Dungeon Depths of Sufokia
Dantinea's Palace
Level 200 dungeon in the Depths of Sufokia, at [19,26]: five rooms of Trituns and a queen who links a shell to each of your characters, Dantinea. Quests to start, strategy, monsters, achievements, guild expeditions and loot.
![Dantinea's Palace: the dungeon entrance, at [19,26] (Realm of the Trituns)](/wp-content/uploads/dofus/donjon-palais-de-dantinea-entree-grand.webp)
Quests linked to Dantinea's Palace
Two quests are completed by defeating Dantinea: Beauty Queen, in the Depths of Sufokia, and Mississitudes, in the Otomai series. Accept them before entering: a fight won without the quest in progress doesn't count.
It is completed on Dantinea. The Rokafe Guard tells you about Dame Askning, captured by Dantinea: discover the palace entrance, defeat Dantinea in a single fight, talk to her, then go see Queen Viktoria.
- Start
- Rokafe Guard, Realm of the Trituns
- Prerequisites
- Fishing for Information
Tryde Trident5 tridents, 10 Pearl of the Depths, 2 Tritun Skin and 50,000,000 XP
Defeat Dantinea on the trail of the two Misses. After Meriana and a secret association of Sufokian wrestlers, enter the palace, defeat Dantinea in a single fight and talk to Lorn the Grawn, before rushing off to Ecaflipus.
- Start
- Otomai, Otomai Island
- Prerequisites
- A Draconian Remedy
Dantinea's Denturesa Tritun Skin and 60,000,000 XP
For later
Return to the palace with the ransom. Gather the ransom jewels from several intermediaries, then defeat two Ambushing Trydes and hand the jewels and pearls over to Dantinea to free Dame Askning.
- Start
- Queen Viktoria, Sufokia Bay
- Prerequisites
- Beauty Queen
Tryde Trident5 tridents, 10 Pearl of the Depths and 50,000,000 XP
Dantinea can give you the Totem of Disgust. Maimane asks for six emotion totems, each from a boss of your choice: for disgust, Dantinea, Bethel Akarna, Corruption, Nileza or Protoz'orror.
- Start
- Maimane, Destroyers' Nightmare
- Prerequisites
- Level 180
Totem of Balanceonce the six totems are handed in
During events
- Tiwagrum Simulation
Tiwagrum can designate Dantinea as the guardian to defeat. Amakna Village, .
The 5 rooms of Dantinea's Palace
Five fights against the Trituns, whose mechanics are detailed below. As soon as a Tryde is there, locate it every turn: invisible, it gains power as long as nobody hits it. For each room: the scenery, 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 — Dantinea


Defeat Dantinea
The five-turn cycle
Every 5 turns, Dantinea kills all her Colosshells still alive, and the characters linked to them, then summons new ones. Make sure all the Colosshells are dead on turns 6, 11, 16 and onward.
Level 220
18,000 HP
20 AP
6 MP
- Resistances (%)
Earth 18%
Fire 28%
Water 23%
Air 17%
Neutral 14%
No invulnerable state, but its Colosshells halve your damage. It hits hard with life steal up to 3 Range, in an area around it, and swaps places with a Colosshell from turn 2: it is only dangerous up close. Weak Point: Neutral, at 14%.
Soul SiphoningBig Neutral life steal up to 3 Range, twice per turn. Stay out of that range.
Tentacular DanceHits Earth and Air in a circle of radius 2 around her. Never stay grouped up in melee with her.
CooperashellSwaps places with a Colosshell up to 6 Range away without line of sight, from turn 2 and then every 2 turns: Dantinea can pop up next to you. Keep your distance from the Colosshells.
The five-step strategy against Dantinea
Position during the preparation phase. The Colosshells always appear on the same cells, and each character gets its own depending on its starting cell. Position your characters so they can quickly kill their Colosshell, starting with the one of your best hitters.
