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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter P » Parasite Eve - Strategy Guide (Page 01)

Parasite Eve - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Parasite Eve - Strategy Guide (Page 01).

Parasite Eve FAQ

by Kamwah
(Wesley K. Yue)

taerm@yahoo.com


This is probably the last version of the FAQ. I don't intend on adding new 
sections, and any changes I make will only be corrections.

As for a disclaimer, I hate to do it, but I see everyone else doing it, 
so I might as well jump in. This FAQ was made for personal use, so don't 
think of making money off this. Cut it, edit it, print it, HTML-ize it, 
do whatever you want, just don't use this to make money. Also, if you want 
to use this on a website, go ahead and do it. It would be nice if you'd 
email me just to let me know that you're using it, but you don't have to.

Anyway, enough babbling, and on with the show.



CONTENTS

- Version History
- Walkthrough
- EX Mode and the Chrysler Building
- Weapons
- Armor
- Wayne's Junk



VERSION HISTORY

Version 2.0: February 17, 1999
 Current edition, and probably the last.
 Added Weapons and Armors list.
 Added section on EX MODE and CHRYSLER BUILDING.
 Added section WAYNE'S JUNK.

Version 1.0: (forgot the date)
 The walkthrough... just the walkthrough.



WALKTHROUGH

Day 1 - RESONANCE
    
Carnegie Hall
Weapons: P220 handgun
Armor: N Protector

   The game begins at the entrance to Carnegie hall. Aya Brea is escorted
out of a limo. You now have the chance to rename our heroine. Do so, or
don't. Once the man is finished talking, head inside the building. Once
inside, run to the opposite end of the room and enter the double doors. 
Watch the scene take place and witness the chaos that ensues. When you
regain control of Aya, run up to the front, up the stairs onto the stage,
and confront the actress. A battle between you and the actress will begin.

Actress
Level: 1
HP: 40
EXP: 0
The actress has only one attack, and it's very predictable. You'll see
green energy swirling around the actress. When it starts to converge in 
her hands, start running to either side, and when the shot comes out, 
it'll pass behind you. Once you've dodged the blast, fire at her (make 
sure she is inside the green dome or you'll do reduced damage and even 
have a chance of missing). After firing at her, run around while your AT 
recharges, and the actress will fire another blast at you. Dodge it again 
and fire at her again. Repeat this pattern until you take off enough of 
her HP, and the battle will end. If you happen to run out of ammo, then 
just switch to the Club 1, and continue damaging her.

   Aya will experience a flashback, and then the actress (who is now 
revealed as Eve), escapes just as you regain control of Aya. Follow her 
to the left to the back of the stage. Examine the suspicious looking hole 
in the ground and you'll hear the cops arrive. You can jump in right now, 
but if you choose forget it, then open the chest on the right side of the 
screen to get a Medicine 1. If you happen to leave Carnegie Hall, you'll 
encounter some cops and a paramedic outside. talk to the paramedic and 
he'll heal you of any damage you might have taken during the fight with 
Eve. Talk to the cop on the right and he'll give you Ammo +6. Each time 
you talk to him, he'll give you more ammo. Once you've talked to him ten 
times, then he won't give you anymore.
   When you're done, go back into Carnegie Hall and jump down the hole 
backstage. You'll see a little girl at the bottom, who laughs before 
running away. Proceed in the same direction she left. At this hallway, 
take a left and proceed north. If you try to open any of the doors, 
you'll discover that they're all locked. Keep going north and you'll run 
into a rat mutated by Eve. Kill the rat, and at the new screen, go 
through the door on the left.
   Open the third locker from the left to get a Medicine 1. Leave and 
enter the room on the opposite side. You'll bump into a clown, who will 
run out of the room. You'll hear him scream. Now open the second locker 
to get an Ammo +6, and then leave the room back to the main hallway. 
Proceed north, run all the way down to the end and enter the door on the 
left. Examine the burnt body lying on top of the desk and it'll fall to 
the ground. Examine it again to get the Theater Key. Also, search for a 
chest near the costumes in the right side of the room to get a Medicine 
1. If you happen to pull open the rack of clothes, a parrot will fly out. 
Before leaving this room, make sure you use the phone on the desk to save 
your progress.
   Back in the main hallway, go south and take the first door on the left 
side of the screen. Open the cabinet to get an Ammo +6, then check the 
desk, read the diary to find out about the actress you fought earlier. 
Get the Rehearse Key, then leave the room. Enter the door on the opposite 
end and open the cabinet to get an Ammo +6. If you talk to the parrot 
here, it will attack you, but if you don't, then just leave the room and 
it won't bother you.
   Go south down the hallway, and you may have to fight some more rats. 
When the screen changes, go through the first door on your left. Check 
the cabinet and a rat will pop out at you. Kill it, then check the 
cabinet again for a P220 handgun. Now open the chest for a Defense +1. 
Walk to the corner of the room and examine the bare wall there. It 
crumbles, allowing you to crawl through and get the N Protector in the 
chest on the other side. Equip your new toys, then leave the room.
   Go north a little bit and enter the door on the right side. Go all the 
way south from this room, open the chest for either a Medicine 1 or Ammo 
+6, then leave through the bottom door. You'll come out in front of the 
corpse of the clown you bumped into earlier (you probably saw this 
already). Now run north through the hallway and through the double doors 
at the end.
   You'll see Eve playing the piano. Her body transforms and she'll 
attack you again.

