Endoparasitic 2

Endoparasitic 2

60 ratings
Pocket watch locations and upgrade guide
By Wyverncakes
A guide to finding all thirteen pocket watches in Endoparasitic, as well as the upgrades you can get with them.
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Intro
The Artisan achievement is the only achievement in Endoparasitic, at least on launch, that takes some concerted effort to get. While it is easy enough to find some pocket watches, you need all thirteen to fully upgrade everything and some watches are well-hidden. This is made worse by some red herrings on the map screen that look like you could get through them, but you actually can't.

Hence this guide, to let you know the location of every pocket watch as well as briefly touching on which upgrades should be a priority for you to get.
The weapons, their locations, and their upgrades
There are three weapons in Endoparasitic: the handgun found on floor 2, the shotgun found on floor 7, and the biosensor found on floor 19.

All three are pretty much impossible to miss, and the handgun is in fact mandatory to open a door.


The handgun is the most basic weapon you have, but also the one that will be seeing the most action. But at the start of the game each round must be loaded individually and it can only carry five bullets at a time, making it ill-suited if you find yourself fighting more than two zombies at any given moment.

The first three watch upgrades should go towards getting two finger magnets and an extended magazine. Since it takes three headshots to kill a zombie, this lets you be able to kill two zombies without needing to reload, and each reload puts enough ammo back in your gun to kill one zombie each.

The last finger magnet is much less of a priority, but more rounds in the handgun can still be useful to help cut down on weight. You can toss more upgrades into the handgun when you don't have anything else that needs it more.


The shotgun is exceptionally powerful, but against anything other than ghosts or the final boss it is also inefficient as handguns typically can kill enemies with a lower overall cost to your resources. This doesn't mean you should ignore it, however. Just treat it as an emergency weapon for dealing with ghosts or enraged zombies, and keep only a few shells on you at any given time.

The barrel choke helps let the shotgun perform better at medium and long ranges. Because ghosts are fairly tanky, a tighter spread means more of your shot is likely to hit, which can cut down on the amount of follow-up shots needed to finish it off.

The first ghost is not encountered until floor 19 though, so capacity boosts are a better priority upgrade for the shotgun when you first get it to help cut down on weight. Just make sure to get the barrel choke upgrade by the time you drop off your first bio sample (found on floor 17) to Karis, as there aren't any more watches found until after your first two ghosts on floor 19.


While the biosensor can't kill anything, it can still be a very big help against ghosts, hydras, or armored zombies. The prolonged stun is a priority upgrade to get once you get the sensor, and fortunately there's one just a few rooms afterwards (as detailed later in the guide).

If you feel comfortable with how long it takes to charge up the sensor, you can hold off on the faster charge upgrade.

My overall suggested order for weapon upgrades, to make the most of each upgrade, is:

1. Finger Magnet (Pistol) 1/3
2. Finger Magnet (Pistol) 2/3
3. Extended Magazine (Pistol) 1/5
4. Extended Magazine (Shotgun) 1/2
5. Extended Magazine (Shotgun) 2/2
6. Extended Magazine (Pistol) 2/5
7. Barrel Choke (Shotgun)
8. Higher Voltage (Biosensor) (if you wait to use the pocket watch you get from the floor 17 bio sample, you can use it to upgrade the Biosensor immediately).
9. Fast Charge (Biosensor)
10. Extended Magazine (Pistol) 3/5
11. Extended Magazine (Pistol) 4/5
12. Extended Magazine (Pistol) 5/5
13. Finger Magnet (Pistol) 3/3

This upgrade order lets you address the concerns of quick handgun reloads, minimizing inventory weight, and then being well-equipped to deal with Ghost enemies as the needs arise.
Floor 2

Found along the path of progression shortly after picking up the handgun.

Floor 4

Found on the right-hand side of the area. You'll need to flip some switches to get the doors open to lead to it.
Floor 5

Found in a secret area. Flip the switch in the room just north of this one to open the way and find the pocket watch at the end of a corridor.
Floor 8

This one is in a hidden compartment. Once you reach the switch right before the fleshy pod you need to shoot to advance, flip the switch to open up a small room to the right. This switch is the one connected to the purple wire that opens up the compartment holding the pocket watch.
Floor 12L

Found in a secret passage. To open it up, keep going through the room with the elevator lock until you reach the very end. Flip the switch to open up access to the room north of it.
Floor 14

After getting through the entire area and unlocking the elevator, return to the lower area. The bottom-left room will be open now (be careful of the severed limbs within) and inside will be a switch that you can flip to open the center area where the pocket watch is.
Floor 16

Shout out to Shurick for letting me know that this was a floor with a pocket watch.

