Project Slayers 2 Final Selection Guide
Final Selection is the exam that turns a Project Slayers 2 character into an actual Slayer, and for most players it is the step that stalls: the gate is a level, the door is a window, and what waits inside is a nine-part quest chain rather than a boss rush. This is the run in order โ requirements, where to stand, every quest, the parkour shortcuts, the Hand Demon and what you walk out with. Most final selection project slayers searches are really asking one of three things โ what level, when the door opens and what happens inside โ so this page answers them in that order, and a slayers 2 final selection query lands on the same route.
Requirements and the Entry Window
Four things decide whether a Final Selection run is possible before it decides whether it is winnable.
Every post-launch walkthrough puts the Slayer exam behind level 45, and a first-hand run recorded at that level called the fight itself easy once the quests were done. A demon character cannot sit the exam at all: it is the Slayer candidate route.
Two independent post-launch guides describe the entrance opening at the start of each hour, 2:00, 3:00, 4:00, and closing again shortly after. A third run, filmed on release day, times the same door the other way: every two hours on the real clock, naming 6:00, 8:00, 10:00 and midnight as its sequence. Both readings are printed because both have a source and neither has been contradicted, so the plan that satisfies both is to be standing at the gate before the hour rather than on it.
You will not clear this on basic attacks alone. A breathing style with two or three forms unlocked is the working minimum, and one guide singles out Water Breathing as the style that makes the parkour section survivable.
Health potions bought from the Butterfly Estate medic are the only preparation every source mentions, and the one run that counts them asks for ten to twelve in the bag before the door opens. The last fight spawns adds, and the adds are what kill people who came empty.
Getting to the Entrance
The exam is not marked on the world map, which is why so much of the search traffic around it is people looking for the door rather than for the quests. The route is short once you have it: spawn at the bear area shard, run to the Butterfly Estate, cross the bridge, take the right turn and follow that road to its end. You will pass a spawn point just outside the instance on the way, and finding it is the single biggest time saver available, because it turns every later attempt from a cross-map run into a teleport.
At the end of that road an exam NPC takes you in. If a run fails, you are not locked out of the exam itself: you are locked out until the entrance reopens, which is why arriving early is worth more than arriving strong.
Every Quest in Order
Nine steps, walked in this sequence. Quest and NPC names are written as they are spelled in the two post-launch walkthroughs this page is built from; automatic captions mangle several of them, so go by the marker on screen when a name does not match.
The first quest is a memory test rather than a search: the apple sits on the ground immediately to the right of the NPC, the banana is a few steps away on nearby ground, and the grape is the one that sends people wandering. All three are fixed spawns, so a second run takes a minute.
Travel to the marked area and kill five demons. There is no mechanic attached and no timer on the step, which makes it the natural place to heal up and refill your stance before the parts that actually punish mistakes.
Cleon has lost his blade and wants it back. Walk the route with him and pick the sword up off the ground where it lies; the mistake here is exploring instead of following the path you were given. The blade has a name in the filmed runs โ the Nichirin katana โ and two of them place it the same way: from Cleon, head south-west, or drop off the cliff in front of him and move left, and it is lying in front of the rock. Several sites describe this step as a katana reward, and it is not one: the blade is delivered, not kept.
After the katana, Cleon is wounded and asks for a bandage. The stack is next to the NPC you met on the way in, and the bandage costs 25 gold. One is enough and the quest only reads one, so leave the second on the shelf.
Dive into the cave inside the river and bring back the submerged key. Dive directly at the red marker, then follow the rock inward; a small boss guards the key inside the cave, and beating it is the whole step. If you cannot find the mouth of the cave, approach the marker from a different angle rather than surfacing far away.
The longest block of the exam, and the one people fail. Levers open the route, checkpoints are your insurance, and the spikes kill outright. The full route is spelled out further down this page because the first move alone saves several minutes.
A route is set against a clock. Each destination you reach adds roughly thirty to sixty seconds back onto the timer, so the opening number is not the budget for the whole lap. Movement skills help, and no source treats this section as a DPS check.
Stand inside the red circle until the civilian spawns, press the interact key to grab them, then kill the demons that arrive on top of you. You are defending a spot rather than chasing anything, which is why it is safe to park a friend on the circle.
The last NPC hands over the boss hunt that ends the exam. This is the fight the community calls the Hand Demon, and it behaves like the Yeti fight elsewhere in the game: at a health threshold it spawns mini demons and turns invulnerable behind them, so the adds are the fight. One step-by-step run adds the detail that makes this fight hard rather than long: drag it out and it summons three exile demons at once, turning a duel into four enemies swinging together โ which is the version players actually lose.
The Parkour Dungeon, Step by Step
Both walkthroughs this page is built from independently single out the same first move, which is the clearest sign that it is the intended route rather than a shortcut somebody found.
- Enter the dungeon and go left. The obvious path is the long way round: the first lever is on the left, and pulling it lets you jump straight into the main area instead of crossing it.
- Activate the first checkpoint as soon as you reach it. Nothing after this point is recoverable without it.
- After the checkpoint, turn left rather than right, and climb the first wall you meet. It is climbable and it is the intended route.
- Pull the second lever. The spikes around it are the deadliest set in the dungeon, so line the jump up before you commit to it.
- Cross the platforms to the next lever, pull it, then turn around and return to the previous area.
- Behind the point where you originally entered there is a second lane. Follow it to the next lever and pull that one too.
- Take the remaining section through to the second checkpoint and activate it.
- From that checkpoint climb the small ramp, turn right, and walk the final stretch instead of jumping it. The spikes sit directly under those platforms.
- Enter with a double jump and a dash rather than a walk. The run that films this section gets in that way, climbs twice, waits a beat for the jump to come back, dashes across and only then pulls the first lever.
- Never jump up at a platform from underneath. The ceiling is low enough to stop the jump dead and drop you onto the spikes, which is the most repeated death in this section.
- Water Breathing and Stone Breathing are both sent through this same dungeon layout, so a route learned for one is the route for the other.
The one instruction that matters more than the list: do not rush. Every death in this section costs you the distance back to the last checkpoint, and the spikes are placed to punish a jump you did not line up. A filmed clear of the whole dungeon runs under four minutes, which is the other half of the advice: the route is short once you know where it turns, and it only feels long while you are still exploring it.
The Hand Demon, and the Loot Worth Detouring For
The community name for the exam boss is the Hand Demon, and two separate runs describe it the same way: once its health drops past a threshold it summons mini demons and becomes effectively invulnerable while they live. That is the whole fight. Kill the adds first, return to the boss, and repeat โ trying to out-damage it through the summons is the mistake that ends runs. A recorded clear also compared it to the Yeti boss elsewhere in the game, which is worth knowing because the counterplay is identical.
Before you finish the exam, look for the underground NPC inside the instance. He drops a shotgun schematic on a very short respawn, and that instance is the only dependable source of it outside of fishing for one. A first-hand clear recommends farming him until the schematic drops rather than leaving it for a later run you may never make.
Rewards and What Opens Afterwards
Passing the exam grants the Slayer rank, the Slayer uniform and access to the rank queststhat sit behind them โ the exam is a gate to a tier of quests rather than a stat reward, which is why the advice is always to clear it as soon as level 45 arrives instead of farming first. The shotgun schematic above is the one piece of loot worth taking out with you.
One naming correction, because the mistake is spreading. No source we hold names the rank the exam grants beyond calling it the Slayer rank โ and a generic guide we cross-checked prints "Mizunoto", which is the same NPC the filmed runs call Mizuto, Mizuta or Mizunoto depending on which captions you read. That reads like a quest name carried across into a reward table, so the rank stays unnamed here rather than being given a title nobody has confirmed.
Make sure your kit is where you want it before you go in. The style you enter with is the style you will be using for the parkour and the boss, and the style comparison is the place to check that, while the progression ladder covers what the levels either side of 45 are for.
Four Clear Runs, Filmed End to End

![[Slayers 2] FASTEST Way To COMPLETE The FINAL SELECTION](/images/yt/AXu9ASt-CEU.webp)


Titles read back through the YouTube oEmbed API when this page was published. The quest order, the entry window and the parkour turning above are taken from these runs together with the two written walkthroughs, and where they disagree the disagreement is printed rather than resolved in silence. The third and fourth runs are where the newer details on this page come from: the ten-to-twelve potion count, the sword name and its two placements, the extra exile demons in the boss fight, the under-four-minute parkour clear and the shared dungeon between Water and Stone.
A Day-One Run That Ends at the Selection Gate
The full pre-Selection grind in one video: leveling, first money, first katana and the road to level 45.

- Level 45 is the gate, again: the run grinds quests until level 45 and only then heads to the entrance, matching the requirement table above.
- The money stop before the gate: the route banks 1,500 cash for the better katana before attempting the trials, consistent with the early prices recorded on the beginner guide.
Source: Project Slayers 2 DAY 1 Starter Guide (Leveling, Breathings, Final Selection) by Verm, transcribed from the video captions; title and channel verified through the YouTube oEmbed API on 2026-09-24.
Final Selection FAQ
What level do you need for Final Selection in Project Slayers 2?
Level 45 on the Slayer path. That number comes from two independent post-launch walkthroughs and matches the first-hand run this site recorded, and all three agree the exam itself is not a level check once you are inside. A demon character cannot enter at all, because the exam is the Slayer candidate route.
When does Final Selection open?
The entrance is described as opening at the start of every hour and closing again shortly after, so a missed window means waiting for the next one. This page previously logged a two-hour cycle from an early-access run, and it is kept visible here rather than deleted: the hourly reading comes from two post-launch guides that describe the door itself, while the two-hour reading came from an early-access run whose clock may simply not match the released one. Practically, arrive a few minutes before the hour and you satisfy both readings.
Where is Final Selection in Project Slayers 2?
Take the spawn shard for the bear area, cross to the Butterfly Estate, go over the bridge, turn right and follow the road to its end. Talk to the exam NPC there and you are sent into the instance. A spawn point sits just outside the entrance, so after the first trip the return leg is a teleport rather than the whole run.
How long does Final Selection take?
One full clear was reported at roughly an hour, and almost all of that is the nine-quest chain and the parkour dungeon rather than combat. The boss at the end is short by comparison. Bank an hour before you start, because entering late inside an open window is the most common way people run out of exam.
What do you get for passing Final Selection?
The Slayer rank, the Slayer uniform and the rank quests that only unlock behind them. The exam is also the dependable source of the shotgun schematic, which drops from the underground NPC inside the instance on a short respawn and is otherwise only obtainable by fishing.
What is the hardest part of the exam?
By consensus it is the parkour dungeon, not the boss. Spikes kill instantly, checkpoints are the only forgiveness the section offers, and the turning at the start is deliberately counter-intuitive. The final fight is an adds check: the Hand Demon turns invulnerable while its mini demons are alive, so clear them and then return to the boss.
Related reading: beginner progression ladder, breathing styles, world map and level bands, Slayer vs Demon, fishing guide, and working codes.