Parasite Eve II key art
Parasite Eve II cover art

PARASITE EVE II

Complete 100% Guide — PS1, 1999
4
Areas
11
Bosses
3
Endings
13
Ranks
12
PE Abilities
15+
Missables

Parasite Eve II

Squaresoft dropped almost everything from the first game. The turn-based ATB battles are gone, replaced by real-time survival-horror combat on fixed camera angles; the Chrysler Building's randomised floors are gone; even New York is gone for most of the running time. What is left is a tighter, much more deliberate game — and one that hides a great deal behind optional detours, timed rescues and a handful of numbers written on walls.

The story runs over four days, from a hostage situation in a Los Angeles high-rise to a desert town, an underground shelter and finally an artificial ecosystem built to breed monsters. Aya Brea now works for M.I.S.T., a unit that hunts the creatures the first game created, and the whole game keeps score of how well she does it.

How this guide is organised. The Story Walkthrough tab is room by room, in order, with everything you can pick up and every enemy that appears. Anything that can be lost forever is marked MISSABLE in red. Every code and puzzle answer is repeated in Puzzles & Codes so you can jump straight to an answer without scrolling a walkthrough. Side Quests is every optional detour in the game written out step by step, and All Endings is the nine-step chain that decides which ending you get. The 100% Checklist is the short version: a single ordered list of everything that can be missed and where it closes.

The five things that decide your ending

Almost everything in this game forgives you. These five do not, and they chain: fail an early one and the later ones stop being available at all.

#WhatWhereWhat it costs you
1Save Flint from the BurnerDryfield, night, the balconyThe dog dies, you get Chicken Plate armour instead of the M950, and every step below becomes impossible
2Open the Full Moon Gate before taking the lift downEnd of the sewersYou get the weaker card, and Pierce's whole storyline closes
3Rescue Pierce at the water towerDryfield, on the return tripNo SUV key, so no Tactical Vest, no Lipstick, no ice-bag chain, no Ofuda
4Reach Jodie on the phone, not RupertSterilization Room or the parking lotRupert answers, hands you a revolver, and the best ending is gone
5Pull Pierce out of the Golem FreezerDuring the invasionYou are capped at the middle ending even if everything else was perfect

The shape of the game

BlockWhereEnds with
PrologueM.I.S.T. headquarters, then Akropolis TowerNo.9 on the heliport
Day twoDryfield, first in daylight, then at nightThe Burner — the fight that decides your ending
Day threeThe mine, the Shelter, the sewersThe Glutton in the dumping heap
FinaleNeo Ark, the invasion, the reactorTwo boss fights back to back
One save slot of caution. The game has no difficulty select on a first run and no way to undo a failed rescue. If you are chasing the best ending, keep a spare save from before Dryfield night — that single fight gates everything else.

What "100%" actually means here

Three separate things get tracked, and they do not overlap as much as you would expect.

You are not meant to get everything in one run. The top rank cannot be reached on a first playthrough — there is not enough experience in the game. Ranks accumulate across runs, and the harder modes hand you a head start, so the intended path is several playthroughs.

Complete Story Walkthrough

Pick a chapter below, then use the Previous / Next buttons at the foot of each one.

How to read the tags. Every pickup, document and detour in the walkthrough is tagged and colour-coded, so you can skim a chapter for one kind of thing without reading all of it.
TagWhat it marks
ITEMA consumable or an upgrade part
KEY ITEMOpens a door, a locker or a path
WEAPONA weapon, listed with its full stats
ARMORBody armor, with health, MP and slots
FILE 01A document you can read, numbered in the order you find it
CODEThe answer to a keypad, dial or puzzle
SAVE POINTA telephone you can save at
BOSSA named fight
MISSABLEGone for good if you walk past it
SIDE QUESTOptional — tap it for the full steps
ENDING STEPA choice that decides your ending
PROLOGUEM.I.S.T. & Akropolis TowerLos Angeles — September 4

A hostage call at a high-rise turns into Aya's first field assignment against the creatures M.I.S.T. was built to hunt. The tower is a closed loop: you unlock a route, the story advances, and every room you already emptied fills up again. That is deliberate — it is where most of your early experience comes from.

M.I.S.T. Headquartersbefore you leave — and this all closes behind you
1
SIDE QUEST 1
The shooting range shuts for the rest of the game.Five levels sit downstairs, and each one pays out once — re-clearing a level you have already beaten gives nothing. Once you leave for Dryfield the range is gone for good, so run all five now and collect the prizes from Jodie at the shop.
LevelWhat it throws at youPrize
1Stationary targets, no clock50× 9mm Hydra
2Moving targets, two minutesRinger’s Solution
3Civilians mixed in — hitting one is a heavy penaltyHunter Goggles
4Parasite Energy allowed, denser wavesLipstick
5Attachments allowed, targets shoot backShoulder Holster
The range opens again briefly when you come back from the tower, so anything you cannot clear now you can retry then — but not after that.
2
Jodie’s shop. Two guns and two vests, and nowhere near enough points for all of them on a first visit. If you can only afford one thing, make it the shotgun.
3
ITEM Recovery 3 in the garage, in the medical stash behind the red SUV. Pierce briefs you here, and there is a telephone save nearby.
Akropolis Tower — The Squareground floor
4
SAVE POINT A telephone with a blue light sits in the lobby. Pick up the KEY ITEM Map from the white plaque on the statue base before anything else.
5
ITEM Recovery 1 on the officer lying under the billboard, and ITEM Recovery 2 on the second body by the guard rail to the south. A crate of unlimited 9mm is in the stairway nook off the lobby — top up here every time you pass.
6
An officer dying in the east hallway hands you the KEY ITEM Cafeteria Key. One Stranger waits on the patio beyond, facing away from you. Hit it from behind — a back attack does far more than a straight exchange, and this is the room to learn that in.
Cafeteriafirst boss
7
FILE 01 Mendel Magazine on one of the tables.
Only on this visit. The magazine is worth a large bounty bonus at the end of the game and it is not here later. Take it before you trigger the fight.
8
BOSS The mutated woman. A civilian transforms in front of you.
Great Stranger — 300 HP
Slow, melee only, and it comes at you in straight lines — the tables are the whole fight. Keep one between you and it, shoot, step around when it commits. Pyrokinesis lands well early on. It speeds up noticeably at about half health, so do not get greedy in a corner.

Afterwards, examine the body for the KEY ITEM Metallic Implant and pick up the Recovery 2 it leaves behind.
9
ITEM In the kitchen behind the counter: Recovery 1 on the officer and a Stim in the refrigerator.
Back through the towerthe first respawn wave
10
This is the pattern for the whole tower. Beating the cafeteria boss refills rooms you already cleared — two Strangers on the patio, one in the kitchen, and eight rats in the cafeteria hallway. If you are chasing the kill percentage, sweep back through now rather than at the end. Phoning M.I.S.T. from the lobby afterwards updates your map and seeds another wave on top.
11
Fight the rats from the mouth of the cafeteria hallway rather than walking in among them — short bursts, and they come to you.
Security Roomthe two locks
12
KEY ITEM Blue Key is in the yellow wall box marked KEY, in the corridor on the way in. The panel inside has two slots. The blue key goes in the left slot and opens the escalator route onward. The right slot stays empty until you find the red key much later, and that one drains the fountain.
13
FILE 02
The bridge code — and where it comes from
A note on the wall in here shows a musical stave with numbered notes. The trick is that odd numbers sit on the lines and even numbers sit in the spaces between them, counted from the bottom up; read the marked notes in order and you get the three digits.

The answer is 561, and it is the same on every playthrough. You will need it at the bridge panel later — nothing in this game is re-rolled, so you can write it down once and never think about it again.
Fountain, Forked Road & Observatorythe middle floors
14
ITEM MP Boost 2 in the bin by the fountain entrance, and a ITEM Protein Capsule down a path you only find by examining the red-leaved tree twice. The gate here stays shut until the fountain is drained.
15
ITEM Penicillin on the officer near the lift at the forked road — examine the body twice. One more Stranger stands with its back to you.
16
ARMOR Tactical Vest on the bench in the observatory. Equip it immediately. It is free, and it is better than anything on sale for the next several hours. Two Strangers are in the room with it.
Promenade & Sanctuarythe rifle and the red key
17
WEAPON MP5A5 on the officer at the far end of the promenade, with a torch already fitted. Load it and make it your main gun now. ITEM 4× Grenades are in the box at the foot of the escalator. Two Fatties guard the room — they burn well and they are slow, so keep your distance and use fire.
18
In the sanctuary, the masked figure attacks Rupert and disappears. KEY ITEM Red Key is on the floor where he was standing.
Meeting him is a story beat, which means it is also a respawn trigger — the rooms behind you have refilled again, including a wave of moths on the promenade. Use single shots on moths and keep the torch on them; letting one burst overhead blinds you.
Roof Gardenthe one thing you cannot come back for
19
SIDE QUEST 2
The Black Card — the single most missed item in the game.It is on the ground in front of the locked door, and it is small enough to walk straight past. You have to examine the spot twice to actually pick it up.

It opens a supply room in the Shelter much later that holds unlimited ammunition and a free shotgun. If you leave the roof garden without it on this first visit it is gone for the rest of the playthrough — you can walk back into the room, but the card will not be there.

Four worms drop out of the trees the moment you take it. They are flammable and they cluster, so one well-placed fire spreads between them.
Bridge & Fire Escapethe last stretch
20
CODE Enter 561 at the bridge panel to raise it. The fish flopping around below stop being a problem the moment the bridge is up — you can simply walk over them.
21
SAVE POINT A telephone on the fire escape is the last save before the boss. There is a Recovery 2 on the half-dead Stranger here. Heal, reload, and put Penicillin somewhere you can reach it in a hurry.
HeliportBOSS — No.9
22
BOSS No.9, first meeting.
No.9 — 1600 HP
The room does the damage, not your gun. Three electrical boxes are spaced along the walls and there is a steam pipe near the far end. Bait him into charging past a box, shoot the box while he is against it, and it takes a chunk off him that no amount of 9mm would. The box only stays live for about a second, so the shot has to be timed rather than sprayed.

Work the boxes in sequence, unloading into him during each stun and backing into a corner to reload. Save the steam pipe for last — it hits hardest. The third box can be shot a second time for a gas burst.

What he does to you. A two-hit flaming blade combo, telegraphed by a short leap; a thrown charge that bursts into a cloud and paralyses you; and a straight charge that gets faster as his health drops. Paralysis is the real danger — carry Penicillin, and mash the d-pad to shake it off sooner.

He guards. His block only drops while he is attacking, so the clean windows are immediately after he commits to a swing. Attacks from behind bypass the guard entirely, and rifle rounds punch through his suit where pistol rounds do not.

He is not killed here — he leaves across the rooftops and the tower comes down behind you.
Back at M.I.S.T.before Dryfield
23
FILES 03–06 Examine all four documents in the debriefing. Each one pays out as a bounty lump at the very end of the run rather than at pickup, which is exactly why they read as scenery. Talk to Pierce until he sends you on.
24
Your gear gets taken off you. Almost everything goes into the car boot for the trip, and the game hands back a few consumables in exchange for the equipment it confiscates. Do not spend the run to Dryfield expecting the rifle you just found — but do spend your points at Jodie first, and run the shooting range again if you left prizes on the table.
CHAPTER 1 OF 4
DAY 2DryfieldNevada — daylight, then night

Dryfield is the only part of the game that is genuinely open. A dead motel town of maybe a dozen buildings, and you are free to walk it in almost any order — which is exactly why it is where most of a first playthrough goes wrong. Four numbers are written in four different buildings, a key is lying at the bottom of a drain, and the last event of the night decides which ending you are allowed to get.

Read the town before you solve it. Two codes come out of Dryfield — 3033 for the shop register and 4487 for the safe in the loft. Both are fixed on every playthrough, so you can enter them the moment each lock is in front of you. The clues are only there for the pleasure of working them out.
Main Streetarrival — day
1
The car pulls in and Aya is on her own again. A telephone here is your SAVE POINT save point, and it is also how you call Mr. Douglas later. The ammunition crate beside it refills 9mm P.B. without limit — treat it as the town's top-up station and come back to it constantly.
2
A single Chaser comes down the street at you. It is fast, it turns badly, and a knockdown buys you the whole reload. It leaves 50 rounds of Hydra behind.
Motel Rooms 1 & 2the paintings
3
Two Strangers per room. Room 2 has ITEM Penicillin in the bookcase — examine it twice — and ITEM Recovery 1 in the bathroom bin. Room 1 is laid out the same way.
4
FILE 07 SIDE QUEST 5
The gunfighter paintings — where 3033 comes from
A framed print of an Old West gunfighter hangs in each of the two rooms. Between them they give you the ages of two men who were both at Tombstone in 1881; put those two numbers together and you have the four digits for the shop register on the back street.

