
For any inquires on backlink exchange or partnerships please contact thecodex@gmail.com
The Wiki Forums are up! Check them here!
There is an official chat room on the wiki! I'm always AFK here so pull by to say hi!
Remilia Scarlet (レミリア・スカーレット Remiria Sukāretto) is a vampire who runs the Scarlet Devil Mansion. She is the older sister of Flandre Scarlet, oversees Hong Meiling and Sakuya Izayoi along with the mansion's fairy maids, and counts Patchouli Knowledge among her close acquaintances. Remilia makes her debut as the final boss and primary antagonist in Embodiment of Scarlet Devil. She has since appeared as a playable character in multiple titles, including teaming up with Sakuya in Imperishable Night and joining the roster of Immaterial and Missing Power.
{{Infobox character |name=Remilia Scarlet |image_gallery=
| Remilia Scarlet | |
|---|---|
|
| |
| Origin | |
| Origin | Touhou Koumakyou ~ the Embodiment of Scarlet Devil |
| Creator | ZUN |
| First Appearance | Touhou 06: Embodiment of the Scarlet Devil |
| Voiced by | Fanmade Series: Ayumi Tsuji, Sumire Uesaka, Yukari Tamura, Mai Goto, Yurika Aizawa, Kanna Amasawa, Azumi Waki, Yuri Yamaoka, Hiyori Kono, Kaede Hondo, Yo Taichi, Momoka Terasawa, Chiaki Omigawa, Natsu Yorita, Haruka Terui, Hitomi Ōwada, Sayumi Watabe, Fairouz Ai, Marika Kono, Takako Tanaka, Rei Matsuzaki, Mai Nakahara, Shio Kisui, Haruna Kawai, Yuka Nukui, Tomomi Jiena Sumi, Haruno Yuzuki, Eri Kitamura, Ayana Taketatsu, Maaya Uchida |
| Characteristics | |
| Species | Vampire |
| Gender | Female |
| Pronouns | She/Her |
| Sexuality | Unknown |
| Age | Over 500 years old |
| Birthday | Unknown |
| Height | Short |
| Weight | Unknown |
| Ethnicity | Western European |
| Status | Alive |
| Alignment | True Neutral |
| Archetype | Leader, Boss |
| Time Period | Non-linear |
| Language | Japanese |
| Combat Style | Magical Fighting |
| Homeworld | Gensokyo |
| Relationships | |
| Affiliations | Flandre Scarlet, Sakuya Izayoi, Patchouli, Reimu Hakurei, Marisa Kirisame |
| Enemies | Reimu Hakurei (Formerly), Marisa Kirisame (Formerly) |
| This dropdown contains the synopsis of Remilia Scarlet’s story. Read at your own risk as you may be spoiled otherwise! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Little is known about Remilia's life before she came to Gensokyo, though her name, appearance, mansion, and style of dress all suggest European origins. She has been described as having come from "the west." She has acted as the mistress of the Scarlet Devil Mansion for roughly five hundred years. She likes to claim that she descends from one of history's most infamous vampires, Count Vlad Țepeș Dracul, though by her own admission this is entirely false. It remains unclear exactly how Remilia first arrived in Gensokyo. The Scarlet Devil Mansion itself, and presumably Remilia along with it, was present there at least as early as 1998. By the time she appeared, the Great Hakurei Barrier, which was erected in 1885, had already been in place for a considerable period. At that stage in Gensokyo's history, youkai had lost much of their strength because they could no longer freely prey on humans. Upon arriving, Remilia quickly gathered many followers and went on a destructive rampage. Eventually, more powerful youkai managed to stop her. They established a devil's contract: the youkai would provide her with humans to feed on, and in return she would refrain from attacking Gensokyo's human population. Many youkai found this agreement distasteful, which led to discussions with Reimu Hakurei about creating a standardized set of rules for combat. It is unclear whether Remilia took part in those talks. Those discussions eventually led to the creation of the spell card system. Almost immediately afterward, in 2003, another scheme of Remilia's triggered the first incident resolved using the new rules. In Perfect Memento in Strict Sense, Hieda no Akyuu never directly names Remilia as the vampire responsible for the so called "Vampire Incident," in which a vampire first arrived in Gensokyo and went on a rampage. Technically, this meant it was unconfirmed whether Remilia was the one involved. However, Akyuu notes that any mention of vampires in Gensokyo should be understood as referring to the Scarlet family, suggesting that readers were meant to assume Remilia was the vampire in question. Later, Strange Creators of Outer World 2 finally confirmed that Remilia was indeed the vampire from the Vampire Incident. Embodiment of Scarlet Devil
In Embodiment of Scarlet Devil, Remilia released a fog across Gensokyo to block out the sun so she could move about freely during daytime hours. After the heroines discovered her plan and put a stop to it, she was forced to rely on a parasol for shade whenever she wanted to go outside while the sun was up, as mentioned in Immaterial and Missing Power. Hieda no Akyuu offers a different interpretation, speculating that Remilia may have orchestrated the entire incident on purpose and deliberately lost. According to this theory, her real goal was to show Sakuya Izayoi, who was struggling to adjust to Gensokyo's environment, that humans could become friends. There is no solid evidence to confirm this idea, but nothing outright disproves it either. Regardless of her true intentions, Remilia handles her defeat remarkably well in every ending. The only hint of frustration she shows is when she jokingly teases Marisa Kirisame, saying the incident would have been cooler if the mist had remained. In Marisa's B ending, Sakuya hides Marisa in the library to keep Remilia from finding her. In Reimu's A ending, Remilia visits the Hakurei Shrine carrying her own parasol and does not seem bothered by having to use it. Reimu asks why she bothered with the mist in the first place, but before Remilia can answer, Reimu starts grappling with her. Immaterial and Missing Power
In her story mode, Remilia leaves the Scarlet Devil Mansion after convincing Sakuya to let her handle matters on her own. She runs into Marisa Kirisame, defeats her, and declares that she intends to be the "star" of the upcoming feast. She then heads to the Hakurei Shrine, beats Reimu, and repeats her intentions. After that, she defeats both Youmu Konpaku and Yuyuko Saigyouji. She finally meets Yukari Yakumo and demands to know who is responsible for the feasts that have been taking place every night. Suika Ibuki eventually appears, and Remilia defeats her as well. In her ending, she tries to enjoy a full moon with Sakuya, and the two discuss what it means to have class. Imperishable Night
In Imperishable Night, Remilia heads out alongside Sakuya to track down those responsible for stealing the full moon from the night sky, since the fighting would take place during nighttime hours. Shoot the Bullet
Aya Shameimaru encounters Remilia on Stage 7 and photographs her danmaku patterns. Scarlet Weather Rhapsody
Remilia conducts her own investigation by ordering Sakuya Izayoi to bring suspects directly to her. She eventually deduces that the culprit is located above the mountains, an area where she is highly vulnerable to sunlight. Hopeless Masquerade Impossible Spell Card Bohemian Archive in Japanese Red Aya also interviews Remilia alongside her sister to gather information about the meteorite that exploded in the sky. While Flandre simply describes how she destroyed the object, Remilia explains that the meteorite was destined to fall on the Scarlet Devil Mansion at that exact moment, and that Flandre was also destined to be there to destroy it. In a follow up interview, Remilia again insists that not only was the meteorite fated to fall there, but the event was also artificially caused by someone forcing it to happen. She shows Aya a fragment of the meteorite covered in magical runes as evidence. Perfect Memento in Strict Sense Silent Sinner in Blue The Grimoire of Marisa Forbidden Scrollery The Grimoire of Usami Whispered Oracle of Hakurei Shrine |
Remilia Scarlet's full name (レミリア・スカーレット) carries a strong Western flavor, likely French or British in origin. The first name appears to be an original creation by ZUN, possibly derived from "Emilia," a name meaning "rival" or "emulating." Her surname refers to a bright red color with a faint orange undertone and serves as a variant of "Scarlett" as a family name. This also likely is in reference to her being a vampire. The middle dot placed between her given and family names follows the standard Japanese convention for writing foreign names, indicating the break between the two parts.