Free the big hitters. While its Colosshell lives, a character only deals 50% of their damage, against everyone, and loses 1 MP per turn. Kill the Colosshells of your biggest hitters first: they will then hit at full power.
Tryde, Silyrus, Merdiodon. The freed characters deal with the monsters according to proximity, but preferably in this order: the Tryde, the most annoying, then the Silyrus and the Merdiodon. Those who still have their Colosshell look for the Tryde to hit it once and reset its power to zero.
Clean everything up before turn 6. Kill the remaining Colosshells before turn 6, then try to finish the monsters before that same turn. On turn 6, a new batch arrives: kill it right away, hitters first. At the start of each turn, Dantinea hits the characters in line with her Colosshells: get out of those lines.
Dantinea before turn 11. Once the monsters are dead, rush Dantinea, preferably before her turn 11. Her death kills all the remaining Colosshells, which no longer come back: the whole team regains its full power.
The Colosshells
From the start of the fight, Evil Pact summons as many Colosshells as there are characters, with no AP or MP, and 1,000 HP. Each one has a number and is linked to a character: the positions and numbers are always the same, and the assignment follows an order of priority among the ten possible starting cells.
Four characters placed on starting cells 3, 5, 6 and 10 thus receive, in order, Colosshells 1, 2, 3 and 4. Killing its Colosshell gives a character back all its power, against monsters, against Dantinea and against the other Colosshells.
Finding the Tryde
At the start of each turn, the Tryde becomes invisible, gains 100 stackable power and reveals your invisible characters. Detection spells don't reveal it: only a line of damage makes it visible until its next turn and resets its power to zero.
Watery Prison always teleports it into melee, behind its target, before it moves with its remaining MP: start from its starting cell and the characters it has hit to estimate its position, and sweep the area with area spells. Ideally, kill it on the turn you find it.
The monsters of Dantinea's Palace
Five level 200 Trituns with 6,000 HP, each with its own positioning mechanic. Two have a permanent effect: never end your turn in the Octodoll's line of sight, and don't hit the Crabtun while Unhealable. The resistances in red are their weaknesses.
In which order to kill the monsters
- Tryde — invisible, it gains power every turn nobody touches it and traps the cells around it.
- Silyrus — 6 MP and a 4-cell charge: it reaches you fast, and kills a Weakened character.
- Merdiodon — its pushes kill a Pacifist character in line with its target.
Level 200
6,000 HP
12 AP
3 MP
- Resistances (%)
Earth 16%
Fire 21%
Water 36%
Air -14%
Neutral 1%
It becomes invisible at the start of each turn and stacks 100 power as long as nobody hits it. Watery Prison teleports it behind its target and places an invisible cross-shaped trap, which only a teleport or a Rooted, Unshakable or Unmovable state lets you escape. Weak to Air.
Watery PrisonTeleports the Tryde behind its target and places an invisible cross-shaped trap: entering it hits you and brings you back to the center with every attempt to leave.
Level 200
6,000 HP
12 AP
6 MP
- Resistances (%)
Earth -6%
Fire 1%
Water 16%
Air 21%
Neutral 36%
Harpoon-Bolt, in a line up to 2 Range, kills a Weakened character; Frontal Charge makes it advance 4 cells. Each spell leaves a yellow glyph under it that hits hard and applies Gravity: don't step on it. Slightly negative on Earth.
Harpoon-BoltStrikes and poisons in a line up to 2 Range; kills the target if it is Weakened. Leaves a yellow glyph under the Silyrus.
Frontal ChargeThe Silyrus advances 4 cells toward its target, in a line up to 5 Range, and leaves a yellow glyph.
Level 200
6,000 HP
12 AP
5 MP
- Resistances (%)
Earth 21%
Fire 36%
Water -14%
Air 1%
Neutral 16%
Hydraulic Projection pushes back in a cross around its target, and Mortal Nudge, at exactly 4 Range in a line, pushes back 4 cells. Under Pacifist, a character in line with its target dies at the first push damage. Don't stay in line or close to it. Weak to Water.
