Mythical Lair
A Mythical Lair is an activity in Temtem where one to five player(s) enter a dungeon. The more players that participate the easier the lair will be. Each player will have to fight their way through a randomly generated path on their own. However, important resources are shared between players. It is key to manage those resources accordingly in order to have a chance to battle a mythical Temtem at the end and receive rare rewards.
Anak Sanctum[edit]

Anak Sanctum can be found by following the path inside Anak Volcano and using the Gravitonic piolets to climb the wall most left and to continue the following path. You have to posses the Crystal Skates and the Gravitonic piolets at the same time in order to reach the Anak Sanctum.
Unlock[edit]
In order to unlock the Lair in Anak Sanctum a player needs to activate twelve stone tablets. Each tablet displays a specific type icon. By interacting with a tablet you must show a Temtem which matches the Type shown by the tablet. Your Temtem will not disappear in the process. Eight out of twelve tablets are located in the area of Anak Sanctum. The other four tablets are located by climbing the other two northern walls in Anak Volcano. You need to clear the Altar of the Inner Flame as well in order to activate two tablets which are located inside the fire shrine. Once all twelve tablets are activated you will be able to interact with the four vessels where the entrance to the Lair is located.
Highbelow Sanctum[edit]

Highbelow Sanctum can be found by accepting the quest Through a Gate, Darkly from the Devout Priest in the Sacred Lake. After receiving the quest the player will be able to interact with the gates located in Sacred Lake. The player will then be teleported to The Highbelow?.
Unlock[edit]
In order to unlock the Lair in Sacred Lake a player needs to activate twelve stone tablets. Each tablet displays a specific type icon. By interacting with a tablet you must show a Temtem which matches the Type shown by the tablet. Your Temtem will not disappear in the process. Once all twelve tablets are activated you will be able to interact with the four vessels in the center of the lake where the entrance to the Lair is located.
Pansun Sanctum[edit]

Pansun Sanctum can be found by accepting the quest Coda: Shadow & Flame in Neoedo. Once the area Pansun Outer Crust is accessible it will be possible to unlock the Lair.
Unlock[edit]
In order to unlock the Lair in Pansun Sanctum a player needs to activate twelve stone tablets. Each tablet displays a specific type icon. By interacting with a tablet you must show a Temtem which matches the Type shown by the tablet. Your Temtem will not disappear in the process. Once all twelve tablets are activated you will be able to interact with the four vessels in the center of the lake where the entrance to the Lair is located.
Lair Mechanics[edit]
Lairs contain a number of different mechanics. They will be explained further in the following subsections.
Preparations[edit]
By interacting with the four vessels inside the entrance room the host will be able to choose which mode will be used for the next Lair raid. The following modes exist:
- 1 player
- 2 players
- 3-5 players
In the case of 2 players or more the host then can create own groups and share the room ID number to random players or you can join an existing room by entering the 5 digit ID. There is also an option to invite friends directly. Once all players press the ready button the Lair will start. You will not use any Temtem or items in your own possession during a lair. The players will use exclusive lair Temtem and items inside the lair. All collected items and Temtem inside the Lair will disappear aside from the rewards after successfully defeating the mythical Temtem. In order to start a lair each player will have to pay a 2,000 entry fee, or use a Spirits' Favor to waive the fee for that instance.
Currencies[edit]
Currencies are shared between all players. They do not carry over to new Lair instances. There are two types of currencies which have different purposes.
Jewels[edit]
Jewels are required to unlock the Mythical battle of the Lair. All players must collect a certain amount of Jewels
together as a group. The required amount depends on the location of the Lair. If all present players finish their path and do not have the required amount of Jewels
to participate in the Mythical Battle they cannot acquire any rewards and are forced to leave the Lair and try again. Jewels
can be acquired through Karakuri, chests and offerings.
The following table shows how many Jewels are required for each Lair and number of players.
Lair Name | Required Jewels![]() 1 Player |
Required Jewels![]() 2 Players |
Required Jewels![]() 3-5 Players |
---|---|---|---|
Anak Sanctum | 3![]() |
6![]() |
18![]() |
Highbelow Sanctum | 3![]() |
?![]() |
17![]() |
Pansun Sanctum | 3![]() |
7![]() |
20![]() |
Synstars[edit]
Synstars are required to buy items and other gear. They can be acquired by defeating Karakuri.
Nodes[edit]
Each player will receive a random generated path which contains different types of nodes. If there are multiple nodes next to each other in the same area only the first one chosen will be invoked. All other nodes will disappear. The whole path can be viewed by opening the Map. This allows the players to plan their path accordingly.
