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Parasite Eve


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EX Game mode

Beat the game once to enable an option that allows the game to be played in a new
mode.

Extra points

Complete one day without saving the game to receive extra points when the
following day begins.

Extra ammunition

Return to the police station and open the box inside the weapon storage room to
collect thirty bullets. This may be done a total of ten times during the game.

Track the helicopter

At the city map screen, press Select to track the helicopter as it flies around the city.

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.

Every ten levels there is a boss. They can get pretty annoying since
you can't save before the fight. Kill them to get the keys to the
elevators.


10th Floor

Spider
Level: 24
HP: 1000
EXP: 100
This spider is the same as the one you fought on the roof of the hospital.
It should be pretty easy by now, especially since you have a good weapon.
There's also less room to move around, so the fireball is a little harder
to dodge, but you can always heal.


20th Floor

Alligators
Level: 29
HP: 1200, 1200
EXP: 300
Again, these guys are just like the one you fought against in the Carnegie
Hall Sewers. Each have only one target, and although there are two of
them, the fight should still be easy.


30th Floor

Centipede
Level: 34
HP: 1500 (first stage), 1200 (head), 800 (tail), 600 (body), 600 (body)
EXP: 800
This is the same as the boss you fought in the Subway on day five. I don't
know what more to say. :( Actually, the first part is pretty easy. Just
stick to its side and it won't be able to hurt you by lunging. The fight
gets hard when it splits up into four separate parts. Kill one part as
quickly as you can so you'll take less damage when you get hit. Also, if
he head hits you, you'll be poisoned, and if the tail hits you, you'll be
blinded. Same strategy, though. If you don't get hit, you won't be
affected.


40th Floor

Triceratops
Level: 39
HP: 1600 (first stage), 1600 (second stage)
EXP: 2,500
Again, this is the same Triceratops you beat in the Museum on day five.
For some reason, this boss is easier than the one on the 30th floor. Using
the Mark 23, I killed the first stage before it got two attacks out. In
the second stage, the triceratops attacks more often, and uses only the
lightning bolts, and no longer charges. Still, it should be no trouble.
And although this is like the one you fought in the Museum, freezing
rounds do no special damage to it.


50th Floor

Cockroach
Level: 49
HP: 4200 (main), 1200 (hatchling)
EXP: 5,000
Ah, finally an original boss here. At first, only one roach appears, and
it has only one attack, which is swiping you with its antenna. To avoid,
_simply_ run away from the roach if it's approaching you. It will run up
to you, and then attack with its antenna. If you start running by the time
the attack is already coming out, you won't make it. After you deal a
certain amount of damage, the roach will fly into the air and another
roach will hatch out of an egg. The groundling roach is just like the
original one when it was on the ground. The now airborne roach attacks by
shooting white fire at you. There's nothing special you need to do to
avoid it. Just don't get hit by it.


60th Floor

Crab
Level: 59
HP: 6400 (head), 1600 (claws)
EXP: 10,000
The Crab is very similar to the crab in the Warehouse. Note that this one
moves a LOT faster, so you have to use Haste to keep up. Otherwise, the
strategy is the same as before. Stay to its side, kill the claws first,
then the defense of the head lowers, then destroy the head. Although its
eye lasers are nothing to worry about, the bubble attack does an insane
amount of damage, so you should be extra careful when dodging.

(Contined on Parisite Eve 2)

"Killer.C" - Sepiroth
Game of the Year?
System of the Year?
~mailto: smackdaddyt_01@hotmail.com

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