Hydraulic ProjectionIn a line up to 2 Range: pushes back 2 cells everything in a cross around the target.
Bouncy FougouStrikes in a circle of radius 2 and applies the Unable to Lock state, in a line up to 6 Range.
Mortal NudgeOnly in a line at exactly 4 Range: pushes back 4 cells and dooms Pacifist characters in line with the target at the slightest push damage.
Level 200
6,000 HP
12 AP
5 MP
- Resistances (%)
Earth 36%
Fire -14%
Water 1%
Air 16%
Neutral 21%
Ending your turn in its line of sight makes you Unhealable for 2 turns; doing it again on the next turn also removes 100 MP. Whirlwintun removes 5 Range in a line, and Siphoning swaps its place with an ally to heal it. Weak to Fire.
SiphoningThe Octodoll swaps places with an ally up to 4 Range away, without line of sight, and restores 13% of its max HP.
WhirlwintunRemoves 5 Range in a line, from 3 to 10 Range; under Gravity, every MP used costs you HP for 2 turns.
Level 200
6,000 HP
12 AP
5 MP
- Resistances (%)
Earth 1%
Fire 16%
Water 21%
Air 36%
Neutral -14%
Luminous Attraction pulls you 4 cells in a line up to 10 Range and removes 4 AP, then Entwining hits very hard in melee and applies Pacifist. It sends 50% of the damage taken back to an Unhealable attacker. Weak to Neutral.
Luminous AttractionPulls from 4 cells away and removes 4 AP, in a line up to 10 Range. Get out of its lines.
EntwiningIn melee, once per turn: very big Neutral damage and Pacifist for one turn.
Preparing your run through Dantinea's Palace
A level 190 to 200 dungeon, rated easy, but one that demands method: everything hinges on the rhythm of the Colosshells. People come for the Sufokia and Otomai quests, the achievements and the Dentures: Dantinea cannot be captured.
How to enter Dantinea's Palace
The entrance is in the Realm of the Trituns, in the Depths of Sufokia, at ; the nearest zaap is the one at Sufokia . The access to the depths is in Sufokia, at . Three ways to open it: a Dantinea's Palace Key (consumed), the key ring if it is registered there, or automatic group search.
Crafting the Dantinea's Palace Key
It is crafted by a handyman. Tryde Trident, Octodoll Ink and Crabtun Lantern drop in the palace, at 12%. 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 Dantinea
Big hitters. The whole fight comes down to speed: free your hitters, clean up before turn 6, kill Dantinea before turn 11. Characters capable of big damage make the Colosshell cycle harmless.
Area spells and an emergency exit. Area spells flush out the invisible Tryde. To get out of Watery Prison, bring a teleport or a Rooted, Unshakable or Unmovable state.
The six achievements of Dantinea's Palace
Each achievement gives 200,000,000 XP and 2 Dantinea's Dentures; Duo doubles the XP; Sidekick gives 75,000,000 XP. Last is completed with the basic strategy, which saves Dantinea for the end.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Dantinea in this boss's dungeon. | 10 | 200 000 000 | |
| Defeat Dantinea in her dungeon while completing the “Last” challenge. | 10 | 200 000 000 | |
| Defeat Dantinea in her dungeon while completing the “Statue” challenge. | 10 | 200 000 000 | |
| Defeat Dantinea in her dungeon while completing the “Duo” challenge. | 20 | 400 000 000 | |
| Defeat Dantinea in her dungeon while completing the “Shell Hunt” challenge. | 10 | 200 000 000 | |
| Defeat Dantinea in her dungeon while completing the “The Heroes” challenge | 5 | 75 000 000 |
Last
Dantinea must be finished off last. This is the normal flow of the fight: Colosshells, then Tryde, Silyrus and Merdiodon, Dantinea last, keeping her at a distance. Just remember to clean up each batch of Colosshells before turns 6 and 11.
