Dungeon Frigost Island

Count Harebourg's Dungeon

Level 200 dungeon at the top of the Water Clock Tower, on Frigost Island, at [-59,-89]: four rooms of Sinistros and then Count Harebourg, who scrambles your spells and only becomes vulnerable on even turns. Quests to start, confusions, strategy, monsters, achievements and loot.

Count Harebourg's Dungeon: the dungeon entrance, at [-59,-89] (Water Clock Tower)
The dungeon entrance is at the top of the Water Clock Tower, on Frigost Island

Quests linked to Count Harebourg's Dungeon

The Count can only be fought after defeating Nileza, Missiz Freezz, Klime and Sylargh once: Mind Over Masters sends you there and opens the dungeon quest, Guilty On All Counts. Accept your quests before entering: a fight won without the quest in progress does not count.

Accept before entering

Guilty On All Counts

Level 200 quest

The dungeon quest. Dorlean sends you to settle his scores with the Count: cross the dungeon to the Great Needle, then defeat Count Harebourg in a single fight. Victory completes the quest.

Start
Dorlean, Water Clock Tower
Prerequisites
Mind Over Masters

Frigost Story

All Is Not Frost

Level 200 quest

Keep the Frozen Pocketwatch until the Count. After the Tower's readings, the Block of Taroudium and the three Norrai, defeat the Count in a single fight, show him the watch, then fill the vial at the base of the Ice Dofus.

Start
Nileza, Winter Gardens
Prerequisites
Level 100 and Hot 'n' Cold

Count Harebourg's Scapula iconCount Harebourg's Scapula60,000,000 XP and 10 Ice Kama

Wanted Notices

Wanted: Count Harebourg

Level 200 quest

A bounty on the Count's head. Beat him in a single fight, reach the dungeon exit map, then talk to Wes of Tubsterville . No quest-giver NPC is listed for this notice.

Prerequisites
Level 190 and The Frozen Peak

Aviton iconWantoken2,040 Wantoken and 5 Ice Kama

For later

Soul capture

The Whitewalkers

Level 200 quest

The Count's soul is wanted. Wes of Tubsterville asks for six captures around the castle, including Count Harebourg's: keep a Soul Stone for Gigantic Souls on you.

Start
Wes of Tubsterville, entrance to Harebourg's Castle
Prerequisites
Level 180 and The Frozen Peak

World quest

Armed Against Destiny

Level 200 quest

Djaul hands you Harebourg's Broken Destiny. Once the Third Eye is created, complete the whole dungeon, then talk to Djaul there before moving on to the Vortex Eye.

Start
Rimanda, Huppermage temple on Rok Island
Prerequisites
In the Dragon's Mouth

Count Harebourg's Bandages iconCount Harebourg's Bandages60,000,000 XP and 3 Miniature Sandglass

Totem of Surprise

Maimane's Totems

Level 200 quest

The Count can give you the Totem of Surprise. Maimane asks for six emotion totems, each from a boss of your choice: for surprise, Count Harebourg, Catseye, Kabaal, the Chokao Priestess or the Queen of Thieves.

Start
Maimane, Destroyers' Nightmare
Prerequisites
Level 180

Totem of Balance iconTotem of Balanceonce the six totems are handed in

During events

  • Tiwotokar Simulation level 20, repeatable
    Tiwotokar can assign you Count Harebourg as a guardian to defeat. Astrub, .

The victory opens the end of the Frigost story, with Jiva in the Water Clock Tower: The 1001-Day Countdown, then The Ice Dofus, which leads to the Ice Dofus.

The 15 rooms of Count Harebourg's Dungeon

The game lists fifteen maps for this dungeon, but a run is made up of five fights: four Sinistros rooms, with a Cycloid in each, then the Count. From five characters on, each fight gains one monster per extra player. At the end of the fourth room, talk to Dorlean to start the Count's fight. 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

Count Harebourg's Dungeon: map of room 1
Room 1 — map
Count Harebourg's Dungeon: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2

Count Harebourg's Dungeon: map of room 2
Room 2 — map
Count Harebourg's Dungeon: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Room 3

Count Harebourg's Dungeon: map of room 3
Room 3 — map
Count Harebourg's Dungeon: tactical view of room 3, starting cells in blue and red
Room 3 — tactical view