Eve
Level: 4
HP: 92
EXP: 0
This time she's a little bit harder. She may move towards you, in which 
you should run in the opposite direction, otherwise Eve will swipe at you 
with her clawed arm. She also has another energy blast, where she uses 
both hands. When she's about to fire it, stay put and the blasts should 
come out on either side of you. Eve may redirect the blasts, so be ready 
to move if she does. You should note that the closer you are to Eve when 
she fires the blast, that it's easier to dodge when she moves it. And of 
course, once your AT is filled, fire your P220 handgun at her 
(hopefully you've picked it up). Once you deplete all her HP, Eve will 
run away again.

   Check behind the piano and you'll discover another hole. Jump through 
it and you'll end up in the sewers.


Carnegie Hall Sewers
Weapons: M1911A1 handgun
Armor: Kv Vest 1
   Here, just run forward. When you get to a place with steps on both 
sides, check for a well camoflauged chest lying near the foot of the left 
stairs to get the M1911A1 handgun. Now go up the stairs and follow the 
path as it winds around and then back down to the stairs on the other 
side. It may have seemed like you didn't get anything, but you got into a 
fight with two rats, who coughed up a couple of Revives when they died.
   Go back down the stairs and proceed north through the main tunnel. 
You'll see that little girl again, who runs away again. Instead of 
following her, go to the back left corner of the area for a chest 
containing Medicine 1 or Ammo+6. Check the back right corner for a chest 
containing an Offense +1 (or if you're lucky, an Offense +2 20% of the 
time). Now move down a bit and hug the east wall while running south. 
You'll end up in a hidden area where there are chests containing Ammo +15 
or Cure-P, PE +1 or Range +2, and Offense +1 or Offense +2 (20% of the 
time).
   Head to the main tunnel again and follow the little girl. Continue 
left through this side tunnel and you'll see a locked gate to the north 
at the end. Examine the device hanging by the left side of the gate, 
which turns out to be a switch to open the gate and a phone. Save your 
progress first, then press the switch. Go through the opening and you'll 
see Eve yet again. She doesn't stay to fight this time, but instead 
leaves with you a mutated sewer gator for you to deal with.

Alligator   
Level: 7
HP: 120 (Head), 80 (Tail)
EXP: 30
Even before the battle begins, you'll get a message telling you that 
there are two parts to this monster, the head and the tail. When the 
battle begins, keep your distance. It will slowly advance towards you, 
then swing its tail, sending some easily dodged energy beams at you. Once 
he attacks, run up to it and fire at its tail, then keep your distance
again.

When you destroy its tail, the view changes and so does the Alligator's 
strategy. It moves a bit faster now, and throws fire breath at you three 
times in succession (it's still fairly easy to avoid it). If you get too 
close, it will claw you (just touching it hurts you, but the claw hurts 
more), so it's best to keep your distance since the fire breath is easier 
to avoid. The overall strategy here is the same as before. Back up, let 
it attack, dodge it, get close, shoot, then back up again. Once you kill 
it, you'll get the Kv Vest 1.

   With the alligator gone, Aya leaves Carnegie Hall and that's the end 
of day one.


Day 2 - FUSION

New York City Police Department 17th Precinct
Weapons: M16A1 rifle
Armor: Cm Vest 1
   The day begins inside the New York Police Department. Talk to the men 
standing there, then talk to the Police Chief, Baker. Baker will give you 
a mod permit. Once you have control, leave Baker's office and go back to 
the place where you started the day. If you go near the bottom left part 
of the room, you'll see a phone on a desk amidst all the other rubbish. 
Since you just saved, there's no need to use it now, but you may want to 
come back later and save. Now leave this room and get to the main 
hallway. Take the first door on your left to get to the locker room. Open 
the second locker from the right to get the Cm Vest 1. Open the fourth 
locker from the right and you'll get either a Medicine 2 or Cure-P. Now 
leave the locker room.
   Back at the main hallway, keep going up and take a left down the 
stairs. At the bottom of the stairs, go down a bit, then enter the door 
on the left. Open the box on your right to get a Tool. Now go near the 
back of the room, around the counter, and open the chest there and get a 
Medicine 1. Note that this box refills every time you leave the Police 
Department and come back, so you can get as many medicines as you like. 
On day 3 and 4, this box will contain a Medicine 2. On day 5, this box 
contains a Medicine 3. Now go to the front of the counter and open the 
box there for an Ammo +6. This box also refills each time. On day 3 and 
4, you'll get Ammo +15, and Ammo +30 on day 5.
   Now talk to the man standing behind the counter. A little scene will 
take place, and Torres will give you the M16A1 rifle. After that, Torres 
will also ask you for your mod permit, which adds an extra slot to any 
one weapon. You don't have to use it right now. Once you're done talking 
to Torres, Wayne will show you how to tune-up your weapons and armor. 
Wayne will also offer to hold some of your excess equipment. Now's a good 
time to get rid of your Theater and Rehearse Keys. Also, if you didn't 
use the Mod Permit, then give it to him. And if you're not going to use 
the Tool, then let him hold that as well.
   Leave the Weapons Storage and go back up the stairs. Go north at the 
top of the stairs and you'll run into a little boy who happens to be 
Daniel's son. After Ben runs off, go back to Baker's office and talk to 
him. Baker will tell you about a press conference you're going to attend.
   The press conference automatically takes place, and, after Aya screws 
up, you'll end back in Baker's office. Baker will get a phone call, and 
Nix will say something about a scientist at the museum researching 
mitochondria. You'll end up outside Baker's office. Now is a good time to 
save. When you're done, go to outside to the main hallway, and take the 
first door to your right. Now exit the Police Department.


