Dungeon Frigost Island
Klime's Private Suite
Level 200 dungeon on Frigost III, in the Scarlet Tannery, at [-63,-93]: six rooms and an invulnerable boss who makes anyone who doesn't end their turn in a white glyph Pacifist. Quests to start, map of each room, strategy, monsters, achievements and loot.
![Klime's Private Suite: the dungeon entrance, at [-63,-93] (Scarlet Tannery)](/wp-content/uploads/dofus/donjon-salons-prives-de-klime-entree-grand.webp)
Quests linked to Klime's Private Suite
Three quests are completed during the passage: the Frigost III master craftsmen's, Dommie Neytricks's at the entrance, and the magic skin quest. Accept them before entering: a fight won without the quest in progress doesn't count.
Klime is one of the four master craftsmen. Yver Cutter sends you to beat Nileza, Sylargh, Klime and Missiz Freezz. For Klime: beat him in a single fight, then discover the exit of the Parlours.
- Start
- Yver Cutter, Harebourg Castle
- Prerequisites
- Level 50 and The Frozen Peak
An entrance quest, completed at the exit. Dommie Neytricks sends you to settle things with Klime: just finish the dungeon and discover the exit map.
- Start
- Dommie Neytricks, Scarlet Tannery
- Prerequisites
- None
Look for the magic skin during the passage. Wes of Tubsterville wants the skin tanned by Klime for Missiz Freezz: find it in the parlours, then talk to Klime at the exit.
- Start
- Wes of Tubsterville, Harebourg Castle
- Prerequisites
- Level 180 and Sylargh's Plans
Klime's Moustache2, with 4 Ice Kama and 50,000,000 XP
For later
Nileza is waiting for Klime's Icy Blood. To finish the quest, complete the four Frigost III dungeons and also bring her the Tear from Missiz Freezz and Sylargh's Antifreeze Oil.
- Start
- Mayor Cantile, Frigost Village
- Prerequisites
- Level 100 and Snow Business
Klime's Moustache2, among the four masters' resources, and 60,000,000 XP
Klime must work a frozen crocodyl hide. Finish the dungeon, then ask him to process it: the bag he makes from it is used for what follows. You must have progressed far enough in Brikkr-a-Brokkr for this step.
- Start
- Meriana, Nauseating Swamps
- Prerequisites
- A Painful Separation
Klime can give you the Totem of Joy. Maimane asks for six emotion totems, each from a boss of your choice: for joy, Klime, Merkator, King Imagami, King Nidas or Servitude.
- Start
- Maimane, Destroyers' Nightmare
- Prerequisites
- Level 180
Totem of Balanceonce the six totems are handed in
During events
- Tiwaapi Simulation
Tiwaapi can designate Klime as a guardian for you to defeat. Incarnam, .
The 6 rooms of Klime's Private Suite
Six fights, and a secret passage between room 3 and room 4, in a side room with no monsters. 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
The most crowded room in the dungeon, and the monsters often move your characters. Keep an escape option against the Leatherball and the Asteraw.


Room 2


Room 3


Room 4
To reach it, from the side room that follows room 3: activate the chandelier closest to you. The curtain of the middle fitting room opens onto a trapdoor to room 4.


Room 5


Room 6 — Klime
Klime, with the Asteraw, the Dumple and the Leatherball. He stays invulnerable until turn 3 at least: the strategy is detailed just below.


Defeat Klime
Pacifist outside the white glyphs
From turn 3, Klime makes any character who didn't end their previous turn in a white glyph Pacifist for one turn. From turn 2, end your hitting characters in a glyph. A support who doesn't plan to attack can skip it.
Level 220
13,000 HP
20 AP
6 MP
- Resistances (%)
Earth 27%
Fire 16%
Water 9%
Air 25%
Neutral 14%
Invulnerable, he only loses this state from turn 3, by taking indirect pushback damage. As long as he's invulnerable and hasn't ended on a glyph, he isn't very dangerous. But the lower his HP, the harder Moustachio hits: once he's wounded, kill him fast. His lowest resistances are in Water, at 9%.
SimmerOnly when Klime is vulnerable: the whole enemy side returns to its start-of-turn cell, and you lose 6 MP if you're on it. Dispel the bonus.
Moustache TrimmerPulls 6 cells and poisons for 3 turns, in a line up to 7 range without line of sight, twice per turn. Stay out of his lines.
-
Moustachio
In melee, twice per turn, with a bonus based on Klime's missing HP: the lower he is, the more it hurts.
