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    FAQ/Walkthrough by Shotgunnova

    Updated: 02/08/09 | Search Guide | Bookmark Guide

    ________________________________________________________________/ŻŻ\___________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\  /ŻŻŻŻŻŻŻŻŻŻŻ
                         Spoiler-free FAQ & Walkthrough   __        /  \        __
                          -by- Shotgunnova (P. Summers)  /  |______/    \______|  \
                EMAIL: shotgunnova (at) gmail (d0t) com  \__                    __/
                               ___ ___ ___ ___ ___ _ _____ _\_   ___ _ _ ___   /
                              | _ |   | _ |   |  _| |_   _|  _| |  _| | |  _| /
                              |  _| Ż |  (| Ż |_  | | | | |  _| |  _| | |  _|(
                              |_| |_|_|_\_)_|_|___|_| |_| |___| |___|\_/|___| \
                                                            /                  \
     This document is intended for private use only and  /ŻŻ ______      ______ ŻŻ\
     can't be distributed without the author's consent.  \__|      \    /      |__/
     For hosting permissions, see the legality section.             \  /
    ________________________________________________________________/  \___________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\__/Ż| INDEX |Ż
                                                                          ŻŻŻŻŻŻŻ
        I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
       II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
    
           Story ............................................................ STRY
           P Energy ......................................................... PNRG
           Status Effects ................................................... STTS
           Ex Game .......................................................... EXGM
           Weapons Tuning ................................................... WPNT
           Tips N' Tricks ................................................... TPST
    
      III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT
    
           01) Day 1: Resonance ............................................. WK01
           02) Day 2: Fusion ................................................ WK02
           03) Day 3: Selection ............................................. WK03
           04) Day 4: Conception ............................................ WK04
           05) Day 5: Evolution ............................................. WK05
           06) Day 6: Liberation ............................................ WK06
    
       IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
    
           Equipment List ................................................... EQPT
           Chrysler Building ................................................ CHRS
           300 Junks for Wayne .............................................. JNKW
    
        V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
       VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
      VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    I. CONTROLS                                                              [CNTR]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                           _____         |  |         _____
          L2 BUTTON -->   /____/\        |  |        /\____\   <- R2 BUTTON
          L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <- R1 BUTTON
                        /  _    \________|__|________/    _  \
                       / _| |_                         _ /_\ _\  <- TRIANGLE BUTTON
      DIRECTIONAL --> | |_   _|   [SELECT]   [START]  |_|   (_)| <- CIRCLE BUTTON
          PAD         |   |_|          [ANALOG]          (X)   | <- X BUTTON
                      /            ____        ____            \
                     /            /    \      /    \            \
                    (            (      ) __ (      )            )
                     \         /\ \____/ /  \ \____/ /\         /
                      \       /  \______/    \______/  \       /
                       \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                                  (L3)          (R3)
    
     Parasite Eve works with both normal and DualShock controllers, the latter
     being the most preferable. Buttons omitted have no function in either type
     of control scheme.
      ___________ _______________________________________________________________
     | BUTTON    | FUNCTION                                                      |
     |ŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | D-Pad     | Move character and menus (non-analog mode only)               |
     | Start     | Un/pauses game                                                |
     | Analog    | Toggle analog mode on/off                                     |
     | Circle    | Cancels selected command                                      |
     | Square    | Ends/skips battle commands prematurely                        |
     | Triangle  | Opens main menu                                               |
     | X-Button  | 'Action' button for confirming menus, inspecting things, etc. |
     | L1 Button | Scrolls up menus (when applicable)                            |
     | R1 Button | Scrolls down menus (when applicable)                          |
     | L. Analog | Controls movement                                             |
     |___________|_______________________________________________________________|
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    02) TH' BASICS                                                           [THBS]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    STORY            [STRY]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     From manual:
    
     "'Mitochondria' -- a microorganism that lives within human cells, and has
     existed symbiotically with the nucleus for hundreds of millions of years.
     Critical for production of energy in living things, mitochondria has its own
     genetic code, and the ability to evolve and multiply.
    
     After exhaustive DNA research, it appears that all mitochondria can be traced
     to a single source: a female human in ancient Africa, identified as
     'Mitochondrial Eve'. What if this organism had 'her' own intentions and was
     waiting for the day to take over the human race...?
    
     Christmas Eve: New York.
     'She' awakens on this destined day.
    
     And now, the final battle for survivalbetween the human race and the
     mitochondria is about to begin..."
    
    P ENERGY         [PNRG]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Soon into the game, Aya's mitochondrial powers awaken and she'll start to
     learn abilities as she levels up. The 'PE' gauge underneath her health bar
     will denote the current status, with green meaning remaining energy and red
     meaning depleted. Apparently most skills are percentage-based, which means
     that as PE increases, earlier skills seem a lot cheaper.
      ______________ ____ _______________________________________________________
     | ABILITY      | LV | FUNCTION                                              |
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | Heal 1       | -- | Heal 30 HP                                            |
     | Scan         | 04 | Scan enemy for stats/weaknesses (if applicable)       |
     | Slow         | 07 | Slows enemy's ATB gauge                               |
     | Detox        | 09 | Allieviates 'Poison' status                           |
     | Heal 2       | 11 | Heal 60 HP                                            |
     | Barrier      | 13 | Prevents 'x' amount of damage (unknown threshold)     |
     | Energy Shot  | 15 | Fires a huge beam at target                           |
     | Confuse      | 17 | Inflicts 'Confusion' on target                        |
     | Haste        | 20 | Speeds up ATB gauge and p-energy recovery             |
     | Heal 3       | 23 | Heals 280 HP                                          |
     | Gene Heal    | 25 | HP steadily recovers while draining p-energy gauge    |
     | Medic        | 28 | Alleviates all status effects                         |
     | Preraise     | 30 | If HP hits zero, automatically revives Aya at half HP |
     | Full Recover | 32 | Recovers all HP and alleviates negative statuses      |
     | Liberate     | 33 | Unleash combo attack on foe; drains all p-energy      |
     |______________|____|_______________________________________________________|
    
    STATUS EFFECTS   [STTS]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     There are four main statuses that Aya can be hit with in the game. Completing
     or fleeing battle will alleviate them all, although there are skills she can
     use to do the same thing. Some types of armor have traits that resist these
     skills, but don't offer 100% protection.
      ______________ ____________________________________________________________
     | ABILITY      | FUNCTION                                                   |
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | Confusion    | Normal controls for movement are switched around           |
     | Darkness     | Attack range is heavily decreased                          |
     | Poison       | HP decreases set amount every few seconds                  |
     | Stiffness    | Movement becomes about half as fast                        |
     |______________|____________________________________________________________|
    
    EX GAME          [EXGM]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     After beating the game and saving at the prompt, the option 'Ex Game' appears
     on the main menu. This allows one to replay the game with the saved data and
     basically just blow through with a bunch of powerhouse items obtained from
     before. Here's what's up with the option.
    
     • All unused bonus points carry over
     • The weapon/armor Wayne engraved for Aya toward end of the game
     • Any items left with Wayne's storagebox carry over (including Chrysler Keys)
     • Any "Junk" you gave Wayne on the previous playthrough carry over
     • Chrysler Building becomes available on the NYC map
     • Free bonus points at the end of every chapter
     • Some upgrades (like CR Evade +1, etc.) may give more stat bonuses
     • Enemy formations are often larger (to compensate for powerful equipment)
    
     Things that don't carry over:
    
     • Ammo (unless it's deposited in the storagebox)
     • Anything on Aya's person that isn't her weapon/armor
     • Special items/weapons, such as door keys and Maeda's Gun
     • Anything level-based (abilities, stats, item capacity, etc.)
    
    WEAPON TUNING    [WPNT]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     This feature is a critical element in increasing attack power, by removing
     stats or traits from one weapon and adding them to another.
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|  Here's my endgame weapon I'll use as an example. Any
     | Antirine       [9] |  number in the 'BASE' column are inherent stats and
     |          BASE PLUS |  the minimum the weapon can have, i.e. they can't be
     | ATK: 400   57  343 |  removed. Anything in the 'PLUS' column is transferable
     | RNG: 124   58   66 |  via Tools and Super Tools. Also transferable are any
     | BLT:  88   12   76 |  traits (although rocket launchers and clubs can only
     |____________________|  transfer with their own kind, unlike the others).
     |                    |
     | [TRAIT]   [TRAIT]  |  Tools can transplant one trait or all transferable
     | [TRAIT]   [TRAIT]  |  stats, destroying the weapon in the process. Super
     |____________________|  Tools function the same but DO NOT destroy the weapon,
                             which is why they're crucial in mass-transplanting
     traits from a highly customized weapon onto one with better base stats.
    
     Now, equipment has a set number of slots for traits, from zero (all rocket
     launchers) to ten (certain weapons, the best armor). To get more slots for
     these, Aya must find trading cards which come in two types (normal and rare),
     then give them to Torres or Wayne in the 17th Precinct's basement to do the
     work. Normal cards are found throughout the game and earn one more slot on
     the equipment of Aya's choice; rare kinds are found only in the Chrysler
     Building and earn two slots. [NOTE: Early in the game, Aya has to use Mod
     Permits to get permission to bore out more slots. This practice dies out
     eventually.]
    
     NOTE: In the trait slots there are boxes that look like two triangles, one
     white and one black. These are just placeholders and nothing can be stuck
     there.
    
    TIPS N' TRICKS   [TPST]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Can you hear the echo of the walkthrough readers? It says: give me tips! Well
     here's all the good ones I can think of. Should someone viewing this have any
     bright ideas to send my way, I'll definitely stick the tips, hints, or what-
     -ever they are right here.
    
     • Avoid weapons with the "Random Rate of Fire: 1.5" trait, as they take a
       take a long time, pick random targets, and often leave Aya open to attacks,
       especially if she has to reload. Generally one will want to concentrate on
       one enemy at a time so this really goes against the grain.
    
     • Those charms Maeda likes giving to Aya really don't do anything and since
       they're key items, they can't be discarded. Let Wayne babysit 'em in the
       storage box as soon as you can. [This isn't immediately possible for some
       of them, like the Narita in Day 5.]
    
     • Putting a bunch of elemental effects into your weapon seems cool, huh?
       Think again, folks. If an enemy is immune to that element, it defaults to
       1 HP damage even if you have 999 ATK! So for all intents and purposes,
       avoid Heat/Freeze Bullet traits. Luckily, Tranquilizer/Acid Bullet traits
       are fine, as if an enemy is immune to them, normal damage still applies.
    
     • Day 5's main dungeon (St. Francis Hospital) has two spots to get infinite
       Tools/Defense +1s and Trading Cards. For the latter, there is an enemy
       that appears on the ground floor in the nitrogen tank room (requires the
       green cardkey) affectionately known as the 'giant slime'. Give Aya a weapon
       that has the steal function and it can steal Defense +1s (common) or Tools
       (rare). This baddie will occasionally respawn in here, usually every other
       time, so just rinse and repeat to stock up.
    
       For the Trading Cards, in the ground-floor room where there was a nurse &
       patient, look for a box hidden behind an overturned cabinet. Repeatedly
       inspect the box to get more cards! You can miss the chest the first time
       and come back to it, but after getting even one card, the box disappears
       on subsequent visits. Milk it for all its worth; heck, deposit all of the
       cards with Wayne right after if y'want.
    
     • "Gun status can be 'overwritten' with normal tools without having to waste
       a perfectly good Super Tool. Example: Burst effect(from shotgun) can
       'override' (Random rate of fire) and (Attack All) Gun Statuses. Rate of
       fire x2 can "override" Rate of fire x10. This becomes extremely useful if
       you have a machine gun,which is arguably the best gun type in the game
       because of its AT gauge speed. This tip gets rid of all those crappy stats
       that make the machine gun craptastic so you won't have to waste a Super Tool
       taking out unwanted Statuses from a gun before putting in new statuses. They
       can simply be 'overwritten'." - Squall_Lionheart76
    
     • "Collecting 300 junk the easiest way of all methods. I understand this tip
       may sound debatable,but believe me it's not. Just hear me out. I've tried
       EVERY Junk gathering location in the game. There's only 3 places. Chrysler
       Building, Museum and Central Park. Chrysler Building is a good place because
       it has a large volume of the birds who drop junk, but because of the
       ridiculous walking distances to bring the junk back to Wayne you end up
       wasting more time traveling back and forth then it's worth. Museum is the
       worst of all three places, you probably already know why so I'll skip that
       one. Central park is the best and it's ok if you passed day 2 also and don't
       have full access to the park because the hotspot is available on any day.
       The perfect hunting spot for 300 Junk is two consecutive screens that work
       together in unison to make Junk collecting go by in a breeze!! You're
       looking for the screen with fork in the road in the shape of a 'Y'
       precisely 5-6 screens away from the very entrance to Central park. On this
       screen you will fight 2 birds and 1 snake. On the screen before this screen
       you will fight 1 monkey and between 2-3 birds. All you have to do is walk
       back and forth between these two screen to initiate a random battle just
       walk up to the very fork in the road and if no random battle occurs walk
       to the previous screen and walk up to the "snow line",if no random battle
       occurs again then walk back to the "fork in the road" screen again and walk
       up to the fork in the road and just repeat this process as many times as
       necessary to fill up on "Junk" and then return to wayne when inventory is
       full and repeat process." - Squall_Lionheart76
    
     • "Rate of fire x2 and x3 provide the BEST combat results in a gun for
       damage/bullet ratio. Any more then x3 is a waste of ammo and any less then
       x2 is a waste of damage. Personally i prefer x2 myself. Here's a list of all
       the damages:
    
       x1(default): 100% damage 1 bullet wasted.
       x2: 60% damage (total damage 120%) 2 bullets wasted.
       x3: 42% damage (total damage 126%) 3 bullets wasted.
       x5: 25% damage (total damage 125%) 5 bullets wasted.
       x7: 18% damage (total damage 126%) 7 bullets wasted.
       x10: 13% damage (total damage 130%) 10 bullets wasted.
        - Squall_Lionheart76
    
     • All weapons come with lag time, and using multiple commands will definitely
       leave Aya open to attacks. Remember that you can can cut commands short by
       pressing the Square button, so Aya can fire one bullet in one command, or
       even one bullet out of three commands.           _________________________
    ___________________________________________________/ III. WALKTHROUGH [WLKT] |_
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    01) Day 1: Resonance                                                     [WK01]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Parasite Eve plays out over the course of a week, so the walkthrough will
     break it down in that same manner.
    
    CARNEGIE HALL         _ ____ ______________     _ ____ _____________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ        |_| 01 | Ammo +60     |   | | 10 | Ammo +6     |
     Enemies: Rat        |_| 02 | Medicine 1   |   |Ż| 11 | M1911A1     |
              Parrot     |_| 03 | Theater Key  |   |Ż| 12 | Ammo +6     |
              Frog       |_| 04 | Medicine 1   |   |Ż| 13 | Offense +2  |
                         |_| 05 | Rehearse Key |   |Ż| 14 | Medicine 1  |
                         |_| 06 | Ammo +6      |   |Ż| 15 | Cure-P      |
                         | | 07 | Ammo +6      |   |Ż| 16 | PE +1       |
                         |Ż| 08 | Defense +1   |   |Ż| 17 | Offense +1  |
                         |Ż| 09 | N Protector  |   |Ż| 18 | P220 Pistol |
                  |Ż|     Ż ŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ     Ż ŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻ
                __| |-15,16,17
               |13|_|________                                         A
               |   14 11    B|     |ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|    ____|____
               |12| |ŻŻŻŻŻŻŻŻ      |  6  |  7  |          10 |   (  _____  )
                ŻŻ| | |ŻŻŻŻŻŻ|_____|_   _|_   _|_   _____   _|   /Ż/_____\Ż\
             _____| | | B     _   ___   ___   ___   _______  |  (   STAGE   )
            |BOSS   | |______|     |     |     |     |     |_|   )         (
             ŻŻŻŻŻ|_|        | 3 4 |  5  |  2  | 8 9 |     |A|   |ŻŻŻ   ŻŻŻ|
                             |_____|_____|_____|  18 |     |_|   |ŻŻŻ   ŻŻŻ|
                                                ŻŻŻŻŻ             ŻŻŻ|_|ŻŻŻ
     Merry Christmas! On this fateful eve, police officer Aya        | |
     Brea is attending an opera; as the game starts, her date        |_|
     is just pulling up to the sidewalk. For reference's sake,     __| |__
     she's packing a M84F handgun and billyclub ("Club 1") under  |START 1|
     that smokin' evening dress. Enter into the seats and watch    ŻŻŻŻŻŻŻ
     the actors' fiery performances. Immediately following, Aya will be all by her
     lonesome. Travel onto the stage to find the perp.
    
