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    OE Skill/DNA Board/Weapon Guide by Bukimi

    Updated: 04/04/11 | Search Guide | Bookmark Guide

    The 3rd Birthday combat mechanics, OE skills, DNA board and weapons guide
    with Genocide tips.
     Version meido shiropan with pink ribbon.
    01. Introduction & primer
    02. Basics ( .bas )
          EXP, BP & Weapon EXP
    03. Advanced techniques  ( .adv )
    04. OE skills   ( .oes )
          Skill descriptions
          Recommended Skills
    05. DNA board setups  ( .dna )
    06. Weapons  ( .wpn )
          Assault rifles
          Sniper rifles
          Machine guns
    07. Genocide mode primer ( .gen )
     Legal crap
      Welcome to The 3rd Birthday combat mechanics, OE Skills, DNA board setups
    and weapons guide with Genocide mode tips.
      In the contents section the text in the brackets after the section title is
    the quicknavi code.  This allows jumping to sections quickly without the need
    to manually scroll through the guide.
    For most web browsers and text readers simply engage the search function by
    pressing CTRL + F and typing the quicknavi code. e.g to quicknavi to basics,
    press CTRL + F and then type .bas
      A quick primer about the language used in this guide; certain things such
    as weapons and skills will be ranked / scored / graded, but as it's rather
    difficult to use an objective quantitative measure such as a scale of 1 to 10
    instead the following words will be used :
    terrible => very bad => bad => subpar => okay => good => very good => great
      Should this scale be difficult to follow then consider substituting it with
    a different (perhaps numerical based) scale.
                       Detailed  basics
         LIFE regeneration
      LIFE will stop regenerating if;
    Aya moves
    Aya aims, shoots or throws a grenade.
      LIFE will NOT stop regenerating if;
    Aya reloads or changes weapons.
      Crossfire gauge will reset if;
    Aya shoots, changes weapons, reloads or stops aiming.
    A soldier leaves cover (not applicable if the Cross Fire cheat is activated).
      Crossfire gauge will NOT reset if;
    Aya moves or dodges.
      Aya is invincible when;
    A brief moment at the beginning of each dodge roll.
    When she waves her hand to initiate Cross Fire.
      Aya is pseudo-invincible when; (very few of certain attacks are still fatal)
    When she is laying on the ground after being knocked down by attacks.  This
    can somewhat be exploited by knocking Aya down with a grenade.
    OE skill Barrier activates.
    Soldiers are pseudo-invincible during Cross Fire.
      Aya is NOT invincible when in liberation mode, she can still take damage but
    cannot be killed even when her LIFE is reduced to zero.  However if Aya ODs
    out of a body with 0 LIFE, they will immediately die.
         Bullets vs Overdive Kill
      A key consideration of battles is choosing how best to kill twisted in
    various situations.
    Shooting them is usually the better choice, however most powerful guns have
    very limited magazine and ammunition reserves.  Additionally their corpses
    will explode, while it doesn't do much damage it does stun Aya and allies,
    leaving them open to much more deadly attacks.
    Overdive Kill has the advantage not being restricted by limited usage amounts
    and it also leaves no corpse behind, as well as the added bonus of having a
    chance to receive OE chips.
    Disadvantages of ODK are that it leaves Aya vulnerable for a few seconds.
    Another small disadvantage is that during haste, ODKs do very little damage.
         EXP, BP and Weapon EXP
     As Aya levels up, EXP she earns from enemies will decrease, however EXP
    gained from kills will always be at least 1 EXP.  To reach higher levels
    quickly play harder difficulties as EXP awarded is higher and the EXP decline
    will begin later at higher levels.
      With increased levels Aya gets a variety of benefits ;
    * Aya has more LIFE
    * Can raise individual OE skill slots on the DNA board to higher levels
    * It becomes slightly easier to get desirable outcomes with OE chips on the
    DNA board.
    * Gets a VERY slight improvement in quality of OE chips earned.
     BP awarded is static, the same enemy on the same difficulty will always
    award the same BP. this also applies to BP earned from achievements.
       Weapon EXP
     The complete intricate details of weapon EXP are not known, however it
    functions similar to regular EXP.  After weapons reach a certain level the
    amount of weapon EXP received will drop off considerably (possibly to 0).
    The level cap is different for each difficulty and as usual, to get to high
    levels quickly higher difficulties need to be challenged.
    It is possible to reach Weapon level 9 on Deadly difficulty, however it is
    incredibly slow as when at level 8, the amount of weapon EXP gained in Deadly
    is only about 25% of the amount gained when playing on Genocide.
    Contrary to popular belief, using the level hold challenge code makes
    absolutely no difference to Weapon EXP gain.
                      Advanced techniques
         Moving faster
      Although one is probably most inclined to thoroughly relish Aya's mutant
    hips when she runs and ESPECIALLY when she walks, the fact is she does not
    move around very quickly.  Some ways to move around quicker are;
       Liberation mode ;
      Aya will move around much faster, however this is a waste of liberation as
    Liberation should be used more for attack rather than defense.
       Dodge roll twice, run 1 step, dodge twice (repeat) ;
      Probably the most common way to move around quicker.  Aya moves faster while
    dodging but the third dodge has a significant delay before Aya can move again,
    so without the delay of the third dodge Aya moves around quicker than running.
       Dodge roll three times, failed Liberation mode, run around or
    dodge roll (repeat) ;
      The fastest way to move around, however it does have significant
    disadvantages.  First of all it only works if Liberation gauge is not full.
    Secondly it can be hard to control her direction of movement, especially
    the third dodge roll.
    Failed Liberation activation is unique in that it is the only thing which can
    be cancelled simply by moving.
         Reload cancel
      Weapons actually refill their magazine before the reload animation
    finishes.  The difference between refill and reload animation depends on
    weapon type, it's fairly insignificant for pistols but there's a large gap
    between when magazine is replenishment and the end of the reload animation
    in sniper rifles and launchers.
    To capitalize on this difference, watch the ammo counter or the ammo bar, and
    as soon as the magazine has been replenished either dodge, change weapon or
    failed Liberation to null the rest of the reload animation while keeping
    the full magazine.
         Life assist / rescue
      Depending on how an ally dies, there is a brief opportunity to perform a
    'life assist'.  This must be done after his LIFE reaches zero but before he
    begins his death animation.  Be careful after a rescue, as the allies' LIFE
    will still be zero, and if Aya immediately ODs out of the ally they will die.
      Some attacks do not allow for rescues to be performed if a soldier is
    killed by it, the most obvious being most of the instant Game Over attacks.
    *Note : this cannot be done at all on Genocide difficulty as it is disabled.
    As a small side note, if a ally is rescued it will not be counted as a
    death at the end of episode ranking.
                      Over Energy Skills
      This section covers various aspects of the OE skills.  First brief
    descriptions of the skills and then recommendations on skill setups.
      The level cap for OE skills is level 25.  Skills can be linked together the
    DNA board to improve their levels, early on this is the only way to get lv25
    Individual skill slots can only be raised to lv25 when Aya reaches Lv53.
    It's possible to reach level 53 on Normal difficulty, but the EXP gained is
    quite low at lv50 so it can take quite a long time, Hard mode is recommended.
      It would be a good idea to keep a few DNA boards, each with different
    purposes.  e.g  It's not a good idea to have an OE chip farming DNA board
    when going through difficult areas, nor is it a good idea to have a DNA board
    filled with Cross Fire & Overdive skills when Aya has to go through difficult
    areas alone and these skills become completely useless.
