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SUMMARY DESCRIPTION HERE
Double Strike Trail is a bonus dungeon in Shiren 5 with a unique combat model in which both Siren and monsters can be killed in 2 hits. (The point of this dungeon may have been to demonstrate an obscure positive benefit of eating the SuperUnlucky Seed. No, that's not a joke.) You can't take items or allies into the dungeon, but you can request rescue up to 3 times and you keep the items you have on hand if you win. The dungeon is daytime only, and the goal floor is initially 50F. After first victory, the goal floor becomes 99F and stays there permanently.


== Gaining Access ==
== Gaining Access ==
You can access this bonus dungeon from the Dungeon Center in Nekomaneki Village. Access is not restricted; you can play as soon as you can reach the Dungeon Center.


== Unique Features ==
== Unique Features ==
The damage model in this dungeon is unique. Any creature that takes damage has its HP reduced to 1, unless it was already at 1 HP in which case it dies. Shiren's experience level, attack level, defense level, strength, equipment, runes, and anything else that normally affects damage are all irrelevant in this dungeon.
The item distribution differs from baseline though it's hard to be specific. Here are some obvious differences:
* The range of items seems to be significantly smaller than in most dungeons, and doesn't seem to change regardless of how deep you descend.
* Unlucky Seeds and SuperUnlucky Seeds are much more common, and found on much earlier floors, than they are in other dungeons.
* The counterparts of the Unlucky Seed and SuperUnlucky Seed, the Cheery Grass and Angel Seed respectively, apparently cannot be found in this dungeon.
* Many staves (Trap Deletion, Boring, Knockback, Transient, Paralysis, Swap, and a few others) are found more frequently than normal. (This may simply be an artifact of the limited range of items available. But note that some of these staves can do a small amount of damage at a distance, which makes a big difference in this dungeon.)
* Arrows and Rocks are fairly common as well, but seem to be about as common as they are in most other dungeons including the Tower of Fortune.
* Swords and shields seem to appear less frequently than they do in most other dungeons.
Items are all pre-identified, including pots and bracelets.  (Note:  I assume swords and shields are not fully identified and could still be cursed, as is true in every other dungeon, but this needs confirmation.)
The dungeon is daytime only.
There are no wandering NPCs but you can find regular shops, and per the Japanese wiki, you can also find the other 2 types of shops as well.


== Final Reward ==
== Final Reward ==
Every time you beat this dungeon, you get a Luxury Pickaxe, which is the Rusty Pickaxe's ultimate (level 8) form.  This isn't particularly useful, neither as a base item nor as a rune, because using it to dig can cause your sword to break.  Getting it at level 8 also does not give you the lower level forms of the Rusty Pickaxe in your Item Book.


== Farming Opportunities ==
== Farming Opportunities ==
This is a bad dungeon to try to farm things out of. The items available seem to be much more limited than normal, I have never seen an Undo Grass in this dungeon so it may have been omitted, and it's quite difficult to win a full 99F run to farm things out that way. You can find Pathetic Blades and Pathetic Shields in this dungeon at perhaps a greater frequency than other dungeons, and these do become great items when you level them up to maximum, but these aren't that valuable and you can farm them more easily out of other locations such as Merchant's Hideout. This dungeon is probably the single best place to find SuperUnlucky Seeds, but again farming them out is non-trivial. If you wanted to try to farm them out, and you don't mind having them in rune form, you could use a Mixer monster to add them as a rune onto a sword or shield, and tag the sword/shield at a shopkeeper. This way, if you're unable to beat the dungeon, at least you could farm out a valuable rune by finding it in the lost & found at Hermit's Hermitage.


