Dungeon Sufokia Bay

Merkator's Aquadome

Level 200 dungeon at the bottom of Sufokia's abyssal base, at [22,30]: five rooms of Merkaptans and a boss that handles melee poorly and pulls in a line, Merkator. Quests to start, map of each room, strategy, monsters, achievements and loot.

Merkator's Aquadome: the dungeon entrance, at [22,30] (Abyss Rooms)
The Aquadome's entrance in the Abyss Rooms, at the bottom of Sufokia's abyssal base

Quests linked to Merkator's Aquadome

Two quests are validated on Merkator: Spinning Around and Don't Drink the Water. Accept them before entering: a fight won without the quest in progress does not count. Gathering Information is done in the dungeon, without fighting the boss.

It gives the key

Spinning Around

Level 200 quest

Lil Pinkie gives you a key when starting the quest. Defeat Merkator in a single fight, discover the Aquadome's exit map, then go back to talk to her. With the keyring, keep the key for later.

Start
Lil Pinkie, Sufokia
Prerequisites
Level 180 and Every Time You Look Around

Merkator's Heart iconMerkator's Heartand 60,000,000 XP

Vigilantes

Don't Drink the Water

Level 200 quest

Merkator is the suspect behind the pollution of the Kawaii. After the investigation along the river, go through Theo Dolite at the entrance , defeat Merkator in a single fight and talk to him again right away: he points you to Dee Pwater.

Start
Captain Amakna, Amakna Village
Prerequisites
Level 180 and Like A Puppet on a String

Old Hammer Head iconOld Hammer Headand 50,000,000 XP

Without the boss

Gathering Information

Level 200 quest

One note to pick up in each room, the boss is optional. Theo Dolite wants the Cartographer's calculations: click the quest object in each of the five rooms, from the Bathyscaphe Room to the Treasure Room.

Start
Theo Dolite, Aquadome entrance
Prerequisites
Raising the Grade

Merkator's Beard iconMerkator's Beard5 copies, 5 Harpo Blood and 50,000,000 XP

For later

Totem of Joy

Maimane's Totems

Level 200 quest

Merkator 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

  • Tiwagrum Simulation level 20, repeatable
    Tiwagrum may assign you Merkator as a guardian to defeat. Amakna Village, .

The 5 rooms of Merkator's Aquadome

Five fights against the Merkaptans. Each room hides a note from Merkator for the Gathering Information quest. 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

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

Room 2

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

Room 3

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

Room 4

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

Room 5 — Merkator

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

Defeat Merkator

The odd turns of Low Tide

On turns 3, 5, 7 and following, Merkator pulls, at the start of its turn, all characters in line with it up to its contact, up to 12 range, and removes 4 MP from them. On contact, Ice Ageing removes half of your vitality for one turn: never end these turns in its line.

Merkator

Merkator

Level 220

  • Health Points13,000 HP
  • AP20 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 27%
  • FireFire 16%
  • WaterWater 22%
  • AirAir 12%
  • NeutralNeutral 14%

His spells have very little range: at range, he is almost harmless. But he reduces damage taken at range by 50% and gains 2% final damage with each hit received from afar, and all enemies are unmovable. Air is the element he handles worst.

  • Ice Ageing icon
    Ice Ageing5 AP · melee · Water121 to 140 Water damage · -50% HP · Gravity State

    On contact, twice per turn: the target loses half its vitality for one turn and goes into Gravity.

  • Bronze Agent icon
    Bronze Agent5 AP · 3 RNG · Earth101 to 120 Earth damage

    Line of 5 cells, in a line up to 3 range, once per turn. Reinforced with each hit you deal him under Bathyscaff.

  • Bathyscaff icon
    Bathyscaff5 AP · on self · Bronze Agent: +30 base damage · Triggers: Low Tide

    From turn 2, recast every 2 turns: it strengthens Bronze Agent and prepares Low Tide, the pull of the next turn.

  • Mouth to Mouth icon
    Mouth to Mouth5 AP · 6 Range · Summons the last dead ally with 50% of its HP

    From turn 7, recast every 5 turns, without line of sight: it revives the last dead ally with half its HP.

The four-step strategy against Merkator

As far as possible from Merkator. While you kill the monsters, move as far as possible from the boss and get out of his line before every odd turn. A summon placed near him keeps him busy: he often prefers to hit it rather than come to you.

The Bartyclank first. When hit at range under Glory Hunter, it gives MP and damage to its allies placed far from it. Kill it first and fast, in one turn if possible, or hit it when the boost is absent or its allies are near it.

