Temtem
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Temtem Lair Guide
By aquatorrent
This guide will help you to get through the lairs.
   
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Introduction
Lair is pretty much the game mode that require cooperation between people, but I find it hard to find the information that you need in text as a first timer, despite it having almost no tutorial at all. This guide will compile all information that I found about lairs and some tips and trick that I used as a complete beginner to finish my lairs.

Note that I'm not an expert at lairs. I'm pretty much slow when finishing it, and sometimes fail due to bad runs (especially in 3 mans). However, I found these strategies to work for me, so I figured it's better to share it to other people. If you have better strategies, feel free to put it in the comment as well so I can place it in the guide.
Preliminary Information - Unlocking Lair, Basics, etc
The wiki already explains it in detail, so you better head there to read it: https://temtem.wiki.gg/wiki/Mythical_Lair

Basically, there are 3 lairs available as per 1.5 update: anak volcano (anak), sacred lake (lake), and pansun (sun).
  • Anak can be unlocked as soon as you retrieve your crystal skates back; it's located in anak volcano
  • Lake can be unlocked as soon as you reach sacred lake in cipanku
  • Sun can be unlocked after you finish the game and progress with Coda: Shadow & Flame sidequest. Completing this lair is required to unlock umbras.

Difficulty-wise, sun is harder than anak and lake. As for the other two, I think they are roughly in the same difficulty.

If you are a complete beginner, I suggest you to finish the lair alone first. Do not try to attempt the lair with 5 man (or even 3 man) until you get how it works. I myself always try to finish it solo at least once before attempting to do it in groups. This is important especially for sun since you need to know what you are doing in the boss fight (galios) to win it.

Yes, solo reward sucks, but you are not doing it solo for the reward, but for the experience. You messing up can mess the whole run, and if you don't know how to attempt it solo, doing it in groups won't help you so much if you are off to a bad start.

Before we start, I would like to point out that lairs are basically RNG. You might get a good luck and steamroll everything, you might get a bad luck and get killed in the first karakuri node that you meet. Don't be discouraged because of a bad run, and keep trying!
Inside the Lair
Planning Your Move
Okay, now you are inside the lair. Now what you have to do? Open your map. It's the select button in your controller and M in your keyboard. The game will roughly show the lane for you and your teammates (if you are not doing it solo). Now it's time to plan.

Check out which lair you are in. If you are in anak, you need 18 jewels. If you are in lake, you need 17 jewels. If you are in sun, you need 20. The amount will be way less if you do it 1 man or 2 man.

Now, you need to know that winning a karakuri fight can net you either a jewel, a tem, or a bonus. Since you need to have enough jewel to fight the boss, let's count it in from the top. But give some leeway on it too, since sometimes people will either die, skipping the karakuri node if there are better node such as healing node (or simply not strong enough to take several karakuri fights in a row), and others. First revive cost around 2 jewels, so you can try planning to get that amount first just in case and switch to bonuses later when you think all is good.


(click to enlarge)
https://imgur.com/a/aZIjGlB

As for the rest, you take bonuses. It will help you in the long run. Trust me.

Chat
One thing that I need to make sure before continuing is to always check your chat! Some people (including me) prefer to chat in local tab, although others might do it in dm instead since it's more visible. Whichever you are going to do, don't ever forget to communicate. You need to do it if you want successful lair, especially if you are doing 3 man.

Taking Tems
Your first node will most likely be get temtem. It contains either 1 or 2 tems that you can use. If you start with a box node, don't worry, it will include at least 1 tem too. Start picking the moves that you want for the tem. If you don't know what to do, you can use these two sites for the moveset:
https://www.tortenites-garden.com/guides/lair-guide/
https://www.temtem-france.com/tempedie (if it's in french, you can change the language in the bottom left corner)

Make sure to check your tem's stat too. If it has a high atk value, don't follow the set that's for spatk. Feel free to modify it as you wish too. Anything works as long as you can finish the lair. Make sure you have a good combo for you starter pair in battle.

You mostly start with only 2 tems in lairs, but don't worry. There are a lot of rest node that you can use. I usually only take 3-4 tems with me, which mostly came from the mercy of boxes and other non karakuri nodes.

While doing the lair, keep in mind that you must have at least 2 tems that can be used for the boss. Just focus on getting one with type advantage at first, especially those who has no weakness to the boss' moves.

Progressing
Okay, the next is basically up to you. But here are some tips.

Karakuri
Don't take karakuri fights that you can't handle - if you see 3 karakuri fights in a row and you see there is a lv 1 karakuri node and lv 3 karakuri node, take the lv 1 unless you are confident that you can finish all fights. The only good thing about taking higher level karakuri fights is that you can get more synstars, the currency used in the shop node.

Do not take tems from the first few karakuris you fought! You can get better tems from boxes and get temtem node, as karakuris in the early nodes have lower level. The higher your tems' level, the better.

