Parasite Eve 2 Weapon/Armor/Magic FAQ June 7, 2008 Written and Posted by damagedude DISCLAIMER: This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without written permission. Use of this guide on any other web site other than gamefaqs.com or as a part of any public display is strictly prohibited, and a violation of copyright. Quick search: Use ctrl + f to find what you're looking for quickly in this document. ======================= CONTENTS ======================= I. Weapons A. Ammunition B. Handguns C. Magnum D. Shotguns E. Rifles F. Attachments G. Grenade Launchers H. Other Weapons II. Armors A. Default Armors B. Purchased Armors III. Magic A. Wind B. Fire C. Water D. Earth IV. Replay Rewards List A. List B. Modes V. Copyright ======================== I. Weapons ======================== A. Ammunition -----9mm P.B.----- Caliber: 9mm Power: 10 Full Capacity at: 500 Equip with: M93R, M950, MP5A5, P08, P229 Purchase Info: 50 rounds for 30 BP Notes: The most plentiful ammo in the game, you can find this mostly anywhere. You'll find them in boxes where you can replenish your supply at will. The only downside is that they are the weakest ammo in the game and you can use them up quickly by firing a lot of shots to finish off tough enemies. ---9mm Hyrda--- Caliber: 9mm Power: 15 Full Capacity at: 500 Equip with: M93R, M950, MP5A5, P08, P229 Purchase Info: 50 rounds for 50 BP Notes: You can find this ammo in boxes once you get to the shelter. It's a little more powerful then the 9mm P.B, but it's still nothing worth writing home about. ---9mm Spartan--- Caliber: 9mm Power: 20 Full Capacity at: 500 Equip with: M93R, M950, MP5A5, P08, P229 Purchase Info: 50 rounds for 80 BP Notes: The Spartan is the most powerful and rarest ammunition for the handgun class. Because of the rarity of this ammo, it's best to use it in a weapon that doesn't consume a lot of bullets at once. ---Buckshot--- Caliber: 12ga. Power: 40 Full Capacity at: 200 Equip with: PA3, SP12, AS12, Gunblade Purchase Info: 10 rounds for 60 BP Special Effect: Explosion Notes: This is the most useful and least powerful of all the shotgun ammunitions. It will hit multiple targets at once, which comes in handy when you face enemies that surround you. It also has a short reload time, which means you can blast away before the enemies get a chance to come close. ---Firefly--- Caliber: 12ga. Power: 70 Full Capacity at: 200 Equip with: PA3, SP12, AS12, Gunblade Purchase Info: 10 rounds for 90 BP Special Effect: Incidenary Notes: This weapon has a fire-element effect and is useful against enemies that are weak against fire. However, equipped to the AS12 shotgun, it slows down firing considerably and may give the enemy a chance to attack. ---R. Slug--- Caliber: 12ga. Power: 90 Full Capacity at: 200 Equip with: PA3, SP12, AS12, Gunblade Purchase Info: 10 rounds for 120 BP Special Effect: Piercing Notes: This is the most powerful of all the shotgun ammunitions. Put this in the AS12 and watch the enemies drop like flies. Not recommended for the PA3 or SP12. ---5.56mm--- Caliber: 5.56mm Power: 22 Full Capacity at: 500 Equip With: M4A1 (attachments optional) Purchase Info: 80 rounds for 100 BP. Notes: There are only two rifles in the game, but that's okay. This is the most useful of all the ammunitions as you get to fire three shots at once and the weapon has pretty good range. It's very possible to take out an enemy from a distance by using the radar. ---.44 Magnum--- Caliber: .44Mag Power: 40 Full Capacity at: 500 Equip with: Mongoose Purchase Info: 50 rounds for 100 BP. Notes: The Mongoose is a very powerful weapon, so the ammo for it is a little hard to come by. You purchase it if you acheive Rank D at the end of the game. ---.44 Maeda--- Caliber: .44Mag Power: 70 Full Capacity at: 500 Equip with: Mongoose Purchase Info: 25 rounds for 800 BP. Special