Dungeon Evil Forest
Al Howin's Vegetable Patch
Level 100 event dungeon, open three weeks a year, at [-1,22]: six rooms and a boss that heals itself in melee and resurrects its allies, Al Howin. Quests, strategy, monsters, achievements, treats and loot.
![Al Howin's Vegetable Patch: the dungeon entrance, at [-1,22]](/wp-content/uploads/dofus/donjon-potager-d-halouine-entree-grand.webp)
Quests linked to Al Howin's Vegetable Patch
The dungeon only opens during the Al Howin event, and its two quests start at the entrance, with Diabworktik: Trick or Treat, then A Pumpkwin for Al Howin, which is completed on Al Howin. Accept the second one before entering: a fight won without the quest in progress does not count.
It unlocks the dungeon quest. Talk to the Disciple of Asid, then bring 5 Hallucinogenic Candy Kebab to Diabworktik: Toadkin in the Vegetable Patch drop them, and the auction house sells them.
- Start
- Diabworktik, Vegetable Patch entrance
- Prerequisites
- Level 80
Lemon Lolly5 Lemon Lolly, 5 Strawberry Lolly and 5,118,100 XP
The dungeon quest. Cross the Vegetable Patch, talk to Al Howin in the last room and defeat him in a single fight. Then plant his seeds in the Pumpkwin Patch , defeat three Cursed Pumpkwins, then finish at Bworknroll .
- Start
- Diabworktik, Vegetable Patch entrance
- Prerequisites
- Level 80 and Trick or Treat
Cheweez3 Cheweez, Al Howin's False Teeth and 5,118,100 XP
The 6 rooms of Al Howin's Vegetable Patch
Six rooms, open only during the Al Howin event. Only one Devhorror in the whole dungeon, Al Howin's favorite monster: having killed it enrages him, and he waits for you in the last room. For each room: the scenery, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.
Room 1


Room 2


Room 3


Room 4


Room 5


Room 6 — Al Howin
Al Howin, with an Arachkin, a Worm-O'-Lantern and a Toadkin; a second Arachkin with five characters, a Borbkin with six. Kill Al Howin last: the strategy is detailed just below.


Defeat Al Howin
Al Howin's touch
Harvest, in melee, gives him 20% vitality for 3 turns, stackable five times: enough to double his HP. Attrakeshun pulls you in 5 cells in a line just before. Keep him at a distance and out of his lines, and remove his range.
Level 100
3,300 HP
12 AP
5 MP
- Resistances (%)
Earth 15%
Fire 0%
Water 18%
Air 5%
Neutral 13%
A regular boss, with no invulnerability. In melee, it heals itself in vitality with Harvest; from turn 3, it resurrects the last monster killed every other turn, at 1% of its HP. Its Explosive Pumpkwin also hits its allies. Weak points: Fire and Air.
AttrakeshunPulls you 5 cells in a line and puts you in Gravity, so no teleportation. Removing range from him makes it unusable.
HarvestIn melee: life steal, pushes back one cell and gives Al Howin 20% vitality for 3 turns, stackable. The bonus can be unbewitched.
Pesty SideThe target reflects half of the damage it takes to characters within a radius of 2 cells: move away from the marked character.
Zombie PlantsResurrects the last monster that died, invulnerable for one turn. From turn 3, 2-turn cooldown: choose your last kill carefully.
Explosive PumpkwinHits in a cross pattern, up to 7 RNG, including Al Howin's allied monsters.
The five-step strategy against Al Howin
The Arachkin first. Start with it, two if there are any, without ever ending your turn in its web: it removes 4 MP and gives 2 MP to monsters that end their turn in it. Arachnobite weakens you in melee.
The Worm-O'-Lantern before turn 3. Zombie Plants arrives on turn 3 and resurrects the last monster that died. Kill the Worm-O'-Lantern before Al Howin's turn 3: it will come back instead of the Arachkin. Being Invisible, it has probably stuck to the nearest character.
