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Parasite Eve - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Parasite Eve - Strategy Guide (Page 03).



WEAPONS

Legend
------
NAME - The name of the weapon
ATTACK - The initial attack power of the weapon (base + modifiers)
RANGE - The initial range of the weapon (base + modifiers)
BULLETS - The initial number of bullets on the weapon (base + modifiers)
SLOTS - The number of slots on the weapon (initial slots / max. slots)
SPECIAL - The Special Effects on the weapon
LOCATION - The location where the weapon is found


Special Effects
---------------
St (Steal Item) - Steals items, but halves attack power
Sa (Steal and Attack) - Steals item during attack
Q  (Quickdraw) - First attack
Cr (Critical Bonus) - Critical attack rate increases
Co (Counter) - Counterattack when attacked
B  (Burst) - Hit multiple targets
ER (Explosive Rounds) - Adds Heat Effect to weapon
FR (Freezing Rounds) - Adds Frost Effect to weapon
AR (Acid Rounds) - Adds Acid Effect to weapon
TR (Tranquilizer Rounds) - Adds Tranquilizer Effect to weapon
CR (Cyanide Rounds) - Adds Cyanide Effect to weapon
R1 (Random Shot 1) - Enemies targeted at random
R2 (Random Shot 2) - All enemies targeted (?)
C2 (Command x2) - Enter two commands per turn
C3 (Command x3) - Enter three commands per turn
x# (Rate of Fire x#) - Shoot # times per turn


Melee Weapon

NAME     ATTACK   RANGE     BULLETS  SLOTS  SPECIAL   LOCATION
-----------------------------------------------------------------------
Club 1   9+1      10+0      0+0      1/1    None      Start 
Club 2   24+2     10+0      0+0      1/1    St        Soho
Club 3   38+0     10+0      0+0      2/2    St,Q      Chinatown Sewers
Club 4   78+2     10+0      0+0      3/3    Sa,Cr,Co  Chrysler Building
Club 5   100+2    10+0      0+0      2/2    Sa,Q      Chrysler Building


Handgun

NAME        ATTACK   RANGE     BULLETS  SLOTS  SPECIAL   LOCATION
--------------------------------------------------------------------------
Maeda's Gun 1+0      60+0      15+0     1/1    x2        Museum
M84F        10+2     51+0      6+0      1/4    x2        Start
P220        14+1     55+0      5+0      1/5    x2        Carnegie Hall
M1911A1     15+2     60+0      5+1      2/6    x3        Carnegia Sewers
M9          17+0     53+1      8+1      3/6    x3        Central Park
P8          18+1     54+2      7+0      1/1    none      Central Park
M92F        28+1     50+1      8+3      3/10   x3        N.Y.P.D.
G19         30+2     57+1      8+2      3/5    x3        Soho
M9-2        38+1     54+1      10+1     2/7    x3        N.Y.P.D.
PPK         45+2     48+1      12+0     2/4    Q,x5      Warehouse
G23         47+1     58+2      10+0     2/7    x3        Hospital
P220-2      47+1     55+0      11+1     3/5    x3        Museum
M1911A2     48+0     61+0      8+2      2/5    x3        Chinatown
M1911A3     50+0     62+0      8+1      2/7    x5        Chrysler Building
G22         49+2     60+0      10+1     2/5    x2        Museum
USP         51+1     56+0      9+1      2/4    x3        Chrysler Building
M9-3        53+2     58+0      13+0     2/7    C2,x3     Museum
M8000       57+0     58+0      12+0     3/5    C2        Museum
USP-2       58+0     57+2      11+0     2/7    none      Chrysler Building
P228        59+0     55+1      12+1     2/6    none      Chrysler Building
P226        63+0     57+0      11+1     2/6    x2        Chrysler Building
G20         65+0     61+1      12+2     2/3    Co        Chrysler Building
M1911A4     68+0     62+1      9+0      2/8    none      Chrysler Building
P229        71+0     56+0      13+0     1/7    x3        Chrysler Building
USP-3       75+1     58+0      12+1     2/3    Q,x2      Chrysler Building
M96         75+2     59+0      14+2     5/5    none      Chrysler Building
AM44        78+0     58+0      12+1     2/8    none      Chrysler Building
Mark23      81+1     60+1      13+0     2/3    Q,x3      Chrysler Building
M1911A5     85+1     63+0      10+1     2/5    none      Chrysler Building
M712        85+2     63+1      10+1     2/2    Co        Chrysler Building
M96R        88+1     59+0      20+0     2/4    C3,x2     Chrysler Building
USP-TU      115+1    87+1      25+6     3/9    Co,x5     Wayne (300 Junk)
SP1C        118+2    67+2      18+2     2/6    x2        Wayne (300 Junk)
DE50AE7     123+2    55+1      15+2     8/9    x2        Wayne (300 Junk)


