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This page describes one of the '''{{Shiren1DS|Rescue Passwords for Items}}''' that players can use in {{GameTitle|Shiren1DS|l|i}}.
This page describes one of the '''{{Shiren1DS|Rescue Passwords for Items}}''' that players can use in {{Shiren1DSTitle}}.


==Walkthrough==
==Walkthrough==

Revision as of 22:36, 19 November 2024

Shiren 1 DS RPFI 17
Image for Shiren 1 DS RPFI 17
Information
Author slayn777 on GameFAQs (password), rhaining (walkthtrough)
Dungeon Final Puzzle
Max depth Floor 12
Storehouse Jars Floor 11
Shops Floors 2, 6, 10, 12
Monster Houses Floors 2, 12
Vaults None known


This page describes one of the Rescue Passwords for Items that players can use in Nintendo DS Mystery Dungeon: Shiren the Wanderer.

Walkthrough

Rewards

Floor 1

Floor 2

Monster House

In N NE room. All easy monsters for me. Contents:

  • Staff of Switching [6]
  • Big Belly Seed
  • Gold Shield +1
  • Jar of Holding [3]
  • Scroll of Identity (middle of room)
  • (cursed) Hands Full Scroll (SE corner of room)
  • Kigny Seed (SE corner of room)
  • Riceball
  • Bronzeward +0
  • Fancy Shield +3

Shop

Contents, in reading order:

  • Unbreakable Jar [4] 4,200
  • Soldier Ant Meat 1,000
  • Restorative Herb 600
  • Big Riceball 300
  • Big Belly Seed 1,000
  • Mastersword +1 1,515
  • Jar of Hiding [4] 1,680
  • Jar of Identity [3] 3,900
  • Power Up Scroll 1,000

This is already the best run I've ever seen. Sell the gold shield + fancy shield + Kigny seed for cash and get the mastersword. Somebody please use the scroll of ID on the unknown Jar[4] in the SW room and update these notes. Also, please put the unknown scroll in the shop into the Jar of Identity in the shop and update these notes. If you really want to take a big risk, try digging an escape route from the shop and stealing everything in it.

Floor 3

  • Rustless Armband (start room)
  • Jar of Change [4] (start room)
  • Jar of Holding [4] (SW room)

Floor 4

  • Kigny Seed (start room)
  • Antidote Armband (start room)
  • Staff of Postpone[5] (start room)
  • Melding Jar[3] (SW room)
  • Chiropractic Jar[3] (S central room - watch out for the cursing trap in the exact center)

Floor 5

  • Chiropractic Jar [3] (NE room)
  • (cursed) Bronzeward -1 (W room)

Floor 6

  • Riceball (E room)
  • Staff of Postpone [5] (SW room)
  • Staff of Sloth [5] (SW room)

Shop

(center room) contains, in reading order:

  • Big Riceball 300
  • Wooden Arrow [7] 70
  • Jar of Holding [5] 1,800
  • Herb of Revival 5,000
  • Unbreakable Jar [5] 4,500
  • Staff of Paralysis [4] 2,100 ("Cypress")
  • Sleeping Herb 3,000
  • Pitcher's Armband 3,000
  • Pit Mamel Meat 600

(Easy steal? Use pickaxe to dig?)

Floor 7

2 secret passages, 1 from each dead end

  • Melding Jar [4] (start room)
  • Riceball (E room, w/stairs)
  • Razor Wind +2 (E room, w/stairs)
  • Cyclops Killer is actually an N'Duba (E room, w/stairs)

Floor 8

a secret passage connects the southern rooms but doesn't lead anywhere new

  • Big Belly Seed (start room)
  • Doppelganger Staff [4] (NNW room)
  • Medicinal Herb (SW room)

Floor 9

tons of secret passages leading to giant ring hallway and multiple new rooms

  • Riceball Scroll (central room)
  • Herb of Life (NW room -- must find secret passages to get here)

Floor 10

  • Dragonkiller +2 (central room)
  • Doppelganger Staff [4] (central room)
  • Riceball (SW room)

Shop

Shop on this floor (NW room), selling only scrolls, in reading order:

  • Monster Scroll 200
  • Power Up Scroll 1,000
  • Scroll of Blessing 500
  • Riceball Scroll 1,500
  • Riceball Scroll 1,500
  • Scroll of Traps 1,000
  • Monster Scroll 200
  • Scroll of Identity 300
  • Scroll of Identity 300

I recommend you read 1 monster Scroll just inside the giant central room on the path that leads toward the shopkeeper. You can always retreat to the shop and pick up an item to keep monsters out, plus, you can use the shop to sell excess items or help price ID them.

Floor 11

the dark maze has no items or traps

  • Jar of Change [4] (start room)
  • Scroll of Blessing (start room)
  • Spiked Ward +1 (start room)
  • Herb of Sight (start room)
  • Storehouse Jar [4] (NW room)

Floor 12

  • Herb of Life (E room)
  • Lightning Staff [5] (NE room)
  • Scroll of Identity (W room)
  • Monster house with fallen wanderer contains:
  • Power Up Scroll
  • Riceball
  • Staff of Recovery [5]
  • Great Hall Scroll
  • Gold Shield +0
  • Jar of Holding [3]
  • Scroll of Identity
  • Crescent Arm
  • Big Riceball

Shop

Shop in reading order:

  • Big Riceball 300
  • Big Riceball 300
  • Big Belly Seed 1000
  • Jar of Change[3] 1560
  • Strengthening Jar[4] 14000
  • Silver arrow[4] 400
  • Cell Armor Meat 6500
  • Big Riceball 300
  • Plating Scroll 2000

It's trivially easy to steal from this shop IF you want to complete the rescue. Read the Great Hall scroll and the shopkeeper will stand next to the fallen wanderer, but you can still rescue him w/o a fight or any other items.

Notes

My notes about this run are 95% complete. Here's what's left: - rhaining23

  • a few items on various floors remain unidentified; accidentally destroyed 1 scroll in final monster house (by stepping on landmine trap);
  • I didn't write down the items available for sale in the final shop on 12F.
  • For the items that I did not identify, I listed my original labels. They won't be the same as your original labels, but if you ID one scroll that I have labeled as "Eagle", all the others marked as "Eagle" will be the same.

See Also

References