Gensokyo Defenders but without Towers (Stage 22: The Border of Fantasy)
Gensokyo Defenders Towerless Playthrough Playlist: • Gensokyo Defenders but without Towers (Sta...
. This is the hardest stage of this challenge run and it's not even close.
Though I somehow managed to clear every other stage without leaks (for the most part, I'm sure I could redo that Mokou stage if I really felt like it), I don't see how a leak-less, trap-less clear is possible on this stage unless you do something like co-op.
There are too many enemies for Cirno to shoot down on her own, this stage also likes to throw double Scout rushes from opposite ends of the map. These rushes will hit the center at about the same time, making it very hard for Cirno to intercept all enemies in time.
I knew this stage would be THE roadblock to this challenge run, but it was even worse than I imagined. It's a bloody miracle I cleared this stage trap-less at all...
= = =
Wave 1: Normally you want to shoot down Reimu as quickly as possible. In this run, we have to prolong the wave as much as possible. Our main goal is to get as many Blue UFOs as possible because our only win condition here is "shooting down Reimu and Yukari in Wave 3 before we run out of base lives".
After many failed attempts, I figured out that you can get about 4 UFOs in this wave. I think I hit 5 in one really lucky run, but I don't recommend this. By the time you hit 5, the game basically sends out an "impossible" wave. I don't know if it's actually impossible, but it's close to impossible for Cirno to clear without any traps. You want to weaken Reimu as much as possible before the impossible wave is sent out, that way you can shoot down Reimu ASAP.
Wave 2: This one isn't complicated at all, just shoot down Yukari ASAP. Wave 1 was easy to drag out because enemies only come from the western side of the map. Wave 2 will send out waves from both the west and the east. The best thing you can do is have as many lives as possible for Wave 3 so, again, shoot down Yukari ASAP.
Wave 3: This wave, with its double Scout Rushes, felt impossible until I realized something. If you let her, Yukari will always teleport you back to base. So the idea was to stunlock and damage Yukari as much as possible before letting her teleport me to exit, in time to intercept the enemies and also ward off Reimu and the two tomes.
I had no way of knowing how viable this plan was at the time, I was also completely, mentally exhausted from re-attempting this stage (Wave 1 is tiring to redo over and over). This ended up being the winning play, as we had just enough base lives left to shoot down Reimu.
If somebody really wanted to, they could probably find a good route for Wave 3. As for me? No thanks. This was way more stress than I ever wanted out of this game...
Timestamps:
00:00 Setup
00:19 Wave 1
04:56 Wave 2
05:50 Wave 3
08:08 Final Score
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