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Dryfield
Dryfield
Enemies Gray Stalker
Zebra Stalker
Lesser Stranger
Odd Stranger
Scavenger
Brute
Desert Chaser
Mad Chaser
Mind Suckler
Blood Suckler
Bone Suckler
Scorpion
Moth
Rat
Bat
Pawn GOLEM (Bounty/Nightmare)
Rook GOLEM (Bounty/Nightmare)
Knight GOLEM (Bounty/Nightmare)
Bishop GOLEM (Bounty/Nightmare)
Brain Stinger (Bounty/Nightmare)
Red Amoeba (Bounty/Nightmare)
Bosses No. 9 GOLEM
Burner
Well, better start by questioning the locals... if there are any, that is.
Aya Brea

Dryfield, Nevada is the setting for a significant portion of Parasite Eve II. Aya Brea finds herself in this little town in the Mojave Desert.

Parasite Eve II[]

Parasite eve 2 003

Aya in Dryfield.

In Dryfield, Aya meets Gary Douglas, the only living resident left in Dryfield, and his dog Flint; who she proceeds to help and befriend. After several chains of events she saves Kyle Madigan on the Water Tower, and they journey underground into a mine (after a series of additional incidents that litter the town).

The people responsible for the recent monsters and attacks have built an underground laboratory near Dryfield and have extensive knowledge on Aya herself. The more extras completed, the more Aya finds out about the secret base.

Locations[]

Plot Devices, Daytime (which update enemy encounters)

Initial: Default enemy encounter until the room has been updated
#2 - Aya meets up with Mr. Douglas
#3 - Aya meets up with Kyle Madgian
#4 - Aya asks Mr. Douglas about the shelter

Plot Devices, Nighttime (which update enemy encounters)

Initial: Default enemy encounter until the room has been updated
#2 - Aya receives the Lobby Key from Mr. Douglas.
#3 - Aya picks up the Bronco Masterkey from the cash register in the Motel Lobby.
#4 - Aya gives the Gasoline to Mr. Douglas.
#5 - Post-Burner battle.
#6 - Aya is able to return to Dryfield from the Shelter.
#7 - Eve has been kidnapped.

Gas station[]

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  • Room ID#: 1
  • Connects to: Main street, General store
  • Pickups: Tactical Vest, Lipstick, Gasoline
  • Special: Drop Box (Holds 30 items, relocated from MIST), Ammo Box (9mm P.B.), Telephone (Daytime)
  • Notes:
    • Starting room for Dryfield.
    • The door to the General Store can only be unlocked from the other side.
    • Player will need a suitable container to obtain some gasoline.
Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Scavenger x12 120 744 24 Recovery2
MP Boost1
#3 Zebra Stalker x2 212 72 10
#4 Chaser x2 150 100 8
#6 Mind Suckler x3
Zebra Stalker
142 144 11
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Scavenger x12 120 744 24
#3 Zebra Stalker x2 212 72 10
#4 Rook GOLEM x2 500 800 16 MP Boost2
Protein Capsule
Airburst
#6 Mind Suckler x3
Zebra Stalker
142 144 11

Main street[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Chaser 75 50 4 9mm Hydra
9mm Spartan
#2 Scorpion x6 120 48 6 Penicillin
#3 Chaser x2 150 100 8
Nighttime
Initial Chaser
Moth x6
87 158 10
#4 Nothing (Flint stands guard)
#5 Nothing (Cutscene with Mr. Douglas and Flint)
#6 Chaser
Moth x6
87 158 10
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Chaser 75 50 4
#2 Scorpion x6 120 48 6
#3 Pawn GOLEM
Rook GOLEM
375 500 13 Protein Capsule
Penicillin
Flare
Nighttime
Initial Brain Stinger x2 210 316 16 Firefly
#4 Nothing (Flint stands guard)
#5 Nothing (Cutscene with Mr. Douglas and Flint)
#6 Chaser
Moth x6
87 158 10