      BOSS: Actress   HP: 40
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      At the start, something will happen to Aya and she'll learn the "Heal 1"
      ability, accessible from the PE tab in the battle menu. This lets her heal
      herself (obviously) when items are to be conserved. The boss will charge up
      for a beam attack, which can easily be avoided by simply waiting on one side
      of the screen and running to the opposite one. If you want to conserve ammo,
      beat her up with the club.
    
     When the fighting's over, exit stage left/right behind the curtain; there'll
     be a gaping hole in the ground. Inspect it to hear some police sirens out
     front. If you choose to go outside and meet with them, there's a cop who'll
     give [AMMO +60] if Aya keeps talking to him, and the paramedic patches up any
     wounds for free. There's no penalty for not jumping in the hole right away,
     but we'll have to go down eventually...
    
     After meeting a little girl, enter the adjoining hallway and proceed on (all
     doors are locked here) until finding a cute li'l critter.
    
      BOSS: Mutated Rat   HP: ~25   DROP: Ammo +6
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Is this really a boss? No. It should go down in two hits, hopefully. Its
      main attack is throwing three fireballs in a fan pattern in whatever way
      it's facing; avoid by flanking it or going around. Yawn.
    
     Following, enter the door to the left -- a dressing room. One of the lockers
     contains a [Medicine 1], and there's a burn victim to talk to. Two doors
     down, on that same side, inspect the body slumped on the desk to locate the
     [Theater Key] which allows the other doors to be unlocked. A [Medicine 1] is
     in a half-hidden box near the clothes rack and a save point is here in the
     form of a telephone. Useless thing: there's a parrot hiding in the clothes
     that complains about the heat.
    
     We can now go about unlocking rooms here:
    
     - Next-door to the theater key room is Melissa's dressing room. Feel free to
       free to peruse her diary for a [Rehearse Key] while snooping for [Ammo +6]
       in the wardrobe. There's also a disembodied hand that talks to you...NOT!
    
     - Across the hall from Melissa's room is a similar empty one, where another
       parrot has decided to roost. The wardrobe has [Ammo +6]. If you talk to
       the bird you can fight it as well (it has about 10 HP), earning a Medicine
       1...maybe.
    
     - The room across the hall from where Aya found the burn victim is the court
       jester's private area. After being told to evacuate (who says clowns in
       pain isn't funny?), dig around in the lockers to find [Ammo +6]
    
     - The unlocked door kitty corner from the jester's is a storage room, with a
       harp and other junk. Take the [Defense +1] addition for armor and inspect
       the wall with the heraldry shield. It should break to reveal a secret chest
       behind it containing an [N Protector]! Obviously, you should equip it and
       use the Defense +1 on it, unless you've some kinda qualm... The wardrobe
       by the knightly armor has a [P220] pistol -- and a rat -- inside, although
       it can be hard to stumble on.
    
     - Across from the storage area is the longest room in the hallway, having
       two entrances -- this is where the stage sets are kept. A rat couple and
       parrot ambush here, but more important is the chest with [Ammo +6] inside.
       Yawn. That's the last room here.
    
     The Rehearse Key is necessary to unlock the door at the end of the hall. If
     for some reason you need more ammo, the mutated rats in the hall typically
     drop more pistol ammo.
    
      BOSS: Eve   HP: 90
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      This time, Eve will fire two green beams from her hands, making the safezone
      either side of them (they tavel this time) or in-between them. Use Heal 1
      if necessary.
    
     When the dust settles, check behind the piano to find a 2nd hole, leading
     down into the obligatory sewer area. Follow the sewer tunnel a bit until the
     [M1911A1] chest is found near a stairway. The stairways loop together, so
     don't bother taking them, though -- go straight through the muck.
    
     In the next area is a scene with a little girl, who exits via a left door. A
     [Medicine 1] sits by said door, and in the wet corners diagonally from there,
     get the [Ammo +6] and [Offense +2] chests. There's a hidden tunnel by that
     last chest that leads to [PE +1], [Cure-P], and an [Offense +1] cache also.
     All good choices for the newest handgun we've found. Continue on to a
     portcullis with a savephone and switch; beyond is...
    
      BOSS: Alligator   HP: 80 (Tail), 120 (Head)  DROPS: Kv Vest 1
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      This bad boy packs a serious jolt, and has two targets: its tail and its
      ugly face. As for its attacks, its tail can send three shockwaves in a fan
      formation and do a running charge, where it follows Aya around a bit; if
      it catches her, she's stunned and it opens her up to another attack. Our
      policewoman won't be able to do much damage by shooting its head, so go for
      the tail first.
    
      When its tail is down, it's time to bring the ugly guy down with it. The
      screen will enlarge a bit and the gator will be able to shoot three fiery
      beams, which aren't too hard to evade, luckily. The best time to attack it
      is right after it uses its attack, when it's idling and waiting for its
      turn again.
    
     Aya automatically exits in the aftermath, and this effectively ends Day 1.
     Save at the prompt if y'want.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    02) Day Two: Fusion                                                      [WK02]
    _______________________________________________________________________________
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    N.Y.P.D. 17th Precinct
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ    |Ż|ŻŻŻ|
                ____   _      |     |- Conference Room
               |    |_| |     | |___|
          Dog -|    |_  |     |   |-> To 2F Jail
      Kennels  |____| | |     | |Ż                  _|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|
               |    |_| |_____| |_|ŻŻŻŻ|_          | | 01 | Cm Vest 1  |
               |3456|_   _____   _      _|-Exit    |Ż| 02 | Medicine 2 |
      Weapons -|____| |_|   |_| | |____|           |Ż| 03 | M16A1      |
      Storage           |1 2 _  |                  |Ż| 04 | Tool       |
                Locker -|___|_| |_                 |Ż| 05 | Ammo +6    |
                 Room   |   |     |                |Ż| 06 | Medicine 1 |
                        |         |                 Ż|____|____________|
                        |___|_____|
                        /         \           NOTE: Re-entering from world map
            Baker's Office     Offices              lets Aya re-get Items 5 & 6
    
     After some scenes, the precinct chief Baker gives Aya a [Mod Permit] that'll
     give Torres permission to mod her piece. In the office where her colleagues
     are, there's also a savepoint on one of the desks. Keep in mind that plenty
     of this precinct is locked down and won't be fully explorable until later on,
     so don't worry too much about that. [Rooms that are locked aren't pictured.]
    
     Downstairs, one of the rooms is where Wayne and Torres' weapon storage. The
     dynamic duo fights a lot but they get the job done. Provided there's space
     -- Wayne can store defunct and obsolete items/equipment -- Torres forks over
     the [M16A1] rifle. Flash the mod permit to add a slot to any currently held
     gun as well. There's a tiny tutorial on custom-modding weapons as well. Make
     sure to leave any unneeded equips with Wayne, such as the Rehearse/Theater
     Key.
    
     There's a few more items to collect in the precinct.
    
     • A [Tool] is right beside where Wayne is
     • [Ammo +6] is on the desk next to Torres' counter
     • [Medicine 1] is in a box near the weapons cabinet
     • In the changing room, a locker holds a [Cm Vest 1] with autoheal abilities,
       and another has a [Medicine 2]. See the cop giggling about some item he's
       found? Remember that locker he's standing at for later.
    
       [You can get extra ammo/medicine 1s by re-entering the storage room.]
    
     Alright, upgrading equipment is possible. Aya needs (1) the equip she wants
     to keep (2) the obsolete equip she wants to steal bonus stats from (3) a Tool
     to make the change. If you look at a equip, the bonus stats are in the Plus
     column, and they'll be added to the new equip to make it better, as well as
     any extra abilities it has (provided the equip has a free slot).
    
     Back upstairs, spy a red-shirted kid in the hallway and meet with him to see
     a scene, then talk with Baker in his office for a press conference. Exit the
     building afterwards -- the Museum of Natural History will be a location on
     the map now.
    
    American Museum of Natural History
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     Like the precinct, you'll find that once inside this place is locked up
     pretty good and there's not much to do. Saving in the lobby is possible, but
     for now, all there is to do is meet with Dr. Klamp on 2F via the stairway
     (after signing in, of course).
    
    N.Y.P.D. 17th Precinct
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     After meeting with Klamp, the duo automatically returns here. Check out the
     conference room to learn a break in the case is happening at Central Park!
     It'll now be on the NYC map, the last area in day two. The new [Mod Permit]
     given by Baker can be used now if you like, and the weapons storage has got
     another [Ammo +6] & [Medicine 1] bunch.
    
    Central Park
    ŻŻŻŻŻŻŻŻŻŻŻŻ
     ENEMIES: Red Snake, Yellow Snake, Bird, Orangutan, Tortoise, Polar Bear
    
     Before gettin' into it, a short overview of enemies. Of the two kinds of
     snakes, only the red kind is worth mentioning -- they can inflict poison.
     Luckily Aya can learn Detox pretty early so it shouldn't be too much of a
     problem. Also, snakes typically leave Ammo +6 drops. Birds do low damage
     but can interrupt Aya, and will drop lots and lots of "Junk". Literally.
     Orangutans just do damage and have a scythe-throwing attack, which can be
     evaded easily by approaching toward them. Tortoises have a medium-range
     slap attack and can also poison, if Aya tries to hide behind them. Polar
     Bears have the most health and do the most damage (~20ish), and typically
     drop Ammo +15. That's all!
    
     El Chaos writes: "Also a little detail, the enemies you call "tortoises" are
     actually some sort of mutated plants according to an official Japanese
     publication by Newtype." Could've fooled me!
                                                           _|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|
                  ___                                     | | 01 | Medicine 1 |
                 / _ \-12     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|   |Ż| 02 | Medicine 1 |
                ( (_) \____   | Map: Central Park Zoo |   |Ż| 03 | Medicine 1 |
                 \      13 |  |      and Amphitheater |   |Ż| 04 | P8         |
                 /Ż       Ż\  |_______________________|   |Ż| 05 | Zoo Key    |
                / /ŻŻŻŻŻŻŻ\ \___                          |Ż| 06 | Sp Vest 1  |
               /Ż(_        \/   )                         |Ż| 07 | Tool       |
               )   \       / / /      _                   |Ż| 08 | Medicine 2 |
              /   \ \___ _/   /     _|3|                  |Ż| 09 | Cure-P     |
              \___/) ___|11(7(     )4  |                  |Ż| 10 | Defense +1 |
                  / /____Ż\   \___/ _|2|__                |Ż| 11 | Ammo +15   |
                 /_/(8 9 \Ż  \_   _/ |___ \__             |Ż| 12 | Ammo +15   |
                / /  \ 10/ŻŻ\__  |_      \__ \            |Ż| 13 | Medicine 2 |
               / /    ŻŻŻ__  | 5 6 |        )1)-Save      |Ż| 14 | Revive     |
              /  \______/A/  |  23 |       ( (-24         |Ż| 15 | Ammo +15   |
             / /\/__   __/   |_____|       _) )_          |Ż| 16 | Ammo +15   |
            / /   |14 15|       /         |START|         |Ż| 17 | Ammo +15   |
         __(_(___ |_   _|__    Save        ŻŻŻŻŻ          |Ż| 18 | Sv Vest 1  |
        / __   _ \  |   16 /                              |Ż| 19 | Defense +1 |
       /\/ _|_|_) ) |_____/-Save                          |Ż| 20 | Tool       |
      / / /_____\/                                        |Ż| 21 | Defense +1 |
     ( (_(       )                                        |Ż| 22 | PE +1      |
      \___\_____/ <- Amphitheater                         |Ż| 23 | M203       |
                                                          |Ż| 24 | Cure-P     |
                                                           Ż|____|____________|
    
                            |Ż|-19                              _|ŻŻŻŻŻ|
         __________ _____ __| |_ ______________ ___/ŻŻŻ|ŻŻŻŻŻŻŻ|_  (Ż) |
        / _   _   _|  18 |_   __|__  ______   _|____/ŻŻ ŻŻŻŻŻŻŻ  |  Ż  |
       / /_| |_/ /  ŻŻŻŻŻ  ) )     ) )____ \ (                   | |_| |-21,22
      ( (( 17 ( (         / /     ( ((_20_) ) )                  |  _  |
       \ ŻŻŻŻŻŻ__)       /\/      _) )_) )_/ /                   |_   _|
        ŻŻŻŻ/ /______ __/ /      / _________/                      |_|
           (________/_   /      /Ż/                                | |
                      / (_     ( (    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|  | |-Save
                      \__ \     ) \   | Map: Central Park Woods |  |_|
                         ) )   / _ \  |_________________________| _| |_
                        ( (___| (_) )                            |     |
                         ) ________/                             |     |-Boss
                        /A/                                      |_   _|
                        ŻŻ                                        _|Ż|_
                                                                 |_____|-Boss
    
     NOTE: You'll definitely want to level-grind a bit around here, if only to
           get more space for items. Otherwise you'll have to constantly discard
           medicine and equipment to hit par (putting items in opened chests is
           fine too).
    
     After arriving with Daniel, Aya'll go it alone. Up the meandering sidewalk in
     the 2nd screen, get the chest behind the cop car -- usually a [Medicine 1]
     or [Cure-P] -- and then a [Medicine 1] between some trees. This leads to the
     first new enemy here: a red snake. These can inflict poison, so stay as far
     away from it as possible (use rifle mayhap?). The yellow snake accompanying
     just does normal damage and isn't special in the least. Further along, Aya
     will encounter the entrance to the zoo, in which the amphitheater is beyond
     it. Get the two [Medicine 1] chests hidden in the shadows on either side of
     the main gate first.
    
     Just inside is a new handgun [P8], which more power but only fires one shot
     (at least by previous equipment's default stats). Fight some weak birds by
     the first stairway and enter the door nearest there, to find a savepoint and
     office. Dig around to find the [Zoo Key] and [Sp Vest 1], the former being
     the most important. With said key, push the table away and unlock a cabinet
     containing the [M203] weapon. Outside again, you'll probably get in a fight
     with an ape who has a detachable scythe projectile (boomerang). To avoid
     this, when it throws it, move toward the ape and the trajectory misses 99
     times out of 100. Simple! Look around the frozen center fountain for a [Tool]
     also.
    
     The Zoo Key opens the locked door just down the path from the office, which
     leads to a terrarium. A few snakes are inside, and Aya can move through the
     broken glass to find some chests around the trees: [Medicine 2], [Cure-P],
     and [Defense +1]. Once these are obtained, there aren't any other items to
     find in this area, so let's hit the dusty trail -- outside, go "right" to
     the next screen where we fight some forest friends, and take the path out
     of the zoo. There's an [Ammo +15] dump before doing this, though.
    
     In the bifurcation beyond, one path leads to a gate and the other over a
     bridge towards the amphitheater. There's a few encounters with red snakes
     around here, so watch it. The screen near the theater has [Medicine 2] and an
     [Ammo +15] cache in plain sight. When finished with the zoo perimeter, take
     the aforementioned gate which leads toward the concert stage. After seeing
     Eve's "performance," exit outside again and look around the facade for the
     backstage entrance -- it should be easy to find with a little...help. Our
     mitochondrial gal flees however, so give chase.
    
     Remember that long sidewalk leading to the amphitheater, and how a corpse
     blocked one of the sidepaths? That's now gone, and the park area is open for
     exploration. There's a small rest stop prefacing this area though -- steal
     the [Revive] and [Ammo +15] obscured by the latticework, too. Through the
     other end is a savepoint guarded by a mutated polar bear. Back on the path,
     continue along to finally enter the forest region...which is very maze-like,
     as expected.
    
     ---
    
     For this walk in the park, the little girl will show the way to go, although
     she often isn't seen exiting which can make it slightly annoying to locate
     the right path. Luckily this isn't an enemy-packed haven and any one screen
     will usually have a single fight. Assume up on your TV is "north" and we'll
     derive directions from there.
    
     1) Follow little girl down eastern path; exit east
     2) This screen has a [Ammo +15] chest
     3) Bridge has [Sv Vest 1] on it; continue on
     4) Next screen's area has [Defense +1] and [Tool] chests; exit SW
    
     From here, continue on over another bridge until a scenic overpass area is
     encountered. In the tunnel there, two half-hidden chests contain [Defense +1]
     and [PE +1] upgrades, so make sure to get 'em. One screen away is a savepoint
     which Aya should take, since the next screen holds...
    
      BOSS: Giant Worms   HP: 120-240   DROPS: Defense +1 [x4]
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      If you read information in the terrarium, you'll find these creatures are
      indigenous to South America (it's useless info, but whatever). To start,
      four small worms will pop up through the ground and then mask themselves
      before repeating. They can't be damaged while underground but they're fair
      game when exposed. If you're using the rifle, these nightcrawlers will be
      eviscerated in no time. Their only attack is a small explosion that will
      fragment into spiked projectiles, and the farther away Aya is from it, the
      easier it is to evade -- simply move in between the pieces in flight.
    
      When the little'uns are mostly corpses, a much bigger worm will show up. It
      has the same attack as its counterparts, except everything is super-sized,
      including the damage. Heal 2 helps here, or some of those Medicine 2 items
      you've been finding in chests, garbage cans, etc.
    
      When one of the "medium" worms are history, the largest one will show its
      head in a specific corner of the parking lot. It'll always appear here, too.
      The best strategy is to stand in the middle of the field to bait it into
      falling forward (attempted crush attack), then moving really close to its
      trunk as it flails about (attempted sweep attack). Its sweep attack is very
      localized, so simply switching to the opposite side of where it's facing is
      often a good enough strategy. It's possible to evade all damage in this way,
      although if Aya does get smacked, it does about ~30 HP, depending on her
      armor.
    
       NOTE: If you have a steal weapon via an 'Ex Game' file, you can steal some
             Tools or Ammo +15 from the worms.
    
     Definitely save afterwards and proceed to the screen adjacent to the worm
     farm, where we find...
    
      BOSS: Eve   HP: 330   DROPS: ---
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      In one of the weirder RPG battle locations ever, this battle takes place
      exclusively in the back of a horsedrawn carriage. Obviously this means that
      there's little legroom and evasion is pretty poor. Eve basically has two
      attacks: (1) a claw attack she does at close-range for about 50 damage, in
      the way she's facing (2) an explosion with a small radius, dropped from the
      sky. To evade the first one, Aya has to be out of range, so basically she'll
      be hit a lot from this; for the other, when Eve rises up, move to one side
      of the carraige until the explosion starts to gather, then move away. This
      works best if you stand in one corner and move to the one diagonally away.
      There's often plenty of time to refill parasite energy here, so Heal 2 will
      serve the player well. [Aside: The Sp Vest 1 really minimizes the explosion
      damage.]
    
       NOTE: If you have a steal weapon via an 'Ex Game' file, you can steal a
             PE +3 upgrade.
    
     When the festivities and equuscide conclude, except for a few scenes, that
     effectively ends Day 2. And it can only go up from here!
    
    _______________________________________________________________________________
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    03) Day 3: Selection                                                     [WK03]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Soho
    ŻŻŻŻ
     After moping around a bit, Aya finally decides to go out   _|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     and about. Steal the [Ammo +30] in the chest near her bed | | Ammo +30      |
     and blow this hovel. After a scene, it's time for a great |Ż| Revive        |
     pasttime: larceny! As Daniel and Maeda point out, there's |Ż| Medicine 2    |
     a gunshop and pharmacy nearby, conveniently located one   |Ż| Cure-M        |
     screen on either side of where Daniel's parked. Let's go  |Ż| Medicine 3    |
     to the Pharmacy first.                                    |Ż| Defense +1    |
                                                               |Ż| CR Evade +2   |
     The Pharmacy's items are mostly on shelves or in chests,  |Ż| Tool          |
     amounting to a [Revive], [Medicine 2], [Cure-M], and      |Ż| Bullet Cap +1 |
     [Medicine 3]. The [Defense +1] is on the clerks' side of  |Ż| Tool          |
     the counter, in front of the savephone. Make sure to see  |Ż| Range +1      |
     the employee room as well, from which [CR Evade +2] and   |Ż| M11           |
     a [Tool] can be culled. It'll be wise to save the Tool    |Ż| Ammo +15      |
     for when we hit up the weapon shop, though. Don't forget  |Ż| G19           |
     the [PE +1] on a shelf near where Maeda squats. Time for  |Ż| PE +1         |
     a visit to the weapon shop! En route, a [Trading Card]    |Ż| Club 2        |
     can be plucked out of the garbage can near the apartment. |Ż| Cr Vest 1     |
                                                               |Ż| Trading Card  |
     Bust in Police Academy-style and survey the treasures      Ż|_______________|
     treasure trove of munitions: [Bullet Cap +1], [Tool],
     [Range +1], a [M11] machinegun, [Ammo +15], a [G19] sidearm, [Club 2], and a
     [Cr Vest 1]. Some of these are in chests but most are in display cases. Once
     you've gotten everything and used the Tools (I suggest one weapon and one for
     armor), return to the police car and ride shotgun. Speaking of which, you'd
     think someone would have taken a shotgun from the weapon store. Oh well...
    
     - If you want to drop your junk and key items off at the precinct, now is a
       good time to do it.
    
    American Museum of Natural History
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     If you talked to Maeda in Soho, he mentioned that he wanted to find a lab to
     test something -- there's only one available and it's right here. Following
     the cell scenes, return to the precinct as dusk sets in.
    
    N.Y.P.D. 17th Precinct
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Enemies: Rat, Bird, Wolfman, Spider, 
    
     Since you've already been here before, I'll remove some map annotations to
     make it easier. [Previous items have been omitted as well, although some're
     still able to be found, such as those in lockers.]
    
      _|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|     _|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|     _|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     |_| 01 | Ammo +6      |    |_| 09 | Cm Vest 2   |    |_| 17 | Offense +1   |
     |_| 02 | Ammo +6      |    |_| 10 | Ammo +6     |    |_| 18 | Medicine 3   |
     |_| 03 | Ammo +15     |    |_| 11 | PE +1       |    |_| 19 | CR Evade +1  |
     |_| 04 | M92F         |    |_| 12 | Tool        |    |_| 20 | Locker Key   |
     |_| 05 | Ammo +15     |    |_| 13 | Medicine 3  |    |_| 21 | Trading Card |
     |_| 06 | Medicine 2   |    |_| 14 | Storage Key |    |_| 22 | Defense +2   |
     |_| 07 | Ammo +6      |    |_| 15 | MP5K        |    |_| 23 | Ammo +6      |
     |_| 08 | Ammo +15     |    |_| 16 | Tool        |    |_| 24 | N Jacket     |
       |____|______________|      |____|_____________|      |____|______________|
            _____
           |15 16|   |Ż|ŻŻŻ|          #############
       ____|_ 17_|   |   9 |          #    _____  #    _____         ____________
      |    |_|Ż|     | |___|          #   |     | #   |11 12|       | SPC. DROPS |
      |  7 |_  |     |8    |###########   |  C  | #  _|_   _|  _|ŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|
      |____| | |     | |ŻŻŻ        _____  |_ _ _| ##|  10   | |_| A | Offense +1 |
      |    |_| |_____| |_|ŻŻŻŻ|_  |     |___| |_____ ŻŻŻŻŻ|_| |_| B | Tool       |
      |456 |_ A _____ 1 _ START_| |  D   ___  |     |ŻŻŻŻŻ| | |_| C | Full Cure  |
      |____| |_|  2|_| | |____|   |_____|   | |     |13 14  | | | D | M9-2       |
               |21  _  |     \    |22   |___| |_   _|_____| |  Ż|___|____________|
               |___|_| |_ Hayama  | 23      20    B |_____  |_
               |   |     |        |   24|ŻŻŻŻŻŻŻŻŻŻŻ    |     |
               |      3  |         ŻŻŻŻŻ           Save-|18 19|
               |___|_____|                              |_____|
    
     The return trip is a bit more harrowing. Upon entering, Maeda gives over one
     of his [Hamaya] charms, and as you'll find, they're pretty dang useless. They
     can't be discarded so remember to let Wayne store 'em when possible. Search
     the corpses in the lockerroom and hallway to get [Ammo +6], then talk with
     Warner in the offices to get a [Ammo +15]. You'll have to talk/search twice
     with each.
    
     Downstairs, fight the new enemy (Wolfman) who drops an Offense +1 -- sweet!
     Wayne will donate Torres' [M92F] sidearm to Aya's cause, and she can find
     [Ammo +15] and [Medicine 2] in the chests this time. Next-door in the kennel
     room, talk with Cathy to get [Ammo +6]. Exit now to see a scene where Ben is
     chasing Sheeva through the precinct's upper floors, which are now available.
    
     En route, talk to Nix in the hallway to get [Ammo +15], and scour around
     the conference room for a [Cm Vest 2] that has auto-healing capabilities. On
     2F, talk with the dying cop for [Ammo +6], and enter the door near the gate
     to find a [PE +1] upgrade and a [Tool] in the cell. Back in the hallway,
     enter the next screen's first door to find an interrogation room with a few
     wolfmen inside. A [Medicine 3] chest and [Storage Key] can be found within
     this room, the latter shimmerin' on the table.
    
     NOTE: The Storage Key unlocks the door down in the basement, which leads to
           an [MP5K] machinegun, [Tool], and [Offense +1]. After taking 'em, make
           sure to leave the key with Wayne to free up space.
    
     The other door on 2F leads to an office with a [Medicine 3], [CR Evade +1],
     and savepoint inside -- head on up to 3F when ready. After the first battle,
     one of the foes drops a free Tool...pretty cool. The nearest door leads to
     a lab tech's office and she'll give a one-time-only heal session if Aya needs
     it. Back in the hallway, the officer gives Aya his [Locker Key] for no real
     reason.
    
     NOTE: This key will open the locker in the ground-floor changing room, which
           produces a [Trading Card]. This new item is the "currency" in which
           Wayne will bore out a new slot to weapons, although he won't right at
           the moment. Store both items for now.
    
     The next-nearest 3F door leads to a storage room, and there'll be a
     super-strong wolfman here who fought with Torres (case in point: his howl
     attack can do about 90 damage!). He drops a SG550 rifle for the trouble. Get
     a [Defense +2] in the chest and [Ammo +6] from the corpse, then look in one of
     the corners for a secret vent. It connects to an [N Jacket] storage room! Down
     the hall is the morgue, and the fight within gives a Full Cure as a reward.
     The perpendicular hallway outside will eventually lead to the boss battle, so
     now's a good time to save on 2F.
    
      BOSS: Sheeva   HP: 200/300/400 HP (Left>Right)   DROPS: M9-2   EXP: 1000
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      As Aya points out, there are actually three targets, but all have roughly
      the same health. The boss likes to do lunging attacks and snap at Aya if
      she's close, or it may use a beam that hits everything in a fan trajectory
      (evade by flanking its body, if possible; its turn radius isn't that good).
      It can also heal 100 HP to its heads every once in awhile, so having a gun
      with a x5 rate of fire helps a lot. Watch out for its howling attack which
      halves Aya's health. Its middle head is the one that cures the others, so
      naturally take that out first -- it can't cure itself. You'll know a head's
      been defeated because Sheeva makes the howl attack motion but nothing hap-
      -pens. After the tongue head is killed, take out its left to stop the howl
      attacks, then the final one which just lunges. Keep health above 100 at all
      times, because while a good rate of fire helps, it often gets interrupted.
    
     Talk with Baker afterwards and that'll end the third day.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    04) Day 4: Conception                                                    [WK04]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    N.Y.P.D. 17th Precinct
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     The first order of business in this chapter is locating Maeda, who's wandered
     to the crime lab on 3F (the first door). Unlike Central Park, all of the bad
     critters have scampered off for greener pastures, so there's no fighting to
     be had now. When it looks like the artificial insemination hospital nearby is
     Eve's location, Daniel gives over [Ammo +30] for the trip.
    
     It's worth noting that Wayne will have assumed Torres' duties of boring out
     slots in weapons, except he wants trading cards instead of permits. You can
     use the one found during Day 3 if you want, for instance.
    
    St. Francis Hospital
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Enemies: Slime, Fly, Ratman, Cadaver, Giant Slime
    
     Slimes often appear in groups and have a projectile attack that can poison
     our darling Aya, so have Detox on standby. Flies' green drool will inflict
     stiffness if it hits, but it doesn't have much range so avoiding it isn't
     so difficult. The Ratman (or maybe it's a bipedal rat) throws a bomb that
     bounces around the room like a pinball machine, then explodes. 
    
     Cadavers are weird mutants that throw tiny little balls around the room,
     except these do little damage and don't die upon hitting Aya. Take the
     cadavers out first if you want an easier time! The Giant Slime appears only
     once and is just a souped-up version of the normal one. Most enemies will
     drop ammunition or Medicine 1/2s, although slimes drop Cure-Ps sometimes.
    
     James Poland writes: "Don't know if you're interested, but the monster you
     call a cadaver in the hospital, is very useful for leveling, if you have the
     ammo. The target at its head is a ball it creates and throws at you. You can
     shoot these balls, it will create 95 total, each of which is worth 4 exp & 3
     BP. Great place to collect BP!!"
    
     _|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|     _|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|    _|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |_| 01 | Mayoke       |    |_| 11 | CR Evade +1   |   |_| 21 | Bullet Cap +1 |
    |_| 02 | Tool         |    |_| 12 | Fuse 2        |   |_| 22 | Ammo +30      |
    |_| 03 | Fuse 1       |    |_| 13 | Blue Cardkey  |   |_| 23 | G3A3          |
    |_| 04 | M79          |    |_| 14 | Offense +2    |   |_| 24 | CR Evade +1   |
    |_| 05 | Ammo +30     |    |_| 15 | M10/Micro UZ  |   |_| 25 | Junk          |
    |_| 06 | Defense +1   |    |_| 16 | Fuse 2        |   |_| 26 | Elevator Key  |
    |_| 07 | Medicine 3   |    |_| 17 | Medicine 2    |   |_| 27 | Cure-M        |
    |_| 08 | Autopsy Key  |    |_| 18 | Tool          |   |_| 28 | Ammo +30      |
    |_| 09 | Tool         |    |_| 19 | Green Cardkey |   |_| 29 | Tool          |
      | 10 | Offense +1   |    |_| 20 | Sp Jacket     |   |_| 30 | Ammo +15      |
      |____|______________|      |____|_______________|   |_| 31 | PE +1         |
                                                            |____|_______________|
    
         __________                     Fusebox         To Roof---.
        |21   _   _|  Infinite     __ ________\_ ______          |Ż|ŻŻŻŻŻ|
        |ŻŻ  |A   B|  T. Cards    |14|_ 15_  _  |11  13|         |  25 26|
        | 22 |Ż| |Ż     |          ŻŻ  | |1617|_|  12  |         |_| 27  |
        /ŻŻŻ|ŻŻ   ŻŻŻŻŻŻŻŻ|ŻŻŻ|   _____|Ż| 18 |A|__   _|       __| |ŻŻŻŻŻ
     Giant  |30 Save  | 31|19 |  |7 8  |  ŻŻŻŻ|B|9 10|        | 24 |
     Slime  |_ _   _2_|   | 20|  |Ż   Ż| |345 | |_  _|___     |_  _|___
              |  1  | |_______|  | 6      Ż  Ż       |   |    | 23 |  B|
               ŻŻŻŻŻ              ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻ     | 29   |Ż
                                                               ŻŻŻŻŻŻ
     Meet with Maeda in front of the place and he'll give over a [Mayoke] charm,
     which also has no apparent function. If you're like me and hate carrying the
     stupid things around, feel free to leave it with Wayne before busting in the
     front door. Inside, look in the utility closet behind the receptionist desk
     to find a [Tool]! [Ammo +15] is in a box near the green chairs. The double
     doors near the desk and elevator are both shut tight for now, but the lift
     itself works. Save first, naturally.
    
