Dungeon Nolifis Cemetery
Shogun Tofugawa's Tomb
Level 160 dungeon in Nolifis Cemetery, at [36,-44]: five rooms and an invulnerable boss, Shogun Tofugawa, whom only the Slayspirit Lantern exposes. Quests to start, strategy, monsters, achievements and loot.
![Shogun Tofugawa's Tomb: the dungeon entrance, at [36,-44] (Nolifis Cemetery)](/wp-content/uploads/dofus/donjon-tombe-du-shogun-tofugawa-entree-grand.webp)
Quests linked to Shogun Tofugawa's Tomb
The dungeon quest is Cursed Disappearance, the investigation into the missing Dorigami: it's completed by defeating Shogun Tofugawa in a single fight. Accept it before entering, and learn the Slayspirit Lantern, which it also requires.
It's completed on the Shogun. After the secret crypt , bring Danaba Retzu an ectoplasm from the Tsukinochi, the Drumurai, the Onabu-Geisha and the Jiangshi-Nobi, enter the first room of the Tomb, defeat Shogun Tofugawa in a single fight, then talk to him.
- Start
- Orukam, Pandala village
- Prerequisites
- Level 140 and Bleeding Ink
Kabushido Shoulder Pad3 copies and 21,521,000 XP
For later
The rest is negotiated with the Shogun. To recover the Dorigami, he sends you to fetch Koumiho's Kitsounebi Flame at the Spirit Abode, then to face the Werepeki.
- Start
- Shogun Tofugawa, Nolifis Cemetery
- Prerequisites
- Level 150 and Cursed Disappearance
Broken Mask3 copies and 28,081,000 XP
During events
- Tiwotokar Simulation
Tiwotokar can point out Shogun Tofugawa as the guardian to defeat. Astrub, .
The loot is useful elsewhere too: Nidanwa: Inner Harmony (level 170) asks for 3 Shogun Tofugawa's Moustache, to bring to the shaman Surivitna.
The 5 rooms of Shogun Tofugawa's Tomb
Five rooms. Everywhere, the monsters carry Dark Vlad's Curse, which makes them unlockable: the Slayspirit Lantern removes this state from them. 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


Room 3


Room 4


Room 5 — Shogun Tofugawa


Defeat Shogun Tofugawa
No Lantern, no victory
The Shogun is permanently invulnerable: only the Slayspirit Lantern makes him vulnerable, for 2 turns. At least one character must have learned the spell from Danaba Retzu before entering.
Level 160
8,000 HP
16 AP
4 MP
- Resistances (%)
Earth 5%
Fire -10%
Water 10%
Air 20%
Neutral -20%
Not very dangerous alone: 4 MP, a fleeing AI, and Air spells that pull or push. Yokomainu Aspiration can throw you into a Kabushido's melee range. Hit by the Lantern, it loses its invulnerability and summons two Assaissains. Weak points: Neutral and Fire.
Hageshī KazeThe Shogun and his allies near the target gain damage for one turn: don't fight right next to the monsters.
Yokomainu AspirationPulls in a line and shortens your effects, twice per turn. Don't stay in its lines near a Kabushido.
Shin KûdaigyokuPushes back all entities in an area around the target: don't group your characters within its range.
The five-step strategy against Shogun Tofugawa
The Drumurai first. Kill the monsters before the Shogun, starting with the Drumurai: it summons monsters from the area and gives MP to the Kabushido. Keep the Kabushido away from you by pushing them back or removing their MP.
One Kabushido at a time. Their melee damage rises with the HP they've lost: wear down only one Kabushido, until it dies. A summon placed within reach of its melee pulls it away from you, if it can't reach you; an entity 4 Range from it prevents it from ending up immovable.
Keep an eye on the Shogun. With 4 MP, he's easy to keep at a distance. But he pulls in a line up to 7 Range: never stay in his line when a Kabushido is nearby, and push him back if needed.
Block him, then unlock him. Once the monsters are dead, place a summon, a character or a wall behind the Shogun, then summon the Lantern within 3 Range of him. Blocked, he isn't pushed out of the glyph and stays visible despite Spectral Mist.
Two turns to kill him. Hit him before he plays again: if he leaves the glyph, he becomes invisible. Ideally, kill him within those two turns: he then becomes invulnerable again, with a delay before he can be unlocked once more. The two Assaissains only strike in melee.
