. This walkthrough isfor normalmode. For other modes, the items, enemies, and shopping lists canbe different. I have capitalized specific locationnames, item names, and enemy names for emphasis. When an item can be obtained, I haveput it in bold type. I have given the puzzle solutions, soif you want to solve them on your own, be careful about how much youread.
Related: parasite eve ii parasite eve 2 ps1 parasite eve ps1 parasite eve 2 complete silent hill dino crisis fear effect 2 xenogears vagrant story parasite eve 3 parasite eve manual final fantasy 7. 163 product ratings - Parasite Eve 2 (Sony PlayStation 1, 1998) - PS1 - Discs 1 & 2 rare collectible. Time left 3d 15h left. Parasite Eve 2 Playstation Some Helpful Codes: -At the bridge that is standing under water you have to fill in the code 561 and the bridge will rise.At the lobby in Dryfield fill in.
In several places, I have listed theenemies in table format. This is usually after you have alreadybeen through the areas, but a certain event triggers theirrepopulation. This will allow you to clear themout in whatever order you prefer, without having to follow awalkthrough.
If you press Δ while on the map screen,you can see the most detailed name of your current location. I would recommend using more than onesave file for this game.
I usually suggest saving the game whenyou're close to a phone, haven't saved for a while, or are about tofight a tough battle. This does not mean that you shouldn't savemore often - only that I think you shouldn't save any less often.Use your discretion in this matter, and remember that it is always bestto err on the side of caution.
Seemingly weak enemies can takeyou down, so don't be overconfident. PART1:REINVENTING AYASeptember4,2000 - 8:18 P.M.M.I.S.T. Center, LosAngelesAyaBrea, formerly of the NYPD, is now an NMC (Neo-Mitochondrion Creature)hunterfor the FBI, working as a member of the Mitochondrion Investigation andSuppression Team (MIST) in LA.
The creatures whose existence shediscovered in Parasite Eve are now appearing in the western part of thecountry, and several bizarreincidentshave occurred. There are now ANMC's, or ArtificialNeo-MitochondrionCreatures, which appear to have been created deliberately. Youjoin Aya at the practicerange, whereshe is honing her NMC-elimination skills.Beforebeginning the walkthrough, I want to point out that controllingAya'smovements in the sequel is quite different from controlling them in theoriginal Parasite Eve. Those of you who have played Resident Evilor DinoCrisis will not find this type of movement unusual, but it requires alittleadjustment time for someone who is not accustomed to it. The uparrow keyalways moves Aya forward, and the down key always moves her back, regardlessof the direction she is facing.
You will need to keep in mindthatall directions are from Aya's point of view rather than yours.Atthe practice range, you can choose the difficulty setting for thepracticesession, as well as the background music you prefer. You willneed topress the square button to find a target and the R1 button tofire. Whenyou are out of ammo, pressing the R1 button will also reload. Inthiscase, it will load your M93R with 20 9mm PB rounds. These will goquickly, and you will have to reload often. It is importantthroughout thegame to keep the appropriate ammo container attached to yourarmor.
Youcan do this by pressing the Start button to open the attachment menuandselecting the ammo box to attach. With your attachment menu open,you canalways reload by pressing the X button on the ammo box.Duringthetraining portion, I usually reload when there is a second's break intheappearance of targets, even if I am not yet out of ammo, so I don't getcaughtwithout any while trying to take out a target. Time is animportantcommodity here, as the targets will disappear after a certain time ifthey havenot been eliminated.Level1 startswith an untimed practice session/tutorial.You willbe shooting at stationary yellow targets, and you will move into asession with a time limit of one minute. Level 2givesyou twominutes, and moving orange, yellow, and red targets. The yellowtargetsare worth 200 points each, the orange worth 400, and the red worth600.The greater the point reward, the stronger the monster, so more shotswill berequired to take out the orange and red targets.
Also, thedistance tothe target is a factor.Level 3, with athreeminute timelimit,requires you to enter the shooting range. Walk to the back, andexaminethe red 'A' on the wall. Add the GPS (Global PositioningSystem) to your armor attachments by doing the following in theattachment menu: Use, select GPS, and move to armor. Onthis level,there is another type of target - blue targets. These are human,and mustnot be hit.
The point deduction for doing so is brutal. Youmust bevery careful with them, because they can be hit even if you havetargeted a monsterand the human moves between you and that monster.Level4requiresyou to examine the 'A', and allows the use of our old friend ParasiteEnergy, or PE, from the original Parasite Eve game. Pressthetriangle button for the PE menu and use the arrow buttons to select theone youwant. Use the X button to activate the chosen PE. Use of PEwilldeplete MP (magic points).
Be warned that there are a lot oftargets andthey move fast. To make matters worse, the game seems to want totargethumans first (or maybe I'm just paranoid). I had a hard timeavoiding theblue targets here, and there are several.