Despite having an actual name, Gensokyo's residents more often refer to her by titles such as "the vampire," "the Scarlet Devil" (紅い悪魔), or simply "the mistress." It is actually quite rare for others to use her proper name. Patchouli Knowledge is an exception, affectionately calling her Remi (レミィ).
Also given that she claims to be related to Vlad Tepes (though this is likely not true), Remilia Scarlet may be a name she gave herself.
General Description: Remilia is a figure with short light-blue hair and red eyes. She has a pair of large black bat-like wings on her back with a wingspan wider than her height. She is said to be about as tall as a girl in her early teens, between 10 and 14 years old.
Facial Features: She has short light-blue hair. A light-pink mob cap with a red ribbon decorated with white stripes is worn on her head. Her eyes are red.
Clothing/Outfit:
Physical Traits: Two large black bat-like wings extend from her back.
Alternative Outfits:
Alternate Forms/Disguises: Her palette swap alternative outfit is a color variation rather than a distinct alternate form.
Flandre is Remilia's younger sister. She is stated to respect and idolize her sister, and Remilia cares for Flandre, as shown when she considers getting her a good tutor in Imperishable Night, though it is unknown how often the two actually interact.
Perfect Memento in Strict Sense states that it is rare, but not nonexistent, to see the sisters together. Despite this, they have been depicted together on many occasions, including:
The interview in Bohemian Archive in Japanese Red reveals that while Flandre may respect her older sister, it is to the extent one would expect from a snarky child. She is willing to outright state when she believes Remilia is spouting nonsense, at which point Remilia interjects with a comment that Flandre should not talk about her older sister that way.
Sakuya is utterly loyal to Remilia, serving her as Head Maid without question—a bond whose mutual trust remains unexplained. She follows Remilia's requests even when she knows they are futile, such as attempting to catch Lily White to restore spring in Strange and Bright Nature Deity on her mistress's whims. When Remilia playfully criticizes her failure, Sakuya takes it in good stride without disagreement.
She also acts on Remilia's behalf unprompted, accompanying her in Imperishable Night and attempting to do so in Immaterial and Missing Power, or putting on an impromptu sleight-of-hand magic show for her in Curiosities of Lotus Asia. Remilia has praised Sakuya as an excellent cleaner, though not before contradictorily stating that humans are useless. Their closeness permits Sakuya to lightly chide her mistress at times, such as chastising Remilia in Scarlet Weather Rhapsody and Immaterial and Missing Power victory quotes for sneaking food or playing around too much.
Patchouli is an old friend of Remilia. In Perfect Cherry Blossom, they address each other informally as "Remi" (レミィ) and "Pache" (パチェ) respectively. The two have been depicted sharing tea and casual conversation together in Silent Sinner in Blue and Oriental Sacred Place, where Patchouli offhandedly comments that they are both creatures of the night.
As stated in Perfect Memento in Strict Sense, Patchouli's role at the Scarlet Devil Mansion is to both solve problems and cause them. She often volunteers her services when she sees Remilia in need.
Patchouli is unlikely to be formally employed by Remilia. Sakuya Izayoi refers to Patchouli as "the Mistress's magician friend" while speaking to Rinnosuke Morichika, rather than using any employee title. Other official materials similarly refer to her as Remilia's friend rather than a subordinate. Though she will help Remilia whenever Remilia needs it.
Remilia is Meiling's mistress. True to her nature, Remilia tends to tease all her subordinates, and Meiling is no exception. While she does become angered at times when things do not go her way, the two are generally on friendly terms. In Touhou Hisoutensoku, it is suggested that Remilia reads some of the same manga that Meiling does.
As it is Remilia's mansion, she is a fellow employee of it.
Remilia was indirectly involved in the discussions with Reimu that led to the creation of the spell card rules. Embodiment of Scarlet Devil marked the first time Reimu met the residents of the Scarlet Devil Mansion, where she also discovered that Remilia was its mistress. However, Reimu's actual dialogue with Remilia does not necessarily indicate whether they knew each other prior to that meeting.
After their battle in Embodiment of Scarlet Devil, Remilia often visits the Hakurei Shrine to spend time with Reimu. She is one of several youkai depicted when Reimu complains about youkai hanging around her shrine in Wild and Horned Hermit. Reimu successfully argues in an early chapter of Strange and Bright Nature Deity that she should be allowed into a party at the Scarlet Devil Mansion because Remilia always comes to her shrine.
Although Remilia is fond of Reimu, she still maintains a rivalry of sorts with the shrine maiden and is more than happy to duel her, as shown in Imperishable Night and Remilia's storyline in Scarlet Weather Rhapsody.
Yukari used Remilia as part of her scheme to extract the residence tax and exact revenge on the Lunarians in Silent Sinner in Blue. Patchouli reveals that Remilia knew she was being manipulated but did not care, simply because she was bored.
Remilia harbors an unexplained rivalry with Yukari, desiring to reach the Moon in her own way before Yukari can in order to surprise her. This rivalry may stem from the power struggle mentioned in Perfect Memento in Strict Sense's Vampire article, possibly originating with the Vampire Incident. The rivalry appears to be largely one-sided on Remilia's part, though she has no objections to Yukari staying for the party at the end of Silent Sinner in Blue or assisting her with investigations in Scarlet Weather Rhapsody.
Dialogue in Immaterial and Missing Power implies that the two had already known each other prior to that game. It is possible they first met during the Vampire Incident, and that Yukari was the one who signed "the contract" with Remilia.
Name: Remilia Scarlet[3]
Titles
Origin: Touhou
Overall Series: Touhou Project
First Appearance: Touhou 06: Embodiment of the Scarlet Devil
Latest Appearance: Foul Detective Satori
Company: Team Shanghai Alice
Creator: ZUN
Actor: The following voice acted roles are all from fan-made series not apart of any canonical Touhou works.
