Draft:Shiren 5 2020:Rousing Paradise
This article is a draft relating to |
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 | 0 |
Pre-ID'd Items | Talismans |
New Items | No |
Shops | All 3 types |
Monster Houses | Yes, including pop-ups |
Characters | No |
Spawn Rate | Fast (every 10 turns) |
Winds of Kron | Fast |
Rousing Paradise is a difficult bonus dungeon in Shiren 5 Plus. You cannot take items, Gitan, or allies into the dungeon. All items except for talismans start out unidentified. Monster spawn much faster than usual, and The Winds of Kron start blowing much earlier than in other dungeons. Some floors have a "boss" monster which is much stronger than other monsters.
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
- Monsters spawn every 10 turns. This is the fastest spawn rate in the game.
- The monster table is substantially different than other dungeons where you can't take items in, which as Primordial Chasm.
- Some floors have a designated "boss" monster, which is significantly tougher than you would normally find at that depth. If you kill the boss monster, the next monster to spawn will be a new copy of the boss monster.
- Mixer monsters appear later and less often than usual.
- The monster difficulty ramps faster than Primordial Chasm. At deep depths, you can encounter monsters that are level 5 in their families.
- The Winds of Kron begin blowing much faster than in most other dungeons. Only Warning Valley has faster winds.
- You have about enough time to explore the entire floor twice, but you certainly can't dawdle.
- Almost all items appear in this dungeon.
- Rare items appear often, and on earlier floors than usual.
- This is the only known location that can give a Floating Bracelet aside from wishing for it in Inori Cave.
- Klein Pot, Zalokleft Pot, Monster Pot, and Heal Bracelet seem to never appear in this dungeon. If so, an open-type pot is always Heal or Hilarious, and it may be impossible to synthesize the Healing rune.
- Rare items appear often, and on earlier floors than usual.
- New items do not appear in this dungeon.
- There are no characters in this dungeon aside from shopkeepers.
Final Reward
After beating this dungeon for the first time, with a 50F goal floor, you get a Scout Bracelet. You probably get a Scout Bracelet for beating the 99 F version as well, but this needs to be confirmed.
Farming Opportunities
Rare items appear very often in this dungeon, even on early floors. But the difficulty level is very high, so you will need to find a ways to either escape or send the items outside. Undo Grass, Escape Scrolls, and Blank Scrolls are ways you can escape the dungeon with all your items. With some rare items, such as Angel Seed, SuperUnlucky Seed and Upgrade Pot, you can use the Mixers on 10-1floor 1 to turn them into a rune, and later tag the sword or shield at a shop. This lets you retrieve the sword or shield with the rune at Hermit's Hermitage even if you die. This is a good dungeon for completing your Item Book, but you will need to formally identify the items.
Partial list of rare items that can be found on early floors: Floating Bracelet, Scout Bracelet, Amnesia Grass, SuperUnlucky Seed, Angel Seed, Nixer Scroll, Modder's Pot, Upgrade Pot, Degrade Pot, Grilling Pot, and Floramorph Pot.
Strategies
You will need to be a master of Shiren to beat this dungeon. The dungeon tips page covers some basic strategy. Be an expert at identifying items, leveraging shops in every way including theft, leveraging monster houses, and knowing when to run. It also helps if you have completed your Item Book before trying this dungeon, so you can easily name unidentified items as you figure out what they are.
The boss monster on floor 1, a Cololum, can kill you in one shot. It is probably a good idea to reset any run where it ends up next to you before you can explore the entire floor. There is not much point trying to fight it because it doesn't give you a lot of XP, and as the boss monster it will simply respawn if you manage to kill it. The boss on 3-5F is a Metalhead, which can be managed a bit easier. They do hit hard, and aren't really worth a lot of XP.
On floor 1 - 5F, gather up as many items as you can, and aggressively identify them. But early on, it's best to take the risk of equipping the unknown sword or shield and hoping it's not cursed. One great way to identify a pot is to put a named but unidentified staff in it after you've used up most or all of its charges. You can identify about half of all pots with this one insertion. Using an unidentified item with known limited utility, but one that can be cursed/blessed/sealed, can help identify a wider variety of pots, including Identify, Blessing, and Curse. See the identification strategy guide for more tips.