Level 5isanother 'examinethe A' level, and will allow item attachments. If you stand stilltoo long on this level, you will be shocked by a burst of lightningfrom theceiling. However, there is a purpose to all this,besidesfamiliarizing you with the new battle system. BP!BP,or bounty points, are a wonderful thing. They serve Aya asmoney inthis game.
The more bounty points Aya earns, the more weapons,armor,items, and ammo she can trade them for throughout the game. Ayaearns BPfor her time on the practice range if she performs well enough. Ahighscore on a training session will result in a BP bonus.
Aya canalso earn rewards, in addition to her BP bonuses, if she performsextremelywell.Note that this is only true the first time - repeat sessions on a levelwherebonus BP have already been earned will not result in additionalBP. Hereis the NMC point chart:Bacterium600Bear1600Monkey900Rat500Scorpion2400Snake500Spider1300Bee3000Crow600Woman-3000. Continueon down thehall to the garage.
Talk to Pierce, but don't leave yet.Instead, go left and search the shelves for an item-?Bottle. Open your inventory and select the item, then pressthetriangle button. The bottle has now been identified as aRecovery3.This is a great item, and you will want to save it for later when youhave moreHP. Recovery1's will work fine for now. Walk towardthegarage exit and pick up the phone. Call your boss, Baldwin, togetchewedout, and then save the game.
Now you can either tell Pierce thatyouneed morepractice and return to the range, or tell him that you are ready togo.Let'stake a little time to discuss experience, Parasite Energy,inventorymanagement, and BP.Experience gained in the gamecan be used to reactivate Aya's'sleeping' Parasite Energy powers. They are divided into fourelemental categories, each of which has three powers, and each powerhas threelevels.
Only two powers per category are available at first, butafter bothPE's of a category have been activated and raised to Level 3, the thirdpowerbecomes available. When you have enough EXP, you can choose a PEpower toawaken. Once they have been reactivated, these powers can be usedinbattle (healing can be used outside battle, as well).
To usethem, pressthe triangle button and use the directional buttons to rotate themuntil youhave the one you want to use, then press the X button.Anyitem in your inventory that you want to be able to use in battlemust be attachedto your armor. Only the things attached to your armor will beavailableto you once an encounter begins, so make sure that you have ammo andsomerecovery items attached at all times. If you run out of ammo inbattle,you will have to depend exclusively on PE, and the MP to use it willquickly bedepleted. You can run away from normal encounters, but willsuffer a BPdeduction if you do so. That's not good, so try to keep yourattachmentslots filled.BP, or BountyPoints, awardedfor defeating enemies, are your only'currency' in the game, so you should never pass up a battle.Any time you see a 'hot spot' on the map (areas which are red), fightwhatever you find there,even ifit's in an area that you don't have to pass through for the storylinetoprogress. If you are low on health, heal before entering a hotarea, butdon't ever skip one completely.
A certain amount of MP isrecovered afterbattle, depending on the enemy or enemies defeated, so sometimes it ispossibleto find an easier battle to recover a little MP before taking on a moredifficult one. Then you can use that MP to heal, ifnecessary. Thatis part of the reason I try to tell you in detail what enemiesyou willfight in each area. This should enable you to use a littlestrategy tochoose the order of your battles in most areas.Whenyou are ready, tell Pierce, and you will be on your way.PART 2: ANEVENING AT THE AKROPOLISSeptember 4, 2000 - 8:56 P.M.Akropolis Tower, LosAngelesYou will see a cutscene aboutthe Akropolis Towerdisaster that is your next assignment. When you regain control,talk tothe officer on the scene, then walk to the door and speak to anotherofficer.
Enter the building, and walk through the double doors totheroof area. Walk straight across to the opposite wall, where thephone isringing. A creature is in front of the phone, but it will move asyouapproach. Answer the phone and talk to Baldwin,then save the game.Gothrough the doubledoors beside the phone into the elevatorhall. Youwill be stopped by a surviving SWAT team member. He tells you togo tothe cafeteria to rescue a woman, and gives you the Cafeteria Key.Returnto the square and check the map of the rooftop area in front of thefountain. Aya will enter the information in her GPS.
Youcan look at the map by pressing the Selectbutton. Ablinking red light indicates your next destination, and a red arrowshows yourcurrent location. The map feature will be a very important onethroughoutthe game. White areas have been explored and are clean, grayareas areunexplored, and red areas are 'hot.' Turn around and check thebody by the window across from the sign toget a Recovery1.Go down the stairs (stand in front of them and press X) to thelanding.There is an ammo box lying on the bench - refill your 9mm P.B.roundsfrom it. Across from the ammo box, the body of a SWAT team memberisdraped over the railing.
Search it for a Recovery2.Continuedown the left stairs to find yourself on the Patio. Look at themap andnotice that the area's red, which means that enemies are present.Turn and walktowardthe door that leads to the cafeteria. You'll see a SWAT memberbeingattacked by a Grin Stranger.
As you get closer, the screenwill flashwhite - this signals the beginning of a battle. You can take thisenemyoutfairly easily, as it is not terribly strong. Talk to the man, andhe will tell Aya that 'they're not what they seem' before hedies.There is a sign beside him that says 'Parthenon Cafe.'
