Quest Bonta
Mornings Are Hard
Level 190 Bontarian alignment quest, with Amayiro at the Bonta militia at [-32,-57]: a stench invades the city, and the trail leads from the sewers to Moon Island. All the steps, dialogue choices and the two fights.
![Amayiro: quest start, at [-32,-57] (Immaculate Heart)](/wp-content/uploads/dofus/carte-coeur-immacule-32-57.webp)
What to prepare
Nothing to buy: just plan for two fights, which can be done in a group. Quest items are obtained along the way.
Quest Resources, obtained along the way
1 × Rats' Chestafter the fight against Grace Ear, in the Bonta sewers
1 × Bag of Smelliting Seedsin the Cania Lake laboratory
The 23 quest steps
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1Talk to Amayiro
Dialogue · Amayiro
The quest starts with Amayiro, at the Bonta militia. A smell invades the city and seems to come from the sewers, where several maintenance workers have been attacked without seeing their attacker. He sends you to inspect the place before the city becomes unlivable.
![Bonta Militia, at [-32,-57] (Immaculate Heart)](/wp-content/uploads/dofus/carte-coeur-immacule-32-57.webp)
Bonta Militia · [-32,-57] -
2Enter the sewers
Movement
There are several entrances, but the most convenient is the manhole at .
![Manhole, at [-32,-58] (Immaculate Heart)](/wp-content/uploads/dofus/carte-coeur-immacule-32-58.webp)
Manhole · [-32,-58] -
3Find Grace Ear
Movement
Grace Ear, a rat who seems to be carrying something the maintenance service must not see, is at one of these two positions at random. He runs away when you arrive.
- first position possible
- second position possible
![Bonta Sewers, at [-31,-55] (Crafters' District)](/wp-content/uploads/dofus/carte-faubourgs-des-artisans-31-55.webp)
Bonta Sewers · [-31,-55] ![Bonta Sewers, at [-32,-54] (Crafters' District)](/wp-content/uploads/dofus/carte-faubourgs-des-artisans-32-54.webp)
Bonta Sewers · [-32,-54] -
4Chase the rats
Follow the rat across three maps, in this exact order: , then , then .
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5Defeat Grace Ear and his acolytes
Combat · Grace Ear
Talk to Grace Ear again: back against the wall, he decides to attack you with his acolytes. The fight can be done in a group. Once won, you get the Rats' Chest, the potted plant he was carrying, and Skav follows you as a follower character.
Dialogue
- “Defend yourself”
Grace Earfight · level 192 · 7,700 to 9,200 HP · 10 AP · 5 MP
Rats' Chestreceived
![Grace Ear, at [-33,-58] (Immaculate Heart)](/wp-content/uploads/dofus/carte-coeur-immacule-33-58.webp)
Grace Ear · [-33,-58] -
6Take Skav to prison
Go back to the Bonta militia with Skav and go down the stairs to take him to the prison.
![Bonta Militia, at [-32,-57] (Immaculate Heart)](/wp-content/uploads/dofus/carte-coeur-immacule-32-57.webp)
Bonta Militia · [-32,-57] -
7Have Ture Inge interrogate the rat
· Ture Inge
Go up to the first floor of the militia, right room. Ture Inge, the specialist in forced interrogations, agrees to interrogate the rat. Bothered by the smell of the plant, he quickly sends you to an herbalist to find out where it came from.
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8Show the plant to Erty Trapchet
Items · Erty Trapchet
Go to the west of Astrub. According to the herbalist, it's a Smelliting specimen, but it grew in a greenhouse, in soil enriched with a synthetic fertilizer.
Dialogue
- “Show the potted plant”
1 × Rats' Chestto hand over
![Erty Trapchet, at [0,-19] (Astrub Forest)](/wp-content/uploads/dofus/carte-foret-d-astrub-0-19.webp)
Erty Trapchet · [0,-19] -
9Go back to see Ture Inge
Dialogue · Ture Inge
Ture Inge has obtained the location of the rats' next meeting. Since their fellow rat has been captured, the meeting may be canceled: so he has called on a spy from the city.
