User:Jubilee/Sandbox 6: Difference between revisions

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Mystery Dungeon GP>Korra II A Royal
Mystery Dungeon GP>Korra II A Royal
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== Rescue Password for Items ==
Maybe Get a Blank Scroll


Note: These may not work, but confirmation one way or another would be great.
Location:
Main Adventure
Reward:
Blank Scroll
Author:
joshgiesbrecht (joshgwanderer on gamefaqs)
Passwords:
{| class="wikitable"
|JSC5S JMHD B8SL9
<nowiki>!78Y6 BXZ7 2M44L</nowiki>
P6VLL RW3Y 4DL1V
Z1DCH 472N M!!10
|-
|607TV WSHG 98B84
NJCVS RH05 2R64S
P6H9S VGNV L526N
D97B5 F5PF Q0H20
|}
This needs to be confirmed - the Blank Scroll was seen in a dungeon store at 10F by me, but it may have been generated via a backtrack which would prevent it from being predictably there for rescuers.
Notes from rhaining:
jigokuro was not able to find a Blank Scroll on this run and removed this page from the index page. I don't have access to delete pages, so have simply renamed this page to make it clear it's unknown what you can get out of it. If someone does this run, please document what you find -- it will be interesting to determine if Table Mountain runs can be repeated or not.
=== Rescue Pass 2 ===
Get an Armband of Sight and Discount Armband
{| class="wikitable"
|YLNWR !!TT G8N!!
78V8K DM1J !VBPY
2CF9N 0YZ3 Z6G20
|-
|DCRDZ 5FN7 C80BQ
WJVJ5 KCMM J!TYR
LB8RC SRYX VW9SJ
1BH2W SNF8 H1P30
|-
|W6C0V N4FH 88NCY
36S1R 3WQC XSGF3
GMLHG 7NKR HFQCR
RBHJH XN3S FMK00
|}
Yes, this was on FLOOR ONE of final puzzle. I was just testing the tactic that someone(I forgot who...) posted; if you have 2 game cards, just die on the first floor of FFP, and try to rescue yourself and see what loot you get. In this run, I got:
Armband of Sight
Discount Armband
Switching Staff [7]
Sealing Staff [5]
Painsharing staff [3]
Herb of Revival x1
Staff of Paralysis [4]
(Cursed) Scroll of Identity x1
Scroll of Identity x1
Bronzeward
Bronzeward+1
-and some other stuff I cannot remember, as I forgot to document my run...
The Discount Armband is in the STARTING ROOM.
The AoS is the only armband in the monsterhouse, which, iirc, is in the northwest room.
The Staves are, iirc, ALL IN THE MONSTER HOUSE.
The ID scrolls, iirc, one was in the house, the other was in the room directly to the east of it.
BE WARNED: THERE IS A BIG LANDMINE TRAP RIGHT ABOVE THE EXIT TO THE EAST FROM THE HOUSE! IT ALMOST GOT ME KILLED AS THERE IS ALSO A POISEN DART TRAP NEARBY!
There is an Herb of Sight, but I don't think its worth trying to eat it incase you eat the Herb of Revival instead.
Since I cannot figure out how to add a page to this one, I'm just going to post the passwords here and ask that someone puts it up for me.
Hopefully people will appreciate this. Sadly, there is NOT a storehouse jar...
So, have fun oogling over your shiney new Armbands! :D
BE WARNED: THIS LAST PASSWORD HAS A GHOST HOUSE INSTEAD OF A NORMAL
HOUSE! IF YOU WISH TO ATTEMPT THIS, TRY AND HAVE THE SKULL MAGE IN THE BOTTOM WEST CORNER OF THE HOUSE WARP YOU TO THE FALLEN SHIREN AND HIT A ON HIM! Ok srsly be careful!Get an Armband of Sight and Discount Armband
== Monster Info ==
<nowiki>https://gamefaqs.gamespot.com/ds/925583-mystery-dungeon-shiren-the-wanderer/faqs/54011</nowiki>
== Side Dungeons ==
=== Kitchen God Cave (Naoki/Bufu/Food Dungeon) ===
Location: Bamboo Village (North of smith, path by fortune teller)
Floors: 99F+
Requirement: Clear the main adventure and finish the Naoki / The Cliff restaurant side quest.