The answer is 3033, entered on the register keypad as # 3 0 3 3 followed by TOTAL.
Public Toiletfirst digit of the safe
5
FILE 08 CODE One Stranger inside. Count the urinals: there are four. That is the first digit of the loft safe. A message scrawled on the wall tells you to count the telephones around town as well — that answer is also 4.
Parking Lot, Driveway & Water Holethe outer loop
6
Two Chasers sleep in the parking lot and wake together, so open on them from the entrance rather than walking between them. A dumpster off the lot holds ITEM 10× Buckshot.
7
ITEM Recovery 1 in a box at the back of the driveway, and a swarm of bats overhead. Bats are the one enemy in Dryfield worth burning — single shots waste time and they will not all come down.
8
ITEM Protein Capsule is inside a crumbling section of wall in the water hole; you have to examine the hole to reach it. Throwing the light switch here opens the gate through to the underpass.
Junkyard & Mr. Douglas’s Trailerthe dog and the shop
9
Flint. A German shepherd trots out and does not attack — he is one of the few things in this game that is exactly what it looks like. He matters enormously later.
10
ITEM Coil of Rope on the ground by the trailer door. Picking it up drops a pack of scorpions on you, so have something loaded before you reach for it.
11
Mr. Douglas opens his shop. He is the only merchant until the Shelter, and the telephone inside is a SAVE POINT save point. His stock never changes between day and night, so there is no reason to hold points back for a better list later.
CategoryWhat he sellsCost
WeaponsP08 pistol680 BP
WeaponsM9980 BP
WeaponsPA3 shotgun1,000 BP
WeaponsGrenade Pistol1,680 BP
WeaponsM4A1 rifle2,450 BP
AttachmentsRifle Clip Holder1,800 BP
ArmourShoulder Holster2,580 BP
ArmourPASGT Vest2,980 BP
Ammunition50× 9mm P.B. / 10× Buckshot / 80× 5.56 Rifle30 / 60 / 100 BP
Ammunition4× Grenade / 4× Riot Grenade280 / 80 BP
ItemsRecovery 1 / Penicillin / Stim100 / 80 / 80 BP
ItemsMP Boost 1 / Combat Light / Pepper Spray320 / 60 / 100 BP
What to actually buy. The Grenade Pistol and a stack of Riot Grenades are the best value on this list by a distance — riot rounds stun everything in a cluster, and Dryfield throws clusters at you all night. Armour before anything else if you can only afford one line.
The Garagethe car lift
12
KEY ITEM Monkey Wrench on the tool shelf in the corner nearest the trailer. Take it now — it is the only way into a locked dresser across town, and there is no second one.
13
Car lift & circuit breaker
The panel inside is dead until you find the power.

1. Walk around the outside of the building to the breaker box beside the window and throw it. The indoor panel lights up yellow.
2. Press UP to raise the car, then TURN to rotate it.
3. With the car up and turned, open the boot for ITEM 10× Shotgun Slugs.
4. Raise and turn it once more to swing it clear of the shutter, which frees the gate button and opens the route on.
G&R Bar & Kitchenthe magnet
14
Sucklers hang from the ceiling in the bar and drop as you cross. KEY ITEM Dryfield Map is on the wall by the toilet, and there is ITEM Cola in the fridge near the parking-lot door.
15
KEY ITEM Bottlecap Magnet is in the refrigerator in the kitchen behind the bar. It looks like junk and it is the key to the whole west side of town.
Breezewayfishing for the Factory Key
16
Magnet fishing
A key is visible through a wire grate beside the locked gate. With the magnet in hand, examine the grate and lower it in. The key does not come up cleanly — you have to walk it into the corner of the recess first and lift from there. Take your time; there is no penalty for dropping it.

You come away with the KEY ITEM Factory Key, which unlocks the driveway gate from this side.
17
A Chaser drops on you in this corridor and leaves ITEM MP Boost 1.
UnderpassSUB-BOSS — Giant Spider
18
BOSS Giant Spider.
Giant Spider — 500 HP
It is barely visible, it moves along the walls, and it will be on you before the camera shows it. Stun it first — a Riot Grenade or Pepper Spray freezes it in place — then put Necrosis on it and back into the niche by the cellar door. Poison does the work while you stay out of its lunge. Trying to out-shoot it in the open is how this fight goes badly.

It leaves ITEM 10× Shotgun Slugs and a Protein Capsule.
Cellarsecond digit — lights off
19
ITEM Flare in a box behind the barrels, and a ITEM Snail magazine in the wall cabinet. It turns the P08 from a seven-round pistol into a thirty-two round one, which is the single biggest proportional upgrade any gun gets in this game — but only if you own the P08 from Mr. Douglas.
20
FILE 09
The glowing message
There is writing on the back of the barrel wall in ink that only shows up in the dark. Turn the room's light off and read it: it asks how many barrels are in the centre row.

The answer is 8 — the third digit of the safe.
General Store, Backstreet, Souvenir Shop & Warehousethe back row
21
ITEM Cola in the coolers along the back wall of the general store and ITEM Recovery 3 past them. The pack of Sucklers in here leaves a Flare.
22
ITEM 10× Firefly in the barrels at the far end of the backstreet. Fire shells — save them for the bats and the moths rather than burning them on Chasers.
23
SIDE QUEST 5 CODE The register in the souvenir shop wants a code. Enter # 3 0 3 3 and press TOTAL for a ITEM Belt Pouch, which is a free extra armour slot for the rest of the game.
24
SIDE QUEST 6 The dresser in the warehouse is bolted shut. Use the Monkey Wrench from the garage to strip the bolts and open it. Scorpions patrol this room and a chair blocks half your firing lines, so reposition rather than shooting through it.
Motel Room 6, Balcony & Water TowerKyle
25
Mr. Douglas hands over the key to room 6, which becomes Aya's base. There is a storage box inside with ITEM 50× 9mm P.B. and ITEM 2× Stim, and a save nearby.
26
From the balcony Aya spots someone standing on the water tower. Three Strangers are up here with you first.
27
SIDE QUEST 8 The water tower is a staged fight. Every gate panel you trigger on the way up releases two more Chasers, and they keep coming until you clear the last wave and throw the lever at the top, which opens the gate permanently. Fight on the ladders and platforms where they can only reach you one at a time.
Expect up to eight Chasers across the whole climb. Do not start it on low ammunition — there is no crate up there.
28
Kyle Madigan is at the top. A corpse beside him gives up the KEY ITEM G&R bar keys and a recovery item.
Dilapidated HouseBOSS — No.9, and the end of the day
29
FILE 10 FILE 11
Read the dirt before you open that door.In the narrow hallway just before the fight room there are two windows. The far one shows you nothing but the trailer. The near one lets you read a message written in the dirt outside — and this is the only time you will ever be able to read it. Once you commit to the fight beyond, that vantage point is gone.

There is a second window under the deer head worth looking through as well. What it tells you does not matter here at all — it matters at a gate a very long way underground, hours from now.
30
BOSS No.9, second meeting. Aya finds what was making the screaming, and the man from the tower walks in behind her.
No.9 — 1,100 HP
He is armoured and he blocks. His suit cuts roughly four-fifths off anything you shoot him with, and the shield on his left arm cuts about nine-tenths off bullets and spells alike. He cannot swing the sword and hold the shield up at the same time — that is the entire fight.

The four-corners method. Stand in a corner. Watch the radar: when he crosses into the inner ring he is about to commit. Step back so the swing misses, then unload while his guard is still down, then move clockwise to the next corner before he recovers. Repeat all the way around the room. It is slow and it is completely reliable.

What actually hurts him. Pyrokinesis is the only spell that does real damage — level 2 if you have it. Rifle rounds beat pistol rounds. Hitting him from the side or behind while he is mid-lunge does roughly triple damage, if you can get there safely. Chip in with the pistol between casts rather than standing idle.

He is not killed here either. Aya blacks out, dreams of a girl who looks like her, and wakes at night with the body gone.
Dryfield at nightKyle joins, the phone dies
31
The town changes underneath you. Kyle now follows Aya and fights with a pistol — he soaks hits well but he will not carry a room for you. The car is wrecked, the gas station telephone is destroyed, and until you reach the motel there is nowhere to save. Everything you cleared in daylight has refilled, and it refills again several more times before the night is over.
32
Work the back row first: scorpions on the backstreet, two more in the warehouse, moths in the souvenir shop and the general store. Take the moths down the centre aisle with single pistol shots — they are not worth spells or shells.
Gas Stationthe Scavenger fight
33
Scavengers. They come in one at a time, never more than two on screen at once, and they keep coming for a long stretch — a dozen of them before it stops. This is the densest single fight in Dryfield.
They freeze in light. Any light source drops a Scavenger into a stunned trance, which is by far the cheapest way to handle them. Beyond that: Pyrokinesis very often kills one outright, Buckshot knocks them back and can catch two if they line up, and a Riot Grenade paralyses whatever is left standing. There is an unlimited 9mm can by the car, and the storage box here works mid-fight for recovery items — but not for swapping weapons.
Motel Lobby, Rooms 3–5 & the Loftthe safe
34
The lobby key opens the way to the KEY ITEM Masterkey, and taking that refills the balcony, the loft, rooms 3 to 5, the gas station, the general store, the backstreet, the dilapidated house and the junkyard all at once. If you are chasing the kill percentage, this is the moment to walk the whole town again.
35
ITEM MP Boost 2 on the shelf in room 3 — examine it twice.
36
FILE 12 CODE Room 4, bathroom, behind the curtain. Something is scratched into the mirror asking you to count them. The answer is 7 — the last digit.
37
SIDE QUEST 7
The black safe — 4487
The safe is in the loft, beside the petrol can. Four counts around Dryfield, in this order:
DigitCountWhere
4UrinalsPublic toilet
4TelephonesTallied across the town
8Barrels in the centre rowCellar, with the light off
7MirrorsRoom 4 bathroom, at night
Opening it gives you ITEM Holy Water — about a quarter off all incoming damage while it is attached. Put it on now and leave it on.
38
The petrol can bites. Scavengers ambush you when you pick the can up empty, and again when you bring it back full. Do not walk into the loft with an empty magazine either time.
39
Fill the can at the gas station and give it to Mr. Douglas. That errand triggers another town-wide refill — bats in the driveway, Chasers at the gas station, Scavengers on the water tower, and packs in the parking lot, the toilet, the bar store, the back alley, the water hole, the underpass, the cellar, the souvenir shop and the loft.
The BalconyBOSS — the Burner. This is the one.
40
SIDE QUEST 9 ENDING STEP 1
This single fight decides your ending.Sleeping in room 6 starts it. The Burner comes for Flint on the balcony, and the fight runs on a three-minute timer. Deal enough damage inside that window and it is driven off. Fail, and it simply gives up and walks away — and the dog dies.

Everything else on the best-ending path is gated behind Flint being alive. Not one of the later rescues will even be offered if you lose him here, and the game never tells you that anything was lost.

Go in loaded. Full magazines, MP topped up, and your heaviest weapon equipped before you lie down.
41
BOSS Burner.
Burner — roughly 3,000 damage in 3 minutes
The threshold is about 70% of its health inside three minutes. That is a lot of sustained output, so there is no room for careful poking.

Necrosis is the trick. Poison it and every time the effect ticks it interrupts whatever it was winding up. Recast the moment the flash on its body fades and it barely gets an attack out. With that running, pour everything else you own into it.

What it throws. A fist smash and a wide swipe, both of which miss you entirely if you hold a corner; and a flamethrower breath you dodge by running along the length of the balcony rather than away from it. Later in the fight it starts grabbing — mash movement and fire to break out.

How to tell you made it. If it is beaten in time you get a close shot of it bloodied and reeling. If it simply turns and walks off, you were short.
42
Flint lives

The M950 is waiting in a box by Mr. Douglas’s trailer, and the whole best-ending chain stays open.

Flint dies

The Chicken Plate is in the boot of the wrecked green sedan outside the trailer.

Leaving Dryfieldlast sweep
43
The fight refills the loft, room 5, the bar, the parking lot, rooms 1 to 4, the general store, the backstreet, the dilapidated house and the junkyard one final time. Clear them now — the town closes behind you.
44
Mr. Douglas meets you with a gift and the key to his truck.
Spend everything before you talk to Kyle. Save at the gas station, empty your bounty points into Mr. Douglas, and check your armour and loadout. There is no shop and no save between here and the bottom of a mine.
CHAPTER 2 OF 4
DAY 3The Mine & the Shelterand the sewers beneath them

Underground the game stops being open and becomes a corridor — with one exception, and it is the most important choice in Parasite Eve II. At the end of the sewers you are offered a lift that takes you straight on, and a gate that takes you the long way round. The lift is faster. The gate is the only route to the ending most people are trying to get.

