Dungeon Sidimote Moors
Forfut Manor
Level 200 dungeon in the Desecrated Highlands, at [-14,25]: five rooms where every hit draws the ghouls closer, and a boss who takes 90% less damage, Anerice the Shushess. Quests to start, mechanics, strategy, monsters, achievements and loot.
![Forfut Manor: the dungeon entrance, at [-14,25] (Desecrated Highlands)](/wp-content/uploads/dofus/donjon-manoir-des-katrepat-entree-grand.webp)
Quests linked to Forfut Manor
Two quests are played in the manor: Interview With a Vampyre, at the end of the Vanelle Sings series, and Deathly Hollow, which has you escort a vampire to Anerice. Both conclude by talking to her in the exit room. Accept them before entering: a fight won without the quest active doesn't count.
The dungeon quest. After the investigation in the town, the Avowed Vampire gives you a blood rose: beat Anerice in a single fight, then talk to him again in the exit room to give it to him. The trail then leads to Count d'Ourlette.
- Start
- Vanelle Sings, the ghoul hunters' camp
- Prerequisites
- The Great Cultholio
Ghoulutton Nail3 Ghoulutton Nail and 50,000,000 XP
Funestaro wants to die, and Anerice is his last chance. After the three failed attempts in his crypt, escort him to the manor, beat Anerice, then introduce Funestaro to her in the exit room.
- Start
- Skuldmort, Asparah Gorge
Anerice's Spikeand 60,000,000 XP
For later
Anerice can give you the Totem of Fear. Maimane asks for six emotion totems, each from a boss of your choice: for fear, Anerice the Shushess, Ilyzaelle, the Koutoulou Larva or Misery.
- Start
- Maimane, Destroyers' Nightmare
- Prerequisites
- Level 180
Totem of Balanceonce the six totems are handed in
During events
- Tiwaapi Simulation
Tiwaapi can designate Anerice the Shushess as the guardian to defeat. Incarnam, .
The 5 rooms of Forfut Manor
Five fights in a row. Throughout, the Ghoulish March applies: each monster hit makes all the others advance toward you, the mechanic is detailed in the boss section. 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 — Anerice the Shushess


Defeat Anerice the Shushess
Vampiric Resilience
From the very start of the fight, Anerice reduces all damage she takes by 90% until the end. Hitting her without preparation is pointless: you need ghouls on the field, or erosion. Kill all her monsters first while keeping her at a distance.
Level 220
18,000 HP
20 AP
6 MP
- Resistances (%)
Earth 20%
Fire 10%
Water 25%
Air 30%
Neutral 15%
She hits an area with Vampirism and turns targets into ghouls up to 3 range, twice per turn. Every ghoul present increases the damage she takes: from three, you hit normally. With 6 MP, she never hits a character placed more than 14 range away from her.
GhoulificationUp to 3 range, twice per turn: you become a ghoul, take much more damage and open the way to Cooperation. A hit from an ally or from yourself gets you out of it.
-
Vampirism
Life steal in an area of radius 2, in a line up to 6 range, every turn. Don't stay grouped in its lines.
-
Cooperation
On a ghoul only, at infinite range: she teleports next to it and pulls characters lined up within 3 cells. Cooldown 2 turns.
Bloodthirsty AppetiteOn turn 2 and every 3 turns after: 2 MP and 50% final damage for all monsters, and for your ghouls.
The four-step strategy against Anerice the Shushess
The Kerighoul before its turn 2. From its turn 2, it shares the damage among all the monsters, which slows down the whole fight. Kill it before it casts Borbash. Meanwhile, stay away from Anerice so as not to get ghoulified.
One monster at a time. Hitting a monster makes all the others advance one cell toward you, once per turn and per monster. Focus each target until it dies: further hits on it no longer pull anyone. Push back, remove MP, and remove the Ghouligan's range.
Ghoultimate or Ghouligan. The Ghoultimate deals the most damage, the Ghouligan makes you Pacifist and removes AP: kill whichever bothers you most, then the other. On turn 2 and every 3 turns after, Bloodthirsty Appetite gives monsters 2 MP and 50% final damage: plan around those turns.
