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Earned Weapons From Bosses

A boss's weapon can be acquired by picking up the orb she drops after being defeated. (Any shots the boss has fired remain active even after she's gone until you get the orb, so be careful, as it is still possible to be hit by these leftover shots.) Whichever girl grabs the orb gets the weapon and the other girl gets nothing, so if you want the other character to get the weapon, remember to hit pause and switch characters before you grab it.

Weapons with a * next to them are generally acknowledged to be the better choice. Yuyuko and Reisen's weapons can go either way depending on your preferences; give one of the two's weapon to Marisa and the other to Alice.

Cirno's weapons

Icevulcan

Ice Vulcan (Marisa) Fires a stream of small icicles at high speed and slightly erratic direction. Can be rapid-fired. Very similar to Megaman 3's Needle Cannon. Shoots quickly and consumes little energy, but not much attack power; it's no Metal Blade, that's for sure.


Whiterosecluster

White Rose Cluster (Alice)* Starts a small ice ball in Alice's hand; the longer the fire button is held, the larger the ball gets. It has three levels of power; after a few seconds of holding a maximum-power shot, it will fire automatically (otherwise it can be fired at any time by letting go of the fire button). An amalgamation of Megaman 2's Atomic Fire and Megaman 4's Pharaoh Shot. If you get hit, you lose the charge, so be careful. You can also ram the charged snowball into enemies.

Eirin's weapons

Blacklotus

Black Lotus (Marisa) Shoots off two large energy balls, one straight up and one horizontally forwards; they will run along any floors, walls or ceilings they encounter. Can be used as an anti-air or anti-ground weapon; medium attack power.







Forcecrisis

Force Crisis (Alice)* Summons a meteor that falls diagonally behind Alice. Somewhat difficult to aim due to its unique nature; however, it has very high attack power and can take out many enemies in one hit. Since it flies diagonally it can be used to hit enemies above or below you, depending on your position.









Yuyuko's weapons

Butterflystream

Butterfly Stream (Marisa) Fires off a swarm of spirit butterflies diagonally up and forwards. Very powerful, will blow right through groups of enemies and damage some enemies that are invulnerable to normal shots. As an anti-air weapon it is second to none, though it misses some grounded enemies because of its diagonal path. Experts at the game will have a lot of fun with this one.





Reincarnationghost

Reincarnation Ghost (Alice) Summons eight ghosts in two concentric rings around Alice which will remain around her for approximately ten seconds or until they hit an enemy, whichever comes first. Similar to Megaman 4's Skull Barrier, although with a time limit. Can be double-summoned for a total of 16 ghosts, and you can also switch to another weapon or to Marisa while the shield is active, setting up combo possibilities. Very helpful for beginners and in some areas, although it does not block shots.






Reimu's weapons

Yinyangstrike

Yin-Yang Strike (Marisa)* Shoots a large, glowing blue and white yin-yang that bounces slowly on the ground. Up to three orbs can be summoned at a time, although they dissipate instantly if they hit a wall. A powerful weapon although it only lasts about half screen range, it can destroy the blue yin-yangs you encounter rolling around in some stages with one hit (red ones are indestructible but those are only in Reimu's stage anyway). Highly useful against the final boss.




Homingamulet

Homing Amulet (Alice) Fires a large, square red and white amulet that will home towards nearby enemies. Up to three can be shot at a time, but it lacks power, about the same damage level as a regular buster shot. Similar to Megaman 3's Magnet Missile.


Remilia's weapons

Redmagic1

Red Magic (Marisa)* Fires a huge red orb of energy straight forwards, leaving behind a bat-shaped trail of magic that gradually dissipates. The trail can cause residual damage similar to Megaman X4's Plasma Shot. This weapon has very high attack power, and is probably Marisa's best weapon. Further adding to its versatility, it can be fired upwards diagonally[[1]] or straight up,[[2]] and if it is fired diagonally, it can ricochet off walls (if fired straight it goes through them). For maximum damage effect, fire it in an open area and chase after it so the residue trail remains on screen as long as possible.

