RyonaRPG → Locations → Hidden, the Lurking Town
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Hidden, the Lurking Town (潜む町ヒドゥン), also called Hidden Town, is a settlement on the Eastern Continent. Its residents include runaways, refugees, and outlaws. Pollution in the local river has left several residents seriously ill.
Runaway-slave characters start here instead of RAYON Village. The town has an inn, shops, a tavern, a church, a magic library, a public bath, an orphanage, and an underground ward.
Facilities
Inn
The inn has two merchants on the left and a time witch on the right. The witch advances time, which changes NPC availability and access to some town events. Rooms use the shared lodging system. Availability depends on the map and the saved vacancy value, so suites are not permanently excluded.
Upstairs are entrances to the options room, character-change area, and Hyperbolic Time Chamber, also known as the Spirit & Time room.
Hidden applies a 1.5 multiplier to the standard lodging prices. Before character-specific and mode discounts, the prices are:
| Room | Price (G) |
|---|---|
| Simple Cot | Character level × 15 |
| Economy | Character level × 30 |
| Suite | Character level × 60 |
| Royal Suite | Character level × 120 |
The shared lodging routine can apply discounts and mark a room type full. The displayed price and vacancy indicator take precedence over the base-price table.
Supplies
The Antidote sold here is the ordinary shop item, not the medicine required by the underground ward.
| Item | Price (G) |
|---|---|
| Potion | 50 |
| Hi-Potion | 200 |
| Ether | 50 |
| Antidote | 10 |
| Eye Drops | 10 |
| Book of Curing Silence | 10 |
| Gold Needle | 10 |
| Hemostat | 10 |
| Teleport Stone | 10 |
| Holy Water | 10 |
| Stimulant | 10 |
| Sedative | 200 |
| Remedy | 50 |
| Body Checker | 300 |
Accessories and manuals
| Item | Price (G) |
|---|---|
| Star Pendant | 500 |
| Silver-Rimmed Glasses | 800 |
| Earrings | 1,500 |
| Peace Ring | 1,000 |
| Gyrocompass | 1,200 |
| Angel's White Robe | 1,000 |
| Purification Ankh | 800 |
| Pure Silver Knight | 100 |
| Scorching Bracelet | 500 |
| Alarm Earring | 1,500 |
| Wholesome Atmosphere | 300 |
| Headdress | 100 |
| Stray Medal | 2,000 |
| Sea Lion Shield | 800 |
| Secret Manual 1 | 1,000 |
| Secret Manual 2 | 1,000 |
Tavern
Several patrons reveal destinations on the world map.
| Patron | Destination or service |
|---|---|
| Man at the southern end of the bar | Reveals the Pyramid. |
| Bandanna-wearing man at the table near the performers | Reveals the Man-Eating Soul Cave. On later conversations, he sells Glowbugs for 100 G each. They provide temporary light. |
| Woman at the southeastern table, present at night | Reveals the Mullonde Necropolis. The current English event includes a destination-unlocked message. |
| Patron asking for help with a displaced temple resident | Reveals the Haunted Mountain Road. His request concerns the Vengeful Spirit Samurai and the gang occupying Vengeful Spirit Temple. |
| Red-haired man on the eastern side of the bar | Changes the performers' music. |
Weapon and armor shops
The shops are northeast of the inn. The two vendors share a building but have separate entrances. These tables use current English inventory names, rather than older names such as Tin Cane, Mage Smasher, and Prime Pleasure.
