Draft:Shiren 5 Vita:Storm Forest: Difference between revisions

MDFW - The Mystery Dungeon Tree of Information.
Jump to navigation Jump to search
m (Text replacement - "NPC" to "Character")
m (Text replacement - "↵↵==In Other Languages==" to " ==In Other Languages==")
 
(15 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Shiren 5 Vita Draft}}
{{Shiren 5 Vita Draft}}
{| class="{{GameClass}}" style="margin:auto; text-align:center" style="float:right; margin-left: 10px;"
{{Shiren 5 Vita Dungeon Infobox
! colspan="2" |Key Parameters
  | name            = Storm Forest
|-
  | jpname          = あらしの森
|Initial Goal Floor
  | romaji          =
|50F
  | image            =
|-
  | description      =
|Final Goal Floor
  | entrance        =
|99F
  | goal floor      = 50
|-
  | total floors    = 99
|Day / Night
  | items            = No
|Day
  | items out        = Yes
|-
  | gitan            =
|Bring Items In
  | day night        = Day
|No
  | id              = All except Bracelets
|-
  | rescues          = 0
|Take Items Out
  | rescues attempts = N/A
|Yes
  | allies          = None
|-
  | new items        = No
|# of Allies
  | shops            = Normal, Elite, Pick-A-Choice<br>May be more common, but have fewer items than usual.
|0
  | characters      = Shopkeepers, wandering non-allies
|-
  | monster houses  = Normal, Guaranteed Great Hall's on floors ending in 4
|# of Rescues
  | visibility      =
|0
  | spawn rate      = 1 every 30 turns
|-
  | turns            = 2,000
|Pre-ID'd Items
  | boss            =
|All except bracelets
}}
|-
{{For|the lore page|Shiren:Storm Forest}}
|New Items
|No
|-
|Shops
|All types can appear, may be more common than usual, carry fewer items than usual—confirm
|-
|Monster Houses
|Normal + always a great hall MH on floors ending in 4
|-
|Characters
|Shopkeepers + wandering non-allies
|-
|Spawn Rate
|Normal (1 monster per 30 turns) -- confirm
|-
|Winds of Kron
|Normal (slow)
|}


''I finally got my autographed copy of "My Days of Love and Sadness, volume 13" from the old wandering hermit!''
'''Storm Forest''' {{JA|あらしの森|}} is a Post-credits {{Shiren5Vita|Dungeon}} in {{Shiren5VitaTitle}}.
__TOC__


''It's all about this dungeon.''
==Expert Badges==
None.


''([https://www.youtube.com/watch?v=9CdVTCDdEwI Cue comic drum rimshot].)''
==Monsters==


Storm Forest is a bonus dungeon in Shiren 5 focusing on the Field Knave and seems deliberately designed to frustrate you. It's harder than most bonus dungeons and definitely more annoying. If you ever wanted a truckload of Weeds, this is the dungeon for you. You cannot take items, gitan, or allies into the dungeon, nor can you request rescue, but you can keep all the Weeds (er, items) you have on hand if you win. The dungeon is daytime only and the initial goal floor is 50F. After beating the dungeon once, the goal floor becomes 99F and stays there permanently.
==Items and Gitan==


==Gaining Access==
==Special Tiles==
You can access this dungeon from the Dungeon Center in Nekomaneki Village (NW desk). It is not locked; you can play it as soon as you can reach the Dungeon Center.


