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Souzinengi V is a full-scale RPG that carries on the traditions of RPGs from the good old days. It was made with the challenge of seeing just how interesting battles could be with standard, 5-character, turn-based combat, and whether its character growth system would be fun while remaining simple.
Daremi Yoamarz Mondelica
This enemy is a quick and powerful fighter who uses various sword skills and can help its allies with Angel Voice. One of the winners of an official Touhou Card Monsters tournament created it. If defeated, it has a 10% chance of dropping the Dagger of Divine Speed.
Pretty low attack, but the Spd boost and Para chance are a nice bonus.
The 999 MDef means most magic is useless against it, so bring your physical attackers. Watch out for One Million Volts and its %HP damage, and make sure to pay attention when it uses Starlight Barrier.
An INCREDIBLY annoying support enemy. Having access to Reflect Wall, Starlight Barrier, AND Imposing Stance makes for a drawn out battle against its powerful allies if you don’t focus it down immediately.
An enemy to loves to spam either Reflect Wall or Fatal PSN Claws. Stick to physical attacks only until it’s dead.
I nearly screamed when I first saw this thing spawn in a group of itself. It’s got all the capabilities of a normal Terminator with access to All target default attack with Slayer effects against the whole party and Murder Beam. Debuff its PAtk and Acc or rush it down with Thunder attacks (Gibnut Zarnica especially) IMMEDIATELY, and if you see more than one, hope to god you get a chance to flee.
Gold Mining City
The pinnacle of the Mining Villages we’ve seen so far. Absurd PDef and access to Imposing Stance and Starlight Barrier makes this thing an absolute pain to deal with.
An incredibly bulky step-up from previous Gashadokuros we’ve seen. Rush it down quickly with Strike (preferable), Fire, and/or Light damage before it can deal too much damage to the party.
An enemy that’s only really notable for its decently powerful Fire attacks and its ability to set Fire land.
Kill this thing quickly before it can use Revolution Breath. Alternatively, if Aya is present, have her use Favorable Wind every turn to reflect it if it does happen. Besides that, just be ready to set a new field if it uses Mechanical Camo Barrier.
An annoyingly bulky enemy with powerful Thunder attacks and the ability to set Thunder land. Hilariously, it regens exactly 2 HP a turn at max Thunder land.
Ryuuguu no Ouja
The most powerful of the oarfish. Kill it quickly before it can use Aurora Breath or have Aya on hand to spam Favorable Wind.
A thankfully rather weak enemy with a love of spamming Exhaust. Have dispels or buffs on hand if you can’t kill it quickly.
An incredibly physically bulky and powerful enemy. Use magic, or don’t bother.
A bulkier Tsuzuragaeru. It can rarely accompany an otherwise normal encounter and will often flee within a turn or two. It’s not particularly worth hunting down except for the Compendium entry as you have much easier ways of getting random item drops.
Note: Everything from this point on is found in the Great Library section onwards and is a step up in difficulty. Prepare yourself accordingly.
Powerful elementals that can set the land to their respective element and overwhelm with their elements. They’re often accompanied by other enemies of their element.
Not too notable outside their ability to drain HP and set Dark land.
The strongest of the ninjas. Powerful physical attacks, plus high Spd and Eva, plus a tendency to inflict instant death make these enemies incredibly dangerous.
Virgin Moh Shuvuu
A stronger version of the Moh Shuvuu found in Hieda Manor Basement. Just watch out for its All target Charm attacks.
Another Horus bird, the bane of my existence. Be ready for Horus Barrier to shut down all your magic users.
A set of four nearly identical bulky, powerful giants, each representing one of the core magic elements. They all have access to Sake, a buff that increases physical damage dealt and decreases physical damage taken. Additionally, the Poison Giant can inflict Lethal Poison. Each one has a 4% chance of dropping the Nirvana Lotus Axe.
Incredibly high PAtk, plus 75 Exo, plus 50% defense ignoring, plus the fact that it ignores shields make this almost certainly the best axe in the game. Worth grinding for, even in comparison to personal weapons.
I saw this thing and screamed. They’re really no different from other Flayers, but that’s exactly what makes them An Absolute Nightmare. They’re not worth dealing with, just run.
The strongest of the Lesser Dragons, though they’re not as threatening as they look. Whip out Marisa’s Sparks, and you’ll find its health dropping pretty quickly.
