• Welcome to Touhou Wiki!
  • Registering is temporarily disabled. Check in our Discord server to request an account and for assistance of any kind.

Ojou-sama no DokiDoki Daisakusen/Gameplay: Difference between revisions

From Touhou Wiki
Jump to navigation Jump to search
No edit summary
Line 1: Line 1:
== Gameplay ==
Sources: [http://www.blue-mica.com/ojyou/game1.html#dataLink official website data]


=== Controls ===
==Controls==


The game may be configured to be played using the keyboard or gamepad.
The game may be configured to be played using the keyboard or gamepad. However, keyboard configuration will only allow to switch between keys already in use. A valuable tip is switching C ("Action") for a key you use less, since the Action key is not used in battle, and serves only to interact with NPCs and doors.


==== Default controls ====
Default controls:
*'''Z''': Shoot bullets. Hold down the button to release a charged shot.
*Arrow keys: Movement.
*'''X''': Jump. The height of the jump is influenced by how long you hold the button.
* Z: Shoot bullets. Hold down the button to release a charged shot, which deals tripled damage by default.
*'''C''': Action. Generally used to talk to NPCs and enter doors.
* X: Jump. The height of the jump is influenced by how long you hold the button.
*'''A''': Skill. Use your assigned spellcard.
* C: Action. Generally used to talk to NPCs and enter doors.
*'''S''': Skill change. Rotate your currently available spellcards.
* A: Skill. Use your assigned spellcard.
*'''D''': Pause. Enter your pause menu in-game.
* S: Skill change. Rotate your currently available spellcards.
*'''Q''': Use item. Use your currently assigned item.
* D: Pause. Enter your pause menu in-game.
*'''W''': Focus movement. Only used when flying. Hold the button to slow movement.
* Q: Use item. Use your currently assigned item.
* W: Focus movement. Only used when flying. Hold the button to slow movement.
* F1: Shows character's hitbox. Toggle on and off.


==== Extra commands ====
*'''Jump + Up''': Flight. Unlocked during the course of the game. Consumes D gauge over time.
*'''Jump + Down''': High jump. Unlocked during the course of the game. Consumes D gauge each use.
*'''Shoot + Skill''': Bomb. Performed with full purple meter. Resembles equipped spellcard.


=== Remilia's Spellcards ===
Extra commands:
*'''Scarlet Shot''': Fires a large, scarlet sphere. (スカーレットシュート)
* Shoot + Skill: Bomb. Performed with full purple meter (bomb gauge), consumes whole bomb gauge when used. Resembles equipped spellcard in all properties.
*'''Spear the Gungnir''': Fires a purple laser. Breaks certain blocks, pieces enemies, ignores walls. (スピア・ザ・グングニル)
* Down + Jump: High jump. Unlocked during the course of the game, in Meiling's Dojo. Consumes [[Ojou-sama_no_DokiDoki_Daisakusen/Gameplay#Gauges|Drive gauge]] for each use.
*'''Demon Road''': Fires a projectile that quickly splits 3 ways. 2 shots go up, down, and foward. Initial projectile ignores walls. (デーモンロード)
** Jump + Down: Half-high jump. Unlocked automatically with the High jump. When done correctly, jump height should be about half between a normal and a high jump, but consuming no Drive gauge in doing so. Very useful when you need a specific jump height for attacking a midair enemy, or for jumping without getting hurt by electric tiles on top of you. This skill can also be a strong tool for fighting while conserving or recovering Drive gauge.
*'''Bloody Square''': Creates a short, stationary, scarlet barrier that eliminates danmaku. Works almost instantly, even before the square takes shape. (ブラッディスクウェア)
* Up + Jump: Flight. Unlocked during the course of the game, in the second floor's Magic Chamber. Consumes Drive gauge over time. Allows for focusing movement (default W), which is perfect for weaving between electric tiles or dense patterns of bullets. Press the Jump button again at any time to immediately interrupt the flight and fall down.


