Community:Shiren 1 DS RPFI 12: Difference between revisions

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m (Text replacement - "==Information==" to "This page describes one of the ''{{Shiren1DS|Rescue Passwords for Items}}'' that players can use in '''{{Shiren|Mystery Dungeon: Shiren the Wanderer (game)|Mystery Dungeon: Shiren the Wanderer}}'''. ==Information==")
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This page describes one of the ''{{Shiren1DS|Rescue Passwords for Items}}'' that players can use in '''{{Shiren|Mystery Dungeon: Shiren the Wanderer (game)|Mystery Dungeon: Shiren the Wanderer}}'''.
==Information==
==Information==
{{Shiren1DS|Final Puzzle|Fay's Final Puzzle}} 6F
{{Shiren1DS|Final Puzzle|Fay's Final Puzzle}} 6F

Revision as of 16:45, 8 June 2023

This page describes one of the Rescue Passwords for Items that players can use in Mystery Dungeon: Shiren the Wanderer.

Information

Fay's Final Puzzle 6F

Reward(s):

Dragonkiller x2

Spiked Ward

Gold Shield

Melding Jar

Monster Scroll (hard to extract)

Scroll of Extraction (hard to extract)

Fragile Edge (hard to extract)

maybe more good stuff but it's hard to extract

Storehouse Jar: No (unless one was destroyed)

Author:DeLucius from Gamefaqs

blame rhaining for the long walkthrough (DeLucius asked me to document the run)

Password(s):

93FGL 3M8B D8LQY

YF986 5S6H !SPJ!

4PM3W Z3MQ DV5F4

B93!4 GNV6 HZG10

Walkthrough:

1F:

Iron Shield +2

Wooden Arrow [8]

Herb of Life

2F:

Spiked Ward +0

Jar of Hiding [5]

Riceball

Melding Jar [3]

Shop on 2F contains, in reading order:

3F:

Medicinal Herb x2

Scroll of Confusion

Riceball Scroll

Walrus Jar [3]

4F:

You start 4F near a Riceball Monster. Use Scroll of Confusion to reduce risk of having an item destroyed?

Dragonkiller +2

Scroll of Confusion

Dragonkiller +0

Wooden Arrow [7]

Gold Shield +1

5F:

You start 5F near a Flying Fowl. Use Scroll of Confusion to reduce risk of having an item destroyed?

Beware big landmine trap blocking S exit to 1st room.

Jar of Identity [5] (right under starting position, or was it a monster drop?)

Scroll of Silence

Big Riceball

Iron Shield is actually an N'Duba

6F:

Flying Fowl in starting room, but far enough away to be killed with arrows.

Beware landmine trap blocking W exit of room in SE corner of this floor.

Items available outside monster house:

There's a frustrating monster house in the SW corner of this floor. Frustrating because (at least for me) it was filled with Field Bandits and I lost a large number of items.

Can Field Bandits destroy items while confused? If not, save one of your Scrolls of Confusion for this room to maximize the value of this password.

Items I extracted from monster house:

Notes

DeLucius said he saw 2x Golden Blades in this run. I didn't see any, but they could have easily been turned to weeds by bandits. - rhaining