Dungeon Depths of Sufokia
Captain Meno's Ship
Level 200 dungeon in the Depths of Sufokia, at [24,27]: five rooms, monsters that mutate as they lose HP and a boss who heals from every hit dealt to your team, Captain Meno. Quests to start, map of each room, strategy, monsters, achievements and loot.
![Captain Meno's Ship: the dungeon entrance, at [24,27] (Submerged City)](/wp-content/uploads/dofus/donjon-vaisseau-du-capitaine-meno-entree-grand.webp)
Quests linked to Captain Meno's Ship
The dungeon quest, Crystal Trap, is completed on Captain Meno: talk to him after the victory, before leaving. Accept it before entering: a fight won without the quest in progress doesn't count.
Talk to Captain Meno before leaving. After waking Deks, enter the ship and defeat Meno in a single fight, then stay put to pick up his message for the Foggernauts.
- Start
- Mel Well, Depths of Sufokia
- Prerequisites
- Topo the Li'l Robo
Pearl of the Depths10 pearls, 2 Aquatic Parasite and 50,000,000 XP
For later
It starts on board, with Captain Meno. He sends you to investigate his past with Deks, Doctor Hoo and Giles Vern. Bring him the Organ Sheet Music, then face the Unknown lying in wait at the ship's exit.
- Start
- Captain Meno, Captain Meno's Ship
- Prerequisites
- Crystal Trap
Yoloinist Crab Claw5 claws, 10 Pearl of the Depths and 50,000,000 XP
Defeat Meno with His Name is Nobody in progress or completed, otherwise his dialogues block. He then asks you for seven sheet music pieces; once you have them all, Meno's Kloon Snapper brings you back to him without redoing the dungeon.
- Start
- Decimandi, Frigost Island
Nileza's Buttonholeand 60,000,000 XP
Captain Meno can give you the Totem of Sadness. Maimane asks for six emotion totems, each from a boss of your choice: for sadness, Meno, Queen Amirukam, Sylargh, Turtelonia or Vortex.
- Start
- Maimane, Destroyers' Nightmare
- Prerequisites
- Level 180
Totem of Balanceonce the six totems are handed in
During events
- Tiwagrum Simulation
Tiwagrum can designate Captain Meno as the guardian to defeat. Amakna Village, .
The 5 rooms of Captain Meno's Ship
Five rooms. In every fight, monsters become more dangerous as they lose HP: this is the Unstable Mutation, detailed in the next section. For each room: the setting, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.
Room 1


Room 2


Room 3


Room 4


Room 5 — Captain Meno
Captain Meno's arena. For Crystal Trap, talk to him after the victory, before leaving the ship.


Defeat Captain Meno
Every hit it takes heals it
Any damage a monster or Captain Meno deals to one of your characters heals it by the same amount. A misplaced position in front of a Crystallisation glyph can wipe out several turns of work: no character lined up with another at 5 Range or less at the start of its turn.
Level 220
40,000 HP
20 AP
6 MP
- Resistances (%)
Earth 33%
Fire 26%
Water 13%
Air 17%
Neutral 11%
No invulnerability, but 40,000 HP with four players, 60,000 with eight, and -50% damage taken for the whole fight, poisons excepted. In exchange, your characters gain 20% final damage every turn, with no limit. His lowest resistance is Neutral.
CrystallisationPlaces a permanent glyph under the target. When occupied at the start of Meno's turn, it gives a shield to the character inside and hits those lined up with it: stand diagonally.
Volatile MaterialIts only other attack, at short range and without line of sight. MP removal and pushbacks keep it at bay.
The five-step strategy against Captain Meno
Turns 1 to 4: hold on. The fight starts with Meno and as many monsters as you have characters, minus one; from turn 2, he summons two per turn, three from 5 loot. Invulnerable, they die on their own after 4 turns: push them back and remove their MP instead of hitting them.
One glyph per character. Let Meno target you with Crystallisation: each glyph stays in place for the whole fight. At the start of his turn, a character on a glyph receives 1,000 shield. Stand diagonally from each other so as not to trigger his line damage.
Hit Meno as soon as possible. His 50% reduction makes your first hits weak, but it's still extra erosion. Poisons and erosion first: they are the only damage he doesn't reduce. Hit him whenever you have nothing more urgent to do.
Monsters at the end of their life. The more HP a monster loses, the more it mutates and the more dangerous it becomes. Heal the targets of Dark Bolt to deprive the Mantaze of Marine Lightning, and push back the Yoloinist Crab in mutation III first. Kill the Stylish Star if it is too close to you.
Around turn 10. It takes about ten turns to build up enough final damage. Keep hitting Meno and keeping the monsters away: his fall comes all at once when your bonuses are high enough.
The Unstable Mutation
At the start of each turn, a dungeon monster takes a Mutation state depending on its HP: none above 75%, Mutation I down to 51%, II down to 26%, III below that. Each mutation unlocks an extra spell, stronger at each tier, and Mutation II gives it 1 more MP.
To remove the state, push the monster without dealing any push damage to it. Keep a spell of this type available, especially against a monster in Mutation III.
Monsters that die on their own
Against Captain Meno, all monsters, whether present at the start or summoned, are invulnerable, lose 25% of their max HP each turn and die on their own after 4 turns. They also lose 1 MP for the whole fight. Their four turns of life match the four mutation tiers: each turn, they are more dangerous.
With four players, the summons always follow the same cycle: Yoloinist Crab and Mol Usk on turn 2, Gambasmak and Mantaze on turn 3, Mol Usk and Litlamprey on turn 4, Yoloinist Crab and Gambasmak on turn 5, Mantaze and Litlamprey on turn 6, then back to the start.
Crystallisation Glyphs
Crystallisation places a one-cell glyph under its target, which stays until the end of the fight. At the start of Meno's turn, each occupied glyph triggers: 1,000 shield for the character inside, but heavy Fire damage for any character lined up with them within 5 range or less. Triggering also reveals invisible entities.
An empty glyph at the start of his turn does nothing. The ideal: one glyph per character, and a team arranged diagonally.
The monsters of Captain Meno's Ship
Five level 200 underwater ruin monsters. Against Meno, you don't kill them: they die on their own after 4 turns. The order below is that of the threats to neutralize first, through pushback, MP removal or healing. The resistances in red are their weaknesses.
In which order to kill the monsters
- Mantaze — it hits characters in the Driver state very hard at range: heal them to take away its target.
- Mol Usk — it doesn't hit very hard but removes AP from very far away.
- Yoloinist Crab — in mutation III, it pulls from afar and hits very hard in melee: push it back first when it is low on HP.
- Gambasmak, then Litlamprey — not very troublesome kept at range, as long as you avoid the Litlamprey's Parasitic Trap.
Level 200
6,000 HP
12 AP
5 MP
- Resistances (%)
Earth -9%
Fire 11%
Water 21%
Air 11%
Neutral 26%
Dark Bolt hits up to 12 range, increases your damage taken and makes you Driver for 3 turns. In mutation, Marine Lightning hits all Driver characters, and Electroshock punishes eroded characters. Weak to Earth.
Dark Bolt+15% damage taken for one turn and Driver state for 3 turns, up to three times per turn. A heal removes the Driver.
ElectroshockNeutral damage proportional to the target's eroded HP: keep heavily eroded characters away.
Marine LightningIn mutation, from turn 3: hits all Driver characters, harder at each tier. With no Driver in play, it is useless.
Marine LightningIn mutation, from turn 3: hits all Driver characters, harder at each tier. With no Driver in play, it is useless.
Marine LightningIn mutation, from turn 3: hits all Driver characters, harder at each tier. With no Driver in play, it is useless.
Level 200
6,000 HP
12 AP
4 MP
- Resistances (%)
Earth 11%
Fire 21%
Water 11%
Air 26%
Neutral -9%
Acidic Slobber removes 2 AP up to 12 range, twice per turn. Sticky Trail places a glyph that drains your MP, and Roly Moly, in mutation, erodes more and more. Weak to Neutral.
Acidic SlobberRemoves 2 AP up to 12 range, twice per turn: the Mol Usk is a nuisance from very far away.
Sticky TrailPlaces a glyph between the target and the Mol Usk, which removes your MP and vitality for one turn. Don't end your turn inside it.
Roly MolyIn mutation, in a line at short range: increasingly strong erosion depending on the tier.
Roly MolyIn mutation, in a line at short range: increasingly strong erosion depending on the tier.
Roly MolyIn mutation, in a line at short range: increasingly strong erosion depending on the tier.
Level 200
6,000 HP
12 AP
4 MP
- Resistances (%)
Earth 11%
Fire 26%
Water -9%
Air 11%
Neutral 21%
Crushing Claw hits very hard in melee, twice per turn. Ridiculous Gesticulation summons a Stylish Star that reflects the damage taken; in mutation, Yolostyle swaps places with it and pulls everything around, farther and farther. Weak to Water.
Ridiculous GesticulationStrikes in an area and summons the Étoile Swagante, which reflects the damage it takes. Only one at a time, starting on turn 2.
Crushing ClawVery heavy Neutral damage in melee, twice per turn. Never leave the Crab in melee.
YolostyleIn mutation, swaps places with the Stylish Star and pulls everything around, without line of sight. Range and pull increase with the mutation.
YolostyleIn mutation, swaps places with the Stylish Star and pulls everything around, without line of sight. Range and pull increase with the mutation.
YolostyleIn mutation, swaps places with the Stylish Star and pulls everything around, without line of sight. Range and pull increase with the mutation.
Level 200
6,000 HP
12 AP
4 MP
- Resistances (%)
Earth 26%
Fire -9%
Water 11%
Air 21%
Neutral 11%
Frontal Sidestep makes it charge at you and pushes you back 4 cells; if the pushback deals you damage, it gains 400 power and brings you back to it. Meteor-Fist teleports it. In mutation, its punches remove up to 6 AP in melee. Weak to Fire.
Frontal SidestepThe Gambasmak charges into melee and pushes back 4 cells. Pushback damage gives it 400 power and brings you back to it: keep some space behind you.
Meteor-Fist
Chain of Normal PunchesIn mutation, in melee: removes 2, 4 then 6 AP depending on the tier and shortens the duration of your effects.
Chain of Normal PunchesIn mutation, in melee: removes 2, 4 then 6 AP depending on the tier and shortens the duration of your effects.
Chain of Normal PunchesIn mutation, in melee: removes 2, 4 then 6 AP depending on the tier and shortens the duration of your effects.
Level 200
6,000 HP
12 AP
4 MP
- Resistances (%)
Earth 21%
Fire 11%
Water 26%
Air -9%
Neutral 11%
Parasitic Trap teleports it into melee with you if you trigger it. Attractive Suction pulls 4 cells in a line, and Filtering Bite, in mutation, poisons and removes up to 7 range. Weak to Air.
Parasitic TrapTrap in a diagonal cross around the targeted cell. Triggering it teleports the Litlamprey into melee with you.
Attractive SuctionPulls 4 cells in a line, twice per turn: stay out of the Litlamprey's lines.
Filtering BiteIn mutation, at 2 range: Earth poison from 1 to 3 turns and -3, -5 then -7 range depending on the tier.
Filtering BiteIn mutation, at 2 range: Earth poison from 1 to 3 turns and -3, -5 then -7 range depending on the tier.
Filtering BiteIn mutation, at 2 range: Earth poison from 1 to 3 turns and -3, -5 then -7 range depending on the tier.