Effect: Poison Notes: Named after the scientist from Parasite Eve 1, these rounds are not only stronger but they inflict poison as well. The biggest downside is that they cost so much that you might not have any BP for anything else. You can get them if you achieve Rank C at the end of the game, or if you meet up with Rupert in the shelter heliport. He'll give you 25 for free. ---Grenade--- Caliber: 40mm Power: 270 Full Capacity at: 100 Equip with: MM1, Grenade Launcher, M4A1 Grenade Purchase Info: 4 rounds for 280 BP. Notes: This is the most powerful round in the entire game. Load into the MM1 and watch the enemies drop like flies. It's essential that you have this for the Burner fight in Drytown. Cast Energy Shot while you are using this, and your damage per round goes through the roof. ---Airburst-- Caliber: 40mm Power: 220 Full Capacity at: 100 Equip with: MM1, Grenade Launcher, M4A1 Grenade Purchase Info: 4 rounds for 250 BP. Notes: This has the same effect as Buckshot. Take aim at a group of enemies and watch them all suffer damage with one shot. Not recommended for boss fights. ---Riot--- Caliber: 40mm Power: 80 Full Capacity at: 100 Equip with: MM1, Grenade Launcher, M4A1 Grenade Purchase Info: 4 rounds for 80 BP. Special Effect: Flash Notes: The most useless or useful grenade round, depending on how you look at it. This has the same effect as a flashlight on a handgun and drives away enemies like bats who are sensitive to light. B. Handguns ---M93R--- Caliber: 9mm Rounds Capacity: 20 Weight: 117 Range: 50 Rate: 110 R1 Command: Fires three rounds R2 Command: Fires one round Purchase Info: Default Notes: Aya's default handgun, this is what she uses on the firing range at the beginning of the game. It's sometimes a useful weapon, if you come across enemies with low HP that can be finished with one shot. Try to use it on a tough enemy, however, and you'll find yourself on the losing end. ---M950--- Caliber: 9mm Rounds Capacity: 100 Weight: 227 Range: 40 Rate: 90 R1 Command: Fires continuously Purchase Info: Event Notes: You can get this item if you defeat the Burner and save Flint from dying. Mr. Douglas will let you open the chest in his room and obtain this item. This gun can eat up ammunition like crazy, and it's best used with 9mm P.B. against enemies that stay in place and don't move much. An agile enemy will cause you to waste bullets. ---MP5A5--- Caliber: 9mm Rounds Capacity: 30 bullets/60 bullets with SMG Clip Holder/50 battery Weight: 288 Range: 55 bullets/5 flashlight Rate: 80 bullets/2 flashlight R1 Command: Fires continuously R2 Command: Flashlight Purchase Info: 6980 BP Notes: You can first get this in the Akropolis Tower from a dead SWAT member, though it gets taken away once that mission is complete. This is a useful item against the Moth enemy, who actually takes damage from the flashlight. It's also a little slower in firing than the M950. This is my favorite weapon to use in the first No. 9 Golem boss fight. ---P08--- Caliber: 9mm Rounds Capacity: 7 Weight: 87 Range: 70 Rate: 80 R1 Command: Fires once Purchase Info: 680 BP Notes: The small price exacted for owning this weapon indicates its lack of usefulness. There's really no reason to buy it unless you want to collect all the weapons in the game. ---P229--- Caliber: 9mm Rounds Capacity: 12 bullets/50 battery Weight: 92 Range: 120 bullets/4 flashlight Rate: 90 bullets/3 flashlight R1 Command: Fires once R2 Command: Flashlight Purchase Info: Defeat Blizzard Chaser boss/1880 BP Notes: You get this weapon after defeating the Blizzard Chaser before he gets back up, turns into a zombie and starts running around again. The flashlight, again, is useful against bats and moths. Not recommended for boss fights. C. Magnum ---Mongoose--- Caliber: 44Mag. Rounds Capacity: 5 Weight: 168 Range: 60 Rate: 70 R1 Command: Fires once Purchase Info: Given by Rupert/2850 BP Notes: This is a very powerful weapon and it's in a class by itself. The reload time is a little slow, so you'll have to immobilize your enemy or find a hiding place while you're reloading. Otherwise, this weapon is recommended for strong enemies that you might have trouble with. D. Shotguns ---PA3--- Caliber: 12ga. Rounds Capacity: 3 Weight: 270 Range: 30 Rate: 2 R1 Command: Fires once Purchase Info: 1000 BP Notes: Not a very good weapon to have if you want to use Firefly and R. Slug ammunition. However, with Buckshot, this weapon becomes very effective against groups of enemies such as Scavengers. ---SP12--- Caliber: 12ga. Rounds Capacity: 7 Weight: 420 Range: 40 Rate: 24 R1 Command: Fires once Purchase Info: 3980 BP Notes: A little better than the PA3, this shotgun still shines best when used with Buckshot. ---AS12--- Caliber: 12ga. Rounds Capacity: 20 Weight: 550 Range: 50 Rate: 36 R1 Command: Fires Once Purchase Info: 12500 BP (return to Dryfield using the Full Moon Gate in Shelter B4) Notes: This is the best of the shotgun weapons, and does best with R. Slugs. It also does very well against groups of enemies with Buckshot too. The Firefly ammo is the only one I wouldn't use here, as it takes a long time to fire and has less power than R. Slugs. E. Rifles ---M4A1--- Caliber: 5.56mm Rounds Capacity: 30 normal/60 with clip/90 with two clips/1 grenade Weight: 254 (without attachment) Range: 500 Rate: 85 R1 Command: Fires three rounds R2 Command: Bayonet Slice/Fires once (rifle)/Fires once (grenade) /Pyke Flamethrower/Javelin Laser/Hammer Electric Discharge Purchase Info: 2450 BP Notes: This weapon is a must have because of all the things you can do with it. The bayonet attachment is the most useful one, as it allows you to attack enemies without using up ammo. A bayonet critical hit can go as high as 300 HP. This weapon also has very good range, allowing you to take out enemies from afar. ---M249--- Caliber: 5.56mm Rounds Capacity: 200 Weight: 695 Range: 400 Rate: 100 R1 Command: Fires continuously Purchase Info: 15800 BP Notes: This weapon will eat up rounds like no one's business. It's also much more powerful than the M4A1. The range is decreased somewhat, but if you can learn how to keep your finger off the R1 button when it doesn't need to be there, this weapon will serve you very well. F. Attachments ---M9 Bayonet--- Type of Attack: Slice Ammo Consumed: None Purchase Info: 980 BP Notes: This attachment will let you continue hunting even if you run out of ammo. You have to get close to your enemy and then press R2 to perform a slice. This weapon often delivers critical hits to enemies who are stunned on the ground, and is useful if you have an enemy HP display. Recommend against the fat NMC's such as Mossback. ---Rifle Clip Holder--- Type of Attack: Bullets Ammo Consumed: 5.56mm Purchase Info: 1800 for one/3600 for two Notes: You can use two at once for this, giving the M4A1 a capacity of 90 bullets. The loading time is not affected even though the capacity is increased. ---M203 Launcher--- Type of Attack: Grenades Ammo Consumed: 40mm Round Capacity: 1 Purchase Info: 2130 BP Notes: If you don't want to put a Grenade Launcher and Grenade ammo in your item attachments, this is the way to go. Press R2 to fire a grenade and then again to reload. It only lets you use one grenade at a time. ---Pyke--- Type of Attack: Flamethrower Ammo Consumed: Fuel Purchase Info: 5180 BP Notes: Kyle has this attachment briefly when you find him after defeating the Glutton. It's a useful weapon if you're fighting groups of enemies, but not so much if you're fighting a boss. ---Javelin--- Type of Attack: Laser Ammo Consumed: Battery Purchase Info: 7500 BP Notes: The Javelin does damage to a row of enemies and is generally good in all situations. However, attaching it makes the