Quest Cania Massif

The Wokening

Level 200 Eliocalypse quest, with Maysial in the Cania Massif at [-10,-31]: go back in time to the pact that binds the four Horsemen, then break it. All the steps, the dialogue choices, the items and the fights.

Maysial: quest start, at [-10,-31] (Cania Massif)
Maysial: quest start · [-10,-31]

What to prepare

Plan for a run through the Eliocalypse Storm dungeon, two quests to finish along the way, and Infinite Dreams at Dream III difficulty or higher, at tier IV or V, to obtain the Soothing Dream.

Quest Resources, obtained along the way

  • Soothing Dream icon1 × Soothing Dreamin the Infinite Dreams, Dream III or higher, tier IV or V, after at least one room
  • Mystic Wine icon1 × Mystic Winefrom the Old Bottle of Wine at [33,-40], after a fight

The 27 quest steps

  1. 1Talk to Maysial

    Dialogue · Maysial

    The quest starts in the Cania Massif, with Maysial. Tell her about your vision: the Horsemen are trying to recruit Thanatena, Death, to make her their fifth horseman.

    Maysial, at [-10,-31] (Cania Massif)
    Maysial · [-10,-31]
  2. 2Find Maysial in the Xelor temple

    · Maysial

    Go to Maysial in the Xelor temple to find out what Xelor and the Watchers have decided. Two tasks await you: prevent the war in Cania, and prevent Thanatena from joining the ranks of the Horsemen.

    Xelor Temple, at [3,1] (Amakna Village)
    Xelor Temple · [3,1]
  3. 3Finish Maysial's two quests

    · Maysial

    Each task is a separate quest, to be started with Maysial in any order you like: A Matter for Death to convince Thanatena not to ally with the Horsemen, and The War in Cania Won't Happen to prevent the war in Cania from breaking out.

    You can start only one of these two quests at a time: finish the first before starting the second.

  4. 4Check in with Maysial

    · Maysial

    With both quests completed, talk to Maysial again in the Xelor temple. The Eliocalypse couldn't be prevented, but there's still time to limit the damage and give the world a fresh start. The God Xelor wishes to speak with you.

  5. 5Go into Xelor's Clock

    Movement

    Click the clock behind Maysial: you are teleported into the Xelor Clock.

    To continue, you must have completed the quest The Root of All Evil.

  6. 6Speak with the God Xelor

    Dialogue · God Xelor

    Xelor tells you about the pact that now binds the Horsemen and lets them enslave the world: the globe in the cave is none other than the world's enslaved consciousness. To break this pact, you must travel back in time to the heart of the Eliocalypse, thanks to the portal that Pandora, his most faithful Watcher, was meant to open. He advises you to read her last writings.

    Dialogue

    1. “Bow down before the god of time”
  7. 7Read Pandora's notes

    Go to the library of the Sanctuary of Last Hope, right room, and click the scrolls. The notes tell how Jullier and Otomai helped build the chronomagic portal able to travel back to the creation of the pact, and that Pandora resented Jullier for preferring his own survival to that of the Dodécariam.

  8. 8Talk to Martalo

    Dialogue · Martalo

    Go back to the room on the left and talk to Martalo: Xelor speaks through him. Pandora reached the pact just after it was sealed, but the Horsemen eliminated her before she could open it. You must find the key to the ritual by linking the Primordial Fire, which has burned within you since you gathered the six Primordial Dofus, to the enslaved consciousness at the center of the world.

    Dialogue

    1. “Say that you have read Pandora's latest notes”
  9. 9Pass through the time portal

    Dialogue · Martalo

    Go to the room in the top left corner and click the portal to reach the time tunnel. Talk to Martalo: he advises you to feed on the Primordial Fire so that it protects and guides you.

    Dialogue

    1. “Reply that you have gathered the six Dofus and have no reason to fear the flames”
  10. 10Dive into the Primordial Fire

    Dialogue

    Click the Primordial Fire, at the center of the map, so that its energy envelops you. Then talk to Martalo again to begin the journey through time.

    Dialogue

    1. “Use the key ring”
  11. 11Cross the Eliocalypse with Martalo

    Movement · Martalo

    Talk to Martalo at each stop: in the Great Spirit Valley, Queen Dayatsu has been assassinated by Pandikazes; in the Last Crimson Dawn, the king of Bonta and the prince of Brakmar have killed each other; in the Throne of King Sheran Sharm, the Sadida kingdom and the Tree of Life have been corrupted; in the Temple of the Twelve, all the zaaps and the portal to Incarnam have been infected by the anomalies.

  12. 12Defeat the four Horsemen

    Combat

    You are now in front of the Horsemen: defeat them together in their dungeon, Eliocalypse Storm. Once the dungeon is done, talk to Martalo: he congratulates you, even though the Horsemen, being immortal, will eventually return.

    Dialogue

    1. “Say that you must take advantage of this respite to continue your journey”
  13. 13Search for traces of the ritual

    Movement · Ritual Energy

    You arrive at the Centre of the World. Go to the map on the right and click the globe at the center of the map: the orb reacts to the Primordial Fire you are carrying. Talk to the Ritual Energy that appears: it shows you the wills of the Banes, then the face of a spirit.

  14. 14Go back to Martalo

    Dialogue · Martalo

    Go back to the map on the left and talk to Martalo. According to him, this spirit might well be the key you're looking for.

    Dialogue

    1. “Say that you saw the face of a spirit in the lingering energy of the ritual”
  15. 15Listen to Septangel

    Dialogue · Septangel

    Back at the sanctuary, talk to Septangel. She came with her daughter Pandora to help you break the pact, and takes over from Martalo. To identify the spirit, she advises you to ask someone from the Astral Plane, where spirits live: Draconiros.

    Dialogue

    1. “Leave immediately”
  16. 16Question Draconiros

    Dialogue · Draconiros

    Go to the Infinite Dreams from their tab and talk to Draconiros. Touching your forehead, he recognizes the spirit of the World of Twelve, who died more than ten thousand years ago and was then reincarnated. One of his goblins can take you to his cave, but you'll first have to calm the Guardian with a soothing dream, then make an offering to the spirit.

    Dialogue

    1. “Say what brings you here and mention the mysterious spirit”
  17. 17Obtain a Soothing Dream

    Items

    The Soothing Dream drops in the Infinite Dreams, under three conditions: a dream of Dream III difficulty or higher, at tier IV or V, and at least one room already completed in that dream (it doesn't drop in the first fight). It can drop in another player's dream. This step and the next two can be done in any order you like.

    • Soothing Dream iconSoothing Dreamreceived
  18. 18Ask Surivitna for advice

    Dialogue · Surivitna

    Spirits neither drink nor eat, but they adore the scent of fine dishes and great vintages. Surivitna tells you about a mystic wine made by the ancient Pandawa, which used to be left near graves, and advises you to look around Grobe Island.

    Dialogue

    1. “Say that you are looking to make an offering to a spirit”
  19. 19Collect the Mystic Wine

    Combat · Old Bottle of Wine

    Talk to the Old Bottle of Wine: a fight starts, which can be done with a group. Once the fight is won, you get the Mystic Wine.

    Dialogue

    1. “Seize the bottle”
    • Old Bottle of Winefight
    • Mystic Wine iconMystic Winereceived
  20. 20Soothe the Guardian of Consciousness

    · Guardian of Consciousness

    With the Soothing Dream and the Mystic Wine, go back to the Infinite Dreams and talk to the Dream Guide: he takes you to the center of the world. Give the Soothing Dream to the Guardian of Consciousness so that he lets you through.

    • Soothing Dream icon1 × Soothing Dreamto hand over
  21. 21Make the spirit appear

    · Spirit of the World of Twelve

    Go to the map on the right and click the globe at the center of the map to make your offering. Talk to the Spirit of the World of Twelve who appears: it offers you a fragment of its consciousness, even if it means weakening itself today to become stronger tomorrow.

    • Mystic Wine icon1 × Mystic Wineto hand over
  22. 22Bring the fragment back to Septangel

    Items · Septangel

    Return to the sanctuary and tell Septangel you have the fragment of consciousness: it's the key. She teleports you to the cave of the future and asks you to turn the Horsemen against one another to make their pact vulnerable.