Anerice alone: ghouls or erosion. First method: let her ghoulify as many entities as possible, resistant summons included. With three ghouls, your damage returns to normal, four is ideal. Second method: erode her by pushing her to the far end of the map until she is left with only 1 max HP.
The Ghoulish March
All monsters in the area carry this effect. Once per turn and per monster, dealing damage to one makes all the others advance one cell toward the character who hit it; the effect resets at the start of the hit monster's turn. An area that hits three fresh monsters makes each of them advance three cells: always focus.
The ghoul state
Ghoulified, you take much more damage and Anerice can cast Cooperation on you: she teleports next to you and pulls characters lined up within 3 cells of you. To get out, take damage from yourself or an ally, using the weakest spell possible.
For the ghoul method, prepare an Iop's Wrath or a wall of bombs before the transformation, with the bombs out of her range. As a ghoul, Bloodthirsty Appetite boosts you too: use it against her.
The erosion method
Erosion is calculated from her pre-fight resistances: Vampiric Resilience changes nothing there. Eroded to 50%, she takes only 100 from a hit that would deal 1,000, but loses 500 max HP. A Cra erodes and pushes back at the same time with Lashing Arrow; otherwise, boost an eroder in MP, Iop, Sram or Rogue, who pushes her back as far as possible.
The monsters of Forfut Manor
Five level 200 Ghouls with 6,000 HP, each weak to a different element. The Ghoulish March pulls them closer with every monster hit: play from afar and one target at a time. The resistances in red are their weaknesses.
In which order to kill the monsters
- Kerighoul — she shares damage among all monsters from her turn 2 and steals MP around her.
- Ghoultimate, then Ghouligan — the first hits hardest, the second makes you Pacifist and removes AP: start with whichever bothers you most.
- Pipistracker, then Ghoulutton — the first pulls in a line, the second only hits in melee.
Level 200
6,000 HP
12 AP
4 MP
- Resistances (%)
Earth 16%
Fire -9%
Water 31%
Air 11%
Neutral 6%
Borbash shares damage among all monsters and swaps places with the monster you hit: use this swap to push a dangerous monster back. Slice Air steals 5 dodgeable MP in a radius of 3 cells. Weak to Fire.
BorbashFrom turn 2, cooldown 3 turns: damage is shared among all monsters. Dispellable.
Slice AirLife steal and 5 dodgeable MP stolen, within a radius of 3 cells around the Kerighoul.
Level 200
6,000 HP
12 AP
4 MP
- Resistances (%)
Earth 31%
Fire 11%
Water 6%
Air 16%
Neutral -9%
Most dangerous at range. In Your Fiend hits an area around its target and heals the monsters near it; Decighoul Point pulls characters lined up near the target into contact with it. Spread out, and don't summon near a damaged monster. Weak to Neutral.
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In Your Fiend
Area of radius 2 around the target, which also heals the monsters in this area.
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Decighoul Point
In a line up to 7 range: pulls characters lined up within 3 range of the target into contact with it, and hits them too.
Level 200
6,000 HP
12 AP
4 MP
- Resistances (%)
Earth -9%
Fire 31%
Water 11%
Air 6%
Neutral 16%
Ghoulish Tickle doubles its damage and makes characters lined up within 3 range of its target Pacifist, Scrabbling removes 4 AP up to 8 range. Remove its range: beyond 5 range, it becomes harmless. Weak to Earth.
Ghoulish TickleDouble damage and Pacifist, dispellable, for characters lined up within 3 range of the target.
ScrabblingRemoves 4 dodgeable AP up to 8 range, modifiable range: a range reduction cuts it off.
Level 200
6,000 HP
12 AP
3 MP
- Resistances (%)
Earth 11%
Fire 6%
Water 16%
Air -9%
Neutral 31%
Stealth Movement teleports her in a line, without line of sight, and Every Bat For Itself pulls 3 cells. Each Every Bat For Itself cast immediately gives her teleportation back. Weak to Air.
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Stealth Movement
Teleportation in a line up to 4 range, without line of sight. Cooldown 2 turns, unless she hits with Every Bat For Itself.
