Parasite Eve bases its NMC battles on the type of weapon, range, weight, and speed. It is up to the player to choose the best weapon for each battle, altering the flow of battle with each choice.
Nearly all firearms in the game are associated with a model number. Most of these model numbers (M9, M16A2) are actual firearms. While the game omits the manufacturer's name (most likely for copyright purposes), it can be assumed some of the most popular firearm manufacturers such as Glock (G19), HK (USP), Colt (M16A2), SIG Arms (P220) and Beretta (M9) are hinted towards.
Despite the various firearm types, Parasite Eve has only two types of ammunition; bullets and rockets. Pistols, machine guns, rifles, shotguns and grenade launchers all use a single "bullet" ammunition, despite the assumption that different firearms would utilize different caliber-sized projectiles. Rocket launchers such as the AT-4 and the LAW-80 use the unique "rocket" ammunition.
The weapons in Chrysler Building can only be found in EX game.
Modding Guns[]
Guns can be modded anytime by Aya starting on Day 2 after Wayne Garcia gives her the know-how in using Tools.
Weapons have "Base" and "Plus" parameters. For example, if a weapon has an attack of "45+2", this means that while the total attack is 47, the player can transfer the "+2" to another gun using a Tool, sacrificing the source gun. If a SuperTool were used, the original gun would survive but be weaker "45+0". There are of course much better uses for SuperTools. All three statistic bonuses (Attack, Range, and Bullet Capacity) are transferred with one (Super)Tool use. Alternatively, a single special ability (in slots) can likewise be transferred, if the destination weapon has an open slot, OR an existing compatible ability -- any Rate of Fire (x2 through x10) from another gun will replace an existing one, Burst and Autofire abilities replace each other, and Triple Command will superceed Double Command. Only SuperTools allow for the transfer of more than one attribute from a given source weapon.
Modding weapons is not 'that' necessary for a first-time playthrough, although:
- The PPK (warehouse) has Quickdraw which can be useful, as there is about an 80% chance of starting the battle with a full ATB gauge.
- The M870 (Chinatown sewers) and M500 (museum, fourth floor) both have Burst which can help damage multiple targets at the same time.
- The M8000 handgun (obtained by defeating T-rex) has a "command 2x" ability, which lets Aya perform two commands in one turn, and this should be modded into the main gun, although the player may want to use the M8000 as their main gun.
Weapons can also be upgraded using items found throughout the game, such as "Offense +4"
Stats[]
- ATK: Attack - How much damage the weapon can cause in a single attack.
- RNG: Range - This determines how large the dome will be.
- BLT: Bullets - How much ammunition the weapon can hold.
- Rate of fire: Determines how many times the weapon can shoot in a turn. If no Special Effect slot is dedicated to this, RoF = 1. Note that RoF above 2 on anything other than a pistol or machinegun frame can be problematic against fast enemies, as the firing animation leaves Aya vulnerable to attacks -- pay attention to Attack Rate for cycle time! RoF 3 is usually the best happy medium. Concentrating RoF 2 or RoF 3 attacks on single targets does the most damage in a single action, RoF 5 or more is diminishing returns AND chews through ammo dangerously quickly.
- Slots / Max: The number of special ability slots available. If there is no maximum number, it already starts at that. Some weapons come with special abilities. A player can use tools to move these abilities between different guns. Clubs and Rocket Launcher are fairly set and cannot have their abilities moved around.
Special effects are here.