General store[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Blood Suckler x5 40 140 20 Flare
Nighttime
Initial Moth x4 8 72 4
#3 Scavenger x3 30 186 6
#5 Moth x4
Scorpion x4
88 104 8
#7 Rat x3
Scavenger x2
32 190 7
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Blood Suckler x5 40 140 20
Nighttime
Initial Moth x4 8 72 4
#3 Scavenger x3 30 186 6
#5 Moth x4
Scorpion x4
88 104 8
#7 Rat x3
Scavenger x2
32 190 7

Back street[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Chaser x2 150 100 8
Nighttime
Initial Scorpion x6 120 48 6
#3 Chaser x2
Moth x5
160 190 13
#5 Chaser
Mind Suckler x5
135 230 14 9mm Hydra
9mm Spartan
#7 Bat x14 70 252 14
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Pawn GOLEM x2 250 200 10 Recovery2
MP Boost1
9mm Spartan
Nighttime
Initial Rook GOLEM 250 400 8
#3 Chaser x2
Moth x5
160 190 13
#5 Chaser
Mind Suckler x5
135 230 14
#7 Bat x14 70 252 14

Souvenir shop[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Mind Suckler
Blood Suckler x2
28 92 10
Nighttime
Initial Moth x4 8 72 4
#4 Scavenger x4 40 248 8
#6 Moth x7
Scorpion x3
74 150 10
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Mind Suckler
Blood Suckler x2
28 92 10
Nighttime
Initial Moth x4 8 72 4
#4 Scavenger x4 40 248 8
#6 Moth x7
Scorpion x3
74 150 10

Warehouse[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Scorpion x2 40 16 2
#4 Blood Suckler x6 48 168 24
#6 Scavenger x2
Scorpion x3
80 148 7
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Scorpion x2 40 16 2
#4 Blood Suckler x6 48 168 24
#6 Scavenger x2
Scorpion x3
80 148 7

Dilapidated house[]

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  • Room ID#: 9
  • Connects to: Back street, Warehouse
  • Pickups: None.
  • Notes:
    • Riddle #3 can be found along the south window before entering the main part of the room. This clue is not visible during nighttime.
    • The clue for the Full Moon puzzle can be found in this room.
    • The door leading back to Back Street can be unlocked following the battle with No.9.
Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial No.9 (2nd time) 800 300 50 Gunblade
Nighttime
Initial Nothing
#3 Blood Suckler x2
Scavenger x4
56 304 16
#5 Blood Suckler x2
Scorpion x5
116 96 13
#7 Scavenger x5 50 310 10
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial No.9 (2nd time) 800 300 50
Nighttime
Initial Nothing
#3 Blood Suckler x2
Scavenger x4
56 304 16
#5 Blood Suckler x2
Scorpion x5
116 96 13
#7 Scavenger x5 50 310 10

Motel room 1[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Nothing
#2 Bone Suckler x2 12 40 6 Flare
#4 Blood Suckler x4
Odd Stranger
66 146 19
Nighttime
Initial Blood Suckler x2
Scavenger x3
46 242 14
#5 Moth x3
Scorpion x5
106 94 8
#7 Scavenger x3 30 186 6
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Nothing
#2 Bone Suckler x2 12 40 6
#4 Blood Suckler x4
Odd Stranger
66 146 19
Nighttime
Initial Blood Suckler x2
Scavenger x3
46 242 14
#5 Moth x3
Scorpion x5
106 94 8
#7 Scavenger x3 30 186 6

Motel room 2[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Odd Stranger x2 68 68 6
#4 Bone Suckler x4
Mind Suckler x2
48 152 16
Nighttime
Initial Blood Suckler x6 48 168 24
#5 Blood Suckler x4
Scorpion x3
92 136 19
#7 Moth x4
Scavenger x2
28 196 8
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Odd Stranger x2 68 68 6
#4 Blood Suckler x4
Mind Suckler x2
56 184 20
Nighttime
Initial Blood Suckler x6 48 168 24
#5 Blood Suckler x4
Scorpion x3
92 136 19
#7 Moth x4
Scavenger x2
28 196 8

Motel room 3[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Blood Suckler x4
Odd Stranger
66 146 19
#5 Blood Suckler x3
Scavenger x3
54 270 18 9mm Hydra
9mm Spartan
#6 Blood Suckler x4
Odd Stranger
66 146 19
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Blood Suckler x4
Odd Stranger
66 146 19
#5 Blood Suckler x3
Scavenger x3
54 270 18
#6 Blood Suckler x4
Odd Stranger
66 146 19

Motel room 4[]

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  • Room ID#: 14
  • Connects to: Main street
  • Pickups: None
  • Notes: Riddle #4 can be found on the mirror during nighttime.
Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Odd Stranger x2 68 68 6
#5 Blood Suckler x4
Moth x3
38 166 19
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Odd Stranger x2 68 68 6
#5 Blood Suckler x4
Moth x3
38 166 19

Parking lot[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Nothing
#2 Chaser x2 150 100 8
#3 Chaser
Scorpion x6
195 98 10 9mm Hydra
9mm Spartan
Nighttime
Initial Scavenger x4 40 248 8 Combat Light
Flare
#4 Chaser x2
Moth x4
158 172 12
#5 Chaser
Scorpion x5
175 90 9 Flare
#7 Bat x11 55 198 11
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Nothing
#2 Chaser x2 150 100 8
#3 Knight GOLEM 300 1000 6 9mm Spartan
Firefly
Hammer
Nighttime
Initial Scavenger x4 40 248 8
#4 Bishop GOLEM 400 2500 7 Recovery2
Belt Pouch
Lipstick
#5 Chaser
Scorpion x5
175 90 9
#7 Bat x11 55 198 11

Toilet[]

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  • Room ID#: 16
  • Connects to: Parking lot
  • Pickups: None
  • Notes: Riddle #1 can be found along the wall on the left side of the entrance to this room, beside the graffiti.
Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Lesser Stranger 42 82 4 MP Boost1
Lipstick
#4 Bone Suckler x7 42 140 21
Nighttime
Initial Blood Suckler x6 48 168 24 Recovery2
#4 Moth x5
Rat x6
34 222 11
#6 Scavenger x5 50 310 10
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Lesser Stranger 42 82 4
#4 Red Amoeba x3 48 1260 90 Eau de Toilette
Nighttime
Initial Blood Suckler x6 48 168 24
#4 Moth x5
Rat x6
34 222 11
#6 Scavenger x5 50 310 10

Motel lobby[]

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Saloon G & R[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Mind Suckler x5 60 180 10
Nighttime
Initial Blood Suckler x2 16 56 8 MP Boost2
#5 Blood Suckler
Scavenger x4
48 276 12
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Mind Suckler x5 60 180 10
Nighttime
Initial Blood Suckler x2 16 56 8
#5 Blood Suckler
Scavenger x4
48 276 12

G & R kitchen[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Mind Suckler x3 36 108 6 Combat Light
#4 Mind Suckler x2
Rat x5
44 182 9
Nighttime
Initial Rat x5
Scavenger x2
40 234 9
#4 Blood Suckler
Moth x2
Rat x7
40 218 13
#6 Blood Suckler x4
Scavenger x3
62 298 22
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Mind Suckler x3 36 108 6
#4 Mind Suckler x2
Rat x5
44 182 9
Nighttime
Initial Rat x5
Scavenger x2
40 234 9
#4 Blood Suckler
Moth x2
Rat x7
40 218 13
#6 Blood Suckler x4
Scavenger x3
62 298 22

Water tower[]

