
Speed over Size
Read the letter. The Twisted Marionette Head to Lornar's Pass and meet up with your friends. Talk to your friends and learn about the attacks. Talk with the asuran progeny. Follow Taimi into the portal! Break the marionette's chains to disable it: x/5 Champion Regulator Warden I Damage the power regulator and use Inspire to help your friends! Champion Regulator Warden II Damage the power regulator and use Inspire to help your friends! Champion Regulator Warden III Damage the power regulator and use Inspire to help your friends! Champion Regulator Warden IV Damage the power regulator and use Inspire to help your friends! Champion Watchknight Damage the power regulator and use Inspire to help your friends! Rejoin your friends. Check on Taimi. Complete!
You will start in a short valley, and the mission begins in earnest after you talk to Taimi as the gate behind her opens. Make sure you are prepared as after this you will face 5 bosses back to back with only a short break to destroy the power regulator and use (though the short duration of its boons mean that they most likely will not last until the next fight unfortunately). The first warden is invulnerable from the front and will be much more difficult than normal as you will most likely have to rely on Taimi breaking its defiance bar to get opportunities to damage it, while also dealing with the explosive minions it spawns. The second warden is invulnerable while spinning but will be stunned if lead over one of the mines it drops, so that you can damage it. The third warden has very damaging attacks and jumps but will telegraph all attacks, making them fairly easy to dodge. It will also block all attacks for a few seconds when it reaches 50% health, as it shifts into its more aggressive second form. The fourth warden is stationary in the middle of the arena and will cause confusion with a telegraphed shriek so be careful to not stand in its way. It will also spawn heavily damaging aoe field along either the edge of the arena or in the middle of it, making melee attacks potentially very risky. The fifth warden starts out against a durable but weak watchknight with a spin attack that carries it across the platform. However, when killed it will spawn two less durable but more damaging and smaller watchknight which in turn will be spawn two more each when killed who will also spawn two more even smaller and deadlier watchknights each when killed for a total of fifteen enemies to kill. it is recommended that any crowd control effects be saved for after the first split since the first mob has a defiance bar that most likely will not be broken before it is killed while the smaller ones will be far more dangerous if allowed to run amok. After the platform is lowered to the ground a portal to teleport you out will spawn and two conversation will play out before the mission is finished.