Walk tothe door and press X. Aya will open the door with the CafeteriaKey.There is a womansitting at a table reading a magazine, and Aya willautomatically approach her.
The woman falls to the floor andtransformsinto a Greater Stranger. Keep the table between you and fire atthe bosstill itgoesdown. It will drop a Recovery2. Look at themagazine thewoman was reading - it is a scientific journal open to an article onmitochondria. Pick up the magazine. Look at Key Items intheinventory, and press the triangle button with the magazineselected.
Itis the September issue of a magazine entitled 'Mendel.' The article makes some interesting reading.NOTE: Throughout the walkthrough, I will tell you whatitemsare dropped after enemy encounters, but later, this willdepend onwhat you have attached to your armor. After a certainpoint, you will not get bonus itemsif youaren'tusing the same attachments I am using.
I will mention this againwhen that point comes.Examine the creature and getthe Metallic Implant from behinditsear. This will trigger a cutscene. The creature starts torise upbehind Aya, but Rupert comes in and blasts it. Aya and Rupertdiscuss theunusual nature of this ANMC, and another ANMC will rise from behind thecounter.Rupert shoots it, too. He says they need bigger guns, and sendsAya tocall for backup.
(If you check the map, you can see that thecafeteria isstill red.)Headback toward the square. Two Grin Strangers will jump offtheroof and attack Aya. If you can get them close together, you canhit bothat once. Pyrokinesis may be a good idea here. They willdrop a PepperSpray.
Go back up the stairs and use the phone. Whenyou talkto Baldwin, you willlearn thathe cannot send backup, so you and Rupert are on your own. Baldwinwill let you talk to Pierce, who wants to see the Metallic Implant yougot fromthe ANMC. Save the game.Reload from the ammo box,which holds an unlimited supply, and go backdown thestairs. You will hear noises.
Check the map, and you'll seethatthe areais hot again. There are three Moths and three Rats on thepatio.These can usually be killed with one hit, but keep your distance.Reenterthe cafeteria. There is an Odd Stranger behind the counterwhich needsto be eliminated. The door in the back corner is partlyopen. Gothrough it into a hallway, and fight the eight Rats you findthere. Enterthe kitchen (the first door on the left), and search the body for a Recovery1.If you didn't get the Odd Stranger up front, it should be heretrying tofinish off the SWAT member. Look in the refrigerator and get the Stim.Go back into the hall.There is ayellow boxon the wall containing a Blue Key thatyou willneed.
At the end of the hall, open the door on the left.Read thebulletin board and copy down the musical notes on the piece of papermarked'bridge.' Also notice the picture beside the music memo.This is a clue for a later puzzle.Go tothe desk at the end of the room and access the security cameras.Use thedirectional buttons to move the arrow on the screen - it will turn redwhen itcan be pushed. Use the + button to raise the lighting, and the -buttonto lower it. Currently the camera is set to the west elevatorhall.The second button will set it to the Coke machine in the east elevatorhall. (Notice that the SWAT member who gave you the Cafeteria Keyis nolonger there.) When you press the third button, you will seeRupertwalking across an area you haven't seen yet. The fourth buttonshows aSWAT member doing something behind a statue in an enclosed circulararea.The fifth button shows the catwalk and the lights of LA, and the 6thshows the Observatory.Now examine the blinkinglight in the panel on the wall.
Thereare twolocks, each with two lights. They're marked A and B.Movethe arrow to the keyhole under A and use the Blue Key you justfound.This opens the door to the escalator between the ForkedRoad and theObservatory.
Now go through the door at the end of the hall beside thewatercooler.Search the trash can outsidethe door for a? Bottle,which you can identify as an MP Boost2. Stand in front of thebloody spoton the fountain. Examine it several times - you will learn thatthere isan item there, but you can't get it yet. Take the hard-to-findpath beside the tree with red leaves. Search the ammo case on theground, andget a?
It is a Protein Capsule, which you needto attachto your armor. It refills your health completely and permanentlyaddsfive points to your max HP, so save this until you really need it.Leavethe path and continue toward the back of the fountain.
Go throughthedoor into the ForkedRoad.There is a Grin Strangerhere totake out. Search the SWAT body at the back beside the escalatortwice tofind a Penicillin.
Since you just opened the door, youcan nowtake the escalator up to the Observatory. There are two GrinStrangershere. Don't walk out into the room, but stay just behind thebarrier atthe top of the escalator, and shoot at them from this position.Youshould be able to get rid of them without getting hurt.Searchthe bodyon the bench near the second escalator rail to get a Tactical Vest(itwill need to be identified in inventory).
It givesyou HP +50, MP + 10, seven attachment slots, quick fire, and HP recovery.Too badyou have to turn in all the equipment you find here after the missionisover. But you can use it for now, so equip it ASAP, and fill upthoseattachment slots.Continueacross the Observatory and take the other escalator down intoa new area - the Promenade. There are two Brutes here, andpositioningis important with these monsters.