The Mesathe crash
1
Kyle has come off the motorcycle and is nearly dead. A Desert Chaser is on top of him — kill that one first, then deal with the rest of the mesa, roughly ten more of them plus a mixed pack of moths.
Stay off the cliff edge. A Chaser hit knocks Aya back several feet. Fight with rock behind you, not open air.
2
ITEM Scattered across the mesa and the tunnel below it: Recovery 3, 50× 9mm Hydra, 80× 5.56 Rifle, 10× Firefly, a Belt Pouch and a quantity of 9mm Spartan. Five Scavengers hold the tunnel, and twelve bats are waiting past the broken bridge.
Mine Entrancethe broken track
3
KEY ITEM An Oak Board is leaning against the wall nearby. Lay it across the gap in the mine cart track to get over.
4
Mindsucklers and scorpions share this stretch. Wound the Mindsucklers rather than killing them outright where you can — scorpions ambush you the moment one dies.
Power Generator Roomthe jumper plug
5
Routing the power
A circuit board with holes and a lever decides which gates get power. One plug is already fitted, in the lower-right hole.

First pass, with one plug: move it to the top-right hole and pull the lever.
Second pass, once you have found the second plug: put the new plug in the top-left hole, move the original one back down to lower-right, and pull the lever again.

If you would rather work it out than follow it: find the box you want powered and trace its line backwards across the board, jumping between lines wherever the board lets you.
Motorcycle RoomKyle’s gun
6
WEAPON P229 — Kyle's pistol. It is silenced, hits slightly harder than the P08 and crits less often. The reason to carry it is the torch on the underside: it stuns Odd Strangers and it is the only thing that makes an invisible enemy later in this mine visible at all.
7
There is a button on Ned's motorcycle that opens a hidden wall passage. The remote switch beside it does nothing until the severed line is repaired — that is what the second jumper plug is for.
The Barrel RoomBOSS — Blizzard Chaser
8
BOSS Blizzard Chaser.
Blizzard Chaser — 500 HP, then 2,500 HP
A ring-shaped room with machinery in the middle and four explosive barrels against the walls. Those barrels are the fight.

Round one is an ordinary Chaser with a leap, a grab and a running charge. The west and east walls are safe ground. Let it circle the machinery and put an Airburst or Riot round into a barrel while it is beside one.

Round two is the same creature skinned, and considerably faster. It gains a bite and an attack launched off the mining equipment. It is weak to poison and to wind, so Necrosis first and keep working the remaining barrels. Grenades cover whatever is left.

It leaves ITEM Recovery 2 and ITEM 4× Grenade.
The Secret PassageBOSS — Ivory Stalker
9
SIDE QUEST 15 BOSS Ivory Stalker. The wall passage the motorcycle opened is not optional in practice — it is the way to the lift out.
Ivory Stalker — 1,000 HP
You cannot see it and you cannot poison it. Necrosis does nothing here. Fire and light are its weaknesses, and the P229's torch both stuns it and shows you where it actually is.

Never turn your back. Its pounce triggers specifically when Aya is facing away, it is close to unavoidable, and it hits hard enough to end a run that was going well. Keep the camera on it, keep the light on it, and back away in an arc rather than turning to run.

A loaded Grenade Launcher ends the fight in about five hits. If you have Apobiosis it locks the Stalker down completely.

It gives very little experience and drops 9mm Spartan — rare, and the hardest-hitting pistol round in the game.
The Shelter — B1turrets, and a door you may not be able to open
10
The lift brings you up into the Shelter. It is clean, lit, mechanical, and full of turrets, which behave differently by colour.
TurretBehaviourHow to handle it
RedSweeps a laser before firingMove out of the sweep line before it locks
WhiteRapid, sustained burstsRun until it stops, then shoot back into the gap
YellowStandard fireSnipe from range with the rifle
BlueInflicts paralysisCast Metabolism first; wiggle the d-pad to recover
11
ITEM A Parabellum supply box in the southern corridor refills 9mm without limit, and there is another in the storage room along with Ringer's Solution in the medicine cabinet.
12
The armoury. Free bounty-point recharge, and the first real shop since Dryfield.
WhatCostWorth it?
Hammer attachment (M4A1)3,720 BPYes — it knocks enemies down on hit and carries the whole midgame
Combat Armor3,250 BPA solid step up
NBC Suit3,980 BPBetter again
Psy Suit4,580 BPBest on sale here
Armour on sale hereHPMPSlotsEffects
Combat Armor+40+105Motion detector, resists silence
NBC Suit+20+206Resists poison and paralysis
Psy Suit+504Resists confusion, and shows you enemy health bars
Hold off on armour if you are taking the gate route later — a free Tactical Vest (+50 HP, +10 MP, seven slots) is waiting in a parked SUV on that path.
13
SIDE QUEST 2
The Black Card pays off here — or it does not.There is a locked door in the armoury. If you picked the Black Card off the roof garden floor back at Akropolis Tower, it opens the Munitions Room: three supply boxes of unlimited Buckshot, 9mm and Hydra, and an WEAPON SP12 shotgun — examine it twice to actually take it. Seven shells, slow, and it kills most things in two to four hits.

If you walked past the card hours ago, this door never opens for the rest of the run.
14
SAVE POINT The sterilization room at the north end has a telephone, a supply box and a storage box. This is the checkpoint you will keep coming back to for the whole chapter. Leave the Grenade Pistol, shotgun ammunition and spare healing here rather than carrying it everywhere.
15
FILE 13 Read the beds in the sleeping quarters, and the note in the locker. One of them is Bowman's, and it is worth the thirty seconds.
The Shelter — B2divers and the breeding room
16
Divers submerge and resurface, and they are weak to fire — Firefly shells, Pyrokinesis or Combustion. Amoebas go down to the Hammer or to fire as well.
17
ITEM In the breeding room: Cola in the right-hand cabinet by the door, an ammunition box, and MP Boost 2. FILE 14 The diary on the desk is Dr. Bowman’s, and it is the first straight answer the game gives you about what this place is.
18
A cutscene locks the door behind that room and refills B2 behind you — more maggots and amoebas in the breeding room, more divers in the corridor and the septic tank. Sweep it before moving on.
Dumping HeapBOSS — the Glutton, first half
19
SIDE QUEST 16
The Medicine Wheel is in this room and only this room.It is in a box at the edge of the arena. Once the fight moves through to the incinerator you cannot come back for it. Attached, it makes defeated enemies drop bonus items for the rest of the game; consumed, it takes a wind spell straight to its top level without spending experience.
20
ITEM There is 500× Hydra in the upper-left of the arena and 500× 9mm in the lower-left. Use them — this is a long fight.
21
BOSS Glutton.
Glutton — 3,000 HP per encounter
The mouth is the fight. An open mouth takes roughly double damage. Its shoulders take about a sixth. Its head takes essentially nothing at all unless you paralyse it. Paralysis or a well-placed grenade forces the mouth open — that is your damage window and there is no other one worth using.

The vacuum. When it inhales, get to the edge of the screen so you are not dragged in — being pulled all the way in at close range can kill outright. The recovery after it is your best free punish.

Do not let it eat the small ones. Any lesser creature sucked in restores its health. Kill the adds or keep them away from its mouth.

Other attacks: falling trash telegraphed by shadows, a green poison breath, a tongue slap and orange projectiles. Landing a critical on its shoulder can spawn a Mad Chaser.

Bring the launcher. A Grenade Pistol or M203 loaded with Energyshot is close to mandatory here.
Garbage Incineratorthe Glutton again — and Kyle
22
Five minutes. Kyle is being held in here and the arena runs on a five-minute clock. Let it run out and a cutscene takes the fight away from you.
23
SIDE QUEST 17
Kill it outright

Straight damage, same weak points as before. Rewards: Recovery 3, Eau de Toilette and 4× Airburst.

Crush it

There are floor switches and a compactor. Lure it onto the platform, raise it, and hit the second switch once it is down to roughly its last thousand health. Rewards: Recovery 3 and MP Boost 2.

Deep Shelter & the sewersthe flood gate
24
Mad Chasers in the lower sewer, Sucklercephs and Slouches above. Kyle carries an M4A1 with a Pyke down here and will not open fire until you do.
25
FILE 15
The reservoir flood gate — 18
A note on the wall asks you to total the legs of three creatures: a rat has four, a cockroach has six, a spider has eight.

4 + 6 + 8 = 18. Set the tens dial to 1 and the ones to 8. The reservoir drains, the sewer beyond floods, and the way to the water supply opens. Any Diver still in the room is left stranded and harmless.

This one is mandatory. There is ITEM MP Boost 2 in the north-eastern corner while you are here.
Upper SewerTHE FORK — the most important choice in the game
26
SIDE QUEST 10 ENDING STEP 2
Two ways out, and one of them is permanent.There is a control panel here for the Full Moon Gate, and there is a lift that takes you straight back down to B2. Kyle will point you at the lift.

Take the lift and the gate is closed for the rest of the playthrough. Not delayed — closed. You cannot come back and solve it later.
27
FILE 16
The Full Moon Gate — 15
The memo on the wall in here explains that the fifteenth night of the lunar month is the lucky one — the full moon. That is the whole riddle. If you looked through the window under the deer head back in Dryfield, you already read the same thing.

Enter 15. Then go back up the ladder from the panel and through the gates above; the second gate at the east end is the one that actually opens the route, and it takes you up a well into Dryfield.
28
Through the gate

A whole optional return trip to Dryfield: the free Tactical Vest, the Lipstick, the ice-bag chain and the Ofuda, the Aeris magazine, and Pierce alive at the water tower. You solve the laboratory password yourself and earn your keycard from a boss. The best ending stays open.

Down the lift

Kyle hands you a keycard and the password in a cutscene, and the game moves on immediately. Everything in the column beside this one is gone, and so is the best ending — permanently, no matter what you do afterwards.

Back to Dryfieldthe return trip
29
Dryfield is repopulated and there are things in it that exist only now.
WhereWhat is waitingWorth stopping for
Main StreetA Chaser and moths — and the ice machineYes — three trips start here
Water TowerA Mad Chaser, a Belt Pouch, and PierceYes — this is the rescue
Water TankMindsucklers, Hydra and Spartan roundsYes
LoftSix Scavengers and the Aeris magazineYes — read the whiteboard first
Gas StationA parked SUVYes — needs the SUV key
Mr. Douglas’s trailerRestocked shop, including the PykeYes
Underpass, cellar, boutique, warehouse, toilet, bar store, roomsFresh packs throughoutFor the kill percentage
30
SIDE QUEST 11 ENDING STEP 3 Pierce at the water tower. He is down and three Mindsucklers are on him. Clear them and he hands over the KEY ITEM SUV Key.
The SUV at the gas station then gives you the ITEM ARMOR Tactical Vest and a ITEM Lipstick.
31
SIDE QUEST 13 ENDING STEP 4
The ice bags melt.Take a bag from the ice machine on Main Street and get it to Pierce without detouring. Three separate runs, three separate rewards.
TripWhat you get
First bagCola
Second bagMP Boost 2
Third bagHe has already recovered — he gives you the Ofuda instead
The Ofuda adds half again to Parasite Energy attack damage while it is attached. Let a bag melt on the way and you have lost that trip's reward.
32
FILE 17 FILE 18 SIDE QUEST 14
The Aeris magazine. Read the whiteboard first — the magazine does not exist in the room until you have. It is then on the north-western beds in the loft sleeping quarters. It is the only thing that explains the rule behind the laboratory password — and it exists only on this route.
Back through the ShelterBowman
33
Coming back through the gate repopulates the entire facility. Two rooms matter more than the rest:
RoomWhat is in it
B1 StoreroomSix amoebas and a Red Amoeba — 280 HP, inflicts Berserk, dies to a single Necrosis, and pays 420 bounty points
B1 Northern CorridorA Brain Stinger, which drops a Key Card. Necrosis stops it casting; the Hammer knocks it down. This creature is Dr. Bowman
34
ITEM In the B2 operating room: Ringer's Solution in the storage north-west of the table and Eau de Toilette in a lab coat down the western hallway. Creeping Strangers in here take no damage at all from behind and inflict Berserk on contact — Buckshot to the front is the answer. The Skull Stalkers have one hit point each and explode if you step on them.
The Laboratorythe password
35
The computer — A3EILM2S2Y
The password was a name from the first game. A worm has scrambled it: take every letter, sort them alphabetically, and where a letter appears more than once, write the letter followed by how many times it occurs.

