Talk:Cleansing Zen Daijun

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Requirements[edit]

Damn. I´m a non-canthan character and I can't enter this explorable area. Lae Fao says "I should speak with Brother Hanjiu and Master Togo in Haiju Lagoon for permission to gain entrance here". And they aren't in Lagoon. Screw him. Pastafarian Hunter 10:02, 8 July 2011 (UTC)

You also have to have completed the Zen Daijun mission. --MushaUser Musha Sigc.png 10:11, 8 July 2011 (UTC)
My point. Maybe it should be mentioned on the page. Pastafarian Hunter 10:15, 8 July 2011 (UTC)
I am unable to do this quest even though I've done the Zen Daijun mission. The gate is closed. ~IK~ 00:38, 13 October 2011 (UTC)
Yes. That gate is always closed. Talk to the gate guard to let you in. And sign your name with 4 tildes like this: ~~~~--MushaUser Musha Sigc.png 02:11, 14 October 2011 (UTC)

Wy did he get recorrupted?[edit]

Factions characters help Zunraa untaint the whole zone, why did it come back? Derp. Mango 21:39, 8 July 2011 (UTC)

The corruption returned for the same reason it spread there in the first place: Zunraa wasn't powerful enough to keep it at bay. --Wormwood 17:17, 14 July 2011 (UTC)

0-Kill VQ No Longer Works[edit]

My Canthan-born character did this quest in normal mode, but not Hard Mode. I went to vanquish it, but the foes have changed. I tried both with 5 heros and alone. This conflicts with the statement "Hard mode versions of explorables are not altered until the hard mode version of the quest is completed" on the Winds of Change page. I have completed all 17 quests in the 1st installment and got the "To Be Continued...." cut-scene. And 'yes', I did An Unwelcome Guest. --Guild Free 00:33, 9 July 2011 (UTC)

This...Changes to explorable areas

"After completing the first quest (Cleansing Bukdek Byway), all of the areas listed below will change to include new foes, suitable to the new story. As you work your way through Winds of Change, each of those areas will see further changes (e.g. after purging the Afflicted from the zone, you will see other types of foes when you return). At the present time, once you have started Winds of Change, there is no way to return the areas to the way the were during Factions." And.........."Even if your party includes players who have yet to start Winds of Change, the explorable areas do not return to their pre-WoC status. I believe it do"

I pulled that from the same link you provided. Winds of Change--Gungraave 21:41, 21 September 2011 (UTC)

Drop Tsuriai[edit]

I can't stand over-aggroing, minion breeding NPCs like Tsuriai. Yes, he's one more dude in the fight, but he's more trouble than he's worth, especially in HM. After killing the first Aspect, I ran to the east and wiped the party, so he gets lost when the rest of the party is back at the top of the map.Biggus05 06:27, 16 July 2011 (UTC)

Tsuriai is a she Fire fox 11:04, 8 December 2011 (UTC)
Well she aggravates everything in a very manly way. Sits in AoE + walks into patrols :p File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 19:50, 8 December 2011 (UTC)

Trivia[edit]

You can cap every single smiting monk elite except Balthazar's Pendulum here. Just noticed that from all of the aspects of Zunraa >_> 76.88.127.158 01:10, 4 October 2011 (UTC)

Tips[edit]

After the previous WoC quest, this one's a walk in the park relatively speaking. The biggest threat (by far) is the risk of over-agro. Pulling is essential and your NPC ally tends to stop when attacked, making the process tricky. Sometimes the fight will attract a monk from another mob, which can easily cause a party wipe (run and regroup). This is probably most likely when trying to pull around the fourth Shrine. You can avoid "stationary" mobs that are at a safe distance but attempting to sneak past the closer groups risks being attacked from behind while pulling another, so take out each group that may gain agro by a wandering foe or a kiting team member. As for the roving mobs around each Shrine noted in the walkthrough, some must be defeated, some not. Going in order: #1) a mob will come from the Factions mission end area and could flank you while engaging others (fight). Another will come down from the high ground on the right (approaching the Shrine). These will eventually return and stay put (avoid). #2) a mob will circle counter-clockwise, running by the Shrine. These may eventually stop, not sure (fight). #3) a mob will run up and down the two hills and then stop close to the top near the Shrine. Wait until they stop (fight later) and pull the others first. #4) a mob will circle in front of the Shrine, eventually stopping far to the right (looking down at the Shrine). Most of the time they will already be stationary by the time you've pulled the other mobs at the approach (avoid). #5) There's a group relatively far to the right (looking up at the Shrine from the bottom of the hill). Most likely they originally circled, but they were always stationary by the time I got this far (avoid). Lord Flynt 05:16, 23 April 2013 (UTC)

Hard mode route[edit]

Cleansing Zen Daijun map 2.jpg It has been a while since I last did this quest, but I used the south route today and it seemed that the groups of foes were more spread out. Disadvantage is that it probably is slightly longer, but it does have a rez shrine that can be activated.

Used:

  • Necromancer (mark of pain, pain of disenchantment, human, rest are heroes)
  • Necromancer/Ritualist Resto nec with Icy Veins + Blood bond
  • Mesmer Panic
  • Necromancer/Monk AotL MM with prots
  • Dervish/Assassin VoS
  • Ritualist Sos resto

-Chieftain Alex 19:18, 7 October 2014 (UTC)