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AyaG

Aya Brea holding a handgun.

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, making the gun weaker to make another gun stronger. The player can do the same to the special effects if there are available slots for it.

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. Note that anything above 2 can be dangerous, as it leaves Aya vulnerable to attacks and running out of ammo, plus the higher the rate of fire, the less damage each shot does.
  • 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, despite having a Rate of Fire: 3 special, 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. For the boss battle, a longer-range weapon (G3A3 rifle, found on 13th floor before boss) would be more effective.
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 mod it to the M1911A2.
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 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
Pe1_icon_inv_club.png Club 1 9 +1 10 0 1 Aya's default club
Pe1_icon_inv_club.png Club 2 24 +2 10 0 1 Steal Items, but Halves Attack Power Soho, gun store
Pe1_icon_inv_club.png Club 3 38 10 0 2 Steal Items, but Halves Attack Power
Quickdraw: First Attack
Chinatown, sewers
Pe1_icon_inv_club.png Club 4 78 +2 10 0 3 Steal During Attack
Counterattack Enemy
Critical Percentage Increases
Chrysler Building, floors 11-20
Pe1_icon_inv_club.png 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. Nearly all models are actual, real-life pistols.

  • Active Time Rate: x1.0
  • Pre-fire Time: 16F (0.73 seconds)
  • Attack Rate: 16F (1.0 seconds)
Name ATK RNG BLT Slots / Max Special Location
Pe1_icon_inv_pistol.png 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.
Pe1_icon_inv_pistol.png M84F 10 +2 51 6 1 : 4 Rate of Fire: 2 Aya's default pistol
Pe1_icon_inv_pistol.png P220 14 +1 55 5 1 : 5 Rate of Fire: 2 Carnegie Hall, basement
Pe1_icon_inv_pistol.png M1911A1 15 +2 60 5 +1 2 : 6 Rate of Fire: 3 Carnegie Hall, sewers
Pe1_icon_inv_pistol.png M9 17 53 +1 8 +1 3 : 6 Rate of Fire: 3 Central Park

(Box near entrance. May be P8, instead)

Pe1_icon_inv_pistol.png P8 18 +1 54 +2 7 1 : 6 Central Park

(Box near entrance. May be M9, instead)

