A guide to GW2 Twisted Marionette, a temporary world boss introduced with The Origins of Madness game update.
When & Where
Twisted Marionette is a new temporary world boss in Lornar’s Pass and her event begins every 2 hrs on the hour in Lornar’s Pass. You will get a 5 minute window to prepare and the fight officially starts at 5 minutes past the hour.
Her event is restricted to the area near False River Waypoint so players should head there if they want to participate in the fight.
Twisted Marionette fight is structured into 5 lanes so players will need to divide themselves into 5 groups of ~25 players each. Different servers may label the lanes differently but I will use this designation here to avoid confusion (lane order provided by Vancelot on Reddit).
There are two phases to the fight: Phase 1 which is standard defense where players need to defend their lanes against waves of onslaught by Scarlet’s minions and prevent them from reaching the red gate at the end of the lane.
In phase 2, the gate turns greens and everyone on that lane interact with it to get ported up to an arena separated into 5 circular pads. On top of each pad is a champion mob that must be defeated within a certain time limit. Once this champion mob is defeated, the power regulator on the pad becomes attackable and players must destroy it before the time limit runs out.
Every lane will start off with phase 1 but gain entry into phase 2 one lane at a time. Lane 1 will enter phase 2 first and once it is finished with phase 2 (either success or failure), Lane 2 will enter phase 2 and so on. Unless one of the lanes fail phase 1 terribly, all five lanes will experience phase 2 in sequential order.
Success & Failure
On the right side of your screen is an indicator for Twisted Marionette Weapon Test. The two important part of this indicator to notes are 1) Chains severed out of 5 and 2) Aethercannon Power Level.
Everytime a lane successfully completes their phase 2, one of the chains gets severed. However, if one of the lanes fail their phase 2 or let some of the mobs escape through the red gate in phase 1, the Aethercannon Power Level will increase.If players managed to sever all 5 chains before the Aethercannon Power Level reaches to full, they win the fight and receive the highest rewards.
If Aethercannon Power Level reaches full before all 5 chains are severed, the fight is considered a failure and all players in the area will be immediately killed. You will still be rewarded based on how many chains are severed.
Phase 1 aka Tower Defense
Phase 1 is rather simple and easy. There is a portal at start of each lane that spawn waves and waves of mobs that try make their way towards the red gate all the way at end of the lane. Your goal is to kill these mobs before they reach the red gate as each mob that make it past the gate will raise the Aethercannon Power Level.
- Beware of mobs that spawn right next to the red gate, have a couple players guard the gate as well to avoid these mobs from slipping in.
Each lane is also supplied with a number of defenses – barricades, siege weapons, and golems. These will help to slow down the wave of incoming mobs. You will find repair hammers near the start of the lanes that can be used to construct these barricades (their locations are already pre-determined, you just need someone to build them). These repair hammers can be also used to repair the barricades when they get low on HP.
- Not all lanes have barricades but for those that do, your goal is to funnel mobs into “choke" points created by the barricades so you can drop your AoEs on top of these mobs.
- Repair hammers also work on siege weapons and unoccupied golems but repair hammers can be only picked up once so make sure to coordinate who picks it up and repair stuff with it.
One thing you really have to watch out in phase 1 are the champion mobs that spawns and attempt to rush the gate. You need to chase them down and make sure they don’t get too far.
- They become immune to cripple/immobilize at 50% HP so be sure to spam cripple/immobilize on them before they reach 50% as these conditions are not removed.
Phase 2 aka Arena
Phase 2 is the most difficult part of the fight and it is designed to single out players and test their ability to follow mechanics. Players not only need to survive and dish out DPS, they also need to do so correctly.
Phase 2 lasts around 2 minutes and split all the players in a given lane into 5 groups via random assortment. This means you want ideally have 20-25 players in a given lane so you have 4-5 players per group. This setup allow stronger players to cover for the weaker ones as you are given very little control over the group composition.
Each group is placed onto a disc shaped arena and must defeat a champion Regulator mob with special mechanics while avoiding Twisted Marionette’s telegraphed attacks which deals a ton of damage. Players cannot help members of other groups as they are blocked from interacting with them and can only watch from the sidelines. Once they have defeated their champion mob, they must also destroy a Power Regulator on their disc. All five groups must all successfully defeat their champion Regulator mobs and destroy their Power Regulators within the time limit (~2 minutes). If any single group fails, the entire lane fails their phase 2 and the lane after them must repeat their phase 2.
- Shouts from Warriors, Dragon Tooth from Scepter Eles, Ranger Longbow #5, Necro Life Transfer, Guardian Wave of Wrath all go through the invisible walls separating the circular arenas so you can use them to help other groups if needed.
