Touhou Wiki
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* This is it - the home stretch!
 
* This is it - the home stretch!
 
* Well, maybe not. If you enter this floor at the first opportunity you have (after reaching F19), you won't really be able to go anywhere due to a series of sealed glyphs right near the entrance. But if you're feeling brave (or foolish), you can try your hand against the random battles...
 
* Well, maybe not. If you enter this floor at the first opportunity you have (after reaching F19), you won't really be able to go anywhere due to a series of sealed glyphs right near the entrance. But if you're feeling brave (or foolish), you can try your hand against the random battles...
* However, the random battles are great opportunity for grinding - there's much more experience waiting. The best strategy is Rinnosuke (Military Rule) -> physical nuke -> magical nuke -> Flandre (Laevatein). This will almost surely kill anyone you meet on this floor.
+
* However, the random battles are great opportunity for grinding - there's much more experience waiting for you. The best strategy is Rinnosuke (Military Rule) -> physical nuke -> magical nuke -> Flandre (Laevatein). This will almost surely kill anyone you meet on this floor.
 
* On that note, the random battles are the only real difficulty in reaching the final boss: Looping down from the lower left to upper left to top center to reach the 20F relay point and final boss is the only real difficulty on the floor, aside from a little treasure hunting.
 
* On that note, the random battles are the only real difficulty in reaching the final boss: Looping down from the lower left to upper left to top center to reach the 20F relay point and final boss is the only real difficulty on the floor, aside from a little treasure hunting.
 
* More of the 20th floor becomes accessible after defeating the final boss. See [[Labyrinth of Touhou: Postgame]] for details.
 
* More of the 20th floor becomes accessible after defeating the final boss. See [[Labyrinth of Touhou: Postgame]] for details.

Revision as of 13:16, 17 August 2010



Walkthrough

20F: The Labyrinth of Touhou

  • This is it - the home stretch!
  • Well, maybe not. If you enter this floor at the first opportunity you have (after reaching F19), you won't really be able to go anywhere due to a series of sealed glyphs right near the entrance. But if you're feeling brave (or foolish), you can try your hand against the random battles...
  • However, the random battles are great opportunity for grinding - there's much more experience waiting for you. The best strategy is Rinnosuke (Military Rule) -> physical nuke -> magical nuke -> Flandre (Laevatein). This will almost surely kill anyone you meet on this floor.
  • On that note, the random battles are the only real difficulty in reaching the final boss: Looping down from the lower left to upper left to top center to reach the 20F relay point and final boss is the only real difficulty on the floor, aside from a little treasure hunting.
  • More of the 20th floor becomes accessible after defeating the final boss. See Labyrinth of Touhou: Postgame for details.

Notable Enemies

Every random battle on floor 20 is notable to a degree, since they're all difficult enough that they could be considered minibosses on their own! You may want to bring Rinnosuke with your initial active party on this floor, to use World Shaking Military Rule on your first encounter. But only a few enemies deserve specific warning about.

  • The Norns: ~320k HP. Each turn the Norns get, they attack with an elemental 'Wind' spell (Lightning Wind, Green Wind, etc), a status-effect attack that hits the whole party (Sealing Slash, Purple Paralysis Cloud, etc), then a single-target front-row attack that deals immense damage. The Norns have astronomically high SPD, so it is easy to get overrun, but only have 10 debuff resistanece. They appear with 2 Truth-seeing Eyes. Drops: Ribbon.
  • Hellfire Demonsky: ~376k HP. Magical Hellfire deals damage to all, and can cause DTH, PAR, and/or SIL. Yes, that means it can kill or disable your entire party if you're unlucky. Have someone generally resistant around. Very weak to SPI, very resistant to MYS, moderately resists other elements. Can also summon a lesser demon or Thousand-Armed Kannon a random party member for very good damage. Drops: Divine Spirit Barrier.
  • Diamond Knight: ~240k HP. Scourge deals ~200,000 damage to a single party member. This will probably kill them. Since the knight is also pretty resilient, expect at least one casualty... if you stick around to fight. Drops: Scourge.
  • Blue Comet SPT Ancient Soldier: ~332k HP. All of its attacks increase its speed by up to 200%, which can get you killed very quickly. But its defenses are poor, so take it out first. Weak to FIR. Drops: Karen device.