              Skill descriptions
      This section is a brief description and rating of each skill.
    The following 'skills recommendations' section  will go into more detail on
    individual skill's advantages & disadvantages.
      A few combinations to get mutations of certain skills will also be listed,
    this list is far from exhaustive as there are many more possible combinations
    aside from the ones listed, just the combinations which make use of OE chips
    that appear with decent frequency will be listed.
      Combinations that involve negative OE skills should be avoided, much like
    the negative skills themselves.  Many combinations involving negative OE
    skills can have multiple mutation outcomes, which can result more time spent
    re-rolling trying to get the specific mutation desired.
         Passive skills
      Energy Defense
      Appears in : Rare DNA
    Less LIFE is lost when Aya is hit by attacks.
     >>> Rating : good
      Appears in : Evolved DNA
    Very small chance of gaining about 10 seconds of invincibility whenever Aya
    receives damage.
     >>> Rating : great
      Combinations : Pre-raise + Energy shot, Pre-raise + Restock
    Critical Shot + Escape down, Antibody + Slow, Illness + Disease, 
    Illness + Illness
      Appears in : Normal DNA
    When killed by any non instant Game Over attack, will revive with some LIFE.
    Valid only once per episode.
     >>> Rating : very good
      Combinations : Cross healing + Healing
    Antibody + Slow Recharge
      Power surge
      Appears in : Normal DNA
    When Aya kills any twisted with bullets or ODK, chance of receiving a
    large damage boost as well as a small impact power boost for about 10 seconds.
     >>> Rating : very good
      Critical shot
      Appears in : Normal DNA
    While using handguns, there is a chance Aya will fire an energy shot
    like her Liberation mode shots instead of a normal bullet.
     >>> Rating : good
      Odds up
      Appears in : Normal DNA
    Improve the quality (NOT QUANTITY) of OE chips earned when ODKing twisted and
    OD into allies.
    It doesn't improve chances of getting OE chips, just get better ones.
    Once more, improves QUALITY not quantity of OE chips.
     >>> Rating : good
         Liberation skills
      Energy Shot
      Appears in : Rare DNA
    Significantly improves damage of shots while in Liberation Mode.
     >>> Rating : great
      Combinations : Healing + Pre-raise, Cross healing + Energy Defense
    Healing + Slow, Healing + Odds down, Antibody + Slow, Cross healing + Slow
    Regenerate about 30% of LIFE while in Liberation Mode.
     >>> Rating : very bad
    Sacrifice current body to deal damage to a large area.
     >>> Rating : terrible
         Crossfire skills
      Boost Fire
      Appears in : Rare DNA
    Improves damage and slightly improves impact power of Cross Fire.
     >>> Rating : very good
      Combinations : 
    Healing + Odds down, Antibody + Odds down, Cross healing + Odds down  
      Cross Healing
      Appears in : Normal DNA
    Chance of healing Aya and all soldiers involved in Cross Fire for about
    30% LIFE.
     >>> Rating : okay
      Rapid Link
      Appears in : Evolved DNA
    Significantly increases the speed in which Cross Fire gauge fills.
     >>> Rating : great
      Combinations : Antibody + Cross healing
    Antibody + Disease
         Overdive skills
      Appears in : Normal DNA
    Chance of healing about 30% LIFE when ODing into another ally.
     >>> Rating : subpar
      Appears in : Normal DNA
    Chance of getting about 10 seconds improved defense (less LIFE lost when
    receiving damage) when ODing into another ally.
     >>> Rating : very bad
      Appears in : Rare DNA
    Chance of refilling magazine and restoring 33% of total ammo when ODing into
    another ally.
     >>> Rating : great
      Combinations : Healing + Power Surge
    Healing + Slow recharge, Antibody + Slow recharge,
    Cross healing + Slow recharge, Cross healing + Odds down
      Impact wave
      Appears in : Evolved DNA
    Small chance of creating a small high impact shockwave when ODing into
    another ally.
     >>> Rating : terrible
         Overdive Kill skills
      Kill Boost
      Appears in : Rare DNA
    Significantly improves damage dealt by ODKs.
     >>> Rating : great
      Combinations : Healing + Antibody, 
    Healing + Disease, Antibody + Disease, Cross healing + Disease
      Appears in : Evolved DNA
    Small chance of receiving 10 seconds of slow motion time after every ODK.
     >>> Rating : great
      Combinations : 
    Cross healing + Slow
         Negative skills
      They can make access to certain OE skills easier with mutations when
     >>> Rating for all of them: very bad.
      Appears in : Normal DNA
    LIFE recovers slower.
      Odds down
      Appears in : Normal DNA
    Lower chance of getting OE chips.
      Slow recharge
      Appears in : Normal DNA
    Reload slower.
      Appears in : Rare DNA
    Slower movement.
      Appears in : Rare DNA
    Liberation gauge gradually decreases.
      Escape down
      Appears in : Evolved DNA
    Fewer evasive dodges can be linked together.
            skill recommendations
         Essential skills
      These are skills which should be on almost every DNA board, they are great
    skills that have little or no drawbacks.
      Kill Boost
      One of the few skills that always works, even against bosses.  Always useful
    no matter what difficulty.
      Another great thing about this skill is how easy it is to get, it can be 
    produced by a mutation when combining Healing and Antibody OE chips, which
    appear quite often in Normal DNA OE chips.
    The only time this skill isn't completely desirable is when farming OE chips,
    as more ODK means more chances to get OE chips if one wasn't awarded the
    first time.  It is also possible to earn multiple OE chips from the same
    enemy however, it is important to note that after getting one OE chip,
    chances of getting a second OE chip from the same enemy is extremely low and
    is infrequent enough to not be worth the effort.
      Energy Shot
      Always active, very important on higher difficulties and incredibly powerful
    on lower difficulties.
    Very few instances when this skill is not useful.
      On higher difficulties, chance based skills activate at a lower frequency
    than easier difficulties, making skills that work all the time such like Kill
    Boost and Energy Shot even more valuable.
      On higher difficulties, weapons with high reserve ammo usually aren't very
    good as they are usually fairly weak, barely able to overcome enemies' very
    rapid regeneration and too much time is spent reloading leaving Aya
    vulnerable as well as leaving enemies to regain health unimpeded.
    Normally to go through areas only the initial ammo reserves and very few
    reloads from ammo caches are provided and with powerful weapons this is
    usually not enough to last before completely running out.
    Powerful weapons usually either burn through ammo quickly or don't have much
    ammo at all and these weapons are key to making surviving higher difficulties
    much easier.
    Being able to fire powerful weapons more often than normally allowed by the
    initial reserve and few ammo caches is vitally important since the default
    handgun or the soldier's default weapon are usually inadequate.
      Another small thing to note is that while it restores 33% of ammo, the
    amount is rounded up.  This is great for sniper rifles and especially
    for launchers as just 1 extra shot makes a big difference.
      It also has the added benefit of being by far the most common skill
    that appears with Rare DNA OE chips.
      Usefulness of this skill is somewhat limited on lower difficulties, as 
    using high reserve ammo weapons (which tend to have low damage and small
    magazines) has a relatively small impact on battles.
      Similarly if using the special machine guns or the unlimited ammo cheat
    this skill is also of limited utility.
         Highly recommended skills
      Many consider this to be an essential skill, as it is extremely useful when
    it activates.  However the extremely low activation rate does mean one might
    consider replacing it with something more certain.
      On Genocide difficulty, activation chance is extremely low, even less than
    usual, it's possible to go several hours without activating.  Although almost
    always a real life saver when it does happen.
