Draft:Shiren 5 Vita:Cloister of Certain Doom
This article is a draft relating to Shiren the Wanderer: The Tower of Fortune and the Dice of Fate (Vita) for the PlayStation Vita. |
Key Parameters | |
---|---|
Initial Goal Floor | 99F |
Final Goal Floor | 99F |
Day / Night | Day (except Time Switch Trap) |
Bring Items In | No |
Take Items Out | Yes |
# of Allies | 0 |
# of Rescues | 0 |
Pre-ID'd Items | No |
New Items | No |
Shops | All 3 types |
Monster Houses | Normal and pop-ups |
Characters | Shopkeepers only |
Spawn Rate | |
Winds of Kron | Special |
Cloister of Certain Doom is a bonus dungeon in the Nintendo Switch and Steam versions of Shiren 5 Plus. This dungeon lets you set a number of turns in the beginning. The run is an automatically failure if the total number of turns exceeds the number. You cannot take items, Gitan, or allies into the dungeon. You cannot request rescues in this dungeon. You keep any items you have on hand if you win. The dungeon is daytime only. The initial goal floor is 99 F, and it does not change after you beat it.
Gaining Access
This bonus dungeon is accessed in the Dungeon Center of Nekomaneki Village.
Unique Features
- You cannot bring items, Gitan or allies into the dungeon.
- Before entering the dungeon, you set a number of turns between 1,000 and 99,999. The run is an automatic failure if the total number of turns exceeds the number.
- The number of turns remaining is shown in the bottom right corner of the screen.
- The Winds of Kron does not blow normally. Instead it blows when there are only 300, 200, 100, and 0 turns left for the entire dungeon.
- Your final score is increased based on how low the number you choose at the start is.
- Maneater family monsters can appear after taking 600 turns on any floor.
- The warning "There is an ominous aura here" appears at 600 turns.
- Maneaters on 1-25F, Villeaters on 26-50F, Mounteaters on 51-75F, Isleaters on 76-99F.
- A wide range of items can be found, similar to other dungeons where you can't bring items in such as Primordial Chasm. But unlike in these dungeons, you can find swords and shields at levels higher than 1.
- Monster difficulty ramp is about the same as Primordial Chasm.
- Mixers appear on floors that are a multiple of 8, that is, 8F, 16F, 24F, and so on.
- 10, 30, 50, 70 and 90F are maze levels with many items, Pumphantasms, and exploding monsters.
- 20, 40, 60, and 80F have a large number of Summon Traps, Multiplication Traps and Monster Traps, and a guaranteed Perception Grass.
- Rooms with blue doors, where you must defeat every monster before the doors will open, appear.
- All 3 types of shops (normal, elite, pick-a-choice) can be found in this dungeon.
- There are no characters except the shopkeepers.
- New Items are not available.
- All items are unidentified by default.
- This dungeon is normally daytime only, but Time Switch Trap can change time to night for the current floor (or 100 turns).
Final Reward
Completing Cloister of Certain Doom gives you an All-In Sword, the level 8 form of Extreme Sword.
Farming Opportunities
The nature of the Winds of Kron in this dungeon opens up some unique farming opportunities: see the Strategy section about farming Maneaters. Many rare items can be generated, including Upgrade Pot, Fever Pot, Floating Bracelet, and high level equipment items of all types.
Strategy
If you are just trying to beat the dungeon, set the number of turns to 99,999. This effectively means there is no turn limit, besides the ~600 turns per floor limit imposed by the Maneaters.
The general Dungeon Tips apply here.
Rust Traps are common in this dungeon. It is important not to step on new tiles unnecessarily. Move efficiently in a consistent way, so you walk on the same tiles every time you enter a room. Assuming no time pressure, it is probably a good idea to check every tile before you walk on it, at least until you can make either your sword or your shield rustproof. Alternatively, you can unequip everything before moving through a large, empty room.
Mixers appear on floors that are multiples of 8, or in other words 8F, 16F, 24F, and so on. Since you only get about 600 turns each floor, it might be a good idea to speed up the mixing process a bit, such as mixing unidentified grasses onto your sword instead of your shield. On the other hand, there are no huge gaps between the floors where Mixers appear, so don't worry too much if you can't get all your mixing done on one floor.
Pit Mamels appear on 1-4F, so if you get a Glorious Staff or Talisman early, see if you have a way to kill Gitan Mamels for an early boost. If you miss this window, the Summon Traps on 20F can also be used to summon Cave Mamels.
Use projectiles to blow up Sweet Nuts so you can explore the mazes on 10F and 30F more easily. If you have a Glorious Staff, you can level it up to a Bitter Nut (350 exp) and go for a high multiple (up to 1024x) while trying to explode walls. Boring Staff and Pickaxes can also help you open walls. Explochins explode at low health, which means they can be either harmless or dangerous to attack depending on your damage output.
The Unmoving rune (obtained via synthesis with Steady Shield) is a good idea, since Terrabbits appear on 91-99F. Note that Pinning Staff, Swap Staff, and Warp Seed won't work while you have this rune, unless you unequip your shield. If you are going for speed, keep a Steady Shield separate from your main shield, so you can use fast movement items for most of the dungeon. Synthesize the Steady Shield onto your main shield right before the final floors.
Since the Winds of Kron do not blow normally, with a turn limit of 99,999, you can farm Maneaters almost indefinitely with a strong enough build. Hard Peaches raise your defense on the current floor, and multiples of them stack. Immunity Scroll protects you from the paralysis attack. Keeping the Super status also helps. This can be done in the mid-game (around 30F) as a way to improve or complete your build, or in the late game to generate large amounts of level 7-8 equipment and other rare items.
Expert Badges
Expert badges are not available for this dungeon.
See Also
Town and Village | Hermit's Hermitage (Night Training Facility) • Inori Village (Beginner House: Training Facility • Night Training Facility) • Nekomaneki Village (Dungeon Center: Explosion Rocks • Statue Cave) • Sparrow's Inn | |
---|---|---|
Dungeons | Main story | Destiny Trail • Ouma Shrine • Tower of Fortune |
Post-credits | Bizarre Tower • Destiny's Descent • Gen's Turf • Heavenly Lake • Inori Cave • Lost Well • Old Road • Onigiri Hollow • Pitfall of Life • Primordial Chasm • Underground Manor | |
Bonus | Aksys Challenge • Aura Ruins • Double Strike Trail • Froggo's Fury • Gorger's Manor • Hunter Pond • Master's Footprint • Merchant's Hideout • Monster Hotspot • Page of Youth • Perilous Rocks • Rousing Paradise • Sleeping Lands • Storm Forest • Trapper's Sandbox • Warning Valley |
References
- https://seesaawiki.jp/w/shiren5/d/%bb%e0%c0%fe%a4%ce%b2%f3%cf%ad (Japanese wiki page for this location)