Quest Entrance to Harebourg's Castle

Wanted: The Ice Knight

Frigost III wanted notice, from level 180: pick up the notice at the Harebourg Castle militia, find the Ice Knight at the Bleak Legion Bastion and bring him back to Wes of Tubsterville. All the steps, his spells and tips for beating him without being killed by the push.

What to prepare

Nothing to gather. Bring characters that hit with Fire or Water, his weaknesses, and if possible a Pandawa or a tank to keep him away from your characters.

The 7 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 Harebourg Castle militia, where 6 posters and signs show the wanted criminals of the area. Click on the big sign on the right.

    Dialogue

    1. “Head out questing for the Ice Knight”
  3. 3Find the Ice Knight

    Movement

    The Ice Knight always appears in the Bleak Legion Bastion 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 Ice Knight is not always there: once defeated, he disappears from the area for several hours before respawning.

  4. 4Defeat the Ice Knight

    Combat

    He is not invulnerable by default, but he becomes invulnerable for 2 turns if you push him or try to remove AP or MP from him. For the whole fight, a character who takes push damage is killed in one hit. Each monster accompanying him weakens him: the Ad Hoc Allies state removes 2,000 Vitality and 50 Power for each monster with him.

    Push damage kills in one hit: beware of the Skatemen that may accompany him, and of your own allies.

    • Ice KnightIce Knightfight · level 200 · 32,000 HP · 10 AP · 5 MP
  5. 5Keep the Knight at a distance

    If he has company, first eliminate his allies on a map that lets you play at range, pushing him back each turn: invulnerability doesn't matter much meanwhile, and you stay out of range of Absorbant Blade, which hits very hard at 2 range. The Pandawa's carry and throw spells do not make him invulnerable: use them freely to place him where you want. When he is alone, he can also be pinned in contact with a tank, a Pandawa for example, without having to push him back or remove his MP.

    If Skatemen accompany him, watch out for their two push spells: 2 cells in melee, and a spell that pulls then pushes back 3 cells in a line at 4 range.

  6. 6Anticipate its movements

    Without a tank to lock him, always keep a safe distance, and watch out for Leap, which teleports him up to 5 range every 4 turns, unless he has the Gravity state. Also keep the other monsters away from your team: with Blow Me Down, he swaps places with a monster up to 14 range away and can land right in the middle of your characters. Preferably hit with Fire and Water, his weaknesses.

  7. 7Deliver the Ice Knight to Wes of Tubsterville

    Items · Wes of Tubsterville

    After the victory, the Ice Knight 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 Knight 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 the Ice Knight”

The fights

Ice Knight

Ice Knight

Level 200

At the Bleak Legion Bastion, on Frigost III: 32,000 HP, 10 AP and 5 MP. Resistances: 25% Neutral, 50% Earth, -15% Fire, -20% Water, 35% Air. He strengthens his damage, minimizes random effects, teleports every 4 turns and applies the Gravity state. He hits hard with Water, in an area and at long range, but especially very hard at 2 Range with Air and Water.

  • 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.

  • Atten-hut

    Cast from the very start of the fight, with no duration limit, on him and on all your characters. He becomes invulnerable for 2 turns if you try to push him or remove AP or MP from him. Your characters are killed in one hit as soon as they take push damage.

  • Survival of the Weakest

    Deals 400 Air damage and steals 50 damage (80 on a critical hit) from the target for 3 turns, stackable. From 2 to 15 range, 2 times per turn, once per target.

  • Softening Breath

    Deals 500 Water damage in a circle of radius 2 and minimizes the targets' random effects for 2 turns. Up to 14 range, cooldown of 4 turns.

  • Refreshment

    Removes its own curses and inflicts a 500 punishment on itself over 2 turns (600 on a critical hit) for 3 turns. Each hit heals it for 50% of the damage dealt, up to 500 healing over 2 turns. Starting on turn 2, then every 5 turns.

  • Absorbant Blade

    Whacks for 600 Air damage and 600 Water damage as life steal, i.e. 1,200, and applies the Gravity state for 1 turn. Up to 2 Range, no line of sight needed, 2 times per turn, once per target.

  • Leap

    Teleports to the targeted cell, but gains the Gravity state for 1 turn. Up to 5 range, no line of sight, cooldown of 4 turns.

  • Blow Me Down

    Gives an ally 4 MP and 4 Range (5 on a critical hit) and swaps places with them, but gains the Gravity state for 1 turn. Up to 14 range, no line of sight, cooldown of 3 turns.

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 any other quest. It counts toward the Ice Knight achievement and the Expecto Patrolman achievement, which covers the six Frigost III wanted notices: Wanted: Bearendizer, Wanted: Mekstagob, Wanted: Psychopump, Wanted: 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 4 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: the PsychopumpNext quest: Wanted: Erotegg

Ice Knight achievement icon

Achievements · Wanted Notices

Ice Knight

1 quest · level 200

Capture and turn in the Ice Knight.

Last quest of the achievement. All achievements

Where does the quest Wanted: Ice Knight 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 right. You must have started The Whitewalkers with Wes of Tubsterville.

Where to find the Ice Knight?

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

Why does the Ice Knight become invulnerable?

Because you pushed him or tried to remove his AP or MP. He stays invulnerable for 2 turns. The Pandawa's carry and throw spells, on the other hand, do not trigger this state.

Why does my character die in one hit?

He took push damage. For the whole fight, it kills in one hit: beware of the Skatemen, who push back 2 or 3 cells.

Which elements to use against the Ice Knight?

Fire and Water, his weaknesses (-15% and -20%). He highly resists Earth (50%) and Air (35%).

Where to deliver the Ice Knight?

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

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Wanted: The Ice Knight

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