Dungeon Krismahlo Island
Dramak's Theatre
Level 100 dungeon on Krismahlo Island, at [21,7]: seven rooms, an invulnerable mini-boss, Dramak, and a boss who fights only through five Puppets, the Puppet Master. Quests to start, map of each room, strategy, monsters, achievements and loot.
![Dramak's Theatre: the dungeon entrance, at [21,7] (Krismahlo Island)](/wp-content/uploads/dofus/donjon-theatre-de-dramak-entree-grand.webp)
Quests linked to Dramak's Theatre
Two quests are completed in the theatre: Like A Puppet on a String asks you to defeat Dramak then the Puppet Master, Puppet Tour only the Puppet Master. Accept them before entering: a fight won without the quest in progress doesn't count.
It's completed over the theatre's two fights. Captain Amakna sends you to find Dramak the Schemer: defeat Dramak in a single fight, then the Puppet Master, talk to Dramak and go back to see her. She gives the Flaunt shield emote.
- Start
- Captain Amakna, Amakna Village
- Prerequisites
- Level 80 and Rotten Business in Amakna
Defeat the Puppet Master in a single fight. Roxy Ring wants to know whether Dramak has come back to life: inspect the theatre up to its exit, then go back to see her.
- Start
- Roxy Ring, Coastal Village
- Prerequisites
- Level 80 and Victory Lap
Dramak's Holey Pantsand 4,724,400 XP
During events
- Tiwagrum Simulation
Tiwagrum can point out the Puppet Master as the guardian to defeat. Amakna Village, .
The 7 rooms of Dramak's Theatre
Seven fights. Before the one in the third room, a five-lever puzzle opens a secret passage to the Juggle emote; the fourth room pits you against an invulnerable mini-boss, Dramak, before the Puppet Master. 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


Room 7 — the Puppet Master


Defeat the Puppet Master
The five Puppets before turn 5
From turn 5, then every 4 turns, the Puppet Master resummons each missing Puppet. So killing three Puppets out of five is pointless: kill all five before turn 5, or none. In the second case, wear them all down and finish them off in the same turn.
Level 400
6,000 HP
8 AP
Immobile
- Resistances (%)
Earth 0%
Fire 0%
Water 0%
Air 0%
Neutral 0%
Alone, immobile, with no resistances or lock, he always plays first. Invulnerable, he stays vulnerable for only two turns once his five Puppets are dead. The rest of the time, he marks your characters with Bunraku. His HP rise from 6,000 with four characters to 10,000 with eight.
Pulling StringsOnly when he's vulnerable: removes two turns of effects, steals a characteristic and strikes in a cross, at infinite range. Don't group up.
IncognitoResummons the missing Puppets, from turn 5 then every 4 turns, only while he is invulnerable.
BunrakuMarks a character, without line of sight: on the boss's next turn, a Little Puppet appears next to them. A hit from an ally removes the mark.
The five-step strategy against the Puppet Master
Positioning: the safe cells. During preparation, five cells put you out of the Puppets' reach on turn 1: place yourself only on them. Then, push the Puppets back and remove MP from them so they can't swap places with you on the next turn.
Withdraw Bunraku. On turn 1 if he has the range, then every 3 turns, he marks a character. Hit that character with an ally before the boss's next turn: any spell removes the state and prevents a Little Puppet from arriving.
The Puppets, Gray and Green first. You have four full turns. Start with the Gray and the Green: the first removes up to 35% resistances, the second reduces your heals by 75%. Never hit a Puppet in its own color, it has 200% resistance there.
Prepare the window. Finish off the last Puppet early in the turn, then boost yourself to the maximum, and place summons and poisons on the Puppet Master. It becomes vulnerable at the start of its turn, for two turns: everything must be ready to strike.
Two turns to kill it. Throw everything you have at it, without grouping up: Pulling Strings removes two turns of effects in a cross. If it survives, it resummons the five Puppets: get back out of their range and start over.
