Dungeon Frigost Island
Sylargh's Carrier
Level 200 dungeon on Frigost Island, at [-52,-87]: six rooms and an invulnerable boss who resurrects his allies as zombies, Sylargh. Quests to start, map of each room, strategy, monsters, achievements and loot.
![Sylargh's Carrier: the dungeon entrance, at [-52,-87] (Windblast Barricade)](/wp-content/uploads/dofus/donjon-transporteur-de-sylargh-entree-grand.webp)
Quests linked to Sylargh's Carrier
E. Roes, right at the dungeon entrance, gives you a quest that is completed by leaving the carrier. The Frigost III quests add the fight against Sylargh or searching the carrier. Accept them before entering: a fight won without the quest active doesn't count.
A quest offered in front of the door. E. Roes asks you to defeat Sylargh and come out alive from his carrier: you just need to reach the exit map.
- Start
- E. Roes, Windblast Barricade
- Prerequisites
- None
Sylargh is one of the four master craftsmen to take down. Yver Cutter also sends you to Nileza, Klime and Missiz Freezz: for each one, win the fight in a single go and discover the dungeon exit.
- Start
- Yver Cutter, Frigost
- Prerequisites
- Level 50 and The Frozen Peak
Search the carrier for a clue. First have the intercepted message translated, then show your discovery to Sylargh before going back to Wes of Tubsterville.
- Start
- Wes of Tubsterville, entrance to Harebourg's Castle
- Prerequisites
- Level 180 and A Cold War
Sylargh's Wool2 wool, 4 Ice Kama and 50,000,000 XP
For later
Sylargh blocks the road to Agony. To find this necromancer, enter the carrier, defeat Sylargh in a single fight, then destroy the automaton and its phylactery. The quest ends with the Ivory Dofus.
- Start
- Menalt's Spirit, Barracks of the Day Without End
- Prerequisites
- Norrdeal
Sylargh's Incisorand 60,000,000 XP
Sylargh's Antifreeze Oil is requested by Nileza. The end of the quest goes through the four craftsmen's dungeons on Frigost III: bring back the oil along with Klime's Icy Blood and the Tear from Missiz Freezz.
- Start
- Mayor Cantile, Frigost Village
- Prerequisites
- Level 100 and Snow Business
Sylargh's Woolone resource from each craftsman, 10 Ice Kama and 60,000,000 XP
Sylargh can give you the Totem of Sadness. Maimane asks for six emotion totems, each from a boss of your choice: for sadness, Sylargh, Captain Meno, Queen Amirukam, Turtelonia or Vortex.
- Start
- Maimane, Destroyers' Nightmare
- Prerequisites
- Level 180
Totem of Balanceonce the six totems are handed in
During events
- Tiwotokar Simulation
Tiwotokar can designate Sylargh as the guardian to defeat. Astrub, .
The 6 rooms of Sylargh's Carrier
Six rooms to cross to reach Sylargh. 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


Room 6 — Sylargh


Defeat Sylargh
The 90% Pacifist state
Each zombie finished off makes any character at 90% of their HP or more Pacifist, for one turn and with no possible dispel. Stay under that threshold the whole fight: don't eat before entering, and hit an ally who is too healthy before finishing off a zombie.
Level 220
13,000 HP
20 AP
6 MP
- Resistances (%)
Earth 27%
Fire 16%
Water 22%
Air 12%
Neutral 14%
He starts invulnerable, stays heavy for the whole fight and resurrects the monsters you kill as zombies. Mortar punishes hits taken in melee, Puncheon dispels and steals life, Impulsh strongly boosts an ally. Only zombies killed at the right distance make him vulnerable, for one turn.
PuncheonLife steal in melee, in a line of 2 cells: removes all your enchantments and a lot of Flight for 2 turns.
MortarEach hit taken in melee then deals extra Water damage to you. Modifiable range: remove range from him.
ImpulshGives heavy damage and Lock to an allied monster for one turn. Keep that monster away from you.
The five-step strategy against Sylargh
First turn. Play at range and remove range and MP from Sylargh. He immediately gives a big damage bonus to a monster: if it's the Mecanofoux, don't stay lined up with it, it hits in a line up to 12 range, without line of sight.
