Happy 4th of July, it's clearly a good time for some final dungeon-ing.
Nightmare of Rebellion Act: Part 2- Peace in Gensokyo is Like Babel Upon SandAlthough I suppose the Tower of Babel is right now upon snow... eh, the line works maybe.
Dungeon Theme: The Tower that Challenges Heaven 1 (Child of Are)Not quite sure how this is supposed to be Child of Are, but at last, the final dungeon of Nightmare of Rebellion. Let's climb the Tower of Babel and find the true culprit!
You might also notice those weird faces with the jewels. Those are the gimmick of this part of the Tower.

Babel Raiders are yet another tier of the Fighter-type enemies, and have some fairly dangerous attacks of their respective weapon types to match. Expect much death and sorrow. The Taisai in the back isn't too bad until it throws stuff like One Million Volts at you. Because losing like 95% of your max HP is fun. Babel Raiders are weak to Dark and Gun as usual, Taisai are weak to Fire and Light.

Hey there Ashinaga-tenaga (or Long Arms Long Legs, as earlier translations used, I decided to go with the original Japanese on this one). While he's partially cut off by the top, he's otherwise a fairly dangerous Giant who can crush anyone with powerful Strike attacks. Light and Slash ought to cut him down to size. Thank you Marisa for having Divine Gate by now. I remember my original playthrough where I only had one mage (Marisa) and no Light attacks more powerful than Starlight Whip. I was bad.

This is one of those jewels for those faces.

Each face needs three jewels of the same color to open. You can pass through the door freely after this, and if you pass through it from the back, you are given back all the jewels that were in the face, but it closes again. In theory, if we put the red jewel in this face, then came back through, we could put those jewels in the other face and go the other way. That's more or less the gimmick, and you'll have to find the jewels spread across the Lower Stratum to make your way up to the Waypoint.

Another jewel tier, the last for the main game too.

Voids are, like prior games, incredibly weak to physical attacks, but immune to magic. They'll keep casting the Void elemental spell Void Cutter on you, which more or less can do consistent damage and sorta murders squishy people, or at least people without any MDEF. Plus, you know, Void elemental, so it cannot be resisted.

Doing Sukima Strash with a gun looks silly.

All the enemies. Meretsegers are those snakes, they can Poison you, I believe. Not too dangerous, Water kills them dead. The Backfires are another question, having some pretty dangerous Fire attacks that you probably won't survive without either Fire resistance or MDEF. They're weak to Dark, Gun, and Water. And also one of the first 1/64 chance doppels we've run across. Yeah have fun recruiting one.

That large glowing blue orb thing is a Tonner Meister (likely the same as Donner Meisters from DoD, but with a letter change for... some reason, especially since Tonner Glossmeisters, like in DoD, show up later). They have stupid powerful Electric attacks, but will pretty much fall easily to Fire.

Looks like there's blue jewels as well to take into consideration.

...And yellow ones.

First instances of Adamantite Shards and Orichalcum Shards show up here.

Also a Yin-Yang Orb. This dungeon is one that kinda requires you make the most of Yin-Yang Orbs scattered around the world map. There's so many encounters that respawning them is risky. Besides, since we beat the entire rest of the game, it's easy to just quickly grab some of the easier to get ones. Recommended locations are the one near the entrance of Toono Castle, the one after the room with the fight against Ran, the one near the beginning of the Volcano Road, the one in the building near the Hakurei Shrine, the one near the beginning of the Station, and the one inside Enjo School.

Hraesvelgrs are a bit of a problem. Weak to Stab and Dark, but otherwise fairly evasive, they can both swoop down with regular physicals or throw Light attacks at you. Be just a tad wary.

This, I know, is the next-to-last Dream Corridor in the main game. We'll handle it after we reach the Waypoint.

Unicorn Legends, like Unicorns, are pretty much immune to magic, but are otherwise weak to Fire and attempt to use a lot of Electric attacks on you, especially the rather dangerous Lightning Stab. Your poor back row members might get hit hard.

Wolf Heddins in the back are just better Lycanthropes, possessing Hellclaw Assassination as always and the ability to inflict Berserk on your party. Weak to Electric as would be the norm for them.

Oh hey, a Patriot Beholder (not the American kind, though, despite it being Fourth of July when I'm posting this). Resistant to magic yet weak to Stab as always, they''ll more or less try to drag down your magic casters through interupts and can use some of the most powerful spear attacks.

The Luminescence is somewhat the Light equivalent of the Sylphs/Undines/Salamanders, being a high-powered Spirit. Weak to Dark, but its Light and physical attacks will leave you hurting. Take it down like you would with those other Spirits.