The entry is A3EILM2S2Y — three As, one E, one I, one L, two Ms, two Ss, one Y.
36
The visitor program. Three questions follow, drawn from a larger pool. Answer all three correctly for access.
QuestionAnswer
Which organelles carry their own DNA?Mitochondria
Who was behind the Manhattan incident?The researcher from the first game
What desert lies above this facility?The Mojave
Where does the Mitochondrial Eve theory place humanity’s origin?Africa
37
SAVE POINT There is a storage box and a telephone in here. The phone rings once the computer is done, and you are sent to the POD Service Gantry.
POD Service Gantrythree buttons
38
The control panel here opens the rest of the game.
ButtonWhat it does
Lower leftOpens the Golem Freezer and the underground parking
ThirdOpens the Neo Ark lift, reached from the B2 main corridor
LastShuts down every turret in the facility. Press this one
Killing the turrets first makes the whole walk back through B1 and B2 trivial, and it opens up rooms you sensibly skipped earlier. There is a telephone here too.
CHAPTER 3 OF 4
FINALENeo Ark & the Finalethe ecosystem, the invasion and two last fights

Neo Ark is an artificial world built underground — savanna, forest, a lake, a pyramid — and it is where the puzzles finally stop being three-digit codes and start being floors you walk on. It is also the last place in the game you are free to wander. Everything after the phone call in the underground parking is a straight line to the end.

Savanna & Shrinethe tile puzzle
1
Goat Chasers and scorpions on the way in. Knock the Chasers down with the Hammer and use Plasma on the scorpion cluster.
2
FILE 19 SIDE QUEST 18
The shrine — three colours, three outcomes
Sliding hieroglyph tiles, arranged to match the placard on the wall. The placard is the clue — nothing external is needed. Whichever colour you are solving, leave the bottom-right square empty or it will not register.

The puzzle resets every time you leave and re-enter the room, which means you can take all three solutions on the same visit. Order matters:
ColourTile orderWhat happens
Blueweed, knife, plough, eggA sarcophagus opens with MP Boost 2 inside, then a small beetle skirmish. Do this first
Yellowfish, eye, cross, crownA trap. The door shuts and three beetles drop from the ceiling. No reward at all — do it only if you want the kills
Redking, legs, lips, boxOpens the western staff door toward the first generator. Do this last — it is what moves the story on
Power Plant, southGenerator #1
3
BOSS Proto Generator. Not a boss so much as a fortified installation: enormous defence, constant regeneration from a life-support feed, and no attacks of its own. The turrets on the walls do all the damage.
Proto Generator + Generator Device + six turrets
Order of business: kill the Generator Device first — it is what keeps the thing healing — then clear the turrets, then break the generator itself. Doing it in any other order is just feeding ammunition into a regenerating target.

Rewards: ITEM Recovery 3 and ITEM MP Boost 2. The security shutdown opens the north route into the rest of Neo Ark.
Forest, Pavilion, Bridge, Garden & Woodland Paththe loop
4
Horned Strangers hold the forest and the woodland path. Knock them down with the Hammer and finish with rifle fire — keep them engaged or they run off screen and heal the room's clock.
5
FILE 20 SIDE QUEST 20 The Stone Stela is in the corner of the pavilion near the tunnel mouth.
Reading it is a deliberate trigger. It seeds two or three extra enemy waves in every zone of Neo Ark. If you are chasing 100% kills, read it — those waves are a large slice of what is left. If you are not, walking past it makes the rest of the area considerably quieter.
6
ITEM Divers hold the pavilion and the bridge — fire again, Pyrokinesis or Firefly. The garden is ten beetles at once: Buckshot for the spread and Plasma for the crowd. There is a map marker in the garden's south-western corner.
The Pyramidboth floor puzzles
7
FILE 21 SIDE QUEST 19
The bridge panels — 6, 2, 3, 5
Coloured panels set into the floor. You solve this by standing on them, the right number of times each, in this order:

Blue ×6  ·  White ×2  ·  Red ×3  ·  Yellow ×5

The clue in the room is a dial marked with dots and bars beside each colour, and that is where most people come unstuck: it is a counting cipher, not a decoration. A dot is one and a bar is five.

Getting it right reveals a lever. Pulling the lever slides a bridge to the west and opens the island.
8
The blackout panels — twelve presses
A second floor sequence, this one twelve steps long, which opens the door to the second generator:

Red, Yellow, Blue, White — Blue, White, Red, Yellow — White, Blue, Yellow, Red

Three groups of four is the easiest way to hold it in your head. There is no penalty for a wrong step, so take it slowly.
Island & Submarine GalleryBOSS — Great Diver
9
ITEM Lipstick is hidden under a bush in the southern part of the island. The ladder down leads to the gallery.
10
BOSS Great Diver.
Great Diver — 2,000 HP
Five ordinary Divers come with it. It fires a stream of electricity from its mouth and it chases — circle the arena rather than backing into a corner.

The Pyke trivialises this. Continuous fire damage stops it diving and resetting, so it never gets a safe moment. Without the Pyke, Necrosis first and then Pyrokinesis at level 3 does the same job more slowly.

It drops ITEM MP Boost 2 and the ITEM Crystal Skull — the fourth and last of the elemental attachments, and about +25% weapon damage while it is worn.
Power Plant, northGenerator #2
11
BOSS Beta Generator. Same shape of fight as the first: device, then turrets, then the generator. There is an unlimited Hydra stash down a narrow side path here. Rewards are ITEM Recovery 3, ITEM MP Boost 2 and ITEM Ringer's Solution.
Killing it sets off the biggest respawn wave in Neo Ark — fresh enemies in the woodland path, the pyramid, and two Red Amoebas in the submarine tunnel. Last easy experience before the endgame.
B6 Training RoomBOSS — Puppet Stinger
12
Speakers fill the lift and the corridor on the way down. Then the girl from the tower, with something attached to her.
13
BOSS Puppet Stinger.
Puppet Stinger — 4,000 HP
Plasma is the fight. A force field surrounds the girl, and Plasma both breaks the shield and cancels whatever the creature is casting. Nothing else does that.

The sequence: Energyshot, kill the two side Speakers, close to the girl, Plasma to strip the shield, then empty everything you have into it — the Pyke's whole fuel load if you have it, finished with the Grenade Pistol. Without those, the M950 or the P229 does it more slowly on the same rhythm.

Reading its attacks by colour. A short purple charge is two or three beams sweeping the room. A long purple charge is one beam that tracks you and paralyses. A red charge with a repeating sound is homing spheres. A long red charge is a large explosion — interrupt that one with Plasma.

An oddity worth knowing: running into it while it is casting gives you a moment of invulnerability.

Drops ITEM MP Boost 2, ITEM Eau de Toilette and ITEM Ringer's Solution. There is an MD Player on a shelf afterwards, and a telephone next door.
POD Service Gantrythe phone call that decides the ending
14
FILE 22 ENDING STEP 5
Three actions, in this exact order.This is the tightest missable in the game and it is very easy to break by being efficient.

1. Check the phone. You receive Pierce's memo.
2. Open Key Items and actually read the memo (Triangle). Not doing this is the usual failure.
3. Check the phone again. This places the call to Jodie.

Get all three right — and Pierce has to have been rescued at the water tower earlier — and Jodie is waiting for you at the military camp. Get any of them wrong and Rupert is there instead, with a revolver and no epilogue.
Underground Parkingpoint of no return
15
This is the real point of no return. A call comes through announcing the military's withdrawal. Once you push on from here, the Shelter and every exploration room in Neo Ark are closed for the rest of the playthrough. Anything you left behind stays behind.

Do your last full sweep, spend your points, and check your armour before you move.
16
A Sergeant sets up here as a permanent vendor from this point on, and there are free stashes of rifle and grenade ammunition.
Garagethe light panel
17
SIDE QUEST 21
The garage lights
Four coloured buttons and a CALL button. Two combinations do something.
Set theseThen press CALLYou get
Red, Green and YellowA Belt Pouch — another armour slot
Blue and YellowThe jeep, which is how you leave
Take the Belt Pouch first. The gate itself needs whichever keycard you came out of the Shelter with.
Air Lock & Vehicular Airlockthe Teddy Bear
18
BOSS Knight Golem ambushes you in the air lock. It teleports and grabs — mash the d-pad to break free. Its fake teleports are see-through, which tells you when not to bother dodging. Fight with your back to a wall. It leaves ITEM 10× Shotgun Slugs and ITEM Ringer's Solution.
19
SIDE QUEST 22 ENDING STEP 6
The Teddy Bear.It is lying on the ground just south of the parked motorcycle in the vehicular airlock. Small, grey, easy to walk past — and there is no second chance at it.

It has to be shown to Flint at the military camp. Without it the top of the weapon shop never unlocks and the best ending is out of reach.
Military CampJodie or Rupert
20
Flint meets you at the gate, if he survived Dryfield. There is a medicine stash, an ammunition stash and FILE 23 a letter about the canister worth reading.
21
ENDING STEP 7 Show Flint the teddy bear. That single action opens the rest of the shop.
Jodie is here

The M249 (15,800 BP) and the MM1 (23,500 BP) go on sale, along with the Turtle Vest, Aya Special rounds and MP Boost 2. Battery recharging opens up again, which brings the Javelin and the MP5A5 back into play.

Rupert is here

You get the Mongoose and 25 rounds for it instead. It is a perfectly good revolver. It is also the sign that the best ending is already gone.

This is your last chance to buy the EOD Suit. There is no shop after this that matters.
22
ENDING STEP 8 The blind soldier. A wounded marine is in the sterilization room. With Flint alive and the bear handed over, Flint leads him back to safety himself. This happens on its own once the earlier steps are right, and it unlocks the MP5A5 at the Sergeant's stall along with free battery recharging.
Golem Freezerthe last rescue
23
SIDE QUEST 23 ENDING STEP 9
Talk to Pierce three times.He is trapped in the freezer. Speak to him at least three times before you leave — anything less and he does not make it out.

This is the final link in the chain. Everything else can be perfect and this one omission still caps you at the middle ending.
The Final ShowdownGolems everywhere
24
Every room you have already cleared in the Shelter and Neo Ark refills with Golems and turrets for one last pass. It is the largest single block of experience in the game and it is entirely optional.
GolemHPBPHow to fight it
Pawn Blade / Pawn Shooter425100Weak to slugs; Plasma and the Hammer stun them. Backstep the shooter's fire
Rook Blade / Rook Shooter482 + shield400Destroy the backpack from behind while it casts or guards. High spell resistance
Knight6001,000Teleport-grab; slugs and Energyball. Keep a wall behind you
Bishop8002,500Faster and angrier than the Knight, and confuses you on a successful grab
You can skip the Bishops. Walk along the wall with your back turned, mashing confirm, and they let you past. Worth knowing when you are low and the fight is not worth the risk. There is a Javelin attachment in the B2 southern corridor on this sweep, and the bridge in Neo Ark holds two Rook Blades together — the hardest Golem fight in the game.
B2 POD Service GantryBOSS — Brahman Reactor
25
SIDE QUEST 24 BOSS Brahman Reactor.
Brahman Reactor — seven separate targets
Every part you destroy here makes the final boss weaker. That is the thing to understand before the fight starts — this is not a health bar to chew through, it is a list to work down, and the leftovers carry into the next fight.
PartHPBounty
Core3,500500
Head1,500500
Neck700500
Arms700 and 1,0005,000
Tentacles500 and 7003,000
Lower rear1,5002,000
Lower front1,500500
What each part does to you. The head fires a red beam — keep moving in one direction. Once the neck is destroyed it sweeps an exploding beam across the whole arena, and the only safe place is the lowest platform tier. The shoulders throw poison clouds, and the hole in the shoulder tells you which way the cloud is going. The lower front puts out a white paralysing cloud and is awkward to hit — use the high platforms or spells. The tentacles split in two every time you damage them and will multiply if you leave them.

The Core Blast. The core is only vulnerable when it opens, and when it opens it charges an enormous beam — enough to take well over a hundred health off you in one hit. Three ways to survive it: keep Antibody up and keep running the platforms; tank it deliberately in the EOD Suit or Chicken Plate and heal after every hit; or cast Apobiosis the instant the core opens and paralyse it before the beam ever fires.

Weapon order: MM1 with grenades, then Mongoose, M249, AS12 with slugs, M4A1 with the Javelin, Grenade Pistol, MP5A5 with Spartan rounds.

Full destruction pays 5,000 experience and 20,000 bounty points.
The bridgeFINAL BOSS — Neo-Mitochondria Eve
26
Use your keycard on the orange device on the middle tier. A bridge extends into the arena.
27
SIDE QUEST 25 BOSS Neo-Mitochondria Eve.
Neo-Mitochondria Eve — 6,000 to 12,000 HP
Get off the bridge and stay off it. That is the entire fight in one sentence. She starts on the bridge, half her attacks only work while you are on it with her, and the outer ring of platforms is where you live for the next ten minutes.