==Unique Features==
==Traps==
* Floors 1F - 3F (and possibly 1F - 9F) seem to have more hallways and less rooms than normal.
* Floors 1F - 9F are "lit"
** You can see monsters and items in hallways and remote rooms, provided they are in range of your screen.
** They will also appear on your mini-map, if they are in range of your screen.
** You do not get a full living map as with a Navigation Scroll, though.
** Confirm: what if you scroll your view to the edges of your current room? Can you see monsters that would be outside your normal view range from your current position that way?
* Floors in the 20F - 29F range seem to always have water walls.
* Items are much harder to come by than normal.
** There are very few pre-placed items on most floors.
*** The Japanese wiki seems to say only 1 pre-placed item per floor—needs better translation.
*** This seems to be true for 1F - 9F, but maybe not for all floors.
** Regular shops only carry ~3 items rather than the usual 9 (but VIP shops carry the usual 6).
** But at least monster drops seem to be normal.
* Every floor with 4 as the last digit (4F, 14F, etc.) is a great hall monster house populated with many Field Knaves (among other monsters).
** Maybe these are the "fields" where the Field Knaves come from?
** These floors can have interior standing walls/obstructions or pools of water. (Confirm: can they ever be 100% normal floor tiles?)
** These floors have the normal number of pre-placed items (and traps) for a great hall monster house, but you'll be hard-pressed to collect them before they're turned into Weeds.
* Field Knaves can also be found more frequently than normal on many floors.
** Working theory: Field Knaves can appear on *any* floor.
* But, the dungeon seems to only use level 1 Field Knaves rather than their leveled up kin.
* Item distribution is very different than baseline.
** Certain uncommon or rare items are more common here than usual, including Onigiri Shield, Parry Shield, Hatchet, Anti-Gaze Trge., and SuperUnlucky Seed, among others.
** Certain rare bracelets are also more common here, and they tend to suck like Explosion Bracelet, Blink Bracelet, and Trap Bracelet.
** Opportunities to synthesize/mix are more limited than usual. The earliest Mixers appear on 15F - 16F, and Synthesis Pots seem to be less common than baseline.
*** It's hard to say for sure about Synthesis Pot rarity/commonality, as items themselves are so hard to come by.
** Gitan bags are extremely rare. Frequently you'll find a shop on, say, 15F, and realize you still have 0 gitan.
** New Items are not available.
** Items that might help you against a great hall monster house populated with Field Knaves seem to be a bit more common than normal.
*** E.g. floor-wide scrolls such as Collection, room-wide scrolls such as Vacuum Slash, and long range items like Staves and Silver Arrows.
* All items except bracelets are pre-identified.
** Swords and Shields can still be cursed or sealed.
** Bracelets can be cursed, sealed, and their classes are unknown.
** But IIRC, for all other item types, their class/type is fully known as is their modifier status, if any.
* Curses and seals on items seem to be rarer than normal.
* Shops seem to appear more frequently than usual, at least on 1F - 3F
** This needs confirmation
** This is particularly maddening because you'll often have no easy way to use these early shops. (You'll have no money, you'll have nothing to sell, you'll have nothing to identify because almost everything is pre-identified for you, and the shop will only carry 3 weak items even if you were tempted to try to steal them.)
* Wandering non-ally Characters can appear.
* The dungeon is daytime only.


So, you'll witness a lot of items (which might have been great and/or rare) destroyed before your eyes, and, you'll die many times with confirmed great and rare things in your inventory. Enjoy!
==Background Music==
{{Shiren 5 Vita Stub Section}}


==Final Reward==
<!--
When you beat the easier 50F version of the dungeon, you get a Worthy Sword. This is the ultimate, level 8 form of the Shoddy Dirk, so isn't particularly valuable. It is not yet known if you get this item every time you beat the dungeon.
==Gallery==
<gallery>


==Farming Opportunities==
</gallery>
It would be absurdly difficult to try to farm items out of this dungeon. Items are much less common than normal, they are very often weedified before you can get to them, and it's non-trivial to get any goodies you find out of the dungeon too. You might be able to tag a sword or shield and hope to get it from the Sentry should you die in the dungeon, but it's also non-trivial to save up enough cash to tag your items, so to pull this off, you'd probably have to sell everything else you found just to pay for 1 tag. There are probably easier places to farm these swords and shields, such as {{Shiren5|Merchant's Hideout}}. There are no known worthwhile items for which this is the easiest location to farm them.
-->
==In Other Languages==
{{In Other Languages
  | en    = Storm Forest
  | ja    = あらしの森
  | fr    =
  | fr_ca =
  | es    =
  | es_la =
  | de    =
  | it    =
  | pt    =
  | pt_br =
  | nl    =
  | ru    =
  | ko    =
  | zh    =
  | td    =
}}


