Unlike its predecessor, Parasite Eve II is true to survival horror in fact there are numerous types of ammo, rather then there being only two ammo types and weapons determining stats. Also unique to most survival horror games, there are multiple types of ammo per type that make the weapons useful in a variety of situations. Most weapons have at least two types of ammo, each being useful for specific circumstances.
While not all ammunition types are marked with 'special' marking, they are all affiliated with a unique element ID that may include advantages or drawbacks during battle. Anything marked in (brackets) does not have an official name.
ID# | Name | Description |
00 | Nothing | Basic damage. Applies to all 9mm ammo, 5.56 Rifle, 44 Magnum, Tonfa Baton, M9 and Javelin. There are exceptions where the Tonfa, M9 and Javelin attacks do not behave like basic damage, notably towards the Amoebae-type. |
01 | (SHOCK) | Wind-related damage. Applies to Hammer, Hypervelocity and Gunblade's melee attack. Has a tendency to knock down targets. |
02 | PARALYSIS | Applies to Paralizer rounds. Target is disabled for a considerable amount of time, leaving them completely vulnerable to all forms of attack. |
03 | POISON | Applies to 44 Maeda and 44 Poison. Inflicts poison damage, causing the target to take extra damage for several seconds. |
04 | BURST | Applies to Grenades. No.9 takes less damage from them. With some enemies, it can cause additional effects like knocking them down. |
05 | PIERCING | Applies to R.Slug. 200% damage to all GOLEM types (Including No.9), Fatty-types and Scorpions. |
06 | EXPLOSION | Applies to Buckshot and Airburst. Mostly noted as a feature with the shotgun, allowing a player to hit multiple targets at once with a single shot. Also noted as one of the least expensive options for dealing with Beetles and Creeping Strangers. |
07 | INCENDIARY | Applies to Firefly and Pyke. 200% damage to Fatty-types and Diver-types. Sets Caterpillars and Maggots on fire, resulting in them taking damage over time, similar to POISON status. |
08 | DARKNESS | Applies to Combat Light. Can cause a number of status inflictions, including confusion (Bats), paralysis (Slouch) and even knockdowns (Grey Stalker). |
09 | FLASH | Applies to Riot and Flashbomb. Noted for disabling Zebra Stalkers and failed ANMC-types. |
Pistol Ammunition[]
The ammo type used by the smaller handguns and submachine guns. The 9mm P.B. (Parabellum) rounds are extremely common, being one of a few unlimited types of ammo in the game. While the 9mm P.B. rounds are fairly weak, the Hydra and Spartan rounds can be fairly effective with the P08 and P229 given their higher damage output and higher critical rate.
All pistol ammo have a maximum capacity of 500.
These weapons use pistol ammunition:
9mm P.B.[]
9mm P.B. |
Caliber:
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9mm
|
Description: 9mm caliber full metal jacket round. For handguns and submachine guns.
Ammo boxes:
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As the most basic type of ammo there is, the 9mm P.B. is only effective for the early part of the game and is quickly replaced by 9mm Hydra, 5.56mm Rifle and Buckshot. It is unlimited in supply as many of the game's supply boxes carry this ammo. |
9mm Hydra[]
9mm Hydra
|
Caliber:
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9mm
|
Description: 9mm hollow-point round. Soft tip increases tissue damage.
Ammo boxes:
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A definite improvement compared to P.B. rounds and can be found in unlimited quantity later on in the game. These should replace the 9mm P.B. as your mainstay ammo when possible. The damage improvement may not be as noticeable with submachine guns, but should be with critical hits. |
9mm Spartan[]
9mm Spartan
|
Caliber:
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9mm
|
Description: 9mm fragmentation round. Fragments rupture vital organs.
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This is a much more powerful version of the P.B rounds and features a 33% improvement in damage compared to the Hydra. It is a rare ammo, mostly found and purchasable (at lower difficulties) near the end of the game. These rounds are nearly equal the base damage of the 5.56mm, but with attenuation penalties, the P08, P229 and M93R at close-range can do more damage per shot at the cost of a smaller carrying capacity. This ammo is often dropped by GOLEMs and can be found early on in Replay and Scavenger modes if the player purchases and early Medicine Wheel. |
Rifle Ammunition[]
Only featuring a single type of ammo, the 5.56mm round is a very common and easy to use round plus the M4A1's numerous modifications more than make up for potential deficiencies. Rifle ammo has a maximum capacity of 800.
These weapons use rifle ammunition:
5.56 Rifle[]
5.56 Rifle
|
Caliber:
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5.56mm
|
Description: 5.56mm full metal jacket round. For rifles and light machine guns.
Ammo boxes:
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This round is probably one of the best overall in the game. Having a good blend of power and capacity, the 5.56mm can and probably should be used from the beginning to the end of the game. While there are only two weapons that use the ammo, both are extremely versatile and strong weapons. This ammo is often dropped by GOLEMs. |
Shotgun Ammunition[]
Unlike other games, the Shotgun round is not as good as one may think due to its properties. However, the ammo is very useful as, while the capacity isn't great, the higher level versions can be very powerful if used correctly. All shotgun ammo has a maximum capacity of 200.