The Harpo next. From turn 2, Happy Camper strengthens its Drip-Dropshot of the following turn. On that turn, stay out of its sight or within 5 range of it: the spell only reaches from 5 to 12 range. The Barbakle dies in one go once it is chipped, the Psychlo last.

Merkator alone. Two options: wear him down at range, slowly because of his 50% reduction, or hit him in melee to finish fast. Either way, beware of the turns when he is under Bathyscaff, the only time he becomes truly dangerous.

Sea Worthy and Sea Legs

From the start, Sea Worthy makes Merkator and all his monsters unmovable for the whole fight, and reduces the damage Merkator takes at range by 50%. Each hit received from afar also gives him 2% final damage.

Sea Legs punishes every attempt to remove MP from a monster: the caster takes about 500 Fire life-steal damage. The fight goes very well without MP removal; otherwise, a Feca protection (Ataraxia, Bastion, Aegis) avoids this damage.

Bathyscaff

From turn 2 and every two turns after, each damage he takes increases Bronze Agent's base damage by 30, up to five times, for one turn. Do not hit him under this effect if you risk being hit afterwards. The following turn, Low Tide pulls the whole line.

Move the unmovable with Sea An Enemy

Hitting a monster in melee pushes back 3 cells its allies placed in a cross around it, despite the unmovable state, and your characters placed diagonally. Hitting an ally with a weapon pushes back 3 cells the monsters diagonally around it and your characters in a cross.

Handy for moving Merkator away, but never essential: the dungeon is very accessible without moving anyone.

The monsters of Merkator's Aquadome

Five level 200 Merkaptans, each with a -29% weakness in a different element. Several hit based on their missing HP: a chipped monster is finished off within the turn. Resistances in red are their weaknesses.

In which order to kill the monsters

  1. Bartyclank — when hit at range, it gives MP and damage to distant monsters, and its glyph kills.
  2. Harpo — its strengthened Drip-Dropshot from turn 3 deals enormous damage at long range.
  3. Barbakle — it pulls the whole team and hits almost the entire map depending on its missing HP.
  4. Steamcrab — it pulls in a line and punishes ranged attacks under Pinception.
  5. Psychlo — the least dangerous, kept for last.
Bartyclank

Bartyclank

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 2%
  • FireFire 36%
  • WaterWater -29%
  • AirAir 11%
  • NeutralNeutral 16%

Tomfuelery hits in a cross around itself and leaves a glyph for three turns: a character who ends their turn on it dies. Glory Hunter gives it 2 MP and, when hit at range, it boosts its allies beyond 8 range. Weak to Water.

  • Joyless Marauder icon
    Joyless Marauder4 AP · 3 range · Air71 to 90 Air steal · EarthEarth Damage: 10% erosion of the caster's missing HP
  • Tomfuelery icon
    Tomfuelery4 AP · on self · Places an end-of-turn glyph · Fire51 to 70 Fire steal

    Cross of size 6 around the Bartyclank, and a three-turn glyph that kills characters who end their turn on it.

  • Glory Hunter icon
    Glory Hunter4 AP · on self · MP2 MP · Triggers: Knaveriposte

    +2 MP and, for two turns, every ranged hit on the Bartyclank boosts its allies beyond 8 range. Recast every 3 turns.

Harpo

Harpo

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 11%
  • FireFire -29%
  • WaterWater 36%
  • AirAir 16%
  • NeutralNeutral 2%

Drip-Dropshot hits from 5 to 12 range and removes 3 range. On the turn after Happy Camper, this spell hurts a lot: hide or stick to within 5 range. Under Cessez le feu, it heals when it takes pushback damage. Weak to Fire.

  • Drip-Dropshot icon
    Drip-Dropshot4 AP · 12 range · Water71 to 90 Water damage · -3 Range

    From 5 to 12 range, -3 range for two turns. He cannot target you within 5 range.

  • Marksman icon
    Marksman4 AP · 6 range · Earth71 to 90 Earth steal · Push Away 1 cell
  • Happy Camper icon
    Happy Camper4 AP · on self · Drip-Dropshot: +210 base damage · 1000 Pushback Damage · MP-10 MP · Push Away 4 cells · FireTriggers: Ceasefire

    From turn 2: pushes back 4 cells the characters around the Harpo, then strongly boosts its next Drip-Dropshot.

