Dungeon in Frigost

Sylargh's Carrier

Sylargh is a fight of control and corpses. Hitting hard isn't enough here: you have to understand how his resurrections work.

Lv. 200+Medium Mechaniacs
Overview

Key data

Recommended level200+
AreaFrigost
BossSylargh
Suggested group1 - 4 players
DifficultyMedium
FamilyMechaniacs
Key / requirementKey from Sylargh's Carrier

Present monsters

Vitality AP MP Earth Air Fire Water Neutral
200

Tinkerbear

Damage
6000 to 6600HP 12AP 4MP

Key resistances

+46% +16% -39% +17% +9%

Important drops

Bag of Magical Cure 4 % Mechaniac Astragalus 5 %
200

Serpulax

Damage
6000 to 6600HP 12AP 6MP

Key resistances

+12% +15% +26% +44% -37%

Important drops

Bag of Magical Cure 4 % Serpulax Volva 8 %
200

Pingwinch

Damage
6000 to 6600HP 12AP 6MP

Key resistances

+18% -36% +39% +19% +25%

Important drops

Bag of Magical Cure 4 % Mechaniac Astragalus 5 %
200

Kan-O-Mat

Damage
6000 to 6600HP 12AP 4MP

Key resistances

+18% +16% +11% -40% +45%

Important drops

Bag of Magical Cure 4 % Mechaniac Astragalus 5 %
200

Mecanofoux

Damage
6000 to 6600HP 12AP 5MP

Key resistances

-38% +45% +19% +16% +14%

Important drops

Bag of Magical Cure 4 % Mecanofoux Ear 8 %
220
Dungeon boss

Sylargh

Control
Melee

Characteristics

13000 to 19000HP 20AP 6MP

Key resistances

+27% +12% +16% +22% +14%

Important drops

Sylargh's Incisor 5 % Sylargh's Wool 10 % Sylargh Meat 1.5 %

Boss spells

Icon unavailable

Puncheon

1 range 5 PA 45% GC Special area
Effect
  • 10% of attacker's missing HP (Fire damage)
  • -10 duration of effects
  • Steals 51 to 70 HP (Air) (1 turn)
  • -100 Dodge (2 turns)
Critical
  • 15% of attacker's missing HP (Fire damage)
  • -10 duration of effects
  • Steals 61 to 80 HP (Air) (1 turn)
  • -200 Dodge (2 turns)
No line of sightPer turn: 1
Icon unavailable

Mortar

1 - 10 range 5 PA 45% GC Point target
Effect
  • Damage: 71 to 80 (Earth)
  • Damage: 71 to 80 (Water) (3 turns)
Critical
  • Damage: 81 to 90 (Earth)
  • Damage: 81 to 90 (Water) (3 turns)
Requires line of sightModifiable rangePer turn: 2Per objective: 1

Impulsh

1 range 5 PA 45% GC Point target
Effect
  • +500 Damage (1 turn)
  • 200 Lock (1 turn)
Critical
  • +600 Damage (1 turn)
  • 300 Lock (1 turn)
No line of sightReload: 2 turns

Tactical view: Sylargh

No spell selected · Clean map

Move boss · Player out of zone
Range Area Player Danger Boss start Team start
Sylargh Player
Tactical guide

Strategy

1 Before entering: Sylargh is a fight of control and corpses. Hitting hard isn't enough here: you have to understand how his resurrections work. Take retreat MP if you can. Cra, Enutrof or Sadida help a lot to keep that line of mechanical zombies away.
2 Room 1: The monsters pack quite a punch and can become annoying if they arrive all together. Try to play from a distance and control the progress from the beginning.
3 Room 2: Here it is worth looking very carefully at where the monsters die. If you kill them poorly positioned, then Sylargh can revive them in very awkward places.
4 Boss: What is Sylargh doing?: Sylargh starts out invulnerable and can revive dead monsters like Summons. The problem is that those Summons are not decoration: they are the key to removing invulnerability, but they can also fill the map if you let them live too long.
5 How to remove vulnerability: For to remove invulnerability you must kill a resurrected summon that is between 5 and 10 spaces from Sylargh. When that summon dies in that range, the mechanic is activated and Sylargh remains vulnerable until the start of the turn of the last player who activated the vulnerability. The ideal is to kill the first invocation of the timeline to be able to chain the following ones and not let the map fill up. Eye: The effect can also boost nearby monsters, so don't activate it without looking at what's around.
6 extra: Don't let the Summons get to their second turn. Especially if a Mansordide comes out, because it can start healing and waste a lot of time. Honestly, this fight is best controlled by retreating MP and killing the Summons at the right range.
Progress

Associated achievements

Sylargh's Carrier

Sylargh's Carrier

Defeat Sylargh in this boss's dungeon.

Sylargh (Hermit)

Sylargh (Hermit)

Defeat Sylargh in this boss's dungeon as a team. Characters must not end their turn on a cell adjacent to an ally.

Sylargh (Barbaric)

Sylargh (Barbaric)

Defeat Sylargh in this boss's dungeon. Characters must finish off all monsters with a weapon.

Sylargh (Duo)

Sylargh (Duo)

Defeat Sylargh in this boss's dungeon with 2 characters maximum and in less than 40 turns.

Impin' Ain't Easy

Impin' Ain't Easy

Complete the following achievements:

Apocalypse Snow

Apocalypse Snow

Complete the following achievements:

Catch a Cold

Catch a Cold

Complete the following achievements: