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This is for theories about the characters of Touhou Project 14, Double Dealing Character, including their appearances in the P.O.V. Sequel Impossible Spell Card.

Wakasagihime, Sekibanki & Kagerou

Wakasagihime and Kagerou are in Impossible Spell Card because they're looking for payback.
Because of Seija, they got beat up by Reimu, Marisa and Sakuya. They decided to take some kind of revenge on the one they hold responsible for making them go crazy in the first place.

Yatsuhashi, Benben & Raiko

Seija & Shinmyoumaru

Touhou 14.3 is based around catching Seija
...But from Seija's perspective.

My theory is that the whole reason that impossible spells, being temporarily unbanned when used against Seija, are being used is just to catch her. Her stolen items are incredibly unsafe, so considering that, it could be all out war on Seija because of this.

Either that, or Seija really pissed everyone off.

  • Actually, Confirmed.

Seija turned her power against the Spell Card System itself.
Impossible Spell Card is the result of this. The Spell Card System itself is omnipresent throughout Gensokyo and the neighboring realities. Entities use the spell card rules even if they're not aware of them; and winning or losing the contests is Defeat Means Friendship as a result of the system.
  • Seija turned her inversion power against this itself after Double Dealing Character; thus not only her not being Befriended in the end, but EVERYONE turning against her in Impossible Spell Card and breaking the spell card rules themselves. IE, an inversion of what usually happens.
    • Her victory in the end of Impossible Spell Card caused her "rebellion to make the weak rule the strong" short itself out in paradox; and the resulting infinite loop ended the attack against the Spell Card System itself; not to mention the System is strong enough to correct itself eventually. However....everyone remembers breaking the Spell Card System to fight her. And the seeds of that make it Worth It to the Rebel Counterattacking Amanojaku.

Seija succeeded.
Seija's goal in Double Dealing Character was to turn the world upside-down... and after she was defeated, she was NOT forgiven and befriended. Furthermore, Impossible Spell Card is the first game in the series that doesn't have "Touhou" in its title, the Spell Card rules are thrown into the wind during the game, the player is put into the shoes of the villain this time around and, at the end of the game, the villain arguably wins... Whether she was aware of it or not, whether the world was flipped upside-down the way she wanted it or not, Seija still did succeed in turning the world upside-down... Primarily for us... Again...
  • Some of that has also spilled over to Shoot Shoot Nitori. This is Twilight Frontier's first time making a Shoot 'Em Up, as well as their first time using a previous game's last boss as the last boss again (ZUN's Gaiden Game last bosses had usually been last bosses or secret bosses beforehand, and both ZUN and Tasofro had released games with the Three Fairies as the last boss on the same day, but Tasofro hadn't done the same), not to mention their first fan game based on a highly obscure title (unlike the big names Mario and Mega Man). Nitori was also another fairly odd choice of protagonist (Tasofro themselves had given her some pretty nasty Character Development in Hopeless Masquerade).

Actually, Seija escaped the Underworld with the UFO bosses but went her own way and started influencing Gensokyo long before she showed her face.
It is canon that she was among the Underworld creatures freed after Subterranean Animism, and her possible influences start showing up as early as Undefined Fantastic Object. No game before that had taken so heavily after a previous game or so blatantly drawn on the PC-98 era. As detailed in a theory on Perfect Cherry Blossom's page, in Alice's section, the bosses of UFO follow a heavily similar pattern to those of Mystic Square, down to the end setting being the same and some endgame patterns being blatant copies. The stages' pattern is also rather similar: an easygoing path, a frantic high-speed flight, an airborne structure, the underside of that structure, the final fortress, and the final chase behind that fortress. Not to mention this round of bads was the most Affably Evil Anti-Villain bunch yet and started hitting you right out the gate.

Ten Desires is the first appearance of a former last boss as a Starter Villain as well as, in the pattern started above, a similar structure to Embodiment of Scarlet Devil. A big, scary Starter Villain, then a Breather Boss detached from the rest, then a Chinese gatekeeper, then a devious magician, then a Dragon with an Agenda, then a very royal, imperial last boss. The Extra Boss is also unusually hostile to the main bosses.

In between, the Fighting Game spinoff Hisoutensoku was a Gaiden Game to the previous fighting game, featuring weaker characters for the first time and reversing Alice's Butt-Monkey status as well as including many Non-Player Character bosses.

Fairy Wars was ZUN's first use of a weak main character and a Fallen Hero boss as well as the first arrival of manga generations into the games, not to mention a very Unexpected Gameplay Change. At the same time, New Super Marisa Land also used the second and third of the above while leaving weak bosses to defend the worlds.

In Hopeless Masquerade, her approach became more apparent. Reimu's role was suddenly downplayed and the importance of the Villain Protagonist scenario emphasized, as well as Twilight Frontier finally giving stage 3 bosses respect and using a Triple Boss as the True Final Boss of the Villain Protagonist scenario.

The pattern of UFO and TD also continues in DDC where there are heavy parallels to PCB: the same choices of Player Character (one of whom had been gone for years), a trek across Gensokyo over the first three stages rather than a straight journey to the bads' lair, a flight into the sky in stage 4 to face multiple musical bosses, a final base containing the final stage inside but not entered until stage 5, and The Reveal that the incident is a much bigger threat than was initially apparent.

These changes may seem insignificant in and of themselves, but keep in mind how well they fit in with Seija's plans and it makes perfect sense.

The bloodthirsty ying-yang orb is actually relatively harmless
All it wants is to see what blood tastes like, the killing people and being bloodthirsty is incidental to that. If Seija threw it into Remilia's emergency blood storage it would happily start absorbing blood for whatever.

Impossible spell cards are legal when they're not truly impossible due to the opponent's non-bomb abilities.
Some of the photography games levels and other spinoffs have cards that are only impossible if you don't use bullet cancellation or similar not-just-shooting tactics. Considering Aya does not appear to be breaking any laws when she's going out to photograph people and neither are her opponents, we can assume this is a legitimate form of danmaku battle. If you have good clearance abilities or something else keeping you from being walled, the opponent is free to use practically solid walls. Seija merits these cards for having her stolen/dangerous items.

Seija's power of flipping is actually flipping along Boundary lines.
Think about it, how dose someone flip, say a graph? Well you flip it from one side of a line to another, an any thing on this line is not effected. This is true for a lot of flipped things. Now, what could be the lines that Seija is using to flip? The most likely answer is boundary lines. The reason for this is that the universe is full of boundary, so Seija, even if she is not realizing it, is using boundary as her line of flipping. The only reason she is not as powerful as Yukari is because she is don't have as much experience as Yukari, so she probably don't know how she is flipping things.

Alternative Title(s): Double Dealing Character

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