Parasite Eve II Game Mechanics Guide Version 2.0 Last updated September 30th, 2015 ~~~~~~~~~~~~~~~~~~~ Legal Stuff ~~~~~~~~~~~~~~~~~~~ All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This FAQ is for personal use only and is not to be reproduced for any other reason. It CANNOT be placed either in part or in its entirety on any website other than the following: http://www.gamefaqs.com/ or otherwise distributed publicly without any advance written permissions from the author. Use of ANY part of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. ~~~~~~~~~~~~~~~~~~ Change Log ~~~~~~~~~~~~~~~~~~ 03/19/12 - Started this guide with base information. 03/31/12 - Found out additional information regarding modes. 08/12/15 - Overhauled the guide. Updated with more accurate information. 09/30/15 - Prepared for second release. ~~~~~~~~~~~~~~~~ Contents ~~~~~~~~~~~~~~~~ [TABLE] 1. Introduction/FAQ ----------- [0100] 2. Basic Stuff ---------------- [0200] a. Stats ------------------ [02a0] b. Status Effects --------- [02b0] c. Game Modes ------------- [02c0] d. Ranking ---------------- [02d0] 3. Battle Mechanics ----------- [0300] a. Weapons ---------------- [03a0] 1. 9mm ---------------- [03a1] 2. 5.56mm / Attachment [03a2] 3. Shotgun ------------ [03a3] 4. Grenade ------------ [03a4] 5. Magnum ------------- [03a5] 6. Other -------------- [03a6] b. Armor ------------------ [03b0] 1. Effects ------------ [03b1] c. Combat Items ----------- [03c0] 1. Attached ----------- [03c1] 2. Disposable --------- [03c2] d. Parasite Energies ------ [03d0] 1. Fire --------------- [03d1] 2. Wind --------------- [03d2] 3. Water -------------- [03d3] 4. Earth -------------- [03d4] e. Formula ---------------- [03e0] 1. Critical Rate ------ [03e1] 2. Weapon Damage ------ [03e2] 3. Damage Received ---- [03e3] 4. PE Damage ---------- [03e4] 4. Miscellaneous -------------- [0400] a. Shooting Range --------- [04a0] b. Saver (Final Boss) ----- [04b0] 5. Conclusions/Credit --------- [0500] ~~~~~~~~~~~~~~~~~~~~~~~~ Introduction/FAQ ~~~~~~~~~~~~~~~~~~~~~~~~ [0100] Since version 2.0, this guide as received a much needed overhaul. Most of the formulas and information given were based on speculation, but with the power of today's technology, it has been easier to extract data from the game. The formulas and data provided are not likely to see change since it's not just speculative inference. Q: What is the purpose of this guide? A: This guide attempts to provide detailed information about the game's mechanics. This guide aims to clear up any confusion about the game's mechanics. Q: Are there spoilers? A: There are very few spoilers, as I try to keep them to a minimum. If you care about spoilers, then I do not suggest reading this guide until you're comfortable to come back. Q: So this isn't a walkthrough? A: Nope. This guide is ideal for those who are curious about Parasite Eve II's gameplay mechanics, since there are plenty of them. Q: Anything else? A: If you are really curious, then read on. I try to provide as much information as I can, but the real learning comes from YOU, the player. ~~~~~~~~~~~~~~~~~~~ Basic Stuff ~~~~~~~~~~~~~~~~~~~ [0200] 2a. Stats [02a0] Parasite Eve II has just a few stats, but I thought I might as well put them here. HP: Hit points. The amount of damage you can withstand before death. Damage scales down as your HP goes down. MP: Mitochondria