Slayers 2 Dungeon Guide: Ouwigahara Location and Unlock
The Slayers 2 dungeon is Ouwigahara, unlocked at level 65 through Blacksmith Togane: where the portal is, Ranked scoring, the best cards and what points buy.
The Slayers 2 dungeon is Ouwigahara, a floor-by-floor climb with its own lobby, shops and Ranked leaderboard. It opens at level 65: take Blacksmith Togane's forge quest in Hidden Mist Village, follow the road past the Forgotten Ruins to a purple portal and step into it once. From then on Ouwigahara Normal sits in the HUB queue of the main menu, so you never walk the route again.
Where is the Slayers 2 dungeon?
The Slayers 2 dungeon portal stands at the end of a long road beyond the Forgotten Ruins, near the White Torii Gate, with a stone building behind it. A blacksmith quest gates it, so the route starts in Hidden Mist Village.
- Reach level 65 on the character you plan to run. Lower-level characters can see the quest line but cannot pick it.
- Go to Hidden Mist Village and talk to Blacksmith Togane at the forge. Pick "I'll find the forge (Lv 65)"; Nerds Chalk describes it as a talk about his second forge.
- The quest points you toward Mistfall Harbor Shrine and the Forgotten Ruins. Cross the long stone bridge out past the Rengoku marker. Nerds Chalk places that bridge near Shinobu's spawn and has you cross a wooden bridge after it.
- Stay on the road through the torii gates. All Things How says the path only shows once you drop below the mist line, and that it is longer than it looks, so do not double back.
- At the end of the road, walk into the swirling purple portal, or use its prompt, to register it. It takes you to the Ouwigahara lobby.
- Open the HUB from the main menu. If Ouwigahara Normal is listed next to 1v1, 2v2, 3v3 and Zenith, the unlock worked. If it is missing, the portal did not register.
Bring Wall Climb for the route. A mount helps but is optional.
What to bring to the Slayers 2 dungeon
- Level 65. All Things How calls it a real entry point, not a number you need to overshoot.
- One or two moves. Any breathing style or blood demon art works, but unlock one or two of its moves first. M1 attacks and a starter katana are not enough. See how to get a breathing style or how to become a demon.
- A weapon you have inspected. Its Damage Factor and Block Points stack with every card you pick up inside.
- Defence before raw damage. Enemy damage scales faster than enemy health, so HP and damage reduction from your armour keep a run alive past the early floors.
The guides suggest Serpent, Insect, Sound or Thunder Breathing for slayers. For demons they suggest Blood or Akaza builds with Sickles, or Shockwave for its area V move. The clan picks are Kamado for demons and Rengoku for slayers. For gear, Nerds Chalk starts from a Duelist set for damage or a Tank set, with the Serpent Katana or the Mythic Damascus Sickles as the weapon. All Things How names the Bulwark set, Black Dragon Armour, Scarred Warding Mask, Kintsugi Haori and Bamboo Muzzle. Still on starter gear? Farm Zuko first: his Cutlass is a 20% drop and carries the Quick Draw skill.
The Ouwigahara lobby
Everything in the Slayers 2 dungeon lobby sits a few steps from the queue portal, so stock up here instead of in the open world.
| Station | What it does |
|---|---|
| Apothecary (Alchemist Meku) | Stamina Regen Potion for 140 Wen and 2 Demon Horns; Health Regen Potion for 600 Wen and 6 Demon Horns |
| Nichirin Forge (Blacksmith Togane) | Tier 2 (V2) weapon recipes and reforging |
| Tower Crystal (EXP AREA) | Mastery levels and XP for dungeon points |
| Changer Zeni (WEN AREA) | Trades points for Wen and Mythic Refinement Ore |
| Ouwigahara Chest | Random rewards for points |
| Leaderboard | Ranked Normal scores and the time left in the season |
| Queue portal | The purple portal in the middle starts a run |
Demon Horns for the potions drop from the demons in the cave beneath the bear area.
