Dungeon Kwismas Island
Kwismas Cavern
Level 110 dungeon on Kwismas Island, in [-36,-89]: five rooms and a boss that kills in one hit in melee before splitting in two, Father Kwismas. Quest to start, strategy, monsters, achievements and loot.
![Kwismas Cavern: the dungeon entrance, at [-36,-89] (Kwismas Land)](/wp-content/uploads/dofus/donjon-caverne-de-nowel-entree-grand.webp)
Quests linked to the Kwismas Cavern
The dungeon quest, Little Father Kwismas, starts in front of the Cavern and is completed by beating Father Kwismas and then discovering the end of the dungeon. You must have completed Eeny Meeny Miny Moe, the first Kwismas dungeon, to access this one.
It is completed on Father Kwismas. Hector Kwismas sends you to the back of the second cave: beat Father Kwismas in a single fight, then discover the dungeon's end map before leaving.
- Start
- Hector Kwismas, in front of the Cavern
- Prerequisites
- Level 20 and the Itzting defeated in Eeny Meeny Miny Moe
Kwismas Cavern Keya Great Kwismas Gift and 6,945,900 XP
During events
- Merry Kwismas
The repeatable Merry Kwismas quests, which send you to beat a dungeon guardian, each give a Kwismas Cavern Key. Harry Kwismas, . - Kwismas Preparations
Defeating the Dragon Pig also gives a Kwismas Cavern Key. Harry Kwismas, .
The 5 rooms of the Kwismas Cavern
Five fights up to Father Kwismas. The Kwismas monsters push and remove AP and MP: always keep a fallback cell, away from walls. 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


Defeat Father Kwismas
Infantiphagia
Father Kwismas is never invulnerable, but he kills in one hit the character in contact with him and heals in the process. Suk'kiddy helps him get you there: it pulls from 3 cells, in a line, at infinite range. Never stay lined up with him.
Level 110
3,900 HP
10 AP
2 MP
- Resistances (%)
Earth -2%
Fire 40%
Water 40%
Air 40%
Neutral -2%
The dungeon boss: 3,900 HP and only 2 MP, but Infantiphagia kills its target in melee. Suk'kiddy pulls, Liming removes MP at range. He resists Air, Fire and Water at 40%: hit him with Earth or Neutral.
LimingRemoves 1 to 2 dodgeable MP, up to 8 RNG. Passes to Half Father Kwismas after the split.
DichotomySacrifices half of his HP to summon Half Father Kwismas. Only the legs count to end the fight.
Suk'kiddyPulls 3 cells, in a line, from 2 RNG to infinity, twice per turn. Obstacles block the line.
Kwismazard PuddingAt very low HP, he heals fully and becomes Vulnerable: kill him before then.
Trak'kiddySummons a random gift out of four, recast every 4 turns. Kill the Prez' Ent, which boosts the monsters.
InfantiphagiaKills the target in melee and heals Father Kwismas. Once per turn: never end your turn next to him.
The three-step strategy against Father Kwismas
Monsters first. Eliminate the monsters quickly: the order doesn't matter. Meanwhile, watch out for Father Kwismas's pull. Every attempt to remove his MP gives him 5 RNG for one turn: he only has 2 MP, but counts on his spells to come to you.
Kill him in one turn. Alone, the ideal is to eliminate him in one turn, before Kwismazard Pudding reassembles him. He only heals at very low HP: you can remove half of his life in one turn, then the other half the next turn. Hit with Earth or Neutral, his only weak elements.
If he splits. Once reassembled, he splits in two: the legs keep the name Father Kwismas and half of his HP, the torso becomes Half Father Kwismas. Hit the legs: their death ends the fight. They keep the pull and the instant kill in melee.
The second phase
At very low HP, Father Kwismas heals fully and becomes Vulnerable. On his next turn, Dichotomy makes him sacrifice half of his HP to summon Half Father Kwismas, to whom he transfers Liming and Trak'kiddy. No need to hit the torso, which is only a summon.
Half Father Kwismas pushes back 6 cells in melee with Catch'kiddy and, every 4 turns, Wrapping turns a character into a gift for 2 turns: -1 MP, -4 AP and Weakened, but they can still play.
Trak'kiddy's gifts
Trak'kiddy summons a random gift out of four. Stuk'kiddy poisons or removes one AP or MP, and can pull in a line; Chop'kiddy removes 2 MP in a line; Pop'Kiddy places a trap that removes agility. Prez' Ent gives 150 power to all monsters every turn: it's the one to kill if it appears.
