Dungeon Pandala Island

Tanukouï San's Workshop

A level 130 dungeon in Terrdala, on Pandala Island, at [26,-24]: five rooms of Tanukis that are invulnerable on their geoglyphs and a three-phase boss who heals between its thresholds, Tanukouï San. Quests to start, map of each room, strategy, monsters, achievements and loot.

Tanukouï San's Workshop: the dungeon entrance, at [26,-24] (Terrdala)
The workshop entrance in Terrdala, on Pandala Island

Quests linked to Tanukouï San's Workshop

In the Name of Art and The Warrior's Path are completed on Tanukouï San, The Gendarmes' Tactics only requires reaching the Workshop Storeroom. Accept them before entering: a fight won without the quest in progress does not count.

The dungeon quest

In the Name of Art

Level 130 quest

The Terrdala investigation goes through the workshop. After the craftsmen and the Tanukis, enter the Workshop, defeat Tanukouï San in a single fight and talk to it, then continue the investigation into the geoglyphic code.

Start
Daimya Hikomi, Pandala Island
Prerequisites
Level 110 and Caught in a Thicket of Wrath

Shinobuubusu Mask iconShinobuubusu Mask3 masks and 3 Magic Tanuki Hairs

Six guardians

The Warrior's Path

Level 120 quest

Tanukouï San is the second of the six guardians. After Skeunk, defeat it in a single fight, discover the workshop exit and go back to see The Key Master, before Founoroshi, Soft Oak, Minotot and Bworker.

Start
The Key Master, Cania Lake

Magic Tanuki Hairs iconMagic Tanuki Hairsand one resource from each of the six bosses

Bonta Alignment

Modern Warrior: Special Tactics

Level 135 quest

No need to defeat Tanukouï San. Discover the Workshop Storeroom and free Gomery Mont, in a fight with three characters at most, then escort her to Bonta.

Start
Amayiro, Bonta
Prerequisites
Level 130 and House Hunting

For later

Tanukouï San's soul is requested. The Ochre Dofus quest asks for the souls of many dungeon guardians: capture this one with a Soul Stone for Big Souls.

Start
Otomai, Otomai Island
Prerequisites
Level 40

Ochre Dofus iconOchre Dofusat the end of the 19 steps

During events

  • Merry Kwismas level 111, repeatable
    Defeating Tanukouï San in a single fight is part of the quest. Harry Kwismas, .
  • Tiwagrum Simulation level 20, repeatable
    Tiwagrum can designate Tanukouï San as the guardian to defeat. Amakna Village, .

Gender Equality requires a Male Tanuki Defeat and a Female Tanuki Defeat: they drop at 6% from the dungeon's Tanukis, male (Ishibig Pak, Parashutackle, Tanukouï San) or female (Tatatojiki, Shinobuubusu, Titinuki).

The 5 rooms of Tanukouï San's Workshop

Five fights. Everywhere, a Tanuki standing on a geoglyph is invulnerable: you have to get it off before hitting, as detailed in the boss section. For each room: the setting, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.

Room 1

Tanukouï San's Workshop: map of room 1
Room 1 — map
Tanukouï San's Workshop: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2

Tanukouï San's Workshop: map of room 2
Room 2 — map
Tanukouï San's Workshop: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Room 3

Tanukouï San's Workshop: map of room 3
Room 3 — map
Tanukouï San's Workshop: tactical view of room 3, starting cells in blue and red
Room 3 — tactical view

Room 4

Tanukouï San's Workshop: map of room 4
Room 4 — map
Tanukouï San's Workshop: tactical view of room 4, starting cells in blue and red
Room 4 — tactical view

Room 5 — Tanukouï San

Tanukouï San's Workshop: map of room 5
Room 5 — map
Tanukouï San's Workshop: tactical view of room 5, starting cells in blue and red
Room 5 — tactical view

Defeat Tanukouï San

Another's glyph protects too

A Tanuki in any geoglyph, its own or a neighbor's, stays invulnerable. Check the landing cell before every hit: pushed or pulled 2 cells, it can land in another one's area, especially the boss's.

Tanukouï San

Tanukouï San

Level 130

  • Health Points6,100 HP
  • AP16 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 15%
  • FireFire -25%
  • WaterWater -2%
  • AirAir 15%
  • NeutralNeutral 30%

Invulnerable on its geoglyph, which grows with each phase until it covers all its lines and diagonals in phase III. It heals if it stays on an intermediate threshold until its turn. Weak Point: Fire; Neutral is what it takes best.

  • Privithwack icon
    Privithwack3 AP · 2 Range · Earth16 to 20 Earth damage · Push Away 2 cells

    Up to 2 Range: pushes 2 cells.

  • Uchimizu icon
    Uchimizu3 AP · 10 RNG · Water21 to 25 Water damage

    In a line up to 10 Range: hits the target and the 3 cells behind it. Do not line up one behind another.

  • Ballot Balls icon
    Ballot Balls3 AP · on self

    Gives the boss 50 Power for each ally still alive: a reason to kill the monsters first.

  • Nutcracker icon
    Nutcracker4 AP · 4 Range · Earth31 to 40 Earth damage · -200 Power

    Up to 4 Range: hits and removes 200 Power for one turn.

  • Tibagin icon
    Tibagin4 AP · 8 Range · Teleports to the targeted cell · Effect duration: -1 · Fire26 to 35 Fire damage

    Phase III only: it teleports up to 8 Range, hits in a circle around itself and removes one turn of a spell effect.

  • Bowling Pitch icon
    Bowling Pitch4 AP · 6 Range · 150 Pushback Damage · Neutral21 to 30 Neutral damage · Push Away 4 cells

    Phase II only, in a line up to 6 Range: pushes 4 cells, and the boss gains pushback damage.

The four-step strategy against Tanukouï San

Separate the Tanukis. Move the monsters away from each other so that their geoglyphs do not overlap, and above all keep Tanukouï San away, whose glyph is the biggest.

Get a target out of its glyph. On its glyph, a Tanuki is invulnerable, but your hits move it: pushed 2 cells in melee, pulled 2 cells at range. Get it out that way, without throwing it into another glyph, then hit. A positioning class helps, without being mandatory.

Monsters first. Kill the monsters one by one, then focus on Tanukouï San alone. Ballot Balls gives it power for each living ally: each monster killed weakens it.

Clear its thresholds in one go. On each intermediate threshold, it heals about 1,300 HP at the start of its turn if it has not reached the next phase. Keep 400 to 500 damage to spare to chain through in one go, up to the last threshold, around 800 HP with four characters.

The geoglyphs

At the start of the fight and at each end of turn, each Tanuki places a brown geoglyph on its cell and around it, and always ends its turn on it: it is therefore invulnerable at the end of every turn. On its glyph, a melee hit pushes it back 2 cells, a ranged hit pulls it 2 cells.

Each monster has its own shape: inverted triangle of height 2 for the Ishibig Pak, diagonal of size 2 for the Tatatojiki, 3 × 3 square for the Parashutackle, cross of size 2 for the Shinobuubusu, checkerboard of radius 2 for the Titinuki.

Tanukouï San's three phases

A Roman numeral above its head shows its phase. Its glyph is a 7 × 7 square in phase I, a checkerboard of radius 6 in phase II, then an infinite star, lines and diagonals, in phase III. Bowling Pitch only appears in phase II, Tibagin only in phase III.

With four characters, the intermediate thresholds fall around 4,575 HP (before phase II, around 4,200), 2,575 HP (before phase III, around 2,200) and 800 HP. On each one, it heals about 20% of its HP at the start of its turn if it has not cleared the next threshold.

The monsters of Tanukouï San's Workshop

Five level 122 Tanukis, each protected by its geoglyph at the end of every turn, and very weak to one or two elements. The resistances in red are their weaknesses.

Ishibig Pak

Ishibig Pak

Level 122

  • Health Points2,500 HP
  • AP10 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 40%
  • FireFire 10%
  • WaterWater -15%
  • AirAir -30%
  • NeutralNeutral 5%

Tsunamishi charges at you in a line up to 5 Range and pushes 2 cells; Ishi Nuken removes 1 AP three times in melee. Rock Garden Elevation erodes around it and surrounds it with stones, which it destroys on the next turn in exchange for a shield. Very weak to Air.

  • Tsunamishi4 AP · 5 Range · Advance 4 cells · Earth27 to 30 Earth damage · Push Away 2 cells

    In a line up to 5 Range: the Ishibig Pak advances up to you, hits and pushes 2 cells.

  • Rock Garden Elevation icon
    Rock Garden Elevation4 AP · on itself · 20% Erosion · Neutral30 to 34 Neutral damage

    Erosion around itself and stones in contact with it; at the start of its next turn, each destroyed stone gives it a shield.