Weapons
| Weapon | Price (G) |
|---|---|
| Mithril Claw | 450 |
| Aura Knuckle | 2,000 |
| Battle Hammer | 1,500 |
| Monk's Staff | 5,000 |
| Battle Axe | 500 |
| Mythril Foil | 500 |
| Long Spear | 150 |
| Mythril Spear | 1,000 |
| Thief's Dagger | 2,000 |
| Mage Masher | 15,000 |
| Ripper Knife | 1,000 |
| Lead Sword | 300 |
| Ilrune | 1,600 |
| Amber Duel | 3,500 |
| Munderblova | 4,426 |
| Keen Blast | 5,000 |
| Cross Sword | 5,000 |
| Dragoon Lance | 8,800 |
| Prime Prayer | 10,000 |
Armor
| Armor | Price (G) |
|---|---|
| Iron Armor | 200 |
| Silk Robe | 100 |
| Protect Suit | 5,200 |
| Light Guard | 500 |
| High-Leg Armor | 2,000 |
| Bunny Suit | 3,000 |
| Mini Protector | 1,200 |
| Thong | 2,000 |
| Tiny Sticker | 50 |
| PAJAMAS | 2 |
| Pot Lid & Armor | 50 |
| Lewd Underwear | 500 |
| Tattered Underwear | 1 |
| Impact Check | 3,300 |
| Hunting Cap | 2,000 |
| Circlet | 2,500 |
| Great Helm | 4,000 |
Street merchant
The merchant who asks the player to keep their voice down sells unusual supplies. His stock changes with the recovery-item-limit setting, not simply with the time of day.
| Item | Price (G) | Availability |
|---|---|---|
| Whisperweed | 50 | Both settings |
| Black Ore | 100 | Both settings |
| Virgin First Pressing | 666 | Both settings |
| Spool of Thread | 5,000 | Both settings |
| Tile Pack 40 | 60 | Both settings |
| Starfish | 200 | Recovery-item limit enabled |
| Inn-Is-Right-Here | 1,000 | Recovery-item limit enabled |
| Elixir | 1,000 | Recovery-item limit disabled |
| Tile Pack 80 | 240 | Recovery-item limit disabled |
Church
The sister next to the priest provides treatment and checks troublesome equipment. Her services do not remove every curse. Some equipment is explicitly too powerful for her to cleanse, and the slave collar can remain after treatment. The church also has dialogue concerning chains and chastity equipment.
The church is not a guaranteed way to remove all restrictive equipment. The result depends on the equipped item and the character's current state.
Magic library
The library welcomes visitors regardless of status or species and closes at night. Books provide information about magic. Its spell-selection service offers two methods:
- New method / recommended: opens the dedicated magic-selection screen.
- Old method: uses the older shop-based selection process and warns that the current spell selection will first be cleared.
Magic uses capacity supplied by Prime Blue, called Magirock in the newer menu's explanation. Learning a spell does not consume the stones themselves. Each selected spell occupies capacity according to its level, and learning also costs gold.
| Spell level | Capacity per spell | Gold per spell |
|---|---|---|
| 1 | 1 | 50 G |
| 2 | 2 | 500 G |
| 3 | 3 | 5,000 G |
The newer menu requires at least one Magirock and 50 G to enter learning. Its total gold cost is 50 times the number of level-1 spells, plus 500 times the number of level-2 spells, plus 5,000 times the number of level-3 spells selected.
Legacy selection catalog
The following is the older menu's actual catalog. It is not a claim that every spell or category in the newer menu has the same presentation.
| Level | Spells |
|---|---|
| 1 | Fire; Blizzard; Thunder; Sunshine; Forcewave; Nature Aura; Tomahawk; Self-Destruct; Berserk; Cache; Make Potion; Magic Weapon; Fist of Force; Guided Shot; Moon Energy; Flame Saber; Ice Saber; Lightning Saber; Stone Saber; Light Saber; Dark Saber; Chaos Blade; Chaos Armor; Masochism; Ironguts; Elemental Warp; Mage Armor; Protect; Shell; Regen; Daggerspell Stance; Lunar Radiance; Good-Luck Charm; Safe Passage |
| 2 | Simoon; Bolt of Iron; Drain; Craytron Fire; Barrier; Mute; Repulsion; Exit; Cure; Esuna; Restoration; Wraithstrike; Doom Strike; Chill Touch; Soul Steal; Mind Sword; Moon Saber; Leaf Saber; Penetration; Blink; Resist Fire; Resist Cold; Resist Lightning; Resist Elements; Spell Resistance; Death Ward; Haste; Quick; Ice Axe; Body of War; Consumptive Field |
| 3 | Holy; Power Word Kill; Guard Off; Invincible; Creation; Magic Engine; Magic Matrix; Panacea; Glass Strike; Dragon Scale; Dimensional Anchor |
Public bath
The wooden bathhouse is on the western side of town, south of the orphanage. Its sign welcomes slaves and nonhumans. Admission is free. The girl beside the right side of the pool offers a bath that recovers HP and MP and removes common status ailments.