American Museum of Natural History
Weapons:
Armor:
    This is your first time you're presented with a map of New York City. 
Your choices are N.Y.P.D. #17, Carnegie Hall, and the Museum. Select the 
Museum, and the screen will shift to the police car where Aya is having a 
conversation with Daniel. Once they're done, you'll be at the Museum. Run 
up the stairs and the guard will let you inside. Once inside, follow 
Daniel up the stairs. The guard will ask you to sign in. Go to the desk 
in the center of the room and sign in. There's also a telephone on the 
left side of the room, but it's not needed.
   Now follow Daniel up the stairs. At the top, enter the door he's 
standing near. You'll talk to Doctor Klamp about mitochondria, and then 
he'll refuse to say no more. At this point, leave the museum and head 
back to the police department. Also, notice that it's night-time now.


N.Y.P.D. 17th Precinct
Weapons:
Armor:
   At the headquarters, follow Daniel inside, then go up the hallway and 
enter the door on the right at the end. Inside the briefing room, Baker 
will tell you that Melissa is scheduled to be at Central Park today. 
Daniel will run off, and Baker will tell you to watch over him. He'll 
also give you another Mod Permit. Back in the main hallway, you'll see 
Daniel leave the building. Instead of following, go down the stairs and 
go to the Weapons Storage room. The box on the shelf will contain more 
Ammo +6, and the box on the back will contain another Medicine 1. Also, 
if you're not going to use your Mod Permit right now, then give it to 
Wayne to hold. Now you can leave the building.
   Once outside the building, Aya and Daniel, in a squad car, zoom off. 
Go to Central Park. 


Central Park
Weapons: M9 handgun or P8 handgun, M203 grenade launcher
Armor: Sp Vest 1, Sv Vest 1
   At Central Park, Daniel will try to rush in, but he'll be nearly 
burned. That leaves the task up to Aya. Now enter the park, go south a 
bit and you'll see a phone by a parked car. Save your progress and 
continue south. As you round the curve, check the north side for a hidden 
chest containing an Ammo +6 or Medicine 1. Now go back onto the path and 
follow it north.         
   At the next screen, keep going right. You'll see three gates. Check 
the gate on the left and you'll get a Medicine 1 or Ammo +6.  Check the 
gate on the right for the same thing. Now enter the center gate. In the 
next screen, open the chest that's near you when you enter to get P8 
handgun or M9 handgun. Go down the stairs and circle around the fenced 
area, then take a left up the stairs. The screen changes, and you'll be 
able to see a phone straight ahead. Enter the door standing by the phone. 
Inside the room, search the cabinet on the right for a Sp Vest 1. Turn 
right and open the drawer to get the Zoo Key. Also, examine the stretcher 
from the top side and Aya will push it out of the way. This will give you 
access to another cabinet that contains the M203 grenade launcher. Now 
leave the room. If you wish to save, do so now.
   Keep heading right and enter the first door on your left. It's 
unlocked by the Zoo Key you got earlier, and once you enter, go forward a 
bit and enter the forest area through the broken glass piece on your 
left. Walk around the glass pathway to the right side and you can find 
some chests containing a Medicine 2, Cure-P, and one containing a Defense 
+1 or Defense +2.
   Go back outside and continue right. Insstead of going north, open the 
chest hidden behind a pillar for an Ammo +15, then keep going right. Go 
down the stairs, look to the left for a chest containing a Tool (or Ammo 
+15 if you're lucky). Now continue to the right onto the next screen. 
Continue right, then go north up the stairs, then head a bit north and 
left to go through an opening that's partially hidden by the roof.
   Here, open the chest on the bottom left for a Medicine 2 (or Ammo +15 
if lucky). Go to the right side of this area and there will be a red 
chest containing Ammo +15. Now go across the bridge on the north side of 
this section. Walk onto the main path, go south and then take the left 
path and head north and go through the gate.
   There is a path that splits off the the left (with a burnt body on 
it), but ignore it for now, and continue north. In the next screen, 
continue north into the amphitheater. After watching Eve and regaining 
control of yourself, run back to the right and into the previous screen. 
Run to the right through the door labeled "Backstage". Eve will flee, so 
follow her.
   At this previous screen, go back south and take the path that splits 
off to the left (with the burnt body on it). Take the stairs up the 
structure. At the top of the stairs, search the "bottom" right part of 
this area for a chest containing a Revive. Now search the "upper" left 
part for a chest containing an Ammo +15. Now continue going north from 
the stairs. You'll see a phone here, in which you should save. Also, go 
up from the phone and there will be another chest with an Ammo +15. Now 
go back down the stairs and head left.
   You'll see the little girl run off here. You can choose to follow her, 
but you can also search around for some items in this area. At the first 
intersection, take the path south. Follow it as it winds around to 
another intersection, in which you should go east. Continue along the 
path as it bends south, then go left at the intersection. It bends back 
south and leads you to another intersection of four paths. Take the path 
going to the northeast to find a chest with an Ammo +15, then go back to 
the intersection and proceed west to the next screen.
   When you arrive at the new screen, there will be a red chest near you 
on the north side of the road. Open it for an Sv Vest 1, then continue 
west along the path. Cross the little bridge and take the stairs down to 
get a Defense +1. Follow the path and keep going west at the 
intersection.
   At the next intersection, instead of following the girl, go north. 
Take a left at the intersection and go south to find a chest with a Tool 
or Super Tool. Go back up, left, and follow the path south, then continue 
west. Follow the long path down and cross the bridge. When you get to the 
fountain, instead of going up the stairs, go north from the fountain 
under the bridge. You'll find two chests containing a Defense +1 or Tool, 
and a PE +1 or CR Evade +1. After picking up these items, continue going 
north. You'll eventually come across a phone. Save, because a boss battle 
is coming up.
   When you've saved, go right to the next screen. You'll run into a set 
of four giant worms.

Giant Worms
Level: 13
HP: 120, 150, 180, 210
EXP: 0
At first, the four worms will be slow and somewhat lazy. They'll come up 
from the ground (always in the same place) and sometimes shoot spikes at 
you, which are fairly easy to dodge if you're far away, and sometimes 
they won't. If you can help it, try not to shoot twice, especially if you 
have a slow weapon. Even though they're not lazy, their spikes might 
catch you while you're shooting. Don't deal all your damage to one worm, 
because as one worm dies, the others become more aggressive. This is 
easier said than done,  but try to spread the damage around as much as 
possible. When one worm dies, the others rise and burrow faster, shoot 
spikes more often, and the spikes are larger, move faster, and deal more 
damage. When one worm is left, it takes the bottom spot. The lone worm at 
the end has a different strategy. It slams itself to the ground, then 
sweeps itself in a counter clockwise fashion that covers nearly the 
entire screen. It's pretty hard to dodge if you're not set up correctly, 
but if you know what to do, then it's very simple. All you do is stay to 
the left side of where it pops up. When it comes out, start running to 
the right. It will slam itself down to where you were standing when it 
popped up, and then sweep itself to the left, but by that time, you 
should already be out of range. Once its attack comes out, shoot it as 
many times as you can, then go back to the left side and repeat. It may 
sometimes try a quick strike without sweeping, but if you're already 
running while it attacks, then you won't be hit. Note that no worm has a 
set amount of HP. The first worm who takes 120 HP dies, then the next 
worm who takes 150 HP dies, etc. You'll get four Defense +1 when you win.

   After the worms are dead, go back and use the phone to save, then come 
back to this area and go up the stairs on the right side. You'll see Eve 
standing on a carriage. Confront her and you'll get into a fight with her.

Eve
Level: 14
HP: 330
EXP: 0
This battle is hard only because there is very little room to move
around. Eve will float around (she won't hurt you like this), in which 
you should take the oppurtunity to deal as much damage as possible. When 
she flies off the screen, make sure you're not near her, otherwise you 
might take some damage. After she's off the screen, stand in the corner, 
and watch where the energy conforms. Where ever you spot the place where 
she's going to attack, run to the opposite corner. Also, when she lands, 
make sure she doesn't land on top of you. She'll also swipe at you from 
time to time, but you can't do anything about it except run to the other 
corner.

   After you beat Eve and she runs away, enjoy the following scenes, and 
that's the end of day two.


Day 3 - SELECTION

Soho
Weapons: M11 machine gun, Club 2, G19 handgun
Armor: Cr Vest 1
   The day begins with Aya waking up in a little house in Soho. The exit 
is to your right, but before leaving, pick up the  Ammo +30 in the black 
chest by the door. You'll see Maeda sitting outside, and then Daniel will 
up in front of the house. Head left, and check the floor around the trash 
can for a Trading Card. At the next screen, try to open the door for the 
Gun Shop. You'll find out that it's locked, but Daniel will "unlock" it.
   Go inside the Gun Shop and start browsing. Everything is free! Right 
when you enter, there's a camoflauged chest just to the south of the 
entrance that contains a Bullet Cap +1 (or Bullet Cap +2 20% of the 
time). Go left and you'll found another chest to your left that contains 
a Tool. Now head to the northeast corner of the shop and start picking up 
all the items in the chests. Starting from the corner and going in a 
counter-clockwise direction, you'll get a Range +1 (Range +2 20% of the 
time), M11 machine gun, Club 2, Ammo +15, G19 handgun (it's not in a 
chest, but it's on a rack), and Cr Vest 1. Once you've picked up all the 
items, leave the gun shop, go back to the screen where you started, and 
go right.
   You'll arrive at a Pharmacy. Take all the items at your leisure. In 
the rightmost aisle, there is a chest containing a Revive. In the aisle 
to the left of that, check the shelf on the right side for a PE +1 (Pe +2 
20% of the time). At the north end of the aisle left one over, there is a 
chest with a Medicine 2 inside and a Cure-M on the shelf near it. Check 
the shelves on the leftmost side of the store for a Medicine 3. Also, 
don't forget to enter the room at the upper left part of the store. 
You'll find a CR Evade +1 (or CR Evade +2 20%) and a Tool. Once you're 
done, go to the front of the store. Walk behind the counter and pick up a 
Defense +1 (Defense +2 20% of the time). It's a bit hard to spot. Just 
act as if you were trying to use the phone from behind the counter. Now 
save and leave the pharmacy. By the way, if you find that your inventory 
is too full and you can't pick up the goodies here, go to the N.Y.P.D., 
give all your unnecessary items to Wayne, and then come back and get all 
the stuff.
   Return to where the squad car is waiting, and enter the car from the 
passenger's side.


American Museum of Natural History
Weapons:
Armor:
   Your first destination is the Museum. There, you'll be automatically 
brought to Doctor Klamp's research lab. You have no control here, so just 
follow the story. When you're done, go to the police department.


N.Y.P.D. 17th Precinct
Weapons: M92F handgun, SG550 rifle, M9-2 handgun
Armor: Cm Vest 2, N Jacket
   You'll find the headquarters a scene of chaos. Daniel will run inside, 
so follow him in. Maeda will give you a Hamaya good luck charm. After 
receiving it, go inside. In the main hallway, talk to the cop on the 
floor twice for an Ammo +6. Now go south and take a left to enter the 
locker room. Check the second locker from the right for a Medicine 3, the 
fourth locker from the right will have a Cure-P or Medicine 2 only if you 
didn't open it on Day 2. Talk to the fallen cop twice for an Ammo +6. 
Back at the main hallway, go south to the detective's office.
   You'll see Warner on the ground. Talk to him twice and he'll give you 
Ammo +15. Use the phone to save, then return to the main hallway. Take 
the stairs down to the basement, and then enter the Weapons room. Wayne 
will give you Torres' M92F handgun. Pick up the Ammo +15 and Medicine 2 
that you should get everytime you visit the Weapons room. Now drop off 
all weapons and armor you don't plan to use, and any other excess junk 
you might have.
   Leave the Weapons room and go to the kennel, which is just north of 
the Weapons room on the same floor. You'll see Cathy lying on the ground. 
Talk to her and she'll tell you what happened. Talk to her again and 
you'll get Ammo +6. Now go back up to the main floor. At the top of the 
stairs, go north. You'll see Nix on the ground. Talk to him, and he'll 
tell you about Sheeva, then give you an Ammo +15. Instead of going up the 
stairs, keep going north to the briefing room. Pick up the Cm Vest 2, 
then go back to where Nix was, and go up the stairs.
   Talk to the downed cop and he'll give you an Ammo +6. Pass through the 
gate and enter the door on the immediate right of the screen. A chest to 
your left contains a PE +1 (or PE +2 20%). You can also find a Tool in 
the bottom right cell. Now head back to the main hallway, go south, then 
head west. In the next screen, enter the door to your north. Some 
monsters will jump out of the mirror (ala Resident Evil 2). Take care of 
them, then get the Medicine 3 in the chest here. Enter the room through 
the door at the north side and get the Storage Key (glimmering object). 
Go back outside, and at the T-intersection, go left and enter the room 
there. You'll find a Medicine 3 in a chest on the table, a CR Evade +1 
(or CR Evade +2 20%) in the bottom right corner, and you can also save 
your game here. Once done, go back outside.
   Go north at the intersection and up the stairs. (At this point the 
screen will switch and you'll be shown a horrible FMV). At the top of the 
stairs, take the door to your right. You'll find a Lab Tech who will heal 
all your wounds only once. Get healed, or don't, then go back outside and 
go north until you arrive at the intersection. The fallen officer here 
will give you his Locker Key. Now go north through the double doors. 
You'll get into a fight with a pretty tough monster (not a boss, though). 
Kill it, and you'll get the SG550 rifle. In the same room, open the chest 
for a Defense +1 (Defense +2 20% chance), and talk to the cop twice for 
an Ammo +6. Go to the upper right corner of this room, through a hard to 
see door, and pick up the N Jacket in the small room.
   Return to the main hallway, and, if you didn't get healed by the Lab 
Tech yet, go back and get healed now, because you probably got damaged a 
good bit by the dogman. You may also want to go back downstairs and save 
again. Back at the intersection on the third floor, go east now. Now up 
the steps, you can choose to go forward and into the Morgue. In there, 
you'll get into a battle where, if you win, you get some Medicine 3's and 
a Full Cure. Or you can just go left and fight the boss.

Sheeva
Level: 18
HP: 400 (bottom, target 1), 200 (left, target 2), 300 (right, target 3)
EXP: 1000
You'll get a message telling you that there are three parts to this boss. 
The left head, right head and center head. The center head (target 1), is 
the one that can heal the others, so you should kill this one first. 
Sheeva also has three attacks. One is a lunging attack that can be dodged 
if you were already running to the side while the attack came out. If 
you're standing there, and Sheeve lunges at you, even if you start 
running now, you won't be able to get out of the way in time, so keep on 
moving this whole battle. Another attack is an orange beam. You can 
clearly see when this attack is going to come out, and when you see it, 
start running in a clockwise or counter-clockwise direction from Sheeva. 
You get more time to move out of the way, but the sometimes Sheeva 
directs the beam across the whole room, so you'll need the extra second 
to avoid it (you won't get hit if you're standing to the side or back of 
Sheeva). The last attack is a purple shockwave that covers nearly the 
entire room. In fact, it's nearly impossible to dodge unless you're in 
one corner and Sheeva is in the opposite corner, but that's unlikely to 
happen, so you'll just need to grit your teeth and take the damage like a 
(wo)man. Attack the heads only after you've just dodged an attack. If you 
wait too long, then Sheeva will start pounding you while you're still 
firing your gun, and you'll take avoidable damage. You get the M9-2 
handgun when you win.

   With the mutated Sheeva dead, go up and talk to Baker and Ben. Daniel 
will come in shortly, and the day will end.


Day 4 - CONCEPTION

N.Y.P.D. 17th Precinct
Weapons: MPK5 machine gun
Armor:
   You'll start in Baker's office. Go outside to the main hallway and 
enter the locker room, and use the Locker Key to get the Trading Card. Go 
the Basement and, at the bottom of the stairs, go north to the end of the 
hall and enter the Storage Room. You'll find the MP5K machine gun and a 
tool in the chests inside. There's also an Offense +1 (or Offense +2 20% 
of the time). You could have gotten this items the day before after you 
picked up the Storage Key, that is, if you wanted to backtrack. Talk to 
Wayne, who is now running the show. There will be some new options 
available to you, and the Trading Cards you picked up act as Mod Permits 
now.
   Go up to the top floor and enter the Crime Lab. You'll find Maeda 
snooping around here. Talk to him, take the Ammo +30 from Daniel, and 
leave the headquarters. Head to St. Francis Hospital now.


St. Francis Hospital
Weapons: M79 grenade launcher, Micro UZ or M10 machine gun, G3A3 rifle, 
         G23 handgun
Armor: B Vest 1, Sp Jacket
   Move right a little bit and talk to Meada, who will give you the 
Mayoke before you head in. Now enter the hospital. Inside, take note of 
the telephone on the counter, because you'll be using it alot. Once 
you've used the phone (or not), go down to the waiting area, then to the 
left and open the chest beside the two chairs for an Ammo +15. Go up now, 
and then take a left. Press the elevator button, then go inside. Press 
the button inside and you'll arrive at the basement.
   Exit the elevator, then go down. Go up at the next screen, and then 
take the first door on your right. Examine the glittering object on top 
of the shelf to get the Fuse 1, then open the chest in the bottom left 
corner for the M79 grenade launcher. Search for a chest in the topright 
corner of the room for an Ammo +30, then leave via the door in the upper 
left corner.
   Go up and follow the little girl, and instead of attempting the locked 
double doors, go left to enter another room. Get the Medicine 3 in the 
chest, open the desk drawers on the right side for an Autopsy Key, then 
use the phone to save. Now leave the room through the west exit. Go down 
and pick up the Defense +1 (or Defense +2 20% of the time) in the chest 
at the bottom left corner, then go through the door at the bottom right.
   Keep going down, past the pathway that leads to the elevators, and 
then take the first door on the right side (Aya will discard the Autopsy 
Key now). Snatch the Offense +1 (or Offense +2 20% chance) in the bottom 
right corner. Get the tool in the chest that's just a bit north, then go 
through the door on the north side. Here, just go straight ahead, pick up 
the Fuse 2 on top of the cabinet. There's also a chest in the bottom left 
that contains a B Vest 1 (sometimes you'll get a Cr Evade +1?). Check the 
burnt body for the Blue Cardkey, then leave the Autopsy Room.
   Back outside, run up all the way to the end of the hall and then turn 
right (don't enter the door). Go up, and use the Blue Cardkey to unlock 
the door. Go through the opened doors. Instead of chasing after the girl, 
open the chest near the entrance for a Micro UZ or M10 machine gun. Go 
down and examine the glittering object for an Offense +1 (20% chance of 
getting Offense +2). Return to where you saw the girl, skip the doors you 
entered from, and take the next door on the right. Go through the glass 
doors and get the tool in the chest at the left. Check the desk on the 
south side for a Medicine 2, then get the Fuse 3 at the bottom right, and 
then leave through the doors you came in.
   Head north and you'll find the fuse box. Put in all three fuses, 
repair the wires, then toggle the power on. Now go right, enter the 
elevator and return to the main floor. Go back to the lobby and use the 
phone to save, then enter the room to the north. Rescue the patient and 
the doctor, then search behind the moved shelf at the north side of the 
room for a Trading Card. Now check for a chest hidden behind the curtain 
and beside the middle bed for a PE +1 (20% chance of PE +2 instead). Now 
enter the other room at the bottom right. Save the nurse, get the Green 
Cardkey from her, pick up the Sp Jacket from the chest lying beside the 
right bed, then go back to the lobby.
   Go left, past the elevators, and use the Green Cardkey to open the 
doors. Run north, then enter the first door on your left. Go all the way 
to the bottom of the room, then go to your right, pick up the Ammo +30, 
and turn the handle on the leftmost valve. Leave this room, then open a 
chest in the upper right corner for a Bullet Cap +1 or Range +1. Return 
to the elevators and go up to the 13th floor.
   At the 13th floor, you can keep running south to get a view of the 
Chrysler Building. When you're done, take the door on the left (you can't 
go through the right door because of the body). Get the G3A3 rifle from 
the chest in the bottom left corner. Check the cabinets for a Tool. Now 
walk up to the red arrow pointing right, turn right, and push the machine 
out of the way, then press the red button that was previously concealed. 
Also, check some of the desks on the north wall for a Medicine 3. Go 
through the now opened doors.
   There's a CR Evade +1 in the chest (or CR Evade +2 20% of the time). 
Now go to through the hallway at the northeast. In the next screen, enter 
the door on your right. A chest on the desk against the right wall 
contains an Ammo +30. A little bit up there's a Cure-M in a chest on a 
stool. Now examine the glittering object on the floor near the phone. 
You'll find something out, and you'll also get a Junk. Go a little bit 
right and then examine that shiny object to get an Elevator Key. Now 
save, leave the room, and go north to the elevator. You'll arrive on the 
roof, and then you'll be attacked by a boss.

Spider
Level: 22
HP: 450 (1st stage), 500 (2nd stage)
EXP: 6500
This boss is hard if you don't know what to do, and not so hard if you do 
know what to do. First of all, you need to keep your distance from this 
boss. When the battle starts, it will advance towards you, try to keep as 
far away as you can from it. It will then shoot webs toward you that will 
remain in the ground for some time. If you get hit by them, or you happen 
to run into them before they disappear, then Aya will be unable to move 
for a short period of time. If you do get caught, use Cure-M or cast 
Haste, because if you're stuck sitting there, then the spider will 
literally come up to you and kick your butt. There's no way to avoid 
getting hit two or three times while stuck there. It can attack with one 
of its legs, but only if Aya gets too close. It also can shoot fire in a 
straight path towards you, but that's easily dodged if you just run to 
either side. Note that the spider will only shoot webs after its previous 
webs have disappeared. Also note that when the webs are fired, they are 
not aimed at Aya, but they are aimed at where Aya was standing just a 
short time before. So that means you can avoid the webs by running in away 
from the spider before it fires, and the webs should land behind you. Once 
you've dealt enough damage, the battle  will get up close and personal. 
The strategy here is the same, except that you have a bit less room to 
dodge. Once it gets really hurt, then it will start firing single webs 
instead of triple webs. These don't last as long, so you won't have to 
worry about getting trapped, but it also allows the boss to use it more 
often. In addition, it seems to use its leg attack more often when it's 
hurt. Once t's dead, you'll get the G23 handgun.

   Once the spider is gone, you'll confront Eve, she won't stay to fight 
you, though. Once she leaves, QUICKLY run to the bottom left corner of 
the roof, and the jet will crash into the roof. On the lift, a spider 
will come out and release the brake. Kick its butt and Aya will 
automatically use the brakes. You'll arrive back on the street and meet 
up again with Daniel and Maeda. You'll arrive at the Police Department. 
Give all your surplus to Wayne, then go to Baker's office. The day will 
end shortly.
   

Day 5 - EVOLUTION
Chinatown and Chinatown Sewers
Weapons: M79-2 grenade launcher, M1911A2 handgun, M870 shotgun, 
         M203-3 grenade launcher, Club 3, M79-3 grenade launcher
Armor: Cr Protector, B Protector
   The day begins at the map of New York City. Your first destination is 
Chinatown. When you get there, keep going north until you reach the next 
screen. Go north a bit and look to your left for a chest containing a 
Medicine 3. From here, go directly right, across the street to find a 
chest with a PE +1 (or PE +2 20%). Go back into the street and continue 
north. In the next screen, go up and open the chest near the left 
lamppost for a M79-2 grenade launcher. Go down a little bit and pick up 
the Offense +1 (20% Offense +2) in a chest nearby. Directly right you'll 
find a phone. Save, and then keep going right to find a hidden area. Get 
the M1911A2 handgun, which is directly south from the door, and the Tool, 
which is in the bottom right corner. Leave, go back to the street, and 
continue north. You'll meet up with Maeda here. He'll give you a Narita 
Good Luck Charm. Now pick up the Ammo +30 in the chest in the upper left 
corner, then go down the sewers.
   When you get to the bottom, go right to an intersection, then go down. 
In this tunnel, keep going down until you reach the next intersection. 
Get the M870 shotgun from the chest on the south platform, then go down 
some more. You'll come out through the archway on the left. To your right 
is a chest that contains an Offense +2 (20% chance of getting Defense 
+2). Pick it up, then go through the archway on the right.
   In this tunnel, there's a shiny object on the ground that turns out to 
be a Tool. Get it, then keep going north. At the intersection, take the 
right path and you'll run into a dead end. There's a chest by the rubble 
that contains a Defense +1 or Offense +1, though. Take it, then go back 
to the previous screen. Go left at the intersection now, and continue 
left until the next crossroads.
   Keep going left at this intersection again, and then go north at the 
next one. You'll find a Range +1 (the shiny object on the ground) in this 
tunnel. Once you get it, go back south to the previous intersection, and 
go left instead. In this intersection, there are three ways you should 
go. Go south first and there's a chest that contains a Medicine 3 (or 
Range +1 20% of the time). Go west next and pick up the M203-3 grenade 
launcher in the chest. Now go north.
   Go north at the intersection and examine the glimmering item and 
you'll get a Super Tool. Return south and then head west. The object on 
the ground is a Cure-D. Get it and continue west. Continue west at the 
intersection and you'll run into a dead end. Get the Medicine 4 here, 
then go back east, and then south. Get the Cr Protector in the chest at 
the end of the tunnel, then go through the south exit. Go all the way 
south until you can go no more, then climb up the ladder (finally!). Note 
that you could've gotten to this same place by going west, south, south 
starting at the entrance to the sewers, but you would've missed all the 
items.
   At the top of the ladder, go right, past the T-intersection and open 
the chest for the Club 3. Now go south from the intersection to the next 
screen. Go forward and you'll find the people from Central Park (in a 
slimy form). When you regain control, first go right, then climb down the 
ladder. You'll get into a fight with some familiar enemies. These two are 
the same as the alligator you fought in the Carnegie Hall Sewers. They 
use the same tactics and have the same moves, so they should be no 
problem. When you beat them, each one will give you a CR Evade +1 or a 
Range +1.
   Climb back up the ladder, then go up, and take a right at the corner 
and go up the stairs. At the top, enter the door in the upper right 
corner. Now get the Ammo +30, then use the phone and save. Now examine 
the control panel. Turn on the power, activate both pumps, then turn off 
the power. Go through the door on the north. Cross the tunnel and enter 
the door on the other side, then run up the stairs and through the door 
at the top.
   Cross the train tracks, then climb up the platform. Go to the left and 
get the CR Evade +1 (20% CR Evade +2), then go north. Get the Range +1 
(20% Range +2), then get the Medicine 3 (20% chance of getting Ammo +30) 
to the left of the phones, then save. Jump down the platform to get on 
the tracks on the left side, then go north. Go right at the next screen 
and get the Medicine 3 (20% chance of Ammo +30) in the chest, and go 
right to the next screen. You'll have to fight a boss battle now.

Centipede
Level: 26
HP: 500 (1st stage), 250 (head), 180 (tail), 120 (body), 120 (body)
EXP: 10000
This boss has two stages to it. The first stage, you fight the whole 
body. It has three attacks. The first is a normal lunge attack that hits 
a certain area in front of it. The second, it shoots some electric bolts 
at you, which causes damage and darkness. The third, it shoots some 
things into the air, which rain back down on you, causing damage and 
poison. The first and second attacks can be dodged as long as you're 
standing to its side. Just keep shooting it from there. There's no need 
to shoot all your bullets in one turn, especially if you're using a slow 
weapon, since it will turn to face you while you're pummeling it, and 
will hit you with its lunge attack. The poison attack, you must dodge it 
on your own. It's pretty hard not to get hit, but it's not impossible 
either. When it takes 500 damage, it will explode into four parts, the 
head, two body parts, and the tail. At this time, it's best to switch to 
the rifle, because all four of them will constantly rotate around you, 
and usually they'll move right before you shoot, causing you to miss or 
do puny damage. Anyway, that's not all to it. When they attack, all four 
of them will take turns pummeling you. The head will attack first, then 
the nearest body will go and they'll continue in a circle until finally 
the tail has its attack. This is their only attack, and it seriously 
hurts, especially since the head can poison you when it hits you. One way 
is to always keep on the opposite corner of the head since it attacks 
first. Once it attacks, move to the opposite corner of the tail. You'll 
be hit by the two body parts, but they do the least damage, and you'll 
have dodged two out of four attacks. You can try to run in a circle 
(opposite side of head, body, body, tail), avoiding them as they each 
come out, but it's pretty hard, especially since Aya runs so slowly. When 
attacking, attack the two body parts first, because they have the least 
HP. When one part dies, the battle becomes a lot easier. Once the body 
parts are dead, take care of the tail, then finally the head. When you 
win, you'll get four various items from each part. First, you'll get an 
Ammo +30, Defense +1 or Offense +1. Second, you get Medicine 3, PE +1 or 
Range +1. Third, you get Medicine 3, CR Evade +1 or Bullet Cap +1. 
Fourth, you'll always get a M79-3 grenade launcher.

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