points. MP is consumed to use Parasite Energies. EXP: Experience points. You use these to unlock Parasite Energies. EXP does not affect anything else. BP: Bounty points. You can spend BP on weapons, ammo, armor, and items. ______________________________________________________________________________ 2b. Status Effects [02b0] All status effects are temporary. - Poison: Lose 1 HP every 5 seconds when standing. While moving, you will lose 1 HP per second. - Paralysis: Aya will stop to rest every few moments. Mashing the D-Pad and Cancel button will cancel the effect faster. - Blind: You cannot use the auto-aim system. - Silence: Aya cannot use any parasite energies. - Berserk: Aya will do 50% more damage, but she loses 2 HP per trigger (R1/R2) Water and Earth parasite energies are disabled. Fire and Wind parasite energies consume HP instead of MP, their cost is doubled, and they are 1 level above unless already at level 3. - Confusion: Aya will randomly aim and lose targets. Aya will also move in a random direction if the D-Pad is used. - Impact: Not really a status effect, but the game considers it one. This refers to Aya's HP dropping to 0 when she has 5 or more HP. When resisted, Aya will have 1 HP instead of dying. ______________________________________________________________________________ 2c. Game Modes [02c0] Parasite Eve II has a few game modes. Most of them are challenge modes. Start - Percentage of EXP/BP you start with. End - Multiplier for EXP/BP end result. Rank+ - How many ranks you gain with the end result. PE - EXP cost for upgrading parasite energies. HP - Starting HP MP - Starting MP DmgOut - Damage output percentage DmgIn - Damage received percentage Mode Start End Rank+ PE HP MP DmgOut DmgIn NewGame / 1x 0 100% 100 30 100% 100% Replay 10% 1x 0 40% 100 30 100% 50% Bounty 5% 3x 1 80% 100 30 75% 200% Scavenger 1% 5x 2 80% 100 10 75% 300% Nightmare None 10x 3 80% 50 30 60% 300% You start with 0 EXP and 200 BP in NewGame. Additionally, Scavenger and Nightmare have different shop items. Bounty and Nightmare have replaced the battles to be more difficult. Replay and Bounty are unlocked by completing NewGame. Scavenger is unlocked by obtaining at least 69,001 EXP. PE upgrade items like the Skull Crystal contribute to this number. Nightmare is unlocked by completing Scavenger mode. ______________________________________________________________________________ 2d. Ranking [02d0] At the end of a game, a "rank" is achieved based upon the amount of experience you have earned through the course of the game. Additionally, using items that unlock parasite energies contribute to the amount of EXP earned. You cannot achieve the same rank twice. If you get a rank you have already obtained, you will be rewarded with the next rank up, wrapping from S to L rank. Completing the game 13 times will give you a BP bonus of 300,000 for every next game. You will have unlocked every rank by then. I would also like to mention that a couple of key items contribute to the BP bonus at the end. These include: * MENDAL (SEPT. ISSUE) MAGAZINE (10,000 BP, Cafeteria Table) * BLACK CARD (10,000 BP, Roof Garden, check door twice) * BOWMAN'S CARD (30,000 BP, Kyle route) * YOSHIDA'S CARD (15,000 BP, Pierce route) * AERIS (SEPT. ISSUE) MAGAZINE (5,000 BP, Yoshida's Bed, Shelter) * TEDDY BEAR (10,000 BP, Vehicular Airlock, motorcycle) * PIERCE RESCUE BONUS (30,000 BP, Rescue Pierce) * BLIND SOLDIER RESCUE BONUS (30,000 BP, Rescue the blind soldier) Here is a list of the ranks with their corresponding EXP requirements and bonus items: Rank Experience Items S 400,001+ Gunblade, Ringer's Solution, Eau de Toilette A 200,001 - 400,000 Hyper Velocity, Hunter Goggles, MP Boost2 B 75,001 - 200,000 MM1, Airburst, Recovery3 C 72,001 - 75,000 M249, .44 Maeda SP, Cola D 69,001 - 72,000 Mongoose, .44 Magnum Rounds, Skull Crystal E 66,001 - 69,000 AS12, R.Slug, Firefly F 62,001 - 66,000 Aya Special, 9mm Spartan, Ofuda G 57,001 - 62,000 Javelin, MD Player, Holy Water H 51,001 - 57,000 Pyke, Lipstick, Tactical Armor I 44,001 - 51,000 Hammer, Belt Pouch, MP Boost1 J 16,001 - 44,000 M203, 9mm Hydra, Protein Capsule K 14,501 - 16,000 M9, Rifle Clip Holder, Flare L 14,500 or less Monk Robe, Medicine Wheel, Recovery2 ~~~~~~~~~~~~~~~~~~~~~~~~ Battle Mechanics ~~~~~~~~~~~~~~~~~~~~~~~~ [0300] 3a. Weapons [03a0] Describes the analysis of the various weapons and ammo in Parasite Eve II. Capacity - Maximum loaded ammo R1/R2 - Main/auxiliary arm CRT - Critical rate (chance) Power - The uncorrected damage value of item. Attribute - Additional effect, such as shock or incendiary. Attenuation - Correction factor to the POWER and CRT values. Reads as Close Distance - Close Range - Middle Range - Long Range 0~1m - 1~2m - 2~8m - 8m+ Range - Maximum effective range? Unit is not in meters... Rate - Rate of fire, strangely measured. Weight - Inversely proportional to the speed of stance and target change. Cost - Evaluation of item towards the BP end score. Notes - Additional information/analysis. ---9mm--- [03a1] Name Power Attribute Notes P.B. 10 None - Hydra 15 None - Spartan 20 None - M93R Capacity: 20 R1: 3 Round Burst (CRT: 10%) R2: Single Fire (CRT: 30%) Attenuation: 1.0 - 0.8 - 0.6 - 0.5 Range: 50 Rate: 110 Weight: 117 Cost: 2000 BP P08 (Snail Magazine) Capacity: 7 (32 w/ Snail Magazine) R1: Single Fire (CRT: 40%) Attenuation: 1.0 - 1.0 - 0.8 - 0.8 Range: 70 Rate: 80 Weight: 87 (100) Cost: 680 BP (1000 BP) M950 Capacity: 100 R1: Rapid Fire (CRT: 0%) Attenuation: 0.7 - 0.7 - 0.5 - 0.4 Range: 40 Rate: 90 Weight: 227 Cost: 575 BP (Never sold) P229 Capacity: 12 R1: Silenced Shot (CRT: 40%) R2: Flashlight Attenuation: 1.0 - 1.0 - 0.8 - 0.8 Range: 120 Rate: 90 Weight: 92 Cost: 1880 BP Note: Silenced shot is unnoticed by surrounding enemies. MP5A5 Capacity: 30 / 60 / 90 R1: Rapid Fire (CRT: 0%) R2: Flashlight Attenuation: 0.7 - 0.7 - 0.5 - 0.4 Range: 55 Rate: 80 Weight: 288 / 306 / 324 Cost: 6980 BP / 11000 BP / 15000 BP Note: Converts to Ringer's Solution on return from Akropolis. Flashlight Capacity: 50 Power: 0 (CRT: 0%) Attribute: Flash Range: 4 Rate: 3 Applicable: P229, MP5A5 ---5.56mm / Rifle Attachments--- [03a2] Name Power Attribute Note 5.56mm 22 None - M9 90 None - Hammer 80 Shock - Pyke 35 Fire - Javelin 125 None - M4A1 Capacity: 30 / 60 / 90 R1: 3 Round Burst (CRT: 5%) R2: Single Fire (CRT: 25%) Attenuation: 0.7 - 0.7 - 0.7 - 0.7 Range: 500 Rate: 85 Weight: 254 / 274 / 294 Cost: 2450 / 5000 / 7500 Note: Attachments will decrease attenuation to 0.6 and increase the weight and reload times. Clip holders will not decrease attenuation. The effective critical rate is also lower because of the attenuation. M249 Capacity: 200 R1: Rapid Fire (CRT: 0%) Attenuation: 0.6 - 0.6 - 0.4 - 0.3 Range: 400 Rate: 100 Weight: 685 Cost: 15800 BP * Attaching increases the effective cost of the rifle, provided in parenthesis This number will affect your BP score. The provided weight is the effective weight of the rifle when attached. M9 Capacity: Melee Power: 90 (CRT: 20%) Attribute: None Range: 2 Rate: 3 Weight: 284 Cost: 980 BP (4000 BP) Hammer Capacity: 40 Power: 80 (CRT: 0%) Attribute: Shock Range: 2 Rate: 4 Weight: 339 Cost: 3720 BP (6000 BP) Note: Shock is a plasma effect. M203 Capacity: 1 R2: 40mm Grenade (CRT: 0%) Attenuation: 0.6 - 0.6 - 0.6 - 0.6 Range: 250 Rate: 1 Weight: 390 Cost: 2130 BP (4500 BP) Pyke Capacity: 30 Power: 35 (CRT: 0%) Attribute: Fire Range: 6 Rate: 2 Weight: 437 Cost: 5180 BP (8000 BP) Javelin Capacity: 60 Power: 125 (CRT: 0%) Attribute: None Range: 420 Rate: 2 Weight: 488 Cost: 7500 BP (9000 BP) ---Shotgun--- [03a3] Name Power Attribute Note Buckshot 40 Explosion Wide but short attack range Firefly 70 Incendiary 2 to 3 times more damage to fire weakness R.Slug 90 Piercing Double damage to GOLEM and scorpions. PA3 Capacity: 3 R1: Pump Action (CRT: 0%) Attenuation: 1.2 - 1.2 - 0.8 - 0.8 Range: 30 Rate: 2 Weight: 270 Cost: 1000 BP SP12 Capacity: 7 R1: Pump Action (CRT: 0%) Attenuation: 1.2 - 1.2 - 0.8 - 0.8 Range: 40 Rate: 24 Weight: 420 Cost: 3980 BP AS12 Capacity: 20 R1: Semi-auto (CRT: 0%) Attenuation: 1.2 - 1.2 - 0.8 - 0.8 Range: 50 Rate: 36 Weight: 550 Cost: 12500 BP Gunblade Capacity: Melee / 12 Power: 80 (1200) (CRT: ? / 0%) Attribute: Normal / Shell Type Attenuation: 1.0 / 1.2 - 1.2 - 0.8 - 0.8 Range: 2 / 100 Rate: 2 / 36 Weight: 579 Cost: 10000 BP Note: The power of the slash is increased considerably when the trigger is used at the same time of slashing. Very high damage possible. ---Grenade--- [03a4] Name Power Attribute Note Riot 60 Flash Large area of flare effect on impact Airburst 220 Explosion Medium area of effect on impact Grenade 270 Burst Small area of effect on impact Grenade Pistol: Capacity: 1 R1: Grenade (CRT: 0%) Attenuation: 0.7 - 0.7 - 0.7 - 0.7 Range: 350 Rate: 1 Weight: 260 Cost: 1680 BP MM1: Capacity: 12 R1: Grenade (CRT: 0%) Attenuation: 0.7 - 0.7 - 0.7 - 0.7 Range: 350 Rate: 12 Weight: 900 Cost: 23500 BP ---Magnum--- [03a5] Name Power Attribute None .44 Magnum 40 None - .44 Maeda SP 70 Poison 16% Poison damage. Lower effect in boss. Mongoose Capacity: 6 R1: Single Fire (CRT: 40%) Attenuation: 1.0 - 1.0 - 0.8 - 0.8 Range: 60 Rate: 70 Weight: 168 Cost: 2850 BP ---Other--- [03a6] Tonfa Baton Capacity: Melee Power: 10 (CRT 0% / 15%) Attribute: Blow (5x damage to amoebas) Range: 1 Rate: 5 Weight: 68 Cost: 11000 BP (Never sold) Note: Only the successive strike can achieve critical. Hypervelocity Capacity: 100 Power: 2000 (CRT: 0%) Attribute: None Attenuation: 1.0 - 1.0 - 1.0 - 1.0 Range: 1000 Rate: 7 Weight: 881 Cost: 20000 BP Note: Aya is moving slower. ______________________________________________________________________________ 3b. Armor [03b0] Armors are a "what you see is what you get" kind of deal, so a detailed list will not be provided. However, the effects of armor will be explained. Armors raise Aya's HP and MP. They also have a certain number of attachments which determines how many items may be equipped at a time for usage in battle. You can only use attached items during battle. The maximum amount of attachments for a single armor is 10. ---Armor Effects--- [03b1] HP Recovery: HP will be restored at the end of battle; Same amount as MP. MP Recovery: MP recovered at the end of combat is increased by 25%. MP Generation: MP is recovered on taking damage. 20% proportion. Motion Detector: A 14m radius GPS system is displayed for combat. Health Inspect: Targeted enemy HP is displayed. ???? for some enemies. Rapid Fire: Targeting speed increases by 50%. Resist ____: Specified status effect is prevented. Resist Impact: If the remaining HP is 5 or more, you will withstand a lethal blow to 1 HP instead of death. It will happen any number of times. There is no effect on any of the instant death attacks. ______________________________________________________________________________ 3c. Combat Items [03c0] Description and analysis of various combat items. ---Attached--- [03c1] GPS: 7m radius GPS system is displayed for combat. Skull Crystal: Weapon damage is increased by 20%. Medicine Wheel: Bonus items may be obtained by victory in certain battles. Holy Water: Damage received is decreased by 25%. Ofuda: PE damage is increased by 50%. * Other items are a "what you see is what you get." ---Disposable--- [03c2] Combat Light: Flash effect with power value of 0. Instant death to moths. Pepper Spray: Paralysis effect with power value of 5. The effective length of the paralysis is double that of Apobiosis Lv.1. Seems to be working on any enemy susceptible to apobiosis/paralysis. Flare: Flash effect to the entire area with power value of 50. Same effect as the Riot grenade. There is no effect on enemies that have not yet appeared in the battle. The Skull Crystal, Medicine Wheel, Holy Water, and Ofuda can be consumed to upgrade PE; However, the item will be gone and you cannot attach it. The targeted PE is the lowest level PE of its respective category. If the Parasite Energies are the same level, the "lower rank" one is preferred (Example: Pyrokinesis 2 is taken over Combustion 2). If there is no upgradable PE, the item will not be consumed. This chart describes their category: Skull Crystal Fire Medicine Wheel Wind Holy Water Water Ofuda Earth ______________________________________________________________________________ 3d. Parasite Energies [03d0] Parasite energies are like magical attacks found in other games. They consume MP to apply various effects within the battle. Parasite Energies can be revived and upgraded by spending experience points. They become stronger and more useful as you level them up. Parasite energies are grouped into 4 elements: Fire, Wind, Water and Earth. Fire: Damage Wind: Bad Status Water: Healing Earth: Buffs The cost to revive PEs is reduced in other modes; Replay - 40% Bounty - 80% Scavenger - 80% Deadly - 80% Pressing the cancel button will cancel the casting of the PE without MP cost. ATP is measured in frames; 30 frames per second. If the ATP is 30, it will only take 1 second to cast. If it is 10, a third of a second, etc.. ---Fire--- [03d1] --- Pyrokinesis Range increases with each level. Lv Power Cost ATP Exp MP Notes 1 70 8 22 - - Level 1 at start of game 2 100 7 22 1250 +1 - 3 135 6 22 3000 +2 3 Fireballs are launched* * 3 Fireballs are launched for 45 damage each. Also seems to lose its knock down effect. --- Combustion Area of effect is significantly larger with each level. Lv Power Cost ATP Exp MP Notes 1 120 14 38 750 +1 - 2 140 14 30 1750 +1 - 3 170 14 22 4000 +2 - --- Inferno Effective against the entire area. Lv