Great Fairy Wars/Gameplay

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  • Arrow Keys will move Cirno
  • Tapping Z releases a shot fire
  • Holding Z charges the Ice Barrier
  • Releasing Z will release the Ice Barrier
  • The X is the Perfect Freeze
  • C or Ctrl is rapid fire
  • Shift is slow mode
  • F10 switches between fullscreen and windowed mode
  • Esc pauses the game and brings you to the in-game menu
  • Q returns you to the title screen when the game is paused
  • R returns you to the beginning of stage 1 when the game is paused
  • Ctrl fast-forwards through any dialogue and replay


Cirno's remaining lives are represented in a percentage form. When you lose a life, you'll lose 100% Motivation. If this would be enough to bring you under 0%, you'll get a game over.

Motivation will increase steadily as you destroy enemies and use Ice Power. Using Ice Power to destroy enemies will increase it more quickly.

Shot Power

Shot power is represented by a percentage. By using Ice Power and Perfect Freeze you can increase this power. For example, if you freeze 30% of the screen, it will add 30% to the shot power. There are 16 levels of shots. The percentage values are the same across all difficulties except for Easy. There isn't an easy formula to convert between power level and frozen area, but it generally starts off fast (50% will get you to the next level) and slows down (it takes 400% to get from Lvl 15 to Max).

Below is a conversion table for convenience.

Power Level Easy Normal/Hard/Lunatic/Extra
LEVEL 1 N/A 0%–49%
LEVEL 2 50%–99%
LEVEL 3 0%–49% 100%–199%
LEVEL 4 50%–99% 200%–349%
LEVEL 5 100%–149% 350%–499%
LEVEL 6 150%–199% 500%–699%
LEVEL 7 200%–299% 700%–899%
LEVEL 8 300%–449% 900%–1099%
LEVEL 9 450%–599% 1100%–1299%
LEVEL 10 600%–799% 1300%–1499%
LEVEL 11 800%–999% 1500%–1699%
LEVEL 12 1000%–1199% 1700%–1999%
LEVEL 13 1200%–1399% 2000%–2299%
LEVEL 14 1400%–1649% 2300%–2599%
LEVEL 15 1650%–1999% 2600%–2999%
LEVEL MAX 2000%+ 3000%+

Ice Power

Cirno has an Ice Power meter that works much like the camera in Shoot the Bullet and Double Spoiler. It will charge slowly from 0% to 100%. In order to charge it manually, you can hold down Z. By holding down Z and then releasing it, Cirno will release the Ice Power that was stored. If your charge is under 30%, you can't use it. You will hear a "click" sound when it is possible.

When Cirno releases her Ice Power, it will freeze all nearby bullets. It will then freeze all bullets close to those bullets, and so on, for a certain period of time. After the period of time ends, the bullets will all disappear, and any enemies that get hit by the "shattering" ice will be damaged quite a bit.

Depending on what percentage of Cirno's capacity you charged, the resulting effect will last longer. If you didn't charge up to over 30%, nothing will happen and you will resume firing normally: the accumulated power won't be wasted either.

After the effect ends, you will receive a point bonus based on how much of the screen you filled up with ice (see table below). If you froze under 30% of the screen, your Ice Power will reset to 10% and your Perfect Freeze meter will increase with:

1/4*(Percentage of screen frozen) + 2.5%

If you froze over 30% of the screen, your Ice Power will reset to 20% and your Perfect Freeze meter will increase by 20%.

Shooting will slow down the automatic generation if your shots aren't hitting anything. Hitting something will increase the rate of regeneration, and grazing will add even more to it.

Percentage of Screen Frozen Point Bonus
0.00% 0
10.00% 10,000
20.00% 40,000
30.00% 100,000
40.00% 160,000
60.00% 360,000
100.00% 1,000,000

(Linearly interpolate for intermediate values, with percentages in increments of 0.01%.)

Perfect Freeze

Cirno's bomb freezes all non-laser bullets on the screen (note that unlike her Ice Power, it will also freeze fireballs). Unlike bombs in other games, your Perfect Freeze meter will start at 0%, so you don't have any bombs available at the start.

The bomb takes a while to fully activate, although the animation starts immediately. Cirno is invincible during the duration of the animation, but the bullets and fireballs won't freeze for a few seconds. This is incredibly useful for getting through a difficult section, but it can throw off your timing if you are trying to freeze a specific bullet pattern for score/power/motivation.

Once the bomb goes off and freezes everything on the screen, the ice will behave normally: normal bullets (non-fire, non-laser) will freeze, enemies will get damaged based on how much ice breaks near them once it shatters, and you will receive a point bonus (identical to that of Ice Power) based on how much of the screen was frozen. The only difference is that the freeze will not charge up your Perfect Freeze meter.

Each time you use the bomb, the Perfect Freeze meter will decrease by 100%. If it's 99% or below, you cannot use it. The meter itself can increase all the way to 300%, contrary to what it says in the manual.

When you die, you'll gain 25% to Perfect Freeze, but not going over 300%).


Cirno can run into most grunt enemies without getting hit, unlike other Touhou games. However, midbosses and bosses will still cause Cirno to lose a life.

Point Items

When enemies are destroyed they drop point items; as the name suggests they serve as a source of points. Regular items that have been auto-collected are worth 1000 points, while items that are collected manually are worth between 240 and 720 points. Destroying enemies using ice causes them to drop special point items that are larger and lighter in colour than regular items; these are worth four times as much as regular point items.

Spellcard Medals

This game has a medal system for spellcards.

A Narrow Victory! - Card beaten, but you failed the bonus, because you died, used a bomb, or ran out of time. (For Marisa's last two cards, running out of time will not fail the bonus.)
A No-Miss Victory! - Card beaten without dying or bombing, but you froze bullets.
A No-Ice Victory! - Card beaten without dying, bombing, or freezing any bullets.

Spellcard Bonus

If you earn a silver or gold medal on a spell card, you'll receive a point bonus.

This bonus starts at out at a value equal to:

100,000 * (stage number + difficulty value)

with difficulty value being:

Easy 0
Normal 1
Hard 2
Lunatic 3

Bonuses in Extra have a starting value of 500,000.

With the exception of Marisa's last two cards, this bonus decreases over time, starting 5 seconds after the spell card starts. In Extra, it decreases more quickly if you happen to be in one of Marisa's non-lethal lasers. It will not decrease below 10.


To unlock the extra stage, you must reach all 6 endings without continuing on any difficulty mode.

Full Unlock Code

To unlock all unlockable content at once, navigate to the Lunatic route C2 records in Player Data and type out yebisuthehop. If done correctly, the 1up sound effect will play and the Extra Stage will be unlocked.


  • Stage 1 Clear Bonus
  • Stage 2 Clear Bonus
  • Stage 3 Clear Bonus
3100000 + (Motivation * 500000 * 2^[Difficulty level])
  • Extra Clear Bonus
13000000 + (4000000 * Motivation)

Motivation is expressed as a decimal in the formulas above. So if you have 425%, the value is 4.25.

Difficulty level represents 0 for Easy, 1 for Normal, 2 for Hard, and 3 for Lunatic.

The maximum clear bonus is 43,100,000 in Lunatic and 53,000,000 in Extra.


This is a list of known glitches, bugs or other unusual capabilities that aren't supposed to be part of the original gameplay.

Glitches reported in the full version:

  • Replay wrong route glitch: If you reset your run while on Stage 2 or 3, then save a replay of that new run, it will be registered as a different route from the one you played. This renders the replay unwatchable; attempting to open it crashes the game. Every time it's performed, the route the replay will save as is shifted according to the following order: A1 → A2 → B1 → B2 → C1 → C2. The wrong route will be recorded on the scoreboard. Though the game will also show the wrong route as completed on the main menu, it will not actually count it as done for Extra Stage unlock progression. Continuing the glitch past C2 may crash the game at some point. Returning to the menu fixes this glitch.
  • Final spell softlock: In Stage 3, during the final Spell Card of the game, you can cause the game to hang indefinitely by defeating one or two of the side fairies at the same time as the main boss fairy (best done via freezing). The spell will end and the fairies will scatter, but the stage will never end. This does not count as having cleared the game. You can still shoot and collide with the lingering fairies before they drift out of range.
  • Replays award bronze medals: If you watch a replay that clears a certain Spell Card, the game will award you a bronze medal for that spell, if you haven't already cleared it yourself.
  • Route selection replay crash: If you save a replay while in the route selection after defeating a Stage 1 boss, then watch that replay, it will crash the game at the end.
  • Replay Again bug: On the pause menu during a replay, selecting Replay Again opens the manual, while a hidden option below it restarts the replay instead. If at the end of a replay, Replay Again is not selectable, but the hidden option that does the same thing is selectable.
  • Suicide bullet error: Suicide bullets will still fire during boss dialogue. They cannot kill you, however, as you are invincible during dialogue.
  • Bomb counter error: When performing a deathbomb, the bomb counter on the bottom left of the screen isn't affected, thus displaying an incorrect number of bombs.
  • C2 replay error: A replay of a C2 run will incorrectly have its stages display as C1-X when selected.
  • Retry crash: On Windows XP specifically, selecting Give Up and Retry may crash the game.[citation needed] This was observed after running out of continues on B1-3 during the midboss battle with Luna, but specific conditions are unknown.

The following apply to multiple games, including Fairy Wars:

  • Spritesheet glitch: On very rare occasions, the game will load incorrectly, resulting in erratic behaviour during gameplay. The game will randomly and rapidly flash chunks of the entire spritesheet during play. If it occurs, the game stays this way until it's closed.