Dungeon Snowy Forest

Sakai Mine Dungeon

Level 190 dungeon in the Snowy Forest on Sakai Island, at [-52,-45]: five rooms of goblins and an invulnerable boss, Grohlum, whom a Zombie killed in contact with him exposes for one turn. Quests to start, map of each room, strategy, monsters, achievements and loot.

Sakai Mine Dungeon: dungeon entrance, at [-52,-45] (Snowy Forest)
The mine entrance in the Snowy Forest, on Sakai Island

Quests linked to the Sakai Mine Dungeon

Several quests are completed on Grohlum: A Mine of Information for Frigost, your alignment's, and Hywan Kenoby's, started in front of the entrance. Accept them before entering, and stay in the final room after the boss long enough to talk to Hywan Kenoby.

Do these first

A Mine of Information

Level 190 quest

Find out what the Count's goblins are preparing at the bottom of the mine. Defeat Grohlum in a single fight, discover the dungeon exit, then go back to see Lou Bricante and Juss Tafinger.

Start
Lou Bricante, Frigost Village
Prerequisites
Level 170 and Dungeons and Dragrunts

All-Singing, All-Dancing Cream iconAll-Singing, All-Dancing Creamand one Synthetic Leather

In front of the entrance

Xiz Tp Nvdi Ibuf?

Level 180 quest

Hywan Kenoby's quest starts on your first entry. Defeat Grohlum, then talk to Hywan Kenoby in the final room, before leaving. It rewards neither an item nor kamas.

Start
Hywan Kenoby, Snowy Forest

Bonta Alignment

Sends Shivers Down Your Spine

Level 190 quest

Ereziah Melkewel sends you against Grohlum. After the investigation into Gisgoul's items and the Sakai Tavern, defeat Grohlum in a single fight, talk to him, then go back to see King Beldarion.

Start
Amayiro, Bonta
Prerequisites
Level 180 and All's well that ends badly

Brakmar Alignment

Revenge is a Dish Best Served Cold

Level 190 quest

A fake burglary to stage among the ice goblins. Defeat Grohlum in a single fight, use Dayvid Blayne's Talisman on the cold flames, then continue to Ereziah's secret laboratory.

Start
Esra'Ruoy'Dnim, Sidimote Moors
Prerequisites
Level 180 and Mind your backs!

For later

Level 200

If Only I Could Turn Off Time

Level 200 quest

Grohlum drops the Stone of Yesteryear. Henual needs it, along with 12 Golden Cogs and 2 Eternal Metal, to craft the Temporal Stabiliser for the Water Clock Tower.

Start
Hazieff Taroun, Water Clock Tower
Prerequisites
Level 190 and Hot 'n' Cold

Cycloid Eye iconCycloid Eye10 eyes, 5 Ice Kamas and 60,000,000 XP

Vigilantes

The Army of Shadows

Level 190 quest

No need to defeat Grohlum. To find the alchemical chains forged by Ereziah, talk to Hywan Kenoby and advance to the second room of the mine.

Start
Lumino, Vigilante Base
Prerequisites
Level 170

Obscurantus Globilum iconObscurantus Globilumand 9 Mysterious Fabric

During events

  • Merry Kwismas level 171, repeatable
    Defeating Grohlum in a single fight is part of the quest. Harry Kwismas, .
  • Tiwaapi Simulation level 20, repeatable
    Tiwaapi may designate Grohlum as the guardian to defeat. Incarnam, .

The 5 rooms of the Sakai Mine Dungeon

Five fights. Almost all the goblins mainly hit in melee: playing at range defuses half of their spells. For each room: the scenery, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.

Room 1

Sakai Mine Dungeon: map of room 1
Room 1 — map
Sakai Mine Dungeon: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2

For The Army of Shadows, you just need to reach this room: no need to go all the way to Grohlum.

Sakai Mine Dungeon: map of room 2
Room 2 — map
Sakai Mine Dungeon: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Room 3

Sakai Mine Dungeon: map of room 3
Room 3 — map
Sakai Mine Dungeon: tactical view of room 3, starting cells in blue and red
Room 3 — tactical view

Room 4

Sakai Mine Dungeon: map of room 4
Room 4 — map
Sakai Mine Dungeon: tactical view of room 4, starting cells in blue and red
Room 4 — tactical view

Room 5 — Grohlum

Sakai Mine Dungeon: map of room 5
Room 5 — map
Sakai Mine Dungeon: tactical view of room 5, starting cells in blue and red
Room 5 — tactical view

Defeat Grohlum

The Zombie must die in contact with him

Grohlum is invulnerable for the whole fight, except for one turn: the one that follows the death of a Zombie monster under Hoarfrost, killed while in contact with Grohlum. Killed elsewhere, the Zombie is useless. And never remove MP from him: he would become untouchable.

Grohlum

Grohlum

Level 190

  • Health Points11,000 HP
  • AP20 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 21%
  • FireFire 31%
  • WaterWater -5%
  • AirAir 24%
  • NeutralNeutral 34%

Invulnerable, he resurrects the last dead monster every 2 turns, in Zombie state: this Zombie, killed in contact with him, exposes him for one turn. Invulnerable, he hits with Icefield and heals himself; vulnerable, he switches places with Eternal Winter. Weak Point: Water, his only negative resistance; Neutral is what he withstands best.

  • Eternal Winter icon
    Eternal Winter5 AP · 4 RNG · Fire21 to 30 Fire damage · FireFire Damage: 10% erosion of the caster's missing HP · Switches positions

    Only when he is vulnerable: switches places in a line up to 4 RNG, with a second hit according to his missing HP.

  • Hoarfrost icon
    Hoarfrost5 AP · 6 RNG · 200 Damage · Triggers: Instant

    On a Zombie: +200 damage and the Instant effect. That's the signal: this Zombie, killed in contact with him, makes him vulnerable.

  • Icefield icon
    Icefield5 AP · melee · Water51 to 70 Water steal · -4 Range · Fire101 to 150 Fire heals

    In contact, in a line of 5 cells: life steal, -4 RNG, and he heals for each character hit. Never line up several characters in front of him.

  • Cycle icon
    Cycle5 AP · 10 Range · Summons the last dead ally with 13% of its HP

    Every 2 turns, from 5 to 10 RNG without line of sight: resurrects the last dead monster in contact with one of your characters.

The four-step strategy against Grohlum

The monsters, the Gobshell last. Kill all the monsters, finishing with the Gobshell, just before Grohlum's turn: Cycle resurrects the last dead monster, and the Gobshell is the least troublesome Zombie. If he resurrects another one, kill it and wait. With a Zombie Gobshell, never end up in line with it.

Prepare the Zombie. Bring the Zombie into contact with Grohlum and bring his HP down to the minimum. Buff yourselves, apply your debuffs on Grohlum, and check that the Zombie carries Hoarfrost's Instant effect. No rush: he recasts Hoarfrost every turn.

Open the window. Finish off the Zombie in contact with Grohlum using as few AP as possible. He stays vulnerable until the start of that character's next turn: ideally, the one who plays right after Grohlum, so the whole team hits before he plays again.

Kill him in one turn. Hit in Water. If he survives, Eternal Winter hits according to his missing HP, then Icefield heals him as soon as he becomes invulnerable again: he recovers quickly. If you can't kill him in one turn, play erosion, detailed below.

Cycle and Hoarfrost

Every 2 turns, Cycle resurrects the last dead monster in Zombie state, with part of its HP, more the more of you there are. Cast from 5 to 10 RNG without line of sight, it places the Zombie in contact with one of your characters: if none is in the area, nothing comes back.

Hoarfrost then gives the Zombie 200 damage and the Instant effect for one turn. If this Zombie dies in contact with Grohlum, he loses his invulnerability for one turn.

The MP removal trap

Any attempt to remove MP from Grohlum gives him 8,000 resistance in each element for one turn: even vulnerable, he no longer takes damage. Leave MP removal to the monsters, especially on the turn before the window.

The erosion technique

If the team can't kill him in one turn, turn this trap around: make him vulnerable while he has his 8,000 resistances, and erode his max HP without removing any HP from him. Left at full health, he gains nothing from Eternal Winter and heals nothing with Icefield. Repeat on each window.

The monsters of the Sakai Mine Dungeon

Six level 182 Sakai goblins, plus the Gobshell summoned by the Bomma. Almost all hit in melee: avoid their melee range and several of their spells will never touch you. Resistances in red are their weaknesses.

In which order to kill the monsters

  1. Grabba — it heals its allies and grows stronger with each hit received under Tanning.
  2. Bomma — each Gobshell it summons kills the characters lined up with it; several Bommas quickly become unmanageable.
  3. Buzta — the least dangerous in the dungeon: only its mid-range MP removal is a nuisance.
Grabba

Grabba

Level 182

  • Health Points4,700 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth -24%
  • FireFire 5%
  • WaterWater 31%
  • AirAir 10%
  • NeutralNeutral 15%

Morta heals an ally, and heals them again with each hit received. Under Tanning, each line of damage gives him a random bonus: MP, AP, damage, critical or heal. Outside his melee range, he can't touch you. Weak to Earth.

  • Skinning icon
    Skinning6 AP · melee · 20% Erosion · Earth46 to 60 Earth steal

    In melee: life steal and 20% erosion for one turn.

  • Tanning icon
    Tanning6 AP · on self · Fire50 Fire heals · MP2 MP · 50 Damage · AP6 AP · 50% Critical

    One turn, a random bonus per line of damage received: hit him in a single line or wait for the effect to end.

  • Morta icon
    Morta6 AP · 4 Range · Fire21 to 30 Fire heals · Fire41 to 60 Fire heals

    Heals an ally, then heals them on each line of damage they receive for one turn.

Bomma

Bomma

Level 182

  • Health Points4,700 HP
  • AP12 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 10%
  • FireFire 17%
  • WaterWater 19%
  • AirAir 35%
  • NeutralNeutral -26%

Watch his Gobshells: summoned in a line up to 10 RNG, they kill all the characters lined up with them at the end of their second turn. A summon in their line makes them explode harmlessly. Crippla poisons on each heal received. Weak to Neutral.

  • Crippla icon
    Crippla6 AP · 10 RNG · Water46 to 65 Water damage · Water21 to 30 Water damage

    In a line from 2 to 10 RNG: poison that triggers when the target is healed. Wait before healing the affected character.

  • Boosta icon
    Boosta6 AP · on self · Maximises random effects on the target · 50 Damage

    He and his allies within a radius of 4 cells roll their maximum for 2 turns.

  • Gerrova 'Ere! icon
    Gerrova 'Ere!6 AP · 10 RNG · Summons: Gobshell

    Summons a Gobshell, in a line up to 10 RNG, every 3 turns.

Buzta

Buzta

Level 182

  • Health Points4,700 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 35%
  • FireFire 10%
  • WaterWater 12%
  • AirAir -23%
  • NeutralNeutral 5%

The least dangerous in the dungeon. Ice Axe removes AP in contact, Morphallaxe boosts its neighbors, Banjaxe removes MP in a line from 4 to 6 RNG. Weak to Air.

  • Ice Axe icon
    Ice Axe6 AP · melee · Air31 to 40 Air damage · AP-2 AP

    Removes 2 AP in contact (4 on a critical hit).

  • Morphallaxe icon
    Morphallaxe6 AP · on self · 50 Damage
  • Banjaxe icon
    Banjaxe6 AP · 6 Range · Earth21 to 30 Earth damage · MP-1 MP

    In a line from 4 to 6 RNG: removes 1 MP (2 on a critical hit).

