Dungeon Osavora
The Venerable One's Thicket
Level 200 dimension dungeon, in Osavora's Bushy Reserve, at [6,9]: a single room, five waves of apathetic oddnivores, and a sleeping boss, the Sleeping Venerable One. Quests, mechanics, strategy, monsters, achievements, and loot.
![The Venerable One's Thicket: the dungeon entrance, at [6,9] (Bushy Reserve)](/wp-content/uploads/dofus/donjon-breuil-du-venerable-entree-grand.webp)
Quests linked to the Venerable One's Thicket
Two Osavora quests lead to the Thicket: Prey to the Truths sends you to push the Venerable One into biting a blue apple, and No Reservations is completed by beating the Sleeping Venerable One. Accept them before entering, and don't leave the dungeon right after the victory.
It unlocks No Reservations. Investigate the oddnivores, find the blue apple core, then push the Venerable One into biting the apple in his room. An ordeal follows: a solo fight against the god Kroketh.
- Start
- Osamodas Priestess, Osamodas statue
- Prerequisites
- Level 180 and Flight of the Bumblebees
Orichor50 Orichor, one horn from each oddnivore, and 60,000,000 XP
The dungeon quest. Archatalanta asks you for a Key to the Venerable One's Thicket to enter. Beat the Sleeping Venerable One, talk to the Drowsy Venerable One in the final room, then defend yourself against Archatalanta's Huntresses: break their lines of sight from the first turn.
- Start
- Animal Spirit, Bushy Reserve
- Prerequisites
- Level 180, during Prey to the Truths
Orichor50 Orichor, two horns from each oddnivore, and 50,000,000 XP
The room of the Venerable One's Thicket
A dimension dungeon: a single room, a single fight in five waves, on turns 1, 6, 11, 16, and 21. If you kill a wave early, the next one appears immediately. The scenery, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.
The Sleeping Venerable One, his Mount, and the oddnivores, each with its baby. Each new wave is invulnerable until the end of its first turn, but its monsters have 25% less HP starting from the second one.


Beat the Sleeping Venerable One
The Venerable One's awakening
If a monster enters the Alerted state within 3 range or less of the Venerable One, it wakes up immediately and plays for 2 turns. Never hit a monster near the Venerable One, and don't kill a monster whose baby is near it: the baby disappears with its summoner and alerts everything around it.
Level 220
27,000 HP
16 AP
4 MP
- Resistances (%)
Earth 25%
Fire 25%
Water 25%
Air 25%
Neutral 25%
It starts asleep: invulnerable, with no MP, it skips its turns and heals 5% of its max HP. Killing its Mount wakes it up for good. At 50% of its HP, Beware the Gorilla gives it 20% final damage, 4 range, 100 push damage, and AP and MP removal until the end of the fight.
Tyrannical TumbleIt teleports and strikes in an area on arrival, every other turn. Impossible while in Gravity: the state to apply to it as soon as it wakes up.
Venerable CryHits all characters and summons in its line of sight and pushes them back. Cooldown: 4 turns: hide behind an obstacle or place a summon in front of it.
Ape Attack
Primate PoundingHits all your characters and summons, wherever they are, and pulls all entities toward it. Cooldown: 3 turns.
Wild ChargeIt charges in a line at its target and pushes it back. Don't stay lined up with it within range.
Wild CannonballAP and MP removal in an area, from a distance, every other turn: don't stay grouped.
The five-step strategy against the Sleeping Venerable One
Ignore the Venerable One. As long as his Mount is alive, he stays asleep and harmless, unless you wake him. Leave the Venerable One and his Mount for last, and clear each wave without hitting a monster within 3 range or less of him.
One monster at a time. Hit a monster that has no ally within 3 range or less: only it becomes Alerted and plays its spells, the others stay apathetic. Kill it, then move on to the next. If you keep the monsters at a distance, area damage clears a wave faster.
Play according to the season. In Birth, the monsters charge at you as soon as you hit them: take them one by one, or use the pen. In Hunt, they gain 3 MP: the easiest season to strike in an area with MP removal. In Rest, dispel their Unshakable without dealing damage to move them, or strike in an area from a distance.
The Mount. Once the five waves have fallen, kill the Venerable One's Mount, which flees with its 10 MP. Finish it off with the character who plays right after the Venerable One: you will have a full turn to hit him before he plays again.