They are slow and don't seemterriblybright, but they can put the hurt on you if they get close enough toget in agood whack. They have a very long reach. Try to keep themat adistance, but just within range of your weapon.
They will drop a Recovery1.NOTE: My inventory is full at this point. If anitem isdropped in battle and you have no space for it, you will have toexchange itwith something currently in inventory, use something to make a spacefor it, orforfeit the item. You can use items from the Battle Fieldinventory thathave not yet been transferred to Player Item inventory, so if you couldusesome healing and don't have room in inventory for the Recovery1, youcan use itdirectly without transferring it. It is important to keep somespace ininventory, though. You don't want to get into battle and beforced tochoose between two items you really want after the battle ends.You will hear gunshots in theSanctuary, but first, go past theSanctuary doorsand examine the SWAT body at the end of the area. Pick up his MP5A5submachine gun and equip it.
Press R1 to shoot and R2 to use theflashlight attachment. It has a lower rate of fire, but betterrange, andit uses the 9mm P.B. Rounds you already have.NOTE:You can skip cutscenes by pressing Start, but Idefinitely wouldn'trecommend it. They often reveal important information.Enter the double doors to theSanctuary, and see Rupert beingattacked. When Aya enters, the attacker jumps through thestainedglass window. There is a cutscene in which Aya tells Rupert thereis nobackup coming, and he tells her to go after his attacker.
Look intheaisle, and pick up the Red Key dropped by the cyborg soldier,known asNo. 9, before he escaped. Walk to the front of the Sanctuary andexaminethe pulpit to read some interesting quotes. Walk to the back leftof theSanctuary, and walk through the side door there. Aya willoverhear asuspicious conversation.
What do you know - it's the SWAT memberyou sawthrough the security camera.Continue across the RoofGarden andinto thecircular area that you saw through the security camera. Lookbehind the statue, andexaminethe blinking light. Apparently what you witnessed earlier was themanplanting a bomb.
The door behind the statue is locked.Examine it twiceto find the Black Card the SWAT member dropped. Look atthe map,and you will see that most of the areas you've crossed are repopulatedwithenemies. As you walk back across the Roof Garden, you will beattacked byfour Caterpillars, which drop an MP Boost1.Returnto theSanctuary to find that Rupert is gone again.
Go back out on thePromenadeand defeat four Rats and three Moths. Go back to the escalatorand up tothe Observatory. Stay behind the rail and fire at the twoBrutes.(With the MP5A5, you can just hold down on the R1 button for rapidfire.This is a very effective technique, but it eats up the ammo.) TheBrutesdrop 50 9mm Hydra rounds. They are more powerful than theP.B.rounds, so use them for stronger enemies.Godown the opposite escalator and back into the ForkedRoad.Defeat the Lesser Stranger and three Rats, and get a Penicillin.Goup thestairs to the square and refill your ammo supply.
Heal if you arelow onHP and have the necessary items. Call Baldwinto give him an update, and he will tell you a helicopter is on theway.He wants you to detain No. Save the game.PART 3: ANARROW ESCAPEGo down the left stairs tothe Patio. Defeat the two LesserStrangersand two Moths, for which you will receive 50 9mm Hydrarounds.Enter the Cafeteria and take out the two Odd Strangers. Gothrough theback door into the hallway and get rid of the four Rats and the OddStrangerwaiting there. Enter the Security Room and go back to the keypanel. The power is off on the security cameras.
This time,use the Red Key on Slot B, which will drain the fountain.Go through the door to theFountain area, which is hot again, and fighttwo Brutes, which drop 4 40mm Grenades. Pyrokinesis willmakeshort workof them. Stand in front of the fountain and examine itagain. Thereis a SWAT member in the fountain.
Get his Grenade Pistol.Walk into the ForkedRoadand be ready for a surprise attack by four Caterpillars, and get a Recovery1after defeating them.At this point, I would goback up andreload onammo since it is convenient to get to right now. Then go uptheescalator to the Observatory. You will get an overhead cameraview, andthen be attacked by nine Bats. Be careful of Bats!
Theyare weak and easily killed, but they get in Aya's face, causing her towardthem off with her arm, which means she can't get a shot off.Meanwhile,they're draining her HP. Try to stay back and dispose of them ingroups -Plasma is really good for this. You will receive 50 9mm Hydrarounds after the battle.Go down theopposite escalator to the Promenade, and fight off the fourCaterpillars and six Moths. Go back through the Sanctuary to theRoofGarden and take out the four Caterpillars and three Moths. Goback to thePromenade and stand in front of the gate across from the Sanctuarydoors.Open the gate, but don't try to cross the bridge. Walk over tothe redlight and examine the panel.did you write down the musical notes fromthebulletin board?
You'll need them now. The numbered notesare thekey - if those notes are 1, 2, and 3, then using that numbering system(line,space, line), the notes with question marks would be 5, 6, and 1.Enterthose numbers in order on the keypad by the bridge.
This willraise thebridge.Younow have a green light instead of a red one. Get rid of thethree Bass and cross the bridge. Listen to the scarynoisescoming from the other side of the door, then finish off the LesserStranger thatgot thrown against the door, after which you will get a Recovery2.Examine the flashing red light on the wall - it's another armedbomb. Godown the hall and up the stairs.Nowyou need toprepare for a boss battle. Take off the GPS,because itis less important right now. Make sure you're wearing theTactical Vest,and, if possible, have the following attached: MP5A5 and ammo, GrenadePistoland grenades, Protein Capsule, and HP and MP recoveryitems.
If youhave the EXP points available and have not already done so, reactivatetheHealing and Metabolism PE powers. Use the emergency phone on thewall tocall Baldwin, who is about as helpful as usual. Save the game,and headup the stairs to the Heliport.Walkaround thecatwalk all the way to the other end. The lift ison thetop floor, so you can't go up yet. Go back toward the stairs youtook tocome up here, and notice the electric cables on the wall as yougo.
Youwill have to make use of those in the upcoming boss fight. Whenyou getback almost to the stairs, someone jumps in front of you. It'sthe weirdofrom the Sanctuary.No. (Do you remember that the mansetting thebomb said No. 9 would create a diversion? Prepare to bediverted.)He has a smart mouth, an irritating laugh, and a flaming sword.After abrief conversation, turn and run back toward the elevator, but stopjust pastthe first set of cables on the wall. 9 has almostreached them,target the cables and fire.
One should swing loose and hit No. 9,doing awhopping amount of damage.
Then run past the next set of cablesand do itagain.Don'tlet him catch you if you can avoid it. He will use a bomb toparalyzeyou, then whack you with the flaming sword, which is as painful as itsounds. When he shoots a paralysis bomb at you, move sothat it will miss. Just in case, though, it is a good idea tokeepusing Metabolism. Do the cable trick onemoretime by the elevator, then target the steam pipe (next to the cable)and shootat it.
It should do several hundred points of damage. EquiptheGrenade Pistol and load a grenade.
Shoot the grenades at No. 9,and ifthat doesn't do it, try a little Pyrokinesis orsome rounds from the MP5A5, as a last resort. After thebattle,he'll jump up to the Heliport.Take the lift up. 9,but he makes a running jump to the next building.
Rupert runs upholdingthe bomb detonator, which he found lying on the ground. Hedoesn't knowhow to defuse the bomb, either. Fortunately, the helicopterarrives justbefore the building blows up, and they escape through the flame-,smoke-, anddebris-filled air.PART4: AREA 51.I MEAN, 272September 5, 2000- 1:44A.M.M.I.S.T. Center, LosAngelesAya andRupert meet with Baldwinin his office. Baldwinshows Aya a newspaper article about mutilated cows which showed signsof celldegeneration. (Guess what that means?) He wants her tocheck ifout, and gives her a folder full of documents. You must examineeach onefor the game to proceed.
They include a MIST Search Warrant,an NMCphoto, a Manual, and a Dryfield Map. Dryfieldis alittle place in the Mojave Desert,and is Aya's next destination.After a brief scene, you see Ayadiggingin her trunk as Pierce walks up. He analyzed the Metallic Implantfoundin the creature from the Cafeteria, and found it to be astate-of-the-artmicro-transmitter, with sand in it from the MojaveDesert.Hmmm. Go back to the shelf in the corner of the garage and getanother Recovery3,then look in Aya's trunk. She can store things in here.There is abox which contains some familiar items, as well as a Belt Pouch(whichincreases attachments by 1 - I would save this for a better armor laterin thegame) and a Ringer's Solution (full HP/MP recovery). Incase youhaven't already noticed, I should mention that the MP5A5 and theTactical Vestare both gone now. How depressing.
Aya now has an AssaultSuit andthe M93R equipped.Instead of leaving rightaway,head back into the building and visitJodie. At this point, I could afford the PA3 shotgun, someBuckshot, andthe Turtle Vest, or the Combat Armor, or the M4A1 assault rifle.The M4A1is a nice weapon with a great range, but I don't recommend it at thispoint,because it's easier to find shotgun ammo in the desert than it is tofind riflerounds. The Combat Armor is great, with a 40 HP bonus, 10 MPbonus, 5attachments, and silence resistance.
It also has a built-inmotion detector,which would eliminate the need for the GPS and free up an attachmentslot. Decide what is important to you, and make your purchasesaccordingly.(I tookthe Combat Armor, because I couldn't pass upthosebonuses, and you will meet a man in the desert who will 'sell' younew weapons.) Go back to the garage and use the phone.
Talkto thelovable Baldwin, andsave thegame. Then talk to Pierce, and tell him you're ready to go.September 5, 2000 - 12:13 P.M.Mojave Desert,NevadaAh, Dryfield.what a lovelyspot. Refill your 9mm P.B.roundsfrom the ammo box beside the car, then use the expensive pay phone infront of thegasstation. Baldwinis happy you're there, but doesn't have much to say. Save thegameagain. Make sure you have equipped your new purchases and filledyourattachment slots. Unlike the Akropolis Tower,where you had the whole map available, here it fills in as you explorethearea.