Although all of the enemies on the floor are effectively minibosses, they're not all immune to instant death. Exa Grain, Executioner, Blue Comet SPT Ancient Soldier, and Raijin's Expenditure all have a DTH resist of about 30, making Yuyuko's Saigyouji Flawless Nirvana a somewhat useful method of getting rid of these particular enemies.

It is important to note that Diamond Knights, Executioner, Raijin's Expenditure, and Hellfire Demonsky are the only sources of their respective drops in the game. It is therefore necessary to defeat all of these enemies until obtaining their drops to obtain the items star needed to continue into the plus-disk content. Fortunately the Special Disk increased the drop rates to 5% if you do not have the item, and 1.5% otherwise.

Bosses

Map

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Maribel Han

HP Level Recommendation EXP Skill Points Drop
3,500,000 130+ 160,000 128,000 N/A
The final boss of the original 20 levels, Maribel is a test of everything you've learned up to this point - buff management, healing, choosing the appropriate characters for the situation, etc. The first thing you'll likely notice is that she's extremely slow, especially compared to previous bosses, and doesn't use any especially strong or dangerous attacks, so you shouldn't have any problems managing your team - at least for the first part of the battle. Maribel has three summons that must also be defeated in order to down her.

She summons her first minion, Slashing Amnesiary, once you take 500,000 HP from her, the second, Aria-Singing Toruastory, at one million HP down, and the third, Staring Igmaruji, at 1.5 million down. Once she summons the first minion, neither she nor they can be killed until all three are out; once all three minions are out, Maribel's HP will reset to two million. Don't bother trying to kill the summons until then, though any debuffs or statuses you can inflict will certainly help. The minions have [~1,000,000,~700,000-800,000,~500,000-600,000] HP, respectively. Amnesiary is a strong physical attacker with a variety of single- and row-target attacks, Toruastory is a magic attacker with an array of spells you're likely familiar with by now, and Igmaruji attacks weakly but almost all its spells can cause statuses or debuffs - PAR and SIL resistance are especially important to boost for this battle.

Each minion will gain an additional ability once you kill the other two: Amnesiary will gain Scourge, which deals six-digit damage to one target; Toruastory gains Strengthen Jutsu, making its magic even stronger; Igmaruji gains Djinn Storm, which zeroes your entire team's SP (and which Maribel will also use later in the battle). The easiest way to kill the arms is to leave Toruastory for last, as a damage increase is far less dangerous than the others' new moves.

Once all three minions are killed, Maribel will use Overflowing Unnatural Power, dramatically increasing her Speed in particular and all her other stats. At this point, the battle becomes a simple "kill her before she kills you" race.

For the "normal version" of Maribel, it's actually possible to kill her without killing all her minions. Simply leave one alive, preferable Toruastory for the reasons above, and burn Maribel down as quickly as possible - she will regenerate HP while a minion is alive, so you'll need very high damage to do this. Once she's down, the remaining minion should be easy to finish off. This also applies to Maribel Ver.2, but the rate of damage required to take her down dramatically increases.

Bloody Papa

HP Level Recommendation EXP Skill Points Drop
1,280,000 165+ 168,000 226,800 N/A
The fourth Bloodstained Seal boss, Bloody Papa is a very dangerous enemy with high magic ability. First, note that he CANNOT BE HARMED BY MAGIC ATTACKS. Yep, you have to go through this fight with physical-based spells only. Not even Silent selene and master spark can hurt him. On his first turn, and every four turns afterwards, he uses Strengthen Jutsu, raising his MAG by 100%. Compounding his high damage is Djinn Storm, which can effectively shut you down if he casts it early. Try to get some defensive buffs up or throw a Narrow Confines of Avici at him before that happens. Like Hibachi before him, Bloody Papa has an extremely dangerous party MYS attack in Papa's Washing Machine, and unlike Hibachi he's free to use it whenever he wishes. He'll use it more frequently as his HP drops; again, get a tank with high MYS affinity to soak it. Ultimately he's not too different from Hibachi - survive the Washing Machines and take him down as fast as possible.