In the lower-left corner of the map, there are two bathrooms. Go into the one on the right and close the door to open a secret passage to another pocket watch.
Floor 17/12L-2

The first Bio Sample can be found on floor 17. It's found in the same room as the elevator unlocking terminal and shows up as a pink dot on the map. Simply bring it back to 12L and a pocket watch will be in the collection of items you're given from Karis.
Floor 19

Big thanks to Mentel and gamingfreck for finding this one.

Found by going into the top-most bedroom on the left side of the map and closing the door. This opens a secret passageway leading up to a pocket watch.

You might need to open the door going north in the hallway outside of the of the bedroom though, as when I tried doing it I couldn't move up into the secret area until doing so.
Floor 23

After you make a full circuit of the map, the room in the lower right that holds the pocket watch will open up for you to get. MAKE SURE YOU PICK IT UP. Opening up the way back to the elevator afterwards with the red key re-locks this door behind you, and if that happens you will need to reload the autosave right from when you first came to the floor and play through the entire floor again to pick up the watch.

IMPORTANT SIDE TANGENT: This floor also has one of the three Bio Samples you need to get to Karis. Giving the second one to him does not get you another pocket watch but you need all three to get another pocket watch from Karis.

Progressing through the area will naturally take you to the sample but if you forget to pick it up then you'll seemingly lock yourself off from them in the process of taking care of the last few doors.

Unlike the pocket watch though, you can reopen the door that leads back to the sample by flipping the switch next to the red key terminal to close the backdoor into the top-right bedroom. This opens up a new compartment with a switch you can flip that reopens the door leading back to the sample.
Floor 25

Shout outs to Mazzilla Madness for pointing out how to get this one.

Once you've looped back around to the first big room through the bathroom area, flip the switch by the save point so that the door south of it is closed. Crawl back through the whole area to the room where you first encountered the first Hydra to find the doorway south is now open, with the pocket watch waiting for you at the end.
Floor 29/12L-3
Third Bio Sample is found early in the level. Assuming you delivered the first two to Karis, there will be another pocket watch in the supplies he gives you.
Floor 29-2

In the room south of where you pick up the Bio Sample, there is switch hidden among some barrels. Flip it to open up a door that you will be able to reach later after shooting through the flesh wall and heading up north. The last pocket watch is inside.
Outro
With the last watch upgrade, you should get the Artisan achievement. You might need to quit out of the game to get it though, as I needed to do that.

Big shout out again to Mentel, gamingfreck, Mazzilla Madness, and Shurick for your contributions in getting this guide finished. This task felt daunting when I first played the game due to missing so many watches, but a more deliberate approach on my second playthrough and your own posts regarding the location of watches made a huge difference in helping me track down the last few stragglers. The fact that there are red herring doors that you simply can't open, even though the map implies that there's rooms behind them that you haven't explored, really threw me off.

Also big-big shout out to Miziziziz for making Endo1 and Endo2 in the first place, as well as getting out patches to smooth out the Endo2 experience and really make the game shine.
33 Comments
Emp_Mor 8 Mar @ 5:45pm 
I can't unlock the right bathroom on floor 16, the switch just flat out doesn't work. There's another bathroom on the top floor that is equally inaccessible. Is there something I'm missing?
Fish Sticker 18 Jan @ 2:42am 
IM SO MAD ABOUT THE FLOOR 23 THING, ARRRRRGHH
Jaden 8 Jan @ 2:58am 
For the floor 19 pocket watch, I found that it wasn't the north door that opened the secret passage. The secret passage was only properly opened for me when I opened ALL the bedroom doors first. I figured that out when I tried to get in there first to upgrade my bioscanner before tackling the other doors.
DaNick 2 Nov, 2024 @ 4:13am 
Thanks, bro. Your guide really helped me
Wyverncakes  [author] 20 Oct, 2024 @ 12:53am 
Helium tank walkthrough has been finished and submitted for automatic review. I apologize for the wait for this one, as I probably wouldn't have made it if not for the confirmation of a fifth tank.
BunnyAlex321 19 Oct, 2024 @ 9:03pm 
So if one tank is on floor 25, where's the rest at? Turns out a bunch of ammo gets really heavy to the point I can barely loot anything
Aztro 17 Oct, 2024 @ 6:19pm 
Yes, there is a 1600 upgrade to the bag. I just found another helium tank on floor 25. It is very sneaky.
Wyverncakes  [author] 11 Oct, 2024 @ 1:37pm 
I've only found the 1400, and since there's no achievement for it I'm not sure it's really necessary. I did another run just to try to see if I could find another but no luck.

If you do have proof of 1600 though, let me know.
Professor Kettle 11 Oct, 2024 @ 7:08am 
Yeah can you make one for helium tanks? I'm stuck at 1400 and I know that there is 1600 at the least, maybe more.
bbrainstormer 10 Oct, 2024 @ 3:40pm 
Nice! I wonder if you could add bag upgrades to the list.