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Death Reaper[edit]

This enemies main feature is that it can move twice, though it can only attack once. It is not overly powerful, but is often times the first thing you will need to deal with considering its speed. If these enemies ever level up, they become insanely dangerous.

Curse Girl[edit]

These monsters have a chance to Curses any item in your inventory, including your equipped items. I think at first, you can conserve your resources and just fight these enemies normally. A few cursed items are not necessarily a bad thing. If you do get hit with their ability a lot, or if you are extremely dependent on a certain item not being cursed like an armband, then it might be worthwhile to treat these with respect and dispatch them safely with your resources.

Spike Bomb[edit]

This is a monster that takes a little bit of understanding. Spike Bomb's have 2 hp thresholds. When they hit low health but not critical, they will grow big and red set to explode. This makes them immobile at least but being next to them is risky. If their hp hits critical, then they explode and act as a Big Landmine Trap does. It will kill any monsters adjacent to it, and bring Shiren down to critically low health of about 2 hp unless you are packing a blast seal. This explosion can clear out walls and destroy items as well. Good behavior for dealing with them one on one is to hit them once with your weapon, then unequip your weapon and hit them with your fists afterward. They do not do much damage themselves, and these extra steps can be the difference between keeping you alive. Remember that they will remain in place when in critical health mode. If you lack arrows or a way to set them off safely, make sure you fight them out in the open so they do not block a hallway. Though, this can be useful to you if you are being chased by a lot of monsters, and the Spike Bomb is the one adjacent to you. This is a monster family that is worth memorizing their hp values so you can approximate when they might be close to detonating. Just keep this enemy away from the next one we will discuss.

Tiger Uho[edit]

A giant tiger looking monster that throws other monsters at Shiren, or can throw Shiren at other monsters. The throwing attack is not always bad, as it only does 5 damage to you and the target monster but the amount of crazy situations this can cause is unlimited. Always be aware of what a tiger is near and able to throw. This monster can be fine to take on one on one, but may require you to prioritize debilitating it with an item more often than not to avoid disastrous situations. It can be a good idea to retreat to any hallway to fight the tiger, as they can not throw you at anything they can not see. The exception to this is if there is a monster house on the current floor. The tiger is capable of tossing Shiren all the way to the middle of any monster house. It's an amazing ride to your potential death!

Thiefwalrus[edit]

This guy like the field bandit prioritizes walking on top of an item and then stealing it. It will warp away and then forever try to avoid Shiren to keep it. You can get the item it steals back by killing it. If it doesn't get an item before becoming adjacent to Shiren, then it will attempt to steal one of your unequipped items. The first form of Theifwalrus is not that bad, but if it takes something you desire it can leave you spending additional time on the current floor tracking it down. All upgraded versions of the walrus can be dangerous however. Level 2 - 4 walrus have a chance of replicating when hit. This ability can happen infinitely, and when they replicate they immediately take a turn. You can easily lose a lot of your gear by messing with these monsters. I recommend Staves usage or a Walrus Shield being on hand before you mess with the higher level walrus. Later on in this guide I will discuss the usual way many players deal with these enemies.

Monster Floors Experience
English Japanese
Egg Thing ぴーたん 8 - 9 7
Skull Mage ガイコツまどう 8 - 9 17
Spike Bomb ばくだんウニ 8 - 9 20
Death Reaper 死の使い 8 - 9 23
Thiefwalrus ぬすっトド 8 - 9 15
Baby Tank コドモ戦車 9 30
Tiger Uho タイガーウッホ 9 35

Welcome to the old mines. This is the begging of the core mystery dungeon experience. You have fully randomized dungeons now, and Monster House Strategy can be generated along with a significant increase in the volume of traps. Not to mention that there are now some very threatening ones present. Consider your training wheels taken off, the next 6 floors are essentially a demonstration of the full challenge that will try to keep you from winning. If you can survive here, you will have a solid foundation for finishing the game and taking on the bonus dungeons.

Alright, so all of the monster information to the top; (you did read that right?) lets discuss a little bit of floor strategy. The first thing I want to say, is that you will want to learn good "behavior" for safely tackling monster houses. This is a rather extensive topic with a lot to think about, so I won't cover it here. You can learn a lot more through trial and error with personal experience though as opposed to me typing out an entirely separate essay! There are some things I do want to discuss though. When you enter or spawn into a monster house, you will want to figure out a few things. Ask yourself these questions.

Can you deal with the monsters present in this monster house? Can you safely reach the connecting hallway? Are the stairs present and if so, should you use all of your means to just rush the stairs and skip all of the loot and monsters? Remember that traps are abundant in a monster house, so moving around carelessly can lead to your death. Switching staffs are very useful here for maneuvering safely, as are any Scrolls you may have as they work on the entire room. Always holding onto at least 1 Herb of Sight can be very beneficial. If you are safe for a turn at the start of a monster house, eating a Herb of Sight is a good idea. Also if you ever see a bunch of sleeping monsters when you are 1 step away from entering a room. You are probably staring down a monster house. It can be a good idea to consider shooting arrows inside the room or even blindly swinging a staff bolt to try and get some monsters to wake up and approach you in a much more controlled way, emptying out the monster house a bit.

The next tip I want to share goes in tandem with monster houses mostly. One of the greatest dangers in Shiren is stepping into a dark room and then hitting a bad trap at the entrance. You can actually check for traps in this game by attacking with your weapon. If a trap is in front of where you are swinging, it will reveal itself. Revealed traps have a lower chance of activating when stepped on. It is currently too early in the run to bother checking every tile for traps, but it can be good practice to check the entrance way of every room you enter for a trap. Just this little habit will see your success rate increase. Though this is not a necessary chore to perform all the time.

The last bit of information I would like to share here regards secret passages. Sometimes there will be hidden paths via breakable walls. Figuring out which walls are breakable is not obvious, as there is no tell except for one intuitive detail. As you probably figured out by this point, you can hold down B to make Shiren move fast. This is especially useful for traversing hallways quickly. This feature has a second handy use though, and that is identifying breakable walls. If you fast travel while hugging a wall, or even when moving in a hallway, Shiren will stop if he comes into contact with a hidden path. This is because the game still recognizes the path is there. All you have to do is attack the wall you happened to stop at to reveal it. This trick will not help you if a hidden path happens to be on a corner as well, since you stop regardless when you hit the corner of a room.