Room 4

Count Harebourg's Dungeon: map of room 4
Room 4 — map
Count Harebourg's Dungeon: tactical view of room 4, starting cells in blue and red
Room 4 — tactical view

Room 5

Count Harebourg's Dungeon: map of room 5
Room 5 — map
Count Harebourg's Dungeon: tactical view of room 5, starting cells in blue and red
Room 5 — tactical view

Room 6

Count Harebourg's Dungeon: map of room 6
Room 6 — map
Count Harebourg's Dungeon: tactical view of room 6, starting cells in blue and red
Room 6 — tactical view

Room 7

Count Harebourg's Dungeon: map of room 7
Room 7 — map
Count Harebourg's Dungeon: tactical view of room 7, starting cells in blue and red
Room 7 — tactical view

Room 8

Count Harebourg's Dungeon: map of room 8
Room 8 — map
Count Harebourg's Dungeon: tactical view of room 8, starting cells in blue and red
Room 8 — tactical view

Room 9

Count Harebourg's Dungeon: map of room 9
Room 9 — map
Count Harebourg's Dungeon: tactical view of room 9, starting cells in blue and red
Room 9 — tactical view

Room 10

Count Harebourg's Dungeon: map of room 10
Room 10 — map
Count Harebourg's Dungeon: tactical view of room 10, starting cells in blue and red
Room 10 — tactical view

Room 11

Count Harebourg's Dungeon: map of room 11
Room 11 — map
Count Harebourg's Dungeon: tactical view of room 11, starting cells in blue and red
Room 11 — tactical view

Room 12

Count Harebourg's Dungeon: map of room 12
Room 12 — map
Count Harebourg's Dungeon: tactical view of room 12, starting cells in blue and red
Room 12 — tactical view

Room 13

Count Harebourg's Dungeon: map of room 13
Room 13 — map
Count Harebourg's Dungeon: tactical view of room 13, starting cells in blue and red
Room 13 — tactical view

Room 14

Count Harebourg's Dungeon: map of room 14
Room 14 — map
Count Harebourg's Dungeon: tactical view of room 14, starting cells in blue and red
Room 14 — tactical view

Room 15 — Count Harebourg

Count Harebourg's Dungeon: map of room 15
Room 15 — map
Count Harebourg's Dungeon: tactical view of room 15, starting cells in blue and red
Room 15 — tactical view

Beat Count Harebourg

The Half-Time glyph

At the start of each of his turns, the Count places a cross-shaped glyph of size 3 around himself, center cell included, for one turn. Any character who starts their turn inside it dies. Since the center cell is glyphed, carrying the Count with a Pandawa no longer protects you.

Count Harebourg

Count Harebourg

Level 220

  • Health Points13,000 HP
  • AP20 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 17%
  • FireFire 16%
  • WaterWater 29%
  • AirAir 25%
  • NeutralNeutral 14%

Invulnerable for the whole fight, he can only lose this state on even turns, through a place swap. He has only 5 MP and mostly hits in straight lines, Bad Timing extending to 14 RNG without line of sight. His resistances are balanced, with Neutral the weakest.

  • Bad Timing5 AP · 14 RNG · Earth71 to 90 Earth damage · WaterWater Damage: 7% erosion of the caster's missing HP · Teleports the target to the cell where they started their turn

    Up to 14 RNG in a straight line, without line of sight. The turn after he loses his invulnerability, he sends his target back to its turn-start cell: be careful if it lands in the glyph.

  • Multicount5 AP · 6 RNG · Fire61 to 80 Fire damage · Creates illusions · Ends turn

    Unlocked the turn after he loses his invulnerability: hits in an area and creates illusions, like the Rogue's Roguery.

  • Jacquemart icon
    Jacquemart5 AP · 4 RNG · Water71 to 90 Water steal · AP-3 AP

    Cast only while he is invulnerable: life steal and 3 AP removed, dodgeable, without line of sight.

The four-step strategy against Count Harebourg

The Sinistros first. Kill the Cycloid first, or the Sinistrofu with six players or more, then the rest. On a first run, save the Count for last: you'll be comfortable with your confusions by the time he becomes vulnerable. Cast your spells in a line or diagonally, aiming is much quicker.

Keep him at a distance. With 5 MP and line spells, he is easy to handle. Place a summon at 5 Range: he spends all his MP to hit it. On the next turn, another summon 5 Range further makes him leave again. Start every turn outside Half-Time's cross.

An even turn: lifting the invulnerability. When hit on an even turn, the Count teleports symmetrically relative to you. Make him land on an entity: he swaps places with it and loses his invulnerability. The swapped ally gains 100 damage for one turn, to be exploited right away.

The vulnerable turn. Hit with your most reliable damage. Stabilisation or another gravity spell keeps him from changing places with every hit, which simplifies aiming. Choose the cell where he will end up: his next glyph is placed there, and Bad Timing will send your target back to its turn-start cell.

Reading his confusion

Throughout the fight, your spells are redirected by 90°, 180° or 270°: you never aim directly at your target. The confusion depends on your vitality percentage at the start of your turn, and is shown in your effects and in the fight channel. Summons you control are not affected.

A spell redirected to a nonexistent cell or one out of line of sight becomes a critical failure: in melee, it makes you skip your turn. Each damage line dealt in contact with a monster shifts the confusion by 90° counterclockwise, up to 10 hits received by that monster. With 30 seconds per turn, stay in a straight line or a diagonal.

Rotations and invulnerability

Odd turn: each hit on the Count teleports you symmetrically relative to him. Even turn: he is the one who teleports symmetrically relative to you. A state shown above him indicates which of the two will move. Only the place swap on an even turn makes him vulnerable.

Two mistakes kill the whole team. If the swapped entity is an allied summon, all allies within 3 cells of the Count's starting position die. And if the arrival cell of a rotation is impossible, the fight ends and all your characters are killed.

Its spells depending on its state

Invulnerable, he strikes with Jacquemart, which steals life and removes 3 AP up to 4 RNG. The turn after he loses his invulnerability, he unlocks Multicount, an area spell, with illusions, and Bad Timing sends his target back to its turn-start cell. Check that this cell will stay outside the next glyph.

The monsters of Count Harebourg's Dungeon

Five level 200 Sinistros with 6,000 HP, each very weak to one element. Facing the Count with four players or fewer: a Bubotron, a Cycloid and a Nocturnowl. Nileza, Missiz Freezz, Klime and Sylargh only come if you pick them with Dorlean. Resistances in red are their weaknesses.

In which order to kill the monsters

  1. Cycloid — it pulls from 6 cells away, removes 4 MP and locks hard: the most annoying one, weak to Air.
  2. Sinistrofu — with six or more players, it goes first: 4 MP steal without line of sight, weak to Neutral.
  3. Bubotron — it joins the team faster than the Nocturnowl.
  4. Nocturnowl, then Treadfast — the first has only 3 MP, the second is neutralized by removing its range.
Cycloid

Cycloid

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 5%
  • FireFire 13%
  • WaterWater 40%
  • AirAir -31%
  • NeutralNeutral 19%

Cyclobber pulls him to your side while removing 4 MP from you, and Cyclopath swaps places before making him unmovable. In melee, his lock makes things painful. Under Cyclostrophobe, hit your own heavy hitter in melee, a Rogue for example: it gains 100 damage per teleport, up to three times.

  • Cyclobber4 AP · 7 RNG · Neutral71 to 90 Neutral damage · MP-4 MP · Pulls 6 cells

    Pulls 6 cells, in a straight line with line of sight, and removes 4 MP, which can be dodged. Do not stay lined up with him.

  • Cyclopath icon
    Cyclopath4 AP · melee · Air81 to 100 Air steal · Switches positions · Unmovable State
  • Cyclostrophobe icon
    Cyclostrophobe4 AP · on self · Teleports the target to the cell where they started their turn · 100 Damage · Fire81 to 100 Fire damage

    On turn 1, then every 3 turns, on everything within 6 cells: each melee hit sends the target back to its turn-start cell, with 100 more damage, stacking up to three times.

Sinistrofu

Sinistrofu

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 9%
  • FireFire 5%
  • WaterWater 20%
  • AirAir 45%
  • NeutralNeutral -50%

Stagecoach steals 4 MP up to 6 RNG without line of sight, Stunbeam removes 4 RNG in melee. Under Beaklipse, each hit received is inflicted again on everything around him, himself included: kill him right after this spell, hitting his neighbors in passing. Otherwise, plan for MP dodge.

  • Stunbeam icon
    Stunbeam4 AP · melee · Water61 to 80 Water damage · -4 Range
  • Stagecoach4 AP · 6 RNG · Air61 to 80 Air steal · MPSteals 4 MP

    Steals 4 MP, which can be dodged, up to 6 RNG, without line of sight: MP dodge is the only counter.

  • Beaklipse icon
    Beaklipse4 AP · on self · Triggers: Heathaze

    Heathaze state for one turn, recast every 2 turns: each hit received makes him invisible and inflicts the same damage again on 3 cells around him. The right moment to kill him.

Bubotron

Bubotron

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth -31%
  • FireFire 45%
  • WaterWater 8%
  • AirAir 15%
  • NeutralNeutral 11%

Bubotorch hits according to its missing HP: only start on it if you can finish it, or reduce its max HP through erosion. Do not give it free areas, as Bubotrance grows with each Intelligence steal. Weak to Earth.

  • Bubotrance icon
    Bubotrance4 AP · melee · Fire61 to 80 Fire steal · Steals 200 Intelligence

    Hits in a line in melee, with no need for a target, and steals Intelligence: each previous steal increases its damage.

  • Bubotorch icon
    Bubotorch4 AP · 10 RNG · NeutralNeutral Damage: 30% erosion of the caster's missing HP

    Hits according to the HP he has lost. He doesn't cast it while he is at full health: a small nick makes him hit from a distance and then flee, instead of coming into melee.

  • Bubotwirl icon
    Bubotwirl4 AP · on self · Triggers: Buboboom

    On the first turn, then every 3 turns, on himself and his neighbors: each ranged hit received swaps him with the attacker and hits the cells around your arrival point, allies included.

Nocturnowl

Nocturnowl

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP3 MP
  • Resistances (%)
  • EarthEarth 17%
  • FireFire -33%
  • WaterWater 12%
  • AirAir 6%
  • NeutralNeutral 40%

Only 3 MP, but a lot of Lock, and he locks himself easily. Don't hit him in melee: Tiki-taka reflects melee damage within a radius of 6 cells. An entity with 0 Lock, a chafer or a Pandawa barrel, is enough to block him. Weak to Fire.

  • Mechanical Burst icon
    Mechanical Burst4 AP · 5 RNG · Advances 4 cells · Fire81 to 100 Fire damage · Unhealable State

    The Nocturnowl leaps 4 cells toward its target, in a straight line, and makes it unhealable for one turn. Get out of its lines.

  • Overheating icon
    Overheating4 AP · melee · Earth81 to 100 Earth steal · -100 Flight · Weakened State
Treadfast

Treadfast

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 40%
  • FireFire 10%
  • WaterWater -40%
  • AirAir 5%
  • NeutralNeutral 20%

Treddit gives it 6 Range, and Treadmendous then swaps places with you up to 8 Range. Under the Treadchery state, each ranged hit it takes costs HP to characters far from its target: remove its range and hit it in melee, or wait for the state to end. Weak to Water.

  • Hatread icon
    Hatread4 AP · on self · Water61 to 80 Water damage · -100 Flight
  • Treadmendous4 AP · 2 RNG · Earth71 to 90 Earth damage · Switches positions

    Swaps places with its target, up to 8 RNG thanks to Treddit. Removing its range cancels the spell.

  • Treddit icon
    Treddit4 AP · on self · 6 Range · Triggers: Treadchery

    Cast on turn 1, then on the 4th: 6 more RNG and the Treadchery state for 2 turns. Do not hit it from a distance during that time.

Klime

Klime

Level 220

  • Health Points13,000 HP
  • AP20 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 27%
  • FireFire 16%
  • WaterWater 9%
  • AirAir 25%
  • NeutralNeutral 14%

Only present if you pick him with Dorlean. Moustache Trimmer pulls him in up to 7 RNG, then Simmer removes 6 MP and gives 100 lock: remove his MP before he reaches melee.

  • Simmer icon
    Simmer5 AP · on self · Teleports the target to the cell where they started their turn · 100 Lock · 300 Damage · MP-6 MP
  • Moustache Trimmer icon
    Moustache Trimmer5 AP · 7 range · Pulls 6 cells · Fire21 to 30 Fire damage
  • Moustachio5 AP · melee · NeutralNeutral Damage: 10% erosion of the caster's missing HP · Fire21 to 30 Fire damage · Air21 to 30 Air steal
Missiz Freezz

Missiz Freezz

Level 220

  • Health Points13,000 HP
  • AP20 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 27%
  • FireFire 16%
  • WaterWater 21%
  • AirAir 25%
  • NeutralNeutral 14%

Only present if you pick it with Dorlean. Icetrophysics erodes by 20% and hits according to the already-eroded HP of its target: don't let erosion set in, break its lines of sight.

  • Crystallisation icon
    Crystallisation1 AP · on self · MP3 MP · Unable to Lock State
  • Cold Blood icon
    Cold Blood5 AP · 4 RNG · Fire81 to 100 Fire damage · Water91 to 110 Water steal · Unable to Lock State
  • Icetrophysics icon
    Icetrophysics5 AP · 8 Range · 20% Erosion · Fire51 to 70 Fire damage · AirAir Damage: 35% erosion of the target's eroded HP · State Unlockable
Nileza

Nileza

Level 220

  • Health Points13,000 HP
  • AP20 AP
  • MP7 MP
  • Resistances (%)
  • EarthEarth 15%
  • FireFire 16%
  • WaterWater 32%
  • AirAir 25%
  • NeutralNeutral 14%

Only present if you pick him with Dorlean. Molar Fraction pushes back 3 cells, Dry Ice swaps places, and Failing Solution heals him. Watch his swaps, which wreck your positioning.

  • Molar Fraction5 AP · 12 RNG · Water51 to 70 Water damage · EarthEarth Damage: 10% erosion of the caster's missing HP · Pushes 3 cells
  • Dry Ice5 AP · 2 RNG · Switches positions · Fire71 to 90 Fire steal
  • Failing Solution icon
    Failing Solution5 AP · on self · Heals: 5% of max HP · 300 Damage
Sylargh

Sylargh

Level 220

  • Health Points13,000 HP
  • AP20 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 27%
  • FireFire 16%
  • WaterWater 22%
  • AirAir 12%
  • NeutralNeutral 14%

Only present if you pick it with Dorlean. Puncheon dispels and removes 100 Flight, Impulsh hits hard in melee: fight outside its melee range.

  • Puncheon icon
    Puncheon5 AP · melee · Air101 to 140 Air steal · Dispels magic effects · -100 Flight
  • Mortar icon
    Mortar5 AP · 10 RNG · Earth71 to 80 Earth damage · Water71 to 80 Water damage
  • Impulsh icon
    Impulsh5 AP · melee · 500 Damage · 200 Lock · Pushes back 0 cell (no damage)

Preparing your run through Count Harebourg's Dungeon

The last dungeon of Frigost 3, for teams of level 190 to 200 who have already defeated the four master craftsmen of the castle. People come here for the Frigost quests, the achievements and the Count's soul, to be captured with a Soul Stone for Gigantic Souls (captures up to level 220).

How to enter Count Harebourg's Dungeon

The entrance is at the top of the Water Clock Tower, at , on Frigost Island; the nearest zaap is the one at Alma's Cradle . You must have defeated Nileza, Missiz Freezz, Klime and Sylargh once. There are three ways to open it: a Count Harebourg's Dungeon Key (consumed), the key ring if it is registered there, or the automatic group finder.

Crafting the Count Harebourg's Dungeon Key

It is crafted at a handyman's workshop. Five ingredients drop from the dungeon's Sinistros, at 12%: Bubotron Feather, Cycloid Eye, Sinistrofu Wing, Nocturnowl Wing and Tasty Meat. Icefish (fishing), Snowdrop and Frosteez (harvesting) complete the recipe.

Ingredient Quantity Level
Bubotron Feather iconBubotron Feather 2 200
Cycloid Eye iconCycloid Eye 2 200
Sinistrofu Wing iconSinistrofu Wing 2 200
Nocturnowl Wing iconNocturnowl Wing 2 200
Tasty Meat iconTasty Meat 2 200
Icefish iconIcefish 1 200
Snowdrop iconSnowdrop 1 200
Frosteez iconFrosteez 1 200

Which team to bring against Count Harebourg

Room for error. For a first Count, the guide recommends Pandawa, Masqueraider, Iop and Eniripsa: shields and heals to afford several wrong guesses on the confusion, the Pandawa for positioning, the Iop to kill the monsters quickly.

