Dungeon in Otomai
Tynril Lab
The Tynril is not a damage race, it is a survival fight.
Lv. 140+Medium
Dark Jungle Monsters
Overview
Key data
Present monsters
Vitality
AP
MP
Earth
Air
Fire
Water
Neutral
Dark Treeckler
Damage
2600 to 3300HP
10AP
4MP
Key resistances
+5%
+27%
+5%
-19%
+5%
Important drops
Bag of Resin
4 %
Dark Seed
7 %
Barkritter
Damage
2100 to 2800HP
10AP
5MP
Key resistances
+12%
-7%
+38%
+44%
+23%
Important drops
Bag of Resin
4 %
Dark Seed
7 %
Rotaflor
Damage
2000 to 2600HP
10AP
4MP
Key resistances
-34%
+18%
+13%
+40%
-10%
Important drops
Bag of Resin
4 %
Dark Seed
7 %
Warguerite
Damage
1900 to 2300HP
10AP
4MP
Key resistances
+39%
-10%
-20%
+13%
+18%
Important drops
Bag of Resin
4 %
Dark Seed
7 %
Gwass
Damage
1900 to 2400HP
6AP
3MP
Key resistances
+13%
+33%
-22%
+11%
+38%
Important drops
Bag of Resin
4 %
Dark Seed
7 %
Dark Pikoko
Damage
2300 to 3100HP
8AP
8 to 12MP
Key resistances
+25%
+33%
+25%
-33%
+25%
Important drops
Bag of Resin
4 %
Dark Seed
7 %
Dungeon boss
Disconcerted Tynril
Control
Melee
Characteristics
3800 to 5400HP
10AP
2MP
Key resistances
+200%
+200%
+200%
0%
+200%
Important drops
Dungeon boss
Stunned Tynril
Control
Melee
Characteristics
3800 to 5400HP
10AP
2MP
Key resistances
0%
+200%
+200%
+200%
+200%
Important drops
Dungeon boss
Dismayed Tynril
Control
Melee
Characteristics
3800 to 5400HP
10AP
2MP
Key resistances
+200%
0%
+200%
+200%
+200%
Important drops
Dungeon boss
Perfidious Tynril
Control
Melee
Characteristics
3800 to 5400HP
10AP
2MP
Key resistances
+200%
+200%
0%
+200%
+200%
Important drops
Tynril Pistil
10 %
Tynril Bark
5 %
Plant Resin
15 %
Boss spells
Effect
- Switches positions
No line of sightPer turn: 1
Effect
- 10000 (HP restored)
No line of sightPer turn: 1
Effect
- -2000% Earth Resistance (1 turn)
No line of sightPer turn: 2Per objective: 1
Effect
- Damage: 31 to 50 (Earth)
Critical
- Damage: 61 to 100 (Earth)
Requires line of sightPer turn: 1
Boss spells
Effect
- 10000 (HP restored)
No line of sightPer turn: 1
Effect
- Switches positions
No line of sightPer turn: 1
Effect
- -2000% Earth Resistance (1 turn)
No line of sightPer turn: 2Per objective: 1
Effect
- Damage: 31 to 50 (Earth)
Critical
- Damage: 61 to 100 (Earth)
Requires line of sightPer turn: 1
Boss spells
Effect
- 10000 (HP restored)
No line of sightPer turn: 1
Effect
- -2000% Earth Resistance (1 turn)
No line of sightPer turn: 2Per objective: 1
Effect
- Damage: 31 to 50 (Earth)
Critical
- Damage: 61 to 100 (Earth)
Requires line of sightPer turn: 1
Effect
- Switches positions
No line of sightPer turn: 1
Boss spells
Effect
- 10000 (HP restored)
No line of sightPer turn: 1
Effect
- Switches positions
No line of sightPer turn: 1
Effect
- -2000% Earth Resistance (1 turn)
No line of sightPer turn: 2Per objective: 1
Effect
- Damage: 31 to 50 (Earth)
Critical
- Damage: 61 to 100 (Earth)
Requires line of sightPer turn: 1
Tactical guide
Strategy
1
Before entering: The Tynril is not a damage race, it is a survival fight. You need control of MP, knockbacks and damage in all four elements. If your team only hits one or two elements, the fight drags out a lot.
2
Room 1: Dark jungle monsters abuse poisons and annoyances. Barkritter and Rotaflor poison; Warguerite boost AP/MP; Floramor introduces elemental weaknesses. Don't let all that pile up.
3
Room 2: Be very careful with Dark Treeckler. It can apply a dangerous status: if you carry it and hit neutral, you can take enormous damage, even die if you also have Floramor weaknesses.
4
Boss: What do the Tynrils do?: There are four Tynrils, one per element. Each one has very high resistances in almost everything, but a clear weakness in its corresponding element. Also, if they get into melee, they can kill. They can also fully heal an ally if they are in melee and teleport between them.
5
How to remove vulnerability: They do not have classic invulnerability. The real mechanic is hit each Tynril with the corresponding element and always keep them away. Don't try to tank them. Remove MP, push every turn and always leave more than 6 squares if you don't have enough control.
6
extra: The typical mistake is to think "I can take a turn in melee." No. Here we play that they never arrive. First you survive, then you do damage. As long as you control distance, the fight may last, but it is won.
Progress
Associated achievements
The Tynril Lab
Defeat the Tynrils in their dungeon.
Tynrils (Untouchable)
Defeat the Tynrils in their dungeon. Characters must not lose HP or SP.
Tynrils (Zombie)
Defeat the Tynrils in their dungeon. Characters must use exactly one MP per turn.
Tynrils (Duo)
Defeat the Tynrils in their dungeon with 2 characters maximum in less than 20 turns.
Refactoring Complete
Complete the following achievements:
Behind Me, I Leave a Trail of Fire
Complete the following achievements:
Show Them Who's Boss
Complete the following achievements: