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  • Acceptable Hobby Targets: Otaku are depicted in this game as Always Male, all perverts who don't understand the concept of "cosplay is not consent", trying to take embarrassing photos of Erina, who they mistake for a normal human girl in cosplay who's there for a nearby comic festival.
  • Breather Boss:
    • The Chapter 7 endboss in System Interior II is surprisingly easy. It's not an actual character with a level or even a Life Meter, just a network security system that throws some pretty uninteresting bullet patterns at Erina while she floats up and down constantly; all you have to do is Hold the Line until the "boss" "fight" ends. It can still get you killed on higher difficulties if you're not careful, but it's certainly easier and shorter than the previous two bosses before it — one of which copies your Badge abilities and the other of which has six lifebars that are each about as long as those of other bosses — and especially the True Final Boss that comes in the next chapter.
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    • Lilith's second phase is surprisingly forgiving, especially compared to her first phase, for various reasons. First, you need to initiate her second phase yourself, which means you can save your game and warp back to Rabi Ribi Town to buy more items before fighting her. Secondly, you fight her in an air battle reminiscent of a shoot-em-up game which gives you free movement range. Thirdly, Erina's hitbox is noticeably small, with most bullets going right through her. Finally, your bullets home in on Lilith which means you don't even need to properly position yourself to damage her.
  • Demonic Spider: The nerds/otaku in the Warp Destination/Outside World. They respawn infinitely, are hard to stagger, have flash attacks that come out instantly and are hard to dodge, deal high damage, are one of the few enemies that never gives health when defeated, and their sprite looks ugly as hell. And then, after their encounter, you have to deal with Illusion Alius.
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  • Funny Moments: Erina's first encounter with Ribbon results in a boss fight due to Ribbon being afraid that Erina wants to eat her. The Bonus Boss encounter with Ribbon starts with the exact same premise, only this time after winning, it's implied that Erina actually does eat Ribbon.
  • Game-Breaker: From Chapter 6 onward, shelling out 25k to Miru will get you every temporary buff in the game. Do this right before a boss fight and steamroll right over them.
    • The Erina and Ribbon badges, which are only gotten after beating the True Final Boss. On top of general SP and Mana buffs, one lets you continue Erina's hammer twirl for as long as you have SP to fuel it, and another lets you spam charge attacks for as long as you have mana. Both are incredibly powerful techniques (the first one is especially good for stunlocking enemies while Ribbon boost attacks them.)
    • The Cyber Flower, which continues Boost Attacks until both your Boost and Mana meters are drained. Pick up enough mana upgrades, and this means you can trigger a Boost Attack that lasts even longer than a Max Boost Attack, and with only half the Boost Meter. Naturally, you only get this just before the True Final Boss.
  • Goddamned Boss
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    • The second fight with Ashuri certainly counts. Most bosses gain a Defense Boost+ buff that makes them nigh invulnerable when they reach a certain threshold of health. Once they reach this point, they go into their signature attack, and the Defense Boost+ buff vanishes. Ashuri does not roll this way. She gets the Defense Boost+ and then stalls as long as she can before doing her signature attack, and then keeps the buff until the entire attack is complete. Basically, she spends a very long time with the Defense Boost+ buff, making the entire fight a gigantic time waster. On higher difficulty levels, the first fight with Ashuri also counts for the same reasons. This is lampshaded in the achievement for getting Saya first, which itself calls Ashuri a time-waster.
    • The twin bears Nieve and Nixie. Both bosses have the same issues. They can slap you with the freeze debuff, which deals damage to you if you use your hammer or other SP using attacks. Most annoyingly, however, they jump around a lot, making it difficult to hit with ranged attacks. Also, they use their attacks at a height that doesn't stop the combo meter, unlike most bosses, which requires you to use the Cashback badge or seeking attacks to maintain a combo, or risk jumping up and getting hit by their attacks.
  • Idiot Plot: Really, town recruiting in this game would've gone much faster if everyone had the levelheadedness to hear out Erina and Ribbon instead of just automatically going into "This bunny girl's trying to eat / capture / do other kinds of bad things to me!" mode. Postgame content shows that the idiocy runs deeper: the whole reason the dangerous UPRPRC exists was because Irisu just wanted to have a bunny and had a crush on Erina. Then again, the game needs to have some sort of excuse to have you fight challenging platformer Bullet Hell bosses.
  • Les Yay: Now has its own page.
  • Porting Disaster: The Vita version is clearly a watered down port with some problems. First off, many graphical effects were removed, such as the dialogue borders and the zoom-in effect from boss fights. The game no longer shows the map when you're standing below a save point. Stutter is present during dialogue and sometimes during gameplay. Some graphical effects can also cause slowdown, such as when the Stone Stele is used and every time the screen is covered in a white flash. And for some unknown reason, the developers decided to apply a high quality filter in this port, causing the game to look ugly and graphically inconsistent in the process. This is very noticeable in areas full of characters and enemies, such as Rabi Ribi Beach, where some characters pop out while others looks blurry. And there's no way to change back to the original style in this port.
