RyonaRPG → Locations → Hidden, the Lurking Town

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RyonaRPG edit


Japanese release
Core 0163
2026-04-29



Gameplay:

Technical help:


External links:

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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.

A Royal Suite stay awards Demon Stripper when the character is level 20 or higher. Below level 20, Hidden uses the shared lodging routine's standard reward selection instead. The older wiki's unconditional reward claim misses this level requirement.

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 Mullonde Necromancy Hall, called Mullonde Necropolis in the event dialogue. The current English event includes a destination-unlocked message.
Patron asking for help with a displaced temple resident Reveals Ayakashi Mountain Path, called Haunted Mountain Road in the event dialogue. 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.

After the underground ward quest ends, the old woman in the church can reset it. Her story restores the ward's initial quest state. See Resetting the ward below.

Stolen-goods dealer in the well

The well has a separate dealer for stolen goods. This is not the street merchant who sells Whisperweed and Tile Packs.

Equipment lost through the game's theft system enters this dealer's stock. The player can buy it back for half its item price, rounded down. The same pricing applies to randomly stocked items.

The daily-update routine adds one random item, so advancing days can change the selection. Confirmed possibilities include Curse Talisman Doll, Cursed Doll, Secret Safe, Bubble Garment, Whale Vise, Ruby, and ULTRA SUPER SWORD. These are possible arrivals, not a permanent catalog or guaranteed stock on the next day.

The dealer is not permanent storage for lost equipment. His stock uses a 20-entry queue shared by stolen items and random arrivals. Each addition moves the queue forward and discards its oldest entry. Delaying a buyback can therefore cause lost equipment to disappear from the available stock.

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 is available at night only and sells Milk for 400 G and Antidote for 10 G. This Antidote is the ordinary shop item, not the ward's quest medicine. The night restriction applies to the shop, not to the bathhouse as a whole.

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.

The entrance is on the eastern side of town, in the shadowed gap between a pillar and the passage. After the quest closes, the nearby sign identifies the site as a vacant house.

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 the lower-right house of the town's upper residential area 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:

  1. Give each human patient one quest Antidote and the kappa one Fake Green Juice.
  2. Leave Hidden Town and return. Leaving only the ward does not reset the per-visit treatment restriction.
  3. Repeat the treatment on the next two town visits.
  4. 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. This closure can be reversed through the old woman in the church.

Resetting the ward

After collecting the completion reward, speak to the old woman in the church and finish her story about the infirmary. At the end of the conversation, her event clears the ward's completion state and its initialization flags. The next ward visit begins a fresh attempt with the patients restored to their initial conditions.

This reset is part of the normal game, not a debug command. It is available after the ward has closed, rather than as a way to undo an individual dose during an unfinished attempt.

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.