-- P.E. ITEMS --
 
 

 

-- Characters
-- Enemies
-- Bosses
-- Weapons
-- Armor
--- Items
-- Status Effects
-- Parasite Energy
-- Locations / Maps
-- Walkthroughs / FAQ
-- Easter Eggs / Secrets
-- Endings
-- Soundtrack
-- Memorabilia

   
 
 
 
[ + HEALING ITEMS + ]
 
 
   
-- Medicine 1
-- Medicine 2
Restores 40 HP to Aya.
Restores 90 HP to Aya.
   
   
-- Medicine 3
-- Medicine 4
Restores 180 HP to Aya.
Restores 400 HP to Aya.
   
   
-- Full Recover
-- Revive
Restores all HP to Aya.
Restored Aya Life if she dies.
   
 
 
   
-- Cure-P -- Cure-M
Cures or prevents Poison
Cures or prevents Stiffness
   
   
-- Cure-C -- Cure-D
Cures or prevents Confusion
Cures or prevents Darkness
   
     
-- Full Cure  
Cures all bad status effects
 
   
 
 
 
[ + POWER UP ITEMS +]
 
 
 
   
-- Attack + 1 -- Attack + 2
Increases Attack power by 1.
Increases Attack power by 2.
   
   
-- Attack + 3 -- Attack + 4
Increases Attack power by 3.
Increases Attack power by 4.
   
 
   
-- Offense + 1 -- Offense + 2
Increases Offense power by 1.
Increases Offense power by 2.
   
   
-- Offense + -- Offense + 4
Increases Offense power by 3.
Increases Offense power by 4.
   
 
   
-- Bullet Cap + 1 -- Bullet Cap + 2
Increases Bullet Capacity by 1.
Increases Bullet Capacity by 2.
   
   
-- Bullet Cap + 3 -- Bullet Cap + 4
Increases Bullet Capacity by 3.
Increases Bullet Capacity by 4.
   
 
 
   
-- Defense + 1 -- Defense + 2
Increases Defense power by 1.
Increases Defense power by 2.
   
   
-- Defense + 3 -- Defense + 4
Increases Defense power by 3.
Increases Defense power by 4.
   
 
   
-- CR Evade + 1 -- CR Evade + 2
Increases CR Evade % by 1.
Increases CR Evade % by 2.
   
   
-- CR Evade + 3 -- CR Evade + 4
Increases CR Evade % by 3.
Increases CR Evade % by 4.
   
 
   
-- PE + 1 -- PE + 2
Increases PE Defense by 1.
Increases PE Defense by 2.
   
   
-- PE + 3 -- PE + 4
Increases PE Defense by 3.
Increases PE Defense by 4.
   
 
 
 
 
[+ UPGRADE & CUSTOMISATION ITEMS +]
 
 
-- Tool -- Super Tool
Moves effect or statistic from
Moves effect or statistic from
one item to another.
one item to another.
Discards origianal item
Keeps origianal item
 
-- Tool Kit -- Super Tool Kit
This is a kit that contains
This is a kit that contains
an unlimited supply of
an unlimited supply of
Tools.
Super Tools.
 
 
-- Mod Permit -- Trading Card
This is a permit that
A plain Trading Card.
can add a slot to your weapon
Serves the same purpose
or armor.
as a mod permit.
 
 
-- Junk

A broken item you can only give to Wayne. 300 Junk = Special Weapon.

 
 
-- Super Junk
Wayne's failed attempt to give you a Special Weapon. It's useless.
 
 
-- Duper Junk
Wayne's failed attempt to give you a Special Weapon. It's useless.
 
 
 
 
[+ WEAPON RELATED ITEMS +]
 
 
-- Ammo Crate
A crate for holding all your normal ammunition. Automatic stockpile.
 
 
-- Rocket Crate
A crate holding all your rockets. Automatic stockpile.
 
 
-- Maeda Crate
A crate holding all the special ammuntion used with Maeda's gun.
 
 
 
-- Ammo +6
Six rounds for an average weapon.
 
 
-- Ammo +15
Fifteen rounds for an average weapon.
 
 
-- Ammo +30
Thirty rounds for an average weapon.
 
 
-- DNA Bullets
Special ammunition given to you by Daniel and Maeda. Kills Bosses easy.
 
 
-- Rockets (Rocket Launcher Ammunition)
Nine rockets to use with the Rocket Launcher
 
 
 
-- GSP T Card -- P38 T Card
This is a Rare Trading Card
This is a Rare Trading Card
found in the Chrysler Building.
found in the Chrysler Building.
Give to Wayne for a weapon.
Give to Wayne for a weapon.
 
-- B-Hawk Card -- Kasul Card
This is a Rare Trading Card
This is a Rare Trading Card
found in the Chrysler Building.
found in the Chrysler Building.
Give to Wayne for a weapon.
Give to Wayne for a weapon.
 
-- PPKS Card -- M1 T Card
This is a Rare Trading Card
This is a Rare Trading Card
found in the Chrysler Building.
found in the Chrysler Building.
Give to Wayne for a weapon.
Give to Wayne for a weapon.
 