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10Talk to Ray Fuce
Dialogue · Ray Fuce
The spy has just appeared. He already had Skav in his sights: the rat was making secret deals with foreigners. You must trace these foreigners at the next exchange.
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11Tail Alex Crement
Dialogue · Alex Crement
Go to the exchange spot found by Ray Fuce, observe and listen to the passersby, then follow Alex Crement. You are automatically teleported far from the city, near Cania Lake, at , in front of a laboratory.
Dialogue
- “Tail Alex Crement as he heads out of the city”
![Alex Crement, at [-31,-51] (Crafters' District)](/wp-content/uploads/dofus/carte-faubourgs-des-artisans-31-51.webp)
Alex Crement · [-31,-51] -
12Enter the laboratory
Movement
With its occupants gone, you have to find a way in. Click the rock in the top right corner of the map to pick up a stone, then use it to force the laboratory door.
![Laboratory, Cania Lake, at [-7,-41] (Cania Lake)](/wp-content/uploads/dofus/carte-lac-de-cania-7-41.webp)
Laboratory, Cania Lake · [-7,-41] -
13Search the laboratory
Inside, click the bag of seeds on your right to get the Bag of Smelliting Seeds.
Bag of Smelliting Seedsreceived
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14Show the bag to Wartella
Items · Wartella
At Madrestam harbor, ask Wartella about the seeds. She doesn't know them, thinks of smuggling and starts asking you lots of questions.
![Wartella, at [8,-4] (Madrestam Harbour)](/wp-content/uploads/dofus/carte-port-de-madrestam-8-4.webp)
Wartella · [8,-4] -
15Question Heul Leise, then Sting Kice
Dialogue · Heul Leise
Ask Heul Leise about the bag: he has already seen similar bags pass through the harbor zaap. Then talk to Sting Kice, who has just appeared. She is investigating these contraband bags on behalf of Sufokia and offers to team up with you: the seeds are collected by the disciples of a seed deity, and the exchange takes place on the banks of the Kawaii River.
![Heul Leise, at [8,-2] (Madrestam Harbour)](/wp-content/uploads/dofus/carte-port-de-madrestam-8-2.webp)
Heul Leise · [8,-2] -
16Follow the disciples' boat
Movement · Sting Kice
Go to the banks of the Kawaii River and talk to Sting Kice again. She asks you to choose one of the two rowboats to follow, after the exchange, the boat of the disciples of the seed deity.
![Sting Kice, at [11,2] (Kawaii River)](/wp-content/uploads/dofus/carte-riviere-kawaii-11-2.webp)
Sting Kice · [11,2] -
17Land on Moon Island
· Sting Kice
The tailing leads you to Moon Island. Talk to Sting Kice again: she suggests splitting up to find the trail of the sailors who landed before you.
![Sting Kice, at [30,5] (Skull Path)](/wp-content/uploads/dofus/carte-chemin-du-crane-30-5.webp)
Sting Kice · [30,5] -
18Look for the sailors' trail
Movement · Flo Turgh
In the forbidden jungle, at , click the cut-open watermelon on the ground. Flo Turgh then comes out of a secret passage to scold you for touching her fruit: talk to her.
![Flo Turgh, at [29,8] (The Forbidden Jungle)](/wp-content/uploads/dofus/carte-jungle-interdite-29-8.webp)
Flo Turgh · [29,8] -
19Take the secret passage
· Allegra Fix
Tail Flo Turgh: click the kind of wooden totem to open the secret passage. Talk to Allegra Fix, a disciple of Truki, the god of seeds: he wants to extend Truki's influence beyond Moon Island.
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20Defeat the disciples of the little gods
Combat · Sting Kice
Sting Kice arrives and explains everything: Daman Yore, here present, is a disciple of Nell (May 15), the Meryde of team spirit, who is said to be seeking to extend her influence by allying with minor gods and other Merydes. His threats don't frighten the disciples: the fight can be done in a group.