      Slows down time for everyone (including allies) except Aya.  Especially
    great for sniping weak points.  Activates even after non-fatal ODKs.
      Some disadvantages are the Cross Fire gauge is also affected by the slow
    down, a somewhat low activation rate and that during haste, ODKs do
    significantly less damage.
      Power Surge
      Activates with fairly decent regularity, helps conserve ammo and helps out
    during difficult battles.
      A key weakness is that a kill must occur for this to activate, which means
    this skill has a penchant for activating right after the final enemy in the
    area is killed, letting the skill go to waste.  It also means that against
    single, very difficult enemies this cannot activate.
    It can also throw off pacing when trying to kill a strong enemy by fatal ODK.
         Recommended raid skills
      These skills are good during battles where there are a lot of ally soldiers
    around, but are of little use when Aya is alone.  Best to keep separate DNA
    boards for both occasions when number of DNA boards allows.
      Rapid Link
      A great skill that always works.
     Combines offense and defense since soldiers are invincible during Cross
    Fire, helping keep them alive which also means more bodies to OD into.
    Aya is also invincible during the brief moment when she waves her hand to
    initiate the Cross Fire attack.
    At lv 25 the gauge fill time is slightly less than half of normal.
      A small downside is that the mandatory cooldown between Cross Fire is not
    affected by this skill.
      There is a way to work around this in that if a soldier did not participate
    in Cross Fire, if Aya enters his attack range whilst locked on to an enemy,
    the Cross Fire gauge will immediately start filling after the current Cross
    Fire finishes and a few moments after the Cross Fire gauge starts filling
    the soldiers who participated the first time will be ready again well before
    the gauge is full.
      Boost Fire
      Boosts the damage and slightly increases the impact power of Cross Fire.
    On lower difficulties the damage is noticeable, on higher difficulties the
    impact power is helpful.
      Always works.
      Downside is on higher difficulties even at lv25, the damage isn't very good
    but at least there's a boost to impact power.
         Good general skills
       These skills are decent but have somewhat limited application, usually can
    be replaced without any dire consequences.
      Critical Shot
      Activates at pretty a good frequency, greatly increasing the damage and
    impact power of one shot.  Also it might be possible that these shots splash
    damage to enemies REALLY close together, this is unconfirmed.
      The downsides are that it only works on one shot, though this is alleviated
    by the high activation frequency.
      A very important disadvantage is that when the magnum revolvers, critical
    shot will actually significantly DECREASE the damage done (albeit improving
    the impact power) wasting their already very limited ammo.
      Handguns aren't very good on higher difficulties unless used solely for the
    purpose of Liberation spam, in which case having this skill and not having it
    makes very little difference.
      The projectiles are also travel slightly slower than regular bullets, though
    this is mostly irrelevant.
      Higher levels means more LIFE restored and at lv25 all LIFE is restored, a
    fairly useful skill however there are very few occasions when it would be
    considered essential.  Skillful playing usually eliminates deaths which
    would make this skill somewhat useless.  When this skill activates it does
    not count as a death at the end of episode rank.
      It only works once per episode, so it can be difficult to decide when to
    let the skill work and when to just retry.  It also does not work if Aya is
    killed by the various instant Game Over attacks.
      Energy Defense
      Less LIFE is lost when receiving damage.  Pretty good on lower difficulties
    but the effect is barely noticeable on higher difficulties even at lv25.
    Better than nothing but probably a good idea to replace it with something
    more useful.
         Skills to avoid
      These skills are either really crap or totally useless.  Best not leave
    them around after seeing what they do a few times.
      A skill which sometimes gives a few seconds of extra protection when taking
    damage.  Aya can usually OD away from danger anyway, there's no need for a
    skill that only works sometimes if ODing directly into danger.
      On the plus side, this skill can be used to mutate into much better skills
    and it does appear with decent frequency in Normal DNA.
      Impact Wave
      Creates a wave along the ground which does moderate damage and fairly high
    impact power.  Cannot hit flying enemies.  Range of wave is very bad.
    Useless skill made even worse by the low activation rate.
      Would be a decent skill if not for the fact that if Aya shoots or takes
    damage, the regeneration effect stops and will not restart again until the
    next Liberation activation.
      So for this skill to be useful, Aya must enter Liberation and do nothing
    but move and dodge to recover just 30% LIFE.  Not the best use of Liberation.
      Liberation ends immediately after this skill is activated.
    Damage is based on how full the Liberation gauge is when activated, so in
    order to do decent damage it must be performed soon after entering Liberation.
    Using a combination of Energy Shot + Kill Boost does far more damage than
    Inferno, the only instance in which Inferno would be better would be if Aya
    was absolutely surrounded by hordes of enemies, which NEVER happens.
    Aya is killed afterwards and the ally cannot be revived except with Pre-raise.
      A terrible skill that's only several times worse when considering that
    it costs 1 death.
                      DNA board setups
      Fiddling around with the DNA board and OE chips is by far the worst part of
    this game.  Hopefully this section will alleviate much of the frustration
    involved in feeling out the system independently.
      Some things to note:
    * the max level for OE skills is 25, even linked they cannot exceed lv25.
    * single OE slots can reach level 25 only after Aya reaches lv53.
    * unless the DNA board has empty slots, do NOT use any 3-slot OE chips
    getting desirable outcomes with these can take more than an hour of constant
    * the OE chip awarded after deleting 100 OE chips is always a single / 1-slot
    OE chip,  This chip is also always random, so it's not a bad idea to save at
    99 / 100 analyze chip and reload if something unsatisfactory appears.
    * higher level OE chips can raise OE skill levels higher than amounts stated.
    e.g if a lv3 OE chip is applied over a slot with a lv7 OE skill, the slot
    can improve to lv12 not just lv10.
    The formula for the amount of levels an OE chip can improve a slotted skill
    is as follows: 
       max improvement = ( (OE chip lv x 2) - 1) ) - CL
    where CL = (OE chip lv - slotted skill lv) and where CL is always greater than
    or equal to 0.
    * a total of 5 DNA boards are available, the second is awarded upon clearing
    episode 3.  Third DNA board is given when the game is cleared once.  The
    fourth DNA board is awarded for clearing the game twice and the final DNA
    board is gained by clearing the game a third time, which also unlocks a
    special machine gun.
    * only a maximum of 30 OE chips can be held at once.  If more OE chips are
    obtained when holding 30 OE chips, they will be purged and replaced starting
    from the oldest (ones held for the longest), so any of those rare and
    precious single-slot OE chips being saved for a rainy day will be lost.
    Any chips lost in this manner will not count towards the Analyze Chip total.
     A# denotes primary slots, slots which should be focused on first and improved
    to highest possible levels.
     B# denotes secondary slots, slots which should be improved after primary
    slots are raised to satisfactory levels
     D# denotes dud slots, slots which are used to help raise other slots.  What
    skills and levels these slots contain should be of little importance (although
    it's best to avoid negative skills).  By not requiring a desirable outcome
    on two or more slots when rolling OE chip combinations it becomes a far
    less tedious and time consuming process.
    D slots can be improved later but only after all other slots are raised to
    satisfactory levels, as raising D# slots usually involves single DNA chips
    which are quite rare.
