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)
The carrier entrance in the Windblast Barricade, on Frigost III

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.

At the dungeon entrance

A Sylargh Hack and Slash

Level 200 quest

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

The four masters

Mind Over Masters

Level 200 quest

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

Guardian of the Day Without End

Sylargh's Plans

Level 200 quest

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 Wool iconSylargh's Wool2 wool, 4 Ice Kama and 50,000,000 XP

For later

Ivory Dofus

Time to Die

Level 200 quest

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 Incisor iconSylargh's Incisorand 60,000,000 XP

Level 200

Hot 'n' Cold

Level 200 quest

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 Wool iconSylargh's Woolone resource from each craftsman, 10 Ice Kama and 60,000,000 XP

Totem of Sadness

Maimane's Totems

Level 200 quest

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 Balance iconTotem of Balanceonce the six totems are handed in

During events

  • Tiwotokar Simulation level 20, repeatable
    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

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

Room 2

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

Room 3

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

Room 4

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

Room 5

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

Room 6 — Sylargh

Sylargh's Carrier: map of room 6
Room 6 — map
Sylargh's Carrier: tactical view of room 6, starting cells in blue and red
Room 6 — tactical view

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.

Sylargh

Sylargh

Level 220

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

  • Puncheon icon
    Puncheon5 AP · melee · Air101 to 140 Air steal · Dispels magic effects · -100 Flight

    Life steal in melee, in a line of 2 cells: removes all your enchantments and a lot of Flight for 2 turns.

  • Mortar icon
    Mortar5 AP · 10 RNG · Earth71 to 80 Earth damage · Water71 to 80 Water damage

    Each hit taken in melee then deals extra Water damage to you. Modifiable range: remove range from him.

  • Impulsh icon
    Impulsh5 AP · melee · 500 Damage · 200 Lock · Pushes back 0 cell (no damage)

    Gives 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

  1. Pingwinch — it heals its allies and reflects ranged damage.
  2. Mecanofoux — it hits in a line up to 12 range, without line of sight, and removes AP in melee.
  3. Tinkerbear, then Kan-O-Mat, then Serpulax — dangerous mostly up close: keep your distance while waiting for their turn.
Pingwinch

Pingwinch

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 14%
  • FireFire 35%
  • WaterWater 15%
  • AirAir -36%
  • NeutralNeutral 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 Box4 AP · 6 range · Fire51 to 70 Fire heals · Fire51 to 70 Fire damage · Pushes back 2 cells

    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 icon
    Springwin4 AP · on self · Water51 to 70 Water steal · 30% Erosion
  • Whirlwinch icon
    Whirlwinch4 AP · on self · 200 Heals · Triggers: Blubberfly

    Two 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.

Mecanofoux

Mecanofoux

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth -38%
  • FireFire 15%
  • WaterWater 12%
  • AirAir 41%
  • NeutralNeutral 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' Dice4 AP · melee · Neutral61 to 80 Neutral damage · AP-4 AP
  • Backfire4 AP · 12 range · Water51 to 70 Water damage · Pushes back 1 cell

    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.

  • Rotapush icon
    Rotapush4 AP · on self · 200 Pushback Damage · Triggers: Expulsar

    Two turns out of three, each hit received pushes back by 4 cells all entities in a star around him. To exploit for pushback.

Tinkerbear

Tinkerbear

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 42%
  • FireFire -39%
  • WaterWater 13%
  • AirAir 12%
  • NeutralNeutral 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 Wrench4 AP · 2 range · Fire51 to 70 Fire steal · WaterWater Damage: 40% erosion of the caster's missing HP

    Life steal at 2 range, plus Water damage proportional to the HP he has lost. Never stay within 2 range of him.

  • Spinner4 AP · 6 Range · Earth71 to 90 Earth damage · Pulls 2 cells

    Pulls 2 cells, in a line and without line of sight. The Tinkerbear then follows up with Nervous Wrench.

  • Mentalhead icon
    Mentalhead4 AP · on self · 50 Lock · Unmovable State · Triggers: Mentallica

    Lock and Unmovable for one turn; each hit taken in melee then deals heavy damage to the monsters lined up with him.

Kan-O-Mat

Kan-O-Mat

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 14%
  • FireFire 7%
  • WaterWater -40%
  • AirAir 12%
  • NeutralNeutral 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.

  • Machinception4 AP · 6 range · Earth51 to 70 Earth steal · Teleports the target to the cell where they started their turn
  • Kan-O-Blast icon
    Kan-O-Blast4 AP · 12 Range · Air51 to 70 Air damage · -6 Range

    Removes 6 range for one turn, from 3 to 12 range. Your ranged characters become useless: dispel yourselves.

  • Electric Arc icon
    Electric Arc4 AP · on self · Triggers: Historic Return

    One turn of Historic Return: each line of damage sends the attacker back to their previous cell. A telefrag costs heavy Water damage.

