Labyrinth of Touhou 2/Dungeons/Extra Areas

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11F[edit]

11F is fairly simple in terms of navigation. There's a blue orb on the left side you have to activate in order to get access to the second half of the area, and there's a small section that can only be accessed from 10F. Be sure to explore this area thoroughly, as there are some good items, including one of the two postgame-exclusive Stones of Awakening.

Dragon's Mane can be found near the entrance of 11F extra but you must first defeat 4 Enhanced Bosses. Once you obtain it, you can now craft Genji's Glove or Zeus's Armor at Nitori's Workshop. Another one can be found on 16F extra. There are only 2 in the game that can be found in chests. More can be dropped from Dragon Larva at the eastern side of 16F extra where you must pass the rock to go through.

The real challenge here is the enemies. Though their level range is 100-110, don't expect to do well if you head in here right after beating the game. The enemies here are fast and hard-hitting. They're mostly higher-level versions of enemies from the main section of 11F, with some new ones thrown in. These new enemies are worth noting for their tendency to have very high defenses, making them hard to kill in addition to hard-hitting, so you'll want defense-ignoring attackers such as Rumia and Utsuho. Try to have levels in at least the 130s before heading into this area, and make sure you've raised your sweepers' SPD. You'll need speed in the 400s to act before most enemies here (don't bother trying to outpace the Helix Weathercocks), though you'll probably be alright if most of your sweepers have SPD in the 300s. Many enemies here can be paralyzed, so it may also be worth bringing in a SPD-focused Cirno or Mystia to try and disable them before they can act.

The Second Sun[edit]

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
2154500 144 154000 54000 Nodachi 'Kotetsu' - 100%

The Second Sun's main gimmick is its Time Space Warp, an annoying ability to randomize your front line. It does so with no warning, no pattern and can still take an action after it does so. As such, one major aspect of the battle is luck. It uses a wide variety of attacks, though it mostly focuses on Mystic, with its most common attack being Magical Light. Its other attacks include Void Flash Claw (powerful Mystic row-target attack that inflicts Terror and Death), Ancient Curse (strong multi-target Dark spell that inflicts Poison, Paralysis, Heavy and Shock), Razor Wind, Space Compression (VOI-elemental attack) and 1000 Needles, Sandstorm, Piercing Light, and Perpetual Insanity (multi-target Dark spell which inflicts Terror and Silence). It also spends a good deal of time buffing himself, having Graviton Wall, a move that buffs all of its stats other than speed by 50%, Gravity Accel, a 50% speed buff, and Golden Protection, which buffs its Defense and Mind by 50%. Note that The Second Sun has 1000 Accuracy so Evasion won't do any good in this fight.

It has very high Defense so bring in magical attackers. Inflicting debuffs is one of your best strategies. The Second Sun's resistance to them isn't great, and debuffing can help counteract its buffing as well as slowing down its assault. Kanako is one of your best bets for damage with her Cold nuke, but she isn't your only hope. Its defenses before it buffs them aren't great, and its Wind and Nature resist is a bit on the low end. It is also weak to Heavy and Silence so bring characters who can inflict those ailments. Just bring a variety of bulkier attackers and tanks while staying away from Physical, Dark and Spirit attacks; the idea is that you have a better chance of it switching-in someone that can withstand its attacks rather than it switching in one of your squishier attackers. Also, this is the only main game boss that resists the Void element.

There is a silver lining to its switching. The Second Sun can, and often does, use it multiple times in a row before taking its action. These all count as turns, so it burns through its buffs rather quickly. If you are willing to try your luck, both Marisa and Flandre can inflict heavy damage with their high cost, high damage spells. Naturally, you run the risk of them being switched into a Magical Light to the face or them being switched out before they can attack.