The Toadkin last. Kill the Borbkin if there is one, then the Toadkin: it is the one Al Howin will resurrect every two turns. The resurrected one only has about ten HP: any attack finishes it once it loses its invulnerability, or right away with an unbewitchment.
Al Howin from a distance. Hit him while keeping him far away: range removal against Attrakeshun, MP removal against his approach. Without contact, no vitality bonus, and the fight stays short. Finish off the Toadkin at each resurrection.
If he has inflated his vitality. Remove as much HP from him as possible, then unbewitch him when only his bonus vitality remains: the Sadida's Sylvan Power, the Pandawa's Stain or the Eniripsa's Forbidden Word. He dies at the start of his turn if the expiring bonus exceeds his remaining HP.
Harvest and the vitality bonus
Each successful Harvest gives Al Howin 20% of its vitality, or 660 HP out of its 3,300, for 3 turns, up to five times. When a bonus shows “1 turn left”, it disappears at the start of Al Howin's turn, before it plays: if this bonus exceeds its current HP, it dies on the spot.
Hence the method: chip away at its HP, then remove one or two turns of enchantment so its bonuses expire at the right time. A single dispel doesn't always remove everything at once, since each bonus has its own duration.
Zombie Plants
From turn 3 and every other turn, Al Howin resurrects always the last dead allied monster, with 1% of its HP and invulnerable for one turn, two on a critical. The invulnerability can be dispelled. So choose your last kill carefully: a harmless monster like the Toadkin, never the Arachkin.
The monsters of Al Howin's Vegetable Patch
Five Little Terrors of level 90 to 98, more fragile than Al Howin. The Arachkin is the only really bothersome one, because of its web and Arachnobite. The resistances in red are their weaknesses.
In which order to kill the monsters
- Arachkin — its web removes 4 MP and Arachnobite weakens you; two of them with five or more characters.
- Worm-O'-Lantern — kill it before Al Howin's turn 3, so that he resurrects it rather than the Arachkin.
- Borbkin — present from six characters, to be killed before the Toadkin.
- Toadkin — last: resurrected every two turns, it goes down on the first attack.
Level 96
1,700 HP
10 AP
5 MP
- Resistances (%)
Earth -18%
Fire -1%
Water 5%
Air 14%
Neutral 7%
Punkin' Web places a checkerboard glyph that removes 4 MP from characters who end their turn on it, and gives 2 MP to monsters. In melee, Arachnobite removes MP dodge and 10% resistances and leaves you Weakened, with no melee weapon. Weak to Earth.
ArachnobiteWeakened: no melee weapon for 2 turns, with reduced MP dodge and resistances.
Punkin' Web2-turn glyph: 4 fewer MP for anyone who ends their turn on it, 2 more MP for monsters. Never end your turn on it.
Level 92
1,600 HP
10 AP
5 MP
- Resistances (%)
Earth 5%
Fire 11%
Water 3%
Air -18%
Neutral 15%
Subterfuge makes her invisible for a turn and poisons those in contact with her, based on the HP she has lost. Wormifuge, in melee, strengthens aligned monsters and removes power from you. Weak to Air.
Wormifuge
SubterfugeOne-turn invisibility and poison on contact, stronger the more wounded the Worm-O'-Lantern is. 2-turn cooldown.
Level 90
1,500 HP
10 AP
7 MP
- Resistances (%)
Earth 17%
Fire -15%
Water 15%
Air 12%
Neutral 5%
Foul Feet poisons based on the MP you use, a poison that can be unbewitched. Shifty makes her dodge half of melee hits by stepping back, and gives Lock to the monsters around her: hit her from a distance. Weak to Fire.
Foul Feet
ShiftyDodges melee attacks for 2 turns: hit her from a distance.
Level 94
1,600 HP
10 AP
4 MP
- Resistances (%)
Earth 18%
Fire 7%
Water -16%
Air 6%
Neutral 10%
Picking pulls you in 4 cells in a line; in the Barmy state, Craziness pushes back and then charges at its target, without line of sight. Raving Mad hits in melee. Weak to Water.