Gender: Female
Sexuality: Unknown
Pronouns: She/Her
Handedness: Right-Handed
Birthday: Unknown
Time Period: The world of Gensokyo itself is in a non-linear time period
Timeline: Main Timeline
Homeworld: Gensokyo
Residence: Scarlet Devil Mansion
Story Role
Legacy: Global Legacy (The Scarlet Devil Mansion is well known across Gensokyo)
Influence: Event Influence (Has aided in solving incidents within the events of Immaterial and Missing Power, Impersihable Night, & Scarlet Weather Rhapsody)
Language: Japanese
Ethnicity: Western European (Claims to be related to Vlad Tepes and uses European esque naming)
Religion: N/A (Youkais lack faith, not caring about religious related values[6])
Classification: Scarlet Devil Mansion Owner, Mistress of Scarlet Devil Mansion
Species: Vampire
State of Being: Regular
Physiology: Vampire Physiology
In-Universe Creator: Unknown
Occupation: N/A
Combat Style: Magical Fighting
Affiliations: Flandre Scarlet, Sakuya Izayoi, Patchouli Knowledge, Reimu Hakurei, Marisa Kirisame
Enemies: Reimu Hakurei (Formerly), Marisa Kirisame (Formerly)
Height: Short (It's noted by ZUN that he does not have an official height listed for characters, though generally speaking they are about as tall as height of a human in her late teens or older)[7]
Weight: Unknown
Status: Alive
Threat Level: Global Threat (Caused a mist shrouded in a deep red so thick that the sunlight could not reach the Earth, leading to a summer with low temperatures and merely inhaling the mist would make one feel sick[10])
Archetype: Leader / Boss
Grade: S
Tier: At least 8-C, Far Higher with Spiritual Power
Cardinality: Finite
Dimensionality: 3-D
Attack Potency: At least Building level (Potency) (Vampires are among the strongest of the youkai, strong enough to take part in the power-balance of Gensokyo[11], making them comparable if not superior to Oni who are able to cause nearby buildings collapse with just a step[12]), Far Higher with Spiritual Power (Noted how even Yumemi Okazaki's scientific magic truly pales in comparison with the real thing[13], which Yumemi noted to not make light of the power of her science as she could blow up the planet at any moment[14]). Can ignore covnentional durability with Magic (Magic exists outside of the Grand Unified Theory[15], a theory with any model that merges electromagnetic, weak, and strong forces into a single force at high energies, unifying gravity with the electronuclear interaction, providing a more comprehensive theory of everything. Yumemi explains that on her world, all power can be explained by the Grand Unified Theory, however she posits an existence of a power not covered by the Theory: the power of magic[16]. Yumemi also explains that in the world of Gensokyo, magic unifies everything[17]. Magic is noted by Yumemi to have close ties with religion[18]. The second layer of reality is spirit and magic, while the first layer is where all things within the laws of physics presides, putting attacks with magic outside of the conventional laws of physics[19])
Durability: At least Building level, Far Higher with Spiritual Power. Her existence as a Vampire makes her difficult to kill (Reimu realized that only the Yin-Yang Orb was effective against non-human creatures[20], with it being noted that Reimu using her ofuda, her spirit power, and her martial arts all prove to be useless against her enemies[21], meaning Youkai cannot really be harmed by regular or standard weaponry. It's noted that one cannot defeat spirits or devilish powers without a weapon with an unnatural amount of spiritual power such as the Yin-Yang Orb[22]. Physical attacks such as a whacking a sake bottle over the head are considered violent methods that wouldn't work on youkai[23], with it only being spiritual attacks that cause fatal wounds to youkai[8]. When attempting to exterminate a youkai, one does not use weapons that cause physical damage, instead weapons with an "origin" are more preferable[24]. In the world beyond (Gensokyo), physical form has no meaning for all non-human entities[25])
Striking Strength: At least Building Class (Potency) (Vampires are strong enough to crush boulders[26])
Lifting Strength: At least Class 5 (Vampires have tremendous physical abilities, being able to uproot a thousand-year-old tree single-handedly[11])
Travel Speed: At least Massively Hypersonic+ (Vampires like Remilia are able to fly around the moon[27]. Vampires are able to run through the human village within the blink of an eye[11], reaching these speeds. Vampires are noted to be faster than the eye can follow[26]), likely Speed of Light (Vampires are the only species that are noted to possibly be able to keep up with Tengu[28], this should make them relative to Aya Shameimaru, where her spell card has her move so fast she starts becoming a beam of light[29])
Attack Speed: At least Massively Hypersonic+, likely Speed of Light. Speed of Light with Divine Spear "Spear the Gungnir"[30] (The spear's size and power are upgraded from Heart Break, where its speed is like a laser where even at a distance it can pierce the enemy instantly[31]). Magic Attacks lack a defined speed (Magic exists outside of the Grand Unified Theory[32], a theory with any model that merges electromagnetic, weak, and strong forces into a single force at high energies, unifying gravity with the electronuclear interaction, providing a more comprehensive theory of everything. Yumemi explains that on her world, all power can be explained by the Grand Unified Theory, however she posits an existence of a power not covered by the Theory: the power of magic[33]. Yumemi also explains that in the world of Gensokyo, magic unifies everything[34]. Magic is noted by Yumemi to have close ties with religion[35])
Reaction Speed: At least Massively Hypersonic+, likely Speed of Light
Stamina: Superhuman (Fought against[36] multiple opponents[37] over the course[38] of the night[39] without showing[40] any signs[41] of tiring[42])
