Ruins of Mazzatun
Xit-Xaht Argonian ruins around a corrupted Hist tree. Four bosses. The final boss, Tree-Minder Na-Kesh, brings back earlier bosses as spirits and curses a player with a hallucination.
- Hard mode is on the final boss only (veteran): destroy Na-Kesh's notes on the Amber Plasm before the fight (a flash of light confirms it). Re-do it after a wipe.
- Stoneshapers (trash and final boss): when rocks hover in the air, block or get knocked down and chain-hit. Kill them first.
- Sludge Slingers empower allies with Amber Plasm. Kill them early and keep adds out of the amber pools.
Zatzu the Spine-Breaker
BossEasy fight. Block during the flying rocks and when he lands.
- Block his uppercut heavy. Face him away from the group.
- Leap: he raises a hand and jumps onto the tank with a big AoE. Rocks also fly outward when he lands, so block even outside the circle.
- Flying rocks: he channels and rocks rain on the group until he stops. Block the whole time or you'll be knocked down.
More detail
A big Stoneshaper. Learn the block timing here; the Stoneshapers later in the dungeon use the same rocks.
The Mighty Chudan
Boss- Spit barrage: she spits at the tank several times very fast. Tank must block and must not turn her. If it's on a non-tank, they need to roll repeatedly or die.
- Bog Rush (spreading AoE on you): stand in front of the lightning-shielded Argonian. When the AoE peaks, Chudan burrows at you. Dodge-roll just before she reaches you so she hits the shielded add instead.
- Keep her facing away. Pull archers in if you can without turning her.
- Kill the small Haj Mota adds (spawn in pairs) and the archers. Both keep coming.
- Focus the tank during the spit barrage.
- Lightning shield: an Argonian inside a large lightning dome. Can't be attacked, constantly zaps the group until Chudan breaks it.
- Spit leaves AoE puddles on the floor. Stay out.
- Dragonknight wings, Defensive Stance or a spell wall can reflect the spit, with good timing.
More detail
A giant Haj Mota (shell-turtle). Messing up the charge means the shielded caster stays up and wears the group down. Fextralife calls it 'basically a wipe'. The second AoE that appears is a timer for when she charges.
Xal-Nur the Slaver
Boss- Archers' Take Aim can one-shot a DPS. Kill an archer who starts channeling it.
- Spice run: while he's immune, one non-tank picks up his spit and carries it to the corner with the water geyser. It slows you and zeroes resources. Hand it off partway if needed.
- Hold him in the middle so the spice run is short both ways.
- Grab the trolls (one per phase) and as many adds as possible.
- Each immune phase: kill one Wamasu slaver to release its Wamasu, which then kills adds for you.
- Charge: he charges a random player (white sparks). Interrupt once he starts running, or the target blocks.
- Heal the spice carrier the whole way. Most deaths happen on that run.
- Spit: a pool he drops on the floor during immunity. Don't touch it until someone is assigned.
- Geyser: a column of water shooting up in one of two corners. That's where the spice goes.
- Roar (AoE around him) and Stomp (rocks along the floor): step out of both.
More detail
He goes immune three times as his health drops. Fast DPS can overlap the phases, so it's safer to clear adds first and then push him.
- Fextralife says the spice always goes to the farther geyser. xynode just says the one that's spraying.
Tree-Minder Na-Kesh
Final boss- Totem: it drains everyone's resources to zero. Stack the boss and adds on it and kill it immediately.
- Hallucination curse: one player's screen goes trippy and every skill becomes the same spammable. The group finds the real (lit) statue at the edge of the room, and the cursed player breaks it.
- Stoneshapers in her add waves: block the rocks and kill them first.
- Keep her taunted, especially before she leaves her cage. She won't curse the player who has her taunted.
- Spirits at 70% and 50%: Chudan, then Xal-Nur. Taunt them the instant they spawn. Their heavies one-shot.
- Pull adds onto the boss and away from the amber plasm pools.
- Priority: totem, then Stoneshapers, then other adds, then the boss.
- The cursed player can't heal or defend themselves. Cover them until the statue breaks.
- Curse: the cursed player's screen gets dream-like colors. Everyone else sees which statue is lit.
- Execute (below 30%): she enrages and spins 'disco light' beams that root and damage. Looks scary; stay put and keep up mechanics.
- Spirit phases are safe ultimate-building time. No need to rush.
- Move the whole group, boss included, to the right statue rather than sending the cursed player alone.
Activate: Veteran only. Destroy Na-Kesh's notes on the Amber Plasm before the boss. Re-do it after a wipe.
- More HP and damage.
- More adds. Focus Stoneshapers, then Root-Masons, then the rest.
- No Reveal synergy. The group has to call out the real statue.
More detail
She hides in a cage and is immune while each spirit is up. Curses come after each spirit and again at 30%. A Reveal synergy can show the cursed player the real statue.
- HM details come from search snippets quoting UESP. Couldn't fetch UESP directly.
- Fextralife says the real statue glows for everyone except the cursed player. xynode just says the group can see it. Either way, call it out.