  • Ishi Nuken icon
    Ishi Nuken3 AP · melee · Earth6 to 8 Earth damage · AP-1 AP

    In melee: three hits that each remove 1 dodgeable AP.

Tatatojiki

Tatatojiki

Level 122

  • Health Points2,500 HP
  • AP10 AP
  • MP3 MP
  • Resistances (%)
  • EarthEarth 15%
  • FireFire -30%
  • WaterWater 30%
  • AirAir -15%
  • NeutralNeutral 15%

Tanuki Pottery surrounds its target with jars, which gain 6 MP at the start of its next turn. Kaolin removes 3 Range up to 10 Range, Clay removes MP Parry in a diagonal. Very weak to Fire.

  • Tanuki Pottery4 AP · 12 Range · Water22 to 25 Water damage · Summons: Tanukiware Jar

    Surrounds the target with jars, which gain 6 MP at the start of this Tanuki's next turn.

  • Kaolin icon
    Kaolin3 AP · 10 Range · Earth16 to 19 Earth damage · -3 Range

    Up to 10 RNG: removes 3 RNG for one turn.

  • Clay icon
    Clay4 AP · 8 Range · Earth12 to 14 Earth damage · Water12 to 14 Water damage · MP-10 MP Parry

    In a diagonal of size 2, up to 8 Range: removes MP Parry.

Parashutackle

Parashutackle

Level 122

  • Health Points2,500 HP
  • AP10 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth -20%
  • FireFire 5%
  • WaterWater 10%
  • AirAir 30%
  • NeutralNeutral -15%

Transpompoko swaps places with you, removes your AP and turns you into a teapot, until you take damage. Cobblers and Testirossa teleport it. Weak to Earth and Neutral.

  • Cobblers icon
    Cobblers4 AP · 4 Range · Teleports to the targeted cell · Earth27 to 30 Earth damage · -20 Flight · 20 Flight

    Teleportation up to 4 Range, hits around its landing cell and removes Flight.

  • Transpompoko icon
    Transpompoko4 AP · 8 Range · Air29 to 32 Air damage · Switches positions · Changes appearance · AP-100 AP · Transformed into a Teapot State

    Position swap, removal of all AP and transformation into a teapot; the effect disappears as soon as the target takes damage.

  • Testirossa3 AP · 2 Range · Air20 to 23 Air damage · Teleports the caster to the other side of the target

    Hits an area and teleports it to the opposite side of its target.

Shinobuubusu

Shinobuubusu

Level 122

  • Health Points2,500 HP
  • AP10 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 30%
  • FireFire -20%
  • WaterWater -10%
  • AirAir -10%
  • NeutralNeutral 20%

Henshinobi creates doubles 4 Range away in a line: guess the real one, which does not place a glyph that turn. As a stone golem (Chimi Nuki): immovable, but without a glyph. As a mud golem (Mōryō Nuki): untackleable. Weak to Fire.

  • Henshin No Numa icon
    Henshin No Numa4 AP · 8 Range · MP-3 MP · Earth25 to 28 Earth damage

    As a mud golem only: removes 3 dodgeable MP in a cross, up to 8 Range.

  • Henshinobi icon
    Henshinobi3 AP · 4 Range · Henshinobi State · MP3 MP · Images of the Floating World State 1 · Creates illusions · Ends turn

    Like Roguery: it teleports 4 Range away at the end of its turn and creates doubles on the cells 4 Range away in a line.

  • Nukiyo-e icon
    Nukiyo-e3 AP · 8 Range · Neutral11 to 13 Neutral damage · Earth2 Earth damage · Fire2 Fire damage · Water2 Water damage · Air2 Air damage

    Start-of-turn poison in all four elements, up to 8 Range.

  • Yama No Tuki icon
    Yama No Tuki3 AP · 6 RNG · Neutral23 to 26 Neutral damage

    As a stone golem only: hits in a circle of radius 2, up to 6 Range.

  • Yama-Uba2 AP · on itself · Triggers: Chimi Nuki · Triggers: Mōryō Nuki
Titinuki

Titinuki

Level 122

  • Health Points2,500 HP
  • AP10 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 20%
  • FireFire 30%
  • WaterWater -30%
  • AirAir -5%
  • NeutralNeutral -5%

Clodrum pulls all characters within a radius of 4 by 4 cells; Thwackjubblies hits an area at 2 Range and applies Gravity. Karmateat hits and removes 2 MP from anyone who tries to push this Tanuki. Very weak to Water.

