To: submissions@gamefaqs.com
From: "Daisaku Kusama" <daisakuk@mailexcite.com>

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            THE PARASITE EVE EX-MODE SURVIVAL GUIDE
                         By Daisaku
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My thanks to siwata@apollo (SHOJI IWATA) for writing the 
Inventory Guide for Parasite Eve, and to Marius 
<lordmarius@bigfoot.com> for writing the Secrets FAQ to 
Parasite Eve.  I have borrowed a bit of knowledge from both
of these FAQs for this guide.  You can find the Secrets FAQ
Inventory Guide at www.gamefaqs.com.

WARNING: Contains spoilers.  It wouldn't be much of a guide 
if it didn't, would it?

INTRODUCTION:  The purpose of this guide is to enlighten the 
reader about how to conquer the Chrysler Building in the EX 
Mode, defeat the final boss, and save the human species.  The 
final boss (Eve) is a major headache, so you need to be prepared 
if you want to win.  This guide assumes that you have a functional 
knowledge of the game and are capable of playing it through to 
its normal ending.  

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IN THE BEGINNING - PRIOR TO EX-MODE:
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When play through the game in regular mode (and others have written 
fine guides about how to do this successfully, if you need help), 
you must keep a few things in mind before taking on the Ultimate 
Being.  When you talk to Wayne on the destroyer, he will give you 
the opportunity to engrave your best weapon and armor.  When you do 
this, it will allow you to carry that weapon and armor over into 
the EX Mode.  You will lose all other items in your inventory.

However, you will also be able to get any items that you left with 
Wayne in the regular game (except for Keys and Lucky Charms).  
Therefore, it is a good idea to keep as many guns and armor stored 
up as possible, and as many medicines and such as you can afford to 
spare before you tackle the Ultimate Being.  You'll be well stocked 
going into the EX Mode if you do this.  

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PLAYING THROUGH IN EX-MODE
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Since you have your engraved gun and armor, playing the game shouldn't 
be a problem (even though you start back at first level).  You will 
also get vast quantities of bonus points during the game in EX-Mode - 
especially whenever the day changes.  You should be able to mow through 
pretty much every monster up to the T-Rex boss at the Museum.  

Do not continue with the regular storyline after the T-Rex boss.  
This is the last point at which you can still control your destiny 
and access the Chrysler Building.  If you go to Eve's chamber on 
the Museum's 4th floor, events will sweep you away from Manhattan, 
and you'll be forced to play through AGAIN.  Not a good thing.

Here are the things you need to keep in mind as you play through 
the game:
      -- Collect Junk (and keep track of how much you've given to Wayne):  
      The birds at Central Park and the little green hopping dinosaurs at 
      the Museum carry Junk.  You can hunt for it there if you like, but 
      these are not the best places.  That comes later.  Collect what you 
      can.
      -- Add Bonus Points to your Inventory:   The maximum number of items 
      you'll be able to carry without armor pockets is 46.  You want to 
      get your inventory to that level as soon as possible.  You'll have 
      plenty of points after you max out your inventory to contribute to 
      other things, so don't worry.
      -- Collect Armor and Weapons:  Do not discard or destroy (with a tool) 
      any armor or weapon you find unless absolutely necessary. By the 
      end, you'll need every little bonus point you can pull off them.  
      Give them to Wayne - you should accrue quite a collection.  If you 
      find a weapon or armor which you know doesn't have any special 
      properties you want, it's okay to dismantle it and get the bonus 
      points.  Those points are what you really want.
      -- Hoard Your Tools, Super Tools, and Trading Cards:  Don't feel 
      compelled to use a tool every time you find one, or a trading card.  
      
Okay, so you've played through to the T-Rex, you've amassed a big collection 
of weapons, armor, and stuff, and now you're ready for (jarring chord!) The 
Chrysler Building.

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THE CHRYSLER BUILDING 
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GENERAL STUFF:  
This is how the Chrysler Building works.  On every tenth level (floors 10, 
20, 30, etc.) is a boss.  That boss has the key which allows you to access 
all the elevators below it.  Every floor leading up to that boss has a 
randomly generated layout, which includes a lot of hallways (in which you 
can encounter monsters), a Treasure Room, an Elevator, and stairs going up 
and down.  Each set of ten floors also has its own theme music, just so 
it doesn't get too monotonous.  

For every set of ten floors, you'll encounter different types of monsters.  
It is IMPORTANT to note that whenever you clear a boss, the monsters stop 
appearing on all the levels below it.  So when you take out the boss on 
floor 10, no monsters will appear anymore on floors 1-10.  This is crucial 
to remember, because there are some monsters which you'll want to fight for 
certain items and experience.  You need to be sure you've done as much 
fighting as you want of these monsters before you take out the boss.

Every key allows you to access the Elevator to all the floors below the 
level on which you found it, so you do not need to carry around more than 
one Chrysler Key at a time.

FLOORS 2-10:  THE JUNK ZONE
Before you start to seriously penetrate the Chrysler Building, you're 
going to want to spend some time on floors 2-10 (floor one is the 
entrance lobby, and there are no monsters).  This is the best Junk-hunting 
zone.  You can rack up the Junk pretty quickly if you use Daisaku's Expert 
Junk-Collecting Technique.  Here's how it works:
      -- The blue birds (species: avius aquus detritus) have Junk.  
      -- The blue birds appear in certain kinds of hallways.  They 
      will often appear in the company of the large rats (Rodents Of 
      Unusual Size).
      -- There is a random chance of a monster appearing in a 
      hallway every time you enter the screen.  Each screen has 
      a "trigger point," which will cause the battle to begin if 
      there is a monster.  You can tell if there's going to be 
      a monster once you pass the trigger point without having 
      to cross the entire screen.
      -- The blue birds appear in greatest numbers in the straight 
      hallways which run north to south.  Note that if the 
      hallway is a dead end, no monsters will appear.  On a good 
      encounter, you can get five birds at a time (and you can 
      annihilate them easily if you have a shotgun effect on your 
      gun - they tend to bunch up).
      -- The trigger points on the north-south hallways are the second 
      line on the floor (no matter which way you enter).  
      -- So, the technique is to go along until you find two adjoining 
      north-south hallways.  Then, you go back and forth between 
      the two of them and search for monsters.  Every time you reach 
      the second line on the floor, you'll know if you have an 
      encounter or not.  If you don't, turn back and check the other 
      hallway again.  Repeat until your inventory is full of Junk.  
      Reject all other items you might pick up along the way (unless 
      they're something TRULY useful, like Revive... I think the 
      rats may carry that on rare occasions).  

Sounds tedious?  Well, it is... but it's the LEAST tedious way to collect 
Junk.  I refined this technique through painful trial and error, and 
believe me, the speed with which you'll accumulate Junk is staggering 
compared to any other method.

So why do you want all this Junk?  Well, when you give Wayne 300 pieces 
of Junk (using the Discard Junk option when you talk to him), he'll 
build you a super-weapon of your choice.  These weapons are superior 
to any other weapons you'll find in the game.  

Which weapon should you choose?  My advice is either to take the handgun 
(if you like the quick firing rate) or the rifle (for more attack power 
and range).  The other guns are too slow.  The LAW Rocket is powerful, 
but is simply too slow and limited to be of much use in conflict with the 
greater bosses (especially since you can't add special properties to it).  
Whatever you do, don't "Leave it to Wayne."  Wayne can be quite a spaz 
when it comes to gun design, and sometimes he'll even give you a big 
lump of utterly useless "Super Junk" for your efforts.  

ASCENDING THE FLOORS:
Once you get your gun made from Junk, it's time to head on up the 
floors.  No reason to tarry on any of the levels until you get past 
floor 60 - the monsters there are not worth a whole lot of experience, 
and they don't have the best items. 

Amongst the new things you'll find in the treasure boxes in the Chrysler 
Buildings are the Rare Trading Cards.  These are very cool.  If you use 
them to tune up a weapon with Wayne, he'll give you two tune-ups for 
the price of one.  But, even better, you can get some really great 
stuff if you collect a lot of Rare Trading Cards.  If you collect 11 
of them, Wayne will give you a Tool Box, which provides infinite 
Tools (some guides say you need 12 cards - I did it with 11, and it's 
possible that you only need 10).  If you collect all 14, he'll give 
you a Super Tool Box as well, which will allow you to upgrade weapons 
to your heart's content.  

In order to get these special tool boxes, you have to pick the "Rare 
T-Card Collection" option when you talk to Wayne.  He'll show you all 
his cards and brag a bit, then give you the tool boxes if you've 
collected enough.  

Once you get the Super Tool Box, it's time to go back to your gun 
and armor collection and pull all the bonus points off all the stuff 
you've got in storage.  This is truly a wonderful experience.  One 
tip: to save some time, go to the "Store Equipment" option when you 
talk to Wayne, then look at the toolbar on the left.  There's a 
"Tune Up Weapons/Armor" option available, which will allow you to 
tinker with the things you've got in storage without having to put 
them all in your inventory.

Interesting note:  When I created my ultimate armor, Wayne was so 
impressed that he engraved it for me.  

Okay, that's all great and something to look forward to, but I didn't 
find my 14th Rare T-Card until the 68th Floor of the Chrysler Building.  
So you're going to have to be patient.  Meanwhile, you'll have to fight 
your way through the bosses on all the lower levels.  Here are some 
quick guidelines:

      FLOOR 10 - BRAIN-SPIDER:  This is the same beastie you fought 
      on the roof of the Hospital.  It is a big pansy and you 
      can blow it away without breaking a sweat.

      FLOOR 20 - THE CROC TWINS:  These are the same guys you encountered 
      in the reservoir.  They are also very silly and weak.  You 
      should have no problem wasting them.

      FLOOR 30 - CENTIPEDE:  You ran into this ugly bastard in the train 
      tunnels.  You have less space to fight him this time.  He's 
      really not so bad, except when he splits into four bits, the 
      tail segment will Blind you and the head segment will Poison 
      you.  The Blind is most annoying, so take out that segment 
      first.  This shouldn't be too challenging.

      FLOOR 40 - QUADRA-CERATOPS:  It's not a triceratops - it has four 
      horns.   I'm not sure WHAT it really is.  Anyway, you 
      encountered it in the museum before.  Same strategy applies.  
      Shouldn't be much of a problem.  
      
      FLOOR 50 - SUPER-FLY:  This thing is a pest (okay, bad pun.  
      I'm sorry).  It does some nasty damage with its 
      flailing antennae, but its most dangerous property 
      is that it will lay eggs which become new versions of 
      itself.  If you're not careful, this fight could drag 
      out a LONG time.  Your best strategy is to unload on 
      this thing as heavy as possible as early as you can, 
      using Liberate to deal it big damage while there's 
      only one.  

      FLOOR 60 - MEGA-CRAB:  This is a hyped-up version of the crab you 
      encountered in the Warehouse, and it can really take you 
      apart if you aren't careful.  It skitters around faster 
      than its cousin in the Warehouse, making it very hard to 
      stay in the "safe zones" on its sides.  The eye beams are 
      not as devastating (because you're more durable now, and 
      their power hasn't increased), but the bubble spread attack 
      is far, far more powerful.  The only way to take this 
      bad-ass arthropod on is to keep yourself Hasted and stay 
      along side of it, so it can't hit you with the bubbles.  
      Haste is your number one priority for Parasite Energy.  
      Have some Revives on hand, in case you get caught by the 
      bubbles.  Your weapon (which SHOULD have the shotgun burst 
      effect on it, in case you hadn't realized that by now) 
      should take out the claws in fairly short order.  Then 
      you keep working on the head.  When it's done, mail the 
      body to Baltimore and tell them to serve it up Old Bay 
      sauce (just kidding).  

HELPFUL TIP:  As you travel along, you will pick up some Full Restore 
items, which will bring your Health back up to maximum when used.  
These are terrific, but you want to use them wisely.  When you're in 
a fight and your armor uses its Auto-Medicine power, it will pick 
the strongest medicine first.  So, if you bring a Full Restore into 
a fight with a boss, it will probably get used up.  You do not 
want this to happen.

You can take all the bosses up to this point (and the 70th floor 
one, for that matter) using conventional Medicines.  Be sure to 
unload your Full Restores before you go into any boss fights.  
Either give them to Wayne or (if you don't want to make the trek 
all the way back down just for this) dump them into open boxes 
in a Treasure Room so you can go back and pick them up later.  
The same rule applies for the Full Cures, though they aren't 
quite as crucial.

Still alive?  Great!  Now, you're on to floors 61-70...

THE UPPER FLOORS:
Floors 61-70 are where you might want to hang out for a while and 
hunt down monsters.  The creatures up here are worth a good chunk 
of experience, and you can level up on these floors pretty quickly.  
Furthermore, you can accumulate the hoard of Revives and Medicine 4s 
that you'll require before tackling the final bosses from these 
monsters.

The monsters you'll find on these floors are pretty tough, but 
only up to a point.  The point at which they stop being dangerous 
is when you find the grenade launcher with the Cyanide feature.  
Use a Super Tool to bring that over to your main weapon, and 
watch the results.  You may feel inclined to laugh maniacally 
when use this power on normal monsters - go ahead, you've earned 
it.  Aya officially becomes a Buttkicker Supreme when she gets 
the Cyanide feature.  

You should also round out your Rare Trading Card collection on 
these levels.  I strongly advise that you take the Rare T-Cards 
back to Wayne before tackling the boss on the 70th floor, so you 
can have the Super Tool Kit and create your ultimate weapon and 
armor.  

Once you've leveled up to your heart's content (I was at Level 38, 
in case you were curious), you're ready to take on the final two 
bosses.  The first of these adversaries is... 

      FLOOR 70 - THE WORLD'S MEANEST TERMITE:  Have plenty 
      of Revives and Medicine 4s on hand for this fight.  
      The Termite has one major attack which it employs 
      that comes in two parts.  First, it launches a 
      sickle-shaped energy wave that is almost a third 
      the width of the screen.  It follows up this attack 
      with two deadly energy boomerangs which zigzag back 
      and forth as they fly.  This is not the worst 
      part, though.  In addition, the Termite can summon 
      several lesser bugs, who flutter about and either 
      Heal it or attack you, mostly with status attacks 
      of some kind.  This is also not the worst part. 
            The worst part is that, seemingly out of 
      nowhere, Aya will occasionally be hit by an absurdly 
      large explosion which she has no chance of avoiding.  
      Where this comes from and what it's meant to be, I do 
      not know.  I only know that it was really annoying.
            To fight the Termite, keep using Haste as often 
      as you can.  It will help you avoid its energy attacks.  
      If you're above its head on the screen, it will miss you 
      with the first energy wave, and then all you have to do 
      is duck away from the boomerangs which follow it up.  
      Do not waste your time targeting the lesser bugs, but 
      do try to get them within the spread of your shotgun-burst 
      attack.  They can be killed fairly easily this way, 
      and you don't have to take your attention away from 
      the termite.  
            And when you get hit with the mystery explosions... 
      you explode.  Tough luck.  That's what the Medicines 
      and Revives are for.  You can outlast this ugly termite 
      if you have a good supply of these items... but make 
      sure you have enough for the final battle, too.
      
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THE FINAL BATTLE FOR THE FATE OF THE WORLD
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After you waste the termite, there are no more monsters in the 
Chrysler Building to fight besides Eve.  From the termite's room, 
you will access a stairway which will lead you through a series 
of increasingly gross rooms, where there are no treasures or 
monsters (just stairways stacked on top of each other).  But 
first...

Go back to Wayne.   It's time to pick up all that stuff you were 
saving for a rainy day.  If you're carrying around any superfluous 
items (like the lucky charms, extra weapons, and even the Super 
Tool Kit), drop them off now.  You can't rid yourself of Maeda's gun, 
one of his charms, or the Rocket Crate, but you can dump everything 
else on Wayne.  You should be able to carry 50 items total, since 
you maxed out your inventory and put a 4-pocket bonus on your 
armor (didn't you?).  Your inventory should contain the following 
items, in order of priority:

      - Your Gun
      - Your Primary Armor
      - Your Secondary Armor (for use in jump-starting your PE meter)
      - Full Recover items
      - Revives
      - Full Cures
      - Medicine 4s

You all set?  Save your game.  Take a deep breath, and then go back 
to the Chrysler Building for one final time.

FINAL BOSS -  EVE:  
Eve has a nasty surprise waiting for you in her lair.  After she 
reveals the sinister truth about herself, she transforms into a 
version of the angel-like being that Aya becomes when she uses 
Liberate.  And the fight is on.
      This fight takes place in three basic stages.  Note that the 
stages are not distinct like the various forms of the Ultimate Being, 
but the fight definitely shifts in character as it wears on.

      STAGE ONE:  Eve will float around the screen and 
      occasionally teleport.  She does three different attacks 
      in this first stage.  The First type, which is the 
      Touch attack, does incidental damage of about 15 or 16 
      points if you happen to brush into her.  This seems very 
      minor, but it's important to keep it in mind for later 
      in the fight.  The second type, which I'll call the Attack 
      Rush, lets her hit you with a physical blow.  These can 
      be dodged, but it is VERY hard.  At this stage, the blows 
      hurt but are not lethal (about 250-300 damage).  The third 
      attack she has is the Summon Helper (I won't reveal what 
      the Helper is, in order to try to maintain some degree of 
      suspense).  She makes a hand-raising gesture to do this, 
      then her Helper floats down and hits you with a status 
      ailment of some sort.  The Helper cannot be attacked.
            The most important thing to remember is to NEVER 
      attack Eve when her Helper is on screen.  Otherwise, 
      the Helper will Heal her, in increasingly high increments 
      (1000 points the first time, then 2000, then 3000, 
      and so on).  It can be murderously hard to overcome 
      that kind of healing.  
            This is the easiest part of the fight, and your 
      strategy is to inflict as much damage as possible while 
      you have the chance.  But be careful in your attacks - 
      if Eve's Helper starts Healing her, you undermine all 
      your efforts.  So, there are a few safe times to attack.  
      Attack when Eve is beginning a teleport (if you have a 
      Handgun, you should be able to get some shots off before 
      she vanishes entirely).  Attack after Eve has completed 
      her own action.  Attack when the Helper has just left 
      the screen.  If there's any uncertainty, hold back and 
      use the time to heal yourself with Medicines, shift 
      your armors to jump-start your PE, and recharge your 
      PE meter for the Liberates.  Use Liberate as often as 
      you can (remember that time stops when you use a Parasite 
      Power, so you don't have to worry about the Helper 
      floating onto the screen during a Liberate attack).  
      Unload as much damage on Eve as you can during this part 
      of the fight, when she is least aggressive.
      
