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Flandre has other deadly attacks she'll pull out at certain thresholds. She'll use Forbidden Fruit for a very strong multi-target Mystic spell at the 75% HP threshold. Flandre also uses World-Devouring Calamity at the 45% HP threshold so be prepared to have Reimu heal the party at that time. Last but not least, Flandre will use Concentrate and unleash her battle ending Laevatein attack at the 25% HP threshold for enormous Fire damage. It's a damage rush to finish her off before she casts it, or hope that Komachi with Fire resistance can take the hit and switch-in your attackers afterwards, as Flandre's timebar is set to 0 after using Laevatein. Luckily, her Paralysis resistance is changed from 88 to 25 after she Concentrates, but returns to 80 after she uses Laevatein, so you can Paralyze Flandre to buy you some time to finish her off.
Flandre has other deadly attacks she'll pull out at certain thresholds. She'll use Forbidden Fruit for a very strong multi-target Mystic spell at the 75% HP threshold. Flandre also uses World-Devouring Calamity at the 45% HP threshold so be prepared to have Reimu heal the party at that time. Last but not least, Flandre will use Concentrate and unleash her battle ending Laevatein attack at the 25% HP threshold for enormous Fire damage. It's a damage rush to finish her off before she casts it, or hope that Komachi with Fire resistance can take the hit and switch-in your attackers afterwards, as Flandre's timebar is set to 0 after using Laevatein. Luckily, her Paralysis resistance is changed from 88 to 25 after she Concentrates, but returns to 80 after she uses Laevatein, so you can Paralyze Flandre to buy you some time to finish her off.


Flandre is heavily resistant to Fire and Mystic, moderately resistant to Dark and Physical, and is weak to Cold and Spirit. This means that Marisa, Okuu, Nitori and Yuugi's nukes will likely not be enough to finish off Flandre before Laevatein is used. Kanako and Kaguya however, could potentially provide enough damage with Beautiful Spring like Suiga and Bullet Branch of Hourai. She's heavily resistant to Terror and Paralysis, moderately resistant to Heavy and Shock and is weak to Poison and Debuffs. Poison should absolutely be exploited, given her high HP count and Debuffs are essential to making Flandre's attacks manageable.
Flandre has high HP, but almost no DEF and MND; she is heavily resistant to Fire and Mystic, moderately resistant to Dark and Physical, and is weak to Cold and Spirit. This means that Marisa, Okuu, Nitori and Yuugi's nukes will likely not be enough to finish off Flandre before Laevatein is used. Kanako and Kaguya however, could potentially provide enough damage with Beautiful Spring like Suiga and Bullet Branch of Hourai. She's heavily resistant to Terror and Paralysis, moderately resistant to Heavy, Shock and SPD Debuffs, and is weak to Poison and ATK/DEF/MAG/MND Debuffs. Poison should absolutely be exploited, given her high HP count, and offensive Debuffs are essential to making Flandre's attacks manageable.
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[[Category:Labyrinth of Touhou 2]]
[[Category:Labyrinth of Touhou 2]]

Revision as of 06:35, 16 January 2022

< 11F   Labyrinth of Touhou   13F >

12F: The Golden Plains where One meets the Sky

Overview

To make up for the lack of bosses on the last floor, you now have to fight 3 tough bosses to progress. Two of these bosses are akin to the Sigil bosses from the first game. They must be defeated before you can progress through the rest of floor 12. The last boss is one last fight against Tenshi before you recruit her. Luckily, there are relay points in front of all three bosses so there's no reason to be unprepared.

  • Another Stone of Awakening can be found at the northwestern area behind the seal.
  • Like on the last floor, at the southwestern part, there is a rock that you can't get past until you've recruited Suika.
  • At the northwestern part of the floor, you can find an item "Strategist's Proof", allowing your characters to take on Strategist subclass.
  • If you have recruited Kanako/Suwako on Floor 11, at around the western part of this floor is an event with the sword marks. Triggering it and Kanako/Suwako, depending on who you chose to recruit on floor 10, will be available to recruit at the right of the second relay point and the boss fight with Tenshi.
  • The Divine Beasts' Golden Mirror must be defeated to unblock the first stone near the floor entrance. It is found on the west side of the floor.
  • The Magatama of Amber Fangs must be defeated to unblock the second stone near the floor entrance. It is found on the east side of the floor.
  • After unblocking the 2 stones, you can access the rest of the floor 12.
  • Flandre can be fought and recruited directly Northeast of the floor entrance. To unlock the fight, you need to have recruited Mokou and Kaguya to complete her first and second event on Floor 10 and 11 respectively. Flandre can then be found at the southeastern part of the floor. Find her and she will move to the Northeastern part. To reach the fight you'll need to get past a stone that requires you to have completed 60 Achievements. To actually fight Flandre you need to have 300 Battle Points for each of the residents of the Scarlet Mansion and defeated 30 FOEs.
  • You can't progress to Floor 13 unless both Kanako and Suwako have been recruited.
  • The 2 rocks on both sides after that cannot be removed until you have cleared the game.