The strongest Moon Resident. Kill it quickly before it can use Time Stop, especially since they often spawn as backup for other powerful enemies.
Yet another Lich enemy. No weaknesses and high HP make it tough to kill, and it excels in various elements. Do your best to focus it down.
As one last note, the elemental Towers from the previous few dungeons are all back. Be ready for Imposing Stance as usual.
Powerful New Youkai Pt. 1
This is largely the reason why this guide took so long. Just like the Gorgon Sanctuary and Depths of Resentment, the second half of the Barrier Distortion (specifically from the Great Library onwards) has room specific encounters with incredibly powerful enemies that you need to specifically prepare for. However, unlike with those dungeons, some of these enemies can be found in more than one room, and they don’t always spawn alone either. As a universal strat, Sakuya’s Quick Time is worth replacing almost any party member for its nearly two full free turns of safe attacks. Keep this in mind if you’re ever struggling.
The Glory Empress is one of the strongest random encounter demons found in room H. It has incredibly elemental magic and can attack up to four times per turn. Prep your Light attackers with multi-element resist gear such as the Kagami, Soli Deo, Garter Belts, Dragon Scales, etc. Reimu’s Great Duplex Barrier, Satori’s Reflect Wall, and Alice’s Little Legion can all help nullify damage for a turn. 15% chance to drop the Astral Javelin.
Pretty good spear with high PAtk, a lot of Exorcism, a whopping 88% Mystic resist, and 35% extra Mystic damage on hit. A great choice for anyone running spears.
Found primarily in Room I and sometimes in Room P, the Resentful Shofet is an enhanced version of the Shofet from the Depths of Resentment. It still has access to a plethora of column Slash attacks, but it now has Full Moon Revenge in its arsenal as well. Protect yourself well against Slash damage, and you should be fine. Interestingly, it’s also vulnerable to instant death. 10% chance to drop the Gaia Armor.
Large armor with rather high PDef further enhanced by a 50% resist in all three physical elements. Great for Yuugi, who already gets a plethora of physical defensive effects.
Found primarily in room L and sometimes in room R, the Terminator Custom is an enhanced version of the Terminator from the Depths of Resentment. It still has Murder Beam and its All Target Slayer default attack, but now it can act three times per turn. Debuff its PAtk and Acc IMMEDIATELY, then hit it with Byakuren’s Perfect Resist to keep it from dispelling its debuffs with Vortex. Interestingly, it’s incredibly vulnerable to instant death, so spam Gibnut Zarnica with Satori to quickly kill it unless you want to give the kill to Akyuu. This can be a much preferable source of Weekends of the End to trying to get the materials to synthesize it instead.
Found primarily in room N and sometimes in room O (alongside a High Master and Mechanidragon MK-III) and room P (alongside itself!?!?!?), the Cernunnos is a stronger version of the Crom Cruach found in the Gorgon Sanctuary. It behaves largely the same, spamming debuffs (including Tamatebako, an All Target All Down), instant death, and using Pain Bond (deals Dark damage equal to the user’s missing HP). Spam Light attacks to kill it as quickly as possible. Have Sanae and Satori on hand to revive downed party members, and if necessary, bring Sakuya to use Quick Time to reduce the number of turns it gets.
Found primarily in room N (alongside a Hamadryad and a Neo Carbuncle) and sometimes in room O (alongside a Virgin Moh Shuvuu and Empress Flayer), the Paradox is a more powerful version of the Ambivalenz found in the Gorgon Sanctuary. It behaves largely the same, spamming Void magic, though it now has access to Comet. With its complete immunity to physical attacks and Light and Dark, your options for damage are rather limited. Have Patchouli set an element at the start, and then spam exclusively that element with Patchouli, Satori, and Marisa (or use Marisa’s Sparks instead). 15% chance to drop the Chaos Zero.
Large armor with very high PDef and a 10% phys reflect chance. Great armor, though not necessarily worth using over other options available.
Found primarily in room O (alongside an Artemis) and sometimes in room L (alone) and room P (alongside Mordred), Mac Lir is a stronger version of the Druid found in the Gorgon Sanctuary. It has access to every magic element, though it’s the weakest of these enemies. A single Quick Time is a death sentence, no matter the party setup, and even without it, a bit of element resistance makes it just about unable to kill you. 10% chance to drop the Divinus Calix.