  23. 23Sow discord among the Horsemen

    In the cave, go to the map on the right and click the globe: the four Horsemen appear. Talk to them in this order: to War, proclaim that you are his comrade in arms and earned his esteem by offering him a fine fight; to Servitude, reveal that he wanted to seize the memory of the Twelve for himself alone; to Misery, announce that the relic she stole, a weapon capable of destroying the Banes, is safe again in Externam; to Corruption, reveal that he tried to corrupt the son of Death, which explains Thanatena's refusal.

    The order is fixed: War, Servitude, Misery, then Corruption. Mad with rage, Corruption is about to attack you, but Septangel and Pandora paralyze him.

  24. 24Defeat the Eliocalyptic Torment

    Combat

    After talking to the four Horsemen, click the orb at the center of the map: a fight starts against the Eliocalyptic Torment, to be done solo. Once victorious, you get a Tormented Stone.

    Preferably play in the Air element: hit this way, the Torment never gains a shield. Also aim for close to 50% Neutral resistance, the only element in which he hits.

  25. 25Talk to Septangel

    Dialogue · Septangel

    Septangel thanks you: the Horsemen's pact is broken and the future can begin to be written. Their influence will diminish, even if they remain a threat. She leaves you the honor of awakening the spirit of the World of Twelve.

    If you chose Septangel during the reunification of the six Dofus and received her casket at the end of Things Will Be Better Before, you can offer to give it back to her: she asks you to keep it safe until she needs its contents.

  26. 26Wake the spirit of the World of Twelve

    Dialogue · Spirit of the World of Twelve

    Click the orb at the center of the map to awaken the spirit, then ask it whether the world can be rebuilt. It teleports you to the surface, where greenery is returning to the lands spared by the water. Talk to it again: it shows you a slab, a zaap that will link the lands and help survivors rebuild the world, then offers to take you back to the sanctuary.

    Dialogue

    1. “Say that you'll keep your word and leave”
  27. 27Show the stone to Draconiros

    Items · Draconiros

    Go back to the Infinite Dreams from their tab and talk to Draconiros. Explain where the stone comes from and entrust it to him so he can study it. He advises you to stay on your guard: the Horsemen's influence is reduced, not extinguished. The quest ends.

    Dialogue

    1. “Show the tormented stone”
    • Tormented Stone icon1 × Tormented Stoneto hand over

The fights

Old Bottle of Wine

Fight started at when you seize the bottle. It can be done with a group. Its opponents cast the following spells.

  • Forced Slow Down

    Removes 2 AP (dodgeable). Cast from 3 to 8 RNG.

  • Ardent Sandglass

    Hits for 20 Fire and removes 2 AP (dodgeable). Cast in a line only, up to 6 RNG.

  • Explosive Gourd

    Hits for 250 Fire in a circle of radius 2. Cast in a line only, from 2 to 4 RNG.

  • Puddle Clock

    Hits for 330 Water and steals 1 AP (dodgeable). Cast in a line only, up to 3 RNG.

  • Summoning of Pandora's Bokse Spectre

    Summons a Pandora's Bokse Spectre, which summons a random monster from the fight every turn.

  • Musical Bamboo

    Swaps places with the target and hits it for 600 Water. A one-in-two chance of removing 4 MP (dodgeable) or stealing 4 AP (dodgeable).

  • Banzai

    Gives itself 2 AP for 3 turns.

  • Kamae

    Heals 450 HP and reflects 15 damage for 2 turns.

  • Migi

    Hits for 150 Air damage in melee.

  • Hidari

    Hits for 350 Neutral, life steal, in melee.

Solo fight, in the cave of the future. Two methods. Make him carry all four states in the same turn: you must hit him in at least two elements, and he only has a 25% chance of gaining a state, so be patient; after that, he no longer creates illusions and takes about 2,200 Neutral damage at the end of each turn, until the end of the fight. Or brute-force him in Air: leave the glyph, hit him from a distance while he approaches, then as hard as possible every turn; a healing or protection class helps. In both cases, equip lots of Air damage, 50% Neutral resistance (a Croum pet helps reach it) and a life-steal weapon, ideally a Faux Netic Scythe, otherwise a Mantax. When he creates his illusions, quickly find the real one: it is usually one of those close to you.