Rules: Loss of money and inventory upon entry. Companions allowed. When rescuing somebody from this dungeon sending items in is not possible. If successful, all found gear is retained upon exit.
Gimmick: You start with nothing but the Bufu Cleaver and a Big Riceball. The Cleaver often turns enemies into meat.
Goal: Find Naoki. He appears randomly starting from 25F.
Boss:Probably none.
Reward: Half Warrior Meat.
Strategies: To beat this dungeon, you must maximize use of the Bufu Cleaver and minimize useless traveling. To survive, you must rely on the meat-drop attribute of the Bufu Cleaver to keep up a supply of meat, which fills your stomach up by 10 apiece. It is possible to beat the dungeon from level 1 (which was the only option in the Super Famicom game), but in the DS version you can level up for it. It is suggested it be tried with a level in the high teens. Every random staff you find will be a Bufu's staff, so name it. Use Bufu's staff on as many Pacorepkins as you can find. A single Pacorepkin meat, when used properly, is capable of safely clearing out an entire floor/house of monsters before Death Angels start appearing. A couple of Evil General meats are good to have as well, but most other meats should be used to maintain fullness. On the last floors, you should have enough Bufu's staff charges/spare meat to get past the Death Angels and Skull Wraiths to find Naoki. To have the opportunity to take your time and collect extra staves, stretch your belly with large riceballs to 200% prior to entering the dungeon.
Good Meats:Fluffy Bunny Meat works as a stronger Medicinal Herb (50HP restored). Curse Girl (and above) Meats work as Blessing Scrolls on everything not in jars. Pacorepkin and any other ghost meat will let you fly through walls, which can be very useful on later floors when you just want to find Naoki or loot. Crossbowboy Meat lets you fire Iron Arrows -- if you fill up a room with arrows by shooting them at the wall, you can collect and use them once you transform back. Easy way to get 99 Iron Arrows (this does not work with Silver Arrows as they don't bounce). Dark Owl Meat works as a Scroll of Light, letting you see everything on the floor.
=== Scroll Cave (Gaibara/Trap Dungeon) ===
Location: Mountaintop Town, inside Gaibara's pottery dojo.
Floors: 30F
Requirement: Finish Gaibara's side quest, clear the main adventure and then visit Gaibara.
Rules: Loss of money and inventory upon entry. Companions allowed.
Gimmick: You start with a Trap Armband that allows you to pick up and use traps against enemies.
Goal: Find Gaibara. He appears randomly starting from 15F.
Boss: Probably none.
Reward: Venting Jar
Strategies:No level is required to enter, and in the Super Famicom version Shiren was reset to level 1 by entering. In the DS version you can level up for this dungeon, and it is suggested that one enter with a level from 18-20.
While wearing a Trap Armband, the rules to the game change. Monsters are harmed by stepping on traps, and you are not. You can also pick them up as items, and drop them to set them where you want. Dropped traps cannot be picked up again, and have a chance of vanishing every time they are set off. All monsters get a "multiplier" when wearing the Armband, and a monster killed with a multiplier at zero is only worth one experience point, regardless of difficulty. When a monster steps on a trap, the multiplier goes up by one. From there, stepping on another trap will boost the multiplier by another point, but stepping on a non-trap space lowers it by one. When a monster dies, the experience earned is the normal value times the multiplier. Also in this dungeon can be found Scrolls of Chains, which fill a room with tiles that prevent monster multipliers from resetting, and Super Trap Scrolls, which affect the whole level and cause floating monsters to be affected by traps. This is rather a lot of trouble to go through though, and if your level is high enough you might decide to just tackle the dungeon without putting on the Trap Armband at all, and earning normal experience.
