Table of Contents
- The Basics
- Main Menu
- Rhythmia Unlockables
- CollectaCard Groups
- CollectaCard Passwords
- Touch Sounds
- Records Statistics
- Versus Mode AI Opponents
- Character Quotes
- Version History and Copyright Info
Theatrhythm Final Fantasy: Curtain Call is the 2nd game in the Theatrhythm line of games by Square-Enix. This is a rhythm action game where you tap and slash the touchscreen of your 3DS in time to the music. This isn’t just any old music either. This game features over 220 of your favorite songs from almost every Final Fantasy game out there! You also get to play along as your choice from more than 60 classic Final Fantasy characters while you play. This game is really just a huge fan service game for those who love the sights and sounds of the Final Fantasy world.
This guide was originally written for the JAPANESE version of the game. Until such time as this message is no longer displayed, please keep this fact in mind and know that some of the names of songs, characters, or abilities might be different than they are in other releases of this game. x_loto is hard at work localizing this guide to cover the North American release!
The spiral of fate turns again.
Two gods, Cosmos and Chaos, serve as
the pillars which support the world.
Between them a space called the Rhythm,
from which the Music Crystal was born.
Its harmony, once disrupted by forces
of Chaos, was only restored by the heroes
of light then summoned by the Crystal.
As time continued in its endless flow,
the world likewise regained its tune.
But all things in this world are cyclical.
The musical waves which abound in the
Rhythm brought to Chaos new power, and
order has come under threat once again.
To return the radiance to the Crystal,
Cosmos's allies must now amass Rhythmia,
the musical waves, and in no short amount.
To defy the doom that threatens yet again,
the famed heroes summoned by the Crystal
now begin again a musical journey...
The gameplay of Theatrhythm revolves around listening to classic Final Fantasy songs while interacting with your 3DS using the stylus and/or the buttons in time to the rhythm of the song to match the Triggers on the screen.
There are four different ways to play a song, and the game will display the method that you used beside the high score of the song:
- Stylus Style: This is the original style from the first Theatrhythm game. You tap/hold the stylus on the touchscreen for Touch/Hold Triggers and slide the stylus in a direction for Slide Triggers.
- Button Style: In this style, you tap/hold any button () for Touch/Hold Triggers and move the stick in a direction for Slide Triggers.
- Hybrid Style: In this style, you tap/hold the stylus on the touchscreen for Touch/Hold Triggers and move the stick in a direction for Slide Triggers.
- One-Handed Style: In this style, you tap/hold the button for Touch/Hold Triggers and move the stick in a direction for Slide Triggers.
As mentioned above, there are three different types of Triggers that you’ll encounter while playing:
- Touch Trigger: These are red triggers. For these, simply tap the touchscreen with your stylus or tap a button () at the appropriate time.
- Slide Trigger: These are yellow triggers with arrows on them. For these, simply slide the stylus or move the stick in the direction that the arrow is pointing.
- Hold Trigger: These are long green triggers. For these, simply hold the stylus on the touchscreen or hold a button () until the end of the trigger.
Depending on your accuracy, you will be judged anywhere from a CRITICAL for nailing the Trigger perfectly down to a GREAT, GOOD, BAD, or MISS if you are completely off. Too many BAD or MISS will cause you to lose the stage that you are playing. Your score and rank is based off of how accurate you are. The ranks are as follows:
This is the basic overview of how to play. There are three different song types that you can play, and each has its own variations on these general guidelines. They are covered in more detail below.
BMS stands for Battle Music Stage. For a BMS, your party of four characters will be on the right side of the stage and an enemy will be on the left side. A row of circles are by your party and the incoming Triggers come from the left until they hit the circles. Triggers will show up on all four lanes, and whichever character hits the Trigger will attack the enemy. As you complete the Triggers, you’ll do damage to the enemy until you kill it and another one takes its place. Defeated enemies can drop treasure and add extra experience at the end of the stage. If you score BAD or MISS on Triggers, the enemy will attack you. You lose the stage if your HP drops to 0.
Your characters will also use their Abilities as the battle progresses. All abilities have various requirements that must be met in order for them to activate.
Other things to look out for include glowing notes which cause extra damage to the enemy. On harder stages in Quest Medleys it’s possible for glowing monster heads to fill in your circles. During that time, the Slide Trigger arrows will rotate, so you have to predict where the arrow will be pointing when it reaches the circle.
Somewhere in the middle of the song, you’ll enter the Feature Zone. If you successfully activate most of the Triggers during this time, you’ll summon an avatar to deal extra damage to the enemy. The avatar summoned depends on who is your party leader. Here are the available avatars and who you need as party leader to summon them:
- Chocobo: Anyone. Chocobo is summoned if you get a GOOD or worse during the Feature Zone.
- Ramuh: Warrior of Light, Firion, Barret, Prishe, Agrias, Orlandeau, Noel
- Shiva: Princess Sarah, Cid, Edgar, Tifa, Squall, Seifer, Laguna, Shantotto, Lilisette, Snow, Benjamin, Paine, Ciaran
- Ifrit: Onion Knight, Edge, Bartz, Faris, Locke, Yuffie, Rinoa, Zidane, Auron, Jecht, Auron #2, Vaan, Balthier, Fran, Rikku, Cloud #2, Tifa #2, Zack, Machina
- Odin: Minwu, Cecil, Kain, Rosa, Lenna, Vincent, Aphmau, Lightning, Y’shtola, Cosmos, Rem, Lightning #2
- Bahamut: Rydia, Krile, Terra, Celes, Vivi, Garnet, Tidus, Yuna, Ashe, Hope, Vanille, Yuna #2, Chaos, Ace, Serah
- Knights of the Round: Galuf, Cloud, Aerith, Eiko, Ramza
FMS stands for Field Music Stage. For a FMS, your party leader will be walking across a field (except for airship stages, more on that in a moment). There is only a single circle on the right and Triggers will approach it from the left. The key difference for FMS is the Hold Triggers. Instead of being straight lines, the Hold Triggers are wavy. You need to drag the stylus or move the stick up and down in order to move your circle along the Hold Trigger line.
The idea behind FMS is that the more GOOD and higher Triggers you get, the faster you walk/run and the more distance you cover. As you cover more distance, you can come across Moogles who will drop treasure that you’ll automatically collect. If you get BAD or MISS ratings, you will trip and slow down and eventually fall and the next character in your party takes their place. After the last party member falls, the leader takes over again and so on. You lose the stage by running out of HP.
When you complete the stage, you’ll meet a Chocobo who will give you some more treasure. It’s possible to meet a Fat Chocobo who will give you more rare loot, but this is a rare occurance that is affected by your Luck.
Like BMS, there are glowing Triggers that cause you to gain a boost of speed. Also like BMS, it’s possible in Quest Medleys mode for a glowing monster face to fill the circle and cause Slide Triggers to rotate.
Lastly, there are the airship stages. Instead of your leader walking on the field, you will be riding in an airship (or a boat in FFXI’s case). The Triggers will approach at an angle instead of straight on, as if you are flying towards them. Your airship won’t be replaced when you perform poorly like other FMS. You still lose if you run out of HP. Here is a list of airship stages:
|Airship||Final Fantasy||Aboard the Hilda Garde||Final Fantasy IX|
|The Boundless Ocean||Final Fantasy III||Launch||Final Fantasy X|
|The Airship||Final Fantasy IV||Voyager||Final Fantasy XI|
|The Airship||Final Fantasy V||Heart of a Child||Final Fantasy XII|
|The Airship Blackjack||Final Fantasy VI||Engage||Final Fantasy XIV|
|The Highwind Takes to the Skies||Final Fantasy VII||We’re the Gullwings!||Final Fantasy X-2|
|Ride On||Final Fantasy VIII||Soar||Final Fantasy Type-0|
Somewhere in the middle of the stage, you’ll enter the Feature Zone. Depending on how well you perform here, you’ll catch a ride on one of a few possible Chocobos for a while. While on a Chocobo, your speed will be much faster. Chocobos come in four flavors: red, yellow, black, and white.
If you get all Critical triggers in the Feature Zone, you’ll get on a White Chocobo. If you get a few GREAT mixed in you’ll likely get the Yellow Chocobo. Perform a bit worse for a Black Chocobo and perform poorly for a Red Chocobo. Certain Items and Abilities can affect the Chocobo that you get as well.
For airship stages, Feature Zone success instead causes the angle of the Triggers to change and causes the airship to fly faster.
EMS stands for Event Music Stage. For an EMS, your party is not on the screen at all. The circle will also move around all over the screen on a track. There will be a video playing in the background as well. To complete these stages, follow the circle and hit the Triggers as the circle comes to them. The circle will frequently change speeds and directions, requiring you to concentrate carefully on the music and trying to use the beat of the song as an indicator of when you should be hitting the next Trigger.
Near the end of the stage, you’ll enter the Feature Zone. Perform well enough here and the song will extend, allowing you to play the complete song. If you do not perform well enough, the song will simply end early.