How a Slayers 2 dungeon run works
Pick Ouwigahara Normal, choose solo or group, and switch Ranked on or off before the countdown ends. A 20-second countdown takes you in, and a second 30-second countdown runs on floor 1 before the first wave.
- Every floor ends with a card choice (below).
- Every tenth floor is a milestone with a boss. The 09-24 guide says free chests now drop every 10 floors too.
- Death ends the run and sends you back to the lobby. The end screen shows your floor and time, and the score posts to the Ranked Normal leaderboard once the run ends, by death or through the respawn prompt.
- Ranked has no revives: one death ends the attempt.
- The leaderboard ranks total points, not the deepest floor. A run built on multipliers can beat a deeper run on stat cards alone.
- Points do not carry over. Nerds Chalk says the next run starts at zero, so spend them before you queue again.
Best cards in the Slayers 2 dungeon
Each floor offers two kinds of card: stat cards that change your character, and modifier cards that change the dungeon in return for a point multiplier. A multiplier that lasts the rest of the run is worth more the earlier you take it. Take Lucky Draw, a Legendary card that improves your later draws, as early as it shows up. Take Vampiric, which heals you on every kill, whenever it appears.
| Card | Effect | Points |
|---|---|---|
| Gold Rush | Point modifier; Nerds Chalk adds that you keep your weapons | x2 |
| Cursed Coin | Point modifier | x2 |
| Blood Moon | Enemies have half their health but hit harder | x1.5 |
| No Guard | Harsh defensive modifier | x1.3 |
| Double Time | Speed modifier | x1.3 |
| Boss Hunt | Bosses spawn on each floor | x1.25 |
| Thin Air | Floor modifier | x1.25 |
| Fair Fight | Changes enemy spawns; Nerds Chalk says nobody deals or takes critical hits on the next floor | x1.2 |
| Fog of War | Less visibility | x1.2 |
| Thick Skin | Tougher enemies | x1.2 |
| Ascension | One extra elite enemy per floor | +1.2 |
| Elite Guard | More elite enemies | x1.15 |
| Berserkers | More aggressive enemies | x1.15 |
| Streak | +5% points per clean floor; dying ends the bonus | Grows |
Multipliers from the All Things How solo guide (2026-09-24). The guides disagree on how long they last. All Things How says the multipliers apply for the rest of the run. Nerds Chalk says floor modifiers apply to the next floor and only some bonuses persist, and the 09-23 guide says Elite Guard counts for one floor. Read each card's duration before you take it.
The boss-spawn card sits among the multiplier cards, not the stat cards, so it is easy to miss. It puts a boss on every remaining floor, and All Things How rates it the strongest score card. Take it on Ranked only when your damage already clears floors comfortably. Blood Moon is best early, before enemy damage scales. Trophy and Fortune cards hand over a fixed number of points: weak on the opening floors, worth taking deep into a run. +2 Rerolls gives two tickets that each redraw the whole hand; Nerds Chalk suggests saving them for about floors 50 to 60, where the offers get better.
Stat card priority
- Damage. Flat and percentage both count, and faster kills fix everything else.
- HP. It decides runs from the double-digit floors on.
- Cooldown Reduction. More uptime for your moves.
- Block Points. Real survivability, just not before damage and HP.
- Stamina Regen. Only when nothing better is offered.
Pick Damage over Attack Speed when both are offered. Damage Reduction is a strong early pick. Heavy Hitter (+50% damage, −20% stamina) is the one trade-off card All Things How says is usually worth taking.
Cards to skip or delay
- Grounded: no dash and no double jump.
- Glass Cannon and other half-health cards: double damage for half your HP, which is fatal in Ranked.
- Iron Tower and Iron Discipline: poor picks once you are past floor 10.
- +50% enemy health: fine early for the points, costly once kills slow down.
