I find it sad that I went ahead and basically got enough screenshots/videos/progress for two more updates after this one. I don't know if that's me being overexcited to get through this section or what.
Dream-Eating Tapir Act: Part 3- Tanuki World OrderYou know you've been watching too many "This is How You Don't Play" videos when you make a KWO reference in the title.
Regardless, before the next boss fight, I wanted to go around and deal with some of the potential doppels I missed here. There are quite a few, and some of them are rather rare. There was only three I was aiming for, and I missed a couple, but they're rare and hard to get anyhow so I'm fine with that.

First off is the Hell's Gatekeeper, another Water-based Elementalist on the level of the Hellhound and the Nashorn. I'm going to try to level this guy and those other two as fast as possible to grab their best skills, since they all get the third tier single-target elemental skills (Disintegrate, Zero Kelvin, and Mega Stroke) at roughly level 7 or 8 before a certain upcoming boss fight. I've never managed to do that in prior runs, but then again I didn't know they had those skills until later on.

Here's one of the other doppels I want to recruit, the Power. Another angel-type Foreign God, he can pretty much one-shot you with a lot of his physical attacks. Weak to Dark otherwise, you have to take him out quick. Oddly enough, he is one of the few doppels that require only 4 kills to guarentee recruitment. You'd think it'd be more like the Lesser Demon, who I think requires 16 like most doppels we can get at this point in the game, but nope.

Another rare encounter here is the Minotaur, who also hits like a truck, but is otherwise weak to Stab attacks. They can be recruited, but they only appear in the last parts of this dungeon, are rare, and take quite a few kills to guarentee recruitment, so I don't end up picking it up. I don't think I've ever gotten one in any playthrough ever.

Finally got the Sorcerer. Another Ravager, she's your replacement for the Fairy Maid (other than if you need Land Control, of course). Starting off with the second tier elemental single targets (Detonate, Thunderbolt, and Cold View), she gets the third tier elemental skills much later on. I'm still going to level her as best I can, but the Hellhound/Nashorn/Hell's Gatekeeper are probably going to get their third-tier elementals first, especially since most of them are level 6 by now and will hit level 7 uh... hopefully within the next area or two.

Aaand Power get, that wasn't too bad. While he grants a huge weakness to Dark and resistance to Light, he'll eventually learn Divine Gate, the third-tier Light elemental single-target, which is pretty damn handy. I went into the last parts of the game with practically no high powered Light skills the first time I played, so I'm aiming to correct that for this playthrough. Also, if you're going to use the Power, bring along some way to negate that Dark weakness, it's pretty painful.
But with that out of the way, I have everything I want from here. I could have spent more time and gotten the Lesser Demon and the Minotaur, but I don't need them. There'll be a better replacement for the Lesser Demon coming up anyways, and the Minotaur... eh. He would have granted a bunch of shield skills, but those skills aren't particularly as good in this game as they are in GoS or DoD.
Cutscene: The Tomboyish Tanuki's Grand EntranceLooks like Mamizou knows Hakusen from past experiences, whatever they were. From what I can make out from the text, I believe that right now, Hakusen first off claims herself the mastermind (which we know she isn't, because she's taking orders from Mengniang), before stating the current incident is basically a bid to increase the power of youkai. I can see the point there: youkai in the Outside World are basically dying, and if they can't get to Gensokyo, well, they're screwed. But at the same time, why not just head to Gensokyo? The Hakurei Barrier has been up for about... almost 20 or so years by 1912? This seems a little strange to not want to just head to Gensokyo, but I suppose that they want to reclaim the Outside World as a haven for youkai. I mean, that's great and all, but look, there were decisions made by some of the elder youkai to try to create a place for youkai to live on while the rest of the world was starting to forget about them. Gensokyo was already filled with youkai before the barrier went up (as a reminder, Gensokyo has always existed, all the Hakurei Barrier did was seperate it from the rest of the world and left the place it used to be to humans).
So naturally, we oppose this idea, since again, the Outside World was left to the humans, and Gensokyo was meant to be a youkai haven. As it stands, Toono has been turned into a second Gensokyo, but right smack in the middle of the Outside World, which means if they decide to roam, all hell will break loose internationally. That'd be a horrific incident we'd be unable to solve, so we're going to have to nip it in the bud here and now.

