This mission consists of three general parts: 1) Do the setup for the beginning, 2) Clear all the mobs, and 3) Escort the turtles with only two groups remaining. The enemies here have solid builds, including plenty of Cripple and Knockdowns to snare, as well as interrupts and enchantment removal.
Mission
Some notes about the groups of enemies:
- Be wary when killing the group that spawns the reinforcements, as you can be in their pathing.
- Juggernauts can always be pulled away from the group. They have a seemingly infinite leash range, but move slowly. They can knock you down for 5 seconds at melee range.
- The rangers have two sources of Cripple, and so try to always keep them LOS-Blocked.
- An anti-interrupt, such as Mantra of Resolve, prevents the interrupt from Physic Instability, thereby preventing the Knockdown.
- At Locations #3 and #4, the original group of enemies is random, but the reinforcements are as they are listed here.
- Here is a detailed map for the spawns throughout the map:
The Opening
There are different ways to deal with the beginning. Since this part is highly dependent on RNG, we usually choose to deal with it first, but the other option (dealing with it last) is also presented below.
To deal with the first spot last, immediately run away from the Turtles (usually towards west) and leave their compass range. Clear all the enemies and reinforcements (see further on this page), and deal with the first spot last.
To deal with the first spot first, the goal is to keep 1x Monk alive and then get out of radar range, so that the Turtles do not continue up to the second spot. If possible, try to keep all 3 Siege Turtles alive because they help at the end of the mission. Different tactics are listed below:
- Tactic #1 (Juggernauts -> East Group -> Center)
- Run to Petras and talk to him to get a canister. Then run to where the 3x Juggernauts spawn.
- Sit and wait at the teleporter. When the Juggernauts spawn (= about when the last Siege Turtle stops moving), drop the canister so that all three Juggernauts get damaged. If you can, damage and/or finish them.
- Go East. You'll see a group of 3x Warriors & 1x Monk. Aggro this group and hold the aggro until an identical group spawns next to it. Try to not damage any enemies so that the monk do not use Protective Spirit. Drop the canister so you hit all the enemies. If the Juggernauts did not harm the Siege Turtles, all the enemies on you should die.
- Pick up the canister and drop it directly in the center of all the Turtles. At this point, all the warriors should be dead. There might be one still living. Keep one monk alive and kill everything else.
- Immediately run south or west to get all of these NPCs out of your radar range.
- Tactic #2 (Juggernauts -> Center -> East Group)
- Run to Petras and talk to him to get a canister. Then run to where the 3x Juggernauts spawn.
- Sit and wait at the teleporter. When the Juggernauts spawn (= about when the last Siege Turtle stops moving), drop the canister so that all three Juggernauts get damaged. If you can, damage and/or finish them.
- Drop the canister at the center of all turtles (if the Juggernaut did not harm the Siege Turtles, there is a ~20% chance that all the warriors coming from west further die). Immediately run east to intercept a group of 3x Warriors & 1x Monk. An identical group spawns next to it. Kill as much as you can yourself, then go back to the center and, if needed, time your retreat so that the turtles finish them off.
- At this point, all the warriors should be dead. There might be one still living. Keep one monk alive and kill everything else.
- Immediately run south or west to get all of these NPCs out of your radar range.
If you reached the shore/beach to the South and "Team" chat hasn't updated, you should be good to go. Be careful about entering back into the radar range of this group. For this reason, it's recommended you fight this first group from the South.
The entire rest of the mission is simply eliminating all the enemies. See below sections about their spawns:
Location #1 (Just after beginning)
- Original group(s)
- 2x Juggernauts, 3x Rangers, & 2x Mesmers (spawns reinforcements)
- Reinforcements
- 3x Juggernauts
- 3x Juggernauts
- 3x Warriors, 3x Rangers, 1x Elementalists
- 3x Ranger & 1x Elementalist
- 3x Ranger & 1x Elementalist
Location #2 (Under Roof)
- Original group(s)
- 5x Warriors
- 5x Warriors, 2x Juggernauts, 2x Necromancers (spawns reinforcements)
- Reinforcements
- 3x Warriors, 3x Mesmer, 1x Necromancer
- 1x Monk, 3x Warriors
Location #3 (SE of Roof)
- Original group(s)
- 1x Juggernaut, 3x Kurzick enemies (spawns reinforcements)
- 2x Juggernauts, 4x Kurzick enemies
- Reinforcements
- 6x Warriors, 1x Monk
- 3x Warriors, 1x Ritualist
- 3x Warriors, 3x Rangers, 1x Elementalist
Location #4 (NW of Gate)
- Original group(s)
- 2x Juggernauts, 4x Kurzick (up the hill) (spawns reinforcements)
- 2x Juggernauts, 4x Kurzick (past the gate)
- Reinforcements
- 3x Warriors, 3x Mesmers, 1x Necromancer (spawns more reinforcements)
- 6x Rangers, 1x Elementalist
- More Reinforcements
- 6x Rangers, 1x Elementalist
- 3x Warriors, 1x Monk
Note: you can pull the Southern-most group of Kurzicks towards the big waves to the west and glitch them as seen here. They will help you on the final fight against Afflicted, as seen here.
After clearing
- There's a group of 3x Mesmer & 1x Necro when your allies stop at Location #2 (Under Roof). They approach from the north. They can be killed with a well-placed Smoke Canister.
- There's a cutscene after that in which you can use the canister to kill Afflicted. The Young Turtles that have already died will run into the enemy, but the safe ones will stay with the group. You lose if all the Young Turtles die. Get a new canister by talking to Petras, or use the one you used at the beginning. Ideally, you want to fight within the Smoke Canister's range. Keep in mind that the turtles are down lower than where the gate is and there is a hill. You'll want to place the canister where the turtles can shoot and hit the enemies and none of them are hitting the hill (note however that they still deal damage if they hit the hill), generally a few steps inside the gate in the center. If ever you are in a bad spot, you can retreat to where the turtles are (if Argo is still alive, he can help, and the big Turtles do not need to survive).
Bonus
The bonus requires you keep all of the Young Turtles alive. This Bonus solo is quite RNG dependent as you'll have some runs where the same setup will have 1-3 of the turtles dying. If going for bonus you will want to bring some form of healing you can use on the Young Turtles to help keep them alive (you can also get the bonus without a heal if you are very lucky, at least with tactics 3). If you manage to keep them alive when doing the opening and make it through to the end as long as you fight within canister range you should be able to get the bonus.
Video links
Nao W/D
Shiburito R
nightquist N/A
Invader E/Me
Serial pure Rt
Shade A/Me
nightquist pure A
nightquist pure D