A staff with decent stats and a full 100 Exo. Not too notable beyond that, though.
Found primarily in room O (alongside a Makai Gashadokuro) and sometimes in room P (alongside Mac Lir)*, Mordred is a stronger version of Pendragon found in the Gorgon Sanctuary. It has high PAtk and PDef, along with access to powerful Slash attacks and decent regen. Bring a physically defensive party with good Slash resist, and it should go down without too much trouble.
*It might potentially be found alone in room L, like Mac Lir, but I haven’t run into it there yet to confirm.
Found primarily in room P, Allocer is a powerful Earth aligned demon with up to three actions per turn and access to Earthquake, Mud Spray (a spread target Earth attack that can inflict Blind), PSN Hazard, PSN Breath, DTH Breath, PET Breath, and Leaf Barrier. Keep your Res high to avoid Poison (especially if PSN Hazard gets used) and Petrification, and keep up the pressure with Thunder attacks to keep Earth land low.
Elite Two-Headed Dragon
Found primarily in room P and sometimes in room J, the Elite Two-Headed Dragon is a stronger version of the Two-Headed Dragon found in the Gorgon Sanctuary. With up to two attacks per turn and an excessively high 3000 PAtk, nothing even comes close to this thing’s damage output. Even fully kitted out with physical defense, Alice will still struggle to survive very long. Run Poison Shield, have Alice use Hourai Doll immediately, and then spam Marionette/Rainbow Parar on the back row. Have Sanae buff everyone’s HP and PDef ASAP, and apply Wind of Miracles.
Fully heal the party, revive downed members when necessary, and apply a PAtk or MAtk buff whenever you can fit it in, depending on whether you’re using physical attackers or magic attackers (with Light and Mystic damage specifically). Sakuya’s Quick Time is a godsend here. 15% chance to drop the Dragon Lord Slayer.
A mighty sword with a whopping 150% Dragon Slayer and even breath immunity. Grinding this out before tackling the Dragonlord is highly recommended.
Found primarily in room P and rarely in room F (the only one I’ve ever seen spawn before the Great Library, and only once), the Malicehedron is a stronger version of the Marisahedron found in the Gorgon Sanctuary. It behaves largely the same, spamming Hit and Run along with Hedronite Beam. It’s immune to magic, so physical attacks are your only option here. It’ll take a while, but it’s otherwise not too dangerous if you have a healer.
Powerful New Youkai Pt. 2
Found primarily in room R, the Nehasim Seraphim is a more powerful version of the Seraphim found in the Depths of Resentment. With up to three actions a turn, the ability to set Light land, and a plethora of powerful Light attacks, this thing can be a major threat. On any turn that Light land is at Max, it’ll always use Punish the Judgment as its first action, a 700 power All target Light attack. Keeping a constant stream of Dark attacks from Patchouli, Byakuren, and Satori is the only way to keep up with the land war.
If you need to set Dark Brand on a physical attacker (like Sakuya), use Quick Time to ensure you have time to do so without getting overwhelmed by Light land. 15% chance of dropping the Archangel’s Leotard.
Pretty decent small armor that provides a full 88% Light and Dark resist. It’s great for a few of the tough fights here, but it’s not all that needed at this point in the game.
Found primarily in room R, Bune, Haborym, and Forneus are a trio of powerful demons that are largely identical outside their specialized element: Thunder, Fire, and Water respectively. Each one has up to three actions per turn and access to Damage Net (and will almost certainly use it within the first couple turns) and the tier three Marisa and Patchouli skills of their respective elements. Beyond that, Bune has Inazuma Slash and Accelerate (a Eva buff that also makes every action happen twice), Haborym has Moulin Rouge and Sake (a buff that increases physical damage dealt and decreases physical damage taken), and Forneus has OCTOPUS MAELSTROM and Growth (an All Up buff).
Fully spec your party for the opposite element, set that land immediately, and keep up the pressure. If they use their buffs, dispel them quickly. Forneus specifically has a 15% chance to drop the Archon.
Excellent defenses for small armor alongside a 5% boost to all magic damage. A decent choice that can be worth grinding for.