     Upon reaching the basement, the fusebox is blown and Aya is trapped...d'aww.
     In this claustrophobic setting with fixed camera angles, it can actually be
     harder to navigate than normal. Move one screen past the elevators and take
     the left door (right door leads to locked autopsy room) for a storage area.
     Sparkling on a shelf is a [Fuse 1], while the other chests have [Ammo +30]
     and a [M79] grenade launcher, our first. Double-back one screen and take the
     door at the far end, which leads to a morgue. Fight the battle, take the
     [Defense +1], and loot the office for a [Medicine 3] and [Autopsy Key] in a
     drawer.
    
     With this new key, return to the locked autopsy room -- the key is discarded
     automatically. Inside, past the battle, is a [Tool] and [Offense +1] pair.
     The adjacent room leads to a corpse disposal facility, and while we should
     have some hazmat gear for this probably, we don't... Defeat the slimes and
     Ratman, steal the [CR Evade +1] by some suits, and find [Fuse 2] on top of
     a first aid kit. The corpse has the [Blue Cardkey], which will open the door
     in the hallway between the storage and morgue -- where the little girl first
     appeared. After its use, it's discarded also.
    
     After seeing the little girl again, run towards the foreground to find a 2nd
     destroyed stairwell, with an [Offense +2] shimmering nearby. Double-back and
     pick up the [M10] in the hallway chest, then enter the nearest door to find
     a sterilized room. Unfortunately, there's a monster (I call it a Cadaver) in
     here. It's not much better than a normal enemy; just make sure to focus on
     the target on its back rather than its head. Afterwards, search the room for
     [Fuse 3], [Medicine 2], and another [Tool].
    
     With this, all three fuses should now be collected. Put them in the fusebox
     in the adjacent hall and connect the wires -- this puts the elevators back
     online. Take one of 'em back up to the F1 lobby; the door near the clerks'
     desk is now flung open. Fight through the two rooms -- one of which has a
     [PE +1] half-hidden by a curtainn -- and the nurse at the final one gives the
     [Green Cardkey] for saving her life. Before leaving, get the [Sp Jacket] near
     one of the gurney-like beds.
    
     ############################################################################
     # There's a trick here where Aya can get as many Trading Cards as she can  #
     # carry, but it's only doable once. Clear as much fluff from your items as #
     # possible and look behind the overturned cabinet in the room where there  #
     # was a nurse and a patient who ran away. Keep inspecting the hidden box   #
     # to get the cards. After doing this and exiting the room, the box'll be   #
     # gone, so make sure to get as many as you can (heck, go deposit 'em with  #
     # Wayne right now if you want). This area's marked on the map, too.        #
     ############################################################################
    
     This new keycard opens the door between the F1 elevators, which leads to a
     [Bullet Cap +1] chest and the nitrogen room. Inside, Aya will have to defeat
     a giant slime before she can turn off the sperm bank's cooling (via a valve).
     The big sucker drops a B Vest 1, for reference, which protects against
     poison. An [Ammo +30] chest's right by said valve, too. Save before going to
     the 13th floor sperm bank.
    
     ############################################################################
     # About that giant slime: sometimes if you re-enter the room, it respawns! #
     # If you have a weapon that can steal from enemies, you can repeatedly get #
     # Defense +1s (common) or Tools (rare). Very useful to do!                 #
     ############################################################################
    
     There's only one door accessible from here, and a slime/cadaver battle will
     play when going in. This one's more annoying than the previous, too. Pick up
     a [G3A3] rifle in the aftermath, and look for a wall card that has a red
     arrow on it. It points to a small machine blocking a switch, which controls
     the door -- push it out of the way and exit the room after. Through the next
     room, which has a [CR Evade +1] chest, locate the room with a savephone on a
     desk. Clear it out and inspect the sparkle for some stellar [Junk], then the
     subsequent one for an [Elevator Key]. A [Cure-M] and [Ammo +30] can also be
     found in this area. Save and ride the elevator to the roof...
    
      BOSS: Black Widow   HP: 900   DROPS: G23   EXP: 6500
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      True to a spider's nature, the widow's main attack consists of shooting 3
      webs around herself, which will damage Aya and temporarily trap her if it
      hits. This will then open it up to a few physical attacks or its fiery
      projectile. These don't do much damage themselves but they're meant to add
      up. Since Aya should be around Lv20 by the time she gets here, Haste works
      very well, especially if you're using a rifle with a poor rate of fire.
     
      After its health is about halved, Aya and the insect move to a different
      part of the roof to duke it out. Same strategies apply, except the field's
      now smaller, playing into the spiderweb attack's proverbial hands. Try to
      keep hasted all throughout the battle, unless healing is urgently required.
      Basically, if one avoids the webs, they should have no problem getting out
      of here alive. Now, if you DO get stuck, it might not be a bad idea to cast
      Barrier to even the odds (both it and the web last around the same time).
      [It's possible to steal a Tool or, rarely, a Super Tool during this portion.]
    
     As soon as the battle ends, run for the corner of the roof opposite where Aya
     entered, which will be in the SW corner of your t.v. screen. There's forty
     seconds (40s) to do this before the jet crashes onto the roof. Alongside the
     roof ledge, there's a carpenter's scaffold. There'll be a small fight with a
     spider on the way down but not nearly as annoying as the one we just smoked.
    
    N.Y.P.D. 17th Precinct
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Everyone arrives back here automatically. If you have any crap to dump with
     Wayne, make sure to do that now. Talk with Warner in Baker's office to learn
     the next destination to check out: the history museum. Aya also gets a walkie
     talkie here, but it's not a real item in the inventory.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    05) Day 5: Evolution                                                     [WK05]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Now that the (wo)manhunt has been stepped up, a few new places show up on the
     island map: Warehouse and Chinatown. The order we visit the places in doesn't
     matter we can get a shotgun in the sewers, and that can help for the other
     dungeon's boss.
    
    Chinatown
    ŻŻŻŻŻŻŻŻŻ
     Enemies: Cat, Bat, Red Snake, Blue Frog, Alligator, Mole
    
     Red Snakes are nothing new, and are easily killable by this point. Cats are
     triple-tail felines who can throw semi-homing fireballs but do mediocre
     damage overall (assuming your armor is properly upgraded). They drop small
     amounts of ammo. Bats' sonic waves can inflict darkness, and they drop a lot
     of Cure-Ds...which you'll find are pretty stupid. Don't waste your inventory
     on 'em! The two alligators (previous boss) are nothing special, and the mole
     only appears in the subway area and drops Cure-Ps -- yawn.
    
          |Ż|       |Ż|-15    |Ż|       |Ż|       |Ż|        _|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
          | |  16   | |       | |       | |       | |       |_| 01 | Medicine 3   |
     ___ _|Ż|_ _|_ _|Ż|_ ___ _|Ż|_ ___ _|Ż|_ ___ _|Ż|_ ___  |_| 02 | PE +1        |
    | 8 |_   _|   |    _|___|  7  |   |    _|___|_   _|___| |_| 03 | M1911A2      |
     ŻŻŻ  |_|  ŻŻŻ Ż|_|      Ż|_|Ż Ż|Ż Ż|_|       |_|       |_| 04 | M79-2        |
          |9|       | |       | | Sewer | |       | |       |_| 05 | Narita       |
          |_|  10   |_|    29-|_| Start |_|       |_|       |_| 06 | Ammo +30     |
     ___ _| |_ _|_ _| |_ ___ _| |_ ___ _| |_ ___ _| |_ ___  |_| 07 | Ammo +15     |
    |   |_   _|   |    _|___|     |   | 17 _|___|_   _| 14| |_| 08 | Medicine 4   |
     ŻŻŻ  |_|  ŻŻŻ Ż|_|      Ż|_|Ż ŻŻŻ Ż|_|       |_|  ŻŻŻ  |_| 09 | Cr Protector |
          | |    11-| |       | |       | |    13-| |       |_| 10 | M203-3       |
         _|_|_______|_|_______|_|__  ___|_|_______|_|_      |_| 11 | Medicine 3   |
        |                  18      ||      12         |     |_| 12 | Offense +2   |
         ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|_|ŻŻŻŻŻŻ  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ      |_| 13 | Tool         |
                          | |               _               |_| 14 | Defense +1   |
                    ____  | |              |6|-To Sewer     |_| 15 | Super Tool   |
                   |    |_| |_____         |5|              |_| 16 | Cure-D       |
                   | 19  _______  |        |Ż|_|ŻŻŻŻ|       |_| 17 | M870         |
                   |____|_____  |_|     30-|4 _|  3 |       |_| 18 | Club 3       |
                        |  20 |_| |        | | |____|       |_| 19 | Tool         |
                        |___  |___|        |_|     \        |_| 20 | Ammo +30     |
                           _|_|_           |1|     31       |_| 21 | Medicine 3   |
                          |     |          |2|              |_| 22 | Range +1     |
             25,26,27-/\  |_   _|          |Ż|              |_| 23 | CR Evade +1  |
                     / /    |_|           _| |_             |_| 24 | Medicine 3   |
                 ___/\/     | |          |START|            |_| 25 | B Protector  |
       ___ ___ _/  __|___ __|_|_          ŻŻŻŻŻ             |_| 26 | Tool         |
      |28 |___|_     |___|_  21 |___                        |_| 27 | Tool         |
       ŻŻŻ      \___ \___ _| 22 | 23|-Exit       Boss       |_| 28 | Gate Key     |
            Boss--' \|24 |      |ŻŻŻ                        |_| 29 | Range +1     |
                      ŻŻŻ ŻŻŻŻŻŻ                            |_| 30 | Offense +1   |
                                                            |_| 31 | Tool         |
                                                              |____|______________|
    
     In the second screen, look for a [Medicine 3] and [PE +1] opposite each other
     along the street. In the third screen, pick up the [M79-2] grenade launcher
     opposite the savephone; near said phone is a small screen that contains the
     [M1911A2] sidearm as well. (Squall_Lionheart76 wrote to say there's a well-
     -hidden [Offense +1] south of the M79-2, too.) In the final street scene,
     Maeda will give over another one of his stupid charms, this time a [Narita].
     Unfortunately, this one CANNOT be dropped off at Wayne's so we'll have to deal
     with it. Get the [Ammo +30] before diving into the sewer grate.
    
     Even with a map, the sewers ain't no fun, as there are tons and tons of lame
     bats to deal with. As you'll find, their darkness-inflicting attacks can be
     a real buzzkill if you've been slaying enemies easily up 'til now. Just to
     reiterate: don't waste your inventory space for stupid Cure-Ds, as you'll be
     getting a lot of 'em. [One good thing is that darkness status isn't renewed
     if hit with another echo wave while still under that status.] The items here
     can be collected in any order; I just have 'em listed out of sync because I
     double-checked the place to see what I'd missed... Eventually you'll have to
     exit out into the room with the Club 3 and take the catwalk out of the sewer
     area.
    
     On the catwalk, watch the scene with the goop in the reservoir, then climb
     _down_ the ladder to fight two alligators. They used to be bosses, but now
     they're just soon-to-be bullet-riddled corpses. They drop a CR Evade +1 and
     Range +1, and there's a [Tool] chest nearby as well. Take the other catwalk
     route to the control room when done. Collect the [Ammo +30] and inspect the
     control panel. To flush the goop from the reservoir, turn the master power
     on, activate both pumps, then shut off master power. Save if y'want and exit
     into the dry sluice, from which Aya can use the side stairway.
    
     This leads up to the abandoned subway station. What's not immediately obvious
     is that Aya can climb up onto the platform between the tracks, which is where
     a savepoint and some chests are: [Medicine 3], [Range +1]. Exit to the other
     side of that middle platform to find a [CR Evade +1] as well. The next screen
     on the tracks opposite the subway entrance point contains a [Medicine 3].
     Two screens from the subway savepoint, either way you take, leads to...
    
      BOSS: Centipede   HP: 1240 (Total)  DROPS: Medicine 3 [x2], M79-3, Ammo +30
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      This multi-segmented boss has a few attacks: (1) dropping poison bombs from
      the ceiling (2) a weak lunge attack. When enough damage has been done, it
      splits into four littler enemies with less HP. They move around a lot by
      shifting out of attack range, so don't be surprised if Aya is wastin' some
      bullets here. The poison bomb attack doesn't work when they're split apart
      so there's plenty of time to charge up Heal 3, Haste, Barrier, etc. [EXP:
      10000]
    
     Following the battle, look to the "right" subway car after the camera switch
     to find one that can be entered. Inside's a [B Protector] and [Tool], which
     is pretty convenient since putting the stiffness-proof quality of the armor
     into something better is a good idea. There's another [Tool] here if you look
     for it, too. Back on the railroad tracks, exit outside to find the Brooklyn
     Bridge sparklin' in the dusk. A few screens in, a corpse holds a [Gate Key].
     Aya notices the slime is heading for the museum at this point, which makes
     that the next target. Exit the screen to get the Disc 2 prompt, and after
     it clears, head back to where the CR Evade +2 item was (#24 on map). With
     the gate key, we can finally get outta this hellhole. ['Subway' now appears
     on the map at this time.]
    
      NOTE: Drop your useless crap at Wayne's, since there was a lot in Chinatown!
    
    Pier No. 3 Warehouse [OPTIONAL]
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Enemies: Silver Rat, Yellow Spider
    
     The silver rat is like a normal rat but quicker and more powerful. The spider
     type found here can deal a lot of damage (~80-120) if it hits Aya from behind,
     and most battles will have a setup that tries to do just that. They can also
     inflict stiffness with webs, yadda yadda yadda. They drop Ammo +30 packets,
     so it's a very fruitful way to accumulate munitions.
      _____
     |     |
     |  12 |  ___________      ____ _______________  Just inside the fence is a
     |_ _ _| |_   ___ _ _|   _|    |               | [PPK] & Tool; just inside the
      _| |_   _|Ż|_ _| |_   |_| 01 | PPK           | warehouse is a [Cm Protector].
     | 11  |_|     |     |  |_| 02 | Tool          | The 3rd screen has a [M203-2]
     | 9 10|_  4 5 | 678 |  |_| 03 | Cm Protector  | grenade launcher hidden by a
     |_____| |_   _|_____|  |_| 04 | M203-2        | few boxes, and the sparkling
              _|Ż|_    \    |_| 05 | Warehouse Key | thing near the oil drums is 
             |     | Save   |_| 06 | Sp Protector  | the [Warehouse Key]. In the
             |  3  |        |_| 07 | Rocket +9     | 5th screen, a [Sp Protector]
             |_   _|        |_| 08 | Offense +2    | and [Rocket +9] can be found
              _|Ż|_         |_| 09 | Offense +2    | on the ground floor, while a
             |     |        |_| 10 | Defense +2    | savepoint and [Offense +2]
             |_2 1_|        |_| 11 | Tool          | are on the catwalk. Exiting
             |START|        |_| 12 | Tool          | will take Aya over the 3rd
              ŻŻŻŻŻ           |____|_______________| screen's bridge.
    
     In this 6th screen, steal the [Offense +2], [Defense +2], and [Tool] before
     sliding down the cable shaft. It's not a bad idea to save before doing this
     actually, or coming in with full parasite energy, 'cause...
    
