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

Information

Final Puzzle 11 Fl

Reward:

Razor Wind+1 (2F)

Herb of Revival (3F)

Evasive Shield+1 (6F)

Katana+3 (7F) Melding Jar[4] (9F) Windshield (10F)

Storehouse Jar[3] (11F)

plus...

3 Extraction Scrolls

2 Air Bless Scrolls

Dangers

Pitcher's Armband (9F) -- beware!

2 Unbreakable Jars (2F and 6F)

Spike Bombs, if not handled correctly, will kill the hell out of you. With the Katana+3 equipped, hit them until they turn red, but do not attack them again!

Secret door (6F)

Floors 4, 5, and 6 can be tricky since you have few ranged attacks.

Big Landmine (10F) can ruin a successful run.

Author: (Walkthrough by the_darklorde)

This was a real rescue of Megido15 by cesult on Gamespot. It was found on the rescue thread.

Password:

WB8VY 52TF 98L3V

LZPXX D2MQ PWGCK

SS2P2 VLZY DSCGT

8ZJTG 118P 90810

Walkthrough

If all goes well, you should be able to get out of there with a Windshield+1 with Evasion (with the Melding Jar), an Herb of Revival, and a Katana+6 with the (x3) meld (Katana+3, Razor Wind+1, 2 Air Bless Scrolls --> Melding Jar). If all doesn't go well... then at least you'll know the bitter taste of defeat.

In general, I recommend you pick up everything you can on this run - to give the Rice Changers more targets to hit (and thus reduce the chances of them hitting something you care about).

1F

The first floor is straightforward. You'll probably kill at least six Mamels before you're done.

That said, strongly recommend you Trade the three Gitan bags into your inventory, instead of picking them up. There are no arrows to speak of in this run, and you'll need to use the Gitan bags as weapons to deal with the Rice Changers later on.

There's an island with a weapon, a jar, and some money on it... it will mock you as you walk past it...

(Technically, I suppose it would be possible to read the Scroll of Traps and then walk around until you find a Spring Trap, and then trigger it over and over until you randomly land on the island... but by then you'd have starved to death, and that would just wast one of your precious 5 attempts. So, don't do this. ;)

Rescue Pass for Items - PW6 1.jpg

2F

Pick up and equip the Razor Wind+1 first thing. Watch out for the Poison Dart, Hunger, and Sleeping Gas traps in the first room!

Head south and get the two herbs, but you can safely ignore the east side of the floor.

The Pain Sharing Staff can be a helpful backup for the Rice Changers later... but it's really not so great.

Rescue Pass for Items - PW6 2.jpg

3F

Grab the Herb of Revival! Sweet!

Up to you if you want to run for the Hide Shield and Jar of Holding - you can do it without them, but the extra XP you'll get along the way may be important later on.

Rescue Pass for Items - PW6 3.jpg

4F

Do _not_ hit the Summon Trap in the starting room. Seriously.

This is where things will start getting hairy. Rice Changers appear on this floor, and will be doing their best to wipe out your Herb of Revival... and you have limited ranged attacks. If you kept the Gitan bags from 1F, huck them at any Rice Changers you meet. If you're out of cash bags, you can use the Pain Sharing Staff to reduce the chances of getting breathed on... but most importantly, stay alert. This is not a good level to use the "run" button.

If you're feeling brave, head west, retrieve the two Switching Staves (and the Staff of Stability if you like, but as far as I know the only Stumble Trap in the run is on this floor). Either way, get the hell out of here ASAP.

Rescue Pass for Items - PW6 4.jpg

5F

Very dangerous level... many runs are blown here... and it's tempting to just bolt for the stairs. That's a fine strategy... but you should also think about retrieving the Staff of Paralysis, as it can be a life-saver - and there's another Gitan bag to retrieve as well.

Rescue Pass for Items - PW6 5.jpg

6F

If you can survive this floor, you're mostly home free! (Or, as "home free" as one can ever really get in this incredibly dangerous game.)

Head south, open the secret door at the end of the hallway. Head to the north room, and equip that Evasive Shield+1! Very nice!

Save the Air Bless Scroll for the Katana+3 that's coming on the next level.

Rescue Pass for Items - PW6 6.jpg

7F

Apologies for the incomplete picture - forgot to snap a shot of the map at the end of the level.

First thing: head to the center passage to the east, and grab that Katana+3! Equip it! Now read your Air Bless Scroll!

Whew. Things should be lightening up for you now. Skull Mages abound, but they are less dangerous than the Rice Changers... which should be gone now. If you are careful, you should be okay.

Pick up anything else you feel you need... but be careful, something in this level (not sure what) is an N'Duba. Anyone who finds out what it is, post a comment! Thx!

Rescue Pass for Items - PW6 7.jpg

8F

Grab the Jar of Holding[5] (if you like), and if you are feeling saucy, head for that Herb of Strength.

But, really, this is mostly an excuse to collect XP with your new Katana+4... but be careful of the Dark Eyes. Remember, draw them into corridors to cancel their special!

Rescue Pass for Items - PW6 8.jpg

9F

Head east, then north, and grab that Melding Jar[4]. Depending on how your run is going, you might want to meld the Katana+4 and the Razor Wind+1 right now, and forget about melding the shields later.

Apologies again: as you can see from the incomplete map, there's a FREAKIN' PITFALL TRAP in the middle room, right in front of the east door. I fell in it. No full map, out of tries. Argh.

So, there might be something else fun on the west side of the floor... but I don't know about it, if it's there. Feel free to post data!

Rescue Pass for Items - PW6 9.jpg

10F

Your goal is in sight!! Head south, and claim that Windshield! (Don't forget to equip it.)

If you haven't used the Melding Jar[4] yet, now is a fine time to meld the Windshield and the Evasive Shield+1.

If you are feeling good about the run, you might consider heading east for the second Air Bless Scroll... but beware!!! There is an unavoidable Big Landmine Trap in front of the passageway east!! It can wreck your entire day! Not only that, but watch out for the Popster Tank / Taur combo in the last room.

Basically, if you don't have both of your Restorative Herbs at this point, seriously consider just moving on - if that Taur gets lucky when you're at low HP, you could be dead in one swing, and that Windshield won't protect against cannon blasts.

Rescue Pass for Items - PW6 10.jpg

11F

Moment of truth. The jar in the starting room is a Storehouse Jar[3] - so insert that Windshield, whatever weapon you have, your Herb of Revival (if you still have it), and call it a day!

Suicide is the final step here. There are lots of fun ways to get yourself killed on this floor - knock yourself out, but whatever you do (unless you are on your 5th and final attempt) DON'T RESCUE SHIREN IN THE MONSTER HOUSE! That will end any chance of future runs!

The Monster House, by the way, is all Curse Girls, Kignys, Piggys, and Infernos... but it should be quite handle-able with the Razor Wind'ed Katana and a Windshield... that said, you'd be utterly insane to try it unless you're totally down with losing that Windshield to a lucky (or unlucky) shot.

But... if someone does manage to clear out the Monster House, post the loot, would ya??

That's it! Good luck!

The loot in the monster house is, as near as I can tell, the following:

Revival Herb

Strength Herb

Sleeping Herb

Storehouse (5)

Herb of Life

Medicinal Herb

Pointless Jar (maybe on floor 9 where the ? marks are)

Gitans

Rescue Pass for Items - PW6 11.jpg

Original Notes

This code is a 11F Final Puzzle rescue request - that just happens to be a great way to get yourself a Windshield (or 5!). As a bonus, it also has an Herb of Revival!

It can be challenging, but if you're cautious and use the items available to good effect, you should be able to reach the Windshield on 10F, and then descend to 11F, find a Storehouse Jar, insert the Windshield in that bad boy, and... well, there's a Monster House there that can make your trip back to Canyon Hamlet nice and painless.