          DNA board setups
      5 - 4 setup
    5 key skills ; 4 slots sacrificed
     |            |            |            |
     |            |            |            |
     |     A1     |     D1     |     A2     |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |     D2     |     A3     |     D3     |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |     A4     |     D4     |    A5      |
     |            |            |            |
     |            |            |            |
    + easy to set up and improve skills
    + few restrictions on OE chip use
    + less painful when using 3-slot OE chips
    - not very good for higher difficulties
    - difficult to make use of those D slots once Aya reaches higher levels
      Usage : Simply choose 5 skills and set them in the A slots, and use 2-slot
    OE chips to improve them.
    After A slots are raised to a satisfactory level use single-slot OE chips
    to improve the D slots.
    It's also possible to reverse the A and D slots to get 4 skill slots that are
    slightly easier to improve than 5.
      6 - 3 setup
    6 key skills ; 3 slots sacrificed
     |            |            |            |
     |            |            |            |
     |     A1     |     A2     |     A3     |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |     D1     |     D2     |     D3     |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |     A4     |     A5     |     A6     |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |     A1     |     D1     |     A4     |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |     A2     |     D2     |     A5     |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |     A3     |     D3     |     A6     |
     |            |            |            |
     |            |            |            |
    + get one skill more than the 5 - 4 setup
    + can use the middle slot (D2) to level the other 2 D-slots once Aya reaches
    high levels
    - entirely restricted to 2-slot OE chips that are either 2 wide or 2 high
    when making improvements
      Usage : Select 6 skills and place them on either the top and bottom row or
    left and right columns leaving the middle free.  Use 2-slot OE chips to
    improve skills.
    After A slots are satisfactory, use the middle D slot to raise the outer D
    slots and finally when those are done, use single-slot OE chips to raise the
    middle slot.
      4 - 4 - 1 setup
    4 secondary skills, 4 key skills ; 1 slot sacrificed
     |            |            |            |
     |            |            |            |
     |     B1     |     A1     |     B2     |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |     A2     |     D1     |     A3     |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |            |            |            |
     |     B3     |     A4     |     B4     |
     |            |            |            |
     |            |            |            |
    + fairly robust way of building a strong DNA board.
    + only 1 slot wasted
    - not practical until higher levels
    - takes a long time to build up
    - performs poorly until slots are raised to decent levels, thus not a good
    setup to use if a DNA board cannot be spared to be left inactive for a long
    period whilst improvements are being made.
    - can require high usage of single OE chips.
      Usage : Select 4 secondary skills on B slots and use the A slots to improve
    them.  After secondary skills reach a satisfactory level, abandon them and use
    the D slot to begin developing 4 primary skills.  After those reach a high
    enough level (should be able to reach lv25 if using this setup) use 
    single-slot OE chips to raise the B slots and D slots.
      If at lv53 or higher when beginning, the A and B slots can be swapped
    around, so the process would begin with using A slots to raise B slots to lv25
    then using D slot to raise A slots to lv25 and finally using single-slot
    OE chips to raise the D slot.
      Weapons are the most important part of battles.  Each type, subtype and
    individual weapon has fairly unique characteristics.  
    Most weapons also have upgrade parts available which allow some degree of
    customization as well as a part that must be unlocked via achievements.
      Important to note that while the next-step-up weapons (same row, 1 column
    to the right e.g RK 47 1 step up would be RK 101) are always capable of
    doing more damage and having higher impact power than their previous types,
    this does not always make them automatically 'better' than their weaker types.
    This can be due a variety of factors such as having upgrades locked off or
    the weaker types having much more effective upgrades available.
       An explanation on some of the terms used in this section.
    * DPB : damage per bullet (or slug / shell, in case of shotguns)
    This is basically the amount of damage dealt from a single bullet.
    * 3SD : 3 second damage
    The amount of damage a weapon can deal in 3 seconds.  This is important because
    a weapon that has a very high DPB might actually deal less damage in 3 seconds
    due to having a small magazine and / or a very long reload time.
    Important to consider when up against 2 or more strong enemies.
    * DOT : damage over time
    The average amount of damage a weapon deals over time.  A high damage weapon
    may do less DOT than a weaker weapon due to factors such as having a faster
    rate of fire, higher magazine, faster reload and so on.
    Important to consider during long slugs against many weak to average enemies.
    * Total damage
    Total damage refers to DPB multiplied by total ammo, basically meaning
    potential damage of a weapon if the entire reserve was expended.
    * Special upgrade
    A part for a weapon which must be unlocked via an achievement.  These are
    usually important defining characteristics for a weapon.
    It's possible to receive special upgrades for weapons which haven't
    been unlocked.
    All special upgrades are bullets unless noted otherwise.
    * Power
    To avoid confusion, 'damage' will refer to how much LIFE it depletes (B-POW
    in the game's terminology) whilst 'power' will refer to how strong the impact
    power is or how quickly it can induce stun (B-IMPACT in the game's
    * Reserve
    Similarly to avoid confusion, 'magazine' will refer to the amount of ammo
    which can be fired before reloading becomes necessary (even if the weapon
    does not use magazines), whilst 'reserve' will be in reference to how much
    ammo can be fired before completely running out AKA total ammo.
    + fairly high total damage (except revolvers)
    + fastest Liberation gain
    + fast reload
    - shortest range
    - low DPB and low 3SD (except revolvers)
    - annoying to level up
    + unlimited ammo
    - small magazine
    - very poor impact power
    - too many upgrades
    - many useful upgrades locked off until high levels and are expensive
     >>> Rating: okay
      The default handgun, unlimited ammo, performs adequately on low difficulties
    and in desperate situations but best avoid using it.
         M series
    + decent all rounders
    + fairly nice impact power
    - lack of specialized application means they can mostly be forgotten
      These weapons are decent all-rounders, but it's best to replace them with
    something more specialized for different situations.  
    + available very early
    + 'anti wad' wide shot upgrade also gained fairly early.
    - weak damage
    - fairly small reserves
     > Special upgrade: 
     >>> Rating: very good
      First weapon which enables Liberation spam, performs well but small reserve
    will prove inadequate for higher difficulties.
    + decent all round with good impact power
    - terrible special upgrade
     > Special upgrade: 800 reserve
     >>> Rating: very bad
      There's little reason to use this weapon unless there is some kind of
    strong hatred of the Restock OE skill involved.  For impact power there's
    much better weapons available, even when only considering other handguns.
    The special upgrade will almost make certain that running out of ammo never
    happens, but the weapon is woefully weak and far too much time will be spent
    reloading which will result in unnecessary hardship on higher difficulties.
      M22G G4
    + interesting special upgrade
    - acquired fairly late
    - special upgrade has extremely limited utility
     > Special upgrade: 200 magazine
     >>> Rating: subpar
      Not a bad choice, but there's usually always a better weapon in most
    situations.  Special upgrade makes reloading completely unnecessary as
    magazine size and reserves are the same.  However for impact damage
    it is outclassed by many other weapons and very rarely will 200 continuous
    shots be necessary.
      Also made highly redundant by the special machine guns.
         .45 series
    + decent damage
    - small magazines
      Handguns focused on damage.  Not bad but generally nothing special.
    Somewhat useful if going for high scores.  The higher than usual damage
    usually isn't enough to justify using them considering their disadvantages
    compared to other damage focused weapons.
      Really not much else to say about this series.
      .45 auto A1
    + sort of available early
     > Special upgrade: increase damage
     >>> Rating: okay
      .45 auto sfa
     > Special upgrade: increase damage
     >>> Rating: okay
      Better in every way to the .45 auto A1.
