| Reenee's VR Temple Enemy Guide |
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Native Enemies: Rag Rappy, Love Rappy (rare), Monest/Mothmants, Hildebear,
Hildeblue (rare)
Altered Beast Enemies: Poison Lily, Nar Lily (rare), Grass Assassin
Machine Enemies: None; Totally Absent from VR Temple
Dark Enemies: Dimenian, La Dimenian, So Dimenian, Dark Belra
This enemy guide assumes you've read the other enemy guides for the
Episode One areas. Get to know those first (or at least the parts where
the aforementioned enemies were listed) before reading up on these redone
strategies. VR stages are kind of like review for the player, so they're
not totally in-depth.
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| Rag Rappy, Love Rappy |
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One of the frequently seen enemies. Because they never increase their
movement speed or attack speed, they are great at preventing some of the
more mobile enemies from reaching you, but only if the enemies you're
trying to block are stupid enough to stay behind them.
Elemental Changes: The Love Rappy is a new enemy to encounter, but
rare. It inherits the Pan Arms elemental defenses from the Caves. It's
weak to Foie, Barta, Zonde, and Grants, so it's best that you just hit
it with whatever is the highest level (Grants is a waste of TP.) The Rag
Rappy retains its Foie weakness.
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| Poison Lily, Nar Lily |
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Less frequently seen enemies. Non-android Hunters should do their best
to deliver massive damage to the Lily or they'll be paralyzed too frequently
to complete VR Temple. Otherwise, deal with them normally as you would.
They can sometimes be used to block an enemy or two since they're totally
immobile.
Elemental Changes: None.
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| Grass Assassin |
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Seen occasionally in VR Temple. Also inherits the non-improving attack/movement
speed of the Rag Rappies, but much more slower, making it easier for the
more mobile enemies to get blocked. Grass Assassins are also dangerous
should the player attack mobile enemies nearby an Assassin. The Assassin
will attempt to prevent the player from moving, so do your best not to
be nearby one if, say, Dimenians are in the vicinity. (Note: Grass Assassins
will do their ramming attack if even hit once, so take note.)
Elemental Changes: None. Retains Foie weakness.
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| Monest, Mothmant |
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Appears not-too-frequently along with Hildebears, but pops up in inconvienient
places. Mothmants will throw off targeting, so eliminate ASAP.
Elemental Changes: None.
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Dimenian, La Dimenian, So Dimenian |
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Another of the frequently seen enemies in VR Temple. Basically handled
the same as they were in the Ruins, including their elemental resistances.
Try to get them behind some Rappies so you can attack them safely. (Noticeable
speed decrease for So Dimenians in Very Hard.)
Elemental Changes: None. Their weaknesses stay the same from the Ruins.
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Hildebear, Hildeblue |
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Not seen very often in VR Temple. Much tougher to deal with since areas
in VR Temple are much more constrained, especially in certain places where
the Hildebear is placed and because they can come in pairs (sometimes
trios). Try to get it behind any enemy possible, such as Dimenians.
Elemental Changes: None.
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Dark Belra |
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Only appearing in VR Temple Beta. Depending on the Beta variation, it'll
only appear either 4 or 5 times. The first few might either appear alone,
or along with another Belra, while the latter will appear with other enemy
groups. It's not too mobile, but not too wide so that many enemies will
be blocked by it. Suggested to attack from behind.
Elemental Changes: None. Launch Grants first and then finish it off
with Zonde.
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Guide by Reenee
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