Dungeon Shrouded Canals

Throne Room of the Dark Court

Level 200 dimension dungeon in Srambad, at [8,-4]: a single fight in five waves, Bonbombs that kill in a line and a queen who disappears into her Mist, the Queen of Thieves. Quest to start, positioning, strategy, monsters, achievements and loot.

Throne Room of the Dark Court: the dungeon entrance, at [8,-4] (Shadowy Heights)
The dungeon entrance in the Shadowy Heights, in Srambad, where Chamberla waits

Quests linked to the Throne Room of the Dark Court

The dungeon quest, The Court of Miracles, concludes the investigation into the Dark Court and is completed by defeating the Queen of Thieves in a single fight. Accept it before entering, and keep some time after the victory: several dialogues follow, on the spot.

Accept before entering

The Court of Miracles

Level 200 quest

It is completed on the Queen of Thieves. Talk to Chamberla in front of the dungeon, defeat the Queen in a single fight, then climb the steps before talking to her. Then discover the Court of Miracles without leaving .

Start
Injured Violet Arrow, Srambad
Prerequisites
Level 200 and The Queen's Butcher

Icon of OrichorOrichor50 Orichor, 3 Magic Skemage Skull and 50,000,000 XP

For later

World quest

Crocabulia's Egg

Level 200 quest

Finishing the Throne Room gives you the Locked Chest. Meriana sends you on the trail of the stolen egg to Srambad. Keep the chest: hand it to Frank Lee Smisse at immediately triggers a fight against 4 Rogues.

Start
Meriana, Nauseating Swamps
Prerequisites
Level 200 and The Last Emperor's Revenge

Totem of Surprise

Maimane's Totems

Level 200 quest

The Queen can give you the Totem of Surprise. Maimane asks for six emotion totems, each from a boss of your choice: for surprise, the Queen of Thieves, Catseye, Count Harebourg, Kabaal or the Chokao Priestess.

Start
Maimane, Destroyers' Nightmare
Prerequisites
Level 180

Totem of Balance iconTotem of Balanceonce the six totems are handed in

During events

  • Tiwagrum Simulation level 20, repeatable
    Tiwagrum can designate the Queen of Thieves as the guardian to defeat. Amakna Village, .

The loot is also useful elsewhere: Memories of the Afterlife (level 200) requires a Magic Skemage Skull, which drops from the Skemages in the dungeon.

The 2 rooms of the Throne Room of the Dark Court

A dimension dungeon: a single fight, against five waves of monsters, with no rooms to chain. The game lists two maps for this arena. 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

Throne Room of the Dark Court: map of room 1
Room 1 — map
Throne Room of the Dark Court: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2 — the Queen of Thieves

Throne Room of the Dark Court: map of room 2
Room 2 — map
Throne Room of the Dark Court: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Defeat the Queen of Thieves

The red Bonbombs

Each turn, your characters summon a Bonbomb 2 cells in front of them. A red Bonbomb that explodes kills all characters in line up to 10 range, summons included. Before ending your turn, check that no red bomb is lined up with you.

Queen of Thieves

Queen of Thieves

Level 220

  • Health Points15,000 HP
  • AP20 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 26%
  • FireFire 42%
  • WaterWater 13%
  • AirAir 18%
  • NeutralNeutral 31%

She hits in melee with Critical Hit and swaps places with her target thanks to Impending Death, which dooms the target in 6 turns. Each Bonbomb in play reduces her damage taken by 10%, and explosions don't hurt her. Weak Point: Water; Fire is what she withstands best.

  • Impending Death icon
    Impending Death4 AP · 5 range · Advances 6 cells · Switches positions · Kills the target · Impending Death State · AirAir Damage: 20% erosion of the caster's eroded HP

    She pulls herself in a line toward her target, ally or enemy, then swaps places with it. The marked character dies after 6 turns, unless healed by a blue Bonbomb or the Queen dies.

  • Mist icon
    Mist4 AP · on self

    From turn 4, then every 3 turns: a black glyph that makes her and the monsters inside it invisible. Look for her on the three cells of the upper ring.

  • Critical Hit icon
    Critical Hit4 AP · melee · Water150 Water damage (% remaining MP) · Water20 Water damage per 1 MP used

    In melee, twice per turn, with a one-in-two chance of a critical hit, which also reduces the duration of your effects by 4 turns. Each MP spent afterward costs you HP.

The four-step strategy against the Queen of Thieves

“Auto-win” positioning. Line up your characters on the same line, two cells apart, with the one that has the initiative at the very top: it will never move again. Each bomb is then placed diagonally, on a parallel line, and never explodes on you. With four or five characters, the last ones join the line on the first turn; a Pandawa can carry allies there.

Wave 1: the Terristocrat. Kill the first wave quickly, Terristocrat first, removing its MP so it doesn't place its Bomb Ilical in melee with you. Push the monsters into the bomb lines: all the explosions in a line easily exceed 4,000 damage.

The Queen, little by little. Start hitting her as soon as wave 1 has fallen, on turns when few Bonbombs are in play. Keep her away: Impending Death breaks your line, and she can pull herself to a monster near you. She must die during wave 2, otherwise at wave 3.

Waves 2 to 5. On each wave, remove the Skemages' range and slow the Terristocrats. Wave 2 brings two easy Doubles, wave 3 two Terristocrats and a Skemage. Wave 4 is the last difficult one: two Skemages (three to six or more) and a Terristocrat. Wave 5 only has one Skemage.

How the Bonbombs work

At the start of his turn, each character summons a Bonbomb 2 range in front of him; if the cell is taken, it moves to the right diagonal, and so on clockwise. As soon as a character has two, the first one explodes and triggers those in line with it, the nearest first.

A bomb turns blue if another one explodes on its diagonal. Red, it kills characters in line up to 10 range; blue, it heals them completely, unless a red one also explodes in their line. In both cases, it hits the monsters in that area. Invulnerable, Bonbombs can be pushed or pulled, but not carried.

Finding the Queen in her Mist

From turn 4, then every 3 turns, at the end of her turn the Queen places a black glyph of radius 3 that makes her invisible, along with the monsters inside it. The glyph covers 25 cells, but she is always on one of the three cells of the upper ring. Test those three cells, at least to slow her or push her back.

Five waves of monsters

The fight starts with the Queen and three monsters with four players, one more for each additional character; each wave then has as many monsters as there are fighters. The timeline shows the current wave and the turn the next one arrives. Kill an entire wave and the next one arrives immediately, invulnerable for one turn.

When the Queen dies, Guilty Pleasure makes you take 50% more damage until the end of the fight: waves remain to be finished, so play them carefully.

The monsters of the Throne Room of the Dark Court

Five level 200 monsters, arriving in waves. Each has -24% in a different element: the resistances in red are their weaknesses. Terristocrat and Skemage are the real dangers, Tortryck and Double pose few problems.

In which order to kill the monsters

  1. Terristocrat — its Bomb Ilical kills any character within 2 cells or less when it explodes.
  2. Skemage — the Skoul's trap removes 10 MP and can lock you in a bomb's line.
  3. Mastaklyr — it places traps and removes 3 AP at long range.
  4. Tortryck, then Double — dangerous only in melee, and the Double has half the HP.
Terristocrat

Terristocrat

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 26%
  • FireFire 6%
  • WaterWater -24%
  • AirAir 21%
  • NeutralNeutral 11%

Bomb Ilical places a bomb in melee with you, which explodes on its next turn or on its death and kills the characters and summons within a radius of 2. Fumerus brings it quickly close to you, Attack hits everything around it. Weak to Water.

  • Bomb Ilical icon
    Bomb Ilical2 AP · 6 range · Neutral41 to 50 Neutral steal · Summons: Bomb Ilical · Triggers: Dangerous Proximity

    The bomb is placed in contact with you and moves 3 cells closer to any character who hits a monster. Move it away from your allies before it explodes.