      BOSS: Crustacean   HP: 1666 (Total)  DROPS: AT4   EXP: 2510   DROPS: 2510
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Or if you want to be cute about it, it's the Unfriendly Kingler. This ugly
      brute boasts three targets (claws, face) and has a small repertoire of
      annoying attacks. Its first is shooting two eye lasers in front of it, both
      of which can halve Aya's health (which equates to 3/4ths damage overall).
      Its watery cell attack can hit twice also and additionally lower defense
      power, but can be avoided by standing near its claws. Its third attack is
      just a close-range slap that does high damage; it's easy to figure out when
      it's going to be used as the boss abandons its circle-around-arena strategy
      and charges at Aya. So is there any good news? Sure! Barrier prevents all
      damage, and by standing close to the claws, the watery cell attack misses
      completely. Another boon is that the boss always circles away from Aya, so
      as long as she follows its path, she can hide by the claw and just peck
      away at it. 
    
     Beating this lobster earns the AT4 rocket launcher! This sucker has a base
     ATK of 128 and is a single-shot murder machine...so resist the temptation to
     waste it on slimes and other crap. This is a boss slayer, folks! A [Tool] is
     also sitting around in the way of some hot steam, so try to get it without
     taking too much damage (it does about 25).
    
     Aya'll have to backtrack all the way out, but make sure to save first, just
     in case. Oh, and be sure to drop any obsolete junk with Wayne before hitting
     up the other new location. [The weapons department chests now give Ammo +30
     and Medicine 3s].
    
    American Museum of Natural History
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Enemies: Velociraptor, Iguana, Armadillo, Pterodactyl, Scorpion
    
     Velociraptors are small dinosaurs that have no special qualities, and drop
     Medicine 2/3s and Ammo +15 packets. Iguanas often appear in groups and jump
     around; they drop plenty of "Junk" so don't let it clog up the reserves.
     Armadillos roll around but generally aren't that tough; same for pterodactyls,
     who happen to drop high-end Medicine types.
    
     - Item #16 may also be a Offense +1
    
      _|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|    _|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|   _|ŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     |_| 01 | Medicine 4   |   |_| 15 | CR Evade +1   |  |_| 29 | Klamp Key     |
     |_| 02 | Medicine 3   |   |_| 16 | Ammo +30      |  |_| 30 | Ammo +30      |
     |_| 03 | P220-2       |   |_| 17 | Offense +1    |  |_| 31 | Medicine 4    |
     |_| 04 | Tool         |   |_| 18 | Tool          |  |_| 32 | M9-3          |
     |_| 05 | Revive       |   |_| 19 | Revive        |  |_| 33 | Tool          |
     |_| 06 | Ammo +30     |   |_| 20 | Revive        |  |_| 34 | Super Tool    |
     |_| 07 | Revive       |   |_| 21 | Medicine 4    |  |_| 35 | Cr Vest 2     |
     |_| 08 | Offense +1   |   |_| 22 | Defense +1    |  |_| 36 | Rocket [x9]   |
     |_| 09 | N Suit       |   |_| 23 | Tool          |  |_| 37 | Sv Protector  |
     |_| 10 | Defense +1   |   |_| 24 | MP5PDW        |  |_| 38 | Tool          |
     |_| 11 | Trading Card |   |_| 25 | Revive        |  |_| 39 | M500          |
     |_| 12 | Tool         |   |_| 26 | Medicine 4    |  |_| 40 | B Jacket 1    |
     |_| 13 | M203-4       |     | 27 | Full Recover  |  |_| 41 | Cure-D        |
     |_| 14 | Offense +1   |     | 28 | Maeda's Gun   |    |____|_______________|
       |____|______________|     |____|_______________|
          ____         _
         |16 C|       |G|  NOTE: Some quiz machine payouts may differ slightly.
      |ŻŻŻŻŻŻŻ|  [4F] | |___   _       ___
      |   18  |  _____|  27 |_|J|_    |  C|________             ___
      |_   ___| |     |ŻŻŻŻŻ|38 39| |ŻŻŻ  | 24    J|           |36C|
      |    B|   |  I    Eve |40 41| | |Ż| |     |ŻŻ            |Ż 19Ż|
      | 13  |   |_____|_____|_____| |  Ż  |_   _|-Save         |_   _|
      |_   _|                       |Ż14 Ż| |Ż|                |     | 
      |     |_______ _      _____   | 15 B| | |                |  20 |  [3F]
      |     |_     _| |    | 12  |  | 16  |_|Ż|_               |_   _|
      |     |_|___|_| |    |10 11|  |ŻŻŻŻŻ|     |_  [2F]       |     |_______
      |Ż   Ż|       |Ż|_   |_8_9_|  |D 25  _____  |_           |D       21   |_
      | 4 3 | 30 31 |5  |____|7|    |_   _|     |_  |_         |     |ŻŻŻŻŻ|_  |_
      |_   _|_____  |_|_|     6|    |     |     |22   |        |Ż   Ż|     |     |
      |     |     |_    |ŻŻŻŻŻŻ     |  H  |     |  23 |        |    H|     |     |
      |         1     A |-Save      |_   _|_____|_   _|_____   |_   _|_____|_   _|
     /2  ___|_____|_   _|           | 26  |  F  |E   A|  29 |  |32   |F    |G    |
     \__/          _|Ż|_            |34 35  37          28  |  |33  I|  22      E|
          [1F]    |START|           |_____|_____|_____|_____|  |_____|_____|_____|
                   ŻŻŻŻŻ
     === 1F ===
    
     Upon entering, a figure will disappear through a side door; also, the easy
     access stairway up to 2F is now conveniently locked, as well as the elevator.
     Go through the door the labcoat guy went in, and locate the [Medicine 4] in a
     small exhibit in the corner (blindspot). The next screen has a [Medicine 3]
     to take, and in the final screen, Aya finally sees the person purposely lock
     a door to prevent her from advancing. This heralds the first fight between
     a few velociprators -- y'know, those small bipedal things from Jurassic Park.
     When they're done for, get the [P220-2] and [Tool], then return to the museum
     lobby, going "north" this time.
    
     Inspect the console to be asked "How many animals are hiding"? The answer is
     nine. The reward is either a [Revive] or [Medicine 3], although know that if
     you get it wrong once, no items can be received subsequently. Check behind
     the jungle scenery to find an employee hallway, which leads to [Ammo +30] and
     a 2nd questionnaire machine. Answer "The name of the first organelle that
     appeared in the first organism" with "mitochondria" to obtain a [Revive] or
     [Medicine 2]. Fight the dinos in the storage room to get a treasure trove,
     too: [Offense +1], [N Suit], [Defense +1], [Trading Card], and a [Tool]. Note
     that a few of these are hidden behind some boxes, and Aya will push them out
     of the way if inspected/approached. Return to the jungle room and continue
     out the far end this time.
    
     Two screens in, Aya will locate a desert room with a giant scorpion. This is
     big and seems boss-like but it's really not, and doesn't take much to go down
     in a big bloody lump. It can inflict poison though, so watch out. Beyond is a
     room with a giant canoe exhibit, which is the room Aya was locked out of
     before. Adjacent to there is a stairway that leads to 2F, but ignore it for
     the moment and get the [M203-4] before exiting ground-floor-style. This'll
     lead to an area with stone-carved faces, which obscure an exit behind 'em.
     It can't be entered right now, but upon trying to leave, watch the scene and
     inspect the area again to fight some armadillos. When they're done, make for
     the 2F stairway.
    
     === 2F ===
    
     Inspect the machine to be asked "The mitochondria creates ATP - adenosine
     triphosphate - within the cell. How much energy is this equivalent to?"; be
     sure to answer "200,000v/cm3" to get [Ammo +30]. Through the next room, get
     out onto the fire escape and go back down to F1, which nets an [Offense +1]
     and a [Tool], which is inside the Mayan exhibit and obscured by a statue. Go
     up to 3F at this point. Make sure to get the [Rocket] ammo before going in.
    
     === 3F ===
    
     Kill some dinos and find the nearest quiz machine, which has a really long
     question ending in "What was the consequence?" -- choose "Aging" to earn a
     [Revive]. In the next screen, the quiz screen asks "Which organism is thought
     to be Mitochondria Eve?" -- pick "An african female" to earn another [Revive].
     Ignore the next room's stairway to 2F and take the adjacent passage, where
     Aya can fight the first pterodactyl. There's a reason they died out: they're
     complete pushovers! A [Medicine 4] is nearby. Two screens away from here is
     another stairway to 2F, but we'll also ignore this one. Adjacently, find a
     room with a broken window and [Sv Protector], which Aya gets locked into.
     Climb out onto the windowsill and choose to jump down to 2F's broken window
     when prompted (walk a little bit to earn it).
    
     === 2F ===
    
     Through the first room, enter the stairway lobby that leads to Klamp's office;
     it's locked though, expectedly, and so's the way down. Adjacent is the museum
     gift shop, where a [Tool] and [Defense +1] are hidden underneath the kiosk
     tent. Two screens from here, there's access to the security room, where Aya
     can save and deactivate the alarm, which unlocks many of the doors around
     here. This room also contains a blind path to an elevator, who can only go to
     an isolated 4F room.
    
     === 4F ===
    
     There's four treasures to get here: a [Tool], [Cure-D], [B Jacket 1] and a
     [M500]. Return down the shaft to the security room again.
    
     === 2F ===
    
     On the way out, we'll see the t-rex fossil on 1F turn reanimate! Let's
     ignore it for now, though; go "left" out of the screen. This is the stairway
     up to 3F which has a [Revive] chest. The doorway requires a special key to
     enter, though. That's all for 3F for now, unless you want to go adjacent to
     the "F" entrance we came in by and answer the quiz question ("25 million
     years ago, oxygen increased in the air. Why?" -> Photosynthesis by bacteria).
     It earns a [Medicine 4] or [Tool]. Pay attention to this room as we'll come
     back for extra items later.
    
     If you want, you can also get the [Full Recover] on 4F via the elevator or
     3F stairway. Either way, the next stop is on 2F.
    
     === 2F ===
    
     Time to visit Klamp's laboratory! Maeda is here luckily, and he's had Wayne
     make a special weapon to combat Eve. It's name? [Maeda's Gun] of course! When
     the scenes are finally concluded, the [Klamp Key] is automatically obtained.
     With this item, we can now unlock the remaining doors the alarm didn't catch.
     The doors on 2F unlock the stairway to the 3F tricerotops exhibit, or you can
     circumvent and just go straight for 3F. Don't matter.
    
     === 3F ===
    
      Inside said exhibit...
    
      BOSS: Tricerotops   HP: 1650   DROPS: Ammo +6   EXP: 50000
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      The boss' head is the only point to shoot here. It can fire electrical
      energy around the room and do a charge attack, so it'll pay to have Barrier
      and Haste cast. When about half of hits health is gone, its head blows off.
      Naturally, its charge attacks get more hectic and frequent, not to mention
      more reckless... If your armor is properly upgraded its attacks all do about
      50-80. Yawn!
    
     When the boss is toast, inspect the other door here to be knocked out the
     window...
    
     === 1F ===
    
     Aya lands in the enclosed space on 1F and is automatically healed. Look for
     a [Medicine 4] and [Ammo +30] right by the landing spot.
    
      BOSS: T-Rex   HP: 2400   DROPS: M8000   DROPS: 34000
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Its main attack is a huge flamethrower from its head, which is shot in a
      180-degree radius, or in better terms, Aya can only evade it if she flanks
      or gets behind it. It does about 70 damage if properly equipped. Sometimes
      it will shoot two homing missiles from its tail (~80/per) so keep health at
      200+ to avoid any mishaps. Its third attack -- biting Aya if she's close --
      can do about 130. If you're worried about damage, cast Barrier/Haste and
      hope for the best, 'cause it's actually a pretty simple battle as long as
      you can avoid the flamethrower (which multi-hits if Aya's caught in a bad
      position). Oh, and the fire breath always goes right to left, so stay by
      the left side of its face for best effect. It's the miracle of evolution,
      baby! [Some people have said that 100,000 EXP is gained from this fight but
      I ain't see that happen.]
    
     With all that turmoil over, the tricerotops room's adjacent door can be
     finally opened. Enter there to see an FMV of an earthquake, then collect the
     [Tool] and [M9-3] hidden inside the broken exhibit. This earthquake also
     opens another exhibit's treasures, on 2F next to the 3F stairs; it's right
     nearby, then. It contains a [Super Tool] and [Cr Vest 2], for reference.
     But, that stairway in the "earthquake" room is the real way to go.
    
     === 4F ===
    
      Meet with Eve here in one of the rooms to end the museum portion.
    
    The Nimitz
    ŻŻŻŻŻŻŻŻŻŻ
     After some scenes, Aya is prompted to save. If you're not sure you can get
     through the next battle, either don't save or make a duplicate.
    
      BOSS: Eve   HP: ~1900 (Top) 1750 (Mid) 1600 (Low)    DROPS: ---
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Okay, so we're finally nearing the endgame. Eve's attacks are:
    
      - Four Laserbombs (move around to avoid; multi-hit)
      - Hand Needles (multiple spray in a semi-circle; really fast; multi-hit)
      - Purple Missiles (run around to avoid most; multi-hit)
      - Tentacle (potential multi-hit; inflicts DEF Down, Confusion, HP-to-1)
    
      All Eve's attacks are multi-hit-capable, meaning Aya will have to really
      move around to avoid most damage. The hand needles are the fastest and most
      likely to hit their mark, but the others are a bit easier provided Aya is a
      little ways away. To avoid the needles, Aya practically has to be behind the
      boss. All attacks do about 80-100 per hit, which is why it's wise to use
      Haste and Barrier. A cool thing is, if you've made a gun with the x2 Command
      in it, Aya can cast her magic and immediately attack afterward -- cool!
    
      Now, all of the tentacle attacks are avoided in the same way: avoid the boss!
      They're color-coded and the red one is the worst, bringing Aya all the way
      down to 1 HP! If you want to use Full Recovery, make sure you have a couple
      items to use while the p-energy refills! [All targets must be destroyed to
      beat the battle!]
    
     After beating her...
    
      BOSS: Eve II   HP: 2200   DROPS: ---
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Eve will now be a single-target boss and has more agile now, which plays
      into her close-range attacks (make sure to cast Haste to counter). She can
      inflict poison, a time-stop attack, and also fly upwards and shoot a purple
      arrow/explosion. These all do about 80-100 damage overall, but the time-stop
      attack also drains all parasite energy + inflicts DEF down. Pretty lame, so
      be prepared to rely on items while charging. Haste/Barrier like usual and
      hopefully she'll go down before Aya. =p
    
     This uber-long day ends after the battle.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    06) Day 6: Evolution                                                     [WK06]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    The Nimitz
    ŻŻŻŻŻŻŻŻŻŻ
     Aya will start on the carrier's outer deck, but there's nothing to do out
     there so go inside. Wayne'll have come from the precinct to visit and brings
     his storagebox and other things with. The Narita can't be dropped off still,
     but you can dump stuff like the Klamp Key. He'll also engrave Aya's name on
     the weapon & armor of her choice.
    
     ###########################################################################
     # The items Wayne engraves Aya's name on will carry over to an Ex Game,   #
     # but anything that is in the inventory will not. Make sure to store any  #
     # good items on Aya's person if you want to get them next playthrough!    #
     ###########################################################################
    
     The soldier near the door has supplies if Aya needs 'em:
    
     Medicine 3 -> [x4]
     Medicine 4 -> [x2]
     Cure-M -----> [x2]
     Cure-P -----> [x2]
     Cure-D -----> [x2]
     Cure-C -----> [x2]
     Ammo -------> [x90]
    
     The medicines and ammo are the most important so definitely get those. Walk
     out onto the deck when ready (make sure you have Maeda's Gun with).
    
