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Marisa and Alice's Trap Tower/Items and Objects

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This page is a glossary of items and objects that appear in the game.

Key Objects

These objects provide special gameplay functions and largely form the game basics.

Message Bubble

Message Bubble.PNG

Touching it displays a message containing a helpful hint. Marisa speaks if the bubble is in the left side, and Alice speaks if it is in the right side. The message appears for a few seconds before disappearing.

The bubble also disappears afterwards, so you will have to reset the stage if you want to reread it.

Chest

Chest.PNG

These collectibles determine your book score, as well as add to your points score, when you complete a level. When you touch a chest, it opens and a book appears from it.

Each world has a clear quota that must be met to proceed to the next world. To meet this quota, the sum of the book scores (of the stages in the world) has to be greater than or equal to the quota requirement.

Goal Door

MariAri2 Goal Door.PNG

Goal doors are where you need to bring Marisa and Alice to end the stage. There are (at least) two goal doors in each stage. Touch the bottom half of the goal door to bring Marisa or Alice to safety. The top half has no effect, so you can jump over the door if you need to go past it without activating it.

Once a character has arrived at a goal door, she can no longer be controlled, and she is safe from getting hurt at that point. A used door cannot be used again for the other character.

Key & Keyhole Door

MariAri2 Key.PNG MariAri2 Keyhole Door.PNG

The key is an item you can collect to remove a keyhole door blocking the way. Once you have collected a key, the number of keys you have accumulated is displayed at the top-left corner.

The keyhole door is a solid block. When you have a key and you touch a keyhole door, the door disappears and your key count decreases by one. Sometimes you would not want to collect more keys than you need because you want the keyhole door to remain intact.

Springboard

MariAri2 Springboard (Vertical).PNG MariAri2 Springboard (Horizontal).PNG

Springboards push you away in a direction. The further the bounce, the faster you move as well. Use them to your advantage, but also, be careful not to run into a hazard or fall into a trap.

Vertical springboards propel you upwards when you land on it. Horizontal springboards push you left or right when you touch them. Being close enough to touch the springboard will make it push you.

Hidden Spring

MariAri2 Hidden Spring (Horizontal).PNG MariAri2 Hidden Spring (Vertical).PNG

Some springs are disguised as ordinary blocks. They only reveal themselves when you get within range. They're often there as traps to catch you by surprise, but they can also help you.

Note that horizontal hidden springs have a further reach than their visible counterparts. They hide inside blocks and pop out when you're about within half a block distance from those blocks.

Ladder

MariAri2 Ladder.PNG

When Marisa or Alice is touching a ladder, it automatically makes her ascend. She can move left or right (even to get out of the ladder), but cannot jump while riding it. The top of the latter acts as a platform, and you can land on and jump off of it. Other objects do not interact with the ladder.

Control Disabler & Control Enabler

Control Disabler.PNG Control Enabler.PNG

Once a character touches the black control disabler, she cannot be directly controlled. You can move her with call commands, but you won't be able to use her magic attack. A red X hovers over her while she is in disabled state. The character stops at the moment she enters this state, awaiting call commands, if you were not manually making her move.

To restore the character to the normal state, have her touch the gold control enabler. Don't touch the disabler with a character before the other character is able to reach the enabler. Having both characters disabled will leave you with only one character responsive to call commands, and you will probably have to restart the stage.

Blocks

These blocks form much of the terrain in each stage. The following blocks are solid unless otherwise stated, meaning that Marisa and Alice and most other objects cannot pass through them.

Solid Block

MariAri2 Blocks.PNG

These default solid blocks are the most common. They come in many different colors and textures. Pay attention to how the blocks look; this is often used to indicate that there is something hidden.

Fake Block

MariAri2 Fake Block.PNG

These look like solid blocks, but they are actually intangible. Usually, a fake block fades into transparency when Marisa or Alice gets close to it. They revert to their disguise once you move away. Watch out for these; they can hide gaps in the walls and platforms.

Thin Platform

MariAri2 Thin Platform.PNG

These platforms are not solid, so you go through them from below. You can't go back down through them, so plan ahead before you land on one.

Brick

MariAri2 Brick Blocks.PNG

This block can be destroyed using Alice's dolls. When a doll makes contact with a brick block, the doll explodes and the brick is eliminated. Make sure that the doll hits the correct brick.

Glass Block

There are two types of glass blocks in Trap Tower. They first crack, as a warning, and then shatter and disappear. They remain solid until they completely shatter.

Strong Glass

MariAri2 Strong Glass Blocks.PNG

This blue, broken block is sensitive to weight from your characters. When Marisa or Alice steps on one, it further cracks, and shatters after a few seconds.

Fragile Glass

MariAri2 Fragile Glass Blocks.PNG

This clear, broken block is even more fragile. Simply having Marisa or Alice touch one will make it crack, and after a few seconds, shatter. You do not need to push your character into it; simply being close enough to touch it will trigger it to crack.

Stop Block

MariAri2 Stop Block.PNG

A block with an X taped on it. When Marisa or Alice is on one, she can't move left or right. Instead, you need to jump to get off of it. If you walk into one, you stop at the edge of the block, and you can move away in the other direction. This block may be present to hinder your movements, especially for the call-controlled character.

Conveyor Block

MariAri2 Conveyor Blocks (Left).PNG MariAri2 Conveyor Blocks (Right).PNG

These blocks move your characters either left or right. When Marisa or Alice is on these blocks, the blocks affect the velocity of the character in the respective direction. A character moving along the conveyor moves faster, whereas a character moving against it is slowed (or stopped, if the speeds match).

Push Block

MariAri2 Push Block.PNG

This is a block that Marisa and Alice can push with their horizontal movement. Use Marisa's broom at its side to push it faster. Alice's dolls go through the block. Use it as a stepping stone and a way to block things.

The character moves much more slowly while pushing a block. Call-controlled character does not push the block while moving automatically; you have to actually hold the direction to make her push.

Invisible Block

MariAri2 Invisible Blocks.PNG

This block appears when you hit it from underneath; until then, it is intangible. Hit the blocks when you need them, but not when you need the space empty.

Ice Block

MariAri2 Ice Blocks.PNG

The ice blocks are slippery. When you are on the ice, it takes time to accelerate to full speed and to slow down to a stop. Call-controlled movement is not affected by the ice.

Seal Block

MariAri2 Seal Block.PNG MariAri2 Seal Block (Solid).PNG

When you touch this initially transparent (and intangible) block, a ring effect ripples from it. Once you leave its region, it loses its transparency, turning solid. Be careful not to move away in the wrong direction, which can leave you trapped when the block solidifies.

Surprise Block

MariAri2 Surprise Block.PNG

These are not visible (even while viewing the map) until you get close to them. Once you do, they appear and stay appeared even if you move away. They function as solid blocks whether they are visible or not.

Scrollers and Switches

Scrollers and switches are important objects that can dramatically change the terrain of the stage.

Scroller

Scrollers can scroll one or both sides of the stage up or down. When the stage scrolls, the visible segment of the stage changes, revealing objects previously off-screen while rendering other objects hidden past the screen boundaries. Watch out so that your characters do not get crushed into the top of the stage or fall below the bottom of the stage. Effects of multiple scrollers stack together and occur simultaneously.

The number of steps (each step having one block size) and the direction are indicated on the bubble. While the scrolling effect occurs, the number on the activated scroller counts down, and a revolving display of "UP" or "DOWN" (depending on the direction of the effect) is visible. The speed of the revolving display corresponds to the speed of the scrolling effect.

Scrollers also vary by color and speed. Blue moves the left side of the stage, red moves the right side, and yellow moves both sides together. Scrollers with one arrow scroll steadily with speed ranging from slow to really fast. Scrollers with two arrows scroll almost instantaneously.

Scroller Bubble

MariAri2 Up Bubble (Blue).PNG MariAri2 Down Bubble (Red).PNG MariAri2 Down Bubble (Yellow) (Instant).PNG

Scroller bubbles are one-time usage items. Touch a scroller bubble with Marisa, Alice, or Alice's doll to activate the scrolling. When a bubble is used, it remains visible while the displayed number counts down, and disappears once its scrolling effect is completed.

Scroller Block

MariAri2 Down Block (Blue) (Instant).PNG MariAri2 Up Block (Red) (Instant).PNG MariAri2 Up Block (Yellow).PNG

Scroller blocks can be reused perpetually. A scroller block activates each time Marisa or Alice or Alice's doll lands on it. Whenever it activates, its number counts down until the scrolling effect is completed, and then resets.

A scroller block does not activate when one of your characters is already standing on it. If you land on it again during the scrolling effect, it reactivates as soon as the scrolling finishes if you are still on it.

On-Off Switch

MariAri2 On-Off Switch (Blue) (Off).PNG MariAri2 On-Off Switch (Blue) (On).PNG

MariAri2 On-Off Switch Blocks (Red) (Off).PNG MariAri2 On-Off Switch Blocks (Yellow) (On).PNG

There are three colors for these switch blocks: yellow, blue, and red. Step on an on-off switch to toggle the ! blocks of that color. The corresponding blocks are solid when the switch is ON, and transparent when OFF.