Open the double gates and enter what is optimisticallyreferred toas ' Main Street.' A creature jumps down fromthebuilding ahead and to the right.It's a Desert Chaser, and you'll get to be very familiar with this typeofANMC.
It is fast, and loves toheadbutt. It can knock Aya down, so try to keep it at adistance.However, it's not too bright, and if you stand in front of a wall anddodge atthe last second while it's charging, it will run into the wall.(Kind of like Bugs Bunny and that bull.) You canalso use Pyrokinesis to knock it down, and then pound on itwhileit's off its feet. Don't be afraid to use your PE if you needit.Defeatthe Desert Chaser and get 50 9mm Hydra rounds.Open thedoor toRoom 1 and examine the picture on the wall. 'Doc Holliday,1851-1887.' You will need to write this down, and do the same forother pictures you find. Continue to Room 2, bypassing the irongates tothe Parking Area for the moment. You are not alone in Room2.
Acouple of Odd Strangers are waiting for you to put them out of theirmisery- do so without hesitation. Afterwards, examine the nextpicture.' Wyatt Earp, 1848-1929.' Go down the little hall to the closetand search it a couple of times for the Penicillin, then gointo thebathroom and get a Recovery1 out of the garbage can.Youcan tryRooms 3 and 4, but they are locked. Near the ice machine, thereis alittle gate between two buildings. Go through it and walk to theend ofthe area.
There is a Recovery1 in a wooden box near thefence. Examine the well and fight 25 Bats (yep, I said 25), andget a CombatLight. Enter the door to Douglas Scrapyards. You can'tmakeyour way through the building yet - you'll have to solve a puzzle first.PART 5:MEET GARY DOUGLASGo through the door in themetal fencing and walk around the car.Youwill hear a noise on the other side of the wall. Examine thepanel withthe red light, and raise the breaker. Walk to the control panelwith theyellow light (it's across from the door you used to enter the building)andpress Up, then press Turn.
The car has now been lifted androtated, soyou can get. Examine the red light on the wall beside thelarge metaldoor in front of the car, and press the button, which turns the lightgreen.
Now go to the side and unlock the door in the fence.Go backto the control panel in the first room, and press Turn, then pressDown.The car is now back where it started. Enter the second room andopen thelarge metal door, and you will meet Gary Douglas, who doesn't appear tolike intruders.After a brief conversation carried on while he holds a gun on Aya, Garydecidesshe's not a mutated creature and might be okay after all. Hetells her hehas to go on his rounds, and he won't let her help, but suggests thatshe rest,and gives her Motel Key No. 6.Check the map, and you willfind that some areas are hot again.On Main Street,you'll have anunpleasant encounter with six Scorpions which rise up out of theground.Pyrokinesis works nicely here. You'll get a Penicillinafter thebattle. Go back into Room 1 and take out the two Bone Sucklers(theyexplode when you shoot them, so stay back to avoid damage), and get a?Small Box, which, upon examination in inventory, turns out to be aFlare.Return to Aya's car andrestock on ammo. Then call Baldwinand save the game.
Return to MainStreetand go through the gates into the Parking Area. Take care of thetwoDesert Chasers here, and get 10 Buckshot from thedumpster.The green door across from it is unlocked, so go on in. Well,yuck.Not a very appealing restroom.
There is a woman at the sink inapparentdistress. Talk to her, and watch her turn into a LesserStranger.Defeat it for an MP Boost1.There'sa message on the wall in faint, red ink.
It's the first ofseveral you'llfind in Dryfield. Letters are missing, but you should still beable todetermine that what is says is this:Solvemy riddle before you goHow many phones in Dryfield's streets?Then proceed, go down belowTo sunless mole hills where red blood sleeps.There'snothing else to do here, so go back out into the Parking Area and upthe stairs to the second floorbalcony. At the top of the stairs, look at the map to see thatthe areais hot. If you press the triangle button while looking at themap, itwill give you clues about your next destination, and a flashing redlight showsyou where you need to go - Room 6. Get the three Odd Strangerson the Balcony, then use the key to open Room 6 (you can't get into theotherroomsyet).Look at the small cabinetnear the door, and take the Stimsand the 9mm P.B.
You can also store things here,if youlike, but I rarely do, because this room will be much harder to accesslateron. (If you've played Parasite Eve, have Aya look at the TV,becauseshe'll have something interesting to say about an old friend.)This roomis much different from the ones downstairs. Go into the bathroomand lookin the mirror, and Aya will have several comments to make. Pickup thephone and save the game, then walk onto the balcony. Aya sees awatertower, but who is that up there? Climb down the ladder.PART 6:MADIGAN, P.I.It'sa little difficult to get to the lever that opens the gate inthe fence around thewater tower.
