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Ferocious Horn Den: Boss Mechanics Guide

How to clear Kwapo’s orbs, stop Duanka’s helpers, and handle Nuakum’s clone and orb.

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Ferocious Horn Den: Boss Mechanics Guide

Author: dbaion2 team · October 4, 2026 · 6 min read

In 30 seconds

KwapoAt 75% and 25%, clear blue orbs from at least one side before Thunder Cry; they explode.
DuankaThe player with the white orb kills the helpers from the north of the room. Run out of the white zone during Soul Caller.
Nuakum: cloneAnother player intercepts the clone's charge toward the bound target. Rotate interceptors; follow the spread/gather marker.
Nuakum: 30%During Blue Light of Destruction, the marked player stands with the orb between them and the boss. Block three shots.
Nuakum: alwaysThree bleeding stacks explode into a puddle. Drop puddles at the edge.

Dungeon and rewards

Ferocious Horn Den is the hardest expedition in this set. Many mechanics require the group to coordinate. The bosses are Watchdog Kwapo, Necromancer Duanka, and Ferocious Horn Nuakum.

Ferocious Horn Den drops

Attack colors: a rule for every dungeonYellow-orange attacks can be parried or perfectly dodged. Bright red attacks cannot; move out. Arrows pointing in mean gather; arrows pointing out mean spread.

Route and bombs

Go down the path, cross the bridge on the left, then climb right to the wooden barricades. Take a bomb from the crate, press F, and place it on a barricade to destroy it. Continue straight to the first boss.

Boss 1: Watchdog Kwapo

Kwapo: Thunder Cry and blue orbs
Kwapo: Thunder Cry and blue orbs
  1. Invulnerability and orbsAt 75% and 25%, Kwapo becomes invulnerable and jumps around, leaving small circles. Large circles leave blue orbs.
  2. Thunder CryKwapo casts Thunder Cry, jumps to the center, and roars. Every blue orb still on the ground explodes in a huge circle.
  3. Clear a sideRun through the orbs and collect them on at least one side of the arena. Stand there for the explosion. Jump over the ring from the roar; its damage is low.
  4. Other attacksThree large purple orbs fly toward players and explode nearby; move away. Kwapo jumps or dashes at the tank. A large mark on the tank shares damage among everyone inside but is not lethal.

Boss 2: Necromancer Duanka

Follow the winding path southeast, jump down, and break the wall on the left. Cross the water to the room with the totem. The totem seals the room when activated, so make sure everyone is inside. Monster waves begin: go up the stairs on either side to bomb crates and throw bombs at the monsters. Then break the totem. Continue past the key stone and up the ramp on the left to Duanka.

Duanka: helpers and Soul Caller
Duanka: helpers and Soul Caller
  1. Mau NecromancyAt 75%, 50%, and 15%, Duanka summons four helpers and casts Mau Necromancy for 14 seconds. Each surviving helper heals and strengthens him.
  2. White orbA white orb appears in the north of the room. One player picks it up, gains a large speed boost and the ability to hit the helpers, then kills all four quickly.
  3. Soul CallerAt 65% and 30%, Duanka pulls in the group and casts Soul Caller for eight seconds. The closer you are, the stronger the hit; standing close is fatal.
  4. Run outThe cast slowly pulls everyone toward the boss, along with stunning lightning orbs. Leave the white zone before the cast ends.
  5. Other attacksA line on the tank leaves a puddle; circles on each player (dodge slightly before the marker; blocking works); teleport to the tank with a hit; fan at the tank. Below 75%, a shared-damage mark binds one player and leaves a puddle. Share the hit by standing in it.

Final boss: Ferocious Horn Nuakum

Go left from Duanka's room, cross the platforms to the center, use the jump pad, cross the narrow bridges (falling returns you to the platform), take the teleporter, and descend to the arena.

Bleeding throughout the fightAny hit applies a bleeding stack that cannot be removed. At three stacks, it explodes after four seconds and leaves a blood puddle. Drop these at the arena edge.
Nuakum: clone and intercepting the charge
Nuakum: clone and intercepting the charge
  1. Leaving the arenaAt 75% and 55%, Nuakum jumps away and scatters lightning orbs. Gather in a place without blood puddles.
  2. CloneNuakum binds a random player and sends a clone that jumps around, then charges at the bound player for huge damage.
  3. InterceptAnother player stands in the charge path. The interceptor is marked; intercepting a second charge is very dangerous. Decide who takes the first and second charges. This repeats two or three times.
  4. Mark on the bound playerA large spread marker or small gather marker appears at the same time. Stay near the bound player: spread for the large mark, gather for the small one.
  5. Hard modeAfter the mark, the clone disappears with an area hit and fear. Move away at once.
Nuakum: Blue Light of Destruction
Nuakum: Blue Light of Destruction
  1. Orb in the centerAt 30%, an orb appears in the center while Nuakum casts Blue Light of Destruction for 34 seconds. If he finishes, the party dies.
  2. Orb as a shieldNuakum jumps to a corner, marks a player, and throws a heavy projectile. The marked player positions so the orb is between them and Nuakum. Three hits break the orb and interrupt the cast.
  3. HazardsEveryone is slowly pulled toward the orb, with a damaging puddle around it. Nuakum fires nearly harmless lines or stunning rings that are hard to see in the blue glow.
  4. After the orbNuakum binds a player and fires a lethal line projectile at them. Another player intercepts it. There are two projectiles and two different interceptors.
  1. Other attacksFast area hit that knocks players down; backflip with lightning orbs, then claw attacks in front (stay behind him); instant vacuum line at the tank that pulls and stuns; front line fan; two clones charge at a random player up to three times; small area hit followed by an expanding stunning ring.

Before Nuakum

  • Assign different players to intercept the first and second charges
  • Everyone knows: large mark means spread, small mark means gather
  • Drop blood puddles only at the edge
  • At 30%, the marked player puts the orb between them and the boss
  1. One player intercepts twiceThe first charge's mark makes the second very dangerous.
  2. Leaving blue orbs at KwapoTheir explosion covers nearly the whole arena.
  3. Nobody takes Duanka's white orbWithout it, the helpers survive and heal the boss.
  4. Standing close to Duanka during Soul CallerClose range is instantly fatal.

Key points

In Ferocious Horn Den, clear blue orbs at Kwapo, use the white orb to kill Duanka's helpers, and leave the white zone during Soul Caller. At Nuakum, drop blood puddles at the edge, rotate players who intercept the clone, and at 30% use the orb to block three shots.

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