The Slayspirit Lantern
Cast on yourself, the spell applies its effects within a radius of 3 cells around you, with no glyph. Cast on a cell next to you, it summons the Lantern, which places a glyph of radius 3 as long as it lives, and nobody can recast the spell. One line of damage in melee range picks it up and lets you recast it right away; killed by a monster or from a distance, it imposes 1 full turn of waiting.
Monsters in the area are pushed back 4 cells (2 diagonally) and lose 36 MP dodge and their unlockable state for 1 turn. They can't enter the glyph: each attempt pushes them back again. Cast on yourself for 2 AP, it clears you out when you're surrounded, cheaper than a Release, and its glyph keeps a Kabushido out of melee range.
Spectral Mist and Assaissains
Unlocking the Shogun triggers Spectral Mist: a white glyph covers the whole map and makes monsters and the boss invisible for 2 turns, except those trapped in the Lantern's glyph. Cast on yourself, the spell therefore makes everyone invisible, Shogun included: always prefer the summoned Lantern. At the same moment, the Shogun summons two Assaissains, which strike in melee with Neutral.
The monsters of Shogun Tofugawa's Tomb
Five monsters of the Armée de brume, level 152, all unlockable thanks to Dark Vlad's Curse. In the boss room, the Drumurai and the Kabushido accompany the Shogun. The resistances in red are their weaknesses.
In which order to kill the monsters
- Drumurai — it summons monsters from the area and gives MP to its allies, Kabushido included.
- Kabushido — one at a time, without wearing down the others: they hit harder as they lose HP.
- Onabu-Geisha — it heals, swaps positions and pushes back in an area.
Level 152
3,500 HP
12 AP
4 MP
- Resistances (%)
Earth -20%
Fire 10%
Water 5%
Air 20%
Neutral -15%
It summons reinforcements from the area next to it and covers its allies with a shield using Drumroll. Batteram makes it charge at you, or pushes an ally while giving them 2 MP; Fūhaku Tatsumaki removes range. Weak to Earth and Neutral.
Fūhaku Tatsumaki
Raijū No Kiba
BatteramOn an ally, pushes them back and gives them 2 MP: this is how a Kabushido reaches you from far away.
Level 152
3,500 HP
12 AP
5 MP
- Resistances (%)
Earth 5%
Fire 20%
Water -30%
Air -5%
Neutral 10%
Shishi Sonson removes a share of its target's HP, plus a Fire line that climbs with the HP it has lost. At the end of its turn, it gains a shield and lock for each enemy within 4 Range or less, or becomes immovable if there are none. Weak to Water.
Hiryū Kaen
Sanjūroku Pondo Hō
Shishi SonsonIts damage rises with the HP the Kabushido has lost: only wear it down if you can finish it, and never in melee range.
Level 152
3,500 HP
12 AP
5 MP
- Resistances (%)
Earth -15%
Fire -20%
Water 20%
Air 10%
Neutral 5%
Ranga Cho swaps places with an ally while healing them, or with you while removing 2 AP from you. Usugasumi Senbonzakura pushes back everything around her, Kiri Shigure removes power. Weak to Fire and Earth.
Kiri Shigure
Usugasumi SenbonzakuraPushes back everything around the Onabu-Geisha. Cooldown of 3 turns: stay out of its area when it's available.
Ranga ChoOn an ally: swaps places and heals. On you: swaps places and removes dodgeable AP.
Level 152
3,500 HP
12 AP
5 MP
- Resistances (%)
Earth 20%
Fire -15%
Water 10%
Air -20%
Neutral 5%
Dard des vifs, active the whole fight, pulls in from 2 cells away and removes 3 Range with every hit it receives. In melee, Night Claws poisons and Manny the Mangled Mummy removes MP and makes you unhealable. Weak to Air and Fire.
Night Claws
Mummified Fist
Manny the Mangled MummyDodgeable MP removal and Unhealable state, cast from melee range: don't end up next to the Jiangshi-Nobi.
Level 152
3,500 HP
12 AP
4 MP
- Resistances (%)
Earth 15%
Fire -20%
Water -5%
Air -10%
Neutral 20%
It alternates between Waxing Moon, with 3 more Range on odd turns, and Waning Moon: at each change, it pulls in or pushes back by 2 cells the enemies within 7 cells. Lunar Glave steals MP, Tsukuyomi gains power every turn and Reflective Crescent reflects damage. Weak to Fire.
