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Project Slayers 2 Ouwigahara Dungeon Unlock, Builds, and Best Card Choice

Unlock the Project Slayers Ouwigahara Dungeon, prepare effective builds and card bonuses, defeat milestone bosses, and earn points for mastery, equipment, crafting materials, and exclusive rewards.

Unlock the Project Slayers Ouwigahara Dungeon, prepare effective builds and card bonuses, defeat milestone bosses, and earn points for mastery, equipment, crafting materials, and exclusive rewards.

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Farm Ouwigahara by grouping enemies for area attacks, building card bonuses, and surviving milestone bosses, then spend your points on mastery, equipment, and crafting materials.

Your gear affects how many dungeon points you earn, so preparation matters before the first wave starts. Ouwigahara in Project Slayers 2 also opens access to otherwise locked rewards, making the climb part of your equipment progression.

How to unlock Ouwigahara and enter the dungeon

Start in Hidden Mist Village by speaking to the NPC who offers a conversation about his second forge. Accept the resulting quest and follow its objective markers through the forge search. Bring Wall Climb; a mount is an optional travel aid.

The approach to the world entrance begins at Mistfall Harbor Shrine. Cross the bridge near Shinobu’s spawn, then continue across the wooden bridge toward the entrance near Forgotten Ruins. Look for a purple portal with a stone building behind it, and walk through to reach the Ouwigahara lobby.

The purple Ouwigahara entrance with the stone building behind it
The purple Ouwigahara entrance with the stone building behind it | noahbamboah/YouTube

After completing the forge quest, you can also select Ouwigahara through the main menu’s Hub option. This gives you another access option once the unlock is finished.

Inside the lobby, prepare your consumables at the Apothecary. Interact with Alchemist Meku to open the item-selection interface and purchase the potions you want before queuing.

Alchemist Meku’s potion prices

Potion Cost
Stamina Regen Potion 140 Wen and 2 Demon Horns
Health Regen Potion 600 Wen and 6 Demon Horns

Head to the central purple queue portal, select Normal climb, and ready up. Entry begins after a 20-second countdown. Once you arrive on Floor 1, a separate 30-second countdown runs before the first wave.

Equipment for damage, survival, and area attacks

Weak equipment makes the climb difficult. A Duelist set supplies a damage-focused starting point, while a Tank set gives you another approach as dungeon cards build up your stats. Prepare a Tier 1 or Tier 2 weapon: the Serpent Katana is one suggested option, and Mythic Damascus Sickles are an upgraded choice. These are usable setups, not a requirement to copy one loadout.

Weapon mastery matters for quick clears, too. For a Blood Demon Art setup, Shockwave provides numerous area attacks, including a useful V attack for clustered enemies. Sickles complement that approach with a Z area attack.

Slayer equipment progression can begin with Duelist accessories; nearly all dungeon masks carry that class. At endgame, Technician pieces support multiplicative damage scaling. An elemental V2 weapon, such as Volcanic Katana, can serve as an interim weapon before pursuing Nightfall Katana.

Nightfall requires a schematic, with Mistfall Harbor and the dungeon’s Nichirin Forge associated with that progression. First Light Katana offers a more defensive alternative. One dungeon setup pairs Nightfall with Rengoku Breathing, but Water, Serpent, and Insect have their own weapon choices and timing windows.

Kamado supplies passive buffs and survivability that leave room for mistakes. Separately, Flame received launch-week buffs; that change alone does not establish a ranking for dungeon builds.

The Damascus Sickles values here belong to one inspected Mythic roll. They describe that copy, not guaranteed stats for every reforge.

One Damascus Sickles roll stats
Displayed Damascus Sickles stat Value
Additional Damage Factor +6.8
Blood Manipulation Additional Damage Factor +1.8x
Block Points +15.1
Block Regen +1.9x

Solo runs, parties, and point sharing

You can enter with friends, but point earnings reflect your contribution unless a sharing effect changes the rules. A stronger teammate who deals most of the damage and claims most kills can take the bulk of the rewards. Solo play gives you control over your own earnings and provides two ordinary card selections, though you handle the fighting yourself.

Split changes the party calculation. It shares points regardless of individual damage, so another player’s kills still earn you points. The effect is party-only and adds nothing to a solo run.

