities.  You can answer the
questions if you've paid attention to the conversations, especially ones about
ATP, Vector Viruses, Mitochondria etc.  This Q&A session will be a snap if
you've played the original Parasite Eve -- sort of a reward for loyal
followers of the series.  If the questions stump you, try finding another FAQ
on the net.


  11) PARKING GARAGE CAR CALL       {2}

This is hardly a puzzle.  You'll see a panel with different buttons, which
indicate "holding" areas for cars.  Some of them are lit, one in red.  There
are four differnt buttons you can press.  By pressing different combinations
of buttons, you can indicate which "holding area" you wish to attempt to
"call" a car from.  It works like this:

- Pressing the RED button moves you down 2 spaces
- Pressing the GREEN button moves you down 1 space
- Pressing the BLUE button moves you right 2 spaces
- Pressing the YELLOW button moves you right 1 space

The car (ok, "jeep") you want (the one you have the keys for) is in one of the
"lit" squares; the unlit squares have nothing (yup, I've tried em all).  There
is a belt pouch in the square lit up red.

==============================================================================
==============================================================================

          ________________
iv.       TRADEMARKS (etc)
          ----------------

Many of the words and phrases used in this guide are not my own; some are
registered, copywrite and/or trademark of their respective owners.  This list
may include but is not necessarily limited to: the names of all characters,
places, weapons, items, armor, enemies, ammunition, and concepts used, as well
as the names of the companies involved in the creation of this game and the
console/platform it runs on, plus any other companies or their respective
products which make an appearance in this game.

         ______________
v.       RESOURCES USED
         --------------

The following is a list of authors of other FAQs/guides which I have borrowed
information from in the creation of this document.  The following authors
have only given implied consent for their information to be used:

{1} EOrizzonte, Efrem Orrizonte
     I have used information from his FAQ/guide regarding the specs for ALL
     armor, for meeting Kyle in the bar as part of the good ending, and the
     tip on obtaining the javelin from the military via the "good ending."
     He in turn thanks Authorisedcollection.com for his source of info on the
     armor's special features (I am not familiar with his source).

{2} ibmG, Ibrahim Ghouth
     For the functions of the buttons to solve the parking garage puzzle, and
     the uses of the MD player.

{3} ChandooG, Adnan Javed
     For info on medicine, recovery and other some other items.

{4} Karpah, Rebecca Skinner
     For spec's on Tlaloc's attack

            -----

 > For what it's worth, all pieces of ASCII art in this document are
   Master_Bart originals.

 > ... and THANK YOU for taking the time to read this atrociously long-winded
   guide to a relatively short game.

            -----

And on a final note: for nearly every site with which I register, I use the
screen name "MasterBart".  Upon attempting to register with Gamefaqs.com, this
name was already taken so I used "Master_Bart".  I know nothing of this other
"MasterBart"; he (she?) may have registered and rarely or never visit or
contribute to this site, may be a regualar and well respected member, or a
nuisance.  Still, we are not one and the same.

_____________________________________________
copywrite 2006-2007, Nathan Martin - "Master_Bart"


                           ~ end of document ~

View in: