Coming soon · Release date: November 13, 2026

Updated

Warrior Quest Dungeons Guide: Goblin Den to Pirate Hideout

Explore Warrior Quest dungeons from the tutorial to the Goblin Den and pirate Hideout. Learn how to talk, sneak, loot, and fight your way through Act I.

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Warrior Quest Dungeons Guide: Goblin Den to Pirate Hideout

How Dungeons Work in Warrior Quest

Many encounters in Warrior Quest dungeons can be fought, avoided, sneaked past, or talked through, and the right words can even turn a goblin into a companion. Which outcome you get depends on what you type and how the d20 lands. Dungeon crawls are the heart of this dark-fantasy roguelike, so knowing how rooms, rolls, and conversations fit together decides whether you walk out with the kidnapped child or crawl back to Crowhollow empty-handed.

You move room by room with cardinal directions. Each chamber can hold something:

  • Creatures: talk, sneak past, or fight.
  • Chests: some are trapped or locked.
  • Shrines: grant blessings that last a set number of ticks.
  • Old campfires: let you rest.
  • Flavor rooms: items you can collect or disturb.

When you talk, there's no dialogue menu. You type or speak in your own words, and the game turns your intent into an action that the dice resolve. The game shows difficulty classes (DCs) only when your character would know them, and enemies that strike first act on Turn 0, before your first move.

The free demo covers Act I, which takes about an hour, and your save carries over to the full release. You can grab it on the Warrior Quest Steam page.

The Act I Dungeon Route

Warrior Quest — The Act I Dungeon RouteImage: Steam / Wizard of the North

DungeonWhereObjective
Tutorial dungeonBefore you reach CrowhollowLearn movement, chests, and your first goblin parley
Goblin DenCave in the hills east of CrowhollowFind the stolen child, deal with the orc boss
HideoutPirate den in the sea cliffs west of townStop Long John Platinum's operation

Tutorial Dungeon

This short crawl teaches the basics. You meet a goblin runt you can scare off with a single line, and you loot a chest that goes straight to your inventory. The follow-up tutorial replies use the language model. If you want to avoid that, type "skip."

Goblin Den

The Townmaster sends you after a goblin band that took a child from an outer farm. An orc boss leads the band, and the guards sent before you mostly didn't come back. Since Demo Update 1.5, the den's layouts vary, with branching paths and loops, so don't count on a fixed route. Things to watch for:

  • A small carved toy lies in one of the chambers. Pick it up. Showing it to the child when you find them gets them to take your hand.
  • Goblins you can recruit. Asking a goblin where the boss is can point you east through the tunnels. With a good roll, you can talk a goblin into joining your fight. "Take me to your boss" triggers a roll rather than being treated as small talk.
  • The orc boss responds to threats, which earn you standing in the conversation.
  • The boss's letter is the story hook for the next dungeon. Hand it to the Townmaster after you return the child.

The Hideout

The letter reveals that a pirate captain, Long John Platinum, paid the goblins to snatch children. His den sits in the sea cliffs to the west, a mess of rope bridges and rotten timber. Expect scorpions, crewmates who see through bluffs, locked chests, a hidden chamber, and a blood altar. The Hideout's layout was reworked in Demo Update 1.10. In the demo, Act I ends as you head deeper into this den.

Exploration Modes, Traps, and Chests

Pick a mode from the Mode button under Special:

Warrior Quest — Exploration Modes, Traps, and ChestsImage: Steam / Wizard of the North

ModeWhat it doesCost
BalancedThe third option alongside Stealth and Investigative—
StealthAutomatically tries to sneak past creaturesMore time per step
InvestigativeHelps you spot trapsMore time per step

Creatures that catch you in Stealth mode can challenge you before combat starts, so a failed sneak can still turn into a conversation.

Locked chests show your chosen method, the difficulty, and how many lockpicks you have left. Smashing a chest open works, but it can damage what's inside. If you care about the loot, pick the lock instead.

Diplomacy Tricks That Matter Underground

The diplomacy system covers far more than "please move":

Warrior Quest — Diplomacy Tricks That Matter UndergroundImage: Steam / Wizard of the North

  • Bribes and payment: Phrases like "How much gold do you want?" and "I'll give you 7" are understood. Refusing to pay counts as a refusal, not a zero-gold bribe.
  • Threats and intimidation: These can make a creature hand over gear or step aside.
  • Contests and wagers: You can challenge creatures to contests and wagers, including riddles.
  • Gaslighting, identity claims, and promises: You can lie about who you are, and promises can create debts.
  • Creature inventories: Creatures carry their own items, so a good parley can strip a goblin of its weapon without a fight.

Watch the mood indicator during conversations to see how a creature is taking your words. If you break off a parley and attack, the kill may be flagged as dishonorable, and violence and cruelty carry consequences in this game.

Rerolls

Failed a check? Click Reroll or press Backspace to try again. If you accept the result instead, you keep the reroll for later. You earn rerolls in town by listening to rumors at the Ample Dwarf. Every five rumors grant a reroll, and every ten grant an attribute increase. Stock up before a big dungeon.

Companions in the Dark

Recruited allies follow you, fight beside you, and take a share when you rest. Companions carry their own gold and items, including whatever they had when you recruited them and any gifts you give them. If a friend is waiting behind, press B or click Beckon to bring them along.

Fallen companions are remembered where they fell, and the victory card shows their loss and the belongings you recovered. Keep your best recruit healthy before the boss room.

Prepping in Crowhollow

Visit these spots in town before you head out:

  • Forge: Upgrade your weapon and gear.
  • Market: Buy potions, antidotes, and tools. It stocks two torches per restock.
  • Ample Dwarf: Rumors here grant rerolls and attribute increases.
  • Black Rook Treasury: Deposit gold. It pays interest per completed dungeon.

Between dungeons, the road throws encounters at you. Examples include a suspicious peddler offering a "healing potion" that is really poison, and a merchant caught in a snare while wolves circle below. Bring an antidote. The game shows an antidote hint the first time you're poisoned, but by then you're already ticking down.

Recent Demo Changes Worth Knowing

  • 1.11 (Oct 18, 2026): Clearer dice-roll cards for conversations, traps, chests, and road encounters. Locked-chest cards now show method, difficulty, and lockpicks remaining. Enemy opening attacks are labeled Turn 0.
  • 1.10 (Oct 16, 2026): The Hideout's dungeon layout was reworked. Leaving through a dungeon's entrance now shows a summary that includes any unfinished objectives.
  • 1.5: Added the Balanced, Stealth, and Investigative exploration modes, interactive flavor rooms, and reworked Goblin Den layouts.
  • 1.3: Press J for the Delve Journal's quest objectives. Enter now handles chests, resting, praying, stairs, and rolls.

FAQ

Can I clear dungeons without using the AI conversations?

Yes. You can sneak past or attack any creature instead of talking to it. Much of the game can also be played peacefully if you'd rather talk your way through.

Does my demo progress carry over?

Yes. The demo is Act I of the full game, and your save continues when Warrior Quest launches on November 13, 2026.

Which class is best for dungeons?

Warrior, Thief, and Wizard each bring their own abilities and gear, but every class can negotiate, sneak, recruit, or fight. Pick the class whose playstyle you enjoy.

Continue with

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