Power Cost ATP Exp MP Notes 1 200 30 50 3000 +1 - 2 250 30 40 4000 +2 - 3 300 30 28 5000 +4 - ---Wind--- [03d2] --- Necrosis Inflicts poison; Instant kill amoebas; Poison interrupts attacks Shock ball penetrates through walls and enemies The percentage of poison damage is decreased for bosses (10%?) Lv Power Cost ATP Exp MP Notes 1 15 7 38 500 +1 4% Poison Damage 2 20 7 30 1250 +1 Distance extension, 6% Poison dmg 3 30 7 22 3000 +2 Distance extension, 8% Poison dmg --- Plasma A shock attribute is applied to affected enemies. Temporarily stun or knock down enemies. Penetrates through walls. Lv Power Cost ATP Exp MP Notes 1 25 6 18 750 +1 Small range 2 30 5 18 1750 +1 Medium range 3 40 4 18 4000 +2 Large range --- Apobiosis Cylindrical area of effect, but level 3 affects the entire area. Inflicts a paralysis effect to enemies. Time of paralysis is enemy-dependent. Critical rate is doubled during paralysis. Effective against enemies with a nervous system and no PE resistance. Lv Power Cost ATP Exp MP Notes 1 60 18 38 3000 +1 Small range, 1x length 2 80 18 38 4000 +2 Medium range, 1.2x length 3 100 18 38 5000 +4 Large range, 1.5x length ---Water--- [03d3] --- Metabolism Removes and prevents status effects. Keep in mind it cannot be used when Aya is berserked or silenced. Length of 20 seconds for every level. Lv Power Cost ATP Exp MP Notes 1 - 7 36 500 +1 20 seconds 2 - 5 28 1250 +1 20 seconds 3 - 3 18 3000 +1 20 seconds --- Healing HP is recovered. The effect is enhanced during battle, otherwise the minimum HP is recovered. HP recovery amount is not affected by mode. Lv Power Cost ATP Exp MP Notes 1 30-60 12 42 750 +1 - 2 40-70 12 30 1750 +1 - 3 50-90 12 18 4000 +1 - --- Life Drain Aya drains and recovers HP from surrounding enemies. It has a cylindrical area of effect, increased to the entire area at level 3. Damage is divided equally among enemies. You cannot absorb more HP than the enemy has. Lv Power Cost ATP Exp MP Notes 1 200 20 44 3000 +1 Small range, damage divided 2 250 18 36 4000 +1 Medium range, damage divided 3 300 16 28 5000 +2 Large range, damage divided ---Earth--- [03d4] --- Antibody Damage received is decreased. You can stack the effect once. Duration is 75 seconds for all levels, but only 60 seconds when stacked. You can prolong the effect by re-casting it. The percentage of damage received is provided. Lv Once Twice Cost ATP Exp MP Notes 1 75% 70% 6 36 500 +2 75 / 60 seconds 2 70% 60% 5 28 1250 +2 75 / 60 seconds 3 60% 50% 4 18 3000 +4 75 / 60 seconds --- Energy Shot Damage and critical rate of weapons are increased. The effect can be stacked once. Critical rate is raised 1.25x cast once, and 1.4x cast twice. Example (40% -> 50% -> 56%). There is no effect on critical rates of 0%. Duration is the same as antibody. The percentage of output damage is provided. The damage of melee weapons such as the Tonfa Baton are also effected. Lv Once Twice Cost ATP Exp MP Notes 1 130% 140% 10 36 750 +2 CRT 1.25x -> 1.4x 2 140% 150% 9 28 1750 +2 75 / 60 seconds 3 150% 160% 8 18 4000 +4 - --- Energy Ball Generates energy balls that surround and protect Aya. Approaching enemy will be damaged by the balls. Up to 3 balls can be summoned. They also have a shock effect like Plasma. Lv Power Cost ATP Exp MP Notes 1 200 15 36 3000 +2 200 per ball, 1 ball 2 200 15 28 4000 +4 200 per ball, 2 balls 3 200 15 18 5000 +9 200 per ball, 3 balls ______________________________________________________________________________ 3e. Formulas [03e0] Formulas for critical rate, weapon damage, PE damage, and received damage. Rounding is applied after the expression in parenthesis and at the end. It seems to round to the nearest number. ---CRITICAL RATE--- [03e1] RATE = CRTweapon * Attenuation * EnergyShot * Resistance * Paralysis CRTweapon: The CRT of the weapon. Best in class are P08, P229, and Mongoose (0.4). Attenuation: The attenuation rate applied from the distance between enemy and attack points. Ideally less than 2 meters using the above weapons. EnergyShot: (see Energy Shot in Parasite Energies section) -Once 1.25 -Twice 1.4 Resistance: The resistance of the enemy to critical attacks varies. 2.0 (Fatties, Divers, Burner, Puppet Stinger) 0.5 (Unarmoured GOLEM, No.9 Akropolis) 0.0 (No.9 Dryfield, Armoured GOLEM, Beetles, Scorpions, Amoebas) Paralysis: 2.0 if the enemy is paralysed, otherwise 1.0. Use Apobiosis or Pepper Spray. ---WEAPON DAMAGE--- [03e2] DAMAGE = (POWER * Attenuation * EnergyShot * SkullCrystal * Berserk * Mode * Random) * Critical * Attribute POWER: The POWER value of the ammo or weapon. Best in class is the Hypervelocity. Attenuation: The attenuation applied from the distance of the enemy to the attack points. Varies per weapon. Ideally less than 2m. EnergyShot: Energy Shot correction. See Energy Shot in Parasite Energies section for more details. 1.6 with double Energy Shot lv3. 1.0 without Energy Shot. SkullCrystal: 1.2 when the Skull Crystal is attached, otherwise 1.0. Berserk: 1.5 when Berserk is active on Aya, otherwise 1.0. Mode: Damage correction from mode applies as follows - 1.0 (New Game, Replay) - 0.75 (Bounty, Scavenger) - 0.6 (Nightmare) Random: A random number between 1.0 ~ 1.2 Critical: 4.0 if you score a critical hit, 1.0 otherwise. Attribute: Correction from various attack types 2.0 Fire (Fatties, Divers) 2.0 Piercing (GOLEM, Scorpion, Fatties) 2.0 Weakness (Back attack on strangers, Fallen chasers or beetles, etc.) Instant Deaths: Flashlight (Moth) Necrosis, Grenade (Amoeba) Plasma (Sucklerceph, Moaning NMC) ---DAMAGE RECEIVED--- [03e3] DAMAGE = POWER * Mode * Antibody * HolyWater * Dying POWER: Attack power of the enemy Mode: Damage correction from mode applies as follows - 0.5 (Replay) - 1.0 (NewGame) - 2.0 (Bounty) - 3.0 (Scavenger, Nightmare) Antibody: See antibody in Parasite Energies for details. Antibody lv3 cast twice is 0.5. Otherwise 1.0. HolyWater: 0.75 if the Holy Water is attached, otherwise 1.0. Dying: Damage correction according to Aya's HP. Follow this chart. 1.0 - HP 60 and above 0.8 - HP 40~59 0.7 - HP 30~39 0.6 - HP 20~29 0.5 - HP 10~19 ---PE DAMAGE--- [03e4] DAMAGE = (POWER * Ofuda * Mode * Random) * Attribute POWER: Attack power of the PE. See the Parasite Energies section. Ofuda: 1.5 if the Ofuda is attached. 1.0 otherwise. Mode: Damage correction from game mode applies as follows - 1.0 (Replay, NewGame) - 0.75 (Bounty, Scavenger) - 0.6 (Nightmare) Random: A random number between 1.0 ~ 1.1. Attribute: Fire 2.0 (Fatties, Divers) Instant Death: Necrosis (Amoeba), Plasma (Exploding head, Moaning NMC) ~~~~~~~~~~~~~~~~~~~~~ Miscellaneous ~~~~~~~~~~~~~~~~~~~~~ [0400] 4a. Shooting Range [04a0] The shooting range is only available for two short periods of the game. Prizes can be obtained by receiving high scores (see the chart below). Level