The five-step strategy against Klime
Turns 1 and 2: the monsters. Smooth Skin protects you from Pacifist for the first two turns. Kill the Asteraw first, then the Dumple, and finish with the Leatherball. Above all, don't make Klime vulnerable: he'd cast Simmer.
From turn 2: the glyphs. Klime and each monster place a one-cell white glyph at the start of their turn, for 2 turns. End in one with your offensive characters. If a glyph is missing, a character who plays later can dislodge an ally already in place to take their spot.
The Dumple on even turns. Every other turn, he becomes unmovable, gives 2 MP to everything around him when hit and reflects his damage at range. Hit him on turns 2, 4, 6 if you're not comfortable, and don't end near the Leatherball after spending your MP.
Make Klime vulnerable. Once the monsters are dead, push an entity against him: an ally, a summon or an enemy. He becomes vulnerable for one turn. Alone, he only places two glyphs: move the characters standing on them to make room for the next ones.
Finish him without waiting. Vulnerable, he casts Simmer every 2 turns and gains 300 damage if he ends on a glyph: dispel these bonuses. Focus everything on him, because his hits rise as his HP drops.
Carcassacre, Smooth Skin and the glyphs
At the start of each turn, Carcassacre makes all its enemies Pacifist. At the start of the fight, Smooth Skin protects you from it for 2 turns; after that, only a white glyph restores Smooth Skin to whoever ends their turn in it.
Each glyph lasts 2 turns, so two glyphs per living monster. A monster that dies takes its glyphs with it, and Klime alone leaves only two. A monster or Klime who ends in one gains 300 damage for 2 turns, which can be dispelled.
Subtlety: Pacifist only applies on turn 3 from the first monster that plays. If all the monsters die before turn 3, Klime only applies it on turn 4: the glyph becomes useless on turn 2, but remains mandatory on turn 3.
Simmer
Klime only has this spell once vulnerable. It sends Klime and his allies back to their start-of-turn position; a character standing on one of those cells swaps places and loses 6 MP. Everyone gains 100 lock and 300 damage for one turn, an effect that can be dispelled. Cooldown of 2 turns.
The monsters of Klime's Private Suite
Five Leatherbods of level 200, with 6,000 HP, each with a big weakness, from -30 to -40%. Around Klime: the Asteraw, the Dumple and the Leatherball. The resistances in red are their weaknesses.
In which order to kill the monsters
- Asteraw — it pulls, swaps places, erodes and prepares 1,000 damage: it throws the whole team off.
- Dumple — to be hit on even turns, when he gives no MP and reflects nothing.
- Leatherball — a single MP: finish him last, out of his line.
Level 200
6,000 HP
12 AP
2 MP
- Resistances (%)
Earth 11%
Fire 40%
Water -30%
Air 20%
Neutral 15%
Mulching teleports him up to 3 range and erodes 40% in a cross around his arrival cell. Taxidermy pulls a target into melee then swaps places with it, under Gravity. Gunny Sack gives him 1,000 damage for the next turn. Weak to Water.
TaxidermyPulls, swaps places, removes MP and applies Gravity: you end up in the middle of the monsters.
MulchingShort teleportation and 40% erosion in a cross around the Asteraw.
Gunny Sack1,000 damage on the next turn, under Gravity. Cooldown of 3 turns: kill him or move away before then.
Level 200
6,000 HP
12 AP
3 MP
- Resistances (%)
Earth 42%
Fire 11%
Water 19%
Air -34%
Neutral 4%
Every other turn, he's unmovable, gives 2 MP to everything within a radius of 4 cells when hit, and hits everything at exactly 5 range with the damage he takes. Nerveherder pulls 5 cells, Vomito steals life in melee. Weak to Air.
Vomito-
Nerveherder
In a line up to 6 range, pulls 5 cells.
Rapid Digestion
Level 200
6,000 HP
12 AP
1 MP
- Resistances (%)
Earth -40%
Fire 3%
Water 5%
Air 15%
Neutral 42%
Oddball hits very hard, in a line and without line of sight up to 11 range, if he hasn't yet used his single MP: he pulls 10 cells then pushes back. Swelling poisons each MP you spend near him. Weak to Earth.
-
Oddball
Very heavy Earth damage in a line, without line of sight, only if the Leatherball hasn't moved. Don't line up with him.
SwellingEnd-of-turn poison on the MP spent. Near the Leatherball, move as little as possible.
PuffThe Leatherball heals and gains heavy damage; active 2 turns out of 3.
Level 200
6,000 HP
12 AP
4 MP
- Resistances (%)
Earth 10%
Fire 20%
Water 5%
Air 30%
Neutral -31%
He only hits in a line and from afar, up to 10 range: he can't hit at short range, notably when he's locked. Leathercut removes 4 range, Disdain pushes back without line of sight. Every other turn, Pride heals his allies and hits everything at exactly 6 range. Weak to Neutral.
-
Disdain
LeathercutRemoves 4 range, in a line. Annoying for ranged characters.
Pride
Level 200
6,000 HP
12 AP
7 MP
- Resistances (%)
Earth 13%
Fire -38%
Water 41%
Air 1%
Neutral 10%
7 MP and Huppercut, which removes 8 MP in melee, with damage that rises as his HP drops. Tyzone applies Weakened and removes 100 flight around him, Sir Cular steals intelligence. Keep your distance. Weak to Fire.
HuppercutIn melee: -8 MP and damage based on the Putchup's missing HP.
Sir Cular
TyzoneWeakened and -100 flight in an area around the Putchup: he then locks you effortlessly.
Preparing your run through Klime's Private Suite
A level 190 to 200 dungeon, rated easy but demanding in positioning. You come here for the Frigost III quests, the Totem of Joy, the achievements and Klime's Moustache. Klime is captured with a Soul Stone for Gigantic Souls.
How to enter Klime's Private Suite
The dungeon is in the Scarlet Tannery on Frigost III, at ; the nearest zaap is the one at the Harebourg Castle Entrance . Frigost III is only accessible after defeating the Celestial Bearbarian at least once, in The Frozen Peak. Three ways to open it: a Klime's Private Suite Key (consumed), the keyring if it's registered there, or the automatic group search.
Crafting the Klime's Private Suite Key
It's crafted at a handyman's. Five ingredients drop from the dungeon's monsters, at 12%: Harrogant Eye, Dumple Leather, Asteraw Leather, Leatherball Leather and Tasty Meat. Icefish, Snowdrop and Frosteez complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 1 | 200 | |
| 1 | 200 | |
| 1 | 200 |
Which team to bring against Klime
Positioning. You have to reach a one-cell glyph each turn and push an entity against Klime. A positioning class or teleportation spells make the whole fight easier.
Who hits, who supports. Glyphs are often scarce. Reserve them for the characters who hit: a tank Pandawa or a healer can accept Pacifist without losing anything.
Something to dispel with. The 300 damage that Klime and his monsters gain on a glyph, like Simmer's bonus, can be dispelled: a well-timed dispel avoids a very violent Klime turn.
Comfortable classes. The Pandawa locks Klime, pushes him or pushes an ally against him, and carries his allies to the glyphs: it's the recommended class for the Duo. Summoners make Klime vulnerable by pushing a summon against him, without ending in melee range.
The six achievements of Klime's Private Suite
Each achievement awards 200,000,000 XP and 2 Klime's Moustache, the Duo doubles the XP; the Sidekick awards 75,000,000 XP. Cautious plays with the base strategy, Nomad and Panic Button revolve around the glyphs.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Klime in this boss's dungeon. | 10 | 200 000 000 | |
| Defeat Klime in his dungeon by completing the “Cautious” challenge. | 10 | 200 000 000 | |
| Defeat Klime in his dungeon by completing the “Nomad” challenge. | 10 | 200 000 000 | |
| Defeat Klime in his dungeon by completing the “Duo” challenge. | 20 | 400 000 000 | |
| Defeat Klime in his dungeon by completing the “Panic Button” challenge. | 10 | 200 000 000 | |
| Defeat Klime in his dungeon by completing the “Professional Sidekicks” challenge | 5 | 75 000 000 |
Cautious
No ally must end their turn next to an enemy. No particular difficulty, except with Klime: make him vulnerable with a summon, or with a class able to break free of his lock, so you don't end up in melee range.
Nomad
Use all your MP every turn. The difficulty: ending in a white glyph from turn 2, after using all your MP. Mobility spells (teleportation, pulling, swapping) and positioning classes that put an ally at the right distance help a lot. A failed escape that costs MP makes the achievement fail.
Special: Panic Button
No ally may enter the Pacifist state. All your characters, supports included, end in a glyph from turn 2. If all the monsters die before turn 3, the glyph isn't needed on turn 2, but it is on turn 3. With enough damage to kill the monsters before turn 3 and Klime before turn 4, the glyphs become unnecessary.
Duo
Two characters maximum, fewer than 40 turns. The base strategy for two. A character able to lock Klime and make him vulnerable with their positioning spells simplifies everything: the Pandawa, for example.
Sidekick: Professional Sidekicks
Four characters minimum, including a sidekick: Kloug, Klume, Fyred Ampe or Lektor. The fight plays out as usual: keep the sidekick alive, and spread the glyphs among the characters who need to keep their attacks.
Drops and loot of Klime's Private Suite
Base in-game rates, before Prospecting bonuses.
On Klime
Klime's MoustacheHair12 %
Nougat Rabmarac BarTreat6 %
Bag of SpicesContainer3 %
Klime's ScalpMiscellaneous Resource2 %
Al Howin GobtubbyCeremonial pet1 %
Paragon of PowerMain quests0,7 %
Tasty CarrionMeat0,6 %
On the henchmen of Klime
Tasty MeatMeat · Leatherball12 %
Leatherball LeatherLeather · Leatherball12 %
Asteraw LeatherLeather · Asteraw12 %
Oily Dumple LeatherFrigost Island · Dumple12 %
Dumple LeatherLeather · Dumple12 %
Harrogant EyeEye · Harrogant12 %
Putchup LeatherLeather · Putchup12 %
Frozen Centoror SkullMain quests · Leatherball5 %
Leatherball ToothBone · Leatherball2 %
Asteraw HeartMiscellaneous Resource · Asteraw2 %
Dumple FabricFabric · Dumple2 %
Harrogant PantsGarment · Harrogant2 %
Putchup BrainMiscellaneous Resource · Putchup2 %
Nose Hair G-StringVarious · Leatherball1,2 %
Bag of SpicesContainer · Leatherball1 %
Psychopump Map Fragment 1/8Map fragment · Leatherball0,8 %
Psychopump Map Fragment 5/8Map fragment · Leatherball0,8 %
Psychopump Map Fragment 6/8Map fragment · Asteraw0,8 %
Psychopump Map Fragment 2/8Map fragment · Asteraw0,8 %
Psychopump Map Fragment 3/8Map fragment · Dumple0,8 %
Psychopump Map Fragment 7/8Map fragment · Dumple0,8 %
Psychopump Map Fragment 8/8Map fragment · Harrogant0,8 %
Psychopump Map Fragment 4/8Map fragment · Harrogant0,8 %
Capturing the soul of Klime
Klime is captured with a Soul Stone for Gigantic Souls. Throw it once the last monster is dead, when the fight is under control.
| Stone ingredient | Quantity |
|---|---|
| 2 | |
| 10 | |
| 2 |
Klime's Private Suite as a guild Expedition
The Parlours exist in two Guild Expeditions, Audacious and Valour:
- Audacious: a hit enemy swaps places with its attacker and gains 5% final damage for the whole fight, ten times per turn at most. Kill each monster before it plays, and Klime in one turn;
- the swap happens even on an Unmovable enemy or one under Gravity: use it to place the monsters or reach a glyph;
- Valour: from turn 3, not ending in a white glyph kills you on Klime's next turn, as before update 2.43;
- once Klime is alone, only two glyphs remain: move those standing on them, and push Klime out of a glyph if he ended his turn in one.
Where is Klime's Private Suite?
On Frigost III, in the Scarlet Tannery, at . The nearest zaap is the one at Harebourg Castle Entrance .
How do you get to Frigost III?
By having defeated the Celestial Bearbarian at least once. That's the purpose of the quest The Frozen Peak.
How do you make Klime vulnerable?
By making him take indirect pushback damage, from turn 3. Push an ally, a summon or an enemy against him: he stays vulnerable for one turn.
How do you avoid the Pacifist state?
End your turn in a white glyph from turn 2. For the first two turns, Smooth Skin protects you; after that, only the glyph restores that protection.
Which monster should you kill first in Klime's Private Suite?
The Asteraw, then the Dumple, then the Leatherball. Klime is killed last: don't make him vulnerable before.
How do you get from room 3 to room 4?
Activate the nearest chandelier in the side room. The curtain of the middle fitting room opens onto a trapdoor to room 4.
Which stone should you use to capture Klime?
A Soul Stone for Gigantic Souls. Throw it when only Klime remains and the fight is under control.
Can you do Klime's Private Suite with two characters?
Yes, it's even an achievement: the Duo, in under 40 turns. A Pandawa, who locks Klime and makes him vulnerable through positioning, makes the task much easier.
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