Drilla

Drilla

Level 182

  • Health Points4,700 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 12%
  • FireFire 20%
  • WaterWater 22%
  • AirAir -15%
  • NeutralNeutral 27%

Mining poisons in contact, Routing applies Weakened; Pinching pulls 4 cells, in a line from 3 to 5 RNG, and hits according to his missing HP. Stay out of his line and finish him in one turn. Weak to Air.

  • Mining icon
    Mining6 AP · melee · Earth51 to 70 Earth damage · Earth26 to 35 Earth damage

    One-turn poison that triggers on each line of damage you take.

  • Routing icon
    Routing6 AP · on self · Weakened State · Water26 to 35 Water steal

    Around him: life steal and Weakened state for 2 turns. Cooldown 3 turns.

  • Pinching icon
    Pinching6 AP · 5 RNG · AirAir Damage: 10% erosion of the caster's missing HP · Pulls 4 cells

    Pulls 4 cells, in a line from 3 to 5 RNG; the more wounded the Drilla is, the harder it hits.

Stabba

Stabba

Level 182

  • Health Points4,700 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 15%
  • FireFire -30%
  • WaterWater 18%
  • AirAir 36%
  • NeutralNeutral 24%

Pilfering pushes back, then Filching steals MP in a line: a short-range combo. Under Retraction, don't hit him in melee: he parries by retreating and gains damage with each hit. Weak to Fire.

  • Pilfering icon
    Pilfering6 AP · 2 RNG · Water41 to 60 Water steal · Push Away 2 cells

    In a line up to 2 RNG, area effect: life steal and push of 2 cells.

  • Retraction icon
    Retraction6 AP · on self · 25 Damage · Parry 100% of hits by retreating 1 cell(s)

    One turn: he and his neighbors parry hits in contact by retreating one cell, and gain damage with each hit received.

  • Filching icon
    Filching6 AP · 5 Range · Water21 to 30 Water steal · MPSteals 1 MP

    In a line from 3 to 5 RNG, area effect: life steal and 1 MP steal (2 on a critical hit).

Asploda

Asploda

Level 182

  • Health Points4,700 HP
  • AP12 AP
  • MP3 MP
  • Resistances (%)
  • EarthEarth 21%
  • FireFire 32%
  • WaterWater -30%
  • AirAir 14%
  • NeutralNeutral 10%

Your Head A Splode hits around him, Kill It With Water switches places at exactly 5 RNG. Under Kwismas, each hit received hits his neighbors, your allies included: don't hit him if one of them is in contact with him. Weak to Water.

  • Your Head A Splode icon
    Your Head A Splode6 AP · on self · Fire31 to 50 Fire damage · 25 Damage

    Whacks around him and boosts him by 25 damage for 4 turns.

  • Kwismas icon
    Kwismas6 AP · on self · Triggers: Goblosion

    For one turn, each line of damage received boosts him and hits everything in contact with him.

  • Kill It With Water icon
    Kill It With Water6 AP · 5 Range · Switches positions · Water16 to 25 Water damage

    At exactly 5 RNG: switches places and hits around his arrival cell.

Preparing your run through the Sakai Mine Dungeon

An accessible level 180 to 190 dungeon, whose entire difficulty comes down to one mechanic: making Grohlum vulnerable, then killing him in one turn. People come for the alignment and Frigost quests, the Stone of Yesteryear, the achievements and the capture with a Soul Stone for Huge Souls.

How to enter the Sakai Mine Dungeon

The entrance is in the Snowy Forest on Sakai Island, at ; the nearest zaap is the one at Sakai Plain . To reach the island, take the boat to Sakai at Madrestam or by the Frigostian transporter. Three ways to open it: a Sakai Mine Key (consumed), the key ring if it is registered there, or the automatic group search.