Pingwinch and Mecanofoux first. Kill all the monsters before dealing with Sylargh, starting with the Pingwinch, which heals its allies, then the Mecanofoux. Each monster killed comes back as a zombie: finish it off before it plays again, staying under 90% HP.
Place the re-summons. A zombie reappears at exactly 6 range from the next monster to play, on the first free cell clockwise, so to the right of its summoner. Push the monsters, and above all Sylargh, toward the left of the map: the zombies won't get in your way.
Open the window. Once the monsters are dead, Sylargh resurrects the zombies. Finish one off when Sylargh is between 5 and 10 range from it: he becomes vulnerable for one turn. Move away from each zombie before finishing it, its explosion hits everyone around.
Finish Sylargh. Keep him at range, keep removing his MP and range, and kill a zombie every turn to hit him during his vulnerable turns. Never kill him while a monster is alive: he would be re-summoned like the others.
Necromagic: the zombies
At the start of the fight, Sylargh places Necromagic on all the monsters. A killed monster is immediately re-summoned by the next monster to play, with 10% of its HP, in a state called Taming: this is the Zombie state. The zombie is unmovable for one turn, which can be dispelled, gains damage for 2 turns and doesn't play its first turn.
It is always the last monster killed that comes back, and the re-summons chain: if Sylargh re-summons the Mecanofoux, which re-summons the Pingwinch, which re-summons the Tinkerbear, killing the Mecanofoux takes down the other two. Always aim for the first monster re-summoned, preferably before its second turn.
Zombaby: the explosion
A finished-off zombie explodes in a circle of size 5: heavy Fire damage, decreasing with distance, on allies and enemies alike. At exactly 5 range, you take almost nothing. The explosion also kills the other zombies in the area.
If Sylargh is between 5 and 10 range of the zombie, he loses his invulnerability for one turn; killing other zombies in the meantime does not extend the window. Right at 5 range, he becomes vulnerable before taking the explosion: placed in the middle of several zombies, he takes heavy chain damage.
The monsters of Sylargh's Carrier
Five level 200 Mechaniacs with 6,000 HP, each very weak to one element (around -38%) and very resistant to another. The resistances in red are their weaknesses.
In which order to kill the monsters
- Pingwinch — it heals its allies and reflects ranged damage.
- Mecanofoux — it hits in a line up to 12 range, without line of sight, and removes AP in melee.
- Tinkerbear, then Kan-O-Mat, then Serpulax — dangerous mostly up close: keep your distance while waiting for their turn.
Level 200
6,000 HP
12 AP
5 MP
- Resistances (%)
Earth 14%
Fire 35%
Water 15%
Air -36%
Neutral 21%
Quack in the Box heals a monster and pushes back characters in melee with it, Springwin erodes around him. Under Whirlwinch, he reflects ranged damage to everyone lined up with him, then heals his lined-up allies. Very weak to Air.
-
Quack in the Box
Heals the targeted monster and pushes back by 2 cells the characters in melee with it, in a line and without line of sight.
Springwin
WhirlwinchTwo turns out of three, ranged damage taken by the Pingwinch is reflected to all lined-up entities. Move it or move the ally before hitting.
Level 200
6,000 HP
12 AP
5 MP
- Resistances (%)
Earth -38%
Fire 15%
Water 12%
Air 41%
Neutral 10%
Backfire hits in a line from 3 to 12 range without line of sight, Ice 'n' Dice removes 4 AP in melee. Under Rotapush, each hit received pushes back by 4 cells everything around it in a star: enough for heavy pushback damage on the monsters. Very weak to Earth.
-
Ice 'n' Dice
-
Backfire
Pushes back one cell in a line of 2, without line of sight, and can target an empty cell. Don't line up with it.
RotapushTwo turns out of three, each hit received pushes back by 4 cells all entities in a star around him. To exploit for pushback.
Level 200
6,000 HP
12 AP
4 MP
- Resistances (%)
Earth 42%
Fire -39%
Water 13%
Air 12%
Neutral 5%
Harmless from afar, he hits extremely hard at 2 range with Nervous Wrench, all the more so as he has lost HP. Spinner pulls you in 2 cells, in a line up to 6 range and without line of sight. Very weak to Fire, very resistant to Earth.
-
Nervous Wrench
Life steal at 2 range, plus Water damage proportional to the HP he has lost. Never stay within 2 range of him.
-
Spinner
Pulls 2 cells, in a line and without line of sight. The Tinkerbear then follows up with Nervous Wrench.
