Characters

Touhou Koumakyou New Classic Bosses

A six-stage teaching ladder plus Extra. Learn what each fight is for before you grind spell names.

Last updated:

Bosses

How to read this ladder

Touhou Koumakyou New Classic is a single-player vertical shooter whose bosses are the curriculum. Stage portions teach streaming and item height. Bosses teach spell cards, bombing, and sitting still. New Classic adds a boss marker on the bottom of the field so you can keep damage on a sprite that has flown off the top or vanished under a cloud. Use it. The 2002 original did not give you that crutch.

Easy trims spell lists. Normal is the Extra unlock difficulty if you refuse continues. Hard and Lunatic add cards and density. Extra is a separate stage after a Normal-or-higher no-continue clear. Challenge Mode’s death counter is how you should meet Stage 5 the first time; Spell Practice is how you should meet a card the tenth time. This page is not a Flandre spell dump—that belongs in the Extra guides.

Stage 1 — Rumia

Rumia is the youkai of the dusk and both the Stage 1 midboss and boss. Her theme is darkness; the patterns are a tutorial: aimed shots you stream, a first declared spell, and a health bar that forgives sloppy focus. If you are bombing Rumia on Normal, you are practicing the bomb key, not the fight. She teaches streaming and that a spell name is a new pattern, not a cutscene.

Stage 2 — Cirno, Lake Sprite

Cirno, the ice fairy of the Misty Lake, is the first boss who will force a wide sweep. The ice shotgun nonspell is infamous because standing still is death and over-tapping is also death. Daiyousei is the Stage 2 midboss, a short resource check, not a secret playable. Unfocus for the sweeps, focus only in the gaps. She teaches speed control: Marisa players overshoot; Reimu players glue to shift.

Stage 3 — Hong Meiling, Scarlet Border

Hong Meiling guards the gate of the Scarlet Devil Mansion with rainbow rings and qigong kicks. This is the first fight that punishes living in the bottom-center tile. New Classic’s marker helps when she jumps; your job is to have already left the column. If Stage 3 is your wall, you are not ready for Sakuya. Spend Challenge Mode deaths here until the kick is a cue, not a surprise.

Stage 4 — Koakuma and Patchouli Knowledge

Koakuma is the Stage 4 midboss: a library devil with no named spell list worth grinding. She is a power-and-bomb check before the real fight. Do not dump your last bomb on her unless the alternative is a death that would drop you off full power heading into Patchouli.

Patchouli Knowledge, the library witch, is the first shot-locked boss. Her element line changes with Reimu A, Reimu B, Marisa A, and Marisa B. Marisa A in particular draws Wood & Fire Sign Forest Blaze, a card that has ended more first clears than Meiling. Easy gives her two spells; Normal four; Hard and Lunatic five. Read the list for your letter, then Spell Practice the one that kills you. She also appears as the Extra midboss, where the job is to leave the stage with power and bombs for Flandre, not to style on books.

What she teaches: your shot is a matchup. Switching letters to dodge a Patchouli card is a valid strategy, not a cop-out.

Stage 5 and 6 mid — Sakuya Izayoi

Sakuya is the maid of the mansion, Stage 5 boss, and Stage 6 midboss. Knives, time-themed rings, and the first true wall for players who cleared Meiling on bombs. Stage 5 is long. Resource math starts here: extra lives at 10, 20, 40, and 60 million, bombs reset toward three on death, power drops 16. She teaches micrododging plus streaming in the same fight. Master Spark makes her kinder; Evil-Sealing Circle does not. The Stage 6 midboss version is a reminder—save resources for Remilia.

Stage 6 — Remilia Scarlet

Remilia is the Scarlet Devil, the story’s final boss. Bats, spears, and last cards that eat leftover bombs. On Easy she is a victory lap if you still have lives. On Lunatic she is the reason people 1CC Normal first. Scarlet Meister and the last-card family are density plus awkward angles; they are why Marisa A’s damage is a mechanic.

Route the stage, not just the fight: Stage 6’s opener can dump items and also dump your last life. Follow the walkthrough for the credit, then the dedicated Remilia guide for the health bars. A Normal no-continue here is the Extra key.

Extra — Flandre Scarlet

Flandre is Remilia’s sister, sealed in the basement, Extra only. You do not play as her. Extra is short on extends (no score 1-ups, a couple of life items) and forbids continues. Patchouli returns as midboss; spend as little as you can. Flandre is a long bar-count with taboos that punish homing and reward point-blank needles or missiles.

Use the Extra Stage route and the Flandre guide, plus Spell Practice on the cards that actually kill you. Marisa A and Reimu B are the usual damage picks; Reimu A often feeds familiars.

Work the ladder in order. Rumia is not beneath you if Lunatic deaths are still streaming deaths. Spell Practice is for named cards; Challenge Mode is for the stage around them.

FAQ

Frequently Asked Questions

Quick answers about New Classic, Classic, shot types, and Extra Stage.

Who is the Stage 4 boss?

Patchouli Knowledge in the library. Koakuma is the midboss. Patchouli's spells change with your shot type, and she returns as Extra midboss.

Is Sakuya the final boss?

No. Sakuya is Stage 5 and the Stage 6 midboss. Remilia is the story finale. Flandre is Extra only.

How do I unlock Flandre?

Clear the six-stage story on Normal or higher without continuing. Then play Extra. Details: Extra Stage.

Can I play as Flandre or Sakuya?

No. The playable cast is Reimu and Marisa. Everyone else on this page is a boss or midboss.

Should I Spell Practice every boss?

Practice the card that ends your credits. Rumia rarely needs it. Sakuya, Remilia, and Flandre do. Challenge Mode is better for full fights you have not structured yet.

What do boss markers do?

New Classic shows the boss's horizontal position on the field edge so you can keep shooting when the sprite is off-screen or buried in danmaku. Classic does not.