Draft:Shiren 5 Vita:Rousing Paradise
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 | Virtually none |
New Items | No |
Shops | All types, normal rate |
Monster Houses | All types, normal rate, pop-ups possible |
NPCs | No |
Spawn Rate | Fast (every 10 turns) |
Winds of Kron | Fast |
Rousing Paradise is a bonus dungeon which appears to have been the inspiration for the "Redo dungeon" command. There are virtually no pre-identified items, monsters spawn much faster than usual, and the Winds of Kron blow much earlier than in most other dungeons. But hey, it's not like the game will start you right next to a monster that can kill you in one shot, before you've had a chance to pick up a single item. Oh wait, it does that too. Rousing Paradise may well be the most difficult dungeon in the game.
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 likely the fastest spawn rate in the entire game.
- The monster table is substantially different than normal.
- Every floor seems to have one designated "boss" monster, which is significantly tougher than you would normally find at that depth, and on the early floors, this boss can kill you in one shot. If you kill this "boss", another copy will respawn somewhere within 10 turns.
- Every floor also seems to have one designated "mass" monster, which appears very commonly on that floor.
- There are less opportunities to leverage Mixer monsters than usual.
- 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 every room on a given floor twice if you were so inclined, but you certainly can't dawdle.
- The item table is also substantially different than normal, though it's hard to be precise.
- You can find virtually the entire range of possible items in this dungeon, and on earlier floors than usual.
- E.g. you can find Floramorph Pots, Grilling Pots, Upgrade Pots, Degrade Pots, Amnesia Grass, SuperUnlucky Seed, Angel Seed, Scout Braclet, and many other rare items all before 20F.
- You can even find a Floating Bracelet randomly placed on the ground. This is the only known location that can give a Floating Bracelet aside from wishing for it in Inori Cave.
- A few items that seem to never appear: Klein Pot, Zalokleft Pot, Monster Pot, Shrine Maid Pot, Water Pot, and Heavenly Pot. So if you find an open-type pot, it's either Heal or Hilarious. There may be other items that do not appear but they are less common normally so it's hard to say for sure.
- Perhaps the one redeeming feature of this dungeon is that it seems to be a bit more generous with items than in some other bonus dungeons.
- There are no new items in this dungeon.
- There are no NPCs in this dungeon aside from shopkeepers.
- Shops seem to appear at normal frequency, but because of the wide variety of drops possible on early floors, you may be hard-pressed to find an Identify Scroll to give to a shopkeeper even when you find a shop, so may need to find other ways to identify items.
Final Reward
After beating this dungeon for the first time, with a 50F goal floor, you get a Scout Bracelet, and the goal floor becomes 99F and stays there permanently. You probably get a Scout Bracelet every time you beat the dungeon, but this needs to be confirmed.
Farming Opportunities
This is not a good dungeon to try to farm valuable items out of. The difficulty level is very high, items are not pre-identified, and there is such a wide variety of items available, you're unlikely to get what you need when you need it. But it is theoretically possible. Undo Grass, Escape Scrolls, and Blank Scrolls can all be found in this dungeon, and the latter two are both pre-identified (as they are in apparently every dungeon). You can also find shops at about the normal frequency, and if you can scrap together 2,000 -- which is definitely not easy to do in this dungeon -- you can tag a sword or shield and farm it out that way, even if you die.
Alternatively, you could try to find rare items in this dungeon and identify them, adding them to your item book. Rare items can be found before 20F more commonly here than in most dungeons, but, opportunities to actually identify those items are more limited than normal. E.g. you might find a single shop by 20F, but you might not have been able to find and identify an Identify Scroll before then.
Difficulty of farming items out not withstanding, here are items confirmed to have been found pre-placed on the ground by ~20F (maybe ~40F):
- Floating Bracelet
- Scout Bracelet
- Gut Grass
- Repeat Grass
- Amnesia Grass
- SuperUnlucky Seed
- Angel Seed
- Nixer Scroll
- Modder's Pot
- Upgrade Pot
- Degrade Pot
- Grilling Pot
- Floramorph Pot
Strategies
You will need to be a master of Shiren to beat this dungeon. Trying to teach how to master the game is out of scope for this page. In brief, make sure you are fully versed in how to take full advantage of every item, monster, and trap. Be an expert at identifying items, stealing from shops, and leveraging monster houses -- and know 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. (TODO: link to appropriate pages once they are available.)
Some runs are literally impossible to win without cheating the RNG. For example, you often start 1F right next to a Cololum monster, which can do up to 15 HP of damage in one shot, killing you instantly. You will have only a Large Onigiri on you, and you'll need to run past the monster, letting it get two hits on you. Even if you manage to get extremely lucky and not die getting past it, he'll follow you on your tail and you'll likely be blocked by another monster before you can find a single item, trap, or the staircase. And you probably shouldn't dive quickly even if you find the stairs, as swords and shields seem to appear more commonly on the first five floors, and you'll really need those items to have a chance to survive longer term. So, it's probably best not to take runs too seriously at first, until you find a decent sword and shield -- then use every trick in the book to build on this foothold. (For example, you could try picking up gitan bags to use them as projectiles, but should you bother going to such lengths when you haven't found any swords and shields yet? It may not be worth it.)
The first challenge you'll face is just surviving 1F - 5F. The "boss" monster on 1F and 2F is a Cololum. The Cololum is round and light green and can hit you for at least 15HP, killing you outright. Note that the lesser yellow form is also on these floors and you can kill those even without equipment, but you'll need to be very cautious with the green forms. As it is the "boss", there is apparently exactly one of them on the floor at all times. Even if you kill it, the next monster to spawn (somewhere on the floor) will apparently be another one. While it can be a nice XP boost to kill it, it's probably better to find a way to disable or bypass it.
On 1F - 5F, gather up as many items as you can, and aggressively identify talimans and staves in particular. Find a single easy monster in a room by itself, several steps away, and zap it. In other words, except the monster to be hasted, buffed, or leveled up, and if you can still kill it in that state, it's a good monster to test your item on. All talismans and the majority of staves can be identified in a single use. But you'll also need to aggressively identify other item types as well. In the spirit of not taking runs too seriously until you have something to lose, any time you find a better sword or shield on these floors, go ahead and equip it. (OTOH, once your equipment gets to be very high level, it's probably not worth switching it out, even if you later find a better piece of equipment. But early on, definitely do so.) 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 insert move. Using an unidentified item, but one that can be cursed/blessed/sealed, and one that has limited utility, 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 synthesizing 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 a real possibility, but you likely won't have much money yet anyway. The real dangers are Monster House 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, while the best place if the scroll happens to be Attraction is probably in a dead end hallway. If you have a way to survive being swarmed by monsters, great, if not, this 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 real possibilities, 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 11F -- less 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 may be running 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, 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 not having a rune-producing grass. Glorious staves and talismans are useful to let you mix more items at once, and Slow or other items used on the Mixer can help you beat it without taking damage. Just beware that, if the grass is Stomach Expander, the Mixer may swallow an 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 it didn't produce a rune). Note also that any grasses that don't turn into runes could possibly be Revival or Undo. After rune-ifying all the grasses you can, along with any other rune-making items you might have identified (e.g. Paralysis Staff, Seal Staff, Sharing Staff), if you still have more time and rune space, it might be worthwhile to try mixing pots as well, as there's even a chance one of your pots 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. But don't get complacent -- this is still a very deadly dungeon.
(Write next about Super status, Fearrabbits / Steady Shield, Digestiphants, stocking up on projectiles, etc..)
Expert Badges
Expert badges are not available for this dungeon (confirm).
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)
Open Questions
None at this time.