Range: Standard Melee. At least Planetary with Attacks (Caused a mist shrouded in a deep red so thick that the sunlight could not reach the Earth, leading to a summer with low temperatures[10]), Cross-Dimensional with Battlefield Removal (Ordinary youkai[43], can send themself and their opponent to a different battlefield[44])
Intelligence: Average Intelligence
Knowledge: Grandmaster level (Remilia has lived for over five hundred years, having a mass knowledge in magic and such[5], sometimes even reading many of the books within Patchouli's library[45])
| Name | Translated | Comments | Works | Stage |
|---|---|---|---|---|
| 天罰「スターオブダビデ」 | Heaven's Punishment "Star of David" | EoSD GoM |
St. 6: N — | |
| 冥符「紅色の冥界」 | Nether Sign "Scarlet Netherworld" | EoSD | St. 6: N | |
| 呪詛「ブラド・ツェペシュの呪い」 | Curse "Curse of Vlad Tepes" | EoSD GoM |
St. 6: N — | |
| 紅符「スカーレットシュート」 | Scarlet Sign "Scarlet Shoot" | EoSD | St. 6: N | |
| 「レッドマジック」 | "Red Magic" | EoSD IaMP GoM |
St. 6: N Story — | |
| 神罰「幼きデーモンロード」 | God's Punishment "Young Demon Lord" | EoSD | St. 6: H/L | |
| 獄符「千本の針の山」 | Hell Sign "Mountain of a Thousand Needles" | EoSD | St. 6: H/L | |
| 神術「吸血鬼幻想」 | God Art "Vampire Illusion" | EoSD | St. 6: H/L | |
| 紅符「スカーレットマイスタ」 | Scarlet Sign "Scarlet Meister" | EoSD GoM |
St. 6: H/L — | |
| 「紅色の幻想郷」 | "Scarlet Gensokyo" | EoSD | St. 6: H/L | |
| 紅符「不夜城レッド」 | Scarlet Sign "Nightless Castle Red" | IaMP IN SWR GoM |
Use Use Use — | |
| 紅魔「スカーレットデビル」 | Scarlet Devil "Scarlet Devil" | IaMP IN SWR |
Use Use Use | |
| 必殺「ハートブレイク」 | Certain Kill "Heart Break" | IaMP SWR |
Use Use | |
| 神槍「スピア・ザ・グングニル」 | Divine Spear "Spear the Gungnir" | IaMP SWR GoM |
Use Use — | |
| 夜符「デーモンキングクレイドル」 | Night Sign "Demon King Cradle" | IaMP SWR |
Use Use | |
| 夜王「ドラキュラクレイドル」 | Night Lord "Dracula Cradle" | IaMP SWR |
Use Use | |
| 符の壱「バッドレディスクランブル」 夜符「バッドレディスクランブル」 |
Sign I "Bad Lady Scramble" Night Sign "Bad Lady Scramble" |
IaMP SWR |
Story Use | |
| 符の弐「マイハートブレイク」 | Sign II "My Heart Break" | IaMP | Story | |
| 符の参「ヘルカタストロフィ」 | Sign III "Hell Catastrophe" | IaMP | Story | |
| 夜符「クイーン・オブ・ミッドナイト」 | Night Sign "Queen of Midnight" | IaMP SSiB |
Story Ch.16 | |
| 「スカーレットディスティニー」 | "Scarlet Destiny" | IN | LW | |
| 魔符「全世界ナイトメア」 | Devil Sign "All the World in Nightmare" | StB | St. 7 | |
| 紅符「ブラッディマジックスクウェア」 | Scarlet Sign "Bloody Magic Square" | StB GoM |
St. 7 — | |
| 紅蝙蝠「ヴァンピリッシュナイト」 | Scarlet Bat "Vampirish Night" | StB | St. 7 | |
| 神鬼「レミリアストーカー」 | God Devil "Remilia Stoker" | StB SWR |
St. 7 Story | |
| 運命「ミゼラブルフェイト」 | Destiny "Miserable Fate" | SWR SWR |
Use Story | |
| 夜符「ボンバードナイト」 | Night Sign "Bombard Night" | SWR | Story | |
| 蝙蝠「ヴァンパイアスウィープ」 | Bat "Vampire Sweep" | SWR | Story | |
| 「ミレニアムの吸血鬼」 | "Millennium Vampire" | Soku | Use | |
| 悪魔「レミリアストレッチ」 | Devil "Remilia Stretch" | Soku | Use | |
| 「フィットフルナイトメア」 | "Fitful Nightmare" | ISC | St. 10 | |
| 「きゅうけつ鬼ごっこ」 | "Duck, Duck, Bat" | ISC | St. 10 | |
| 紅魔符「ブラッディカタストロフ」 | Scarlet Devil Sign "Bloody Catastrophe" | Co-owner with Flandre | VD GoU |
Nightmare Sunday - 1 — |
| 紅星符「超人ブラッディナイフ」 | Scarlet Star Sign "Superhuman Bloody Knife" | Co-owner with Byakuren | VD | Nightmare Sunday - 3 |
| 神紅符「ブラッディ十七条のレーザー」 | Divine Scarlet Sign "Bloody Laser of Seventeen Articles" | Co-owner with Miko | VD | Nightmare Sunday - 5 |
Remilia claims to be able to manipulate fate, though it's exact activation is unknown to others. Those in Remilia's vicinity appear to be followed by bad fortune, even when Remilia is unaware of the person. Akyuu claims that Remilia can bring great changes to one's daily life with nothing more than a word, citing as an example that one becomes more likely to encounter rare things.
According to her younger sister Flandre, the true nature of the ability may be knowing what happens in the future. Flandre cites the example of Remilia predicting the exact hour and day a meteor would fall to the Scarlet Devil Mansion. However, Flandre also says that Remilia "just likes to talk that way" and that it may simply be an act of pretense.
| Name | Translated | Comments | Games | Usage |
|---|---|---|---|---|
| デーモンロードウォーク | Demon Lord Walk | IaMP SWR |
236A/B Default 236B/C | |
| サーヴァントフライヤー | Servant Flier | IaMP SWR |
236C Default 214B/C | |
| デーモンロードクレイドル | Demon Lord Cradle | IaMP SWR |
623A/B Default 623B/C | |
| デーモンロードアロー | Demon Lord Arrow | IaMP SWR |
214A/B/C Default 22B/C | |
| 「ナイトダンス」 | "Night Dance" | IN | Familiar: 「サーヴァントフライヤー」 Servant Flier | |
| ヴァンパイアクロウ | Vampire Claw | SWR | Alternate 236B/C | |
| チェーンギャング | Chain Gang | SWR | Alternate 214B/C | |
| ロケットキックアップ | Rocket Kick Upper | SWR | Alternate 623B/C | |
| シーリングフィア | Ceiling Fear | SWR | Alternate 22B/C | |
| デモンズディナーフォーク | Demon's Dinner Fork | SWR | Alternate 214B/C | |
| トリックスターデビル | Trickster Devil | Soku | Alternate 236B/C | |
| バンパイアキス | Vampire Kiss | Soku | Alternate 623B/C | |
| スティグマナイザー | Stigmanizer | Soku | Alternate 22B/C |
Immaterial and Missing Power can be played using either a keyboard or a gamepad.
For Player 1 using a keyboard, the default controls are:
Character movement is represented using a numpad layout:
7 8 9
4 5 6
1 2 3
Special inputs are performed by quickly pressing a sequence of directions followed by a button. For example:
The number 5 indicates no directional input.
For keyboards without a numpad, diagonals are produced by pressing two directional keys simultaneously. For example, Down + Right = 3 on the numpad layout.
Button notation in most game documentation uses A/B/C/D, though older sources (like readme.txt) may use P/K/S instead:
Input: 6 The character is able to advance across the battlefield, allowing them to apply pressure, close distance, or reposition during combat.
Input: 4 The character can retreat to create space, disengage from pressure, or reposition defensively.
Input: 2 The character can lower their stance, granting access to low-profile actions and certain techniques while reducing their hit area against high attacks.
Input: 7, 8, & 9 The character can leap into the air in multiple trajectories, enabling aerial attacks, evasive movement, and vertical repositioning.
