Fantasy Maiden Wars: Complete Box ~ Playthrough #31 (Normal+ Diff, No Commentary)

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Published on ● Video Link: https://www.youtube.com/watch?v=gU7D4yKoetk



Category:
Let's Play
Duration: 52:40
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Timestamps:
0:00 - Start
6:52 - Stage 56: Thawing Shrine
19:55 - After stage menu
26:06 - Stage 57: The Ecstasy Won't Stop
50:40 - After stage menu

Stage translations were taken from the Akurase Wiki:
https://akurasu.net/wiki/Gensou_Shoujo_Wars_Complete_Box/Flow_Chart

With the visit on the moon done and the incident underground resolved, we've enter a new chapter of the game, and it's the finale! We're still gonna get some couple of units but I won't be using much of them if any because of how late they are at this point + I'm actually having trouble raising my other units already. But yeah, welcome to Fanatasy Maiden Wars' final chapter! So what do we have now? This video only contains 2 stages, and like any new chapter early stages, it's not super hard and exist to be a stage you can rest.

Stage 56 opens up with our chose characters deployed on the middle of the Hakurei Shrine grounds, but instead of just 1 major enemies, we have to defeat 5: Cirno, Rumia, Mystia, Wriggle and----- Iku?! Yep, Iku's our new character for this stage. Iku herself isn't really that hard and doesn't have much problematic skills. She has support attack and co-op attack boost but enemies don't really position adjacent to her so it's worthless. Some of the bosses have a danmaku field but none of them spellcards: Mystia reduces Accuracy, Rumia caused an area to be counted as Night terrain, Cirno prevents movement if you're inside the field, Iku raises accuracy by 40%. Not very problematic effects. The EX is also a lot easily on this difficulty, which just defeat 2 of the bosses at the same turn, so not even all of them at one turn. Pretty easy to do already by splitting your groups into two; one top, and one bottom.
We also get 2 new units in this stage: Ichirin and Murasa. I've used them before but due to the bugs they've caused me in previous experiences, I've vowed to never used them so don't expect me to use them. But do I know they do? Yep. Ichirin & Unzan are unique that Unzan provides a second set of spirits for Ichirin to use for herself / allies. She's quite tanky and like Nazrin and Shou, has the Buddhism ability which makes her a lot powerful as her power builds up. Murasa on the other hand is offensive. She still has decent defensive capabilities and actually really good damage on top, and specilizes on being the water terrain (ofc). These two are quite strong, but I can definitely say Murasa's generally better.
From this, the ship captain also changes to Rinnosuke! He's more mobile than Murasa as a captain, but also disables that one anchor attack cause it requires Murasa for some reason. For me he's better but not a very big improvement.

Stage 57 is one of the most annoying stages I've tried especially on Lunatic. This is where we get introduces to Hisoutensoku---- props... Not the actual robot, my bad.. For real tho, this stage introduces another new character which is Tenshi! Unlike Iku, Tenshi does have spellcards, and actually comes with a troublesome EX. The EX requires you to trigger Tenshi's spellcard within 5 turns, which while doesn't sound hard, can be problematic with the enemies on the stage. Kappas on exist so yeah, and the other mobs can cause issues on movement cause of danmaku fields. Tenshi herself does approach you, but just hope she doesn't go to water terrain cause it will really just lower your unit stats unless they have S rank on water terrain.
You also get to use Iku here and onwards. She's flexible in a sense that she can increase the range of her support attack and defend, has scan, accel and even critical support attack thanks to the generic skill she starts with. She's pretty good to use, but I didn't use her here cause I used her on my previous playthroughs already.
Tenshi herself is pretty much tanky for the first spellcard, and flips to damage on the second. She's armed with defensive generic spirits like guard, potential, Blocking and P-Damage. She also has a Keystone item that ignores barriers from enemies she's attacking. Her first spellcard basically spawns so much keystones to attack your units in range of the danmaku field, and hit pretty decently. You can kill them for some extra xp and pps if you want, personally would recommend it.
Her 2nd spellcard is a MAP that's does 3 different things: First it provides Tenshi +1 moves per turn, Tenshi gains +5 to all 5 major stats every time she gets damaged (and it stacks so it builds up) and lastly, reduces your range and movement by 1. Now, this actually isn't super hard especially compared to berserk Utsuho, however Tenshi's MAP DOES NOT fire on where the majority of the range is, she can change it on the opposite direction if there's more units there, so keep that in mind! It got me before and caused me a reset. Tenshi outsmarted me basically---




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Fantasy Maiden Wars
Fantasy Maiden Wars Complete Box
Gensou Shoujo Taisen
Playthrough
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