Quest Brakmar
Apprenticeship: Master of Shadows
Fifth Brakmar order quest, level 200, with Shush Tercesasti at [-22,33]: drain the three wells of power before the Bontarians. All the steps, dialogue choices, fights and the teamwork between the three orders.
![Shush Tercesasti: quest start, at [-22,33] (The Pot)](/wp-content/uploads/dofus/carte-la-marmite-22-33.webp)
What to prepare
You need to be able to do the Merkator's Aquadome dungeon, and above all gather one member of each order, Brakmarian or Bontarian, to open each well. Also plan a big team for the last fight.
1 × Propulsion Accelerator
The 13 quest steps
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1Talk to Shush Tercesasti
Dialogue · Shush Tercesasti
The quest starts in the basement, on the left of the Tower of Orders. From the main entrance, go left, then into the room upward, go down the stairs to the basement and enter the left room.
Dialogue
- “Become a Master of Shadows”
![Shush Tercesasti, at [-22,33] (The Pot)](/wp-content/uploads/dofus/carte-la-marmite-22-33.webp)
Shush Tercesasti · [-22,33] -
2Join Brumaire
Movement · Brumaire
Climb the tower stairs all the way to the top, to the Protectors' Hall. Your role: destroy three wells of power so that the Bontarians don't get their hands on them. Two locations are known, the third will be given to you by Merkator. The order of the wells doesn't matter.
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3Question Merkator
Combat
Do the Merkator's Aquadome dungeon and defeat Merkator in a single fight. At the end, question the boss: he tells you where the sunken well of power is.
Dialogue
- “Ask for his help to locate the sunken well of power”
Merkatorfight · level 220 · 13,000 to 19,000 HP · 20 AP · 6 MP
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4Open the sunken well of power
Combat
In the Abysses of Sufokia, enter the room then go up the stairs. To open the gate of the main room, you need one person from each order, so three, at this step of the quest or having completed it. Seven chafers are waiting: each one starts the fight, alone, then the three orders activate the lever at the same time to open the gate. To win, you only need to kill Nedward Lowe, even if the other chafers are still alive.
Even if the gate is already open, you must have done this fight beforehand.
Nedward Lowefight · level 200 · 6,000 HP · 9 AP · 6 MP
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5Drain the sunken well
· Droon
Once the gate is open, take the passage and talk to Droon to drain the well.
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6Open the well of the Heroes' Cemetery
Enter the crypt. Once again you need one character from each order, on this quest or having completed it. Each order gets access to one of the three graves: go down into yours and talk to one of the orbs 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. Then the three orders activate the lever in their room almost at the same time.
This fight is mandatory, even if the gate is already open.
![Open the well of the Heroes' Cemetery, at [-21,-60] (Heroes' Cemetery)](/wp-content/uploads/dofus/carte-cimetiere-des-heros-21-60.webp)
Open the well of the Heroes' Cemetery · [-21,-60] -
7Defeat Captain Chafer
Combat · Captain Chafer
Go back up and take the open passage. Talk to Captain Chafer to start the fight, to be done alone.
Dialogue
- “Defend yourself to try to break the enchantment”
Captain Chaferfight · level 200 · 8,200 HP · 12 AP · 6 MP
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8Talk again to Captain Chafer
Dialogue · Captain Chafer
After the victory, talk to him again to drain the well.
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9Open the well of the Cemetery of the Tortured
Combat
Enter through the crypt door. Same principle: one character from each order. In your grave, talk to Llerk to start the fight, alone: favor range and hide behind the obstacles. Then the three orders activate the lever in their room almost at the same time to open the gate.
This fight is mandatory, even if the gate is already open.
Llerkfight · level 200 · 16,000 HP · 10 AP · 6 MP
![Open the well of the Cemetery of the Tortured, at [-14,35] (Cemetery of the Tortured)](/wp-content/uploads/dofus/carte-cimetiere-des-tortures-14-35.webp)
Open the well of the Cemetery of the Tortured · [-14,35] -
10Defeat the heroes of old
Combat · Lord de Seashore
Go back up and take the passage. Plan for a big team, around 8 characters, and talk to Lord de Seashore. The fight pits you against 7 monsters and can be done with 8.
Dialogue
- “Attack”
So that the quest progresses for everyone, those who don't start the fight answer “Go look for reinforcements”. Healing your allies also heals the monsters for a few HP.
Lord de Seashorefight · level 200 · 16,000 HP · 14 AP · 8 MP
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11Talk again to Lord de Seashore
Dialogue · Lord de Seashore
Once the monsters are defeated, he tells you that the well is drained.
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12Go back to see Brumaire
Dialogue · Brumaire
Once the three wells are drained, go back to the Protectors' Hall, at the top of the tower, to announce your success to Brumaire.
![Brumaire, at [-22,33] (The Pot)](/wp-content/uploads/dofus/carte-la-marmite-22-33.webp)
Brumaire · [-22,33] -
13Go back to see Shush Tercesasti
Dialogue · Shush Tercesasti
Go back down to see your order master, in the basement. The quest ends.
Dialogue
- “Announce the success of your mission”
The fights
Level 220
Boss of the Merkator's Aquadome dungeon, to be defeated in a single fight before questioning him.
Level 200
Solo combat against 7 chafers, at the sunken well of power. Killing Nedward Lowe is enough to win, even if the other chafers are still alive.
Level 200
Solo combat in your grave at the Cemetery of the Tortured. Favor range and hide behind the obstacles.
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Chaotic Fighting
Gives itself 400 power for 1 turn.
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Horned Skull
Hits for 200 to 300 Fire or Water and makes you unmovable for 1 turn.
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Random Blow
Hits for 550 to 750 Earth or Air and removes 1 turn of enchantments.
Level 200
To be done alone. When hit at range, he becomes invulnerable at range, and vice versa in melee: alternate the two within a single turn. The counter resets every turn, so you can also hit him only once per turn. Favor range.
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Harassment
Hits for 140 Fire on two lines, so twice, and removes 3 MP for 1 turn, at range. Poisons for 21 to 26 Fire for 2 turns.
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Infernal Waltz
Hits for 600 Fire at close range and steals 100 Intelligence and Strength for 1 turn.
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Panty Party
Hits for 370 Earth at close range.
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Captain's Ruse
Summons 4 invisible chafers that hit at close range and die after one turn. It becomes invisible during that turn.
Level 200
It mostly hits at close range, and when it hits one character, it hits them all.
Level 200
Mostly hits at close range. When one of its allies dies, it becomes invulnerable for 1 turn.
Level 200
Mostly hits at close range and gives itself a shield of about 1500 points.
Level 200
Hits at range.
Level 200
Hits at medium range and makes several characters unhealable.
Level 200
Hits at close range.
Level 200
Hits at close range, has a lot of MP and swaps places with your characters at medium range: it will almost always be in the middle of your team. It makes several characters pacifist. While in the Gravity state, it becomes invulnerable for 1 turn.
The rewards
- XP6,300,000 experience points
Related quests
This is the fifth Brakmar order quest. It follows Apprenticeship: Psychopath and Dance of Death, and gives access to Passing Test.
- Start
- Shush Tercesasti
- Start
- Oto Mustam
- Start
- Dardondakal
Where does the quest Apprenticeship: Master of Shadows start?
With Shush Tercesasti, in the basement on the left of the Brakmar Tower of Orders, at . You must have completed Apprenticeship: Psychopath and Dance of Death.
Do you really need three players?
Yes, one character from each order for each well. They must be at this step of the quest or have completed it, Bontarians or Brakmarians, and each one does their own fight before activating their lever.
Where are the three wells of power?
In the Abysses of Sufokia at , at the Heroes' Cemetery at and at the Cemetery of the Tortured at . The first one is only revealed after defeating and questioning Merkator.
How do you kill the orbs of the Heroes' Cemetery?
End your turn in melee range of them. They are invulnerable and summon turrets and harpooners that hit you.
How do you beat Captain Chafer?
By alternating range and melee within a single turn. After a ranged hit, he becomes invulnerable at range, and vice versa; favor range.
How many players for the Lord de Seashore fight?
Up to 8, against 7 monsters. Those who don't start the fight answer “Go look for reinforcements” so that the quest progresses for them too.
Which quest follows Apprenticeship: Master of Shadows?
Passing Test, which extends the alignment path.
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