Re: 神楽花莚譚 (Kagura Kaentan)
Bonus scenario with additional scenarios 1 & 2 installed:
1. Each time you enter the dungeon, you start off with absolutely no items (everything in inventory is moved to storage beforehand).
2. Monsters have a chance of dropping 言霊. Assemble enough of them and players can reclaim the extra scenes by handing them in to Tome-sama if they lose.
3. Losing in the dungeon DOES NOT lead to the miko in question getting raped by monsters as is normally the case in the other areas. Since losing too often will lead to a game-over due to the mikos getting sexually addicted, this is a huge advantage.
4. The last level in this ??? dungeon is level 30, the exit there is for the boss. Remember to pick up loot on that floor since it's likely to be better than anything you pick up in the additional scenarios or main-game (registered users get the extra-game dungeon).
Bosses:
1. Fire-wheel: Not difficult. He summons two oil demons when he can't attack you directly. At two-square range he'll do an AOE fire attack which is less damaging than his physical attack. Because he and his minions are slow, running around when HP is low to take advantage of regeneration is useful.
2. Two giant toads: The toads are slow but they frequently summon a pair of little toads and love to bombard the player from range with ice-magic. I recommend concentrating on one big toad to finish it off quickly while fending off the other one. It is possible to run around for HP regeneration but the window is smaller because the little toads move at the same speed as you do.
3. Giant aka-name: The huge tongue-monster deals extra damage if he follows up with regular attacks after his defence-debuff. He also has armour disarm and a push-back attack which disarms the active miko's weapon and leaves it on the floor. Players will need to move up a square to reclaim the weapon and possibly spend another turn to re-equip it. Companion mikos should be used as meat shields to buy players some time to heal.
4. Ginormous Hanzaki: 8k Hanzaki will split into two after a certain HP threshold. Although there are no special abilities over and above the usual Hanzaki enemies, players will eventually need to take on 4 little Hanzakis all at once if they don't manage the battle carefully (i.e. exploit the fact the ginormous and big Hanzakis are slow-moving and only activate the split to little Hanzakis one at a time). The worst scenario is getting all 4 little Hanzakis at once since they generally have 2100+ HP each when the big one splits and cannot be outrun (plus they deal massive amounts of damage).
5. Centipede boss: Finally beat this thing after trial and error and a back-up save. It has 10k+ HP, has the double-movement advantage shared with the Nekomata and Dodomeki and hits like a truck. It also has special abilities (sleep mist, poison mist, poisonous regular attacks, knock-back attack with confusion). If this boss is poisoned, it REGAINS HP rather than losing it (so don't bother with poison potions or bombs with poison side effects). If players have somehow managed to hoard offensive magic and tons of healing potions and managed to get the best gear from the dungeon before this boss then they stand half a chance. Don't use Koharu despite how good she is on regular dungeons, level-up Azusa to roughly level 50 and make sure she's still alive and available for this boss. Hoard all of your magic scrolls and healing items (you might have to use some to get past the Kanzaki) and use them where necessary. Use Ryouka's 結界 ability to buy 5 turns of breathing space to heal, buff up etc. while Azusa slowly whittles down the boss's health (or knocks it back with her special move). Players should have picked up the special buff stones after the previous bosses were beaten so now is a good time to use them on the best weapons you've picked up (not poison since it makes your job impossible). Defeat this boss and you get to keep the equipment picked up on this run (I got poisoned and lost before I could pick up the boss drops but I still got the victory scene and was allowed to keep my gear after leaving the dungeon).
Depending on your luck and/or thoroughness at clearing each floor, this boss might prove to be impossible despite one's best efforts. Poison immunity through armour or amulet is an absolute must as well as a a high-damage weapon with the critical-hit attribute. Silence works but it's a double-edged sword since the physical attacks are so painful and sleep-mist isn't a big deal with Azusa unaffected in the rear. Ideal level is 70+ for at least 1500 HP, defence hopefully close to 300. If Azusa's AI is brain-dead, then she will not use her knockback abilities often making life more difficult.
Companion mikos:
1. Kagura Douchuuki pair = Ibuki and Nazuna
Ibuki: Kansai-ben Sword-user. I don't really use her much but her special abilities are geared towards high-damage against single targets.
Nazuna: Blond Naginata-user. She has the 足払い special ability which has a chance of paralysing enemies but deals no damage. Her second special ability is a touch ability which deals a huge amount of damage based on spirit rating. Because Cyber-Nue are a random occurrence, it's not a good idea to have her around.
2. Kagura Gensoutan pair = Yayoi and Azusa
Yayoi: White-haired sword-user. Again I don't use her much. Slight difference with Ibuki's abilities.
Azusa: Brother-complex Naginata user. Her special abilities deal knock-back either to the three hexes in front of her or a 3x3 hex AOE knock-back which sends affected enemies back quite far. She also has decent HP and damage values so I usually build her up when I can.
3. Kagura Soushunfu pair = Kanade and Koharu (strictly speaking she's from Gensoutan)
Kanade: Sakura-kimono Fan-wielder. Effectively a close-range attacker but her special abilities are a mix bag. The first ability sends Akira (the schoolgirl-uniform fairy friend) off to fetch a random item from the dungeon floor. The second ability hurls Akira at enemies 2-hexes away like a railgun. This attack pierces and can hit enemies 3-hexes away from the player. It's a joke-ability and she rarely uses it but it's useful in a pinch.
Koharu: I didn't think about using her initially but my latest run showed me what I was missing. Although one of the weakest mikos in HP, her damage is magical (full damage against slimes!), she does more damage than your own sword miko at the same level and her special abilities are not bad. The first is a support ability which reveals the trap layout on the floor (only activates this rarely in a combat situation) while her offensive special ability is a 3x3 AOE beam-attack that has the potential to inflict a myriad of status ailments on affected enemies at the cost of damage. Although useless at taking hits for you, her huge damage output ends battles faster on the regular dungeon floors. Unfortunately she shouldn't be used against the centipede since poisoning from the beam-attack is counterproductive.
Kurenai Kagura pair: Isami and Mamori
Isami: Blue-haired samurai-speech sword-wielder. Unlike the other close-quarter specialists, one of her special abilities is an AOE attack which makes her slightly more useful than her counterparts (I prefer to use others though).
Mamori: Archer miko. HP count almost as bad as Koharu's if not worse. She makes up for it with probably the best set of special abilities. In combat situations when players don't have maximum 気力, she can sacrifice an attack to restore the 気力 gauge by one point. Her offensive special ability is a magic-based touch attack that deals huge amounts of damage based on her spirit rating (different name to Nazuna's but essentially the same type of ability). Since she's an archer, the effective range of her arrows is 3-hexes from her current position (although her arrows aren't as damaging as her Naginata compatriots). I frequently summon Mamori after a boss fight when I'm out of special attacks in the hopes she will give me a few points back until I find the nearest power-up spot (provided I have spare summon scrolls on hand).