This table shows what each map icon stands for:
Name | Map Icon |
---|---|
Temtem Box 1 | |
Temtem Box 2 | |
Karakuri Level 1 | |
Karakuri Level 2 | |
Karakuri Level 3 | |
Rest | |
Trade | |
Shop | |
Chest Level 1 | |
Chest Level 2 | |
Offering |
Temtem Box[edit]
Temtem Boxes are black, floating objects which give a player one or two random Temtem depending on the type of the box. The pool of available Temtem is different for each Lair.
Karakuri[edit]
Karakuri are NPC which battle a player upon interacting with them. Depending on their level they will have a higher amount of Temtem with them. If a player loses a battle with a Karakuri they are able to revive for a certain amount of Jewels depending on the progress of the Lair. If a player does not choose to revive they must leave the current Lair. The following differences for each level of the Karakuri battles apply:
- Level 1 Karakuri use 1-2 Temtem.
- Level 2 Karakuri use 3-4 Temtem.
- Level 3 Karakuri use 5-6 Temtem.
When defeating a Karakuri a player will receive Synstars depending on the level of the Karakuri and is able to choose one out of three additional rewards:
Rest[edit]
The Rest node revives and fully heals all Temtem.
Trade[edit]
The Trade node allows players to trade Temtem and items with another party member.
Shop[edit]
By activating the Shop node a player is able to spend Synstars to receive various items and other gear.
Chest[edit]
Chests are available in two different levels. Possible Chest contents are Jewels, Bonuses
, Temtem, gear and items.
Offering[edit]
Offerings are nodes which give a large amount of rewards. However, a cost is usually required to do this. There is a possible Bonus which is able to negate the offering cost. Following offering costs are possible:
- Halving the HP value of your entire squad.
- A random Temtem from your squad.
- One or two Jewels
.
- A random gear.
Possible rewards are Jewels, Bonuses
, gears, items and Temtem.
Bonuses[edit]
Bonuses give players advantages depending on the type of the Bonus
. They can affect battles, offerings, chests and the mythical battle. It is possible to receive the same Bonus
multiple times. The currently available Bonuses
are as follows:
Bonus Type | Description |
---|---|
Rivals | Damage done by ![]() |
Rivals | Damage done by ![]() |
Rivals | Damage done by ![]() |
Rivals | Damage done by ![]() |
Rivals | Damage done by ![]() |
Rivals | Damage done by ![]() |
Rivals | Damage done by ![]() |
Rivals | Damage done by ![]() |
Rivals | Damage done by ![]() |
Rivals | Damage done by ![]() |
Rivals | Damage done by ![]() |
Rivals | Damage done by ![]() |
Rivals | At the start of the battle, gets ![]() |
Rivals | At the start of the battle, gets ![]() |
Rivals | At the start of the turn, if the Temtem is affected by a Status Condition, loses 10% of max HP. |
Rivals | At the start of the turn, loses 4% of max HP. |
Allies | Damage done by a ![]() |
Allies | Damage done by a ![]() |
Allies | Damage done by a ![]() |
Allies | Damage done by a ![]() |
Allies | Damage done by a ![]() |
Allies | Damage done by a ![]() |
Allies | Damage done by a ![]() |
Allies | Damage done by a ![]() |
Allies | Damage done by a ![]() |
Allies | Damage done by a ![]() |
Allies | Damage done by a ![]() |
Allies | Damage done by a ![]() |
Allies | Damage done with ![]() |
Allies | Damage done with ![]() |
Allies | Damage done with ![]() |
Allies | Damage done with ![]() |
Allies | Damage done with ![]() |
Allies | Damage done with ![]() |
Allies | Damage done with ![]() |
Allies | Damage done with ![]() |
Allies | Damage done with ![]() |
Allies | Damage done with ![]() |
Allies | Damage done with ![]() |
Allies | Damage done with ![]() |
Allies | Damage done with ![]() |
Allies | Damage done with ![]() |
Allies | When using a ![]() ![]() |
Allies | At the start of the battle, gets -1 Hold. |
Allies | At the start of the turn, while HP is below 15%, restores 15% of max HP. |
Allies | At the start of the turn, removes all negative Status Conditions. |
Allies | At the start of the battle, restores 10% of max HP. |
Allies | At the start of the turn, restores 10% of max STA. |
Allies | At the start of the battle, gets SPD ![]() |
Allies | Once per battle, when entering the battlefield, gets ![]() |
Allies | When attacking with an offensive Technique, restores 2% of max HP. |
Allies | When overexerted, prevents the turn penalization. |
Allies | When attacking with an effective or super-effective technique, gets ATK ![]() ![]() |
Allies | When attacking a Temtem affected by a status condition, damage done is increased by 35%. |
Allies | Regeneration for 2 turns at the start of the battle. |
Allies | Shop prices reduced by 30%. |
Lair | The Lair boss will have one less additional life. |
Lair | The Lair boss will have one less additional Trait. |
Lair | Offerings will not require a payment to receive the rewards. |
Lair | Chests will always have an additional Jewel. |
All | Changes the Temtem's ![]() ![]() |
Mythical Battle[edit]
If the group meets all requirements they will be able to battle the mythical Temtem. It possess a certain number of lives and three traits unless they are affected by bonuses. If a player depletes one life of the mythical Temtem, the current turn ends automatically. The traits and techniques of the mythical Temtem are selected randomly each week. The goal of the player is to deplete all lives of the mythical Temtem. If the player's squad is wiped out, the individual player will lose the battle and be forced to leave the lair.