Crafting the Sakai Mine Key

It is crafted at a handyman. Four ingredients drop from the dungeon's goblins: Buzta Ear, Stabba Fibula, Grabba Skin and Asploda Eye, as does the Midnight Meat. Swordfish (fishing), Mandrake and Millet (harvesting) complete the recipe.

Ingredient Quantity Level
Buzta Ear iconBuzta Ear 2 180
Stabba Fibula iconStabba Fibula 2 184
Grabba Skin iconGrabba Skin 2 183
Asploda Eye iconAsploda Eye 2 181
Midnight Meat iconMidnight Meat 2 190
Swordfish iconSwordfish 2 190
Mandrake iconMandrake 3 180
Millet iconMillet 3 180

Which team to bring against Grohlum

Water, grouped into one turn. Grohlum has only one weakness, Water, and only a one-turn window at a time: plan for concentrated Water damage, with boosts and vulnerabilities applied before opening the window.

Erosion as a backup. If your team can't kill him in one turn, characters that erode let you beat him over several windows, by reducing his max HP without wounding him.

No MP removal on the boss. Any MP removal on Grohlum gives him 8,000 resistance for one turn. Save your removal spells for the goblins.

The six achievements of the Sakai Mine Dungeon

Each achievement rewards 137,711,000 XP and 2 Ice Powder, Duo (fewer than 28 turns) doubles the XP; Sidekick, with Grute, Goboff, Rint or Piggy Paupe in a team of four, rewards 206,566,500 XP. Special changes how you bring the Zombie.

Achievements Condition Points XP
Grohlum (Duo) iconGrohlum (Duo) Defeat Grohlum in his dungeon while completing the “Duo” challenge. 20 275 422 000
Sakai Mine iconSakai Mine Defeat Grohlum in this boss's dungeon. 10 137 711 000
Grohlum (Sidekick) iconGrohlum (Sidekick) Defeat Grohlum in his dungeon while completing the “Garbage Pail Sidekicks” challenge 5 206 566 500
Grohlum (Special) iconGrohlum (Special) Defeat Grohlum in his dungeon while completing the “No, the Other One” challenge. 10 137 711 000
Grohlum (Versatile) iconGrohlum (Versatile) Defeat Grohlum in his dungeon while completing the “Versatile” challenge. 10 137 711 000
Grohlum (Blitzkrieg) iconGrohlum (Blitzkrieg) Defeat Grohlum in his dungeon while completing the “Blitzkrieg” challenge. 10 137 711 000

Special: No, the Other One

Enemies in the Zombie state may not be moved by allies. No more pushing or pulling the Zombie toward the boss: move Grohlum to the Zombie, not the other way around. The Zombie under Hoarfrost must always die in contact with him to lift the invulnerability.

Drops and loot of the Sakai Mine Dungeon

Base in-game rates, before Prospecting bonuses.

On Grohlum

  • Ice Powder iconIce PowderPowder15 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Bag of Lemons iconBag of LemonsContainer3 %
  • Temporal Shard iconTemporal ShardPrecious stone2,44 %
  • Sakai Nugget Fragment iconSakai Nugget FragmentStone2,4 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet0,8 %
  • Midnight Carrion iconMidnight CarrionMeat0,73 %

On the henchmen of Grohlum

  • Midnight Meat iconMidnight MeatMeat · Buzta15 %
  • Buzta Ear iconBuzta EarEar · Buzta15 %
  • Stabba Fibula iconStabba FibulaBone · Stabba14 %
  • Grabba Skin iconGrabba SkinSkin · Grabba14 %
  • Asploda Eye iconAsploda EyeEye · Asploda14 %
  • Drilla Stone iconDrilla StoneStone · Drilla13 %
  • Gobshell Egg iconGobshell EggEgg · Bomma13 %
  • Sakai Nugget Fragment iconSakai Nugget FragmentStone · Buzta2,44 %
  • Bag of Lemons iconBag of LemonsContainer · Drilla1 %
  • Doctor Gobotnegg Map Fragment 5/5 iconDoctor Gobotnegg Map Fragment 5/5Map fragment · Buzta1 %
  • Doctor Gobotnegg Map Fragment 2/5 iconDoctor Gobotnegg Map Fragment 2/5Map fragment · Stabba1 %
  • Doctor Gobotnegg Map Fragment 3/5 iconDoctor Gobotnegg Map Fragment 3/5Map fragment · Grabba1 %
  • Doctor Gobotnegg Map Fragment 1/5 iconDoctor Gobotnegg Map Fragment 1/5Map fragment · Bomma1 %
  • Doctor Gobotnegg Map Fragment 4/5 iconDoctor Gobotnegg Map Fragment 4/5Map fragment · Asploda1 %

