Draft:Shiren 5 2020:Perilous Rocks

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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 No
New Items No
Shops All 3 types
Monster Houses Common, including pop-ups
Characters Shopkeepers only
Spawn Rate Every 30 turns (normal)
Winds of Kron Normal (slow)

Perilous Rocks is a bonus dungeon in Shiren 5 with a higher rate of monster houses, including "pop-up" monster houses. You can't take items, Gitan, or allies into the dungeon, nor can you request rescue, but you keep the items if you win. The dungeon is daytime only and the initial goal floor is 50 F. After the first victory, the goal floor becomes 99 F and stays there permanently.

Gaining Access

This dungeon can be accessed 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

  • Monster houses are more common than normal, and especially "pop-up" or "surprise" monster houses.
  • Shops are more common than normal.
  • A wide range of items appear in this dungeon.
    • Earlier floors tend to have less expensive and less harmful items.
  • The dungeon is daytime only.

Final Reward

Every time you beat this dungeon (either version), you get a Worthy Shield, the level 8 form of the Shoddy Plank, which isn't particularly useful.

Farming Opportunities

Perilous Rocks is a difficult dungeon and escape items are scarce. However, items are very abundant in this dungeon, so you will find more rare items than usual. Swords and shields can be tagged, while some items (such as Angel Seed and Upgrade Pot) can be turned into a rune on a tagged piece of equipment via a Mixer.

If you synthesize with everything you find along the way, you will end up with a massive build. This can be a good way to obtain equipment with many upgrade points and runes.

Strategy

Like with other dungeons where you cannot take items in, many tips related to beating this dungeon can be found in Dungeon Tips.

This dungeon is very generous with items, due to the higher rate of monster houses and shops.

Mixers appear on many floors (7-11, 27-30, 48-52), and as usual try to merge all your items together before you leave these floors. In this dungeon, Mixers often appear together with Mudkins, which can damage your equipment. Be careful while moving on these floors, and consider equipping a shield only so you can remove it if a Mudkin ends up next to you. Floors 7, 29 and 30 are opportunities to use Mixers without having to worry about Mudkins / Muddys. Be careful when trying to mix on 27F and 48-5floor 1: a Mixermon/gon might in fact be a Crow/Eagle Tengu, in which case you will lose any item you throw at it. On these floors, test out a Mixermon/gon by throwing an item that doesn't mix (such as a Wood Arrow) and seeing if it gets swallowed, and use the remaining slots (2 for Mixermon, 3 for Mixergon) for mixing.

Shops appear often in this dungeon, and it is important to maximize them. Price check and name every item, and do a mass identification if you can. Look out for opportunities and reasons to steal from a shop.

Monster houses are very common. See how to deal with them and what to do if you end up surrounded. In general, being in middle of the room is dangerous, and you should see if you can escape into a hallway, ideally before the monsters can take a move. Monster houses are generated with many traps, and it is often worth checking for traps before you walk on every tile, especially if the room is small. A Monster Trap can be particularly devastating, since it destroys all items in the room and turns them into monsters.

"Pop-ups", or surprise monster houses, also appear often. A room marked as a surprise monster house has a chance of popping up every time you take a step in the room, and there is no way to know it in advance. These pop-up monster houses put you at risk of being surrounded, so it is always a good idea to have some items handy, such as Warp Grass, Pinning Staff and Confusion Scroll. When monsters appear around you, always take a look around the room and see if there are any particularly dangerous monsters, such as Fearabbits, high level Mutaikons, or a Mage that can hit you. Note that a pop-up monster house generates new traps, so the tiles you walked on are not entirely safe.

It is debatable whether you should synthesize with Steady Shield. The rune prevents Fearabbits from pulling you in, but it also prevents you from using Warp Grass and Pinning Staff, unless you remove your shield, which is often not a good idea.

FO-UZZ's appear on 69-73F, and they can be farmed for Revival Grasses. They are easy to find in a grand hall monster house. They will teleport if you come within ~8 spaces, so seal them from a distance.

On late floors, sometimes it is best to skip monster houses and push for the exit, especially if you already have everything you want.

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: