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)
The entrance to Klime's Private Suite, in the Scarlet Tannery on Frigost III

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.

Frigost III

Mind Over Masters

Level 200 quest

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

Accept before entering

A Klime Hack and Slash

Level 200 quest

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

Magic Skin

You Want Smooth Skin?

Level 200 quest

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 Moustache iconKlime's Moustache2, with 4 Ice Kama and 50,000,000 XP

For later

Klime's Icy Blood

Hot 'n' Cold

Level 200 quest

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 Moustache iconKlime's Moustache2, among the four masters' resources, and 60,000,000 XP

Level 200

The Black Dragon

Level 200 quest

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

Totem of Joy

Maimane's Totems

Level 200 quest

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 Balance iconTotem of Balanceonce the six totems are handed in

During events

  • Tiwaapi Simulation level 20, repeatable
    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.

Klime's Private Suite: map of room 1
Room 1 — map
Klime's Private Suite: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2

Klime's Private Suite: map of room 2
Room 2 — map
Klime's Private Suite: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Room 3

Klime's Private Suite: map of room 3
Room 3 — map
Klime's Private Suite: tactical view of room 3, starting cells in blue and red
Room 3 — tactical view

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.

Klime's Private Suite: map of room 4
Room 4 — map
Klime's Private Suite: tactical view of room 4, starting cells in blue and red
Room 4 — tactical view

Room 5

Klime's Private Suite: map of room 5
Room 5 — map
Klime's Private Suite: tactical view of room 5, starting cells in blue and red
Room 5 — tactical view

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.

Klime's Private Suite: map of room 6
Room 6 — map
Klime's Private Suite: tactical view of room 6, starting cells in blue and red
Room 6 — tactical view

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.

Klime

Klime

Level 220

  • Health Points13,000 HP
  • AP20 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 27%
  • FireFire 16%
  • WaterWater 9%
  • AirAir 25%
  • NeutralNeutral 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%.

  • Simmer icon
    Simmer5 AP · on self · Teleports the target to the cell where they started their turn · 100 Lock · 300 Damage · MP-6 MP

    Only 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 Trimmer icon
    Moustache Trimmer5 AP · 7 range · Pulls 6 cells · Fire21 to 30 Fire damage

    Pulls 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.

  • Moustachio5 AP · melee · NeutralNeutral Damage: 10% erosion of the caster's missing HP · Fire21 to 30 Fire damage · Air21 to 30 Air steal

    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

  1. Asteraw — it pulls, swaps places, erodes and prepares 1,000 damage: it throws the whole team off.
  2. Dumple — to be hit on even turns, when he gives no MP and reflects nothing.
  3. Leatherball — a single MP: finish him last, out of his line.
Asteraw

Asteraw

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP2 MP
  • Resistances (%)
  • EarthEarth 11%
  • FireFire 40%
  • WaterWater -30%
  • AirAir 20%
  • NeutralNeutral 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.

  • Taxidermy icon
    Taxidermy4 AP · 6 RNG · Pulls 7 cells · MP-6 MP · Switches positions · Gravity State · Neutral61 to 80 Neutral damage

    Pulls, swaps places, removes MP and applies Gravity: you end up in the middle of the monsters.

  • Mulching icon
    Mulching4 AP · 3 RNG · Teleports to the targeted cell · 40% Erosion · Air61 to 80 Air damage

    Short teleportation and 40% erosion in a cross around the Asteraw.

  • Gunny Sack icon
    Gunny Sack4 AP · on himself · 1000 Damage · Gravity State

    1,000 damage on the next turn, under Gravity. Cooldown of 3 turns: kill him or move away before then.

Dumple

Dumple

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP3 MP
  • Resistances (%)
  • EarthEarth 42%
  • FireFire 11%
  • WaterWater 19%
  • AirAir -34%
  • NeutralNeutral 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 icon
    Vomito4 AP · melee · Earth91 to 110 Earth life steal · Gravity State
  • Nerveherder4 AP · 6 range · Water61 to 80 Water damage · Pulls 5 cells

    In a line up to 6 range, pulls 5 cells.

  • Rapid Digestion icon
    Rapid Digestion4 AP · on himself · Unmovable State · Triggers: Transit
Leatherball

Leatherball

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP1 MP
  • Resistances (%)
  • EarthEarth -40%
  • FireFire 3%
  • WaterWater 5%
  • AirAir 15%
  • NeutralNeutral 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.

  • Oddball4 AP · 11 RNG · Pulls 10 cells · Pushes back 10 cells · Earth191 to 210 Earth damage (% MP remaining)

    Very heavy Earth damage in a line, without line of sight, only if the Leatherball hasn't moved. Don't line up with him.

  • Swelling icon
    Swelling4 AP · 5 RNG · Water30 Water damage per 1 MP used

    End-of-turn poison on the MP spent. Near the Leatherball, move as little as possible.

  • Puff icon
    Puff4 AP · on himself · Fire91 to 100 Fire healing · 600 Damage

    The Leatherball heals and gains heavy damage; active 2 turns out of 3.

Harrogant

Harrogant

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 10%
  • FireFire 20%
  • WaterWater 5%
  • AirAir 30%
  • NeutralNeutral -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.

