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{| class="wikitable" style="float:right; margin-left: 10px;"
{{Shiren 5 Vita Draft}}
! colspan="2" |Key Parameters
{{Shiren 5 Vita Dungeon Infobox
|-
  | name          = Gen's Turf
|Initial Goal Floor
  | jpname        = ゲ=ゲンさんのシマ
|30F
  | romaji        =
|-
  | image          = Shiren 5 Vita - Gen's Turf.png
|Final Goal Floor
  | description    = Trap Dungeon
|99F
  | entrance      = {{Shiren5Vita|Nekomaneki Village}}
|-
  | initial floor  = 30
|Day / Night
  | total floor    = 99
|Day
  | items          = No
|-
  | gitan          = No
|Bring Items In
  | items out      = Yes
|No
  | day night      = Day Only
|-
  | id            = All
|Take Items Out
  | rescues        = 3
|Yes
  | allies        = 0
|-
  | new items      = No
|# of Allies
  | shops          = Normal, Elite, Pick-A-Choice<br>Less common than normal.
|0
  | npcs          = Shopkeepers + wandering non-allies
|-
  | monster houses = Normal, pop-ups possible
|# of Rescues
  | visibility    =
|3
  | spawn rate    = 1 every 30 turns
|-
  | turns          = 2,000
|Pre-ID'd Items
  | boss          = None
|All
}}
|-
{{For|the lore page|Shiren:Gen's Turf}}
|New Items
|No
|-
|Shops
|All 3 types, but less common than normal
|-
|Monster Houses
|Normal, pop-ups possible
|-
|NPCs
|Shopkeepers + wandering non-allies (confirm)
|-
|Spawn Rate
|Normal (1 monster every 30 turns)
|-
|Winds of Kron
|Normal (slow) -- 1@1700, 4@2000
|}


Gen's Turf is a bonus dungeon in Shiren 5 focusing on monster licenses and "Trapper Bracelet play" (the use of traps against monsters). You can not take items, gitan, or allies into the dungeon, but you can request rescue up to 3 times and you do keep items you have on hand if you win. The dungeon is daytime only.  The goal floor is initially 30F.  After first victory, the goal floor becomes 99F and stays there permanently.
'''Gen's Turf''' {{JA|ゲゲンさんのシマ||}} is a Post-credits {{Shiren5Vita|Dungeon}} in {{Shiren5VitaTitle}}.
__TOC__


== Gaining Access ==
==Expert Badges==
This dungeon must be unlocked but the unlock is so trivial you'll probably unlock it without trying to. Presumably, you must unlock Gen as an ally. IIRC, this involves talking to Gen in his house in Nekomaneki Village, then talking to a woman in a house in Inori Village to get catnip juice, then talking to Gen again. You must also beat the Tower of Fortune. Once these conditions are met, visit Gen's house again. The giant pot in the SE corner of the room will now be glowing and acts as an entrance to the Gen's Turf dungeon. Once unlocked, you can also launch this dungeon by using the Sparrow Transport in the NE corner of Nekomaneki Village. (You can unlock the Sparrow Transport either by reaching Sparrow's Inn, talking to an NPC in Sparrow's Inn, or simply by beating Tower of Fortune, I'm not sure which.)
 