Open with Stim and Penicillin — the protection lasts the whole fight — then Energyshot.
AttackWhat it doesAnswer
SlapContact damage with status effectsOnly reaches you on the bridge. Do not be there
Crash LandingLeaps and slams the bridge centreDodge by being on the ring. She lands with halved defence — hit her hard
Dimension DiveA spinning charge, then a portalTight window. Enough damage cancels it outright; the portal return is another halved-defence opening
CombustionA screen-wide heat waveUnavoidable, but it refills your MP. Damage her before it finishes to cancel it
EnergyballThree homing spheresDo not try to dodge them. Keep circling the outer ring and they lose you
DoppelgangerHalf-defence clones that chase and slapLife Drain kills a clone outright, and each one is 300 experience
The rhythm: circle the ring constantly, break off only when she reappears on the bridge with her defence halved, land the biggest thing you own, and get back out. Life Drain gets better the longer the fight runs.

What to bring. M249, MM1 or Mongoose, whichever the camp gave you; M4A1 with the Javelin as backup. Chicken Plate or the EOD Suit for armour. For spells: Combustion 3, Healing 3, Metabolism 1, Antibody, Energyshot 3, and Life Drain if you have it.
The elemental attachmentswear them or spend them
28
You reach the end holding up to four occult items, and each one can either stay attached for its passive effect or be consumed to push one spell line straight to its top level. You cannot do both with the same item.
ItemWornConsumedRecommendation
Crystal SkullAbout +25% weapon damageInferno to level 3Wear it. The damage bonus is better than the spell
Medicine WheelBonus item drops from every killApobiosis to level 3 for freeSpend it before the last fight — Apobiosis is what neutralises the Core Blast
Holy WaterAbout −25% damage takenLife Drain progressionWear it unless you are committed to Life Drain
Ofuda+50% Parasite Energy damageEnergyball progressionWear it
The three endingswhat you get, and why
29
Sad

Flint died at the Burner, or you never went back to Dryfield, or Pierce was never pulled off the water tower. Rupert meets you at the camp. Aya beats Eve, collapses, and soldiers find her. Nothing is resolved and Kyle carries most of the closing scene.

Normal

Flint alive, the gate solved, Pierce rescued at the tower — but you missed the Jodie call, or you left Pierce in the freezer. A clean finish, no epilogue.

True

All nine steps. A year later, Aya and Eve meet Kyle at the Natural History Museum.

30
The full checklist for the true ending, in the order it happens:
#StepWhere
1Beat the Burner inside three minutes so Flint livesDryfield, the balcony at night
2Solve the Full Moon Gate (15) and go through itEnd of the sewers
3Rescue Pierce from the MindsucklersDryfield water tower, return trip
4Run the ice bag chain to the OfudaMain Street to the water tower, three times
5Check the phone, read the memo, check the phone againPOD Service Gantry
6Pick up the teddy bearVehicular airlock, by the motorcycle
7Show the bear to FlintMilitary camp
8The blind soldier is led to safetySterilization room — automatic if 1–7 are done
9Talk to Pierce three timesGolem Freezer
31
It is a chain, not a list. Each step only becomes available because the one before it happened. Lose Flint on the balcony in Dryfield and steps 6 through 9 will never be offered to you at all — and the game will not say a word about it.
CHAPTER 4 OF 4

Weapons

Aya carries one firearm at a time and swaps at the menu. Two of the best guns in the game are not for sale at any price — they are handed to you for doing something optional, and if you miss the moment you finish the run without them.

The two you can lose.The M950 is Douglas’s thank-you for saving his dog from the Burner. Fail that and he gives you Chicken Plate armour instead. The SP12 sits in a locked supply room that only the Black Card opens — and the card is a single tiny pickup on the Akropolis roof garden that has to be examined twice.
WeaponAmmunitionCapacityRateWhereNotes
Tonfa BatonMeleeAya starts with itWhat you use when the ammunition runs out, and nothing more
M93R9mm20110Aya starts with itFast and accurate; carries the early game further than it has any right to
P089mm7 → 3280680 BP, DouglasThe Snail Magazine turns a seven-round pistol into a thirty-two round one
P2299mm / Flash12901,880 BPLoads flash rounds as well as bullets
MP5A59mm, automatic30 → 90806,980 BPThe clip holder triples it; the workhorse of the middle game
M9509mm, automatic10090Free — Douglas gives it to you for saving FlintCannot be bought. If the dog dies you get armour instead and never see this gun
PA312 gauge321,000 BPCheap, and enough for the tower
SP1212 gauge724Free — the Black Card roomThe reward for the card you almost certainly walked past on the roof garden
AS1212 gauge203612,500 BPAutomatic shotgun; expensive and worth it
Gunblade12 gauge + melee122 / 3610,000 BP at S rank, or stolen from No.9 with the Medicine Wheel equippedA shotgun with a blade on it, and the reason people run Scavenger Mode
M4A15.56mm30 → 90852,450 BPThe platform for every muzzle attachment in the game
M2495.56mm, automatic20010015,800 BP, after the soldier rescueTwo hundred rounds without reloading
Mongoose.44 Magnum5–6702,850 BP, or handed to you by RupertIf Rupert is the one giving it to you, you have already lost the good ending
Grenade Pistol40mm111,680 BPOne shot, then a long reload — but the shot counts
MM140mm121223,500 BPTwelve grenades in a revolver cylinder
HypervelocityBattery100720,000 BP at A rankA rail gun. Kills most things in one shot

M4A1 muzzle attachments

The rifle is really five weapons. Each attachment replaces the muzzle and changes what it fires.

AttachmentPriceWhat it does
M9 Bayonet980 BPA blade for when something is already on top of you
M2032,130 BPUnderslung grenade launcher
Hammer3,720 BPBattery-fed stun gun — holds things still rather than killing them
Pyke5,180 BPFlamethrower; burns rather than punches
Javelin7,500 BPLaser, long reach, low per-shot damage

Ammunition

CalibreRounds, weakest first
9mmParabellum → Hydra → Spartan
12 gaugeBuckshot → Firefly (incendiary) → R.Slug (piercing)
5.56mmRifle rounds only
.44Magnum → Maeda SP (poison)
40mmRiot → Airburst → Grenade
Ammunition is the real currency of a first playthrough. The unlimited crates in the Square and, later, in the Black Card supply room are worth going out of your way for.

Armor

Armour in this game does not reduce damage with a defence number. It adds health, adds MP, carries passive effects, and — the part that actually matters — gives you attachment slots. A vest with eight slots is worth more than one with a bigger health bonus, because slots are where the real bonuses live.

ArmorHPMPSlotsEffectsWhere
Leather Jacket+103Resists paralysisYou start in it
Assault Suit+105Resists poisonFree, after the tower
Tactical Vest+50+107Quick fire, health regeneratesOn the bench in the observatory — take it
Chicken Plate+605Resists impact, health regeneratesDouglas gives you this instead of the M950 if Flint dies
Turtle Vest+5+203MP regenerates, resists paralysis1,680 BP
Shoulder Holster+204Quick fire2,580 BP, or the shooting range level 5 prize
PASGT Vest+206Resists poison, health regenerates2,980 BP
Combat Armor+40+105Motion detector, resists silence3,250 BP
NBC Suit+20+206Resists poison and paralysis3,980 BP
EOD Suit+1005Resists impact and paralysis4,580 BP
Psy Suit+504Resists confusion, shows enemy health4,580 BP
Aya Special+30+507Quick fire, MP recovery8,000 BP, and only if Jodie is rescued
Tactical Armor+60+308Motion detector, shows enemy health12,800 BP
Monk Robe+10010Generates and recovers MPUnlocked at L rank, then 3,000 BP
The Belt Pouch adds a slot, up to a ceiling of ten. On a spell-heavy run the Monk Robe with a full ten slots is the end point; on a gun run the Tactical Armor is the sensible one.

Parasite Energy

Twelve abilities across four elements. Each element has two ordinary spells and a third that only unlocks once both of the others are at level three — so specialising in one element pays off far more than spreading experience across all four.

AbilityMP at level 1 / 2 / 3What it does
Fire — Pyrokinesis8 / 7 / 6A burst of flame at range; at level three it fires three of them
Fire — Combustion14A cone of fire in front of Aya
Fire — Inferno30Burns the whole room. Needs the other two Fire spells at level three
Wind — Necrosis7Poisons, and interrupts what the target was doing
Wind — Plasma6 / 5 / 4A blast that knocks things back
Wind — Apobiosis18Paralyses everything; outright kills weak enemies. Needs the other two Wind spells at three
Water — Metabolism7 / 5 / 3Cures status, and prevents it for a while
Water — Healing12Restores health
Water — Life Drain20 / 18 / 16Damages everything in the room and heals Aya for it. Needs the other two Water spells at three
Earth — Antibody6 / 5 / 4A temporary shield
Earth — Energy Shot10 / 9 / 8Temporarily raises weapon damage
Earth — Energy Ball15Up to three orbs that attack or defend. Needs the other two Earth spells at three
Metabolism is the one people skip and regret. Paralysis from No.9 and poison from half the wildlife will cost you more health over a playthrough than any boss does.

The four elemental attachments

One for each element, scattered across the game. Each can be used two ways and the choice is permanent: slot it into your armour for a passive bonus that lasts the run, or consume it to permanently raise one spell of that element by a level.

ItemElementSlotted effectWhere
Holy WaterWaterTakes 25% off the damage you receiveThe black safe in the Dryfield loft — code 4487
Crystal SkullFireRaises weapon damageNeo Ark, after the pyramid panel puzzle and the Great Diver
OfudaEarthRaises Parasite Energy damage by halfThe third ice bag delivered to Pierce
Medicine WheelWindMakes enemies drop rare itemsThe box at the edge of the dumping heap, straight after the Glutton
All four are optional, and all four are easy to lose.The Holy Water needs four clues you may have already walked past. The Ofuda needs three timed deliveries. The Medicine Wheel has a short pickup window after a boss. The Crystal Skull is behind an optional puzzle and an optional boss. None of them are required to finish the game, and all of them are the difference between a comfortable run and a hard one.

Other attachments

ItemWhat it doesWhere
Belt PouchAdds one armour slot, to a maximum of tenFound, or 10,000 BP
Hunter GogglesImmunity to darknessShooting range, level 3
LipstickResists silenceShooting range, level 4
MD PlayerResists confusion and berserkDrop, with the Medicine Wheel equipped
GPSMotion detectorFound

Bosses

Eleven fights that matter, in order. Two of them are optional and one of them decides your ending.

BossHPWhereHow it goes
Great Stranger300Cafeteria, Akropolis TowerUse the tables as cover. Fire works. It speeds up at half health
No.9 — first fight1,600HeliportBait him past the electrical boxes and shoot them. Save the steam pipe for last. Carry Penicillin for the paralysis
Giant SpiderDryfield underpassAn optional wall of health in a corridor. Fire, and do not let it close
No.9 — second fight~1,100Dilapidated house, DryfieldSame guard rules as before — hit him during his own swings
Burner4,650The balcony, Dryfield at nightTimed, and the dog dies if you are slow. Bring your heaviest gun and do not conserve it
Blizzard Chaser500 then 2,500The mineFour barrels sit near the corners of the arena. Use them
Ivory StalkerMine secret passageFlashes to stun you, then poisons. Keep moving and cure early
Glutton3,000 ×2Dumping heap, the ShelterA pit and a switch. Two phases. The Medicine Wheel appears in a box afterwards — grab it quickly
Great DiverSubmarine gallery, Neo ArkOptional. Circular platform, electrified breath. Beating it is how you reach the Crystal Skull
Puppet StingerB6 training roomColour-coded shields and beams — read the colour before you commit
Brahman ReactorThe ringed arenaHead, neck, arms, tentacles and lower body can all be destroyed separately. Strip the parts, then the core
Neo-Mitochondria EveThe bridgeThe last fight. She makes copies of herself; the real one is the one that keeps attacking
The Burner is not a normal boss fight.It is a rescue with a clock on it. Beat it fast enough and Douglas hands you the M950 and the entire good-ending storyline opens up. Beat it slowly and Flint is killed, you get a piece of armour as a consolation, and four separate later events stop existing. Bring everything you have.

How the fighting works

Bounty Points

M.I.S.T. pays Aya per kill, and the contact lenses she wears do the counting. Points buy everything — guns, armour, ammunition, spells — so the kill percentage and your shopping list are the same problem. Documents and magazines pay out in large lumps at the end of the run, and the two rescue events are worth tens of thousands each on their own.

Machines pay nothing. The robotic enemies late in the game give no bounty at all, so clearing them is for survival and the kill count, not for money.

The four modes

There is no difficulty select on a first playthrough. The modes unlock behind you, and each harder one carries less of your old progress forward while paying out more at the end.

