Quest Entrance to Harebourg's Castle

Wanted: Mekstagob

Frigost III wanted notice, from level 180: pick up the notice at the Harebourg Castle militia, find Mekstagob on the Wind Ramparts and bring him back to Wes of Tubsterville. All the steps, his glyphs and tips for making him vulnerable.

What to prepare

Nothing to gather: you need a team able to defeat Mekstagob, ideally with Water and Air hits, erosion and static summons to block him.

The 5 quest steps

  1. 1Start The Whitewalkers

    Dialogue · Wes of Tubsterville

    To pick up a Frigost III wanted notice, you must have started the quest The Whitewalkers with Wes of Tubsterville. It simply asks you to complete the 6 Frigost III wanted notices.

    Dialogue

    1. “Ask about his role here”
  2. 2Take the wanted notice

    Dialogue

    Meet at , to the left of the zaap, and enter the tower: you arrive in the militia of Harebourg Castle, where 6 notices and signs show the wanted monsters in the area. Click on the small sign on the left.

    Dialogue

    1. “Head out questing for Mekstagob”
  3. 3Find Mekstagob

    Movement

    Mekstagob always appears in the Wind Rampart area, on Frigost III. If a group defeats him without anyone obtaining him as a follower (nobody has started the quest, or everyone has already completed it), he immediately reappears in the area.

    Mekstagob is not always present: once defeated, he disappears from the area for several hours before reappearing.

  4. 4Defeat Mekstagob

    Combat

    Mekstagob is invulnerable throughout the fight. He only loses this state, for 1 turn, if he ends his turn in the blue cross glyph placed by his Hypertension spell. Each monster accompanying him weakens him: the Ad Hoc Allies state removes 2,000 Vitality and 50 Power per monster present with him.

    From the start of the fight, he removes 2 AP from all your characters and applies a poison that makes them lose Water HP for each MP used, until the end of the fight.

    • MekstagobMekstagobfight · level 200 · 34,000 HP · 12 AP · 6 MP
  5. 5Deliver Mekstagob to Wes of Tubsterville

    Items · Wes of Tubsterville

    After the victory, Mekstagob follows you as a follower character, provided you started the quest. Go back to the Frigost III militia and, outside the tower, talk to Wes of Tubsterville. Mekstagob leaves your group and the quest ends: he then appears behind the prison bars, in the tower basement, with the other wanted criminals you captured.

    Dialogue

    1. “Deliver Mekstagob”

The fights

Mekstagob

Mekstagob

Level 200

On the Wind Ramparts, on Frigost III: 34,000 HP, 12 AP and 6 MP. Resistances: 25% Neutral, 35% Earth, 50% Fire, -15% Water and -20% Air. He has only one direct-hit spell: everything else is glyphs that strengthen monsters and weaken your characters. His glyphs can only be cast in a line, but without line of sight and at very long range.

  • Ad Hoc Allies

    State shared by all wanted targets: 2,000 less Vitality and 50 less Power, with no duration limit, for each monster with him. Alone, he has no penalty.

  • Potentiometer

    Cast from the start of the fight: Mekstagob becomes Invulnerable, with no time limit. All your characters lose 2 AP for the whole fight and receive a poison: each MP used makes them lose 15 Water HP.

  • Hypertension

    Blue glyph in a cross of size 1, which stays until the end of the fight. Your characters lose 3 AP there for 2 turns, stackable. Mekstagob and his allies gain 3 AP there for 2 turns, and Mekstagob loses his invulnerability for 1 turn if he ends his turn there. In a line only, up to 12 range without line of sight, cooldown of 3 turns.

  • Glaciglyph

    Red glyph of radius 2 for 2 turns: deals 1,100 Fire damage to your characters and heals Mekstagob and his allies for about 700 HP. In a line only, up to 12 range without line of sight, once per turn.

  • Mekstaboost

    Green glyph with a radius of 2 lasting 2 turns: your characters lose 20% resistances and get the Gravity state for 2 turns, stackable. It kills Rogue bombs. Mekstagob and his allies gain 20% resistances for 2 turns, stackable. In line only, up to 10 range without line of sight, cooldown of 2 turns.

  • Cooling Liquid

    Blue glyph with a radius of 2 lasting 2 turns, different from Hypertension's. Your characters receive 25% erosion and a poison of 100 Water damage for 2 turns: this poison only triggers if you take damage from another of his glyphs. Mekstagob and the monsters gain 25% of their maximum Vitality for 2 turns, stackable, which is about 8,500 Vitality for Mekstagob. In line only, up to 12 range without line of sight, cooldown of 4 turns.