Serpulax

Serpulax

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 8%
  • FireFire 22%
  • WaterWater 40%
  • AirAir 11%
  • NeutralNeutral -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 icon
    Lemigo4 AP · melee · 500 Pushback Damage · Pushes back 3 cells
  • Burnie and Hurt icon
    Burnie and Hurt4 AP · 12 range · Fire61 to 80 Fire damage · -200 Pushback Resistance
  • Power Outlet icon
    Power Outlet4 AP · on self · Intercepts damage · 200 Damage

    The 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
Kan-O-Mat Canine iconKan-O-Mat Canine 2 200
Serpulax Volva iconSerpulax Volva 2 200
Pingwinch Beak iconPingwinch Beak 2 200
Mecanofoux Astragalus iconMecanofoux Astragalus 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 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
Sylargh's Carrier iconSylargh's Carrier Defeat Sylargh in this boss's dungeon. 10 200 000 000
Sylargh (Misanthrope) iconSylargh (Misanthrope) Defeat Sylargh as a team in his dungeon by completing the “Misanthrope” challenge. 10 200 000 000
Sylargh (Barbaric) iconSylargh (Barbaric) Defeat Sylargh in his dungeon by completing the “Barbaric” challenge. 10 200 000 000
Sylargh (Duo) iconSylargh (Duo) Defeat Sylargh in his dungeon by completing the “Duo” challenge. 20 400 000 000
Sylargh (Sidekick) iconSylargh (Sidekick) Defeat Sylargh in his dungeon by completing the “Z'others” challenge 5 75 000 000
Sylargh (Special) iconSylargh (Special) 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 Wool iconSylargh's WoolWool12 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Bag of Jelly Blubber iconBag of Jelly BlubberContainer3 %
  • Sylargh's Incisor iconSylargh's IncisorBone2 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet1 %
  • Paragon of Power iconParagon of PowerMain quests0,7 %
  • Tasty Carrion iconTasty CarrionMeat0,6 %

On the henchmen of Sylargh

  • Tinkerbear Maxilla iconTinkerbear MaxillaBone · Tinkerbear12 %
  • Tasty Meat iconTasty MeatMeat · Tinkerbear12 %
  • Kan-O-Mat Canine iconKan-O-Mat CanineBone · Kan-O-Mat12 %
  • Airtight Pingwinch Valve iconAirtight Pingwinch ValveFrigost Island · Pingwinch12 %
  • Pingwinch Beak iconPingwinch BeakBone · Pingwinch12 %
  • Mecanofoux Astragalus iconMecanofoux AstragalusBone · Mecanofoux12 %
  • Serpulax Volva iconSerpulax VolvaMushroom · Serpulax12 %
  • Tinkerbear Tail iconTinkerbear TailTail · Tinkerbear2 %
  • Kan-O-Mat Claw iconKan-O-Mat ClawBone · Kan-O-Mat2 %
  • Icon of Pingwinch SternumPingwinch SternumBone · Pingwinch2 %
  • Icon of Mecanofoux EarMecanofoux EarEar · Mecanofoux2 %
  • Serpulax Peduncle iconSerpulax PeduncleMushroom · Serpulax2 %
  • Lost Towel iconLost TowelUsable item · Kan-O-Mat1,2 %
  • Bag of Jelly Blubber iconBag of Jelly BlubberContainer · Tinkerbear1 %
  • Mekstagob Map fragment 8/8 iconMekstagob Map fragment 8/8Map fragment · Kan-O-Mat0,8 %
  • Mekstagob Map fragment 4/8 iconMekstagob Map fragment 4/8Map fragment · Kan-O-Mat0,8 %
  • Mekstagob Map fragment 7/8 iconMekstagob Map fragment 7/8Map fragment · Pingwinch0,8 %
  • Mekstagob Map fragment 3/8 iconMekstagob Map fragment 3/8Map fragment · Pingwinch0,8 %
  • Mekstagob Map fragment 6/8 iconMekstagob Map fragment 6/8Map fragment · Mecanofoux0,8 %
  • Mekstagob Map fragment 2/8 iconMekstagob Map fragment 2/8Map fragment · Mecanofoux0,8 %
  • Mekstagob Map fragment 1/8 iconMekstagob Map fragment 1/8Map fragment · Serpulax0,8 %
  • Mekstagob Map fragment 5/8 iconMekstagob Map fragment 5/8Map fragment · Serpulax0,8 %

Capturing the soul of Sylargh

Soul Stone for Gigantic Souls iconSylargh, 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
Pandawushu Artefact iconPandawushu Artefact 2
Supreme Soul Splinter iconSupreme Soul Splinter 10
Drawing Board iconDrawing Board 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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Sylargh's Carrier

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