A switch set to ON is slightly darker than the same switch when OFF.

Timed Switch

MariAri2 Timed Switch (Blue).PNG MariAri2 Timed Switch (Blue) (Active).PNG

MariAri2 Timed Switch Blocks (Yellow).PNG MariAri2 Timed Switch Blocks (Yellow) (Active).PNG

A timed switch can be activated by touching it with Marisa, Alice, or Alice's doll. A timer is displayed at the top-right corner while a timed switch is active. The timer is shown as a bar that decreases in size until the timer ends, which deactivates the switch.

There are two colors, and each color has a separate timer. A blue timed switch turns blue transparent blocks into solid blocks. A yellow timed switch is in reverse; it turns yellow solid blocks into transparent blocks.

Each switch is activated independently and has its own amount of remaining time, but all switches of the same color share a timer. Activating multiple switches of the same color will stack the remaining time together for that color. When the timer for a color runs out, all activated switches of that color are deactivated and can be used again.

Enemies and Hazards

These can hurt you when they touch you, if you don't deal with them correctly.

FOE

These are the basic enemies. They walk on the ground in one direction and turn around if a wall is in the way. They drop down if the floor below them disappears, but may or may not fall down at an edge of a platform. They vary in speed from slow to extremely fast.

White & Brown FOE

MariAri2 FOE (White).PNG MariAri2 FOE (Brown).PNG

You can defeat these by jumping or landing on them, or by using your magic attacks. When you land on them, hold the Jump button to bounce higher.

White FOEs keep going off the edge of a platform and fall down. Brown FOEs turn around at the edge.

Red FOE

MariAri2 FOE (Red).PNG

The red FOEs are invincible to your jump and magic attacks, and touching one will hurt you. Depending on the FOE, a red FOE may move like the white FOEs or the brown FOEs.

Blue FOE

MariAri2 FOE (Blue).PNG

The blue FOEs are not defeated with your jump, but they can be defeated with your magic attacks. You can ride one by bouncing on its top; hold the Jump button to bounce higher. As with red FOEs, a blue FOE may move like white or brown FOEs.

FOE House

MariAri2 FOE House.PNG

A FOE house releases a certain type of FOE at a constant rate. Every few seconds, its door opens up and a FOE appears and begins to walk. The house itself does not hurt you.

Spikes

MariAri2 Spikes.PNG

Spikes are solid surfaces that can hurt your characters. The spikes do not hurt enemies, so you can use them for safety while they are over the spikes. Alice's dolls can also safely walk over spikes without exploding.

Normally, only the tipped side of the spikes hurt you, but this may not be the case when the stage is scrolling.

Spike Ball

MariAri2 Spike Ball.PNG

The stationary spike ball hurts you when you touch it, so avoid it. They are not solid, so enemies and Alice's dolls go through them.

Rabbit

MariAri2 Rabbit.PNG

A rabbit hops around on a pogo stick. It moves horizontally in one direction and turns around when meeting a wall (or sometimes a ceiling). Its hop is about two and a half blocks high, but the horizontal movement speed depends on the rabbit.

You can use a magic attack to defeat it, or land on it and bounce off of it (hold Jump button for increased boost).

Fairy

MariAri2 Fairy.PNG

A fairy is an airborne enemy that patrols horizontally between two locations. Defeat it with your jump (hold Jump button for increased boost) or your magic attacks.

Yukkuri

MariAri2 Yukkuri.PNG

These large Marisa heads are basically thwomps. They are invulnerable to your magic attacks, and can take you by surprise if you're not careful.

When you get close to one's range, it moves quickly in a direction, and then slowly retracts back to its original position. This range is not how close you get to the yukkuri itself, but how close you are parallel to its line of movement. The direction of movement may be up, down, left, or right, depending on the yukkuri.

Gear

MariAri2 Gear.PNG

A gear moves along solid surfaces. They may eventually roll off the boundaries of the stage and disappear (unless the stage scrolls to where they are). Watch their movements and don't let them run into you.

Changing the terrain might make the gear fall off a surface suddenly, change direction, or even move to a new place, so be careful.

Flame Cannon

MariAri2 Flame Cannon (Down).PNG

A flame cannon shoots a fireball that moves linearly and hurts your characters upon contact; the rate of fire depends on the cannon. A cannon may be facing either up, down, left, or right.

Touching the cannon itself does not hurt you. Unlike in Nitroid, the cannons are solid.