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  • Room ID#: 20
  • Connects to: G & R kitchen, Water tank, Breezeway, Motel room 6
  • Notes:
    • After flipping the switch to open the gate to the Water Tank, the player will have 40 game seconds to get through before the game closes.
    • The Desert Chasers in the initial battle take 200% the usual damage.
Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Chaser x8 600 400 32 Recovery2
MP Boost1
#3 Scorpion x5 100 40 5
#4 Scorpion x7 140 56 7
Nighttime
Initial Moth x6
Scavenger x3
42 294 12
#4 Zebra Stalker x3 318 108 15
#6 Mad Chaser 20 40 1 Belt Pouch
Eau de Toilette
#7 Scorpion x4
Zebra Stalker x2
292 104 14
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Chaser x8 600 400 32
#3 Scorpion x5 100 40 5
#4 Scorpion x7 140 56 7
Nighttime
Initial Moth x6
Scavenger x3
42 294 12
#4 Zebra Stalker x3 318 108 15
#6 Mad Chaser 20 40 1
#7 Scorpion x4
Zebra Stalker x2
292 104 14

Water tank[]

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  • Room ID#: 21
  • Connects to: Water tower
  • Pickups: Recovery1, Key taken from Corpse, SUV Key
  • Notes:
    • The switch the flip the gate open (permanently) is in front of Aya following the cutscene with Kyle Madigan.
    • Pierce can be found here regardless of whether or not Flint is alive. To obtain the best ending, the player must rescue Pierce from the Mind Sucklers harassing him. Anything above and beyond is optional.
Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Mind Suckler x3 36 108 6 9mm Hydra
9mm Spartan
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Mind Suckler x3 36 108 6

Breezeway[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Chaser 75 50 4 MP Boost1
#4 Scorpion x7 140 56 7
Nighttime
Initial Bat x12 60 216 12
#4 Chaser
Moth x11
97 248 15 Recovery2
#7 Mind Suckler x6
Scorpion x3
132 240 15 Airburst
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Chaser 75 50 4
#4 Scorpion x7 140 56
Nighttime
Initial Bat x12 60 216 12
#4 Chaser
Moth x11
97 248 15
#7 Mind Suckler x6
Scorpion x3
132 240 15

Factory[]

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- Flip the breaker switch up on the far end of the room to turn on the control panel.
- Go to the control panel (across from the entrance) and press up, then turn to rotate the car (You can press START to shorten the minor cutscene). If you want to obtain the R. Slug x10, you can press down to lower the vehicle and open up the trunk.
- Walk between the car and fence and unlock the gate from the inside. Go back to the control panel and rotate the car back to it's original position. It does not have to be lowered.
- Go through the gate you unlocked, unlock the shutter gate and proceed to meet Mr. Douglas.

Garage[]

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  • Room ID#: 24
  • Connects to: Factory, Junk yard
  • Pickups: Monkey Wrench
  • Special: Mr. Douglas, Telephone, Box (Holds 20 items, available after Aya enters the Motel Lobby for the first time(at night) and disappears when the truck has been relocated to the Mesa)
  • Notes:
    • To obtain the Monkey Wrench, first Aya must have a need for it, then she must obtain permission from Mr. Douglas.
    • Hot zone #2 (at night) is removed and replaced with Mr. Douglas, Flint and the box after Aya enters the Dryfield#Motel lobby, should it still be active.
Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Mind Suckler x5 60 180 10
#4 Mind Suckler x3 36 108 6
Nighttime
Initial Scavenger x4 40 248 8
#2 Zebra Stalker x3 318 108 15
#6 Zebra Stalker x3 318 108 15
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Mind Suckler x5 60 180 10
#4 Mind Suckler x3 36 108 6
Nighttime
Initial Scavenger x4 40 248 8
#2 Zebra Stalker x3 318 108 15
#6 Zebra Stalker x3 318 108 15

Driveway[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Bat x25 125 450 25 Combat Light
#4 Nothing
Nighttime
Initial Bat x13 65 234 13
#4 Bat x12 60 216 12
#7 Mind Suckler x5
Scorpion x3
120 204 13
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Bat x25 125 450 25
#4 Nothing
Nighttime
Initial Bat x13 65 234 13
#4 Bat x12 60 216 12
#7 Mind Suckler x5
Scorpion x3
120 204 13