Barbakle

Barbakle

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP3 MP
  • Resistances (%)
  • EarthEarth 36%
  • FireFire 2%
  • WaterWater 11%
  • AirAir -29%
  • NeutralNeutral 16%

Over Ear swaps places with its target, pulls all your characters in a cross, puts them in Gravity and removes 4 MP from them, then hits hard in an area around it on the next turn. Escadrill hits far depending on its missing HP. Weak to Air.

  • Over Ear icon
    Over Ear5 AP · 6 range · Switches places (forced) · Pulls 9 cells · Gravity State · MP-4 MP · Unmovable State · Triggers: Colonel Flame

    From turn 2: swaps places, pulls the whole team in a cross, -4 MP and Gravity. On the next turn, a big explosion around the Barbakle.

  • Escadrill icon
    Escadrill6 AP · on self · AirAir Damage: 30% erosion of the caster's missing HP

    Whack hits far around the Barbakle, harder the more HP it is missing. Do not leave it alive and chipped.

Steamcrab

Steamcrab

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 2%
  • FireFire 11%
  • WaterWater 16%
  • AirAir 36%
  • NeutralNeutral -29%

Incindiclaw pulls 3 cells in a line, Golden Claw puts you in Gravity. Under Pinception, hitting it at range sends you back to your turn-start cell, and any entity at exactly 4 range from it takes the same damage. Weak to Neutral.

  • Golden Claw icon
    Golden Claw4 AP · 3 range · Earth71 to 90 Earth steal · Gravity State
  • Incindiclaw icon
    Incindiclaw4 AP · 5 range · Pulls 3 cells · Fire71 to 90 Fire damage

    Pulls 3 cells, in a line from 2 to 5 range.

  • Ocean Haze icon
    Ocean Haze4 AP · on self · Triggers: Pinception

    Pinception state for two turns: a ranged hit sends the attacker back to their starting cell, and entities at exactly 4 range from the Steamcrab share its damage.

Psychlo

Psychlo

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth -29%
  • FireFire 16%
  • WaterWater 11%
  • AirAir 2%
  • NeutralNeutral 36%

Frydal Wave pulls then pushes back 4 cells in a line, Ook Nos erodes on contact. Under Salty Dawg, hitting it in melee gives a shield to it and nearby monsters. Weak to Earth.

  • Ook Nos icon
    Ook Nos4 AP · melee · 30% Erosion · Water101 to 120 Water damage
  • Frydal Wave icon
    Frydal Wave4 AP · 6 range · FireFire Damage: 20% erosion of the caster's missing HP · Pulls 4 cells · Push Away 4 cells

    In a line up to 6 range: pulls then pushes back 4 cells, with Fire damage that increases with the Psychlo's missing HP.

  • Salty Dawg icon
    Salty Dawg4 AP · on self · 1000 Pushback Damage · Triggers: Monoculouse

    1,000 pushback damage for two turns, and shields for it and its nearby allies if it is hit in melee.

Preparing your run through Merkator's Aquadome

An easy dungeon for teams of level 190 to 200, as long as you handle the lines and the ends of turn. People come for Spinning Around, Don't Drink the Water and the order quests, the achievements, and for the capture with a Soul Stone for Gigantic Souls (captures up to level 220).

How to enter Merkator's Aquadome

The entrance is in the Abyss Rooms, at the bottom of the abyssal base of Sufokia Bay, at ; the nearest zaap is the one at Sufokia . To go down there, you must have defeated Armagudgeon, then Quartermaster Biscotti, who unlock their elevators, and Foggernaut Batteries open some passages. Then: a Merkator's Aquadome Key (consumed), the keyring, or the automatic group search.

Crafting the Merkator's Aquadome Key

It is crafted at a handyman. Five ingredients drop from the dungeon's monsters, at 12%: Bartyclank Leather, Steamcrab Carapace, Barbakle Barb, Psychlo Beard and Tasty Meat. Icefish (fishing), Snowdrop and Frosteez (harvesting) complete the recipe. Spinning Around also gives one.

Ingredient Quantity Level
Bartyclank Leather iconBartyclank Leather 2 200
Steamcrab Carapace iconSteamcrab Carapace 2 200
Barbakle Barb iconBarbakle Barb 2 200
Psychlo Beard iconPsychlo Beard 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 Merkator

No MP removal without protection. Each removal attempt costs the caster about 500 HP. The fight is won very well without removal; otherwise, protect yourself first with a Feca spell.

Something to hit in melee. Merkator halves ranged damage. One or two characters able to hit him hard on contact shorten the end of the fight a lot; plan some healing or protection then.

Summons. A summon placed near Merkator pulls it away from your team while you clear the monsters.