      BOSS: Ultimate Being (Infant)   HP: 1500
      BOSS: Ultimate Being (Toddler)  HP: 2450 (Total)
      BOSS: Ultimate Being (Mature)   HP: 3500
      BOSS: Ultimate Being (Final)    HP: 7992
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      As is now customary with RPGs, boss fights just aren't worthwhile unless
      they're multi-segment. The first form is a floating baby, and while it's
      pretty weak, if it drops to the ground the shockwave will reduce Aya's HP
      to 1. Still, there's plenty of time to use Full Recover and recharge the
      p-energy, so this is pretty much a gimme form.
    
      Its 2nd evolution has two targets: the body and wings. It can shoot two
      streams of electricity from its hands (x3), little bombs that shoot in a
      rough straight line. After enough damage, the boss separates into two
      entities, with the body crawling around and able to fire a beam with its
      tail (sweeps field; hide behind if possible) and the wings shoot multiple
      little pulse balls at Aya. Since they're constantly moving around, the best
      time to shoot is when they're in the middle of an attack. Take out the Wings
      as soon as possible, as they're the most annoying and have the worst DEF.
    
      The third form is the hardest, surprisingly. His repertoire includes going
      to a corner and shooting purple spheres outwardly; going to the middle and
      causing an unavoidable explosion (halve HP); an unavoidable time-stop attack
      that causes confusion. He also has a weak combo that does about 60 damage
      total. Now, while the earthquake is the cheapest, the purple spheres are a
      multi-hit for ~100/per. Make sure to stick close to his position and get
      under/behind for the sphere attack, which avoids it completely. There's also
      a rare HP-to-1 attack where he grabs Aya, but don't expect to see it spammed
      like the others. [It helps to use a Cure-C in this battle and have Revives
      on-hand.]
    
      The final form is practically invincible. Heal up at the start and watch as
      the boss throws out some sentient crystals, which move around (can't be
      targeted) and shoot lasers for low-damage. The trick to this is shooting the
      boss even though it does little damage, and after awhile (~20 damage) there
      is a cutscene where Daniel throws some special ammo for "Maeda's Gun". Equip
      said gun on Aya and start shooting the being, doing 999+ each hit. After 8
      hits it should finally die...or will it? [Apparently you can get swipe a
      Super Tool at this time.]
    
     Nope! Now the stupid thing is chasing Aya and if it hits her, she dies. It's
     pretty slow so avoiding it is easy if you know where to go. Still, it can
     corner our gal if she's not careful.
    
      EXIT-|Ż|    Aya starts on the outer deck, right where the boss fight began.
           | |_   Sprint inside and she'll automatically look at the ship map,
           |_  |  locating the engine. Enter the door the seaman previously stood
             | |  in front of, and at the fork, take a left. This leads down some
          |ŻŻ  |  stairs and to another fork; go "up" (towards top of screen) to
          | |ŻŻ   a hatch that leads to the boiler room. Upon dropping down, run
          | |     straight ahead (toward foreground, which is under pipe overhang)
          | |___          to find the boiler room control panel with all its 
          |  _  |___|X|   yellow buttons. After some tweaking, run up the ladder
          | | |  ___  |   and follow the passages, which are very straightforward
          |___|_|  _| |   Eventually our gal will reach the outer deck and an FMV
             |    |  _|                ends the festivities. Aya sunk my battle-
         Boiler  _| |________  Start   -ship!
                |________   X|  /      
                         | |Ż|ŻŻŻ\     That effectively ends the game. After the
     X = Don't Go Here |Ż   Ż|    )    credits, there'll be a save prompt. Having
                       |_________/     it on the memory card opens up the Ex Game
                                       option, as well as about 3000 bonus points
     earned from the final battles. See the 'Ex Game' section towards the start of
     this document to see what carries over and what don't. Later, folks!
              _________          _______    _______  _        ______   _
              \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
                 ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
                 | |   | (___) || (__      | (__    |   \ | || |   ) || |
                 | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
                 | |   | (   ) || (        | (      | | \   || |   ) |(_)
                 | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
                 )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)
                                                          _______________________
    _____________________________________________________/ IV. APPENDICES [APND] |_
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    EQUIPMENT LIST                                                           [EQPT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     There's a crapload of equipment in the game, and many have different styles
     and traits to pay attention to. Here's the list of traits and what they do,
     although I've reworded the names a bit.
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     | 1/2 ATK Steal | Can steal enemy's item but weapon ATK power is halved    |
     | Acid Bullet   | Imbues weapon with 'acid' effect                         |
     | Attack Down   | Reduces ATK value (for damage calculations)              |
     | Attack Up     | Augments ATK value (for damage calculations)             |
     | Autocure      | May auto-use "Cure" type from inventory to heal statuses |
     | Autoheal      | May auto-use "Medicine" type from inventory if HP's low  |
     | Burst         | Hits any enemy within range of nozzle (fan formation)    |
     | Counterattack | If attacked, will counterattack with weapon              |
     | Critical % UP | Critical hit percentage is increased                     |
     | Cyanide Shot  | Imbues weapon with 'cyanide' effect                      |
     | Freeze Bullet | Gives weapon the 'freeze' element                        |
     | Heat Bullet   | Gives weapon the 'heat' element                          |
     | Item Capa. +? | Armor can hold 1-4 extra items                           |
     | Max HP Up     | Augments current HP value                                |
     | PE Light      | Lowers PE skill costs by one-third                       |
     | RROF 1.5      | Fires x1.5 bullets (per command) at random enemies       |
     | RROF on All   | Fires x1.5 bullets (per command) on all enemies          |
     | Quickdraw     | Often starts battles at full ATB bar                     |
     | Resist Confse | Raises chances of avoiding confusion status              |
     | Resist Dark   | Raises chances of avoiding darkness status               |
     | Resist Poison | Raises chances of avoiding poison status                 |
     | Resist Stiff  | Raises chances of avoiding stiffness status              |
     | Slow AT Bar   | ATB bar is slower than normal                            |
     | Steal         | Can steal enemy's item (weapon ATK is not halved)        |
     | Tranquilizer  | Imbues weapon with 'tranquilizer' effect                 |
     | x# Shot       | Can fire # bullets per command                           |
     | x2 Commands   | Can input two battle commands instead of one             |
     | x3 Commands   | Can input three battle commands instead of one           |
     |_______________|__________________________________________________________|
    
     Most of these are self-explanitory, although I'll touch base on some effects.
     'Cyanide' can instantly kill enemies susceptible to the effect, and on those
     who aren't affected, normal damage is done. Heat/Freeze traits will add an
     elemental damage effect, which does more to those who are susceptible but'll
     do 1 HP damage to those who are resistant. 'Acid' inflicts acid on applicable
     enemies, which works like a weaker, quicker version of 'Poison'. Finally, the
     rare 'Tranquilizer' skill does just what you'd think it would do: knocks out
     enemies or makes them sluggish -- either way, easier to kill.
     _____________ _______ _______ _______ ________________________________ _____
    | Handgun     | ATK+? | RNG+? | BLT+? | ABILITIES                      | SLT |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|
    | Maeda's Gun | 001+0 | 060+0 | 015+0 | x2 Shot                        | ×01 |
    | M84F        | 012+2 | 051+0 | 006+0 | x2 Shot                        | ×04 |
    | P220        | 014+1 | 055+0 | 005+0 | x2 Shot                        | ×05 |
    | M1911A1     | 015+2 | 060+0 | 005+1 | x3 Shot                        | ×06 |
    | M9          | 017+0 | 053+1 | 008+1 | x3 Shot                        | ×06 |
    | P8          | 018+1 | 054+2 | 007+0 | ------------------------------ | ×01 |
    | M92F        | 028+1 | 050+1 | 008+3 | x3 Shot                        | ×10 |
    | G19         | 030+2 | 057+1 | 008+2 | x3 Shot                        | ×05 |
    | M9-2        | 038+1 | 054+1 | 010+1 | x3 Shot                        | ×07 |
    | PPK         | 045+2 | 048+1 | 012+0 | x5 Shot, Quickdraw             | ×04 |
    | G23         | 047+1 | 058+2 | 010+0 | x3 Shot                        | ×07 |
    | P220-2      | 047+1 | 055+0 | 011+1 | x3 Shot                        | ×05 |
    | M1911A2     | 048+0 | 061+0 | 008+2 | x3 Shot                        | ×05 |
    | M1911A3     | 050+0 | 062+0 | 008+1 | x5 Shot                        | ×07 |
    | USP         | 051+1 | 056+0 | 009+1 | x3 Shot                        | ×04 |
    | M9-3        | 053+2 | 048+0 | 013+0 | x3 Shot, x2 Commands           | ×07 |
    | M8000       | 057+0 | 058+0 | 012+0 | x2 Commands                    | ×05 |
    | USP-2       | 058+0 | 057+2 | 011+0 | ------------------------------ | ×07 |
    | P228        | 059+0 | 055+1 | 012+1 | ------------------------------ | ×06 |
    | P226        | 063+0 | 057+0 | 011+1 | x2 Shot                        | ×06 |
    | G20         | 065+0 | 061+0 | 012+2 | Counterattack                  | ×03 |
    | M1911A4     | 068+0 | 062+1 | 009+0 | ------------------------------ | ×08 |
    | P229        | 071+0 | 056+0 | 013+0 | x3 Shot                        | ×07 |
    | USP-3       | 075+1 | 058+0 | 012+1 | x2 Shot, Quickdraw             | ×03 |
    | M96         | 075+2 | 059+0 | 014+2 | ------------------------------ | ×05 |
    | AM44        | 078+0 | 058+0 | 012+1 | ------------------------------ | ×08 |
    | Mark 23     | 081+1 | 060+1 | 013+0 | x3 Shot, Quickdraw             | ×03 |
    | M1911A5     | 085+1 | 063+0 | 010+1 | ------------------------------ | ×05 |
    | M712        | 085+2 | 063+2 | 010+1 | Counterattack                  | ×02 |
    | M96R        | 088+1 | 059+0 | 020+0 | x2 Shot, x3 Commands           | ×04 |
    | USP-TU      | 115+1 | 087+1 | 025+6 | x5 Shot, Counterattack         | ×09 |
    | SP1C        | 118+2 | 067+2 | 018+2 | x2 Shot                        | ×06 |
    | DE50AE7     | 123+2 | 055+1 | 015+2 | x2 Shot                        | ×09 |
    |_____________|_______|_______|_______|________________________________|_____|
    
     Sidearms are a police officer's faithful friend, which is why there's more
     of this type than any other. They don't boast too much firepower and they'll
     often have a mediocre rate of fire as well as # of slots. They're definitely
     worthwhile though, and are the first type of weapon in the game that boasts
     a x2 Command trait.
     _____________ _______ _______ _______ ________________________________ _____
    | Clubs       | ATK+? | RNG+? | BLT+? | ABILITIES                      | SLT |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|
    | Club 1      | 009+1 | 010+0 | ----- | ------------------------------ | ×01 |
    | Club 2      | 024+2 | 010+0 | ----- | 1/2 ATK Steal                  | ×01 |
    | Club 3      | 038+0 | 010+0 | ----- | 1/2 ATK Steal, Quickdraw       | ×02 |
    | Club 4      | 078+2 | 010+0 | ----- | Steal, Critical % Up, Cntrattk | ×03 |
    | Club 5      | 100+2 | 010+0 | ----- | Steal, Quickdraw               | ×03 |
    |_____________|_______|_______|_______|________________________________|_____|
    
     Clubs are melee weapons, and to ensure that Aya is never left without ammo
     during battle, she has to have one at all times. But PE is a gun-driven game
     and these will probably not be used as normal weapons. However, they're the
     only weapons that come with a 'Steal' ability, which is helpful for getting
     items from enemies without waiting for drops.
     _____________ _______ _______ _______ ________________________________ _____
    | Machineguns | ATK+? | RNG+? | BLT+? | ABILITIES                      | SLT |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|
    | M11         | 032+1 | 042+0 | 020+1 | x5 Shot, RROF 1.5              | ×02 |
    | MP5K        | 035+1 | 043+0 | 023+1 | x3 Shot                        | ×04 |
    | M10         | 037+1 | 045+0 | 022+2 | x7 Shot, RROF 1.5              | ×03 |
    | Micro UZ    | 038+2 | 043+0 | 018+1 | x5 Shot, RROF 1.5              | ×04 |
    | MP5PDW      | 052+1 | 046+0 | 023+2 | x7 Shot, RROF 1.5              | ×06 |
    | MP5A5       | 067+1 | 048+0 | 028+1 | x2 Shot, RROF on All Foes      | ×04 |
    | Full UZ     | 068+0 | 049+1 | 042+1 | x10 Shot, RROF 1.5             | ×04 |
    | PPSh41      | 078+2 | 075+1 | 071+0 | x10 Shot                       | ×06 |
    | MP5SD6      | 089+0 | 052+0 | 031+0 | x3 Shot, RROF 1.5 on All Foes  | ×07 |
    | P90         | 122+0 | 051+2 | 100+1 | x10 Shot, RROF 1.5             | ×07 |
    |_____________|_______|_______|_______|________________________________|_____|
    
     These rapid-fire weapons boast high bullet counts and often times a large
     number of shots per turn. Although it would be a pretty lame trait on other
     weapons, the RROF (Random Rate of Fire x1.5) ability really brings out the
     best in its strengths. However, shooting random enemies is off-putting for
     some people so it pays to excise that trait if it's not working out.
     _____________ _______ _______ _______ ________________________________ _____
    | Rifles      | ATK+? | RNG+? | BLT+? | ABILITIES                      | SLT |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|
    | M16A1       | 034+1 | 110+2 | 015+1 | x2 Shot                        | ×03 |
    | SG550       | 040+0 | 108+2 | 020+1 | x2 Shot                        | ×05 |
    | G3A3        | 043+1 | 121+2 | 018+1 | ------------------------------ | ×04 |
    | Type64      | 050+1 | 112+2 | 014+2 | x3 Shot, Critical % Up         | ×05 |
    | M16A2       | 053+2 | 124+0 | 018+1 | x3 Shot                        | ×04 |
    | PSG-1       | 075+0 | 120+0 | 018+1 | x2 Shot                        | ×05 |
    | SAR         | 085+1 | 135+1 | 016+0 | ------------------------------ | ×03 |
    | XM177E2     | 099+0 | 158+1 | 016+1 | Critical % Up                  | ×06 |
    | FA-MAS      | 119+0 | 168+1 | 026+0 | x3 Shot                        | ×07 |
    | MAG         | 151+1 | 185+0 | 020+1 | x2 Shot, Counterattack         | ×07 |
    | AK-47       | 155+0 | 152+2 | 023+1 | x5 Shot, Critical % Up, Ctratk | ×08 |
    |_____________|_______|_______|_______|________________________________|_____|
    
     Expectedly, rifles have the best range out of any weapon and boast decent
     firepower to boot. Their downside is the poor per-shot ratio, but that can
     be corrected. It has to be noted that their firepower outclasses almost all
     other weapons except the rocket launcher, although the downside is most of
     the best ones are only found in the EX Game's Chrysler Building dungeon.
     _____________ _______ _______ _______ ________________________________ _____
    | G. Launcher | ATK+? | RNG+? | BLT+? | ABILITIES                      | SLT |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|
    | M203        | 025+2 | 059+1 | 005+0 | Heat Bullet                    | ×03 |
    | M79         | 044+1 | 065+2 | 004+1 | x2 Shot, Tranquilizer          | ×04 |
    | M79-2       | 045+1 | 068+0 | 004+2 | x3 Shot, Acid Bullet           | ×04 |
    | M203-2      | 048+1 | 065+0 | 006+1 | x2 Shot, Heat Bullet           | ×05 |
    | M203-3      | 049+1 | 071+0 | 005+2 | x3 Shot, Acid Bullet           | ×05 |
    | M79-3       | 052+2 | 068+1 | 005+1 | x2 Shot, Frost Bullet          | ×05 |
    | M203-4      | 057+1 | 067+0 | 007+1 | x2 Shot, Frost Bullet          | ×07 |
    | M79-4       | 059+2 | 065+0 | 010+0 | ------------------------------ | ×05 |
    | M203-5      | 068+0 | 065+0 | 007+0 | ------------------------------ | ×06 |
    | M79-5       | 075+0 | 067+2 | 008+0 | ------------------------------ | ×05 |
    | M203-6      | 080+1 | 067+1 | 006+2 | Cyanide Bullets                | ×04 |
    | M79-6       | 094+0 | 068+1 | 010+1 | ------------------------------ | ×07 |
    | HK40        | 115+1 | 070+0 | 008+1 | ------------------------------ | ×06 |
    |_____________|_______|_______|_______|________________________________|_____|
    
