Gaming Guide

Beast of Reincarnation: How to Beat the Level 32 Rangifer in the Matsukawa Colony

Lightning gear, patient parries, and one grapple-heavy second phase are all you need to end this Chapter 5 rematch.

Lightning gear, patient parries, and one grapple-heavy second phase are all you need to end this Chapter 5 rematch.

The Level 32 Rangifer waits at the center of the Matsukawa Colony, the last obstacle before Chapter 5: Branching Paths wraps up. This is a Nushi you have already fought twice, so it brings no surprise attacks. The catch is a hard elemental switch and a second health bar that can heal itself if you play too slowly.

Quick answer: Equip Lightning weapons on Emma (Thunderware Sword+3, Spring Thunder Crossbow+7) and set Koo up with Vampiric Fang, then parry the horn swings, dodge the unblockable stomps and roots, and grapple straight to Rangifer’s head when it tries to heal in phase two.

Image credit: Fictions

Where the fight starts and what you get

Rangifer appears once you interact with the Control Panel in the Matsukawa Colony: Central Area room and step back out. You cannot fast-travel or return to the Cleanse Walker at that point, so rest and restock before you flip the switch. Beating it closes the chapter and hands over two upgrades.

DetailValue
LocationCenter of the Matsukawa Colony (Central Area)
Level32 Nushi
WeaknessLightning
Health barsTwo (second phase heals)
Reward 1Sakura Javelin II (Bloom Art, fires three javelins)
Reward 2Finisher: Sakura (Blade Art)

Gear check before you trigger it

This version of Rangifer swaps its old flame weakness for Lightning, so anything that shocked earlier bosses is now dead weight. Bring Lightning Arrows and Bolts along with a Lightning melee weapon, and lean on Koo to refill your health mid-fight.

CharacterRecommended setup
EmmaThunderware Sword+3 (Tempest), Spring Thunder Crossbow+7, Zangetsu Bow+3, Entanglement Stones for the ranged windows
KooVampiric Fang for HP recovery, DEF Charm III, Lightning 3, Higanbana Seeds, Sakura Javelin for closing distance

Vampiric Fang is the key charm here. Because it siphons health back to Emma, you can trade a little more aggressively during the long stretches where Rangifer keeps its distance.

Image credit: Fictions

Rangifer’s moveset and how to answer it

The attack list is identical to the second encounter, but at Level 32 the moves come out faster and in less predictable order. Learn which strikes you parry and which you can only dodge, because guessing wrong on the unblockable moves costs a big chunk of health.

AttackResponse
Horn Swing (3, sometimes 4 swipes)Parry each hit to build stagger; strike when it lowers its head afterward
Rock ThrowDodge — cannot be parried; often used when you back away
Seed ProjectileParry or dodge; three-projectile version can be parried from range
Hoof SlamDodge back or to the side; a perfect dodge sets up a punish
Summon Trees / RootsDodge only — vines sprout from the ground in a line

Note: If Rangifer starts glowing, brace for the four-hit horn combo. Parry all four to keep your stagger meter climbing instead of eating the full string.

Image credit: Fictions

Phase one: drain the first bar

Stay behind Rangifer and let it swing. Parry the horn sweeps to fill Koo’s gauge and to stagger the boss without spending your own health.
Attack only after the final swipe, when it drops its head to recover. Use time-slow openings to squeeze in extra hits, then reset to a defensive stance.
When it backs off, chip away with the Spring Thunder Crossbow or Zangetsu Bow. This punishes the distance it wants to keep and pressures the Lightning weakness at range.
Feed Koo’s skills between parries to stall Rangifer and keep the stagger meter high. Watch for the Rock Throw whenever you create space, since that is its usual answer to you retreating.
Image credit: Fictions / Emmie Jacob

Phase two: the tree form and the heal

Rangifer shifts into a tree-like form for its second bar, and the mix leans harder on unblockable stomps and root lines. Keep your HP topped up from the end of phase one, because the openings are shorter and the punishes hit harder.

Dodge the ground-sprouting roots and the hoof slam rather than trying to block them. A perfect dodge on the stomp leaves its head low and open.
Guard when there is any gap between you and the boss. From range it will almost always throw projectiles or leap in for a stomp, so a raised block buys you the read.
When Rangifer runs off and summons roots and flowers, it is healing. Grapple across Koo’s javelin points straight to its head, land hits to stagger it, and stop the recovery before it claws back real progress.
Keep parrying to build the finisher gauge. Once it is full, trigger the cinematic sword finisher to end the fight.
Image credit: Fictions

You will know it worked when control returns to the Cleanse Walker and the reward screen shows Sakura Javelin II Lv. 1 and Finisher: Sakura Lv. 1. Both can be leveled at the skill menu right after, so upgrade them before you move on to Chapter 6.


The whole fight rewards patience over aggression. Punish only the head-down recovery windows, respect the moves you cannot parry, and never let the phase-two heal run its course, and the Level 32 Rangifer folds about as cleanly as its earlier versions did.