Dungeon Nolifis Island

Spirit Abode

Level 170 dungeon on Nolifis Island, at [39,-44]: five rooms and a boss, Koumiho, who is invulnerable as long as her two flames live. Quests to start, Slayspirit Lantern, strategy, monsters, achievements and loot.

Spirit Abode: dungeon entrance, at [39,-44] (Mount Tombs)
The dungeon entrance in Mount Tombs, on Nolifis Island

Quests linked to the Spirit Abode

Two level 170 quests involve Koumiho: Requiem for a Yokai and Feisty Spirits. Both require you to defeat her, then talk to her in the dungeon: accept them before entering, a fight won without the quest in progress doesn't count.

Accept before entering

Requiem for a Yokai

Level 170 quest

Make sure to enter the first room, otherwise the dungeon discovery isn't validated. Then defeat Koumiho in a single fight, show her Inali's Brooch and take a flame from her Kitsounebi to the Shogun.

Start
Shogun Tofugawa, Nolifis Cemetery
Prerequisites
Level 150 and Cursed Disappearance

Broken Mask iconBroken Mask3 masks and 28,081,000 XP

World quest

Feisty Spirits

Level 170 quest

Prepare 12 Kitsous' Delight before entering. Defeat Koumiho to get her attention, strike a deal with her, then hand the dishes to Jibakurei at and keep Inali's Will until you return.

Start
Firebrand Spirit, Dark Vlad's Labyrinth
Prerequisites
Level 150 and Where There's Smoke...

D'vine Tingy iconD'vine Tingy6 D'vine Tingy and 33,697,200 XP

During events

  • Tiwaapi Simulation level 20, repeatable
    Tiwaapi may designate Koumiho as the guardian to defeat. Incarnam, .

The loot is useful elsewhere too: So Far, So Close (level 170) rewards 5 Madura Eye and 5 Kapokaza, two ingredients of the key.

The 5 rooms of the Spirit Abode

Five fights in a row, Koumiho in the last room. The Slayspirit Lantern is useful from the first one: it removes the monsters' troublesome states. 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

Spirit Abode: map of room 1
Room 1 — map
Spirit Abode: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2

Spirit Abode: map of room 2
Room 2 — map
Spirit Abode: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Room 3

Spirit Abode: map of room 3
Room 3 — map
Spirit Abode: tactical view of room 3, starting cells in blue and red
Room 3 — tactical view

Room 4

Spirit Abode: map of room 4
Room 4 — map
Spirit Abode: tactical view of room 4, starting cells in blue and red
Room 4 — tactical view

Room 5 — Koumiho

Koumiho, her two Kitsounebi and her acolytes. She is invulnerable at the start of the fight: the strategy is detailed just below.

Spirit Abode: map of room 5
Room 5 — map
Spirit Abode: tactical view of room 5, starting cells in blue and red
Room 5 — tactical view

Defeat Koumiho

Only one Kitsounebi killed

If you kill one Kitsounebi without the other before Koumiho's turn, she deals a very powerful Air hit to whoever killed it, recognizable by the skull above their head, and the dead flame is summoned again. Only start finishing them off if both will fall in the same turn.

Koumiho

Koumiho

Level 170

  • Health Points8,800 HP
  • AP14 AP
  • MP7 MP
  • Resistances (%)
  • EarthEarth -11%
  • FireFire 23%
  • WaterWater -6%
  • AirAir 12%
  • NeutralNeutral 19%

Invulnerable at the start of the fight, she only gets in the way: No Rahge removes RNG, MP and Intelligence, Hoshi No Tama heals her allies. Once Vulnerable, she gains 20% melee damage but all her spells have a short range. Weak Point: Earth; Fire is what she withstands best.

  • Hoshi No Tama icon
    Hoshi No Tama3 AP · 7 RNG · Heals: 20% of max HP

    Heals an ally for 20% of their HP: quickly kill the acolytes you wear down.

  • No Rahge icon
    No Rahge4 AP · 10 RNG · -3 Range · MP-4 MP · -200 Intelligence · 200 Intelligence

    Removes 3 RNG, 4 dodgeable MP and 200 Intelligence for one turn, in a line or diagonal up to 10 RNG.

  • Kitsounebi Aura icon
    Kitsounebi Aura4 AP · 8 RNG · Fire15 to 17 Fire damage · Air15 to 17 Air damage · Earth15 to 17 Earth damage

    Whacks the target and its neighbors within a radius of 2, in three elements, twice per turn: don't stay grouped.

  • Koumiho No Kaze icon
    Koumiho No Kaze4 AP · 3 RNG · Summons: Kaonashi · Summons: Onigori · Summons: Madura · Summons: Bakazako · Summons: Tsume-Bozu

    Summons a monster from the area, invulnerable and skipping its first turn. Recast as soon as the summon dies.

  • Supāku icon
    Supāku3 AP · 4 RNG · Air10 to 11 Air damage · Summons: Kitsounebi
  • Norok icon
    Norok3 AP · 4 RNG · Fire27 to 31 Fire damage · Water27 to 31 Water damage · Fire30 to 35 Fire damage · Water30 to 35 Water damage · Symmetric teleportation

    Two elements, then Koumiho teleports symmetrically relative to her target.

  • Kaiyo icon
    Kaiyo4 AP · 2 RNG · Earth50 to 58 Earth damage · EarthEarth Damage: 15% of the target's HP

    Whacks twice in melee or nearly so: stay at a distance.

  • Retreat icon
    Retreat4 AP · on self · Makes the target invisible · MP3 MP · Pacifist State · Heals: 15% of max HP · Shield: 30% of max HP · 250 Power

    At 50% HP or less at the start of the turn: invisible and pacifist, then heal, shield and 250 Power that can't be dispelled. An Unhealable state blocks the heal, not the shield.

The four-step strategy against Koumiho

Monsters first. As long as she is invulnerable, Koumiho is no threat, but her Kitsounebi poison you from afar. Kill her acolytes first, in the order given below, removing their states with the Slayspirit Lantern.

Both flames in the same turn. With the acolytes dead, prepare the unlock: both Kitsounebi must die in the same turn, before Koumiho plays again. You can wear them down over several turns, then finish them off together. The Lantern removes 20% of their current HP.

Vulnerable Koumiho. She stays that way until the end of the fight. Hit her while staying at a distance: Kaiyo, Norok and Supāku don't reach far. Kill her summon only if it gets in your way; Koumiho No Kaze replaces it right away.

Counter Retreat. If she starts her turn at 50% HP or less, she disappears then comes back healed, with a shield and 250 Power. Stop at 55 or 60% of her HP, let her play, then kill her on the next turn. Otherwise, surround her on the turn she drops below 50% so she can't flee, and finish her off before she plays again.

Locate the Kitsounebi

Visible on the first turn, the flames then become invisible. Each turn, a Kitsounebi places a blue glyph on its starting cell: walk into it, and Koumiho switches places with it. The flame is then on the cell Koumiho was occupying.

The Slayspirit Lantern, for its part, makes visible until their next turn the Kitsounebi caught in its area of radius 3, and deals them 20% of their current HP as Water damage. Also anticipate their movements to know where they will end their turn.

The Slayspirit Lantern

This special spell can be cast in two ways. On yourself, it applies its effects in a radius of 3 around you. On a cell adjacent to you, it summons a lantern that places a glyph of radius 3 as long as it lives; nobody else can recast the spell until then. Hit the lantern in melee to pick it up and recast right away; if it is killed at range or by a monster, you have to wait a full turn.

On monsters: it kills the Bakazako's copies, makes the Kaonashi visible and stops it from casting Noroi, removes the Hitomi state from the Madura once it has cast Nozomi, changes the orientation of the Onigori's glyph and removes two Imposing Gaze boosts from the Tsume-Bozu per effect.

