RyonaRPG → Locations → Magicians Retreat

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Core version: 155 (2022-08-10)

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The Magicians' Retreat (魔術師の隠れ家) is an unranked difficulty dungeon in the Central Continent. It is unlocked by talking to the female mage on the second floor of Slave City Shrike's inn.

General

  • This is a large dungeon comprised of one central dungeon and two separate smaller dungeons.
  • There is a good & evil system in operation within the Magicians' Proving Grounds area. How far you are towards either determines one of the final rewards at the end of the entire dungeon; it may be worthwhile to make two different playthroughs of the dungeon if you desire rewards from both alignments.
    • Taking the equipment from the women imprisoned within individual cells is considered evil.
    • Throwing the collapsed woman off the narrow path in the ghost-infested dimensional zone is considered an atrocity.
    • Taking the equipment of the dead (which brings up a prompt) aligns you towards evil.


Layout

Exterior

The exterior map is filled with Ether and Potion-stealing bandits. Some areas can be accessed by having a Chain Flail acquired from the Undersea Temple. One of these areas is a cave to the northwest inhabited by an unkempt man. He tracks your good/evil alignment within the dungeon.

The former mages' hideout is to the southeast. Upon entering you will be trapped inside by bandits. Fight them until they give up and you will be able to leave. However to access more you need to check the bookshelf that has no books in it to reveal a hidden stairway leading to a magic circle with stairs in its center. The bandits will respawn and trap you every time you reenter the hideout.

The "Dead Wife Museum" may be found past a door to the southeast. The rest of the dungeon is covered under Magicians' Proving Grounds and Magicians' Proving Grounds, Depths.


Dead Wife Museum

  • You can, and should, save the game at the diary immediately inside the museum since this dungeon is full of game over instant death traps.
  • To proceed examine the painting with a door at the southwestern section of the area. Walking past the painting of you triggers a game over.
  • In the next room with monsters and empty paintings you need to convince the monsters to return to the paintings with brute force. Once all the paintings have settled down two door paintings appear to the south. Enter the western door. (Check out the eastern door if you like for another game over.)
  • Walk past the paintings into another room with a loose painting. The female image is capable of healing itself. Be careful of area attack spells and the lightning balls; the latter is particularly damaging and may kill you. Defeat it to reveal two doors; the western one leads back to the moving pictures gallery while the eastern one leads you to the room with two chests. Activate the lever inside the eastern room and attempt to leave.
  • In the wax gallery some of the dolls are alive (you can tell if they turn to face you) and will hit you if you come close. They don't move so just run past them to the eastern exit. Alternatively you can kill them for some minor experience.
  • In the doll prison you need to continue to the second screen and pull the lever in the room with the stone statues while avoiding the three obvious traps on the floor. Enter the open coffin in the first prison section and pull the lever there; if you didn't pull the previous lever first you'll trigger a game over before reaching it. Finally you can return to the wax gallery and pull the lever near the two flute dolls which will move the statues to the north. However should you try to proceed the statues will trap you and delta horse you into submission, ending the game.
  • Instead go through a hidden door in the wall to the left of the lone statue.
  • After the room with a save book, Prime Blue, and bookshelves full of information you find the boss of the dungeon.
  • Once you beat the boss and enter the door you will find yourself back in the first area again.


Boss: Living Portrait

Boss: Magician Couple

The treasure chest spawned contains one of the following:

  • Queen's Bondage (Armor)
  • Dancer's Cloth (Armor)
  • Succubus Ring (Accessory) Inma's ring. A normal attack can weaken the enemy, but ...
  • Sexy Leotard (Armor)
  • Dark Circlet (45 Defense, 35 Magic, 35 Spirit)
  • Ghosts Scented Oil (Accessory, +90 Charm)


Magicians' Proving Grounds

From your starting point, take the southern exit. The next area is a chamber filled with numerous slimes; to the southeast is a passage sealed by two pillars. To remove them you need to activate a switch and lever; the switch is in the room to the southwest. Then, take the eastern passage and follow it towards the stairs leading downward to the east. Past the cells you will find a lever.

The next area is an amorphous zone where rapidly moving spirits will constantly assault you. There is a Light Robe to be picked up on the eastern island area. Make your way to the southern exit where you will be forced into a boss battle with a red Tonberry.


Boss: Red Tonberry

The boss battle takes place in a watery arena; it may be advantageous to equip equipment that negates water penalties such as the Bubble Suit from the Undersea Temple. The Tonberry does a lot of damage and has a large amount of health, but has low defensive capabilities. Its movement speed fluctuates and it may become difficult to avoid it at its highest speed. Aside from its melee attacks the Tonberry also fires a special bullet which on impact triggers "Everyone's Grudge" which may kill you if you are also under a negative status effect.

