Once the game has been beaten the first time around, sit and watch the entire ending. You will be prompted to play again and to save. The second time through is nearly identical to the first. The general explanation is listed below, with detailed information from start to finish of ex mode. One main reason why there is a replay 'value' is to see the "real ending".. ------------------------------------------------------------------ THE CHRYSLER BUILDING ------------------------------------------------------------------ GENERAL STUFF: This is how the Chrysler Building works. On every tenth level (floors 10, 20, 30, etc.) is a boss. That boss has the key which allows you to access all the elevators below it. Every floor leading up to that boss has a randomly generated layout, which includes a lot of hallways (in which you can encounter monsters), a Treasure Room, an Elevator, and stairs going up and down. Each set of ten floors also has its own theme music, just so it doesn't get too monotonous. For every set of ten floors, you'll encounter different types of monsters. It is IMPORTANT to note that whenever you clear a boss, the monsters stop appearing on all the levels below it. So when you take out the boss on floor 10, no monsters will appear anymore on floors 1-10. This is crucial to remember, because there are some monsters which you'll want to fight for certain items and experience. You need to be sure you've done as much fighting as you want of these monsters before you take out the boss. Every key allows you to access the Elevator to all the floors below the level on which you found it, so you do not need to carry around more than one Chrysler Key at a time. FLOORS 2-10: THE JUNK ZONE Before you start to seriously penetrate the Chrysler Building, you're going to want to spend some time on floors 2-10 (floor one is the entrance lobby, and there are no monsters). This is the best Junk-hunting zone. You can rack up the Junk pretty quickly if you use Daisaku's Expert Junk-Collecting Technique. Here's how it works: -- The blue birds (species: avius aquus detritus) have Junk. -- The blue birds appear in certain kinds of hallways. They will often appear in the company of the large rats (Rodents Of Unusual Size). -- There is a random chance of a monster appearing in a hallway every time you enter the screen. Each screen has a "trigger point," which will cause the battle to begin if there is a monster. You can tell if there's going to be a monster once you pass the trigger point without having to cross the entire screen. -- The blue birds appear in greatest numbers in the straight hallways which run north to south. Note that if the hallway is a dead end, no monsters will appear. On a good encounter, you can get five birds at a time (and you can annihilate them easily if you have a shotgun effect on your gun - they tend to bunch up). -- The trigger points on the north-south hallways are the second line on the floor (no matter which way you enter). -- So, the technique is to go along until you find two adjoining north-south hallways. Then, you go back and forth between the two of them and search for monsters. Every time you reach the second line on the floor, you'll know if you have an encounter or not. If you don't, turn back and check the other hallway again. Repeat until your inventory is full of Junk. Reject all other items you might pick up along the way (unless they're something TRULY useful, like Revive... I think the rats may carry that on rare occasions). Sounds tedious? Well, it is... but it's the LEAST tedious way to collect Junk. I refined this technique through painful trial and error, and believe me, the speed with which you'll accumulate Junk is staggering compared to any other method. So why do you want all this Junk? Well, when you give Wayne 300 pieces of Junk (using the Discard Junk option when you talk to him), he'll build you a super-weapon of your choice. These weapons are superior to any other weapons you'll find in the game. Which weapon should you choose? My advice is either to take the handgun (if you like the quick firing rate) or the rifle (for more attack power and range). The other guns are too slow. The LAW Rocket is powerful, but is simply too slow and limited to be of much use in conflict with the greater bosses (especially since you can't add special properties to it). Whatever you do, don't "Leave it to Wayne." Wayne can be quite a spaz when it comes to gun design, and sometimes he'll even give you a big lump of utterly useless "Super Junk" for your efforts. ASCENDING THE FLOORS: Once you get your gun made from Junk, it's time to head on up the floors. No reason to tarry on any of the levels until you get past floor 60 - the monsters there are not worth a whole lot of experience, and they don't have the best items. Amongst the new things you'll find in the treasure boxes in the Chrysler Buildings are the Rare Trading Cards. These are very cool. If you use them to tune up a weapon with Wayne, he'll give you two tune-ups for the price of one. But, even better, you can get some really great stuff if you collect a lot of Rare Trading Cards. If you collect 11 of them, Wayne will give you a Tool Box, which provides infinite Tools (some guides say you need 12 