Junk yard[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Scorpion x4 80 32 4
Nighttime
Initial Zebra Stalker x2 212 72 10 Firefly
R. Slug
#3 Zebra Stalker x3 318 108 15
#5 Chaser x2
Mind Suckler x2
174 172 12 Flare
#7 Mind Suckler x4
Zebra Stalker
154 180 13
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Scorpion x4 80 32 4
Nighttime
Initial Zebra Stalker x2 212 72 10
#3 Pawn GOLEM
Rook GOLEM
375 500 13 MP Boost2
Protein Capsule
Firefly
#5 Chaser x2
Mind Suckler x2
174 172 12
#7 Mind Suckler x4
Zebra Stalker
154 180 13

Trailer coach[]

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Motel room 5[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Moth x3
Odd Stranger x2
74 122 9
#5 Scavenger x5 50 310 10 Riot
Grenade
#6 Moth x3
Odd Stranger x2
74 122 9
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Moth x3
Odd Stranger x2
74 122 9
#5 Scavenger x5 50 310 10
#6 Moth x3
Odd Stranger x2
74 122 9

Motel balcony[]

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  • Room ID#: 29
  • Connects to: Parking lot, Motel room 5, Motel room 6, Motel loft
  • Pickups: None
  • Notes:
    • The player has 3 game minutes to reduce Burner's HP to below 35% or else it will flee the battle.
    • Following the battle with Burner, the T-junction will be damaged and the path to Motel room 6 and Motel loft is cut off from the rest of the Balcony.
Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Nothing
#2 Odd Chaser x3 102 102 9
#3 Scorpion x6 120 48 6
Nighttime
Initial Scavenger x5 50 310 10
#3 Zebra Stalker x2 212 72 10
#5 Burner (Escapes) 1000 0 0
#5 Burner (Defeated) 2000 1000 100 Protein Capsule, Airburst x4 Pyke
#6 Mind Suckler x5 60 180 10
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Nothing
#2 Brain Stinger x2 210 316 16 Buckshot x10
#3 Pawn GOLEM, Rook GOLEM 375 500 13 Protein Capsule, Penicillin, Flare
Nighttime
Initial Scavenger x5 50 310 10
#3 Zebra Stalker x2 212 72 10
#5 Burner (Escapes) 1000 0 0
#5 Burner (Defeated) 2000 1000 100 Ringer's Solution, Airburst x4
#6 Mind Suckler x5 60 180 10

Motel room 6[]

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  • Room ID#: 30
  • Connects to: Water tower, Motel balcony
  • Pickups: Stim x2, 9mm P.B. x50
  • Special: Telephone, Box (Holds 10 items)
  • Notes: Eventually Aya will be able to sleep in this room, which triggers the Burner battle.


Motel loft[]

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  • Room ID#: 31
  • Connects to: Motel balcony
  • Pickups: Holy Water, Jerry Can
  • Notes:
    • To obtain the Holy Water, the player will need to enter in a 4-digit code. The clues for this are scattered throughout Dryfield. Three can be found during the daytime and one at night.
    • Player will need the Jerry Can to obtain some Gasoline
Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Zebra Stalker x3 318 108 15 Recovery3
MP Boost2
#4 Scavenger x4
Zebra Stalker
146 284 13
#5 Scavenger x7 70 434 14 Firefly
R. Slug
#6 Scavenger x6 60 372 12
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Nighttime
Initial Zebra Stalker x3 318 108 15
#4 Scavenger x4
Zebra Stalker
146 284 13
#5 Scavenger x7 70 434 14
#6 Scavenger x6 60 372 12

Water hole[]