Classes that are comfortable here. The Feca removes MP without suffering Sea Legs thanks to Ataraxia, Bastion or Aegis. For the rest, any composition gets through: it is an easy dungeon, where melee hitters finish Merkator faster.

The six achievements of Merkator's Aquadome

Each achievement gives 200,000,000 XP and 2 Merkator's Beard, Duo doubles the XP; Sidekick gives 75,000,000 XP. Last and Mystique do not complicate the fight: do them together with the Special on the first run.

Achievements Condition Points XP
Merkator (Duo) iconMerkator (Duo) Defeat Merkator in his dungeon while validating the “Duo” challenge. 20 400 000 000
Merkator (Sidekick) iconMerkator (Sidekick) Defeat Merkator in his dungeon while validating the “Garbage Pail Sidekicks” challenge 5 75 000 000
Merkator (Mystique) iconMerkator (Mystique) Defeat Merkator in its dungeon while validating the “Mystique” challenge. 10 200 000 000
Merkator's Aquadome iconMerkator's Aquadome Defeat Merkator in this boss's dungeon. 10 200 000 000
Merkator (Last) iconMerkator (Last) Defeat Merkator in its dungeon while validating the “Last” challenge. 10 200 000 000
Merkator (Special) iconMerkator (Special) Defeat Merkator in his dungeon while validating the “Always Someone There to Align Me” challenge. 10 200 000 000

Last

Merkator must be finished last. That is already the basic strategy: the fight is even simpler if you respect it. Just watch out for indirect damage that could finish him too early.

Mystique

Deal only spell damage and spell heals during your turns. No weapons. You lose one of the ways to move enemies with Sea An Enemy, but it is not needed to win.

Special: Always Someone There to Align Me

Each ally must start or end their turn in line with an enemy. End each turn in line with a monster, but not with Merkator while his monsters are alive: Low Tide would pull you. Once he is alone, you will be forced to end in line with him and he will pull you sooner or later: hit him in melee, which is more effective and does not strengthen him.

Duo

Two characters maximum, fewer than 40 turns. Any composition can do it. Bring enough damage to take down the monsters quickly, then circle around the map hitting Merkator until he dies.

Sidekick: Garbage Pail Sidekicks

At least four characters, including one allowed sidekick: Grute, Goboff, Rint or Piggy Paupe. The sidekick can play it safe: it just has to be in the group that wins the fight.

Drops and loot of Merkator's Aquadome

Base in-game rates, before Prospecting bonuses.

On Merkator

  • Merkator's Beard iconMerkator's BeardHair12 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Bag of Salt iconBag of SaltContainer3 %
  • Merkator's Heart iconMerkator's HeartMiscellaneous 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 Merkator

  • Abyssal Metal iconAbyssal MetalMiscellaneous Resource · Psychlo25 %
  • Merkaptan Toolbox iconMerkaptan ToolboxSufokia · Psychlo12 %
  • Psychlo Beard iconPsychlo BeardHair · Psychlo12 %
  • Tasty Meat iconTasty MeatMeat · Psychlo12 %
  • Foggernaut Battery iconFoggernaut BatteryMiscellaneous Resource · Psychlo12 %
  • Bartyclank Leather iconBartyclank LeatherLeather · Bartyclank12 %
  • Harpo Blood iconHarpo BloodLiquid · Harpo12 %
  • Steamcrab Carapace iconSteamcrab CarapaceCarapace · Steamcrab12 %
  • Barbakle Barb iconBarbakle BarbBone · Barbakle12 %
  • Psychlo Sock iconPsychlo SockGarment · Psychlo2 %
  • Bartyclank Embroidery iconBartyclank EmbroideryGarment · Bartyclank2 %
  • Harpo Eye iconHarpo EyeEye · Harpo2 %
  • Steamcrab Claw iconSteamcrab ClawBone · Steamcrab2 %
  • Barbakle Oil iconBarbakle OilOil · Barbakle2 %
  • Bag of Salt iconBag of SaltContainer · Psychlo1 %
  • Map fragment of Hyperscampe 8/8 iconMap fragment of Hyperscampe 8/8Map fragment · Psychlo0,8 %
  • Map fragment of Hyperscampe 4/8 iconMap fragment of Hyperscampe 4/8Map fragment · Psychlo0,8 %
  • Map fragment of Kongoku 8/8 iconMap fragment of Kongoku 8/8Map fragment · Psychlo0,8 %
  • Map fragment of Kongoku 4/8 iconMap fragment of Kongoku 4/8Map fragment · Psychlo0,8 %
  • Map fragment of Kongoku 3/8 iconMap fragment of Kongoku 3/8Map fragment · Bartyclank0,8 %
  • Map fragment of Hyperscampe 3/8 iconMap fragment of Hyperscampe 3/8Map fragment · Bartyclank0,8 %
  • Map fragment of Kongoku 7/8 iconMap fragment of Kongoku 7/8Map fragment · Bartyclank0,8 %
  • Map fragment of Hyperscampe 7/8 iconMap fragment of Hyperscampe 7/8Map fragment · Bartyclank0,8 %
  • Map fragment of Kongoku 6/8 iconMap fragment of Kongoku 6/8Map fragment · Steamcrab0,8 %
  • Map fragment of Hyperscampe 2/8 iconMap fragment of Hyperscampe 2/8Map fragment · Steamcrab0,8 %
  • Map fragment of Hyperscampe 6/8 iconMap fragment of Hyperscampe 6/8Map fragment · Steamcrab0,8 %
  • Map fragment of Kongoku 2/8 iconMap fragment of Kongoku 2/8Map fragment · Steamcrab0,8 %
  • Map fragment of Hyperscampe 5/8 iconMap fragment of Hyperscampe 5/8Map fragment · Barbakle0,8 %
  • Map fragment of Hyperscampe 1/8 iconMap fragment of Hyperscampe 1/8Map fragment · Barbakle0,8 %
  • Map fragment of Kongoku 1/8 iconMap fragment of Kongoku 1/8Map fragment · Barbakle0,8 %
  • Map fragment of Kongoku 5/8 iconMap fragment of Kongoku 5/8Map fragment · Barbakle0,8 %