The monsters of the Kwismas Cavern
Five level 102 monsters, then Father Kwismas himself, at level 110. Their order doesn't matter: kill them quickly, according to your elements. The resistances in red are their weaknesses.
Level 102
1,700 HP
10 AP
4 MP
- Resistances (%)
Earth -18%
Fire -25%
Water 25%
Air 25%
Neutral 10%
Kick-a-Sled teleports him to your side then pushes you back 5 cells, Ski-Lift by 3. Kwismas Spirit increases his push damage: stay away from walls. Weak to Fire and Earth.
Kick-a-SledTeleportation to your side, then a push of 5 cells: beware of push damage against an obstacle.
Kwismas Spirit
Ski-LiftPushes away 3 cells, in a line from 2 to 6 RNG.
Level 102
1,500 HP
10 AP
5 MP
- Resistances (%)
Earth 6%
Fire -22%
Water 30%
Air 30%
Neutral 20%
Snowball hits twice at range; Healing Snowfall heals its allies around it and protects it with a shield. Kill it early if the fight drags on. Weak to Fire.
-
Snowball
-
Healing Snowfall
Heals allies around the Fatty Bum Bum for 10% of their HP and gives it a shield.
-
Snow Roll
Level 102
1,800 HP
11 AP
4 MP
- Resistances (%)
Earth 0%
Fire 0%
Water 0%
Air 0%
Neutral 0%
Dangerous in melee: Intestinal Tearing removes 2 AP, Testicular Removal steals life in a cone. Bark steals 1 MP from all your characters. No resistances.
Testicular Removal
BarkSteals 1 dodgeable MP from all characters and summons in the fight.
Intestinal TearingRemoves 2 dodgeable AP in melee, up to three times per turn.
Level 102
1,800 HP
10 AP
5 MP
- Resistances (%)
Earth 10%
Fire 10%
Water -9%
Air -9%
Neutral 10%
Wintry Kaniger's Claw strengthens him in power on every hit, Majestic Fall hits everything around him and removes 2 MP. Kill him before he accumulates his bonuses. Weak to Air and Water.
Wintry Kaniger's Claw
Majestic FallHits in a circle around the Kaniger and removes 2 dodgeable MP.
Wintry Kaniger's Luck
Level 102
2,200 HP
10 AP
5 MP
- Resistances (%)
Earth -20%
Fire 10%
Water 10%
Air 10%
Neutral 30%
Ice-skating gives him 3 MP and makes him unmovable; in melee, his hammers erode and steal power. Hit him from range. Weak to Earth.
Ice-skating+3 MP and Unmovable state for 2 turns: no point trying to push him.
Teerts Hammer
Snibbor Niksab HammerIn melee: steals 100 power for 2 turns.
Preparing your run through the Kwismas Cavern
A medium-difficulty dungeon for teams of level 100 to 110 that play at range. People come here for Little Father Kwismas, the achievements and the Great Kwismas Gift. You must have beaten the Itzting from the first Kwismas dungeon.
How to enter the Kwismas Cavern
The entrance is on Kwismas Island, in Kwismas Land, at , where Hector Kwismas starts the quest. Three ways to open it: a Kwismas Cavern Key (consumed), the keyring if it is registered there, or automatic group search.
Crafting the Kwismas Cavern Key
It is crafted at a handyman, from a Kwismas Cavern Key Mould. Little Father Kwismas gives one at the end of the dungeon, and during the event, Harry Kwismas's repeatable quests also give some.
| Ingredient | Quantity | Level |
|---|---|---|
| 1 | 110 | |
| 10 | 1 | |
| 3 | 101 | |
| 3 | 103 | |
| 3 | 104 | |
| 1 | 110 | |
| 5 | 110 |
Which team to bring against Father Kwismas
Ranged damage. Father Kwismas kills in melee: the whole team must be able to hit from afar. Don't count on permanent melee, even against the monsters, which push and remove AP and MP.
Earth and Neutral. Father Kwismas resists Air, Fire and Water at 40%. An Earth or Neutral character finishes him off much more easily in one turn; Fire is still useful against the two Snowmen.
Burst damage. Killing him in one turn avoids the whole second phase. Save your boosts for the turn when he's alone, or cut his life in half over two turns.
The comfortable classes. Classes that hit hard at range are the most comfortable. The Pandawa helps with the Statue achievement by moving allies, and classes that push at range keep Father Kwismas away from the group.
