Draft:Shiren 5 Vita:Destiny's Descent
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Key Parameters | |
---|---|
Initial Goal Floor | 99F |
Final Goal Floor | 99F |
Day / Night | Both |
Bring Items In | No |
Take Items Out | Yes |
# of Allies | 0 |
# of Rescues | 3 |
Pre-ID'd Items | None |
New Items | No |
Shops | Normal (all 3 types) |
Monster Houses | Normal, pop-ups possible (but not on 1F or 2F?) |
NPCs | Shopkeepers only |
Spawn Rate | Normal (1 monster per 30 turns @ day, 1 per 20 turns @ night) |
Winds of Kron | Accelerated—1@1200, 4@1500 |
SUMMARY DESCRIPTION HERE
Gaining Access
Access to this dungeon is locked. You must first beat the Tower of Fortune, collect all 7 different colors of catstones, beat Inori Cave with the 7 differently-colored catstones in your possession, then wish to play a tougher dungeon. When you do, you get a cutscene of a new staircase opening up, leading down from the middle of the Tower of Fortune Entrance location, and you can never wish to play a tougher dungeon again.
After this, you can launch Destiny's Descent whenever you want from the new staircase in the middle of the Tower of Fortune Entrance.
Unique Features
UNIQUE FEATURES HERE
Final Reward
FINAL REWARD HERE
Farming Opportunities
FARMING OPPORTUNITIES HERE
Strategies
This is the most challenging dungeon in the game. If you haven't already done so, learn everything you can from others strategy pages and location pages on this wiki (and from every source you can find) before attempting this dungeon. Be an expert player before trying this dungeon.
This is the only dungeon in the game that forces you to experience both day and night cycles. Other dungeons with day/night cycles allow you to take items in, so you can take in a Time Stop Bracelet or other items which allow you to control the flow of time. Sleeping Lands is a night-only dungeon, but with a strong set of night abilities, you can get through it fairly easily. But in this dungeon, you'll need strong night abilities for the night and be an expert Shiren player for the day.
If you haven't already done so, unlock all night abilities and configure a set of 8 strong abilities. Opinions differ on what the "perfect" set of night abilities should be. (Here's one external link that discusses it.) Some possibilities include:
- 1x Pot Party -- can save your life when surrounded, and especially useful for great hall monster houses
- 1x Stairlight -- to have a hope of beating this dungeon, you'll need to do a lot of rushing to the exit, and this really helps
- maybe multiple copies of Concussive Cannon -- this can help clear a long straight path, such as found on many dungeon layouts (e.g. the C. H. U. N. S. O. F. T. floors); however, it doesn't kill more powerful monsters in one shot, making it less useful on deeper floors
- maybe multiple copies of Kaboom Bullet -- almost always kills one monster, even at a distance
- maybe Transmogrification -- always turns the monster into an item, but without giving you experience -- guaranteed kill + item, and experience isn't very helpful beyond a certain level/depth
- maybe Three Screams -- instantly kills up to 3 monsters in front of you, which can save your life when surrounded, even in hallways
- maybe Mine! Mine! Mine!
The monsters seem to be about the same difficulty at the same depths as other difficult dungeons, but this dungeon may be a bit less generous in terms of drops. E.g., you will often get horrible bracelets, Rage Grasses, cursed gitan bags, and other less useful items on early floors. (At least the floors have a decent number of pre-placed items.)
Strong Shiren players should be able to stay ahead of the power curve for the first 25 floors or so. Use this relative respite to aggressively identify items. Stay longer on floors with item-producing monsters such as Grass Boys and Zaloklefts, to collect more useful items. Take more risks with theft than you might ordinarily take; odds are likely against you winning the run without stealing the shopkeepers items, so you might as well try to steal. Remember to prepare your escape as well as you can, sell everything to get cash, then steal back everything you want before making your escape attempt.
Mixers only appear at night in this dungeon. If you want to do any mixing, look up what monsters appear at what depths in this dungeon and adjust your dive speed accordingly to maximize the overlap between night time and the floors that have Mixers. (E.g. level 1 Dark Mixers appear on 14F - 16F only at night.) Definitely confirm this before relying on it, but IIRC, when day/night changes, all monsters drop the items they would have dropped if you had killed them, so it should be safe to mix with Dark Mixers even if it's close to break of day.
Beyond 25F, here's a theoretically simple 3-step winning strategy:
- Find a Monster Detector / Monsterphobic bracelet. Unfortunately, these are not as common as in other dungeons.
- Somehow survive during the day. If necessary, lock yourself up in a room using a Fort. or Paralysis Staff. Just make sure you're not stopping on a floor with high-tier dragons/pigs/kappas. Of course, this is not possible when walls are replaced with chasms.
- Dive as quickly as you can during the night. Due to the previous point's limitations, speed up or slow down depending on which floors you absolutely want to avoid during the day.
Expert Badges
EXPERT BADGES HERE
Monsters
The types of monsters that can appear in this dungeon have not yet been replicated to this wiki. Here are good external resources:
- https://docs.google.com/spreadsheets/d/1C1h9IRPQPLg9g7aE48wlyw8IudHIStawK4mR3kuggto/edit?usp=sharing
- https://seesaawiki.jp/w/shiren5/d/%b1%bf%cc%bf%a4%ce%c3%cf%b2%bc (Japanese wiki page for this location)