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]
The entrance to Al Howin's Vegetable Patch, where Diabworktik waits

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.

Do these first

Trick or Treat

Level 100 quest

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 Lolly iconLemon Lolly5 Lemon Lolly, 5 Strawberry Lolly and 5,118,100 XP

Accept before entering

A Pumpkwin for Al Howin

Level 100 quest

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

Cheweez iconCheweez3 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

Al Howin's Vegetable Patch: room 1 map
Room 1 — map
Al Howin's Vegetable Patch: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2

Al Howin's Vegetable Patch: room 2 map
Room 2 — map
Al Howin's Vegetable Patch: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Room 3

Al Howin's Vegetable Patch: room 3 map
Room 3 — map
Al Howin's Vegetable Patch: tactical view of room 3, starting cells in blue and red
Room 3 — tactical view

Room 4

Al Howin's Vegetable Patch: room 4 map
Room 4 — map
Al Howin's Vegetable Patch: tactical view of room 4, starting cells in blue and red
Room 4 — tactical view

Room 5

Al Howin's Vegetable Patch: room 5 map
Room 5 — map
Al Howin's Vegetable Patch: tactical view of room 5, starting cells in blue and red
Room 5 — tactical view

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.

Al Howin's Vegetable Patch: room 6 map
Room 6 — map
Al Howin's Vegetable Patch: tactical view of room 6, starting cells in blue and red
Room 6 — tactical view

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.

Al Howin

Al Howin

Level 100

  • Health Points3,300 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 15%
  • FireFire 0%
  • WaterWater 18%
  • AirAir 5%
  • NeutralNeutral 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.

  • Attrakeshun icon
    Attrakeshun2 AP · 6 RNG · Pulls 5 cells · Gravity state

    Pulls you 5 cells in a line and puts you in Gravity, so no teleportation. Removing range from him makes it unusable.

  • Harvest icon
    Harvest3 AP · melee · Earth41 to 45 Earth steal · 20% Vitality · Pushes back 1 cell

    In melee: life steal, pushes back one cell and gives Al Howin 20% vitality for 3 turns, stackable. The bonus can be unbewitched.

  • Pesty Side icon
    Pesty Side2 AP · 3 Range · Triggers: Poutchicide

    The target reflects half of the damage it takes to characters within a radius of 2 cells: move away from the marked character.

  • Zombie Plants icon
    Zombie Plants4 AP · melee · Summons the last dead ally with 1% of its HP · Invulnerable State

    Resurrects the last monster that died, invulnerable for one turn. From turn 3, 2-turn cooldown: choose your last kill carefully.

  • Explosive Pumpkwin icon
    Explosive Pumpkwin3 AP · 7 RNG · Fire21 to 25 Fire damage · Minimises the target's random effects

    Hits 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

  1. Arachkin — its web removes 4 MP and Arachnobite weakens you; two of them with five or more characters.
  2. Worm-O'-Lantern — kill it before Al Howin's turn 3, so that he resurrects it rather than the Arachkin.
  3. Borbkin — present from six characters, to be killed before the Toadkin.
  4. Toadkin — last: resurrected every two turns, it goes down on the first attack.
Arachkin

Arachkin

Level 96

  • Health Points1,700 HP
  • AP10 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth -18%
  • FireFire -1%
  • WaterWater 5%
  • AirAir 14%
  • NeutralNeutral 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.

  • Arachnobite icon
    Arachnobite3 AP · melee · Fire26 to 30 Fire damage · Weakened State · MP-10 MP Parry · -10% Resistance

    Weakened: no melee weapon for 2 turns, with reduced MP dodge and resistances.

  • Punkin' Web icon
    Punkin' Web1 AP · 4 RNG · Places an end-of-turn glyph

    2-turn glyph: 4 fewer MP for anyone who ends their turn on it, 2 more MP for monsters. Never end your turn on it.

Worm-O'-Lantern

Worm-O'-Lantern

Level 92

  • Health Points1,600 HP
  • AP10 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 5%
  • FireFire 11%
  • WaterWater 3%
  • AirAir -18%
  • NeutralNeutral 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 icon
    Wormifuge3 AP · melee · Earth21 to 25 Earth damage · 100 Power · -100 Power
  • Subterfuge icon
    Subterfuge4 AP · self · Makes the target invisible · EarthEarth damage: 25% erosion of the caster's missing HP

    One-turn invisibility and poison on contact, stronger the more wounded the Worm-O'-Lantern is. 2-turn cooldown.

