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Goblin Kingdom

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Revision as of 09:36, 21 August 2015 by Smashy (talk | contribs) (Room 3)
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Goblin Kingdom
Goblin Kingdom.png
Location Interdimensional Rift
Min. Level 70
Level 70-86
Monster Level 70-80
End Boss Goblin King Golgo

Description

Goblin kingdom.png
Goblin kingdom2.png

The Devolution's energy has amassed most powerfully here in the Goblin Kingdom. Long ago, the Goblins appointed the strongest of them as their king, to lead them in the building of their underground kingdom. Now that the Interdimensional Rift has caused a distortion in space, Dungeon Fighters have the opportunity to venture to that kingdom. But the Goblins know of the intruders in their land and will protect their kingdom, no matter the cost.

Notes

  • Alternative World Dungeon
  • Only 8 Tokens can be used per run.
  • Easy Difficulty does not require a party to start.
  • Must have a Party of 2 people to enter for Medium/Hard/Ultimate Difficulties.
  • This dungeon can only be run 2 times a day. This resets the next day.

Map

Normal map
Start = Starting Point.png Boss = Boss.png
VilmarkMap.jpg
Fatigue Points: 6

Strategy

This acts as a sort of introduction to the Otherverse dungeons. However, don't let that fool you, as this dungeon is very gimmicky and Death can creep up very quickly should somebody mess up.

Items To Have Before Entering:

  • Oil Flasks (at least 6)
  • Skytree Nuts
  • Bombs (doesn't matter which)
  • Bleed Potions

Room 1

  • Goblin Lunatic x4
  • Goblinnaire x3
  • Goblikaze x6
  • Goblin Bunker x5

Entering the dungeon, you'll see a few Goblin Bunkers and some enemies. The ones to really watch out for are the Goblin Lunatics, dressed in white and wielding some very sharp daggers. While the bunkers do need to be taken out to prevent more Goblins from being spawned, the Goblin Lunatics are a high priority as their attacks can cause high-level Bleeding and they move and attack very quickly. However, making things worse is that each Lunatic will recover HP and attack even faster when a Lunatic is killed. Keeping them in place and preventing them from attacking will make things easier on everyone.

Room 2

  • Clockwork Gleich
  • Goblin Tech
  • Goblin Scout
  • Goblin Guard
  • Note: It's EXTREMELY important to not have any Summons or the like in the room. They can cause issues and result in the Party being killed.

Entering the 2nd Room, you'll see a large machine to the right. This is Clockwork Gleich and it cannot be attacked directly. So how do you destroy it? By feeding it Goblins that are shot from a cannon on the left side of the room. You'll also notice that each of these Goblins have a very high amount of HP (usually 100+ bars); this is to keep you from accidentally killing them. The gimmick in this room is to feed Clockwork Gleich at a steady pace. After a certain amount of time, and countdown will appear on the screen. If Clockwork Gleich isn't fed a Goblin by the time the countdown ends, it'll implode and hit everyone in the room for heavy damage. Thus, a steady pace is necessary to not run of Goblins to feed it.

There are 3 different types of Goblins that show up here:

  • Tech: Normal-looking Goblins with a Club. Tend to follow enemies. May attack at close-range.
  • Scout: Goblins wielding a Shield. They move very slow. Start appearing when Gleich is halfway gone.
  • Guard: Goblins with a Bow. They move in an erratic zig-zag pattern and are very fast, but have a rather silly tendency to run straight into Gleich. Start to show up when Gleich is about to die.

You can feed Gleich Goblins by knocking them directly into Gleich. One recommended way is to use grab moves such as Smasher, Explosive Hook, Fling, or Bloodlust. Of course, there are a few other ways to do this as well. One person is usually enough to feed Gleich, and the others should park in the bottom-right corner to avoid drawing aggro. After eating enough Goblins, Gleich will be destroyed and the room will be cleared.

Room 3

  • Guardian Olli
  • Goblin Trapper x3

This can be a very tricky and deadly room. Luckily, the entire dungeon gets a bit easier after this. Entering the room, you'll see 3 Goblin Trappers and Guardian Olli, who's semi-invisible.

The Goblin Trappers sit up on some tree branches. Up there, they can drop Tree Logs on Players and drop down a vine-covered sac. This can be very dangerous since if the sac breaks by itself, it will summon one of several enemies including:

  • Tau Warrior, Tau Assaulter, Tau Beast, Tau Guard, Tau King Shauta, Tau Captain
  • Penril

The worst that can happen is that you can be flooded with tons of monsters, including the deadly Tau Captain. You can hit the Goblin Trappers on their branches to make them fall to the ground where they'll attack by throwing spears. They will also heal themselves after some time if left on their branches.

And then we get to Guardian Olli, who's a complete gimmick in himself. So what can he do?

  • Invincibility: Olli will alternate between being transparent and solid. While transparent, he can't be affected by any attacks. However, he's free to use any of his other attacks.
  • Spear Jab: Jabs a Player with his spear. Fairly standard attack.
  • Spear Toss: Tosses a spear with a glowing blue tip in an arc. Stays around after hitting the ground, so avoid touching it.
  • Multi-Spear Toss: Spear Toss with a LOT of spears. Will skewer anyone unlucky enough to be front of Olli.
  • Spear Barrage: Multi-Spear Toss, but several waves of it. Used as an anti-cube counter.
  • Spear Lunge: Olli lunges a spear straight forward. Travels a good distance on the x-axis and can penetrate targets.
  • Spear Cage: Olli's most dangerous skill. Olli will do a backflip and an arm motion. Immediately after, spears will rain from above trapping Players unlucky enough to be caught in it. At this point, the Spear Cages will explode within a certain amount of time, dealing heavy damage to anyone trapped or near the Spear Cage. The cages can be broken, but they're very resilient, and won't break easily.
  • BEWARE!! Be very cautious of using Cube Skills in here. Using a cube skill will trigger Spear Barrage and anyone unlucky enough to be in front of Olli will certainly die. Attempting to use Awakening Skills will result in the Party being simultaneously trapped in Spear Cages.

So how do you clear the room?

  • The best option to run to the right of the room. This is important as to not aggro the Trappers.
  • Olli will no doubt use his Spear Cage once your Party hits the right side. Olli's Spear Cage be avoided if you use a Cube Skill as he's about to make the motions for the Spear Cage. This will cause Olli to cancel his attack to use his Spear Barrage. However, ensure nobody's right in front of him before doing this!
  • After some time, Olli will turn solid, and you'll be able to attack. At this point, you can unload on him, but be wary: Olli can still counter with his Spear Barrage if somebody uses a Cube Skill and he isn't Frozen or Stunned. (And yes, he can perform it in the air if not in hitstun.)
  • If Olli isn't cornered in the right part of the room, there's no doubt the Goblin Trappers have aggroed. While it's best to defeat them after Olli is defeated, it's likely best if you knock them off their branches. If not that, then take care of the vine-covered sacs; you don't need any nasty surprises coming out.
  • After Olli is gone, take out the Trappers. They shouldn't be much of a threat at this point if the sacs haven't summoned anything nasty.
  • Alternatively, a high-damage party can use a cube early in the room on the trappers. Olli should do a harmless Spear Barrage and then go transparent. Use this time to knock the trappers down, and then wipe out everything when Olli becomes vulnerable again. Generally, as long as all of the trappers are under attack the sacs should be rendered harmless.

Room 4

  • Tree Summoner Isilien
  • Isilien's Pet Reindeer x7
  • Isilien's Pet Santa

A somewhat easy room if approached properly. The Pet Reindeer throw Gigantic-sized Trees, and that's about it for them. The real threat in the room is Isilien. She can summon 6 Hellflower Aukusos simultaneously around herself, which can be very problematic. Luckily, she doesn't have a lot of health, so she can be defeated without much trouble if you head straight for her. She can also summon a Pet Santa, but it doesn't do very much. After that, beat up on the Pet Reindeer and clear the room.

Room 5

  • Goblin Trap

There are two ways to do this room. The proper way and the quick way.

The Proper Way
The original intention to clear this room is to protect the Goblin Trap sitting in the middle of the room. You'll notice a fence to the right. On the other side, a cannon shoots Goblins that land on the other side of the fence. These Goblins will then march towards the Goblin Trap, committing suicide and exploding, damaging the machine.

The Goblins will come in several waves, and your Party must prevent them from touching the machine. The Goblins themselves don't really attack, but they will try to hinder you by rolling spike traps that come across the room occasionally. These come pretty fast and hurt quite a bit if hit. Just jump over it to avoid damage.

If you fail at protecting the Goblin Trap, it'll transform. After some time, if your Party is failing to protect the machine, missiles with bombs will come falling down, hitting the room with explosions.

If you succeed at protecting the Goblin Trap, Gravitational Traps will be set up in the room, attempting to draw Players in. Avoid touching the traps directly, since they hurt quite a bit. Eventually, the fence will explode, and your Party will need to run to the far right side to avoid the Goblin Trap's eventual explosion.

The Quick Way
Because the room can't be cleared until the Goblin Trap explodes, players found it much easier to throw Oil Flasks on the Trap and blow it up prematurely, saving the Party time and effort spent. The key is to explode the Goblin Trap without getting anyone (or everyone) killed in the process.

Entering the room, have everyone toss at least 2 Oil Flasks on the machine. (That's at least 8 Oil Flasks thrown.) One Player will need to act as the Bomber. The Bomber needs to be someone who can survive the explosion using Invincibility Frames. A Skytree Nut is also needed. The Bomber will need to get everyone else gathered up and toss the Skytree Nut, hitting everyone else. The players then need to use Quick Rebound and hold the skill. Immediately after throwing the Skytree Nut, the Bomber throws a bomb at the machine. At this point, the Bomber needs to utilize invincibility frames to avoid getting killed by the explosion. If all goes well, the Goblin Trap explodes and the room is clear. Sometimes, there may be some Goblins that spawned but didn't get killed. In that case, finish up the enemies and move on.

  • Tip: If you have a Nen Master, have them set up a Nen Guard away from the machine. This will protect everyone from damage. If you set the Nen Guard too close, the flames from the bomb could break the Nen Guard before the explosion goes off.
  • Tip: In general, the Bomber can use grab skills to avoid being hit by the explosion. Study up on what can and can't protect you!
  • Tip: REMEMBER! Oil -> Skytree Nut -> Bomb! Never bomb before throwing a Skytree Nut!

Room 6 (Boss Room)

The boss of the Goblin Kingdom at last! Golgo has two forms. The first has him in a carriage that he uses like a battering ram. He only has two attacks in this form:

  • Ram: Attempts to ram players using his carriage.
  • Summon Royal Guards: Golgo will summon Golgo's Royal Guards. These then will seek out players and perform kamikaze. They stop before doing this, however, so get away while you can!

After dealing enough damage, the carriage will start to burn and break apart, leaving only Golgo. In this second phase, Golgo fights you himself, and he's got several nasty tricks.

  • Dance of Death: Golgo performs the Dance of Death. A giant skull appears in the middle of the room, and flaming totems will periodically appear around the room. If these totems aren't destroyed within a certain amount of time, the ground will turn purple and everyone will suffer extreme damage. The totems usually go down in a few attacks.
  • Summoning Dance: Summons more Golgo's Royal Guards. Same as the last phase basically.
  • Lightning Strike: Golgo will go into Super Armor and start filling up a cast bar. If it fills up, Lightning will strike the closest Player, dealing severe damage to them. Either break his Super Armor or grab him to prevent the attack.
  • Lightning Anti-Combo: If too many Players attempt to gang up on Golgo, he'll call down Lightning on his position.
  • Lightning Storm: Another anti-combo move. If Golgo takes too much damage, he'll slip away and turn invincible. At this point, the room will darken, and a green marker will appear in the center. Move there quickly, since Lightning will then strike then entire room except for the spot in the middle.