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)
The palace entrance in the Realm of the Trituns, in the Depths of Sufokia

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.

Accept before entering

Beauty Queen

Level 200 quest

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 Trident iconTryde Trident5 tridents, 10 Pearl of the Depths, 2 Tritun Skin and 50,000,000 XP

Otomai series

Mississitudes

Level 200 quest

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 Dentures iconDantinea's Denturesa Tritun Skin and 60,000,000 XP

For later

Sequel to Beauty Queen

Ranswim

Level 200 quest

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 Trident iconTryde Trident5 tridents, 10 Pearl of the Depths and 50,000,000 XP

Totem of Disgust

Maimane's Totems

Level 200 quest

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 Balance iconTotem of Balanceonce the six totems are handed in

During events

  • Tiwagrum Simulation level 20, repeatable
    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

Dantinea's Palace: map of room 1
Room 1 — map
Dantinea's Palace: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2

Dantinea's Palace: map of room 2
Room 2 — map
Dantinea's Palace: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Room 3

Dantinea's Palace: map of room 3
Room 3 — map
Dantinea's Palace: tactical view of room 3, starting cells in blue and red
Room 3 — tactical view

Room 4

Dantinea's Palace: map of room 4
Room 4 — map
Dantinea's Palace: tactical view of room 4, starting cells in blue and red
Room 4 — tactical view

Room 5 — Dantinea

Dantinea's Palace: map of room 5
Room 5 — map
Dantinea's Palace: tactical view of room 5, starting cells in blue and red
Room 5 — tactical view

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.

Dantinea

Dantinea

Level 220

  • Health Points18,000 HP
  • AP20 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 18%
  • FireFire 28%
  • WaterWater 23%
  • AirAir 17%
  • NeutralNeutral 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 Siphoning icon
    Soul Siphoning4 AP · 3 RNG · Neutral107 to 111 Neutral steal

    Big Neutral life steal up to 3 Range, twice per turn. Stay out of that range.

  • Tentacular Dance icon
    Tentacular Dance4 AP · on self

    Hits Earth and Air in a circle of radius 2 around her. Never stay grouped up in melee with her.

  • Cooperashell icon
    Cooperashell1 AP · 6 Range · Switches positions

    Swaps 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

  1. Tryde — invisible, it gains power every turn nobody touches it and traps the cells around it.
  2. Silyrus — 6 MP and a 4-cell charge: it reaches you fast, and kills a Weakened character.
  3. Merdiodon — its pushes kill a Pacifist character in line with its target.
Tryde

Tryde

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP3 MP
  • Resistances (%)
  • EarthEarth 16%
  • FireFire 21%
  • WaterWater 36%
  • AirAir -14%
  • NeutralNeutral 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 Prison icon
    Watery Prison4 AP · 5 RNG · Air65 to 69 Air damage · Teleports to the targeted cell

    Teleports 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.

Silyrus

Silyrus

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth -6%
  • FireFire 1%
  • WaterWater 16%
  • AirAir 21%
  • NeutralNeutral 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-Bolt icon
    Harpoon-Bolt3 AP · 2 Range · Air36 to 40 Air damage · Kills the target · Triggers: Lightning Glyph

    Strikes and poisons in a line up to 2 Range; kills the target if it is Weakened. Leaves a yellow glyph under the Silyrus.

  • Frontal Charge icon
    Frontal Charge4 AP · 5 Range · Neutral47 to 51 Neutral damage · Advances 4 cells · Triggers: Lightning Glyph

    The Silyrus advances 4 cells toward its target, in a line up to 5 Range, and leaves a yellow glyph.

Merdiodon

Merdiodon

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 21%
  • FireFire 36%
  • WaterWater -14%
  • AirAir 1%
  • NeutralNeutral 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 Projection icon
    Hydraulic Projection3 AP · 2 Range · Water66 to 70 Water damage · Push Away 2 cells

    In a line up to 2 Range: pushes back 2 cells everything in a cross around the target.

  • Bouncy Fougou icon
    Bouncy Fougou3 AP · 6 RNG · Earth53 to 57 Earth damage

    Strikes in a circle of radius 2 and applies the Unable to Lock state, in a line up to 6 Range.

  • Mortal Nudge icon
    Mortal Nudge3 AP · 4 Range · Removes the spell's effects · Fire62 to 66 Fire damage · Pushes back 4 cells

    Only 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.

Octodoll

Octodoll

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 36%
  • FireFire -14%
  • WaterWater 1%
  • AirAir 16%
  • NeutralNeutral 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.

  • Siphoning icon
    Siphoning4 AP · 4 Range · Switches positions · Heals: 13% of max HP

    The Octodoll swaps places with an ally up to 4 Range away, without line of sight, and restores 13% of its max HP.

  • Whirlwintun icon
    Whirlwintun3 AP · 10 Range · Water48 to 52 Water damage · -5 Range · Water16 Water damage per 1 MP used

    Removes 5 Range in a line, from 3 to 10 Range; under Gravity, every MP used costs you HP for 2 turns.

Crabtun

Crabtun

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 1%
  • FireFire 16%
  • WaterWater 21%
  • AirAir 36%
  • NeutralNeutral -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 Attraction icon
    Luminous Attraction3 AP · 10 Range · Fire34 to 38 Fire damage · AP-4 AP · Pulls from 4 cells away

    Pulls from 4 cells away and removes 4 AP, in a line up to 10 Range. Get out of its lines.

  • Enlacement icon
    Entwining4 AP · melee · Neutral106 to 110 Neutral damage · Pacifist State

    In 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
Tryde Trident iconTryde Trident 2 200
Octodoll Ink iconOctodoll Ink 2 200
Crabtun Lantern iconCrabtun Lantern 2 200
Mahaquany Wood iconMahaquany Wood 1 200
Écume de mer iconSepiolite 1 200
Limpet iconLimpet 1 200
Salikronia iconSalikronia 1 200
Quisnoa iconQuisnoa 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
Dantinea's Palace iconDantinea's Palace Defeat Dantinea in this boss's dungeon. 10 200 000 000
Dantinea (Last) iconDantinea (Last) Defeat Dantinea in her dungeon while completing the “Last” challenge. 10 200 000 000
Dantinea (Statue) iconDantinea (Statue) Defeat Dantinea in her dungeon while completing the “Statue” challenge. 10 200 000 000
Dantinea (Duo) iconDantinea (Duo) Defeat Dantinea in her dungeon while completing the “Duo” challenge. 20 400 000 000
Dantinea (Special) iconDantinea (Special) Defeat Dantinea in her dungeon while completing the “Shell Hunt” challenge. 10 200 000 000
Dantinea (Sidekick) iconDantinea (Sidekick) 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 Dentures iconDantinea's DenturesBone12 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Barrel of Frying Oil iconBarrel of Frying OilContainer3 %
  • Tritun Skin iconTritun SkinSkin2 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet1 %
  • Queen Odasouth Shield iconQueen Odasouth ShieldCeremonial shield0,95 %
  • Queen Odasouth Wand iconQueen Odasouth WandCeremonial weapon0,95 %
  • Wa Odanowth's Cloak iconWa Odanowth's CloakCeremonial cape0,95 %
  • Wa Odanowth's Cwown iconWa Odanowth's CwownCeremonial hat0,95 %
  • Queen Odasouth Crown iconQueen Odasouth CrownCeremonial hat0,95 %
  • Wa Odanowth Shield iconWa Odanowth ShieldCeremonial shield0,95 %
  • Queen Odasouth Cloak iconQueen Odasouth CloakCeremonial cape0,95 %
  • Wa Odanowth's Sword iconWa Odanowth's SwordCeremonial weapon0,95 %
  • Paragon of Power iconParagon of PowerMain quests0,7 %
  • Tasty Carrion iconTasty CarrionMeat0,6 %

On the henchmen of Dantinea

  • Tasty Meat iconTasty MeatMeat · Merdiodon12 %
  • Merdiodon Spine iconMerdiodon SpineBone · Merdiodon12 %
  • Octodoll Ink iconOctodoll InkMiscellaneous Resource · Octodoll12 %
  • Silyrus Moustache iconSilyrus MoustacheHair · Silyrus12 %
  • Crabtun Lantern iconCrabtun LanternMiscellaneous Resource · Crabtun12 %
  • Tryde Trident iconTryde TridentCombat Resource · Tryde12 %
  • Tritun Skin iconTritun SkinSkin · Merdiodon2 %
  • Barrel of Frying Oil iconBarrel 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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Dantinea's Palace

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