Input: 6 6 The character performs a rapid burst of forward movement. During this action, they briefly enter a grazing state, allowing them to pass through certain threats while advancing. Some characters will dash farther if 6 is held.
Input: 4 4 The character quickly retreats with a burst of movement while entering a grazing state, providing both evasive mobility and defensive repositioning. Some characters will dash farther if 4 is held.
Input: 2 7, 2 8, & 2 9 The character executes a powerful leap that carries them higher and farther than a standard jump. This movement also applies grazing, making it effective for evasion and aerial control.
Input: 6 6 or 4 4 while in the air While airborne, the character can rapidly change their position midair. The number of air dashes available is limited until landing, with most characters performing 2 and Remilia being able to perform 3.
Input: A / B All characters possess close-range melee attacks that change based on proximity to the opponent.
Input: fA / fB When performed at greater distance, A and B become projectile-based attacks instead of melee strikes.
Input: 6A / 6B Enhanced melee attacks with increased reach and power compared to their neutral counterparts.
Input: 2A / 2B Low-profile melee attacks that hit crouching opponents or strike low.
Input: 8A / 8B Mid-air melee attacks used for aerial combat and pressure.
Input: 86A / 82A / 82B Specialized aerial attacks with directional emphasis.
Input: 22A / 22B Melee attacks designed to break an opponent’s guard and create openings.
Input: 66A / 66B / 6DA / 6DB Attacks performed during a forward dash that extend range and grant grazing properties.
Some characters possess multiple variants of these attacks.
Input: 66 2A / 66 2B / 6D2A / 6D2B Dash attacks that strike low while maintaining grazing properties.
Input: 6fA / 6fB / 2fA / 2fB Modified projectile attacks with altered angles, trajectories, or behaviors. Availability and functionality vary by character.
Input: 8fA / 8fB Mid-air versions of standard projectiles.
Input: 86fA / 82fA / 82fB Directional aerial projectile variants available only to select characters.
Input: C A distinct projectile separate from fA and fB, often possessing unique properties.
Input: 6C / 2C Modified versions of C with altered angles or effects.
Input: 8C An aerial version of the C projectile.
Input: 86C / 82C Specialized aerial C variants available to select characters.
Input: 22C The character deploys a bomb that knocks back nearby opponents. Bombs have limited stock and are replenished through item collection.
Input: 236D The character declares a Spell Card, entering a powerful state. The declaration grants temporary invincibility, with a brief vulnerable window at the start.
In addition to standard attacks, each character possesses a unique set of Special Moves. These techniques are executed through specific directional input sequences combined with attack inputs. While the exact techniques differ by character, the underlying input structures are largely standardized across the roster.
The available Special Moves and their corresponding input sequences are documented within in-game character profiles and practice interfaces.
Most characters utilize the following core directional sequences for their Special Moves:
Each input may produce different results depending on whether A, B, or C is used.
When a character is struck, any active projectiles she has on the screen are converted into collectible items and are immediately claimed by the opposing fighter. These items fall into two categories:
Spirit Items — Small blue squares labeled with “霊” (Spirit). Collecting these increases the fighter’s spirit gauge and they are the most frequently obtained item.
Bomb Items — Large green squares marked with a “B”. Collecting one increases the fighter’s bomb stock, up to a maximum of two bombs at any time.
Additionally, whenever a character is knocked down, the opponent automatically receives multiple spirit items. Roughly every third knockdown also grants the opponent a bomb item.
When an attack connects, a character can defend by holding a backward direction (1, 4, or 7). Successfully blocking greatly reduces incoming damage, often negating it entirely, though certain situations may apply penalties.
Melee attacks that are blocked under the correct conditions incur no penalty. However, some melee attacks require a specific blocking state—standing, crouching, or airborne—to be blocked properly. If such an attack is blocked in the wrong state, the block is considered incorrect. In these cases, the block effect appears red instead of blue, and the defending character suffers a loss to health and/or spirit.
Guard crush attacks (22A and 22B) follow special rules. If they are not blocked, they function as strong melee attacks. When blocking, 22A must be blocked while standing, and 22B must be blocked while crouching. Blocking either attack incorrectly results in the immediate loss of all spirit.
Projectiles that can be grazed cannot be blocked correctly. Blocking these projectiles causes minor health damage—sometimes limited to the red portion of the health bar—and also applies a spirit penalty.
In Story Mode, later bosses frequently use Spell Cards that feature unblockable projectiles. These attacks must be avoided through grazing or manual movement. Some Spell Cards include projectiles that cannot be blocked or grazed at all, requiring the character to fully move out of their path to avoid taking damage.
Spirit Power (霊力) governs a character’s ability to fire projectiles, defend against attacks, execute special moves, and activate Spell Cards. The current amount is shown on the Spirit Gauge (霊力ゲージ) at the lower-left of the screen. Different actions consume different amounts of spirit. If no spirit is spent for a short period, the gauge will begin to recover automatically, with spirit items accelerating this regeneration.
When a character’s Spirit Power is fully depleted, the gauge turns red. While in this state, the character cannot use projectiles or special moves until the gauge has fully refilled. If spirit is exhausted as a result of an incorrect block, the character is also briefly stunned. During spirit depletion, sA and sB lose their enhanced properties and function the same as A and B. Spirit recovery continues normally, and spirit items still restore gauge value.
Blocking behavior also changes while spirit is drained. Melee attacks can only be blocked correctly; even when blocked properly, the character still takes health damage using a distinct block animation. If a melee attack is blocked incorrectly, it will connect as though no block was attempted. Projectiles may only be blocked while grounded; airborne blocking is ineffective, and the projectile will hit regardless.
Grazing occurs when a character is dashing, super jumping, or performing specific actions that allow them to temporarily avoid damage. While grazing, projectiles pass through the character without dealing harm, and in some cases, the projectile is destroyed upon contact.
Certain high-level attacks, especially from endgame Story Mode bosses, feature Spell Cards with unblockable and ungrazeable projectiles. These attacks cannot be avoided by standard grazing, requiring the character to manually move out of the projectile’s path to prevent damage.
Spell Cards are powerful, visually striking attacks that characters can use once they have accumulated enough Sign Power (符力), displayed near the Spirit Gauge. Each character can select two Spell Cards prior to a fight: one for the first (white) health bar, called the First Sign (壱符), and one for the second (red) health bar, called the Second Sign (弐符). Second Signs are typically enhanced versions of the First Sign, though some may be entirely unique.
Accumulating Sign Power is achieved by dealing or receiving damage, as well as collecting items. When a character declares a Spell Card (by pressing 22D), their background darkens, a seal appears beneath them, and a timer starts. If the timer reaches zero, the declaration ends, preventing further Sign Power accumulation for that round.