Dialogue
- “Defend yourself against enraged disciples”
With multiple accounts, a single fight is enough: validate the objective on your other characters with the choice “Wait for the hypothetical reinforcements”, then start the fight with a single character.
Smellitingfight · level 192 · 5,600 HP · 10 AP · 6 MP
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21Talk to Allegra Fix again
Dialogue · Allegra Fix
On the same map, Allegra Fix protests: you kept his deity from reaching its goal and played into the hands of the Meryde of Discord.
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22Talk to Sting Kice again
Dialogue · Sting Kice
Sting Kice has already spread weedkiller and products that make the soil sterile for several decades. She used you: she was acting for Mikart (June 3), the Meryde of Discord, to stop Nell from extending her influence.
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23Report to Amayiro
· Amayiro
Go back to the Bonta militia. Amayiro promises to have the laboratory destroyed and the smugglers brought to justice. The quest ends; if you keep talking, he entrusts you with the next mission.
![Bonta Militia, at [-32,-57] (Immaculate Heart)](/wp-content/uploads/dofus/carte-coeur-immacule-32-57.webp)
Bonta Militia · [-32,-57]
The fights
Level 192
Grace Ear and his acolytes, in the Bonta sewers at . Can be done in a group. Spells recorded for this fight, without specifying which monster casts them.
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Gourdinette Plague
Poison of 17 to 24 Neutral for 3 turns and 15 to 30% erosion for 3 turns, stackable 2 times. Up to 12 range, three times per turn and once per target.
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Mollefodure
Hits for 250 Fire in a circle of radius 3. Up to 5 range, twice per turn.
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Skalamity
Places a glyph in a circle of radius 3. Line only, up to 8 range, cooldown: 2 turns.
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Eshincity
Hits for 200 Air and removes 3 to 6 range for 2 turns (3 turns on a critical hit), non-stackable. From 4 to 10 range, twice per turn and once per target.
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Friedrik Snikch
Gives 3 to 6 MP for 1 turn to the caster and its allies, in a circle of radius 2 around itself. Cooldown: 3 turns.
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Shrinkrat
Hits for 300 Air and steals 100 to 200 Agility for 2 turns, in a line of size 3, stackable 2 times. On a critical hit, steals 150 to 300 Agility and 10 to 30 dodge for 1 turn. Line only, up to 3 range, once per turn.
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Skatastrophe
Poison of 13 to 18 Neutral with life steal for 2 turns, stackable 2 times, and hits for 200 Neutral. In melee, twice per turn and once per target.
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Mushellpit
Effect not recorded.
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Skarcass
Hits for 200 Earth and increases the spell's damage by 4 for 3 turns. In melee, three times per turn and twice per target.
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Skattraction
Pulls the target 6 cells. Line only, from 2 to 7 range, once per turn.
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Putrid Bell
Hits for 200 Water in a circle of radius 2 around itself and removes 4 to 8 AP (5 to 10 on a critical hit) for 1 turn in the same area. Cooldown: 2 turns.
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Skaffliction
Hits for 300 Water and removes 15 to 30 MP dodge (20 to 40 on a critical hit) for 2 turns, in a cross of size 4 around itself, stackable 2 times. Twice per turn.
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Doomwheel of Fortune
The caster pulls itself to the target and hits it for 250 Fire. Line only, up to 6 range, once per turn.
Level 192
The disciples of the minor gods, including Stikky Glukoko and Smelliting, on Moon Island at . Can be done in a group. Spells recorded for this fight, without specifying which monster casts them, except for Truki's Self-Sacrifice.
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Cataract
Hits for 200 Neutral and removes 3 AP for 1 turn, in a diagonal cross of size 1. Up to 8 range, once per turn.
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Shield
Reduces the damage taken by the target by 35% for 2 turns. Line only, from 0 to 5 range, cooldown: 3 turns.