The five Puppets
Summoned 3 Range from the boss, always in the same place, they play right after it and before you. Each has 1,000 HP with four characters, 100 more per character, 3 MP, and 200% resistance in its color, where it strikes: White in Air, Blue in Water, Gray in Neutral, Red in Fire, Green in Earth. All strike in melee and swap places with you up to 5 Range, without line of sight, but never with a summon.
Each has its own spell: the White one pulls in a star pattern and removes flight and MP, the Blue one removes power in an area, the Gray one removes 30% resistances, the Red one places a fire zone, the Green one reduces heals by 75% and makes its allies immovable.
The Little Puppet
If the character marked by Bunraku hasn't been hit by an ally, a Little Puppet appears next to them. It counts as your summon but plays against you, with your HP and your stats, half of your resistances, AP and MP.
At the start of its turn, it strikes in a cross around itself and pushes back 2 cells; when it dies, it deals half of its HP in a cross. Never end your turn next to it. The same character can receive several of them.
Dramak, the mini-boss
In the fourth room, Dramak is invulnerable, heavy, unshakable and doesn't lock. He summons a Marionette on turn 1 then every 3 turns: hit the Marionette until it reaches its 10% HP threshold, and the nearest character takes control of it.
The controlled Marionette is invulnerable for two turns. Cast its Unravelling spell on Dramak, up to 2 Range: the Marionette dies, and Dramak loses his invulnerability for two turns.
The monsters of Dramak's Theatre
Four monsters from Krismahlo Island, level 89 to 92, in the first rooms, and Dramak, level 100. The Puppet Master, for his part, fights alone with his Puppets. The resistances in red are their weaknesses.
In which order to kill the monsters
- Spanner — it heals and protects its allies with Spanpipes.
- Gobvious — its Tuthareskew gives 200 power to the monsters around it.
- Morongrel, then Rhinoblasty — they charge at you and punish movement, but neither heal nor boost.
Level 91
1,500 HP
9 AP
4 MP
- Resistances (%)
Earth -21%
Fire 16%
Water 28%
Air -19%
Neutral 0%
Spanpipes heals its allies and gives them a shield up to 10 Range, Spaniel gives it flight and Intelligence. Isolate it before it stabilizes the group. Weak to Earth and Air.
Spaniel
SpanpipesHeals and shields the monsters, up to 10 Range, once per turn.
Spantry
Level 90
1,500 HP
8 AP
4 MP
- Resistances (%)
Earth 10%
Fire -13%
Water -19%
Air 26%
Neutral 0%
Tuthareskew gives 200 power to nearby monsters and pushback damage to itself. Kaptin dispels four turns of your effects and pushes back. Avoid its melee range. Weak to Water and Fire.
Tuthareskew200 power to the monsters around the Gobvious for two turns, dispellable.
Evydense
KaptinRemoves four turns of spells' effects and pushback resistance, then pushes back.
Level 89
1,500 HP
9 AP
4 MP
- Resistances (%)
Earth -19%
Fire 24%
Water -24%
Air 23%
Neutral 16%
Attack! makes it leap onto you in a line, and Eye-Eye poisons each MP you spend while removing range. Its Pink Glyph poisons whoever ends their turn on it. Weak to Water and Earth.
Attack!The Morongrel leaps onto its target in a line: break up the lines.
Eye-EyeIn melee: poison based on the MP used and range removal, two turns, dispellable. Don't move if you're a victim, or dispel it.
Pink Glyph6-turn glyph that poisons the character who ends their turn on it.
Level 92
1,600 HP
9 AP
4 MP
- Resistances (%)
Earth 34%
Fire -23%
Water 19%
Air -26%
Neutral 32%
It can't be pushed or pulled. Rhinoplasty throws it at you in a line then pushes you back 3 cells, Rhinophyma also hits your allies standing next to the target. Weak to Air and Fire.
Rhinoderm
RhinophymaWhack hits the target and pushes back the allies standing next to it: don't stay grouped.
RhinoplastyThe Rhinoblasty pulls itself to you, strikes, then pushes you back 3 cells.
Level 100
2,100 HP
9 AP
4 MP
- Resistances (%)
Earth -10%
Fire 25%
Water -15%
Air 20%
Neutral 40%
Invulnerable the whole fight, except for two turns after an Unravelling cast by its controlled Marionette. Puppet strips you of all your AP and MP for one turn, Interlude pushes back 4 cells around it. Weak to Water and Earth.
Summoning of MarionetteThe Marionette, which you must bring down to 10% HP to take control of it and free Dramak from his invulnerability.
Handling
InterludePushes back everything around Dramak by 4 cells.
PuppetRemoves all your AP and MP for one turn; at the start of your turn, you and your nearby allies take Water damage, and the monsters are healed. Fully dispellable.
Preparing your run through Dramak's Theatre
One of the hardest dungeons in its tier: count on at least 1,500 HP per character, because the map is small and the five Puppets strike from turn 1. You come here for Like A Puppet on a String, for Puppet Tour, for the Juggle emote and for the achievements.
How to enter Dramak's Theatre
The entrance is on Krismahlo Island, in the Asse Sea Islands, at , right next to the island's zaap . You reach the island through the cave at . Three ways to open it: a Dramak's Theatre Key (consumed), the keyring if it's registered there, or the automatic group search.
Crafting the Dramak's Theatre Key
It's crafted at a handyman's workshop. Five ingredients drop from the dungeon's monsters, at 36 or 37%: Rhinoblasty Ear, Spanner Tooth, Gobvious's Duster, Morongrel Leg and Oozing Meat. Eel (fishing), Edelweiss and Rye (harvesting) complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 96 | |
| 2 | 95 | |
| 2 | 94 | |
| 2 | 93 | |
| 2 | 100 | |
| 2 | 100 | |
| 2 | 100 | |
| 2 | 100 |
Which team to bring against the Puppet Master
At least two elements. Each Puppet has 200% resistance in its color: at least one character must play an element different from the others, otherwise one of them becomes unkillable.
More characters, simpler fight. The boss summons only five Puppets regardless of the group: with five or more characters, the fight becomes easier, even though the HP increase. With four, add a sidekick if you struggle.
Something to blow up the boss in two turns. Charged spells, summons, poisons to place on him: anything that concentrates damage over two turns shortens the fight, since every failure sends you back to the five Puppets.
The six achievements of Dramak's Theatre
Each achievement gives 3,937,000 XP and 2 Dramak's Holey Sock, Duo doubles the XP; Sidekick gives 5,905,500 XP. Special changes the fight little, but requires you to save the two most troublesome Puppets for last.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat the Puppet Master in his dungeon while completing the “Puppet Show” challenge. | 10 | 3 937 000 | |
| Defeat the Puppet Master in his dungeon while completing the “Z'others” challenge | 5 | 5 905 500 | |
| Defeat the Puppet Master in this boss's dungeon. | 10 | 3 937 000 | |
| Defeat the Puppet Master in his dungeon while completing the “Statue” challenge. | 10 | 3 937 000 | |
| Defeat the Puppet Master in his dungeon while completing the “Clean Hands” challenge. | 10 | 3 937 000 | |
| Defeat the Puppet Master in his dungeon while completing the “Duo” challenge. | 20 | 7 874 000 |
Special: Puppet Show
The Puppets must be finished off in the order they were summoned. A state above each Puppet indicates the next one to kill. The order is always the same, even after a resummon: White, Blue, Red, Green, then Gray. The Green and the Gray, the most dangerous, therefore come last.
Statue
Each ally must end their turn on the cell where they started it, throughout the whole fight. A team that plays at range makes it simpler. Choose your starting cells well, the safe cells of turn 1, and check your cell before each end of turn.
Clean Hands
Enemies must be finished off without direct damage: traps, glyphs, poisons, pushbacks, reflects and summons are allowed. The rule applies to the Puppets as well as the boss. Poisons and glyphs trigger before it becomes invulnerable again: a poison placed during the window can finish it off at the start of its next turn.
