Enemies

Complete bestiary of Neo-Mitochondrial Creatures (NMCs), cybernetic Golems, and bosses with combat stats, elemental weaknesses, and battle strategies.

Beetle (Giant Coleopteran)

Armored Encounter

Armored giant beetles flying in coordinated hunting formations inside the Neo Ark bio-dome.

Location
Neo Ark (Central Pavilion and Courtyard)
Recommendations
  • HP: 280 | EXP: 15 | BP: 53 | Recovers: MP 1 / HP 1
  • Heavy chitinous shell and steep diving attacks inflicting severe physical damage
  • Inferno or Necrosis paired with the AS12 auto shotgun sweeps them out of the air effortlessly

Bowman Creature (Cerebroid)

Elite Encounter

Engineered humanoid mutant endowed with telekinetic faculties. Capable of levitation, throwing dark energy spheres, and repairing wounded cellular tissue.

Location
The Shelter B1/B2 (Hallways and Breeding Room)
Recommendations
  • HP: 400 | EXP: 105 | BP: 158 | Recovers: MP 8 / HP 8
  • Fires homing psychic energy orbs and actively regenerates its own health pool
  • Necrosis interrupts health regeneration; 40mm grenades and the Hammer attachment disrupt psychic casting

Chaser (Mutant Quadruped)

Fast Encounter

Fiercely aggressive quadrupeds featuring equine/canine features. They often remain dormant until Aya approaches, unleashing high-velocity straight-line ramming attacks upon waking.

Location
Dryfield (Courtyard, Balcony, Mine), Mojave Mine
Recommendations
  • HP: 200 | EXP: 75 | BP: 50 | Recovers: MP 4 / HP 4
  • Performs high-speed charging rushes immediately after emitting a distinct bellowing roar
  • Highly vulnerable to shotguns with R.Slug ammunition and Necrosis magic
  • Near mine cliff edges, side-stepping their charge forces them to plunge into the abyss

Diver (Amphibious Creature)

Amphibious Encounter

Amphibious mutants dwelling inside water filtration ducts. They lurk below the surface, popping up only to discharge electrical homing shocks across the water.

Location
The Shelter B4 (Sewer Reservoir), Neo Ark (Submarine Tunnel and Well)
Recommendations
  • HP: 225-240 | EXP: 70 | BP: 88 | Recovers: MP 3 / HP 3
  • Invulnerable while submerged beneath the water line
  • Extremely weak to FireFly incendiary shells and Pyrokinesis whenever they surface to fire lightning

Fatty (Heavy NMC)

Heavy Encounter

Colossal, lumbering mutants possessing massive bodily mass. While slow on their feet, their wide-arc punches pack heavy damage and their close-range breath clouds inflict the Poison status.

Location
Akropolis Tower, Dryfield, The Shelter
Recommendations
  • HP: 280-450 | EXP: 104-152 | BP: 102-152 | Recovers: MP 5 / HP 5
  • Very slow movement speed, but deceptively long reaching arm swings
  • Spews poisonous toxic gas clouds at close range; maintain distance and use shotguns or the M4A1

Golem Soldiers (Pawn / Rook / Knight / Bishop)

Cybernetic Special Forces

Advanced cybernetic super-soldiers engineered inside The Shelter. They wield high-frequency plasma blades, underslung thermal grenade launchers, and active camouflage cloaking systems.

Location
The Shelter B1/B2, Neo Ark, Surface Military Camp
Recommendations
  • HP: 425 (Rook) / 482 (Pawn) / 600 (Knight) / 800 (Bishop)
  • Pawn (Green): highly susceptible to the Hammer and Pepper Spray
  • Rook (Armored): deploys anti-ballistic energy shields and fires Silence grenades; break shields with sustained fire or flank them
  • Knight (Purple) and Bishop (Red): possess active optical cloaking and lethal backstab strikes; use AS12 with R.Slug or Mongoose .44 Maeda SP

Jelly Blob (Amorphous Slime)

Special Encounter

Viscous amorphous slime colonies. Standard bullets pass harmlessly through their bodies; elemental fire, high-voltage electricity, or heavy explosives are required to dissolve them.

Location
The Shelter (B2 Passageways and Ducts)
Recommendations
  • HP: 80 (Blue) / 280 (Red) | Recovers: MP 8-30 / HP 8-30
  • Completely immune to conventional ballistic firearms and bullets
  • Only damaged by Parasite Energy (Combustion, Necrosis, Pyrokinesis), explosives, or Hammer shock discharges
  • Physical contact inflicts Silence (disabling magic casting)

Raptor (Armored Biped)

Elite Encounter

Reptilian bipedal mutants cultivated within the Neo Ark biosphere. They feature thick dermal armor plating and agile evasive leap maneuvers.

Location
Neo Ark (Forest Dome and Pyramid)
Recommendations
  • HP: 420 | EXP: 115 | BP: 200 | Recovers: MP 5 / HP 5
  • High sprint velocity, aggressive lunging bites, and flanking jumps
  • Weak against Necrosis and the M4A1 Hammer attachment

Scavenger (Pack Scavenger)

Swarm Encounter

Small, large-eared scavengers that hunt in fast-moving packs. Their primary danger lies in biting and latching onto Aya, pinning her in place for larger mutants to strike.

Location
Dryfield, The Shelter (Waste Disposal Areas)
Recommendations
  • HP: 85 | EXP: 10 | BP: 62 | Recovers: MP 2 / HP 2
  • Travels in rapid swarms and latches onto Aya’s legs to immobilize her
  • Combustion Parasite Energy wipes out the entire pack in a single fiery cone
  • Buckshot shotgun blasts clear clusters effortlessly

Stalker (Chameleon Spider)

Elite Encounter

Giant predatory arachnids endowed with optical cloaking capabilities. They crawl across ceilings and walls to drop behind Aya for high-damage surprise ambushes.

Location
Dryfield Well Basement, The Shelter (Entrance & B2 Level)
Recommendations
  • HP: 180 | EXP: 106 | BP: 35 | Recovers: MP 5 / HP 5
  • Active optical camouflage; track its shimmering translucent silhouette or floor dust particles
  • Inoculate with Necrosis: the green poison aura permanently breaks their invisibility
  • The M4A1 Hammer attachment stuns them instantly

Stranger (Humanoid NMC)

Standard Encounter

Bipedal mutant creatures transformed from humans at Akropolis Tower. They leap unpredictably and slash with elongated claws. Direct exposure to bright tactical lights disorients their nervous system and sends them sprawling.

Location
Akropolis Tower, The Shelter (Corridors and Living Quarters)
Recommendations
  • HP: 160-180 | EXP: 34-42 | BP: 34-48 | Recovers: MP 4 / HP 4
  • Sensory weakness to Combat Light: flashing them with the MP5A5 or P229 flashlight knocks them flat on their backs instantly
  • Vulnerable to Necrosis Parasite Energy and 9mm burst fire

Bosses

Mutated Woman

Boss · Medium

The survivor Aya was sent to rescue. She collapses and transforms into a hulking NMC on the spot — the first real fight in the game.

Location
Akropolis Tower (Cafeteria)
Recommendations
  • Circle the central table so it always sits between you and the boss
  • Chip with handgun bursts each lap and spend a couple of Pyrokinesis casts
  • Heal the moment the fight ends — it briefly revives before Rupert finishes it

No. 9

Boss · Medium

An Artificial NMC in a trench coat wielding a flame-wreathed gunblade, first met on the Akropolis roof and again in Dryfield. Fast, articulate, and tied to the mystery of EVE.

Location
Akropolis Tower (Heliport), Dryfield (Housing Area)
Recommendations
  • Never close the distance — stay out of flaming gunblade range and run from thrown grenades
  • First fight: Hydra rounds then the grenade pistol; lure him beside the walkway electrical boxes and shoot the box
  • Rematch: bait the gunblade, then hit him with Pyrokinesis or a grenade as the sword drops

Camouflaging ANMC

Boss · Hard

An oversized Stalker that ambushes Aya in the mine tunnel beneath the Dryfield well and again just inside the Shelter. Drops a Protein Capsule on the first kill.

Location
Dryfield (Well Tunnel), The Shelter (Entrance Hallway)
Recommendations
  • It is never fully invisible — track its shimmer and keep firing
  • Leveled Pyrokinesis does most of the work; finish with standard ammo
  • In the Shelter rematch, cast Energy Shot and use the grenade launcher

Flame-Spitting NMC

Boss · Hard

A colossal pipe-mouthed NMC that walks over Gary's minefield into town during Aya's rest. Only its head is a clean target from the second-floor balcony.

Location
Dryfield (Motel Courtyard)
Recommendations
  • Fight from the balcony corner between your room and the storage room, hugging the walls
  • Energy Shot, then grenade pistol, then rifle rounds; max-level Pyrokinesis hits hard
  • Deal heavy damage within the first five minutes or Flint runs in and is killed — locking the Best Ending

Giant Puma ANMC

Boss · Hard

The Chaser pack leader, a burned, oversized quadruped fought twice back-to-back in the mine — the second bout is faster and stronger. Aya suspects it was once Kyle.

Location
Mojave Mine
Recommendations
  • Never chase it and never stand still — wait for it to come to you
  • Cast Antibody and Energy Shot, hit it with the grenade gun on sight
  • Lure it next to a loose barrel and detonate the barrel — often an instant kill

Suck-a-lot ANMC

Boss · Hard

A vast garbage-dwelling ANMC that inhales air, trash and Aya from across the room, fought once in the dump pit and again in the huge compactor hallway.

Location
The Shelter (Waste Disposal)
Recommendations
  • Only attack while it inhales — Energy Shot, one grenade into the open mouth, then run
  • Being pulled into its mouth is instant game over; never hit it with the mouth shut (it summons chatterers)
  • Second fight: lure it onto the rising floor elevator and drop it into the trash compactor

Power Generator ANMC

Boss · Easy

A giant ANMC strapped to the floor, powering half the Neo Ark facility with its mind. There are two, one per wing, and both go down the same way.

Location
Neo Ark (South Shrine), Neo Ark (North Generator Room)
Recommendations
  • Destroy the control panel behind it first
  • Then empty a 9mm weapon into its face — it does almost nothing while wired in

Big Swimming ANMC

Boss · Hard

A massive Diver guarding a side island in the Neo Ark biosphere. Beating it yields the Skull Crystal relic (+20% bullet damage).

Location
Neo Ark (Hidden Island)
Recommendations
  • Optional — reached only by moving the pyramid bridge with the second stone sequence
  • Clear the 4-5 Divers from the central pool first with Pyro / Inferno
  • Inferno level 3 with the Ofuda equipped tears through it; finish with Energy Shot plus grenades

Colossal Bowman Creature

Boss · Hard

Dr. Bowman's Cerebroid grown dozens of times larger, controlled by the helmeted girl EVE standing behind it.

Location
The Shelter (Deep Sub-Levels)
Recommendations
  • Around 4000 HP and it self-heals if knocked down; offensive Parasite Energy barely dents it
  • Kill the two MP-draining wall speakers, cast Energy Shot and Antibody
  • Stand in front and fire grenades continuously — roughly 40; the child behind cannot be hurt

Mitochondria Baby

Boss · Very Hard

The enormous mitochondrial organism EVE has been powering, and the game's first final boss. Six hittable parts, each with its own status attack.

Location
Pod Gantry B2 (Final)
Recommendations
  • Get behind it, cast Energy Shot level 3, and blast the tail with the MM1 to slow it
  • Destroy both arms one at a time for BP, then grenade the head from the front
  • Once the chest core opens, break line of sight the instant it charges its one-shot blast; cast Antibody

Eve

Boss · Very Hard

The Eve of the first game, reborn on a narrow bridge over a chasm by the mitochondria baby. The true final fight.

Location
Pod Gantry (Bridge, Final)
Recommendations
  • Move to the RIGHT corner of the bridge immediately — the middle is death
  • Antibody, then Energy Shot; ready the grenade launcher
  • Grenade her after the overhead slam and while she recovers from a missed charge; kill the decoy clone before it reaches you
  • Interrupt her mid-bridge spell with a fresh Energy Shot and a volley of grenades — 50+ grenades total

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