== Strategies ==
== Strategies ==
The damage model of this dungeon turns everything on its head. You need to rethink everything about the monsters you face. Some monsters that are normally trivial are now super deadly, and most of the deadliest monsters under normal circumstances are now no big deal in this dungeon.
Generally speaking, monsters never regenerate HP, but you regenerate HP easily by moving. The lower your level, the higher chance you'll gain HP every time you move, and if you're really low level, you'll gain multiple HP for a single move. Given that 2 HP is the same as 200 HP (or 2,000,000 HP) in this dungeon, this means it's generally better to keep your level as low as possible. Don't kill monsters unless you need to for safety reasons. (IMO it's generally better to clear sleeping monsters before leaving a room, esp. if the room only has 1-2 exits, but this is debatable, because sleeping monsters don't always wake up when you enter or leave a room.) Eat those Unlucky Seeds regularly to keep your level lower, and you'll actually want to eat those SuperUnlucky Seeds as well. When you start getting very high level such that it takes several moves to recover a single HP, it's time to eat a SuperUnlucky Seed and regress back to level 1. But beware that this also makes you super hungry, so make sure you have food on hand to refill your stomach before intentionally eating a SuperUnlucky Seed (and of course, don't eat one when you're in any other danger e.g. from monsters). Having a Huge Onigiri handy before eating the SuperUnlucky Seed is helpful but not required, but you do need some food on hand before you try this trick. By about level 20, you are no longer guaranteed to recover at least 1 HP for every step you take, but this is too early to eat the SuperUnlucky Seed, because shortly after eating it, then killing a few monsters, you'll be right back up around level 20 again. Waiting to eat a SuperUnlucky Seed until you're at least level 30 seems to work out OK.
Needless to say, you never want to swing at a monster unless you have at least 2 HP, in case you miss and it hits and kills you. Very often you'll need to swing at a monster, exchange hits, then back up 1 space so you can recover at least 1 HP, then swing again when there's zero chance the monster can kill you. This requires some planning, e.g. when there are multiple monsters in the room.
Being surrounded by multiple monsters is bad in any dungeon and particularly fatal in this dungeon. Never risk getting surrounded. Retreat into hallways to fight as usual, which will also help with preventing some monsters from seeing you to fire projectiles at you.
There isn't much reason to equip a sword or shield, nor is strength particularly important. You're just as deadly (and just as vulnerable) at every depth as you are at 1F, regardless of what equipment you have. There are some runes that would be helpful to have, but you don't have much opportunity both to find the materials needed and to find a way to mix them in, and you can certainly get by without them. If you find swords/shields, they may be best put to use as projectiles to wound or kill a monster from a distance and thus keep inventory space freed up for more valuable items. (One big exception: if you ever found a Counter Shield, that would be extremely helpful in this dungeon. No one has yet confirmed seeing one in this dungeon so it may have been deliberately omitted. SuperUnlucky Seeds are much more common than usual and pre-identified, so it would be easier than in most any other dungeon to add the Perilous rune to your sword or shield, but given the unique damage model, it's not clear this would be super helpful.  E.g. if you had it on your sword, every hit reduces the monster to 1 HP or kills it anyway, so Perilous would have no added benefit.  OTOH, having Perilous on your shield might cause a monster that hit you to drop to 1 HP even if you hadn't hit it once yet, and for that matter, it might kill the monster outright if it was at 1 HP to begin with.  This needs more testing.)
In any case, there's virtually no reason to linger on floors at all, not even to recover more than 2 HP. Just dive as quickly as you can, gathering items you happen to find along the way.
Starvation can be a problem in this dungeon. You may end up wanting to eat those negative grasses just to extend your life a bit. One thing that can help prevent starvation is to let a Nigiri / Onigiri monster hit you a few times, backing up to regain HP each time of course. Occasionally, they'll turn one of your items into an Onigiri or Large Onigiri instead of doing damage to you. If you get a few of these from a single monster, that plus what you find normally should be plenty to sustain you for the entire run. And even if the monster turns you into an Onigiri, you're still in no more danger than you normally are. Just retreat a step or 2 anytime you're at 1 HP to get above 1 HP, and you can easily kill virtually any monster one-on-one even when you're in Onigiri form. Of course, you may also find Onigiri of various sorts for sale at shops, and if you stock up to have a few extra, again, you should be fine. Remember that you'll want to have a bit more food than normal, so you can take advantage of SuperUnlucky Seeds when your HP regen rate falls too low.