  • Clodrum icon
    Clodrum4 AP · on itself · 40 Damage · Fire28 to 31 Fire damage · Pulls 4 cells · Push Away 4 cells

    Pulls all your characters within a radius of 4 by 4 cells and gives damage to the Titinuki for one turn.

  • Thwackjubblies icon
    Thwackjubblies4 AP · 2 Range · Earth26 to 29 Earth damage · Gravity State · Sein-Supplice State

    Up to 2 Range, in a circle of radius 2: damage and Gravity.

  • Karmateat icon
    Karmateat2 AP · on self

    Retaliation: dodgeable damage and removal of 2 MP when someone tries to push this Tanuki.

Preparing your run through Tanukouï San's Workshop

A level 120 to 130 dungeon where positioning matters more than damage: each Tanuki is invulnerable on its geoglyph. People come for the Pandala quests, The Warrior's Path, the achievements and Tanukouï San's soul for the Ochre Dofus, with a Soul Stone for Big Souls (captures up to level 150).

How to enter Tanukouï San's Workshop

The entrance is in Terrdala, on Pandala Island, at ; the nearest zaap is the Abandoned Labowatowies one . Three ways to open it: a Tanukouï San's Workshop Key (consumed), the key ring if it is registered there, or the automatic group search.

Crafting the Tanukouï San's Workshop Key

It is crafted at a handyman's workshop. Four ingredients drop from the dungeon's Tanukis, at 29%: Ishibig Pak Rocky Fist, Tatatojiki's Broken Pottery, Parashutackle Glasses and Titinuki Wand, like the Marbled Meat. Blue Ray (fishing), Pandkin Seed and Malt (harvesting) complete the recipe.

Ingredient Quantity Level
Ishibig Pak Rocky Fist iconIshibig Pak Rocky Fist 2 130
Tatatojiki's Broken Pottery iconTatatojiki's Broken Pottery 2 130
Parashutackle Glasses iconParashutackle Glasses 2 130
Titinuki Wand iconTitinuki Wand 1 130
Marbled Meat iconMarbled Meat 2 130
Blue Ray iconBlue Ray 2 130
Pandkin Seed iconPandkin Seed 3 120
Malt iconMalt 3 120

Which team to bring against Tanukouï San

Positioning. Pushbacks, pulls and swaps get the Tanukis out of their glyphs. A positioning class helps a lot, without being mandatory: your hits already move a target standing on its glyph.

Fire for the boss. Tanukouï San is weak to Fire and resistant to Neutral. Grouped Fire damage clears its thresholds before it heals.

The comfortable classes. The Pandawa easily pulls the Tanukis out of their glyphs, and it is the recommended class for the Special achievement.

The six achievements of Tanukouï San's Workshop

Each achievement gives 9,508,000 XP and 2 Tanukouï San Testicles, Duo (under 20 turns) doubles the XP; Sidekick, with Kloug, Klume, Fyred Ampe or Lektor in a team of four, gives 14,262,000 XP. Special forbids moving the same enemy twice between two of its turns.

Achievements Condition Points XP
Tanukouï San (Sidekick) iconTanukouï San (Sidekick) Defeat Tanukouï San in its dungeon while completing the “Professional Sidekicks” challenge. 5 14 262 000
Tanukouï San (Special) iconTanukouï San (Special) Defeat Tanukouï San in its dungeon while completing the “Make a Killing” challenge. 10 9 508 000
Tanukouï San's Workshop iconTanukouï San's Workshop Defeat Tanukouï San in this boss's dungeon. 10 9 508 000
Tanukouï San (Statue) iconTanukouï San (Statue) Defeat Tanukouï San in its dungeon while completing the “Statue” challenge. 10 9 508 000
Tanukouï San (Versatile) iconTanukouï San (Versatile) Defeat Tanukouï San in its dungeon while completing the “Versatile” challenge. 10 9 508 000
Tanukouï San (Duo) iconTanukouï San (Duo) Defeat Tanukouï San in its dungeon while completing the “Duo” challenge. 20 19 016 000

Special: Make a Killing

An enemy must not be moved more than once between each of their turns. A Pandawa easily places monsters outside their glyph. Get a target out and hit it: ideally, kill it before it plays again; if it goes back into a glyph, move on to the next one. Starting with Tanukouï San can be justified: its glyph is the biggest and shelters the others.

