Dungeon Minotoror Island
Inner Labyrinth of the Minotoror
Level 120 dungeon on Minotoror Island: a labyrinth of 25 rooms to cross for two relics, then two fights at the center, including the Minotoror, a boss that only fears Earth. Quests, labyrinth, strategy, monsters, achievements and loot.
![Inner Labyrinth of the Minotoror: the dungeon entrance, at [-38,-15] (Labyrinth of the Minotoror)](/wp-content/uploads/dofus/donjon-centre-du-labyrinthe-du-minotoror-entree-grand.webp)
Quests linked to the Inner Labyrinth of the Minotoror
Two quests go through the Minotoror: Taurs and Detours, on the trail of the Crimson Dofus, and Dungeons and Yet More Dungeons, a five-dungeon tour. Accept them before entering: a fight won without the quest in progress doesn't count.
It ends in the dungeon, not after. Talk to Lorkos at the labyrinth entrance, then to Apisaph at the Sanctuary of a Hundred Detours. Then beat the Minotoror in a single fight, cast the truth spell on the throne in the antechamber and talk to the Minotot.
- Start
- Meriana, Nauseating Swamps
- Prerequisites
- The Book of Taurs
Scaratos Carapace5, with 2 Minotoror Hair and 8,592,000 XP
The Minotoror is the third step of it. Colm O' Ver sends you to beat, in this order, Lord Crow, the Royal Mastogob, the Minotoror, the Royal Tofu and Crocabulia. For the Minotoror: beat it in a single fight, discover the labyrinth exit, then go back to see him.
- Start
- Colm O' Ver, Desecrated Highlands
- Prerequisites
- A Hysterical Judge
Burnt Minotoror Hornamong five boss resources, and 40,779,600 XP
For later
The Crimson Dofus is taken behind the throne. After Bibiblop, Royal Mastogob's Greenhouse and Gavroch, show the Minotoror Throne Room Key to Lorkos and give it to Gavroch in the throne room. Then beat Han Reddun, and take the Crimson Dofus.
- Start
- Apisaph, Sanctuary of a Hundred Detours
- Prerequisites
- Wayward Soul
The Minotoror's soul is requested. The Ochre Dofus quest requires the souls of many dungeon guardians: capture this one while you're here, with a Soul Stone for Big Souls.
- Start
- Otomai, Otomai Island
- Prerequisites
- Level 40
During events
- Merry Kwismas
Defeating the Minotoror in a single fight is part of the Kwismas quest. Harry Kwismas, .
The 2 rooms of the Inner Labyrinth of the Minotoror
Before the fights, you have to cross the labyrinth to find the Deminoball and the Mumminotor, then join Lorkos at the center: the method is detailed below. At the center, two combat rooms: the Minotoror's, and the Minotot's, a level 160 monster with its own achievement. 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 — the Minotoror
The Minotoror Room. The boss is surrounded by the Deminoball and the Mumminotor, who have almost as much HP as he does, and their acolytes. Stay away from all of them: they are dangerous in melee, almost harmless at range.


Defeat the Minotoror
Summons and the Curse of the Mumminotor
As soon as a summon is on your side, the Mumminotor can cast Curse of the Mumminotor: all summons die, it heals itself, and your characters turn into mummies that lose MP at the start of each turn. Don't summon without a reason. If you have to summon, sacrifice a useless summon first: the spell can be recast every 6 turns.
Level 120
4,100 HP
14 AP
6 MP
- Resistances (%)
Earth -20%
Fire 50%
Water 60%
Air 50%
Neutral 40%
No invulnerability, but a bag of resistances: 40 to 60% in Neutral, Fire, Water and Air, and -20% in Earth. It throws a Tofu every turn and strengthens its side's summons. In melee, Hoofbeat hits hard and pushes back 6 cells: against an obstacle, push damage is added.
Tofu ThrowingOne Tofu per turn, in a line. It pushes the targeted character back one cell: leave room behind you.
Magic SeedsStrengthens one of its side's summons for 2 turns. Can be unbewitched.
HoofbeatHis only real attack, in melee, twice per turn. The push of 6 cells adds damage if an obstacle stops you: don't end up stuck against a wall next to him.
The five-step strategy against the Minotoror
Choose your first target. With an Earth character on the team, kill the Minotoror first: its weakness makes it fall very quickly. Without an Earth character, start with the Minokid, then take the Mumminotor or the Deminoball depending on your elements.
Positioning. The Minotoror's monsters mostly hit in melee. Stay away from them for the whole fight, push them back and remove their MP. If the Minotoror catches up with you anyway, make sure there is no obstacle behind you before ending your turn.
Block the Jellidice. The Mumminotor summons a Jellidice every turn, in a line and at 2 range minimum: they come to tackle you. Block its four sides with walls or characters, and it can no longer summon any.
The Deminoball at range. It almost only hits in melee, but Stunning Blow removes a lot of power and MP from you for 3 turns. Never leave it in contact with a character who needs to hit, and unbewitch if the effect goes through.
The end of the fight. Eliminate the Tofus as they come, they have few HP. Finish off the remaining monsters at range, saving your summons for after the Curse if you need them.
A single weakness, Earth
The Minotoror resists Neutral at 40%, Fire and Air at 50%, Water at 60%, but loses 20% in the Earth element. Bring at least one Earth character: it's the one that settles the fight.
If you plan to continue with the Minotot, don't bet everything on Earth: it resists it at 40%, and its weaknesses are Water and Air.
The thrown Tofus
Tofu Throwing summons a Tofu on the targeted cell, and hits and pushes back one cell the character right behind; the spell can also land in the void. The Tofu hits in Air at short range and can receive Magic Seeds, which adds vitality and damage to it. They have few HP: kill them as soon as they get in the way.
The monsters of the Inner Labyrinth of the Minotoror
Two level 108 mini-bosses, the Deminoball and the Mumminotor, surrounded by acolytes of level 110 to 120. All are formidable in melee: play at range from start to finish. The resistances in red are their weaknesses.
In which order to kill the monsters
- Minokid — without an Earth character, it is the first target: it gives itself 10 MP and strengthens the mini-bosses with Team Spirit.
- Mumminotor — weak to Air and not very resistant to Earth: take it next if those are your elements.
- Deminoball — weak to Water and Fire: take it before the Mumminotor if you hit in those elements.
Level 120
2,400 HP
6 AP
3 MP
- Resistances (%)
Earth 50%
Fire 5%
Water -9%
Air -30%
Neutral 10%
Malicious Ride gives him 10 MP and agility for 4 turns: he crosses the room in one turn. Team Spirit boosts the damage and MP of his neighbors, even more so if they are the mini-bosses or the Minotoror. Weak to Air.
Malicious Ride10 MP for 4 turns: the Minokid reaches you wherever you are. Can be unbewitched.
Team SpiritDamage and MP for all monsters around the Minokid, a stronger bonus on the mini-bosses.
Sceptre Blow
Level 108
4,000 HP
8 AP
4 MP
- Resistances (%)
Earth 10%
Fire 30%
Water 30%
Air -13%
Neutral 30%
He pulls with Kanopy, hits in melee with Embalming and summons a Jellidice every turn with Throw of Jellidice. His Curse of the Mumminotor only goes off if there is a summon on your side. Weak to Air.
KanopyPulls in a line, once per target. Don't stay lined up with him.
Curse of the MumminotorKills all summons, its own included, heals itself and removes MP from all your characters for 2 turns. It only goes off if you have a summon: recast every 6 turns.
EmbalmingIn melee, with a life-steal poison that lasts several turns. Can be unbewitched.
Throw of JellidiceIn a line, at 2 RNG minimum: a surrounded Mumminotor can no longer summon.
Level 108
4,000 HP
8 AP
4 MP
- Resistances (%)
Earth 30%
Fire -13%
Water -13%
Air 30%
Neutral 30%
A melee mini-boss: Stunning Blow removes a lot of power and MP at the start of each turn, for 3 turns. Minowrath boosts its power and that of its neighbors, Liberating Breath pushes back those stuck to it. Weak to Water and Fire.
Stunning BlowIn melee: heavy power removal and MP removal at the start of each turn for 3 turns. Unbewitch.
Dummy Packet
MinowrathBoosts the power of the Deminoball and its neighbors for 2 turns. Can be unbewitched.
Liberating Breath
Level 1
1 HP
2 AP
0 MP
- Resistances (%)
Earth 0%
Fire 0%
Water 0%
Air 0%
Neutral 0%
-
Replacement
Wall
Level 110
2,100 HP
7 AP
4 MP
- Resistances (%)
Earth 5%
Fire 9%
Water -9%
Air -9%
Neutral 10%
It pushes back 3 cells with Scaracornos and removes 1 AP with Smash, in melee. Cuticle protects its neighbors: resistances and reflected damage for 2 turns. Meditation gives them AP and a heal.
Smash
CuticleResistances and damage reflection for the Scaratos and its neighbors. Hit another target until it ends.
Meditation
Scaracornos
Level 120
2,400 HP
6 AP
8 MP
- Resistances (%)
Earth 10%
Fire -9%
Water -9%
Air 10%
Neutral 10%
It plays at range: Destabilising Venom removes AP, MP and range, Pellet lowers your Water resistance for 5 turns, and Bell heals an ally. Weak to Fire and Water.
Pellet
Bell
Destabilising VenomRemoves AP, MP and range for one turn, in a line. Can be unbewitched.
Level 160
10,000 HP
10 AP
5 MP
- Resistances (%)
Earth 40%
Fire 40%
Water -5%
Air -5%
Neutral 40%
The level 160 monster in the second room, with 10,000 HP and its own achievement. Destinos unbewitches and pushes back, Mythos steals 2 AP, and it throws Tofus too. It resists Earth: plan for Water or Air.
DestinosThe Minotot removes your bewitchments and pushes back: don't count on your boosts against him.
Mythos
Kitos
Energatos
Tofu ThrowingOne Tofu per turn, in a line. It pushes the targeted character back one cell: leave room behind you.
Preparing your run through the Inner Labyrinth of the Minotoror
A dungeon for teams of level 110 to 120 who know how to play at range, with at least one Earth character. People come here for the Crimson Dofus quests, the achievements and the Minotoror's soul, to be captured with a Soul Stone for Big Souls (captures up to level 150).
How to enter the Inner Labyrinth of the Minotoror
The staircase to the labyrinth is at , right next to the zaap on Minotoror Island . You need a Labyrinth of the Minotoror Key (or the keyring) and the labyrinth's two relics, to hand over to Lorkos in the central room. This dungeon has no automatic group search.
Crafting the Labyrinth of the Minotoror Key
It is crafted at a handyman. The Quetsnakiatl Feather and the Bloody Meat drop from the dungeon's monsters; the Perch comes from fishing. It can also be found at the auction house.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 124 | |
| 2 | 104 | |
| 2 | 114 | |
| 2 | 104 | |
| 2 | 120 | |
| 2 | 120 | |
| 2 | 120 | |
| 2 | 120 |
Which team to bring against the Minotoror
An Earth character. The Minotoror loses 20% in Earth and resists everything else. An Earth character kills it in one turn or nearly so, which simplifies the whole fight. Add Water or Air if the Minotot is on the agenda.
Enough to keep your distance. Pushbacks, MP removal and unbewitchments: Deminoball, Minokid and Quetsnakiatl slow you down, the Mumminotor pulls you in, the Minotoror and the Scaratos push you back. Always keep an escape cell.
Two characters for the labyrinth. The labyrinth is much easier with two: each character opens the other's gates. It is possible alone, but it takes longer.
The comfortable classes. Summoners (Sadida, Osamodas, Foggernaut) have to play around the Curse of the Mumminotor: a useless summon on turn 1 to trigger it, then everything else. Feca, Rogue, Sram and the summoners are the most comfortable for the Clean Hands achievement.
The five achievements of the Inner Labyrinth of the Minotoror
Each achievement gives 7,160,000 XP and 2 Minotoror Hair, and Duo doubles it. The Minotot Room achievement, for beating the Minotot, gives 21,521,000 XP and 2 Minotot Ethmoid. With an Earth character, Feathered Guard and Duo are played without changing the plan.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat the Minotoror in this boss's dungeon. | 10 | 7 160 000 | |
| Defeat the Minotoror in its dungeon by completing the “Duo” challenge. | 20 | 14 320 000 | |
| Defeat the Minotoror as a team in its dungeon by completing the “Misanthrope” challenge. | 10 | 7 160 000 | |
| Defeat the Minotoror in its dungeon by completing the “Clean Hands” challenge. | 10 | 7 160 000 | |
| Defeat the Minotoror in its dungeon by completing the “Feathered Guard” challenge. | 10 | 7 160 000 |
Misanthrope
No ally may end their turn on a cell adjacent to another ally. Fairly simple, it's mostly a matter of vigilance. The pitfalls: the lock from Tofus and Jellidice, the pushes from the Minotoror, the Deminoball and the Scaratos, the Mumminotor's pull and MP removal. Have at least Release, kill the Tofus as they come, don't summon, and unbewitch MP removal.
