WEAPONS Legend NAME - The name of the weapon ATTACK - The initial attack power of the weapon (base + modifiers) RANGE - The initial range of the weapon (base + modifiers) BULLETS - The initial number of bullets on the weapon (base + modifiers) SLOTS - The number of slots on the weapon (initial slots / max. slots) SPECIAL - The Special Effects on the weapon LOCATION - The location where the weapon is found Special Effects St (Steal Item) - Steals items, but halves attack power Sa (Steal and Attack) - Steals item during attack Q (Quickdraw) - First attack Cr (Critical Bonus) - Critical attack rate increases Co (Counter) - Counterattack when attacked B (Burst) - Hit multiple targets ER (Explosive Rounds) - Adds Heat Effect to weapon FR (Freezing Rounds) - Adds Frost Effect to weapon AR (Acid Rounds) - Adds Acid Effect to weapon TR (Tranquilizer Rounds) - Adds Tranquilizer Effect to weapon CR (Cyanide Rounds) - Adds Cyanide Effect to weapon R1 (Random Shot 1) - Enemies targeted at random R2 (Random Shot 2) - All enemies targeted (?) C2 (Command x2) - Enter two commands per turn C3 (Command x3) - Enter three commands per turn x# (Rate of Fire x#) - Shoot # times per turn |
Melee Weapon | ||||||
Name | Attack | Range | Bullets | Slots | Special | Location |
Club 1 | 9+1 | 10+0 | 0+0 | 1/1 | None | Start |
Club 2 | 24+2 | 10+0 | 0+0 | 1/1 | St | Soho |
Club 3 | 38+0 | 10+0 | 0+0 | 2/2 | St, Q | Chinatown Sewers |
Club 4 | 78+2 | 10+0 | 0+0 | 3/3 | Sa, Cr, Co | Chrysler Building |
Club 5 | 100+2 | 10+0 | 0+0 | 2/2 | Sa, Q | Chrysler Building |
Handgun | ||||||
Name | Attack | Range | Bullets | Slots | Special | Location |
Maeda's Gun | 1+0 | 60+0 | 15+0 | 1/1 | x2 | Museum |
M84F | 10+2 | 51+0 | 6+0 | 1/4 | x2 | Start |
P220 | 14+1 | 55+0 | 5+0 | 1/5 | x2 | Carnegie Hall |
M1911A1 | 15+2 | 60+0 | 5+1 | 2/6 | x3 | Carnegie Sewers |
M9 | 17+0 | 53+1 | 8+1 | 3/6 | x3 | Central Park |
P8 | 18+1 | 54+2 | 7+0 | 1/1 | None | Central Park |
M92F | 28+1 | 50+1 | 8+3 | 3/10 | x3 | N.Y.P.D. |
G19 | 30+2 | 57+1 | 8+2 | 3/5 | x3 | Soho |
M9-2 | 38+1 | 54+1 | 10+1 | 2/7 | x3 | N.Y.P.D. |
PPK | 45+2 | 48+1 | 12+0 | 2/4 | Q, x5 | Warehouse |
G23 | 47+1 | 58+2 | 10+0 | 2/7 | x3 | Hospital |
P220-2 | 47+1 | 55+0 | 11+1 | 3/5 | x3 | Museum |
M1911A2 | 48+0 | 61+0 | 8+2 | 2/5 | x3 | Chinatown |
M1911A3 | 50+0 | 62+0 | 8+1 | 2/7 | x5 | Chrysler Building |
G22 | 49+2 | 60+0 | 10+1 | 2/5 | x2 | Museum |
USP | 51+1 | 56+0 | 9+1 | 2/4 | x3 | Chrysler Building |
M9-3 | 53+2 | 58+0 | 13+0 | 2/7 | C2, x3 | Museum |
M8000 | 57+0 | 58+0 | 12+0 | 2/7 | C2 | Museum |
USP-2 | 58+0 | 57+2 | 11+0 | 2/7 | None | Chrysler Building |