rifle much heavier and may decrease the effiency of firing bullets. ---SMG Clip Holder--- Type of Attack: Bullets Ammo Consumed: 9mm Purchase Info: 3980 BP Notes: As with the Rifle Clip Holder, you can use two of these to increase the MP5A5's capacity to 90 rounds. G. Grenade Launcher ---Grenade Pistol--- Caliber: 40mm Rounds Capacity: 1 Weight: 260 Range: 350 Rate: 1 R1 Command: Fires once Purchase Info: 1680 BP Notes: A very effective weapon that does a lot of damage to enemies. This is required to defeat the Burner boss and save Flint. It is also useful against the final two bosses if you haven't yet found the MM1. ---MM1--- Caliber: 40mm Rounds Capacity: 12 Weight: 900 Range: 350 Rate: 12 R1 Command: Fires once Purchase Info: 23500 BP Notes: An even more powerful grenade launcher! This weapon will obliterate anything in sight. You won't be in battle very long with this weapon equipped. H. Other Weapons ---Tonfa Baton--- Caliber: None Rounds Capacity: N/A Weight: 68 Range: 1 Rate: 5 R1 Command: Melee Strike Purchase Info: Default Weapon Notes: This is the most useful weapon to have when you are fighting rats. It is only useful during the Akropolis Tower and then not always. On the plus side, using this weapon will help you conserve ammo. On the down side, there aren't more powerful batons as there were in Parasite Eve 1. ---Gunblade--- Caliber: None/12ga. Rounds Capacity: -/12 Weight: 579 Range: 2 blade/100 bullets Rate: 2 blade/36 bullets R1 Command: Gunblade strike R2 Command: Fires once (shotgun rounds) Purchase Info: 10,000 BP Notes: You can only obtain this weapon if you acheive the S rank after beating the game. The weapon is rather heavy and the gunblade strike is a bit slow, but the trade-off is that you can use Buckshot to take out small enemies if you want. No. 9 Golem uses this weapon when you fight him in Dryfield. ---Hypervelocity--- Caliber: Battery Rounds Capacity: 100 Weight: 881 Range: 1000 Rate: 7 R1 Command: Fires once Purchase Info: 20,000 BP Notes: This is the most powerful and most expensive weapon in the game. You have to achieve an A ranking after the game ends to purchase this one. Once you get it, the weapon takes some time to recharge and has a very strong recoil, knocking Aya backwards a little. The range is fantastic, there won't be much that you can't shoot and the power of the weapon ensures that once fired, very little will be left in your path. Try this weapon on the Glutton boss and see what happens. :) ====================== II. Armors ====================== A. Default Armors ---Assault Suit--- HP Bonus: None MP Bonus: +10 Attachments: 5 Special Features: Resist Poison Notes: Aya goes into Dryfield wearing this armor. There really isn't any reason to wear it if you have something better available. ---Leather Jacket--- HP Bonus: +10 MP Bonus: None Attachments: 3 Special Features: Resist Paralysis Notes: This is presumably the same jacket Aya wore in the first game. She has it equipped at the start of the Akropolis Tower mission and, once that mission is complete, it becomes unavailable. ---Shoulder Holster--- HP Bonus: None MP Bonus: +20 Attachments: 4 Special Features: Quick Fire Purchase Info: 2580 BP Notes: This is the armor Aya wears in the firing range. B. Purchased Armors ---Aya Special--- HP Bonus: +30 MP Bonus: +50 Attachments: 7 Special Features: Quick Fire, MP Recovery Purchase Info: 8000 BP Notes: This armor is very good as it stresses the use and recovery of MP. Unfortunately, you can only get it late in the game the first time around. ---Chicken Plate--- HP Bonus: +60 MP Bonus: None Attachments: 5 Special Features: Resist Impact, HP Recover Purchase Info: Mr. Douglas tells you about this armor if Flint dies after the Burner fight. Notes: This armor emphasizes HP. It will sometimes keep you from dying and put your HP at 1 instead of 0. ---Combat