Rifle

NAME        ATTACK   RANGE     BULLETS  SLOTS  SPECIAL   LOCATION
--------------------------------------------------------------------------
M16A1       34+1     110+2     15+1     1/3    x2        N.Y.P.D.
SG550       40+0     108+2     20+1     2/5    x2        N.Y.P.D.
G3A3        43+1     121+2     18+1     3/4    none      Hospital
Type64      50+1     112+2     14+2     4/5    Cr,x3     Chrysler Building
M16A2       53+2     124+0     18+1     2/4    x3        Chrysler Building
PSG-1       75+0     120+0     18+1     5/5    x2        Chrysler Building
SAR         85+1     135+1     16+0     2/3    none      Chrysler Building
XM177E2     99+0     158+1     16+1     5/6    Cr        Chrysler Building
FA-MAS      119+0    168+1     26+0     6/7    x3        Chrysler Building
MAG         151+1    185+0     20+1     4/7    Cr,x2     Wayne (300 Junk)
AK-47       155+0    152+2     23+1     6/8    Cr,Co,x5  Wayne (300 Junk)


Grenade Launcher

NAME        ATTACK   RANGE     BULLETS  SLOTS  SPECIAL   LOCATION
--------------------------------------------------------------------------
M203        25+2     59+1      5+0      2/3    ER        Central Park
M79         44+1     65+2      4+1      3/4    TR,x2     Hospital
M79-2       45+1     68+0      4+2      4/4    AR,x3     Chinatown
M203-2      48+1     65+0      6+1      2/5    ER,x2     Warehouse
M203-3      49+1     71+0      5+2      4/5    AR,x3     Chinatown Sewers
M79-3       52+2     68+1      5+1      3/5    FR,x2     Chinatown Sewers
M203-4      57+1     67+0      7+1      5/7    FR,x2     Museum
M79-4       59+2     65+0      10+0     4/5    none      Chrysler Building
M203-5      68+0     65+0      7+0      5/6    none      Chrysler Building
M79-5       75+0     67+2      8+0      5/5    none      Chrysler Building
M203-6      80+1     67+1      6+2      4/4    CR        Chrysler Building
M79-6       94+0     68+1      10+1     4/7    none      Chrysler Building
HK40        115+1    70+0      8+1      6/6    none      Wayne (300 Junk)


Machine Gun

NAME        ATTACK   RANGE     BULLETS  SLOTS  SPECIAL   LOCATION
--------------------------------------------------------------------------
M11         32+1     42+0      20+1     2/2    R1,x5     Soho
MP5K        35+1     43+0      23+1     1/4    x3        N.Y.P.D.
M10         37+1     45+0      22+2     2/3    R1,x7     Hospital
Micro UZ    38+2     43+0      18+1     4/4    R1,x5     Hospital
MP5PDW      52+1     46+0      23+2     2/6    R1,x7     Museum
MP5A5       67+1     48+0      28+1     2/4    R2,x2     Chrysler Building
Full UZ     68+0     49+1      42+1     3/4    R1,x10    Chrysler Building
PPSh41      78+2     75+1      71+0     2/6    x10       Wayne (300 Junk)
MP5SD6      89+0     52+0      31+1     4/7    R2,x3     Chrysler Building
P90         122+0    51+2      200+1    5/7    R1,x10    Wayne (300 Junk)


Shotgun

NAME        ATTACK   RANGE     BULLETS  SLOTS  SPECIAL   LOCATION
--------------------------------------------------------------------------
M870        48+1     60+0      4+3      6/6    B,x2      Chinatown Sewers
M500        57+2     61+2      5+2      8/8    B,x2      Museum
M870-2      63+0     63+1      5+0      7/7    B         Chrysler Building
M500-2      75+1     67+0      6+0      5/9    B,x3      Chrysler Building
Maverick    82+0     69+2      7+0      5/6    B         Chrysler Building
S12         97+1     72+0      8+1      6/6    B         Chrysler Building
M10B        120+1    70+0      6+1      4/7    B,x3      Wayne (300 Junk)