MentalheadLock and Unmovable for one turn; each hit taken in melee then deals heavy damage to the monsters lined up with him.
Level 200
6,000 HP
12 AP
4 MP
- Resistances (%)
Earth 14%
Fire 7%
Water -40%
Air 12%
Neutral 41%
Kan-O-Blast removes a lot of range from very far away, and Machinception sends you back to your turn-start cell. Under Electric Arc, each hit returns you to your previous position, with heavy Water damage on a telefrag. Very weak to Water, very resistant to Neutral.
-
Machinception
Kan-O-BlastRemoves 6 range for one turn, from 3 to 12 range. Your ranged characters become useless: dispel yourselves.
Electric ArcOne turn of Historic Return: each line of damage sends the attacker back to their previous cell. A telefrag costs heavy Water damage.
Level 200
6,000 HP
12 AP
6 MP
- Resistances (%)
Earth 8%
Fire 22%
Water 40%
Air 11%
Neutral -37%
Lemigo boosts his pushback damage and pushes you back 3 cells, Burnie and Hurt removes your pushback resistances. Power Outlet intercepts damage dealt to entities within 2 range of him. Isolate him before hitting his neighbors. Very weak to Neutral.
Lemigo
Burnie and Hurt
Power OutletThe Serpulax takes damage in place of entities within 2 range of it and gives them damage for 2 turns. The effect can be dispelled.
Preparing your run through Sylargh's Carrier
Rated easy, this level 200 dungeon relies on a resurrection mechanic that punishes badly placed kills. You come here for the Frigost III quests, the Ivory Dofus series, the achievements and the Totem of Sadness.
How to enter Sylargh's Carrier
The entrance is in the Windblast Barricade, on Frigost III, at ; the nearest zaap is the one at Alma's Cradle . To access Frigost III, you must have defeated the Celestial Bearbarian at least once. There are three ways to open it: a Sylargh's Carrier Key (consumed), the keyring if it is registered there, or the automatic group finder.
Crafting the Sylargh's Carrier Key
It is crafted at a handyman's workshop. Five ingredients drop from the dungeon monsters: Kan-O-Mat Canine, Serpulax Volva, Pingwinch Beak, Mecanofoux Astragalus and Tasty Meat. Icefish (fishing), Snowdrop and Frosteez (harvesting) 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 Sylargh
MP and range removal. Monsters and bosses are mostly dangerous at range. Remove range and MP from Sylargh: Mortar has a modifiable range, and without MP he can no longer position himself. Removing MP from the monsters also helps.
Enough to position. You have to push Sylargh to the left and keep him between 5 and 10 range from the zombie to finish. A dispel also lets you move a zombie, which is normally unmovable for one turn.
The six achievements of Sylargh's Carrier
Each achievement gives 200,000,000 XP and 2 Sylargh's Wool, Duo doubles the XP; Sidekick gives 75,000,000 XP. Misanthrope changes nothing about the fight, it only requires vigilance.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Sylargh in this boss's dungeon. | 10 | 200 000 000 | |
| Defeat Sylargh as a team in his dungeon by completing the “Misanthrope” challenge. | 10 | 200 000 000 | |
| Defeat Sylargh in his dungeon by completing the “Barbaric” challenge. | 10 | 200 000 000 | |
| Defeat Sylargh in his dungeon by completing the “Duo” challenge. | 20 | 400 000 000 | |
| Defeat Sylargh in his dungeon by completing the “Z'others” challenge | 5 | 75 000 000 | |
| Defeat Sylargh in his dungeon by completing the “Tinkerage” challenge. | 10 | 200 000 000 |
Misanthrope
No ally may end their turn next to another ally. No added difficulty: just check each end of turn, especially after the Serpulax's and the Mecanofoux's pushbacks. Ending in melee with an allied summon does not fail the achievement.
Barbaric
Enemies must be finished off with a weapon. All monsters must fall to a weapon, zombies included. Bring a ranged weapon, wand or bow preferably, so as not to take the Zombaby explosion when finishing a zombie.
Special: Tinkerage
Zombies must not be finished off within 5 cells or less of an ally or another enemy. No one within 5 range or less of the zombie you are finishing, Sylargh included: he must therefore be between 6 and 10 range to lose his invulnerability. Ideally, leave him with 0 MP: zombies reappear at 6 range from him. Without MP removal, put him back each turn between 6 and 10 range of one zombie and more than 5 range from the others.
Duo
Two characters maximum, fewer than 40 turns. One character who removes MP and one who deals damage. Pingwinch, then Mecanofoux, then Tinkerbear, then the zombies to make Sylargh vulnerable. Always kill the first monster re-summoned. Without MP removal, you will have to circle around the map, especially around the central obstacle.
Sidekick: Z'others
At least four characters, including a Sidekick among Haku, Manitou Zoth, Karotz, Grouillot and Phong Huss. The basic strategy doesn't change. Also watch the Sidekick's HP: at 90% or more, it can become Pacifist like your characters.
Drops and loot of Sylargh's Carrier
Base in-game rates, before Prospecting bonuses.
On Sylargh
Sylargh's WoolWool12 %
Nougat Rabmarac BarTreat6 %
Bag of Jelly BlubberContainer3 %
Sylargh's IncisorBone2 %
Al Howin GobtubbyCeremonial pet1 %
Paragon of PowerMain quests0,7 %
Tasty CarrionMeat0,6 %
On the henchmen of Sylargh
Tinkerbear MaxillaBone · Tinkerbear12 %
Tasty MeatMeat · Tinkerbear12 %
Kan-O-Mat CanineBone · Kan-O-Mat12 %
Airtight Pingwinch ValveFrigost Island · Pingwinch12 %
Pingwinch BeakBone · Pingwinch12 %
Mecanofoux AstragalusBone · Mecanofoux12 %
Serpulax VolvaMushroom · Serpulax12 %
Tinkerbear TailTail · Tinkerbear2 %
Kan-O-Mat ClawBone · Kan-O-Mat2 %
Pingwinch SternumBone · Pingwinch2 %
Mecanofoux EarEar · Mecanofoux2 %
Serpulax PeduncleMushroom · Serpulax2 %
Lost TowelUsable item · Kan-O-Mat1,2 %
Bag of Jelly BlubberContainer · Tinkerbear1 %
Mekstagob Map fragment 8/8Map fragment · Kan-O-Mat0,8 %
Mekstagob Map fragment 4/8Map fragment · Kan-O-Mat0,8 %
Mekstagob Map fragment 7/8Map fragment · Pingwinch0,8 %
Mekstagob Map fragment 3/8Map fragment · Pingwinch0,8 %
Mekstagob Map fragment 6/8Map fragment · Mecanofoux0,8 %
Mekstagob Map fragment 2/8Map fragment · Mecanofoux0,8 %
Mekstagob Map fragment 1/8Map fragment · Serpulax0,8 %
Mekstagob Map fragment 5/8Map fragment · Serpulax0,8 %
Capturing the soul of Sylargh
Sylargh, level 220, requires a Soul Stone for Gigantic Souls. As for the rest of the fight, the capture is prepared with the zombie mechanic: he must be vulnerable to be weakened.
| Stone ingredient | Quantity |
|---|---|
| 2 | |
| 10 | |
| 2 |
Where is Sylargh's Carrier?
In the Windblast Barricade, on Frigost III, at . The nearest zaap is the one at Alma's Cradle .
How do you get into Sylargh's Carrier?
You must have defeated the Celestial Bearbarian at least once to enter Frigost III. After that, a key, the keyring or the group finder opens the dungeon.
How do you make Sylargh vulnerable?
Finish off a zombie when Sylargh is between 5 and 10 range from it. The vulnerability lasts one turn, and killing other zombies during that turn does not extend it.
Why do my characters become Pacifist?
They had 90% of their HP or more when a zombie was finished off. Stay under that threshold: don't eat before the fight, and hit an ally if needed.
Which monster should you target first in Sylargh's Carrier?
The Pingwinch, then the Mecanofoux. After that, among the zombies, always aim for the first one re-summoned: its death takes out the ones it re-summoned itself.
Where should you place Sylargh?
On the left of the map. Zombies reappear at 6 range, to the right of their summoner: they won't get in your way.
Which stone should you bring to capture Sylargh?
A Soul Stone for Gigantic Souls. Sylargh is level 220.
Can Sylargh's Carrier be done with two characters?
Yes, it is even an achievement: two characters, under 40 turns. One character who removes MP and one who deals damage, following the same order.
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