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Every Bat For Itself
Pulls 3 cells, in a line up to 6 range, without line of sight, twice per turn.
Level 200
6,000 HP
12 AP
3 MP
- Resistances (%)
Earth 6%
Fire 16%
Water -9%
Air 31%
Neutral 11%
Only 3 MP, but Goulala gives it 4 more on certain turns. Phonification hits very hard in melee, three times per turn, and halves your final damage. Weak to Water.
PhonificationIn melee, three times per turn: big hit and -50% final damage for one turn, dispellable.
Preparing your run through Forfut Manor
A dungeon for teams of level 190 to 200 who play at range and control movement. You come here for Sidimote's quests, the achievements and Anerice's Spike; capturing requires a Soul Stone for Gigantic Souls (captures up to level 220).
How to enter Forfut Manor
The entrance is in the Desecrated Highlands, at , next to the Desecrated Highlands zaap . Three ways to open it: a Forfut Manor Key (consumed), the key ring if it is registered there, or automatic group search.
Crafting the Forfut Manor Key
It is crafted by a handyman. Five ingredients drop from the dungeon's Ghouls, at 12%: Pipistracker Nose, Ghouligan Eye, Ghoultimate Hair, Kerighoul Wing and Tasty Meat. Limpet (fishing), Salikronia and Quisnoa (harvesting) complete the recipe; The Great Cultholio also gives 3 Ghouligan Eye and 3 Kerighoul Wing.
| Ingredient | Quantity | Level |
|---|---|---|
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 1 | 200 | |
| 1 | 200 | |
| 1 | 200 |
Which team to bring against Anerice the Shushess
Push back and remove MP. The Ghoulish March brings monsters closer with every hit: an Enutrof or another MP-removal class helps a lot, as do pushes. A range reduction makes the Ghouligan harmless beyond 5 range.
Choose how the fight ends. For ghouls: characters that can take hits, Ivory Dofus recommended, and healing. For erosion: a Cra, who erodes and pushes back with Lashing Arrow, or an eroder boosted in MP.
The classes that are comfortable here. The Cra is the best choice for erosion, the Enutrof slows monsters down, the Iop and the Rogue prepare the big turn against ghoulified Anerice, the Pandawa positions and tanks. Feca and Masqueraider have what it takes to endure as ghouls.
The six achievements of Forfut Manor
Each achievement gives 200,000,000 XP and 2 Anerice's Spike, the Duo doubles the XP; the Sidekick gives 75,000,000 XP. Cautious is played with the basic strategy; First and the Special require killing Anerice before her monsters.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Anerice the Shushess in this boss's dungeon. | 10 | 200 000 000 | |
| Defeat Anerice the Shushess in her dungeon by completing the “Cautious” challenge. | 10 | 200 000 000 | |
| Defeat Anerice the Shushess in her dungeon by completing the “First” challenge. | 10 | 200 000 000 | |
| Defeat Anerice the Shushess in her dungeon while completing the “Duo” challenge. | 20 | 400 000 000 | |
| Defeat Anerice the Shushess in her dungeon by completing the “What makes you think I'm crazy?” challenge. | 10 | 200 000 000 | |
| Defeat Anerice the Shushess in her dungeon by completing the “The Heroes” challenge | 5 | 75 000 000 |
Cautious
No ally may end their turn on a cell adjacent to an enemy. No particular difficulty: the fight goes as usual, with monsters pushed back, MP removed, one monster at a time. Erosion is the safest method to finish Anerice, since the ghoul method quickly lets a mistake slip through.
First
Anerice the Shushess must be finished off first. Iop or Rogue method, with a Pandawa, ideally an Eniripsa and an Enutrof: prepare a Wrath on turn 1 or a wall of bombs out of reach, and let Anerice ghoulify your characters, two per turn. Aim for at least three ghouls on turn 4, with vulnerabilities and boosts set on turn 3, then kill her in one go. Until then, keep the monsters away (MP removal, the Ghouligan's range, Retraite anticipée) or tank them with a Pandawa, with characters under Ivory Dofus and a healer. Another method: an Iop's Vitality on each monster, HP brought below the bonus, so it dies when the effect ends without failing the challenge; start with the Kerighoul, whose sharing can kill a monster too early.