While collecting traps on the early floors, keep an eye out for a riceball trap. When you've found one, level up a Rice Baby with it and proceed to let the Rice Changer breathe on 5 or 6 of your items. At this point,EXP is not a concern so only collect traps that will help you survive the last floors, such as traps that seal or instantly kill monsters. If you find a weapon that's not a Pickaxe and a decent shield on the way, you almost can't screw this one up. If you find the experience of being in the Scroll Cave dull,try to leave with multiple Trap Armbands.
These trap multiplier rules were not present in the Super Famicom version. Eating a Mecharoid meat elsewhere in the game will cause the multiplier rules to take effect while the player is transformed.
=== Final Puzzle (Fey's Puzzles) ===
Location:Fey's Puzzle House, Canyon Hamlet.
Floors: 99F
Requirement: Solve all of Fey's puzzles and unlock (enter) both the Kitchen God Cave and Scroll Cave. Even if you complete the main adventure on your first outing it will take another 20 or so outings to finish the necessary side quests (boo!)
Rules: Loss of everything upon entry. Bringing companions into Canyon Hamlet is not possible.
Gimmick:The greatest challenge. A 99-level dungeon with many more types of items, most of the game's monsters making an apperance, and with scroll and herb items scrambled in addition to staves, jars and armbands.
Goal: Reach the end of the dungeon.
Boss:None.
Reward: Access to the "Other Side of the World" bonus room and a Borg Mamel pet.
Strategies:
Solving the Final Puzzle is tremendously difficult, and requires more out of the player than the whole rest of the game combined.
Figuring out item identities is of paramount importance. There are four ways of discovering them: Scrolls of Identity, Identity Jars, identifying them by testing them out ("trial ID") and identifying them by checking shop prices ("price ID"). Using an Identity item is best, but they, themselves, are unknown when the dungeon is begun.
The best way to solve this, in the long run, is to keep logs of your trips in. When you find an item you've never encountered before, find out as much as you can about it and write it down. Especially note how much it costs to buy one in a store: sell prices for most items are 3/10 of their purchase price. Staff and Jar charges add 10% each to the price, and a curse subtracts 10%. By noting prices in shops, you can narrow down item identities and reduce risk when testing them out.
The best time to test-read scrolls and eat herbs is when you're done exploring a level and are ready to go to the next, and are standing on the stairs. This way, if the Scroll is Hands Full or the Herb is Silence you haven't lost anything, and if a scroll is Monster, you can escape the new Monster House, if need be, after suffering only one round of attacks. The worst item is the Ill Luck Herb, which sets your level to 1, but it is thankfully rare.
Some items are nearly essential to finishing this dungeon, and you must find them while there. You'll need a Sleepless Armband to survive the Sleep Radish floors. You'll probably need an Antidrain Armband for the Skull Demon floors, who can drain three levels with one shot. Getting your shield melded with anti-dragon and anti-explosion is nearly required. Beyond that, you should still take as much benefit out of any advantage as you can. The earlier floors are hardest, when you don't know anything, but even one you've gotten most the stuff known some monsters can cause you big problems. Ark Dragons, Piggora and Piggorn, Cloud Hermits are big problems since they can attack from great distances, even if they've never seen you. Skull Wraiths and Skull Demons, and Sleep and Fear Radishes are the most dangerous monsters since all they need to do is hit you with one distance attack and you're under a debilitating status effect that you might not recover from before dying.
Tainted Path
=== Location: Golden City, temple near the entrance. ===
Floors: 99F
Requirement:Clear the main adventure, then talk to the Foreign Wanderer in Canyon Hamlet.[Confirmed. Once you go to Golden City, Kappa mentions speaking to the wanderer.]
Rules: Everything is kept upon entry. [Companions allowed? As if they can survive that far.]
Gimmick: High level enemies and Tainted Soldier bosses.
Goal: Reach the end of the dungeon.
Boss: Tainted Soldier in a Great Hall Monster House every 10 floors. Tainted Queen at 99F, alone. Bring many scrolls for all the Monster Houses. No special tactic for the Tainted monsters. They just come at you with brute force -- fight back any way you prefer.
Reward:Kabra's Blade [Hobserk: I got one with both of my characters] [Blue_Slime: I got one as a Tainted Queen drop, wonder if this is always true]
Strategies: Bring high level gear and many Scrolls of Sleep/Confusion, and/or Staves of Paralyze/Postpone. Every 10th floor is a Great Hall Monster House, and the random Monster Houses on any other floor are still in effect. The middle floors of the dungeon is where sleeping/confusing the houses are the most critical as they're filled with Skull Wraiths. They stop appearing around 80F or so. So don't waste your scrolls early on if you get Monster Houses with no troublesome mages. [Do they come back again after 85F? That's where I am right now and they haven't been around for a few floors.]
=== Ravine of the Dead (Pekeji/Bungee Dungeon) ===
Location: Janus Valley (Between the dungeons on the path to Cryptic Rock Valley.)
Floors: 50F
Requirement:Complete the Bungee Jumping side quest, clear the main adventure and unlock all other bonus dungeons. Then visit Canyon Hamlet and you'll get a message. Go on an adventure and return to Canyon Hamlet and you'll get a second message, after which the dungeon unlocks.
[Uber_Moogle: Make sure to talk to the innkeeper when you return to Canyon Hamlet. I did not get messages until I did so...]
Rules:Everything is kept upon entry. Companions allowed. Only one item each floor (exceptions are monster houses and those special 3 items islands). Items on floor including those on monster houses are about 75% gitans
Gimmick:High level enemies, fake stairs, more frequent monster houses, unique enemies and items.
Goal:Save Pekeji. He appears randomly starting from 25F.
Boss:None. If you use the stairs on 50F you'll be on another 50F. Can be repeated infinite times. To actually exit the dungeon there is a really easy to see multicolored special second exit on every floor starting floor 25 called the Transport Pattern. Using that exit will finish the adventure and take you back to Canyon Hamlet.
Reward:Pekeji becomes available to recruit again. [Pekeji powers up? Seriously needs confirmation.]
Strategies: Watch out for stair traps and monster houses. Since swiping over a Stairway Trap does not reveal it, you have to use alternate methods: 1. Carry a big Staff of Postpone and swing them at a monster upon entering the floor, 2. Equip and unequip a Trap Armband will reveal fake stairs even in unexplored rooms, 3. Eat an Herb of Sight, or 4. Transform into a monster and revert back on the stairs to check. Non-rotten Riceballs are rare in this dungeon, so having a sword with the Bufu mod is recommended to prevent starvation. [Note from LawofKato: I thought the stair traps were just in the monster houses, but they are on about every floor. Be prepared. I wasn't. hehe]
Unique Items: It should be mentioned that the Gaze Shield, Prism Shield and Homing Blade can be found as random drops or on the floor in this dungeon. [However, I've only found them after 45F. I'm also pretty sure these items do not appear in the early floors of the Final Puzzle.] [I found my first on 43F I think. I alsohaven't found any of those three doing the early Final Puzzle strategy] [Blue_Slime: I found a Homing Blade on 42F, but the others I could only find on higher floors][Jammingway: I found a Gaze Shield on 41F, and had a monster house on 40F with no equipment, so I suspect 41F might be the earliest you can find them]
== NPCs ==
=== Beneficial Dungeon NPCs ===
Courier
The Courier can deliver items to town for you.
=== Girl ===
There are four types of "Girl".
==== Blinded Girl (Green) ====
The first is found in the early stages of the game -- usually in Old Cedar Road. She has been blinded by an enemy and will ask you for help. If you throw an Herb of Sight at her and then talk to her again, she will increase your maximum strength by 1.