Pe1_icon_inv_pistol.png M92F 28 +1 50 +1 8 +3 3 : 10 Rate of Fire: 3 Given by Wayne on Day 3
Pe1_icon_inv_pistol.png G19 30 +2 57 +1 8 +2 3 : 5 Rate of Fire: 3 Soho, gun store
Pe1_icon_inv_pistol.png M9-2 38 +1 54 +1 10 +1 2 : 7 Rate of Fire: 3 Dropped by Sheeva (Kerberos) boss
Pe1_icon_inv_pistol.png PPK 45 +2 48 +1 12 2 : 4 Rate of Fire: 5
Quickdraw: First Attack
Warehouse
(outside entrance, box behind right gate)
Pe1_icon_inv_pistol.png G23 47 +1 58 +2 10 2 : 7 Rate of Fire: 3 Dropped by Spiderwoman boss
(Hospital, rooftop)
Pe1_icon_inv_pistol.png M1911A2 48 61 8 +2 2 : 5 Rate of Fire: 3 Chinatown (secret room on right side)
Pe1_icon_inv_pistol.png G22 49 +2 61 10 +1 2 : 5 Rate of Fire: 2 Museum, 1st floor
Pe1_icon_inv_pistol.png M9-3 53 +2 58 13 2 : 8 Rate of Fire: 3
Enter 2 Commands
Museum, 3rd floor
Pe1_icon_inv_pistol.png M8000 57 58 12 3 : 5 Enter 2 Commands Dropped by Tyrannosaur boss
Pe1_icon_inv_pistol.png USP-2 58 57 +2 11 2 : 7 Chrysler Building, floors 2-10
Pe1_icon_inv_pistol.png P228 59 55 +1 12 +1 2 : 6 Chrysler Building, floors 2-10
Pe1_icon_inv_pistol.png P226 63 57 11 +1 2 : 6 Rate of Fire: 2 Chrysler Building, floors 2-10
Pe1_icon_inv_pistol.png G20 65 61 +1 12 +2 2 : 3 Counterattack Enemy Chrysler Building, floors 41-50
Pe1_icon_inv_pistol.png M1911A4 68 62 +1 9 2 : 8 Chrysler Building, floors 2-10
Pe1_icon_inv_pistol.png P229 71 56 13 1 : 7 Rate of Fire: 3 Chrysler Building, floors 11-20
Pe1_icon_inv_pistol.png M96 75 +2 59 14 +2 5 Chrysler Building, floors 11-20
Pe1_icon_inv_pistol.png USP-3 75 +1 58 12 +1 2 : 3 Rate of Fire: 2
Quickdraw: First Attack
Chrysler Building, floors 41-50
Pe1_icon_inv_pistol.png AM44 78 58 12 +1 2 : 8 Chrysler Building, floors 11-20
Pe1_icon_inv_pistol.png Mark 23 81 +1 60 +1 13 2 : 3 Rate of Fire: 3
Quickdraw: First Attack
Chrysler Building, floors 21-30
Pe1_icon_inv_pistol.png M1911A5 85 +1 63 10 +1 2 : 5 Chrysler Building, floors 31-40
Pe1_icon_inv_pistol.png M712 85 +2 63 +1 10 +1 2 Counterattack Enemy Chrysler Building, floors 51-60
Pe1_icon_inv_pistol.png M96R 88 +1 59 20 2 : 4 Rate of Fire: 2
Enter 3 Commands
Chrysler Building, floors 61-70
Pe1_icon_inv_pistol.png 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
Pe1_icon_inv_pistol.png 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
Pe1_icon_inv_pistol.png 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 Rate: 24F (0.8 seconds)
Name ATK RNG BLT Slots / Max Special Location
Pe1_icon_inv_rifle.png M16A1 34 +1 110 +2 15+ 1 1 : 3 Rate of Fire: 2 Given by Torres on Day 2
Pe1_icon_inv_rifle.png SG550 40 108 +2 20 +1 2 : 5 Rate of Fire: 2 Dropped by Giant Dogman boss
Pe1_icon_inv_rifle.png G3A3 43 +1 121 +2 18 +1 3 : 4 Hospital, 13th floor
Pe1_icon_inv_rifle.png Type64 50 +1 112 +2 14 +2 4 : 5 Rate of Fire: 3
Critical Percentage Increases
Chrysler Building, floors 21-30
Pe1_icon_inv_rifle.png M16A2 53 +2 124 18 +1 2 : 4 Rate of Fire: 3 Chrysler Building, floors 2-10
Pe1_icon_inv_rifle.png PSG-1 75 120 18 +1 5 Rate of Fire: 2 Chrysler Building, floors 31-40
Pe1_icon_inv_rifle.png SAR 85 +1 135 +1 16 2 : 3 Chrysler Building, floors 41-50
Pe1_icon_inv_rifle.png XM177E2 99 158 +1 16 +1 5 : 6 Critical Percentage Increases Chrysler Building, floors 61-70
Pe1_icon_inv_rifle.png FA-MAS 119 168 +1 26 6 : 7 Rate of Fire: 3 Chrysler Building, floors 51-60
Pe1_icon_inv_rifle.png MAG 151+1 185 20+1 4 : 7 Rate of Fire: 2
Critical Percentage Increases
Give Wayne 300 Junk and ask for the Rifle
Pe1_icon_inv_rifle.png 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. The drawback with them, however, is the fact that many stocks come with negative side effects that only a few Super Tools would be able to get rid of.

  • Active Time Rate: x1.0
  • Pre-fire Time: 8F (0.27 seconds)
  • Attack Rate: 4F (0.13 seconds)
Name ATK RNG BLT Slots / Max Special Location
Pe1_icon_inv_smg.png M11 32 +1 42 20 +1 2 Rate of Fire: 5
Random Rate of Fire: 1.5
Soho, gun store
Pe1_icon_inv_smg.png M10 37 +1 45 22 +2 2 : 3 Rate of Fire: 5
Random Rate of Fire: 1.5
Hospital, basement

(may be Micro UZ)

Pe1_icon_inv_smg.png Micro UZ 38 +2 43 18 +1 4 Rate of Fire: 5
Random Rate of Fire: 1.5
Hospital, basement

(may be M10)

Pe1_icon_inv_smg.png MP5K 35 +1 43 23 +1 1 : 4 Rate of Fire: 3 NYPD, Weapons Storage
Pe1_icon_inv_smg.png MP5PDW 52 +1 46 23 +2 2 : 6 Rate of Fire: 7
Random Rate of Fire: 1.5
Museum, 2nd floor
Pe1_icon_inv_smg.png MP5A5 67 +1 48 28 +1 2 : 4 Rate of Fire: 2
Attack All Enemies w/Rate of Fire
Chrysler Building, floors 31-40
Pe1_icon_inv_smg.png Full UZ 68 49 +1 42 +1 3 : 4 Rate of Fire: 10
Random Rate of Fire: 1.5
Chrysler Building, floors 11-20
Pe1_icon_inv_smg.png 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
Pe1_icon_inv_smg.png MP5SD6 89 52 31 +1 4 : 7 Rate of Fire: 2
Attack All Enemies w/Rate of Fire
Chrysler Building, floors 51-60
Pe1_icon_inv_smg.png 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,

  • 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
Pe1_icon_inv_shotgun.png M870 48 +1 60 4 +3 6 Rate of Fire: 2
Burst: Spray Multiple Targets
Chinatown, sewer
Pe1_icon_inv_shotgun.png M500 57 +2 61 +2 5 +2 8 Burst: Spray Multiple Targets
Rate of Fire: 2
Museum, 4th floor
Pe1_icon_inv_shotgun.png M870-2 63 63 +1 5 7 Burst: Spray Multiple Targets Chrysler Building, floors 21-30
Pe1_icon_inv_shotgun.png M500-2 75 +1 67 6 9 Rate of Fire: 3
Burst: Spray Multiple Targets
Chrysler Building, floors 61-70
Pe1_icon_inv_shotgun.png Maverick 82 69 +2 6 +1 5 : 6 Burst: Spray Multiple Targets Chrysler Building, floors 31-40
Pe1_icon_inv_shotgun.png S12 97 +1 72 8 +1 6 Burst: Spray Multiple Targets Chrysler Building, floors 51-60
Pe1_icon_inv_shotgun.png 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.

  • 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
Pe1_icon_inv_grenade_launcher.png M203 25 +2 59 +1 5 2 : 3 Add Heat Effect to Bullets Central Park
Pe1_icon_inv_grenade_launcher.png M79 44 +1 65 +2 4 +1 3 : 4 Rate of Fire: 2
Add Tranquilizer to Bullets
Hospital, basement
Pe1_icon_inv_grenade_launcher.png M79-2 45 +1 68 4 +2 4 Add Acid Effect to Bullets
Rate of Fire: 3
Subway Station
Pe1_icon_inv_grenade_launcher.png M203-2 48 +1 65 6 +1 2 : 5 Rate of Fire: 2
Add Heat Effect to Bullets
Warehouse
Pe1_icon_inv_grenade_launcher.png M203-3 49 +1 71 5 +2 4 : 5 Rate of Fire: 3
Add Acid Effect to Bullets
Chinatown, sewer
Pe1_icon_inv_grenade_launcher.png M79-3 52 +2 68 +1 5 +1 3 : 4 Add Frost Effect to Bullets
Rate of Fire: 2
Dropped by Centipede boss
Pe1_icon_inv_grenade_launcher.png M203-4 57 +1 67 7 +1 5 : 7 Rate of Fire: 2
Add Frost Effect to Bullets
Museum, 1st floor
Pe1_icon_inv_grenade_launcher.png M79-4 59 +2 65 10 4 : 5 Chrysler Building, floors 2-10
Pe1_icon_inv_grenade_launcher.png M203-5 68 65 7 5 : 6 Chrysler Building, floors 11-20
Pe1_icon_inv_grenade_launcher.png M79-5 75 67 +2 8 5 Chrysler Building, floors 21-30
Pe1_icon_inv_grenade_launcher.png M203-6 80 +1 67 +1 6 +2 4 Add Cyanide to Bullets Chrysler Building, floors 61-70
Pe1_icon_inv_grenade_launcher.png 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
Pe1_icon_inv_rocket_launcher.png AT4 128 202 1 0 Dropped by Giant Crab boss
Pe1_icon_inv_rocket_launcher.png AT4-1 186 205+30 1 0 Chrysler Building, Floors 41-50
Pe1_icon_inv_rocket_launcher.png 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
Pe1_icon_inv_pistol.png M1911A3 50 62 8 +1 2 : 7 Rate of Fire: 5
Pe1_icon_inv_pistol.png P220-2 47 +1 55 11 +1 3 : 5 Rate of Fire: 3
Pe1_icon_inv_pistol.png USP 51 +1 56 9 +1 2 : 4 Rate of Fire: 3
Pe1_icon_inv_smg.png Mini UZ 48 +1 45 +1 19 +1 3 Rate of Fire: 5
Random Rate of Fire: 1.5
Pe1_icon_inv_grenade_launcher.png M79-6 94 69 +1 10 +1 4 : 7
Pe1_icon_inv_pistol.png 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.
Pe1_icon_inv_smg.png 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
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 - Centipede - Chameleon - Crow - Dogman - Flyman - Frog - Mixedman - Mole - Monkey - Parrot - Plant - Pterodactyl - Rat - Ratman - Spider - Scorpion - Squirrel - Snake - Treasurebox - Troodon
Bosses
Alligator - Bee - 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
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