  • Demolishment

    At the start of his turn, he randomly enters states, shown above him by a blue number: Wrath (1), +10% final damage; Pride (2), 1,100 shield points, i.e. 10% of his HP; Envy (3), +1 MP; Miserliness (4), +1 AP, for as long as he keeps them. The element of your hits prevents him from getting one state: Wrath in Earth, Pride in Air, Envy in Fire, Miserliness in Water. Hit only in Earth, he therefore gains shield points, MP and AP; in Air, damage, MP and AP; in Fire, damage, shield points and AP; in Water, damage, shield points and MP.

  • Ordeal

    Places a glyph, a purple inverted circle of radius 6 around him, recast every turn: each step inside removes 1 MP from you and gives him 1 for a turn. Leave it quickly with a movement spell (Jump, Teleportation…). Also hits for 400 Neutral and pushes characters within a radius of 2 around him back 2 cells, only one cell for those at 2 RNG.

  • Dismay

    Hits for 400 Neutral and applies a poison of 1% of the target's HP for 3 turns, in Fire, Air, Water or Earth depending on its states. Cast in a line only, up to 2 RNG.

  • Hazard

    Creates 6 illusions, only one of which is the real monster, and gains 2 MP for a turn.

The rewards

  • XP6,300,000 experience points
  • Kamas105,552 kamas

Related quests

The quest follows The Four Wills and closes chapter 1 of the Eliocalypse, Resonance; a sequel is announced with chapter 2, Resilience. It completes the Future Fantastic achievement: by accepting it, you receive 1 Horsemen's Imprint. Exchange it at the entrance to the Horsemen's dimensions, in the Sanctuary of Last Hope at , with the Influence of the Horsemen, in exchange for a ceremonial mount of your choice: Servitude Bow Wow, War Gobbalrog, Misery Vulture or Corruption Death Cap. The imprint gives only one. The other three are obtained by redoing Eliocalypse Storm: at the end of the dungeon, a mount from another Horseman can be exchanged for 20 Misery's Feather, 20 War's Cap, 20 Servitude's Lock or 20 Corruption's Horn. Only one mount per dungeon, and each one only once.

Previous quest

The Four Wills

Level 200 quest · Eliocalypse

Start
Martalo
Future Fantastic achievement icon

Achievements · Eliocalypse

Future Fantastic

Quest 5 of 5 · 10 achievement points

Complete the series of main quests involving the four Horsemen.

  1. WarpathsLvl. 200
  2. The Four WillsLvl. 200
  3. A Matter for DeathLvl. 200
  4. The War in Cania Won't HappenLvl. 200
  5. The WokeningLvl. 200

The War in Cania Won't Happen

Achievement completed? What's next

All achievements

Where does The Wokening quest start?

With Maysial, in the Cania Massif at . You must have completed The Four Wills, then, along the way, A Matter for Death, The War in Cania Won't Happen and The Root of All Evil.

Why doesn't the Xelor clock take me any further?

You must have completed The Root of All Evil. Maysial's two quests, A Matter for Death and The War in Cania Won't Happen, must also be completed.

Where do I find the Soothing Dream?

In the Infinite Dreams, at Dream III difficulty or higher, at tier IV or V. You must have completed at least one dream room; it can drop in another player's dream.

Where do I find the Mystic Wine?

With the Old Bottle of Wine, at on Grobe Island. First ask Surivitna for advice at ; the bottle starts a fight, which can be done with a group.

In what order should you talk to the Horsemen?

War, Servitude, Misery, then Corruption. Then click the orb to start the fight against the Eliocalyptic Torment.

How do I beat the Eliocalyptic Torment?

Solo, preferably in the Air element, with close to 50% Neutral resistance. Hit in Air, he doesn't gain a shield; making him carry all four of his states in the same turn makes him much less dangerous.

How do I get a Horsemen mount?

With the Horsemen's Imprint, received by accepting the Future Fantastic achievement. The Influence of the Horsemen exchanges it for a ceremonial mount of your choice, in the Sanctuary of Last Hope at .

Does The Wokening have a sequel?

Not yet. It closes chapter 1 of the Eliocalypse, Resonance; chapter 2, Resilience, has been announced.

Report an error

The Wokening

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