So... Hakusen. She's not an easy fight. First things first, Dark resistance, have it on everyone. She will just spam a bunch of Dark spells, debuffs, and the like at you. She has two different spellcards, one that I have no idea what's the name of, but does a high amount of Dark damage that you basically will die to without having good Dark resistance on everyone and inflicts All Down, and another one, Tanuki's Train Transformation, which basically runs you over flat and deals a set percentage of your HP. It uh... pretty much hurts like hell and it can kill you pretty hard I think if you have a debuff on.
Boss Fight: Vs. Hakusen, The Tomboyish TanukiThis is probably the best I ever have done on this fight. The main reason mostly is because I never really used Kaguya to help with Land manipulation so that you can get far away from Dark Land. Also having Starlight Whip helps.
Saya: Purified Hammer, Icehouse Shield, Shadow Cloak, Strength Necklace +1, Sniper Anklet +1, Suika, Crazy Undine, Nashorn, Hinoenma
Reimu: Flame Sword, Fiber Guarder, Metal Bikini, Barrier Earrings, Protection Anklet, Youmu, Togakushi Kureha, Jason, Zebra Volnehem
Marisa: Light Rod, Danmaku Guarder, Wicked Cardigan, Keen Pendant +1, Gale Boots, Kaguya, Mind Flayer, Ame-no-Hoakari, Fairy Maid
Yukari: Eagle Spear, Lobster Scutum, British Warmer, Keep-Away Muffler, Dark Ring, Remilia, Slime, Sorcerer, Closed Railroad Crossing
Mamizou: Sage Spear, Morion's Stone Mantle, Quick Charm, Perserverence Rosary, Sanae, Miko, Traveling Schoolgirl, Schwarze Katze
Cutscene: The Tomboyish Tanuki's Grand ExitHakusen fesses up that she's only one of the three involved in the incident, and mentions that the others are back in a place known as the "Castle of Dreams", which Yukari seems to recognize. While the others simply go on ahead, it seems Yukari knows something about the Castle of Dreams and the people who live there. Hmm... ah well, it's probably nothing.

And we're back into the Snowy Road. Not for that long, though.

The Sunflower Fairy in the back isn't too much of a threat, she just buffs her allies and kinda dies to Dark easily.

"Hey Saya the Castle of Dreams is the other way, where the hell are you going?"

Bacteriophages are uh... there. I don't even think they do much, just kill them with Light and move on.

Nice, we got the Sunflower Fairy. While the Schwarze Katze focuses on multi-target buffs, the Sunflower Fairy focuses on single target buffs, which are stronger but of course are only applied to one person. They do have their uses, especially if the people using her has Nazrin equipped.

The final Blue Door Area of the game, so let's get it out of the way.

In the back is a Hell Amikiri. It's not that much stronger than the original Amikiri. Weak to Light, it just tries attacks like Drill and the like.

The Otoroshi returns here as a semi-rare encounter around here. It's not that much more stronger than the original, and it's probably one of the easiest of the rare enemies around this part of the game. Just punch it with Light and whatnot and you'll be fine.

The Improved Crossbow Soldier Company in the back is just a stronger version of, well, the Crossbow Soldier Company. Punching it in the face with String, Gun, or Dark will more or less destroy it, but its attacks can hit pretty hard, so be careful.

And we finally get the last number of hits for the whole "cycle" of levels that upgrade them. This time, all the 1s go to 2s, and all the 2s that are Evasion Chances go to 3s. The next level that increases number of hits, if I recall, should increase all the 5s to 6s, etc.

