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)](/wp-content/uploads/dofus/carte-la-cuirasse-25-33.webp)
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.
1 × Dragobutt Philtrefor the next quest
1 × Watchamatrich Tonguefor the next quest
10 × Frying Oilfor the next quest
5 × Etching Boardfor the next quest
The 10 quest steps
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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)](/wp-content/uploads/dofus/carte-la-cuirasse-25-33.webp)
Brakmar Militia · [-25,33] -
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.
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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.
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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).
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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).
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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).
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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.
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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.
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9Win the last fight
In the next room, another fight awaits you, as a group.
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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
Level 138
Summoned during the first fight, unmovable. It tackles the character in contact with it: you have to kill it to move.
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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.
- Start
- Oto Mustam
- 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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