=== Yuyuko's Spellcards ===
==Gauges==
*'''Butterfly Delusion''': Fires a crimson sphere. Explodes into butterflies after a distance or upon impact. ''Very'' high damage potential. (バタフライディルージョン)
*'''Lance of the Swallowtail Crest''': Fires a Yuyuko laser. Ignores walls but pauses upon impact with enemies. Hits multiple times and continues if the target expires. (鳳蝶紋の死槍)
*'''Cherry Blossoms of Sumizome''': Launches a butterfly directly above and below. Butterflies shoot mini-lasers ahead at regular intervals. No recoil. (墨染めの桜)
*'''Ghastly Dream''': Creates a slowly-expanding barrier that eliminates danmaku. Does not instantly work as if full size, contrary to Remilia's. (ギャストリドリーム)


=== Flandre's Spellcards ===
*HP: you start with three HP points by default, which can go up by one for the cost of two [[Ojou-sama_no_DokiDoki_Daisakusen/Gameplay#Energie and Arcane Crystals|Arcane Crystals]]. Damage usually takes one HP point per time; after taking damage, you will be invincible for a few seconds. Can be recovered with health potions (which don't count as consumables), craftable items, randomly by defeating enemies or through the use of certain accessories.
*'''Cranberry Trap''': Fires a yellow, 6-sided star. Can be detonated for an extra cost, causing it to burst into 24 projectiles. Impact with enemies or walls does not cause it to burst. Can be fired diagonally. (クランベリートラップ)
*MP: you start with 6 MP points by default, which can go up by 2 for the cost of, again, two Arcane Crystals. Each spellcard use consumes 1 MP. Can be recovered through the same ways as HP, but is also recovered over time ''only'' if you are standing without moving or attacking: surprisingly, though, vertical movement (including jumping and flight) and spells do not interrupt MP charging, and nor does recoil from using said spells.
*'''Lævateinn''': Fires a yellow laser. Ignores walls but pauses upon impact with enemies. Hits multiple times and continues if the target expires. (レーヴァテイン)
*Drive: used for special actions, such as high jumps and flight; a set amount is also used whenever you active a spellcard. Recovers naturally over time, and also if you hit an enemy with a charged attack, a critical hit, or if you graze a bullet (or drink some Red Wine). Once you run out of Drive, you become unable to attack or perform special actions until it recovers. A vital gauge once you obtain flight, since you'll often need to fight strong enemies and bosses while flying non-stop.
*'''Counter Clock''': Launches a spinning 'gear' directly above and below. Starts off slow but has an AoE explosion and is somewhat strong. No recoil. (過去を刻む時計)
*Bomb: displayed under the character portrait. Fills ''only'' when getting hit or upon using a Scarlet Sign.
*'''Catadioptric''': Fires a projectile that breaks off into 2 smaller projectiles upon impact with a wall. Smaller projectiles travel diagonally and bounce 6 times each. (カタディオプトリック)


=== Game Tiles ===
==Spellcards==
 
Note that every spellcard also consumes a set amount of Drive Gauge, so be careful if using them mid-flight.
 
===Remilia===
*'''Scarlet Shoot''': Shoots a basic, large shot. Lower damage potential than Gungnir, with and without specific magic rings.
*'''Spear the Gungnir''': Shoots a spear laser. Pierces all enemies and ignores walls. Significant horizontal range, even off-screen; vertical range is about twice your basic attack's.
*'''Demon Road''': Shoots a projectile forward that then splits 3 ways: straight up, straight down, and forward. Initial projectile ignores walls. Very convenient for targeting opponents or blocks above or below.
*'''Bloody Square''': Creates a short, stationary, scarlet barrier that eliminates danmaku. Appears to work instantly, even before the square takes shape.
 
===Flandre===
 
All of Flandre's spellcards seem to naturally have damage potential far higher than Remilia's, likely due to Flandre's inability of equipping magic rings. They also all seem to share about the same damage potential.
 
*'''Cranberry Trap''': Fires a yellow, 6-sided star. Can be detonated for an extra cost, causing it to burst into 24 projectiles. Impact with enemies or walls does not cause it to burst. Can be fired diagonally.
*'''Lævateinn''': Fires a yellow laser. Ignores walls, but pauses upon impact with enemies, meaning it will not be as effective in handling multiple enemies. Hits multiple times and continues if the target expires. Same range properties as Remilia's Gungnir.
*'''Counter Clock''': Launches a spinning 'gear' directly above and below. The gears will first stop in their original positions, right above and below Flandre; then, they will reaccelerate and proceed upon their original paths. Has an AoE explosion and is somewhat strong. No recoil.
*'''Catadioptric''': Fires a projectile that breaks off into 2 smaller projectiles upon impact with a wall (not with an enemy). Smaller projectiles travel diagonally in a 45º angle and bounce 3 times each. If used on a wall while flying, they will take opposing trajectories, with one going up and one down; otherwise, they will follow the same trajectory.
 
===Yuyuko===
*'''Butterfly Delusion''': Fires a crimson sphere. Explodes into butterflies after a distance or upon impact. ''Very'' high damage potential.
*'''Lance of the Swallowtail Crest''': Fires a Yuyuko laser. Ignores walls, but pauses upon impact with enemies, meaning it will not be as effective in handling multiple enemies. Hits multiple times and continues if the target expires.
*'''Cherry Blossoms of Sumizome''': Launches a butterfly directly above and below. Butterflies shoot mini-lasers ahead at regular intervals. No recoil.
*'''Ghastly Dream''': Creates a slowly-expanding barrier that eliminates danmaku. Does not instantly work as if full size, unlike Remilia's.
 
==Game Tiles==
[[Image:Ojousama gamescreen01.jpg]]
[[Image:Ojousama gamescreen01.jpg]]


Recognizing what every tile in the game is essential in order to proceed in the game.
Recognizing what every tile in the game is essential in order to proceed in the game.
#Shutter. Must be opened by a key somewhere in the same level.
#'''Shutter'''. Must be opened by a key somewhere in the same level.
#Magic Circle. Optional objective to destroy every one of these in a level.
#'''Magic Circle'''. Optional objective to destroy every one of these in a level.
#Magic Crystal. Shoot to gain energy.
#'''Magic Crystal'''. Shoot to gain energy.
#Radar. Red and orange points indicate enemies, yellow indicate treasure chests. Blue are NPCs and yourself.
#'''Radar'''. Red and orange points indicate enemies, yellow indicate treasure chests. Blue are NPCs and yourself.
#Electric Tile. Painful.
#'''Electric Tile'''. Painful.
#Spike Tile. Painful.
#'''Spike Tile'''. Painful.
#Number Platforms. Step on each tile in numerical order to open the music door. Stepping on any out of order or one you already stepped on resets the platforms.
#'''Number Platforms'''. Step on each tile in numerical order to open the music door. Stepping on any platform out of order resets the platforms, but platforms on which you already stepped don't count.
#Disappearing platforms. Timed to appear and disappear in set intervals.
#'''Disappearing Platforms'''. Timed to appear and disappear in set intervals.
#Shrinking Platforms. Disappears over time when you stand on them. Reappears after they disappear fully.
#'''Shrinking Platforms'''. Disappears over time when you stand on them. Reappears after they disappear fully.
#Music Door. Opens when the number platforms have all been stepped on in order.
#'''Music Door'''. Opens when the number platforms have all been stepped on in order.
#Blue Block. Can be destroyed by certain skills.
#'''Blue Block'''. Can be destroyed by skills and exploding monsters.
#Red Block. Can be destroyed by regular shots.
#'''Red Block'''. Can be destroyed by regular shots.
#Vanish Block. Disappears when you approach them.
#'''Vanish Block'''. Disappears when you approach them.
#Red Potion. Heals 50% of your life (rounded down).
#'''Red Potion'''. Heals 50% of your life (rounded down).
#Key. Opens shutters. Effect disappears when you leave the room.
#'''Key'''. Opens shutters. Effect disappears when you leave the room.
#Circle Platforms. Disintegrates when you stand on them, does not regenerate.
#'''Circle Platforms'''. Disintegrates when you stand on them, does not regenerate.
 
Only one type of tile is missing from the screenshot: Worm Blocks, which can be eaten by any Worm monster, but are indestructible otherwise. They are grey blocks with a ceramic-like appearance. Worms will not interact with any other blocks, only Worm Blocks, and nor will they take damage from Electric or Spike Tiles.
 
In Flandre mode, you will also find Blue Potions, which recover 50% of your MP rounded down.
 
==Energie and Arcane Crystals==
''See also: [[Ojou-sama no DokiDoki Daisakusen/Items#Craftable Accessories]] and [[Ojou-sama no DokiDoki Daisakusen/Items#Consumables]]''<br>
 
Over the course of the game, enemies will wield Energie upon defeat, which is the game's main currency and can be thought of as money. With it, you can create items and consumables to recover HP, MP, or even Drive or Bomb gauges over the course of a battle. Items may be used manually by pausing the game and selecting the item you want to use, but one type of item can also be assigned to the item shortcut by opting to "Equip" it. Energie may also be used by certain items, such as the [[Ojou-sama_no_DokiDoki_Daisakusen/Items#Column 3|Wizard Hat]] and [[Ojou-sama_no_DokiDoki_Daisakusen/Items#Column 3|Gospel Ring]].
 
In Remilia mode, don't bother with Energie conservation: feel free to go wild on consumables creation. Most of the accessories you're able to create are largely outclassed by ones you get for free. The very few exceptions are the [[Ojou-sama_no_DokiDoki_Daisakusen/Items#Column 1|Energy Earrings]], which can be equipped along with the [[Ojou-sama_no_DokiDoki_Daisakusen/Items#Column 1|Shaman Earring]] to very quickly recover all MP, or the [[Ojou-sama_no_DokiDoki_Daisakusen/Items#Column 3|Ghost Emblem]], which can be useful until you get the [[Ojou-sama_no_DokiDoki_Daisakusen/Items#Column 3|Phantom Emblem]]. The [[Ojou-sama_no_DokiDoki_Daisakusen/Items#Column 1|Necklace]] and [[Ojou-sama_no_DokiDoki_Daisakusen/Items#Column 1|Circlet]] could also be situationally useful. Other items should only really be created so as to obtain the "all accessories" [[Ojou-sama_no_DokiDoki_Daisakusen/Achievements|Achievement]].
 
In Flandre mode, however, the craftable items become far more relevant, since their more powerful counterparts are usually unavailable. The [[Ojou-sama_no_DokiDoki_Daisakusen/Items#Column 2|Gold Pendant]], ironically, is likely the least useful item for Flandre in the list.
 
Relevant Energie farming places are:
*Remilia: Clock Tower 1F. See [https://www.youtube.com/watch?v=0L2qHVRvlGs this video] for reference.
*Flandre: Toy Room. Simply kill the enemy with two magic shots, refill your MP with the Magic Potion right above (and, if you've lost any HP, there's a Health Potion as well), then leave the room and repeat.
 
 
At any time, monsters may also drop '''Arcane Crystals'''. The chances seem to vary only for Death, who has a very high chance of dropping a crystal when defeated (estimated to be around 20%~33%): as such, going in against him with a full Bomb gauge while wearing [[Ojou-sama_no_DokiDoki_Daisakusen/Items#Column 2|Red Shoes]] + [[Ojou-sama_no_DokiDoki_Daisakusen/Items#Column 1|Destruction Choker]], bombing him, and retrying until he drops a Crystal might be a good idea, since it shouldn't take many tries. Enemies with Spell Rings around them, such as the ones found in Remilia's Clock Tower 1F, also seem to have a higher drop chance.
 
The Crystals may be exchanged with a maid on the Entrance's second floor on both modes. The items and power-ups available are also the same for both modes. If aiming for HP increases, it is best to aim for an even max HP number, since HP potions recover half of your HP rounded down.


== Menus ==
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
=== Start-up Menu Screen ===
|- style="background:#D3D3D3;"
#Begin playing
! Image !! Name !! Description !! Crystal Cost
#New Game+ (v. 3.00+)
|-
#Achievements (v. 2.00+)
| -- || HP Up || Increase max HP by 1. || 2
#Options
|-
#Quit Game
| -- || MP Up || Increase max MP by 2. || 2
|-
| [[File:Bloody_Tear.png]] || Bloody Tears || Doubles critical hit rate at 1 HP. || 5
|-
| [[File:Vampire_Ring.png]] || Vampire Ring || Absorbs the enemies' HP on critical hits. || 5
|-
| [[File:Remilia_Doll.png]] || Remilia Doll || Increases Drive gauge recovery from items by 50%.<ref>Likely a mistranslation. Instead, the item has been reported to increase any and all Drive gauge recovery by 50%.</ref> || 5
|}
{{smallrefs}}


=== Options Menu ===
The Bloody Tear and Vampire Ring are given for free to anyone who has played the Trial version 1, while the Remilia Doll is a similar bonus for having played the Trial version 2.
#BGM Volume
#SFX Volume
#Graphics Quality (High, Medium, Low)
#Auto Record (On, Off)
#Full Screen (On, Off)
#Focus Type (Default: normal speed, hold button to slow. Alternate: slow speed, hold button to speed up)
#Key Config (Only the first 8 buttons of a Pad can be configured)
#Exit


=== Map Screen ===
#Navigate Map
#Inventory. Left side lists your consumables, right side lists keys you have collected.
#Shop
#Save Game
#Exit to Title
=== Pause Menu ===
#Resume Game
#Accessories
#Items
#Reset Room
#Exit to Title
[[Category:Ojou-sama no DokiDoki Daisakusen]]
[[Category:Ojou-sama no DokiDoki Daisakusen]]

Revision as of 01:14, 1 June 2014

Sources: official website data

Controls

The game may be configured to be played using the keyboard or gamepad. However, keyboard configuration will only allow to switch between keys already in use. A valuable tip is switching C ("Action") for a key you use less, since the Action key is not used in battle, and serves only to interact with NPCs and doors.

Default controls:

  • Arrow keys: Movement.
  • Z: Shoot bullets. Hold down the button to release a charged shot, which deals tripled damage by default.
  • X: Jump. The height of the jump is influenced by how long you hold the button.
  • C: Action. Generally used to talk to NPCs and enter doors.
  • A: Skill. Use your assigned spellcard.
  • S: Skill change. Rotate your currently available spellcards.
  • D: Pause. Enter your pause menu in-game.
  • Q: Use item. Use your currently assigned item.
  • W: Focus movement. Only used when flying. Hold the button to slow movement.
  • F1: Shows character's hitbox. Toggle on and off.


Extra commands:

  • Shoot + Skill: Bomb. Performed with full purple meter (bomb gauge), consumes whole bomb gauge when used. Resembles equipped spellcard in all properties.
  • Down + Jump: High jump. Unlocked during the course of the game, in Meiling's Dojo. Consumes Drive gauge for each use.
    • Jump + Down: Half-high jump. Unlocked automatically with the High jump. When done correctly, jump height should be about half between a normal and a high jump, but consuming no Drive gauge in doing so. Very useful when you need a specific jump height for attacking a midair enemy, or for jumping without getting hurt by electric tiles on top of you. This skill can also be a strong tool for fighting while conserving or recovering Drive gauge.
  • Up + Jump: Flight. Unlocked during the course of the game, in the second floor's Magic Chamber. Consumes Drive gauge over time. Allows for focusing movement (default W), which is perfect for weaving between electric tiles or dense patterns of bullets. Press the Jump button again at any time to immediately interrupt the flight and fall down.