Lunar GlaveDodgeable MP steal, in a line: keep room to back away.
Tsukuyomi
Reflective CrescentReflects part of the damage received for one turn: switch targets in the meantime.
Preparing your run through Shogun Tofugawa's Tomb
A very hard dungeon for teams of level 150 to 160 who control distances. You come here for Cursed Disappearance, the achievements and to capture the Shogun with a Soul Stone for Huge Souls (captures up to level 200).
How to enter Shogun Tofugawa's Tomb
The entrance is in Nolifis Cemetery, at , near the Mount Tombs zaap ; Nolifis Island is reached by boat at . Three ways to open it: a Shogun Tofugawa's Tomb Key (consumed), the keyring if it's registered there, or the automatic group search.
Crafting the Shogun Tofugawa's Tomb Key
It's crafted at a handyman's workshop. Five ingredients drop from the dungeon's monsters, at 22%: Tsukinochi Crescent, Drumurai Breastplate, Onabu-Geisha Flower, Jiangshi-Nobi Bone and Fresh Meat. Lard Bass (fishing), Belladonna and Corn (harvesting) complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 160 | |
| 2 | 160 | |
| 2 | 160 | |
| 2 | 160 | |
| 2 | 160 | |
| 2 | 160 | |
| 2 | 160 | |
| 2 | 160 |
Which team to bring against Shogun Tofugawa
The Slayspirit Lantern. Go and see Danaba Retzu at , announce your intention to join the battle against the ghosts and give him 4 Samurai Ghost Fabric. They drop from the monsters in Nolifis Cemetery and in the dungeon. Without this spell on at least one character, the Shogun cannot die.
Pushback and MP removal. The Kabushido hurt a lot in melee: pushing and MP removal keep them away, except when they're immovable. A Kabushido's melee contact is the dungeon's real threat.
Summons. They distract the Kabushido, prevent their immovable state and trap the Shogun in the Lantern's glyph so he stays visible.
The classes that are comfortable. A Pandawa or another positioning class helps block the Shogun and stick the monsters together for Impertinence. Ranged classes shine in Duo, and a Rogue can kill the Shogun in one hit once he's unlocked.
The six achievements of Shogun Tofugawa's Tomb
Each achievement gives 21,521,000 XP and 2 Shogun Tofugawa's Moustache, Duo doubles the XP; Sidekick gives 32,281,500 XP. First and Impertinence are completed together if you keep a monster visible.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Shogun Tofugawa in his dungeon while completing the “First” challenge. | 10 | 21 521 000 | |
| Defeat Shogun Tofugawa in his dungeon while completing the “Impertinence” challenge. | 10 | 21 521 000 | |
| Defeat Shogun Tofugawa in his dungeon while completing the “Duo” challenge. | 20 | 43 042 000 | |
| Defeat Shogun Tofugawa in his dungeon while completing the “The Pandalans” challenge | 5 | 32 281 500 | |
| Defeat Shogun Tofugawa in his dungeon while completing the “Lantern in the Night” challenge. | 10 | 21 521 000 | |
| Defeat the Shogun Tofugawa in this boss's dungeon. | 10 | 21 521 000 |
First
Shogun Tofugawa must be finished off first. The difficulty: leaving the monsters alive, Kabushido included. Spend turn 1 boosting yourself, then remove his invulnerability on turn 2. Keep the monsters at a distance and place the Lantern so the Shogun stays trapped in his glyph, and therefore visible.
Impertinence
Allied fighters must end their turn on a cell adjacent to an enemy's. A Pandawa or another positioning class simplifies everything. The area's monsters seek contact, which helps; the Kabushido, however, must die before their turn once wounded. Kill the monsters before the Shogun, but plan how to reach his melee range before the last kill: he flees. Block him against a wall or your characters, then summon the Lantern: he stays stuck to you and visible. For Impertinence and First together, also block a monster, the Drumurai preferably, in the glyph.
Special: Lantern in the Night
No enemy may suffer the effects of the Slayspirit Lantern spell, except Shogun Tofugawa. Kill all the monsters without ever summoning the Lantern. Then place it at exactly 3 cells from the Shogun, on the side where he won't summon: his Assaissains follow the clockwise priority. Place it with the character who plays right after him and kill him before he plays again; otherwise, keep summons away from the glyph.