In case you don't know already, just like what this guide[docs.google.com] says, the tem that you get from karakuri node will be one of the tem that the karakuri has.

Shop
I don't usually take shop nodes until the very end, but if you are having trouble with your run, you can always try spending some for your remaining fights. Don't spend all of your money here unless if you are the last one in the shop node. Your currency is shared between all players, so be mindful of them.

I was told that it's better to buy some loquats as a healing option since it's cheaper, and I agree on that too. Just have 1-2 revives just in case and spend the rest on loquats. The general idea is to spend ~40 synstars per person, although you might want to buy more or less depending on the state of your group.

Boxes
Boxes is an rng. You can get item, jewel, bonus, or tem. The chance to get tem isn't that high if you already have a lot of tems, though. But it's where you are supposed to get most of your revives from if you are lucky. Try to prioritize taking lv 2 boxes since they have better reward, but again, you might want to skip it if you have a better plan in mind.

If you are lacking jewel, you can try gambling on boxes to get the jewel that you need.



Offering
This is one tip that I got from this video. Offering node is worth to take early on. I have never been in the situation like what the video states, but if you only have 1 tem, the offering node won't ask you to sacrifice your tem. If you don't have jewel, it won't ask you to sacrifice your jewel. This means that you can have one item unequipped from your tem (if you have any), and use that as a sacrifice. I don't know whether it will ask you nothing to sacrifice if you have no items too, though, since I always forgot to equip my tems' items whenever I reached that state.

Just like boxes, offering can be used as a gamble to get jewel. If you have an item, make sure at least one of them is unequipped. Losing an item is always better than losing a tem or 50% of your squad's HP.

I myself don't use this node that often unless I want to gamble. It's basically a dead node if you don't do the offering. An exception is if you have a bonus that let you not give any offering to offering node. Always take the offering node when that happens!

Trade
This node is a bit tricky. From my experience, this one is rarely used since you need to really be communicating to each other for this to be useful. However, I found an occasion when someone forced me a trade with nothing in it so they can just bypass a karakuri fight.

Also, if you are planning your moves on the map, trade node and rest node looks the same. If there are two in a row in the same lane, you can be assured that one of it is a trade node.

Reviving
Only revive when you can make up the jewels. Leave the lair otherwise. Ask the group whether you should revive or not when you are about to die just in case. First revive usually cost 2 jewels, second revive cost 3 jewels. People are usually more lenient on first revive, but not the second.
Beating the Boss
Preparation
Before beating the boss, make sure to setup your moves first. Find two tems with good synergies that can do well for the boss.
  • Tyranak[temtem.wiki.gg] is weak to poison, but it usually has a trait that boost defend and special defend when being hit by poison moves. Imo, you still can beat it without x2 move. Only use poison if you are confident with your attackers.
  • Volgon[temtem.wiki.gg] is weak against ground and thunder. There should be a lot of tems that fit this category. Note that if it has short circuit trait, you can't buff your tems for this fight.
  • Galios[temtem.wiki.gg] is weak against water, nature, and digital. Make sure to have at least a tem that either can inflict two status ailment or cleanse it because Galios will always cast doom on itself. A digital tem with Faraday Cage[temtem.wiki.gg] that is paired with a poison type works best here.

Also, make sure to pick tems that are not weak to the boss' typing.
  • Tyranak[temtem.wiki.gg] is thunder and nature type.
  • Volgon[temtem.wiki.gg] is thunder type, although it will also hit you with wind move.
  • Galios[temtem.wiki.gg] is mental and earth type.

Next, pair up the tems. My strategy is usually to find a tem that has atk or spatk buff (e.g.: madness buff, heat up, zen meditation) and buff it to death, and then pair it with tem that can buff def and/or spdef (e.g.: bark shield, quartz shield). This way you can ensure to hit the boss easily. The boss has several lives, so you need to keep on killing it. Once the boss lost a life, the round will end (even if all your tems haven't cast their move) and the boss' buff will reset. Your buffs won't be reset, however. This strategy won't require you to use revives, but you still need some loquats to keep the heal going.

Another strategy is to just find tems that are weak to the typing and spam the move to death. Make sure the tem is specialized for attacking and is not too squishy (so it can take some damage from the boss and can be healed with loquats) to get the most of it.
Other References
Just like the text said, it is not updated for pansun lair, but the movesets and information still pretty much work in all lairs: https://www.tortenites-garden.com/guides/lair-guide/

This one is mostly for anak, but I found the information to be valuable for first-timers: https://docs.google.com/document/d/1jyEY8kL7iW3sAl5_ZuHrQirNek0oWOd4zjVaZUpheCU/edit?usp=sharing

Kinda outdated, especially since you can do 1-2 man lair now, but it covers the basic:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2465353161