Hey guys, I saw a bunch of questions about the tormented necropolis and so I am writing a post on this to give some answers and to share with you…
Winning NARRANDERA Remains Dungeon Videos & Info
Hey guys, here we share with you maximum information on Narrandera Remains weekly dungeon in Wartune with 2 videos from Elia and Cosmos and text explanation from Zorich and Versi69 and official release information from R2CS_Sivona.
Elia’s VIDEO: Narrandera Remains with Midori, Robin7, and ShockandAwe:
Cosmos’s longer video (much harder, 1st run): Playthrough 1st time NARRANDERA REMAINS fully done NB, Pap, Garg, Cosmos
Explanation / Info from Zorich and Versi69
Cleared it with:
– Knight, 2.82m BR (Loknat)
– Mage, 2.33m BR (Zorich)
– Archer, 2.06m BR (Iceking)
– Mage, 1.80m BR (Tamera)
Those are unbuffed BRs. We all went in with all 3 10% Potions from Farm, Both 5% Defensive Scrolls and regular Pots.
1st Level:
You could run Fire Resist for the trap, but why bother. You can time it and get past it, throw the switch to the north to disable the vine-trap, and gain access to the boss(es). These Boss(es) here are a Dark-Based Phyiscal Immune Boss and a Light-Based Magic Immune Boss. When you attack, your group is split and 2 face one and 2 face the other. We tried having two close and 2 far while we initiated on the Dark one – and it pulled both near players in vs. the Dark while the two far players were initiated against the Light boss. Don’t know if that was a coincidence or not, but I think it’s worth noting, since the pairing set here remains for the rest of the MP.
Strategy for Boss(es):
Have a Sylph that is a different attack type (M/P Atk) than your character so that however you get pulled in, you’re capable of dealing damage. We were all fine with Dark Resist / Light Resist that was in excess of 700. These Boss(es) die fairly fast.
Boss Rewards: 200 Vulcan Hammers, 200 Vulcan Stoves, 50 Titan Stone Shard, 50 Titan Iron Shard, 5m Gold.
2nd Level:
Two paths – one Fire, one Water. There are two battles you fight before the boss. These are fairly easy with the appropriate resist around 750+. Could probably do it with less fairly easily. The Boss(es) are again split and each 2-person team will face the one on their path.
The Fire Boss (Blaze King) needs 800+ Fire Resist. It throws a 2-turn Chaos effect every other turn, but it drops fairly quickly.
The Water Boss (Ice King) needs 800+ Water Resist. It throws Amnesia and does a Rage Drain.
Both these Boss(es) perform a “Big Hit” every 5th attack that will do upwards of 500k+ even with proper resist. Iceking and Tamera were stuck vs. the Water Boss and even with high resist needed to time Guardian Rune usage to get past it, and it took quite a few attempts.
It’s also worth noting that the 1st time you fight the Boss(es) you can come in with full Awaken and Eu-Delphic meters. If either team scraps, from that point on you will always start empty. You cannot take a “dead run” to fill up awakening or rage or Eu-Delph. So that 1st try is your best shot. Be prepared.
Mobs Rewards (x2): (I think) 50 Vulcan Stithy, 50 Vulcan Clamp, Other stuff I can’t remember . I’ll take note next week if someone doesn’t amend it.
Boss Rewards: 200 Vulcan Hammers, 200 Vulcan Stoves, 50 Titan Stone Shard, 50 Titan Iron Shard, 5m Gold.
3rd Level:
This was a pain. We start separated in our two groups, the same grouping since the 1st level. There’s multiple Wind Mob Traps – kinda like the old trap in the L40 MP “The Void” where you touch one mob and it becomes 4 and everyone has to fight their own group. Except these mobs all hit like Mike Tyson .
Here’s the trick… You can sneak past those mobs if you’re in the northern path (the Light / Ice one). Those players can sneak around to the bottom spawn point and have one player lead in against the mob-trap while the players on the southern path (the Dark / Fire one) stay as far back as possible near their spawn point. Trigger it, and once combat starts, everyone pours in and blows AoEs and pops Guardians in between. Leave your Eudaemon in front ranks as shields as one round could make a difference. That’s what we did to drop all the mobs. It took us a good 45 min to figure it out and execute it properly, but once we did, the fights take about a minute each (there’s 4 of em).
I’m not really sure what level of resist you need in here. I was running 722 Wind Resist and I was taking hits for 200k+ on the 1st dmg buff stack, and 500k+ on the 2nd damage buff stack – and the stacks come quickly. My kid, with 865 Wind Resist was taking 400k hits on the 1st stack and nearly 1m on the 2nd.
The last Boss is a Triple Boss Fight. I went in with 772 Wind Resist, 772 Elec Resist. The 1st of the 3 Bosses hits fairly hard, but drops fairly quickly. The 2nd one has aNASTY bleed. I mean NASTY. Like 5% Max HP Bleed and it keeps stacking it. But it does no real damage otherwise. It was only hitting for 5k to 10k damage per hit outside of that bleed. The 3rd of the trio was soloable by me as the only one alive.
The Boss fight is again split between your two group, but you fight the same targets. Only one fight need win for you all to win, unlike the 2nd Boss(es) where both must with to advance and get rewards. This fight was actually the easiest one overall, and if you bring a Puri Rune and/or a Puri Spell, it’s really easy.