Rocket Launcher

NAME        ATTACK   RANGE     BULLETS  SLOTS  SPECIAL   LOCATION
--------------------------------------------------------------------------
AT4         128+0    202+0     1+0      0/0    none      Warehouse
AT4-2       186+0    205+30    1+0      0/0    none      Chrysler Building
LAW80       200+20   210+0     1+0      0/0    none      Wayne (300 Junk)



ARMOR

Legend
------
NAME - The name of the armor
DEFENSE - The initial defense provided by the armor (base + modifier)
PE - The amount of Parasite Energy added to Aya's amount (base + modifier)
CRITICAL - The defense provided against critical attacks (base + modifier)
SLOTS - The number of slots on the armor (initial slots / max. slots)
SPECIAL - The Special Effects on the armor
LOCATION - The location where the weapon is found


Special Effects
---------------
H  (Auto Heal) - Automatically uses Medicine when HP is low
C  (Auto Cure) - Automatically uses Cures to remove harmful status
HU (HP Up) - Aya's max HP is increased
AU (Attack Up) - Aya's Attack Power is increased
AD (Attack Down) - Aya's Attack Power is decreased
AT (AT Slow) - The Active Time Bar recharges more slowly
PE (PE Light) - Parasite Energy potential decreases
I# (Inventory Bonus) - Item capacity increases by #
aP (Anti-Poison) - Resists Poison
aS (Anti-Stiffness) - Resists Stiffness
aD (Anti-Darkness) - Resists Darkness
aC (Anti-Confusion) - Resists Confusion


Normal (N)

NAME         DEFENSE  PE       CRITICAL  SLOTS  SPECIAL  LOCATION
---------------------------------------------------------------------------
N Vest       9+1      8+0      13+0      2/2    none     Start
N Protector  11+1     9+0      16+2      3/4    none     Carnegie Hall
N Jacket     34+1     28+1     19+0      3/5    none     N.Y.P.D.
N Suit       43+1     35+1     22+1      2/6    none     Museum


Kevlar (K)

NAME         DEFENSE  PE       CRITICAL  SLOTS  SPECIAL  LOCATION
---------------------------------------------------------------------------
Kv Vest 1    19+1     11+1     15+0      2/2    none     Carnegie Sewers
Kv Protector 40+1     32+1     18+2      2/2    none     Chrysler Building
Kv Jacket    46+0     45+0     21+0      2/3    none     Chrysler Building
Kv Suit 1    55+1     56+0     27+1      2/3    none     Chrysler Building
Kv Armor 1   69+1     67+1     30+2      2/3    none     Chrysler Building


Chemical (Cm)

NAME         DEFENSE  PE       CRITICAL  SLOTS  SPECIAL  LOCATION
---------------------------------------------------------------------------
Cm Vest 1    15+1     16+0     10+1      2/2    H        N.Y.P.D.
Cm Vest 2    30+1     33+2     21+2      2/2    H        N.Y.P.D.
Cm Protector 36+1     48+0     29+2      3/3    H        Warehouse
Cm Jacket    42+0     48+2     32+1      2/3    H        Chrysler Building
Cm Suit 1    52+0     57+1     35+0      3/4    C        Chrysler Building
Cm Armor 1   52+0     55+1     37+1      4/4    C,H      Chrysler Building
Cm Armor 1   88+1     96+1     41+0      5/6    AD,PE    Chrysler Building


Spectra (Sp)

NAME         DEFENSE  PE       CRITICAL  SLOTS  SPECIAL  LOCATION
---------------------------------------------------------------------------
Sp Vest 1    20+2     14+1     18+1      2/3    none     Central Park
Sp Jacket    35+0     29+1     26+0      2/3    none     Hospital
Sp Protector 38+1     23+0     26+0      3/4    none     Warehouse
Sp Vest 2    49+1     41+0     24+1      2/3    none     Chrysler Building
Sp Suit 1    58+2     52+0     29+0      2/4    none     Chrysler Building
Sp Armor 1   75+0     69+1     32+1      2/6    none     Chrysler Building
Sp Armor 2   86+1     79+1     39+1      2/6    AU       Chrysler Building


Survival (Sv)

NAME         DEFENSE  PE       CRITICAL  SLOTS  SPECIAL  LOCATION
---------------------------------------------------------------------------
Sv Vest 1    18+1     14+2     19+0      2/4    I1       Central Park
Sv Protector 38+1     35+1     30+0      2/5    I1       Museum
Sv Jacket    42+0     38+2     33+0      2/3    I1       Chrysler Building
Sv Suit 1    46+1     42+0     38+2      3/6    I2       Chrysler Building
Sv Suit 2    51+1     45+0     41+0      3/8    I2       Chrysler Building
Sv Armor 1   65+1     62+0     45+2      2/8    I4       Chrysler Building
Sv Armor 2   78+1     69+1     48+1      4/9    I4       Chrysler Building


Bio (B)

NAME         DEFENSE  PE       CRITICAL  SLOTS  SPECIAL  LOCATION
---------------------------------------------------------------------------
B Vest 1     29+1     35+0     20+0      2/4    aP       Hospital
B Protector  32+1     38+0     22+1      2/3    aS       Chinatown Sewers
B Jacket 1   43+1     48+1     27+1      3/4    aP       Museum
B Suit 1     48+0     54+1     27+0      3/4    aD,aP,aS Chrysler Building
B Jacket 2   55+0     61+0     30+2      2/5    aD       Chrysler Building
B Suit 2     69+1     75+1     34+0      2/6    aC,AD    Chrysler Building
B Armor      85+0     86       45+0      6/6    AD,aP,aS Chrysler Building


Ceramics (Cr)

NAME         DEFENSE  PE       CRITICAL  SLOTS  SPECIAL  LOCATION
---------------------------------------------------------------------------
Cr Vest 1    27+2     24+0     29+1      2/3    none     Soho
Cr Protector 39+2     41+2     25+1      2/4    AT,HU    Chinatown Sewers
Cr Jacket    43+1     45+0     33+1      4/7    none     Chrysler Building
Cr Vest 2    45+1     42+1     31+0      2/4    none     Museum
Cr Suit 1    65+0     67+1     37+2      4/5    AT,HU    Chrysler Building
Cr Armor 1   91+1     89+1     42+1      5/7    AT,AU,HU Chrysler Building
Cr Armor 2   106+1    102+2    48+3      7/10   HU       Chrysler Building



WAYNE'S JUNK

   After Day 3, when Wayne becomes the head of the weapon department, 
he'll tell you to find him some Rare Trading Cards. For each Rare Trading 
Card you give him, you'll be able to upgrade two pieces of equipment (as 
opposed to the one you receive by giving him a regular Trading Card or Mod 
Permit). In addition, if you give him at least 10 Rare Trading Cards, 
he'll give you a Tool Kit, which has the same use as a Tool, but never 
runs out. If you give him all 14 Rare Trading Cards, you'll receive the 
Super Tool Kit, which is like the Tool Kit in its unlimited supply, but 
acts as a Super Tool.
   All of the Rare Trading Cards are located inside the Chrysler Building:

   P38 T       M1 T        MG42 T      Type3 T
   Kasul T     BAR T       M29 T       Eagle T
   Bhawk T     MK5 T       M73 T
   PPKS T      MP44 T      Type38 T

   Also, when you talk to Wayne, you'll notice that there is an option 
"Discard Junk". Instead of discarding the junk you collect from your 
inventory, you should go to Wayne and have him take it. If you give him 
300 pieces, he'll offer to make you a gun of your choice:

HANDGUN             DE50AE7
SHOTGUN             M10B
MACHINE GUN         P90
RIFLE               MAG
GRENADE LAUNCHER    HK40
ROCKET LAUNCHER     LAW80
LEAVE IT TO WAYNE   PPSh41 machinegun
                    SP1C handgun
                    USP-TU handgun
                    AK-47 rifle
                    Super Junk (useless!)
                    Duper Junk (also useless!)

The statistics of the weapons are:

NAME        ATTACK   RANGE     BULLETS  SLOTS  SPECIAL
----------------------------------------------------------
DE50AE7     123+2    55+1      15+2     8/9    x2
M10B        120+1    70+0      6+1      4/7    B,x3
P90         122+0    51+2      200+1    5/7    R1,x10
MAG         151+1    185+0     20+1     4/7    Cr,x2
HK40        115+1    70+0      8+1      6/6    none
LAW80       200+20   210+0     1+0      0/0    none
PPSh41      78+2     75+1      71+0     2/6    x10
SP1C        118+2    67+2      18+2     2/6    x2
USP-TU      115+1    87+1      25+6     3/9    Co,x5
AK-47       155+0    152+2     23+1     6/8    Cr,Co,x5

   It is best not to leave anything to Wayne. Other than the fact that he 
might mess up (in which case you can still load), the weapon he decides to 
make for you is generally less powerful than the one you'd get if you did 
not leave it to Wayne.


That's the end of this particular FAQ! Later...

taerm@yahoo.com

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