Treechnid Dungeon

 is a dungeon.

Location
is found at [-9,-14], though you must go down from [-9,-15].

Access
Entry requires giving a Treechnid Dungeon Key to Josette Moresyca, which is consumed.

Rooms

 * Challenging to scout maps is(?) possible

Room 1

 * 1 Treechnid
 * 1 Red Spimush
 * 1 Green Spimush



Room 2

 * 2 Treechnids
 * 2 Trunknids
 * After completing the second room, speak to Josette Moresyca and you are transformed into a Treechnid. You lose all of your normal spells and gain some special ones. You must then defeat two mobs in the next two rooms as a Treechnid.



Room 3

 * 1 Short-Tempered Treechnid



Room 4

 * After defeating the mob in this room, talk to Josette Moresyca to transform back from a Treechnid.
 * Green Spimush
 * Short-Tempered Arachnotron



Puzzle Room
Follow the solution in the image. Note: Only need to click the white and dark blue squares to get to the end. To leave the room you need to talk to Josette Moresyca, you MUST stand in front of her though, otherwise she will not allow you to continue.



Room 5
Can speak to Josette Moresyca here to go to the Soft Oak Dungeon -or- fight the mob to continue forward
 * 3 Arachnotrons
 * 2 Venerable Treechnids



Room 6

 * 3 Treechnees
 * 3 Venerable Treechnids



Room 7

 * Only four starting spots.
 * 3 Green Spimushes
 * 2 Treechnees
 * 1 Venerable Treechnid
 * 1 Treechnid



Room 8

 * 3 Venerable Treechnids
 * 3 Treechnees
 * 2 Arachnotrons



Room 9

 * 1 Dark Treechnid
 * 1 Trunknid



Room 10

 * 1 Dark Treechnid
 * 3 Venerable Treechnids
 * 2 Arachnotrons
 * 2 Treechnees



Room 11

 * 1 Ancestral Treechnid
 * 4 Arachnotrons
 * 3 Treechnees

Rewards
While there are no guaranteed rewards, it is the only place where you can find the Ancestral Treechnid, which has several useful drops.

Strategy
While not an amazingly hard dungeon, smaller teams (Those in threes, maybe fours and fives) might have issues with the rooms where they are transformed into Treechnids.

Up until the final room, though, an average group of about six 70s should have little trouble. The last room is however much harder.

As ever it's always good to bring at least one healer who can survive for several turns (Even with Arachnotrons critting, which can hurt).

It's also a good idea to aim to kill the Arachnotrons first, as they can be a real nuisance.

Other than that a full team of players who are all about 80 to 100 should have little problem finishing this dungeon.