Speaking of shops, I recommend buying all the arrows and rocks you can from shops. They're dirt cheap and extremely helpful in this dungeon. One helpful trick, when you don't have monster detection ability, is to shoot an arrow down a long hallway in the direction you are traveling. Do this every 3-5 steps or so. This will help you tell if a monster is headed your way, and since you're heading that way anyway, you'll pick up any arrows that didn't hit monsters. There's a slim chance this could backfire by hitting a shopkeeper, but it truly is a slim chance and worth taking, and as soon as you can see a shop coming, don't shoot arrows into the shop anymore.
You can also harvest arrows by throwing items (e.g. rocks) on arrow traps. Stock up on projectiles whenever you can safely do so, as they're even more helpful than normal in this dungeon.
But the real trick to this dungeon (as with Shiren in general) is just to stop and go very, very slowly, and think through the implications of the monsters you're facing and the odds of success of the various options you have, as well as everything you can do with the items you've found. A comprehensive list of possibilities isn't practical, but here are a few considerations:
* There are two types of hasted monsters, some that can actually swing and hit you twice in a single turn, and others that can move twice in a turn but only try to attack you at most once in a turn. Note also that some monsters are inherently hasted while any monster can be hasted via an aura where the aura has no sword or shield icon on it. Any type of hasted monster is extremely deadly in this dungeon! Do *not* engage them casually, and for that matter, don't engage them hand-to-hand at all if you can avoid it. It is a bad idea to rely on throwing an item at a hasted monster, especially when it's adjacent to you. These are great times to use Trap Deletion Staves, Boring Staves, and Knockback Staves to do guaranteed damage to the hasted monster. (IIRC the Knockback Staff isn't guaranteed to do damage unless you push the monster into a wall or another monster. The latter is great because it damages both monsters.) Or, use other means to deal with them, such as Paralysis Staff, Transient Staff, Swift Grass, etc.. (Note also that hasted monsters shake off status ailments, such as Asleep, faster than non-hasted monsters.)
** Perhaps the funniest example of hasted monsters being deadly is the lowly naked grass monsters, which is found on early floors in this dungeon, as they are in many dungeons. In most dungeons, if you find one of these in a room, they cower in a corner, and you can choose to corner them and kill them easily.  But in this dungeon, if you try to corner them and attack them via hand-to-hand combat, odds are very good that they'll land the first blow and you'll need to back off.  Grrr.  So you reluctantly leave the room -- only to find that they've followed you down the hallway and are hasted and attacking you. You can't even retreat from them by continuing down the hallway into unknown territory, because they're still hasted and still heading that same direction so they'll just hit you again and put you back down to 1 HP. Oddly, one decent way to deal with these monsters is to throw grass at them. If it hits -- and throwing a grass at a grass monster seems to hit 100% of the time (needs confirmation) -- then it will both no longer retreat from you and no longer be hasted, making it much easier to kill.
* Monsters that can damage you from a distance are also extremely dangerous. Carts, Porkys, and Dragons are all quite dangerous, so treat them as the existential threats that they are. (Fortunately, the game designers were merciful and appear to have excluded the highest-level Dragons and Porkys from the mix, as they would have been just cruelly difficult to deal with. Note also that I've never seen a Zen Pot or Dodger Pot in this dungeon either, so it may be impossible to harvest tons of arrows from Carts using a Dodger Pot. Even so, low-level Dragons and Porkys can damage you from a short distance away, which is still quite dangerous in this dungeon.) But my single least favorite in this category are the high-level ramming birds, because they can often ram you from what seems like half a dungeon away, which damages you and also sends you flying back ~10 spaces, likely hitting a wall or other obstruction and damaging you *again* on the same turn and thus killing you outright. Don't even risk letting them have a turn at all if you can prevent it.
* Monsters that move you are also much more deadly than normal. Fearrabbits can be fatal under the best of circumstances, and are particularly fatal in this dungeon. Tiger Throwers can also cause you to take a small amount of damage more than once in a single turn (by throwing you on a monster which then also attacks you, or by throwing a monster on you which then attacks you). Again, don't risk letting them get a single turn if you can find a way to prevent it.
* A Pinning Staff can get you out of many difficult situations. Even if you're cornered by a monster and down to 1 HP, you can usually pin away and walk a bit to get back to 2+ HP. It may also be better to pin across vast open spaces down an unknown hallway, rather than walk all the way there and risk traps, monsters from side hallways, or monster spawns, though despite these benefits it's still debatable if pinning into the unknown is a good idea.