Best Gun[]
First-time Play-through[]
Day 1 | The M1911A1 pistol, found in a box in the sewers, has the best stats of all the available, making it the most useful to use against the final boss. |
Day 2 | The M16A1 rifle given to Aya by Torres at the start of the day will be enough to carry you through the day. Save your Mod Permits and Tools, if you can. While you should grab the other available weapons for tool use, don't move any stats over unless you absolutely have to in order to win: Tools are rare and precious during a first-time play-through. |
Day 3 | After you collect Club2, you can put Club1 in storage. Its ability to steal stuff can help alleviate a potential item/ammo shortage. Since most of the fighting at NYPD HQ is in closer quarters, you should replace the M16A1 with the SG550 rifle (dropped by Dogman boss) or MP5K machine gun (found in weapons storage); one does more damage and the other has a better rate of fire and shorter cooldowns. Either way, it's an upgrade to what you are currently using. |
Day 4 | Equip the SG550 rifle or M9-2 pistol (obtained yesterday from Kerberos) before going to the hospital. Do not equip the Micro UZ/M10: The high ammo consumption and Random Rate of Fire will end up being more problematic than helpful, even though you would damage enemies faster. Move the M-79 grenade launcher's (found in hospital basement) Tranquilizer ability to whatever weapon you plan to keep using for a while, if you want; some enemies can be put to sleep at the hospital (and beyond). For the boss battle, a longer-range weapon (G3A3 rifle, found on 13th floor before boss) could be more effective. The downside of the G3A3 (looking ahead to endgame) is that it has fewer slots than the SG550; the differences in attack power and range can be made up with Bonus Point expenditure. The other route is to sink your upgrades into a strong pistol (M9-2 or PPK) and get up close and personal. The base damage is lower, but a pistol's higher Critical% makes up the difference. |
Day 5 Pt.1 |
Equip the M1911A2 pistol in Chinatown found in a secret room on the right; this handgun should carry you until part 2. If you want to use a tool to move the Burst ability from the M870 shotgun (found in sewer labyrinth) over, do it. Make sure you collect the Club 3 and drop the Club 2 at HQ when you can. The optional Warehouse is also a good place to stop into for large boom in ammo and a AT4 rocket launcher, which can go a long way in defeating the Tyrannosaur, later. The PPK (warehouse entrance) has Quickdraw which can be useful, as there is about an 80% chance of starting the battle with a full ATB gauge so you may want to move it to your intended endgame weapon. |
Day 5 Pt.2 |
The M8000 pistol (dropped by T-Rex) is the best candidate for your final weapon; good Rate of Fire and best all-around stats save for range, which rifles will outperform. With permits/card it (or the SG550 if you kept it) can have 5 slots. Leave the Double Command ability in and make sure to include Burst and Counterattack. You can use any leftover tools to move bonus stats from other weapons over to help beef up its firepower. Make sure everything is wrapped up before you face Eve. |
Clubs[]
Clubs are great during AT charges, but their lack of range and considerable buildup time before attacking gives the enemy plenty of time to move, dodge or attack Aya first. Used best for stealing items, the club is Aya's only other attack option should she run out of ammo.
- Active Time Rate: x2.0
- Pre-fire Time: 32F (1.07 seconds)
- Attack Rate: 16F (0.53 seconds)
Name | ATK | RNG | BLT | Slots / Max | Special | Location |
---|---|---|---|---|---|---|
Club 1 | 9 +1 | 10 | 0 | 1 | Aya's default club | |
Club 2 | 24 +2 | 10 | 0 | 1 | Steal Items, but Halves Attack Power | Soho, gun store |
Club 3 | 38 | 10 | 0 | 2 | Steal Items, but Halves Attack Power Quickdraw: First Attack |
Chinatown, sewers |
Club 4 | 78 +2 | 10 | 0 | 3 | Steal During Attack Counterattack Enemy Critical Percentage Increases |
Chrysler Building, floors 11-20 |
Club 5 | 100 +2 | 10 | 0 | 2 : 3 | Steal During Attack Quickdraw: First Attack |
Chrysler Building, floors 61-70 |
Pistols[]
Pistols are, without a doubt, some of the best guns in the game. They're very well rounded and have great strength without sacrificing speed. They also tend to deliver Critical hits more often. Nearly all models are actual, real-life pistols.
- Active Time Rate: x1.0
- Pre-fire Time: 16F (0.73 seconds)
- Attack Cycle Rate: 16F (1.0 seconds)
Name | ATK | RNG | BLT | Slots / Max | Special | Location |
---|---|---|---|---|---|---|
Maeda's Gun | 1 | 60 | 15 | 1 | Rate of Fire: 2 | Given by Maeda on Day 5. Cannot be removed from inventory. |
During the final battle, when you fight the mature form the Ultimate Being, you are given a crate of bullets that can only be fired by this gun. During this time, Maeda's Gun is the only firearm capable of doing beyond one point of damage—and in fact does at least 999 damage per shot due to the fact that said bullets have Aya's cells in them. | ||||||
M84F | 10 +2 | 51 | 6 | 1 : 4 | Rate of Fire: 2 | Aya's default pistol |
P220 | 14 +1 | 55 | 5 | 1 : 5 | Rate of Fire: 2 | Carnegie Hall, basement |
M1911A1 | 15 +2 | 60 | 5 +1 | 2 : 6 | Rate of Fire: 3 | Carnegie Hall, sewers |
M9 | 17 | 53 +1 | 8 +1 | 3 : 6 | Rate of Fire: 3 | Central Park
(Box near entrance. May be P8, instead) |
P8 | 18 +1 | 54 +2 | 7 | 1 : 6 | Central Park
(Box near entrance. May be M9, instead) | |
M92F | 28 +1 | 50 +1 | 8 +3 | 3 : 10 | Rate of Fire: 3 | Given by Wayne on Day 3 |
G19 | 30 +2 | 57 +1 | 8 +2 | 3 : 5 | Rate of Fire: 3 | Soho, gun store |
M9-2 | 38 +1 | 54 +1 | 10 +1 | 2 : 7 | Rate of Fire: 3 | Dropped by Sheeva (Kerberos) boss |
PPK | 45 +2 | 48 +1 | 12 | 2 : 4 | Rate of Fire: 5 Quickdraw: First Attack |
Warehouse (outside entrance, box behind right gate) |
G23 | 47 +1 | 58 +2 | 10 | 2 : 7 | Rate of Fire: 3 | Dropped by Spiderwoman boss (Hospital, rooftop) |
M1911A2 | 48 | 61 | 8 +2 | 2 : 5 | Rate of Fire: 3 | Chinatown (secret room on right side) |
G22 | 49 +2 | 61 | 10 +1 | 2 : 5 | Rate of Fire: 2 | Museum, 1st floor |
M9-3 | 53 +2 | 58 | 13 | 2 : 8 | Rate of Fire: 3 Enter 2 Commands |
Museum, 3rd floor |
M8000 | 57 | 58 | 12 | 3 : 5 | Enter 2 Commands | Dropped by Tyrannosaur boss |
USP-2 | 58 | 57 +2 | 11 | 2 : 7 | Chrysler Building, floors 2-10 | |
P228 | 59 | 55 +1 | 12 +1 | 2 : 6 | Chrysler Building, floors 2-10 | |
P226 | 63 | 57 | 11 +1 | 2 : 6 | Rate of Fire: 2 | Chrysler Building, floors 2-10 |
G20 | 65 | 61 +1 | 12 +2 | 2 : 3 | Counterattack Enemy | Chrysler Building, floors 41-50 |
M1911A4 | 68 | 62 +1 | 9 | 2 : 8 | Chrysler Building, floors 2-10 | |
P229 | 71 | 56 | 13 | 1 : 7 | Rate of Fire: 3 | Chrysler Building, floors 11-20 |
M96 | 75 +2 | 59 | 14 +2 | 5 | Chrysler Building, floors 11-20 | |
USP-3 | 75 +1 | 58 | 12 +1 | 2 : 3 | Rate of Fire: 2 Quickdraw: First Attack |
Chrysler Building, floors 41-50 |
AM44 | 78 | 58 | 12 +1 | 2 : 8 | Chrysler Building, floors 11-20 | |
Mark 23 | 81 +1 | 60 +1 | 13 | 2 : 3 | Rate of Fire: 3 Quickdraw: First Attack |
Chrysler Building, floors 21-30 |
M1911A5 | 85 +1 | 63 | 10 +1 | 2 : 5 | Chrysler Building, floors 31-40 | |
M712 | 85 +2 | 63 +1 | 10 +1 | 2 | Counterattack Enemy | Chrysler Building, floors 51-60 |
M96R | 88 +1 | 59 | 20 | 2 : 4 | Rate of Fire: 2 Enter 3 Commands |
Chrysler Building, floors 61-70 |
USP-TU | 115 +1 | 87 +1 | 25 +6 | 3 : 9 | Rate of Fire: 5 Counterattack Enemy |
Give Wayne 300 Junk, leave the decision to him, and you might get this |
SP1C | 118 +2 | 67 +2 | 18 +2 | 2 : 6 | Rate of Fire: 2 | Give Wayne 300 Junk, leave the decision to him, and you might get this |
DE50AE7 | 123 +2 | 55 +1 | 15 +2 | 8 : 9 | Rate of Fire: 2 | Give Wayne 300 Junk, then ask for the pistol |
Rifles[]
Aside from the rocket launchers in both fields, the rifles are the most powerful and longest-ranged guns in Parasite Eve. The strength and range of each rifle makes up for its rather slow speed.
- Active Time Rate: x0.8
- Pre-fire Time: 32F (1.07 seconds)
- Attack Cycle Rate: 24F (0.8 seconds)
Name | ATK | RNG | BLT | Slots / Max | Special | Location |
---|---|---|---|---|---|---|
M16A1 | 34 +1 | 110 +2 | 15+ 1 | 1 : 3 | Rate of Fire: 2 | Given by Torres on Day 2 |
SG550 | 40 | 108 +2 | 20 +1 | 2 : 5 | Rate of Fire: 2 | Dropped by Giant Dogman boss |
G3A3 | 43 +1 | 121 +2 | 18 +1 | 3 : 4 | Hospital, 13th floor | |
Type64 | 50 +1 | 112 +2 | 14 +2 | 4 : 5 | Rate of Fire: 3 Critical Percentage Increases |
Chrysler Building, floors 21-30 |
M16A2 | 53 +2 | 124 | 18 +1 | 2 : 4 | Rate of Fire: 3 | Chrysler Building, floors 2-10 |
PSG-1 | 75 | 120 | 18 +1 | 5 | Rate of Fire: 2 | Chrysler Building, floors 31-40 |
SAR | 85 +1 | 135 +1 | 16 | 2 : 3 | Chrysler Building, floors 41-50 | |
XM177E2 | 99 | 158 +1 | 16 +1 | 5 : 6 | Critical Percentage Increases | Chrysler Building, floors 61-70 |
FA-MAS | 119 | 168 +1 | 26 | 6 : 7 | Rate of Fire: 3 | Chrysler Building, floors 51-60 |
MAG | 151+1 | 185 | 20+1 | 4 : 7 | Rate of Fire: 2 Critical Percentage Increases |
Give Wayne 300 Junk and ask for the Rifle |
AK-47 | 155 | 152 +2 | 23 +1 | 6 : 8 | Rate of Fire: 5 Critical Percentage Increases Counterattack Enemy |
Give Wayne 300 Junk, leave the decision to him, and you might get this... |
Machine Guns[]
The fastest weapons in the game and nearly as well rounded as the pistols, the machine guns are about the same speed. Splitting your fire, the way the Random Rate of Fire attribute does, is rarely a good idea. The Random RoF:1.5x, Attack-All, and Shotgun "spray" abilities are mutually exclusive; applying any of these via Tool to a gun with a different ability will replace the existing ability. The only other option is to use a SuperTool to remove the undesired ability, and there are far better uses for those.
- Active Time Rate: x1.0
- Pre-fire Time: 8F (0.27 seconds)
- Attack Cycle Rate: 4F (0.13 seconds)
Name | ATK | RNG | BLT | Slots / Max | Special | Location |
---|---|---|---|---|---|---|
M11 | 32 +1 | 42 | 20 +1 | 2 | Rate of Fire: 5 Random Rate of Fire: 1.5 |
Soho, gun store |
M10 | 37 +1 | 45 | 22 +2 | 2 : 3 | Rate of Fire: 5 Random Rate of Fire: 1.5 |
Hospital, basement
(may be Micro UZ) |
Micro UZ | 38 +2 | 43 | 18 +1 | 4 | Rate of Fire: 5 Random Rate of Fire: 1.5 |
Hospital, basement
(may be M10) |
MP5K | 35 +1 | 43 | 23 +1 | 1 : 4 | Rate of Fire: 3 | NYPD, Weapons Storage |
MP5PDW | 52 +1 | 46 | 23 +2 | 2 : 6 | Rate of Fire: 7 Random Rate of Fire: 1.5 |
Museum, 2nd floor |
MP5A5 | 67 +1 | 48 | 28 +1 | 2 : 4 | Rate of Fire: 2 Attack All Enemies w/Rate of Fire |
Chrysler Building, floors 31-40 |
Full UZ | 68 | 49 +1 | 42 +1 | 3 : 4 | Rate of Fire: 10 Random Rate of Fire: 1.5 |
Chrysler Building, floors 11-20 |
PPsh41 | 78 +2 | 75 +1 | 71 | 2 : 6 | Rate of Fire: 10 | Give Wayne 300 Junk, leave the decision to him, and you might get this |
MP5SD6 | 89 | 52 | 31 +1 | 4 : 7 | Rate of Fire: 2 Attack All Enemies w/Rate of Fire |
Chrysler Building, floors 51-60 |
P90 | 122 | 51 +2 | 200 +1 | 5 : 7 | Rate of Fire: 10 Attack All Enemies w/Rate of Fire |
Give Wayne 300 Junk, then ask him for the machine gun |
Shotguns[]
Shotguns are slow but strong and all have the Burst ability, which allows Aya to fire at all foes within range after firing. The Random RoF:1.5x, Attack-All, and Shotgun "spray" abilities are mutually exclusive; applying any of these via (Super)Tool to a gun with a different ability will replace the existing ability.