==== Little Lost Girl (Purple) ====
The second type is the Little Lost Girl, found later in the game, usually at either Old Mine at Mount Nebri, or Cave of the Mountain Spirits. She is lost and if you tell her to follow you, she will. She will not attack and has limited HP, however. Her parents are waiting for her in Cryptic Rock Valley and the Warehouse there will not be usable until you have rescued her.
==== Hallucination Girl (Blonde) ====
The fourth type appears when Shiren is under the effects of a Dream Gas Trap. Shiren will hallucinate all monsters and NPCs to be a generic "Girl", making telling them apart nearly impossible. This does occasionally lead to amusing messages such as "Girl leveled up into Girl!" or "Girl licked your Gitans!"
=== Gaibara's Third Apprentice ===
Gaibara's Third Apprentice appears randomly in 7F-12F of the main adventure. Throw a Scroll of Identity (you can also use Blank Scroll to create the Scroll of Identity) or Jar of Identity at him and he will complete his training of identifying jars. He can identify your jars from the next time you meet him again.
=== Kamahige (Armband-Identifying Man) ===
Kamahige is an NPC that appears randomly in 10F-13F of the main adventure. Throw an Herb of Sight at him to cure his blind status and he will identify Armbands for you from the next time you meet him. However, if he kisses you to express his gratitude for curing him, your strength will decrease.
=== Old Man Priest ===
Old Man Priest is an NPC appears randomly in 8F-13F of the main adventure. Throw a Scroll of Blessing (or use Blank Scroll to create one) at him and he will learn the blessing spell. He can uncurse all cursed items not in jars from the next time you meet him.
=== Starving Old Man ===
The Starving Old Man is an NPC that appears on the way to Table Mountain when you attempt to eat your last riceball. He will claim he is starving to death, and beg you for the riceball.
If you give it to him, he will be overjoyed and give you a rare Herb of Happiness.
If you refuse, he will die on the spot and dissapear. On the next floor, he will reappear as "Riceball Resentment" and float around, taunting you. All enemies on that floor will be replaced with Polygon Spin enemies, which can severely drain your fullness. He can not be harmed or killed in any way and only laughs when you attack him.
=== Traveling Blacksmith ===
Much like the village blacksmith, the traveling blacksmith can upgrade a weapon, usually by one, but can sometimes upgrade it to +3. He appears randomly, usually around the Old Mine.
While upgrading a weapon, he turns away from you and fiddles with the weapon, and voila! he's done. How he does that will remain a mystery. Unlike the village smiths, he cannot turn Pickaxes into unbreakable ones or upgrade weapons to their higher form.
=== Dog (dungeon) ===
An NPC that appears randomly. He says
"Woof ruff barkity-bark!", which Koppa translates into:
"He says you have to equip weapons and shields to use them.
He says he would if he could, but he's just a dog."
"Bark barkity-bark bark!", which Koppa translates into:
"He says he used to get by only on herbs and grasses.
But with so many vagabonds now, every now and then he meets one who shares a riceball with him."
Note: While this seems to be a "hint" along the lines of the blind girl, throwing a riceball at the dog will only deal 2 damage and turn it hostile, as with anything else.
"Barkity woof-woof bark!", which Koppa translates into:
"He says if you read a Scroll of Need when you're in trouble, something will happen.
But he says he can't read it,'cause he's a dog."
=== Hanzaki the Unhappy ===
An NPC that appears randomly, complaining about things that have happened to him, too busy bemoaning his fate to realize that he's giving you useful hints.
"Sure, the Armor Ward is strong, but it'll make you hungry...
The Hide Shield makes you only half as hungry as a normal shield.
It won't rust, either, but it's very weak.
If only I had a shield that somehow combined the two...
Why!? Why does this happen to me?"
[Hanzaki is hinting at the use of a Melding Jar.]
"I had a terrible time the other day.
We come down the stairs and end up in a Monster House.
There was nothing we could do. We had our heads handed to us...
If only we'd had a Blastwave Scroll then...
Why!? Why does this happen to me?"
"I had a terrible time the other day!
Every last item I grabbed was cursed!
I couldn't get my weapons off and none of my special skills worked.