The awakened Venerable One. Until his threshold, end your turns out of his line of sight to avoid Venerable Cry, or place a summon in front of him. Put him in Gravity to block Tyrannical Tumble, remove his MP and range, and keep him at a distance until the end, especially after Beware the Gorilla.
Apathetic, Alerted, and herd
All monsters start Apathetic: 80% less MP, no spells, and 10% of max HP restored at the start of their turn. A monster that takes damage becomes Alerted for 2 turns, along with all monsters within 3 range or less of it. A monster's death, push damage, and poisons also trigger Alerted.
At the end of its turn, each monster shares damage with its allies within 3 range or less, without alerting them, and gains a bonus for 2 turns: critical resistances for the Goatphibian, push damage for the Brutapir, tackle for the Heapotamus, 2 range around the Flashiraffe, 60 flight around the Rabbilope. Each monster also summons a baby at the start of the fight, twice as weak, which disappears with its summoner, triggering Alerted around it.
The seasons of Osavora
No standard dimension modifier: each season imposes one. In Birth, ending your turn on your starting cell gives a shield, plus a heal if you haven't attacked; in Hunt, finishing off an enemy gives 1 AP and final damage; in Rest, summoning gives 1 MP, then tackle and flight around the summon.
The monsters change too: Aggressive in Birth, with 100 tackle and a charge at anyone who hits them; Panicked in Hunt, with 3 MP and 100 flight; Protector in Rest, Unshakable at the end of each of their turns and healed 20% while Apathetic.
The pen technique
Place summons on specific spots to lock the monsters in the same place, especially in Birth, then strike in an area with an Iop, a Sadida, or a Forgelance. Wake the Venerable One once at the start to get him out of the pen: he falls back asleep 2 turns later. Be quick, because alerted monsters eventually destroy the summons.
The monsters of the Venerable One's Thicket
Five oddnivores of level 200, all -10% weak in two elements, and their babies. They hit weakly from a distance but hard in melee: MP removal keeps them away. The resistances in red are their weaknesses.
In which order to kill the monsters
- Flashiraffe — the most dangerous: it strikes without line of sight, removes range and critical hits, and hits very hard at 4 range.
- Brutapir, then Goatphibian — the first heals its allies, the second pulls you in and poisons.
Level 200
10,000 HP
12 AP
5 MP
- Resistances (%)
Earth -10%
Fire 10%
Water -10%
Air 10%
Neutral 10%
Kilin Tor strikes without line of sight and removes critical hits, Tuskcreet removes range, and up close Kilinmanjaro and Necknado push hard. At the end of its turn, it gives 2 range to the monsters around it. Keep it at a distance and remove its range; it does not go for the Pandawa.
Necknado
Tuskcreet
Kilin TorWithout line of sight: no obstacle protects you from it. It heavily weakens critical-oriented gear.
Kilinmanjaro
Level 200
9,300 HP
12 AP
3 MP
- Resistances (%)
Earth -10%
Fire 10%
Water 10%
Air 10%
Neutral -10%
Tapireddish heals the monsters caught in its area while pushing you back, and Taphoovir brings an ally to its side while healing it. It gains push damage at the end of each turn. Weak to Earth and Neutral.
TaphoovirOn an allied monster: pulls it next to the Brutapir, heals it, and gives it 1 MP. On you: steals life, flight, and MP.
Tapirogue
TapireddishHeals the allied monsters caught in its area. Don't leave the herd grouped in front of the Brutapir.
Conveyor Beltapir
Level 200
10,000 HP
12 AP
3 MP
- Resistances (%)
Earth 10%
Fire -10%
Water 10%
Air -10%
Neutral 10%
Goatphibeken pulls 4 cells, poisons, and removes flight, Batrattack teleports it without line of sight while striking around it. Isolate it more than 3 range from the others before hitting. Weak to Fire and Air.
Battering Toad
Batrattack
GoatphibekenPulls, poisons with life steal, and removes flight: it brings you back toward the herd.
Goathorn
Level 200
10,000 HP
12 AP
4 MP
- Resistances (%)
Earth 10%
Fire 10%
Water 10%
Air -10%
Neutral -10%
Hajimeno Hippo charges at you and pushes 4 cells, but not when it is Unshakable. Potamiss and Horndazzle remove critical hits and critical damage. It does not go for the Pandawa; weak to Air and Neutral.
