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Weapon/Armor/Magic FAQ by damagedude

Version: Flint | Updated: 06/07/08

Parasite Eve 2
Weapon/Armor/Magic FAQ
June 7, 2008
Written and Posted by damagedude

DISCLAIMER:

This may be not be reproduced under any circumstances except for
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otherwise distributed publicly without written permission.
Use of this guide on any other web site other than gamefaqs.com
or as a part of any public display is strictly prohibited, 
and a violation of copyright.

Quick search: Use ctrl + f to find what you're looking for quickly
in this document.

=======================
      CONTENTS
=======================

I. Weapons
  A. Ammunition
  B. Handguns
  C. Magnum
  D. Shotguns
  E. Rifles
  F. Attachments
  G. Grenade Launchers
  H. Other Weapons
II. Armors
  A. Default Armors
  B. Purchased Armors
III. Magic
  A. Wind
  B. Fire
  C. Water
  D. Earth
IV. Replay Rewards List
  A. List
  B. Modes
V. Copyright

========================
    I. Weapons
========================

A. Ammunition

-----9mm P.B.-----
Caliber: 9mm
Power: 10
Full Capacity at: 500
Equip with: M93R, M950, MP5A5, P08, P229
Purchase Info: 50 rounds for 30 BP
Notes: The most plentiful ammo in the game, you can find this mostly anywhere.
You'll find them in boxes where you can replenish your supply at will. 
The only downside is that they are the weakest ammo in the game and you
can use them up quickly by firing a lot of shots to finish off tough enemies.

---9mm Hyrda---
Caliber: 9mm
Power: 15
Full Capacity at: 500 
Equip with: M93R, M950, MP5A5, P08, P229
Purchase Info: 50 rounds for 50 BP

Notes: You can find this ammo in boxes once you get to the shelter. 
It's a little more powerful then the 9mm P.B, but it's still nothing
worth writing home about.

---9mm Spartan---
Caliber: 9mm
Power: 20
Full Capacity at: 500
Equip with: M93R, M950, MP5A5, P08, P229
Purchase Info: 50 rounds for 80 BP
Notes: The Spartan is the most powerful and rarest ammunition for the 
handgun class. Because of the rarity of this ammo, it's best to use it
in a weapon that doesn't consume a lot of bullets at once.

---Buckshot---
Caliber: 12ga.
Power: 40
Full Capacity at: 200
Equip with: PA3, SP12, AS12, Gunblade
Purchase Info: 10 rounds for 60 BP
Special Effect: Explosion
Notes: This is the most useful and least powerful of all the shotgun
ammunitions.
It will hit multiple targets at once, which comes in handy when you face 
enemies that surround you. It also has a short reload time, which means you
can blast away before the enemies get a chance to come close.

---Firefly---
Caliber: 12ga.
Power: 70
Full Capacity at: 200
Equip with: PA3, SP12, AS12, Gunblade
Purchase Info: 10 rounds for 90 BP
Special Effect: Incidenary
Notes: This weapon has a fire-element effect and is useful against
enemies that are weak against fire. However, equipped to the AS12
shotgun, it slows down firing considerably and may give the enemy a 
chance to attack.

---R. Slug---
Caliber: 12ga.
Power: 90
Full Capacity at: 200
Equip with: PA3, SP12, AS12, Gunblade
Purchase Info: 10 rounds for 120 BP
Special Effect: Piercing
Notes: This is the most powerful of all the shotgun ammunitions.
Put this in the AS12 and watch the enemies drop like flies. Not
recommended for the PA3 or SP12.

---5.56mm---
Caliber: 5.56mm
Power: 22
Full Capacity at: 500
Equip With: M4A1 (attachments optional)
Purchase Info: 80 rounds for 100 BP.
Notes: There are only two rifles in the game, but that's okay. This is
the most useful of all the ammunitions as you get to fire three shots
at once and the weapon has pretty good range. It's very possible to
take out an enemy from a distance by using the radar.

---.44 Magnum---
Caliber: .44Mag
Power: 40
Full Capacity at: 500
Equip with: Mongoose
Purchase Info: 50 rounds for 100 BP.
Notes: The Mongoose is a very powerful weapon, so the ammo for it is a
little hard to come by. You purchase it if you acheive Rank D at the end
of the game.

