Quest Bonta

Apprenticeship: Master of Illusions

Level 200 Bontarian order quest, with Ebru of El in the basement of the Tower of Orders at [-34,-58]: drain three wells of power before the Brakmarians. All the steps, dialogue choices, the gates to open with three orders and the fights.

Ebru of El: quest start, at [-34,-58] (Promontory of the Heavens)
Ebru of El: quest start · [-34,-58]

What to prepare

You need one character from each order, so 3, Bontarians or Brakmarians, at this step of the quest or having completed it: without them, the well gates stay closed. Also plan for the Merkator's Aquadome dungeon and a big team for the last fight.

  • Propulsion Accelerator icon1 × Propulsion Accelerator

The 16 quest steps

  1. 1Talk to Ebru of El

    Dialogue · Ebru of El

    The quest starts in the basement of the Tower of Orders. From the main entrance, go into the right room, go down the stairs, then enter the left room. You can also use the lower entrance of the tower, at : go straight ahead, then left.

    Dialogue

    1. “Become a Master of Illusions”
    Bonta Tower of Orders, at [-34,-58] (Promontory of the Heavens)
    Bonta Tower of Orders · [-34,-58]
  2. 2Talk to Silvosse

    Dialogue · Silvosse

    Silvosse is in the Protectors' Hall: from the main entrance, it's the right room, the concierge's. Your mission: destroy three wells of power before the Brakmarians get their hands on them. You can drain them in any order you like.

  3. 3Defeat Merkator

    Combat

    The first well, the sunken one, has no known location: only Merkator can point it out to you. Complete the Merkator's Aquadome dungeon, whose entrance is at , and defeat Merkator in a single fight.

    • MerkatorMerkatorfight · level 220 · 13,000 to 19,000 HP · 20 AP · 6 MP
  4. 4Question Merkator

    Dialogue · Merkator

    At the end of the dungeon, talk to the boss: he points out the sunken well of power, in the Abysses of Sufokia.

    Dialogue

    1. “Ask for his help to locate the sunken well of power”
  5. 5Defeat Nedward Lowe

    Combat · Nedward Lowe

    Go to the well in the Abysses of Sufokia: enter the room, then go up the stairs. Seven Chafers are there: start the fight, alone. You only need to kill Nedward Lowe to win, even if the other Chafers are still standing.

    Each order must do this fight once. Even if the gate is already open, you must have done it.

    • Nedward LoweNedward Lowefight · level 200 · 6,000 HP · 9 AP · 6 MP
  6. 6Drain the sunken well

    · Droon

    With one character from each order, activate the levers at the same time to open the gate of the main room. Take the passage, then talk to Droon to drain the well.

  7. 7Defeat the orbs of the Heroes' Cemetery

    Combat

    The second well is at the Heroes' Cemetery: enter the crypt. Each order has access to one of the three graves. Go down into yours and talk to an orb to start the fight, alone. The orbs are invulnerable and summon turrets and harpooners, and the map is trapped: to kill an orb, end your turn in melee range of it.

    This fight is mandatory, even if the gate is already open.

    Crypt of the Heroes' Cemetery, at [-21,-60] (Heroes' Cemetery)
    Crypt of the Heroes' Cemetery · [-21,-60]
  8. 8Open the gate of the Heroes' Cemetery

    The three orders must activate the lever in their room almost at the same time. Then go back up and take the now-open passage.

  9. 9Defeat Captain Chafer

    Combat · Captain Chafer

    Talk to Captain Chafer to start the fight, alone. When hit at range, he becomes invulnerable at range, and vice versa in melee: alternate the two within a single turn, or hit him only once per turn. Favor range.

    Dialogue

    1. “Defend yourself to try to break the enchantment”
  10. 10Drain the well of the Heroes

    · Captain Chafer

    Once the fight is over, talk to Captain Chafer again to drain the well.

  11. 11Defeat Llerk

    Combat · Llerk

    The third well is at the Cemetery of the Tortured: enter through the crypt door. Each order has its own grave; go down into yours and talk to Llerk to start the fight, alone. Favor range and hide behind the obstacles.

    This fight is mandatory, even if the gate is already open.

    • LlerkLlerkfight · level 200 · 16,000 HP · 10 AP · 6 MP
    Crypt of the Cemetery of the Tortured, at [-14,35] (Cemetery of the Tortured)
    Crypt of the Cemetery of the Tortured · [-14,35]
  12. 12Open the gate of the Cemetery of the Tortured

    As at the Heroes' Cemetery, the three orders activate the lever in their room almost at the same time. Go back up and take the open passage.

  13. 13Defeat Lord de Seashore and his allies

    Combat · Lord de Seashore

    Plan for a big team, 8 characters if possible, and talk to Lord de Seashore. A fight starts against 7 monsters, up to 8 players. So that the quest progresses for all participants, those who don't start the fight answer him: “Go look for reinforcements”.

    Dialogue

    1. “Attack”

    Healing your allies also heals the monsters for a few HP.

  14. 14Drain the well of the Tortured

    · Lord de Seashore

    Once the monsters are defeated, talk to Lord de Seashore again: he tells you the well is drained.

  15. 15Go back to see Silvosse

    Dialogue · Silvosse

    With the three wells drained, go back to the Protectors' Hall to announce your success to Silvosse.

    Bonta Tower of Orders, at [-34,-58] (Promontory of the Heavens)
    Bonta Tower of Orders · [-34,-58]
  16. 16Report to Ebru of El

    Dialogue · Ebru of El

    Go back to see your order master in the basement of the tower. The quest ends.

    Dialogue

    1. “Announce the success of the mission”

The fights

Merkator

Merkator

Level 220

Boss of the Merkator's Aquadome dungeon, entrance at . A single fight, then question him to find the sunken well.

Nedward Lowe

Nedward Lowe

Level 200

In the well of the Abysses of Sufokia, at , with six other Chafers. Kill Nedward Lowe: the fight is won, even if the others are alive.

Captain Chafer

Captain Chafer

Level 200

At the Heroes' Cemetery, alone. When hit at range, he becomes invulnerable at range; when hit in melee, invulnerable in melee. This resets every turn: alternate, or hit once per turn, preferably at range.

  • Harassment

    Hits for 140 Fire, on two lines, and removes 3 MP for 1 turn at range. Poisons for 21 to 26 Fire for 2 turns.

  • Infernal Waltz

    Hits for 600 Fire at close range and steals 100 Intelligence and Strength for 1 turn.

  • Panty Party

    Hits for 370 Earth at close range.

  • Captain's Ruse

    Summons 4 invisible Chafers that hit at close range and die after one turn. It becomes invisible for that turn.

Llerk

Llerk

Level 200

At the Cemetery of the Tortured, alone. Stay at range and hide behind the obstacles.

  • Chaotic Fighting

    +400 Power for 1 turn.

  • Horned Skull

    Hits for 200 to 300 Fire or Water and puts you in the Unmovable state for 1 turn.

  • Random Blow

    Hits for 550 to 750 Earth or Air and removes 1 turn of enchantments.

Lord de Seashore

Lord de Seashore

Level 200

Group fight at the Cemetery of the Tortured, 7 monsters. It mostly hits at close range, and when it hits one character, it hits them all.

Count Ess

Count Ess

Level 200

Mostly hits at close range. When one of its allies dies, it becomes invulnerable for 1 turn.

Krakbone

Krakbone

Level 200

Mostly hits at close range and casts a shield of about 1,500 shield points on itself.

Ashbone

Ashbone

Level 200

Hits at medium range and applies the Unhealable state to several characters.

Dogfoul

Dogfoul

Level 200

Hits at close range, has a lot of MP and swaps places with your characters at medium range: it almost always ends up in the center of your team. It applies the Pacifist state to several characters. Under Gravity, it becomes invulnerable for 1 turn.

The rewards

  • XP6,300,000 experience points

Related quests

Fifth order quest of the Bontarian alignment: it follows Apprenticeship: Supreme Assassin and unlocks Passing Test.

Next quest

Passing Test

Level 200 quest · Ecaflipus

Start
Dardondakal

Where does the quest Apprenticeship: Master of Illusions start?

With Ebru of El, in the basement of the Bonta Tower of Orders at . You must have completed The Exorcist and Apprenticeship: Supreme Assassin.

Do you need several players to do the quest?

Yes, one character from each order, so 3. They can be Bontarians or Brakmarians, but must be at this step of the quest or have completed it: the levers must be activated together to open the gates of the three wells.

Where is the sunken well of power?

In the Abysses of Sufokia, in . Merkator points it out to you at the end of his dungeon: enter the room and go up the stairs.

In what order should you drain the wells?

In the order of your choice. Only the sunken well requires having questioned Merkator beforehand.

How do you beat Captain Chafer?

By alternating range and melee. Each type of hit makes him invulnerable to that same type until the end of the turn: hit him once with each, or only once per turn, preferably at range.

How many players for Lord de Seashore?

Up to 8, which is recommended. Those who don't start the fight answer “Go look for reinforcements” so that their quest progresses too.

Which quest follows Apprenticeship: Master of Illusions?

Passing Test, with Dardondakal at .

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Apprenticeship: Master of Illusions

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