Terror's Den
The Halloween event's dungeon, in two versions: the Terror's Den (levels 100 to 120) and the Terror's Den (Crazy) (levels 200 to 220). Weird lets you in for Cursed Pumpkwin Seeds; after three rooms, the Terror of Halloween can only be hurt once his four Dread Pillars are lined up, then rises again for a second fight.
On this page
At a glance#
- Levels 100-120 and 200-220
- Up to 8 players
- Entry: 40 or 100 seeds
- 3 rooms
- 4 Dread Pillars
- 2 phases
- Terror Card
- Halloween event
Opening#
The pumpkwins are not ripe yet: the Halloween event is not open to players yet. Until then Malice and Weird stay hidden, and an icy wind pushes you back at the edge of the Pumpkwin Patch.
The two versions#
Both Dens have the same rooms and the same rules; only the levels and the numbers change (below in Normal mode). Difficulty modes (Hard, Expert, Nightmare I to III) apply as in any dungeon.
| Detail | Terror's Den | Terror's Den (Crazy) |
|---|---|---|
| Dungeon level | 120 | 200 |
| Monsters | Levels 100 to 120 | Levels 200 to 220 |
| Entry (Weird) | 40 seeds | 100 seeds |
| Terror | Level 120 · 11,520 HP | Level 220 · 500,000 HP |
| Dread Pillar | 2,880 HP | 125,000 HP |
| Full trap slide | Half the maximum life | 999,999 neutral damage |
| Terror Card | 0.1% | 0.5% |
| Achievement | Terror's Den | Terror's Den (Crazy) |
Access#
- No key: no dungeon key, Bunch of Keys or Wax Master Key. The Den is not in the dungeon group search.
- Weird refuses entry while you are fighting, busy, dead or in a dungeon-finder party; your seeds are not taken then.
- In Astrub, the witch Malice (orange "!") gives you her quest, The Terror of Halloween. She then flies you for free on her broom to the edge of the Pumpkwin Patch (-1,22), where a second Malice flies you back to Astrub.
- Follow the path east into Al Howin's Vegetable Patch, then north into the Pumpkwin Patch.
- Gather Cursed Pumpkwin Seeds: every monster of the patch and of the Den drops one.
- Talk to Weird, the patch's scarecrow. Nothing he says makes sense except "Cursed Pumpkwin Seeds" and his prices: 40 seeds for the Terror's Den, 100 for its crazy version. Each player pays for themselves and arrives in the first room.
- After the win, a defeat or a death you come back next to Weird. Until the Terror is beaten, Weird offers to take you back into the Den where you left it, without paying again.
The Pumpkwin Patch#
During the event, each of the patch's 7 maps holds three groups, one per tier. Every monster drops Halloween Coins and exactly one Cursed Pumpkwin Seed to each player.
| Tier | Levels | Monsters | Coins |
|---|---|---|---|
| Low | 90-110 | Al Howin Tofu, Al Howin Gobball, Toadkin | 1-2 |
| Medium | 200-220 | Pumpkwin, Borbkin, Worm-O'-Lantern | 2-3 |
| High | 400-420 | Devhorror, Arachkin, Destroyers' Nightmare | 4-5 |
The three rooms#
The rooms are copies of Al Howin's Vegetable Patch's: a pumpkwin corner, the witch's lair, then the graveyard, the Terror's room. The patch's nine monsters live there, at the Den's level. Winning a fight opens the next room.
Rooms 1 and 2: 4 monsters up to 4 players, then one more per player, at most 8. The Terror's room: the Terror, a Pumpkwin, a Devhorror and an Arachkin, plus one monster per player beyond the first, at most 8.
The Den's monsters drop the items of the nearest tier (low in the normal Den, medium in the crazy Den), 1 to 2 Halloween Coins (2 to 3 in the crazy version) and one seed each.
Room 1
Pumpkwin, Tofu, Toadkin, Worm-O'-Lantern, then Gobball, Borbkin, Devhorror, Destroyers' Nightmare.
Room 2
Devhorror, Borbkin, Arachkin, Gobball, then Destroyers' Nightmare, Toadkin, Pumpkwin, Worm-O'-Lantern.
Room 3
The Terror, Pumpkwin, Devhorror, Arachkin, then Destroyers' Nightmare, Worm-O'-Lantern, Toadkin, Borbkin.
Phase 1: the Dread Pillars#
While a single pillar does not glow, the Terror is Invulnerable: nothing can hurt him.
The Terror holds his ground while his blows reach someone: aligned pillars stay aligned until his next Shadow Realm, which teleports him and undoes the alignment. The rhythm of the fight: two turns to line up the four pillars and hit him, then a new board.
- As the fight starts, four Dread Pillars rise on free cells 2 to 6 cells from the Terror and never on his lines: the puzzle always starts unsolved.
- A pillar glows (it flares gold) when it stands on one of the Terror's lines: the horizontal or vertical screen line through his cell, at any distance. The "Pillars aligned: 0/4" state on the Terror counts the glowing pillars.
- The pillars are invulnerable, never play and never move on their own: push them, pull them or carry them onto his lines. A pillar killed by a kill effect rises again at the Terror's next turn.
- When all four glow, "the Terror is exposed!": he loses Invulnerable. As soon as a pillar leaves his lines, or he moves himself, he is Invulnerable again.
Shadow Realm and its traps#
From his first turn, then every 3 turns, the Terror teleports (1 to 6 cells) to where his blows reach the most enemies, never where his four pillars would glow. The old Shadow Traps go and a new one is laid under every enemy, visible to everyone: a ring of the 4 cells around them.
- Walking off the centre cell, or being pushed or pulled onto the ring, springs the trap once: the victim slides 4 cells the way it was moving.
- If the slide hits anything (a fighter, a pillar, an obstacle, the edge of the map), the victim is spared, with no damage.
- A full 4-cell slide costs half the maximum life in the normal Den, 999,999 neutral damage in the crazy Den. Shields, invulnerability and death protections (Guardian Dofus...) apply.
- Teleporting, swapping places or being thrown sets off nothing; a stabilised fighter does not slide. Monsters never spring the traps.
Phase 2: Undying Terror#
At 0 HP the Terror does not die: he rises black as the night, with 4 life points only the pillars can take.
- From now on he is Invulnerable and cannot be healed, deals +50% damage, and the music changes.
- The other monsters the fight started with come back once, as a wave.
- The four pillars, destroyed ones included, scatter 2 to 6 cells from him, off his lines, at full life. A pillar can be hit only while it glows: line it up, then destroy it (0% resistance).
- Each destroyed pillar takes one of his life points; the fourth kills him, and the rest of his side dies with him.
- Every enemy who ends a turn is pulled 1 cell toward him; being pulled onto a trap's ring springs it.
The TerrorBoss · level 120 or 220#