Drops and loot of Tanukouï San's Workshop

Base in-game rates, before Prospecting bonuses.

On Tanukouï San

  • Tanukouï San Testicles iconTanukouï San TesticlesMiscellaneous Resource29 %
  • Male Tanuki Defeat iconMale Tanuki DefeatPandala6 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Icon of Rock Pandawushu ArtefactRock Pandawushu ArtefactPrecious stone4,84 %
  • Magic Tanuki Hairs iconMagic Tanuki HairsHair4,84 %
  • Fortunawa Cookie iconFortunawa CookieTreat3,9 %
  • Marbled Carrion iconMarbled CarrionMeat1,45 %
  • Barrel of Drinking Water iconBarrel of Drinking WaterContainer1 %
  • Lilcentor iconLilcentorCeremonial pet0,95 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet0,5 %

7 rare items are added at 0.095% each: Wingepig, Serpor, Fuyutora, Ratalda, Kinryu, Tutuyutu, Moonotaur.

On the henchmen of Tanukouï San

  • Marbled Meat iconMarbled MeatMeat · Ishibig Pak29 %
  • Ishibig Pak Rocky Fist iconIshibig Pak Rocky FistGarment · Ishibig Pak29 %
  • Tatatojiki's Broken Pottery iconTatatojiki's Broken PotteryMiscellaneous Resource · Tatatojiki29 %
  • Parashutackle Glasses iconParashutackle GlassesGarment · Parashutackle29 %
  • Shinobuubusu Mask iconShinobuubusu MaskGarment · Shinobuubusu29 %
  • Titinuki Wand iconTitinuki WandGarment · Titinuki29 %
  • Tanuki Entrails iconTanuki EntrailsMiscellaneous Resource · Ishibig Pak12 %
  • Male Tanuki Defeat iconMale Tanuki DefeatPandala · Ishibig Pak6 %
  • Female Tanuki Defeat iconFemale Tanuki DefeatPandala · Tatatojiki6 %
  • Icon of Rock Pandawushu ArtefactRock Pandawushu ArtefactPrecious stone · Ishibig Pak4,84 %
  • Magic Tanuki Hairs iconMagic Tanuki HairsHair · Ishibig Pak4,84 %
  • Rock Wushu Essence iconRock Wushu EssencePandala · Ishibig Pak3,6 %
  • Fortunawa Cookie iconFortunawa CookieTreat · Ishibig Pak1,3 %
  • Barrel of Drinking Water iconBarrel of Drinking WaterContainer · Ishibig Pak1 %

Capturing the soul of Tanukouï San and the Ochre Dofus

Soul Stone for Big Souls iconA Soul Stone for Big Souls (captures up to level 150) is enough for Tanukouï San, level 130. The soul is used for the Ochre Dofus quest An Eternal Harvest.

Stone ingredient Quantity
Superior Soul Splinter iconSuperior Soul Splinter 10
Mineral Potion iconMineral Potion 1

Where is Tanukouï San's Workshop?

In Terrdala, on Pandala Island, at . The nearest zaap is the Abandoned Labowatowies one .

What level should you do Tanukouï San's Workshop at?

Level 120 minimum, 130 recommended. Tanukouï San is level 130 and its Tanukis level 122.

Which quest should you do in Tanukouï San's Workshop?

In the Name of Art, at Daimya Hikomi . The Warrior's Path, from The Key Master, also goes through Tanukouï San, and The Gendarmes' Tactics through the Workshop Storeroom.

Why do my hits do no damage?

The Tanuki is on a geoglyph, its own or a neighbor's. Get it out: a melee hit pushes it 2 cells, a ranged hit pulls it 2 cells.

Why does Tanukouï San heal itself?

It stayed on an intermediate threshold until its turn. Take it to the next phase in one go, with 400 to 500 damage to spare.

Should you kill Tanukouï San first?

No, except possibly for the Special achievement. Kill the monsters first, as they give it power as long as they live, and keep the boss away: its glyph is the biggest.

Which stone should you use to capture Tanukouï San?

One Soul Stone for Big Souls (captures up to level 150). The soul is used for the Ochre Dofus quest.

Do you need a key for every run of Tanukouï San's Workshop?

No, with the key ring or the automatic group search. The key is crafted at a handyman's workshop with resources from the dungeon's Tanukis.

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Tanukouï San's Workshop

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