---.44 Maeda---
Caliber: .44Mag
Power: 70
Full Capacity at: 500
Equip with: Mongoose
Purchase Info: 25 rounds for 800 BP.
Special Effect: Poison
Notes: Named after the scientist from Parasite Eve 1, these rounds are 
not only stronger but they inflict poison as well. The biggest downside
is that they cost so much that you might not have any BP for anything 
else. You can get them if you achieve Rank C at the end of the game, or
if you meet up with Rupert in the shelter heliport. He'll give you 25 for free.

---Grenade---
Caliber: 40mm
Power: 270
Full Capacity at: 100
Equip with: MM1, Grenade Launcher, M4A1 Grenade
Purchase Info: 4 rounds for 280 BP.
Notes: This is the most powerful round in the entire game. Load into
the MM1 and watch the enemies drop like flies. It's essential that you
have this for the Burner fight in Drytown. Cast Energy Shot while you are
using this, and your damage per round goes through the roof.

---Airburst--
Caliber: 40mm
Power: 220
Full Capacity at: 100
Equip with: MM1, Grenade Launcher, M4A1 Grenade
Purchase Info: 4 rounds for 250 BP.
Notes: This has the same effect as Buckshot. Take aim at a group of enemies and
watch them all suffer damage with one shot. Not recommended for boss fights.

---Riot---
Caliber: 40mm
Power: 80
Full Capacity at: 100
Equip with: MM1, Grenade Launcher, M4A1 Grenade
Purchase Info: 4 rounds for 80 BP.
Special Effect: Flash
Notes: The most useless or useful grenade round, depending on how you
look at it. This has the same effect as a flashlight on a handgun and
drives away enemies like bats who are sensitive to light.

B. Handguns

---M93R---
Caliber: 9mm
Rounds Capacity: 20
Weight: 117
Range: 50
Rate: 110
R1 Command: Fires three rounds
R2 Command: Fires one round
Purchase Info: Default
Notes: Aya's default handgun, this is what she uses on the firing range at
the beginning of the game. It's sometimes a useful weapon, if you come across
enemies with low HP that can be finished with one shot. Try to use it on a
tough enemy, however, and you'll find yourself on the losing end.

---M950---
Caliber: 9mm
Rounds Capacity: 100
Weight: 227
Range: 40
Rate: 90
R1 Command: Fires continuously
Purchase Info: Event
Notes: You can get this item if you defeat the Burner and save Flint from
dying. Mr. Douglas will let you open the chest in his room and obtain this
item. This gun can eat up ammunition like crazy, and it's best used with
9mm P.B. against enemies that stay in place and don't move much. An agile
enemy will cause you to waste bullets.


---MP5A5---
Caliber: 9mm
Rounds Capacity: 30 bullets/60 bullets with SMG Clip Holder/50 battery
Weight: 288
Range: 55 bullets/5 flashlight
Rate: 80 bullets/2 flashlight
R1 Command: Fires continuously
R2 Command: Flashlight
Purchase Info: 6980 BP
Notes: You can first get this in the Akropolis Tower from a dead SWAT member,
though it gets taken away once that mission is complete. This is a useful
item against the Moth enemy, who actually takes damage from the flashlight.
It's also a little slower in firing than the M950. This is my favorite weapon 
to use in the first No. 9 Golem boss fight.

---P08---
Caliber: 9mm
Rounds Capacity: 7
Weight: 87
Range: 70
Rate: 80
R1 Command: Fires once
Purchase Info: 680 BP
Notes: The small price exacted for owning this weapon indicates
its lack of usefulness. There's really no reason to buy it
unless you want to collect all the weapons in the game.

---P229---
Caliber: 9mm
Rounds Capacity: 12 bullets/50 battery
Weight: 92
Range: 120 bullets/4 flashlight
Rate: 90 bullets/3 flashlight
R1 Command: Fires once
R2 Command: Flashlight
Purchase Info: Defeat Blizzard Chaser boss/1880 BP
Notes: You get this weapon after defeating the Blizzard Chaser before he gets
back up, turns into a zombie and starts running around again. The flashlight,
again, is useful against bats and moths. Not recommended for boss fights.

C. Magnum

---Mongoose---
Caliber: 44Mag.
Rounds Capacity: 5
Weight: 168
Range: 60
Rate: 70
R1 Command: Fires once
Purchase Info: Given by Rupert/2850 BP
Notes: This is a very powerful weapon and it's in a class by itself. 
The reload time is a little slow, so you'll have to immobilize your enemy or
find a hiding place while you're reloading. Otherwise, this weapon is 
recommended for strong enemies that you might have trouble with.