P228 | 59+0 | 55+1 | 12+1 | 2/6 | None | Chrysler Building |
P226 | 63+0 | 57+0 | 11+1 | 2/6 | x2 | Chrysler Building |
G20 | 65+0 | 61+1 | 12+2 | 2/3 | Co | Chrysler Building |
M1911A4 | 68+0 | 62+1 | 9+0 | 2/8 | None | Chrysler Building |
P229 | 71+0 | 56+0 | 13+0 | 1/7 | x3 | Chrysler Building |
USP-3 | 75+1 | 58+0 | 12+1 | 2/3 | Q, x2 | Chrysler Building |
M96 | 75+2 | 59+0 | 14+2 | 5/5 | None | Chrysler Building |
AM44 | 78+0 | 58+0 | 12+1 | 2/8 | None | Chrysler Building |
Mark23 | 81+1 | 60+1 | 13+0 | 2/3 | Q, x3 | Chrysler Building |
M1911A5 | 85+1 | 63+0 | 10+1 | 2/5 | None | Chrysler Building |
M712 | 85+2 | 63+1 | 10+1 | 2/2 | Co | Chrysler Building |
M96R | 88+1 | 59+0 | 20+0 | 2/4 | C3, x2 | Chrysler Building |
USP-TU | 115+1 | 87+1 | 25+6 | 3/9 | Co, x5 | Wayne (300 Junk) |
SP1C | 118+2 | 67+2 | 18+2 | 2/6 | x2 | Wayne (300 Junk) |
DE50AE7 | 123+2 | 55+1 | 15+2 | 8/9 | x2 | Wayne (300 Junk) |
Rifle | ||||||
Name | Attack | Range | Bullets | Slots | Special | Location |
M16A1 | 34+1 | 110+2 | 15+1 | 1/3 | x2 | N.Y.P.D. |
SG550 | 40+0 | 108+2 | 20+1 | 2/5 | x2 | N.Y.P.D. |
G3A3 | 43+1 | 121+2 | 18+1 | 3/4 | None | Hospital |
Type64 | 50+1 | 112+2 | 14+2 | 4/5 | Cr, x3 | Chrysler Building |
M16A2 | 53+2 | 124+0 | 18+1 | 2/4 | x3 | Chrysler Building |
PSG-1 | 75+0 | 120+0 | 18+1 | 5/5 | x2 | Chrysler Building |
SAR | 85+1 | 135+1 | 16+0 | 2/3 | None | Chrysler Building |
XM177E2 | 99+0 | 158+1 | 16+1 | 5/6 | Cr | Chrysler Building |
FA-MAS | 119+0 | 168+1 | 26+0 | 6/7 | x3 | Chrysler Building |
MAG | 151+1 | 185+0 | 20+1 | 4/7 | Cr, x2 | Wayne (300 Junk) |
AK-47 | 155+0 | 152+2 | 23+1 | 6/8 | Cr, Co, x5 | Wayne (300 Junk) |
Grenade Launcher | ||||||
Name | Attack | Range | Bullets | Slots | Special | Location |
M203 | 25+2 | 59+1 | 5+0 | 2/3 | ER | Central Park |
M79 | 44+1 | 65+2 | 4+1 | 3/4 | TR, x2 | Hospital |
M79-2 | 45+1 | 68+0 | 4+2 | 4/4 | AR, x3 | Chinatown |
M203-2 | 48+1 | 65+0 | 6+1 | 2/5 | ER, x2 | Warehouse |
M203-3 | 49+1 | 71+0 | 5+2 | 4/5 | AR, x3 | Chinatown Sewers |
M79-3 | 52+2 | 68+1 | 5+1 | 3/5 | FR, x2 | Chinatown Sewers |
M203-4 | 57+1 | 67+0 | 7+1 | 5/7 | FR, x2 | Museum |
M79-4 | 59+2 | 65+0 | 10+0 | 4/5 | None | Chrysler Building |
M203-5 | 68+0 | 65+0 | 7+0 | 5/6 | None | Chrysler Building |
M79-5 | 75+0 | 67+2 | 8+0 | 5/5 | None | Chrysler Building |
M203-6 | 80+1 | 67+1 | 6+2 | 4/4 | CR | Chrysler Building |
M79-6 | 94+1 | 68+1 | 10+1 | 4/7 | None | Chrysler Building |
HK40 | 115+1 | 70+0 | 8+1 | 6/6 | None | Wayne (300 Junk) |
Machine Gun | ||||||
Name | Attack | Range | Bullets | Slots | Special | Location |
M11 | 32+1 | 42+0 | 20+1 | 2/2 | R1, x5 | Soho |