Summons and gravity. Summons you control ignore the confusion and serve as bait for the Count. Stabilisation or gravity on the vulnerable Count keeps him from changing places with every hit, and makes aiming much simpler.

MP Parry. The Cycloid and the Sinistrofu remove or steal 4 MP each turn. MP removal, dispelling and distance control make the rooms considerably more comfortable.

The classes that are comfortable here. The Pandawa positions and stabilizes the Count, the Eniripsa and the Masqueraider give you room for error, the Iop kills monsters fast. Osamodas, Sadida and Rogue play summons that ignore confusion; the Rogue also benefits from Cyclostrophobe's 100 damage for his bombs.

The six achievements of Count Harebourg's Dungeon

Each achievement gives 200,000,000 XP and 2 Count Harebourg's Scapula, Duo doubles the XP; Sidekick gives 75,000,000 XP. Special and Versatile are played with the basic strategy, Statue requires more preparation.

Achievements Condition Points XP
Count Harebourg (Sidekick) iconCount Harebourg (Sidekick) Defeat Count Harebourg in his dungeon while completing the “Mini Inuits” challenge 5 75 000 000
Count Harebourg (Special) iconCount Harebourg (Special) Defeat Count Harebourg in his dungeon while completing the “Failure Is Not an Option” challenge. 10 200 000 000
The Count's Dungeon iconThe Count's Dungeon Defeat Count Harebourg in this boss's dungeon. 10 200 000 000
Count Harebourg (Versatile) iconCount Harebourg (Versatile) Defeat Count Harebourg in his dungeon while completing the “Versatile” challenge. 10 200 000 000
Count Harebourg (Statue) iconCount Harebourg (Statue) Defeat Count Harebourg in his dungeon while completing the “Statue” challenge. 10 200 000 000
Count Harebourg (Duo) iconCount Harebourg (Duo) Defeat Count Harebourg in his dungeon while completing the “Duo” challenge. 20 400 000 000

Special: Failure Is Not an Option

Enemies must take no melee damage. No particular difficulty: play everything at range. Watch out for damage counted as melee, such as a summon that hits in contact or a Rogue bomb that explodes in melee.

Versatile

Each ally may only use the same action once during their turn. Nothing special, but you have to manage both your confusions and only one cast of each spell per turn. The Pandawa, usually so useful, is quickly handicapped: carrying and throwing have been a single spell since the variants.

Statue

Each ally must end their turn on the cell where they started it, throughout the fight. More technical. Two difficulties: the Cycloid, which separates your characters with its pull, and the Count's Half-Time glyph. Kill the Cycloid first, and also beware of the Treadfast's place swaps.

Duo

Two characters maximum, fewer than 40 turns. It used to be done with an Air Sram who locked the Count with his Double and stalled while invisible; other players' invisibility no longer exists, but Mist, a variant of invisibility, still lets you play the Sram. Simple compositions: Iop and Pandawa, with the Pandawa carrying the Iop almost permanently, Iop and Masqueraider, a hitter with an Eniripsa or with MP removal (Enutrof, Cra, even Sadida). Another option: a lock character, Air to kill the Cycloid quickly, with a Fire hitter armed with a healing weapon (Archetypal Bow, Mallefisk Wand, Thanos).

Sidekick: Mini Inuits

Four characters minimum, including one eligible Sidekick: Inferno, Styx, Mandrin or Will Killson. The basic strategy applies. Keep the Sidekick alive and out of the Half-Time cross at the start of each of his turns, especially on the vulnerable turn.

Drops and loot of Count Harebourg's Dungeon

Base in-game rates, before Prospecting bonuses.

On Count Harebourg

  • Count Harebourg's Scapula iconCount Harebourg's ScapulaBone12 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Bag of Eternal Ashes iconBag of Eternal AshesContainer3 %
  • Count Harebourg's Bandages iconCount Harebourg's BandagesMiscellaneous Resource2 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet1 %
  • Paragon of Power iconParagon of PowerMain quests0,7 %
  • Tasty Carrion iconTasty CarrionMeat0,6 %

On the henchmen of Count Harebourg

  • Tasty Meat iconTasty MeatMeat · Cycloid12 %
  • Golden Cog iconGolden CogFrigost Island · Cycloid12 %
  • Cycloid Eye iconCycloid EyeEye · Cycloid12 %
  • Bubotron Feather iconBubotron FeatherFeather · Bubotron12 %
  • Klime's Moustache iconKlime's MoustacheHair · Klime12 %
  • Missiz Freezz's Armpit Hair iconMissiz Freezz's Armpit HairHair · Missiz Freezz12 %
  • Nileza's Embroidery iconNileza's EmbroideryGarment · Nileza12 %
  • Nocturnowl Wing iconNocturnowl WingWing · Nocturnowl12 %
  • Sinistrofu Wing iconSinistrofu WingWing · Sinistrofu12 %
  • Treadfast Claw iconTreadfast ClawBone · Treadfast12 %
  • Sylargh's Wool iconSylargh's WoolWool · Sylargh12 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat · Klime6 %
  • Bag of Spices iconBag of SpicesContainer · Klime3 %
  • Barrel of Frying Oil iconBarrel of Frying OilContainer · Missiz Freezz3 %
  • Bag of Babbage Leaves iconBag of Babbage LeavesContainer · Nileza3 %
  • Bag of Jelly Blubber iconBag of Jelly BlubberContainer · Sylargh3 %
  • Icon of Cycloid FeatherCycloid FeatherFeather · Cycloid2 %
  • Bubotron Beak iconBubotron BeakBone · Bubotron2 %
  • Klime's Scalp iconKlime's ScalpMiscellaneous Resource · Klime2 %
  • Missiz Freezz's Underpants iconMissiz Freezz's UnderpantsGarment · Missiz Freezz2 %
  • Nileza's Buttonhole iconNileza's ButtonholeGarment · Nileza2 %
  • Nocturnowl Spike iconNocturnowl SpikeBone · Nocturnowl2 %
  • Sinistrofu Tail iconSinistrofu TailTail · Sinistrofu2 %
  • Treadfast Beak iconTreadfast BeakBone · Treadfast2 %
  • Sylargh's Incisor iconSylargh's IncisorBone · Sylargh2 %
  • Patent of Nobility iconPatent of NobilityDocument · Cycloid1,2 %
  • Bag of Eternal Ashes iconBag of Eternal AshesContainer · Cycloid1 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet · Klime1 %
  • Erotegg map fragment 3/8 iconErotegg Map fragment 3/8Map fragment · Cycloid0,8 %
  • Erotegg map fragment 7/8 iconErotegg Map fragment 7/8Map fragment · Cycloid0,8 %
  • Erotegg map fragment 8/8 iconErotegg Map fragment 8/8Map fragment · Bubotron0,8 %
  • Erotegg map fragment 4/8 iconErotegg Map fragment 4/8Map fragment · Bubotron0,8 %
  • Erotegg map fragment 1/8 iconErotegg Map fragment 1/8Map fragment · Nocturnowl0,8 %
  • Erotegg map fragment 5/8 iconErotegg Map fragment 5/8Map fragment · Nocturnowl0,8 %
  • Erotegg map fragment 2/8 iconErotegg map fragment 2/8Map fragment · Sinistrofu0,8 %
  • Erotegg map fragment 6/8 iconErotegg map fragment 6/8Map fragment · Sinistrofu0,8 %
  • Paragon of Power iconParagon of PowerMain quests · Klime0,7 %
  • Tasty Carrion iconTasty CarrionMeat · Klime0,6 %
  • Water Seemyool iconWater SeemyoolCeremonial Mount · Klime0,00475 %
  • Lagoonurkey iconLagoonurkeyCeremonial Mount · Klime0,00475 %
  • Minowang iconMinowangCeremonial pet · Klime0,00475 %

Soul capture, Dorlean fights and Water Clock emote

Capturing the soul of Count Harebourg

Soul Stone for Gigantic Souls iconA Soul Stone for Gigantic Souls (captures up to level 220) is required for this level 220 boss. The soul is used for The Whitewalkers, Wes of Tubsterville's mission.