- Active Time Rate: x0.8
- Pre-fire Time: 24F (0.73 seconds)
- Attack Rate: 30F (1.0 seconds)
Name | ATK | RNG | BLT | Slots / Max | Special | Location |
---|---|---|---|---|---|---|
M870 | 48 +1 | 60 | 4 +3 | 6 | Rate of Fire: 2 Burst: Spray Multiple Targets |
Chinatown, sewer |
M500 | 57 +2 | 61 +2 | 5 +2 | 8 | Burst: Spray Multiple Targets Rate of Fire: 2 |
Museum, 4th floor;
2nd on Chrysler Bldg Floors 61-70 |
M870-2 | 63 | 63 +1 | 5 | 7 | Burst: Spray Multiple Targets | Chrysler Building, floors 21-30 |
M500-2 | 75 +1 | 67 | 6 | 9 | Rate of Fire: 3 Burst: Spray Multiple Targets |
Chrysler Building, floors 61-70 |
Maverick | 82 | 69 +2 | 6 +1 | 5 : 6 | Burst: Spray Multiple Targets | Chrysler Building, floors 31-40 |
S12 | 97 +1 | 72 | 8 +1 | 6 | Burst: Spray Multiple Targets | Chrysler Building, floors 51-60 |
M10B | 120 +1 | 70 | 6 +1 | 4 : 7 | Rate of Fire: 3 Burst: Spray Multiple Targets |
Give Wayne 300 Junk, then ask him for the shotgun |
Grenade Launchers[]
Slow, low ammo capacity, limited range and low damage makes the grenade launchers an unsuitable choice for combat. Their biggest contribution happens to be the unique elemental specials they come with, all of which can easily be moved to other, more powerful weapons. Heat and Frost are best ignored, they do less damage to at least as many creatures as they do more damage to, not good for "all-around" use. Tranquilizer and Acid (and in Chrysler Building, Cyanide) are desirable if not must-haves.