On death he spawns a chest that contains mostly daggers:

  • Urishu's Knife (Large Ax)
  • Star Bringer
  • Psycho Dagger (Dagger)
  • Paracelsus' Dagger
  • Critical Dagger (Dagger)
  • Dagger of Glory (Dagger, (経宝))
  • Holy Knife
  • Throwing Dagger (Dagger, one is consumed per throw)
  • Ripper's Knife (Dagger, 30% of damage done bounces)
  • Main Gauche (Dagger, reduces physical attacks by 10% (disabled while attacking))
  • Kunai (Dagger)
  • Midnight Haze (Sword, 20% magic damage reduction)
  • Thief's Dagger (Dagger, extra treasure)
  • Mage Smasher [Dagger, double damage to enemy spellcasters)
  • Silver Dagger
  • Orichalcum (Dagger)

Head southwest past the moving saws to a dead end (the southernmost exit leads to a lever that will raise the terrain there, but it may be easier to just dodge the saws). On the right is the exit marked by a slightly different wall border. In the next area, the trick is to expose the slimes in the southern passage to extremes of heat and cold; switch on and off both switches once. Pulling the lever will open the doors to the other chambers, releasing heat and cold respectively and periodically damaging you. The heat chamber has an Incandescent Bracelet that can be picked up.

Along the passage you will meet a woman who will invite you to follow her; if you accept she will trap you in the sewers and summon slimes to assault you before revealing herself as a Slime Girl. Upon defeating everything in that encounter you will be swept away through the sewers where a ladder will allow you to climb back into the main area of the retreat.


Boss: Slime Woman

Like the Red Tonberry encounter this fight takes place on water, so armor with no penalties will help. The boss will avoid combat initially and let her slimes do the fighting. Both of them have a considerable amount of health but wielding fire spells or fire enchanted weapons will make this fight go faster. Having accessories that resist Capture will be useful although due to the slow movement of your enemies this may not be necessary if you are already sufficiently leveled. She does not count towards the Boss Subjugation counter.

Once defeated the encounter will end abruptly as a wave flushes you to the sewers. Taking the stairs up will take you back to the start.


To properly finish the dungeon you need to ignore her for the time being. Instead, go past her to the very end where you will face the boss of the area.


Boss: Zombie Wizard

The Zombie Wizard fights in a square arena with no traps and is assisted by several invulnerable fast moving balls of light that will cast elemental magic at you. The sheer number of spells from them together with his own will make it impossible to avoid being hit; having high Spirit equipment will make you more durable for this fight. The wizard has only average movement speed and doesn't move in a flashy manner; he also has plenty of health to sustain himself. Holy attribute attacks will be of great help in this fight.

His treasure chest may contain any of the following:

  • Lightning Rod (Staff, consumable, casts a Lightning spell by charging, which consumes a charge. Amplifies Lightning magic, resists Lighting)
  • Ice Rod (Staff, consumable, casts an Ice spell by charging, which consumes a charge. Amplifies Ice magic, resists Ice)
  • Flame Rod (Staff, consumable, casts a Fire spell by charging, which consumes a charge. Amplifies Fire magic, resists Fire)
  • Slave Girl's Chains (Noble version of the slave girl chains)
  • 魔導杖ミホ (Staff, halves mana consumption)
  • Mistress Papillon
  • Ether Shield (Reduces magic attacks by 50% when not attacking)
  • Buckler (Reduces physical attacks by 25% when not attacking)
  • Scarlet Robe (Armor)
  • Devil's Dress (Armor, cursed)


Do not take the rope to the surface. Instead, head back to the slime girl and fight her. Once you return to the main area via the sewers the depths (via the stairs blocked previously by a gate) will be accessible. Also unlocked is the door in the passage with all the expedition members restrained against the walls; the chamber it leads to contains a Soul Jar 8.


Magicians' Proving Grounds, Depths

This sub-dungeon is straightforward and leads to a room with friendly slugs and a save point. Further in do not step onto the circle with three seated girls nearby or you will trigger the possession bad ending. The long journey will culminate in a long hall with young girls flanking both sides.


Boss: Loli Automaton

The automaton will be assisted by nine subordinates. They attack by throwing knives and causing electric shocks aside from engaging in melee. Knives will cause Bleeding while electric shocks inflict Paralysis. The enemy will move in a slightly irregular manner but the small size of the arena will make it somewhat easier to catch them. The danger will be in the barrage of attacks they can land, which may drain your resources especially if they manage to keep their distance. They have a good amount of health.

Beyond the automata is a bedroom where you will find a Prime Blue and Princess Dress. Touch the sparkling gem to return to the caverns section on its westernmost side.


Treasure Chamber