The cave goblins of Dorgesh-Kaan found ancient artifacts during an underground railroad construction to connect with Keldagrim. They seek help from an archaeologist and will soon discover the aid of an adventurer to thwart an evil plot against their city.
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15 Attack
25 Prayer
Death to the Dorgeshuun
The Lost Tribe
Goblin Diplomacy
Rune Mysteries
The Giant Dwarf
The Dig Site
The ability to defeat a level 64 (using any combat style) and two level 30 enemies using either Ranged or Magic.
A light source
A tinderbox
Magic or Ranged gear for enemy fight (cannot use Melee on them)
Go to Ur-tag's house in Dorgesh-Kaan. (Can be reached either via Kazgar from the Lumbridge cellar or via Dartog from the water mill by telling either NPC to take the player to the mines. Afterwards, go south past the sword icon and enter the door.
Seek out Ur-tag or Ambassador Alvijar in the northern section of the city, up the stairs, and east to the marked house (quest start icon). They will inform you about the train route linking Keldagrim and Dorgesh-Kaan. Head southwest to the station (avoid the first staircase), and when you see a transportation sign on your minimap, enter the doorway to reach the train station.
Proceed south on the tracks and converse with Tegdak. He will provide you with a trowel and a specimen brush. Unearth the hidden artifacts along the unfinished railway tracks by using the trowel (they're larger rocks among the others). These artifacts resemble ordinary rocks but are bigger. You can recognize them easily. Employ the specimen table to clean all six artifacts. This process will yield an armor shard, an axe head, a helmet fragment, an ancient mace (currently displayed as a "mace"), a shield fragment, and a sword fragment. Once cleaned, engage in a conversation with Tegdak.
With Zanik as your companion, head north and exit the station. Proceed to the goblin scribe located west of Ur-tag's house, where your quest began. Engage in a conversation with the scribe regarding the symbols adorning the mace you found. Despite the scribe's inability to shed light on the symbols, he proposes that you consult the goblin generals in Goblin Village for more insights.
Descend the stairs within the house just west of the scribe's location and interact with Oldak. He will transport you to Goblin Village and equip you with a sphere for returning to the city. Once within the village, engage one of the generals in conversation, triggering a cutscene. Throughout this sequence, a revelation unfolds: Zanik is likely the foretold 'Chosen Commander' of the goblins. Furthermore, it becomes evident that the mace holds the potent energy of the goblin deity, Bandos, known as the 'Big High War God'.
Following the cutscene's conclusion, a pair of H.A.M. members emerge, launching an assault on the goblins using ranged and magic attacks. To avoid danger, head south, skirting around the rear (western side) of the buildings while keeping a safe distance from their attack range. As you approach the tower, ascend the ladder and eliminate the H.A.M. Mage and H.A.M. Archer using either ranged or magic abilities. If you're in need of a weapon, a bronze crossbow and 50 bronze bolts can be found upstairs next to the ladder. Keep in mind that these items won't respawn if you run out of ammunition. However, you can reset the bolts by closing and reopening the quest's instance. This process can be expedited by walking a few steps south of the ladder and then returning north. Keep in mind that this will also reset the enemies, so ensure you have extra bolts if needed before attempting to defeat them again. Note that climbing the ladder might result in some damage, even if you're just grabbing the bolts.
You have a couple of options during the encounter: engage the two foes directly or utilize the crates for cover to avoid damage. Once you're ready, step out from behind the crates and engage the H.A.M. members. If the situation becomes intense or you require a break, selecting "hide behind crate" once more will halt incoming damage. The mage and ranger typically attack simultaneously and rarely miss, so utilizing protection prayers can only mitigate harm. Alternatively, employing the rapid-fire function on a crossbow enables you to fire a bolt and seek cover behind the crates before the enemy projectiles hit. For those using darts, the Long Range combat style is essential.
Once this task is completed, a brief cutscene ensues in which Sigmund kidnaps Zanik. The goblin generals inform you that they're dispatching two sergeants to aid you, and they instruct you to rendezvous with them at Lumbridge Swamp. Additionally, they entrust you with the ancient mace.
Sigmund's sinister plot involves orchestrating Zanik's demise on the train tracks linking Keldagrim and Dorgesh-Kaan. His aim is to create an illusion of an accident, inciting conflict between the dwarves and the goblins. To thwart this plan, you're required to enter through the Lumbridge swamp cave entrance since the Dorgesh-Kaan entrance is inaccessible (stated as closed). Your rendezvous point is with the goblin warriors who've offered their assistance.
Journey to the Lumbridge Swamp and converse with the goblin sergeants, namely Sergeant Slimetoes and Sergeant Mossfists. You'll find them near the entrance to the Lumbridge Swamp Caves. Ensure you have a light source for this phase.
Descend into the cave entrance, and adjacent to the rope, you'll spot another ladder. Proceed down this ladder. Here, a fleeting encounter with a H.A.M. Guard occurs before they hasten away for backup. Engage in conversation with the goblins present. Instruct one to remain behind while you dart into the adjacent room, concealing yourself as the two guards race past.
Confirm that the second goblin isn't positioned near the wall, then command them to wait within the room. When the guards proceed down the hallway, engaging the goblin left behind, dart down near the boxes, using them as cover while a third guard traverses the area. Following this, as the third guard engages in combat with the first goblin, retreat back into the room and direct the second goblin to follow you.
Moving together with the goblin, hasten to the remaining guard located near the ladder. Position the goblin beside you and stand in their cover, prompting the guard to target them. As the guard commences combat with the goblin, make your way down the ladder
Descend to the bottom, where you confront Sigmund (level 64). Initiate your chosen method of attack, prompting him to activate his prayer defense. Following his prayer activation, equip the ancient mace and employ its special attack to drain his prayer reserves. Subsequently, recommence the battle. While he'll sustain damage, his notably high defense could pose challenges, particularly for lower-level players. Note that trying to untie Zanik during the ongoing fight will result in around 10 Hitpoints of damage being inflicted upon you.
As the conflict concludes, Sigmund, upon being defeated, will employ a teleportation to escape. Proceed to free Zanik from her restraints, and prepare for the final cutscene centered on the grand opening of the Dorgesh-Kaan–Keldagrim train system.