If you've managed to survive to 5F, you'll likely start filling up on inventory. Try to avoid eating unknown grasses, as Amnesia is a real possibility even at this depth. Moreover, a large portion of grasses can turn into helpful runes, and mixing a sword/shield with a grass in a Mixer monster identifies both the equipment and the grass. If you need to compress inventory, it is probably better to read unknown scrolls first instead. Bankruptcy is not such a big risk as you likely won't have much money yet anyway. The real dangers are Monster House, Gathering, and Attraction. Unfortunately, the best place to be when reading an unknown scroll that happens to be Monster House is right inside a large room where the nearby hallway leads to the room with the exit, while the best place if the scroll happens to be Gathering/Attraction is probably in a dead end hallway. If you have a way to survive being swarmed by monsters, great, if not, reading the unknown scroll might be the end of your run. Regardless, wait to read your unknown scrolls until after you've looted everything you want out of the floor, as Grounding and Muzzled are also possible, and if you hit one of those, you can simply exit the floor to clear the bad status.
There are L1 Mixers on 10F and 1floor 1—less floors than normal. In addition, you can't take a long time on any floor due to the Winds of Kron being more aggressive than in most dungeons, not to mention that you can easily run short on food. But the next opportunity you'll have to find Mixer monsters is 45F and 46F, so it's critical that you do all the mixing you can squeeze in now. If you have the time/opportunity (e.g. you have lots of food and the floor layout allows finding Mixers easily), it's great to try to mix unknown grasses onto shields first, as you typically have more rune room on shields and many common grasses make HP-enhancing runes on either sword or shield. This saves more rune space on your sword, at the risk of wasting time due to trying to mix a grass that doesn't produce a rune. Glorious staves and talismans are useful to level up Mixers and thus let you mix more items with a single Mixer, and Slow or other items used on the Mixer can help you beat it without taking damage. (Needless to say, if you have a Glorious Talisman, you'd need to throw it on an adjacent monster to affect the Mixer, or, throw it on the Mixer after it's full with 2 other items first.) Just beware that, if the unknown grass is Stomach Expander, the Mixer may swallow a thrown item you didn't expect it to swallow, and, unfortunately, throwing Stomach Expander or Stomach Shrinker at a Mixer doesn't identify those grasses (as they don't produce runes). Also, it's best to prioritize mixes that can't be done in a Synthesis Pot. That is, mix one piece of equipment with one non-piece of equipment, as you can't do that without Mixer monsters, whereas you will likely find a few Synthesis Pots along the way on a normal run. If you know one of the two items doesn't have a curse or seal, mix that one 2nd, to remove any curse/seal on the other unknown item. (The unknown item could have a blessing, too, but blessings on equipment fade very quickly anyway, so it's not worth trying to save them, esp. given curses/seals are more common.) Lastly, if you have a ton of great runes to mix, don't just blindly mix them onto as few pieces of equipment as possible. For example, let's say your main weapon can take 6 runes, and you max out, then you start compressing all your other runes onto a 2nd weapon which also maxes out at 6 runes. Great! You've just compressed your inventory beautifully! Except, when will you be able to merge weapon 2 onto weapon 1 without losing runes? You'll need to survive until ~45F or maybe 50F before your weapon #1 reaches L8 and (probably) has infinite rune capacity, and you may not be able to survive. If you keep 1-2 runes on multiple swords, you can merge them in over time as you find Synthesis Pots. So, prioritize turning useful items into runes but not necessarily compressing them as much as possible. After rune-ifying all the grasses you can, and rune-ifying all the other correctly named items you wanted to turn into runes (e.g. Paralysis Staff, Seal Staff, Sharing Staff), if you still have more time and rune space, it might be worthwhile trying to mix unknown pots as well, as there's a chance on of them is an Upgrade Pot.
If you've made it this far, you'll likely have strong equipment with multiple good runes and plenty of inventory space to pick up more items. You now officially have a decent foothold so should start playing more cautiously. And even though you have decently strong equipment for this depth, don't get complacent, as this is still a very deadly dungeon.
Note also that any unknown grasses you have at this point that didn't turn into runes could possibly be Revival or Undo—or Amnesia or Strength of SuperUnlucky etc. etc.. The point is, it becomes more important to safely identify them once you've filtered out the ones that make runes.
If you're not already Super, with your stronger equipment, you should have an easier time becoming Super. Becoming and staying Super is key to beating this dungeon. It helps if you can attain Tinkerer via Super, so you can get your equipment up to L8 before 45F. See the Super strategy page for more details.
Boy Carts appear on 20F-22F. If you have a Dodger Pot, by all means stock up on hundreds of arrows. Again, you'll likely be forced onward by the Winds of Kron, even if you have plenty of food, but having lots of non-magical projectiles really helps against high-level Digestiphants.
One of the next serious challenges you'll face is the high-level Fearrabbits on 28F-33F. Getting repeatedly yanked into the middle of a large room filled with high-level Fearrabbits is a recipe for failure. Consider rushing past these floors. If you happen to have a Steady Shield, consider equipping it even if it's not a rune and it's significantly weaker than your normal shield. If you had the opportunity to mix the Steady Shield to make the Unmoving rune, on balance, it's better to have it as a rune even though you need to give up easy use of Pinning Staves, Swap Staves, and Warp Grasses.
Another serious challenge are swarms of high-level Digestiphants on various floors. Again, skipping past these floors is safer, and you'll have loads of opportunities to gain XP elsewhere. The next best thing is probably non-magical projectiles or possibly a Fort. Staff to block them away from you if you have one.
OTOH, rushing past the 20s and 30s means your equipment likely won't be L8 by the time you reach 45F, which is the next mixing opportunity. 45F may be the last safe-ish floor to do any mixing. 46F has L2 Mixers, but also has high level Digestiphants, making it much harder to safely mix, and below 46F, the next Mixers are at 59F, and at that depth, if you've rushed past many floors, you may have fallen behind the power curve and may need to keep rushing to try to make it to 99F.
One item that can help a ton is a Floating Bracelet, which can be found both on the ground and in shops in this dungeon. Using Floating makes it vastly easier (or at least faster and less cumbersome) to stay in Super mode, which makes it much easier to continue harvesting floors rather than running past them. Make sure to soften up monsters with an arrow or other projectile or staff bolt to minimize the damage you take going toe-to-toe, and with Floating + judicious use of items, you can continue harvesting floors down to the 60s. But beware that there are really nasty monsters on deep floors. Ultragazers can ruin your run if you don't have the Anti-Hypno rune. Sleep Grass throwing monsters can also ruin your run if you don't have an Alert Bracelet or Dodger Pot. And perhaps worst of all, note that 9floor 1-99F have Abyssal Dragon 2s—an upgraded form of the highest form of Dragon monsters—which can zap you with a never-missing fireball from many rooms away. You'll likely be unable to survive this gauntlet if you haven't found a way to deal with mass remote fireballs by this point (e.g. Zen Jar, or at least an Anti-Fire rune).
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:
- https://docs.google.com/spreadsheets/d/1C1h9IRPQPLg9g7aE48wlyw8IudHIStawK4mR3kuggto/edit?usp=sharing
- http://seesaawiki.jp/w/shiren5/d/%a4%ef%a4%af%a4%ef%a4%af%a5%d1%a5%e9%a5%c0%a5%a4%a5%b9 (Japanese wiki page for this same dungeon—confirm)
Towns | Inori Village • Nekomaneki Village • Tower of Fortune Entrance • Hermit's Hermitage • Sparrow's Inn | |
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Dungeons | Main story | Ouma Shrine • Destiny Trail • Tower of Fortune • Training Facility • Night Training Facility • Statue Cave • Explosion Rocks |
Post-credits | Underground Manor • Inori Cave • Pitfall of Life • Old Road • Onigiri Hollow • Heavenly Lake • Gen's Turf • Bizarre Tower • Destiny's Descent • Primordial Chasm • Lost Well | |
Bonus | Hunter Pond • Warning Valley • Page of Youth • Rousing Paradise • Merchant's Hideout • Froggo's Fury • Master's Footprint • Aura Ruins • Sleeping Lands • Double Strike Trail • Gorger's Manor • Storm Forest • Monster Hotspot • Perilous Rocks • Trapper's Sandbox • The Pinnacle | |
2020 exclusive | Bladeless Wasteland • Cloister of Certain Doom • Garden of Destiny |