Mythical Temtem[edit]
Name | Location | Amount of lives | Possible Techniques |
---|---|---|---|
Tyranak![]() |
Anak Sanctum | 5 | Bark Shield Embers Extinction Flaming Meteorite Outgrowth Plague Stampede |
Volgon![]() |
Highbelow Sanctum | 6 | Ampere Outburst Blizzard Defibrillate Electric Storm Rend Thunder Strike Undermine |
Galios![]() |
Pansun Sanctum | 6 | Blackhole Energy Manipulation Dust Vortex Selfless Ruination |
Mythical Temtem Traits[edit]
Each week, the mythical Temtem will have one signature trait and two non-signature traits. The signature traits are the two traits which the mythical Temtem have within non-Lair gameplay. The signature trait cannot be removed by the "The Lair boss will have one less additional trait" bonus. All traits the mythical Temtem has active are shown prior to battling it.
The following table shows all Traits which mythical Temtem may have during a week.
Trait Name | Description | Used by |
---|---|---|
Intimidator | Traits from the rivals and the ally don't have any effect during the first 2 turns the Temtem is on the battlefield. | Tyranak (Signature) |
Frightening | Gears from the rival and the ally don't have any effect during the first 2 turns the Temtem is on the battlefield. | Tyranak (Signature) |
Antibodies | When attacked with an ![]() ![]() ![]() |
Tyranak |
Confident | When using an effective or super-effective technique, gets SPD ![]() |
Tyranak |
Determined | Prevents negative stat stage changes. | Tyranak |
Final Stand | At the start of the turn, while HP is below 30%, gets DEF ![]() ![]() |
Tyranak |
Toxin Crusher | Damage done to ![]() |
Tyranak |
Short Circuit | Prevents all stat stage changes on all Temtem. | Volgon (Signature) |
Superconductivity | When an ally uses a technique, the Temtem counts as all types for its synergy. | Volgon (Signature) |
Effective Denial | Damage taken from effective techniques is reduced by 30%. | Volgon |
Mineral Crusher | Damage done to Earth or Crystal Temtem is increased by 25%. | Volgon |
Resistant | When getting a negative status condition, decreases its turns by 1. | Volgon |
Energized | At the start of the turn, restores 6% of max HP. | Both |
Enraged | While HP is below 30%, damage done is increased by 30%. | Both |
Neutrality | Prevent all negative status conditions. | Both |
Predatory | Restores HP by 30% upon knocking out a Temtem. | Both |
Rewards[edit]
By completing a Lair the player will receive a mythical Temtem egg which has SVs of up to 29 or higher for groups of 5 (Lower SV's If solo) . The species of the egg is the same as the mythical Temtem fought at the end of the Lair. The trait of the hatched mythical is randomised and not dependant on the boss' trait. The following rewards can be acquired every time completing a Lair:
Name | Amount |
---|---|
DNA Strands | 0-2 |
Telomere Hacks | 0-8 |
Telomere Hotfixes | 0-6 |
Egg technique courses | 0-1 |
Update History[edit]
- Patch 1.3
- Mythical eggs became a reward for every completed lair, not just the first completion of each lair per week. The price of entry decreased from 2,500
to 2,000
. Feather rewards increased by 30%, ETC reward chance increased by 118%, and Telomere Hack - Trait Swap reward chance reduced by 37%.
- Mythical eggs became a reward for every completed lair, not just the first completion of each lair per week. The price of entry decreased from 2,500