MP5K | 35+1 | 43+0 | 23+1 | 1/4 | x3 | N.Y.P.D. |
M10 | 37+1 | 45+0 | 22+2 | 2/3 | R1, x7 | Hospital |
Micro UZ | 38+2 | 43+0 | 18+1 | 4/4 | R1, x5 | Hospital |
MP5PDW | 52+1 | 46+0 | 23+2 | 2/6 | R1, x7 | Museum |
MP5A5 | 67+1 | 48+0 | 28+1 | 2/4 | R2, x2 | Chrysler Building |
Full UZ | 68+0 | 49+1 | 42+1 | 3/4 | R1, x10 | Chrysler Building |
PPSh41 | 78+2 | 75+1 | 71+0 | 2/6 | x10 | Wayne (300 Junk) |
MP5SD6 | 89+0 | 52+0 | 31+1 | 4/7 | R2, x3 | Chrysler Building |
P90 | 122+0 | 51+2 | 200+1 | 5/7 | R1, x10 | Wayne (300 Junk) |
Shotgun | ||||||
Name | Attack | Range | Bullets | Slots | Special | Location |
M870 | 48+1 | 60+0 | 4+3 | 6/6 | B, x2 | Chinatown Sewers |
M500 | 57+2 | 61+2 | 5+2 | 8/8 | B, x2 | Museum |
M870-2 | 63+0 | 63+1 | 5+0 | 7/7 | B | Chrysler Building |
M500-2 | 75+1 | 67+0 | 6+0 | 5/9 | B, x3 | Chrysler Building |
Maverick | 82+0 | 69+2 | 7+0 | 5/6 | B | Chrysler Building |
S12 | 97+1 | 72+0 | 8+1 | 6/6 | B | Chrysler Building |
M10B | 120+1 | 70+0 | 6+1 | 4/7 | B, x3 | Wayne (300 Junk) |
Rocket Launcher | ||||||
Name | Attack | Range | Bullets | Slots | Special | Location |
AT4 | 128+0 | 202+0 | 1+0 | 0/0 | None | Warehouse |
AT4-2 | 186+0 | 205+30 | 1+0 | 0/0 | None | Chrysler Building |
LAW80 | 200+20 | 210+0 | 1+0 | 0/0 | None | Wayne (300 Junk) |
ARMOR Legend NAME - The name of the armor DEFENSE - The initial defense provided by the armor (base + modifier) PE - The amount of Parasite Energy added to Aya's amount (base + modifier) CRITICAL - The defense provided against critical attacks (base + modifier) SLOTS - The number of slots on the armor (initial slots / max. slots) SPECIAL - The Special Effects on the armor LOCATION - The location where the weapon is found Special Effects H (Auto Heal) - Automatically uses Medicine when HP is low C (Auto Cure) - Automatically uses Cures to remove harmful status HU (HP Up) - Aya's max HP is increased AU (Attack Up) - Aya's Attack Power is increased AD (Attack Down) - Aya's Attack Power is decreased AT (AT Slow) - The Active Time Bar recharges more slowly PE (PE Light) - Parasite Energy potential decreases I# (Inventory Bonus) - Item capacity increases by # aP (Anti-Poison) - Resists Poison aS (Anti-Stiffness) - Resists Stiffness aD (Anti-Darkness) - Resists Darkness aC (Anti-Confusion) - Resists Confusion |
Normal (N) | ||||||
Name | Defense | PE | Critical | Slots | Special | Location |
N Vest | 9+1 | 8+0 | 13+0 | 2/2 | None | Start |
N Protector | 11+1 | 9+0 | 16+2 | 3/4 | None | Carnegie Hall |
N Jacket | 34+1 | 28+1 | 19+0 | 3/5 | None | N.Y.P.D. |
N Suit | 43+1 | 35+1 | 22+1 | 2/6 | None | Museum |