     Although many games have built up grenade launchers as tools of mass fear &
     destruction, they've been nerfed a bit -- in this author's opinion -- by a
     few flaws: (1) poor initial per-shot rates (2) elemental effects, which can
     often be a detriment to enemies strong against them. However, unlike the
     rocket launcher, they also have two great sides: (1) pretty good number of
     max slots (2) uses regular ammo instead of rockets. Because of this, they're
     way easier to swing around than a rocket launcher and at least on par with
     normal weapons, albeit not without some tweaking. Still, it takes time to
     do all that configuring so it might be easier to just use a normal gun type.
     _____________ _______ _______ _______ ________________________________ _____
    | Shotguns    | ATK+? | RNG+? | BLT+? | ABILITIES                      | SLT |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|
    | M870        | 048+1 | 060+0 | 004+3 | x2 Shot, Burst                 | ×06 |
    | M500        | 057+2 | 061+2 | 005+2 | x2 Shot, Burst                 | ×08 |
    | M870-2      | 063+0 | 063+1 | 005+0 | Burst                          | ×07 |
    | M500-2      | 075+2 | 067+0 | 006+0 | x3 Shot, Burst                 | ×09 |
    | Maverick    | 082+0 | 069+2 | 007+0 | Burst                          | ×06 |
    | S12         | 097+1 | 072+0 | 008+1 | Burst                          | ×06 |
    | M10B        | 120+1 | 070+0 | 006+1 | x3 Shot, Burst                 | ×07 |
    |_____________|_______|_______|_______|________________________________|_____|
    
     Of course the crowning reason to use shotguns is their 'Burst' trait, which
     will hit all enemies within a certain distance of their target (think of a
     'spray' trajectory, which fans out from the direction Aya shoots). It won't
     hit all enemies automatically so sometimes Aya will have to adjust her fire
     to hit more foes within range. Because the shotgun isn't the fastest weapon
     and boasts a pretty poor shot-per-turn ratio, putting the burst feature on
     a quicker weapon can work very nicely.
     _____________ ________ ________ _______ ______________________________ _____
    | R. Launcher | ATK+?? | RNG+?? | BLT+? | ABILITIES                    | SLT |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|
    | AT4         | 128+00 | 202+00 | 001+0 | ---------------------------- | --- |
    | AT4-2       | 186+00 | 205+30 | 001+0 | ---------------------------- | --- |
    | LAW80       | 200+20 | 210+00 | 001+0 | ---------------------------- | --- |
    |_____________|________|________|_______|______________________________|_____|
    
     Rocket launchers are the most poweful weapon type in the game, but not w/o a
     few downsides: (1) all single-shot (2) no ability slots (3) use specialty
     Rocket ammunition which is only found in select places (4) can't have stats
     increased via tools. So, although they're great in a bind -- if you're
     carrying one -- they're often unwieldy because of their downsides. Just
     sayin'...don't fall in love with 'em.
     ______________ _______ _______ _______ _______________________________ _____
    | Armor        | DEF+? | PNG+? | CRT+? | ABILITIES                     | SLT |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|
    | N Vest       | 009+1 | 008+0 | 013+0 | ----------------------------- | ×02 |
    | N Protector  | 011+1 | 009+0 | 016+2 | ----------------------------- | ×04 |
    | Cm Vest 1    | 015+1 | 016+0 | 010+1 | Autoheal                      | ×02 |
    | Sv Vest 1    | 018+1 | 014+2 | 019+0 | Item Capacity +1              | ×04 |
    | Kv Vest 1    | 019+1 | 011+1 | 015+0 | ----------------------------- | ×02 |
    | Sp Vest 1    | 020+2 | 014+1 | 018+1 | ----------------------------- | ×03 |
    | Cr Vest 1    | 027+2 | 024+0 | 029+1 | ----------------------------- | ×03 |
    | B Vest 1     | 029+1 | 035+0 | 020+0 | Resist Poison                 | ×04 |
    | Cm Vest 2    | 030+1 | 033+2 | 021+2 | Autoheal                      | ×02 |
    | B Protector  | 032+1 | 038+0 | 022+1 | Resist Stiffness              | ×03 |
    | N Jacket     | 034+1 | 028+1 | 019+0 | ----------------------------- | ×05 |
    | Sp Jacket    | 035+0 | 029+1 | 026+0 | ----------------------------- | ×03 |
    | Cm Protector | 036+1 | 048+0 | 029+2 | Autoheal                      | ×03 |
    | Sp Protector | 038+1 | 023+0 | 026+0 | ----------------------------- | ×04 |
    | Sv Protector | 038+1 | 035+1 | 030+0 | Item Capacity +1              | ×05 |
    | Cr Protector | 039+2 | 041+2 | 025+1 | Max HP Up, Slow AT Bar        | ×04 |
    | Sv Jacket    | 042+0 | 038+2 | 033+0 | Item Capacity +1              | ×03 |
    | Cm Jacket    | 042+0 | 048+2 | 032+1 | Autoheal                      | ×03 |
    | B Jacket 1   | 043+1 | 048+1 | 027+1 | Resist Poison                 | ×04 |
    | N Suit       | 043+1 | 035+1 | 022+1 | ----------------------------- | ×06 |
    | Cr Jacket    | 043+1 | 045+0 | 033+1 | ----------------------------- | ×07 |
    | Cr Vest 2    | 045+1 | 042+1 | 031+0 | ----------------------------- | ×04 |
    | Kv Jacket    | 046+0 | 045+0 | 021+0 | ----------------------------- | ×03 |
    | Sv Suit 1    | 046+1 | 042+0 | 038+2 | Item Capacity +2              | ×06 |
    | B Suit 1     | 048+0 | 054+1 | 027+0 | Resist Poison/Dark/Stiffness  | ×04 |
    | Sp Vest 2    | 049+1 | 041+0 | 024+1 | ----------------------------- | ×03 |
    | Sv Suit 2    | 051+1 | 045+0 | 041+0 | Item Capacity +2              | ×08 |
    | Cm Suit 1    | 052+0 | 057+1 | 035+0 | Autocure                      | ×04 |
    | B Jacket 2   | 055+0 | 061+1 | 030+2 | Resist Darkness               | ×05 |
    | Kv Suit 1    | 055+1 | 056+0 | 027+1 | ----------------------------- | ×03 |
    | Sp Suit 1    | 058+2 | 052+0 | 029+0 | ----------------------------- | ×04 |
    | Sv Armor 1   | 065+1 | 062+0 | 045+2 | Item Capacity +4              | ×08 |
    | Kv Armor 1   | 069+1 | 067+1 | 030+2 | ----------------------------- | ×03 |
    | B Suit 2     | 069+1 | 075+1 | 034+0 | Attack Down, Resist Confusion | ×06 |
    | Sp Armor 1   | 075+0 | 069+1 | 032+1 | ----------------------------- | ×06 |
    | Sv Armor 2   | 078+1 | 069+1 | 048+1 | Item Capacity +4              | ×09 |
    | B Armor      | 085+0 | 086+0 | 045+0 | Attack Down, Resist Psn/Stiff | ×06 |
    | Sp Armor 2   | 086+1 | 079+1 | 039+1 | Attack Up                     | ×06 |
    | Cm Armor 2   | 088+1 | 096+1 | 041+0 | Attack Down, PE Cost -33%     | ×06 |
    | Cr Armor 1   | 091+1 | 089+1 | 042+1 | Slow AT Bar, Health/Attack UP | ×07 |
    | Cr Armor 2   | 106+2 | 102+2 | 048+3 | Max HP Up                     | ×10 |
    |______________|_______|_______|_______|_______________________________|_____|
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    CHRYSLER BUILDING                                                        [CHRS]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     This 77-floor secret dungeon appears only during an EX Game file, which is
     beating the game once and loading the cleared data. It's available from the
     first time the map is opened and stays that way for the entire game. Here's
     the lowdown:
    
     • No savepoints within
     • Each floor layout (except every 10th & 77th) is randomized upon entering it
     • Each floor has an armory and elevator
     • Bosses appear at every 10th floor (plus 77th), and drop the elevator keys
     • Elevators can't be used without the keys!
     • Maps are made from 20 possible hallway types
     • Chrysler Building doesn't respawn its contents after beating normal story
    
     Things to remember:
    
     • Save after beating each boss!!
     • A lot of items are gotten in armories -- pack relatively light
     • Defeating the boss removes all enemies from that series of floors!
     • If you're not sure you can beat a boss, bring Revives / Use Preraise
     • Only the newest key is necessary to access all floors; store the older ones
     • Enemies don't appear in T- or 4-way crossroads; elevator, dead end, or
       stairway screens; and rarely are in the armories.
    
    F01-10
    ŻŻŻŻŻŻ
     Enemy: Bluebird, Silver Rat, Brown Bat, Velociraptor
     Wepns: USP-2, M1911A4, M16A2, M79-4, P228, P226
     Armor: Sp Vest 2, KV Jacket
     Items: Offense/CR Evade/PE/Defense/Range/Bullet Cap Upgrades, Tools, Rockets
     Cards: P38 T Card
    
     None of the enemies on this floor are hot stuff, and if you've already played
     through to the museum, you should have gotten enough BP to do at least 100
     damage per shot, which is instadeath to these losers. Bats drop low-level
     medicines, bluebirds drop Junk, velociprators drop small ammo amounts. Since
     the enemies on this floor are typically crap, Aya can probably fight her way
     through at the start of a 2nd EX File -- however, she won't be able to beat
     the boss. The 10th-floor map is also very straightforward so I won't bother
     to map it here. As for the boss...
    
      BOSS: Black Widow II   HP: 1000   DROPS: Chrysler Key1
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      This palette-swapped spider-girl first appears at St. Francis Hospital on
      day four. The main difference is there's hardly any room to maneuver here,
      and an unprepared person will get the crap beaten out of them in two hits
      if they're not careful. As before, when webs entangle Aya -- and they will
      definitely -- cast Barrier to the boss cherrypicking an easy win. I kicked
      the boss' rear end with a Cr Vest 2 having 122/93/67 stats, so anything in
      that ballpack should work.
    
    F11-20
    ŻŻŻŻŻŻ
     Enemy: Mole, Orangutan, Red Snake, Brown Bat, Mimic, Velociraptor
     Wepns: M96, Club 4, Full UZ
     Armor: Cr Jacket, Sp Suit 1, Kv Suit 1
     Items: Equipment Upgrades, Tools, Rockets, Super Tools
     Cards: Kasul T Card, Bhawk T Card
    
     Most enemies here are lightweights if you blew through the first ten floors,
     but this also marks the appearance of Mimics, enemies who hide in armories'
     chests and do a lot more damage than normal. Luckily, if you have a gun with
     multiple commands, this can be used to repeatedly interrupt it. Typically, a
     mimic drops +30 ammo. Besides this, one finds the Chrysler layouts becoming
     more complex, using a lot more T-intersections and 4-ways. The best club in
     the game can also be found here, so make sure to get it if you can. Like the
     10F layout before it, the 20th is also straightforward.
    
      BOSS: Alligator [x2]   HP: 1200   DROPS: Chrysler Key2, Revive
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      It's just two alligators like the boss from the Carnegie Hall sewers, except
      they're a little tougher while boasting the same repertoire. As a rule of
      thumb, if you had no trouble defeating the 10th-floor boss, then this one'll
      be almost as easy. Just make sure to pick one off before the other. They'll
      do damage from about 100-150 so it helps to have a few Revives as backups.
    
    F21-30
    ŻŻŻŻŻŻ
     Enemy: Red Snake, Fly, Mimic, Yellow Spider, Tortoise, Cat, Parrot, Brown Bat
     Wepns: Mark 23, M870-2, Type64, M79-5
     Armor: Cm Jacket, B Jacket 2, Sv Suit 1
     Items: Equipment Upgrades, Tools, Rockets, Super Tools
     Cards: PPKS T Card, M1 T Card
    
     The enemies here aren't that tough, but it'll help to have an armor with a
     stiffness-proof trait (taken from the B Protector in the subway). The same
     goes for poisonproofing your armor, which is just all-around useful with 
     the droves of snakes roaming the halls. Floor-wise, the areas are now more
     complex and have long meandering sections. Enemies drop Medicines 1-3, a
     few status cures, and relatively small ammo doses -- not the best selection.
     Some floors may start having more than one armory, also. [The 30th floor is
     very straightforward, with the first fork leading "up" to the boss, and the
     other way to the armory.]
    
      BOSS: Centipede II   HP: 3200 (Total)   DROPS: Chrysler Key 3
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      Before segmenting (after enough damage), the boss will show his teeth by
      using the "poison rain" attack from before, as well as shooting a bolt of
      lateral lightning with his tail. This should do about 100 if properly
      equipped, but can inflict darkness, which is not good at all. At 147 DEF,
      the boss was doing double-digit damage, which should be more than tolerable.
      After splitting into fourths, stand in the middle and just potshot the foes;
      this lets them all hit Aya but they'll all be within her range, and easily
      killed with double commands.
    
    F31-40
    ŻŻŻŻŻŻ
     Enemy: Cat, Cadaver, Velociraptor, Fly, Tortoise, Blue Iguana
     Wepns: PSG-1, MP5A5, Maverick
     Armor: Cm Suit 1, Sv Suit 2, Sp Armor 1, Kv Armor 1
     Items: Equipment Upgrades, Tools, Rockets, Super Tools
     Cards: Bar T Card, MK5 T Card, MP44 T Card, MG42 T Card
    
     Continuing the trend, if the enemies on the previous ten floors were doing
     little to no damage, the same thing will be upheld here. Enemies typically
     drop Cure-Ms, mid-level medicines, and in the cats' case, varying amounts of
     ammo (from +5 to +30). The 40th floor layout is once again straightforward;
     just go south at the first 4-way crossing and that's the only decision to
     make!
    
      BOSS: Triceratops II   HP: 2800 (total)   DROPS: Chrysler Key4
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      As before, the boss has two stages, with the final one being a headless
      romp. If your defense is 170 or thereabouts, the physical attacks will be
      paltry, which leaves only its lightning attack to do damage -- about 100
      at 100ish. Either way, not much of a nightcap to this series of floors, and
      extremely easy with Barrier + x2 Command weapons.
    
    F41-50
    ŻŻŻŻŻŻ
     Enemy: Armadillo, Parrot, Blue Frog, Scorpion, Mimic, Velociraptor
     Wepns: SAR, AT4-1, USP-3, G20
     Armor: Cr Suit 1, Cm Armor 1, B Suit 1, Sv Armor 1
     Items: Equipment Upgrades, Tools, Rockets, Super Tools
     Cards: M29 T Card, M73 T Card
    
     Enemies about now will start showing their fortitude, boasting about 500 HP
     per each -- this means a weapon with burst capabilities will be real handy.
     Not much to say item-wise, although toads usually drop Ammo +15 caches, and
     parrots rarely drop Medicine 4s. This series of floors is also special for
     two reasons: (1) it contains the best rocket launcher that can be obtained
     without Wayne creating one (2) a player may have collected 10/14 trading
     cards, to which Wayne will give a gift of a Tool Kit. A Tool Kit is basically
     an infinite 'Tool' box, so any normal tools can be thrown away from then on.
     Put the Cr Suit 1's "HP Max" trait to good use, too.
    
     But let's not get ahead of ourselves: there's a boss to get through before
     the celebrations can begin. The 50th floor map is straightforward for the
     most part; to avoid any dead ends, avoid taking the "southern" or "eastern"
     paths when a fork comes.
    
