Vizunah Square

Overview

As with most 16-man missions, it's quite hard to "solo" when you have an entire 8-man group with you from the "other" side of the mission. For the rest of the discussion below, let's assume a couple of things:
- The other team of 8 henchmen are considered allies and therefore are allowed for a "solo" completion.
- The other team of 8 doesn't include a player and/or their heroes.

The first thing to note about this mission is that you only need to fight the first four Am Fah and then not move. A cutscene will teleport you into the 1st area after a couple minutes. The reason for this is that the Brother Mhenlo NPC will force these first four Am Fah to spawn, but after that, the remaining Am Fah will not appear until a player moves into their range. This means that Mhenlo can walk all the way down to the 1st area and trigger the cutscene. As per normal in Guild Wars 1, whenever a cutscene plays, the player and their party will be teleported to a specific location when it ends. This will allow you to teleport into the 1st area without having to do anything more than just killing the first four Am Fah.

For this reason, it's critical you don't curtail your Skill Bar to kill the first four Am Fah. For most of this mission, you will be fighting Afflicted. You will fight the Am Fah once more at the very end of the mission, but by this point you should be able to either a) ditch Mhenlo & Togo, or b) have the other side's henchmen to help you kill them.

The First Room

As soon as the cutscene ends, you should pin your henchmen to the SW corner of the map, so that they don't participate. Throughout this entire mission, you're going to have two major threats: Afflicted Elementalist and their Mind Burns & Afflicted Monks with their Ray of Judgements. I ended up handling this problem by using a spirit summoner and pain inverter to use Mind Burn against the Afflicted Elementalist.

Throughout this mission, by mere positioning, you can negate the Afflicted Monk's Ray of Judgement. If you allow yourself to be in their range, and you see they're casting RoJ, just keep moving and be in a position that isn't stacked on any allies when the RoJ finishes casting. RoJ has a 20 second cooldown, so ideally by the time it's off cooldown, they've already been killed.

Be aware of the Afflicted boss that spawns from the SE Corner. It can be one of eight potential bosses, however, one of them spawned prior to the cutscene, meaning it can be one of seven potential bosses.

The Second Room

As with the first room, your main concerns here at Afflicted Elementalist and Afflicted Monks. However, an additional challenge you're going to experience in this room is that the two NPCs you have to protect (Brother Mhenlo & Master Togo) are positioned in a way where any mobs coming out of the southern upper-level spawning point will immediately start attacking these NPCs.

The other concern in this room is that the boss will spawn from the middle lower-platform. This boss can be any of the six remaining afflicted bosses.

The Third Room

Again, be wary of the Elementalist and the Monks. An additional challenge in this room is that the mobs spawning from the lower section will always aggro on Master Togo unless they're given some other option. Master Togo's position in this section is very susceptible to spells that don't require line of sight. However, he is positioned in a way where the wanding attacks, the rangers, and all of the other Elementalist skills (Lava Arrows & Lighting Bolt) won't connect with him. This means that he will take a fair amount of damage if no one else tanks for him, but it's not the full force of the enemies because of the line of sight block.

After multiple groups, a boss will spawn at the upper spawn point. This can be any of the five remaining possible bosses.

Final Area

There are Am Fah shortly after the gate opens. However, they won't spawn until the player gets close enough. Let Mhenlo and Togo walk past their spawns until they stop. Then walk forward and spawn them. This will prevent both NPCs from being directly in the fight and instead be on the edge of the fight. You have the "other" side's henchmen at this time, unlike at the start of the mission, so these Am Fah should be fairly easy to kill.

Once the Am Fah are killed, Brother Mhenlo and Master Togo will continue on a set path up until we see the final group of enemies. Once the final group is within sight, the quest log will update and both the NPCs will now follow you. At this point, you kill the final group and you've completed the mission. The one Shiro'ken enemy is in a different group and can be pulled separately than the Afflicted.

Alternative method for Final Area

Instead of fighting the last group with both Mhenlo and Togo, we can run back to the start of the mission and then run back. We're slightly faster than both the NPCs and so by the time we come back to the end of the mission, they've both gotten stuck on a wall or a doorway. This will allow you to do the final fight without the concern of either NPC dying. In addition, it'll allow you to fight at the edge of this group's leash range without worrying about either NPC being focused down on your retreat.

Video links

Serial E/Rt

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