  • Scrappy Weapon:
    • The Chaos Rod's Charged Attack releases speed-reducing circles upon hitting an enemy, and unfortunately they do not have Damage Discrimination, leaving you likely to get killed.
    • The Hammer Roll item is tricky to use and is likely to be used by mistake, potentially sending you rolling to your doom. However, a patch gave Hammer Roll a new combo with the rising attack that gives Erina a boost in her MP and SP recovery and allowed it (like other items) to be turned off.
    • The Egg Launcher. It appears right next to the standard projectile weapon on the list. It's at the edge so it's harder to accidentally switch to it except its icon looks similar the one beside it. It's really strong if you have all the easter eggs but, if you fire one charged shot with it, you lose all of your MP. Even after a patch allowed the player to turn off items, this still can't be removed from the Ring Menu because it does not occupy space in the item list.
  • Scrappy Mechanic: In certain menus (such as the save game menu and the pause menu), pressing the Boost button not only un-pauses the game, it immediately triggers a Boost if one is ready, yet in some other menus (such as Miriam's shop), pressing Boost simply exits the menu without using a Boost. This is mostly a problem for those using XInput controllers (such as Xbox 360 and Xbox One controllers) with the default control scheme, as someone who uses such a controller may be used to the idea of "A confirms and B cancels or goes back" in menus, press the B button (also the Boost button) to exit a menu, only to see Ribbon throw away half of the Boost meter or all of it. On the plus side, if you can unlearn pressing B to exit the pause menu, pressing Start will un-pause with no side effect. This is even more of a non-issue in the Switch version, where B can still be used to exit the menu but will not trigger a Boost since Boost is mapped to A by default (due to Nintendo's reversed face button naming convention).
  • Spiritual Adaptation: This is the closest thing to a 2D NieR, although significantly Lighter and Softer than NieR.
  • Surprise Difficulty: On the surface, it's a cute platform game with Little Bit Beastly folk and some Fanservice. Should be an easy game, right? Well, at least on any difficulty above Casual, no. Welcome to Platform Bullet Hell!
  • Suspiciously Similar Song: "The Truth Never Spoken", the theme for Noah phase 1 and Miriam, has a striking resemblence to "L2 (ver. B)", the way they build up in particular (Lonely Piano Piece before turning into trance). Given that the former track is composed by 3R2, who also produces tracks for Rhythm Games including Cytus, this may not be entirely coincidental.
  • That One Achievement: Any of the no damage achievements (the bosses have to be at least level 50 for them to count), but especially Noah, since you have to kill her first and second form without getting hit twice. Notably Noah+, her final form which is its own seperate achievement is relatively easier. Worse, the bosses' attacks are not always telegraphed well and are semi-randomized in order, meaning that the achievement borders on being luck-based at times. The game will give you some leeway against bosses starting from Miru onward, allowing you to take at least 1-3 hits before failing the achievement. But then again...
  • That One Attack:
    • Any of the Illusion Alius's hammer combos, as detailed below.
    • Illusion Alius' counterattack. She has a vicious counter attack that can takes out half your health if you melee attack her while she has "..." above her head. The problem is that her battle is very fast paced so that it's unlikely you'll noticed it, and she can do this even if she's stunned. A very careful approach and Hit-and-Run tactic is needed to avoid her counterattack.
    • One of Lilith's attacks has her throwing hearts at Erina that have some tracking capabilities. If any of them hit Erina, they stun her. Lilith then walks up to Erina and the screen fades to black while Lilith does...something to her, hitting her three times for 69 points of damage each. What makes it That One Attack is that it is one of the very few attacks in the entire game that isn't scaled to your level; it will do 207 damage total to you no matter what. In a low percent run, this is essentially a One-Hit Kill.
    • Irisu can put a debuff on you called Instant Death, which causes the next attack that hits you to do 4444 damage. There are a few ways to get it, the most notable way being to do over 300 damage with one hit when she has the "300 Revenge" status. Did you accidentally Bunny Strike her? Cue the super-slowed-down music!
  • That One Boss: Most of the bosses in this game are much harder than the platforming segments, but to name some outstanding examples:
    • Illusion Alius II comes soon after Chapter 3 begins and is hard primarily for two reasons: 1. It comes immediately after a Mini-Boss battle with the two flash-shooting nerds followed by a squad of [[spoiler:more nerds who have less HP but are just as deadly, and with no heal points during this entire ordeal. 2. Unlike its previous iteration, this boss now has access to the hammer. In a game where most of the bosses like to hang back and fire bullet hell at you, this chick just straight up bum rushes you and can combo you with her hammer for an obscene amount of damage (at least 200 HP if it all connects; you'll probably have around 250-300 HP depending on how many HP upgrades you've bought and found, for reference). You'll either need to be very good at not getting hit, or have to reload to your last non-automatic save and do the whole nerds barrage again without getting hit so as to maximize HP for this fight. Did we mention that every single one of her attacks slaps you with a debuff that reduces your attack and defense? After you beat her, you'll have to fight the mirror Ribbon, and it really says something when that's the much easier half of the battle.