He wears the shape of a pumpkin-headed Sram hero, in black and orange. All his spells need line of sight. The damage below is a rough guide against 30% resistance; difficulty modes and phase 2 raise it.
Base stats
- Normal: level 120 · 11,520 HP · 12 AP · 5 MP
- Normal: 396 in every characteristic
- Normal: Earth 15%, Water 18%, Neutral 13%, Air 5%, Fire 0%
- Crazy: level 220 · 500,000 HP · 20 AP · 7 MP
- Crazy: 750 in every characteristic · 0% resistance
- Crazy: 125 lock · 75 AP and MP reduction and parry
Dark Scythe
Neutral damage (about 1,000 to 1,500 crazy, 333 to 500 normal) and the target loses 6 AP.
Deadly Attack
Neutral damage (about 1,000 to 1,500 crazy, 333 to 500 normal) and tries to remove 2 MP.
Bone Throw
Air damage: about 800 to 1,000 crazy, 267 to 333 normal.
Shadow Realm
He teleports and lays a Shadow Trap under every enemy.
Dread Pillar×4 · summoned by the Terror#

An obsidian obelisk whose rune smoulders like an ember; lined up with the Terror, it flares orange under a golden aura. Its life is a quarter of the Terror's as the fight starts (after the difficulty mode).
Base stats
- Normal: 2,880 HP · Crazy: 125,000 HP
- 0% resistance
- Never plays · can be pushed, pulled and carried
- Phase 1: invulnerable · phase 2: vulnerable only while glowing
Rewards#
The Terror drops 5 to 8 Halloween Coins (10 to 15 in the crazy version) and a seed to each player, and his card: 0.1% base chance in the normal Den, 0.5% in the crazy Den. In Nightmare I to III, the Terror Card: Nightmare drops at a tenth of that chance.
Show a card to Weird: he does not take it. The Terror Card earns you the Malicious Hat and a Prympkin, the Terror Card: Nightmare the Nightmare Malicious Hat. Each trade can be made once per account. The Terror Card is also an ingredient of Chofux.
Malice trades your Halloween Coins (those in your bag): the Halloween Relic for 500 coins (one per character) and a Waxmod Mystery Box for 2,500 coins.
Halloween Coins are bound to the character that gets them: they cannot be traded, sold, put on the market or moved to another character through the bank. The coins already in a bank went to the account's character holding the most coins.

Terror Card
Show it to Weird; a Chofux ingredient.

Terror Card: Nightmare
Show it to Weird.

Malicious Hat
Malice's witch hat, no stats. Weird, card shown, once per account.

Nightmare Malicious Hat
+200 Vitality · +6% final damage. Weird, Nightmare card shown, once per account.

Prympkin
+1 uncapped MP · -5% resistance in every element.

Dark Prympkin
Prympkin's effects · +6% final damage · Spooky Aura: +1 AP in your 1st and 6th turn of each fight.

Halloween Relic
+50 Power · +100 Vitality · +3% final damage, works from the inventory.

Halloween Coin
Malice's currency, bound to the character.
Quest and achievements#
- The Terror of Halloween (Malice's quest, not repeatable): completes by itself when you win against the Terror, in either version. Reward: the Black Sram Bony Wings, 43,980 kamas and the experience of a level-200 quest (2,500,000 XP at level 200, 1,200,000 at level 150, 450,000 at level 100, before server bonuses).
- Four achievements: Terror's Den, Terror's Den (Crazy) and their Nightmare achievements (a win in Nightmare I to III). Each gives 100 Halloween Coins, 500,000 kamas and 10 Master Wax Tokens. You must be level 120 to accept the reward: below that, the achievement is completed and its reward stays to claim.
- These achievements are in the Halloween category and count toward no Prestige.
Tips#
- Bring pushes, pulls and carry or swap spells: lining up four pillars in a turn or two is the whole fight.
- Save your big hits for the turn the Terror is exposed: his next Shadow Realm will undo the alignment.
- Before leaving a Shadow Trap, look at what lies 4 cells away in your direction: an ally, a pillar or an obstacle on the way saves you. The safest is to teleport off the trap.
- Beware of pushing allies and, in phase 2, of the end-of-turn pull: both can spring a trap.
- Dark Scythe takes 6 AP and Deadly Attack 2 MP: the player he targets is often stuck, so let the others move the pillars.
- Before taking him to 0 HP, clear the room: the monsters he started with come back once in phase 2, on top of any still standing.