== Unique Features ==
Gen tells you about this dungeon when you first unlock it. You can never get Gen to repeat this information, so if you care, make sure to pay attention the one time he tells you about it. (His info may include hints, but if so, no one has explicitly documented what hints he gives.) Regardless, the differences from "baseline" play are hard to miss:
* The dungeon is daytime only.
* The items you find seem to be about the same as you'd find in other "normal" bonus dungeons or in the Tower of Fortune.
** Food is somewhat less common, at least compared to the Tower of Fortune, so you may need to take steps to avoid starvation.
** Like other daytime-only dungeons, there are no torches.
* All items are pre-identified.
** That is, the type of the item is always given/known, but the bonuses and curses/seals on items, if any, are still concealed until identified or equipped/used.
* Shops appear to be rare or not exist at all on the 30F version of the dungeon, but have been sited in the 99F version.
** Working theory is that shops are just generally more rare in this dungeon than they are in other dungeons.
** But it's possible they are especially rare on the first 30 floors of the dungeon -- this needs more testing.
* You can see all traps.
* Walking on traps does not set them off.
** You can voluntarily trigger a trap you are standing on though, like normal (via the Feet menu item).
** Presumably you can also trigger traps by throwing items on them, like normal, but this needs to be confirmed.
* You can pick up traps and carry them with you as items in your inventory.
* You can drop a trap under your feet, provided there is no trap or other item there.
* Dropping a trap does not take a turn (just like writing on a Blank Scroll; it's very rare and very helpful when actions don't take a turn!).
* There is a new menu item available for trap items to "drop forward" them, which is to drop them in the open space in front of you. This also does not count as an action, but of course cannot be done if the space in front of you is not open.
* [Confirm: Does swapping a trap in inventory with one on the ground count as an action? What if only one of the items is a trap, or neither is a trap?]
* You can throw a trap, but this does count as an action.
* Once you put a trap down -- by dropping it, drop-forwarding it, swapping it down to the ground, or throwing it -- the trap now has a red dot and is immovable. [Confirm: What if you put the trap into a pot then throw the pot into a wall and break it? Will the trap be immovable after that?]
* Traps spring on monsters when monsters step on them.
** [Confirm:  IIRC, traps trigger 100% of the time when monsters walk on them, monsters have no chance to get lucky and dodge the trap effect.]
** Note that you can still be hurt by a trap, e.g. if a monster steps onto a landmine trap right next to you.
** Note that flying monsters don't trigger most traps, with the only exception being the "Duelist Trap" discussed below.
** You can also throw the trap at a monster to have it affect them.
*** Of course, this can miss.
*** And ome monsters are immune to thrown items. (E.g. Flamebirds burn up items thrown at them, and Absorbiphants feed on status effects induced by thrown items rather than being harmed by them.)
** Working theory / needs confirmation:  After a monster springs a trap, if the trap does not have a red dot (that is, you can still move this trap later), it is never destroyed and can still hurt other monsters who later step on it. But if it has a red dot (that is, you can no longer move it), it is sometimes destroyed. The odds of it being destroyed seem to be much less than 50%, and it may depend on the type of trap and/or the type of monster.
* Traps are common on every floor.
** In fact, the commonality of traps may be identical to other dungeons, but just the fact that you can always see them may make them seem more common than usual.
** Some trap types seem to be more common than others, but what floor you're on doesn't appear to affect trap distribution.
* There are no Points Traps.
** Working theory is that Points Traps can only appear in dungeons that let you take items in, e.g. when you could take advantage of them via your Points Card.
* There are, however, "Duelist Traps", which behave slightly differently than other types of traps.
** A monster that moves onto a space with a Duelist Trap will *always* spring it, even if it's a flying monster.
** [CONFIRM: can you hit a Flamebird with a thrown Duelist Trap or will it burn up?]
** If the Duelist Trap has a red dot / if you placed it there, it will *always* be destroyed after a single use.
 
That is hopefully a complete list of the changes over baseline.  It's a pretty big set of changes, and this may be the first time players see "Trapper Bracelet play", Dueling Traps, Dueling Status, and monster licenses, all of which play a major role in how you can/should play this dungeon, so here's a bit more information about these things affect play. When a monster springs a Dueling Trap, it is afflicted with "Dueling Status" for ~10 turns. If you kill the monster while it is in Dueling Status, there is a ~25% chance that it will drop a monster license of the same kind. (E.g. a Mamel family monster might drop a Mamel License, but will never drop a license for any other family of monster.) If you hold a monster license, monsters of that type will exude hearts of affection for you and will not attack you, but will instead wander the floor and attack other monsters that don't like you. Their victims will never attack back, so becoming friends with the right types of monsters can make it very easy to clear the floor of dangerous monsters. If an ally monster makes a kill, it does not give you experience, nor does the ally monster level up. As with other allies, you can swap places with an ally monster, but you can't speak with them. Trying to speak with them will simply attack them, so be careful. If you attack an ally monster, the corresponding monster license is destroyed and that family of monsters is back to being enemies again, but you can still befriend them again later by winning another duel with them. If you put the monster license down or in a pot, they are back to being enemies again, but revert to being friends again immediately when you put the license back in your main inventory. If you exit using the stairs with ally/friend monsters on the floor, there's a ~75% chance that nothing will happen to the license and a ~25% chance the monster license will be converted into a Blank Scroll. Note that all percentages are estimates based on limited playtime and of course may be wrong.
 
== Final Reward ==
When you exit 30F, you get a cutscene in which Gen approves of your feat and gives you a Trapper's Bracelet.  Don't confuse this with a Trap Bracelet!  When equipped, a Trap Bracelet silently creates more traps on the current floor; it's ordinarily a terrible item, though oddly it becomes a great item when paired with the Trapper's Bracelet.  When equipped, a Trapper's Bracelet enables "Trapper Bracelet play" in whatever dungeon you happen to be in.  I.e., you can see traps, you can pick them up and move them, and they affect monsters instead of you. Theoretically, this could give you an overwhelming advantage in any dungeon that lets you take items in, and of course, you could use it as a base item in a secret pot and be able to buy new item bracelets with the Trapper's Bracelet effect on them any time you wanted more of them. In practice, for dungeons that let you take items in, you can bring in such powerful gear of other types that there's no compelling need to also be able to manipulate traps, and "Trapper Bracelet play" is so different than normal play that it might be jarring / annoying to always have this mode enabled.  Still, it can't hurt to at least have one new item bracelet with this effect available in your arsenal.
 
It is not yet know if you get additional Trapper's Bracelets when you beat the 99F version of the dungeon.  The Japanese wiki seems to say that you only ever get one, the first time you beat the dungeon, but this needs confirmation.
 
== Farming Opportunities ==
 
== Strategies ==
 
== Expert Badges ==
# You conquered a dungeon without equipping any weapons!
# You conquered a dungeon without equipping any weapons!
# You beat a dungeon without using a shield or bracelet!
# You beat a dungeon without using a shield or bracelet!
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# You conquered a dungeon without collapsing even once!
# You conquered a dungeon without collapsing even once!


== Monsters ==
==Monsters==
The types of monsters that can appear in this dungeon have not yet been replicated to this wiki.  Here are good external resources:
 
* https://docs.google.com/spreadsheets/d/1C1h9IRPQPLg9g7aE48wlyw8IudHIStawK4mR3kuggto/edit?usp=sharing
==Items and Gitan==
* https://seesaawiki.jp/w/shiren5/d/%a5%b2%a5%f3%a4%b5%a4%f3%a4%ce%a5%b7%a5%de (Japanese wiki page for this location)
 
==Special Tiles==
 
==Traps==
 
==Background Music==
{{Shiren 5 Vita Stub Section}}
 
<!--
==Gallery==
<gallery>
 
</gallery>
-->
==In Other Languages==
{{In Other Languages
  | en    = Gen's Turf
  | ja    = ゲゲンさんのシマ
  | fr    =
  | fr_ca =
  | es    =
  | es_la =
  | de    =
  | it    =
  | pt    =
  | pt_br =
  | nl    =
  | ru    =
  | ko    =
  | zh    =
  | td    =
}}
 