- Active Time Rate: x0.8
- Pre-fire Time: 32F (1.07 seconds)
- Attack Rate: 32F (1.07 seconds)
Name | ATK | RNG | BLT | Slots / Max | Special | Location |
---|---|---|---|---|---|---|
M203 | 25 +2 | 59 +1 | 5 | 2 : 3 | Add Heat Effect to Bullets | Central Park |
M79 | 44 +1 | 65 +2 | 4 +1 | 3 : 4 | Rate of Fire: 2 Add Tranquilizer to Bullets |
Hospital, basement |
M79-2 | 45 +1 | 68 | 4 +2 | 4 | Add Acid Effect to Bullets Rate of Fire: 3 |
Subway Station |
M203-2 | 48 +1 | 65 | 6 +1 | 2 : 5 | Rate of Fire: 2 Add Heat Effect to Bullets |
Warehouse |
M203-3 | 49 +1 | 71 | 5 +2 | 4 : 5 | Rate of Fire: 3 Add Acid Effect to Bullets |
Chinatown, sewer |
M79-3 | 52 +2 | 68 +1 | 5 +1 | 3 : 4 | Add Frost Effect to Bullets Rate of Fire: 2 |
Dropped by Centipede boss |
M203-4 | 57 +1 | 67 | 7 +1 | 5 : 7 | Rate of Fire: 2 Add Frost Effect to Bullets |
Museum, 1st floor |
M79-4 | 59 +2 | 65 | 10 | 4 : 5 | Chrysler Building, floors 2-10 | |
M203-5 | 68 | 65 | 7 | 5 : 6 | Chrysler Building, floors 11-20 | |
M79-5 | 75 | 67 +2 | 8 | 5 | Chrysler Building, floors 21-30 | |
M203-6 | 80 +1 | 67 +1 | 6 +2 | 4 | Add Cyanide to Bullets | Chrysler Building, floors 61-70 |
HK40 | 115 +1 | 70 | 8 +1 | 6 | Give Wayne 300 Junk, then ask him for the grenade launcher |
Rocket Launchers[]
The best weapon concerning power and range, the rocket launcher's only faults are the inability to mod the weapon, its extremely low speed and its low amount of ammo.
- Active Time Rate: x0.4
- Pre-fire Time: 32F (1.07 seconds)
- Attack Rate: 32F (1.07 seconds)
Name | ATK | RNG | BUL | Slots / Max | Special | Location |
---|---|---|---|---|---|---|
AT4 | 128 | 202 | 1 | 0 | Dropped by Giant Crab boss | |
AT4-1 | 186 | 205+30 | 1 | 0 | Chrysler Building, Floors 41-50 | |
LAW80 | 200 +20 | 210 | 1 | 0 | Give Wayne 300 Junk, then ask him for the rocket launcher |
Unused Weapons[]
Name | ATK | RNG | BUL | Slots / Max | Special | Location |
---|---|---|---|---|---|---|
M1911A3 | 50 | 62 | 8 +1 | 2 : 7 | Rate of Fire: 5 | |
P220-2 | 47 +1 | 55 | 11 +1 | 3 : 5 | Rate of Fire: 3 | |
USP | 51 +1 | 56 | 9 +1 | 2 : 4 | Rate of Fire: 3 | |
Mini UZ | 48 +1 | 45 +1 | 19 +1 | 3 | Rate of Fire: 5 Random Rate of Fire: 1.5 |
|
M79-6 | 94 | 69 +1 | 10 +1 | 4 : 7 | ||
Maeda's Gun | 1 | 70 | 15 | 1 | Rate of Fire: 2 | |
While only one Maeda's Gun exists within the game's data, the NA's Debug Mode can create two of them with different stats. This one has a longer (though incorrect) range. | ||||||
DebugSMG | 1 +998 | 1 +998 | 1 +998 | 10 : 255 | Rate of Fire: 10 Quickdraw: First Attack Attack All Enemies w/Rate of Fire Add Acid Effect to Bullets Add Cyanide to Bullets Add Frost Effect to Bullets Add Heat Effect to Bullets Add Tranquilizer to Bullets Counterattack Enemy Enter 3 Commands |
v · e · d |
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Characters |
Aya Brea - Daniel Dollis - Kunihiko Maeda - Melissa Pearce - Mitochondria Eve Maya Brea - Ben Dollis - Lorraine Dollis - Hans Klamp - Douglas Baker - Torres Owens - Wayne Garcia |
Creatures |
Armadillo - Bacterium - Bat - Bear - Cat - Chameleon - Crow - Dogman - Flyman - Frog - Mixedman - Mole - Monkey - Parrot - Plant - Pterodactyl - Rat - Ratman - Spider - Scorpion - Squirrel - Snake - Treasurebox - Troodon |
Bosses |
Alligator - Bee - Centipede - Cockroach - Crab - Eve - Giantworm - Kerberos - Spiderwoman - Triceratops - Truebred Eve - T-Rex - Ultimate Being |
Locations |
American Museum of Natural History - Carnegie Hall - Central Park - Chinatown - Chrysler Building - N.Y.P.D. - Sewers - Soho - St. Francis Hospital - Subway - Warehouse |
Archives |
Weapons - Armor - Items - Gameplay - Soundtrack - Remixes Soundtrack |