RyonaRPG → Locations → Suspicious Temple
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Core version: 155 (2022-08-10)
Gameplay: Technical help: External links: |
Suspicious Temple (あやしい寺院) is a dungeon in the central continent. It is unlocked by paying 1000G to the guy wearing a cloak in Ray-On Village church. Entrance to the temple itself will require additional 10000G.
Help is needed with some aspects of this dungeon, as well as maps for giving more clear instructions on how to go though portals and arrow paths!
Walkthrough
- Traps in this dungeon include the wooden horse, ??? inducing pink mist and occasionally the Flame Flare (an lots of that last one very deep in the dungeon). ??? status preventing equipment and items, as well as heavy fire and ice resistance, will be needed in the final stretch of the dungeon.
- It's better to go through the first map through the sides, due to the high amount of trap tiles in the middle.
- To reach the chests, you'll have to fall from the arrow path room's holes which are next to the ones with butterflies.
- The way through the teleporters is (after entering through the first one) left, up, right (the rightmost one of the three), down, left, right. You'll reach a looping hallway with several small rooms with teleporters: the sequense is a chain of three rooms down, then two up, two down, two up, and then repeats the sequense. You need to enter the one one the left from the chain of two down (from where you first spawn in this area, is up, right, down and the enter that warp). That warp will let you go to the next map.
- A good trick to not get confused in the warps section is that on the area with only three warps, you always have to take to one on the right; and if that didn't take you to the looping hallway, then go down, left and right. That way you'll surely reach the looping area.
- Activate the button. From the the arrow paths going down, take the left one, then go down again and in the four way crossroad, go left. You'll go back to the first room. Step on the trap to open a hole in the middle of the hall, then step on the skull to warp to the entrance. You can reach the next reach the next map again by going through the right mini-maze. Once you're on the arrow path's rom again, take the rightmost one from the three going down, then go down again and on the foue way crossroad, go right (basically you have to mirror what you did for the first). You'll reach a hole with two statues, fall though it and you'll fall to the next room.
- Falling though this last hole with the button pressed and not doing the previous step, leads to a game over. No special scene, and gives no chance to continue.
- On the arrow path room, going though the upermost left path and then down all the way, will lead you to two chests. One of them contains 4 souls (the ones which increase stats). This chest refreshes every time you exit the dungeon, so you'll be able to open it again every time you re enter the dungeon.
- In the next room, all chests are on the right side. There are two roads to reach them, an upper one (which only lets you grab 1 chest) and a lower one (which let's you grab all two). Pick the lower path for the first two pairs of chests and the upper one for the last one, since the other paths are full of traps. Don't worry about the chest with a parasite in front, it's empty. Once you complete the looting, proceed down to the next room
- Next to the middle pair of chests, there's a skull which gives 8 souls. It respawns every time you re- enter the dungeon, so you can grab it again. Also, one of the chests next to it gives back the 10000G fee to enter the dungeon, so it's possible to get 12 souls for free every time you get in here (except for the time consumed, of course)
- More information is needed on what is the shining spot on the cell next to the parasite blocked chest and if it's possible to grab it.
- Long hallway full of hooded men. Fight your way through. Some hooded men are far stronger than the rest, and other ones release a parasite after dying (similar to the light green slimes)
- Don't grab the chests, as they're actually slimes. The only treasure here is the Three Stars necklace (increases charging speed of magic attacks) and the Crystal Shard. There are three paths, the ones to the left and right will lead to a library full of VERY fast and strong hooded man, and one who will charge you with 10000G to go forward. They'll lead you to a three screen hallway with a treasure and an exit at the end. Although it's possible to go back once you grab one of the treasures to grab the other one, it's extremely dangerous, so it's best to re enter the dungeon to grab the next one.
- The room to the north contains enemies
and an NPC fairy that will inform you that the north wing has not been implemented yet.Please update - Chests on the library are also slimes.
- The room to the north contains enemies
- Paying the hooded man on the library of either the left or righ rooms will lead to:
- Right: First room will have Ice demon girls and a zombie monster similar to the ghosts in Magician's retreat. The floor is full of ??? trap tiles and poison. The second room is full of the scythe weilding wraiths, and the same kind of traps in the floor. The third and final room has the same wraiths and will o whisps using Ice magic, which takes a lot of health. Part of the room is full of spike traps. The prize after reaching the end is Phoenix Down (revives you after dying, doesn't need to equip it, consumable).
- Left: Fire demon girls and a fire tiles with what apears to be a single path of normal tiles, but it's actually almost all Flame Flare traps. It's best to go though the fire and avoid the normal path. The second room presents the same situation; go though the fire and avoid the normal tiles, as they're mostly Flame Flare. The third room has fire appearing randomly for most of the room, then several red and green dragons, and finally the last stretch to the prize (which by the way has the sprite of the purple flame used to block the exits, just to avoid confusion) is full of Flame Flare traps. The prize is the Flare spell (charged spell, consumes 100 MP to deal fire damage to all enemies after the classical time freezing FF animation). Tier 3 invincibility spell is heavily suggested, as it'll let you go though the Flame Flare safely.