There's a veritable fire sale on Weeds here, but you'll have a hard time getting them out of the dungeon even if you really wanted them for something, so you might as well just eat them. (If you really, really, really needed Weeds for something outside the main dungeon, you can put any item you don't want in a Secret Pot and it will turn into Weeds in a week. If you've discovered a great use for Weeds, inquiring minds want to know—please update this wiki!)
==See Also==
 
{{Shiren 5 Vita Locations Navbox}}
==Strategies==
Field Knaves suck rocks. Literally. They suck them up and turn them into Weeds. And anything else on the ground they can touch, they suck those too. Basically they just all around suck. And they prioritize heading towards the nearest item on the floor that is not a Weed to weedify it. Good luck getting more than a few items out of the guaranteed great hall monster house on 4F, or indeed, any items other than Weeds at all. And to rub it in your face even more, the game frequently gives you a poor shop you can't easily use use on floors 1F-3F. You will have very limited items and equipment by the time you face your first great hall monster house on 4F.
 
===Field Knave Behavior===
It helps to understand Field Knave behavior. They seem to behave like this, from highest to lowest priority:
* If you are in a straight line with a Field Knave and within 10 tiles, including if you're adjacent to them, they might throw a Weeds at you which might hit you for 2 damage or might drop at your feet. They choose to throw at most 25% of the time, probably less.
* If you're adjacent to them, they'll attack you.
* If they're standing on top of an item that is not Weeds, they'll turn it into Weeds. This takes a turn, they can't do it unless they start the turn on the item.
** Which means you can stand next to a Field Knave on an item to prevent it from weedifying the item.
* If there is any item on the ground in the same room that is not Weeds, they will head towards the nearest one.
** Which means you can tell which grasses on the ground are Weeds before you can reach them, due to whether or not Field Knaves ignore them.
** They'll always move diagonally unless the nearest item is in a straight line horizontally or vertically or unless partially blocked by the terrain or other creatures.
** I have no idea how they break ties when there are multiple items that are the same distance away.
* The remaining behavioral priorities in this list are normal monster behavior.
* If you're in the same room and they can see you (e.g. you're not in a Hide Pot), they'll head towards you.
* Else, they'll choose an exit and head towards it.
** After first entering a room, they'll at least move one space into the room before choosing a new exit to head towards.
** Monsters seem to occasionally change their minds as to which exit they plan to use, though it's not clear when or why.
* Else, if there are no exits or other targets, they'll head in a random direction and keep moving that way until they hit a wall, then they'll circle around following the wall.
Here's some additional important information about Field Knaves:
* You can't tell which way a Field Knave will move by which way he's facing. Monsters face towards you, even if they plan to move in another direction, or at least that's true for Field Knaves.
* Throwing Weeds at Field Knaves heals them.
* Throwing any other type of item at them has its normal effect.
** Field Knaves are vulnerable to all status ailments.
* It seems that only level 1 Field Knaves can ever appear/spawn in this dungeon, even at deeper depths.
* Confirm: will Field Knaves prioritize attacking a clone over moving towards and weedifying an item? This could be very helpful if so.
 
===Saving Items Outside of Great Hall Monster Houses===
Generally speaking, it's important to save as many items as you can, particularly in great hall monster houses (GHMHs). Outside of GHMHs, if you see a remote item on the ground, prioritize getting it ASAP, as it's likely the only one, and you need to reach it before a wandering Field Knave finds it. If the remote item is a grass type, it may be any grass item but odds are good it has already been turned into Weeds. (If you found a Field Knave heading the opposite way, killed him, then moved on to a room with grasses on the ground, they're probably Weeds already.) If you find a shop with a whopping ~3 items, and if any of those items might help you against GHMHs, and if you don't have much to lose yet, by all means sell everything you have then steal everything and try to get to the stairs before you die.
 
===Maximizing the Utility of Great Hall Monster Houses===
But one of the most important strategies is to try to maximize the value of the GHMHs. It's rare that you'll be able to save many items, but with patience and these tricks, you can save more of them.
 