      STAGE TWO:  You'll know you've entered Stage Two when 
      Eve's Helper starts to do something new.  Instead of 
      hitting you with a Status Ailment, sometimes she will 
      come down and super-charge Eve.  This is a new kind of 
      attack for Eve - she will rear back and begin to glow 
      with energy, until she finally does a Power Charge at you 
      and knocks you down to 1 Health.  There is no way to avoid 
      this attack.  However, you can use it to your advantage.  
            When the Helper super-charges Eve, don't bother 
      trying to shoot her until she does the Power Charge.  
      You'll only do 1 or 2 points of damage to her.  While it's 
      no fun to be knocked down to 1 Health, this attack will 
      never kill you.  You are guaranteed to survive the Power 
      Charge.  Furthermore, Eve takes a few moments to recover 
      from the Power Charge, and she is vulnerable.  You can 
      really open fire on her with impunity at this point, until 
      she regains her composure and starts to float around again.  
            An important tip:  If you are on the opposite side of 
      the screen when Eve does the Power Charge, you are in 
      danger of getting hit with the incidental Touch attack 
      after it's done.  This attack, which is normally negligible, 
      will kill you after the Power Charge, since you have a 
      mere 1 Health remaining.  When Eve starts to juice up for 
      the Power Charge, get to the middle of the screen and take 
      it on the chin.  Then open fire when she's vulnerable.
            Your auto-medicine feature will heal you as long as 
      you have Medicines, but you are going to run out.  This is 
      fine - you have plenty of Revives, and now you're going to 
      use them.
            Furthermore, Eve's Attack Rush becomes much more 
      dangerous now, because she strikes at you twice.  The second 
      attack does 500-700 damage or so, which means you probably 
      can't even survive if you're at full Health, unless you still 
      have Medicines.  
            Eve will settle into a pretty consistent attack 
      pattern, from which she rarely varies.  First, she'll have 
      her Helper super-charge her, and perform the Power Charge 
      attack.  Then, she'll have her Helper come down and hit 
      you with a status attack.  After that, she teleports away, 
      then returns and performs the Attack Rush.  And she repeats 
      the pattern.
            You need to settle into a counterattack pattern 
      to match Eve's attack.  First, you let the Power Charge 
      hit you (if you run around and dodge, sometimes it seems 
      to take her longer to orient on you, so it is a good idea 
      to keep on the move and give your PE meter time to recharge).  
      Then, you open fire after you've been reduced to 1 Health 
      and inflict as much damage as you can before Eve recovers.  
      You endure the status attack from the Helper (your Armor 
      will frequently negate these attacks, and you should have 
      some Full Cures - even if you're affected, it usually 
      doesn't matter).  When Eve teleports away and comes back 
      for her Attack Rush, you have a couple of options.  If 
      your PE meter is full, unload on her with Liberate.  If 
      your PE meter is not full, you can use either Energy Shot 
      to inflict strong damage (you won't have much time to fire 
      conventionally, but since the Parasite Powers stop time, 
      you can get the Energy Shot off before Eve hits you with 
      the Attack Rush), or use PreRaise on yourself to conserve 
      a Revive.  I would only recommend the latter if you're 
      running low on Revives.  Once you use your Parasite Energy 
      attack (whatever it is), Eve will hit with the Attack Rush 
      and kill you.  Your Revive will kick in, and you'll come 
      back ready for more.
      
      STAGE THREE:  Eve picks up the pace of her attacks here.  
      She gains three attacks in her Attack Rush, and there really 
      is no way to survive.  She also begins to do the Power 
      Charge without having to summon her Helper to power her 
      up.  However, she still gives you ample warning by charging up.
            Your strategy does not change.  You get knocked down, 
      but you get up again ("Never gonna keep me down!").  You make 
      use of all those Revives that you stored up, and you hit 
      her with the Liberate (when you can) and the Energy Shot 
      (when you aren't at full PE).  Note that if you're not at 
      full PE but the meter is high, if you're worried about 
      running out of Revives, you can use the multiple action 
      feature on your gun to cast PreRaise and then Energy Shot 
      before Eve hits you with the Attack Rush.  The Energy Shot 
      won't do as much damage, but this strategy will prolong 
      your ability to fight.  
            And eventually, you'll wear her down.  She's tough 
      as a dump-truck full of nails, but you will eventually 
      prevail.
      
Congratulations!  Check out the true ending to the game, and bask 
in the knowledge that you have saved the human race!  And then, 
wait for Squaresoft to put out its next game to devour all your 
free time!

Daisaku
daisakuk@mailexcite.com
10/98