      BOSS: Cockroach         HP: 4200   DROPS: Chrysler Key5
      BOSS: Cockroach Larva   HP: 1200   DROPS: ---
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      If your armor is properly equipped (around 180 DEF), the cockroach's
      antennae attack should do about 130-200 damage, which is tolerable for a
      boss -- use barrier if you need. The annoying part of this battle is that
      it can give birth to a larva, which grows into another cockroach if not
      taken care of immediately. This is where a Burst weapon + x2 Commands can
      be very useful: one command to heal yourself, one to attack the larva, and
      maybe hit the boss in the meanwhile. Energy Bullet will work well here as
      well -- just be sure to keep an eye on Aya's health in the meantime. It's
      not as hard as some people make it out to be.
    
     NOTE: To get the [Tool Kit] from Wayne, after giving him the ten rare cards,
     view his collection. He'll give it over afterwards. It should help keep the
     inventory a little cleaner on the way up the Chrysler Building.
    
    F51-60
    ŻŻŻŻŻŻ
     Enemy: Mimic, Silver Rat, Ratman, Squirrel, Armadillo, Giant Rat
     Wepns: M712, S12, FA-MAS
     Armor: Cr Armor 1, Sp Armor 2, B Suit 2
     Items: Equipment Upgrades, Full Recover, Full Cure, Tools
     Cards: Type38 T Card      ____
           _________________  |  __|_   Enemies on this floor will often have 600+
          |  __   __   ___  | | |  | |  HP, which means they might not be killable
          | |  | |  | |   | |_| |__| |  within a single turn like previous foes.
        ENTER  |_|__| |_  |________  |  Ratmen may drop Revives, and Squirrels --
                 |  __  | |Ż| |Ż|  | |  a completely new enemy -- may drop high-
                 | |  | |_| | | |__| |  -level medicines. When it comes to layouts,
       TO F61    |_|  |  ___| |____  |  some of these can definitely be confusing,
        _| |_  _______| |          | |  way more than the lower floors. It might
       |BOSS || ELEVATOR|          |_|  be helpful to keep a sketch of each floor
       |_   _|| |ŻŻŻŻŻŻŻ                to avoid going in circles.
       __| |__| |__ 
      |__   __   __|_____  |Ż|  When it comes to treasure chests, there's a bunch
         | |  | | _|ITEMS|_| |  of good ones. The penultimate shotgun & armor are
         | |  | ||_________  |  both found on this floor series, the third-best
      ___| |__| |__________| |  rifle's here, and the first armor that contains a
     |  _   _________   _____|  confusionproof trait. One armor also has an Attack
     | | | |       __| |        UP trait, which should be shifted onto the current
     |_| |_|      |____|        armor pronto. [Map to left: 60th floor]
    
      BOSS: Crustacean   HP: 6400 (Body), 1200 (Claws)   DROPS: Chrysler Key6
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      If you remember the strategy from the warehouse boss this is based off of
      -- assuming you fought it -- then it'll be incredibly easy to avoid damage
      here: stay next to one of its claws! It encircles the battlefield, so this
      position is the key to avoiding its DEF-down bubble attack. If you have a
      burst weapon, that makes things easier; just don't get carried away with
      using multiple commands. Take out its claws first and foremost, which will
      do away with the annoying HP-to-1 attack. Since enemies before here dropped
      a crapload of Revives, Preraise shouldn't be necessary. [NOTE: If you don't
      have any Revives, keep in mind that its bubble attack multi-hits, and when
      DEF down is in effect, another hit will probably kill Aya, even with 800+
      HP!]
    
    F61-70
    ŻŻŻŻŻŻ
     Enemy: Slime, Silver Rat, Wolfman, Polar Bear, Large R-Snake, Mimic, Squirrel
     Wepns: XM177E2, Club 5, M500-2, M500
     Armor: Cm Armor 2, Cr Armor 2
     Items: Tools, Full Cure, Equipment Upgrades, Super Tools, Full Recover
     Cards: Type3 T Card, Eagle T Card
       __________________
      |  ______   _   ___|                   This is an important series of floors
      | |__    | |_| |                       for one good reason: enemies here will
      |____|   |  _  |                       drop the most total EXP than any other
         _     | |_| |       TO F71          place in the game (4000+ w/ 2 wolves),
        | |    |  ___|        _| |_          which is why if you're going to break
        | |____| |           |BO SS|         the large Lv38 cap, it's crucial to
        |  ____  |        |Ż||_   _|         level up here instead of the museum.
        | |    | |________| |__| |________   Remember: beating the floor boss will
        |_|    |  ELEVATOR         ITEMS  |  remove encounters from the rest of
         |Ż|   | |ŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ| |  the series!
        _| |___| |________| |   _   |ŻŻŻ  |
       |                    |  | |   ŻŻŻŻŻ   Enemies by this point will have 800+
       | |ŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻ| |__| |___    _   HP, which means even with 365 ATK 
       | | |Ż| |Ż|  | |   |________  |  | |  and two commands + Burst traits, they
       | |_| |_| | ENTER         __| |__| |  still might not go down in one turn.
       |_________|              |_________|  Burst definitely makes things easier.
    
     There's a mixture of big-gun enemies brought out here, such as wolfmen and
     polar beras, as well as silver rats (who still drop Revives commonly). The
     slimes Medicine 4s and also nonsense like Junk, so if you're not collecting
     them for Wayne, they'll just encumber the inventory. However, if you ARE
     collecting for Wayne, it helps to stay around F61 and then just use the F60
     elevator to deliver 'em.
    
     Item-wise, the best armor and club in the game are found on these floors,
     although a few rooms are just all Mimics. Personally, this was the only set
     of floors I backtracked out of, to bore out the Cr Armor 2 (10 slots!) and
     shift everything into it. As said, since this is one of the best areas to
     level up in, you may want a second save placed before the boss is beaten,
     in case y'want to level up some more. [Backtracking out should be easy if
     you kept a map of each floor layout coming up; they're the same.]
    
     Bring a bunch of Revives into battle as a fallback.
    
      BOSS: Queen Bee   HP: 20000   DROPS: Chrysler Key7
          : Worker Bee  HP: 600     DROPS: -------------
          : Attack Bee  HP: 1200    DROPS: -------------
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      First things first, the worker bees (tiny things) have weak physical attacks
      and are mainly around to heal the boss, about 220 HP. They suck and might be
      caught in the crossfire of burst attacks, which will help for this fight.
      The other helper is a larger attack bee, which can shoot a projectil that
      inflicts confusion. If you want an easier time, use a Cure-C to prevent the
      status entirely.
    
      The queen herself is a one-trick pony. Her most damaging attack is shooting
      a huge half-screen projectile away from wherever she's facing, then uses an
      auxiliary attack of shooting two crescent-shaped boomerangs. There's also a
      close-range swipe to see, although you'll want to keep your distance and
      shoot from afar. For those using multiple commands, remember that you can
      cut them short by pressing Square button -- keep the fire rate in mind or
      it'll setup Aya for danger. [There's also an unblockable attack that does
      about 400 damage, so keep your HP around 500 at all times for safety.]
    
      When the huge projectile attack is used, move right in front of the queen
      and unload -- that's the best time. The attack bees' confusion is very lame
      for evading, so use Medic if you can and take 'em out quick. There should be
      plenty of time to gain energy for Full Recover, and Revives help make this a
      rather easy time (even moreso with the "Max HP Up" armor ability). Fighting
      the queenie ain't as hard as some make it out to be.
    
     You should now have obtained all rare T Cards in the Chrysler Building, so
     make sure to redeem 'em at Wayne's basement to obtain the Super Tool Kit as
     a reward. Like its lesser part before it, having it in the inventory sets the
     Super Tool counter at 999. Schwing!
    
    F71-77
    ŻŻŻŻŻŻ
     Before taking on this final 7-floor stretch, make sure to save and bring as
     many Revives/Full Recovers as you can, because the final boss is a doozie.
     The final seven floors are all 1-screen types, so there's no lame stuff to do
     on the way up.
    
      BOSS: Maya   HP: 40000 (total)   DROPS: ---
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
      This fight will be a three-stage one, not unlike that which takes place on
      the Carrier Nimitz.
    
      The winged girl will float around slowly and can teleport locally, which
      doesn't do much in the way of evasion (although shots miss during this). If
      your armor is properly equipped -- and mine was 448/217/121 after about four
      playthroughs, which isn't ideal, but I thought I'd mention it -- her physical
      attacks should be pulling double digits. When small Ayas appear on the field,
      don't attack the boss, or the one behind her will heal her wounds -- 1000 at
      first, more if Aya doesn't get the idea and repeat offends. The Maya clones
      can also inflict stiffness 100% of the time, which ignores armor traits. It's
      an easy form overall, though. Other than that, the clone occasionally uses a
      HP-to-1 attack, and a 200-400 combo strike. These are avoidable to an extent
      but only if you can figure out where she'll teleport. [After the HP-to-1
      attack, Maya is more vulnerable than normal.] 
    
      The healing part is the most annoying, so don't fire in multiple-command
      bursts if you haven't seen the healing in awhile. If your p-energy gauge is
      not charging, there's a "trick" about changing your armor, which makes it
      start up again. Obviously this can make things go bad if you switch to a
      weaker armor and then get annihilated, but that's how it works. The boss'
      enormous HP is quite a lot to go through, even with rapid-fire weapons (I
      used a pistol and it took forever) or 300-Junk munitions.
    
      ALSO: Although I don't mention it too often, Liberate is a good way to
      inflict quick damage, if you can tolerate having your p-energy bar drained
      completely. Energy Shot helps as well.
    
     So, what do we get for winning? An alternate ending and credits! There isn't
     a savepoint after this, so if you wanted to fight her again for old (new?)
     times' sake, that'd be possible too.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    300 JUNKS FOR WAYNE                                                      [JNKW]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     While slaying an enemy, you may have wondered if there was any reason to take
     their residual "Junk" drops, which simply take up space and have no apparent
     value. Well guess what: there IS value! At least if you want to work for it.
    
     If you have any Junk items in your inventory and talk to Wayne, there's an
     option for him to remove them from the inventory. If you manage to give him
     a whopping three hundred of them, he'll use the scrap metal to build a custom
     gun for Aya. [Junks are commonly dropped from bird type enemies and a little
     less often from slimes. The 5-bird enemy flocks in Central Park on Day 2 are
     often cited as one of the best places to farm them, although this is blocked
     off on subsequent days.] Here's the items given when Wayne asks the question:
    
     -HANDGUN ------------> DE50AE7
     -SHOTGUN ------------> M10B
     -MACHINE GUN --------> P90
     -RIFLE --------------> MAG
     -GRENADE LAUNCHER ---> HK40
     -ROCKET LAUNCHER ----> LAW80
     -LEAVE IT TO WAYNE --> AK-47 / SP1C / PPSH41 / USP-TU
    
     I'll reiterate their stats here:
     ___________ ________ ________ _______ ________________________________ _____
    | Weapon    | ATK+?? | RNG+?? | BLT+? | ABILITIES                      | SLT |
    |ŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|
    | PPSh41    | 078+02 | 075+01 | 071+0 | x10 Shot                       | ×06 |
    | HK40      | 115+01 | 070+00 | 008+1 | ------------------------------ | ×06 |
    | USP-TU    | 115+01 | 087+01 | 025+6 | x5 Shot, Counterattack         | ×09 |
    | SP1C      | 118+02 | 067+02 | 018+2 | x2 Shot                        | ×06 |
    | M10B      | 120+01 | 070+00 | 006+1 | x3 Shot, Burst                 | ×07 |
    | P90       | 122+00 | 051+02 | 100+1 | x10 Shot, RROF 1.5             | ×07 |
    | DE50AE7   | 123+02 | 055+01 | 015+2 | x2 Shot                        | ×09 |
    | MAG       | 151+01 | 185+00 | 020+1 | x2 Shot, Counterattack         | ×07 |
    | AK-47     | 155+00 | 152+02 | 023+1 | x5 Shot, Critical % Up, Ctratk | ×08 |
    | LAW80     | 200+20 | 210+00 | 001+0 | ------------------------------ | --- |
    |___________|________|________|_______|________________________________|_____|
    
     The LAW80 is the most powerful but also the most unwieldy, since it can't be
     modified and uses special ammo. The AK-47 is often a gun of choice and the
     best for most purposes. Also plainly evident: don't let Wayne choose which
     gun he's going to make, at least not without foreknowledge of what can be
     made. Chances are he'll make Aya a piece of outclassed crap. Not becoming of
     a gentleman who offered to make it in the first place, huh?
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     [Q] - Do Maeda's charms do anything?
     [A] - Apparently not -- they're wastes of space. Since they're special items
           and can't be dropped, you'll have to stick them in Wayne's storagebox.
           Note that the Narita charm cannot be removed after it's been given and
           must be taken. If Aya has a full inventory when the Narita is offered,
           a legit item must be discarded to hold it.
    
     [Q] - At the hospital, how come the fuses won't work?
     [A] - They have to be manually placed on the right side of the fusebox.
    
     [Q] - What's the difference between a Tool and Super Tool?
     [A] - A regular Tool will transfer weapon stats and destroy said weapon in
           the process, while a Super Tool simply shifts the stats while leaving
           the weapon intact. As is pretty obvious, super tools are indispensible
           for moving traits from customized guns without screwing up playthroughs
           worth of upgrades.
    
     [Q] - How do I get Wayne's Tool Kit and Super Tool Kit?
     [A] - Give him 10 rare trading cards to get the Tool Kit, all fourteen to get
           the rare kit. Note to get each tool kit after the requisite cards have
           been given over, Aya must view his collection. All the rare trading
           cards are found in the Chrysler Building, only accessible after beating
           the game once and loading the clear save.
    
     [Q] - Why did Wayne offer to custom-name my armor out of the blue?
     [A] - He does this for the first armor you show him with 100+ in all areas.
    
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    VI. UPDATES & CONTRIBUTIONS                                              [UPDT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     11-18-08 --------------------+ Started walkthrough
     02-08-09---------------------+ Finished walkthrough
     02-28-09 --------------------+ Updated boss values / Reordered Chinatown sec.
    
    THANKS TO...
    ŻŻŻŻŻŻŻŻŻŻŻŻ
     • Sailor/Ceej, for, y'know, stuff
     • Jose Ian Allado, for missing Range +1 in Chinatown sewers
     • The readers, because it's my birthday! Wait, that made no sense...
     • Jessica Glessner, for Museum of Nat'l History (map) corrections
     • Squall_Lionheart76, missing Super Tools & random items
     • James Poland, cadaver BP tip
     • El Chaos, for missing Central Park chests + Hospital corrections
     • Daniel Frings, for missing Museum items
     • the_paper, for Narita mandatory-ness info and item corrections/additions
     • The Weeping Boy, for the infinite Defense +1 tip at St. Francis Hospital
     • Detis, for pointing out the M203 g-launcher I'd missed in the zoo -- d'oh!
     • Andy Waltfeld, for helping me understand some of PE's finer points
     • alanm227, for most of the exact boss HP values and a Chinatown tip
    
     Like usual, if you find any corrections, give me a jingle and I'll fix 'em.
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    VII. LEGALITY                                                            [LGLT]
    _______________________________________________________________________________
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    This document is intended for private home use ONLY, and may not be reproduced
    through electronic or commercial means without the expressed consent of the
    author (Patrick Summers). It cannot be hosted, edited, or distributed for
    profit, and may not be given away as an add-in/gift to bought items. All rights
    are reserved to respective parties, even those not explicitly stated herein.
    Those who find those document on sites not listed below should e-mail the
    author (Shotgunnova). Thanks for reading, and thanks for respectin' FAQers.
    
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    _______________________________________________________________________________
    WITH SUCH LOVING CRAFT AND     Document İ Shotgunnova 1997-2013 (and countin'!)
    SHAPE, THEY LEAP UPON THE SKY    Tecmo's Deception namesake İ respective owners
    AND THE HEAVENS' GOLDEN BRAIDS                    E N D   O F   D O C U M E N T

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