Ochre season artwork

Ochre Dofus Season Missions

The three Ochre season missions gathered in one practical article.

News / Event
Guides team
5 min read

Ochre Season has already laid out its three main errands, and the goal of this page is to make them easy to follow. Instead of piecing everything together from scattered notes, here you have the Ochre Dofus season missions gathered in one place, with the important screenshots and the clearest route to save time.

The structure is actually pretty clean: one new story mission, one specific dungeon objective and one special fight inside the secret laboratory. If you clear those three parts, you move the season forward and keep earning Ochre tokens for the roulette.

Ochre season errands panel
This is the seasonal errands panel in-game. It is the quickest way to keep track of the three main objectives.
The overall idea is simple: clear the three errands during the season window to claim Ochre tokens. The missions are not especially confusing, but it helps a lot to know the maps and the order in advance.

Errand 1: The Legend of the Ochre Dofus

This is the new story mission. To begin, talk to the Tekamedia manager in the Astrub library at [1,-16]. That starts the whole memory sequence tied to the Ochre Dofus.

Step 1: talk to the manager

Speak with the Tekamedia manager and choose the option "I want to know more about the Ochre Dofus".

Opening dialogue with the Tekamedia manager
Keep an eye on this point: sometimes the NPC does not show the correct dialogue. If that happens, try another character on the account or relog while Ankama fixes the issue.

Step 2: first transfer

After the first dialogue, the mission moves you to a new map where the manager continues telling the story.

First map of the Ochre Dofus mission

Step 3: Giant Kralove map

Next you are transported to the Giant Kralove map, where the narrative sequence keeps going.

Giant Kralove map during the mission

Step 4: memory route through old game references

This section takes you through a beautiful map full of old references. The dialogue calls back to things like the Pink Gobballs, Poison Ivy, the Tynrils and mixomawosis. It honestly fits the Ochre season mood really well.

Memory route map from the Ochre Dofus mission

Step 5: Otomai workshop

After that, the mission sends you to Otomai workshop, where the story sequence heads toward its conclusion.

Otomai workshop during the Ochre Dofus mission

Step 6: return to the library

Near the end, you go back to the library, speak to the manager again, and finish the mission.

Ending of The Legend of the Ochre Dofus mission

Errand 2: defeat Silf, the Greater Soft Oak

The second errand is much more direct: you simply need to defeat Silf, the Greater Soft Oak. Luckily, that part is already covered in detail inside the Atlas.

So the best move here is simple: use our Soft Oak dungeon guide so you go in with the mechanics already clear instead of wasting an attempt figuring them out on the spot.

Errand 3: Bulbig Broder, Master Pandore and Daigoro

The third errand sends you to the secret laboratory of Amakna Castle. There you must defeat Bulbig Broder, Master Pandore and Daigoro in a single fight.

To enter, head to the main door at [6,-8]. From there you can go straight down to the fight required for the season.

Main entrance to the secret laboratory of Amakna Castle
The correct entrance is at [6,-8]. If you miss that door, you can waste a lot of time walking in circles for no reason.

Inside, you will find the monster group you need to defeat to complete the errand.

Monster group inside the secret laboratory
First look at the target group inside the laboratory.
Secret laboratory fight in Amakna
A clearer view of the enemy group required by the Ochre season.

That wraps up the Ochre missions

And that is it. With those three blocks, you solve the Ochre Dofus season missions: clear the new story, beat Silf and finish the laboratory fight.

It is actually a pretty friendly season in that sense because it does not scatter you too much. With a bit of planning, you can leave all three errands well advanced without overthinking it.

If you want the wider context afterward, keep the general season article and the Soft Oak dungeon guide nearby, because between those two pages you cover almost everything relevant for this event.