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Labyrinth of Touhou 2/Dungeons/22F

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22F

22F: The Dragon's Altar Where the Most Noble Life Reigns

Overview

This floor's main mechanic is the single on-off gate similar to what you've seen on 3F and B2F.

  • Immediately to the north is a stair leading up to 23F. However it is blocked by both a barrier and a boss battle with Miko. To get rid of the barrier, you must navigate to the southernmost part of the map and activate the switch there.
  • Once you've obtained all four volumes Non-Neumann Systems, you can recruit Tokiko at the southwest corner of the map.
  • Another one of Kokoro's mask can be found on the northernmost end of the map. This is required to recruit her later.

Enemies

  • Hermit Kedama borrows a few tricks from The Second Sun on 11F Extra, namely Time Space Warp to swap the position of your party around and Space Compression which deals very high damage to everyone.
  • Nept Corrupter can use Razor Wind and Severing Flash, two very strong multi-target attacks that can easily take out squishy party members in one hit.

Bosses

Toyosatomimi no Miko

HP Level Recommendation EXP Money Drop
Affinities Resistances
FIR CLD WND NTR PSN PAR HVY SHK
MYS SPI DRK PHY TRR SIL DTH DBF
4880000 225 418990 98990 Seven Star Amulet

The fight against Miko consists of 4 phases (if we don't count her starting form), which change her affinities/resistances and moveset, plus when she changes phase, all buffs/debuffs and ailments will be removed and she will be fully healed. It's worth noting that the affinity/resistance changes are permanent unless another phase changes them again.

First Phase: True Administrator (Good): This phase sets Miko's SPI affinity to 1000, DRK affinity to 50, and PAR resistance to 90. Each turn, Miko will use Tradition of Just Rewards to buff her mind and magic by a slight ammount with 0 delay, then proceed to use either Light Arrow, Destroy Magic, Half Moon Slash, Storm of Light Particles, Yellow Curse, Piercing Light, Shining Arrows from the Sky (powerful SPI nuke), and Protecting Light from the Heavens (swap de/buffs with your frontliners for one action). On every 4th turn, she'll also use Refresh, which removes all your frontliners' buffs. This phase is not very dangerous if she doesn't use her SPI nuke, so it's a good idea to start buffing your characters for the following phases. In this phase she has very little DEF but high MND so physical attacks make quick work of her.

Second Phase: True Administrator (Evil): Miko will keep using Tradition of Just Rewards before every action, but now it buffs her DEF and ATK instead. She has access to a normal attack, Gravity Manipulation, Black Universe, Instant Death Attack, Scythe of Calamity, Yellow Curse, Shadowstep and Great Roar. On every 7th turn, she'll also use Karmic Retribution to deal high DRK damage and reflect ailments and debuffs you have inflicted on her back at your party. Due to the annoyance presented by Black Universe, Instant Death Attack and Scythe of Calamity, it is advised to rush through this phase with heavy hitting MYS and DRK attacks. Her MND and DEF are switched from the previous phase, so magical attacks are a better option to damage her.

Third Phase: Rivalry of Good & Evil: This phase sets Miko's SPI affinity to 150. On her first turn, Miko will use Yamata no Orochi's Evil Eye to summon 2 Scarlet Gold Avatar minions, which while alive will nullify any damage dealt to Miko, but she still can be debuffed and inflicted with ailments. The minions have only 1 million HP and have 0 resistance to DEF and MND debuffs, plus a much lower mind than defense, and while they are alive Miko will only buff herself with Sage of Totosatomimi. The Scarlet Gold Avatars can attack you with Purple, Yellow, Red or Ancient Curse to annoy you with debuffs and status ailments, buff their own MND and DEF, or heal all enemies for around 190k, but due to their low HP they aren't very threatening. Once the 2 minions are defeated, Miko will use Halo of the Guse Kannon, a moderately powerful SPI attack targeting the whole frontline, then change into her last phase on her next turn. If you can deal enough damage to kill her in this one turn, you can skip her last form and immediately end the battle, but Miko's defenses are now both at 132000, so even with debuffs and HVY/SIL it can be difficult to achieve this.

Fourth Phase: Compatibility of Good & Evil: This phase sets Miko's PAR resistance to 30. Now at the start of every turn, Miko will use Sage of Toyosatomimi to buff all of her stats slightly with 0 delay, and then use a mixture of her previous attacks, inluding Dividing Slash, Roar Shockwave, Half Moon Slash, Gravity Manipulation, Scythe of Calamity, Piercing Light, Instant Death Attack, Destroy Magic, Yellow Curse, Black Universe, Shining Arrows from the Sky, Protecting Light from the Heavens, Tradition of Just Rewards (which again has 0 delay).

Through her 4 phases Miko is consistently weak to MYS, PHY and very weak to DRK, and has very little resistances against Poison, Terror, Heavy , Silence, and debuffs to all stats except for SPD. It's also worth noting that her last phase significantly drops her PAR resistance, which can be exploited to reduce the amount of turns she gets. Characters that have Dark elemental nukes can make quick work of her, especially Flandre and Parsee.

You can also attempt to defeat her before her first move, which will let you skip all of the rest of the fight. This is extremely difficult due to Miko's first form being blazingly fast and lacking the bigger weakness to dark, but with enough people getting first strike and passing turns to a strong MYS/PHY nuker it's not completely out of reach due to her low HP per form.