      SBI4.3 cmp	
    + largest magazine & reserves in series
    - available fairly late
     > Special upgrade: increase damage
     >>> Rating: okay
      Once all the upgrades are unlocked this weapon is superior in every way to
    all the previous types.  However one might choose the previous types for
    nostalgia or maybe aesthetics (even though handguns are barely visible
    compared to other weapons)
         SZ series
    + high impact power
    + longer range than other handguns
    - low power
      Impact power focused series of handguns.  Also doubles up as potent
    Liberation spam enablers.  Unspectacular but quite good.
    + wide shot special upgrade
    + available somewhat early
    - magazine is smaller than M17GC
     > Special upgrade: wide shot
     >>> Rating: very good
      A potent Liberation spam enabling weapon.  Magazine is only 40 shots
    compared to M17GC's 50 shots but 40 shots is more than enough to completely
    fill a Liberation gauge from scratch and the extra reserves are much more
    important for the lengthy slugs in higher difficulties.
    + wide shot special upgrade
    - available somewhat late
     > Special upgrade: wide shot
     >>> Rating: great
      Completely outclasses the SZ239.  Same minor weakness of a 40 round
    magazine but this is THE definitive Liberation spam weapon.
      SZ220 SAO
    + high impact power
    + largest magazine size and reserves in series.
    - available late
     > Special upgrade: increase impact power
     >>> Rating: good
      Very high impact power, but only made available quite late.  Useful for
    high score chasing but usually better to use shotguns for impact power in most
    + vitally important to increasing handgun Weapon level
    + high DPB
    + can pierce bean's armor
    - small magazine
    - extremely low reserves
    - terrible accuracy
    - useless special upgrades
      High DPB focused series.
      These weapons are of little use other than using them to rapidly increase
    handgun W-EXP to access better upgrade parts and using them in conjunction
    with the unlimited ammo cheat to burn through the game very quickly to unlock
    various rewards associated with clearing the game in various manners.
      MP10 3IN
    + available very early
     > Special upgrade: increase Liberation gain
     >>> Rating: subpar
     > Special upgrade: increase Liberation gain
     >>> Rating: bad
    - available very late
     > Special upgrade: increase Liberation gain
     >>> Rating: good
         Assault Rifles
    + all round easy to use
    + fairly generous magazine sizes
    + high rate of fire
    + fairly quick reload
    + good range
    - no special bonus available at end of episode rank.
    - slowest and most tedious to level up
    - tend to burn through ammo quickly.
    - only weapon type that suffers recoil
      Assault rifles are unique in that recoil must be accounted for.  Recoil
    causes the crosshair to kick up during continuous firing, which can
    eventually cause bullets to completely miss their targets.  Weapons with high
    recoil need to be fired in bursts against targets at distances, thus
    lowering DOT.
    As a side note, the unlimited ammo cheat eliminates recoil.
      Regarding how upgrades work, upgrading barrels improves accuracy, upgrading
    the stock stock reduces recoil.
         AR series
    + decent all round performance
    - no specialized applications
      All round American assault rifles, pretty decent performance but
    not specialized like the Russian or German / Swiss rifles but actually pretty
      CR 15 C.
    + always available
    - smaller than usual default magazine
     > Special upgrade: increased damage, decreased impact power
     >>> Rating: subpar
      Pretty unspectacular weapon, best save BP and not to work on it too much.
    A better weapon is available fairly soon anyway.
    + available fairly early
    + nice special upgrade
     > Special upgrade: 60 magazine 480 reserve
     >>> Rating: good
      A personal favourite, with a combination of early availability and quite a 
    nice special upgrade that's also available somewhat early.  Great all round
      Mf SOPMOD
    - poor special upgrade
     > Special upgrade: increase damage, decrease impact power
     >>> Rating: okay
      While the base power is higher than the MfA1, the special upgrade introduces
    some bad recoil which makes using full-auto less useful.
         RK series
    + high damage
    - very bad accuracy
    - very bad recoil
      This damage focused series suffers from two serious drawbacks.  It has both
    very bad recoil and very bad accuracy, meaning this series is only useful at
    very close range, in which case it's almost always better to use shotguns
    anyway.  The advantage they have over shotguns is that they won't run out of
    ammo as quickly, but shotguns have much higher DPB and 3SD as well as
    significantly higher impact power.
    + available early
    - very small magazine
     > Special upgrade: increase damage
     >>> Rating: terrible
      The first and worst in the series.  This weapon is terrible to begin with
    and upgrades do little to alleviate most of the drawbacks.
      RK 101
    + good magazine size
    + slick silver finish
     > Special upgrade: increase damage
     >>> Rating: bad
      Better than the RK-47 but it's a while before it becomes available.  Also
    looks a bit slick with its silver finish.
    + good magazine size
    - available a bit late
    - good upgrades are locked off until high levels
     > Special upgrade: increase damage
     >>> Rating: okay
      The best in the series, but again it's quite a while before it's available.
         S55 Series
    + high impact power
    + perfect accuracy during full-auto, unrealistic but awesome
    + decent reserves
    + no recoil when upgraded
    - low damage
    - somewhat small magazine
      Impact power focused series.  A great feature of this series is when
    upgraded they shoot with perfect accuracy even on full-auto.  Every round in
    the magazine will hit the exact same spot.
      A slight tangent, let's consider Aya's capabilities for a moment.
    * she is a master of ukemi
    * she can operate complicated military vehicles such as tanks and helicopters
    completely ON HER OWN
    * can fire at full-auto with perfect accuracy, something which even the most
    highly trained super soldiers in the world will never be able to do
    * even mortally wounded, she can hold a sniper rifle perfectly steady while
    standing up, again impossible for even the most seasoned warriors.
    * has mutant hips that supermodels can only dream of having and most women
    would commit multiple genocide to have.
    * a perpetually flawless youthful appearance with zero maintenance, another
    multiple genocide worthy trait.
    * slender feminine frame with strength on par with men more than twice her
      All at the tender age of 30-something.  Setting the bar a bit high for
    everyone else... then when taking into account the events of the ending...
    mind = blown.  Anyway on with the guide.
    + available early
    - useless special upgrade
     > Special upgrade: increase reserve
     >>> Rating: good
      A good weapon that should see quite a lot of use considering how early it
    can be obtained.  High impact damage and generous reserves usually allows
    this weapon to be used without much restraint between rest areas.  All those
    stunned enemies are probably going to be leaving behind lots of OE chips too.
    - strangely uncharacteristic special upgrade
     > Special upgrade: increase damage barrel
     >>> Rating: okay
      The special upgrade for this weapon increases damage at the cost of some
    range and accuracy.  It's still quite accurate even at distances, just won't
    hit the EXACT same spot every time.  The improved damage is still incredibly
    weak compared to other weapons so this is a really strange upgrade and not
    really worth it.
    + nice special upgrade
     > Special upgrade: increase impact power barrel
     >>> Rating: very good
      What the special upgrade for the S552 should have been, this enhances the
    impact power instead of damage and makes this weapon very good for an ODK
    focus build.
      Again the special upgrade involves a slight loss of range and accuracy,
    still performs great even at distances though.
         Liberation series
    + usually superior to their counterparts in most if not all aspects
    - available very late
    - good upgrades are locked off until higher levels
      This series is unique in that each weapon is completely different to the
    others in same series.  They are more like extensions or a 4th column weapon
    to the other assault rifle series with the FNHC being the 4th AR series, the
    MK.16 being the 4th in the S55 series and the MK.17 being the 4th in the RK
    + excellent performance
    + perfect accuracy
    + good damage
    + no recoil when upgraded
    - low reserves
     > Special upgrade: increase damage
     >>> Rating: great
      The best assault rifle, which it should be since it is also the most
    expensive.  More damage than the Mf SOPMOD, perfect accuracy and decent
    impact power, the only thing holding this back from being perfect rather than
    merely the best is that the reserves are quite low (which is moot because
    leaving home without Restock OE skill is never a good idea) and magazine
    could be larger.
