Mystery Dungeon Franchise Wiki:Projects (Shiren 5 Vita Statue Cave)
- Project: Shiren 5 Vita
- Proposal: Cleanup
- Proposee: Jubilee
- Date: February 14, 2025
- Priority: Low
Unique Features
- Special rules and victory conditions as mentioned in the description above
- 150 individual puzzles (6 per page, 25 pages, numbered 1-1 through 25-6)
- Each individual puzzle is exactly 1 floor long
- Puzzles start easy but get fiendishly difficult well before the end
- You can't take Gitan into puzzles, but anything you are carrying is saved when you start a puzzle and given back when you leave the puzzle, whether or not you solved it
- You can't take Gitan out of puzzles, but you do get a small reward item for each puzzle the first time you solve it
- Reward items seem to scale up a bit for later, more challenging puzzles, but this might be an illusion / luck
Final Reward
If you solve all Statue Cave puzzles, you win a Fuuma Shield. Sadly, there is no Adventure Footprint entry for solving all the puzzles, but, you do get a Top Menu Icons, and Version Differences get a Trophies.
Farming Opportunities
It's impossible to take items out of Statue Cave puzzles.
Strategies
Many Statue Cave puzzles are extremely challenging to figure out. Advanced players have documented solutions to every puzzle, which are linked below. But be warned that the solutions do not give hints, just the solutions themselves, so you may have more fun considering these general hints and tips before reading the solution to a puzzle.
- If the puzzle includes monsters, there's a good chance the solution uses some unique quirk of the specific monster chosen, over and above just avoiding being killed by it.
- Try reading about that monster family in the Monster Book, which can be found outside the game under Other -> Book -> Monster Book. Thinking about the specific things the monster can do or the specific ways that monster behaves, and how that might combine with the items/traps in the puzzle, might give you an insight into how to solve.
- Bored Koppas tend to walk towards items on the ground rather than towards you. You can use this to your advantage to (e.g.) save your life. They also tend to pick up items on the ground and throw them at you, or someone who looks like you.
- Froggos walk towards money. They also try to "lick your Gitan" (no comment) then they warp away to a random open location. If there are very few open locations available, you could manipulate where the Froggo warps to.
- Mixers catch items thrown at them, by anyone. If you want those items back, you'd need to find a way to kill it of course.
- Flamebirds take no damage from anything thrown at them, as such items just burn up. They also sometimes warp next to wounded monsters and heal them. You may be able to use this to your advantage to keep yourself alive, e.g. by wounding a remote monster and thus luring them to warp away, or to lure them into a trap.
- If the puzzle includes traps, there's a good chance the solution involves using the traps to your advantage, over and above simply avoiding being hurt by them.
- If the puzzle also gives you the opportunity to remove traps, odds are you shouldn't, at least not right away.
- There are multiple ways to trigger traps, and you'll need to use many or all of them:
- Moving onto the trap usually triggers it.
- Being on the trap already (e.g. by starting the level on top of it, or having previously walked onto it) and triggering it with the Feet menu. Remember that you can change your facing before taking any action, which might affect how a trap behaves.
- Throwing items on top of the trap. This is not as easy as it sounds, because items try to avoid falling onto invisible traps (which can clue you in to the existing of a trap in that location). But if you have revealed the location of a trap, or if you have Farseeing status e.g. from eating Perception Grass, items do not avoid falling on visible traps, which triggers the trap and causes the item to try to move elsewhere. If an item triggers a trap, it can affect the item, or you, or other things on the floor. So, eating a Perception Grass can change how items fall.
- There are ways to get monsters to trigger traps (e.g. if you're wearing a Trapper Bracelet). I don't remember any puzzles that used this capability.
- In particular, you will need to leverage Log Traps in unusual ways. (This section needs confirmation.)
- When triggered, a log will be sent towards the trap's location, not necessarily your location.
- The log will travel from the direction you are facing.
- The log will sometimes travel over walls and sometimes be blocked by walls, and it's not entirely clear how this works. My best guess is that if the log starts on top of a wall, it keeps traveling over walls, but once it travels over open space then subsequently tries to travel over a new wall, then the log disappears. Alternatively, maybe logs can fly over permanent walls but not normal/diggable walls and not fallable walls.
- If the log collides with a "big object" (e.g. you, monster, statue), the log disappears and the object experiences a "knockback" in the direction the log was traveling. When knocked back, the object will travel up to 10 spaces in that direction, even going between "impossible" diagonal cracks that it ordinarily couldn't fit through. If the object would travel onto/through a solid object (e.g. you, monster, statue, wall), the object stops and takes 10 damage, and the object it hit also takes 5 damage.
- There may be another type of log trap that works like a Staff of Sacrifice. That is, the log may travel at a 90 degree angle to the way Shiren is facing, but otherwise works the same.
- You can leverage Strip Traps to unequip cursed items.
- The last level is absurdly difficult, and has a *32 page* solution document—yes, really. Following the instructions in that document to the letter is a difficult puzzle in its own right, and odds are you'll need to start over more than once after making painstaking progress. But if you're to have any hope of solving the final puzzle without hints, you'll need to know how to leverage Curse Traps to your advantage. (This section needs confirmation.)
- When you step on a Curse Trap, one of your inventory items is selected at random. Any blessing / curse / seal on that item is removed. If the item is not equipment, the item is sealed. If the item is equipment, then the item is either sealed or cursed, with 50/50 probability of each.
- In other words, by controlling your inventory tightly (or by not caring about extraneous curses/seals on your inventory), you can use a Curse Trap to switch a piece of equipment between being sealed or cursed.
- Why does this matter? Because a sealed piece of equipment has no effect but can be unequipped, whereas a cursed piece of equipment has its normal effect but cannot be unequipped.
- So you could (e.g.) trigger a Curse Trap repeatedly until a cursed piece of equipment becomes sealed instead, letting you remove it, then keep triggering the Curse Trap more times until the same piece of equipment (now unequipped) becomes cursed again, allowing you to equip it again at some later point and use it's effects.
- When you throw an item onto a Curse Trap, the same logic is applied to that item rather than to one of your inventory items.
- Some staves have the same effect when they are thrown. So a staff with 0 charges can sometimes be used once anyway, e.g. but throwing it at something and not missing. For staves that don't trigger when thrown, they probably do trigger when thrown while wearing a Can. Arm Bracelet, and in such cases, they trigger more than once on every possible target they travel over as they fly off into infinity.
- While there are a very small number of puzzles that rely on secret walls that fall away when you hit them, there are virtually no puzzles that use this in a hidden or surprising way. If you're thinking, "this puzzle is impossible with what I have, there must be some secret wall somewhere that hides access to secret items or otherwise makes the level easier", you're wrong. :^) The level is just plain as hard as it looks, and there is some funky solution to it.
- Side note: all connected secret walls fall away as a group when you hit any of them.
- Unlike in dungeons, when you warp, you always warp back to your starting location. So, you know where you can/will warp.
- It is possible to start the game on top of an item and/or a trap. This does not trigger or reveal the trap.
- If you're good at classic Sokoban, that will help you with ~30 puzzles. Any puzzle that looks like classic Sokoban with no hidden Shiren elements does in fact play like classic Sokoban.
- If you push a statue over an item and/or trap, it will destroy them. I don't recall ever needing to use this fact though.
Full Solutions
Full solutions have not yet been replicated to this wiki, but are available on these external websites:
- All puzzles except 25-6:
- Puzzle 25-6:
Expert Badges
There are no expert badges for non-dungeons.
Discussion
Solution
- Solution comments:
- Solution provided by: Jubilee
- Project finished on: