Keyboard controls:

  • The 0-9 keys each select one of the tower types for purchase.
  • U upgrades the currently selected tower.
  • S sells the currently selected tower (or detonates it, in the case of Double Barriers).
  • N brings on the next wave of enemies, and begins the first wave at the start of the game.
  • Space toggles the pause menu.
  • If the Shift key is held while clicking, only towers can be selected, not enemies. This can be useful if a Lily is flying over the tower you want to select.
  • Esc immediately exits the program.

An advantage to using the keyboard controls over their mouse equivalents, in addition to simply being faster to use, is that using the keyboard tends to keep the current item selected. Thus, you can upgrade a previously selected turret immediately after hitting N, or select and purchase a new tower without losing your bead on a high-priority enemy, for examples.

Mouse controls:

In the pause menu:

  • The top option returns you to the current game.
  • The middle option returns you to the title screen.
  • The bottom option resets the game, with the current stage and difficulty level.

When an in-play turret is selected, the box brought up in the lower right includes one or two green buttons:

  • The left button is used to sell the selected turret. The number shown indicates how much power you'll regain from selling it. In the case of Double Barriers, the sell button is replaced by a detonate button.
  • The right button (present if turret is not at max level) is used to upgrade the selected turret. The numbers (in yellow, red, and blue) above the buttons, to the right of the current turret stats, show how much the upgrade would increase the cost, damage, and range of the turret.

Clicking on an enemy brings up a box in the lower right that displays the enemy's level, how many hit points the enemy has left, it's current speed, and how much power/how many points you'll receive by defeating the enemy. More importantly, selecting an enemy causes most turrets it's within range of to aim their fire at that enemy, even if other enemies are closer. And in the case of Yin-Yang Seals, the enemy doesn't even need to be in range; the Yin-Yang Seals will aim their shots (triggered by in-range enemies) at the selected enemy no matter where it is on the screen.

Difficulty Levels

There are four difficulty levels to choose from: Easy, Normal, Hard, and Lunatic. In Easy mode, there is the left entrance and the right exit only, while every other mode, there is the top entrance and bottom exit, meaning there are two groups of enemies to deal with at the same time each wave. Easy mode consists of 30 waves of enemies, Normal and Hard modes 50 waves, and Lunatic mode 71 enemy waves. Higher difficulty levels gives enemies more hit points, but also a bit more power obtained per enemy. Each difficulty level also differs in the selection of enemies for each wave.


Scarlet Devil Mansion

A big empty space. The most basic of all the stages.

Scarlet Devil Mansion: Library

Many bookshelves are spread out in the stage, which forces longer mazes and fewer towers.

Border of the Netherworld

A large, empty stage. Death Butterflies are common enemies.


Four trees in each corner take up a small amount of space and obstruct your vision. Many waves of Death Butterflies and Lily White come out in this stage.

Forest of Magic

A large empty stage. Youkai, such as Mystia and Rumia, frequent this stage.

Bamboo Forest

Bamboo stalks obstruct your vision of the stage, and a few rocks are strewn about the stage. Tewi is seen in this stage.

Scarlet Devil Mansion: Basement

Unlocked after defeating the first six maps with a single character in normal mode or above. This map is completely dark except for a medium radius around your cursor. No flying enemies in this area.

Youkai Mountain

Unlocked after defeating the first six maps with a single character in normal mode or above. Standard empty stage.

Hakurei Shrine

Unlocked after defeating SDM: Basement and Youkai Mountain. Standard empty stage. The youkai come out to play.


Each enemy (except any formerly paired fluff ball) releases P items upon defeat, which are automatically collected. These P items grant you a certain amount of power which is used for purchasing and upgrading turrets, and an equal number of points added to your score. In addition, each time you jump to the next wave using the Next Level function, a time bonus is added, depending on how much time you bypassed. This bonus is displayed to the right of your score. The time taken to defeat all remaining enemies has no effect on score.

At the end of the game, 50 points is given for every health point you have remaining. Your final score is the sum of your base score, your life bonus, and your time bonus. High scores are only saved if you successfully cleared the stage.

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