Armor--- HP Bonus: +40 MP Bonus: +10 Attachments: 5 Special Features: Motion Detector, Resist Silence Purchase Info: 3250 BP Notes: This armor has a built in GPS, so you don't need to have that attached. It resists silence as well, so you don't have to put in the Lipstick attachment either. ---EOD Suit--- HP Bonus: +100 MP Bonus: None Attachments: 5 Special Features: Resist Impact, Resist Paralysis Purchase Info: 4580 BP (Purchased from Mr. Douglas if you rescue Pierce in Dryfield) Notes: The same feature as the Chicken Plate, you HP will go to 1 instead of 0. This has the best HP bonus of all the armors and if you use all of your Protein Capsules, enemies will have a hard time taking you out. ---Monk Robe--- HP Bonus: None MP Bonus: +100 Attachments: 10 Special Features: MP Generation, MP Recovery Purchase Info: 3000 BP Notes: This is the best armor in the game, and maybe the hardest to get. You have to get the worst ranking possible in the game in order to unlock this one, though once you do get it, you'll see why it's so valuable. MP is regenerated when you take damage. ---NBC Suit--- HP Bonus: +20 MP Bonus: +20 Attachments: 6 Special Features: Resist Poison, Resist Paralysis Purchase Info: 3980 BP Notes: This armor balances out its bonuses, which makes it largely ineffective on the whole. Only equip it if you like the status resistance. ---PASGT Vest--- HP Bonus: +20 MP Bonus: None Attachments: 6 Special Features: Resist Poison, HP Recovery Purchase Info: 2980 BP Notes: This is a good armor to have before you go to the shelter. HP is recovered after every battle, so you don't have to use up your restorative items. ---Psy Suit--- HP Bonus: None MP Bonus: +50 Attachments: 4 Special Features: Medical Inspection, Resist Confusion Purchase Info: 4580 BP Notes: Equipping this armor will allow you to see the enemy's HP. It will either display a number or question marks. There is also a generous MP bonus, making it possible to go over 100 MP if you raise all the magic spells to level 3. ---Tactical Armor--- HP Bonus: +60 MP Bonus: +30 Attachments: 8 Special Features: Motion Detector, Medical Inspection Purchase Info: 12800 BP NOtes: This is my favorite armor, other than the Monk Robe. It has mostly everything I'd want, as the HP and MP both get high after a while. ---Tactical Vest--- HP Bonus: +50 MP Bonus: +10 Attachments: 7 Special Features: Quick Fire, HP Recovery Purchase Info: Found in Akropolis Tower/Found in Pierce's SUV Notes: Another decent armor to have. If you can't get the Tactical Armor, get this one instead. ---Turtle Vest--- HP Bonus: +5 MP Bonus: +20 Attachments: 3 Special Features: MP Recovery, Resist Paralysis Purchase Info: 1680 BP Notes: It doesn't offer much protection, but the MP Recovery option means you can't ignore it either. It's good to have this armor in Bounty Mode so you can cast more spells. ============================ III. Magic ============================ A. Wind ---Necrosis--- Level 1|Level 2|Level 3 MP Use 7 7 7 ATP Loss 38 30 22 EXP Cost 500 1250 3000 Bonus MP 1 1 2 Power 15 20 30 Notes: Necrosis inflicts poison on enemies and is very useful against the amoeba enemies and the Blizzard Chaser boss. ---Plasma--- Level 1|Level 2|Level 3 MP Use 6 5 4 ATP Loss 18 18 18 EXP Cost 750 1750 4000 Bonus MP 1 1 2 Power 25 30 40 Notes: Plasma knocks down enemies and is effective against large groups that try to surround you. ---Apobiosis--- Level 1|Level 2|Level 3 MP Use 18 18 18 ATP Loss 38 38 38 EXP Cost 3000 4000 5000 Bonus MP 1 2 4 Power 60 80 100 Notes: Apobiosis at level 3 is my favorite spell. It kills all enemies below 100 HP and paralyzes those who survive, letting you finish them off easily. B. Fire ---Pyrokinesis--- Level 1|Level 2|Level 3 MP Use 8 7 6 ATP Loss 22 22 22 EXP Cost 0 1250 3000 Bonus MP 0 1 2 Power 70 100 45 Notes: Pyrokinesis at level 3 fires three bursts