+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Touhou Hisouten: Scarlet Weather Rhapsody Reimu Hakurei Story Mode Walkthrough Version 1.00 By Erik Padilla Copyright (c)2010 by Erik Padilla. All Rights Reserved +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Table of Contents 1. Introduction 2. Controls 3. Reimu's Moves 4. Spell Cards 5. System Cards 6. Getting Started 7. Walkthrough 8. Copyright +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *+*+*+*+*+*+*+*+*+ *+ Introduction *+ *+*+*+*+*+*+*+*+*+ Touhou Hisouten is a widely popular 2D vertical scrolling shooter series. Similar to the way Gradius plays. It's not uncommon for the entire screen to be filled with bullets. Scarlet Weather Rhapsody is the 10.5th installment in the series. All of the .5's are fighting games. Like it's the originals, the game focuses more on ranged bullet type attacks than melee close fighting. The games were released in Japan and most of them have patches for english languages. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *+*+*+*+*+*+*+ *+ Controls *+ *+*+*+*+*+*+*+ These are the default controls for the game. Z - Physical attack, can be pressed multiple times for combos. X - Weak bullet, with most characters they shoot about 6-9 weak bullet. Usually can be charged. C - Strong bullet, Depending on the character it can range from beams to orbs. Forward(x2) - Dash, grazes through bullets and can follow up with an attack. Down, up - High jump, higher than a regular jump, however not by that much. As simple as it may seem, that's it. The arrows are default for movement. Anything abbreviated is the usual for fighting games (ie. HCF=Half Circle Forward etc etc.) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *+*+*+*+*+*+*+*+*+* *+ Reimu's Moves +* *+*+*+*+*+*+*+*+*+* Z (In the air) - Reimu attacks with her prayer rod dealing minimal damage. Z (On the ground) - From a distance Reimu attacks with her prayer rod dealing relatively weak damage. From close range, Reimu will swipe at them, can be up to a 4 hit combo. Forward + Z (In the air) - Reimu lunges forward with a kick sending the opponent flying away. Forward + Z (On the ground) - Reimu pushes with both hands, if hit, sends the opponent flying away. Down + Z (In the air) - Reimu pushes down with one hand, can knock the opponent on the ground. Down + Z (On the ground) - Reimu twirls her prayer rod on the ground hitting 6 times and dealing minimal damage. X - Reimu throws 5 small talisman in a curved shape dealing minimal damage. When charged Reimu will throw 9 talisman in a spreadout order. Can be aimed downward in the air. Down + X - Reimu send an amulet traveling across the ground, trips the enemy on contact. C - Reimu will throw one big amulet in the enemies direction hitting 3 times dealing a nice chunk of damage. When charged the amulet becomes stronger and hits 6 times. Can be aimed downward in the air. Down + C - Reimu hits the ground shooting amulets upwards and hitting multiple times. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ These moves will cover the moveset in her default deck, I will specify other cards after the default. HCF + X (or C) - Hakurei Amulet: Reimu throws 2 amulets that fly towards the enemy. This move can be charged for a little longer to make 4 amulets, or fully charged for 6 amulets. Higher levels deal more damage. F, HCF + X (or C) - Ascension Kick: Reimu does a somersault kick upwards. The C version is higher than the X. Higher levels deal more damage. HCB + X (or C) - Cautionary Border: Reimu throws 4 talisman to create a shield in front of her, blocks projectiles and has a relatively low uptime. At higher ranks it blocks more projectiles. Also deals damage if enemy touches it. Using C she thrws the border further. B, HCB + X (or C) - Dimensional Rift: With X Reimu will teleport at a fixed height where the enemy is and delivers a kick. With C Reimu teleports in front and slides into the enemy hitting 4 times. The C version's slide has a grazing period before the kick ends. Higher levels deal more damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Now I will cover the alternate cards. HCF + X (or C) - Youkai Buster: Reimu throws 3 talisman in a cone shape, knocking the enemy back if hit. 5 talisman when charged. Higher levels deal more damage. HCF + X (or C) - Spread Amulet: Reimu throws 3 amulets in front of her and they each break into a number of small amulets that fly forward. 