Kevlar (K) | ||||||
Name | Defense | PE | Critical | Slots | Special | Location |
Kv Vest 1 | 19+1 | 11+1 | 15+0 | 2/2 | None | Carnegie Sewers |
Kv Protector | 40+1 | 32+1 | 18+2 | 2/2 | None | Chrysler Building |
Kv Jacket | 46+0 | 45+0 | 21+0 | 2/3 | None | Chrysler Building |
Kv Suit 1 | 55+1 | 56+0 | 27+1 | 2/3 | None | Chrysler Building |
Kv Armor 1 | 69+1 | 67+1 | 30+2 | 2/3 | None | Chrysler Building |
Chemical (Cm) | ||||||
Name | Defense | PE | Critical | Slots | Special | Location |
Cm Vest 1 | 15+1 | 16+0 | 10+1 | 2/2 | H | N.Y.P.D. |
Cm Vest 2 | 30+1 | 33+2 | 21+2 | 2/2 | H | N.Y.P.D. |
Cm Protector | 36+1 | 48+0 | 29+2 | 3/3 | H | Warehouse |
Cm Jacket | 42+0 | 48+2 | 32+1 | 2/3 | H | Chrysler Building |
Cm Suit 1 | 52+0 | 57+1 | 35+0 | 3/4 | C | Chrysler Building |
Cm Armor 1 | 52+0 | 55+1 | 37+1 | 4/4 | C, H | Chrysler Building |
Cm Armor 2 | 88+1 | 96+1 | 41+0 | 5/6 | AD, PE | Chrysler Building |
Spectra (Sp) | ||||||
Name | Defense | PE | Critical | Slots | Special | Location |
Sp Vest 1 | 20+2 | 14+1 | 18+1 | 2/3 | None | Central Park |
Sp Jacket | 35+0 | 29+1 | 26+0 | 2/3 | None | Hospital |
Sp Protector | 38+1 | 23+0 | 26+0 | 3/4 | None | Warehouse |
Sp Vest 2 | 49+1 | 41+0 | 24+1 | 2/3 | None | Chrysler Building |
Sp Suit 1 | 58+2 | 52+0 | 29+0 | 2/4 | None | Chrysler Building |
Sp Armor 1 | 75+0 | 69+1 | 32+1 | 2/6 | None | Chrysler Building |
Sp Armor 2 | 86+1 | 79+1 | 39+1 | 2/6 | AU | Chrysler Building |
Survival (Sv) | ||||||
Name | Defense | PE | Critical | Slots | Special | Location |
Sv Vest 1 | 18+1 | 14+2 | 19+0 | 2/4 | I1 | Central Park |
Sv Protector | 38+1 | 35+1 | 30+0 | 2/5 | I1 | Museum |
Sv Jacket | 42+0 | 38+2 | 33+0 | 2/3 | I1 | Chrysler Building |
Sv Suit 1 | 46+1 | 42+0 | 38+2 | 3/6 | I2 | Chrysler Building |
Sv Suit 2 | 51+1 | 45+0 | 41+0 | 3/8 | I2 | Chrysler Building |
Sv Armor 1 | 65+1 | 62+0 | 45+2 | 2/8 | I4 | Chrysler Building |
Sv Armor 2 | 78+1 | 69+1 | 48+1 | 4/9 | I4 | Chrysler Building |
Bio (B) | ||||||
Name | Defense | PE | Critical | Slots | Special | Location |
B Vest 1 | 29+1 | 35+0 | 20+0 | 2/4 | aP | Hospital |
B Protector | 32+1 | 38+0 | 22+1 | 2/3 | aS | Chinatown Sewers |
B Jacket 1 | 43+1 | 48+1 | 27+1 | 3/4 | aP | Museum |
B Suit 1 | 48+0 | 54+1 | 27+0 | 3/4 | aD, aP, aS | Chrysler Building |
B Jacket 2 | 55+0 | 61+0 | 30+2 | 2/5 | aD | Chrysler Building |
B Suit 2 | 69+1 | 75+1 | 34+0 | 2/6 | aC, AD | Chrysler Building |
B Armor | 85+0 | 86 | 45+0 | 6/6 | AD, aP, aS | Chrysler Building |
Ceramics (Cr) | ||||||
Name | Defense | PE | Critical | Slots | Special | Location |
Cr Vest 1 | 27+2 | 24+0 | 29+1 | 2/3 | None | Soho |