Gauges

  • HP: you start with three HP points by default, which can go up by one for the cost of two Arcane Crystals. Damage usually takes one HP point per time; after taking damage, you will be invincible for a few seconds. Can be recovered with health potions (which don't count as consumables), craftable items, randomly by defeating enemies or through the use of certain accessories.
  • MP: you start with 6 MP points by default, which can go up by 2 for the cost of, again, two Arcane Crystals. Each spellcard use consumes 1 MP. Can be recovered through the same ways as HP, but is also recovered over time only if you are standing without moving or attacking: surprisingly, though, vertical movement (including jumping and flight) and spells do not interrupt MP charging, and nor does recoil from using said spells.
  • Drive: used for special actions, such as high jumps and flight; a set amount is also used whenever you active a spellcard. Recovers naturally over time, and also if you hit an enemy with a charged attack, a critical hit, or if you graze a bullet (or drink some Red Wine). Once you run out of Drive, you become unable to attack or perform special actions until it recovers. A vital gauge once you obtain flight, since you'll often need to fight strong enemies and bosses while flying non-stop.
  • Bomb: displayed under the character portrait. Fills only when getting hit or upon using a Scarlet Sign.

Spellcards

Note that every spellcard also consumes a set amount of Drive Gauge, so be careful if using them mid-flight.

Remilia

  • Scarlet Shoot: Shoots a basic, large shot. Lower damage potential than Gungnir, with and without specific magic rings.
  • Spear the Gungnir: Shoots a spear laser. Pierces all enemies and ignores walls. Significant horizontal range, even off-screen; vertical range is about twice your basic attack's.
  • Demon Road: Shoots a projectile forward that then splits 3 ways: straight up, straight down, and forward. Initial projectile ignores walls. Very convenient for targeting opponents or blocks above or below.
  • Bloody Square: Creates a short, stationary, scarlet barrier that eliminates danmaku. Appears to work instantly, even before the square takes shape.

Flandre

All of Flandre's spellcards seem to naturally have damage potential far higher than Remilia's, likely due to Flandre's inability of equipping magic rings. They also all seem to share about the same damage potential.

  • Cranberry Trap: Fires a yellow, 6-sided star. Can be detonated for an extra cost, causing it to burst into 24 projectiles. Impact with enemies or walls does not cause it to burst. Can be fired diagonally.
  • Lævateinn: Fires a yellow laser. Ignores walls, but pauses upon impact with enemies, meaning it will not be as effective in handling multiple enemies. Hits multiple times and continues if the target expires. Same range properties as Remilia's Gungnir.
  • Counter Clock: Launches a spinning 'gear' directly above and below. The gears will first stop in their original positions, right above and below Flandre; then, they will reaccelerate and proceed upon their original paths. Has an AoE explosion and is somewhat strong. No recoil.
  • Catadioptric: Fires a projectile that breaks off into 2 smaller projectiles upon impact with a wall (not with an enemy). Smaller projectiles travel diagonally in a 45º angle and bounce 3 times each. If used on a wall while flying, they will take opposing trajectories, with one going up and one down; otherwise, they will follow the same trajectory.

Yuyuko

  • Butterfly Delusion: Fires a crimson sphere. Explodes into butterflies after a distance or upon impact. Very high damage potential.
  • Lance of the Swallowtail Crest: Fires a Yuyuko laser. Ignores walls, but pauses upon impact with enemies, meaning it will not be as effective in handling multiple enemies. Hits multiple times and continues if the target expires.
  • Cherry Blossoms of Sumizome: Launches a butterfly directly above and below. Butterflies shoot mini-lasers ahead at regular intervals. No recoil.
  • Ghastly Dream: Creates a slowly-expanding barrier that eliminates danmaku. Does not instantly work as if full size, unlike Remilia's.

Game Tiles

Ojousama gamescreen01.jpg

Recognizing what every tile in the game is essential in order to proceed in the game.

  1. Shutter. Must be opened by a key somewhere in the same level.
  2. Magic Circle. Optional objective to destroy every one of these in a level.
  3. Magic Crystal. Shoot to gain energy.
  4. Radar. Red and orange points indicate enemies, yellow indicate treasure chests. Blue are NPCs and yourself.
  5. Electric Tile. Painful.
  6. Spike Tile. Painful.
  7. Number Platforms. Step on each tile in numerical order to open the music door. Stepping on any platform out of order resets the platforms, but platforms on which you already stepped don't count.
  8. Disappearing Platforms. Timed to appear and disappear in set intervals.
  9. Shrinking Platforms. Disappears over time when you stand on them. Reappears after they disappear fully.
  10. Music Door. Opens when the number platforms have all been stepped on in order.
  11. Blue Block. Can be destroyed by skills and exploding monsters.
  12. Red Block. Can be destroyed by regular shots.
  13. Vanish Block. Disappears when you approach them.
  14. Red Potion. Heals 50% of your life (rounded down).
  15. Key. Opens shutters. Effect disappears when you leave the room.
  16. Circle Platforms. Disintegrates when you stand on them, does not regenerate.

Only one type of tile is missing from the screenshot: Worm Blocks, which can be eaten by any Worm monster, but are indestructible otherwise. They are grey blocks with a ceramic-like appearance. Worms will not interact with any other blocks, only Worm Blocks, and nor will they take damage from Electric or Spike Tiles.

In Flandre mode, you will also find Blue Potions, which recover 50% of your MP rounded down.

Energie and Arcane Crystals

See also: Ojou-sama no DokiDoki Daisakusen/Items#Craftable Accessories and Ojou-sama no DokiDoki Daisakusen/Items#Consumables

Over the course of the game, enemies will wield Energie upon defeat, which is the game's main currency and can be thought of as money. With it, you can create items and consumables to recover HP, MP, or even Drive or Bomb gauges over the course of a battle. Items may be used manually by pausing the game and selecting the item you want to use, but one type of item can also be assigned to the item shortcut by opting to "Equip" it. Energie may also be used by certain items, such as the Wizard Hat and Gospel Ring.

In Remilia mode, don't bother with Energie conservation: feel free to go wild on consumables creation. Most of the accessories you're able to create are largely outclassed by ones you get for free. The very few exceptions are the Energy Earrings, which can be equipped along with the Shaman Earring to very quickly recover all MP, or the Ghost Emblem, which can be useful until you get the Phantom Emblem. The Necklace and Circlet could also be situationally useful. Other items should only really be created so as to obtain the "all accessories" Achievement.

In Flandre mode, however, the craftable items become far more relevant, since their more powerful counterparts are usually unavailable. The Gold Pendant, ironically, is likely the least useful item for Flandre in the list.

Relevant Energie farming places are:

  • Remilia: Clock Tower 1F. See this video for reference.
  • Flandre: Toy Room. Simply kill the enemy with two magic shots, refill your MP with the Magic Potion right above (and, if you've lost any HP, there's a Health Potion as well), then leave the room and repeat.


At any time, monsters may also drop Arcane Crystals. The chances seem to vary only for Death, who has a very high chance of dropping a crystal when defeated (estimated to be around 20%~33%): as such, going in against him with a full Bomb gauge while wearing Red Shoes + Destruction Choker, bombing him, and retrying until he drops a Crystal might be a good idea, since it shouldn't take many tries. Enemies with Spell Rings around them, such as the ones found in Remilia's Clock Tower 1F, also seem to have a higher drop chance.

The Crystals may be exchanged with a maid on the Entrance's second floor on both modes. The items and power-ups available are also the same for both modes. If aiming for HP increases, it is best to aim for an even max HP number, since HP potions recover half of your HP rounded down.

Image Name Description Crystal Cost
-- HP Up Increase max HP by 1. 2
-- MP Up Increase max MP by 2. 2
Bloody Tear.png Bloody Tears Doubles critical hit rate at 1 HP. 5
Vampire Ring.png Vampire Ring Absorbs the enemies' HP on critical hits. 5
Remilia Doll.png Remilia Doll Increases Drive gauge recovery from items by 50%.[1] 5
  1. Likely a mistranslation. Instead, the item has been reported to increase any and all Drive gauge recovery by 50%.

The Bloody Tear and Vampire Ring are given for free to anyone who has played the Trial version 1, while the Remilia Doll is a similar bonus for having played the Trial version 2.