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===Duel with the Expectors===
===Duel with the Expectors===
After completing the traversal section featuring the man cannons, players will be able to use the rally flag before entering the room up ahead. When the players enter the room and step on their assigned plates, the encounter begins, 10 minutes will be added to the timer, and Expector Selin will begin to fight the players. This boss is resistant against non-Stasis damage sources. When the first Expector reaches two thirds of its health, it will raise its immunity shield, and just like the Taken Knight and Taken Centurion in the first encounter, the [[Servile Wizard]]s will spawn that can only be damaged by the player with the matching alignment. After the [[Taken Wizard]]s are defeated, the Light aligned player must call out the symbols they see from top to bottom, then the Darkness aligned player must shoot the symbols called out by the Light aligned in order to bring down the first Expector's immunity shield. Failure to shoot the correct symbol will change the symbols when the Taken Wizard has been killed. When the first Expector reaches one third of its health, it flees and Expector Yemiq will take its place to fight the players as it flees to a resonance barrier. This boss is resistant against non-Strand damage sources. When the second Expector reaches two thirds of its health, it will raise its immunity shield, and the Taken Wizards will spawn again. The same thing will happen, but the role is reversed just like in the first encounter to bring down the second Expector's immunity shield. When the second Expector reaches one third of its health, it flees to a resonance barrier and Taken Wizards will spawn next to a dial surrounded by 12 Pyramid switches in a clock formation on opposite sides of the room. Players will acquire the '''Harmonic Sundering''' buff that lasts permanently once they have killed their Taken Wizard with the correct alignment. Then, 3 sets of 4 lasers will be connected to the dial and each set of 4 lasers rotate every 10 seconds. Both players must call out the lasers connected in a clockwise order from 1 to 12, with 12 being the topmost Pyramid switch. Failure to shoot the correct Pyramid switch will cause the resonance barrier to regain its strength and give both players a new set of 4 lasers on each rotation. Once all sets have been called out by both players, they must shoot the one laser they have in common within that set. Players will see the following text displayed on the screen: ''The barrier is down'', allowing them to damage both Expector bosses. Players must kill both bosses before the timer runs out to progress to the next room. If they begin to run out of time during this encounter, a [[Lightbearer Wizard]] called [[Sacrificial Lightbearer]] will spawn that when defeated, will display the following text: ''"Your sacrifice of Light has pushed back the end…"'' and extend the timer by 3 minutes.
After completing the traversal section featuring the man cannons, players will be able to use the rally flag before entering the room up ahead. When the players enter the room and step on their assigned plates, the encounter begins, 10 minutes will be added to the timer, and Expector Selin will begin to fight the players. This boss is resistant against non-Stasis damage sources. When the first Expector reaches two thirds of its health, it will raise its immunity shield, and just like the Taken Knight and Taken Centurion in the first encounter, the [[Servile Wizard]]s will spawn that can only be damaged by the player with the matching alignment. After the [[Taken Wizard]]s are defeated, the Light aligned player must call out the symbols they see from top to bottom, then the Darkness aligned player must shoot the symbols called out by the Light aligned in order to bring down the first Expector's immunity shield. Failure to shoot the correct symbol will change the symbols when the Taken Wizard has been killed. When the first Expector reaches one third of its health, it flees and Expector Yemiq will take its place to fight the players as it flees to a resonance barrier. This boss is resistant against non-Strand damage sources. When the second Expector reaches two thirds of its health, it will raise its immunity shield, and the Taken Wizards will spawn again. The same thing will happen, but the role is reversed just like in the first encounter to bring down the second Expector's immunity shield. When the second Expector reaches one third of its health, it flees to a resonance barrier and Taken Wizards will spawn next to a dial surrounded by 12 Pyramid switches in a clock formation on opposite sides of the room. Players will acquire the '''Harmonic Sundering''' buff that lasts permanently once they have killed their Taken Wizard with the correct alignment. Then, 3 sets of 4 lasers will be connected to the dial and each set of 4 lasers rotate every 10 seconds. Both players must call out the lasers connected in a clockwise order from 1 to 12, with 12 being the topmost Pyramid switch. Failure to shoot the correct Pyramid switch will cause the resonance barrier to regain its strength and give both players a new set of 4 lasers on each rotation. Once all sets have been called out by both players, they must shoot the one laser they have in common within that set. Players will see the following text displayed on the screen: ''The barrier is down'', allowing them to damage both Expector bosses. Players must kill both bosses before the timer runs out to progress to the next room. If they begin to run out of time during this encounter, a [[Lightbearer Wizard]] called [[Sacrificial Lightbearer]] will spawn that when defeated, will display the following text: ''"Your sacrifice of Light has pushed back the end…'' and extend the timer by 3 minutes.


===Final Option===
===Final Option===

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