I couldn't even use scrolls or staves!
There was no Scroll of Blessing either...
Abandoned by Riva, the god of fate...
Buffeted by the winds of Kron, the god of travel...
Why!? Why does this happen to me?"
=== Heiji ===
NoAn NPC that appears randomly. He says:
"Hey,
I need to tell you something. It might take some time, though. Is that okay?"
[Yes/No choice]<blockquote>Yes =></blockquote>"When you equip a weapon, you see something like Katana +1.
That means there is 1 extra bit of power in it.
Since a Katana originally has 6, it now has 7 power.
The same is true for shields. Let's take a Wood Shield +2.
That means it has +2 more power than a normal Wood Shield.
As for staves, let's say you have a Switching Staff [6].
That [6] means you can use it 6 times.
And then there's the Jar of Identity [4]...
That [4] means you can put 4 more items into the jar.
If it's a jar you push, the number shows the number of times you can push it."<blockquote>No => </blockquote>"Ah, I see."
"Hey.
Do you want to know about upgrade limits for weapons and shields?"
[Yes/No choice]
<blockquote>Yes =></blockquote>"You can make weapons and shields stronger.
For example, the +2 for a Katana +2 shows how strong it is.
The stronger you make a weapon, the higher that number gets.
But keep in mind that there's a limit, depending on the item type.
You'll see the upgrade limit for weapons and shields in the description."
<blockquote>No =></blockquote>"I see."
=== Kanji the Patient ===
An NPC that appears randomly. He says:
"You won't see me head straight for Table Mountain and end up dead.
See this? Behold how my Katana +15 shines!
I get a blacksmith to upgrade it, and store it in the warehouse.
Repeating that over and over gave ms this Katana you see now.
See? He who laughs last laughs best!"
"If you're like me and you want to improve your weapons,
the Storehouse Jar is indispensable.
When things get rough, I put my best weapon in the Storehouse Jar...
That lets me use the same weapon again on my next journey.
See? He who laughs last laughs best!"
=== Kindly Old Man ===
An NPC that appears randomly. He says:
"We travelers have to watch out for one another.
We should always be ready to help someone in need."
If you're low on Fullness [How low? <20? <10?], he says:
"You look really hungry.
It's not much, but why don't you take this?"
He then gives you a Riceball, Big Riceball, Giant Riceball, Special Riceball, Riceball Scroll, Hen Meat, or Egg Thing Meat (chosen randomly).
After this, he says:
"I just gave you my last item...
Forgive me. I've nothing more."
If your HP is in the red, he says:
"You poor thing. Those wounds look bad.
It's not much, but it's all I can do for now. Here. Take this."
He then gives you a Medicinal Herb, Restorative Herb, Scroll of Need, or Chiropractic Jar (chosen randomly).
After this, he says:
"I just gave you my last item...
Forgive me. I've nothing more."
(Same as after the fullness item.)
If your inventory is full, he says:
"Ah, I didn't realize you're carrying too much as it is."
=== Sabu the Savvy ===
An NPC that appears randomly. He says:
"You can use a Blank Scroll by writing in the name of a scroll you've already read.
It's great because you can make it into anything you want!
A Blastwave Scroll, a Scroll of Blessing, anything you need.
Be careful, though. Once you write on it, you can't change it."
"I heard that monsters can also go up in level, too...
That would make them pretty tough, so be careful, okay?"
"I've heard that there are monsters you can't see around Table Mountain.
Table Mountain sounds like a really scary place, huh?"
"They say an armband is effective as long as you have it equipped."
=== Shijima the Wanderer ===
An NPC that appears randomly. He says:
"There are lots of different types of items, obviously.
So when you find a new one, look at its info."
"Did you know that there are monsters that change into items?
They look just like any old item you'd find along the way.
You can pick them up just like a normal item, too!
They'll stay disguised until you actually try to use the item.
And then, when you really need an item, you're suddenly facing a monster!
You better watch out for those."
