Guardian Scout
Scouts are the small Guardians locked inside Test of Strength shrines. Rank I is the modest test. Rank IV is the major one. They carry a sword, a spear or an axe, and they finish a phase by spinning a laser in a circle. The pillar in the room is there for that laser.
Fight the weapon, then the spin
The melee strings are normal attacks. A thrust or an overhead is a side hop into a flurry rush. A horizontal cut is a backflip. A perfect guard also opens them, and a shock or a disarm can knock the weapon out of the small arms. Pick the weapon up if you need it. Do not stand in front of a spear and trade.
When the eye starts the spin, the laser is a disc, not a single shot you can casually parry. Step behind the pillar and wait until the spin ends. Then shoot the eye or close in during the recovery. Higher ranks have more health and hit harder. The pattern does not change, so a Rank I you already understand is the same fight as a Rank IV with worse numbers.
What you walk out with
The chest after the scout is the prize: a weapon, often a knight or royal piece on the harder tests, plus the spirit orb from the monk. The scout itself drops ancient parts. An ancient battle axe or sword makes the next major test shorter, which is why people bring one in instead of using the traveler's sword from the pedestal.
If the room has a floor switch or a metal crate, Magnesis and Stasis are still available. Freeze the scout, hit it, and let the stored hits throw it when you are on the smaller ranks. On Rank IV, treat that as a stagger tool, not as the whole plan. Eat an attack meal before you drop in. The shrine does not pause the clock on your buff.
Field notes
| Item | Detail |
|---|---|
| Where | Test of Strength shrines, ranks I to IV |
| Attack | Sword, spear or axe, then a spinning laser |
| Answer | Flurry rush the weapon, pillar for the spin |