== Expert Badges ==
== Expert Badges ==
Expert badges are not available for this dungeon.


== Monsters ==
== Monsters ==
Line 65: Line 108:


== Open Questions ==
== Open Questions ==
* Would making the Perilous rune on your shield be particularly helpful?
* Find out for sure:  is your HP regeneration rate a function of your level, or of your max HP?  The answer may be in the in-game help documentation, or possibly in a training puzzle.  Knowing this could help in other dungeons.  (E.g., if Shiren's level is irrelevant but his max HP controls the HP regeneration rate, it might be a good idea to allow monsters to strip away your max HP repeatedly while retaining a high experience level.  This way, you could still do more damage and take less damage for being a high level, but still have a high HP regeneration rate due to having an abnormally low max HP.)

Revision as of 23:03, 23 October 2018

Key Parameters
Initial Goal Floor 50F
Final Goal Floor 99F
Day / Night Day
Bring Items In No
Take Items Out Yes
# of Allies 0
# of Rescues 3
Pre-ID'd Items All except swords, shields (confirm)
New Items No
Shops Normal (all 3 types)
Monster Houses Normal (pop-ups possible)
NPCs Shopkeepers only
Spawn Rate Normal
Winds of Kron Slightly faster than normal (1@1200, 4@1500)

Double Strike Trail is a bonus dungeon in Shiren 5 with a unique combat model in which both Siren and monsters can be killed in 2 hits. (The point of this dungeon may have been to demonstrate an obscure positive benefit of eating the SuperUnlucky Seed. No, that's not a joke.) You can't take items or allies into the dungeon, but you can request rescue up to 3 times and you keep the items you have on hand if you win. The dungeon is daytime only, and the goal floor is initially 50F. After first victory, the goal floor becomes 99F and stays there permanently.

Gaining Access

You can access this bonus dungeon from the Dungeon Center in Nekomaneki Village. Access is not restricted; you can play as soon as you can reach the Dungeon Center.

Unique Features

The damage model in this dungeon is unique. Any creature that takes damage has its HP reduced to 1, unless it was already at 1 HP in which case it dies. Shiren's experience level, attack level, defense level, strength, equipment, runes, and anything else that normally affects damage are all irrelevant in this dungeon.

The item distribution differs from baseline though it's hard to be specific. Here are some obvious differences:

  • The range of items seems to be significantly smaller than in most dungeons, and doesn't seem to change regardless of how deep you descend.
  • Unlucky Seeds and SuperUnlucky Seeds are much more common, and found on much earlier floors, than they are in other dungeons.
  • The counterparts of the Unlucky Seed and SuperUnlucky Seed, the Cheery Grass and Angel Seed respectively, apparently cannot be found in this dungeon.
  • Many staves (Trap Deletion, Boring, Knockback, Transient, Paralysis, Swap, and a few others) are found more frequently than normal. (This may simply be an artifact of the limited range of items available. But note that some of these staves can do a small amount of damage at a distance, which makes a big difference in this dungeon.)
  • Arrows and Rocks are fairly common as well, but seem to be about as common as they are in most other dungeons including the Tower of Fortune.
  • Swords and shields seem to appear less frequently than they do in most other dungeons.

Items are all pre-identified, including pots and bracelets. (Note: I assume swords and shields are not fully identified and could still be cursed, as is true in every other dungeon, but this needs confirmation.)

The dungeon is daytime only.

There are no wandering NPCs but you can find regular shops, and per the Japanese wiki, you can also find the other 2 types of shops as well.

Final Reward

Every time you beat this dungeon, you get a Luxury Pickaxe, which is the Rusty Pickaxe's ultimate (level 8) form. This isn't particularly useful, neither as a base item nor as a rune, because using it to dig can cause your sword to break. Getting it at level 8 also does not give you the lower level forms of the Rusty Pickaxe in your Item Book.

Farming Opportunities

This is a bad dungeon to try to farm things out of. The items available seem to be much more limited than normal, I have never seen an Undo Grass in this dungeon so it may have been omitted, and it's quite difficult to win a full 99F run to farm things out that way. You can find Pathetic Blades and Pathetic Shields in this dungeon at perhaps a greater frequency than other dungeons, and these do become great items when you level them up to maximum, but these aren't that valuable and you can farm them more easily out of other locations such as Merchant's Hideout. This dungeon is probably the single best place to find SuperUnlucky Seeds, but again farming them out is non-trivial. If you wanted to try to farm them out, and you don't mind having them in rune form, you could use a Mixer monster to add them as a rune onto a sword or shield, and tag the sword/shield at a shopkeeper. This way, if you're unable to beat the dungeon, at least you could farm out a valuable rune by finding it in the lost & found at Hermit's Hermitage.

Strategies

The damage model of this dungeon turns everything on its head. You need to rethink everything about the monsters you face. Some monsters that are normally trivial are now super deadly, and most of the deadliest monsters under normal circumstances are now no big deal in this dungeon.

Generally speaking, monsters never regenerate HP, but you regenerate HP easily by moving. The lower your level, the higher chance you'll gain HP every time you move, and if you're really low level, you'll gain multiple HP for a single move. Given that 2 HP is the same as 200 HP (or 2,000,000 HP) in this dungeon, this means it's generally better to keep your level as low as possible. Don't kill monsters unless you need to for safety reasons. (IMO it's generally better to clear sleeping monsters before leaving a room, esp. if the room only has 1-2 exits, but this is debatable, because sleeping monsters don't always wake up when you enter or leave a room.) Eat those Unlucky Seeds regularly to keep your level lower, and you'll actually want to eat those SuperUnlucky Seeds as well. When you start getting very high level such that it takes several moves to recover a single HP, it's time to eat a SuperUnlucky Seed and regress back to level 1. But beware that this also makes you super hungry, so make sure you have food on hand to refill your stomach before intentionally eating a SuperUnlucky Seed (and of course, don't eat one when you're in any other danger e.g. from monsters). Having a Huge Onigiri handy before eating the SuperUnlucky Seed is helpful but not required, but you do need some food on hand before you try this trick. By about level 20, you are no longer guaranteed to recover at least 1 HP for every step you take, but this is too early to eat the SuperUnlucky Seed, because shortly after eating it, then killing a few monsters, you'll be right back up around level 20 again. Waiting to eat a SuperUnlucky Seed until you're at least level 30 seems to work out OK.

Needless to say, you never want to swing at a monster unless you have at least 2 HP, in case you miss and it hits and kills you. Very often you'll need to swing at a monster, exchange hits, then back up 1 space so you can recover at least 1 HP, then swing again when there's zero chance the monster can kill you. This requires some planning, e.g. when there are multiple monsters in the room.

Being surrounded by multiple monsters is bad in any dungeon and particularly fatal in this dungeon. Never risk getting surrounded. Retreat into hallways to fight as usual, which will also help with preventing some monsters from seeing you to fire projectiles at you.

There isn't much reason to equip a sword or shield, nor is strength particularly important. You're just as deadly (and just as vulnerable) at every depth as you are at 1F, regardless of what equipment you have. There are some runes that would be helpful to have, but you don't have much opportunity both to find the materials needed and to find a way to mix them in, and you can certainly get by without them. If you find swords/shields, they may be best put to use as projectiles to wound or kill a monster from a distance and thus keep inventory space freed up for more valuable items. (One big exception: if you ever found a Counter Shield, that would be extremely helpful in this dungeon. No one has yet confirmed seeing one in this dungeon so it may have been deliberately omitted. SuperUnlucky Seeds are much more common than usual and pre-identified, so it would be easier than in most any other dungeon to add the Perilous rune to your sword or shield, but given the unique damage model, it's not clear this would be super helpful. E.g. if you had it on your sword, every hit reduces the monster to 1 HP or kills it anyway, so Perilous would have no added benefit. OTOH, having Perilous on your shield might cause a monster that hit you to drop to 1 HP even if you hadn't hit it once yet, and for that matter, it might kill the monster outright if it was at 1 HP to begin with. This needs more testing.)

In any case, there's virtually no reason to linger on floors at all, not even to recover more than 2 HP. Just dive as quickly as you can, gathering items you happen to find along the way.

Starvation can be a problem in this dungeon. You may end up wanting to eat those negative grasses just to extend your life a bit. One thing that can help prevent starvation is to let a Nigiri / Onigiri monster hit you a few times, backing up to regain HP each time of course. Occasionally, they'll turn one of your items into an Onigiri or Large Onigiri instead of doing damage to you. If you get a few of these from a single monster, that plus what you find normally should be plenty to sustain you for the entire run. And even if the monster turns you into an Onigiri, you're still in no more danger than you normally are. Just retreat a step or 2 anytime you're at 1 HP to get above 1 HP, and you can easily kill virtually any monster one-on-one even when you're in Onigiri form. Of course, you may also find Onigiri of various sorts for sale at shops, and if you stock up to have a few extra, again, you should be fine. Remember that you'll want to have a bit more food than normal, so you can take advantage of SuperUnlucky Seeds when your HP regen rate falls too low.

Speaking of shops, I recommend buying all the arrows and rocks you can from shops. They're dirt cheap and extremely helpful in this dungeon. One helpful trick, when you don't have monster detection ability, is to shoot an arrow down a long hallway in the direction you are traveling. Do this every 3-5 steps or so. This will help you tell if a monster is headed your way, and since you're heading that way anyway, you'll pick up any arrows that didn't hit monsters. There's a slim chance this could backfire by hitting a shopkeeper, but it truly is a slim chance and worth taking, and as soon as you can see a shop coming, don't shoot arrows into the shop anymore.