Activating a Spell Card is usually done with 236D, though some have an alternate 214D input. Certain Spell Cards may require an additional input to deal damage. There is a brief vulnerability window at the start of the animation; if the character is hit, the Spell Card is canceled, wasting one Sign Power. Once successfully activated, the character becomes briefly invincible. Using a Spell Card consumes both Sign Power and Spirit Power, though declarations may continue if Sign Power is depleted, except in specific cases like Marisa's Final Spark, which consumes all resources and ends the declaration after one use.
Spell Card images include corner symbols indicating their function: a circle for ranged, a sword for melee, and a crescent moon for special utility effects. The top right corner indicates whether the card is a First Sign or Second Sign.
Scarlet Weather Rhapsody can be played using either a keyboard or a gamepad.
For Player 1 on keyboard, the default inputs are configured as follows:
Movement notation follows the standard numpad-style directional layout:
7 8 9 4 5 6 1 2 3
Directional notation always assumes the character is positioned on the left side of the screen. As a result, “forward” and “backward” reverse depending on screen position, but the numerical notation remains consistent.
Diagonal directions can be produced on a keyboard by pressing two directional keys simultaneously. For example, pressing Up and Right at the same time corresponds to 9, while Down and Left corresponds to 1.
Special actions are executed by inputting rapid directional sequences followed by a button press. For example:
The number 5 is occasionally used in notation to explicitly indicate a neutral state with no directional input.
For keyboards without a physical numpad, directional inputs are still represented using this system, with diagonals achieved through simultaneous key presses.
Most in-game documentation uses the A/B/C/D notation for button inputs. However, some older references may instead use P, K, and S:
The character can move toward the opponent to close distance or apply pressure. Input: 6
The character can move away from the opponent to create space or reposition defensively. Input: 4
The character can lower their stance, enabling low-profile movement and access to crouching actions. Input: 2
The character can jump backward, vertically, or forward, allowing aerial movement and attacks. Input: 7 (backward jump), 8 (neutral jump), 9 (forward jump)
The character performs a rapid forward movement. During this action, the character enters a grazing state, allowing certain projectiles to pass through. Input: 66 Alternate Input: D + 6 Note: Holding the forward direction may cause some characters to dash farther.
The character performs a rapid backward movement while entering a grazing state, providing evasive mobility. Input: 44 Alternate Input: D + 4 Note: Holding the backward direction may cause some characters to dash farther.
The character executes an enhanced jump that travels higher and farther than a standard jump while applying grazing. Input: 27, 28, or 29 Alternate Input: D + 7, D + 8, or D + 9
While airborne, the character can perform a rapid burst of movement forward or backward. The number of air dashes is limited before landing, with most characters able to perform two by default. Certain conditions, such as Wind weather, may increase this limit. Air dashes do not consume Spirit Power and cover a fixed distance. Air dashes and flight share the same usage limit. Using one reduces the remaining opportunities for the other before landing. For example, performing an air dash reduces the number of available flight actions, and vice versa. This shared limitation also applies under special conditions such as Wind weather. Input (airborne): 66 (forward), 44 (backward)
While airborne, the character can enter a sustained movement state that allows controlled flight. During flight, the character is considered to be grazing but consumes Spirit Power over time. Flight continues as long as the input is held or until Spirit Power is depleted. Input (airborne): D + direction
Common flight directions include:
While flying, the character can change direction mid-flight by switching directional inputs while continuing to hold D.
All characters possess a standard set of basic attacks. Certain attacks change properties depending on whether the input is tapped or held. A tapped A input is referred to as "A", while a held A input is referred to as "[A]".
Additionally, some attacks vary based on distance. Pressing A while very close to the opponent results in one version, while pressing A at a farther distance produces a different version (the exact distance varies by character). The close-range version is referred to as "A", while the farther version is referred to as "f.A".
A fast melee attack.
A slightly slower melee attack with increased reach and power compared to A.
A slower but significantly longer-reaching and more powerful melee attack.
A fast, low-hitting melee attack that does not change based on distance.
Functionally similar to 6A, but hits low instead of mid.
An airborne-only melee attack that generally strikes upward.
Guard Crush attacks. These are performed by holding the A button while using the respective directional input.
A light projectile attack.
A variant of B that is aimed higher.
A variant of B that is aimed lower.
A heavier projectile attack with different properties from B.
A heavier projectile attack that is usually aimed straight forward.
A heavier projectile attack that is usually aimed upward.
All of the above attacks also have aerial variants when performed while airborne.
Most projectile attacks can be charged by holding the input button ([B] or [C]). Charged projectiles typically release additional bullets or enhanced effects. An audible sound cue plays when a charged projectile or a Guard Crush attack is successfully executed.
These are attacks performed during a forward dash. They are generally dashing melee attacks that move the character forward farther than standard attacks. Depending on the character, these attacks may also apply grazing.
Attack properties, ranges, speeds, and behaviors can vary significantly between characters, and many general rules have character-specific exceptions.
Input: 66 + A / B / C
The character possesses a set of SpecialMoves distinct from standard attacks. These techniques are executed through specific directional input sequences combined with attack inputs. The exact effects and behavior of each technique depend on the character.
In some cases, the same technique may be executed through more than one input sequence. Likewise, input sequences that produce a technique for one character may not produce the same result for another character.
The following notation is used when listing Special Technique inputs: - “>” indicates sequential inputs. - “Hold” indicates the input is held rather than tapped. - “+” indicates inputs performed simultaneously.
The availability and behavior of these Special Techniques vary by character. This section reflects common input structures rather than guaranteed results.
Hold A Hold B Hold C
Front + A Front + B Front + C
Front + Hold A Front + Hold B Front + Hold C
Back + B
Front > Hold Front until condition is met + A Front > Hold Front until condition is met + B Front > Hold Front until condition is met + C
Front > Down > Front + A Front > Down > Front + B Front > Down > Front + C
Back > Down > Back + A Back > Down > Back + B Back > Down > Back + C
Down + A Down + B Down + C
Down + Front + A Down + Front + Hold A
Down > Front + A Down > Front + B Down > Front + C
Down > Back + B Down > Back + C
Down > Down + B Down > Down + C
Jump > A Jump + A
Jump > B Jump > C
Jump > Hold B Jump > Hold C
Jump > Down + A Jump > Down + B Jump > Down + C
Jump > Down + Hold A Jump > Down + Hold B Jump > Down + Hold C
Jump > Front + A Jump > Front + C Jump > Front + Hold C
Jump > Down > Front + A Jump > Down > Front + B Jump > Down > Front + C
Jump > Down > Back + B Jump > Down > Back + C
Jump > Back > Down > Back + B Jump > Back > Down > Back + C
Jump > Front > Down > Front + B Jump > Front > Down > Front + C
Standard
The character is able to guard against incoming attacks by holding a backward direction. Successful blocking greatly reduces or negates damage, though certain conditions may result in penalties.
Melee attacks can be blocked correctly, preventing penalties entirely. However, some melee attacks require the character to be in a specific state—standing, crouching, or airborne—to be blocked correctly. Blocking such an attack in an incorrect state results in a spirit penalty. Incorrect blocks are visually indicated by a red block effect and accompanied by an audible cue.