5 Amulets when charged. Higher levels deal more damage. HCB + X (or C) - Binding Border: Reimu creates 2 borders around the enemy, if touched the enemy takes damage. Reimu cannot move for the duration of this move. Using X creates them in Front + Back, C creates them in Top + Bottom. At max level X and C create borders on all sides of the enemy and deal more damage. HCB + X (or C) - Permanent Border: With X Reimu places an amulet on the ground below her and if the enemy touches it they are hit multiple times. With C she sends the amulet forward. Higher levels deal more damage and the border lasts longer. F, HCF + X (or C) - Sliding Ascension Kick: Adds a slide to Ascension Kick. Using C goes Further than X. Higher levels Deal more damage. It should also be noted that in order to follow up the kick after the slide the button must be held. B HCB + X (or C) - Instant Dimensional Rift: Reimu makes a pose (longer pose if C is used) if attacked with a projectile or physical attack she dissapears and talisman in the shape of a star appear and fly towards the target. Stronger attacks won't activate this move. Higher levels increase attack sensitivity and deal more damage. B, HCB + X (or C) - Demon Sealing Dimentional Rift: Reimu teleports upwards and throws 6 needles in a wide arc. X throws them in a downwards area and C in a forward area. Higher levels deal more damage. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *+*+*+*+*+*+*+*+ *+Spell Cards *+ *+*+*+*+*+*+*+*+ Spirit Sign "Fantasy Orb" - Reimu twirls around and shoots 5 orbs that follow the enemy dealing OK damage. This move consumes 2 cards. Divine Spirit "Fantasy Seal" - Reimu twirls around and shoots 10 big orbs that follow the enemy dealing massive damage. Due to their size they are not easy to dodge. This move consumes 5 cards. Divine Arts "Demon Binding Circle" - Reimu hits the ground creating a barrier around herself hitting a nearby enemy 42 times dealing good damage. This move consumes 4 cards. Jewel Sign "Concealed Orbs of Light" - Reimu shoots 3 Yin-Yang orbs that bounce and deal damage upon contact. This move consumes 1 card. Treasure Sign "Ying-Yang Orb" - Reimu creates a big orb in front of her hitting 5 times dealing OK damage. This move consumes 2 cards. Holy Relic "Ying-Yang Sanctifier Orb" - Reimu creates a huge orb in front of her hitting for 20+ hits and the orb travels forwards after a few seconds. Deals great damage. This move consumes 4 cards. Divine Arts "Wind God Kick" - Reimu strings together multiple Ascension Kicks and ends with a final upwards kick for OK damage. This move Consumes 3 cards. Fantasy Heaven - Reimu creates 7 Yin-Yang orbs around her, an orbs lights up everytime she hits the enemy physically. When they all light up she shoots taliman enveloping the field and hitting 100+ times. Orbs disappear if not activated within time. Deals massive damage. This move consumes 5 cards. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *+*+*+*+*+*+*+*+*+ *+ System Cards *+ *+*+*+*+*+*+*+*+*+ Everyone shares the same System Cards, and some are quite useful. They are mostly for restorative purposes. Temperament Manifestation - Activates the currently forecasted weather, also cancels the currently active weather. Bomb - Pushes everything away from you with a shockwave, has a few invicible frames afterwards. Guard Reversal - Only able to use while guarding. Interrupts to counter attack. Has a few frames of invincibility afterwards. Spell Amplifier - Fills card gauge by two cards, one if you count that you've spent this card. Damage interrupts the effect. Life Regenerator - Regenerates a very small amount of life. Can move and cannot be interrupted. Spirit Regenerator - Refills all your spirit spheres and recovers a broken sphere the instant the card is activated. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *+*+*+*+*+*+*+*+*+*+* *+ Getting Started +* *+*+*+*+*+*+*+*+*+*+* Story mode is very unique from the other mode. It has features not available in any other mode. I'll cover everything you need to know about playing Story mode. The first thing you may notice is your life bar. It works like any other life bar, but I figured I'd mention it :]. The three squares below your life are your lives. You have three before you use a continue, so make them last. Next are the blue spheres on the bottom. They're your spirit spheres. One is drained for every move you use and they refill when you don't perform actions. Physical attacks don't drain them but they do pause the refill if you use them whilst refilling. They are also into play when blocking. When you block attacks it drains a little from each sphere, when all are depleted one breaks and turns red. When one breaks it's unusable and slowly begins to refill, when refilled it is usable again. More than one can break at a time. Your card gauge is below the spheres. You have a hand of 5 cards and each move you perform fills the gauge a little, each successful hit fills it more. Filling the gauge will give you a randomly selected card to use. Once a card is used it is gone. However, in story mode the usage carries on between battles. An example is in one fight you may upgrade Binding Border to max then it carries over to the next unlike Arcade Mode where the deck is reset every fight. Your lives also do not reset after each fight. Decks are a unique aspect of the Touhou fighting games. They are used for increasing moves as well as changing moves and also restorative purposes. Each deck can contain only 20 cards and each skill can be