Soul capture and the boss's story

Capturing the soul of Grohlum

Soul Stone for Huge Souls iconOne Soul Stone for Huge Souls (captures up to level 200) is enough for Grohlum, who is level 190.

Stone ingredient Quantity
Majestic Soul Splinter iconMajestic Soul Splinter 10
Alteration Potion iconAlteration Potion 2

A boss with three names

Grohlum was first called N, with an alchemist's look, in blue. In update 2.16, he becomes The Exile, same silhouette but mostly red, before taking his current name and appearance.

The Sakai Mine Dungeon as a guild Expedition

The mine exists in two guild Expeditions, Audacious and Valour, each with its own modifier:

  • Audacious: at the start of each character's turn, a trapped, unmovable Gobshell appears in a line at exactly 2 RNG from them, clockwise. It plays right after and explodes if anyone is in its line: it kills a character, removes 20% resistances from a monster;
  • the character who plays after you must not be on your Gobshell's line, and neither must you. A monster in its line makes it explode to your benefit; killing it also triggers its effects. The Queen of Thieves's placements help, and it's better to play with four at most;
  • with Grohlum dead, no more Gobshells appear: killing him as early as turn 2 may be worth it;
  • Valour: each monster finished off, Zombie included, gives Grohlum 50% vitality, 20% final damage and 2 MP, cumulative, and kills any character lined up with him;
  • so you must kill Grohlum on the very first window, with 100% more vitality: a Pandawa with initiative is strongly recommended. Kill a monster on turn 3 so it comes back under Hoarfrost, then on turn 4 finish the Zombie in contact with him, lined up with no character, and finish Grohlum before his turn.

Where is the Sakai Mine Dungeon?

In the Snowy Forest on Sakai Island, at . The nearest zaap is the one at Sakai Plain ; the island is reached by boat from Madrestam or by the Frigostian transporter.

What level should you be to do the Sakai Mine?

Level 180 minimum, 190 recommended. Grohlum is level 190 and his goblins level 182.

Which quest should you do in the Sakai Mine?

A Mine of Information, at Lou Bricante's , and your alignment's quest. Sends Shivers Down Your Spine for Bonta, Revenge is a Dish Best Served Cold for Brakmar.

How do you make Grohlum vulnerable?

Kill a Zombie monster under Hoarfrost in contact with him. Grohlum resurrects the last dead monster every 2 turns; this Zombie, finished off in contact, exposes him for one turn.

Why does Grohlum take no damage while he is vulnerable?

Someone removed MP from him: he then gains 8,000 resistance in each element for one turn. Never remove MP from him.

Which monster should you save for last?

The Gobshell, summoned by the Bomma. Killed last, just before Grohlum's turn, it comes back as a Zombie, the least troublesome of all; just never stay in line with it.

What should you do if the team can't kill Grohlum in one turn?

Play erosion. Make him vulnerable while he has his 8,000 resistances and erode his max HP, window after window, without letting him heal.

Which stone should you use to capture Grohlum?

One Soul Stone for Huge Souls (captures up to level 200). Grohlum is level 190.

Do you need a key for every run of the Sakai Mine Dungeon?

No, with the key ring or the automatic group search. The key is crafted at a handyman with resources from the dungeon's goblins.

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Sakai Mine Dungeon

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