Stone ingredient Quantity
Pandawushu Artefact iconPandawushu Artefact 2
Supreme Soul Splinter iconSupreme Soul Splinter 10
Drawing Board iconDrawing Board 2

The Count, alone or accompanied

At the end of the fourth room, Dorlean starts the fight. After a first victory, he offers to face the Count alone or with one of his lieutenants: Nileza, Klime, Missiz Freezz or Sylargh. There is also a harder fight against the Count and his four lieutenants, and a just-for-fun fight where you play the Count against his double from the Wakfu series.

The Water Clock emote

If you have already defeated the Count at least once, the Water Clock emote is obtained in Dorlean's room. You need the help of friends who stayed outside the dungeon.

Count Harebourg's Dungeon as a guild Expedition

The dungeon exists in two guild Expeditions, Audacity and Valour, each with its own modifier:

  • Audacious: when an enemy takes damage, the enemy closest to the attacker is teleported symmetrically relative to them. Kill the monsters first, and use the effect to position them;
  • to keep a monster from moving, put it in Gravity, Unmovable or Rooted, or hit with an even number of damage lines: it returns to its cell if you have not moved in the meantime. An arrival cell inside an obstacle cancels the teleport;
  • facing the Count alone, the effect adds to his even-turn rotation: when hit, he returns to his place;
  • Valour: the monsters are invulnerable as long as the Count is alive, and each monster that gets moved heals the Count for 20% of his life and gives him 20% final damage. Only one strategy: kill the Count first;
  • the ideal is to finish him on turn 2 after buffing on turn 1, with a Pandawa who has initiative taking care of removing his invulnerability. An Iop can charge a Wrath on turn 1 to finish him on turn 4; otherwise, start on him on turn 2 and finish him on turn 4, without moving any monster on turns 3 and 4;
  • the swaps of the Treadfast, the Cycloid and the Bubotron and the leap of the Nocturnowl also heal and boost the Count. Block the Cycloid with a summon or remove its MP, and offer the Treadfast fragile summons like the Arachnee: if its target dies, the swap does not happen;
  • making the Count unhealable on the kill turn, with the Pandawa's Prohibition for example, neutralizes these heals. With five players or more, a Treadfast hit at range under Treddit removes HP from its allies, Count included, but also from your characters in the area.

Where is Count Harebourg's Dungeon?

At the top of the Water Clock Tower, at , on Frigost Island. The nearest zaap is the one at Alma's Cradle .

What level should you be to do Count Harebourg's Dungeon?

Level 190 minimum, 200 recommended. The Count is level 220, his Sinistros level 200.

Do you have to defeat the master artisans before the Count?

Yes: Nileza, Missiz Freezz, Klime and Sylargh must each have been defeated once. The quest Mind Over Masters sends you there and unlocks Guilty On All Counts.

Which quest should you do in Count Harebourg's Dungeon?

Guilty On All Counts, at Dorlean's in the Water Clock Tower : it is completed by beating the Count in a single fight. Its sequel, A Count Harebourg Hack and Slash, requires leaving through the dungeon exit.

How do you make Count Harebourg vulnerable?

On an even turn, make him land on an entity by hitting him. He teleports symmetrically relative to you; if he lands on an ally or an enemy, he swaps places with them and loses his invulnerability.

Why do my spells go in the wrong direction?

The Count's confusion redirects them by 90°, 180° or 270°. It depends on your vitality at the start of your turn and is shown in your effects and in the fight channel. Summons you control are not affected.

How do you avoid dying to Half-Time?

Never start your turn in its cross of size 3, center cell included. The glyph is placed at the start of each of the Count's turns, and carrying by a Pandawa no longer protects you.

Which monster should you target first in Count Harebourg's Dungeon?

The Cycloid, or the Sinistrofu with six or more players. They remove MP, pull or lock. On a first run, save the Count for last.

Which stone should you use to capture Count Harebourg?

One Soul Stone for Gigantic Souls (captures up to level 220). Its capture is requested by The Whitewalkers, Wes of Tubsterville's mission.

Can Count Harebourg be done with two players?

Yes, it is even an achievement: Duo, in under 40 turns. Iop and Pandawa, Iop and Masqueraider, a hitter with an Eniripsa or with MP removal: there is no shortage of simple compositions.

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Count Harebourg's Dungeon

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