  • Fumerus icon
    Fumerus5 AP · 4 range · Teleports to the targeted cell · Air81 to 85 Air steal · -4 Range

    Teleportation in a line up to 4 range, life steal and -4 range around its landing cell.

  • Attack icon
    Attack5 AP · on itself · Neutral81 to 100 Neutral damage

    Hits in a circle of radius 4 around the Terristocrat: don't let it get close to the group.

Skemage

Skemage

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 21%
  • FireFire 11%
  • WaterWater 26%
  • AirAir 6%
  • NeutralNeutral -24%

Remove its range first: the Skoul's trap removes 10 MP and heals everything around whoever steps on it. Devaskulltation also heals the neighbors of its target, allies and enemies alike, and Warning poisons whoever hits a protected monster. Weak to Neutral.

  • Devaskulltation4 AP · 7 range · Earth46 to 55 Earth damage · Heals: 15% of max HP

    Heals all entities around the target, your characters included, for 15% of their max HP.

  • Warning icon
    Warning4 AP · on self

    Protects the Skemage and its nearby allies for one turn: whoever hits them is poisoned at the start of their next turn. Dispel them, or hit another target.

  • Skoul icon
    Skoul4 AP · 8 range · Neutral61 to 70 Neutral damage · Places a trap

    Places a diagonal trap that removes 10 MP and heals all entities around the one that steps on it. Removing range from the Skemage prevents it.

Mastaklyr

Mastaklyr

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 11%
  • FireFire 26%
  • WaterWater 6%
  • AirAir -24%
  • NeutralNeutral 21%

Beartrap places traps on the four cells around its target, Bonbombs included. Stay Dry removes 3 AP, in a line from 4 to 10 range. Remove its range too, after the Skemages'. Weak to Air.

  • Beartrap icon
    Beartrap4 AP · 8 range · Fire50 Fire damage · Places a trap

    Places traps on the 4 cells around the target, twice per turn: watch your paths.

  • Stay Dry icon
    Stay Dry4 AP · 10 Range · Water46 to 55 Water damage · AP-3 AP

    Removes 3 dodgeable AP, in a line from 4 to 10 range, twice per turn.

Tortryck

Tortryck

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 6%
  • FireFire -24%
  • WaterWater 21%
  • AirAir 11%
  • NeutralNeutral 26%

Not very dangerous at range, but to be avoided in melee: Guilty hits hard and shortens your effects, Spinundate removes 10 MP and applies Gravity. Toward the Light pulls 6 cells in a line: don't stay lined up with him. Weak to Fire.

  • Toward the Light icon
    Toward the Light4 AP · 7 Range · Pulls 6 cells

    Pulls 6 cells, in a line from 2 to 7 range, twice per turn.

  • Guilty icon
    Guilty4 AP · melee · Kills the target · Duration of effects: -2 · Water101 to 120 Water damage

    In melee, twice per turn: heavy damage, -2 turns off the duration of your effects, and instant death of a summon.

  • Spinundate icon
    Spinundate4 AP · melee · MP-10 MP · Gravity State

    Removes 10 dodgeable MP and applies Gravity for 2 turns: any displacement suffered during that time deals damage.

Double

Double

Level 200

  • Health Points3,000 HP
  • AP12 AP
  • MP3 MP
  • Resistances (%)
  • EarthEarth -24%
  • FireFire 21%
  • WaterWater 11%
  • AirAir 26%
  • NeutralNeutral 6%

She splits in two at the start of the fight or of a wave: the double and the Double share the damage and gain power with each hit received. Circular Cut steals MP and AP around her. With half the HP of the others, she falls quickly. Weak to Earth.

  • Double icon
    Double4 AP · 2 range · Summons a double of the caster · Makes the target invisible

    Creates the double and makes the Double invisible for one turn. After 3 turns, the double dies, hitting everything around it.

