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Goblin Dungeon

Revision as of 13:57, 6 January 2023 by BetaNotus (talk | contribs) (Adding a note to encourage scrolling.)
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Goblin Dungeon
File:Goblin Dungeon (map).png
Map of Goblin Dungeon (click for larger size)
Connects to
Area Level
20 - 40
Goblin DungeonUpperCellarPlayerMap.png
Map by BetaNotus (10/20) (Other map at bottom of this page)

Goblin Dungeon is a regional name for the disastrous construction project underneath Eltibule Keep. This ill-fated maze of storehouses was overrun by Goblins, and the promised cleanup team sent from Statehelm never arrived. The residents of the Keep have boarded up the entrance enough to prevent Goblins and its other denizens from escaping to the surface, however prepared adventurers can find their way in.

Travelers throughout the region profess the wonderful loot found within the dungeon. Hunters of Goblins will find Calling Cards to be plentiful, allowing for rapid mastery of Goblinese. Adventurers seeking potions, armor, and weapons will find it on Goblins, while their trained animals can provide a source for meat and skins.

Also of note, it contains a quest to defeat the goblin boss and rescue the fairy Sarina, which leads to learning Art History. There are also many spawns for various art objects within the dungeon to help you train after you learn the skill.

This dungeon can be very dangerous for those unprepared, as some of the creatures use powerful rage attacks and pull in groups.

Points of Interest

Upper Cellar

Dwarven Birthday Adventure

Greetings James II, young Duke-to-be! At your father's request, we have prepared an Adventure for your fifteenth birthday, with a prize worthy of you station. This Adventure takes place on the top floor of you cellar; you need not descend stairs to complete it. But keep your blade handy, and pack for battle. Danger awaits!

Pierce the veil to find the helm

Use both levers to unlock the gloves

Go beyond the dead-end to find the boots

Take a jog to find the pants

Return to this pedestal to claim the key

Find the secret passage in this room

Defeat the guardian to find the suit and blade.

— Proclamation Dais

The Dwarves hired to renovate Eltibule Keep, in an attempt to placate the ruling Duke of Eltibule, constructed a birthday adventure for his son. Tragedies struck the Eltibule family, and the gift was never received. Interacting with the dwarven Proclamation Dais starts the quest James' Birthday Adventure.

Lower Cellar

Storerooms

There are many storerooms throughout the lower level of the cellar, and many are lined with shelves. These shelves are stocked with spawns of scrolls, goblets, bread, and miscellaneous junk. Mantis groups have taken up residence in some of the storerooms.

Lower Art Gallery

The first hallway leading west from the main hallway of the lower cellar will lead to a series of storage rooms for art. Two chests of valuables stocked with found goblin-treasure are hidden here.

Pulling should be performed carefully in these rooms, as there are usually two or three creatures in each split room that can aggro through the thin walls, potentially mobbing the unsuspecting art aficionado. On the other hand, solo explorers may find it much safer to stay in these rooms than in the main hallways, as there are less spawns in the side rooms, and the Brain Bugs are relatively harmless.

Grand Room

A large room containing many paintings and treasures. Cheese wheels can spawn in the back (Mogyar Cheese).

Goblin Boss Algapa has set up camp here alongside some of his healers and pet bears. The fairy Sarina was imprisoned in this room.

This room can be very deadly, as especially around the doorway it's easy for an explorer to get mobbed by monsters hidden off to the left and right. Algapa himself can hit very hard and often arrives to fight with a large group of other Goblins, so visitors should use caution not to get too close unless they are well prepared.

It is possible to peel off many of the Goblins in the room, and at least 5 of the 6 painting spawns can usually be reached without pulling the boss.

Once inside the room, a good strategy if you are alone is to stay on the perimeter of the room. Pull ranged goblins by aggroing them and then hiding behind a pillar. This causes them to come closer so you can stun them and finish them without aggroing the center of the room. You will otherwise likely be overwhelmed as the goblins respawn rather quickly even if you take care not to bury the corpses.

Mantis infested Gallery

An Art Gallery in the Northern section of the dungeon that is notable for a different layout than the rest of the Art Galleries, and being the only spawn point in the dungeon for a few Psychic Mantis and Simple Mantis.

Graz and Gruzark

A storeroom on the eastern side of the lower cellar's middle floor has been repurposed into a trained bear den. Among a number of small beds are Goblin Storage Chests. These can be looted for random common equipment, and rarely a piece of Sulfur or Saltpeter. Looting these chests is rather cumbersome as they fill an inventory with 3 items at a time.

Goblin Kitchen

Just past the bear den, a rudimentary kitchen can be found, stocked with Fruit Cases and Grain Sacks. These can be looted for Guava, Grapes, Red Apples, Oranges, and other fruits. Captured pigs occasionally wander the room, likely used as ingredients in the open cauldron of meaty "Goblin Stew" which can be drank for a buff.

Secret Cellar Hatch

Click Expand to reveal.

West of the hallway with the bear den and kitchen hides a dwarven excavation site hidden by a false wall. One exit from this hallway is a one-way trip to a lake outside of Eltibule Keep. The other leads to a backdoor cellar hatch hidden between the walls of Eltibule Keep and the outside rocks. This secret entrance can be useful for accessing the lower areas of the dungeon without having to fight through the Upper Cellar.


Goblin Annex

Below the Lower Cellar, ancient dwarven tunnels are filled with monsters not even the Goblins will approach. Despite an absence of living Goblins, this area has picked up the name "Goblin Annex." A large room guarded by a sentient weather system protects the Annex entrance.

Error: Item not found

Ulaur ordered me to write this note. He thinks Lady Eltibule will send a rescue party. I think we're going to die down here. But I hope I am wrong. If you're the rescue party, here's what we've learned:

If you destroy a crystal, you have only fifteen minutes before it reappears.

We believe that if you can knock out all the same-colored crystals at once, you can unlock the treasure vaults.

According to Ulfak's old plans, there should be three red crystals and seven green ones, each with a separate vault.

We are struggling to get past the second crystal on the red side. If we still live, that's where we'll be.

-Ulalmax

Item-icon-book.png Old Note

Red Annex

...

Green Annex

...

Annex Tips from Auriel

  • You have to destroy the crystals on each side of the Annex (Red, Green) in a certain time period.
  • If you miss a crystal or they respawn, the chests in the boss rooms will tell you how many you are missing.
  • You can only get loot from an annex chest once per hour.
  • Some of the fog in the Annex drains your power. You might want to walk instead of run.
  • Even if a party has a dedicated healer, bringing ones' own heals is recommended. A party of lower level adventurers may want someone trained in Mentalism, Psychology, Priest, or Battle Chemistry.
  • Have a clear leader and stay together. Watch your map, the Green Annex can become a maze if you are not watching the map.
  • If you are lost, click your leader on your group panel and cast a spell. It will path you to your leader.
  • Use your group chat tab, and watch chat as best you can.
  • Many groups prefer to enter the Red Annex first.

Goblin Dungeon Inhabitants

Gallery

Goblin DungeonLowerLevelsPlayerMap.jpg

Soundtrack

Dungeon Crawling (SoundCloud) by Conor Brace

Trivia

  • Early in development, the Goblin Dungeon was considered end-game content. Players frequently ended up leveling their combat skills from 20 to 50 here.
  • The Goblin Dungeon was the first dungeon revised during development to receive an expansion, rather than a complete replacement.