- Return to Labyrinth of Touhou: Dungeon Guide
Walkthrough
14F: Day 19 Challenge
Notable Enemies
Map
Bosses
Yuyuko
| HP | Level Recommendation | EXP | Skill Points | Drop |
|---|---|---|---|---|
| 500,000 | ? | 36,000 | 20,000 | ? |
| 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. Suika is your best option in this fight because of her high ATK and her high MND, so she will be able to take a few hits while dishing out heavy damage especially if you buff up her MND and ATK with Ran. Alice and especially Patchouli (preferably with some death resistance) can stay in and do decent damage without worrying about dying so much. | ||||
Knights of the Round
| HP | Level Recommendation | EXP | Skill Points | Drop |
|---|---|---|---|---|
| 80,000 | ? | 12,000 | 8,000 | ? |
| 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 | ? |
|
Orin by herself isn't much of a problem, the main problem is the toll left by the previous 5 battles. It is very important that when you start this battle you have the main party you want already out in order to save time, which is a huge part of this battle. Orin follows a simple pattern, she will use Cats Walk 2 times and then follow up with a more damaging special (usually Blazing Wheel). She will launch these 3 attacks in immediate succession, before you even get a turn. 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. The key to victory is a rock hard defense, Tenshi is invaluable in this battle. If you buff Tenshi's DEF and MND she will likely take 0 damage from all of Orin's attacks so make sure she is in the first slot so Orin will target her more frequently. Other then that make sure to have some powerhouse players like Marisa, Patchouli, Alice, Nitori, Suika, Yuugi etc... ready to dish out as much damage as possible in the little time you are given. You will likely only get 2 or 3 attacks in before Orin hits you with another triple combo. DO NOT TRY TO OUT SPEED ORIN, it is a waste of time and will end in failure, characters like Chen, Aya, and Sakuya are useless in this battle. You need only bring tanks with high DEF and MND and powerhouses with high ATK or MAG. |
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