Guard Crush
Certain attacks function as Guard Crush techniques. When unblocked, these attacks behave as powerful melee strikes. When blocked, each Guard Crush attack has a required blocking state. Blocking a Guard Crush attack incorrectly results in the temporary loss of a spirit orb and leaves the character briefly vulnerable.
Projectile and Special Attack Interaction
Standard grazable projectiles cannot be blocked correctly. Blocking these attacks results in a spirit penalty. Special attacks and Spell Card techniques additionally inflict chip damage to the character’s health alongside spirit damage when blocked.
The character can perform a Border Escape to disengage while trapped in a guarding state. This action allows the character to reposition by escaping in a chosen direction, creating space or avoiding continued pressure.
Executing a Border Escape consumes one spirit orb as a cost for its use.
Spirit is a resource required to fire projectiles and activate certain special techniques. Rather than a single continuous gauge, spirit is represented by multiple individual orbs that are consumed when these actions are performed.
When spirit is not actively used, depleted orbs gradually regenerate over time. However, if the character suffers a guard crush or performs a Border Escape, one spirit orb becomes temporarily disabled and cannot be used until it naturally recovers.
While spirit orbs are disabled, the character retains access to projectiles, special techniques, and flight, but with reduced capacity. As more orbs are rendered unusable, available offensive and mobility options become increasingly limited. In this weakened state, the character is also more susceptible to further guard crushes, as spirit penalties apply regardless of how many active orbs remain.
Grazing is a defensive state that occurs during certain movement actions, such as rapid movement or aerial maneuvers. While grazing, incoming projectiles pass through the character without dealing damage.
In some cases, successfully grazing a projectile will also cause the projectile to be neutralized. Grazing is primarily used to bypass projectile pressure while maintaining mobility.
Spell Cards are powerful, one-time-use abilities that can be activated during combat. Characters assemble a "deck" of 20 Cards, which gradually become available as the character deals or takes damage. Deck composition is customizable in the Player Profile, but must always contain exactly 20 Cards.
Activation is performed by pressing B and C simultaneously. Characters can switch between available Cards by pressing A and B simultaneously.
Cards are divided into three types:
Some Spell Cards require multiple Cards in hand to activate, while others can be used with fewer. Availability is indicated by a glowing border around the Card's image.
Standard Tactics:
Weaknesses
The Touhou Project franchise canoncity mainly falls under any media worked on by ZUN are official and canon to the overall lineup.
There are various aspects constantly debated about within the canon:
Media like PC-98, has been noted by ZUN to be ignored as one can ignore derivative works[311]. He has also said that anything prior to Embodiment of Scarlet Devil can for the most part be ignored and one can think of Embodiment of Scarlet Devil as the starting from a clean slate and starting a new series[312], he's also referred to Highly Responsive to Prayers as a study product[313]. With this in mind, one would assume that PC-98 is thus non-canon to the Windows continuity of games.
However, ZUN has also directly stated PC-98 games are the same world as the Windows Games, stating that any contradictions that exist from PC-98 can be ignored from the retcon in Windows Era[314]. While one argues ZUN noting the works are derivative works to be ignored and Embodiment of the Scarlet Devil should be seen as the starting point, these statements are moreso telling a fan to not worry about having to play PC-98 games or learn more about their stories.
It's also been noted in Embodiment of Scarlet Devil's おまけ.txt that the game chronologically is not too far from the previous title, which would be Mystic Square, the PC-98 title[315]. ZUN has also directly brought back characters from PC-98 games, noting he wanted to bring back characters from before Embodiment of Scarlet Devil and notes any of the other older characters that don't appear have probably retired by now and are warmly watching over things from various places nowadays[316]. When asked where Mima from PC-98 has gone, ZUN notes that he doesn't bring them back due to making things complicated and having potentially angry fans ask where she has been the entire time, he has also noted that there's not much use for characters like Genji as Reimu can fly now and also notes he is not dead[317]. ZUN has also made mention to Genji probably living in the lake in the back of the shrine[318]. In Touhou Sangetsusei ~ Strange and Bright Nature Deity, Reimu and Marisa were talking about glowing moss with Reimu saying it would be nice to transfer it to the pond in the back of the Hakurei Shrine and Marisa saying that she could make it grow there on the turtles' back, referencing Genji[319].
In Touhou 07 Perfect Cherry Blossom, when Alice meets Reimu, she tells her long time no see, noting that they've met before calling her "old friend"[320]. In Yuuka's mode in Touhou Project - Phantasmagoria of Flower View, Reimu directly references defeating Yuuka back in PC-98[321]. If Yuuka defeats Marisa in the same game, she will note that Marisa has grown up quite a bit, when the last time she's seen her has been in PC-98[322].
Seeing as ZUN himself has directly said both PC-98 and Windows are in the same world and that characters directly acknowledged PC-98 events and reference characters from it, PC-98 is completely canon and any contradictions PC-98 have can be ignored.
Touhou 7.5 - Immaterial and Missing Power takes place between Perfect Cherry Blossom and Imperishable Night[323].
In the series, there are multiple playable character routes, including some where the characters fight Reimu herself and defeat her, calling question into what route is canon. ZUN has elaborated that canonically, anytime Reimu and the gang are defeated, they challenge again however many times they want, but on the youkai side, they do not challenge again after being defeated and are not attached to the results of winning or losing[324].
In terms of how playable routes have went, some examples of canonically noted routes:
With some of these examples, it is normally assumed that in some way Reimu has some part in resolving every incident and other routes are dubiously canon depending on what transpired.
There are many cases of weaker humans beating stronger Yokai or vice versa within the Touhou series, this has been elaborated on in Reimu's profile on Perfect Memento in Strict Sense. Reimu introduced the spell card rules as the youkai had no way to defeat the Hakurei shrine maiden, making many youkai feel that their meaning to exist have dissapeared[235]. The rules incoporate the following:
The original draft held these rules[328]:
These rules allows for duels that feel almost like sport rather then a match, and have allowed for weaker fighters to challenge stronger ones, due to this though, it also has become possible for youkai to freely defeat Reimu without worrying about the consequences.
Due to them being written into cards and essentially affecting the ability and power of an attack, the spell cards are likely the thing binding attacks to specific properties.
Parallel Worlds is a topic brought up at some points in the Touhou Project franchise, they are worlds called "Probability Worlds" by Yumemi, stating that those and parallel worlds are one and the same[329]. This essentially means that parallel worlds in Touhou are based on the concept of probability. Yumemi and Chiyuri use a "Probability Space Hypervessel" in order to travel to alternate worlds and time periods[330], further showcasing that probabiliy serves an importance.
There[331] are[332] multiple[333] occasions[334] of[335]characters[336] commenting[337] on[338] humans like[339] Reimu[340] being strong[341]. Despite this Reimu showcases physical strength that isn't superhuman, such as the fact that she cannot cut a bamboo stick while Fujiwara direclty does in front of her.