  • Circular Cut icon
    Circular Cut4 AP · on self · Fire51 to 60 Fire damage · MPSteals 2 MP · AP-3 AP

    Steals 2 MP and removes 3 AP around the Double; the double recasts it at the end of its turn.

  • Subtlety icon
    Subtlety4 AP · 6 range · Switches positions · Neutral41 to 50 Neutral damage · Pushes back 2 cells

    The Double swaps places with its double: characters near one are pushed back, those near the other are pulled in.

Preparing your run through the Throne Room of the Dark Court

A dungeon for teams of level 190 to 200 who accept strict positioning. You come here for The Court of Miracles, the achievements and The Queen of Thieves' Embroidery: the Queen cannot be captured.

How to enter the Throne Room of the Dark Court

The entrance is in the Srambad dimension, in the Shadowy Heights, at . To reach Srambad, you need to find a portal: the portal hunt starts at the Voyagers' Tower . You then need a Key to the Throne Room of the Dark Court, consumed: the keyring doesn't work in a dimension.

Crafting the Key to the Throne Room of the Dark Court

It is crafted at a handyman's workshop. Four ingredients drop from the dungeon monsters, at 12%: Mastaklyr's Disarmed Trap, Terristocrat Bomb Fuse, Double's Scrunchie and Tortryck Shoulder Pad. The Dark Court Fabric is bought at the Srambad outpost for 3 Orichor; Icefish (fishing), Snowdrop and Frosteez (harvesting) complete the recipe.

Ingredient Quantity Level
Mastaklyr's Disarmed Trap iconMastaklyr's Disarmed Trap 2 200
Terristocrat Bomb Fuse iconTerristocrat Bomb Fuse 2 200
Double's Scrunchie iconDouble's Scrunchie 2 200
Tortryck Shoulder Pad iconTortryck Shoulder Pad 2 200
Dark Court Fabric iconDark Court Fabric 1 200
Icefish iconIcefish 1 200
Snowdrop iconSnowdrop 1 200
Frosteez iconFrosteez 1 200

Which team to bring against the Queen of Thieves

A Cra and an Enutrof. The Cra keeps monsters and the Queen at range, the Enutrof slows their advance: the dungeon becomes much simpler. It remains doable with any composition, as long as you don't let the Queen get close.

MP and range removal. Removing range from the Skemages, and failing that from the Mastaklyrs, avoids the Skoul's trap. Removing MP from the Terristocrats stops them from placing their Bomb Ilical in melee with you.

Enough to move the bombs. Pushbacks and pulls are useful for everything: lining up the Bonbombs so they explode together, saving an ally from a red line, or placing the monsters in their area.

The classes that fit well. The Cra pushes back and hits, the Enutrof slows. The Pandawa positions his allies on the first turn for the “auto-win” tactic. The Rogue can kill the Queen on turn 3 or 4 with a wall of bombs, and the Iop can charge his Wrath on turn 1 to kill her on turn 4.

The six achievements of the Throne Room of the Dark Court

Each achievement gives 200,000,000 XP and 2 The Queen of Thieves' Embroidery, Trio doubles the XP; Sidekick gives 75,000,000 XP. The “auto-win” positioning is the basis for First, Tight and Special.

Achievements Condition Points XP
Queen of Thieves (Special) iconQueen of Thieves (Special) Defeat the Queen of Thieves in her dungeon by completing the “Life Is Full of Pitfalls” challenge. 10 200 000 000
Queen of Thieves (Sidekick) iconQueen of Thieves (Sidekick) Defeat the Queen of Thieves in her dungeon by completing the “Garbage Pail Sidekicks” challenge 5 75 000 000
Throne Room of the Dark Court iconThrone Room of the Dark Court Defeat the Queen of Thieves in this boss's dungeon. 10 200 000 000
Queen of Thieves (First) iconQueen of Thieves (First) Defeat the Queen of Thieves in her dungeon by completing the “First” challenge. 10 200 000 000
Queen of Thieves (Tight) iconQueen of Thieves (Tight) Defeat the Queen of Thieves as a team in her dungeon by completing the “Tight” challenge. 10 200 000 000
Queen of Thieves (Trio) iconQueen of Thieves (Trio) Defeat the Queen of Thieves in her dungeon by completing the “Trio” challenge. 20 400 000 000

