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Beast of Reincarnation Beginner Guide

Beast of Reincarnation has many systems: an Entanglement Gauge, two skill trees, weapons that activate on parry, cooking, farming, and a mobile base called the Cleanse Walker. This beginner guide collects the most important things to know before you start and the first goals worth doing.

1. The Entanglement Gauge Is Central

The Entanglement Gauge governs much of combat. It doubles as a stagger bar: guarding an attack without a perfect parry still reduces damage while you have gauge left. If you block without enough gauge, you are staggered and left defenceless for a few seconds.

On offense, you spend the gauge on Blade Arts, special attacks Emma learns as the story progresses. The yellow portion of the bar refills on its own, while the green portion is regained by landing perfectly timed parries. Getting hit also depletes the bar.

When you have at least two bars, pressing both sticks activates Entanglement Overdrive, which slows time and rapidly drains the meter. It is risky, but it can produce heavy damage when an enemy is staggered.

2. Parrying Is Not Optional

Parries are necessary in Beast of Reincarnation. The timing window is fairly generous compared with most games, and it is safer to parry slightly early: a mistimed parry still blocks the attack as long as you have meter.

A successful parry completely negates damage, fills a bar of the Entanglement Gauge, deals stagger damage to the attacker, and gives Koo a Fluorescent Point (FP). FP fuels Koo's Bloom Arts, which are powerful abilities for damage, weakness exploitation, and battlefield flowers.

Some attacks glow red. Those cannot be parried or guarded, so dodge instead. A well-timed dodge performs a Perfect Dodge and allows a counter, just like a parry.

3. Koo Works on Commands

Koo attacks autonomously for the most part, but you direct his skills through the command menu. The menu opens anytime with the Triangle button and slows time while you choose. Parrying fills FP, and different Bloom Arts target different elemental weaknesses.

You cannot use the same Bloom Art twice in a row, but there is no cooldown between different arts, so spend FP freely. Koo can also equip Charms (one at a time) and use items and skills that recover HP, apply status effects, place traps, or draw enemy attention.

4. Watch Enemy Weaknesses

Most enemies show a symbol beside their health bar that indicates the element they are weak to. Damage types include Flame, Lightning, Acid, and Poison, plus non-elemental types such as destructive, impact, and binding. Elemental damage comes from ranged weapons with crafted bolts and arrows, elementally charged weapons, and Koo's Bloom Arts.

If you cannot counter a boss's weakness, fire is a safe general choice according to Eurogamer's walkthrough.

5. First Things to Do in the Opening Zone

  1. Improve your weapons whenever you have Amber. You can upgrade at any campsite, and later at the Cleanse Walker workbench.
  2. Spend attribute points after leveling: Strength, Vigor, and Fluorescence unlock skill tree branches for both Emma and Koo.
  3. Spend skill points in batches whenever you rest at camp; skills are gated by attribute thresholds.
  4. Restore unknown Spirit Stones and Charms by resting at a camp, then equip the ones that match your playstyle.
  5. Upgrade the Cleanse Walker with Generator Devices (Power), Electronic Brains (Calculations), and Memory Chips (Knowledge) as soon as you return to it.
  6. Head to Subcity 1 early to get the Zangetsu Bow for ranged combat.
  7. Pick up the Light Mechblade and Corrosive Bolts using Keeper Golem map markers in the southwest of the Ogouchi Buffer Zone.
Sources: IGN's "Things You Should Know" and "Things to Do First" pages, Eurogamer's walkthrough, and Rock Paper Shotgun guides, all accessed August 6, 2026.