This is due to the difference between magical and physical strength.
In works like Symposium of Post-mysticism, Yuugi Hoshiguma's profile has Suika directly state that Yuugi is weaker then her in magical powers, but stronger than her physically[342], lining a clear difference between magical and physical strength.
While one can be physically stronger then another, such as how Onis are physically the strongest, magic users are still able to keep up with them due to using a different form of attack.
An example can be found with Yuugi herself, when Reimu fights against her in Subterranean Animism[343], with her acknolwedging her strength[344], something Yuugi only does to those who are truly strong[342]. This establishes even with spellcard rules, Yuugi considers Reimu a strong fighter. Reimu herself is very clearly not at an oni's physical strength, as she cannot do the things they can, however, her magical strength allows her to keep up with them.
To defend against magical based properties requires Non-Standard Defenses as it is acknowledged as not being something of standard physicality.
In Chapter 27 of Curiosities of Lotus Asia, Reimu proceeds to explain how reality works to Rinnosuke and Marisa, where she explains in-depth the three layers of reality.
This conversation started from discussing the mechanism of fortune, where Rinnosuke attempted to posit that the future is predetermined and that Reimu's luck was her being able to calculate in an instant the predetermined future, however Reimu had a different explanation requiring her to lecture on the mechanisms of probability[345], in her explanation, the world is made up of three layers: the physical layer that moves in accuracy with the laws of physics, the second layer that moves with the spirit, and the third layer of memory which is the recollection of events that lies within all things[19]. The memory layer rejects the loop of the physical and mental layers, the two layers the youkai conceive of the world which is why they believe history repeats itself and the future is predetermined. Since it's only possible to add to the memory layer, it's possible to completely recreate the past.
While the physical layer follows the laws of physics, the mental layer interprets the outcomes and the memory layer alters the probability, essentially creating the future, since it's impossible for memories to raech the same state as a point in the past, the future is not predetermined, thus when Reimu is able to predict how the dice will fall, she's not predicting the fall of the dice, the dice members the fact that she predicted how the dice would fall, thus due to this, Reimu entering the memory of the die-face greatly skews the results in Reimu's favor, where the results side with Reimu[271].
Thus the memory layer is essentially the most important layer that rejects the notion of loops from the previous two layers.
In the Touhou Project series, it is made very apparent that dream and reality are in truth one and the same.
In Changeability of Strange Dream, Maribel Hearn has a conversation with Renko Usami about how she is bringing objects out of her dreams[346], which Maribel posits that truth exists within subjectivity, if one can see the same sights over and over again then that's the kind of place it is as such dreams are nothing like the antonym of reality[347], where much longer ago people did not draw a distinction between dreams and reality[348], with Maribel reiterating that dreams and reality are the same[349].
In Legacy of Lunatic Kingdom it is shown that the Dream World is a separate plane[350], that in games like Antinomy of Common Flower are shown to have influence[351] on reality[352].
In the Urban Legends in Limbo finale, Sumireko notes that she is able to travel between the human world and Gensokyo whenver she sleeps, where her dream self enters Gensokyo[353] making her innately unable to be interacted with[354].
Remilia in the background of one of Patchouli's articles in in Bohemian Archive in Japanese Red
Remilia in Cage in Lunatic Runagate
Remilia paper in Perfect Memento in Strict Sense
Remilia in Curiosities of Lotus Asia
Remilia in Curiosities of Lotus Asia
Remilia in Extra of the Wind
Remilia with Sakuya and Reimu
Remilia with Reimu and Marisa
Remilia on the Strange Creators of Outer World Volume 2 cover
| Profiles |
| "Vampire as the last boss is one of the best tropes in video games, no way this suddenly won't work in a bullet hell!" That's what I thought when I started making the game. Now I think of it, that superhuman toughness and vampiric ability are only suited for roleplaying games. Making bullet patterns for vampires ended up very difficult. I assigned the badass role to Sakuya, the human character, then let Remilia take the role of a selfish noble princess. I soon realized that this has made Remilia no different than an average human, so I gave her a huge pair of bat wings to compensate. But the more I looked at it the more it felt like Bahamut from Final Fantasy (lol) |
吸血鬼がボスというお話は鉄板で、弾幕STGでも格好悪くなる筈がない! と思って作り始めましたが、よくよく考えたら、超人的な身体能力や吸血といった能力はRPG向けでしたね。弾幕を作るには苦労しました。 格好いいキャラは人間の咲夜に任せて、わがままなお嬢様方面に振りました。ただそれだけだと人間と区別が付かないので、大きな蝙蝠の羽を付けました。でもこれ、どちらかというとバ○ムートですね(笑) |
Dai Touhouten (EoSD) plaque |
| Remilia has been a popular character ever since. But she's set to be a character who cannot go out during daytime, which makes it tricky to introduce her into other works. Very convenient that IN's stage is set at night. Although it wouldn't be too much of a problem even if it weren't at night since she's with Sakuya and Sakuya can just hold an umbrella for her. |
レミリアは当時から人気があるキャラです。 しかし、設定上、昼間の屋外に出す事が出来ず、ゲームや作品に出しにくいキャラでもあります。 永夜抄は舞台が夜だけで良かったですね。 まあ、咲夜と一緒なら傘を差して貰えば大丈夫なんですけどね。 |
Dai Touhouten (IN) plaque |
One example of this is believed to be in Touhou 02's Stage 3 Scarlet Dream ~ Scarlet Dream where it displays stars and a space-like effect in the background[356], however this is actually the World of Fantasies, the world that lies between Makai and the human world, with Genji confirming this is definetely not outerspace as Reimu can breathe just fine there[357].
This is an argument that spawns from how small the characters look in different works, though this is moreso due to the "moe" artstyle Touhou tries to capture, in many of the manga characters look far older.
Majority of characters in the series are outright shown to drink alcohol on a daily basis[358], where one needs to be at least 20 years old under Japanese law to drink, where Japanese law requires no underaged characters to be shown drinking. This is even acknowledged in the series itself with a note saying alcohol is only for those over 20 years old[359]. Thus if a character is ever seen drinking alcohol in the series, they are an adult.
The only direct non-adults in the series are Sumireko Usami, Chiyuri Kitashirakawa, and Hieda no Akyuu in her first appearance.
This statement comes from a fan translation that says this in Curiosities of Lotus Asia[360].
While the statement seems clear cut, there is another translation used instead that makes more sense with the sentence.
It instead notes that most youkai concieve of the world through these two layers, which is why they believe the future is pre-determined and history repeats itself[361]. This falls in line with the earlier disucssion of Rinnosuke claiming that he believes the future to be predetermined and Reimu needing to explain to him why that's not the case[345].
|
Songs: |
26 - 3 - 0
None.
| Expand here. |
|---|
|
None.
None.
None.