Difference between revisions of "RyonaRPG/Locations/Suspicious Temple"

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The '''Suspicious Temple''' '''(あやしい寺院)''' is a dungeon in the Central Continent. It is a mysterious dungeon with an eerie atmosphere, with hallways occupied by hooded men. It is unlocked by paying 1,000 gold to the guy wearing a cloak in '''Ray-On Village's''' church.  
'''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 ==
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==General==
* [[RyonaRPG/Traps|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.
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*[[RyonaRPG/Traps|Traps]] in this dungeon include the delta horse, ??? inducing pink mist, Silence trap, Capture traps, and occasionally the Flame Flare (primarily in a side area of the dungeon).  
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*??? status preventing equipment and items as well as heavy fire and ice resistance will be needed in the final stretch of the dungeon.
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*Some traps may be avoided by using a ''Fairy Wing'', ''Magic Carpet'', or similar items that grant Float.
  
* 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.
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==Dungeon Layout==
** 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.
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===Temple Exterior===
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The temple exterior is a trapped region leading to its entrance. At the door are two cloaked figures who will demand 10,000 gold for entry; be sure not to accidentally pay both of them as you only need one to stand aside to enter.
  
* 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
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===First Floor: Trapped Path===
** 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)
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The fastest path to the next level is right down the middle but it is also the most heavily trapped. Being affected by Float via a ''Fairy Wing'' or ''Magic Carpet'' will largely make these negligible. There are two traders at the northwestern and northeastern points but they largely sell detrimental consumables.
** 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)
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To reach the chests, you'll have to fall from the third floor's gaps which are next to the ones with butterflies.
* 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 <strike>and an NPC fairy that will inform you that the north wing has not been implemented yet.</strike> ''Please update''
 
** Chests on the library are also slimes.
 
  
* Paying the hooded man on the library of either the left or righ rooms will lead to:
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** '''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).
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===Second Floor: Maze===
** '''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.
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This is a teleporter maze. The correct sequence to reach the exit to the third floor is as follows:
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#Enter the first circle.
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#Head west.
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#Head north.
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#Head east.
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#Head south.
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#Head west.
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#Head east. You should reach a looping hallway by this point.
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#From the spot you arrive at, head east.
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#Head north.
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#Head east.
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#Head south and enter the teleporter.
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#Head up the stairs.
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===Third Floor: Conveyors===
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Press the button to the south. Of the three routes heading south from the button take the first one on the left. Once you arrive, head south again around the pit and you will arrive at a four-way node. Take the westernmost conveyor to drop down to the first level.
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Step on the pressure plate to the south to create a gap in the middle of the hall, then step on the skull to return to the entrance. From there you need to make your way back to the third floor through the side routes.
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Once you have returned, take the the one on the right. Once you arrive take the conveyor south again and then take the easternmost one. Upon reaching an area with two statues, fall through the hole and into the basement. If you have not opened up the gap earlier then falling will trigger a game over.
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Note: Going though the uppermost left path and then down all the way, will lead you to two chests. One of them contains a ''Soul Jar 4''. This chest refreshes every time you reenter the dungeon.
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===Basement===
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There are three pairs of chests, all of which are on the right side. Two routes lead to them but only the lower one allows you to access both. Save the last one at the bottom take the lower route to reach all the chests. You only need to access the first chest of the last pair as the lower route is lined with traps, there is a parasite egg in front of the second chest, and the second chest itself is empty.
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There is a single white skull next to the second pair of chests which will grant you a ''Soul Jar 8'', which respawns each time you reenter the temple. One of the chests will also contain 10,000 gold, effectively paying back the cost of entry.
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The shiny spot in the cell next to the third pair of chests is a ''Time Bell'' consumable that is also surrounded by parasite eggs. There is no known way of reaching it.
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===Long Hallway===
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This long hallways is full of cloaked men. Fight your way through them. Some are stronger than usual and some may release parasites on death, similar to certain green slimes.
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===Basement: Four Daises===
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The two daises with chests are actually slime mimics, while the one to the northwest has a ''Crystal Fragment''. There may be a ''Three Stars Necklace'' (increases magic charging speed) on the dais to the northeast. There are three other exits to the north, east, and west.
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====Northern Exit====
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This area leads to an elevated area with nothing at the top. A fairy here will tell you that the area is currently under development.
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====Scorching Trial====
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The left exit will take you to a small library filled with rapidly moving cloaked figures. Any chests here will be slime mimics. Here you will find a magic circle that will restore your Health and Mana, and also provide exit from the dungeon. You can speak to the cloaked figure to the north to access the trial for 10,000 gold, which consists of three areas of fire.
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There will be fire demon girls keeping you from what is apparently the only safe path through the flames but which is actually filled with Flame Flare traps. This repeats itself for the second area. In the third you will have flames randomly and frequently appearing throughout the corridor with few safe areas. There are also a few dragons patrolling the route. The Tier 3 Invincibility spell is highly recommended as it will let you through the flares safely.
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At the end is a purple flame marking the prize: the Flare spell, which is a charged spell that consumes 100 Mana to deal fire damage to all enemies. There will be a magic circle that will take you back to the world map.
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====God of Death's Trial====
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The right exit will also take you to a small library with similar amenities and enemies. The northern exit also has a figure who will demand 10,000 gold to allow access to the trial.
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The first area will consist of ice demon girls and zombies. The floors are full of ??? and Poison traps. The second room is full of scythe-wielding wraiths with similar traps.
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The last area has wraiths and will o wisps casting Ice magic. This area is also full of floor spike traps.
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At the end is a ''Phoenix Down'' (revives you upon death, consumable).

Revision as of 11:07, 10 May 2020

RyonaRPG edit


Core version: 140 (2018-10-26)

Gameplay:

Technical help:


External links:

The Suspicious Temple (あやしい寺院) is a dungeon in the Central Continent. It is a mysterious dungeon with an eerie atmosphere, with hallways occupied by hooded men. It is unlocked by paying 1,000 gold to the guy wearing a cloak in Ray-On Village's church.


General

  • Traps in this dungeon include the delta horse, ??? inducing pink mist, Silence trap, Capture traps, and occasionally the Flame Flare (primarily in a side area of 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.
  • Some traps may be avoided by using a Fairy Wing, Magic Carpet, or similar items that grant Float.


Dungeon Layout

Temple Exterior

The temple exterior is a trapped region leading to its entrance. At the door are two cloaked figures who will demand 10,000 gold for entry; be sure not to accidentally pay both of them as you only need one to stand aside to enter.


First Floor: Trapped Path

The fastest path to the next level is right down the middle but it is also the most heavily trapped. Being affected by Float via a Fairy Wing or Magic Carpet will largely make these negligible. There are two traders at the northwestern and northeastern points but they largely sell detrimental consumables.

To reach the chests, you'll have to fall from the third floor's gaps which are next to the ones with butterflies.


Second Floor: Maze

This is a teleporter maze. The correct sequence to reach the exit to the third floor is as follows:

  1. Enter the first circle.
  2. Head west.
  3. Head north.
  4. Head east.
  5. Head south.
  6. Head west.
  7. Head east. You should reach a looping hallway by this point.
  8. From the spot you arrive at, head east.
  9. Head north.
  10. Head east.
  11. Head south and enter the teleporter.
  12. Head up the stairs.


Third Floor: Conveyors

Press the button to the south. Of the three routes heading south from the button take the first one on the left. Once you arrive, head south again around the pit and you will arrive at a four-way node. Take the westernmost conveyor to drop down to the first level.

Step on the pressure plate to the south to create a gap in the middle of the hall, then step on the skull to return to the entrance. From there you need to make your way back to the third floor through the side routes.

Once you have returned, take the the one on the right. Once you arrive take the conveyor south again and then take the easternmost one. Upon reaching an area with two statues, fall through the hole and into the basement. If you have not opened up the gap earlier then falling will trigger a game over.

Note: Going though the uppermost left path and then down all the way, will lead you to two chests. One of them contains a Soul Jar 4. This chest refreshes every time you reenter the dungeon.


Basement

There are three pairs of chests, all of which are on the right side. Two routes lead to them but only the lower one allows you to access both. Save the last one at the bottom take the lower route to reach all the chests. You only need to access the first chest of the last pair as the lower route is lined with traps, there is a parasite egg in front of the second chest, and the second chest itself is empty.

There is a single white skull next to the second pair of chests which will grant you a Soul Jar 8, which respawns each time you reenter the temple. One of the chests will also contain 10,000 gold, effectively paying back the cost of entry.

The shiny spot in the cell next to the third pair of chests is a Time Bell consumable that is also surrounded by parasite eggs. There is no known way of reaching it.


Long Hallway

This long hallways is full of cloaked men. Fight your way through them. Some are stronger than usual and some may release parasites on death, similar to certain green slimes.


Basement: Four Daises

The two daises with chests are actually slime mimics, while the one to the northwest has a Crystal Fragment. There may be a Three Stars Necklace (increases magic charging speed) on the dais to the northeast. There are three other exits to the north, east, and west.


Northern Exit

This area leads to an elevated area with nothing at the top. A fairy here will tell you that the area is currently under development.


Scorching Trial

The left exit will take you to a small library filled with rapidly moving cloaked figures. Any chests here will be slime mimics. Here you will find a magic circle that will restore your Health and Mana, and also provide exit from the dungeon. You can speak to the cloaked figure to the north to access the trial for 10,000 gold, which consists of three areas of fire.

There will be fire demon girls keeping you from what is apparently the only safe path through the flames but which is actually filled with Flame Flare traps. This repeats itself for the second area. In the third you will have flames randomly and frequently appearing throughout the corridor with few safe areas. There are also a few dragons patrolling the route. The Tier 3 Invincibility spell is highly recommended as it will let you through the flares safely.

At the end is a purple flame marking the prize: the Flare spell, which is a charged spell that consumes 100 Mana to deal fire damage to all enemies. There will be a magic circle that will take you back to the world map.


God of Death's Trial

The right exit will also take you to a small library with similar amenities and enemies. The northern exit also has a figure who will demand 10,000 gold to allow access to the trial.

The first area will consist of ice demon girls and zombies. The floors are full of ??? and Poison traps. The second room is full of scythe-wielding wraiths with similar traps.

The last area has wraiths and will o wisps casting Ice magic. This area is also full of floor spike traps.

At the end is a Phoenix Down (revives you upon death, consumable).