You can also harvest arrows by throwing items (e.g. rocks) on arrow traps. Stock up on projectiles whenever you can safely do so, as they're even more helpful than normal in this dungeon.

But the real trick to this dungeon (as with Shiren in general) is just to stop and go very, very slowly, and think through the implications of the monsters you're facing and the odds of success of the various options you have, as well as everything you can do with the items you've found. A comprehensive list of possibilities isn't practical, but here are a few considerations:

  • There are two types of hasted monsters, some that can actually swing and hit you twice in a single turn, and others that can move twice in a turn but only try to attack you at most once in a turn. Note also that some monsters are inherently hasted while any monster can be hasted via an aura where the aura has no sword or shield icon on it. Any type of hasted monster is extremely deadly in this dungeon! Do *not* engage them casually, and for that matter, don't engage them hand-to-hand at all if you can avoid it. It is a bad idea to rely on throwing an item at a hasted monster, especially when it's adjacent to you. These are great times to use Trap Deletion Staves, Boring Staves, and Knockback Staves to do guaranteed damage to the hasted monster. (IIRC the Knockback Staff isn't guaranteed to do damage unless you push the monster into a wall or another monster. The latter is great because it damages both monsters.) Or, use other means to deal with them, such as Paralysis Staff, Transient Staff, Swift Grass, etc.. (Note also that hasted monsters shake off status ailments, such as Asleep, faster than non-hasted monsters.)
    • Perhaps the funniest example of hasted monsters being deadly is the lowly naked grass monsters, which is found on early floors in this dungeon, as they are in many dungeons. In most dungeons, if you find one of these in a room, they cower in a corner, and you can choose to corner them and kill them easily. But in this dungeon, if you try to corner them and attack them via hand-to-hand combat, odds are very good that they'll land the first blow and you'll need to back off. Grrr. So you reluctantly leave the room -- only to find that they've followed you down the hallway and are hasted and attacking you. You can't even retreat from them by continuing down the hallway into unknown territory, because they're still hasted and still heading that same direction so they'll just hit you again and put you back down to 1 HP. Oddly, one decent way to deal with these monsters is to throw grass at them. If it hits -- and throwing a grass at a grass monster seems to hit 100% of the time (needs confirmation) -- then it will both no longer retreat from you and no longer be hasted, making it much easier to kill.
  • Monsters that can damage you from a distance are also extremely dangerous. Carts, Porkys, and Dragons are all quite dangerous, so treat them as the existential threats that they are. (Fortunately, the game designers were merciful and appear to have excluded the highest-level Dragons and Porkys from the mix, as they would have been just cruelly difficult to deal with. Note also that I've never seen a Zen Pot or Dodger Pot in this dungeon either, so it may be impossible to harvest tons of arrows from Carts using a Dodger Pot. Even so, low-level Dragons and Porkys can damage you from a short distance away, which is still quite dangerous in this dungeon.) But my single least favorite in this category are the high-level ramming birds, because they can often ram you from what seems like half a dungeon away, which damages you and also sends you flying back ~10 spaces, likely hitting a wall or other obstruction and damaging you *again* on the same turn and thus killing you outright. Don't even risk letting them have a turn at all if you can prevent it.
  • Monsters that move you are also much more deadly than normal. Fearrabbits can be fatal under the best of circumstances, and are particularly fatal in this dungeon. Tiger Throwers can also cause you to take a small amount of damage more than once in a single turn (by throwing you on a monster which then also attacks you, or by throwing a monster on you which then attacks you). Again, don't risk letting them get a single turn if you can find a way to prevent it.
  • A Pinning Staff can get you out of many difficult situations. Even if you're cornered by a monster and down to 1 HP, you can usually pin away and walk a bit to get back to 2+ HP. It may also be better to pin across vast open spaces down an unknown hallway, rather than walk all the way there and risk traps, monsters from side hallways, or monster spawns, though despite these benefits it's still debatable if pinning into the unknown is a good idea.

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:

Open Questions

  • Would making the Perilous rune on your shield be particularly helpful?
  • Find out for sure: is your HP regeneration rate a function of your level, or of your max HP? The answer may be in the in-game help documentation, or possibly in a training puzzle. Knowing this could help in other dungeons. (E.g., if Shiren's level is irrelevant but his max HP controls the HP regeneration rate, it might be a good idea to allow monsters to strip away your max HP repeatedly while retaining a high experience level. This way, you could still do more damage and take less damage for being a high level, but still have a high HP regeneration rate due to having an abnormally low max HP.)