Dungeon bosses, maps and pace
Milestone floors come every 10 floors. Clear the leftover enemies, watch for the incoming-enemy notice, then beat the boss. Floor 10 usually brings the Yeti Demon or a Hand Demon, with more bosses around floors 12 and 15, and Nerds Chalk says four card choices follow the floor-10 milestone. Later milestones add bosses, roughly two at floor 30 and three at floor 50, and late boss kills are worth about 3,000 points each. Bosses also gain moves as you climb; Daki's ultimate becomes a worry around floor 50. Keep your distance during the laser beam wind-up, which can break your guard. Where the open-world bosses spawn is on the Slayers 2 boss locations page.
The Slayers 2 dungeon has three terrains: snow and ice, desert and grassland. The map normally changes every 10 waves, and a modifier can shorten that. Each terrain has high ground where enemies bunch up below you: a hill or raised rocks in the snow, raised rocks in the desert, and the small central hill with a tree on grassland. Wait there until the group gathers, then drop in with your widest area move. Fighting enemies one at a time is the slow way to clear.
For pace, All Things How puts a clean run at about 9,000 points by floor 16 in around ten minutes. With fewer than two moves, it suggests aiming for about 50,000 points and playing safe: M1 attacks on normal waves, moves saved for glowing enemies and bosses. Most builds reach about wave 20 that way. Past wave 60 the advice flips to casting as often as you can.
Solo or group?
Solo is the default for score: you pick every card, set the pace and keep every point. In a party, points follow each player's damage and kills, so a stronger teammate takes most of them. The exception is the Split card (All Things How calls it Shared Points), which shares points no matter who did the damage; it does nothing in a solo run. All Things How's pick for groups is Ascension, since teammates make its extra elite each floor easy to handle.
What Slayers 2 dungeon points buy
| Reward | Where | Cost |
|---|---|---|
| Mastery levels | Tower Crystal, EXP AREA | 3,000 points per level for any weapon or power you own (Nerds Chalk) |
| XP | Tower Crystal, EXP AREA | Varies |
| Ouwigahara Chest: materials, Mythic and Legendary items such as Demonic Horns II and the Silver Fang Mask | Reward area | 20,000 points (Nerds Chalk) or 30,000 (All Things How) |
| Mythic Refinement Ore | Changer Zeni, WEN AREA | 30,000 points each |
| Cosmetics such as the Presence Hider Mask | Outfitter mannequins | 60,000 points |
| Tier 2 (V2) weapon | Nichirin Forge (Blacksmith Togane) | 90,000 points, 500 Metal Scraps, Silk Thread, 10 Mythic Refinement Ore, the base weapon and its own materials |
The Tower Crystal is the fastest way to max a mastery, and that matters because breathing moves unlock at mastery levels (All Things How gives Flame Undulation at Mastery 27). Forge recipes include the Butterfly Katana, the Damascus line and the Volcanic Katana. The guides disagree on Silk Thread for the Damascus Sickles: 300 in Nerds Chalk, 500 in All Things How.
Because points reset each run, buy the ore and other materials over several runs, then earn the 90,000-point fee in the run you upgrade in. All Things How says a run to about floors 60 to 70 covers it. Ten ore at 30,000 each is 300,000 points, so All Things How points to salvaging instead: Denzo's quest unlocks it, and dismantling a Mythic item gives the same ore. To upgrade, hold the weapon at Togane and pick its next tier. Reforging uses up that copy and keeps half its refinement, so choose the copy first.
Sources
We have not run the Slayers 2 dungeon ourselves. This guide paraphrases the guides below, read 2026-10-03; where they disagree, both figures are given.
- All Things How dungeon guide (2026-09-23)
- All Things How solo dungeon guide (2026-09-24)
- Nerds Chalk Ouwigahara guide (2026-09-21)
Related: Beginner guide · Hidden Mist Village · Boss locations · How to get a breathing style