Capturing the soul of Merkator

Soul Stone for Gigantic Souls iconMerkator is level 220: you need a Soul Stone for Gigantic Souls (captures up to level 220). Throw it when he is alone and weakened.

Stone ingredient Quantity
Pandawushu Artefact iconPandawushu Artefact 2
Supreme Soul Splinter iconSupreme Soul Splinter 10
Drawing Board iconDrawing Board 2

Merkator's Aquadome as a guild Expedition

The Aquadome exists as two guild Expeditions, Audacious and Valour, each with its modifier:

  • Audacious: the monsters share their damage, Merkator excluded, and each hit gives 2% final damage, for the whole fight, to the monster hit and its attacker;
  • kill the monsters first by hitting in an area and target the one that fears your element: its resistances guide the split. The bonus is only triggered by the direct target;
  • you keep your acquired final damage: Merkator afterwards is simpler than usual;
  • Valour: Merkator is invulnerable for the whole fight. Moving him with Sea An Enemy makes him vulnerable until the start of his next turn, but gives him 1 MP until the end of the fight;
  • kill the monsters first. Then, place your first character in initiative diagonally from Merkator at 3 range or less, and hit him with a weapon with the next one to move the boss early in the turn;
  • each additional turn adds one MP to him: finish him quickly, preferably in melee.

Where is Merkator's Aquadome?

In the Abyss Rooms, at the bottom of Sufokia's abyssal base, at . The nearest zaap is the one at Sufokia .

How do you access Merkator's Aquadome?

By crossing the abyssal base, whose elevators require having defeated Armagudgeon and then Quartermaster Biscotti. Levers and Foggernaut Batteries open some passages.

At what level should you do Merkator's Aquadome?

Level 190 minimum, 200 recommended. The dungeon is rated easy: Merkator, level 220, is almost harmless at range.

Which quest should you do in Merkator's Aquadome?

Spinning Around, at Lil Pinkie's in Sufokia , who also gives you a key. Don't Drink the Water and the level 5 order quests also go through Merkator.

Which monster should you kill first in Merkator's Aquadome?

The Bartyclank, then the Harpo. The first boosts distant monsters when you hit it at range, the second hits very hard on turn 3. The Psychlo is kept for last.

How do you avoid Merkator's pull?

Never end an odd turn in its line. From turn 3, it pulls all aligned characters to its contact and removes 4 MP from them.

Can you remove MP from the monsters?

Yes, but each attempt costs you about 500 HP. A Feca protection avoids this damage; the fight goes very well without removal.

Which stone should you use to capture Merkator?

A Soul Stone for Gigantic Souls (captures up to level 220). Merkator is level 220.

Can Merkator's Aquadome be done with two players?

Yes, it is the Duo achievement, in fewer than 40 turns. Any composition can do it, with enough damage for the monsters.

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Merkator's Aquadome

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