      Available earlier than the MK.16 and MK.17 but still quite late.
    + significantly higher impact power than S550
    + almost perfect accuracy (perfect with default barrel upgrade)
    + no recoil when upgraded
     > Special upgrade: increase impact barrel
     >>> Rating: great
      Superior to the S55 series in everyway.
    A small note, though it appears the S55 series has a VERY slightly higher 
    B-IMPACT rating in the weapons screen, rest assured the MK.16 does far more
    impact damage due to having a much higher W-POW rating.
    + highest DPB, significantly higher than 2nd highest of the RK SOPMOD
    - terrible accuracy ; aim at the elephant to shoot the flying duck
    - terrible recoil
     > Special upgrade: increase damage barrel
     >>> Rating: very bad
      The highest DPB by quite a margin.
    Even when fully upgraded the recoil and accuracy is utterly horrendous.
    Full-auto is only possible at extremely close range, in which case shotguns
    are still a better option.
    + high impact power
    + high DPB & easy to level up
    + can pierce Bean's armor
    - low reserve ammunition
    - very low muzzle velocity / bullet speed
    - short barrel upgrades are useless
    - performs poorly with distance, especially if Aya is moving.
      Great weapons other than the frequent reloading and completely running out
    of ammo.  Restock OE skill is a must.  Sorry PE2 fans, no AS12 this time.
      A rather strange downside of shotguns are their very low muzzle velocity.
    Even at medium distances there is a significant delay between when the weapon
    is fired and when the bullets hit their target.  This delay is significant
    enough that it can sometimes cause shots to miss very large enemies such as
         R series
    + good balance between damage and impact power
    - small default magazine
    - small reserve
      Decent balance between impact and power.  Fairly good performance with 2nd
    long barrel upgrade.  Best to use the other 2 series for specific situations
    especially since they have higher reserves.
    + available very early
     > Special upgrade: increase magazine and increase reserve
     >>> Rating: okay
    + available early
     > Special upgrade: increase magazine and increase reserve
     >>> Rating: okay
    - available late
     > Special upgrade: increase magazine and increase reserve
     >>> Rating: okay
      Considering how late this is available, it's not very good.
         M10 series
    + very high impact power
    + higher than usual magazine
    - comparatively low damage
    - available late
      This series is a great if multiple enemies need to be stunned in a short
    period of time.  The best way to induce stun in enemies and also one of the
    quickest; faster than handguns or assault rifles but slower than going crazy
    with grenade launchers.
    With both long barrel upgrades they perform quite well over distances and are
    quite accurate (as long as Aya standing still).
    Impact power doesn't diminish over distance so this series is great for many
     > Special upgrade: increase magazine and increase reserve
     >>> Rating: good
     > Special upgrade: increase magazine and increase reserve
     >>> Rating: good
    - available late
     > Special upgrade: increase magazine and increase reserve
     >>> Rating: very good
      The final and best in the series, incredibly high impact power.  Useful in
    many situations.
         FSA series
    + slugs have very high DPB
    + slightly more reserves
    - available quite late
    - no 2nd long barrel upgrade
    - thus terrible accuracy (even fully upgraded they can miss at point blank)
    - slug damage significantly decreases with distance
    - static 4 shot magazine 
      Slugs do damage comparable to the weaker sniper rifles and shotguns have the
    benefit of having larger magazines, hefty impact power and usually better
    reserves.  A great choice if for high damage setups.
     > Special upgrade: 'anti twisted slug' significantly increase damage
     >>> Rating: good
     > Special upgrade: 'anti twisted slug' significantly increase damage
     >>> Rating: good
      FSA15 IC
    - available very late
    - must be unlocked via achievement
    - high damage slugs upgrades are locked off until higher levels
     > Special upgrade: none
     >>> Rating: very good
      Unlocking this weapon can be rather difficult, but the damage is quite
    impressive.  Makes short work of even powerful enemies.
         Sniper Rifles
      All sniper rifles use manual aiming.
    + can snipe weak points
    + high DPB & easy to level up
    + excellent range
    + can snipe weak points
    + great accuracy
    + damage not affected by distance
    + CAN
    + SNIPE
    + WEAK
    + POINTS!
    - no impact power (except against very few bosses)
    - small magazines
    - aside from weak point sniping, manual aim is less effective.
    - fairly expensive
    - long reload
    - inexplicably CANNOT pierce Bean's armor
      Sniper rifles have a unique trait in that whilst aiming the scope tends to
    move around simulating the unsteadiness of holding such large weapons.
      They are also the only weapon which can attack weak points.  This is
    incredibly useful because of the bonus effects of shooting weakpoints.
    Firstly it does extra damage, nothing huge like double damage but considering
    the already high damage of even the weakest rifles, the extra damage is quite
    significant.  Second and best of all, if equipped with the appropriate
    upgraded scopes, if an enemy survives a weak point shot, they are instantly
    stunned, not even launchers can stun every enemy in 1 shot.
      With good aim, sniper rifles are highly potent weapons.
      Upgrading the stock improves how steady the weapon is when aiming,
    upgrading the barrel improves accuracy.
         High magazine series
    + high magazine option
    + good balance between damage, magazine size and reserve
    - slightly unsteady aim
    - slightly less than perfect accuracy
    - useless special upgrades
      Similar to the M22G G4, they can be upgraded so that magazine size is the
    same as total ammo (no need reload as there's no spare ammo)
    + available early
     > Special upgrade: increase Liberation scope
     >>> Rating: subpar
     > Special upgrade: increase Liberation scope
     >>> Rating: okay
    + damage comparable to 50 cal series
    + 8 round magazine upgrade option, 2 shots more than the others in the series
    - difficult to unlock
    - available very late
     > Special upgrade: none
     >>> Rating: very good
      With its high damage and large magazine, this means a much higher 3SD
    than the 50 cal series.  To explain it in a more mathematical form : 
    it has 800% the magazine size and about 60% of the DPB of the XM109.
         High reserve series
    + perfectly steady aim when upgraded, unrealistic but highly useful.
    + high reserve
    + great for weak point sniping
    - weak damage
    - static 2 shot magazine
    - special upgrade is of limited utility
      Despite being the weakest sniper rifles, they still raise Weapon EXP by
    pretty good amounts.  Probably can gain more Weapon EXP more shots will be
    fired without constantly needing to ration ammo.
      Perfectly steady aim and high reserve make this series ideal for weak
    point sniping, this is even better if combined with a high level Restock OE
      The special upgrade makes each shot fire a split bullet, that is two
    bullets instead of one (only consumes 1 ammo).  The intended function is
    probably to help hit weak points and it does help very slightly most of the
    time.  However very rarely, at very long distances the split bullet effect
    can actually cause a perfectly aimed shot to miss entirely.