The monsters of the Spirit Abode

Five level 162 Yokai, each with a state that the Slayspirit Lantern can remove. Resistances in red are their weaknesses. With more than four characters, start with the Tsume-Bozu, which grow stronger every turn.

In which order to kill the monsters

  1. Madura — it heals and protects its allies; if its damage reflection costs you too much, wait for its Nozomi and remove it with the Lantern.
  2. Onigori, then Bakazako — take it first if the Madura reflects too much, while it casts Nozomi.
  3. Tsume-Bozu — it grows stronger every turn it sees you, and moves to the front with more than four characters.
  4. Kaonashi — not very dangerous as long as you don't kill its piles of gold.
Madura

Madura

Level 162

  • Health Points4,700 HP
  • AP10 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth -16%
  • FireFire 18%
  • WaterWater -10%
  • AirAir 9%
  • NeutralNeutral 13%

From the start of the fight, Hitomi reduces its damage taken and reflects part of the damage received. Nozomi passes this state to an ally, with whom it switches places on every hit: place the Lantern on both to remove it. Furue symmetrically teleports everything around it. Weak to Earth and Water.

  • Nozomi icon
    Nozomi2 AP · 10 RNG · Damage taken x70% · Damage: 50% of the final damage taken · Nozomi State

    Passes Hitomi to an ally; the Madura and that ally switch places each time they take damage. The Lantern on both removes the state.

  • Zudzuki Bozu icon
    Zudzuki Bozu3 AP · 6 RNG · Advance 5 cells
  • Furue icon
    Furue4 AP · on self · Earth54 to 62 Earth damage · Symmetric teleportation

    Teleports all characters in the area symmetrically relative to the Madura.

  • Nozomi O Kanaeru icon
    Nozomi O Kanaeru4 AP · 5 RNG · Heal: 12% of max HP · MP2 MP

    Heals an ally and gives them 2 MP for one turn.

Onigori

Onigori

Level 162

  • Health Points5,300 HP
  • AP10 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 17%
  • FireFire -7%
  • WaterWater 24%
  • AirAir 15%
  • NeutralNeutral -15%

At the end of its turn, Kimon places a glyph along the entire length of the map; depending on its color and direction, it buffs everyone, heals itself, shields itself or gains 3 MP. The Lantern changes its orientation. At-oni makes its target unhealable. Weak to Neutral.

  • Gulosity icon
    Gulosity4 AP · on self · Water21 to 24 Water steal · Earth21 to 24 Earth steal
  • Onnichiwa icon
    Onnichiwa4 AP · 2 RNG · Air18 to 21 Air damage · Fire18 to 21 Fire damage · Triggers: Onichiwa
  • At-oni icon
    At-oni3 AP · 3 RNG · Unhealable State · Unmovable State

    Makes the target unhealable for one turn, and the Onigori unmovable.

  • Kanabō-Jutsu icon
    Kanabō-Jutsu3 AP · 3 RNG · Fire12 to 14 Fire damage · Earth12 to 14 Earth damage
Bakazako

Bakazako

Level 162

  • Health Points4,300 HP
  • AP10 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 11%
  • FireFire 16%
  • WaterWater 21%
  • AirAir -18%
  • NeutralNeutral -12%

Each turn, it summons a copy that shares its damage: the Lantern kills them all at once if they are in its area. Hogo places a glyph that reduces ranged damage by 60%, canceled if you push or pull it. Weak to Air and Neutral.

  • Hogo icon
    Hogo4 AP · on self · 4 Range · MP-100 MP · Hogo State · Changes appearance

    Square glyph that reduces ranged damage by 60% for all monsters inside, 2 turns. Pushing or pulling the Bakazako cancels it.

  • Kabā icon
    Kabā3 AP · 6 RNG · Teleports to the targeted cell · Shield: 10% of max HP · Dissipates glyphs · Triggers: Hogo

    The Bakazako teleports and gives a shield to the monsters around its arrival cell.

  • Suimin Mahi icon
    Suimin Mahi3 AP · 4 RNG · Earth51 to 60 Earth damage · Gravity State · AP-3 AP

    Removes 3 dodgeable AP and applies Gravity for one turn.

  • Kazapetuous icon
    Kazapetuous4 AP · 4 RNG · Water39 to 45 Water damage
Tsume-Bozu

Tsume-Bozu

Level 162

  • Health Points4,300 HP
  • AP10 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth -12%
  • FireFire 22%
  • WaterWater 11%
  • AirAir -16%
  • NeutralNeutral 13%

From turn 2, Imposing Gaze gives it RNG, damage and HP for each character in its line of sight, up to three times, then makes it heavy and unmovable. Slurp pulls 5 cells, Yokaspiration brings you into contact. Cut off its line of sight. Weak to Air and Earth.

  • Slurp icon
    Slurp3 AP · 3 Range · Pulls 5 cells

    Pulls 5 cells, in a line, twice per turn.

  • Yokaspiration icon
    Yokaspiration3 AP · 3 RNG · Water46 to 54 Water damage

    Whack the target and pulls it into contact with the Tsume-Bozu.

  • Heavy Tongue icon
    Heavy Tongue4 AP · 3 Range · Earth32 to 38 Earth damage · MP-2 MP

    Whacks in a square and removes 2 dodgeable MP.

  • Bozeye icon
    Bozeye2 AP · on self
Kaonashi

Kaonashi

Level 162

  • Health Points5,500 HP
  • AP10 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 15%
  • FireFire 12%
  • WaterWater -5%
  • AirAir -10%
  • NeutralNeutral 19%

It summons a pile of gold next to a character. Don't kill it: it would become invisible with 4 more MP, and Noroi could steal a big share of your HP. Left alone, it hits for little. The Lantern reveals it. Weak to Air.

  • Noroi icon
    Noroi5 AP · melee · Living Target No Noroi State · NeutralNeutral Damage: 75% of the target's HP · Target No Noroi State · Triggers: Kaonashi

    Huge Neutral life steal, only possible if the target has killed a pile of gold and the Kaonashi is invisible.

  • Kaonashi No Numa icon
    Kaonashi No Numa4 AP · 2 RNG · Air47 to 57 Air damage · Air65 to 75 Air damage · Triggers: Kaonashi
  • Kara No icon
    Kara No3 AP · 2 RNG · -20% Vitality · Water28 to 32 Water damage

    Removes 20% vitality from the target for 2 turns, up to three times per turn.

  • Shunshin No Shisui icon
    Shunshin No Shisui2 AP · 12 RNG · Teleports or switches places · Removes the spell's effects

    The Kaonashi switches places with a pile of gold, which dies, up to 12 RNG with line of sight.

Preparing your run through the Spirit Abode

A dungeon for level 160 to 170 teams that can handle forced placements and invisible enemies. People come for Requiem for a Yokai and Feisty Spirits, the achievements and Koumiho's soul, using a Soul Stone for Huge Souls (captures up to level 200).

How to enter the Spirit Abode

The entrance is in Mount Tombs, on Nolifis Island, at , right next to the Mount Tombs zaap . Nolifis is reached by boat from . You need a Spirit Abode Key (consumed), the key ring if it is registered there, or the automatic group search.

Crafting the Spirit Abode Key

It is crafted at a handyman. Five ingredients drop from the dungeon's Yokai, at 19%: Madura Eye, Kapokaza, Kaokurimono, Worn Lantern and Lean Meat. Cod (fishing), Belladonna and Corn (harvesting) complete the recipe.

Ingredient Quantity Level
Madura Eye iconMadura Eye 2 170
Kapokaza iconKapokaza 2 170
Kaokurimono iconKaokurimono 2 170
Worn Lantern iconWorn Lantern 2 170
Lean Meat iconLean Meat 2 170
Cod iconCod 2 170
Belladonna iconBelladonna 3 160
Corn iconCorn 3 160

Which team to bring against Koumiho

The Slayspirit Lantern. Not mandatory, but strongly recommended: without it, the Madura's reflections, the Bakazako's copies and the Tsume-Bozu's boosts stay in place. At least one character must have it.

