Part 13: Chapter 4R: Battle Amidst the Mist - Part 2
It might not be that appropriate since you're wrong on all parts there Omnicrom.




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While her work ethic is extremely questionable, Reimu does actually know how to do all of a shrine maiden's duties, including invoking the power of the gigantic Shinto pantheon.




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I kind of doubt she checked more than a couple miles around the shrine.



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I'd laugh, but considering my luck so far this is very possible!




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Youmu actually has a history of shirking her duties due to her strong sense of justice.



Youmu's "house" is a gigantic mansion, and she's literally the only one maintaining the place.




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Loafing around is totally a plan.




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Youkai of Ran's species traditionally love fried tofu, and Ran is no exception. And I can't blame her, because that stuff is really good.


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We now have new units.
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As the dialogue straight up stated, Rumia has joined the party. This is one of the coolest things about FMW; normally in SRW games, you only ever get to play as the heroes. Maybe a couple fan-favorite villains can be recruited, but for the most part if a character you like is a villain all you're ever going to see of them is a boss fight. But in FMW? In FMW you can expect to recruit every single Touhou character. This might mean that the intermission screen is going to be a gigantic clusterfuck by FMW4, but I don't care.

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Anyways, I blow my newly acquired riches on Youmu and Rumia.
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On the skills front, once again nothing happens for Reimu and Keine. But since Youmu still has all that Graze from killing Rumia in Chapter 2,
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I have her pick up Berserk. I could have waited until she got another 10 Graze so she could buy Unfocused Movement, but honestly Youmu's strong enough for now.
Youmu's skill wishlist is pretty much just Berserk and Unfocused Movement. She also might want to look into Predict/Belief since she can hit 130 Power really quickly, but those are kind of expensive. Tipsy is also an option, but I consider that to be a waste of Graze.
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As for Rumia, she's got issues. See, she starts with zero Graze. This is really, really bad for her because Rumia desperately needs skills to be useful, so unless you're willing to devote a chapter or two of feeding kills to her Rumia's just going to be nothing more than a spare body. With that said, if you do decide to develop Rumia the sky's the limit. Rumia can make practical use of Support Attack/Defend, Unfocused/Focused Movement, Berserk, Belief, P-Hit, P-Damage, Shotgunning, and, since she has such crap Skill,
Random Dodge (this skill levels up)
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Mind you, even if you totally pimp out Rumia she'll probably never be as good as any of the other characters in whatever role you decide to make her (Reimu/Marisa/Youmu will be a better attacker, Keine/Nitori will be a better tank, and Alice will be a better Supporter). So you're best off making her a blend of some kind, which of course costs even more Graze.
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Finally, Keine gets the Oni's Nail.
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Unlike any other character available, Youmu and Rumia's level 2 WP Bonus is completely different from their level 1/3 WP Bonuses.
Youmu Konpaku
Level 7 Stats - Level 20 Stats
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Personality: Strong-willed (Hit: +1 Power, Evade: +1 Power, Kill: +5 Power, Get Hit: +1 Power, Ally Killed: +1 Power)
Character Skill: Parry Lvl 2-4 [Levels up at levels 7 and 15]
WP Bonus: Swordarm Lvl 1 (In the next battle, Parry is guaranteed to activate), Gardener Lvl 1 (Increase Parry level by 1), Swordarm Lvl 2 (Parry's activation rate increased by 25% for a turn)
Spirits: Accel [1 SP, Level 1], Spirit [35 SP, Level 1], Focus [15 SP, Level 10]
Youmu is a very solid character, and is pretty much what would happen if Marisa traded her range for being better at almost everything else. Youmu needs to be up close for most of her attacks, and she's more than capable of getting and staying there. Youmu does have some MP issues, what with her constant movement and the cost of her finisher, but Roukanken doesn't cost anything so if you stick to that Youmu will have more than enough MP to drop Meditation Slash on the boss a couple times. Speaking of bosses, that's probably Youmu's only real concern; she may be fairly durable, but she's no Keine. Boss counter attacks can be an issue for her, especially if you're taking advantage of Berserk, so it's a worthwhile strategy to just keep her near someone with Support Defend and have her focus on counter attacks.
Unsurprisingly, considering it focuses on her game, FMW2 buffed Youmu considerably. She doesn't join until the last two chapters though. But she's totally awesome when she finally joins!
Rumia
Initial Stats - Level 20 Stats
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Personality: Easy-going (Evade: +1 Power, Kill: +5 Power, Get Hit: +1 Power, Miss: +3 Power)
Character Ability: Shade (Reduces Laser damage by 1000 at the cost of 5 MP)
WP Bonus: Darkness Lv1 (The next enemy Rumia hits will have a halved hit rate for a turn), Shade + (Upgrades Shade into reducing Laser damage by 1800 and costing 10 MP), Darkness Lvl 2 (The next enemy Rumia hits will have a zeroed out hit rate for a turn.)
Spirits: Vigor (Restores 30% of max HP) [20 SP, Level 1], Strike [20 SP, Level 9], Fury (Ignores all enemy skills in the next battle) [20 SP, Level 19]
Rumia can best be described as a blank slate. With three item slots and a full six skill slots to work with, you can mold Rumia into one of or some blend of three roles: an attacker (purchase Shotgunning and Unfocused Movement and upgrade her MP), a tank (purchase Berserk and Belief and upgrade her HP and Armor), or a supporter (purchase Support Attack/Defend and Focused Movement and upgrade the appropriate attributes). Unfortunately, a specialized Rumia will only ever be mediocre compared to the army's big hitters, so the only way she'll ever really be useful is as a blend of some sort. That requires pumping a lot of resources into her, and I believe I've made my point already about resources in FMW1. Worse, Rumia starts with zero Graze, so you'll need to feed her dozens of kills to even get her going, which needless to say means actively gimping the rest of your army. And if you decide that Rumia's not worth all the effort, well say hello to the worst character in the game. At base, Rumia can't aim/dodge very well, can barely tank attacks that aren't Lasers, does mediocre damage, has mediocre Spirits, is at a great risk of dying from counter attacks, and will probably end up clinging to Keine.
More positively, FMW2 gave Rumia a new ranged move with a new song, gave her a fairly nifty skill that severely increases her utility, and introduced a new game mechanic that actually made her a considerable option over all of the other tanks.
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No chapter preview this time, because I don't want to spoil something. So instead, have a special Suspend dialogue!





That Suspend dialogue is the only way to get Lady A in the Chronicles. You have to literally keep resetting the game until it pops up. Getting Lady A was the very last thing I did when I first 100% completed this game, and it took half an hour of resetting.