Parties can also help load enemies together for area attacks. One solo example had six enemies arriving in batches of up to four, while a duo was described as potentially loading eight at once; those are run observations, not fixed spawn limits. A larger multiplayer grouping was described as roughly 30 enemies beneath a perch. More enemies together can mean quicker clears, but without Split, that does not guarantee a larger personal payout.

Cards for stats, healing, draws, and scaling

Card effects and stat choices
Card or bonus Effect
Glass Cannon Doubles your damage.
Heavy Hitter +50% damage and −20% stamina.
Damage Increases damage.
Percentage Damage One choice gives +6.4% Damage.
Max HP Increases maximum health.
Cooldown Reduction Reduces cooldowns; one choice gives +4%.
Damage Reduction Reduces incoming damage.
Vampiric Heals you on kills.
Second Wind Immediately restores full health when selected.
Communal healing A shared healing option.
Poison, fire, and freeze choices Let your attacks inflict the corresponding status effect.
+2 Rerolls Grants two tickets; each ticket redraws the whole hand.
Unnamed additional-card selection Deals an additional card.
Lucky Draw A Legendary card that improves draw quality.
High Roller May grant a free reroll when you draw cards.
Tectonic Shift Changes the map.
Streak Adds +5% points per cleared floor. Death ends the bonus, but you can obtain it again and rebuild.
Unnamed damage-growth card Appears to add a permanent +2% damage, up to +100%.
Ascension A persistent point modifier.
Trophy Adds points directly to your pot and scales with tier. Examples include a +75 display and an early 20-point offer.
Fortune A flat point award; an early example gives 20 points.

Build your selections around what the run needs: damage to clear enemies, recovery to keep fighting, and draws that expand your choices. Glass Cannon deserves a deliberate health check before you take it.

Don’t miss thisHalf HPGlass Cannon removes half your HP when you take itThe damage gain comes with a smaller health buffer. Account for that loss before choosing the card.

Medic, The Horde, and Strong D are additional named choices. Read the offered descriptions before committing a selection.

Floor modifiers and their combat restrictions

Some bonuses persist through the run, while floor modifiers apply to an upcoming floor. A larger multiplier increases that floor’s point return, but the choice still needs to fit your usable attacks and ability to survive. Read the duration and effect together before accepting it.

Multipliers and combat changes
Modifier Point multiplier Combat effect
Gold Rush x2 Allows continued weapon use, including sickles.
Bare Hands Restricts you to fists.
Fair Fight x1.2 You cannot deal or receive critical hits on the next floor.
Unnamed no-blocking modifier No party member can block on the next floor.
Grounded
Blood Moon Lowers enemy health but makes enemy hits harder.
Boss-every-floor modifier Adds a boss encounter to every floor.
Other boss-adding cards Increase the number of bosses.

A reward modifier is worth taking when your current build can handle the changed fight. Surviving keeps later scoring opportunities open; ending the run closes them.

Opening waves, later floors, and milestone bosses

The opening waves are easier, giving you room to accumulate rerolls and useful buffs. Favoring combat improvements over the early 20-point Fortune payout supports that approach. Your card selections can instead strengthen the build you will carry deeper into the dungeon.

Save rerolls toward approximately floors 50–60, where the available cards become more rewarding to pursue. This is a strategy, not a ban on early rerolls. Use one sooner if the offered hand cannot meet your immediate needs.

QUICK WIN

Build a reserve of rerolls while early waves remain manageable.

Keep developing your stats as combat changes. HP, damage, cooldown reduction, and damage reduction all have a place as later floors become harder and enemies hit more heavily. Elevated grouping can become useful around floor 30, but move to it earlier or later according to how the fights are going.

Bosses also gain access to more abilities as you climb. An early Daki encounter lacks her full move set; her ultimate can become a concern around floor 50. Treat that floor as an approximate warning point, not an exact switch for every encounter.

Milestone waves arrive every ten floors. Clear the remaining ordinary enemies, watch for the incoming-enemy notice, and finish the boss that follows. The floor-10 encounter features one boss, with four card selections available after the milestone is cleared.

Later milestones can bring more bosses: approximate examples are two at floor 30 and three at floor 50. Later boss kills can award around 3,000 points each, which gives those encounters substantial value without assigning that payout to the opening bosses.

The map normally rotates every ten waves, and a modifier can shorten that interval. Expect the terrain to change during a long climb.