Oddly, the GHMHs appear to be virtually identical at any depth, including the distribution of monsters and the levels of the monsters, which means you'll struggle the most with 4F because you'll be lower level and have virtually no items to draw upon, but if you can make it to 14F and beyond, you'll have an easier time getting more items out of each subsequent GHMH. These tips were written explicitly for 4F but apply to all the x4F floors as well.
* Monster distribution will likely be:
** Some Field Knaves, usually 1-5 of them. They will always be L1 Field Knaves, not their leveled up kin.
** Many blue (L1) Mamels.
*** Yes, the Mamels in the GHMHs are blue and lower level than the green Pit Mamels you probably already saw on 1F-3F.
** 14F can have blue (L1) Zalokleft monsters.
** 24F can have green (L2) Zalokleft monsters.
* The best way to deal with the Mamels is probably to completely ignore them, walking around them and not letting them slow you down to save the items.
** They tend to hit you for 1 HP at a time, so even if there are several of them around you, it may still be best to completely ignore them until the items you want are safe.
** This is esp. true if you managed to equip any shield by this point.
** Note that one of the biggest hazards of the blue Mamels is that they can block your line of sight, e.g. for a staff bolt to paralyze a Field Knave or to warp there quickly via Swap or Pinning.
* If there are any Zalokleft monsters, they are your friends and you should avoid coming into contact with them until all the Field Knaves are dead.
** They will head to the nearest item and take it and warp away and hide in a corner, which means, they are effectively saving an item for you to collect later. Yay!
** Yes, this does mean you're getting one less item out of them, but you'll have way too many other problems to deal with due to the Field Knaves anyway, and it would be a shame if you let a Zalokleft take one of your few items rather than safeguarding an item that was pre-placed on the floor.
** Though it does suck extra hard to finally get around to killing a Zalokleft in a remote corner only to find it saved a Weeds.
* Here are some *possible* ways to deal with the Field Knaves.
** DON'T MOVE! As soon as you enter the great hall monster house, look around using your joystick and make sure you know where ALL the Field Knaves are and ALL the items are, and look for shiny floor tiles while you're at it. It's important to play slowly and to keep track of as much information about the room as you can. (Where are all the Field Knaves? Where are they going? What paths will they take? When will certain items be destroyed? Etc. etc..)
*** Pro tip: one of the + button pads scrolls the map view much faster than the joystick.
** It's a monster house, so there are traps, but they are so sparse and time is so short to save items that it's probably best to not even think about them. Even if you have a Perception Grass or Trap Deletion Scroll, it might not be worth the 1 turn it would take to use them.
** Plan out which items you have a decent chance of saving and that you most want to try to save. It's unclear which types are best to try to save, but here's some guidance.
*** Swords and Shields: obviously, these can be nice, esp. if you don't have one yet or if they are weak. These can be a source of runes too, but more importantly, a source of upgrade points. All types of items are hard to come by, but swords and shields can't help you with remote attacks. Recommendation: if you have a strong sword and shield, but not a lot of room-wide or long-range attacks, prioritize getting staves and scrolls over additional equipment.
*** Bracelets are unidentified and often not very useful. Explosion, Blink, and Trap seem to be about as likely as Strength, Anti-Cnf., and Staunch. While it might seem super important to save Bracelets, it's probably better to prioritize long range attacks if you can.
*** Pots can be helpful, and of course like all other items, they are rare. Preservation, Synthesis, Presto, Identify, Exorcism, and Blessing are all possible, but the rarer pots don't seem to appear very often if at all. It's hard to get Synthesis Pots and hard to find Mixers, so saving pots hoping to find Synthesis is a good idea, but it's unclear if this is more important than saving ranged attack items. Once you have at least a Pinning Staff, Swap Staff, and/or a room-wide scroll, then getting pots becomes more important.
*** None of the pre-placed grasses will be Weeds, and yet, none of them are super helpful either. You can find Revival Grass (rare), Undo Grass (rare), Invincible Grass (more common), and Swift Grass (more common). After a few turns, it can be hard to determine if they've been turned into Weeds yet or not, given you're trying to track everything that's happening in the room. Pay close attention to the movements of Field Knaves and you should be able to tell which grasses are Weeds already. Grasses are of course a great source or runes, particularly for swords, but your opportunities to mix the runes are more limited than normal. Recommendation: prioritize grasses slightly below most other item types, unless you're about to hit floors with Mixers on them.
*** Onigiri and Peaches are always useful, but less critical. It is very easy to starve in this dungeon, given how rare items are. If you don't have at least one food item, maybe prioritize getting one on these floors. (Worst case, you'll end up eating lots of Weeds on these floors, so at least you won't starve on these floors.)
*** Projectiles such as arrows and talismans can be important, as they allow you to attack Field Knaves at a distance (or to distract them by throwing an item on the ground). Silver Arrows are better than normal, as they allow you to attack/kill Field Knaves completely on the far side of a GHMH. These are decent targets to try to save, but maybe not the highest priority.
*** Staves and Scrolls are your best bets at saving more items out of GHMHs, so they should be among your top priorities to save.
** If you move immediately adjacent to a Field Knave, it will stop moving towards the item it was planning to destroy and indeed will not even destroy the item it is standing on and it will attack you instead. Giving the Field Knave a free hit may be preferable to letting it destroy an item.
** Any chance you get, you should be lined up with as many Field Knaves as possible. Whether you're moving in the same direction as a Field Knave, racing him to get to an item, or whether you're moving in an entirely different direction, still, try to line up as often as possible. If they throw Weeds at you, great! That's basically a waste of a turn for them. (Don't count on him to slow down to throw Weeds of course, but at least encourage him to do so.) But better still, when you're lined up, you can choose to use a projectile or staff bolt. If you plan to shoot something at a Field Knave, make sure to do so before a Mamel or other monster breaks your line of sight.
** You can manipulate Field Knaves by dropping or throwing items, giving them a new target to weedify that is closer to them than any other item. It is hard to use this tactic well but doing so is probably critical to maximizing the value of the floor and thus maximizing your chances to win the run. Keep in mind that an item thrown over open ground or water will travel 10 tiles then fall, except rocks which travel 3 tiles. Using arrows as a lure to delay or divert Field Knaves to other locations is probably better than shooting a Field Knave directly; a single arrow shot in the right place could divert many Field Knaves for many turns, whereas hitting a Field Knave with an arrow may not kill him in one shot, and if you miss, the arrow will be weedified instantly delaying the Field Knaves for at most 1 turn.
** Theoretically, it might be possible to play a positional game. E.g. position yourself at a place where items are closely grouped on the ground, or even drop one or more items yourself or throw a rock nearby. This might draw the Field Knaves to your location or otherwise prevent them from destroying more important items. If the alternative is moving towards and saving only 1 item, vs. trying a positional play to lure all the Field Knaves to you then saving lots of items after you defeat the Field Knaves, it might be worth a shot.
** If there are items "behind you" with no Field Knaves nearby, consider leaving them for later. Instead, consider racing to the middle to save items that are in more jeopardy first. But keep an eye on where all the Field Knaves are and make sure they're not able to slip past you and destroy the stuff you were hoping to pick up later, and of course, beware of new Field Knaves spawning "behind you" as well (1 new monster every 30 turns).
** Staves can be extremely helpful at saving more items.
*** If you have a Swap Staff or Pinning Staff, play very slowly and consider your options. Maybe you can save a few items in one part of the map then swap or pin all the way across the room and save some more items. You can pin to a monster or the exterior wall to jump closer to where you want to be. You can pin to a Field Knave and stop it from moving towards any items, or swap places with him if he's closer to items than you are. If you have nothing better to try, you can "hail mary" by pinning to leap on top of water causing you to warp to a random location; between having zero chance of saving an item and using the water warp trick, the water warp trick may be worth the Pinning Staff charge. You can sometimes even survive Swapping into the middle of a pack of Field Knaves, especially if you have a strong shield, a strong sword, and possibly some Talismans to disable them as a group.
*** If you can manage to paralyze a Field Knave (or other monster) as he is standing on top of an item, many Field Knaves will eventually gather round and try fecklessly to get the covered item. This can be a great way to disable several Field Knaves in one area while you pick up items in another area, returning later to clear the pack of Field Knaves and get the covered item.
*** Other staves offer similar opportunities (e.g. Knockback a Field Knave just before he weedifies an item, Clone a Field Knave just as he's about to weedify an item and stop him as well as other Field Knaves who are adjacent to the one you cloned, Slow a Field Knave to ensure you get to an item before he does, etc. etc.).
** In real life, the shortest distance to a location is a straight line, but that's not true in grid-based, turn-based games like Chess or Shiren. E.g., if there's an item that is 10 tiles directly to your east, you can reach that item equally quickly by moving straight east, or by moving diagonally NE or SE for 5 tiles first. In other words you can often move in any direction in a 90 degree arc and still reach your destination just as fast.
*** One way to use this trick is to choose carefully between 2 or 3 different routes towards the same item, to maximize the chances you can line up with a Field Knave and blast him with a staff bolt.
*** You can also use this trick to move closer to multiple items at the same time, even though they are far apart from one another. In other words, chose a path that moves you closer to as many items as possible until you have to choose between them. For example, this might allow you to defer choosing which item to go to collect to see where the next Field Knave spawns.