Special: Shell Hunt
A Colosshell must only suffer damage from the fighter it is linked to. Character no. 1 is the only one to hit Colosshell no. 1, and so on; the batches arrive on turns 1, 6, 11. Position during the preparation phase so everyone reaches theirs quickly, and avoid area spells that would hit another's Colosshell. A Colosshell still alive on turn 6 always kills its character.
Drops and loot of Dantinea's Palace
Base in-game rates, before Prospecting bonuses.
On Dantinea
Dantinea's DenturesBone12 %
Nougat Rabmarac BarTreat6 %
Barrel of Frying OilContainer3 %
Tritun SkinSkin2 %
Al Howin GobtubbyCeremonial pet1 %
Queen Odasouth ShieldCeremonial shield0,95 %
Queen Odasouth WandCeremonial weapon0,95 %
Wa Odanowth's CloakCeremonial cape0,95 %
Wa Odanowth's CwownCeremonial hat0,95 %
Queen Odasouth CrownCeremonial hat0,95 %
Wa Odanowth ShieldCeremonial shield0,95 %
Queen Odasouth CloakCeremonial cape0,95 %
Wa Odanowth's SwordCeremonial weapon0,95 %
Paragon of PowerMain quests0,7 %
Tasty CarrionMeat0,6 %
On the henchmen of Dantinea
Tasty MeatMeat · Merdiodon12 %
Merdiodon SpineBone · Merdiodon12 %
Octodoll InkMiscellaneous Resource · Octodoll12 %
Silyrus MoustacheHair · Silyrus12 %
Crabtun LanternMiscellaneous Resource · Crabtun12 %
Tryde TridentCombat Resource · Tryde12 %
Tritun SkinSkin · Merdiodon2 %
Barrel of Frying OilContainer · Merdiodon1 %
Dantinea's Palace as a guild Expedition
The palace exists in two guild Expeditions, Audacious and Valour, each with its own modifier:
- Audacious: the Colosshells are invulnerable. Each character eliminates their own by ending their turn in melee with it; pushes and pulls help bring it closer, since you lose 1 MP per turn while it lives;
- in Audacious, the Tryde and its Watery Prison can stop you from reaching your Colosshell: spot it quickly, push it back or kill it, and avoid ending two turns in a row in the Octodoll's line of sight;
- the Colosshells resummoned on turn 6 are no longer invulnerable, but the cycle still kills the characters that are still linked;
- Valour: the Colosshells have 50% more vitality and share their damage. Hitting just one of them, or better yet in an area, kills them all; but a single one alive on turn 6 means they all are;
- in Valour, Dantinea gains 100 power at the start of each turn, with no limit: keep her far away, get out of the Colosshells' lines, and kill the monsters, Tryde first, before focusing her.
Where is Dantinea's Palace?
In the Realm of the Trituns, in the Depths of Sufokia, at . The access to the depths is in Sufokia at ; the nearest zaap is the one at Sufokia .
What level should you do Dantinea's Palace at?
Minimum level 190, 200 recommended. Dantinea is level 220, with 18,000 HP.
How do the Colosshells work?
Each one is linked to a character, who hits half as hard while their Colosshell lives. Every 5 turns, Dantinea kills the remaining Colosshells and the linked characters, then summons others.
Which monster should you target first in Dantinea's Palace?
The Colosshells of your biggest hitters, then the Tryde, the Silyrus and the Merdiodon. Dantinea is saved for last.
How do you find the invisible Tryde?
By hitting it: only a line of damage reveals it. It always teleports into melee, behind its target: sweep the area with area spells.
Is Dantinea invulnerable?
No, it has no invulnerable state. The damage reduction comes from the linked Colosshells: kill them before hitting it.
Which quest should you do at Dantinea's Palace?
Beauty Queen, at the Rokafe Guard , or Mississitudes, in the Otomai series: both are completed by defeating Dantinea in a single fight.
Can you capture Dantinea?
No, Dantinea cannot be captured. No soul stone is needed.
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