The first thing to do is get rid of two DesertChasersdigging a hole under the fence. Try to shoot them through thefence, anduse PE when needed. Walk past the hole to the opening in thefence.Enter, and examine the box and raise the gate lever. Now run likecrazy,because the gate on the other side will only stay open for a shorttime, andDesert Chasers will be trying to knock you down as you run.Onceinsidethe gate, which will shut behind you, take out the other six DesertChasers,which keep coming through the hole under the fence (all of themtogether giveyou 400 wonderful BP), and get a Recovery2 for yourtrouble. Afteryou defeat them, the mystery person will lower a ladder, allowing Ayato climbup the water tower. Walk around to the other side, and say hellotoKyle. He says he's a P.I., but he knows more than he oughtto.
Hementions a shelter which Aya didn't know about. Aya doesn'tcompletelytrust him yet, even though she does find him appealing. Sheagrees to join forces.Ayacan see the wholetown from here. Walk to where Kyle wasstanding toget the view. Examine the lever on the tower, and raise it toopen thegate, which will stay open this time. Climb up the next ladder tothe topof the tower. Examine the corpse to get the?
Key and a Recovery1.If you examine the? Key, which is a Key Item (no, really!), you willsee thatit says G & R. Go all the way back down, where you will beattackedby five Scorpions. These guys are tough - they surround Aya andkeepstriking her, which will prevent her using PE.You will need to talk to Mr.Douglas now about the shelter. Leavethefenced area and check your map. Several areas are hot again, andthere isa red light blinking to show your destination. Don't go thereyet,though, because you can't get in.
It's time to dispose of somemorecreatures and use that key you just found. It fits the back dooracrossfrom the fenced area. Go through the door, destroy the three MindSucklers, and get a Combat Light after the battle.
Getthe?Magnet off the refrigerator door and the Recovery1 out ofthelocker. Examine the magnet to find that it is a BottlecapMagnet.Go through the door into the G & R Saloon. As you advanceinto theroom, you'll have to fight five Mind Sucklers. Step into therestroomand look at the wall.
You will find a map of Dryfield, which Ayawillenter into her GPS.Walktoward the front door and look in the cooler beside it for a?Can,which can be identified as a Cola. This great item restores 20 HPand80 MP,so use it judiciously. Go out the front door, and you will seeand hearanother Desert Chaser in the parking area. After you take care ofhim,six Scorpions will surface. I would recommend using Combustion onthegroup of them. After the battle, you'll receive 50 9mm Hydrarounds. Go upstairs toward Aya's room, and take out six moreScorpions onthe balcony.Enter the motel room and callBaldwin, who wants toinvestigate Kyle and learn more about the shelter.
After you savethegame, climb down the ladder and go to the gate beside the motel.It isopposite the gate in the water tower fence. Open it, and walkdown thenarrow path. A Desert Chaser will drop down and attack you.Get ridof it for an MP Boost1. Walk to the door and press thebutton onthe intercom. Douglastellsyou to get the key and let yourself in. Walk to theleft andexamine the grating. There's a key there, but you can't reachit.Use the magnet from the saloon to move the key slowly up and to theright.
It is the Factory Key, and will open the door infront ofyou.Unlock the door and enter thefactory, then go into the garage throughthelarge metal door. Dispose of the five Mind Sucklers, then gothrough thedoor in the corner near the truck. You are in the Junk Yard, andwillmeet Flintfor the first time here.
Flint,Gary'sdog, is a good fellow, and is important in the game. Take care ofhim, and he will help you more than once.Walkto the far end of the Junk Yard and open the trailer door.Go in andtalk to Gary, who just happens to have a very attractive collection ofweapons. Ask him about the shelter. While talking, you'llhear ascream from the Dilapidated House to the south.
Douglastells you how to get to it from the sewers, because the direct routeisn'tavailable. Apparently the owners of the General Store didn'tleave a key,so you will have to enter the store from below, and then use the backdoor toget to the Dilapidated House.Apparently MIST has contactedDouglas.They are doing a deal with him so you can trade your BP for weapons,and theywillreimburse him later. He's happy to open up the store foryou.You're going to need the Grenade Pistol and several grenades. Buy16 or20 if you can afford them. They will be very important when youbattle anupcoming boss. Leave the trailer, and Garywill tell Flintto show you the way.
Before you reenter the Garage, pick up the?Ropepast the door. When you do, four Scorpions will appear, so getrid ofthem. Identify the item you just picked up as Wire Rope, and gothroughthe door to the Garage.PART 7: THEREAPPEARANCE OF NO. 9After you leave the trailer,several areas are hot again, so takecare ofthem before you move on to the Dilapidated House. There are threeMind Sucklers in the Garage which need to be eliminated. Flintwill lead Aya back to the well, but let him wait there for a fewminutes.There are two Desert Chasers waiting on MainStreet. GointoRoom 2 and get rid of the four Bone Sucklers and two MindSucklers.You'll find four Bone Sucklers and an Odd Stranger in Room1.