Special: Life Is Full of Pitfalls

Allies must not be healed using blue Bonbombs. The achievement only fails if a character is actually healed: at 100% of their HP, a blue bomb in their line doesn't count. Keep your two cells of spacing and a healer to bring your HP back up, or shift the blue bomb out of your line. Failing that, line up all your characters on a line without a bomb and shift them each turn: none will turn blue. An allied summon being healed also fails the achievement.

First

The Queen of Thieves must be finished off first. Since your characters summon the Bonbombs, make sure they don't kill any monster before the Queen. An Enutrof or a Cra to slow and push back remains advisable. A Rogue kills her on turn 3 or 4 with a wall of bombs; an Iop charges his Wrath on turn 1 to kill her on turn 4.

Tight

Allied fighters must end their turn on a cell adjacent to another allied fighter. Two methods with the “auto-win” positioning. A summon between each character, but the explosions kill them and you have to re-summon every turn; only a Cawwot at the very back, next to the last character, survives. Simpler: a Cawwot to the left of each character, behind him for the last one. It doesn't die from the bombs but blocks the left: allow 6 MP to go around, hit and come back. If you master the Bonbombs, simply stick to the bombs or your allies.

Trio

Three characters maximum, fewer than 80 turns. Doable with almost any composition, not very different from the four-character dungeon. The simplest: a Cra who pushes back and hits, an Enutrof who slows, a class that hits. With a Pandawa and a Rogue, kill the Queen on turn 3 or 4 with a wall of bombs, re-form it and throw the monsters into it, without letting the Bonbombs set off the rogue's bombs. Otherwise, kill the Queen around turn 5 or 6, then chain through the waves.

Sidekick: Garbage Pail Sidekicks

At least four characters, including an eligible Sidekick: Grute, Goboff, Rint or Piggy Paupe. The fight plays out as usual: include the Sidekick in your line and keep it out of the lines of red Bonbombs and the Bomb Ilical.

Drops and loot of the Throne Room of the Dark Court

Base in-game rates, before Prospecting bonuses.

On the Queen of Thieves

  • The Queen of Thieves' Embroidery iconThe Queen of Thieves' EmbroideryGarment12 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Icon of Skull and CrossbonesSkull and CrossbonesMiscellaneous Resource3 %
  • Barrel of Scurvion Blood iconBarrel of Scurvion BloodContainer3 %
  • Rusty Hook iconRusty HookMiscellaneous Resource1,2 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet1 %
  • Queen Odasouth Crown iconQueen Odasouth CrownCeremonial hat0,95 %
  • Queen Odasouth Shield iconQueen Odasouth ShieldCeremonial shield0,95 %
  • Wa Odanowth Shield iconWa Odanowth ShieldCeremonial shield0,95 %
  • Wa Odanowth's Cloak iconWa Odanowth's CloakCeremonial cape0,95 %
  • Wa Odanowth's Cwown iconWa Odanowth's CwownCeremonial hat0,95 %
  • Queen Odasouth Cloak iconQueen Odasouth CloakCeremonial cape0,95 %
  • Wa Odanowth's Sword iconWa Odanowth's SwordCeremonial weapon0,95 %
  • Queen Odasouth Wand iconQueen Odasouth WandCeremonial weapon0,95 %
  • Paragon of Power iconParagon of PowerMain quests0,7 %
  • Tasty Carrion iconTasty CarrionMeat0,6 %

On the henchmen of the Queen of Thieves

  • Tortryck Shoulder Pad iconTortryck Shoulder PadGarment · Tortryck12 %
  • Tasty Meat iconTasty MeatMeat · Tortryck12 %
  • Double's Scrunchie iconDouble's ScrunchieGarment · Double12 %
  • Magic Skemage Skull iconMagic Skemage SkullBone · Skemage12 %
  • Mastaklyr's Disarmed Trap iconMastaklyr's Disarmed TrapMiscellaneous Resource · Mastaklyr12 %
  • Terristocrat Bomb Fuse iconTerristocrat Bomb FuseCombat Resource · Terristocrat12 %
  • Stolen Centoror Skull iconStolen Centoror SkullMain quests · Tortryck5 %
  • Icon of OrichorOrichorToken · Tortryck3,6 %
  • Icon of Skull and CrossbonesSkull and CrossbonesMiscellaneous Resource · Tortryck3 %
  • Rusty Hook iconRusty HookMiscellaneous Resource · Tortryck1,2 %
  • Barrel of Scurvion Blood iconBarrel of Scurvion BloodContainer · Tortryck1 %
  • Gein Map fragment 4/8 iconGein Map fragment 4/8Map fragment · Tortryck0,8 %
  • Gein Map fragment 8/8 iconGein Map fragment 8/8Map fragment · Tortryck0,8 %
  • Gein Map fragment 3/8 iconGein Map fragment 3/8Map fragment · Double0,8 %
  • Gein Map fragment 7/8 iconGein Map fragment 7/8Map fragment · Double0,8 %
  • Gein Map fragment 5/8 iconGein Map fragment 5/8Map fragment · Mastaklyr0,8 %
  • Gein Map fragment 1/8 iconGein Map fragment 1/8Map fragment · Mastaklyr0,8 %
  • Gein Map fragment 6/8 iconGein Map fragment 6/8Map fragment · Terristocrat0,8 %
  • Gein Map fragment 2/8 iconGein Map fragment 2/8Map fragment · Terristocrat0,8 %

Srambad modifiers

Ten modifiers, only one active

Each dimension applies one of ten combat modifiers, which can help or complicate the fight. It only changes when you complete this dungeon, the level 200 one in Srambad. Cyclic Power, for example, gives enemies 50% more vitality, but +25% damage to your characters per turn from the second turn on, reset every 5 turns.

Where is the Throne Room of the Dark Court?

In the Srambad dimension, at , in the Shadowy Heights. You reach Srambad through a portal, thanks to the portal hunt at the Voyagers' Tower .

At what level should you do the Throne Room of the Dark Court?

Level 190 minimum, 200 recommended. The Queen of Thieves is level 220, her monsters level 200.

Which quest should I do at the Throne Room of the Dark Court?

The Court of Miracles, with Injured Violet Arrow in Srambad , after The Queen's Butcher. It is completed by defeating the Queen in a single fight.

How do you avoid dying to the Bonbombs?

Never end a turn in line with a red Bonbomb, up to 10 range. The “auto-win” positioning, with characters lined up two cells apart, places all the bombs outside your lines.

How do you find the Queen in her Mist?

She is always on one of the three cells of the glyph's upper ring. Test those three cells rather than hitting the whole area.

Which monster should you target first in the Throne Room of the Dark Court?

The Terristocrat, on each wave, before it places its Bomb Ilical in melee with you. Then remove the Skemages' range to avoid the Skoul's trap.

How many waves do you have to beat?

Five waves, in a single fight. Killing an entire wave before its countdown brings the next one right away.

Can the Queen of Thieves be captured?

No, the Queen of Thieves cannot be captured. No soul stone is needed for this dungeon.

Do you need a key for every run of the Throne Room of the Dark Court?

Yes, the keyring doesn't work in a dimension. Four ingredients for the key drop in the dungeon, and the Dark Court Fabric is bought for 3 Orichor.

Can the dungeon be done with three characters?

Yes, it is even an achievement: Trio, in under 80 turns. A Cra, an Enutrof and a class that hits are enough.

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Throne Room of the Dark Court

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