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Sharing
Shares damage with the targeted allies, in a cross of size 1. From 0 to 6 range, cooldown: 4 turns.
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Intrusive Grass
Removes 30 dodge (45 on a critical hit) for 1 turn and disables portals for 1 turn, in a circle of radius 3. Up to 10 range, once per turn.
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Terrifying Poison
End-of-turn poison for 4 turns: each AP used costs 4 Air HP. Up to 12 range, once per turn, non-stackable.
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Fetid Bramble
Hits for 300 Earth and reduces healing received by 40% for 1 turn, in a circle of radius 4. Line only, up to 7 range, once per turn.
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Constipating Word
Removes 2 MP (3 on a critical hit), applies the Rooted and Gravity states and removes 500 pushback damage (750 on a critical hit) for 1 turn. Up to 12 range, once per target.
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Deodorising Word
Hits for 300 Air and heals its allies for 300 HP in a cross of size 1. Up to 12 range, once per target.
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Diuretic Word
Hits for 400 Water in a cross of size 1 and heals the caster and its allies in its melee range for 400 HP. Up to 12 range, once per turn.
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Stynkole
Active from the start of the fight: at the start of each turn, makes invisible entities within a radius of 5 around the monster visible. On its death, hits all its enemies for 300 Air and applies the Gravity and Weakened states for 1 turn.
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Gastratomic Bomb
Hits for 500 Earth, applies 20% erosion (30% on a critical hit) for 2 turns and a poison for 2 turns (each MP used costs 4 Fire HP), in a circle of radius 3 around itself. Cooldown: 2 turns.
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Oral Dejection
Hits for 400 Water, removes 4 range (6 on a critical hit) and 200 Power (300 on a critical hit) for 2 turns, non-stackable. Line only, up to 15 range, once per target.
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Electromagnetism
Hits for 300 Earth in a circle of radius 4 around itself, and gives its allies in a circle of radius 3 the Electromagnetism effect for 1 turn: each line of damage received pulls the attacker 3 cells toward the monster. Once per turn.
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Tight Pirouette
Places a pink glyph of radius 2 at 4 that removes 100 MP for 1 turn, and hits the target at the center for 300 Neutral. Line only, up to 5 range, once per turn.
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Poostron
Gives itself 100% of its HP as shield points (150% on a critical hit). Cooldown: 6 turns.
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StynKO
Hits for 450 Earth with life steal. Up to 5 range, once per target.
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Stynk's Abnegation
Active from the start of the fight: it intercepts all damage taken by its allies. On its death, Stikky Glukoko hits for 350 Earth in a circle of radius 4 around itself and gains the Electromagnetism effect for 1 turn; Smelliting hits for 450 Earth, applies 20% erosion for 2 turns and a poison on MP used (4 Fire HP) for 2 turns, in a circle of radius 3 around itself.
The rewards
- XP3,043,665 experience points
Related quests
Bontarian alignment quest, it follows Fixed-Term Burglary. By continuing the conversation with Amayiro, you get the next mission: The Doctor Is In.
- Start
- Amayiro
- Start
- Amayiro
Where does the quest Mornings Are Hard start?
With Amayiro, at the Bonta militia at . You must be at least level 190 and have completed Fixed-Term Burglary.
Where do I find Grace Ear in the sewers?
In or at , at random. Enter through the manhole at , then follow him to , and , in that order.
Where is Ture Inge?
On the first floor of the Bonta militia, right room, at . The prison, where you must take Skav, is down the stairs.
How do I get into the laboratory?
With the stone from the rock, in the top right corner of the map . Pick it up, then force open the door; the bag of seeds is on your right inside.
Can I do the last fight just once with multiple accounts?
Yes. Validate the objective on your other characters with “Wait for the hypothetical reinforcements”, then start the fight with a single character.
Which quest follows Mornings Are Hard?
The Doctor Is In, which Amayiro entrusts to you if you keep talking at the end of the quest.
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