Long runs can produce large totals, but they also take time. The illustrative 100,000–400,000-point range is not a guaranteed return. Plan for the climb your build can sustain, not a fixed payout.

Elevated enemy grouping on all three maps

Ouwigahara has three terrain layouts. Each offers an elevated position that can draw enemies into a cluster, although you are not tied to one exact hill or tree. Height helps set up the attack; it does not make you untouchable.

Terrain and enemy-grouping positions
Terrain Grouping position
Snow and ice A hill or raised rock formation.
Desert Elevated rocks.
Grassland The small central hill with a tree.

The snow and desert approach uses the same setup: gain height, give enemies time to gather, and commit your area attack when they are clustered. The grassland hill provides another position for that approach.

The tree branch used to gather enemies beneath the player
The tree branch used to gather enemies beneath the player | noahbamboah/YouTube

STEP 1/4

 

25%

Climb above the approaching enemies

Climb above the approaching enemies
Climb above the approaching enemies | noahbamboah / YouTube

On snowy terrain, climb onto your chosen perch and wait for enemies to gather around it before activating Shockwave V.

STEP 2/4

 

50%

Wait at the tree’s edge

On the tree, move to the edge and let enemies spawn and group below. Enemies caught on obstructions can find a route around them, so allow them time to join the cluster.

STEP 3/4

 

75%

Drop into the grouped enemies

Drop into the grouped enemies
Drop into the grouped enemies | noahbamboah / YouTube

Once the group has gathered, jump off the branch and activate Shockwave V.

STEP 4/4

 

100%

Finish the remaining enemies

Use sickle attacks against survivors; the Z move provides an area attack.

Ending a run and spending dungeon rewards

Death ends the run and returns you to the Ouwigahara spending area. The end screen shows your reached floor and elapsed time.

Don’t miss thisZero carryoverSpend remaining Tower Points before starting another dungeon runUnused points do not carry over, and the next run starts at zero. Finish your purchases before entering again.
Reward shops and point costs
Reward or service Location and cost
Mastery levels Tower Crystal in EXP AREA: 3,000 Tower Points per level for any owned weapon or power, regardless of its normal XP curve.
Experience exchange Tower Crystal in EXP AREA offers a separate points-for-XP option.
Accessories Purchasable in the reward hub, with randomized stock.
Wen and refinement ore Changer Zeni in WEN AREA: select the desired exchange item from the shelf.
Ouwigahara Chest Reward area: 20,000 points per opening, with possible materials and Mythic items.

Accessory stock changes.

The hub also gives you access to the Nichirin Forge for weapon upgrades. Dungeon progression includes late-game weapon schematics as another reward objective, so mastery and shop purchases are only part of what you can work toward.

Damascus Sickles materials and weapon reforging

Damascus Sickles recipe requirements
Damascus Sickles requirement Quantity or cost
Base Sickles 1
Metal Scrap 500
Mythic Ore 10
Silk Thread 300
Reforge fee 90,000 Tower Points

Damascus Sickles provide a concrete Tier 2 crafting goal. The base Sickles item can be upgraded into the Mythic version, and Blood Sickles are another upgrade option. Damascus variants share the stated material quantities and point fee, but that recipe does not apply to every Tier 2 weapon.

The Damascus Sickles recipe at the Nichirin Forge
The Damascus Sickles recipe at the Nichirin Forge | noahbamboah/YouTube

Mythic Ore costs 30,000 points each, making the ten-ore purchase a 300,000-point total. You can accumulate purchased materials across several runs instead of buying the full amount at once. Exchanging a Mythic item for one ore is another acquisition method.

Before committing to a reforge, decide which copy of the weapon you want to upgrade. Its existing refinement affects what you carry into the new tier.

Don’t miss thisHalf refinementReforging consumes the held weapon and retains half its refinementChoose the intended copy before confirming the upgrade. You will lose that base weapon and keep only part of its refinement.

At Blacksmith Togane in NICHIRIN FORGE, hold the intended weapon and select its next tier.

Build the material stock over several runs, then earn the reforge fee during the run in which you perform the upgrade. That separates the persistent collection work from the points needed at the forge.

Frequently Asked Questions

What happens if a dungeon boss ragdolls into the ground?

Bosses frequently ragdoll and can become stuck in the ground, making your fight awkward to finish. After the milestone boss is defeated, you get four card selections.

source videos noahbamboah Brx · platform YouTube · screenshots noahbamboah

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