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This page details V2's second encounter in 4-4; for general information, see V2, and for the first encounter in 1-4, see V2 (First Encounter)
For more information about other enemies, see Enemies
V2 is a Supreme Machine, returning for a rematch in [ 4-4: CLAIR DE SOLEIL ]. Like before, they act as a major roadblock, wielding a similar arsenal to the player. However, they now have a brand new arm to replace their old one, along with new additions to their weaponry. Defeating it will cause it to splatter against the ground in a bloody mass, leaving behind its new arm and rewarding the player with the Whiplash.
Combat[]
V2 is almost on the same level as the player in terms of maneuverability; it can dash, wall jump, and slide just like the player, making it a difficult target to hit. In addition to still possessing its own Piercer Revolver and Core Eject Shotgun, it has learned from one's own arsenal during the first fight, and now has a Marksman Revolver and Overheat Nailgun. It will also now actively target the player's coins, though fortunately this can be used against it.
V2 retains all of its attacks from the first encounter, alongside some new attacks to make use of its expanded weaponry. With its Marksman Revolver, it can toss three coins into the air, chaining a single shot off of them. The shot lingers on the last coin, causing it to glow red before launching directly at the player. These coins can also be shot by one's own hitscan attacks, performing a counter-ricoshot back at V2. The final shot can also be dodged in a pinch by simply dashing.
In addition, it can launch a volley of nails from its Overheat Nailgun, indicated by a blue flash. V2 can also trigger a more powerful burst of nails, with a charging sound beforehand. A magnet from the Attractor Nailgun can be placed down on the environment to make these attacks ineffective, causing all of V2's nails to go towards the magnet instead. Attaching the magnet to V2 itself will also cause it to not initiate any attacks with the Nailgun for the duration of the magnet's timer, although it will not cancel an ongoing burst if attached in the middle of one.
V2 has four movement patterns which it will use depending on its distance from the player. Each one is indicated by the color of its wings:
- Yellow wings mean that V2 will pick a direction to run in until it collides with something, upon which it will pick a new direction.
- Blue wings mean that V2 wants to circle-strafe around the player while slowly getting closer.
- Red wings mean that V2 wants to rush the player down, advancing aggressively and using slides to close distance. Once a certain minimum distance is reached, it will circle-strafe at close range until the player retreats or until it shifts movement patterns again. This is the only movement pattern V2 will use when Enraged.
- Green wings mean that V2 wants to rapidly gain distance away from the player, at the expense of greatly reducing its attack speed. Activates when the player stays close to V2 for too long, but will not trigger if the player is below 33 health.
V2's movement speed also has several possible debuffs to make healing off its blood slightly easier:
- Ground movement is 10% slower if the player has 33 health or less on Violent difficulty or lower.
- Ground movement is 10% slower if the player is within 10 units of V2 on Standard difficulty or lower (stacks with above debuff).
- Jumps are shorter if the player is within 10 units on Standard difficulty or lower with an additional jump height debuff if the player has 33 health or less.
- Cannot slide at close range and will cancel slide sooner if player has 50 health or less on Standard difficulty or lower.
- Ground and air movement speed is reduced while it is stuck with a Screwdriver Railcannon drill.
Enraged[]
As is the case with the first encounter, constantly maintaining distance from V2 will make it increasingly frustrated until it becomes Enraged, indicated by the gauge under its health bar. In the second encounter, it can also be punched with the Knuckleblaster to become instantly Enraged due to being punched with its own former arm (Valid crashout). While Enraged, V2 will have a faster base movement speed than the player and will aggressively advance towards them, canceling its slides earlier to chase more accurately, and its Piercer Revolver charge shots will have no cooldown. Its Rage will wear off after remaining within its preferred range for long enough.
Difficulty Changes[]
- HARMLESS
- V2 moves and attacks much slower than usual.
- Their Revolver combo will only fire one shot.
- They will only toss one coin out, and possibly miss.
- LENIENT
- V2 moves and attacks slower than usual.
- Their Revolver combo will only fire two shots.
- They will only toss one coin out, and possibly miss.