  • Disdain4 AP · 8 Range · Neutral51 to 70 Neutral damage · Pushes back 4 cells
  • Leathercut icon
    Leathercut4 AP · 10 RNG · Air51 to 70 Air life steal · -4 Range

    Removes 4 range, in a line. Annoying for ranged characters.

  • Pride icon
    Pride4 AP · on himself · Triggers: Insolence
Putchup

Putchup

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP7 MP
  • Resistances (%)
  • EarthEarth 13%
  • FireFire -38%
  • WaterWater 41%
  • AirAir 1%
  • NeutralNeutral 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.

  • Huppercut icon
    Huppercut4 AP · melee · WaterWater Damage: 50% erosion of the caster's missing HP · MP-8 MP

    In melee: -8 MP and damage based on the Putchup's missing HP.

  • Sir Cular icon
    Sir Cular4 AP · on himself · Fire81 to 100 Fire life steal · Steals 100 Intelligence
  • Tyzone icon
    Tyzone4 AP · on himself · Weakened State · -100 Flight

    Weakened 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
Harrogant Eye iconHarrogant Eye 2 200
Dumple Leather iconDumple Leather 2 200
Asteraw Leather iconAsteraw Leather 2 200
Leatherball Leather iconLeatherball Leather 2 200
Tasty Meat iconTasty Meat 2 200
Icefish iconIcefish 1 200
Snowdrop iconSnowdrop 1 200
Frosteez iconFrosteez 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
Klime's Private Suite iconKlime's Private Suite Defeat Klime in this boss's dungeon. 10 200 000 000
Klime (Cautious) iconKlime (Cautious) Defeat Klime in his dungeon by completing the “Cautious” challenge. 10 200 000 000
Klime (Nomad) iconKlime (Nomad) Defeat Klime in his dungeon by completing the “Nomad” challenge. 10 200 000 000
Klime (Duo) iconKlime (Duo) Defeat Klime in his dungeon by completing the “Duo” challenge. 20 400 000 000
Klime (Special) iconKlime (Special) Defeat Klime in his dungeon by completing the “Panic Button” challenge. 10 200 000 000
Klime (Sidekick) iconKlime (Sidekick) 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 Moustache iconKlime's MoustacheHair12 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Bag of Spices iconBag of SpicesContainer3 %
  • Klime's Scalp iconKlime's ScalpMiscellaneous Resource2 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet1 %
  • Paragon of Power iconParagon of PowerMain quests0,7 %
  • Tasty Carrion iconTasty CarrionMeat0,6 %

On the henchmen of Klime

  • Tasty Meat iconTasty MeatMeat · Leatherball12 %
  • Leatherball Leather iconLeatherball LeatherLeather · Leatherball12 %
  • Asteraw Leather iconAsteraw LeatherLeather · Asteraw12 %
  • Oily Dumple Leather iconOily Dumple LeatherFrigost Island · Dumple12 %
  • Dumple Leather iconDumple LeatherLeather · Dumple12 %
  • Harrogant Eye iconHarrogant EyeEye · Harrogant12 %
  • Putchup Leather iconPutchup LeatherLeather · Putchup12 %
  • Frozen Centoror Skull iconFrozen Centoror SkullMain quests · Leatherball5 %
  • Leatherball Tooth iconLeatherball ToothBone · Leatherball2 %
  • Icon of Asteraw HeartAsteraw HeartMiscellaneous Resource · Asteraw2 %
  • Icon of Dumple FabricDumple FabricFabric · Dumple2 %
  • Harrogant Pants iconHarrogant PantsGarment · Harrogant2 %
  • Putchup Brain iconPutchup BrainMiscellaneous Resource · Putchup2 %
  • Nose Hair G-String iconNose Hair G-StringVarious · Leatherball1,2 %
  • Bag of Spices iconBag of SpicesContainer · Leatherball1 %
  • Psychopump Map Fragment 1/8 iconPsychopump Map Fragment 1/8Map fragment · Leatherball0,8 %
  • Psychopump Map Fragment 5/8 iconPsychopump Map Fragment 5/8Map fragment · Leatherball0,8 %
  • Psychopump Map Fragment 6/8 iconPsychopump Map Fragment 6/8Map fragment · Asteraw0,8 %
  • Psychopump Map Fragment 2/8 iconPsychopump Map Fragment 2/8Map fragment · Asteraw0,8 %
  • Psychopump Map Fragment 3/8 iconPsychopump Map Fragment 3/8Map fragment · Dumple0,8 %
  • Psychopump Map Fragment 7/8 iconPsychopump Map Fragment 7/8Map fragment · Dumple0,8 %
  • Psychopump Map Fragment 8/8 iconPsychopump Map Fragment 8/8Map fragment · Harrogant0,8 %
  • Psychopump Map Fragment 4/8 iconPsychopump Map Fragment 4/8Map fragment · Harrogant0,8 %

Capturing the soul of Klime

Soul Stone for Gigantic Souls iconKlime 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
Pandawushu Artefact iconPandawushu Artefact 2
Supreme Soul Splinter iconSupreme Soul Splinter 10
Drawing Board iconDrawing Board 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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Klime's Private Suite

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