The nurse's shop sells Milk for 400 G and Antidote for 10 G. This Antidote is the ordinary shop item, not the ward's quest medicine.
Underground ward
The ward houses six patients poisoned by the local river. The head nurse starts the medicine quest and marks Dokuno Falls and Dokuno Marsh on the world map.
Patient conditions persist between visits. Treatment results update after the player leaves town, rather than immediately after leaving the ward building. The quest and its reward tiers are described below.
Mineral researcher's house
A researcher in a separate house needs a mineral from the Snowy Mountain Range. Her request reveals that destination on the world map. Even declining the request still reveals the location.
She refines Glowing Blue Fragments into rewards. The introductory successful exchange produces a Crystal Shard. Later exchanges can produce an ingot or fail. The full exchange is described below.
Orphanage
The orphanage is in the northwest of town. It has an implemented basement storyline and day/night event schedules. The old description of the orphanage as unfinished, with a basement accessible only through noclip, is outdated.
A different underground entrance in the town still displays an unfinished-content message. That entrance must not be confused with the orphanage basement.
This page records the basement route's non-graphic access checks below. It does not reproduce scene dialogue.
Garden
The couple in the northern garden changes appearance with the time of day. The woman becomes a cat by day, while the man becomes a horse at night. Their dialogue says that neither remembers the time spent in animal form.
Quests and event conditions
Medicine for the underground ward
Request and supplies
The head nurse asks for medicine prepared from herbs at Dokuno Falls and Dokuno Marsh. The herbs must be steeped in Potions at the gathering location, because they lose their potency after picking.
There are two different inventory items translated as Antidote. The ward accepts item 904, the powerful antidote prepared for this quest. The ordinary 10 G Antidote sold by town merchants is item 188 and does not satisfy the treatment choice.
| Patients | Correct medicine | Total for a clean completion |
|---|---|---|
| The five human patients | Quest Antidote, item 904 | 15, three per patient |
| The kappa in the lower-right bed | Fake Green Juice, item 914 | 3 |
Fake Green Juice is 青汁モドキ, called Aojiru in some older guides. English treatment choices also call it Faux Green Juice or Mock Green Juice. These labels refer to the same item, not three different medicines.
Evil Potion is a harmful treatment. The kappa explains that the human antidote does not work on kappa. Giving the wrong medicine can waste a dose or worsen a patient's condition.
Treatment cycle
Each patient begins at condition 4 and needs three correct doses to reach condition 1, cured. A patient can receive only one dose during a single town visit.
The complete treatment cycle is:
- Give each human patient one quest Antidote and the kappa one Fake Green Juice.
- Leave Hidden Town and return. Leaving only the ward does not reset the per-visit treatment restriction.
- Repeat the treatment on the next two town visits.
- Leave town and return again so that the final condition changes take effect.
The totals above assume that no harmful medicine has been given. A patient whose condition worsens needs additional correct treatment. Condition 7 is death.
The recovered patient in the upper-right bed also has a thank-you conversation and can reveal RAYON Village. This is separate from the head nurse's completion reward.
Rewards and closure
The head nurse offers completion once all six patients have reached a final outcome, cured or dead. Until then, she offers medicine instructions and information about the reward. The payout depends on how many patients were cured.
| Patients cured | Reward |
|---|---|
| 0 | 100 G |
| 1 | 300 G |
| 2 | 600 G |
| 3 or 4 | 1,000 G |
| 5 | 2,000 G |
| 6 | 2,000 G and Soul Pot 8 |
Collecting the reward ends the current ward event and makes that version of the ward inaccessible. The confirmation explicitly says that the event can be reset. The former claim that the ward becomes permanently inaccessible was too strong. The reset procedure has not been verified for this page.