Enemies

  • Helix Weathercock is very fast and may cast Slash Dive several times before you get a turn.
  • Bandage-Covered Corpse can cast Ancient Curse, a highly damaging Dark spell can inflict Poison, Paralysis, Heavy and Shock. Kill it before it does so.
  • Rock Crystal is a rare monster on this floor. It has very high Defense and Mind so kill it with piercing attacks.

Bosses

Divine Beasts' Golden Mirror

HP Level Recommendation EXP Money Drop
Affinities Resistances
FIR CLD WND NTR PSN PAR HVY SHK
x x
MYS SPI DRK PHY TRR SIL DTH DBF
108800 48 6000 600 Drum - 33%
Fragment of Mithril - 50%

The Mirror uses strong multi-target spells that can easily take out your frailer attackers. It has access to Ancient Curse (multi-target Dark spell that can inflict Poison, Paralysis, Heavy and Shock on top of high damage), Red Curse, (Fire spell that Debuffs Attack) Purple Curse, (Mystic spell that Debuffs Magic) Magical Light and Magical Blast (single-target and multi-target Mystic spell), Blade Arrow and Storm of Cutting Knives (single-target and multi-target Physical spell). Careful Form Changes are necessary for success in this fight as well as good status resistances. All of the Mirror's attacks scale with its Magic and target your Mind, so focus on increasing your characters' Mind over Defense.

It has very high Defense, forcing you to bring out your magical attackers and defense-ignoring characters once again. Even then, its Mind is relatively high compared to that of other enemies on this floor so debuffing the Mirror's Mind is the key to actually dealing damage. It heavily resists Spirit, Dark, and Physical, moderately resists Mystic and is weak to Cold and Nature. This makes Kaguya's Swallow's Cowrie Shell a consistent source of strong damage. Patchouli does well with Princess Undine, especially after Grand Incantation and Kanako can also hit hard with Beautiful Spring like Suiga. Suika and Yuugi are also great characters to bring as well, with Throwing Mt.Togakushi and Supernatural Phenomenon doing work. The boss is immune to all status ailments and Speed debuffs, moderately resists Attack/Magic debuffs, and is weak against Defense and Mind debuffs. This means we can't rely on Poison and Heavy/Silence to help us damage it.

The worse is yet to come, every turn, the Mirror will increase its own MAG by 80 points. Needless to say, forcing you to kill it quickly before the damage from its attacks become too much to handle. Also, when the boss reaches the 40% HP threshold it will use World-Devouring Calamity (basically Djinn Storm from the first game) which removes all MP from all characters, even the ones in reserve. It's helpful to have characters whose MP recovery is high (or have skills like Rapid Charge, Mental Concentration and Cooling Down) in the active party when this happens. Luckily, its timebar is depleted to 0 after using World-Devouring Calamity, so you'll have a free turn or two to recover the lost MP. Both onis possess skills that greatly aid them in this battle: Suika's Free-Spirited Oni skill can help you finish off the weakened Mirror quickly before its damage starts to ramp up while Yuugi's Adamant Helix can help her deal more damage as she loses HP from the Mirror's increasingly powerful attacks.

Just like with Sakuya, in Plus Disk Komachi can potentially land DTH on the Mirror. Since the Mirror has 100 DTH resistance, this means Komachi has a 9% chance to land DTH on it with Reisen's assistance.