These weapons use shotgun ammunition:
Buckshot[]
Buckshot
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Caliber:
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12ga.
|
Description: 12-gauge shotgun scatter shot. Spreads 9 lead shots in a burst.
Ammo boxes:
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This round may not be as powerful as in other games but is unique in that, like in Parasite Eve, these have the Burst property. That means if enemies are grouped close enough together, the player can damage all of them. This means that for Bats or Mind Sucklers, these are really useful. For Black Beetles, this ammo is nearly essential given it flips them over, disabling them and exposing their vulnerable area. |
Firefly[]
Firefly
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Caliber:
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12ga.
|
Description: 12-gauge shotgun incendiary shot. Ignites flammable target.
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A lifesaver against Bog Divers and one of the three ammo types that can damage Amoebas, Firefly ammo is very useful for it's bonus damage against targets vulnerable to fire attacks. While it does -not- have the Burst feature of Buckshot, it can easily destroy these enemy types saving a lot of time, effort, HP and MP in trying to fight them. |
R. Slug[]
R. Slug
|
Caliber:
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12ga.
|
Description: 12-gauge shotgun solid shot. Powerful shot with good accuracy.
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This ammo is basically miniature grenade rounds with the added benefit of hitting others behind your primary target if they are lined up. It can make any shotgun effective at dealing excellent, more so in fact, depending on the circumstances, than the M4. With Energy Shot leveled up sufficiently, GOLEMs become trivial affairs, including the Knight and Bishop varieties. The drawback to this ammo is the considerable rarity of it, requiring a player to conserve what they can scavenge up until when it is absolutely needed. |
Grenade Launcher ammunition[]
Another versatile ammo type, Grenades can deal some of the greatest amounts of damage to a target and this makes them very effective against bosses. All grenade ammo types have a maximum capacity of 100.
These weapons use grenade ammunition:
Grenade[]
Grenade
|
Caliber:
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40mm
|
Description: 40mm fragmentation grenade. Shoots fragments over a wide area.
Ammo Boxes:
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These rounds are devastating to most bosses and consequently may be a necessity for fighting against them. Very few weapons can match the damage that these can put out although most of the weapons in this category have to be reloaded after every shot. |
Airburst[]
Airburst
|
Caliber:
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40mm
|
Description: 40mm aerial burst grenade. Arcs and explodes in the air.
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This round is not as powerful as the standard round but they also explode in the air, allowing their damage to be spread out over a wider area and potentially killing more enemies. This ammo is often dropped by GOLEMs. |
Riot[]
Riot
|
Caliber:
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40mm
|
Description: 40mm special acoustic round. Emits a glarish flash and loud noise.
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This ammo is not very powerful, in fact it is quite weak but it can stun a lot of enemies with its Flash, allowing the player to pick them apart at their leisure. This ammo is often dropped by GOLEMs. |
Revolver Ammunition[]
This ammo is unique to the Mongoose and is Parasite Eve II's magnum. It can be acquired in Replay Mode if the player gets a D Ranking in a previous play-through. If not, it may also be dropped by a Knight GOLEM on Bounty / Nightmare modes or given one by Rupert Broderick if going for the bad ending. All revolver ammo has a maximum capacity of 500.
These weapons use revolver ammunition:
44 Magnum[]
44 Magnum
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Caliber:
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.44Mag
|
Description: 44 caliber magnum round. Impressive descturcitve power.
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This round has the same damage potential of the Buckshot but has the capacity of a pistol, making it quite useful. While not on par with Magnums in other survival horror games, the ammo itself is much more common and the high critical rate will help to offset the lower damage potential. |
44 Maeda SP[]
44 Maeda SP
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Caliber:
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.44Mag
|
Description: Anti-NMC 44 magnum round. Contains toxic mitochondria.
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Not very useful against GOLEMs due to their immunity to Poison, the Maeda rounds (referencing the rounds used to kill the Ultimate Being in the first game) are very useful in cases where enemies can be poisoned. They are especially useful against the final boss. |
Batteries / Fuel[]
Batteries and fuel are used by certain weapons for Combat Light effects and energy-based attacks. This sort of ammo is never found or dropped, but can be refilled for free at any of the game's shops at lower difficulties and at the end of the game if you complete the Soldier Rescue Bonus on higher difficulties.
These weapons use batteries / fuel:
Melee Attacks[]
While they do not consume ammo, they still inflict damage against the enemy.
These weapons perform melee damage:
Unused Ammo[]
The following are all ammunition that are not under normal circumstances. All of them can be loaded into weapons and used in battle.
44 Poison[]
44 Poison |
ID#:
|
168
|
A very effective debug ammo, given it's exceptionally high power rating and critical rate provided by the one gun it can be loaded into. |
Paralizer[]
Paralyzer |
ID#:
|
176
|
Given how quickly and easily it can turn nearly any mobile target into a twitching mass of flesh on the ground, it should be no surprise it was left unused. Firing a shot at a target automatically puts them in a state of PARALYSIS for a length of time equal to the Pepper Spray. |
Flashbomb[]
Flashbomb |
ID#:
|
177
|
While less effective than the Paralizer rounds listed above, it has the ability to perpetually knock an enemy target over every time it is hit with one. |