Special: What makes you think I'm crazy?
Every ally must be ghoulified at least once during the fight. Leave Anerice free and end your turns near her so she transforms you, two characters per turn at 3 range. Block the other monsters with a tank or keep them at a distance. Once everyone is ghoulified, kill Anerice, then the monsters, watching the Kerighoul's damage sharing.
Duo
Two characters maximum, under 40 turns. The simplest approach: a Cra and a high-damage character, spells with long modifiable range to benefit from Distant Shooting, Ivory Dofus and Abyssal recommended. Start out of Anerice's range, quickly kill the Kerighoul, push the monsters back and circle around the map: left, then top, then right, hitting the Ghoultimate and Ghouligan. Don't circle too fast, let them come. Finish Anerice with erosion, pushed back to the far end of the map.
Sidekick: The Heroes
Minimum four characters, including an eligible sidekick: Krosmoglob, Krobax, Trank or Astrub Knight. The basic strategy applies. Keep the sidekick away from Anerice while the monsters are alive, so it isn't ghoulified too early.
Drops and loot of Forfut Manor
Base in-game rates, before Prospecting bonuses.
On Anerice the Shushess
Anerice's SpikeMiscellaneous Resource12 %
Nougat Rabmarac BarTreat6 %
Bag of Eternal AshesContainer3 %
Red GhoulobuleMiscellaneous Resource2 %
Al Howin GobtubbyCeremonial pet1 %
Paragon of PowerMain quests0,7 %
Tasty CarrionMeat0,6 %
On the henchmen of Anerice the Shushess
Tasty MeatMeat · Ghoulutton12 %
Ghoulutton NailBone · Ghoulutton12 %
Ghouligan EyeEye · Ghouligan12 %
Ghoultimate HairHair · Ghoultimate12 %
Kerighoul WingWing · Kerighoul12 %
Pipistracker NoseMiscellaneous Resource · Pipistracker12 %
Ghoul SacrificeTowers of the Brotherhood of the Forgotten · Ghoulutton3,6 %
Red GhoulobuleMiscellaneous Resource · Ghoulutton2 %
Bag of Eternal AshesContainer · Ghoulutton1 %
Capturing the soul of Anerice the Shushess
A Soul Stone for Gigantic Souls (captures up to level 220) is required for this level 220 boss. Throw it once her monsters are dead, when Anerice is alone and weakened.
| Stone ingredient | Quantity |
|---|---|
| 2 | |
| 10 | |
| 2 |
Where is Forfut Manor?
In the Desecrated Highlands, at , in the Sidimote Moors. The Desecrated Highlands zaap is right next door.
At what level should you do Forfut Manor?
Minimum level 190, 200 recommended. Anerice is level 220 with 18,000 HP, her Ghouls level 200.
Which quest should you do at Forfut Manor?
Interview With a Vampyre, at Vanelle Sings' place , after The Great Cultholio. Beat Anerice in a single fight, then talk to her again in the exit room to offer her the blood rose.
Why do my hits do almost nothing to Anerice?
Vampiric Resilience reduces the damage she takes by 90%. You need at least three ghouls on the field to hit normally, or go through erosion.
How do you get out of the ghoul state?
Take damage from yourself or an ally, using the weakest spell possible. Do it before Anerice casts Cooperation on you.
Why do the monsters advance when I hit?
That's the Ghoulish March: each monster hit makes all the others advance one cell toward you, once per turn and per monster. Hit one monster at a time.
Which monster should you target first in Forfut Manor?
The Kerighoul, ideally before its turn 2. Then the Ghoultimate or the Ghouligan, whichever bothers you most.
Which stone should you use to capture Anerice?
A Soul Stone for Gigantic Souls (captures up to level 220). Anerice is level 220.
Can Forfut Manor be done with two characters?
Yes, it's even an achievement: the Duo, in under 40 turns. The simplest approach: a Cra and a high-damage character who circle around the map, then erosion on Anerice.
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