Score BP Prize Time 1 8000-8999 100 (None) 1 minute 9000-9999 200 9mm Hydra (50) 10000+ 300 9mm Hydra (50) 2 16000-16799 100 (None) 2 minutes 16800-17399 200 Ringer's Solution 17400+ 300 Ringer's Solution 3 39000-45999 100 (None) 3 minutes 46000-49999 200 Hunter Goggles 50000+ 300 Hunter Goggles 4 52000-55999 100 (None) 3 minutes 56000-59999 200 (None) 60000+ 300 Lipstick 5 50000-52999 100 (None) 3 minutes 53000-54999 200 (None) 55000+ 300 Shoulder Holster (or Belt Pouch*) Please note that once you receive a BP prize that you will not obtain any more prizes for receiving a high score. If you want 300 BP, do not obtain 200 or 100 BP. * You can obtain the Belt Pouch by already having the Shoulder Holster in your possession. This is only possible on Scavenger or Nightmare mode. * If you get a high score on the first visit, but do not pick up your prize, you can still get it on the second visit, so do not worry! Damage correction from the game mode does not apply to the shooting range. If Aya is standing on top of a target spawn point, the target will not spawn. You will receive no points or penalty for doing so. Target waves will continue to spawn even while in the PE menu. ______________________________________________________________________________ 4b. Saver (Final Boss) [04b0] The HP of the final boss is determined by which parts of the Reactor that have been destroyed. I have not figured out exactly how this mechanic works. The highest HP value is 12825 by destroying one tail and its reproductive part. The lowest HP value is 6000 by destroying all parts. Saver has three patterns. Pattern 1: 100% HP Pattern 2: 60% HP Pattern 3: 35% HP In Pattern 1, Saver can charge, chant, and bridge dive. In Pattern 2, Saver additionally uses energy balls and dash attacks. In Pattern 3, Saver begins to summon clones (up to 10). It seems that Saver decides to either chant or bridge dive depending on Aya's position. Bridge dive if Aya is on the bridge, otherwise chant. You must remove 200 HP to cancel the chant attack. The Saver's clones are summoned only in pattern 3, and only up to 10 are summoned. The clone can only melee attack, but it gradually speeds up the longer it is active, to the point at which you cannot outrun it. It will, however, disappear after 2 minutes. It is possible to obtain a special critical hit on the clones which deal 999 damage. I do not know the exact chance of dealing such a hit. The following list describes which attacks can potentially deal the special critical hit. - Inferno - Necrosis - Plasma - Life Drain - Flare - Buckshot - Firefly - R. Slug - M9 (Bayonet) - Hammer - Pyke - Javelin - Riot - Grenade - Airburst - 44 Maeda SP - Gunblade - Hypervelocity It is possible to blow off the bottom of Eve. Easily done by using Pyrokinesis 3 on the bottom (during a charge attack). Other levels seem to only work when she is at low HP. Other attacks work, but I have not determined exactly which. Blowing off the bottom of Eve decreases her flying speed. There is no other advantage, even when she is regenerating the bottom half. ~~~~~~~~~~~~~~~~~~~~~~~~~~ Conclusions/Credit ~~~~~~~~~~~~~~~~~~~~~~~~~~ [0500] Well, that's all I can really tell you about this game. Thanks to: -RPGClassics for the names of NMCs. -Squaresoft for the excellent game. -no$ for the PSX debugger. -Me for finding most of the information contained within this guide.