Potamiss
Hajimeno HippoThe Heapotamus charges at you and pushes you far away. It cannot cast this while Unshakable.
HippopharyngitisStackable Air poison at the start of the turn, in a rectangular area: don't stay in line in front of the Heapotamus.
Horndazzle
Level 200
8,800 HP
12 AP
4 MP
- Resistances (%)
Earth 10%
Fire 10%
Water -10%
Air -10%
Neutral 10%
In melee, Bunny Rabite erodes and steals life, and Habbit Role swaps places with you without line of sight. Don't let it reach melee range. It gives 60 flight to the monsters around it at the end of the turn.
Bumny
Bunny Rabite
Rabbit Punch
Habbit RoleSwaps places with its target, without line of sight. Check where the Rabbilope is before ending your turn.
Preparing your run through the Venerable One's Thicket
A level 190 to 200 dungeon that is more tactical than brutal: as long as you don't hit them, the monsters do nothing. People come here for No Reservations, the achievements, and Osavora's resources. You can stall indefinitely, but a wave arrives every 5 turns.
How to enter the Venerable One's Thicket
The entrance is in Osavora's Bushy Reserve, at . To reach the dimension, take a portal in the Voyagers' Tower . Two ways to enter: a Key to the Venerable One's Thicket, which is consumed and which Archatalanta asks for, or the automatic group search. This dungeon has no keyring.
Crafting the Key to the Venerable One's Thicket
It is crafted at a handyman. Five ingredients drop from the dungeon's oddnivores, at 12%: Goatphibian Tongue, Flashiraffe Lamp, Rabbilope Ear, Brutapir Snout, and Heapotamus Jaw. The Oddnivore Tooth is bought for 2 Orichor from Collector Tramshandy ; Snowdrop and Icefish complete the recipe.
| Ingredient | Quantity | Level |
|---|---|---|
| 1 | 200 | |
| 1 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 2 | 200 | |
| 1 | 200 |
Which team to bring against the Sleeping Venerable One
MP removal and Gravity. The oddnivores hit hard in melee and weakly from a distance: MP removal keeps them away. Gravity stops the Venerable One from teleporting, and range removal reduces his threats as well as the Flashiraffe's.
Less critical. The Flashiraffe removes critical hits, the Heapotamus critical hits and critical damage. Critical-oriented gear loses some of its value here.
Area damage, with a method. Area damage speeds up the waves, but alerts every monster it hits. Save it for seasons when you keep the monsters at a distance, or for the pen with an Iop, a Sadida, or a Forgelance.
The classes that are comfortable here. The Pandawa places the monsters to isolate them and dispels their Unshakable with Stain, but can carry neither the Heapotamus, nor the Flashiraffe, nor the Venerable One. Iop, Sadida, and Forgelance clear out the pen; Rogue and Sram prepare a bomb wall or a trap network to get past the Venerable One's threshold in one go.
The five achievements of the Venerable One's Thicket
Each achievement gives 200,000,000 XP and 2 Sleeping Venerable One Mane, and Trio doubles the XP. First and Special are mutually exclusive: one wants the Venerable One first, the other last.
| Achievements | Condition | Points | XP |
|---|---|---|---|
| Defeat the Sleeping Venerable One in this boss's dungeon. | 10 | 200 000 000 | |
| Defeat The Sleeping Venerable One in his dungeon while completing the “First” challenge. | 10 | 200 000 000 | |
| Defeat The Sleeping Venerable One in his dungeon while completing the “Impertinence” challenge. | 10 | 200 000 000 | |
| Defeat The Sleeping Venerable One in his dungeon while completing the “Trio” challenge. | 20 | 400 000 000 | |
| Defeat The Sleeping Venerable One in his dungeon while completing the “Snore Score” challenge. | 10 | 200 000 000 |
First
The Sleeping Venerable One must be finished off first. Come with lots of damage (Rogue, Eliotrope, and Iop). Never hit the monsters: they are apathetic and won't use any spells, and hitting the Venerable One or its Mount does not trigger Alerted. Kill the Mount, ideally on turn 1, then the Venerable One, by turn 5 at the latest so you are not overwhelmed by the waves. Watch out for its pushes and pulls. You can also hit the monsters and keep them at a distance during the turns when the Venerable One is not vulnerable.