Duo
Two characters maximum, fewer than 20 turns. Take two characters of different elements, able to control distance. Kill the five Puppets before they're resummoned, then make the most of each two-turn window.
Sidekick: Z'others
Four characters minimum, including an eligible sidekick: Haku, Manitou Zoth, Karotz, Grouillot or Phong Huss. The fight plays out as usual, and one extra character even makes this dungeon easier. Place the sidekick on a safe cell on turn 1.
Drops and loot of Dramak's Theatre
Base in-game rates, before Prospecting bonuses.
On the Puppet Master
Dramak's Holey SockGarment36 %
Dramak's Holey PantsGarment6,04 %
Nougat Rabmarac BarTreat6 %
Barrel of Scurvion BloodContainer3 %
Dripping MeatMeat1,81 %
Al Howin GobtubbyCeremonial pet0,35 %
On the henchmen of the Puppet Master
Oozing MeatMeat · Morongrel37 %
Morongrel LegLeg · Morongrel37 %
Gobvious's DusterFeather · Gobvious37 %
Spanner ToothBone · Spanner36 %
Rhinoblasty EarEar · Rhinoblasty36 %
Morongrel EarEar · Morongrel6,16 %
Gobvious's Elastic BandMiscellaneous Resource · Gobvious6,12 %
Spanner StiltWood · Spanner6,08 %
Rhinoblasty HornBone · Rhinoblasty6,04 %
Barrel of Scurvion BloodContainer · Morongrel1 %
Naganita Map Fragment 1/5Map fragment · Morongrel1 %
Naganita Map Fragment 2/5Map fragment · Gobvious1 %
Naganita Map Fragment 3/5Map fragment · Spanner1 %
Naganita Map Fragment 4/5Map fragment · Rhinoblasty1 %
Naganita Map Fragment 5/5Map fragment · Morongrel0,5 %
Soul capture and the Juggle emote
Capturing the soul of the Puppet Master
One Soul Stone for Gigantic Souls (captures up to level 800) is enough for this level 400 boss. Throw it during its vulnerability window.
| Stone ingredient | Quantity |
|---|---|
| 2 | |
| 10 | |
| 2 |
The Juggle emote
Before the third room's fight, activate the five levers in the right order: a secret passage opens. Talk to Shaca, who teaches you the Juggle emote, whose three balls take the color of your character, then come back to continue the dungeon.
Where is Dramak's Theatre?
On Krismahlo Island, at , next to the island's zaap . You reach the island through the cave at .
What level should you be to do Dramak's Theatre?
Level 90 minimum, 100 recommended, but plan generously: it's one of the hardest dungeons in its tier. Count on at least 1,500 HP per character.
Which quest should you do in Dramak's Theatre?
Like A Puppet on a String, at Captain Amakna , which asks you to defeat Dramak then the Puppet Master. Puppet Tour is also completed on the boss.
How do you beat the Puppet Master?
Kill its five Puppets before turn 5. It then becomes vulnerable for two turns: get ready to kill it in that window, otherwise it resummons them.
Which Puppet should you kill first?
The Gray and the Green. The first removes up to 35% resistances, the second reduces your heals by 75%.
How do you avoid the Little Puppet?
Hit the character under Bunraku with an ally before the boss's next turn. Any spell is enough to remove the state.
How do you make Dramak vulnerable?
Bring its Marionette down to 10% HP, then cast Unravelling on Dramak with the character who takes control of it: Dramak loses his invulnerability for two turns.
Which stone should you use to capture the Puppet Master?
One Soul Stone for Gigantic Souls (captures up to level 800). The Puppet Master is level 400.
Can you get an emote in the dungeon?
Yes, the Juggle emote, thanks to the five-lever puzzle before the third fight. The secret passage leads to Shaca, who teaches it to you.
Can Dramak's Theatre be done with two characters?
Yes, it's even an achievement: Duo, in fewer than 20 turns. Two characters of different elements, able to control distance and hit hard during the boss's windows.
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