Dungeons

Everblue Dungeons Dungeon Guide: Maps, Entry Levels and Parties

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Start with a map your character can enter, configure your party, and finish both the battle and the timed chest collection. Dungeon Select separates character-level requirements from recommended power, so check both before choosing your run.

Walk into the Start Game circle in town, press E Configure, choose a mode, map and unlocked chapter or act, set Party Size, and select Create. Set the party size to 1 for solo play or enable Friends Only for a friends-only party. Goblin Hideout opens at level 1, Witch Ruin at 16 and Elf Library at 35. Goblin Hideout and Witch Ruin story runs have seven waves: defeat the final boss and remaining enemies, collect chests during the Collection period, then choose Return, Next or Replay when available.

On this page
Goblin Hideout Chapter II selection with map level requirements, recommended power, Party Size, Friends Only and Create.

Choose an entry that meets your character level, then select an unlocked chapter or act. Story Mode uses chapters; Boss Mode uses acts. Later options, including Infinite, can remain locked separately from the map entrance.

Rec PwrLvl is a recommendation, not a hard entry requirement. For example, Witch Ruin Chapter I can be entered below its recommended 25,000 power. Use the recommendation to judge how demanding the fight may be, especially when choosing a solo run.

Boss Mode lists Fire Cube, Ice Cube and Lightning Cube at level 15+. Its Act I recommendations differ: Fire Cube recommends 25,000 power; Ice Cube recommends 54,000. Meeting the same entry level does not make those fights equally demanding. Prepare for the encounter with the Fire Cube Act I guide or Ice Cube guide.

For character progression between these entrances, use the leveling and unlock guide.

Dungeon Modes
NameMinimum character level
Story Mode
1 level
Boss Mode
15 level
Loot Rush
60 level

Story Mode

Progression options
Chapter I, Chapter II, Chapter III and Infinite (Map selection menu; individual options may be locked)
Includes map
Goblin Hideout
Witch Ruin
Elf Library

Boss Mode

Boss options
Fire Cube, Ice Cube and Lightning Cube (Each listed entrance is marked Lv.15+)
Progression options
Act I, Act II, Act III and Infinite (Fire Cube and Ice Cube menus; later options can be locked)
Recommended power
25000 power (Fire Cube, Act I)
Recommended power
54000 power (Ice Cube, Act I)

Infinite

Wave display
Current wave followed by ∞
Exit control
Extract (Labeled Trích xuất in the Vietnamese interface)
Wave reward example
Gold and Defense Potion (A completed wave 17)
Boss encounter example
20 wave (Nhà giả kim Goblin appeared in this run; this does not establish a recurring interval)
Story Maps
NameMinimum character levelRecommended power
Goblin Hideout
1 level
2800 power (Chapter I)
Witch Ruin
16 level
25000 power (Chapter I; not a hard entry requirement)
Elf Library
35 level
—

Goblin Hideout

Recommended power
3500 power (Chapter II)
Waves
7 waves (Chapter I and Chapter II runs)
Regular enemies
Goblin Scout, Goblin Destructor and Goblin Leader
Final-wave encounters
Goblin Archer, Goblin Alchemist and Goblin Warlock (Different runs)
Boss encounter
Goblin Alchemist (Chapter II run)
Combat reward examples
Gold, Gems, Goblin's Claw, Golden Fruit Shrub, White Wildflower and Fine Armor Enhancement (Chapter II run; quantities are not fixed per kill)
Contains portal
Goblin Key Portal
Cinderclaw Key Portal

Witch Ruin

Waves
7 waves (Chapter I)
Regular enemies
Veilblade Rogue, Hollow Clawbeast, Emberveil Caster and Hexfire Warlock (Level 16 enemies in Chapter I)
Final-wave boss
WitchMaster (Chapter I, wave 7)
Combat reward examples
Gold, Gems and Alchemist's Scent (Chapter I)

Elf Library

Routes and challenges
Elf Key chest-route branch, Frostveil Princess challenge gate and Storm Seraph challenge gate
Enemies
Elf Scout, Elf Mage, Elf Alchemist and Elf Blessed Mage (Elven Expedition targets in Elf Library)
Contains challenge gate
Frostveil Princess Challenge Gate
Storm Seraph Challenge Gate

Create a Solo or Friends-Only Party

  1. Walk into the glowing circle under Start Game, beside the town wall and guard.
  2. Press E Configure to open Dungeon Select.
  3. Choose your mode, map, and an unlocked chapter or act.
  4. Adjust Party Size with the minus and plus buttons. Set it to 1 for a solo run. A displayed size of 4 does not mean four players are required to start.
  5. Enable Friends Only if you want to restrict the party to friends.
  6. Select Create and wait through the starting countdown. Use Cancel during the wait if you need to stop the launch.

To invite friends, click the friends icon above the currency display. In Invite Friends, search for a friend and select Invite, or choose Copy Link to share an invitation link.