Duo
Two characters maximum, fewer than 20 turns. Take classes that hit hard, preferably at range, and follow the overall strategy: the three monsters first, the Drumurai first of all, never letting a Kabushido get next to you. Push the Shogun back to stay out of its pull, then unlock it and kill it.
Drops and loot of Shogun Tofugawa's Tomb
Base in-game rates, before Prospecting bonuses.
On Shogun Tofugawa
Shogun Tofugawa's MoustacheHair22 %
Nougat Rabmarac BarTreat6 %
Fortunawa CookieTreat4,8 %
Samurai Ghost FabricFabric3,64 %
LilcentorCeremonial pet1,4 %
Fresh CarrionMeat1,09 %
Bag of Eternal AshesContainer1 %
Al Howin GobtubbyCeremonial pet0,65 %
RataldaCeremonial pet0,14 %
WingepigCeremonial pet0,14 %
MoonotaurCeremonial pet0,14 %
SerporCeremonial pet0,14 %
FuyutoraCeremonial pet0,14 %
KinryuCeremonial pet0,14 %
TutuyutuCeremonial pet0,14 %
On the henchmen of Shogun Tofugawa
Jiangshi-Nobi BoneBone · Jiangshi-Nobi22 %
Fresh MeatMeat · Jiangshi-Nobi22 %
Kabushido Shoulder PadCombat Resource · Kabushido22 %
Onabu-Geisha FlowerFlower · Onabu-Geisha22 %
Drumurai BreastplateCombat Resource · Drumurai22 %
Tsukinochi CrescentCombat Resource · Tsukinochi22 %
Jiangshi-Nobi EctoplasmPandala · Jiangshi-Nobi6 %
Onabu-Geisha EctoplasmPandala · Onabu-Geisha6 %
Drumurai EctoplasmPandala · Drumurai6 %
Tsukinochi EctoplasmPandala · Tsukinochi6 %
Samurai Ghost FabricFabric · Jiangshi-Nobi3,64 %
Fortunawa CookieTreat · Jiangshi-Nobi1,6 %
Bag of Eternal AshesContainer · Jiangshi-Nobi1 %
Soul capture and Slayspirit Lantern
Capturing the soul of Shogun Tofugawa
One Soul Stone for Huge Souls (captures up to level 200) is enough for the Shogun, who is level 160. Throw it when he's alone and weakened.
| Stone ingredient | Quantity |
|---|---|
| 10 | |
| 2 |
The Lantern outside the dungeon
The spell isn't only for the Shogun: it also removes Dark Vlad's Curse from the monsters in Nolifis Cemetery, and works against those in Mount Tombs and in the Spirit Abode.
Where is Shogun Tofugawa's Tomb?
In Nolifis Cemetery, at , near the Mount Tombs zaap . Nolifis Island is reached by boat at .
What level should you be to do Shogun Tofugawa's Tomb?
Level 150 minimum, 160 recommended. The dungeon is rated very hard: its Kabushido demand real distance control.
How do you make Shogun Tofugawa vulnerable?
With the Slayspirit Lantern, cast within 3 Range of him. He stays vulnerable for 2 turns; block him first so he isn't pushed back into the mist.
Where do you get the Slayspirit Lantern?
From Danaba Retzu, at , in exchange for 4 Samurai Ghost Fabric. A single character on the team is enough.
Which quest should you do in Shogun Tofugawa's Tomb?
Cursed Disappearance, started in Pandala by Orukam: it's completed by defeating the Shogun in a single fight. Its sequel, Requiem for a Yokai, begins with the Shogun himself.
Which monster should you kill first in Shogun Tofugawa's Tomb?
The Drumurai, then the Kabushido one by one. The first summons reinforcements and gives MP; the others hit very hard in melee, all the more so when wounded.
Which stone should you use to capture the Shogun?
One Soul Stone for Huge Souls (captures up to level 200). Shogun Tofugawa is level 160.
Can Shogun Tofugawa's Tomb be done with two characters?
Yes, it's even an achievement: Duo, in fewer than 20 turns. Two characters who hit hard at range, Drumurai first, Kabushido always kept far away.
Do you need a key for every run of Shogun Tofugawa's Tomb?
No, with the keyring, or through the automatic group search. The key is crafted with resources from the dungeon's monsters, fishing and harvesting.
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