The Medium Ghommid Settlement is a town within the Colón Cemetery area of Havana on the eighth floor. Carl, Princess Donut, and their companions enter it while investigating the cemetery's mass of undead creatures. Its residents are ghommids, varied spirits from beyond the veil, but the presence of the former deity Asojano has turned them into hostile unsettled monsters. The settlement remains sealed until the compulsory quest Pueblo de los Olvidados is resolved. Carl's group ultimately frees the surviving residents by repairing Yemaya's shrine in the town's central temple.
The town within Colón Cemetery
From outside, the cemetery looks like a dangerous enclosed area rather than an ordinary town. A tall black fence hides most of its interior, fog fills the grounds, and numerous moving enemies register on Donut's map. Paz recognizes the entrance as that of Colón Cemetery, although he says the fence is an alteration: the real cemetery was open to view from the surrounding streets. The dungeon version covers several blocks and contains roads, tombs, buildings, a central chapel, and a bathroom. Carl notices that the chapel's spire resembles a Club Vanquisher entrance, while Donut detects a distant safe room. Those features lead Carl to doubt that the entire enclosure is simply a boss chamber.
The party circles the perimeter before entering. From above, Carl can see the dense spread of hostile markers but little of the ground through the fog. Sister Ines identifies the creatures as undead. Carl tests the crowd with a healing potion and kills three relatively weak inhabitants, yet their individual weakness does little to reduce the danger of their numbers. Once the party crosses the gate, the interface names the interior the Medium Ghommid Settlement. It identifies the place as a corrupted town and forbids its claim or repopulation until the rot is removed. The name describes an actual settlement occupying the cemetery grounds, with civic buildings and workers, rather than merely the graveyard's monster population.
The quest notice explains what the place was before the corruption. “Ghommid” covers many different other-realm spirits rather than one uniform species; some are harmless, while others can be dangerous. Such beings often gather where the boundary between worlds is thin, including cemeteries. A visiting spirit has altered the town's inhabitants and made them attack intruders. The stated goal is to find and remove the source of that condition. If the town can be restored, its shops and other structures are supposed to become usable again, provided their workers survive. The reward also includes a Silver Quest Box and, more immediately, permission to leave. These are quest terms at entry, not evidence that every shop is later visited or that anyone actually claims the town.
Corruption and confinement
The settlement's boundaries make the investigation compulsory. The gate shuts behind the entrants and glows with a magical lock. A barrier above the grounds prevents flight over the perimeter. The quest announcement tells the party that departure depends on finishing Pueblo de los Olvidados, though it imposes no immediate countdown. The group can reach a safe room inside, but using it does not open the outer gate. This distinction shapes Carl's response: survival requires finding the cause of the infection rather than simply escaping a single encounter.
Paz's Santero class aggravates the unsettled dead as soon as he enters. He explains that his holy armor draws the affected creatures toward him and keeps their attention even if he runs. Sister Ines says both she and Paz receive temporary strength when an unsettled creature dies. Their abilities help in combat, but Paz's attraction turns the town's dispersed residents into a converging horde. Carl's group must move through the settlement while fighting creatures that are individually manageable and collectively overwhelming.
The streets are also seeded with Spirit Box traps. One that Carl examines roots a corporeal victim, lowers spirit resistance, and summons a local non-corporeal entity to the spot. Possession is among the possible consequences. Carl disarms one trap, then uses Tripper to trigger others ahead of the group so Mongo will not set them off while running. The spell pulls some ghommids toward the activated boxes, briefly changing the crowd's distribution without removing the wider threat. The combination of fog, traps, and Paz's unwanted attraction makes even the short route to shelter hazardous.
The unsettled residents do not share a single appearance. The first three to reach the party are all level 30 but have markedly different bodies. One is covered in mouths, another resembles an elf with an elongated chin, and the third has an enlarged belly and mismatched arms. Carl identifies the last as Kipper, normally a dishwasher at the Dirt Nap. That ordinary occupation gives a glimpse of the functioning town beneath the monster labels: the attackers were residents with work and routines before Asojano's presence changed them. Later creatures include an owl-like ghommid whose touch freezes and drains Carl. His barehanded strike passes through it, while Mongo's magically enhanced teeth can hurt it. The incident establishes why ordinary physical contact is especially risky among these non-corporeal inhabitants.
Carl's holy and healing supplies clear temporary openings through the crowd, and Donut's spells help the party advance. Nevertheless, the ghommids continually fill the gaps. Donut finally uses Puddle Jump to bring the group close to the safe room, sparing them the last stretch through the horde. The entrance looks like a decaying crypt bearing a neon Yellow Zone sign; inside, it is a much larger pub staffed by a bopca. Shelter is real, but it sits within the sealed settlement, and the creatures remain outside its door.
