Guides - Reenee's VR Temple Enemy Guide



Reenee's VR Temple Enemy Guide

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.

Rag Rappy, Love Rappy

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.

Poison Lily, Nar Lily

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.

Grass Assassin

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.

Monest, Mothmant

Appears not-too-frequently along with Hildebears, but pops up in inconvienient places. Mothmants will throw off targeting, so eliminate ASAP.

Elemental Changes: None.

Dimenian, La Dimenian, So Dimenian

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.

Hildebear, Hildeblue

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.

Dark Belra

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.



Guide by Reenee