Technically, I was supposed to have gotten a picture of the Shining earlier, but I forgot to do it. Ah well, they're just the low-powered Light Spirit, barely a threat. The Dominion up top is another story, and they can pretty much wreck your face with powerful Light attacks. Weak to Dark, and recruitable.

That Elephant below almost looks like it's carrying a chunk of the Demon Castle of Chaos' town on it, but it probably isn't. Weak to Fire as fits a Beast, it can use such attacks like Nose Fencing, and charge up to presumably use Face Smash (not quite sure, I never let one live long enough for that to happen).

The dragon that's being half hidden is a Shen, which can pretty much pepper you with insanely powerful Breath attacks, including the very dangerous Neutral Breath, which might as well be a party wipe if he uses it. No weaknesses as far as I know, so just blast it with what you've got, although Light and Dark will work much better than the other elements.

...Yeah I think I got Neutral Breath-ed.

Yaay, +3 accessories to spend Sapphires on.

And Trapezohedrons. Alongside Adamantite, Orichalcum, and Dream Shards, this is one of the four endgame rare materials needed for some of the best gear.

That Officer Demon is a tough customer, being the demon-equivalent to the Dominion in terms of general power. Weak to Light, but boasting some dangerous Dark attacks, don't take it lightly, as per usual with mid-to-late game Foreign Gods.

Speaking of those rare materials, this is what you spent them on.

Oh hi there Yukkuri Medal, you're a rare sight.

The hell did I even screw up here?

Hraesvelgr here is pretty much another healing-based doppel, being I think one of the only ones with Repulsion Heal, and it later gets Refresh and Raise Dead (aka "Resurrection but not shit"). Of the healing-focused doppels, it's the last we get before expansion.

Finally made it to the boss room. Let's not do that now.

Over in the Dream Corridor, we've got a Vampire Girl and a Death Bible. Vampire Girls are even more dangerous version of the Lesser Vampires from before, but are just as weak to Light as always. Death Bibles meanwhile are INCREDIBLY more dangerous than their Manuscript counterparts, as they possess Molecular Breakdown, which is a percentage damage spell that is set to 100% HP, and since it's a percentage damage attack and NOT Instant Death, you can't stop it with Instant Death resistance, only either Quick resistance or specifically Percentage Damage resistance, which is extremely rare. Otherwise, weak to Fire, but practically immune to magic.

Elitebeards are... nothing special. I kill them faster with Fire or Water than they can do anything other than stare at me with that blank eye.

Yet another POW Extension. Three left to go.

Yukkuris why

Heeey, Taisai. He's a weird doppel with an assortment of Impair and Support skills, mostly barriers and the like. Not too great, to be honest.

Since I was done with the Dream Corridor, I spent a lot of time grinding and the like for some of the rarer doppels. Here we ran into a Stray Yukkuri, who uh... pretty much will run nearly instantly. The only real way to kill one is to use Damage Net and pray. Sadly, the only way we can get Damage Net is from the Magical Girl doppel... which we didn't get. Guess who gets to grind for those in two updates from now?

Oh shit, an Illyankas. These are basically like the Hydras from GoS, and possess the incredibly dangerous Tsunami, which inflicts Water weakness. I don't think they're necessarily weak to Electric either, soooo... have fun.

Yeeeeep.

Oh hi there number of hits level. you're a sight for sore eyes. 6 -> 7 (7 -> 8 for Hereafter Are), 3 -> 4 (4 -> 5 for Hereafter Are), and Evasions 4 -> Evasions 5. A very much needed level for the upcoming fight.

And we get the Dominion, the best of the Light elemental doppels pre-expansion. Possessing Divine Gate, Sanctuary, and Holy Breath, they're what you want if you want to blow people up with holy power.

That should be Tonner Meister (it's fixed in the most recent patch), but this is the best Electric elemental doppel pre-expansion, possessing Mega Stroke, Blue Starter, Lightning Stab, and... Refresh, for some reason.

Since Backfires are the last doppels I want from here, I believed they might be back here, and I ended up against a Midnight. These guys usually appear in the Middle Stratum of the Tower of Babel, but I guess they can show up here. More or less, the Dark version of the Luminscences. But possibly more dangerous.

Yeaaaaaaaaaaaah.