- VIOLENT
- V2 moves and attacks faster than usual.
- BRUTAL
- V2 moves and attacks much faster than usual.
- They play more aggressively and will spam slides to evade attacks.
- They gain the ability to dash just like the player.
- Their first phase health is increased from 50 to 75.
- Their second phase health is increased from 30 to 45.
Terminal Data[]
TYPE: Supreme Machine
DATA:
After its defeat and escape, V2 dove deeper into Hell, killing other machines for their blood to help its recovery with the intent of taking revenge on V1 and recovering its original arm.After finding a temporary replacement from one of its victims, V2 used parts from other machines to transform the new placeholder arm into a mobility tool that would allow it to catch up to V1's fast descent into the deeper layers.
In order to prepare for their second and final encounter, it researched the combat data from their previous battle to copy strategies and techniques from the older and more experienced V1 to give itself an upper hand.
However, despite all its preparation, V2 lost again, and unable to escape this time, was brought to a swift and decisive end by its predecessor.
STRATEGY:
- Although V2's coins may seem extremely dangerous at first, they are also an excellent opportunity for high damage if shot before V2 can.- V2's nailgun can be circumvented or turned against itself via Magnets.
- Hitting V2 with its own arm will cause it to enrage instantly.
Rending Apart[]
All of the tips from V2's first encounter still apply here (barring the pre-fight cheese and breakable pillars), however, V2 now has an Overheat Nailgun and new behavior with coins.
V2's nails can be tricky to avoid and can deal constant damage, however simply laying down a magnet essentially nullifies its nails entirely and even allows one to bait it into walking into its own nails. If the player has acquired the Alternate Nailgun earlier in the level, it can naturally synergize very well. If a magnet is placed on V2 directly, it will temporarily stop firing nails while the magnet is attached, which may not be as advantageous as laying one on the ground.
When V2 begins throwing coins, it's a good idea to take out Revolver and prepare for a counter-ricoshot. Ideally, wait for after V2 shoots and counter-ricoshot the red coin. This can be stacked with the Electric Railcannon to deal massive amounts of damage, as well as giving plenty of style points.
Unless Enraged, V2 will cancel whatever attack it's doing to shoot coins that the player has thrown. This can be used to one's advantage to get a lot of breathing room and deal easy damage by baiting V2 into shooting the tossed coins to prepare a counter-ricoshot.
When returning to the fight with a full loadout, a Rocket Launcher does a quick work with V2 due to latter commonly being airborne.
Patch History[]
| Full Arsenal Update (2024/04/15) |
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|---|---|
| Wait of the World Update (2023/03/17) |
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| Patch 10b Hotfix (2022/02/19) |
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| Saw Your Heart Update (2022/02/17) |
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| Sandbox Update (2021/08/13) |
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| Patch 7: Hotfix (2021/06/25) |
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| GREED Update (2021/06/24) |
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Trivia[]
- During the entrance animation, V2 cracks its knuckles. This is a purely stylistic choice on V2's part, as robots do not have synovial fluid in their joints to form air bubbles, and thus cannot be popped to create the sound.
- As was the case in the first encounter, V2 does not use its fancy new Whiplash against the player; however, it will Enrage if punched with the Knuckleblaster that was stolen from it in the first fight, which is understandable.
- Instakilling V2 during the first phase will skip the pyramid phase, triggering the ending sequence outside the pyramid after teleporting from the first arena inside the pyramid.
- V2's nails change ownership to the player as soon as they touch a magnet's sphere of influence.
- V2's Nailgun is more receptive to dynamic lighting than the rest of its model and guns combined.
- V2's Nailgun has the lowest single-hit damage of any enemy attack in the game and is the only attack to deal single digit damage numbers to the player, though the damage will quickly add up from sheer volume of fire if one is not careful.
- The tutorial popup that appears when V2 transitions phases serves to make it clear to the player that they are meant to pursue V2 as it attempts to escape.[1] It is left up to the player's interpretation whether the popup is V1's voice or something else.
References[]
