"Kron, the god of travel, is one of the eight beast gods of Riva.
We wanderers are subject to the winds of the god Kron.
If we stay in one place for too long, a sudden wind will blow.
That gust will blow us all the way back to Canyon Hamlet.
The wind is a message from Kron, a reminder of our destiny to keep moving."
=== Shopkeeper ===
Shopkeepers are unique in that they are both NPCs and Monsters -- they are shown as red dots on dungeon radar rather than NPC yellow.
Shopkeepers are non-hostile unless you steal from the shop they tend or attempt attack them; then they are a formidable enemy. They can move twice or attack twice per turn and hit exceedingly hard.
While immune to Bufu's Staff, they are vulnerable to most other staves, meats, and status effects. If you are stealing from a dungeon, a way to increase your chance to escape is to shoot the Shopkeeper with a Doppelganger staff. The Guard Dogs that spawn as a result will usually fight the Shopkeeper instead of you, giving you time to escape.
=== Tage the Drunk ===
An NPC that appears randomly. He says:
"Hehehe...You got some good muscles.
I think you got what it takes. Lemme tell you something.
First, equip yer arrows.
And then, with your left hand, hit L to shoot! Shoot! Shoot!
Shoooooooooooot!"
"Hehehe... Lemme tell you something.
When you get to town, everything you got is identified.
Didja know that? Hehehe..."
=== Tsubute the Thrower ===
An NPC that appears randomly. He says:
"Me, I'm really good at throwing things.
Let's say you have a staff that's out of charges. It'll still have an effect if you throw it!
And everybody else just eats monster meat, but not me.
If you throw monster meat at an enemy, it'll change into that monster type.
If you run into a tough enemy, just throw some Mamel Meat at it.
It'll make your life a lot easier."
"I'm really good a throwing, but even I make mistakes sometimes.
There was a time I completely forgot I was using the Pitcher's Armband.
That was a bad one."
=== Upright Mugla ===
An NPC that appears randomly. He says:
"Do you know how to get by other people?"
You have to answer Yes or No.
If you answer Yes: <blockquote>"If you already know, then never mind."</blockquote>If you answer No: <blockquote>"Of course it's rude to just shove right past someone. </blockquote><blockquote>Wanderers have their own unique etiquette in cases like this. </blockquote><blockquote>A sort of "excuse me" kind of thing, you know? </blockquote><blockquote>So here's what you do. </blockquote><blockquote>Press and hold B, and press [directional pad] toward the other person.</blockquote><blockquote>That should satisfy your obligations to other wanderers. </blockquote><blockquote>Of course, you might run into some who still won't move...</blockquote><blockquote>Well, go ahead and try it on me. I don't mind."</blockquote>"Do you know how to stand on an item without picking it up?
Okay, this is how you do it.
Press and hold (B), and press [+] toward the item.
You should be able to stand on items that way."
=== Foreign Vagabond ===
Only found before the main adventure is completed, this person seems to know all about Shiren and his quest. Whenever you talk to him, he will say that he will find the golden condor first. After releasing hte golden condr, you will find him by the gate of canyon hamlet. Talking to him will unlock the tainted path and make him disappear forever (as in you won't find him anymore).
=== Yamake the Cautious ===
An NPC that appears at random. He says:
"That Unequip Trap is pretty creepy.
It has these tentacles that snake up and remove all your equipment.
Of course, there is one nice thing about that trap...
It removes any cursed equipment you couldn't otherwise take off.
So there are some traps you can use to your advantage."
"There are lots of traps in the Kobami Valley.
You have to watch out for them, you know.
If you bump into one by mistake, you can break a jar.
If you swing a sword when you're next to a trap, you'll see it."
"As you travel Kobami Valley, you don't always have to go forward.
Up until Cryptic Rock Valley, you can travel forward or back.
If the going gets tough, it might be good to come back for a bit.
If you do that, though you won't see items lying in the dungeons.
But be careful!
If you go all the way back to Canyon Hamlet, you'll revert to level 1."
=== Barman ===
The Barman can be found in the bar in Canyon Hamlet. He will give you a free Big Riceball every time you return the the hamlet. After you complete Table Mountain for the first time, he will stop giving you riceballs for a few adventures, but don't worry; he'll quickly return to his previous role.
=== Barman's Daughter ===
Much like the NPC's in the dungeon, this woman tends to tell Shiren important information for new people playing the game. She changes it every adventure. As far as I know, there is no effect on whether or not you anser yes. She is only found in Canyon Hamlet.
=== Cat Burglar ===
The Cat Burglar looks much like Gara the Wagoner, except he is found inside the bar of Canyon Hamlet. If you talk to him, he will recount a time when he tried to steal from a shop and got beat up so bad that he couldn't move for weeks.
=== Fortuneteller ===
An NPC in the middle of Bamboo Village. When you talk to the fortuneteller and have him read your fortune, it seems the game assigns you a luck modifier which affects the frequency that dungeon floors will have money caches, monster houses, and traps for the rest of your adventure. If you leave Bamboo Village and return, you can have the fortuneteller give you another fortune which overwrites the one he gave you earlier.
In one run, the fortuneteller initially told me that the winds of Kron were at my back, and I encountered money caches once every 4 floors or so. Later, I talked to him again, and he told me the winds were against me, and after that I didn't see any money caches anymore, and instead the number of traps increased for the rest of my adventure. On a Table Mountain run, it might be best if you keep revisiting Bamboo Village until the Fortuneteller gives you a good reading.
Winds
Cold Winds: "A cold wind shall blow. Your travels will disappoint you." Guiding Winds: "The winds shall guide you, and always be at your back." Hot Wind: "A hot wind shall blow. Fires and explosions shall threaten." No Winds: "The winds will not blow. It should be an uneventful journey." Spring Winds: "The spring winds shall blow. Your journey shall be warm and calm." Sudden Gusts: "Sudden gusts shall blow. Danger awaits when least expected."
This is a brand new page. Still to research:
Can anyone confirm what all changes between maximum good luck, normal luck, and maximum bad luck?
Does the luck modifier carry over into Kitchen God or any other bonus dungeon?
Does it affect random item drops from enemies? I think it might.
If you don't talk to the fortuneteller, what luck do you have?
=== Gara the Wagoner ===
Gara the Wagoner can be found at the Canyon Hamlet and will take Shiren straight to Bamboo Village.
After beating the game, he can take you to Bamboo Village, Mountaintop Town, Janus Valley, Cryptic Rock Valley, or the Golden City.
=== Goro The Wagon Driver ===
Found in Bamboo Village, this guy was formerly a "hobo." Before a certain requirement is met (please put the requirement here), he is just a random dude in a house who asks Shiren for job ideas. He is much like Gara the wagoner, except fatter and seemingly too out of shape to carry Shiren.
He can take you to Mountaintop Town, Janus Valley, Cryptic Rock Valley, or the Golden City.
=== Hoi the Missionary ===
Hoi is an NPC at Canyon Hamlet who handles rescue missions. Speak with him when you are thinking about departing on an rescue mission.
=== Spoiled Black Haired Girl ===
The third type is a girl found in Cryptic Rock Valley. In a rare event, you will find her with her mother at the north east end of town. She will complain that she wants item #X. Her mother explains that the girl does that all the time and that she won't stop until satisfied. You are then asked if you want to give the item in spot #X of your inventory. You won't be able to check your inventory at this point, so it is a good idea to check it before approaching the two. If you select yes, the item in spot #X will be given to the girl and you will receive several possible items for it. These include:
Dragon Herb
Scroll of Need
Hide Shield +10
Katana +10
Storehouse Jar
Special Riceball
Happiness Armband
Blank Scroll
Kabra's Blade
Windshield
The mother explains this item was traded from the last wanderer, who accepted the trade but the girl got bored with it very fast. The event can be completed multiple times.

Revision as of 12:06, 11 November 2019