D. Shotguns

---PA3---
Caliber: 12ga.
Rounds Capacity: 3
Weight: 270
Range: 30
Rate: 2
R1 Command: Fires once
Purchase Info: 1000 BP
Notes: Not a very good weapon to have if you want to use Firefly and R. Slug
ammunition. However, with Buckshot, this weapon becomes very effective 
against groups of enemies such as Scavengers.

---SP12---
Caliber: 12ga.
Rounds Capacity: 7
Weight: 420
Range: 40
Rate: 24
R1 Command: Fires once
Purchase Info: 3980 BP
Notes: A little better than the PA3, this shotgun still shines best when
used with Buckshot.

---AS12---
Caliber: 12ga.
Rounds Capacity: 20
Weight: 550
Range: 50
Rate: 36
R1 Command: Fires Once
Purchase Info: 12500 BP (return to Dryfield using the Full Moon Gate
in Shelter B4)
Notes: This is the best of the shotgun weapons, and does best with R. Slugs.
It also does very well against groups of enemies with Buckshot too. The Firefly
ammo is the only one I wouldn't use here, as it takes a long time to fire and
has less power than R. Slugs.

E. Rifles

---M4A1---
Caliber: 5.56mm
Rounds Capacity: 30 normal/60 with clip/90 with two clips/1 grenade
Weight: 254 (without attachment)
Range: 500
Rate: 85
R1 Command: Fires three rounds
R2 Command: Bayonet Slice/Fires once (rifle)/Fires once (grenade)
/Pyke Flamethrower/Javelin Laser/Hammer Electric Discharge
Purchase Info: 2450 BP
Notes: This weapon is a must have because of all the things you can do 
with it. The bayonet attachment is the most useful one, as it allows you 
to attack enemies without using up ammo. A bayonet critical hit can go as
high as 300 HP. This weapon also has very good range, allowing you to
take out enemies from afar.

---M249---
Caliber: 5.56mm
Rounds Capacity: 200
Weight: 695
Range: 400
Rate: 100
R1 Command: Fires continuously
Purchase Info: 15800 BP
Notes: This weapon will eat up rounds like no one's business. It's also
much more powerful than the M4A1. The range is decreased somewhat, but if
you can learn how to keep your finger off the R1 button when it doesn't
need to be there, this weapon will serve you very well.

F. Attachments

---M9 Bayonet---
Type of Attack: Slice
Ammo Consumed: None
Purchase Info: 980 BP
Notes: This attachment will let you continue hunting even if you run
out of ammo. You have to get close to your enemy and then press R2
to perform a slice. This weapon often delivers critical hits to enemies
who are stunned on the ground, and is useful if you have an enemy HP
display. Recommend against the fat NMC's such as Mossback.

---Rifle Clip Holder---
Type of Attack: Bullets
Ammo Consumed: 5.56mm
Purchase Info: 1800 for one/3600 for two
Notes: You can use two at once for this, giving the M4A1 a capacity of
90 bullets. The loading time is not affected even though the capacity
is increased.

---M203 Launcher---
Type of Attack: Grenades
Ammo Consumed: 40mm
Round Capacity: 1
Purchase Info: 2130 BP
Notes: If you don't want to put a Grenade Launcher and Grenade ammo in
your item attachments, this is the way to go. Press R2 to fire a grenade
and then again to reload. It only lets you use one grenade at a time.

---Pyke---
Type of Attack: Flamethrower
Ammo Consumed: Fuel
Purchase Info: 5180 BP
Notes: Kyle has this attachment briefly when you find him after defeating 
the Glutton. It's a useful weapon if you're fighting groups of enemies,
but not so much if you're fighting a boss.

---Javelin---
Type of Attack: Laser
Ammo Consumed: Battery
Purchase Info: 7500 BP
Notes: The Javelin does damage to a row of enemies and is generally good
in all situations. However, attaching it makes the rifle much heavier and
may decrease the effiency of firing bullets.

---SMG Clip Holder---
Type of Attack: Bullets
Ammo Consumed: 9mm
Purchase Info: 3980 BP
Notes: As with the Rifle Clip Holder, you can use two of these to increase
the MP5A5's capacity to 90 rounds.

G. Grenade Launcher

---Grenade Pistol---
Caliber: 40mm
Rounds Capacity: 1
Weight: 260
Range: 350
Rate: 1
R1 Command: Fires once
Purchase Info: 1680 BP
Notes: A very effective weapon that does a lot of damage to enemies. This
is required to defeat the Burner boss and save Flint. It is also useful against
the final two bosses if you haven't yet found the MM1.

---MM1---
Caliber: 40mm
Rounds Capacity: 12
Weight: 900
Range: 350
Rate: 12
R1 Command: Fires once
Purchase Info: 23500 BP
Notes: An even more powerful grenade launcher! This weapon will obliterate
anything in sight. You won't be in battle very long with this weapon equipped.

H. Other Weapons

---Tonfa Baton---
Caliber: None
Rounds Capacity: N/A
Weight: 68
Range: 1
Rate: 5
R1 Command: Melee Strike
Purchase Info: Default Weapon
Notes: This is the most useful weapon to have when you are fighting rats. It
is only useful during the Akropolis Tower and then not always. On the plus 
side, using this weapon will help you conserve ammo. On the down side, 
there aren't more powerful batons as there were in Parasite Eve 1.

---Gunblade---
Caliber: None/12ga.
Rounds Capacity: -/12
Weight: 579
Range: 2 blade/100 bullets
Rate: 2 blade/36 bullets
R1 Command: Gunblade strike
R2 Command: Fires once (shotgun rounds)
Purchase Info: 10,000 BP
Notes: You can only obtain this weapon if you acheive the S rank after beating
the game. The weapon is rather heavy and the gunblade strike is a bit slow, 
but the trade-off is that you can use Buckshot to take out small enemies if you
want. No. 9 Golem uses this weapon when you fight him in Dryfield.

---Hypervelocity---
Caliber: Battery
Rounds Capacity: 100
Weight: 881
Range: 1000
Rate: 7
R1 Command: Fires once
Purchase Info: 20,000 BP
Notes: This is the most powerful and most expensive weapon in the game. 
You have to achieve an A ranking after the game ends to purchase this one. 
Once you get it, the weapon takes some time to recharge and has a very 
strong recoil, knocking Aya backwards a little. The range is fantastic, 
there won't be much that you can't shoot and the power of the weapon
ensures that once fired, very little will be left in your path. 
Try this weapon on the Glutton boss and see what happens. :)

======================
    II. Armors
======================

A. Default Armors

---Assault Suit---
HP Bonus: None
MP Bonus: +10
Attachments: 5
Special Features: Resist Poison
Notes: Aya goes into Dryfield wearing this armor. There really isn't any reason 
to wear it if you have something better available.

---Leather Jacket---
HP Bonus: +10
MP Bonus: None
Attachments: 3
Special Features: Resist Paralysis
Notes: This is presumably the same jacket Aya wore in the first game. 
She has it equipped at the start of the Akropolis Tower mission and, once
that mission is complete, it becomes unavailable.

---Shoulder Holster---
HP Bonus: None
MP Bonus: +20
Attachments: 4
Special Features: Quick Fire
Purchase Info: 2580 BP
Notes: This is the armor Aya wears in the firing range.

B. Purchased Armors

---Aya Special---
HP Bonus: +30
MP Bonus: +50
Attachments: 7
Special Features: Quick Fire, MP Recovery
Purchase Info: 8000 BP
Notes: This armor is very good as it stresses the use and recovery of MP. 
Unfortunately, you can only get it late in the game the first time around.

---Chicken Plate---
HP Bonus: +60
MP Bonus: None
Attachments: 5
Special Features: Resist Impact, HP Recover
Purchase Info: Mr. Douglas tells you about this armor if Flint dies after
the Burner fight. 
Notes: This armor emphasizes HP. It will sometimes keep you from dying
and put your HP at 1 instead of 0.

---Combat Armor---
HP Bonus: +40
MP Bonus: +10
Attachments: 5
Special Features: Motion Detector, Resist Silence
Purchase Info: 3250 BP
Notes: This armor has a built in GPS, so you don't need to have that attached.
It resists silence as well, so you don't have to put in the Lipstick
attachment either.

---EOD Suit---
HP Bonus: +100
MP Bonus: None
Attachments: 5
Special Features: Resist Impact, Resist Paralysis
Purchase Info: 4580 BP (Purchased from Mr. Douglas if you rescue
Pierce in Dryfield)
Notes: The same feature as the Chicken Plate, you HP will go to 1 instead of 0.
This has the best HP bonus of all the armors and if you use all of your
Protein Capsules, enemies will have a hard time taking you out.

---Monk Robe---
HP Bonus: None
MP Bonus: +100
Attachments: 10
Special Features: MP Generation, MP Recovery
Purchase Info: 3000 BP
Notes: This is the best armor in the game, and maybe the hardest to get. 
You have to get the worst ranking possible in the game in order to unlock
this one, though once you do get it, you'll see why it's so valuable.
MP is regenerated when you take damage.

---NBC Suit---
HP Bonus: +20
MP Bonus: +20
Attachments: 6
Special Features: Resist Poison, Resist Paralysis
Purchase Info: 3980 BP
Notes: This armor balances out its bonuses, which makes it largely 
ineffective on the whole. Only equip it if you like the status resistance.

---PASGT Vest---
HP Bonus: +20
MP Bonus: None
Attachments: 6
Special Features: Resist Poison, HP Recovery
Purchase Info: 2980 BP
Notes: This is a good armor to have before you go to the shelter. 
HP is recovered after every battle, so you don't have to use up
your restorative items.

---Psy Suit---
HP Bonus: None
MP Bonus: +50
Attachments: 4
Special Features: Medical Inspection, Resist Confusion
Purchase Info: 4580 BP
Notes: Equipping this armor will allow you to see the enemy's HP. 
It will either display a number or question marks. There is also a generous
MP bonus, making it possible to go over 100 MP if you raise all the magic
spells to level 3.

---Tactical Armor---
HP Bonus: +60
MP Bonus: +30
Attachments: 8
Special Features: Motion Detector, Medical Inspection
Purchase Info: 12800 BP
NOtes: This is my favorite armor, other than the Monk Robe. It has mostly 
everything I'd want, as the HP and MP both get high after a while.

---Tactical Vest---
HP Bonus: +50
MP Bonus: +10
Attachments: 7
Special Features: Quick Fire, HP Recovery
Purchase Info: Found in Akropolis Tower/Found in Pierce's SUV
Notes: Another decent armor to have. If you can't get the Tactical Armor,
get this one instead.

---Turtle Vest---
HP Bonus: +5
MP Bonus: +20
Attachments: 3
Special Features: MP Recovery, Resist Paralysis
Purchase Info: 1680 BP
Notes: It doesn't offer much protection, but the MP Recovery option means
you can't ignore it either. It's good to have this armor in Bounty Mode
so you can cast more spells.

============================
       III. Magic
============================

A. Wind

---Necrosis---

               Level 1|Level 2|Level 3
MP Use            7       7       7
ATP Loss         38      30      22
EXP Cost        500    1250    3000
Bonus MP          1       1       2
Power            15      20      30

Notes: Necrosis inflicts poison on enemies and is very useful against the
amoeba enemies and the Blizzard Chaser boss.

---Plasma---

               Level 1|Level 2|Level 3
MP Use            6       5       4
ATP Loss         18      18      18
EXP Cost        750    1750    4000
Bonus MP          1       1       2
Power            25      30      40

Notes: Plasma knocks down enemies and is effective against large groups that
try to surround you.

---Apobiosis---

               Level 1|Level 2|Level 3
MP Use           18      18      18
ATP Loss         38      38      38
EXP Cost       3000    4000    5000
Bonus MP          1       2       4
Power            60      80     100

Notes: Apobiosis at level 3 is my favorite spell. It kills all enemies below
100 HP and paralyzes those who survive, letting you finish them off easily.

B. Fire

---Pyrokinesis---

               Level 1|Level 2|Level 3
MP Use            8       7       6
ATP Loss         22      22      22
EXP Cost          0    1250    3000
Bonus MP          0       1       2
Power            70     100      45

Notes: Pyrokinesis at level 3 fires three bursts instead of just one.

---Combustion---

               Level 1|Level 2|Level 3
MP Use           14      14      14
ATP Loss         50      40      28
EXP Cost        750    1750    4000
Bonus MP          1       1       2
Power           120     140     170

Notes: Combustion is best for a group of enemies standing in front of you. 
Even though its power looks high on paper, it may not translate if you use
it on one enemy alone.

---Inferno---

               Level 1|Level 2|Level 3
MP Use           30      30      30
ATP Loss         50      40      28
EXP Cost       3000    4000    5000
Bonus MP          1       2       4
Power           200     250     300

Notes: Inferno is unbelievably strong at level 3, and will decimate everything
in the vicinity. The high MP cost makes Apobiosis more practical, however.

C. Water

---Metabolism---

               Level 1|Level 2|Level 3
MP Use            7       5       3
ATP Loss         36      18      18
EXP Cost        500    1250    3000
Bonus MP          1       1       2
Power             0       0       0

Notes: Metabolism will remove all negative status effects and make you immune
to further status effects for a short time. You can't use it if you are
inflicted with silence.

---Healing---

               Level 1|Level 2|Level 3
MP Use           12      12      12
ATP Loss         42      30      18
EXP Cost        750    1750    4000
Bonus MP          1       1       1
Power         30-60   40-70   50-90

Notes: Healing is a rather impractical spell as it usually takes two or more
castings to fill up your HP if it's high. Rely on items instead.

---Life Drain---

               Level 1|Level 2|Level 3
MP Use           20      18      18
ATP Loss         38      30      22
EXP Cost       3000    4000    5000
Bonus MP          1       1       2
Power           200     250     300

Notes: Life Drain is a superior recovery spell to Healing. Using Life Drain
will damage the enemy and restore yourself. Don't use it on enemies
with low HP, though.

---Antibody---

               Level 1|Level 2|Level 3
MP Use            6       5       4
ATP Loss         36      28      18
EXP Cost        500    1250    3000
Bonus MP          2       2       4

Notes: Antibody increases your defense. It gets stronger as it levels up,
though it's a good spell to use at any level.

---Energy Shot---

               Level 1|Level 2|Level 3
MP Use           10       9       8
ATP Loss         36      28      18
EXP Cost        750    1750    4000
Bonus MP          2       2       4

Notes: Energy Shot increases the damage you can do offensively. Cast it while
using the MM1 or Hypervelocity and watch the body count pile up.

---Energy Ball---

               Level 1|Level 2|Level 3
MP Use           15      15      15
ATP Loss         36      28      18
EXP Cost       3000    4000    5000
Bonus MP          2       4       9
Balls Created     1       2       3

Notes: Energy Ball makes a ball of energy that damages enemies who
come too close. It's ideal when facing Chasers.

=====================================
      IV. Replay Rewards List
=====================================

A. List

EXP                     Rank    Rewards
-----------------------------------------------------------------------------
400,001+                  S     Gunblade, Ringer's Solution, Eau De Toilette
200,001 to 400,000        A     Hypervelocity, Hunter Goggles, MPBoost2
75,001 to 200,000         B     MM1, Airburst Grenades, Recovery3
72,001 to 75,000          C     M249, .44 MaedaSP Rounds, Cola
69,001 to 72,000          D     Mongoose, Magnum Rounds, Skull Crystal
66,001 to 69,000          E     AS12, R. Slug Rounds, Firefly Rounds
62,001 to 66,000          F     Aya Special, 9mm Spartan Rounds, Lucky Card
57,001 to 62,000          G     Javelin, MD Player, Holy Water
51,001 to 57,000          H     Pike, Lipstick, Tactical Armor
44,001 to 51,000          I     Hammer, Belt Pouch, MP Boost1
16,001 to 44,000          J     M203, Protien Capsule, 9mm Hydra Rounds
14,511 to 16,000          K     M9 Bayonet, M4A1 Clip, Flare
14,510 or less            L     Monk Robe, Medicine Wheel, Recovery 2

B. Modes

---Normal Mode---
The mode you first play in. Beating this unlocks Replay and Bounty Modes.

---Replay Mode---
Everything is easier, it takes half as many EXP points to advance the spells.

---Bounty Mode---
Golems appear in the oddest places. It's much harder to get a 100% kill ratio.
Adds +1 to the ranking when complete.

---Scavenger Mode---
Items are hard to find, enemies are hard. Best played when you get the Bayonet
as a prize. Adds +2 to the ranking when complete. Must achieve a D rank 
or better in any mode.

---Nightmare Mode---
Unlocked by defeating Scavenger Mode. Beating this mode is next to impossible.

==============================
      V. Copyright
==============================

Copyright 2008 by gamefaqs.com

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