Cr Protector | 39+2 | 41+2 | 25+1 | 2/4 | AT, HU | Chinatown Sewers |
Cr Jacket | 43+1 | 45+0 | 33+1 | 4/7 | None | Chrysler Building |
Cr Vest 2 | 45+1 | 42+1 | 31+0 | 2/4 | None | Museum |
Cr Suit 1 | 65+0 | 67+1 | 37+2 | 4/5 | AT, HU | Chrysler Building |
Cr Armor 1 | 91+1 | 89+1 | 42+1 | 5/7 | AT, AU, HU | Chrysler Building |
Cr Armor 2 | 106+1 | 102+2 | 48+3 | 7/10 | HU | Chrysler Building |
WAYNE'S JUNK After Day 3, when Wayne becomes the head of the weapon department, he'll tell you to find him some Rare Trading Cards. For each Rare Trading Card you give him, you'll be able to upgrade two pieces of equipment (as opposed to the one you receive by giving him a regular Trading Card or Mod Permit). In addition, if you give him at least 10 Rare Trading Cards, he'll give you a Tool Kit, which has the same use as a Tool, but never runs out. If you give him all 14 Rare Trading Cards, you'll receive the Super Tool Kit, which is like the Tool Kit in its unlimited supply, but acts as a Super Tool. All of the Rare Trading Cards are located inside the Chrysler Building: |
P38 T | M1 T | MG42 T | Type3 T |
Kasul T | BAR T | M29 T | Eagle T |
Bhawk T | MK5 T | M74 T | |
PPKS T | MP44 T | Type38 T |
Also, when you talk to Wayne, you'll notice that there is an option "Discard Junk". Instead of discarding the junk you collect from your inventory, you should go to Wayne and have him take it. If you give him 300 pieces, he'll offer to make you a gun of your choice: |
Handgun | DE50AE7 |
Shotgun | M10B |
Machine Gun | P90 |
Rifle | MAG |
Grenade Launcher | HK40 |
Rocket Launcher | LAW80 |
Leave It To Wayne | PPSh41 Machine Gun |
SP1C Handgun | |
USP-TU Handgun | |
AK-47 Rifle | |
Super Junk (Useless!) | |
Duper Junk (Useless!) |
Name | Attack | Range | Bullets | Slots | Special |
DE50AE7 | 123+2 | 55+1 | 15+2 | 8/9 | x2 |
M10B | 120+1 | 70+0 | 6+1 | 4/7 | B, x3 |
P90 | 122+0 | 51+2 | 200+1 | 5/7 | R1, x10 |
MAG | 151+1 | 185+0 | 20+1 | 4/7 | Cr, x2 |
HK40 | 115+1 | 70+0 | 8+1 | 6/6 | None |
LAW80 | 200+20 | 210+0 | 1+0 | 0/0 | None |
PPSh41 | 78+2 | 75+1 | 71+0 | 2/6 | x10 |
SP1C | 118+2 | 67+2 | 18+2 | 2/6 | x2 |
USP-TU | 115+1 | 87+1 | 25+6 | 3/9 | Co, x5 |
AK-47 | 155+0 | 152+2 | 23+1 | 6/8 | Cr, Co, x5 |
It is best not to leave anything to Wayne. Other than the fact that he might mess up (in which case you can still load), the weapon he decides to make for you is generally less powerful than the one you'd get if you did not leave it to Wayne. |
General Notes
Day 1 - Resonance
Day 2 - Fusion
Day 3 - Selection
Day 4 - Conception
Day 5 - Evolution
Day 6 - Liberation
The Chrysler Building
Weapons & Armor