10F[edit]

Again, navigating this floor is easy. The only thing of note is three rocks about halfway through. Right in front of the rocks is a staircase up to 11F that leads to a small room with three switches. Each switch corresponds to a rock, and activating the switch (which will make it disappear until a different switch is activated) allows you to move past the rock. Only one switch can be active at a time, but there's no real complexity to the areas beyond. The stairs down to 9F are behind the rightmost rock; the others just have items. It is, however, very important to make a thorough sweep of the floor for items, as they include the final Stone of Awakening. If you've found all 12, you receive the Jewel of Greater Awakening as an achievement reward, allowing you to assign subclasses to every character.

The enemies here are mostly the same as 11F, though fortunately the Helix Weathercocks no longer appear. Defense-ignoring attacks continue to be important, though you may be reaching a point where your stronger attackers are starting to get through. It's definitely worth fighting if you can, as battles here give very good EXP. Not as good as the enemies in 20F Depths, perhaps, but you can still expect to gain several levels as you explore.

9F[edit]

Once again, navigation is not likely to be an issue on this floor; there are no real obstacles to exploration. It is, however, quite large, so be prepared to spend a fair amount of time working your way through it. Take note of the relay point on the left side; just past it is The Great 'C', one of the post-game bosses.

As you may be noticing, the challenge in these extra areas comes from the enemies. You'll be seeing higher-leveled 9F enemies now, once again with some new ones in the mix. Of particular note are the Jungle Ooze and Emerald Nut. Jungle Oozes regenerate about 79K HP per turn, so you'll need to hit them hard before or between their turns. Emerald Nuts, meanwhile, have low HP but extremely high defenses. Nothing short of complete defense-ignoring attacks will do the job here; even Kaguya's People of the Moon skill or Utsuho's Giga Flare won't be enough to get through.

The Great "C"[edit]

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
1540000 128 666 666 Large Macaron Collider - 0% (obtained after battle)

The most terrifying boss yet, the first thing you'll notice is that it cannot be harmed. This is because until it takes an action, it has insanely high DEF and MND, making it effectively invincible. On its first turn, it will summon 4 copies of itself. They are all real, and they must be killed at the same time. Failure to do so results in it coming back to life with full HP when one of them gets a turn. The clones are also invincible until their first action, so the first turn of battle is staring it down, setting up buffs and so on. Once any of the copies takes its first action, its DEF and MND are lowered to more reasonable values. Anyone who can inflict a good amount of Nature or Physical damage is highly recommended. Don't bring too much characters who can only use single target attacks, you'll want to be able to finish them all off at once. Something worth noting is that only the original boss has 1.54m HP, any summoned copies will have twice as much HP (3.08m), which adds some extra difficulty to the task of defeating them all at once.

The bosses are very weak to Poison, and this should be exploited to the fullest. This makes Mystia and Wriggle with their group poisons extremely attractive. It makes the task of wiping them out all in one turn much easier. Debuffs are also highly recommended; their resistance to debuffs isn't great. Once again, high Mind and Dark resist are required. Their attacks don't do great damage, but it's far from a small amount and you can be overrun by the simple fact that there are five of them.

In battle, they bombard you with Dark and Mystic spells such as Magical Blast, Magical Light, Dark Arrow and the ever so annoying Magic Drain. They throw in the very occasional Shadowstep, Earth Shaker and Black Universe. Black Universe is your biggest worry; it's the single target spell that inflicts paralysis and terror, debuffs your Speed, and reduces your HP to 1. Whoever gets hit by Black Universe is almost definitely gonna die to a follow-up attack unless they take 0 damage from it. The Great "C"'s most fearsome attack is "C" Falling from the Sky, a Mind-ignoring multi-target Dark attack. It does around 5k to a mildly resistant party member. It's not rare for one to use Black Universe and another to follow up with this attack, which is basically a guaranteed KO.

There's also a way to cheese this fight by abusing the fact the boss has "only" 50 SHK resistance. By using Reisen and one or two designated characters able to inflict SHK (either due to their personal spells or the Guardian's Shield Bash), you can fairly consistenly SHK it, and once you manage to inflict a 50% SPD debuff, keeping it from ever getting its first turn to spawn its copies with is not too difficult with proper MP management and some luck. Afterwards, you only need a character that can completely pierce DEF or MND, like Eiki or Rumia; Iku is also a prime choice since her Heavenly Maiden's Blow skill allows her to completely ignore the boss's MND once a 50% debuff has been inflicted. Add some Poison along the way to speed things up a bit, and the boss will be dead before it even gets a chance to do anything. Good characters to use as your SHK-inflictors include anyone with Sheer Force (particularly Kogasa due to her insane MP recovery), Extra Attack (particularly Rin, since she innately has a low delay SHK-inflicting spell in Cat's Walk), or Impact Attack (since its chance will be added to Shield Bash's chance); the Great Hammer main equipment also adds +8% SHK chance, which while small, is still helpful to have on your SHK-inflictors.

8F[edit]

Things are still simple here. This floor is divided into two sections, with a teleporter connecting them. In addition, the first section has a rock requiring 48 party members to get past.

The enemies here aren't much different than the last floor's, though it's worth noting that you'll start seeing Daphnids again, and they still heal the entire enemy party every turn. These should be priority targets. Overall, though, if you made it down here without much difficulty, you'll continue to do fine.

13F[edit]

This is where the extra areas start to get a bit more complex. The first section of this floor is simple, but you'll soon find a rock that requiring having defeated 2 enhanced bosses, and past it things become more complicated. Though the temperature gimmick from the main game doesn't return, 14F's holes do make a repeat appearance in 14F's extra section, taking you to new areas on 13F, so expect to switch between the two floors frequently.

The enemies here will likely be too much for a party just entering the extra areas, but if you can handle 8F's extra section you'll do fine. You'll be up against high-level 13F enemies now, again with a few new varieties, so you should more or less know what to expect.

14F[edit]

As mentioned, you'll find several holes throughout this floor that drop you back down to 13F, many leading to sections you can't reach otherwise. One of these takes you to an isolated area of 14F with a switch you need to activate to get past a rock and get to the stairs to 15F. There are also holes in 15F, so you'll be falling through to new sections of this floor as well. There's another rock as well, requiring 116 sub-equipments to get past and reach the Desire-Eating Demon.

You'll be seeing mostly the same enemies as the previous floor, with a few more types. Of particular note are the Rock Tortoises and Red Fish, which both have very high DEF, so you'll want magic attacker to deal with them. As with the main section of the floor, most enemies here are weak to CLD. Enemy SPD tends to be quite high, but fortunately PAR is again an effective strategy, and it shouldn't be too hard to have Cirno or Mystia act first.

Desire-Eating Demon[edit]

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
3960000 158 188000 48000 Chinchirorin Custom Dice - 100%

This fight is essentially a damage race. Most of the Demon's attacks aren't very damaging but they inflict a variety of ailments and debuffs; it has access to Venomous and Silent Fog, Yellow, Red and Purple Curse, Terrifying Wave, Earthquake and Gravity Manipulation. Your party should be geared to be immune to practically all of them, particularly to Paralysis, Silence, Heavy, and Debuffs. If you're careful enough with switching, you can just focus on making your tanks and supports immune to these statuses.

A major obstacle in this fight however, is that on the 4th turn, the Desire-Eating Demon will use Empty Mouth That Swallows Sinners. This is a single-target Dark attack that ignores Defense, cannot be Evaded, deals around 1,000,000 damage, and inflicts Death unless you have 200 resistance. What's worse is that it doesn't always target your leftmost slot, so you must switch out your attackers before it attacks. After it is used the first time, The Desire Demon will use Empty Mouth That Swallows Sinners every other turn. Needless to say, you have to defeat it quickly before your entire party is decimated one by one. The boss has very high HP, Defense, even higher Mind, and is extremely fast so this will be a very short but highly difficult battle.

The Desire-Eating Demon is weak against Cold and Nature but highly resistant to Mystic, Spirit, Dark, and Physical and neutral to Fire and Wind. So Nitori, Yuugi, Suika, Kanako, Suwako (or anyone with a Monk Subclass) is a great damage dealer here.

It has 0 resistance against Shock and SPD debuffs, is weak to Silence, moderately resistant to all other Debuffs, and highly resistant to all other statuses, so prepare your characters as you see fit. Inflicting Silence can help your magically inclined attackers, while inflicting a Speed Debuff can slow the boss a bit. Its weakness to Shock can and should be exploited, so bringing in Kasen, Reisen, Remilia, Flandre, Renko, Maribel, Orin and/or Kogasa is highly recommended. Kogasa can help Shock and deal Nature damage with her Karakasa Surprising Flash, Orin can Shock the boss reliably and continuously with her low-delay Cat's Walk, while Renko can both inflict Silence and Shock on the boss with her Galaxy Stop. Keep in mind that since the boss has 0 resistance against Shock, Reisen's Intense Vertigo and skills like Sheer Force won't help when it comes to Shocking the boss; Impact Attack, on the other hand, is very useful since it stacks with Shield Bash for up to 99% SHK chance (once the spell is maxed), and if you equip the Great Hammer on top, it's guaranteed to land the SHK.

If you still have trouble defeating this boss, subclassing might help. Anyone with the Monk subclass' Iron Mountain Charge can deal heavy Nature damage and pierce most of its Defense. Gambler subclass is also great for this battle since the Desire Demon's attacks (except for Empty Mouth That Swallows Sinners) aren't very damaging, so even your frailer attackers can probably take hits without dying (in fact, this is probably one of the few fights where Flandre's Vampiric Wrath comes in handy).

There is the potential to keep the boss permanently Shocked with the correct party setup, which is an option to consider if you're really struggling to kill it in time.

15F[edit]

This is a very small area. You will, as stated before, find several holes leading back don to 14F, one of which leads to a room on 15F with the stairs up to 16F behind a rock that requires 48 party members to pass. It likely won't take long to explore the entire area; you'll probably spend more time down on 14F than you will here.

Even the enemies here aren't very noteworthy, being basically the same as the last floor, so just use the same strategies to deal with them.

16F[edit]

Another Dragon's Mane can be found on the northern part of this floor. Dragon Larva can only be found at the eastern side of this floor (where you must pass the rock to go through), it is the only enemy that drops Dragon's Mane. (1.6% chance)

Elemental Crystal Guardian[edit]

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
Elemental Crystal Guardian 2568000 152 172200 35560 Quartz Charm - 100%
Affinities Resistances
FIR CLD WND NTR PSN PAR HVY SHK
x x
x
MYS SPI DRK PHY TRR SIL DTH DBF
Fire Crystal 1190000
Affinities Resistances
FIR CLD WND NTR PSN PAR HVY SHK
x x
x x
MYS SPI DRK PHY TRR SIL DTH DBF
Water Crystal 1280000
Affinities Resistances
FIR CLD WND NTR PSN PAR HVY SHK
x x
MYS SPI DRK PHY TRR SIL DTH DBF
Wind Crystal 1080000
Affinities Resistances
FIR CLD WND NTR PSN PAR HVY SHK
x x
MYS SPI DRK PHY TRR SIL DTH DBF
Earth Crystal 1440000

The Guardian will summon 4 Crystals to its side on the first turn. Unlike in the Great ”C” fight, neither the Guardian or the crystals have any invincibility before their first turn.

