Project Gorgon Serbule Zone Guide: All Quests, NPCs, Dungeons, and Harvestables

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Project Gorgon Serbule Zone Guide: All Quests, NPCs, Dungeons, and Harvestables

Serbule is Project Gorgonโ€™s first proper zone after the Anagoge Island tutorial. It spans levels 1-30 and contains the hub town of Serbule Keep, seven dungeons, four teleportation circles, and dozens of NPC trainers. Knowing where everything is saves hours of aimless wandering. This guide maps the entire region.

If youโ€™re looking for Project Gorgon, or Project Gorgon guide, or All Quests, NPCs, Dungeons, and Harvestables, youโ€™re in the right place.

Serbule Keep: The Hub Town

Serbule Keep is a walled refugee town built after the destruction of Dwyndarre. It houses most of the zoneโ€™s quest givers, skill trainers, and vendors. The Keep has three gates: East, North, and South.

Key NPCs Inside the Keep Walls

NPCLocationWhat They Offer
Nelson BallardCentral keep buildingMain quest line, Sword training
EchurNear the gardenMentalism skill unlock
VelkortUpper floor of keepAdvanced Fire Magic
FainorCentral squareCheesemaking, Cooking upgrades
ElahilArchery range outside wallsArchery training, Fletching
Mushroom JackNear the north gateMycology skill, mushroom quests
JoehInside keepEquipment vendor
TadionBlacksmith areaBlacksmithing training
RitaGeneral storeBasic supplies, storage
BlancheInside keepJewelry and accessories
ThereseInside keepPotion vendor
MarnaNear gatesQuest giver, reputation
HulonGuard barracksShield combat hints
Sir CothPatrols keepWanted quests, bounty hints
LarsanDye shopDye Making skill
GisliNear animal pensAnimal Handling skill

Transport Hubs

Serbule connects to four other regions:

  • Eltibule โ€” North path, level 15+ zone
  • Sun Vale โ€” Boat from the docks (talk to Jurl the Boatman)
  • Serbule Hills โ€” South path, level 20+ zone
  • Anagoge Island โ€” Boat from the docks (return trip to tutorial island)

Four Teleportation Circles serve the region:

  1. Inside the northern gate of Serbule Keep
  2. Outside Borghild dungeon (northeast)
  3. South of the Keep on the road to Serbule Hills
  4. Inside the Myconian Cave, behind the entry portal

A Mushroom Circle sits directly east of the Keep โ€” used for druidic teleportation once unlocked.

All Seven Dungeons in Serbule

1. Serbule Sewers (Level 1-10)

The easiest dungeon. Entrance is inside Serbule Keep near the south wall. Infested with rats and spiders. Mushrooms grow on the walls โ€” harvestable for Myconic XP. Partially gated-off section contains dinosaurs and slimes for higher levels.

2. Serbule Crypt (Level 5-15)

Located in the graveyard east of the Keep. Low-level undead populate the entrance. One floor deeper, youโ€™ll encounter Khyrulek the undead mage and his bound minions. Bring anti-undead weapons. Necromancy gems drop here.

3. Carpal Tunnels (Level 10-20)

Found under the left hand of the Giant of Serbule statue (look for the giant stone hand north of town). Named humorously after carpal tunnel syndrome. Contains Council storerooms with valuable supplies. Mixed enemy types: constructs, elementals, vermin.

4. Myconian Cave (Level 10-20)

A hidden sanctuary for Myconians, accessible only if you understand the Myconic language. Located in the northwest region near the giant mushrooms. Home to mushroom creatures and fungoid foes. Jaw, Way, and Voo are friendly NPCs inside.

5. Crystal Cavern (Level 15-25)

Beneath the giant red Rubywall Crystal north of town. Deadly for unprepared players โ€” creatures here stack poison debuffs. Bring poison resistance potions from Alchemy. The crystalโ€™s appearance above ground is a recent, unexplained event.

6. Brain Bug Cave (Level 15-25)

A secluded cave in the northern hills. Rumored to be a former laboratory of Dalvos the mad alchemist. His creations โ€” brain bugs and psychic mantises โ€” still roam the tunnels. Pickled Brain jars can be found on the ground as crafting ingredients.

7. Borghild (Level 20-30)

The endgame dungeon of Serbule. This Dwarven fortress in the northeast has changed hands many times over fifteen centuries. Currently infested with undead and incorporeal creatures. The last Duke of Serbule entered twenty years ago and never returned. Enter through a crack on the left side of the massive gate. Not recommended until you can consistently handle both undead and ghost-type enemies.

Harvestable Resources

Fish (Freshwater and Saltwater)

  • Crab โ€” Common, docks area
  • Grapefish โ€” Common, all water bodies
  • Clownfish โ€” Common, lake near Keep
  • Perch โ€” Common, rivers
  • Eel โ€” Rare, deeper water

Fruit and Plants

  • Red Apple โ€” Apple trees scattered throughout the zone
  • Grapes โ€” Vineyards near the western farm
  • Bluebell Seeds โ€” Forage from flower patches
  • Red Aster Seeds โ€” Forage from flower patches

Wood

  • Oak Wood โ€” Chop oak trees (common)
  • Perfect Oak Wood โ€” Rare crit from oak trees
  • Maple Wood โ€” Chop maple trees (north woods)
  • Perfect Maple Wood โ€” Rare crit from maple trees

Mushrooms

  • Parasol Mushroom โ€” All over the zone, especially near the Myconian Cave
  • Mycena Mushroom โ€” Damp areas, Serbule Sewers
  • Strange Dirt โ€” Dig spots near mushroom clusters

Minerals and Metals

Four mineral surveys can be found: Serbule Rubywall (red), Serbule Blue, Serbule Green, and Serbule White. Each reveals different ore deposits when used. Mining skill requires a pickaxe.

Meditation Pillars

Five meditation pillars exist in Serbule. Each grants a unique meditation combination:

Pillar NameLocation
PunchmasterOutside the town garden near Echur
Crowd SurpriseNortheast, directly outside Borghild entrance
KickerAlong the path going west from the northern bridge
BreatherOn a hill above the left hand of the giant statue
Crushing CobraNorthwest near the Brain Bug Cave entrance

Meditation combos unlock new Unarmed abilities when discovered. The puzzle is figuring out which pillar combinations produce which results.

Special Foes and World Bosses

  • Tyxr the Guardian Elemental โ€” Patrols near the Red Crystal
  • Gluzax โ€” Giant spider, western woods
  • Old Snouty โ€” Named boar, southern fields
  • Salmpo โ€” Giant frog, lake area
  • Elzehatl โ€” Powerful mantis, northern woods
  • Mr. Squeaky โ€” Giant rat boss, Serbule Sewers
  • Old Fangsworth โ€” Wolf pack leader, eastern woods
  • Anhinda โ€” Undead knight, Serbule Crypt depths
  • Empusa โ€” Demon, Borghild entrance
  • Mortimer โ€” Skeleton mage, Carpal Tunnels
  • Lord Serbule โ€” The lost Duke himself, Borghild depths
  • Young Kraken โ€” Water boss, deep lake
  • Vixtilkat the Horse-Taster โ€” Goblin raider, southern roads

Connected Zones

For progression beyond Serbule, the boatman Jurl can take you to Sun Vale (an island chain popular with Druids) or back to Anagoge Island. The north path leads to Eltibule, a former Council duchy now dealing with a goblin invasion. The south road leads to Serbule Hills, a lake-dotted highland region.

For a broader look at all available skills and trainers, see the Project Gorgon Beginner Guide: Best Starting Skills.

Note: This zone guide reflects Project Gorgon as of July 2026. NPC locations, dungeon levels, and harvestable spawns may shift with patches.

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