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  • Room ID#: 32
  • Connects to: Driveway, Underpass, Water supply
  • Pickups: Protein Capsule
  • Notes: To obtain the Protein Capsule, the player must first enter Underpass, turn the nearby switch on, go back into the Water Hole and search the hole in the wall along the north side.
Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Bat x8 40 144 8
Nighttime
Initial Zebra Stalker 106 36 5 Firefly
R. Slug
#4 Brute x2 304 204 10 9mm Hydra
9mm Spartan
#7 Zebra Stalker x3 318 108 15
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Bat x8 40 144 8
Nighttime
Initial Zebra Stalker 106 36 5
#4 Brute x2 304 204 10
#7 Zebra Stalker x3 318 108 15

Cellar[]

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  • Room ID#: 34
  • Connects to: Underpass
  • Pickups: Flare, Snail Magazine
  • Notes:
    • The switch for the lights may be found at the far end of the Underpass, by the ladder leading up to the General store.
    • Riddle #2 can be found here, but the lights must be off to read it (and only during the daytime).
    • The Snail Magazine may be obtained if the player has a P08 and the lights in the room are turned on. The Flare also requires the light be turned on.
Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Bat x8
Rat x2
48 188 10
Nighttime
Initial Scavenger x5 50 310 10
#4 Bat x6
Rat x5
50 218 11
#6 Bat x8
Scavenger x2
60 268 12
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Bat x8
Rat x2
48 188 10
Nighttime
Initial Scavenger x5 50 310 10
#4 Bat x6
Rat x5
50 218 11
#6 Bat x8
Scavenger x2
60 268 12

Underpass[]

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Encounters: Normal, Replay and Scavenger Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Gray Stalker 500 200 15 Protein Capsule
R. Slug
Firefly
Nighttime
Initial Scavenger x5 50 310 10
#4 Brute x3 456 306 15 Recovery2
MP Boost2
#6 Mind Suckler x7 84 252 14
Encounters: Bounty and Nightmare Modes
ID Enemies EXP BP MP Dropped Items
Daytime
Initial Gray Stalker 500 200 15 R. Slug
Nighttime
Initial Knight GOLEM 300 1000 6 Recovery2
Flare
Hunter Goggles
#4 Brute x3 456 306 15
#6 Gray Stalker 500 200 15 R. Slug
Firefly
v · e · d
Characters
Aya Brea - Eve Brea - Kyle Madigan
Rupert Broderick - Eric Baldwin - Gary Douglas - Flint - Pierce Carradine - No. 9 GOLEM - Jodie Bouquet
Neo-Mitochondrial Creatures
Bass - Bat - Black Beetle - Worms (Caterpillar, Maggot) - Amoeba (Green Amoeba, Red Amoeba) - Moth - Rat - Scorpion
Artificial Neo-Mitochondrial Creatures
Stranger (Grinning Stranger, Boss Stranger, Odd Stranger, Lesser Stranger, Creeping Stranger, Horned Stranger) - Stalker (Zebra Stalker, Gray Stalker, Ivory Stalker, Skull Stalker) - Suckler (Blood Suckler, Bone Suckler, Mind Suckler, Sucklerceph) - Scavenger - Chaser (Desert Chaser, Blizzard Chaser, Mad Chaser) - Fatties (Brute, Mossback, Slouch) - Diver (Bog Diver, Sea Diver) - Stinger (Brain Stinger, Puppet Stinger) - GOLEM (Pawn GOLEM, Rook GOLEM, Knight GOLEM, Bishop GOLEM)
Machines
Watcher - Derangement Speaker
Unique Neo-Mitochondrial Creatures
Boss Stranger - No. 9 GOLEM - Gray Stalker - Burner - Blizzard Chaser - Ivory Stalker - Glutton - Generator (Proto Generator, Beta Generator) - Sea Diver - Puppet Stinger - Brahman - Eve
Locations
Abandoned Mine - Akropolis Tower - Dryfield - M.I.S.T. Headquarters ( Shooting gallery ) - Neo Ark - Shelter
Archives
Ammunition - Armor - Bounty Points - Items - Gameplay - Modes - Rankings - Shops - Soundtrack - Weapons
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