A mobile team. The Madura's swaps, the Tsume-Bozu's pulls and the Bakazako's teleports punish tight groups. MP removal and positioning keep the monsters away from you.

Damage in a single turn. You need to kill two flames in the same turn, then take Koumiho from 55% to death without letting her cast Retreat. A spell that makes her unhealable helps if your damage falls short.

The comfortable classes. The Pandawa places vulnerabilities on the Kitsounebi and carries the monsters, the Rogue waits for them with its wall of bombs: the most comfortable duo in the dungeon. Summoners can surround Koumiho when she drops below 50%.

The six achievements of the Spirit Abode

Each achievement rewards 28,081,000 XP and 2 Blue Embers, Duo doubles the XP; Sidekick rewards 42,121,500 XP. First and Focus can be completed in the same fight, using the First method.

Achievements Condition Points XP
Koumiho (Sidekick) iconKoumiho (Sidekick) Defeat Koumiho in her dungeon while completing the “From Beyond the Grave” challenge 5 42 121 500
Koumiho (Special) iconKoumiho (Special) Defeat Koumiho in her dungeon while completing the “Don't Let There Be Light” challenge. 10 28 081 000
Spirit Abode iconSpirit Abode Defeat Koumiho in this boss's dungeon. 10 28 081 000
Koumiho (Focus) iconKoumiho (Focus) Defeat Koumiho in her dungeon while completing the “Focus” challenge. 10 28 081 000
Koumiho (First) iconKoumiho (First) Defeat Koumiho in her dungeon while completing the “First” challenge. 10 28 081 000
Koumiho (Duo) iconKoumiho (Duo) Defeat Koumiho in her dungeon while completing the “Duo” challenge. 20 56 162 000

First

Koumiho must be finished off first. Kill both Kitsounebi on turn 2. Buff yourselves on turn 1, apply a Pandawa's vulnerabilities, wear down the flames and keep the monsters at a distance. The Lantern does most of the work: as soon as it is summoned, another character hits it in melee to pick it up and recast it right away. Koumiho becomes vulnerable on her turn 3: kill her in one go, or leave her at 55 or 60% to finish her off on the next turn.

Focus

When an enemy is attacked by an ally, it must be finished off before another enemy is attacked. The Lantern's damage doesn't make Focus fail. Kill the Bakazako's copies with it before striking: their shared damage would make the achievement fail. For the Kitsounebi, lower both with the Lantern, then focus all your hits on one before touching the other, in the same turn. In the beta, hitting another entity after killing a first Kitsounebi made Focus fail; the problem may have been fixed.

Special: Don't Let There Be Light

No ally may use the Slayspirit Lantern spell. Without the Lantern, it's impossible to reveal the flames or remove the monsters' states. Kill both Kitsounebi on turn 1, while they are visible, then Koumiho on turn 2. The remaining monsters can then be killed without much trouble, but plan for enough HP to withstand the Madura's reflection.

Duo

Two characters maximum, fewer than 20 turns. A tank Pandawa and Rogue duo makes it easy: wall of bombs, and the Pandawa throws the monsters into it, the Madura included once its Nozomi is removed. If the Rogue lacks damage, save Koumiho for last: throw both Kitsounebi into the wall on the same turn, then her on the next turn. With another team composition, stay at a distance, kill the monsters then the two flames, and save Koumiho for last.

Sidekick: From Beyond the Grave

Four characters minimum, including an eligible companion: Koksiks, Kubitus, Kalkaneus, Ektope or Hichete. The fight plays as usual: keep the companion away from the Tsume-Bozu's pulls and the Madura's swaps, and keep them within healing range.

Drops and loot of the Spirit Abode

Base in-game rates, before Prospecting bonuses.