upgraded a max of 4 times. The fight order and layout is as follows: Marisa Kirisame: 1 fight > 2 spell cards Alice Margatroid: 1 fight > 2 spell cards Komachi Onozuka: 1 fight > 3 spell cards Aya Shameimaru: 1 fight > 3 spell cards Iku Nagae: 1 fight > 2 spell cards > 1 fight > 2 spell cards Tenshi Hinanawi: 1 fight > 2 spell cards > 1 fight > 2 spell cards Scarlet Weather Rapture It should be noted that fights in Story mode are easier as enemies take increased damage (in Normal mode). This is the deck I recommend for Reimu in Story Mode: 1 Spell Amplifier 2 Hakurei Amulet 4 Dimensional Rift 4 Binding Border 2 Spirit Sign "Fantasy Orb" 1 Divine Spirit "Fantasy Seal" 2 Divine Arts "Demon Binding Circle" 2 Jewel Sign "Concealed Orbs of Light" 1 Holy Relic "Ying-Yang Sanctifier Orb" 1 Fantasy Heaven +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *+*+*+*+*+*+*+*+* *+ Walkthrough +* *+*+*+*+*+*+*+*+* I will attempt to lay this out in an easy to read way, to quickly find each fight and such. This walkthrough is for normal mode. Fight 1: Marisa Kirisame "Ordinary Magician" Fight: The Fight is simple, my advice is to keep your distance to avoid damage unless your confident in you melee ability. Hakurei Amulet and your C is your Bread and Butter in fights so use them to cut through enemy bullets and deal damage. Try to get your skills leveled up as soon as the cards show up, however if you get high cost spell cards I suggest saving them. However don't go around wasting low cost spell cards as I usually save them to use for the high cost spell cards. Spell card 1: Star Sign "Polaris Unique" Description - Marisa will shoot a relatively slow moving star at you and it will burst into slightly smaller stars going in different directions. Strategy - You can easily dash through the stars before they burst and attack Marisa, however watch out for stars that have burst to avoid damage. If your hit by a star that hasn't burst you will be knocked back. Some stars leave a circle after they burst that can damage you. This is a simple spell card and you should have no trouble getting her spell broken. *When a spell is broken they usually have a few frames of invinciblity, however you have full movement. When they use their next spell cards they generally have to get into position, take advantage of this by charging a Hakurei Amulet and with the right timing you can cut their life significantly before they even initiate the spell card. Spell Card 2: Armillary "Orreries Universe" Description/Strategy - Marisa will jump on her broom and fly in the air. 4 orbs will surround her and she does 1 of 3 things with about 1 or 2 seconds in between. 1.She can shoot small stars all around her. When she does this an uncharged C can easily cut through them and damage her. 2.She shoots about 6 little lasers at you. Easily dodged, dash through and attack when they stop. 3. The orbs will emit a thin harmless laser and then it will turn a bit bigger and rotate around her. Again, easily dodged not even needing to dash most times, attack her when she stops. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fight 2: Alice Margatroid "Seven-Colored Puppeteer" Fight: Easy enough, Alice's move don't have a lot of power behind them and they can be a bit sluggish at times. She will mostly place dolls and fire a bunch of small shots from them. Spell Card 1: Grunts "Suicide Squad" Description - Alice will take out about 10 dolls and they will fly at you and explode. Strategy - Dash isn't that effective here, try to jump to get their path above you and use your C Dimentional Rift to slide under them giving you a short window of time to attack Alice before she throws more at you. Make sure to get the timing of Dimentional Rift down, too early and the dolls will follow you, too late and they'll hit you before the teleport. Spell Card 2: Sword Sign "Crusaders" Description - Alice throws dolls spinning purple blades in 5 directions around her. Then she retracts them and throws 2 dolls with blue blades spinning at you whislt also throwing the purple again. Strategy - A Charged C easily cuts through the blue dolls and if your at max distance from her the purple should be little to no problem. Try to throw a fully charged Hakurei Amulet when the path is clear. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fight 3: Komachi Onozuka "Sanzu River Ferryman" Fight: Again as fights go this is simple. Keep your distance and fire your C and Hakurei Amulet. Watch for the shot that trails on the ground because if you jump over it it will follow you up. Spell Card 1: Spirit Sign "Ancient Earthbound Spirits Arise" Description - Komachi will stand on one side of the screen and create orbs in your position, at first the orbs are harmless, but after a few seconds she swings her scythe and the orbs get bigger and deal damage. Strategy - This spell card is easy. Attack from afar with charged C while the orbs gather around you and before she activates them dash forward away from them and wail on her up close. Spell Card 2: Death Sign "Scythe of Final Judgement" Description - Komachi will stand on one side and create a purple field around you, vastly decreasing your movement speed, after a few seconds she swings her scythe and purple energy shoots down from the sky upon you. Strategy - This spell card is easier than it seems. You have the advantage of Dimensional Rift. Try to get as far away from her as possible and wait for the slow field, after about a second use Dimensional Rift with X and her attack will miss you will kick her dealing a nice chunk of damage. Rinse and repeat. Becareful not to use Dimensional Rift too early or the blast will still land on you. Spell card 3: Soul Sign "Soul Game" Description - Komachi will create a circle of bullets around you and they will begin to close in on you if they don't hit you or get blocked they continue on their path going outward. Occasionally she will create 2 purple circles around you and switch positions with you. Strategy - Again this is where Dimensional Rift shines. When she surrounds you simply use your Dimensional Rift with X to easily escape and do damage. Try not to get thrown off on which directional buttons your pressing if she switches positions with you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fight 4: Aya Shameimaru "Traditional Reporter of Fantasy" Fight: A little tougher, Aya has moves with unique paths so watch for the arced bullets. If you get close Aya really likes her downward kick which hurts. As always try to keep your distance and fire off Hakurei Amulets. Spell Card 1: Squall "Sarutahiko's Guidance" Description - Aya jumps back and dashes forward covered by a tornado and dashes off screen. She jumps back and leaves 4 slow moving bullets behind her. Strategy - You cannot dash through her when she does this, she will just hurt you if you try. Just jump and dash in the air past her. When she comes back she should be in front of you. This is where Binding Border comes into play. If you don't have it maxed try to stick with the X version. Use is when she comes back from a dash and has to get back into positon for the next. Don't worry about her attacking you while you do it, because when she's hit by it, it will pause her for a second. Spell Card 2: Rotation Sign "Youkai-Killing Fan" Description - Aya will jump to one side of the screen and create a dozen bullets that twirl around her location. Strategy - You will want to attack her before she shoots the bullets as they are a bit tough to break through. Binding Border is good here as well because if she goes in the air she will certainly fall before she shoots more bullets. So stick with the C verson if it's not maxed out and use it right before she falls. Spell Card 3: Whirlwind "Torii Hurricane" Description - Aya will jump to a point on the map and create a giant tornado in front of her that goes from the bottom to the top of the screen. She will Continue this, however only 2 tornados will be on the screen at any one time. Strategy - Simple enough knock her life down before she gets into position and Dash through the tornados she creates. Watch out after she makes more than 1 because you could dash past one into another, and they hit quite a few times. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fight 5: Iku Nagae "Beautiful Scarlet Cloth" Fight: Easy fight. She likes her projectiles so keep your distance and fire off your own, a lot of her moves have knock back so be careful what you are hit by. Spell Card 1: Light Orb "Gleaming Eyes of the Dragon" Description - Iku jumps to a point on the screen and shoots to orbs with a stream of lightning in between, it rotates slowly forward from where she was standing. Strategy - Easy to dash through and punish, make good use of your dash attacks, while your dashing through her lightning, be carful not to do it too early and get caught in the attack. Spell Card 2: Thunder Sign "Abode of the Thunder God" Description - Iku creates a thin line at your location and after a second, lightning strikes in that area 3 times successively. Strategy - Again an easy dasher, watch for the thin lines and dash away before the lightning strikes. If your too far to attack then close the gap with Dimensional Rift X. Fight: Hasn't changed, she still like to throw projectiles at you and is still squishy. Spell Card 3: Sione Sign "Acanthodii of the Thunder Clouds" Description: Iku jumps in the air and creates a spark shield around herself while also emitting orbs of lightning around her. She then chases you around. Strategy - This one can be a pain. The shield can be broken before she resets if you charge up a Hakurei Amulet, and fire 2 charged C's before she starts heading after you, that gives you a ton of time to wail on her while she just follows you. However afterwards it's hard to break it, so run to one side of the map and turn around and dash through her, jump while in the dash to keep the invincibility frames and dash in the air, one or two and the shield should dissipate leaving a small window to attack before she resets it. Spell Card 4: Cloud Realm "Thunder from the Sea of Eternal Clouds" Description - Iku jumps to the center and creates lines across the map which turn to bolts of lightning while also shooting orbs in all directions around her. Strategy - This one is a bit about luck as to where the lightning will go, you can block but they can easily break a shield which could send you flying into another bolt. Try to keep your distance and watch for the lines to avoid thunder while throwing C's and Hakurei Amulets at her. This is a good time for the spell cards you've been saving. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fight 6: Tenshi Hinanawi "Daughter of Bhavagra" Fight: Tenshi really likes to throw the keystones at you so be wary of them. A charged C can cut through them and even damage her. When you get close she likes to do her down attack which hurts and comes fast. Watch for her beams too as they will dissipate any projectile and hurt you in the process. Spell Card 1: Keystone "Heaven's Rock" Description - Tenshi jumps to one side and shoots a fast moving Keystone. It will either move to your location or the edge of the screen and fly upwards. Afterwards it will dissipate into many orbs in a circular pattern around it. Strategy - Dash through the Keystones, and punish her while she's vulnerable. Throwing Amulets at the keystones will stop them but not destroy them. Just watch for stray bullets from the Keystones and it's quite easy. Spell Card 2: Heaven and Earth "Earth, Thy Violence Nurtures us!" Description - Tenshi jumps on her Keystone and slams into your location, creating pillars in each direction. The pillars do damage when they rise. Strategy - Easier than it seems, by this time you should have a maxed out Binding Border, use it when she rises to your location. Before she lands jump to the side and dash back to where she landed to avoid being hit by the pillars coming up. Fight: Nothing has changed, watch for her Keystones and beams. Spell Card 3: Meditations "Earth-Calming Stone" Description - White balls of light fall from the sky, when they land Keystones arrive in their location. Tenshi stands in one area and shoots lasers all around the keystone in her hand. Strategy - Again make use of Binding Border, it's your best friend against Tenshi. When she jumps to a new location to shoot lasers thats when you do it. Watch for the Keystones that are rising though. Spell Card 4: Heaven and Earth "Faraway Lands, Gaze on this Earth!" Description - Tenshi drives her sword into the ground creating pillars in a pyramid shape with her at the peak, then she puts her sword in the air and shoots dozens of small orbs all around her location. Strategy - Here is where Binding Border absolutely shines. You can use it when she make the pillars and drives herself up, and also when she jumps off to make new pillars. be careful of stray orbs that could break your Binding Border before she hits it. Also be wary of where she lands, her pillar and the next 2 adjacent on both sides will hurt you when they form. **After you defeat her, her sword lands and begins to emit scarlet clouds. the Heavens rumble and pillars rise into space. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Scarlet Weather Rapture Description - You will see Tenshi spinning her sword. At first she creates thin laser shots all around her. Then she Fires 4 thin beams that circle around her (much like Marisa's). At about half life Scarlet clouds will fly at your direction, after about a second she shoots a large beams that will hit 25 times and knock you away. When she gets to 1/4 she fires the beams much faster and always has at least 2 beams on screen. Strategy - This can be easy if you've saved a good spell card, but know when to use it as she has invincible frames. The shots are easily blocked or dashed through and the beams can be dodged like Marisa's. Watch when the scarlet clouds are on you because she will fire the laser at you. Keep throwing C's until you knock her down to 1/4. She will fire the laser much faster and start aiming another before the first is done. This is where you must dash constantly to avoid them and jumo dash to C and Hakurei Amulet, there's not enough time for a charge so lay regular ones. You can dash through her to avoid being hit by a laser. Just be careful because if your pinned by one laser, she has you and your gone unless you can roll away after begin hit 25 times, or are lucky enough to be knock backed out of her next laser. Down + C is also great when your directly under her. Congratulations, you've beaten Story Mode with Reimu, enjoy the ending! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *+*+*+*+*+*+*+* *+ Copyright +* *+*+*+*+*+*+*+* This FAQ is Copyright (c)2010 by Erik Padilla If you wish to use this FAQ on your site please contact me by email at [email protected] All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.