Shiren 1 DS:Fay's Puzzle: One Fell Swoop: Difference between revisions
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* When you enter the third and final room, head straight east until you step on a landmine. | * When you enter the third and final room, head straight east until you step on a landmine. | ||
* It may go off and duplicate the Inferno's, or it may remain un-triggered. It matters not. | * It may go off and duplicate the Inferno's, or it may remain un-triggered. It matters not. | ||
* Now head straight south-east, picking up the [[Dragon|Dragon Herb]] along the way. | * Now head straight south-east, picking up the [[Shiren 1 DS/Dragon Herb|Dragon Herb]] along the way. | ||
* Once you hit the south wall and are directly under the puddle head straight east for the second dragon herb, picking it up, and drawing the monsters into a tango line. | * Once you hit the south wall and are directly under the puddle head straight east for the second dragon herb, picking it up, and drawing the monsters into a tango line. | ||
* The key to this puzzle is thus: Dragon Herbs, when eaten, strengthen Infernos via fire damage. Dragon Herbs, when thrown, extinguish Infernos. Why, I am not certain. I presume that uneaten, they deal physical damage. Because you're wearing the pitchers armband, you'll take out every monster, with a second shot if you miss one. | * The key to this puzzle is thus: Dragon Herbs, when eaten, strengthen Infernos via fire damage. Dragon Herbs, when thrown, extinguish Infernos. Why, I am not certain. I presume that uneaten, they deal physical damage. Because you're wearing the pitchers armband, you'll take out every monster, with a second shot if you miss one. | ||
* Now head to the [[stairs]]. | * Now head to the [[stairs]]. | ||
==Monster Appearances== | ==Monster and Trap Appearances== | ||
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Revision as of 08:47, 25 November 2020
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#38 Blocker | #40 Where to? |
Puzzle #39/50: One Fell Swoop
Things to be learned:
Solution:
- The shields are actually completely unnecessary if you do everything right.
- Head north and make a beeline for the Pitcher's Armband. Equip it immediately and the Inferno will move to the southern side of the puddle.
- You'll want to head east to the next room, but first you must take one step to the northeast - the Inferno will fill the space you just vacated.
- When you enter the third and final room, head straight east until you step on a landmine.
- It may go off and duplicate the Inferno's, or it may remain un-triggered. It matters not.
- Now head straight south-east, picking up the Dragon Herb along the way.
- Once you hit the south wall and are directly under the puddle head straight east for the second dragon herb, picking it up, and drawing the monsters into a tango line.
- The key to this puzzle is thus: Dragon Herbs, when eaten, strengthen Infernos via fire damage. Dragon Herbs, when thrown, extinguish Infernos. Why, I am not certain. I presume that uneaten, they deal physical damage. Because you're wearing the pitchers armband, you'll take out every monster, with a second shot if you miss one.
- Now head to the stairs.
Monster and Trap Appearances
Sprite | Monster | HP | |
---|---|---|---|
English | Japanese | ||
Inferno | 火炎入道 | 35 | |
Thiefwalrus | ぬすっトド | 45 |
Sprite | Trap | |
---|---|---|
English | Japanese | |
File:Shiren 1 DS Trap Sprites - Landmine Trap.png | Landmine Trap | 地雷のワナ |