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The Genius of Sappheiros/Walkthrough/Stage 24

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Garden of the Sun Revisited

Just like with the Forest of Magic Revisited, the scenery of this dungeon is very similar to its previous incarnation. The puzzle objects are the same as stage 8 as well (blue and orange flowers and geysers), but there are essentially only two puzzles for the stage. For the first part, you need to visit the only blue fountain around and make it to the blue flowers at the bottom right of map E in time, and you cannot do so unless you first take an orange fountain and dispel some orange flowers so you can take a shortcut. Once you get past this puzzle, you can flip a switch that disables the de-coloring geyser in the first map to allow you easy access to the second part. In the second part you simply have to walk in while orange, bring down some orange flowers to unlock a blue fountain, then bring down some more blue fountains until you unlock an orange fountain to knock down the final orange flowers that block your way to the healing circle room. Finally, in the healing circle room you will see two pathways. Going left will lead you to a new map with two treasures in it (you will need to be knock down orange flowers though), while going up will lead to the boss fight.

For the most part, the enemies here are very little threat to a party in the high 70s that has farmed for at least some of its members' equipment. Even without the equipment, there is little cause to fear most of the foes you'll face. Most of the enemies will be upgrades to the Sunflower Fairies, Sunflowers, and Butterflies that you've fought in the past -- nothing very intimidating. The Butterflies are better dealt with via magic, since they have high evade. They can also teach Satori Shadow Flare, so try to snag that here if you don't already have it. Hundred Eyes are weak to Fire.

However, there are a few enemies to watch for. The King Cockatrice can petrify with both breath and vanilla physical, so pack some RES-boosting equipment or Petrify protection, and try to deal with them first. There is an enemy called Furfur who can cause quite a bit of damage, particularly with Snowstorm, which can wipe the entire party if you aren't carrying some sort of Water protection, or Fire spells to prevent it from ever being cast. Satori can easily learn the spell, if you're feeling brave. Use Light magic attacks to hit his weakness. Rakshasas have decent physicals and use Blood Slash which has a small chance of inflicting Instant Death, so quickly hit them with Elec or Pierce attacks. Finally, those blasted Ifrits from the Underground show up again. They seem to always appear with a Furfur, and it would probably be best to flee.

This is a good area to farm for Iron and Rock, as the drop rates appear to be fairly generous.

Treasure Chests

  • Treasure Chest Number: 496 (484 + 12)
  • Treasure Chest Percentage: 89.8%

Northwest - C

  • Earth Crystal 大地の結晶

North - D

  • Oni Fragment 鬼の欠片
  • Water Crystal 水の結晶

Centre - E

  • Fire Crystal 火の結晶
  • Gold 金塊

East - G

  • Frozen Frog 冷凍蛙

Southwest - I

  • Snake God's Robe 蛇神のローブ
  • Armor of Vagra 金剛神の鎧

Northeast - K

  • Thunder Crystal 雷の結晶

Southeast - L

  • Cloak of Invisibility 隠れ蓑

South - M

  • Fresh Blood 生き血
  • Grudge Spear 恨みの槍

Boss: Abyss Demon, Embodiment of Hatred x4

Abyss Demon HP: 100,000
Embodiment of Hatred HP: 10,000 each

A souped-up version of those demon-minotaur opponents awaits you this time. The Abyss Demon can attack twice per turn and uses all of the standard Demon attacks, plus Shadow Flare, Dark Wall, and (rarely) a physical attack. Demon Tempest and Demon Collider in particular are powerful, and you need to ensure that your party has some means of defending against them. More dangerous to the unprepared party is fact that Abyss Demon also has Orin's Animate Dead attack, and can use it on both of its turns. You need to be healing constantly and immediately revive downed party members in order to ensure that you aren't suddenly facing one or two controlled party members!

The Abyss Demon takes 50% damage from the four basic elements, 75% from physicals, is immune to Dark, and weak to Light. Unlike the Abyss Dragon, its MDEF is substantial (400), but its PDEF (300) is no slouch either so you'll probably want to use something with a Foreign God slayer effect. Youmu's Doujigiri Yatsutsuna and the Kusangi are ideal, so build your party around one or both of those. Reisen is also an option if you've been leveling her; with some IND boosting items and abilities, Byakuren's Hyper Trigger, and Sakuya's one-bomb commander spell she can reliably debuff the Demon's defense and magic attack with Visionary Tuning while doing sizable physical damage. Alice makes a fine addition as always, and Reimu is invaluable for pushing the Land away from Dark (and killing the Embodiments afterwards). With all the global damage coming your way, Satori actually makes a better healer than Sanae (Area Heal is excellent), and Byakuren can round out the party with her Star Sword and Sacred Barrier to further increase your survivability until your physical attacker can finish off the Demon.

The Embodiments of Hatred seem to focus more on trying to debuff your party this time around, which is a real blessing since the debuffs will rarely hit (they have 0 IND). They do possess annoying attacks nonetheless. They also regenerate faster this time around, and you'll sometimes see two reanimate themselves at once. Bear in mind that they will continue to auto-revive even after the Abyss Demon is dead, so you need to kill them all off at once. Forget about hitting them with any kind of physical; they have 275 Evasion (even if you connect, it will only do half damage). Weak to Light and immune to Dark like the Dragon.

Although the Demon can certainly dish out the damage, and is a durable foe, it is actually somewhat easier to defeat than the Abyss Dragon. You don't need to focus quite so much on speed this time, as long as you can keep your HP up. It should be noted that you do want to use Light attacks as frequently as possible, and Reimu's Aether Spray will help reduce some of the damage coming your way for a round or two. It is unlikely you'll be able to get the Land over to Light, but the difference between Dark Life Up and Dark Extreme Up is still substantial. That said, do avoid bringing the Land all the way over to Light, or the Abyss Demon will absorb the land power. Unlike the final boss, it won't unleash a super-powerful attack on your party but it'll still heal for 10000 hp on top of changing the land back to neutral.

Like the Abyss Dragon on the previous stage the Abyss Demon can be inflicted with Satori's Enervation status but has slightly higher RES. Under different levels of Light Land (Life/Yang Up) it won't be able to use Demon Shock, Demon Blast, Demon Collider and Demon Tempest. If Light is Extreme Up it can use Chaos Land to heal itself (10000 hp) and reset light land levels, on Dark Extreme Up it can use Fixed Land, a Field skill which prevents land change, and Abyss Wind a powerful all targeting Dark magic which can inflict curse.

It also uses Death and has IND 80, Byakuren's Unresist along Amplifying Scroll can help survive even without death resistant equipment, she can also use Perfect Resist but it must be casted individually on each party member, while Sanae can be a faster alternative for raising RES she can't debuff enemies' IND.