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Walkthrough
18F: The Irreversible Spiral Orbit
As the floor's name implies, 18F is chock full of one-way floors. Every path that doesn't lead to the 19F stairs will ultimately lead back to the start of this floor, so be prepared to do a lot of backtracking, especially if you want all the items. The amount of experience from enemies jumps significantly on this floor; expect to gain levels very quickly as you explore. You'll need it for the battle against Rinnosuke.
Notable Enemies
Rabbit Snipers are not only fast, they have an attack called Snipe that often targets the third or fourth character in your party, and can appear in groups of two.
Shub-Nigguraths can use Destroy Magic, which reduces your active party's SP to zero.
Guardians have very high DEF and MND, and decently high HP to go with it. In addition, its powerful attack is often enough to knock out all but the sturdiest tanks, and it even has decent PAR resistance.
If you don't mind returning to the base painfully often, bringing out a couple high-SPD characters and Flandre can help make grinding on this level somewhat easier; firing off a number of multi-hit spells or buffing Flandre's ATK/MAG with the faster characters then firing off a Laveatein can finish off most enemies on this floor before they can get a chance to move (except Peta Grains and Guardians). As mentioned before, be wary of Rabbit Snipers and Shub-Nigguraths (both of whom have appreciably high SPD), who can either kill Flandre or neuter her offensive ability in one turn.
Peta Grains have a particularly low PAR resistance, so when they occur in pairs Mesh of Light and Darkness or Demon Binding Ring can pin them in place for virtually the entire battle, giving you an opportunity to recover SP if you so choose.
Map
Bosses
Rinnosuke
| HP | Level Recommendation | EXP | Skill Points | Drop |
|---|---|---|---|---|
| 1,360,000 (Initial); 1,260,000 (Fire); 1,280,000 (Cold); 1,240,000 (Nature); 1,280,000 (Wind); 1,220,000 (Mystic); 1,240,000 (Spirit); 200,000 (Final) | 90+ | 156,000 | 118,800 | Star of Elendil |
| By far the longest and most technical battle up to this point, Rinnosuke has no less than eight different forms you have to fight against. For his initial form, you need to reduce his HP to below one million before he starts switching through his elemental forms. Rinnosuke can take on any of his six elemental forms, each with its own HP and a weakness to its opposite element (i.e. fire form is weak to cold). Each element keeps track of its own HP; each must be reduced below one million HP, at which point he'll use Form Destruction and that form will be destroyed. All six need to be destroyed before his final form.
All in all, you need to deal at least 2,080,000 damage to him at minimum to cycle through all his forms and defeat him. If you are unable to deal enough damage fast enough to force Rinnosuke to use Form Destruction, he will instead use Form Shift; this 'stores' his form for later. It is not considered destroyed, and in fact it slowly 'regenerates' health offscreen until he throws it out again (this regeneration is quite small, at 6000 HP per turn, but this can pile up). In general, you need to destroy a form within six or seven of his turns before he uses Form Shift. Rinnosuke can use a large repertoire of attacks depending on what form he's in. In all forms he has access to Scarlet Gold Sword and Start of Heavenly Demise, strong attacks that also drain 1 TP from their targets. Otherwise, in his initial form, the biggest threat he has is Rasetsu Fist, which can do 6000 defense-ignoring damage and prevent Tenshi from walling him completely. During his elemental forms, he will use a strong party attack (row-target in MYS/SPI form, multi-target in others) whenever his global turn count is divisible by 4. Otherwise, the moves he use will either be the omnipresent sword/heavenly demise, or a mostly form-specific attack. He is at his most dangerous during WND form (lots and lots of PAR-inducing attacks, and some are multi-target to boot), and SPI form (Flux of Yomotsu Hirasaka can inflict instant death). Of his other forms, MYS form has several attacks that can debuff; NTR form has a strong poison attack via Hazard Toxin and a really strong special attack; CLD form has Sealing Slash which can inflict SIL on the entire party; FIR form is just (unimpressive) damage. Don't keep him in WND and SPI form for too long, while you can feel free to rest up a bit in FIR (and to a lesser extent CLD). Finally, in his final form, he will use World Shaking Military Rule to buff his ATK, DEF, MAG and MND by 75% every 4 turns, and otherwise simply stick to either Scarlet Gold Sword or Start of Heavenly Demise. This fight is largely a battle for survival; if you're at an appropriate level and making full use of defensive buffs, most of Rinnosuke's attacks aren't truly dangerous, just strong. Note, however, that he's completely immune to debuffs and can't be poisoned or paralyzed, so concentrating on your own buffs is the only option. He becomes much more dangerous when his final form is reached, as with Military Rule in effect Start of Heavenly Demise is likely an instant party kill. He only has 200k HP in the form, so take him quickly before he can take you down. Also, if you can arrange it, taking down his last elemental form right after he performs the every-4-turn-special-attack of that form helps too. | ||||
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