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The Genius of Sappheiros/Walkthrough/Stage 13

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Sea of Abstruse Clouds

Orihalcum piece: 三層-I
Orihalcum2.PNG

Adamantite piece: 三層-G
Adamantite2.PNG

The obstacles in this stage is similar to the ones in Muenzuka. There are electrical fences that can be turned on or off by switches, and one switch often affects multiple fences. You need to find two golden keys in this stage to open up doors, but otherwise the dungeon is very small and it shouldn't take too long to get through it. At the healing circle map, there's also a silver key past a semi-hidden path on the southeast, which opens up a silver chest in the dungeon. That's more or less about it.

The monsters in this dungeon use predominantly electric attacks, so you would do well to have at least a few people with very good electric defense, or at least have Alice in your party using Mystery Spectrum every turn, or some of the monsters - particularly the Giant Oarfish, which can counter attacks against it with Lightning Breath - will demolish you with their high power electric attacks. However, the elemental weaknesses of the monsters in this dungeon are diverse (in fact, some of the electric using monsters, like the aforementioned oarfish, are actually weak to electric themselves), so you will need multiple elements if you want to use weaknesses to kill things quickly. Aside from electric defense, the computer chip enemies are back with a new upgrade, and the same tendency to spam its "bug" attack to paralyze your party, so you should watch out for them as well. Also, the ghost enemies are totally immune to physical elements, so you will need to use elemental attacks (physicals are fine as long as they're elemental) to bring them down (they're weak to fire, water and darkness).

Treasure Chests

  • Treasure Chest Number: 250 (234+16)
  • Treasure Chest Percentage: 45.3% (60.6% in version 1.x)

First Floor - E

  • Fire Crystal 火の結晶
  • Gold Key 金の鍵
  • Rune Armor みかわしの鎧 (Requires Silver Key)

Second Floor - B

  • Crow Feather 烏の羽
  • Snakeskin 蛇の抜け殻
  • Youkai Mountain Rock 妖怪山の岩石

Second Floor - C

  • Magic Shard 精霊の欠片
  • Silver Tray シルバートレイ

Second Floor - D

  • Tobikura 飛倉
  • Magic Mushroom 魔法のキノコ

Third Floor - F

  • Water Crystal 水の結晶
  • Hydra Shield ヒドラの盾
  • Spare Parts 発明のネタ
  • Gold Key 金の鍵

Third Floor - G

  • Adamantium Shard アダマンタイトの欠片
  • Pretty Mirror 綺麗な鏡

Third Floor - I

  • Silver Key 銀の鍵
  • Orichalcum Shard オリハルコンの欠片
  • Shimenawa 注連縄

Experience Point Adjustment

Level:

  • 1-?: 400%
  • ?-25: 300%
  • 31-32: 200%
  • 33-36: 150%
  • 37-40: 100%
  • 42: 75%
  • 43: 50%
  • 44: 45%
  • 45: 40%
  • ?: 30%
  • 48-50: 25%
  • 53+: 10%

Boss: Iku Nagae

Iku's HP: 18500

Iku is one of those bosses that possess some sort of instant kill techniques that will surprise you when you first face her without knowing what's going on, but with proper defense is very manageable. To be more specific, on some turns she will act twice in a row, using her Guided Static Shots to try to set Shock on your party members, then following up with Elekiter Dragon Palace, which has a very high chance of causing instant death to anyone with Shock (but will do nothing otherwise), and it will ignore the target's instant death resistance too (though not the resistance stat). She will use that combo on turn 1, and every 2-5 turns after, but aside from that her other attacks are mostly weak electric attacks, with only Thunderclap actually doing a lot of damage.

Thus, your main concern is to stop her from easily killing your party with that combo. The best defense you have to offer is Reimu's Omnidirectional Demon Binding Circle, which will nullify all status for one turn. However, it has a cooldown of 2 turns, so it alone would not offer sufficient protection over the battle (a mistimed circle means that you can't use it again until 3 turns after, not to mention that Iku sometimes cast another combo faster than its cooldown). You can try to up everyone's resistance with Sanae and hope you get lucky, but a much better secondary measure is Alice's Little Legion, which will cover the entire party without question (Alice herself will very likely die unless she is immune to Shock, but reviving one person is much easier than reviving three or four. It should also be noted that there is an accessory available at Rinnosuke's, the Electric Runestone, that offers excellent protection against Shock.). Since Little Legion's cooldown is only 1, combined with Omnidirectional Demon Binding Circle it offers decent protection against Iku's combo. Note that you may still be left vulnerable to Iku's combo if Iku decides to use the combo on the fifth turn (which is rarely observed).

Proper usage of Reimu & Alice's defense spells would go like this:

  • 1st turn: Omnidirectional Demon Binding Circle (Reimu)
  • 3rd turn: Little legion (Alice)
  • 4th turn: Omnidirectional Demon Binding Circle (Reimu) - if Iku didn't use her combo in 3rd turn.
  • 5rd turn: Little legion (Alice) - if Iku didn't use her combo in 4th turn.
  • 6th turn: If Iku didn't use her combo on any of the 3rd, 4th, or 5th turn (which is rarely observed), your team is now vulnerable to instakill due to both Omnidirectional Demon Binding Circle and Little Legion being unusable due to cooldown at this turn.

Alice can also equip the Atmosphere Shield from stage 12 and spam Marionette Peril or Mystery Spectrum to great effect. Mokou is also recommended as a commander for fast revives, and her 3 bomb command spell can be a tertiary measure if all things goes wrong.

Once you figured out how to stop Iku's tricks, she is rather weak for a boss. However, you should still prepare your offense carefully, since you don't want your defenders to run out bombs or something by dragging the battle for too long. Iku is obviously immune to electric and weak to earth, but she is actually weaker to dark than to earth, So Byakuren's Dark Sword, combined with physical attackers like Sakuya and Youmu, will do tremendous damage against Iku, more than enough to offset her 666 HP regen in electric. Earth attacks can work well too, for even though Iku isn't as weak to it as she is to dark, spamming earth attacks will prevent her from being able to jack up Electric's land effect, weakening her spells and more importantly her HP regen. Patchouli's earth field spell can effectively counter the electric land effect from rising too high. Iku doesn't possess any crippling status vulnerabilities, but if you brought Satori along (Thunderclap is a learning spell, with learning rate at 33% (99% with full 25 points in her first tree), and being a very powerful spell to boot), her stat-down spells will affect Iku rather easily.

Satori can learn Mad Thunder from Iku in Weekend at 33% base rate (99% with full 25 points in her first tree), one of the two spells won't be learnable until Stage 20, while Mad Thunder is used by the Boss of said stage a normal enemy uses Thunderclap, if that opportunity is missed then Mad Thunder will only be (at the time) learnable by a very rare spawning enemy on the following stage.

Addendum: Iku will only use Static Shot/Elekiter combo after casting Mad Thunder, so it's possible to predict when it won't be coming. While Omnidirectional Binding Circle might not be able to keep up, Evil Sealing Circle (targetting Quick) work fine - however, it's impossible to have +1000% casting speed on it (without "upgrading" it). At about 180 speed it should be fast enough to go before Elekiter Dragon Palace (and stop Instant Death even when allies are shocked), but Aya support is needed to go before Static Shots.