    • Illusion Alius III, who comes soon after Chapter 4 begins, also qualifies for much the same reasons. What makes her worse than the previous one is that she now has access to the air dash, and will use it completely out of nowhere with no warning whatsoever. And unlike your air dash, it's lightning fast and travels the length of the screen. She also has all the same tactics the previous version used. To make matters worse, before you can even get to her you have to deal with a much longer sequence full of nerds, including two Mini-Boss battles with groups of them. Fortunately you do get to heal some health in the interim during the pre-fight with Noah, but it isn't much, and it relies on you not getting hit by her too! Have fun!
    • Illusion Alius IV, the last boss encountered during the Boss Rush in Forgotten Cave II. While you have a full arsenal by now, she has another trick up on her sleeve. Her attacks can cause Unstable, a status effect that will increase or decrease your speed at complete random, making controlling yourself almost nigh-impossible. She will then take advantage of your current state to hit you with her hammer for around 500+ damage (While your HP should be at around 1000).
    • Syaro is encountered in the System Interior within the same chapter, and like all other enemies in the area, she is immune to melee attacks, forcing you to use your weaker ranged attacks to damage her.
    • Miru for the exact opposite reason as Syaro. You're without Ribbon for this fight, meaning you'll have to resort to melee attacks. And she is not a boss you want to stay close to. She also has a nice little buff throughout the fight called "Bunny Lover", which cuts all damage you do to her in half. While she does get a defense debuff after a certain point in the fight, she also gets damage buffs as you deal damage to her, and she's already quite powerful to begin with.
      • In a Minimalist Run, you can simply rely on Ribbon for damage for most bosses, and the Ribbon fight herself is literally an automatic win (her HP will automatically deplete). No such mercy when fighting Miru exists, however, as the fight still disables Ribbon's attacks and offers absolutely nothing to make the fight easier (other than a low boss level in the standard level-up mode that applies to all other bosses) on a no-hammer run. Hope you have a lot of patience and proficiency with Super Carrots! And if you're fighting with no items, you're in even more trouble because your only method of attack is the Bunny Amulet.
    • Pandora from the Golden Pyramid deserves a mention for spending most of her battle in the air, forcing you to rely mostly on Ribbon's ranged attacks. The real key to beating her is micromanaging your SP meter so that you can hit her with Erina's hammer combos during the brief time she's on the ground. Add in the fact that she's the boss of That One Level, and that leaving her chamber to grab more items will force you to retrace your steps through a long corridor filled with searchlights you have to wait to pass over on the return journey, and you have the perfect recipe for That One Boss. Oh, did we mention there is an Illusion Pandora in the lower sections of the Pyramid, who is even stronger? And that Illusion Pandora has multiple attacks that are essentially impossible to dodge? And that she has far more health than the regular version? Good luck fighting her, you will need it.
    • While Saya is rather easy to beat, her 'Pillar' form in Is The Order a DLC is not. Her wind based attacks is much harder to dodge and hits much harder. She is basically a SPECIAL boss.
    • Miriam is the only boss that actively punishes you for completion (beyond the normal "bosses level up as you do" thing,) as every single power-up adds to her list of moves, and she copies the effects of every badge you have. Even carrying food is a bad idea, because she can use that against you.
  • That One Level:
    • The Natural Aquarium. To start, it's entirely underwater, meaning that without the Water Orb, you'll move like you're in syrup. Even with the orb, gravity is still greatly reduced underwater, making you liable to be hit by attacks and enemies that wouldn't be a problem on land. Furthermore, several areas are dark areas, thus necessitating the Light Orb. And finally, your biggest threat here isn't the enemies, but the Spikes of Doom and wandering blue orbs that deal enough damage for a One-Hit Kill if you haven't been grinding HP Up items.
    • Chapter 5 requires you to fight two bosses in a row, Miru and Noah, and the latter has three forms. Thankfully the game auto-saves between bosses and forms, but your buffs are certain to run out before the first boss is defeated, and you'll likely be short on or out of items for the second.
    • The Hall Of Memories, which forces you into a lengthy gauntlet filled with degraded versions of every boss in the game. Even with a fraction of their moveset, every boss is still absolutely brutal due to the sheer amount of damage they do at this point, and the fact that they're surrounded by rank and file enemies that also do a ton of damage and make the boss patterns harder to dodge.
  • Ugly Cute: The Meaty Bones in Plurkwood, headless dogs that shoot out bones from their open necks. They also hop around in the most surprisingly adorable way, and when brought to town, Keke Bunny keeps a small group of them in tow as pets.
  • The Woobie: Irisu. Turns out that all she ever wanted in life was a bunny to care for, which set the whole plot with the UPRPRC in motion. Instead, she indirectly unleashed a whole slew of violence on the otherwise peaceful Rabi-Rabi Island when her members inevitably went out of control. During their battle, Erina feels sorry for her, but the two make up afterward.
    • Aruraune. She went out to the more secluded area of the Starting Forest to kill herself, only to get transformed into a plant girl and rooted to the spot so she can't leave, causing her to become desperately lonely enough to cry out that she's being attacked in the hope of somebody coming to see her.
    • As funny as Saya's utter lack of presence is, it's hard not to feel sorry for her with how desperate she is to be noticed.

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