Borbkin

Borbkin

Level 90

  • Health Points1,500 HP
  • AP10 AP
  • MP7 MP
  • Resistances (%)
  • EarthEarth 17%
  • FireFire -15%
  • WaterWater 15%
  • AirAir 12%
  • NeutralNeutral 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 icon
    Foul Feet3 AP · melee · Air4 Air damage per 1 MP used · Air11 to 15 Air damage
  • Shifty icon
    Shifty4 AP · self · Parries 50% of hits by stepping back 1 cell(s) · 10 Lock

    Dodges melee attacks for 2 turns: hit her from a distance.

Toadkin

Toadkin

Level 94

  • Health Points1,600 HP
  • AP10 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 18%
  • FireFire 7%
  • WaterWater -16%
  • AirAir 6%
  • NeutralNeutral 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 icon
    Raving Mad3 AP · melee · Water31 to 35 Water damage · -5% Critical
  • Craziness icon
    Craziness2 AP · 4 RNG · Pushes back 4 cells · -40 Pushback Resistance · Advances 3 cells

    Pushes back 4 cells then pulls the Toadkin closer, without line of sight, and removes pushback resistances.

  • Picking icon
    Picking3 AP · 5 RNG · Pulls 4 cells · -10 Flight
Devhorror

Devhorror

Level 98

  • Health Points2,900 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 12%
  • FireFire 6%
  • WaterWater 11%
  • AirAir 4%
  • NeutralNeutral -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 icon
    Terror2 AP · 2 RNG · Neutral46 to 50 Neutral damage · -20 Flight
  • Calamity icon
    Calamity4 AP · 6 RNG · -50% Vitality

    Don't heal a character that carries it: all carriers would lose half their vitality for 2 turns.

  • Torpor icon
    Torpor2 AP · 6 RNG · MP-4 MP · MP1 MP

    MP 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
Cursed Pumpkwin Seeds iconCursed Pumpkwin Seeds 6 100
Oozing Meat iconOozing Meat 2 100
Eel iconEel 2 100
Edelweiss iconEdelweiss 2 100
Rye iconRye 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
Al Howin (Duo) iconAl Howin (Duo) Defeat Al Howin in his dungeon while completing the “Duo” challenge. 20 11 811 000
Al Howin (Special) iconAl Howin (Special) Defeat Al Howin in his dungeon while completing the “Take Root” challenge. 10 4 279 500
Al Howin's Vegetable Patch iconAl Howin's Vegetable Patch Defeat Al Howin in this boss's dungeon. 10 3 937 000
Al Howin (Chrono) iconAl Howin (Chrono) Defeat Al Howin in his dungeon while completing the “Chrono” challenge. 10 5 905 500
Al Howin (Impertinence) iconAl Howin (Impertinence) Defeat Al Howin in his dungeon while completing the “Impertinence” challenge. 10 5 905 500
Al Howin (Last) iconAl Howin (Last) 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 Sideburns iconAl Howin's Bristly SideburnsHair36 %
  • Cheweez iconCheweezTreat36 %
  • Dried Carrion iconDried CarrionMeat36 %
  • Plum Lolly iconPlum LollyTreat15 %
  • Strawberry Lolly iconStrawberry LollyTreat15 %
  • Lemon Lolly iconLemon LollyTreat15 %
  • Api Lolly iconApi LollyTreat15 %
  • Al Howin's False Teeth iconAl Howin's False TeethBone6,04 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Al Howin Tofu Transformation iconAl Howin Tofu TransformationMutation item1,8 %
  • Al Howin Gobball Transformation iconAl Howin Gobball TransformationMutation item1,8 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet1 %

On the henchmen of Al Howin

  • Dried Meat iconDried MeatMeat · Borbkin36 %
  • Cheweez iconCheweezTreat · Devhorror34 %
  • Strawberry Lolly iconStrawberry LollyTreat · Arachkin17 %
  • Plum Lolly iconPlum LollyTreat · Toadkin17 %
  • Api Lolly iconApi LollyTreat · Worm-O'-Lantern17 %
  • Lemon Lolly iconLemon LollyTreat · Borbkin17 %
  • Icon of Hallucinogenic Candy KebabHallucinogenic Candy KebabTreat · Toadkin14 %
  • Icon of Mind-Blowing Candy KebabMind-Blowing Candy KebabTreat · Borbkin14 %

Treats, emote and shield

The Al Howin emote

Al Howin iconAt 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

Cheweez iconThe 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

Pitcheater iconDuring 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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Al Howin's Vegetable Patch

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