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- "You can start moving after a loading before the screen is fully faded in. Doing this consistently throughout the run will save several minutes. For this you have to know which direction you are going and this will come with time." -Primus
- Many screens (~85%) in Parasite Eve act in this way. These notes were created to help in learning, memorization, etc. By making these notes, I found a few optimizations/visual indicators that can help you navigate this game. Weird invisible walls and triggers run amok in PE. In addition, I listed a few dialog/trigger points to look out for, when to menu in a New Game speedrun, optimal Overworld inputs, etc. These notes are to be used in tandem with other resources, though I think I did a decent job looking out for potential movement improvements. Maybe there are a few more fights where movement to initiate them can be improved.
- Remember, not EVERY screen in this game allows Aya to move during fadein. You can use these screens as opportunities to menu if you need to. This is used to optimize the menu after Centipede, for example.
- As an aside, making these notes made me realize how a TAS (tool-assisted speedrun) would be great for this game, at least in terms of studying EVERY room's movement, fight initiations, optimal trigger spots, etc.
- DAY 1
- MENU
- 1. Outside Carnegie UP
- 2. Carnegie Lobby UP
- 3. Burnt Theater UP
- 4. Stage LEFT
- 5. Backstage RIGHT
- 6. Dropdown UP
- 7. Dressing Hall UP
- 8. Phone Room UP, DOWNLEFT
- 9. Dressing Hall DOWN (DOWNRIGHT TAP TO AVOID WALL)
- 10. Melissa's Rm UPLEFT
- 11. Dressing Hall UPRIGHT
- 12. Rehearsal Rm UP
- 13. Rats UP
- 14. Frog and Rats UP
- 15. Ghost UPRIGHT
- 16. Hole in wall (if no Offense+2) RIGHT
- MENU
- 17. Sewer 3 (if no Offense+2) DOWNLEFT
- 18. Frogs LEFT
- 19. Alligator UP
- END DAY 1
- DAY 2
- 1. Offices UPRIGHT, UP at fadein
- 2. 1F Hall UP, UPLEFT at shadow
- 3. Basement Hall DOWNLEFT, LEFT at door
- 4. Armory UP
- 5. Basement Hall UPRIGHT
- 6. 1F Hall (Ben) UPRIGHT
- 7. Offices DOWNLEFT, LEFT at fadein
- 8. Chief DOWN
- 9. Offices UPRIGHT, UP at fadein
- 10. 1F Hall UP, UPRIGHT at shadow, RIGHT at door
- 11. Police Lobby DOWN
- 12. 1 input RIGHT MUSEUM
- 13. Museum Outside UPLEFT
- 14. Museum Lobby Daniel "Thanks" UPRIGHT, aim for left edge of door frame, hit right edge of paper
- 15. Museum 2F DOWN
- 16. 1 input LEFT NYPD
- 17. Police Lobby UPLEFT
- 18. 1F Hall UP, hit the middle of the door on RIGHT
- MENU
- 19. 1F Hall DOWN
- 20. Police Lobby DOWNRIGHT
- 21. Park Entrance Aya "I know" UP
- 22. Cop Car DOWN, DOWNRIGHT from Chest
- 23. Zoo Entrance RIGHT
- 24. Octagon Pool UPRIGHT, UP at first set of Stairs
- 25. Outside Office UP
- 26. Office UP, then tap UPRIGHT to get into the office, DOWN after getting key
- 27. Outside Office DOWNRIGHT, DOWN along faint line
- 28. Octagon Pool 2 DOWNRIGHT
- 29. Pillars LEFT, UPLEFT from chest to clear i-wall
- MENU
- 30. Zoo Key UP
- 31. Ampitheater Path UP, UPRIGHT at snow then UP
- 32. Ampitheater Entrance UP
- 33. Ampitheater LEFT
- 34. Ampitheater Entrance RIGHT, UPRIGHT at sign
- 35. Stage UPRIGHT
- 36. Ampitheater Entrance LEFT
- 37. Ampitheater Path DOWNLEFT
- 38. Revive Gazebo LEFT
- 39. Path 1 DOWN, LEFT at first crossroad if no Tool
- 40. Path 2 (Tool) DOWN LEFT
- 41. Path 2 (no Tool) LEFT
- 42. Path 3 LEFT
