Fantasy Maiden Wars: Complete Box ~ Playthrough #43 (Normal+ Diff, No Commentary)

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Published on ● Video Link: https://www.youtube.com/watch?v=Gbe3UjNRqcM



Category:
Let's Play
Duration: 47:54
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Timestamps:
0:00 - Start
3:04 - Stage 76: The Dream the Sheep Sees
36:33 - Reimu & Marisa's Finisher Move: "True Trichromatic Lotus Butterfly"
38:20 - After stage menu (This is very long, so feel free to skip it if you haven't been doing it)

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

2nd to the last stage of this game, and we're now fighting head-on against the girl herself, after appearing MULTIPLE times already, Meeko. I'll be honest, Meeko here-- absolutely pales in comparison against Yuuka's stage. However, is it hard? Not really, it's gimmicky and support attacking with your WPed just kinda destroys everything she has... The wool balls she summons at this rate doesn't even matter, and you can effectively count this stage as warm-up for the final stage, or a rest after Yuuka. So, this sounds like she's not super hard, what does Meeko and this stage even has?

Stage 76, the penultimate-stage for this route, is based on a long road where Meeko is on the edge at the left side, covered by her wool ball allies. The wool ball youkais themselves aren't new, they're the same as before outside of maybe higher levels, and Meeko herself hasn't really changed much.

- Meeko special abilities are surprisingly lackluster: She only has base resistance which only prevents losinig power below 100 (resistance+ is 120 in comparison), Wool Guard M (reduces all damage taken by 1100 damage), and a 10% HP Regen which doesn't do much.
- Meeko's generic skills are kinda better but lackluster too: Potential+L7, P-All, Pow-Limit+, Null-size and Predict L2. She no personal skill at the start, and no double act too unlike other previous bosses.
- Her initial Danmaku Field is the same when she first appears that units below 130 power cannot act.
Spellcards?
- 1st Spellcard is ok; it simply prevents movement and dodging (even from flash). Meeko does not hit hard at all so defending is enough, and not moving is only bad when Meeko moves away but a lot of characters have pretty decent range to hit her. On top of this, Meeko's HP is pretty low too, keep that in mind.
- 2nd Spellcard is more of annoying: She reduces the unit's power that fight her by 15, and she activates a SLIGHTLY stronger effect of her initial damnaku field where it now prevents units from doing anything if they're at 135 power or lower.
- 3rd spellcard now changes Meeko's initial skills before, and actually can be a little troublesome but not really of a big issue. She loses HP Regen and Wool Guard M, but gains Resistance+. She also gains BeliefL2 and Pow-Limit++ and a personal ability called "ManifestDL1", which at 130 power, gives her +1 turn and 20% damage reduction. This also gives her Flash every turn (not connected to the power requirement). For the spellcard effects, Meeko spawns multiple wool balls and will spawn more if you defeat the wool balls. THIS IS INFINITE UNTIL THE END OF THE SPELLCARD, as she will keep spawning and spawning until the spellcard ends. The spawn order is Black then White then Red Wool Balls, then repeats, which you can use to farm exp and PP until the last spellcard turn if you want since she isn't really a threat along with her wool ball buddies.
- 4th spellcard now entirely different effect: It upgrades her Manifest ability to ManifestDL2, which has identical effects but instead of just giving flash per turn, it now also gives her strike along with it. Meeko's spellcard here SOLELY relies on powering herself, which gives her +50 power per turn (increasing cap ofc) but it maxes at 300 power. She also creates a minor no-entry barrier on 6 range away from her. The only reason this is a threat is cause it's a MAP, which can be lethal to some units as she gains strike every turn with her ManifestDL2. Ideally defend or defeat her at 1 turn as she doesn't really have much health to back her up.
- 5th spellcard just simply improves her abilities ManifestDL2 to ManifestDL6 (big jump ngl) and uncaps her power from 300 to 400 instead. She also creates a cross-shaped no entry with herself being the center so no adjacet moves unless you bomb which isn't a issue. Now I didn't really check what ManifestDL6 does on the video but I've used the wiki and it basically does: "At 130 Power, gains 2 extra actions, reduces damage received by 20%, and casts Fury, Strike, and Alert on every turn." So a slight upgrade really.

And after this... Meeko still tries to fight, severely drained from her powers and will, protecting her master till the bitter end... At this part, she's really nothing... Our protags decided to finish her off with Danmaku, using a much more stronger attack of their previous one, and this attack, well, is one of the strongest moves in the game.

I feel really bad for Meeko here really, she tried everything to defeat us for her master but alas... She was just destined to lose-- with her master next..




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