Both in offense and defense the crystals have great variety. Each crystal has attacks or spells of their respective element. They resist their own element and are weak against the opposite element and one other element. Fire Crystal has insanely high Attack and mostly targets the leftmost slot with Daze and Crimson Lotus Fang (a very powerful fire-elemental attack that can easily kill off anyone without proper defenses); it also can use Lava Flow and Red Curse. Water Crystal mostly uses Azure Arrow on a random target or casts Shredder to remove buffs from your party; it can also use Blue Curse and Phantom Coldness. Wind Crystal mostly uses Thunder Arrow on a random target, Sandstorm, or casts Calming Scent to buff all of its allies (this skill has no delay, so it can use it repeatedly and follow up with another attack); it can also use Yellow Curse and Razor Wind. Earth Crystal mostly uses Poison, Dissolvent, or Healing Power (heals a single target for 33% of their HP); its other attacks are Green Curse, Leaf Cutting Dance and Ultravenomous Needles.

The Guardian itself is even worse. It has a wide arsenal of moves to choose from, mostly Dark or Mystic-elemental. It can use Magic Arrow, Magical Light and Magic Drain (all of these target randomly), Magical Blast, Void Flash Claw, Storm of Dark Flow, Ancient Curse, Dividing Slash, and Instant Death Attack. It also regenerates health each turn based on the number of crystals still alive, the regeneration starts at 12% of its max HP, and goes down by 3% for each defeated crystal. Additionally, if the Guardian detects that its debuffs sum up to -75% or more OR its buffs sum up to 150% or more, the Guardian will cast Dark Star, which deals high Dark-elemental damage to your entire front line and also removes all its buffs and debuffs. If you can survive the attack, do note the attack has very high delay so you can switch in your attackers afterwards. One recommended character for the latter strategy is Hina who can multi-debuff the enemies, reducing the damage inflicted on the party and deal heavy damage to the crystals (except the Earth crystal) via Pain Flow but you have to be ready for the Guardian's oncoming Dark Star. The Guardian only considers debuffs on itself, so you're free to debuff the crystals as much as you want without triggering Dark Star.

Since each crystal has a clear weakness to exploit, you should choose a suitable nuker to take each one out. Appropiate status resistances are also useful, since many of their attacks carry extra effects. The Fire crystal has high Defense but low Mind so magical attacks work best. The Earth Crystal has high Mind but low defense so physical attacks work; it has 0 PAR resistance so you can potentially lock it down permanently with Paralysis. The Water Crystal has equally high Defense and Mind, so use defense-ignoring characters or inflict it with Silence for your magical attackers; it has 0 resistance to Shock which can be abused in your favor. The Wind Crystal has a little higher Defense than Mind; it also only has 66 Death resistance, so Yuyuko can fish for instant death. Lastly, The Guardian has equally-average Defense and Mind but inflicting Heavy or Silence on it can help; it resists PHY, MYS, DRK and PSI, is neutral to FIR and WND, and is weak to CLD and NTR.

If the Guardian is the only one left, on the next turn its SPD will be increased greatly (to 900) and it will start casting World Controlling Stone's Power, an all-stat buffs on itself every turn that has no delay; this will result in it casting Dark Star every few turns due to the buffs. The crystals don't do anything different even if the Guardian is killed.

Based on all of the above, your best bet is first focusing on taking out 3 crystals, which will minimize the Guardian's HP regeneration. You'll almost definitely want to take out the Wind Crystal first due to Calming Scent, which can be a death sentence if it chooses to use it multiple turns in a row. Then pick one crystal you want to leave alive (which will prevent the Guardian's self-buffs) out of the 3 left and kill the other 2. Water is annoying due to Shredder, but is otherwise the least threathening and can be SHK-locked; Earth can undo a lot of your progress with Healing Power, but it can be PAR-locked; Fire is dangerous mainly due to Crimson Lotus Fang, but if you have someone on the left slot who can tank the attack then it's not too bad (it's also weak to SPD debuffs, so while you can't lock it down like the Water or Earth crystals, you can still reduce the number of turns it gets at least). Once only your crystal of choice and the Guardian are left, focus on taking out the Guardian; once the Guardian is dead, just finish the last crystal.