Raving Mad
CrazinessPushes back 4 cells then pulls the Toadkin closer, without line of sight, and removes pushback resistances.
Picking
Level 98
2,900 HP
12 AP
5 MP
- Resistances (%)
Earth 12%
Fire 6%
Water 11%
Air 4%
Neutral -7%
The toughest one, and the only one of its kind in the dungeon. Calamity traps heals: healing an affected character costs 50% vitality to everyone carrying the effect. Torpor removes 4 unavoidable MP. It drops the Cheweez; weak to Neutral.
Terror
CalamityDon't heal a character that carries it: all carriers would lose half their vitality for 2 turns.
TorporMP removal that cannot be dodged or unbewitched, lasting one turn.
Preparing your run through Al Howin's Vegetable Patch
An easy level 90 to 100 dungeon, open only during the Al Howin event. People come for the quests, the treats, the Cheweez and the Al Howin emote, given at the end.
How to enter Al Howin's Vegetable Patch
The entrance is in Scaraleaf Plain, at , two maps north of the Scaraleaf Plain zaap ; Diabworktik is there. There are three ways to open it: an Al Howin's Vegetable Patch Key (consumed), the key ring if it is registered there, or the automatic group search.
Crafting the Al Howin's Vegetable Patch Key
It is crafted by a handyman. The 6 Cursed Pumpkwin Seeds drop in the Pumpkwin Fields, the zone above the dungeon, which is also used for the Punkin' Set. Eel (fishing), Edelweiss and Rye (harvesting), plus 2 Oozing Meat, complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 6 | 100 | |
| 2 | 100 | |
| 2 | 100 | |
| 2 | 100 | |
| 2 | 100 |
Which team to bring against Al Howin
Range and MP removal. Al Howin is only dangerous in melee. Without range, he can no longer pull you in, and without MP he cannot reach you: his vitality bonus never comes.
An unbewitchment spell. It removes his vitality bonus at the right moment, and the invulnerability of resurrected monsters. Sadida, Pandawa or Eniripsa have one; without it, you simply need more damage.
The classes that have it easy. The Sadida (Sylvan Power), the Pandawa (Stain) and the Eniripsa (Forbidden Word) can unbewitch Al Howin. Any class that removes range or MP from a distance keeps him away from his Harvest.
The six achievements of Al Howin's Vegetable Patch
The achievements give 3,937,000 to 11,811,000 XP and 2 Al Howin's Bristly Sideburns, with 5 Cheweez for most of them. Last comes on its own with the global strategy and combines with Impertinence; Chrono, on the other hand, requires killing Al Howin first.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Al Howin in his dungeon while completing the “Duo” challenge. | 20 | 11 811 000 | |
| Defeat Al Howin in his dungeon while completing the “Take Root” challenge. | 10 | 4 279 500 | |
| Defeat Al Howin in this boss's dungeon. | 10 | 3 937 000 | |
| Defeat Al Howin in his dungeon while completing the “Chrono” challenge. | 10 | 5 905 500 | |
| Defeat Al Howin in his dungeon while completing the “Impertinence” challenge. | 10 | 5 905 500 | |
| Defeat Al Howin in its dungeon while completing the “Last” challenge. | 10 | 7 874 000 |
Chrono
Defeat all the monsters in fewer than 9 turns. Buff yourself on turn 1 and hit Al Howin directly, kept at a distance, with no range or MP. Ignore the monsters, but keep Al Howin away from the Arachkin's web, which would give him MP. With an unbewitchment, you can also hit him in melee and remove his bonus vitality at the end. Finish the monsters before the end of turn 8.
Impertinence
Allied fighters must end their turn on a cell adjacent to an enemy. Free-for-all: the map lets you get next to an enemy from turn 1. Al Howin's vitality bonuses become unavoidable, so bring an unbewitchment and a healer. Kill the monsters, then surround Al Howin; summons or obstacles behind your characters stop him from pushing you back, and therefore from resurrecting. Ending next to a resurrected monster counts, and the final blow does not need to be dealt in melee.