==See Also==
{{Shiren 5 Vita Locations Navbox}}
 
==References==
<references />


== Open Questions ==
[[Category:Shiren 5 Vita Locations]]
* On my 1st run, I found 4 Synthesis Pots in the first ~10 floors. I assumed they were just super common in this dungeon. I wanted the pots back at home, so I used an Escape Scroll rather than completing the run. I played Gen's Turf only 2 more times after that, once dying around 15F and then beating it, and I never saw another Synthesis Pot again. Why were the Synthesis Pots so common in that one run? Was I just incredibly lucky that run, or was something controlling that, like having a lucky day, and is it something I could control and repeat? I suspect there might be a hidden variable that influences luck in dungeon runs, and I suspect you can get a hint about it by talking to the fortune teller in Inori Village (and who also sometimes appears in Tower of Fortune). Maybe you should visit her before going into any dungeon, and depending on what she says on a given day, you can decide to go a dungeon to intentionally exit quickly to consume and discard some bad luck, or you can choose the right dungeon to go into to consume some good luck. E.g. maybe go into the hardest dungeons on days when the fortune teller says you have a good fortune?
[[Category:Shiren 5 Vita Dungeons]]
* On my 2nd run, which failed around ~15F, I actually died several floors earlier, and a strange thing happened. An NPC woman came out of nowhere and revived me, as if I had a Revival Herb. IIRC, she stayed around as an ally of mine, but quickly got killed by the many monsters around me. (I don't remember what I was doing to get in such a bad situation at the time.) Why did this lady appear, and is it something I can control? Is it something I unlocked without realizing it in Tower of Fortune or elsewhere? Will she always appear the first time I collapse in Gen's Turf, or do I need to reset her somehow? Is this by any chance the same NPC woman who you find wandering in the Tower of Fortune who asks if you think she will find what she's looking for, and if you say no, she gives you an item and disappears, and if you say yes, she just disappears?  (Working theory: this is an old note.  There probably isn't anything unique here, it's probably just the young boy and his older sister side NPC quest, which you can reset.  But the note says that the NPC that revived me stayed around as my ally for a bit -- is it someone else??)
[[Category:Shiren 5 Vita Post-credits Dungeons]]
* The dungeon summary info for Gen's Turf, before you launch the dungeon, says that you can request 3 rescues. I didn't see a way to request a rescue when I died, after the NPC lady rescued me. Did I just miss it? Did the NPC woman who rescued me throw it off?

Latest revision as of 08:05, 12 July 2025

Gen's Turf
ゲ=ゲンさんのシマ
Image for Shiren 5 Vita:Gen's Turf
Information
Entrance Location Nekomaneki Village
Final Goal Floor
Total Floor Count
Backtracking
Bring Items In? No
Bring Items Out? Yes
Bring Gitan In? No
Time Day Only
Can Find Adventure Allies 0
Rescues 3
Characters Shopkeepers + wandering non-allies
Pre-ID'd Items All
New Items No
Visibility
Shops Normal, Elite, Pick-A-Choice
Less common than normal.
Monster Houses Normal, pop-ups possible
Monster Spawn Rate 1 every 30 turns
The Winds of Kron 2,000
Boss None
For the lore page, see Shiren:Gen's Turf.

Gen's Turf (Japanese: ゲゲンさんのシマ) is a Post-credits Dungeon in PlayStation Vita Shiren the Wanderer: The Tower of Fortune and the Dice of Fate.

Expert Badges

  1. You conquered a dungeon without equipping any weapons!
  2. You beat a dungeon without using a shield or bracelet!
  3. You conquered a dungeon without using any grass!
  4. You conquered a dungeon without using any scrolls!
  5. You conquered a dungeon without using any staves!
  6. You conquered a dungeon without using any talismans!
  7. You conquered a dungeon without using any pots!
  8. You conquered a dungeon without collapsing even once!

Monsters

Items and Gitan

Special Tiles

Traps

Background Music

In Other Languages

Language Name
English Gen's Turf
Japanese ゲゲンさんのシマ

See Also

References