cards - I did it with 11, and it's possible that you only need 10). If you collect all 14, he'll give you a Super Tool Box as well, which will allow you to upgrade weapons to your heart's content. In order to get these special tool boxes, you have to pick the "Rare T-Card Collection" option when you talk to Wayne. He'll show you all his cards and brag a bit, then give you the tool boxes if you've collected enough. Once you get the Super Tool Box, it's time to go back to your gun and armor collection and pull all the bonus points off all the stuff you've got in storage. This is truly a wonderful experience. One tip: to save some time, go to the "Store Equipment" option when you talk to Wayne, then look at the toolbar on the left. There's a "Tune Up Weapons/Armor" option available, which will allow you to tinker with the things you've got in storage without having to put them all in your inventory. Interesting note: When I created my ultimate armor, Wayne was so impressed that he engraved it for me. Okay, that's all great and something to look forward to, but I didn't find my 14th Rare T-Card until the 68th Floor of the Chrysler Building. So you're going to have to be patient. Meanwhile, you'll have to fight your way through the bosses on all the lower levels. Here are some quick guidelines: FLOOR 10 - BRAIN-SPIDER: This is the same beastie you fought on the roof of the Hospital. It is a big pansy and you can blow it away without breaking a sweat. FLOOR 20 - THE CROC TWINS: These are the same guys you encountered in the reservoir. They are also very silly and weak. You should have no problem wasting them. FLOOR 30 - CENTIPEDE: You ran into this ugly bastard in the train tunnels. You have less space to fight him this time. He's really not so bad, except when he splits into four bits, the tail segment will Blind you and the head segment will Poison you. The Blind is most annoying, so take out that segment first. This shouldn't be too challenging. FLOOR 40 - QUADRA-CERATOPS: It's not a triceratops - it has four horns. I'm not sure WHAT it really is. Anyway, you encountered it in the museum before. Same strategy applies. Shouldn't be much of a problem. FLOOR 50 - SUPER-FLY: This thing is a pest (okay, bad pun. I'm sorry). It does some nasty damage with its flailing antennae, but its most dangerous property is that it will lay eggs which become new versions of itself. If you're not careful, this fight could drag out a LONG time. Your best strategy is to unload on this thing as heavy as possible as early as you can, using Liberate to deal it big damage while there's only one. FLOOR 60 - MEGA-CRAB: This is a hyped-up version of the crab you encountered in the Warehouse, and it can really take you apart if you aren't careful. It skitters around faster than its cousin in the Warehouse, making it very hard to stay in the "safe zones" on its sides. The eye beams are not as devastating (because you're more durable now, and their power hasn't increased), but the bubble spread attack is far, far more powerful. The only way to take this bad-ass arthropod on is to keep yourself Hasted and stay along side of it, so it can't hit you with the bubbles. Haste is your number one priority for Parasite Energy. Have some Revives on hand, in case you get caught by the bubbles. Your weapon (which SHOULD have the shotgun burst effect on it, in case you hadn't realized that by now) should take out the claws in fairly short order. Then you keep working on the head. When it's done, mail the body to Baltimore and tell them to serve it up Old Bay sauce (just kidding). HELPFUL TIP: As you travel along, you will pick up some Full Restore items, which will bring your Health back up to maximum when used. These are terrific, but you want to use them wisely. When you're in a fight and your armor uses its Auto-Medicine power, it will pick the strongest medicine first. So, if you bring a Full Restore into a fight with a boss, it will probably get used up. You do not want this to happen. You can take all the bosses up to this point (and the 70th floor one, for that matter) using conventional Medicines. Be sure to unload your Full Restores before you go into any boss fights. Either give them to Wayne or (if you don't want to make the trek all the way back down just for this) dump them into open boxes in a Treasure Room so you can go back and pick them up later. The same rule applies for the Full Cures, though they aren't quite as crucial. Still alive? Great! Now, you're on to floors 61-70... THE UPPER FLOORS: Floors 61-70 are where you might want to hang out for a while and hunt down monsters. The creatures up here are worth a good chunk of experience, and you can level up on these floors pretty quickly. Furthermore, you can accumulate the hoard of Revives and Medicine 4s that you'll require before tackling the final bosses from these monsters. The monsters you'll find on these floors are pretty tough, but only up to a point. The point at which they stop being dangerous is when you find the grenade launcher with the Cyanide feature. Use a Super Tool to bring that over to your main weapon, and watch the results. You may feel inclined to laugh maniacally when use this power on normal monsters - go ahead, you've earned it. Aya