Bloodycurse1

Bloody Curse (Alice) Shoots out a red cross in a boomerang pattern, flying out about half screen before returning. Can hit rapidly, and improves on the Red Magic's directional options as it can be fired in eight directions, including upwards,[[3]] downwards,[[4]] and in all four diagonal directions. However, it lacks the Red Magic's sheer power, long range and ricochet ability, so it can't quite stack up as a replacement. Similar to the Spike Ball from Megaman X5.


Sakuya's weapons

Thousandknives

ZA WORLDO!!!

Thousand Knives (Marisa)* Freezes time on screen for about five seconds; in the process, generates two concentric rings of knives. Once the time freeze ends, the knives strike every enemy on screen. Causes heavy damage to any enemy that isn't immune to it; most weaker enemies will be destroyed immediately. Be aware that while time is frozen you can still get hit by any enemies or projectiles on screen. Crucial to survival, especially in the Quick Man-style force beam section of the Patchouli fortress's first level. Similar to Megaman 4's Flash Stopper, in that it must be reactivated if you want to freeze time again. Goes through energy rapidly and can only be used up to four times without collecting more energy, so make it count.




Quicksilver

Quicksilver (Alice) Fires out four knives at high speed in a spread pattern. Can take out most weaker enemies, but isn't much more powerful than a normal shot. Plus, since it can't freeze time, it doesn't come close to matching Thousand Knives' usefulness. Its one nice feature is that it consumes very little energy, allowing you plenty of shots.



Youmu's weapons

Ghostcutter

Ghost Cutter (Marisa) Shoots a green crescent-shaped wave straight ahead. Moves fairly fast but only has about 1/4-screen range, limiting its usefulness severely. Doesn't come close to matching Rolling Slash in terms of bang for the buck.




Rollingslash

Rolling Slash (Alice)* Can only be activated in the air; generates a whirling red field around Alice, dealing heavy damage to any enemy that touches it. Despite its short range, this is probably Alice's best weapon simply because of its incredible power level and the fact that it doesn't use a lot of energy. Its only weakness is that you can't use it on the ground. This weapon is essential; it makes many incredibly annoying enemies drop like flies in one hit. It does not make you invincible or block projectiles, so still be careful. Similar to Zero's Kuuenzan from Megaman X4.



Reisen's weapons

Psychomissile1

Psycho Missile (Marisa) Fires a large bullet that causes a big explosion when it hits an enemy or a wall.[[5]] Moves very fast and packs a wallop, plus you get plenty of shots. It is similar to Megaman 4's Drill Bombs. This and the Mental Sacrifice can both be used to destroy the green walls you encounter in some stages, like the Drill Bombs, Megaman 2's Crash Bombs and Megaman 3's Hard Knuckle.

Mentalsacrifice1

Mental Sacrifice (Alice) Throws four grenade-shaped projectiles on an arc; when they hit the ground, an enemy or a wall, they burst into explosions.[[6]] They are not as large or as powerful as the Psycho Missile, but cover a wider area, and like the Psycho Missile they also can destroy the green walls.




Other Weapons

Weapons not related to a particular boss.

Stardustmissile

Stardust Missile (Marisa) Marisa's basic weapon, similar to Megaman's regular arm cannon. Can fire up to three shots at a time.



Spectrummystery

Spectrum Mystery (Alice) Alice's basic weapon, only half as powerful as Marisa's but capable of continuous fire. Hits more rapidly the closer to Alice the enemy is.



Superbroom

Super Broom (Marisa) Marisa's flying broom. Not actually a weapon, can be used as a temporary platform or to cross long gaps that are impassable any other way, similar to Megaman 2's Item-2. Disappears when it hits a wall (it does not disappear when it runs out of energy, you just won't be able to launch another one until you get some energy back). Acquired after completing four stages with either character.



Shanghai

Shanghai Doll (Alice) Alice's helper doll, which, once activated, homes on the nearest enemy and fires small shots at it continuously until the enemy is destroyed or it runs out of energy, much like Megaman 5's Beat. Individual hits do not cause much damage, but its continuous fire makes the damage gradually add up and it can easily reach faraway enemies. Acquired after collecting four boss weapons for Alice.





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