- 43. Crow Path DOWNLEFT/LEFT
- 44. Bridge LEFT
- 45. Fountain DOWNLEFT
- 46.Tunnel UP
- 47. Outside Tunnel UP
- 48 Phone RIGHT
- MENU
- 49. Worms RIGHT
- MENU
- 50. Carriage UP
- END OF DAY 2
- DAY 3
- 1. Bedroom RIGHT
- 2. Street "There's a gunshop" DOWNLEFT Stutterstep, avoid Maeda, LEFT
- 3. Gunshop Entrance DOWN
- 4. Gunshop UPLEFT
- MENU
- 5. Gunshop Entrance UP, make sure to tap UPLEFT sticking to wall
- 6 Street RIGHT, fadein UPRIGHT, weave around Maeda
- 7. Pharmacy Entrance DOWN, DOWNRIGHT to wall, DOWNRIGHT at Door
- 8. Pharmacy UP for Revive, DOWN for no Revive
- 9. Pharmacy Entrance UP, UPLEFT to avoid trash
- 10. Street UPLEFT, LEFT at fade in, DOWNLEFT at dark corner of cardboard
- 11. 2 inputs LEFT for Museum
- 12. 2 inputs LEFT for NYPD
- 13. Police Lobby after charm UPLEFT
- 14. 1F Hall LEFT
- 15. Basement Hall DOWNLEFT
- 16. Basement Hall UP, UPLEFT into Door
- 17. Kennel X, UP to feet, turn left to feet, DOWN to exit
- 18. Basement Hall DOWNRIGHT
- 19. 1F Hall DOWNRIGHT, fadein, DOWN along wall
- 20. Office DOWN
- 21. 1F Hall UP
- 22. Meeting Room RIGHT
- MENU
- 23. 1F Hall DOWN, clear the corner, RIGHT
- 24. Alarm Hall DOWNLEFT
- 25. Spiders LEFT, UPLEFT at shadow, UP at corner
- 26. Rats and Crow UP
- 27. Spider and Monster UP
- MENU
- 28. Sheeva Hallway UP
- 29. After Sheeva UP
- END OF DAY 3
- DAY 4
- 1. "Where'd he go anyway?" UPRIGHT
- 2. Office UPRIGHT, fadein UP
- 3. 1F Hall UP, at shadow at stairs, UPRIGHT
- 4. Alarm Hall DOWNLEFT
- 5. Spiders LEFT, UPLEFT at shadow, UP at corner
- 6. Rats and Crow UP, UPRIGHT to knob
- 7. Lab UP
- 8. 1 input LEFT for Hospital
- 9. Outside Hospital RIGHT "Thank you, I'll keep it" UP
- 10. Lobby UP for Tool if needed (Central Park tool? Y/N)
- 11. 1F Elevators down, right along wall to elevator button
- 12. Elevator UPRIGHT for buttons
- 13. Basement Elevators Stutter Step After elevator
- 14. Triple Door Hall UP, fadein RIGHT
- 15. Fuse 1 Rm UP, hug the bookcase to avoid fight
- 16. Triple Door Hall UP, UPRIGHT when clear shadow
- 17. Blue Light UP
- 18. Double Doors LEFT
- 19. Phone UP, exit door on left side
- 20. Double Doors DOWN
- 21. Blue Light DOWN
- 22. Triple Door Hall DOWN
- 23. Autopsy UPRIGHT
- 24. Fuse 2 Rm UP, clear mat DOWNLEFT to get into fight
- 25. Autopsy DOWNLEFT
- 26. Triple Door Hall X, UP
- 27. Blue Light UP
- 28. Double Doors UPRIGHT stutterstep to hit trigger
- 29. RNG Chest UPLEFT
- 30. Fuse 3 Rm DOWN
- MENU
- 31. RNG Chest UP
- 32. Fuse Box mash x on screen transition, UPRIGHT and mash x
- 33. RNG Chest RIGHT
- 34. Basement Elevators DOWNRIGHT
- 35. Elevator UPLEFT
- 36. 1F Elevators RIGHT
- 37. Lobby RIGHT
- 38. Doctor Rm DOWNRIGHT, end fight near the bottom left, "Yes" UPRIGHT then RIGHT
- 39. Nurse Rm UPRIGHT, end fight at the topleft bed
- 40. Doctor Rm UPLEFT
- 41. Lobby DOWN
- 42. 1F Elevators UPLEFT
- 43. Valve Hall UP, then LEFT
- 44. Valve Rm DOWN, aim for handle when exiting
- 45. Valve Hall DOWN, then DOWNLEFT
- 46. 1F Elevators UPRIGHT
- 47. Elevator UPLEFT
- 48. 13th Hall DOWNLEFT, DOWN fadein
- 49. Tool Rm LEFT
- 50. Tub Rm UP
- 51. Sperm Rm RIGHT
- MENU
- 52. Elevator DOWNLEFT Stutterstep for button
- 53. Spider LEFT
- 54. Roof Exit DOWN, then DOWNLEFT
- 55. Police Lobby UPLEFT
- 56. 1F Hall DOWN
- 57. Office X, DOWNLEFT
- 58. Chief DOWN
- END DAY 4
- DAY 5
- 1. 2 inputs LEFT for Chinatown, 4 for Warehouse