officially becomes a Buttkicker Supreme when she gets the Cyanide feature. You should also round out your Rare Trading Card collection on these levels. I strongly advise that you take the Rare T-Cards back to Wayne before tackling the boss on the 70th floor, so you can have the Super Tool Kit and create your ultimate weapon and armor. Once you've leveled up to your heart's content (I was at Level 38, in case you were curious), you're ready to take on the final two bosses. The first of these adversaries is... FLOOR 70 - THE WORLD'S MEANEST TERMITE: Have plenty of Revives and Medicine 4s on hand for this fight. The Termite has one major attack which it employs that comes in two parts. First, it launches a sickle-shaped energy wave that is almost a third the width of the screen. It follows up this attack with two deadly energy boomerangs which zigzag back and forth as they fly. This is not the worst part, though. In addition, the Termite can summon several lesser bugs, who flutter about and either Heal it or attack you, mostly with status attacks of some kind. This is also not the worst part. The worst part is that, seemingly out of nowhere, Aya will occasionally be hit by an absurdly large explosion which she has no chance of avoiding. Where this comes from and what it's meant to be, I do not know. I only know that it was really annoying. To fight the Termite, keep using Haste as often as you can. It will help you avoid its energy attacks. If you're above its head on the screen, it will miss you with the first energy wave, and then all you have to do is duck away from the boomerangs which follow it up. Do not waste your time targeting the lesser bugs, but do try to get them within the spread of your shotgun-burst attack. They can be killed fairly easily this way, and you don't have to take your attention away from the termite. And when you get hit with the mystery explosions... you explode. Tough luck. That's what the Medicines and Revives are for. You can outlast this ugly termite if you have a good supply of these items... but make sure you have enough for the final battle, too. ------------------------------------------------------------------ THE FINAL BATTLE FOR THE FATE OF THE WORLD ------------------------------------------------------------------ After you waste the termite, there are no more monsters in the Chrysler Building to fight besides Eve. From the termite's room, you will access a stairway which will lead you through a series of increasingly gross rooms, where there are no treasures or monsters (just stairways stacked on top of each other). But first... Go back to Wayne. It's time to pick up all that stuff you were saving for a rainy day. If you're carrying around any superfluous items (like the lucky charms, extra weapons, and even the Super Tool Kit), drop them off now. You can't rid yourself of Maeda's gun, one of his charms, or the Rocket Crate, but you can dump everything else on Wayne. You should be able to carry 50 items total, since you maxed out your inventory and put a 4-pocket bonus on your armor (didn't you?). Your inventory should contain the following items, in order of priority: - Your Gun - Your Primary Armor - Your Secondary Armor (for use in jump-starting your PE meter) - Full Recover items - Revives - Full Cures - Medicine 4s You all set? Save your game. Take a deep breath, and then go back to the Chrysler Building for one final time. FINAL BOSS - EVE: Eve has a nasty surprise waiting for you in her lair. After she reveals the sinister truth about herself, she transforms into a version of the angel-like being that Aya becomes when she uses Liberate. And the fight is on. This fight takes place in three basic stages. Note that the stages are not distinct like the various forms of the Ultimate Being, but the fight definitely shifts in character as it wears on. STAGE ONE: Eve will float around the screen and occasionally teleport. She does three different attacks in this first stage. The First type, which is the Touch attack, does incidental damage of about 15 or 16 points if you happen to brush into her. This seems very minor, but it's important to keep it in mind for later in the fight. The second type, which I'll call the Attack Rush, lets her hit you with a physical blow. These can be dodged, but it is VERY hard. At this stage, the blows hurt but are not lethal (about 250-300 damage). The third attack she has is the Summon Helper (I won't reveal what the Helper is, in order to try to maintain some degree of suspense). She makes a hand-raising gesture to do this, then her Helper floats down and hits you with a status ailment of some sort. The Helper cannot be attacked. The most important thing to remember is to NEVER attack Eve when her Helper is on screen. Otherwise, the Helper will Heal her, in increasingly high increments (1000 points the first time, then 2000, then 3000, and so on). It can be murderously hard to overcome that kind of healing. This is the easiest part of the fight, and your strategy is to inflict as much damage as possible while you have the chance. But be careful in your attacks - if Eve's Helper starts Healing her, you undermine all your efforts. So, there are a few safe times to attack. Attack when Eve is beginning a teleport (if you have a Handgun, you should be able to get some shots off before she vanishes entirely). Attack after Eve has completed her own action. Attack when the Helper has just left the screen. If there's any uncertainty, hold back and use the time to heal yourself with Medicines, shift your armors to jump-start your PE, and recharge your PE meter for the Liberates. Use Liberate as often as you can (remember that time stops when you use a Parasite Power, so you don't have to worry about the Helper floating onto the screen during a Liberate attack). Unload as much damage on Eve as you can during this part of the fight, when she is least aggressive. STAGE TWO: You'll know you've entered Stage Two when Eve's Helper starts to do something new. Instead of hitting you with a Status Ailment, sometimes she will come down and super-charge Eve. This is a new kind of attack for Eve - she will rear back and begin to glow with energy, until she finally does a Power Charge at you and knocks you down to 1 Health. There is no way to avoid this attack. However, you can use it to your advantage. When the Helper super-charges Eve, don't bother trying to shoot her until she does the Power Charge. You'll only do 1 or 2 points of damage to her. While it's no fun to be knocked down to 1 Health, this attack will never kill you. You are guaranteed to survive the Power Charge. Furthermore, Eve takes a few moments to recover from the Power Charge, and she is vulnerable. You can really open fire on her with impunity at this point, until she regains her composure and starts to float around again. An important tip: If you are on the opposite side of the screen when Eve does the Power Charge, you are in danger of getting hit with the incidental Touch attack after it's done. This attack, which is normally negligible, will kill you after the Power Charge, since you have a mere 1 Health remaining. When Eve starts to juice up for the Power Charge, get to the middle of the screen and take it on the chin. Then open fire when she's vulnerable. Your auto-medicine feature will heal you as long as you have Medicines, but you are going to run out. This is fine - you have plenty of Revives, and now you're going to use them. Furthermore, Eve's Attack Rush becomes much more dangerous now, because she strikes at you twice. The second attack does 500-700 damage or so, which means you probably can't even survive if you're at full Health, unless you still have Medicines. Eve will settle into a pretty consistent attack pattern, from which she rarely varies. First, she'll have her Helper super-charge her, and perform the Power Charge attack. Then, she'll have her Helper come down and hit you with a status attack. After that, she teleports away, then returns and performs the Attack Rush. And she repeats the pattern. You need to settle into a counterattack pattern to match Eve's attack. First, you let the Power Charge hit you (if you run around and dodge, sometimes it seems to take her longer to orient on you, so it is a good idea to keep on the move and give your PE meter time to recharge). Then, you open fire after you've been reduced to 1 Health and inflict as much damage as you can before Eve recovers. You endure the status attack from the Helper (your Armor will frequently negate these attacks, and you should have some Full Cures - even if you're affected, it usually doesn't matter). When Eve teleports away and comes back for her Attack Rush, you have a couple of options. If your PE meter is full, unload on her with Liberate. If your PE meter is not full, you can use either Energy Shot to inflict strong damage (you won't have much time to fire conventionally, but since the Parasite Powers stop time, you can get the Energy Shot off before Eve hits you with the Attack Rush), or use PreRaise on yourself to conserve a Revive. I would only recommend the latter if you're running low on Revives. Once you use your Parasite Energy attack (whatever it is), Eve will hit with the Attack Rush and kill you. Your Revive will kick in, and you'll come back ready for more. STAGE THREE: Eve picks up the pace of her attacks here. She gains three attacks in her Attack Rush, and there really is no way to survive. She also begins to do the Power Charge without having to summon her Helper to power her up. However, she still gives you ample warning by charging up. Your strategy does not change. You get knocked down, but you get up again ("Never gonna keep me down!"). You make use of all those Revives that you stored up, and you hit her with the Liberate (when you can) and the Energy Shot (when you aren't at full PE). Note that if you're not at full PE but the meter is high, if you're worried about running out of Revives, you can use the multiple action feature on your gun to cast PreRaise and then Energy Shot before Eve hits you with the Attack Rush. The Energy Shot won't do as much damage, but this strategy will prolong your ability to fight. And eventually, you'll wear her down. She's tough as a dump-truck full of nails, but you will eventually prevail. Congratulations! Check out the true ending to the game, and bask in the knowledge that you have saved the human race! And then, wait for Squaresoft to put out its next game to devour all your free time!