  • The Best Defence

    Invisible glyph in an inverted square of size 4 around Mekstagob, lasting 1 turn: your characters lose 100 damage there for 2 turns, while monsters gain 100. Cooldown of 3 turns.

  • Dissentaglyph

    His only direct-hit spell: 600 Fire and 600 Water damage in a line of infinite size. Pushes back 8 cells, removes 3 MP (4 on a critical hit) and 6 range (8 on a critical hit) for 1 turn, and gives him 3,400 shield points for 2 turns. In a line only, infinite range without line of sight, cooldown of 6 turns.

  • Tip: hit with Water and Air

    Mekstagob is weak to Water and Air, and very resistant elsewhere, especially Fire: favor Water and Air spells.

  • Tip: pin him in a corner

    Trap him between two walls and two static summons (Cawwot, tree, bombs, bamboo...). He will cast his glyphs on the summons in contact with him and will end his turns inside the glyph that makes him vulnerable. Static summons take no damage from the glyphs: only Dissentaglyph, every 6 turns, kills one, and you just need to replace it. Prefer summons other than Cawwots: their glyphs heal Mekstagob for 3% of his maximum HP every turn.

  • Tip: don't end your turn in line

    His glyphs are cast without line of sight, but only in line. If you don't end your turn in line with him, he will only cast them on static summons.

  • Tip: erode it

    Shield, heals and resistances: pinned in a corner, Mekstagob becomes a tank, healed for 6% of his maximum HP per turn between 2 Cawwots. Erode him as much as possible so you don't hit for nothing and kill him with erosion.

  • Tip: save your MP

    Its poison deals Water damage for every MP you use, until the end of the fight. Move as little as possible: if it is trapped in a corner, the only line of sight will often be the diagonal, so end your turns close to it.

  • Tip: the invisible glyph

    Every 3 turns, The Best Defence reduces by 100 the damage of characters who end inside it, for 2 turns. It won't stop you from winning, but it lengthens an already long fight.

The rewards

Experience, 5 Ice Kama and 2,040 Wantoken, according to the game data.

  • Ice Kama icon5 × Ice Kama
  • Aviton icon2040 × Wantoken

Related quests

The quest does not unlock another quest. It counts toward the Mekstagob achievement and the Expecto Patrolman achievement, which covers the six Frigost III wanted notices: Wanted: Bearendizer, Wanted: the Psychopump, Wanted: the Ice Knight, Wanted: Erotegg and Wanted: Count Harebourg. Completing them all finishes The Whitewalkers.

Previous quest

The Frozen Peak

Level 190 quest · Frigost Island

Start
Willi Biene
Expecto Patrolman achievement icon

Achievements · Wanted Notices

Expecto Patrolman

Quest 2 of 6 · 20 achievement points

Capture the wanted monsters in Count Harebourg's Castle.

  1. Wanted: BearendizerLvl. 200
  2. Wanted: MekstagobLvl. 200
  3. Wanted: PsychopumpLvl. 200
  4. Wanted: The Ice KnightLvl. 200
  5. Wanted: EroteggLvl. 200
  6. Wanted: Count HarebourgLvl. 200

Wanted: BearendizerNext quest: Wanted: the Psychopump

Mekstagob achievement icon

Achievements · Wanted Notices

Mekstagob

1 quest · level 200

Capture and turn in Mekstagob.

Last quest of the achievement. All achievements

Where does the quest Wanted: Mekstagob start?

In the Harebourg Castle militia, at on Frigost III. Enter the tower, to the left of the zaap, and click on the small sign on the left. You must have started The Whitewalkers with Wes of Tubsterville.

Why can't I pick up the wanted notice?

Because The Whitewalkers has not been started. Talk to Wes of Tubsterville and choose “Ask about his role here”: the quest requires completing the 6 Frigost III notices.

Where to find Mekstagob?

Always on the Wind Ramparts, on Frigost III. Once defeated, he disappears for several hours, unless nobody in the group obtained him as a follower character.

How to make Mekstagob vulnerable?

He must end his turn inside Hypertension's blue cross-shaped glyph. The easiest way is to trap him in a corner with static summons: he places his glyphs on them and ends his turns inside.

Which elements should you use against Mekstagob?

Water and Air, his two weaknesses. Avoid Fire, where he has 50% resistance.

Where to deliver Mekstagob?

To Wes of Tubsterville, in front of the Frigost III militia, outside the tower. Mekstagob then goes to the prison, in the tower basement.

What does the quest give?

Experience, 5 Ice Kama and 2,040 Wantoken. It also counts toward the Mekstagob and Expecto Patrolman achievements.

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Wanted: Mekstagob

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