Snowy Mountain Range mineral exchange
The researcher requests a Glowing Blue Fragment, item 1170, from the Snowy Mountain Range. There is no deadline stated in her request. She warns of a large freezing monster in that area.
An exchange consumes one fragment. The introductory successful exchange awards one Crystal Shard, item 179, which is used to learn abilities. On ordinary repeat attempts, the random result is:
| Result | Chance |
|---|---|
| Failure, no item | 20% |
| Gold Ingot | 20% |
| Silver Ingot | 20% |
| Copper Ingot | 40% |
The repeat roll is an integer from 1 to 5. A roll of 1 fails, 2 gives gold, 3 gives silver, and 4 or 5 gives copper. Snowy Mountain Range progression values 0 and 2 force the Crystal Shard branch and advance that progression value by one. The random table applies outside those guaranteed-reward states.
Orphanage basement access
The opening event checks the following conditions after refreshing the character's equipment and status:
| Requirement | What the source checks |
|---|---|
| Nighttime | The nighttime switch must be on. |
| Base Purity at least 70 | The signed base-stat variable must be at most -70. Charm is not checked here. |
| Base Masochism at least 70 | The corresponding signed base-stat variable must be at most -70. |
| Noble Collar equipped | The collar's equipment flag must be on. |
| Slave Girl's Chains equipped | The chains' equipment flag must be on. |
| No cursed armor | The cursed-armor identifier must be zero. |
| No parasitic suit | The parasitic-clothing flag must be off. |
| No reinforced slave chastity belt | Its reinforced-equipment flag must be off. |
| Compatible belt-control state | The control-scope variable must be 3 or at most 0. Other positive values block the opening. |
These are base personality values, not temporary modified values. The thresholds include exactly 70. An old requirement of Charm and Masochism above 70 is wrong on both the stat and the boundary.
The opening check does not directly require a late-game milestone, possession of a training slime, or possession of the special belt obtained during the route. Those should not be listed as starting prerequisites. The control-scope check is also not a direct check for a key in inventory.
Progression and troubleshooting
After the introduction, the route records the current protagonist. Later nighttime scenes check that the same protagonist is active. Changing characters can therefore stop progression even when the current character appears to meet the original entry conditions.
Progress uses numbered stage flags, with completion flags advancing the route to later stages. Later stages introduce additional equipment checks. In particular, the belt-fitting stage checks that the incompatible Revolution belt flag is off, while subsequent stages check the route's special belt-management flag. Repeating only the initial Purity and Masochism requirements does not satisfy every later stage.
Samantha's saved state changes NPC placement and branches in later scenes. That variable describes Samantha, not the player's transformation state.
The opening checks were compared with the maintained Japanese edition and the pristine Japanese source. Detailed later-stage choices, repeat jobs, and ending outcomes still require a separate walkthrough check. This section is an access and progression reference, not a verified scene-by-scene completion guide.
Version and source notes
This revision uses the native 2026 English inventory names and event commands. A generated MZ build can have conversion or display differences, so these source checks do not establish that every event currently works in MZ.
The main source locations are:
| Map | Coverage |
|---|---|
| Map0810 | Town entrances, street merchant, signs, and day/night dialogue |
| Map0811 | Weapon and armor stock |
| Map0812 | Tavern destination unlocks and Glowbug vendor |
| Map0813 | Inn, merchants, time witch, and upstairs facilities |
| Map0814 and Map0815 | Orphanage and basement |
| Map0817 | Church services |
| Map0831 | Public bath and nurse's shop |
| Map0879 | Ward medicine checks, patient conditions, and rewards |
| Map0901 and Map1362 | Library and newer magic-selection screen |
| Map1079 | Researcher's house and mineral exchange |
| RPG_RT.ldb | Inventory names and base shop prices |