Asojano and the route to the shrine
As the party reaches the Yellow Zone, Carl sees a figure moving through the fog differently from the shambling residents. The figure is Asojano, a level 130 city boss and non-corporeal orisha. He follows them into the safe room without starting combat, despite his hostile map marker. The bopca demands that he leave, and other ghommids that come through the open doorway are removed by the room's protections. Asojano is able to speak there, but his health steadily falls until he returns outside, where it begins to recover.
Asojano asks Paz to repair his shrine in the temple at the center of town. The resulting quest update identifies him as the source of the ghommids' altered state: he spent the last power of his shrine to enter the settlement, became trapped, and unintentionally affected its inhabitants by being present. He says repairing the shrine will let him leave. The quest also presents killing him as a possible way to free the town. Carl's group therefore faces an unusual problem. The apparent city boss is asking for help, and removing the harm does not initially require slaughtering the people it has transformed.
Asojano proposes a nighttime crossing. He says his power will be greater then and he can hold the ghommids back more effectively, though the sickness will also make them stronger. He later clears a partial path toward the temple, leaving the creatures massed to the sides. Carl prepares a wide-area stun device using equipment bought by Li Na's team and gives Bomo armor fitted with stun and anti-undead missiles. He deliberately favors disabling the ghommids where possible so residents might survive the cure. The plan is to move along Asojano's opening, get into the temple, and let Paz work on the shrine under guard.
At night, the spirits emit a blue glow that was absent during the first crossing. They move faster and surge toward Paz when the group leaves the Yellow Zone. Carl's stun bomb immobilizes many behind them, but hundreds remain along the way. Asojano stands partway down the road and calls Paz onward; the party avoids getting too close to the disease-bearing boss. Paz is rendered Terrified and cannot move, so Bomo carries him. The group continues along the paved route through the cemetery while Bomo's missiles hold back the flanks. The shrine is about a city block from the safe room, yet the short distance becomes a contested passage as the ghommids close in from both sides.
Near the temple, a fast ghommid with a donkey's head survives attacks that would stop the ordinary residents. Breaking it apart produces further attacking pieces. Carl uses a flag to capture it as a T'Ghee totem just as it lunges, and the collision sends him into the temple. The card identifies the creature as Skylar Spinach, an enraged ghommid splitter. This capture is distinct from curing the town: one unusually dangerous resident becomes a card during the struggle, while the many surviving ghommids remain outside awaiting the outcome of the shrine confrontation.
The temple choice and liberation
The central building, La Iglesia de los Olvidados, initially looks ruined. Its roof is broken, the floor is muddy and overgrown, and seven shattered shrines occupy its walls. Asojano briefly keeps the ghommids from entering. He forms a Sun of Reawakening and directs Paz to rebuild his monument, but Paz and Anton receive a conflicting demand from Ogun, the deity they worship. Ogun wants his own shrine repaired and threatens them with a smite if they choose another. The apparent repair job becomes a choice among seven shrines, with only one allowed to receive the Sun. The town's cure remains at stake while the competing deities offer different benefits and penalties.
The announced choice makes the settlement's possible outcomes explicit. Repairing Asojano's shrine would complete Pueblo de los Olvidados and return the ghommids to normal without his ascension. Refusing that shrine means Asojano will attack, and his protection of the temple will fail, letting the residents enter. Killing him is also said to cure them, although the announcement itself expresses uncertainty about that result. Carl instead chooses Yemaya's shrine for reasons tied to Katia and Donut. That decision exposes the group to Asojano and the gathering ghommids before the settlement has been freed.
Bomo assembles Yemaya's blue shrine while Donut's animated armor attacks Asojano. Carl blocks the temple doorway with a blessed metal chock as ghommids begin to force their way in. When Asojano is near defeat, Carl captures him with another flag. Donut's remaining animated daggers carry the Sun of Reawakening to the completed shrine. The instant it touches the structure, the chamber transforms: the damaged roof closes, fountains appear, and the other shrines vanish. The broken entrance is replaced by an intact door opening onto a lit town filled with ghommids who appear surprised by their restoration.
The interface then declares Pueblo de los Olvidados complete, names the Medium Ghommid Settlement liberated, permits the party to exit, and confirms that the surviving ghommids have been cured. The temple becomes the Temple of Yemaya, and Yemaya re-ascends. Liberation therefore ends the settlement's compulsory lock and reverses the condition affecting its surviving population. The earlier quest's promise of renewed shops and structures describes the town's potential after restoration; the immediate scene establishes the cure, the changed temple, and the open exit, without following the party through each business or documenting a later claim of the town.