============================================ LEAVE IT TO WAYNE: THE BORING JUNK ADVENTURE by Skysenshi http://www.coolay.com ============================================ ======================== I. INTRODUCTION ======================== Junks are supposed to be useless, at least I thought so before I heard this rumor about them being recycleable in Parasite Eve. I'm sure there are a lot of tips scattered about but I did have my own way of using junks that I accumulated. FAQ's advise that when collecting my reward for giving Wayne my useless junks, I shouldn't "Leave It To Wayne" meaning I should not let Wayne make the decision of choosing a powerful weapon for me. But I never did follow this advise, and you'll find out later why. Yep, junks would result to Wayne creating a powerful weapon for Aya (btw, I named my character Beia because Aya is an alias that my sis uses and when I realized the game's heroine is named Aya, I almost puked j/k). Anyways, on with the adventure. ======================== II. HOW TO COLLECT ======================== There are a lot of ways in which you can collect junk. Sometimes you just can't collect them during the course of your game, while you're having a quest, because your inventory gets maxed out easily, so this is what I advise: Step 1 = In the normal mode, after battling the ugly crustacean at the Warehouse (you did try the Warehouse, didn't you? It's an optional place you can go to after China Town), go back to the Central Park. There are birds there that give out junk. You can try to get as many as you can put in your inventory at the NYPD (NYPD inventory, meaning you "store" it when you contact Wayne). Don't just hand over your junks to Wayne, meaning don't select "Discard Junk"), select "Store Item" and store them. You may also want to store your Medicine 4's if you think you're tough enough to defeat Eve with only the Medicines the the ship crew will provide later. If you get bored with the Central Park, you can also collect junk through killing those irritating green jumping things at the Museum. Anyways, the reason why I'm asking you to store your stuff is because those stuff that you store at the NYPD gets saved later when you play the EX mode. Keep track of the junk you collect. You'll also find out later why this has become a necessity for me. Step 2 = The EX mode. Now you can safely "Discard Junk" on Wayne. Remove your junk from the storage and just give them to Wayne. Step 3 = The Chrysler Building appears after you've finished Day 1, I think. There are birds there that give out plenty of junk. These are the best ways of getting junk. They're usually found in those North to South or South to North corridors on the first ten floors. Don't kill the boss on the tenth floor 'cause that would mean the birds will no longer appear, in fact no enemy appears on the 10th floor down after the spider has been defeated. One way of knowing if you're going to encounter the boss is when you see a change of scenery. Aya will be in a large room and it definitely is silent. Don't go forward because you will trigger a battle scene. Backtrack. What I suggest is that you round up all the doors with treasures until the tenth floor (without killing the boss) and then go back down to dump them on Wayne. That way, you'd have enough space for all the junk in your inventory and you'll only be worrying about getting to the boss later. Step 4 = If you've followed my advice of keeping track of all your junk then good. When you are hoarding the last round of junk, meaning you already have your last 30 or so junks with you, try not to go directly to Wayne. Save your game first, then go to Wayne to discard them. The method I used was called trial-and-error. ======================== III. THE REWARD ======================== Here are the list of guns you can get after you've accumulated around 300 junk. I'm assuming that you have given Wayne 270+ junks and you've already saved your game and everything before discarding the last 30 of them. Now, upon discarding your last junk, Wayne will give you a choice of guns. I strongly advise that you "Leave it to Wayne" Now since, you have saved your game, it's just a little inconvenience to reset it if what he gives you is useless. After all, you did go through the boring adventure of hoarding junks, this would just be a minor invonvenience. Anyways, Wayne will create these stuff if you leave it to him: 1) Duper Junk = Reset your game please! 2) Super Junk = Reset your game please! 3) AK-47 (Rifle) Attack Power: 155 Range: 154 Bullets: 24 Rate of Fire: 5 Slots: 6 of 8 Bonuses: Counter and Critical Up ==> This is what I chose because I personally prefer rifles and this is the only reason why I chose to "Leave it to Wayne" The most powerful rifle that Wayne will create if you choose your own weapon (not leaving it to Wayne) is the MAG. But it has only 7 slots max and its attack power is only 152, plus the bullets capacity is only 21. It may have a wider range than the AK-47 but I didn't really think I needed the range since I knew I'd get a lot of range pluses later and there really isn't anywhere Eve will go to or any of your other enemies for that matter, that your gun will not reach. Yeah, I know that the attack power is only larger by 3 points but it seems in this game 3 points already make a lot of difference. 4) SP1C (Hand Gun) Attack Power: 120 Range: 69 Bullets: 20 Rate of Fire: 2 Slots: 2 of 6 5) USP-TU (Hand Gun) Attack Power: 116 Range: 88 Bullets: 31 Rate of Fire: 5 Slots: 3 of 9 6) PPSh41 (Machine Gun) Attack Power: 80 Range: 76 Bullets: 71 Rate of Fire: 10 Slots: 2 of 6 If you choose not to leave it to Wayne, well here are the gun stats: 1) MAG (Rifle) Attack Power: 152 Range: 185 Bullets: 21 Rate of Fire: 2 Slots: 4 of 7 Bonus: Critical Up 2) DE50AE7 (Hand Gun) Attack Power: 125 Range: 56 Bullets: 17 Rate of Fire: 2 Slots: 8 of 9 3) M10B (Shot Gun) Attack Power: 121 Range: 70 Bullets: 7 Rate of Fire: 3 Slots: 4 of 7 Bonus: Burst Attack 4) P90 (Machine Gun) Attack Power: 122 Range: 53 Bullets: 200 Rate of Fire: 10 Slots: 5 of 7 Bonus: Random Attack 5) HK40 (Grenade Launcher) Attack Power: 116 Range: 70 Bullets: 9 Rate of Fire: 1 Slots: 6 5) LAW80 (Rocket Launcher) Attack Power: 220 Range: 210 Bullets: 1 Rate of Fire: 1 Slots: 0 ======================== IV. 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