Magatama of Amber Fangs

HP Level Recommendation EXP Money Drop
Affinities Resistances
FIR CLD WND NTR PSN PAR HVY SHK
x
MYS SPI DRK PHY TRR SIL DTH DBF
188000 48 6000 600 Asura Blade - 33%
Hero's Soul - 50%

The Magatama uses a variety of attacks that have special effects attached to them. It has Black Universe, a single target attack that will Paralyze, inflict Terror, debuff your speed by 50% AND reduce your HP to 1. It also has Half Moon Slash, a multi-target attack that cuts your HP in half; however, any character with 1 HP that got hit by this attack will instantly die so it's best not to leave them for too long after they get hit by Black Universe. Its most dangerous regular move is Razor Wind, a multi-target Wind spell that target Defense and Mind that can deal between 1000-2000 damage to your vanguard. Its other attacks are normal Attack, Earthquake, and Paralyze. The Magatama will increase its own SPD by 20 points every turn so kill it quickly before it becomes too fast for your party to keep up. Once the Magatama reaches the 30% HP threshold, it'll use a skill similar to World-Devouring Calamity called World-Devouring Destruction that reduces everyone's HP to 1.

Clearly, bringing an adequate amount of healers is necessary for this fight as well as good Paralysis, Terror and Debuff resistances. Bringing Satori basically doubles the amount of healers you have thanks to her Spellcard Recollection. Bringing Aya and Sakuya wouldn't hurt as well, since they help your party keep up with the boss's increasing Speed.

The Magatama heavily resists Fire, Cold, Wind and Nature and is neutral to everything else except Dark, which it's weak to. Its status resistances are exactly the same as the Mirror's meaning Poison and Heavy won't be able to aid you in the fight. The Magatama has equal Defense and Mind; though both are still relatively high compared to those of enemies' on this floor. Once again, debuffing the Magatama's Defense and Mind is the key to actually dealing damage. Kogasa and Kasen are great at being damage dealers as well as debuffing Mind and Attack respectively; while Sakuya can also deal good damage if you've invested in her Attack stat and picked up Extra Attack. Rumia might also be a good idea to bring with since she can throw out Demarcation as needed as well as use Dark Side of the Moon to deal some MND-ignoring damage that targets the boss's weakness.

The main issue with the fight is the HP reducing attacks. It will typically throw out a few of those before using a regular attack to finish off your fragile damage dealers. Similar to the Divine Beasts' Golden Mirror fight, being mindful about when to switch out your characters is key.

Make sure Reimu or Satori has enough MP to cast Exorcising Border before its turn comes after it uses World Devouring Destruction. The fight will end in its favor very fast if you can't take out the 50000 or so HP it has left quick enough. Your healing won't be able to keep up with its HP reduction attacks.

Just like the Mirror, Komachi+Reisen can land DTH on the Magatama in Plus Disk.

Tenshi Hinanawi

HP Level Recommendation EXP Money Drop
Affinities Resistances
FIR CLD WND NTR PSN PAR HVY SHK
x
x x
MYS SPI DRK PHY TRR SIL DTH DBF
76000 50 8000 1540 Great Hammer - 33%
Star of Elendil - 33%
Celestial's Hagoromo - 100%
Dragon's Whiskers - 100%

The final battle with Tenshi has awesome new music that fits the mood of the unpleasant fight. To begin, much of the behavior is the same as the previous Tenshi fight. She still buffs her Defense and Mind 100% at the risk of Paralyzing and inflicting Heavy to herself, both on her first turn and once she reaches the 50% HP threshold. She will still use Concentrate at the 70% and 30% thresholds and unleash a Spirit-elemental multi-target attack, Ame no Murakumo's Wild Dance, on her next turn. She still uses Sword of Hisou on any character who has any 100% buffs combined on them when her turn comes up, which can easily hit up to 4000 or so damage if care is not taken to reduce it.

In addition to the attacks she uses in the last fight, she now has access to Half Moon Slash, a multi-target attack that cuts your HP in half, as well as Violent Motherland, a Nature attack that deals around 2k damage to the entire party. However, like Sword of Hisou, whether or not she uses Violent Motherland is based on a certain condition, in this case being that she will use it on every turn that she has Defense and/or Mind debuffs. As such, good Nature resistance is an absolute must if you want to use said debuffs on her. This has precedence over Sword of Hisou, meaning that if you debuff her defenses and draw Violent Motherland, you can buff all you want without changing her pattern. She will also use World-Devouring Destruction once (full party HP to 1) when she's on the brink of death at 10% HP, so be careful when you're taking out her last chunk of HP.

What's changed are her resistances. Tenshi now heavily resists Nature (meaning that using Iron Mountain Charge from the Monk subclass will not work here) and is weak to Dark. She's neutral to all other elements. Tenshi also is immune to Poison now, so Wriggle isn't as useful. Other than that, the same strategy used in the last fight would work here. She's still weak to Heavy and Silence so Alice and Yuugi are good choices, and since she doesn't resist Mystic anymore, Sorceror Iku's Normal Attacks and Okuu's Giga Flare are great sources of piercing damage. Inflicting Debuffs on her can help - she's vulnerable to all debuffs and those combined with Heavy and Silence will soften her up enough for heavy Dark attackers like Hina, Kasen and Kogasa to hit hard. However, as stated before, if you decide to use Defense and Mind debuffs on her, make sure that your tanks are ready for her Violent Motherland, as that will be all that she uses until she focuses for her Ame no Murakumo's Wild Dance attack. If you don't want to deal with Violent Motherland, combining heavy attack debuffs, defense buffs, Reimu's Armored Yin-Yang orb and a lot of SPI affinity can let you put a character on the left to draw all the Swords of Hisou, so your attacker on the right side can safely buff up and hit hard.

A large factor of the fight is being able to keep your switchers healthy and switching your attackers at the right time. Losing your fragile characters to a Violent Motherland is all too common. If you have the suitable equipment, you could try using Aya, Rumia and Satori to rush the boss down to 70% and then 30% health using Dark Side of the Moon and Divine Grandson's Advent, just make sure to switch them with more bulky characters once Tenshi starts to charge.

After the fight, the characters will have some dialogue before you fight the Ame-no-Murakumo sword Tenshi was holding in her left hand. Yukari, Yuyuko, Byakuren, and Eiki join the fight but you'll lose anyway like the end of the last Tenshi fight. If you feel lucky, bring out Reisen with her Intense Vertigo skill and try to fish for instant death with Yuyuko's Saigyouji Flawless Nirvana. If you can somehow win this battle, it will always drop Cinderforge Sword, a great equipment for ATK-based characters and Orb of Earithin for +2 MP recovery rate.

Flandre Scarlet

HP Level Recommendation EXP Money Drop
Affinities Resistances
FIR CLD WND NTR PSN PAR HVY SHK
x
x x
MYS SPI DRK PHY TRR SIL DTH DBF
425226 65 15400 2880 Lilium's Panties - 33%
Diva's Apron - 100%
Concept of Everything - 100%
Blazing Igneous Rock - 100%

Flandre throws out plenty of strong single target and multi-target Fire and Mystic spells. Mystic and Fire resistance is a must for this fight, and some Dark resistance couldn't hurt. She can easily take out your attackers if you're not careful with your switching. Note that she prefers magical attacks so having high Mind characters is a priority. Her attacks are Magical Light, Piercing Light, Magical Blast, Daze, Flamethrower, and Starbow Break (strong single-target Dark attack that always targets your leftmost slot and targets Defense).

Flandre has other deadly attacks she'll pull out at certain thresholds. She'll use Forbidden Fruit for a very strong multi-target Mystic spell at the 75% HP threshold. Flandre also uses World-Devouring Calamity at the 45% HP threshold so be prepared to have Reimu heal the party at that time. Last but not least, Flandre will use Concentrate and unleash her battle ending Laevatein attack at the 25% HP threshold for enormous Fire damage. It's a damage rush to finish her off before she casts it, or hope that Komachi with Fire resistance can take the hit and switch-in your attackers afterwards, as Flandre's timebar is set to 0 after using Laevatein. Luckily, her Paralysis resistance is changed from 88 to 25 after she Concentrates, but returns to 80 after she uses Laevatein, so you can Paralyze Flandre to buy you some time to finish her off.

Flandre has high HP, but almost no DEF and MND; she is heavily resistant to Fire and Mystic, moderately resistant to Dark and Physical, and is weak to Cold and Spirit. This means that Marisa, Okuu, Nitori and Yuugi's nukes will likely not be enough to finish off Flandre before Laevatein is used. Kanako and Kaguya however, could potentially provide enough damage with Beautiful Spring like Suiga and Bullet Branch of Hourai. She's heavily resistant to Terror and Paralysis, moderately resistant to Heavy, Shock and SPD Debuffs, and is weak to Poison and ATK/DEF/MAG/MND Debuffs. Poison should absolutely be exploited, given her high HP count, and offensive Debuffs are essential to making Flandre's attacks manageable.