~Hakurei Shrine~ > Help Me, Eirin!
Gensou Shoujo Taisen You, Ei, Yume - Gameplay Translation into deep Dreams
Steveroxyou:
I just finished this game today and the ending was superb. I honestly think the final chapter was flawlessly done and i can only wonder how they'll finish the series off in the last game.
Also some other knowledge for stuff this far. ForSpoiler: Kaguya's second spell you can just use guard break sp skills to damage her. Also a warning, in chapter 49 you can soft lock the game at the end of the chapter so save before you finish it. If you do get a soft lock Spoiler: pay attention to where the ship goes and make sure none of the characters are adjacent to it, if you don't, then the event minions will spawn in the first, second, third and 4th spaces in the upper left hand corner and when their queue comes up the game sits there.
In regards to Spoiler: Yorihime if you can Spoiler: somehow defeat her, then Spoiler: the rest of the game will be a joke since she is arguably the hardest boss in the entire game. She totals around 180 thousand health(including her spell cards/estimate) and her dodge is insanely high so if you want to land hits you need to use all your sp on hitting her. It is definitely possible to cap all her cards buuuuuuut its not likely. Its easier to just get to the point where she can use spell cards and stall.
Renuarb:
Since most everyone has gotten to that point, can I just come out and say the the two chapters featuring Spoiler: Yorihime are total BS? I enjoyed the game up to that point, but that particular section almost ruined things. I understand thats what they were going for with THAT plotline, but it doesnt mean I have to like it, or that kind of situation/character.
Thankfully the games goes back to being good after it.
Yookie:
She is kinda hard and annoying to fight and I was rather happy that every relevant damagedealer in my party had either Strike, Sense or good Accuracy+Focus. Spoiler: It was really mean though that she became immune to ranged attacks in that one phaseHer Accuracy is also a somewhat limiting factor, requiring you to either rely on your robust characters, switch teammebers often and/or spam protective Seishin (I did all of that to an extent)
(I actually managed to have Sanae gain 100% Hitrate against her with Maximum God+Full Faith+Hard Shooter equipped)
The thing with her is also that she doesn't gain any attacks with more than 6 range until her last Spellcard which is something I mercilessly abused.
But I'm only at the (apparent) first fight against her, so things may change. (They didn't. She still couldn't effectively harm Suika-Gourd carrying Elly with 2 Support-Defenses)
She also somehow managed to have a displayed accuracy of 167%. :V
At least she gives nice Experience and Points, so there's that.
Also one of her Spellcard startups outright crashed my game and another one didn't deploy its Danmaku field, effectively freezing. But it seemed to just be random. Still annoying.
Spoiler: Also I don't know why, but Bosses really love to attack Kurumi when they get the chance. Yorihime even preffered attacking her than using her Map Spell on 5 people.
By the way, what exactly is the penalty for your party-members dying? In Kou you had to pay an amount of Points to "repair" them but I never really thought about it after that since that "Repair-number" got replaced by the cost in You.
If someone has an idea about the Waifu-Bonus for Stage49 then please tell us. I've listed what it's not in the Op
Spoiler: So everybody returns after our "adventure on za moon" except for Yuuka. :< (and Mima). At least I have Yuyu back.
c l e a r:
I am literally stumped. Idk what to do, she forces your hand so hard.
It is not only how she has god-like Accuracy and Evasion. It is that her danmaku restricts movement, making it unable do anything. The Moon Rabbits also do not help, they flank on you from both sides and also have movement modifiers, which is another headache.
Running up on the map does not help either, she has S rank in Water. I am think of running off to the side this next try and see if she does not move. Right now, she moves on Turn 2, idk if it is a range thing, or is it a timed thing, if it is the latter than I am pretty screwed and need to think of a better strat.
If only she does not move twice a turn, this would be so much more doable. Does she double MAP attack when she gets to her final card? And how long does it last?
Yookie:
All of her Spellcards are on a 3 turn timer. For me she attacked 2 times normally during her Map-Spell and then used it, so yeah, 3 Actions. :V
You basically have to beat her down with Strike, Sense, Alert and the like.
I doubt it is really doable without abusing her lack of range. I had my group of Kurumi, Alice & Marisa who could shoot at her without fearing retaliation. I trapped her with my melees who could either reliably dodge during her turn by Evading or were guarded by one of my two tanks/were one of my two tanks. So you can take it mostly easy for all but the last and second Spellcard if you have high range.
But it is rather silly how against even an almost dead, focused Reimu with high level Instinct Dodge and Point-upgrades in Mobility she still has 100% Hitrate.
I guess I was just lucky with my party-setup having both long range and many Strikes/Alerts/Guards/Grits.
Daunt is also very strong against her, except that you only have access to at least 5 and that only if you massively leveled Lunasa (I had her in my party the entire time and she still could barely not use 3), otherwise you only get 4 with Rumia and her making you unable to reduce her below 130 Power, at which her Bonus Accuracy/Evasion triggers. (Komachi, why didn't you come to the moon as well? :V)
All in all it is not a battle to be won practically I guess. But that was also stated here earlier and seems fitting. (Still didn't prevent me from beating her up. :V Like I'd lose out on those resources.)