ModeUnlocked byCarries overWhat changesEnd multiplier
NormalThe only option at firstBaseline
ReplayFinish the game once10% of your experience and pointsEasier across the board, and everything you have unlocked is on sale×1
BountyFinish the game once5%Tougher enemies, and much earlier — Golems turn up in Akropolis Tower×3, and one rank higher
ScavengerEarn 69,001 experience in a run1%Shops are nearly empty and expensive; you live on what enemies drop×5, and two ranks higher
NightmareFinish Scavenger ModeNothing at allAya starts ill on 50 health, with the worst of both harder modes×10, and three ranks higher
There is no EX Game and no trial mode in this one — that was the first game. The replay structure here is the four modes above and the rank ladder below.

Ranks

Your rank is decided by the experience you earn in that single playthrough, nothing else. Each of the thirteen tiers permanently unlocks three things in the Replay Mode shop, and the unlocks accumulate — so working up from the bottom eventually gives you everything.

RankExperienceUnlocks
S400,001 and upGunblade, Ringer’s Solution, Eau de Toilette
A200,001 – 400,000Hypervelocity, Hunter Goggles, MP Boost 2
B75,001 – 200,000MM1, Airburst rounds, Recovery 3
C72,001 – 75,000M249, .44 Maeda SP, Cola
D69,001 – 72,000Mongoose, .44 Magnum, Crystal Skull
E66,001 – 69,000AS12, R.Slug, Firefly
F62,001 – 66,000Aya Special, 9mm Spartan, Ofuda
G57,001 – 62,000Javelin, MD Player, Holy Water
H51,001 – 57,000Pyke, Lipstick, Tactical Armor
I44,001 – 51,000Hammer, Belt Pouch, MP Boost 1
J16,001 – 44,000M203, Protein Capsule, 9mm Hydra
K14,501 – 16,000M9 Bayonet, Rifle Clip Holder, Flare
Lup to 14,500Monk Robe, Medicine Wheel, Recovery 2
You cannot get S on a first run — there is not enough experience in one playthrough of the game. If you finish on a rank you have already earned, the game bumps you to the next one you have not, so no run is wasted. Clear all thirteen and every playthrough after that pays a flat 300,000 point bonus.

Every code in the game

Nothing here is randomised. Unlike the Resident Evil games of the same era, Parasite Eve II uses the same answers on every playthrough and in every mode. Write them down once.
WhereAnswerWhere the clue is
Akropolis Tower — the bridge561A musical stave in the security room. Odd numbers sit on the lines, even numbers in the spaces between them, counted from the bottom
Dryfield — the motel cash register#3033Add the ages of the two Old West figures in the lobby paintings
Dryfield — the black safe in the loft4487Four separate counts around town. See below
The Full Moon Gate15A passing remark that a full moon is called the fifteenth night
The reservoir flood gate18Legs: a rat has four, a cockroach six, a spider eight
The laboratory computerA3EILM2S2YThe letters of a name from the first game, sorted alphabetically. Then answer any three of the questions that follow

The black safe — where 4487 comes from

Four clues, four counts, in the order the digits go in. You do not need any of them if you just enter the number, but they can vanish once the story moves on, so read them when you pass.

DigitCountWhere the clue is
4Telephones in DryfieldWritten on the public toilet wall
4Urinals in the public toiletWritten in the cellar — only visible with the lights off
8Barrels around townA scratched note in the dilapidated house
7MirrorsOn the bathroom mirror in room 4, at night
Read them early. Several of these clues disappear after certain story triggers. The code itself never changes, so the safe is never truly lost — but if you want to solve it honestly rather than looking it up, do it before you sleep.

Neo Ark — the shrine

Three sets of coloured tiles, each solved on its own by lining the pictures up left to right to match the wires, leaving the bottom-right tile empty. What matters is which ones you touch, and in what order.

ColourWhat it does
BlueOpens a sarcophagus holding an MP Boost 2. Safe — do this one
RedOpens the western door to the generator room, then seals the puzzle behind you. Do this second
YellowA trap. Three beetles drop on you and the whole puzzle locks. Do it last, or not at all

Neo Ark — the pyramid panels

Step on the coloured floor panels this many times each:

Blue ×6  ·  White ×2  ·  Red ×3  ·  Yellow ×5

The clue in the room is a dial marked with dots and bars beside each colour. It is a counting cipher: a dot is one and a bar is five. That is the part almost everyone misses — it does not look like numbers. Solving it reveals a lever that swings a bridge to the west, and the Crystal Skull is on the far side of that detour.

Neo Ark — the power plant

Press the coloured buttons in this order:

Red, Yellow, Blue, White, Blue, White, Red, Yellow, White, Blue, Yellow, Red

Twelve presses, no penalty for getting it wrong, and it opens the way to the second generator.

Neo Ark — the garage lights

Set these lightsThen press CallYou get
Red, Green and YellowA Belt Pouch — an extra armour slot
Blue and YellowThe red jeep, which is how you carry on

The gate itself needs whichever keycard you came away with from the Shelter.

Side Quests & Optional Content

Nothing on this page is required to finish Parasite Eve II. Between them, though, these twenty-five detours account for the best weapon in the game, three of the four elemental attachments, the free armour, most of the spare bounty points, and the only route to the ending most people are looking for. Each one below is written as a sequence you can follow start to finish.

#Side questWhat you getCloses when
1The shooting range, five levelsHydra ammunition, Ringer’s Solution, Hunter Goggles, Lipstick, Shoulder HolsterYou leave for Dryfield
2The Black CardThe Munitions Room later — unlimited ammunition and the SP12You leave the Akropolis roof garden
3The cafeteria magazineA large bounty bonus at the end of the runYou finish with the tower
4The red-leaved treeProtein CapsuleYou leave the tower
5The shop register, code 3033Belt PouchYou leave Dryfield
6The bolted dresserNeeds the monkey wrench from the garageYou leave Dryfield
7The black safe, code 4487Holy Water — about a quarter off all damage takenYou leave Dryfield
8The water tower climbThe G&R bar keys, and you meet KyleStory progression
9Saving Flint from the BurnerThe M950, and every step below stays possibleThe fight ends, either way
10The Full Moon Gate, code 15The whole return trip to Dryfield, and the true endingYou take the lift down instead
11Pierce at the water towerThe SUV keyYou leave Dryfield for the second time
12The parked SUVTactical Vest and LipstickSame
13The three ice bagsCola, MP Boost 2, and the OfudaThe bag melts, or you move on
14The Aeris magazineLets you solve the laboratory password yourselfSame
15The Ivory Stalker9mm Spartan roundsIt blocks the lift, so you will meet it
16The Medicine WheelBonus item drops, or Apobiosis at level 3 for freeThe Glutton fight moves to the incinerator
17Crushing the Glutton instead of killing itMP Boost 2 rather than the AirburstsYou kill it normally
18The shrine, blue tilesMP Boost 2You solve red and move on
19The bridge panels and the Great DiverThe Crystal Skull — about +25% weapon damageYou leave Neo Ark
20The Stone StelaTwo or three extra enemy waves per zone, for the kill countThe point of no return
21The garage light panelBelt PouchYou call the jeep and drive out
22The teddy bear and the blind soldierThe M249 and the MM1 go on saleYou start the endgame
23Pierce in the Golem FreezerThe true endingYou start the endgame
24Every part of the Brahman Reactor20,000 bounty points, and a much weaker final bossThe fight ends
25Farming the clones300 experience each, towards Scavenger ModeThe final boss dies
The ones in bold are the ones that matter. If you only do six things on this page, do numbers 2, 7, 9, 10, 13 and 22 — and then 23, because it is the one people get all the way to the last hour and still miss.

Akropolis Tower

1. The shooting range

M.I.S.T. headquarters, downstairs — before you ever leave for Dryfield. Reopens briefly when you come back from the tower, then closes for the whole game.

Five levels, and each one pays out exactly once. Beating a level you have already cleared gives you nothing, so there is no farming here. Collect the prizes from Jodie at the shop counter afterwards.

LevelWhat it asks of youPrize
1Stationary targets, no clock. Free money50× 9mm Hydra
2Moving targets in two minutes. Lead them slightlyRinger’s Solution
3Civilians mixed into the targets — hitting one is a heavy penalty. Slow down and identify before firingHunter Goggles
4Denser waves, and Parasite Energy is allowed. Use itLipstick
5Attachments allowed, and the targets shoot backShoulder Holster

Level 5 is genuinely hard on a first visit. If you cannot clear it now, leave it — you get one more window when you return from Akropolis Tower, and the Shoulder Holster is worth coming back for.

All five prizes are permanent equipment or consumables you keep for the run.

2. The Black Card — the single most missed item in the game

Akropolis Tower, the roof garden — and it pays off hours later in the Shelter armoury.

  1. Reach the roof garden, after the sanctuary and before the bridge.
  2. There is a locked door the soldier used to escape. The card is lying on the ground directly in front of that door. It is small, dark, and there is no prompt drawing your eye to it.
  3. Examine the spot twice. The first examine only looks; the second one actually picks the card up. This is where most people lose it — they examine once, get a line of text, and walk away.
  4. Four worms drop out of the trees the moment it is yours. They are flammable and they cluster, so one well-placed fire spreads between them.
  5. Much later, in the Shelter B1 armoury, use the card on the locked door there. It opens the Munitions Room.
  6. Inside: three supply boxes giving unlimited Buckshot, 9mm and Hydra, and an SP12 shotgun — which also has to be examined twice to be taken.
There is no second chance. Leave the roof garden without the card and it is not there when you come back. The armoury door then stays shut for the entire playthrough, and you pay for every shotgun shell you fire for the rest of the game.

Unlimited ammunition for the back half of the game, plus a seven-shell shotgun that kills most things in two to four hits.

3. The cafeteria magazine

Akropolis Tower, on a table in the cafeteria — before you trigger the boss.

Take it before the civilian transforms. Magazines and documents pay out as a large bounty lump at the end of the run rather than at pickup, which is why they are easy to treat as scenery. This one is not in the room on any later visit.

While you are in the tower, examine all four documents in the debriefing at M.I.S.T. afterwards as well — same payout mechanism.

A large end-of-game bounty bonus.

4. The red-leaved tree

Akropolis Tower, at the fountain entrance.

Examine the red-leaved tree twice. The second examine opens a path you would otherwise never see, and there is a Protein Capsule down it. The same double-examine rule hides Penicillin on the officer by the lift at the forked road.

Protein Capsule — a permanent maximum-health increase.

Dryfield

5. The shop register — code 3033

The souvenir shop on the back street. The clue is in the two motel rooms.

  1. In Room 1 and Room 2 there is a framed print of an Old West gunfighter on the wall. Examine both.
  2. Between them they give the ages of two men who were both at Tombstone in 1881. Put the two numbers together in the order the rooms give them.
  3. At the register in the souvenir shop, key in # 3 0 3 3 and press TOTAL.
  4. The drawer opens and there is a Belt Pouch behind the counter.

The code never changes between playthroughs, so you can enter it the first time you see the register whether or not you have looked at the paintings.

Belt Pouch — one extra attachment slot on your armour, permanently.

6. The bolted dresser

The warehouse on the back street. The tool is in the garage.

  1. In the garage, on the tool shelf in the corner nearest Mr. Douglas’s trailer, take the Monkey Wrench. There is only one in the game.
  2. Go to the warehouse and examine the dresser. Without the wrench Aya only comments that she would need something for the bolts.
  3. With the wrench in your inventory, use it on the dresser to strip the bolts.

Scorpions patrol the warehouse and a chair sits in the middle of the room breaking your firing lines — move around it rather than trying to shoot through it.

7. The black safe — code 4487

The motel loft, at night, after the Masterkey. Four clues scattered across the whole town.

The four digits come from four separate counts, in this order:

DigitWhat to countWhere the clue isWhen
4UrinalsThe public toilet — the question is written on the wallDay or night
4TelephonesTally the working phones you have walked past across DryfieldDay or night
8Barrels in the centre rowThe cellar — the message is written in ink that only shows with the room light switched offDay or night
7MirrorsRoom 4, in the bathroom, behind the curtain, scratched into the glassNight only
  1. Get the lobby key, then the Masterkey from the motel lobby — this is what opens the loft.
  2. The safe is in the loft, next to the petrol can.
  3. Enter 4487.
  4. Take the Holy Water and attach it immediately.
Picking up the petrol can — empty, and again once you have filled it — triggers a Scavenger ambush both times. Do not walk into the loft with an empty magazine.

There is one more clue worth reading in the dilapidated house, written in the dirt outside the near window in the hallway. It can only be read on the way in to the No.9 fight, and never again afterwards. It does not change the code — but it is the only piece of this puzzle the game genuinely takes away from you.

Holy Water — roughly 25% less damage taken while attached, for the rest of the game. Or consume it later to open up the Life Drain line.

