Quest Brakmar

The Smith

Brakmar alignment quest 57, level 137 recommended, at Oto Mustam's at the militia at [-25,33]: track down the mercenary smith hired by Bonta, at the back of a cave to be done with four. All the steps, the rooms, the fights and the resources to bring.

Oto Mustam: quest start, at [-25,33] (The Breastplate)
Oto Mustam: quest start · [-25,33]

What to prepare

Come with 3 other characters: the cave requires at least 4. Also bring the resources for the next quest, which you must have on you before entering.

  • Dragobutt Philtre icon1 × Dragobutt Philtrefor the next quest
  • Watchamatrich Tongue icon1 × Watchamatrich Tonguefor the next quest
  • Frying Oil icon10 × Frying Oilfor the next quest
  • Etching Board icon5 × Etching Boardfor the next quest

The 10 quest steps

  1. 1Talk to Oto Mustam

    Dialogue · Oto Mustam

    The quest starts at the Brakmar militia. Bonta has hired a new, rather competent smith: track him down to offer him a job working for Brakmar.

    Brakmar Militia, at [-25,33] (The Breastplate)
    Brakmar Militia · [-25,33]
  2. 2Visit the smiths' workshop

    Movement · Norb

    Enter the workshop. Norb doesn't work for Bonta, but one of his friends does. He is rather special and lives in a cave to the southwest, in the Porcos territory.

  3. 3Enter the cave.

    Movement

    Enter the cave and pull the lever. From there, you need to be at least four: come with three other characters, because you will need to stand on slabs.

    Before entering, check that you have 1 Dragobutt Philtre, 1 Watchamatrich Tongue, 10 Frying Oil and 5 Etching Board: they are used in the next quest.

  4. 4Win the first fight

    A first fight starts, as a group: it's not that simple. Spells encountered: Coin Throwing (130 Water damage at range), Trap-peze (summons an unmovable Vorpal Sword), Get Outta There (20 Earth damage and a push of about 450 damage), Magic Mirror (reflects spells of level 6 or lower for 5 turns: remember to dispel), Robo-hula-hoop (100 Earth damage to characters in contact) and Dysfunction (220 Fire damage in an area).

  5. 5Fight in room N

    Combat

    In the next room, each character gets a Mechanical Part bearing a letter by beating a room's monster, alone. One character fights in room N: this is recommended for whoever is doing the quest. Spells: Muggy Explosion (150 Fire damage, minimizes random effects for 1 turn) and Mousse-Push (120 Water damage, push of about 100 damage, -10 MP removal for 2 turns).

  6. 6Fight in room A

    Combat

    Two characters take turns fighting the monster in room A, alone. It is invulnerable: survive until turn 11, and it then dies automatically. Spells: Unhinging (invulnerable state), Flammekueche (200 Fire damage) and Botulism (120 Neutral damage, 15% erosion for 2 turns, -1 AP and -1 MP for 1 turn).

  7. 7Fight in room R

    Combat

    One character fights the monster in room R alone. Spells: Incendiesel (150 Fire damage, 20% erosion for 1 turn) and Seismic Shockwave (heals itself for 137 HP). Beyond four, the other characters fight in a random room to move forward.

    The monster in room R kills in one hit on turn 6: hurry up and defeat it.

  8. 8Open the gate

    Enter the next room and place each character on the cell with their letter. The grid stays open long enough: get everyone through without falling into the holes.

    The floor is full of holes: a character who falls ends up in the basement and has to climb back up.

  9. 9Win the last fight

    In the next room, another fight awaits you, as a group.

  10. 10Talk to Nara

    Dialogue · Nara

    You arrive in front of the smith Nara: explain to him that Brakmar wants to hire him. The quest ends.

    Don't leave right away: start and do the next quest on the spot.

The fights

Vorpal Sword

Vorpal Sword

Level 138

Summoned during the first fight, unmovable. It tackles the character in contact with it: you have to kill it to move.

  • Decapitation

    Strikes for 200 Water damage at 2 range, 2 times per turn and 1 times per target. Kills in one hit on a critical hit.

The rewards

  • XP5,134,361 experience points

Related quests

This is the 57 alignment quest for Brakmar. It follows Mighty Militiaman and unlocks the 58 alignment quest, Acute Paranoia, with Nara: start it without leaving the cave.

Previous quest

Mighty Militiaman

Level 136 quest · Brakmar

Start
Oto Mustam

Next quest

Acute Paranoia

Level 138 quest · Amakna

Start
Nara

Where does the quest The Smith start?

With Oto Mustam, at the Brakmar militia at . You must be level 130 and have completed Mighty Militiaman.

Can you do The Smith solo?

No: you need at least four in the cave, to place a character on each lettered slab.

Which resources should I bring into the cave?

1 Dragobutt Philtre, 1 Watchamatrich Tongue, 10 Frying Oil and 5 Etching Board, for the next quest, which you do without leaving.

How do I beat the invulnerable monster in room A?

By surviving until turn 11: it then dies automatically.

Where can I find the smith Nara?

At the back of the cave in the Porcos territory, at , after the lettered rooms and a final fight.

Which quest follows The Smith?

Acute Paranoia, the 58 alignment quest, to be started with Nara without leaving the cave.

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The Smith

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