Draft:Shiren 5 Vita:Trapper's Sandbox: Difference between revisions
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! colspan="2" |Key Parameters | ! colspan="2" |Key Parameters |
Revision as of 00:51, 10 August 2022
This article is a draft relating to Shiren the Wanderer: The Tower of Fortune and the Dice of Fate (Vita) for the PlayStation Vita. |
Key Parameters | |
---|---|
Initial Goal Floor | 10F |
Final Goal Floor | 99F |
Day / Night | Day |
Bring Items In | No |
Take Items Out | Yes |
# of Allies | 0 |
# of Rescues | 0 |
Pre-ID'd Items | All? (confirm) |
New Items | No |
Shops | None? (confirm) |
Monster Houses | Normal |
NPCs | None? (confirm) |
Spawn Rate | Normal |
Winds of Kron | Normal (slow) |
Trapper's Sandbox is a bonus dungeon in Shiren 5 focusing on Template:Shiren5 and in which you can only gain experience if the monster's last HP is taken by a trap. You cannot take items, gitan, or allies into the dungeon, nor can you request rescues, but you can keep any items you have on hand if you win. The dungeon is daytime only and the initial goal floor is 10F. After first victory, the goal floor becomes 99F and stays there permanently.
Gaining Access
This dungeon can be played 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
- Trapper Bracelet Mode is enabled for this dungeon
- Meaning it's as if you have a Trapper Bracelet equipped all the time, though you don't actually have the bracelet nor can you disable this mode in this dungeon
- You can see all traps
- You're invulnerable to traps and can move them around (until you move them to the ground in various ways, then they're stuck to the ground for good)
- Monsters are affected by traps instead
- Etc. etc. -- you can read more about this mode on the Trapper Bracelet Mode page and on the Template:Shiren5 location page, as that dungeon also has this same, rare mode enabled
- You do not gain experience for monster deaths unless the final blow was delivered by a trap
- Note that only certain types of traps actually do damage, and they usually do only a few HP of damage, so it's non-trivial to level up in this dungeon
Final Reward
After beating the 10F version of this dungeon, you get an Identify Bracelet. [TODO: find out what reward there is if any for beating the 99F version of this dungeon.]
Farming Opportunities
Farming possibilities have not been fully explored in this dungeon. Theoretically, it could be a great place to collect traps, which could then be fun to bring into other dungeons. For example, it might be fun to stock upon a big supply of Pitfall Traps then take them into another dungeon such as Template:Shiren5 and use them to escape from shops with stolen loot (similar to breaking a Black Hole Pot except you could carry 5 traps in a single Preservation Pot and use 1 each to escape from 5 different shops). However, it might not be so easy to farm traps or any items out of this dungeon, at least, not after you've beaten it once and thus can no longer play the 10F goal version. (If by chance you've collected a bunch of cool traps and found a way to escape the dungeon, before beating the 10F goal, consider doing it so you can replay the easy 10F goal again and collect more traps.) But this is not particularly useful, because you could easily collect as many traps as you'd like by bringing a Trapper Bracelet (or new item equivalent) into any dungeon that lets you take items in, including Merchant's Hideout itself. With suitably strong equipment, you can even string along a room full of trap-creating monsters to let them create a ton of traps for you to choose from. Shopkeepers don't buy traps, so they can't be farmed for cash either (and there are much faster ways to get cash anyway, such as via the Coupon Scroll).
Strategies
Gen's Turf also uses Trapper Bracelet Mode, so the tips on that page may be useful for this dungeon too. Just be aware that there are big differences, e.g. this dungeon doesn't seem to have Duelist Traps so you won't be showered with monster licenses.
It's pretty straightforward to "beat" this dungeon's 10 F version by simply racing through the 10 floors as safely and quickly as possible. You can even gain a few levels without too much trouble on the earlier floors of this dungeon by leading early monsters over the kinds of traps that do damage.
Traps that you throw or place gain a red dot and can't be moved again, and they seem to disappear more quickly with use than traps that are pre-placed. So, if you find a trap that's not very common but very useful to kill the monsters on your current floor, don't pick it up and instead just lead many monsters over it, to get more use out of it before it disappears. (And you can always pick it up after that if it survives.)
The difficulty ramps up very sharply after beating the dungeon once. No tips yet on how to beat the 99F version of this dungeon.
Expert Badges
[TODO: confirm there are no expert badges 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: