Maidens of the Kaleidoscope
~Hakurei Shrine~ => Help Me, Eirin! => Topic started by: MaronaPossessed on November 27, 2009, 02:59:34 AM
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So I cleared ReimuA on Easy. Is it possible to unlock the extra stage on Easy or does it have to be Normal? (Easy is like Hard mode to me!)
The old windows games (Touhou 6-9) we're easier and up after Mountain of Faith...it seems like everything got even harder.
Are there any tips against Orin and Reiuji? (Especially against those huge balls of fire)
Thanks:)
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So I cleared ReimuA on Easy. Is it possible to unlock the extra stage on Easy or does it have to be Normal? (Easy is like Hard mode to me!)
Normal 1cc (simply put, no Continues nor Game Over) is required to unlock Extra Stage.
The power-bomb relation was implemented in MoF and SA, so maybe that's the reason for the difficulty change.
As for help, I haven't touched SA that much at all. :V
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Only Imperishable Night and Story of Eastern Wonderland allow you to 1cc Easy to unlock it. Too bad for SoEW you have to do it once per shot type.
I'm one of the few that finds Orin easier than Utsuho. Utsuho can easily kill me 4-5 times on Normal, while Orin is 0-2 depending on shot type and how I'm playing.
Orin's first nonspell: If you don't mind being cheap, you should go above her. If you're close enough, she won't shoot the stars. She'll move after every 2 waves, except the first time which is after 4. If you're using MarisaB, you can end this with Earth shot before she even moves. Even if you're not, move up a little before she does, then move back close enough before she starts shooting again.
Orin's first spell. If you're already at the top, you just made this easier. Attract the zombies there, then move down and start shooting. It makes it easier to dodge, and if you're using MarisaA or MarisaB you can use spread to completely trivialize the card.
Orin's second nonspell: Play this near the middle of the screen, not the bottom.
Orin's second spell: I can't do this consistently without MarisaB Metal sign to trivialize the card.
Last nonspell: There's some pattern to this, but I can't do it. Reading can get you through without knowing it if you're good, but I choose to bomb it.
Ghost Wheels: Aimed, but sometimes she messes it up, so I just bomb it.
Last spell: Orin won't kill you if you touch her on this. If you're using MarisaB, Earth shot and a bomb owns this. Otherwise, just try to get the zombies out of the way.
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Well time to practice even more X_X
Thanks guys :)
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If you're using MarisaB, Earth shot and a bomb owns this.
Why would you use earth shot during a bomb? With all options hitting, wood will do more damage in every situation (except maybe 2 power, and even then it barely makes a difference).
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Why would you use earth shot during a bomb? With all options hitting, wood will do more damage in every situation (except maybe 2 power, and even then it barely makes a difference).
Earth Shot + Shotgun bomb = Spell Card over in 2-4 seconds. Basically, any shot will do the job (provided you have the initial Power, else yeah, use Wood). You get the Power back at the start of Stage 6 anyways.
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And if I manage a no deaths Orin boss fight, I'm not going to have a lot of power due to bombing the last nonspell and on ghost wheels.
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Wait, WHAT?! The Ghost Wheels are aimed?
Mind status = blown. I always just randomly dodged on this.
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Wait, WHAT?! The Ghost Wheels are aimed?
Mind status = blown. I always just randomly dodged on this.
My first thought when I saw this card was "Are these aimed?" and I was pretty sure they weren't :c
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My first thought when I saw this card was "Are these aimed?" and I was pretty sure they weren't :c
I just move left and right on that one
Left, right, left, right, left-right,left-right,left-Oh sh-*loses life*
It can get you for sure if you screw up but thats how I do it.
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I also remember reading here that you could run through the rings as a last-ditch effort.
I've always thought about trying that, but thought "Nah, with my luck I'll only get in and not out."
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I'm one of the few that finds Orin easier than Utsuho. Utsuho can easily kill me 4-5 times on Normal, while Orin is 0-2 depending on shot type and how I'm playing.
Orin's first nonspell: If you don't mind being cheap, you should go above her. If you're close enough, she won't shoot the stars. She'll move after every 2 waves, except the first time which is after 4. If you're using MarisaB, you can end this with Earth shot before she even moves. Even if you're not, move up a little before she does, then move back close enough before she starts shooting again.
Orin's first spell. If you're already at the top, you just made this easier. Attract the zombies there, then move down and start shooting. It makes it easier to dodge, and if you're using MarisaA or MarisaB you can use spread to completely trivialize the card.
Orin's second nonspell: Play this near the middle of the screen, not the bottom.
Orin's second spell: I can't do this consistently without MarisaB Metal sign to trivialize the card.
Last nonspell: There's some pattern to this, but I can't do it. Reading can get you through without knowing it if you're good, but I choose to bomb it.
