Quest Evil Forest
Amber Vow
Level 180 quest in the Evil Forest, at Terrakourial's Seal in [-3,19]: enter the amber block to make sure the she-demon imprisoned inside cannot escape. All the steps, the dialogue choice and the tactical fight against the Malters, Memory-style.
![Terrakourial's Seal: quest start, in [-3,19] (Dark Vlad's Labyrinth)](/wp-content/uploads/dofus/carte-dedale-du-dark-vlad-3-19.webp)
What to prepare
Equip the Ochre Ring given by Otomai in place of one of your rings, and have 1 Enchanterelle ready: eating it gives the “Beneath the Surface” bonus, required to start the quest.
1 × Enchanterelleto eat before talking to Terrakourial's Seal
1 × Otomai Potionoptional, to reach Otomai at the end
Quest Resources, obtained along the way
1 × Ochre Ringgiven by Otomai, to be equipped and handed back to him at the end
The 9 quest steps
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1Talk to Terrakourial's Seal
Dialogue · Terrakourial's Seal
The quest starts right after the previous one, with Terrakourial's Seal. You must have the “Beneath the Surface” bonus, given by an Enchanterelle, and the Ochre Ring equipped. To check that the imprisoned evil cannot escape, you will become one with the amber block thanks to the ring.
![Terrakourial's Seal, in [-3,19] (Dark Vlad's Labyrinth)](/wp-content/uploads/dofus/carte-dedale-du-dark-vlad-3-19.webp)
Terrakourial's Seal · [-3,19] -
2Face the Horned Queen
Combat · Horned Queen
Inside the amber block, your appearance changes. Talk to the Horned Queen, the imprisoned she-demon: she first takes you for an ally of Dark Vlad, then recognizes an ancient breath in you. Talk to her again: furious at your silence, she sends evil spirits to attack you. A tactical fight starts, solo.
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3Understand the Malters fight
You have 50 HP, 12 AP and 6 MP, whatever your equipment, and not your class spells: only 4 special spells, plus one unusable spell that summarizes the fight. The fight is based on the Memory game: you are on a central island, surrounded by four islands (north, south, east, west) where 32 Malters are hidden, 8 per island. There are 4 types of Malters (Malwood, Malterbarb, Maltrio, Malzerb), 8 of each: you must match them in identical pairs, that is 16 pairs.
If the fight isn't over by turn 31, you are killed in one hit: find all the pairs before then.
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4Avoid the visible Malters
Combat
The Demonic Malter, red, always stays visible. It changes island every 2 turns (turns 3, 5, 7, 9, 11…) counterclockwise, and deals 10 damage if you are in its line of sight when it starts its turn. Two different revealed Malters stay visible until they are matched with their twin: they then deal you 1 damage if you are in their line of sight when they play.
Demonic Malterfight · level 1 · 1 HP · 0 AP · 0 MP
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5Use the four special spells
Terrakourial's Premonition (2 HP) places a glyph under each Malter in your line of sight, without revealing its type, and shows the number of Malters remaining per island. Amber Perception (1 HP, refunded if you hit a Malter) reveals a Malter without line of sight across the whole map: two identical Malters revealed on the same turn are killed at the end of the turn, and each pair restores 2 HP. Fossil Intuition (free, once per turn) gives the type of the Malters in a cross of size 1, without revealing them, even out of line of sight. Amber Shield (3 HP, every 4 turns) makes you invulnerable for one turn, including to your own spells: cast it at the start of the turn.
After two Malters revealed by Amber Perception, the spell can no longer be used that turn. On an empty cell, it costs 1 HP. Some Malters are never in line of sight: flush them out with Fossil Intuition or Amber Perception.
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6Form the pairs
Each turn, cast Terrakourial's Premonition from a different cell and note the cells where Malters are detected. Reveal a Malter that won't see you at the end of the turn, then use Fossil Intuition every turn to learn the type of other Malters, ideally forming a pair as early as turn 1. When Premonition no longer detects anything, search the blind spots with Fossil Intuition or Amber Perception.