On Koumiho

  • Blue Embers iconBlue EmbersMiscellaneous Resource19 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Fortunawa Cookie iconFortunawa CookieTreat5,1 %
  • Rockai iconRockaiStone3,24 %
  • Bag of Resin iconBag of ResinContainer3 %
  • Lilcentor iconLilcentorCeremonial pet1,55 %
  • Lean Carrion iconLean CarrionMeat0,97 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet0,7 %
  • Fuyutora iconFuyutoraCeremonial pet0,155 %
  • Moonotaur iconMoonotaurCeremonial pet0,155 %
  • Ratalda iconRataldaCeremonial pet0,155 %
  • Wingepig iconWingepigCeremonial pet0,155 %
  • Tutuyutu iconTutuyutuCeremonial pet0,155 %
  • Serpor iconSerporCeremonial pet0,155 %
  • Kinryu iconKinryuCeremonial pet0,155 %

On the henchmen of Koumiho

  • Lean Meat iconLean MeatMeat · Bakazako19 %
  • Kapokaza iconKapokazaGarment · Bakazako19 %
  • Kaokurimono iconKaokurimonoPrecious stone · Kaonashi19 %
  • Madura Eye iconMadura EyeEye · Madura19 %
  • Broken Mask iconBroken MaskGarment · Onigori19 %
  • Worn Lantern iconWorn LanternMiscellaneous Resource · Tsume-Bozu19 %
  • Rockai iconRockaiStone · Bakazako3,24 %
  • Fortunawa Cookie iconFortunawa CookieTreat · Bakazako1,7 %
  • Bag of Resin iconBag of ResinContainer · Bakazako1 %

Soul capture and Slayspirit Lantern

Capturing the soul of Koumiho

Soul Stone for Huge Souls iconOne Soul Stone for Huge Souls (captures up to level 200) is enough for Koumiho, who is level 170. Throw it when she is vulnerable, alone and weakened.

Stone ingredient Quantity
Majestic Soul Splinter iconMajestic Soul Splinter 10
Alteration Potion iconAlteration Potion 2

Obtain the Slayspirit Lantern

Samurai Ghost Fabric iconHead to Danaba Retzu, the Spirit Slayer, at . Say you want to join the battle against the ghosts, then give it 4 Samurai Ghost Fabric, which drops from the monsters of Nolifis Cemetery. The spell, optional here, is essential for Shogun Tofugawa's Tomb.

Where is the Spirit Abode?

In Mount Tombs, on Nolifis Island, at , next to the zaap . Nolifis is reached by boat from .

What level should you be to do the Spirit Abode?

Level 160 minimum, 170 recommended. Koumiho is level 170, her Yokai level 162.

Which quest should you do in the Spirit Abode?

Requiem for a Yokai and Feisty Spirits. The first starts with Shogun Tofugawa , the second of the Firebrand Spirit ; both involve Koumiho.

How do you make Koumiho vulnerable?

Kill its two Kitsounebi in the same turn, before she plays again. She then stays vulnerable until the end of the fight.

How do you find the invisible Kitsounebi?

Walk into a Kitsounebi's blue glyph: Koumiho switches places with it and reveals its cell. The Slayspirit Lantern also makes them visible within its area.

Is the Slayspirit Lantern mandatory?

No, but it simplifies the dungeon a lot. Danaba Retzu teaches it to you in exchange for 4 Samurai Ghost Fabric.

Which monster should you target first in the Spirit Abode?

The Madura, if its damage reflection doesn't bother you. Otherwise, start with the Onigori or the Bakazako; with more than four characters, start with the Tsume-Bozu.

What to do when Koumiho casts Retreat?

It's better to prevent it: stop at 55 or 60% of her HP, then kill her on the next turn. An Unhealable state blocks her heal, but not her shield.

Which stone should you use to capture Koumiho?

One Soul Stone for Huge Souls (captures up to level 200). Koumiho is level 170.

Can the Spirit Abode be done with two characters?

Yes, it's the Duo achievement, in fewer than 20 turns. A tank Pandawa and a Rogue preparing a wall of bombs make it easy.

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Spirit Abode

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