Last
Al Howin must be finished off last. Practically a gift: the general strategy is enough, or the Impertinence method.
Special: Take Root
Allied fighters must not be moved. No positioning spells on your allies. Al Howin pulls in a line up to 6 RNG and pushes back one cell in melee; the Toadkin pulls in a line up to 5 RNG and pushes back up to 4 RNG. Never stay in line within their range. Kill Al Howin first, since he has more MP and range, while you keep the Toadkin at a distance.
Duo
Two characters maximum, fewer than 20 turns. A dispel is strongly recommended. Same order: Arachkin, Worm-O'-Lantern, then Toadkin, finishing off the resurrected ones every other turn from turn 3. Hit Al Howin at a distance, or in melee while dispelling it when only its bonus vitality remains. Everything must be done by the end of turn 19.
Drops and loot of Al Howin's Vegetable Patch
Base game rates, before Prospecting bonus. Cheweez, +100 power for -200 vitality, only drop from the Devhorror and Al Howin.
On Al Howin
Al Howin's Bristly SideburnsHair36 %
CheweezTreat36 %
Dried CarrionMeat36 %
Plum LollyTreat15 %
Strawberry LollyTreat15 %
Lemon LollyTreat15 %
Api LollyTreat15 %
Al Howin's False TeethBone6,04 %
Nougat Rabmarac BarTreat6 %
Al Howin Tofu TransformationMutation item1,8 %
Al Howin Gobball TransformationMutation item1,8 %
Al Howin GobtubbyCeremonial pet1 %
On the henchmen of Al Howin
Dried MeatMeat · Borbkin36 %
CheweezTreat · Devhorror34 %
Strawberry LollyTreat · Arachkin17 %
Plum LollyTreat · Toadkin17 %
Api LollyTreat · Worm-O'-Lantern17 %
Lemon LollyTreat · Borbkin17 %
Hallucinogenic Candy KebabTreat · Toadkin14 %
Mind-Blowing Candy KebabTreat · Borbkin14 %
Treats, emote and shield
The Al Howin emote
At the end of the dungeon, you automatically receive the Al Howin emote scroll, bound to your character, and you are immediately taken out of the dungeon.
The Cheweez
The most sought-after treat in the Vegetable Patch: 100 power for 200 less vitality. It can only be obtained from the Devhorror and from Al Howin.
The Pitcheater
During the Al Howin Dungeon Rusher weekend, often organized by Ankama during the event, Al Howin automatically drops this ceremonial shield in his likeness.
Where is Al Howin's Vegetable Patch?
In Scaraleaf Plain, at , two maps north of the Scaraleaf Plain zaap . Diabworktik waits at the entrance.
Is Al Howin's Vegetable Patch open all year round?
No, only during the Al Howin event, about three weeks a year.
What level should you do Al Howin's Vegetable Patch at?
From level 90, comfortably at 100. The dungeon is rated easy; Al Howin only has 3,300 HP if he gains no vitality.
Which quest should you do in Al Howin's Vegetable Patch?
A Pumpkwin for Al Howin, after Trick or Treat, both at Diabworktik . It is completed by defeating Al Howin in the last room.
Which monster should you kill first in Al Howin's Vegetable Patch?
The Arachkin, then the Worm-O'-Lantern before turn 3. Keep the Toadkin for the end: it is the one Al Howin will resurrect, and it goes down on the first attack.
How do you stop Al Howin from gaining vitality?
Keep it at a distance: its Harvest is only cast in melee. If it has already inflated its HP, dispel it when only its bonus vitality remains.
How do you get Cheweez?
From the Devhorror and Al Howin only, or as a reward for most achievements, which give 5.
Can Al Howin's Vegetable Patch be done with two players?
Yes, it is even an achievement: Duo, in fewer than 20 turns. An unbewitchment helps a lot to finish Al Howin in time.
Do you need a key for every run of Al Howin's Vegetable Patch?
No, with the key ring, or through the automatic group search. The Cursed Pumpkwin Seeds for the recipe drop in the Pumpkwin Fields, above the dungeon.
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