    Better to just practice aiming using regular bullets which do much better
    + available fairly early
    - DPB is less than some shotguns or revolvers
     > Special upgrade: split bullet
     >>> Rating: good
      A personal favourite.  Acquired early and a pretty reliable weapon for a
    while.  The next-step-up MK.11 Mod0 is superior, but it's entirely possible
    to save BP not bothering with buying and upgrading it instead continue on the
    CR10SASS which still performs well all the way to the end of Deadly
      MK.11 Mod0
     > Special upgrade: split bullet
     >>> Rating: good
      Exactly the same as the CR10SASS except with better damage output.  With
    good aim and tactics this can be skipped over
    + 28 reserve when fully upgraded, 4 more than the rest of the series
    - available late
     > Special upgrade: split bullet
     >>> Rating: great
      Personal all time favourite.  More damage and more ammo than the rest of
    the series.  Given good weak point hitting ability, this is probably the best
    weapon in the game.  Even on Genocide difficulty not many enemies can survive
    2 shots.  A weak point shot + a lv25 Kill Boost ODK leaves most strong
    enemies very close to death if not outright killing them.
         50 cal series
    + very high DPB
    - only one shot before reloading
    - very long reload
    - max of only total 8 shots available
    - least steady aim
    - lowest accuracy of all sniper rifles, but only a significant issues against
    away targets very far away.
      Contrary to what their very limited reserve might suggest, those extra few
    shots they have over grenade launchers actually makes them viable in many
    more situations if combined with a decent level Restock OE skill.
    Does a great job of doing huge damage in a very short amount of time to a
    single target without having to worry about friendly fire from explosions.
    A good way of softening up a strong enemy, shoot them once with a 50 cal
    weapon then swap out to another weapon to finish the job.
     > Special upgrade: increase damage
     >>> Rating: okay
     > Special upgrade: increase damage
     >>> Rating: good
    - available very late
    - good upgrades are locked of until higher levels
     > Special upgrade: increase damage
     >>> Rating: very good
      Truly incredible damage, however on Genocide difficulty there are still a
    few enemies which can survive after a shot.
    How Aya can carry this around with those pencil arms and fire without
    dislocating her shoulder or get knocked on her butt is a mystery.
      All launchers use manual aiming.
    + high DPB & easy to level up
    + high impact power
    + explosions can damage multiple enemies
    + damage not affected by distance
    + can pierce Bean's armor
    - aiming and reloading are extremely slow if not behind cover
    - trajectory of grenades is difficult to adjust to
    - explosions can damage and knock down Aya and as well as allies
    - explosions can destroy cover
    - very expensive
    - tiny magazines
    - tiny reserve ammunition
      The special upgrades cause the projectiles to travel further and faster,
    altering the trajectory from the normal shots.
    It should be noted that clearing Episode 5 Chapter 3 quickly is borderline
    impossible with the faster grenades as their trajectory makes it extremely
    difficult to attack the orb buried in the ground.
      Finally to pre-empt any questions, no, the 3 magazine 6 reserve launcher is
    not available outside the first battle with Helix.
    + available early
     > Special upgrade: higher velocity grenade
     >>> Rating: good
     > Special upgrade:  higher velocity grenade
     >>> Rating: good
    - might confuse some firearm enthusiasts with it's appearance vs function
     > Special upgrade:  higher velocity grenade
     >>> Rating: very good
      Probably worth noting while the other two have the appearance of a
    single-shot grenade launcher such as the M79 or M320, this has the appearance
    of a multi-shot cylinder fed grenade launcher such as the MGL.  It has a
    funky orange & black finish to boot.
         Machine guns
    + high damage
    + large magazine
    + large reserves
    + good range
    + no recoil, yes very unrealistic.
    - unlocking can be a hassle
    - manual aim
    - no impact power at all
    - no special bonus at end of episode rank.
    - very expensive
    - bad accuracy
      These weapons make the game significantly easier with their high damage,
    very generous magazines and reserves.  They're also not too difficult to aim
    however they are competing ferociously with the MK.17 for the award of worst
    accuracy.  Expect less than one in ten shots to actually hit targets at
    distances, at least with the amount of ammo allocated spray & pray is a
    viable tactic.
      Perform best when behind cover against enemies that are fairly close but
    still pretty decent in other situations.
      There are no upgrades available to any of these weapons.
    + fairly easy to acquire
     >>> Rating: very good
      Mk.46 Mod0
     >>> Rating: good
      Does more damage, has a slightly larger magazine and slightly higher
    reserves than the M249, but takes a while longer to unlock.
    - very expensive
     >>> Rating: very good
      Does even more damage than the Mk.46, has a larger 200 round magazine and
    999 reserves.  Does take a while to unlock though and key weaknesses are not
    ameliorated at all.
         Blaze Edge
    + Imouto beam! pew pew pew!
    - no upgrades
     >>> Rating: bad
      Not bad at the beginning, but no upgrades and fairly vanilla performance
    makes it much less useful as the difficulty goes up.
         Pile Bunker
    + seriously insane damage
    + have to make a serious effort in order to run out of ammo
    - very difficult to unlock
    - no range
    - have to reload after every shot
     >>> Rating: okay
      The gunblade in PE2 was better, but the damage of this is magnitudes greater
    than it's closest rival the XM109.
                     Genocide mode primer
      Congratulations upon clearing Deadly difficulty.  Thoughts are now probably
    drifting to the challenge of Genocide mode and / or salivating in
    anticipation of having the Titanium Bunny costume.
      Genocide mode is quite challenging and also introduces some gameplay
    changes that make it different from the other difficulty modes.
      Here are some basic pointers to take in before embarking on this endeavor ;
         Use a seperate save
      If the unlimited amo cheat is available, this section is not be pertinent.
      First and foremost, if the unlimited ammo cheat is not available, it would
    be prudent to start Genocide on a seperate save just in a seemingly
    impossible situation to beat is encountered.
      If this DOES happens and there is only 1 save file, not all is lost.  Start
    another save file game and clear the game a few times, this will unlock the
    unlimited ammo cheat across all saves as cheats are tied to the game's
    system data and not save data.
      Though Genocide is quite difficult, it's possible for a player of only
    slightly above average skill to clear genocide difficulty without needing
    unlimited ammo or the special machine guns.
         New Genocide mode gameplay features
       Life hold
    Aya's current LIFE will transfer into anybody she ODs into, rather than
    Aya's LIFE becoming the amount of her new host body.  This affects gameplay
    in two different ways.
     1 ) If Aya is low on LIFE, she will weaken every soldier she ODs into and
    then ODs out of.  If Aya is at 0 LIFE, ODs into a new body and ODs out of
    that body while still at 0 LIFE that soldier will immediately die.
     2 ) This can also be advantageous in that if Aya has more LIFE than
    the soldier she is ODing into will in effect get a quick heal.  By
    keeping Aya at full or near-full LIFE she can effectively keep all soldiers
    at full health by ODing in and out of them when their LIFE Is low.
       No clock up
    Normally when searching for a body to OD into the game slows down, but now time
    continues at normal speed when selecting a target to OD into.  This can be
    problematic in very tough battles so it's best to either have the camera face
    the desired OD target beforehand or just practice until OD target selection
    process becomes more familiar.
       No rescue
    Aya cannot rescue / life assist soldiers under any circumstances, once
    they die they're gone.
       Aya dies faster than soldiers
    Unlike other difficulties, in Genocide Aya loses much more LIFE per hit than
    other soldiers, even with A grade armor and lv25 Energy Defense OE skill.
      Given all these changes, keeping everyone alive will work quite differently.
    Aya will have to OD out of a soldier if taking damage is inevitable and OD
    back into them to replenish their health.
         Have proper DNA boards prepared
      Even though skill activation rate is drastically lower on Genocide, having
    the proper skills available is still vitally important.  Rapid Link will
    be more useful than ever before due to the lengthy invincibility it provides.