Inthe green-doored restroom, there are seven Bone Sucklers. Youcanfind five Rats and two Mind Sucklers in the G & R kitchen, sevenScorpionsnear the Water Tower, and seven more in the Breezeway. Thatshould takecare of the hot spots.Climb up to Aya's room andsave thegame.Pierce has some intriguing news about that Metallic Implant youfound. Goto the car and restock on ammo, then return to the well, where you leftFlint.Examine the well, and use the Wire Rope on it. Climb down therope andenter the Water Hole.
Walk back toward the screen and try to openthemetal gates. They won't open, but remember them, because you willbeusing them later.Walkthe other way, and get rid of the eightBatsaround the corner. Continue down the passage, and open the gatesto theUnderpass. Walk to the back wall and press the button, thenreturn to theWater Hole. Walk partway down the passage and examine the hole inthewall for a Protein Capsule. Then return to the Underpass.There is a Gray Stalker onthe ceiling here. This is astrangeboss.
It is invisible much of the time, and it crawls back andforthacross the ceiling whacking at Aya as it passes. Try to maneuverso that you avoid it as it passes. There are times when youcan'ttarget it,so stay alert.
If you are careful with your targeting, you canknock itoff the ceiling with PE, and attack it when it's on the ground.It willdrop a Protein Capsule and 10 R. Slug shotgunshells.Continue down the passage and open the door on the left.EntertheCellar. You will immediately have to fight eight Bats and twoRats.Walk around the corner and examine the barrel to find a message inglowingink. (This is why I told you to come in here with the lightsoff.Otherwise, the message wouldn't be readable.) The message is this:Nowsolve my riddle two,How many urinals in Dryfield's loo?Once you know, to the next place,A haunted house where only the sundares show its face.Gobackout into theUnderpass, and flip the switch at the end ofthepassage. This will turn on the light in the Cellar. Go backto the aislewhere you found the message, and look in the box at the end for a Flare.Now you are ready to go up the ladder in the Underpass. You willemergein a hall behind the General Store.
Walk into the store and takeout thefive Blood Sucklers, which drop a Flare. You can find a Colaand a Recovery3in the refrigerated case on the side of the store.
Unlock thefront doorand go back to the car to restock on ammo and store items which aretemporarilyunnecessary. Save the game and reenter the store.Go through the door in theright rear corner and you will be in theBackStreet.
Take care of the two Desert Chasers, then go into thefirst roomof the house. There are two Blood Sucklers and a Mind Suckler inhere.
If you look out the window, Aya will make a remark.Searchthe cash register twice for a Belt Pouch. Look at thepicture onthe wall nearby. 'Sitting Bull, 1831-1890.' In the secondroom, Aya finds a wardrobe bolted to the wall, and for some reasonthere arescratch marks beside it. Aya finds herself wishing she couldremove thosebolts.Thefinal door is locked, but Aya has identified that room as thelocation ofthe screamer.
Apparently you'll have to move that wardrobe to getintothe third room. Search one of the barrels at the end of the BackStreetfor 10 Firefly shotgun shells. You need to talk to Gary,so return to the trailer and ask him for information.
He willgive Ayapermission to use any tools she finds, so go back to the Garage andsearch theshelf on the rear wall for a Monkey Wrench. Back attheDilapidated House, enter the second room again.Timeto usethatMonkey Wrench on the Wardrobe. Access it from the Key Itemsmenu.Aya will move the wardrobe to uncover a hole in the wall. Gothrough it, andsearch the end of the short hallway for another verse.
This isscrawledin the dust:Solvemy riddle before you go,How many barrels in the mole-dens' center row?Once you know, go to top room,Where at 21 years a boy met his doom.Where you CAN see yourself.Thatmustbe areference to Billy the Kid, who, according tolegend, wasshot at age 21 by Pat Garrett.Heal and check yourattachments, because it's time for anotherboss. Enter the last room, and you will see the woman who wasscreaming. Um, okay, maybe not. But look who'shere! It's your old buddy, No. After making a fewconfusingstatements, he comes after Aya. He's not all that hard to beatthistime.
I just ran back and forth from one corner of the room totheopposite one, shooting at him and using PE on occasion. There isabaffling cutscene showing a little girl (who looks like Aya) in astrangefacility. This is followed by a movie, and then anothercutscene.(Notice the music from the original Parasite Eve?) Aya and Kyledecidethey need to check out the shelter. Kyle is temporarily part ofyourparty, so take care of him, as he only has 100 HP.It isnownight, andmost of the town is reinfested. Dryfield is really bad aboutthat, as youhave probably noticed. Go ahead and unlock this room's door totheoutside, to save time later.
Go out front and take out the sixScorpions. There are two more Scorpions in the middle room, andfourMoths in the first one. On the way through the store, take careof thefour Moths. Walk out the front door to find Aya's car beingtrashed by 12 Scavengers. (Remember the movie 'Gremlins?' That’s what these littleguys looklike.) Take them out and get the Recovery2.PART8: DRYFIELD IN THE DARKWell, the car is destroyedand the phone line in front of the storehasbeen cut.
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