Ghost Wheels: Aimed, but sometimes she messes it up, so I just bomb it.
Last spell: Orin won't kill you if you touch her on this. If you're using MarisaB, Earth shot and a bomb owns this. Otherwise, just try to get the zombies out of the way.
If we're talking about on Normal, I can definitely see why you think Orin is easier. On a broader scale, Orin's regular stage (counting the midboss) is no pushover, while Utsuho's is just a lot of streaming. I do believe these same properties hold on higher difficulties (with some obvious changes to make them, well, harder), so that's probably why you hear people say Stage 5 is the harder of the two in general. Granted, Orin can still be tough to beat even if you know what to do, as you can't let your guard down. Enigma, I hope you don't mind me elaborating on your post a bit.
1st non-spell: An easy opener. I haven't tried going above Orin, then again I don't need to. Stay under Orin as much as possible, slip between the lanes when appropriate, don't psyche yourself into colliding with the (much) slower dark-blue bullets, and you can beat this phase in less than three sets of lanes (blue>green>blue bullets).
1st spell: Enigma's strategy is dead-on. Move above Orin as this phase starts and move back down when you herded the fairies to the top.
2nd non-spell: Again dead-on. I prefer to alternate going up and down through the lanes to avoid the exploding wisps' shots. If you follow Orin closely at the beginning, you can kill her in two iterations.
2nd spell: Standard knowledge is that the big outer wheel forms with you at its center. Trying to keep these wheels forming in the same place on Normal is easier said than done, however. Here, the big wheel forms shortly after the wisps explode at the center, forcing you, and the new wheel, to move somewhere else. Some on-the-fly work is needed here to prevent yourself from getting trapped at the bottom, otherwise just learn how the streams come out the center, slip back out, and repeat.
3rd non-spell: I'm not sure if there's a pattern here either in the sense that the whole attack is static. The wisps shoot with set patterns of bullets, but I haven't yet determined if they're along set trajectories as well. A little reading ability goes a long way here, but if you're going for a 1cc bombing isn't a bad choice.
3rd spell: The Ghost Wheels are aimed this time, and new waves form about the same time the previous one passes you (assuming you're near the bottom). You should only have two rough spots where you avoid the wheels, alternating between them for each wave. Also, bombing only destroys the pink bullets.
4th spell: I like to start at the bottom and steadily move up once the fairies begin moving so I deal a lot of damage quickly. Go to the left of Orin when you reach her (it follows the rotation of the blue pellets she shoots), wait to herd the fairies, go back down and own her.
Hopefully a bit of advice on Utsuho will help too.
1st non-spell: Another simple opener. Read the rows as they come down and align yourself accordingly.
1st spell: This is a combination of bullet manipulation and reading ability. The suns are aimed at where you were when fired - ideally you want to keep them out of your path as much as possible, but the blue bullets complicate things a bit. The blue ones rotate in opposite directions, have no set pattern (on an individual level) and can get quite dense, so bomb if you think you'll be trapped between them and a sun. My method is to go back and forth from the center to one side for each set of suns launched. Learn where you need to be to create that opening in the center, and don't forget to leave the very bottom of the screen if need be.
2nd non-spell: The rows of white bullets don't have perfectly set trajectories (they either home slightly or are random, don't know which is true). Don't stay too high up so that you have enough time to react. Pseudo-stream the red bubbles, being careful not to get trapped among white bullets, and you should pass this one in less than two iterations.
2nd spell: This is ALL reading and dodging. Exactly the same as on Easy, only a bit faster. Because the suns fire almost continuously, bombing won't help outside of whatever invincibility they grant you.
3rd non-spell: Stay slightly above the bottom, and follow Utsuho as she moves between waves. Keep in mind that she may move vertically as well as horizontally, potentially clipping you - when in doubt, move slightly up and go from there.
3rd spell: Same safe-spot as on Easy. That's all I got to say.
4th non-spell: After the first set of white bullets, the rows really spread out, so your biggest concern is not getting trapped between the yellow bubbles and new rows of white bullets.
4th spell: I've seen people go about this one in many ways - stay to either side vs. the center, no hor., no vert., box-like motions, etc. Since I don't know what your preferred strategy is, I'm not sure how much I can help. Experiment until you find a method you're comfortable with.
5th spell: Let the gravity effect carry you through the light bullets, making sure to stay away from the bottom as much as possible (that gives you room to move diagonally down when needed). I don't think these bullets have set patterns either, so just read them and coast through to victory.
Sorry for the wall of text, but I hope I covered everything (and got it all right).
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My first thought when I saw this card was "Are these aimed?" and I was pretty sure they weren't :c
Every two waves are aimed at the same spot
That's why if you assume they are aimed, they don't seem to be.