      It would be prudent to have at least 2 different DNA boards, 1 for when
    Aya is mostly alone and another for when Aya will be fighting alongside
    other soldiers.  It would also be a good idea not to include Odds up in
    any setups anymore, while it is a good skill it does not help in surviving
    battles which is what's important on Genocide.
         Preserve Aya's modesty
      Even though Aya will not have the sort of poise and elegance of characters
    such as Ada Wong, Yakushiji Ryouko and Mitsuru Kirijo, in this mode it is
    very important to keep Aya's clothes in top condition.  Although Aya does die
    very quickly, having armor in top condition can be the difference between
    death in 2 hits and death in 3 hits.
      At the rate BP is awarded in Genocide mode, 300 BP to maintain Aya's decency
    is not a big ask.
        Using appropriate weapons for each situation.
      Very few weapons are truly useful in every situation, the SR110 being one of
    them (provided good weak point sniping ability), so it's important to consider
    what sort of Twisted will appear in the next chapter and bringing the
    appropriate equipment to deal with the situation.
      Bringing an launcher or other low reserve high damage weapons into a battle
    against several waves of Wads is not a good idea.  Neither is bringing an
    impact-focused handgun to deal with Rovers.  For areas that feature
    weak to medium enemies such as Wads & Snatchers, weapons such as the FNHC &
    M1014 do well.  Against strong enemies such as Rollers & Worms high damage
    becomes much more important, especially since enemies regen LIFE at a very
    rapid rate on Genocide, so bring along an XM109 or FSA15 IC to mow them down.
      If too lazy to bother constantly changing configurations, a combination of
    SR110 + FSA15 IC is probably the way to go.  This setup can competently deal
    with most situations.  Alternatively SZ239 + SZ229 both with spread-shot
    bullet equipped will also work for most situations, as there's only a few
    situations that constant spamming of Liberation won't overcome.
              Genocide mode FAQ : 
      Q : Help! reaper hard!
      The reaper is a source of trouble for most players.  Something useful to
    know is that ODKing the reaper (even though it takes no damage) will
    disengage all special abilities.  This will cause any current blood barriers
    to disappear and if the reaper has entered rage mode (charges up, turns red
    and even more sinister looking) this will cause it to revert back to normal.
      A small sidenote, when the reaper uses it's kidnapping attack on Aya (or
    Aya ODs into the soldier being kidnapped), entering Liberation will cause the
    repear to immediately be stunned.  A bit of a waste since the reaper cannot
    be damaged but at least it will disengage any special abilities it has on.
      Q : Help! can't kill the Rover before the helicopter arrives in Episode 2!
      Possibly the most difficult thing to do in the game is this Episode 2
    Chapter 1 achievement on Genocide, which unlocks Gabrielle's sniper rifle.
    The best weapon for this achievement is no doubt Gabrielle's sniper rifle. so
    there's a bit of a catch 22 situation.  Launchers & impact shotguns will not
    be able to do the job, so it's up to the player to decide on which sniper
    rifle type they would prefer to use.
      Most recommend using the high magazine type with increased magazine upgrades
    as they have a good balance between damage, ammo and accuracy.  Tthe ammo
    cache nearby this in effect grants 12 continuous shots without needing to
      This series also has the advantange in that with the correct positioning,
    after getting 1 weak point shot, the rest of the shots need very little
    adjustment in aim.  Simply ODK, and afterward the Rover should be in the
    same position, when aiming again the crosshair should be very close to the
    It can also be possible (albeit with highly fortuitous positioning) not to
    have to aim at all if adjusting the zoom enables ODK.  In this case, zoom in
    to hit the weakpoint, zoom out to ODK, then when aiming again zoom in an the
    crosshair will be exactly over the weakpoint.
      The high reserve type is probably the most difficult, due to the low damage.
    Up to the player as to choose between more damage or the split bullet, either
    will work.
      The 50 cals have a different set of challenges due to their 1 shot magazine
    and comparatively poor aim steadiness and accuracy.  Some would say the 50cals
    are more difficult than the high reserve type, however with good aim (or good
    luck) it can get the job done a few shots less than the high magazine type.
      Q : Help! worm hard!
      The basics of dealing with worms are to shoot the weakpoint (in the
    'mouth') with a sniper rifle, instantly stunning it and then ODK it.  After
    this it'll shed its shell and have no weak point as well as very rapid
    regeneration but also be much easier to damage.
      Consider bringing strong weapons to help finish the worm off quickly after
    it sheds its skin, some suggestions would be the FSA15 IC or XM109 or just
    resort to Liberation spam.
      An interesting note on dealing with worms, after they're stunned their
    weak point can still be attacked, potentially allowing a lot of damage to be
    dealt before the worm transforms, however lining up the shot is quite
    difficult.  Even without ODK, after losing a certain amount of LIFE worms
    will still shed their shell.
      Q : Help! mudflap hard!
      No real extra tactics available, just try to defeat it with a fatal ODK.
    If killed by other means this can be difficult to deal with.  First try to
    move all the soldiers away into one area as far away from the mudflap as
    possible, then take control of one soldier and try to lead the mudflap's
    phantom in circles until it disappears.  If the mudflap's phantom touches
    Aya or any other soldier the mudflap will respawn with 2 bars of LIFE and
    always launch 3 transformation attacks after the recovery animation is
      It IS possible to outrun it's transformation attack (if it only launches
    one), but it's quite difficult to perform consistently and generally
    requires being quite far away from the mudflap to begin with.
      Q : Help! How to mine for fish ?
      Use pile bunker to defeat a Wad while it is still flying.
    If this guide contains unsatisfactory content, errors, or could do with some
    pointers on styling and layout improvements, feel free to leave a message
    on the GameFAQS or Gamespot message boards of this game.
      I'd like to thank the academy...
      Thanks to Square-Enix for finally having another go at Parasite Eve,
    albeit with a significant disappointment to many.
      Thanks to Hexadrive for doing a pretty good job at development, and all the
    auxiliary staff, especially Maaya Sakamoto, as I can imagine doing all those
    goofy voices would have become tiresom after a while.
      Many thanks to the various GameFAQS & Gamespot board regulars who try to
    contribute in their own ways.  Sorry but there are too many to remember and
    specifically name, they know who they are and are much appreciated for their
    contuing efforts.
      Composing this guide would have been very difficult without the constant
    banter of the Japanese gaming community and their inputs on various sites,
    boards and Wikis various Japanese boards and Wiki sites.  Again far too many
    to individually list, a cursory internet search will produce most of them.
      At the time of writing this guide, many natural disasters and other strife
    have stricken several countries on the Earth.  Japan has suffered through one
    of the worst natural disasters in history and the wost in living memory.
    Many of you reading this guide probably enjoy many things made possible by
    the Japanese and their ingenuity.  Please spare a thought, some time and give
    generously to disaster relief, local and international charities and help
    those less fortunate.
      'The 3rd Birthday' and all associated trademarks and copyrights are
    property of Hexadrive, Square-Enix and any other respective owners.
      This guide is exclusively @ GameFAQS.com.  Not to be rented, sold or
    exchanged for any personal gain or commercial purposes.
      This document is copyright and the intellectual property of it's author
    Bukimi, 2011.
    Any sort of quoting or research purposes are welcome, so are criticisms but
    please keep it civil.
      Please do not misappropriate this guide for other intentions.
    *Disclaimer: the contents of this guide are not official and are not
    sanctioned by the developers, publishers or distributors of The 3rd Birthday.
    Contents of this guide are based on the Japanese release.

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