Goblin Hideout Chapter II selection with map level requirements, recommended power, Party Size, Friends Only and Create.

Goblin Hideout Chapters and Seven-Wave Runs

Goblin Hideout is the level 1 story entrance. Chapter I recommends 2,800 power, while Chapter II recommends 3,500. Both chapters use seven-wave runs, making this the starting map for learning how to move from combat into collection.

  1. Approach the entrance door and press E when Open Door appears to begin the match.
  2. Watch the wave number, remaining enemy count and timer at the top of the screen.
  3. Clear the current wave's enemies to advance. Groups include Goblin Scout, Goblin Destructor and Goblin Leader.
  4. Defeat the final-wave boss and clear any surviving enemies to finish combat.

Final-wave encounters include Goblin Archer, Goblin Alchemist and Goblin Warlock across different runs. Chapter II can feature Goblin Alchemist. Use the boss tactics guide for the encounter you face.

Goblin Hideout also contains key-gated side routes. For the Goblin Key portal and Cinderclaw entrance, see the key and secret-door guide.

Witch Ruin and Elf Library

Witch Ruin

Witch Ruin opens at character level 16. Chapter I recommends 25,000 power and runs for seven waves. Its level 16 enemies include Veilblade Rogue, Hollow Clawbeast, Emberveil Caster and Hexfire Warlock.

WitchMaster appears in wave 7. If the boss is down but combat continues, check the remaining-enemy counter and finish the surviving enemies before collecting chests.

Chapter I can drop Alchemist's Scent, alongside Gold and Gems. If that material is your goal, Witch Ruin is a relevant destination; the material guide explains its uses and other material sources.

Elf Library

Elf Library opens at character level 35. Its Elven Expedition targets include Elf Scout, Elf Mage, Elf Alchemist and Elf Blessed Mage. For the quest's required counts, credit rules and rewards, see Elven Expedition.

The map includes an Elf Key chest-route branch, plus the Frostveil Princess and Storm Seraph challenge gates. These are distinct destinations: use the keys and challenge-door guide to match your key to the intended entrance.

Select Elf Library for Elven Expedition. The Black Swordsman's Legacy uses the name Whisperwood Shrine in its elf objective; keep that quest wording separate when checking your target.

Collect Chests and Breakable Crystals

After combat, use the Collection period countdown to gather the arena's chest rewards before time runs out.

  1. Locate the chests around the arena as collection begins.
  2. Approach a chest and use Open Chest when prompted.
  3. Collect its rewards, then move to the next chest while time remains.

Chests can award Gold, Gems, materials and keys. Goblin Hideout chest collection can provide a Goblin Key, so make the chest sweep part of your run if you need that route's key.

During dungeon exploration, look for upright crystal clusters and attack them with a weapon to obtain Gems. In Goblin Hideout, one cluster sits near the rock wall in front of a wooden cavern gate, with a chest behind it. Gem yield depends on damage dealt; breaking a cluster is another collection opportunity while exploring.

For additional currency sources and spending choices, see how to get Gems and Gold.

  • Dungeon Treasure Chest

    Interaction
    Approach and use Open Chest when prompted
    Post-battle collection
    Collect during the Collection period countdown (Post-battle arena chests)
    Reward types
    Gold, Gems, materials and keys (Rewards differ between runs)
  • Goblin Key

    Acquisition
    Dungeon mob drops and post-battle chest collection (Goblin Hideout)
    Gate requirement
    1 key (Portal prompt: Use 1 Goblin Key)

Read Results, Replay or Continue

The Dungeon Complete screen summarizes the finished run. Check the wave count, elapsed time and Kill Credit alongside XP, weapon-level changes and War Spoils. The weapon-level display shows that weapon's progression, while War Spoils lists the run's item rewards.

Choose the available action that matches your next goal:

  • Return: go back to town to manage your equipment or handle other activities.
  • Next: continue to the destination named on the results screen. After Goblin Hideout Chapter II, this can point to Goblin Hideout · Chapter 3.
  • Replay: repeat the dungeon if you want another run at the same content.

An automatic return countdown can also appear. Make your choice before it expires. For how character XP and weapon progression affect your next unlocks, see the leveling guide.

Infinite Waves and the Loot Rush Entry

Infinite displays an ∞ symbol in the wave counter and continues beyond the seven-wave story format. When the option is unlocked, clear waves and collect their drops as you progress. The interface includes an Extract button, labeled Trích xuất in Vietnamese.

A Goblin Infinite run can reach a wave 20 Goblin Alchemist encounter. Treat that as an encounter example, rather than a repeating boss schedule.

Loot Rush is a separate mode entrance requiring character level 60. Find it alongside Story Mode and Boss Mode in Dungeon Select.

Frequently asked questions

Does dying immediately end a dungeon run?

Not always. With remaining lives, you can return to the same fight. In a Goblin Warlock encounter with three lit hearts, one death reduced the display to two hearts and restored the character at full health to continue.

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