8. The water tower climb

Dryfield, daytime, after you spot a figure from the motel balcony.

  1. Climb the ladders on the tower. Every gate panel you trigger releases two Chasers.
  2. Clear each pair before touching the next panel. Fight on the ladders and platforms, where they can only reach you one at a time — not on the open ground below.
  3. There are up to eight Chasers across the whole climb, so do not begin it low on ammunition. There is no crate up there.
  4. Throw the lever at the top once the last pair is down. The gate stays open permanently.
  5. Kyle Madigan is waiting at the top. Examine the corpse beside him for the G&R bar keys and a recovery item.

9. Saving Flint from the Burner

The motel balcony, at night, triggered by sleeping in Room 6. This is the most important optional event in the game.

Prepare first. Once you lie down there is no shopping, no reloading and no second attempt.

  1. Finish the petrol-can errand for Mr. Douglas and spend every bounty point you have. The Grenade Pistol and a stack of Riot Grenades are the best value on his list.
  2. Fill every magazine, top up at the unlimited 9mm crate on Main Street, and put your heaviest weapon in hand before you sleep.
  3. Sleep in Room 6. The Burner comes for Flint on the balcony.
  4. Open with Necrosis. Every time the poison ticks it interrupts whatever the Burner was winding up. Recast it the moment the flash on its body fades and it will barely get an attack out.
  5. Pour everything else you own into it without pausing. You need roughly 3,000 damage — about 70% of its health — inside the first three minutes.
  6. Hold a corner for the fist smash and the wide swipe; both miss entirely from there. Dodge the flamethrower by running along the balcony rather than away from it. Later in the fight it starts grabbing — mash movement and fire to break out.
You made it

The game gives you a close shot of the Burner bloodied and reeling before it leaves. Flint lives. The M950 is waiting in a box by Mr. Douglas’s trailer — a full-auto weapon that is never sold anywhere in the game, and which becomes frightening loaded with Spartan rounds.

You were short

It simply turns and walks off. Flint dies. You get the Chicken Plate from the boot of the wrecked green sedan outside the trailer — genuinely excellent survival armour, and the consolation prize.

Everything downstream hangs on this. The teddy bear, the blind soldier, the top of the weapon shop and the true ending all require Flint to be alive. If he dies here, the game stops offering those steps entirely — with no message telling you why.

The mine, the Shelter and the return trip

15. The Ivory Stalker

The mine, through the hidden wall passage. It sits between you and the lift out, so you will meet it.

  1. After the first Blizzard Chaser round, examine Ned’s motorcycle and press the button on it. A wall passage opens.
  2. Take the P229 first if you have not — the torch on its underside is the only thing that makes this creature visible.
  3. Never turn your back. Its pounce triggers specifically when Aya is facing away, it is close to unavoidable, and it hits hard enough to end a good run. Back away in an arc instead of turning.
  4. Necrosis does nothing here — it cannot be poisoned. Fire and light are what work.
  5. A loaded Grenade Launcher ends it in about five hits. Apobiosis locks it down completely if you have it.

9mm Spartan rounds — rare, and the hardest-hitting pistol ammunition in the game.

16. The Medicine Wheel

The dumping heap, during the first half of the Glutton fight. This room only.

It is in a box at the edge of the arena. Once the fight moves through to the garbage incinerator you cannot walk back for it, and there is no other source.

You then choose what it is for:

  • Attached — every enemy you defeat afterwards drops a bonus item. Over the rest of the game that is a very large amount of free ammunition and healing.
  • ConsumedApobiosis goes straight to level 3 without spending a single point of experience. Apobiosis is what neutralises the Brahman Reactor’s Core Blast, so this is the recommended use, right before the final sequence.

You cannot do both with the same one. Wear it for the whole game, then consume it at the end.

17. Crushing the Glutton

The garbage incinerator — an alternative to killing it outright.

  1. The arena has floor switches and an automatic compactor. Note where they are before you engage.
  2. Fight normally until it is down to roughly its last thousand health.
  3. Lure it onto the platform and raise it with the first switch.
  4. Hit the second switch. The compactor does the rest.
RouteRewards
Kill itRecovery 3, Eau de Toilette, 4× Airburst
Crush itRecovery 3, MP Boost 2
There is a five-minute clock in this arena because Kyle is being held in it. Let it run out and a cutscene takes the fight away from you.

10. The Full Moon Gate — code 15

The upper sewer, at the end of the Deep Shelter. This is the fork the whole game turns on.

There are two ways out of this room. Kyle will point you at the lift. Take the lift and the gate is closed permanently — not postponed, closed.

  1. Find the control panel in the upper sewer. The memo on the wall beside it explains that the fifteenth night of the lunar month is the lucky one — the full moon. That is the whole riddle.
  2. Enter 15.
  3. Go back up the ladder from the panel and through the gates above.
  4. The second gate, at the east end, is the one that actually opens the route. It takes you up a well into Dryfield.
If you go through the gateIf you take the lift
Kyle hands you nothing — you earn your keycard by beating the Bowman creature yourselfKyle hands you a keycard and the password in a cutscene
The entire Dryfield return trip opens: Pierce, the SUV, the ice bags, the Aeris magazineNone of it exists
You solve the laboratory password yourself from the magazineThe password is simply given to you
The true ending stays possibleThe true ending is gone for this playthrough

11 & 12. Pierce at the water tower, and the SUV

Dryfield, on the return trip through the gate.

  1. Go to the water tower. Pierce is down and three Mindsucklers are on him. A Mad Chaser guards the voltage regulator nearby.
  2. Kill the three Mindsucklers. They drop Hydra and Spartan rounds during the fight.
  3. Pierce hands over the SUV Key.
  4. Take the key to the gas station, where a new SUV is parked, and open it.
  5. Inside: a Tactical Vest — a real armour upgrade that also blocks the Silence status — and a Lipstick.

Do not buy armour in the Shelter armoury if you are taking this route. The vest here is free and better than most of what is on sale.

SUV Key, Tactical Vest, Lipstick — and Pierce alive, which is a requirement for the true ending.

13. The three ice bags

Between the ice machine on Main Street and Pierce at the water tower. Three separate round trips.

The bag melts on the way if you wander. Take it straight there, each time.

TripWhat happensReward
FirstPierce is still in a bad wayCola
SecondHe is improvingMP Boost 2
ThirdHe has already recovered and does not need the ice at all — he gives you something else insteadOfuda

The Ofuda adds half again to all Parasite Energy attack damage while it is attached, or can be consumed to open the Energyball line. Attaching it is almost always the better choice.

Clear the route of enemies before you pick up the first bag. Every fight you stop for is time the ice is melting.

14. The Aeris magazine

The loft sleeping quarters, on the Dryfield return trip.

  1. Go to the loft. Six Scavengers are in it — the silenced P229 handles most of them without waking the rest.
  2. Read the whiteboard first. The magazine will not be there until you have.
  3. It is then on the north-western beds in the sleeping quarters.

It is the only thing in the game that explains the rule behind the laboratory password — sort the letters alphabetically and number the repeats. If you would rather just enter the answer, it is A3EILM2S2Y, and it never changes.

Neo Ark and the invasion

18. The shrine, blue tiles

Neo Ark, the shrine below the savanna.

The puzzle resets every time you leave and re-enter the room, which means all three colour solutions are available on the same visit. Order matters, because red ends the puzzle.

  1. Blue first — tiles in the order weed, knife, plough, egg. A sarcophagus opens with MP Boost 2 inside, then a small beetle skirmish.
  2. Yellow only if you want the killsfish, eye, cross, crown. The door shuts and three beetles drop from the ceiling. There is no item at all for this one.
  3. Red lastking, legs, lips, box. This opens the staff door west towards the first generator and moves the story on.

Whichever colour you are solving, leave the bottom-right square empty or the arrangement will not register.

19. The bridge panels, the island, and the Crystal Skull

The pyramid, then the island, then the submarine gallery. The longest optional chain in Neo Ark.

  1. In the pyramid, find the coloured floor panels. You solve this by standing on them, the right number of times each: Blue ×6, White ×2, Red ×3, Yellow ×5.
  2. The clue in the room is a dial marked with dots and bars beside each colour. It is a counting cipher — a dot is one and a bar is five. That is the part almost everyone walks past, because it does not look like numbers.
  3. Solving it reveals a lever. Pull it and a bridge slides west, opening the island.
  4. On the island, Lipstick is hidden under a bush in the southern part. Take the ladder down.
  5. The submarine gallery holds five Divers and the Great Diver. Equip the Pyke if you have it — continuous fire damage stops the boss diving and resetting, and the fight becomes trivial. Without it, Necrosis first and then Pyrokinesis at level 3.
  6. It drops MP Boost 2 and the Crystal Skull.

Attached, the Crystal Skull is worth roughly +25% weapon damage. Consumed, it takes Inferno to level 3. Keep it attached — the damage bonus applies to everything you fire for the rest of the game, and there is nothing else in the game that gives it.

Crystal Skull, MP Boost 2, Lipstick.

20. The Stone Stela

The pavilion, in the corner near the tunnel mouth.

Reading it is a deliberate trigger: it seeds two or three extra enemy waves in every zone of Neo Ark. Those waves are a large slice of what is left of the kill percentage and of your remaining experience.

If you are not chasing 100%, walking past it makes the rest of the area considerably quieter. It is the one item on this page you might deliberately skip.

21. The garage light panel

The invasion sequence, in the garage below the shelter.

Four coloured buttons and a CALL button. Two combinations do something, and you can use both.

Set these lightsThen press CALLResult
Red, Green and YellowBelt Pouch — another armour slot
Blue and YellowThe jeep, which is how you carry on

Take the Belt Pouch first. Calling the jeep is the step that moves you along. The gate itself needs whichever keycard you came out of the Shelter with.

22. The teddy bear, Flint, and the blind soldier

The vehicular airlock, then the military camp, then the sterilization room. Requires Flint to be alive.

  1. In the vehicular airlock, look on the ground just south of the parked motorcycle. The teddy bear is lying there. It is small, grey, and very easy to walk past. There is no second chance at it.
  2. At the military camp, Flint meets you at the gate. Show him the bear.
  3. That one action opens the top of the weapon shop.
  4. Go to the sterilization room. A wounded, blinded marine is in there.
  5. With Flint alive and the bear handed over, Flint leads the soldier back to safety himself. This happens on its own once the earlier steps are right.
  6. The Sergeant’s stall at the underground parking then also sells the MP5A5, and free battery recharging comes back — which puts the Javelin back into play.
RouteWhat goes on sale
Jodie is at the campM249 (15,800 BP), MM1 (23,500 BP), Turtle Vest, Aya Special rounds, MP Boost 2
Rupert is at the campMongoose and 25 rounds for it
This is your last chance to buy the EOD Suit. Nothing you can reach afterwards sells armour.

23. Pierce in the Golem Freezer

During the invasion, behind the door the lower-left button at the POD Service Gantry opened.

  1. At the POD Service Gantry, press the lower-left button on the control panel. It opens the Golem Freezer and the underground parking.
  2. Go into the freezer. Pierce is trapped in there, freezing.
  3. Talk to him at least three times. Anything less and he does not make it out.
This is the last link in the chain. Everything else can be perfect — Flint alive, the gate solved, the water tower rescue, the ice bags, the Jodie call, the teddy bear — and leaving Pierce here still caps you at the middle ending.

24. Every part of the Brahman Reactor

The B2 POD Service Gantry, the second-to-last fight.

The reactor is not one health bar, it is seven separate targets. Every part you destroy here reduces the final boss’s health in the next fight, and the bounty on the parts is enormous.

PartHPBounty
Core3,500500
Head1,500500
Neck700500
Arms700 and 1,0005,000
Tentacles500 and 7003,000
Lower rear1,5002,000
Lower front1,500500

Full destruction pays 5,000 experience and 20,000 bounty points — more than anything else in the game in a single fight. Kill the tentacles quickly; each one splits in two every time you damage it and they multiply if you leave them.

25. Farming the clones

The final boss.

Neo-Mitochondria Eve summons semi-transparent copies of herself. Each has about half her defence, Life Drain kills one outright, and each one is worth 300 experience.

If you are short of the 69,001 experience that unlocks Scavenger Mode, this is the last and easiest place in the game to make up the difference. Stay on the outer ring, let her keep summoning, and clear them rather than rushing her down.

The kill percentage

Separate from everything above: the status screen tracks the share of the game’s enemies you have killed. Reaching 100% before the last fight means clearing every room and every wave that refills into it afterwards. Rooms refill when the story advances, never on a timer, so the reliable method is to sweep back through after each of these.