- If one platform successfully destroy their power regulator, the adjacent platforms get Electrifying Aura buff which give 60 seconds of protection, swiftness, regen, fury, might, vigor and retaliation.
Players should be adequately geared with food and other nourishment that help their DPS and/or survival (i.e. food that help your vigor regeneration and therefore dodge). Utilities that help downed players such as Warbanners are especially handy as a single dead player can make the difference between succeeding or failing the event. Priority at beginning of the fight should be to revive downed players to help overall group DPS but you might be forced to abandon them near the end of the time limit to finish your objectives.
Regulator Mobs and Twisted Marionette’s Attacks
By default, each lane in phase 2 is assigned a chain in sequential order (i.e. lane 1 have chain 1, lane 2 have chain 2 etc) and have their own version of the champion Regulator mobs and special attacks from Twisted Marionette. However, if any lane fail to complete their phase 2 successfully (i.e. failed to sever the chain), that lane’s chain will be given to the next lane to complete and so on until either a lane successfully completes it or the entire event fails. The chart below give you an idea of the regulator champions and the Twisted Marionette attacks associated with each chain. If any lane chains to sever their chain, it will given to the next lane so you will need to keep track of who failed their lane and how many chains are severed to know which lane is doing which chain as the fight progresses.
- This isn’t really relevant to the average player but if you are looking to complete The Origin of Madness achievements or if you are a commander looking to setup the perfect team, you need to keep this in mind and keep track of which lane failed their phase 2.
- This also means that you can’t stack a certain lane with good players or a certain lane with weaker players based on their default phase 2 setup as the lanes before it can fail and shift everything.
|Chain||Regulator Warden||Special Mechanics||Twisted Marionette attacks||Achievement|
|1||Regulator Warden I||Block frontal attacks, summon Twisted Reavers||Stomp||Marionette Lightfoot|
|2||Regulator Warden II||Invulnerable while spinning, places mines, stunned by placed mines.||High Kick||Marionette Sidestepper|
|3||Regulator Warden III||Launch bombs, knocks down||Lightning||Marionette Short-Circuiter|
|4||Regulator Warden IV||Shrieks, fires homing missiles||Sword||Marionette Dodger|
|5||Regulator Warden V||Splits when defeated||Scream||Marionette Muter|
Champion Regulator Wardens
- Regulator Warden I is probably the easiest one to deal with as you can simply have one person drag it around while the rest attack it from behind. Ranger/necro pets can be used to tank the warden while rest of the group whack him from behind.
- Regulator Warden II is where a lot of new players will fail as most of them will attempt to run away from the mob, leading it away from the mines it drops and making it immune to damage. You need to dodge into the champion and lead it to the path of mines if just laid.
- Regulator Warden III require quick reflexes and dodging skills as the bombs it launches can one shot a player if they don’t avoid it in time (bombs have no AoE circles, they are simply appear as reddish icons). Another thing to keep in mind is the leap attack it has in melee range that can one shot you. Try to just range him and avoid the bombs.
- Regulator Warden IV require players to not only dodge quickly to avoid the shriek attack but also stop their autoattack/abilities as otherwise the confusion stacks from shriek would eat them alive if they failed to dodge out of it.
- Regulator Warden V requires a bit of DPS check. Need to stack them so you can AoE them down quick.
Twisted Marionette Attacks
- Most of the attacks are fairly easily avoided since they always land in the same spot so as long you avoid the first one, you know exactly where the second one will land.
- Achievements are awarded for avoiding these attacks only if you avoided these attacks AND successfully complete phase 2.
This fight allow you to have some leeway so you don’t need to have a perfect execution every lane to win the event. Assuming none of the lanes allow any of the mobs to escape through and power up the Aethercannons during Phase 1, you are allowed to fail the phase 2 lane event 5 times and still able to complete the event successfully.
This means that a lane failure isn’t a end of the world and commanders should try motivate people after a lane failure so players don’t give up and fail the next lane when it can be helped.
Phase 2 debuff and trick
You get a debuff when you enter phase 2 that prevent you from entering the phase 2 of another lane for several minutes. This debuff roughly lasts for 6 minutes once you finish/complete your lane’s phase 2. Each lane’s phase 2 roughly takes about 3 minutes so what this means is that you can help out in a lane’s phase 2 that is at least 2 lanes away from you (i.e. if you are in lane 1, you can help out in lane 4’s phase 2).
Because phase 1 is less prone to failure than phase 2, you do not need full 20-25 players to defend a lane during phase 1. This allow you to send in some players from other lanes as reinforcements as needed. When using this trick, players should be careful that they do not all go help another lane and leave their lane with weak defenses.