Found primarily in room R and rarely in room N, Chiyou is an incredibly powerful deity that resists Light, Dark, and all physical elements. With up to FIVE actions per turn, 1800 PAtk, incredibly powerful Slash attacks (including Impale Charge, which has Pierce targeting), incredibly high (if not total immunity) to debuffs, and 1999 regen per turn, Chiyou is by far one of the toughest (by far the absolute toughest, in my personal opinion) enemies in the entire game. I’ve only found one strat for killing it even semi-consistently.
Bring Alice, Sakuya, Sanae, Marisa, and Patchouli in the Poison Shield formation. Alice should be in the decoy position in the front, and Sanae and Sakuya should be behind her. Sanae should be built for physical defense and Slash resistance, and Sakuya should have a Hairpin of Swiftness if you’re not confident in her outspending Chiyou to use Quick Time.
Alice should use Hourai Doll on turn 1, then spam Marionette/Rainbow Parar with the Adamantite Shield every turn after. Sakuya should use Quick Time on turn 1, Elegant Killing Doll on turn 2, and then Full Moon Revenge every turn until Quick Time is off cooldown. Sanae should use Wind of Shields on turn 1, Star Ritual to Call the Godly Winds on turn 2, Wild Excellent Luck Dance on turn 3, Wind of Miracles on turn 4, Wind of Prayers on turn 5, and Wind of Blades on turn 6. She should then reapply buffs and heal when necessary, interrupting the early turn order if health declines.
Patchouli should set any element on turn 1 (whichever you’ve built her to deal more damage with) and then spam that individual element’s spell (and later skill after running out of bombs) every turn. Marisa should use Ultimate Spark on turn 1, Triple Spark on turn 2, and Rapidfire Master Spark/Super Magic Napalm/Final Laser (whichever is strongest and off cooldown) every turn until the spells are off cooldown. Even then, it’ll be a long and rough fight, and you’re still not guaranteed to win, especially when Chiyou still gets five actions. The fight can quickly go south at any moment. 15% chance to drop the Nitocris.
A decent spear, but it’s nowhere near worth grinding for if you’re not going for 100%.
Found primarily in room R and rarely in room P, the Three-Star General is a stronger version of the Royal Duke found in the Depths of Resentment. It has up to three actions per turn, can set Dark land, and can access many powerful Dark attacks (including Kagami’s Dark Petit Flare Burst), Flare, and Vacuum Wave. If Light Land ever hits maxes out, it’ll start the turn with Chaos Land to heal 10k HP and drop the land back to neutral. Once it drops to 50% HP or below, it’ll add Dark Giga Flare to its arsenal, often using it as its first action.
Bring Alice, Byakuren, Patchouli, Satori, and Reimu or Sakuya. If using Sakuya, Byakuren should set Star Sword immediately on Sakuya. If using Reimu, once it drops below 50%, alternate between Little Legion, Reflect Wall, and Great Duplex Barrier to protect against Dark Giga Flare. If running Sakuya instead, use Quick Time the moment its HP drops below 50%, and then use Reflect Wall and then Little Legion while you finish it off. 15% chance to drop the General Daemon’s Arm.
By far one of the best shields in the game. 999 MDef while blocking all magic elements with a 90% rate makes you nearly immune to magic (outside Void) entirely, and that’s before even mentioning the 10% damage boost to all magic elements. Absolutely worth taking the effort to grind for.
Found primarily in room R and rarely in room O, the Dragonlord is a more robust version of the Dragon from the Depths of Resentment. It gets up to three actions per turn and has access to many powerful breath attacks and Mystic spells, including a unique one called Nuclear Splash (All target Mystic spell with incredibly high power and cast speed). If it Concentrates, it’ll follow it up with either Dragon Breath or Comet. While it seems threatening, it’s not all that dangerous so long as you have Aya use Favorable Wind every turn and outfit the party with enough Mystic resistance. As for killing it, just pass swords to your physical attackers and spam Dragon Fang Strike.
The Dragon Lord Slayer is the best choice by far and can even hit for 50k with Dragon Fang Strike if landing a crit while buffed in the Moriya Destruction formation. The Murakumo, Chaos Blade, and Kusanagi (in that order) are your following best options. If it does manage to Concentrate before it dies, have Alice on hand to Little Legion. 15% chance to drop the Dragon Leather.
Great medium size armor with phenomenal resistances. Worth grinding for, especially with how easy the Dragonlord is to kill.
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