Community:Shiren 1 DS Thievery

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Thievery 101 some people give up after they have been killed once, but there are plenty of ways to make good your escape. In every case, it takes a bit of planning and preparation of items. Although the methods below have been tried and tested to use the absolute minimum, It is possible with alternate items. Use what you know best!

Keep in mind how shops work in this game:

When you pick up something from the Shops floor, the Shopkeeper will block the entrance or exit until the item is dropped again or paid for.

The shopkeeper will attack you if you attack him in any way, be it with Arrows, magic or a thrown Riceball. This has nothing to do with stealing though. You can even kill the shopkeeper, as long as you take nothing you will not be marked as a thief. In shops with Characters, you can kill them with no consequence whatsoever (nor any benefit...) However, even if you kill him, if you leave, someone, somewhere, will still shout, "THIEF!".

If, and only if, Shiren leaves the shop while holding unpaid items he'll be marked as a thief. In that case the shopkeeper will start attacking even if you haven't attacked him and a random amount of Guard Dogs and Sheriffs will get spawned outside the shop. Those are very strong and even if you can kill them they will not give any Experience.

Because of those behaviors successful thieves will either have to find a way to deal with the defenders, or steal without getting marked a thief.

If you are going to steal, you can make a lot of extra Gitan by first selling everything to the shopkeeper, then stealing those items as well.

Bamboo Village

Deal with defenders

  1. Staves. (4)
  2. Make sure you are not carrying anything you can not afford to lose.
  3. Wear some basic equipment, such as a Cudgel and Wood Shield, and have gained a level or two. You succeed when you have escaped into the dungeon, and wandering around naked and at level one (if you have taken a Wagons) is a quick way to get dead.
  4. Get thee to the Bamboo Village.
  5. Something to throw and hurt. A cudgel, an arrow, a riceball? Anything.

Walkthrough

  1. Enter the shop, and sell your stuff to the merchant.
  2. Pick up all the loot you wish to steal, including your Staff of Postpone. The merchant will stand in front of the exit.
  3. Stand against the far wall, directly opposite of the merchant and entrance.
  4. Throw something harmful at the merchant. He's not able to attack in the same turn he runs two spaces.
  5. Zap the merchant with the Staff of Postpone. He will not be warped, but he will be Paralyzed.
  6. Walk out the door and be ready for guard dogs. Guard Dogs are vicious, lethal, too strong for the Herbs and move two spaces to your one.
  7. Walk towards the west entrance, zapping Guard Dogs and Sheriffs as they threaten. You will face around 2 dogs, and 1 Sheriff. They will be warped to the entrance of the shop (read-out of your way) and paralyzed.

Mountaintop Town

Make out like a Pirate (deal with the defenders)

  1. Alright matey, see that town yonder that yer about to plunder. Best be puttin EVERYTHING you ain't needen at the hideout, er, the warehouse. Failure ain't planned, it happens.
  2. Bring ye a Staff of Postpone (4), Staff of Paralysis (1). This is yer minimum.
  3. Enter the Jar shop alone ya don't need nah poet to sing about ye. He jus get in yer way.
  4. Alright, yer in. The shop is a lil 'ol shack. So there be no room for the fancy footwork, Ye dun have room fer failure. The owner is rich ya see. He dun waste no time to buy from folk like us. So ye Swing yer Staff of Paralysis at the Shopkeeper (Throw'n can miss!), now load up on Jar's and split!
  5. Now here's the plan, The law will be out ta get cha. So move slow, walk to the left and use the Staff of Postpone on any barmy Sheriff ya see. I hear there be 3 of them in this town.
  6. That's the way mate, now hold yer ground. There be some Guard Dogs that'll run ye through faster then ye can draw yer sword. But yer on good ground ya see. They can only get to ya by going down that alley. So stand ye still and swing yer arm (about 9 times) make the two scalywag's come ta you. And when they do. Ye let loose wit dat Staff of Postpone again, Throw the Staff like a stick at the dog if ye have to. I'm sure he'll run off to bury it somewhere's.
  7. But yer no safe yet, don't go gettin excitedn make split outta town. Ye keep movin slow like, make yer way back to da hideout, er, the warehouse. There may happen ta be 'nother Guard Dogs lurkin. But yer on open ground, and ye still have that Staff of Paralysis. Boy I tell ya that staff makes ye the real Sheriff in town. Ye dun asks a man ta freeze, ye make em.
  8. Place your plundered Jar's in the Warehouses arr. But your not in the clear yet matey. If ye should fail ta escape, anything inside the warehouse, will remain in the warehouse. It's like buried treasure yar! So grab whatever ye think ye need for escape. Ye gots ta get outta town so folk wont remembers ya.
  9. Exit the hideout, er, warehouse and make yer getaway to the Left 'o town.

—Dying during the getaway phase, regardless if you buried yer treasure yar! will mark your Adventure Log with a failed theft. Extra Sheriffs and Guard Dogs are random spawns.

Underground Stream Village

Deal with the defenders

  1. The shop here can sometimes contain Mecharoid Meat. Make sure they do.
  2. Sell some stuff if you really wanted to.
  3. Move the Mecharoid meat so it only takes one turn to reach the exit, how you could do this is by placing the not needed items into the side and making room for the meat.
  4. Just a friendly reminder that Mecharoids have double speed.
Route A (No benefit except getting a log saying a successful thievery)
  1. In this route, you do not earn anything but it is still fun. You can not make Traps inside the shop...
  2. If you placed the meat correctly you could eat the meat and move to where the shopkeeper will instinctively move when someone tries to use his items, but since you will be blocking the way, he can not.
  3. Now since you are faster (before you make a run for it) or the same speed (after you made the run for it) you could safely get out of the shop.
  4. The shopkeeper will not follow you out of the shop, but there will be guard dogs and sheriffs.
  5. Make traps so the Sheriffs and Guard Dogs will die.
  6. There is no way they could ever catch you (unless you messed up big time).
  7. Again, you did not steal anything but it is just for pure entertainment.
Route B (Item route)
  1. For this, you must have a Staff of Postpone with you.
  2. Do not take anything and use the Staff of Postpone on the shopkeeper.
  3. Take everything you want, sometimes the shops sell other useful meats such as soldier ant or Pickpocket Meat.
  4. Eat Mecharoid meat and go crazy installing traps that will kill all the sheriffs and guard dogs and take the exit.
  5. You could save the Mecharoid meat and use just plain staves but that's not fun. :(

Dungeon Shops

Scroll of Great Hall (not marked thief)

  1. All that is required is a Great Hall Scroll, and a Switching Staff.
  2. When you happen across a Dungeon Shops, just read your Great Hall Scroll. The dungeon will turn into one giant room, and the shopkeeper will run to the stairs to cover the exit.
  3. Collect everything as you like, as you will not be leaving the room you will not be marked as a thief, and no Sheriffs or Guard Dogs will appear.
  4. When you're ready to leave, stand some distance away and use a Staff of Switching on the Shopkeeper, press X, select underfoot, and go into the exit. Alternatively, you can use a Knockback Staff, a Staff of Sloth, a Poison Herb or various other things that allow you to reach the stairs without crossing the path of the shopkeeper.
  5. Since you will never be leaving the room, this method will not add to your successful thievery counter in the Adventure Log.

Walrus Jar (not marked thief)

  1. Pick up the items you want from inside the shop, and line them up towards the shop entrance. The Walrus from a Walrus Jar cannot grab Jars, it will only waste your charges.
  2. Walk outside of the shop and into the hallway so you can hear the dungeon music again. Face the shop, to where you placed your items, and press your Walrus Jar. The items retrieved will lose their price tags. And you are free to continue.
  3. If you really needed that jar for sale, just sell back the items you stole and buy it.
  4. Since you did not enter the shop to pick up the item, you once again will not be marked as a thief, and nor will it count on your Adventure Log.

Trap Door (not marked thief)

  1. Make a trapdoor appear inside the shop. This can be done by breaking a Bottomless Jar, by setting such a trap there yourself or by stepping on a Traps
  2. Pick up whatever you want and then escape by using the trapdoor.
  3. Once again you never left the shop without paying, so you will not be marked as a thief, and it will not count on your Adventure Log.

Pickaxe (deal with the defenders)

  1. Requires Pickaxe, and Staff of Paralysis or Staff of Sloth, some luck.
  2. With the Pickaxe equipped, start digging an exit from the dungeon shop towards the floor stairs. Do not start digging too far.
  3. Take all the loot that you want, and the Shopkeeper will block the original entrance.
  4. Swing your Staff of Paralysis (preferred) or Staff of Sloth at him, and exit the shop.
  5. Dig your way to the exit. If you have an Armband of Sight, watch the movement patterns of the Guard Dogs and Sheriffs. If you encounter them, lure them into the corridor and use your Staff of Paralysis or Sloth on them to block others from entering behind you.

Room Extension (deal with the defenders)

  1. Requires Unbreakable Pickaxe / Soldier Ant Meat.
  2. If all walls at one end of a room are removed, that row becomes part of the room.
  3. This way a room can be extended far beyond its initial size. Extend the shop as far as possible without connecting it to other rooms.
  4. You can not merge two rooms this way, so if you try to remove the connecting walls, you will still only have one room lighted and will not be able to see monster movement in the next one even though you have a line of fire.
  5. You might have to leave the shop to extend over a river by starting to dig from the other side. You can tell by the music and the light if you are still in the shop. River tiles count as non-walls, so a row with no walls but some river tiles will extend the room.
  6. Go to the spot where your extended room is closest to the stairs and dig a path.
  7. Pick up the items you want to steal.
  8. You will not be marked thief while in your extended room, even if you are outside of the original borders, so you can safely go to the start of the path.
  9. Run to stairs, never look back.
  10. For training try this password. Room Extension is the only way to steal from the shop on F1. Also features extending over rivers (West).

Ghostly Thief (completely avoid the defenders)

  1. Meat of the Death Angel or Pacorepkin Family family is required.
  2. This can only be done on a floor where it is possible to enter the room with the stairs by walking through a wall from the shop.
  3. Sell the meat and some other stuff, because this trick involves using up the item needed to perform it.
  4. Pick your other stuff back up, and then eat the meat.
  5. Do what was suggested in step 2. The guards probably will not have reached that room by then, considering that the monster's family is fast.

Make Money Fast!

  1. Fill a Jar of holding with Golden Blades and Gold Shields.
  2. Go to the shop in Bamboo Village.
  3. Sell the jar (with weapons inside) to Merchant.
  4. Steal the jar, and make your escape.
  5. Rinse and repeat for fast money. Beware of running out of staff charges - that's why it is not recommended to do this with just one golden weapon, though you can. If you have saved up a lot of golden equipment and sell your other stuff as well, you can make 40,000 in one run.
  6. If you are very certain you can rob the shop safely, sell everything you have first, including your buff weapon and armor, then pick it all back up again and use it. Very lucrative.

See Also

References