- Order of the Sinking Star three goblins: A recurring monster encounter in the Badlands and goblin cave regions.
- Goblin behavior: Melee rushers that swarm in tight passageways, supported by fire and traps in later areas.
- Best counter: Group positioning and crystal-based weapons shred goblin packs quickly.
- Key party members: Veilance soaks damage, Izzy controls space, Tiff exploits openings.
- Critical warning: The Magistrate may charm or reposition goblins, so expect ambushes.
Where You Fight the Three Goblins
The three goblins encounter is one of the signature monster fights in Order of the Sinking Star, appearing as you push through the goblin caves and the eastern Badlands during the pursuit of Magistrate Rainard. Goblins in this game are aggressive melee rushers that thrive in cramped corridors, and the three-goblin formation is designed to punish solo players who wander without support.
From the demo walkthrough, goblins appear repeatedly along the eastern route — in canyon passageways, near the goblin caves where "incredible smoke" was seen coming from the mountains, and around the crystallized zones the Magistrate leaves behind. The encounter typically triggers when your party is split, which is exactly when goblins are most dangerous.
Video Highlights:
- Full Next Fest demo walkthrough covering goblin encounters in the east
- Party dialogue revealing goblin cave lore and the smoke incident
- Combat footage showing crystal weapons used against monster packs
- Caravan ambush sequence featuring goblins alongside dragons
Before entering any corridor where goblins were spotted, check your party status. Goblins in Order of the Sinking Star scale their aggression based on how isolated your active character is — a split party turns a manageable fight into a grind.
Goblin Enemy Profile & Behavior
Goblins are not elite enemies, but they compensate with numbers, speed, and environmental awareness. They frequently appear alongside dragons in the later Badlands sections, and dialogue in the demo hints that someone — possibly the Magistrate or a hired charmer — is "getting them into all the right places," meaning goblin placements are intentional ambushes, not random spawns.
| Trait | Detail | Threat Level |
|---|---|---|
| Attack type | Melee swarm, fast closing speed | ★★★☆☆ |
| Group size | Usually 3+ in corridor encounters | ★★★★☆ |
| Terrain use | Tight passageways, canyon chokepoints | ★★★★☆ |
| Ranged support | Often paired with dragons/fire | ★★★☆☆ |
| Weakness | Crystal-shard weapons, grouped AoE | — |
| Charm risk | May be directed by the Magistrate | ★★★☆☆ |
Key behavioral notes from the demo route:
- Goblins spawn around the "surly" canyon passages where the party member notes, "Normally, goblins are no problem for me... but this passageway is so [narrow]."
- The goblin caves suffered a major fire — either a huge accident or a deliberate act — which scattered survivors into the Badlands.
- Goblins and dragons coexist near smoke-filled areas; dragons "don't mind smoke," so fire-based crowd control won't clear both at once.
Goblin packs in this game love to flank. After the caravan ambush, monsters appear from behind the party as often as ahead. Keep Veilance or your tank toward the rear of your marching order.
Party Roles for the Goblin Encounter
Your moving company crew — the core party of Order of the Sinking Star — each bring a distinct answer to a goblin swarm. Use the right member for the right phase of the fight.
Veilance
- Incredible strength for blocking chokepoints
- Absorbs goblin rushes in narrow halls
- Bars and gates are "no hard matter" for him
Izzy
- Swap powers reposition goblins into hazards
- Result of an accident, great vs clustered packs
- Keeps distance from direct melee
Tiff
- Opportunist damage on stunned goblins
- Reads enemy patterns like she read the Magistrate's notes
- Best paired with a tank holding the line
| Phase | Recommended Lead | Support Role | Goal |
|---|---|---|---|
| Approach | Veilance | Izzy scouts flanks | Control the corridor |
| Engagement | Veilance holds line | Izzy swaps stragglers | Split the pack of three |
| Cleanup | Tiff | Any | Finish isolated goblins |
| Ambush reaction | Whoever is free | Full party | Regroup immediately |
One party member is under a restriction that stops "any kind of intent to attack" — throwing rocks, punching, and weapons alike. If you're guiding this character through goblin areas, keep them out of direct combat entirely and rely on the team, as demonstrated in the demo where a helpful stranger fills the gap.
Step-by-Step: Beating the Three Goblins
Split the Formation
Use Izzy's swap powers or terrain to pull one goblin out of the trio. Three goblins in a corridor hit as one unit; three separated goblins die one at a time.
Hold the Chokepoint
Plant Veilance in the narrowest section of the passage. Goblins must funnel through him, converting a swarm fight into a queue.
Use Crystal Weapons
Push crystals as a weapon — the demo confirms this works against monsters, and crystallized plants along the trail provide ammunition.
Clear Support Units
If dragons or ranged enemies accompany the goblins, deal with them after the melee is contained. Fire holds goblins back but dragons ignore smoke.
Loot and Follow the Trail
Fresh crystals near a goblin fight mean the Magistrate passed through recently. Use them to keep tracking him east.
The demo makes the formula explicit: "See, when we work together, you don't need a club." The three-goblins fight is a teamwork check, not a damage check — bring allies and you'll clear it without heavy weaponry.
Preparation Checklist & Route Tips
Before heading into goblin territory east of the crystal castle, confirm the following:
Goblin Territory Prep:
- Regroup the full party after any prison or split sequence
- Stock crystal shards gathered from crystallized plants
- Keep the Swordbound member out of direct combat
- Scout west is avoided until you're ready for serious challenges
- Track fresh crystals to confirm the Magistrate's direction
Route planning matters as much as combat. The demo recommends making progress in the north and east while avoiding the west until you're prepared for serious challenge — goblin density follows that difficulty curve.
| Region | Goblin Presence | Notes |
|---|---|---|
| North / East (main route) | Moderate, trio formations | Recommended path |
| West (Badlands edge) | High, mixed with elites | Avoid early |
| Goblin caves | Heavy, fire aftermath | Smoke area, dragons nearby |
| Canyon passages | Narrow trios | Use chokepoint tactics |
If the royal caravan is available, its defenses blunt the initial goblin wave — though the demo shows even caravan defenses can be overrun. Treat the caravan as a head start, not a shield.
FAQ
Q: What are the three goblins in Order of the Sinking Star?
They're a recurring monster formation of goblin melee rushers found in the eastern Badlands and goblin cave regions. They typically attack in tight corridors as a coordinated trio, making them a positioning and teamwork challenge rather than a raw damage check.
Q: Why are goblins showing up in strange places?
In-game dialogue raises the possibility that someone who can charm monsters and men — possibly the Magistrate or an agent of his — is placing goblins deliberately to slow the party down. Expect ambushes that don't feel random.
Q: What's the best party setup against a goblin trio?
Use Veilance to hold a chokepoint, Izzy's swap powers to split the formation, and Tiff to finish isolated goblins. If a party member is under attack restrictions, keep them entirely out of the fight.
Q: Do crystal weapons work on goblins?
Yes. The demo explicitly shows the protagonist pushing crystals as a weapon against monsters, and crystallized plants along the trail serve as a renewable source of shards.