Mobs Rewards (x4): (I think) ?? Vulcan Stithy, ?? Vulcan Clamp, Other stuff I can’t remember . Again, can’t remember the numbers.
Boss Rewards: 200 Vulcan Hammers, 200 Vulcan Stoves, 50 Titan Stone Shard, 50 Titan Iron Shard, Gold.
After you defeat the boss, a portal opens up and you can leave through there. No card flip.
Total time was about 1 hour and 40 minutes – but a LOT of that was learning. I think with practice this can be done in about 30 minutes.
Official Explanation / Info from R2CS_Sivona
Event Introduction
Players who have completed Class Advancement may enter this new dungeon by accessing the Hall of Heroes panel, which can be found under the Events tab. Players may host or join an already existing party.
Event Time – All day
Reward Attempts – Once per week, however the event can be attended repeatedly.
Description
Narrandera Remains is divided into 4 separate maps, each containing a spawn point, a danger zone and a BOSS. Players must meet certain criteria to spawn the BOSS in each map.
First Map
- HP Packs may not be used. Once killed, players will revive at the spawn point with their full HP.
- Danger Zone: players will randomly encounter one of the following traps: poison, ice or fire. Each trap will cause damage so watch out!
- BOSS: Once entering the battle, your party will be divided into two groups to challenge two separate BOSSes.
Note: Players will encounter a random BOSS upon entering the map for the first time and will need to re-challenge the same BOSS if he or she dies.
Second & Third Maps
- Your party will be divided into two groups and randomly enter the maps separately.
- Danger Zone: Ice causing frozen damage or fire causing burning damage.
- BOSS: The two groups will enter each map and simply need to battle to challenge the BOSS.
Fourth Map
- The two groups will spawn (and revive) in different areas of the map and will need to defeat separate monsters. Defeat them all to enter the same BOSS area to challenge the final BOSS.
- Battling against the final BOSS is similar to the World BOSS battle. Dungeon BOSSes include: One Eyed Giant – Cyclops, Dread Lord – Voser, and Scorpion Emperor – Mosaus. BOSSES will spawn in a random order, and the two groups will attack the same BOSS at the same time.
- If one of the groups dies, the other group may continue the battle until defeating all the BOSSes. Unfortunately, the unsuccessful team will be unable to join the battle again.
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To help with the 2nd level of Narrandea Remains, Ice King the Water boss try using Fire, Wind and Electro resistance. You can make it through the hits it does at the beginning, but you still the need the Guardian Rune for the 5th hit. Also try having a Hercules or Zues and Triton, the heals help
Ignore that, I am sorry
This question is more or less unrelated to the above but i’d still like to ask since it involves the use of hammers.
Is it better to max the holy forge of lvl 80 gears with normal vulcans and hammers or to just bring the gears to lvl 2 grade 10, make them into red gears and then do holy forge with advance items.
Which method would be better and effective in saving gold and or resources.
to our knowledge, maxing out first before going to red equipment is the best way
ok.. and has anyone tried making a red gear directly after lvl 2 grade 10 ?
i’m asking this cause i have skipped spending gold on my lvl 70 gears entirely and directly made them lvl 80 gears.. all the while wearing lvl 60 set… that way i save all the gold needed to enchant the normal and legen lvl 70 gears.. thought the same might apply to holy forge.. 🙂
I got the answer to my question… you can change over to red gears even if you won’t max to lvl 8 grade 10 with vulcan hammers… As even if you change to red gears, it will still make you use the normal hammers till you get it to lvl 8 grade 10.. after which you can do holy forge with the new items you get in Narrandra MP.. thanks for the reply earlier 🙂
bit late to this thread, but since it wasn’t mentioned yet, the only thing you want to do BEFORE making a pc red, is make sure ur refines are the way u want them, as once its red it takes a ton of really rare Epic Refine Crystals
So again, MAKE SURE REFINES ARE HOW U WANT THEM BEFORE MAKING ANY PC RED, theres nothing more to worry about otherwise
ok so the correct info is that it doesn’t matter when you make red because it will still use the regular hammers and stoves until the correct point and as for equipment refine, no need to max that because even low levels of red refine are better than maxed out orange; that said, wait for the next game patch where refining becomes easier
im going to apologize now for using comments!!
anywho cosmos i would like to talk to u about a few things in email or whateva is cleverest it would be greatly aprecaited thanks for taking the time! Also all the work u and ur team as done has been great! love the new site but still familiarizing everything but so far so good =D much love and respect!
sry just found were to contact my bad feel like a goof
🙂 if you want to email me just use the contact form above, not that secret 🙂 hehehe
Yea this MPD is tough, been helping 1mil brs with my toon thats 2.3 mil br, you need a min of 1k resis for the 2nd boss but the nice thing is you get 200 hammers and stoves for beating the one boss, I can finally stay up long through the big hits.
with 3mil brs you will have an easier time with this, lower you have to do it week by week.
so for the 3rd stage would it be better if one side that could sneak to other side than kill mobs be possible and if so would it give more rewards for all? Also would formation help balance out the group or is the pairing completely random?