Quest Entrance to Harebourg's Castle
Wanted: Psychopump
Frigost III wanted notice, from level 180: pick up the notice at the Harebourg Castle militia, find the Psychopump at the Scarlet Tannery and bring him back to Wes of Tubsterville. All the steps, his spells and tips for making him vulnerable without losing an ally.
What to prepare
Nothing to gather: bring MP removal, preferably at range, to remove his invulnerability, and if possible a Pandawa resistant to Neutral to block him.
The 5 quest steps
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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
- “Ask about his role here”
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2Take the wanted notice
Dialogue
Meet at , to the left of the Zaap, and enter the tower: you arrive in the Harebourg Castle militia, where 6 posters and signs show the wanted criminals of the area. Click on the big sign on the left.
Dialogue
- “Head out questing for the Psychopump”
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3Find the Psychopump
Movement
The Psychopump always appears in the Scarlet Tannery area, on Frigost III. If a group defeats him without anyone obtaining him as a follower character (nobody started the quest, or everyone has already completed it), he immediately respawns in the area.
The Psychopump is not always there: once defeated, he disappears from the area for several hours before respawning.
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4Defeat the Psychopump
Combat
The Psychopump is invulnerable throughout the fight: a simple attempt to remove MP makes him vulnerable for 1 turn, but also gives him 63 range for 2 turns. At the start of his turn, each of your characters hits their allies in contact with them: never end your turn next to an ally. Each monster accompanying him weakens him: the Ad Hoc Allies state removes 2,000 Vitality and 50 Power per monster present with him.
A character hit by Sentence receives the Kills the target effect for 2 turns: if they receive healing, they die. Check everyone's effects before healing.
Psychopumpfight · level 200 · 32,000 HP · 12 AP · 5 MP
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5Deliver the Psychopump to Wes of Tubsterville
Items · Wes of Tubsterville
After the victory, the Psychopump 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. The Psychopump 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
- “Deliver the Psychopump”
The fights
Level 200
At the Scarlet Tannery, on Frigost III: 32,000 HP, 12 AP and 5 MP. Resistances: 25% Neutral, -20% Earth, -25% Fire, 50% Water, 45% Air. He steals range, reflects spells, gives AP to his allies, and in melee makes you Weakened and maximizes your random effects. He hits at long range in Earth and Air, for about 1000, and very hard in Neutral in melee depending on his remaining HP. He has no way of moving around the map: no push, no teleport.
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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.
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Torment effect
Cast from the start of the fight, with no time limit, on him, on the monsters and on your characters. It gives the Psychopump the Invulnerable state and 3 range to all monsters. Trying to remove his MP makes him vulnerable for 1 turn, but gives him 63 range for 2 turns. On your characters, it hits for 500 to 700, in a random element, all characters on the cells adjacent to the one starting their turn.
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Sentence
Deals 1000 Earth damage in a cross of size 1 and applies the Kills the target effect for 2 turns, which cannot be dispelled: the character dies if healed. Up to 14 range, once per turn.
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Now You Seamy
Deals 1000 Air damage and steals 4 range (5 on a critical hit) for 1 turn, stackable. Up to 12 range, 3 times per turn and 1 times per target.
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Bondage
Deals Neutral damage equal to 10% of the Psychopump's remaining HP, about 2000 if he has full health. Maximizes the target's random effects for 2 turns (you take the maximum rolls) and applies the Weakened state for 2 turns; on a critical hit, adds a Neutral poison of 50 as life steal for 1 turn. In melee, once per turn; when he is vulnerable, his modifiable range lets him hit in a line up to 63 range.
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Return to Sender
Reflects spells of rank 6 or lower for 1 turn, in a cross of size 1. Up to 6 range, from turn 2 then every 3 turns.
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Stimulating Whiplash
Gives 4 AP to his allies in a cross of size 2 for 3 turns (4 turns on a critical hit). In a line up to 6 range, cooldown of 5 turns.
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Tip: never next to an ally
Because of Torment, each character who starts their turn hits their neighbors: do not end your turn in contact with an ally, to avoid needless damage.
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Tip: dispel Return to Sender
If he casts Return to Sender on himself, dispel him so you don't lose a turn. Without a dispel spell, hit him with weapons only (bow, sword, staff…).
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Tip: watch out for Sentence
Before each heal, on an ally or on yourself, check that the character doesn't have the Kills the target effect, which lasts 2 turns and cannot be dispelled: a heal kills them on the spot.
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Tip: block him with a monster
He only has line-of-sight spells and can neither push nor teleport: you can trap him in a corner with one or two monsters. The ideal is a Leatherball, which has only 1 MP and no movement spell, so it's easy to reposition. Your characters, hidden behind it, stay out of his line of sight.
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Tip: no melee while he's at full health
Bondage hits harder the more HP he has: stay at a distance while he has full health, and check your placement before the fight so he isn't in contact with you from turn 1.
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Tip: kill him first with a tank Pandawa
Even when he has company, eliminate him first: he hits hard in melee and at range. A tank Pandawa, resistant to Neutral, goes into contact to block him and cut his line of sight to your other characters, who kill him at range. This tank can make him vulnerable with Numbness.
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Tip: remove MP at range
Favor removing MP at range. There's no point removing his range to stay out of reach: he gains 63 range when he becomes vulnerable. If he is neither blocked nor locked, position yourself out of his line of sight, or far enough away that he can't line up with you. If you don't plan to hit him that turn, don't make him vulnerable needlessly.
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Tip: obstacles
Without a tank to block him, hide behind obstacles to limit his spells, without bunching your characters together.
The rewards
Experience, 5 Ice Kama and 2,040 Wantoken, according to the game data.
5 × Ice Kama
2040 × Wantoken
Related quests
The quest does not unlock any other quest. It counts toward the Psychopump achievement and the Expecto Patrolman achievement, which covers the six Frigost III wanted notices: Wanted: Bearendizer, Wanted: Mekstagob, Wanted: Ice Knight, Wanted: Erotegg and Wanted: Count Harebourg. Completing them all finishes The Whitewalkers.
- Start
- Willi Biene
Achievements · Wanted Notices
Expecto Patrolman
Capture the wanted monsters in Count Harebourg's Castle.
- Wanted: BearendizerLvl. 200
- Wanted: MekstagobLvl. 200
- Wanted: PsychopumpLvl. 200
- Wanted: The Ice KnightLvl. 200
- Wanted: EroteggLvl. 200
- Wanted: Count HarebourgLvl. 200
Achievements · Wanted Notices
Psychopump
Capture and turn in Psychopump.
Last quest of the achievement. All achievements
Where does the quest Wanted: Psychopump start?
In the Harebourg Castle militia, at on Frigost III. Enter the tower, to the left of the Zaap, and click on the big sign on the left. You must have started The Whitewalkers with Wes of Tubsterville.
Where to find the Psychopump?
Always at the Scarlet Tannery, on Frigost III. Once defeated, he disappears for several hours, unless nobody in the group obtained him as a follower character.
How to make the Psychopump vulnerable?
By trying to remove his MP. He becomes vulnerable for 1 turn, but gains 63 range for 2 turns: get out of his line of sight.
Why does an ally die when healed?
Because of the Kills the target effect applied by Sentence. It lasts 2 turns and cannot be dispelled: any healing received during that time kills the character.
Why are my characters hitting each other?
That's the Torment effect. At the start of his turn, each character hits those next to him for 500 to 700: don't end your turn in contact with an ally.
Where to deliver the Psychopump?
To Wes of Tubsterville, in front of the Frigost III militia, outside the tower. The Psychopump 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 Psychopump and Expecto Patrolman achievements.
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