A little damage from the Malters isn't serious, but never stay in the Demonic Malter's line of sight: it hits 10 times harder. Save Amber Shield for risky turns.
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7Note down the Malters on a screenshot
If you are struggling, take a screenshot when the fight starts and annotate it in an image editor, one color per Malter type. First mark in white all the cells detected by Premonition, color them in as you use Fossil Intuition, then color in black the pairs that have been eliminated. Preferably reveal Malters on the same side, and anticipate which island the Demonic Malter will be on next turn.
This method can be slow: you must finish before turn 31. Take risks, vitality matters little in this fight.
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8Repair the seal
· Terrakourial's Seal
Talk to the Horned Queen again: she tries to move but cannot free herself, her amber prison is solid enough. Re-equip the Ochre Ring if you had removed it, then talk to Terrakourial's Seal again to release Terrakourial's breath from the ring and strengthen the prison even further.
The Ochre Ring must be equipped to repair the seal.
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9Go back to see Otomai
Dialogue · Otomai
Head to the very top of the Hakam tree, on foot or with an Otomai Potion. Otomai takes back the ring: through your devotion, you become part of the story of the forest dragon. One mystery remains, the story of the she-demon and Terrakourial. The quest ends.
Dialogue
- “Tell Otomai that your mission was a success and give him back the ocher ring”
1 × Ochre Ringto hand over
![Otomai, at [-55,15] (Tree Keeholo Foliage)](/wp-content/uploads/dofus/carte-feuillage-de-l-arbre-hakam-55-15.webp)
Otomai · [-55,15]
The fights
Level 1
The red Malter of the Memory fight, always visible. It changes island every 2 turns, counterclockwise, and deals 10 damage if you are in its line of sight at the start of its turn.
Level 142
One of the 4 types of hidden Malters, with 8 copies: to be matched in pairs, like the Malterbarbs, the Maltrios and the Malzerbs. If revealed without its pair, it deals 1 damage if you are in its line of sight.
The rewards
- XP2,924,863 experience points
43,176 kamas
12 × D'vine Tingy
Related quests
The quest follows Feisty Spirits and completes the achievement Amber Ochre. It also unlocks a prerequisite of the quest Sleeping Beasty, from the achievement Secret of the Dofus: Prologue.
- Start
- Firebrand Spirit
- Start
- Draconiros
Achievements · World Quests
Amber Ochre
Complete all of the Ochre Dofus guardian quests.
- The Dofus and the AlchemistLvl. 40
- Might Means RightLvl. 40
- After Him, the FloodLvl. 50
- Crobak on a WireLvl. 90
- Take RootLvl. 110
- Where There's Smoke...Lvl. 150
- Feisty SpiritsLvl. 170
- Amber VowLvl. 180
Last quest of the achievement. All achievements
Where does the quest Amber Vow start?
At Terrakourial's Seal, in Dark Vlad's Labyrinth in . You must have completed Feisty Spirits, have the Ochre Ring equipped and the bonus from an Enchanterelle.
Terrakourial's Seal doesn't offer anything, why?
You are missing the Ochre Ring or the “Beneath the Surface” bonus. Equip the ring and eat an Enchanterelle.
How do I win the fight against the Malters?
By forming the 16 pairs of Malters before turn 31. Spot them with Terrakourial's Premonition, identify them with Fossil Intuition each turn, then reveal the pairs with Amber Perception.
How do I avoid damage from the Demonic Malter?
Never end your turn in its line of sight. It changes island every 2 turns: anticipate its position, and use Amber Shield when you can't hide.
Where do I return the Ochre Ring?
With Otomai, at the very top of the Hakam tree in . An Otomai Potion lets you go there directly.
What does Amber Vow unlock?
The achievement Amber Ochre, and a prerequisite of Sleeping Beasty, from the achievement Secret of the Dofus: Prologue.
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