- (You can also go 4 right for Warehouse)
- Micro-uzi/Warehouse
- 2. Warehouse UPRIGHT to avoid wall, RIGHT to PPK, LEFT UPLEFT for Tool
- MENU
- 3. 2 inputs RIGHT for Chinatown
- 4. Chinatown Entrance UP
- 5. Cats UP
- 6. Snakes and Cats UP
- 7. Maeda UP
- 8. Sewer 1 LEFT
- 9. Bats LEFT
- 10. Tunnel 1 DOWN
- 11. Bats and Snakes DOWN
- 12. Tunnel 2 DOWN
- 13. Ladder DOWNLEFT, aim for middle-right of ladder
- 14. Sewer Cutscene RIGHT
- 15. Pipe Rm UPRIGHT
- 16. Pump Rm DOWN, left at fadein
- 17. Rubble RIGHT, DOWNRIGHT to opposite climb, RIGHT at climb
- 18. Subway Door UP
- 19. Rail LEFT, climb above the first pillar
- 20. Platform UP, if you pick up Med 3, be careful of invis wall as you go left
- 21. Mole RIGHT
- MENU
- 22. Centipede UPRIGHT
- 23. After Centipede UP
- 24. Bridge UP
- 25. Disc 2 UPRIGHT, RIGHT at fadein to hit crook of cop's arm
- 26. Bridge DOWN
- MENU
- 27. Centipede DOWNLEFT
- 28. Mole LEFT
- 29. Platform DOWNRIGHT, DOWN after climbing
- 30. Subway Exit DOWN, DOWNRIGHT at fadein to avoid chest
- 31. 4 inputs RIGHT for Museum
- 32. Museum Entrance UPLEFT, aim for middle of double doors
- 33. Lobby UP until light square, UPLEFT to face Klamp
- 34. Rain Forest UP
- 35. Posters UP
- 36. Scorpion LEFT
- 37. Boat DOWNLEFT
- 38. Soldiers UP
- 39. Heads LEFT
- 40. Soldiers DOWN
- 41. Shiny Rocks UPLEFT
- 42. Broken Rail UPRIGHT, aim for middle of door
- 43. Fire Escape RIGHT, UPRIGHT to ladder
- 44. 3rd Floor UPLEFT
- 45. Skeleton DOWNRIGHT
- 46. Evolution DOWN
- 47. Spiral DOWN
- 48. Pteradactyl RIGHT
- 49. Big Blue Hall DOWNRIGHT
- 50. Long Neck DOWN
- 51. 3F Elevator DOWN, aim for midright of double doors
- 52. Locked UPLEFT, UP on left edge of yellow rug
- 53. Dropdown X, RIGHT, get right of first statue, X
- 54. Broken Window DOWNRIGHT, aim for above midline of door
- 55. 2F Elevator UPRIGHT (faster fight start then RIGHT)
- 56. Tent UP, go RIGHT at middle top pt to get tool
- 57. Security Hall UPLEFT
- 58. Red Carpet UPLEFT
- 59. Security Door UP
- 60. Security Rm X, UP
- 61. Secret Elevator RIGHT
- 62. Storage RIGHT
- 63. Secret Elevator RIGHT
- 64. Security Rm UP
- 65. Security Door DOWN
- 66. Red Carpet RIGHT
- 67. Security Hall DOWNRIGHT
- 68. Tent DOWN
- 69. 2F Elevator DOWNRIGHT
- 70. 2F Elevator LEFT, DOWNLEFT at floor's square corner
- 71. Broken Window LEFT
- 72. Klamp Door UPLEFT
- 73. Fighting Dinos UPRIGHT
- MENU
- 74. Triceratops UPLEFT, DOWN along rail
- 75. T-Rex DOWN after chests
- MENU
- 76. T-REX DOWNLEFT
- 77. Lobby RIGHT
- 78. 2F Elevator DOWNLEFT
- 79. Broken Window LEFT
- 80. Klamp Door UPLEFT
- 81. Fighting Dinos UPRIGHT
- 82. Triceratops UPLEFT
- 83. Final Moblings DOWN
- MENU
- 84. Eve's Door UPLEFT
- 85. Liberty Island UP
- END OF DAY 5
- DAY 6
- 1. Cruiser UPLEFT
- 2. Map "I'll take the things that're in your way..." hand animation, Circle, X, X Circle, Circle, X
- Officer is two taps to the item menu
- Ultimate Being Chase
- 3. Cruiser LEFT Stutterstep
- 4. Map LEFT
- 5. T Hallway 1 UP, LEFT at Intersection
- 6. Pipes Hallway UP
- 7. Stairwell 1 DOWN
- 8. T Hallway 2 RIGHT, UP at Intersection
- 9. Hell's Kitchen DOWN
- 10. Red Hall 1 DOWN
- 11. Red Hall 2 DOWN
- 12. Stairwell 2 DOWN, DOWNRIGHT into doorway
- 13. GG LEFT
- Congratulations, you move like a bad ass cop whose running speed is a light jog.
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