instead of just one. ---Combustion--- Level 1|Level 2|Level 3 MP Use 14 14 14 ATP Loss 50 40 28 EXP Cost 750 1750 4000 Bonus MP 1 1 2 Power 120 140 170 Notes: Combustion is best for a group of enemies standing in front of you. Even though its power looks high on paper, it may not translate if you use it on one enemy alone. ---Inferno--- Level 1|Level 2|Level 3 MP Use 30 30 30 ATP Loss 50 40 28 EXP Cost 3000 4000 5000 Bonus MP 1 2 4 Power 200 250 300 Notes: Inferno is unbelievably strong at level 3, and will decimate everything in the vicinity. The high MP cost makes Apobiosis more practical, however. C. Water ---Metabolism--- Level 1|Level 2|Level 3 MP Use 7 5 3 ATP Loss 36 18 18 EXP Cost 500 1250 3000 Bonus MP 1 1 2 Power 0 0 0 Notes: Metabolism will remove all negative status effects and make you immune to further status effects for a short time. You can't use it if you are inflicted with silence. ---Healing--- Level 1|Level 2|Level 3 MP Use 12 12 12 ATP Loss 42 30 18 EXP Cost 750 1750 4000 Bonus MP 1 1 1 Power 30-60 40-70 50-90 Notes: Healing is a rather impractical spell as it usually takes two or more castings to fill up your HP if it's high. Rely on items instead. ---Life Drain--- Level 1|Level 2|Level 3 MP Use 20 18 18 ATP Loss 38 30 22 EXP Cost 3000 4000 5000 Bonus MP 1 1 2 Power 200 250 300 Notes: Life Drain is a superior recovery spell to Healing. Using Life Drain will damage the enemy and restore yourself. Don't use it on enemies with low HP, though. ---Antibody--- Level 1|Level 2|Level 3 MP Use 6 5 4 ATP Loss 36 28 18 EXP Cost 500 1250 3000 Bonus MP 2 2 4 Notes: Antibody increases your defense. It gets stronger as it levels up, though it's a good spell to use at any level. ---Energy Shot--- Level 1|Level 2|Level 3 MP Use 10 9 8 ATP Loss 36 28 18 EXP Cost 750 1750 4000 Bonus MP 2 2 4 Notes: Energy Shot increases the damage you can do offensively. Cast it while using the MM1 or Hypervelocity and watch the body count pile up. ---Energy Ball--- Level 1|Level 2|Level 3 MP Use 15 15 15 ATP Loss 36 28 18 EXP Cost 3000 4000 5000 Bonus MP 2 4 9 Balls Created 1 2 3 Notes: Energy Ball makes a ball of energy that damages enemies who come too close. It's ideal when facing Chasers. ===================================== IV. Replay Rewards List ===================================== A. List EXP Rank Rewards ----------------------------------------------------------------------------- 400,001+ S Gunblade, Ringer's Solution, Eau De Toilette 200,001 to 400,000 A Hypervelocity, Hunter Goggles, MPBoost2 75,001 to 200,000 B MM1, Airburst Grenades, Recovery3 72,001 to 75,000 C M249, .44 MaedaSP Rounds, Cola 69,001 to 72,000 D Mongoose, Magnum Rounds, Skull Crystal 66,001 to 69,000 E AS12, R. Slug Rounds, Firefly Rounds 62,001 to 66,000 F Aya Special, 9mm Spartan Rounds, Lucky Card 57,001 to 62,000 G Javelin, MD Player, Holy Water 51,001 to 57,000 H Pike, Lipstick, Tactical Armor 44,001 to 51,000 I Hammer, Belt Pouch, MP Boost1 16,001 to 44,000 J M203, Protien Capsule, 9mm Hydra Rounds 14,511 to 16,000 K M9 Bayonet, M4A1 Clip, Flare 14,510 or less L Monk Robe, Medicine Wheel, Recovery 2 B. Modes ---Normal Mode--- The mode you first play in. Beating this unlocks Replay and Bounty Modes. ---Replay Mode--- Everything is easier, it takes half as many EXP points to advance the spells. ---Bounty Mode--- Golems appear in the oddest places. It's much harder to get a 100% kill ratio. Adds +1 to the ranking when complete. ---Scavenger Mode--- Items are hard to find, enemies are hard. Best played when you get the Bayonet as a prize. Adds +2 to the ranking when complete. Must achieve a D rank or better in any mode. ---Nightmare Mode--- Unlocked by defeating Scavenger Mode. Beating this mode is next to impossible. ============================== V. Copyright ============================== Copyright 2008 by gamefaqs.com