The six achievements of the Kwismas Cavern
The base achievement gives 5,343,000 XP and 2 Great Kwismas Gift. Chrono, First and Special give 8,014,500 XP, Statue 10,686,000 XP and Duo 16,029,000 XP. Chrono and First are played with the same strategy: kill Father Kwismas fast.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat Father Kwismas in this boss's dungeon. | 10 | 5 343 000 | |
| Defeat Father Kwismas in his dungeon by completing the “Chrono” challenge. | 10 | 8 014 500 | |
| Defeat Father Kwismas in his dungeon by completing the “First” challenge. | 10 | 8 014 500 | |
| Defeat Father Kwismas in his dungeon by completing the “Statue” challenge. | 10 | 10 686 000 | |
| Defeat Father Kwismas in his dungeon by completing the “Duo” challenge. | 20 | 16 029 000 | |
| Defeat Father Kwismas in his dungeon by completing the “All I Want for Kwismas” challenge. | 10 | 8 014 500 |
Chrono
Defeat all the monsters in fewer than 9 turns. Use the basic strategy again, without losing a turn: monsters quickly, then Father Kwismas in one turn, to avoid the second phase.
First
Father Kwismas must be finished off first. Get rid of him by turn 2. Boost yourself as much as possible on turn 1, then kill him in one turn, before he can reassemble.
Statue
Allied fighters must end their turn on the same cell they started it on. It all comes down to the starting placement: far enough from Father Kwismas that he can neither pull you nor kill you in melee. A Pandawa can move allies without failing the achievement. MP removal and ranged pushes stop him from advancing.
Special: All I Want for Kwismas
Allies must finish off Half Father Kwismas without dealing damage to Father Kwismas once he enters the Parted state. The challenge fails if Father Kwismas is finished off before entering this state. Kill all the monsters first, then attack Father Kwismas, leaving him about 40% of his HP, so that he splits at the start of his next turn. Then kill Half Father Kwismas without touching the legs as long as the torso is alive.
Duo
Two characters maximum, fewer than 20 turns. Nothing special: any composition works, with the basic strategy.
Drops and loot of the Kwismas Cavern
Base in-game rates, before Prospecting bonuses.
On Father Kwismas
Nougat Rabmarac BarTreat6 %
Dried CarrionMeat1,69 %
Al Howin GobtubbyCeremonial pet0,4 %
On the henchmen of Father Kwismas
Frozen Snowball StoneKwismas Island · Snowball50 %
Page 3 of an Entomologist's JournalKwismas Island · Wintry Kaniger50 %
Page 15 of an Entomologist's JournalKwismas Island · Wintry Kaniger50 %
Page 17 of an Entomologist's JournalKwismas Island · Wintry Kaniger50 %
Page 18 of an Entomologist's JournalKwismas Island · Wintry Kaniger50 %
Page 6 of an Entomologist's JournalKwismas Island · Wintry Kaniger50 %
Kwismas Ice CubeKwismas Island · Snowball36 %
Dried MeatMeat · Snowman34 %
Silver Chocolate KamaEvent Tokens · Snowman12 %
Where is the Kwismas Cavern?
On Kwismas Island, in Kwismas Land, at . Hector Kwismas is waiting for you there to start the dungeon quest.
What level should you do the Kwismas Cavern at?
From level 100, comfortably at 110. You must also have beaten the Itzting from the first Kwismas dungeon.
Which quest should you do in the Kwismas Cavern?
Little Father Kwismas, with Hector Kwismas in front of the Cavern. Beat Father Kwismas and discover the end of the dungeon: it gives you a key.
How do you avoid Father Kwismas's instant kill?
Never end your turn in contact with him, or lined up with him. Suk'kiddy pulls from 3 cells at infinite range, then Infantiphagia kills the target in melee.
Do you have to kill Half Father Kwismas?
No, hit the legs, Father Kwismas. Their death ends the fight and makes the torso disappear. Only the Special achievement requires you to kill Half Father Kwismas first.
Which monster should you target first in the Kwismas Cavern?
The order doesn't matter: kill the monsters quickly, according to your elements, while watching out for Father Kwismas's pull.
Which element should you play against Father Kwismas?
Earth or Neutral. He resists Air, Fire and Water at 40%.
Do you need a key for every run of the Kwismas Cavern?
No, with the keyring: the registered key recharges over time. Group search also lets you in, and Little Father Kwismas gives one.
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