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Count Harebourg dungeon: access, rooms, boss mechanics and achievements

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Count Harebourg’s dungeon is the last one on Frigost, at the top of the Clepsydre tower (Tour de la Clepsydre in the French version). To get in, you must have beaten the four other Frigost III bosses and hold the key. The final fight is built on two mechanics: the confusion that deflects your spells and the Count’s invulnerability, which can only be removed on even turns.

Contents
  1. The dungeon at a glance
  2. Unlocking access: requirements and key
  3. The rooms and their monsters
  4. Count Harebourg’s mechanics
  5. Preparing for your first win
  6. Dungeon achievements
  7. What the dungeon gives you

The dungeon at a glance

Count Harebourg rules Frigost, the frozen island, and he is the final opponent of the whole island storyline. His dungeon is the fifth and last of Frigost III, the island’s highest-level area. It comes after a long climb: the Frigost I and II dungeons, then the four Frigost III lieutenants.

New to the island? Start with our overview of the Frigost dungeons, which explains the order to tackle them in.

Key pointDetail
Dungeon level200
EntranceTop of the Clepsydre tower, [-59,-88] (foot of the tower at [-61,-79])
Rooms4 monster rooms + the boss room
RequirementAll 4 Frigost III bosses defeated
Boss captureSoul stone of power 1000

Unlocking access: requirements and key

The Count’s door stays shut until you have beaten his four lieutenants. Each one guards a dungeon of their own in Frigost III, and your character must have defeated each of them at least once. Dungeon and item names are given here as they appear in the French version of the game.

  1. 1Defeat Missiz Frizz in the Forgefroide de Missiz Frizz.
  2. 2Defeat Sylargh in the Transporteur de Sylargh.
  3. 3Defeat Nileza in the Laboratoire de Nileza.
  4. 4Defeat Klime in the Salons privés de Klime.
  5. 5Craft or buy the dungeon key, then climb to the top of the Clepsydre tower.
  • Key ingredients: 1 Perce-Neige, 1 Poisskaille, 1 Frostiz, 2 Viande Goûtue.
  • Resources from the dungeon’s monsters: 2 Granduk feathers, 2 Cycloïde eyes, 2 Sinistrofu wings, 2 Nocturlabe wings.

Tip : The monster resources needed for the key drop inside the dungeon itself: keep some after each run and your next key will be almost ready.

The rooms and their monsters

The dungeon has five rooms. The first four pit your team against five families of clockwork, time-themed monsters: Cycloïde, Granduk, Nocturlabe, Sinistrofu and Strigide. After the fourth room, you talk to Dorléans to reach the Count.

The number of monsters grows with the size of your group. Here is the base line-up, for a group of four characters or fewer:

RoomMonsters (group of 1 to 4)
Room 12 Granduk, 1 Strigide, 1 Cycloïde
Room 22 Strigide, 1 Nocturlabe, 1 Cycloïde
Room 32 Sinistrofu, 1 Nocturlabe, 1 Cycloïde
Room 42 Nocturlabe, 1 Cycloïde, 1 Granduk
Room 5Count Harebourg, 1 Granduk, 1 Cycloïde, 1 Nocturlabe

Watch out : These monsters punish bad habits: the Cycloïde pulls you in and removes MP, the Nocturlabe reflects melee damage around itself, and the Sinistrofu can turn the targets around it invisible. Read their spells before you charge in.

Count Harebourg’s mechanics

Confusion. At the start of every turn, your spells are deflected by 90°, 180° or 270°: you aim at one cell and the spell lands on another. If the cell you actually end up targeting does not exist or cannot be reached, the spell becomes a critical failure, which ends your turn if it is a melee spell. Summons you control are not affected. In melee, each damage line rotates the confusion a quarter turn anticlockwise, up to ten hits taken.

The Mi-temps glyph. At the start of each of his turns, the Count lays a cross-shaped glyph around himself, centre cell included, which lasts one turn. Any ally who starts their turn inside it dies. Ending your turn well clear of it is essential.