-- MK5 Card -- MP44 Card
This is a Rare Trading Card
This is a Rare Trading Card
found in the Chrysler Building.
found in the Chrysler Building.
Give to Wayne for a weapon.
Give to Wayne for a weapon.
 
-- BAR T Card -- MG42 Card
This is a Rare Trading Card
This is a Rare Trading Card
found in the Chrysler Building.
found in the Chrysler Building.
Give to Wayne for a weapon.
Give to Wayne for a weapon.
 
-- M29 Card -- M73 Card
This is a Rare Trading Card
This is a Rare Trading Card
found in the Chrysler Building.
found in the Chrysler Building.
Give to Wayne for a weapon.
Give to Wayne for a weapon.
 
-- Type38 Card -- Type3 T Card
This is a Rare Trading Card
This is a Rare Trading Card
found in the Chrysler Building.
found in the Chrysler Building.
Give to Wayne for a weapon.
Give to Wayne for a weapon.
 
-- Eagle T Card    
This is a Rare Trading Card
found in the Chrysler Building.
Give to Wayne for a weapon.
 
 
 
[+ SPECIAL ITEMS +]
 
-- Theater Key
Unlocks all doors except in Carnegie Hall
Day 1: On a corpse in Carnegie Halls dressing room.
 
 
-- Rehearse Key
Unlocks the Rehearsal room door.
Day 1: In Melissa's diary sitting on her dressing table at Carnegie Hall.
 
 
-- Zoo Key
Unlocks Central Park Zoo gate.
Day 2: In a draw of the the Central Park Zookeepers room.
 
 
-- Hamaya
A thoughtful but useless good luck charm from Japan
Day 3: Given to Aya by Maeda in his Soho apartment.
 
 
-- Storage Room Key
Unlocks the weapon storage room in the Precinct.
Day 3: Found in the interogation room after two dogmen jump through a window.
 
 
-- Locker Key
This is used to unlock a locker in the Precincts locker room.
Day 3: Given to Aya by an injured cop outside the conference room.
 
 
-- Mayoke
Another useless good luck charm from Maeda..
Day 4: Maeda will give Aya this right before she enters St Francis Hospital
 
 
-- Autopsy Key
Unlocks the autopsy room door in the Hospital basement.
Day 4: In the office area adjacent to the Morgue. In a desk draw.
 
 
-- Fuse 1
Used on the Hospitals fuse box to repair it.
Day 4: In the hospital Basement.
 
 
-- Fuse 2
Used on the Hospitals fuse box to repair it.
Day 4: In the hospital Basement.
 
 
-- Fuse 3
Used on the Hospitals fuse box to repair it.
Day 4: In the hospital Basement.
 
 
-- Elevator Key
A key used to open a special elevator leading to the roof.
Day 4: Near large mess in dorner of sample room.
 
 
-- Blue Card Key
Unlocks the double doors in the Hospital basement.
Day 4: In the hospital Basement on a dead charred body.
 
 
-- Green Card Key
Unlocks the doors alongside the elevators on the Hospitals first floor.
Day 4: Given to Aya after saving the nurses.
 
 
-- Narita
Another Japanese good luck charm with no practical use.
Day 5: Meeting Maeda in Chinatown will net you this item.
 
 
-- Gate Key
Unlocks a gate from teh Subway to the City
Day 5: At the end of a bridge in the pockets of a Police officer.
 
 
-- Warehouse key
Used to unlock a door within the warehouse.
Day 5: Southern most corner of the main warehouse area.
 
 
-- Klamp Key
A skeleton key of sorts to open all locked doors within the Museum.
Day 5: On Klamps body after the altercation in his office..
 
 
-- Chrysler Key 1
Unlocks elevators on floors 1 - 10 of the Chrysler building.
= Dropped by the Giant Spider.
 
 
-- Chrysler Key 2
Unlocks elevators on floors 10 - 20 of the Chrysler building.
= Dropped by the Alligator.
 
 
-- Chrysler Key 3
Unlocks elevators on floors 20 - 30 of the Chrysler building.
= Dropped by the Centipede
 
 
-- Chrysler Key 4
Unlocks elevators on floors 30 - 40 of the Chrysler building.
= Dropped by the Triceratops
 
 
-- Chrysler Key 5
Unlocks elevators on floors 40 - 50 of the Chrysler building.
= Dropped by the Cockroach.
 
 
-- Chrysler Key 6
Unlocks elevators on floors 50 - 60 of the Chrysler building.
= Dropped by the Giant Crab
 
 
-- Chrysler Key 7
Unlocks elevators on floors 50 - 70 of the Chrysler building.
= Dropped by the Queen Bee
 
 
 
 
 
[ Primal Eyes ] - Unofficial Parasite Eve Fansite @ 2010 - 2013 | Disclaimer | Main Page | Email Us |
Parasite Eve Games belong to Square-enix, Square and HexaDrive. No infringement intended.