Ferocious Horn Den — Dungeon Guide
A three-boss dungeon with two bomb-based world mechanics before the first two fights, and a final boss whose passive bleed stacks make positioning matter from the very first hit.
First Boss — Watchdog Quapo
Route
Follow the path, cross the bridge on the left, and head up the right path to the wooden barricade. Interact with the bomb chest to pick up a bomb, then place it on the barricades to destroy them. Proceed straight ahead to face the first boss.
Orb Explosion & Ring Jump Phase (75% and 25% HP)
The boss becomes untargetable and jumps around the arena, spawning small circular AoEs. The largest circles leave small blue orbs on the ground. The boss begins casting Thunder Cry, then jumps to the center with a point-blank AoE and a roar.
All remaining blue orbs explode for heavy damage, accompanied by a jumpable ring AoE expanding from the boss.
Clearing orbs on both sides of the arena leaves nowhere safe when the ring expands.
What to do: Clear the orbs on at least one side of the arena to create a safe zone, then jump over the expanding ring AoE. Afterwards the boss jumps onto the tank with a point-blank AoE.
Filler Attacks
- Purple Orbs — spawns three large purple orbs that track party members and explode in a circular AoE when close.
- Gap Closers — closes the distance to the tank via a jump with a point-blank AoE or a dash with a line AoE.
- Spread Marker — targets the tank with a large spread marker; damage increases if more players stand inside it.
Second Boss — Necromancer Dunka
Route
Take the winding path southeast, jump down to break the wall on the left, and drop into the water. Head up the path into the totem room. Interacting with the totem locks the doors and spawns waves of enemies — make sure all party members are inside beforehand. Grab bombs from the boxes up the stairs to throw at the monsters, and destroy the totem once it becomes targetable. Activate the Kibilisk straight ahead, go up the left ramp, and enter the boss room.
Adds & White Orb Buff (75%, 50%, and 15% HP)
The boss spawns 4 adds, tethers to them, and starts a 14-second cast of Mal Necromancer. Surviving adds are absorbed, healing the boss and granting damage/stack buffs.
The adds cannot be damaged normally during this phase.
What to do: Have one party member grab the white orb at the north side of the room to gain a buff that enables hitting the adds and boosts speed, then quickly eliminate all 4 adds.
Soul Caller Pull (65% and 30% HP)
Draws the entire party to the center and casts Soul Caller (8-second cast), pulling players and stunning lightning orbs inward during the cast.
Deals heavy damage proportional to closeness — one-shots if too close, and stuns. Run out of the wide circular area before the cast finishes.
Filler Attacks
- Acid Puddle Line — shoots a line AoE at the tank that leaves a health-draining puddle.
- Party AoE Drops — targets all party members with circular AoEs (dodge timing is slightly earlier than the ground indicator shows, but attacks can be blocked).
- Teleport & Fan AoE — teleports onto the tank with a point-blank AoE or launches a fan-shaped AoE.
- Root & Stack Marker (starts at 75% HP) — binds a random player in place with a stack marker and a health-draining puddle; stack together to share and mitigate damage.
Path to the Final Boss
- Exit the room, go left, and climb the platforms on the left to the central platform.
- Use the jump pad and glide north.
- Cross the bridges carefully (use the bottom jump pad if you fall).
- Activate the Kibilisk and jump down into the final arena.
Final Boss — Ferocious Horn
Bleed Stacks & Puddles (Passive)
Taking a hit from almost any attack applies a non-cleansable bleed stack. At 3 stacks, a 4-second timer starts, after which it explodes and leaves a damaging blood puddle.
Blood puddles accumulate across the fight and are unavoidable over time.
What to do: Drop these near the edges of the arena.
Clone Dash & Intercept Phase (75% and 55% HP)
The boss leaves the arena, scattering damaging lightning orbs. It binds a random player, spawns a clone, and targets the bound member with a spread marker or a stack marker. The clone jumps around, then dashes toward the bound player for lethal damage.
- Group the party in a clean area without blood puddles beforehand.
- Designate players to take turns standing in the clone’s path to block the dash.
- Blockers receive a debuff increasing damage taken from subsequent dashes, so rotate who blocks.
- Group up if it’s a stack marker, or spread out if it’s a spread marker.
Hard Mode: the clone releases a point-blank fear AoE after resolving — step out immediately.
Blue Light of Destruction & Central Orb (30% HP)
Spawns an orb in the middle and begins a 34-second wipedown cast (Blue Light of Destruction). Targets a player and hurls a heavy projectile at them.
The projectile is lethal if it hits the marked player directly.
What to do: The marked player must position themselves so the central orb stands between them and the boss — the projectile will hit the orb instead. Break the orb by having it hit 3 times, while avoiding the expanding donut AoE stuns and the pull/damaging puddle around the central orb while positioning.
Line Projectile Intercept (Post-Orb Phase)
Regularly binds a player and fires two consecutive lethal line projectiles at them.
What to do: Two different party members must step into the line to intercept each projectile — a debuff prevents one person from taking both.
Filler Attacks
- Knockdown AoE — a quick point-blank AoE that knocks players down.
- Backflip & Swipe — backflips, drops lightning orbs, and follows up with front claw swipes (safe spot: directly behind the boss).
- Vacuum Line — an instant pull/stun line AoE directed at the tank.
- Fan Line Projectiles — fires multiple line AoE projectiles in a fan shape.
- Double Clones — spawns 2 clones that dash up to 3 times toward a target (can be blocked or perfect-dodged).
- Expanding Donut AoEs — a small point-blank AoE alongside expanding donut rings that stun on hit.