Clean Hands
Finish off enemies without direct damage: traps, glyphs, poisons, pushbacks, reflects and summons are allowed. Easier with a Feca, a Rogue, an Osamodas, a Sadida or a Sram. Otherwise, bring each monster down to the minimum, then finish it with Release or a common summon (Chaferfu, Arachnee). Finishing off a Tofu or a Jellidice with direct damage also fails the challenge: watch out for area spells.
Special: Feathered Guard
The Minotoror must take no damage while one of its Tofus is on the field. It throws a Tofu at the start of each turn, four at most. With no Earth character, first kill the monsters without touching the boss, then the Tofus, then the Minotoror. With an Earth character, the first to play after the boss kills the Tofu or Tofus, then everyone hits. If it survives, it throws another one: start over next turn.
Duo
Two characters at most, under 20 turns. Take an Earth class for the Minotoror, then possibly the Mumminotor; ideally the other character hits with Water and Air, for the rest of the monsters. Avoid the melee of the Deminoball and the Minotoror, and only summon with a real summoner class. Everything must be finished by the end of turn 19.
Drops and loot of the Inner Labyrinth of the Minotoror
Base game rate, before prospecting bonus. The Minotoror used to drop the Crimson Dofus: it is now obtained through a series of quests, including The Power Behind the Throne.
On the Minotoror
Minotoror HairHair31 %
Nougat Rabmarac BarTreat6 %
Minos SkinSkin5,24 %
Burnt Minotoror HornBone5,2 %
Fortunawa CookieTreat3,6 %
Bag of LemonsContainer3 %
Bloody CarrionMeat1,57 %
Al Howin GobtubbyCeremonial pet0,45 %
In addition, 1 rare item at 0.08% each: Moonotaur.
On the henchmen of the Minotoror
Bloody MeatMeat · Scaratos32 %
Scaratos CarapaceCarapace · Scaratos32 %
Deminoball LeatherLeather · Deminoball31 %
Mumminotor BandageMiscellaneous Resource · Mumminotor31 %
Minokid HairHair · Minokid30 %
Quetsnakiatl FeatherFeather · Quetsnakiatl30 %
Minotot EthmoidBone · Minotot22 %
Nougat Rabmarac BarTreat · Minotot6 %
Scaratos HornBone · Scaratos5,32 %
Minos SkinSkin · Scaratos5,3 %
Deminoball HornBone · Deminoball5,24 %
Mumminotor HornBone · Mumminotor5,24 %
Quetsnakiatl StoneStone · Quetsnakiatl4,92 %
Minokid HornBone · Minokid4,9 %
Fortunawa CookieTreat · Minotot4,8 %
Minotot HoofBone · Minotot3,64 %
Bag of LemonsContainer · Minotot3 %
Fresh CarrionMeat · Minotot1,09 %
Al Howin GobtubbyCeremonial pet · Minotot0,65 %
MoonotaurCeremonial pet · Minotot0,14 %
Water SeemyoolCeremonial Mount · Minotot0,00325 %
LagoonurkeyCeremonial Mount · Minotot0,00325 %
MinowangCeremonial pet · Minotot0,00325 %
The labyrinth and soul capture
Capturing the soul of the Minotoror and the Ochre Dofus
A Soul Stone for Big Souls (captures up to level 150) is enough. The soul is used for the An Eternal Harvest quest of the Ochre Dofus, which asks for that of every dungeon guardian.
| Stone ingredient | Quantity |
|---|---|
| 10 | |
| 1 |
The two relics
Lorkos, at the center, asks for the key, the Deminoball Relic and the Mumminotor Relic. They drop automatically when beating those two monsters in the labyrinth, sometimes in the same group, sometimes in two different rooms. Those from the boss fight give nothing, and a relic doesn't stack.
Gates and levers
The labyrinth has 25 rooms, plus the Phoenix room at the start, with 2 to 4 gates each and one lever per gate. Activating a lever closes your gate on both sides and opens the two perpendicular gates of the neighboring room. The Phoenix lever closes all the gates: don't activate it without a reason. Stuck? Lorkos, present in every room, takes you back to the entrance.
Crossing the labyrinth as a pair
Character A goes around the perimeter, B the inner rooms, each opening the other's gates. A goes to 2. B pulls the bottom lever of 1, goes to 6 then 7 and pulls the top one. A goes to 3, bottom lever. B crosses 8 up to 9, top and right levers. A goes to 4, 5, 10 then 15, left lever. B goes down to 14 then 19, right and bottom levers. A goes down to 20 and 25, then goes to 24 and 23, top lever. B goes to 18 then 17, bottom and left levers. A goes to 22 and 21, goes up to 16 then 11, right lever. B goes up to 12. No need to search 13: the central room has no monsters.
Group up on one group
Once you've found a group, the two characters have to be brought together. For A to join B in their room, B pulls the lever facing A, then one of the two neighboring levers, never the one opposite. A then pulls the lever facing B: the passage is open.
Reach room 13
With two: one goes 2 and activates the bottom lever, then everyone moves 7 through the 6. One continues 8; the one in the 7 activates the bottom and right levers, then the one in the 8 activates their left lever. The 8 goes down 13, the 7 goes through the 12. Alone, the Phoenix gate must have been opened recently: bottom lever at 2, then 1, 6, 7, 8, bottom and left levers, back to the entrance via Lorkos, and 1, 6, 7, 12, 13.
The Inner Labyrinth of the Minotoror as a guild Expedition
The dungeon exists as a guild Expedition, with monsters over 11,000 HP for the mini-bosses and a completely different boss:
- the Minotoror has 100% resistance across the board: every hit received while lined up with it removes 10% from it, ten times per turn at most, but it pulls itself onto the attacker, hits in an area and pushes back, and gains final damage for 2 turns;
- a hit landed outside the line also counts toward the ten triggers: a sturdy character, who plays right after him, removes the resistances in line while the others hit out of line;
- Toromatic gives him, and nearby allies, 300 power and 2,000 vitality each turn, stackable: separate him from his allies;
- kill the monsters first, starting with the Deminoball, which teleports every turn and removes resistances; never end in contact with an enemy, because of the Mumminotor's En bandelette organisée;
- vary your elements: the Minokid resists Earth, the Deminoball resists Air and Earth, the Mumminotor resists Fire and Water.
Where is the Inner Labyrinth of the Minotoror?
On Minotoror Island: the labyrinth staircase is at , next to the zaap . The dungeon entrance is in the center of the labyrinth, in room 13.
What level should you do the Minotoror at?
From level 110, comfortably at 120. The Minotoror is level 120; the Minotot, in the other room, is level 160.
How do I get into the Minotoror's room?
With the key and the two relics, handed to Lorkos at the center of the labyrinth. The Deminoball Relic and the Mumminotor Relic drop from defeating those monsters in the labyrinth.
Can you cross the labyrinth alone?
Yes, but it's much simpler as a pair. Alone, watch for the Phoenix gate opening and use Lorkos to get back to the entrance when your path closes.
How do you beat the Minotoror?
Hit it with Earth, from range. It resists 40 to 60% in all other elements; in melee, Hoofbeat hits hard and pushes back 6 cells.
Which monster should you target first in the Inner Labyrinth of the Minotoror?
The Minotoror itself if you have an Earth character. Otherwise, the Minokid, then the Mumminotor or the Deminoball depending on your elements.
Should you summon against the Mumminotor?
No, unless your class depends on them. His Curse only goes off if there is a summon: in that case, sacrifice a useless one on turn 1, the spell is recast every 6 turns.
Which stone should I use to capture the Minotoror?
One Soul Stone for Big Souls (captures up to level 150). The soul is used for the Ochre Dofus quest.
Does the Minotoror always drop the Crimson Dofus?
No, not anymore as loot. The Crimson Dofus is obtained through a series of quests, including Taurs and Detours and The Power Behind the Throne, which go through this dungeon.
Do you need a key for every run of the Inner Labyrinth of the Minotoror?
Yes, or the keyring, plus the two relics. This dungeon has no automatic group search.
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