Impertinence
Allied fighters must end their turn on a cell adjacent to an enemy's. A Pandawa with the initiative and an Iridescent Prycapture goes to fetch a monster or a baby as early as turn 1 so the team can gang up on it; in Birth, hitting a monster is enough to bring it over. Then kill the monsters one by one, each more than 3 range from the others: you can even stand in the middle of where they appear, only the targeted monster strikes. Watch out for area and push damage. At the end, you need to tank the Venerable One in melee: an Emerald Dofus and a healing or protection class help, and a Sram network or a Rogue bomb wall can get past its threshold before it plays.
Special: Snore Score
The Sleeping Venerable One must be finished off last. The overall strategy is enough. Never hit a monster within 3 range or less of the Venerable One, so as not to wake it before the waves are over.
Trio
Three characters maximum, fewer than 80 turns. Both methods from the overall strategy work: one monster at a time by isolating it, or area damage to go faster. Choose based on your team composition.
Drops and loot of the Venerable One's Thicket
Base in-game rates, before Prospecting bonuses.
On the Sleeping Venerable One
Sleeping Venerable One ManeHair12 %
Nougat Rabmarac BarTreat6 %
Graogarm ScaleSkin3 %
Bag of Babbage LeavesContainer3 %
Oddnivore SkinSkin2 %
Sleeping Venerable One HornBone2 %
Al Howin GobtubbyCeremonial pet1 %
Paragon of PowerMain quests0,7 %
Tasty CarrionMeat0,6 %
On the henchmen of the Sleeping Venerable One
Nourishing MilkDivine Dimensions · Goatphibian12 %
Tasty MeatMeat · Goatphibian12 %
Oddnivore HairQuest Resource · Goatphibian12 %
Regenerating LymphDivine Dimensions · Goatphibian12 %
Burning BloodDivine Dimensions · Goatphibian12 %
Juicy Oddnivore MeatQuest Resource · Goatphibian12 %
Goatphibian TongueMiscellaneous Resource · Goatphibian12 %
Brutapir SnoutMiscellaneous Resource · Brutapir12 %
Heapotamus JawMiscellaneous Resource · Heapotamus12 %
Flashiraffe LampMiscellaneous Resource · Flashiraffe12 %
Rabbilope EarEar · Rabbilope12 %
OrichorTokens · Goatphibian3,6 %
Graogarm ScaleSkin · Goatphibian3 %
Bag of Babbage LeavesContainer · Goatphibian3 %
Goatphibian HornBone · Goatphibian2 %
Oddnivore SkinSkin · Goatphibian2 %
Brutapir TuskBone · Brutapir2 %
Heapotamus Bony ForeheadBone · Heapotamus2 %
Flashiraffe HornBone · Flashiraffe2 %
Rabbilope HornBone · Rabbilope2 %
Where is The Venerable One's Thicket?
In Osavora's Bushy Reserve, at . Osavora is reached through a portal from the Voyagers' Tower .
What level should you be to do The Venerable One's Thicket?
Level 190 minimum, 200 recommended. The Sleeping Venerable One is level 220, his oddnivores level 200.
Which quest should you do at The Venerable One's Thicket?
No Reservations, at the Animal Spirit , obtained during Prey to the Truths. Beat the Venerable One, then talk to the Drowsy Venerable One before leaving the room.
How do the waves work?
Five waves, on turns 1, 6, 11, 16, and 21. If a wave dies earlier, the next one arrives immediately, invulnerable until the end of its first turn, with 25% less HP starting from the second one.
Why aren't the monsters doing anything?
They are Apathetic: 80% less MP, no spells, and a heal each turn. They only wake up when taking damage or when a monster within 3 range or less of them is hit.
How do you avoid waking the Sleeping Venerable One?
Never hit a monster within 3 range or less of it. Warning about the babies: killing a monster makes its baby disappear, which alerts everything around it.
How do you make the Venerable One vulnerable?
Kill the Venerable One's Mount. He then wakes up until the end of the fight: finish it off with the character who plays right after him.
Which monster should you kill first in the Venerable One's Thicket?
The Flashiraffe, the most dangerous. It strikes without line of sight and removes range and critical hits. Isolate it more than 3 range from the others before hitting it.
Do you need a key for every run of the Venerable One's Thicket?
Yes, or the automatic group search: this dungeon has no keyring. The Oddnivore Tooth for the recipe is bought for 2 Orichor.
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