Preparing your run through Captain Meno's Ship
A level 190 to 200 dungeon rated medium difficulty, but long: the goal is to survive about ten turns, long enough for your damage to build up. You come here for Crystal Trap and the rest of the Depths series, the Totem of Sadness and the achievements. Captain Meno cannot be captured.
How to enter Captain Meno's Ship
The entrance is in the Submerged City in the Depths of Sufokia, at ; the nearest zaap is the one at Sufokia , and access to the Depths is at Sufokia, at . There are three ways to open it: a Captain Meno's Ship Key (consumed), the keyring if it is registered there, or the automatic group finder.
Crafting the Captain Meno's Ship Key
It is crafted at a handyman's workshop. Three ingredients drop from the dungeon monsters, at 12%: Mol Usk Slobber, Yoloinist Crab Claw and Gambasmak Scale. Mahaquany Wood, Sepiolite, Limpet, Salikronia and Quisnoa complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 1 | 200 | |
| 1 | 200 | |
| 1 | 200 | |
| 1 | 200 | |
| 1 | 200 |
Which team to bring against Captain Meno
MP removal and pushback. The monsters don't die under your blows: you have to keep them away for four turns, wave after wave. Cra, Enutrof and Sadida are ideal, with their MP removal and ranged pushbacks.
Poisons and erosion. Meno halves direct damage, not poisons, and erosion counters his heals. A poison character buys you several turns.
Enough to heal or protect. A heal removes the Driver state and deprives the Mantaze of Marine Lightning. Eniripsa, Masqueraider or Feca make the fight calmer: less damage taken means fewer heals for Meno.
The classes that fit best. The Cra, Enutrof and Sadida remove MP and push back at range; Eniripsa, Masqueraider and Feca protect or heal. For the Blitzkrieg, an Eliotrope and Iop pair deals the most damage; for the Duo, the Feca with his Pavise or the Sram with his poisons.
The six achievements of Captain Meno's Ship
Each achievement gives 200,000,000 XP and 2 Meno's Hair, Duo doubles the XP; Sidekick gives 75,000,000 XP. Cautious poses almost no difficulty, apart from the Parasitic Trap.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Captain Meno in his dungeon by completing the “The Scent of Mutiny” challenge. | 10 | 200 000 000 | |
| Defeat Captain Meno in his dungeon by completing the “Blitzkrieg” challenge. | 10 | 200 000 000 | |
| Defeat Captain Meno in this boss's dungeon. | 10 | 200 000 000 | |
| Defeat Captain Meno in his dungeon by completing the “Magik Riktus Bandits” challenge | 5 | 75 000 000 | |
| Defeat Captain Meno in his dungeon by completing the “Cautious” challenge. | 10 | 200 000 000 | |
| Defeat Captain Meno in his dungeon by completing the “Duo” challenge. | 20 | 400 000 000 |
Blitzkrieg
Every enemy attacked must die before its next turn. Don't touch Captain Meno before you can remove his 40,000 HP, more beyond 4 loot, in a single turn. So you have to survive much longer: about fifteen turns with an Eliotrope and an Iop, about thirty with a single Cra. Don't hit any monster: invulnerable, they can't die before their turn.
Cautious
No ally should end its turn next to an enemy. The only trap is Parasitic Trap: the Litlamprey places it under one of your characters, in a diagonal cross, and teleports next to them if they trigger it. If you start your turn with traps on your diagonals, don't step on any of those four cells.
Special: The Scent of Mutiny
Each ally must end their turn in line with another ally. Not very difficult, but the glyphs become tricky to use: their line damage would hit your lined-up allies. To keep the shield, end in line with an ally but out of range of that damage. The fastest is still to erode Meno and hit him every turn, to finish in 7 to 10 turns, with a character who removes MP from the summons.
Duo
Two characters maximum, fewer than 40 turns. Many duos work. The Feca hides behind his Pavise, invulnerable at range and blocking lines of sight, preferably played Water. The Air Sram kills Meno in 10 turns or fewer with the Mist and his poisons; on the turns without Mist, fall back to the back of the map behind a plotter to cut the lines of sight.
Sidekick: Magik Riktus Bandits
At least four characters, including an eligible Riktus Sidekick (fine-blade, archer, rover or enchantress). Build the team directly with the Sidekick. The fight plays out as usual: control the monsters and let their natural HP loss do the work.
Drops and loot of Captain Meno's Ship
Base in-game rates, before Prospecting bonuses.
On Captain Meno
Meno's HairHair12 %
Nougat Rabmarac BarTreat6 %
Barrel of Tasty JuiceContainer3 %
Aquatic ParasiteMiscellaneous Resource2 %
Al Howin GobtubbyCeremonial pet1 %
Paragon of PowerMain quests0,7 %
Tasty CarrionMeat0,6 %
On the henchmen of Captain Meno
Wakfu SandSufokia · Yoloinist Crab25 %
Centenarian GrawnSufokia · Yoloinist Crab24 %
Tasty MeatMeat · Yoloinist Crab12 %
Yoloinist Crab ClawBone · Yoloinist Crab12 %
Gambasmak ScaleSkin · Gambasmak12 %
Mantaze TailTail · Mantaze12 %
Mol Usk SlobberLiquid · Mol Usk12 %
Litlamprey ToothBone · Litlamprey12 %
Aquatic ParasiteMiscellaneous Resource · Yoloinist Crab2 %
Barrel of Tasty JuiceContainer · Yoloinist Crab1 %
Captain Meno's Ship as a guild Expedition
The ship exists in two guild Expeditions, Audacious and Valour, each with its own modifier:
- Audacious: the monsters stay invulnerable, gain 4 MP and start at half their HP, so in Mutation II, then III, and die after 2 turns;
- they play right after Meno and reach you quickly on the first turn: stand in a corner, far from the center where they appear. Four monsters at all times at 4 and 5 loot, six at 6 and 7 loot, eight at 8 loot;
- Valour: no more Unstable Mutation, the monsters are no longer invulnerable and no longer lose HP. You have to kill them, including those from the start of the fight;
- two options: Meno first, kept close to you and eroded every turn, with a Sadida who removes MP from the whole map through the infected state; or the monsters first, with area damage (Earth Sadida, Cra, Iop) once your damage has built up;
- in Valour, Mantazes and Yoloinist Crabs first, then Gambasmaks and Mol Usk;
- in both, erode Meno every turn: erosion is doubly effective there, and counters the heals your damage taken gives him.
Where is Captain Meno's Ship?
In the Submerged City in the Depths of Sufokia, at . The nearest zaap is the one at Sufokia ; access to the Depths is at Sufokia, at .
At what level should you do Captain Meno's Ship?
Level 190 minimum, 200 recommended. Captain Meno is level 220, with 40,000 HP with four players and 60,000 with eight.
Which quest should I do in Captain Meno's Ship?
Crystal Trap, with Mel Well , after Topo the Li'l Robo. After the victory, talk to Captain Meno before leaving the dungeon.
How do you beat Captain Meno?
By surviving about ten turns, long enough for your 20% final damage per turn to build up. Keep the monsters away, take the shield from his glyphs diagonally, and hit him at every opportunity.
Should you kill the monsters summoned by Meno?
No, they are invulnerable. They lose 25% of their HP per turn and die on their own after 4 turns: push them back and remove their MP in the meantime.
How do you get the glyph shield?
Be on a Crystallisation glyph at the start of Meno's turn: 1,000 shield. But no ally may be lined up with you within 5 range or less.
Can Captain Meno be captured?
No, Captain Meno cannot be captured. No soul stone is needed for this dungeon.
Can Captain Meno's Ship be done with two characters?
Yes, it is even an achievement, in under 40 turns. A Feca sheltered behind his Pavise, or an Air Sram with the Mist and his poisons, accompanied by another character.
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