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Walkthrough

14F: Day 19 Challenge

  • If you've seen all the required events, Yuyuko can be fought and recruited just south of the main stairs.
  • Once Yuyuko is defeated, an additional event with Orin will show up. After that event, there are two fights with single Knights of the Round at different spots, and then one chain of battles against multiple Knights and Orin herself near the 15F stairs.
  • If you've collected all of the Sake Jar Shards, you can talk to Suika twice to recruit her (no fight required).
  • If you've seen all the previous events, Flandre can be found in the lower left corner. Talk to her and she'll move to 15F.
  • There are two sigil guardians on this floor that must be defeated for certain parts of 15F to be accessible. Evil Forge at top-left is required to move on to 16F (and complete the game), while Triomagen at bottom right opens up optional areas, one of which Flandre will be in.
  • On the way to the 15F stairs, there's a story-related event, but no boss battle.

Notable Enemies

Manifested Knowledge has high MND and Afinities but no DEF to speak of. It also has access to a deadly attack known as "Ether Flare" which can wipe out unprepared teams with ease. Bronze Golem has exceptionally high HP and is immune to paralysis and instant death, but is rather slow and susceptible to debuffs. Taking it down before it can attack will often require using multiple high-power spells. Its attack power is very high and its normal attack can OHKO most characters, so it may be wise to keep a tank in the 1st slot if you can't defeat it in time.

Map

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Bosses

Evil Forge

HP Level Recommendation EXP Skill Points Drop
240,000 50-55 18,000 12,000 Dual Haloes
Dark Forge relies entirely on slow but powerful magical nukes. It has high MND, but only average DEF, and is equally susceptible to both paralysis and debuffs. Its only weakness is SPI, while it heavily resists MYS and slightly resists all other elements. It doesn't have much HP for a boss, so switching in fast and powerful attackers after each long-delay nuke seems to work well.

Triomagen

HP Level Recommendation EXP Skill Points Drop
320,000 60-65 25,000 15,000 Star of Elendil
Triomagen is basically Alice's three dolls fused into one. It has extremely high speed, letting it attack often as it follows a very strict pattern. It will always use a party-wide elemental magic nuke, then cast either Healing Light or Weakening Prayer, then use a physical attack, before repeating the pattern again. It's somewhat resistant to paralysis, but vulnerable to debuffs, although its fast speed means debuffs will wear off rather quickly. It's weak to WND, neutral to NTR, and resistant to all other elements. Knowing which attack comes next in its pattern will be helpful when deciding when to safely switch a fragile character in. For example, after seeing it use Wind of Souls, it won't be using another party-wide nuke for its next two turns, so it'll be safe to switch in someone with low MND.

Yuyuko

HP Level Recommendation EXP Skill Points Drop
500,000 65-70 36,000 20,000 Robe of Twilight
Yuyuko always opens with Saigyouji Flawless Nirvana, which does sizable SPI damage to the entire party with a chance of instant death. Her other attacks carry less or no chance but death resist is still valuable in case she uses it again. Besides that, there's a couple other things to note. Virtually all of Yuyuko's attacks are magic-based and SPI elemental, and her MND is quite high while her DEF is quite low. Bringing in physical attackers is difficult since most of them do poorly against magic, but Yuyuko is fairly vulnerable to paralysis and debuffs, so decreasing the number of turns she gets and then swapping in a physical attacker for some fast damage works quite well. Alice and especially Patchouli (preferably with some death resistance) can stay in and do decent damage without worrying about dying so much. Suika works too if her SPI affinity is boosted. Also, Marisa can deal a whole lot of damage due to Yuyuko's super weak MYS resistance, so concentrate to boost MAG, switch off to recover SP and launch your MASTER SPARK!

Knights of the Round

HP Level Recommendation EXP Skill Points Drop
80,000 ? 12,000 8,000 None
Knights of the Round hardly qualify as a boss battle on their own, but before fighting Orin you'll have to deal with quite a few of them with no break. Besides the two isolated battles, there's two battles of one knight, two battles of two knights, one final battle of three knights, and then Orin herself. The knights have much higher defense than mind, and are weak against FIR and SPI but immune to status effects. Taking them down quickly enough can be difficult since they have a decent amount of HP, and letting more than one of them live is dangerous since their attacks are fairly threatening. Putting moderately durable characters in the first few slots and more fragile nukers in the last usually works well for the earlier sets of battles, but for the later ones be prepared to blow your high-power, high SP skills like Astronomical Entombing or lose a few characters.

Orin

HP Level Recommendation EXP Skill Points Drop
400,000 70-75 36,000 30,000 Holy Win

Orin by herself isn't much of a problem, the main problem is the toll left by the previous 5 battles. If possible, you want to have a tank in the first slot when the battle starts. Orin follows a simple pattern, she will use Cats Walk twice and then follow up with a more damaging special. Cats Walk has almost zero delay and can rip through weaker characters easily, but can be completely nullified with enough defense (4000 or so). Note that she will skip a Cat's Walk if she targets an empty slot, though ideally it will make little difference. Her finisher also follows the same threefold pattern, using two less dangerous specials before one more powerful one. At the start of the fight, her weaker specials are mostly ignorable with enough defense and fire affinity, but as her HP dwindles she starts using Flux of Yomotsu Hirasaka which can inflict instant death. Her stronger specials include Former Hell's Needle (strong, but no special effect), Vengeful Cannibal Spirit (a bunch of status and a nasty defense debuff to soften you up for her Cat's Walk), and as her HP goes down, Blazing Wheel, her strongest attack to offer. Having high FIR and SPI affinity for this fight is important, as well as status immunities (it really sucks having your main tank get inflicted by Flux of Yomotsu Hirasaka's Death effect). Otherwise, try to always keep someone who takes negligible damage from Cat's Walk in the front two slots, and keep them status-free. Orin has normal resistance to paralysis and debuff and no resistance to poison, so it may not be a bad idea to try to pin her down by paralysis. For the most part, as long as you don't get your formation too screwed up by the Knights, and don't get unlucky with statii, it's not a hard fight for a prepared party.


As her health dwindles her attacks will become more random and she will most likely rely on Blazing Wheel and Former Hell's Needle Hill rather than Cats Walk, which means she will deal more damage but attack less frequently. Orin's speed is extremely high and the battle plays out much like a buffed up version of the Chen boss fight. Tenshi is invaluable in this fight - with State of Enlightenment in effect, she'll take zero damage from most of Orin's spells. Try and keep weaker characters in reserve on Orin's turns as much as possible; she doesn't have much health or defense and can be taken down quickly if you can keep the damage coming, but Former Hell's Needle Hill and Blazing Wheel can quickly take down even characters in the last party slot.


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