Invulnerability. The Count is invulnerable for the whole fight. On odd turns, every hit he takes rotates the attacker half a turn around him. On even turns, the Count swaps places symmetrically with whoever hits him. To strip his invulnerability, one of those swaps must make him trade places with another entity, ally or enemy.

  • An ally who swaps places with the Count gets a damage bonus for one turn.
  • If an allied summon swaps with him, allies close to his starting cell die.
  • Once his invulnerability is down, the Count can create illusions on the following turn.

Watch out : If the Count’s rotation is impossible because the destination cell cannot be reached, the fight ends and the whole team dies. Always check where he will land before you hit him.

Preparing for your first win

The real challenge here is the confusion. Staying in a straight line or on a diagonal with the Count makes targeting far easier, because a deflected spell then lands on a predictable cell.

For a first clear, the safest plan is to kill the monsters first and leave the Count for last. Take out the Cycloïde first; in groups of six or more, the Sinistrofu goes to the top of the list.

  • A line-up often recommended for a first attempt: Pandawa, Masqueraider, Iop, Eniripsa.
  • Once his invulnerability is down, stabilising the Count stops him from swapping places when you hit him in melee.
  • The Count only has 5 MP: summons placed at a distance let you lure and steer him.
  • Always check the Mi-temps glyph before ending your turn.

Tip : No time to build a team or practise the fight? On KamasTrade, experienced players offer Count Harebourg runs, played as a group and without ever lending your account.

Dungeon achievements

Like other dungeons, Count Harebourg comes with achievements that impose a constraint for the entire fight. They rarely mix well with a first clear, so keep them for later runs. Achievement names are translated here from the French version.

AchievementConditionThe catch
StatueEnd every turn on your starting cellThe Cycloïde’s pull and the Mi-temps glyph
VersatileEach spell only once per turnVery hard on Pandawas
Failure is not an optionNo melee damage on enemiesSummons and bombs that hit at close range
DuoDefeat all monsters with 2 characters at most, in under 40 turnsPick the right pair
Idol scoreFight with idolsMonsters become more mobile

What the dungeon gives you

Count Harebourg is a key step in the great Frigost questline: several island quests target him directly, including the ones leading towards the Dofus des Glaces (Ice Dofus). Defeating all of Frigost’s guardians is one of the conditions for that Dofus.

Once the Count is beaten, two variants open up: fighting him alongside one of his lieutenants (Nileza, Klime, Missiz Frizz or Sylargh), or, the most feared version, with all four at once. The Clepsydre emote is unlocked in the fourth room once you have already defeated the Count, with help from friends waiting outside the dungeon.

Every run also yields the resources of the dungeon’s monsters, used for the key and for high-level crafting, which you can sell at the marketplace. For an overview of how runs work, read our dungeon run guide.

Frequently asked questions

How do I get into the Count Harebourg dungeon in Dofus?

Defeat the four Frigost III bosses (Missiz Frizz, Sylargh, Nileza and Klime) at least once, get the dungeon key, then climb to the top of the Clepsydre tower (foot at [-61,-79]), where the entrance sits at [-59,-88].

What level is Count Harebourg?

The dungeon is level 200, like those of the four Frigost III lieutenants. A well-equipped level 200 team is still recommended, since the fight is mostly about mastering its mechanics.

How do you remove Count Harebourg’s invulnerability?

Only on even turns: when hit, he swaps places symmetrically with the attacker. If that swap makes him trade places with another entity, he loses his invulnerability. Careful: an allied summon that swaps with him kills nearby allies.

How does confusion work against Count Harebourg?

Each turn your spells are deflected by a quarter, half or three-quarter turn. Playing in line or on a diagonal with him makes the deflection predictable. Controlled summons are not affected.

How many rooms does the Count Harebourg dungeon have?

Five: four monster rooms, then the Count’s room, which you reach by talking to Dorléans.

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