And there we go, we got the Backfire, who is the best Fire elemental doppel pre-expansion. Gotta have that Disintegrate and Explosion!
But that's it for now. We'll deal with the boss next time, actually, mostly because of how long this update was.
Summary:
New Doppels: Hraesvelgr, Taisai, Dominion, Donner Meister, Backfire
Doppel Levels: Hipporit (RES +5; STR +4; VIT +4), Sorcerer (WTR Power +3; POT +3), Tenshi (ACC +9; Kaname Funnel Power +15; ACC +12), Ichirin (LGT/DRK/MYS Element Power +10; Land Influence +25; LGT/DRK/MYS Power +20; PATK +3), Hell Truck (POT +6; VIT +4; DEX +4), Chen (PATK +4), Shisa (Starlight Barrier, VIT +4; Power Suction; EVA +5), Closed Railroad Crossing (RES +8; ◎ Sleep/Paralysis/Petrify), Lesser Demon (Dark Land Regen (20); ? LGT), Rumia (Weakening Success Rate +25), Manuscript (Magic Heal, STR +4; INT +6), Ran (PATK +10; SLA/STA/STK Power +16), Nitori (FIR/ELE/WTR Element Power +20), Kanako (Row/All Physical Skill Power +16; HP +10; Row/All Physical Skill Power +20), Komachi (PATK +4), Virtue (LGT Casting Speed +15), Youmu (Certain Hit +15), Lesser Vampire (Inferno), Patchouli (FIR/ELE/WTR Element Power +20), Nue (HP +15), Utsuho (Mega Flare Power +20), Suika (HP +20), Crazy Undine (Physical Deflection +20), Sakuya (Multi-Hit Rate Up +1), Togakushi Kureha (◎ SLA), Nashorn (ELE Casting Speed +15), Dominion (VIT +2; Sanctuary, STR +2; LGT Power +7; Holy Breath, VIT +4; LGT Power +10; STR +4), Hellhound (FIR Casting Speed +15), Tonner Meister (STR +2; Blue Starter, INT +2; ELE Element Power +15; Lightning Stab, DEX +2; ELE Element Power +20; INT +4), Kogasa (Equipment Weight -3), Hell's Gatekeeper (WTR Casting Speed +15), Slime (Double Circle STK), Backfire (FIR Element Power +10; Explosion, INT +4; FIR Element Power +15; Heat Weapon, INT +6)
Major Equipment: Devil Staff (Marisa), Daedalus Axe, Diffusion Maser Gun, Dark Shield (Reimu), Blizzard Sword, Body Bunker, Mesocyclone Axe, Garter Belt (Saya), Merlin Staff, Nature Tremble, Dispel Rod, Boreas Amulet, Agni Amulet, Angel Staff, Sanctuary Bow, African Throwing Knife, Nitocris, Yukari Medal, Thor Amulet, Heat Pistol, Sharp Penetrator, Great Worm Rifle, Ils Cacant, Xiuhcoatl, Princess Fascination, Hauteclaire, Linnunrata
Synthesis Recipes: Strength Necklace +3, Keen Pendant +3, Protection Anklet +3, Barrier Earrings +3, Sniper Anklet +3, Keep-Away Muffler +3, Launch Goggles +3, Perseverance Rosary +3, Gale Boots +3, Muscle Belt +3, Magic Ring +3, Reflect Mantle, Head Priest Robe, Barrier Mantle, Manitou Manliness, Hiliger Alba, Anti-Releaser, Mystic Cloak, Latent Amplifier, Cantrip Guardian, Gravity Executor, Mental Promotion, Prince of Evil, A. Muscle Suit, Master Armor, Saint Garb, Sky Stone Shield, Automata Machina, Aegis Shield
Synthesis Done: Strength Necklace +3 (Saya), Keen Pendant +3 (Mamizou), Head Priest Robe (Mamizou), Adamantite, Orichalcum, A. Muscle Suit (Saya), Master Armor (Reimu)
Sparked Skills: Starburst (Light elemental attack, Reimu), Chain Slash (hits 2-4 times, Reimu), Sweeping Shot (row attack, Yukari), Sea Hurricane (high power single target attack, Yukari), Bermuda Attack (inflicts ACC Down, Saya), Ion Tail (all-targeting attack that increases chances of weapon effects landing, Reimu), Heartbreak Shot (inflicts Binding Curse, Saya), Schrage Musik (low ACC high power attack, Yukari), Twin Lightning (hits twice, Yukari), Baryon Bond (ACC boosted against Permanent effect enemies, inflicts Paralysis, Reimu), Triumph Dragon (slays Dragons, Reimu), Sweep Gunfire (row targeting attack, Yukari), Zerstorer (high power attack, Slayer damage is boosted, Yukari), Super Heavy Shell (attack that partially ignores Strike resistance, Yukari), Heartfelt Blow (high power single target attack, Saya), Wiles Hit (hits 1-6 times, Yukari), Chaotic Thrusting (hits 1-6 times, Yukari), Iai Slash (Penetrating attack that Slays Giants and Transcendants, Reimu), Crest Edge (row attack with a high crit chance, and further boost's a weapon's innate crit rate, Reimu)
Update Death Count: 4
Total Death Count: 21
Update Reset Count: 0 (1 technically, I ran into the boss room forgetting that the boss triggers at the threshold of the door and not the stairs up, but this doesn't count)
Total Reset Count: 3
Yay I suck.