TriggerWhat refills
Akropolis — the cafeteria bossThe patio, the kitchen, and eight rats in the cafeteria hallway
Akropolis — phoning M.I.S.T.Another wave on top of the last one
Akropolis — meeting No.9 in the sanctuaryThe rooms behind you, including moths on the promenade
Akropolis — draining the fountain, then the walk to the heliportTwo more sweeps
Dryfield — meeting Mr. Douglas in the trailerThe parking lot and the streets
Dryfield — taking the wrenchA broad refill
Dryfield — the lobby key, then the MasterkeyBalcony, loft, rooms 3–5, gas station, general store, backstreet, dilapidated house, junkyard
Dryfield — giving Mr. Douglas the petrolNearly the whole map: breezeway, water tower, kitchen, parking lot, toilet, driveway, water hole, underpass, cellar, gas station, souvenir shop, warehouse, loft
Dryfield — sleeping, and then the BurnerLoft, room 5, the bar, parking lot, rooms 1–4, general store, backstreet, dilapidated house, junkyard
The Shelter — the breeding room cutsceneB2 corridor, septic tank, breeding room
The Shelter — coming back through the Full Moon GateThe entire facility, with a much harder roster
Neo Ark — reading the Stone StelaTwo or three extra waves in every zone
Neo Ark — the bridge panel codeThe savanna and the shrine
Neo Ark — opening the north power plant, then killing the Beta GeneratorForest, bridge, garden, woodland path, pyramid, island, submarine tunnel
The invasionEvery room in the Shelter and Neo Ark, repopulated with Golems
Check the map screen before leaving an area. A room that still has something alive in it is marked, which is a far quicker way to find the last straggler than walking the floor again.
The point of no return is the phone call in the underground parking. Everything in the Shelter and every exploration room in Neo Ark closes the moment you push past it. Whatever the kill counter says at that point is what you are finishing the game with.

All Three Endings

Your rank does not affect this. Your kill percentage does not affect this. The experience you earned, the weapons you bought and the difficulty you played on do not affect it either. The ending of Parasite Eve II is decided entirely by a chain of nine optional actions, and each link only becomes available because the one before it happened.

The final two boss fights are identical on all three routes. What changes is who is standing at the military camp, what the closing montage says about each character, and whether there is an epilogue after it.

The game never warns you. When a link in the chain breaks, the later steps simply stop being offered — no message, no locked door, nothing on screen. A run can be decided six hours before the credits and feel completely normal the whole way.

The nine steps, in order

#StepWhereIf you miss it
1Beat the Burner inside three minutes so Flint livesDryfield, the motel balcony, after sleeping in Room 6Sad ending only. Steps 6–9 stop existing
2Solve the Full Moon Gate (code 15) and go through itThe upper sewer, at the end of the Deep ShelterSad ending only. Step 3 becomes unreachable
3Rescue Pierce — kill the three Mindsucklers on himThe Dryfield water tower, on the return tripSad ending only. Step 5 will not resolve in your favour
4Run the three ice bags out to himMain Street ice machine to the water tower, three timesYou lose the Ofuda and two items. The ending itself survives
5Check the phone, read the memo, check the phone againThe POD Service Gantry, after meeting EveNormal ending. Rupert meets you instead of Jodie
6Pick up the teddy bearThe vehicular airlock, just south of the motorcycleNormal ending, and the M249 and MM1 never go on sale
7Show the bear to FlintThe military campNormal ending, and step 8 never happens
8The blind soldier is led outThe sterilization room — automatic once 1 to 7 are rightOnly fails if something above failed
9Talk to Pierce three or more timesThe Golem Freezer, during the invasionNormal ending. This is the one people miss last
Two of these are single button presses. Step 5 is a three-action sequence at one telephone, and step 9 is talking to someone three times instead of twice. Between them they are the difference between the normal and the true ending.

Which ending can I still get?

Work down this list. The first row that matches you is your answer.

Where you are nowBest ending still available
Flint died at the BurnerSad — nothing later can recover it
You took the lift instead of solving the Full Moon GateSad
You solved the gate but never went to the water towerSad
Pierce was rescued, but Rupert met you at the military campNormal
You never found the teddy bearNormal
Everything is right, but you have not been to the Golem Freezer yetTrue — go now
All nine steps doneTrue
Keep a save from before Dryfield night. That single fight on the balcony is the only point where the whole chain can be lost in one go, and there is no way to undo it afterwards. Everything past it is recoverable as long as you have not yet passed the underground parking.

The three endings in detail

True ending

Requires: all nine steps.

Jodie is waiting at the military camp. Flint is alive and has led the blinded marine to safety himself. Pierce is out of the freezer. The M249 and the MM1 are on the Sergeant’s list, which makes the last two fights considerably shorter than they are on any other route.

After Eve carries Aya up through the broken ceiling and disintegrates, the closing montage accounts for everyone who survived — and then the game keeps going. One year later, Aya and Eve meet Kyle at the Natural History Museum. It is the only ending with anything after the montage, and the only one that resolves what Aya is.

Normal ending

Requires: steps 1 to 3 — Flint alive, the Full Moon Gate solved, Pierce rescued at the water tower — but with the Jodie call missed, or the teddy bear missed, or Pierce left in the Golem Freezer.

The heavy lifting was done. Flint survived, you took the long route, Pierce is alive because of you. What is missing is one of the small confirmations at the end.

Aya beats Eve and the montage plays. It is a clean, complete ending — the fates it lists are good ones — but there is no epilogue after it. Nothing is shown of what happens next.

By far the most common way to land here is doing everything correctly for eight hours and then walking past the Golem Freezer, or picking up the phone at the gantry without opening the Key Items menu to read the memo first.

Sad ending

You get this if: Flint died at the Burner, or you took the lift instead of the Full Moon Gate, or you never rescued Pierce at the water tower. Any one of the three is enough on its own.

Rupert is at the military camp instead of Jodie, and hands you a revolver. The whole Pierce storyline is absent. Kyle carries most of the closing scene instead, and the narrative leans much more heavily on the two of them.

Aya beats Eve, collapses, and soldiers find her on the surface. Nothing about what she is gets resolved, and no one who was left behind is accounted for.

It is not a bad piece of writing — it is simply the version of the story where Aya saved fewer people, and the game is honest about that.

Two things that are not endings

Worth saying plainly, because both get mistaken for ending conditions.

  • Which keycard you finish with does not matter. Bowman’s Card and Yoshida’s Card do exactly the same job on the orange device before the final fight. It is possible to end up holding both. It changes nothing — what mattered was how you got there, at the gate.
  • The Chicken Plate is not a punishment. If Flint died, the armour you get instead is genuinely one of the best defensive items in the game and makes the Brahman Reactor much easier to survive. It does not buy the ending back, but the run is not ruined.

Seeing all three

The endings are not tracked across playthroughs and nothing unlocks for collecting them, so there is no mechanical reason to farm them. If you want to see all three anyway, the cheapest order is:

  • Run one: play for the true ending. It is the longest route and it gives you the best weapons and the most bounty points, which carry into Replay Mode.
  • Run two, in Replay Mode: keep a save just before the Burner. Beat the game once from that save without the Jodie call for the normal ending, then reload and let the Burner walk away for the sad one.

Replay Mode is much faster and everything you have unlocked is on sale, so the two shorter routes cost far less than they sound.

Everything you can lose, in order

One pass through the game, in sequence. Each entry says where it closes.

#WhatWhereCloses when
1The shooting range, all five levelsM.I.S.T. HQYou leave for Dryfield for good. Each level pays out once only
2Black Card — and with it the supply room, unlimited ammunition and the SP12Akropolis roof garden, in front of the locked door. Examine it twiceYou leave the roof garden the first time
3Mendel MagazineCafeteria table, Akropolis TowerYou finish with the tower
4MP5A5 and the Grenade PistolPromenade, and the drained fountainYou leave the tower
5Flint survives the Burner — and the M950 with himThe balcony, Dryfield at nightThe fight ends. Everything below depends on this
6Full Moon Gate, code 15 — and the better keycardEnd of the sewersYou take the lift down instead
7Pierce at the water tower, and the SUV keyDryfield, on the return tripYou move on without going back
8Tactical Vest and LipstickInside the SUVNo SUV key, no items
9The ice bag chain — Cola, MP Boost 2 and the OfudaThree separate runs from the ice machine to PierceThe ice melts on the way, or the story moves on
10The better keycard, a Belt Pouch and a JavelinThe laboratoryYou solve the laboratory computer puzzle
11Aeris MagazineOn the bed in the sleeping quartersRead the laboratory whiteboard first or it will not appear
12Medicine WheelA box at the edge of the dumping heapA few minutes after the Glutton dies
13Teddy bear → the blinded marine → the M249 and MM1Near the motorcycle, then the campFlint has to be alive, and the bear has to be found first
14Reaching Jodie rather than RupertThe phone in the sterilization room or the parking lotYou make the call
15Pierce, out of the Golem FreezerDuring the invasionYou start the endgame
16The Crystal SkullBehind the pyramid panels and an optional bossYou leave Neo Ark
17Everything in the Shelter and DryfieldYou enter Neo Ark. The hub closes behind you

Every readable, in order

Documents, magazines, notes and wall messages, numbered in the order the walkthrough reaches them. Magazines and documents pay out as a bounty lump at the very end of the run rather than when you pick them up, which is exactly why they are so easy to treat as scenery.

#WhatWhereWhy it matters
01Mendel MagazineAkropolis cafeteria, on a tableMISSABLE Large bounty bonus. Not there on any later visit
02The musical stave noteAkropolis security roomThe clue behind the bridge code 561
03–06The four debriefing documentsM.I.S.T., after the towerBounty points at the end of the run
07The two gunfighter paintingsDryfield motel rooms 1 and 2The clue behind the register code 3033
08The public toilet wall messageDryfield public toiletTwo of the four safe digits — urinals and telephones
09The glowing barrel messageDryfield cellar, with the light offThe third safe digit
10The dirt-window messageDilapidated house hallway, before the No.9 fightMISSABLE The only readable the game genuinely takes away from you
11The deer-head windowSame roomSets up the Full Moon Gate, hours later
12The scratched mirrorRoom 4 bathroom, behind the curtain, at nightThe fourth safe digit
13Bowman’s bed and the locker noteShelter B1 sleeping quartersLore — who Bowman was
14Dr. Bowman’s diaryShelter B2 breeding room, on the deskThe first straight answer about what the Shelter is
15The legs riddleReservoir, Deep ShelterThe flood gate code 18
16The full moon memoUpper sewer, beside the gate panelThe gate code 15
17The loft whiteboardDryfield loft, return tripRead it or the magazine below does not appear
18Aeris MagazineLoft sleeping quarters, north-western bedsMISSABLE The rule behind the laboratory password. Gate route only
19The hieroglyph placardNeo Ark shrineThe tile order for all three colours
20The Stone StelaNeo Ark pavilionReading it seeds extra enemy waves across the whole area
21The dot-and-bar dialNeo Ark pyramidA counting cipher — a dot is one, a bar is five
22Pierce’s memoPOD Service Gantry, from the telephoneMISSABLE You must open Key Items and actually read it, or the call goes to Rupert
23The canister letterMilitary campLore, and bounty
Two of these are not optional reading. Number 17 has to be read before number 18 exists at all, and number 22 has to be read from the Key Items menu before the telephone will call Jodie. Everything else on this list is bounty and lore.

The four elemental attachments

Not required, easy to lose, and collectively the difference between a comfortable run and a hard one.

Each can be slotted for a permanent passive bonus or consumed to raise a spell by a level. You cannot do both with the same one.

For the kill percentage

Getting to 100% before the last fight means clearing every room and every wave that respawns into it. Rooms refill when the story advances, not on a timer, so the reliable method is to sweep back through after each of these:

Check the map screen before you leave an area. A room that still has something alive in it is marked, which is a far quicker way to find the last straggler than walking the whole floor again.

More 100% guides

Resident Evil HD Remaster guideResident Evil HD RemasterSurvival HorrorOnimusha: Dawn of Dreams guideOnimusha: Dawn of DreamsActionDarksiders guideDarksidersAction-AdventureResident Evil: Code Veronica guideResident Evil: Code VeronicaSurvival HorrorResident Evil 0 guideResident Evil 0Survival HorrorResident Evil 3 (1999) guideResident Evil 3 (1999)Survival HorrorHeartworm guideHeartwormRetro Survival HorrorDevil May Cry 2 guideDevil May Cry 2Stylish ActionSilent Hill 2 Remake guideSilent Hill 2 RemakePsychological HorrorBaba Is You guideBaba Is YouPuzzleDark Cloud 2 guideDark Cloud 2Action RPGResident Evil 4 Remake guideResident Evil 4 RemakeSurvival HorrorElden Ring guideElden RingOpen-World Action RPG

Prefer to watch it?

Every puzzle and boss on this site is also solved on video — no commentary, straight to the answer.

Subscribe on YouTube