*** There's another subtle way to use this trick but it's harder to explain. Let's say it will take you 3 turns to move diagonally "towards" a certain item, and there's a Field Knave closer who will weedify the item in 2 turns. You may be able to use those 2 turns to move diagonally "away" from the item, to line up a direct shot at the Field Knave before he does his weedify action. [TODO: This is pretty abstract. It might help to draw a picture. OTOH, this is difficult even for casual chess players to use well, maybe it's just not that critical to mention here.]
** Some room-wide or floor-wide scrolls can be particularly effective, if you're lucky enough to find them. If you do find them, absolutely save them for a GHMH, and bless them if you can:
*** With a Collection Scroll, you can probably save the entire contents of a GHMH!
*** No one has yet reported seeing Attraction Scrolls or Gathering Scrolls, but those would be interesting to try.
*** A Vacuum Slash Scroll will kill all the Field Knaves (they're all level 1), but you'll still need to hurry to collect all the items before more Field Knaves spawn. There's no point delaying when you read this scroll, as odds are you'll need to read it before the 1st monster spawns anyway, and monsters spawn at the same schedule regardless of how quickly or slowly you kill other monsters.
*** Confusion Scroll can give you a much needed respite to save more items. For this scroll, wait to use it until the 1st item anywhere on the map is about to be weedified, or at least the 1st item you want to and have a good shot at saving is about to be weedified. All Field Knaves (and other monsters) will be disabled for a few turns (10?), and when they awake from Confusion, you'll probably still have a few more turns before they get back to the item they were going to weedify.
*** Slumber Scroll is less great, as monsters wake from it hasted. A Slumber Scroll might work great if (e.g.) there's only 1 Field Knave and you have the ability to kill or disable him permanently before he wakes up hasted. Letting a Field Knave wake up hasted is a terrible idea if there's anything else on the floor you want to save.
** If you find yourself surrounded by Field Knaves, e.g. after everything has been weedified already, you can usually retreat near or through walls or pockets of water to engage them one at a time.
* After you've dealt with all the Field Knaves and/or saved all the items you can or want to save, there are additional things you should do to maximize the utility of the GHMH.
** There are probably Zalokleft monsters hiding in some corners, and it's probably worth the time to hunt them down and kill them. Worst case, they'll have a Weeds, but best case, they'll have some great item that they saved from the Field Knaves.
** It's worth the time to scan the entire floor (using the joystick, not walking there) to look for sparkly ground.
*** Either look as part of an initial full-room scan, or after you've killed the last Field Knave.
*** It seems like you find about one sparkly ground per every 2 great hall monster houses.
*** Delay digging it up until you've dealt with all the Field Knaves or you've saved all the items you can and want to save.
**** Remember, it could be another monster or even another Field Knave. Don't make your item saving problem worse by creating another Field Knave! And don't dig it up when you're near death either.
**** It could be an item you really want to save but need to take a few turns to deal with in the best way, and time is short to save items that were pre-placed on the ground.
*** Per a note on the Japanese wiki, it seems that there are two types of sparkly ground: "normal drops" which take 8+ strength to dig up, and "better drops" which take 9+ strength to dig up.
**** If you can't dig it up and you're below maximum strength, this is a good time to eat a Peach or Antidote Grass or use a Heal Pot charge to restore your strength and try digging it up again.
**** If you're at maximum strength and still can't dig it up, it's likely a "better drop". Try on any unknown bracelets to see if they are Strength Bracelets and try digging up the item again.
**** It's probably best to eat any Strength Grasses whenever you're at maximum strength, rather than trying to save them to find a way to bless them, as having a max strength of at least 9 should be enough to dig up any sparkly item.
** If there are several Weeds left on the battlefield, it's probably worth the time to go collect them. They pay for themselves in terms of food value, and if there are a bunch, you can usually gain more food than you spend to get them. In addition, as you're collecting them, you can occasionally fight other monsters and get monster drops. Obviously, traps are possible, but they're very sparse in GHMHs.
** If you've found any Strip Traps, use this opportunity to test all your equipment for curses/seals.
** If you've found any arrow-producing traps, use this opportunity to create more arrows. E.g. throw rocks on any Poison Arrow Traps to generate a bunch of Poison Arrows.
*** Arrows travel 90 degrees clockwise from the way you are facing, so you can use this to plan to generate arrows as close to the trap as possible.
*** The chance that the trap disappears after any given arrow generation seem to be small (10%? 5%?). It is not unheard of to get 30 Poison Arrows out of a single trap.
*** If you used a Perception Grass earlier, you may find multiple traps you want to exploit, but beware of starvation. If you didn't use a Perception Grass earlier but have one now, and you have a ton of time/food, it may be worth it to use it now to see if there are any traps you want to exploit.
 
===Additional Considerations===
If you didn't manage to get enough good stuff by the end of the GHMH on 4F, you may not be on a good glide path for victory. Should you give up now or soldier on? Tough call.
 
It's a real shame to have fought hard to get a few valuable items only to have them cursed or otherwise destroyed by later monsters. Items all all kinds are harder to come by than they are in other dungeons, so odds are you won't be able to put your most valuable items in a Preservation Pot to protect them against curses. Take Cursister family monsters and Zaloklefts seriously and don't let them have any chance of cursing or stealing your best items.
 
Monster houses can appear on other floors besides the x4 floors. They can be normal monster houses but are very often great hall monster houses (though this needs a larger sample set). Note that x4 GHMHs seem to always have roughly the same difficulty of monsters, no matter how deep you are, so they start becoming downright easy and almost like rest floors compared to the adjacent floors as you get deeper into the dungeon. Just beware that any other monster houses will be much more challenging, as they won't be populated with depth-appropriate monsters rather than level 1 Mamels and level 1 Field Knaves.
 
Compared to other dungeons, you are less likely to be able to synthesize or mix a large number of fantastic runes onto your main equipment. That doesn't mean you shouldn't try, but you'll struggle to get items at all, struggle to find a Synthesis Pot, and worse yet, per the Monsters section below, Mixers can appear on 15F-18F then not again until 45F-48F. Preservation Pots seem to be less common than normal, or maybe it's just really hard to get items in general. This means that, if you're doing well, you'll max out your inventory with few or no Preservation Pots and you'll have to make difficult choices. Equipment and grasses often make great runes, but are they really more important than (say) a Vacuum Slash Scroll, Collection Scroll, Pinning Staff, or Swap Staff that can help enormously in getting more items out of the next GHMH? If you're past 18F and only trying to beat the easier 50F goal, it may not be worth saving rune ingredients. Note also that if you do save up a large number of rune ingredients, the spawn rate is only normal (1 new monster every 30 turns), so you're likely to burn up too much food trying to get more Mixers to spawn in order to mix everything you'd like to mix. And with low items, there's a very real risk of starvation. It may be best to prioritize your runes/mixes, and/or to only use the Mixers you can find on a first pass through a given floor, and rather than lingering around to try to spawn more on the current floor, dive to the next floor to find more Mixers faster. Consider playing as if you'll only find 8 Mixers tops on 15F-18F. (And don't assume any user supplied content as 100% perfectly accurate. E.g. it's possible there are no Mixers on 18F.)
 
Starvation is a real problem in this dungeon due to the low rate of items. You'll find plenty of Weeds and should eat most of them to help with hunger, but this won't be enough. (Alternative uses for Weeds: insert into Presto Pot, insert into incense pot (if they exist in this dungeon), save 1 for a rune.) Keep moving more aggressively than you're used to. Besides, it's not as if there are a large number of pre-placed items you'll be missing, at least not on 1F-9F. Needless to say, if you can synthesize the CR Diet rune onto your shield, or use a Diet Shield directly, this is helpful. Alternatively, maybe it's better to prioritize saving some of the food available in GHMHs, 4F in particular, rather than (e.g.) trying to save a shield when you already have a good shield. In a pinch, you can use Heal Pots to heal yourself back up to full when you're near death from starvation, and/or you can deliberately allow Onigiri monsters to turn one or more of your items into Onigiri. (The lowest level of Onigiri monsters, the green baby's, can't convert your items into food, but the level 2 red ones can.)
 
Though controversial, it should be pointed out that "[https://www.playstationtrophies.org/forum/5952859-post2.html save scumming]" as it is sometimes called might be particular useful in this dungeon. For example, one could save scum to maximize the loot gained from every GHMH, which would greatly enhance the viability of the run. (Note that these strategy pages focus on tips and tricks to help the player beat the game as it is designed. Save scumming can radically help in every location, but is bypassing the design of the game. The original author of this wiki page chooses not to save scum, enjoying the challenge of trying to beat the dungeons as designed, but takes no position on whether this is "cheating" or good or bad for anyone else to do. (It's a game, there is no leaderboard, you're only really competing against yourself, so do what makes you happy.) FWIW, the original author of this wiki page (who is no slouch at Shiren) has attempted this dungeon 50 times already and never gotten further than 30F.)
 
==Expert Badges==
Expert badges are not available for this dungeon.
 
==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
* http://seesaawiki.jp/w/shiren5/d/%a4%a2%a4%e9%a4%b7%a4%ce%bf%b9 (Japanese wiki page for this location)


==Open Questions==
==References==
* Try gleaning great tips from the Japanese wiki and merging them in here.
<references />


[[Category:Shiren 5 Locations]]
[[Category:Shiren 5 Vita Locations]]
[[Category:Dungeons]]
[[Category:Shiren 5 Vita Dungeons]]
[[Category:Shiren 5 Vita Post-credits Dungeons]]

Latest revision as of 19:55, 14 July 2025

Storm Forest
あらしの森
Image for Shiren 5 Vita:Storm Forest
Information
Entrance Location
Final Goal Floor 50
Total Floor Count 99
Backtracking
Bring Items In? No
Bring Items Out? Yes
Bring Gitan In?
Time Day
Can Find Adventure Allies None
Rescues 0
Characters
Pre-ID'd Items All except Bracelets
New Items No
Visibility
Shops Normal, Elite, Pick-A-Choice
May be more common, but have fewer items than usual.
Monster Houses Normal, Guaranteed Great Hall's on floors ending in 4
Monster Spawn Rate 1 every 30 turns
The Winds of Kron 2,000
Boss
For the lore page, see Shiren:Storm Forest.

Storm Forest (Japanese: あらしの森) is a Post-credits Dungeon in PlayStation Vita Shiren the Wanderer: The Tower of Fortune and the Dice of Fate.

Expert Badges

None.

Monsters

Items and Gitan

Special Tiles

Traps

Background Music

In Other Languages

Language Name
English Storm Forest
Japanese あらしの森

See Also

References