Touhou 14.3: Impossible Spell Card - Last Day (No-Items)

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Published on ● Video Link: https://www.youtube.com/watch?v=rIwHKMnEK48



Duration: 10:19
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0:00 "Binding Laws of Hari"
0:36 "My Way is Truly That of Heaven!"
1:33 "Sky of Scarlet Perception of All Youkaikind"
2:43 "Fitful Nightmare"
3:58 "Impossible Danmaku Barrier"
4:58 "Eyes of Brahma"
6:01 "Seventeen-Article Constitution Bombs"
7:13 "Kashima Protection"
8:18 "Duck, Duck, Bat!"
9:00 "Casebook of Luck, Resilience, and Perseverance"

Most of the difficulty is concentrated on Day 10.

Fitful Nightmare: There are 2 main ways to do it, the speedkill method and the double spin method. If you're seriously attempting this spell with no items, the first spin will probably be the least of your concerns. It's fairly precise and the knives have enormous hitboxes, but it's static and can be learned to the point where you should be able to pull it off really consistently. The hard part is everything else.

For speedkilling you need to optimise your DPS super hard because the damage you need is really tight. Stay really close to Remilia and get as many streams of your shot to hit her for as long as possible. Very difficult to maintain since the knife spam is random and speeds up over time, pushing you down. You have to aim for 50% HP or less. Perform 1 spin, then go back to DPSing her as much as possible again and you can hopefully take her down before you have to attempt another spin. I could never get this done consistently.

The double spin method forgoes DPS and just focuses on having to survive a second spin, which is very unreliable because it depends heavily on Remilia's movement. You ideally want her to move left-middle or left-down. Left-up looks like it might be possible maybe, but I never once pulled it off successfully. If she moves to the right, it's over. Although vertical movement is a coin flip, she has a 2/3 chance of moving in your direction horizontally at least, so in that sense the odds are weighted a little bit in your favour, but it's still extremely unreliable. The second spin is also much harder than the first since it'll be a bit different each time depending on Remilia's position and there will be much less space on the left side.

Regardless of method, you will have to contend with the red knife spam just before it transitions into the spin which is another major problem. It's super fast and dense, and if you're unlucky Remilia can throw knives right down the lane you pick and there's not a lot you can do about that.

I ended up switching between these 2 methods frequently, the speedkill method is intense and very taxing on my hands, so I would do some double spin attempts when I got tired and eventually landed this capture after 1,186 attempts.

Impossible Danmaku Barrier: This spell has some of the tightest gaps in the game. Wave 3 requires the most precision, but the gaps in the rice bullets seem to be evenly spaced. I do a series of roughly equal taps in the same direction and pray, which tends to get me through it but it's very easy to screw it up. Ideally you can deal enough DPS to kill this before wave 2 repeats, it's not too strict but you will lose a lot of damage if you go too far to the sides when dodging wave 2 the first time.

Seventeen-Article Constitution Bombs: Big dumb luck grind, if you get bad laser RNG there's not a lot you can do. And this spell takes forever since you don't have much opportunity to damage Miko. Pick the widest gap you can and definitely don't underestimate the amulets, they can be very tricky or give you walls sometimes. Then just pray you keep getting non-wall laser/amulet RNG until the spell finally dies.

The RNG on this spell can be manipulated easily which is what I did here. When you exit a replay, the RNG seed doesn't seem to be re-initialised, so entering the same scene/stage will give you the exact same starting RNG as the replay. So far this seems present in every Touhou game and score runs of EoSD/PCB and scene games like StB are able to use this method to set up optimal and static scoring conditions.

I restarted until it gave me a first wave with a safe spot right at the bottom middle, then saved a replay of that. By entering/exiting that replay before every attempt, all my first waves have that same safe spot. Then, because I can easily ensure my position is the same every time when the first lasers arrive, everything in the first wave is grazed the same way which causes the second wave to be entirely deterministic as well since the random graze particles are (iirc) the main way the RNG is advanced in ISC.

In theory it's therefore possible to cause subsequent waves to be the same every time too, but that requires always grazing the second wave onwards the exact same way which is very precise, so I didn't bother with it and just winged it for the remaining waves.







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