And here's the final gap of the game. There's still some other main doppels we can get, but they're all gained from cutscenes and boss fights. Anyhow, from this last gap with get Yoshika, Miko, and Murasa (or Minamitsu... I still can never tell which of her names is her first name).
Yoshika is the last major "tank" Warrior we get, who focuses on tanking magic damage. She has a set chance to null magic that climbs all the way to 50% at level 15 (the expansion level cap for doppels, before it was 10), and that's pretty much all she's for. Her skill is Magical Eater, which is a row-targeting attack that nulls all magic against her for the rest of the turn. It's pretty nice.
Miko is much like Yoshika, just a Magician instead. A combination of Magic Null, IND, and HP bonuses, she's another tank-like doppel. Her skill, Falling Stars on Divine Spirit Mausoleum, completely restores her MP, which is a pretty nice skill I guess. Otherwise Miko is a sort of not the most useful doppel.
Finally, we have Murasa, who I think is the last Specialist we get pre-expansion. She's all about fields, granting bonuses of all sorts, plus she also gets some bonus Ranged number of hits later on. Her skill, as always, is Final Anchor, which is a field that blows up after two turns, dealing damage to enemies. It's... not very good of a skill in this game. I guess it might get better later on but it's otherwise not that good.

And here's another recipe chest, which gives the usual armor and a few more accessory upgrades. With that out of the way, we can move on to the next area.
Cutscene: Arrival at the Castle of DreamsSo, this place looks pretty interesting. Also it rises out of a bottomless hole in the ground, kinda like the Demon Castle of Chaos or the Clock Towers of the End. It's probably been summoned here with magic or something.


It also looks like a Chinese-style castle, which... is a little out of place. I suppose since the owner is Mengniang, or at least I assume it's Mengniang, that makes sense. She is a tapir, after all, and before they were adopted as the Japanese "baku", they were a Chinese youkai. Next time, we enter the Castle of Dreams, which is probably my favorite dungeon of the game, but be wary: the boss fights from here on only get tougher.
Summary:
New Doppels: Hell's Gatekeeper (Elementalist), Sorcerer (Ravager), Power (Spiritualist), Sunflower Fairy (Medic/Synergist), Yoshika (Warrior), Miko (Magician), Murasa (Specialist)
Doppel Levels: Yuki-onna (Glacial Javelin, Water Land Recovery (15)), Youmu (PATK +5), Hell's Gatekeeper (Polar Blast, Water Casting Speed +5; Nose Dive, AGI +1; Healing Water, ○ Sleep; Water Casting Speed +10), Nashorn (STR +1), Schwarze Katze (Defensive Support Casting Speed +5), Hellhound (Melt, AGI +2), Mind Flayer (DEX +2), Sorcerer (Star Shining, POT +1; Shadow Burst, Fire Power +2; Electric Power +2; Water Power +2), Sanae (All-targeting Defensive Support Skill Level +30%), Togakushi Kureha (HP +10), Patchouli (Philosopher's Stone Cooldown -1), Zebra Volnehem (POT +2), Power (Light Element Power +10; Starlight Shower, STR +1; Alignment Shelter, Light Element Power +15), Remilia (PATK +6), Closed Railroad Crossing (DEX +3), Jason (Healing Water, Shield Skill Casting Speed +10), Meiling (Shield Activation Rate +8), Yoshika (RES +5; Magic Nullification 15), Fairy Maid (Detonate, Cold View, Thunderbolt; INT +2)
Major Equipment: Broomhandle, Tlahuizcalpantechuhtli, Eagle Spear (Yukari), Springfield, Imitation Slayer, Magical Booster, Silence Bow, Stella Maris (Reimu), Huherdei Mergen, Youkai Hunter Bow
Synthesis Recipes: Spiritual Robe, Exorcism Mantle, Golden Bamboo Armor, Death Armor, Flame Scale Armor, Strongest-er ZUN Hat/Super Ultimate ZUN Hat (whichever translation you prefer), Red Beret, Gold Silk Hat, Rune Cap
Synthesis Done: Morion's Stone Mantle (Mamizou), Keep-Away Muffler +1 (Yukari), Gale Boots +1 (Marisa), Plate Mail, Magic Plate Mail (Reimu), Protection Anklet +1 (Reimu)
Sparked Skills: Force Through (attack that ignores defense, Reimu), Sudden Slash (all-targeting attack, Reimu)
Update Death Count: 0
Total Death Count: 2